Elemental Conjurations

I was thinking of making these spells for an upcoming deity, but decided it was not terribly useful, so I figured I’d just post them. These spells should all be very rare, and should only available to priests or religious orders who have one of these elements as a part of their faith. They are based off of the 6th-level Conjure Fire Elemental spell, rather than the 7th-level Conjure Earth Elemental.

5th Level
Conjure Ash Quasielemental
(Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Fire, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure ash quasielemental spell, the caster opens a special gate to the quasielemental plane of Ash, and an ash quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three ash mephits appear, 4% likely that one to three rasts appear, and 2% likely that a huge ash quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the ash quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The ash quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss ash quasielemental), or similar magic.

 

Conjure Dust Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Earth, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure dust quasielemental spell, the caster opens a special gate to the quasielemental plane of Dust, and a dust quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three dust mephits appear, 4% likely that one to two sandlings appear, and 2% likely that a huge dust quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the dust quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The dust quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss dust quasielemental), or similar magic.

 

Conjure Lightning Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Air, Summoning, Weather
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure lightning quasielemental spell, the caster opens a special gate to the quasielemental plane of Lightning, and a lightning quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three lightning mephits appear, 4% likely that one shocker sojourner appears, and 2% likely that a huge lightning quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the lightning quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The lightning quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss lightning quasielemental), or similar magic.

 

Conjure Mineral Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Earth, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure mineral quasielemental spell, the caster opens a special gate to the quasielemental plane of Mineral, and a mineral quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three mineral mephits appear, 4% likely that one crysmal appears, and 2% likely that a huge mineral quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the mineral quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The mineral quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss mineral quasielemental), or similar magic.

 

Conjure Radiance Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Fire, Summoning, Sun
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure radiance quasielemental spell, the caster opens a special gate to the quasielemental plane of Radiance, and a radiance quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three radiance mephits appear, 4% likely that one darklight appears, and 2% likely that a huge radiance quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the radiance quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The radiance quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss radiance quasielemental), or similar magic.

 

Conjure Salt Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Water, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure salt quasielemental spell, the caster opens a special gate to the quasielemental plane of Salt, and a salt quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three salt mephits appear, 4% likely that one to three facets appear, and 2% likely that a huge salt quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the salt quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The salt quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss salt quasielemental), or similar magic.

 

Conjure Steam Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Water, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure steam quasielemental spell, the caster opens a special gate to the quasielemental plane of Steam, and a steam quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that one to three steam or mist mephits appear, 4% likely that one to two klyndesi appear, and 2% likely that a huge steam quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the steam quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The steam quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss steam quasielemental), or similar magic.

 

Conjure Vacuum Quasielemental (Pr 5; Conjuration/Summoning) Reversible
Sphere:   Elemental Air, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure vacuum quasielemental spell, the caster opens a special gate to the quasielemental plane of Vacuum, and a vacuum quasielemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 9 Hit Dice quasielemental appears, 20% likely that a 12 Hit Dice quasielemental appears, 9% likely that three to nine vacuum fundamentals appear, 4% likely that one spectral death appears, and 2% likely that a huge vacuum quasielemental of 15 to 18 Hit Dice appears. The conjuring caster need not fear that the quasielemental force summoned will turn on him, so concentration upon the activities of the vacuum quasielemental (or other creatures summoned) or protection from the creature is not necessary. The quasielemental summoned helps the caster however possible, including attacking the caster’s opponents. The vacuum quasielemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss vacuum quasielemental), or similar magic.

6th Level
Conjure Ice Paraelemental
(Pr 6; Conjuration/Summoning) Reversible
Sphere:   Elemental Air, Elemental Water, Summoning, Weather
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure ice paraelemental spell, the caster opens a special gate to the paraelemental plane of Ice, and an ice paraelemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Die paraelemental appears, 20% likely that a 16 Hit Die paraelemental appears, 9% likely that two to four ice mephits appear, 4% likely that a frost salamander appears, and 2% likely that a huge ice paraelemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the paraelemental force summoned will turn on him, so concentration upon the activities of the ice paraelemental (or other creatures summoned) or protection from the creature is not necessary. The paraelemental summoned helps the caster however possible, including attacking the caster’s opponents. The ice paraelemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss ice paraelemental), or similar magic.

