So, I’m pretty sure we’re going to get 3 more members sometime today and I am a man of my word who won’t be at his computer long.
So, this is a little supplement I worked up for a friend of mine in a DW game we played a while back. It’s an ode to all those Tome of Magic good times, to every misfired wand of wonder and every bad pull from a Deck of Many Things.
Help me break it? I’m pretty set on what the mechanisms do, but I’d love to hear about them in action.
In celebration of you, the Dungeon World Tavern, I present Wild Magic
Once it’s been playtested, I’ll pick a glyph, get an art together and format this thing for general public consumption. Enjoy!
http://dl.dropbox.com/u/146314/Dungeon%20World%20-%20WildMagic.pdf
Egads, I have a player who was born to run a WIld Mage. And I loves me some Deck of Many Things!
Awesome.
Very cool!
My newly-started DW campaign takes place after large-scale magical ruination. This is well timed and will be used!
It seems like “lesser effect” is the clear choice to pick on 7-9.
I think the wild magic would be wilder if the GM picked the weak hit result instead of the player.
John Zo you may be right! I think that the GM has leverage to make this work amusingly, too. Fireballs that light up the room brilliantly but do 1 damage, for example.
Ok, let me try that again…
Only twos and twelves isn’t wild enough! All doubles should be wild. What about first checking for doubles, if yes then the result is a wild version of the modified result. If you roll 2 twos and add your +3 then you get a wild 7, for example. Then describe the wild version of each result.
Agreed. 1/6 wild results are better than 1/18 wild results. 😀
(EDIT: mainly so the main class move doesn’t end up feeling only slightly different from a normal mage.)
I feel like it could be: when you cast a spell and roll doubles on your normal move,…
Then all the different spell casters will have slightly different wild magic feels.
Why not allow the wizard to switch to the new spellcasting move for free? Spending an advance on it seems like poor value.
Johnstone: I think it’d help someone get acquainted with normal casting for a while, and slot ’em into the archetype. Of course, you can always give it to a player at start, Adam and Sage won’t hunt you down. 🙂
Well, I meant once you’ve met the fictional requirements of the compendium class, not necessarily to start. It just feels a bit like throwing an advance away in order to get access to a bunch of other moves, y’know? Cast a (Wild) Spell is a different version, but not an improved version.
Johnstone! You are correct. I’ll add that as a revision.
Also love any double. Very cool.
Nice! Reminds me of the Chaos Mage I posted… quite a while back, now, although definitely a lot of different moves in here. Also: sweet, new spells and magic items!
Wand of Hey, Watch This!
Wild Look
Add wild eyes, rainbow eyes, muddy eyes, closed eyes, pointy hair, burning hair, growing hair, curly hair, braided hair, no robes, striped robes, sequined robes, corduroy robes, ribbed body, tattooed body, floppy body, twitching body, and shimmering body to your character sheet. Whenever you sleep or use magic you must change at least one of your looks.
posting here so I don’t forget to come back.
I love that you reintroduced queer content whit the Trasmutation Crown ^^ (this something between a sincere praise and an pun).
Anyway I’m really excited! Wild magic are my favorite color/rules for AD&D!
nifty!
Youpi !
Cool! I still have the Tome of Magic on my shelf!