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

  1. Circle of Frost
  2. Cloak of [Element]
  3. [Element] Breath
  4. Stoneskin
  5. Dissolve
  6. Fog
  7. Earthen Maw
  8. Ignite
  9. Fly
  10. Shocking Grasp
  11. Wind Scythe
  12. Wall of [Element]

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours
  2. Take 1d6 magical damage
  3. Random mutation for 1d6 Rounds. Save vs Discipline, else permanent.
  4. Inconvenience based on spell. Soaked, scorched, flung upwards, buried, etc
  5. Deafened 1d6 Rounds
  6. Emit wild elemental spirits for 1d6 Rounds. All who can see you must Save vs Discipline each Round or be stunned.

Doom

  1. Take sufficient elemental damage to reduce you to 1 Flesh
  2. Every spell cast, Save vs Discipline. On failure, the elemental spirit flies out of control
  3. The elements turn against you, spells backfire. Expect 1d4+4 powerful spirits to arrive shortly