Summon Fire Elemental
Conjuration (Summoning)
Level: Fire 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect/Target: One fire elemental / a live fire; see text
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: 5
The campfire leaps to life and joins your fight.
This spell summons the spirit of a small or medium fire elemental, which animates the source of the fire you targeted (changing in size, if necessary). This extinguishes the fire. The fire targeted must be truly burning - smoldering cinders are insufficient. There is no lower or upper limit on the size of the fire you can animate with this spell except for that the fire may not occupy a space larger than the space of the elemental you are summoning (a larger fire is only partially animated).
The elemental appears in the space of the fire you targeted and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The elemental acts normally on the last round of the spell’s duration and becomes a normal fire at the end of its turn. (If the original fuel source is not present in the elemental’s space when the spell ends, another object in the elemental’s space must save or catch a fire. If no suitable object is in its space, the fire disappates entirely.)
Augment: You can augment the spell in one or two of the following ways:
If you spend 4 additional spell points, you summon a large elemental rather than a small or medium-sized one.
If you spend 6 additional spell points, you summon a huge elemental rather than a small or medium-sized one.
If you spend 8 additional spell points, you summon a greater elemental rather than a small or medium-sized one.
If you spend 10 additional spell points, you summon an elder elemental rather than a small or medium-sized one.
If you spend 4 additional spell points, you can cast this spell as a standard action.