In the other thread, I invoked the concept that various elements of a game are used to represent qualities or abilities of the character, world, creatures, and NPCs. This was necessary to distinguish the manner in which the compass with its quest arrows, map icons, and red dots differed from other visual elements like the three attribute bars and the eye reticule.
Clearly we know that the character in the world of Skyrim is not actually looking over their head and watching red dots to know where the enemies behind a rock or down a hallway they can't see around are. Yet in classifying the nature of this distinction, it became obvious that some knowledge given the player through such elements IS actually available legitimately to the character by in game means. There is a detect life spell for example. But clairvoyance being the obvious corresponant for information about a quest, I had to consider why I felt that it differs from something like the detect life spell.
It seems to me that a spell power to instantly have perfect knowledge of where any "objective" of a quest, no matter how trivial or life endingly vital, no matter how broad or narrow, basically no matter what it may be, can be found is too broad and sweepingly general, and therefore too powerful for a spell available to anyone who can cast it. This seems like the kind of power only a psijic, a daedric lord, or an aedra would possess. That's when I understood. It's subtle, but it has to do with the nature of quests.
What does a quest represent? Well to the player, it is a set of predetermined objectives, of which there are only so many (even if there is a radiant story thing making any number of others, all are drawn from a finite set of possible parts). To the character in the world of Skyrim, a quest is also a set of objectives, but they may not be predetermined and there is definitely no "limit" on how many or what type they may be.
It is this general nature of the knowledge the spell purports to represent I think that seals the deal on clairvoyance being way too powerful, at least as it is. For the character, it is perfectly valid at any point, even after first escaping Helgen, to simply decide to go on a "quest" for the answer to the entire dragon problem. If clairvoyance can lead you to any objective whatsoever, then the "magic of the spell" should immediately point them straight to the final answer.
They could go in search of the meaning of life, or a source of limitless gold, or world peace, and this simple little novice illusion spell will send them straight to it. Saying, but no such quests exist in the game is not a refutation of the spell's overly general and all powerful nature, because that is only a consequence of limitations of the media (the game console or computer) that is representing the game world, not the spell itself.
I mean, imagine if you had this power in the real world in a way that you could call upon at any time with nothing but pauses to rest and recuperate between attempts. What could you NOT do? It's almost a wish as it stands. Anyone who has it should with time and patience be able to effectively become a god.
Understand this is certainly not a call for removal of the spell. I am a staunch advocate of options, and ironically, unlike the compass, this spell is something I can choose to not ever learn and pretend doesn't exist at all. What do you think? Is it too powerful? Is it fine? Why or why not? Could it use limitations, such as a chance to fail outright, or maybe a chance of misleading that gets less and less as you acquire greater skill? Or ought it have been some kind of greater power reward from a dangerous quest? What might it be instead?