Had a fun impromptu session of Dungeon World with Phillip Wessels and Yoshi Creelman. I was inspired by Yoshi’s narrative description of his wizard’s spellcasting and made this magic item:
Lilliastre’s Lens Cloth (3 uses, 1 weight)
This scrap of cloth appears to have been cut from a luxurious wizard’s robe. It’s incredibly soft to touch and glimmers with an obvious magical sheen. When you rub a lens (such as on a pair of spectacles or a spyglass) with the cloth, roll+INT. On a hit, you can see the presence of magic through the lens for a short time, and the GM will tell you what here is magical. •On a 12+, the effect is permanent. •On a 7-9, the lens is smudged; your perception of the material plane will be altered while looking through the lens until the effect wears off.
Anybody have any magic items from recent games they’d like to share?
It’s been a little while back, but here is one I made for a Ghost King to leave behind as loot.
The Phaseblade
(Close, Ghost Touch, +1 damage)
This sword seems to shift from physical to ethereal in places all along it’s length, similar to the shift of light across the surface of water. You can see lingering spirits anytime you encounter them while wielding the sword. When you command the Phaseblade to shift to the spirit realm, roll+INT. On a 10+ choose one. On a 7-9 you may also choose one, but you draw the attention of any spirits who may be dwelling nearby:
– You become incorporeal for a short duration, allowing you to pass through objects or negate physical attacks.
– You ignore the armor of the next creature you attack.
– You may interact with the spirit of a recently departed individual. It will answer one question to the best of its ability out of respect for the Phaseblade.
It’s been a little while back, but here is one I made for a Ghost King to leave behind as loot.
The Phaseblade
(Close, Ghost Touch, +1 damage)
This sword seems to shift from physical to ethereal in places all along it’s length, similar to the shift of light across the surface of water. You can see lingering spirits anytime you encounter them while wielding the sword. When you command the Phaseblade to shift to the spirit realm, roll+INT. On a 10+ choose one. On a 7-9 you may also choose one, but you draw the attention of any spirits who may be dwelling nearby:
– You become incorporeal for a short duration, allowing you to pass through objects or negate physical attacks.
– You ignore the armor of the next creature you attack.
– You may interact with the spirit of a recently departed individual. It will answer one question to the best of its ability out of respect for the Phaseblade.
That’s a really cool item! Love me some ghost weapons.
That’s a really cool item! Love me some ghost weapons.
Magic Items, mostly borrowed from fiction. I plan on giving one to each player in my next one shot and ask them how they acquired it.
Kell’s coat for all occasions
This coat seems to be a normal reversible coat until it is turned inside out. Depending on how it’s turned (both sleeves, one sleeve or by one of the pockets) it will become an entirely different coat, jacket or apron. Once learned the wearer can usually get back to known configurations. Given plenty of time the wearer can turn it to just about any kind of coat, jacket or apron that is suitable. Elemental resistance (such as waterproof rain parkas or fireproof aprons for forging) exist in coat-space but are hard to find and prone to getting lost.
When you need an unfamiliar coat in a hurry, Roll+Int
On a 10+ you find the exact right coat, jacket or apron for the occasion.
On a 7-9 it’s close but the details are wrong in some way. A close inspection will reveal the problems and it will only provide partial protection
Cloak of the Climber
This cloak is knitted from a single thin rope. It flaps in the breeze even when there is no breeze. It is Warm in the winter and cool in the summer but somehow slightly unfashionable. The wearer may instantly unravel the cloak into a light but unbreakable silk rope. The rope may be turned back into a cloak at any time the owner wishes. One end is weighted and when thrown will stick like a spiders web until the owner wants it unstuck. The rope is animated and can tie and untie itself to stationary objects on demand.
When you command the rope to do something tricky, describe what you do and say. Roll+(Stat of GM’s choice based on your actions)
On 10+ you succeed
On a 7-9 you get what you want and pick one
* The rope is now tangled and will take some time to fix or free.
* The rope can’t hold for long. It lets go at a time of the GM’s choosing.
* The rope is damaged in the process and won’t be usable again until it has plenty of time to mend itself.
The servant of the ring
This ring when worn and rubbed will cause a helpful but slightly sarcastic inhuman servant to appear. The servant is dressed in the finest servants clothing and is of the same gender as the owner and roughly the same proportions but clearly not of any known race. When rubbed for the first time the servant will appear and ask what it’s new master wishes to call it. The servant will carry out any wishes of the owner appropriate for a butler flawlessly. The ring may not be stolen, only passed on willingly. If the owner dies the ring will vanish or the servant will appear and pass the ring on to someone it feels respected the departed and deserves the ring.
When you ask the servant to do something it considers unseemly Roll+Cha.
On a 10+ the servant tackles the unpleasant task with resolve and a minimum of complaining
On a 7-9 the servant complains bitterly and either does a perfunctory and barely adequate job or carries out the letter of the request in the least helpful way. GM’s choice. The servant may become petulant for ordinary requests until mollified.
