4th-level conjuration spell lasting up to 10 minutes with concentration. Conjures elemental spirits in a 15-foot emanation around you; any attack you make against a creature in the...
Granted Features
Automatic:
3rd-level conjuration with concentration lasting up to 10 minutes. You summon a Large pack of spectral animals in an unoccupied space within range; the pack grants you Advantage on Strength saves while within 5 feet of it. When the pack moves within 10 feet of a creature or when a creature enters or ends its turn within 10 feet, that creature makes a DEX save or takes 3d10 slashing damage (once per turn). You move the pack up to 30 feet on your turn. Damage scales +1d10 per slot level above 3rd.
4th-level Conjuration spell (concentration, up to 10 minutes) summons nature spirits in a 10-foot emanation around you. Any creature entering or ending its turn in the emanation makes a Wisdom save (once per turn) or takes 5d8 force damage on failure; you also gain Bonus Action Disengage for the duration. Damage scales +1d8 per slot above 4th. Search fit: force damage aura, concentration control, bonus action mobility.
5th-level conjuration; summons a Large intangible elemental spirit (air/lightning, earth/thunder, fire, or water/cold) in an unoccupied space within range. When a creature enters the spirit's space or starts its turn within 5 feet, you force a Dexterity save; on failure, the target takes 8d8 damage of the spirit's type and becomes Restrained until spell ends. Restrained targets repeat the save at the start of their turns, taking 4d8 damage on failure or ending the Restrained condition on success.
6th-level conjuration that summons a Medium Fey spirit in melee range, dealing 3d12 psychic damage and applying Frightened on a spell attack hit. Bonus action on later turns teleports the spirit up to 30 feet and repeats the attack. Requires concentration up to 10 minutes; damage scales +1d12 per slot level above 6th. Search fit: melee spell attack, psychic damage, Frightened condition, concentration damage scaling.
7th-level conjuration summoning a spirit pillar that fills a 10-foot-radius, 40-foot-high cylinder with bright light, movable up to 30 feet per turn. Choose which of two lights affects each creature in the cylinder; healing and damage from the lights increase by 1d12 for each slot level above 7th. Requires concentration up to 10 minutes, affects each creature once per turn when the cylinder moves or creatures enter/end turns inside.
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 2d8 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 1d8 for each spell slot level above 4.
Level 4th-Level · School Conjuration · Casting Time 1 action · Range Self · Components V, S · Duration Concentration, up to 10 minutes (Concentration) · Classes Druid, Wizard