After casting in the primordial tongue you are able to summon 1 elemental avatar. You can summon different elementals depending on your roll outcome. You have the option to choose whichever elemental as long as you have rolled the dice/die equal to or greater than the requirement. (Frost/Water 1 to 3, Fire 4 to 6, Earth 7 to 9, Wind/Storm 10 to 12, and lightning 12 to 18). The elemental being can lock on to 1 enemy, but stops targeting them if the target is within 10 feet of the caster. It moves at the same pace as the caster as well. If not locked on to a target the elemental will attack randomly any enemy near by where it was originally conjured.
At Level 2 You can now call up to 2 elementals, but you can only control 1 elemental to target a specific enemy. You can not control more than 1 type of elemental (1 Frost/Water, 1 Earth, 1 Fire, and 1 Wind/Storm or 1 Lightning). Dice roll 2d6 (to determine elementals)
At Level 3 You can now summon up to 3 elementals. You can only target with 1 elemental. You can not control more than 1 type of elemental (1 Frost/Water, 1 Earth, 1 Fire, and 1 Wind/Storm or 1 Lightning). Each elemental deals its own individual damage to their target/enemies. Dice roll 3d6 + 2 (to determine elementals)
At Level 4 You can now conjure 4 elementals. You can now conjure 2 higher classed elemetals (Wind/Storm and or Lighting at the same time). You can now use 2 elemtals to target a specific enemy. Each elemetal does its own individual damage to a target/enemies. Dice roll 3d6 + 2 (to determine elementals)
Effect on miss: Target/enemy takes half of damage and recovers from the status effect.
Effect on save success: Target/enemy recovers from status effect and only takes 4 dmg.
Effect on save fail: Target/enemy takes 6 additional dmg and keeps the status effect for 1 additional round.
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