As another suggestion: Have miscasts be handled by complications, with one complication being a minor effect, and then have a scaling list of effects for each additional complication rolled while casting the spell. Wizard’s can either “channel” the winds (spends their action charging the power, momentum generated on a channeling test carries over to the spell when they release it, successes generated on the channeling test reduces the difficulty of the spell by the number of successes generated on the channeling test), thus taking longer to cast the spell, but with limited risk of a miscast. Reckless/Instant Casting Increases the complication range by the difficulty of the Spell.
Each Complication rolled when attempting to channel the winds or cast a spell causes the Caster to take a point of resolve damage and additional Miscast effects as described below:
1 Vertigo: The Wizard is Dazed
2 Nauseated: The Wizard is Staggered
3 Arcane Backlash: The Wizard is Perplexed
4+ Power unchecked: The Wizard - and all characters within close range of him - Suffer 1 Point of Vigor Damage for every Complication rolled, and a condition appropriate to the Lore of the Spell the Wizard was attempting to cast:
Lore of Shadows: The Grey Wind runs amok, clouding the minds of the Wizard and all caught in the wake of his fumbled spell. The Wizard and all characters within Close Range are Perplexed
Lore of Life: They Jade Wind caused unchecked growth to rumble across the battlefield, entangling everyone around them in vines and thick roots. The wizard and all characters within close range of them are Hindered until the beginning of the Wizard’s next turn
Lore of Fire: The flames of Aqshy pour forth from the Wizard in a horrific firestorm. The Spellcaster, and all characters within Medium Range of them suffer the Burning 1 Condition. Additional complications after the fourth increase the rank of the Burning Condition by 1 per Complication.
Lore of Light: The White Wind causes the Wizard to become a beacon of blinding light. The Wizard, and all characters within long range who can see them, are Blinded until the end of their next turn.
Lore of Death: The purple wind saps the vitality of everyone caught in it’s wake. The Wizard and all characters within Medium Range of the wizard are staggered and dazed, and any characters reduced to zero vigor by Power Unchecked are slain instantly.
Lore of Heavens: The Heavens punish the Wizard for daring to pull at the strands of Fate. The Wizard and his allies each immediately lose a point of fortune.
Lore of Metal: The Golden Wind alters the casters form, transmuting flesh into metal. If the Wizard is reduced to 0 Vigor by this spell, they are transformed into a lead statue, slaying them instantly.
Lore of Beasts: The Wizards mind is reduced to that of a jibbering beast. The Wizard can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. They can, however, identify friends, follow them, and even protect them. This lasts until the end of the Wizard’s next turn.
The Wizard only suffers from the effects of one Miscast result at a time and Complications rolled on spellcasting only cause the unique effects above, rather than generating Doom or other consequences.