AbdulAlhazred
Legend
I think basically that's how it worked for us. There were a lot of times when various AAA moves, some setting logic, etc. was used in order to describe an 'effect'. It wasn't ever described in terms of 'casting a spell' that I can recall. Rituals also figured in heavily there, as did variations of spiritual combat. It felt pretty 'magical' a lot of the time, but it wasn't that much like 'D&D magic'. @niklinna also cribbed some abilities from a 3rd-party playbook towards the end and reflavored them a bit to represent some of the supernatural evolution of his character. Obviously our game may have strayed into territory that was a bit outside what the authors of Blades envisaged, but by the end we were Tier 5 and frankly the game gets a bit wonky when you are that powerful. Our characters were almost like name-level D&D characters, lol. Anything that wasn't pretty strong, Skewth could eat it, or Takeo could divide it into many small pieces, or Beaker could blow it up, or Tal Rajan could make an alliance with its worst enemy and have it murderated. lol.I must point out that this is not how magic in Blades works.
Whispers aren't D&D wizards, their immediate magical abilities are constrained to talking to ghosts and perceiving the ghost field (which is something everyone can do with Attune action). There are special abilities Tempest and Compel that allow to shoot lightnings and command ghosts respectively. Other than that, arcane is done through rituals and creation of magical trinkets.
Playtest version of Blades used to have an ability that allowed to "cast spells" by spending stress on magnitude table, but it was replaced by Tempest in the release version.