First, the current method is a mess - True Dweomers are clearly NOT 9th level spells, and handling them like such is a real pain. Not to mention the fact that the new 10th level spells are stored at the same place as 9th level ones, which means that this method makes it absolutely hard to organize/manage 9-10th level arcane magics - if we would ever decide to add new HLA spells to mages, we would be over the maximum learnable spell limit - quite uncomfortable solution if you ask me.
Yet if we would turn all mage HLA spells to innates (just as Galactygon does over at Lost Crossroads) that would extremely overpower the mage class compared to others.
I think I might have a possible solution for all this (but only for a later version of Refinements, maybe a patch or something).
My idea aims to bring the True Dweaomers as close to their PnP counterparts as possible while keeping up the balance between classes.
- First, I'd separate the current mage HLAs to 2 groups. The weaker abilities would be called 9th level spells (like Aegis, Create Flesh Golem or Energy Blades). These HLAs are way under the expected level of True Dweomers, they are even weaker than other 9th level spells in some aspects. Confusing these HLAs with the real True Dweomer level magic would be (and is) a great mistake in my eyes. So again, I'd turn some of our actual 10th level spells to 9th level in their description - these would be stored in the 9th level of the spellbook along with all the previous 9th level spells like Time Stop. Expect some new 9th level spells like Weird.
- Second step. I'd collect all True Dweomers into a separate group. Here is a list of the possible True Dweomer level (10th level) spells: Dragon's Breath, Improved Alacrity, Summon Planetar(s), Death Field (improved version), Mirrored Clones (improved version, longer duration), Rune of Immunity (improved version, longer duration), Mass Domination, and add several new ones like Barrier of Toth, Prismatic Globe, Dark Army, Tenser' Telling Blow, Crimson Wall of Lictilon, Greater Foresight, Ratecliffe's Deadly Finger, Whispers Malicious Elemental Gates, etc.) These REALLY powerful 10th level spells would be removed from the 9th page and collected in one single HLA, called True Dweomers. This would be an innate ability, just as these 10th level spells were intended. It would have massive prerequisites, so it would be very unlikely to receive access to them below 20th level. After one would choose this True Dweomers innate ability, he would gain access to ALL the possible 10th level spells listed above and would be able to cast ONE of them/per day (choosing from a list like that of Spell Immunity). This innate ability could be picked 4 times (the books say one cannot cast more than 4 True Dweomers/day, no matter how intelligent or experienced he/she is.). We could add an INT check for this ability, so only players with very high INT scores would be able to pick this ability 4 times - other would be restricted to 1-3 picks.
Of course, these are only sketches, so I'd like to hear your ideas/suggestions n this topic.
