Asmor
First Post
So I'm finally trying to make a class which uses the colors from Magic: The Gathering. Right now I'm breaking the Wizard, Cleric and Druid spells into colors. I'm trying to give each color a unique, mechanics-based identity.
Here are the definitions of the colors that I've got so far:
White: Protection, Healing, Anti-undead, Good, Law
White mages are basically prototypical clerics. Good at keeping a party fit to fight. Strong against undead, will gain a cleric's ability to turn undead. Wisdom is their key stat.
Green: Summoning, Transmutation, Animals, Crowd Control (web, grease, etc), Energy resistance
Green mages are similar to druids. They specialize in dealing with animals, changing the environment to their advantage, and summoning. I'll give them an animal companion. Wisdom is their key stat.
Red: Physical power, Combat, HP Damage, Chaos
Red mages are physically powerful and imposing, fearsome warriors lead by passion. They're equally good at fighting with weapons as they are at blasting foes. Not sure what special ability or abilities I'll give them... I'm thinking of an enhanced BAB. Charisma is their key stat.
Black: Status Effects (fear, sicken, etc), Ability Damage, Undead, Evil
Black mages are horrible foes, adept at weakening enemies. They're especially powerful against single targets, since they can just keep laying on the debuffs. I'll probably give them an undead companion. Charisma is their key stat.
Blue: Charms, Misdirection, Illusion, Divination
Blue mages are deceptive tricksters, easily likened to rogues. They are masters of infiltration. Really not sure what sort of special ability I'll give them... Maybe a significant boost to skill points.
Also note: All the law spells are currently listed under blue, but after thinking about it I changed law to white... So mentally move those law spells to white's spell list.
Here's what I've got for spell levels 0-2. Let me know what you think. In particular I want to know if you think the colors are balanced, and if they're internally consistent.
[sblock=White]0: Cure Minor Wounds, Detect Poison, Disrupt Undead, Resistance
1: Bless, Bless Water, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Undead, Hide from Undead, Mage Armor, Protection from Chaos, Protection from Evil, Shield, Shield of Faith
2: Aid, Align Weapon (Good), Align Weapon (Law), Barkskin, Blur, Consecrate, Delay Poison, False Life, Gentle Repose, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Restoration, Lesser, Status
3: Create Food and Water, Cure Serious Wounds, Halt Undead, Heroism, Magic Circle against Chaos, Magic Circle against Evil, Neutralize Poison, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing
4: Cure Critical Wounds, Death Ward, Globe of Invulnerability, Lesser, Reincarnate, Restoration, Spell Immunity, Stone Skin
5: Break Enchantment, Cure Light Wounds, Mass, Dispel Chaos, Dispel Evil, Disrupting Weapon, Hallow, Raise Dead, Spell Resistance[/sblock]
[sblock=Green]0: Know Direction, Purify Food and Drink
1: Calm Animals, Charm Animal, Detect Animals or Plants, Endure Elements, Entangle, Grease, Hide from Animals, Obscuring Mist, Remove Fear, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Calm Emotions, Darkness, Fog Cloud, Gust of Wind, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape
3: Daylight, Deeper Darkness, Dominate Animal, Meld into Stone, Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Stinking Cloud, Stone Shape, Summon Nature's Ally III, Water Walk, Wind Wall
4: Command Plants, Control Water, Dimensional Anchor, Giant Vermin, Repel Vermin, Summon Nature's Ally IV, Wall of Fire, Wall of Ice
5: Animal Growth, Awaken, Commune with Nature, Control Winds, Insect Plague, Passwall, Plane Shift, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Wall of Thorns[/sblock]
[sblock=Red]0: Light, Ray of Frost
1: Burning Hands, Detect Law, Enlarge Person, Entropic Shield, Jump, Magic Missile, Magic Weapon, Magic Weapon, Protection from Law, Shocking Grasp, True Strike, Magic Fang
2: Acid Arrow, Align Weapon (Chaos), Bear's Endurance, Bull's Strength, Cat's Grace, Continual Flame, Eagle's Splendor, Flaming Sphere, Heat Metal, Scorching Ray, Sound Burst, Spiritual Weapon
