Here is what I want to happen:
Divine casters have 2 groups
group 1 - priests of the animal pantheon I have set up but no one understands yet
group 2 - Druids and spirit shamans, who share a similar mindset and casting methods
This will achieve my ends and works fine.
Arcane is more difficult. I have no bards, and I have rangers and paladins using non-magic varietns, so that's no problem...
What I want is to have all arcane casters make a pact with an elemental spirit (read: elemental) which will bind itself to the caster, allowing the caster to cast spells while enhancing it's ends through those spells (for a water elemental, a caster who creates water is doing a good thing.
Now this will make sorcerer's as such pretty much obsolete.. if you are born with it, you don't have to make the pact. I have created a workaround in that by slowly turning that character into a Tiefling (long story). A Tiefling, being an entity charged by the infernal powers, could have inborn magic without a problem and he will be largely unnaffected.
For other arcane casters this creates a small problem. If they are infused with an elemental spirit, do they still need a spellbook? If they don't need a spellbook, why would you choose a wizard instead of a sorcerer, or more to the point how would that balance with the rules? And I still want to have banned spells for each element, but not all spells are divided up by element.... So what am I to do?
1. Divide all spells up into the four elements. Since this other character is the "last sorcerer", it won't matter if it's out of balance. Wizards cast spells one level higher in their favored element, even level to adjacent elements, and are banned from casting the opposing element. They learn spells at the same rate a Wizard writes them in their spellbook. This gives more variety, but preserves the balance of casting/day.
2. How do I divide up the schools? Has anyone already done this and can send it to me/post a link?