I'm always puttering around with magic because, frankly, it is fun. The Wizard class in Dungeon World is too much the book and lab guy that I've always avoided. I don't want Gandalf or Professor Snape throwing magic, I want magic to be dirty and from the gut; rife with profound personal danger. So I'm adding 4 classes to my upcoming campaign - they are "variants" of the Wizard class (which I'm including for that that may want to play it).
There are 3 types of arcane casters in Dawn of Eradu:
- Mage: Draws power naturally from their bloodline, inherent ability.
- Wizard: Has learned through research and sacrifice, learned ability.
- Sorcerer: Dark and terrible pacts were made for power, bargained ability.
- Mind Wizard: strange thick yellow wrinkled men who control the minds of the lesser
- Death Sorcerer: female (or at least all that have been noted) sorcerers who are cultists of the Wyrd, an ancient profane god of Death
- Necromancer: using powers of Scions and Dark Ritual they command legions of undead and horrid constructs
- Bloodmage: Blood sacrifice and terrible rituals for power to sway and Understand Truth
- Warlocks: pretty much direct conduits to reality for their foul patron, often an Old One
There are 4 lineages that players can choose from, each lineage has their own abilities, but more than a list of features the choice should be made on style. Below are the 4 types and some keywords to help define them without paragraphs of exposition.
- Dusk: Calm, Quiet, Shadows, Void
- Promythean: Strength, Rage, Fire, Earth
- Skyward: Secrets, Stars, Knowledge, Moon
- Winter: Ice, Storms, Power, Beauty
Mages do not require a spellbook but may have a mystical focus if they choose. It should be personal and interesting, and not a book like Wizards use. Some examples (d8):
- single scroll of living skin that creaks and groans
- knotted strings worn as a belt or bandolier
- carved bones the mage wears as jewelry
- small planks imbued with magical runes thrown and read
- metal plates that weep, mage licks up the tears
- writhing tattoos that cover the flesh and sometimes cry out
- vicious scars that mage carved with a ritual dagger
- silver needles with which the mage pierces his face and palms
10+: gain +1 forward with a specific known spell until you prepare spells again
7-9: as 10+ but the GM will let you know a complication from your mystic focus
Mages do not have Spell Defense, instead they gain a starting move based on their lineage:
Dusk - Twilight Stance: Stand still in twilight (or torchlight) and become as a shadow in the dusk (as invisibility)
Promythean - Building Rage: Rant and Rave to gain power: roll+CHA 10+: +d6 damage to a spell or attack, 7-9: +d4 damage or as 10+ with complication
Skyward - Cosmic Lever: To move without moving (teletport) simply be where you should be (within LOS), Roll+WIS: 10+ get there, 7-9 get there but be disoriented
Winter - Icy Stare: Stare at a target with disdain; this will act as intimidation leverage in a parley or make the weak back off
Spells are different as well, but I'll get into that later.