A minor amendment (I may fix this in the file and then re-send it) in terms of the spell lists available to Elementalists. The Realm of Elementalism itself is strictly delimited to spells that specifically address elements in their 'pure' form. However, Elemental specialists (the _____-mancers) can access *ANY* spell that bears upon their chosen element, even if it falls outside of the Realm of Elementalism (e.g., Flame Arrow is a spell of Conjuration, but because it involves the use of fire it is usable by a Pyromancer, ditto for Grease for a Geomancer, ditto for Contact Other Plane (elemental *only*) for any of the specialists). - AIR includes not only spells which manipulate pure air, but also spells that affect vapor, wind, gas, and weather--it is up to the DM as to whether this includes being able to create Cloudkill, Stinking Cloud, and the rest. I would lean somewhere between not allowing this and between perhaps allowing these spells to be cast, but only at normal casting level and without the benefits that normally apply to an Aeromancer's "air" spells - EARTH includes sand, earth, stone, and metal. It is up to a DM as to whether this should include plant-based spells (which grow in the earth), spells like Fabricate (perhaps usable only with earth-based material), and Polymorph Any Object (perhaps only usable for earth-earth or flesh-earth transmutations) are permissible within the realm of 'earth' spells - FIRE includes all forms of heat and flame, but a DM may also allow spells dealing with certain forms of sunlight or radiance to fall within this area (e.g., Nystul's Radiant Arch, Dancing Lights, Sunwarp (Al-Qadim)). I would probably also allow spells involving smoke, magma, or ashes to be included. - WATER includes spells based on liquid water, solid ice, gaseous steam or fog, and should probably include spells that are specifically aquatic in nature or application (e.g., a spell that affects ship hulls or creates a mass of entangling kelp underwater or summons a horde of electric eels), as these are water-related effects, even though they are not water-based. A DM might elect to include other spells that affect 'liquids' (e.g., acid and poison, as many of the spells listed for Elemental Water in the _Player's Option: Spells & Magic_ book do), but I would tend to shy away from this or at the most liberal to allow them but not with the normal "water spell" bonuses. I may reconsider the Realm of Elementalism a bit, or perhaps just state that elemental specialists and Hyperspecialists can draw not only upon the power of their own plane, but also upon any adjacent Para- or Quasi-Elemental Plane, which seems a reasonable expedient. Hence, the elemental specialists would have access to spells based on: AIR Ice, Smoke, Lightning, Vacuum (suffocation) EARTH Magma, Ooze, Mineral, Dust (disintegration) FIRE Magma, Smoke, Radiance, Ash (paradoxically, cold!) WATER Ice, Ooze, Steam, Salt (dehydration) I will have to say I am as yet undecided. There are some elements of this that I like but some I don't. I welcome feedback or suggestions here. Read over the class stuff and let me know how it strikes you. Do the elemental specialists *need* anything outside their direct and strictly limited elemental spheres? Minor fudging at the edges (e.g., WATER including ship-based or aquatic-effect spells)? Major inclusionism (like the Para/Quasi inclusion described above)? Whaddya think? At some point, probably when I get around to finishing up the wizard classes, what I will probably do is go through and generate an adjusted spell list table for *each* of the classes and kits. We'll see how insane I feel by then... }:> Thanks for your help and your interest, Jason