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The Wizard Background (Choose one)

o Arcane Student
Name __________________________________ Add the following option to the 7-9 list for Cast a Spell:
• You need to consume magical reagents to power your
magic, describe them and spend 1 use of Supplies
Look (Choose one for each category)
o Natural Gift
Haunted Eyes, Sharp Eyes, or Crazy Eyes
Styled Hair, Wild Hair, or Pointed Hat Describe the heritage of yours that makes you naturally inclined to
Worn Robes, Stylish Robes, or Strange Robes magic, and choose one option from the Cantrip list. You can create
Pudgy Body, Creepy Body, or Thin Body that effect whenever you like, without having to Cast a Spell.

o Blood Mage
Drive (Choose one) When you shed your blood while Casting a Spell, you lose HP
o Power equal to the lower of the two dice rolled, ignoring armor, and on a
Use your magic to command the respect of others or enhance your hit, your spell gets +1 Power.
prestige.
Gear (Choose options)
o Knowledge Your Load is 5. You start with a bag of Supplies (3 uses ooo, 1
Discover something about a magical mystery. weight), a staff (close, two-handed, 1 weight) and an arcane treasure
through which you draw power; describe it! Choose one:
o Weird o Enchanted robes (1 armor, 1 weight)
Confront or embrace something strange or other-worldly. o A bag of Supplies (3 uses ooo, 1 weight)
o Dagger (hand, 1 weight) and antitoxin
o A minor magical bauble; it doesn’t do anything useful, but
Bonds (Ask your companions these questions) someone might like it (shiny)
Which of you has a dark fate that I have foreseen?
________________

Which of you understands magic the least? ________________

Which of you is keeping secrets from me? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the What price did you pay to learn magic?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 Where does magic come from?
o Gain an advanced move from another playbook
o When you Cast a Spell, on a 12+ your spell performs even How common is magic? How do most people react to it?
better than expected or has an additional perk to it, the GM
will describe it What dire omens have you foreseen?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Antiquarian
When you closely examine an interesting object for the first time,
D6 -1 roll+INT. *On a 10+, ask the GM three of the following questions.
o Injured o Shaken o Sick *On 7-9, ask two. *On a 6-, ask two anyway, but the GM will give
INT WIS CHA Armor you a false answer for one of them:
• What does this do, or what does it signify?
• What is it made of?
• Who created this object and how old is it?
o Muddled o Tired o Stressed • Who used or handled this object last?
HP • What has been done to or with it recently?
• What's wrong with it and how could it be fixed?
• How do I activate this or get it to ________?
Max HP: 12 • Does this have magical properties, and if so, what are they?

You begin with the following moves: o Spellbreaker


When you counter a magical spell as it is being cast or unweave
Cast a Spell an ongoing magical effect, roll+INT. *On a hit, the spell is
You have mastered the workings of magic. Add the Wizard domains successfully countered or disrupted. *On a 7-9, choose one:
sheet to your playbook. You begin with mastery of the Cantrip • The unraveled magic causes some undesirable collateral
domain. Choose two more domains that you have mastered, and damage or side effects
choose one Bane from the following list (or work with the GM to • A weaker version gets through or lingers, or it is only
make up your own Bane), a limitation on all magic you work: temporarily suppressed
o While you cannot speak clearly, you do not have both hands
free, or you wear or wield something made of metal, you
cannot cast a spell. o Know-It-All
o Your magic can never affect anyone or anything wearing, When you Spout Lore, on a 10+ you may also ask the GM a follow-
holding, or warded by cold iron. up question about the subject, they will answer truthfully.
o While you are without your _______________________, Additionally, when you Spout Lore, hit or miss, you may also ask the
you can’t Cast a Spell. You can craft a replacement with a GM "How or where could I find out more?" after they reply to your
Ritual, but it will be time-consuming and expensive. original question; they’ll tell you, honestly.
o ________________________________________________
________________________________________________ o Empower
When you Cast a Spell, on a 10+ you may choose from the 7-9 list. If
When you weave a spell using one of your mastered domains, you do, your spell gets 3 Power instead of 2 Power.
roll+INT. *On a 10+, you get 2 Power to spend on your spell. *On a
7-9, you get 1 Power, and choose one of the following as well:
• Your spell will have some undesirable side effect or
o Bookworm
limitation When you Bolster by spending time in magical research or study
• You draw unwelcome attention or put yourself in a spot in a suitable laboratory or library, you may hold Research instead
• The spell disturbs the fabric of reality as it is cast; you have of preparation.
disadvantage to Cast a Spell until you take some time to rest When you Cast a Spell, you may spend a Research to add +1 Power
and refocus yourself (you can’t choose this option if you’re to the Spell, no more than once per spell.
already affected by it) Additionally, once per session, when you spend Supplies to
Power not spent on your spell is wasted, it cannot be saved for later. produce something to write on and/or with, you are refunded that
Each option may only be selected once, unless otherwise indicated. use of Supplies.
Power has no effect on Cantrips, just ignore it.
o Logical
When you reach level 6, choose another domain from the list to When you Discern Realities by using strict deduction or logic to
master. analyze your surroundings, you roll with INT instead of WIS.

Ritual o Mystic Tether


When you devise a magical ritual, tell the GM what you're trying to While a spell you cast is ongoing on another person, you may Aid
achieve. Ritual effects are almost always possible, but the GM will them, or study them closely, no matter where they are, and you gain
give you one to four of the following conditions: advantage when you do so. If your target is willing, they can
• It's going to take days/weeks/months communicate with you telepathically through the spell as if you were
• You must perform it at a special place and/or time in the room with them.
• First you must ________
• You'll need help from ________
• The effect will be unreliable or limited
• You and your allies will risk danger from ________
• You'll have to sacrifice or consume ________to do it
Cantrip o Conjuration
You conjure a minor magical effect. Choose one: You summon forth a magical creature or construct, which aids you as
• An item you touch glows with magic light, about as bright best it can. Describe what you call forth! Treat it as a follower with
as a torch, until you dispel it or it leaves your presence +0 Quality, Loyalty equal to your INT, 6 HP, a damage bonus of +0,
• The GM will tell you what here is magical the reckless tag, and 1 additional tag of your choice. Choose one of
• You make cosmetic changes to an object you touch: clean it, the following to add to your construct for each Power:
soil it, cool it, warm it, flavor it, or change its color • Add a tag or move of your choice, relevant to the
• You repair a single break or tear in an object you hold construct’s nature (you can choose this more than once)
• You slowly telekinetically lift or move an unattended object • Remove the reckless tag
that you can see weighing no more than one pound • Its Quality is +1
The construct persists until destroyed or you dismiss it. While this
o Divination spell is ongoing, you have disadvantage to Cast a Spell.
You conjure a vision through space and time. Name the subject of
your divination—a person, place, or thing. If a person, you must have o Enchantment
something related to them, such as one of their possessions. Ask the You wrap a beguiling charm around a target you can see. Choose one
GM one question for each Power: effect or an additional target for each Power:
• Where are they, relative to me? • They cannot harm you, except in self-defense
• What are they likely to do next? • They must act single-mindedly upon a strong emotion that
• What happened to them recently? they already are feeling
• What consequences will _________ have for them? • They fall into a light sleep or stand entranced, until
The GM’s answers represent the most likely outcome based on the something shakes them out of it
current situation. • They will truthfully answer one question you ask them
• They will have no memory of what you had them do or that
o Evocation they were ever enchanted, even after the spell ends
You evoke a bolt of magical energy, which strikes a target you can The enchantment lasts until they leave your presence, the effect you
see for 1d6+1 damage, with one of the following tags of your choice: chose is completed or violated, or until you choose to end it. While
fire, ice, or lighting. Choose one of the following for each Power: this spell is ongoing, you have disadvantage to Cast a Spell.
• The spell is forceful
• The spell gets the area tag o Necromancy
• The damage ignores armor You bind the energy of life and death that surrounds all creatures.
• The attack debilitates or restrains your target instead of Choose one effect or an additional target for each Power:
dealing damage; describe how, and the GM will tell you • A corpse you touch answers any three questions you ask to
how effective it is the best of the knowledge it had in life
• You fill a target you can see with supernatural fear, they
o Illusion choose to flee from you, panic, cower, or fight in
You create an illusion upon someone or something you can touch, desperation, until the next time you cast a spell
changing its appearance or rendering it invisible. This illusion lasts • You curse a creature in near range; deal your damage to
as long as you concentrate on it, or until someone interacts with it to them and heal half that amount to yourself, rounded down
prove it an illusion. Choose one additional effect for each Power. • You transfer life energy to someone you touch, they heal
• The illusion can move (you must choose this if the target is 1d6 HP and you lose half that amount, rounded down
a person, otherwise the illusion breaks if they move) • You or someone willing you touch becomes an insubstantial
• The illusion instead covers a small, stationary area around a shadow, until after the next time they make any move
point that you can see
• The illusion can include sounds and smells o Transmutation
• The illusion can emit light or create darkness You alter yourself or a person you touch. Choose one effect or an
• Your illusion lasts for a short time after you stop additional target for each Power, describing how you grant them the
concentrating chosen effects:
While this spell is ongoing, you have disadvantage to Cast a Spell. • You choose a stat; they gain advantage to all rolls made
with that stat, and the GM chooses a stat; they get
