Summon Water Elemental

Conjuration (Summoning)
Level: Water 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect/Target: One water elemental / 1lbs or more of water; see text
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: 5

The water skin of your enemy explodes, and its contents start grappling him.

This spell summons the spirit of a small or medium water elemental, which animates the body of water you targeted (changing in size, if necessary). There is no upper limit on the amount water you can animate with this spell except for that it may not occupy a space larger than the space of the elemental you are summoning (a larger body of water is only partially animated). Instead of targeting water directly, you can target a water container up to 2 inches thick. If the container is too small to contain the elemental, the elemental may make a strength check each round until it bursts (or the spell expires).

It appears in the space of the water you targeted and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The elemental acts normally on the last round of the spell’s duration and reverts to being a normal splash of water at the end of its turn.

Augment: You can augment the spell in one or two of the following ways:

  1. If you spend 4 additional spell points, you summon a large elemental rather than a small or medium-sized one.

  2. If you spend 6 additional spell points, you summon a huge elemental rather than a small or medium-sized one.

  3. If you spend 8 additional spell points, you summon a greater elemental rather than a small or medium-sized one.

  4. If you spend 10 additional spell points, you summon an elder elemental rather than a small or medium-sized one.

  5. If you spend 4 additional spell points, you can cast this spell as a standard action.