Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Wednesday, October 21, 2020

Major Arcana: The Nhing Codex

Over on the Dungeon World Discord, Razorkiss asked this interesting question:

Imagine you're trying to model scary Mythos tomes in DungeonWorld. Y'know, we're talking about The Necronomicon here. You want to create a custom move that represents the dangers of reading it, the dangers of gaining knowledge at the expense of sanity. I feel like the first instinct would be that this is a +WIS move, because, y'know, the Will save and all of its attendant baggage. But... is that the way you'd really want to go? It's basically saying, "Y'know, Wizard, you'd think you'd be the person who would be all over this custom move, but it turns out your buddies the Ranger, Druid, and Cleric are better-suited for this job..."
When you read the obviously evil book, roll +???


Queue discussion about whether it'd be an INT roll or CHA roll or whatever.

And my first instinct was to treat it the way I treat major arcana in Stonetop. 

(discussion after the break)

Saturday, January 18, 2020

42 Minor Magical Items, Thief Edition

I had just downed a coffee stout and a bunch of cookies last night, so I was feeling both wired and unfocused. That's my perfect state for brainstorming, so I challenged the DW Discord to help come up with 40 minor magical items for thieves.  We got 41 in 39 minutes. (#42 came to me while I was compiling this list.)

Here are the fruits of our tipsy labor. Attribution given for each; if there's no attribution, it was mine.





