So my group and I have started a new DW game set in the world of Thedas, from the dragon age video game series. And I am having some trouble with converting moves.
So in my game the Mage wants to be a blood Mage, and in the lore the blood mages draw their power from blood instead of mana. So for the Cast a spell move I added the ability to cast the spell through the users blood, or the enemies (if the spell is an offensive spell like magic missle.) by rolling + CON.
On a 10+ the spell is cast and the user takes one point of damage. On a 7-9, the user chooses from: The spell requires more power, take 1d4 damage The user takes -1 ongoing to blood magic until they rest. The spell runs wild and affects those nearby.
I felt since they are using there own blood to fuel the spell, the they wouldn’t necessarily need to forget the spell on a failure, and that on a -6, one potential negative would be a 1d6 or 1d8 more damage for losing control.
I’m also working on some moves and spells which could only be cast using blood magic, if anyone has an idea for some, be sure to let me know.
Also, Do you think that they should take a penalty to healing, as that is a mechanic of playing a blood Mage in Dragon Age?
Certainly the GM should have the hard move of ‘attracting unwanted attention’ from demons and abominations. On seven to nine that should also be an option along with ‘scare the hell out of everyone around you’ or something similar. Anyone familiar with what blood magic can do should be scared. The rest of the mechanics look good and quite fair although if you use other’s blood there should be a couple moves for that.
I haven’t seen the pencil and paper RPG but the video game shows some really cool effects on a failed attempt.
Which version of the elves and qunari (sp) are you using?
It sounds like fun btw.
Its your move, but i would still use +INT to cast. You are still a mage and need the scholarly knowledge to learn and cast those spells.
As for the results, look great. I would maybe change the damage choice to the damage of the spell rather than a flat 1d4.
Here is a CC move I made for a blood mage
https://plus.google.com/105487846931822189120/posts/GDyQ2vDLk2X
Robert Doe I get what your saying. I just feel that sincce the Mage is using blood instead of the arcane to fuel their power, that when they specifically are using their own blood, they should roll+CON. Maybe then come up with a new move where the Mage draws the blood from someone else, and that would be a roll+INT.
My thinking would be the mage still draws magic off the arcane properties of blood
Maybe treat the blood mage as a compendium class that gets the basic move:
Blood is Power – When you cast a spell and draw upon blood magic, you may instead roll +CON. Success/failure conditions as above.
I like the idea of making Blood Mage a compendium class, because then any regular wizard can “fall” and become a Blood Mage. The problem is that if the only advantage to being a Blood Mage is that you can now roll +CON to cast spells, it won’t be very tempting for your typical wizard… unless their stats are quite unusual, their INT will be better than their CON.
Adapting Kevin Konieczko’s Blood is Power move, you could make it simply add extra options to the Cast a Spell move:
Blood is Power – When you Cast a Spell and roll a 7-9, your options now also include * The spell requires more power, take 1d4 damage * The spell runs wild and affects those nearby * The spell uses the power of a blood sacrifice (requires the ritual slaying of a sentient living creature as part of casting your spell before you roll).
I’ve also narrated 10+ sessions in Thedas. And my advise after it? Narrate the setting of Dragon Age, but forget the need to fit the rules and classes precisely in the game.
Simply, let it go.
On the other hand, look for the Ectomancer here in the forum. It might be close enough to the blood mage concept.
I whipped up a Dragon Age hack for DW a while back, and I’ve run a few sessions in it now, with players new to the series and hardcore fans, and both have been pretty pleased.
I tried to preserve a few rules and things from the game, namely specializations. There are, therefore, 3 classes, with a number of specializations (which are basically just a handful of extra moves), including Blood Mage.
I also reworked the magic system to feature mana, lyrium, and the Fade (with appropriate calls for moves featuring demons and possession).
Feel free to use any or all of it if it helps you!
https://drive.google.com/folderview?id=0BwF75bfO6_4LdXBfM2VYUzR5VFU&usp=sharing
Would you be able to repost that lin? I’ve been trying to work on my own hack and would be very interested in having look but it says there’s nothing in the folder ?
Odd – I can see a bunch of docx files on that link, and Brian Reynolds has never shared anything specifically with me that I can recall. Maybe try again?
It’s opening fine on my end too.