blackshirt, in the campaign setting I'm working on, I've a similar thought process to yours going. I very much like the idea of reintroducing the 'mystery' to magic.
IMC, a Wizard won't be getting 2 spells automatically every level, and will definitely be interested in finding ancient bits of arcance knowledge. Likewise the Sorceror, no instant-knowledge spells for them either. And, since "sorcery" is a crime punsihable by death, there certainly won't be too many NPC's who will reveal that they have spells, let alone initiating a trade.
I think with this route its important to make sure that there are ways to discover things. That also gives the characters a way to drive what they want to learn. One path I'm thinking of is allowing the Wizard to experiment, especially if s/he has a fully stocked library. All sorts of potential in that one -"oops, Summoned the wrong thing!"; "Oops, Teleported myself away, where the heck am I?" But also I want to make sure that this is one of the major ways of discovering new spells. I'm certainly going to borrow your "spell fragment" bit, applying it as a bonus to working out the spell. The Sorceror would have a similar experimentation path, but would also have a chance of 'wild casting' the spell in time of need - for example, if falling, might be able to eke out 'Feather Fall' before they hit the ground... which would then move it into their 'known spell' list.
Bonuses I'm figuring on using when experimenting with a spell:
Clerical and druidic magic can be learned in one of three ways: directly granted by the god, taught by another priest, or learned from scroll... taught will probably encompass most of the core rulebook spells, but I like the idea of discovering ancient rites which tap powers of the god which the church has lost.
IMC, a Wizard won't be getting 2 spells automatically every level, and will definitely be interested in finding ancient bits of arcance knowledge. Likewise the Sorceror, no instant-knowledge spells for them either. And, since "sorcery" is a crime punsihable by death, there certainly won't be too many NPC's who will reveal that they have spells, let alone initiating a trade.
I think with this route its important to make sure that there are ways to discover things. That also gives the characters a way to drive what they want to learn. One path I'm thinking of is allowing the Wizard to experiment, especially if s/he has a fully stocked library. All sorts of potential in that one -"oops, Summoned the wrong thing!"; "Oops, Teleported myself away, where the heck am I?" But also I want to make sure that this is one of the major ways of discovering new spells. I'm certainly going to borrow your "spell fragment" bit, applying it as a bonus to working out the spell. The Sorceror would have a similar experimentation path, but would also have a chance of 'wild casting' the spell in time of need - for example, if falling, might be able to eke out 'Feather Fall' before they hit the ground... which would then move it into their 'known spell' list.
Bonuses I'm figuring on using when experimenting with a spell:
++++ Big bonus for having a scroll of that spell
+++ Good bonus for tweaking a similar spell
++ Fair bonus for knowing lower-level stepping stone spells
+ Small bonus for working on spell significantly below max level
? Variable bonus for having a spell fragment
+++ Good bonus for tweaking a similar spell
++ Fair bonus for knowing lower-level stepping stone spells
+ Small bonus for working on spell significantly below max level
? Variable bonus for having a spell fragment
Clerical and druidic magic can be learned in one of three ways: directly granted by the god, taught by another priest, or learned from scroll... taught will probably encompass most of the core rulebook spells, but I like the idea of discovering ancient rites which tap powers of the god which the church has lost.