10 Plus Treasures Volume 3

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10+ TREASURES

WONDERS OF THE WYLD

1
Ben Bisogno (Order #24884293)
Credits
This work is licensed under a Creative Commons Attribution-
NonCommercial-NoDerivatives 4.0 International License.

Writing
David Guyll and Melissa Fisher

Editing
Melissa Fisher

Cover
David Guyll

Special Thanks
Andrea Parducci, Chris S, Eric Sheldahl, and John Kramer

Questions & Comments


When you want to bitch at David, choose one:
• Fire off an email to antiochcow@gmail.com
• Tag him on Google Plus: https://plus.google.com/+DavidGuyll

When you want to talk to Melissa, choose one:


• Send an email to cm.fisherfam@gmail.com
• Hit her up on Google Plus: https://plus.google.com/+MelissaFisher

If you choose to tag them on G+, they will always respond to you
much more quickly.

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Ben Bisogno (Order #24884293)
Table of Contents
Introduction.................................................................. 4
New Tags........................................................................ 5
Weapons......................................................................... 6
Armor........................................................................... 12
Rings............................................................................. 14
Potions.......................................................................... 17
Wondrous Items......................................................... 18
Making Magic............................................................. 22

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Ben Bisogno (Order #24884293)
Introduction
This is my third volume of magic items. The first contained a
seemingly random assortment of items that I thought up, with little
regard for any kind of theme: there’s a knife that belonged to a frost
giant jarl, a bow that shoots arrows that can entangle targets with
vines and roots, and a transforming golem.
The second was intended to be similar, just a collection of
whatever popped into my head at the time, though the most popular
ones ended up involving “body horror” to some extent: there’s a
ring that latches on to you and converts your body into a living hive,
another that lets you extend one of your arms, even transforming
it into a tentacle, and a fragment of an obelisk that can horrifically
transform those it wounds.
This time I figured I’d buck that trend and, well, go with a trend,
specifically the wilderness and fae. Of course me being me there
are plenty of gruesome items centered around fungus, as well as
others that bond with you. Not as horrific as some of the stuff in
10+ Treasures: Volume II, but still a bit unnerving: no one said the
wilderness was a pleasant place.
—David Guyll

Note
Just in case you’re wondering about the title, it’s a reference to both
the 10+ result in Powered by the Apocalypse games, as well as the 10
result on the treasure table on page 228 in Dungeon World.

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Ben Bisogno (Order #24884293)
New Tags
Some of the items in this book feature tags that aren’t in Dungeon
World. Here’s what they mean:
Agonizing: The wounds inflicted by this weapon are
excruciatingly painful, and the pain might linger even after it has
healed.
Concealed: The item is either easily concealed, or difficult to
notice or locate, possibly whether or not you want it to be.
Entangling: The item can wrap around limbs and objects, allowing
you to trip a creature, snatch something from a distance, or swing
across a wide chasm.
Implanted: The item either must be implanted into your body--
willing or otherwise--to function, or to enable a specific function.
Living: The item is alive. It can be killed as any other creature, and
without proper nourishment it will starve.
Spirit: The item contains a spirit. Give it a name and personality,
and try to keep it happy or at least get along.
Telepathic: The item can communicate via telepathy, either with
whoever is carrying it or anyone nearby. Might even be able to read
your thoughts and memories.

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Ben Bisogno (Order #24884293)
Bear Claw Bracers hand, forceful, messy, 2 weight
These thick, heavy bracers are made from the claws of a bear, and
grant whoever wears them incredible strength. When you hack and
slash with both hands, on a 10+ you deal +1d4 damage.
When you try to grab someone while wearing them roll+STR.
✴On a 10+, hold 2 grip. ✴On a 7-9, hold 1 grip. While you hold
grip the target cannot move, and you may spend grip, 1 for 1, to
choose an option:
• Deal your damage to the target.
• An ally takes +1 forward against the target.
• Drag or carry the target to a nearby location.

Once you no longer hold grip, the target is released.

Tweaks
You could give them piercing 1-3, or even the ignore armor tag. You
could also give them the spirit tag, and have them inhabited by a
bear’s spirit. Maybe awakening the bear spirit within could grant these
tags, or only when you fight ferociously.

Cat’s Paw hand, precise, worn, 0 weight


These fur-covered gloves are made from the pelt of a large cat.
When needed claws spring forth, capable of inflicting deep wounds
or making it much easier to climb about: you can climb much more
quickly than normal, and if the GM makes you roll you act as if
you rolled a 10+.

Tweaks
A simple modification is to add the piercing and/or messy tags. You
could also add a constant damage bonus when using both at once,
either +1 or a random amount, and/or have them inflict more damage
on a 10+ or 12+.

Weapons
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Cordyceps close, two-handed, dangerous, living, 1 weight
Stalk
This springy staff is covered in fungal growths and stalks. When
you hack and slash with it, on a 10+ the target inhales spores--the
GM will describe how that affects them. Creatures slain after they
have inhaled spores reanimate as fungus zombies about a day later,
obeying whoever carries the stalk.
If the staff is destroyed, you can stuff the remains in the corpse
of a once-living creature, and a new one will grow from it in a day
or so.

