Alaxk Knight of Galt
First Post
Okay, throwing this out there for people to bash on. This is a rules module for 3.5 to produce a Magic the Gathering feel to DnD. This set of rules is unfinished. I present it here for the purpose of generating ideas and feedback.
Cardinal Guidelines
Color Alignment
The normal G-E, L-C alignment system is gone. Instead, a color alignment is used (White, Blue, Black, Red, or Green). Each color has two allied colors and two enemy colors. Typically, you find it easy to work with those of allied colors and difficult to work with those of enemy colors.
Your color determines what color mana you naturally produce each day. Some feats have a color pre-requisite associated with them. If you are not of that color, you can not select that feat.
• Changing Colors: Tramatic events may cause your character to abandon the ideals of her color (examples: being Compleated in Phyrexia, being taught by the Planeswalker Urza, or being Resurrected by a Herald of Serra). If this happens, you immediately switch to that color. Any feats belonging to your old color are lost and are replaced, once per weak, with a feat from your new color. These events are extremely rare and should be treated as major, character defining events.
Mana
• Mana Effect: Any feat or class ability that requires the use of Mana. Additionally, all spells cast by spellcasters are considered mana effects.
• Mana Generation: Everyday, a PC generates one point of colored mana equal to his level. All left over mana is lost when the PC decides to generate this mana.
• Optional Mana Generation Rule: After a short or long rest, if you have no mana, you gain a mana of your color alignment. At the DM's descresion, you can gain a different colored mana baised on the type of terrain you are currently in (White for Plains, Green for Forest, Red for Mountains, Blue for Watery Enviroment, Black from Swamp).
Note: I'm unsure if I want all your mana gained at the start of a day, or if you get mana back after each fight if you've run out. I'm currently thinking that you should use the optional mana generation rule as it requires less book keeping. The optional rule will probably require tweaking keyword feats Death Touch and Trample.
• Maximum Mana: You can hold up to twice your level in unpsent mana.
Each class provides a mechanic for spending mana. Spending mana is a free action. Unless listed, spending mana on your color or an allied color cost 1 point. It is not possible to use enemy colored Mana Effects.
A Wizard, Cleric, or Sorcerer can cast spells of their color for free. All other spells cost a single mana to cast and requires some external mana source. For a White or Red Wizard to cast the Green Spell Enlarge Person requires a Green Mana (from an artifact such as a Mox Emerald or another source).
Spells
(Warning, some radical ideas here)
The Wizard and Cleric spell list are merged. Your color determines what spells you can cast. Each color is associated with a Wizard School, all spells belonging to that school are on your spell list (example: The cleric spell Cure Light Wounds belongs to the Conjuration school. Since green has Conjuration associated with it, a Green Wizard, Sorcerer, or Cleric can cast it). Casting spells of your color cost nothing. You may cast spells of an allied color, but these require a colored point of mana of that color. For example, a White Wizard can cast Enlarge Person (normally a Green Spell), but he must power it with a Green Mana he receives from some outside source. Each color is also given several Cleric domain spells. These spells are considered "on color" for that color and may not be cast by allied colors. Spells from enemy colors can not be cast. Spells that fit a color's theme should be added to that color's list per DM approval.
Some summary / notes:
White
Blue
Black
Red
Green
Keyword Feats
These are a selection of 9 Keyword Combat Feats. They are considered Fighter Bonus Feats for Fighters. You may only take feats associated with your color. Unless otherwise noted, all of these feats take one mana to activate
Classes
Barbarians can only be Green, Red, or Black in color.
Monks can only be Green, White, or Blue in color.
Each class has a selection of Mana Effects for it (typically, 1 for each color). These effects can be used at anytime as a free action for the cost of one mana of that effect's color. You may use your allied colors effects for the cost of one mana as well. You are forbidden from using enemy colored class effects.
Note: This section is very unfinished. I present the Fighter to give an idea of the kinds of things I'm aiming for each class. Feel free to expand upon this as you wish, keeping the color pie in mind
Fighter
Artifacts
Artifacts are numerous in the setting. Some provide a constant effect. Some produce mana. Some require mana to function. Here are some sample artifacts.
