Conjuration Spells in Solasta: Crown of the Magister is one of the groupings of magical spells that are featured in the game. The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of all the Conjuration Spells that are found in the game.

 

 

Solasta Conjuration Spells

 

 

 

Conjuration Spells Comparison Table

 

Click the header to sort the table.

Name Requirements Spell Effect
Acid Splash

Wizard, Cleric,

High Elf, Fighter (Spellblade)

Launch an acid bolt.
Poison Spray

WizardHigh Elf,

Fighter (Spellblade)

Fire a poison spray at an enemy you can see, within range.
Shine

Cleric, High Elf,

Fighter (Spellblade)

An enemy you can see becomes luminous for a while.
Shocking Grasp

WizardHigh Elf,

Fighter (Spellblade)

Damage and daze an enemy on a successful touch.
Fog Cloud

Wizard, Cleric

Lv. 2 Ranger

Fighter (Spellblade)

Generate a sphere of thick fog for a limited time.
Entangle Lv. 2 Wizard (Greenmage) Slows down those who walk through the area.
Misty Step

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Teleports you to a free cell you can see, no more than 6 cells away.
Stinking Cloud

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Create a cloud of incapacitating, noxious gas.
Conjure Animal Lv. 5 Wizard (Greenmage) Summon spirits in the form of beasts to help you in battle.
Create Food

Cleric

Lv. 5 Wizard (Greenmage)

Conjure 15 units of food.
Spirit Guardians Cleric Call forth spirits to protect you.
Black Tentacles

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Conjures black tentacles that restrain and damage creatures within the area of effect.
Conjure Minor Elementals

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Conjure elemental creatures under your command, which are dismissed when the spell ends or is broken.
Dimension Door

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Transfers the caster and a friendly creature to a specified destination.
Guardian of Faith

Cleric

Conjures a large spectral guardian that damages approaching enemies.
Cloudkill

Lv.9 Wizard

Creates an obscuring and poisonus clodu. The cloud moves every round.
Conjure Elemental

Lv.9 Wizard

Conjures an elemental of the chosen element that fights alongsdie you. If you lose concentration, the elemental remains and becomes hostile.
Insect Plague

Lv.9 Cleric

Summons a sphere of biting insects.



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