You call forth a spirit native to hot springs. Choose an area of water, steam or mist that fills a 10-foot cube within range. A spirit of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it. The spirit returns to whence it came when it drops to 0 hit points or when the spell ends.
The spirit is friendly to you and your companions for the duration. Roll initiative for the spirit, 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 spirit, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the spirit doesn't disappear. Instead, you lose control of the spirit, it begins cavorting wildly around you and your companions, and it might attack. An uncontrolled spirit can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the spirit’s statistics. Sample spirits can be found below.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Sample Spirits
| CR | Creature Name |
|---|---|
| 1/4 | [Tooltip Not Found] |
| 2 | [Tooltip Not Found] |
| 6 | [Tooltip Not Found] |
Inspired by Obojima: Tales from the Tall Grass by 1985 games.
* - (Burning incense)
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