Magic is brought into the world through the Wield Magic Move. Spell power is at one of four levels:
Cantrips - simple fleeting magic with no power cost and can be cast at the whim of the mage. A Cantrip cannot cause Harm.
Minor Magic - standard magic with a cost of 1 Power and a successful Wield Magic Move. If not enchanted into an item, the magic can last up to a scene, affects one subject and, if offensive, causes 3 Harm. The effect scope of this magic equates to what one person could achieve.
Major Magic - powerful and complex magic with a cost of 2 Power, that requires a Magical Focus, and a successful Wield Magic Move from a mage that has had 5 advancements. The magic can last a lengthy period of time, affects multiple subjects and, if offensive, causes 4 Harm including to Large creatures. The effect scope of this magic equates to what many people people could achieve.
Describing Magical Effects
Within the confines of the magical tradition and the available spell power level the mage has complete freedom to describe the desired magical effect. Once the Wield Magic Move outcome is known, the GM can respond to the effect and embellish or illustrate consequences to the magic. The creation of a magical effect is a dialogue between the caster and the GM and creates new truths in the game.
The unintended consequences of magic become more pronounced the higher the level of power.