I used the Folk Magic rules from RQ6 to come up with the following abilities. They are all designed to be a magnitude 1 spell roughly.
Fists of Steel
Unarmed: 50%
Self
This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them.
Eyes of the Cat
Perception: 50%
Self
This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds.
Spring Heeled
Athletics: 50%
Self
With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically.
Vanishing Trick
Stealth: 50%
Self, Instant
The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed.
Skin of Bronze
Endurance: 50%
Self
The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations.
Connected
Streetwise: 50%
Self, One Extended Action
The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour.
Backstabber
Stealth 50%
Self, Instant
The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.
Distract
Deceit or Influence 50%
Ranged, Resist (Willpower)
The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them.
A friend of a friend
Influence 50%
Self, One Extended Action
The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours.
Photographic Memory
Self, Instant
Perception 50%
The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically.
Human Spider
Self
Athletics
Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty.