Conjure Minor Elemental

Level 4 Conjuration spell available to Druids and Wizards. Spend one slot before the fight and bring an Azer or a pair of mephits that stick around until you Long Rest. It is not flashy, but a summon that lasts all day is a slot well spent.

Spell description: Conjure a minor elemental to fight alongside you.

Spell properties

  • Range: 18m (60ft)
  • Duration: Until Long Rest
  • Conditions applied: Summons an Azer, two Ice Mephits, or two Mud Mephits. One instance per caster.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Conjure Minor Elemental at higher levels provides no additional benefits.

How to obtain Conjure Minor Elemental

  • Druid, Wizard at Class level 7
  • Circle of the Land Druids (Arctic or Forest) at Class level 7

Source item: Scroll of Conjure Minor Elemental

CONJURE MINOR ELEMENTAL

Level 4 Conjuration Spell

Conjure a minor elemental to fight alongside you.

Range: 18m (60ft) Duration: Until Long Rest

Conjure Minor Elemental spell variants

You pick the elemental when you cast it. All three last until your next Long Rest, and casting the spell again replaces whatever you had out. The mephits explode when they die, which is a feature if you position them well and a problem if you do not.

1. Conjure Minor Elemental: Azer

CONJURE MINOR ELEMENTAL: AZER

Level 4 Conjuration Spell

Conjure an azer from the Plane of Fire. It deals both Bludgeoning and Fire damage with its warhammer, and can Overheat.

Range: 18m (60ft) Duration: Until Long Rest

2. Conjure Minor Elemental: Ice Mephits

CONJURE MINOR ELEMENTAL: ICE MEPHITS

Level 4 Conjuration Spell

Conjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.

Range: 18m (60ft) Duration: Until Long Rest

3. Conjure Minor Elemental: Mud Mephits

CONJURE MINOR ELEMENTAL: MUD MEPHITS

Level 4 Conjuration Spell

Conjure two mud mephits from the Elemental Chaos. They can cast Mud Breath and Explode when they die.

Range: 18m (60ft) Duration: Until Long Rest

When to cast Conjure Minor Elemental

Cast it out of combat, right after a Long Rest, and forget about it. The elemental follows you through every fight until you rest again, so one Level 4 slot buys you an extra body for the whole day.

The Azer is the safe pick. It is a proper melee unit with a warhammer that does Fire damage on top, and it does not explode. Put it in front of your casters and let it soak attacks.

The mephits are two bodies instead of one, they fly, and they have breath attacks, but they die fast and their Death Burst hits your party too if they go down next to you. Ice Mephits are the more useful pair thanks to Chromatic Orb: Cold and the ice surfaces it leaves.

You can only have one Conjure Minor Elemental out at a time, but it does not conflict with Conjure Elemental. A Level 9 Druid or Wizard can run both and walk around with a small army.

Conjure Minor Elemental – Baldur’s Gate 3 Spell

Spell properties

Level
Level 4
School
Conjuration
Casting resource
Action + Spell Slot
Damage type

Range
18m (60 ft)
Duration
-
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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