TEXT: The Mage
  Cast a Spell (INT)
  When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this 
  way can never deal damage directly. On a 10+, the spell certainly helps, but choose one. 
  On a 7-9, the spell takes effect, but the choose two:
  • Your spell won't last long - you'll need to hurry to take advantage of it.
  • Your spell affects either much more or much less than you wanted it to. 
  • Your spell has unforeseen side effects, and might draw unwanted attention.
  • The casting saps your energy. You take -1 ongoing to INT until you have a few minutes 
  to clear your head.
  On a miss, something's gone horribly wrong. Your spell may well have worked, but you 
  will regret casting it.
  Arcane Learning
  You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about 
  something magical or otherwise arcane, on a 10+ the GM will also tell you a little-known 
  secret about the subject.
  ⃞ Good
  Use magic to directly aid another.
  ⃞ Neutral
  Discover something about a magical mystery.
  ⃞ Evil
  Use magic to cause terror and fear.
  ⃞ Elf
  Whenever a magical effect happens close by, you can feel it, and
  tell roughly which direction and how far it is from you.
  ⃞ Human
  When you Parley, you can always offer to cast a spell as Leverage. 
  Alignment
  Damage
  Armor
  HP
    Current  
        MAX
    Your Max HP is 
  4 + Constitution
  Strength
  STR
  -1
  WEAK
  Dexterity
  DEX
  -1
  SHAKY
  Constitution
  CON
  -1
  SICK
  Intelligence
  INT
  -1
  STUNNED
  Wisdom
  WIS
  -1
  CONFUSED
  Charisma
  CHA
  -1
  SCARRED
  Styled Hair, Wild Hair, or Pointed Hat
  Worn Robes, Stylish Robes, or Strange Robes
  Pudgy Body, Creepy Body, or Thin Body
  Elf: Byakuren, Enkirash, Fenfaril, Halwyr, Lautrec, Lilliastre, Phirosalle, Quelann 
  Human: Aldara, Avon, Logan, Marisa, Morgan, Ovid, Rath, Vitus, Uri, Xeno, Ysolde
  Starting Moves
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
  Level
  XP
  Name
  Look
  Race
  Bonds
  Spell Focus
  Your magical studies are centered on a particular kind of magic, an aspect of the metaphysical 
  world from which you take inspiration. When you first learn magic, select a Focus from the 
  list, and record it below. There is more information on Spell Foci on the attached page.
  Fill in the name of one of your companions in at least one:
  I have shown _______________ the power of the arcane arts.
  I suspect _______________ fears what they do not understand.
  _______________ knows the secret to my powers.
  Counterspell (INT)
  When you counter a magical spell as it is cast, roll +INT. On a 10+, choose 2. 
  On a 7-9, choose 1:
  • The spell deals no damage.
  • The spell's effects are superficial and temporary.
  • You take +1 forward against the caster.
  • Use Black Magic against the caster immediately, even if you don't have the 
  move. You don't need to specify a Range tag.
  *When a player takes the Cast a Spell move using a multiclass move, they also gain the Spell Focus move.
  When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less 
  than +1. When you weave a spell that is neither Aligned nor Opposed to your Focus, take 
  -1 to the roll. You can never weave a spell if it is Opposed to your focus.
  Focus:  _________________________  Look: ____________________________________
  Aligned: __________________________________________________________________
  Opposed: _________________________________________________________________
  Black Magic (INT)
  When you weave a spell to inflict pain, choose two tags and roll +INT. If 
  you do not pick any Range tags, the Range defaults to Hand. On a hit, deal 
  1d8 damage. On a 7-9, also choose 1:
  • You draw unwanted attention or put someone in a spot.
  • The GM removes a non-range tag of their choice, and you deal -1 damage. 
  • The casting saps your energy. You take -1 ongoing to INT until you have 
  a few minutes to clear your head.
  Tags: Reach, Near, Debilitating (-1 damage), Elemental (choose 1), Forceful, 
  Piercing 1, Subtle, Two Targets (-1 damage)
  Choose either Black Magic or Counterspell to start with. 
  You can take the other as an Advance when you Level Up.
  ⃞
  ⃞
  d4
  
  Your Load is 7 + STR. You start with dungeon rations (5 uses, 1 weight) and an indestructible arcane 
  treasure through which you draw power (such as a wand, crown, or book) describe it (1 weight). 
  Choose your defenses:
  ⃞ Leather armor (1 armor, 1 weight)
  ⃞ Bag of books (5 uses, 2 weight) and 3 healing potions
  Choose your weapon:
  ⃞ Dagger (hand, 1 weight)
  ⃞ Staff (close, two-handed, 1 weight)
  Choose one:
  ⃞ One healing potion
  ⃞ Three antitoxins
  Advanced Moves
  Gear
  When you gain a level from 2-5, choose from these moves.
  ⃞ Prodigy
  Select a Focus other than the one you have, and add one of its Aligned 
  elements and one of its Opposed  elements to your list of Aligned and 
  Opposed elements. You cannot select an element that contradicts your 
  existing Aligned and Opposed elements.
  ⃞ Impressive Counterspell
  When you use Counterspell and roll a 12+, choose 3 options.
  ⃞ Spellweaver
  When you roll a 12+ on Cast a Spell, your spell defies expectations, helping 
  above and beyond what you intended. Choose nothing from the list.
  ⃞ Know-It-All
  When another player’s character comes to you for advice and you tell  
  them what you think is best, they get +1 forward when following your 
  advice and you mark experience if they do.
  ⃞ Battle Mage
  Add the following tags to the Black Magic list: Close, Area (-2 damage), 
  Messy (+1d4 damage), Piercing 2. In addition, selecting a Range tag for 
  your Black Magic does not count as one of your two tag choices.
  ⃞ Enchanter
  When you have time and safety with an item in a place of power, you 
  may weave a spell to imbue it with magical power. Describe what kind of 
  magic you want to imbue the item with, then roll +INT. On a 10+, choose 
  two. On a 7-9, choose one.
  •  The enchantment is permanent.                     
  •  The enchantment has no unknown side effects.
  •  The enchantment does not have a weird limitation.
  On a miss, the item you made is cursed. The GM will let you know the 
  nature of the curse, but only after it is too late.
  ⃞ Logical
  When you use strict deduction to analyze your surroundings, you can 
  Discern Realities with INT instead of WIS.
  ⃞ Arcane Ward
  You have +2 Armor against magical attacks, and nearby allies have +1 
  Armor against magical attacks.
  ⃞
  ⃞ Ritual Master
  When the GM tells you the requirements you need to perform a Ritual,  
  you can veto one of those requirements.
  When you gain a level from 6-10, choose from these moves or the level 
  2-5 moves.
  ⃞ Reflexive Counterspell
  Requires: Impressive Counterspell
  ⃞ Enchanter's Soul
  Requires: Enchanter
  When you have time and safety with a magic item in a place of power, 
  you can empower that item so that the next time you use it, its effects are 
  amplifed. The GM will tell you exactly how.
  ⃞ Highly Logical
  Replaces: Logical
  ⃞ Arcane Armor
  Replaces: Arcane Ward
  You have +4 Armor against magical attacks, and nearby allies have +2 
  Armor against magical attacks.
  ⃞ Multiclass Dabbler
  Gain one move from another class. Treat your level as one lower for 
  choosing the move.
  ⃞ War Mage
  Add the following tags to the Black Magic list: Far, Messy (+1d8 damage), 
  Piercing 3, Three Targets (-2 damage). In addition, you choose three tags 
  instead of two.
  ⃞ Beyond Limitation
  Select one of your Opposed elements and remove it.
  ⃞ Spell Mastery
  When you roll a 10+ on Cast a Spell, you do not need to select any options 
  from the list. On a 7-9, choose only one option from the list.
  ⃞ Archmage
  Select a Focus other than the one you have or the one you selected for 
  Prodigy, and add one of its Aligned elements and one of its Opposed 
  elements to your list of Aligned and Opposed elements. You cannot select 
  an element that contradicts your existing Aligned and Opposed elements. 
  When you use Counterspell, choose one additional option, even on a 6-.
   Ritual
  When you draw on a place of power to create a magical effect, tell the 
  GM what you’re trying to achieve. Ritual effects are always possible, but 
  the GM will give you one to four of the following conditions:
  •  It’s going to take days/weeks/months                      
  •  First you must ____  
  •  The result will be a lesser version, unreliable or limited
  •  It will need help from ____ 
  •  It will require a lot of money          
  •  You’ll have to disenchant ____ to do it
  •  You and your allies will risk danger from ____
  When you use strict deduction to analyze your surroundings, you can 
  Discern Realities with +INT instead of +WIS. On a 12+, you get to ask the 
  GM any three questions, not limited by the list.
  ⃞ Perfect Counterspell
  Add the following to your list of Counterspell options:
  • The enemy's spell affects its caster at full strength.
  Requires: Prodigy
  Requires: Ritual
  Requires: Battle Mage
  Requires: Spellweaver
  
  Your Spell Focus is the crux of your Mage's power - it is that element around which their abilities gravitate, and determines what sort of magic they can use well
  and what sorts of magic they really... can't. Each Spell Focus is made up of a number of elements, detailed below.
