Magic in Skyrim plays quite a big role, especially considering how many different things you are able to do by using it. In Skyrim magic comprises various types of spells, as well as Shouts and Races innate powers. Casting regular spells will be costing you Magicka points and by improving your skills in each magical branch you’ll be able to reduce the magicka cost of Novice, Apprentice, Adept, Expert, and Master spell types. Even if you’re not skilled at these spells you’ll still be able to cast them effectively: the only problem is that the Magicka cost will be quite high. Another way to decrease Magicka cost is through the use of robes.
If you’re looking at making your magic spells more powers you’ll have to use some special potion or use the Dual Casting skill which allows you to cast a spell with both hands: Magicka cost will be increased but also will the potency of the used spell.
Spells in Skyrim are learned by reading Spell Tomes: just use one of these tomes while it’s in your inventory and you’ll learn it, with the tome disappearing in the process. Spell tomes can be obtained from vendors and as loot: when tomes are found as loot they will be appropriate to the player’s skill level. The Spell tomes found in vendors are also randomly generated and the only way to a specific tome for sure is by going to the vendors at the College of Winterhold who offer the full selection of spells appropriate for the player’s skill level. You may also want to visit court wizards found in most of the game’s major holds to learn some of the spells.
These are the the Magic branches that we will be covering in these Skyrim Magic Guides: if you want to know the perks associated with these Magic branches you can check out our Skyrim Character Building guides, where we have covered all the available perks of the game.
Conjuration spells generally focus on summoning creatures from the plains of Oblivion and create ethereal weapons from soul energy. A nice easter egg is that once you reach 30 in Conjuration, guards may greet you by asking to conjure them a warm bed.
These books will allow you to obtain a permanent skill up in Conjuration
- 2920, Hearth Fire (v9)
- 2920, Frostfall (v10)
- Liminal Bridges
- The Doors of Oblivion
- The Warrior’s Charge
- Novice Spells
Creates a magic dagger for 120 seconds. Sheathe it to dispel.
Creates a magic sword for 120 seconds. Sheathe it to dispel.
Summons a Familiar for 60 seconds wherever the caster is pointing.
Reanimate a weak dead body to fight for the player for 60 seconds.
Summon Unbound Dremora
Summons an unbound Dremora.
- Apprentice Spells
Creates a magic battle axe for 120 seconds. Sheathe it to dispel.
Conjure Boneman DG
Summons a Boneman archer for 60 seconds wherever the caster is pointing.
Conjure Flame Atronach
Summons a Flame Atronach for 60 seconds wherever the caster is pointing.
Summons a Flaming Familiar which will charge into battle and explode.
Reanimate a more powerful dead body to fight for the player for 60 seconds.
If a target dies within 60 seconds, fills a soul gem.
Fires a Spectral Arrow at the target doing 30 points of damage and staggering the target.
Summon Arniel’s Shade
Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing.
Summons the horse Arvak wherever the caster is pointing.
- Adept Spells
Weaker summoned daedra are sent back to Oblivion.
Creates a magic bow for 120 seconds. Sheathe it to dispel.
Conjure Ash Spawn
Summons an Ash Spawn for 60 seconds wherever the caster is pointing.
Conjure Frost Atronach
Summons a Frost Atronach for 60 seconds wherever the caster is pointing.
Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing.
Summons a Seeker for 60 seconds wherever the caster is pointing.
Reanimate a powerful dead body to fight for the player for 60 seconds.
- Expert Spells
Conjure Ash Guardian
Creates an Ash Guardian that guards that location until destroyed. Consumes a heart stone from your inventory, without which it will be hostile.
Powerful summoned and raised creatures are put under the player’s control.
Conjure Dremora Lord
Summons a Dremora Lord for 60 seconds.
Conjure Wrathman DG
Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing.
Conjure Storm Atronach
Summons a Storm Atronach for 60 seconds wherever the caster is pointing.
Reanimate a very powerful dead body to fight for the player for 60 seconds.
Powerful summoned daedra creatures are sent back to Oblivion.
- Master Spells
Reanimate a dead body permanently to fight for the player.
Summons a Flame Atronach permanently.
Summons a Frost Atronach permanently.
Summons a Storm Atronach permanently.
To unlock Master Conjuration spells you will have to complete the Conjuration Ritual Spell quest once obtain level 90 in Conjuration.
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