Each costs 1 feat to enter (to balance the increase in flexibility)
Embody Magic
- give up spell slot & spell known (or subschool if wizard)
- specialist wizard can only give up generic slots, not specialist slots, for this
- get level equivalent "always on" or "at will" effect
- slight power boost (typically in terms of duration or inherent-ness) in exchange for less flexibility
Examples:
- Freedom of Movement, with decent CL and extend spell ~ 3 - 6 hours as a 4th level spell
-> constant ability at the cost of 1 5th level spell known and spell slot
- Scupled Fireball ~ 1D6 damage to many people all at the same time
-> give up 4th level spell to deal 1D6 damage/lvl (up to 10D6)
-> to 1 person as a standard action
- Heroics as 2nd level 3rd level constant ability
- roughly of the power of a fighter feat, can't be synergistic with spellcasting
Note: This would let you create a tier 2 version of a warlock
Spontaneous Magic
- may spontaneously cast any spell within a very narrow descriptor. May also use any metamagic effect.
- examples:
- divination spells to answer questions (augury, divination, contact other plane, hypercognition)
- divination spells that "detect" things (detect alignment, detect magic, ...)
- ranged spells that primarily cause fire damage (no secondary effects)
- spells that dispel (dispel magic, greater dispel magic, chain dispel magic, etc.)
- note this is very general
- you can even have effects that are level appropriate for which there do not exist spells
- wizards gain spontaneity (sort of), sorcerers gain range (sort of)
- costs a standard action to use (or the casting time of the spell normally, whatever is greater)
- costs exp as normal. Substitute 1 exp per 12.5gp. 1 time ritual giving up gp if a focus is required.
- New Reserve Feat - eternal wellspring -
- may give up an nth level spell slot
- for nth/2 level spells at will of the type that you can use spontaneous magic with
- may do this once for each type of spontaneous magic
Ritual Magic
Costs
- extra time (1 min to 1 year)
- gold (1 gp/spell level*min caster level - 500 gp/spell level*min caster level*people)
- guidelines:
- cost to have someone cast a spell,
- cost of a scroll,
- cost of a spell trap,
- cost of eternal wand
- exp (1/12.5 gp cost)
- rare ingredients (can or must adventure to find them and reduce gold/exp cost)
Benefits
- longer duration (hours, days, weeks, seasons, years, generations, ages, permanent)
- larger scope (party, large party, small town, city, large city, small country, large country, world)
- at highest levels, may "break" rules (9th, 10th etc. level rituals)
How it Works
- takes a normal spell level
- learn these the normal way a wizard learns spells (regardless of class), can know any number.
- If interrupted, Concentration check not to waste gp & materials
- scale determines cost (time / scope)
- spell power + scale determines level (every 3 scales = 1 level).
Example
- make 1 party invisible for 1 day
- 10 minutes to cast -> 1 day
- 1 party = + 1 scope
- 1 day = +2 duration
- 3rd level ritual, takes 10 minutes
- 750 gp (5 people * cost to have someone cast 3rd level spell = 30 * 5)
- 60 exp
- not cheap for a 5th level party, but viable if necessary
Perhaps I'll flesh out more, but hopefully you get the idea.
Thoughts?