Conjuration magic is the art of summoning creatures or items from another plane. It is one of the six colleges of Magic, but is not considered to be one of the "great schools" by the Mages Guild. and only became mainstream after Warp in the West. Despite this, it has been practiced for centuries by witch covens and wizards throughout Tamriel. Clan Direnni's sorcerers were some of the first to formalize the rituals, chants, and incantations used to open a connection with the plane of Oblivion, many of which are still standard centuries later.
This school can be used to summon a wide range of daedric creatures, weapons and armor. Spells used to dominate creatures and humanoids were once considered to be part of this school, but they are now part of the college of Illusion. A further type of spell grants power over the undead, until those were reassigned to the school of Restoration.
- Summoned creatures fall into three groups. There are spells that call a daedra, from weak creatures such as scamps to more powerful ones like dremora. Others summon undead servants such as skeletons or wraiths. Lastly, some spells summon natural creatures - especially bears.
- Summoned weapons and armor are daedric in nature, although often not as strong as normal daedric items.
- Turn Undead effects cause undead creatures to become afraid of the caster, from whom they will run as long as the effect lasts.
- Some necromantic rituals, particularly the reanimation of corpses, overlap with this school.
1The Bend Will effect added by Dragonborn is a shout, outside of the traditional magic schools
2The Command spells were included in the Illusion school in Oblivion.
3Inherited from Mysticism school
4Moved into Restoration school
In addition to the flagship titles, other games have had effects in the Conjuration school:
|Dead to Dust|
- Chaotic Creatia: The Azure Plasm by Doctor Rhythandius — An academic study into Daedric summoning and Azure Plasm
- Daedra Dossier: Cold-Flame Atronach by Denogorath the Dread Archivist — Notes on the discovery of Cold-Flame Atronachs
- Darkest Darkness — A description of various Daedra
- The Doors of Oblivion by Seif-ij Hidja — The chronicles of Morian Zenas' journey through the realms of Oblivion, penned by his apprentice
- Feyfolken II by Waughin Jarth — The Great Sage tells Volume 2 of a story of Artaeum, Psijics, and Robotic Enchanters
- I was Summoned by a Mortal by Kynval Zzedenkathik of Clan Deathbringer — A humorous tale of a Dremora's summoning
- Liminal Bridges by Camilonwe of Alinor — A Discourse On The Theory and Praxis of Traveling Between Mundus and Oblivion
- On Oblivion by Morian Zenas — A guide to Oblivion and the Daedra
- The Origins of Conjuration — On the wonders and dangers of conjuration
- Principles of Conjuration by Corvus Direnni — A brief introduction to the basics of Conjuration magic
- Secrets Overheard in Apocrypha by Morian Zenas — Eavesdropping on servants of Hermaeus Mora
- Tome of Daedric Portals by The Sinistral Apprentice — On reaching the Deadlands and the dangers therein
- A Tragedy in Black — The story of a youth summoning a Dremora
- Where Magical Paths Meet by Warlock Aldaale — On the benefits of Conjuration
- Mages Guild Charter
- The Improved Emperor's Guide to Tamriel: The Summerset Isles: Auridon — Flaccus Terentius, 2E 581