Conjuration School |
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Initial Conjuration School Features |
Inherited Wizard Features |
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Conjuration School is a Subclass of Wizard in Baldur's Gate 3. Conjuration School Wizards' primary ability is Intelligence, their saving throw proficiencies are Intelligence & Wisdom and they have a Hit Dice of 1d6. They have proficiency with daggers, darts, slings, quarterstaves and light crossbows. Wizards have very little in the way of Armour protection, and minimal Weapon Proficiencies, making them lean on their spells to support their party.
As a conjurer, you favour spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
Compelled by shape and motion, your favoured arcane style involves summoning creatures and objects, as well as displacing them in space. Learning Conjuration spells from scrolls only costs you 25g per spell level, not 50.
BG3 WIZARD FEATURES PROGRESSION
All Wizards gain access to the following progression regardless of their subclass:
- Level 1 - Arcane Recovery (Action)
- Level 2 - Subclass (Abjuration, Evocation, Necromancy, Conjuration, Enchantment, Divination, Illusion, Transmutation)
- Level 4 - Choose a Feat - Choose one from the Feats list
- Level 8 - Choose a Feat - Choose one from the Feats list
- Level 12 - Choose a Feat - Choose one from the Feats list
BG3 Conjuration SCHOOL PROGRESSION
By selecting the Conjuration School Wizard subclass, you'll also gain access to:
- Level 2 - Conjuration Savant (Subclass Feature)
- Level 2 - Minor Conjuration: Create Water (Action)
- Level 6 - Benign Transposition: Teleport (Action)
- Level 10 - Focused Conjuration (Subclass Feature)
BG3 Wizards Spell Slots
Wizards Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
Level 1 Wizards | 3 | 2 | - | - | - | - | - |
Level 2 Wizards | 3 | 3 | - | - | - | - | - |
Level 3 Wizards | 3 | 4 | 2 | - | - | - | - |
Level 4 Wizards | 4 | 4 | 3 | - | - | - | - |
Level 5 Wizards | 4 | 4 | 3 | 2 | - | - | - |
Level 6 Wizards | 4 | 4 | 3 | 3 | - | - | - |
Level 7 Wizards | 4 | 4 | 3 | 3 | 1 | - | - |
Level 8 Wizards | 4 | 4 | 3 | 3 | 2 | - | - |
Level 9 Wizards | 4 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Conjuration School Tips & Builds
- Notes, Tips, and other Trivia for the Conjuration School subclass go here.
All Wizard Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Wizard Spells
Name | Level | School | Casting time | Description |
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Cantrip | Conjuration |
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1d6 Acid Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Abjuration | Action |
Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. 2 Turns |
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Cantrip | Necromancy | Action |
1d8 Necrotic Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | Bonus Action |
Illuminate a 9m radius. |
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Cantrip | Evocation | Action | 1d10 Fire Hurl a mote of fire. |
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Cantrip | Enchantment | Action | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. 10 Turns In higher difficulty modes, the target might accuse you of enchanting them. 9m Concentration |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. Until Long Rest Melee DEX Save |
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Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects. 10 Turns 18m |
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Cantrip | Illusion | Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell. 18m |
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Cantrip | Conjuration | Action |
1d12 Poison Project a puff of noxious gas. |
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Cantrip | Evocation | Action |
1d8 Cold Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | Action |
1d8 Lightning The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. 2 turns 18m Concentration |
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Lv 1 | Evocation | Action |
3d6Fire Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. 5m DEX Save |
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Lv 1 | Enchantment | Action |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. 10 Turns Condition ends early if you or an ally hurts the targets. In higher difficulty modes, the target might accuse you of enchanting them. 18m/60ft WIS Save |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. 18m |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Acid Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Cold Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Fire Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Lightning Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | Action Spell Slot |
2d8 Poison Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
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Lv 1 | Evocation | Action Spell Slot |
3d8 Thunder Hurl a sphere that deals 3-24 Thumder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. 18m |
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Lv 1 | Illusion | Action |
Blind creatures up to a combined 33 hit points. 1 Turn 5m/17ft |
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Lv 1 | Illusion | Action |
Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
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Lv 1 | Transmutation | Bonus Action |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. Until Long Rest 1 Turn Concentration |
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Lv 1 | Necromancy | Action |
Gain 7 temporary hit points. Until Long Rest Can only have temporary hit points from one source. |
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Lv 1 | Transmutation | Bonus Action |
You and nerby allies Immunity to Falling damage. 10 Turns 9m |
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Lv 1 | Conjuration | Action |
Gain the service of a familiar, a fey spirit that takes an animal from you choose. (Using this spell allows the caster to choose from Find Familiar: Cat, Find Familiar: Crab, Find Familiar: Frog, Find Familiar: Rat, Find Familiar: Raven, and Find Familiar: Spider) (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | Action |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns 5m18m Concentration |
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Lv 1 | Conjuration | Action |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. 10 Turns 18m4m DEX Save |
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Lv 1 | Conjuration | Action Level 1 Spell Slot |
2d4 Piercing +2d6 Cold (Conditional) 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. 2 turns 2m 18m DEX Save |
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Lv 1 | Transmutation | Action |
Inflicts Jump (10) Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Touch a creature to increase its Movement Speed by 3m. Until Long Rest Melee |
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Lv 1 | Abjuration | Action |
Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. Until Long Rest The target can't be wearing armour Mele |
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Lv 1 | Evocation | Action |
3d4+3 Force Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. Range: 18m |
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Lv 1 | Abjuration | Action |
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Until Long Rest Melee Concentration |
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Lv 1 | Necromancy | Action |
2d8Poison |
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Lv 1 | Enchantment | Action |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns The condition ends upon taking damage. 18m |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Inflicts Hideous Laughter (10 turns) Leave a creature Prone with laughter, without the ability to get up. WIS Save Concentration Range: 18m |
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Lv 1 | Evocation | Action |
2d8 Thunder Release a wave of thunderous force that pushes away all creatures and objects. 5mCON Save |
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Lv 1 | Evocation | Action |
1d12 Lightning Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. 10 Turns 18mConcentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Close a door or container with a magical lock.It can no longer be lockpicked or opened with Knock. 10 Turns Melee |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often. Range: 18mCON Save |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. 10 turns Concentration |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
4d4 Slashing |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. 10 Turns |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. Until Long Rest Concentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. 9mCON Saven Concentration |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2d6 Fire |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. 1 Turn 12mSTR Save |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. 10 turns 18mWIS SaveConcentration |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. 10 turns Condition ends early if the creature attacks or casts a spell. MeleeConcentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. 18m |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Until Long Rest MeleeConcentration |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
4d4 Acid + 2d4 Acid (Delayed) Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. 1 turn On Missing: Targets still takes half the initial damage. 18m |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. 10 turns |
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Lv 2 | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
1d6Phychic 10 Turns |
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Lv 2 | Necromancy | Action |
Weaken a Foe: they deal half damage with weapon attacks using Strength. 10 Turns 18m Concentration |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. Until Long Rest 9mDex Save |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
6d6 Fire Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. 18m |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
3d8 Thunder Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. Range: 18mCON Save |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. Range: 18m Radius: 4m DEX Save Concentration |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Create an undead servant from a corpse. The target must be a Medium or Small corpse. 3m |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. 10 turns Melee WIS Save Concentration |
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Lv 3 | Abjuration | Reaction Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. 18m |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear. 3 Turns 1 Turn 9m WIS Save Concentration |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. 10 Turns Melee |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6 Fire Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. 18m 6m DEX Save |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. 10 Turns Melee Concentration |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size. Until Long Rest MeleeConcentration |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. 3m 8m Dex Save |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened. 10 Turns 9mConcentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern. 2 Turns 18m 9m WIS Save Concentration |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses affecting it. Melee |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. 18m 9m Concentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. 3m 8m Dex Save Concentration |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
3d6 Necrotic Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. 10 Turns |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6Lightning Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
