Conjuration magics are varied and diverse – and the wizards who practice them are equally so. Many of them choose to specialize in one particular aspect of the school. The three main divisions in the study of conjuration are the School of Creation, the School of Orientation, and the School of Summoning. Although each school focuses on a specific disciple, they all study the basics of the parent school of conjuration, and gain some skill in conjuration magic in general.

School of Creation

As a conjurer, you condense arcane energies to conjure objects simply out the magic you wield and your sheer focus and will. Those who study under the School of Creation favor spells that produce objects and effects out of thin air, from billowing clouds of killing fog to focused and destructive physical manifestations of elemental forces. As you begin your study, your conjurations may be fleeting, but as your powers grow, you learn to make your creations linger even when detached from your magic.

Students of this school are seen as practical wizards, always ready to conjure up a tool for any situation. Much like the School of Illusion, the art of conjuration is often only limited by the wizard’s own imagination, though conjurers would contend that their magic has a bit more substance.

Conjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Minor Creation Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.

Materialize Weapon At 6th level, you can use a bonus action to conjure a hovering magical weapon to fight by your side. It takes the form of a melee weapon of your choice and appears in an unoccupied space you can see within 30 feet of you. When you conjure the weapon and as a bonus action on each of your turns, you can cause it to fly up to 30 feet and use it to make one melee spell attack against one creature within 5 feet of it using your spell attack bonus. The attack deals bludgeoning, piercing, or slashing damage (your choice when you conjure the weapon) equal to 1d8 + your Intelligence modifier on a hit. The weapon disappears after one minute. It disappears early if you become incapacitated or if you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a short or long rest.