Hierophant Specialty

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A Class Warfare-like disciple specialty for Dungeon World games.

You walk the path of both divine and arcane magic, but can only hold so much in your head at once.

Compendium Class

Once you have compared and contrasted the divine realities you know to be true with the esoteric formulæ of codified spellbooks, uncovering a deeper reality, you may consider the heirophant specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.

Stats

If you choose the hierophant specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with all three of these moves:

Hierophant Spellbook

You have mastered several spells and inscribed them in your spellbook. Choose a combination of three schools of magic or spheres of influence. You start with all the cantrips/rotes from each school/sphere and three first level spells chosen from those offered by your three choices. When you gain a level, add to your spellbook a new spell whose spell level is lower than yours, chosen from those offered by your three schools/spheres. Your spellbook is 1 weight.

Cast a Hierophant Spell

When you release a spell you’ve memorized, it is cast successfully (as if you had rolled 12+, if it matters), but you forget it and cannot cast this spell again until your re-memorize it. If a spell would give you a -1 ongoing penalty to cast a spell, ignore it and take -1 forward instead.

Prepare Hierophant Spells

When you spend an hour or so in quiet contemplation of the divine nature of the spells in your spellbook, you:

  • Forget any spells you already memorized.
  • Memorize all cantrips and rotes in your spell book.
  • Memorize new spells whose number does not exceed your level+2, and whose total levels does not exceed twice your level. You cannot memorize the same spell more than once.

Advanced Moves

When you gain a level from 2-5, you may choose from these moves:

Enlightened

(requires: Prepare Hierophant Spells)

Choose a spell. You learn and cast that spell as if it were one level lower.

Expanded Spellbook

(requires: Hierophant Spellbook)

Add a new spell from any sphere or school to your spellbook. You are able to cast this spell as if it were from a chosen sphere/school.

Quick Study

When you see the effects of a spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.


When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Doyen

(requires: Enlightened)

Choose one spell in addition to the one you picked for Enlightened. You prepare that spell as if it were one level lower.

Expanded Sphere of Influence

(requires: Expanded Spellbook) Select an additional sphere of influence. Add rotes from this sphere to your spellbook. When you gain a level, you may include this sphere in those from which you may choose spells.

Spell Augmentation

When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.

Hierophant Alignments

You may choose one of these instead of a disciple alignment:

Neutral

Reconcile your divine and arcane nature.

Hierophant Bonds

  • __________'s faith blinds them to a greater reality.
  • __________ denies the divine. I do not trust them.

Hierophant Gear

You get your spellbook (1 weight), some writing implements, and whatever your other specialties give you.

Hierophant Races

You may choose from the magician race options instead of the disciple race choices. Or, you may select one of these instead:

Elf

Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.

Human

Choose one spell from a sphere of influence you have not studied. You can cast it as if it were one of your own spells.