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Disambiguation icon This page is about the wizard version of the spell. For the priest version, see Conjure Earth Elemental (priest).

Conjure Earth Elemental will summons forth an earth elemental and compels it to do the wizard's bidding.

Effects[]

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth 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 elemental appears, and a 5% chance that a 24-Hit-Dice 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. 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 summoning it. If it can't reach the summoner, it will fight its way toward <PRO_HIMHER>. This berserking elemental will also remain until slain or the spell's duration expires. 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, <PRO_HESHE> has control of the elemental; however, if <PRO_HESHE> has lost, the elemental goes berserk and tries to kill <PRO_HIMHER>. 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.

Game Play[]

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

  • 0-60% - Summons ELEARSU2.CRE

Earth Elemental (12 Hit Dice):
STR 17, DEX 14, CON 14, INT 7, WIS 13, CHA 8; AL Neutral
HP 96, AC 2, THAC0 8, Saving Throws 7/9/8/8/10
1 Attack Per Round, 4d8+1 Crushing Damage (Fist +4)

  • 61-95% - Summons ELEARSU3.CRE

Earth Elemental (16 Hit Dice):
STR 19, DEX 14, CON 14, INT 7, WIS 13, CHA 8; AL Neutral
HP 128, AC 2, THAC0 2, Saving Throws 4/6/5/4/7
1 Attack Per Round, 4d8+7 Crushing Damage (Fist +4)

  • 95-100% - Summons ELEARSU4.CRE

Earth Elemental (24 Hit Dice):
STR 22, DEX 14, CON 14, INT 7, WIS 13, CHA 8; AL Neutral
HP 192, AC 2, THAC0 -4, Saving Throws 3/5/4/4/6
1 Attack Per Round, 4d8+10 Crushing Damage (Fist +4)

  • All Earth 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[]

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.

Mod Content[]

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 spell and alters the creatures summoned slightly.

Conjure Earth 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 Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth 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.

Earth Elemental (12 Hit Dice):
STR 21, DEX 8, CON 19, INT 6, WIS 11, CHA 11; AL Neutral
HP 126, AC 3, THAC0 4, Saving Throws 7/9/8/8/10
2 Attacks Per Round, 2d8+12 Crushing Damage (Fist +3)

Greater Earth Elemental (16 Hit Dice):
STR 23, DEX 8, CON 21, INT 6, WIS 11, CHA 11; AL Neutral
HP 152, AC 2, THAC0 0, Saving Throws 4/6/5/4/7
2 Attacks Per Round, 2d10+14 Crushing Damage (Fist +3)

Special Qualities (12 & 16 Hit Dice):
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Piercing, & Missile Resistance 40%

External links[]

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