The lodger’s coin purse
This is a small coin bag that will always produce exact change (plus a barely adequate tip where appropriate) for modest meals and lodging for the owner. If stolen the bag will simply appear back among the owners possessions before the next time they need it. No one else can draw money from it. If the owner dies the bag will pass itself to the closest living relative or an appropriate heir by showing up in their possessions.
The healer’s balm
The wandering merchant who was selling this balm claimed it could regrow lost limbs. One skeptical customer cut off the merchant’s hand to test the balm and, while the stump healed very quickly, the hand was not regrown.
When you use this balm directly on someone who is sick or wounded Roll+Nothing
On a 10+ the pleasant tingling and mild aroma of the balm heals the recipient closing all wounds and restoring half their total hit points. One condition or illness is also removed.
On a 7-9 as above and choose one.
* The balm runs out.
* The balm reacts strongly with the recipient and the aroma becomes very pungent garnering unwanted attention or shunning.
* The balm has no effect.
Captain Jack’s compass
This is a compass that doesn’t point north. The needle points at the last owner’s heart’s desire.
When what the compass was last set on is found you may state your heart’s desire to the compass and Roll+Wis
On a 10+ the compass points to the thing you desire until it is found.
On a 7-9 you were false about your hearts true desire. It is something else. The compass points to that instead. Explain what that thing is and why it’s your true desire.
Magic Items, mostly borrowed from fiction. I plan on giving one to each player in my next one shot and ask them how they acquired it.
Kell’s coat for all occasions
This coat seems to be a normal reversible coat until it is turned inside out. Depending on how it’s turned (both sleeves, one sleeve or by one of the pockets) it will become an entirely different coat, jacket or apron. Once learned the wearer can usually get back to known configurations. Given plenty of time the wearer can turn it to just about any kind of coat, jacket or apron that is suitable. Elemental resistance (such as waterproof rain parkas or fireproof aprons for forging) exist in coat-space but are hard to find and prone to getting lost.
When you need an unfamiliar coat in a hurry, Roll+Int
On a 10+ you find the exact right coat, jacket or apron for the occasion.
On a 7-9 it’s close but the details are wrong in some way. A close inspection will reveal the problems and it will only provide partial protection
Cloak of the Climber
This cloak is knitted from a single thin rope. It flaps in the breeze even when there is no breeze. It is Warm in the winter and cool in the summer but somehow slightly unfashionable. The wearer may instantly unravel the cloak into a light but unbreakable silk rope. The rope may be turned back into a cloak at any time the owner wishes. One end is weighted and when thrown will stick like a spiders web until the owner wants it unstuck. The rope is animated and can tie and untie itself to stationary objects on demand.
When you command the rope to do something tricky, describe what you do and say. Roll+(Stat of GM’s choice based on your actions)
On 10+ you succeed
On a 7-9 you get what you want and pick one
* The rope is now tangled and will take some time to fix or free.
* The rope can’t hold for long. It lets go at a time of the GM’s choosing.
* The rope is damaged in the process and won’t be usable again until it has plenty of time to mend itself.
The servant of the ring
This ring when worn and rubbed will cause a helpful but slightly sarcastic inhuman servant to appear. The servant is dressed in the finest servants clothing and is of the same gender as the owner and roughly the same proportions but clearly not of any known race. When rubbed for the first time the servant will appear and ask what it’s new master wishes to call it. The servant will carry out any wishes of the owner appropriate for a butler flawlessly. The ring may not be stolen, only passed on willingly. If the owner dies the ring will vanish or the servant will appear and pass the ring on to someone it feels respected the departed and deserves the ring.
When you ask the servant to do something it considers unseemly Roll+Cha.
On a 10+ the servant tackles the unpleasant task with resolve and a minimum of complaining
On a 7-9 the servant complains bitterly and either does a perfunctory and barely adequate job or carries out the letter of the request in the least helpful way. GM’s choice. The servant may become petulant for ordinary requests until mollified.
The lodger’s coin purse
This is a small coin bag that will always produce exact change (plus a barely adequate tip where appropriate) for modest meals and lodging for the owner. If stolen the bag will simply appear back among the owners possessions before the next time they need it. No one else can draw money from it. If the owner dies the bag will pass itself to the closest living relative or an appropriate heir by showing up in their possessions.
The healer’s balm
The wandering merchant who was selling this balm claimed it could regrow lost limbs. One skeptical customer cut off the merchant’s hand to test the balm and, while the stump healed very quickly, the hand was not regrown.
When you use this balm directly on someone who is sick or wounded Roll+Nothing
On a 10+ the pleasant tingling and mild aroma of the balm heals the recipient closing all wounds and restoring half their total hit points. One condition or illness is also removed.
On a 7-9 as above and choose one.
* The balm runs out.
* The balm reacts strongly with the recipient and the aroma becomes very pungent garnering unwanted attention or shunning.
* The balm has no effect.
Captain Jack’s compass
This is a compass that doesn’t point north. The needle points at the last owner’s heart’s desire.
When what the compass was last set on is found you may state your heart’s desire to the compass and Roll+Wis
On a 10+ the compass points to the thing you desire until it is found.
On a 7-9 you were false about your hearts true desire. It is something else. The compass points to that instead. Explain what that thing is and why it’s your true desire.