So I've been writing the code for the testing/prototype version of the Adventurer combat system. It is turn based with a TAP, Talent/Aspect/Path, system as opposed to a class or skill system. So small highly focused groups of skills and you can pick 8 or so, in the prototype anyway, in the main game there's no cap and you can improve them also.
So I went really hard with allowing you to play ADD, Affliction/Debuff/DoT, builds. There's a ton of combos and synergies and stacking and stuff. Some of these systems can also have impacts with more straight forward magic like fire or earth. The prototype only has combat Talents and not social/crafting/utility ones.
I'd expect fights with a full 8 person party to last 10-40 rounds depending on the enemy.
An example Talent would be Miasma:
Miasma
|Acid Splash|20 damage|+5 DoT/5s|+1mark|AOE 8m|Range 20m|Cast 2s|40 mana|
|Infect|+2 DoT/10s|+1mark|+1dmg/mark|3 Targets|Range 20m|Cast 2s|25 mana|
|Fester|+4 DoT/10s|+1mark|+1dmg/mark|2 Targets|Range 20m|Cast 2s|25 mana|Mark+|
|Envenom|+5 DoT/10s| +3dmg/mark|1 Target|Range 20m|Cast 2s|25 mana|
DoTs often have low costs and longer casting times. A Mark is a special status effect marker that allows for various synergies and combos. You need 0-1 or more marks, sometimes of specific types, to be able to cast some spells. So Fester for instance requires an "Acidburn" or "Infection" Mark to cast. As you can see some of these spells deal more damage on targets with more Marks. It doesn't matter what character put a Mark on a target.
Lutomancy
|Slime Pool|2x move cost|AOE 20ft|Range 20m|Cast 2s|40 mana|
|Grime Ball|20 dmg|+1 mark|1 Target|Range 20m|Cast 2s|40 mana|
|Mana Leech|40 mana dmg|1 Target|Range 20m|Cast 2s|20 mana|
|Filth Spray|1s distract|+1mark|1 Target|Range 20m|Cast 1s|20 mana|
Lutomancy, or filth magic, is an ADD adjacent Talent. Filth Spray adds a Mark but is technically a control spell. Grim Ball adds a Mark as well but is not a DoT or Affliction. Slime Pool is an environmental control spell. Mana Leech is also not a typical ADD spell. Lutomancy and some other Talents are basically nexuses between ADD, Control, and Drain Talents.
This particular Magic System in Axioms, as there are many, allows for a tradeoff between generialists and specialists and lots of hybridization. A character could be a full DoT/Affliction specialist, they could hybrid with control, they could hybrid with Domain or Support type casting, etc.
Chronomancy
|Time Stop|Stasis 2s|1 Target|Range 20m|Cast 1s|40 mana|
|Stagnation|Slow 4s|1 Target|Range 20m|Cast 2s|40 mana|
|Quicken|Haste 3s|Self|Cast 1s|40 mana|
|Accelerate|Haste 3s|1 Target|Range 20m|Cast 2s|40 mana|
Chronomancy is a support/debuff/control focused Aspect. You can Haste yourself, which cuts cuts 2 seconds off of actions per tick/turn instead of one, or someone else, or you could slow an enemy or you could apply a unique control effect. The second tier of Chronomancy, each Aspect/Talent has 2 tiers, allows for fancier time effects including a Slow Field, a sort of anti-Stasis that causes effect durations to clear 2x as fast and to apply the effect 2x as fast, and so forth.
Manasophy
|Mana Boost|Permanent|Passive|+50 mana|
|Mana Efficiency|Permanent|Passive|-5% mana cost|
|Mana Strike(Staff)|+20 magic dmg|Boost|+1s strike time|10 mana|
|Mana Bolt|25 magic dmg|Single Target|Range 20m|Cast 1s|40 mana|
Manasophy is a core caster Talent. More mana, cheaper spells, and some attack stuff at the first Tier. Pretty self explanatory.
Disease
|Fever|1 DoT/10s|+1mark|+2dmg/mark|Reduce REC 5%/mark|DUR 10|AoE 8|Range 20|Cast 2|35 mana|Mark++|
|Delirium|2 DoT/10s|+1mark|+1dmg/mark|+2s Distract on 5/10/15/20 marks|DUR 15|Double Target|Range 20m|Cast 2s|40 mana|Mark+++|
|Malaise|2 DoT/10s|+1mark || +1dmg/mark -1 control RES on 5/10/15/20 marks|DUR 15|Single Target|Range 20m|Cast 2s|50 mana|Mark++++|
|Debility|-5%HP/s|-1%HP/s per mark|DUR 20|Single Target|Range 20m|Cast 2s|70 mana|Mark+++++|
Disease is a Talent that focuses almost exclusively on DoTs and Afflictions and has very high Mark requirements. You can only land these spells successfully if the target is very Afflicted.
