Starting Equipment: Soiled Spellbook, Sling, Grey cloak trimmed with the color of your elemental affinity
Elements: Acid, Air, Fire, Ice, Lightning, Stone, Water
Perk: Half all incoming damage from a chosen elemental affinity
Drawback: Double all incoming damage from chosen elemental aversion
Cantrips
- Know changes in the weather 4 hours before they happen
- Sense the rough emotional state of nearby elemental spirits
- Produce a minor elemental effect (drop of acid, puff of flame, electric spark). Does no damage.

Spells
- Circle of Frost
- Cloak of [Element]
- [Element] Breath
- Stoneskin
- Dissolve
- Fog
- Earthen Maw
- Ignite
- Fly
- Shocking Grasp
- Wind Scythe
- Wall of [Element]
Mishaps
- MD only return to your pool on a 1-2 for 24 hours
- Take 1d6 magical damage
- Random mutation for 1d6 Rounds. Save vs Discipline, else permanent.
- Inconvenience based on spell. Soaked, scorched, flung upwards, buried, etc
- Deafened 1d6 Rounds
- Emit wild elemental spirits for 1d6 Rounds. All who can see you must Save vs Discipline each Round or be stunned.
Doom
- Take sufficient elemental damage to reduce you to 1 Flesh
- Every spell cast, Save vs Discipline. On failure, the elemental spirit flies out of control
- The elements turn against you, spells backfire. Expect 1d4+4 powerful spirits to arrive shortly