I think an adventure with the core question:
What would you pay for magic? would be an interesting one
whatsup says:
And I'd like to completely get away from vancian magic, not just jury rig it.
I totally agree, vancian magic is far from the best magic system out there. But due to D&D it is the most common.
World of darkness's Mage is the most complex
My first rpg system was
Draka och demoner (dragons and demons) where magic a magic spell awas a skill that you had to roll for. If you wanted to increase the magic power, you took penalties to the skill roll. You had a pool of magic points that was used to cast the spells. There was a small chance to fumble the spells and pay dearly for the magic
Trudvang is the spiritual successor to Draka och demoner, and while I was not fond of the overall game system, I liked their magi system. They had a dark, gray and a light path of magic. The dark path was easist to advance in, and you quickly got powerful, but the chance of fumbles was increased, while the light path was a slow but secure route to power as you could almost never fumble.
My favourite magic variant from Draka och demoner was the improvised magic, in short you had 3 lists of words. Something that happened, Some medium and the target. Ie
Create - Fire - orc to set the orc on fire.
Move - Air - Me, causes a gale of wind to lift me up to the ledge. It still used magic points, but it really made me feel like a wizard that could do anything with magic
A few months ago I played a
Kids on Brooms game. A Harry Potter magic school kind of game. There you had some core stats, like Brawn, Gile, Agility ect. There you cased your spells using those stats. You could open a door by using Brawn us force the door open, or Gile if you rather use magic to pick the lock. Our GM ghosted unfortunately
Generally I prefer magic systems that allow me to improvise on the spot. I think that Pathfinder 1e had some sphere magics, that were a blt like WoD Mage sphere magics, but I haven't looked too deep into it