- Hiro enchanted a flaming sword
- Hiro bound a demon
- Hiro conjured a portal
- Hiro banished a ghost
- Hiro forged a sword
- Hiro went and hired some thugs
- Hiro punched an orc
- Hiro fireblasted an orc
- Hiro conjured a sword
- Hiro bound a tiger
- Hiro punched a ghost
- Hiro tamed a dragon
- Hiro forged a flaming sword out of Efreeti Steel
- King Hiro called up his nation's reserve army of ghosts
- Hiro mixes up a lightning flask
Magic-users in real world traditions and in fiction already do a lot of this, of course, so much so that there can be serious arguments about who even counts as a wizard or a spellcaster. Shamans gather and apply herbs as part of a healing spell, magic swords are forged out of magic stuff, diviners see the future or other places in the sacred pool, and cabbalists contact otherworldly spirits. Raising the dead, or contacting their spirits, requires a physical journey through some netherworld. Arguably none of those people are spellcasters. They could have some kind of "phlebotinum" that allows them to produce those effects using those tools, but they don't have to. Maybe the wizard actually is just a normal guy who happens to know where the good herbs and sacred pools are, and the melting point of Firesteel, and how to re-wire a planar portal. A lot of existing games have mechanics that can very nearly do this. For instance, if you take the spellcasting pre-requisite off of crafting feats, then crafting in D&D requires nothing more than burning a bunch of money on "magic stuff." You could flavor that anywhere along a spectrum from "the magic comes from within the character and the money is spent on tools to focus and direct his power" to "the money goes to buy magic stuff, which the crafter manipulates in a mundane way without any chanting or focusing at all." The big problem is that the games that can support this also tend to have wide-open highly-customizable magic systems. Shadowrun and D&D, for instance, both have enormous libraries of tradition-agnostic effects on tap. The sheer scope of available effects and power sources precludes any actual description of how these things are accomplished. And in the absence of description, people default to generic verbs like "enchant" and "conjure." And they picture waving hands and muttering in Latin.
If you start with the list of effects on a sheet and then try to add mundanification post facto, it feels like a lame cop-out because it is a lame cop-out. You're not going to convince anyone that the healing came from "sacred herbs" just because your GM houseruled in a material component for cure light wounds. And the fact is, coming up with a satisfying mundane-feeling way to a supernatural effect is difficult to do off the cuff. The answer is, a fantasy heartbreaker game should start with a list of magic stuff and places. You should put a dozen different magic ores and minerals in the Equipment chapterHave a firebrand on the weapon table next to longsword and list its crafting DC. Have a list of powerful herbs and mention the different kinds of potions they can be blended or brewed into. In the "Adventuring" chapter have a list of magic places that can be used to scry, travel to other planes, contact the dead or raise up elementals. I think if you simply present these things as normal parts of the game world rather than segregating them into the "wizard chapter" you could get a lot of traction with a smith/herbalist/animal trainer character who scales into forging souls, brewing resurrection potions and training Nightmares.
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