TEXT: View our other items at http://rpg.drivethrustuff.com/index.php?manufacturers_id=4843
  The text of this work is licensed under a Creative Commons Attribution 3.0 Unported License.
  The Lee’s Lists Wizard logo is copyright Scott Lee.
  Vestige
  Magic
  Moves and Compendium Classes for 
  Dungeon World
  
  Vestiges are otherworldly powers, unable to 
  directly influence the mortal plane. Each befell 
  some fate after death, some mistaken attempt 
  at godhood, or sprang into existence in their 
  own strange way. Normally working behind the 
  scenes, they are all too eager to slip a hand 
  into reality and connect with a mortal, all in the 
  hope of furthering their unknowable goals.
  Seal: The easiest way to summon and bind a 
  Vestige is through drawing its seal. Each Vestige 
  has a unique, arcane sigil. The seal can be 
  drawn in chalk, charcoal, blood, or whatever 
  else might be handy.
  ManifeStation: Sometimes a Vestige responds to 
  a summoning in person, or, at least the closest 
  thing to in person that they can muster. They 
  appear as an image, a supernatural illusion in 
  the immediate area that they are summoned to. 
  The Vestige may speak or make other noises, but 
  never leaves the immediate area in which they 
  are summoned.
  Sign: When you bind your soul to a Vestige, it 
  becomes a part of you and shows outwardly 
  through the Vestige's sign, a physical change. 
  The Sign can be hidden by magic or mundane 
  means, such as a hat.
  influence: In addition to the physical changes 
  being bound to a Vestige brings, it may also 
  change the behavior of its summoner, their 
  personality, and their emotions. 
  Make a Pact
  When you attempt to bind a Vestige to your 
  soul, find a place of power important to that 
  Vestige and choose three of the following 
  conditions:
  • You must draw the Vestige's seal, visibly, on 
  a relatively flat surface.
  • The Vestige will manifest itself.
  • You will carry the Vestige's sign while it is 
  bound to you.
  • The Vestige will influence your thoughts and 
  emotions while it is bound to you.
  Roll +cha. On a 10+, hold 3. On a 7-9, hold 
  1. You can spend this hold to perform the move 
  associated with the Vestige.
  Vestiges
  the DeVourer
  The Devourer was once a powerful wizard, and 
  later, a powerful lich. Its legend lost to time, it is 
  unclear whether it ascended to another plane of 
  existence, or was banished. Either way, it seeks 
  to regain the power that it once had.
  Sign: A gem replaces one of your teeth.
  influence: You evince a strong hunger for 
  influence and primacy.
  Move: 
  Paralyzing touch
  Your touch locks up the muscles of your victim. 
  While not completely paralyzing, they find it 
  hard to move, and deal -1d4 damage ongoing 
  until cured.
  the Frost angel
  The wrathful Frost Angel used to be a force for 
  good, until it failed a seemingly impossible task. 
  While neither good nor evil, its distrust of the 
  divine shows through in its bound soul.
  Sign: Your voice gains a peculiar quality, both 
  hollow and guttural.
  influence: You distrust clerics, paladins, and 
  other divine devotees.
  Move:
  icy glare
  When you fix your glare on a foe, choose a 
  location and roll +wiS. On a 10+, choose an 
  additional location.
  • Head: Their eyes frost up and teeth chatter 
  uncontrollably. Until defrosted, they will have 
  trouble seeing, and their chattering teeth will 
  give away attempts at stealth.
  • Arm: They drop anything they are holding. 
  They can strike with fists, but deal 1d6 
  damage to themselves if they do.
  • Legs: Their stiff frozen legs make it hard to 
  move.
  harbinger oF eternity
  Legends abound of great beasts whose 
  appearance is a sign of a forthcoming 
  apocalypse. Of course, the heroes defeat these 
  terrors, else we would not be here today. The 
  Harbinger of Eternity is a defeated monster of 
  nightmares, resigned to its failure.
