
-You have three crafting slots:
1) Starter Spell: Spell that initiates
2) Catalyst Spell: Spell that enhances or alters
3) Finisher Spell: Spell that finishes
-Each slot represent either 3 spells or 1 shout 2 spells. So you can't get two shouts in. But I haven't seen anything conflicting in having two or all three shouts.
-Most shouts (besides Slow Time) and continuous spells like Healings and Flames would have the same effect throughout all three stages.
-You can only use Spellcrafting to make spells, not shouts
-Each slot also represent spells at their different stages. So a Fireball Spell in Starter Spell would be in its casting stage. If it is in Catalyst Spell it would be during flight. If it is in Finisher Spell it would be when it explodes. So it is Preferered to have most Destruction Spells in Finisher Spell for their finishing effect, or during Catalyst Spell for their "extra punch"
-Same goes for summonings. A Conjure Dremora Spell in Starter Spell would be when he is casted. In Catalyst Spell is when he is in combat. In Finisher Spell is when he dies. Same goes for other schools.
Examples:
1) Whirlwind Sprint Shout
2) Conjure Dremora
3) Fireballs
This would propel a Dremora at the aiming directions, who would swing once and explode into a Fireball.
But if I switch 1) and 2)...
1) Conjure Dremora
2) Whirlwind Sprint Shout
3) Fireballs
-This would conjure a Dremora who seek out and homes in and propel himself into the enemy and explode on contact. Why a homing exploding dremora? Why not?

But if you have
1) Fireballs
2) Whirlwind Sprints
3) Conjure Dremora
-This would get you a high-speed fireball that DOESN'T EXPLODES but instead turns into a dead Dremora on contact. Not useful at all, right? You can just duplicate Fireball Spell in Finisher Spell to have a simple high-speed Fireball. BUT if you don’t place anything in Finisher Spell then the spell would be a dud.
-Certain spells, like Flesh Spells are active ONLY when you are hit, and they are not continuous spells, so it is Preferable to have them in Catalyst Spell for their armor effect. BUT… if you place them in Starter Spell then they will, instead of casting armor, cast whatever effect in Catalyst Spell and Finisher Spells; and activate the whole chain when you are hit. Placing them in Finisher Spell would only active their ending stage (wearing off) which is useless.
-Also, Having which Flesh Spells in Starter Spell would directly affect their time. So Ebony Flesh would have a longer time than Oak Flesh.
Examples:
1) Ebony Flesh
2) Unrelenting Force
3) Fireballs
-This would get your a flesh spell that, when you are hit, explode in a fire effect and blast enemies away.
But…
1) Unrelenting Force
2) Ebony Flesh
3) Fireballs
-This would send a blast that knocks back enemies and give THEM Ebony Flesh and then explode and deal explosion damage. Why? Why not?
1) Ebony Flesh
2) Soul Trap
3) Unrelenting Force
-This spell effectively Soul Trap yourself and knock backs enemies when you die

More examples on continuous spells:
1) Healing
2) Ebony Flesh
3) Whirlwind Sprint
This would cast continuous (waste of magicka) Ebony Flesh on you continuously plow yourself forward at amazing speed until you run out of mana. Great if you’re trying to evade a rain of arrows.
Mana cost would be depended on which spells do you put in your slots.
This is just an idea I suddenly have, so thanks for bear it with me and read it through. I hate myself for not having a PC to make an amazing mod… But anyway, drop me some random examples if you want and I might think of some crazy way to make it work.
