Conjure Fire Elemental
(Conjuration/Summoning)
Reversible: Dismiss Fire Elemental


L^: d6
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R#: 8"
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D^: 1t*
C^: v.s.m
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CT: 6r
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S^: None
A^: S
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UW : No

Effect: Upon casting a conjure fire elemental spell,
the druid opens a special gate to the Elemental Plane of Fire,
and a strong fire elemental (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL)
is summoned to the vicinity of the spell caster.

It is 85% likely that a 16 die elemental will appear,
9% likely that 2 to 4 salamanders (q.v.) will come,
a 4% chance exists that an efreeti (q.v.) will come,
and a 2% chance exists that a huge fire elemental of 21 to 24 hit dice (d4 + 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 1 turn per level of the druid casting the spell --
or until it is sent back by attack, a dispel magic spell or the reverse of the spell (dismiss fire elemental).

DMG: A holy/unholy word will send any elemental back to its plane.

SA: Conjure Elemental — See comments under “General Topics” earlier in this article.

Dismiss Fire Elemental: The fire elemental or other creature summoned remains for a maximum of 1 turn per level of the druid casting the spell -- or until it is sent back by attack, a dispel magic spell or the reverse of the spell (dismiss fire elemental). Only a druid can dismiss summoned salamanders, efreeti, or ultra-powerful elementals.
 
 







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