When you cast this spell, choose one of the following options.
• Reaching into a container, such as a bag, box, or pocket, you pull out a salamander, which uses the lizard stat block, except it has a swimming speed of 20ft instead of a climbing speed, and it has the amphibious trait. If they fail a wisdom saving throw, creatures within 5ft of the salamander, including the salamander itself, regards other creatures they're hostile towards neutrally, and other creatures they're neutral towards as friendly. This effect lasts for one minute, or until they take damage. Creatures with the amphibious trait automatically fail this saving throw if they have a CR of 1 or less.
• You attempt to calm a creature. Target creature within 5ft of you with the amphibious trait makes a wisdom saving throw. A creature with CR less than or equal to 1 automatically fails this spell. On a failed save, it regards all creatures it's hostile towards neutrally, and all creatures it's neutral towards as friendly. This effect lasts for one minute, or until it takes damage.
When you conjure a salamander with this spell, you can choose to conjure either a magical or nonmagical salamander. A magical salamander disappears after 10 minutes, and is friendly towards you and your allies. During this time, if you don't have a familiar, the salamander functions as though it was your familiar. A nonmagical salamander doesn't disappear, is neutral towards you and your allies, and cannot function as a familiar.
When you cast this spell at higher levels, creatures with the amphibious trait automatically fail the saving throw if their CR is less than or equal to the level of the spell slot expended.
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