 

Conjure Magma Paraelemental (Pr 6; Conjuration/Summoning) Reversible
Sphere:   Elemental Earth, Elemental Fire, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure magma paraelemental spell, the caster opens a special gate to the paraelemental plane of Magma, and a magma paraelemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice paraelemental appears, 20% likely that a 16 Hit Dice paraelemental appears, 9% likely that two to four magma mephits appear, 4% likely that a magma paraelemental beast (see Dark Sun Monstrous Compendium Appendix II) appears, and 2% likely that a huge magma paraelemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the paraelemental force summoned will turn on him, so concentration upon the activities of the magma paraelemental (or other creatures summoned) or protection from the creature is not necessary. The paraelemental summoned helps the caster however possible, including attacking the caster’s opponents. The magma paraelemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss magma paraelemental), or similar magic.

 

Conjure Ooze Paraelemental (Pr 6; Conjuration/Summoning) Reversible
Sphere:   Elemental Earth, Elemental Water, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure ooze paraelemental spell, the caster opens a special gate to the paraelemental plane of Ooze, and an ooze paraelemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice paraelemental appears, 20% likely that a 16 Hit Dice paraelemental appears, 9% likely that two to four ooze mephits appear, 4% likely that two to four ooze sprites appear, and 2% likely that a huge ooze paraelemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the paraelemental force summoned will turn on him, so concentration upon the activities of the ooze paraelemental (or other creatures summoned) or protection from the creature is not necessary. The paraelemental summoned helps the caster however possible, including attacking the caster’s opponents. The ooze paraelemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss ooze paraelemental), or similar magic.

 

Conjure Smoke Paraelemental (Pr 6; Conjuration/Summoning) Reversible
Sphere:   Elemental Air, Elemental Fire, Summoning
Range:   40 yds.
Components:   V, S
Duration:   1 turn./level
Casting Time:   1 turn
Area of Effect:   Special
Saving Throw:   None

Upon casting a conjure smoke paraelemental spell, the caster opens a special gate to the paraelemental plane of Smoke, and a smoke paraelemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice paraelemental appears, 20% likely that a 16 Hit Dice paraelemental appears, 9% likely that two to four smoke mephits appear, 4% likely that one to two belkers appear, and 2% likely that a huge smoke paraelemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the paraelemental force summoned will turn on him, so concentration upon the activities of the smoke paraelemental (or other creatures summoned) or protection from the creature is not necessary. The paraelemental summoned helps the caster however possible, including attacking the caster’s opponents. The smoke paraelemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss smoke paraelemental), or similar magic.

6 Responses to Elemental Conjurations

  1. Alzrius says:

    Very nice stuff! The “elemental parallelism” is often seen as burdensome when it comes to the myriad quasi- and paraelementals, but nevertheless it’s there, and these spells deserve to be written.

    Thanks for taking the time to do so and post them!

    • AuldDragon says:

      Thanks! The biggest challenge was find some of the alternate creatures to summon, especially for Vacuum, which has no mephits.

  2. Barastir says:

    Nice spells, Jeff! Don’t you think they could be also part of the basic elemental scholls (air, earth, fire and water) more closely related to them?

    • AuldDragon says:

      Optional wizard schools aren’t listed with priest spells. With elemental spells, one can usually get a good idea what they’d align with from the spheres they’re in.

  3. Barastir says:

    After I posted my comment I remembered they are priest and not wizard spells, you are right.

    Another question: don’t you think that the lightning comjuration should, when calling a shocker, have the same chance of calling a sojourner or a contended one, as per the description of the creture in the Planescape Compendium III?

    • AuldDragon says:

      The rule reason would be because it summons creatures in a given power range. The in-world reason would be because the spell is drawn to those that *want* to leave, even if it isn’t permanent.

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