Treasure

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.

"Trading" GP Value for Treasures

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.

100 GP Trade Out

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.

1,000 GP Trade Out

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.

5,000 GP Trade Out

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.

Gems and/or Jewellery

Die Roll
(1d4)
Minor Gem/Jewellery Medium Gem/Jewellery Major Gem/Jewellery
1Gem or jewellery worth 1d6 gp Gem or jewellery worth 1d100 gp Gem or jewellery worth 1d1,000 gp
2Gem or jewellery worth 1d100 + 25 gp Gem or jewellery worth 1d1,000 + 250 gp Gem or jewellery worth 1d1,000 x8 gp
3Gem or jewellery worth 1d100 + 75 gp Gem or jewellery worth 1d1,000 + 750 gp Gem or jewellery worth 1d1,000 x12 gp
4Gem or jewellery worth 1d1,000 gp Gem or jewellery worth 1d10,000 gp Gem or jewellery worth 1d1,000 x20 gp

Magic Items

Die Roll
(1d4)
Minor Magic Items Medium Magic Items Major Magic Items
1Roll 1d12 on the Potions table Roll three times on the Potions table Roll six times on the Potions table
2Roll 1d6 on the Scrolls table Roll 1d6 +6 on the Scrolls table Roll 1d6 +12 on the Scrolls table
3Roll 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
4Roll 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

Potions

Die Roll
(1d100)
Potion
(Duration: 1d6+1 turns)
1–3Animal Control
4–6Clairaudience
7–9Clairvoyance
10–12Diminution
13–15Dragon Control
16–18Ethereality
19–21Fire Resistance
22–24Flying
25–27Gaseous Form
28–30Giant Strength
31–33Growth
34–36Heroism
37–39Invisibility
40–42Invulnerability
43–45Levitation
46–48Plant Control
49–55Poison
56–58Slipperiness
59–61Treasure Finding
62–64Undead Control
65–75Extra Healing
76–00Healing

Animal Control

As per the spell.

Clairaudience

As per the spell.

Clairvoyance

As per the spell.

Diminution

Shrink to six inches tall for 2d6 hours.

Dragon Control

1d3 dragons of a specific type (determined randomly by the Referee) are affected as perCharm Monster.

Ethereality

Imbiber can move through solid objects but cannot attack. Equipment also becomes ethereal.

Fire Resistance

Immune to normal fire, +2 saving throws against fire attacks, half damage to magic fire attacks that do not permit saving throws.

Flying

As per the spell.

Gaseous Form

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.

Giant Strength

Character gains strength above and beyond 18. Gains an additional 1d8 to damage rolls and +4 to hit.

Growth

Character grows to 30 ft in height.

Heroism

+2 to attacks and damage.

Invisibility

As per the spell.

Invulnerability

+2 saving throws, opponents attack at -2.

Levitation

As per the spell.

Plant Control

As per the spell.

Poison

Save or die.

Slipperiness

Except for the soles of the feet and the palms of the hands, the character has a virtually frictionless surface.

Treasure Finding

Character can detect hoards of treasure within 400 ft.

Undead Control

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.

Extra Healing

Cures 3d8+3 hit points of damage.

Healing

Cures 1d8+1 hit points of damage.

Scrolls

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)

Protection Scrolls

Die Roll (1d8) Protection Scroll
1Demons
2Drowning
3Elementals
4Magic
5Metal
6Poison
7Undead
8Were-creatures

Demons

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.

Drowning

All within a 10 ft radius of the reader gain the ability to breathe underwater for 1 full day.

Elementals

This scroll protects against a single elemental, and lasts for a duration of 40 minutes.

Magic

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

Metal cannot harm the reader for a duration of 1 hour.

Poison

Poison cannot harm the reader for a period of 6 hours, and any poison in his system is removed.

Undead

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.

Were-creatures

All within a ten-foot radius around the reader, for a duration of one hour, are protected from lycanthropes.

Weapons and Armour

Die Roll Weapon or Armour
1Cursed armour or shield
2+1 missile weapon(s)
3+1 shield
4+1 melee weapon
5+1 armour
6Cursed 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
17Unusual weapon
18Unusual armour

Cursed Armour and Shields

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
6Attracts missiles (even those fired at others nearby), and grants +1 to hit on such missiles
7Causes wearer to run away from combat
8Causes wearer to charge into combat

Magic Melee Weapons

Die Roll
(1d12)
Magic Melee Weapon
1Axe, battle
2Axe, hand
3Dagger
4Hammer, war
5Lance
6Mace, heavy
7Mace, light
8Spear
9Staff
10Sword, Long
11Sword, Short
12Sword, Two-handed