  1. A vial of ink. When you write something with the ink, say someone’s name. Only they can see the writing.
  2. A worn leather purse. No one ever notices it or pays attention to it unless they see you open it.
  3. Sticky gloves. When you touch something smaller and lighter than your palm, wrap your hand around it and cross your fingers - it sticks until you cross your fingers the other way. (Caiphon)
  4. A pair of gloves. Whenever you touch something magical while wearing them, the magic thinks you’re whoever you last shook hands with while wearing the gloves.
  5. Whisper powder. Spread it around in a circle. Noise made inside the circle is never louder than a whisper to anyone outside the circle.
  6. Letter-opener. First, spread it over a piece of writing like you're spreading butter. Then, open a letter - the opened letter becomes a copy of the original piece of writing. (Caiphon)
  7. Incongruous Hat. While you wear this hat, any stranger who sees you will remember the hat (and your features) differently.
  8. Dagger of Silent Death. This stiletto completely silences anyone's whose flesh it pierces. No more screaming guards! (Marcus)
  9. Sculpting putty. Shape this soft putty however you like, then tap a special tuning fork and touch it (still vibrating) to the clay. The clay sets hard in exactly its current shape, as tough as strong ceramic. Another touch from the tuning fork shatters it.
  10. Thorn rope. Twist one end of this rope, and the fibers become razor sharp, making it deadly to climb up or slide down. (Caiphon)
  11. Second Story Shoes. These comfortable loafers let you jump great vertical distances, perfect for getting to those second story balconies. Warning: they provide no protection from falls, nor do they make it easier to jump down from great heights. (Marcus, w/edits)
  12. Affinity box. Anything you place in the box will be considered extremely valuable and desirable by anyone other than you.
  13. Chewie Manacles. Normal manacles, but they pop open with a guttural command word.
  14. Nightlight. This small lantern glows with a dim purplish light which is only visible to the one holding the lantern. (Marcus)
  15. Sleepytime Flute. Playing a soft tune on this instrument for a few minutes will lull everyone nearby into a light slumber. They're easily awoken, and you feature prominently in their dreams. (Marcus, w/edits)
  16. Fire moth. A little jar holding a tiny, mostly tame fire elemental. Will flit around you and generally go where you please. Doesn’t usually set very much on fire. Usually.
  17. Dominoes Mask. While you wear the mask, you can always ask the GM "How can I get out of here?" and get an honest (though perhaps convoluted) answer. Gain advantage on your next roll (or take +1 forward) to act on the answer, but only if you do so in an audacious or spectacular  manner. (Caiphon, w/edits)
  18. Bug shoes - shoes that allow you to stick to the ceiling, if you can get up there... (Mangofeet)
  19. Deck of useless items. Shuffle the deck, draw a card. Its face displays some unlikely, generally worthless mundane item. Tear the card in two and the item appears in your hand. A replacement card magically appears in the deck, but it will never show the same item twice.
  20. Talk-pick. Place this lock pick in a lock, and spend a minute whispering words of encouragement - it will pick a non-magical lock hands-free. (Caiphon)
  21. Taster Demon. A very small demon, like a grumpy slug with teeth. Lives in a vial. A connoisseur of poisons, it knows them all by taste or scent and will happily tell you all about them. Much louder voice than you'd expect.
  22. Catching mitt. Throw this glove at anything flying towards you, and it will catch it and fall gently to the ground. (Caiphon)
  23. Hand of glory, lesser. A candle made of a hanged criminal’s hand. Carry it while lit, and no one will notice you as long as you move slowly, make little noise, and don't touch anything. (Dialas the Spellbreaker, with edits)
  24. Hand of glory, greater. Carry it while lit, and everyone in its light except you is paralyzed.
  25. Weighted Dice/Rigged Deck. This normal-looking gaming accessory returns whatever result the owner wills. (Marcus)
  26. Trick pockets. Whatever you put in one pocket can be pulled out of the other. Yes, you can remove them and sew them onto different articles of clothing.
  27. Signal whistle. A whistle and earring set. Only someone wearing the earring can hear the whistle. (Toasters)
  28. Listening wire. A spool of enchanted copper wire. Wrap one piece around your ear, and then around your midsection. When you speak the command word, it records the next few minutes of conversation. Each strand can store only one conversation. (Caiphon)
  29. Gem of thought-storing. A semi-precious stone that you can whisper thoughts or memories into. You forget them until you hold the stone and ask for them back.
  30. A deck of playing cards. Playing games of chance with them reveals players' secret plans (via interpreting the cards they are dealt). (Caiphon)
  31. Stubborn twine. Animated, unbreakable, uncuttable. Smart as a three-year-old. Can talk, has many absurd or backwards opinions.
  32. Doorvish Ale. Break this bottle on a door, then drink as much as you can from the spill. You'll cough up a key to the door. (Caiphon)
  33. Purple lipstick, made of powdered oblivion moss. Kiss someone while wearing it and they forget something they were just thinking about. You learn it.
  34. Ear Worm. You put this worm in your ear and it sings a super catchy tune that you can't help but dance to. The benefit comes from the fact that this dance makes you uncannily good at dodging traps and attacks as you bob and weave to the beat. (Marcus)
  35. A pair of corks, each with a different rune. Anything in a bottle sealed by the first cork will seep into the bottle sealed by the other.
  36. Dupli-dice. Anything you place as a bet with these dice is duplicated after the roll. Weighting the dice breaks the spell. (Caiphon)
  37. Shadow gossamer. A small bundle of fine gauzy black silk. Unfurl it and it becomes an area of extra dark shadows.
  38. Ring of 1001 keys. Fits in a pocket, only seems to have like 10ish keys at once, but there are many, many more.
  39. Spy shell. Say one magic word and this conch shell starts to record what it hears. Say another, put your eat to it, and it plays it back.
  40. Passwall Chalk. Drawing a portal (circle, doorway, etc) on a wall creates an opening that persists just long enough for one person to jump through. (Marcus)
  41. Distraction in a box. A little music box. Crank it and leave it somewhere. After awhile, it starts making noises that sound like (roll 1d6): 1. a riot starting; 2. insults; 3. guards calling alarms; 4. a woman shrieking for help. 5. A large animal roaring. 6. GM makes something up. (Dialas the Spellbreaker, with edits)
  42. Swindler's Purse. Finely embroidered with silken thread, in patterns that are never the same. Put something in the purse. When you pull it out, it will appear to be something else of similar size and weight, something of considerable value. You have no control over what it will be. The illusion lasts until you tell a lie.

