I've gone whole hog and designed my own magic system, but there are a few easily portable changes (inspired by the Middle Earth d20 project):
"Magical Radar"--every spell creates a signature that can be sensed by other magical beings--say, one mile per spell level or even more. This means that casting a spell might tip off the evil wizard as to your identity and general whereabouts. Casually using magic when skills would do becomes much rarer with this rule.
“Corruption” (inspired by Star Wars d20 Dark Side points). Magic is created by life; therefore, any attempt to destroy life or dominate the free will of living creatures causes the caster to make a corruption check (essentially, a wisdom check versus the level of the spell, although previous corruption points are subtracted from the roll). IMC, casters are much less willing to cast large-scale damage spells because they recognize the slippery slope that corruption can lead to (although one player is role-playing his character's slide into evil quite well).
These two changes make magic a much less casual matter while not diminishing the power of magic--a world where magic is rare rather than simply weak.
"Magical Radar"--every spell creates a signature that can be sensed by other magical beings--say, one mile per spell level or even more. This means that casting a spell might tip off the evil wizard as to your identity and general whereabouts. Casually using magic when skills would do becomes much rarer with this rule.
“Corruption” (inspired by Star Wars d20 Dark Side points). Magic is created by life; therefore, any attempt to destroy life or dominate the free will of living creatures causes the caster to make a corruption check (essentially, a wisdom check versus the level of the spell, although previous corruption points are subtracted from the roll). IMC, casters are much less willing to cast large-scale damage spells because they recognize the slippery slope that corruption can lead to (although one player is role-playing his character's slide into evil quite well).
These two changes make magic a much less casual matter while not diminishing the power of magic--a world where magic is rare rather than simply weak.