DnD 5e Conjuration Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Thunder Step
Conjuration
Casting Time
Range
Duration
Class
Sorcerer
Warlock
Wizard

Spell Description

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Dust Devil
Conjuration
Casting Time
Range
Duration
Class
Druid
Sorcerer
Wizard

Spell Description

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Sword Burst
Conjuration
Casting Time
Range
Duration
Class
Sorcerer
Warlock
Wizard
Artificer

Spell Description

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Summon Aberration
Conjuration
Casting Time
Range
Duration
Class
Warlock
Wizard

Spell Description

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Summon Construct
Conjuration
Casting Time
Range
Duration
Class
Wizard
Artificer

Spell Description

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Create Bonfire
Conjuration
Casting Time
Range
Duration
Class
Druid
Sorcerer
Warlock
Wizard

Spell Description

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Mage Hand
1 Action
30 Feet
1 minute
Conjuration
Casting Time
1 Action
Range
30 Feet
Duration
1 minute
Components
V
S
Class
Bard
Sorcerer
Warlock
Wizard
Artificer

Spell Description

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

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Poison Spray
1 Action
10 Feet
Instantaneous
Conjuration
Casting Time
1 Action
Range
10 Feet
Duration
instantaneous
Components
V
S
Class
Druid
Sorcerer
Warlock
Wizard
Artificer

Spell Description

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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Produce Flame
1 Action
Self
10 minutes
Conjuration
Casting Time
1 Action
Range
Self
Duration
10 minutes
Components
V
S
Class
Druid

Spell Description

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Gate C
1 Action
60 Feet
Concentration, Up To 1 Minute
Conjuration
Casting Time
1 Action
Range
60 Feet
Duration
Concentration, up to 1 minute
Components
V
S
M
Materials Required
A diamond worth at least 5,000 gp
Class
Cleric
Sorcerer
Wizard

Spell Description

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

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