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?
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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