Difference between revisions of "Conjure Elemental"
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− | + | {{spell|level=5th|type=Magic-User|duration=Permanent (until dismissed or slain)|range=240’}} | |
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A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding. | A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding. | ||
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* '''Mundane damage immunity:''' Can only be harmed by magical attacks. | * '''Mundane damage immunity:''' Can only be harmed by magical attacks. | ||
* '''Harm creatures in water:''' Inflict extra 1d8 damage. | * '''Harm creatures in water:''' Inflict extra 1d8 damage. | ||
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Revision as of 11:04, 6 July 2022
5th Level Magic-User Spell
Duration: Permanent (until dismissed or slain)
Range: 240’
A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding.
- Materials: The summons requires a large volume of the appropriate element.
- Concentration: Is required to command an elemental.
- Dismissing: While control over the elemental is maintained, the caster may dismiss it at any time, sending it back to its plane of origin.
- Disruption: If the caster moves at more than half speed or their concentration is disturbed, the command over the elemental ends. It is, henceforth, a free-willed entity and will immediately try to kill the caster and any who get in its way.
- Dispelling: A conjured elemental may be dispelled by dispel magic or dispel evil.
Restrictions: The caster may summon at most one elemental from each plane in a single day.
Air Elemental
Huge vortexes of whirling air.
AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 360’ (120’) flying, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
- Size: 32’ tall, 8’ across.
- Whirlwind: Creatures with less than 2HD swept aside (save versus death).
- Mundane damage immunity: Can only be harmed by magical attacks.
- Harm flying creatures: Inflict extra 1d8 damage.
Earth Elemental
Huge, humanoid figures of earth or stone.
AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
- Size: 16’ tall.
- Blocked by water: Cannot cross a channel wider than own height.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Harm creatures on the ground: Inflict extra 1d8 damage.
Fire Elemental
Whirling columns of fire.
AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 120’ (40’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
- Size: 16’ tall, 16’ across.
- Blocked by water: Cannot cross a channel wider than own diameter.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Harm cold-based creatures: Inflict extra 1d8 damage.
Water Elemental
Huge waves of water.
AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’) / 180’ (60’) swimming, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
- Size: 8’ tall, 32’ across.
- Water-bound: Must remain within 60’ of water.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Harm creatures in water: Inflict extra 1d8 damage.