We are currently playing a game in a fantasy homebrew setting. Because of reasons, I'm strongly thinking of converting to a different system for the remainder of the campaign. It's not necessary that the games match exactly, as I'm planning on writing some of the differences into the story (the truly evil and the insane know that "things are different now" for example).
So, now I just have to go about converting the elements so that the game is similar but not the same. Here's where my previous question came in, and where you can help.
The setting is low-magic, however, more correctly magic is simply rare. In that world, PC's can learn a spell or two, but never become true Wizards. True Wizards are a rare breed, and not available to PC's. Since C&C doesn't work that way at all, that will have to be changed completely. This isn't a big issue; only our thief has a spell, it's Invisibility, and she never uses it anyway.
Looking at the spell lists, now I have to decide what the Big Bad can do. So far, we've not seen him do any of the spells in C&C. He has started an apocalypse thanks to an ancient tome he uncovered, comprised of earthquakes and a plague which wiped out more than 80% of the human population. However, we haven't seen him cast a magic missile or fireball. So, at this point, he could have any spell list.
My gut instinct is he should have the Wizard spell list, but maybe it should be Illusionist (this is why I asked the question). Whichever list he gets, that list will become open only to characters of Evil alignment (it will be considered "Black" magic and require evil designs for the power to be used). I intend to open the other type to PC's, but it's important that it be less powerful than Black magic. Evil is more powerful in this setting; heroes exist, but they are inherently at a disadvantage in power level.
So, problem one: Which magic is more powerful and is Black, and which magic is less powerful and is "gray"?
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Next is Cleric vs Druid. First off, this setting has no Gods or Goddesses. The closest thing this setting has to a religion is an "Earth" religion. In this Earth religion, the Earth is considered "female" (i.e. Mother Earth). In addition, all of the Earth religion followers (termed "Witches") are female. Males can believe in "Her" but "She" only graces her powers upon Women. This is, in fact, the main reason the Earth is considered "female"; She only blesses her "daughters" with power.
The reason for all the quotes is that even the Witches don't consider their Earth Mother to be an actual person. It's simply a force that exists, and has no actual personality, intelligence, or gender. Life springs from the Earth, as it does from the female, so the Earth is a Her.
Obviously, these Witches are virtually indistinguishable from Druids in C&C, so that's done. Now we're left with what to do with Clerics. The logical suggestion would be to ditch the class entirely, but as a further option, I could give the Cleric spell lists to the "good" magic Wizard. Then Wizard (or Illusionist) would be Black magic, and Cleric would be White magic, but it wouldn't come from a godly source... it would just be studied in the normal conventional sense.
Even if this is a good idea, I still don't know which magic should be evil, because I'm still uncertain which magic is more powerful. :-/
I should note that other game we play doesn't have Resurrection spells, which I'm quite fine with. However, it does have a "free re-roll" mechanic and requires dice roll saves before character death (which are weighted in favor of the players). The game claims to be deadly, because it lacks hit points and anyone can die in single hit, but honestly, C&C seems deadlier because -10 HP is dead, and there are no "free re-rolls" to save your bacon!
So, I don't really like the Resurrection spells, but I'm willing to consider them to balance the higher mortality rate of C&C. In that case, though, I'd really like to keep them out of PC hands. I don't know who would have access to resurrect the dead and give them true life, but it would be a rare thing. (Evil, of course, can create zombies; it's practically Black Magic 101).
So, there's my setup, what I'm trying to do, and the ideas I have. Suggestions and feedback based on how you view the classes would be helpful and appreciated.
My current thinking:
**Black Magic, Evil NPC's only: Wizard. Rename Sorcerer?
**Magic open to PC's: Illusionist. Rename Wizard? Allow healing spells, but otherwise power it down (no creating bridges that actually hold weight, for example).
** Divine Magic: Druid only. No cleric spell lists at all.
Some of you might see different ideas entirely, especially switching around Black Magic and "regular" magic.