I vote for basing it on the Warlock mechanic. They get a basic attack (the Magic Missile if you will) like they do now that starts at 1d6 and increases every other level. They then get abilities to modify the spell as the Warlocks do; extra range, radius burst, acid based attack, etc.
You want to cast "Fireball"? It's a radius burst with fire damage. Lightning Bolt? A Line attack with electricity damage.
Clerics can work the same way. They heal an amount that increases every other level. Mass heals get the radius burst template. They can then add Divine Fire damage for the attack spells.
And what about the non-combat spells such as Teleport and Scrying? Same as the Warlock abilities. Just as the Warlock can simply fly or see in darkness the wizard can teleport and scrye.
Sure, some spells (Enlarge Person) may need a little work ("so you're a medium sized humanoid who is large twenty-four hours a day?") but I think they have a very solid base to start with and that scales well with level. A little tweak here and a little polish there and I think they have a full blown magic system that would work for any class.
You want to cast "Fireball"? It's a radius burst with fire damage. Lightning Bolt? A Line attack with electricity damage.
Clerics can work the same way. They heal an amount that increases every other level. Mass heals get the radius burst template. They can then add Divine Fire damage for the attack spells.
And what about the non-combat spells such as Teleport and Scrying? Same as the Warlock abilities. Just as the Warlock can simply fly or see in darkness the wizard can teleport and scrye.
Sure, some spells (Enlarge Person) may need a little work ("so you're a medium sized humanoid who is large twenty-four hours a day?") but I think they have a very solid base to start with and that scales well with level. A little tweak here and a little polish there and I think they have a full blown magic system that would work for any class.