Two possible moves to make an Elementalist-type wizard:
(because DW needs more Ars Magica)
Master of the Elements
When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:
· The elements you command also run wild, out of your control.
· You can only affect what is generally considered a small amount of this element.
· You take an additional -1 ongoing to command the elements until you purify yourself.
If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.
The Roots of Creation
You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.
Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.
Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.
The commands kind of require explanation, unfortunately, and I tried to make the elements list all roughly equal to “fire” (although specific campaigns could add stuff like acid, bone, or plastic, etc).