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:
- Consider the size of the adventuring party, the levels of the characters, and the XP they need to go up in level.
- Decide how many experience points the treasure hoard should provide if the party successfully acquires it.
- 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:
- Artwork: Paintings, statuary.
- Books: Rare tomes or scrolls.
- Foodstuffs: Spices, valuable wines.
- Furnishings: Rugs, tapestries.
- Utensils: Silver cutlery, unusual kitchen or laboratory implements.
- Valuables: Furs, ivory, ores, silks.
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:
- If a percentage is given, first roll d100 to see whether this item is present.
- 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.
- 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
- 1pp = 5gp
- 1gp = 2ep
- 1gp = 10sp
- 1gp = 100cp
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)
- 25%: 1d6 × 1,000cp.
- 30%: 1d6 × 1,000sp.
- 20%: 1d4 × 1,000ep.
- 35%: 2d6 × 1,000gp.
- 25%: 1d2 × 1,000pp.
- 50%: 6d6 gems.
- 50%: 6d6 pieces of jewellery.
- 30%: 3 magic items.
Type B (2,000gp average)
- 50%: 1d8 × 1,000cp.
- 25%: 1d6 × 1,000sp.
- 25%: 1d4 × 1,000ep.
- 25%: 1d3 × 1,000gp.
- 25%: 1d6 gems.
- 25%: 1d6 pieces of jewellery.
- 10%: 1 magic sword, suit of armor, or weapon.
Type C (1,000gp average)
- 20%: 1d12 × 1,000cp.
- 30%: 1d4 × 1,000sp.
- 10%: 1d4 × 1,000ep.
- 25%: 1d4 gems.
- 25%: 1d4 pieces of jewellery.
- 10%: 2 magic items.
Type D (3,900gp average)
- 10%: 1d8 × 1,000cp.
- 15%: 1d12 × 1,000sp.
- 60%: 1d6 × 1,000gp.
- 30%: 1d8 gems.
- 30%: 1d8 pieces of jewellery.
- 15%: 2 magic items plus 1 potion.
Type E (2,300gp average)
- 5%: 1d10 × 1,000cp.
- 30%: 1d12 × 1,000sp.
- 25%: 1d4 × 1,000ep.
- 25%: 1d8 × 1,000gp.
- 10%: 1d10 gems.
- 10%: 1d10 pieces of jewellery.
- 25%: 3 magic items plus 1 scroll.
Type F (7,700gp average)
- 10%: 2d10 × 1,000sp.
- 20%: 1d8 × 1,000ep.
- 45%: 1d12 × 1,000gp.
- 30%: 1d3 × 1,000pp.
- 20%: 2d12 gems.
- 10%: 1d12 pieces of jewelry.
- 30%: 3 magic items (not weapons), plus 1 potion, plus 1 scroll.
Type G (23,000gp average)
- 50%: 1d4 × 10,000gp.
- 50%: 1d6 × 1,000pp.
- 25%: 3d6 gems.
- 25%: 1d10 pieces of jewellery.
- 35%: 4 magic items plus 1 scroll.
Type H (60,000gp average)
- 25%: 3d8 × 1,000cp.
- 50%: 1d100 × 1,000sp.
- 50%: 1d4 × 10,000ep.
- 50%: 1d6 × 10,000gp.
- 25%: 5d4 × 1,000pp.
- 50%: 1d100 gems.
- 50%: 1d4 × 10 pieces of jewellery.
- 15%: 4 magic items, plus 1 potion, plus 1 scroll.
Type I (11,000gp average)
- 30%: 1d8 × 1,000pp.
- 50%: 2d6 gems.
- 50%: 2d6 pieces of jewellery.
- 15%: 1 magic item.
Type J (25gp average)
- 25%: 1d4 × 1,000cp.
- 10%: 1d3 × 1,000sp.
Type K (180gp average)
- 30%: 1d6 × 1,000sp.
- 10%: 1d2 × 1,000ep.
Type L (240gp average)
- 50%: 1d4 gems.
Type M (50,000gp average)
- 40%: 2d4 × 1,000gp.
- 50%: 5d6 × 1,000pp.
- 55%: 5d4 gems.
- 45%: 2d6 pieces of jewellery.
Type N (0gp average)
- 40%: 2d4 potions.
Type O (0gp average)
- 50%: 1d4 scrolls.
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)
- 3d8cp.
Type Q (1gp average)
- 3d6sp.
