So kinda like Earthdawn (if I'm remembering that system correctly)?The base resolution system (d12+Xd6 rank dice, success ladder) handles most of the rest of what you need, with player and GM moving the system forward by doing things.
I have several different types of magic in my current project, but this is how I'm handling sorcery (the primary magic style). I've been tinkering with some ideas.
For context, the overall system is contested die pools. When you roll your dice pool, you count how many of your dice beat the highest # of the opposing dice. Each spell costs vigor (stamina). WD = weapon damage. Each class has it's own base weapon damage die type.
So I'm thinking of ways to both overcharge spells, and also give you extra benefits if you roll really well.