Pls offer comments on my condensed rewrite of the GLOG magic system.
You gain +1 Magic Die and +1 Spell Slot for each Wizard template you possess, to a maximum of 4 each.
Spellcasting
Spells are creatures. Angels, demons, spells, enchantments, ghosts, and souls are all more or less the same. Most spells are about as intelligent as a ferret, but they grow and mature just like any living thing. An ancient mage's spells are often as crafty and subtle as their caster, though a spell's mind and goals are still alien.
A wizard's spellbook is a prison or a menagerie. Spells are locked inside, ready to be taken out and loaded into the wizard's brain. A well-trained brain is a mind-gun, loaded each morning with spell-bullets. Minor spells, called cantrips, infest the wizard's soul and bind to it. You can imagine them as extra, mutated limbs, except stuck to the soul and not the body. Spells can be bred and trained.
Wizards train in self-delusion, meditation, and other esoteric techniques to modify their own minds to make them more accommodating to spells, and to tap into the raw magic that suffuses the world. A wizard's mind is a dangerous place. For every 10 students who enter the grand College of Elderstone, only 3 emerge alive and sane.
It takes 1hr to move any number of spells from your brain to or from a scroll, spellbook, or wand.
To cast a spell, select a number of MD, roll them, and add the numbers together. Most spells depend on the number of [dice] invested and the [sum] they show. If you roll doubles, see the Mishap section. If you roll triples, see the Doom section.