====== Magic Items ====== ===== Dungeon World ===== ==== Armor Of Invulnerability ==== mithril plate 3 armor, 3wt Once per session block any instance of damage Once a day roll+nothing * 10+ No damage * 7-9 Half damage * 6- Full damage but can't be reduced below 1hp ---- ==== Bag of Holding ==== A bag of holding is larger on the inside than the outside, it can contain an infinite number of items, and its weight never increases. When you try to retrieve an item from a bag of holding, roll+WIS. * On a 10+, it’s right there. * On a 7-9, choose one: * You get the exact item, but it takes a while * You get a similar item of the GM’s choice, but it only takes a moment * No matter how many items it contains, a bag of holding is always 0 weight. ---- ==== Captain Bligh’s Cornucopia ==== 1 weight A brass naval horn, curled and ornate, carved with symbols of the gods of Plenty. When blown, in addition to sound, the horn spills forth food. Enough to feed a meal to everyone who hears its sound. Source Dungeonworld pg332 old wives tell, ate so much he sank the boat, his crew was never hungry, and he was always generous with his food does not make blood ---- Coin Purse 1000c = 1wt 100c to buy from the clerk can be tracked ---- ==== Endless Blood Heart ==== human heart made of white silk with red veins of silk. Slowly beats. when bitten blood can be sucked out once per day. roll+nothing * 10+ 4 blood * 7-9 3 blood * 6- 2 blood, no xp ---- ==== Endless Water Canteen ==== mundane looking canteen with endless water about 1 gallon a minute 1wt ---- ==== Infinite Book ==== This book contains an infinite number of pages in a finite space. With no limit to the pages, everything that ever was, is, or will be is contained somewhere in the book. Luckily the index is great. When you spout lore while consulting the book you gain an extra clause: On a 12+, the GM will give a solution to a problem or situation you’re in. +1 when spouting lore ---- ==== Keeper of Time Compass ==== Points to a shard of the keeper when close can spend a week to sense a regional piece ---- ==== Keeper of Time Pendant ==== Slows projectiles which are directed at you giving you +1 armor ---- ==== Light Stone ==== Small stone, when activated produces magical light of the color the user wishes, either in a 30ft beam or a 15ft radius. ---- ==== Nightsider’s Key ==== 0 weight This key unlocks any door for you, provided you don’t belong where you intend to go. So long as you do nothing that would alert another to your presence (remaining unheard, unseen and unnoticed) and takes nothing more than your memories out with you, the key’s magic will prevent your intrusion from ever being discovered. It’s like you were never there at all. Source - Dungeonworld pg338 ---- ==== Shadow Ball Bearing ==== While held you become a shadow and must avoid direct light or take 1d4 burn damage. ---- ==== Twin Golden Snake Torcs ==== Magical pair of golden torcs, shaped like twin snakes entwined with ruby gems for eyes. When worn allows the wearers to communicate telepathically, share senses and always know where the other torc is. Sharing/thoughts must to accepted by both sides. Mutual consent. ---- ==== Waterspout ==== near, forceful, +1 damage, reload, 3 weight This elaborately carved whalebone firearm only requires water in order to operate: each time you volley with Waterspout, you need only dip it in or pour water on it in order to reload it (in fact, it cannot actually shoot normal bullets). It functions perfectly fine underwater, and its shots are not impeded by water. Cant use reduce ammo by 1 ---- ==== 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. ===== Pathfinder 2e =====