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Treasure









Gems and enchanted items, the pale gleam of gold in rotted treasure chests, great piles of coins shifting beneath the scaly bulk of a dragon’s body – what adventurer can resist the lure of treasures? The amount of treasure a monster owns or guards is usually related to the monster’s Challenge Level. As a general guideline, the monetary value of a treasure ought to be about 2–4 times the monster’s value in experience points Keep in mind that hunting and patrolling monsters likely will not be carting their treasure around with them. If the characters cannot find the monster’s lair, they may get none of the treasure. Also, it obviously does not make sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. Averaging the treasure out over several of the monsters in an adventure is a good way of making sure the characters get the right amount of experience points from treasure. Perhaps the goblin treasure hoard contains some “extra” treasure to account for the wolves in the area. If the characters avoid the wolves and kill the goblins, so much the better. If they have to fight the wolves and never find the goblins, those are the breaks. You cannot make the game perfectly fair, trying too hard is not worth your time, and too much fairness feels artificial to the players, too.

Generating a Random Treasure Hoard

Begin by multiplying the total XP value of the monsters by 1d3+1. This is the total gp value of the hoard for purposes of determining what is in it. Then check the table below, in which there is a chance to “trade out” some of that gold for more interesting (and possibly more valuable) types of treasure such as gems and magic items. Do not start subtracting gold until you have checked for all three types of trades (100 gp, 1,000 gp, and 5,000 gp). After doing the trade outs, when you know the remaining gold piece value of the coins, divide that value into whatever denominations (platinum, gold, silver, copper, or other) you wish. For each 100 gp there is a 10% chance to substitute a roll for a 100gp Trade-out for 100gp of the treasure (see 100gp below for the possible Trade-outs).

AND For each 1,000 gp there is a 10% chance to substitute a roll for a 1000gp Trade-out for 1,000gp of the treasure For each (see below for the possible Trade-outs)

AND For each 5,000 gp there is a 10% chance to substitute a roll for a 5000gp Trade-out for 5,000gp of the treasure (see below for the possible Trade-outs)

Important Abbreviations

Many magic items can only be used by certain character classes. This information is usually indicated as follows:
  • (A) The item can be used by members of any class;
  • (C) The item can only be used by members of the Cleric class;
  • (F) The item can only be used by members of the Fighter class;
  • (M) The item can only be used by Magic-Users;
  • (T) The item can only be used by members of the Thief class.
If an item has more than one abbreviation, it is usable by all of the character classes indicated, but no others. For example, a magic item labeled (C, M) is usable by members of the Cleric classes and by Magic-Users, but not by any other character classes.
Treasure Example

Maybe I’m overthinking it, but could someone give me an example of generating treasure using the trade-outs system? I’m not sure that I understand the rules completely and an example would be very helpful.

I have a monster worth 2,500 xp, so its treasure is worth about 10,000 gp. There are 100 pieces of 100 gp in 10,000 gp, so I (theoretically) roll 100 times to check (10% chance) for 100 gp trades. In actuality, I decide there are 10, since a 10% chance on 100 rolls would average at 10. Thus, with my (10) 100 gp tradeouts, I roll a d20. First time, I get a 19, second roll is a 20, and there are 8 other rolls as well. On my 19, I roll on table 66 (table 79 in Complete) and roll a 1, so that’s a gem worth (roll d6) 5gp. On my 20, I roll on table 69 (82 in Complete), roll a 2, so I roll a 1d6 on the scrolls table. That table actually goes from 1 to 18, but the reason table 6 tells me only to roll a d6 is because table 69 is for minor magic items. Okay, that was the 100 gp trade-outs. Now, the 1,000 gp trade-outs. Once again, the total value of the treasure was 10,000. The fact that I had some 100 gp trade-outs isn’t relevant until the end — I don’t subtract that money YET for purposes of the trade outs. Once we’re all the way done, then we subtract all the trade-outs from the total. But for now, we still “count” the gold from the 10 100 gp tradeouts. So, here we are with a total treasure of 10,000. That’s 10 rolls of a d100, 10% chance on each roll for a trade-out. I roll under an 11 only once while checking, so I only have that one tradeout. I roll a d20. YAY! I rolled another 20, the dice are hot! So I go to table 83 for the medium magic items. I roll a 2. Scrolls yet again! Unlike I did with the 100 gp tradeout, where I was told to roll a d6 on the scrolls table (73 om Core, 86 in Complete) I am now told to roll 1d6+6. In other words, I’m higher up the table where the scrolls are more powerful. Then I roll for a 5,000 tradeout (roll 2 times) and don’t get any. So I had 10 100 gp tradeouts, 1 1,000 gp tradeout, and no 5000 gp tradeouts. The treasure is 8,000 gp (10,000 gp – 100 gp -100 gp – 100 gp -100 gp- 100 gp -100 gp- 100 gp -100 gp- 100 gp -100 gp – 1000 gp) +a 5gp gem, a scroll (we didn’t roll to see what), 8 other 100 gp tradeouts we didn’t calculate, and a roll on the scrolls table using 1d6+6.

[Source]

Magic Potions

Strange alchemical brews, in dusty, stoppered bottles, are to be found in many of the forgotten or forbidden places of the world. Time has often worn away any markings once left to identify the contents of these mysterious mixtures, if the alchemist ever chose to label them in the first place. The consequences of drinking the products of alchemy can be varied: some of these can produce wondrously useful effects, but others might be deadly poisons! In general, since potions are the product of alchemy rather than magic, they will neither be apparent to Detect Magic spells, nor easily identified without tasting and experimentation. If the Referee decides that alchemy instead manipulates magic, as opposed to fantastical but otherwise natural chemistry, then detect magic and dispel magic would work upon potions. Potions are usable by all character classes. Unless otherwise noted, potion effects have a duration of 1d6+6 full turns.

Potion Descriptions

Animal Control: As per the spell. Clairaudience: As per the spell. Clairvoyance: As per the spell. Diminution: This potion causes the drinker to shrink down to six inches tall for 2d6 hours. Taking smaller doses of the potion will result in less of a reduction in size. Dragon Control: The drinker gains the ability to control dragons of a certain type after partaking of this type of potion. 1d3 dragons of a specific type (determined randomly by the Referee) can be affected as per Charm Monster. Ethereality: The Imbiber can move through solid objects but cannot attack. Equipment also becomes ethereal. Extra Healing: This potion is a potent curative; it heals 3d8+3 hit points of damage (duration does not apply). Fire Resistance: The drinker becomes immune to normal fire, gains +2 on saving throws against fire attacks, and suffers only half damage to magic fire attacks that do not permit saving throws. Flying: As per the spell. Frozen Concoction: These potions can be readily identified because they are often one or two degrees cooler than the surrounding temperature. The potion allows the imbiber to climb walls without falling, and not to drop held items in case of being surprised or frightened. Gaseous Form: The user’s body turns to a mist, allowing access to any place that is not airtight. Equipment is left behind; only the body becomes gaseous. Giant Strength: The character becomes unbelievably strong for the potion’s duration, gaining an additional 1d8 to damage rolls and +4 to hit (in addition to any normal bonuses, including existing Strength bonuses). Growth: The character grows to 30 feet in height. Healing: This potion cures 1d8+1 hit points of damage. Heroism: The imbiber gains +2 to attacks and damage. Invisibility: As per the spell. Invulnerability: The drinker gains a bonus of +2 on saving throws; moreover, any opponents attack with a penalty of -2. Levitation: As per the spell. Plant Control: As per the spell. Poison: The drinker must make a successful saving throw or die. Some poisons cause instant death; others cause death within a certain number of rounds, or even turns. In the case of a few poisons, failing the saving throw causes damage rather than death – such weaker poisons generally also inflict a small amount of damage even if the saving throw is successful. Slipperiness: Except for the soles of the feet and the palms of the hands, the character suddenly has a virtually frictionless surface. Treasure Finding: A character drinking this wonderful concoction can detect hoards of treasure within 400 feet. Undead Control: The drinker can control undead; 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the imbiber’s control, as per the Control Animal spell, after the potion is consumed.

