Conjure Elemental
- Level: 5
- School: Conjuration
- Class: Druid, Wizard
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Tactical Usage
Elemental Area Control: Conjure Elemental creates a powerful zone control effect that can restrain one target while threatening others. This 5th-level conjuration spell excels at locking down priority targets while dealing significant elemental damage.
Optimal Timing: Most effective against single high-value targets or when you can position the spirit to control key battlefield areas.
Resource Management: Uses a 5th-level spell slot - available from character level 9+. Concentration requirement demands protection but provides potent battlefield control.
Target Selection: Choose elemental type based on enemy resistances and battlefield needs - lightning for mobility, fire for damage, thunder for force, cold for control.
Spell Combinations
Synergistic Spells:
- Positioning Spells: Misty step or dimension door to optimize spirit placement
- Battlefield Control: Combine with forced movement to push enemies into spirit range
- Concentration Protection: Shield and counterspell to maintain the summoning
Class Feature Interactions:
- Wild Shape: Druids can maintain concentration while transformed
- Elemental Affinity: Sorcerers might gain bonuses based on chosen element type
- Spell Resistance: Some class features provide protection against enemy dispelling
Multi-Caster Coordination: Multiple elemental spirits can create overlapping threat zones with different damage types.
Material Component Details
Component Acquisition: No material components required - only verbal and somatic components needed.
Component Handling: Simple V, S casting allows flexible deployment during combat without resource concerns.
Roleplay Opportunities: Choosing different elemental types reflects character connection to various elemental planes.
Economic Considerations: No costs make this spell economically viable for repeated tactical use.
Creator Notes
Encounter Balancing: Restraining effect plus high damage can remove one enemy from combat while threatening others.
NPC Usage: Enemy spellcasters can use this to lock down party leaders or spellcasters, creating tactical challenges.
Environmental Considerations: Different elemental types interact thematically with environment - fire spirits in cold areas, water spirits near flames.
Campaign Integration: Excellent for encounters involving elemental themes, planar magic, or tactical positioning challenges.
Environmental Interactions
Terrain Effects: Spirit placement in chokepoints maximizes threat coverage. Open areas allow more tactical maneuvering.
Weather Influence: Elemental type might interact with weather conditions - fire spirits in rain, air spirits in storms.
Structural Interactions: Large size requires adequate space. Spirit appears in unoccupied space but can move freely.
Elemental Interactions: Particularly effective in environments opposing the chosen element - fire spirits in ice caves, water spirits in deserts.
Common Rulings & Clarifications
Timing Questions: Damage and restraint trigger when creatures enter spirit space or start turns within 5 feet.
Target Limitations: Spirit can only restrain one creature at a time. New targets can be engaged if current target escapes.
Duration Interactions: Concentration up to 10 minutes. Restrained creatures save each turn to escape.
Mechanical Interactions: Initial hit deals 8d8 damage plus restraint. Subsequent saves deal 4d8 damage on failure.
Alternative Applications
Non-Combat Uses: Intimidation through elemental presence, environmental manipulation, or demonstration of magical power.
Social Encounters: Impressive displays of elemental control, though threatening presence typically escalates conflicts.
Exploration Applications: Clear blocked passages, provide elemental services (heating, cooling), or interact with elemental environments.
Utility Functions: Area denial for security, elemental protection services, or environmental modification.
Related Spells
Same School: Other conjuration spells like conjure animals (3rd level nature spirits), conjure fey (6th level fey spirit), conjure celestial (7th level divine spirit).
Similar Effects: wall of fire (4th level fire barrier), entangle (1st level restraint), hold person (2nd level paralysis).
Progression Options: conjure minor elementals (4th level elemental aura), conjure elemental (5th level major spirit), plane shift (7th level planar travel).
Complementary Magic: protection from energy (resistance to chosen element), dispel magic (remove enemy buffs), counterspell (protect summoning).
Scaling Analysis
Level Progression: Solid damage and control that remains effective throughout high-level play due to scaling and tactical value.
Upcast Benefits: Additional 1d8 damage per level makes higher-level casting significantly more threatening.
Campaign Phases: Peak effectiveness in mid-to-high level play (9+) where the control and damage remain relevant.
Comparative Value: Strong control option that provides unique elemental damage and restraint combination.
Narrative Flavor
Casting Description: Raw elemental energy coalesces into a spirit form, crackling with the chosen element's power and eager to serve your will.
Effect Manifestation: The elemental spirit pulses with elemental energy, creating an aura of elemental force that draws enemies into its dangerous embrace.
Personal Style: Different casters might summon spirits reflecting their elemental affinity - fire dancers, stone guardians, lightning wraiths, or water serpents.
World Integration: Represents advanced elemental magic that bridges material and elemental planes, often associated with elemental mastery or planar research.