Dungeon World Sorcerer
Dungeon World Sorcerer
Dungeon World Sorcerer
Alignment/Drive
Neutral
Your magic is wild, untamed, and inspired by the world around you. Choose a signature
element. When you first approach a font of that element in its primal form, choose
one:
It flares outward, spreading traces of itself and affecting those around it.
It whispers its secrets; ask one question from the discern realities list.
It awakens as a familiar with cost (freedom), loyalty 1, and a skill of rank 3.
It gives up its essence, dissipating to heal you 10 damage.
Chaotic
Help an elemental font erupt in the heart of civilization.
Race/Background
Human
You were cast out, but befriended a small elemental creature in
the wilds. Describe it. It counts as a trace of your element.
Danger Zone
Dwarf
When your magic overcharges, hold 1 danger. If youre already holding 1 danger, lose all
your danger and suffer the spells overcharge effect. When you sit in meditation for a
while, lose all your danger.
Your power burns low like embers waiting to be stoked. You are
invisible to magic until you cast a spell or lose your temper.
Merrow
You can exchange your aquatic shape for a humanoid one, and
deep water transforms into an elemental font for you.
Misunderstood
Youre always considered to be trouble for purposes of the Outstanding Warrants move.
Tantrum
Fill in the names of your companions in at least one:
____________ is afraid of me. Ill give them a reason to be!
I could learn how to control my temper from ____________.
I lost control and hurt ____________; I must make amends
before it happens again.
When you lose control of your emotions, your hair, eyes, and voice take on aspects of
your signature element. Take +1 ongoing to CHA and -1 ongoing to everything else until
you calm down.
THE SORCERER
V1.0
Your load is 4+STR. You start with dungeon rations (5 uses, 1 weight) and
cloth robes (0 weight). Choose two:
2 Healing potions (0 weight)
2 Dungeon rations (2 weight)
Compass (+1 ongoing to trailblazer, 0 weight)
Adventuring gear (5 uses, 1 weight)
When you gain a level from 2-5, choose from these moves.
When you gain a level from 6-10, choose from these moves or the level 25 moves.
Raw Talent
When you deal elemental damage, deal +2 damage.
Pure Talent
Power Overwhelming
Go Big or Go Home
When you tell someone exactly how youre about to beat them, take +2
forward against them but treat a roll of 7-9 as a 6-.
Blink
When you teleport and emerge from a trace of your element, roll+DEX.
On a 7-9, the trace overcharges on you.
Tough
Archon
Requires: Power Incarnate
When you incarnate, you can fly and you always get +1 hold, even on a 6-.
BORN AGAIN
When you take this move, choose a second signature element. The GM will
tell you when your new power awakens and what tragedy occurs as a result.
MULTICLASS Knack
Get one move from another class. Treat your level as one lower for choosing
the move.
Spellslinger
When you cast your signature spell you may choose DEX targets. Roll once
and apply damage to all targets. On a 7-9, the GM may change one target.
Unwavering
FREE-SPIRITED
Replaces: Tough
You get +1 armor and an additional +1 armor against your element.
When you ignore good advice and try it your own way, take +1 forward.
My Old Friend
Gemini
Your elemental familiars awaken with loyalty 3 and two skills of rank 3.
Inner Compass
Homing Beacon
When you close your eyes and concentrate on the currents of magic
around you, roll+CHA. The GM will tell you the nature and location of the
nearest magical power source.
On a 10+, the source is also a font of your element.
On a 6-, the power overwhelms you. Suffer a debility of your choice until
you locate it.
Unforgettable
Dominion
When you encounter a spell that exhibits your element, you can dismiss or
take control of the spell.
When you revisit a town, the GM chooses 1 option from the Carouse list.
Simmer Down
When someone swears a vow to you in the presence of your element, you
immediately know when that vow is broken or fulfilled and take +1 forward
when it is.
When you enter a tantrum, nearby spells and projectiles freeze in midair.
Signature Elements
The Components of a Signature Element
You didnt learn magic you were born with it. Power floods you with every indrawn breath. You are inspired and fueled by the element which first awakened
your power... and which first caused you to lose control. Each signature element is made up of several components, detailed below.
Element
Nature
This raw element is the inspiration for all your magic. It occurs in nature
and it lives within you. You harness it to fuel your spells.
Your Nature reflects your elements in a variety ways. When you act
against your nature, take -1 forward.
Signature Tags
Tragedy
Your signature element inspires the behavior of your magic. Spells you
cast gain all of the Signature tags listed for your element.
When your power manifested, you were too young to control it. Each
element has a set of Tragedies which describe your magical awakening, and
what you lost in the process. Choose one from the list.
Primal Fonts
Traces of an element occur throughout the world, but fonts of the element
in its primal form are rare and powerful. Example fonts are listed for each
element. Always work together with the GM to determine if youre near an
elemental font or just an ordinary trace of your element.
Overcharge
Power overwhelms you. Whenever you roll a 7-9 on your signature spell,
lose control of a spell, or otherwise suffer consequences from your element,
you or the GM may choose the Overcharged effect instead of damage.