Chapter VI:
Treasure

In OSRIC, “treasure” comprises maps, coin, gemstones, jewellery, and magic items. In many cases, treasure will come from monsters the characters defeat (see Chapter V for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.

This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded reflects the difficulty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!

There is no duty on the GM to award treasure for each and every challenge the party might overcome. Some monsters, particularly wandering monsters, should have no treasure at all! Likewise some tricks or traps may not be associated with any reward to the party.

Give thought to how an intelligent monster protects its treasure. As a rule, treasure will be carried on a creature’s person if it can use it (or might need to use it) at short notice, but treasure not immediately needed will be concealed somewhere.

d% roll Treasure
01-35 1,500 cp per dungeon level
36-65 750 sp per dungeon level
66-80 250 gp per dungeon level
81-90 100 pp per dungeon level
91-95 1d3 gems per dungeon level
96-97 1 piece of jewellery per dungeon level
98-00 1 magic item (1d2 items below dungeon level 6)

If a dungeon treasure is associated with no particular creature, the following table may be used to determine its nature:

(For fully randomly-generated dungeons, the treasure table in Chapter IV should be used instead.)

Maps

Maps do not feature in the random tables because the GM will need to prepare them in advance; they should appear in hand-crafted areas rather than randomly-rolled ones. They are, nevertheless, valuable treasure to a clever player character. A map could indicate the location of a treasure outside the dungeon, thus becoming an adventure in its own right—or it could not show a treasure at all, but indicate where a powerful vampire lairs, or the location of a particularly fiendish trap, in which case it will still be of value to the party.

Maps can be literal maps or charts where × marks the spot, but they do not need to be. A note that says “The wand is lost—I dropped it somewhere in the sewers” or “The Shield of Shadows must lie beyond the Green Portal” is a minor map of sorts.

Coin

Coin is the simplest treasure for the GM to administer, but should still be awarded intelligently. OSRIC coins are heavy, and weight is a significant drawback if the players locate a substantial sum in copper or silver. The GM should ensure the players feel the force of this drawback.

In an upper dungeon level, few treasures should consist of gold without silver or copper, or platinum without gold and silver, so if the dice indicate 500 gp on dungeon level 2, the GM might prefer to award 200 gp, 2,000 sp and 10,000 cp instead. In deeper dungeon levels, copper and silver will be relatively less frequent, although successful players will still have enormous piles of them on their hands.

There is no particular reason why coin should be awarded in round numbers; if the dice indicate 6,000 cp, the GM might decide there are 5,573 or 6,281 of them.

Consider adding flavour by having some alternative monetary systems, such as ancient coins from a previous empire, that do not convert to the standard coin types of your campaign on a 1-1 basis. In such cases the player characters will need to pay conversion costs, perhaps to the local money changers.

Gemstones

Where the GM wishes to determine the value of a gem, the following table may be used:

Gemstone Table

d% Value (gp) Average Value (gp) Description
01-30 4d4 10 Ornamental Stone
31-55 2d4 × 10 50 Semi-Precious Stone
56-75 4d4 × 10 100 Fancy Stone
76-90 2d4 × 100 500 Precious Stone
91-99 4d4 × 100 1,000 Gem
00 2d4 × 1,000 5,000 Jewel

Changing Gem Value from Base

This table is provided to assist GMs in determining value when the base value only of a gem is known. Reroll on a result of 1 or 0 only, as indicated on the table.
1 Value increases by 1 step. Reroll and ignore any result greater than 8.*
2 Value doubles.
3 Value triples.
4-8 No change to base value.
9 Stone decreases in value by 1d4 × 10% percent.
0 Value decreases by 1 step. Reroll and ignore a result of 1.**

*No stone may increase in value more than 7 steps. Stones of 5,000 gp value or greater increase in value by the following increments: 5,000—10,000—25,000—50,000—100,000—250, 000—500,000—1,000,000 (the maximum value possible).

**No stone may decrease in value more than 5 steps. Stones of 10 gp value or less decrease in value by the following steps: 10—5—1—10 sp—5 sp—1 sp (the absolute minimum value).

