Conjure Elemental

A
Damage

Conjure Elemental is a Damage spell. Damage spells focus on dealing harm to enemies.

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spell that summons a spirit of fire, ice, lightning, or thunder to
shape the battlefield

Conjure Elemental is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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and trap foes in its aura.

2024 Rules

Level & School
5th-level conjuration
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Druid, Wizard

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 2d8 for each spell slot level above 5.

2014 Rules

Level & School
5th-level conjuration
Casting Time
1 minute
Range
90 feet
Components
V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration
Concentration, 1 hour
Classes
Druid, Wizard

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental's statistics.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Conjure Elemental 5.5e 2024 vs. 5e 2014 edition differences

Range drops to 60 feet, material component is removed, and the duration becomes up to 10 minutes. It no longer summons a CR-based elemental ally; instead it creates a Large elemental spirit that deals 8d8 damage on a failed Dex save, restrains on the failed save, and scales by +2d8 per slot level.

Conjure Elemental popularity

How popular is Conjure Elemental? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.

Spells similar to Conjure Elemental

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