Hmm well I always thought of those as elemental beings not spirits. Anyway like I said I am going with a DnD style elementalism...my elementalists are mages, not priests or shaman.
Beholder Bob: I dont want them to be spontaneous casters, its to limiting in DnD. And I dont want any element-specfic abilities...only abilities that can apply to or work with any of the elements. Definitly they will be able to take "elemental focus" and the like.
The abilities I am most interested in fine tuning and using is the Elemental Companion, Elemental Shape, some sort of Elemental/Energy Substitiution ability, and some sort of counterspell/dispell elemental spells probably based around oposing elements. And the rebuke/command thing of course, and wizard style bonus feats.
I am trying to figure out if they all can or should fit...and how to implentment them.
here is the primary spell list, including only PH spells...I will add more later...and a few of my own design tat I shall post later.
Elementalist Spell List
1st:
Air:
Feather Fall
Obscuring Mist
Shocking Grasp
Vortex*
Earth:
Magic Stone
Stone Shards*
Fire:
Burning Hands
Faerie Fire
Water:
Grease
Obscuring Mist
General:
Endure Elements, Summon Monster 1
2nd:
Air:
Fog Cloud
Levitate
Whispering Wind
Wind Wall
Earth:
Melf’s Acid Arrow
Soften Earth and Stone
Warp Wood
Wood Shape
Fire:
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal
Produce Flame
Pyrotechnics
Water:
Chill Metal
Fog Cloud
Melf’s Acid Arrow
General: Resist Elements, Summon Monster 2
3rd:
Air:
Fly
Gaseous Form
Gust of Wind
Lightning Bolt
Sleet Storm
Stinking Cloud
Water Breathing
Earth:
Keen Edge
Meld Into Stone
Rusting Grasp
Stone Shape
Fire:
Fireball
Flame Arrow
Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing
General: Dispel Magic, Protection From Elements, Summon Monster 3
4th:
Air:
Air Walk
Call Lightning
Ice Storm
Solid Fog
Vacuum Burst*
Earth:
Spike Stones
Stoneskin
Fire:
Fire Shield
Flame Strike (All Fire)
Wall of Fire
Water:
Control Water
Ice Storm
Solid Fog
Wall of Ice
General: Summon Monster 4
5th:
Air:
Cloudkill
Control Winds
Earth:
Earth Wave*
Passwall
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone
Fire:
Bolts of Fire*
Water
Cloudkill
Cone of Cold
Transmute Mud to Rock
Transmute Rock to Mud
General: Lesser Planar Binding, Summon Monster 5
6th:
Air:
Acid Fog
Chain Lightning
Control Weather
Whirlwind Blast*
Earth:
Acid Fog
Flesh to Stone
Move Earth
Stone to Flesh
Fire:
Delayed Blast Fireball
Fire Seeds
Water:
Acid Fog
Control Weather
Otiluke’s Freezing Sphere
General: Greater Dispelling, Planar Binding, Summon Monster 6
7th:
Air: Whirlwind, Wind Walk
Earth: Phase Door, Statue, Transmute Metal to Wood
Fire: Delayed Blast Fireball, Firestorm,
Water: Blizzard*
General: Plane Shift (Elemental planes only), Summon Monster 7
8th:
Air: Horrid Wilting, Incendiary Cloud
Earth: Earthquake, Iron Body, Repel Metal or Stone
Fire: Incendiary Cloud
Water: Horrid Wilting,
General: Greater Planar Binding, Summon Monster 8
9th:
Air:
Elemental Swarm
Earth: Elemental Swarm
Fire: Elemental Swarm, Meteor Swarm
Water: Elemental Swarm
General: Elemental Swarm, Summon Monster 9
and here is a list of spells I may allow them to access at higher levels, one element at a time, via a feat
Subtle Correspondence Spells:
0th:
Air:
Daze, Mage Hand
1st level: Charm Person, Sleep
2nd Level: Detect Thoughts, See Invisibility
3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion
4th level: Charm Monster, Confusion, Scrying, Tongues
5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending
6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis
7th level: Greater Scrying, Insanity, Vision
8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location
9th level: Dominate Monster, Foresight
Earth:
0th level: Cure Minor Wounds, Mending
1st level: Cure Light Wounds
2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration
3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease
4th level: Dimensional Anchor, Cure Serious Wounds, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*
5th level: Cure Critical Wounds, Restoration
6th: Healing Circle, Hero’s Feast
7th level: Heal, Tenser’s Transformation
8th level: Greater Restoration, Regenerate
9th level: Mass Heal
Fire:
0th level: Dancing Lights, Flare, Light
1st level: Colour Spray, Faerie Fire
2nd level: Daylight, Shatter
3rd level: Searing Light
4th level: Emotion
5th level:
6th level: Animate Objects, Disintegrate
7th level: Resurrection, Sunbeam, Prismatic Spray
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere, Implosion, True Resurrection
Water:
0th:
1st level: Cure Light Wounds, Change Self, Enlarge, Reduce
2nd level: Alter Self
3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease
4th level: Cure Critical Wounds, Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other
5th level: Break Enchantment, Dismissal,
6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Healing Circle
7th level: Banishment
8th level: Mind Blank, Polymorph Any Object, Protection From Spells
9th level: Mordenkainen’s Disjunction, Shapechange