Thanks for the input everyone.
I can dig that, but as SquidFisher and others have pointed out skills should have a pretty clear bailiwick. Having multiple (but not necessarily four) magic skills lets me keep different flavors pretty clearly defined. Plus, I wanted to keep some of the ordinary trappings of Science and Engineering without having skills with those names.1) I'd strongly consider one (Mysteries) and then forcing spellcasters to choose one of the four disciplines. If you wanted, you could then add a stunt that granted access (at Mysteries-2 or something) to another discipline, with a further stunt that granted access to everything else. Keeps it simple.
I don't have a problem with one per skill level, especially if I stick with multiple skills. My only concern is with Minion magicians. Part of the worldbuilding I have in mind includes Average quality magicians who are able to make a living as a village wizard. Can they do that with one spell? Maybe.2) Depends how flexible the spells are, and when you have to choose them (character creation, start of each session, on the fly, etc.). Having some rules for on the fly cantrips takes a lot of weight off, as only the really major stuff needs to be represented by an actual spell. Maybe one spell per rank would work, with a stunt that grants bonus spells.
I like that. I'm fond of ritual magic. I'd have no problem letting a magician spend a couple of days in the lab casting a spell he wouldn't be able to cast on the fly. Or brewing it into a potion, so that it is portable. It warrants looking in to.It's worth checking out the gadget rules (both for having gadgets and for creating them during play) and thinking about that in terms of spells. If people had time, could they research a particular spell that they wouldn't normally have access to?
I like the spin idea. I just figured that changing the fundamental laws of the universe in a local area might be a little trickier than Mediocre. You can do potentially do some potent things with this.3) Mediocre? Whatever the other guy rolled to defend? Maybe requiring spin in order to make the aspect sticky. I don't see why spells should be different from anything else, especially when a machine gun and a fist do the same damage in this game.
Thanks. I appreciate it. And since it's a temporary aspect, you get one free tag.And frankly, I like the way you handle attack spells better than the way I did. Placing a "I'm now armed--with MAGIC!!!" aspect on yourself is way better than spending a fate point every damn time you shoot lighting. I'll still allow the attack option (handy if your Mysteries is much higher than your other weapon skills), but I think I'll encourage your idea.