Cardinal Guidelines
- Respect the Color Pie
- Mana must be used and must be important to all classes
- Everything (PCs, NPCs, Monsters, etc) has a color (White, Blue, Black, Red, Green, or is an Artifact)

Color Alignment
The normal G-E, L-C alignment system is gone. Instead, a color alignment is used (White, Blue, Black, Red, or Green). Each color has two allied colors and two enemy colors. Typically, you find it easy to work with those of allied colors and difficult to work with those of enemy colors.
Your color determines what color mana you naturally produce each day. Some feats have a color pre-requisite associated with them. If you are not of that color, you can not select that feat.
• Changing Colors: Tramatic events may cause your character to abandon the ideals of her color (examples: being Compleated in Phyrexia, being taught by the Planeswalker Urza, or being Resurrected by a Herald of Serra). If this happens, you immediately switch to that color. Any feats belonging to your old color are lost and are replaced, once per weak, with a feat from your new color. These events are extremely rare and should be treated as major, character defining events.
Mana
• Mana Effect: Any feat or class ability that requires the use of Mana. Additionally, all spells cast by spellcasters are considered mana effects.
• Mana Generation: Everyday, a PC generates one point of colored mana equal to his level. All left over mana is lost when the PC decides to generate this mana.
• Optional Mana Generation Rule: After a short or long rest, if you have no mana, you gain a mana of your color alignment. At the DM's descresion, you can gain a different colored mana baised on the type of terrain you are currently in (White for Plains, Green for Forest, Red for Mountains, Blue for Watery Enviroment, Black from Swamp).
Note: I'm unsure if I want all your mana gained at the start of a day, or if you get mana back after each fight if you've run out. I'm currently thinking that you should use the optional mana generation rule as it requires less book keeping. The optional rule will probably require tweaking keyword feats Death Touch and Trample.
• Maximum Mana: You can hold up to twice your level in unpsent mana.
Each class provides a mechanic for spending mana. Spending mana is a free action. Unless listed, spending mana on your color or an allied color cost 1 point. It is not possible to use enemy colored Mana Effects.
A Wizard, Cleric, or Sorcerer can cast spells of their color for free. All other spells cost a single mana to cast and requires some external mana source. For a White or Red Wizard to cast the Green Spell Enlarge Person requires a Green Mana (from an artifact such as a Mox Emerald or another source).
Spells
(Warning, some radical ideas here)
The Wizard and Cleric spell list are merged. Your color determines what spells you can cast. Each color is associated with a Wizard School, all spells belonging to that school are on your spell list (example: The cleric spell Cure Light Wounds belongs to the Conjuration school. Since green has Conjuration associated with it, a Green Wizard, Sorcerer, or Cleric can cast it). Casting spells of your color cost nothing. You may cast spells of an allied color, but these require a colored point of mana of that color. For example, a White Wizard can cast Enlarge Person (normally a Green Spell), but he must power it with a Green Mana he receives from some outside source. Each color is also given several Cleric domain spells. These spells are considered "on color" for that color and may not be cast by allied colors. Spells from enemy colors can not be cast. Spells that fit a color's theme should be added to that color's list per DM approval.
