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{"id":5334,"date":"2023-05-13T14:28:24","date_gmt":"2023-05-13T14:28:24","guid":{"rendered":"https:\/\/creaturecollege.com\/?p=5334"},"modified":"2023-05-13T14:28:27","modified_gmt":"2023-05-13T14:28:27","slug":"best-conjuration-spells-5e","status":"publish","type":"post","link":"https:\/\/creaturecollege.com\/best-conjuration-spells-5e\/","title":{"rendered":"The 18 Best Conjuration Spells in 5e DnD – RANKED"},"content":{"rendered":"\n

The art of summoning. The Conjuration School of Magic focuses on the transportation of objects or beings from one place to another. This is will cover some of the most useful conjuration spells in the base player\u2019s handbook.<\/p>\n\n\n\n

18. Acid Splash – Cantrip<\/h2>\n\n\n\n

Acid Splash is a powerful base-level attack spell<\/a> that inflicts 1d6 acid damage on a target and an additional 1d6 damage to another target within 5 feet of it. <\/p>\n\n\n\n

The damage output is decent, and the spell’s range is impressive, at 60 feet. It is one of the few cantrips that has an area of effect damage. As a bonus, you can ask your DM if you can collect the conjured acid in vials to keep for later use.<\/p>\n\n\n\n

17. Mage Hand – Cantrip<\/h2>\n\n\n\n

Mage Hand is a useful cantrip that allows you to interact with objects at a distance. The spell creates a spectral floating hand that the caster can move up to 30 feet. The hand cannot attack or interact with magical items, and it can only carry objects weighing up to 10 pounds. <\/p>\n\n\n\n

However, it can be used to open doors, carry torches, pour out contents, and trigger traps from a safe distance. As an attack, the caster can use mage hand to hold a bottle of oil or acid and have another party member shatter it. <\/p>\n\n\n\n

Additionally, mage hand can increase the caster’s throwing distance. If a caster throws an object 30 feet, then a mage hand that throws an object at the same range can extend the throwing distance.<\/p>\n\n\n\n

\"conjuration<\/figure>\n\n\n\n

16. Find Familiar – Level One Ritual<\/h2>\n\n\n\n

Find Familiar is an incredibly useful spell that grants the caster a familiar that is classified as a fey, celestial, or fiend. The creature takes the form of an animal that the caster can choose, ranging from aquatic animals to flying animals to tiny land animals. Additional forms can be chosen at the DM’s discretion. <\/p>\n\n\n\n

Reconnaissance Abilities<\/h3>\n\n\n\n

Although having an obedient animal companion is cute on its own, the real benefit of this spell comes from its reconnaissance abilities. The caster can communicate with the familiar telepathically, and as an action, they can see and hear through the familiar’s senses up to a distance of 100 feet. <\/p>\n\n\n\n

Permanent Familiar<\/h3>\n\n\n\n

Another added bonus of this spell is that it is essentially permanent; once the spell is cast, the familiar stays until it is dismissed by the caster or taken down to 0 hit points. As an action, the caster can also dismiss the familiar to a pocket dimension and re-summon it to a space within 30 feet of them. This allows the caster to recall the familiar should the reconnaissance reach a dead end or if the familiar’s life is threatened and start over.<\/p>\n\n\n\n

Adaptable Familiar<\/h3>\n\n\n\n

Although a caster can only have one familiar at a time, casting the spell again will allow them to change the form of the familiar, making them adaptable to the situation at hand. For example, an adventure on the seas could benefit from a familiar that can swim and exist on land, like an octopus. Need to view the landscape from the skies? Take the form of a hawk or an eagle. <\/a>Maybe the situation calls for echolocation? A bat or dolphin could help with that. <\/p>\n\n\n\n

Offensive and Defensive Capabilities<\/h3>\n\n\n\n

On top of all this, the caster can also cast touch spells through the familiar as if they were touching the target. This gives the caster a touch range of 100 feet and offers a lot of defensive and offensive capabilities. If the infiltration turns sour, a distant invisibility could let the rogue get out faster and safer than on their own.<\/p>\n\n\n\n

Spell Name<\/strong><\/td>Find Familiar<\/strong><\/td><\/tr>
Spell Level<\/td>Level One Ritual<\/td><\/tr>
Spell Type<\/td>Conjuration<\/td><\/tr>
Duration<\/td>Until dismissed or reduced to 0 hit points<\/td><\/tr>
Range<\/td>10 feet<\/td><\/tr>
Components<\/td>V, S, M (10 gp worth of charcoal, incense, and herbs consumed by fire in a brass brazier)<\/td><\/tr>
Effect<\/td>Grants the caster a familiar in the form of an animal<\/td><\/tr>
Communication<\/td>Telepathic communication with the familiar<\/td><\/tr>
Reconnaissance<\/td>Can see and hear through the familiar’s senses up to 100 feet<\/td><\/tr>
Dismissal\/Summon<\/td>Can dismiss the familiar to a pocket dimension and re-summon it within 30 feet<\/td><\/tr>
Touch Spells<\/td>Can cast touch spells through the familiar as if touching the target<\/td><\/tr>
Adaptable Form<\/td>Can change the form of the familiar with each casting of the spell<\/td><\/tr>
Defensive\/Offensive Capabilities<\/td>Can use the familiar for defensive and offensive capabilities<\/td><\/tr>
Limitation<\/td>Can only have one familiar at a time<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n

