Dungeon World Companion

Magic

Dungeon World is a fantastic place: there’s more to it than mud, blood, and ale in the tavern. Fire and wind conjured from the pure elements. Prayers for health, might, and divine retribution. “Magic” is the name given to those abilities not derived from the strength of man and beast but from forces beyond.

Magic means many things. The druid’s ability to take the shape of an animal is magic, as are the practiced effects of the wizard and the divine blessings of the cleric. Any ability that goes beyond the physically possible is magical.

Spells

Some classes, like the cleric and the wizard have access to spells: specific magical effects that are the benefit of divine servitude or severe study. Each spell has a name, tags, a level, and an effect.

The basic flow of magic is to know, prepare, cast, and forget a spell.

Known spells are those a spellcaster has mastered enough to prepare. The cleric knows all cleric spells of their level or lower, including their rotes. The wizard starts knowing their cantrips and three 1st level spells. When the wizard gains a level they learn a new spell. The wizard stores their known spells in their spellbook.

Even if a spellcaster knows a spell, they must have it prepared before they can cast it. With some time and concentration, as described in the Commune and Prepare moves, the spellcaster may choose known spells whose total levels are less than or equal to the caster’s level plus 1 to prepare. The wizard always prepares their cantrips; the cleric always prepares their rotes. A prepared spell is ready to be cast.

Casting a spell involves calling on a deity, chanting, waving ones hands, invoking mystical forces, and so on. To cast a spell you will usually make the cast a spell move. On a 10+ the spell takes effect, on a 7–9 the caster finds themself in trouble and must make a choice, but the spell is still cast. Some spells are ongoing—once they’re cast they continue to have effect until something ends it.

One option on a 7–9 result is to have the spell revoked or forgotten. A spell that is revoked or forgotten is still known, but no longer prepared, and therefore no longer castable. When the caster next Prepares or Communes they may choose the same spell again.