So, concept: D&D 3e had prepared spell casting, where you could 99% cast a spell in the morning, then perform the final word or gesture later in the day when you wanted to finally unleash the spell.
D&D 5e's spell casting is different: you can prepare a spell once, and fire it off multiple times. I think that's pretty cool, and makes me wonder about the narrative logic of spell preparation in 5e.
But, that also got me thinking: I wonder if it would be worthwhile to have a kind of spell preparation via creating advantages
e.g. if you want to chain a spell, or do something nuts, take an action to prep it with an aspect like Prepared Chain Lightning
i feel like there's potential in this but that this specific application is clunky and unnecessary
Extra: Metamagic preparation. Permission: An aspect indicating your spellcasting ability. Cost: One character aspect is dedicated to your metamagic. Benefit: At the start of each day, choose one of the following options. Its aspect occupies your dedicated aspect slot, and you have the associated benefit until the beginning of the next day.
Aspect: Chain Spell Benefit: When you cast a spell which targets one person, you can also target two other people with the same action. You can do this once for free, and each subsequent use costs a Fate point.
Aspect: Quick Spell Benefit: You can cast a spell on your turn without using any action. You can do this once for free, and each subsequent use costs a Fate point.
Aspect: Shape Spell Benefit: Your zone-wide attacks ignore two people in the zone. You can do this once for free, and each subsequent use costs a Fate point.
Aspect: Shape Spell Benefit: Your zone-wide attacks ignore up to two people in the zone, or affect two extra people in an adjacent zone, or they do one of each. You can do this once for free, and each subsequent use costs a Fate point.
also i'm p. sure at this point that spellcasting would benefit from a MAGIC! mode, like atomic robo's SCIENCE! mode. You do magic. Pick some skills about your magic and create them.
And while I'm on it, here's a non-metamagic stunt:
Reflect Spell: If you succeed with style when opposing a spell which targets only you, you can forgo the normal benefits of style to instead force the caster to defend against his own spell.
Upgraded version... Redirect Spell: If you succeed with style when opposing a spell which targets only you, you can forgo the normal benefits of style to instead redirect the spell to another target of your choice, and force them to defend against the spell.
Wound Transfer: You can transfer a physical consequence from one person to another, provided the new target doesn't have a consequence in that slot already. If either target is unwilling, roll opposed Overcome checks with Will.