1st Level Conjuration Spells Spell in Abholos | World Anvil
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1st Level Conjuration Spells

Air Wave

  1st Level Conjuration   Casting Time: 1 Action
Range: 30 Feet
Components: V
Duration: Instantaneous
Class: Ranger, Warlock, Wizard
With a swing of your weapon, you attack a target within range with a wave of cutting air. Make a melee weapon attack against the target as if you were adjacent to it. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Attacks made with this spell deal slashing damage.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its range increases by 20 feet for each slot level above 1st.
   

Arcane Tether

  1st Level Conjuration   Casting Time: 1 Action
Range: 90 Feet
Components: S,M (a small string)
Duration: 8 hours
Class: Druid, Paladin, Wizard
You conjure a rope connecting two points. Choose two objects or creatures within range (You can chose to target yourself). If the targets are within 60 feet of each other, a magical tether links them together. An unwilling target can make a dexterity saving throw, ending the effect on a success. When tethered, the targets cannot be moved beyond 60 feet of each other, as a magical rope holds them back. This rope also breaks falls, can be swung on, and be used to pull either target. When you cast the spell, and as a bonus action on each of your turns, you can choose to expand the rope up to 60 feet, or contract it up to 10 feet. A creature can use its action to break the rope by making a strength check, contested by your spell save DC. On a success, the tether is broken and the spell ends. You can end the spell early as a bonus action.
  You can have up to two tethers created by this spell at a time. If you cast this spell a third time, you must dismiss another tether you have created.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the maximum rope length by 10 feet for each level used.
   

Armour of Thorns

1st Level Conjuration   Casting Time: 1 action
Range: Touch
Components: V,S,M (a rose's thorn)
Duration: 1 Minute
Class: Druid, Ranger
You touch a willing creature and cause thorny vines to grow over its body. For the duration, whenever a creature within 5 feet hit you with a melee attack, you can use your reaction to force that creature to succeed on a Dexterity saving throw or take piercing damage equal to your spellcasting ability modifier.
   

Barrage

1st Level Conjuration   Casting Time: 1 Action
Range: 120 Feet
Components: V, M (An arrow shot from the caster's bow)
Duration: Instantaneous
Class: Ranger
As part of the action used to cast this spell, you must make a ranged attack with a bow, firing an arrow against one creature within the spell’s range, otherwise the spell fails. This arrow then splits into four additional arrows. On a hit, the target takes the normal damage of the attack. Hit or miss, choose four creatures within a 20-foot radius of the target to make a Dexterity saving throw, taking 1d8 piercing damage on a failed save.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can choose increases by 1 for every level above 1st.    

Blue Shield

1st Level Conjuration   Casting time: 1 action
Range: 15 feet
Components: V, S
Duration: 1 hour
Class: Artificer, Bard, Sorcerer, Warlock, Wizard
  You create a blue circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range, or directly under your feet. The disk remains for the duration, and can hold up to 300 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. You can stand on top of it and lean in any direction to cause it to move. It has a movement speed of 35 feet while you are riding it. If you move across a gap of 10 feet or more while riding the blue shield, your falling speed slows to 30 feet per round. You must succeed an Acrobatics check with dc 10 plus half of the distance to the ground divided by 10 to stay on the blue shield or fall off and take half falling damage.
  At Higher Levels. When you cast this spell using a spell slot of 2th level or higher the size and weight capacity of the blue shield increase. The increase is measured by multiplying the level of the spell slot. This can allow others to ride the shield with you. When you cast this spell using a spell slot of 3rd or higher, You can use it to fly (surfing through the air)    

Call Bird

1st Level Conjuration (Ritual)   Casting Time: 1 Action
Range: 30 ft
Components: V,S,M (A bagful of seeds)
Duration: 6 Hours
Class: Bard, Cleric, Druid, Ranger, Wizard
  Choose one bird of small or tiny size that you can see, that has a CR below that of 1/8, within range. The user mimics the call of the bird, before feeding it. If the type of bird chosen is not intelligent enough to understand speech, it can now understand simple commands such as "Attack this Zombie," or "Bring this message to the Mayor." You may only have one bird under your control at a time.
  In combat, you can issue commands as an action, but if the commands are unreasonable, or too complex to understand, the bird will not obey. [DM has the final ruling.] If the type of bird is not listed in the 5e Monsters Manual, apply the statistics of a roughly equivalently-sized bird.
  The bird will follow you if it is not currently under an order, until it is dismissed or killed. The bird may leave to hunt or scavenge for food on its own, when not currently under an order, but will never fly too far from you to hear your call. If the bird is placed in a cage, the effect will wear off.
  If you use this spell while you already have a bird from this spell, the original bird then breaks free from your control.
   