Magic Scrolls

With the exception of Protection scrolls, which can be used by any character class, scrolls can only be used by a character class that can cast the appropriate type of spell. Thieves are exceptions to this rule at higher levels (see the class descriptions for more details). To determine the specific spells written on a scroll, refer to the list of spells for the appropriate type and level, and roll 1d20 (no spell list has more than 20 spells). If the die roll is higher than the number of spells, simply roll again until the result is low enough to indicate one of the spells on the list.

Note: The result in the table below is not rolled normally. To properly generate a result on this table first roll 1d4 on Table: Minor (Medium, or Major) Magic Items (as desired.) If the result is 2, then roll on the table below with the appropriate modifier (1d6 if generating a Minor item, 1d6+6 if a Medium item, or 1d6+12 if generating a Major item.

Protection Scroll Descriptions

Protection vs. …
  • Demons: All within a 10-foot radius around the reader are protected from the attacks of 1 demon per round. Duration: 40 minutes.
  • Drowning: All within a 10-foot radius of the reader gain the ability to breathe underwater. Duration: 1 full day.
  • Elementals: This scroll protects against a single elemental. Duration: 40 minutes.
  • Magic: An anti-magic shell with a radius of 10 feet surrounds and moves with the reader; spells cannot pass in or out of the shell. Duration: 1 hour.
  • Metal: Metal cannot harm the reader. Duration: 1 hour.
  • Poison: Poisons have no effect upon one who reads such a scroll aloud; moreover, any poisons, active or quiescent, in the scroll reader’s body are instantly removed. Duration: 6 hours.
  • Undead: All within a 10-foot radius of the reader are protected against undead, but only to a limited degree. In any given round, 2d12 undead with fewer than 4 HD, and 2d6 undead with 4-5 HD, and 1d6 undead with 6+ HD are foiled by the protection of the scroll. Thus, the scroll is effective against all but a vast horde of undead. Duration: 1 hour.
  • Were-creatures: All within a 10-foot radius around the reader are protected from lycanthropes. Duration: 1 hour.

Cursed Scrolls

Cursed scrolls can inflict curses ranging from the amusing to the annoying, and all the way to the unbelievably catastrophic. The Referee is encouraged to invent interesting curses that might be written on scrolls, in addition to the possibilities shown on the table. A successful saving throw will allow the reader to avoid the curse. Most curses can be removed with a remove curse spell.

Magic Armor & Weapons

To generate a random magical weapon, armor or shield, roll on Table: Magic Armor and Weapons to determine the basic nature of the enchantment. Table: Cursed Armor and Shields is used to determine the nature of a cursed item, if one is indicated on Table: Magic Armor and Weapons. Finally, roll on Table: Magic Melee Weapon Types, Table: Magic Armor Types or Table: Magic Missile Weapon Types to determine the type of weapon or armor bearing the enchantment.

Note: The result in the table below is not rolled normally. To properly generate a result on this table first roll 1d4 on Table: Minor (Medium, or Major) Magic Items (as desired.) If the result is 3, then roll on the table below with the appropriate modifier (1d6 if generating a Minor item, 1d6+6 if a Medium item, or 1d6+12 if generating a Major item.

Magic Weapon Descriptions

Flaming Weapon: This weapon flames for additional 1d6 points of damage. Roll 1d4-1 for its to-hit bonus. Freezing Weapon: This weapon is freezing cold, inflicting an additional 1d6 points of damage. Roll 1d4-1 for its to-hit bonus. Dancing Weapon: This dancing weapon fights beside its owner in the air after 3 rounds as a +1d3 weapon. Intelligent Weapon: Roll 1d3 for its to-hit bonus. There is a 10% chance that such a weapon may have the ability to cast a spell once per day. Such swords generally can communicate with their bearers, and often (25% chance) can speak audibly.

Unique Magical Swords

Magic swords are capable of holding powerful dweomers, and are often (25%) forged with unusual and unique qualities. If a Unique Magic Sword is indicated by this die roll, roll on Table: Unique Magic Swords, below, to determine these. If a to-hit bonus was not indicated by the table (i.e., the sword was an “Unusual Weapon”), roll 1d4 for the to-hit bonus.

Magic Weapon Details

Roll on Table: Magic Armor and Weapons to determine the basic nature of the enchantment and of the item (whether it is a shield, weapon, or armor). Table: Cursed Armor and Shields is used to determine the nature of a cursed item, if one is indicated on Table: Magic Armor and Weapons. Finally, roll on Table: Melee Weapons, Table: Armor or Table: Missile Weapons to determine the type of weapon or armor bearing the enchantment. +1 Blunt weapon that destroys undead: Can be a mace, hammer, sling, or staff (determine type randomly). Lesser types of undead don’t get a saving throw, though more powerful types do. +1 thrown weapon that returns to hand: This axe, javelin, or hammer (determine type randomly) will eventually return to the throwers hand. +1 weapon, extra attack: This weapon grants 1 additional attack for the user once per day. +1, +2 vs. particular type of foe: This weapon provides +1, +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly. +1, +4 vs. particular type of foe: This weapon provides +1, +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly. +2, +3 vs. particular type of foe: This weapon provides +1, +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly.

Unusual Weapons

Unusual Weapon Descriptions

+1 blunt weapon that destroys undead: Such a weapon must be a mace, hammer, sling, or staff (determine type randomly). Lesser types of undead (HD 1-3) do not get a saving throw against destruction. +1 thrown weapon that returns to hand: This axe, javelin, or hammer (determine type randomly) flies back to the thrower’s hand. +1 weapon, extra attack: This weapon grants 1 additional attack, once per day. +1, +2 vs. a particular type of foe: This weapon normally provides to-hit and damage bonuses of +1, but is +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly. +1, +4 vs. a particular type of foe: This weapon normally provides to-hit and damage bonuses of +1, but is +4 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly. +2, +3 vs. a particular type of foe: This weapon normally provides to-hit and damage bonuses of +2, but is +3 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly. Flaming Weapon: The weapon burns with enchanted fire when held, inflicting an additional 1d6 points of damage with successful hits in combat. It can also be used as a light source with a 30 foot radius. Roll 1d4-1 for the amount of the weapon bonus (some are not magical except for the enchanted flames). Freezing Weapon: This weapon is freezing cold, inflicting an additional 1d6 points of damage with successful hits. Roll 1d4-1 for the amount of the weapon bonus. Dancing Weapon: A dancing weapon levitates to fight beside its owner without the need to be held. In the first round it is a +1 weapon, in the second round it is a +2 weapon, and in the third round it is a +3 weapon. After 3 rounds, the weapon dances no further until it is directed at a new opponent, but is +1 regardless. Intelligent Weapon: Roll 1d3 for the weapon’s to-hit bonus. There is a 10% chance that such a weapon may have the ability to cast a particular spell once per day at the wielder’s command. The spell will be either Cleric (50%) or Magic-User (50%), and will be of Level 1d3. Such weapons generally can communicate with their bearers, and sometimes (25% chance) can speak audibly. Even if the weapon cannot speak audibly, it will communicate with its wielder by telepathy when held.