  Sign: Your lower jaw increases in size and 
  sprouts two tusks.
  influence: You can't help but be pessimistic. 
  
  At best, you are quietly resigned to your own 
  failure.
  Move:
  aura of DeSPair
  One enemy per hold spent is afraid of you 
  as long as you maintain the Vestige. Their 
  reaction is up to them: flee, panic, beg, or 
  fight. You cannot target entities with less than 
  animal intelligence (magical constructs, undead 
  automatons, and the like).
  the star eMPeror
  Some say that nobility are made of something 
  special, or descended from the gods themselves. 
  The Star Emperor is the embodiment of 
  royal blood, but also subject to the curse of 
  inbreeding.
  Sign: A face appears on your torso, a vestigial 
  conjoined twin.
  influence: You become aloof and use stately 
  gestures.
  Move:
  aura of the eMPeror
  Give an NPC an order, they choose one:
  • Do what you say
  • Back away cautiously, then flee
  • Attack you
  Dragon's slayer
  Once a powerful dragon slayer (naturally), the 
  Dragon's Slayer's soul was traded away by the 
  forces of good to stay the wrath of a powerful, 
  and evil, dragon god. Pressed into the service of 
  evil, the Dragon's Slayer was a strong foe, but 
  eventually defeated, and soul abandoned.
  Sign: One of your hands becomes thickly 
  scaled.
  influence: You feel pity for outcasts and make 
  efforts to befriend any you meet.
  Move:
  chroMatic Strike
  Choose an enhancement for your next attack:
  • Acidic: +1 damage, +1 piercing
  • Charged: Add stun
  • Gaseous: Choose an additional range
  • Flaming: Add messy
  • Frozen: +2 piercing
  the DePoseD lorD
  As a legendary ruler in Hell, the Deposed Lord 
  became a victim of the schemes and betrayals 
  of his fellow devil lords. Although many-eyed, he 
  never saw it coming.
  Sign: Two extra pairs of devilish eyes open on 
  your head, equidistant from your own eyes.
  influence: You become overly trusting and loyal 
  of your allies.
  
  Move:
  all-arounD viSion
  You are never found defenseless or surprised. 
  Spend hold when you would be surprised to say 
  "I saw it coming, and…"
  the angel in the angle
  Good architecture and engineering can end 
  a siege before it begins, and the Angel in the 
  Angle was responsible for advances taken for 
  granted today. Believing himself impenetrable 
  behind his walls, the Angel in the Angel grew 
  proud and neglected other defenses, and was 
  defeated from within.
  Sign: Your body takes on the appearance of 
  cracked stone.
  influence: You lose any normal sense of shame 
  of embarrassment. 
  Move:
  iMPriSon
  The geometry of the 
  world around your target 
  becomes difficult. They 
  cannot leave the spot 
  they are standing in.
  the DreaMing Duke
  For the entirety of his 
  mortal rule, the Dreaming 
  Duke terrorized his 
  people, but he was no 
  mortal. He lived as a 
  Rakshasha, and died 
  to become a ghost, 
  continuing his reign of 
  terror in the dreams of 
  his former subjects.
  Sign: Your hands are 
  flipped, palms where the 
  backs of your hands should be and thumbs on 
  the wrong side.
  influence: You become eccentric, speaking to 
  yourself and imaginary friends.
  Move:
  inacceSSible MinD
  You break the effects of magic that would trick 
  your mind, like being Charmed or having your 
  thoughts read.
  Prince oF Fools
  Although some credit him with discovering 
  the method of binding Vestiges, the Prince of 
  Fools truly sought to steal their power. His early 
  research may prove useful, but his later works 
  are surely flawed - maybe not though, since he 
  is now a Vestige.
  Sign: You grow long, black, clawlike nails.
  influence: You think highly of yourself and show 
  contempt towards those who question you.
