Treasures

Placing Treasure

There are two methods of deciding what treasure is in the possession of monsters: rolling randomly and referee choice.

Method 1: Rolling Randomly

Monster listings note which treasure type is present in the creature’s lair and which it may carry on its person. See Treasure Types for details on how to roll treasure according to a treasure type letter code.

Manual Adjustments

If the value of the randomly generated treasure is significantly above or below the average value of the treasure type, the referee may adjust the results manually.

Method 2: Referee Choice

The referee may wish to choose treasures appropriate to the monsters and the PC party. As treasure is the primary source of XP (see Awarding XP), the referee should carefully consider treasure placement. The following procedure is recommended:

  1. Consider the size of the adventuring party, the levels of the characters, and the XP they need to go up in level.
  2. Decide how many experience points the treasure hoard should provide if the party successfully acquires it.
  3. Place treasures whose total value matches the determined XP total.

Balance of Reward Versus Danger

When using this approach, the referee should ensure that sufficiently powerful monsters guard the treasure. Adventurers should have to earn this reward!

Items of Value

Common treasures

The treasure tables (see Treasure Types) describe methods for generating hoards of coins, gems, jewelry, and magic items.

Unusual treasures

Adventures may also include valuable items of other kinds, whose worth may not always be apparent:

Value and Weight

For each unusual item placed, the referee should note its value (in gold pieces) and (if using the optional rules for Encumbrance) its weight.

Treasure Types

Rolling Treasure

Each treasure type lists one or more types of coins or items. For each entry in the list:

  1. If a percentage is given, first roll d100 to see whether this item is present.
  2. If a range of values is given (e.g., 1d6 × 1,000cp, 6d6 gems), roll the specified dice to determine the quantity of this item.
  3. For gems, jewelry, and magic items, the procedures for determining the value and properties of the items in the hoard are found in Gems and Jewellery and Magic Items.

Manual Adjustments

If the value of the randomly rolled treasure is significantly above or below the average value of the treasure type, the referee may adjust the results manually.

Average Values

The average results of gems, jewelry, and all coins, excluding magic items (which have no fixed sale value).

Coin Conversion Rates

Hoards: A–O

These treasure types indicate the sum wealth of a large monster or a community of smaller monsters. Such hoards are usually hidden in the monsters’ lair.

Small lairs: Monster listings note the number of individuals found in a lair. If the number rolled is below average and the lair encounter size is at least 1d4, the hoard’s treasure amount may be reduced accordingly.

Type A (18,000gp average)

Type B (2,000gp average)

Type C (1,000gp average)

Type D (3,900gp average)

Type E (2,300gp average)

Type F (7,700gp average)

Type G (23,000gp average)

Type H (60,000gp average)

Type I (11,000gp average)

Type J (25gp average)

Type K (180gp average)

Type L (240gp average)

Type M (50,000gp average)

Type N (0gp average)

Type O (0gp average)

Individual Treasure: P–T

Intelligent monsters: Each individual carries this much treasure.

Unintelligent monsters: The treasure is loot from the bodies of the monsters’ victims.

Type P (0.1gp average)

Type Q (1gp average)

Type R (3gp average)

Type S (5gp average)

Type T (17gp average)

Group Treasure: U–V

Intelligent monsters: The group carries this much treasure between them.

Unintelligent monsters: The treasure is loot from the bodies of the monsters’ victims.

Type U (160gp average)

Type V (330gp average)

Gems and Jewellery

Gems

The following table determines the value of each gem in a treasure hoard:

d20Gem Value
1–410gp
5–950gp
10–15100gp
16–19500gp
201,000gp

Jewellery

Each piece of jewelry indicated by a treasure type is worth 3d6 × 100gp (or more, if the referee wishes, for characters above 3rd level).

Damaged Jewellery

Rough treatment of jewelry (e.g., crushing, intense heat or fire, lightning) can damage it, reducing its value by 50%.

Combining Values

When a treasure type indicates the presence of multiple gems or pieces of jewelry, the referee may combine the values as desired. For example, a roll of five 50gp value gems may be placed as a single 250gp gem, a 100gp gem, three 50gp gems, or any other combination.

Magic Items (General)

Magic items are usually classified according to one of the following categories:

Rolling Magic Items

When a treasure type indicates that a magic item is present, the following procedure is used to determine its nature:

Basic and Expert Magic Items

Separate probabilities are listed in the table for Basic and Expert level characters (i.e., characters of 1st to 3rd level and characters of 4th level or higher). The Basic probabilities are listed in the B column and the Expert probabilities in the X column.

It is recommended that the probabilities appropriate to the group’s experience level be used. Alternatively, if the referee prefers to have an even distribution of magic items, irrespective of player character level, the Expert probabilities may always be used.

B: d%X: d%Type of Item
01–1001–10Armor or Shield
11–1511–15Miscellaneous Item
16–4016–35Potion
41–4536–40Ring
46–5041–45Rod / Staff / Wand
51–7046–75Scroll or Map
71–9076–95Sword
91–0096–00Weapon

Identifying Magic Items

Testing: The most common way of identifying magic items is by trial and error—sipping a potion, donning a suit of armor, using a weapon in battle, etc.

Retainers: Players may wish to use retainers as “guinea pigs” to test magic items of unknown properties. Retainers may agree to do this, but only if allowed to keep the item in question.

By magic: High-level NPC magic-users may also be able to identify magic items. They will always require payment or service in kind. The process takes time, possibly several weeks.

Using Magic Items

Appropriate use: To be effective, a magic item must be used, held, or worn after the normal fashion for that type of object.

Concentration: To activate an item’s magic, the user must concentrate on its effect. When using a magic item this way, the character cannot take any other actions.

Items that are always active: The following items do not require concentration and are always active: magic swords, weapons, armor, and protective items (e.g., rings of protection).

Actions per round: A magic item’s effect can normally be used only once per round unless its description notes otherwise.

Wishes

Some magic items grant wishes, the powerful ability for a character to change the nature of reality in any conceivable way they desire. Wishes are generally regarded as the most powerful magic in the game and have the potential to greatly upset the balance of play if not handled carefully by the referee.

Adjudication Guidelines

Wording: The player and referee must pay great attention to the precise language of a wish.

Fundamental changes: A wish to alter some fundamental aspect of the game or the campaign world will have no effect. For example, a wish that transformed the abilities of all monsters of a particular type would fail.

Greedy wishes: A wish that the referee judges to be unreasonable or overly greedy may come to pass but with its intent twisted in some way. For example, a wish for a potent magic item may cause the item to appear, but in the possession of a dangerous enemy.

Wishing for more wishes: This will result in an infinite time loop, putting the character out of play.

Example Wishes

Some examples of reasonable wishes:

Armor and Shields

B: d4X: d%Item
101–15Armor +1
216–25Armor +1, Shield +1
26–27Armor +1, Shield +2
28Armor +1, Shield +3
29–33Armor +2
34–36Armor +2, Shield +1
37–41Armor +2, Shield +2
42Armor +2, Shield +3
43–45Armor +3
46Armor +3, Shield +1
47Armor +3, Shield +2
48Armor +3, Shield +3
49–51Cursed Armor -1
52–53Cursed Armor -2
54Cursed Armor -2 with Shield +1
355–56Cursed Armor, AC 9 [10]
57–62Cursed Shield -2
63–65Cursed Shield, AC 9 [10]
466–85Shield +1
86–95Shield +2
96–00Shield +3

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Usage: Per normal class restrictions.

Cursed Armor and Shields

AC penalty: Some types of cursed armor specify an Armor Class penalty. This modifier worsens the wearer’s Armor Class score. For example, a cursed suit of chainmail -1 grants a base Armor Class of 6 [13], one point worse than the AC 5 [14] of non-magical chainmail.

AC 9 [10]: Some types of cursed armor give the wearer a base Armor Class of 9 [10] (before modifiers due to Dexterity).

Testing: All types of tests indicate that a cursed shield or suit of armor is enchanted with a +1 bonus. It is only when the armor is used in deadly combat that the curse is revealed.

