Baldur's Gate 3 (BG3)
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Conjuration Spells are spells that specialize in the summoning, creation, or transportation of objects from one point to another in Baldur's Gate 3. Read on to learn more about each Conjuration Spell, their effects, levels, and more!
List of Contents
- List of All Conjuration Spells
- Cantrips
- Level 1 Spells
- Level 2 Spells
- Level 3 Spells
- Level 4 Spells
- Level 5 Spells
- Level 6 Spells
- Related Guides
List of All Conjuration Spells
Conjuration Cantrips
Spell | Description | Class |
---|---|---|
Acid Splash | Throw a bubble of acid that damages each creature it hits. | Cleric Eldritch Knight |
Githyanki Psionics: Mage Hand | Create an invisible spectral hand that can manipulate and interact with objects. | Fighter |
Howl of the Dead | Let out a bone-chilling howl that Numbs all nearby creatures. | - |
Mage Hand | Create a spectral hand that can manipulate and interact with objects. | Wizard Rogue Cleric Bard Eldritch Knight |
Poison Spray | Project a puff of noxious gas. | Warlock Rogue Cleric Eldritch Knight |
Produce Flame | A flame in your hand sheds a light in a 9m radius and deals 1-8 Fire damage when thrown. | Druid Cleric |
Shadow Teleportation | Teleport to an unoccupied, obscured spot. | - |
Level 1 Conjuration Spells
Spell | Description | Class |
---|---|---|
Arms of Hadar | Call forth tendrils of dark energy that prevent targets from taking reactions. | Warlock |
Ensnaring Strands | Your attack conjures thick sticky webbing that possibly Enwebs your target(s). | - |
Ensnaring Strike (Ranged) | Your attack summons thorny vines that possibly Ensnare your target. | Ranger Oath of the Ancients |
Entangle | Create a vine surface, slowing down creatures, possibly Entangling them. | Druid |
Find Familiar | Summon a familiar, a fey spirit that takes an animal form of your choosing. | Wizard Warlock Fighter |
Find Familiar: Imp | Summon a familiar with the form of an imp that can fly, turn Invisible, and Sting enemies. | Warlock |
Find Familiar: Quasit | Summon a familiar with the form of a quasit that can turn Invisible and Scare enemies. | Warlock |
Find Familiar: Scratch | Summon the best boy. Scratch's keen nose can discover many things hidden around the world. | Cleric |
Fog Cloud | The cloud Blinds and Heavily Obscures creatures within it. | Wizard Ranger Fighter Druid |
Grease | Cover the ground in grease, slowing creatures within and possibly making them fall Prone. | Wizard Fighter Eldritch Knight |
Hail of Thorns | The thorns deal 1d6 damage to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding enemies. | Ranger |
Ice Knife | Throw a shard of ice that deals 1-10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface. | Wizard Fighter Druid Bard |
Woad's Ensnaring Strike | Your attack summons thorny vines that possibly Ensnare your target. | - |
Level 2 Conjuration Spells
Spell | Description | Class |
---|---|---|
Cloud of Daggers | Conjure a cloud of spinning daggers that attack anyone inside. | Wizard Warlock Bard |
Flaming Sphere | Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. | Wizard Druid |
Misty Step | Surrounded by silver mist, you teleport to an unoccupied space you can see. | Wizard Warlock Rogue Paladin Bard |
Web | Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. | Wizard |
Level 3 Conjuration Spells
Spell | Description | Class |
---|---|---|
Conjure Barrage | Channel your weapon's essence into a destructive, widespread volley. | Ranger |
Hunger of Hadar | Creatures within this black sphere are Blinded and take damage at the end of their turn and the start of their turn. Creatures starting their turn in the area take 2~12 Cold damage. Creatures ending their turn in the area possibly take 2~12 Acid damage. The area is Difficult Terrain. | Warlock |
Sleet Storm | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. | Wizard |
Spirit Guardians | Call forth spirits to protect you. Nearby enemies take 3~24 Radiant damage or 3~24 Necrotic damage per turn, and their movement speed is halved. | Cleric Bard |
Stinking Cloud | Create a cloud of gas so nauseating it prevents creatures from taking actions. | Wizard Warlock Bard |
Summon Quothe the Raven | Summon a raven familiar that can Blind enemies with its beak. ^ When a hostile creature kills the raven familiar, they must succeed a Dexterity Saving Throw or become Ensnared | - |
Level 4 Conjuration Spells
Spell | Description | Class |
---|---|---|
Call Lightning | Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. | Cleric Bard |
Conjure Minor Elemental | Conjure a minor elemental to fight alongside you. | Druid |
Conjure Woodland Being | Conjure a dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and Summon a wood woad. | Druid |
Dimension Door | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. | Cleric |
Evard's Black Tentacles | Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within. | Wizard |
Guardian of Faith | Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points. | Cleric Bard |
Level 5 Conjuration Spells
Spell | Description | Class |
---|---|---|
Cloudkill | Craft a large cloud that inflicts 5~40 Poison damage per turn. You can reposition the cloud every turn. The cloud heavily Obscures everything within it. | Sorcerer |
Conjure Elemental | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. | Bard |
Grasping Vine | Summon a giant vine capable of dragging creatures toward itself. | Druid |
Insect Plague | Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. | Druid Cleric |
Level 6 Conjuration Spells
Spell | Description | Class |
---|---|---|
Arcane Gate | Create two linked teleportation portals. | Sorcerer |
Heroes' Feast | You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. | Cleric |
Planar Ally | Beseech one of these otherworldly entities for aid. | Cleric |
Planar Ally: Cambion | Conjure a fiendish cambion to fight alongside you. It can cast Fiendish Charm, Draining Kiss, and Rays of Fire. | - |
Wall of Thorns | Create a wall of pliable, twisted thorns surrounded by Entangling vines. | Druid |
Baldur's Gate 3 Related Guides
List of All Spells
All Spell Types
All Schools of Spells | |||
---|---|---|---|
Abjuration | ![]() | Divination | Enchantment |
Evocation | Illusion | Necromancy | Transmutation |
Other Spell Types
Other Spell Types | |||
---|---|---|---|
Ritual Spells |
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Spells
List of All Conjuration Spells