The spell captures some of the incoming energy, lessening its effect on you and storing it. You have resistance to the triggering damage type until the start of your next turn. Also, as a bonus action on your turn, you summon an elemental that appears in an unoccupied space that you can see within range. You choose one the following options depending on the triggering damage type:
Cold - Ice Mephit, Mud Mephit, Steam Mephit
Fire - Steam Mephit, Smoke Mephit, Magma Mephit
Lightning/Thunder - Dust Mephit, Smoke Mephit, Steam Mephit, Ice Mephit
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. They obey any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the elemental you summon becomes one of the following:
Cold - Water Elemental
Fire - Fire Elemental
Lightning/Thunder - Air Elemental
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