On a miss...
The cloud of spores could affect you or a nearby companion. They
might take a simple -1 forward, -1 ongoing for a while, gain the sick
debility, or gradually deteriorate in health. The following moves allow
you to quickly and simply model this:
When you inhale the spores, hold 1 fungus. Reduce your
maximum hit points by the amount of fungus you hold.
When you make camp and hold fungus, roll+CON. ✴On a
10+, reduce your fungus by 1d4. ✴On a 7-9, reduce your fungus
by 1. ✴On a miss, increase your fungus by 1d4.
You can tweak this move so that you gain more fungus when
affected, as well as the amount of fungus gained and lost when you
make camp.

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Ben Bisogno (Order #24884293)
Dryad Barbs 3 ammo, 1 weight
Sometimes dryads will freely give their branches, and sometimes
they are forcibly taken. Arrows made from them are unimpeded
by plants and wood, living or dead. When you volley with a dryad
barb, it passes through trees, plants, and any wooden obstruction
(like some shields or palisade).
You can also loose a dryad barb into a tree and have it appear
from another one you can see, allowing you to fire around cover or
hit someone from behind.

Tweaks
Any weapon made of wood could be made from these: spears and
javelins are great since you could throw them into a tree and strike
someone else, but consider a sword that can simply pass through
someone’s shield.

Dart thrown, near, 1 piercing, 5 coins, 1 weight


Javelin close, thrown, near, 1 piercing, 10 coins, 1 weight

Mani’s Revelation hand, 1 piercing, 1 weight


Though this heavy, curved knife seems to be made of silver, it is far
more durable. It glows softly when shapechangers are nearby, and
when you hold it you can see through the disguise of any creature
not in it’s natural form.
When you hack and slash a creature that isn’t in its natural
shape, the attack ignores the target’s armor, and on a 10+ the target
is forced back into it’s natural shape.

Tweaks
You can change the weapon into something else, like a scimitar, spear,
or even a bow that shoots moonlight.

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Moonsliver close, precise, 0 weight
During the day the moonsliver is nothing more than an ornate,
silver hilt, but when night falls a blade of pure moonlight springs
forth. It’s capabilities depend on current the phase of the moon:
• Empty: -1 damage
• Waning: Normal damage
• Waxing: +1 damage, 1 piercing
• Full: +1 damage, ignore armor

In addition when the moon is full it can unleash shafts of


moonlight: treat this as the volley move, except that each time you
choose to reduce your ammo the moonsliver instead acts as if the
moon were one phase lower until the following night: full becomes
waxing, waxing becomes waning, and waning becomes empty.

TWEAKS
Instead of each of the moon’s phases determining how powerful it is,
they could grant it different abilities, such as the ability to see in the
dark, move about unseen at night, change your appearance, healing
(or heal faster when you make camp under the moon), conjure light,
and control the tides.

Spinneret hand, precise, 1 weight


The hilt of this dagger can produce durable strands of webbing, up
to about a hundred feet before it needs to be “fed”, which involves
stabbing a creature and leaving it embedded for a few moments so
it can drain some blood. If you stab yourself to feed it, you take
1d6 damage, ignoring armor.

TWEAKS
The dagger is also capable of injecting venom when you strike. Give it
the agonizing tag and the following move:
When you hack and slash or volley with the spinneret, on a 10+
the target takes 1d4 damage a while later. Wounds inflicted will heal
much more slowly and leave scarring.

Designer’s Notes
The dagger can be used to slowly descend from a ceiling or wall,
setup trip wires, spin an entire web (which might require one or more
feedings), wrap someone up, or even “glue” a door shut. You could
also grab a strand of webbing, allowing you to throw the dagger and
retrieve it.

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Ben Bisogno (Order #24884293)
Thornwhip close, reach, near, precise, entangling, 2 weight
This thick, thorny vine is grown, not made. You can change its
length with a thought, anywhere from a short lash to the distance
of a good dagger throw.
You can also will it to enmesh a creature or object that it is
touching, with numerous vines that quickly erupt along it’s length.
It can cover a creature or object of any size, but the bigger it is the
longer it takes. Once the thornwhip is removed, any vines created
by it immediate rot away.

Tweaks
The thornwhip could be implanted into your arm or hand. It might
just wrap around your arm when not in use (add the implanted and
living tags), but it could also retract inside you (add the concealed tag
and remove its weight).
Another option would be to allow it to drain blood using the
thorns: when you drain a creature dry, you regain 1d6 hit points.

Viperpike hand, close, reach, precise, 1 weight


The head of this spear is carved from bone, and the shaft is made
from a springy wood and wrapped entirely in snakeskin. Though
it is about twice as long as a man is tall, it swiftly bends and twists
about in response to its wielder’s desires and actions, making it
equally effective against enemies no matter how close they are.
When you hack and slash with it, on a 7+ it injects a small
amount of venom into the target, preventing the wound from
healing normally for several days without magical aid.
At your command it instantly transforms into a venomous
serpent of an equal length. It can understand you, and will assist
you in any way it can. Finally, it can unerringly track any creature
that has been afflicted by its venom.

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Ben Bisogno (Order #24884293)
Bear Skin worn, +1 armor, 3 weight
This heavy bearskin still features the head, teeth, and claws of the
bear it was taken from. While you wear it you are unaffected by
the cold, natural or otherwise. You can also go into a period of
hibernation for up to several months, during which time you do not
need to eat or drink.
When you wrap it tightly around yourself and transform into
a bear, roll+WIS. ✴On a 10+, you retain your own mind and can
change back whenever you want. ✴On a 7-9, your mind is dulled:
you can’t understand speech, but you can still differentiate friend
from foe; the change lasts until the next sunrise. ✴On a miss, your
mental faculties are greatly diminished: you cannot discern friend
from foe, and the change lasts until the next sunrise.

