Dead Thrall
| Dead Thrall | |
|---|---|
| School | Conjuration |
| Level | Master |
| Magicka Cost | 1000 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Reanimate a dead body permanently to fight for you. Only works on people. |
| Duration | 999 days |
| Perk | Master Conjuration (1) |
| Spell Tome | Spell Tome: Dead Thrall |
| Game/DLC | Skyrim |
Dead Thrall is the Master spell for raising the dead, and the only one that lasts. It raises a dead person, up to level 40, as a permanent follower. When the thrall falls in battle, its body stays whole and can be raised again. The spell only works on people, such as men, elves and beastfolk.
Dead Thrall is an end game spell. Phinis Gestor sells the tome at the College of Winterhold once the Conjuration Ritual Spell quest is done, and that quest opens when Conjuration reaches 90. The other Master Conjuration spells are the three atronach thralls: Flame Thrall, Frost Thrall and Storm Thrall.
Spell Tome
Dead Thrall is learned by reading Spell Tome: Dead Thrall. Phinis Gestor sells the tome.
How It Plays
Every other raise dead spell lasts a short time. When it ends, the corpse crumbles into a pile of ash and a new body is needed. Dead Thrall breaks that rule. The thrall follows the caster until it is killed, banished or replaced by another summon. When it dies, the body stays whole and can be raised again as often as needed.
This makes the choice of body important. A thrall keeps the skills and spells it had in life. A dead mage throws Destruction spells and uses staves. A dead warrior fights with the weapons placed on its corpse, and it also uses a shield if a hand is free. Many unique characters keep their special powers after death.
Some corpses cannot be raised. A body that was beheaded or turned into ash is gone for good. Perks such as Disintegrate in Destruction can destroy a body that would have made a fine thrall. A careful necromancer saves a promising enemy for a clean kill.
Choosing and Equipping a Thrall
Weapons are easy to change. Place a weapon or shield on the corpse before raising it, and the thrall picks it up. Mage thralls usually prefer their own spells and staves to melee weapons.
Armor works differently. A thrall wears only the exact pieces it died in. A body in a full set of elven or glass armor makes a much tougher thrall than a bandit in fur. Those pieces can be taken off, improved at a forge or enchanted, and then put back on the corpse before raising it.
The level limit of 40 matters as well. The Necromage perk in Restoration raises that limit for bodies that were undead before death, such as vampires. This lets a necromancer raise stronger vampires as permanent servants. Dremora can also be raised with the spell.
Perks and Builds
The Master Conjuration perk halves the large magicka cost of Dead Thrall. The Dark Souls perk gives reanimated undead 100 extra health. The Twin Souls perk allows two thralls at the same time, or a thrall and an atronach together. Summoner lets the caster raise a body from much farther away.
Fortify Conjuration gear lowers the cost of every Conjuration spell. Enough of it makes Dead Thrall free to cast. Since the thrall is permanent, the high cost only matters once for each raising.
Thralls sometimes get lost, just like followers. Waiting or fast travelling usually brings them back, though they may arrive a little later than the caster.
Quest Background
Phinis Gestor teaches Conjuration at the College of Winterhold. Once the caster's skill reaches 90, he says there are spells that can "more closely and more permanently bind creatures to your will." To write them down, he needs a sigil stone from an Oblivion gate. He has no wish to fetch one himself, so he teaches the spell Summon Unbound Dremora instead.
The summoning takes place on the roof of the Hall of Attainment. The first time it appears, the Unbound Dremora shouts "You dare bring me here?" and attacks. It must be beaten and summoned again more than once. Each time it grows a little less defiant. In the end it submits and agrees to fetch a sigil stone.
Summoned one last time, the Dremora hands over the stone with a complaint: "Lord Dagon is less than pleased at its loss." Phinis Gestor borrows the stone, studies it and returns it. He gives Flame Thrall as the reward. After that, he sells the other Master Conjuration tomes, Dead Thrall among them.
Lore
The in-game description says the School of Conjuration governs raising the dead and summoning creations from Oblivion. Dead Thrall is the peak of the necromantic side of that school. Guards who notice a skilled conjurer may say, "Hail, Summoner! Conjure me up a warm bed, would you?"
Strong Thralls
Unique enemies with special powers make some of the best thralls. Orchendor, the Bosmer mage at the heart of Bthardamz in the quest The Only Cure, keeps his teleportation as a thrall. His strong magic resistance comes with him too.
