Posts Tagged ‘spells’

Hey I just wanted to let you know I’m contributing to Mike Myler’s Book of Exalted Darkness which you can back on Kickstarter right now!

At the beginning of the year I unveiled my plan to make Enora my first fully published world.

With that world comes new monsters, races, subclasses, and more. I’m now adding a druid circle to the flying world – the Circle of the Sky.

Note that what is below is considered playtest material. Please let me know what you think!

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Circle of the Sky

The Circle of the Sky is made up of guardians and warriors who wield the power of lightning and thunder to destroy their enemies from above. These protectors watch from the trees, mountains, and sky, preferring to ambush their prey as a falcon does a mouse. The circles meet at high places, like the peaks of mountains or tops of trees, to exchange reports about the movements of marauding monsters, such as gnolls or orcs, and plan coordinated attacks. Circle of the Sky druids are vigilant and suffer none who would destroy nature for personal gain.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the hurl lightning cantrip.

Cushion of Air

Starting at 2nd level, you can cast the feather fall spell on only yourself without needing to expend any spell slots or material components. You must finish a short rest before you can use this feature again.

Circle Spells

Your mystical connection to the sky infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to druid circle spells connected to the sky as indicated on the Circle of the Sky Spells table.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Sky Spells

Druid Level Spells
3rd gust of wind, shatter
5th lightning bolt, fly
7th freedom of movement, greater invisibility
9th cloudkill, telekinesis
Embrace of the Gray Sky

Starting at 6th level, you can add your Wisdom modifier to any spell you cast that deals lightning or thunder damage. In addition, when you make an attack in a beast shape while using Wild Shape, that attack deals an extra 1d6 thunder damage.

Limitless Heights

When you reach 10th level, you can cast the levitate spell on yourself at will without expending any spell slots or material components, and you are resistant to thunder and lightning damage.

Skyborn Champion

At 14th level, you can expend two uses of wild shape to transform into an air elemental.

In addition, you can use your action to give yourself and a number of creatures within 30 feet of you that you can see a fly speed equal to their walking speed for 1 hour. Once you use this feature, you cannot use it again until you finish a long rest.

New Spell: Hurl Lightning

Of course for this new class, we need a new cantrip. Hurl lightning is described below and can be added to any druid’s spell list at the DM’s discretion.

Hurl Lightning

Evocation cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You throw a small bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing metal armor or made of metal. On a hit, the target takes 1d6 lightning damage.

The spell’s damage increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

A few weeks ago I was running a game in my homebrew setting Exploration Age. The characters were on a beach slinging ranged attacks at an approaching metal warship full of anarchist dragonborn. That’s when Vegas Lancaster, who plays Ichabod Dragonsblood, drow bard, asked, “Hey can I cast heat metal on the warship?”

I laughed. “I don’t think the spell can heat up a warship.”

Vegas shot back, “Well it says, ‘Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.’ No real parameters on the object otherwise.”

I’m sure this was one of those moments where rules as written clashed with rules as intended. The Dungeons and Dragons default assumption is that most boats, buildings, and other large objects aren’t made of metal so this would never come up. I didn’t realize I’d break the game with my (admittedly ridiculous) battleship.

Since there were plenty of other enormous metal objects in the party’s future, I didn’t want to say yes outright. I also didn’t want to kill a player’s cool idea, so I said, “You can heat the entire ship… if you use an 8th level spell slot.” Vegas agreed and the dragonborn fried.

That got me thinking about how spells could be used with higher level spell slots to do things beyond their normal description and the “at higher levels” description. I came up with a rough system below. Let me know what you think! I’m definitely still playing with it.