Type R (3gp average)
- 2d6ep.
Type S (5gp average)
- 2d4gp.
Type T (17gp average)
- 1d6pp.
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)
- 10%: 1d100cp.
- 10%: 1d100sp.
- 5%: 1d100gp.
- 5%: 1d4 gems.
- 5%: 1d4 pieces of jewellery.
- 2%: 1 magic item.
Type V (330gp average)
- 10%: 1d100sp.
- 5%: 1d100ep.
- 10%: 1d100gp.
- 5%: 1d100pp.
- 10%: 1d4 gems.
- 10%: 1d4 pieces of jewellery.
- 5%: 1 magic item.
Gems and Jewellery
Gems
The following table determines the value of each gem in a treasure hoard:
d20 | Gem Value |
---|---|
1–4 | 10gp |
5–9 | 50gp |
10–15 | 100gp |
16–19 | 500gp |
20 | 1,000gp |
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:
- Armor and shields: Grant protective benefits to the user.
- Miscellaneous items: Enchanted items that do not fit into any other category.
- Potions: Magical liquids stored in glass vials.
- Rings: Plain or bejeweled rings that place an enchantment about the wearer.
- Rods / staves / wands: Magical lengths of wood, metal, crystal, etc. Used by spell casters to unleash magical effects.
- Scrolls and maps: Aged sheets of parchment or paper inscribed with either magical script or instructions leading to a treasure hoard. Note that treasure maps are rolled on the magic items table, although they are not usually magical.
- Swords: Grant bonuses to hit and damage in combat. It may also be enchanted with additional powers.
- Weapons: All enchanted weapons other than swords. Grant bonuses to hit and damage in combat. It may also be enchanted with additional powers.
Rolling Magic Items
When a treasure type indicates that a magic item is present, the following procedure is used to determine its nature:
- Specific type of item: If the treasure type indicates a particular type of magic item (e.g., 3 potions), roll on the table for that type of item (found by following the links above).
- Type of item not specified: Otherwise, first roll on the Magic Item Type table below to determine the type of the item, then roll on the table for that type (found by following the links in the table).
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 |
---|---|---|
01–10 | 01–10 | Armor or Shield |
11–15 | 11–15 | Miscellaneous Item |
16–40 | 16–35 | Potion |
41–45 | 36–40 | Ring |
46–50 | 41–45 | Rod / Staff / Wand |
51–70 | 46–75 | Scroll or Map |
71–90 | 76–95 | Sword |
91–00 | 96–00 | Weapon |
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:
- Wishing for a weapon to help fight magical monsters. The wish may grant a +1 sword that vanishes when the combat ends.
- Wishing that a monster had not attacked. The wish may place the characters back in time and change the monster’s reaction.
- Wishing that a deadly blow had not occurred. The affected character may return to life, wounded but not dead.
Armor and Shields
B: d4 | X: d% | Item |
---|---|---|
1 | 01–15 | Armor +1 |
2 | 16–25 | Armor +1, Shield +1 |
26–27 | Armor +1, Shield +2 | |
28 | Armor +1, Shield +3 | |
29–33 | Armor +2 | |
34–36 | Armor +2, Shield +1 | |
37–41 | Armor +2, Shield +2 | |
42 | Armor +2, Shield +3 | |
43–45 | Armor +3 | |
46 | Armor +3, Shield +1 | |
47 | Armor +3, Shield +2 | |
48 | Armor +3, Shield +3 | |
49–51 | Cursed Armor -1 | |
52–53 | Cursed Armor -2 | |
54 | Cursed Armor -2 with Shield +1 | |
3 | 55–56 | Cursed Armor, AC 9 [10] |
57–62 | Cursed Shield -2 | |
63–65 | Cursed Shield, AC 9 [10] | |
4 | 66–85 | Shield +1 |
86–95 | Shield +2 | |
96–00 | Shield +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:
d8 | Type of Armor |
---|---|
1–2 | Leather |
3–6 | Chainmail |
7–8 | Plate mail |
Miscellaneous Items
B: d10 | X: d% | Item |
---|---|---|
01-03 | Amulet of Protection Against Scrying | |
1 | 04-05 | Bag of Devouring |
2 | 06-11 | Bag of Holding |
12-16 | Boots of Levitation | |
17-21 | Boots of Speed | |
22-26 | Boots of Travelling and Leaping | |
3 | 27-31 | Broom of Flying |
