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This page lists Spells in the school of Conjuration.
Starting spells [ ]
The following are Conjuration spells that the character can start with if the correct race is selected:
- The Conjure Familiar spell is unlocked for Bretons at the start of the game.
Skill Increases [ edit ]
Character Creation [ edit ]
The following races have an initial skill bonus to Conjuration:
Trainers [ edit ]
Skill Books [ edit ]
Free Skill Boosts [ edit ]
- +1 Conjuration reward (and other magic skills) from Pantea Ateia (Bards College) for completing the quest Pantea's Flute.
- +5 Conjuration (+5 every magic skill) by selecting "The Path of Magic" when reading the Oghma Infinium after completing the quest Discerning the Transmundane.
Gaining Skill XP [ edit ]
- Summoning or reanimating anything and fighting it grants experience. Be sure not to kill it before it turns hostile, as this will not grant experience.
- Casting higher level spells gives generally faster skill increases (Novice<Apprentice<Adept<Expert<Master). 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 or weapons, 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 vanish.
- 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 creatures grants experience. Banishing conjured familiars grant experience.
Casting with Enemies Nearby [ edit ]
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). Also note that the Bound Sword and Bound Dagger provide more than four times the Skill XP of the Bound Bow (see bugs). So while the Bound Bow is a powerful weapon (particularly in the beginning and mid-game), grinding for XP is better done with the Bound Sword or Bound Dagger. An effective method for doing so very quickly:
- 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.
- 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.
- 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.
You can also cast summon spells repeatedly in areas where the summon and the enemies can't reach each other (e.g., caged animals, areas with high drop-offs).
To grind character levels after already maxing Conjuration at least once, reset it to 15 and summon any Thrall mid-combat to earn a huge amount of experience, especially at low Conjuration levels. This requires a good set of enchanted gear to counter the high magicka cost but can be used to gain character levels extremely quickly.
Soul Trapping a Corpse [ edit ]
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 [ edit ]
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.
Spells [ edit ]
Spell List Notes [ edit ]
- 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 and the table below for details.
- For higher-level spell tomes to become available for purchase, your skill in the school must be high enough (see the table below). 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 [ edit ]
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):
Description [ ]
The conjuration skill is raised by casting Conjuration spells while enemies have detected the caster. The Summoning aspects of Conjuration raises the skill by the amount of time/damage output used in combat; these spells identify themselves as Conjuration spells and generally focus on summoning creatures from the planes of Oblivion or creating ethereal weapons from soul energy. Since Mysticism was removed, Soul Trap is now a Conjuration spell.
Conjuration (Skyrim)
Conjuration is a skill in The Elder Scrolls V: Skyrim and is one of the six skills that fall under the Path of Sorcery or The Mage constellation of skills.
Quests [ ]
The following Quests increase the Conjuration skill:
-
for Pantea Ateia in the Bards College in Solitude. This quest also increases Alteration, Enchanting, Destruction, Restoration, and Illusion.
Summary [ edit ]
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 [ edit ]
- ^ Perk affects non-reanimated summoned ZombiesCC too.
- ^ abcd Perks affect Dremora Lords too.
Skill Books [ ]
The following books provide a permanent skill up to Conjuration. Exact locations of each book are found on their individual pages.
- 2920, vol 09 - Hearth Fire
- 2920, vol 10 - Frostfall
- Liminal Bridges
- The Doors of Oblivion
- The Warrior's Charge
Oghma Infinium also can increase the Conjuration skill - reading the "Path of Magic" increases Conjuration by five, as well as all other Mage skills.
Conjuration
Calling forth creatures from other worlds and creating weapons with magicka are two of the most beneficial tools a caster can utilize. Because of this, casters of all types make use of the school of Conjuration. Dedicated casters, players who enjoy having creatures to draw enemy fire, and heavy fighters who employ the freedom of movement that conjured armor provides, all benefit from Conjuration. Mages specializing in Conjuration are referred to as Conjurers.
Necromancy, a sub-specialization of Conjuration, focuses exclusively on reanimating the corpses of the dead humans and animals. The practice is generally considered unethical by the Mages Guild and the College of Winterhold, although the practice was only officially made illegal when Hannibal Traven became Arch-Mage in Cyrodiil.
