In the FateCORE system a practitioner of Spellcraft uses mnemonics to focus their will and safely draw power from the Shadow Realms before shaping it into the form that they desire.
You must use one of your aspects to define your magic. Typically this is your High Concept, but it not required. Examples include Fire Wizard, Member of the Circle of Eight, or Black Tower Initiate. This aspect defines your personal method to summon forth and control magic.
Spellcraft can be difficult to use properly in the presence of metal. The presence of metal can be used as a compel against their magic. Anything on the Periodic Table of Elements listed as a metal in sufficient quantity near a caster can be used as a compel. The exception to this rule is that Noble metals (silver, platinum, gold, and mercury) never cause problems.
Spellcraft involves gestures, incantations, and concentration to properly work. Physical discomfort, tiredness, and extreme stress can all be compelled against Spellcraft. A caster must keep their mind ordered and focused or the power they draw into them will be life-threatening.
You must select a Magic Skill that defines your magic. These skills represent the very specific nature of the Shadow Realms that you can control. The skills listed below are meant to serve as an example and not an exhaustive list. Each skill must be defined in what it can and cannot do when it is purchased.
Jackie also wants Briz to have some inherent understanding to the magical ley lines that crisscross the world. She works with the GM to create another skill called Magical Conduit with an appropriate description of the Four Actions.
The skills selected by a caster are used just as non-magic skills are used, to accomplish Actions (Overcome, Create an Advantage, Attack, and Defend). Each of the skills explain fully how to accomplish each action using that skill. Not all of the power skills are equally useful to each type of action.