Elemental magic system alternative...

Halivar

First Post
I like M:tG. I like it a lot. Actually, long before playing it, I decided I wanted to write an RPG ruleset using this magic system. I'm lazy, so I'm just grafting it on to D&D as a special elementalist wizard class. Read and tell me what you think!

BTW, this is extremely bare-bones. I wrote this post in about fifteen minutes. I just wanted to get this out there while the idea was in my head.

Elementalist (aka Chromatic Wizard)


Elemental magic comes in seven types, which energy harnessed from different planes:

Brown Magic: Earth (elemental plane of earth)
Gray Magic: Air (elemental plane of air)
Blue Magic: Water (elemental plane of water)
Red Magic: Fire (elemental plane of fire)
Green Magic: Nature (ysgard)
White Magic: Life (positive energy plane)
Black Magic: Death (negative energy plane)

Mixing the types gives you sub-elements:
Brown and black: acid
Green and black: poison
Blue and black: cold
Red and white: light
Gray and white: electricity

Chromatic wizards receive spellpoints, which they expend each time they cast a spell. Each spellpoint a caster has is of one of the seven listed types. A chromatic wizard determines what color spellpoints are when they receive them.

Each elemental spell has a spellpoint requirement, and those of specific colors. For instance, a low-level poison spell may require one green spellpoint and one black spellpoint.

It is common convention to name chromatic wizards by the color of magic they favor. For instance, a chromatic wizard who has predominantly blue spellpoints would be called a “blue wizard.”

Elementalism is less book-learning and more innate knowledge of how to harness raw elemental energies, and forming them together to produce effect. For that reason, a chromatic wizard may cast any spell that he has spellpoints for, and is not limited in his spell selection (sort of like a cleric, only with Int as the primary casting ability). He prepares spells at the beginning of the day, just as a cleric does.

Chromatic wizards start with 5 spellpoints, and gain 3 spellpoints at each level. In all other respects they are like normal wizards.

Some example spells:

Resistance: 1 white
Dancing lights: 1 white, 1 red
Endure elements (acid): 1 white, 1 brown
Chill touch: 1 black, 1 blue
Magic missile: 1 white, 1 gray, 1 red
Burning hands: 2 red
Ice storm: 3 blue, 3 gray, 1 black
Acid Arrow: 1 gray, 1 brown, 1 black

Is this system any good? Is it worth continuing to develop? Any suggestions?
 
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This looks good to me. I'd like to see this idea developed further. I have always fancied the idea of a Magic: The Gathering D20 RPG. You have a great beginning and what you have is plausible and makes sense.

I would love to help further this along, however the Magic game has changed greatly from the last time I played. I think I played Fouth Edition, and I believe the current edition is 8th if not higher. If you can provide me with a website for me to get Magic savvy again, I would definitely help to contribute to this.
 

Well, this actually only bears tangeantial resemblance to M:tG. What I'm going for is just separating schools of magic (based on elements), but also having some sort of synergy between them. I got the idea more from way back when I played Ultima XIII: Pagan.

BTW, I was also thinking that chromatic wizards could spontaneously cast more like a psion, where thye don't have to prepare spells ahead of time. Any thoughts?

EDIT: Hrmm... ENPublishing has a book coming out next Summer called "The Art of Magic" that I think might use a very M:tG-like magic system (according to Michael_Morris). But, since it don't come out for a year, I figure I still have a reason to continue to develop this a bit.

EDIT EDIT:
More elemental goodness!

When you start a chromatic wizard, you determine which color you are. Every time you level, one of your three new spellpoints is that color. The second spellpoint is determined by the wizard, and the third is determined randomly. Because this is rather restrictive, chromatic wizards ought to be able to spontaneously cast without preparing spells at the beginning of the day.
 
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