Having fantasy elements, many Toasterland residents have access to magic of some kind. Magical energy is measured in an abstract unit, "magic points" (MP), and each entity has a specific capacity for how many points it can hold. They naturally come back over time after being used up, or may be replenished immediately with certain items.
Types of magical effects
A sharp contrast to the real world is that the physical laws that govern the world can be bent in specific areas, in regards to specific objects or for specific people. Toasterland's whole video game theme and the game-like properties of its citizens are a result of bent logic.
Unlike the real world, where macroscopic properties are directly a result of microscopic ones, a macroscopic property can be added/removed completely arbitrarily. For example, Toasterland's trees grow to full size in exactly 3 days and regrow their fruit every 3 days, and that was a rule that was added at that level, with nothing really holding it up underneath.
Something that didn't exist before is brought into existence via magic. This is done by converting magic points into something physical, which takes more resources the more physical and massive something is. For example, giving off cute sparks costs a negligible amount of energy, while a fireball would take more. A wall of energy (as a barrier) would cost more, and an actual brick wall would cost a prohibitively large amount.
Active uses of magic
Abilities are light, person-specific magic that someone is consciously (or unconsciously) in control of and that usually doesn't cost any MP. Nova Storm's flight would be an example of this.
Spells are learned magic that costs MP and usually have a big, active effect on the user or someone or something else.