Removing: Once a cursed shield or suit of armor has been used, the character comes under the curse and cannot discard the item. It can only be removed with magic.

Enchanted Armor and Shields

AC bonus: Enchanted armor and shields specify a protective bonus that improves the wearer’s Armor Class score. For example, a suit of chainmail +1 grants a base Armor Class of 4 [15], one point better than the AC 5 [14] of non-magical chainmail.

Weight: If using the optional rules for detailed encumbrance (see Encumbrance), the enchanted armor’s encumbrance value is 50% less than that of normal armor.

Type of Armor

The referee may choose the type of armor in a treasure hoard or may roll on the following table:

d8Type of Armor
1–2Leather
3–6Chainmail
7–8Plate mail

Miscellaneous Items

B: d10X: d%Item
01-03Amulet of Protection Against Scrying
104-05Bag of Devouring
206-11Bag of Holding
12-16Boots of Levitation
17-21Boots of Speed
22-26Boots of Travelling and Leaping
327-31Broom of Flying
432-35Crystal Ball
36-37Crystal Ball with Clairaudience
38Crystal Ball with ESP
39-40Displacer Cloak
41Drums of Panic
42Efreeti Bottle
43Elemental Summoning Device: Air
44Elemental Summoning Device: Earth
45Elemental Summoning Device: Fire
46Elemental Summoning Device: Water
547-56Elven Cloak and Boots
57Flying Carpet
658-64Gauntlets of Ogre Power
65-66Girdle of Giant Strength
767-77Helm of Alignment Changing
78-82Helm of Reading Languages and Magic
883Helm of Telepathy
84Helm of Teleportation
85Horn of Blasting
986-90Medallion of ESP 30’
91-93Medallion of ESP 90’
94-94Mirror of Life Trapping
1095-97Rope of Climbing
98-00Scarab of Protection

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Usage: All characters (unless noted).

Activating: Unless an item’s description states otherwise, it may be used any number of times per day and is activated by concentration.

Potions

B: d8X: d%Potion
01–03Clairaudience
04–07Clairvoyance
08–10Control Animal
11–13Control Dragon
14–16Control Giant
17–19Control Human
20–22Control Plant
23–25Control Undead
26–32Delusion
133–35Diminution
236–39ESP
40–43Fire Resistance
44–47Flying
348–51Gaseous Form
52–55Giant Strength
456–59Growth
560–63Healing
64–68Heroism
669–72Invisibility
73–76Invulnerability
777–80Levitation
81–84Longevity
885–86Poison
87–89Polymorph Self
90–97Speed
98–00Treasure Finding

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Usage: All characters (unless noted).

Identifying: A potion may be identified by sipping a small amount. It is difficult to identify potions purely by smell or taste, as even potions with the same effect are different.

Drinking: Drinking a full dose of a potion takes one round

Duration: The magical effect of a full dose of a potion lasts for 1d6+6 turns. The referee should roll for and track this duration and keep the player from knowing how long the potion will last.

Mixing Potions

Drinking a potion while already under the effects of another potion is dangerous:

This rule does not apply to potions with instantaneous or permanent duration.

Rings

B: d6X: d%Ring
101–05Control Animals
06–10Control Humans
11–16Control Plants
17–26Delusion
27–29Djinni Summoning
230–39Fire Resistance
340–50Invisibility
51–55Protection +1, 5’ radius
456–70Protection +1
71–72Regeneration
73–74Spell Storing
75–80Spell Turning
81–82Telekinesis
583–88Water Walking
689–94Weakness
95–96Wishes, 1–2
97Wishes, 1–3
98Wishes, 2–4
99–00X-Ray Vision

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Usage: All characters (unless noted).

Activating: A ring’s magical effect is activated by placing it on a finger or thumb. Unless noted otherwise, a magical ring’s effect is continuously active and ends if the ring is removed.

Multiple rings: A character can wear two magic rings—one on each hand. If more are worn, their magical effects do not function.

Cursed rings: Cannot be “deactivated” by wearing more magical rings.

