Just something that’s sprung to mind today. #wizardweek #notplaytested

Just something that’s sprung to mind today. #wizardweek #notplaytested

Just something that’s sprung to mind today. #wizardweek #notplaytested  

Pyroclast (Compendium Class)

When you are exposed to the full fury of the Elemental Plane of Fire, and survive against the odds, you may take the following move the next time you level up.

One With The Flame

Fire yields to your presence. When you Defy Danger against fire, flame or intense heat, you may use +Int regardless of the situation.

Once you have taken One With The Flame, you may take any of the following moves as Class Moves:

Stoke the Inner Flame

You gather the spark of Primordial Fire within you. Roll +Int. On a 7-9, gain 1 Hold. On 10+, gain 3 Hold. You may make Volley moves using this conjured flame, treating Hold as Ammo. When you have no Hold left from this move, you may not attempt a Volley move with conjured flame.

Touched by the Inferno

For the purposes of the Ritual move, you may treat any Volcano or any place which has been destroyed by fire, as a place of power. When you Discern Realities regarding a place destroyed by fire, you may ask one additional question, regardless of your result.

Song of the Embers

You gain a version of the Fifth Level cleric spell, Words of the Unspeaking, that only works with fire, as a Cantrip.

#WizardWeek

#WizardWeek

#WizardWeek

PLACES OF POWER

– Inside the ribcage of an ancient dragon’s skeleton, covered in moss, hidden from the light of the sun by the thickest of canopies.

– A secret chamber of the Great Library, where runes and letters flow from the books on the shelves through the air towards a massive tome that floats just a few inches over the central pedestal.

– An ancient stone well in the ruins of Heliopolis, with a single weeping face carved into its side.

– Sinathel the Enchanter’s hidden Vale, constantly undergoing massive landscape reengineering (waterways rerouted, hills moved) to assure the best confluence of geomantic energies.

How about a brand new death move for #wizardweek  written by Jacob Randolph for Grim World!

How about a brand new death move for #wizardweek  written by Jacob Randolph for Grim World!

How about a brand new death move for #wizardweek  written by Jacob Randolph for Grim World!

The Wizard: Dying Wish

You’ve known this spell for ages – the ultimate spell, which can rewrite reality however you see fit, at the tiny cost of your own life. It’s been burning in the back of your mind, ever since you found it wasting away in that moldy old tome, forgotten by time. But now there is no more time – not for you. It’s now or never. When you die, you cast your final, ultimate spell: Wish. Shout out your wish, but make it quick – you are dying, you know. The last thing you see before your body disintegrates into dust is reality twisting and thrashing to make your wish come true.

Couldn’t resist sharing that one!  Jacob’s doing 30 additional death moves for the Grim World book.  We’re super excited!

http://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and/posts/580783

http://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and/posts/580783

True Names #WizardWeek

True Names #WizardWeek

True Names #WizardWeek

When you hear your True Name spoken aloud for the first time, the next time you level up you make take this move:

TRUE NAMER: When you study a specific person or entity in an attempt to learn their true names, roll +INT. On a 10+, the GM will tell you a question about your subject you must find the answer to. On a 7-9, three questions. When you learn the answers, you know enough information to deduce their True Name. On a miss, you still get three questions, but they’re going to be hard ones.

True Names, on their own, are very useful in Rituals targeting that person or entity, even across great or even interplanar distances. Also, certain True Names are valuable and can be traded or used as leverage in dealing with certain classes of wizards or planar beings.

Once you have TRUE NAMER, the following moves become class moves for you.

NAME MAGIC: You may prepare any spell or spells with a specific target as if they were one level lower. If you do so, you may only cast these spells on targets whose True Names you know.

THE LESSER ART: When you make eye or skin contact with someone, you learn the name they were given at birth, as well as any other names, nicknames, titles, or epithets they recognize as their own. Take +1 forward to parley with them.

BY ANY OTHER: When you give someone a new (common) name, roll +INT. Take -2 if you do not know their True Name. On a 10+, choose two, on a 7-9, choose one:

 – Any other names they have had besides the one you have given them, including attempts to create new names, will be quickly forgotten, and any physical evidence of these other names will become lost or misplaced.

 – NPCs will instinctively call them by the new name, even if nobody tells them about it. It simply seems intuitively obvious.

 – If the new name is descriptive in some way (“Sven the Coward” or “One-Eye” perhaps) it will be perceived as accurate regardless of the truth of the situation.