A thrall raised from a dead friend or a quest giver comes back as a silent fighter. It follows and fights, but it never returns to its old life.
Compared with the Ritual Stone
The Ritual Stone east of Whiterun gives a power that raises every corpse nearby once a day. Its thralls fight for a limited time, though their bodies stay whole afterwards. Dead Thrall raises only one body at a time, but that thrall stays until it is killed.
The Dark Souls perk is a strong partner for Dead Thrall, since its extra 100 health goes to a servant that follows the caster until it is killed.
Gameplay Tips
- Choose the body with care. The thrall only ever wears the armor it died in, so a corpse in heavy armor makes a tougher thrall.
- To upgrade that armor, take it off the body, improve or enchant it, and put it back before raising the thrall.
- Enchanted armor on a thrall cancels the extra health from the Dark Souls perk.
Notes
- Some unique characters keep their special powers as thralls. Ulfric Stormcloak, for example, still uses his shouts.
- The Twin Souls perk allows two thralls at the same time.
Spell Categories
All Conjuration Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Bound Sword | 93 | Fire and Forget | Creates a magic sword for 120 seconds. Sheathe it to dispel. | |
| Conjure Familiar | 107 | Fire and Forget | Summons a Familiar for 60 seconds wherever the caster is pointing. | |
| Raise Zombie | 103 | Fire and Forget | Reanimate a weak dead body to fight for you for 60 seconds. | |
| Bound Dagger | 53 | Fire and Forget | Creates a magic dagger for 120 seconds. Sheathe it to dispel. | |
| Conjure Skeleton Minion | 106 | Fire and Forget | Summons a weak Skeleton warrior for 60 seconds. | |
| Conjure Undying Ghost | All available magicka | Fire and Forget | Consumes all magicka and summons an Undying Ghost for 60 seconds. The ghost's attributes are equal to twice the amount of magicka consumed (up to 600). | |
| Conjure Zombie | 107 | Fire and Forget | Summons a Zombie for 60 seconds wherever the caster is pointing. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Bound Battleaxe | 169 | Fire and Forget | Creates a magic battle axe for 120 seconds. Sheathe it to dispel. | |
| Conjure Flame Atronach | 150 | Fire and Forget | Summons a Flame Atronach for 60 seconds wherever the caster is pointing. | |
| Flaming Familiar | 57 | Fire and Forget | Summons a flaming familiar which will charge into battle and explode. | |
| Reanimate Corpse | 144 | Fire and Forget | Reanimate a more powerful dead body to fight for you for 60 seconds. | |
| Soul Trap | 107 | Fire and Forget | If target dies within 60 seconds, fills a soul gem. | |
| Conjure Boneman | 129 | Fire and Forget | Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing. | |
| Summon Arvak | 136 | Fire and Forget | Summons Arvak in the Soul Cairn or Tamriel wilderness to act as your steed. | |
| Conjure Foul Zombie | 75 | Fire and Forget | Summons a Foul Zombie for 60 seconds wherever the caster is pointing. | |
| Conjure Haunting Spirit | 128 | Fire and Forget | Summons a Haunting Spirit for 60 seconds. When killed, the spirit steals 10 points from the skills of its killer and transfers them to the caster for a short time. | |
| Conjure Skeleton Marksman | 132 | Fire and Forget | Summons a Skeleton Marksman whose arrows weaken foes for 60 seconds. | |
| Soul Split | 96 | Fire and Forget | Sacrifice a friendly conjured or reanimated minion to summon 2 Sundered Shades for 60 seconds. | |
| Summon Daedric Horse | 136 | Fire and Forget | Summons a Daedric Horse to act as your steed. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Banish Daedra | 196 | Fire and Forget | Weaker summoned daedra are sent back to Oblivion. | |
| Bound Bow | 207 | Fire and Forget | Creates a magic bow and 100 magic arrows for 120 seconds. Sheathe it to dispel. | |
| Conjure Frost Atronach | 215 | Fire and Forget | Summons a Frost Atronach for 60 seconds wherever the caster is pointing. | |
| Revenant | 183 | Fire and Forget | Reanimate a powerful dead body to fight for you for 60 seconds. | |
