Dausuul said:I suspect that by the time WotC re-releases Dark Sun, the psionics rules will be out already.
The real problem with defiling magic is that it balances apples against oranges. From what I can see, one of WotC's key rules of game design--and it's a good one--is this: "Never balance a mechanical advantage against an RP disadvantage or vice versa."
Defiling magic violates this rule. The advantage to defiling is an increase in mechanical power, while the disadvantage is, essentially, "Everybody hates you." It's especially bad because the defiler's RP disadvantage is apt to get not just the defiler but the entire party into trouble.
I think that before WotC can release Dark Sun 4th Edition, they'll have to figure out a mechanical disadvantage and an RP advantage to playing a defiler.
Not necessarily, defiling could have mechanically placed effects that drain hit points from all nearby living things - starting with enemies by possibly extending to allies if the effect is great enough. Defiling magic could also incorporate a progressive system of "mutations" on the defiler that over time leave them looking very much like an abomination of sorts (or possibly even adding the subtype) - a net effect here could be stacking charisma penalties.
The important thing is it needs to be fitting to the iconic theme of "magic defiles/corrupts the natural world" much more than it specifically needs the same or even similar mechanical effect that it had in prior editions of D&D.