howandwhy99
Adventurer
Change spells into non-encounter powers. Invisibility lasts until an attack is made, Charm Person lasts until a situational save is made. Significantly increase their effectiveness.
Decrease significantly spells available before further prep. 1 at a time at 1st level, 2 at 2nd, etc.
Allow almost always reliable casting. Spells are too valuable to "miss" their effect.
Results should be experiential learning for the player/caster. Full effects are never known, but casting in different situations leads to different results and further knowledge. Spells can then be judged more or less reliable by the player before casting.
Spells cost resources. Increase/change the resources, increase/change the results.
Spells are "prepped" for fast use. Spell may not prepped (or prepped spells may be spent) for long term casting like the 1 hour casting time to a prep state commonly done. 1 hour for a long term casting is an unprepared spell casting.
Make spell effects, materia, verbal, and somatics unique to each spell caster.
Make different casting systems different.
Decrease significantly spells available before further prep. 1 at a time at 1st level, 2 at 2nd, etc.
Allow almost always reliable casting. Spells are too valuable to "miss" their effect.
Results should be experiential learning for the player/caster. Full effects are never known, but casting in different situations leads to different results and further knowledge. Spells can then be judged more or less reliable by the player before casting.
Spells cost resources. Increase/change the resources, increase/change the results.
Spells are "prepped" for fast use. Spell may not prepped (or prepped spells may be spent) for long term casting like the 1 hour casting time to a prep state commonly done. 1 hour for a long term casting is an unprepared spell casting.
Make spell effects, materia, verbal, and somatics unique to each spell caster.
Make different casting systems different.