• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Elemental Mage (Customizing the Wizard)

Frostmarrow

First Post
Hi all

I've been trying to create a character for a standard game of D&D. The idea is to create an elementalist. Not all too easy as Wizard Specialists normally don't specialize in this way. However here is what I came up with. What do you think?

I create a wizard by the rules with the following exceptions:

Summon Familiar is traded for the Air, Earth, Fire and Water domain powers. I.e. the ability to turn or rebuke elemental creatures of the air, earth, fire and water-varieties. I call this power Master of the Elements.

The regular wizard spell list is traded for a special list. The elementalist's spell list consists of all spells on the Air, Earth, Fire and Water domain powers list and all spells with the [air], [earth], [fire] and [water] descriptors. In the case where a spell is not available to wizards and sorcerers the spell is cast at the lowest possible level. (I.e. A spell that can be cast by a druid 2 or war 3 is cast by the elemental mage at level 2). Finally I removed a couple of spells (electrical or weather spells from this selection as I felt they were out of place.) I then added a nice selection of cantrips which probably won't ever be used.

0: Acid Splash, Arcane Mark, Create Water, Daze, Dancing Lights, Detect Magic, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance
1: Burning Hands, Magic Stone, Obscuring Mist, Produce Flame, Resist Energy
2: Acid Arrow, Flame Blade, Fire Trap, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Soften Earth and Stone, Scorching Ray, Whispering Wind, Wind Wall
3: Fireball, Flame Arrow, Gaseous Form, Meld into Stone, Stone Shape, Summon Small Elemental*, Water Breathing, Water Walk
4: Air walk, Control Water, Fire Shield, Spike Stones, Stoneskin, Wall of Fire
5: Control Winds, Summon Medium Elemental*, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone
6: Acid Fog, Fire Seeds, Move Earth, Summon Large Elemental*, Wind Walk
7: Delayed Blast Fireball, Earthquake, Fire Storm, Summon Huge Elemental*
8: Horrid Wilting, Incendiary Cloud, Ironbody, Repel Metal or Stone, Whirlwind, Summon Greater Elemental*
9: Meteor Swarm, Elemental Swarm*, Summon Elder Elemental*

* Of the air, earth, fire or water-variety.

The Elemental Mage learns spells the exact same way as a regular wizard (through study and experimentation). Even though some of the spells are divine in nature they are considered arcane when cast by the EM. (Just as with the bard). (Though I had to ditch Flame Strike on account of it's no-fooling-anyone divine nature.)

The EM can learn other spells by multi-classing as normal. Further, any spells that are published that have the [air], [earth], [fire] and [water] descriptors are legal choices for the EM.

Do you think my DM will allow this variant? (He's a regular DM that have been known to accept house-rules before.)
 
Last edited:

log in or register to remove this ad

Into the Woods

Remove ads

Top