Nice 💜. If you accept feedback and suggestions, this is for you:
Not sure if I like the different result table for magic (dunno, I find it not very elegant). Maybe there's a way to get that result in a different way? For example, keeping the original table but explaining that, with magic, you suffer 1 additional Risk, no matter what the result is. So the GM could give more collateral effects every time that magic is used.
Also, you could suggest some systems that negate the additional Risk, for example using lot of time (emulating Rituals), or sacrificing HPs before the roll, or expending useful stuff (ingredients, treasures, breaking the staff etc.), or accepting the energy shortage that force you to NOT use the magic again in the scene.
Finally, I strongly suggest you to add, sooner or later, one or two pages with the iconic suggestions for quests/NPCs/places etc., 'cause they are both useful to spark immagination and to indirectly do some kind of world building, a subtle way to suggest what you think is cool, what you hope the players will explore and confront in your game.