Magic the Gathering inspired Magic Schools


Homebrew and House Rules


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Okay, I'm working on my own homebrew setting and made another post about having the five gods of the setting inspired by the five colors of magic in Magic the Gathering.
Thanks to the other thread, I think I've got a good bead on that, now for the next aspect of world building. For specialist wizards, we have the eight schools of magic. Obviously I can't assign a one for one transposition going from eight to five. But I think I've come up with a solution. My thoughts are as thus:

Black is Necromancy and Conjuration (Calling).
Green is Transmutation and Conjuration (Creation).
Red is Evocation and Conjuration (Summoning).
White is Abjuration and Conjuration (Healing).
Blue is Conjuration (Teleportation) and Divination, Illusion, and Enchantment.

I loose out on having a special conjurer. And I think that "Blue Wizards" will have to choose which "branch" they'll specialize in. In the setting, the Blue God is the God of Magic, so part of me feels that it's appropriate there would be more of them.

Thoughts anyone?

Scarab Sages

William Pall wrote:

Okay, I'm working on my own homebrew setting and made another post about having the five gods of the setting inspired by the five colors of magic in Magic the Gathering.

Thanks to the other thread, I think I've got a good bead on that, now for the next aspect of world building. For specialist wizards, we have the eight schools of magic. Obviously I can't assign a one for one transposition going from eight to five. But I think I've come up with a solution. My thoughts are as thus:

Black is Necromancy and Conjuration (Calling).
Green is Transmutation and Conjuration (Creation).
Red is Evocation and Conjuration (Summoning).
White is Abjuration and Conjuration (Healing).
Blue is Conjuration (Teleportation) and Divination, Illusion, and Enchantment.

I loose out on having a special conjurer. And I think that "Blue Wizards" will have to choose which "branch" they'll specialize in. In the setting, the Blue God is the God of Magic, so part of me feels that it's appropriate there would be more of them.

Thoughts anyone?

Pretty good, but I would give Conjuration (Creation) to Red (its is the realm of walls of stone and pits of lava and whatnot, after all) and Conjuration (Summoning) to Green (because it's simply the best at that). I think it would also be interesting if Black got a bit of Divination (Demonic Tutor, anyone?)....


I think that is sort of the wrong way to go about it. Go through the lists of spells and assign colours for them. The schools of magic cut off differently. For example, all colours have enchantment spells. Certain spells should be in more than one colour, so just find a new name for one or both. Also, summoning creatures is different in MtG, and deserves a rework.

IMHO.


Sissyl wrote:

I think that is sort of the wrong way to go about it. Go through the lists of spells and assign colours for them. The schools of magic cut off differently. For example, all colours have enchantment spells. Certain spells should be in more than one colour, so just find a new name for one or both. Also, summoning creatures is different in MtG, and deserves a rework.

IMHO.

Sissyl is quite right. A change of this magnitude isn't something that ought to be jury rigged. Review the spells and assign them to colours if you want to do this right.


Ah... I bit off more than I expected. Lovely. Welll, I'll be back to post when I've done that.


+1 to working on a spell by spell basis.

However, I love summoning in red. Creation is off for me: the walls are no longer that supported, and never realy felt red to me.

Please, tell us how it goes.


Efreeti wrote:

+1 to working on a spell by spell basis.

Please, tell us how it goes.

Considering how much larger this has become, it might be a bit longer before I post anything. But as soon as I do I will.


Cheers for you! It is not a hopeless task. Look through it all until you have found the spells that are a good fit. If you need more help, check the MtG color wheel, which describes the underlying themes of the different colours. Then simply ignore the rest of the spells. Not every game needs all the PF spells, not even the classic spells.


Others are obvious: Fireball is red.

I'd suggest that you eliminate the arcane/divine distinction, and make, say, shield of faith a white spell.


Another idea could be that if you find you need more spells of a certain colour, make some pre-metamagiced versions of it. This would be very much in line with the card game, where you can get an instant effect if you pay more mana. So, for example, make a Quickened Fireball at level 7 that anyone can cast without the feat.


Anonymous Visitor 163 576 wrote:

Others are obvious: Fireball is red.

I'd suggest that you eliminate the arcane/divine distinction, and make, say, shield of faith a white spell.

Well, yes, but there are still divine casters in the setting.


I know it seems like a big task, I recently did a similar reorganization for a setting I plan to run sometime. Once you decide on the basic feel of each category, you'll find yourself mentally sorting them as you look over the existing lists.

Once you get into the rhythm, it goes pretty smoothly, and the result is more satisfying because it matches your expectations.


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In the MtG worlds, there is no distinction between arcane and divine magic. If your setting needs clerics, I would say those are the natural white casters. See, white is far from good, just as black is not necessarily evil.

Shadow Lodge

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I would say clerics cast from black and white, oracles do the same+whatever their mystery gives them (I suppose the same goes for the
Druids cast from green white and maybe red


Lord Foul II wrote:

I would say clerics cast from black and white, oracles do the same+whatever their mystery gives them (I suppose the same goes for the

Druids cast from green white and maybe red

Sorcerers would be red, wizards would be blue. Red gets lots of direct damage stuff but little else and especially not much diversity and is sub-par for that reason; blue is just the best and can do basically anything.

Wow, the way that works out, it's almost as if this game had some ties to Wizards of the Coast!

@OP: If you want to be truthful to the card game, giving the blue one three times as much as everyone else is pretty much spot on. On a more serious note, many of the standard spells would really be in blue - stuff like invisibility, flight, teleport and even wish.


Red has chaos, chance, freedom, earth, fire, stone, blasting spells, rage, brutal assaults, skirmishing, mercenaries, tactics and strategy, dragons, goblins, trolls, giants, ogres, dwarves, deserts... and a number of other things I don't remember right now. Blue, on the other hand, does NOT have direct damage, which means they have few fast means to deal with an up-close threat.

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