Trivia [ ]
- Casting a stronger Raise Dead spell on an enemy zombie while it is still in animation of reanimating will turn the corpse into your own summon while not taking any slot of your summoning creature count.
- Casting the same Raise Dead spell on your reanimated corpse will disintegrate it into an Ash Pile.
- You cannot reanimate decapitated (beheaded) corpses. You also cannot reanimate corpses that have disintegrated into Ash Piles. Skeletons can only be reanimated if they are intact and not scattered bones.
- Dead Thralls may get "lost" in the environment, much like followers can. Waiting (using the "wait" function) or fast traveling can bring them back to the player character's position, though sometimes they will appear a few minutes after a fast travel, not immediately, like regular followers.
- Dead Thrall can reanimate Dremora Kynval.
- Casting Soul Trap on a corpse will cause it to become immune to any attempts at resurrecting it.
- Conjured followers are unaffected by the difficulty setting and thus retain the same effectiveness across all difficulty settings.
- If an enemy that is a conjurer is raised, its summoned creatures and undead may be hostile to that conjurer. They may then kill the conjurer, causing them to disappear.
- A quick way to level up the Dragonborn's Conjuration skill is to purchase Soul Trap, which can be purchased via a Court Wizard or Phinis Gestor if the Dragonborn's Conjuration is level 25+, killing any enemy and constantly casting Soul Trap on it. When magicka reserves are depleted, wait 1 hour in-game and keep using the spell until the desired level is achieved. If the Dragonborn is an Altmer then use the Highborn power to regenerate magicka quickly, use Magicka Potions, or use items that improve magicka reserves like Arch-Mage's Robe (after completing "The Eye of Magnus") or Morokei. Choosing the Apprentice Conjuration perk in the conjuration tree can also halve the cost of the spell.
- Another good way is to use Bound Weapons in combat. It will also level up the respective weapon, and also a good way to level One-Handed, Two-Handed, or Archery.
- A very effective combination using Twin Souls is a conjured Dremora Lord (using two hands) and the shout Call of Valor to summon one of the three original tongues. Since Call of Valor is a shout and not a spell, both can be cast one after the other. There is very little that can stand against both a Dremora Lord and Hakon One-Eye. There may be a bug when using typical conjurations (Summon Dremora Lord) and special conjurations (Call of Valor) even using Twin Souls, a Dremora Lord will disappear if Call of Valor is cast after it. To avoid this remember to cast special conjurations first, then cast a typical conjuration.
- It is not recommended to summon Atronachs at low levels while fighting Dragon Priests as they can use the Expert spell Command Daedra to gain control of them.
- A good way to level up Conjuration for those specializing in the One-Handed perk skill tree is to buy the Bound Sword and use it often, as it increases One-handed and Conjuration rather quickly. Even without the The Mage Stone, it levels quickly.
- The shout Summon Durnehviir functions as a Conjuration spell, unlike Call of Valor. Therefore, if there is already a creature summoned, the shout will replace the summoned creature, also, summoning something else while Durnheviir is still active will prematurely end him.
- Another technique is to find a store owner in a small town, and continuously attack them with a Conjuration spell or any other form of attack magic, while at the same time casting an Alteration or Illusion spell. This will raise the magic class level and also give an endless supply of experience, making leveling up easier. For a quick and easy level up, use an Alteration spell, like Oakflesh, and an Illusion spell, like Clairvoyance (Bound Sword and Bound Battleaxe can do this too) and cast them (not continuously but in bursts). This raises these skills quickly to level up and get perks.
- A creature from Aetherius is summoned in a light blue sphere while a daedra is summoned in a dark blue sphere.
- When Conjuration is a high level, Hold Guards will sometimes say "Hail, summoner. Conjure me up a warm bed, will you?"
This section contains bugs related to Conjuration (Skyrim). Before adding a bug to this list, consider the following:
Contents
Skyrim: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.
