Torn Man Orison

From The Hidden Room

Overview

  • Dungeon World magic hack: domain provides things you can influence, some things you can't, maybe make choices between costs, effects like partial hits

Cast a Spell (INT) When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this way can never deal damage directly. On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but the choose two: • Your spell won't last long - you'll need to hurry to take advantage of it. • Your spell affects either much more or much less than you wanted it to. • Your spell has unforeseen side effects, and might draw unwanted attention. • The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head. On a miss, something's gone horribly wrong. Your spell may well have worked, but you will regret casting it.

  • Have proficiency-based magnitudes of units to fill in gaps
    • Prof 1 -
    • Prof 2 -
    • Prof 3 -
    • Prof 4 -
    • Prof 5 -
  • For rituals: Blades in the dark style non-repeatable ritual as dialog
    • GM asks: What does it do and what is weird about it
    • Player asks: What is the cost

Advancement

General

Torn Man Affinity

  • Eyes (stolen from Zanathax!) > Sorrow
  • Metal > Wood
  • Scars > Innocence