D&D 5E MTG Color Identity System for D&D characters (Ravnica, Theros, etc)

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This is the first step in a process of retrofitting D&D rules to work better with the Magic: the Gathering setting. First I will do the easiest but most fundamental step, which is making the concept of Color mechanically relevant for D&D characters. After that, I hope to work up a revised magic system which can replace the existing Vancian magic, and then if I really feel ambitious, I will put together a suite of rules that fully represent the abilities of MTG "Planeswalkers" as they are depicted in the card game. But for now, both of those latter projects are utterly unattainable in their vastness, and so I will simply concentrate on the first and simplest step.

In the MTG setting, literally everything that exists has a Color Identity, composed of the five colors of magic, and "colorless" for anything that doesn't fit. I will briefly describe these colors, using loosely appropriate Smileys from this board's code to substitute for the traditional mana symbols.

💮 - White mana, symbolized by the sun. Associated with light, life, harmony, order, justice, law, dogma and tradition. Summons angels, spirits, knights and soldiers; heals wounds, removes curses, purifies corrupted matter, imprisons hostile beings, generates morale bonuses for large armies, and imposes global "equality" statuses. Slogan: "We are all a part of something greater and nobler than ourselves, and must each perform our duty as appointed by a higher authority".

🥶 - Blue mana, symbolized by a water drop. Associated with air, water, thought, magic, transformation, illusion, space and time. Summons phantasms, leviathans, birds and wizards; counters spells, temporarily banishes hostile beings, predicts the future, weaves disguises or produces real metamorphoses, and designs new artifacts.
Slogan: "You can become whatever you want to be, as long as you are smart enough, work hard enough, and seize your opportunities at the right moment."

⚫ - Black mana, symbolized by a skull. Associated with death, darkness, ambition, corruption, sacrifice, finality, futility, and pragmatism. Summons demons, undead, nightmares and vermin; kills hostile beings, promotes or retards decay, controls shadows, consumes innocent lives, and bargains with dreadful outer forces for power. Slogan: "By any means necessary, whatever the price; for now, nothing else matters, because someday, nothing will matter at all".

😡 - Red mana, symbolized by a fireball. Associated with fire, lightning, anger, passion, speed, forcefulness, urgency and creativity. Summons dragons, goblins, berserkers and elementals; blasts targets with energy, intimidates hostile beings, sacrifices resources for short-term power surges, and shatters rock or metal. Slogan: "Get outta my way, pipsqueak; I'm gonna get what I want and I'm gonna get it NOW! Or else!"

🍏 - Green Mana, symbolized by a tree. Associated with nature, spirituality, growth, evolution, reality, efficiency, serenity, and predation. Summons animals, treefolk, behemoths and Fair Folk; strengthens living creatures, overpowers hostile beings, furthers the cycle of life, and harnesses weather and other natural processes. Slogan: "Patience, young grasshopper; look for wisdom in the ancient patterns of the world around you. All the answers you seek are already found within."

🕕 - This symbol denotes colorless mana, and is used as a placeholder in most cases; with the exceptions of most artifacts, few things in the Magic universe are inherently colorless.

Obviously that's a very hasty summary of a much more complicated body of lore, but it should suffice for the moment; I may amend it later as time allows. For now, let's move on to the actual Color Identity system. In this system, each person, place, thing, energy pattern, or even abstract concept is represented by 6 symbols, each of which may be any one of the above six icons. That which is strongly associated with a single color should have all six of its symbols as that color; something which is also tied only to that color, but much more weakly, should instead have one or two such symbols, along with enough colorless symbols to total six. If the thing is aligned with two or three colors, it may have equal or unequal numbers of symbols tying it to each of them; if it is tied to five colors, then it has one of each symbol, unless it is distinctly more associated with one color as well as with the full spectrum, in which case it can have a duplicate of that one color's symbol in place of the colorless one.

To generate the six symbols representing a given D&D character's color identity, perform the following steps to generate a six-symbol code.

