Conjure Elemental

Conjure Elemental

7th-rank - Wizard Spell: Conjuration Priest Spell: Elements Spirit

Casting Time: 1 minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M
Materials: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
Auditory Sensory Effects: Loud
Visual Sensory Effects: Large
Olfactory Sensory Effects: Strong
Casting Perception Mod +3
Effect Perception Mod +8

Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. You call forth an elemental servant of challenge rating 8 or lower appropriate to the area you chose, contained within a ring of powerfully-humming glowing aura. The elemental emerges in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The spell ends when you dismiss it as an action, when your summoned creature drops to 0 hit points, or when you lose concentration.   When the elemental appears, make a Charisma check contested by the summoned creature's Charisma check. If you win the contest, the elemental is bound to your service until the spell ends or until your concentration is broken. If the elemental wins, it is unbound, hostile, and attacks objects, creatures, vehicles, and structures indiscriminately.   Bound elementals must follow your instructions to the best of their ability. You might command an elemental to fight by your side in a battle or to guard a location. The elemental obeys the letter of your instructions. If the creature carries out your instructions completely before the spell ends, it returns to the place where you bound it and remains there until the spell ends. A bound creature disappears when it drops to 0 hit points or when the spell ends. If the spell ends because your concentration is broken, it does not disappear -- instead, it stays and remains unbound.   Unbound elementals are free of any influence, hostile, and attack objects, creatures, vehicles, and structures indiscriminately. As an action, you can engage an unbound elemental in a Charisma contest to regain control as long as the spell is still active. If you have lost concentration and the spell has ended, you must find another means to deal with the creature, such as trapping it in a Magic Circle imprisoning it with Planar Binding, or transporting the creature away with Banishment. Unbound creatures reduced to 0 hit points do not disappear -- their remains stay where they fall.

At higher ranks: When you cast this spell as a rank 8 spell, you can summon a greater elemental of CR 13. When you cast this spell as a rank 9 spell, you can summon an epic elemental of CR 18.


 

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