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Type Copper

Silver

Electrum

LAIR TREASURES
Gold
Platinum

Gems

Art

Magic

A
B
C
D
E
F
G
H
I

30% 2D10x100
25% 1D3x1000
30% 1D6x1000
15% 1D10x1000
25% 1D10x1000
10% 3D6x1000
NA
40% 2D10x1000
NA

35% 3D6x100
25% 1D10x100
10% 1D6x100
15% 1D6x100
25% 3D6x100
15% 1D4x1000
50% 1D10x1000
40% 1D8x1000
30% 1D6x100

40% 1D6x1000
25% 2D10x100
NA
50% 1D3x1000
25% 1D4x1000
40% 1D6x1000
50% 2D10x1000
55% 2D10x1000
NA

60% 1D4x10
30% 1D8
25% 1D6
30% 1D10
15% 1D12
20% 2D10
30% 3D6
50% 3D10
55% 2D12

50% 2D6
20% 1D4
20% 1D3
25% 1D6
10% 1D6
10% 1D8
25% 1D6
50% 2D10
50% 2D4

30% Any 3
10% Armor & Weapon
10% Any 2
15% Any 2 +1 Potion
25% Any 3 +1 Scroll
30% Any 5 NO Weapons
35% Any 5
15% Any 6
15% Any 1

Type Copper

Silver

INDIVIDUAL AND SMALL LAIR TREASURES


Electrum
Gold
Platinum
Gems
Art

Magic

J
K
L
M
N
O
P

3D8
NA
NA
NA
NA
1D4x10
NA

NA
3D6
NA
NA
NA
1D3x10
1D6x10

NA
NA
1D6
NA
1D3
NA
1D10

NA
NA
NA
2D4
NA
NA
NA

NA
NA
1D6
NA
1D3
NA
1D10

NA
NA
NA
NA
NA
NA
NA

NA
NA
NA
NA
NA
NA
NA

NA
NA
NA
NA
NA
NA
NA

Q
R
S
T
U
V
W
X
Y
Z

NA
NA
NA
NA
NA
NA
NA
NA
NA
1D3x100

NA
NA
NA
NA
NA
NA
NA
NA
NA
1D4x100

NA
1D3x10
NA
NA
NA
NA
1D4
NA
NA
1D2x100

NA
2D10
NA
NA
NA
NA
5D6
NA
2D6x100
1D6x100

NA
1D3x10
NA
NA
NA
NA
1D4
NA
NA
1D2x100

1D4
2D4
NA
NA
90% 2D8
NA
60% 2D8
NA
NA
55% 1D6

NA
1D3
NA
NA
80% 1D6
NA
50% 1D8
NA
NA
50% 2D6

NA
NA
1D8 Potions
1D4 Scrolls
70% Any 1
Any 2
60% Any 2
Any 2 Potions
NA
50% Any 3

25% 1D3x1000
50% 1D6x1000
20% 1D10x1000
10% 1D6x1000
5% 1D6x1000
NA
NA
25% 3D6x1000
NA

35% 3D6x100
25% 1D10x100
10% 1D6x100
15% 1D6x100
25% 3D6x100
15% 1D4x1000
50% 1D10x1000
40% 1D8x1000
30% 1D6x100

Gem Table
Gem Variations
Roll
Value
Class
Roll
Result
01-25
10 GP
Ornamental
1
Increase value to next higher base, roll again ignore all but 1*.
26-50
50 GP
Semi-Precious
2
Double base value.
51-70
100 GP Fancy
3
1D6x10% above base value.
71-90
500 GP Precious
4
1D4x10% below base value.
91-99
1,000 GP Gems
5
Half base value.
00
5,000 GP Jewels
6
Decrease value to next lower base, roll again ignore all but 6**.
*Above 5,000 GP base value doubles. No gem can be increased more than 7 steps.
**Below 10 GP values drop to 5 GP, 1 GP, 5 SP, 1 SP. No gem can be less than 1 SP and no gem can be lowered more than 5 steps.
Objects of Art
Roll
Value
01-10 1D10x10 GP
11-25 3D6x10 GP
26-40 1D6x100 GP
41-50 1D10x100 GP

Roll
51-60
61-70
71-80
81-85

Magical Items
Roll
Category
01-20 Potions/Oils
21-35 Scrolls
36-40 Rings
41
Rods
42
Staves
43-45 Wands
46
Books & Tomes

Value
2D6x100 GP
3D6x100 GP
4D6x100 GP
5D6x100 GP

Roll
47-48
49-50
51-52
53
54
55
56

Roll
86-90
91-95
96-99
00

Value
1D4x1000 GP
1D6x1000 GP
2D4x1000 GP
2D6x1000 GP

Category
Jewels & Jewelry
Cloaks & Robes
Boots & Gloves
Girdles & Helms
Bags & Bottles
Dusts & Stones
Household Items & Tools

Roll
57
58
59
60
61-75
76-00

Category
Musical Instruments
Oriental
Space
The Weird Stuff
Armor & Shields
Weapons

Potions and Oils


Roll
Type
01
Animal Control
02
Clairaudience
03
Clairvoyance
04
Climbing
05
Delusion
06
Diminution
07
Dragon Control*
08
ESP
09-11 Extra-Healing
12
Fire Resistance
13
Flying
14
Gaseous Form
15
Giant Control
16
Giant Strength* (F)
17
Growth
18-20 Healing
21
Heroism (F)
22
Human Control
23-24 Invisibility
25
Invulnerability (F)
26-27 Levitation
28
Longevity
29
Oil of Etherealness
30
Oil of Slipperiness
31
Philter of Love
32
Philter of Persuasiveness
33
Plant Control
34
Polymorph Self
35
Poison*+
36
Speed
37
Super-Heroism (F)

XP
250
250
300
300
NA
300
700
500
400
250
500
300
600
550
250
200
300
500
250
350
250
500
600
400
200
400
250
200
NA
200
450

Scrolls (1D2 / 1D20)


Roll
Item
Level Range
1-3
1 Spell
1D4
4-5
1 Spell
1D6
6
1 Spell
1D8+1 (1D6+1)
7
2 Spells
1D4
8
2 Spells
1D8+1 (1D6+1)
9
3 Spells
1D4
10
3 Spells
1D8+1 (1D6+1)
11
4 Spells
1D6
12
4 Spells
1D8 (1D6)
13
5 Spells
1D6
14
5 Spells
1D8 (1D6)
15
6 Spells
1D6
16
6 Spells
1D6+2 (1D4+2)
17
7 Spells
1D8
18
7 Spells
1D8+1 (1D6+1)
19
7 Spells
1D6+3 (1D4+3)
20
D.M.s Choice
(70% of Scrolls are wizard scrolls)

Roll
38
39
40
41-43
44
45
46
47
48
49-50
51
52
53-54
55
56-58
59
60-63
64
65
66
67
68
69
70
71
72
73
74-78
79
80
81-00

Type
XP
Sweet Water
200
Treasure Finding
600
Undead Control*
700
Water Breathing
400
Elixir of Health
350
Elixir of Life (UA)
250
Elixir of Madness**
NA
Elixir of Youth
500
Fire Breath
400
Oil of Acid Resistance
500
Oil of Disenchantment
750
Oil of Elemental Invulnerability
500
Oil of Fiery Burning
500
Oil of Fumbling**
NA
Oil of Impact
750
Oil of Sharpness (UA)
100/dose
Oil of Timelessness
500
Philter of Beauty (UA)
250
Philter of Glibness
500
Philter of Stammering & Stuttering
NA
Rainbow Hues
200
Ventriloquism
200
Vitality
300
Aroma of Dreams (ToM)
300
Curdled Death (ToM)
750
Murdock's Insect Ward (ToM)
200
Oils of Elemental Plane Invulnerability (ToM) 5,000
Oil of Preservation (ToM)
750
Elemental Control (ToM)
600
Starella's Aphrodisiac (ToM)
250
D.M.s Choice

Roll
1
2
3
4
5
6-7
8
9
10-11
12
13
14
15
16
17
18
19
20

Item
Map
Protection: Acid
Protection: Cold
Protection: Dragon Breath
Protection: Electricity
Protection: Elementals
Protection: Fire
Protection: Gas
Protection: Lycanthropes
Protection: Magic
Protection: Petrification
Protection: Plants
Protection: Poison
Protection: Possession
Protection: Undead
Protection: Water
Cursed
D.M.s Choice

XP
NA
2,500
2,000
2,000
1,500
1,500
2,000
2,000
1,000
1,500
2,000
1,000
1,000
2,000
1,500
1,500
NA
N/A

Rings
Types of Rings: Roll 1D%
Roll
Type
01-68 Finger Ring
69-80 Earring
81-95 Toe Ring
96-00 Nose/Lip Ring
Roll
Item
01
Contrariness
02
Delusion
03-04 Djinni Summoning*
05-06 Elemental Command
07-10 Feather Falling
11-13 Fire Resistance
14-15 Free Action
16-17 Human Influence
18-19 Invisibility
20-21 Mammal Control
22
Bone
23-27 Protection
28-29 Regeneration
30-31 Shooting Stars
32-33 Spell Storing
34-36 Spell Turning
37-38 Swimming
39-40 Telekinesis*
41
Multiple/Three Wishes*
42-45 Warmth
46-49 Water Walking
50
Weakness

XP
NA
NA
3,000
5,000
1,000
1,000
1,000
2,000
1,500
1,000
3,500 / 5,000
1,000 per +
5,000
3,000
2,500
2,000
1,000
2,000
3,000
1,000
1,000
NA

Roll
51-52
53-54
55-57
58-59
60-61
62-63
64
65-66
67-68
69-70
71-72
73-74
75-76
77-78
79
80-82
83
84-85
86-87
88
89-90
91-00

Item
Wizardry* (M)
X-Ray Vision
Animal Friendship
Anything
Blinking
Chameleon Power
Clumsiness
Elvenkind
Jumping
Mind Shielding
Of the Ram
Shocking Grasp
Sustenance
Truth
Affliction (ToM)
Armoring (W) (ToM)
Bureaucratic Wizardry (W) (ToM)
Elemental Metamorphosis (ToM)
Fortitude (ToM)
Randomness (P) (ToM)
Resistance (W) (ToM)
D.M.s Choice

XP
4,000
4,000
1,000
5,000
1,000
1,000
NA
1,000
1,000
500
750
1,000
500
1,000
NA
2,000
NA
3,000
1,000
NA
1,000

Anything Ring: This ring will initially appear to be a standard ring of warmth. However, the ring will have three other functions
chosen from among the other standard sorts of magical rings. There will be no copies of cursed rings or wish rings but any other
type of ring can be used to give the powers found in this ring.
Bone: Has 1D% charges protects from energy & strength draining attacks. 5% absorb necromantic wizard spells too. No recharge.
Elvenkind: This ring grants the racial abilities of an elf on the wearer.
Multiple/Three Wishes: Roll 1D10: 1-7: Multiple, 8-10: Three. Multiple has 1D4+1 Limited Wishes while Three has 3 Wishes.
Rods
Roll
Item
01-06 Distortion (ToM)
07-12 Absorption (P, W)
13-20 Alertness
21-26 Beguiling (P, W, R)
27-32 Cancellation
33-40 Flailing
41-48 Lordly Might (Wa)
49-54 Passage
55-60 Resurrection (P)
61-66 Rulership
67-72 Security
73-78 Smiting (P, Wa)
79-84 Splendor
85-90 Terror
91-00 D.M.s Choice
1D10+40 Charges

XP
5,000
7,500
7,000
5,000
10,000
2,000
6,000
5,000
10,000
8,000
3,000
4,000
2,500
3,000

Staves
Roll
Item
01-06 Staff of the Elements (W) (ToM)
07-12 Staff of Command (P, W)
13-20 Staff of Curing (P)
21-26 Staff-Mace
27-32 Staff of the Magi (W)
33-38 Staff of the Serpent (P)
39-44 Staff of Power (W)
45-50 Staff of Slinging (D)
51-56 Staff-Spear
57-64 Staff of Striking (P, W)
65-70 Staff of Swarming Insects (P, W)
71-78 Staff of Thunder & Lightning
79-84 Staff of the Woodlands (D)
85-90 Staff of Withering (P)
91-00 D.M.s Choice
1D6+19 Charges

XP
10,000
5,000
6,000
1,500
15,000
7,000
12,000
2,000
1,000 per +
6,000
100 per charge
8,000
8,000
8,000

Wands
Roll
Item
01-03 Conjuration (W)
04-06 Earth & Stone
07-11 Enemy Detection
12-14 Fear (P, W)
15-17 Fire (W)
18-25 Fireballs
26-29 Flame Extinguishing
30-32 Force (Wa, W)
33-35 Frost (W)
36-38 Ice Storms
39-42 Illumination
43-45 Illusion (W)
46-48 Lightning (W)
49-52 Lightning Bolts
1D20+80 Charges

XP
7,000
1,000
2,000
3,000
4,500
2,000
1,500
3,000
6,000
2,500
2,000
3,000
4,000
2,000

Roll
53-55
56-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90
91-93
94-00

Item
Magic Detection
Magic Missiles
Metal & Mineral Detection
Negation
Paralyzation (W)
Polymorphing (W)
Secret Door & Trap Location
Size Alteration
Wonder
Wand of Corridors (ToM)
Wand of Element Transmogrification (ToM)
Wand of Misplaced Objects (ToM)
Wand of Prime Material Pocket (ToM)
D.M.s Choice

XP
2,500
4,000
1,500
3,500
3,500
3,500
5,000
3,000
6,000
4,000
2,000
2,000
5,000

Wand of Force: Although it is rumored that the concept of such a wand has taken many forms, the one which has been standardized,
so to speak, is a tri-function device which requires considerable operator knowledge only in the application of its third function.
Firstly, a wand of force enables the wielder to cause a shaft of nearly invisible, blue-white energy to spring forth from its tip. This
shaft of energy extends 4 feet and is equal to a + 5 bastard sword with respect to hit probability and damage. This usage expends 1
charge per turn.
Secondly, a wand of force can be employed to create a wall of force as per the spell of the same name cast at 10th-level. This
function expends 1 charge per wall created, and a single usage per round is possible.
Thirdly, a wand of force can be employed to create a nearly invisible plane of energy which performs as if it had been created by the
casting of a Bigby's Forceful Hand spell. The wand user must actually be a magic-user in order to activate this function, and
regardless of his or her level, one of the various Bigby's Hand/Fist spells must be recorded for study (not necessarily for casting) in
the spell books of the wand wielder. Use of this function expends charge per round.
NOTE: A wizard using the Fireball, Lightning Bolt and Magic Missile wands may expend up to their level in charges to increase the
damage/effectiveness of the attack.
Books, Librams, Manuals, Tomes
Roll
Item
01-04 Boccobs Blessed Book (W)
05-08 Book of Exalted Deeds (P)
09-14 Book of Infinite Spells
15-18 Book of Vile Darkness (P)
19-22 Libram of Gainful Conjuration (W)
23-26 Libram of Ineffable Damnation (W)
27-30 Libram of Silver Magic (W)
31-36 Manual of Bodily Health
37-42 Manual of Gainful Exercise
43-46 Manual of Golems (P, W)
47-50 Manual of Puissant Skill at Arms (Wa)

XP
4,500
8,000
9,000
8,000
8,000
8,000
8,000
5,000
5,000
3,000
8,000

Roll
51-56
57-60
61-66
67-72
73-78
79
80
81-84
85-88
89-00

Item
Manual of Quickness in Action
Manual of Stealthy Pilfering (R)
Tome of Clear Thought
Tome of Leadership and Influence
Tome of Understanding
Vacuous Grimoire
Manual of Dogmatic Methods (ToM)
Tome of Mystical Equations (P) (ToM)
Trimia's Catalogue of
Outer Plane Artifacts (W) (ToM)
D.M.s Choice

XP
5,000
8,000
8,000
7,500
8,000
NA
NA
1,000
12,000

Jewels, Jewelry, Phylacteries


Roll
Item
01
Amulet of Inescapable Location
02-03 Amulet of Life Protection
04-05 Amulet of the Planes
06-07 Amulet of Proof Against Detection & Location
08-09 Amulet vs. Undead
10-11 Beads of Force
12-13 Broach of Shielding
14-15 Gem of Brightness
16-17 Gem of Insight
18-19 Gem of Seeing
20
Jewel of Attacks
21-22 Jewel of Flawlessness
23-24 Medallion of ESP
25
Medallion of Thought Projection
26-27 Necklace of Adaptation
28-29 Necklace of Missiles
30-31 Necklace of Prayer Beads
32
Necklace of Strangulation
33-34 Pearl of Power (W)
35-36 Pearl of the Sirines
37-38 Pearl of Wisdom (P)
39
Periapt of Foul Rotting
40-41 Periapt of Health
42-43 Periapt of Proof Against Poison
44-45 Periapt of Wound Closure
Cloaks, Robes & Clothing
Type: Roll 1D%
Roll
Type
Roll
Type
01-60 Cloak 87-90 Vest
61-80 Robe 91-95 Trousers
81-86 Shirt
96-00 Gown
Roll
Item
01-03 Anything
04-08 of Arachnida
09-13 of Displacement
14-19 of Elvenkind
20
of Poisonousness
21-28 of Protection
29-32 of the Bat
33-37 of the Manta Ray
38-43 of the Archmagi (W)
44-49 of Blending

XP
5,000
3,000
3,000
1,000
N/A
1,000 per +
1,500
2,000
6,000
3,500

XP
NA
5,000
6,000
4,000
200 per level
200 ea
1,000
2,000
3,000
2,000
NA
None
2,000
NA
1,000
100 per Die
500 per Bead
NA
200 per level
900
500
NA
1,000
1,500
1,000

Roll
50-54
55
56-60
61-68
69-76
77
78-83
84-88
89-00

Roll
46-47
48-49
50
51
52-53
54-55
56-57
58-59
60-61
62-63
64-65
66-67
68-69
70-71
72-73
74-75
76-77
78-79
80-81
82-83
84-85
86-87
88-89
90-91
92-00

Item
XP
Phylactery of Faithfulness (P)
1,000
Phylactery of Long Years (P)
3,000
Phylactery of Monstrous Attention (P) NA
Scarab of Death
NA
Scarab of Enraging Enemies
1,000
Scarab of Insanity
1,500
Scarab of Protection
2,500
Scarab vs. Golems
see description
Talisman of Pure Good (P)
3,500
Talisman of the Sphere (W)
100
Talisman of Ultimate Evil (P)
3,500
Talisman of Zagy
1,000
Amulet of Extension (W) (ToM)
1,000
Amulet of Far Reaching (W) (ToM) 1,000
Amulet of Leadership (ToM)
5,000
Amulet of Magic Resistance (ToM) 5,000
Amulet of Metaspell Influence (W) (ToM) 3,000
Amulet of Perpetual Youth (ToM)
2,000
Brooch of Number Numbing (ToM) 4,000
Gem of Retaliation (ToM)
2,000
Medallion of Spell Exchange (W) (ToM) 3,000
Necklace of Memory Enhancement (ToM) 1,000
Scarab of Uncertainty (ToM)
1,000
Talisman of Memorization (W) (ToM)
1,000
D.M.s Choice

Item
of Eyes (W)
of Powerlessness (W)
of Scintillating Colors (P, W)
of Stars (W)
of Useful Items (W)
of Vermin (W)
of Warmth (ToM)
of Repetition (P, W) (ToM)
D.M.s Choice

XP
4,500
NA
2,750
4,000
1,500
NA
5,000
6,000

Anything: This will initially appear to be of Elvenkind. However, it will have three other functions chosen from among the list above.
There will be no copies of cursed items but any other type can be used to give the powers found in this item.

Boots, Bracers, Gloves (1D2)


Feet
Roll
Type
01-20 Boots
21-40 Slippers
41-60 Sandals
61-80 Shoes
81-00 Anklet
Roll
Item
01-04 Anything Item
05
of Dancing
06-16 of Elvenkind
17-26 of Levitation
27-37 of Speed
38-47 of Striding & Springing
48-58 of the North
59-68 of Varied Tracks
69-78 Winged
79-89 of Spider Climbing
90-00 D.M.s Choice

XP
5,000
N/A
1,000
2,000
2,500
2,500
1,500
1,500
2,000
1,000

Hands/Arms
Roll
Type
01-25 Bracers
26-50 Gauntlets
51-75 Gloves
76-00 Bracelet
Roll
Item
01-04 Anything Item
05-14 of Archery (Wa)
15-23 of Brachiation
24-32 of Defense
33
of Defenselessness
34-42 of Dexterity
43
of Fumbling
44-53 of Ogre Power (P, R, Wa)
54-62 of Swimming & Climbing (P, R, Wa)
63-71 of Missile Snaring
72-81 of Brandishing (ToM)
82-90 Reglar's Gloves of Freedom (ToM)
91-00 D.M.s Choice

XP
5,000
1,000
1,000
500 per point
NA
1,000
NA
1,000
1,000
1,500
3,000
3,000

Anything Item: Roll 1D3: 1 Footwear, 2 Bracers or 3 Gloves. This item will have three functions chosen from among the list of items
it corresponds to. There will be no copies of cursed items but any other type can be used to give the powers found in this item.
Belts, Hats and Helms
Type: Roll 1D12
Roll Type Roll Type
Roll
1
Helm 5
Belt
9
2
Girdle 6
Headband 10
3
Cap
7
Tiara
11
4
Hat
8
Crown
12
Roll
Item
01-10 of Dwarvenkind
11
of Femininity/Masculinity
12-21 of Giant Strength (P, R, Wa)
22-32 of Many Pouches
33-39 of Disguise
40
of Stupidity
41-47 of Brilliance
Bags, Bottles, Pouches, Containers
Roll
Item
01-04 Alchemy Jug
05-08 Bag of Beans
09
Bag of Devouring
10-15 Bag of Holding
16
Bag of Transmuting
17-20 Bag of Tricks
21-24 Beaker of Plentiful Potions
25-28 Bucknards Everfull Purse
29-34 Decanter of Endless Water
35-38 Efreeti Bottle
39-42 Eversmoking Bottle
43
Flask of Curses
44-49 Hewards Handy Haversack

