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Call to Arms



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 Skyrim Clairvoyance.webp 25 per second Concentration Shows the path to the current goal.
Courage Skyrim Courage.webp 39 Fire and Forget Target won't flee for 60 seconds and gets some extra health and stamina.
Fury Skyrim Fury.webp 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 Skyrim Calm.webp 146 Fire and Forget Creatures and people up to level 9 won't fight for 30 seconds.
Fear Skyrim Fear.webp 153 Fire and Forget Creatures and people up to level 9 flee from combat for 30 seconds.
Muffle Skyrim Muffle.webp 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 Skyrim Frenzy.webp 209 Fire and Forget Creatures and people up to level 14 will attack anyone nearby for 60 seconds.
Rally Skyrim Rally.webp 113 Fire and Forget Targets won't flee for 60 seconds and get extra health and stamina.
Frenzy Rune Skyrim Frenzy Rune.webp 278 Fire and Forget Targets up to level 20 that fail to resist are frenzied for 30 seconds.
Orum's Aquatic Escape Skyrim Orum's Aquatic Escape.webp 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 Skyrim Invisibility.webp 334 Fire and Forget Caster is invisible for 30 seconds. Activating an object or attacking will break the spell.
Pacify Skyrim Pacify.webp 290 Fire and Forget Creatures and people up to level 20 won't fight for 60 seconds.
Rout Skyrim Rout.webp 316 Fire and Forget Creatures and people up to level 20 flee from combat for 30 seconds.
Fenrik's Welcome Skyrim Fenrik's Welcome.webp 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 Skyrim Call to Arms.webp 655 Fire and Forget Targets have improved combat skills, health and stamina for 10 minutes.
Harmony Skyrim Harmony.webp 1052 Fire and Forget Creatures and people up to level 25 nearby won't fight for 60 seconds.
Hysteria Skyrim Hysteria.webp 866 Fire and Forget Creatures and people up to level 25 flee from combat for 60 seconds.
Mayhem Skyrim Mayhem.webp 990 Fire and Forget Creatures and people up to level 25 will attack anyone nearby for 60 seconds.