In the games that I've played a magic-user, I've used a variation on the magic presented in the example characters in Fate Core. For basic magical ability/training, you first need an appropriate stunt. This uses the usual rules for a stunt giving a skill new applications, so it keeps magic on an even level with other character options, while still giving the spellcaster variety and flavor. Here is the basic stunt that I use... Mystical Lore Megan has been tutored in magic. See Extras for more info. Then, of course, you have the actual extra... Extra: Mystical Lore Costs: Skill ranks, specifically those invested in the Lore skill; one or more stunts reflecting arcane ability Special: Magic performed in combat is particularly taxing on the spellcaster. The magic user has an additional row of Stress boxes called Arcana, which is adjusted according to the spellcaster's Lore rating. Every spell cast in combat will fill one of these boxes, as if taking a 1-shift attack. When there are no empty Arcana boxes, the spellcaster may no longer use magic in that conflict. Boxes may also be filled by attacks from opposing magic-users. In that case, any attack which would result in "taking out" that row of stress, will block the spellcaster from using magic for the remainder of the conflict. People who are trained in magic are able to use their knowledge to perform supernatural effects, adding the following actions to the Lore skill: Overcome: Use Lore to prepare and perform magical rituals successfully, or to answer questions about arcane phenomena. Create an Advantage: Use Lore to alter the environment with magic or place mental and physical benefits or impediments on a target, such as Slowed Movement or A Foggy Head. Unwilling characters can defend against this with Will, or Lore if the target also has magical training. Attack: Use Lore to directly harm someone with magic, whether through conjuring of elements or mental or mystical assault. Targets can defend against this with Athletics or Will depending on the nature of the attack, or Lore if the target also has magical training. Defend: Use Lore to defend against hostile magics or other supernatural effects. You'll see that one thing that I added was a row of stress boxes for using magic (or for taking magical "damage" in the form of countermagic from opposing mages). This may seem limiting, but since stress boxes reset after any conflict, it's really not very limiting at all. Most Fate conflicts are over before you get to that many actions. If you wanted to make magic less of an "easy choice," you could switch from Lore to a special "Magic" skill. Lore is usually good enough, since it's not the first skill choice of many people. Now, the basic magic option leaves a lot to be desired, since it's very limiting on what you can actually do with your spells. To further flesh this out, you could add in other stunts that increase the number of abilities that the Mystical Lore (or whatever you call it) can do. This follows the same basis, with each stunt representing other schools of magic by substituting Lore for other skills. Here's another example that I've used in the past in order to give the mage some control over "force." (Note that this example could also be used to represent abilities of a psionic character, which is why I chose the name as it is.) Telekinesis School of Magic Megan's magical studies have included learning how to exert force with her arcane energies. See Extras for more info. And, the associated Extra... Telekinesis School of Magic Those trained in the Telekinesis school of magic learn to direct their arcane energies to exert a physical force on the world around them. Add the following options when using the Mystical Lore stunt. Overcome: Use Lore to overcome any obstacles that require the application of brute force—most often to overcome a situation aspect on a zone—or any other physical impedance, like prison bars or locked gates. Force applied to oneself may allow for levitation or flight. Create an Advantage: Use Lore to create advantages in physical conflict, usually related to grappling and holding someone in place, making them Pinned or Locked Down. Attack: Use Lore to make attacks of pure physical force, or to throw or drop heavy objects. Targets can defend against this with Athletics, or Lore if the target also has magical training. Defend: Use Lore to defend against purely physical attacks by creating a barrier of force, interposing a large object, or moving out of the way. You may also provide active opposition to someone else’s movement, or interpose something heavy and brace it to stop someone from getting through. You could then make "schools" of magic basing them off of other skills. For instance, you could make "enchantment" spells by copying the abilities of skills like Contacts or Rapport. You could basically read through various skills, and come up with your own ideas of how to flavor a school of magic off of those descriptions.