Spells and Powers
Folk magic and superpowers are two different traditions in the fiction, but they lean on nearly the same file shape: spell (name, image, traits, description) and power (name, image, description only — no traits). Both live under /Magic and Powers/, in their own subfolders, and both are what a character.powers reference field points at — see Characters for how a character picks up either type in one array.
Spells
Every file in /Magic and Powers/Spells/ is a folk-magic spell cast with the Magic skill (see <@Magic.skill>). Two fields carry the mechanics:
traits— a comma-separated list drawn from the fixed vocabulary in <@Magic.rule>:Concentration,Instant,Ranged,Resist (Endurance, Evade, or Willpower),Touch. Write it exactly as it reads on <@Heal.spell> or <@Bladesharp.spell> —"Instant, Touch","Concentration, Resist (Willpower)". This is free text, not a reference or enum, so nothing stops a typo, which means a new trait word here that isn't one of the five documented ones will read as flavor rather than as a rule the Games Master can act on. If you need a genuinely new trait, add it to <@Magic.rule> first, then use it in spell files.description— full effect text, matching the terse, procedural voice of the existing spells: what happens on a hit, what it costs beyond the standard 1 Magic Point, any duration that overrides the scene-length default.
All Imperative folk spells default to Intensity and Magnitude 1 per <@Magic.rule> — that's stated once in the rule file, not repeated in every spell's description. Don't re-derive it per spell unless a specific spell is an exception, and say so explicitly if it is.
Powers
Every file in /Magic and Powers/Superpowers/ is a superhero core power. There's no traits field here — Boosts and Limits are written directly into description as their own labeled paragraph, exactly as <@Flight.power> does:
Gain a flight speed equal to POW in metres...
**Boost**: Spend 3 Power Points during an aerial Move action to...
Keep that convention: base effect first (no roll, no Power Point cost — core powers are always-on or free-to-activate per <@How Powers Work.rule>), then a bolded **Boost**: paragraph for any point-costed stunt layered on top. A power can have more than one Boost paragraph; it should have at most one core effect.
Choosing spell vs. power for something new
If the source of the ability is trained magic requiring the Magic skill and a Magic Point cost per casting, it's a spell. If the ability is always-on or freely activated, keyed to POW plus a linked Characteristic (CON for physiology, INT for tech) rather than a trained skill, and spends Power Points only for Boosts, it's a power. Don't blend the two mechanics inside one file type — a "spell" that's always active or a "power" that needs a skill roll will confuse a player reading the Magic and Superpowers handbook chapter, which teaches these as genuinely separate systems.
Adding a new entry
- Pick the folder by tradition (spell vs. power), not by theme — a fire-magic spell and a fire-elemental power both exist and look nothing alike mechanically.
- Match field content to the existing files' register and, for spells, stick to the five documented Magic Traits unless you're deliberately extending the rule.
- No character needs to reference the new file immediately, but once it's available to the setting, add it to whatever culture, career, or GM instruction grants it.