Entface +1 armor, slow, living, 2 weight


The front of this thick wooden shield looks like a crudely carved
face. When you attach it to a tree it comes to life, and as long as
most of it is intact any damage inflicted gradually repairs over time.
If you’re on good terms, it will warn you of danger and share
its wisdom with you: when you consult it about the forest and its
denizens, as long as you have the time to listen take +1.

TWEAKS
It animates any tree it is attached to, effectively transforming into a
treant until you tear it free.

Designer’s Notes
The slow tag only applies when consulting it: for everything else
it works as a normal shield. If you’re on bad terms it still works as
a shield, but there’s no guarantee it will warn you of danger when
attached to a tree (or that it won’t give bad advice or try to attract
danger).

Armor
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Ben Bisogno (Order #24884293)
Glamored Armor worn, 3 armor, 1 weight
Typically worn by the fey nobility, this armor can change its
appearance on a whim to suit any occasion. Though it looks and
feels exactly as one would expect, should someone mean you harm
it remains as strong as steel.

Tweaks
Under the light of the moon the armor causes the wearer to blur,
making them difficult: you take +1 ongoing to defy danger by getting
out of the way (under the light of a full moon it could be increased to
+2 ongoing).
For a “summer court” creation you could go with the same
benefit, just a different fictional effect: the light of the sun could cause
them to shine brightly, making it difficult to look at them directly.
Finally, you could make the wearer resistant or immune to cold
or fire.

Liferoot Lamellar worn, living, 2 armor, 1 weight


When you don this wooden armor, roots extend deep into your
flesh, grafting it to your body. As long as the armor is exposed to
sunlight and water you do not need to mark off a ration when you
make camp, and you recover from the weak and sick debilities in
just two days (or one with magical assistance).
When you peel the armor off, you take d8 damage.

Yellow Jacket worn, 1 armor, 1 weight


This armor is made from black and golden chitin. You can
command it to grow wings, allowing the wearer to hover and fly
about as quickly as a person can run.

Tweaks
Change the armor into plate, increasing its armor and weight to 3. The
wearer could also will spikes to grow from the vambraces (treat them
as weapons with the piercing 1 and hand tags).

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Ben Bisogno (Order #24884293)
Fleeting Whisper worn, concealed, 0 weight
When you wear this unremarkable ring, you are virtually
undetectable: when you try to move about unseen and unheard,
you act as if you rolled a 10+. Once you do something overt
creatures will suddenly notice you until either something else
happens to divert their attention or you leave their sight.
The downside is that unless you go out of your way to be
noticed, everyone around you is prone to forgetting about or
overlooking you. It would make things easier to just remove the
ring until you need it, but you often forget that it’s even there.

Designer’s Notes
This ring doesn’t allow you to run around during combat and freely
backstab enemies: once you hit someone, they’ll realize you’re there
until you either run away or hang back for a bit and let someone else
take charge.
A good way to think about it is the Silence from Doctor Who,
except that people don’t notice you until you do something overt (like
snag something off of a table, attack someone, shout, and so on).
Now, this ring doesn’t differentiate from friend or foe: if you’re
a thief, your allies might try to open a door instead of asking you to
check for traps, abandon you during combat when they flee, or even
catch you with a fireball because they don’t realize you’re right there.

Rings
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Ben Bisogno (Order #24884293)
Rose Bud worn, 0 weight
This ring is made of an extraordinarily hard wood, and inset with
ruby fragments to form a rose-like pattern. When you wear it while
making camp, you regain +1d8 hit points the next day, and you
also recover from debilities in three days even if you aren’t using the
recover move.

Tweaks
You can will thorns to grow from your skin. Useful for tearing
through ropes or getting someone to let go, or giving you a backup
weapon. You can even add this move:
When you defy danger against an attack with the hand tag, on
a 10+ you can deal your damage to the attacker.

Venomous Tendril worn, dangerous, 0 weight


This ring looks like it is wrought from some kind of green stone.
It smells acrid and is uncomfortable to wear, but as long as you
do you are immune to the effects of poison, toxins, and venom.
When you drink a vial of poison or are affected by a poisonous
attack, you instead hold 1 poison.
When you breathe forth a cloud of toxic gas, spend all poison
and roll+poison spent. ✴On a 7+, deal your damage to a nearby
creature, ignoring it’s armor. ✴On a 7-9, the GM also chooses 1:
• An ally catches a whiff of it—deal your damage to them as well.
• It’s not as potent—deal your damage twice and choose the lowest
roll.
• You’re out of breath—take -1 forward.

Designer’s Notes
Chris S asked if you can suck poison out of someone and still be good
to go. The answer is yes. Not only are you completely fine, you also get
to hold 1 poison! If you want to be cruel, you can also rule that the
character cannot get drunk while wearing it.

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Ben Bisogno (Order #24884293)
Zenith Halo worn, precious, 0 weight
This ring of solid gold is set with a large diamond. It confers health
upon whoever wears it: while worn you’re immune to all poisons
and disease, and you cannot gain the sick debility. When you make
camp, you regain an additional 1d8 hit points.

TWEAKS
After you’re afflicted by poison the ring could “draw” it out, causing
the diamond to become cloudy. While it is cloudy it cannot protect
you from poison, or it doesn’t work at all. Over time the diamond
again becomes clear: it could take a day or so, or even need exposure
to sunlight.
You could also give it a “hold” currency: it starts with 3 purity,
and each time it protects you from poison or disease it loses one. Each
time you make camp, it regains 1.

