After much use of this skill, I see some problems that can be pointed as:
1) Very powerfull.
2) Slowdown the game.
Then this new version try to solve these points and make a more usable skill.
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- The rule -
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- The skill is used automatically with no maneuver.
- For parameters we use the ranks as % of improvement, each rank is a 5%. So 10 ranks are 50%, 20 100%, 40 200%, etc.
- For other effects we use the bonus, computes like this: 111-50-mod., that is, 61-mod, as mod is negative we add it. Examples, +1 target 61+30=91 (we need a bonus of 91+ to use this option).
As you can see this supposes a roll of 50, but uses the 111 as success with no possibility to use near success (90) that get 80-90% (I don't remember exactly) of desired effect, to compensate.
- If used, roll a SCSM adding the ranks in skill to your spell bonus.
- For faster play, we have some possibilities:
1) Don't require a SCSM, if you think now is enough limited, as it costs good DPs, you could reward character for buying ranks in the skill (see that for other effects we need a great bonus) simply allowing him to use spells with more power.
2) Join all the spell rolls into 1, a good example is the next:
I want to cast a spell with improved range, I have enough ranks to hit the target if I use SM, then I do an unique roll, I roll a 05, that is an open-roll to substract for SCSM, then I roll again and substract for check SCSM success, imagine that is a success (adding all the bonuses for spell), anyway I use the 05 for the attack instead roll again (as spell attacks are not down open-ended).
For up open-ended attacks (like bolts) you could use the same open-ended result used in SCSM, if any.
3) A mix, require only a SCSM for other options but not for parameter improvement, that are more used.
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- End of rule -
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I think is balanced, as the skill is not so cheap it must be usefull, but at the same time must be under game balance.
Now is work for each one to tune it, as choose the "parameters", at first I didn't use damage as one.