Most GOOD spells in this RPG require at least minimal charging. What is charging? Simple, on your turn, just say ::Charges <spell>::. Repeat as many times as necessary. For instance, the technique Final Smash requires 3 charges, so you need to spend 3 turns charging. Then, on your fourth turn, you can execute the move. Watch out, though, the spell Cancel can cancel all of your current charges! Yikes! Also, if you do anything other than charge during a turn, it also cancels all of your current charges.