At the end of your turn, roll a D20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time to Slow up to 6 enemies. They won't get far, they can't do much, and they're easier to hit. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. 3 Turns 18m WIS Save Concentration |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. 18m |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. Melee |
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Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. 10 Turns MeleeConcentration |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 Bludgeoning +4 d6 Cold Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. 2Turns On Save: Targets still take half damage. 6m18mDEX Save |
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. 5 Turns 18mDEX SaveConcentration |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. Until Long Rest MeleeConcentration |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5d8Fire Create a blazing wall of fire, burning anyone who dares stand too close. 18mDEX SaveConcentration |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
5d8 Poison Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. 1 Turn 18m WIS Save Concentration |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
8d8 Cold Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. 9m STR Save |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. 10 Turns 18mWIS SaveConcentration |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. 10 Turns No affect on undead. 18m WIS SaveConcentration |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. 10 Turns Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party. 18m |
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Lv 5 | Transmutationt | Action Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. 10 Turns STR Save Concentration |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. 18m Concentration |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two liked teleportation portals. 10 Turns. 18mConcentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
1d8 Lightning Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. 18mDEX Save |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
8d6 Necrotic Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. 18mCON Save |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Raise a corpse as a heinous mummy that fights by your side. Until Long Rest The target must be a Medium or small corpse. 18m |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
10d6 + 40Force Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. 9mDEX Save |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
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Lv 6 | Abjuration | Action Level 6 Spell Slot |
Creates a barrier that makes creatures and objetcs inside it Immune to all damage. 3 Turns 3mConcentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
10d6 Cold Create a ball of churning ice that can be lauched instantly to generete a frosty explosion or store for later use. Melee CON Save |
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Lv 6 | Enchanment | Action Level 6 Spell Slot |
Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. 10 Turns 9m WIS SaveConcentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON SaveConcentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
10d6 Cold +10d6 Cold (Conditional) Raise a wall of solid ice that deals 10∼60 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10∼60 Cold damage per turn to creatures within. 18m DEX SaveConcentration |
All Wizard Spells Gallery
Cantrips
Lvl 1 Wizard Spells
Lvl 2 Wizard Spells
Lvl 3 Wizard Spells
Lvl 4 Wizard Spells
Lvl 5 Wizard Spells
Lvl 6 Wizard Spells
Create Water School, because apparently no one sees enough use in teleport or unbreakable conjuration concentration to talk about them.
- Anonymous
This subclass would be okay if create water was simply an always prepared spell instead of once per short rest, but even then evocation is better because you can just inflict the wet status plus deal damage plus crowd control by casting sleet storm then fireball. The melee attacker takes no damage from the fireball that way. Create water is good, but compared to all the other more useful actions they can just create the same status effect it’s meh.
- Anonymous
As of Patch #3 the cantrips Ray of Frost and Shocking Grasp can now properly crit on a 19 with one Spell Sniper feat, which indirectly buffs Create Water. It is essentially a x2 damage multiplier for cold/electric damage spells (which anyone has access to now thanks to Spell Sniper) which also leaves a terrain hazard behind. The spell's targeting ignores some terrain and covers a much bigger AoE compared to throwing water bottles. With these spell any level 1-4 character with a high enough casting stat (for spell attack rolls) and/or Spell Sniper can hit 20+ damage (2D6 x 2 from the "Wet" status) on a "regular" attack often enough that it is noticeable. It gets even crazier once the cantrips start getting extra die rolls at level 5+.
Note: casting attribute for cantrips for classes taking Spell Sniper are Barb/Bard/Pal/Sorc/War = CHA, Cler/Dru/Monk/Rang = WIS, Figh/Rogue/Wiz = INT.
- Anonymous
It's ridiculously funny how people underestimate this subclass. Create Water creates a surface that:
a) Causes the wet condition (cold and lightning spells do DOUBLE damage)
b) Creates electrified water with lightning, which can stun enemies or steal their reaction with shock shenanigans (shock also penalizes dex saves)
c) Creates ice surfaces with cold spells, which halves enemy movement speed and can cause them to fall prone (prone gives attackers advantage and penalizes dex saves)
d) Can be comboed with a fire AoE to re-apply the wet condition, so the pain can begin again
The Rain Dancer staff gives you TWO castings of Create Water, BOTH of which you can recover on a short rest.
