From the sounds of it, it isnt nessesary. Like i said in another thread about this, is sounds like spell making will be redundant. From my understanding the casting system will work like this
you buy/find spell effects, not actual spells. Once you know the effect, the damage done is based upon your skill lvl and the way you cast it.
So for example: take a fire spell, say your @ lvl 25 destruction. You cast a fire spell and it does 20 pts of dmg. IF you channel it, or build up the spell, it will do 20 pts / second. if you raise your lvl to 25 you will get X amount more damage. So say if you want 60 dmg @ lvl 25 you have to charge it for 3 seconds, and it will drain X amount of magicka. @ a higher lvl it will take less time to get to 60 dmg and less magicka.
This doesnt even go into touch, AoE, and the other spell effects.
Im not worried, i have faith in bethseda, they have never let me down before.
It'd be nice to know how this works with spells which don't do direct damage... For instance, with the Frenzy spell we've heard about, how will we be able to alter its duration, magnitude, and area-of-effect? Perhaps magnitude will just increase passively as you increase your Illusion skill. Fair enough. And maybe the Frenzy duration will increase the longer you "charge" the spell... but then how do we increase the area-of-effect? Or is it just restricted to a single creature at a time? Or, conversely, perhaps "charging" the spell increases its area-of-effect, but it's always got a fixed duration?
But maybe Bethesda have found a neat way to customise spells along more than one dimension, so that you can
independently control for area-of-effect and duration as you cast the spell. I hope so.