Treasure

While some adventurers go out and do heroic deeds purely through a sense of altruism and honour, others do it for the money.

However, even the most pure and noble adventurer will smile when they discover that the rampaging dragon that they have just killed happened to have a huge hoard of treasure which is now theirs for the taking (or redistributing to the poor if they’re that way inclined).

Dragons aren’t the only creatures that have treasure. Most sapient creatures know the value of gold and silver and use it to trade in whatever economies they are part of; and many non-sapient creatures will collect shiny baubles and things that capture their interest.

Even completely mindless creatures may incidentally end up with treasure— as the inedible stuff their victims were carrying accumulates in their lairs.

Treasure Types

Treasure in Dark Dungeons generally comes in three categories—coins and gems; jewellery; and magic items.

However, not all creatures will possess all those types of treasure in equal measure. For example a dragon’s hoard will be very different to the contents of a goblin’s belt pouch.

Dark Dungeons handles this by having twenty two Treasure Types labelled from A to V. The first fifteen of these (A- O) usually represent large treasure caches found in the lairs of creatures. The other seven (P-V) represent small amounts of treasure carried by individual creatures.

The monster descriptions in Chapter 18: Monsters show the treasure type that each type of creature may have either individually or in its lair.

When checking for a group of monsters, lair treasure should be checked once for the whole group but individual treasure should be checked for each monster separately.

In the case of lair treasure, the treasure may not all be in one place. Some or all of it (especially magic items) may be distributed amongst the creatures rather than simply in a vault or spoil heap.

Once you know the treasure type that you are checking, check the actual contents of the treasure by looking it up on table 19-1. The table shows the percentage chance of each type of coin being present, along with the number of coins of that type that there will be if they are present.

Similarly, the table also has columns for gems, jewellery, special treasures (which are miscellaneous items of value), and magic items.

For the larger lair treasures, the table also shows the average monetary value g ained fr om the tre a sure ty pe (excluding magic items) as a guideline for if you are in a hurry and want to simply assign a value rather than roll for each type of coin and item separately.

Remember that the average value is an indication of the likely results from the rest of the table, and is not supposed to be given as well as rolling on the rest of the table.

Items of Value

The treasure table gives three types of valuable item other than coins: gems, jewellery and special items. When the treasure table indicates that one or more of these items is present, check each item in turn to find out its value.

If there are many items of the same basic type, they may be checked in batches or small groups to save time.

Gems

The value of each gem can simply be determined by rolling on table 19-2.

The table also gives examples of the types of gem that are likely to be worth the given value.

If the monster whose treasure is being determined has less than 9 hit dice, subtract 10 from the roll, treating results less than 01 as if they were 01.

In terms of encumbrance, each gem is roughly equivalent to a coin; and therefore it is extremely unlikely that gems will be significant when it comes to calculating a characters encumbrance and movement rate.

Jewellery

To determine the value of a piece of jewellery, roll on table 19-3a. If the monster whose treasure is being determined has less than 9 hit dice, subtract 10 from the roll, treating results less than 01 as if they were 01.

Once the value of the piece of jewellery has been determined, roll on table 19- 3b to determine the exact form of the piece.

In terms of encumbrance, jewellery will vary tremendously. A good rule of thumb is that common jewellery weighs 10cn, uncommon jewellery weighs 25cn and rare jewellery weighs 50cn.

Table 19-1: Treasure Types

Treasure Type Copper Pieces Silver Pieces Electrum Pieces Gold Pieces Platinum Pieces Gems Jewellery Special Treasure Magic Items Average Value A 25% (1d6x1,000) 30% (1d6x1,000) 20% (1d4x1,000) 35% (2d6x1,000) 25% (1d2x1,000) 50% (6d6) 50% (6d6) 10% (1d2) 30% (any 3) 17,000gp B 50% (1d8x1,000) 25% (1d6x1,000) 25% (1d4x1,000) 35% (1d3x1,000) - 25% (1d6) 25% (1d6) - 10% (1 sword, misc weapon, or armour) 2,000gp C 20% (1d12x1,000) 30% (1d4x1,000) 10% (1d4x1,000) - - 25% (1d4) 25% (1d4) 5% (1d2) 10% (any 2) 750gp D 10% (1d8x1,000) 15% (1d12x1,000) - 60% (1d6x1,000) - 30% (1d8) 30% (1d8) 10% (1d2) 15% (any 2, 1 potion) 4,000gp E 5% (1d10x1,000) 30% (1d12x1,000) 25% (1d4x1,000) 25% (1d8x1,000) - 10% (1d10) 10% (1d10) 15% (1d2) 25% (any 3, 1 scroll) 2,500gp F - 10% (2d10x1,000) 20% (1d8x1,000) 45% (1d12x1,000) 30% (1d3x1,000) 20% (2d12) 10% (1d12) 20% (1d3) 30% (1 potion, 1 scroll, 3 any but weapons) 7,600gp G - - - 50% (1d4x10,000) 50% (1d6x1,000) 25% (3d6) 25% (1d10) 30% (1d3) 35% (any 4, 1 scroll) 25,000gp H 25% (3d8x1,000) 50% (1d100x1,000) 50% (1d4x10,000) 50% (1d6x10,000) 25% (5d4x1,000) 50% (1d100) 50% (1d4x10) 10% (1d2) 15% (any 4, 1 potion, 1 scroll) 60,000gp I - - - - 30% (1d8x1,000) 50% (2d6) 50% (2d6) 5% (1d2) 15% (any 1) 7,500gp J 25% (1d4x1,000) 10% (1d3x1,000) - - - - - - - 25gp K - 30% (1d6x1,000) 10% (1d2x1,000) - - - - - - 250gp L - - - 40% (2d4x1,000) 50% (3d10x1,000) 50% (1d4) - - - 225gp M - - - - - 55% (5d4) 45% (2d6) - - 50,000gp N - - - - - - - 10% (1d2) 40% (2d4 potions) O - - - - - - - 10% (1d3) 50% (1d4 scrolls) P 100% (3d8) - - - - - - - - Q - 100% (3d6) - - - - - - - R - - 100% (2d6) - - - - - - S - - - 100% (2d4) - 5% (1) - - - T - - - - 100% (1d6) 5% (1) - - - U 10% (1d100) 10% (1d100) - 5% (1d100) - 5% (1d2) 5% (1d4) 2% (1) 2% (any 1) V - 10% (1d100) 5% (1d100) 10% (1d100) 5% (1d100) 10% (1d2) 10% (1d2) 5% (1) 5% (any 1)

Table 19-2: Gems

d100* Value Examples 01-03 10gp Agate, quartz, turquoise 04-10 50gp Jasper, onyx 11-25 100gp Amber, amethyst, garnet, jade 26-46 500gp Aquamarine, pearl, topaz 47-71 1,000gp Carbuncle, opal 72-90 5,000gp Emerald, ruby, sapphire 91-97 10,000gp Diamond, jacinth 98-00 x2 Flawless or unusually cut gem, roll again for type

has less than 9 hit dice, subtract 10 from the

roll.

Special Items

Special items are other potentially valuable goods in the possession of the monsters.

They may be works of art, rare books, trade goods such as spices or silks, expensive perfumes and incenses, furs, or almost anything else.

Since these items can be so varied, it is not possible to create an exhaustive list or table of possibilities.

Simply roll 1d100 x 10 to find out the value (in gold pieces) of each special item, and then decide what that value represents.

Encumbrance will vary wildly depending on the item. A 500gp statue may be anywhere from 6” to 6’ tall. Similarly 1,000gp of trade goods might be a single sack of rare spices or might be a whole cart full of fine clothing.

Magic Items

Not all treasure has purely monetary value. Many items have potent magical powers that will aid an adventurer.

When the treasure table indicates that one or more magical items are present, it may also indicate the type of magical item or items. If the type of a magic item is not predetermined, roll on table 19-4 to find out what type of magic item each one is. Unlike gems and jewellery, magic items should be rolled for individually rather than in groups.

Table 19-3a: Jewellery Value Table 19-

3b: Jewellery Form d100* Value Jewellery Type 1d10 Common

Uncommon Rare 01 100 Common 1 Anklet Armband Amulet 02-03 500 Common 2 Beads Belt Crown 04-06 1,000 Common 3 Bracelet Collar

Diadem 07-10 1,500 Common 4 Brooch Earring

Medallion 11-16 2,000 Common 5 Buckle Heart Orb 17-24 2,500 Common 6 Cameo Leaf Ring 25-34 3,000 Common 7 Chain Necklace

Scarab 35-45 4,000 Uncommon 8 Clasp Pendant

Sceptre 46-58 5,000 Uncommon 9 Locket Rabbit’s

Foot Talisman 59-69 7,500 Uncommon 10 Pin Torc Tiara 70-78 10,000 Uncommon These indicators

may be combined; for example an item marked with (C, Dr) can be used by clerics or druids. Potions A potion is a magical liquid, usually contained in a vial, that must be drunk for its magical effect to take place.

Normally, this involves drinking the entire potion—meaning that each potion can only be used once. Unlike most magic items, potions do not need to be identified with an Ana- lyse spell. A potion can be identified by taking a small sip—although this does run the risk of it being poison. Drinking a potion in combat or feeding it to an unconscious person requires a Use Non-Activatable Item action. Unless otherwise indicated, the magical effect of a potion lasts for 1 hour + 1d6 x 10 minutes, and (if applicable) will be as if cast by a 6th level spell caster. The drinker of the potion will have no advance warning of exactly when it will run out.

If someone drinks a potion while an existing potion is in effect, they will become sick and unable to take any actions for 30 minutes (no save), and neither potion will have its effect. Potions which allow the drinker to control others require the drinker to be able to see all controlled creatures and concentrate for the duration.

Controlled creatures cannot be made to kill themselves. Targeted creatures may make a saving throw vs Spells in order to avoid being controlled, but the drinker can simply try the control again the following round.

79-85 15,000 Rare 86-90 20,000 Rare 91-94 25,000 Rare 95-97 30,000 Rare 98-99 40,000 Rare

Unlike the gem and jewellery tables, there are no specific guidelines in the magic item tables for high or low level creatures. This means that in theory a bunch of goblins are as likely to have come across a +5 Sword of Slicing as an angel is. The Game Master has the option to reject a rolled item if they think it is too out-of-place or too powerful for the party of adventurers. However, being too stingy and rejecting any kind of useful item can be very frustrating for the players. Remember, for example, that when it comes down to it, the difference between a +1 sword and a +3 sword is fairly insignificant compared to even a single increase in weapon expertise level.

Restricted Items

Many magical items can be used by any character. However, some may only be used by characters of certain classes. These are marked as follows: 00 50,000 Rare

Table 19-4: Magic Item Type

d100 Type 01-25 Potion 26-37 Scroll or Map 38-46 Wand, Staff or Rod 47-52 Ring 53-62 Wondrous Item 63-72 Armour or Shield 73-83 Missile weapon or Ammunition 84-92 Sword 93-00 Miscellaneous Weapon

Agility: The drinker’s dexterity score becomes 18 for the duration of the potion.

Animal Control: The drinker may control one or more animals with a total hit dice of 3d6 or less. When the effect of the potion wears off, the animals will flee.

Antidote: The drinker becomes immune to all poisons of up to a certain strength for the duration of the potion.

The strength of the potion should be determined by rolling 1d10:

1-4 = Poison from 3HD creatures

5-7 = Poison from 7HD creatures

8-9 = Poison from 15HD creatures

10 = All poison

Poison from non-creature sources (e.g. A Potion of Poison) should be considered to be as if from a 7HD creature.

Blending: The drinker may change colour to blend in with their surroundings. When hiding, the drinker will have a 90% chance to go unnoticed unless the viewer can see invisible creatures.

Bug Repellent: Any normal or giant bug (an insect, spider, scorpion, centipede, or other arthropod) will completely ignore the drinker unless magically controlled.

If the bugs are magically controlled to attack the drinker, the drinker gets a +4 bonus to any saving throws against the controlling effect that allow the damage done by the insects to be reduced.

Clairaudience: While concentrating, the drinker may listen as if at any point within 60’ of their current location.

Clairvoyance: While concentrating, the drinker may see as if at any point within 60’ of their current location.

Climbing: The drinker may walk on walls and ceilings as if a spider.

Defence: This potion only lasts 10 minutes. The drinker gets a bonus to their armour class based on the power of the potion. To determine the power of the potion, roll 1d10:

1-3 = +1

4-5 = +2

6-7 = +3

8-9 = +4

10 = +5

Delusion: This potion will have no effect when drunk. However, if tasted it will falsely give the taster the impression that it is another type of potion from this list. Multiple tasters will all get the same impression. An Analyse spell will correctly identify this potion as one of Delusion rather than as the type it tastes like.

Diminution: The drinker shrinks down to 6” in height. While in this state they cannot hurt creatures larger than 1’ tall with physical attacks, and have a 90% chance of being able to hide. If this potion is drunk while a Potion of Growth is in effect, they will simply cancel each other rather than making the drinker sick.

Dragon Control: The drinker of this potion can control up to three dragons of sub-adult or younger. The dragons do not get saving throws, but older dragons are not affected.

Each potion of dragon control will only control one type of dragon. Roll 1d10 to see which type of dragon is

affected:

1-2 = Black

3-4 = Blue

5-6 = Green

7-8 = Red

9-10 = White

The controlled dragons will do anything that is commanded (other than suicidal commands) although if dragon queens, they are not capable of casting spells.

When the control ends, the dragons will become hostile to the drinker and will either flee or attack depending on their impression of the drinker’s power.

Dreamspeech: This potion only lasts for 10 minutes. The drinker can speak to one paralysed, petrified or sleeping creature within 30’ (only one creature can be spoken with per potion) and can hear the responses of the creature via ESP. The drinker will automatically understand the language of the target, but the target is under no compulsion to speak the truth (or even respond at all) if they do not wish to.

Elasticity: This potion only lasts for 10 minutes. The drinker may stretch and deform themselves and their equipment to fit through gaps as small as 1” and reach as far as 30’. The drinker cannot cast spells or attack while stretched, and items carried cannot be used or dropped unless they are in normal form. However, while stretched the drinker only takes half damage from blunt and bashing attacks.

Elemental Form: This potion only lasts for 10 minutes. For the duration of the potion, the drinker may transform to an elemental of a certain type and back. Each transformation takes 1 round.

The drinker’s hit points do not change while in elemental form, but their other abilities become the same as an elemental with the same number of hit dice as the drinker’s level.

Roll 1d4 to determine the type of elemental that the potion allows the drinker to change to:

1 = Air

2 = Earth

3 = Fire

4 = Water

ESP: This potion has the same effect at the spell of the same name.

Ethereality: This potion gives the drinker the ability to shift from the Prime Plane to the Ethereal Plane. The drinker may shift at any time before the potion’s duration runs out, and may then spend up to 24 hours on the ethereal plane before shifting back.

Once the drinker has shifted to the ethereal plane and back, the potion’s duration immediately expires.

Fire Resistance: The drinker becomes immune to normal fire, gains a +2 bonus on all saving throws against fire or heat based attacks, and takes –1 point of damage per die (to a minimum of 1 point per die) from magical fire attacks.

Flying: This potion has the same effect as the spell of the same name.

Fortitude: The drinker’s constitution score becomes 18 for the duration of the potion, possibly giving them extra hit points. When the drinker takes damage, it comes off these extra hit points first. Damage already taken before the extra hit points were applied remains unless cured.

Freedom: The drinker is immune to paralysis and to all forms of Hold spell or effect.

Gaseous Form: The drinker’s body transforms to a cloud of gas for up to 1 hour, causing all their equipment and carried items to fall to the floor. The drinker keeps control of their body, and can move through any non-airtight barrier.

While in gaseous form, the drinker cannot attack, but has an armour class of –2 and can only be hit by magical weapons.

Giant Control: The user may control up to four giants of a certain type, but each one gets a saving throw. The giants will normally be hostile once control ends. To determine the type of giant affected, roll 1d6:

1 = Cloud

2 = Fire

3 = Frost

4 = Hill

5 = Stone

6 = Storm

Giant Strength: The drinker gains the strength of a giant, and can do double damage with melee weapons or throw rocks (range: 60/130/200) for 3d6 damage. This potion does not stack with other strength enhancing items such as Gauntlets of Ogre Power.

Growth: The drinker grows to twice normal size, and be able to do double damage with melee attacks. If this potion is drunk while a Potion of Diminution is in effect, they will simply cancel each other rather than making the drinker sick.

Healing: This potion will either cure 1d6+1 hit points of damage to the drinker or cure their paralysis. This potion has an instant effect, rather than a duration.

Heroism: This potion will not affect a cleric, druid, elf, magic-user or mystic. However, a commoner, fighter, dwarf or halfling who drinks it will temporarily gain one or more levels as follows:

Commoner = Gains 4 (fighter) levels

1-3 = Gains 3 levels

4-7 = Gains 2 levels

8-10 = Gains 1 level

11+ = No effect.

All damage (including energy drains) is taken from the extra levels and hit points first.

Human Control: The drinker may control up to 6 levels (commoners count as half a level each) of humans, similar to a Charm Person spell. The targets can only be controlled while within 60’ of the drinker, and the effect lasts only for the duration of the potion.

Invisibility: This potion has the same effect as the spell of the same name.

Invulnerability: The drinker gains a +2 bonus to armour class and all saving throws for the duration of the potion. If a second Potion of Invulnerability is drunk within a week, the only effect is sickness.

Levitation: This potion has the same effect as the spell of the same name.

Longevity: The drinker immediately becomes 10 years younger. The effect is an instant one rather than an ongoing one, and therefore cannot be dispelled. This potion will not reduce the age of the drinker below 15 years old.

Luck: This potion lasts only for 1 hour. The potion makes the drinker extremely lucky.

d100

01-02

03

04-06

07-08

09-10

11-12

13-14

15-16

17-18

19-22

23-24

25

26-27

28

29-30

31-32

33

34-36

37-39

40-41

42

43-45

46

47-49

50-51

52-57

58-60

61

62-64

65-66

67-68

69-70

71

72

73-74

75-77

78-80

81-82

83-84

85-88

89-90

91-93

94-96

97

98

99-00

Table 19-5: Potions

Potion

Agility

Animal Control

Antidote

Blending

Bug Repellent

Clairaudience

Clairvoyance

Climbing

Defence

Delusion

Diminution

Dragon Control

Dreamspeech

Elasticity

Elemental Form

ESP

Ethereality

Fire Resistance

Flying

Fortitude

Freedom

Gaseous Form

Giant Control

Giant Strength

Growth

Healing

Heroism

Human Control

Invisibility

Invulnerability

Levitation

Longevity

Luck

Merging

Plant Control

Poison

Polymorph Self

Sight

Speech

Speed

Strength

Super Healing

Swimming

Treasure Finding

Undead Control

Water Breathing

The player of the drinking character may choose any one roll that they make on behalf of the drinking character within the duration and simply place the dice on the result of their choice rather than having to actually roll

them.

Merging: This potion allows the drinker to merge other creatures into their own body. The drinker can merge up to seven other creatures, and both the drinker and the other creatures must be willing. Creatures simply step “into” the drinker and disappear along with their items and equipment. While merged with the drinker, the creatures do not take damage if the drinker is

hit, and they can not take any actions other than speaking. The merged creatures can step “out of” the drinker at any time.

Plant Control: The drinker may control all mundane plants and all plant- like creatures in a 30’x30’ area up to

60’ away. Mundane plants may entangle creatures in their area, but cannot

otherwise attack.

Poison: This potion looks like any other, but it is poisonous. Anyone

taking even a taste of the potion must save vs Poison or die.

Polymorph Self: This potion has the same effect as the spell of the same name.

Sight: This potion lasts for 10

minutes. While this potion is in effect, the drinker can temporarily see despite any blindness conditions. Additionally, the drinker may see invisible things.

Speech: The drinker can understand all languages that they hear, and can

respond in those same languages. This potion does not give the drinker the power to speak a language unless they first hear it spoken.

Speed: The drinker may move at double normal speed and attack twice per round. See Chapter 10: Combat for full details about the effect of haste and speed on combat.

Strength: The drinker’s strength score becomes 18 for the duration of the potion.

Super Healing: This potion will either cure 3d6+3 hit points of damage to the drinker.

This potion has an instant effect,

rather than a duration.

Swimming: This potion lasts for 8 hours. The drinker floats on top of water or other liquid, and can’t be weighed down unless by over 3,000cn of weight. Additionally, the drinker

can swim at a speed of 60’ per round.

Treasure Finding: When the drinker concentrates, they can detect the

distance and direction to the largest amount of treasure within 360’. The drinker gains no insight about the

nature of the treasure or how to get to it.

Undead Control: The drinker can control up to 18HD in total of undead creatures of 9HD or less. The undead will be hostile when the duration ends.

Water Breathing: This potion lasts for four hours, and has the same effect as the spell of the same name.

Scrolls & Maps

A scroll is a piece of parchment or

paper with magical writings on it. The scroll is used by unrolling it and

reading aloud the writing. If used in combat, this takes an Activate Magic Item

action, and requires there to be enough light

to read by.

Scrolls and maps normally do not need to be identified with an Analyse spell. They can be identified simply by

reading them. However, while a scroll

containing spells can be identified as such by reading, the actual spells

themselves may need a Read Magic spell to identify them.

This section also contains maps that may be found in treasure. These are not magical, and are not usually used in combat.

Some scrolls can be used by anyone, but others can only be used by certain types of character. Scrolls marked with an (S) can only be used by spell

casters.

Communication: This is a pair of matching scrolls. Any message (of up to 100 words) that is written on one scroll will also appear on the other, providing they are on the same plane as each other.

Table 19-6: Scrolls

d100 Scrolls & Maps 01-03 Communication 04-05 Creation 06-13 Curse 14 Delay (S*) 15-17 Equipment 18-19 Illumination 20-21 Mage’s (S) 22-25 Map to normal treasure 26-28 Map to magical treasure 29-30 Map to combined treasure 31 Map to special treasure 32-34 Mapping 35-36 Portals 37-42 Protection from Elementals 43-50 Protection from Lycanthropes 51-54 Protection from Magic 55-61 Protection from Undead 62-63 Questioning 64 Repetition (S*) 65-66 Seeing 67-68 Shelter 69-71 Spell Catching 72-96 Spells (S*) 97-98 Trapping 99-00 Truth

This scroll can be re-used, but each time the writing is erased and replaced by a different message there is a 5% chance that the magic will stop

working.

Creation: Once per day, the owner of this scroll can draw an item on it, and then pick up the drawing off the paper and it will become a real item that

lasts for 24 hours. The item can be up to 10’x5’x1’ in size, and cannot weigh more than 5,000cn or be worth more than 500gp. Magical or living items may not be created.

Curse: Anyone who reads this scroll, even only glancing to check what is on it, is immediately cursed with no

saving throw allowed. For typical curses, check the reversed version of the

Remove Curse spell.

The curse lasts until removed by a

Remove Curse spell.

Delay (S*): This is a Spell Scroll

containing a single spell. However, when the spell is cast from the scroll, the caster may choose to delay the effects of the spell anywhere from 0 to 12 rounds.

If the caster still has the scroll when

the spell goes off, the caster chooses

whatever parameters are needed by the spell

(e.g. Targets) at the time it goes off.

If the caster has let go of the scroll

when the spell goes off, it goes off

affecting the location of the scroll itself or

the nearest valid targets (within the

normal spell range). Equipment: This scroll has the names of six mundane items written on it. When any of the names is read aloud, the name vanishes and the item appears. The item will remain for 24 hours, and then disappear, with the name reappearing on the scroll at the same time.

No more than three items can be brought forth per day.

Illumination: If the writing on this scroll is read out and the scroll is

rolled up tightly, it will burst into flame

and act as a torch. It will burn for a

total of 6 hours per day, and the torch flame will not harm the scroll—although it will set light to other things.

If the scroll is unrolled, the torch

flame will immediately go out. Otherwise, no amount of wind or rain will put it out, although it will go out if immersed in water.

Mage’s (S): A Mage’s Scroll may only be used by a spell caster. Once per day,

its user may command it to identify a magical effect. The name of the effect and the caster level will appear on the scroll. If the magical effect is a

nonstandard one, the Game Master should invent an informative name for it; but should not give a full description of exactly what the effect does unless it

is extremely straightforward.

Map to Treasure: These non-magical scrolls are simply treasure maps

indicating the location of some kind of treasure.

Mapping: Once per day, this scroll may be called upon to draw its

surrounding area.

The scroll will reproduce an accurate map of everything within a 100’ radius. Each secret door has a 1-in-6 chance of being drawn, although the presence of some secret doors may be inferred by what is drawn behind them.

Portals: Twice per day, this scroll can be placed on a wall and commanded to create a Passwall effect like the spell

of the same name. The scroll will then disappear, and the Passwall tunnel will last for 30 minutes, before the tunnel closes and the scroll re-appears.

Protection from Elementals: This scroll can only be used once. When read aloud, it produces a 10’ radius zone of protection. Elementals cannot enter the zone, but can use missile and spell attacks against those inside the zone. The zone lasts for 20 minutes, or until someone inside the zone attacks an elemental in hand-to-hand combat.

Protection from Lycanthropes: This scroll can only be used once. When read aloud, it produces a 10’ radius zone of protection. Lycanthropes cannot enter the zone, but can use missile and spell attacks against those inside the zone. The zone lasts for 60

minutes, or until someone inside the zone attacks a lycanthrope in hand-to-hand combat.

Protection from Magic: This scroll can only be used once. When read aloud, it produces a 10’ radius zone of protection. Mortal level magic (whether from spells or items) cannot enter or leave the zone. The zone lasts for 60 minutes, and can only be broken by a Wish spell.

Protection from Undead: This scroll can only be used once. When read aloud, it produces a 10’ radius zone of protection. Undead cannot enter the zone, but can use missile and spell

attacks against those inside the zone. The zone lasts for 60 minutes, or until someone inside the zone attacks an undead in hand-to-hand combat.

Questioning: This scroll enables the user to ask questions of inanimate

objects and receive answers. The objects will answer as if they were living

beings with normal human senses. The user can ask three questions per day.

This scroll cannot be used to question living beings or magical objects.

Table 19-7a: Spell Scroll Type

d100 Type of Spells 01-70 Magic-User/Elf 71-95 Cleric 96-00 Druid

Table 19-7b: Spell Scroll Number

d100 Number of Spells 01-50 1 51-83 2 84-00 3

Table 19-7c: Spell Scroll Cleric/ Druid Spell Level

d100 Number of Spells 01-34 1 35-58 2 59-76 3 77-88 4 89-95 5 96-99 6 00 7

Table 19-7d: Spell Scroll MagicUser/ Elf Spell Level

d100 Number of Spells 01-28 1 29-49 2 50-64 3 65-75 4 76-84 5 85-91 6 92-95 7 96-99 8 00 9

Repetition (S*): This scroll appears to be a Scroll of Spells containing a

single spell. However, ten minutes after the spell is cast from the scroll, it will

cast itself a second time, centred on the scroll or affecting the nearest valid

target (within normal spell range).

Seeing: Once per day, this scroll can be commanded to draw the creatures that are within 100’ of the user within

a single direction. The scroll will draw

up to four types of creature, starting

with the largest and working its way

smaller.

Shelter: This scroll contains a drawing of a 10’ square room with two beds, a table and two chairs. The table is shown laden with food, and there are swords and shields hung on the wall.

Once per day, the scroll can be placed against a vertical surface it will grow

to life-size, and the room can be entered. Anyone walking into the room disappears and a drawn version of them appears on the scroll.

To people in the scroll, the items in

the room are all mundane and usable,

although none of them can be removed from the room.

The scroll will stay in place for 12 hours, or until it is taken down by someone.

If the scroll is taken down, anyone

still in the room is trapped inside it. The

air and food replenish themselves, and the room is a comfortable—although boring— place to live for an extended period.

While the scroll is not in place, the

only way out of the room is via a Wish

spell.

Spell Catching: This scroll can be used to catch spells cast at its user.

It can only cast actual spells cast by

spell casters or from scrolls. It can’t catch the spell-like effects produced by

items.

Roll 1d10 to determine the exact level of spell that the scroll can catch:

1-4 = 1st-2nd level spells

5-7 = 1st-4th level spells

8-9 = 1st-6th level spells

10 = 1st-8th level spells

The user of the scroll must make a saving throw vs Spells with a +4 bonus when a spell is cast at them in order

to catch it in the scroll. If this saving throw is successful, the spell does not have its normal effect, but is caught

on the scroll instead.

The scroll can only contain one spell

at a time, and once a spell is in the

scroll it works just like a normal Spell Scroll

until the spell has been cast from it.

Anyone can use the scroll to catch a spell, but casting the caught spell

from the scroll has the normal restrictions that a Spell Scroll containing the same spell would have.

Spells (S*): A Spell Scroll will

contain one or more spells. Use table 19-7 to determine the exact contents of the scroll.

Firstly find out which type of spell is on the scroll, then how many spells, then for each spell roll a random level and randomly determine which spell of that level is on the scroll.

A Spell Scroll can be identified as

such by simple reading, but the type and identity of the spells on it can only

be recognised by casters of the correct type. Additionally, magic-users and elves will be able to recognise that

the spells on a scroll are magic-user/elf spells but will not be able to read

those spells without using a Read Magic

spell.

Each spell on the scroll can only be used once, and they may only be used by characters of a class that can cast

the spell (elves and magic-user share the same type of scrolls and clerics and druids share the same type of scrolls with the exception that clerics cannot cast druid-only spells).

If the character is high enough level

to cast the spell, the spell will

automatically work, but if the character is not high enough level to cast the spell

then there is a 10% chance that the spell

will misfire. Offensive spells that misfire will go off centred on the caster and other spells will simply fizzle and be wasted.

Thieves of 10th level an above may decipher Spell Scrolls containing

magicuser/ elf spells, but is always considered to be of insufficient level to cast the spell and therefore always has the 10% chance of the spell misfiring.

Spells cast from scrolls are always treated as having a caster of the

minimum level needed to cast the spell, not as having a caster of the reader’s

level.

When each spell is cast from the scroll it will fade and disappear, leaving

part of the scroll blank.

Trapping: This scroll can only be used once. It is placed against a smooth

hard surface, and the writing on it is read out.

If it was placed on a floor, it will

disappear and be replaced by a 10’x10’ covered pit 20’ deep with poison spikes.

If it was placed on a ceiling, it will

disappear and be replaced by a poisoned blade held ready to scythe down.

If it was placed on a wall, it will be

replaced by a dart trap that fires poisoned darts.

In each case, the trap is non-magical once created, and can be detected and disarmed with normal chances.

If any of the traps are set off, they

will do 2d6 damage to their victim, plus if the victim fails a saving throw vs

Poison then the victim will be killed.

Truth: Once per day, the user of this scroll can ask a question of any

sapient being within 30’.

The complete and true answer to the question (or at least what the subject thinks is the complete and true answer to the question) will be read from the subject’s mind via ESP and will appear on the scroll.

An unwilling subject may make a saving throw vs Spells to avoid having the answer drawn from them, in which case the scroll will remain blank, but may not give a false answer.

Wands, Staves & Rods

Wands, staves and rods are magical devices that contain spell-like

enchantments.

Wands are normally thin sticks around 18” long. They can only be used by magic-users or elves. A wand will hold 2d10 charges, and each time it is used one charge will be used up. Once all the charges are used up, a wand is

simply a non-magical stick.

Rods are larger than wands, often 2’-3’ long, and usually made of metal with some kind of protrusion on the end like a sceptre. Most rods can be used

by anyone. Unlike wands and staves, most rods do not use charges.

Staves are the bigger cousins of wands. They are normally 5’-6’ long, and made of wood. Staves tend to be more

versatile and powerful than wands, although they still use charges. A staff will

have 3d10 charges when found, and each use of the staff may use one of more of these charges. Staves are often

restricted in terms of who can use them.

As with wands, when a staff runs out of charges it is just a stick. This

applies even if the staff formally had powers that did not use charges (such as

acting as a magical weapon).

A staff can be used in melee as if a quarterstaff.

Activating a wand, staff or rod

requires the speaking of a command word and the use of an Activate Magic Item

action. The functions of a wand, staff or rod, and the command words to activate those functions, can be discovered by an Analyse spell.

Unless otherwise noted, for purposes of dispelling treat the effects

produced by all wands, staffs and rods to be as

if made by a 6th level caster. Saving throws against spells and effects

created by wands, staves and rods are always made vs Wands unless the description of the item says otherwise.

Wand of Cold (M): Each time a charge is expended, this wand creates a cone of cold, 60’ long and 30’ wide at the end. All creatures within the cone must take 6d6 damage.

If they can make a saving throw vs Wands, they take only half damage.

Wand of Enemy Detection (M):

Each time a charge is expended, all creatures with hostile intent towards the user within 60’ will glow as if on fire. This includes Invisible or hidden enemies; in which case the glow may give away their positions. The glow lasts for 10 minutes before fading.

Wand of Fear (M): Each time a charge is expended, this wand creates a cone of fear, 60’ long and 30’ wide at the end. All creatures within the cone must make a saving throw vs Wands or flee in terror for 5 minutes.

Wand of Fireballs (M): Each time a charge is expended, this wand creates a Fireball up to 240’ away. Anyone in the area of effect takes 6d6 damage. If

they can make a saving throw vs Wands they take only half damage.

Wand of Illusion (M): Each time a charge is expended, this wand creates a Phantasmal Force as the spell of the

same name. The caster must concentrate to maintain the illusion.

Wand of Lightning Bolts (M): Each time a charge is expended, this wand creates a Lightning Bolt up to 240’

away and then extending 60’ from that point. Anyone in the path of the lightning takes 6d6 damage. If they can make a saving throw vs Wands they take only half damage.

Wand of Magic Detection (M): Each time a charge is expended, all magical items and active spells within a 20’

radius will glow for 6 rounds (1 minute).

Wand of Metal Detection (M): Each time a charge is expended, the wand will point towards a type of metal named by the user if there is at least 1,000cn of it within 20’.

Wand of Negation (M): Each time a charge is expended, this wand will

cancel the effects of another wand or staff. If the effect that is being negated is

an effect with a duration, it will be

negated for a single round.

Wand of Paralysation (M): Each time a charge is expended, this wand creates a cone 60’ long and 30’ wide at the

end. All creatures within the cone must make a saving throw vs Wands or be paralysed for 1 hour.

Table 19-8: Wands, Staves & Rods

d100 Wand, Staff or Rod 01-05 Wand of Cold (M) 06-10 Wand of Enemy Detection (M) 11-14 Wand of Fear (M) 15-19 Wand of Fireballs (M) 20-23 Wand of Illusion (M) 24-28 Wand of Lightning Bolts (M) 29-33 Wand of Magic Detection (M) 34-38 Wand of Metal Detection (M) 39-42 Wand of Negation (M) 43-47 Wand of Paralysation (M) 48-52 Wand of Polymorphing (M) 53-56 Wand of Secret Door Detection (M) 57-60 Wand of Trap Detection (M) 61 Staff of Commanding (S) 62-63 Staff of Dispelling 64-66 Staff of the Druids (Dr) 67-69 Staff of an Element (M) 70-71 Staff of Harming (C) 72-28 Staff of Healing (C) 79 Staff of Power (M) 80-82 Snake Staff (C, Dr) 83-85 Staff of Striking (S) 86-87 Staff of Withering (C) 88 Staff of Wizardry (M) 89-90 Rod of Cancellation 91 Rod of Dominion 92 Rod of Health (C) 93-94 Rod of Inertia (N) 95 Rod of Parrying 96 Rod of Victory 97-99 Rod of Weaponry (N) 00 Rod of the Wyrm

Wand of Polymorphing (M): Each time a charge is expended, this wand produces the effect of either a

Polymorph Self on the user of the wand or a Poly- morph Other on a target that the wand

is pointed at. Unwilling targets may make a saving throw vs Wands to avoid the effect.

Wand of Secret Door Detection (M):

When this wand is activated, it will point the user towards all secret doors within 20’. This expends one charge per secret door revealed.

Wand of Trap Detection (M): When this wand is activated, it will point

the user towards all traps within 20’. This expends one charge per trap revealed.

Staff of Commanding (S): This staff can be used by any spell caster. When the staff is activated and a charge is expended, it allows the user to act as

if they had drunk a Potion of Animal

Control, Potion of Human Control or Potion of Plant Control. However, unlike the

potions, this gives the user only a single attempt to establish control per use.

Staff of Dispelling: This staff is

usable by any character. When the staff is

used and a charge is expended, it will cast Dispel Magic as if by a 15th level

caster, except with a range of only touch.

The staff can be used to dispel magic items. When it is used against an item and a charge is expended it will

automatically destroy any potion or scroll; and will cause any other magic item to temporarily cease working for 1d4 rounds. Note that magic weapons and armour still work as mundane weapons and armour even when their magical properties are temporarily suppressed.

Staff of the Druids (Dr): This staff may only be used by druids. If a druid activates the staff and expends a

charge while preparing their spells for the

day, they will be able to prepare an extra spell of each level that they can cast. Additionally, this staff counts as a +3 weapon when wielded by a druid.

Staff of an Element (M): This staff may only be used by magic users. Roll 1d100 to discover the type of staff:

01-21 = Staff of Air

22-42 = Staff of Earth

43-63 = Staff of Fire

64-84 = Staff of Water

85-91 = Staff of Air and Water

92-98 = Staff of Earth and Fire

99-00 = Staff of All Elements

When the wielder of the staff is on the Prime Plane, the staff confers the

following powers to its wielder:

.+4 to saving throws against attacks based on the staff’s element.

.Immunity to attacks by elementals of the staff’s element. .One charge can be expended per day to summon an 8 hit dice elemental of the staff’s element. .One charge can be expended to cast one of the following spells as if a 10th level spell caster: Air = Lightning Bolt, Cloudkill

Earth = Web, Wall of Stone

Fire = Fireball, Wall of Fire

Water = Ice Storm / Wall of Ice

When the wielder of the staff is on the Elemental Plane corresponding to the staff’s element, the staff instead has

the following powers:

.Prevents environmental damage from the plane such as burning or choking on dust (but does not provide air for the wielder to breathe). .Allows the wielder to fly and swim at a speed of 40’ per round. .Allows the caster to speak and

understand the languages used by natives of the plane. .Gives the caster a +4 bonus to armour class against natives of the plane. Additionally, a summoned elemental of a type not matching the staff’s element can be dismissed back to its home plane (with no saving throw) at the

cost of one charge if it was summoned by a magical device such as a similar staff

or two charges if it was summoned by a spell.

The staff also counts as a +2 staff.

