I am about to begin a campaign using the Dungeon World rules with some friends.
I am about to begin a campaign using the Dungeon World rules with some friends. One of my group members has expressed interest in playing “The Mage” and because I have read a few accounts of the class taking over the spotlight in the game, I decided to write a little Defy Danger variant for maintaining magic created by the “Cast a Spell” move. Please let me know what you think. I would love to make it better with your help.
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If you wish to maintain a spell for longer than a few moments, you must Defy Danger to keep the magic under your control. Defy Danger using +INT.
On a 10+ you maintain the spell, but the concentration saps your mental focus. You take -1 ongoing to INT until you have a few minutes to clear your head.
On a 7-9, choose one:
• You dismiss the spell before it gets out of hand, but due to the effort take -1 ongoing to INT until you have a few minutes to clear your head.
• You maintain the spell, but take a debility of your choice.
• You release the spell, it stays in effect and will continue to serve its purpose for a while longer, but now has a mind of its own and is out of your control. The effects could be strange, or dangerous.
On a miss, something has gone horribly wrong. Your spell may continue working, but you will regret casting it.
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