Can get spells from:
II: Scroll of Nature, Eye of the Idol, Altar, Shaman
VIII: Black Book, Beast Pipes, Statue, Crone
=8 unique sources
With additional chits from Witch's Brew:
III: Scroll of Nature, Glimmering Ring, Altar, Shaman
IV: Book of Lore, Enchanter's Skull, Warlock
=12 unique sources (+4)
The additional spells that the Druid can get from casting Witch's Brew are all Purple (IV) or Gold (III). He can get the colour magic required to cast these spells from enchanting tiles. This would give him access to the powerful Type IV attack spells, if he can find them.
Can get spells from:
III: Scroll of Nature, Eye of the Idol, Altar, Shaman
VII: Good Book, Glowing Gem, Statue
=7 unique sources
With addditional chits from Faerie Lights:
II: Scroll of Nature, Eye of the Idol, Altar, Shaman
VI: Scroll of Alchemy, Hidden Ring, Warlock
The additional spells the Elf can get from casting Faerie Lights are the moderately-useful Type II and the extremely useful Type VI spells. He would need to enchant a tile to get the Purple magic required for the Conjuration spells.
Can get spells from:
IV: Book of Lore, Enchanter's Skull, Warlock
VI: Scroll of Alchemy, Hidden Ring, Warlock
=5 unique sources
With additional chits from Elemental Spirit:
VIII: Black Book, Beast Pipes, Statue, Crone
V: Black Book, Blasted Jewel, Statue, Crone
=11 unique sources (+6)
The Sorceror would require Black magic to cast most of the Type V spells, but fortunately he can convert some of his VI chits to V chits, which he can then enchant. If he doesn't use them that Evening, they revert back to their original type. He can enchant Valley tiles to provide Grey magic for the VIII spells. If he is lucky enough to find the Remedy spell, he can use Elemental Spirit to cast it.
Can get spells from:
II: Scroll of Nature, Eye of the Idol, Altar, Shaman
V: Black Book, Blasted Jewel, Shrine, Crone
VIII: Black Book, Beast Pipes, Statue, Crone
=10 unique sources
With additional chits from Witch's Brew:
III: Scroll of Nature, Glimmering Ring, Altar, Shaman
IV: Book of Lore, Enchanter's Skull, Warlock
=14 unique sources (+4)
Again, the Witch's Brew would give her access to the Type IV attack spells, which can be powered by enchanting a tile. The Type III spells are less useful (although the image of the Witch with Elven Grace boggles the mind).
Can get spells from:
IV: Book of Lore, Enchanter's Skull, Warlock
V: Black Book, Blasted Jewel, Shrine, Crone
VI: Scroll of Alchemy, Hidden Ring, Warlock
=9 unique sources
With additional chits from Elemental Spirit:
VIII: Black Book, Beast Pipes, Statue, Crone
=11 unique sources (+2)
The Witch King already has access to Type V spells, and the Type VIII spells are (generally) not all that useful - unless he is lucky enough to find Remedy, which can be powered by enchanting a Valley tile.
Can get spells from:
II: Scroll of Nature, Eye of the Idol, Altar, Shaman
III: Scroll of Nature, Glimmering Ring, Altar, Shaman
IV: Book of Lore, Enchanter's Skull, Warlock
=8 unique sources
With additional chits from Elemental Spirit:
VIII: Black Book, Beast Pipes, Statue, Crone
=12 unique sources (+4)
No additional sources from Faerie Lights (he already has II chits and he has no VII chits to transform)
No additional sources from Witch's Brew (he already has IV chits and he has no VIII chits to transform)
The Wizard does not have a large number of chits available to transform, and he gets no benefit from 2 of the chit-changing spells. The third he gets only partial benefit from, as he has no Type VI chits.
Conclusion
The chit-changing spells can be used in order to learn spells that would not otherwise be available to the character. It can then be used to cast them. As noted above, this could allow a Witch to learn and cast Fiery Blast, or a Sorceror to cast Absorb Essence.
