Conjure Minor Elementals
4th-Level Conjuration
Casting Time: 1 action
Range: Varies, Self (15-foot radius) (combat) or 60 feet (non-combat)
Components: VS
Duration: (C) Varies, 10 minutes (combat) or 1 hour (non-combat)
You summon swarm of elemental presences to aid you in different ways, depending on the circumstances of the casting:
Combat. You summon elemental spirits that a flit around you for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature within 15 feet of you. This damage is Bludgeoning, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground within 15 feet of you is Difficult Terrain for your enemies.
Non-Combat. You summon elemental spirits that appear in unoccupied spaces that you can see within range. These elementals can serve one of the listed purposes below, or other purposes depending on creative freedom. The GM is the final arbiter of whether a function is within the confines of the spell:
- Shape the elements with feats similar to those of the control flames, gust, mold earth, or shape water spells, based on the spirits' element.
- Serve as a distraction.
- Act as a source of air, fire, stone, or water based on the spirit's element.
- Complete laborious tasks, run messages, and communicate simple ideas in the Primordial language.
Each elemental creature disappears when it takes damage or when the spell ends. The summoned creatures are friendly to you and your companions. They obey any verbal commands that you issue to them. If initiative is rolled when these elementals are active, choose one of the following options:
- The elementals rush forward to heckle up to 8 creatures within range. A creature can be heckled by a number of elementals equal to the 5-foot squares it occupies. While being heckled, a creature's movement speed is halved, attacks against them are always flanking, they count as having a hostile creature adjacent to them, and they have disadvantage on Concentration saving throws. By replacing one attack during the Attack or Multiattack action, a creature can kill up to 4 elementals heckling a single creature within its reach. The heckled creature then must succeed on a Constitution saving throw or take 1d8 Bludgeoning, Cold, Fire, or Lightning (your choice) for each elemental heckling it and the creature is blinded or restrained (your choice) until the end of its next turn. The spell ends when all elementals have been killed.
- The elementals add a +3 bonus to the Tides of Battle if the mechanic is active in the resulting encounter.
- The elementals immediately dart in to protect you and follow the rules of the combat version of the spell.
Regardless of the chosen option, the spell ends at the end of the encounter.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increase by 1d8 and the range of the difficult terrain increases by 5 feet for each slot level above 4th. If cast in a non-combat situation, the number of elementals you can summon increases by 2 for each slot level above 5th. As a result, you may heckle two additional creature, increase the Tides of Battle bonus by an additional +1, or other similar benefits. If the non-combat form transitions into the combat form, it deals damage according to the level the spell was cast.
Source: PHB 225, SRD
Changelog
- Altered function of spell to have both an in-combat use (from Unearthed Arcana: Playtest 8), and out-of-combat use.