Here's a thought: whatever the "magic" moves you come up with, they don't replace any basic moves. Ever. They just change the fictional situation, and might snowball into or out any of the other moves in the game.
Example:
Instead of some sort of evocation that lets you roll magic when you
go aggro or
sieze by force, have a move like:
Evocation: when you summon the raw elements of nature, pick a tag like fire, lightning, cold, (etc.) and roll +Will. On 7-9 choose one, 10+ choose two.
- You can use it more than once
- It gains another tag: far, ap, area, or a second element
- It inflicts 2 harm instead of 1
On a miss, the MC makes a hard move.
(The move, then, makes a "weapon" that you can use to go aggro, sieze, or even as leverage over someone.)
Instead of using magic to roll +Will to
read a person, have a move like:
Peer into soul: when you peer into someone's eyes, roll +Will. On a 7-9 hold 1, 10+ hold 3. Spend you hold 1 for 1 to ask the MC one of these questions. Take +1 forward when you act on the answer.
- What are they most ashamed of?
- What are they most afraid of?
- What are they hiding?
On a miss, the MC asks you a question. Answer it truthfully.
The potential moves go on and on, but you can write them such that the "when you..." part requires some magicky description or flavor, and so that the result interacts with/responds to/leads into other moves rather than simply replacing them. They also don't need to be terribly narrow. I can image moves like
when you transform someone's body with magic... or
when you cast a spell of protection... that would be tremendously broad if properly worded.
End result = more flavor, more creative thinking, and the basic moves remaining more or less in tact.
Maybe this is not different than what anyone else said, but I felt the need to say it myself.