Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.

Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.

Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.  Thoughts and feedback welcome, of course.

When you imbue a special scroll with one of your prepared spells spend 1 XP and roll + INT.  On a 10+ choose one, on a 7-9 choose two.

– only you can release the magic from the scroll

– take -1 forward as the process drains your energy

– you forget the spell

When you read a spell from a prepared scroll roll + INT.  On a 10+ the spell takes effect as normal.  On a 7-9, the spell takes effect plus choose one;

– the spell has some unusual side effect when it is cast

– the scroll is destroyed in the process and cannot be used again

27 thoughts on “Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.”

  1. Non-clerics/non-wizards reading scrolls should always be lousy with unconstrained divine power or magic.  Consider replacing the unusual side effects from the scroll creation move and using it to replace the -1 forward on the scroll reading move.

  2. These are awesome! I’m totally using them,

    I feel like these would be stronger though if they were framed as negative choices:

    When you imbue a special scroll with one of your prepared spells spend 1 XP and roll + INT.  On a 10+ choose two, on a 7-9 choose one.

    – only you can read the scroll to invoke its effects

    – the spell has unusual side effects whenever the scroll is read

    – you forget the spell

    When you read a spell from a prepared scroll roll + INT.  On a 10+ the spell takes effect as normal.  On a 7-9, the spell takes effect plus choose one;

    – you take -1 forward as the spell’s energies leave you disoriented

    – the scroll is destroyed in the process and cannot be used again

  3. Burning XP to craft magic items always chafed me when playing a magic user.  Is there a way to do it without making magic users feel put-upon or…

    Can other classes burn XP to craft things too?  For example:

    Master at Arms

    When you train a garrison or regiment, spend 1 XP and roll+Cha.  On a 10+, choose 2.  On a 7-9, choose 1.

    -You are actually the one in command

    -Your men at arms fight as they were trained

    -There are no deserters in the ranks

    Troubleshooter

    When you protect a place against theives, spend 1 XP and roll+Dex.  On a 10+, choose 2.  On a 7-9, choose 1.

    -Your traps will trigger as intended

    -Your diversions are convincing

    -Your locks will open for only those with the key

  4. Marshall Miller maybe!  The cosmology in which I imagine this (and the other magic item move) existing requires fragments of the soul to power magic item creation.  That magic requires knowledge (of the move) and craft (to make the item) and spirit (to empower it).

  5. Adam Koebel It always dissuaded me from crafting is all I’m saying.  You’re spending your system resource on a fictional thing that should be in your wheelhouse already.  You’re spending that resource to just do it rather than do it in the fiction by describing all of the minutia of what you do.  A good justification seems to be that the alternative would be on player monologueing while describing the research, spells, crafting, blah, blah, blah for 2-4 weeks of in game time.  If that’s the reason, why not let other classes invest something of themselves into an otherwise lengthy, me-centric, endeavor?  Train an apprentice or squire, raise a force, establish a guild, convene a council of the wild, etc.

  6. I think that spending an XP works for something like creating a magic item as presented, because that opens up the ideas that Marshall had about being able to “invest” part of themselves to get a real-world benefit or make a (mostly) permanent change in the world. Spend an XP to turn a bunch of rabble into a serious fighting force, or to reinforce a natural area against “unnatural” threats.

  7. Marshall Miller – I love this idea. I would totally want my archer to train a squad of archers or craft an amazing bow. I think the idea is an awesome one for DW in general.

  8. When you craft an item, you invest that item with part of yourself and will feel the connection forever.  Take a “______ is using my item” Bond with anyone who uses the item.

    (edit) I think a better way to write this is:

    When someone else uses an item you have crafted, they are handling a piece of your soul.  Take a “______ is using my item” Bond with them.

  9. I don’t know…I kind of feel that these moves should be exempt from the “get an XP on a loss”, because they feel that the stakes are much higher than normal moves. These are moves where you’re making a serious, tangible, large-scale effect on the world.

  10. Scroll Eater

    When you consume a scroll, roll+Con.  On a 10+, choose 2.  On a 7-9, choose 1:

    – You regain a missing part of yourself, mark XP.

    – You burp magic, take +1 forward to cast a spell.

    – You destroy the scroll completely.

  11. colin roald On the one hand you could destroy cursed or profane scrolls forever.  On the other, a scroll of chain lighting becomes, chomp, a scroll of chain [parts missing].

  12. Really, really rough idea for potions…

    When you brew a magical effect into a potion, spend an XP and roll +INT. On a 10+ pick 2, on a 7-9 pick 1.

    – The potion doesn’t have a related but unexpected side effect.

    – The potion doesn’t have too much of your magical energy in it, giving you -1 ongoing to cast spells until the potion is consumed.

    – The potion can be consumed while the imbiber is under the effect of another potion.

    When you drink a brewed potion, roll +CON. On a 10+, the effect of the potion happens as determined when it was brewed. On a 7-9, it still works but take -1 forward because it’s not agreeing with you.

  13. Adam Koebel When you drink a potion when under the effect of another potion, roll +CON. On a 10+ you’re good. On a 7-9 pick one off the list.

    – Take 1d6 damage (ignores armor)

    – The potions cancel each other out and any effects end

    – You’re Defying Danger with CON to do anything until you get a chance to…”clear the system”, as it were.

  14. Here is something I was working on for potion creation, but still a work in progress…

     I have something for that, If you have a moment to pause you can brew up something to help the situation.  Consume a Gear  and Roll + INT 7-9 choose two, 10+ it works!

    Takes a long time you need to make camp

    It takes special ingredients (GM will determine)

     Partial success, will work with lesser effect or weird side effect (Gm Choice)

     Consume additional resource – 1 resource

  15. Just a sudden idea: wands are items that add tags to a wizard’s spells. A fire wand will add the +burning tag to any attack spell that is focused through it, a blessed wand adds +holy, and so on.

  16. Sean Dunstan that’s a nifty mechanic.  I kind of like the idea of being able to give a wand of fire to the Thief, though, to help him get himself into trouble.  Which means I want a more classic wand that lets you cast a spell even if you don’t otherwise have the ability.

    Thief Advanced Move (2-5):

    Sorcerer’s Apprentice

    You can use magic items that require arcane ability, such as wands, scrolls, and certain ioun stones.  Tell the DM the downside of your knack, such as:

    * You struggle with control, and have a tendency to backfire, hit the wrong target, or burn extra charges.

    * Your knack is erratic, and can leave you nauseated and disabled on a miss.

    * Your knack is chaotic, produces loud and showy side effects, and occasionally draws the attention of things from beyond.

    * You bought your knack from a higher power, who demands occasional payments.

    * Your knack depends on an item you stole, and someone wants it back.

    * A powerful wizard’s or templar’s guild hunts anyone with your knack.

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