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Spell

Conjure Elemental

Level 5 Conjuration · Concentration

Player's Handbook (2024) Page 254
Casting Time1 action
Range60 feet
DurationConcentration, up to 10 minute

Components

V, S

Spell Description

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.

Using a Higher-Level Spell Slot

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 . On failed save, the target takes damage of the spirit's type, and the target has the condition until the spell ends. At the start of each of its turns, the target repeats the save. On a failed save, the target takes damage of the spirit's type. On a successful save, the target isn't by the spirit.
The damage increases by ; for each spell slot level above 5.
Condition Inflict: Restrained Damage Inflict: Lightning Damage Inflict: Thunder Damage Inflict: Fire Damage Inflict: Cold Misc: Sgt Saving Throw: Dexterity