I’ve decided on the magic system for the campaign, I’ll be using the stunt system with a few tweaks. Aspects can be used as well as stunt boxes if it makes since and I will also allow players to make their own magical disciplines but I have to approve it. Also I made a few samples that you can gladly use.
Fox magic:
Nonstunt uses: none
Stunt uses: Kitsune magic is capable of creating illusions and transformation of the user. It cannot create anything solid or transform others. While transformed the aspects that deal with fox magic are converted to aspects of the form, a kitsune that turns into a dragon will use kitsune aspect as a dragon and that can be checked off to use the aspect for dragon like things such as breathing fire or having hard scales. Also the kitsune magic skill is used for the skill in doing dragon type stuff.
Water Magic:
Nonstunt uses: a water mage can control small amounts of water and move them to her whim, also can heat and cool water slightly.
Stunt uses: can control great amounts of water, can attempt to freeze a foe, summon a water spirit or boil water. Water magic cannot affect body fluids or chemicals that are not water or seawater.
Lightning magic:
Non stunt uses: Create minor static shocks that don’t do much, cause hair to stand on end.
Stunt uses: A lightning bolt, a static field that repels bullets and metal, electrify a weapon.
Mystic sword:
Non stunt uses: Basic sword maneuvers
Stunt uses: Cut something that would normally be impossible to cut in one slice, send a bolt of force with a cut of the blade, use the sword to block projectiles.
Gun-fu:
Nonstunt uses: Shoot the gun really well.
Stunt uses: have a silver bullet on hand, make a trick shot that ricochets and still hits the target, hit a critical area that causes an explosion.
These are mostly guidelines and if you think of a cool use for your magic that is fair then you can do it but the GM is the one who’ll decide if it’s fair.