The School of Conjuration is known for summoning powerful creatures, whether that be horrors from the depths of the Abyss, celestials from Mount Celestia, or ordinary creatures from the Material Plane.
You can summon objects and creatures to assist you with a specific task. Even though most spells will summon creatures, other spells make interdimensional travel or teleportation seamless.
Others merely provide utility, damage, or buffs that would help in each specific case.
Contents
- Best Conjuration Spells 5e
- 15. Find Familiar (1st-level) [Ritual]
- 14. Mage Hand (Cantrip)
- 13. Misty Step (2nd-level)
- 12. Dimension Door (4th-level)
- 11. Conjure Woodland Beings (4th-level)
- 10. Conjure Fey (6th-level)
- 9. Gate (9th-level)
- 8. Summon Celestial (5th-level)
- 7. Find Greater Steed (4th-level)
- 6. Steel Wind Strike (5th-level)
- 5. Mordenkainen’s Magnificent Mansion (7th-level)
- 4. Teleport (7th-level)
- 3. Demiplane (8th-level)
- 2. Plane Shift (7th-level)
- 1. Wish (9th-level)
- Final Thoughts
Best Conjuration Spells 5e
15. Find Familiar (1st-level) [Ritual]
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 GP worth of incense, charcoal, and herbs that must be engulfed by fire in a brass brazier)
Duration: Instantaneous
Familiars are well known throughout fantasy as loyal summons obeying the master!
When cast Find Familiar, you’ll be hit with many decisions and information. You’ll be able to choose from a variety of animal forms, be notified that the familiar acts independently (and can’t attack), disappears when it hits 0 HP, and that you can telepathically communicate with it.
Find Familar delves into a lot of depth for a 1st-level spell, providing players with more choices and better results.
14. Mage Hand (Cantrip)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Mage Hand is necessary for players who want extra utility throughout the game.
When cast, a floating spectral hand appears. Using an action controls the hand, enabling you to do many things like opening unlocked doors, retrieving an item, pouring the contents of a vial, or pulling a lever.
You’ll be surprised how often Mage Hand can help you in different situations!
13. Misty Step (2nd-level)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Teleporting is one of the fastest ways to travel; it’s also one of the best ways to avoid certain death!
When cast, you are briefly surrounded by mist, then teleported up to 30 feet to an unoccupied space visible to you.
Misty Step is one of the earliest teleporting movement spells in D&D and can be useful throughout the game.
12. Dimension Door (4th-level)
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
Speaking of teleportation, Dimension Door is a lower-level form of long-distance teleportation.
You can visualize, see or describe the distance and direction of your location upon casting the spell. It will then bring you to the desired spot exactly. Any objects not exceeding your weight limit can also be brought with you.
Be careful of teleporting recklessly; it can potentially deal 4d6 Force damage if the location is already occupied!
11. Conjure Woodland Beings (4th-level)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
If you want an army of summons or just a single capable one, Conjure Woodland Beings is for you.
You choose between 4 options of summons, all related to their CR. When cast, the spell summons between 1 to 8 woodland creatures. They are friendly to you and your party, have their own turns, and listen to your verbal commands.
Having extra “party members” in a way comes in handy when fighting larger groups of enemies.
10. Conjure Fey (6th-level)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Fey are powerful creatures tied to nature; some common Fey are Dryads, Pixies, and Satyrs.
When cast, you summon a fey creature or spirit with a CR of 6 or lower. The creature obeys your verbal commands for the duration and is friendly to you and your comrades.
Note: Losing Concentration makes you lose control of the creature, so if it’s powerful, be sure not to lose Concentration.
9. Gate (9th-level)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 GP)
Duration: Concentration, up to 1 minute
Gate is similar to Dimension Door, but with the fact that it teleports you to a different plane of existence.
When cast within the range, a 5 to 20-foot circular portal opening appears. Moving through the portal leading to the other plane instantly transports you into the nearest unoccupied space in the plane.
Note: You can also speak the name of a specific creature (not nickname, pseudonym, or title) and open a portal in their immediate vicinity.
8. Summon Celestial (5th-level)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (golden reliquary worth at least 500 GP)
Duration: Concentration, up to 1 hour
Celestials are extremely powerful divine beings such as Angels, Unicorns, and Empyreans.
Upon being cast, you choose Avenger or Defender (which determines the creature’s attack in its stat block), and a celestial spirit in an angelic form appears.
It uses its own stat block (Celestial Spirit), is an ally to you and your comrades, and obeys your commands, making it almost like an additional player.
7. Find Greater Steed (4th-level)
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
Unique to the Paladin, Find Greater Steed is one of the best permanent summoning spells your party can have.
You summon a spirit, which can take the form of many beasts, some of which can fly. The mount understands one language, can communicate telepathically with you from 1 mile, and be controlled in combat.
While other summoning spells are great, most just don’t have all the benefits Find Greater Steed has. It’s best that the summon is permanent and can fly (depending on which form you choose).
6. Steel Wind Strike (5th-level)
Casting Time: 1 action
Range: 30 feet
Components: S, M (a melee weapon worth at least 1 SP)
Duration: Instantaneous
If you want to look like an overpowered protagonist, Steel Wind Strike is the spell for you.
Choose a melee weapon worth at least 1 SP, bear the weapon, and vanish like the wind. Now choose up to 5 creatures, making a melee spell attack against each one. If hit, each target takes 6d10 Force damage.
Note: You have the ability to teleport to an unoccupied space within 5 feet of a target you hit or missed.
5. Mordenkainen’s Magnificent Mansion (7th-level)
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (miniature portal which is cared from ivory, a tiny silver spoon small, and a piece of polished marble, each item worth at least 5 GP)
Duration: 24 hours
The road is long and treacherous; wouldn’t you prefer to rest in a luxurious mansion, fed by servants, safe from all who do not know your location?
Upon casting Mordenkainen’s Magnificent Mansion, a portal 5 feet wide and 10 feet tall appears, leading to an extradimensional dwelling.
Stepping through the portal reveals a luxurious foyer with numerous rooms, a banquet able to feed up to 100 people, and containing its own servants.
On long journeys, you’ll, without a doubt, want this spell to rest, fill up and enjoy the safety of a gigantic mansion.
4. Teleport (7th-level)
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
Teleporting is one of the most iconic RPG elements in any video game, board game, or movie.
You choose up to 8 willing creatures or one object and set a destination of travel. Teleport then instantly transports everyone to the destination.
Note: You’ll have to be familiar with the destination, as it’ll determine if your teleportation is successful or not.
3. Demiplane (8th-level)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
Demiplanes are small planes of existence created by powerful entities and accessible only to those who possess planar travel.
Casting the spell opens a shadowy door where Medium creatures can fit through. It leads to an empty room, 30 feet in all dimensions, made from wood or stone.
Upon casting this spell again, you can create another demiplane, travel to a different (known) demiplane, or travel to your previously created demiplanes.
2. Plane Shift (7th-level)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a forked, metal rod that must be worth at least 250 GP and be attuned to a particular plane of existence)
Duration: Instantaneous
Much like Gate, Plane Shift can transport creatures into different planes of existence.
When cast, up to 8 willing creatures are transported to a different plane of existence. Using the name of the target destination (City of Brass) or the sigil sequence of a teleportation circle is the easiest way to shift.
Note: You can also banish unwilling creatures to another plane using Plane Shift.
1. Wish (9th-level)
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
By far the most powerful spell a mortal can cast, it provides a myriad of powerful effects beneficial to any party.
The most common use of Wish would be to duplicate other spells of the 8th level or lower without needing anything the spell requires.
The spell has 5 set effects as well, but it can also be used beyond their scope; however, it all depends if you’re willing to take the risk.
Final Thoughts
Conjuration is the school you look to for teleportation and extremely powerful summons.
There’s no doubt that every spellcaster has some need to summon creatures to fight for them, and with the decisions the Conjuration School provides, there’s no reason to wait any longer!
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