15. Unseen Servant – Level One Ritual<\/h2>\n\n\n\n

This is a useful quality of life spell. The caster summons an unseen servant to do their bidding for one hour. The servant can complete simple tasks and chores, such as prepping food, cleaning dishes, folding clothes, lighting fires, and fetching firewood. <\/p>\n\n\n\n

It’s great for maintaining morale around the campfire at the end of the night. In the adventure, the unseen servant can be used to carry back recovered goods or act as a test dummy for opening doors and treasure chests.<\/p>\n\n\n\n

14. Flaming Sphere – Level Two<\/h2>\n\n\n\n

The caster summons a five-foot diameter ball of fire within a 60-foot range. Any creature within 5 feet of it must make a Dexterity saving throw or suffer 2d6 fire damage, half as much on a successful save. <\/p>\n\n\n\n

This is a useful skill for area control, blocking off a certain path, and forcing enemy troops to find another way. The spell can be maintained for up to one minute. As an action, the caster may also move the sphere up to 30 feet. <\/p>\n\n\n\n

This can be used to protect a group from a flank or rear attack. Flaming Sphere can also cause flammable material to combust. So an area can be prepared with oils or gunpowder and then triggered by a flaming sphere.<\/p>\n\n\n\n

13. Misty Step – Level Two<\/h2>\n\n\n\n

This is one of the earliest teleportation spells a caster has access to. It allows the caster to disappear into a silvery mist and reappear 30 feet away in an unoccupied space. This can be used well to reposition oneself. <\/p>\n\n\n\n

If the caster gets ambushed, they can misty step away from the enemy, to their party, or onto a ledge or roof up on higher ground. It can also help with adventuring to traverse deadly pits or traps. Misty Step also counts as a bonus action, meaning that the caster is free to cast another spell after the teleportation.<\/p>\n\n\n\n

A tactic could be for the caster to feign a bad position, gather enemies to a single location, misty step away, and then cast a finishing area of effect spell like Flaming Sphere or Cone of Cold.<\/p>\n\n\n\n

12. Call Lightning – Level Three<\/h2>\n\n\n\n

This is an area control spell that lets the caster call down lightning <\/a>on chosen targets. The caster summons a storm cloud that is 120 feet in diameter and, as an action, calls down lightning from the cloud to strike targets, dealing 3d10 lightning damage.<\/p>\n\n\n\n

The spell lasts for 10 minutes, and lightning can be called down every 6 seconds for a maximum of 360 lightning bolts. It is a little impractical mid-battle, as the caster would need to be well-protected while having a clear view of the battlefield. This spell would be most useful for sieges or other long drawn-out battles. <\/p>\n\n\n\n

Imagine that a barbarian tribe has taken over a village. Once the party knows where the villagers are, the caster can call lightning down on any barbarian left within the village grounds.<\/p>\n\n\n\n

11. Food and Water – Level Three<\/h2>\n\n\n\n

The caster creates 45 pounds of food and 30 gallons of water, enough for 15 people or 5 steeds. This is a very useful spell to keep in the back pocket of the caster. Supplies and rations are not always guaranteed. Additionally, the food and water that were brought could be lost or tainted. <\/p>\n\n\n\n

Unless the party is skilled in hunting wild game or familiar with the local plant life, then food and water will be difficult to procure. While the food is bland, it is nourishing. A couple helpings of salt, pepper, and other herbs could help.<\/p>\n\n\n\n

10. Spirit Guardians – Level Three<\/h2>\n\n\n\n

Typically unique to holy casters, Spirit Guardians <\/a>offers a wide area of effect that is harmful to enemies and benign to allies. The caster summons spiritual ancestors to aid in battle, dealing 3d8 radiant damage to all enemies within a 15-foot radius of the caster.<\/p>\n\n\n\n

Enemies entering the area for the first time take the damage, and enemies that remain in the area continue to take damage. Allies in the area are unaffected. This can prevent the party from getting swarmed with enemies. Alternatively, the caster can chase down enemies and keep them within the area of effect.<\/p>\n\n\n\n

9. Conjure Minor Elemental \/ Woodland Creatures – Level Four<\/h2>\n\n\n\n

With this spell, the caster is able to summon a variety of allies into the fray of battle. Conjure Minor Elemental will summon creatures from the elemental planes, while Conjure Woodland Creatures will summon creatures from the Fey realm. The caster can choose from the following effects:<\/p>\n\n\n\n