Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.

All Conjuration Spells in Baldurs Gate 3

 

 

You can search by Name, Level, Concentration, Casting Time and Class. Just type into the search box what you are looking for.

Quick Search of All Conjuration Spells 

 

Spell Lvl Casting Time Concentration Description Classes
Acid Splash Cantrip Conjuration 1 Action No Hurl a bubble of acid that deals 1d6 Acid to each creature it hits.
Githyanki Psionics: Mage Hand Cantrip Conjuration 1 Cation Yes Create an invisible spectral hand that can manipulate and interact with objets.
Mage Hand Cantrip Conjuration 1 Action No Create a spectral hand that can manipulate and interact with objects. 
Poison Spray Cantrip Conjuration 1 Action No Project a puff of noxious gas that deals 1d12 Poison.
Produce Flame Cantrip Conjuration 1 Action No A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown.
Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action.
Arms of Hadar Lvl 1 Conjuration 1 Action No Call forth tendrils of dark energy. Targets take 2d6 Necrotic and can't take reactions.
On a successful save, targets only take half damage.
Ensnaring Strike Lvl 1 Conjuration 1 Bonus Action Yes Your attacj summons thorny vines, dealing 1d6+3 percing and possibly Ensnaring your target.
Ensnared creatures take 1d6 Percing at the start of each turn. The creature or an ally can use its action to try and tear away the vines.
Entangle Lvl 1 Conjuration 1 Action Yes Vines sprout from the ground, turing it into difficult terrain and possibly Entangling creatures within. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.
Find Familiar Lvl 1 Conjuration 1 Hour No Gain the service of a familiar, a fey spirit that takes an animal from you choose.
  • Find Familiar Spider: Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies.
  • Find Familiar Rave: Summon a familiar with the form and statistics of a raven. It can launch precise attacks.
  • Find Familiar Rat: Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease.
  • Find Familiar Frog: Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins.
  • Find Familiar Crab: Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies.
  • Find Familiar Cat: Summon a familiar with the form and statistics of a cat that can distract your enemies.
Find Familiar: Cat Lvl 1 Conjuration 1 Hour No Summon a familiar with the form and statistics of a cat that can distract your enemies.
Find Familiar: Crab Lvl 1 Conjuration 1 Hour No Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies.
Find Familiar: Frog Lvl 1 Conjuration 1 Hour No Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins.
Find Familiar: Rat Lvl 1 Conjuration 1 Hour No Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease.
Find Familiar: Rave Lvl 1 Conjuration 1 Hour No Summon a familiar with the form and statistics of a raven. It can launch precise attacks.
Find Familiar: Spider Lvl 1 Conjuration 1 Hour No Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies.
Fog Cloud Lvl 1 Conjuration 1 Action Yes Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
Grease Lvl 1 Conjuration 1 Action No Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone.
Hail of Thorns Lvl 1 Conjuration 1 Bonus Action Yes Shoot a volley of thorns. They deal 1d6+3 Piercing to the target and surrounding creatures.
On successful save, creatures only take half damage from the explosion.
Tenser's Floating Disk Lvl 1 Conjuration 1 Action No Create a floating 3-ft-diameter disk that can support up to 500 pounds and follows the caster.
Unseen Servant Lvl 1 Conjuration 1 Action No Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).
Cloud of Daggers Lvl 2 Conjuration 1 Action Yes Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.
Find Steed Lvl 2 Conjuration 10 Minutes No Summon a spirit that assumes the form a steed (horse, elk, etc) telepathically linked to the caster.
Flaming Sphere Lvl 2 Conjuration 1 Action Yes Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objets. It also sheds bright ligh in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage. The sphere is immune to damage.
Misty Step Lvl 2 Conjuration 1 Bonus Action No Surrounded by black mist, you telepart to an unoccupied space you can see.
Web Lvl 2 Conjuration 1 Action Yes Cover an area in thick, flammeble webbing that can Enweb creatures within.
An Enwebbed creature or ally can use its action to try and tear away the webs.
Call Lightning Lvl 3 Conjuration 1 Action Yes Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.
Conjure Animals Lvl 3 Conjuration 1 Action Yes Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl).
Conjure Barrage Lvl 3 Conjuration 1 Action No Creatures in a 60-ft cone must succeed on a Dex. save or take 3d8 damage from the weapon/ammunition used.
