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JonathonWilder
2012-09-01, 07:02 PM
Download Link: http://www.rosered.org/books/DDbooks/various%20sourcebooks/Colours%20Of%20Magic.%20Collection.pdf
I am looking to convert what is here into Pathfinder. Any help, suggestions, or overs to convert parts of this would be much appreciated. I will be transposing for editing each Color of Magic and the class it is connected too.

Chromatic Magic Overview
School,, Sub--school, Descriptor
In the Players Handbook, spells are classified by School, Sub-School and Descriptor. Here is the text of the information about this categorization system copied in from the System Reference Document for reference:
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation, and wish) are universal, belonging to no school.
Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language dependent, lawful, light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.

Chromatic Magic is a reclassification of the base spells from the standard rules using a different school system. All spells are given a school, or Colour. The basic descriptors of spells do not change. Only a few of their effects are modified to fit
in with this reclassification. The schools and subschools do change. The effect of this alteration to the magic system is simple and subtle, but it has a very powerful follow-on effect to the nature of the game world that it might be included in. In particular there are fundamental effects upon specialist Wizards, and there may (if you choose to go that far) be effects upon clerical magic, or even the existence of any of the standard spellcasting classes.
The easiest application of these rules is to simply allow a few new character classes that you can say come from a culture that has had a different approach to the study of magic within an already existent standard world. It is relatively easy to assume that a culture separated from the mainstream of a fantasy world might develop a magical metaphysics that approached arcane theory from a chromatic perspective rather than an elemental or effect-based one.
Each of the new schools (the Colours in other words) is sub-divided into three sub-sections, or “spheres”. Spheres are in essence Sub-schools and Descriptors wrapped into one. Note that focusing on a sphere has no in-game effect with the standard character classes. Some GMs may choose to use an optional rule of giving a bonus to Sorcerers that learn all the spells in a particular domain and colour in exclusion of granting them the base domain or even the advanced domain powers of the domain in question as an added incentive for specialising.

Spectrum Shift
Basically this is the name I gave to a d20 rules modification that I came up with for a game universe I ran for my friends in 2004. I twisted the magic system, the base character classes and alignments, and took out the classic fantasy races, adding in a few archetypes of my own. It was a lot of fun to do, so I wanted to share these ideas.
In the Spectrum Shift system, all domains are given a 0 level spell. If you are interested in finding out what 0 level spells are allocated to the basic domains out of the Player’s Handbook, they are available in the “Unlikely Heroes: The Mystic” character class. Please feel free to ignore the 0 level spell for domains if you do not want to use that option in your game world. If you do choose to use this option, you should grant an extra 0 level spell slot to clerics that must be chosen from the relevant domain spells, as per the domain bonus spell rules. I have included two levels of Domain power, the base level available to clerics that might choose the domain, and the advanced power that is available to Mystics and classes like the Oracle. Feel free to use or ignore this extra information at your whim.

Thirty three new cleric domains (three for each color of magic) are also included. It is possible to use this supplement directly with the normal classes. New classes are also included: Chthonurge, Metamage, The Demiurge, The Animist, The Chymurge, Skeptomancer, Unmaker, The Devolutionist, Crimson Battlemage, The Oracle, The Physician

JonathonWilder
2012-09-05, 02:12 PM
White Magic: http://www.giantitp.com/forums/showthread.php?p=13846740#post13846740

Grey Magic: http://www.giantitp.com/forums/showthread.php?p=13846742#post13846742