Hrm, I think we're talking about two different things here, Kiana.
What I was talking about is that certain classes should have attunement to certain paths, such as the necromancer being attuned the path of death. Necromancer could be a sub-class of sorcerer, or a class unto itself.
I think what you're talking about, though, is more of an elemental thing, no? This might be more interesting if it were developed in-game with a storyline perhaps about choosing a different deity. So for instance, instead of worshiping the Tabernacle there could be different deities, who have different attunement/repulsion to different spell paths. That might be a nice way to introduce spell paths into the game, via deity choice.
But IDK, this all deserves more thought & planning ...
OTOH, here's something that DDhanna & I were discussing in-game:
Now that casting spells have a chance of missing their target, it would make more sense to me, given the types of spells available in-game, for mobs and players to have a chance to resist a magical attack, either wholly or partially, based on a number of factors:
1) level of mob vs player (and player vs mob)
2) inherent resistance of mob/player to magical attacks (e.g., dwarves might be more immune to magical attacks as they typically don't use magic, elves to certain types of magical attacks, etc.)
3) enhancements (reflect ammy, resistance gear, etc.) to magical resistance
Considering especially that magic bullet is based on the "Magic Missile" spell from AD&D-type RPGs, consider that Magic Missile strikes its targets "unerringly": http://www.d20srd.org/srd/spells/magicMissile.htm
BTW, speaking of spell development, that web site has a great list of spells found in AD&D-type RPGs: http://www.d20srd.org/indexes/spells.htmEDIT:
Here's a "Magic Stone" spell that acts more like what's going on in-game with the change ATM, although it should be noted that this spell has a magically enhanced change to hit: http://www.d20srd.org/srd/spells/magicStone.htm