Pretty sure existentialism is what destroyed magic forever. If I were a wizard, I'd for sure develop some venom to combat it directly.
More seriously:
1. What kind of GM is going to call for Falling Into Oblivion as a hard move? I think some more direction would be good, since as-is, it's dependent entirely on how hard the GM wants to push, which doesn't necessarily match up with how hard the player wants the GM to push. Right? I think some more explicit prompts for them to have that conversation and get on the same page would be beneficial.
2. I think if you start fading you should just get the two starting moves. Whether or not the player wants to pursue the advanced moves is up to them. The package deal, 3 for the price of 1, is weirdly complicated. Go with 2 for nothing, pay for the rest, I say.
3. The trigger for Do Not Go Gentle is vague and wishy-washy. It's like when you sorta do a thing that sorta means something. Like, it's okay if we have to talk about what a characters actions mean and how they feel about it and the intention and stuff in Monsterhearts, but I'd steer clear of that in DW. At the same time I appreciate the attempt to make the trigger rather broad, like the basic moves, and not too specific that it doesn't get used.
If I were to use this in play (and I would consider it), I'd go with something like: When you make/cement a new relationship with a person, place, or thing, roll the move. Normally, I would say the 10+ should be 1-fade and the 7-9 should be a trade, remove 1-fade is you remove a thing from your life as well, but since it's roll+nothing, I'd say make the miss result the choice to lose both a fade and something else. Partly just so that something happens when you meet the trigger requirements that is related to the predicament.
4. What's with the HP damage? What is this supposed to achieve? It looks like a weird pacing thing or a consequence that is supposed to feel sort of like it has teeth? Because 1 damage really doesn't, although losing half your HP (what is "health"?) will definitely cut a fight short, one way or another. Which doesn't seem like an interesting consequence, really. Maybe there's something here I'm just not seeing?
5. "When blows meant for you hit nothing instead" is what triggers this move? Cause it looks like that' supposed to be the result.
6. Last comment is one that's more of an AW thing, and perhaps less of a big deal in DW, but the options for those moves are things the player picks, not things the character picks. It's fine to play that way if you like it, but DW does ask you to play your character from your character's perspective, and every time you choose what happens to your character instead of choosing what your character does, thinks, feels, reacts, or remembers, you're taken out of that mode.
Definitely like the idea, though.