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Guidelines for Converting a System to Dungeon World
General
Health
A class’s HP is some base + Constitution. Base HP is almost always 4, 6, 8, or 10. - Dungeon World pg347
4 base HP makes for a class that is deliberately fragile, they’ll need help from others when the swords come out.
6 base HP is for classes that aren’t ready to fight, but can at least take a hit.
8 base HP is enough to take some hits and get into combat a little
10 base HP is for skilled warriors and those who have no fear of battle.
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
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
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