Enslave Elemental (Wizard Spell)

With this spell, a wizard can both summon and then enslave an elemental. The elemental can be of earth, air, fire, or water, as desired. The strength of the elemental depends on the caster's level: at 21st through 25th levels, the elemental has no more than 8 Hit Dice; at 26th level and above, the caster can enslave a greater elemental of 20 Hit Dice.
Before an elemental can be enslaved, the caster must personally witness destruction wrought by that creature. The wizard might con­jure the elemental himself, or simply witness it in the service of another. In either case, the wizard must gather a bit of material evidence from the destruction himself—a sliver of charred wood burnt by a fire elemental, the teeth of a creature drowned by a water elemental, and so on. Once this material is procured, the wizard can begin the preparation time for the spell.
During the preparation time, the wizard fash­ions the material into an amulet—this takes at least 6 uninterrupted hours per day for the entire 30 days. Once the amulet is completed, the wizard must don it and cast the spell before the next double moon (1d100 days).
When the spell is cast, the elemental arrives under the complete control of the wizard. Concentration for control is unnecessary, the ele­mental performs every bidding. If the elemental ever strays beyond the range of the spell, it con­tinues to carry out its last orders until stopped by an outside agency. If the amulet is removed from around the caster's neck, the elemental attacks the wizard immediately. If the wizard is killed or the amulet destroyed, then the elemental is freed and returns to its home plane. The amulet has no intrinsic magical protection. It can be destroyed by a successful crushing blow vs. the material from which it is made. The material components are the amulet, and the material component required by the conjure elemental spell: burning incense for an air elemental, soft clay for earth, sulphur or phosphorous for fire, water and sand for a water elemental.
Notes: Restricted to preservers and defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells