So while there is some focus on elements in spells, there hasn't been too much (to my knowledge though I am fairly ignorant). So I came up with a class who revolves around mob weakness. Lore: Coming from humble beginnings, Elementalists are a group of sorcerers that while researching powders, discovered how powders control the elements. Through this, they were able to become powerful with an inimitable adabltability. These mages are deadly against everyone. Many have attempted to counter them through sheer defensive prowess but have found their plans thwarted through their foes versatility and adaptability. Those trying to beat them with offense have found themselves outmaneuvered and stunned while they are bombarded with spells from all angles. Spoiler: Spells 1. Element Blast - fire a slow moving blast (Fire Charge) that explodes upon contact with an enemy/the ground Tier I - Deal 150% dmg split into 30% of each element Tier II - Holding shift when using this spell moves you towards the elemental blast Tier III - Projectile now homes toward cross-hair 2. Cycle - Each use of this spell cycles which element the character focuses. (It could be difficult with wynncrafts spell system) Tier I - Focus on an element. That element does 25% more dmg but you take 25% more dmg from its elemental weakness Tier II - Increase dmg buff to 40% keep the defense debuff the same. Tier III - "Elemental Mastery" Has access to constant weakened powder effects for the focused ele. 3. Ritual - The elementalist concentrates on a massive ritual (totem radius?) that erupts, knocking all enemies around the elementalist into the air. Tier I - 250% dmg split into each element. Character cannot move for 1 sec while channeling the spell. Tier II - Launch all hit mobs into the air as if hit by uppercut. Tier III - "Elemental Supression" - mob's lose 80% of their ele def for the next hit they take. 4. (This is an edit): Elemental Grasp - Stun mobs from a distance while debuffing them. Only affects 1 mob until its 3 tier upgrade. Tier I - Like uproot but instead of throwing mobs, it stuns them in place. The mobs stay like that until the focus is changed, they're hit, or x seconds have passed. Tier II - Apply a debuff based on focus when casting the spell: Earth - Posion while they are caught, Thunder - next attack will be a guaranteed crit, Water - 1/4 mana steal while they are caught, Fire - Life Steal while they are caught, Air - Mob is slowed for 7 seconds even if they are released from the spell. Tier III - The spell becomes aoe. (Suggestions appreciated for the effects and Tiers) Weapon - Some form of Fire Charge/Snowball named Runes. Could be difficult with ingreds having the same thing. I have absolutely no idea if this would work and its definitely a rough idea only. As said above multiple times, Suggestions appreciated. Edit: I changed a lot. Many of you were saying how the second spell needed to be movement. I felt that couldn't really be done as the second spell made the Elementalist Unique. So, I changed the movement ability to be a component of the first spell. This means you unlock it at lvl 16 rather than lvl 26(?). Also, I buffed the cycle spell slightly and completely changed the 4th spell to become a stun/debuff spell. The 3rd spell I changed the Tier III to be different so as to make it more different to uppercut.