Want to create magic items in Dungeon World? Here are a few moves to allow you to do just that. What do you think? I suspect these could be either Compendium Class moves or just tacked on to the 6-10 list for Clerics and Wizards.
Crafting Magic Items
Lord of Gifts
When you engineer a design for a magical item (weapon, armor, artifact, etc) tell the GM what you aim to accomplish. The GM will tell you three or four of the following;
You’ll need to disenchant ________ first.
You’ll need the aid of __________.
You’ll need to find some __________ to use.
It’ll take an especially long time to prepare.
It’ll be unusually dangerous to craft.
You’ll need to craft it someplace special.
Forged in Soul-fire
requires: Lord of Gifts
When you imbue a specially crafted item with your power spend XP and roll+XP spent (max +3). On a 10+ choose two tags to imbue the item with. On a 7-9 choose one and the GM will choose one, too.
– glamoured (with a thought from the wielder, this item can take on the form of something else)
– indestructable (the item cannot be destroyed by mortal means)
– shadow (the item gives off clouds of smoky darkness)
– energy aura (the item is tangible to ghosts, spirits, etc)
– holy (the item is imbued with divine power, either generally or specifically)
– unholy (the item is imbued with energies antithetical to the gods and their works)
– bane (the item is particularly hateful to creatures of a particular race or creed)
– defender (the item grants +1 armor)
– fiery (the item burns with a powerful fire that does not harm the wielder)
– icy (the object is freezing with a cold that does not harm the wielder)
– lightning (the object is possessed of a powerful electric charge that does not harm the wielder)
– hurled (the item gains +thrown, no matter the form it takes)
– thunderous (when struck, the item emits a blast of sound that does not harm the wielder)
– chaos-born (the item has an unstable form and can destabilize matter around it)
– lawful (the item is imbued with lawful energy, and gives form to the unformed)
– wounding (wounds inflicted by the item or in its presence cannot be healed by natural means)
– light (the item emits a brilliant light)
– intelligent (the item has a will and mind of its own)
– cursed (the item cannot be discarded or gotten rid of except if gifted and accepted freely)
– attractor (the item attracts a certain kind of monster or creature to it)
– berzerking (the item invokes a powerful rage in the wielder)
– weakness (the item saps the strength of the wielder)
– life-leech (the item can drain the life force of those it is directed to)
– soul-stealer (when someone dies in the presence of the item, their soul is captured within it – the item can hold one soul at a time)
– anathema (the wielder is known by all to be an ill-omen and bringing of bad fortune)
– blood-drinker (the item must be fed a pint of blood each day or lose its magic)