Another chunk of writing for my Ars Magica hack:
Casting
A wizard may substitute +Casting for other basic moves, as follows:
Hack & Slash or Volley
When you use magic to damage someone, roll+Casting. On a 10+ do your damage and choose 2.
+Messy
+Damage (can be chosen twice)
+AP
+Area
+Forceful
+Stun
On a 7-9 do your damage, choose 2 from the list above and one from the list below.
You draw unwanted attention. The GM will explain how.
The magic inflicts 1 damage on you.
Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.
Defy Danger
When you use magic to act despite an imminent threat or suffer a calamity, describe the magic you’re using and roll+Casting.
On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9 you do what you set out to do and choose one.
You draw unwanted attention. The GM will explain how.
The magic inflicts 1 damage on you.
Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.
Defend
When you use your magic to defend a person, item, or location under attack, roll+Casting. On a 10+, hold 3. On a 7–9, hold 1 and choose 1.
You draw unwanted attention. The GM will explain how.
The magic inflicts 1 damage on you.
Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.
So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
Redirect an attack from the thing you defend to yourself
Prevent the attack’s effect or damage
Create an opening for an ally giving that ally +1 forward against the attacker
Deal damage to the attacker
Discern Realities
When you use your magic to study a situation or person, roll+Casting. On a 10+ ask the GM 3 questions from the list below. Take +1 forward when acting on the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Who’s really in control here?
What here is not what it appears to be?
On a 7–9 ask 1 question from the list above and choose one from the list below. Take +1 forward when acting on the answers.
You draw unwanted attention. The GM will explain how.
The magic inflicts 1 damage on you.
Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.
Parley
When you use your magic to manipulate a GM character, roll+Casting. On a 10+ they do it but choose one from the list below. On a 7-9 they do it but choose two.
You draw unwanted attention. The GM will explain how.
The magic inflicts 1 damage on them.
Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.
The GM character remembers that you manipulated them.
Aid or Interfere
When you use your magic to help or hinder the magic of a wizard you have a Bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.
Spellbook
The idea of the spellbook is that when a character uses a spontaneous effect repeatedly she can write it down and then get that effect later with less risk. This can also be accomplished through painstaking research.
When you take a few hours to record the details of a magical effect you’ve created at least 3 times before, roll +Book. On a hit come up with a cool name for the spell and record it in your spellbook. On a 7-9 record the spell with one of the following side-effects.
You draw unwanted attention. The GM will explain how.
As soon as the spell is cast, the magic stuns you until you have a few minutes to rest.
Take -1 forward to Casting or Book (which ever comes first).
When you spend a few uninterrupted weeks researching a specific magical effect, come up with a cool name for the spell and roll+Book. On a 10+ choose 2, on a 7-9 choose 1.
The spell is slightly better than you anticipated. Work with the GM to add a bonus effect or tag.
Research takes less time than you were expecting.
You learn something new about the nature of magic. Mark experience.
On a miss, you either fail to develop a viable spell or choose 2.
Your research attracts unwanted attention. The GM will let you know what kind.
Your research takes twice as long.
The spell is weaker than you intended.
The spell is recorded with a nasty side-effect.
When you channel magical energy and speak the name of a spell from your spellbook, roll+Casting. On 10+ the spell works exactly as written. On a 7-9 the spell works and/or choose one.
You let the spell energy diffuse with no effect.
You draw unwanted attention. The GM will explain how.
The casting takes longer than you hoped, exposing you to a threat of the GM’s choosing.
Take -1 forward to Casting or Book (which ever comes first).