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In my game once you summon a monster it does not go back once the spell ends. It leaves your control after the spells end and every so often you need to guide it with animal handling or something. I am at the point where I can summon elementals now and I speak tarran at least so I am looking for some fun suggestions on how to keep it working for me

Sphynx |

That's a very interesting take... in our games, they immediately planar-bound back to their plane, as I'm pretty sure they are as uncomfortable here as you'd be on their plane. Earth elemental having to mush through 'air' to stay with you... Ours audibly 'plop' back to their home plane. :P
That being said, they are pretty low-intellect (4ish I think?)... so solid possibility they stick around, unaware of how to return. But what would you do to keep them around? They don't sleep, they don't eat, and they have no needs... hard to say. Smarter than a border collie though, so maybe you can keep them busy with tasks... show them a sapphire, and see if they can find more, reward them with prestidigitation effects? Earth elementals might like small exploding fireworks, or a small waterfall coming from your hand. But since edibles (treats) aren't really their thing, I don't have a lot of other suggestions. :P
But... I like the idea here. ;)

Azothath |
as a home game twist it's interesting.
How any NPC reacts is a matter of 'attitude', philosophy(alignment), and what needs and desires the GM imagines makes up their character persona.
Summon Monster spell creatures typically disappear when the spell expires. They are 'typical' creatures rather than individuals thus they are treated as disposable tools rather than creatures you interact with.
I'd suggest using knw(planes) and diplomacy, maybe knw(arcana, nature) to querry the creatures(aka your GM) in terran to discover their personality, wants, desires, etc.
Handle Animal is for creatures with Int 3 or less.

Kimera757 |
IMO elementals have needs. Fire elementals need to feed on flammable material (yes, there's nothing in the rules about that). Water elementals want pure water, which is hard to find anywhere near civilization. It's harder to come up with needs for air and earth elementals though.
Keeping elementals around when you're a traveling adventurer would be difficult. I think you're better off befriending the elemental, dismissing it, and getting your friend back when you summon it. The elemental might not want to go back right away.

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In my game once you summon a monster it does not go back once the spell ends. It leaves your control after the spells end and every so often you need to guide it with animal handling or something. I am at the point where I can summon elementals now and I speak tarran at least so I am looking for some fun suggestions on how to keep it working for me
I would think that fire elementals want *interesting* stuff to burn. The notion of flammable liquids, like special oils, or flammable stone, like coal, or flammable gases, like natural gas, might intrigue them, since it's a fair chance none of that stuff can even exist on the plane of fire, so it would be a unique 'taste' to them. The more rare and costly a material, the better it might 'taste.' (So alchemical fire might 'taste' better than standard oil.)
Air elementals, clean air, storms and freedom and exotic fragrances. They'd love to hang out in regions prone to extreme or steady winds, or wind events, such as tornados or even just dust devil-prone desert regions, where they can 'dance' and 'play' with the twisters. Rare scents, but probably less so burning incenses, more perfumes, would intrigue some, and annoy others (who loathe the idea of some particulates polluting the purity of the air!). Being alien, they might have very different ideas of what scents are interesting. Dead bodies or dank mold might smell interesting to them, while jasmine or vanilla is unspeakably foul!
Earth elementals want to be left alone, preferably in areas of interesting natural stone formations, like various twisty stone formations in the midwest. Areas of rare minerals that might be monopolized on the plane of Earth by earth genies, might be soothing to them, and an earth elemental might really groove on sitting peacefully inside a large amethyst geode for a century, just soaking up the ambiance. One more willing to wander around, would be looking for such interesting places, and might accept interesting items of metal or gemstone as trinkets or 'treasure,' storing them in it's body, when not displaying them *on* it's body. (Such items don't necessarily have to be all that precious, by human standards. Petrified wood, for instance, or fossilized bone, might be rare in the depths of the elemental plane of earth, and fascinating to earth elementals. Trees can *turn into stone?* What sorcery is this?)
And water elementals would similarly be attracted to clean water, far from ports and human fishing villages, with their nasty sewage runoff into the water. Areas where the power of water is visible, a loud crashing waterfall, a cliff face where the tide slams into it with great violence, etc. would likely be happy places for them, and they might find items 'lost' to the sea or it's corrosion or its violence to be interesting, and carry identifiable items from wrecked ships or important buildings from a culture that sank into the sea. The triumph of the eternal sea over the transient works of mortal man would be a theme for some elementals, and they would seek items that mortals could identify as belonging to some 'unsinkable' ship or 'legendary lighthouse,' long lost to the ocean.
The sane sort of theme could be applied to other sorts of elementals, like the metal or wood elementals of a more eastern-style elemental scheme. Metal elementals might prize items of metals that are hard to come by, skymetals like adamantine, or alloys that do not occur in nature like bronze or brass or electrum. Wood elementals might seek samples of unusual flora, or items of attractively shaped wood, and be particularly prone to wanting a plot of land to create a garden, or even hedge maze, either filled with the sorts of flora that interest them (all flowers! all toxic plants! all plants from some particular biome, like desert cacti!), or perhaps with interestingly shaped / pruned / sculpted shrubs, a sort of topiary garden.