Kamikaze Midget said:
This works, but it takes a bit of restructuring to do and be fair.
True, Im still trying to find the right balance for the spheres
You can't just open up the magic system as it is now -- why be a wizard when you can be a cleric with fireball, d8 hp, a good BAB, and armor? [/QUOTE]
On the flavor side you are then beholden to the gods of fire, powerful elemental spirits who care little for the world of mortals.
Rules wise... Wizards have more spell slots then mystics, and access to bonus caster feats. In addition Mystics do not gain proficiency with medium or heavy armor. They also only get one domain at first level (and a second domain at 10th), this restricts access to many spells (a mystic specalizing in fire magic sacrifices healing capabilities as well as most non-destructive spells)
You could force everyone to be a wizard, but I'd think you wouldn't see much use of buffs or divinations. People would focus on explosive spells (assuming combat as the main campaign activity) and have a handful of cures for when they're needed.
On the flavor side... explosive spells attract attention, which is something casters learn to avoid very early (He set them on fire with his mind! HES A DAEMON!!!)
Rules wise... explosive spells arent that common IMC (fireball is replaced by the 4th level spell Pyric Blast, smaller radius but does lingering damage). There are also quite a few good non-explosive spells that a character loses access to by focusing on fire magic, which has the most damaging spells outside Dark Magic. For example Invisability is gone, replaced by Pass Unseen which is a High Magic [Mesmerism] spell a spell that no elementalist is likely to ever get.
Its all a matter of choices, you can chose to have your character deal lots of magical damage... but if you go to far you lose out in other areas (like sneaking around). You can chose to be careful, ploting out each step, or wild... calling down the firey wrath of ancient gods.
By the rules now, the reason that clerics don't get the largest boom spells is because they have other features that make them talented in combat, and can add (mostly) defensive magic. This adds strategy and versaltility to combat.
Which is still there under the modified version of my system, I've tried hard to make sure that my casters dont get stuck in a particular role.