The problem I have is that there's really two discussions going on... The first is the mechanics of the system, and the second is it's flavor. If you get the mechanics right, you should be able to tweak the raws to get the flavor you want.
People seem to be obsessing over flavor though...
In a good magic system, they're not separable. The mechanics should reflect the flavor and vice versa.
This is true of other systems also, but especially of magic, because magic is about symbols and concepts driving reality. If the symbols could just as well be completely different symbols with no change in mechanics, then they are
not driving reality.
For an illustration of how this should work, look at the color system in
Magic: The Gathering. Each color has a particular attitude which is, technically, flavor. It's not in the rules anywhere. But it heavily shapes the mechanics, to the point that you can tell a lot about how a deck plays by knowing its colors.
The nice thing about Terry Pratchett's system is that you can either spend months charging up the spell slowly, releasing all that energy at once to do something (which is what staffs are for), or you can direct the energy at something else and more or less have it explode from the sudden exertion.
The problem with Pratchett's system is that the simple rule falls apart when faced with anything you
can't do mundanely, which is exactly the point of magic. (Even for things that can be done by mundane means--how do you calculate the amount of "effort" required?)
Lads.. just keep in mind...many people would like to see high magic in DF. So, how to make everyone happy? Toady surely has plans about magic regarding the vanilla game itself, but there should be a controllable magic system in the background. Modders could "create" spells, rituals, spellcaster entities [sorcerers, wizards, summoners etc.] etc. that way.
Toady made a number of changes, with the release of the 3d version, that frankly suck. Most of them haven't been fixed yet. So I'm not so keen on the idea that Toady is going to do everything right and make it even better than we can imagine if we just give him time. User feedback is an essential part of the development process, no matter how brilliant the developer is. Another essential part is
listening to user feedback, and given how long farming and morale have been broken, I'm not sure that's happening here.
"Doubt is the chastity of the mind."
-- Roger Zelazny,
Lord of LightDont talk about how you want magic given in the vanilla game. It will be implemented in the raws when it is made, and will be customisable for high or low settings, obviously.
The vanilla game
exists and we ought to talk about it. I'm tired of the attitude that DF can be all things to all people through the magic power of modding. The instructions to get started with the game should not go "1. Download Dwarf Fortress. 2. Edit the raw files to your liking."
If you notice, my magic has no "schools" or any specific "type", but is explained as something that is easily moddable to fit whatever style one has (with a few examples), and keeps the vanilla game from being too heavily changed by it.
Your system is "easily moddable" because it's barely a system at all. You don't give any mechanics. And you do reference "spheres", you just don't say what they are, which means that (1) they'll be chosen randomly and we'll have guys walking around with French Toast Magic and Tuesday Magic, or (2) you're expecting someone else to think of that part.
Magic wont come by for a very long time, so be quiet already.
Would you rather we hold all our comments until after Toady has done all the work? Then instead of constructive input, all we get to do is whine about how much it sucks.