Yup, that is also my experience. I used a system for Fate that had a few simple rules for magic
- Create an aspect for yourself that is supernatural; it should be at about the “street level” power ability.
- As for any aspect, it is then a fact and all logical consequences follow from it
- Each magical aspect is tied to a skill. It can be used with that skill at no cost.
- Using a magical aspect with a skill that it is not tied to requires a spend.
So, a character had the aspect “I can turn into a cloud of mist”, tied to stealth. Anytime it was reasonable to assume mist might be around, they automatically succeeded at stealth — no-one will notice a patch of mist on a misty day! But if they wanted to smother someone in mist, or swarm up the side of a building, they would have to spend.
Worked very nicely. Tying the aspect to a skill makes it more focused and helped me as a GM know the expected use of the magic.