Someone (I think it may have been Eric Lochstampfor ) mentioned a guide to creating DW magic items.

Someone (I think it may have been Eric Lochstampfor ) mentioned a guide to creating DW magic items.

Someone (I think it may have been Eric Lochstampfor ) mentioned a guide to creating DW magic items. I can’t seem to find any links to it. Can anyone point me in the right direction?

Maybe somebody already though that, but I’m thinking adding this other option to 10+ in Hack & Slash:

Maybe somebody already though that, but I’m thinking adding this other option to 10+ in Hack & Slash:

Maybe somebody already though that, but I’m thinking adding this other option to 10+ in Hack & Slash:

-you can hit another foe with the same blow

what do you think?

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Level 2-5 Wizard Move:

Hedge Magic

As long as you have a spell prepared you can pull a bit of the magic, of the spell, through the ether. Describe your desired effect. For instance, pulling a spark to start a campfire from a prepared Fireball spell. If the GM feels that your asking too much, they can let you make the move anyway, but with a small complication, or make you make the Cast a Spell move as normal.

(Thanks to Adrian Thoen for helping me make this sound less crazy that it initially did. Though, he could probably still help me make it more awesome… coughcough) lol

(Edit: For Tim Franzke )

Level 2-5 Wizard Move:

Hedge Magic

When you pull a small portion of a spell you have prepared thought the ether, describe your desired effect and roll+INT.

On a 10+, The spell fragment bores through your soul and happens as described.

On a 7-9, the don’t grab the right pieces of the spell. The effect is slightly different than you described. Until you can get your bearing, you are stunned, and 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.

On a 6-, you didn’t quite manage to grab a small piece of the spell. The whole spell burns through you. Make the Cast a Spell move. Take the effects you were trying to replicate with the spell, and replace them with the full spell. For instance, you’re trying to ignite a small flame inside a chimney, but instead you cast Fireball AT the house. Now you need to put out the fire before it spreads and does any more damage.

Since it’s wizard week I thought I’d share a piece of the Ars Magica hack I’m working on.

Since it’s wizard week I thought I’d share a piece of the Ars Magica hack I’m working on.

Since it’s wizard week I thought I’d share a piece of the Ars Magica hack I’m working on. Specifically, this is the section on Arcane Moves. My base premise is that most of the things you want to do with magic are things you’d want to do without magic – magic just adds power, flexibility and variety. Oh, and risk. Definitely risk.

Anyway, let me know what you think.

You’ll probably notice that the arcane moves are very similar to the basic moves. In fact, when you look at the risks associated with the arcane moves, it may seem like they are just riskier, possibly even inferior versions of the basic moves.

If you used them as straight-up substitutes for the basic moves, you’d be right.

The true power of magic comes from the fiction more than the mechanics. A few examples:

In addition to adding tags, Vulnero might allow a magus to inflict harm on a creature that is immune to physical damage. It also allows him to be a threat without carrying a weapon.

Fugio might allow a maga to avoid danger by flying over her enemies or by becoming invisible.

Specto might allow a magus to carefully examine an area from a safe distance.

Protego might allow a maga to shield herself from a dragon’s breath that would melt the finest plate mail.

By default, Suadeo allows a magus to manipulate a GM character without leverage.

While the game mechanics remain fairly constant, the only real limit to magic use is your imagination and your narrative ability. As noted under Guidelines for Magical Mishaps, rather than forbidding uses of magic (be a fan of the characters), the GM should embrace imaginative uses (provided they honour the guidelines for technique, form and limitations of magic).

Any use of magic requires two elements: a Technique and a Form. Describing the technique and form and how they relate to the fiction is a requirement to trigger any of the arcane moves.

The Techniques are:

Creo: create something new. The thing being created must be a normal specimen of its type. Adding things to an already existing object would fall under Muto.

Intellego: perceive things. Combined with the right forms, Intellego can let you see through things, hear from impossible distances or pluck information from an unwilling mind.

Muto: change the properties of something. This can be the shape, the substance, or both.

