It occurs to me
that I am way over thinking this whole D&D/MtG mash-up – and it
should be noted when I say D&D I am not necessarily referring to
the actual product, and right now it means Lamentations of the Flame
Princess. Paging through this old adventure, and looking at the way
they doll potions and scrolls and such. If I replaced every (or most)
minor potions with a random spell with the right “color”. Adding
color identity to things on the fly probably won’t be onerous and
it gives some mechanical weight that alignments do not, and just
co-opting existing spell scroll rules with the addendum that if you
match the ‘charm’s’ color identity you can cast it without
fail. Also just allow for lots of mutations, enchantments, and other
randomness to happen to anyone who keeps sticking there fingers in
weird places, and really the thing should work itself out.
On the note of
color identity, the easiest way to represent it is add a sliding
bonus-penalty scale for each color you have in common with a spell.
This will naturally favor a struggle between staying pure in one
color (and hence most powerful using those spells), versus taking on
more colors to have access to a wider range of spells. Spells can
occur in the wild almost like fruit, and you’ll usually find a
spell or two in an area that correspond to the mana type of the land.
Easy stuff, the colors all have terrain and elemental types
associated with them which ought to make a rough, shared expectation
and delivery system with anyone hunting for wild spells. Also, mine
weird sources for spells: this is where all that time reading other
blogs will come in handy.
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