21 thoughts on “Hey guys! What are your favorite magic items???”

  1. I love scrolls. They can take on many forms, and i love having a character cast a powerful spell from parchment. I also allow my characters to cast scrolls even without the requirements as written in the rules.

  2. I have always liked non-traditional potions.  Like a magic cake, oil of sliperyness and the like.  I once had a dwarven wizard in D&D 3.0 that had the create potions feat.  He made them into alcoholic drinks.  Ever-clear (invisibility), Dwarven Healing Spirits (get ya drunk and heal those wounds, let me at em), Rum runner (expeditious retreat or haste).  Thing line that.

    The other ones that I liked as a GM were the imperfect or cursed magic items.  I once played a Psionist in AD&D 2nd ed that was an arrogant ass, he also treated women in a very sexist manner, the GM was female.  She had my character get a belt of masculinity/femininity and changed his sex.  Worst Lesbian ever was born.  I just couldn’t play a female at the time.  But the character learned his lesson, quickly.

  3. Ones that provide increasing power if you pay increasing costs.

    There was a post on here a while back about a necromantic tome that provides two moves:

    1. When you command an army of undead …

    2. When you command an army of undead while undead

  4. After a Paladin i GM’ed went on a quest to retrieve his God’s holy weapon (to slay some demon or enemy god… he never made it past the retrieval so i don’t remember) I gave him a Spear that i made essentially with the Signature Weapon move from the Fighter. I’m sure it was his favorite memory of DW, even though he died shortly thereafter when he tried to take it back from a thief in a city (they had rolled a 7-9 on a Carouse and chose to hear rumors, so i used the other two against them: They encountered an _un_friendly NPC and they were Tricked)

  5. I love magic items that offer a benefit at a cost. I helped Ray Otus create some living dwarven armor that heals the wearer, but all those healed points form a bank of damage that will be taken by the wearer should it ever be taken off. I know I am biased here, but I love stuff like that.

    Another example is an intelligent weapon that can help find traps based on years of endless adventuring with various parties. It has literally experienced it all. The only problem is that it won’t shut up and makes it hard to sneak or have deceptive social interactions.

  6. I love the belt that changed sexes. We had a ring that did that in one of our one shots. I was a thief and had made friends with a brawler. After he got the ring we were going to start a con where we would lure men to the back room as 2 ladies then he would change back and we would rob them. It would have been great fun.

  7. Back in the day it was a cursed item.  It worked only once and the magic was expended.  You couldn’t switch back and forth.  If you do something like this it should be a curse.

  8. My players loved the utilitarian items – a tent that maintained an internal comfortable temperature, a wok that heated itself, things like that. 

    As for more “tactical” gear, I tended to gift them with low-powered items that would grow with the character over time, and after much suffering. I have a deep prejudice toward the idea that these items are dime-store commodities that are tossed aside when a slightly better one comes along.  It’s one of the reasons I love the signature weapon power from the Fighter class; it’s a great mechanical use of the same idea. 

  9. The whole “Upgrade” concept was actually created with the Industrial Revolution.  Many “Dungeon Worlds” are from before that.  Often times, an item was made to last.  You had your great great grandfather’s chair to sit in when you were older.  You put your kids in the crib that you, your father, you father’s mother, ect was in.  This should be even more emphasized with Dwarves and possibly Elves.  I like items that grow with you as well or like the Earthdawn concept, Items who’s abilities need to be “Unlocked”.  This gives a progression and a character can be proud when they unlock a new ability out of their weapon, armor, or other item.

  10. Using a blend of everyone’s ideas, i give you the…

    Kettle of Oddities

    A Mythril Silver Kettle inscribed with ancient text. Its uses are a mystery, but with extended use its secrets are uncovered.

    You have a small pouch of Ingredients and teas, containing 4 uses that you brew in your Kettle. When you have time to fill your pouch, fill it to max.

    When you brew a cup of tea over an open flame Roll+Ingredients

    10+ hold 2.

    7-9 hold 1 and the GM describes a side effect.

    Spend holds for each effect, each can be taken more than once for added effect. You may gain any number of additional holds and also gain that many Overdoses:

    -> This tangy brew has healing properties. During the consumer’s next rest, they heal hp equal to their CON

    -> Warm vapors invigorate the nerves. Take +1 forward.

    -> Full flavored, this tea fills you up, taking the place of a ration.

    Upon leveling up, you may spend 3 experience points to gain access to one of the following choices.

    -> A sweet flavor having a relaxing effect takes hold and causes extreme drowsiness.

    -> The fruity taste of this tea causes a deep seated affection towards the next person the consumer sees.

    -> A spicy tingle on the tongue increases adrenaline flow through the body. +1 damage for a short time.

    -> This bubbling brew causes mutations of the body. Name an adaptation and your body mutates for a short time. (requires special ingredients, GM will describe what kind)

    When you reach 3 Overdose, subtract 3 Overdose and pick one of the following:

    -> Your max hp is reduced by 1

    -> You are troubled by an annoying quirk. Describe the new quirk that hinders you.

    -> Adiction has befallen you. You are found eating your ingredients raw at times. Your pouch of ingredients holds one less than before.

    -> The Kettle formed a crack! When you take this option 3 times, the Kettle breaks.


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