o Abjuration disadvantage to all rolls made with the GM’s chosen stat
Cast this spell to place a ward upon an area, object, or a circle you • They gain the ability to breathe under water
have drawn. Choose one option for each Power: • They gain the ability to see clearly in the dark
• No magic, save your own, can cross the ward • They gain the ability to levitate, floating gently either up or
• Choose a type of creature; they cannot cross the ward down as they choose
• The first creature to touch, cross, or disturb your ward takes • They gain magical protection; choose an element or type of
1d6+2 damage weapon, they gain advantage to Defying Danger caused by
that element or type of weapon and any damage they suffer
• When your ward is touched or crossed, it will set off an
caused by that element or type of weapon is halved
alarm; no matter where you are, you'll know about it
The effects last until you choose to end them. While this spell is
• All of your allies inside of the warded area get +2 armor
ongoing, you have disadvantage to Cast a Spell.
The ward lasts until you dismiss it, something disrupts it, or the
effect is discharged.
New Basic Move: Raid Benefits:
When you plan an attack on a place, describe your approach • You train and prepare for your next adventure; hold 3
and your primary objective, then whoever made the plan rolls… preparation. When you roll for any move, you can spend a
• +1 if you exploit a known weakness or vulnerability in preparation after rolling to add +1 to the roll, describing
your target how your training aids you in this situation.
• +1 if you have allies to coordinate your attack with or • You get some rest and medical attention; remove all of your
someone on the inside debilities and heal any lingering diseases or conditions.
• +1 if you have detailed knowledge of the terrain, either
from a map or a scouting report • You do some research; name a dangerous place you have
• +1 if you have the drop on them or the element of yet to explore and choose an option from the Tavern Tales
surprise on your side list. (Don’t make that move; just choose an option, it’s
*On a 10+, choose two. *On a 7-9, choose one: yours.) You may choose this Benefit more than once.
• You have the initiative; your enemies are either caught • You work on a project; tell the GM what you wish to
off-guard, demoralized, or in disarray accomplish (something built or crafted, something repaired,
• You have seized some tactical advantage that gives you something achieved, etc.) and work with the GM to
the upper hand in the fight, the GM will tell you what determine what the lasting benefits might be. The GM will
• There are no unexpected complications present then tell you one or more of the following:
*On a 6-, your plan has gone awry; the GM will describe the o It will cost something extra (money, etc.)
scene with you already at a disadvantage or in a desperate o You'll need to do something else first
situation. o You'll need help from someone else
o It will take more time than you currently have to
The GM will describe the starting point of the action as the complete, you’ll have to pick it up again later
battle is joined or as your main forces breach the perimeter, o It will come with an obligation once complete
based on your roll and options chosen. They will also ask some o It’s going to mean exposing yourself—and
establishing questions as to what happened and present you with others—to danger
the opportunity to act. When you fulfill all of the GM's requirements, your project
is complete and you gain its benefits.
Raid is a move to get into the action quickly without getting
bogged down in excessive planning or coordination. • You build a relationship with someone important, perhaps a
useful contact, an influential group, or a treasured family
member; say who they are and describe how you earn their
New Basic Move: Downtime gratitude, assuage your guilt to them, or make a real
When the party has a few weeks of downtime in a steading, difference in their life. If you use them to find or recruit
each character spends a valuable item, or a shiny item if Followers, you can also make the Recruit move right now,
someone else is covering their lodgings, then each player rolls... with advantage.
• +1 for each additional valuable item spent • You work a regular job for a while; say what you do, and
• +1 if they have returned triumphant after dealing with a gain a purse of coins (valuable, 1 weight).
nearby threat
• +1 if the steading is safe
• +1 if they have some support here (a patron, a family, Complications:
some loyal followers, etc.) • One of your possessions has been lost, stolen, or decayed;
*On a 10+, pick 2 Benefits. *On a 7-9, pick 2 Benefits and 1 say which one and how it was lost. (This is in addition to the
Complication. *On a 6-, pick 1 Benefit, and the GM will pick a item spent at the start of this move)
Complication for you, which they get to describe for you.
• You've made an enemy, damaged your reputation, or ruined
Any Complications chosen cannot contradict a Benefit you have a relationship with someone, say who and how. Rest
chosen for this roll. If you can't or won't spend the required item, assured, they'll collect.
don't roll; just take the 6- result and don't mark XP. • You've gotten yourself entangled in some complication for
