That would be Unknown Armies, "A roleplaying game of transcendental horror and furious action." The "major and minor charges" gives it away. It was written by the famous RPG designers John Tynes (Delta Green, Puppletland, and a lot of Pagan Publishing for Call of Cthulhu) and Greg Stolze (Over the Edge, Godlike, Reign, A Dirty World) and is published by Atlas Games. It has two editions. The last reprinting was 2007 so I'm not sure if that counts as "in print" or not, probably not.
Any game with a supplement called "Lawyers, Guns, and Money" is a shoo-in with me. I have UA 1e, several of the supplements, and the 2e corebook.
The game is probably most famous, besides being an excellent mature RPG (not sophomoric at all like many other "mature" efforts out there) for its madness system. Tynes was of course a Call of Cthulhu veteran but they wanted something more nuanced - the CoC Sanity Point system is very hit point like - and so they came up with the idea of five mental stress categories (Violence, the Unnatural, Helplessness, Isolation, and Self) and the idea you can get failures in each track but failures can also cause you to become hardened to some degree in each track and become less liable to loss from, say, low Violence stresses if you are exposed to that a lot.
The occult system is also very cool, you get major, significant, or minor magick "charges" from items or activities unique to your school. You can get minor charges by cutting yourself for epideromancers or taking a drink for dipsomancers, for example - but to get a major charge it requires something quite unique, like reenacting a scene no one else ever has from the Naked Goddess' life or films for a pornomancer (yes, it's what you think it is).
The third most notable thing about the game is the cosmology; there are archetypes you can seek to become an avatar of - like the Flying Woman, The Masterless Man, the True King, or the Mystic Hermaphrodite. There's a large occult underground that is all trying to get more or less in touch with all this stuff. Dresden Files fans will find it all not that dissimilar.
UA is a very gritty game - mature, deadly, weird. It's one of the top ten games ever published IMO. Heck it even has a TVTropes entry.
It is now back in print, with a Kickstarted third edition.
If your timing is right, and your terminology close, then what you might have seen is an Everway sourcebook. Everway was a card-based roleplaying game released by Wizards of the Coast concerning people known as spherewalkers who can journey from world to world. It could easily be mistaken for a Magic: the Gathering RPG.
To be clear, however: no official Magic RPG exists, or has existed. However, Dungeons & Dragons 5e has bridged the gap between MtG and D&D. Here's an official writeup of Zendikar as a D&D setting, straight from Wizards of the Coast. Here's one of Innistrad. But the biggest change has been the release of the Guildmaster's Guide to Ravnica, which brings one of MtG's signature worlds into D&D5E.
Ryan S. Dancey has, on Reddit, posted what can be seen as a comprehensive supplement to this answer.
Hi! I was the brand manager for Dungeons & Dragons and the VP of Tabletop RPGs at Wizards of the Coast from 1998 to 2000. I can answer this question.
There were plans to do a Magic RPG and several iterations of such a game were developed at various times. After Wizards of the Coast bought TSR, there were discussions about making a Magic campaign setting for D&D.
After the release of 3rd edition, we had planned to do a Monstrous Compendium for Magic monsters which would have been a tentative cross-over product to see what the interest level was for such a book.
In the end, the company made the decision to keep the brands totally separate. Here's the logic.
D&D and Magic have fundamentally incompatible brand strategies. This is was once expressed as "asses, monsters & friends".
- D&D is the game where you and your friends kick the asses of monsters.
- Magic is the game where you kick your friends' asses with monsters.
- (Pokemon, btw, was the game where the monsters, who were your friends, kicked each-other's asses.)
There was no good reason to believe that a D&D/Magic crossover book would sell demonstrably more than a comparable non crossover book. And such a book should be priced higher than a generic D&D book - in the way that Forgotten Realms books cost more than generic D&D books (that's the price premium for the brand). There's a fear in sales that the higher the price, the less volume you sell.
The brand team for Magic didn't want to dilute the very honed brand positioning for Magic as a competitive brand, and the brand team for D&D didn't want to try and make some kind of competitive game extension for D&D.
In the end, I think the company was well served by this decision. It eliminated a lot of distraction and inter-team squabbling at a time when neither team had the resources to fight those battles.
Today you might argue there's a different reason. The #1 hobby CCG doesn't want to be entangled with the problems within the D&D brand.
Other Wizards of the Coast employees chime in on his Facebook page.
Best Answer
These aren't from an RPG, they are from the Star Wars Galactic Battle Game by Hasbro. Clearer image:
The symbols on the dice correspond to skills. Rolling the die grants a bonus to the corresponding attribute. Each card has its own list of bonuses, but lists all the attributes and their corresponding symbols: