Conjure Minor Elementals

4th-level conjuration · D&D 5e (SRD)

2024 rules (SRD 5.2.1)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).

In addition, the ground in the Emanation is Difficult Terrain for your enemies.

Using a Higher-Level Spell Slot

The damage increases by for each spell slot level above 4.

2014 rules (SRD 5.1)

Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower

  • Two elementals of challenge rating 1 or lower

  • Four elementals of challenge rating 1/2 or lower

  • Eight elementals of challenge rating 1/4 or lower.

An elemental 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.