Carpet of Shadow

1st Level Conjuration   Casting Time: 1 Action
Range: 30 Feet
Components: S
Duration: 10 Minutes
Class: Sorcerer, Warlock
You coat the ground in hard shadows, making the terrain difficult to traverse. Choose terrain equalling four 5 foot squares, each adjacent to at least one other, it now costs double movement to traverse them.
   

Conjure Spirit Wolf

1st Level Conjuration   Casting Time: 1 Action
Range: 30 Feet
Components: V, S, M (the hair of a wolf)
Duration: Concentration, up to 1 hour
Class: Druid, Ranger
  You summon the fey spirit of a wolf to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a wolf.
You can communicate telepathically with this wolf and it can respond telepathically using any language you know. It retains its memories between summoning sessions.
  The wolf is friendly to you and your companions for the duration. The wolf has its own turns, and it rolls its own initiative. It obeys any verbal commands that you issue to it (no action required by you).
  The wolf disappears when it drops to 0 hit points or the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you conjure one additional wolf for every slot level above 1st.
   

Create Air

1st Level Conjuration   Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a small, empty flask)
Duration: Instantaneous
Class: Bard, Cleric, Druid, Ranger
  Creates fresh air around target and up to 2 other creatures.
When this spell is cast it creates a bubble of clean air around the target. This drives out foul or stale air and turns it to fresh air. It is used most often to create the air bubble around a person who has fallen overboard and has drifted out of the air envelope of the ship. This air bubble lasts for 5 rounds then the vacuum of space takes over.
  If the target is affected by a spell or an event like the cloudkill spell, it will shield them from the effects by creating a vacuum around them, separating them from the harmful air, before the effect of the spell/event begins again.
  At Higher Levels. When using a spell slot of 2nd level or higher the air bubble lasts an additional 5 rounds per spell slot above 1st
   

Draining Fungus

1st Level Conjuration   Casting Time: 1 Action
Range: 10 Feet
Components: S, M (a fragment of dead skin)
Duration: 1 Minute
Class: Druid
  Implant spores into a creature within the range of this spell. The target must succeed a Constitution saving throw, or suffer an infection that gradually damages it and heals you. For the duration of this spell, the infected creature suffers 1 poison damage at the beginning of each of its turns.
At the end of this spell's duration, or when the infected creature is reduced to 0 hit points — whichever happens first — you regain a number of hit points equal to the damage inflicted by this spell. When this occurs, you can use your reaction to instead cause another creature that isn't undead or a construct within a range of 30 feet to regain an equal number of hit points instead of you. The target of this healing can choose to make a Wisdom saving throw, negating the effect of this healing if it succeeds.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its poison damage increases by 1 for every two slot levels above 1st.
   

Fellhammer

1st Level Conjuration   Casting Time: 1 Action
Range: Self (10 ft. Cube)
Components: S
Duration: Instantaneous
Class: Sorcerer
Your arms become a magical instrument of destruction. Choose between fire, ice, lightning, radiant or necrotic. You form a magical hammer over both hands, a weapon or a staff that you may use to attack. Make a melee spell attack against a target. On a hit, the target takes 1d8 of the chosen damage and is pushed 5 ft. back. Alternatively, you may choose to slam the hammer on the ground. All targets within 5 feet of you must make a dexterity saving throw. On a fail, the targets take 1d8 of the chosen damage type and are pushed 5 ft. back. After your attack, the hammer disappears.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage die increases by 1d8 and the radius increases by 5 ft. for each slot level above 1st.
   

Glacial Crash

1st Level Conjuration   Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a small fragile rock or a piece of ice)
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Warlock
  You conjure a large chunk of ice and launch it at a creature in range. The target must make a Dexterity saving throw, taking 1d12 bludgeoning damage and 1d12 cold damage on a failed save. On a succesful save, the target instead takes 1d4 piercing damage from the shards of ice.
   

Healing Mist

1st Level Conjuration
  Casting Time: 1 Action
Range: 15 Feet
Components: V, S
Duration: Instantaneous
Class: Bard, Cleric, Druid
  You create a mist of magical essence around a target creature that heals the target. The mist can be any color and can have a mystical aura to it such as shimmering, glowing, or electricity (this aura does nothing but add visual effect). The creature then regains 1d6 + your spellcasting ability modifier hit points.
At Higher Levels. When you expend a spell slot of a level above 1st, the healing increases by 1d6 per spell slot level above 1st.
   

Frosty Weapon

1st Level Conjuration
  Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 Minutes
Class: Bard, Ranger, Sorcerer, Wizard
  You freeze the air around you to create a weapon of pure ice. The weapon must be a simple or martial weapon with which you have proficiency. It uses the same statistics as the weapon chosen with the exception that it uses your spellcasting modifier and does an extra 1d6 cold damage.
At Higher Levels. When you expend a spell slot of a level above 1st, the damage die increases by 1d6 per level.
   

