TEXT: An Old Scroll Case 
  An leather scroll case, cracked and age-
  worn. Inside is a tattered letter and pair of 
  small, bluish ingots. It’s a letter, in an older 
  dialect of Southern, from an apprentice to 
  their master. It describes a mental exercise to 
  draw latent power from aetherium.  
  You can learn Azm Otez’s Galvanic Infusion 
  from the scroll, but… 
  It’ll take a few weeks of dedicated study 
  You’ll use up one of the aetherium in-
  gots (or another source of aetherium) 
  You risk using up the other ingot (Defy 
  Danger with INT) 
  A Half-Buried Plaque 
  Scattered about the courtyard of the Ruined 
  Tower are shattered stones and shards of 
  twisted metal. Among them, more than half 
  buried, is a large plate of bronze etched with 
  Maker-runes and esoteric diagrams.  
  The plate contains the workings of a spell, 
  which you can learn but…  
  You must first dig up & clean the plate  
  You must decipher the Maker-runes  
  It’ll take a few weeks of study  
  You’ll risk harming your hearing, your 
  voice, or your health as you practice 
  (Defy Danger with INT).   
  A Folktale 
  There’s this old tale, about a Hillfolk witch 
  tricking a moor-troll into eating an enchant-
  ed seedpod. She promises to go get the troll 
  more food if he promises to then let her go. 
  Of course, the troll breaks his word and tries 
  to eat her, but the seedpod bursts into a mass 
  of gwir-nettles when he does.  
  You can learn the secret of the enchanted 
  seedpods, but need one of the following:  
  A Hillfolk elder, steeped in lore, to 
  teach you the ritual  
  The spirit of a gwir-nettle, friendly or 
  bound, to reveal the secrets of its birth  
  Carvings in a Cave 
  At the bottom of a sinkhole is a limestone 
  cave. A mouldering skeleton slumps against 
  one wall, showing signs of having been 
  hanged. Yet carved into the cave walls are 
  runes, caked over with mineral deposits.  
  You can study the runes and learn the secrets 
  they contain, but...  
  You must carefully restore the runes 
  over a few weeks of work and you risk 
  ruining them (Defy Danger with INT). 
  You must decipher the ancient writings, 
  which are similar to Maker-runes  
  It will then take a few days of study.  
  A Small, Strange Book 
  A small manual written on what appears to 
  be sheets of supple leaves. It is written in the 
  common script but in a strangely poetic se-
  quence of nonsense syllables.  
  The manual reveals the recipe for an elder-
  berry wine that brims with faerie magic, but 
  to learn the recipe, either... 
  You’ll need help from a fae poet, or 
  perhaps one of the Forest People 
  or... 
  You risk getting the recipe wrong, and 
  poisoning or cursing whoever drinks the 
  wine you brew. 
  A Grim Peat Mound 
  Not far from Marshedge, a ways into Ferri-
  er’s Bog, lies a peat mound where no birds 
  nest and flowers will not bloom. Since the 
  town’s founding, the people of Marshedge 
  have buried their criminals here, alive.  
  Over the years, the land has birthed a spirit 
  that hungers for the dying breaths of the 
  condemned. It is a young and eager, and can 
  be set to work upon criminals but only if 
  you...  
  Find a way to communicate with it 
  Convince it that you will  use its mark 
  only to condemn the guilty 
  A Giant’s Dormitory  
  Deep in an old cliff-dwelling of the Stone 
  Lords are a series of simple dormitories. One 
  bears the psychic imprint of its last inhabit-
  ant, a stoneshaper of some considerable skill.  
  When you enter the dormitory, you are 
  overcome with a vision of this student in-
  venting his first spell. You can learn this 
  spell, but…  
  You must have some talent for magic. 
  It will take weeks of repeated exposure 
  and study. 
  You risk lasting harm to your physique 
  and health (Defy Danger with CON). 
  Runes Around a  
  Ruined Hall 
  In a ruined citadel of the Forge Lords, the 
  grand hall lies empty. The throne is melted 
  slag. The ceiling is shattered. The pillars are 
  scorched and cracked. But intact around the 
  outside of the room are a series of flowing 
  runes. Close study reveals them to involve 
  both fire and privacy. 
  The runes repeat themselves and can be cop-
  ied, but...  