Quests [ ]
Upon reaching Conjuration skill level 90, Phinis Gestor at the College of Winterhold offers the "Conjuration Ritual Spell" quest to teach the Dragonborn how to permanently summon a Flame Atronach / Frost Atronach / Storm Atronach / Dead Thrall. After completion, Phinis first gives Summon Flame Thrall, then offers all other Master level Conjuration Spell Tomes for a fee of roughly 3,000 : this price varies with the Speech skill perks and/or Barter enchantment(s) on items or from potions.
Spells [ ]
The following is a complete list of Conjuration spells:
Novice (skill level 0) [ ]
Spell Name | Description | Magicka Base Cost |
---|---|---|
Bound Dagger DR | Creates a magic dagger for 120 seconds. Sheathe it to dispel. | 32 |
Bound Sword | Creates a magic sword for 120 seconds. Sheathe it to dispel. | 93 |
Conjure Familiar | Summons a familiar for 60 seconds wherever the caster is pointing. | 107 |
Raise Zombie | Reanimate a weak dead body to fight for the player for 60 seconds. | 103 |
Summon Unbound Dremora | Summons an unbound Dremora. | 100 |
Apprentice (skill level 25) [ ]
Spell Name | Description | Magicka Base Cost |
---|---|---|
Bound Battleaxe | Creates a magic battle axe for 120 seconds. Sheathe it to dispel. | 169 |
Conjure Boneman DG | Summons a Boneman archer for 60 seconds wherever the caster is pointing. | 129 |
Conjure Flame Atronach | Summons a Flame Atronach for 60 seconds wherever the caster is pointing. | 150 |
Flaming Familiar | Summons a Flaming Familiar which will charge into battle and explode. | 57 |
Reanimate Corpse | Reanimate a more powerful dead body to fight for the player for 60 seconds. | 144 |
Soul Trap | If a target dies within 60 seconds, fills a soul gem. | 107 |
Spectral Arrow (Bound Bow) | Fires a Spectral Arrow at the target doing 30 points of damage and staggering the target (shot from Bound Bow, but can be obtained alone with console commands). | 0 |
Summon Arniel's Shade | Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing. | 0 |
Summon Arvak DG | Summons the horse Arvak wherever the caster is pointing. | 136 |
Adept (skill level 50) [ ]
Spell Name | Description | Magicka Base Cost |
---|---|---|
Banish Daedra | Weaker summoned Daedra are sent back to Oblivion. | 196 |
Bound Bow | Creates a magic bow for 120 seconds. Sheathe it to dispel. | 207 |
Conjure Ash Spawn DR | Summons an Ash Spawn for 60 seconds wherever the caster is pointing:. | 186 |
Conjure Frost Atronach | Summons a Frost Atronach for 60 seconds wherever the caster is pointing. | 215 |
Conjure Mistman DG | Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing. | 193 |
Conjure Seeker DR | Summons a Seeker for 60 seconds wherever the caster is pointing. | 157 |
Revenant | Reanimate a powerful dead body to fight for the player for 60 seconds. | 183 |
Expert (skill level 75) [ ]
Spell Name | Description | Magicka Base Cost |
---|---|---|
Conjure Ash Guardian DR | Creates an Ash Guardian that guards that location until destroyed. Consumes a heart stone from your inventory, without which it will be hostile. | 207 |
Command Daedra | Powerful summoned and raised creatures are put under the player's control. | 243 |
Conjure Dremora Lord | Summons a Dremora Lord for 60 seconds. | 358 |
Conjure Wrathman DG | Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing. | 301 |
Conjure Storm Atronach | Summons a Storm Atronach for 60 seconds wherever the caster is pointing. | 322 |
Dread Zombie | Reanimate a very powerful dead body to fight for the player for 60 seconds. | 302 |
Expel Daedra | Powerful summoned daedra creatures are sent back to Oblivion. | 215 |
Master (skill level 100) [ ]
Master spells cannot be purchased initially. To unlock Master Conjuration spells, the "Conjuration Ritual Spell" quest must be completed upon reaching level 90 Conjuration.
