Way back in #WizardWeek  I was a part of a discussion where we listed out some new spells that we thought might be…

Way back in #WizardWeek  I was a part of a discussion where we listed out some new spells that we thought might be…

Way back in #WizardWeek  I was a part of a discussion where we listed out some new spells that we thought might be good for wizards. I didn’t bookmark it because I thought it would be easy enough for me to find later, but I can’t seem to… there seem to be random gaps when I look. Maybe I’m just bad at Google+. Can anyone help me find a link to this?

Paladin Week Starts Next Monday and you are all invited to create, participate and discuss all things Dungeon World…

Paladin Week Starts Next Monday and you are all invited to create, participate and discuss all things Dungeon World…

Paladin Week Starts Next Monday and you are all invited to create, participate and discuss all things Dungeon World Paladins! 

And now this is also the moment where i ask you want you would like to see discussed during Paladin Week! So let your voice heard! 

In addition to the normal week from 24. to 30. we will do a PreClassWeek Hangout on this Saturday. 23:30 middle european summer time (GMT+2) If you want to contribute to this, send me a line and i will invite you. The Hangout will be On Air so that everyone can check it out afterwards and send in questions if they want to. 

Let’s make Paladin Week rock! 

Originally shared by T. Franzke

“It’s time to kick ass and make vows, and I’m aaaaaall outta vows!” 

Class Week is a chance for all the people that love Dungeon World to come together and be creative. Let’s share new content for the given class and discuss it’s fictional and mechanical possibilities. Let’s check the moves again in depth and see what can be done with them if applied creatively.

Any rules questions about them? We got you covered. 

Class Week runs at the last of  every month. 

August – WIZARD WEEK! 

“Official Schedule” of X Week

22.-28 Juli – Thief Week

26-1. August – Wizard Week

23.-29. September – Paladin Week

21.-27. Oktober – Bard Week

25.-30. November – Ranger Week 

16-22. December – Cleric Week (earlier because of holidays)

Check out the Hashtags #FighterWeek   , #ThiefWeek   , #WizardWeek    and #DruidWeek   for bygone ClassWeeks. 

events/cp0bu2pfld4qlasdb9jsh0rtteo?authkey=CK6qvtPvkLraCg

#WizardWeek

#WizardWeek

#WizardWeek  

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.

#WizardWeek

#WizardWeek

#WizardWeek

The Sorcerer. Bloodline magic. Mystic Lineage. Family.

These are the ideas that I’m thinking of right now, after reading Tim Franzke’s ideas for the sorcerer. I’m going to a very different place with my ideas, although I liked what I read.

I’m drawing on the above (bloodline, family, lineage) and also thinking of some throwaway text in D&D and Pathfinder that acknowledges the bad rap sorcerers get (because of their monster blood). I’m likewise thinking of the Witchbreed in Marvel 1602.

All of this makes me think of a social misfit. Someone trying to fit in, get by, or make do. Which sounds good enough for a dungeon delver and adventurer for sure (so I say I’m on the right track)! That makes me think of Neverwhere or Don’t Rest Your Head.

All of this together paints a very different image of the Sorcerer, but one I’m intrigued by!

The Sorcerer has a monstrous bloodline that they take power from, literally and figuratively. It takes a village to raise a sorcerer, and you learn some good stuff when you’ve got an ogre for an uncle, or a fire elemental as a baby sitter. The sorcerer is sociable, but oppressed by those who don’t “get” their unconventional family. They scrape by, supported by and supporting their weird family, and they learn their ways around.

I’m writing up a Sorcerer. They’re part grifter, part street urchin, part cosmic latchkey kid. Their main class move is Jonathan Walton’s heritage move — meaning my Sorcerer works best when Dis is a locale but not the main setting. Besides having heritage moves, they’ve got a move to know the quickest route between Dungeon World and Dis, and a move to practice petty, simple magic with the power in their mingled bloodline. Some advanced moves allow them to meet up with Dissian family outside of Dis, or let them exhaust HP to trigger that heritage moves, or give them access to basic wizard spells in return for magic running wild or exposing their bloodline at the wrong time.

I’m still working on it, but these are some ideas. An outline, of sorts, trying to capture what I’m going for. My Sorcerer isn’t a fountain of unlimited arcane knowledge — that’s the Wizard. The Sorcerer is a conjurer of cheap tricks, focused on pride in their lineage, getting by in a world that thinks they’re a monster, and magical power found in their beautiful, unique blood.

#WizardWeek

#WizardWeek

#WizardWeek  

Parting thoughts, Antimage, a Spell and some ideas about Sorcerers 

First up, i know Wizard Week isn’t over but i won’t be able to post that much tomorrow and the coming week. Therefore i want to thank everyone again that participated in WizardWeek! Thanks to Sage LaTorra and Adam Koebel for making this kickass game and encouraging me to continue doing these class week events. Thanks to David Reichgeld for the banner. Thanks to everyone that discussed and shared new and old content. 

Wizard Week was the best class week until now and showed me how to best tackle these events in the future. If you have any comments, suggestions or critique please send them to me. 

Now i just want to share some things i created for Wizard Week but couldn’t post until now (don’t want to spam you all to badly) 

#1 The Antimage Compendium Class 

https://docs.google.com/document/d/1ki2E0TZfeVR3kBgeFqOmWZHca6EX6yPzznwpwaorY9Q/edit?usp=sharing 

#2 A collection of all the new Wizard Moves i made 

https://docs.google.com/document/d/1LI5o2_lk1YN3MNTqFDO8noxkFN0SpmPwjntOmNevcGU/edit?usp=sharing 

#3 Stones of Power 

“Stones of power are part of an older school of magic. When Lizardmen still ruled the world they used gems and crystals to focus and create their spells. Today these artifacts are highly thought after and no one really understands how to create them anymore. Stones of power or Spellgems each hold a single spell and can be manipulated for a multitude of effects. 

A Spellcaster can unleash the spell stored in the stone, however a failure in the casting might burn out the spell matrix, hidden in the cut. 

(when choosing to forget the spell on a 7-9 Spellcasting the spell in the Stone is lost. The same thing might happen on a 6-)

The spellgem can be destroyed and pulverized. When giving this dust into a fire and inhaling the clever spellcaster will fall into a trancce and awake with the storred spell, scribed in his spellbook. 

A mastersmith and gemscholar can work together to work a Stone of Power into a weapon to enhance it with effects related to the once stored spell. The results are unpredictable though and many Wizards and Crytalmancers see this as a destruction of a work of art and magical genius” 

#4 Push Spell (Level 1)

After intoning this spell a caster can just flick her hand and send someone standing close to her falling prone. Maximised and given extra power this spell might even send the victim flying through a room to hit the next wall with an unapealing noise. 

(this is basically +forceful the spell.) 

#5 The Sorcerer 

I talked about this before with Giovanni Lanza and then Alessandro Gianni asked about this too so i put a bit of thought into it. I wanted to make a Sorcerer that acted mostly as a hack of the wizard. Using the same spell list but beeing more flexible and chaotic. 

I didn’t get far. There was jsut to much to do and as many of you might know, doing a full class is A! LOT! of work. 20+ moves don’t write themselves. However, i had the basic moves and their idea down. 

A Sorcerer has the same basic stats as a Wizard and uses the same spell list. However, they don’t learn spells and put them in their spellbook but have an intuive spell understanding. They start with more spells then Wizards:  

“Spell-understanding

You have discovered and mastered several spells and can call on their effects You start out with five first level spells known to you. Whenever you gain a level, you add a new spell of your level or lower to your spell-understanding.”

They don’t prepare spells but Stabilise Spells:

“When you spend uninterrupted time (an hour or so) attuning your mind to certain spells to lessen their chaotic effects, you:

– Lose any spells you already have stabilised

– Stabilise  new spells of your choice from your spell-understanding whose total levels don’t exceed your own level.

– Stabilize your cantrips which never count against your limit.”

 

They cast spells that are stable with CHA, just like a Wizard would do with INT.

“Cast a Spell (Cha)

When you release a spell you’ve stabilised, roll+Cha. ✴On a 10+, the spell is successfully cast and you do not destabilise the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but 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.

After it is cast, the spell is destabilised. You cannot cast the spell again using this move until you stabilise spells.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.” 

They don’t get ritual! However they can try to cast spells that are not stabilized. This is more chaotic and destroys the stable spells in their mind.

“Improvised Spell

When you cast a spell that is part of your spell understanding but not stabilised, roll+CHA.

On a hit you lose 1 spell you have stabilised but the improvised spell is cast. When you choose to destabilise a cantrip, destabilise 2 of them. 

