The caster conjures a small amount of one of the elemental magic types. Conjured substances can be manipulated above the summoning appendage within a few inches. Channeling this ability for 1 minute conjures more, and allows for 1D4 damage of the elemental type summoned against a target within reach. Persistent conjurations have one use per minute casting.
Cold: Chill the air above the caster's palm or fingertip. Can reduce temperature of hot surfaces to levels that won't burn when touched. Channel: 1D4 cold damage, can freeze a small area of water or similar material.
Thunder: Vibrate the air above the caster's palm or fingertip. Can settle loose earth in a small area back to level. Channel: 1D4 thunder damage, creates a loud snap of noise audible up to 60 feet away.
Fire: Summon a small, candle-sized flame over the caster's palm or fingertip. Can light very flammable materials, such as a candle or oil. Channel: 1D4 fire damage, can light less flammable materials such as wood.
Lightning: Summon a small orb of electrical energy over the caster's palm or fingertip. Can be sent up to 60 feet away as a signal, dispersing on use. Can ignite highly flammable materials, such as oil or gunpowder. Channel: 1D4 lightning damage.
Acid: Summon a droplet of weak acid over the caster's palm or fingertip. Droplet exists permanently. Channel: 1D4 acid damage, can wear away metals over time with continued casting.
Poison: Summon a droplet of weak poison over the caster's palm or fingertip. Droplet exists permanently. Channel: 1D4 poison damage, can be added to food/drink or coated on a weapon to cause Poisoned effect for 1 round.
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