Throughout fantasy’s history summoning creatures to do one’s bidding has been a big part of the genre. Throughout Dungeons and Dragons‘ history spells like summon monster have served conjurers and conjurees alike elevating both to levels of notoriety they may not have achieved otherwise. While the Dungeons and Dragons Player’s Handbook does present us with a variety of conjuration spells, the net cast on creature summoning is not nearly wide enough for me. So I present to you a bunch of new conjuration spells so you can summon creatures into battle!

I like my conjuring to be high risk high reward, so you’ll see some powerful creatures casters can lose control of in the descriptions below.

New Spells

Cleric Spells

4th Level

Conjure minor fiends (conjuration)

8th Level

Conjure fiend (conjuration)

Druid Spells

3rd Level

Conjure plants (conjuration)

Ranger Spells

3rd Level

Conjure plants (conjuration)

Sorcerer Spells

5th Level

Conjure slaad (conjuration)

9th Level

Conjure dragon (conjuration)

Warlock Spells

4th Level

Conjure minor fiends (conjuration)

5th Level

Conjure oozes (conjuration)

8th Level

Conjure fiend (conjuration)

Wizard Spells

1st Level

Conjure monstrosity (conjuration)

4th Level

Conjure minor fiends (conjuration)

5th Level

Conjure oozes (conjuration)

Conjure slaad (conjuration)

8th Level

Conjure fiend (conjuration)

9th Level

Conjure dragon (conjuration)

Conjure Dragon

9th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a dragon of challenge rating 9 or lower, which appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends.

The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the dragon, it defends itself from hostile creatures, but otherwise takes no actions.

If your concentration is broken, the dragon doesn’t disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the dragon’s statistics.

Conjure Fiend

8th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a fiend of challenge rating 8 or lower, which appears in an unoccupied space that you can see within range. The fiend disappears when it drops to 0 hit points or when the spell ends.

The fiend is friendly to you and your companions for the duration. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fiend, it defends itself from hostile creatures, but otherwise takes no actions.

If your concentration is broken, the fiend doesn’t disappear. Instead, you lose control of the fiend, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fiend can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fiend’s statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a fiend of challenge rating 9 or lower.

Conjure Minor Fiends

4th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon fiends that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fiend of challenge rating 2 or lower.
  • Two fiends of challenge rating 1 or lower.
  • Four fiends of challenge rating 1/2 or lower.
  • Eight fiends of challenge rating 1/4 or lower.

A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Conjure Monstrosity

1st-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a creature with the monstrosity type of challenge rating 1 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the creature, it defends itself from other hostile creatures, but otherwise takes no actions.

If your concentration is broken, the creature doesn’t disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the creature’s statistics.

At Higher Levels. When you cast this spell using a a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st.

Conjure Oozes

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon oozes that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One black pudding.
  • Two ochre jellies.
  • Two gelatinous cubes.
  • Eight gray oozes.

An ooze summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with a 9th-level slot.

Conjure Plants

3rd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of plants and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One plant of challenge rating 2 or lower.
  • Two plants of challenge rating 1 or lower.
  • Four plants of challenge rating 1/2 or lower.
  • Eight plants of challenge rating 1/4 or lower.

Each plant summoned by this spell is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Slaad

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a red slaad, which appears in an unoccupied space that you can see within range. The slaad disappears when it drops to 0 hit points or when the spell ends.

The slaad is friendly to you and your companions for the duration. Roll initiative for the slaad, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the slaad, it defends itself from hostile creatures, but otherwise takes no actions.

If your concentration is broken, the slaad doesn’t disappear. Instead, you lose control of the slaad, it becomes hostile toward you and your companions, and it might attack. An uncontrolled slaad can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the slaad’s statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots you can summon a different type of slaad. You can summon a blue slaad using a 7th-level slot, a green slaad using an 8th-level spell slot, and a gray slaad with a 9th-level slot.

Have a PDF. You Earned It!

As usual, I wouldn’t just leave you with this information in a blog post. Why not have it in a PDF you can download and keep forever and ever and ever? So you can grab these spells in the link below or head on over to the Free Game Resources of this site where you can find rules modules, magic items, monsters, and more for your game.

Conjuration Spells

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Comments
  1. qpop says:

    I got really extra excited about the possibility of summoning 24 minor fiends with one high level casting.

    Liked by 1 person

  2. Arvovix says:

    A Conjurer Wizard in a game I run has been making good use of Conjure Monstrosity, so I thought I’d give you my thoughts on it.

    It’s a great spell at 1st level, but the scaling quickly makes it a bit too much. I found the conjurer was starting to outshine the rest of the party around the point where he got 3rd level spells. Throwing a Minotaur into a combat on top of your normal spellcasting is a huge deal, especially since you’re summoning higher CR monsters than the existing 4th level spell options.

    I found that simply taking the upcasting option off the spell solved the problem. It’s a good way to add summons to low level play, but I dislike spells so powerful that the player uses them the entire length of the game.

    Liked by 1 person

    • Thanks! This feedback is great. It’s an interesting problem because Conjure Elemental and Conjure Fey in the PHB scale with spell level the same way, but you can’t cast the spells until you have access to 5th and 6th level slots respectively. Conjure Animals, which kicks in at 3rd only allows for a beast of 2nd level or higher like you pointed out.

      I think in order to fix the balance you’re talking about what I need to do is make conjure monstrosity not kick in until 5th or 6th level. That way the number of times it can be cast is more limited and has less of an impact. Maybe I can make a minor version (as you suggest) for level 1 spell slots which can’t be slotted up.

      Like

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