your next adventure, say either who is now involved or how
While you are having downtime, the world moves on. things have become more complicated.
Regardless of your rolls or choices, the GM will describe how
any fronts or threats in the world advance during your downtime. • You have an unsavory or cumbersome task to do on your
The action will begin again when the party has gathered and is next adventure; describe it and why you feel obliged to do
setting off on their next adventure. Set the premise up front, it.
informed by the goals and interests they established during the
previous adventure and downtime. • You’ve incurred an ongoing obligation; describe it, write it
down, and say why you feel bound to uphold it.
This move replaces and supersedes the Bolster and Carouse • You’ve drawn the attention of a threat or an enemy; say who
moves from Dungeon World. Any move or ability that grants they are, and they’ll be ready for you, they are on your trail,
advantage or disadvantage to Carouse grants the same to or they have a head start.
Downtime.
New Mechanic: Dungeon Crawl New Move: Dungeon Crawl
When you delve into the unknown regions of a dungeon,
The following is a new method for procedural dungeon creation.
whoever is leading the way rolls…
Rather than having a planned map in mind, the GM instead has
• +1 if the way is illuminated or you don't need to carry a
themes and features they would like to include. What is revealed
light source
is determined randomly. The methods presented here are adapted
• +1 if they have been to this place before or if they have
from The Perilous Wilds by Jason Lutes.
a map of this place
To create a dungeon using this method, the GM starts with an • +1 if the enemies here are unalert, distracted, or have
overall description or title for the dungeon, such as “Dwarven recently retreated or suffered defeat
Prison,” “Natural Lair,” or “Cult Library”. From there, the GM *On a 10+, choose two. *On a 7-9, choose one:
can brainstorm a few themes; more specific words or phrases • You are in an advantageous position to face whatever
that describe the atmosphere of the dungeon. A dungeon’s theme threat lies ahead, describe how after the GM describes
is a reference point for you to describe the environment as the the next area
party explores, and should ideally create a few ideas for • The area ahead is unique somehow and/or connected to
locations or encounters within the dungeon. A given theme a theme of the dungeon; the GM will describe it and
might obviously relate to the dungeon’s overall environment, or may also prompt you for input, the GM will then make
it might not; you get to make sense of the juxtaposition through an appropriate dungeon move, and you gain 1 Progress
play. A unusual theme may represent an interloper or a recent • Clear one dungeon clock segment, and describe how
change. Generally speaking, the more themes a dungeon has, the you secure or mark the path, or find a notable landmark
greater its variety of contents. *On a 6-, fill one dungeon clock segment, and you will be at a
disadvantage in the next room, with the person who led the way
Examples of themes: being placed most directly in harm's way.
• Criminal activity
• Torture or punishment The mechanism of the clock is mostly descriptive. When the
• Rot and decay clock is unfilled, the path ahead and behind you is clear. As the
• Forgotten knowledge clock fills up, the inhabitants of the dungeon become more alert
and proactive towards the PCs presence within their home. The
• Chaos and destruction
GM should have the dungeon respond to the actions of the PCs
• Planar powers based upon how full the clock is. As the clock ticks closer to
• Elemental power (which one?) midnight, the dungeon’s defenses come into play. Monsters may
• Scheming evil send out patrols or take up defensive positions. Bosses may
• Secrets and trickery accelerate their plans or begin preparations to flee—possibly
• Endless hunger taking the loot with them. The more filled the clock, the greater
• Holy war the sense of urgency and fog of war that should be conveyed;
• Undeath there is less time to plan or analyze the situation before trouble
comes knocking. By 12:00, the dungeon is actively attacking the
When you enter a dungeon, the GM will start a dungeon clock. PCs and the monsters completing their own objectives. There
This clock represents the state of alertness of the dungeon and should be no rest or safety until the dungeon is completely
ambient danger from being inside of hostile territory. Just like in empty of foes or until the PCs are running for their lives.
Apocalypse World, the clock has six segments. For a relatively
safe and uncomplicated dungeon, the crawl starts with all six Time and safety are both resources that can be consumed as per
segments clear. A more dangerous or complex dungeon begins the GM move “use up their resources”. If the characters spend
with one segment filled in (3:00), and a deathtrap or very some time waiting around, performing a time-consuming task, or
paranoid dungeon begins with two segments filled in (6:00). doing something that draws attention to themselves, the GM
may fill a clock segment to reflect the dungeon becoming more
alert to their presence.

New move: Go to Ground


When you seal or conceal yourself in a secure or hidden place
to Make Camp while in the dungeon, whomever is taking
watch rolls+unfilled dungeon clock segments. *On a 10+,
choose one. *On a 7-9, choose two. *On a 6-, all three.
• The enemy regroups while you rest, fill a clock segment
• You must backtrack a bit, lose 1 Progress
• Your rest will be interrupted
If you do anything except keep a strict watch—including resting,
refocusing, anything that draws away your concentration—you
roll with disadvantage.

When the dungeon clock is at 12:00, you can’t make this move;
there is no safety to be found here.
Progress represents how much of the dungeon you have explored If you're having trouble coming up with interesting themes or
and how close you are to your goal. When you have acquired encounters, ask yourself the following questions to try and get a
enough Progress, you have reached your goal in this area; the brainstorm going. These questions may also help you answer
exit on the opposite side, the dungeon’s heart where the treasure any questions the players have about the dungeon—or you can
lies, or the dungeon’s master. Small dungeons should require 3 turn the tables and ask them what they know instead—in
Progress to complete, longer dungeons between 5 to 7 Progress, character, of course.
and a truly epic dungeon can require 10 Progress to complete. • Who or what is believed to have built this place?
Progress is not kept between expeditions, though beginning from • For what purpose was it built?
a known place part of the way through may warrant requiring • How did it come to ruin?
less Progress to reach your goal than if you started from the • What remains of this place from before?
dungeon entrance. • What do you notice right away when you enter?
(smells, temperature, humidity, sounds, etc.)
Reaching your goal does not necessarily mean that you have • What dangers is it rumored to conceal? (monsters,
found everything in the dungeon. There may yet be more to find, forces, traps, etc.)
in some hidden wing of the dungeon that remains undiscovered
• What discoveries may lie within? (clues, puzzles,
or sealed for the next expedition here. Hold on to your maps! treasure, etc.)
• How can things go wrong, or become more
Progress may also be used as a spendable resource to accomplish
complicated?
side goals, such as finding hidden caches of loot, making
• What’s at stake for the PCs?
important discoveries, revealing clues, or mapping an area.
• What is the dungeon’s Instinct? (what does the dungeon
New move: Plunder want to do, which usually causes trouble)
When you search side paths of the dungeon for something o To harrow them with relentless destruction
useful, choose what you want to find or make and roll+Progress o To consume and destroy all who enter
or unfilled dungeon clock segments, whichever is less: o To spew raiders and marauders on neighboring
lands
• A way to escape the dungeon (all of your Progress,
even if you hold no Progress) o To erupt and destroy with lava and ash
o To harbor the terrors of the night
• A map of the dungeon up to this point (1 Progress)
o To trap them in labyrinthine tunnels
• A defensible position where you can rest; describe how, o To drown them in the ever rising tides
and if you make the Go To Ground move now, choose
o To confuse and disorient them with tricks,
one less option, hit or miss (1 Progress)
illusions, or secrets
• Some useful information or a clue about this dungeon o To bleed them of all hope and happiness
(1 Progress) o To isolate them in darkness
• A few useful Supplies (1 weight, 1 use for 1 Progress, o To corrupt their thoughts with dark impulses
or 3 uses for 2 Progress) o To sustain the Eternal Sleeper’s dream
• Treasure, ask the GM what it is (typically 1 weight, o To awe them with its majesty
shiny for 1 Progress, or valuable for 2 Progress) o To eternally relive an ancient battle
*On a hit, you find what you’re looking for if you spend the • What dungeon moves does the Instinct suggest?
indicated amount of Progress. *On a 7-9, you either encounter • What established dangers or fronts are involved, or
trouble on the way or it takes a long time (fill a dungeon clock could be involved?
segment), your choice.
While the dungeon clock is at 12:00, you have disadvantage
when you make this move.

New move: Return to the Dungeon


When you travel a known path through the dungeon to a
specific place, name your destination and ask the GM what it
will cost (clock segments filled, uses of Supplies, etc.), then roll The following new tags are used to describe items found in the
as per the Dungeon Crawl move. *On a hit, you reach your Elf and Dwarf playbooks, presented in the following pages:
destination without incident and it costs no more than what the
GM said it would. *On a 10+, choose one: Elf-made: Crafted by the hands of elves, elf-made items do not
• It takes less time and/or resources to make it there suffer the ravages of time, cannot be corrupted by evil and are
• You discover something interesting or useful along the lighter than normal. (typically 1 weight less; this benefit is
way, such as a resource, shelter, or a landmark already factored into the items in the Elf playbook.)
• You get the drop on a threat, either on the path or at
your destination Dwarf-made: Crafted by the great skills of dwarves, dwarf-made
• You can make a map to this place items do not suffer the ravages of time and cannot be damaged
*On a 6-, your journey is interrupted; the GM will tell you how, or destroyed by anything less than dragonfire or secrets known
with the person who led the way being placed most directly in only to the dwarves.
harm's way.

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