Druid 6
Range. 8”
Duration. 1 turn per CL
Area of Effect. Special
Conjuration/Summoning
Components. V, S, M
Casting Time. 6 rounds
Saving Throw. None
Upon casting a conjure fire elemental spell, the druid opens a special gate to the Elemental Plane of Fire, and a strong fire elemental is summoned to the vicinity of the spell caster.
It is 85% likely that a 16 die elemental will appear, 9% likely that 2d2 salamanders will come, a 4% chance exists that an efreeti will come, and a 2% chance exists that a huge fire elemental of 21 to 24 hit dice (1d4+20) will appear.
Because of the relationship of druids to natural and elemental forces, the conjuring druid need not fear that the elemental force summoned will turn on him or her, so concentration upon the activities of the fire elemental (or other creatures summoned) or the protection of a magic circle is not necessary.
The elemental summoned will help the druid however possible, including attacking opponents of the druid.
The fire elemental or other creature summoned remains for a maximum of one turn per level of the druid casting the spell—or until it is sent back by attack (i.e. it is destroyed) or a successful dispel magic spell. A holy/unholy word will send any elemental back to its plane.
The fire elemental may also be dismissed by the reverse of the spell (dismiss fire elemental). Only a druid can dismiss summoned salamanders, efreeti, or ultra-powerful elementals.