The DBFa design philosophy also recommends you read the DBM and HOTT design philosophy. The HOTT design philosophy is quite explicit, it is after some consistency with published works of fiction, folk lore and cinema. DBFa also includes Heroes. I'm not sure why - Beasts, Lurkers and Sneakers can be mixed into DBM without overbalancing things and adding colour. The rules have some unfortunately sloppy drafting problems - the authors do not use DBM terms in places.
Spells have a limit of how often they can be used.
The magi has a separate PIP dice from which to expend 2 to cast a spell. I can't quite tell if you can cast more than one spell per turn or if the magi can use his own PIPS for moves as well as his commands. In my experience fantasy wargame rules can be killed off by poorly thought out magic. My preference is to ensure magic requires player skill by linking it to a command's pips. The DBFa magic rules will not cripple this game even though there is no countermeasure to it.