The Magic-Users of Dungeon World

Magic-users throughout the planes approach the use of the arcane arts and its underpinnings from an endless myriad of practices. The community of pan-plane spellcasters that have found their way to Dungeon World, though, have found they all share the spell book. Occult formulaes scribed into material reality via obtuse ciphers of magical words and/or runes is the quintessential item used in arcane study. This is what ties the community of magic-users in Topside together- spell book culture. The hub of their community is Ashtown Stationers were the tools for creating such books are found. Each magic-user starts their adventuring life with their own fledging treatise on magic featuring a single of the beginning spells. This grimoire must be named and described.

Spellcraft Downtime Activity: Decipher a Spell Scroll or Spell Book


While the composition of their own occult oeurve is the essential work of this class, adventurers that count themselves among them also collect the spell scrolls and spell books of others. The composition of each is made such that only their creator may read them but their are ways to remove the veil that obscures them. Those that are able to unlock the secrets of a scroll may cast from it. If they capture another caster's spell book and unlock it, they are able to memorize from it. This greatly expanding their tight limit of the numbers of known is equal to the number of spell that can be memorized. 

While the 1st level spell Read Magic offers the easiest path to this grand expansion of casting capability, the magic-users of Dungeon World may also use a special variant of the the spellcraft dowtime to decipher spell scrolls or spell books the way Read Magic does. Spell scrolls require one successful downtime action to unlock. Spell books have a downtime clocks that require one successful downtime action for every spell level contained in its pages in order for a magic-user to memorize from it (i.e. a book with Level 1 spells only takes one action while a book with Levels 1, 2, and 3 requires three).

Advancement and Level Titles

In order to gain a level, a magic-user must both gain the required xp and have either a mentor ready to teach them a new spell or a newly created spell ready from spellcraft downtime actions.

As for Level titles, the magic-user community of Dungeon World is so defined by individual accomplishment that there are no set ones. Instead, a magic-user must create a new title for every level based on an accomplishment they have achieved during the last level of play. As an example, a magic-user that befriended a goblin community may choose a title like "Goblin-friend" or "known to the goblins as Huu-magee". One that learned a sleep spell may choose to be called, "the Keeper of the Sands of Slumber". Etc.

At Level 1, a new magic-user should select a title that is either descriptive or tied to the spell they know. Examples include Gandalf the Gray, Glinda the Good, Klarion the Witch Boy, or Melisandre the Red Woman.



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