TEXT: Azure Hand 
  close, awkward, magical, weight 3 
  A thick staff of gray metal, topped with a plate of aetherium 
  in the shape of a stylized hand. The palm is embossed 
  with a cloud and lightning bolt, and the whole thing is more 
  than a little top-heavy. 
  It smells of ozone, and your spine never ceases to tingle in 
  its presence.   
  When you bear the Azure Hand, you sense sources, 
  currents, and reservoirs of energy much like you sense 
  the pull of gravity or the position of your own hand. You 
  can closely study such energy and Discern Realities 
  about it. 
  When you brandish the Azure Hand at a source of 
  elemental power (fire, lighting, strong winds, a blast of 
  cold, etc.) roll +CON. On a 7+, you gather the energy 
  about the Hand where it remains as a swirling vortex so 
  long as you maintain an intense focus, or until you: 
   - Direct the energy into a vessel that can contain it 
   - Discharge it harmlessly into the earth 
  On a 10+, you can alternately choose to: 
   - Fling the energy, rolling +INT to Volley (near, thrown, 
  dangerous). Ask the GM for its damage and other 
  effects. 
   - Use the energy to fuel or empower some other magic 
  On a miss, mark one of the boxes below instead of XP, 
  and ask the GM how the power goes out of control. 
  □ □ □ □  
  When you mark the last box, you unlock the mysteries 
  of the Azure Hand. Choose one of the moves from the 
  reverse, and clear all the boxes.  
  
  □ BATTERY  
  When you gather elemental power about the Azure 
  Hand, you can choose to store the energy in the staff 
  itself. It no longer requires your focus to maintain. You 
  cannot do this again until you use up the energy con-
  tained within (see reverse). 
  □ EYE OF THE STORM 
  When you grasp the Azure Hand and impose your will 
  on the elements around you, roll +CON. On a 7+, they 
  calm: the earth beneath you stops shaking, winds die 
  down, storms pass, fires go out, etc. On a 7-9, choose 1. 
  On a 10+, choose 2. 
   - You suffer no consequence (otherwise, mark one) 
   - The effect is far reaching, a mile or so around you 
  (otherwise, it extends just a few paces) 
   - You can maintain the effect easily (otherwise, it takes 
  all your concentration)  
  □ SIPHON  
  You can brandish the Azure Hand at a spell or a magical 
  construct, and draw out the magic as if it were a source 
  of elemental power (see reverse). When you do, on a 7-9 
  the magic is diminished to about half its usual effects.  
  On a 10+, the magic is dispelled entirely (if relatively 
  weak) or temporarily suppressed (if mighty).  On a miss, 
  you mark a consequence instead of one of the boxes on 
  the reverse. 
  □ THUNDERBOLTS  
  When you draw your own lifeforce into the Azure 
  Hand, convert it into roiling lighting and thunder, and 
  fling it at your foe, lose 2d4 HP and roll +CON. On a 7+, 
  inflict 2d6 damage (forceful, loud, ignores armor) to your 
  target and everyone near it. On a 7-9, you must also 
  choose 1: 
   - Mark a consequence 
   - Cause serious, perilous collateral damage 
   - Collapse into unconsciousness for a few moments  
  CONSEQUENCES 
  □□□  The power overwhelms you. Mark 2 debilities. 
  □  
  You become bound to the staff. You can call it to 
  your hand from up to far away, but you fully suffer 
  the effects of any harm or magic visited upon it. 
  □  
  Your eyes become a solid bluish white, growing 
  darker or brighter with your mood 
  □  
  Your skin takes on a bluish tint and your hair is 
  steaked with white. The air about smells constantly 
  of ozone and thrums with power. Sensitive beings 
  can easily sense your presence, even from afar. 
  □ 
  Henceforth, any storm in your presence is unnatu-
  rally strong. If you spend a summer or a winter in a 
  steading or within a day’s march of one, the stead-
  ing takes -1 to its Fortunes due to harsh weather.  
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Azure Hand (v2).pdf