I’m at risk of sounding like a broken record but I love the DCC magic system!
Each spell has a number of physical manifestations which add flavour and description and there are also mercurial effects when a new spell is cast which can work for or against the caster. As an a example I had an Elf character who would teleport towards his target every time he cast sleep. Handy for the coup de grace when the spell went well, less useful if it didn’t go off!
To cast a spell the player rolls a die (typically a D20) and adds Intelligence or Personality mods (Wizard/Elf or Cleric) and level to get the spell check result.
The spell usually goes off on anything over an 11, a higher result is generally better but some spells can go nuclear on a high roll and that’s not always desirable!
A low roll generally ends up with the spell being lost for the day, but rolling a nat 1 can result in a misfire or corruption and so on.
There’s also the ‘spellburn’ mechanic where the caster can temporarily ‘burn’ physical stats to represent, for example, a blood letting ritual to add points (Strength, Agility, Stamina) to the spell check.
Initially I found the inevitable pause while players looked up the relevant spell table to be too time consuming but printing a spell book or simply referencing a page number on a character sheet is a quick fix for this.
I accept DCC isn’t for everyone but for years my default D&D character class was always fighter or dwarf. DCC has brought me so much fun playing casters and clerics!