The magic system I'll be using is very free-form, with a "faerie tale-esque" bent. Spells take the form of a sentence which the player must speak out loud. Each sentence has 3 components - a subject, an effect, and a duration - each of which has a difficulty. The three difficulties are added together to find the final difficulty. The sentence "I banish you Jack Silverheels from Albion's shores, for a period of no less than a year and a day" has a subject (the faerie Jack Silverheels), an effect (Banishment in this case) and a duration (a year and a day). Say you have a The Art (Scientific Magic) skill score of 42%... adding the three difficulty scores together gives you a difficulty of, say, 35%. You'd subtract 35% from 42% giving you a modified The Art (Scientific Magic) skill score of 7% to cast the spell. Difficulty may be reduced by taking modifiers to the spell (I haven't worked out exact mechanics yet). Taking "The Magus must spin thrice, widdershins" would reduce difficulty a little, while "May only be cast at Land's End by the light of a full moon" would reduce difficulty a lot. If enough modifiers are taken, the mage may actually get a bonus to cast the spell.
There are three flavors of magic -
-Scientific (book learned) magic which has the most available effects and can be cast by humans. Based of the EDU score, spells require research and formulation before they can be used.
-Hedge (peasant) magic, which has fewer available effects and a nature-esque bent. Based on EDU, spells require research and formulation before use.
-Glamour or faerie magic (magic in it's raw form). Usable only by faeries (and fae-blooded), based on POW. Glamour is innate and usable at will, and thus has no casting time (unless the faerie takes modifiers that give it a casting time). Spells don't need to be researched or formulated, so modifiers may be added or dropped on the fly. Fewest number of available effects (varies by faerie "breed", sometimes as few as one or two effects).
To get back to my original question, though, the way I picture Hedge magic is along the lines of Eastern European "folk magic", where your avarage joe might know a charm to ward off the evil eye, and a few more to keep from getting eaten by the boogie man. I also wanted to include a sort of villiage "wise woman" type, who uses magic full-time. My current thinking on the subject is now maybe allowing anyone to take low levels of The Art (Hedge Magic), but requiring a minimum EDU score to increase your skill level beyond a certain point. Does this sound plausable at all?