dungeon world sorcerer
DESCRIPTION
A Sorcerer Play Sheet for DWTRANSCRIPT
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Neutral
Seek out an elemental font and draw power from it.
Chaotic
Help an elemental font erupt in the heart of civilization.
Human
You were cast out, but befriended a small elemental creature in
the wilds. Describe it. It counts as a trace of your element.
Dwarf
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.
Ifrit
You perceive the currents of magic flowing through the world.
When you discern realities, use CHA instead of WIS.
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.
Its a Beautiful World
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.
Danger Zone
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.
Signature Spell (CHA)
When you channel your power into an elemental blast, roll+CHA.
On a 10+, deal 1d10 damage to someone caught in the blast.
On a 7-9, you deal damage but the spell overcharges.
In Your Element (DEX)
You gain 2+DEX armor against your element.
Misunderstood
Youre always considered to be trouble for purposes of the Outstanding Warrants move.
Tantrum
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.
6
Human: Gabriel, Foley, Kirk, Sera, Estelle, Fleur, Ragnar, Simeon, Lom
Dwarf: Ragnar, Dunbull, Gimma, Lofta, Eskrip, Feor, Magra, Gullip
Merrow: Esherfin, Limnastor, Premarinder, Nolin-Nolin, Waerishill, Lattimer
Ifrit: Ur-Tarn, Ur-Jaga, Simyr, Vol-Ir, Ix-Nara, Saden, Ur-Malk, Tel-Daro
Flickering Eyes, Deep Eyes, Sleepless Eyes, Wondering Eyes
Unkempt Hair, Flowing Hair, Wild Mane, Night-Black Locks
Servants Uniform, Torn Gown, Ill-Fitting Tunic, Stained Robe
Lanky Body, Pudgy Body, Towering Body, Hunched Body
THE SORCERER V1.0
Alignment/Drive
Race/Background
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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)
Choose a memento (0 weight):
A tarnished locket
A lock of hair tied with silk
A cracked gemstone
A silver brooch with an inscription
A pair of broken glasses
The charred hilt of a sword
When you gain a level from 2-5, choose from these moves.
Raw Talent
When you deal elemental damage, deal +2 damage.
Power Overwhelming
When you transform yourself into an incarnation of elemental power,
levitate a few feet off the ground and roll+CHA. * On a 10+, hold 2. * On a
7-9, hold 1. Spend hold 1-for-1 to choose from the following options:
Create a font of your element which also serves as a barrier.
Inflict your overcharge effect on someone you can reach.
Use energy to shield yourself completely from an attack. On a 6- or when you run out of hold, your form overcharges and ends.
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
You get +1 armor.
FREE-SPIRITED
When you ignore good advice and try it your own way, take +1 forward.
My Old Friend
Your elemental familiars awaken with loyalty 3 and two skills of rank 3.
Inner Compass
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.
Drink the Rain
When you consume a trace of your element, heal 1d4 damage. You may do
this instead of marking off a ration.
Unforgettable
When you revisit a town, the GM chooses 1 option from the Carouse list.
Simmer Down
When you roll a 12+, lose 1 danger.
As the World is My Witness
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 gain a level from 6-10, choose from these moves or the level 2-
5 moves.
Pure Talent
Replaces: Raw Talent
When you deal elemental damage, deal +4 damage.
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
Replaces: Tough
You get +1 armor and an additional +1 armor against your element.
Gemini
Requires: My Old Friend
When you awaken an elemental font, two familiars appear instead of one.
Homing Beacon
Requires: Inner Compass
On a hit the GM will tell you the nearest two sources, and one is guaranteed
to be a font of your element. On a 10+, both are.
Dominion
When you encounter a spell that exhibits your element, you can dismiss or
take control of the spell.
Better to Ask Forgiveness
When you make it up to someone you harmed during your tragic
awakening, take +1 ongoing to parley with their community and youre no
longer misunderstood there.
Too Hot to Handle
Requires: Simmer Down
It takes 1 additional danger to trigger your spells overcharge effects.
The Calm Before the Storm
When you enter a tantrum, nearby spells and projectiles freeze in midair.
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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
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.
Signature Tags
Your signature element inspires the behavior of your magic. Spells you
cast gain all of the Signature tags listed for your element.
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.
Nature
Your Nature reflects your elements in a variety ways. When you act
against your nature, take -1 forward.
Tragedy
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.
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.
Fire (reach, near, messy, dangerous, elemental (fire))
Primal Fonts: Wildfire, Lava Flow, Uncontrolled Blaze
Nature: Short-Tempered, Impulsive, Hot-Headed
Tragedy: When your power awoke, choose one:
Your family were trapped in the blaze.
You were horribly scarred by your awakening spell.
You caused a wildfire which consumed a neighboring village. Overcharge: Your spell deals 5 damage to you and everyone nearby.
Earth (hand, forceful, 2 piercing, elemental (earth))
Primal Fonts: Unbroken Stone, Mountain Cliff, Mudslide
Nature: Patient, Steady, Lethargic
Tragedy: When your power awoke, choose one:
You accidentally turned your family to stone.
Your empowered shout brought down a terrible landslide.
Your footsteps shattered the ground, swallowing your town in a sinkhole. Overcharge: Your defenses shatter, losing the benefits of all armor against
the next damage youre dealt.
Lightning (far, precise, messy, reload, elemental (lightning))
Primal Fonts: Thunderstorm, Lightning-Struck Tree, Thunderclap
Nature: Fickle, Short-Sighted, Rush to Judgment
Tragedy: When your power awoke, choose one:
A powerful bolt of lightning struck you, incinerating everyone nearby.
A year-long storm plagued your footsteps, driving you from civilization.
You electrocuted anyone you touched, until you swore off human contact. Overcharge: The spell caroms off you and deals 1d10 damage to an ally.
Shadow (close, hand, thrown, elemental (shadow))
Primal Fonts: Vast Shadow, Unlit Depths, Dark Ruins
Nature: Secretive, Untrusting, Evasive
Tragedy: When your power awoke, choose one:
You were dragged into an ancient shadow and lost for years.
Able to see in darkness, you witnessed something you shouldnt have and have been fleeing the consequences ever since.
The touch of the sun became unbearable on your skin. Overcharge: You are swallowed by darkness; the GM will tell you where
you reappear.
Ice (hand, close, stun, elemental (cold))
Primal Fonts: Glacier, Fresh Snow, Frozen River
Nature: Harsh, Unsympathetic, Stubborn
Tragedy: When your power awoke, choose one:
Your town was locked in eternal winter.
You froze the blood in someones veins.
You awakened during a sea voyage, summoning a massive iceberg which sank the ship and served as your raft for months.
Overcharge: You are partially frozen and put in a spot.
Wind (near, far, awkward, +1 forward to DEX, elemental (air))
Primal Fonts: Tornado, Howling Gale, Eerie Silence
Nature: Flighty, Unconcerned, Distant
Tragedy: When your power awoke, choose one:
A whirlwind swept you up and abandoned you far from home.
Your voice became a hurricane, until you resolved yourself to silence.
You drained all the air out of a village, suffocating it and being charged with murder.
Overcharge: Your spell turns into a vortex, trapping you and your targets in
the center.
Water (close, reach, near, forceful, elemental (water))
Primal Fonts: Raging River, Torrential Downpour, Tidal Wave
Nature: Compassionate, Soothing, Calm
Tragedy: When your power awoke, choose one:
You saved a sibling from drowning, but were blamed for their danger.
You drove back the tide, starving your fishing village.
A tsunami destroyed the coastline for hundreds of miles around you. Overcharge: You are swept off your feet by a tidal wave; the GM will tell
you what you lose.
Starlight (reach, near, piercing 1, elemental (cold))
Primal Fonts: North Star, Aurora, Shooting Star
Nature: Wistful, Yearning, Helpful
Tragedy: When your power awoke, choose one:
The stars went dark, and you were considered an ill omen.
A beam of cold starlight struck down an enemy against your will.
The North Star burned bright even by day, so that you could not sleep or rest, until at last you followed it into the wilderness.
Overcharge: Your spell saps your power; take -5 damage forward.
Signature Elements
The Components of a Signature Element
List of Signature Elements