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D&D Magic the Gathering alternate magic system
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<blockquote data-quote="cbwjm" data-source="post: 8269081" data-attributes="member: 6788732"><p>I've thought about this before, I've even gone and created a list of all the spells and assigned a colour (or colours) to them. This question actually came up recently on Reddit, here's what I posted there in regard to a basic assignment of spells.</p><p></p><p>Spell schools don't perfectly map to colours, it's probably better to look at the theme of each spell, though I'd probably do the following basics.</p><ul> <li data-xf-list-type="ul">White: abjuration, some enchantments, most healing effects.</li> <li data-xf-list-type="ul">Blue: illusion, most enchantments, most transmutations, spells of air, water, and cold, conjurations dealing with teleportation, most divinations. </li> <li data-xf-list-type="ul">Red: spells of earth and fire, some transmutations. </li> <li data-xf-list-type="ul">Black: necromancy, many enchantments. </li> <li data-xf-list-type="ul">Green: spells dealing with animals, plants, some transmutations, some healing.</li> </ul><p>Conjuration spells that summon creatures are probably fairly split between colours, black gets demon and undead, blue and red get elementals, white angels, and green animals.</p><p></p><p>While I think blue would get most divinations, I think the other colours would gain a few as well, even red has some haphazard card draw that could be seen as some sort of divination effect. Some spells might have coloured variants or could even be considered multicoloured.</p><p></p><p>Looking at the planeswalkers, you might have them specialise in an area within a colour. Many of them seem to be specialised in areas like the twins in the new set who use are each blue/ice magic or red/fire magic. This will limit the power of blue a bit which considering their plethora of spells is probably desirable. Then, for the mage class, I'd have certain levels grant you access to a new colour or colour specialisation. Jace ends up with illusions, enchantments, and divinations for instance.</p><p></p><p>I either wouldn't bother with planeswalkers, or I'd have everyone be planeswalkers in which case, I'd make it a high powered game and would probably look at pathfinders mythic levels as a means to add in the planeswalker spark. Each mythic level grants the planeswalker some abilities or spell levels for a colour of magic.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8269081, member: 6788732"] I've thought about this before, I've even gone and created a list of all the spells and assigned a colour (or colours) to them. This question actually came up recently on Reddit, here's what I posted there in regard to a basic assignment of spells. Spell schools don't perfectly map to colours, it's probably better to look at the theme of each spell, though I'd probably do the following basics. [LIST] [*]White: abjuration, some enchantments, most healing effects. [*]Blue: illusion, most enchantments, most transmutations, spells of air, water, and cold, conjurations dealing with teleportation, most divinations. [*]Red: spells of earth and fire, some transmutations. [*]Black: necromancy, many enchantments. [*]Green: spells dealing with animals, plants, some transmutations, some healing. [/LIST] Conjuration spells that summon creatures are probably fairly split between colours, black gets demon and undead, blue and red get elementals, white angels, and green animals. While I think blue would get most divinations, I think the other colours would gain a few as well, even red has some haphazard card draw that could be seen as some sort of divination effect. Some spells might have coloured variants or could even be considered multicoloured. Looking at the planeswalkers, you might have them specialise in an area within a colour. Many of them seem to be specialised in areas like the twins in the new set who use are each blue/ice magic or red/fire magic. This will limit the power of blue a bit which considering their plethora of spells is probably desirable. Then, for the mage class, I'd have certain levels grant you access to a new colour or colour specialisation. Jace ends up with illusions, enchantments, and divinations for instance. I either wouldn't bother with planeswalkers, or I'd have everyone be planeswalkers in which case, I'd make it a high powered game and would probably look at pathfinders mythic levels as a means to add in the planeswalker spark. Each mythic level grants the planeswalker some abilities or spell levels for a colour of magic. [/QUOTE]
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