The amount of treasure a monster owns or guards is usually related to the monster’s Challenge Level. That’s not necessarily realistic, but keep in mind that treasure is one of the ways the game reflects what a character has done
it’s used in awarding experience points. Too many large treasures and the characters will become powerful without actually having done very much. Too many monsters with small treasures, and the characters won’t gain levels to reflect their achievements.
As a general guideline, the monetary value of a treasure ought to be about 2–3 times the monster’s value in experience points, and keep in mind that hunting and patrolling monsters likely won’t be carting their treasure around with them. If the characters can’t find the monster’s lair, they may get none of the treasure. Also, it obviously doesn’t 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, that’s the breaks. You can’t make the game perfectly fair, trying too hard isn’t worth your time, and too much fairness feels artificial to the players, too.
In addition to coins, treasures might contain gems, jewellery, and magical items. Treasures have got to be interesting; endless series of, “another treasure worth 100 gp in total” is a surefire recipe for boring your players.
It is suggested that the Referee begin with the major gp values first and work down to the lesser ones. “Jewellery” refers to a single item of jewellery.
A roll of 1–19 on a d20 means a roll on the Minor Gem/Jewellery table. A roll of 20 results in rolling on the Minor Magic Item table.
A roll of 1–19 on a d20 means a roll on the Medium Gem/Jewellery table. A roll of 20 results in rolling on the Medium Magic Item table.
A roll of 1–19 on a d20 means a roll on the Major Gem/Jewellery table. A roll of 20 results in rolling on the Major Magic Item table.
Die Roll (1d4) |
Minor Gem/Jewellery | Medium Gem/Jewellery | Major Gem/Jewellery |
---|---|---|---|
1 | Gem or jewellery worth 1d6 gp | Gem or jewellery worth 1d100 gp | Gem or jewellery worth 1d1,000 gp |
2 | Gem or jewellery worth 1d100 + 25 gp | Gem or jewellery worth 1d1,000 + 250 gp | Gem or jewellery worth 1d1,000 x8 gp |
3 | Gem or jewellery worth 1d100 + 75 gp | Gem or jewellery worth 1d1,000 + 750 gp | Gem or jewellery worth 1d1,000 x12 gp |
4 | Gem or jewellery worth 1d1,000 gp | Gem or jewellery worth 1d10,000 gp | Gem or jewellery worth 1d1,000 x20 gp |
Die Roll (1d4) |
Minor Magic Items | Medium Magic Items | Major Magic Items |
---|---|---|---|
1 | Roll 1d12 on the Potions table | Roll three times on the Potions table | Roll six times on the Potions table |
2 | Roll 1d6 on the Scrolls table | Roll 1d6 +6 on the Scrolls table | Roll 1d6 +12 on the Scrolls table |
3 | Roll 1d6 on the Weapons and Armour table | Roll 1d6 +6 on the Weapons and Armour table | Roll 1d6 +12 on the Weapons and Armour table |
4 | Roll 1d20 on the Miscellaneous Magical Items table | Roll 1d20 +20 on the Miscellaneous Magical Items table | Roll 1d20 +40 on the Miscellaneous Magical Items table |
Die Roll (1d100) |
Potion (Duration: 1d6+1 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 |
25–27 | 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 |
As per the spell.
As per the spell.
As per the spell.
Shrink to six inches tall for 2d6 hours.
1d3 dragons of a specific type (determined randomly by the Referee) are affected as perCharm Monster.
Imbiber can move through solid objects but cannot attack. Equipment also becomes ethereal.
Immune to normal fire, +2 saving throws against fire attacks, half damage to magic fire attacks that do not permit saving throws.
As per the spell.
User’s body turns to a mist that he controls, allowing him to access any place that isn’t airtight. Equipment is left behind; only the body becomes gaseous.
Character gains strength above and beyond 18. Gains an additional 1d8 to damage rolls and +4 to hit.
Character grows to 30 ft in height.
+2 to attacks and damage.
As per the spell.
+2 saving throws, opponents attack at -2.
As per the spell.
As per the spell.
Save or die.
