Mind
Gifts Ungiven - Forcibly breach the mind of target opponent, you may extract the knowledge of a spell they know and exchange it for a spell you know of equal or lower level until the end of the encounter. You both gain and lose the ability to cast the spells exchanged. Cast only once per encounter.
Brainstorm - For the next three posts, you may cast and maintain an extra spell per turn, you may not cast spells for two posts after this spell ends.
Spellsteal - Envelop your hands in a bubble of pure mind magic, you may catch a projectile spell cast at you this turn, negating its effect and allowing you to immediately recast a copy of that spell. This copy doesn't count towards your spells per turn. Cast only once every 4 posts.
Spell mechanic idea: We've never explored this, as far as I know, but it struck me that some spells power should be so strong they should, 'require(s) the ability to cast two spells this turn.' Thoughts? With people eventually being able to cast more than 2 spells a turn, this also makes sense for stronger spells.
Gifts Ungiven - Forcibly breach the mind of target opponent, you may extract the knowledge of a spell they know and exchange it for a spell you know of equal or lower level until the end of the encounter. You both gain and lose the ability to cast the spells exchanged. Cast only once per encounter.
Brainstorm - For the next three posts, you may cast and maintain an extra spell per turn, you may not cast spells for two posts after this spell ends.
Spellsteal - Envelop your hands in a bubble of pure mind magic, you may catch a projectile spell cast at you this turn, negating its effect and allowing you to immediately recast a copy of that spell. This copy doesn't count towards your spells per turn. Cast only once every 4 posts.
Spell mechanic idea: We've never explored this, as far as I know, but it struck me that some spells power should be so strong they should, 'require(s) the ability to cast two spells this turn.' Thoughts? With people eventually being able to cast more than 2 spells a turn, this also makes sense for stronger spells.
EDIT: Bane since you're updating mostly spell stuff tonight and won't be on, I will work up my character and get it in for approval/discussion.