Call to Arms
| Call to Arms | |
|---|---|
| School | Illusion |
| Level | Master |
| Magicka Cost | 655 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Targets have improved combat skills, health and stamina for 10 minutes. |
| Duration | 600 seconds |
| Perk | Master Illusion (1) |
| Spell Tome | Spell Tome: Call to Arms |
| Game/DLC | Skyrim |
Call to Arms is the Master version of Courage and Rally. It boosts every ally within 100 feet of the caster for 10 minutes. Each one gains 25 points of One-handed, Two-handed and Archery skill, plus 25 points of health and stamina. Cast before a big battle, it makes followers and summons much tougher.
Spell Tome
Call to Arms is learned by reading Spell Tome: Call to Arms. Drevis Neloren sells the tome.
How It Plays
Call to Arms is a Master ritual spell that needs both hands and a long charge. It is best cast before a big fight, while the enemy is still out of reach. Every ally within 100 feet of the caster then gains better combat skills, more health and more stamina for ten minutes.
One cast can cover a whole dungeon or a long battle. The caster only needs to recast it when the next big fight comes along.
The spell boosts One-Handed, Two-Handed and Archery together. Every follower gains, whatever weapon they use. A boosted follower hits harder, lasts longer and is less likely to need saving.
Builds and Uses
Call to Arms suits a character who fights with many allies at once. A conjurer can have a follower, a Dead Thrall and an atronach on the field together, and the spell boosts them all. A follower who is a conjurer or a necromancer adds even more allies to boost.
Perks and Builds
The Master Illusion perk halves the large magicka cost of the spell. Vampires gain from the Champion of the Night power, which makes every Illusion spell stronger. Fortify Illusion potions raise the boost even further.
Quest Background
Call to Arms becomes available after the Illusion Ritual Spell quest. Drevis Neloren, the Illusion master at the College of Winterhold, sends the caster after four hidden Master Illusion texts. They can only be seen with the spell Vision of the Tenth Eye. Drevis gives Hysteria as the reward and then sells Call to Arms, Harmony and Mayhem.
Cost and Value
Call to Arms costs 655 magicka at a skill of zero, low for a Master spell. Harmony costs 1,052 and Mayhem 990 by comparison. Ten minutes of stronger allies for one cast makes it the cheapest of the four Master Illusion spells over time.
The spell is a good answer to a vampire attack on a town. Without Master of the Mind it reaches only the living, so the townspeople and guards gain its boost while the attacking vampires do not.
Gameplay Tips
- Call to Arms stacks with Courage and Rally, so allies can carry all three at once.
- With the Master of the Mind perk, the spell also reaches undead, Daedra and automatons.
Spell Categories
All Illusion Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Clairvoyance | 25 per second | Concentration | Shows the path to the current goal. | |
| Courage | 39 | Fire and Forget | Target won't flee for 60 seconds and gets some extra health and stamina. | |
| Fury | 67 | Fire and Forget | Creatures and people up to level 6 will attack anything nearby for 30 seconds. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Calm | 146 | Fire and Forget | Creatures and people up to level 9 won't fight for 30 seconds. | |
| Fear | 153 | Fire and Forget | Creatures and people up to level 9 flee from combat for 30 seconds. | |
| Muffle | 144 | Fire and Forget | You move more quietly for 180 seconds. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Frenzy | 209 | Fire and Forget | Creatures and people up to level 14 will attack anyone nearby for 60 seconds. | |
| Rally | 113 | Fire and Forget | Targets won't flee for 60 seconds and get extra health and stamina. | |
| Frenzy Rune | 278 | Fire and Forget | Targets up to level 20 that fail to resist are frenzied for 30 seconds. | |
| Orum's Aquatic Escape | 165 | Fire and Forget | Caster is invisible for 15 seconds. Activating an object or attacking will break the spell. Can breathe water for 15 seconds. Improved night vision for 15 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Invisibility | 334 | Fire and Forget | Caster is invisible for 30 seconds. Activating an object or attacking will break the spell. | |
| Pacify | 290 | Fire and Forget | Creatures and people up to level 20 won't fight for 60 seconds. | |
| Rout | 316 | Fire and Forget | Creatures and people up to level 20 flee from combat for 30 seconds. | |
| Fenrik's Welcome | 116 | Fire and Forget | Caster becomes invisible and can open locks with level Expert and below for 5 seconds. Activating an object or attacking will break the spell. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Call to Arms | 655 | Fire and Forget | Targets have improved combat skills, health and stamina for 10 minutes. | |
| Harmony | 1052 | Fire and Forget | Creatures and people up to level 25 nearby won't fight for 60 seconds. | |
| Hysteria | 866 | Fire and Forget | Creatures and people up to level 25 flee from combat for 60 seconds. | |
| Mayhem | 990 | Fire and Forget | Creatures and people up to level 25 will attack anyone nearby for 60 seconds. |