Conjure Minor Elementals

4th-level conjuration · 2d8 roll, average 9

9 average roll · 2–16

Roll Conjure Minor Elementals

Press a roll button. The dice land here.

Spell details

Level
4th-level
School
Conjuration
Casting time
Action
Range
Self
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Druid, Wizard

Conjure Minor Elementals damage by level

Cast atDiceAverageRange
4th slot92–16
5th slot13.53–24
6th slot184–32
7th slot22.55–40
8th slot276–48
9th slot31.57–56

The odds of 2d8

2: 1.56%3: 3.13%4: 4.69%5: 6.25%6: 7.81%7: 9.38%8: 10.94%9: 12.50%10: 10.94%11: 9.38%12: 7.81%13: 6.25%14: 4.69%15: 3.13%16: 1.56%
2chance of each total for 2d816
TotalChance
6 or more84%
9 or more56%
13 or more16%
15 or more5%

Rules text

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).

In addition, the ground in the Emanation is Difficult Terrain for your enemies.

At higher levels. The damage increases by for each spell slot level above 4.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.