An analysis of how magic--and, presumably, superpowers, psychic abilities, etc.--works in Genesys. See here for the pictures.
Magic is tied to skills . There are 5 magic skills listed: Arcana, Divine, Primal, Runic, and Verse.
Magic costs strain to use . Both magic users have it listed as 2 strain, and I didn't see any modifiers to this.
The spells all had lore-specific names, specifically for Runebound. The names will probably be whatever the GM and players feel fit to call them.
Each of the spells have a Magic Action. Of the ones we know, there was Attack, Augment, Barrier, and Heal. This likely represents the overall ability name in the book.
Each spell had a list of additional effects . The "Arcane Spear" spell had the Deadly, Empowered, and Range effects.
Each spell had a list of options to change the effects (also called "Additional Effects") . Changing effects increases the base difficulty of the check by a listed amount. Arcane Spear had no options, while Imbued Strike could add Burn 3, for example.
There is a "concentrate" maneuver . In one of the listed abilities, it allowed the character to sustain the effects of their spell for as many turns as they would perform the maneuver. A replacement for committing a die?