TEXT: Azure Hand 
  close, awkward, magical, weight 2 
  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.   
  Loregem of Azm Qadir 
  indestructible, slow, weight 2 
  A chunk of makerglass, about the size of a human 
  head. Look closely and you’ll see thousands upon 
  thousands of facets. Shine a light on it, and it casts 
  glittering runes all about, their shape and meaning 
  shifting with even the subtlest movement and flicker.  
  It is clear, upon even a cursory study, that worlds of 
  information are locked within this crystalline matrix. 
  Worlds and then some.  
  □ 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 or (if it’s mighty) 
  temporarily suppressed.  On a miss, don’t mark one of 
  the boxes on the reverse; mark a consequence instead. 
  The flickering runes cast by the Loresgem hold many 
  secrets, but to take advantage of them you must meet 
  the following requirements:  
   □ 
  Establish a safe, dark workspace with smooth walls 
  on which to project the runes 
   □ 
  Acquire or invent a reliable source of steady light 
  (the flickering of a flame causes the runes to shake 
  and shudder, making them illegible)  
   □  
  Devise a method for holding the Loregem in any 
  desired position, indefinitely. 
   □  
  Spend a season of uninterrupted study to get a feel 
  for the secrets contained by the Loregem.  
   □ 
  Acquire one of the workings of Azm Qadir, a prolific 
  Maker and one of the Lords of Stone 
   □  
  Another season of interrupted study, plumbing the 
  depths of Azm Qadir’s working and what the 
  Loregem has to say about it. 
  When you complete a requirement, mark its box. When 
  you have marked all the boxes, you have unlocked the 
  mysteries of the Loregem. You can read the Maker-runes 
  of the Lords of Stone and can, given time, decipher other 
  Maker-runes.  You also can use both Secrets of the 
  Past and Spells of Azm Qadir (see reverse).  
  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.  
   
  By Jeremy Strandberg 2015. Licensed under Creative Commons Attribution 3.0 Unported License.  
  □ SECRETS OF THE PAST  
  When you spend weeks or months pouring through 
  the data stored in the Loregem, ask the GM a question 
  about the Age of the Makers or the works of Azm Qadir. 
  They’ll tell you what the Loregem has to say.  
  CONSEQUENCES  
  □□  When the spell ends, you collapse in exhaustion 
  and want nothing more than to pass out for hours.   
  □□   The spell cascades dangerously out of control, far 
  beyond its usual range, area of effect, or duration. 
  If you attempt to reign it in or end it, you’re certainly 
  Defying Danger.  
  □ 
  You body becomes hard, rocky, stone-like. You 
  take -1 ongoing to DEX but +1 ongoing to CON, 
  indefinitely. 
  □ 
  Henceforth, you must sleep on hard stone to gain 
  any rest. Even hard-packed earth or sand is too 
  soft for you; it’s stone or nothing. 
  □ 
  You become stubborn as the stone itself. You can 
  only use Kith & Kin by refusing to remaining calm 
  or refusing to budge. 
    □  Replace your drive with Obstinance: Cause 
  trouble for your allies by refusing to change 
  your mind or course of action. 
  □ 
  Henceforth, when someone insults you or shows 
  you disrespect, take +1 forward to set them 
  straight and -1 forward if you let it pass. 
  □ SPELLS OF AZM QADIR  
  You have mastered the spells below, and can possibly 
  learn more (to do so, Make a Plan with the GM). When 
  you cast a spell of Azm Qadir, roll +INT. 
  10+ The spell is cast. 
  7-9 
  The spell is cast, but choose 1: 
   - Mark a consequence 
   - It drains you; mark a debility and lose 1d8 HP. 
   - The spell slips from your mind and cannot be 
  cast again until you spend a day studying it  
  6- 
  Mark XP, and the GM makes as a move (which 
  may or may not involve marking a consequence). 
   - Lithic Vigil: cast this spell while standing on the earth 
  or stone. You and everyone near you transforms into 
  rocks, boulders, or standing stones. You (and only 
  you) maintain awareness of your surroundings and 
  can choose to end the spell, releasing all who were 
  affected. When the spell ends, mark a debility. 
   - Stoneskin: cast this spell while touching stone(s) at 
  least as large as you are. The next three times you 
  take damage, the stone you touched takes that dam-
  age instead (usually to little effect). Take -1 ongoing to 
  DEX while this spell is active. 
   - Fusing: Touch two stones that are in contact with 
  each other. They fuse together, becoming a single 
  formation. Different materials will show a natural, 
  gradual seam; two similar stones will be seamless.  
  □ THUNDERBOLTS  
  When you draw your lifeforce into the Azure Hand, 
  convert it into roiling power, 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 every-
  one 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 
  □□□  You are burned. Mark a debility and lose 2d4 HP.  
  □  
  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, darkening 
  or brightening with your mood. You now see energy 
  patterns, glowing brightly, which can obscure facial 
  expressions and other details unless you focus. 
  □  
  Your skin takes on a bluish tint; your hair is 
  steaked with white; the air about you 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 _ Loregem.pdf