Using Higher Level Spell Slots

When it comes to using higher level spell slots in creative ways, there are two things I’m keeping in mind:

  1. I don’t want to step on the sorcerer’s toes. Metamagic is one of the sorcerer’s biggest class features. I’m not going to try to replicate what exclusively belongs to that class.
  2. Warlocks are use higher level spell slots to cast lower level spells. Pact Magic means a high-level warlock is always using 5th level spell slots to cast spells. While this won’t have too great an impact, since the intent is for warlocks to be able to cast a few powerful spells between short rests, I am still going to keep an eye on this, particularly as it pertains to spells that don’t already have an “at higher level” effect.
Increase Area of Effect

Spells that have an area of effect which is a cone, cube, cylinder, line, or sphere, and already contain an “at higher levels” effect in their description are eligible for this spell slot upgrade, which is used in place of the current “at higher levels” effect. The spell’s area of effect dimensions are doubled when the spell is cast using a spell slot two levels higher than the spell’s initial casting slot.

Eschew Materials

Spells that have a material component for which there is no cost listed are eligible for this spell slot upgrade, which is used in place of any current “at higher levels” effect. The material component is not required to cast the spell if the spell is cast using a spell slot one level higher than the spell’s initial casting slot.

Change Save

Spells that require a saving throw are eligible for this spell slot upgrade, which is used in place of any current “at higher levels” effect. If the spell requires a Constitution, Dexterity, or Wisdom saving throw, you can change the save to be one of the others in that list if the spell is cast using a spell slot two levels higher than the spell’s initial slot. If the spell requires a Strength, Intelligence, or Charisma saving throw, you can change the save to be any other save if the spell is cast using a spell slot two levels higher than the spell’s initial slot. You must describe how your spell has changed to require this new save.

Change Damage Type

Spells that deal damage are eligible for this spell slot upgrade, which is used in place of any current “at higher levels” effect. You can change the damage type of the spell to any other damage type if the spell is cast using a spell slot two levels higher than the spell’s initial slot.

Increase Effect

At the DM’s discretion, you can increase the effect of a spell to make it more potent. You propose how you’d like to use the spell. For instance you might say, “I’d to target a creature with and Intelligence score of less than 4 with Tasha’s hideous laughter,” or, “I want to block both undead and fiends with my magic circle.” The DM then determines if this action is possible and if so, what level spell slot should be used to create the desired effect.

To decide which slot should be used, DM’s should first ask, “Does this new effect come close to the effect of another spell?” If the answer is yes, then the spell slot required should be that comparable’s spell’s level plus two. For instance, if a character wants to shape a fireball spell into a 60-foot-cone, that’s an area similar to the 5th-level cone of cold spell, so the DM might tell the character this is possible using a 7th-level slot.

If the desired effect isn’t similar to any spell that already exists, then think about the scale sliding in powers of two. If the change is rather minor, it should cost a spell slot two levels higher than the initial casting. If it is a major change, it should cost four levels higher than the initial casting. If the change completely redefines what the spell can do, it should cost six levels higher than the initial casting. DMs should let the player know this is an experimental process and that rulings may change.

In all cases the spell should gain no other benefits from the higher level casting than what the player and DM agree upon.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

A new episode of Table Top Babble is now up!

tabble_babble_logo_2

James Introcaso chats with Wolfgang Baur, Steve Winter, and Dan Dillon of Kobold Press about worldbuilding in RPGs, designing new spells, and the upcoming Kickstarter for the Midgard Campaign Setting for 5th Edition D&D.

Subscribe on iTunesGoogle Play, or StitcherGrab our RSS feed.

Follow Table Top Babble on Facebook or Twitter.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, Bonus Action, is up on The Tome Show’s website.

In this episode Sam and I discuss the rules for spellbooks in D&D. You can find an explanation of this rule in the Player’s Basic Rules D&D PDF on pages 30 and 31 or in the Player’s Handbook on pages 114.

Sam’s Blog

Play on Target Podcast

If you like what you’re reading please follow me on Twitter, check out my other podcasts, The Round Table and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

On Thursday last week I posted about the idea of bringing complex rituals into Dungeons and Dragons fifth edition. These rituals are spells of immense power which consume time and expensive resources. They also put the caster and allies at risk. For more on the design ideas behind complex rituals and the way they work check out that blog post or the PDF at the end of this post.

In that post I only posted one complex ritual, conjure greater fiend. I promised more would be coming your way and I’m ready to make good on that promise. Below is the conjure greater celestial complex ritual.

