Skyrim:Conjuration

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Skill: Conjuration
Conjuration
Specialization:
Magic

Conjuration, one of the five schools of magic in Skyrim, is the school dedicated to summoning creatures or objects the caster desires. Increasing this skill reduces the magicka cost when casting Conjuration spells. Historical information about the School of Conjuration is provided in the lore article. The Conjuration skill tree has a total of 15 perks, requiring a total of 16 perk points to fill.

In-game Description: The School of Conjuration governs raising the dead or summoning creations from Oblivion. This skill makes it easier to cast these spells as well as Soul Trap and bindings.

Contents

[edit] Summary

Conjuration is strongly focused on combat, but in a rather different way to other schools. It has four main areas:

  • Summon spells conjure a creature such as a Daedra to fight for the caster. Characters can only have one summoned creature or reanimated zombie at a time, two with the Twin Souls perk.
  • Reanimation spells animate the corpse of dead NPCs to fight for the caster. Characters can only have one summoned creature or reanimated zombie at a time, two with the Twin Souls perk.
  • Banish spells return summoned Daedra to Oblivion.
  • Command spells place summoned Daedra under the caster's control.
  • Bound Weapon spells conjure an ethereal weapon to your hand. With a few perks that are available at even a low level, bound weapons become very powerful.
  • The Soul Trap spell, important to anyone who wishes to enchant items or recharge magic weapons. While filled soul gems can be bought, and weapons enchanted with Soul Trap can be found, this is a low-level spell and it is often easier to capture your own souls even if you do not otherwise use Conjuration magic much.

[edit] Skill Perks

Conjuration Perk Tree
Novice Conj.: 0 Conj. Cast Novice level Conj. spells for half magicka.
Novice Conjuration
Apprentice Conj.: 25 Conj. Cast Apprentice level Conj. spells for half magicka.
Apprentice Conjuration
Adept Conj.: 50 Conj. Cast Adept level Conj. spells for half magicka.
Adept Conjuration
Expert Conj.: 75 Conj. Cast Expert level Conj. spells for half magicka.
Expert Conjuration
Master Conj.: 100 Conj. Cast Master level Conj. spells for half magicka.
Master Conjuration
Conj. Dual Casting: 20 Conj. Dual casting a Conj. spell overcharges the spell, allowing it to last longer.
Conjuration Dual Casting
Mystic Binding: 20 Conj. Bound weapons do more damage.
Mystic Binding
Soul Stealer: 30 Conj. Bound weapons cast Soul Trap on targets.
Soul Stealer
Oblivion Binding: 50 Conj. Bound weapons will banish summoned creatures and turn raised ones.
Oblivion Binding
Necromancy: 40 Conj. Greater duration for reanimated undead.
Necromancy
Dark Souls: 70 Conj. Reanimated undead have 100 points more health.
Dark Souls
Summoner (2 ranks): 30/70 Conj. Can summon atronachs or raise undead twice/three times as far away.
Summoner
Atromancy: 40 Conj. Double duration for conjured Atronachs.
Atromancy
Elemental Potency: 80 Conj. Conjured Atronachs are 50% more powerful.
Elemental Potency
Twin Souls: 100 Conj. You can have two atronachs or reanimated zombies.
Twin Souls
Conjuration Perk Tree
Perk Rank Description ID Skill Req. Perk Req.
Novice Conjuration Cast Novice level Conjuration spells for half magicka. 000f2ca7
Apprentice Conjuration Cast Apprentice level Conjuration spells for half magicka. 000c44bb 25 Conjuration Novice Conjuration
Adept Conjuration Cast Adept level Conjuration spells for half magicka. 000c44bc 50 Conjuration Apprentice Conjuration
Expert Conjuration Cast Expert level Conjuration spells for half magicka. 000c44bd 75 Conjuration Adept Conjuration
Master Conjuration Cast Master level Conjuration spells for half magicka. 000c44be 100 Conjuration Expert Conjuration
Conjuration Dual Casting Dual casting a Conjuration spell overcharges the spell, allowing it to last longer. 000153ce 20 Conjuration Novice Conjuration
Mystic Binding Bound weapons do more damage. 000640b3 20 Conjuration Novice Conjuration
Soul Stealer Bound weapons cast Soul Trap on targets. 000d799e 30 Conjuration Mystic Binding
Oblivion Binding Bound weapons will banish summoned creatures and turn raised ones. 000d799c 50 Conjuration Soul Stealer
Necromancy Greater duration for reanimated undead. 000581dd 40 Conjuration Novice Conjuration
Dark Souls Reanimated undead have 100 points more health. 000581de 70 Conjuration Necromancy
Summoner 1 Can summon atronachs or raise undead twice as far away.[1] 00105f30 30 Conjuration Novice Conjuration
2 Can summon atronachs or raise undead three times as far away.[1] 00105f31 30 70 Conjuration
Atromancy Double duration for conjured Atronachs.[1] 000cb419 40 Conjuration Summoner
Elemental Potency Conjured Atronachs are 50% more powerful. 000cb41a 80 Conjuration Atromancy
Twin Souls You can have two atronachs or reanimated zombies. [1] 000d5f1c 100 Conjuration Dark Souls or Elemental Potency
  1. ^ a b c d Perks affect Dremora Lords too.

[edit] Spells

SR-icon-book-SpellTomeConjuration.png Spell Name
(IDs)
Skill Level Tome
Value
Magicka Base Cost Description and Effect Details Where to Get
SR-icon-spell-Bound.png Bound Sword
Spell ID: 000211eb
Tome ID: 0009e2a9
10
Novice
49 009393 Creates a magic sword for 120 seconds. Sheathe it to dispel:
SR-icon-spell-Summon.png Conjure Familiar
Spell ID: 000640b6
Tome ID: 0009e2ab
10
Novice
49 0107107 Summons a Familiar for 60 seconds wherever the caster is pointing:
SR-icon-spell-Reanimate.png Raise Zombie
Spell ID: 0007e8e1
Tome ID: 0009e2aa
10
Novice
49 0103103 Reanimate a weak dead body to fight for you for 60 seconds:
SR-icon-spell-Bound.png Bound Battleaxe
Spell ID: 000211ec
Tome ID: 000a26ed
225
Appren.
99 0169169 Creates a magic battle axe for 120 seconds. Sheathe it to dispel:
SR-icon-spell-Summon.png Conjure Boneman DG
Spell ID: xx0045ba
Tome ID: xx0045b0
225
Appren.
75 0129129 Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing:
SR-icon-spell-Summon.png Conjure Flame Atronach
Spell ID: 000204c3
Tome ID: 000a26ec
225
Appren.
99 0150150 Summons a Flame Atronach for 60 seconds wherever the caster is pointing:
SR-icon-spell-Summon.png Flaming Familiar
Spell ID: 0009ce26
Tome ID: 000b45f7
225
Appren.
250 005757 Summons a flaming familiar which will charge into battle and explode:
SR-icon-spell-Reanimate.png Reanimate Corpse
Spell ID: 00065bd7
Tome ID: 000a26eb
225
Appren.
99 0144144 Reanimate a more powerful dead body to fight for you for 60 seconds:
SR-icon-spell-Banish.png Soul Trap
Spell ID: 0004dba4
Tome ID: 0009cd54
225
Appren.
100 0107107 If target dies within 60 seconds, fills a soul gem:
SR-icon-spell-Summon.png Summon Arvak DG
Spell ID: xx00c600
No Tome
225
Appren.
N/A 0136136 Summons Arvak in the Soul Cairn or Tamriel wilderness to act as your steed:
DB-icon-spell-Ash.png Conjure Ash Guardian DB
Spell ID: xx017782
Tome ID: xx01aaba
275
Expert
720 0335335 Creates an Ash Guardian that guards that location until destroyed. Consumes a Heart stone from your inventory, without which it will be hostile.
SR-icon-spell-Banish.png Banish Daedra
Spell ID: 0006d22c
Tome ID: 000a26ee
350
Adept
346 0196196 Weaker summoned daedra are sent back to Oblivion:
SR-icon-spell-Bound.png Bound Bow
Spell ID: 000211ed
Tome ID: 000a26f1
350
Adept
335 0207207 Creates a magic bow for 120 seconds. Sheathe it to dispel:
SR-icon-spell-Summon.png Conjure Frost Atronach
Spell ID: 000204c4
Tome ID: 000a26ef
350
Adept
347 0215215 Summons a Frost Atronach for 60 seconds wherever the caster is pointing:
SR-icon-spell-Summon.png Conjure Mistman DG
Spell ID: xx0045b8
Tome ID: xx0045b1
350
Adept
75 0193193 Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing:
SR-icon-spell-Reanimate.png Revenant
Spell ID: 00096d94
Tome ID: 000a26f2
350
Adept
340 0183183 Reanimate a powerful dead body to fight for you for 60 seconds:
SR-icon-spell-Banish.png Command Daedra
Spell ID: 0006f953
Tome ID: 000a26f6
475
Expert
660 0243243 Powerful summoned and raised creatures are put under your control:
SR-icon-spell-Summon.png Conjure Dragon Priest
Spell ID: 0010fc16
No Tome
475
Expert
N/A 0358358 Summons a Dragon Priest for 60 seconds.
  • Not available for purchase
SR-icon-spell-Summon.png Conjure Dremora Lord
Spell ID: 0010ddec
Tome ID: 0010fd60
475
Expert
730 0358358 Summons a Dremora Lord for 60 seconds:
SR-icon-spell-Summon.png Conjure Storm Atronach
Spell ID: 000204c5
Tome ID: 000a26f0
475
Expert
690 0322322 Summons a Storm Atronach for 60 seconds wherever the caster is pointing:
SR-icon-spell-Summon.png Conjure Wrathman DG
Spell ID: xx0045b3
Tome ID: xx0045b2
475
Expert
75 0301301 Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing:
SR-icon-spell-Reanimate.png Dread Zombie
Spell ID: 00096d95
Tome ID: 000a26f7
475
Expert
630 0302302 Reanimate a very powerful dead body to fight for you for 60 seconds:
SR-icon-spell-Banish.png Expel Daedra
Spell ID: 0006f952
Tome ID: 000a26f8
475
Expert
620 0215215 Powerful summoned daedra creatures are are [sic] sent back to Oblivion:
SR-icon-spell-Summon.png Flame Thrall
Spell ID: 0007e5d5
Tome ID: 000a26fa
5100
Master
1260 0900900 Summons a Flame Atronach permanently:
SR-icon-spell-Reanimate.png Dead Thrall
Spell ID: 0007e8df
Tome ID: 000a26f9
5100
Master
1270 10001000 Reanimate a dead body permanently to fight for you. Only works on people:
SR-icon-spell-Summon.png Frost Thrall
Spell ID: 0007e5d6
Tome ID: 000a26fb
5100
Master
1300 11001100 Summons a Frost Atronach permanently:
SR-icon-spell-Summon.png Storm Thrall
Spell ID: 0007e5d7
Tome ID: 000a26fc
5100
Master
1350 12001200 Summons a Storm Atronach permanently:
SR-icon-spell-Summon.png Spectral Arrow
Spell ID: 000ab23d
Tome ID: 000b3165
0N/A 250 005050 Fires a Spectral Arrow at the target doing 30 points of damage and staggering the target:
  • Not available in game
  • Was apparently intended to be the reward for completing the quest Infiltration, but was replaced by Detect Life
SR-icon-spell-Summon.png Summon Arniel's Shade
Spell ID: 0006a153
No Tome
0N/A N/A 00000 Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing.
SR-icon-spell-Summon.png Summon Unbound Dremora
Spell ID: 00099f39
No Tome
0N/A N/A 0100100 Summons an unbound Dremora for 999 seconds
  • Summon Unbound Dremora, for 999 secs
  • Only works at a specific location, as part of the related quest

[edit] Spell List Notes

  • The base cost for spells is the amount of magicka that would be necessary to cast the spell at 0 skill without any perks. The magicka cost at 100 skill is 41% less than the base cost; the cost can also be reduced via enchanted apparel and by unlocking various perks. See Spell Cost for the full magicka cost equation.
  • Skill level indicates which skill perk needs to be unlocked to decrease the spell's magicka cost. "N/A" is used for special spells whose cost is not affected by any perks.
  • The "Where to Get" column only lists guaranteed locations for obtaining the spell tomes. Most spell tomes are also available in random loot; see Spell Tome Locations for details.
  • For higher-level spell tomes to become available for purchase, your skill in the school must be high enough. Also, master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.
  • All spell tomes have a weight of 1.

[edit] Magical Effects

A list of standard Conjuration spells can be found on the Spells page. The following individual effects are all considered to be part of the school of Conjuration (see the individual effect pages for full details on availability; the Magical Effects article also provides a summary):

[edit] Skill Increases

[edit] Character Creation

The following races have an initial skill bonus to Conjuration:

[edit] Trainers

[edit] Skill Books

[edit] Free Skill Boosts

[edit] Gaining Skill XP

  • Summoning or reanimating anything and fighting it grants experience.
  • Casting higher level spells gives generally faster skill increases (Novice<Apprentice<Adept<Expert<Master).
  • Regenerate Magicka effects help reduce downtimes while training.
  • It is possible to reduce or even completely eliminate the magicka cost of spells by stacking Fortify Conjuration enchanting effects, which is very helpful, but also quite overpowered.

