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Conjure Elemental 2024

5th-level conjuration

Casting time
1 action
Range
60 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Save
Dexterity
Classes
Druid, Wizard

You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.

At higher levels

The damage increases by 1d8 for each spell slot level above 5.

SlotDamage
6th9d8
7th10d8
8th11d8
9th12d8

Other versions

Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details