    -BONUS late addition-
  43. Sleeve Snake. A small magical serpent-construct that hides in your coat or under your shirt. Swallows small objects (coins, gems, etc.) that are slipped up your sleeve. Can spit them back out on command, in reverse order (last item in, first item out).  (Jimmeh, w/edits)

Tuesday, February 12, 2019

42 magic swords

the truth

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.

  1. A singing sword, floating in the darkness for ages, guarding this now-empty ruin from intruders yet so, so lonely. Jeremy Strandberg
  2. A sword carved from the thigh bone of a Nephilim. Bane to both demons and angels, bleeds in the presence of either. Jeremy Strandberg
  3. Shifter's Demon, this scimitar is engraved with the phases of the moon along the blade.  Any shapechanger who views the weapon finds themselves stuck constantly shifting between all their forms in agony. Torin Blood
  4. A blade of ice that never melts. Extinguishes nearby fires when drawn. You’re never too warm or too hot in while you wield it, but neither do you feel any urgency or sense of passion (Your Drive for any session in which you wield it becomes “let a problem escalate while you do nothing.") Jeremy Strandberg
  5. Marcu's miracle shortsword. A plain merchant guard's sword, passed from hand to hand for generations.  The wielder of the blade will never lose at a dicing game so long as it has been used in defence of a merchant in the last month. Torin Blood
  6. Sidhe’s Lament, a scimitar of black starmetal  that hums with the music of the spheres when rapped on metal. The longer you fight with it, the greater its volume and vibration, until glass shatters and stones crack around you. Jeremy Strandberg
  7. A sword carved of white wood, handle worn smooth and tiny notches chipped up and down the blade. Not much use against steel, but perfectly capable of beating the crap out of ghosts, wraiths, specters, and the like... won’t destroy them, but sure gives ‘em a lickin’. Jeremy Strandberg
  8. The Slithering Steel of Abraxcus. This twisted and serrated sword breaker seems to always be in motion when held.  The blade shifts to always wrap around and trap weapons that attack the wielder. Torin Blood
  9. Gefyn, a gladius of exceptional quality. It has endured millennia of constant wars and fighting. When sharpened, it never seems to lose material. Halsver
  10. A sword made of leaves woven together with spider silk and magically hardened with the blood of an ancient elf. The memories of the elf come to the wielder as horrific dreams. Torin Blood
  11. A leaf-shaped blade of orichalcum, dull red and no cross guard. When you cut or stab a creature infected by the Things Below, it burns like the heat of three forges and sears flesh and bone. Jeremy Strandberg
  12. A longsword, stained crimson after being quenched in dragon's blood.  Light reflected from the blade reveals wounds that will be suffered within the next week. Torin Blood
  13. The Historian's Lament. A rapier that, when thrust into any book, makes it so the book was never written. The wielder of the blade instantly learns everything that was in the book. Torin Blood
  14. A serrated greatsword made of a single crystal. It is said when the sword sings a new age has dawned. Torin Blood
  15. No blade, just a hilt with a grip wound in copper wire.  When you brandish it with confidence, a white blade of lightning forms—cuts clean through any metal but also discharges dangerous bolts at random. Jeremy Strandberg
  16. Macco, the pacifist's katana. This blade appears to be ethereal and will pass through inanimate objects with no resistance. Deemed useless by hasty warriors, the thoughtful practitioner will recognize a slow pull against a moving object will realize a perfect clean slice. Halsve
  17. A grim, notched iron sword, spotted with reddish flakes (rust? blood? both or neither?). When you wound someone with the sword but do not kill them, the wound will never fully heal, nor will it fester or get worse. Jeremy Strandberg
  18. Goran's Eternity Severance,  an extremely ornate and gem-encrusted claymore. It passes harmlessly through all living material  but utterly consigns to oblivion the soul of any corpse it touches. Torin Blood
  19. Bronze sword that once belonged to a petty warlord who trucked with the Things Below. When you wield the sword, those who follow you know no fear and their morale and commitment never falters (but if you wield the sword during a session, your Drive becomes “prove your superiority over another”) Jeremy Strandberg
  20. A pair of earrings like tiny, graceful scimitars. Until you take them off your ears, at which point they become a pair of full-sized, graceful scimitars. Jeremy Strandberg
  21. Juliana, blade of vengeance. Forged by a simple farmer with a singular purpose, this crude blade is dull in the hands of the dispassionate. When wielded by those mourning a lost love, it burns with a brilliant blue flame and a haunting child's voice whispers to its foes. Halsver
  22. A simple, perfectly crafted blade of dull gray steel. Anyone who sees you draw it sees a perfectly clear, perfectly convincing vision of you cutting them down with it. Jeremy Strandberg
  23. Ghostblade, sword of the old god. This blade doesn't cut through metal, flesh and bone, but instead bypasses the mortal shell, and strikes at soul and spirit. Slothman
  24. Thornblight, a greatsword of what looks like an impossibly big and perfectly napped shard of obsidian. Cuts through wood, vines, briars, and any other vegetation like it was soft clay. Jeremy Strandberg
  25. Purity. This longsword was forged in the blood of a dying angel. When wielded by one of pure heart and purpose, it enhances their power. When welded selfishly or in vengeance, it becomes a mundane blade. Slothman
  26. A bronze blade with a hilt of shell and coral, always wet and glistening. Fog and mist billow around it, thicker and deeper the long it’s unsheathed, until eventually... things slither out of the fog. Jeremy Strandberg
  27. Kuzzleyuff, a strange parrying dagger which is incredibly heavy and features an intricate mechanism that spins and rotates rapidly on the hilt. The dagger is clumsy to use intentionally, but will perfectly parry any strike that you fail to notice. Halsver
  28. A blade of black iron quenched in the blood of a dozen innocent men. Cuts through any magical charms, wards, abjurations, or protections. Jeremy Strandberg
  29. Plowshare. A historic gift from one king to another to sue for peace. This completely dull blade is useless in combat, but gives advantage on Parley. If ever used to kill, the magic leaves it and the killer is forever branded a tyrant and murderer to all who see him ChibiYossy
  30. The first sword ever crafted, a crude and ugly thing. Every blow struck with it kills, but anyone who kills with it will be struck a killing blow by the next sword they face. Jeremy Strandberg
  31. Chissors, a pair of blades that seem immutably attracted to one another. Once separated, they will remain apart until they both strike in tandem, shearing through their target and fixing to one another again. Halsver
  32. Rotsman’s sidearm. This obsidian and ceramic blade is immune to all forms of corrosion and acid produced by slimes, jellies, pudding, and fungi. Also has many clever notches and serrations and can function as a pry bar, hatchet, saw, or entrenching tool in a pinch. Breaks easily on any kind of hard target like armor. ChibiYossy
  33. Siddew's Way, a short sword with a core of rough hewn stone and ore encased in polished red bronze blade. This blade is invaluable to the adventurer in a hurry, when struck against an obstacle the sword points in a novel direction that is indeed a short-cut. Halsver
  34. A bronze shortsword that once stabbed a black dragon through its skull and deep into it brain. Now has a greenish tinge, and constantly seeps a vicious acid when exposed to air (kept in a fitted glass sheath... don’t break it). Jeremy Strandberg
  35. Blackbriar. A black blade made of polished living black ironwood. Has green shoots and vines growing out of it. Poisoned, but you have to water it regularly and expose it to sunlight every day, or it withers and dies, useful only as firewood. Not for dungeon delving! ChibiYossy
  36. Some things are better in pairs. This set of two daggers glow a dull red when anyone who identifies as law enforcement is near.  The pair only works when together. Torin Blood
  37. Captain Cutthroat's Cutlass, this rather large and ornate sword once belonged to a famous pirate. It bears a peculiar enchantment, when held against a person's neck, if that person lies about the whereabouts of their most valuable possession it sizzles like a hot pan. Halsver
  38. The North Star is a long, thin, flat blade that has an ornate star map engraved in to its blade. This sword only ever points north, and is constantly parallel to the ground, even when sheathed or fighting. Burch
  39. The Deceiver is a slender silver rapier that is actually considerably longer than it looks, having reach despite appearing to onlookers as a regular (if expensive looking) weapon. It fits in a normal sized scabbard without issue. Helicity
  40. Heward’s Handy Dirk. This appears to be an ordinary leather belt buckle, but it's enchanted with a magic similar to a bag of holding. Grab the buckle in a certain way and pull, and you'll draw a steel short sword as if from a scabbard. Great for smuggling a weapon somewhere it’s not supposed to be... ChibiYossy
  41. Jackal’s Tooth. This scrappy, curved blade does +2 damage to any opponent bigger than the wielder, and -2 damage to any opponent smaller. Pick on someone your own size! ChibiYossy
  42. Blade of the Wailing Dead. When unsheathed, this blade causes all corpses in the area to animate. They follow the commands of the the wielder until the weapon is sheathed again.  Should the blade ever come into contact with a living creature, the wielder will immediately die and turn into a skeleton that cannot be destroyed until the creature the blade wounded dies. Torin Blood