Type
Circlet
Sash
Veil
D.M.s Choice
XP
Roll
3,500 48-54
N/A
55
2,000 56-62
1,000 63-69
1,000 70-79
N/A
80-89
2,500 90-00
XP
3,000
1,000
N/A
5,000
N/A
2,500
1,500
see description
1,000
9,000
500
N/A
3,000

Item
of Comp. Languages & Reading Magic
of Opposite Alignment
of Telepathy
of Teleportation
of Underwater Action
School (W) (ToM)
D.M.s Choice
Roll
50
51-56
57-60
61-64
65-68
69-72
73-76
77-80
81-84
85-90
91-96
97-00

XP
1,000
NA
3,000
2,500
1,000
2,000

Item
Iron Flask
Portable Hole
Pouch of Accessibility
Bag of Bones (P) (ToM)
Flatbox (ToM)
Jar of Preserving (ToM)
Nefradina's Identifier (W) (ToM)
Tenser's Portmanteau of Frugality (W) (ToM)
Thought Bottle (ToM)
Sheath of Holding
Quiver of Ehlonna
D.M.s Choice

XP
N/A
5,000
1,500
3,000
5,000
500
1,000
6,000
1,000
1,000
1,500

Candles, Dusts, Ointments, Stones


Roll
Item
01-03 Candle of Invocation (P)
04-06 Dust of Appearance
07-09 Dust of Disappearance
10-14 Dust of Dryness
15-17 Dust of Illusion
18-22 Dust of Tracelessness
23
Dust of Sneezing & Choking
24-28 Incense of Meditation (P)
29
Incense of Obsession (P)
30-34 Ioun Stones
35-37 Keoghtoms Ointment
38-40 Nolzurs Marvelous Pigments
41-43 Philosophers Stone
44-46 Sovereign Glue
47-49 Smoke Powder

XP
1,000
1,000
2,000
1,000
1,000
500
NA
500
NA
300 ea
500
500 ea
1,000
1,000
see description

Household Items and Tools


Roll
Item
01-03 Brazier of Commanding Fire Elementals (W)
04
Brazier of Sleep Smoke (W)
05
Broom of Animated Attack
06-08 Broom of Flying
09-11 Carpet of Flying
12-14 Mattock of the Titans (Wa)
15-17 Maul of the Titans (Wa)
18-20 Mirror of Life Trapping (W)
21
Mirror of Opposition
22-26 Murlynds Spoon
27-29 Rope of Climbing
30
Rope of Constriction
31-33 Rope of Entanglement
34
Rug of Smothering
35-37 Rug of Welcome (W)
38-40 Saw of Mighty Cutting (Wa)
41-43 Spade of Colossal Excavation (Wa)

Roll
50-52
53-55
56
57-61
62-64
65-67
68-70
71-75
76-78
79-81
82-84
85-87
88-90
91-00

Item XP
Stone of Controlling Earth Elementals
Luckstone
Loadstone
Universal Solvent
Candle of Propitiousness (ToM)
Dust of Mind Dulling (ToM)
Powder of the Black Veil (ToM)
Powder of Coagulation (ToM)
Powder of the Hero's Heart (ToM)
Powder of Magic Detection (ToM)
Puchezma's Powder of Edible Objects (ToM)
Salves of Far Seeing (ToM)
Warp Marble (ToM)
D.M.s Choice

XP
4,000
NA
NA
2,000
7,500
3,500
4,000
2,500
NA
750
1,000
NA
1,500
NA
6,500
2,000
1,000

Roll
44-46
47-52
53-55
56-58
59-61
62-64
65-67
68-70
71
72-74
75-77
78-80
81-83
84-86
87-89
90-00

1,500
3,000
NA
1,000
750
1,000
1,000
500
750
1,000
1,000
1,000
5,000

Item
Crucible of Melting (W) (ToM)
Everbountiful Soup Kettle (ToM)
Forge of Metal Protection (ToM)
Glass of Preserved Words (ToM)
Hourglass of Fire and Ice (W) (ToM)
Lens of Speed Reading (ToM)
Lorloveim's Obsidian Mortar and Pestle (ToM)
Mirror of Retention (ToM)
Mirror of Simple Order (ToM)
Mordom's Cauldron of Air (ToM)
Philosopher's Egg (W) (ToM)
Pick of Earth Parting (ToM)
Skie's Locks and Bolts (ToM)
Tapestry of Disease Warding (ToM)
Zwann's Watering Can (P) (ToM)
D.M.s Choice

XP
1,000
1,000
10,000
2,000
2,000
500
500
1,200
NA
3,000
1,000
5,000
1,000
2,000
1,000

Musical Instruments
Roll
Item
XP
Roll
Item
XP
01-04 Chime of Interruption
2,000
36-39 Horn of Goodness/Evil
750
05-11 Chime of Opening
3,500
40-43 Horn of the Tritons (P, Wa)
2,000
12
Chime of Hunger
NA
44-47 Horn of Valhalla
1,000
13
Drums of Deafening
NA
48-55 Lyre of Building
5,000
14-17 Drums of Panic
6,500
56-59 Pipes of Haunting
400
18-21 Harp of Charming
5,000
60
Pipes of Pain
NA
22
Harp of Discord
NA
61-64 Pipes of Sounding
1,000
23-26 Horn of Blasting
1,000
65-68 Pipes of the Sewers
2,000
27
Horn of Bubbles
NA
69-72 Horn of Valor (ToM)
5,000
28-31 Horn of Collapsing
1,500
73-84 Harp of Healing (Bard)
5,000
32-35 Horn of Fog
400
85-00 D.M.s Choice
Harp of Healing: Has 3D10 charges, each charge used equals 5 minutes that the harp must be played for the magic to take effect.
Using 1 charge will heal 1D8 HP OR cure any other physical ailment of a non-magical nature, 2 charges will heal 2D8 HP OR cure
any other mental ailment of a non-magical nature, 3 charges will heal 3D8 HP OR cure 1 magical ailment, 5 charges will heal ALL
physical damage OR ALL ailments whether physical, mental, normal or magical. This item can be recharged by casting Cure Light
Wounds (1 charge), Cure Serious Wounds (2 charges), Cure Critical Wounds (3 charges) or Heal (5 charges).

