
Ganny |

Alright, so my GM decided that to balance spell-casters vs. everyone else, everyone can cast spells. To make casters worth playing, they get to cast more spells. It also makes combat more interesting, as with everyone being able to cast more spells, it means monsters have more spell-like abilities (like dispel magic).
So, with that in mind, here comes the caveat: The system is using a Magic the Gathering setting, and spell point system to cast spells. I am playing a Blue/White Inquisitor, and our GM is allowing 3.5 spells as long as the rest of the group approves of them.
What spells should I be looking for?

Ganny |

Hrm...well I know Shivering Touch would never be allowed, but Wings of Cover might be a good one. I'll snag the basic idea of the pools in a sec.
[Edit]Pools as follows:
Red: Mountains, Fire, Lightning, and Chaos
Example Spells: Fireball, Haste, Transformation
Green: Forests, the Beasts of the Wild, and Life itself
Example Spells: Purify Food and Drink, Summon Swarm, Control Plants
White: Plains, Light, Good, and Law
Example Spells: Mage Armor, Spell Immunity, Break Enchantment
Blue: Islands, Water, Ice, and the Mind
Example Spells: Charm Person, Tongues, Waterbreathing
Black: Swamps, Death, Corruption, and Evil
Example Spells: Inflict, Animate Dead, Blight
Healing spells are classified as Green or White, while the resurrection/raise dead spells are classified as Black/White.

G-Zeus |
It ultimately depends on how you plan to play your character. If you know for a fact that someone is going to go red, then perhaps you take on the task of white (someone has to). That being said in this situation the strongest is not the one who deals the most damage or buffs but rather the one who shuts down the other side. I don't know what color dispels and debuffs are but they are unmistakingly the most clutch and fun to play if you ever get into them. So I would go down that road and let the key moments come to you.