<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=340068.msg16124325#msg16124325">Quote from: Nastara on 28-02-2022, 22:20:38</a></div></div><blockquote class="bbc_standard_quote">The Mage playbook I'm familiar with is  this one (posted here because it's a free playbook!) (https://drive.google.com/file/d/1aiWVjh2AOFeS5_6y-u3W1yt7NNMkxJNf/view?usp=sharing) but honestly, Dungeon World is the kind of game that there's a ton of choices for playbooks and you can use whichever catches your eye! I like this one because the Cast a Spell move does a really good job of providing flexibility of what a Mage can do.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cast a Spell</div><div class="spoiler_body">Cast a Spell (INT)<br/>When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this<br/>way can never deal damage directly. On a 10+, the spell certainly helps, but choose one.<br/>On a 7-9, the spell takes effect, but the choose two:<br/>• Your spell won't last long - you'll need to hurry to take advantage of it.<br/>• Your spell affects either much more or much less than you wanted it to.<br/>• Your spell has unforeseen side effects, and might draw unwanted attention.<br/>• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes<br/>to clear your head.<br/>On a miss, something's gone horribly wrong. Your spell may well have worked, but you<br/>will regret casting it.<br/></div></div><br/>The Spell Focus system also sounds like it could work very nicely for the concept you have! You could either grab The Storm or Winter or we could make a custom one!<br/><br/>In terms of buffs, there's a TON of different mechanical possibilities and a whole bunch of narrative ones! You could for example...<br/>*Heal when X happens<br/>*Protect from X<br/>*Do more damage to X<br/>*Increase range/effectiveness of X<br/>*Gain a bonus while doing/avoiding X<br/>*Use a different stat for an action<br/>*Add a <em>tag</em> to an attack/action (tags are little narrative nods that say what a weapon/effect does, for example a <em>messy</em> weapon tends to do damage that leaves tons of evidence and terrifies onlookers.<br/><br/>Are there specific dragony or lusty things you'd like for her to be able to do? With sex I could see taking some kind of advantage (hit harder? easier to effect? easier for you to dodge?) someone who you've had sexual activity with, or some kind of like <em>Entrancing Scales</em> or something that if you're touching someone in a sexual way their attention cannot be moved off of you unless they are struck with an attack?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Okay well I was reading through a touch of the mage play book particularly the focus. I am not limited by what I pick save for what would fall under those in opposition detailed by the focus.<br/><br/>An example being The Dragon and how Healing and Repair means Diabelle cannot use her magic for those purposes. But with Burning Passion, she could use both magic for the purposes of obvious fire magic and causing strong emotions. (Or arousal) and she'd be able to still use her magic to make water tentacles. Right?