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Ben Bisogno (Order #24884293)
Cat’s Tears 3 uses, applied, 0 weight
When you place a couple of drops of this pungent fluid in each
of your eyes, they become cat-like, allowing you to better see in
the dark for a while: you take +1 ongoing when trying to notice
creatures and objects in the darkness, but -1 ongoing in brightly lit
areas.

Coldiron Draught 1 use, 75 coins, 0 weight


When you down this gritty, metallic potion, roll+CON. ✴On a 10+,
hold 3 iron. ✴On a 7-9, hold 2 iron. ✴On a miss, hold 2 iron and
you gain the sick debility.
When you are affected by magic, whether beneficial or
harmful, you must defy danger, except you roll+iron held, and on a
miss you lose 1 iron. When you take damage from magic, reduce
it’s damage by the amount of iron you hold.
When used against a fey creature, treat it as a weapon with the
thrown, near, and agonizing tags. If you pour it on a weapon before
attacking with it, roll your damage twice and take the better result.
If you manage to trick a fey creature into drinking it, they will
quickly die.

Potions
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Honey Pot 1 use, 75 coins, 0 weight
The process of making these potent healing potions requires honey
from the hives of giant bees. When you drink one you either regain
20 hit points, or regain 10 hit points and remove one debility.

Tweaks
Here are some alternative effects for a much rarer, and likely not
commercially available potion:
• You regain all of your hit points and/or one or more debilities.
• If administered to someone that has very recently failed their last
breath roll (say, no more than a couple minutes), they are restored
to life.
• If applied over a corpse it returns to life.
• Alternatively, if applied over a corpse it will not reanimate as an
undead creature.
• Your age is reversed by a number of years, either a set amount or
randomized.
• You become immortal.

Nymph Sweat 1 use, applied, dangerous, 0 weight


When you thoroughly massage this oil into your skin, as long
as you have plenty of skin exposed you take +1 ongoing when
interacting with others, and everyone you want can’t take their eyes
off of you.

Sleeping Potion 1 use, 0 weight


You immediately fall asleep until the next sunrise. If you drink this
when making camp, you do not need to consume a ration, cannot
be awoken, and regain +1d8 hit points.

Tweaks
Extend the period of time that the recipient sleeps. You could even
make it so that ritual magic is necessary to end it, or require that some
condition is fulfilled, like “true love’s kiss”.

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Ben Bisogno (Order #24884293)
Basilisk Scabbard dangerous, 1 weight
Made from the thick, scaly hide of a basilisk, even in death it
continues to produce potent venom. When you draw a sword from
this scabbard it is coated in venom: the next time you deal your
damage, roll twice and take the better result.

Tweaks
Contrary to what Dungeon World would have you believe, the gaze of
mythological basilisk caused death, not petrification. It’s venom was
also similarly deadly, hence why this item has you roll damage twice.
If you want to stick a bit more with the Dungeon World basilisk,
you can have creatures killed by the scabbard’s venom turn to stone.
You could also make it so that when you hack and slash, on a 10+ part
of the creature turns to stone.

Bellowing Horn close, two-handed, +1 damage, 2 weight


This bronze-capped horn was obviously taken from some great
beast. It’s thunderous bellow instills fear in your enemies and
inspires ferocity in your allies. When you blow it, roll+CHA. ✴On
a 7+, your enemies hesitate or are transfixed with awe or fear, the
GM’s choice. ✴On a 10+, you and your allies also take +1d6 forward
to damage against them.
If you use it with the arcane art move to grant bonus damage, roll
all of the dice twice and take the highest results.

A Better bard
If you own our variant bard class (http://bit.ly/1rshGoI), then you
can instead use stirring speech by blowing the horn. If you use
rallying cry with the horn, take +1.

Wondrous Items
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Ben Bisogno (Order #24884293)
Cloak of Leaves worn, 1 weight
This cloak is somehow woven together from numerous leaves. They
will change color to match other leaves nearby, allowing you to
better remain undetected among them.
When you listen to the wind rustling through the cloak’s
leaves, roll+WIS. ✴On a 10+, ask 3 questions. ✴On a 7-9, ask 2
questions. ✴On a miss, ask 1 question in addition to whatever else
the GM tells you.
• Which direction is the safest?
• Where might I find food?
• Where might I find shelter?
• Where is there a secret forgotten by mortals?

The cloak “responds” to you by having some of the leaves


detach and float in the direction of the closest answer you seek,
though the cloak never seems to run out of leaves.

Crawling Canopy living


This imposing tree is hollow on the inside, with numerous
chambers that can comfortably accommodate a small group of
creatures and their possessions.
When the canopy is grown, at its heart is a golden seed.
Whoever consumes the seed is bound to the canopy: a leafy crown
grows from their head, and they can will it to crawl about, seal and
open entrances, and even reshape the interior.
If the canopy is destroyed whoever bears the seed also dies, but
if they are slain the seed can be extracted from their head, allowing
someone else to bind themselves to the canopy.

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Ben Bisogno (Order #24884293)
Elkhorn Ocarina 0 weight
This ocarina is carved from the antler of a mighty elk. When you
play a soothing melody, animals will not hurt you unless you harm
them first. When you play it and use arcane art, if you choose to
free someone of an enchantment on a 12+ it frees everyone that can
hear it of an enchantment.

A Better Bard
If you own our variant bard class (http://bit.ly/1rshGoI), then when
you play it and use soothe the savage beasts, you always take the 10+
result.

Feeding Spores 1 use, 3 coins, 0 weight


When you sprinkle these spores on the corpse of a once living
creature, mushrooms quickly sprout from it. They can be harvested
for 1d4+1 rations. Gruesome, but they’re tasty and edible.

Fruit of Life 1 use, living, 0 weight


When you plant this seed into a corpse and bury it, a tree will
grow over time. When the tree bears fruit, one piece of it will be
larger than the rest. Once it falls from the tree, it will split open and
reveal the deceased, alive and perfectly healthy.
There will be 3d6 other pieces of fruit, which when consumed
will immediately restore 10 hit points.

Designer’s Notes
How long the tree takes to grow is up to the GM: it could sprout
within seconds, minutes, hours, days, and so on. It might require a
ritual to get it going or accelerate its growth.

Tweaks
The individual is resurrected as an infant, with no recollection of their
previous life.
One or more pieces of fruit are dried and dark: whoever consumes
them will die, instantly and painlessly, and over time a new tree will
grow with a single fruit of life.

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Ben Bisogno (Order #24884293)
Hartwood Acorn living, load 12
When you plant this acorn in the ground, it quickly grows into
a stag. As long as it receives a sufficient amount of sunlight and
water it will serve you to the best of its ability: it can carry a load
of 12, never tires, and will attack anyone you command it to with
powerful hooves and sharp antlers. If it is destroyed, as long as it’s
head is intact another acorn can be extracted from it.

Tweaks
Increasing the size and/or load of the stag is the simplest way of
tweaking it, but it could also pass through the forest unimpeded by
natural terrain.

Memory Mushrooms 3 uses, 0 weight


When you sprinkle these spores on the corpse of a once-living
creature, 1d4 hallucinogenic mushrooms will sprout from it.
When you eat one, you vividly experience one of the creature’s
memories: roll+INT. ✴On a 10+, when the hallucination ends you
manage to recall something interesting or useful from the memory.
✴On a 7-9, choose 1:
• You don’t recall much—only some vague flashes and impressions.
• You take -1 forward.

Tweaks
The mushrooms could be used to try and learn something specific
that the person knew.
You could make an adventure out of it (which each character
that eats one sharing the hallucination): imagine a mental “dungeon
crawl”, where all manner of bizarre events can occur and creatures can
be encountered. In this case, hit point damage would represent mental
trauma: any characters reduced to 0 hit points might merely be ejected
from the memory, or actually suffer brain death.

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Raven’s Cloak worn, dangerous, 1 weight
This cloak is made of inky black feathers, with a beak-like golden
clasp. While worn, people will believe your words if they are at all
plausible, but you cannot speak the truth. It also subtly influences
the personality and actions of whoever wears it, causing them to
machinate convoluted schemes in order to achieve their goals,
incite panic or chaos, or simply for their own amusement.
When you unclasp the cloak and throw it in the air, it will
disperse into a murder of ravens. They will scout the area for you,
and when they return will whisper what they’ve learned into your
ear: though you can act on this information, you cannot tell anyone
what they’ve told you.

The Golden Bee load 12


This horse-sized bee is made from a translucent, golden material.
When you sit on it and emit the correct sequence of buzzing
noises, runes on the top of it’s thorax begin to glow, allowing you
to control it after a period of trial and error: it can scuttle about, fly,
and even hover with ease so long as it is not overburdened.
When you try to get it to sting an enemy, treat this as the hack
and slash move except you roll+INT instead of STR.

Tweaks
If you want it to act more like a figurine of wondrous power from
Dungeons & Dragons, then you can have it shrink down to the size of
a normal bee when not in use.

Stag Helmet worn, awkward, 2 weight


This gruesome helmet is made from the head of a stag. While you
wear it you can run swiftly through the forest unhindered, and
when you discern realities, on a miss you can still ask one question.
In addition when you hack and slash while charging headlong
into your foe, your attack gains the forceful tag.

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Wakewood Didgeridoo 3 weight
This heavy, moss-covered wind instrument looks like a hollowed
out tree trunk. When you play it, every tree the sound touches
will awaken and seek you out. They can understand and will spend
some time speaking with you, but are under no obligation to obey
you.

Teeth of the Vigilant Wolf worn, spirit, 0 weight


This fearsome necklace is made from the teeth and claws of a wolf,
strung on a long red cord. Whenever a creature tries to ambush
you, the teeth began to shake and growl. They won’t tell you where
the threat is coming from, only that there is a threat.
When you bury the teeth in the ground, a wolf assembled
entirely out of earth and stone rises. As long as you prove yourself
to be a loyal companion it will remain by your side until the next
sunrise or it is destroyed, after which it crumbles apart, leaving
nothing but the teeth: otherwise it abandons or attacks you.
Finally, when you are reduced to 0 hit points, so long as you
died valiantly the wolf tries to keep death at bay and guide your soul
back: take +1 on your last breath.

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Note
This section has been reprinted from both 10+ Treasures and 10+
Treasures: Volume II, just in case people don’t own either of them.