Hey if you need a few more celestials to summon, check out my post on archons.

Sam about to get his summon on.

But First Some Changes…

After getting a lot of feedback, I made a few changes to the way complex rituals work. Anyone can lead a complex ritual, not just a spellcaster. As a result the spell slot consumption number and class and level prerequisites have been eliminated from the process. This should help simplify things. It also opens up the possibility for ANYONE with the right components to attempt to these rituals, which ultimately makes them more attractive to PCs and NPCs alike. After discussing it with folks on forums and Facebook, I think this change allows for some really cool and unique stories. Instead of lead spellcaster, the person leading the ritual’s title has been changed to ritual leader. So thanks so much for all that feedback!

I’ve made the updates to last week’s post and the PDF below. Ok! Onto the ritual.

Conjure Greater Celestial

Casting Time: 4 hours

Environmental Conditions: The ritual must take place after the sun has risen and before it completely sets.

Focuses: A headdress of angel feathers worn by the ritual leader (worth 4000 gp), a brazier made of a pure silver blessed by a celestial being (worth 4000 gp), a decanter carved from a single piece of jade (worth 1000 gp), the horn of a unicorn (worth 1000 gp), and the written holy incantation for this ritual (worth 5000 gp)

Sacrifices: 4 dragontree logs carved with holy symbols (worth 300 gp each), a brick of incense made from ghost orchid flowers (worth 2700 gp), a cask of holy water blessed by a unicorn (worth 1000 gp), and a creature with the fiend type

Recipe
  1. The ritual leader begins chanting the incantation and name of the celestial being conjured. If the ritual leader does not know the celestial’s name, instead the name of a specific type of celestial (e.g. deva) is chanted. This celestial must have a challenge rating 10 or lower.
  2. Light the dragontree logs in the brazier to make a fire.
  3. Pour the holy water into the decanter and place the decanter over the fire.
  4. When the water is boiling pull the decanter off the flames and pour it over the fiend.
  5. Put the holy incense on the fire.
  6. Kill the fiend with the unicorn horn.
  7. Using the fiend’s blood, draw the sacred symbols indicated in the incantation upon the ground. The creature drawing the symbols must succeed on a DC 15 Intelligence (Religion) check or the ritual does not work.
  8. Continue to chant. At the end of four hours of total chanting the ritual leader communes with the celestial before it appears and must succeed on a DC 15 Charisma (Persuasion) check in order to call the being forth. If this check fails the ritual does not work. If it succeeds, the celestial appears under the ritual leader’s control.
Effect

Once the ritual is complete, the celestial is friendly to the ritual leader and its companions. Roll for initiative for the celestial, is has its own turns. It obeys any verbal commands the ritual leader issues to it (no action required by the lead caster) as long as they don’t violate its alignment. If the ritual leader issues no commands to the celestial, it defends itself from hostile creatures, but otherwise takes no action.

As an action the ritual leader can release the celestial from its control and return the celestial to the place from which it was summoned.

Every 24 hours the celestial is under the ritual leader’s control, the ritual leader must make a Constitution check (DC 10 + the number of days since the ritual was completed). Failing this Constitution check means the ritual leader suffers one level of exhaustion, which cannot be restored in any way until the celestial is no longer under its control.

If the caster dies before dismissing the celestial, the celestial does might return to the place from where it was summoned, or, depending on what it observed and was made to do during its time of servitude, the DM might decide the creature becomes hostile toward the ritual leader’s allies (and the ritual if returned to life).

Greater Effects

Using this complex ritual you can summon a celestial with a challenge rating higher than 10 up to 20. For every number of the challenge rating higher than 10, add another dragontree log and fiend consumed by the ritual. The DCs for the Intelligence (Religion) and Charisma (Persuasion) checks made during the casting of the ritual increase by 1 for every number of the creature’s challenge rating higher than 10.

PDF

If you’d like a PDF which outlines the basic rules of using complex rituals, contains the ritual above, and contains the conjure greater fiend ritual, simply click on the link below.

