This is a relatively simple approach to spellcasting, and one that would simultaneously remove some of the excess power of spellcasters while making magic more interesting and complex.
All Magic is formed from "Spiritual Influence" or "SI" or you can just call them magic points if you want. When forming a magical effect, the power of the effect is directly related to the amount of SI garnered; and it can be gained in a number of ways, some of which require no magical skill at all.
Perform(Vocal)(Cha), Perform(Dance)(Dex); Etc.
You take a group of skills; song and dance, low demonic chanting, whatever is done to enact the skill. You decide, before you start the spell, how much SI you want to put into it from each source; for each 1 SI from a source, the DC increases by +4, from a base of 10 for no SI generated at all. A DC 22 check could grant 3 SI. This SI is instantaneous; it only lasts as long as you continue the chanting/dancing/whatnot, and the moment it ends, all SI generated from it also fades; but if the spell gets SI from other sources, it might continue.
Craft(Rune)(Tattoo)(Symbol)(Int);
When you create a symbol, carve runes into an object, or deftly create something with the intent of imbuing it with arcane power, it consumes resources, but creates something which will either carry very minor permanent magical effects, or significantly enhance short-term ones. If a crafted item simply enhances a spell cast while using it, then its Craft check DC scales up the SI generated in the same way a Perform check does; +4DC for each 1 SI. If the item generates an authentic permanent magical effect, the check DC is +15 for each 1SI; meaning you need a check result of at least 25 to generate a single SI on an item permanently. You cannot take 20 on these checks. The price of such items would increase with the DC of making them. (For D&D, exponential GP cost, such as 10GP * craft DC squared, for D20 modern, flat increase in cost in terms of Wealth check DC, typically DC 12 +4 per SI, or +12 per SI for permanent items.)
Sacrifice;
Sacrificing something in the terms of crafting a spell garners SI for the spell; if your sacrificing an object, it would give you SI based on its material value and how hard it was for you to obtain(or how relevant to the spell at hand, at DM's discretion)(Based on Wealth DC for d20 modern; SI squared * 10GP is needed to generated a given amount in D&D terms). Living creatures would grant 1 SI per HD. SI generated from sacrifice tends to be somewhat longer term; at least a minute in duration for most effects, and for each 5SI of impact the duration would increase; minutes*SI(5), Hours*SI(10), Days*SI(15), Weeks*SI(20), Years*SI(25), Centuries*SI(30), Permanent(40). If the person sacrifices himself, it doubles the SI generated. A small amount of blood can be sacrificed(1d4hps) for 1SI generated.
When you craft a magical effect, you generally combine these things; for example, you carve your sword with runes of power and skill, then sacrifice some of your own blood, cutting your hand and tracing it accross the runes, to grant it magical power for a minute or two.
The effects of SI are typically straightforward. Their range will be 100ft. times the SI used squared, and their radius, if any, will be 5ft. times the SI used if it deals damage/healing, or 5ft. times the SI used squared if it applies bonuses or alterations. The duration depends on the type of components going into the spell; if you reduce a victim's Str via a spell thats merely a constant chant, it is restored the moment you stop chanting.
A spell cannot generate cash value of permanent objects without having sacrificed an equal value of objects, regardless of SI.
A spell can deal up to 1d6 damage per SI generated if instantaneous, or average damage equal SI generated if constant. (1d4 for 2, 1d6 for 3, etc.)
A spell can add up to +1 among attributes, attack bonuses, or saves, and +2 among skills per SI generated, or an exactly equal penalty.
A spell can modify up to its SI generated squared in pounds of mass times ten if it is not living targets.
A spell can summon creatures of CR up to 1/3 the SI generated; up to the SI generated if not under caster's control.
A spell can create temporary materials such as weapons, walls, shields, or any item, so long as the caster can suceed at a craft check sufficient to create it, and it falls within the limit on mass the spell can modify. Purely magical forces will have their strength limited by their equivalent mass.
So for an example; a wizard has a staff carved to add +2 SI to generating lightning bolts, and he has a chant and series of gestures he uses to activate it, each of which is DC 14. He makes these two checks; with a possibly penalty to each at DM's discretion for doing multiple skills at once; and generates 4SI, creating a 4d6 damage lightning bolt. He uses this expensive staff as a sacrificial item later on in play; a vile monster leaps from the sea and he shatters the staff, sacrificing this 500GP staff to generate 7SI, thus creating an overall spell that deals 11d6 damage but costs him the staff.
This same wizard carved his warrior ally a blade, devised to empower his blade when touched with the blood of its wielder. When the warrior purposefully cuts himself on the blade, it gains +1SI from that sacrifice, and activates the blade's carvings, which themselves might give +1 SI with a craft(runes) DC of 14. As a result, he could deal 1d4 lightning damage on his strikes, or gain a +2 bonus to-hit, or +2 to strength, or etc, while the power flowed through the blade.
