That's all good, I kinda figured.
So, on the Curse. If we are talking about in game benefits, Agelessness (Or Endless) is the very definition of a role-playing quirk. It has zero mechanical advantage unless you tack on (Cannot be magically aged). Otherwise, it's relatively useless as we very likely will never cover enough time to make it matter and even then, it would still only have role-playing uses. With that in mind, I don't necessarily want to give Eloric a mechanical flaw while gaining absolutely no mechanical advantage. (Which I guess I kind of did by sacrificing a magic item slot, but...I don't really want to add on to that.) So as you said you're not a fan of Role-playing drawbacks anyway, I'll just keep it simple and leave it be.
As far as Cantrips. Honestly, my spell was my answer to the cantrips question. The duration allows it to mimic the @Will use of a cantrip, albeit quite a bit weaker at lower levels. This keeps the flavor of 2e nicely, while adding a touch more utility to my wizard. So if you're allowing my spell, then we don't need to worry about cantrips unless you want to figure them out for your priest. As far as spending hours setting things on fire, the spell is direct damage with no DoT or AoE damage components, so it shouldn't be a worry as it just doesn't work like that. On the spells elemental types, I can totally change Force to Earth. I think it makes more sense anyway now that you mention it.
On the Magic Items. That works. Placing the unique ones in game or allowing Eloric to create them at some time down the road is perfectly awesome. Thanks boss!
So, on the Curse. If we are talking about in game benefits, Agelessness (Or Endless) is the very definition of a role-playing quirk. It has zero mechanical advantage unless you tack on (Cannot be magically aged). Otherwise, it's relatively useless as we very likely will never cover enough time to make it matter and even then, it would still only have role-playing uses. With that in mind, I don't necessarily want to give Eloric a mechanical flaw while gaining absolutely no mechanical advantage. (Which I guess I kind of did by sacrificing a magic item slot, but...I don't really want to add on to that.) So as you said you're not a fan of Role-playing drawbacks anyway, I'll just keep it simple and leave it be.
As far as Cantrips. Honestly, my spell was my answer to the cantrips question. The duration allows it to mimic the @Will use of a cantrip, albeit quite a bit weaker at lower levels. This keeps the flavor of 2e nicely, while adding a touch more utility to my wizard. So if you're allowing my spell, then we don't need to worry about cantrips unless you want to figure them out for your priest. As far as spending hours setting things on fire, the spell is direct damage with no DoT or AoE damage components, so it shouldn't be a worry as it just doesn't work like that. On the spells elemental types, I can totally change Force to Earth. I think it makes more sense anyway now that you mention it.
On the Magic Items. That works. Placing the unique ones in game or allowing Eloric to create them at some time down the road is perfectly awesome. Thanks boss!