Name: Static Shock
Range: 10'
Duration: Instant
Damage: 1d4
Save: None
Description: Tha caster sends a mere static shock of electricty into the target or targets. Damage is minimal, just more of an annoyance then anything else.
Level: 2
Name: Elemental Fist (Water)
Range: 30'
Duration: Instant
Damage: 1d4+2 per 3 levels (Max: 5d4+10)
Save: Defence
Description: This spell creates a large ball of water from the very moisture in the air that shapes into a fist. The watery fist then starts to blast into the targets chest.
Level: 2
Name: Elemental Grasp (Water)
Range: 30'
Duration: 1d6+2
Damage: None
Save: Defence
Description: The caster summons on the magical fabrics to encase the target in water. Once ensnared, the target's defence and attack are cut in half, as they are now considerably slower.
Level: 7
Name: Elemental Fist (Lightning)
Range: 30'
Durationn: Instant
Damage: 2d4+4 per 3 levels (max 8d4+16)
Save: Leather Armor
Description: This spell creates a large fist of lightning, slamming into the target with great force. Leather Armor halves the damage, while iron or steel armor doubles it, as it is a conductor of electricity.
Level: 7
Name: Elemental Grasp (Lightning)
Range: 30'
Duration: 3d6+int bonus
Damage: 4d4
Save: Leather Armor
Description: By weaving the element together, the caster can create two large electrical hands to ensnare a target. Once insnared, the target can not evade or attack. Leather Armor halves the damage, while iron or steel armor doubles it, as it is a conductor of electricity. 4d4 Lightning dmg, 6 lightning dmg for each round ensnared.