Conjure Elemental spell icon: a figure outlined in flame
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Conjure Elemental 5e spell

5th-level conjuration (concentration) · 2024 version below

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, Up to 1 hour
School
Conjuration
Level
5

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.

At higher levels

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.

Classes that can cast Conjure Elemental

ClassFirst availableSpellcasting ability
Druid spells9th character levelWisdom
Wizard spells9th character levelIntelligence

Conjure Elemental in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 10 minutes
School
Conjuration
Level
5
Classes
Druid, Wizard
Tags
concentration

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.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 5th-level conjuration spells

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