OAAAA Magic
There are four types of magic: True Magic, Druidic, Divine and Hag.
True magic is taught in schools of magic. All spells for true magic must have the "requires a skill roll", gestures, and incantations disads. You must follow the school of the race/kingdom you pick, and your spells must fit this concept. In general, higher active points costs will be allowed for true magic than for the other two sets.
Druidic magic is based on calling on spirits of the world. Usually, what spells you can cast is largely dependent on what sorts of spirits are nearby, and your limitations on your spells should reflect this. In general, druidic spells ar the "weakest" and will be the most restricted in terms of active cost.
Hag magic, or witchery, is the magic of binding two things together: as such, it requires some token from each of the things being bound together. Example: A wants to curse B. for a witch to cast the hex, he/she would need something of value from A and from B. Hag magic can be very powerful, particularly alchemy, which has to a degree broken the traditional bounds of hag magic, but is limited by what was described above.
Divine Magic: Devout priests may be able to call on the aid of their god and his/her lesser avatars. All divine magic requires an activation roll, which may never exceed the "frequency roll" for the "code of conduct" psychological limitation that all priests must take. Divine magic can be powerful, but it is much less reliable than other types of magic.