Hi DW people =)
I’m running a game for my wife right now, and I am trying to create a custom move-set for her spellcasting.
As far as the fiction goes, this is a world where magic is just being re-discovered after a long Dark-Age. So since a lot of the spells have been lost, wizards are trying to re-discover the magic. So on top of the standard Wizard move-Cast a Spell, I’ve added two more moves that she can do. The first one is based on the Mage’s Cast a Spell.
I’d love to know what you think, and know how you might improve these moves.
Thanks!
Improvise a Spell (INT)
When you weave a spell to help solve a problem, describe it and roll +INT.
On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but the choose two. Either way the casting saps your energy. You take -1 ongoing to INT until you have a moment to clear your head.
Your spell won’t last long – you’ll need to hurry to take advantage of it.
Your spell affects either much more or much less than you wanted it to.
Your spell has unforeseen side effects, and might draw unwanted attention.
Your spell required wild somatic components and you have put yourself in a spot.
On a miss, something’s gone horribly wrong. Your spell may well have worked, but you
will regret casting it.
Scribe a New Spell (INT)
When you have successfully improvised a spell with a 7+ and have some quiet time to yourself you may attempt to formalize then spell in your spell book. Describe the spell and set a level then roll +INT.
On a 10+ you scribe the spell in your book, no problem. On a 7-9 choose one. On a miss both.
The spell was more difficult than you thought, add one to the level you set.
The spell’s magic was angry and volatile, it consumed an adjacent spell in your book. Remove one spell of the same level.