TEXT: TAKE ON 
  MAGIC ITEMS
  A TakeOnRules.com Endeavor
  JEREMY FRIESEN
  
  Take On Magic Items
  Welcome to TakeOnRules.com’s ﬁrst published 
  supplement – “Take On Magic Items” is a collection of 
  magic items for Dungeon World.
  A clever GM could easily translate the items in this 
  supplement into their fantasy system of choice, especially 
  systems that encourage rulings not rules.
  TAKE ON 
  MAGIC ITEMS
  MY GUIDING PRINCIPLE FOR MAGIC ITEMS…
  ❖ …should be interesting
  ❖ …should have a cost
  ❖ …should be useful in mundane ways
  
  Bearded Shield
  +1 armor, 2 weight
  Often given by a dwarf thane as a gift to 
  honor a worthy individual, a Bearded 
  Shield is adorned with fine steal carefully 
  worked to depict an immaculate dwarf 
  beard.
  When wielding a Bearded Shield, take +1 
  ongoing to Defend.
  It is rumored that there once was a human 
  paladin who drank himself into uncon-
  sciousness with a Bearded Shield strapped 
  to his back. In the morning the paladin 
  awoke transformed into a dwarf and his 
  Bearded Shield was gone. But we all know 
  bards stretch the truth.
  Bell of Freedom
  1 use
  When you ring this cracked handbell any 
  creature within earshot immediately may 
  escape any and all of their physical and/or 
  magical bondage. The prison doors open, 
  the manacles spring loose, and the spell of 
  holding ends; They are free. 
  After one ringing, the crack in the handbell 
  spreads and the bell shatters.
  Belt of the Brawler
  A wide leather belt with numerous notches 
  and an outlandishly large belt buckle.
  When wearing the Belt of the Brawler, you 
  gain the tag Booming Voice.
  When wearing the Belt of 
  the Brawler and you Hack 
  and Slash, add the follow-
  ing to the move: *On 10+, 
  you may also push your 
  enemy several feet and 
  knock them prone.
  Boots of the Trailblazer
  These waterproof, weatherworn, hardened 
  leather boots always fit perfectly and com-
  fortably. 
  When wearing these boots, you take +1 on-
  going to Trailblazing.
  In a pinch these boots can be used as a 
  day’s worth of rations for a small band of 
  travelers. Sadly they are consumed.
  Bladed Gloves
  A pair of black leather gloves each adorned 
  with a silver dagger charm.
  When wearing these gloves and you whis-
  per the word “Blade” while touching one of 
  the silver dagger charms, a spirit dagger 
  materializes in your hand. 
  The spirit dagger behaves like a normal 
  dagger but can also affect creatures that 
  are insubstantial.
  Any daggers created by the gloves fade 
  from existence within a minute or two after 
  leaving your grasp.
  2
  
  Chains of the Drowned
  Clumsy, 4 weight
  These rusting chains smell of the brine and 
  kelp. They are rumored to be created by 
  wrapping a mutinous sailor in newly 
  crafted chains then drowning the sailor at 
  high tide. The still bound sailor’s remains 
  are cast to the sea and exhumed a year and 
  a day later. A vile ritual, since long forgot-
  ten, is then performed with the chains, im-
  buing it with magic.
  When you wear the Chains of the Drowned 
  and speak the name of a departed loved 
  one, roll+CON. *On a hit you gain the spe-
  cial quality Insubstantial and the tag Loud. 
  *On a 10+ choose two. *On a 7-9 choose 
  three:
  • The sea claims a secret from you. The 
  GM will ask you a question. Answer 
  truthfully.
  • You can only wear the chains for a mo-
  ment before you must take them off
  • The GM will ask you a question about 
  the departed loved one. Answer truth-
  fully. As the sea claims their soul, your 
  memory of your loved one fades into 
  oblivion.
  Chalice of Fealty
  A silver chalice etched with a pattern of en-
  twined snakes and fantastical creatures.
  When you pour red wine into the Chalice of 
  Fealty and you give a command to another 
  creature drinking from the chalice, 
  roll+CHA. 
  When commanding an NPC, *On a 10+ 
  that creature will do what you command. 
  *On a 7-9 that creature will do what you 
  command but will most certainly twist 
  your words. 
  When commanding a PC, *On a 10+ 
  choose two. *On a 7-9 choose one. *On a 6- 
  your treachery is immediately revealed.
  • If the PC does it, the PC marks XP.
  • If the PC refuses, the PC takes -1 ongo-
  ing until they next dine with you.
  Crimson Scimitar
  Near, +1 damage, 1 weight
  Forged from blood steel and adorned with 
  bloodstones, this finely crafted scimitar 
  will never rust, corrode nor require sharp-
  ening so long as each day a few drops of 
  fresh blood are smeared on the scimitar’s 
  blade.
  When you Hack and Slash with this scimi-
  tar, add the following to your move: *On a 
  12+, resolve as the 10+ result and if the en-
  emy bleeds, you also heal 3 HP.
  Gloves of the Pickpocket
  A pair fingerless fine wool gloves dyed 
  grey.
  When you are wearing a pair of Gloves of 
  the Pickpocket and have a small trinket in 
  your hands – a coin, shiv, ring, or some 
  such item – and gently rub your hands to-
  3
  
  gether, the trinket transforms into a small 
  patch sewn onto the glove. The small patch 
  vaguely resembles the original.
  When you spend a minute or so carefully 
  removing one of the sewn patches, the 
  patch reverts to the original trinket.
  Each glove has room for three patches.
  A clever seamstress or seamster may be 
  able to create and sew a patch onto the 
  glove…who knows what might happen 
  when that patch is removed. 
  Hairbrush of Fallen Locks
  This ornate boar bristles hair brush has a 
  bejeweled handle – upon further inspec-
  tion those jewels are actually well crafted 
  ornate glass. 
  When you brush your own shoulder length 
  hair, or longer, one hundred times and cut 
  off all your hair, the shorn hair is imbued 
  with mischievous magic.
  When all of the imbued shorn hair is 
  placed on a lock, that lock springs open 
  and the hair loses its enchantment.
  Jellied Eyes
  2 uses
  This small sealed glass jar contains 
  the boiled and preserved eyes of 
  some unfortunate person. Upon 
  opening the jar, a whispered gasp 
  can be heard, and the sweet smell 
  of sugary decay is immediately evi-
  dent. 
  If one were to eat a jellied eye, so 
  they say, one is able to view any 
  singular moment, perhaps even a 
  minute or so, that the eyes – when 
  they were in their rightful owner’s skull – 
  once saw.
  Jug of Liquid Metal 
  2 weight, 5 uses
  This plain earthen jug contains about a half 
  gallon of cool silvery liquid. 
  When the liquid is exposed to air it begins 
  to harden. After a couple of minutes the liq-
  uid fully transforms into steel. 
  When you pour out the liquid, explain 
  what you are doing, and the GM will tell 
  you the number of uses consumed.
  Miser’s Amulet
  This simple silver amulet is of seemingly 
  shoddy craftsmanship, yet never requires 
  repairs.
  When you are wearing the Miser’s Amulet 
  and you give someone one or more coins, a 
  few minutes later one of those coins reap-
  pears in a coin pouch on your person.
  When a coin reappears in your coin pouch, 
  the amulet grows cold and slowly warms 
  over the next few minutes.
  If you have a Miser’s amulet you probably 
  should have a coin pouch.
  4
  
  Occum's Razor
  With a straight edge that seems to never 
  dull, Occum's Razor is perfect for a clean 
  shave. But its true value lies in its ability to 
  discern truth. 
  When you spill blood with the razor onto a 
  written question (in paper, stone, or any-
  thing else) the spilled blood will spell out 
  an answer to the question. 
  After the razor has been used in this way, 
  the blade rusts and must be sharpened. Oc-
  cum’s Razor refuses to be sharpened ex-
  cept on the bones of philosopher who has 
  been dead for no more than an hour.
  Phylactery of Remembrance
  This small leather box, adorned with a sim-
  ple sigil, contains an ancient vellum scroll 
  with indecipherable writing. It is rumored 
  to have been created by an ancient cult de-
  voted to the collection of knowledge.
  When you possess the Phylactery of Re-
  membrance add the following option to 
  your Cast a Spell move’s 7-9 options:
  • Time freezes for a moment for everyone 
  but you. An ancient forgotten entity ap-
  pears in a vision demanding an answer 
  to its question. The GM will ask you a 
  question. Answer truthfully. The phylac-
  tery vanishes, and time immediately 
  thaws.
  Porcelain Pig of Prosperity
  This poorly painted porcelain pig figurine 
  appears to be the work of an artistically dis-
  inclined student.
  When you place a single coin in the pigs 
  small slotted mouth and leave it there until 
  the next sunrise, two coins exactly like the 
  original can be found in the pigs slotted 
  rump. The coin in the pigs mouth is gone.
  When you gently polish the pig and glee-
  fully mutter the phrase “Give me, give me! 
  Pork, pork! Now! Now! Now!” the porce-
  lain pig grows and permanently transforms 
  into a succulent, aromatic, roasted hog 
  large enough to feed 30 people. Inside the 
  roasted hogs intestine can always be found 
  a new Porcelain Pig of Prosperity.
  Men have went mad searching for en-
  chanted coins to feed to their pig…but the 
  wise realize that this can’t possibly work…
  can it?
  Ring of Regeneration
  A tattered bronze ring with etchings worn 
  beyond recognition.
  When wearing the Ring of Regeneration, 
  and you gain a physical debility (e.g. Weak, 
  Shaky, Sick), the debility fades within an 
  hour or two.
  When wearing the Ring of Regeneration, 
  and you make a Last Breath move, instead 
  of rolling the dice, set the dice to 12. Death 
  begrudgingly spares you this time but re-
  claims its stolen ring.
  5
  
  Ring of Spell Turning
  A shiny platinum band inlaid with a golden 
  ring. The only hint of its magical nature is 
  that the ring never tarnishes and always re-
  mains unmarred.
  When you would be directly affected by a 
  spell that only affects you, roll+INT. *On a 
  10+ the spell rebounds on the caster. *On a 
  7-9 the spell affects both you and the 
  caster, but only at half potency. *On a 6- 
  the spell affects you at full potency.
  Rosary of Contemplation
  A cord of six simple wooden beads, each 
  hand crafted from a different type of tree.
  When you hold the Rosary of Contempla-
  tion and quietly introspect at a location sa-
  cred to your patron deity, the GM will ask 
  you a question.
  If you answer truthfully, gain 2 hold. You 
  may spend hold 1 for 1 to gain a +1 to any 
  roll.
  If you fail to answer truthfully, until you 
  atone you lose favor from patron god and 
  take -1 ongoing to Last Breath moves.
  Sanguine Mask
  This partial black mask with crimson red 
  cheeks would cover your eyebrows down to 
  your cheekbones. When touched, the color 
  transforms to your skin tone. 
  When you don the mask, it seamlessly 
  fuses to your face; the only indication that 
  it isn’t gone entirely is that your 
  cheeks gain a ruddy complexion. 
  So long as you have not had an alco-
  holic drink within the past day, you 
  may remove this mask.
  When wearing the Sanguine Mask 
  and you are uninjured, take +1 ongo-
  ing to Carousing and -1 ongoing to 
  Hack and Slash.
  When you first become injured and 
  are wearing the Sanguine Mask, 
  roll+CON. *On a 10+, hold 3. *On a 
  7-9, hold 1. When you attack an en-
  emy in melee, you may spend hold 1 
  for 1, to choose an option:
  • Take +1 forward to your Hack and 
  Slash roll.
  • Take +2 forward to your Hack and 
  Slash damage.
  • On your Hack and Slash hit you 
  deal +1d6 damage but also take +1d6 
  damage.
  When you fall asleep before you have spent 
  all of your hold, upon waking the Sanguine 
  Mask is gone, and there are dozens of mi-
  nor cuts on your face, you gain the tag 
  Somewhat Frightening until these cuts 
  heal.
  6
  
  Spear of Spiritbinding
  Reach, Thrown, Near, 1 weight
  This spear, with its wide leaf-shaped obsid-
  ian spearhead, is adorned with two raven 
  feathers tied to the bindings. 
  When you write with this spear upon the 
  ground the name of the creature last slain 
  by the spear and forever release the slain 
  creature's spirt, roll+CHA. *On a 10+, you 
  may ask the departing creature's spirit 
  three questions and it will answer to the 
  best of its knowledge. *On a 7-9, you may 
  ask the departing creature's spirit one ques-
  tion and it will answer to the best of its 
  knowledge.
  Tattered Dice Pouch
  This tattered leather dice pouch is coveted 
  by those who make their living in inns, tav-
  erns, and gambling dens. 
  When you put a pair of dice in the pouch 
  and spend a day gambling and carousing, 
  then at the end of that day the dice are at-
  tuned to the dice pouch. You may only ever 
  have one pair of attuned dice.
  When you attune to a pair of dice all other 
  attuned dice are no longer attuned. 
  When you lose possession of the Tattered 
  Dice Pouch, even for a moment, all dice 
  lose their attunement.
  Traveller’s Fork
  The Traveller’s Fork is a simple two tined 
  wooden fork.
  When the fork is burnt at an intersection 
  on a road and you point down one of the 
  paths and speak a creature’s name, that 
  creature is compelled to avoid going down 
  that path. 
  If the named creature is an NPC, to the 
  best of that creature’s ability, it will avoid 
  going down that path. This compulsion 
  lasts until the next sunset.
  If the named creature is a PC, and they 
  avoid taking the path until the next sunset, 
  the PC marks XP. If the PC takes the forbid-
  den path, they take -1 ongoing until the 
  next sunset.
  Writ of Demeter
  This vellum scroll's exterior is often deco-
  rated with ancient and abstract symbols.
  When reading the scroll, and incanting a 
  person's name, until the next sunrise, the 
  named person’s voice may only be heard by 
  you and/or the people with whom he or 
  she has a bond. 
  Once read aloud, the Writ of Demeter 
  turns to ash.
  7
  