Unusual Armors

Unusual Armor Descriptions

Armor of Arrow Deflection: Missiles aimed at such armor have a to-hit penalty of -2. Demonic Armor: The armor is possessed by a spirit or demon, with effects to be determined by the Referee. In general, such armor would provide both benefits and drawbacks. Ethereal Armor: Ethereal armor is +3 plate mail that also allows the wearer to become insubstantial and incorporeal 50 times, after which it reverts irrevocably to normal +3 plate mail. In ethereal form, the wearer can attack and be attacked only by ethereal opponents. Fiery Armor: Fiery armor is +1 armor that is surrounded by flames. These flames deal 1d3 damage to anyone attacking the wearer with melee weapons.

Remarkable Magic Items

Remarkable magic items include magic wands, magic rings, magic staffs, and other wondrous enchanted items.

Wands

Wands may only be used by Magic-Users. Wands that cast spells become useless when they reach zero charges, but can be recharged by casting the spell into the wand. Each such recharge, where a spell is cast into the wand, has a 5% chance of destroying the wand irrevocably. In some cases, a non-rechargeable wand might be found with a large number of charges (e.g., 100). Wands may be used while in melee combat. To determine the specific spell cast by a lesser wand or a greater wand that casts a spell, refer to the list of spells for the appropriate type and level, and roll 1d20 (no spell list has more than 20 spells). If the die roll is higher than the number of spells, simply roll again until the result is low enough to indicate one of the spells on the list.

Greater Magic Wand Descriptions

Wand of Cold: The wand casts a Cone of Cold 60 feet long, to a base 30 feet across at the far end. Creatures caught in the cone take 6d6 damage (saving throw applies for half damage). The wand holds 25 charges and cannot be recharged. Wand of Detection, enemies: These wands detect enemies in a radius of 60 feet, if the enemies are thinking hostile thoughts. The wand is always active when held, and does not use charges. Wand of Detection, magic: Wands of magic detection function as a Detect Magic spell with a range of 20 feet. The user gets a vague sense of what sort of magic is being detected. The wand is always active when held, and does not use charges. Wand of Detection, metal: Such wands detect large caches of metal, within a range of 20 feet. The wand’s user also gets a vague sense of the metal’s type. The wand is always active when held, and does not use charges. Wand of Detection, traps and secret doors: These wands detect traps and secret doors, with a range of 20 feet. The wand is always active when held, and does not use charges. Wand of Fear: A wand of fear causes creatures in a cone-shaped path to flee (saving throw negates). There is a 60% chance that they will drop whatever they are holding. The cone extends 60 feet to a base 30 feet across. The wand holds 25 charges, and cannot be recharged. Wand of Paralyzing: This sort of wand casts a cone of paralysis 60 feet long to a base 30 feet across at the end. Creatures in the cone are paralyzed for 3d6 turns (saving throw negates). The wand holds 25 charges, and cannot be recharged. Wand of Polymorph: Such wands are of two types. One type casts polymorph self, and the other casts polymorph other. The wand carries 10 charges, and cannot be recharged.

Rings

No more than two magic rings may be worn at a time (one on each hand) without unpredictable and potentially dire consequences.

Magic Ring Descriptions

Djinni Summoning: The wearer of the ring can summon a djinni, who will do the wearer’s bidding, following instructions precisely and to the letter, no further. Such rings can be treacherous, but only for those who use them foolishly. Fire Resistance: The wearer receives a +5 to saving throws vs. magical fire, and is immune to normal fire. Human Control: Such rings allow the wearer to cast charm person once per day, and to maintain the charm on up to 3 individuals at a time. Invisibility: While wearing the ring, the wearer becomes invisible. Mammal Control: The wearer controls 1d8 mammals at a range of up to 60 feet. Control does not extend to people or to giant animals. Poison Resistance: The wearer receives a +5 to saving throws vs. poison. Protection, +1: The wearer gains a bonus of –1[+1] to armor class, and +1 on all saving throws. Protection, +2: The wearer gains armor class bonus of –2[+2], and +2 on all saving throws. Regeneration: The wearer regenerates one hit point per combat round, and thus cannot die unless the ring is removed or the wearer’s body is burned. Shooting Stars: Once per day, the ring can unleash 1d6 lightning bolts that inflict 3d6 hit points each (saving throw indicating half damage). Spell Storing, Magic-User: The ring contains 1d6 Magic-User spells. Roll 1d6 for each spell to determine the spell level, and then determine the spell by rolling on the spell list for that level. The wearer (if a Magic-User) can cast these spells as if they were normally memorized and prepared spells. Once a spell is cast, it cannot be cast a second time until the wearer has rested for 8 hours. Spell Storing, Cleric: The ring contains 1d6 Cleric spells. Roll 1d4 for each spell to determine the spell level, and then determine the spell by rolling on the spell list for that level. The wearer (if a Cleric) can cast these spells as if they were normally prepared spells. Once a spell is cast, it cannot be cast a second time until the wearer has rested for 8 hours. Spell Turning: Any spell (other than from a wand or other item) directly aimed at the wearer of the ring is partially reflected back at the caster. Roll a percentile die to see how much of the spell’s power bounces back; the exact determination of what happens is up to the Referee. Telekinesis: The wearer can mentally lift and move 200 pounds of weight at a range of 120 feet. Three Wishes: These rings grant the wearer three wishes. Beware of outrageous wishes; they backfire. X-ray Vision: The wearer has x-ray vision at a range of 40 feet. The maximum distance through which the wearer can see through solid rock is just over 10 feet, through solid metals (other than lead) is 1 foot, and through lead is 1 inch.

Staffs

Like wands, most staffs operate by using up charges. However, staffs are not as easily rechargeable as wands. Magic-Users will have to figure out how it is done, or hire a wizard to do it (if such a knowledgeable wizard can even be found). Most staffs carry 200 charges.

Magic Staff Descriptions

Absorption: Absorbs up to 100 levels of spells directed at the holder before its absorption properties cease forever. The holder can cast spells from the staff in response to hostile spells, using the staff’s stored levels, of the exact level of the hostile spell directed at the caster, but the spell must be chosen from the list of spells the caster has prepared. Beguiling: Foes within a 20-foot range must make a saving throw or consider the holder to be a loyal friend for 4d4 rounds (uses one charge). Command: A charge can be used to control humans (as per a charm person spell), plants, or animals. Healing: Cures 1d6+1 hit points of damage per charge. Power: Casts light (no charge used), casts fireball (4d6 damage), cold as a Wand of Cold, Lightning Bolts (4d6 damage), acts as a Ring of Telekinesis (costs one charge) and hits for 2d6 damage (no charge used). Resurrection: These staffs only carry 10 charges, but a charge may be used to cast raise dead. Snake: In combat, a Staff of the Snake is +1 to hit and +1 damage. When commanded (by using a charge) the staff coils around the target (with a successful hit) and pinions the victim for 1d4 x10 minutes. This attack is only useful on a victim about the size of a human or smaller. The staff will slither back to its owner afterwards, at a speed of 24. Only Clerics can employ a Staff of the Snake. Striking: This staff inflicts 2d6 points of damage with a successful hit (does not use charges). Withering: The dreaded Staff of Withering adds ten years of physical aging with a successful hit. Wizardry: The most powerful of staffs, it is a Staff of Power with additional abilities. At the cost of one charge, it allows invisibility, summoning elementals (calling 1d4 at a time), hold person, a wall of fire, passwall, a web spell, or fly.

Remarkable Magic Items

Remarkable Item Descriptions

Amulet against Scrying: The amulet protects the wearer from all scrying, such as esp or being viewed through a crystal ball. Usable by: All Classes. Amulet of Demon Control: This amulet functions as a Protection from Evil spell, and allows the wearer to attempt to “Charm Monster” upon a demon. Success means that the demon is enslaved for 1d6 weeks, whereupon it becomes free. Usable by: Magic-Users and Clerics. Arrow of Direction: Such a magic arrow points the direction of whatever the owner requests. It may be used only seven times in a single week. Usable by: All Classes. Bag of Holding: The inside of this bag is larger than the outside. The inside dimensions are roughly 10x5x3 feet, but the bag cannot carry more than 1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no matter how much weight it actually contains. Usable by: All Classes. Beaker of Potions: This small jug fills itself with the requested potion, out of the 1d4+1 potions it is able to produce. The jug can be used as many times per week as the number of different potions it can produce. Usable by: All Classes. Boots of Elvenkind: The wearer of the boots moves with complete silence. Usable by: All Classes. Boots of Levitation: These boots allow the wearer to Levitate (as per the spell), with unlimited duration. Usable by: All Classes. Boots of Speed or Boots of Leaping (50%): Boots of Speed double the wearer’s movement rate, but require complete rest for a period of time equivalent to the amount of time they were used. Boots of Leaping allow the wearer to make prodigious leaps 10 feet high and up to 30 feet horizontally. These boots also double movement rates, but outdoors only. They do not require the wearer to rest after using them. Usable by: All Classes. Bracers of Defense, AC 4 [15] (50%) or AC 2 [17] (50%): These bracers improve the wearer’s armor class to the stated level; there is no effect if the wearer is already armored to the same or higher degree. The armor class granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes. Bracers of Defense, AC 6 [13]: These bracers improve the wearer’s armor class to the stated level; there is no effect if the wearer is already armored to the same or higher degree. The armor class granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes. Carpet of Flying: Flying carpets can carry as many as three people, and travel at a Movement Rate of 18 if they carry more than one passenger. With only one rider, the carpet moves at a Movement Rate of 30. Usable by: All Classes. Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers control air elementals, bowls (when filled) control water elementals, braziers control fire elementals, and stones control earth elementals. These items can be used to summon a 12 HD elemental of the appropriate type. Generally, it takes 10 minutes to prepare the object for use. Usable by: Magic-Users. Chime of Opening: Sounding this small chime opens any door, even if the door is barred or Wizard Locked. Usable by: All Classes. Cloak of Displacement: The wearer appears to be in a slightly different location, off from reality by a foot or so. The wearer’s armor class improves by 2, and the cloak also grants a +2 saving throw against any targeted attack upon the one wearing it. Usable by: All Classes. Cloak of Elvenkind: The wearer becomes almost, but not quite, invisible. Usable by: All Classes. Cloak of Protection, +1: This cloak improves the wearer’s armor class by 1, and grants a bonus of +1 on saving throws. Usable by: All but Fighter classes Cloak of Protection, +2 or +3 (50%): This cloak improves the wearer’s armor class by 2 (or 3), and grants a bonus of +2 (or +3) on saving throws. Usable by: All but Fighter classes Crystal Ball: A crystal ball allows the user to see what is transpiring in whatever location he or she desires to see, over a considerable distance. Such a magic item may not be used more than thrice per day, or the user will be driven mad. Certain spells and other precautions may be used to prevent being seen through a crystal ball. Some of these items may communicate sound, or even thoughts, from the area being scryed, although these are rare. Usable by: Magic-Users. Cursed Item: See Table: Cursed Items for details of cursed items. Decanter of Endless Water: This jug pours out one gallon of water per minute when unstoppered. Usable by: All Classes. Deck of Many Things: An ordinary-seeming deck of handpainted cards, this item bears tremendous and varied enchantments, one per placard in the deck. The deck contains all the aces and face cards, plus one Joker (the Fool). A character may draw as many cards as desired (with the deck re-shuffled each time), but once the player stops drawing cards, the deck disappears with a sound of faint, malevolent laughter. The results of the cards are as follows:

The Hearts

Ace: Gain 50,000 xp. King: Gain a magic item from Table: Lesser Miscellaneous Magical Items Queen: Gain 1d3 wishes Jack: Gain the ability to summon an 8 HD warrior with +3 weapon, +3 shield, and +3 sword, to serve for a total of 1 hour.

The Clubs

Ace: The character’s alignment is changed. If the game does not use alignment, the character receives a dangerous geas (per the spell). King: The character’s most powerful magic item is sucked into the void and disappears. Queen: The character is instantly turned to stone, a look of great surprise frozen on the statue’s face. Jack: The character loses one point from his Prime Attribute. (If the character has more than one Prime Attribute, determine randomly which will be affected.)

The Spades

Ace: Lose a level of experience King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4 armor appears and attacks. When the warrior is killed, the body and all possessions disappear. Queen: The character dies instantly. Jack: A random monster, with 1d4+6 HD, attacks the adventurers. The monster gains one round of surprise, for it appears from thin air.

The Diamonds

Ace: Gain a map to a very significant treasure King: Gain 5d6 items of jewelry Queen: Gain a scroll of seven spells, all 2nd level or higher Jack: Add one point to a single attribute of the player’s choice The Joker: Gain 25,000 XP OR choose to draw two more cards.
Dust of Appearance (50%) or Disappearance (50%): Dust of Appearance is tossed in a radius of 10 feet around the user, and makes any invisible, astral, displaced, out-of-phase, or dimensional thing completely visible. The dust generally comes in a pouch, with enough for 20–30 uses. Dust of Disappearance works in the opposite way: when it is sprinkled in a 10-foot radius, everything therein becomes invisible for 5d6 turns. Normal means of detecting invisibility (such as a Detect Invisibility spell) are not strong enough to work against the dust’s powerful enchantment. Usable by: All Classes. Dust of Sneezing and Choking: Pouches containing this dust ordinarily contain only enough for one “dose.” When scattered in a radius of 10 feet, the dust forces all in the area to make a saving throw or die. If the nature of the dust is identified before it is experimented with, it can be used as a devastating thrown weapon. Usable by: All Classes. Efreeti Bottle: The efreeti that inhabits such a bottle will serve the bottle’s owner for a year and a day unless it is accidentally released from servitude. Usable by: All Classes. Figurine of the Golden Lion: This is a small stone figurine that transforms into a lion when the command word is spoken, fighting at its owner’s orders. If it is slain, it turns back into a figurine, but may be used again. The figurine may be used once per week, and no more. Usable by: All Classes. Figurine of the Onyx Dog: This stone figure transforms into a living hound of stone when its command word is spoken. It will seek whatever the owner tells it to find, without stopping, until it succeeds or is killed. It has a 75% chance to detect objects that are invisible or hidden, and of course its sense of smell detects invisible and hidden creatures with almost perfect success. For purposes of defense and attack, the stone dog is treated as a wolf. It may be used twelve times before the statuette becomes nonmagical. Usable by: All Classes. Gauntlets of Dexterity: When worn, these gloves grant a bonus of +2 to the wearer’s Dexterity (to a maximum of 18). Usable by: All Classes. Gauntlets of Ogre Power: These gauntlets raise the wearer’s Strength to that of an ogre. Hit probability is not increased above normal, but damage bonuses from Strength are increased to +6 (not cumulative with the wearer’s existing Strength bonus, if any). Usable by: all but Magic-Users. Gauntlets of Swimming and Climbing: These gloves permit the wearer to swim at a rate of 18, and climb sheer walls with a 95% chance of success per ten feet of climbing. Usable by: all but Magic-Users. Gem of Seeing: A Gem of Seeing is used as a lens. It shows the truth of what it sees, cutting through illusions of all kinds, even very powerful ones. Usable by: All Classes. Girdle of giant (+8 strength damage, not cumulative with any existing strength bonuses). The girdle does not increase to-hit probability. Usable by: All Classes. Helm of Fiery Brilliance: This prodigiously powerful helm grants many benefits to the wearer. Anyone donning the helm gains a +10 on saving throws against fire damage, and can create a Wall of Fire. Fighters wearing the helm may command a weapon in hand to flame (+1d6 damage). Magic-Users wearing the helm can add +1 to each die of damage inflicted by a fireball or delayed blast fireball spell. Clerics wearing the helm can ignite objects within 30 feet at will, and may cast two light or continual light spells for each one the Cleric has actually prepared. The wearer of the helmet is likely to be attacked by any air elemental creatures, but fire elemental types (such as efreet or salamanders) will be favorably disposed. Usable by: All Classes. Helm of Reading Magic and Languages: The wearer of the helm can read all languages, including magic script. Usable by: All Classes. Helm of Teleportation: When the wearer casts a Teleportation spell on himself or herself, while wearing the helm, the teleportation is made without risk of error, anywhere the wearer desires. This may be done repeatedly (without further casting of the spell) for a period of one hour before the concatenation of spell and helm ends, and it may be done only once per day. The helm does not assist with Teleportation spells cast on anyone other than the wearer. Usable by: Magic-Users. Hole, Portable: A portable hole is physically a piece of dark cloth, about 5 feet in diameter. However, it is also the mouth of an interdimensional hole 10 feet deep—items and people can fall or climb down into it once it is placed on the ground. The piece of cloth can actually be pulled in from the inside to close the hole off entirely, although there is no source of fresh air within, and staying inside will asphyxiate the inhabitant in a short time. The piece of cloth can be picked up and carried off whenever desired—hence the name “portable.” Usable by: All Classes. Horn of Blasting: This horn, when blown, has the same effect on structures as a catapult, and causes 2d6 points of damage to creatures, deafening them for 10 minutes as well. The cone of sound is 100 feet long, and widens to a base of 20 feet. The “point” of the cone, at the horn’s mouth, is 10 feet wide. Usable by: All Classes. Horn of Valhalla, Bronze: The horn summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: Fighters and Clerics. Horn of Valhalla, Iron: The horn summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable byFighters. Horn of Valhalla, Silver: The horn summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: All Classes. Horseshoes of Speed: These horseshoes double a horse’s movement rate. Usable by: Horses. Jug of Alchemy: This jug produces whatever liquid is desired, in a commonly used large quantity (e.g., 10 gallons of water, but only 5 gallons of wine). It may be used no more than seven times per day, and will produce only one type of liquid per day. It does not produce magical liquids. Usable by: All Classes. Lenses of Charming: These lenses, when placed over the eyes, give the wearer the ability to charm those who meet his or her gaze (acting as per a Charm Person spell). The saving throw against the power of the lenses is made at –2. Usable by: All Classes. Libram, Magical (level gain): Magical librams grant a level of experience to the reader, if the reader is of the appropriate character class. Randomly determine the class for which the libram is written, from all character classes. Luckstone: This stone grants +1 to saving throws and attack rolls. Usable by: All Classes. Manual of Beneficial Exercise: Reading this tome increases the reader’s Strength by 1 point (to a maximum of 18). Usable by: All Classes. Manual of Golems: This book contains the basic instructions and formulae for creating a single type of golem. The process is expensive, and the creator must have achieved a certain level of magical expertise in order to use the book, but these are priceless repositories of forgotten lore. Such books are often warded by the original owner, against the touch of anyone not of the Magic-User class, being enchanted to inflict damage or even the loss of a level. Usable by: Magic-Users only. Manual of Intelligence: Reading this tome increases the reader’s Intelligence by 1 point (to a maximum of 18). Usable by: All Classes. Manual of Quickness: Reading this tome increases the reader’s Dexterity by 1 point (to a maximum of 18). Usable by: All Classes. Manual of Wisdom: Reading this tome increases the reader’s Wisdom by 1 point (to a maximum of 18). Usable by: All Classes. Medallion of ESP: Functions as an ESP spell within 30 feet (75%) or 90 feet (25%). Usable by: All Classes. Mirror of Mental Scrying: This hand-mirror (it might also be found as a smaller mirror on a necklace) allows the user to cast clairaudience, clairvoyance, and esp, with the normal range, but for an unlimited time. The mirror will also answer a question about what it portrays (the answer is likely to be quite cryptic), but only one question per week is possible. Usable by: All Classes. Necklace of Firebaubles: This necklace is hung with 3d4 little baubles. When thrown, the baubles explode into 6d6 fireballs (per the spell). Usable by: All Classes. Pipes of the Sewers: These pipes summon 10d6 giant rats. The piper does not need to concentrate once the rats arrive (which takes 1d4 x10 minutes), but it is wise to do so. When the rats arrive, there is an immediate 5% chance that they will not obey commands, and if the piper ceases to concentrate on the tune there is a 10% chance that the rats will begin to act of their own free will. Every subsequent round in which the piper fails to concentrate there is another chance to lose control, and the chance increases by 10% each time it is made (first round, 10%, second round 20%, etc.). Usable by: All Classes. Robe of Blending: These robes make the wearer appear to be a part of the surroundings, including the ability to appear as another one of a group of nearby creatures. The robe will make the wearer appear as a small tree when in forest surroundings, a sand formation in the desert, etc. Creatures with 10+ hit dice (or levels of experience) have a 10% chance per level (or HD) above 9th to perceive the wearer as a robed figure rather than a part of the surroundings. Usable by: All Classes. Robe of Eyes: Hundreds of eyes are woven and embroidered into the fabric of these magical robes, granting the wearer tremendous powers of supernatural perception. In a radius of 240 feet, anything the wearer looks upon is seen for what it is: invisible creatures become apparent, illusions are seen as such, and this sight even extends into the astral plane. The wearer cannot be ambushed or otherwise taken by surprise, and can follow the trail of anything that has passed by within the last day. Usable by: Magic-Users only. Robe of Wizardry: This robe grants the wearer the ability to cast charm, polymorph, and hold spells with a 95% chance of success. The robes may be tied to specific alignments. Usable by: Magic– Users only. Rope of Climbing: This item is a 50-foot length of rope that leaps magically upward when commanded, and can tie and untie itself upon command. Usable by: All Classes. Rope of Entanglement: This rope, on command, twines itself around as many as 2d4+1 human-sized foes. The rope cannot be hit except with a natural roll of 20 (it is magical), and can sustain 20 hit points of damage before fraying and becoming useless. Usable by: All Classes. Scarab of Insanity: This is a carving of a scarab-beetle, or perhaps the petrified remains of a real one. When the scarab is displayed, all creatures with 9 or fewer hit dice, within a radius of 30 feet, fall into temporary insanity lasting for 2 hours. Creatures with 10+ hit dice still do not receive a saving throw, but have a 1 in 4 chance to overcome the scarab’s insidious influence. The scarab may be used 12 times, after which it crumbles to dust. At the option of the Referee, it might be recharged using a Symbol of Insanity spell, but with a 5% chance per charge that the item will be destroyed. Usable by: All Classes. Spade of Excavation: This ordinary-looking spade digs by itself when commanded, shoveling out one cubic yard (27 cubic feet) per ten minutes (1 turn). Usable by: Fighters only.

Cursed Items

Cursed items come in many shapes and forms; most likely they are ancient magical items whose magic has deteriorated or changed with age, although some of them were clearly fashioned to serve as traps for the unwary (or for the maker’s enemies, perhaps). Note that cursed items cannot usually be dropped or removed without the assistance of a Remove Curse spell. Although the Referee is encouraged to dream up individualized cursed items, the samples below should prove useful as guidance:

Cursed Item Descriptions

Bag of Devouring: A Bag of Devouring functions as a bag of holding, but then devours any item placed into it within 1d4+1 hours. Censer of Hostile Elementals: This is a censer (or brazier, bowl, or stone) that summons elementals—but the elementals are hostile instead of under the summoner’s control. Cloak of Poison: Upon donning this cloak, the wearer’s body is suffused with magical poisons of many kinds, and dies instantly, without the chance of a saving throw. Crystal Ball of Suggestion: This cursed item does not function as a crystal ball, but rather implants a Suggestion (per the spell) in the viewer’s mind. Powerful versions of this item might even implant a Geas. Dancing Boots: These boots function as boots of elvenkind or speed, until the wearer is in combat or fleeing. Suddenly, at that point, the unfortunate victim will begin to dance a jig, or perhaps a stately pavane. Flask of Stoppered Curses: This flask releases a curse of some kind when its seal is broken. Horn of Collapse: When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling overhead and causing it to collapse. Medallion of Projecting Thoughts: While this medallion is around a character’s neck, the wearer’s thoughts can be “heard” by all nearby. Mirror of Opposition: All persons looking into this mirror are attacked by evil versions of themselves, exact duplicates including spells and magic items. When the mirror-opposites are slain, their bodies and equipment disappear into mist, and return to the mirror. Robe of Feeblemindedness: Anyone donning this cloak has his or her intelligence reduced to that of a garden snail.
100 GP Trade Out 1,000 GP Trade Out 5,000 GP Trade Out

Roll 1d20:

  • 01–19: Roll once on Table: Minor Gems and Jewelry.
  • 20: Roll once on Table: Minor Magic Items.

Roll 1d20:

  • 01–19: Roll once on Table: Minor Gems/Jewelry.
  • 20: Roll once on Table: Medium Magic Items.

Roll 1d20:

  • 01–19: Roll once on Table: Major Gems/Jewelry.
  • 20: Roll once on Table: Major Magic Items.
Table: Minor Gems and Jewelry
Roll (d4) Result
1 Gem or jewelry worth 1d6 gp
2 Gem or jewelry worth 1d100 + 25 gp
3 Gem or jewelry worth 1d100 + 75 gp
4 Gem or jewelry worth 1d100 x 100 gp
Table: Medium Gems and Jewelry
Roll (d4) Result
1 Gem or jewelry worth 1d100 gp
2 Gem or jewelry worth 1d6 x 200 gp
3 Gem or jewelry worth 1d6 x 300 gp
4 Gem or jewelry worth 1d100 x 100 gp
Table: Major Gems and Jewelry
Roll (d4) Result
1 Gem or jewelry worth 1d100 x 10 gp
2 Gem or jewelry worth 1d100 x 80 gp
3 Gem or jewelry worth 1d100 x 120 gp
4 Gem or jewelry worth 1d100 x 200 gp
Table: Minor Magic Items
Roll (d4) Result
1 Roll 1d12 on Table: Potions
2 Roll 1d6 on Table: Scrolls
3 Roll 1d6 on Table: Magic Armor and Weapons
4 Roll 1d20 on Table: Remarkable Magic Items
Table: Medium Magic Items
Roll (d4) Result
1 Roll three times on Table: Potions
2 Roll 1d6+6 on Table: Scrolls
3 Roll 1d6+6 on Table: Magic Armor and Weapons
4 Roll 1d20+20 on Table: Remarkable Magic Items
Table: Major Magic Items
Roll (d4) Result
1 Roll six times on Table: Potions
2 Roll 1d6+12 on Table: Scrolls
3 Roll 1d6+12 on Table: Magic Armor and Weapons
4 Roll 1d20+40 on Table: Remarkable Magic Items
Table: Magic Potions
Roll (d%) Potion (Duration of 1d6+6 turns)
1–3 Animal Control
4–6 Clairaudience
7–9 Clairvoyance
10–12 Diminution
13–15 Dragon Control
16–18 Ethereality
19–21 Fire Resistance
22–24 Flying
25 Frozen Concoction
26–27 Gaseous Form
28–30 Giant Strength
31–33 Growth
34–36 Heroism
37–39 Invisibility
40–42 Invulnerability
43–45 Levitation
46–48 Plant Control
49–55 Poison
56–58 Slipperiness
59–61 Treasure Finding
62–64 Undead Control
65–75 Extra Healing
76–00 Healing
Table: Magic Scrolls (General)
Roll Scroll (50% Cleric, 50% Magic-User)
1 1 spell, level 1
2 1 spell, level 1d3
3 2 spells, level 1d2 each
4 3 spells, level 1 each
5 Cursed Scroll
6 Protection Scroll (normal duration)
7 2 spells, level 1d4
8 2 spells, level 1d6+1 each
9 1 spell level 1d6 (+1 for Clerics, +3 for Magic-Users)
10 5 spells, level 1d3 each
11 Cursed scroll
12 Protection Scroll (double duration)
13 5 spells, level 1d6 each
14 6 spells, level 1d6 each
15 7 spells, level 1d6 each
16 8 spells, level 1d6 each
17 Cursed scroll
18 Protection Scroll (triple duration and double effect if applicable)
Table: Protection Scrolls
Roll (d8) Protection Scroll
1 Demons
2 Drowning
3 Elementals
4 Magic
5 Metal
6 Poison
7 Undead
8 Were-creatures
Table: Cursed Scrolls
Roll (d20) Nature of the Curse
1 Blinded: Duration: Duration: 3d6 turns
2 Aversion: Roll 1d6. The character gains a strong aversion to: (1) Swords, (2) Spiders, (3) Armor, (4) Spell casting, (5) Bathing, (6) Being underground; Duration:
3 Confused: Character acts randomly; Duration:
4 Despondent: The character will refuse to go anywhere, as there is simply no point to it; Duration: 1d6 days.
5 Lost in Dimensional Vortex: The character is physically sucked up into the scroll, appearing as a new word on the page; Duration: Until rescued by a remove curse spell.
6 Suffers Hallucinations: The exact nature of the hallucinations varies, but in general the character will either begin casting spells and/or attacking nearby people, or will remain fascinated by the colors, unwilling to move; Duration: 3d6 turns.
7 Instant Death: Sorry. Duration: Permanent.
8 Levitates: The character levitates one inch off the ground, and cannot get back down; Duration: Permanent.
9 Lose XP: Lose 1d10 x100 experience points; Duration: Permanent.
10 Reduce Attribute: Lose one point of a randomly-determined ability score; Duration: Permanent.
11 Sticky: Magically adhesive scroll; Duration: Permanent.
12 Obedience: The character does what anyone suggests; Duration: 3d6 turns.
13 Paralyzed: The reader is paralyzed. Duration: 3d6 turns
14 Paralyzed: Everyone in a radius of 20 feet must make a saving throw or be paralyzed for 3d6 turns, with the exception of the reader of the scroll, who is unaffected; Duration: 3d6 turns.
15 Shrunk: Diminution in size. Some of these reduce the reader to half size (50%) and the rest reduce the reader to 6 inches tall; Duration: Permanent.
16 Polymorphed: Roll 1d6. The character turns into (1) a pig, (2) a mouse, (3) a flamingo, (4) a talking parrot, (5) a dog, (6) a water buffalo; Duration:
17 Sleeping: In some cases, magical sleep can be broken by a kiss. Otherwise, the curse can only be removed by magic; Duration: Until rescued by a remove curse spell.
18 Smells: The character smells foul; Duration: 1d8 days.
19 Petrified: Turned to Stone; Duration: Permanent.
20 Inconvenience: Uncontrollable sneezing. The reader is likely to attract wandering monsters, especially those that prey upon the weak; Duration: 3d6 turns.
Table: Magic Armor and Weapons
Roll (d*) Weapon or Armor
1 Cursed armor or shield
2 +1 missile weapon(s)
3 +1 shield
4 +1 melee weapon
5 +1 armor
6 Cursed weapon
7 +2 missile weapon(s)
8 +2 shield
9 +2 melee weapon
10 +2 armor
11 +2 melee weapon
12 +1 melee weapon with minor ability
13 +3 missile weapon(s)
14 +3 melee weapon
15 +3 shield
16 +3 armor
17 Unusual weapon
18 Unusual armor
Table: Cursed Armor, Shields, and Weapons
Roll (d8) Cursed Armor, Shield, or Weapon*
1–2 -1 weapon or armor
3–4 -2 weapon or armor
5 -3 weapon or armor
6 Attracts missiles (even those fired at others nearby), and grants +1 to hit on such missiles
7 Causes the wearer to run away from combat
8 Causes the wearer to charge into combat
* Cannot be put down without the casting of remove curse.
Table: Magic Melee Weapon Types
Roll (d20) Melee Weapon
1-2 Axe, battle
3 Axe, hand
4-5 Dagger
6 Hammer, war
7 Lance
8-10 Mace, heavy
11 Mace, light
12 Spear
13 Staff
14 Sword, Short*
15 Sword, Two-handed*
16-20 Sword, Long*
*Magic Swords are often quite unique in their abilities, and some are actually intelligent in some way. A magical melee weapon that is determined to be a sword – even if the original result of the die roll did not indicate a “minor ability” or an “unusual weapon” – has a 25% chance to be a unique magical sword (see the Sidebar on Unique Magical Swords).
Table: Magic Armor Types
Roll (d4) Result
1 Chain mail
2 Leather armor
3 Plate mail
4 Ring mail
Roll (d20) Intelligence Magical Power
1 None Flaming Sword: The sword burns with enchanted fire when drawn from its sheath, inflicting an additional 1d6 points of damage with successful hits in combat. It can also be used as a light source with a 30 foot radius when unsheathed.
2 None Dancing Sword: A dancing sword levitates to fight beside its owner without the need to be held. In the first round it is a +1 weapon, in the second round it is a +2 weapon, and in the third round it is a +3 weapon. After 3 rounds, the sword dances no further until it is directed at a new opponent, but remains a regular +1 sword regardless.
3 None The sword detects traps as per the Clerical spell Find Traps.
4 None The sword allows its wielder to see invisible objects.
5 None The sword detects magic as per the Detect Magic spell.
6 None The sword allows clairaudience.
7 None The sword allows the wielder to fly.
8 None The sword allows the wielder to levitate, as per the Levitate spell.
9 None The sword may be used to heal 1d6 hit points, once per day.
10 None The sword imbues the wielder with the special abilities of a dwarf, when the sword is drawn.
11 None The sword imbues the wielder with the special abilities of an elf, when the sword is drawn.
12 None The sword may be used to cause Confusion to enemies once per day.
13 None The sword has a 25% chance to deflect arrows before the to-hit roll
14 None The sword awakens its owner when danger is near, but only if the owner is asleep.
15 None The sword detects the presence of a particular type or class of monster.
16 None The sword detects Lawful or Chaotic alignments within 20 feet.
17 Intelligent: communicates by telepathy to wielder only. Roll 3d6 for Intelligence. The sword allows its wielder to change his or her facial appear-ance and create the appearance of a slightly larger or smaller size, all by illusion.
18 Intelligent: communicates by telepathy to anyone within 10 feet. Roll 3d6 for Intelligence. The sword may detect cursed items, with a 50% chance of success.
19 Intelligent: com-municates by telepathy with wielder and can also speak aloud. Roll 3d6 for Intelligence. The sword allows the wielder to walk through 20 feet of solid rock, twice per day.
20 Intelligent: communicates by telepathy to anyone within 10 feet, and can speak aloud. Roll 3d6 for Intelligence. The sword makes its wielder im-mune to all level-draining effects.
Table: Magic Missile Weapon Types
Roll (d20) Magic Missile Weapon
1-8 2d6 arrows
9-10 1d10 sling stones
11 1 javelin
12-15 2d4 darts
16-20 2d6 crossbow bolts
Table: Minor Abilities for Melee Weapons
Roll (d8) Minor Ability
1-5 Inflicts +1 damage in addition to its regular bonus to damage
6 Sheds light, 15-foot radius
7 Sheds light, 30-foot radius
8 Inflicts an additional +4 points of damage against a particular opponent type such as undead, dragons, demons, giants, etc.
Table: Unusual Weapons
Roll (d12) Unusual Weapon
1 +1 blunt weapon that destroys undead
2 +1 thrown weapon that returns to hand
3 +1 weapon, extra attack
4 +1, +2 vs. particular type of foe
5 +1, +4 vs. particular type of foe
6 +2, +3 vs. particular type of foe
7 +4 weapon
8 +5 weapon
9 Flaming weapon
10 Freezing Weapon
11 Dancing Weapon
12 Intelligent Weapon
Table: Unusual Armors
Roll (d8) Potion (Duration of 1d6+6 turns)
1 +4 armor (determine armor type using Table: Magic Armor Types)
2 +4 shield
3 +5 armor (determine armor type using Table: Magic Armor Types)
4 +5 shield
5 Armor of Arrow Deflection
6 Demonic Armor
7 Ethereal Armor
8 Fiery Armor
Table: Remarkable Magic Items
Roll (*) Item
1 Lesser Wand
2 Lesser Ring
3–20 Lesser Misc. Magical Item
21 Lesser Wand
22 Lesser Wand
23 Greater Wand
24 Lesser Ring
25 Lesser Ring
26 Greater Ring
27–40 Medium Misc. Magical Item
41 Greater Wand
42 Greater Wand
43 Greater Ring
44 Greater Ring
45 Staff
46–60 Greater Misc. Magical item
Table: Lesser Wands
Roll (d6) Result
1-2 Spell, level 1, holds 10 charges
3-4 Spell, level 2, holds 5 charges
5-6 Spell, level 3, holds 2 charges
Table: Greater Wands
Roll (d%) Potion (Duration of 1d6+6 turns)
1 Spell, level 3, holds 10 charges
2 Spell, level 4, holds 10 charges
3 Wand of Cold
4 Wand of Detection, enemies
5 Wand of Detection, magic
6 Wand of Detection, metal
7 Wand of Detection, traps & secret doors
8 Wand of Fear
9 Wand of Paralyzing
10 Wand of Polymorph
Table: Lesser Rings
Roll (d6) Lesser Rings
1 Fire Resistance (A)
2 Invisibility (A)
3 Mammal Control (A)
4 Poison Resistance (A)
5 Protection, +1 (A)
6 Protection, +2 (A)
Table: Greater Rings
Roll (d10) Greater Rings
1 Djinni Summoning (A)
2 Human Control (A)
3 Regeneration (A)
4 Shooting Stars (A)
5 Spell Storing, Magic-User (M)
6 Spell Storing, Cleric (C)
7 Spell Turning (A)
8 Telekinesis (A)
9 Three Wishes (A)
10 X-ray Vision (A)
(A) indicates that the item can be used by members of any class; (C) indicates that the item can be used by members of the Cleric classes; (F) indicates that the item can be used by members of the Fighter classes; (M) indicates that the item can be used by members of the Magic-User classes; (T) indicates that the item can be used by members of the Thief classes.
Table: Magic Staffs
Roll (d10) Staff
1 Absorption (M)
2 Beguiling (C, M)
3 Command (C, M)
4 Healing (C)
5 Power (M)
6 Resurrection (C)
7 Snake (C)
8 Striking (C, M)
9 Withering (C)
10 Wizardry (M)
(C) indicates that the item can be used by members of the Cleric classes; (M) indicates that the item can be used by members of the Magic-User classes;
Table: Lesser Miscellaneous Magical Items
Roll (d20) Item
1 Arrow of Direction (A)
2 Bag of Holding (A)
3 Boots of Elvenkind (A)
4 Boots of Speed or Boots of Leaping (50%/50%) (A)
5 Bracers of Defense, AC 6 [13] (A)
6 Chime of Opening (A)
7 Cloak of Elvenkind (A)
8 Cloak of Protection, +1 (C, M, T)
9 Cursed Item (A)
10 Decanter of Endless Water (A)
11 Dust of Appearance or Disappearance (50%/50%) (A)
12 Dust of Sneezing and Choking (A)
13 Gauntlets of Swimming and Climbing (C, F, T)
14 Horseshoes of Speed (horses)
15 Luckstone (A)
16 Manual of Beneficial Exercise (A)
17 Pipes of the Sewers (A)
18 Rope of Climbing (A)
19 Rope of Entanglement (A)
20 Spade of Excavation (F)
(A) indicates that the item can be used by members of any class; (C) indicates that the item can be used by members of the Cleric classes; (F) indicates that the item can be used by members of the Fighter classes; (M) indicates that the item can be used by members of the Magic-User classes; (T) indicates that the item can be used by members of the Thief classes.
Table: Medium Miscellaneous Magical Items
Roll (d20) Item
1 Amulet against Scrying (A)
2 Boots of Flying (A)
3 Bracers of Defense, AC 4 [15] or AC 2 [17] (50%/50%) (A)
4 Carpet of Flying (A)
5 Cloak of Displacement (A)
6 Cloak of Protection, +2 or +3 (50%/50%)(C, M, T)
7 Deck of Many Things (A)
8 Figurine of the Onyx Dog (A)
9 Gauntlets of Ogre Power (C, F, T)
10 Helm of Reading Magic and Languages (A)
11 Hole, Portable (A)
12 Horn of Valhalla, Bronze (C, F)
13 Horn of Valhalla, Silver (A)
14 Jug of Alchemy (A)
15 Manual of Quickness (A)
16 Medallion of ESP (A)
17 Mirror of Mental Scrying (A)
18 Robe of Blending (A)
19 Robe of Eyes (M)
20 Robe of Wizardry (M)
(A) indicates that the item can be used by members of any class; (C) indicates that the item can be used by members of the Cleric classes; (F) indicates that the item can be used by members of the Fighter classes; (M) indicates that the item can be used by members of the Magic-User classes; (T) indicates that the item can be used by members of the Thief classes.
Table: Greater Miscellaneous Magical Items
Roll (d20) Item
1 Amulet of Demon Control (C, M)
2 Beaker of Potions (A)
3 Censer, Bowl, Brazier, or Stone of Controlling Elementals (M)
4 Crystal Ball (M)
5 Efreeti Bottle (A)
6 Figurine of the Golden Lion (A)
7 Gauntlets of Dexterity (A)
8 Gem of Seeing (A)
9 Girdle of Giant Strength (A)
10 Helm of Fiery Brilliance (A)
11 Helm of Teleportation (M)
12 Horn of Blasting (A)
13 Horn of Valhalla, Iron (F)
14 Lenses of Charming (A)
15 Libram, Magical (level gain) (specific to one class)
16 Manual of Golems (M)
17 Manual of Intelligence (A)
18 Manual of Wisdom (A)
19 Necklace of Firebaubles (A)
20 Scarab of Insanity (A)
Table: Cursed Items
Roll (d10) Result
1 Bag of Devouring
2 Censer of Hostile Elementals
3 Cloak of Poison
4 Crystal Ball of Suggestion
5 Dancing Boots
6 Flask of Stoppered Curses
7 Horn of Collapse
8 Medallion of Projecting Thoughts
9 Mirror of Opposition
10 Robe of Feeblemindedness