Studies: Novice Illusion 1- Grants a random novice level Illusion spell. All Illusion spells are 20% cheaper. Studies: Apprentice Illusion 1- Grants a random apprentice level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming melee damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively. Studies: Adept Illusion 1- Grants a random adept level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming Destruction spell damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively. Studies: Expert Illusion 1- Grants a random expert level Illusion spell. Critical hit chance agains anyone affected by influence spells or phantom debuffs grows by 30%. Destruction spell power against anyone effected by influence spells or phantom debuffs increases by 15%. Studies: Master Illusion 1- Grants a random master level Illusion spell. Unlocks Illusion's "focus" perks. Casting a spell with base cost of 100 or higher makes you ethereal for 5 second. Deep Analysis 1- Spell "Insight" can be dual cast to affect undead, machines and daedra, and displays the exact difference to the target, as well as its resistances. Unknowable Horror 1- Spell "Fear" can be dual cast to affect undead, machines and daedra, and lasts 30% longer. Debilitating Terror 1- "Spell Fear" absorbs small amounts of stamina and magicka while active. Invigorate 1- Illusion buffs last 30% longer and can be dual cast to affect Daedra, undead and machines. Transcendental Mantle 1- In addition to any other effect, Illusion buffs increase the target's health and stamina. Soothing Voice 1- Spell "Calm" can be dual cast to affect undead, machines and daedra, and lasts 30% longer. Subjugation 1- Spell "Calm" absorbs small amouts of health while active. Raging Heart 1- Spell "Fury" can be dual cast to affect undead, machines and daedra, and lasts 30% longer. Maniacal Surge 1- Spell "Fury" additionally increases melee weapon damage and movement speed of its target. Quiet Casting 1- Spells are silent to cast and 30% more expensive while sneaking. Hallucinating Echoes 1- Increases maximum phantom count by 1.(*) Can dual cast phantom spells to create two phantoms with one spell. (*) In PerMa, phantoms have a separate summon counter, and mechanics that differ from regular summonable creatures. Waning Presence 1- After summoning a phantom, the caster turns silent and invisible for 7 seconds. Does not affect spell casting sound though; just movement. Retaliating Echoes 1- An enemy that kills a phantom suffers from -30% magic resistance for 15 seconds. 2- An enemy that kills a phantom suffers from -30% magic resistance and -200 armor for 15 seconds. Vessel 1- Spells that would normally require a phantom as target now work on everyone affected by Fear, Fury or Calm as well. Phantom Host 1- For each living phantom, you deal 4% more weapon damage, take 4% less weapon damage, and Illusion spells are 4% cheaper to cast. Caps out at 5 phantoms. Recursive Insanity 1- When casting a phantom spell at a target influenced by Fear, Fury or Calm, an additional phantom is spawned.(*) (*) Yeah, 3/4 phantom spells require you to target an enemy. Focus: The Minddweller 1- Fear, Fury and Calm are 25% cheaper to cast. Grants the spell "Lose Hope". "Lose Hope" instantly kills a target influenced by Fear, Fury or Calm if it is of lower level than the caster. Focus: The Puppetmaster 1- Increases maximum phantom count by 2. Grants the spell "Phantom Army". "Phantom Army" is the only phantom spell that doesn't need to be targeted at an enemy. It is caster-centered and spawns as many phantom warriors as your phantom count allows. So, if max phantom count is at 5 and you have one phantom out, four phantoms will be spawned.