If this isn't urgent, I promise a reply by Saturday, but I'm in the process of moving out of my college for the summer, and right now I'm quite weary from having finished exams. However, I'm thrilled that you're interested in adding Wild Spellcraft to your software. I will, though, suggest you leave a few spaces open for changes that were maded for the print version, which Mystic Eye Games is releasing for us.
If you could send me an email at RangerWickett @ hotmail.com, I'll hopefully be able to reply this week with the various errata on the book.
Oh, and if you're interested in using Wild Spellcraft in your own game, I suppose the best advice I can give is to make sure the players are cool with it. Some people don't want to lose some possible power for their characters. I'd like to hear how you tie the rules in with the flavor of the setting, since that's what makes a game work, moreso than just the rules. I'm actually planning of tapping some of the rules from Wild Spellcraft for Mythic Earth, as a possible explanation for why magic is not common anymore, or why certain mythoi have more power than others.
As for future wild spellcraft prestige classes and other goodies, I'm fiddling with something called the Cartomancer, and the print version of Wild Spellcraft has . . . I think 6 new spells. We actually took out one of the feats, because we realized no one ever wanted to take it.
