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 SpellConjure a minor elemental to fight alongside you.
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 SpellConjure an azer from the Plane of Fire. It deals both Bludgeoning and Fire damage with its warhammer, and can Overheat.
2. Conjure Minor Elemental: Ice Mephits
CONJURE MINOR ELEMENTAL: ICE MEPHITS
Level 4 Conjuration SpellConjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.
3. Conjure Minor Elemental: Mud Mephits
CONJURE MINOR ELEMENTAL: MUD MEPHITS
Level 4 Conjuration SpellConjure two mud mephits from the Elemental Chaos. They can cast Mud Breath and Explode when they die.
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.









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