Step 1 - Alignment

While the D&D alignment system is not particularly analogous to the full philosophical complexity of the MTG Color Wheel, it will do as a starting point. (If you are uncertain of your character's exact alignment, since 5th edition barely uses alignment at all, the 3rd edition Players Handbook has a relatively detailed writeup of exactly what each alignment is supposed to represent; as with my color summaries above, it's a very brief writeup which doesn't capture the full complexities, but it may help.)

If your character is Good, give yourself a 💮 symbol.
If your character is Lawful, give yourself a 🥶 symbol.
If your character is Evil, give yourself a ⚫ symbol.
If your character is Chaotic, give yourself a 😡 symbol.
If your character is True Neutral, give yourself two 🍏 symbols if you have an active preference for balance among the Good and Evil, Lawful and Neutral aspects of yourself and the world around you, one 🍏 symbol if you are more loosely aligned toward such neutrality, and two 🕕 symbols if you are effectively Unaligned (ie not having the capcity to make a moral or ethical choice) or have simply never designated an Alignment for yourself.
If your character is Neutral along with exactly one of the first four alignment components, give yourself a 🕕 symbol unless you feel that your character has a fairly strong inclination toward nature, new-age spirituality, or a general "hippie" ethos, in which case give yourself a 🍏.

At the end of step 1, you should have exactly two symbols.

Step 2 - Character Class

This step mostly exists because Druids are a thing; it attempts to equate each of the twelve character classes in the 5E PHB with a pair of color symbols. This is an even looser association than the previous step; feel free to change this outcome if you believe that you have a strong enough understanding of the Color Wheel to know how your character defies the stereotype of his class in this regard. If your character is multi-class, use whichever of his classes has the most levels, or the class he started with at first level, or the class he is planning to have the most levels in by the time he reaches level 20 (for instance, a character might put his first six levels into Rogue, then intend to take nothing but levels of Bard thereafter; thusly, pick Bard for this character even if he's currently only level 6.)

  • Barbarian - 😡🍏 in most cases, possibly 😡😡 or 😡⚫
  • Bard - 💮😡 (may replace either with 🥶 if a heavy Illusion-user or the like)
  • Cleric - any two of 💮 and/or ⚫ (other symbols may be appropriate, depending heavily on god)
  • Druid - 🍏🍏 without exception.
  • Fighter - 💮⚫ exactly, unless you have a better idea (for instance, a higly emotional Fighter may well have 😡).
  • Monk - 💮🥶 in many cases (🥶😡 for a Way of Four Elements "bender" monk, perhaps 🥶⚫ for Way of Shadow, even 🍏🥶 for a nature-loving "guru" type)
  • Paladin - one 💮 and another symbol determined by your oath; Defender is 💮💮, Ancients is 💮🍏, and Avenger may be 💮⚫ or 💮😡 depending on how gritty or rage-filled he is (if neither applies, make him 💮💮). Paladins are almost never 🥶 and very rarely 😡, since these colors represent flexibility and are thus largely incompatible with having a sworn Oath which guides your entire life path.
  • Ranger - one 🍏 symbol and one other symbol of your choice, depending on what you hunt and how and where you hunt it (eg a Mountain ranger who hates Goblins is likely 😡🍏)
  • Rogue - by default, 🥶⚫ is the most appropriate, but Rogues are probably the least stereotype-able of all classes.
  • Sorcerer - assuming either Draconic or Wild Mage is used, 😡😡 or 🥶😡 is most likely to apply.
  • Warlock - ⚫ for virtually every character, then another ⚫ or a 😡 if your pact is with a Fiend, another ⚫ or a 🥶 for the Old One, and a 🥶 or a 🍏 if you serve the Fey.
  • Wizard - 🥶🥶 unless something else fits (eg many Abjurers are 🥶💮, most Necromancers are ⚫🥶, and a Transmuter may be 🥶😡 or 🥶🍏.

