I'm weighing a few different methods for how characters gain access to spells and augments, and am seeking feedback on these options.
1. Characters gain 1 spell per rank in the appropriate discipline. They can use any augments for that spell for free.
2. Characters gain 1 spell per rank in the appropriate discipline. They can purchase augments for that spell at 5 XP per difficulty increase of that augment.
3. Characters gain 1 spell per rank in the appropriate discipline. Augments are all tied to implements, so you can only use a range augment if you are wielding a staff.
4. Characters gain 1 spell per rank in the appropriate discipline. Augments are acquired narratively, by discovering scrolls or spellbooks.
5. Characters gain spells narratively, by discovering scrolls or spellbooks--presumably they would begin play with at least one such spell. They could cast any spells, and use any augments contained within their spellbook, so long as it remains on their person.
I'm leaning most toward characters gaining a spell via ranks, but having to spend XP for augments. In addition, there would be narrative sources for using spells or augments, so a character could gain access to particular augments or spells narratively, or monetarily.
Considering adding some additional spells to those listed in the book (some other posters have created interesting spells for Enchantment and Illusion) that are not available through skill ranks. Maybe things like teleportation, or flight? Although those feel like they should be generally accessible. Maybe "forbidden" or "lost" spells, like Necromancy?