Summary

Baldur’s Gate 3players are likely to encounter magic at some point, either when they use it themselves or have it thrown at them. Conjuration is a subclass of magic that centers around conjuring things into existence, and this includes a wide variety ofsummoning abilitiesthat can assist players in combat and general exploration.

Summons can be a helpful addition to any encounter and are worth experimenting with. With so many options these are some of the best summons in the game for those who want to dominate the initiative and control the battlefield.

Baldur’s Gate 3, Shadow Monster

Updated Jun 30, 2025, by Kristy Ambrose:Summons come in many varieties, ranging from inanimate objects to celestial beings, and most require a spell or unique item to call these special allies.Dungeons & Dragonsplayers will recognize many of these creatures as the same or inspired by those in the popular tabletop game. Knowing which Summon to use at the right time is crucial information to have for players, since they are vastly different, especially on higher difficulties like Tactician and Honor mode. Powers can range from simple assists, in the case of Scratch, or powerful spells like the angelic Deva.

20Mage Hand

A Racial Ability Or A Learned Spell

While the spectral hand summoned from this simple Conjuration cantrip is perhaps the most basic summon in the game, it shouldn’t detract from the fact that Mage Hand can be a really useful spell. Perhaps the most obvious reason for this is that Mage Hand is the only cantrip with a limitation on how frequently it can be used, in most cases once per short rest.

Mage Hand isn’t often used as a combat spell, but it’s stronger than the average utility cantrip. It can be used in battle to deal minor damage or shove or throw things, but it is only worth activating if there are no better actions available. Its real effectiveness comes from circumventing certain puzzles, such as the bibberbang mushroom field in the Underdark.

The Shadow-Cursed Village in Baldur’s Gate 3

19Spiritual Weapon

An Early Game Force Multiplier

For players with aCleric like Shadowheart in their party, Spiritual Weapon will likely be their first experience with a summoned construct. The advantages of getting one of these out on the field as soon as combat starts will quickly become self-evident.

When a Cleric casts a Spiritual Weapon, they choose between summoning a Greataxe, Greatsword, Halberd, Maul, Spear, or Trident. The summoned weapon moves independently and has its own turn, initiative, health pool, and resistance, and the Cleric can direct it to Move, Attack, and Fly. Spiritual Weapons increase in power as the caster levels up. They shine brightest during the early levels of Act 1.

baldurs gate 3 arabella act 2 cropped

18Flaming Sphere

Second Level Spell Of Druids, Wizards, And Light Domain Clerics

Flaming Spherepretty much does what it says on the tin. Spellcasters can use this spell to summon a big flaming ball that casts light, damages nearby characters and objects, and can attack. As it is only conjured from a second-level spell, the damage output of the Flaming Sphere isn’t all that high, but it can still make for a nifty little summon.

This is especially true as, like with most summons, the spellcaster can move the sphere around. Players might not expect what is essentiallya great big flaming rockto be able to reposition itself, but it most certainly can and can be utilized quite tactically as a result.

17Sethan: Spiritual Greataxe

Purchase This Weapon From Ferg Drogher In Rivington

Ferg Drogher, the Sharran lookout who hangs around in Rivington, can sell the protagonist this Very Rare axe if they can convince him to disclose his special wares. It grants the wielder the use of a level 6 Evocation spell, Sethen: Spiritual Greataxe, once per long rest.

This is in addition to Sethan being a powerful, hard-hitting weapon already, Sethan grants players the ability to summon the Sethan: Spiritual Greataxe to aid in combat. This is an overpowered version of the level 2 Cleric spell, Spiritual Weapon. On top of this powerful summon, Sethan also allows players to castEnlarge/Reduceonce per long rest.

16Lump The Enlightened

Pass A Few Dice Rolls And Pay Him Off

Lump, the unnaturally intelligent ogre, and his two companions are some of the most unique summons in the game. Players meet the trio in The Blighted Village and can persuade the ogres to fight for them. If successful, Lump will give the player a war horn, allowing them to be summoned.

While they can be powerful allies, they can only be summoned in outside areas in Act One. However, the group does have some powerful loot, notably Lump’sHeadband Of Intellect, so it is worth calling them into a tough battle, letting them do all the work, andthen finishing them offfor the loot and experience.

15Iron Flask

Inside The locked Caravan Strongbox

The Iron Flask can be found in the Zhentarim lockbox discovered in the gnoll cave. Throwing the Iron Flask releases the creature trapped inside, which just so happens to be a Spectator. While this summon can be incredibly powerful in a fight, there are a few major drawbacks, starting with the various debilitating spells this creature casts, including Wounding Ray and Ocular Nightmare.

The first drawback is that it is a one-time use. Who’s going to volunteer to get the spectator back into the flask? The second issue is that the spectator is hostile to all nearby creatures, including the player and their party members.

14Flesh

A Summon Courtesy Of Balthazar

Flesh is a powerful summon, but his utility is drastically reduced as he can only be summoned in the Gauntlet of Shar in Act Two. Players meet the necromancer, Balthazar, who wants their help retrieving an artifact, and he offers his “brother” as some extra muscle.

Balthazar can be persuaded to give players a bell that summons his flesh golem brother, creatively named Flesh if the player can pass a few dice rolls. Slam ishis main melee attack, and it does 4d8 + 5 bludgeoning damage, but there are also his special attacks, Corpulent Rage and Multiattack, which trigger Berserk attacks that include Thunder damage.

13Shadow Lantern Wraith

Granted By The Shadow Lantern From Moonrise Towers

Speaking of Balthazar, if Gale is in the party when players explore the necromancer’s workshop in Moonrise Towers, the wizard companion can turn a moon lantern into a shadow lantern. A very evil process, it allows players to summon another spooky buddy.

While the Shadow is a powerful companion, they can only remain summoned if the lantern is equipped, making it a little awkward to summon at times. Despite this, the Shadow Wraith is well worth trying for players willing to do some dark magic.

12Ice Mephits

Summoned Using Conjure Minor Elemental: Ice Mephits

Conjure Minor Elemental: Ice Mephitsis a Level 4 Conjuration spell available to druids and wizards. Players can choose to summon an azer, two mud mephits, or two ice mephits. While they are all pretty useful, the ice mephits tip the scale, being the most useful in combat.

Their numbers and ice attacks can leave foes slipping over and landing Prone. They can fly and have various ways of doing Frost damage, such as Freezing Claws, Ice Breath, and Death Burst. Regardless of which summon players prefer, Conjure Minor Elemental is a great Conjuration spell to have in the tool belt.

11Planar Ally: Cambion

Granted By The Infernal Rapier, Wyll’s Unique Weapon

The spellPlanar Allyallows a high-level Cleric to summon a creature from beyond the material plane. This includes creatures like the Djinni and the Deva, which are both impressive allies in their own right, but the Cambion outburns them all, and this summons is a variation of that only granted by a certain item.

The fiendish cambion gets its mention due to a unique item obtainable by the warlock companion character, Wyll. Should Wyll successfully free his patron’s “devil asset” from the Mindflayer colony at the end of Act Two, he will be rewarded with theInfernal Rapierthat allows its user to cast Planar Ally: Cambion once per long rest.