Spell Name | Description | Magicka Base Cost |
---|---|---|
Dead Thrall | Reanimate a dead body permanently to fight for the player. | 1000 |
Flame Thrall | Summons a Flame Atronach permanently. | 900 |
Frost Thrall | Summons a Frost Atronach permanently. | 1100 |
Storm Thrall | Summons a Storm Atronach permanently. | 1200 |
Training [ ]
Trainers [ ]
-
(Adept): Falkreath (Expert): College of Winterhold (Master): Morthal (Master): Tel Mithryn (requires Dragonborn DLC)
Leveling [ ]
- Summoning or reanimating a valid target will raise the skill (summoning creatures must be done while being detected by enemies). This can be done effectively by being in a place where the enemies are unable to reach out to the Dragonborn (such as behind locked doors) and repeatedly summoning or reanimating a target.
- Banishing a valid target will raise the skill (works for all summons). Summoning a creature and then subsequently banishing it also levels the skill quickly.
- Casting a Bound Item spell while in combat will raise the skill.
- Damage done by summoned or reanimated creatures will raise the skill.
- Casting a summoned creature and attacking it with Bound Sword or a Bound Dagger will raise the skill quickly.
- Lure an enemy to the Western Watchtower (usually a giant or mammoth, since there is a camp nearby) and repeatedly cast Soul Trap.
- Cast Soul Trap on Shadowmere. The horse will never become hostile, unlike followers or a horse that is purchased.
- Cast Soul Trap on a dead enemy; do this with the Mage Stone, the apprentice Conjuration perk, Robes of Conjuration (Conjuration spells cost 15% less, magicka regenerates 50% faster), the Necromancer Amulet and Nahkriin's mask. Combined with a good reserve of magicka (400 or greater) the Conjuration skill can be raised from 40 to 100 in roughly 15 minutes. These items can also help with other methods of leveling.
- Alternatively, waiting for an hour when magicka runs dry will fully regenerate magicka, allowing Soul Trap to be cast again. This can prevent the need to acquire these items, although it might take longer to level up.
Spell 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 and the table below for details.
- For higher-level spell tomes to become available for purchase, your skill in the school must be high enough (see the table below). 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.
† Master level spell tomes require the appropriate ritual spell quest to be completed to be sold; while the quests have a skill level requirement of 90 to initiate, if you have completed the quest and reset the skill by making it legendary, the spell tome should still be available for sale.
Perks [ ]
These perks become available to select as the skill is leveled up:
Perk (Ranks) Requirements Description ID Novice Conjuration None Cast Novice level Conjuration spells for half magicka 000F2CA7 Conjuration Dual Casting Conjuration 20, Novice Conjuration Dual casting a Conjuration spell overcharges the effects into a longer lasting version 000153CE Mystic Binding Conjuration 20, Novice Conjuration Bound weapons do more damage 000640B3 Apprentice Conjuration Conjuration 25, Novice Conjuration Cast Apprentice level Conjuration spells for half magicka 000C44BB Summoner (2) Conjuration 30/70, Novice Conjuration Can summon Atronachs, raise undead or Dremora Lords twice as far away (three times as far for the second rank at Conjuration 70) 00105F30
00105F31Soul Stealer Conjuration 30, Mystic Binding Bound weapons cast Soul Trap on targets 000D799E Necromancy Conjuration 40, Novice Conjuration Greater duration for reanimated undead 000581DD Atromancy Conjuration 40, Summoner Double duration for conjured Atronachs and Dremora Lords 000CB419 Oblivion Binding Conjuration 50, Soul Stealer Bound weapons will banish summoned creatures and turn raised ones 000D799C Adept Conjuration Conjuration 50, Apprentice Conjuration Cast Adept level Conjuration spells for half magicka 000C44BC Dark Souls Conjuration 70, Necromancy Reanimated undead have 100 points more health 000581DE Expert Conjuration Conjuration 75, Adept Conjuration Cast Expert level Conjuration spells for half magicka 000C44BD Elemental Potency Conjuration 80, Atromancy Conjured Atronachs are 50% more powerful 000CB41A Twin Souls Conjuration 100, Elemental Potency OR Dark Souls The player can have two conjured creatures 000D5F1C Master Conjuration* Conjuration 100, Expert Conjuration Cast Master level Conjuration spells for half magicka 000C44BE Читайте также: