This is, at it's core, the [GURPS Magic] system, mixed someone with S. John Ross' [Unlimited Mana] modifications: characters learn individual spells as M/H skills which cap in cost at 2 points/level. So to learn a spell at +3 costs 8 points, to learn a spell at 0 costs 2 points, and to learn a spell at -1 costs 1 point. To learn a spell requires first mastering its Prerequisites. Every spell you cast has a cost listed. Instead of causing Fatigue, this causes [Taint]. If you don't want to get taint, you need to use a [Spell Matrix]. Matrices filter the raw mana and deal with the Taint used. Spells can be improved before casting by the process of tying [Spell Threads]. There's a [Black Magic and Taint] mechanic, but it is not public knowledge. Please don't read it unless you know you should. Many players of magicians are having trouble remembering it all, so here's [How to Cast a Spell] High Circle magicians can use ImprovisedThreadWeavingMagic. Check out [Known Threads for Spellcasting]