As we head off to new lands… here, take some content with you.

As we head off to new lands… here, take some content with you.

As we head off to new lands… here, take some content with you.

42 magic swords

We did some brainstorming on the DW Discord a little while back. 30 magic swords, no more than two sentences each. We came up with 30 in just under an hour. Then folks kept going. Enjoy. A singing sword, floating in the darkness for ages, guarding this now-empty ruin from intruders yet so, so lonely.

30 minor magical items, ranger edition

Title

30 minor magical items, ranger edition

30 Minor Magical Items, Ranger Edition

Over on the DW Discord, Yochai Gal asked for a brainstorm of minor magical items that might be relevant to a ranger. I had just had a few cups of coffee so I spammed him with answers. Here you go. (Most of these are mine; attribution given to those by others.)

So this comes from one of the keeper titles that I came up with

So this comes from one of the keeper titles that I came up with

So this comes from one of the keeper titles that I came up with

Last Lantern before the Black Gate.

This small lantern is made of a black matte metal. It is about the size of an apple. Usually found carried on a chain to be worn as a large amulet or from a belt. It is a tiny hooded lantern. Decorated on it is spiraling words almost too small to make out “A light to find your way from the black gate”. These words are written in all the languages of all the beings that have writing. (Spending a lot of time you might be able to find it in your language)

When lit is doesn’t give any light. When held aloft and the word spoken it is lit for a brief moment with a blazing white light. The flame then implodes into the lantern and seems to suck away all light around the lantern. this light shine instead lights the path to the black gate. Any creature who holds it is instantly taken to the black gate and last breath.

I can’t figure out if the bearer should be able to reroll a last breath roll or get +1.

I am thinking reroll. I see this being used when a character is almost dead. So they decide to meet death on their terms. They fictional trigger means you have to

Know the words

Know how to use it

Be able to speak

And be strong enough to hold it alof, but for just the briefest of time.

Help me make this better or give me your opinion on it?

Thanks to the Tavern for great feedback!…

Thanks to the Tavern for great feedback!…

Thanks to the Tavern for great feedback!…

Wand of Wonder 3.0 (Minor Artifact)

(Dungeon World version of an OSR Classic)

Thanks to the Tavern for great feedback!

(0 Weight, 12 Uses per owner)

A small ebony wand engraved with a star of chaos in silver.

The wand of wonder is a strange and unpredictable device that will generate any number of strange effects,each time it is used. Some typical effects are shown on the table below, but you may alter this table for any or all of these wands in your campaign as you see fit

When you use a Wand of Wonder roll +Charisma,

On a 10+ the player may select the effect from the table below, but may never select that effect again while using the wand.

On a 7-9 roll randomly for the wand’s effect

On a 6 or less a charge is expended but nothing happens (Alternate Rule: GM selects a negative or useless effect).

D100

Roll Effect

01-10 Every magical or enchanted item present glows blue for a full hour

11-18 Sleep as per Wizard Spell

19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing

26-30 Party surrounded by soap bubbles at 30-foot range

31-33 Storm clouds and heavy rain falls for one hour in 60-foot radius of wand wielder

34-36 Loud booming laughter is heard

37-46 Lightning bolt (3 x die 70′ x 5′ bolt)

47-49 Stream of 300 large butterflies pour forth and flutter around

50-53 Magic Missile up to 3 attacks, separate targets (if desired) each attack doing die-1

54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand

59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size

63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)

66-69 A small rabbit appears and attempts to hop away

70-79 Fireball (2 x die damage in 20′ radius)

80-84 Invisibility covers wand wielder

85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.

88-90 10-40 gems of 1 coin base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path — roll 5 d4 for number of hits

91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour

98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet

(Note: Die is the characters damage die)

GIANT AMOEBA Solitary, Large, Amorphous

Acidic Grab (d10 damage) 12 HP, 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist’s experiment gone horribly wrong.

Instinct: Dissolve flesh

• Slithers

• Mindless

• Relentless

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.

Title

Title

Revised as per +steven stewart

Wand of Wonder (Minor Artifact)

(0 Weight, 12 Uses per owner)

A small ebony wand engraved with a star of chaos in silver.

The wand of wonder is a strange and unpredictable device that will generate any number of strange effects,each time it is used. Some typical effects are shown on the table below, but you may alter this table for any or all of these wands in your campaign as you see fit

When you use a Wand of Wonder roll +Charisma,

On a 10+ the player may select the effect from the table below

On a 7-9 roll randomly for the wand’s effect

On a 6 or less a charge is expended but nothing happens

D100

Roll Effect

01-10 Every magical or enchanted item present glows blue for a full hour

11-18 Sleep as wand

19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing

26-30 Party surrounded by soap bubbles at 30-foot range

31-33 Storm clouds and heavy rain falls for one round in 60-foot radius of wand wielder

34-36 Loud booming laughter is heard

37-46 Lightning bolt (70′ x 5′) as wand

47-49 Stream of 300 large butterflies pour forth and flutter around

50-53 Magic Missile as wand

54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand

59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size

63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)

66-69 A small rabbit appears and attempts to hop away

70-79 Fireball as wand

80-84 Invisibility covers wand wielder

85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.

88-90 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path — roll 5d4 for number of hits

91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour

98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet

GIANT AMOEBA Solitary, Large, Amorphous

Acidic Grab (d10 damage) 12 HP, 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist’s experiment gone horribly wrong.

Instinct: Dissolve flesh

• Slithers

• Mindless

• Relentless

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.

Wand of Wonder (Minor Artifact)

Wand of Wonder (Minor Artifact)

Wand of Wonder (Minor Artifact)

(0 Weight, 12 Uses per owner)

A small ebony wand engraved with a star of chaos in silver.

The wand of wonder is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. Some typical effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit

D100

Roll Effect

01-10 Every magical or enchanted item present glows blue for a full hour

11-18 Sleep as wand

19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing

26-30 Party surrounded by soap bubbles at 30-foot range

31-33 Storm clouds and heavy rain falls for one round in 60-foot radius of wand wielder

34-36 Loud booming laughter is heard

37-46 Lightning bolt (70′ x 5′) as wand

47-49 Stream of 300 large butterflies pour forth and flutter around

50-53 Magic Missile as wand

54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand

59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size

63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)

66-69 A small rabbit appears and attempts to hop away

70-79 Fireball as wand

80-84 Invisibility covers wand wielder

85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.

88-90 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path — roll 5d4 for number of hits

91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour

98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet

GIANT AMOEBA Solitary, Large, Amorphous

Acidic Grab (d10 damage) 12 HP, 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist’s experiment gone horribly wrong.

Instinct: Dissolve flesh

• Slithers

• Mindless

• Relentless

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.

Mace of Mog (Weight 1)

Mace of Mog (Weight 1)

Mace of Mog (Weight 1)

This enchanted mace blessed by the Newhon god Mog allows the character to double their damage roll only against corporeal monsters and hit incorporeal monsters for normal damage. Any bearer of the mace will find their eyes will change to resemble a spider’s eight eyes. This will cost the player four points of charisma as long as the character owns the mace. Should the player lose the mace the effect will fade in a few days. It in no way actually impacts the player’s vision.

Mog

“If there is a God he’s a great loathsome spider in the darkness.”

― John Fowles, The Collector

Lesser God

Symbol: Silver medallion with the image of Mog

Home Plane: Newhon

Colors: Black and Silver

Alignment: Neutral (Chaotic Neutral)

Portfolio: Secrets, Arachnids, Underworld, Wealth

Worshipers: Thieves, Explorers, Scholars, Criminals, Assassins, Seers

Cleric Alignments: Neutral

Domains: Spiders, Secrets, Fate and Wealth

Favored Weapons: Mace, Dagger

The Lord of Newhon’s Arachnids rules over creatures both eight-legged and two-, dwelling in the paradisiacal environs of Godsland on Nehwon’s southern continent. Mog’s physical form is that of a four-legged spider with a handsome, but not yet all-together human face. Some say there is a passing resemblance between Mog and “that mongrel and long-suspected cutpurse, burglar, and assassin, the Gray Mouser.”

The Gray Mouser worshipped Mog the Spider God for a time (and also robbed his temple, but Mog was happy for the few worshippers he still has and forgave his wayward son), and by the end of his adventures was one of the god’s few surviving worshippers. This god is a human-sized spider with a man’s head. His worshippers claim that he sits in the middle of a vast web which contains the fates of all humans. Some say that a human can survive only so long as he or she can evade Mog’s grasp. Mog’s worship is now rare. Those few who still worship him usually do so in private in order to avoid the scorn of others. For his part, Mog would like to attract new worshippers, but all his attempts have failed. He does not have a temple on the infamous Street of the Gods in Lankhmar. He is considerably less evil (he is amoral) than often portrayed and sometimes confused with Newhon’s voracious and evil Demon Spider Deity of Ilthmar. He is more like the Anansi, the trickster spider god of African folklore than Lolth.