4 | 32-35 | Crystal Ball |
36-37 | Crystal Ball with Clairaudience | |
38 | Crystal Ball with ESP | |
39-40 | Displacer Cloak | |
41 | Drums of Panic | |
42 | Efreeti Bottle | |
43 | Elemental Summoning Device: Air | |
44 | Elemental Summoning Device: Earth | |
45 | Elemental Summoning Device: Fire | |
46 | Elemental Summoning Device: Water | |
5 | 47-56 | Elven Cloak and Boots |
57 | Flying Carpet | |
6 | 58-64 | Gauntlets of Ogre Power |
65-66 | Girdle of Giant Strength | |
7 | 67-77 | Helm of Alignment Changing |
78-82 | Helm of Reading Languages and Magic | |
8 | 83 | Helm of Telepathy |
84 | Helm of Teleportation | |
85 | Horn of Blasting | |
9 | 86-90 | Medallion of ESP 30’ |
91-93 | Medallion of ESP 90’ | |
94-94 | Mirror of Life Trapping | |
10 | 95-97 | Rope of Climbing |
98-00 | Scarab 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: d8 | X: d% | Potion |
---|---|---|
01–03 | Clairaudience | |
04–07 | Clairvoyance | |
08–10 | Control Animal | |
11–13 | Control Dragon | |
14–16 | Control Giant | |
17–19 | Control Human | |
20–22 | Control Plant | |
23–25 | Control Undead | |
26–32 | Delusion | |
1 | 33–35 | Diminution |
2 | 36–39 | ESP |
40–43 | Fire Resistance | |
44–47 | Flying | |
3 | 48–51 | Gaseous Form |
52–55 | Giant Strength | |
4 | 56–59 | Growth |
5 | 60–63 | Healing |
64–68 | Heroism | |
6 | 69–72 | Invisibility |
73–76 | Invulnerability | |
7 | 77–80 | Levitation |
81–84 | Longevity | |
8 | 85–86 | Poison |
87–89 | Polymorph Self | |
90–97 | Speed | |
98–00 | Treasure 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:
- Sickness: The character is completely disabled for 3 turns due to sickness.
- Cancellation: The effects of both potions are canceled.
This rule does not apply to potions with instantaneous or permanent duration.
Rings
B: d6 | X: d% | Ring |
---|---|---|
1 | 01–05 | Control Animals |
06–10 | Control Humans | |
11–16 | Control Plants | |
17–26 | Delusion | |
27–29 | Djinni Summoning | |
2 | 30–39 | Fire Resistance |
3 | 40–50 | Invisibility |
51–55 | Protection +1, 5’ radius | |
4 | 56–70 | Protection +1 |
71–72 | Regeneration | |
73–74 | Spell Storing | |
75–80 | Spell Turning | |
81–82 | Telekinesis | |
5 | 83–88 | Water Walking |
6 | 89–94 | Weakness |
95–96 | Wishes, 1–2 | |
97 | Wishes, 1–3 | |
98 | Wishes, 2–4 | |
99–00 | X-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: d6 | X: d% | Item |
---|---|---|
1 | 01–08 | Rod of Cancellation |
09–11 | Staff of Commanding | |
2 | 12–21 | Staff of Healing |
22–23 | Staff of Power | |
3 | 24–28 | Staff of Snakes |
29–31 | Staff of Striking | |
32–34 | Staff of Withering | |
35 | Staff of Wizardry | |
36–40 | Wand of Cold | |
4 | 41–45 | Wand of Enemy Detection |
46–50 | Wand of Fear | |
51–55 | Wand of Fire Balls | |
56–60 | Wand of Illusion | |
61–65 | Wand of Lightning Bolts | |
5 | 66–70 | Wand of Magic Detection |
71–75 | Wand of Metal Detection | |
76–80 | Wand of Negation | |
6 | 81–85 | Wand of Paralysation |
86–90 | Wand of Polymorph | |
91–95 | Wand of Secret Door Detection | |
96–00 | Wand 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: d8 | X: d% | Scroll |
---|---|---|
1 | 01–15 | 1 Spell |
2 | 16–25 | 2 Spells |
3 | 26–31 | 3 Spells |
32–34 | 5 Spells | |
35 | 7 Spells | |
4 | 36–40 | Cursed Scroll |
41–50 | Prot. from Elementals | |
5 | 51–60 | Prot. from Lycanthropes |
61–65 | Prot. from Magic | |
6 | 66–75 | Prot. from Undead |
7 | 76–78 | Treasure Map: I |
79–80 | Treasure Map: II | |
81–82 | Treasure Map: III | |
83 | Treasure Map: IV | |
84 | Treasure Map: V | |
85 | Treasure Map: VI | |
86 | Treasure Map: VII | |
8 | 87–90 | Treasure Map: VIII |
91–95 | Treasure Map: IX | |
96 | Treasure Map: X | |
97–98 | Treasure Map: XI | |
99–00 | Treasure 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
- Transformation: The reader changes into a harmless creature (e.g., a frog).