Sunday, January 13, 2019

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.)


  1. When you state a natural substance, this wristband grows warmer as you near it. (by Tam)
  2. Jerky that lasts forever as long as you only eat a single bite of it. (by Tam)
  3. A magic map that paints itself as you go. (by Tam)
  4. Terracotta birds.  Get one wet and it turns into a real bird, goes where you send it.
  5. Folding campfire, put it in your pocket and take it with you
  6. Paint/chalk that can only be seen by people also marked by that paint/chalk
  7. The classic elven camo cloak, helps you hide in outdoor areas (by Helicity)
  8. Adventure-proof satchel.  Stuff inside never gets wet. Burn, cut, puncture, shatter proof.  Only holds 2 weight (or similar). 
  9. Tracking arrow... you always know where it is.
  10. Carved mask, like stylized animal.  When you wear it, natural creatures and spirits of the wild treat you as if you were that animal.
  11. Self-stringing bow. Will regenerate it's own string if cut. Made of cartilage, kinda gross.
  12. An everburning torch that can't be seen from more than 20 feet away.
  13. A signal whistle/horn that can only be heard by people you want to hear it.
  14. Myrlund's Spoon (put it in a bowl, it generates gross-but-nutritious food)
  15. An iron pot that, when covered, brings any water inside to a boil.
  16. Everfull canteen
  17. Pocket tent (comfortable pop-tent for one person, two if they're intimate; folds up to a 1 weight item)
  18. Boots of trackless step (you leave no trail to follow)
  19. A handful of seeds that sprout into a large patch of nasty plants (brambles, poison ivy etc, your choice) (by Helicity)
  20. A bit of Elbis root (3 uses): when you eat some, expend 1 use and clear a debility.
  21. Vineseed (3 uses): plant a vineseed in rich soil and it will quickly grow a supple vine, about 50 ft long.
  22. Gili cloak:  wrap the cloak around you stay still, and you'll look and smell like a local shrub or plant to all observers.
  23. Bag of leaflings:  reach into the bag and pull out a leaf, it animates as a little forest spirit.  Can deliver messages, spy, scout ahead, that sort of thing.
  24. Gloves & boots that let you climb and leap like a squirrel or monkey
  25. Magical pigments that let you move through underbrush, briars, etc. unimpeded
  26. Pouch full of dirt (1 wt); throw a handful of dirt on a fire (up to a bonfire in size) and it's instantly doused
  27. Handful of bright blue feathers. Put them in your hand and blow them in a particular direction. The prevailing winds will soon shift to blow in that direction, too.  
  28. 2d8 pearls. Drop a pearl in water and it produces a blanket of fog maybe 30 paces across. More pearls equal wider/thicker fog.
  29. A vial filled with eagle tears (5 uses). Drip a use into your eyes, you can see with an eagle's vision for the next 10 minutes or so. Good luck looking at anything close up in the meantime.
  30. A paste of pale leaf. Smear it under your nose and your sense of smell becomes as keen as a wolf's.