Elemental Summoning

Elemental Summoning is a High-level class ability usable by cleric, druid and shaman classes.
Prerequisite for: Greater Elemental Summoning (Druid only)
==Description==
==Gameplay==
The caster selects a point on the area map and designates where they wish the elemental(s) to appear using the targeting cursor and clicking/selecting the spot.
When the spell casting is finished, the elemental creature(s) appear in a swirling portal graphic taking about 2 seconds and are ready to receive orders.
A text will display, reading <CASTER>: Casts Elemental Summoning.
The spell randomly rolls a random number generated d100 percentile to determine what elemental type is summoned:
*00-22 - Fire Elemental 
*23-45 - Earth Elemental 
*46-69 - Air Elemental 
*70-79 - Zaaman Rul
*80-89 - Chan
*90-100 - Sunnis 
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)
Special Qualities:
Immune to weapons below +2 enchantment
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)
Special Qualities:
Immune to weapons below +2 enchantment
Fire Elemental (16 Hit Dice):
STR 20, DEX 14, CON 14, INT 7, WIS 12, CHA 7; AL Neutral
HP 128, AC 0, THAC0 2, Saving Throws 4/6/5/4/7
1 Attack Per Round, 3d8+8 Crushing Damage and 1d6 Fire Damage (Fist +4)
Special Qualities:
Immune to weapons below +2 enchantment
Fire resistance 100%
Each elemental type will remain under the caster's control for 1 turn, and then they'll be "unsummoned" and disappear from the area map - if slain they leave a corpse behind.
The pair of 16 HD summoned elementals are classified as "summoned" creatures and can be destroyed by a Death Spell or exposure to a Death Fog.
As with any party summoned/conjured creatures there is a limit of 5 total per area map.
Summoned creatures cannot transition to different areas and must remain on the map they were summoned to - nor can they interact with objects, open and close doors, open containers or collect treasure, or explore and clear the "fog of war".
It is advised to give orders to the elementals, as their scripted AI is rather simplistic and may not do what you wish - direct their movement and targeting in combat.
The Elemental Prince creatures have more advanced AI scripts, and each prince has two uses of a specific innate spell ability it can be directed to use. 
This spell won't allow a second casting of Elemental Summoning or a Greater Elemental Summoning for the duration of this spell - if tried, a text will display, reading "You cannot cast this spell".
==Mod content==
Spell Revisions mod has replaced "Elemental Summoning" with "Elemental Swarm". See below for description:
Elemental Swarm
Level: Quest
School: Conjuration
Sphere: Elemental, Summoning
Range: Long
Duration: 2 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Drawing power from the environment, this spell summons a 12HD elemental from each of the three Planes of Earth, Air, and Fire. The elementals will do the bidding of the caster until they are slain, or the duration of the spell runs out.
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)
Special Qualities:
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%
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)
Special Qualities:
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Piercing, & Missile Resistance 40%
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)
Special Qualities:
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Piercing, & Missile Resistance 20%
Fire resistance 100%
==External links==