I was incredibly excited for Genesys when I heard about it, and picked up RoT as soon as it came out, but one thing has bothered me that I had hoped RoT would address, but it didn't:
There's no explanation on how players gain access to spells or additional effects, and nothing (other than the available spells) to differentiate one "school" of magic from the others.
Originally, I had decided to implement a system where a player gains access to one base spell per rank in the associated magic skill (eg, 1 rank in Primal could unlock access to the Attack or Enhance spell). Then I figured I would grant everyone one or two additional effects "known" for each base spell they knew, and use additional effects as rewards throughout the campaign. Yet that still seems nebulous to me, and doesn't really define the different magics.
I kind of want to tie magic to items in some way. Yes, implements take the Attack spell from being a nuisance to being a threat, and can make other spells rather potent with their free spell upgrades, but I want something more integral to the casting. Just not sure how to accomplish any of that.
One option would be to tie magic to talents: Tier 1 (Ranked) grants access to a single base spell (requires a rank in the associated magic skill); gain an additional spell per rank.
Another would be to mix talents and my skill ranks system: gain 1 base spell per rank in the associated spell, then have a ranked talent that grants access to 1 additional effect for a spell you know; additional ranks grant 2 additional effects from among spells you know. Perhaps, the ranked talent grants additional effects of 1 difficulty, then there could be an Improved and Supreme version granting access to additional effects of +2 difficulty, then +3 difficulty, but I don't necessarily want to force someone into that kind of progression.
Could also make additional effects a straight XP sink--spend 5 XP per difficulty added? Or your first additional effect is 5 x number of additional effects known for that spell?
Additionally, in my setting, I kind of wanted to define the 3 types of magic:
Divine --"Ancestral" (a bit of the magic of the gods passed down through your family line)
Primal -- "Elemental" or "Animancy" (tapping into the adjoining elemental planes, or the world of the fey, perhaps, but ultimately utilizing raw magics coursing through the world)
Arcane -- "Aethemancy" or "Mysticism" (the utilization of magic based on study and refining of available magical forces to create magical effects)
But how to make them feel different? Just narrative description? I was thinking Mysticism might require study like a D&D wizard does, having to carry a spellbook, but then it wouldn't make sense to have spells tied to talents. Elemental could require a bit of an element in question (a piece of metal or something) to harness or focus the magic.