Magic is a hand-wave for forces that cannot be explained by physics. (If you can explain it with physics – do that.)
Magic is a status unto itself: there are forces that only affect magic, and there are things that are immune to magic.
Every parameter in magic is randomly determined. You do not have a range of 60’. You have a range of 1d6x15'.
All magic has a duration normally a randomly determined number of turns. However, it could also be concentration of caster, or so long as caster remains within vicinity, or until triggered. There must be, however, some end point that is bound to occur.
Use of magic is related to a Stat which can vary depending upon the approach. Thus using magic could cause can cause physical, mental or emotional exhaustion, depending upon the Stat. This should be defined before start of play.
If the character takes an optional Stat of Magic, (either as a power, or paid for in Plops) this adds dice to any magic task (spell or meta magic) in the same way as Core Dice. Thus, a Magic Stat of +3 adds 3 dice to using spells (or meta magic). Note however that it only adds its bonus to magic related tasks that are not actually magic (such as a saving throw, or some Focus-related skill check). Magic defaults to an emotional stat.
Magic requires use of a specific energy called mana, which may or may not be present in a given location. Magic spells (even meta magic) must be cast – a specific action or series of actions is required to activate the spell. Sometimes this requires a physical item to focus the magic – such as a wand.
There are two types of magic: spell magic and meta magic. Spell Magic is by far the most common, and is considered a Supernatural Power. Meta-magic is considered a Fantastic Power.
See also: Special Effects