# Summon Elemental *4th-level, Conjuration* - **Casting time:** 1 Action - **Range:** 90 feet - **Components:** V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP) - **Duration:** Concentration, up to 1 hour You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the [Elemental Spirit](3-Mechanics/CLI/bestiary/elemental/elemental-spirit-xphb.md) stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 [Hit Points](3-Mechanics/CLI/rules/variant-rules/hit-points-xphb.md) or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your [Initiative](3-Mechanics/CLI/rules/variant-rules/initiative-xphb.md) count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the [Dodge](3-Mechanics/CLI/rules/actions.md#Dodge) action and uses its movement to avoid danger. **Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block. **Classes**: [Rogue (Arcane Trickster)](3-Mechanics/CLI/lists/list-spells-classes-rogue-xphb-arcane-trickster-xphb.md "subclass=XPHB;class=XPHB"); [Fighter (Eldritch Knight)](3-Mechanics/CLI/lists/list-spells-classes-fighter-xphb-eldritch-knight-xphb.md "subclass=XPHB;class=XPHB"); [Bard](3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Ranger](3-Mechanics/CLI/lists/list-spells-classes-ranger.md); [Druid](3-Mechanics/CLI/lists/list-spells-classes-druid.md); [Wizard](3-Mechanics/CLI/lists/list-spells-classes-wizard.md) *Source: Player's Handbook (2024) p. 325*