Gem Examples, by Value

Ornamental: Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye; turquoise; freshwater pearl.

Semi-Precious: Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon.

Fancy: Amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red spinel, red-brown or deep green spinel; tourmaline.

Precious: Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz.

Gem: Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby.

Jewel: Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth.

Jewellery

Where the GM wishes to determine the nature of a piece of jewellery, the table overleaf may be used. Roll d% to determine the form of the jewellery (whether the players have found a goblet or a ring, for example), and a d10 to determine its composition (whether it be plain silver or gem-encrusted gold, for example).

Jewellery Table

Roll d% and d10 Silver
1d10 ×100 gp
Silver & gold
2d6 ×100 gp
Gold
3d6 ×100 gp
Silver & gems
5d6 ×100 gp
Gold & gems
2d4 ×1,000 gp
Exceptional
2d6 ×1,000 gp
Roll Item
01-03 Amulet 1-4 5-7 8-9 10
04 Anklet 1-3 4-6 7-8 9 10
05-07 Arm-ring 1-4 5-6 7-8 9 10
08-10 Belt 1-4 5-6 7-8 9-10
11-12 Box 1-4 5-7 8-9 10
13-17 Bracelet 1-3 4-6 7-8 9 10
18-20 Brooch 1-3 4-6 7-8 9 10
21-23 Buckle 1-4 5-7 8-9 10
24-25 Chain 1-4 5-7 8-9 10
26-27 Chalice 1-3 4-6 7-8 9 10
28-30 Choker 1-4 5-7 8-9 10
31-32 Clasp 1-4 5-6 7-8 9-10
33-35 Comb 1-3 4-6 7-8 9 10
36-37 Coronet 1 2 3-4 5-8 9 10
38 Crown 1 2 3 4 5-7 8-10
39-40 Diadem 1-3 4-6 7-8 9 10
41-46 Earring 1-3 4-6 7-8 9 10
47-49 Goblet 1-3 4-6 7-8 9 10
50-51 Idol 1-2 3-4 5-7 8-9 10
52-54 Knife 1-4 5-7 8-9 10
55-58 Locket 1-3 4-5 6-7 8-9 10
59-60 Medal 1-4 5-7 8-10
61-64 Medallion 1-3 4-6 7-9 10
65-69 Necklace 1-3 4-6 7-8 9 10
70-73 Pendant 1-3 4-6 7-8 9 10
74-77 Pin 1-3 4-6 7-8 9 10
78 Orb 1 2 3 4-5 6-8 9-10
79-87 Ring 1-3 4-6 7-8 9 10
88 Sceptre 1 2 3 4-5 6-8 9-10
89-92 Seal 1-4 5-7 8-9 10
93-94 Statuette 1-3 4-6 7-8 9 10
95 Tiara 1-3 4-6 7-8 9 10
96-97 Toe-ring 1-3 4-6 7-8 9 10
98-00 Weapon-hilt 1-3 4-6 7-8 9 10

Note: The description of the item as “silver,” “gold,” etc. is a guideline and the GM should interpret it to represent a broad category of value rather than its literal composition. A gold item could actually be high-quality filigree silver, ivory, or even enamelled bronze of superb workmanship. “Exceptional” quality may mean that the item is fashioned of platinum, mithril or some other extremely rare and valuable substance, or it may simply mean a very fine example of gem-encrusted gold.

The appraisal of jewellery is a complex and difficult skill. Gnomes frequently have the best eye for these matters, although thieves, assassins and dwarfs may also be able to hazard a guess. The GM should allow a possibility (depending on the circumstances) that a character may seriously underestimate or overestimate an object’s value. For example, a gnomish thief assessing a silver ring might be accurate 99 times out of 100, but a dwarfish fighter assessing an exceptional orb might only have a 25% chance of doing so accurately.

