Love the feedback thankyou. Having fresh eyes to do the little work helps a lot.
I was toying with 6s counting as 2 successes but as I was limited with time I decided to keep the system quite basic and just get a game completed. I've found that during play you won't see much difference. By using high number of dice players will have a greater number of passes and successes which will add to the wildness of the game. Which is what i was going for. Making the dice fail a lot at the beginning would be too dull I think and having the current system where power is unpredictable is what I wanted.
I'm not sure what you mean by the last hp is all that matters. All your health is important.
Being able to move is important but ultimately standing still and casting spells is exactly what a Wizard would do. You need to find the right position and stay there. Up to you how meta you wanna be with that. I wanted an early detriment that wasn't really that bad, hence the low movement. Which still allows you to flee a horde of critters for instance.
I do get that the Aether Influebce could be worse, I didn't want to take away too much from the fun, while still sticking to the theme.
I love the idea of Aether adding a bonus to your cast rolls so if I rewrite the rules I'll use that in some fashion.
Thanks loads for the detailed feedback there's a lot to think about here.
Oh and editing in - I don't want Range to be a thing. If it was a battlefield sure, but it's in a pub so everyone is in Range.