Oriental (All items can be found in Oriental Adventures)


Roll Item
Roll
Item
Roll
Item
01-05 Banner of Protection
36
Ever-producing Rice Mortar 59-60 Noisome Spirit Chasers
06-08 Bell of Protection
37
Gem of Wishes
61-63 Paper of Forms
09-11 Bell of Warning
38-41 Gong of Dispelling
64-70 Pearl of Protection from Fire
12
Biwa of Calm
42-44 Mallet of Luck
71-72 Pearl of the Ebbing/Rising Tide
13
Biwa of Charm
45
Minyan
73-85 Scroll of Protection from Spirits
14-15 Biwa of Discord
46-47 Mirror of Curing
86-87 Seal of Deception
16-31 Charm of Protection
48
Mirror of Enlightenment
88-92 Seal of Vigor
32
Diamond Mace
49-51 Mirror of Fear
93-94 Tablet of Spirit Summoning
33
Drums of Thunder
52-53 Mirror of Spirit Seeing
95-96 Wheels of Fire
34-35 Eight Diagram Coins 54-58 Net of Spirit Snaring
97-00 Wondrous Writing Set
Space (Unless otherwise noted all items are found in the War Captains Companion p. 75-90)
Roll
Item
XP
Roll
Item
XP
01-02 Accelerator
4,500 54-55 Amulet of Arachnid Control
2,000
03-04 Anchor of Staying
300 (lesser) 500 (greater)
05-06 Antennae of Triangulation
None 56-57 Astrolabe
2,000
07-08 Ballistae
800 per + and type
09-10 Never Ending Barrel of Grog
900
58-59 Never Ending Barrel of Salt Pork
1,800
11-12 Basket of Devouring
250
60-61 Bell of Warning
150
13-14 Bombard
4,000 per +
15-16 Box of Preservation
2,200 62-63 Catapult
1,000 per + and type
17-18 Coat of the Seas
2,000 64-65 Gravitic Stabilizer
None
19-20 Figurehead of Protection roll 1D8 twice
66-67 Ships Wheel of Maneuverability
varies
1 Smiling
+800 per -1
2 With Headgear
+1,200
3 Armless
+1,600
4-5 Armored
+900 per +
6 Full-bodied
+300 per day
7 Eyes Closed
+4,000
8 Sideways Glancing
+1,600
21
Bardic Spelljamming Helm
None 68
Grand Spelljamming Helm
None
22
Ki Spelljamming Helm
None 69
Radiant Helm
None
23
Ultimate Helm (LotSJ p. 28-29)
None 70-71 Helmet of Liaison
None
24-25 Helm-seeker
varies 72-73 Hold of Holding
varies
26-27 Jettison
800 per + and type
28-29 Lantern of Continual Light
None 74-75 Lantern of Spying
1,600
30-31 Lighthouse
300
76-77 Lyre of the Spheres
2,200
32-33 Mage-Shot 1D3
78-79 The Pump
None
1 Ring Shot
100
2 Dust Shot
100
3 Snow Shot
90
34-35 Masthead of Durability
1,700 80-81 Peg Leg of Walking
900
36-37 Net of Fishing
800
82-83 The Plank
700
38-39 Ram
50 per + & per ton [XP is only awarded if mounted on a ship owned by the character(s)]
40-41 Rudder of Maneuverability
varies 84-85 Rudder of Propulsion
None
42-43 Rudder of Speed
2,000 per +
44-45 Sails of Speed
2,000 per +
46-47 Spelljammer Detector
None 86-87 Gnomish Sweeper
400 per +
48-49 Old Salt Statue of Power 1D10
88-89 Turret
800 per + and type
1 Medic with Bag
1,500
2 Old Captain with Pipe
1,900
3 Pirate with Peg Leg
1,400
4 Pirate Mate w/ Rapier & Parrot 650
5 Sails-boy with Rope
900
6 Old Salty with Raincoat
800
7 Skipper with Hat
1,000
8 Swabbie with Bucket
700
9 Weaponmaster
850
10 Whaler with Harpoon
800
50-51 Unseen Ship Crew
2,500 90-91 Urn of Water Purification
1,500
52-53 Vane of Location
2,000 92-00 D.M.s Choice

The Weird Stuff


Roll
Item
01-02 Apparatus of Kwalish
03-04 Boat, Folding
05
Bowl of Watery Death (W)
06-07 Crystal Ball (W)
08
Crystal Hypnosis Ball (W)
09-10 Cube of Force
11-12 Cube of Frost Resistance
13-14 Cubic Gate
15-16 Daerns Instant Fortress
17-18 Deck of Illusions
19-20 Deck of Many Things
21-22 Eyes of Charming (W)
23-24 Eyes of Minute Seeing
25
Eyes of Petrification
26-27 Eyes of the Eagle
28-29 Figurine of Wondrous Power
30-31 Horseshoes of a Zephyr
32-33 Horseshoes of Speed
34-35 Iron Bands of Bilarro
36-37 Lens of Detection
38-39 Quaals Feather Token
40-41 Sheet of Smallness
42-43 Stone Horse
44-45 Well of Many Worlds
46-47 Wind Fan

XP
8,000
10,000
NA
1,000
NA
3,000
2,000
5,000
7,000
1,500
None
4,000
2,000
NA
3,500
100 per HD
1,500
2,000
750
250
1,000
1,500
2,000
6,000
500

Roll
48-49
50-51
52-53
54
55-56
57-58
59-60
61-62
63-64
65
66-67
68-69
70-71
72-73
74-75
76-77
78-79
80-81
82-83
84-85
86-87
88-89
90-91
92-93
94-00

Item
Wings of Flying
Bowl Commanding Water Elementals (W)
Censer Controlling Air Elementals (W)
Censer of Summoning Hostile Air Elementals (W)
Air Spores (ToM)
Bell's Palette of Identity (ToM)
Claw of Magic Stealing (W) (ToM)
Contracts of Nepthas (ToM)
Crystal Parrot (ToM)
Dimensional Mine (ToM)
Disintegration Chamber (ToM)
Elemental Compass (ToM)
Globe of Purification (P) (ToM)
Globe of Serenity (P) (ToM)
Law's Banner (Wa) (ToM)
Liquid Road (ToM)
Mist Tent (ToM)
Mouse Cart (ToM)
Portable Canoe (ToM)
Prism of Light Splitting (ToM)
Quill of Law (ToM)
Saddle of Flying (ToM)
Teleportation Chamber (ToM)
Time Bomb (ToM)
D.M.s Choice

XP
750
4,000
4,000
NA
500
1,000
3,500
1,000
1,500
NA
5,000
10,000
500
500
5,000
500
2,000
3,500
2,000
1,500
7,000
4,000
10,000
1,000

ARMOR
Roll
Item
Enchantments
01-05 Banded Mail
Roll Mod Base XP Roll Powers
06-10 Brigandine
1-2 -1
0
1-7
None
11-17 Chain Mail
3-8 +1
400
8-13 1
18-22 Field Plate
9-12 +2
800
14-17 2
23-27 Full Plate
13-15 +3
1,400
18-19 3 *
28-32 Leather
16-17 +4
2,000
20
4 **
33-37 Plate Mail
18-19 +5
3,000
*Not available for anything less than Scale Mail
38-42 Ring Mail
20
+6
4,000
**Not available to shields
43-47 Scale Mail
Powers
Roll
Effect
XP
48-54 Shield
Roll
Effect
XP
38-44 Of the Thief (R)
+2,000
55-59 Splint Mail
01-07 Of Command
+1,000 45-51 Of Etherealness
+5,000
60-68 Studded Leather
08-14 Of Blending
+500
52-58 Of Fear
+4,000
69-73 Padded
15
Of Missile Attraction NA
59
Of Vulnerability
NA
74-78 Hide
16
Of Rage
NA
60-66 Extra +3 vs. Missiles
+400
79-83 Bronze Plate Mail
17-23 Elven Make
+1,000 67-73 Of Survival
+5,000
84-88 Barding
24-30 Dwarven Make
+1,000 74-80 Of Magic Resistance
+100 x %
89-00 D.M.s Choice
31-37 Divine Make
+2,000 81-00 D.M.s Choice
Elven Make: Reduces weight by 75%, increases AC value by +1 (non-magical), noiseless, can be worn by Rogues.
Dwarven Make: Reduce weight by 40%, increase AC value by +2 (non-magical), -2 Dex due to lack of maneuverability.
Divine Make: Weightless, noiseless, increase AC value by +3 (non-magical), can be worn by any class without penalty.
Of Survival: Allows the owner to go for Con x2 in days without supplies before any Con checks need to be made. Extreme heat or
cold as well as toxic environments will have no affect on the owner. Must be worn/employed to have effect.
Of Magic Resistance: Roll 2D10 x5% -5% for percentage (5%-95%).
Of the Thief: Can only be used by Rogues, can only be applied to Padded, Leather or Studded Leather armor. For each + of the armor
the Rogue gains +5% to each of their Thief Skills, the penalties for wearing this kind of armor are ignored.

