Looking for spell ideas for ‘Witch Hunter’ class (DEX+INT class). So I’ve been working on a character class for a little bit now. I got a nice collection of moves for it, that provide a nice variety of builds such as “The Purifying Inquisitor” and “Becoming the Evil to destroy the Evil.” Early on I had made the decision to move away from just killing magic users, because I felt it was to limiting for a whole class. Sure if there were magics at work, you were the man. But once all the magics were dead though, you were practically useless.
So I branched it out to also include fighting demons, supernatural, ect. But you pick a specialization (You still hunt witches, but you’re into hunting unnatural monsters more). As such I have had lots of fun making spells that help a player role play, this master hunter, who always has to right tool to bring down his prey. But some of the spells I don’t like and feel like replacing since they just aren’t very interesting compared to the other choices.
This is a full class, not a compendium, meaning it has to be able to play with them, without stepping on their toes.
You happen to have access to a copy of Mystic China from Palladium? The Demon Hunter class in there is great, super flavorful. Things like:
You’ve inured yourself to so many toxins and drugs that you’re basically immune to anything mundane, can shrug off supernatural poisons, and can drink a demon under the table.
Through a horrible physical training regimen, you’ve reconditioned your mind to associate pain with laughter. The more it should hurt, the bigger and more maniacal the laughter. Demons are disconcerted by this.
There’s more, but those are the two I can remember of the top of my head.
Oh, also… check out some of the moves here:
https://drive.google.com/open?id=0B0lFq3ECDQDQN0s1MXh4NVpFLW8
A bunch of these would be useful for a smart magic-fighting class.
I created a Dex/Int Witch Hunter Class already it was extremely fun.
here are some of the things it could do.
You have a Witch Amulet (Name It). This has been passed down for generations; for one common goal. The Eternal task of hunting down mythical creatures of all natures. When using the Witch Amulet Roll 2d6+Int. On a 10+ choose two, On a 7-9 Choose one and the Amulet deactivates for several hours. On a 6- you choose the desired effect and the GM tells you went wrong and the Amulet deactivates until the next day.
1)Burn: 2d6 Fire damage. Single Target, Source is Magical/Holy
2)Light: Emits a light brighter then a torch (chose color).
3)Truth Seeker: Senses evil (To include alignments).
4)Consume Darkness: Remove a debility from someone or something and take it upon yourself.
These are things you start with, you can choose to improve your amulet with Advanced Moves, or focus on your physical side. As well as a lot of flavorful moves.Using the starting stats you’d want to invest mostly in Dex/Con (Hit Points clearly) then move on to intelligence. Since unlike a wizard your primary focus is balance. Your not fully dependent on your physical or magical side and non would surprass a full fledge wizard or rogue.
I’m not looking for moves, I’m looking for spells. I already have plenty of moves that I really like.
There’s not a whole lot of difference between spells and moves in DW. They’re mainly just a way of adding variety and versatility. Think of them as a set of moves that you can reconfigure.
Why does this class have spells? What holes in the moves to you want to fill with spells? What is the spellcasting mechanic? What kind of spells do you want, offensive, defensive, specific schools? These questions will help decide what specific spells you should add.
Nick Nunes Actually there is one critical and major difference between them. Moves are triggered by fiction, spells are the trigger.
I made a class a while back called The Hunter with 3 distinct compendium classes for it. Beast Hunter, Vampire Hunter, and Witch Hunter. http://www.drivethrurpg.com/product/170114/The-Hunter–A-Dungeon-World-Playbook
Perhaps you could mine that for ideas