Hello.

Hello.

Hello. I have created a magical item and I’d like, if possible, to have some feedback on it, especially for what concerns balance. I wouldn’t want it to be overpowered and at the same time it should be fun to play. So… here it is. Any thoughts or comments are very welcome

Thank you!

https://drive.google.com/open?id=0B6sp3QhKgFHxZlNwM3AyeVlqNHM

https://drive.google.com/open?id=0B6sp3QhKgFHxZlNwM3AyeVlqNHM

So I think we’re doing magic items all wrong in Dungeon World.

So I think we’re doing magic items all wrong in Dungeon World.

So I think we’re doing magic items all wrong in Dungeon World. Here’s what I’m going to do next time my players find a magic item:

1) Suppose I’m thinking of weapon with, let’s say, three minor powers. I have the player who finds it roll up six powers.

2) From those six abilities, that player has to choose the three powers he wants.

3) Then I start asking the leading questions to get the players to justify the mix of abilities they have chosen.

*Was this made the Dwarves of the Black Hills? Or a night hag during the Twilight War?

*Why did they include Orc Bane and Frost Resistance on this bow?

*How did it fall into the hands of these ogres?

*Why is the black dragon Ancaligon trying to locate it?

*How did it get the name by which it is commonly known?

What do you guys think? Maybe everybody is already doing this. But isn’t this a more “Dungeon World” way of developing a magic item than coming up with powers and backstory myself as the DM? And won’t it lead to more player buy in?

Ioun Stones

Ioun Stones

Ioun Stones

The Ioun Stones comes from Jack Vance’s Dying Earth series, which is where the “fire and forget” spell casting of D&D came from too, as well as some of the spells such as prismatic spray. The stones are harvested from the core of neutron stars that are being sliced away by the Nothing at the edge of the universe and are therefore rare and difficult to obtain. Their origin is dealt with in the Dying Earth collection Rhialto the Marvelous.

They were introduced in Issue #1 of Strategic Review (no author given, although there is a reference to Vance approving the design/inclusion and he and Gygax corresponded) and first made their way into the rulebooks with the original DMG.

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.

Ioun stones have 1 hit point, and an Armor of 5. The powers of each stone vary depending on its color and shape.

Example stones include:

Amber stone: adds 2 to armor class

Crimson spindle: grants user Infravision

Mirror pyramid: immune to petrification

Yellow sphere: sheds light (as per the rote)

Green star: immunity to poison

Green disc: you require no food, water or air

Red cube: immune to normal fire damage

Blue triangle: immune to charm and sleep spells

Dark blue rhomboid: you can never be surprised

Pale orange ellipsoid: feather fall (no damage from falling)

This item is designed to encourage my paladin to act a little more paladin-y.

This item is designed to encourage my paladin to act a little more paladin-y.

This item is designed to encourage my paladin to act a little more paladin-y.

Adamu’s Bulwark

If you are a paladin, when you undertake a quest, in addition to whatever vows the GM says are required, take the following vow: Innocence (forbidden: to harm an innocent*). You take +2 armor until your quest ends. If you harm an innocent, your quest ends automatically and you take -1 forward until you redeem yourself. *GM defines “an innocent.” If you are not a paladin, the shield functions as normal.

Thoughts?

Why does “The Sterling Hand” (magical item) can be used as a wapon with “near” range?

Why does “The Sterling Hand” (magical item) can be used as a wapon with “near” range?

Why does “The Sterling Hand” (magical item) can be used as a wapon with “near” range? Shouldn’t this be “close” range? Am I missing something?

Tempest Staff

Tempest Staff

Tempest Staff

When wizard wields the Tempest Staff with skill

To bind a living creature in your sight,

You may succeed, and bind it to your will

Or else will fail and meet a grievous plight.

Add 2d6 to your INT as your score

And if the score exceeds or equals seven

Then creature fell will hesitate before

Attacking you or any of your brethren

And if your score exceeds or equals ten,

A gift will living creature then bestow

Its special move will be within your ken

To use one time against another foe.

But if a six or less, you do receive

Then all stored moves within the staff must leave.

Rather than add a clarifying stanza, I will keep this one a sonnet and clarify in prose.

Roll INT+2d6

A 7+ will prevent a creature from attacking you or your party until your next move. You can choose to do nothing, and keep this creature at bay as long as you are conscious.

A 10+ will steal a special move from the creature, chosen by the DM. You may use this special move one time, but using it returns it to the creature.

The wielder can return the move to the creature at any time without using it.

The staff will hold one special move for each bonus point to the wielder’s INT. If it is transferred to someone with a lower INT, special moves are removed until the previous statement is true.

If the wielder rolls 6 or less, then all stored moves are removed from the staff.

For review

For review

For review

Dust of Elryk

A light cerulean blue powder. Highly prized by sorcerers and warlocks. Made by the monks of Rise from a rare fungi that only grows in elven realms.

When snuffed roll + con.

-10+ take +1 forward on any magic related roll.

-7-9 Take +1 forward but also choose one:

Use 1 dose and suffer minor hallucinations. Describe. The hallucinations can be seen by your friends.

Use 1 dose and suffer physical symptoms (shakes, sweats, vomiting, etc.). Touching a friend removes the sickness and transfers it to them.

-6- Use 1 dose. No effect.

For review

For review

For review

Moon-Bronze Armour

Baroque, inlaid plate and chain armor made of elven Moon-Bronze. Delicate, swirling designs cover the plates surface.

When you wear this armor under the light of the moon and it is pierced, choose to roll + nothing. *10+ The damage is absorbed by the armor. *7-9 Choose one below. *6- Take damage as normal.

– The armor absorbs all the damage. Lose 1 armor.

– You take damage as normal, but the armor shines with moonlight causing terror to any of your enemies that can see you. Describe what they do. Lose 1 armor.

– You take the damage as normal. Lose 1 armor. The armor shines with scintillating moonlight and you become translucent and Insubstantial for the duration. Only magic can hurt you. You may hurt others. While in this state you can be seen by Insubstantial creatures of other, higher realms…

When all armor is lost, the Moon-Bronze Armour dissipates forever in glimmering moonlight.

Looking for a bit of feedback on this one.

Looking for a bit of feedback on this one.

Looking for a bit of feedback on this one. I’m pretty happy with the concept, but I figure it would be a good idea to get more eyes on it before I drop it into my home game.

Prudence First and Silence Second

3 weight

Two Handed, Hand, Close, Precise, 1 Piercing, +1 Armor

“One of the more controversial creations of Madame Fayne Gwethana, an infamous student of unnatural philosophy at the Scholarium Obscura. Said by many of Fayne’s peers to go against the very spirit of wizard’s duels, Prudence First and Silence Second are antimagic duelist’s tools designed for engaging spellcasters in direct combat.”

These enchanted weapons are designed to be used together in battle. It isn’t clear which name is meant to refer to the dueling rapier and which is meant for the dagger, but when wielded independently of the other they function like their respective mundane items in all regards. When you fight with Prudence First and Silence Second in your hands, you parry the very winds of magic. The +1 armor granted by your dagger cannot be ignored by magical attacks with the ignores armor tag.

When you hack and slash, you may completely disrupt the magical effects of any counterattack that would come as the consequence of a 7-9 roll. Your enemy must meet your attack with their own strength alone, or watch their spellworks fizzle. On 10+, you may additionally disturb or destroy any ongoing magical effect maintained by your target as if you had cast the wizard spell Dispel Magic.