On a 10+ choose 1; On a 7-9 choose 2: 

– The spell has unforeseen side-effects

– You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

– Destabilise another spell (or 2 cantrips)” 

And then they don’t get spell defense. Instead they gain an effect related to the orrigin of their magical abilities. When they don’t have any more stable spells this effect kicks in and stays active. This is actually a DnD Next concept but that didn’t hit me until after i wrote this. 

 

The 2 sources i had were Dragon and Fey. Dragon allows you to ignore half the damage of one elemental force chosen at char gen. Fey allows them to dispel illusions with a touch. 

Any feedback on this general idea is welcome. It’s really just a brainstorm and i don’t know if i will continue this. 

That is all my friends and fellow DW people. I hope you enjoyed Wizard Week and i will see you again at Paladin Week next month.

What kinds of weird stuff have your wizards been accumulating?

What kinds of weird stuff have your wizards been accumulating?

What kinds of weird stuff have your wizards been accumulating?

At the end of my campaign, the wizard had:

* Dragon squeezin’s (1 bag)

* Assorted spider wotzits

* Magmin scrapple

#wizardweek  

Something for the Wizards and Diablo fans alike!

Something for the Wizards and Diablo fans alike!

Something for the Wizards and Diablo fans alike!

#WizardWeek

The Book of Cain

This fascinating tome is filled with a lifetime of knowledge and pertinent facts on creatures, locations and peoples across the world. Whenever you get a moment to do so, you feel compelled to stay a while and read from the book.

While the book is in your possession, whenever you make camp you gain +1 forward the next time you Spout Lore. However, you find the book so engrossing you neglect to take care of yourself and your allies – pick one:

Your watch (if you’re called to take one) is automatically a failure, as you’re too engrossed with reading.

You miss the chance to catch some sleep and don’t regain any HP.

I just realised that Wizards can “easily” predict and manipulate the weather with ritual.

I just realised that Wizards can “easily” predict and manipulate the weather with ritual.

I just realised that Wizards can “easily” predict and manipulate the weather with ritual. Therefore they will be able to qualify for this: 

https://docs.google.com/document/d/1HtCszUds389UeLz9UMAcXefFwC3KoS-QRfKclswvtJ8/edit?usp=sharing 

Weather Ward Compendium Class! 

#WizardWeek  

Related to what Ben Wray posted:

Related to what Ben Wray posted:

Related to what Ben Wray posted:

Dangerous Spells 

New tag explained:

Dangerous: Any spell with the Dangerous descriptor will have an effect on you, just for having it prepared. Something in it’s magic is rotten and wrong and you will have to fight it to stay yourself. Beware. 

New Spell: 

Amoraths Dominate (Level 3) (dangerous, enchantement, ongoing)

As the regular Dominate spell but it can be cast by just looking at them, no touch required. 

However, should you drop to 0 hitpoints while having this spell prepared, the demon Lord Amorath will make you an offer. Accept his pact and you will be whole again. Disagree and he will just possess your body just like this.  

Immolate! (Level 5) (evocation, dangerous)

With a flick of your hand you summon a  gigantic pillar of flame that deals 5d8 damage to everything in it’s way. 

While you have this spell prepared you will feel an incredible urge to burn to ashes everything that is whole and beautiful. You might need to Defy Danger to resist these urges. 

What do you think of the concept? They are something you can give out to Wizard Players as treasure. They should not go into their regular spelllist. 

#WizardWeek  

Seems like a cool idea.

Seems like a cool idea.

Seems like a cool idea. Haven’t gotten a chance to actually check out the preview doc, but your description makes it sound pretty cool.

Originally shared by James Hawthorne

Hey! For #wizardweek  I’m going to share a preview of my take on magic users: The Alchemist.

I’ve been working on this class on-and-off for a few months now and it’s just-about finished playtesting, almost ready for sale! The class is focused around brewing potions and then using them to do crazy things.

It works via a tag system that lets players describe what effects the potions have. For example, a freezing potion used with Belch could create an ice-bridge, or used with Transform could make the alchemist undetectable to a heat-seeking monster or able to freeze creatures on touch, or might hold a far away enemy frozen in place with Voodoo.

The (20+) advanced moves are mainly based around grabbing more tags (e.g. making potions from monster bits gives you one of the monster’s tags) and using potions in increasingly crazy ways. E.g. Voodoo, where you down a potion, choose an enemy, and the effects hit them. And you too, if you’re unlucky! Of course, no Alchemist is complete without the ability to transmute, fooling merchants with gold coins that revert back to copper or turning their enemies into lead statues .