Complex Rituals

You can pick up that PDF whenever you like over in the Free Game Resources section of this site. If you go there feel free to also explore the backgroundsmagic itemsmonstersD&D fifth edition rules modulesspellsadventures, and more I have made for fifth edition D&D.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Let’s be buds.

Big time summoning rituals are part of many Dungeons and Dragons games. I’m not talking about the conjure elemental and conjure celestial spells in the Player’s Handbook. Nor am I talking about the summoning spells I created for fifth edition D&D. I’m talking about the magic we read about in novels which bring pit fiends, balors, and more into the Material Plane. This magic is costly, rare, dangerous, and time-consuming. Unfortunately complex rituals like this don’t have rules players can use in fifth edition… until now! These rituals don’t just summon powerful creatures. They could also be used to raise undead armies, grow castles from the earth, or create a frosty, horrible Winter for an entire region of a country.

Why give PCs access to such powerful magic? Well for one thing it gives them a way to spend some of the gold they seem to accidentally stock pile in fifth edition. For another it allows them to go questing for specific ritual ingredients. Most importantly this magic invites players to gain a significant amount of power but only by risking life and limb. I like bringing those kinds of high risk, high reward mechanics into my games.

PCs and NPCs alike can access these complex rituals, but they must have all the components in exactly the right place. This isn’t the kind of spell they can cast each and every day. That’s by design. The rituals are meant to be fun, but not completely break the game.

So without further adieu here’s the rules for the complex fiend summoning ritual in my game. More of these rituals will follow. Stay tuned!

Complex Rituals

Certain magic spells are too powerful to be cast in the normal way. Summoning creatures of great power, raising undead armies, and calling forth castles from the earth are examples of magic that goes beyond a simple spell. This magic is known as a complex ritual.

All complex rituals require certain components, described below.

Casting Time

Most rituals have a casting time of 1 hour or longer. The ritual leader must maintain concentration during this time. If the ritual leader’s concentration is broken, the spell fails and any spent sacrifices at the time of broken concentration are consumed.

Environmental Conditions

Each complex ritual requires specific environmental conditions. These could include time of day, weather, phases of the moon, and location. For instance a ritual to raise an army of the dead might have to take place after the sun goes down in a graveyard during a full moon.

Focuses

Focuses are material items needed to cast the ritual which are not consumed during the process of casting.

Sacrifices

Sacrifices are materials needed to cast the ritual which are consumed during the process of casting.

Recipe

This recipe outlines the specific steps taken to cast the ritual. Any ability checks related to the ritual are mentioned here. It is recommended that the DM make the character’s ability checks for them and keep the result secret.

Effect

The complex ritual’s effects are listed along with its duration. Most rituals have a variable duration.

Greater Effects

Some complex rituals can be cast to greater effect – summoning more powerful creatures, raising larger numbers of undead, etc. Achieving these greater effects often requires more cost and more risk.

Conjure Greater Fiend

Casting Time: 4 hours

Environmental Conditions: The ritual must take place after the sun has completely set and finish being cast before the sun rises.

Focuses: A fiendish mask made of animal bones and gems worn by the ritual leader (worth 4000 gp), a brazier made of a pure gold washed in the blood of fiends (worth 4000 gp), a set of unholy handbells forge from cold iron and rubies (worth 1000 gp), an unholy dagger carved from the bone of a fiend (worth 1000 gp), and the written unholy incantation for this ritual (worth 5000 gp)

Sacrifices: 13 candles made from wax mixed with fiend blood (worth 100 gp each), 13 sticks of incense made from corpse flowers (worth 200 gp each), a cask of celestial blood (worth 1000 gp), and a goat, pig or similar animal

