GLOG Wizard: Elementalist
There are three wheels which spin round and round: heat, cold, and sky. The world is made up of these base energies; to understand them is to understand humanity and history of the world. Students undergo rigorous training in temples; they spend years without speaking whilst immersed in nature’s vastitude, or locked deep within towers memorizing story after story. They do this until elemental spirits, once obscured behind the names we give to heat or cold, become visible: it is not the flame they see but the white heat behind it that rises skyward and, in an ever circular motion, implies its opposite—the inevitable black cold of the ever restful earth.
At the end of a decades long apprenticeship, they are given the red robes and made journeymen. If they can make a new spell they are given yellow robes of the sky and called masters.
Cantrips:
- Create a small fire with the brightness of a candle at the tip of a finger.
- Cool or warm a drink until it's the perfect temperature.
- Add +1 to Reaction rolls with elementals and similar spirits.
1: Flame Vent Streams of fire project from the caster’s palm and deal [Sum] damage to nearby foes. A Save vs. Breath reduces damage by half.
Alternatively: the caster may use the spell for movement. Add [Dice]x20’ to their normal movement allowance; they are able to propel themselves skyward. At the cost of 1 [Dice] they may stay airborne with jets of flame for the round (e.g, they may use only 1 [Dice] to use their usual movement speed while flying). These applications do not take an action, and are processed during movement.
2: Flash Freeze Cold energies emanate from the caster’s hands. Up to [Dice]x20’x20’ of surface area is frozen slick; the caster gracefully moves and fights atop the surface, while others who try to run or fight vigorously atop it fall on a failed Save vs. Paralysis.
Alternatively, touch a creature with both hands and freeze them. They must make a Save vs. Paralysis penalized by [Dice]. Each round they may repeat the Save to break free. This effect may be extrapolated: for example, when cast on ankle deep waters all those within the spell's range are frozen as above, but only at the ankles. While underwater, they may freeze a [Dice]x10’ sphere, and thus any creatures within that range.
Slimes and other creatures made from liquids take 1d6+[Dice] damage when frozen and may be struck by normal weapons while solid.
3: Whirlwind Way of Life Rapid winds rotate round the caster. Missile attacks are buffeted aside by the breeze; large attacks such as boulders or ballista bolts are diverted on a 2-in-6; fire breath and similar effects deal half damage; poison and gasses simply swirl harmlessly around the barrier. For each [Dice] invested after the first, the aura of wind expands to cover an additional adjacent ally. They must stay close to benefit from the barrier.
The barrier may be dismissed as an action to send out a blast of wind [Dice]x10’ around the caster. All affected must Save vs. Breath or be knocked prone.
If Flame Vent is cast while active, the whirlwind cycles fast round the flames. Add [Dice] from Whirlwind Way of Life to the spell’s damage and knock all foes who fail to Save prone; the wind is consumed by the fire. If Ice Disc is thrown into the whirlwind, it functions differently: the spell circles around the user, attacking all adjacent creatures. Deals its remaining HP as damage to all who fail to Save vs. Wand, then wheels off and shatters.
4: Phoenix Volley The caster shoots out [Highest]+[Dice] flaming arrows that fly in wide arcs. Each of these arrows must target a separate foe. All struck suffer 1d6+1 damage. A Save vs. Wand negates.
5: Million Shards The magic user conjures [Highest]+[Dice] knives of ice. The caster may fire up to [Dice] blades each round in addition to making a normal action. Knife attacks are resolved like ranged attacks except with the caster level as the basic Hit score. Each knife deals 1d6+1 Damage.
The knives will stay on reserve for 1 turn.
6: True Breath Zephyr's breath is gifted to [Dice]x[Dice] creatures; pure wind swirls round their lungs and transforms breathed smoke, poison, water, etc, into air. All affected must hold hands when the spell is cast. Alternatively, the caster may target a single creature and have the spell last for [Dice]x[Dice] hours.
7: Red Bastion A wild fortress of burning fire emerges as a wall or in a ring around the caster. Those who attempt to pass take 3d6 damage; the flames part before the caster. Lasts for [Dice] rounds before dissipating.
8: Ice Disc A disc of ice absorbs incoming hits against the caster or a nominated ally. The shield has [sum] HP and 5AC. In place of movement, the shield may be moved up to 30’. The caster may use the ice shield as a platform; the shield takes 2 damage each round it is stood upon. It is not capable of movement unless propelled by a Flame Vent.
As an attack, the caster may command the disc to fly as a cutting projectile; a foe must make a Save vs. Wand to avoid. On a hit, they suffer the remaining HP of the disc. If this kills the foe, the disc may be manipulated toward another and strike with what HP is left. This continues until the disc misses a foe or is depleted of strength and shatters.
It dissipates after 1 turn.
9: Redirection When the caster or an adjacent ally is struck by flames or lightning redirect the effect. If [Sum] is higher than the damage dealt then the caster can change the direction of the attack. Winds may be used to redirect poison gas or similar effects: this succeeds if the caster makes a Save vs. Breath, add [Dice] to the saving throw.
10: Instant Boil Water in a [Dice]x10’x10’ starts to boil: steam rises into the air, obscuring vision and dealing [Dice] damage to those exposed. When used on a creature submerged in or saturated by water they suffer [Sum] damage without a Save. Slimes and other liquid creatures may always be targeted, though boiled goop sprays off their body and hits those adjacent for 1d6 damage.
As with Flash Freeze, this can be used to target all foes within the area of effect that are underneath water.
11: Wall of Ice A solid panel of ice up to 10’x10’ per [Dice] raises in an area and shape of the caster’s choosing. The ice wall has [Sum]HP and 5AC.
12: 1000 Plovers Voltaic energy screeches from the caster’s hand and beams outward into a distant foe. All dice rolled that hit a 6 are rerolled and added to the sum. Those hit suffer [Sum] damage; if more than 10 damage is dealt then they are stunned for one round. A Save vs. Spell reduces damage by half and resists the stun.
If cast in water, all touching the body of water in a 60’ sphere are affected. In rain, the electricity leaps and jumps 30’ outward from the point of contact. When cast on metal, the spell conducts through and strikes all in contact.