You call forth a powerful elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elder elemental appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, an elder fire elemental emerges from a bonfire, or an elder earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
Alternatively, you can conjure six elementals (CR 5), although they must all be the same type. T
he elemental is initially friendly to you and your companions for the duration of the spell. Roll initiative for the elder 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 defends itself from hostile creatures but otherwise takes no actions. Elder elementals deeply resent being pulled from their native plane to serve a summoner. Once after the first minute, an elder elemental can attempt to seize control from you with a successful Wisdom saving throw against your spellcasting DC. If it breaks control or if your concentration is broken, the elder elemental does not disappear. Instead, you lose control of the elder elemental, it becomes hostile toward you and your companions, and it attacks in a fit of rage. An uncontrolled elder elemental cannot be dismissed by you, and it disappears 10 minutes after you summoned it.
* - (1,000 gp of powdered gems, which the spell consumes)
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