Sources of colour magic are important when considering these spells. Any spell that can be cast with Grey, Gold or Purple magic can be energised by enchanted tiles. For example, if the Witch (using Witch's Brew) learns and tries to cast Fiery Blast, she can do so by enchanting a tile. White and Black magic are not normally available from tiles, so any recorded spell that requires White or Black magic (Black specifically) will require some other method. The Toadstool Circle is a good source of Black, but doesn't always appear. The Chapel is the only constant source of White magic, so usually any Type I spells can be cast there. In this case it is academic, since no-one can use a spell to get access to Type I spells.
The most benefit in terms of Recorded Spells can be gained by the Sorcerer taking Elemental Spirit. 6 additional sources of learned spells become available. The next most beneficial are the Druid with Witch's Brew, the Elf with Faerie Lights, the Wizard with Elemental Spirit, and the Witch with Witch's Brew, which each gain an additional 4 sources of spells. Last in the list is the Witch King with Elemental Spirit. 2 sources of spells become available. The Magician already has access to all of the spell sources, so does not gain this benefit from the chit-changing spells.
The Sorceror is an interesting case. On the one hand, he is likely to gain the most benefit from Elemental Spirit. But on the other, he has no way of safely removing Curses gained from Reading Runes. The Chapel is not safe for a Sorceror, and he doesn't get access to Remedy or Exorcise. If he is lucky enough to find the Remedy spell, he can cast it by using Elemental Spirit to change one of his IV chits into a VIII chit (and use Grey magic from an enchanted tile), but I wouldn't count on it, or base a strategy around it. Learning spells for the Sorceror is a risky business.
The Magician is also an interesting case. Any one of the chit-changing spells will give him the pairs of magic chits he needs to enchant tiles or cast spells. The number of spells he can cast with the chits he has available is otherwise quite limited. However, he needs access to the appropriate Colour magic in order to cast the chit-changing spells in the first place - they are all of the same colour type as the chit required. With some method of "getting started", he will be able to use these spells effectively. On the other hand, whatever allows him to cast the chit-changing spells will also allow him to cast other spells, so it seems to me to be a little redundant.
The Wizard does not have very many chits to dedicate to chit-changing spells, and I would suggest that it is probably not a practical option.
If I was going to take a character with VPs in Recorded Spells, I would probably take either the Witch or the Druid and use Witch's Brew. Both of these characters have access to Remedy, which in my opinion is essential when you're Reading Runes. The Witch gets a -1 to Reading Runes which is an additional benefit. She also has a Familiar, which helps to locate those treasure sites. She has access to the Absorb Essence spell at the beginning of the game, which will allow her to defend herself against most of the monsters she will come up against. The Druid has Peace With Nature, which ensures that he will only be attacked by Tremendous monsters, and Concealment, which will allow him to Hide from them. All in all, the chips are down on the side of the Witch.
Like using the chit-changing spells, characters who do not normally get access to certain types of spells can sometimes cast them from artifacts and spell books. For example, if the Druid finds the Book of Lore, and awakens the Fiery Blast spell, he can use the spell book to cast it when in the presence of Purple magic, such as an enchanted tile. If the Sacred Statue has the Make Whole spell awakened, then any character can use this artifact to cast the spell while at the Chapel (or on Day 7 of the game).
The Magician is, again, a special case. As he does not have any more than a single chit of each type, he must use other sources of colour magic to cast his spells. If he gets his hands on an Artifact or two, then he can dedicate his chits to providing colour, and use the virtual chit provided by the Artifact. The only problem is that the Artifact can only be used to cast the spell that it contains - which isn't a lot of help if he finds the Enchanter's Skull and it contains Violent Storm. This is where the Enchant Artifact spell comes in handy. The Magician can add a spell that he already knows (say, Absorb Essence) into the item, and cast it wherever he can find the appropriate colours. In this case he would need Purple (to energise Enchant Artifact) and Black (to energise Absorb Essence). Since he no longer needs the chits to cast the spell, he can use Spell phases to enchant his chits to provide the colour magic required - in this case his IV and V chits. Or he could use an enchanted tile or the Toadstool Circle. The disadvantage of using this method is that you will often be required to provide two colours, unless the spell you put into the artifact is itself Purple.
Return to the beginning...