by Adam Meyers
Rituals & Co-Op magic are good. Would also like to tattoos included in magic items, or as a Drawback. Could also be cool to see rules on the magic of legend (e.g. The Sword of Charlemagne, or The Bow of Odysseus) - items that become magical because of their association with legendary people...isn't that how the Hand of Vecna became the relic it is???
Just a couple of thoughts
+1 for rituals and common magic
@sleet That is a cool idea, basically you wanted to turn a fireball into a Kame Hame Ha! (Charge Spell for 63 rounds, or 4 and a half episodes, deal lots of damage, unless your opponent is super powerful in which case... deal 0)
Rituals do sound like an awesome thing to have in this book.
I'm a little surprised at how the drawbacks work, I was expecting something one could use as an optional way to tweak individual spells in order to alter them (say, making this fireball spell take a longer period to cast so I could stack more damage on it) rather than something that applies to everything the character does. Both sound like completely reasonable ways to do it, but I was hoping for a way to make particular spells more awesome, while still being able to sling simple spells around at the drop of a hat.
I would like to see something on Cooperative magic, where several spellcasters can pool their energy to cast a more powerful spell. Preferably without requiring each caster to have to take feat for it first.
Yes, I'd like to see alternative magic rules for rituals.
Particularly something for bringing spirits/demons/angels, etc. from the planes to the Material Plane to carry out a task - a longer term stay than the simple 'several rounds' summoning of current Pathfinder rules.
Rituals to bind spirits into objects and places to make them magical until the spirit is released.
Rituals to channel spirits to provide esoteric knowledge, or to lend innate abilities.