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<blockquote data-quote="delericho" data-source="post: 5905204" data-attributes="member: 22424"><p>I recommend:</p><p></p><p>1) Adopt the Simple/Complex spells split from Arcana Evolved, and add a third category of Exotic spells. (Which, exactly like Exotic weapons, are that little bit more powerful, but require additional training to use. Also, when choosing his spells at level-up, the Wizard only gets to choose Simple and Complex spells; Exotic spells must be found as treasure or researched.)</p><p></p><p>2) Retain the Ritual casting element from 4e. That was one of the best innovations of that game, IMO.</p><p></p><p>3) "Spellbooks" then contain a mix of spells (of all sorts) and rituals. Obviously, some contain just spells, some just rituals, and some contain a few of each.</p><p></p><p>4) Make spellbooks extremely hard and costly to duplicate, just like old-style illuminated manuscripts, but moreso. So, yes, a Wizard <em>can</em> copy a new spell from that book he found... but he's better off just keeping the book itself.</p><p></p><p>5) Do <em>not</em> require the Wizard to have access to his spellbooks to prepare his daily spells (except <em>maybe</em> Exotic spells). However, in order to use a ritual, he <em>does</em> need the appropriate book on hand. That way, a Wizard who loses access to his book doesn't find himself crippled, but there is still value in keeping the books handy.</p><p></p><p>I believe the effect of this is that Wizards will be keen to find new spellbooks (for the Exotic spells and the rituals), and they have an interesting choice to make (carry the books so they can use the rituals, or leave them home where they're safe?). A Wizard who loses his spellbook won't find himself powerless, and won't <em>absolutely need</em> to get his book back... but he will <em>want</em> to get his book back, because it likely contains his only copy of a given ritual.</p></blockquote><p></p>
[QUOTE="delericho, post: 5905204, member: 22424"] I recommend: 1) Adopt the Simple/Complex spells split from Arcana Evolved, and add a third category of Exotic spells. (Which, exactly like Exotic weapons, are that little bit more powerful, but require additional training to use. Also, when choosing his spells at level-up, the Wizard only gets to choose Simple and Complex spells; Exotic spells must be found as treasure or researched.) 2) Retain the Ritual casting element from 4e. That was one of the best innovations of that game, IMO. 3) "Spellbooks" then contain a mix of spells (of all sorts) and rituals. Obviously, some contain just spells, some just rituals, and some contain a few of each. 4) Make spellbooks extremely hard and costly to duplicate, just like old-style illuminated manuscripts, but moreso. So, yes, a Wizard [i]can[/i] copy a new spell from that book he found... but he's better off just keeping the book itself. 5) Do [i]not[/i] require the Wizard to have access to his spellbooks to prepare his daily spells (except [i]maybe[/i] Exotic spells). However, in order to use a ritual, he [i]does[/i] need the appropriate book on hand. That way, a Wizard who loses access to his book doesn't find himself crippled, but there is still value in keeping the books handy. I believe the effect of this is that Wizards will be keen to find new spellbooks (for the Exotic spells and the rituals), and they have an interesting choice to make (carry the books so they can use the rituals, or leave them home where they're safe?). A Wizard who loses his spellbook won't find himself powerless, and won't [i]absolutely need[/i] to get his book back... but he will [i]want[/i] to get his book back, because it likely contains his only copy of a given ritual. [/QUOTE]
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