nogray
Adventurer
I tend to like (mostly) various editions of the Talislanta magic system, which uses a casting roll with an increasing penalty (iirc, -1 per previous spell cast that day, but if you critically succeed on the casting roll, that casting doesn't increase the penalty). It also divided spells into categories of effects (movement, attack, defense, summoning, etc.) at which each type of magic (crystal magic, (each element) magic, general "sorcery," necromancy, etc.) had different facility. In-fiction you had a lot of spells that each did one precise thing, but in-game, you were creating your own spell by adding range, area, duration, etc. to modify the casting roll.
Basic GURPS magic isn't terrible, with each spell being a skill and costing fatigue (and a spell roll) to cast.
Basic GURPS magic isn't terrible, with each spell being a skill and costing fatigue (and a spell roll) to cast.