So a couple more ideas... first for feats...
Spirit Foe. You know who to fight elementals and spirits. Whenever you are fighting a spirits (elemental or natural) you gain a +2 insight bonus to both your attack rolls and damage rolls against them. Also you ignore any Hardness that the creatures have when it is physically manifesting.
Spirit Friend. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration checks.
Other ideas from @Binder Fred
I hear what you are saying about damage spells but I am not sure I want to start off higher then I have laid out so far. I want to test it. If it sucks we can totally adjust even in the middle of combat if we have to. Other feats that double attack and triple attack for magic are not something I think would work. There are not included at all in DnD5 and while this is a different animal I am not sure that works in this setting.
The Ram spell automatically has the AP and Heavy Damage weapon properties which means that a vehicle only gets 1/2 (round down) its hardness and does not get its normal Resistant to all personal scale damage. I did add +1 magnitude to ignore the disadvantage for moving.
I think, that Improved Critical, etc. already apply to spells that require a Magical Attack roll. We have always played it that way (although there are few situations that in comes up in regular DnD
Spell Focus/Expertise kind is already included in various talents. I am not sure I want to have to many stacking ones although there are items that can be combined for normal weapons, so maybe. Same with Spell Penetration. Again it might be worth it to think about it some more.
Spirit Foe. You know who to fight elementals and spirits. Whenever you are fighting a spirits (elemental or natural) you gain a +2 insight bonus to both your attack rolls and damage rolls against them. Also you ignore any Hardness that the creatures have when it is physically manifesting.
Spirit Friend. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration checks.
Other ideas from @Binder Fred
I hear what you are saying about damage spells but I am not sure I want to start off higher then I have laid out so far. I want to test it. If it sucks we can totally adjust even in the middle of combat if we have to. Other feats that double attack and triple attack for magic are not something I think would work. There are not included at all in DnD5 and while this is a different animal I am not sure that works in this setting.
The Ram spell automatically has the AP and Heavy Damage weapon properties which means that a vehicle only gets 1/2 (round down) its hardness and does not get its normal Resistant to all personal scale damage. I did add +1 magnitude to ignore the disadvantage for moving.
I think, that Improved Critical, etc. already apply to spells that require a Magical Attack roll. We have always played it that way (although there are few situations that in comes up in regular DnD
Spell Focus/Expertise kind is already included in various talents. I am not sure I want to have to many stacking ones although there are items that can be combined for normal weapons, so maybe. Same with Spell Penetration. Again it might be worth it to think about it some more.