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Dominarian Magic (seperating the spells into colors)
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<blockquote data-quote="Asmor" data-source="post: 3574109" data-attributes="member: 1154"><p>Thank you for the suggestions! Let me just say that I'm not using the exact same definition of the colors as Magic: the Gathering. In particular, blue is no longer a lawfully-oriented color. Its purviews are all about deception, misdirection and guile.</p><p></p><p>It's also worth noting that I'm not going to force people to pick a color and only use spells of that color. They do need to pick a primary color, but they also get to choose secondary and maybe even tertiary colors. They're not as powerful in these other colors, but it opens up options such as allowing a red shaman to heal his tribesmen with white spells.</p><p></p><p></p><p>I originally had the anti-poison spells under green, primarily because I originally assigned the level 0 one to green to keep the number of cantrips balanced. I've since changed that because, by my definition of the colors, this falls under the auspices of white.</p><p></p><p></p><p>All of the mental ability enhancers are assigned based on that color's casting stat. These are also the only spells to appear in more than one color. For example, green also has Owl's Wisdom because green and white both use wisdom as their casting stat. Worth noting is that red, as the color of physical power, gets all the physical stat-boosters.</p><p></p><p></p><p>These all fall under white because protection/buffing/upkeep is all meant to be white.</p><p></p><p></p><p>That's actually a mistake on my part... Don't know why that's under green when it should be white. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Thanks for pointing it out!</p><p></p><p></p><p>Examples here of where I let the flavor trump mechanics. I will fix these. Thanks again for pointing them out!</p><p></p><p></p><p>The animal spells are kind of annoying... You're right that charming/dominating falls under Blue's purviews, but on the other hand animals are green's purview. Ultimately I'm happy with how they are here, but it's not ideal. If I ever decide to make dual-color spells, they'll definitely be blue/green.</p><p></p><p>As far as darkness and deeper darkness, they fall under the category of crowd management (like web), which I've given to green.</p><p></p><p></p><p>One of the things that I'm very adamant about in this system is that no color except the one its assigned to gets to do direct hit point damage, or anything along those lines. There are some exceptions, like blue being able to make traps and green making damaging walls, but by and large hit point damage is the exclusive purview of red. Also worth noting that chaos is but one of red's purviews, and no single purview is a defining characteristic of any color.</p><p></p><p></p><p>This is another flavor-change, but the mechanics clearly dictate that it should be black. Stunning, blinding and knocking unconscious are all common themes in black spells.</p><p></p><p></p><p>I forgot to mention when I edited the post last that I decided to give "traps" to blue.</p><p></p><p></p><p>These also gave me pains... I'm really not sure where to stick planar stuff, or if I should just make it universal. Certainly, in Magic: the Gathering any planar things would be universal, but I'm not sure if I want to import that flavor or not. The only other logical place I can think to put planar stuff is blue, but blue's already proving very heavy with spells, not to mention that it doesn't fit thematically with its other abilities (though I guess an argument could be made for scrying).</p></blockquote><p></p>
[QUOTE="Asmor, post: 3574109, member: 1154"] Thank you for the suggestions! Let me just say that I'm not using the exact same definition of the colors as Magic: the Gathering. In particular, blue is no longer a lawfully-oriented color. Its purviews are all about deception, misdirection and guile. It's also worth noting that I'm not going to force people to pick a color and only use spells of that color. They do need to pick a primary color, but they also get to choose secondary and maybe even tertiary colors. They're not as powerful in these other colors, but it opens up options such as allowing a red shaman to heal his tribesmen with white spells. I originally had the anti-poison spells under green, primarily because I originally assigned the level 0 one to green to keep the number of cantrips balanced. I've since changed that because, by my definition of the colors, this falls under the auspices of white. All of the mental ability enhancers are assigned based on that color's casting stat. These are also the only spells to appear in more than one color. For example, green also has Owl's Wisdom because green and white both use wisdom as their casting stat. Worth noting is that red, as the color of physical power, gets all the physical stat-boosters. These all fall under white because protection/buffing/upkeep is all meant to be white. That's actually a mistake on my part... Don't know why that's under green when it should be white. :) Thanks for pointing it out! Examples here of where I let the flavor trump mechanics. I will fix these. Thanks again for pointing them out! The animal spells are kind of annoying... You're right that charming/dominating falls under Blue's purviews, but on the other hand animals are green's purview. Ultimately I'm happy with how they are here, but it's not ideal. If I ever decide to make dual-color spells, they'll definitely be blue/green. As far as darkness and deeper darkness, they fall under the category of crowd management (like web), which I've given to green. One of the things that I'm very adamant about in this system is that no color except the one its assigned to gets to do direct hit point damage, or anything along those lines. There are some exceptions, like blue being able to make traps and green making damaging walls, but by and large hit point damage is the exclusive purview of red. Also worth noting that chaos is but one of red's purviews, and no single purview is a defining characteristic of any color. This is another flavor-change, but the mechanics clearly dictate that it should be black. Stunning, blinding and knocking unconscious are all common themes in black spells. I forgot to mention when I edited the post last that I decided to give "traps" to blue. These also gave me pains... I'm really not sure where to stick planar stuff, or if I should just make it universal. Certainly, in Magic: the Gathering any planar things would be universal, but I'm not sure if I want to import that flavor or not. The only other logical place I can think to put planar stuff is blue, but blue's already proving very heavy with spells, not to mention that it doesn't fit thematically with its other abilities (though I guess an argument could be made for scrying). [/QUOTE]
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