So from what I can see so far, combat spells are basically going to be like MoM spells. You cast a spell and it takes one round to cast. But will this be the case?
So I'm wondering how dynamic combat spells will be. Can we expect to see anything like...:
Multi-spellcasts: an attribute of the caster that allows them to cast multiple low level spells. For instance, you might be able to use 100 mana in a turn and a fireball takes 25, hence, if your channeler has multi-cast, could cast four fireballs in a round.
Crescendo Channel Spells: Crescendo channeled effects would take multiple rounds to cast, each round creating a more and more powerful effect until the final big boom? So for instance, the spell "Fire channel" might take four rounds to cast. On the first round, a fireball emerges. On the second, 4 fire elementals to fight at your command. On the third, a roiling wall of fire at the location of your choice. On the fourth, a massive meteor spews forth toward a location you decided when you first began casting the spell.
Tapering Spells: Spells that are channeled but start out with their best effect first, then taper of in effect the following round. If the channeler decides to break the channel, he/she suffers a backlash either in mana cost or damage (possibly AOE) depending on the spell.
Chain Spells: Spells which have a specific "chain" component. When two spells with a chain component are cast in succession, the prior spell picks up an attribute from the former. For instance, if you cast a chain fireball on the first round, it is just a regular fireball. But if you cast a chain lightening bolt on the second round, it is a lightening bolt with added fire damage. And then a chain fireball on the 3rd round? Extra fire and lightening damage added to the fireball. Cast a non chain spell and you, of course, break the chain.
So is there any indication that spell dynamics like this might exist in combat? Or is it just one cast per round?