Conjure Elemental-Kin

Like the Conjure Elemental spell, this summoning can be used to summon a creature from one of the four elemental planes - a Sylph from the Elemental Plane of Air, a Pech or Sandling from the Elemental Plane of Earth, a Fire Snake from the Elemental Plane of Fire, or a Nereid or Water Weird from the Elemental Plane of Water.

The wizard must decide which elemental‑kin he will conjure when he memorizes the spell since the components and procedures are different for each. An elemental specialist can conjure only from his own element.

Elemental‑kin can only be conjured if there is a good amount of their native element at hand; a good‑sized fire or a body of water is required for those elemental‑kin. In addition to this and either an aquamarine, amber, ruby or emerald gem worth 1,500 gold pieces, the wizard must also provide the spell’s material component, which varies by element.

The elemental‑kin is bound to obey the wizard’s commands and will not turn against him, but it is generally annoyed by its summoning and cooperates only as instructed. Given the chance, the creature will disappear and return to its home in the elemental planes; in order to prevent this, the wizard must concentrate on keeping the creature from leaving. (If the wizard is wounded or grappled, or casts another spell, his concentration is broken.) The elemental‑kin can be controlled or maintained at a distance of 90 feet per caster level. At the DM’s option, other elemental creatures of 4 Hit Dice or less may be summoned with this spell.

Type of Magic
Mage
Spell Level
4th
School
Conjuration and Summoning, Elemental Water, Elemental Air, Elemental Earth, Elemental Fire, Geometry
Sphere
Reversible?
No
Range
180 ft.​
Components

Material, Somatic, Verbal

Air Elemental‑kin: Burning incense

Earth Elemental‑kin: Soft clay

Fire Elemental‑kin: Sulphur and phosphorus

Water Elemental‑kin: Water and sand

Duration
1 turn/level ​
Casting Time
​1 turn ​
Area of Effect
​Special
Saving Throw
None

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