[quote=@Dead Cruiser] ...continuing our discussion from the previous thread. I would be willing to participate in designing a system that takes after actual chemistry, since you wish for your magic system to function similarly to science. Perhaps with some classical alchemy mixed in for flavor. Perhaps the various "elements" of the proposed system could be modeled after elementary particles and forces. Elements could include Quarks, Leptons, Bosons and Photons as the "matter elements," and Electromagnetism, Gravity, Weak Force and Strong Force as "interaction elements." Naturally most would be renamed to be easier to understand, but hopefully not in such a way that all of chemistry (which, ostensibly, should comprise the entirety of the "elemental" wheel) is considered to be equally diverse to "slime." [/quote] Sorry, but no. First of all, I can't completely overhaul the elements system at this stage; it's just not realistic. Secondly, this universe explicitly does [i]not[/i] have the same laws of physics as real life. That means the subatomic particles aren't the same. I do actually have a system of subatomic particles for my setting, but I don't really want to mention it here, since it's unnecessary and will make things even more complicated than they already are. The subatomic particles of this setting is nothing like the ones in real life, and there are no quantum effects here, so it's impossible to use real life particle physics to model the elements in this game. I [i]can[/i] say that the current system of elements does in fact closely follow how the subatomic particles in my fictional universe are set up. I don't want to sound rude here, but I can't completely change the elements system just for the sake of one person. If you don't like some parts of the system, I'm afraid you'll have to take it or leave it.