As two actions, you call forth a water elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is a water elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.
As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
You can use an additional resource for each additional mana or psi expended.
You can expend 2 additional mana or psi to call forth another elemental.
Water Weird. You can expend 1 additional mana or psi to call forth a water weird instead of a water elemental. It must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain.