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<blockquote data-quote="cbwjm" data-source="post: 8270074" data-attributes="member: 6788732"><p>I have thought that savage worlds would do a magic campaign fairly well, the magic system uses trappings to modify magical effects. This means that a summon spell could have the trappings of "beast" for Garruk, "fire elemental" for Chandra, and "zombie" for Liliana.</p><p></p><p>I still wish I had the inquest gamer magazine (I think) that had conversion ideas for mtg to DnD. This would have been in the late 90s that it came out. Well and truly gone now.</p><p></p><p>At any rate, the new summon spells combine well with the conjuration spells for planeswalkers. I also tend to go off the more recent stories for ideas rather than focusing on the cards for the basic abilities of a mtg character. They're still great for ideas for monsters & NPCs and other spell ideas, but otherwise I think we have enough spell effects to start us off.</p><p></p><p>I've found some more ideas I had for a MtG planeswalker game. I had some planeswalker feats, more boons really since you had to be a planeswalker to get them, which tacked on coloured magic to any character. At its most basic it was the magic initiate feat and then a series of other feats that taught more spells and provided spell slots specifically for these spells separate from any other form of spellcasting. Never trialled it though. It could just be some innate spells useable a few times a day and allow them to choose more as they level</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8270074, member: 6788732"] I have thought that savage worlds would do a magic campaign fairly well, the magic system uses trappings to modify magical effects. This means that a summon spell could have the trappings of "beast" for Garruk, "fire elemental" for Chandra, and "zombie" for Liliana. I still wish I had the inquest gamer magazine (I think) that had conversion ideas for mtg to DnD. This would have been in the late 90s that it came out. Well and truly gone now. At any rate, the new summon spells combine well with the conjuration spells for planeswalkers. I also tend to go off the more recent stories for ideas rather than focusing on the cards for the basic abilities of a mtg character. They're still great for ideas for monsters & NPCs and other spell ideas, but otherwise I think we have enough spell effects to start us off. I've found some more ideas I had for a MtG planeswalker game. I had some planeswalker feats, more boons really since you had to be a planeswalker to get them, which tacked on coloured magic to any character. At its most basic it was the magic initiate feat and then a series of other feats that taught more spells and provided spell slots specifically for these spells separate from any other form of spellcasting. Never trialled it though. It could just be some innate spells useable a few times a day and allow them to choose more as they level [/QUOTE]
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