>>I think for the most part email would be the easiest way to do most of the work so why don't we spend a coulple days (no hurry, wouldn't you say) thinking of things to change and then we'll get ahold of each other and swap ideas. Sound like a plan?<<
Works for me.
As to the rest, just throwing out an idea or two for you, and maybe looking to get some thoughts from others as well:
The castings working off of Psyche seems the way to go with me too. Indeed, I've had that as a house rule for the last six years anyway, just about exactly as you've laid it out, except; I also add a way for Magi of less than Strange class to improve their chances, but combat yanks that back out and evens things out.
First: A mage can cast a spell that equates to any power in the book. All magi must have a power source, as this universe itself isn't very forthcoming, when it comes to "Personal" spells. Universal (Ancient Lore) Spells, which must be learned from somewhere (basicly working like straight powers in both aquistion and usage), and Planar Spells are actually like AD&D style channeling, the way a cleric does it; rounds it out. This makes for three very different types of spell, stays close enough to the Marvel background to work well and yet makes for a less cumbersome system.
Second: A Mage (not a Wonder Worker, who has other advantages) gets two columns down and his splus one up with each of his casting area difficulties. So, If the Mage's Psyche is Remarkable, spells ofGood, Excellent, Remarkable and Incredible difficulty are a Green Feat, spells of Amazing Yellow Feat and spells of Monstrous difficulty are a Red Feat.
Wonder Workers (the proper, classical name for that type of person is Thaumaturge) have the normal 1 CS casting area difficulty affect range (1 rank less is green, equal is yellow, and one rank up is red), but need no psychological props (like rituals or fetishes, or items of power, or words and phrases or whatever)or power sources to work with.
The system for both though is the same otherwise and
basicly, it works like this: Casting difficulty works off of how much effect the character is after, coupled with resistance factor.
For instance: If you're trying to effect just yourself or your direct enviroment it is at -1CS difficulty. If you are aiming at just one other/different person it stays the same. If you are trying to affect a small group (ten or fewer individuals), it's +1CS; eleven to many... a purposely nebulous number makes it +2CS harder, a regional effect (the size of a city) is +3CS harder and a continental effect is +4CS, while a world wide effect is +5CS. Even Strange is going to have troubles there, which even he should.
Also, it matters what you are trying to affect. If your spell effects anothers physical body in a way that is mirrored by a damaging physical power (like Therain Bolt; my campaigns version of the Eldritch Bolt that can effect physical matter, which the standard Eldritch Bolt cannot in our campaign, BTW); in that case it uses the stat most effected; usually Endurance (as you can loose Endurance ranks if your health falls under 1) as your base difficulty rating.
So, if Argoth the Hame (a mage) is casting the dreaded Frog Prince Curse at, let's say, Wolverine (it'd do the cranky ol' cuss good to be stuck as a frog for a bit) he's going to have troubles. Why? Read on.
Now this Spell is really just a version of BioPhysical Control; but it sounds more magely to call it the Frog Prince Curse. Argoth's got an Amazing *50 Psyche but does not have the Mystical background Talent, so things are a bit tougher for him. He's a straight mage, not a wonder worker, so he needs psychological props for his castings (something from the UPB that I liked) to be at full effect and casting things in a close quarters situation, like one has to do with BioPhysical Control to have much chance (remember, every ten feet distance increases the difficulty of the power by +1CS)of success, is no easy task when you're facing a pissed off Wolverine.
Put simply: Now Wolverine is just one person, so the base difficulty stays the same; the cranky ol' cusses Psyche of Incredible is normally a Green Feat for Argoth, but it gets tougher; as permenant effect changes, by this system, are at a +2CS penalty, and there are combat distractions for someone with fewer choices to counter them ( & no time for rituals or other props that would reduce the difficulty).
So, casting in combat is +2CS, permenant effect (unless countered) is another +2CS: this pushes Wolverine's effective Psyche/Resistance to Shift X. This is going to be possible, if only barely, but will take a Red Feat. If this guy wants to survive, he needs both initiative, and a good dose of luck.
I'll dig out the old tables and let you take a look in a bit, but for now, think about this variant.
Gerrod