Mog enjoys hanging out with the Newhon barbarian war god Kos and Death (Newhon).

Mog is always eager to acquire new servants and the players will do nicely. Characters that bear his mace can expect Mog to begin contacting them in their dreams offering rewards for quests and promising curses if ignored. He would like to see the artifact the Mace of Mog recovered so that he can expand his influence further on this Dungeon World…

Anansi is the trickster spider god of West African. He often takes the shape of a spider and is considered to be the god of all knowledge. He is also one of the most important characters of West African and Caribbean folklore.

He is also known as Ananse, Kwaku Ananse, and Anancy; and in the southern United States he has evolved into the “Aunt Nancy” of folklore. He is a spider, but often acts and appears as a man.

The Anansi tales are believed to have originated in the Ashanti people in Ghana. (The word Anansi is Akan and means, simply, spider.) They later spread to other Akan groups and then to the West Indies, Suriname, and the Netherlands Antilles. On Curaçao, Aruba, and Bonaire he is known as Nanzi, and his wife as Shi Maria.

Anansi is depicted in many different ways. Sometimes he looks like an ordinary spider, sometimes he is a spider wearing clothes or with a human face and sometimes he looks much more like a human with spider elements, such as eight legs.

Orlando Jones plays a version of Anansi on the Showtime cable television series American Gods.

So, we are working on the wizard lore in our campaign.

So, we are working on the wizard lore in our campaign.

So, we are working on the wizard lore in our campaign. We have this concept that wizards in training are taught to use an item as the focus for their casting, but with the concept that this will become a hindrance to them until they learn to channel their magic without this focus device.

So, I came up with this idea for an item… is it broken, or does this sound reasonable?

Staff of the Initiate (Will get a cooler name that fits our lore)

This gnarled staff is polished to a sheen, having obviously been held by hundreds of hands over time. At the tip of the staff is embedded a rather large focus crystal.

Ability – When the Initiate focuses his energy through the crystal, the cast spell ability gains a +1 in addition to any other modifiers based on player stats. You must declare use of the focus before rolling.

On 10+, the staff gains 1 hold

On 7-9, the staff gains 2 hold

On 6-, the staff gains 3 hold

Resolving hold. Once the staff reaches 3 hold, it can no longer be used as a focus and all cast spell rolls must be cast with intent to resolve this hold.

In order to resolve hold, you must successfully (10+) make a cast spell roll minus the number of hold you wish to resolve. (so, if it has 3 hold, you can roll -1, -2, or -3, but will only resolve that much hold)

(I see this bouncing at 2-3 hold, only resolving that one point to make the staff usable again)

Does this sound workable to you or is it hopelessly broken?

(cross posted on /r/DungeonWorld)

I’ve been working on converting some magic items for use in my DW Sci-Fi game.

I’ve been working on converting some magic items for use in my DW Sci-Fi game.

I’ve been working on converting some magic items for use in my DW Sci-Fi game. I thought I’d share a favourite. Feedback welcome and appreciated. Also, if you all would like to share ideas for sci-fi “artifacts” of your own I’d love to read your ideas.

Oren-Esah Matter Cloak — worn, 1 weight

A midnight blue cloak, woven through with pulsing amber threads. The fabric contains a sampling of the legendary matter manipulating technology of the long-extinct Oren-Esah.

When you allow the amber threads to weave themselves into your flesh, roll+CON. ✴ On a 10+, you can reform inert matter in your vicinity into a simple shape or structure of your choosing ✴ On a 7-9, as above but choose one option from the list below:

– The structure is unstable and will collapse momentarily.

– It takes a great force of will to maintain the shape. You may only hold the matter in its current configuration for as long as you are able to maintain full concentration.

– The power of the cloak is drained. It will take at least a day before you will be able to make use of it again.

Javelin of Thunder

Javelin of Thunder

Javelin of Thunder

reach, thrown, near, 1 weight

When the Javelin of Thunder strikes an enemy it gains the area, forceful and loud tags.

————————————————–

Made this mostly as a fun experiment to demonstrate how evocative weapon tags can be. They pack a lot of narrative and mechanical power into very small packages. For me, at least, this gives a very clear picture of what the item is, how it works, and what its impact would be. And it does this in a very laconic way that really highlights what I love about DW.