TEXT: T h e  Summoner
  � The Greater Good
  � Study the Occult
  � Freedom
  � From the Heartbeat of the Universe
  � From the Authority of the Ancient Pact
  Drive
  Damage
  Where do your spirits come from?
  � From the Ocean of My Soul
  Add 'suffer negative psychic feedback, dealing 1d8 damage 
  (ignores armor)' as a 7-9 option for Command.
  d6
  Armor
  HP
  Current
   
  MAX
  Strength
  STR
  -1
  WEAK
  Dexterity
  DEX
  -1
  SH AK Y
  Constitution
  CON
  -1
  SI CK
  Intelligence
  INT
  -1
  STU N N ED
  Wisdom
  WIS
  -1
  CON FU SED
  Charisma
  CHA
  -1
  SCARRED
  Starting Moves
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+1), 9 (+0), 8 (-1)
  Level
  XP
  Name
  Look
  Background
  Begin play with one spirit. By default, a manifested spirit is about the size of a large 
  horse and deals 1d8 damage. Your spirit begins play with four points worth of the 
  following traits:
  1 point traits:
  •Sacred: The spirit represents something that is revered by most cultures, and entitles 
  you to respect or hospitality if your bond with is discovered.
  •Untamed: The spirit has a special bond with creatures of nature and can be 
  commanded to negotiate with or influence them,
   •Tiny: The spirit is small enough to fit in a bag.
  •Lesser elemental: The spirit has the ability to manipulate objects or forces within a 
  chosen element.
  •Warlike: Add one of the following tags to attacks made by your spirit: Near, forceful, 
  messy.
  •Amorphous: The spirit consists of a swarm or is otherwise able to alter its shape.
  •Flying: Pretty much what it sounds like.
  2 point traits:
  Elemental: The spirit has the ability to create, destroy, or manipulate objects or forces 
  withina  chosen element,
  Large: The spirit is about the size of a large horse-drawn carriage (horses included)
  Trio: The spirit consists of 3 separate parts that can act independently
  Agenda: The spirit has some specific nature of objective which guides its actions. 
  Commands in line with this agenda are made at +1 (max of +3), commands that 
  contradict it are made at -1.
  Healing: The spirit can be commanded to heal others for an amount equal to its 
  damage.
  Avatar: The spirit is strongly tied to a specific emotion and can inspire it in others.
  When you attempt to give physical form to one of your spirits, dismiss any spirits 
  previously summoned with this move, lose all pact, and roll +wis. On a 10+, your 
  spirit is summoned and you gain 2 pact. On a 7-9, same, but the spirit emerges with 
  some defect or imperfection. Make this move at -1 if you attempt to summon the 
  same spirit multiple times within several hours.
  When you issue a command to a summoned spirit, roll +pact. On a 10+ the 
  command is executed without issue. On a 7-9, choose one. On a miss, lose 1 pact 
  in addition to other outcomes.
  •Your spirit is wounded or fatigued, lose 1 pact.
  •Your spirit misinterprets the command or executes it a little too vigorously, 
  causing collateral damage or unintended side-effects.
  •Your spirit draws unwanted attention to you or to itself.
  If you would lose pact and have none, the spirit is immediately dismissed.
  Your max hp is 
  8+constitution
  Help someone when it is difficult, inconvenient, or dangerous to 
  do so.
  Learn something new about the world.
  Use your powers for personal gain.
  When you have at least 1 pact and dismiss one spirit to summon
  another, take +1 on your Summon move.
  All spirits gain the 'Agenda' trait for free. 
  Fill in the name of one of your companions in at least one:
  __________ views me as some sort of slave master. If they only 
  knew...
  I will not tolerate __________'s disrespect of my spirits!
  __________ knows a secret about my powers.
  __________ has been my protector for what feels like a lifetime.
  Aleister, Edogawa, Helena, Solomon, Bo, Chosen, Yune
  Eager eyes, Wise Eyes, or Hard Eyes
  OrnamentedHair, Shaved Head, or Messy Hair
  Festival Robes, Austere Vestments, Traveler's Clothes
  Thin Body, Tattooed Body, Whithered Body
  Forms of the Formless
  Summon
  Command
  Bonds
  I sense an affinity for the spirits in __________. 
  