Rods, Staves, Wands

B: d6X: d%Item
101–08Rod of Cancellation
09–11Staff of Commanding
212–21Staff of Healing
22–23Staff of Power
324–28Staff of Snakes
29–31Staff of Striking
32–34Staff of Withering
35Staff of Wizardry
36–40Wand of Cold
441–45Wand of Enemy Detection
46–50Wand of Fear
51–55Wand of Fire Balls
56–60Wand of Illusion
61–65Wand of Lightning Bolts
566–70Wand of Magic Detection
71–75Wand of Metal Detection
76–80Wand of Negation
681–85Wand of Paralysation
86–90Wand of Polymorph
91–95Wand of Secret Door Detection
96–00Wand of Trap Detection

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Charges

Rods, staves, and wands have limited uses called “charges.”

Number of charges: The number of charges in an item when discovered is determined by the referee and depends on the type of the item. Characters can’t discover the number of charges in an item.

Usage: Each item used takes one round and consumes one charge.

Consuming the last charge: The item loses its magical potency.

Recharging: This is not possible.

Rods

Usage: All characters (unless noted).

Dimensions: Thin, 3’ long.

Charges: Unless noted, magic rods contain 1d10 charges when found.

Staves

Usage: Spell casters. Some staves may only be used by either arcane or divine spell casters (this is noted in the item’s description).

Dimensions: 2” thick, 6’ long.

Charges: Unless noted, magic staves contain 3d10 charges when found.

Staves in Melee

Although magic-users are generally only allowed to use daggers in combat, they can use the staff of power, striking, and wizardry in melee.

Wands

Usage: Arcane spell casters.

Dimensions: Thin, 1½’ long.

Charges: Unless noted, magic wands contain 2d10 charges when found.

Scrolls and Maps

B: d8X: d%Scroll
101–151 Spell
216–252 Spells
326–313 Spells
32–345 Spells
357 Spells
436–40Cursed Scroll
41–50Prot. from Elementals
551–60Prot. from Lycanthropes
61–65Prot. from Magic
666–75Prot. from Undead
776–78Treasure Map: I
79–80Treasure Map: II
81–82Treasure Map: III
83Treasure Map: IV
84Treasure Map: V
85Treasure Map: VI
86Treasure Map: VII
887–90Treasure Map: VIII
91–95Treasure Map: IX
96Treasure Map: X
97–98Treasure Map: XI
99–00Treasure Map: XII

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Scrolls are aged sheets of parchment or paper on which a high-level spell caster has written magical words.

One use only: When a scroll is read, the words disappear.

Light: A scroll can only be used if there is enough light to read.

Cursed Scroll

Usage: All characters (unless noted).

Activation: Merely looking at the baneful script on the scroll curses the character. The referee should determine the nature of the curse (see examples below).

Removing: A curse can be removed by magic or (at the referee’s option) by performing a special quest.

Example Curses

Protection Scroll

Usage: All characters (unless noted). (Written in non-magical languages—usually Common.)

Activation: Reading the script aloud conjures a circle of protection against a specific type of monster or energy.

Area of protection: When used, conjures a 10’ radius circle of protection around the reader.

Moving: If the reader moves, the circle of protection follows them.

Protection from Elementals

No elemental may enter the circle of protection.

Protection from Lycanthropes

A number of lycanthropes are barred from entering the circle of protection. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected.

Protection from Magic

Spells and spell-like effects (e.g., from magic items cannot cross the circle of protection. The barrier prevents magic from entering the circle and leaving it.

Protection from Undead

A number of undead monsters are barred from entering the circle of protection. The number depends on their Hit Dice: 1–3 HD: 2d12 undead affected, 4–5 HD: 2d6 undead affected, 6+ HD: 1d6 undead affected.

Spell Scroll

Usage: Spell casters.

Type of magic: 1-in-4 scrolls contain divine spells; the rest contain arcane spells.

Activation: Reading the script aloud conjures the effect of a specific spell. Only arcane spell casters can use scrolls of arcane spells. Only divine spell casters can use scrolls of divine spells.

Arcane spell scrolls: These are written in a magical script that can only be read by magic.