Whether they are gifts from gods (or “gifts” from demons), born
through circumstance or calamity, or deliberately wrought by the
hands of mortals, magic items have to come from somewhere.
Dungeon World has an entire section of examples, but sooner or
later you or your players are going to want—or even need—to make
something new. That is where this section comes into play.
The first is more geared towards the players. It shows the kind of
hoops that I might have their characters jump through in order to
get what they want, though is still useful for GMs who want to think
about who made an item and how they went about it.
The second part gives you a look at how I as a GM take a magic
item from concept to completion. In terms of actual steps it is a pretty
simple process, and we will even create a new magic item along the
way to help illustrate my point.
Something to keep in mind is that like classes, moves, monsters,
and adventures in general, that making a good magic item is more art
than science.
You will make some good ones and some bad one, but everything
here is what I go through when I start brainstorming. If you like the
items in this book, then you will probably find this advice useful, too.

Making Magic
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Who Can Do It?
Obviously as a GM you can make whatever you want, but what about
the characters? This is something you should probably figure out
early on, especially if someone is playing a wizard.
In most cases I am guessing the answer is yes, because the book
specifically mentions the wizard’s ritual move, but nothing says you
have to allow that: maybe only gods or god-like beings can weave
magic into objects, or they come from other worlds, only certain
races like elves or dwarves can make them, they occur through
magical mishaps, or mortals used to be able to make them, but lost
that knowledge a long time ago.
If you do allow the characters to make their own magic items,
I see no reason why to limit item enchantment to just the wizard. I
would not even limit it to magical classes like the bard, cleric, and
druid: anyone with the right skills, materials, and/or circumstances
should be able to do it, even fighters and thieves.
I would normally not default this to a move, at least not one that
the characters need to take up a level up, especially if they need to
spend time gathering the necessary materials. To me that sounds like
enough work and sacrifice.
What I would recommend is a custom move to make a more
powerful version, or advanced moves or compendium classes that
make the process easier and/or faster, or to generally make more
powerful items.

So, assuming you allow the players to make their own magic items,
what do you do when they pitch something to you? Personally I
prefer to ask myself the following questions (not necessarily in this
order):

• What is it made of?


• What tools are needed?
• Where can I make it? (Related: When can I make it?)
• Who can make it?

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What Is It Made Of?
Once the player pitches the item, you can get a better handle as to
what it is made of. While you can get away with mundane fare like
generic wood or steel, depending on what the item does you can get
pretty crazy with this.
For example gold is normally pretty lousy for something like
armor, but as a magic item it can be just as good, if not better. Pretty
much anything is fair game when it comes to magic: quartz, wood,
bone, blood, ice, wind, light, etc.
When thinking about what an item is made of you can use
symbolism to establish a theme, like rubies and fire (for a crown that
lets you command fire), or gold and perfection/purity (like a ring that
makes you immune to disease or poison). You can also use monster
weaknesses, like silver and were-critters, cold iron and fey, and
certain types of wood against certain types of demons.
Race can also play a part: most of the time I see elves using wood
or animal hides, dwarves favoring stone and heavy metal, lizardfolk
cobbling stuff from bone and shell, and gnomes using obnoxite.
These materials can also have certain requirements, like wood
from a tree that was struck by lightning, the bones of a saint, or stone
that has never seen the light of day or been exposed to wind.
Monsters are great for thematic material fodder: the blood of a
dragon, the eye of a basilisk, the bottled breath of an elemental, or
a knife made by a goblin. For example sharktooth is made from the
tooth of a shark, the dragonscale shield is mostly just a dragon’s scale,
and the troll’s eye is made from the flesh of a troll.

Let us use a flaming sword as an example. I would say that the


characters need a ruby made from the crystallized essence of a
fire elemental, and some blood and a tooth from a dragon.

Once you have all the necessary components, you need to assemble
them. That brings us to...

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What Tools Are Needed?
Depending on the item you are trying to make, you may not need any
tools at all: any branch taken from the World Tree allows the wielder
to grow and command plants, water taken from a special pool allows
who drinks from it to breathe underwater, and dipping a spear in
the bleeding eye socket of the bound orc god makes it hunger for the
flesh of elves.
Of course things are rarely that easy, so in the likely situation
where tools are necessary you need to determine if just any old
hammer will do the trick, or if something specific and/or fantastic is
required.
This could mean that the hammer has to be made of gold, cold
iron, or even something more exotic like adamantine or stone (which
might mean that it has to also be magical, which might in turn
require an entire quest on its own). Maybe handling a fragment of
condensed necrotic energy needs tongs made of bone or even light.
If you want to go this route take a look at the previous section for
some inspiration on materials and themes.
Alternatively you might need a specific tool, like the hammer
used by a forge god, which may or may not only be usable only with
permission, or holy water to cool a sword’s blade.

Continuing with the flaming sword example, I decide that they


need a hammer made from the ever-burning heart of a fire giant,
and a brass anvil from a djinn city.

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Where Can I Make It?
Okay, you got your tools and the parts. Time to get to work, right?
Not so fast.
An item might only be craftable in a specific location. This could
be due to thematic association, like a beach for shoes that let you walk
on water, deep within a forest for a cairn stone that when partially
buried in the ground will rejuvenate plants for miles around, or the
ruins of a city devastated by war for a stone that, when mortared into
a wall, makes it virtually impervious to destruction.
The location might also be important due to latent or lingering
power (similar to the requirements for using the wizard’s ritual
move), like an intersection of ley lines, a faerie ring, dryad’s tree, the
haunted site of a massacre that is rife with necromantic energies, or
a patch of ground where a dragon, saint, god, or something else was
slain, and so on.
Another kind-of related requirement could be time. Maybe
you have to wait until the moon is full or empty, a holy day
commemorating the destruction of a demon lord, for Fireday, when
vortices linked to the Plane of Fire flare to life, when the planets align,
or the components age for a length of time (which I could commonly
see for potions).

