Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Material Component:
air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
Verbal Component:
Invitio Elemento
Verbal Component (Alternative):
Elemental form, step forth and heed; Aid and protect, with haste and speed.
Elemental Spirit
Medium elemental, neutral
Armor Class 11 + the spell's level
Hit Points 50 + 10 for each spell level above 4
Speed 40 ft.; Burrow 40 ft. (Earth only); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
Str
18 (+4)
Dex
15 (+2)
Con
17 (+3)
Int
4 (-3)
Wis
10 (0)
Cha
16 (+3)
Damage Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)
Damage Immunities Fire (Fire only), Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial, understands the languages you know
Challenge None (XP 0; PB equals your Proficiency Bonus)
Traits
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d10 + 4 + the spell's level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Classes: Druid, Ranger, Wizard, Rogue
Domain: Air, Earth, Fire, Water
Tags: Summoning
Source: Player's Handbook (2024) (page 325)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Summoning in Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands, "With the exception of permanent teleportation circles, the Lady of Pain prevents spells and other powers from allowing anything to enter the City of Doors. That means creatures and objects from outside in the multiverse can't be summoned or conjured into Sigil by any means. Summoning abilities a character might have, such as the conjure elemental spell or a class feature that summons a companion, still function as normal with these features calling only creatures that exist somewhere within Sigil itself."
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).