[edit] Casting with Enemies Nearby

Repeatedly casting high-duration, low-magicka Conjuration spells (Bound Sword for example) while in a combat situation will also quickly increase one's Conjuration skill. An effective method for doing so very quickly:

  1. Have a follower, conjured Atronach, or Thrall engage in combat, or cast a Fury or Frenzy spell and then repeatedly cast Bound Sword. This allows for the player to accomplish objectives while leveling, without completely pointless summoning.
  2. Find a place with an enemy or enemies that only use melee attacks that also has a high platform or place otherwise out of reach of the enemies. Preferably, kill all but one of the enemies. Bleakwind Basin works very well for this purpose as well as encountering a slaughterfish while staying on shore.
  3. Continually cast Bound Sword (with both hands individually, preferably). Use a hotkey for the spell to be able to quickly equip it repeatedly (as casting it equips the bound weapon itself). Often the enemy will run far enough away from your location to allow you to use the wait function. If so, wait to get more magicka to keep casting the spell, or just wait until it refills itself. The giants in Bleakwind Basin will almost assuredly run away, though, if you're standing on the rectangular pillar near their fire.

Upon completing the Dark Brotherhood questline, three of the Emperor's Penitus Oculatus guards will be found at the top of the tower to the northeast of Solitude's entrance (the one that joins to the small bridge you cross while escaping). They will appear as enemies on the radar and you will be prohibited from auto-saving or fast traveling while standing amongst them. However, they will not attack you, leaving you to cast Conjuration spells while in combat without fear of injury. Using this method, one can go from 0 Conjuration to 100 Conjuration in roughly 25 minutes.

If you have enough magicka (or reduction), using high-level Conjuration spells is even faster, with Conjure Dremora Lord getting you one level within less than 10 casts (roughly 5 seconds), even on 80+.

Another option is to find a horker up in the north, equip Bound Sword in both hands and walk in circles around the horker continuously casting and recasting the spell. The horker is too slow to catch up and will keep trying anyway. If your armor is strong enough then you can just stand there and take the hits. This will level up your armor, too.

In most Imperial and Stormcloak camps there is one person that cannot be killed. Kill everyone else in the camp and hit the leader until he is on the ground. Then cast Bound Sword and sheath (the swords don't have to appear to get the experience you just have to cast the spell then sheath). Once he gets up hit him until he has low health then run around to wait for your magicka to regenerate and repeat.

Continuously, if you have not started A Cornered Rat, travel to The Riften Ratway Warrens and find Esbern. Once you find him, use either Sparks or Ice Storm to hit him through the door. This will turn Esbern hostile (and incur a 40 gold bounty, but this can be reset afterwards simply by activating the door again), but because he's behind the door he won't do anything, and neither will any summons. Once your magicka runs out, you may activate Esbern's door again. This will reset Esbern, turning him non-hostile and removing any bounty you might have gained from assaulting him. Once your magicka is high enough, simply repeat the process.

Lastly, casting near giant frostbite spiders (Nimhe in Nechuand-Zel, the wounded frostbite spider in Bleak Falls Barrow and the spider in Cronvangr Cave) is also an easy way to hone your skills. A good method is to use Bleak Falls Barrow's wounded frostbite spider early on, allowing you to easily be a master-level conjurer near the beginning of your game. All you have to do is stay out of reach from the spiders and, if you want, dodge the poison at regular intervals.

[edit] Soul Trapping a Corpse

An even faster way to level, although one that exploits a bug, would be to find any sort of dead body and repeatedly cast Soul Trap on it with dual-cast, you can go from level 40 to 91 in less than 10 minutes. If you stand near the big magic well in the College of Winterhold, you will gain additional magicka regeneration. If this is combined with the Altmer's Highborn racial power, your magicka will regenerate extremely quickly.

[edit] Soul Trap on your Horse

Alternatively, repeatedly cast soul trap on your horse - unlike followers, your horse will not become hostile (or run away) no matter how many times you attack it.

