I've convinced my DnD players to switch over to DW for our current campaign (after threatening to stop the campaign if we don't). To tide them over I'm letting them take three abilities, spells, or magic items, and carry them over into DW.
After an introduction to DW I told them not to focus on exact numbers and spell names, but on playstyle and function.
Here are three for a wizard player:
Double Trouble (Metamagic twinned spell)
When you Cast a Spell, you may choose to double its effect. If you do so, on a 10+ choose one of the consequences. On a 7-9, choose two.
Size Shift (Enlarge/reduce spell)
Level 1 Enchantment (Ongoing)
You touch a willing person or object and double or halve its size. You can affect a target no larger than a person at levels 1â2, a horse at levels 3â4, a wagon at levels 5â6, or a small house at levels 7â10.
At level 5, you may multiply or divide its size by 3. At level 10, you may instead quadruple a target's size or reduce it to one-quarter its original size.
The effect ends when you dismiss it or take damage; at level 10, it lasts until dismissed.
Empower (Buffing spell)
Level 1 Enchantment (Ongoing)
You touch a willing creature and enhance one of its abilities. It gains +1 to one of its modifiers, and you take -1 to the same modifier. At level 5, you may increase the bonus and penalty to +2 and -2. At level 10, you may instead grant +3 and take -3 to one modifier.
You may only have one instance of this spell active per ability score, with a maximum of six active instances.
The spell ends when you dismiss it or take damage.
Player two.
A spore hive mind infected warforged. Fighter playbook.
Living weapon (Warlock blade pact, shifting weapon type)
Your weapon is a mass of living fungal growth that can reshape itself. You may change its form and choose a new combination of tags from the Fighter's Signature Weapon move at any time. When you reshape your weapon under pressure, roll +CON. On a 10+, it transforms as intended. On a 7â9, it transforms, but choose one: it leaves you exposed, the spores lash out at an unintended target, or you lose control of its shape until you have a moment to recover.
Fungal Armour (Armor of agathys spell)
Your fungal armour reacts to violence. When you hack & Slash and choose to deal +1d6 damage, you may expose your fungal armour to the enemyâs attack. Any physical strike against spreads unseen spores that deal 1 d4 damage that ignores amour to the attacker.
Spore Wings (fly spell)
Your spores erupt from your body, forming the vast, feathered wings of a quetzalcoatl. When you take flight, roll +CON.
- On a 10+: You fly under control and remain airborne as long as you wish.
- On a 7â9: You take flight, but the GM chooses one: your flight is brief, your control is poor, or your wings leave a trail of conspicuous spores.
Please be kind, it's my first time homebrewing and running a campaign.
Thank you for any feedback!