  � 
  � 
   
  � 
  Advanced Moves
  Gear
  When you gain a level from 2-5, choose one of these moves.
  � Come Into My Parlor
  � Mirror of My Soul
  � Daemonologist
  � Silver Threads
  � The Pact Fulfilled
  When you gain a level from 6-10 choose one of these moves, or one
  of the 2-5 moves.
  �Multiclass Initiate
  � The Better Angels of Our Nature
  � ...And the Wind Will Roar
  � Higher Forms
  � Multiclass Dabbler
  � Fly, My Loyal Minion!
  �The Monsters Within Us
  � Dramatic Entrance
  � Just for Luck
  � As One
  � Master Summoner
  � Platonic Forms
  Your load is 8+strength. You start with dungeon rations (5 uses, 1 
  weight) and a summoning implement, describe it. Choose your defenses:
  Heavy clothing (1 armor, 1 weight)
  Ceremonial halfling pipeleaf (6 uses, 0 weight) and a well-stocked 
  collection of poultices and herbs (4 uses, slow, 2 weight)
  Ritual Staff (two-handed, close, 2 weight) 
  �
  � A symbol of your duty (0 weight)
  Something from the realm of spirits(0 weight)
  When you spend several hours binding lesser spirits into talismans and 
  amulets, lose all previously-held charms, and gain 3 charms. Charms 
  may be spent 1-for-1 on the following:
  •Create a fleeting illusion
  •Knock somebody back a pace, maybe even off their feet.
  •Grant +2 armor forward
  Your spirits are summoned in particularly dramatic fashion, reshaping the 
  battlefield and sending enemies flying.
  Add 'what supernatural creatures, if any, have influence here?' to the list of 
  questions for discern realities. In addition, take +1 ongoing to Spout Lore 
  about spirits and similar entities.
  Your spirits possess 6 total trait points (you may replace old traits).
  When you use the Summon move, gain 1 additional Pact.
  Given several hours and a willing or inert subject, you can conduct a 
  ritual to draw out possessing spirits or hidden facets of personality into 
  physical form. If you successfully negotiate with or subdue the spirit in a 
  way that is benefivial to the subject, roll +cha. On a 10+, choose 2. On a 
  7-9, choose 1:
  •The change you create is lasting and meaningful.
  •The subject feels they owe you a great debt.
  •The subject does not come away from the experience with significant 
  misunderstandings about you or your abilities.
  When you order a spirit to assist one of your allies, you may make the aid 
  move with +pact instead of +bonds.
  When you bind a spirit to a location, causing it to take on that spirit's 
  characteristics, dismiss any spirits previously summoned with this move 
  and roll +wis. On a 10+, choose 2. On a 7-9, choose 1:
  •The spirit can control and move inanimate objects in the area.
  •The spirit can exercise its powers anywhere within the area (and can be 
  ordered to do so with a defy danger roll using +wis).
  •The changes are subtle enough to avoid immediate detection.
  Get one move from another class. Treat your level as one lower for 
  choosing the move.
  Gain an additional spirit.
  Replaces: The Earth Will Shake...
  Your spirits deal an additional 2d4 damage.
  If you fail a Last Breath, your spirits possess your body and may carry out 
  one last task if you have earned their loyalty. In this state, your body has all 
  non-size-altering traits possessed by your spirits.
  When you dispatch a spirit to take on an extended mission, dismiss any 
  spirits previously summoned with this move and roll +wis. On a 10+, 
  choose 2. On a 7-9, choose 1.
  •It doesn't take an extremely long time.
  •The spirit does not draw the attentiont of your enemies.
  •The mission's objective if carried out to the letter.
  When you bind a spirit into an object, dismiss any spirits previously 
  summoned with this move and roll +wis. On a 10+, choose 1. on a 7-9, choose 
  2. Anyone who holds or weare the item gains all traits possessed by the spirit.
  •The binding is weak and won't last long.
  •The spirit influences the bearer's mind.
  •Somebody's in a good position to try to grab the spirit-bound item.
  When you create a minor, temporary spirit out of a willing subject's better qualities 
  or virtues, roll +wis. On a 10+, choose 2. On a 7-9, choose 1:
  •The spirit manifests with 3 trait points and acts as a guardian to the subject for 24 
  hours.
  •The spirit inspires the subject to reasonably consider some great act of charity, 
  valor, or mercy.
  •The subject does not subsequently overestimate their own abilities.
  Requires: Higher Forms
  Your spirits possess 8 total trait points (you may replace old traits if necessary). In 
  addition, your spirits may now incorporate the following 3-point traits:
  •Domain: The spirit can create, destroy, or manipulate objects or forces within a 
  chosen domain on a vast scale.
  •Destructive: The spirit's attacks devastate the battlefield, damaging multiple 
  enemies and destroying inanimate objects with ease.
  •Titanic: The spirit is as large as a two- to -three-story building.
  •Transcendent: Living creatures are awed or dismayed by the spirit and will not 
  attack unless struck first.
  •Dominus: The spirit can temporarily possess living creatures. The next time you 
  fail a roll, possession ends.
  •Omniscient: The spirit can sense (but not identify) living creatures within a mile 
  radius and communicate with those known to the summoner.
  •Contract: The spirit can perform miracles at a terrible price.
  Get one move from another class. Treat your level as one lower for choosing 
  the move.
  � Sacrificial Dagger (hand, 1 weight)
  � Practiced Summoner
  Gain an additional spirit with trait points equal to that possessed by 
  your other spirits.
  Choose your weapon:
  Choose one:
  � A gift from your mentor (0 weight)
  Spirits
  Name: ___________________________
  Description: _________________________________________
  Traits: _______________________________________________
                  _______________________________________________
  Name: ___________________________
  Description: _________________________________________
  Traits: _______________________________________________
                  _______________________________________________
  Name: ___________________________
  Description: _________________________________________
  Traits: _______________________________________________
                  _______________________________________________
  My Eyes and Ears
  �
  You can perceive anything your spirits perceive and can issue commands
  at any distance telepathically.
  The Earth Will Shake...
  �
  Your spirits deal +1d4 damage.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/The Summoner.pdf