...What I would like to do is narrow that conversation a little bit and focus a discussion here on what D&D magic should be able to do or accomplish specifically in the hands of PC casters, and specifically from a game design standpoint with an eye toward balance and playability.
Note that I am tagging this D&D general but I understand we are likely to discuss this primarily from a 5E perspective because it is the current game and one that is very hackable. But we can also certainly talk about it with regards to earlier editions, retroclones, and adjacent systems...
It'd be nice if the magic effects as written for some spells, could be redistributed in terms of time? I don't mean getting as granular as using segments. There's an intent between spells that take the classic 1 action (combat), ones that take 1 minute (exploring, divination, the like), 10 minutes (rituals) and 1 hour -- sometimes I'd prefer a more powerful effect on paper e.g. A column of flame that vortexes down from the sky, to strike enemies in a 5-10 foot radius vs. a lightning bolt that erupts from one's finger tips, to take longer.
Sometimes I'd like magic to be... This building is about to be invaded by demons. You must (glyph of) ward (ing) this area... in 10 minutes, using ad hoc material components that can be discovered on hand. If it's not done properly... Scenarios like this that you can game with?
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