> **Casting Time:** Action > **Range:** 60 feet > **Components:** V, S > **Duration:** [[Concentration]], up to 10 minutes **Conjuring.** You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. **DEX Saving Throw.** Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a DEX saving throw if the spirit has no creature [[Restrained]]. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the [[Restrained]] condition until the spell ends. At the start of each of its turns, the [[Restrained]] target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't [[Restrained]] by the spirit. **Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each spell slot level above 5. **Classes:** #Druid, #Wizard