I want to throw some magic items at my players soon, they’re going through a dungeon right now. Nabbing some descriptions of a few d20 items, I’ve attempted to adapt them to Dungeon World. Tell me what you think!
Nightmare Boots (worn, 1 weight)
These boots give off trails of smoke whenever you move quickly, obscuring your movement. When you deliver a flaming stomp, roll+Con. On a 10+, you deal your damage+1d6 to all nearby creatures. On a 7-9, you deal your damage to all nearby creatures and choose 1. • Take -1 ongoing to this move until you take a few moments to catch your breath. • Put someone in a spot. • Deal 1d6 damage that ignores armor to yourself.
Symbol of Sanguine Protection (worn)
This holy symbol blesses the wearer’s blood. You may deal 1d4 damage that ignores armor to yourself to collect a vial of blood that acts as holy water. If an undead or demonic creature attempts to drain your blood, it takes 1d10 damage that ignores armor.
Eyes of Doom (worn)
These crystal lenses fill those you look at with dread and reveal their health. When you stare malevolently at a creature, roll+Cha. On a 10+, they cower with fear or flee in panic, GM’s choice. On a 7-9, choose one. • The effect is temporary or limited. • Another being catches your gaze inadvertently. • The magic saps your energy, take -1 ongoing to Cha until you have some time to shake it off.
Ring of Energy Shroud (worn)
When you are struck by an elemental attack, the ring absorbs the effect and transforms it into a shroud of that element that surrounds you temporarily. When a creature touches you or makes a melee attack against to, it takes 1d6 damage and any other effects of that element.
Breastplate of Vanishing (2 armor, clumsy, worn, 3 weight)
When you speak the command word, you vanish into the breastplate and cannot be affected by anything until you choose to return to normal
After trying my own magic items, I’ve come to realize that magic in DW needs fewer rules, not more. The temptation is to write something awesome. But in reality, people will just use the most effective attack, and they’ll default to whatever looks the most effective. Your boots will just encourage people to stomp their way through EVERY encounter. It seems awesome. It’ll be boring.
My magic items for my current campaign are going to be must less defined, and much tighter in focus. “These boots create smoke as the wearer walks. The faster they go, the hotter they seem to get.”
This allows players to be creative with the potential of the magic items rather than the rules of the item.
Yeah, the boots need work for sure
“All nearby creatures” would include allies, I’d imagine…
That was the idea, but I’m still hashing out a better version.
When you attack a foe in melee, you can follow up with a fiery stomp that deals +1d6 damage to all nearby creatures and an equal amount of damage that ignores armor to yourself.