Conjuration/Summoning [conjuring]
Level Magic-user 5
Components V, S, M
Casting Time 10 rounds
Range 60-ft. (See description)
Area of Effect One elemental
Duration 10 rounds per caster level (C) (D)
Save None
The caster conjures an elemental to do his or her bidding.
This spell is actually four spells in one, Conjure Air Elemental, Conjure Earth Elemental, Conjure Fire Elemental, and Conjure Water Elemental.
The caster must choose which spell to memorize when preparing spells.
When cast, a large amount of the element to be used must be available (See Material Components). Conjured beings are spirits that infuse the elemental material available.
Assuming enough of the elemental material is available, a Royal Elemental (16 HD) may be summoned. Less material may summon a Common Elemental or Noble Elemental (or the spell may fail), per the GM.
Conjured elementals are intellectually primitive and chafe at their enforced servitude, seeking to break the control and exact retribution against any who would conjure and control it.
When the spell casting ends, the conjured elemental's spirit suffuses the elemental material and will act according to the caster's will as per Magical Control.
After the round the elemental appears, there is a 5% non-cumulative chance per round of losing control even if concentration is maintained. A conjurer can dismiss a conjured elemental any time while they maintain control (but cannot dismiss their own conjured elemental without resorting to spells, such as dispel magic, if they lose control).
The conjurer must maintain concentration and control of the conjured elemental each round they are present. Any loss of concentration will result in the elemental immediately returning to it's plane (d%; 01-25) or immediately attacking the conjurer and any creature that gets in their way (d%; 26-00). An uncontrolled elemental will attack for 30 rounds before returning to it's own plane (or immediately after destroying it's conjurer). A conjurer that loses control of a conjured elemental cannot ever regain control of it.
Protection from Conjured Elementals. Conjured elementals are extra-planar beings and their natural weapon attacks can be hedged by protection from evil/good effects. Certain magical diagrams can also protect one using it as a defense (provided it is unbroken and correctly inscribed). These include a circle of protection, a thaumaturgic triangle or a thaumaturgic circle. See Magical Diagrams for more information.
Seizing Control of Another's Conjured Elemental. A magic-user (only) that declares their intent to seize control of an elemental can use a dispel magic spell or effect against the caster level of the conjurer (or magic item used to conjure) and, if successful, the magic-user will usurp control of the targeted elemental (the dispel magic spell will have no other effect). All of the requirements of concentration and control must be adhered to otherwise the elemental will turn on the usurper. If the dispel magic check fails, control is not seized, the elemental is strengthened to maximum hit points (adding these as healing if damaged) and, if the original conjurer loses control of the elemental and it attacks, it will instead attack the would-be usurper magic-user. Only one attempt to seize control of any one conjured elemental is permitted. The original caster can (of course) drop concentration at any time.
Additional Limitations
An individual may only conjure one elemental of each type (e.g. air, earth, fire, water) once per day per method used (staff, spell, or censer/bowl/etc.). e.g. The only way to conjure two earth elementals in the same day is to use a stone of controlling earth elementals and then (later, once the first has departed) using a conjure elemental spell.
In regards to a caster that has lost control of the elemental that they have conjured, a dispel magic effect, even if cast by themselves, treats the spell or effect as if cast by another (ie. it will not automatically be dispelled). Druids have access to magic that may automatically dispel certain types of elementals.
Material Components. A requisite amount of the element used to create the material form of the elemental (air, earth/clay, a bonfire/lava, or pool of water). In addition, a complimentary component must be used, burning incense (air), a handful of soft clay or dirt, a pinch of sulphur and vial of phosphorous (fire), or vial of water and wet sand (water). The component is consumed in the casting of the spell, but the material used for the elemental's physical form is left behind once the elemental departs. Cost/Scarcity. Free/Common except for incense: 1 g.p./Uncommon or sulphur (5 gp/ounce; 25 pinches per ouce) and phosphorous (100 gp/vial).
Known Additions/Substitutions. None.