Create Food and Water Lvl 3 Conjuration 1 Action No Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours.
Hunger of Hadar Lvl 3 Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere take 2d6 cold damage et must succeed on a Dex. save or take 2d6 acide damage.
Sleet Storm Lvl 3 Conjuration 1 Action Yes Creatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone.
Spirit Guardians Lvl 3 Conjuration 1 Action Yes Targets in a 15-ft radius must succeed on a Wis. save or take 3d8 radiant or necrotic damage (damage/lvl).
Stinking Cloud Lvl 3 Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.
Conjure Minor Elementals Lvl 4 Conjuration 1 Minute Yes Summon from 1 elemental of CR 2 to 8 elemental of CR 1/4, friendly (nbr of creatures/lvl).
Conjure Woodland Beings Lvl 4 Conjuration 1 Action Yes Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl).
Dimension Door Lvl 4 Conjuration 1 Action No The caster and another creature of the same size are teleported to a maximum of 500 feet.
Evard's Black Tentacles Lvl 4 Conjuration 1 Action Yes Creatures in a 20-ft square must succeed on a Dex. save or take 3d6 bludgeoning damage and be restrained.
Grasping Vine Lvl 4 Conjuration 1 Bonus Action Yes The target must succeed on a Dex. save or be pulled 20 ft toward the vine.
Guardian of Faith Lvl 4 Conjuration 1 Action No Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage.
Leomund's Secret Chest Lvl 4 Conjuration 1 Action No Hide a chest (3 x 2 x 2 ft) and its contents in the Ethereal Plane.
Mordenkainen's Faithful Hound Lvl 4 Conjuration 1 Action No Summon an invisible watchdog that barks when a creature approaches and attacks it (4d8 piercing damage).
Cloudkill Lvl 5 Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).
Conjure Elemental Lvl 5 Conjuration 1 Minute Yes Summon 1 elemental of CR 5, friendly (CR +1/lvl).
Conjure Volley Lvl 5 Conjuration 1 Action No Creatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dex. save or take 8d8 damage from the weapon/ammunition used.
Insect Plague Lvl 5 Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl).
Teleportation Circle Lvl 5 Conjuration 1 Minute No Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.
Tree Stride Lvl 5 Conjuration 1 Action Yes The caster can move from one tree to another tree of the same kind (500 ft max between both) using 5 ft.
Arcane Gate Lvl 6 Conjuration 1 Action Yes Create 2 portals (max 500 ft between them) and allow teleport from one to the other.
Conjure Fey Lvl 6 Conjuration 1 Minute Yes Summon 1 fey of CR 6, friendly (CR +1/lvl).
Drawmij's Instant Summons Lvl 6 Conjuration 1 Minute No Mark a 10 pounds or less object and allow to teleport it into the caster hand, wherever it is, if not held.
Heroes' Feast Lvl 6 Conjuration 10 Minutes No Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours.
Planar Ally Lvl 6 Conjuration 10 Minutes No Summon a celestial, elemental, or The Fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc).
Transport via Plants Lvl 6 Conjuration 1 Action No The caster can move from one plant to another plant (Large or larger) using 5 ft.
Wall of Thorns Lvl 6 Conjuration 1 Action Yes Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl).
Word of Recall Lvl 6 Conjuration 1 Action No The caster and up to 5 other creatures are teleported to a previously designated sanctuary.
Conjure Celestial Lvl 7 Conjuration 1 Minute Yes Summon 1 celestial of CR 4, friendly (CR +1/lvl).
Mordenkainen's Magnificent Mansion Lvl 7 Conjuration 1 Minute No Create an extradimensional mansion with all the comforts that can shelter the caster and other creatures.
Plane Shift Lvl 7 Conjuration 1 Action No The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).
Teleport Lvl 7 Conjuration 1 Action No The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.
Demiplane Lvl 8 Conjuration 1 Action No Create a door that leads to a demiplane (30-ft cube). Creatures still in the demiplane at the end of the spell are trapped.
Incendiary Cloud Lvl 8 Conjuration 1 Action Yes Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.
Maze Lvl 8 Conjuration 1 Action Yes Banish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell.
Tsunami Lvl 8 Conjuration 1 Minute Yes Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save or take 6d10 bludgeoning damage.
Gate Lvl 9 Conjuration 1 Action Yes Create a portal to another plan. Also allows to summon a creature from another plane.
Storm of Vengeance Lvl 9 Conjuration 1 Action Yes Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.
Wish Lvl 9 Conjuration 1 Action No Duplicate a 8th level spell or lower without components, or create another effect at the MD discretion.



Tired of anon posting? Register!
Load more
⇈ ⇈