WEAPONS (1D%)
01-07 Bows
08-12 Hammers
13-19 Maces
20-24 Lances
25-31 Swords
32-36 Ammunition

37-41
42-46
47-51
52-58
59-63
64-68

Polearms
Picks
Flails
Spears
Firearms
Misc. Weapons

69-75
76-82
83-87
88-92
93-97
98-00

Axes
Clubs
Daggers & Knives
Chain & Rope
Misc. Missile Weapons
Tools

Ammunition
01-12 Blowgun Dart (2D8)
49-60 Flight Arrow (2D12)
13-24 Heavy Quarrel (2D10) 61-72 Sheaf Arrow (2D12)
25-36 Bullet (3D4)
73-84 Hand Quarrel (2D10)
37-48 Light Quarrel (2D10) 85-00 D.M.s Choice
Axes
01-25 Battle Ax
51-75 Hand/Throwing Ax
26-50 Hatchet
76-00 2-Handed Ax
Bows
01-11 Long Bow
56-66 Composite Long Bow
12-22 War Bow
67-77 Composite Short Bow
23-33 Short Bow
78-88 Cho-Ku-No (Roll 1D3 to determine type of repeating crossbow)
34-44 Hand Crossbow
89-99 Light Crossbow
45-55 Heavy Crossbow
00
D.M.s Choice
Chain & Rope
01-10 3 Piece Rod
51-60 Whip
11-20 Kawanaga
61-70 Bull Whip
21-30 Chain
71-80 Chijikiri
31-40 Kau Sin Ke
81-90 Kusari-Gama
41-50 Nunchaku
91-00 Scourge
Clubs
01-10 Club
51-60 Great Club
11-20 War Club
61-70 Ankus
21-30 Morning Star
71-80 Gunsen (Oriental Fan)
31-40 Belaying Pin
81-90 Jitte
41-50 Sap
91-00 D.M.s Choice
Daggers & Knives
01-10 Dirk
51-60 Dagger
11-20 Katar
61-70 Stiletto
21-30 Jambiya
71-80 Main-gauche
31-40 Parrying
81-90 Sai
41-50 Knife
91-00 D.M.s Choice
Firearms
Hand Match
Hand Match
01-04 Handgunne
52-55 Arquebus
Matchlock
Matchlock
05-08 Arquebus
56-59 Caliver
09-12 Musket
60-63 Roll 1D4 on next better group
Wheelock
Wheelock
13-17 Arquebus
64-68 Belt Pistol
18-22 Horse Pistol
69-72 Roll 1D4 on next better group
Snaplock
Snaplock
23-27 Belt Pistol
73-77 Horse Pistol
28-32 Musket
78-81 Roll 1D6 on next better group
Flintlock
Flintlock
33-37 Belt Pistol
82-86 Blunderbuss
38-42 Blunderbuss Pistol 87-91 Carbine
43-47 Horse Pistol
92-96 Musket
Starwheel
Starwheel
48-51 Hand Gun
97-00 Rifle

Flails
01-30 Horsemans Flail
31-00 Footmans Flail
Hammers
01-25 Warhammer
26-50 Sledge
Lances
01-25 Light
26-50 Heavy
Misc. Missile Weapons
01-10 Blowgun
11-20 Shuriken (3D4)
21-30 Boomerang
31-40 Sling
41-50 Sling-Staff
Misc. Weapons
01-25 Cestus
26-50 Wristrazors
Polearms
01-04 Awl Pike
05-08 Bec de Corbin
09-12 Fauchard
13-16 Guisarme
17-20 Lucern Hammer
21-24 Naginata
25-28 Spetum
29-33 Quarterstaff
Spears
01-13 Short Spear
14-25 Trident
26-38 Javelin
39-50 Brandistock
Swords
01-03 No-Dachi
04-06 Drusus
07-09 Estoc
10-14 Katana
15-17 Rapier
18-20 Sapara
21-27 Short Sword
28-32 2-Handed Sword
Tools
01-07 Hammer
08-14 Adze
15-22 Gaff/Hook
23-29 Lasso
30-36 Pry Bar

Maces
01-70 Footmans Mace
71-00 Horsemans Mace

Picks
01-30
31-00

51-75
76-00

Maul
D.M.s Choice

51-75
76-00

Medium
Jousting

51-60
61-70
71-80
81-90
91-00

Darts (3D4)
Bola
Chakram
Caltrops (3D10)
D.M.s Choice

51-75
76-00

Bagh Nakh (Tiger Claws)


D.M.s Choice

34-38
39-42
43-46
47-51
52-55
56-59
60-63
64-68

Pike
Bill-Guisarme
Glaive
Halberd
Military Fork
Partisan
Tetsubo
Bo Stick

51-63
64-75
76-88
89-00

Long Spear
Harpoon
Pilum
Sang Kauw

33-39
40-44
45-48
49-51
51-57
58-63
64-66
67-69
37-43
44-50
51-57
58-64
65-71

Horsemans Pick
Footmans Pick

69-72
73-76
77-80
81-84
85-88
89-92
93-96
97-00

Bardiche
Bill
Glaive-Guisarme
Lajatang
Nagimaki
Ranseur
Voulge
Mancatcher

Bastard Sword
Claymore
Falchion
Khopesh
Long Sword
Scimitar
Spatha
Wakizashi

70-75
76-79
80-82
83-85
86-89
90-93
94-97
98-00

Broadsword
Cutlass
Gladius
Ninja-To
Sabre
Great Scimitar
Tulwar
Machete

Sickle
Fork (Pitchfork)
Pick
Grain Flail
Kama

72-78
79-86
87-93
94-00

Net
Scythe
Spade
D.M.s Choice

Enchantments: Bonuses
Roll Mod Base XP Roll Powers
1-2
-1
0
1-7
None
3-8
+1
400
8-13 1
9-12 +2
800
14-17 2 *
13-15 +3
1,400
18-19 3 **
16-17 +4
2,000
20
4 **
18-19 +5
3,000
*Not available for Ammunition
20
+6
4,000
**Not available for Missile Weapons (Bows, Crossbows, Firearms, Etc.)