I meant to be more linear than that, sorry. A lot of the individual variation of a character should come out when the three stages are all combined, so the ambiguity I've baked into this step may do more harm than good. Once again, feel free to diverge from the results of the overall test, but most especially this stage. (Also I kinda completely forgot 🕕 was a thing while I was writing all this, so for any character who doesn't conform to the stereotype of the class - yes, even a Druid - feel free to replace one or both of the suggested symbols with 🕕.)

Step 3: Personality

This is obviously the stage where the most interpretation comes in; in an attempt to get the wild openness under control, I am structuring this step very tightly, and as a result it will likely produce the least appropriate results. This questionnaire will likely not capture the full range of a personality, and I'm not really even trying to; I just want to try and get a set of very concrete outputs for now. I am very likely to revise this step in future iterations of this test.

To get your final two color symbols, answer the following four questions from an in-character perspective. Then combine the result with your Alignment and Character Class outputs to get your final Color Identity. If the result seems inappropriate, try taking the test again while interpreting the ambiguous steps a bit differently; if the result still seems wrong, then either you don't fully understand the subtleties of the Color Wheel, or I've written this test wrong (the latter of course being extremely likely).

Question 1 - (work in progress)
 

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Isn't white more lawful than blue? Blue is about dreams, possibilities and change, which is associated with chaos in D&D. If I was making a typical blue character I would go for chaotic good, and for white, lawful neutral.
 

Isn't white more lawful than blue? Blue is about dreams, possibilities and change, which is associated with chaos in D&D.

It's a fine distinction, but since red is the purest expression of Chaos in MTG, and both white and blue are directly across the color wheel from red, White-Blue is the purest expression of Law, although white fits Law a lot better than blue does. The best expression of this is that blue believes everybody is born a blank slate and can become whatever they want to be, but it usually takes work and planning to achieve that; red is much more about simply stating "I am the thing already" and then punching anyone who disagrees with you in the mouth.

A somewhat clumsy analogy:
Blue is going to college to learn medicine so that you can fulfill your lifelong dream of being a doctor; red is flunking out of medical school because the homework is too boring for you to bother doing, so you just open up a Doctor Nick practice in some backwater region where you can bribe the government not to shut down your unlicensed clinic. And the latter person is still capable of saving lives, if that's what they genuinely wish to do, it's just that they're constantly rolling the dice on whether they'll accidentally kill someone through malpractice, and thus no insurer would ever touch them. The Blue doctor instead fills out the paperwork, and if malpractice happens, he find some way to weasel his way around the wording of his insurance clauses, to ensure that he gets to keep his license.

Another way to look at this is that Blue lies between White and Black, just as Law lies between Good and Evil. That little scenario about the doctor I suggested is very fitting for Lawful Evil, which is probably the single most appropriate Alignment for a Blue character; they're not immoral so much as amoral, they only care about knowledge and discovery, seeing the power they gain as simply a tool to enable their choices, rather than being inherently good or bad. (The fact that the other side of the wheel has both Red and Green is a bit harder to understand, but my analysis of the color wheel has led to suggestions that Red and Green bleed into each other way more than any other allied-color pair, to the point that you could almost reverse their positions on the wheel, except then Black and Green would be too hard to tell apart. The hippy-spirituality angle of Green and the fact that Black is all about murder and skeletons and such, those are intentional stylistic choices on the part of Magic's designers, and thus they are the aspects of the card game which translate least effectively to constructing a personality for a roleplaying character.)
 

I think that as they stand, they're probably a lot closer than you'd first imagine. I think that a better way to translate D&D's 3x3 alignment system into Magic's 5 color system would be:

Good - White or Green
Evil - Black
Law - White or Blue
Chaos - Red
Neutral - Opposites

In that, you'd want a dominant color, represented below in the Punet-ish grid by a capital or lowercase letter.

LAWFUL​
NEUTRAL​
CHAOTIC​
GOOD​
W, G, U + w, g, u​
W or G + either opposite​
R, G, W + r, g, w​
NEUTRAL​
W, U + either opposite​
Any + either opposite​
R + w or u​
EVIL​
W, B, U + w, b, u​
B + w or g​
R or B + r or b​

Alignment wise, druids are balance, not nature, and balance is that tipping point between extremes. A True Neutral character would be WR, WB, GB, GU or RU. Someone who sees the world as the struggle between two aspects. Green doesn't encompass that balance, the balance in nature would be something like the balance between life and death (neutral good, neutral evil, or true neutral), or like the laws of nature vs laws of man (GU true neutral).

