The classes in elements of magic

Omegium

First Post
In Natural 20 press' Elements of magic, one primary class, the mage, and 5 subclasses, (white, red, grey, green and black mage) are described. Are the mage and is subclasses supposed to coexist in one campaign? Compared to the mage they seem awfully weak to me. Limited spell list selection, limited elements, no boons. Even some spells that are only for the mage and not for the specialists.

Should a specialist mage be forced upon a player, or is there some positive thing specialists have and normal mages don't I have overlooked?
And a couple of related questions: a green mage is obviously a druid type, so where is its trackless step? And why haven't any of the specialists the teleport and polymorph[element] spelllist? Teleport seems rather universal and essential to me.
 

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MerakSpielman

First Post
I would say NO, they probably wouldn't co-exist, but I don't think it says that anywhere.

The subclasses are optional, though, and I'd just as happily play without them. They seem to be attempts to pidgeonhole mages into specific roles - something that can be done within the confines of the mage class anyway, and with more customization choices.

If you're interested in seeing the EoM rules in actual play, I'm running an EoM play-by-post game in the Playing the Game forum. Come to think of it, I should add a link to that game in my sig. I'll do that right away.
 


trentonjoe

Explorer
I think the author, Cyberzombie?, wrote that they started out with the subclasses and added the general mage at the end.

I think the mage class is flexible enough to make whatever you want. I see little reason to be the colored mages.

ALso, I htink he said that the colored mages should get some sort of boon. There is a FAQ being worked on over in the Nat 20 forum. I'd search there.
 

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