This Magic System doesn't use any RNG at all. No dodge, no resist, no instakill stuff. There is some meta/counter magic but that isn't random either. If you meet the requirements for an ability it just applies the effect minus mitigation.
The numbers here aren't final. In the game system, rather than the theoretical system this is based on, you may need more marks to cast some of these spells and some spells might apply more marks than the numbers here. And as noted sometimes you will need specific marks.
Some more high level Talents are below:
Fluctumancy
|Riptide|Push 10m <lvl 2 5m <lvl 5|Linear 4m|Ranged 10m|Cast 2s|50 mana|
|River Mouth|-5% mana cost TYP GRP (Force) -5% mana cost TYP GRP (Water) +2 mana/s|AoE 8m Self|Cast 3s|80 mana|
|Breakwater|30 dmg ENV/3s|AoE 8m|Ranged 15m|Cast 2s|70 mana|
|Capsize|3s Root|Single Target|Ranged 10m|Cast 1s|50 mana|
This is "wave magic". It contains a Domain spell. This one happens to be mana focused. All spells cast by allies in the range of the Domain have a discount. Wave Magic is composed of Water and Force so Wave spells get 5% off the cost for both elements. A pure Water or Pure Force spell would only get 5% off. Steam spells, fire/water, also get only 5% off. Additionally all affected allies get +2 mana a turn.
Riptide is a control spell, specifically movement based. Breakwater is an AoE environmental damage spell. All enemies in the effect area take 30 damage every second for 3 seconds. If they leave it they don't take further damage. Capsize is a 3s Root. They can't move but they can use abilities, hence the low mana cost and short casting time. Also it has a short range. I think I had all Force type spells have a shorter range.
Pontumancy
|Ocean Currents|-5% mana cost TYP GRP (Force) -5% mana cost TYP GRP (Gravity) +3 mana/s|AoE 10m Self|Cast 3s|70 mana|
|High Tide|+4 mana/s|DUR 10s|AoE 10m Self|Cast 2s|50 mana|
|Heavy Seas|Snare 3s|AoE 15m Self|Cast 2s|70 mana|
|Pull Under|7 DoT/2s +1mark +2dmg/mark Root 2s|AoE 8m|Ranged 15m|Cast 2s|50 mana|
Sea/Ocean magic is a complex composite of 5 basic elements and Gravity, iirc. So it is quite strong. Ocean Currents is a Domain spell. Heavy Seas is an AoE Snare/Root. Abilities work but no moving. Impacts you for the remaining duration if you walk into it. Can be deployed defensively. High Tide is a support spell, and a pretty good one. It can provide a max of 320 mana across a full 8 person party. Long drawn out battles of attrition mean support casters are super strong. Pull Under is a rare DoT/Affliction that applies control effects and does damage over a shorter time. But it does quite a bit. Since it applies a mark from itself it deals (7+2)*2 base damage. With 5 other marks it would deal 19*2=30 damage plus a 2s control effect which is pretty strong.
Profundumancy
|Abyssal Plain|-5% mana cost TYP GRP (Darkness) -5% mana cost TYP GRP (Gravity)|+1dmg/mark/malady|AoE 20m Self|Cast 3s|70 mana|
|Crushing Depths|Double base DoT damage on enemies under control effects|AoE 15m Self|Cast 3s|50 mana|
|Compression|+4 DoT/5s +1 mark|Double damage from marks|AoE 8m|Ranged 15m|Cast 2s|50 mana|
|Thassalaphobia|+2 DoT/8s +1 mark per second when under control effects|AoE 8m|Ranged 15m|Cast 2s|70 mana|
Profundumancy, better known as Abyssal(as in the oceanic abyss) Magic is a capstone Talent for water oriented affliction magics who synegize with control. It has a useful Domain effect and then several strong unique effects that focus on greatly improving Affliction damage. Heavy Seas can trigger Crushing Depths and Thassalaphobia on multiple enemies for a pretty long time. Pull Under and Compression are a lethal combination.
I've got like 40 of these basically done and 40 to go, against with slight modifications from the versions posted here since maybe of them weren't designed specifically for the Axioms Adventure Combat system.