Kesh said:
As to the book, I really hope they provide a 'skill based' spell system. If you're familiar with Shadowrun, you'll know what I mean. Also, I'd love it if they included d20 Modern's 'incantation' system.
You could have a system whereby you make a spellcraft check to activate a spell and then make some form of 'save' (most likely a will save) and take some form of damage if you fail.
The problem with this is that in SR, the slightest amount of damage seriously reduces your ability to perform. In D&D, slight amounts of damage do absolutely nothing, so you need to make the amount of damage severe.
But if you make it severe, the wizard can only get a very limited number of spells off. Wierd Wars for instance uses a system where you make a spellcraft check vs 15+2xspell level, and then you take 2xspell level in subdual damage whether you succeed or fail.
Unfortunately, in addition to this restricting the wizard in casting severely, it also makes his most important attribute constitution, and makes feats like toughness amazing. It also means that dips into fighting classes are really good (ie - a 1st level barbarian/1st level wizard would be able to cast about 2-3 times as many spells as a 2nd level wizard).
If you make the damage attribute damage, then not only does it take a long time to heal (1 day/point), but it also has the impact of making some attribute other than intelligence the most important stat for a wizard (because damaging intelligence has no effect whatsoever).
And then finally there's the fact that shadowrun spells are so much less powerful than those available in D&D. Generally an SR spell does what a skill could have done, but a little bit better or in a slightly different way.