Académique Documents
Professionnel Documents
Culture Documents
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
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
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
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
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.
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
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
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).
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
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.)
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.