  It takes a few hours of careful work  
  You risk a transcription error, but to 
  what effect? (Defy Danger with INT.) 
   
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  Thunderous Bellow 
  When you channel the storm primeval and 
  utter a thunderous bellow, take 1d6 damage 
  (ignores armor) and roll +CON.  On a 7+, 
  everyone nearby (except you) must choose 1 
  (on a 7-9) or 2 (on a 10+):  
  Drop what they’re carrying and cover 
  their ears  
  Be deafened and disoriented for a few 
  moments  
  Stagger a few steps away from you  
  Azm Otez’s Galvanic  
  Infusion 
  When you touch a piece of aetherium and 
  draw its power into yourself, roll +CON. On 
  a 7+, you absorb the power and gain 1d8 HP 
  (even if this puts you above your max HP). 
  On a 7-9, the aetherium is drained and crum-
  bles into a chalky mass of verdigris.  
  The spell lasts until you dismiss it or until 
  you roll a miss on any move. While it lasts, 
  you need not sleep and remain highly alert 
  and focused.  
  When the spell ends, you lose 1d8 HP.  
  Truth Seeds 
  When you soak a pair gwir-nettle seedpods 
  in your own blood and whisper a secret over 
  them, they become Truth Seeds.   
  When you and another each eat a Truth Seed 
  and make a promise to each other, the seeds 
  ensure that the promises are kept. If either of 
  you break your promise, the seeds sprout 
  violently into a full-grown gwir-nettle 
  (dealing [b]2d10+3 damage, messy, ignores 
  armor, and now you’ve got a gwir-nettle 
  growing out of you).  
  Shell Game of Souls 
  When you touch a dying, intelligent creature 
  and speak the words of binding, roll +INT. 
  On a 10+, you bind their soul to your flesh. 
  On a 7-9, you can bind their soul but doing 
  so burns you. Take 1d8+2 damage (ignores 
  armor) and mark a debility of the GM’s 
  choice. Your flesh can bind a number of souls 
  equal to your CON. The souls manifest in 
  dreams, and occasionally struggle when you 
  mind or body are weak.  
  When you die, you can release a bound soul 
  to go through the Black Gates in your place. 
  Choose an option as if you rolled a 7-9 on 
  Death’s Door.  
  The Tomb-Bog’s Mark 
  When you mark someone with mud from the 
  Tomb-Bog and pronounce them guilty of a 
  crime, you can place a geas upon them. 
  Phrase it as one of the following: 
  You must never again ____  
  Henceforth, you must always seek to 
  ____ when you have the chance 
  Should they fail to follow the geas, their life 
  is forfeit and the spirit of the Tomb-Bog will 
  track them down and smother them.  
  Should they prove themselves innocent to the 
  Tomb-Bog spirit, your life is forfeit instead.  
  Old Mother’s Wine 
  When you sacrifice a memory to an fruit-
  laden elder tree and brew a wine from its 
  berries, make note of the memory you gave 
  and up and erase 1 XP. You gain a skin of 
  Old Mother’s Wine (1 weight, 5 uses, magi-
  cal).  
  When you take a draught of Old Mother’s 
  Wine, expend a use and you are unaffected 
  by fae magic a night and a day. While pro-
  tected, you see through fae illusions, are 
  untouched by fae enchantments, can walk 
  the faerie paths and time passes normally 
  should you wander through the faerie realm. 
  Idn’Frey’s Sudden  
  Sinkhole 
  When you cast Idn’Frey’s Sudden Sinkhole 
  on a target standing on the ground, mark a 
  debility of your choice and roll +INT.  On a 
  10+, the spell works and the earth or stone 
  beneath them drops away, creating a pit trap 
  half-again taller and wider than they are.  
  On a 7-9, the spell works but it siphons even 
  more energy from your body. Mark another 
  debility, of the GM’s choice. realm. 
  The Fiery Veil 
  When you precisely inscribe the flowing 
  runes of the Fiery Veil along the outside of 
  an area, the area is warded for as long as the 
  runes remain intact.  
  When anyone tries to scry on the warded 
  area from afar, or view it from the spirit 
  realm, they see only a curtain of fire. If they 
  insist on peering through the curtain, they 
  are burned for 1d10 damage (ignores dam-
  age) and appear to those inside as a ghostly 
  image wreathed in flames. 
   
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SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Spells as Minor Arcana (Duplex).pdf