Missile Weapon Enchantments: Powers


Weapon
Roll
Effect
XP
Roll Effect
XP
Roll Effect
XP
01-12 Of Accuracy +2,000 37-48 Of Seeking
+700
73-84 Self Loading
+500
13-24 Of Distance
+2,000 49-60 Of the Phlogiston +1,800 85-00 D.M.s Choice
25-36 Of Speed
+1,500 61-72 Of Energy
+2,000
Of Accuracy: All ranges are considered short.
Of Distance: Double ranges in all categories
Of Energy: This looks like a normal bow, but it has no string. The string and arrow are of the energy type determined in melee
weapons. The string WILL NOT cause any harm, all other effects are as per Of Energy under melee weapons below.
Of the Phlogiston: Creates/purifies 1 day worth of air for 1 person, in the flow targets take an additional 1D3 +users level in fire
damage. It protects its user from this fire.
Of Speed: Allows the character first action in combat then go on rolled initiative.
Of Seeking: Grants Ammunition an extra +1 when fired.
Self Loading: If no ammunition is used the weapon will magically create normal ammunition of the proper type for use.
Ammunition
Roll
Effect
XP
Roll
Effect
XP
01-14 Black
+750
71-84 Of Homing
+450
15-28 Of Lightning +250
85-97 Of Entrapment +1,000
29-42 Of Piercing
+250
98
Of Harm
+600
43-56 Of Direction +250
99
Of Venom
+350
57-70 Of Slaying
+2,500 00
D.M.s Choice
Black: Applies to arrows ONLY. Only 1 is found no matter the 2D12 roll. The entire arrow is completely black shaft, fletching &
head. The arrow reappears in the owner's quiver each dawn after it is used. This item is permanent unless lost to a special attack form
or deliberately destroyed. Once a day, an archer can call upon its deadly powers, causing the target, even deities, to save vs. death
magic or die immediately. This power must be summoned before the arrow is fired, and a miss wastes its magic for that day.
Of Lightning: These appear to be normal Ammunition until fired. Once fired it becomes a 7-foot bolt of lightning with a range equal
to the maximum range of the weapon that fired it. This Ammunition does +20 electrical damage when striking a target save vs. Spell
for damage. Once activated its a one use then destroyed item.
Of Piercing: When activated these items gain an additional +6 to attack and +1D6+6 to damage. Once activated its a one use then
destroyed item.
Of Direction: Functions like a locate object spell showing the direction to stairways, passages, caves, etc. Once per day the device can
be tossed into the air it will fall and point in the requested direction. This can be repeated once per turn for the next 7 turns. Requests
must be phrased by distance or direction.
Of Slaying: If used against the specific type of being it is meant for it will kill the being, no save, if it hits.
Roll
Type
Roll
Type
Roll
Type
01-03 Arachnids
34-36 Avians
67-69 Rogues
04-06 Priests
37-39 Dragons
70-72 Elementals
07-09 Warriors
40-42 Giants
73-75 Golems
10-12 Wizards
43-45 Mammals
76-78 Reptiles
13-15 Sea Monsters
46-48 Titans
79-81 Undead
16-18 Elves
49-51 Dwarves
82-84 Halflings
19-21 Orc Kind
52-54 Trolls
85-87 Humans
22-24 Insectoids
55-57 Gnomes
88-90 Taurs
25-27 Baatezu
58-60 Tanarri
91-93 Horrors
28-30 Slimes/Molds
61-63 Extra-Planar
94-96 Clockworks
31-33 Good
64-66 Neutral
97-00 Evil
Of Harm: Arrows only, when fired from a long bow gain an extra +3 to hit, hitting a target causes the Harm spell effect leaving the
target with only 1D4+1 HP. No healing is possible until the shaft is removed which causes an additional 1D8+3 damage. If Dispel
Magic is cast at the same time as a healing spell then the healing will work. The magic is good for only 1 target.
Of Homing: Double range and returns to owner.
Of Entrapment: Bursts into a net covering a 10 foot area, it has a 3 inch mesh, those in the area must save vs. Breath Weapon or be
captured. The net has AC -10 and takes 5 HP to sever a single strand. On command the net can be closed back into its ammunition
form for reuse.
Of Venom: Has a hollow that contains 1 dose of poison.

Melee Weapon Enchantment: Powers


Roll Effect
XP
Roll Effect
XP
Roll
Effect
XP
01-02 +1 vs. Size
+300
32-33 +1 vs. Magic
+600
59-60 +2 vs. Regeneration +800
03-04 +3 vs. Reptiles
+800
34
Cursed: Backbiter NA
61-62 +2 vs. Lycanthropes +700
05-06 Dancing
+4,400
35
Cursed: Berserking NA
63-64 Defender
+3,000
07-08 Dwarven Thrower +1,500
36-37 Dragon Slayer
+900
65-66 Flame Tongue
+900
09-10 Frost Brand
+1,600
38-39 Giant Slayer
+900
67-68 Holy Avenger
+4,000
11-12 Life Stealing
+5,000
40-41 Luck
+1,000 per wish 69-70 Nine Lives Stealer
+1,600
13-14 Of Backstabbing +1,000
42-43 Of Disruption
+2,000
71-72 Of Entrapment
+1,000
15-16 Of Fish Command +500
44-45 Of the Phlogiston +1,800
73-74 Of the Planes
+2,000
17-18 Of Snaring
+1,000
46-47 Of Speed
+2,000
75-76 Of Submission
+1,500
19-20 Of Throwing
+750
48-49 Of Thunderbolts
+2,500
77-78 Of Venom
+350
21-22 Of Warning
+1,000
50
Cursed: of Yearning NA
79-80 Quickness
+2,000
23-24 Sharpness
+7,000
51-52 Sun Blade
+3,000
81-82 Wounding
+4,400
25
Vampiric Touch +6,000
53
Vorpal
+10,000 83-84 Freezing
+1,500
26-27 Electrified
+800
54
Of Energy
+2,000
85-86 Of Impaling
+300
28-29 Of Revealing
+1,000
55-56 Bards Weapon
+4,500
87-88 Storm
+1,500
30-31 Of Haste
+1,000
57-58 Divine Made
+2,000
89-00 D.M.s Choice
Power Descriptions
+1 vs. Size: When facing an opponent of a size smaller or larger (1D2: 1: S 2: L) than M size the weapon gains this extra bonus.
+1 vs. Magic: When facing magic using opponents the weapon gains this extra bonus.
+2 vs. Lycanthropes: When facing Lycanthropes or other shape-changers the weapon gains this extra bonus.
+2 vs. Regeneration: When facing opponents with regeneration the weapon gains this extra bonus.
+3 vs. Reptiles: When facing any reptile, including dragons, the weapon gains this extra bonus.
Cursed: Backbiter: Has a cumulative 1 in 20 chance of activating. Once activated a remove curse is required.
Bards Weapon: Gives a +2 to ALL saves, can Neutralize Poison by touch 3/day, has 1 each: Dimension Door, Limited Wish, Remove
Curse and Time Stop, the level depends on the mage that placed them. Once cast the spell is gone until replaced by a mage, will only
accept the same type of spell for replacement.
Cursed: Berserking: In battle the wielder will go berserk and fight until dead or there are no more targets within 60 feet. Will attack
friend and foe alike. This weapon will have whatever bonus is rolled for it, but does not grant XP bonuses.
Dancing: After being used for 1 round it can be loosed and will fight at the level of its wielder for a number of rounds equal to its
bonus before returning to its wielder for an equal number of rounds before it can be loosed again. The wielder can always summon it
back at any time.
Defender: The bonus of this blade can be varied to increase either combat or AC as needed, each adjustment lasts for 1 round before it
can be changed.
Divine Made: These weapons have no weight, are unbreakable, have an extra +3 and roll for 1 additional beneficial enchantment.
Dragon Slayer: This weapon doubles it bonus (+3 becomes +6) AND triples its damage (1D12 becomes 3D12) vs. True Dragons. It
only affects specific types of dragons however roll on the following table (1D10).
1 Chromatic 3 All Good 5 Miscellaneous 7 Metallic 9 Space
2 Oriental
4 Gem
6 All Neutral
8 All Evil 10 ALL Dragons!!!
Dwarven Thrower: Grants a range of 180 feet and does double normal damage + magical bonus, will return to the thrower, a Dwarf
gains an extra +1 also does x3 damage to giants when thrown.
Electrified: Sheds light equal to the Continual Light spell, any hit must save vs. Breath Weapon or be stunned for 2 rounds.
Flame Tongue: This weapon has an extra +2 vs. regenerating, +3 vs. cold-using; flammable or avian creatures, +4 vs. undead. Sheds
light and warmth equal to a torch when activated.
Freezing: On a critical strike the target must save vs. Spell or be frozen for a number of rounds equal to the rolled damage. If a second
critical strike hits during this period of being frozen a 2nd save vs. Spell is needed if it fails the target is shattered killing it instantly.
This has no effect on creatures of size H or larger also there is no effect on cold-using/dwelling creatures.
Frost Brand: Doubles its bonus vs. fire-using/dwelling creatures, acts as a Ring of Fire Resistance, and has a 50% chance to
extinguish a 10 foot area of fire it is thrust into.
Giant Slayer: Gains an extra +1 vs. any giant or considered giant creature, does double damage vs. True Giants.
Holy Avenger: When used by non-Paladins its bonus is ed round down, in the hands of a Paladin it has full bonuses, grants a Magic
Resistance 50% in a 5 foot radius, Dispels Magic in a 5 foot radius at the level of the Paladin, and inflicts +10 damage to Chaotic Evil
opponents.
Life Stealing: On a Nat 20 the weapon drains 1 level/HD from the target if a save vs. Spell fails. The HP associated with that
level/HD are added to the wielder if any damage has been taken.
Luck: Grants a +1 to all saves, and has 1D4+1 wishes.
Nine Lives Stealer: On a Nat 20 the weapon kills the target if a save vs. Spell is failed.
Of Backstabbing: Thief only, allows a thief to backstab with the weapon no matter its size, weight or type with a skill 4 levels higher
than the thief actually is.

Of Disruption: Any evil being touching it takes 5D4 damage. If it strikes any undead or creature from a lower plane it may utterly
destroy the creature. Skeletons, Zombies, Ghouls, Shadows, Wights and Ghasts, if hit, are instantly blasted out of existence. Other
creatures save as follows, even if the saves are made the mace deals x2 damage: Wraiths 20, Mummies 17, Specters 14, Vampires 11,
Ghosts 8, Liches 5, Other affected evil creatures 2.
Of Energy: With the exception of the handle the weapon has no apparent business end. When gripped for use in combat the
business end grows from the handle composed of a semi-solid energy (roll below). While the business end can be used to
deflect/parry incoming attacks unless its Force or Ice it is not substantial enough to pry, brace or other similar physical interaction
with other objects. Damage varies with the level of the wielder, the damage die is equal to the weapon in question but the number of
dice rolled for damage is 1 per 3 levels of the wielder. Roll 1D10 to determine energy type.
Roll Energy
1
Electricity: Also acts as Electrified
2
Force: While active is unbreakable and may be used to pry or brace any object.
3
Fire: Also acts as a Flame Tongue.
4
Ice: Also acts as a Frost Brand.
5
Acid: Continues dealing 1 of its die in damage for a number of rounds equal to the rolled damage.
6
Sound: Also acts as Sharpness.
7
Moon Light: Acts as a +2 vs. Lycanthropes & forces Lycanthropes in 30 feet into their hybrid form failing a save vs. Spell.
8
Sun Light: Also acts as a Sun Blade, sheds true sunlight in a 60 foot radius when activated.
9
Positive/Holy Energy: Also acts as of Disruption.
10
Negative/Unholy Energy: Also acts as Vampiric Touch.
Of Entrapment: Applies only to nets, covers a 10 foot area, it has a 3 inch mesh, those in the area must save vs. Breath Weapon or be
captured. The net has AC -10 and takes 5 HP to sever a single strand.
Of Fish Command: Fish wont come within 10 feet of the wielder, on activation all fish within 60 feet must save vs. Spell or will do
as ordered.
Of Haste: When used in combat the wielder fights as though under the effect of a Haste spell.
Of Impaling: As long as the weapon remains in the target, must have Type P or S, it will inflict its regular damage per round until
removed.
Of the Phlogiston: Creates/purifies 1 day worth of air for 1 person, in the flow targets take an additional 1D3 +users level in fire
damage. It protects its user from this fire.
Of the Planes: When on or facing an opponent not from the Prime gain bonuses as follows: an extra +1 inner plane, extra +2 outer
plane, extra +3 astral or ethereal.
Of Revealing: Once per day per magical + the weapon will reveal the presence of invisible objects/beings in a 20x20 foot area by
coating them in a shimmer equal to Faerie Fire. If placed on a sickle, scythe or kama once per week per + it can be made to harvest
up to 1,000,000 square feet of a grain field.
Of Snaring: As per Entrapment but functions underwater only.
Of Speed: Using this weapon grants first action in a melee then the character goes on their rolled initiative.
Of Submission: Opponents when struck must save vs. Spell or make a morale check, if failed they surrender.
Of Throwing: Grants a range of 180 feet and does double normal damage + magical bonus, will return to the thrower.
Of Thunderbolts: User must have a Str of no less than 18/01 to use, and then it only has of its magical + (round down with a
minimum of +1), but will inflict double normal damage dice. With a Str of 20+ or when wearing Gauntlets of Ogre Power AND a
Belt of Giant Strength the weapon can be used in either melee or thrown gaining the benefit of its full magical + (minimum of +3)
double full damage (dice, Str adjustment & magic +) and it will strike dead any giant it hits automatically. Any successful hit creates
a booming clap of thunder.
Of Venom: Has a hollow that contains 6 doses of poison. There is a 10% chance it generates its own poison.
Of Warning: Reduces the chance of being surprised, use the next higher die for the race/class in question.
Curse: of Yearning: Upon touching the item the wielder must seek out the nearest body of water that is deep enough for complete
submergence of the entire body. The victim will drown themselves unless steps are taken to save them.
Quickness: Similar to Speed above.
Sharpness: When adding only its bonus to the attack roll it can sever extremities with high rolls as follows: 19+ Normal/Armored,
20+ Larger than Man, 21+ Solid Metal or Stone. Extremities are: arms, legs, tails, tentacles, wings, whatever but NOT the head.
Storm: This weapon when used crackles with miniature lightning bolts, once per turn on a successful strike it releases one of these
bolts inflicting an additional 8D6 damage.
Sun Blade: The weapon is treated as having the weight and speed of a short sword, against evil opponents the weapon has an extra +2
bonus and against creatures that are negative energy (undead, denizens of the Negative Plane, necromancers drawing power from the
Negative Plane, etc.) the weapon deals double damage.
Wounding: Any wound inflicted will do 1 extra point of damage per wound on each subsequent round, these wounds CANNOT be
regenerated or healed magically short of a wish, only time and rest will heal them. Damage stops with a successful first aid skill
check.
Vampiric Touch: Damage done by the weapon is bestowed to the wielder, if used on undead it has reverse effect draining the rolled
damage from the wielder and giving it to the undead target.
Vorpal: Similar to Sharpness but if the roll is high enough it will sever the head unless a specific target was announced before the roll.
Use the same table as Sharpness to determine if the roll is good enough. If placed on a blunt weapon it breaks instead of cuts.

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