That flaming sword I keep bringing up? That has to be made


in an active volcano, a church dedicated to a god of fire, or
village that was scorched by a dragon’s flame centuries ago.
Alternatively, when completed it could also rest in the stomach of
a fire giant for a year and a day.

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Who Can Make It?
In a lot of cases I would expect the characters to be able to make thier
own items, but one last potential monkey wrench you can throw in
their plans is to make it so that only a specific person can build it, or
the characters at least need their help.
This can be a simple matter of race: only an elf can weave a cloak
that allows them to blend in with the forest, only a dwarf can make
gloves allow her to manipulate metal as if it were clay, and only a
halfling can cobble shoes that cause them to leave behind misleading
tracks.
The requirement might be more...specific: the swordsmith you
need must be from a certain bloodline, worship a specific god,
have been born under a specific sign, or even meet some other
requirement like never having eaten meat or lied, or has sold their
soul to a devil in exchange for legendary (if infernal) skill. Maybe,
just maybe, you have to travel beyond the Black Gate to bring back his
soul.
This person does not have to help create it, but could still be a
necessary factor. A holy sword needs the blessing of a high priest,
a scroll that when unfurled reveals a portent needs a prophet’s
whispers, an axe that only renders those stricken by it unconscious
needs an orc’s mercy, the sword must be cooled by the breath of a
frost giant, and a dragon must etch words of power into it using its
own claws.

I think that our flaming sword has enough going on in terms of


required legwork, but if I wanted to have the characters enlist
help I could go with either a priest that worships a god of fire, an
actual fire giant, or that it needs to be “jump-started” by getting
a dragon to breathe on it.

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The High Concept
First things first, modifiers can do a lot to convey what a magic item
is doing in terms of the fiction. +1 damage is not bad, it is just bad
when that is all the item is about: anyone can slap a numerical bonus
on something and call it a day. Hell, Dungeons & Dragons has been
doing it for decades. So let us go the extra mile.
Take a magic sword. They do not all have to be super sharp, but
you want this one to be sharp. Before we get into adding modifiers,
tags, and writing moves, ask yourself why is it so sharp? Who made
it? Also, how sharp is it? Answering these questions will not only help
inform bonuses and moves in the next step, but it might lead to other
questions, which can take you in an unexpected direction.
Why is it so sharp? It could be made from a special material
like adamantine, a gift from a war god, or even inhabited by a
particularly destructive demon. Me? I am going with a tangible shard
of a dimension of nothingness, kind of like a piece of a black hole or
sphere of annihilation: anything that it cuts is utterly consumed. Not
the entire object, just whatever the “blade” touches.
Who made it? Normally I would say that declaring a wizard
did it is kind of lazy, but that actually makes a lot of sense: a wizard
researching dimensional magic managed to stabilize a fragment, and
decided that it would serve as a potent weapon. As a precaution she
created a scabbard that is really a modified bag of holding, so that
when sheathed the blade is always safely shunted into non-space.
How sharp is it? Since it is a shard of a magical black hole, it is not
so much sharp as it is all-consuming. The sword can “cut” through
anything, from flesh to stone, even planes of force. Nothing is safe!
This actually leads to another question: black holes are kind
of heavy, right? So how heavy is this sword? You could make it
two-handed, and give it a weight of 3-5 and the Awkward tag to
emphasize that this is not the kind of weapon you are going to be
easily flourishing about: no, you gotta take some time working up a
swing, but woe to whatever it is in your way.

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Magical Moves
Okay, so now I have a pretty solid concept: a “sword” made from a
piece of solidified annihilation. But what does that mean in-game?
I guess I could say +1 damage, or even +1d4 damage: either
mechanically reinforces the fiction behind the fact that the blade
is more damaging than a normal blade, but I think it is not nearly
evocative enough, and really quite boring.
This blade is supposed to be able to slice through anything, so I
am going to start by giving it the Ignore Armor and Messy tags: if it
cuts you, you are going to be losing limbs, armor, really anything that
gets in the way.
A much better start, but when I mean that the sword slices
through anything, I mean anything: flesh, bone, wood, stone, I would
even go so far as to say magical force, like that from a Cage spell.
Already it is looking a lot more interesting and evocative: a
character can go to town on a monster, but also use it to hack
through a door or wall. Try doing that with a piddly +1 sword.
Plus, this also gives me ideas for other moves and miss effects.
Like, what if the character wants to try hacking through a support
beam or pillar in order to bring it down on a bad guy? That sounds
pretty awesome. You could use a similar idea for a miss effect: while
swinging it around you hit something you did not want to like, oh, a
wall, or support structure, or something valuable.
In addition to unexpected collateral damage, you could even hit
another character or inadvertently damage yourself. The sword would
also make a prime target for drawing unwanted attention to yourself:
if people notice that your sword seems capable of hacking through
anything, that can quickly make you a priority target.
Actually, that brings up the question of what happens if you
defend yourself with it? I imagine it being difficult to utilize in such
a fashion due to its weight, but it has the added benefit of potentially
damaging or destroying whatever is being used against you.

With all of that in mind, turn the page to see the final result.

