You summon a small elemental turret in an unoccupied space that you can see within range. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. The turret has an AC of 10 + your proficiency bonus, 10 hit points, immunity to all conditions, and immunity to psychic damage as well as the damage type you chose. Roll initiative for the summoned turret, which has its own turn in combat. On each of its turns, the turret hurls a small sphere of energy at the nearest creature that is hostile towards you that it can see within 30ft. Roll a ranged spell attack using your spell attack bonus. On a hit, the creature takes 1d8 of the damage type you chose.
Once a turret is placed it cannot be moved. Creatures may move freely through its space but they cannot end their turn there. If the turret is subject to an effect that would have it make a saving throw, the turret automatically fails. The turret disappears after one minute or earlier if you dismiss it (no action required). Otherwise the turret remains until destroyed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an extra turret for each slot level above 2nd. You may chose the same or different damage type for extra turrets.
* - (A diamond worth at worth at least 50 gold)
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