- Summoning: A wandering monster appears next to the reader and attacks (gaining surprise). The monster is of equal level to the reader.
- Lost item: A magic item in the reader’s possession vanishes. The referee may select the item or choose it at random.
- Energy drain: The reader permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points and all other benefits due to the lost level (e.g., spells, saving throws, etc.). A character’s XP is reduced halfway between the former and new levels. A person who loses all levels dies.
- Ability score re-roll: The player must re-roll the character’s prime requisite.
- Slow healing: The reader’s healing capacity is reduced. Natural healing takes double the normal amount of time, and healing spells only cure half the normal number of hit points.
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.
- Ranged attacks: The circle does not prevent elementals from using magic or missile attacks against those within it.
- Breaking: The circle is broken if anyone within the circle attacks an affected elemental in melee.
- Duration: 2 turns unless broken.
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.
- Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it.
- Breaking: The circle is broken if anyone within the circle attacks an affected lycanthrope in melee.
- Duration: 6 turns unless broken.
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.
- Duration: 1d4 turns.
- Dispelling: Only by a wish.
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.
- Ranged attacks: The circle does not prevent undead from using magic or missile attacks against those within it.
- Breaking: The circle is broken if anyone within the circle attacks an affected undead monster in melee.
- Duration: 6 turns, unless broken.
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: d6 | X: d% | Arcane | Divine |
1–3 | 01–25 | 1st | 1st |
4–5 | 26–50 | 2nd | 2nd |
6 | 51–70 | 3rd | 3rd |
71–85 | 4th | 4th | |
86–95 | 5th | 5th | |
96–00 | 6th | 5th |
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.
- I: 1 magic item.
- II: 1d6 × 10 gems and 2d10 pieces of jewellery.
- III: 2 magic items.
- IV: 3 magic items (no swords).
- V: 3 magic items and 1 potion.
- VI: 3 magic items, 1 scroll, 1 potion.
- VII: 5d6 gems and 2 magic items.
- VIII: Hoard worth 1d4 × 1,000gp.
- IX: Hoard worth 5d6 × 1,000gp.
- X: Hoard worth 5d6 × 1,000gp and 1 magic item.
- XI: Hoard worth 5d6 × 1,000gp and 5d6 gems.
- XII: Hoard worth 6d6 × 1,000gp.
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: d8 | X: d% | Sword |
---|---|---|
1 | 01–02 | Sword -1, Cursed |
03–04 | Sword -2, Cursed | |
2 | 05–44 | Sword +1 |
3 | 45–50 | Sword +1, +2 vs Lycanthropes |
4 | 51–56 | Sword +1, +2 vs Spell Users |
5 | 57–61 | Sword +1, +3 vs Dragons |
62–66 | Sword +1, +3 vs Enchanted Creatures | |
67–71 | Sword +1, +3 vs Regenerating Creatures | |
6 | 72–76 | Sword +1, +3 vs Undead |
77 | Sword +1, Energy Drain | |
78–81 | Sword +1, Flaming | |
7 | 82–89 | Sword +1, Light |
90–92 | Sword +1, Locate Objects | |
93 | Sword +1, Wishes | |
8 | 94–96 | Sword +2 |
97–98 | Sword +2, Charm Person | |
99–00 | Sword +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.
- On a successful hit: The wielder may command the sword to drain the victim’s life energy.
- Energy drain: Besides suffering normal damage, the target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points and all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels dies.
- Charges: The sword may drain a total of 1d4+4 levels. Once this many levels have been drained, it becomes a normal magical sword +1.
Sword +1, Flaming
Bursts into flames, on command. When flaming:
Casts light: In a 30’ radius.
Can set things alight: Treated as a torch to set things on fire (e.g., a web spell).
Inflicts fire damage: This may have special effects on certain creatures.
Grants an attack bonus:
Against certain types of creature:
- +2 vs. trolls (or other creatures that cannot regenerate fire damage).
