Conjure Earth Elemental (wizard)

Conjure Earth Elemental will summons forth an earth elemental and compels it to do the wizard's bidding.
==Description==
==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 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===
*Jayes
*Ust Natha Bazaar
===Baldur's Gate II: Throne of Bhaal===
*Arcana Archives
== 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==
* 
* Advanced D&D 2nd Edition Wiki - Conjure Elemental (Wizards Spell)