In a nutshell this subclass is a tactical nuker's wet dream, giving you the potential to do maximum damage if you play your cards right. It might also be actually a homage to "conjuration" in Larian's other game, Divinity: Original Sin 2 and its Summoner class. Summoners in that game were MASTERS OF SURFACE MANIPULATION, able to blanket entire areas with Electrified Water/Electrified Blood Fog (handicaps enemies + double status damage) and then populating those deathtraps with summoned units immune to electricity. Less creative uses involved just using surfaces to summon something like a blood incarnate from a blood surface or some other cursed version of the incarnates, which is kind of tragic since summoned units were really nothing special on their own, even the cursed versions. Manipulate the terrain to their advantage, however, and summoners can laugh at any major fight in the game at the highest difficult setting.
- Anonymous
It's wild how people underestimate how good create water is. Let's put it this way, create water is a spell, and with each short rest you get 2 more. Something akin to 3 free spell slots is already good, and if we review create water as a spell, it sets you up for a lot more damage than any evocation spell on it's own before they get potent spellcasting, and has the bonus of controlling the battlefield by freezing the ground under the opponents feet.
The actual weak part of the subclass is level 10. There are almost no conjuration spell's that require concentration that aren't damage spells. You'd expect this to be some sort of summoning creature passive but it's not.
- Anonymous
I get that minor conjuration needed replacing with something since it wouldn't really work in a videogame like this. But seriously??? One use of create water per short rest? That was their solution? Are you serious??? Why not a free find familiar or something at least?
Is this all that Conjuration specialization gives?
You can spawn some water, swap places with a friend and avoid concentration breaks for conjuration spells (just from damage suffered)?
It feels incredibly underwhelming.
- Anonymous
Mobility is clearly an underappreciated ability. Teleportation has so many applications. The teleport feature, combined with misty step, gives this subclass a crazy amount of mobility, and that's good in combat and out of combat. To the people comparing this to evocation, consider how evocation contributes to exploration. It doesn't really. And how easy is it to build a character that does damage? Its easy because a lot of classes support that. But how many classes get the same traversal tools as conjuration wizard? It makes exploration very enjoyable for me
- Anonymous
I play a 5 beast master/7 conjuration wizard and can't say that it sucks. It is just not about the player character, but the summons. You have 2 ice mephits and you can amplify their damage by casting create water on your enemies. You can save your allies by using a Misty Step + Benign Transportation combo. If we are talking about pure damage and control then yeah it sucks. But utility is there.
- Anonymous
Conjure Water spell could have been decent... If it was a bonus action and/or at will. Giving you the ability to more easily set up double damage Cold/Lightning.
Bonus concentration at a level where it should be less needed? Instead of something interesting like can concentrate on 2 Conjuration spells at a time, or conjuring weapons/armor a la Flame Blade/Pact of the Blade heck even a copy/paste of Necromancer level 6 bonus for summon an extra Familiar + Elemental with extra stats would be more interesting.
Kind of feels like they finished making Evocation Wizard and then were like "Oh crap, there's 7 other schools... Quick, throw together whatever and ship it"
- Anonymous
This sucks, and conjuration wizard is my favourite school in DND....
- Anonymous
Why would anyone waste their subclass on extra damage and no friendly fire for all their offensive spells if you can summon a puddle of water instead?
Now I need to rest, the summoning of the puddle has tired me out.
- Anonymous
Could have done so much here. Summon one additional familiar, add more hp to things and creatures you summon, add duration to conjuration spells with duration, add a conjure a item or weapon or food, etc. etc. But instead we get free water spell, and trolling teleportation to troll our friends and send them to their death, and lastly how about some more concentration? And I'd say of all of them, the water spell is the most powerful. Wizards are getting shafted here..
- Anonymous
The lv 10 only works on conjuration spells, what only work for 2 or 3 spells, this is really bad for a lv 10 skill, the other thing are just bad.
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