I don't find these fully persuasive, frankly.
This is often perceived as a general incompetence on the part of spellcasters. The fighter doesn't chop off his own arm one swing in 20, nor do I want him to.
So keep using your spells until something goes wrong and you have to make a new character. Just make a new spellcaster - its not like the GM is going to crater the game by making us all start over at 1st level, right? And don't invest a lot in personality - wizards in this game have a 3 game session life expectancy anyway, but they sure are powerful!
We have some xp and costly material components now, but I assume this is intended to be more on the line of something role playing based. "Yeah, yeah - back to town, pick a cute barmaid, court her, woo her, fall in love, slash her throat - NOW can I cast my Teleport spell?"
If one or more of these approaches are working for you or others as the key element here, then more strength to your arms, but I don't think they are viable general solutions. I don't know that there are viable general solutions due to the wide range of playstyles.
Examples of non-tedious brakes on wizardly power: random spell failure chances (Rolemaster, RQ, Burning Wheel, I believe also DCC)
This is often perceived as a general incompetence on the part of spellcasters. The fighter doesn't chop off his own arm one swing in 20, nor do I want him to.
chances of getting noticed by the dark lord (some Tolkien emulators, or in BW the chance of a random summoning)
So keep using your spells until something goes wrong and you have to make a new character. Just make a new spellcaster - its not like the GM is going to crater the game by making us all start over at 1st level, right? And don't invest a lot in personality - wizards in this game have a 3 game session life expectancy anyway, but they sure are powerful!
having to trade something of value to the wizard in order to invoke an effect
We have some xp and costly material components now, but I assume this is intended to be more on the line of something role playing based. "Yeah, yeah - back to town, pick a cute barmaid, court her, woo her, fall in love, slash her throat - NOW can I cast my Teleport spell?"
If one or more of these approaches are working for you or others as the key element here, then more strength to your arms, but I don't think they are viable general solutions. I don't know that there are viable general solutions due to the wide range of playstyles.