Ice Rune of Laneth

1st Level Conjuration
Casting Time: 1 Action
Range: Self, Touch, 120 Feet
Components: S, M (Symbol of Laneth)
Duration: Concentration, up to 1 minute
Class: Cleric, Wizard
  When Isaz the Ice Rune is cast on a surface, it lasts for the duration. If a creature comes near it before the duration is over, it explodes dealing 2d8 Cold damage in a 10 ft radius and this can be cast on the ground, trees, shields, structures and even arrows. All creatures in range must make a Strength saving throw or be grappled by the ice on a fail, taking half damage on a success without the grapple.
  When cast on a weapon, it deals an additional 1d4 cold damage per attack and treats the weapon as magical. The enemy who was hit with the enchanted melee attack must make a Strength saving throw or be grappled by the ice on a fail, taking half damage on a success without the grapple.
  When cast on an allies armor it then gives them cold resistance and deals 1d4 cold damage to any creature that attacks them.
  The reversal of this rune can remove the cold in a surface or act as a curse on a creature's weapon dealing 2d4 cold damage to them per attack or giving them cold vulnerability and dealing 1d4 cold damage to all nearby creatures.
   

Magical Cutlass

1st Level Conjuration
  Casting Time: 1 Bonus Action
Range: Self
Components: S
Duration: 10 Minutes
Class: Bard, Paladin, Ranger, Sorcerer, Warlock
  A spell to summon magical blades for a time. When you cast this spell, a spectral scimitar appears in each of your hands. If you are holding an item, you have one scimitar in a scabbard. These scimitars count as magical for the purposes of overcoming resistance and immunity. You are proficient with these scimitars.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the scimitars conjured by this spell become more powerful. They gain a +1 bonus to attack and damage rolls with a spell slot of 2nd Level, and a +2 to attack and damage rolls with a spell slot of 3rd level, and so on until Level 9.
   

Magnet Orb

1st Level Conjuration
  Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a small nugget of iron)
Duration: Concentration, up to 1 minute.
Class: Bard, Sorcerer, Warlock, Wizard
  You conjure an orb that pulls foes towards it.
  You create a magical orb of iron at a point of your choice within range. The orb is 3 feet in diameter, and floats 2 feet above the ground. Each creature that starts its turn within 20 feet of the orb must succeed on a Constitution saving throw or be pulled 10 feet towards the orb. Any creature within 20 feet of the orb must spend 2 feet of Movement for every 1 foot it moves when moving away from the orb. Any creature that touches the orb must make a Strength saving throw or take 1d10 lightning damage. Unattended inanimate objects that weigh 5 pounds or less within 20 feet of the orb are also pulled towards it at a rate of 10 feet per round. The caster cannot be affected by the orb's effect.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum range that the orb's pulling can reach increases by 10 feet for each slot level above 1st.
   

Minor Distortion

1st Level Conjuration   Casting Time: 1 Reaction
Range: Self
Components: V, S
Duration: Instant
Class: Bard, Ranger, Sorcerer, Wizard
  As a reaction to yourself taking damage, roll 1d4. This is how much damage you can ignore from the attack, applied before resistances or vulnerabilities are calculated. This does not negate negative effects associated with the attack unless it completely ignores the damage dealt. In order to make use of this effect, you must be aware of the attack coming before it connects, be it by sight, hearing, smell, etc. This can be used as often as your Constitution modifier per long rest.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the die improves with an extra 1d4 per level.
   

Morden's Deathly Winds

1st Level Conjuration   Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (A vial's worth of Blood)
Duration: Instantaneous
Class: Wizard
  A torrent of wind, filled with a poisonous red mist and flying weapons composed of red liquid erupts from your outstretched hand in a direction you choose. When this is cast at level 1 the line is 30 feet long and 5 feet wide.
  Each creature in the line must succeed on a Dexterity saving throw or take 1d4 poison, 1d4 bludgeoning, piercing, or slashing damage, (Your choice) and 1d4 necrotic damage. They are also pushed back 15 feet and knocked prone. On a successful save they take half as much, and are not moved or knocked prone.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level it can either cause creatures to take 2d4 any type of the damage types listed or have the spell push creatures back 15 additional feet on a failed save, the length of this spell also increases by 5 feet. You can continue to increase the feet pushed back by 15 or the damage by 1d4 by casting at higher levels. If you cast this at level 5 or higher on a successful save a creature is not saved from being pushed back, they are pushed back half of the amount they would be on a successful save.
   

