conjure minor elementals spell conjuration school baldursgate3 wiki guide 150px

Conjure Minor Elemental

Level 4 Conjuration Spell

Conjure a minor elemental to fight alongside you.

range icon baldursgate3 wiki guide 25px18m

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 4 Spell Slot  

Conjure Minor Elemental is a Spell in Baldur's Gate 3. Conjure Minor Elemental is a Lvl 4 Spell from the Conjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

 

 

Conjure Minor Elemental Information

  • Description: Conjure a minor elemental to fight alongside you.
  • Level: Lvl 4 spell
  • School: Conjuration School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: range icon baldursgate3 wiki guide 25px18m
  • Requires Concentration: No
  • Saving Throw: No

 

Conjure Minor Elemental Variants

Azer

Conjure an azer from the Plane of Fire. It deals both Bludgeoning and Fire damage with its warhammer, and can Overheat

Str 17, Dex  12, Con 15, Int 12, Wis 13, Cha 10

Hit Points: 39, Armour Class: 20

Searing Smite: Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6 Fire damage and marks the target with Searing Smite.

Azer Warhammer: Deals 1d8 + Strength Modifier Bludgeoning. Hits with this weapon deal an additional 1d6 Fire damage.

Overheat: Release a fraction of your inner fire. All nearby creatures take damage and start Burning Fiercely. (Takes 1d10 Fire damage per turn.)

 

Ice Mephit

Conjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.

Str 7, Dex  13, Con 12, Int 9, Wis 11, Cha 12

Hit Points: 21, Armour Class: 11

Fly: Fly to a target position using your movement speed

Hurl: Hurl a sphere of energy that deals 2d8 Cold damage and creates an Ice Surface.

Death Burst: Explode in a burst of ice that damages all nearby creatures for 4d6 Cold damage.

Freezing Claws: Lash out with ice-cold claws. (1d4+1 plus 2d6 cold damage)

Mud Mephit

Conjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.

Str 8, Dex  12, Con 12, Int 9, Wis 11, Cha 7

Hit Points: 18, Armour Class: 11

Fly: Fly to a target position using your movement speed

Mud Fling: Throw a hunk of mud, dealing 1d4 + Dexterity Modifier Bludgeoning damage.

Mud Breath: Belch viscid mud at a foe to Restrain it.

Death Burst: Explode in a burst of sticky mud. It dries instantly on any nearby creatures not made of mud, Restraining and hurting them for 4d6 Bludgeoning damage.

Muddy Claws: Lash out with deadly fists, dealing 3d6 + Dexterity Modifier Bludgeoning damage.

 

 

 

 How to Acquire Conjure Minor Elemental

  • Conjure Minor Elemental can be acquired by the following classes:
  • Conjure Minor Elemental can be cast by using the following Items:
    • ???

 

Conjure Minor Elemental Tips & Notes

  • Notes & Tips go here

 

Lvl 4 Spells
Banishment  ♦  Blight  ♦  Confusion  ♦  Conjure Woodland Beings  ♦  Death Ward  ♦  Dimension Door  ♦  Dominate Beast  ♦  Evard's Black Tentacles  ♦  Fire Shield  ♦  Freedom of Movement  ♦  Gargoyle's Countenance  ♦  Grasping Vine  ♦  Greater Invisibility  ♦  Guardian of Faith  ♦  Ice Storm  ♦  Kereska's Favour  ♦  Otiluke's Resilient Sphere  ♦  Phantasmal Killer  ♦  Polymorph  ♦  Staggering Smite  ♦  Stoneskin  ♦  Wall of Fire

 




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    • Anonymous

      Azer
      39hp, 20ac, 17str, 12dex, 15con, 9m move
      Weapon Attack: 1d10+3 bludg +1d6fire
      Searing Smite: 1/battle, 1d8+3 bludg, +1d6fire, +1d6fire/turn(x10)
      Concussive Smash: 1/short, 1d8+3 bludg, 1d6 fire, +daze(con)
      Weakening Strike: 1/short, 1d4+3 bludg, +weak grip(str)
      Backbreaker: 1/short, 1d4+3 bludg, +prone(str)
      Can dash, jump

      Ice Mehpits x2
      21hp, 11ac, 7str, 13dex, 12con, 9int, 11wis, 12cha, 9m move
      Freezing Claws: melee 1d4+1 slash, +2d6 cold
      Ice Breath: 5m cone, 2d6 cold, dex(half save)
      Chromatic Orb Cold: 18m, 2m aoe, 2d8 cold + prone(dex)
      Death Burst: 4d6 cold, dex(have save)
      Can dash, fly

      Mud Mephits x2
      18hp, 11ac, 8str 12dex 12con 9int 11wis 7cha, 9m move
      Muddy Claws: melee 3d6+1 bludg
      Mud Fling: 14m, 1d4+1 bludg
      Mud Breath: 5m cone, Restrain(x2turns), dex save
      Death Burst: 3m aoe, 4d6 bludge + Restrain(x2turns) dex save

      Best for backline is Ice.

      Best for melee would appear to be Azer, but I've noticed the Azer spends most of his time trying to get to things my regular heroes can't already get to, and when he does, he misses a lot. While weaker than the Azer, Mud Mephits give more action economy and utility.

      • Anonymous

        An extremely annoying thing is how neutral npcs will react to summons like undead/elemental summons by constantly following you.

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