Hmm, how about this interpretation:
When you are the target of a magical maneuver, you generally have 2 defensive options: can can attempt to avoid the maneuver itself (just like you would any other attack) or you may attempt to resist the maneuver directly, which may allow you to use a different skill.
If you fail at whichever defensive option you choose, you are effected by the maneuver. The placed aspect will generally stay for the duration of a scene, unless you make a maneuver yourself (generally, difficulty 3) to remove it.
Additional duration: when a maneuver spell with additional duration effects you, are are unable to attempt to remove the forced aspect until the natural duration of the spell expires.
Example:
Wizard bob throws the spell "Blinding Light, power 4, duration one, resisted with alertness" at a ghoul.
Bob rolls a discipline result of 5, enough to control the spell.
The ghoul has the choice of resisting the maneuver with either its alertness (Good) vs the power of the maneuver (4) or it's athletics (Superb, due to speed) vs the to hit roll of the maneuver (5). It chooses to resist with Athletics, since the odds are better.
The ghoul fails the roll, and gets the aspect blinded.
Normally, the ghoul could attempt to remove this aspect with an alertness roll in the next exchange, but the added duration of the maneuver means it is unable to make the attempt until the exchange after that, when the spell duration will have ended.
[edit]
This still isn't too great, since you don't have to pay stress for regular maneuvers...
For example, I could use fists (or something) to inflict sand in the eyes. You only have one skill option when defending against it, and I don't have to pay any stress to do that.
So an alternative is you resist the power of the maneuver directly with the appropriate skill, and the duration rule (above) is the advantage you get in exchange for paying stress to get the spell.
So the example would be:
Wizard Bob throws the spell "Blinding Light, power 4, duration one, resisted with alertness" at a ghoul.
Bob rolls a discipline result of 5, enough to control the spell.
The ghoul resists the power maneuver (4) with its alertness (Good)
The ghoul fails the roll, and gets the aspect blinded.
Normally, the ghoul could attempt to remove this aspect with an alertness roll in the next exchange, but the added duration of the maneuver means it is unable to make the attempt until the exchange after that, when the spell duration will have ended.
So the advantages of spell based maneuvers are:
1 You generally get to choose the resistance skill, which means you can try to hit your opponent in a weak spot.
2 If you have enough power, you can make sure the aspect you stick them with will stick around for a while.
And skill based maneuvers, you don't have to pay stress for.
The disadvantage of this solution is that there is no allowance for magical blocks, which you would expect to block magical maneuvers...