In contrast to common RPG's method for "this magic skill uses up your manapoints but you can cast it freely", Dungeons and Dragon's wizards have access to a wide variety of spells they can use, but can only "remember" some spells, some able to remember a spell twice (dont think hard about it), because spells act more like "replenishable consumable items" than "skills". I'm wondering how this could be implemented in an RPG game, and if its possible to implement it in RPG maker. My proposed method is to have the in-game menu screen include a "spells" option for wizards to equip X spells out of a selection of them for battle. In each battle, all of the spells are listed from the start and cost nothing to cast, but use them up too fast and they'll only fight and guard against their attacks with nothing more than a cane that can do nothing but look cool. The spells regenerate at every beginning of a battle unless there are designated "rest spots" for the party" Of course the main flaw is that if the wizard gains a very powerful skill, they could abuse this rigid spell system to equip like 4 "Cthulhu's Nuclear Black Hole Meteor-shower Hurricane of Eldritch Extermination" spells and 1 "heal wounds" as opposed to a diverse selection of spells. I believe a good solution is that instead of having a limit on how many spells you can have, but have a sort of "inventory limit" where some spells weigh more than others. That way, if they get that spell, they either have to use that only one spell, or a hundred magic missiles. Now Is there such a plugin that could emulate this complicated RPG mechanic?