You summon Elemental Mephit that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
A Dust, Ice, Magma or a Steam Mephit.
They lose their Innate Spellcasting, Variant: Summon Mephits Abilities. In addition, their Recharge abilities return every 6 rounds, never being rolled.
They disappear and do not die when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 4th-level slot, three times as many with a 6th-level slot, and four times as many with a 8th-level slot.
In addition, there is no guarantee the Mephits will work with each other, only that they follow your orders, so a Magma Mephit may not like the Ice Mephit and the Steam Mephit may be annoyed with the Dust Mephit and so on, bickering is common between the creatures. But multiple of the same time are corporative
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