3: Call Lightning, Fireball, Flame Arrow, Haste, Keen Edge, Lightning Bolt, Magic Circle against Law, Magic Fang, Greater, Magic Weapon, Greater, Rage
4: Divine Power, Enlarge Person, Mass, Fire Shield, Flame Strike, Ice Storm, Shout
5: Call Lightning Storm, Cone of Cold, Dispel Law, Righteous Might[/sblock]
[sblock=Black]0: Daze, Touch of Fatigue
1: Bane, Cause Fear, Color Spray, Detect Good, Doom, Protection from Good, Ray of Enfeeblement, Sleep
2: Align Weapon (Evil), Blindness/Deafness, Command Undead, Daze Monster, Death Knell, Desecrate, Eagle's Splendor, Ghoul Touch, Glitterdust, Hideous Laughter, Hold Person, Scare, Touch of Idiocy
3: Animate Dead, Bestow Curse, Contagion, Contagion, Diminish Plants, Magic Circle against Good, Poison, Ray of Exhaustion, Slow, Speak with Dead
4: Blight, Crushing Despair, Enervation, Fear, Poison, Rusting Grasp
5: Baleful Polymorph, Cloud Kill, Dispel Good, Feeblemind, Hold Monster, Magic Jar, Mark of Justice, Mind Fog, Slay Living, Unhallow, Unhallow, Waves of Fatigue[/sblock]
[sblock=Blue]0: Detect Magic, Ghost Sounds, Mage Hand, Message
1: Charm Person, Comprehend Languages, Disguise Self, Expeditious Retreat, Feather Fall, Identify, Reduce Person, Silent Image, Unseen Servant, Ventriloquism
2: Alter Self, Detect Thoughts, Find Traps, Fox's Cunning, Invisibility, Knock, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, Phantom Trap, See Invisibility, Silence, Undetectable Alignment
3: Arcane Sight, Blink, Clairaudience/Clairvoyance, Dispel Magic, Displacement, Explosive Runes, Fly, Glyph of Warding, Illusory Script, Invisibility Sphere, Major Image, Nondetection, Secret Page, Sepia Snake Sigil, Shrink Item, Snare, Suggestion, Tongues
4: Air Walk, Charm Monster, Detect Scrying, Dimension Door, Discern Lies, Fire Trap, Freedom of Movement, Hallucinatory Terrain, Illusory Wall, Invisibility, Greater, Polymorph, Reduce Person, Mass, Scrying, Sending
5: Command, Greater, Contact Other Plane, Dominate Person, False Vision, Mage's Private Sanctum, Mirage Arcana, Overland Flight, Persistent Image, Seeming, Symbol of Pain, Symbol of Sleep, Telepathic Bond, Teleport, True Seeing[/sblock]
[sblock=Universal]1: Arcane Mark, Prestidigitation, Read Magic
5: Permanency
[/sblock]
Here are the definitions of the colors that I've got so far:
White: Protection, Healing, Anti-undead, Good, Law
White mages are basically prototypical clerics. Good at keeping a party fit to fight. Strong against undead, will gain a cleric's ability to turn undead. Wisdom is their key stat.
Green: Summoning, Transmutation, Animals, Crowd Control (web, grease, etc), Energy resistance
Green mages are similar to druids. They specialize in dealing with animals, changing the environment to their advantage, and summoning. I'll give them an animal companion. Wisdom is their key stat.
Red: Physical power, Combat, HP Damage, Chaos
Red mages are physically powerful and imposing, fearsome warriors lead by passion. They're equally good at fighting with weapons as they are at blasting foes. Not sure what special ability or abilities I'll give them... I'm thinking of an enhanced BAB. Charisma is their key stat.
Black: Status Effects (fear, sicken, etc), Ability Damage, Undead, Evil
Black mages are horrible foes, adept at weakening enemies. They're especially powerful against single targets, since they can just keep laying on the debuffs. I'll probably give them an undead companion. Charisma is their key stat.
Blue: Charms, Misdirection, Illusion, Divination
Blue mages are deceptive tricksters, easily likened to rogues. They are masters of infiltration. Really not sure what sort of special ability I'll give them... Maybe a significant boost to skill points.
Also note: All the law spells are currently listed under blue, but after thinking about it I changed law to white... So mentally move those law spells to white's spell list.
Here's what I've got for spell levels 0-2. Let me know what you think. In particular I want to know if you think the colors are balanced, and if they're internally consistent.
