TEXT: Staff of the Lidless Orb 
  close, awkward, magical, weight 2 
  A sphere of greenish glass, etched with a cat’s-eye design 
  and set atop a staff of rough, pitted black iron. The orb 
  catches the light and seems to glow, and the pupil seems 
  to widen in the dark and narrow to a slit in daylight.  
  And sometimes, you could swear, it seems to look about 
  on its own.   
  But that’s preposterous. 
  CONSEQUENCES 
  □   
  One of your eyes becomes strange, bulging, and 
  discolored. Your vision is more-or-less unaffected, 
  but you permanently have the Scarred debility. 
   □  
  Your other eye withers, atrophies, and goes 
  pale and empty. Warts sprout all around the 
  socket.  
  □  
  You begin to sprout warty, scale-like protrusions all 
  over your face, shoulders, back, neck, and limbs. 
  These continue to grow until you gain +1 armor, but 
  mortals who see these growths tend to be repulsed. 
  □  
  You become incapable of seeing beauty. Your 
  senses are unaltered, but nothing strikes you as 
  beautiful. Grotesque and horrific sights still move 
  you and hold a strange fascination.  
   □  
  Replace your drive with Disgust: Gaze 
  fascinated upon something horrific and 
  grotesque. 
   □  
  You can clearly see the ugliness in other 
  people. When you first meet an NPC, you 
  can ask the GM “What secret shame or guilt 
  do they bear?” and get an honest answer. 
  □□□  You become aware of El’ash-Orra, the Lord of 
  Many Eyes, gazing upon you from Below. He whis-
  pers to you a task; refuse it—now or later—and the 
  Lidless Orb goes dark, useless to you. 
  Twisted Spear 
  reach, 2 piercing, magical, 2h, weight 1 
  A knobby length of wood, pale as death and hard as 
  steel, tapering to a needle point. The shaft is scored 
  and notched, the tip stained with blood and soot.   
  The Spear is a potent weapon against spirits and 
  demons. They cannot bear its touch and its presence 
  makes them deeply ill at ease. 
  □ POWER OF THE LIDLESS ORB 
  When you bear the staff and call upon the power of 
  the orb, choose one of the following effects: 
   - Cast your sight afar, seeing either a time in the past of 
  your current locale or the present of a distant place 
  which you have previously visited. While your maintain 
  the effect, you are blind to the world around you. 
   - Hold the orb before another creature’s gaze and steal 
  its sense of sight until you use this effect again. When 
  you see through the Lidless Orb, you can choose to 
  see using the most recently stolen sense of sight. 
   - Hold the orb before a mortal being’s gaze, keeping it 
  transfixed, mesmerized, and receptive to your sugges-
  tions.  A weak-willed creature will obey outright; a 
  strong-willed one might require convincing.  
   - Point the orb at a living victim and roll 2d4. If you roll 
  higher than the victim’s current HP, it’s debilitated with 
  nausea and vertigo while you remain in its presence 
  (and possibly for some time thereafter). Otherwise, the 
  victim reels momentarily but soon recovers. 
  Once you’ve chosen the effect, roll +CON: 
  10+ The power manifests as described.  
  7-9 
  The power manifests as described, but mark a 
  consequence. 
  6- 
  Mark XP, and the GM makes as a move (which 
  may or may not involve marking a consequence). 
  When you wield the Twisted Spear as a weapon, you 
  ignore magical protections and can harm spirits, ghosts, 
  demons and insubstantial creatures. 
  When you first plunge the Spear into a spirit or a 
  demon, you mind reels with strange visions. You come 
  to knowing the tasks below.  
  When you complete a task, mark it off. 
   □  Impale a foul spirit with the Spear, and keep it  
  skewered until it burns away to nothing. 
   □  Visit the elder tree from which the Spear was carved, 
  and water its roots with your blood 
   □   Face the Pale Hunter and survive the encounter. 
