Under this variant Magic-Users gain the ability to dismiss elementals and their closely related kin through use of arcane lore that is not embodied by spells. To dismiss an elemental a M-U must remain stationary and within 240 of a visible elemental for two rounds. If the M-U is unharmed during these two rounds a roll to dismiss the elemental may be made at the end of the second round. This ability may be used against one type of elemental at 2nd level or greater. A second type of elemental may be dismissed when the MU reaches 7th level and a third type may be dismissed when the M-U is 11th level (an 8th level M-U could, by example, dimiss Earh and Fire Elementals but be unable to Dismiss Air or Water Elementals and when that M-U reaches 11th level they could choose to select one of the later to Dismiss) . A dismissed elemental is banished from the material plane and sent to it's plane of origin. One may not dismiss an elemental (or elemental kin) on it's home plane.
Dismiss Elemental (3d6 Roll)
|M-U level||up to 4HD||5-8 HD||9-15HD||16+ HD|
Intelligent Elementals are allowed a save vs. paralysis to avoid the effect.
Un-intelligent Elemental under direct control of an intelligent spell-caster are allowed a save as per their masters class and level.
A Magic-User may Dismiss no more then twice his/her level in Hit Dice of Elementals in 10 minutes.