Personally I think it'd be a good idea to get away from spell slots in this re-vamped system. Feat granted abilities should just x/day, x/encounter(or x/30 seconds if you prefer), or at will.
The system in the book i refer to is point based (not that it would have to be adopted) any spell would be 1-20 points depending on what you are trying to do with it. range, duration and effect are all based on how many points you dedicate to that facet of the spell so throw and effect and long range reduces its ability to smash. the max points you can spend on one spell is the levels of spellcaster you have.
I think the Tome of Battle thing of having so many an encounter to use is appealing in concept. I would really rather not have to worry with memorization and have free versatility to use any of my abilities that would fit the task at hand without forethought. I just think of how much time we waste prepping spells before the games right now and I cringe
The way the spell lists work in the book is they are supposed to be combined with an element, alignment or creature type. Some spells obviously don't combine with certain of the categories, (evoke dragon just doesn't work right?) each time you learn a new spell it has to be attached to one of these so you could have abjure fire and abjure good as two separate spells. They have 22 bloody elements as below
The Cardinal Elements: Air, Death, Earth, Fire, Life,
and Water. These are the primary elements on the
equator and the axis of the sphere of elements.
• The Paraelements: Lava, Lightning, Mist, and Ooze.
These elements each are derived by combining two
cardinal elements from the equator.
• The Negative Elements: Acid, Metal, Shadow, and
Void. These elements are the combination of Death
and one of the equatorial elements.
• The Positive Elements: Crystal, Ice, Light, and
Sound. These elements are the combination of Life
and one of the equatorial elements.
• The Unifying Elements: Force, Nature, Space, and
Time. Nature is within the sphere of elements and is
a balanced mixture of all the elements. Space, force,
and time are all outside the sphere and represent the
normally intangible concepts of space, forces, and
time.
Seems a bit too much but the idea is that between them and alignment and creature types you should be able to cover most effects though I would imagine a lot of crossover and some would definitely be more powerful than others (why have abjure undead when you can have abjure evil?). If we wanted to use this as a base we could probably pare it down to a more reasonable list... or just ignore it completely. As said before I've never play tested the system to see how it works.
