You probably know this, but most people in 3.5 get around this by scribing scrolls and carrying tons of them around.
I don't know of a sysem like the one you describe in 3.5, but I have played in a game in AD&D that was heavily houseruled so that it closely resembled 3.5 (before 3.5 came out). One of the ways it was different, though, was the magic system. A caster could have access to all of his/her spells at any time, but if s/he cast the same spell more than once in a given period (10 minutes I think, so basically during a single battle) s/he had a chance of the spell going off wrong, basically due to mental fatigue. The DM decided the outcome by a random roll, it could be of a stronger or weaker level, the target might change (that one happened to me a lot), the spell might fizzle, or it might randomly change to some other spell altogether. The more you cast the same spell the higher the chance that it would misfire. Something like 5% the first time, then 10%, 20%, 30%, 50%, etc. It meant that the caster had a lot of flexibility but was also forced to be creative, s/he could not just count on throwing fireballs and magic missles at everything that moved.
It was fun to play! Even when I misfired a fireball and hit myself, or another time when a misfire hit the party paladin. He would have survived the fireball blast, if only he had not been carrying around those two potions of fire breathing. OOps! Paladin go BOOM!