  Move:
  iron clawS
  Your hands sprout claws, turning into a weapon 
  with Hand range and +1 damage for one 
  swipe.
  king oF killers
  Assassin of assassins, murder of murders, the 
  King of Killers killed not out of a sense of duty 
  or honor, nor a paycheck, but only to improve 
  his own skill, and who better to target than 
  professional killers. In death, he could have 
  become a powerful spirit, perhaps even a 
  demigod, but all those who he had killed were 
  there waiting for him.
  Sign: The pupils of your eyes glow with red-
  orange light.
  influence: You are debonair and sly, always with 
  a trick up your sleeve.
  Move:
  fiery retribution
  When struck in melee, flames wreathe your 
  body and you deal 1d6 damage to your 
  attacker.
  soVereign oF PanDeMoniuM
  An ancient spirit, heavily researched and 
  theorized  about, yet alien and unknowable. The 
  
  Sovereign dwells in the darkness, but to bind to 
  its soul is to know of it, and to fear those dark 
  spaces where it might lurk.
  Sign: You always seem to be buffeted by a 
  breeze that no one else can feel, even indoors.
  influence: You are averse to darkened areas and 
  loud noises.
  Move:
  DiSPlaceMent
  You are hard to pin down. When you Defy 
  Danger using your Dex, take +1 forward.
  the key to the gate
  The Key to the Gate is wholly alien. Never was 
  it a mortal that ascended, or a higher power 
  that fell, nor does it seem trapped in this state. 
  Whatever it is, it does not want to be bound.
  Sign: You are surrounded by thin wisps of light 
  blue fog, even in a strong wind.
  influence: When confronted to unopened doors 
  or gates, you become agitated and nervous.
  Move:
  air blaSt
  You can coax the air to pick a lock for you, as 
  the Thief's Tricks of the Trade, or to smash doors 
  and other not too large, not too tough barriers, 
  as the Fighter's benD barS, lift gateS.
  sister oF the sea
  Once a sea-dwelling giant, born of their giant 
  gods, and slain by their giantish intrigues. The 
  Sister was beheaded by the lord of the Frost 
  Giants, but the strength of her spirit hung on, 
  looking for revenge on her slayer, and his 
  descendants.
  Sign: A scar appears around the circumference 
  of your neck.
  influence: You become possessive and stingy, 
  particularly about territory.
  Move:
  StorM Strike
  Lightning crackles from your fingertips. Deal 2d6 
  damage to one target.
  the shaDow oF he that was
  The demon prince now named the Shadow of 
  He that Was ruled over darkness and death. 
  Powerful enough to ascend to godhood, he was 
  yet slain by mighty adventurers, and while his 
  body reformed in whatever hell he dwelt in, the 
  divine spark took on another form, that of the 
  Vestige, the Shadow of He that Was.
  Sign: You seem to be standing in shadow even 
  on the brightest day.
  influence: You are filled with a sense of 
  detachment and an aching feeling of loss and 
  abandonment.
  Move:
  touch of the voiD
  Shadows are attracted to a place you touch. 
  You can fill up to a room sized area with 
  supernatural darkness.
  DisaPPointeD Duke
  A lord of serpent-men that ruled empires while 
  humans still dwelt in caves, the Duke held so 
  much power, so many followers, that he was 
  on the cusp of deification. In a grand ritual, 
  thousands of slaves were slaughtered, with the 
  Duke absorbing their souls. It was all a trick 
  though, and being full of mortal souls exposed 
  the Duke to a mortal wound from one of his own 
  people, and he found himself trapped between 
  godhood and mortality.
  Sign: You gain a list and can't help but speak in 
  a sibilant manner.
  influence: You become domineering and 
  aggressive.
  Move:
  averSion
  Disgust fills the heart of your enemies. Spend 
  hold to choose a number of targets. When not 
  in combat, they will seek to leave your presence. 
  When in combat, they will seek you out if 
  currently not engaged with another foe.
  coMPenDiuM classes
  aniMa Mage
  While anyone can bind a Vestige, the Anima 
  Mage is an expert in taking these otherworldly 
  souls by force, commanding them to bend to 
  the mage's will, and using and abusing them to 
  power their spells.