  Written by Jeremy Friesen
  Special Thanks to Jenny Frech for  supporting one poor soul hopelessly consumed by gaming; Aidan, Savan-
  nah, Eliana, and Ainsley for always being eager to play a game with your old man; Vincent Baker for unleash-
  ing the Apocalypse; Sage LaTorra & Adam Koebel for kicking open the Dungeon doors; J.B. Mannon for get-
  ting this thing going; Jim Crocker for running that one late night game at GenCon 2012 – sweet heavens you 
  had the patience of  Job; Travis Scott for your wizardly observations and help with Chains of  the Drowned; 
  Stras Acimovic for tuning and ultimately writing the mechanics for the Ring of  Spell Turning ; Mark Diaz Tru-
  man for pushing to continue a great thing; Marissa Kelly for showing that a woman can be a Goblin King; 
  Morgan Ellis for giving such brilliant and uproarious in-game direction; Jaron Kennel, Michael Kennel, Matt 
  Honderich, and Joe Ingold for being my face to face gaming group that faces ever shifting systems; Jason Leh-
  man for being the first to gleefully exclaim “Give me, give me! Pork, pork! Now! Now! Now!”
  viii
  Credits, Thanks, License, and Attribution
  “Take On Magic Items” by Jeremy Friesen is licensed under the Creative Commons Attribution 3.0 Unported License.
  Based on “Dungeon World” by Sage-Kobold Productions
  
  “Lear Fantastically Dressed with Flowers” from Dalziel, the Brothers: “A Record of  Fifty Years’ Work” (1901) 
  http://www.fromoldbooks.org/Dalziel-RecordOfWork/pages/079-Lear-Fantastically-Dressed-With-Flowers/
  “Cleopatra” from Dalziel, the Brothers: “A Record of  Fifty Years’ Work” (1901) 
  http://www.fromoldbooks.org/Dalziel-RecordOfWork/pages/175-Cleopatra-and-her-slaves/
  “Heraldic Crest and Symbols of  Industry” from Visconti, Ennio Quirino: “Il Museo Pio Clementino” (1792) 
  http://www.fromoldbooks.org/Visconti-IlMuseoPioClementino/pages/Vol-VI-000-title-page-detail/
  “Silver Cup” from Green, J. R.: “A Short History of  the English People” (1902) 
  http://www.fromoldbooks.org/Green-ShortHistory/pages/0101-Silver-Cup/
  “Bookcase” from Andrews, William: “Curiosities of  the Church: Studies of  Curious Customs, Services and Records” (1891) 
  http://www.fromoldbooks.org/Andrews-CuriositiesOfTheChurch/pages/128-bookcase/
  “Hands from p. 69” from Beard, Frank: “Bible Symbols” (1908) 
  http://www.fromoldbooks.org/Beard-BibleSymbols/pages/069-detail-1-works-of-thy-hands
  “1789.—The Grand Falconer” from Knight, Charles: “Old England: A Pictorial Museum” (1845) 
  http://www.fromoldbooks.org/OldEngland/pages/1789-Grand-Falconer/
  “Reading Desks. MS. Bodleian Library.” from Aubrey, William Hickman Smith: “The National and Domestic History of  England 
  Vol 2” (1878) http://www.fromoldbooks.org/Aubrey-HistoryOfEngland-Vol2/pages/175-Reading-Desks/
  ix
  Images Used
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Expansion Content/Take on Magic Items.pdf