Conjuration (The Elder Scrolls Supplement)

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Conjuration is the ability to interfere with other realms, be it to harness souls or to summon Daedra to fight for you. It is a combat skill.

Central Branch[edit]

Novice Conjuration[edit]

Prerequisites None: Novice-level Conjuration spells cost half as much Magicka to cast.

Conjuration Dual Casting[edit]

Prerequisites Conjuration lv 20, Novice Conjuration: Dual casting a conjuration spell (Spending 2x the Magicka) gives a bonus to the spell making it have an increased duration of 2d4 rounds

Apprentice Conjuration[edit]

Prerequisites Conjuration lv 25, Novice Conjuration: Apprentice-level Conjuration spells cost half as much Magicka to cast.


Prerequisites Conjuration lv 30, Novice Conjuration: Double summon/raise distance of Daedra and Undead spells

Adept Conjuration[edit]

Prerequisites Conjuration lv 50, Apprentice Conjuration: Adept-level Conjuration spells cost half as much Magicka to cast.

Minion Control[edit]

Prerequisites Conjuration lv 65, Apprentice Conjuration: As an action, you can take control of a Daedric or undead minion of yours within 50 feet of you. Your body will be unconscious while this is active but you can use all of your minion's senses and abilities. You will go back to your body after an hour has passed, the minion exceeds a 2500 feet distance from your body, or after spending a minute ritual to return.

Expert Conjuration[edit]

Prerequisites Conjuration lv 75, Adept Conjuration: Expert-level Conjuration spells cost half as much Magicka to cast.

Dual Souls[edit]

Prerequisites Conjuration lv 100, Elemental Potency or Undead Pocket: You can have two conjured creatures active at the same time

Master Conjuration[edit]

Prerequisites Conjuration lv 100, Expert Conjuration: Master-level Conjuration spells cost half as much Magicka to cast.

Daedra Branch[edit]


Prerequisites Conjuration lv 40, Summoner: Summoned Daedra last twice as long

Bloody Bond[edit]

Prerequisites Conjuration lv 45, Atromancy: Your Daedra will heal 1d6 health at the end of each of their turns while in combat unless they are reduced to 0 hp (and thus banished). However, you gain 50% less health from healing spells and items while in combat and have at least one Daedra summoned.

Oblivion Strength[edit]

Rank 1) Prerequisites Conjuration lv 50, Bloody Bond: Your maximum health is increased by 10 health points when you have a Daedra minion active. Your maximum health is reduced by 5 when no minion is active.
Rank 2) Prerequisites Conjuration lv 70, Oblivion Strength Rank 1: You gain +2 to Strength and you deal 1d6 extra melee damage when you have a Daedra minion active. Your strength is reduced by 2 and you deal 1d4 less damage when no minion is active.

Atronach Keeper[edit]

Prerequisites Conjuration lv 60, Atromancy: Gain resistance to [Fire, Cold or Lightning] based on the summoned Atronach's Type for 5 rounds after the summoning

Daedric Bruiser[edit]

Prerequisites Conjuration lv 70, Oblivion Strength 1: You deal 2 extra damage with melee weapons when you have a Daedra minion active

Elemental Potency[edit]

Prerequisites Conjuration lv 80, Atronach Keeper: Atronachs have 1/2 more health & armor and deal 1/2 more damage

Daedric Pact[edit]

Prerequisites Conjuration lv 100, Daedric Bruiser: You can demand the attention of a Daedric Prince of your choice. You will keep the Prince there for 10 minutes and it will not be able to send something to harm you during this time. During this time you can negotiate for the Prince's Daedric artifact (usually the Prince will send you on a quest), some Daedric boon (Your DM will decide whether or not to give this to you), or some other item. You can only use this ability once, so make it count... Also, try not to make them angry...

Necromancy Branch[edit]


Prerequisites Conjuration lv 40, Summoner: Undead created by you last 4 rounds longer

Dark Souls[edit]

Prerequisites Conjuration lv 50, Necromancy: Undead created by you have 1 more HD and the extra health that comes with it

Undead Instability[edit]

Prerequisites Conjuration lv 55, Dark Souls: You can make the undead under your control significantly more powerful in return for causing their bodies to deteriorate rapidly. While the ability is activated, the undead gets advantage to Strength, Dexterity, and Consitution saving throws, deals 3d8 extra physical damage, and gains +5ft to their movement speed but will lose 10 health points at the end of each of turn. Effects last until the undead dies.