  When you greedily bind the Vestige of a 
  powerful entity you may take this move when 
  you level up:
  exPloit veStige
  When you caSt a SPell that is somehow related 
  to the powers of a Vestige, you can use it's 
  power to forego choosing one of the 7-9 
  options, or on a 10+, you may choose one of 
  these:
  • The spell's effects are maximized
  • The spell's targets are doubled
  
  Once you've taken exPloit veStige, the following 
  moves count as class moves for you. You may 
  choose from this list whenever you level up:
  veStigial awareneSS
  When you command your bound Vestige to alert 
  you to danger, roll +cha. On a 10+, hold 3. 
  On a 7–9, hold 1. Spend your hold to ask these 
  questions:
  • Is there magic here?
  • What alignment is someone/something?
  • What is hidden here?
  Until this hold is spent, you can not use any of 
  the other Vestige moves.
  veStige alteration
  When you caSt a SPell, on a 10+ you have the 
  option of choosing from the 7-9 list. If you do, 
  you may choose one of these as well:
  • The spell’s effects are maximized
  • The spell’s targets are doubled
  The spell being cast, if not within the Vestige's 
  purview, will become warped in appearance 
  or effect by this. For example, the Sovereign 
  of Pandemonium has purview over insanity, 
  so spells altered by the Sovereign may be 
  accompanied by shrieking winds or whispered 
  voices. This can be combined with exPloit veStige 
  to both double and maximize a spell within the 
  Vestige's sphere of influence on a roll of 12+.
  veStige caSting
  When you direct your Vestige to cast a spell, 
  select one spell you have prepared that does 
  not exceed your level-1. You cannot cast the spell 
  again until you prepare spells.  Roll +cha, On a 
  10+, hold 3. On a 7–9, hold 1. Spend your hold 
  to have the Vestige cast that spell for you (using 
  the caSt a SPell move with your +int or +wiS, 
  as appropriate) while you are taking another 
  action or otherwise occupied. eMPowereD Magic, 
  greater eMPowereD Magic, exPloit veStige, or 
  veStige alteration can not be used to increase the 
  effectiveness of this spell. Until this hold is spent, 
  you can not use any of the other Vestige moves.
  knight oF the sacreD seal
  While Paladins and Clerics dedicate themselves 
  to their gods or causes, the Knight of the Sacred 
  Seal swears to be an agent of a Vestige in the 
  mortal world. Their agreement is one of faith 
  and mutual respect, and they are rewarded for 
  furthering the cause of their Vestige.
  When you swear an oath to a powerful entity 
  and are bound to it's Vestige, and it to you, you 
  may take this move when you level up:
  Patron veStige
  The bond between you and your Vestige is 
  stronger than normal. You gain the move 
  associated with that Vestige and may use it 
  without spending hold acquired from Make a 
  Pact.
  Once you've taken Patron veStige, the following 
  moves count as class moves for you. You may 
  choose from this list whenever you level up:
  aligneD Strike
  When you hack anD SlaSh the foes of your 
  Vestige on a 10+, you may add the Ignores 
  Armor or Forceful tags to your attack, rather than 
  dealing extra damage.
  veStige'S Protection
  Your Vestige protects you from harm. When you 
  are attacked, roll +cha. On a 10+, gain +1 
  Armor that ignores the Piercing tag. On a 7-9, 
  gain +1 Armor.
  veStige'S Surge
  After communing with your Vestige, hold 3. 
  Spend your hold to gain +1 on using the move 
  associated with that Vestige, aligneD Strike, or 
  veStige'S Protection.
  scion oF the star eMPeror
  Those who would dedicate themselves to the Star 
  Emperor are usually nobility, or think that they 
  should be nobility. By tapping in to the essence 
  of the divine right of kings, the Scions of the Star 
  Emperor can assert authority over others.
  When you bind the Vestige of the Star Emperor, 
  you may take this move when you level up:
  favoreD of the Star eMPeror
  You gain the move associated with the Vestige 
  of the Star Emperor and may use it without 
  spending hold acquired from Make a Pact.
