Alright, I had a few things I was milling over. I love spell-casting and feel like it greatly enhances the thematic quality of the game. Having said that, as everyone knows, there are just a lot of crappy spells. I know many people just trim the deck down, but I don't think that's the solution for me. I would much much rather make some changes to some specific spells to make them more useful and/or enjoyable.
The main issue I've encountered is that you really can't make sweeping changes to the core spell-casting mechanics because all of the spells are balanced differently and many are mechanical... oddities you might say. In short, making broad changes creates a lot of balance issues. I kind of wanted to get peoples' opinions on where the biggest problem areas lie. So far, these are the things I'm thinking of.
1. Combat spells are universally overpriced. Shriveling is decent. Whither is debatable, but Dread Curse I strongly feel is not balanced well with Shrivel - it has a higher sanity cost, a lower casting modifier, and is 2 handed and only an additional +3. It should really give you at least a +10. Spectral Razor and Fist of Yog-Sothoth are perhaps the 2 single worst spells in the game. I mean really, 2 hands and 2 sanity for an average of +4 combat modifier? That's ridiculously weak. I don't know if I want to get rid of these spells altogether or just retool them somehow. I like Storm of Spirits, though I kind of think it should have a sanity cost and give you a higher bonus (1 and +5 perhaps). Summon monster should give you a modest circumstantial bonus (like +1 to horror/evade, and + 2 combat checks) against the monster you summoned because, after all, you summoned it and I don't get what the point is otherwise. Call Down the Storm is cool, I can't decide if it should be +3 or if +2 is appropriate. Azure Flame is neat-o, and essentially a magic shotgun- but considering the maintenance price it's a tad weak. It should give you like a +6. Again, Steal Life is cool but a little weak to require 2 hands (although in this case I think it should just be one-handed instead of having a higher modifier).
2. I don't like "Cast and discard" spells - I feel like discarding a spell after one use is sort of conceptually weird and not very fun. I think I'm going to rule that all "cast and discard" spells become "cast and exhaust" and have their casting modifiers reduced by 2. I realize some of these spells are very powerful- but really, there should be more spells that are on a level with Find Gate, IMO, and for most of them you'd be taking a rather large risk of paying 2 sanity and nothing happening.
3. There's no good reason why you should only be able to draw 2 spells at the magic shop when you can draw 3 at the other stores. I've ruled that (since I use most expansion cards), all shops let you draw 4 cards - I find this makes visiting the magic shop a bit more attractive.
4. Daisy's (and Dexter's/Harvey's PS) really should only let you reduce 1 sanity cost per round and not period. If I'm beefing up spells, I'm absolutely going to house rule this one, because the way it is makes Daisy far too good relative to other spell-casters, and has a lot of wonky in-game effects (like getting 2 shrivelings and a +12 combat modifier with no sanity cost but still having to pay 1 for a +9 from Dread Curse). I feel like if the spells had more appropriate power levels, this would be very balanced.
Thoughts? Feedback?