Divine spell scrolls: Are written in normal languages (usually Common) but can only be used by divine spell casters.

Scrolls of multiple spells: Only the spell cast disappears if a scroll contains multiple spells.

Spells on a Scroll

The referee may choose the spells or may roll for them randomly. The table below may be used to select the level of each spell on a scroll. (The table lists separate probabilities for Basic and Expert level characters. See **Basic and Expert Magic Items.)

Spell Level
B: d6X: d%ArcaneDivine
1–301–251st1st
4–526–502nd2nd
651–703rd3rd
71–854th4th
86–955th5th
96–006th5th

Treasure Map

Usage: All characters (unless noted).

A map that indicates the route to a valuable treasure located in a dungeon or wilderness.

Interpreting: Treasure maps may sometimes be challenging to interpret. A map may be incomplete, worded in riddles, or written in an obscure language.

Preparing in advance: The referee should prepare treasure maps in advance.

Treasures

The following list of treasure map types may be used to determine the nature of the treasure that a map leads to.

Hoard Value

For treasure hoards with a listed gold piece value, the referee may choose what type of treasure is in the hoard. (For example, it may be coins, but could also consist of valuable art objects or jewels.)

Guardians

The treasure is normally guarded by enchantments, traps, or monsters (e.g., a monster from the dungeon encounter tables of levels 5–6 or higher).

Swords

B: d8X: d%Sword
101–02Sword -1, Cursed
03–04Sword -2, Cursed
205–44Sword +1
345–50Sword +1, +2 vs Lycanthropes
451–56Sword +1, +2 vs Spell Users
557–61Sword +1, +3 vs Dragons
62–66Sword +1, +3 vs Enchanted Creatures
67–71Sword +1, +3 vs Regenerating Creatures
672–76Sword +1, +3 vs Undead
77Sword +1, Energy Drain
78–81Sword +1, Flaming
782–89Sword +1, Light
90–92Sword +1, Locate Objects
93Sword +1, Wishes
894–96Sword +2
97–98Sword +2, Charm Person
99–00Sword +3

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Usage: Per normal class restrictions.

Cursed Swords

Penalty: Cursed swords specify a penalty applied to both attack rolls and damage rolls made with the weapon.

Discarding: Once the sword has been used in combat, the character comes under the curse and cannot discard the item. They will favor the sword and use it whenever possible. The curse can only be removed with magic.

Enchanted Swords

Bonus: Enchanted swords specify a bonus for both attack rolls and damage rolls made with the weapon.

Bonus vs. creature type: Some swords have a special bonus when used against a certain type of creature.

Bonus vs. enchanted creatures: Magically created or animated monsters and those summoned by spells or magic items.

Sentient Swords

Some magic swords have innate intelligence, personality, and other special powers. See Sentient Swords for rules for determining the special powers of a sentient sword.

Probability: If the referee wishes to determine whether a magic sword is intelligent randomly, the chance is 30%.

Swords With a Special Purpose

Some magic swords are imbued with a special purpose. Such swords are extremely powerful and are always sentient. See Sentient Swords for rules for determining the powers of a sword with a special purpose.

Probability: There is a 1-in-20 chance of a magic sword having a special purpose. The referee may choose to only place such swords by design rather than rolling this chance randomly.

Sword +1, Energy Drain

It drains the life energy of its victims.

Sword +1, Flaming

Bursts into flames, on command. When flaming:

Sword +1, Light

On command, it produces light in a 30’ radius.

Sword +2, Charm Person

It grants the wielder the ability to charm other people.

Sword +1, Locate Objects

It grants the wielder the ability to detect the presence of objects within 120’.

Sword +1, Wishes

Has the power to grant the wielder’s wishes.

