D&D 5e Conjuration Spells
The school of Conjuration covers 52 spells in the D&D 5e SRD. Wizards who specialise in this school gain extra benefits when casting from it. Tap any spell for its full text.
52 results
- Acid SplashCantrip
- Mage HandCantrip
- Poison SprayCantrip
- Produce FlameCantrip
- Entangle1st-level
- Find Familiar1st-level
- Floating Disk1st-level
- Fog Cloud1st-level
- Grease1st-level
- Unseen Servant1st-level
- Find Steed2nd-level
- Flaming Sphere2nd-level
- Misty Step2nd-level
- Web2nd-level
- Call Lightning3rd-level
- Conjure Animals3rd-level
- Create Food and Water3rd-level
- Revivify3rd-level
- Sleet Storm3rd-level
- Spirit Guardians3rd-level
- Stinking Cloud3rd-level
- Black Tentacles4th-level
- Conjure Minor Elementals4th-level
- Conjure Woodland Beings4th-level
- Dimension Door4th-level
- Faithful Hound4th-level
- Guardian of Faith4th-level
- Secret Chest4th-level
- Cloudkill5th-level
- Conjure Elemental5th-level
- Insect Plague5th-level
- Mass Cure Wounds5th-level
- Teleportation Circle5th-level
- Tree Stride5th-level
- Conjure Fey6th-level
- Heroes' Feast6th-level
- Instant Summons6th-level
- Planar Ally6th-level
- Transport via Plants6th-level
- Wall of Thorns6th-level
- Word of Recall6th-level
- Conjure Celestial7th-level
- Magnificent Mansion7th-level
- Plane Shift7th-level
- Teleport7th-level
- Demiplane8th-level
- Incendiary Cloud8th-level
- Maze8th-level
- Gate9th-level
- Mass Heal9th-level
- Storm of Vengeance9th-level
- Wish9th-level
The conjuration spells in the SRD
52 spells, running from cantrip to 9th-level, and 7 3rd-level options and 7 4th-level options, with 38 more across other groups. 23 of the 52 require concentration. That ratio is the quickest read on how a school plays: a concentration-heavy school asks you to commit to one effect and protect it, while a school of instantaneous effects lets you cast something new every round.
What this school is for
Conjuration brings things into existence or moves them across distance, which makes it the broadest school in practice. It covers summons, teleportation, created objects and terrain. Its summoning spells are the strongest action-economy tools available to a caster, and its teleportation spells are the ones most likely to bypass an obstacle entirely.
At the table
Summons are the main tension point: they add real power but also a great deal of table time, since each creature needs turns. Agree a convention in advance — group the summons onto one initiative and roll their attacks together. Teleportation needs planning of a different kind: once the party has it, distance stops being an obstacle, so put the interesting problem at the destination rather than on the road.
Common questions
- How many Conjuration spells are in the D&D 5e SRD?
- There are 52 Conjuration spells in the SRD across all levels. The SRD is the free subset of the rules, so the Player's Handbook contains more.
- Does a spell's school matter in D&D 5e?
- Yes, in specific cases. Wizard subclasses grant benefits for casting from a chosen school, some magic items and features key off school, and a few effects block a school outright. Outside those cases the school is descriptive rather than mechanical.
- Can any class cast Conjuration spells?
- Schools are not restricted by class — what matters is whether the spell appears on your class's spell list. Most schools have entries spread across several classes, so browse by class as well to see what is actually available to your character.
From the shop
Printable Spell Cards
Every class spell as an illustrated, printable card — hand your players the spell instead of a rulebook page.
Browse Spell Cards on Etsy →