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Skyrim: Skills: Magic
Skill: Conjuration

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.


Conjuration is strongly focused on combat, but in a rather different way to other schools. It has six 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.

Skill Perks

Novice Conjuration
Apprentice Conjuration
Adept Conjuration
Expert Conjuration
Master Conjuration
Conjuration Dual Casting
Mystic Binding
Soul Stealer
Oblivion Binding
Dark Souls
Elemental Potency
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. Erro de citação: Código <ref> inválido; o nome "Dremora" é definido mais de uma vez com conteúdos diferentes Erro de citação: Código <ref> inválido; o nome "Dremora" é definido mais de uma vez com conteúdos diferentes Erro de citação: Código <ref> inválido; o nome "Dremora" é definido mais de uma vez com conteúdos diferentes


  Spell Name
Skill Level Tome
Magicka Base Cost Skill XP Description and Effect Details Where to Get
  Bound DaggerDB
Spell ID: xx01ce06
Tome ID: xx01ce07
38 53 269 Creates a magic dagger for 120 seconds. Sheathe it to dispel:
  Bound Sword
Spell ID: 000211eb
Tome ID: 0009e2a9
49 93 469 Creates a magic sword for 120 seconds. Sheathe it to dispel:
  Conjure Familiar
Spell ID: 000640b6
Tome ID: 0009e2ab
49 107 64 Summons a Familiar for 60 seconds wherever the caster is pointing:
  Raise Zombie
Spell ID: 0007e8e1
Tome ID: 0009e2aa
49 103 515 Reanimate a weak dead body to fight for you for 60 seconds:
  Bound Battleaxe
Spell ID: 000211ec
Tome ID: 000a26ed
99 169 84 Creates a magic battle axe for 120 seconds. Sheathe it to dispel:
  Conjure BonemanDG
Spell ID: xx0045ba
Tome ID: xx0045b0
75 129 64 Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing:
  Conjure Flame Atronach
Spell ID: 000204c3
Tome ID: 000a26ec
99 150 37 Summons a Flame Atronach for 60 seconds wherever the caster is pointing:
  Flaming Familiar
Spell ID: 0009ce26
Tome ID: 000b45f7
250 57 57 Summons a flaming familiar which will charge into battle and explode:
  Reanimate Corpse
Spell ID: 00065bd7
Tome ID: 000a26eb
99 144 434 Reanimate a more powerful dead body to fight for you for 60 seconds:
  Soul Trap
Spell ID: 0004dba4
Tome ID: 0009cd54
100 107 215 If target dies within 60 seconds, fills a soul gem:
  Summon ArvakDG
Spell ID: xx00c600
Tome ID: None
N/A 136 0 Summons Arvak in the Soul Cairn or Tamriel wilderness to act as your steed:
  • Reward for quest Soul Cairn Horse Quest
  • If you are still mounted after 60 secs he will remain with you until you dismount
  • Only available with the Dawnguard add-on
  Banish Daedra
Spell ID: 0006d22c
Tome ID: 000a26ee
346 196 196 Weaker summoned daedra are sent back to Oblivion:
  Bound Bow
Spell ID: 000211ed
Tome ID: 000a26f1
335 207 103 Creates a magic bow and 100 magic arrows for 120 seconds. Sheathe it to dispel:
  • Bound Bow, for 120 secs
  • With the Mystic Binding perk, changes to Mystic Bow, for 120 secs
  • If you use all 100 arrows it will automatically equip the weakest arrows you are carrying.
75px Conjure Ash SpawnDB
Spell ID: xx01cdf6
Tome ID: xx01e2b1
338 186 139 Summons an Ash Spawn for 60 seconds wherever the caster is pointing:
  Conjure Frost Atronach
Spell ID: 000204c4
Tome ID: 000a26ef
347 215 80 Summons a Frost Atronach for 60 seconds wherever the caster is pointing:
  Conjure MistmanDG
Spell ID: xx0045b8
Tome ID: xx0045b1
75 193 96 Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing:
  Conjure SeekerDB
Spell ID: xx033c66
Tome ID: xx033c67
307 157 118 Summons a Seeker for 60 seconds wherever the caster is pointing:
Spell ID: 00096d94
Tome ID: 000a26f2
340 183 183 Reanimate a powerful dead body to fight for you for 60 seconds:
75px Conjure Ash GuardianDB
Spell ID: xx017782
Tome ID: xx01aaba
720 340 221 Creates an Ash Guardian that guards that location until destroyed. Consumes a Heart stone from your inventory, without which it will be hostile.
  Command Daedra
Spell ID: 0006f953
Tome ID: 000a26f6
660 243 242 Powerful summoned and raised creatures are put under your control:
  Conjure Dragon Priest
Spell ID: 0010fc16
Tome ID: None
N/A 358 717 Summons a Dragon Priest for 60 seconds.
  • Only available as an effect of Konahrik
  Conjure Dremora Lord
Spell ID: 0010ddec
Tome ID: 0010fd60
730 358 717 Summons a Dremora Lord for 60 seconds:
  Conjure Storm Atronach
Spell ID: 000204c5
Tome ID: 000a26f0
690 322 161 Summons a Storm Atronach for 60 seconds wherever the caster is pointing:
  Conjure WrathmanDG
Spell ID: xx0045b3
Tome ID: xx0045b2
75 301 150 Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing:
  Dread Zombie
Spell ID: 00096d95
Tome ID: 000a26f7
630 302 302 Reanimate a very powerful dead body to fight for you for 60 seconds:
  Expel Daedra
Spell ID: 0006f952
Tome ID: 000a26f8
620 215 215 Powerful summoned daedra creatures are are [sic] sent back to Oblivion:
  Flame Thrall
Spell ID: 0007e5d5
Tome ID: 000a26fa
1260 900 0 Summons a Flame Atronach permanently:
  Dead Thrall
Spell ID: 0007e8df
Tome ID: 000a26f9
1270 1000 1000 Reanimate a dead body permanently to fight for you. Only works on people:
  Frost Thrall
Spell ID: 0007e5d6
Tome ID: 000a26fb
1300 1100 3850 Summons a Frost Atronach permanently:
  Storm Thrall
Spell ID: 0007e5d7
Tome ID: 000a26fc
1350 1200 4800[1] Summons a Storm Atronach permanently:
  Spectral Arrow
Spell ID: 000ab23d
Tome ID: 000b3165
N/A 250 50 50 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
  Summon Arniel's Shade
Spell ID: 0006a153
Tome ID: None
N/A N/A 0 0 Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing.
  Summon Unbound Dremora
Spell ID: 00099f39
Tome ID: None
N/A N/A 100 0 (scripted) 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
  1. ^ Skill XP is reduced to 0 with Elemental Potency.

