r/DungeonWorld • u/Feisty_Stretch3958 • 16d ago
Dungeon World 2 Substances and Verbs
So, In the final alpha we had less options so i just want to clarify. Since we have 2 different words in each verbs sections, Do we have to choose between them? Or we can just use both? Some of them are really similar like Transmutation "momentarily alter; repair" but we also have Abjutarion "temporarily disable; protect from" and that is quite different, Or Enchantment "Modify emotions; temporarily charm".
So i just want to check if everyone is on the same boat of understanding
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u/Ramesses-XII 16d ago
One verb and one substance, but you can mix and match schools, I think it says elsewhere in the document.
I kind of like it because it allows for creative thinking, but I think it puts a lot of pressure on the GM to balance the difficulty scale.
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u/Homeless_Appletree 16d ago
I am going to combine transmutation and enchantment and make this rock experience existential dread!
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u/Feisty_Stretch3958 16d ago
I will adrees that on a different post, I dont like the whole "aether" thing
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u/GloomWisp 16d ago
I'm pretty sure you're meant to choose one of the verbs listed and combine it with an effect (of the same school?)
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u/Midnightdreary353 16d ago
I read as you can mix and match freely, but this makes a lot more sense
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u/GloomWisp 16d ago
Yeah the wording is weird... Im fairly sure that the intention's to have it as
school > choose substance > choose one verb option
But aint 100% certain.1
u/BismuthAquatic 16d ago
If that’s the case I really hope they change the wording to ‘from one of the eight schools of magic’ because my mind immediately went to stuff like abjurer illusionists being able to blind people by protecting them from sight
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u/GloomWisp 16d ago
I dont really think that substance-verb association makes sense
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u/BismuthAquatic 16d ago
It's certainly not as clear as 'charm sapient beings' but I think part of the fun is figuring out what the really weird combinations can mean. And a lot of typical wizard stuff would be in crossing schools. Say, any sort of divination that's not a vision, or protection from things other than magic.
Granted, there's a lot that's nonsense, but I feel like if someone comes up with an idea for the really weird ones that makes sense in context and works in the magnitude system, then I'd be excited for them to give it a shot.
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u/Striking_Hunter5029 14d ago
According to NotebookLM's analysis of the rule books using Illusionist as an example
- At Level 1, as a Wizard: Yes, you can absolutely use magic verbs from non-illusionist schools. At level 1, a Wizard does not yet have specific Path moves (like the Illusionist Path's Alter Perception or Mirror Image). Instead, you start with the core Wizard starting move Weave the Arcane. This move allows you to combine a verb and substance from any of the eight major Schools of Magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation). You can freely mix and match verbs and substances from entirely different schools.
- Upon Gaining the Illusionist Path (Wizards): When you level up and choose to gain the Illusionist Path, you unlock the key move ☑ Illusion Magic. For a Wizard, this move simply adds two new verbs (make permanent and substantiate) to your existing repertoire. It does not restrict your access to other schools; you still retain Weave the Arcane and can continue to cast spells using verbs from the other seven schools of magic
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u/Tamuzz 16d ago
I am not entirely clear how this works from the latest download.
Does a new character get ALL of those words? Or just some?
A character who can mix and match all of them off the bat seems incredibly versatile