This is primarily in regard to sorcery here.
It seems like any sorcerer who doesn't want to have to get right up to a target he is trying to deal with offensive magic is going to be operating quite slowly with the 1 round per Shaping point used rule. At best, he's getting off a spell every other round, and most I'd expect would be doing so every three rounds.
While I'm not going to deny Wrack (a spell which, after all, bypasses armor) and the few other offensive spells could be effective, but I'm not sure they're so much more so at the typical starting levels (even a nearly maxed out adult sorcerer is only going to be somewhere in the 50-60% range far as I can tell from the character generation system) to justify the time involved.
Even the optional Swiftness manipulation only seems to help so much here as I'd think that the combination of manipulations would get prohibitively pricey here (getting it down to one round would be 5 points combined with the above range shift, which unless its easier to bank up magic points for a sorcerer than my current reading suggests seems kind of prohibitive.
I almost wonder if the desire to put Range and Duration on the same table as Combine and Targets didn't influence this decision (since I can see some reasons not to want to put some extra limitation on someone's abilities to blitz 4-5 targets at once or roll together a nasty cocktail of spells a bit more than I can the desire to keep ranges tight or the largely meaningless time limitation duration boosting).
Is RQ6 really supposed to be slanted that strongly toward traditional sword-and-sorcery style games in its orientation? Because I can see that's a very good mechanic for the Conans of the world to want to get up on top of the evil sorcerers before they get that lightning bolt off but it might be a little less amusing to the players of the Dilvishes of the game as the howling savages descend on them while they're trying to get a spell off.
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