  Once you've taken favoreD of the Star eMPeror, 
  the following moves count as class moves for 
  you. You may choose from this list whenever you 
  level up:
  ScholarShiP of the Star eMPeror
  When you SPout lore, you can consult the 
  insight of the Star Emperor. Roll +cha. On a 
  10+, hold 3. On a 7-9, hold 1. Spend this hold 
  
  to ask an additional questions from the DiScern 
  realitieS  list about the information given by the  
  GM. Until this hold is spent, you can not use any 
  of the other Vestige moves.
  overwhelMing thoughtS
  1d4 enemies (with thoughts to overwhelm, 
  so no oozes, plants, undead, or the like) are 
  overwhelmed and stunned. The only thoughts 
  they can hear are yours, the only action they 
  can take is to wince in pain - until something 
  or someone jolts them out of it, or you stop 
  broadcasting your thoughts.
  the Star eMPeror'S glare
  Requires: overwhelMing thoughtS
  Eyes are the window to the soul, and the Vestige 
  of the Star Emperor looks back through yours. 
  You can overwhelm the minds of 2d4 enemies, 
  as with overwhelMing thoughtS, but only if they 
  can see your eyes.
  the shaDow aPostate
  Once you have given yourself over to the being 
  that once was a god among demons, you 
  are infused with powers similar to what his 
  death priests once had in a time long ago. The 
  undead are at your mercy, and the shadows 
  bend a knee.
  When you bind the Vestige of the Shadow of 
  He that Was, you may take this move when you 
  level up:
  eternal bonDage
  You gain the move associated with the Vestige 
  of the Shadow of He that Was and may use it 
  without spending hold acquired from Make a 
  Pact.
  Once you've taken eternal bonDage, the 
  following moves count as class moves for you. 
  You may choose from this list whenever you level 
  up:
  rebuke of the ShaDow
  You may turn unDeaD as per the Cleric move. If 
  you can already turn unDeaD, take +1 forward 
  on your attempts at it.
  viSage of the DeaD
  You begin to resemble the undead. You can 
  walk among them, avoiding notice and hostile 
  action by any mindless undead. Hostile action, 
  or actions too much like the living, may break 
  your disguise. Intelligent undead, like Vampires, 
  may still recognize you for what you truly are. 
  uMbral boDy
  Your body becomes like shadow. If you keep still 
  in dark surroundings, enemies will not spot you. 
  When you are attacked, roll a d6. On a roll of 
  6, you avoid the attack.
  witch slayer
  As long as there are those who would willingly 
  allow even a part of their soul to be taken over, 
  there have existed those that would sever this 
  bond. Whether operating alone or in a group, 
  the Witch Slayers have tuned the skill of hunting 
  down possession into an art - one that the 
  Vestiges do not appreciate.
  When you slay one who's soul has been bound 
  to another, you may take this move when you 
  level up:
  SMite SPirit Sharer
  While fighting anyone possessed or with a 
  Vestige bound, you deal +1d4 damage.
  Once you've taken SMite SPirit Sharer, the 
  following moves count as class moves for you. 
  You may choose from this list whenever you level 
  up:
  locate PoSSeSSion
  When you DiScern realitieS and ask the question 
  Who's really in control here? It does not count 
  against the number of questions you may ask, if 
  a Vestige or other possessing spirit is in control.
  SliPPery MinD
  Roll +cha, on a 10+, your mind slips free of 
  any enchantment. On a 7-9, you break the 
  enchantment, but draw unwanted attention from 
  the source of the enchantment.
  MoMentary DiSjunction
  Choose a spell or magic effect in your presence 
  that is controlling or clouding the thoughts of 
  you or your allies. Lesser spells, such as Charm 
  Person, are ended, while powerful magic, such 
  as a Vestige's bond or Dominate, are reduced 
  or dampened so long as you are nearby.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Compendium Classes/Vestige Magic.pdf