So my group and I have started a new DW game set in the world of Thedas, from the dragon age video game series. And I am having some trouble with converting moves.
So in my game the Mage wants to be a blood Mage, and in the lore the blood mages draw their power from blood instead of mana. So for the Cast a spell move I added the ability to cast the spell through the users blood, or the enemies (if the spell is an offensive spell like magic missle.) by rolling + CON.
On a 10+ the spell is cast and the user takes one point of damage. On a 7-9, the user chooses from: The spell requires more power, take 1d4 damage The user takes -1 ongoing to blood magic until they rest. The spell runs wild and affects those nearby.
I felt since they are using there own blood to fuel the spell, the they wouldn’t necessarily need to forget the spell on a failure, and that on a -6, one potential negative would be a 1d6 or 1d8 more damage for losing control.
I’m also working on some moves and spells which could only be cast using blood magic, if anyone has an idea for some, be sure to let me know.
Also, Do you think that they should take a penalty to healing, as that is a mechanic of playing a blood Mage in Dragon Age?