Range: Per the emulated Ability's description and the caster's modified step when emulating that Ability.
Effect: The Spells trait is used to emulate the effects of other Abilities. By 'casting a spell' a character may step down their Spells trait and use it as if it were any other Ability for a given action or reaction roll and continue to do so in subsequent panels until either the Scene ends or the character uses their Spells trait to emulate a different Ability.
Step down Spells once when emulating a Manipulation Ability.
Step down Spells twice when emulating any other Ability.
Additionally, Spells allows reasonable narrative embellishments of the 'cantrip' variety illustrating a character's magical prowess.
An Asset or Complication created by Spells is independent from the character once it is put into play and is interacted with like any other Asset or Complication thereafter.
However using Spells is slow. A character cannot take the normal one zone of movement when they use Spells to 'cast a spell' in their own panel, and can move one fewer zones than they otherwise would be able to in their next panel if they use Spells to 'cast a spell' as part of a reaction when it is not their own panel. When using Spells to emulate a Travel Ability trait this restriction applies in the panel in which the character first casts their spell but they may use the ability normally thereafter until they next switch which Ability trait they are using their Spells trait to emulate.
Common SFX: The Hermetic SFX can be applied to allow a character with time and materials to prepare and execute an elaborate hermetic ritual to step up their Spells trait for one action. This is usually used to justify casting more powerful spells during a Transition Scene but can be used in an Action Scene; it takes at least four (4) panels of doing nothing else other than ritualistically 'casting the spell' to take effect and this process can be disrupted or lengthened by the actions of others.
The Fast Cast SFX can be applied to allow a character to move a zone in the same panel they 'cast a spell' in.
The My Own Magic SFX can be applied to allow a character to be selectively immune to or unaffected by Assets or Complications they created using Spells, at their discretion.
Common Limits: Spells requires a character to 'cast a spell' which typically assumes a modest verbal and / or gestural element and / or intense concentration. Anything that interferes with the character's ability to do this prevents Spells from being used; this is not worth a Limit.
However the Spell Components Limit can be applied to further require a character to also have access to material components, trappings, or to require extra-elaborate incantations and / or body movements. This makes it even easier to disrupt or prevent a character from casting their spells.
The Time Consuming Limit may be taken to indicate a form of Spells that takes a long time to use and is thus normally only usable during a Transition Scene.
The Lexical Limit may taken to indicate a form of Spells that requires the caster to have access to a spellbook, scroll, or other enscribed source of spell lore in order to use their magic.
The Known Spells Limit may be taken to indcate a form of Spells that requires the caster to maintain a list of spells they have learned how to cast (i.e. other Ability traits they have learned to emulate), and requires one or more dedicated Transition Scenes be spent for each new spell learned.
The Maintained Limit may be taken to indicate that Assets and Complications created by the caster require active maintenance and are removed from play if the caster is stressed out, asleep, unconscious, or leaves the Scene. On the plus side the caster can decide to remove any and all Assets or Complications they have created using Spells at will.