If the players appraise the value of the jewellery incorrectly, they will more than likely be fleeced when attempting to re-sell.

d20 Result
01-03 Armour and Shield
04-06 Miscellaneous Magic
07-09 Miscellaneous Weapons
10-13 Potions
14 Rings
15 Rods Staves and Wands
16-18 Scrolls
19-20 Swords

Master Magic Item Tables

Random determination of magic items needs to be tempered with GM judgment and discretion. Lucky (or very unlucky) rolls on the treasure table should not be permitted to unbalance the game, and the GM should ensure that the party’s power remains in proportion to their level of experience.

Note: Many magic items are restricted in who can use them. Where this applies, the character classes are listed in abbreviated form within the item description. The following notation is used: Item (Classes) where, under “classes,” “A” means “assassin,” “C” means “cleric,” “D” means “druid,” “F” means “fighter,” “I” means “illusionist,” “M” means “magic user,” “P” means “paladin,” “R” means “ranger,” and “T” means “thief.”

Armour and Shield Table 1: Form

d20 Result Base Value
(gp)
01 Banded 4,000
02-04 01-90 Chain Mail
91-00 Elfin Chain
3,500
5,500
05-06 Leather 2,000
07-09 Plate Mail 5,000
10 Ring Mail 2,500
11-12 Splinted 4,000
13-14 Scale Mail 3,000
15 Studded Leather 2,250
16-20 Shield 2,500

Armour and Shield Table 2: Properties

d20 Result Value Modifier
01-10 +1 ×1
11-15 +2 ×2
16 +3 ×3
17 01-65 +4
66-00 +5
×4
×5
18 Cursed
19-20 Special Variable

Miscellaneous Weapons Table 1: Form

d20 Result
1-3 Arrow
4-5 Axe
6 Bolt
7 01-50 Bow
51-00 Crossbow
8-11 Dagger
12 Flail
13 Hammer
14 Javelin
15-16 Mace
17 01-33 Military Pick
34-66 Morning Star
67-00 Pole Arm
18 Scimitar
19 Spear
20 01-50 Trident
51-00 Sling

Miscellaneous Weapons Table 2: Properties

d20 Result Value (gp)
01-10 +1 2,000
11-15 +2 8,000
16 +3 18,000
17 01-65 +4
66-00 +5
32,000
50,000
18 Cursed
19-20 Special Variable

Potions Table 1: Properties

d20 Result Value (gp)
01 01-50 Animal Control
51-00 Clairaudience
400
400
02 01-50 Clairvoyance
51-00 Climbing
500
500
03 01-50 Cursed
51-00 Delusion

150
04 01-65 Diminution
66-00 Dragon Control
500
see entry
05 ESP 850
06 01-35 Extra-Healing
36-00 Fire Resistance
800
400
07 01-50 Flying
51-00 Gaseous Form
750
400
08 01-50 Giant Control
51-00 Giant Strength
see entry
see entry
09 Growth 300
10 Healing 400
11 01-50 Heroism
51-00 Human Control
500
900
12 01-50 Invisibility
51-00 Invulnerability
500
500
13 01-50 Levitation
51-00 Longevity
400
1,000
14 01-50 Oil of ætherealness
51-00 Oil of Slipperiness
1,500
750
15 01-50 Philtre of Love
51-00 Philtre of Persuasiveness
300
850
16 01-65 Plant Control
66-00 Polymorph
300
350
17 01-50 Speed
51-00 Super-Heroism
450
750
18 Sweet Water 250
19 01-75 Treasure Finding
76-00 Undead Control
2,000
2,500
20 Water Breathing 900

Rings Table 1: Properties

d20 Result Value (gp)
01 Charisma 1,000
02-03 Feather Falling 5,000
04 Fire Resistance 5,000
05 Free Action 5,000
06 Genie Summoning 20,000
07 Invisibility 7,500
08-12 Protection see entry
13 01-25 Regeneration
25-00 Spell Storing
40,000
25,000
14 Spell Turning 17,500
15 Swimming 5,000
16 01-50 Telekinesis
51-00 Three Wishes
10,000
15,000
17 Warmth 5,000
18-19 Water Walking 5,000
20 Wizardry 50,000

Determine the ring’s appearance, apparent gold piece value, and gemstone (if any) using the jewellery table.

Rods Staves & Wands Table 1: Properties

d20 Result Value (gp)
01 Rod of Absorption 40,000
02-03 Rod of Cancellation 15,000
04 01-25 Rod of Captivation
26-75 Rod of Lordly Might
76-00 Rod of Resurrection
30,000
20,000
35,000
05 01-50 Rod of Rulership
51-00 Rod of Striking
35,000
15,000
06 01-50 Staff of Compulsion
51-00 Staff of Healing
25,000
25,000
07 01-25 Staff of Power
26-00 Staff of the Serpent
60,000
35,000
08 01-75 Staff of Withering
76-00 Staff of Wizardry
35,000
75,000
09 Wand of Detecting Magic 25,000
10 Wand of Detecting Minerals
& Metals
7,500
11 Wand of Detecting Traps
& Secret Doors
40,000
12 Wand of Enemy Detection 10,000
13 01-50 Wand of Fear
51-00 Wand of Fire
15,000
25,000
14 01-50 Wand of Ice
51-00 Wand of Light
50,000
10,000
15 01-50 Wand of Illusion
51-00 Wand of Lightning
20,000
30,000
16 Wand of Magic Missiles 35,000
17 Wand of Negation 15,000
18 Wand of Paralysation 25,000
19 Wand of Polymorphing 25,000
20 01-50 Wand of Summoning
51-00 Wand of Wonder
10,000
10,000

Scrolls Table 1: Type

d20 Result
01-12 Spell
13-19 Protection
20 Cursed

Scrolls Table 2: Spells

d20 Result Value (gp)
01-03 Cleric 300/level
04-05 Druid 300/level
06-07 Illusionist 300/level
08-20 Magic User 300/level

Scrolls Table 3: Warding

d20 Result Value (gp)
01-02 Acid 5,000
03-04 Demons 12,500
05-06 Devils 12,500
07-09 Elementals 7,500
10-11 Lycanthropes 5,000
12-14 Magic 7,500
15-16 Petrifaction 10,000
17-18 Polymorph 7,500
19-20 Undead 7,500

Swords

Swords Table 1: Type

d20 Result
01 Bastard Sword
(20% chance of
2-handed sword instead)
02-05 Broadsword
06-19 Longsword
20 Shortsword
(20% chance of
a scimitar instead)

Swords Table 2: Properties

d20 Result Value (gp)
01-10 +1 2,000
11-15 +2 4,000
16 +3 7,000
17 01-65 +4
66-00 +5
10,000
15,000
18 Cursed
19-20 Special Variable

Special Magic Swords

d% Result Value (gp)
01 Bleeding Sword 22,000
02-06 Dancing Sword 22,000
7-16 Defender 15,000
17-21 Dragonbane 4,500
22-31 Flaming Blade 4,500
32-36 Frost Brand 8,000
37-46 Giantbane 4,500
47-51 Holy Sword 20,000
52-53 Keenblade 35,000
54-69 Luck Blade 5,000
70-74 Magebane 3,000
75-79 Nine Lives Stealer 8,000
80-84 Trollbane 4,000
85-89 Vampire Blade 25,000
90 Vorpal Blade 50,000
91-95 Werebane 3,500
96-99 Wyrmbane 4,000
00 Unusual Sword Variable

Special Miscellaneous Weapons

Special Magic Miscellaneous Weapons

d% Result Value (gp)
01-05 Arrow of Slaying 2,500
06-15 Axe of Hurling 4,500
16-30 Crossbow of Accuracy 12,000
31-40 Crossbow of Range 7,500
41-50 Crossbow of Speed 7,500
51-60 Dagger of Venom 3,000
61-70 Hammer of the Dwarfs 15,000
71-75 Holy Mace 17,500
76-85 Sling of the Halfling 7,000
86-00 Trident/Fork 12,500

Miscellaneous Magic Items Master Table

d% Result
01-50 Table I: Common
51-70 Table II: Less Common
71-90 Table III: Uncommon
91-99 Table IV: Rare
00 Roll Twice, Ignoring This Result

Miscellaneous Magic Items

Table I: Common Miscellaneous Magic Items

d% Result Value (gp)
01 Incense of Meditation (1d4+1 cones) 4,900
02 Javelin of the Raptor 3,000
03 Thunder Spear 7,500
04 Boots of Elvenkind 2,500
05 Candle of Invocation 8,400
06 Dust of Appearance 1,800
07 Dust of Disappearance 3,500
08 Rope of Climbing 3,000
09 Scarab of Protection 38,000
10 Slippers of Spider Climbing 4,800
11 Strand of Prayer Beads1 3,000
12-13 Amulet of Natural Armour see entry
14-15 Blessed Book 12,500
16-17 Brooch of Shielding 10,000
18-19 Hat of Disguise 1,800
20-21 Horn of Valhalla2 50,000
22-23 Periapt of Proof Against Poison 27,000
24-25 Phylactery of Faithfulness 1,000
26-27 Robe of Blending 30,000
28-30 Pipes of the Sewers 1,150
31-33 Restorative Ointment 4,000
34-36 Robe of Useful Items 7,000
37-39 Vest of Escape 5,200
40-42 Cloak of Elvenkind 2,500
43-46 Wings of Flying 54,000
47-55 Cloak of Resistance see entry
56-65 Feather Token3 see entry
66-75 Figurines of Wondrous Power* see entry
76-00 Bracers of Armour** see entry

1Roll 1d6: 01-04 = Strand, 05 = Lesser Strand, 06 = Greater Strand

2Roll 1d4: 1 = Silver, 2 = Brass, 3 = Bronze, 4 = Iron

3Roll 1d6: 01 = Anchor, 02 = Bird, 03 = Fan, 04 = Swan Boat, 05 = Tree, 06 = Whip

*Roll 1d10: 01 = Bronze Griffon, 02 = Ebony Fly, 03 = Golden Lions, 04 = Ivory Goats, 05 = Marble Elephant, 06 = Obsidian Steed, 07 = Onyx Dog, 08 = Serpentine Owl, 09 = Silver Raven, 10 = Reroll, ignoring this result.

**Roll d% 01-35 = +1, 36-60 = +2, 61-75 = +3, 76-85 = +4, 86-91 = +5,
92-96 = +6, 97-99 = +7, 00 = +8

Table II: Less Common Miscellaneous Magic Items

d% Result Value (gp)
01 Arrow of Direction 17,500
02 Brazier of Commanding Fire Elementals 100,000
03 Cape of the Mountebank 10,080
04 Cloak of the Manta Ray 7,200
05 Decanter of Endless Water 9,000
06 Dust of Dryness 850
07 Elixir of Swimming 250
08 Gloves of Arrow Snaring 4,000
09 Gloves of Swimming and Climbing 6,250
10 Goggles of Night 12,000
11 Horseshoes of Speed 3,000
12 Necklace of Adaptation 9,000
13 Orb of Storms 48,000
14 Periapt of Health 7,400
15 Pipes of Haunting 6,000
16 Ring Gates 40,000
17 Robe of Bones 2,400
18 Unguent of Timelessness 150
19-20 Universal Solvent 50
21-22 Amulet of Proof Against Detection/Location 35,000
23-24 Boots of Speed 12,000
25-26 Boots of Striding and Springing 5,500
27-28 Bracers of Archery, Lesser 5,000
29-30 Candle of Truth 2,500
31-32 Cloak of Displacement, Minor 24,000
33-34 Cloak of the Bat 26,000
35-36 Dark Skull 60,000
37-38 Dust of Tracelessness 250
39-40 Elixir of Truth 500
41-42 Elixir of Vision 250
43-44 Glove of Storing 10,000
45-46 Horn of the Tritons 15,100
47-48 Necklace of Fireballs1 see entry
49-50 Periapt of Wound Closure 15,000
51-52 Phylactery of Undead Turning 11,000
53-54 Rope of Entanglement 21,000
55-56 Stone Horse, draft
Stone Horse, heavy war
10,000
14,800
57-58 Stone of Alarm 2,700
59-60 Sustaining Spoon 5,400
61-62 Wind Fan 5,500
63-65 Bag of Holding2 see entry
66-68 Boots of Levitation 7,500
69-71 Bottle of Air 7,250
72-74 Broom of Flying 17,000
75-77 Crystal Ball 42,000
78-80 Elixir of Fire Breath 1,100
81-83 Elixir of Hiding 250
84-86 Handy Haversack 2,000
87-89 Harp of Charming 7,500
90-92 Helm of Comprehend Languages/Read Magic 5,200
93-95 Helm of Underwater Action 24,000
96-98 Horn of Fog 2,000
99 Roll Twice on Table I
00 Roll Twice, Ignore Results >98

1 Roll 1d8: 1 = Level I, 2 = Level 2 and so on. On a result of 8, reroll. On a second roll of 8, roll new item.

2 Roll 1d4: 1 = Type I, 2 = Type II, 3 = Type III, 4 = Type IV

Table III: Uncommon Miscellaneous Magic Items

d% Result Value (gp)
01 Ahmek’s Copious Coin Purse 30,000
02 Alchemy Jug 12,000
03 Amulet of Health 2,000
04 Amulet of the Planes 120,000
05 Apparatus of the Lobster 35,000
06 Bag of Tricks, gray1
Bag of Tricks, rust
Bag of Tricks, tan
900
3,000
6,300
07 Bead of Force 3,000
08 Blemish Blotter 1,000/charge
09 Boots of the Winterlands 2,500
10 Bowl of Commanding Water Elementals 100,000
11 Bracelet of Friends 19,000
12 Bracers of Archery, Greater 25,000
13 Carpet of Flying2 see entry
14 Censer of Controlling Air Elementals 100,000
15 Chime of Interruption 16,800
16 Chime of Opening 3,000
17 Circlet of Blasting, Minor 6,480
18 Circlet of Persuasion 4,500
19 Cloak of ætherealness 55,000
20 Cloak of Arachnida 14,000
21 Cloak of Charisma 4,000
22 Cloak of Displacement, Major 50,000
23 Cube of Force 62,000
24 Cube of Frost Resistance 27,000
25 Cubic Gate 164,000
26 Deck of Illusion 8,100
27 Dimensional Shackles 28,000
28 Drums of Panic 30,000
29 Dust of Illusion 1,200
30 Efficient Quiver 1,800
31 Elemental Gem3 2,250
32 Eyes of the Eagle 2,500
33 Gauntlets of Ogre Power 4,000
34 Gauntlet of Rust 11,500
35 Gloves of Dexterity 4,000
36 Goggles of Minute Seeing 1,250
37 Headband of Intellect 4,000
38 Helm of Telepathy 27,000
39 Horn of Goodness/Evil 6,500
40 Horseshoes of the Zephyr 6,000
41 Instant Fortress 55,000
42 Iron Bands of Binding 26,000
43 Iron Flask 170,000
44 Lantern of Revealing 30,000
45 Mantle of Faith 76,000
46 Mantle of Magic Resistance 90,000
47 Marvellous Pigments (1d4 pots) 4,000/pot
48 Mask of the Skull 22,000
49 Medallion of Thoughts 12,000
50 Pearl of Power see entry
51 Pearl of the Sirines 15,300
52 Periapt of Wisdom 4,000
53 Pipes of Pain 12,000
54 Pipes of Sounding 1,800
55 Plentiful Vessel 3,500
56 Robe of Stars 58,000
57 Scabbard of Keen Edges 16,000
58 Scarab of Golem Bane 2,500
59 Silversheen 250
60 Sovereign Glue 2,400
61 Stone of Controlling Earth Elementals 100,000
62 Stone of Good Luck 20,000
63 Stone Salve 4,000
64 Vestment, druid’s 10,000
65 Well of Many Worlds 82,000
66-75 Roll Twice on Table I
76-85 Roll Once on Table I & Once on Table II
86-95 Roll Twice on Table II
96-99 Reroll & Ignore Results >65, Roll Once on Table II
00 Roll Twice, Ignore Results > 65

1Roll 1d6: 1-2 = Grey, 3-4 = Rust, 5-6 = Tan

2Roll 1d6: 1-2 = 5 × 5 ft, 3-4 = 5 × 10 ft, 5-6 = 10 × 10 ft

3Roll 1d4: 1 = Clear, 2 = Brown, 3 = Bright Red, 4 = Turquoise

Table IV: Rare Miscellaneous Magic Items

d% Result Value (gp)
01-02 Afreeti Bottle 145,000
03-04 Amulet of Life Protection 20,000
04-05 Amulet of Mighty Fists 6,000
06-07 Belt of Dwarfkind 14,900
08-09 Belt of Giant Strength see entry
10-11 Boat, Folding 7,200
12-13 Boots of Teleportation 49,000
13-14 Boots, Winged 16,000
15-16 Brooch of Instigation 1,000
17-18 Circlet of Blasting, Major 23,760
19-20 Eversmoking Bottle 5,400
21-22 Eyes of Charming 56,000
23-24 Eyes of Doom 25,000
25-26 Eyes of Petrifaction 98,000
27-28 Gem of Brightness 13,000
29-30 Gem of Seeing 75,000
31-32 Golem Manual, Flesh
Golem Manual, Clay
Golem Manual, Stone
Golem Manual, Iron
8,000
12,000
22,000
35,000
33-34 Helm of Brilliance 125,000
35-36 Helm of Teleportation 73,500
37-38 Horn of Blasting 20,000
39-40 Horn of Blasting, Greater 70,000
41-32 Ioun Stones1 see table IV-A
43-44 Lyre of Building 13,000
45-46 Manual of Bodily Health 4,000
47-48 Manual of Gainful Exercise 4,000
49-50 Manual of Quickness of Action 4,000
51-52 Mattock of the Titans 23,348
53-54 Maul of the Titans 25,305
55-56 Mirror of Life Trapping 200,000
57-58 Mirror of Mental Prowess 175,000
59-60 Mirror of Opposition 92,000
61-62 Oil of Famishing
63-64 Portable Hole 20,000
65-66 Robe of Eyes 120,000
67-68 Robe of Scintillating Colours 27,000
69-70 Robe of the Archmagi 75,000
71-72 Sagacious Volume 50,000312
73-74 Shrouds of Disintegration 6,600
75-76 Tome of Clear Thought 27,500
77-78 Tome of Leadership and Influence 27,500
79-80 Tome of Understanding 27,500
81-85 Roll Twice On Table III
86-90 Roll Again & Roll Misc. Magic Weapon
91-95 Roll Again & Roll Magic Sword
96-00 Roll On Cursed Items Table2

1Consult Sub-Table IV-A: Ioun Stones

2Use the Specific Cursed Items table, or create your own using Cursed Items section of these rules.


Sub-Table IV-A: Ioun Stones

d% Result Value (gp)
01-06 Clear Spindle 4,000
07-12 Dusty Rose Prism 5,000
13-18 Deep Red Sphere 8,000
19-24 Incandescent Blue Sphere 8,000
25-30 Pale Blue Rhomboid 8,000
31-36 Pink Rhomboid 8,000
37-42 Pink & Green Sphere 8,000
43-48 Scarlet & Blue Sphere 8,000
49-54 Dark Blue Rhomboid 10,000
55-60 Vibrant Purple Prism 36,000
61-66 Iridescent Spindle 18,000
67-72 Pale Lavender Ellipsoid 20,000
73-77 Pearly White Spindle 20,000
78-83 Pale Green Prism 30,000
84-89 Orange Prism 30,000
90-96 Lavender & Green Ellipsoid 40,000
97-99 Reroll twice, ignoring results > 96
00 Reroll thrice, ignoring result > 96