Except for the soles of the feet and the palms of the hands, the character has a virtually frictionless surface.
Character can detect hoards of treasure within 400 ft.
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.
Cures 3d8+3 hit points of damage.
Cures 1d8+1 hit points of damage.
Die Roll | Scroll (50% Cleric, 50% Magic-user) For Cleric scrolls, re-roll any results for spell levels 8 or 9 |
---|---|
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 1d8+1 each |
9 | 1 spell level 1d6+3 |
10 | 5 spells, level 1d3 each |
11 | Cursed scroll |
12 | Protection Scroll (double duration) |
13 | 5 spells, level 1d8 each |
14 | 6 spells, level 1d8 each |
15 | 7 spells, level 1d8 each |
16 | 8 spells, level 1d8 each |
17 | Cursed scroll |
18 | Protection Scroll (triple duration and double effect if applicable) |
Die Roll (1d8) | Protection Scroll |
---|---|
1 | Demons |
2 | Drowning |
3 | Elementals |
4 | Magic |
5 | Metal |
6 | Poison |
7 | Undead |
8 | Were-creatures |
All within a 10 ft radius around the reader are protected from the attacks of 1 demon per round for a period of 40 minutes.
All within a 10 ft radius of the reader gain the ability to breathe underwater for 1 full day.
This scroll protects against a single elemental, and lasts for a duration of 40 minutes.
Anti-magic shell surrounds and moves with the reader, having a radius of 10 ft. Spells cannot pass in or out of the shell. Duration: 1 hour.
Metal cannot harm the reader for a duration of 1 hour.
Poison cannot harm the reader for a period of 6 hours, and any poison in his system is removed.
All within a 10 ft radius of the reader are protected against undead, but only to a limited degree. In any given round, 2d12 undead with HD fewer than 4, and 2d6 undead with hit dice 4–5, and 1d6 undead with hit dice of 6+ are foiled by the protection of the scroll. Thus, the scroll is effective against all but a true horde of undead.
All within a ten-foot radius around the reader, for a duration of one hour, are protected from lycanthropes.
Die Roll | Weapon or Armour |
---|---|
1 | Cursed armour or shield |
2 | +1 missile weapon(s) |
3 | +1 shield |
4 | +1 melee weapon |
5 | +1 armour |
6 | Cursed weapon |
7 | +2 missile weapon(s) |
8 | +2 shield |
9 | +2 melee weapon |
10 | +2 armour |
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 armour |
17 | Unusual weapon |
18 | Unusual armour |
Die Roll (1d8) |
Curse Items cannot be put down unless Remove Curse is cast |
---|---|
1–2 | -1 weapon or armour |
3–4 | -2 weapon or armour |
5 | -3 weapon or armour |
6 | Attracts missiles (even those fired at others nearby), and grants +1 to hit on such missiles |
7 | Causes wearer to run away from combat |
8 | Causes wearer to charge into combat |
Die Roll (1d12) |
Magic Melee Weapon |
---|---|
1 | Axe, battle |
2 | Axe, hand |
3 | Dagger |
4 | Hammer, war |
5 | Lance |
6 | Mace, heavy |
7 | Mace, light |
8 | Spear |
9 | Staff |
10 | Sword, Long |
11 | Sword, Short |
12 | Sword, Two-handed |
Die Roll (1d20) |
Magic Missile Weapon |
---|---|
1–8 | 2d6 arrows |
9–10 | 1d10 sling stones |
11 | 1 javelin |
12–15 | 2d4 darts |
16–20 | 2d6 crossbow bolts |
Die Roll (1d8) |
Ability |
---|---|
1–5 | Additional +1 damage |
6 | Sheds light, 15 ft radius |
7 | Sheds light, 30 ft radius |
8 | Inflicts additional +4 damage against a particular opponent type (undead, dragons, demons, giants) |
Die Roll (1d8) |
Unusual Armour |
---|---|
1 | +4 armour (determine type randomly) |
2 | +4 shield |
3 | +5 armour (determine type randomly) |
4 | +5 shield |
5 | Armour of Arrow Deflection |
6 | Demonic Armour |
7 | Ethereal Armour |
8 | Fiery Armour |
+2 against missile fire.
Possessed by a spirit or demon, with effects to be determined by the Referee
+3 plate mail that also allows the wearer to become insubstantial and incorporeal 50 times, at which time it reverts to normal +3 plate mail. In ethereal form, the wearer cannot be hit and cannot attack (unless the opponent is ethereal).
+1 armour that is surrounded by flames. These flames deal 1d3 damage to melee attackers.
Die Roll (1d12) |
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 |
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.
This axe, javelin, or hammer (determine type randomly) will eventually return to the throwers hand.
This weapon grants 1 additional attack for the user once per day.
This weapon provides +1, +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly.
This weapon provides +1, +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly.
This weapon provides +1, +2 vs. a particular type of foe (were-creatures, undead, giants, orcs, dragons, etc.) to be determined randomly.
This weapon flames for additional 1d6 points of damage. Roll 1d4-1 for its to-hit bonus.
This weapon is freezing cold, inflicting an additional 1d6 points of damage. Roll 1d4-1 for its to-hit bonus.
This dancing weapon fights beside its owner in the air after 3 rounds as a +1d3 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.
Die Roll (d20 + modifier) |
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 |
Die Roll (1d6) |
Lesser Wand |
---|---|
1–2 | Spell, level 1, holds 10 charges |
3–4 | Spell, level 2, holds 5 charges |
5–6 | Spell, level 3, holds 2 charges |
Wands 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).
Die Roll (1d10) |
Greater Wand |
---|---|
1 | Spell, level 3, holds 10 charges |
2 | Spell, level 4, holds 10 charges |
3 | Wand of Detection, enemies |
4 | Wand of Detection, metal |
5 | Wand of Detection, magic |
6 | Wand of Detection, traps & secret doors |
7 | Wand of Polymorph |
8 | Wand of Fear |
9 | Wand of Cold |
10 | Wand of Paralyzing |
Detects enemies in a radius of 60 ft, if the enemies are thinking hostile thoughts. Always active when held, does not use charges.
Detects large caches of metal, with a range of 20 ft. The wand’s user also gets a vague sense of the metal’s type. Always active when held, does not use charges.
Functions as aDetect Magic spell with a range of 20 ft. The user gets a vague sense of what sort of magic is being detected. Always active when held, does not use charges.
Detects traps and secret doors with a range of 20 ft. Always active when held, does not use charges.
Casts either Polymorph Self or Polymorph Other, and carries 10 charges.
Causes creatures in a cone-shaped path to flee (saving throw). There is a 60% chance that they will drop whatever they are holding. The cone extends 60 ft to a base 30 ft across. Holds 25 charges (cannot be recharged).
Casts a cone of cold 60 ft to a base 30 ft across. Creatures in the cone take 6d6 damage (saving throw for half damage). Holds 25 charges (cannot be recharged).
Casts a cone of paralysis 60 ft to a base 30 ft across. Creatures in the cone are paralyzed for 3d6 turns. Holds 25 charges (cannot be recharged).
No more than two magic rings may be worn at a time (one on each hand) without unpredictable and potentially dire consequences.
Die Roll (1d6) |
Lesser Rings |
---|---|
1 | Protection, +1 |
2 | Protection, +2 |
3 | Invisibility |
4 | Mammal Control |
5 | Fire Resistance |
6 | Poison Resistance |
The wearer controls 1d8 mammals at a range of up to 60 ft. Control does not extend to people or to giant animals.
Wearer receives a +5 to saving throws vs. magical fire, and is immune to normal fire.
Wearer receives a +5 to saving throws vs. poison.
Die Roll (1d10) |
Greater Rings |
---|---|
1 | Djinni Summoning |
2 | Human Control |
3 | Regeneration |
4 | Shooting Stars |
5 | Spell Storing, Magic-user |
6 | Spell Storing, Cleric |
7 | Spell Turning |
8 | Telekinesis |
9 | Three Wishes |
10 | X-ray Vision |
The wearer of the ring can summon a djinni, who will do his bidding.
Allows the wearer to cast Charm Person once per day, and maintain the charm on up to 3 individuals at a time.
The wearer regenerates one hit point per combat round, and thus cannot die unless the ring is removed or his body is burned.
Once per day, the ring can unleash 1d6 lightning bolts of 3d6 hp each.
The ring contains 1d6 Magic-user spells. Roll 1d6 for each spell to determine the spell level. The wearer (if he is a Magic-user) can cast these spells as if they were his own memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the wearer has rested for 8 hours.
The ring contains 1d6 Cleric spells. Roll 1d4 for each spell to determine the spell level. The wearer (if he is a Cleric) can cast these spells as if they were his own memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the wearer has rested for 8 hours.
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.
The wearer can mentally lift and move 200 pounds of weight at a range of 120 ft.
Grants the wearer three wishes. Beware of outrageous wishes; they backfire.
The wearer has x-ray vision at a range of 40 ft. The maximum distance through which the wearer can see through solid rock is just over 10 ft, through solid metals (other than lead) is 1 ft, and through lead is 1 inch.
Die Roll (1d10) |
Staff |
---|---|
1 | Absorption |
2 | Beguiling |
3 | Command |
4 | Healing |
5 | Power |
6 | Resurrection |
7 | Snake |
8 | Striking |
9 | Withering |
10 | Wizardry |
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’s done, or hire a wizard to do it (if even they know how). Most staffs carry 200 charges.
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 chosen from the entire list of spells the caster has prepared.
Foes within a 20 ft range must make a saving throw or consider the holder to be a loyal friend for 4d4 rounds.
A charge can be used to control humans (as per charm person), plants, or animals.
Cures 1d6+1 hit points of damage per charge.
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).
These staffs only carry 10 charges, but a charge may be used to cast raise dead
+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. The victim must be about the size of a human or smaller to use this power. The staff will slither back to its owner afterwards at a speed of 24. Only Clerics can employ a Staff of the Snake.
Inflicts 2d6 points of damage with a successful hit (does not use charges).
Adds ten years of physical aging with a successful hit.
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.
Die Roll (1d20) |
Lesser Misc. Magic Item | Medium Misc. Magic Item | Greater Misc. Magic Item |
---|---|---|---|
1 | Arrow of Direction | Amulet against Scrying | Amulet of Demon Control |
2 | Bag of Holding | Boots of Flying | Beaker of Potions |
3 | Boots of Elvenkind | Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance) | Censer, Bowl, Brazier, or Stone of Controlling Elementals |
4 | Boots of Speed or Boots of Leaping (50%) | Carpet of Flying | Crystal Ball |
5 | Bracers of Defense, AC 6 [13] | Cloak of Displacement | Efreeti Bottle |
6 | Chime of Opening | Cloak of Protection, +2 or +3 (50%) | Figurine of the Golden Lions |
7 | Cloak of Elvenkind | Deck of Many Things | Gauntlets of Dexterity |
8 | Cloak of Protection, +1 | Figurine of the Onyx Dog | Gem of Seeing |
9 | Cursed Item | Gauntlets of Ogre Power | Girdle of Giant Strength |
10 | Decanter of Endless Water | Helm of Reading Magic and Languages | Helm of Fiery Brilliance |
11 | Dust of Appearance or Disappearance (50%) | Hole, Portable | Helm of Teleportation |
12 | Dust of Sneezing and Choking | Horn of Valhalla, Bronze | Horn of Blasting |
13 | Gauntlets of Swimming and Climbing | Horn of Valhalla, Silver | Horn of Valhalla, Iron |
14 | Horseshoes of Speed | Jug of Alchemy | Lenses of Charming |
15 | Luckstone | Manual of Quickness | Libram, Magical (level gain) |
16 | Manual of Beneficial Exercise | Medallion of ESP | Manual of Golems |
17 | Pipes of the Sewers | Mirror of Mental Scrying | Manual of Intelligence |
18 | Rope of Climbing | Robe of Blending | Manual of Wisdom |
19 | Rope of Entanglement | Robe of Eyes | Necklace of Fireballs |
20 | Spade of Excavation | Robe of Wizardry | Symbol—Scarab of Insanity |
Protects the wearer from all scrying, such as ESP or being viewed through a crystal ball. Usable by: All Classes.
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.
Points the direction of whatever the owner requests. Cannot be used more than seven times in a single week. Usable by: All Classes.
The inside of this bag is larger than the outside. The inside dimensions are roughly 10x5x3 ft, 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.
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.
The wearer moves with complete silence. Usable by: All Classes.
These boots allow the wearer to Levitate (as per the spell), with unlimited duration. Usable by: All Classes.
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. Usable by: All Classes.
Boots of Leaping allow the wearer to make prodigious leaps 10 ft high and up to 30 ft 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.
These bracers improve the wearer’s armour class (whatever part of it is due to actual armour) to the stated level—there is no effect if the wearer is already armoured to the same or higher degree. The armour class granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.
These bracers improve the wearer’s armour class (whatever part of it is due to actual armour) to the stated level—there is no effect if the wearer is already armoured to the same or higher degree. The armour class granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.
The carpet can carry as many as three people, and travels at a speed of 18 when it has more than one passenger. With only one rider, the carpet moves at a rate of 30. Usable by: All Classes.
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.
Sounding this small chime opens any door, even if the door is barred orWizard Locked. Usable by: All Classes.
The wearer appears to be in a slightly different location than he really is. His armour class improves by 2, and he gains a +2 saving throw against any targeted attack upon him. Usable by: All Classes.
The wearer is almost, but not quite, invisible. Usable by: All Classes.
This cloak improves the wearer’s armour class by 1, and grants a bonus of +1 on saving throws. Usable by: All but Fighting-men.
This cloak improves the wearer’s armour class by 2 (or 3), and grants a bonus of +2 (or +3) on saving throws. Usable by: All but Fighting-men.
Allows the user to see what he desires to see, over a considerable distance. A crystal ball 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 crystal balls communicate sound or even thoughts from the area being scryed, although these are rare. Usable by: Magic-users.
See below.
This jug pours out one gallon of water per minute when unstoppered. Usable by: All Classes.
An ordinary-seeming deck of hand-painted 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 he likes (with the deck re-shuffled each time), but once he stops drawing cards, the deck disappears in a sound of faintly malevolent laughter. The results of the cards are as follows.
Gain 25,000 XP OR choose to draw two more cards.
Dust of Appearance is tossed in a radius of 10 ft 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 ft radius, everything therein becomes invisible for 5d6 turns. Normal means of detecting invisibility (such as aDetect Invisibility spell) are not strong enough to work against the dust’s powerful enchantment. Usable by: All Classes.
Pouches containing this dust ordinarily contain only enough for one “dose.” When scattered in a radius of 10 ft, the dust causes 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.
The efreeti of the bottle will serve the bottle’s owner for a year and a day unless it is accidentally released from servitude. Usable by: All Classes.
A small stone figurine that transforms into a lion when the command word is spoken, fighting at the owner’s orders. If they are slain, they turn back into figurines, but may be used again. The figurine may be used once per week, and no more. Usable by: All Classes.
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 non-magical. Usable by: All Classes.
When worn, these gloves grant a bonus of +2 to the wearer’s dexterity (to a maximum of 18). Usable by: All Classes.
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.
These gloves permit the wearer to swim at a rate of 18, and climb sheer walls with a 95% chance of success (check per ten feet of climbing). Usable by: all but Magic-users.
A gem of seeing is used as a lens, and shows the truth of what it sees, cutting through illusions of all kinds, even very powerful ones. Usable by: All Classes.
This wide belt grants the wearer the strength of a hill giant (+8 strength damage, not cumulative with any existing strength bonuses). The girdle does not increase to-hit probability. Usable by: All Classes.
This prodigiously powerful helm grants many benefits to the wearer. He gains a +10 on saving throws against fire damage, and can create a Wall of Fire himself.
The wearer of this ring is likely to be attacked by any air elemental creatures, but fire elemental types (such as efreet or salamanders) will be favorably disposed toward the wearer. Usable by: All Classes.
The wearer can read all languages, including magic script. Usable by: All Classes.
When the wearer casts a Teleportation spell on himself, while wearing the helm, he may teleport himself without error, anywhere he desires. The helm does not permit the casting of a Teleportation spell on anyone other than the wearer. Usable by: Magic-users.
A piece of dark cloth about five feet in diameter. It is actually the mouth of an inter-dimensional hole 10 ft deep—items and people can fall through it 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.
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 ft long, and widens to a base of 20 ft (the “point” of the cone, at the horn’s mouth, is 10 ft wide). Usable by: All Classes.
Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: Fighting-men and Clerics.
Summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable by: Fighting-men.
Summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: All Classes.
These double a horse’s movement rate. Usable by: horses.
This jug produces whatever liquid is desired, in a commonly used large quantity (e.g., 10 gallons of water, but only five gallons of wine). It may be used no more than seven times per day, and will only produce the liquid first requested in that day. It does not produce magical liquids. Usable by: All Classes.
These lenses, when placed over the eyes, give the wearer the ability to charm those who look into his eyes (as per aCharm Person spell). The saving throw against the power of the lenses is made at –2. Usable by: All Classes.
Magical librams grant a level of experience to the reader, if the reader is of the right class. Randomly determine the class for which the libram is written.
This stone grants +1 to saving throws and attack rolls. Usable by: All Classes.
Reading this tome increases the reader’s strength by 1 point (to a maximum of 18). Usable by: All Classes.
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, from the touch of anyone not of the Magic-user class, enchanted to inflict damage or even the loss of a level. Usable by: Magic-users only.
Reading this tome increases the reader’s intelligence by 1 point (to a maximum of 18). Usable by: All Classes.
Reading this tome increases the reader’s dexterity by 1 point (to a maximum of 18). Usable by: All Classes.
Reading this tome increases the reader’s wisdom by 1 point (to a maximum of 18). Usable by: All Classes.
Functions as an ESP spell within 30 ft (75%) or 90 ft (25%). Usable by: All Classes.
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.
This necklace is hung with 3d4 little baubles. When thrown, the baubles explode into 6d6 fireballs (per the spell). Usable by: All Classes.
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 a 5% chance that they will not obey him, and if he ceases to concentrate on his tune there is a 10% chance that he will lose control of them. Every subsequent round in which he 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.
These robes make the wearer appear to be a part of his surroundings, including the ability to appear as another one of a group of nearby creatures. He will appear to be 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.
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 ft, anything he looks upon is seen for what it is; he sees invisible creatures, he perceives illusions, and his sight even extends into the astral plane. He cannot be ambushed or otherwise taken by surprise, and he can follow the trail of anything that has passed by within the last day. Usable by: Magic-users only.
This robe grants the wearer the ability to cast Charm, Polymorph, and Hold with a 95% chance of success. The robes may be tied to specific alignments. Usable by: Magic-users only.
A 50 ft length of rope that leaps magically upward and can tie and untie itself upon command. Usable by: All Classes.
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.
This ordinary-looking spade digs by itself when commanded, shoveling out one cubic yard (27 cubic feet) per ten minutes (1 turn). Usable by: Fighting-men only.
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 ft, 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.
Die Roll (1d10) |
Cursed Item |
---|---|
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 |
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 create his own cursed items, the samples below should prove useful guidance
Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours.
A censer (or brazier, bowl, or stone) that summons elementals—but the elementals are hostile instead of under the summoner’s control.
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.
Does not function as a crystal ball, but implants a Suggestion (per the spell) in the viewer’s mind. Powerful versions of this item might even implant a Geas.
These boots function as boots of elvenkind or speed, until the wearer is in combat or fleeing. Suddenly at that point he will begin to dance a jig, or perhaps a stately pavane.
This flask releases a curse of some kind when its seal is broken.
When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling overhead and causing it to collapse.
The wearer’s thoughts can be “heard” by all nearby.
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.
Anyone donning this cloak has his intelligence reduced to that of a garden snail.