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The Conjure Air Elemental spell summons forth an air elemental and compels it to do the wizard's bidding. Unlike this Wizard Spell, note that the basic and EE game versions do not have a Priest Spell that is equivalent to Conjure Air Elemental.

Description[]

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster.There is a 60% chance that a 12-Hit Dice elemental appears, a 35% chance that a 16-Hit Dice greater elemental appears, and a 5% chance that a 24-Hit Dice elder elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out.
All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature.
The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, he has control of the elemental, however, if he has lost, the elemental goes berserk and tries to kill him.
However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summon it. If it can't reach the summoner, it will fight its way toward him. This berserking elemental will also remain until slain or the spell's duration expires.
This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

Gameplay[]

The caster selects a target point location on a visible portion of the area map from which the summoned elemental will be summoned/spawned. use the targeting cursor to "click"/select the point.

When the spell casting is finished, the caster will be made motionless for three rounds and a 3D graphic is rendered over their sprite, as well as an icon (No. 131) titled "Mental Combat" is displayed on the character's portrait.

During the three round mental combat phase, the character is unable to move or perform any actions, but not officially in a Helpless state.

At the exact moment the mage is in the mental combat phase the elemental appears on the map at the designated location in a brief graphical animation sequence.

During the mage's mental combat, the player can control the elemental and give it orders.

After the mage completes their mental combat phase the 15% probability check is made for the elemental to determine if it remains controlled by the player, or if it turns hostile.

A summoned elemental may not transition with the party to different area locations (map to map) - the elemental remains on the map it was summoned to.

In the Enhanced Editions, summoned elementals are subject to and calculate into the total on-map summoning creature limit.

If the elemental is not given any commands by the player, it will act according to its basic default AI script.

When the spell's duration expires, the elemental disappears from the map.

Summoned elementals are immediately destroyed by a Death Spell or if within the area of effect of a Death Fog cloud.

The following creatures can be obtained with the conjuring (determined randomly by a d100 roll performed when the spell is cast):

  • 0-60% - Summons ELAIRSU2.CRE

Air Elemental (12 Hit Dice):
STR 17, DEX 9, CON 9, INT 9, WIS 9, CHA 9; AL Neutral
HP 96, AC 2, THAC0 8, Saving Throws 7/9/8/8/10
1 Attack Per Round, 1d20+1 Crushing Damage (Fist +4)

Greater Air Elemental (16 Hit Dice):
STR 19, DEX 9, CON 9, INT 9, WIS 9, CHA 9; AL Neutral
HP 128, AC 2, THAC0 2, Saving Throws 4/6/5/4/7
1 Attack Per Round, 1d20+7 Crushing Damage (Fist +4)

  • 95-100% - Summons ELAIRSU4.CRE (Game Name is "Elder Air Elemental")

Elder Air Elemental (24 Hit Dice):
STR 22, DEX 9, CON 9, INT 9, WIS 9, CHA 9; AL Neutral
HP 192, AC 2, THAC0 -4, Saving Throws 2/4/3/3/5
1 Attack Per Round, 1d20+10 Crushing Damage (Fist +4)

  • All Air Elementals can only be struck by weapons with an enchantment greater than +1.

Where to obtain its scroll[]

Baldur's Gate II: Shadows of Amn[]

Baldur's Gate II: Throne of Bhaal[]

The Black Pits II[]

Bugs[]

Due to the script that handles the "psychic contest" between the caster and the elemental, even if the elemental is charmed after a lost contest they'll continue to target the caster regardless. So, at the moment, the mention in the description about the possibility of using charm spells after the contest is over is misleading.

Gallery[]

Air Elemental

Mod Content[]

This section is about unofficial content that is only available via fan-made mods.

Installation of the Sword Coast Stratagems Mod adjusts the Wizard's Conjure Elemental Spells, as follows:
Remove the elemental-battle aspect of mages' Conjure Elemental spells

The fifth- and sixth level Conjure Elemental spells on the mage spell list require a three-round mental battle to control the elemental. This in practice makes the spell mostly useless (three rounds is far too long to stand around in combat; players could cast it in advance, but the AI can't) and in any case very underpowered. This component just makes the summoned elemental directly under the player's control.

Installation of the Spell Revisions Mod changes this Wizard spell and alters the creatures summoned slightly. Also, the vanilla and EE game has no direct equivalent of a Conjure Air Elemental spell for Priests. However, the Spell Revisions mod adds one, which is now a level 6 Druidic spell.

Conjure Air Elemental
Level: 6
School: Conjuration Range: Medium
Duration: 1 turn + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.

Air Elemental (12 Hit Dice):
STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
HP 116, AC 0, THAC0 5, Saving Throws 7/9/8/8/10
3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3)

Greater Air Elemental (16 Hit Dice):
STR 18, DEX 21, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
HP 138, AC -1, THAC0 1, Saving Throws 4/6/5/4/7
3 Attacks Per Round, 1d8+5 Piercing Damage (Fist +3)

Special Qualities (12 & 16 Hit Dice):
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%

External links[]