- +2 vs. pegasi, hippogriffs, and rocs (or other bird-like creatures).
- +3 vs. treants (or other plant-based creatures).
- +3 vs. undead.
Duration: The sword blazes until commanded to cease.
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.
- Effect: This works in the same way as the magic-user spell charm person.
- Usage frequency: The power may be used up to three times weekly.
Sword +1, Locate Objects
It grants the wielder the ability to detect the presence of objects within 120’.
- Effect: This works in the same way as the magic-user spell locate object.
- Usage frequency: The power may be used once per day.
Sword +1, Wishes
Has the power to grant the wielder’s wishes.
- Charges: The sword grants a total of 1d4 wishes.
- Wishing: The wish must be spoken out loud by the sword’s wielder.
Weapons
B: d4 | X: d% | Weapon |
---|---|---|
01–02 | Arrows +1 (3d10 arrows) | |
1 | 03–12 | Arrows +1 (Basic: 10; Expert: 2d6 arrows) |
13–18 | Arrows +2 (1d6 arrows) | |
2 | 19–27 | Axe +1 |
28–30 | Axe +2 | |
31–33 | Bow +1 | |
34–43 | Crossbow Bolts +1 (2d6 bolts) | |
44–45 | Crossbow Bolts +1 (3d10 bolts) | |
46–52 | Crossbow Bolts +2 (1d6 bolts) | |
3 | 53–55 | Dagger +1 |
56 | Dagger +2, +3 vs. orcs, goblins, and kobolds | |
4 | 57–64 | Mace +1 |
65–67 | Mace +2 | |
68 | Mace +3 | |
69–74 | Sling +1 | |
75–82 | Spear +1 | |
83–86 | Spear +2 | |
87 | Spear +3 | |
88–94 | War Hammer +1 | |
95–99 | War Hammer +2 | |
00 | War 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.
- Range: 60’.
- After being thrown: It returns to its wielder’s hands.
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
Special purpose: If the sword has a special purpose, see Special Purpose of Sentient Swords to determine what it is.
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.
Communication:
The sword’s INT determines how it can communicate. See the table below.
- Empathy: The sword cannot communicate directly but empathically informs the wielder of its powers and how to use them.
- 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.
- Reading: The sword can read all languages it can speak and magical inscriptions.
Alignment: See the table below.
Powers: The sword’s INT determines the number of powers it has. See the table below. Powers are described in the links below.
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.
INT | Reading | Communication |
---|---|---|
7 | No | Empathy |
8 | No | Empathy |
9 | No | Empathy |
10 | No | Speech |
11 | Yes | Speech |
12 | Yes | Speech |
d100 | Languages |
---|---|
01–50 | Alignment tongue + 1 |
51–70 | Alignment tongue + 2 |
71–85 | Alignment tongue + 3 |
86–95 | Alignment tongue + 4 |
96–99 | Alignment tongue + 5 |
00 | Roll twice again, adding results |
d20 | Alignment |
---|---|
01–13 | Lawful |
14–18 | Neutral |
19–20 | Chaotic |
INT | Powers |
---|---|
7 | 1 sensory power |
8 | 2 sensory powers |
9 | 3 sensory powers |
10 | 3 sensory powers |
11 | 3 sensory powers |
12 | 3 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
- In hand: To use a power, the sword must be in the wielder’s hand.
- Concentration: The wielder must concentrate to activate a power.
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:
- Lawful swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to chaotic characters.
- Neutral swords: Inflict 1d6 damage per round to non-neutral characters.
- Chaotic swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to lawful characters.
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:
- First contact: Upon the character first touching the sword.
- Wounded: When the character is reduced to half hit points or less.
- Jealousy: When another magic weapon comes into the character’s possession.
- Alignment difference: Upon every use, if the sword and the character are of different alignments.
- Special purpose: If the sword has a special purpose, every time the special purpose is applicable. (e.g., when encountering a character or creature of the type the sword is designed to slay.)
Control Checks
When one of the circumstances above occurs, a control check is required:
- Determine the sword’s Will score:
- The sum of its INT and Ego.
- Add one for each extraordinary power the sword has.
- Add 1d10 if the sword and the wielder are different alignments.
- Determine the wielder’s Will score:
- The sum of STR and WIS scores.
- 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).
- 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:
- Jealousy: Discarding other weapons or ignoring newly discovered magic weapons.
- Glory: Charging into battle to gain glory for the sword.
