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SR-icon-spell-Illusion Light.png Courage
School Illusion Difficulty Novice
Type Defensive Casting Fire and Forget
Delivery Aimed Equip Either Hand
Spell ID 0004dee8 Editor ID Courage
Base Cost 39 Charge Time 0.5
Duration 60 sec Range 469 ft
Speed 94 ft/s Max Life ~5 sec.
Magnitude 100 Area 0
Tome ID 0009e2ad Tome Value 46

Treva's Watch

Appears in random loot at level 1+
Target won't flee for 60 seconds and gets some extra health and stamina.

Courage is a novice level Illusion spell that prevents the target from fleeing and grants them extra health and stamina for 60 seconds.



This gives the following performance:

Fortify Magnitude Duration (seconds)
Single-cast Dual-cast
Default 25 60 132
Animage 33
Kindred Mage 35

Master of the Mind will not stack with Kindred Mage or Animage, which is primarily of interest when attempting to cast spells on friendly undead, typically people or animals you have raised yourself. It's also worth noting that if you are a vampire, Champion of the Night will apply to the Fortify magnitude, not the duration, as will Necromage, when cast on undead.


  • If a follower who is Protected has had their health reduced to the point where they are crawling around on the ground, this spell will get them to stand up and fight again, mainly due to the Fortify Health part. However, if their health is then reduced again, and not restored before the effect wears off, they may die, as the extra health is removed and reduces them to below 0.
  • This spell can be cast on enemies as an inexpensive way to level Illusion early in the game.
  • The effects of this spell are independent from Rally and Call to Arms. Thus, the bonuses from all 3 spells can be stacked together.