   □   Spend a fortnight in the wild, eating nothing, naked 
  and unarmed except for the Spear  
   □   Pierce your own hand with the Spear, giving it a 
  shard of your soul and reducing your max HP by 
  1d4+1.   
  When you have marked 3 tasks as complete, you unlock 
  the mysteries of the Twisted Spear. Choose one of the 
  moves on the reverse; you can use that move as long as 
  you wield the Spear.  
  Each time you mark an additional task as complete, gain 
  another move from the reverse.  
  When you grip the staff, close your eyes, and see 
  through the Lidless Orb, roll +CON.  
  10+ Choose 3 from the list below. 
  7-9 
  Choose 1 from the list below.  
   - The orb sees through darkness, natural or magical. 
   - The orb sees through illusion, glamor, and invisibility. 
   - The orb can see strong emotions as auras radiating 
  from people and lingering on places 
   - You can move about and operate effectively while 
  seeing through the orb (otherwise, not so much) 
  Whatever choices you make, the effect lasts until you 
  open your eyes or let go of the staff. 
  6- 
  Mark XP, and the orb shows you a terrible vision of   
  some distant time or place. Ask the GM what you 
  see. While the vision lasts, you are insensate to the 
  world around you and take -1 forward when you 
  come to. Mark a box. 
  □ □ □ □ □ 
  When you mark the last box, you unlock the mysteries of 
  the staff and can use Power of the Lidless Orb (see 
  reverse).  
   
  By Jeremy Strandberg 2015. Licensed under Creative Commons Attribution 3.0 Unported License.  
  □ WHISPERS 
  When you grip the shaft of the Twisted Spear, you can 
  hear the voices of spirits nearby. When you ask the GM 
  “What spirits are active here?” you will always get an 
  honest answer. 
  □ PROMISE OF DOOM  
  When you hold the Twisted Spear and speak aloud an 
  oath to destroy a spirit, ghost, or demon, you do +2d4 
  damage against them and -4 damage to everything else. 
  This lasts until you destroy them. If you forsake your 
  oath, mark a consequence and cross off this move.  
  □ ROOTS OF THE ELDER TREE   
  When you stand with your feet firmly on the ground 
  and strike a foul spirit, ghost, or demon, you can mark 
  a consequence to send your target coursing through you 
  and into the depths of the earth, where it is bound fast. 
  □ DARKNESS LINGERS   
  When you strike down a spirit, ghost, or demon, ask 
  the GM for one of its moves and write it down; it is held in 
  the Twisted Spear. When you use the stolen move, roll 
  +CON. On a 7+, you do it, just like that. But on a 7-9, 
  choose 1: 
   -  The move is lost, bleeding away from the Spear 
   - Mark a consequence   
    
  CONSEQUENCES 
  □  
  Deep beneath the elder tree from which the Spear 
  was carved, something dark and terrible shifts and 
  strains at the roots that bind it. 
  □  
  From now on, the first time you Make Camp each 
  session, roll +WIS. On a 10+, you dreams are 
  unpleasant and claustrophobic but your sleep is 
  restful. On a 7-9, you dream of that which is bound 
  by the elder tree from which the Spear was carved. 
  Take -1 forward, but ask the GM what you learn. On 
  a 6-, the thing bound by the tree sees you, too. You 
  awake, unrested, and will get no rest this night. 
  □ 
  You are overwhelmed by a vision of the thing bound 
  by the Spear’s tree, its past and its terrible desires. 
  □ 
  The elder tree from which the Spear was carved 
  shudders and cracks, still whole but wounded and 
  weakened. 
   □  
  A lesser evil escapes from the roots of the 
  tree. Ask the GM what is now loose in the 
  world. 
   □  
  The tree grows sick and weak, losing its 
  leaves and sprouting only a few in spring. 
   □  
  Some natural thing is tainted by the dark 
  power beneath the tree, and goes forth to 
  wreak evil. 
   □  
  The tree dies. Its prisoners escape. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Lidless Eye _ Twisted Spear.pdf