Okay, I have the system, at least for now. Players will start with: Power: 1 Toughness: 1 Life: 5 Mastery: 1 Channeling: 1 Speed: 1 Focus: 1 Memory: 5 Players begin with no color identities, so they can only manifest colorless mana, until they pass the entrance exam, in which they unlock their first color identity(Of player choice). Multi-color characters must pick their colors one at a time. Each Color Identity gives a bonus to one of the skills above per identity +1 Mastery for each Black identity +1 Channeling for each Green identity +1 Speed for each Red identity +1 Focus for each White identity +1 Memory for each Blue identity +1 Power, +1 Toughness, or +1 Life for each Artifact identity Build Points or BP will be awarded at the end of ingame semesters and given to player characters who follow possible sidequests or join in extracurricular activities(Visiting House/Club/Academy Events, playing in sports, going on field trips, assisting professors and staff with something). Players begin play with spells known equal to their memory. They can learn spells up to four times X, X being their memory. They can only cast spells with a Converted Mana Cost(CMC) equal to their Mastery. If they cast a spell with a CMC higher than their channeling, they lose the difference in life, so I wouldn't recommend doing it. You may purchase one point of Mastery, Channeling, Speed, Focus, or Memory by paying one build point. You may purchase one point each in any two of or two points in any one of Power, Toughness or Life by paying one build point. Characters may purchase keyword abilities to be added to themselves as a permanent effect. If the player lacks the required physical traits to justify such a thing, then they can replicate the ability through a subconscious and persistent magic effect. Keyword abilities are purchased by the following guidelines: For 1 build point players may purchase Reach or Changeling. For 2 build points players may purchase Vigilance, Trample, or Flying. For 3 build points players may purchase First Strike, Wither, or Poisonous For 4 build points players may purchase Intimidate or Landwalk For 5 build points players may purchase Absorb 1, Battle cry, Exalted, or Regenerate For 6 build points players may purchase Deathtouch, Doublestrike, Lifelink, or Protection from a Color Players may take Defender for an extra build point. You can save BP up to purchase things later. henever a character attempts to perform an action with some uncertainty of success, a skill check is performed. When dice are referred to it is meant to indicate a standard six-sided die There is a skill for each two color combination. Black+Blue - Subtlety and Deception Black+Green - Resourcefulness and Survival Black+Red - Intimidate and Overpowering Black+White - Thievery and Appraisal Blue+Green - Innovation and Understanding Blue+Red - Creativity and Crafting Blue+White - Diplomacy and Bargaining Green+Red - Athletics and Animal Handling Green+White - First Aid and Healing Red+White - Inspiration and Leadership As a benchmark for what the standard of reference to determine success might be, you can use the following: Easy: 2-4 Average: 6-8 Hard: 10-12 Challenging:14-16 Incredible: 20-22 Legendary: 24+ To determine success, the character rolls a number of dice equal to the number of color identities they possess that match the skill and compare it to a standard. For example, if a character had a color identity of [WUBB] and want to try sneaking past a night watchman [Subtlety, Average] he would roll three dice [one for the U and two for the BB in his color identity] and need to roll above a 7 to succeed. Some situations may be appropriate for more than one skill. In this situation, the character should use whichever skill is their strongest. If a character has no colors in any relevant skill, the action may still be attempted, but the character has only a single die to make use of. Unique Magic Styles, as listed on the page, are only obtained by finding someone of that magic style, and becoming their apprentice. After sometime till the character with the style is convince the apprentice is ready, they will go through a 'Trial' of sorts, and become this magic style. The Default style is Mage. In the case of a player being involved in a situation where use of a spell is required, the player would first have to have spells prepared to use(Cards equal to your memory). Lets say for example: Pyromancer Garth is fighting a [url=https://www.magiccardmarket.eu/Cards/img/b558662cd2ac95aab967d1817bb43921/cards/Journey_into_Nyx/rotted_hulk.jpg]Rotted Hulk.[/url] Garth has his prepared spells: Fireball, Explosive Impact, Shock, Searing Spear, and Fire Elemental. He chooses to cast Explosive Impact, and kill the Rotted Hulk. Explosive Impact is now USED. USED spells will go to a pile where they cannot be used again for the remainder of the fight. Afterwards, the caster recovers their spells. When a spell is cast, the caster may select another spell known and prepare it, until they are at their max prepared spells. Also, Players are immune to Destroy, Exile, and Control effects. I will be posting the allowed list of races and the banned spells list later.