D&D Conjuration Spells
All 54 spells in the Conjuration school of magic. Summoning, teleportation, creating matter from nothing.
What the Conjuration school is built around
Conjuration is the school of summoning and teleportation. Half the school creates new bodies, objects, or terrain; the other half moves the caster around the battlefield faster than any other school can. The unifying theme is making something appear that wasn't there a round ago.
How to use Conjuration spells
How to use Conjuration spells: think of them in pairs — a movement spell (Misty Step, Dimension Door, Teleport) plus a summoning spell (Conjure Animals, Faithful Hound, Conjure Elemental). The school's strength is that the caster doesn't need to be where the action is, because they can move themselves or send something in their place.
Signature Conjuration picks
Signature picks: Misty Step (level 2 Bonus Action), Conjure Animals (level 3), Dimension Door (level 4), Conjure Elemental (level 5), Teleport (level 7). Conjuration Wizards get Minor Conjuration — a flexible item-creation cantrip that comes up surprisingly often.