Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: minor illusion
1/day each: gust of wind, mage armor, silent image
Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit:10 (3d6) fire or cold damage (the apprentice's choice).
Surge of Artistry (Recharge 4–6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature's space, the apprentice takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.
The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one's will become vibrant and expressive showcases, thrumming with creative energy.