  The Mage's Spell Focus
  The Elements of a Spell Focus
  Focus: The Abyss 
  Look: Missing Eyes, Replaced Limb, or Touch of Rot
  Aligned: Conjure Horrors, Corrupt the Innocent, Transfigure Living Flesh
  Opposed: Purification or Enhancement, Using Spells that Aren't Horrifying
   
  Focus: The Clock
  Look: Hourglass pupils, Impossibly Old, or Ticking Heartbeat
  Aligned: Adjust the Flow of Time, Stop Aging and Movement, Erode to Dust
  Opposed: Manipulate Emotions, Moving Anything Around
  Focus: The Dragon  
  Look: Aura of Warmth, Dragon Tail, or Scaled Body
  Aligned: Form of the Dragon, Burn with Fire or Passion, Reckless Destruction
  Opposed: Healing or Repairing, Using Subtlety
  Focus: The Forest
  Look: Green Skin, Leafy Hair, or Tree-Sap Blood
  Aligned: Rampant Growth, Unmake  the Artificial, Commune with Nature 
  Opposed: Assist or Create Anything Artificial, Desecrating the Natural Order
  Focus: The Horizon
  Look: Immaculate Grooming, Never Touches the Ground, or No Blood
  Aligned: Reveal the Way Forward, Purification, Grant Freedom or Movement
  Opposed: Elemental Magics, Forcing or Restricting Movement
  Focus: The Mask
  Look: Eternal Smile, Poker Face, or Silver Palms
  Aligned: Mislead Others, Avoid Notice, Cunning or Elaborate Plans 
  Opposed: Break the Facade, Using Brute Force
  List of Spell Foci
  Focus: The Stars 
  Look: Galactic Hair, Speckled Skin, or Star-shaped Pupils
  Aligned: Foretell Destiny, Call Across Space, Peel Back the Veil 
  Opposed: Earth and Stone, Hiding the Truth
   
  Focus: The Storm
  Look: Aura of Wind, Purple Skin, or Touch of Static
  Aligned: Fog and Lightning, Control Wind and Rain, Move like the Wind
  Opposed: Stasis and Calm, Creating Anything Solid or Permanent
  Focus: The Tower
  Look: Eyes of Mercury, Metal Arms, or Quicksilver Blood
  Aligned: Shield From Harm, Give Strength to the Weak, Iron and Steel 
  Opposed: Fleeing or Escaping, Using Magic for Your Own Gain
  Focus: The Twilight
  Look: Inky Black Eyes, Missing Shadow, or Monochrome Body
  Aligned: Dance with Shadows, Incite Terror and Panic, Shroud the Truth
  Opposed: Fire and Light, Being Loud or Obvious
  Focus: The Winter
  Look: Aura of Cold, Blue Skin, or Touch of Frost
  Aligned: Chill them to the Bone, Induce Stasis, Reveal Grim Portents 
  Opposed: Create or Empower Life, Showing Generosity
  Focus
       Your Focus is the name of the brand of magic you have consigned yourself 
  to. It is a thematic bind that ties your powers into a cohesive whole. Your 
  Focus must always begin with the word "The," this is important for magic.
  Aligned Elements
       The Aligned elements of a focus are those that define your Mage's specialty.
  Each Focus has 3 Aligned options, which form an outline for what kind of
  spells you excel at. Whenever you Cast a Spell, if the spell you describe falls
  within one or more of your Aligned options, then the minimum bonus your
  roll can have is +1. This also applies to the Black Magic and Counterspell 
  moves, when applicable.
       The Mage can still cast spells that fall outside of these Aligned elements. If
  they do, however, they take -1 to the roll. The Mage's powers are wide and 
  varied, but they only have practice with their Aligned elements.
  Look
       Your magical bond of power has altered you in strange and unforeseen 
  ways. Each Focus has a set of Look options associated with it, which are a 
  bit more unusual than most. Select one Look from the list.
  Opposed Elements
       The Opposed elements of a focus are those that define your Mage's limits. 
  Each Focus has 2 Opposed options - one of which that prohibits you from
  using magic towards a certain ends, and another that prohibits you from
  using magic with certain methods. For example, The Dragon's Opposed
  elements are "Healing or Repairing" and "Using Subtlety." The former stops
  the Dragon Mage from ever using magic to heal or repair anything, and the
  second prevents the Dragon Mage from using magic in a subtle or hidden
  manner. The Mage can NEVER cast a spell (including Black Magic and 
  Counterspell) if it would fall under these Opposed elements.
  Prodigy, Archmage, and Beyond Limitation
       There are three advanced moves The Mage can take that alter the nature of their Spell Focus: Prodigy, Archmage, and Beyond Limitation. Beyond Limitation's
  function is very simple, but Prodigy and Archmage can be a bit complicated. When you take either of these Advanced moves, you select a Focus you do not 
  have, and add one of its Aligned elements and one of its Opposed elements to your list of Aligned and Opposed elements. In this way, you broaden your mastery 
  of spellcasting, at the cost of narrowing the variety of magic you have at your disposal. You can never pick elements that contradict any of your existing elements - 
  a Dragon Mage cannot take The Mask's "Using Brute Force" Opposed option, for instance.
       An example: A Dragon Mage hits level 2, and decides to take the Prodigy move. She then picks any Focus other than The Dragon, and she settles on The Clock.
  She adds the Aligned element Adjust the Flow of Time to her list of Aligned elements, and she selects the Opposed element Manipulating Emotions. She ends up
  with the following Aligned and Opposed elements: 
  Aligned: Form of the Dragon, Create and Control Fire, Reckless Destruction, and Adjust the Flow of Time.
  Opposed: Using Subtlety, Healing or Repairing, Manipulating Emotions.
       If she later takes the Archmage move, she cannot pick The Clock as her third Focus - she must pick a new one.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Mage.pdf