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Blackstar close, two-handed, ignores amor, messy,
Blade awkward, 4 weight
The black blade of this massive sword features scattered pin points
of light, as if you were gazing into a clear night sky. It is heavy and
unwieldy, but nothing can stand before this all-consuming blade.
The sword can cut through anything, even creatures and objects
normally immune to physical weapons.
When you defend yourself with the blade, take -1 forward,
and you can spend 1 hold to negate an attack’s effects or damage. If
the attack was made by a melee weapon, you can spend an addi-
tional 1 hold to destroy it.

What do you think? That is a lot of tags. We started with a +1 sword,


and ended up with a blade capable of inflicting untold destruction if
wielded improperly. Yeah, it is way more potent, but will also likely be
way more interesting and memorable.
You can further tweak it by giving it a damage bonus, having
it get heavier the more it is used (and absorbs matter), or cause a
planar breach if the magic used to contain it is unraveled. Maybe it
serves as a key to a kind of dimensional non-space that allows for
instantaneous travel. Maybe it contains another plane inside?
Anyway, that is the kind of stuff my mind mulls through when
making a new item. I ask questions, answer them, think of more,
answer them, possibly revise previous questions and answers, then
start getting to the crunchy bits, and possibly run through the whole
process again.
It can take awhile, but I think the results speak for themselves.

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Looking For More?
If you want even more magic items or thematically suited classes, check out
the following:

The book that started it all, this is more than just a collec-
tion of magic items. I mean yeah, there are 32, with tweaks
to modify them, as well as notes, uses, and example miss
moves for some, but it also contains advice both on how to
make your own, as well as what to subject the players to if
they want to make their own.
Whether you are a new GM, just want more items, have
trouble coming up with your own stuff, are strapped for
time, and/or have extensive experience with other fantasy
role-playing games in which a numerical prefix is enough
to qualify an item as magical, this book will give you the
resources to help better portray a fantastic world.

• URL: http://rpg.drivethrustuff.com/product/128369/10-Treasures-
Magic-Items-for-Dungeon-World
• Bitly: http://bit.ly/1q9hPZk

This second collection contains 30 magic items to tantalize


your players, stock your dungeons, and—along with some
extensive advice—inspire you to create your own. If you
liked 10+ Treasures, then you’re going to love this one (and
not just because it is better organized).
Inside you’ll find strange and sometimes disturbing
creations, such as the soul of an intelligent sword, a shield
that can spawn zombies, a living ring that turns your body
into a verminous nest, another ring that makes you virtually
unkillable (just don’t ever take it off), and a chunk of stone
that doubles as both insanity-inducing encylopedia and
mutating weapon.
Like I said, you’re going to love this one. Your players?
Well...given the side effects of some of these things, maybe
not so much.

• URL: http://rpg.drivethrustuff.com/product/138230/10-Treasures-
Volume-II-More-Magic-Items
• Bitly: http://bit.ly/1DmdicF

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Stories and songs can do more than entertain.
Properly told stories can unite a community, allow you to
share experiences, and convey lessons and wisdom. Likewise,
songs can uplift one’s soul and inspire others to perform great
deeds, or they can fill one’s heart with despair or dread.
Whether by book or word you’ve learned your share of
both over the years, like the difference between a puca and a
kelpie, The Three Songs of Erui, how sunlight affects the trolls
of the Hagswood, The Barghest of Ulfstir, dwarven smith-
chants, and the bleak poetry of the Silverbough elves.
But you know there’s more out there, much forgotten or
yet to be told, and you yearn to find or write them yourself.
Just think what you could learn, what they could teach, and
who they could inspire?

This isn’t your exactly your “normal” bard. Yeah, you know
a lot of songs and stories, but you aren’t going to be capering
about combat strumming a lute, instantly singing wounds
closed, or shouting people to death.
Your songs have power to be sure—draw in everyone’s
attention, put people to sleep (intentionally, mind you),
cause animals to let you by unhindered (or possibly befriend
you), and eventually instill entire crowds with hope or
fear—it’s just that they aren’t going to be handy once swords
are drawn.
Thankfully you don’t have to rely on your music to get
by: you can bolster your allies with encouraging words, try
talking your way out of a fight, pick up on clues that others
would overlook, or just charge screaming into the fray, axe
swinging. It all depends on the story you want to write.

• URL: http://rpg.drivethrustuff.com/product/137211/The-Bard--A-
Dungeon-World-Playbook
• Bitly: http://bit.ly/1rshGoI

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It is a little known secret that there is magic in everything,
from plants to stones, to metals and animals. Names carry
power, and in certain times and places it swells and coils upon
itself, forming a wellspring of raw, untapped magical energy.
Some learn these secrets after ceremonial induction, others
through extensive instruction and trial, while the more des-
perate or greedy find that there is no shortage of dark entities
willing to help them shortcut the process.
For a price, of course.
The how matters less than the results: through your work,
words, and will you gather, bind, and temper magical forces
in accordance to your desires, good or ill. You can brew a
concoction to heal someone just as easily as one to alter a
man’s shape or desires. You can forge a talisman either to
shield someone from harm, or draw ill fortune to them like a
moth to a flame.
Of course you are not helpless without time and safety:
with a few words you can make someone’s eyes bleed, cause
even the most faithful and tame of beasts to turn on them,
prevent them from speaking, or vermin to crawl forth from
their screaming mouths.
There is a reason others regard you with equal measure of
fear and respect.

• URL: http://rpg.drivethrustuff.com/product/132299/The-Witch--A-
Dungeon-World-Playbook
• Bitly: http://bit.ly/1yBisSi

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