Summon a powerful water elemental to fight at your side
Conjuration
Damage type: Physical
Action: Full
Components: V,S,M
Duration: minutes/level
Spell Lists: Arcane
Levels: 2,4,6,8,10
Origin: Archon
The Summon Water Elemental spell allows you to bring forth a formidable water elemental to aid you in battle. The elemental's strength and abilities grow with the caster's power, making it a versatile ally.
If a suitable body of water is present, the spell becomes a Transmutation spell, reducing the casting time to two ticks. Without a body of water, the spell functions as a Conjuration spell, taking three ticks to cast.
The Water Elemental shares the same Reflex Save as its caster and can move three times faster when in water, making it especially deadly in aquatic environments.
The caster can also produce more water elementals by opting to conjure weaker ones. If the caster selects a weaker level, he will conjure 2 water elementals, with a 50% chance of conjuring a third. If the caster opts to conjure elementals two levels below, he will conjure 4 of them, with a 50% chance of conjuring 2 more, and so on.
Multishot: Starting at level 2, the Water Elemental can attack one additional target. This ability improves with higher spell levels, allowing the elemental to strike multiple foes simultaneously.
Vapor Fog: Unlocked at level 4, the Water Elemental can create a dense fog in a radius around it, obscuring all vision beyond 5 feet and decreasing perception checks by 10.
Water Mail: At level 6, the Water Elemental gains Water Mail, which returns 50% of melee damage taken to the attacker. The radius of this effect is 10 feet per caster level.
Hydrokinesis: Available at level 8, Hydrokinesis allows the Water Elemental to control water as if using a level 6 Telekinesis spell, though this only applies to water.
Absorb Hostile Water: At level 10, the Water Elemental can absorb water from surrounding creatures, dealing damage based on their max HP. Affected creatures must make a Fortitude Save to resist, losing 10% of their max HP on failure (or 5% if they succeed). The stolen HP heals the Water Elemental.
Attribute | Level 2 | Level 4 | Level 6 | Level 8 | Level 10 |
---|---|---|---|---|---|
Elemental Size | Medium | Large | Huge | Gargantuan | Colossal |
Attacks per Turn | 3 | 4 | 5 | 6 | 9 |
Attack Damage | 1d10 | 2d10 | 4d10 | 8d10 | 16d10 |
Strength per CL | +2 | +3 | +4 | +5 | +6 |
Armor per CL | +1 | +2 | +3 | +4 | +5 |
HP per CL | 10 | 20 | 40 | 80 | 160 |
Speed per CL | 1 ft | 2 ft | 4 ft | 8 ft | 16 ft |
Magic Damage Resistance | 10% | 20% | 30% | 40% | 50% |
Attack Range | 10 ft | 20 ft | 40 ft | 80 ft | 160 ft |