[edit] Notes

  • Bound Sword's damage without Mystic Binding is equivalent to a steel sword, and with Mystic Binding is equivalent to a Daedric sword.
  • Bound Battleaxe's damage without Mystic Binding lies between iron and steel battleaxes, and with Mystic Binding is equivalent to a glass battleaxe.
  • Bound Bow's damage without Mystic Binding has the bow's damage between ebony and Daedric and arrow damage equivalent to a Daedric[verification needed], and with Mystic Binding the bow's damage is equivalent to a Daedric (Exquisite) and arrows equivalent to Daedric.
  • If you have the Soul Stealer perk and plan to use Bound Weapons much, Souls can be removed from soul gems by dropping them to avoid wasteful petty soul in a grand soul gem. This only works on soul gems that you filled yourself, not pre-filled gems purchased from vendors.
  • Bound weapons cannot be disarmed.
  • Unlike in previous games, there are no Bound Armor spells. They have been substituted with the Alteration line of flesh spells.
  • Guards will comment on your abilities if you're proficient in the school of Conjuration: "Hail, Summoner! Conjure me up a warm bed, would you?"
  • If you cast any of the damaging Cloak spells while you have a conjured creature active, the creature will be dismissed. The reverse is not true; if you conjure a creature while a Cloak is active, both spells remain in effect. When using Twin Souls perk then both summons are dismissed. With Elemental Potency perk all Elemental summons (Fire, Frost, Shock) are not affected by this issue (Dremora Lord is affected even with the perk).
  • Decapitated NPCs cannot be reanimated no matter what spell you use.
  • Creatures and NPCs brought back from the dead with Novice, Apprentice, Adept, and Expert-level spells will disintegrate into a pile of ash upon death, banishment, or once the effect wears off. NPCs reanimated with the Master-level spell, Dead Thrall, will not disintegrate and can be reanimated indefinitely. The level cap of reanimated undead targets can be raised by 25% with Restoration perk Necromage.
  • NPCs reanimated with Dead Thrall can be used as a pack mule. Store whatever you want them to carry on their corpse and then reanimate them. If you wish to access your items afterwards or add more for the thrall to carry, kill it or summon/reanimate something else (this will cause the thrall to die) then take your things from the corpse or add more. The NPC can be reanimated again afterwards. You can also use this method to re-equip your thrall with any extra equipment you may have, although some may not equip heavy armor, and they usually wait until entering a new area to update their equipment.
    • There is the potential, though, that certain circumstances will cause the thrall to stop following you, and if left in a cell that resets, your items may be lost.
  • Thralls will refuse to come out of Broken Oar Grotto for some reason, and dead thralls will resurrect after a certain amount of time.(PC,PS3)
  • Conjured Ash Guardians do not count as active summoned creatures, meaning that they will not conflict with other summoned creatures.
  • The Necromancy, Atromancy, Dark Souls and Elemental Potency perks have no effect on conjured Ash Spawn, Ash Guardians or Seekers.
  • Bound Bow with Mystic Binding garners more XP per hit than any other bow in the game.

[edit] Bugs

  • Attempting to summon something while being affected by a Spell Absorption effect can cause the summoned creature to not appear, "refunding" the casting cost for no net loss. This can be negated by aiming at a stone wall and casting the spell.[verification needed — Seems like a coincidence rather than a workaround.]
  • The skill perk Summoner does not seem to have an effect on Reanimate spells as it states in the description. ?
  • When in third-person view, summoning a bound weapon in caves or dungeons may cause you to become frozen with an invisible weapon in your hands. The only way to fix this is to reload a previous save. ?
    • This can sometimes be fixed my going in and out of third-person and first-person views several times.
  • Summon Thrall spells can occasionally become "stuck" on your character, causing NPCs to constantly remark "That spell looks dangerous!"
    • PC Note Use the console command player.dispelallspells to remove all temporary effects.
    • PlayStation Note Workaround: If you can turn into a werewolf, it will remove the effect and thus stop the comments. Not yet tested on PC.
    • Alternately, going to jail can get rid of this effect, as it dispels any active effects on you that are time-based. Because the Thrall effect is on your character for a certain amount of hours (that never count down), it is dispelled when sent to jail.
  • Summoning staves (e.g., Staff of Fire Atronach or Sanguine Rose) won't work if you have the Elemental Potency perk.
  • As a werewolf, corpses that you have already devoured can be essentially 'tapped' again with a low level raise dead spell and will grant extra werewolf xp even if you are unable to resurrect the mob. This effect also applies to animals and undead if you have the werewolf perk Savage Feeding. ?
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