Table of Contents

Guidelines for Converting a System to Dungeon World

When making your starter moves, try and capture the essence of your character.

When making advanced moves, you only have 10 level ups, so keep that in mind and do your best to capture your characters growth.

General

Health

A class’s HP is some base + Constitution. Base HP is almost always 4, 6, 8, or 10. - Dungeon World pg347

Damage

Damage is chosen from the dice available: d4, d6, d8, d10. The Dungeon World classes all use a single die with no static bonus, but there’s no reason not to experiment with other options: 2d4 or 1d6+2, for example. High HP and damage tend to go together, but your new class could be a pacifistic brick wall or a glass cannon—fragile but dangerous. - Dungeon World pg347

Max Load

A classes max load usually follows its base HP. 6+STR for 6 HP, 10+STR for 10 HP, etc, but feel free to pick a load that fits your character.

Spell Casting Examples

The Cleric

Cast a Spell (WIS)
When you unleash a spell granted to you by your deity, roll+WIS.

  • On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
  • On a 7–9, the spell is cast, but choose one:
    • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
    • Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
    • After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

The Wizard

Cast a Spell (INT)
When you release a spell you’ve prepared, roll+INT

  • On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
  • On a 7-9, the spell is cast, but choose one:
    • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
    • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
    • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Fade Mage

Mana
You have mana equal to your Level * 20. Mana is used to cast spells and is refilled after a night’s sleep.

Cast a Spell (WIS)
When you call on the power of the Fade to cast a spell roll+WIS

  • 10+ The spell is cast
  • 7-9 The spell is cast, but pick one:
    • Lose half of the spells mana cost
    • Lose 1 HP
    • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • 6- Roll 1d6 on the below table
    1. Mana Drain: The mage loses mana equal to twice the spell’s original cost in addition to the initial cost paid (for a total of triple the usual cost).
    2. Mana Burn: The mage loses HP equal to half the spell’s original cost.
    3. Backlash: The shock of the mishap leaves the mage unable to cast any spells for 1d6 minutes.
    4. Misfire: The spell effect occurs, but targets An ally rather than an enemy (or vice versa) Or has the opposite of the intended effect (healing rather than harming, or vice versa). The GM determines the particulars of the Misfire.
    5. Lost in the Fade: The mage falls into a trance, their spirit lost in the depths of the Fade for 2d6 minutes. The mage is helpless during this time.
    6. Harrowing: As Lost in the Fade, except the mage must also roll+WIS on turn
      • 10+ Your spirit returns to your body
      • 7-9 Your spirit still wanders the Fade. Roll again on your next turn.
      • 6- Your spirit is lost to the Fade and you become an abomination. Create a new character.

Casting in Armor
Each point of armor you have increases a spells mana cost by that amount. Metal armor doubles this cost.

Specific

Pathfinder 2e

Levels

Divide your character level by two, round down if not even. PF2e level 8 equals DW level 4, level 9 PF2e equals level 4 DW, etc.

Spells

Feats

Toughness
Your body can withstand more punishment than most before succumbing. +10 HP

Titan Wrestler
When you attempt to physically push around a creature much larger than you roll+STR

Treat Wounds
When you heal an ally with your hands roll+WIS