You call forth an elemental being of wrath and anger. Choose an area of fire that fills a 10-foot cube within range. A fire elemental with 145 hit points, resistance to psychic damage, immunity to piercing, slashing, and bludgeoning damage from nonmagical attacks instead of resistance to it, and whos melee attacks deal an additional 1d6 psychic damage and 1d4 necrotic damage on a hit appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you 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 attempts to attack all hostile creatures it can see 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 attacks out of burning rage. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire elemental is summoned with 3 extra hit points and whos attacks deal an additional 1d6 fire damage for each slot level above 5th.
* - (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
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