Conjure Mephits
3rd Level conjuration
Spell List: Druid, Warlock
Casting Time: 1 minute
Range: 60 feet
Components: V, S
Duration: Up to 1 hour

You summon d4 mephits of a random type that appear in unoccupied spaces that you can see within range. Roll on the following table to determine the mephit’s type:

1. Smoke
2. Ice
3. Steam
4. Magma
5. Mud
6. Dust

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher level spell slots, more creatures appear: twice as many with a 6th level spell and three times as many with an 8th level spell.

4th Level Evocation
Spell List: Cleric
Casting Time: 1 Action
Range: 5 feet
Components: V, M (a splash of holy water)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and must make a Wisdom Saving Throw. If it fails the save, it becomes marked by a burning sigil. For the duration of the spell, each time the creature attempts to cast a spell using a spell slot granted to them by a class other than Cleric or Paladin, you may use your reaction to deal 1d6 radiant damage to the target, plus an additional 1d6 radiant damage per level of the spell slot they expended, so long as the creature is within your line of sight.


Legends of Belerath colby_savell