GreyOne
Explorer
I've been changing the standard magic system into one more specific to my campaign world and I need some help.
Basically, I'm reorganizing all the class spells into one single list (there aren't any clerics or druids). This list is divided into four Prime Elements (Fire, Earth, Air and Water) which different kinds of spellcasters can have mastery of. Magic is performed by applying one of the two twin forces that move the universe (call them Creation and Destruction) to one or more of the Prime Elements.
Now, a lot of spells fall easily into one of these categories, ie. fireball fits into Fire, wall of force into Air, etc.
Some, however, I am at a complete loss as to where they would fit into most readily, for example most Divination spells.
I want there to be some internal logic for why spells should be where they are. Any suggestions or examples you learned mages can provide would be most appreciated.
To start, for example, where would Cure Light Wounds and Cause Fear go?
Basically, I'm reorganizing all the class spells into one single list (there aren't any clerics or druids). This list is divided into four Prime Elements (Fire, Earth, Air and Water) which different kinds of spellcasters can have mastery of. Magic is performed by applying one of the two twin forces that move the universe (call them Creation and Destruction) to one or more of the Prime Elements.
Now, a lot of spells fall easily into one of these categories, ie. fireball fits into Fire, wall of force into Air, etc.
Some, however, I am at a complete loss as to where they would fit into most readily, for example most Divination spells.
I want there to be some internal logic for why spells should be where they are. Any suggestions or examples you learned mages can provide would be most appreciated.
To start, for example, where would Cure Light Wounds and Cause Fear go?