Ran my first DW game last night. Ran out of credible soft and hard moves for a magician using magic missile a lot and not rolling very well either. Just taking the spell away at level one seems excessive…
Ran my first DW game last night.
Ran my first DW game last night.
Did you think off-screen too?
Did you make moves totally unrelated to the casting?
What Tim Franzke said. One way of making the characters more awesome is to make their misses be caused by external factors.
Wizard/Mage/Whatever rolls a miss for casting a spell
GM: So, you beginning saying the words, but before you finish, you are grabbed by the leg and yanked upwards. Upside down, the face of a mountain giant is looking at you, drooling.
Misses target, hits an ally.
Spell is reflected back (great to us for enemy caster)
Destroys something in environment, putting allies at risk, attracting new enemies
Becomes an attractive target
Soft move: you over extend as you draw forth the magic from within you. You feel a little sick.
Subsequent Hard Move: you lose control of the magic and try to cap the energies before they wreak havoc upon your allies. Your body moves out of synch with this plane momentarily. You take 1d4 damage.
The spell succeeds but too well, drawing too much mystical power. Maximum damage to the target and your brain is fried and blood runs out of your nose.
Well, I like a lot of these suggestions, but the mountain giant seems a bit out of the blue. 😉
Thanks, folks! 🙂
Maybe off-screen is still too new for me – and my first attempt was past 11pm with this session. 😉
I’d say hard move is losing the spell or drawing from DCC spellburn or corruption.
Oliver Korpilla as with everything else’ it should (somewhat) follow from the fiction 🙂
Kasper Brohus – yes, certainly. The situations and fronts I created did not provide for enough opportunities to stage more of these, I guess. Something to keep in mind.
As for spell failure:
I let the spell fail in several ways, for example burning his palms so he couldn’t cast the spell until healed. A lay on hands attempt by the paladin transferred those burns to that character.
On another occasion the character would remain engulfed in a magical fire or light, which would give him away in the dark, but I did not follow up on that.
I gave him -1 ongoing.
I let him lose the spell finally but they were nearing the end anyway.