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.
  • Skill XP can be modified by scripts and by the game engine itself under various circumstances. The exact XP you receive may vary from the numbers listed here.
  • Magicka cost and skill XP are rounded down, both in game and on this page. Because of this, you may find that you cannot cast a spell even though it appears you have exactly enough magicka to do so.

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):

Skill Increases

Character Creation

The following races have an initial skill bonus to Conjuration:


Skill Books

Free Skill Boosts

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 when leveling Conjuration. The Secret of ArcanaDB power does the same thing, but only for 30 seconds.
  • When summoning creatures, you don't have to be engaged in combat at the time of casting to gain experience in Conjuration, as long as you encounter a hostile enemy before the summons vanishes.
  • The quickest way to level up your conjuration is by getting the spell Bound Weapon, starting a fight (Mudcrabs are the best opponents for this), casting the spell (one or two hands), when hearing the sound which comes right after you've launched the spell, cancel (so you don't have to wait for the weapons to appear), repeat.
  • Banishing your own summoned Daedra grants experience.

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 your Conjuration skill (some spells such as Bound Sword can be equipped in both hands for quicker leveling). An effective method for doing so very quickly:

  1. Find a place with enemies that also has a place where you can retreat to that is out of reach of melee attacks (places with caged enemies are a useful alternative, as does encountering a slaughterfish but staying on shore). Kill all but one melee fighter and proceed to cast your spells. Often the enemy will run away in an attempt to find a position to get closer to you. They may retreat far enough to allow you to use the wait function to instantly replenish the magicka bar.
  2. 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 you to accomplish objectives while leveling, without the need for grinding.
  3. After clearing out a dungeon or a fort, resurrect each dead NPC, and then hit them four times to turn them hostile. Do not kill them, simply reanimate the next NPC and the first will drop dead, and then repeat the process.

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.

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.


  • Bound Sword's damage without Mystic Binding is equivalent to an Orcish 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.
  • Bound Dagger's damage without Mystic Binding is equivalent to an Orcish dagger, and with Mystic Binding is equal to an ebony dagger.
  • Bound Dagger will not cause critical damage.[verification needed — CK says it's so, needs in-game verification.]
  • Bound Sword can cause critical damage
  • If you have the Soul Stealer perk and plan to use Bound Weapons much, souls can be removed from soul gems by dropping them, which can help avoid "wasting" the capacity of the bigger soul gems with smaller souls. 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. If you have the Twin Souls perk and two thralls or summoned creatures, then both summons will be dismissed. With the 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 the 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.
  • 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.
  • The Soul Trap effect from Soul Stealer lasts 5 seconds.


  • 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.
  • 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.
    • This can sometimes be fixed by 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!"
    •   Use the console command player.dispelallspells to remove all temporary effects.
    • If you can turn into a werewolf, it will remove the effect and thus stop the comments.
    • 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 experience even if you are unable to resurrect them. This effect also applies to animals if you have the werewolf perk Savage Feeding.
  • The Elemental Potency perk causes the Storm Thrall spell to stop raising your Conjuration skill.