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.
Spell costs: spells cannot be purchased in frameworks. They must be bought with character points (full cost, NOT divided by 3): in the main fantasy book, it says that only if you want your characters to very easily have access to very powerful spells should you put a set cost divider in, and given how much XP y'all are getting, I don't want that. Spells other than divine spells must take the Skill roll limitation, battle magic must have the "spell" limitation: other limitations will likely be required (since all spells that are powers require GM approval, there will be a checkpoint for this). Divine spells must take the activation roll disad, with the max being their psych limitation for their faith.
Chances are very good that early in the game, high active point cost spells will not be allowed, or things that upset power balance too much. We've all played this system a lot, so I expect you all to have a sense for what might fall into that group.
Spells cost END. I will not allow an END reserve for spells at the beginning of the game. Characters may find unique magic items, such as staves or familiars, that grant such a benefit. Spells that do not cost END must initially be bought with the "costs END" disadvantage, though this may be bought off later.
Overall, I've made these decisions to keep spellcasters in line with other character types for power level: other characters get gearl, you get spells. Both things may be bought with boatloads of limitations to offset cost: gear is a little more functional in any situation, while spells have a wide range of powerful and flexible applications, so I think they are equal.
Magic Limitations: Wearing metal armor gives a -5 penalty to non-divine spellcasting.