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Artifacts

Powerful and important magic items that grow with their wielder. Here are six samples, more will come in the future.

Blade of the Soulstone

This ornate blade is said to absorb the souls of those it has slain, trapping them in the gem in its pommel until its wielder releases them.

Soul Power When you land a deathblow on a powerful creature using this sword, it absorbs their soul; write them down. The sword can hold up to five souls at once; it won’t absorb any once full.

When you use a soul for knowledge, strength, or otherworldly assistance, release it and gain Advantage on your next roll.

When you Make Camp with five souls stored, you can release them all at once to gain one of the Moves below.

  • Seance When you ask a stored soul a question, you may converse with them as if they were alive. Then their soul is released.

  • Spiritual Successor When you empower yourself with a soul, release it and say what ability it had that you can now do for the rest of the scene. The GM will then say what risk or cost comes with it.

  • Soulburn When you release a soul to ignite the blade with ghostfire, your next attack with the blade inflicts +1 damage and is Piercing. You can release more souls to keep the fire going.

  • Solid Soul Drive The blade can now store up to nine souls, instead of five.

  • Guardian Spirit When you empower the blade with one or more souls from within it, it acts and fights on its own in your stead, becoming an NPC with 5 HP that deals 2 damage that lasts for the rest of the scene. Choose one per soul consumed.

  • It has +3 HP and deals +1 Damage

  • It has an ability of one of the consumed souls

  • It will remain animated for the rest of the session

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Dragonmark

This tattoo of magical dragon’s blood seems to grow in size, complexity, and beauty over time.

Crown of Awakening

Those who don this ornate circlet can see into the minds of those

around them…if they can retain their own mind while doing so.

Living Brand Your dragonmark empowers you, body and mind, to something beyond mere mortality. Feed it further and you will become truly strong. What does your mark look like?

Choose one location for your initial tattoo:

  • Arms - You can manifest reptilian razor sharp claws and use them as a weapon (2 dmg alone, 3 dmg together, light, piercing). You can retract, dismiss, or otherwise hide these claws at any time.

  • Back - You can manifest scaled wings that let you

traverse the skies effortlessly.

  • Torso - Once per scene, you can breath fire. When

fighting someone with your fiery breath (2 dmg, area, vicious, messy), treat it like magic and roll+Pride (max 3) instead of another stat.

  • Face - You fluently understand the ancient tongue spoken by dragons and other primeval forces.

  • Legs - Your body is much more resilient than before, you

have +1 Armor.

Draconic Instinct When you secure your Treasure in a hidden stash or hoard, gain 1 Pride per Treasure stored this way. If anyone ever removes Treasure from your hoard, lose one mark location and all Pride.

When you Make Camp with 5 or more Pride, your mark spreads to an additional location. Reduce your Pride by 5 and gain an additional Living Brand tattoo.

Awakened Mind You can sense the thoughts of others like murmurs in a crowd, and with a little focus you can pick out someone in particular. For the purposes of Sensing the Motive of someone nearby, intense concentration counts as intimate or prying conversation.

When you mark a condition, you may instead choose to lock it to gain 1 Dominion.

When you Make Camp with 3 or more Dominion, reduce Dominion by 3 and gain an Advanced Move below.

  • Enforce Will When you touch someone skin-to-skin and force your mind upon theirs, roll+WIS. *On a 7+ choose one below. *On a 7-9 mark a condition due to the effort. *On a 6- mark 1 XP and they choose one for you instead.

  • You immediately ask them two questions as if you

Sensed Motive.

  • They forget a past or present memory.

  • They follow a simple command until the scene ends.

  • Tap Collective Subconcience When you listen to the mind of the world itself, roll+WIS. *On a 7+ you the GM will tell you the details of a Threat. *On a 7-9 you also choose one below. *On a 6- the backlash is too much, mark 1 XP and the GM makes a move.

  • The collective stares back, mark two conditions due to

horror, strain, etc.

  • Your glimpse is limited, the GM tells you partial or

obscured information.

  • Mind Blast When you unleash a psychic attack on someone nearby, roll+WIS. *On a 10+ choose two. *On a 7-9 choose one. *On a 6- they resist it; mark 1 XP and the GM makes a Move.

  • They can’t act until they’re harmed or the scene ends

  • They suffer 5 damage from the mental overload

  • You can use this again this scene (otherwise you can’t)

Holy Avenger

The very sight of this blade made from gold, silver, and light brings tears of joy to many an eye.

Staff of the Magi

While simple in shape, this runed wooden staff thrums with power, plain for all to see.

Manual of Golems

This thick leather-bound tomb been filled with dozens of elaborate instructions and diagrams.

When you do any of the following while wielding this blade, regain all HP and gain an advancement below.

  • Swear in your heart of hearts to be a champion for good

  • Defeat a demon or undead central to a Threat

  • Save or redeem someone believed lost

  • Face Death on behalf of another

  • Brightest Day, Blackest Night When you raise the sword into the sky and cry out for light, a ball of sunlight erupts from the blade and illuminates everything you can see for a few minutes; roll+CHA. *On a 10+ choose two. *On a 7-9 choose one.

  • It burns all demons and undead nearby, forcing weaker

ones to flee

  • It heals all allies, including yourself, for 1 HP each
  • Its light illuminates a secret, treasure, or opportunity
  • It lasts a few hours, not minutes

*On a 6- the light draws the ire of dark forces; mark 1 XP and the GM makes a move.

  • Lay on Hands When you touch someone and pray for them, roll+WIS. *On a 7+ they heal for 2 HP. *On a 10+ choose one:

  • If they’re a PC, they gain ADV on their next roll

  • If they’re an NPC, you gain ADV on your next roll that

involves them (protecting, convincing, etc.)

  • You or they regain 1 HP

*On a 6- the healing drains you or draws a foe’s attention; mark 1 XP and the GM makes a Move.

  • Nightblood When you defeat evil foes with this blade, it ignites their soul with holy fire and utterly destroys them, preventing any sort of return or resurrection.

  • Templar Gain a Paladin Path of your choice, beyond normal Path limits.

When you first attune to this staff, you learn one Subject and one Verb below. These work similar to Subjects and Verbs from the Wizard Class, but while they can be combined with those ones, they transcend magic schools.

Subjects: O Air, O Earth, O Fire, O Nature, O People, O Senses, O Thoughts, O Water, O Time, O Water

Verbs: O Bind, O Conjure, O Reshape, O Transfer, O Detonate, O Protect From, O Substantiate, O Teleport

When you combine an unmarked known Subject and Verb into a magic spell, mark them, say what you want to happen, mark conditions equal to its Magnitude (determined by the GM, see page 15), and roll+INT. *On a 7+ the spell succeeds. *On a 7-9 either the GM adds a twist or you forget a Subject or Verb you used, your choice. *On a 6- it’s interrupted or goes haywire; mark 1 XP and the GM makes a Move.

When Make Camp having marked all known Subjects and Verbs, clear them, learn one new Subject and Verb each, and gain an advancement below.

  • Absorb Magic When you absorb magic with the staff, you can Defy Danger against it with INT. Additonally, on a 10+ the GM will tell you one Subject or Verb that’s core to the magic. You may treat it as known until you next cast a spell.

  • Attunement Ritual After you successfully Make Camp, you may switch one learned Subject or Verb for another of the same type.

  • Great Balls of Fire When you unleash magic of magnitude 1 or greater, on a 12+ clear a condition.

  • Retributive Strike When you intentionally shatter the staff, it explodes. For each unmarked Subject and Verb, deal 1 damage to everyone in Near range and mark it, then roll+INT. *On a 7+ the staff is repairable or the magic teleports you to safety nearby, your choice which. *On a 10 + both occur. *On a 6- the staff teleports you to a random location throughout existence; mark 1 XP and the GM makes a Move.

When you set your mind to building a golem, choose a material base for it and note down its required Progress: Flesh (2), Clay (3), Wood (4), Stone (5), Iron (6). When you have that much Progress, the golem is complete. Any leftover Progress can be saved for enhancements.

By default, your golem is a 6ft/2m humanoid that attacks or guards what you designate. It’s mindless, understands speech but can’t speak, doesn’t need rest or sustenance, and may sometimes need repair. The manual’s magic can only maintain one golem at a time.

Once per session, when you Enjoy Downtime, you may also do the following activity:

  • Build or Enhance Golem. Spend up to 3 Treasure on materials, then roll+Treasure spent. *On a 10+ gain 2 Progress. *On a 7-9 gain 1 Progress. *On a 6- it didn’t help much; gain 0 Progress if you spent 1 or more Treasure on this, and lose 1 Progress if you spent 0 Treasure.

Once you have created a golem, you can keep gaining Progress and spending it on the following upgrades for it.

  • Goliath Requires 3 Progress. Double the golem’s size. This can only be done once per golem.

  • Pinnochio Requires 5 Progress. The golem is now fully sentient and capable of speech.

  • Magic Resistance Requires 4 Progress. Hostile magic is weak against the golem, and it is immune to magic that would alter its form.

  • Augmentation Requires 4 Progress. The golem gains a unique ability, such as enhanced speed, lightning absorption, poison breath, or detachable limbs. You can choose this multiple times, but it requires 1 additional Progress each time.

  • Android Requires 5 Progress. The golem seems like a person under all but the most thorough scrutiny.

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