Magic Missile Weapons

Die Roll
(1d20)
Magic Missile Weapon
1–82d6 arrows
9–101d10 sling stones
111 javelin
12–152d4 darts
16–202d6 crossbow bolts

Minor Abilities for Melee Weapons

Die Roll
(1d8)
Ability
1–5Additional +1 damage
6Sheds light, 15 ft radius
7Sheds light, 30 ft radius
8Inflicts additional +4 damage against a particular opponent type (undead, dragons, demons, giants)

Unusual Armours

Die Roll
(1d8)
Unusual Armour
1+4 armour (determine type randomly)
2+4 shield
3+5 armour (determine type randomly)
4+5 shield
5Armour of Arrow Deflection
6Demonic Armour
7Ethereal Armour
8Fiery Armour

Armour of Arrow Deflection

+2 against missile fire.

Demonic Armour

Possessed by a spirit or demon, with effects to be determined by the Referee

Ethereal armour

+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).

Fiery Armour

+1 armour that is surrounded by flames. These flames deal 1d3 damage to melee attackers.

Unusual Weapons

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
9Flaming weapon
10Freezing Weapon
11Dancing Weapon
12Intelligent Weapon

+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.

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.

Miscellaneous Magical Items

Die Roll
(d20 + modifier)
Item
1Lesser Wand
2Lesser Ring
3–20Lesser Misc. Magical Item
21Lesser Wand
22Lesser Wand
23Greater Wand
24Lesser Ring
25Lesser Ring
26Greater Ring
27–40Medium Misc. Magical Item
41Greater Wand
42Greater Wand
43Greater Ring
44Greater Ring
45Staff
46–60Greater Misc. Magical item

Wands

Die Roll
(1d6)
Lesser Wand
1–2Spell, level 1, holds 10 charges
3–4Spell, level 2, holds 5 charges
5–6Spell, 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).

Greater Wands

Die Roll
(1d10)
Greater Wand
1Spell, level 3, holds 10 charges
2Spell, level 4, holds 10 charges
3Wand of Detection, enemies
4Wand of Detection, metal
5Wand of Detection, magic
6Wand of Detection, traps & secret doors
7Wand of Polymorph
8Wand of Fear
9Wand of Cold
10Wand of Paralyzing

Wand of Detection, enemies

Detects enemies in a radius of 60 ft, if the enemies are thinking hostile thoughts. Always active when held, does not use charges.

Wand of Detection, metal

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.

Wand of Detection, magic

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.

Wand of Detection, traps and secret doors

Detects traps and secret doors with a range of 20 ft. Always active when held, does not use charges.

Wand of Polymorph

Casts either Polymorph Self or Polymorph Other, and carries 10 charges.

Wand of Fear

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).

Wand of Cold

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).

Wand of Paralyzing

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).

Rings

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

Lesser Rings

Die Roll
(1d6)
Lesser Rings
1Protection, +1
2Protection, +2
3Invisibility
4Mammal Control
5Fire Resistance
6Poison Resistance

Mammal Control

The wearer controls 1d8 mammals at a range of up to 60 ft. Control does not extend to people or to giant animals.

Fire Resistance

Wearer receives a +5 to saving throws vs. magical fire, and is immune to normal fire.

Poison Resistance

Wearer receives a +5 to saving throws vs. poison.

Greater Rings

Die Roll
(1d10)
Greater Rings
1Djinni Summoning
2Human Control
3Regeneration
4Shooting Stars
5Spell Storing, Magic-user
6Spell Storing, Cleric
7Spell Turning
8Telekinesis
9Three Wishes
10X-ray Vision

Djinni Summoning

The wearer of the ring can summon a djinni, who will do his bidding.

Human Control

Allows the wearer to cast Charm Person once per day, and maintain the charm on up to 3 individuals at a time.

Regeneration

The wearer regenerates one hit point per combat round, and thus cannot die unless the ring is removed or his body is burned.

Shooting Stars

Once per day, the ring can unleash 1d6 lightning bolts of 3d6 hp each.

Spell Storing, Magic-user

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.

Spell Storing, Cleric

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.

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 ft.

Three Wishes

Grants the wearer three wishes. Beware of outrageous wishes; they backfire.

X-ray Vision

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.

Staffs

Die Roll
(1d10)
Staff
1Absorption
2Beguiling
3Command
4Healing
5Power
6Resurrection
7Snake
8Striking
9Withering
10Wizardry

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.

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 chosen from the entire list of spells the caster has prepared.

Beguiling

Foes within a 20 ft range must make a saving throw or consider the holder to be a loyal friend for 4d4 rounds.

Command

A charge can be used to control humans (as per charm person), 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

+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.

Striking

Inflicts 2d6 points of damage with a successful hit (does not use charges).

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.

Miscellaneous Magical Items

Die Roll
(1d20)
Lesser Misc. Magic Item Medium Misc. Magic Item Greater Misc. Magic Item
1Arrow of Direction Amulet against Scrying Amulet of Demon Control
2Bag of Holding Boots of Flying Beaker of Potions
3Boots of Elvenkind Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance) Censer, Bowl, Brazier, or Stone of Controlling Elementals
4Boots of Speed or Boots of Leaping (50%) Carpet of Flying Crystal Ball
5Bracers of Defense, AC 6 [13] Cloak of Displacement Efreeti Bottle
6Chime of Opening Cloak of Protection, +2 or +3 (50%) Figurine of the Golden Lions
7Cloak of Elvenkind Deck of Many Things Gauntlets of Dexterity
8Cloak of Protection, +1 Figurine of the Onyx Dog Gem of Seeing
9Cursed Item Gauntlets of Ogre Power Girdle of Giant Strength
10Decanter of Endless Water Helm of Reading Magic and Languages Helm of Fiery Brilliance
11Dust of Appearance or Disappearance (50%) Hole, Portable Helm of Teleportation
12Dust of Sneezing and Choking Horn of Valhalla, Bronze Horn of Blasting
13Gauntlets of Swimming and Climbing Horn of Valhalla, Silver Horn of Valhalla, Iron
14Horseshoes of Speed Jug of Alchemy Lenses of Charming
15Luckstone Manual of Quickness Libram, Magical (level gain)
16Manual of Beneficial Exercise Medallion of ESP Manual of Golems
17Pipes of the Sewers Mirror of Mental Scrying Manual of Intelligence
18Rope of Climbing Robe of Blending Manual of Wisdom
19Rope of Entanglement Robe of Eyes Necklace of Fireballs
20Spade of Excavation Robe of Wizardry Symbol—Scarab of Insanity

Amulet against Scrying

Protects the wearer from all scrying, such as ESP or being viewed through a crystal ball. Usable by: All Classes.

Amulet of Demon Control

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

Points the direction of whatever the owner requests. Cannot be used more than 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 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.

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 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. 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.

Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance)

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.

Bracers of Defense, AC 6 [13]

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.

Carpet of Flying

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.

Censer, Bowl, Brazier, or Stone of Controlling 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 orWizard Locked. Usable by: All Classes.

Cloak of Displacement

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.

Cloak of Elvenkind

The wearer is almost, but not quite, invisible. Usable by: All Classes.

Cloak of Protection, +1

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.

Cloak of Protection, +2 or +3 (50%)

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.

Crystal Ball

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.

Cursed Item

See below.

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 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.

The Hearts
The Clubs
The Spades
The Diamonds
The Joker

Gain 25,000 XP OR choose to draw two more cards.

Dust of Appearance or Disappearance (50%)

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.

Dust of Sneezing and Choking

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.

Efreeti Bottle

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.

Figurine of the Golden Lions

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.

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 non-magical. 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 (check per ten feet of climbing). Usable by: all but Magic-users.

Gem of Seeing

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.

Girdle of Giant Strength

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.

Helm of Fiery Brilliance

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.

Helm of Reading Magic and Languages

The wearer can read all languages, including magic script. Usable by: All Classes.

Helm of Teleportation

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.

Hole, Portable

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.

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 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.

Horn of Valhalla, Bronze

Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: Fighting-men and Clerics.

Horn of Valhalla, Iron

Summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable by: Fighting-men.

Horn of Valhalla, Silver

Summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: All Classes.

Horseshoes of Speed

These 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 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.

Lenses of Charming

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.

Libram, Magical (level gain)

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.

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, 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.

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 ft (75%) or 90 ft (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 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.

Robe of Blending

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.

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 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.

Robe of Wizardry

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.

Rope of Climbing

A 50 ft length of rope that leaps magically upward 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.

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: Fighting-men only.

Symbol—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 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.

Cursed Items

Die Roll
(1d10)
Cursed Item
1Bag of Devouring
2Censer of Hostile Elementals
3Cloak of Poison
4Crystal Ball of Suggestion
5Dancing Boots
6Flask of Stoppered Curses
7Horn of Collapse
8Medallion of Projecting Thoughts
9Mirror of Opposition
10Robe 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

Bag of Devouring

Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours.

Censer of Hostile Elementals

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

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.

Dancing Boots

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.

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

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 intelligence reduced to that of a garden snail.