Petal Glide

1st Level Conjuration (Ritual)   Casting Time: 1 Action
Range: 5 Feet
Components: S, M (A flower petal)
Duration: Concentration, up to 1 minute.
Class: Druid
  You manifest a large, lightweight, and daisy-like flower as tall as a human. It appears harmlessly in your hand or anywhere within the range of this spell. When the stem of this conjured flower is gripped in the hand, it magically rotates to generate thrust. A Medium or smaller creature who grasps the stem in its hand immediately flies straight upward a distance of 30 feet, and gains a fly speed of 30 feet for so long as it holds the stem. The benefiting creature cannot ascend higher with this fly speed without the aid of an updraft or similar force. If the creature releases the stem or this spell's duration ends, the flower vanishes into thin air.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the gained fly speed increases to 50 feet. (The initial distance flown upward does not increase with a higher level spell)
 

Razor Storm

1st Level Conjuration   Casting Time: 1 Action
Range: Self
Components: S, M (A slashing weapon you're proficient with)
Duration: Instantaneous
Class: Artificer, Bard, Ranger, Sorcerer, Warlock
  As part of the action of casting this spell, make one melee spell attack. All creatures within 15 feet of you with an armor class less than or equal to your attack roll must make a dexterity saving throw or take 3d10 slashing damage on a failed save, and half as much on a successful one. If the roll is a critical hit, double the damage rolled. If a creature is killed instantly via massive damage from this spell any mundane armor or clothing is also bisected several times in line with their wounds (this includes shields that are being wielded and their weapon if they are receiving a bonus to their AC by wielding it).
  At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the radius of this spells effect increases by 15 feet and deals 2d10 additional Slashing damage.
   

Rewind

1st Level Conjuration   Casting Time: 1 Bonus Action
Range: 60 Feet
Components: S
Duration: Concentration, up to 1 minute.
Class: Artificer, Bard, Ranger, Sorcerer, Wizard
  You draw a sigil (using magic) on an unoccupied space on the ground within range of this spell, which stays for the duration. At any point during the duration of this spell, you can use your reaction to teleport back to where the sigil was placed. In order to do so, you must be on the same plane of existence as the sigil and be within 60 feet of it. After teleporting to the sigil, the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of times you can teleport to the sigil increases by one and range to which you can teleport back to the sigil is increased by 30 feet for each slot above 1st.
   

Root Walk

1st Level Conjuration   Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (the root of a plant)
Duration: Instantaneous
Class: Druid, Ranger
  You touch a plant and are teleported to another within range. You teleport to an open space within 5 feet of a Large or smaller plant or Plant creature that you can see within 30 feet.
 

Shadow Spray

1st Level Conjuration   Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (A handful of black ribbons)
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
  You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 foot radius sphere from a point that you choose, restraining nearby creatures. Every target within the 5 foot radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet for each slot level above 1st.

Spell Blade

1st Level Conjuration   Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Class: Bard, Sorcerer, Wizard
  You conjure a blade of force in your free hand. The blade is similar in size and shape to a short sword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action.
  You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit.
  You may cast any spell into the blade that targets one creature and doesn't make a ranged attack roll. You expend the spell slot for that spell, and the spell is held in the blade until either it is released or the blade disappears; only one spell can be held in the blade at a time. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on it. If it's a concentration spell, its effect lasts until its duration runs out or until the spell blade disappears, whichever happens first.
 

Swarm of Pests

1st Level Conjuration   Casting Time: 1 Action
Range: Self (15 Foot radius sphere)
Components: V, S, M (A drop of blood)
Duration: Concentration, up to half a minute.
Class: Cleric, Druid, Ranger, Sorcerer
  You cause a cloud of mites, fleas, and other parasites to appear in a 15-foot-radius sphere centred on yourself. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  When the cloud appears, each creature in it other than yourself must make a Constitution saving throw. A creature takes 3d4 poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level above 1st.
 

Thief's Feast

1st Level Conjuration   Casting Time: 1 Action
Range: 1 Mile
Components: S, V
Duration: Instantaneous
Class: Bard, Ranger, Wizard
  Describe a food item, or a single, specific creature. If you named a food item, a random food item matching that description within range will be teleported to your hand. If you chose a specific creature, a random food item within range belonging to that creature will be teleported to your hand. Food items weighing more than one pound, or that are inedible to the caster, and live creatures, cannot be affected by this spell.
  Any owners of the affected food item will be instantly aware that the food item has been stolen, where it was sent, and who the caster is, as will any creature standing within 10 feet of the food item as it is teleported.
  This spell fails if the described creature does not own any viable food within range, or if there are no viable instances of the caster's described food within range.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum amount a viable food item is allowed to weigh increases to the square of the spell level (2nd level = 4 pounds, 5th level = 25 pounds, etc.).

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