With reguards to the orginal poster, you've really got not much of a right to start randomly popping off about disliking new mechanics when you aren't even aware of all the places these mechanics exist. If you don't know the full context then you don't really know anything.
That said, I like substitution levels. They are in a number of books and offer a very quick way to modify a class in a clear way. With Planar Subsitution Levels it offered a quick way to tweak the classes to fit better in a non-material plane setting. With the Racial Subsitution Levels it gives a good show of what the differance is between gnome and elf wizards or any other combonations. Think where they can go with this simple mechanic: in setting books different cultures can have Cultural Subsitution Levels, and thus explain why the plains nomad fights differently then the city guard even though they are both fighters, and can do it without having to create a completely new 20 level class. It saves space, saves redundency, and makes things clear and simple. For the guy that said "just play them differently" I respond that the only class we need is commoner. If you want wizard, "just play them differently". There are lots and lots of times that mechanical differences are what is critical to make the character work.
As for Mind Set spells, I really like the mechanic. These spells are slightly weaker for their level and so remain balanced. Its a cool flavor mechanic, and one that I only take fault with because Sorcerers can't participate. Someone already mentioned that Malhavoc has similar types of spells, which is proof that they aren't that unbalancing. The person liked the implimentation of that system better, but I disagree. In Eldritch Might you have to cast the spell ahead of time, then release it for the second effect, which leads to lots of spells floating around on a player and a lot more book keeping about when the durations pop, where as with this you just let it sit until you use it.
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