Conjuration is one of those schools that’s really tough to nail down. Since I started playing 3e, I was there when it got the nonsensical ‘healing’ subschool … WotC didn’t want Necromancy to have healing spells (for some reason).

The one spell that contributed the most to the specific development of this school was Conjure Elemental, in both its 1e and 5e forms.

I think probably some of the better development for the Conjuration school actually did come out of 3e (and 4e, and 5e…): with the development of the Warlock and Binder classes.

You’ll see that most of the spells in this list are inspired by those two classes. For example, the effects of ‘Contact Other Plane’ (formerly a Divination spell) are lifted almost unchanged from 3e Binder class features.

Actually, Contact Other Plane has the chance to be a real killer. I retained the chance that it might blow your mind with the intention to build a safeguard into the class that can use the spell once per day.

We’ll see if I remember to put in a safeguard down the line. ;)


ELDRITCH BLAST
Conjuration cantrip
Casting Time: 1 action
Range: 120 feet
Components: verbal, somatic
Duration: instantaneous

Effect: You conjure a crackling beam of energy to strike a creature you can see within range. Make a ranged spell attack against the target. If you hit, the target takes 1d10 force damage.

This spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


PACT WEAPON
1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: verbal
Duration: 8 hours

Effect: You conjure a pact weapon in your empty hand. You can choose the form this melee weapon takes each time you conjure it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming damage resistance and immunity.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. If the weapon disappears, you can conjure it again as an action.

Alternatively, you can transform one magic weapon into your pact weapon by extending the casting time of the spell to 1 hour. You can then dismiss the weapon, storing it in an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon this way. The weapon ceases being your pact weapon if you die, if you perform the extended casting for a different weapon, or if you use a similar 1-hour casting of the spell to break your bond with it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


DEATH MARK
2nd-level conjuration
Casting Time: 1 bonus action
Range: 90 feet
Components: verbal
Duration: concentration, up to 1 hour

Effect: You place a curse on a creature you can see within range. For the duration of the spell, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks and saving throws made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on one of your subsequent turns to curse a new creature.

Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration up to 24 hours.


INFERNAL WRATH
3rd-level conjuration
Casting Time: 1 reaction, which you take in response to being damaged by a creature you can see within range
Range: 60 feet
Components: verbal, somatic
Duration: instantaneous

Effect: Your pain turns to anger as you scourge the creature responsible for harming you. The triggering creature makes a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much on a successful save.

Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each level above 3rd (maximum 10d10 fire damage).


BLACK TENTACLES
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: You conjure a mass of writhing, black tentacles in a 10-foot radius burst within range. For the duration, the area becomes difficult terrain. When a creature enters the affected area for the first time on its turn, or starts its turn there, it makes a Dexterity save. On a failed save, the creature takes 3d6 bludgeoning damage and is restrained for the duration. A creature that starts its turn in the area and is already restrained takes 3d6 bludgeoning damage (no save).

A creature restrained by this spell can use the Escape action on its turn against your spell save DC. On a success, it frees itself.


CONJURE ELEMENTAL
5th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: You conjure an elemental servant in an unoccupied space you can see within range. Choose an area of air, earth, fire, or water that fills 4 contiguous 5-foot spaces. An elemental with a challenge rating 5 or lower appears within 10 feet of the area. For example, a water elemental emerges from a lake, and an earth elemental rises from the rocky soil. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is initially friendly toward you and your companions. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue (no action required by you). If you don’t issue any commands, the elemental defends itself from hostile creatures.

If your concentration is broken, the elemental doesn’t disappear, nor can it be dismissed by you. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental disappears 1 hour after you conjured it.

Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the maximum challenge rating of the elemental increases by 1 for each slot level above 5th.


PLANAR BINDING
6th-level conjuration
Casting Time: 1 hour
Range: 60 feet
Components: verbal, somatic, material
Duration: 1 week

Effect: You attempt to bind an aberration, celestial, elemental, faerie, or fiend you can see within range to your service. The creature must be within range for the entire casting of the spell. The target makes a Charisma saving throw. If it fails, the creature is bound to serve you for the duration of the spell. If the creature was summoned or created by another spell or magical effect, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your commands to the best of its ability. You might command the creature to deliver a message, guard a treasure, or accompany you on an adventure. The creature obeys the letter of your command, but if it is hostile toward you, the creature twists your words to achieve its own objectives.

If the creature fulfills your command, it attempts to report the results to you. If you are on the same plane of existence, it travels to you. If you are on different planes of existence, the creature returns to the place of its binding and waits there until the spell ends.

Higher Levels: When you cast this spell using a spell slot of a 7th level or higher, you extend the duration to 30 days. If you use a spell slot of 8th level, the duration becomes 180 days. If you use a spell slot of 9th level, the duration becomes a year and a day.


CONTACT OTHER PLANE
7th-level conjuration
Casting Time: 1 minute
Range: self
Components: verbal, somatic, material
Duration: 8 hours

Effect: You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. This contact can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. If you fail, you take 8d6 psychic damage and are confused until you complete a long rest. While confused, you can’t take any actions, can’t read, write, or understand languages, and can speak only in gibberish.

If you successfully save, the entity elucidates secrets of the cosmos, providing one of the following benefits (chosen by the Dungeon Master) for the duration of the spell:

+5 hit points
+1 Armor Class
+1d4 to ability checks
+1d4 to attack rolls
+1d4 to weapon damage rolls
Damage resistance (choose one): bludgeoning, piercing, slashing
Damage resistance (choose one): acid, cold, fire, lightning, necrotic, radiant, or thunder

Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the Dungeon Master chooses a second benefit for the duration of the spell. If you use a spell slot of 9th level, the Dungeon Master chooses four benefits.


DEMIPLANE
8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: somatic
Duration: 1 hour

Effect: You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by the casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.


METEOR SWARM
9th-level conjuration
Casting Time: 1 action
Range: 1 mile
Components: verbal, somatic
Duration: instantaneous

Effect: Your spell calls blazing orbs of fire to explode at four points you can see within range. Each creature in one of the four, 40-foot radius bursts makes a Dexterity saving throw. A creature takes 20d6 fire and 20d bludgeoning damage on a failed save, or half as much on a successful saving throw. A creature in the area of more than one fiery burst is affected only once. The spell damages objects and ignites unattended, flammable objects.