Primitive Screwhead said:
You mean like giving the Caster classes access to use a 'spell book' or 'prayer book' that has replacement powers built into it.. and your spells would be a selection of replacement power 'pages' that the DM could control what is available? There could be 'common' spells that are available to everyone {and in organized game play}
It also opens up room for mages to have signature spells and to design their own spells.
..and it opens up the option for a non-caster to learn how to use a specific 'page', via multiclassing or feats... I like that idea!
One issue it brings back is the 'mother may I' aspect of earlier edition mages where the player occasionally had to plead for spell acess.
How about we split the difference? There are some things that training and skill get you automatically as you level up. Fighters can forge their own magic weapons and armor with a few properties. Wizards can weave their own spells with a few properties. It's a small list, but enough for some iconic basic abilities (magic missile and adamantine axes and mithral chain shirts, forex). These are "common" items or "minor" spells.
Then, there is a bigger list of "rare" items and "uncommon" spells that do all sorts of weirdness. Perhaps that's where we situate things like Vorpal Swords and the Finger of Death spell. These are not things that anyone just gets, they are things that the DM can award, for exceptional success, or for quest rewards. These things might be things you can use, or not; they might be powerful, or cursed. The might not work right at certain times, and you might loose them.
Likewise, clerics gain "simple" blessings through leveling up (cure wounds, healing potions, whatnot), and are awarded "divine" blessings as treasure (divination, planar travel, etc.). Thieves get items, too -- light weapons and light armor, but also cloaks, boots, goggles, etc.