It isn't perfect, but then, nothing is, and it would certainly add flavor to spellcasting.
All Magic is formed from "Spiritual Influence" or "SI" or you can just call them magic points if you want. When forming a magical effect, the power of the effect is directly related to the amount of SI garnered; and it can be gained in a number of ways, some of which require no magical skill at all.
Perform(Vocal)(Cha), Perform(Dance)(Dex); Etc.
You take a group of skills; song and dance, low demonic chanting, whatever is done to enact the skill. You decide, before you start the spell, how much SI you want to put into it from each source; for each 1 SI from a source, the DC increases by +4, from a base of 10 for no SI generated at all. A DC 22 check could grant 3 SI. This SI is instantaneous; it only lasts as long as you continue the chanting/dancing/whatnot, and the moment it ends, all SI generated from it also fades; but if the spell gets SI from other sources, it might continue.
Craft(Rune)(Tattoo)(Symbol)(Int);
When you create a symbol, carve runes into an object, or deftly create something with the intent of imbuing it with arcane power, it consumes resources, but creates something which will either carry very minor permanent magical effects, or significantly enhance short-term ones. If a crafted item simply enhances a spell cast while using it, then its Craft check DC scales up the SI generated in the same way a Perform check does; +4DC for each 1 SI. If the item generates an authentic permanent magical effect, the check DC is +15 for each 1SI; meaning you need a check result of at least 25 to generate a single SI on an item permanently. You cannot take 20 on these checks. The price of such items would increase with the DC of making them. (For D&D, exponential GP cost, such as 10GP * craft DC squared, for D20 modern, flat increase in cost in terms of Wealth check DC, typically DC 12 +4 per SI, or +12 per SI for permanent items.)
Sacrifice;
Sacrificing something in the terms of crafting a spell garners SI for the spell; if your sacrificing an object, it would give you SI based on its material value and how hard it was for you to obtain(or how relevant to the spell at hand, at DM's discretion)(Based on Wealth DC for d20 modern; SI squared * 10GP is needed to generated a given amount in D&D terms). Living creatures would grant 1 SI per HD. SI generated from sacrifice tends to be somewhat longer term; at least a minute in duration for most effects, and for each 5SI of impact the duration would increase; minutes*SI(5), Hours*SI(10), Days*SI(15), Weeks*SI(20), Years*SI(25), Centuries*SI(30), Permanent(40). If the person sacrifices himself, it doubles the SI generated. A small amount of blood can be sacrificed(1d4hps) for 1SI generated.
When you craft a magical effect, you generally combine these things; for example, you carve your sword with runes of power and skill, then sacrifice some of your own blood, cutting your hand and tracing it accross the runes, to grant it magical power for a minute or two.
The effects of SI are typically straightforward. Their range will be 100ft. times the SI used squared, and their radius, if any, will be 5ft. times the SI used if it deals damage/healing, or 5ft. times the SI used squared if it applies bonuses or alterations. The duration depends on the type of components going into the spell; if you reduce a victim's Str via a spell thats merely a constant chant, it is restored the moment you stop chanting.
A spell cannot generate cash value of permanent objects without having sacrificed an equal value of objects, regardless of SI.
A spell can deal up to 1d6 damage per SI generated if instantaneous, or average damage equal SI generated if constant. (1d4 for 2, 1d6 for 3, etc.)
A spell can add up to +1 among attributes, attack bonuses, or saves, and +2 among skills per SI generated, or an exactly equal penalty.
A spell can modify up to its SI generated squared in pounds of mass times ten if it is not living targets.
A spell can summon creatures of CR up to 1/3 the SI generated; up to the SI generated if not under caster's control.
A spell can create temporary materials such as weapons, walls, shields, or any item, so long as the caster can suceed at a craft check sufficient to create it, and it falls within the limit on mass the spell can modify. Purely magical forces will have their strength limited by their equivalent mass.
So for an example; a wizard has a staff carved to add +2 SI to generating lightning bolts, and he has a chant and series of gestures he uses to activate it, each of which is DC 14. He makes these two checks; with a possibly penalty to each at DM's discretion for doing multiple skills at once; and generates 4SI, creating a 4d6 damage lightning bolt. He uses this expensive staff as a sacrificial item later on in play; a vile monster leaps from the sea and he shatters the staff, sacrificing this 500GP staff to generate 7SI, thus creating an overall spell that deals 11d6 damage but costs him the staff.
This same wizard carved his warrior ally a blade, devised to empower his blade when touched with the blood of its wielder. When the warrior purposefully cuts himself on the blade, it gains +1SI from that sacrifice, and activates the blade's carvings, which themselves might give +1 SI with a craft(runes) DC of 14. As a result, he could deal 1d4 lightning damage on his strikes, or gain a +2 bonus to-hit, or +2 to strength, or etc, while the power flowed through the blade.
It isn't perfect, but then, nothing is, and it would certainly add flavor to spellcasting.