Anywhere the old name is written down (character sheets, Bonds, GM notes), immediately cross it off and write the new name down in its place.

RHYMING SCHEME: When you learn someone’s True Name, ask their player what they identify most strongly as (perhaps race, class, or some personality trait). Take +1 forward to learn the True Name of anyone who shares that trait, regardless of how strongly they feel themselves defined by it.

At level 6-10, you make take the following move:

INVOCATION: When you forcefully speak someone’s True Name aloud, you create a temporary Place of Power which may only be used for Rituals which affect the person named, and which only lasts for long enough to complete a single Ritual. When you do this, the person or entity so named feels it in their bones and soul, and instinctively knows the location (direction, distance, and if necessary plane) of this Place of Power for as long as it is extant.

The Astronaut. #wizardweek

The Astronaut. #wizardweek

The Astronaut. #wizardweek  

Descendents of voyagers who came to this world in Orichalcum vessels from the Other Worlds, so it’s said. Attuned to the substance of star stuff and its constituents.

WHEN YOU DO MAGIC, you can conjure quantities of elemental matter and shape them according to your will: silver mirrors, clouds of choking chlorine gas, pools of mercury, explosive pellets of sodium, and so on. Roll plus INT. On a 10+, choose 3. On a 7-9 choose 1.

– Conjure a great quantity

– Project it where you want, within sight

– It’s stable and long lasting

– Shaped in subtle and complex ways according to your will

– The Sleepers Among the Stars take no notice

#WizardWeek

#WizardWeek

#WizardWeek

So as I drew up the DW version of my Scroll-Caster magic item, I had to look at the Common Scroll from the Magic Items section of the book. I noticed two things:

1. The spell on the scroll has to be castable by you or on your spell list, but do you actually roll the Cast a Spell move when you use the scroll? “The spell takes effect, simple as that”?

2. The spell remains on the scroll after it’s first used? The spell/scroll isn’t consumed in the casting?

(I am referring to using the scroll without my Scroll-Caster.)

For #WizardWeek!

For #WizardWeek!

For #WizardWeek!

Originally shared by Craig “Tezrak” Hatler

Scroll-Caster

This silver tube, engraved with an intricate artistic pattern, appears at first glance to be an elaborate scroll case. The caps on either end are each set with a roughly-hewn onyx, bound in silver wire. When a common scroll is in the tube, and both ends caps are fastened, the wielder can sense the arcane energies present and harness them as if they were a spellcaster.

When you gesture with the scroll-caster in hand and speak the command word, roll+INT. On a 10+, the spell scribed onto the scroll is successfully cast (as if it were castable by you or on your class’s spell list). 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 using the scroll-caster until you wait for a minute or two and let reality settle back into place.

• After the scroll’s spell is cast, the scroll is depleted, leaving behind an ordinary sheaf of parchment.

CC-BY-SA

#MagicItemMonday

#WizardWeek  *Advice by Alex Norris about adding new spells*

#WizardWeek  *Advice by Alex Norris about adding new spells*

#WizardWeek  *Advice by Alex Norris about adding new spells*

There’s generally no reason to add new spells to the game, since the Cleric and Wizard lists are already big enough and neither needs more versatility – if you add more spells, you’re essentially handing them even more moves they can pick from when everyone else only has 20.

That said, if you want to do it anyway:

1) don’t give the Wizard/Cleric any spells that replace or replicate stuff that other classes can do. No Knock or Find Traps for example.

2) don’t give the Wizard/Cleric anything that make them good at stuff they’re not good at, i.e. Tenser’s Transformation or Divine Power.

3) remember that every new Cleric spell you add to the game is a spell the Cleric can take straight off the bat, since unlike the Wizard he doesn’t need to put them in his spellbook.

4) remember that every new spell you add to your game is potentially eating into the niche of a class you haven’t added to your game yet (if you get new players or someone dies and wants to come back as something else).

5) I’d generally avoid giving either any more damage spells, since dealing damage is supposed to be the Fighter’s niche, not the casters’.

I wonder how a party comprised solely of wizards would fare?

I wonder how a party comprised solely of wizards would fare?

I wonder how a party comprised solely of wizards would fare? If I wasn’t so shy about running in English, I’d propose such a game for  #wizardweek : say level 3 characters, to allow for variety with multi-classing and compendium classes.

Of course, if somebody was into running such a game, I’d be happy to play 😉