I think that your class breakdown is probably too limiting, and doesn't leave you room for a lot of really interesting character options.
 

I think that your initial descriptions of the colours is very good, and a player would be better off assigning themselves a colour identity directly from those.

Trying to assign specific MTG colours to specific D&D alignments or classes doesn't really work. For example White is associated strongly with Law and somewhat with Good, and Black is fairly solidly Evil. However Green represents Nature and is outside the D&D alignment spectrum completely.
 

Trying to assign specific MTG colours to specific D&D alignments or classes doesn't really work. For example White is associated strongly with Law and somewhat with Good, and Black is fairly solidly Evil. However Green represents Nature and is outside the D&D alignment spectrum completely.

I agree with the classes, , but alignments are already baked in to the symmetry of the color wheel as long as you don't bring the non alignment definitions in to clutter things.

The opposite of white's goodness is black and red's evil. The opposite of black's evil is the inherent goodness found in white and green. Green does represent nature, but it also represents one half of the opposite of evil. Don't fight to define them as single colors and it works exactly like it does in Magic.
 

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I agree with the classes, , but alignments are already baked in to the symmetry of the color wheel as long as you don't bring the non alignment definitions in to clutter things.

The opposite of white's goodness is black and red's evil. The opposite of black's evil is the inherent goodness found in white and green. Green does represent nature, but it also represents one half of the opposite of evil. Don't fight to define them as single colors and it works exactly like it does in Magic.
Yea, I'd roughly agree with this. There are 3 pretty obvious mappings of colors to alignments:

White = LG
Red = CN
Black = NE

Blue and Green are a little tougher, I feel, because the Law-Chaos axis in D&D maps to at least 3 different conflicts, and those conflicts are mixed between Blue and Green.

Reason vs Passion
Stasis(or order) vs Change
Hierarchy vs Independence

Blue and Red both inherit an independent streak from Black, which White-Green is utterly opposed to. Blue is utterly opposed to acting on emotion, which conflicts with Red-Green. And White-Blue is invested in maintaining the status quo and following rules, which is strictly opposed to red.

Honestly, I find Blue to be the hardest color to slot into D&D's alignment system. Green slots in roughly round the CG side of the spectrum; if it had to place in the Great Wheel, it would be in the Beastlands/Happy Hunting Grounds. White slots into Celestia or Arcadia (depending on how positive you feel about White), Black is Hades/Grey Waste, or possibly Carceri. But I don't where to put Blue, I don't think it really fits with the themes of Mechanus. I think Acheron is probably close to Blue, but only if you see Acheron as a giant realm of war simulations on which to conduct test after test of magical theory.
 

Here's a possibly dumb idea: maybe go to ten alignments instead of nine (though I've no idea how this would work) then line each of those alignments up with a colour-pair that matches one of the ten guilds......
 

I came into this this thread only to be disappointed to discover that it wasted my time talking about MtG colors. 2/5. Wouldn't read again.*

*For certain values of "wouldn't read again"
 

I came into this this thread only to be disappointed to discover that it wasted my time talking about MtG colors.
I'm not so sure about the waste of time bit (in general, not specific to you). I very much suspect we'll see more of this line of thinking, not less, as time goes on.

If WotC are indeed trying to bridge the gap between D&D and Magic, they too will eventually start having discussions along these same lines (if not already) as to how to cross-pollinate - and cross-market - the two.

For example: they could stat out a bunch of well-known past and present M:tG creatures, break them into tiers or CR-based groups, put them in booster packs, and sell them with the intent that whenever someone casts Monster Summoning what appears is whatever random card is pulled from that level's pack.

Having the monster's colour on the card somehow signal its alignment in the game would then makes tons of sense.
 

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