Raise Zombie
| Raise Zombie | |
|---|---|
| School | Conjuration |
| Level | Novice |
| Magicka Cost | 103 |
| Casting | Fire and Forget |
| Delivery | Aimed |
| Effect | Reanimate a weak dead body to fight for you for 60 seconds. |
| Duration | 60 seconds |
| Perk | Novice Conjuration (1) |
| Spell Tome | Spell Tome: Raise Zombie |
| Game/DLC | Skyrim |
Raise Zombie is the first Conjuration spell that brings the dead back to fight. It raises a weak corpse, up to level 6, as an ally for one minute. When the zombie falls again or the spell ends, the body crumbles into a pile of ash. Reanimate Corpse is the next step and can raise stronger bodies.
Raise Zombie is a spell for the first hours of a necromancer's journey. Most court wizards, the Riverwood Trader and Phinis Gestor at the College of Winterhold sell the tome.
Spell Tome
Raise Zombie is learned by reading Spell Tome: Raise Zombie. Calcelmo, Falion, Farengar Secret-Fire, Madena, Nelacar, Phinis Gestor, Riverwood Trader, Sybille Stentor, Wuunferth the Unliving, Wylandriah and Talvas Fathryon sell the tome.
Location
Copies of the tome can be found in Fellglow Keep, Fort Snowhawk and Halldir's Cairn.
How It Plays
Raise Zombie is an aimed fire and forget spell. It needs a corpse within range, and the corpse must be of level 6 or lower. The body rises with whatever weapons it still carries and fights for one minute. Skeevers, wolves and weak bandits are typical targets in the early game.
Raising a fallen enemy turns the enemy's own side against it. A bandit killed at the door of a camp can rise and attack his former friends. The zombie also soaks up blows that would otherwise land on the caster.
Weapons matter. A corpse raised with a good weapon in its pack fights better. A strong weapon can be placed on the body before the cast, then taken back once the zombie turns to ash.
Choosing a Body
Every corpse raised with this spell turns to ash when it dies again, when the spell ends, or when another summon replaces it. The same body cannot be raised twice. A body reduced to ash by shock spells is also lost.
An enemy killed while paralyzed may rise unable to move. Frost spells with the Deep Freeze perk can cause this by accident. Finishing an enemy some other way keeps the body useful.
Perks and Builds
The Novice Conjuration perk halves the cost of Raise Zombie. Necromancy doubles the time the zombie stays, and Dark Souls gives it 100 extra health. Twin Souls allows two raised corpses at once. Summoner lets the caster raise a body from much farther away.
The Necromage perk in Restoration raises the level limit for corpses that were undead before death, such as draugr. A raised zombie trains Conjuration while it fights, as long as an enemy is around.
Stealing Zombies
Enemy necromancers raise the dead too. A body that an enemy is raising can be stolen while it is still rising. A stronger raise dead spell cast on it in that moment turns the zombie into the caster's ally instead.
Cost and Value
Raise Zombie costs 103 magicka at a skill of zero, a little less than Conjure Familiar. It needs a corpse, and the body fights with the weapons it had in life. The Novice Conjuration perk halves the cost.
Raised corpses make good support because they are so easy to replace. A fight that leaves bodies on the floor always offers a fresh zombie for the next room.
Followers and Similar Powers
Serana from the Dawnguard DLC casts Raise Zombie herself when the player character is between levels 12 and 19. At higher levels she moves on to Reanimate Corpse and then Revenant.
The Ritual Stone east of Whiterun gives a power that raises every corpse nearby once a day. It raises a whole group at once, though only once each day.
Gameplay Tips
- The Necromancy perk keeps the zombie on its feet for longer.
- The spell only works on whole bodies, so a beheaded corpse stays down.
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. |