Conjure Water Elemental (Reversible)
- SchoolConjuration/Summoning
- SphereElemental Water, Summoning
- ComponentsV, S
- Range80 yards
- AreaSpecial
- Casting time6 rounds
- Duration1 turn/level
- SaveNone
(See also: Conjure Air or Water Elemental)
Faiths & Avatars Version
A caster who performs this spell opens a special gate to the Elemental Plane of Water and summons a water elemental to do his or her bidding. Its is 65% likely that a 12-Hit Die elemental appears, 20% likely that a 16-Hit Die elemental appears, 9% likely that 1d3+3 varrdigs appear, 4% likely that a marid appears, and 2% likely that a huge water elemental of 21 to 24 Hit Dice (20+1d4) appears. The caster needs but to command the creature summoned, and it does as she or he desires, for the elemental regards the caster as a friend to be obeyed and will not turn on him or her. The elemental remains until destroyed, dispelled, sent away by a dismissal or holy word spell (see the 6th-level priest spell conjure fire elemental), or the spell duration expires.
The material component for this spell is the priest's holy symbol.
Priest's Spell Compendium Version
Upon casting a conjure water elemental spell, the caster opens a special gate to the elemental plane of water, and a water elemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice elemental appears, 20% likely that a 16 Hit Dice elemental appears, 9% likely that two to four water weirds appear, 4% likely that an marid appears, and 2% likely that a huge noble water elemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the water elemental or other creatures summoned or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking opponents of the caster. The water elemental 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 water elemental), or similar magic.
Notes: Common for druids. Istishia of the Forgotten Realms setting and the sea elf god Deep Sashelas have a version that differs only in that the water weirds are replaced by varrdig (elemental vermin from the elemental plane of Water).
Sources: Faiths & Avatars · Priest's Spell Compendium