Conjure Fire Elemental (wizard)

Conjure Fire Elemental summons forth a Fire 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 creature is be obtained with the conjuring:
Fire elemental status
Chance	Ability scores	Combat	Defenses	Immunities
60% 	
* HD12
* HP96
* Str18
* Dex14
* Con14
* Int7
* Wis12
* Cha7	
* Enchantment 4
* Range 1 ft
* Apr 1
* THAC0 9
* 3d8 crushing+1d6 fire (nonmagical)
* Speed 0	
* AC 2
* ST D7/W9/P8/B8/S10
* Resistances to fire (100), magic fire (100)	
* +1 weapons & lower
35% 	
* HD16
* HP128
* Str20
* Dex14
* Con14
* Int7
* Wis12
* Cha7	
* Enchantment 4
* Range 1 ft
* Apr 1
* THAC0 4
* 3d8 crushing+1d6 fire (nonmagical)
* Speed 0	
* AC 2
* ST D4/W6/P5/B4/S7
* Resistances to fire (100), magic fire (100)	
* +1 weapons & lower
5% 	
* HD24
* HP192
* Str23
* Dex14
* Con14
* Int7
* Wis12
* Cha7	
* Enchantment 4
* Range 1 ft
* Apr 1
* THAC0 0
* 3d8 crushing+1d6 fire (nonmagical)
* Speed 0	
* AC 0
* ST D2/W4/P3/B3/S5
* Resistances to fire (100), magic fire (100)	
* +1 weapons & lower
==Where to obtain its scroll==
===Baldur's Gate II: Shadows of Amn===
====Sold by====
*Jayes
*Ust Natha Bazaar
====Found in====
*Prebek's Home
===Baldur's Gate II: Throne of Bhaal===
====Sold by====
*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==
===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 re-works and changes most elementals in the game. There are 8-Hit Dice (HD) Lesser Elementals, 12-HD Elementals, and 16-HD Greater Elementals. There are a few others as well, but those are uncommon. The 12 Hit Dice Fire Elemental has the following Abilities:
Fire Elemental (12 Hit Dice):
STR 16, DEX 17, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
HP 116, AC 1, THAC0 7, Saving Throws 7/9/8/8/10
2 Attacks Per Round, 2d6+4 Slashing +2d6 Fire Damage (Fist +3)
Greater Fire Elemental (16 Hit Dice):
STR 18, DEX 19, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
HP 138, AC 0, THAC0 3, Saving Throws 4/6/5/4/7
2 Attacks Per Round, 2d8+5 Slashing +2d8 Fire 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 20%
Fire resistance 100%
==External links==
* 
* Advanced D&D 2nd Edition Wiki - Conjure Elemental (Wizards Spell)