Perdo: destroy things. This might be a wall, a body or a thought.

Rego: control things. This usually refers to motion (mind control usually falls under Creo since you’re creating new thoughts).

The Forms are:

Animal: natural animals.

Aquam: water.

Auram: air.

Corpus: human bodies.

Herbam: plants.

Ignem: fire.

Imaginem: sensations, illusions, perception.

Mentem: thoughts, emotions, memories.

Terram: earth, dirt, stone, metals and inanimate objects in general.

Vim: magic itself. This includes magical creatures as well as spells. Vim is the form that governs the ability to counter the magic of other magi.

Guidelines for magical mishaps

As a general rule, it gets harder to accomplish things with magic if:

– The target is far away 

– The target is hard to see (in fact, you require an arcane connection of some kind to affect anything you can’t see).

– The target is very large (whether a single large object or a large area)

– You’re in a hurry

– You’re trying to be subtle

– You want the magic to last for a long time

– You’re already using magic to do something else at the same time

– Your movements or voice are restricted (in fact, if both are restricted the GM may rule you are either very limited or unable to use most of your magic).

Rather than adding bonuses and penalties based on the above factors, the GM should note how many of them apply and, before the dice are rolled but after the move is triggered:

Tone down the effect (reduced range, smaller area, less information, slower movement). The spell still works, it just isn’t quite as amazing as hoped (tell them the consequences and ask).

Be ready to make moves appropriate to the difficulty if the player rolls 6-. Start with one or two of the choices from the 7-9 list and feel free to make additional moves from your GM list according to the technique, form, difficulty and circumstances (turn their moves back on them, inflict harm et al).

The Moves

Vulnero

When you use magic to harm someone, roll+Casting. On a 10+ inflict harm and choose 2.

+Messy

+Harm (can be chosen more than once)

+AP

+Area

+Forceful

+Stun

You impress, frighten or dismay your target.

You can maintain the effect for a little while.

On a 7-9 inflict harm, choose 2 from the list above and one from the list below.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

The target gains a Link to you

Fugio

When you use magic to act despite an imminent threat or suffer a calamity, describe the magic you’re using and roll+Casting.

On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9 you do what you set out to do and choose one.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

Specto

When you use your magic to study a situation or person, roll+Casting. On a 10+ ask the GM 3 questions from the list below. Take +1 forward when acting on the answers.

What happened here recently?

What is about to happen?

What should I be on the lookout for?

What here is useful or valuable to me?

Who’s really in control here?

What here is not what it appears to be?

On a 7–9 ask 1 question from the list above and choose one from the list below. Take +1 forward when acting on the answers.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

You inflict harm or do damage to someone or something you were studying.

If the target is sentient, it gains a Link to you.

Protego

When you use your magic to defend a person, item, or location under attack, roll+Casting. On a 10+, hold 3. On a 7–9, hold 1 and choose one.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

Redirect an attack from the thing you defend to yourself

Prevent the attack’s effect or harm

Create an opening for an ally giving that ally +1 forward against the attacker

Inflict harm on the attacker

You impress, frighten or dismay the attacker.

Suadeo

When you use your magic to manipulate a GM character, roll+Casting. On a 10+ they do it but choose one from the list below. On a 7-9 they do it but choose two.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 harm to them (this shouldn’t be lethal but should leave some kind of visible, lasting effect).

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

The GM character remembers that you manipulated them.

You gain +1 Warping

The GM character gains a Link to you (though they might not remember why).

Intercedo

When you use your magic to help or hinder the magic of a wizard you have a Link with, roll+Link with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.

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Level 2-5 Wizard Move:

ANTIMAGIC FIELD

When you channel one of your spells into an antimagic zone 

choose 1 of your spells and roll+INT. 

On a hit you create a zone of antimagic, as big as a small room, in which no spell of 

the channeled spells type (Evocation, Illusion, Fire etc.) can be cast. 

On a 10+ choose 1, on a 7-9 choose 2. 

– The zone lasts only for a short moment

– You lose the channeled spell 

– The antimagic messes up your own spellcasting abilities, take -1 forward to your next spell 

Wizards channel magic through their soul, like light through a lens; focusing and directing energy.

Wizards channel magic through their soul, like light through a lens; focusing and directing energy.

Wizards channel magic through their soul, like light through a lens; focusing and directing energy.

In humans, the soul is immortal; it’s the portion of the self that remains after death, freed from the mortal body. This separation of body and soul means magic can pass through the soul of a human wizard without touching or hurting the flesh. 

In elves, however, there is never such freedom; their body and soul are inextricably intertwined; their immortality permanently embodied, permanently embedded in the material world. This permanent joining of body and soul means an elven wizard must channel magic through both their soul and their body. Sometimes that hurts.

To reflect this, change the Cast A Spell move for elven wizards.

i) Remove the second option under 7-9:  – The spell disturbs the fabric of reality as it is cast—take -1 ongoing to Cast a Spell until you Prepare Spells again.

ii) In its place add the following 7-9 option:

– Ethereal-flames burn and scar your flesh during the casting—take damage equal to the level of the spell cast.

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Would it be feasible to add a Wizard move (or perhaps a spell in the vein of Contingency) that allowed the wizard to inscribe a rune or enchant an object that acted as the touch of that wizard for the purpose of casting certain spells? For example, instead of having to touch someone to cast Charm Person or Mimic, you could cast it on someone who touched the rune or object instead of having to touch them yourself.

It kind of fits in the same area as some of the other spells that make your spells more effective, but I’m not sure how much more powerful it actually makes the spells. Being able to touch things that are distant from you is pretty helpful…

The Death moves are making me consider Front/Campaign death moves for different dungeons:

The Death moves are making me consider Front/Campaign death moves for different dungeons:

The Death moves are making me consider Front/Campaign death moves for different dungeons:

When you die during the Expedition to the Barrier Peaks Your soul is captured by the ship. Once a dozen such souls are taken, it will begin producing androids, teach them to crew the ship and attempt to free itself from the mountain.

Until then, you are stuck in the mainframe unless the players find a way to re-insert your soul back into another body.

When you perish attcking the Queen of the Demon-Web Pits your soul is caught in a soul-gem in Lloth’s web. If the players find it, you could be resurrected.

When you die trying to destroy the Slave Lords you approach the Black Gates, where angels are there to meet up. Roll as per the Black Gates move. On a hit, the angels send you back into battle, thanking you for your service and letting you know that your wings will be waiting for you when you return.

On a 7-9, the angels will demand something specific, asking you do be somehow more pious in your life than you were so that your soul is more ready to do Law and Good’s work.

On a miss, the angels take you beyond the Black Gates, saying that you are not worthy of the glory that will come with scourging the slave lords from the face of Greyhawk.

When you perish in the Tomb of Horrors, you roll as per the Black Gates move. On a hit you evade Acererak’s grasp and return, knowing that a fell power squats in the Tomb, waiting for the adventurers.

On a 7-9, your ghosts evades Acererak’s pull and you are able to warn your fellow adventurers about the peril of one trap.

On a miss, Acererak devours your soul and you are never seen again.

http://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and

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Community Design Challenge

Last week I had a conversation with Adrian Thoen Kasper Brohus and Joshua Bailey about a custom Wizard move. We all had different opinions on how it should read.

So lets about this up for everyone! How would you choose to create the following ability as a move?

Ability: allow the wizard to change out one (or multiple) of their spells “on the fly” without having to fully prepare a new suit of spells?

I think this is a good opportunity for everyone to flex their design muscles.

Lets see how you think it should look.

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New Level 2-5 Move

SPELL TRINKETS

When you sit down to prepare your spells you can infuse some of your spells into talismans, 

trinkets, wands or other spell containers to give to one of your allies. 

When they activate such a trinket they roll+your Int

On a 10+ the spell is successfully cast 

On a 7-9 in addition  the spell is successfully cast but the trinket is exhausted 

You may prepare half your level worth of spells into a trinket instead of your mind