Here’s a list of all the Conjuration Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
Description
Death Burst
Explode in a burst of ice that damages all nearby creatures.
Nature’s Step
Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren’t affected by Difficult Terrain, can’t be Restrained or Paralysed, and gain Resistance to Poison damage.
Acid Splash
Hurl a bubble of acid that hurts to each creature it hits.
Create a spectral hand that can manipulate and interact with objects.
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Poison Spray
Project a puff of noxious gas.
1d12 Poison
Produce Flame
Inflicts Produce Flame. 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
Call forth tendrils of dark energy that prevent targets from taking reactions.
2d6 Necrotic
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Ensnaring Strike
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.
1d6 Piercing
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Ensnaring Strike (Melee)
Ensnaring Strike (Ranged)
Vines sprout from the ground, slowing creatures within and possibly Entangling them.
Find Familiar
Gain the service of a familiar, a fey spirit that takes an animal from of your choose.
Create a cloud of dense fog that Heavily Obscures and Blinds creatures within.
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Cover the ground in grease, slowing creatures within and possibly making them fall Prone.
Hail of Thorns
Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10Piercing Damage to the target and surrounding creatures.
1d10 Piercing
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Cloud of Daggers
Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.
4d4 Slashing
Flaming Sphere
Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Cover an area in thick, flammable webbing that can Enweb creatures within. An ally can use its Help action to try and tear away the webs.
Call Lightning
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot.
3d10 Lightning
Hunger of Hadar
Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.
Hypnotic Pattern
Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern.
Sleet Storm
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters.
Spirit Guardians
Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking Actions, if they fail a Constitution Saving Throw.
Conjure Minor Elemental
Conjure a minor elemental to fight alongside you.
Conjure Minor Elemental: Azer
Conjure an azer from the Plane of Fire. It deals both Bludgeoning and Fire damage with its warhammer and can Overheat.
Conjure Minor Elemental: Ice Mephits
Conjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.
Conjure Minor Elemental: Mud Mephits
Conjure two mud mephits from the Elemental Chaos. They can Breathe Mud and Explode when they die.
Conjure Woodland Being
Conjure a dryad to fight alongside you. She can use Nature’s Step, Entangle enemies, and Summon a wood woad.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you’re able to see. The ally cannot be larger than medium.
Evard’s Black Tentacles
Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.
Grasping Vine
Summon a giant vine capable of dragging creatures toward itself.
Guardian of Faith
Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points.
Craft a large cloud that inflicts 5~40 Poison damage per turn. you may reposition the cloud every turn. The cloud Heavily Obscures everything within it.
5d8 Poison
Conjure Elemental
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Insect Plague
Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
4d10 Piercing
Arcane Gate
Create two linked teleportation portals.
Conjure Elemental: Air Elemental
The air elemental can use Primordial Gales, Gushing Air, and can Shock your foes.
Conjure Elemental: Air Myrmidon
The myrmidon can cast Invisibility, Electrified Flail, and Raging Vortex.
Conjure Elemental: Earth Elemental
The earth elemental can use Seismic Strike, Soil-Clogged Slam, and can create sludgy mud surfaces while walloping your foes.
Conjure Elemental: Earth Myrmidon
The myrmidon can cast Muck to Metal, Sludgy Sling, and Burrow.
Conjure Elemental: Fire Elemental
The fire elemental can use Smouldering Touch, Erupting Cinder, and can make your foes Burn.
Conjure Elemental: Fire Myrmidon
The myrmidon can cast Scorching Strike, Myrmidon’s lmmolation, and Cinderous Swipe.
Conjure Elemental: Water Elemental
The water elemental can use Winter’s Breath, Slam, and can mete out cold punishment upon foes with its fists.
Conjure Elemental: Water Myrmidon
The myrmidon can cast Hiemal Strike, Healing Vapours, and Explosive Icicle.
Heroes' Feast
You and everyone around can’t be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.
Planar Ally
Beseech one of these otherworldly entities for aid.
Wall of Thorns
Create a wall of pliable, twisted thorns surrounded by Entangling vines. Creatures can move through the wall, but they take 7~56 Piercing damage per turn, and their movement speed is quartered.
7d8 Piercing