|Path(s)||Air, Earth, Fire, Summoning, Water, Ice|
|Casting Time||5 min.|
|Area of Effect||1 elemental*|
The elemental uses 1 round to manifest. You must have a sufficient amount of the element for the elemental to form a body or the spell will fail. Elementals are hostile to life and will try to kill all living creatures, starting with the summoner.
|Weight||None||Size table x 5||None||Size table|
|Offensive||Push of level x 2||2/level||2/level||1(3)/level|
|Damage*||As Push spell||d-4+2/level||d-2+1/level||d-7+1/level|
| *The damage for elementals includes any damage bonus. Hide and move quietly is in own element. They do not need cover to hide in own element. Elementals heal 1 BP per hour of rest in own element.
() The number in parenteses is in water.
Air elementals: can be damaged by silver or magick weapons. An air elemental can lift 10 kg per point of strength.
Earth elementals: can be damaged by any type of weapon.
Fire elementals: Can be damaged by silver or magick weapons. Take 1 BP of damage per liter of water thrown on them. Magick fire heals instantly as many BP as it normally does damage. If you are within fighting range (1–2 m) of a fire elemental, you receive d–5 +1 per full 2 levels of damage per round.
Water elementals: Can be damaged by silver or magick weapons. Must be in contact with the water it was summoned from. It can reach out 1/2 m per size from that water. It can scare off unintelligent life in the water. It can adjust the swimming skill of someone by 3 per level by assisting or hindering.