Weapons

B: d4X: d%Weapon
01–02Arrows +1 (3d10 arrows)
103–12Arrows +1 (Basic: 10; Expert: 2d6 arrows)
13–18Arrows +2 (1d6 arrows)
219–27Axe +1
28–30Axe +2
31–33Bow +1
34–43Crossbow Bolts +1 (2d6 bolts)
44–45Crossbow Bolts +1 (3d10 bolts)
46–52Crossbow Bolts +2 (1d6 bolts)
353–55Dagger +1
56Dagger +2, +3 vs. orcs, goblins, and kobolds
457–64Mace +1
65–67Mace +2
68Mace +3
69–74Sling +1
75–82Spear +1
83–86Spear +2
87Spear +3
88–94War Hammer +1
95–99War Hammer +2
00War Hammer +3, Dwarven Thrower

B: Basic characters (levels 1–3) X: Expert characters (level 4+)

Usage: Per normal class restrictions.

Cursed Weapons

Penalty: Cursed weapons specify a penalty applied to both attack rolls and damage rolls made with the weapon.

Discarding: Once the weapon has been used in combat, the character comes under the curse and cannot discard the item. They will favor the weapon and use it whenever possible. The curse can only be removed with magic.

Enchanted Weapons

Bonus: Enchanted weapons specify a bonus applied to both attack rolls and damage rolls made with the weapon.

Bonus vs. creature type: Some weapons have a special bonus when used against a certain type of creature.

War Hammer +3, Dwarven Thrower

In the hands of a dwarf, this weapon may function as a thrown missile weapon.

Sentient Swords

If a magic sword possesses sentience (see Swords for the likelihood), the procedure on this page may be used to determine its powers. (Alternatively, the referee may select its qualities as desired.)

Rolling a Sentient Sword

  1. Special purpose: If the sword has a special purpose, see Special Purpose of Sentient Swords to determine what it is.

  2. Intelligence and personality: The sword’s INT is 1d6+6. (Swords imbued with a special purpose always have INT 12.) The sword has a personality and should be played as an NPC.

  3. Communication:

    The sword’s INT determines how it can communicate. See the table below.

    1. Empathy: The sword cannot communicate directly but empathically informs the wielder of its powers and how to use them.
    2. Speech: The sword speaks out loud. The number of languages it knows is indicated by rolling on the languages table; see below. The referee should select the languages.
    3. Reading: The sword can read all languages it can speak and magical inscriptions.
  4. Alignment: See the table below.

  5. Powers: The sword’s INT determines the number of powers it has. See the table below. Powers are described in the links below.

  6. Ego: Sentient swords have an Ego rating—a measure of their force of personality. This is rolled on 1d12. Swords imbued with a special purpose always have an Ego of 12.

INTReadingCommunication
7NoEmpathy
8NoEmpathy
9NoEmpathy
10NoSpeech
11YesSpeech
12YesSpeech
d100Languages
01–50Alignment tongue + 1
51–70Alignment tongue + 2
71–85Alignment tongue + 3
86–95Alignment tongue + 4
96–99Alignment tongue + 5
00Roll twice again, adding results
d20Alignment
01–13Lawful
14–18Neutral
19–20Chaotic
INTPowers
71 sensory power
82 sensory powers
93 sensory powers
103 sensory powers
113 sensory powers
123 sensory powers + 1 extraordinary

Using a Sentient Sword

Sentient swords grant the wielder special powers beyond a normal magic sword, but using one also carries risks.

Activating Powers

Alignment

The alignment of the sword can only be determined by touching it. Doing so may incur damage if the character is of a different alignment to the sword:

Control

A sentient sword has its own personality and can sometimes attempt to exercise control over the person who wields it. A control check (see below) is triggered in any of the following circumstances:

Control Checks

When one of the circumstances above occurs, a control check is required:

  1. Determine the sword’s Will score:
    1. The sum of its INT and Ego.
    2. Add one for each extraordinary power the sword has.
    3. Add 1d10 if the sword and the wielder are different alignments.
  2. Determine the wielder’s Will score:
    1. The sum of STR and WIS scores.
    2. If the character has less than full hit points, Will is reduced by 1d4 (or 2d4 if the character has less than half hit points).
  3. Compare the Will scores. If the sword’s Will score is higher, it takes control of the character’s actions.

When the Sword Takes Control

The referee determines the behavior of the character via the sword, for example:

Ending Control

Once in control, the sword will only release the character when the circumstance that triggered the control check is over or when the sword is otherwise satisfied.

