Wulf Ratbane said:
I'm still on the fence as to whether certain spells can change complexity based on whose spell list they appear on-- for example, healing might be complex for clerics and exotic for bards.
Healing? Then we need a more precise definition first.
If simple means easy to recover, then no healing there.
If complex means recoverable with a significant action (like 1 minute), but can be used a high number of times per day, then healing shouldn't belong there as well, or we'll get the "full rested at every fight"-syndrome.
Personally, I'd say - but these are, of course, very simple suggestions:
Simple: Can be prepared as a move action, just using your memory (i.e. all simple spells are always known). Spells that are not problematic, if used very often, can come in here.
Examples:
Detect Magic, Warlock-like blasting, "commoner's magic" (lighting a fire, mending a tunic) - things on par with a very good skill roll (like short flight, like a 20 on a jump check) and so on.
Complex: Can pre prepared with ten minute of time, usually using some kind of focus (spellbook, holy scripture and so on) - things you allow basically very often, just not in fast succession, like
fireballs,
dispel magic,
dimension doors, buffs measured in minutes or less, as well as low-key healing (like 1 hp ~ about 6 hp per hour) (because keeping these up would mean a considerable time investment in re-preparation), and similar powers - usually the stuff, that becomes "real magic", i.e. almost impossible to do without magic.
Exotic: Essentially - story magic.
Teleport.
Planar Binding.
Plane Shift - the stuff, that you want to see once or twice per day, never more. Basically everything, that would completely break the "per day"-principle - this should include the more powerful healing spells. Should have a preparation times in hours, days or higer - perhaps a custom one for each spell.
Just my first impressions of it.
