Meta magic is more from TV sitcoms than fantasy literature. The player states what they want to happen, and it happens. There are some limitations of course:
The player gets one sentence to define the magic. The XP can then interpret that sentence in the way that best suits the story.
The XP can reject a spell. There is no cost to the player for rejected spells. However, because the goal is awesome, the XP should allow the spell unless it would absolutely destroy the Episode and/or the very fabric of the universe.
Meta magic cannot be used to directly and/or permanently physically harm anyone. (Or, alternately, it can, but the caster takes an equal amount of damage).
Meta magic has an inherent duration of caster’s Core Dice in turns OR the end of the Episode, whichever comes first.
Meta Magic is always a power. It cannot be developed via Plot Points.
Meta magic requires a Chip to use. Use without a chip requires a Task Roll defaulting at Unbelievable [7DD] and counts as 2d6 actions towards exhaustion unless some other penalty is specified.
Back to Magic Powers.