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A class’s HP is some base + Constitution. Base HP is almost always 4, 6, 8, or 10. - Dungeon World pg347
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
Cast a Spell (WIS)
When you unleash a spell granted to you by your deity, roll+WIS.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Cast a Spell (INT)
When you release a spell you’ve prepared, roll+INT
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
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.
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.
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