Parting thoughts, Antimage, a Spell and some ideas about Sorcerers 

First up, i know Wizard Week isn’t over but i won’t be able to post that much tomorrow and the coming week. Therefore i want to thank everyone again that participated in WizardWeek! Thanks to Sage LaTorra and Adam Koebel for making this kickass game and encouraging me to continue doing these class week events. Thanks to David Reichgeld for the banner. Thanks to everyone that discussed and shared new and old content. 

Wizard Week was the best class week until now and showed me how to best tackle these events in the future. If you have any comments, suggestions or critique please send them to me. 

Now i just want to share some things i created for Wizard Week but couldn’t post until now (don’t want to spam you all to badly) 

#1 The Antimage Compendium Class 


#2 A collection of all the new Wizard Moves i made 


#3 Stones of Power 

“Stones of power are part of an older school of magic. When Lizardmen still ruled the world they used gems and crystals to focus and create their spells. Today these artifacts are highly thought after and no one really understands how to create them anymore. Stones of power or Spellgems each hold a single spell and can be manipulated for a multitude of effects. 

A Spellcaster can unleash the spell stored in the stone, however a failure in the casting might burn out the spell matrix, hidden in the cut. 

(when choosing to forget the spell on a 7-9 Spellcasting the spell in the Stone is lost. The same thing might happen on a 6-)

The spellgem can be destroyed and pulverized. When giving this dust into a fire and inhaling the clever spellcaster will fall into a trancce and awake with the storred spell, scribed in his spellbook. 

A mastersmith and gemscholar can work together to work a Stone of Power into a weapon to enhance it with effects related to the once stored spell. The results are unpredictable though and many Wizards and Crytalmancers see this as a destruction of a work of art and magical genius” 

#4 Push Spell (Level 1)

After intoning this spell a caster can just flick her hand and send someone standing close to her falling prone. Maximised and given extra power this spell might even send the victim flying through a room to hit the next wall with an unapealing noise. 

(this is basically +forceful the spell.) 

#5 The Sorcerer 

I talked about this before with Giovanni Lanza and then Alessandro Gianni asked about this too so i put a bit of thought into it. I wanted to make a Sorcerer that acted mostly as a hack of the wizard. Using the same spell list but beeing more flexible and chaotic. 

I didn’t get far. There was jsut to much to do and as many of you might know, doing a full class is A! LOT! of work. 20+ moves don’t write themselves. However, i had the basic moves and their idea down. 

A Sorcerer has the same basic stats as a Wizard and uses the same spell list. However, they don’t learn spells and put them in their spellbook but have an intuive spell understanding. They start with more spells then Wizards:  


You have discovered and mastered several spells and can call on their effects You start out with five first level spells known to you. Whenever you gain a level, you add a new spell of your level or lower to your spell-understanding.”

They don’t prepare spells but Stabilise Spells:

“When you spend uninterrupted time (an hour or so) attuning your mind to certain spells to lessen their chaotic effects, you:

– Lose any spells you already have stabilised

– Stabilise  new spells of your choice from your spell-understanding whose total levels don’t exceed your own level.

– Stabilize your cantrips which never count against your limit.”


They cast spells that are stable with CHA, just like a Wizard would do with INT.

“Cast a Spell (Cha)

When you release a spell you’ve stabilised, roll+Cha. ✴On a 10+, the spell is successfully cast and you do not destabilise the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:

You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.

After it is cast, the spell is destabilised. You cannot cast the spell again using this move until you stabilise spells.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.” 

They don’t get ritual! However they can try to cast spells that are not stabilized. This is more chaotic and destroys the stable spells in their mind.

“Improvised Spell

When you cast a spell that is part of your spell understanding but not stabilised, roll+CHA.

On a hit you lose 1 spell you have stabilised but the improvised spell is cast. When you choose to destabilise a cantrip, destabilise 2 of them. 

On a 10+ choose 1; On a 7-9 choose 2: 

– The spell has unforeseen side-effects

– You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

– Destabilise another spell (or 2 cantrips)” 

And then they don’t get spell defense. Instead they gain an effect related to the orrigin of their magical abilities. When they don’t have any more stable spells this effect kicks in and stays active. This is actually a DnD Next concept but that didn’t hit me until after i wrote this. 


The 2 sources i had were Dragon and Fey. Dragon allows you to ignore half the damage of one elemental force chosen at char gen. Fey allows them to dispel illusions with a touch. 

Any feedback on this general idea is welcome. It’s really just a brainstorm and i don’t know if i will continue this. 

That is all my friends and fellow DW people. I hope you enjoyed Wizard Week and i will see you again at Paladin Week next month.

6 thoughts on “#WizardWeek”

  1. The stones of power are a neat idea.

    Re: the sorcerer, I disagree that it should be a hack of the Wizard. The 3.x take on the sorcerer was one of the most boring because it was basically a wizard with minor differences. 4E’s take was a lot better because it focused on the whole bloodlines thing (dragon/wild/storm) and because the class was really different (AoE striker instead of controller).

    The bloodlines make for really obvious Aspects (there’s even three, how handy). I’d like to see the sorcerer use the Wisdom = MP idea that Sage has floated around since forever, as a way of not being yet another “Vancian” caster, but ideally the sorcerer wouldn’t have a spell list at all. Problem is, I don’t want to copy the Mage’s casting mechanic.

    That said, I honestly feel that the Mage would make the perfect sorcerer if you rip out the Wizard moves it kept and replace them with something different.

  2. I totally agree with this Alex Norris i just went with the requirements given to me. The mage is a perfectly good Sorcerer i agree. Some people however like having defined Spells i think. 

  3. This talk of bloodlines has me thinking of a Sorcerer as a class for a traveler from the city of Dis, evoking the Marquis de Carabas or Door (from Neverwhere) or the Awake (from Don’t Rest Your Head). Clearly their race move is the heritage move from Dark Heart of the Dreamer, with some other good bloodline magic. I’m going to go write about this and see what comes out.

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