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Dungeon World: The Summoner
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The Summoner

A Dungeon World Compendium Class

When you’ve learned the basics of spellcasting and bound an imp or familiar through ritual, you can take the move Apprentice Summoner.When you’ve fought a monster of your own conjuring, you can take the move Journeyman Summoner. When you’ve developed your own summoning spell and visited another plane, you can take the move Master Summoner.


Summoner Moves

Apprentice Summoner: You add the spell “Lesser Summon Monster” to your spellbook.


Journeyman Summoner (Requires: Apprentice Summoner): You add the rest of the new summoning spells below to your spellbook and can prepare them normally.


Master Summoner (Requires: Journeyman Summoner): Whenever you cast a summoning spell, on a 12+, you may also instantly cast another summoning spell of lower level that you have prepared.


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New Summoning Spells

Level 1 - Lesser Summon Monster: As per summon monster, but the creature has +0 for all stats by default and you choose only 1d4 options.

Level 3 - Conjure Item: When you cast this spell, name a single non-magical item you can hold in your hands; you summon it to your hands.

Level 5 - Storm of Blades: When you cast this spell, a hail of swords, knives, axes, and other blades flies from your hands, dealing 3d6 damage to everyone directly in front of you.

Level 7 - Guardian: When you cast this spell, you conjure a protector from a distant plane. It’s about 10 feet tall and around 3 feet wide, solid and sturdy. It has 10+level+int HP and will intercept attacks directed at you as best it can, but it has no other function.

Level 9 - Call Abomination: When you cast this spell, you summon a manifestation of a mind-rending horror from a plane of terror, madness, or damnation. It appears as a gaping, acid-dripping, tooth-filled maw from which countless tentacles extend. While you focus, and you can control it and make the following moves:

        - grasp a nearby person, creature, or object

        - swallow everything it’s grasped, destroying them (or else banishing them to the horror’s stomach, which is just as bad)

        - drive someone who can see or hear it insane

        - exude pain, dealing 1d6 damage to everyone nearby (no armor)

        - barf forth lesser horrors (these aren’t under your control, but won’t attack you)

        Other player characters can avoid these moves, usually by defying danger, but NPCs are automatically affected. When you lose focus or after the next sunrise, the abomination is released from your control and will act as it pleases.


Summoner - Related Content

Spirits to Contact

Illthreen, lesser angel of holy war; Katamai, demon of secret desires; Maku, the spirit of the king’s tomb; Anthalius, an ancient wizard’s ghost; Entreri, the faery-king’s footservant; The Lion of Dreams, who eats men’s nightmares; Ansalon, the embodiment of the grey forest; Oknai, the watcher of the town bazaar; your staff’s spirit, held by many wizards before you; Mitsuni, who watches travellers; Mordred, the grave-spirit; the spirit of your uncle’s uncle, who died many years before your birth


Monsters to Summon

A fire-imp; a trickster demon; a construct of blades; an angelic sphere; an iron tiger; a water elemental; a dire whale; a nightmare steed; a flock of knives; a giant bear; a living shadow; a demonic serpent; a book golem; a winged cat; a man made of ice; a hulk of walking stone; a sentient tornado; a miniature sphynx; a panther; a venomous mouse; a flying eyeball with magic rays; a pegasus; a giant burrowing worm; a storm-cloud goblin; an ogre with one eye, one horn, and one tooth; a devious turtle; an undulating ooze


The Summoner is a compendium class for Dungeon World.

The Summoner was designed and written by Alexander Davis.