- Surrender: To a foe whom the sword deems either more worthy of possessing it or more susceptible to being controlled.
- Indulgence: Making lavish expenditures for the sword. Purchasing expensive sheaths, having jewels fitted, having enchantments and wards applied, etc. The sword may force the character to spend most of their money on such things!
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.
d100 | Power |
---|---|
01–10 | Clairaudience |
11–20 | Clairvoyance |
21–30 | ESP |
31–35 | Extra damage (dups. allowed) |
36–40 | Flying |
41–45 | Healing (duplicates allowed) |
46–54 | Illusion |
55–59 | Levitation |
60–69 | Telekinesis |
70–79 | Telepathy |
80–88 | Teleportation |
89–97 | X-ray vision |
98–99 | Roll twice again on this table |
00 | Roll 3 times again on this table |
Clairaudience
It enables the wielder to hear through the ears of another creature.
- Activation: The wielder must concentrate for one turn to activate this power.
- Range: The other creature must be within 60’.
- Obstruction: Lead blocks this power.
Clairvoyance
It enables the wielder to see through the eyes of another creature.
- Activation: The wielder must concentrate for one turn to activate this power.
- Range: The other creature must be within 60’.
- Obstruction: Lead blocks this power.
ESP
It enables the wielder to read the thoughts of another living creature.
- Activation: To activate this power, the wielder must concentrate in a specific direction.
- Range: The other creature must be within 60’.
- Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
- Obstruction: Lead blocks this power.
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.
- Movement rate: A speed of up to 360’ (120’) is possible.
- Free movement: This is possible in any direction, including levitating and hovering mid-air.
Healing
The sword heals damage.
- Effect: One point of damage is healed per round for six rounds.
- Usage frequency: This power may only be activated once a day.
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:
- Vertical: The wielder mentally directs vertical movement up to 20’ per round.
- Horizontal: The character can push against solid objects to move laterally.
- Weight: A normal amount of weight can be carried while levitating.
Telekinesis
By concentrating, the wielder can move objects or creatures within 120’ by the power of thought.
- Weight: Up to 2,000 coins of weight may be targeted.
- Movement: The target may be moved up to 20’ per round in whatever direction the wielder wishes (including vertically).
- Resisting: A targeted creature may save versus spells to resist.
- Duration: Up to 6 rounds.
- Concentration: If concentration is broken, the target falls.
Telepathy
It enables the wielder to read the thoughts of another living creature.
- Concentration: To activate this power, the wielder must concentrate in a specific direction.
- Range: The other creature must be within 60’.
- Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
- Bidirectional communication: The wielder may also initiate a bidirectional telepathic communication with the creature, though it is not compelled to respond.
- Obstruction: Lead blocks this power.
Teleportation
The wielder can teleport, per the magic-user spell (see ***Teleport.
X-Ray Vision
Allows the wielder to see through solid objects.
- Through stone: Sight up to 30’ through stone is possible.
- Through softer materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible.
- Obstructions: Sight through gold or lead is blocked.
- Searching: When used for searching (see Dungeon Adventuring), the wielder is guaranteed to notice secret doors or traps in the 10’ square area being examined.
- Concentration: Usage requires concentration (the wielder cannot move).
- Usage frequency: This power may not be activated more frequently than once per turn.
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.
d100 | Power |
---|---|
01–10 | Detect evil or good |
11–15 | Detect gems |
16–25 | Detect magic |
26–35 | Detect metals |
36–50 | Detect shifting architecture |
51–65 | Detect slopes |
66–75 | Detect traps |
76–85 | Locate secret doors |
86–95 | See invisible objects |
96–99 | Roll an extraordinary power |
00 | Roll 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’.
- Count: The wielder is also informed of the number of gems present.
- Obstruction: Lead blocks this power.
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’.
- Obstruction: Lead blocks this power.
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.
d6 | Type of Target to be Slain |
---|---|
1 | Arcane spell casters |
2 | Divine spell casters |
3 | Warriors (e.g., fighters or other primarily combat-oriented, non-spell casting classes, including non-spell casting demihumans) |
4 | Specific types of monsters (determined randomly) |
5 | Lawful creatures (or chaotic creatures if the sword is lawful) |
6 | Chaotic 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:
- Lawful: Chaotic foes hit by the sword must save versus spells or be paralyzed.
- Neutral: The wielder gains a +1 bonus to all saving throws.
- Chaotic: Lawful foes hit by the sword must save versus spells or be turned to stone.