Extra Conjuration Spells v.01
This suppliment is to help given conjurers more spells.
Conjure Ooze
4th-level Conjuration
- Classes: Warlock, Wizard
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (a ball of smile)
- Duration: Concentration, up to one hour
You summon ooze creatures that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
- 1 Ochre Jelly
- 2 Wiggly Cubes
- 4 Grey Oozes
- 8 Oblex Spawn
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. Roll initiative for the summoned creatures as a group, which has its 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.
Guardian Angel
1st-level Conjuration
- Classes: Cleric, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You beseech a minor celestial power to keep you from harm. A guardian spirit appears in your space and remains there for the duration of the spell. Whenever you are hit by an attack the spirit interposes itself between you and the attack. Role 2d4 reduce the damage by the result of the roll. Concentration checks to maintain this spell are made after the damage is reduced.
Rock!
Conjuration Cantrip
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You summon a small rock falling through the infinite sky of the Elemental Plane of Air over the head of a hostile creature. Th target must make a Dexterity saving throw, taking 1d10 bludgeoning damage on a failure.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).