Michael Morris
First Post
Well, I've posted the last of the white spells. Next month will be the multicolored spells - spells that involve multiple colors in their use and are, as a rule, some of the most powerful spells in the setting owed largely to the difficulty of accessing them.
Before moving onto that though I'd like to look back. I began this barrage of spells looking to expand not only the roster of each color's spells but also more closely define each color. I'd like some opinions on how I fared - does this color magic system work or is it just an unneccessary addition that adds nothing to magic in d20 or the setting.
Each color ended up close to where I had originally conceived except for white. White ended up picking up a lot of "conditional" spells - spells that care about the target's alignment or a spell's color. While all the colors have a few such spells, white had by far and away the most and it also had spells where you could choose the alignment to be affected.
Blue is the other color that I was worried about. In D&D countering has less importance in a spell battle and there is not way to replace the card draw mechanic. But the awesome potential of the time spells coupled with the elementals blue can summon in gives the color enough offensive potential to balance it with the other colors while keeping to the personality of the original colors.
Green got pretty much all the buffing spells and not a few cold based direct damage spells - a role reversal of sorts from the card game where green could almost never deal direct damage yet blue dabbled in it via "pingers" like prodical sorcerer.
Red and black turned out predictably owed in large part to the fact that each covers tried and true D&D ground.
Anyway, I hope each color is now distinct because next month come the gold spells playtest, and that is going to blur some long established lines.
Before moving onto that though I'd like to look back. I began this barrage of spells looking to expand not only the roster of each color's spells but also more closely define each color. I'd like some opinions on how I fared - does this color magic system work or is it just an unneccessary addition that adds nothing to magic in d20 or the setting.
Each color ended up close to where I had originally conceived except for white. White ended up picking up a lot of "conditional" spells - spells that care about the target's alignment or a spell's color. While all the colors have a few such spells, white had by far and away the most and it also had spells where you could choose the alignment to be affected.
Blue is the other color that I was worried about. In D&D countering has less importance in a spell battle and there is not way to replace the card draw mechanic. But the awesome potential of the time spells coupled with the elementals blue can summon in gives the color enough offensive potential to balance it with the other colors while keeping to the personality of the original colors.
Green got pretty much all the buffing spells and not a few cold based direct damage spells - a role reversal of sorts from the card game where green could almost never deal direct damage yet blue dabbled in it via "pingers" like prodical sorcerer.
Red and black turned out predictably owed in large part to the fact that each covers tried and true D&D ground.
Anyway, I hope each color is now distinct because next month come the gold spells playtest, and that is going to blur some long established lines.
Last edited: