Or Spheres of Power, which is already 5e compliant.You’re basically describing Mage: the Awakening’s magic system (sans Paradox).
It’s hard to do a color magic system without seeming like you’re ripping off M:tG.We need only 6 schools: (options for mage colors)
Life school - Gray mage(combination of white and black for healing and necromancy); radiant and necrotic damage, healing, resurrecting, animating dead, ability draining,
Elemental school - Red mage; elemental forces, acid, cold, fire, lightning, thunder damage
Nature/matter school - Green mage; polymorphing, changing size, ability boosts, manipulating nature and weather, poison damage, summoning plants and animals,
Primal school - Blue mage; manipulation of magic, dispelling, enchanting, force damage, detection
Mind school - Orange mage, telepathy, mind control, illusions,
Summoning school - Yellow mage; Teleportation, astral travel, summoning outsiders
Or Final Fantasy.It’s hard to do a color magic system without seeming like you’re ripping off M:tG.
Yea, but the thing is the schools of magic in 5e aren't really specific to wizards. Every spell belongs to one of the 8 schools, even spells not on the wizard list. And the schools of magic have a in-universe existence, thanks to detect magic; just about every caster is able to detect the school of magic a spell belongs to. Some tweaking around the edges of the schools' definitions can make sense even without involving wizards. Just because there's a Restoration school of magic doesn't mean Wizards need a subclass of it.Or Final Fantasy.
No, we should stick to schools mainly, and the Idea of healing spells that are not in a school of magic, because they are never available to wizards and thus need no school at all is charming.
Maybe bless or spiritual hammer might go into the same category and just be called divine spells.
that is why I stated, color optionalIt’s hard to do a color magic system without seeming like you’re ripping off M:tG.
I think restoration is to narrow and instead offered divine.Yea, but the thing is the schools of magic in 5e aren't really specific to wizards. Every spell belongs to one of the 8 schools, even spells not on the wizard list. And the schools of magic have a in-universe existence, thanks to detect magic; just about every caster is able to detect the school of magic a spell belongs to. Some tweaking around the edges of the schools' definitions can make sense even without involving wizards. Just because there's a Restoration school of magic doesn't mean Wizards need a subclass of it.
That hasn't really changed much. There are plenty of damage spells in Conjuration and Transmutation, and even some of the other schools.Im my opinion Schools of magic lost their flavour with 3.5. Before that, there were damage spells in trasmutation (burning hands) and conjuration (fire arrow) and other oddities.
That was necessary/helpful because of the inability to cast spells of opposite schools if you were a specialist.
Schools of spells were divided by the way you casted and not by the effect:
A fireball created fire (evocation)
A burning hand spell increased the temperature of the are (alteration)
Fire arrow conjured fire from the elemental plane of fire (conjuration)
In the system that I'm building, the magic skills are a bit more complex due to each having 3 specializations. Each character ends up with a lot of skills, and then the game gets incredibly simple from there. Basically, each skill and specialization does a lot of work but skills don't have their own rules generally. Anyway, as follows;That's not a bug, that's a feature!
Correspondence=Conjuration
Life, Entropy, Spirit=Necromancy or Alteration (for some spells in older editions)
Forces=Evocation
Mind=Enchantment
Prime=[metamagic] or Abjuration
Matter=Transmutation
low-level spheres=Divination ('sense' is often the first level)
Time doesn't fit all that well.
But overall it fits better than one might expect.
If I had more time I'd produce 1e stats for Voormas, Grand Harvester of Souls. Or, heck, Caine.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.