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
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Quick Search of All Conjuration Spells
|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 Action||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 attack 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: 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.|