[sblock=White]0: Cure Minor Wounds, Detect Poison, Disrupt Undead, Resistance
1: Bless, Bless Water, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Undead, Hide from Undead, Mage Armor, Protection from Chaos, Protection from Evil, Shield, Shield of Faith
2: Aid, Align Weapon (Good), Align Weapon (Law), Barkskin, Blur, Consecrate, Delay Poison, False Life, Gentle Repose, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Restoration, Lesser, Status
3: Create Food and Water, Cure Serious Wounds, Halt Undead, Heroism, Magic Circle against Chaos, Magic Circle against Evil, Neutralize Poison, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing
4: Cure Critical Wounds, Death Ward, Globe of Invulnerability, Lesser, Reincarnate, Restoration, Spell Immunity, Stone Skin
5: Break Enchantment, Cure Light Wounds, Mass, Dispel Chaos, Dispel Evil, Disrupting Weapon, Hallow, Raise Dead, Spell Resistance[/sblock]
[sblock=Green]0: Know Direction, Purify Food and Drink
1: Calm Animals, Charm Animal, Detect Animals or Plants, Endure Elements, Entangle, Grease, Hide from Animals, Obscuring Mist, Remove Fear, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Calm Emotions, Darkness, Fog Cloud, Gust of Wind, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape
3: Daylight, Deeper Darkness, Dominate Animal, Meld into Stone, Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Stinking Cloud, Stone Shape, Summon Nature's Ally III, Water Walk, Wind Wall
4: Command Plants, Control Water, Dimensional Anchor, Giant Vermin, Repel Vermin, Summon Nature's Ally IV, Wall of Fire, Wall of Ice
5: Animal Growth, Awaken, Commune with Nature, Control Winds, Insect Plague, Passwall, Plane Shift, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Wall of Thorns[/sblock]
[sblock=Red]0: Light, Ray of Frost
1: Burning Hands, Detect Law, Enlarge Person, Entropic Shield, Jump, Magic Missile, Magic Weapon, Magic Weapon, Protection from Law, Shocking Grasp, True Strike, Magic Fang
2: Acid Arrow, Align Weapon (Chaos), Bear's Endurance, Bull's Strength, Cat's Grace, Continual Flame, Eagle's Splendor, Flaming Sphere, Heat Metal, Scorching Ray, Sound Burst, Spiritual Weapon
3: Call Lightning, Fireball, Flame Arrow, Haste, Keen Edge, Lightning Bolt, Magic Circle against Law, Magic Fang, Greater, Magic Weapon, Greater, Rage
4: Divine Power, Enlarge Person, Mass, Fire Shield, Flame Strike, Ice Storm, Shout
5: Call Lightning Storm, Cone of Cold, Dispel Law, Righteous Might[/sblock]
[sblock=Black]0: Daze, Touch of Fatigue
1: Bane, Cause Fear, Color Spray, Detect Good, Doom, Protection from Good, Ray of Enfeeblement, Sleep
2: Align Weapon (Evil), Blindness/Deafness, Command Undead, Daze Monster, Death Knell, Desecrate, Eagle's Splendor, Ghoul Touch, Glitterdust, Hideous Laughter, Hold Person, Scare, Touch of Idiocy
3: Animate Dead, Bestow Curse, Contagion, Contagion, Diminish Plants, Magic Circle against Good, Poison, Ray of Exhaustion, Slow, Speak with Dead
4: Blight, Crushing Despair, Enervation, Fear, Poison, Rusting Grasp
5: Baleful Polymorph, Cloud Kill, Dispel Good, Feeblemind, Hold Monster, Magic Jar, Mark of Justice, Mind Fog, Slay Living, Unhallow, Unhallow, Waves of Fatigue[/sblock]
[sblock=Blue]0: Detect Magic, Ghost Sounds, Mage Hand, Message
1: Charm Person, Comprehend Languages, Disguise Self, Expeditious Retreat, Feather Fall, Identify, Reduce Person, Silent Image, Unseen Servant, Ventriloquism
2: Alter Self, Detect Thoughts, Find Traps, Fox's Cunning, Invisibility, Knock, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, Phantom Trap, See Invisibility, Silence, Undetectable Alignment
3: Arcane Sight, Blink, Clairaudience/Clairvoyance, Dispel Magic, Displacement, Explosive Runes, Fly, Glyph of Warding, Illusory Script, Invisibility Sphere, Major Image, Nondetection, Secret Page, Sepia Snake Sigil, Shrink Item, Snare, Suggestion, Tongues
4: Air Walk, Charm Monster, Detect Scrying, Dimension Door, Discern Lies, Fire Trap, Freedom of Movement, Hallucinatory Terrain, Illusory Wall, Invisibility, Greater, Polymorph, Reduce Person, Mass, Scrying, Sending
5: Command, Greater, Contact Other Plane, Dominate Person, False Vision, Mage's Private Sanctum, Mirage Arcana, Overland Flight, Persistent Image, Seeming, Symbol of Pain, Symbol of Sleep, Telepathic Bond, Teleport, True Seeing[/sblock]
[sblock=Universal]1: Arcane Mark, Prestidigitation, Read Magic
5: Permanency
[/sblock]
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