RenleyRenfield
Explorer
Agree. In a game run on a higher level than Hack'n'Slash, being able to tailor your spells to the specific situation is key (especially for Machiavellian intrigue / narrative / more complex heavy role-playing emphasis-games like ours).
So what about having a 'catalog' of spells. But under each spell is a list of modifications the character can perform with that spell?
It makes each spell longer and more fussy. But it prevents the overly vaguesauce of "pick a concept + powertier and roll with modifiers and just guess at what its effects do" that some ad-hoc spell casting game have...