Spell Slot Consumption Number: 10

Recipe
  1. The ritual leader begins chanting the incantation and name of the fiend being called forth. If the ritual leader does not know the fiend’s name, instead the name of a specific type of fiend (e.g. yochlol) is chanted. This fiend must have a challenge rating 10 or lower.
  2. Light and begin burning all the unholy candles in a 30-foot-radius circle. These must burn during the entire ritual or it fails.
  3. Light the incense in the unholy brazier. The incense must burn during the entire ritual or it fails.
  4. In the circle of candles, draw the unholy symbol indicated in the incantation using the celestial blood. The creature who does this must succeed on a DC 15 Intelligence (Arcana) check. If the creature fails this check the fiend summoned as normal in step 7, but can escape the circle and is not under the ritual leader’s control. The fiend is hostile toward the ritual leader and its allies.
  5. Ring the unholy handbells in the exact sequence indicated by the incantation. The creature ringing the bells must succeed on a DC 10 Charisma (Performance) check. If the creature fails this check, it can try again one more time. A second failure means the ritual fails.
  6. Inside the circle, kill the animal using the unholy dagger. Leave its body there and the ritual leader should continue to chant.
  7. After three hours of chanting, if the other steps were completed correctly, the fiend should appear in the circle. If the circle of celestial blood was made properly, the fiend cannot leave the circle of candles. The ritual leader must continue to chant the incantation for one more hour. If something disrupts the caster’s concentration, the circle of celestial blood, the candles, or the incense during this final hour, the fiend is able to leave the circle and is not under the ritual leader’s control. The fiend is hostile toward the ritual leader and its allies.
Effect

Once the ritual is complete, the fiend is friendly to the ritual leader and its companions. Roll for initiative for the fiend, is has its own turns. It obeys any verbal commands the ritual leader issues to it (no action required by the lead caster) as long as they don’t violate its alignment. If the ritual leader issues no commands to the fiend, it defends itself from hostile creatures, but otherwise takes no action.

As an action the ritual leader can release the fiend from its control and return the fiend to the place from which it was summoned.

Every 24 hours the fiend is under the ritual leader’s control, the ritual leader must make a Constitution check (DC 10 + the number of days since the ritual was completed). Failing this Constitution check means the ritual leader suffers one level of exhaustion, which cannot be restored in any way until the fiend is no longer under its control.

If the ritual leader dies before dismissing the fiend, the fiend does not return to the place from where it was summoned and becomes hostile toward the ritual leader’s allies (and the ritual leader if returned to life).

Greater Effects

Using this complex ritual you can summon a fiend with a challenge rating higher than 10 up to 20. For every number of the challenge rating higher than 10, add another candle, stick of incense, cask of celestial blood, and animal consumed by the ritual. The DCs for the Intelligence (Arcana) and Charisma (Performance) checks made during the casting of the ritual increase by 1 for every number of the creature’s challenge rating higher than 10.

PDF

If you’ve been following this blog, you knew this was coming. Take the rules for complex rituals and conjure greater fiend  with you wherever you go in the handy PDF below.

Complex Rituals

You can pick up that PDF whenever you like over in the Free Game Resources section of this site. If you go there feel free to also explore the backgroundsmagic itemsmonstersD&D fifth edition rules modulesspellsadventures, and more I have made for fifth edition D&D.

Feedback please!

What do you think of these complex ritual rules? Do you want to see more of them? What would you change? Sound off in the comments below! I hope to show off more of these at a future date.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.


I sit down with Rudy Basso, Vegas Lancaster, Joe Lastowski, and Round Table newbie Chris Bridges! We talk about the upcoming Sword Coast Adventurer’s Guide and the latest Unearthed Arcana article, “Modern Magic.” This podcast was recorded on August 6, 2015.


If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!


I sit down with Rudy BassoAlex Basso, and Allison Rossi to discuss the possibility of psionics in D&D fifth edition, the D&D fifth edition April survey results, and the recent official D&D spell list put out by Wizards of the Coast. This podcast was recorded on June 23, 2015.

Please rate and review us on iTunes, it helps a boat load!

Links:

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, Bonus Action, is up on The Tome Show’s website.

In this episode Sam and I discuss the rules for spellcasting in D&D. You can find an explanation of these rules in the Player’s Basic Rules D&D PDF on pages 78-81 or in the Player’s Handbook on pages 201-205.

Sam’s Blog

If you like what you’re reading please follow me on Twitter, check out my other podcasts, The Round Table and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

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

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!