Sammael
Adventurer
In my revision of the system, I decided to get rid of the spell durations, which were cumbersome to keep track of, particularly at high levels. I only retained a handful of spells with a fixed duration, which is usually 1 day.
Instead, the caster must spend an action each round to sustain the magic effects; since the number of actions is very limited, this also fixes the buffing problem. Most spells require a minor (swift) action to sustain, but some require move actions, and a few require standard actions. For some, the action varies depending on what the caster is doing with the spell. In other words, at most, a caster will be able to sustain 3 spells per round (using his 3 actions), but would have to forego all other actions. In practice, this means that casters usually have just 1 active spell.
There is an exception; clerics can maintain multiple "instances" of the same spell with a single action. For example, the cleric could cast magic weapon twice, and then spend a single minor action to maintain both effects.
Instead, the caster must spend an action each round to sustain the magic effects; since the number of actions is very limited, this also fixes the buffing problem. Most spells require a minor (swift) action to sustain, but some require move actions, and a few require standard actions. For some, the action varies depending on what the caster is doing with the spell. In other words, at most, a caster will be able to sustain 3 spells per round (using his 3 actions), but would have to forego all other actions. In practice, this means that casters usually have just 1 active spell.
There is an exception; clerics can maintain multiple "instances" of the same spell with a single action. For example, the cleric could cast magic weapon twice, and then spend a single minor action to maintain both effects.