Favored Dead[edit]

Prerequisites Conjuration lv 70, Dark Souls: When you find a corpse you can spend 10 minutes performing a ritual to strengthen the corpse. When you raise a corpse that undergone this ritual the undead will no longer be able to leave your control, it will last until killed, deal 4d6 extra damage and its maximum hit points will be increased by 30. You can only have one favored dead active at a time and you will not be able to do the ritual again for 1d4 weeks. the favored undead does not count against summon limit.

Undead Pocket[edit]

Prerequisites Conjuration lv 80, Storage Pocket: You have a small plane of oblivion where you can store your undead minions. It can hold up to 1 + your int mod undead, an undead can be summoned from the plane as action.

Necromantic Enhancement[edit]

Prerequisites Conjuration lv 90, Favored Dead: You imbue your body with necromantic power to prolong your life. You gain 3d10 more maximum hitpoints and have a resistance to necrotic damage, however, you gain a weakness to radiant damage (restoration attack spells affect you as though you were undead) and healing spells are half as effective on you.

Deal of Eternity[edit]

Prerequisites lv 95, Necromantic Enhancement: You can make an unbreakable deal with two mortal beings(you can be one of these mortals), putting their very souls at stake. Both parties must be fully aware of the deal and conditions for the ability to activate. If one of these mortals were to violate the deal, their body will instantly turn to dust and their soul will be given to the ideal masters. You can only have one Deal of Eternity active between two mortals at one time and each time you use this ability your maximum hp and stamina are reduced by 1d8.

Bound Items Branch[edit]

Mystic Binding[edit]

Prerequisites Conjuration lv 20, Novice Conjuration: Bound weapons deal 1d6 extra damage.

Superior Weapon Summoning[edit]

Prerequisites Conjuration lv 30, Mystic Binding: Bound weapons deal 2d6 extra damage.

Soul Stealing[edit]

Prerequisites Conjuration lv 30, Mystic Binding: Bound weapons inflict soul trap and will steal the souls of its victims into soul gems if available

Oblivion Binding[edit]

Prerequisites Conjuration lv 50, Soul Stealing: Bound weapons inflict Turn Undead (Adept Restoration Spell) on Undead and Banish Daedra (Adept Conjuration Spell) on Daedra

Storage Pocket[edit]

Prerequisites Conjuration lv 60, Oblivion Binding: You gain a small section of oblivion where you can store items. It can hold up to your (int mod * 50 [min of 50lbs]) pounds of items. You summon any item in the plane for half the item's weight in Magicka as an action.

Perpetual Storage[edit]

Prerequisites Conjuration lv 70, Storage Pocket: The Storage Pocket puts any item stored in it into stasis preserving it in time so long as it is stored.

Daedric Home[edit]

Prerequisites Conjuration lv 90, Perpetual Storage: Once per day you may create a portal to a personal section of oblivion which contains a small hut filled with 4 bunk beds, a table, 12 chairs, and a pantry and fireplace. It costs 25 Magicka per 2 hours spent active and the Magicka spent keeping the hut active cannot regenerate until the hut is deactivated.


Once you have reached 100 Conjuration you may choose to legendary the skill reducing it back to 20 and refunding all spent perk points (You cannot get new perk points for leveling up this tree again) doing this also unlocks one legendary perk [You can do this process more than once each time unlocking a new Legendary perk, however. Also, you must still meet all prerequisites for the legendary perk and spend a perk point to unlock it]

Triple Souls[edit]

Prerequisites Conjuration lv 100, Dual Souls, Legendary perk: You can have three conjured creatures active at the same time

Pact of Oblivion[edit]

Prerequisites Conjuration lv 100, Daedric Pact, Legendary perk: You can summon and bind a CR 3 or lower Daedra once a day costing 10 total hp per HD (Cannot restore health lost until Daedra are banished), Daedra summoned this way do not count against your conjured creature limit


Prerequisites Conjuration lv 100, Necromantic Enhancement, Legendary perk: You no longer need to eat, drink, breathe or sleep, gain Resistance to Necrotic damage, Immunity to Charmed, Exhaustion, Frightened, Paralyzed, Poisoned. Your type is changed to undead


Prerequisites Conjuration lv 100, Daedric Home, Legendary perk: Your Daedric home is upgraded to a miniature island within oblivion which you can shift and manipulate as you see fit the Magicka cost is also halved


  1. "Conjuration". Elder Scrolls Fandom.

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