Some summary / notes:
- Limited Wish, Wish, and Miracle are banned
- Summon Monster and Summon Nature's Ally is available for every color. You can only summon creatures of your color with this spell
- Blue Wizards need some method for countering spells
- Protection from Evil/Good/Law/Chaos are removed. They are replaced with Protection from Red/Black/White/Green/Blue
White
Wizard School: Abjuration
Domains: Good, Law, Healing, Protection, War, Sun
Note: Raise Dead and Resurrection are White Spells that can not be cast by other colored wizards
Domains: Good, Law, Healing, Protection, War, Sun
Note: Raise Dead and Resurrection are White Spells that can not be cast by other colored wizards
Blue
Wizard School: Divination, Enchantment, Illusion
Domains: Air, Water, Knowledge, Magic, Travel, Trickery
Domains: Air, Water, Knowledge, Magic, Travel, Trickery
Black
Wizard School: Necromancy
Domains: Death, Evil, Knowledge, Destruction
Domains: Death, Evil, Knowledge, Destruction
Red
Wizard School: Evocation
Domains: Chaos, Destruction, Fire, Luck, Strength, War
Note: Green Conjuration Spells that heal can not be used by a Red Wizard
Domains: Chaos, Destruction, Fire, Luck, Strength, War
Note: Green Conjuration Spells that heal can not be used by a Red Wizard
Green
Wizard School: Conjuration, Transmutation
Domains: Animal, Earth, Healing, Plant, Strength
Notes: Reincarnation is a Green Spell, all other Raise Dead Spells are White
Conjuration (Teleport) spells are not considered Green Spells
Domains: Animal, Earth, Healing, Plant, Strength
Notes: Reincarnation is a Green Spell, all other Raise Dead Spells are White
Conjuration (Teleport) spells are not considered Green Spells
Keyword Feats
These are a selection of 9 Keyword Combat Feats. They are considered Fighter Bonus Feats for Fighters. You may only take feats associated with your color. Unless otherwise noted, all of these feats take one mana to activate
- Lifelink (White): If your attack hits, it deals 1/2 the normal damage but you heal an number of hit points equal to that amount.
- First Strike (White or Red): Your initiative becomes 1+ the highest current initiative. This can be used as a Free Action before combat but after initiative is rolled. If more then one creature uses this ability, the initiatives are the same and the normal rules for deciding between ties is used.
- Haste (Red): Gain a Standard Action during the Surprise Round (cost 2 Red Mana)
- Trample (Green): If the attack hits, deal normal damage. The first green mana spent knocks the target prone. Each additional point of green mana spent causes the attack to deal 1d6 extra damage (example: if you spent 4 green mana, the attack would knock the target prone and deal and extra 3d6 damage).
- Lure (Green): Target Creature's next Attack must include you (this may be spent as a free action any time during your turn). If you increase your distance from the target, this effect is canceled.
- Phasing (Blue): Movement does not provoke Attacks of Opportunity
- Fly (Blue): You gain a flying speed equal to your movement speed this turn
- Fear (Black): If the attack hits deal normal damage and the target makes a will save (DC 10 + level + Cha) . If it fails, its next attack can not target you
- Death Touch (Black): If the attack hits, deal normal damage. For each Black Mana spent, if X * 5 is greater then the creature's remaining hit points after the attack, you kill the creature.
Classes
Barbarians can only be Green, Red, or Black in color.
Monks can only be Green, White, or Blue in color.
Each class has a selection of Mana Effects for it (typically, 1 for each color). These effects can be used at anytime as a free action for the cost of one mana of that effect's color. You may use your allied colors effects for the cost of one mana as well. You are forbidden from using enemy colored class effects.
Note: This section is very unfinished. I present the Fighter to give an idea of the kinds of things I'm aiming for each class. Feel free to expand upon this as you wish, keeping the color pie in mind
Fighter
- White Mana: +1 to AC until end of your next turn
- Blue Mana: Unknown?
- Black Mana: Target suffers -1 to AC and Damage until end of your next turn (may only use this ability after successfully attacking a target)
- Red Mana: +2 to Damage until end of your next turn
- Green Mana: +1 to Hit until end of your next turn
Artifacts
Artifacts are numerous in the setting. Some provide a constant effect. Some produce mana. Some require mana to function. Here are some sample artifacts.
Mox Emerald
Produce one green mana after a short or long rest as a free action
Chromatic Sphere
Once per day as a free action, change the color of one type of mana you have to another color.
Shield of the Ages
Use a mana of any color: Gain resist 5 damage until the end of your next turn. Multiple uses of this stack (if you use 2 mana, you get resist 10, and so on)
Icy Manipulator
Use a mana of any color: Target creature can not attack you or spend mana effects against until the end of your next turn.
Produce one green mana after a short or long rest as a free action
Chromatic Sphere
Once per day as a free action, change the color of one type of mana you have to another color.
Shield of the Ages
Use a mana of any color: Gain resist 5 damage until the end of your next turn. Multiple uses of this stack (if you use 2 mana, you get resist 10, and so on)
Icy Manipulator
Use a mana of any color: Target creature can not attack you or spend mana effects against until the end of your next turn.