Extraordinary Powers

See Extraordinary Powers of Sentient Swords.

Sensory Powers

See Sensory Powers of Sentient Swords.

Special Purpose

See Special Purpose of Sentient Swords.

Extraordinary Powers of Sentient Swords

Each power should be rolled on the table below. Duplicates should be re-rolled, unless noted.

Usage frequency: Unless a power’s description notes otherwise, it may be used at most three times a day.

d100Power
01–10Clairaudience
11–20Clairvoyance
21–30ESP
31–35Extra damage (dups. allowed)
36–40Flying
41–45Healing (duplicates allowed)
46–54Illusion
55–59Levitation
60–69Telekinesis
70–79Telepathy
80–88Teleportation
89–97X-ray vision
98–99Roll twice again on this table
00Roll 3 times again on this table

Clairaudience

It enables the wielder to hear through the ears of another creature.

Clairvoyance

It enables the wielder to see through the eyes of another creature.

ESP

It enables the wielder to read the thoughts of another living creature.

Extra Damage

Increases the wielder’s strength for 1d10 rounds. While the power is active, the damage inflicted by the wielder is multiplied by 4.

Duplicates

If this power is rolled more than once, the damage multiplier is increased by one for each duplicate roll.

Flying

The wielder can fly for up to 3 turns.

Healing

The sword heals damage.

Duplicates

If this power is rolled more than once, the duration of the power is increased by 6 rounds for each duplicate.

Illusion

An illusion of the wielder’s choosing manifests. This works in the same way as the magic-user spell phantasmal force.

Levitation

Grants the wielder the ability to move up and down through the air for up to 3 turns:

Telekinesis

By concentrating, the wielder can move objects or creatures within 120’ by the power of thought.

Telepathy

It enables the wielder to read the thoughts of another living creature.

Teleportation

The wielder can teleport, per the magic-user spell (see ***Teleport.

X-Ray Vision

Allows the wielder to see through solid objects.

Sensory Powers of Sentient Swords

Each sensory power should be rolled on the table below, with duplicates re-rolled.

Usage frequency: Unless a power’s description notes otherwise, it may be used without limit.

d100Power
01–10Detect evil or good
11–15Detect gems
16–25Detect magic
26–35Detect metals
36–50Detect shifting architecture
51–65Detect slopes
66–75Detect traps
76–85Locate secret doors
86–95See invisible objects
96–99Roll an extraordinary power
00Roll twice again on this table

Detect Evil or Good

The wielder can sense the intention to do evil or good within 20’. (Note: some potentially harmful things—e.g., animals, traps—are not evil.)

Detect Gems

The sword will point in the direction of any gems within 60’.

Detect Magic

The sword can detect magic up to three times daily within 20’. On command, the magic may be caused to glow.

Detect Metals

The sword will point in the direction of metal of a named type within 60’.

Detect Shifting Architecture

The wielder can locate shifting walls or rooms up to 10’ distant.

Detect Slopes

The wielder can sense sloped floors within 10’.

Detect Traps

Up to three times daily, the wielder can sense traps within 10’.

Locate Secret Doors

Up to three times daily, the wielder can find all secret doors within 10’.

See Invisible Objects

The wielder can see invisible or concealed objects up to 20’ distance. This power does not reveal secret doors.

Special Purpose of Sentient Swords

Some sentient swords are also imbued with a special purpose. The purpose of such swords is typically to slay a certain type of character or creature. The purpose may be rolled on the table below, or the referee may invent others.

d6Type of Target to be Slain
1Arcane spell casters
2Divine spell casters
3Warriors (e.g., fighters or other primarily combat-oriented, non-spell casting classes, including non-spell casting demihumans)
4Specific types of monsters (determined randomly)
5Lawful creatures (or chaotic creatures if the sword is lawful)
6Chaotic creatures (or lawful creatures if the sword is chaotic)

Alignment Power

In addition to their sensory and extraordinary powers, swords of special purpose have an extra power when used to achieve their designated purpose (e.g., when attacking the enemy, the sword was designed to slay). This power depends on the sword’s alignment: