Do you guys know what i really would like to see?

Do you guys know what i really would like to see?

Do you guys know what i really would like to see? 

MOAR SPELLS

The Spell list right now has really cool stuff (especially on the Cleric) but could use way more options in my opinion. 

Is anyone working on this right now? 

New War Spells in the War expansion?

I figure posting here can be like Spouting Lore, and as I don’t have much experience, in this case, I need all the…

I figure posting here can be like Spouting Lore, and as I don’t have much experience, in this case, I need all the…

I figure posting here can be like Spouting Lore, and as I don’t have much experience, in this case, I need all the Lore I can get.

I’m thinking about expanding on a setting idea for a mildly hacked version of DW in which all of the characters play (Gnome7’s latest version of) The Mage playbook.  Rather than limiting character class by playbooks, the limiting factor would be one Mage of each Spell Focus and each Focus has it’s own House.

My initial idea for the setting is that the Mages start in the capital city of a Magocracy, in which all the Houses are represented and all members contribute to a ritual that counteracts or somehow monitors magic use in the city in an effort to maintain the peace.  However, I’d be interested in what you and my players have to say.

Characters would probably have lots of hirelings (grogs, anyone?!).

It could include some PvP depending on if the players choose to oppose each other or cooperate.  So, I’d need to establish how to handle that.  The medium (for me, anyway) would be PbP, so keeping things separate between factions wouldn’t be a problem if the game went that way.

I think this could be interesting, because there is lots of room for intrigue, in-fighting, competitive treasure hunts, and who knows, eventually, all out warfare.

So, in addition to any ideas about PvP and the setting, and actually more importantly, does this sound interesting and worth exploring?

I posted this below on the scrolls thread, but I think the thread was dead by the time I did.  Would love to get…

I posted this below on the scrolls thread, but I think the thread was dead by the time I did.  Would love to get…

I posted this below on the scrolls thread, but I think the thread was dead by the time I did.  Would love to get comment or ideas for improvement, as I’m thinking of using it.  It kind of bothers me that the Thief is the only class that has no multiclass options at all, and something like this is pretty classic.

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.

Just ran my first session for Julia Weatherseed and her brother James!

Just ran my first session for Julia Weatherseed and her brother James!

Just ran my first session for Julia Weatherseed and her brother James!

We have Ursula, a female elf wizard and Aranwe, a male elf ranger (hawk companion Raul). Ursula was mentored by a “dwarf” arcanist who’s hiding a secret from her, a fellow named Kendrix who’s raising a recently-hatched dragon.

Ursula comes from the city of Debluff, bordering on the vast Erendoor forest to the south. The forest butts up against the Fangtooth Mountains to the northeast, where the two dwarf kings Fargrim and Harbek rule from stronghold Balarn.

Aranwe’s parents were killed by duergar, dark dwarves twisted and corrupted an age ago by a demon called Yllaz when they uncovered him by delving deep underground.

Ursula saw a vision of Aranwe as she was casting a spell, and felt that he would play an important role in events to come; she went into the forest to collect some magical reagents, and was in the wrong place as an ogre came rampaging through the area; she blasted it some with magic missiles, and Aranwe shot it from hiding with an arrow, killing it. Stuck in its back was a duergar blade with strange dwarven script carved into it. After consulting with Kendrix, they took a perilous journey through the forest–which involved lots of rations and a tangle with some assassin vines–and were allowed into stronghold Balarn. They met a troubadour named Chargufs (KAR-guss) who took them to the two kings to share their disturbing news.

There was just enough XP for both of them to level!

Also, Aranwe wanted to make some improvised ammo from natural materials, so we sketched out the beginnings of a Resourcefulness move; he also wanted to do the same for rations, so we started on a Forage move as well.

Quick overview of how much damage you could get on 1 attack..

Quick overview of how much damage you could get on 1 attack..

Quick overview of how much damage you could get on 1 attack..

Fighter Base Damage 1d10

+ 1d6 if you expose yourself to Danger on a 10+ H&S

+ 2 damage from signature weapon (hooks’n’spikes + Serrated Edges)

+ 1d8 Merciless

+ 1d8 Taste of Blood

+ 3d4 from fully boosted Arcane Art from your Bard Friend

+ 1d4 from a Magic Weapon Spell

+ 1d4 from your Paladin Buddys Setup Strike/Tandem Strike

As a Fighter you get 2 multiclass moves, the most damage you can get from these is with these options: (i think)

+2d4 Exterminatus (Paladin)

+1d4 Viper’s Strike (Ranger) but you need a second weapon

A Wizard could also cast Polymorph on you, don’t know what will happen then. 

But all in all, if you can use every ressource you have avaiable that is a 

1d10+2+2d8+8d4 = 31 damage on an average,

60 damage if everything comes up maximum.

This of course is purely theoretical and won’t probarbly happen like this in a game, but knowledge is about 50% of any given conflict.  

So I have this sort of nebulous idea and thought you all might help me flesh it out – a monster that is invisible,…

So I have this sort of nebulous idea and thought you all might help me flesh it out – a monster that is invisible,…

So I have this sort of nebulous idea and thought you all might help me flesh it out – a monster that is invisible, but can only be seen in reflection. Mirror, polished shield or weapon, etc. Maybe put a broken mirror in the room so the PCs can catch a glimpse of the creature (and to help them figure out what is attacking them). What would you add to this?

I’ve a personal bias against any class acquiring wizard spells simply by multiclassing into it.

I’ve a personal bias against any class acquiring wizard spells simply by multiclassing into it.

I’ve a personal bias against any class acquiring wizard spells simply by multiclassing into it. To my mind Wizardry is a learned skill acquired after years of study, apprenticeship and practice. Barbarian Joe simply acquiring “Cast a Spell” on level up, doesn’t pass the sniff test. 

To correct this I present the Madwand (with a strong tip of the hat to Roger Zelazny):

“You have no organized or formal training but somehow have learned to use magic. Maybe you were the apprentice of some hedge wizard, maybe you are a natural talent who can see magic and pull its strings, or maybe you discovered your abilities in some ancient tomb. Whatever the origin, you can wield magic.”

Cast a Madwand Spell (replaces “Cast a Spell” on the Wizard playbook)

When you Cast a Madwand Spell, roll +INT.  On a natural 12 the casting is a major success resulting in maximum or bonus effect (GMplayer decide). On 10+ the spell is a success. On 7-9, the spell is cast, you lose the spell, and choose one: 

• You draw unwelcome attention to yourself. The GM will tell you how.

• You suffer the effects of lingering backlash:  take -1 ongoing to cast a spell until the next time you Prepare Spells.

• Take 1 Wound due to extra strain or harm caused by your own magic.

On a natural 2 you suffer an intense Arcane backlash causing you to botch the spell (lose the spell) and the GM chooses two.

The move below is also on the Madwand “Starting Moves” list

Person or Place of Power

A PersonPlace of Power plays a large role in your magic and theyit remain important to you. Once per year (at least) you feel compelled to visit to reconnect with your Source and perhaps gain further magical insight. You care about the well-being of your PersonPlace of Power and will aid if the need arises.

“Ok, you’re a Halfling again, crouching in the bushes, coddling an unconscious badger.”

“Ok, you’re a Halfling again, crouching in the bushes, coddling an unconscious badger.”

“Ok, you’re a Halfling again, crouching in the bushes, coddling an unconscious badger.”

Wild nights in Dungeon World.