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D&D Magic the Gathering alternate magic system
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<blockquote data-quote="Aelryinth" data-source="post: 8268982" data-attributes="member: 10515"><p>The wizard is INTENDED to be a solution fixer, because there's only one or two Casters in the typical party.</p><p>On the metascale, sure, further narrowing the spells by School (or later by Element) restricts the Casters, but it changes the intended feel of Wizards a great deal.</p><p>This is further complicated by the five Colors of Magic.</p><p>White is basically Paladins and holy clerics.</p><p>Green is druids and ranger/barbarians and fey.</p><p>Red is earth and fire users... and more barbarians who love war.</p><p>Black is necromancers.</p><p>Blue is classical wizards without direct damage spells or necromancy, especially mental effects, magic toys, counter magic, and some control of air and water (which overlaps with Green).</p><p></p><p>So, an MOTG re-write effectively changes a LOT of classes. Thieves fall into Blue magic, for instance, and Fighters can be either White or Red depending on their Alignment.</p><p>Oh, right, Alignment has colors too!...</p><p></p><p>I would say that a full Specialist Re-write of the Casters and their Classes with spell restrictions would be a full sourcebook. I think the Spheres books from 3e (not sure about 5e) did something like that.</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 8268982, member: 10515"] The wizard is INTENDED to be a solution fixer, because there's only one or two Casters in the typical party. On the metascale, sure, further narrowing the spells by School (or later by Element) restricts the Casters, but it changes the intended feel of Wizards a great deal. This is further complicated by the five Colors of Magic. White is basically Paladins and holy clerics. Green is druids and ranger/barbarians and fey. Red is earth and fire users... and more barbarians who love war. Black is necromancers. Blue is classical wizards without direct damage spells or necromancy, especially mental effects, magic toys, counter magic, and some control of air and water (which overlaps with Green). So, an MOTG re-write effectively changes a LOT of classes. Thieves fall into Blue magic, for instance, and Fighters can be either White or Red depending on their Alignment. Oh, right, Alignment has colors too!... I would say that a full Specialist Re-write of the Casters and their Classes with spell restrictions would be a full sourcebook. I think the Spheres books from 3e (not sure about 5e) did something like that. [/QUOTE]
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