I like how the Mage generalizes magic. But perhaps it is too abstract?
When you use magic to enhance an ally, roll +INT. *On a 10+, they gain+2 forward or deal +4 damage with their next attack. *On a 7-9, they gain +1 forward or deal +2 damage. Additionally, choose one of the options below…
a) Your spell has unwanted side effects
b) Your spell draws unwanted attention to you
c) The casting saps your energy. Take -1 ongoing to INT until you have had time to clear your head.
When you stand in defense of a person, item, or location under attack by using magic, roll +INT. On a 10+, hold 3. On a 7–9, hold 2. 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:
a) Halve the attack’s effect or damage
b) Open up the attacker, giving any ally +1 forward against that attacker
c) Deal 3 damage that ignores armor to the attacker
Unlike the normal defend move, you don’t necessarily need to be near the item you are defending when using gray magic.
Both of these basically augment how basic moves work while stipulating that the user need not be anywhere near his target. I’m not sure if these are strong enough to be starter moves. That said, I’m thinking gray magic needs another option… … …