| Conjure Mistman | 193 | Fire and Forget | Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing. | |
| Conjure Ash Spawn | 186 | Fire and Forget | Summons an Ash Spawn for 60 seconds wherever the caster is pointing. | |
| Conjure Seeker | 157 | Fire and Forget | Summons a Seeker for 60 seconds wherever the caster is pointing. | |
| Banish Undead | 176 | Fire and Forget | Summoned or raised undead up to level 15 are sent back to the grave. | |
| Conjure Dark Seducer Archer | 75 | Fire and Forget | Summons a Dark Seducer Archer for 60 seconds wherever the caster is pointing. | |
| Conjure Dark Seducer Warrior | 75 | Fire and Forget | Summons a Dark Seducer Warrior for 60 seconds wherever the caster is pointing. | |
| Conjure Golden Saint Archer | 75 | Fire and Forget | Summons a Golden Saint Archer for 60 seconds wherever the caster is pointing. | |
| Conjure Golden Saint Warrior | 75 | Fire and Forget | Summons a Golden Saint Warrior for 60 seconds wherever the caster is pointing. | |
| Conjure Putrid Zombie | 107 | Fire and Forget | Summons a Zombie for 60 seconds wherever the caster is pointing. | |
| Conjure Skeleton Champion | 192 | Fire and Forget | Summons a Skeleton Champion that gains +10% attack damage for each nearby enemy (up to 5) for 60 seconds. | |
| Conjure Tomb Guardian | 192 | Fire and Forget | Summons a Tomb Guardian for 60 seconds that conjures a Shade when it kills an enemy. | |
| Necromancer's Ritual | 123 | Fire and Forget | Regain 30 health and magicka every time a friendly conjured or reanimated minion dies for 120 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Command Daedra | 243 | Fire and Forget | Powerful summoned and raised creatures are put under your control. | |
| Conjure Dremora Lord | 358 | Fire and Forget | Summons a Dremora Lord for 60 seconds. | |
| Conjure Storm Atronach | 322 | Fire and Forget | Summons a Storm Atronach for 60 seconds wherever the caster is pointing. | |
| Dread Zombie | 302 | Fire and Forget | Reanimate a very powerful dead body to fight for you for 60 seconds. | |
| Expel Daedra | 215 | Fire and Forget | Powerful summoned daedra creatures are sent back to Oblivion. | |
| Conjure Wrathman | 301 | Fire and Forget | Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing. | |
| Conjure Ash Guardian | 340 | Fire and Forget | Creates an Ash Guardian that guards that location until destroyed. Consumes a Heart stone from your inventory, without which it will be hostile. | |
| Conjure Ayleid Lich | 358 | Fire and Forget | Summons an Ayleid Lich for 60 seconds. | |
| Conjure Cursed Spectre | 258 | Fire and Forget | Summons a Cursed Spectre for 60 seconds that drains health and magicka from enemies. | |
| Conjure Malignant Zombie | 161 | Fire and Forget | Summons a Malignant Zombie for 60 seconds wherever the caster is pointing. | |
| Conjure Skeleton Warlock | 258 | Fire and Forget | Summons a Skeleton Warlock that wields powerful shock magic for 60 seconds. | |
| Pride of Hirstaang | 287 | Fire and Forget | Summons a Bear for 60 seconds wherever the caster is pointing. Resist 50% of frost damage for 60 seconds. Health regenerates 50% faster for 60 seconds. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Dead Thrall | 1000 | Fire and Forget | Reanimate a dead body permanently to fight for you. Only works on people. | |
| Flame Thrall | 900 | Fire and Forget | Summons a Flame Atronach permanently. | |
| Frost Thrall | 1100 | Fire and Forget | Summons a Frost Atronach permanently. | |
| Storm Thrall | 1200 | Fire and Forget | Summons a Storm Atronach permanently. | |
| Conjure Ancient Deathpriest | 1004 | Fire and Forget | Summons an Ancient Deathpriest that wields powerful magic and commands the undead for 60 seconds. When killed, the Deathpriest splits into 3 Tortured Shades. | |
| Conjure Bone Colossus | 1004 | Fire and Forget | Summons a Bone Colossus for 60 seconds. While active, conjured skeletons regenerate health and you can summon 2 additional skeletons. Only 1 colossus can be summoned at a time. | |
| Conjure Staada | 75 | Fire and Forget | Summons Staada for 60 seconds wherever the caster is pointing. |