Finally, if the staff is taken to an

elemental plane other than that of the staff’s element, it will immediately

explode doing 20 points of lightning damage plus 1d8 damage per charge remaining to all creatures within a 60’ radius. The wielder of the staff gets

no saving throw, but other creatures in

the area can make a saving throw vs Spells with a –4 penalty to take half damage.

Staff of Harming (C): This staff may only be used by clerics. Whenever a creature is struck by the staff, the wielder may expend one charge to

inflict an additional 1d6+1 damage to the creature in addition to the normal

damage that the staff does. This does not require the normal Activate Magic Item action, but is done as part of the

Attack action.

The wielder of the staff can also

activate it as normal to use any of the

following effects as if casting the reverse of the curing spells (using up a

variable number of charges):

2 charges = Cause Blindness

2 charges = Cause Disease

3 charges = Cause Serious Wounds

4 charges = Create Poison

Staff of Healing (C): This staff can only be used by clerics. The wielder may activate the staff to cure 1d6+1 damage to a target. This does not use a charge, but each target can only be cured once per day by the staff.

The staff can also be activated to cure other things, although this uses

charges as follows:

1 charge = Cure Blindness

1 charge = Cure Disease

2 charges = Cure Serious Wounds

2 charges = Neutralise Poison

Staff of Power (M): This staff can only be used by magic-users. Whenever a creature is struck by the staff, the wielder may expend one charge to

inflict an additional 2d6 damage to the creature in addition to the normal

damage that the staff does. This does not require the normal Activate Magic Item action, but is done as part of the

Attack action.

The wielder of the staff can also

activate it as normal and expend a single charge to use any of the following

effects as if casting the spells as a 6th level caster:

.Fireball .Lightning Bolt .Ice Storm .Continual Light .Telekinesis (up to 2,400cn) Snake Staff (C, Dr): This staff can only be used by clerics and druids. The staff is a +1 weapon.

Whenever a creature is struck by the staff, the wielder may command the staff to turn into a snake and coil around and hold the target. This does not require the normal Activate Magic Item action, but is done as part of the Attack action.

The snake will hold any target that is human-sized or smaller, unless the

target can make a saving throw vs Wands to avoid the effect. The target will be held for 1d4x10 minutes, or until the wielder orders the snake to release the target.

If the snake fails to hold the target,

or when the target escapes or is released, the snake will attempt to return to the wielder of the staff and return to

staff form. Should it be attacked before this happens, it has an armour class of 5, 3 hit dice (20 hit points), and moves at 20’ per round. The snake will neither attack nor attempt to defend itself, being concerned only with returning to its owner.

Once the snake returns to staff form, any damage it may have taken is healed.

The staff neither has nor uses charges, but if the snake is killed before it

can return to staff form the staff is

ruined.

Staff of Striking (S): This staff can only be used any spell caster. Whenever a creature is struck by the staff, the wielder may expend one charge to

inflict an additional 2d6 damage to the creature in addition to the normal

damage that the staff does. This does not require the normal Activate Magic Item action, but is done as part of the

Attack action.

Staff of Withering (C): This staff is usable only by clerics. The wielder of the staff may activate the staff and

expend a charge to touch a target and cause the target to make a saving throw vs Wands or age 10 years. This staff does not work on undead.

Staff of Wizardry (M): This staff is only usable by magic-users. Whenever a creature is struck by the staff, the wielder may expend one charge to

inflict an additional 2d6 damage to the creature in addition to the normal

damage that the staff does. This does not require the normal Activate Magic Item action, but is done as part of the

Attack action.

The wielder of the staff can also

activate it as normal and expend a single charge to use any of the following

effects as if casting the spells as a 6th level caster:

.Fireball .Lightning Bolt .Ice Storm .Continual Light .Telekinesis (up to 2,400cn) .Invisibility .Passwall .Web .Conjure Elemental The user may also use the staff as if

it were a Wand of Paralysation.

Additionally, the wielder may choose to break the staff to cause an explosion that does 8 points of damage per charge remaining in the staff to all within 30’. The wielder of the staff

gets no saving throw, but other creatures in the area can make a saving throw vs Wands to take half damage.

Rod of Cancellation: This rod may be used by any character, but may only be used once. When activated, it will

permanently drain any magical item (except an artefact) that is touched by

it of all power.

The Game Master may require an attack roll to touch a magic item carried or worn by another creature, normally against armour class 9.

If an item with a +5 bonus is being wielded or worn by a creature, that creature may make a saving throw vs Wands for their item to resist the

effect. If the item resists, the Rod of

Cancellation is not expended and may be used again.

Rod of Dominion: This rod may be used by any character. If the ruler of

a dominion carries it while parading around the dominion, it will give a

bonus to the dominion’s Confidence Rating. This rod does not have charges, but it can only be used once per year.

To determine the effect of the rod,

roll 1d100 each time it is paraded to see what proportion of the population view it, and therefore what bonus it gives:

01-50 = +10

51-75 = +20

76-90 = +30

91-99 = +40

00 = +50

Rod of Health (C): This rod is only usable by clerics. The rod functions as

a Staff of Healing, except that none of

the functions use charges. However, the rod can only heal a creature once per day regardless of the type of healing bestowed.

Rod of Inertia (N): This unusually long rod is only usable by non-spell casters. It has a blade on its end and

is weighted for throwing, and can

therefore be wielded in combat as if a +3 javelin.

The wielder of the rod may give it a command at any time to stop, and the rod will instantly become completely immobile, and cannot be moved by any means short of a Wish spell.

When the wielder gives a second

command, the rod will continue moving on its original trajectory as if nothing

had happened.

Commanding the rod to stop or start can be done very quickly and does not require an action in combat. The wielder can, for example, command the rod to stop while they are falling and then hang on to the rod.

Table 19-9: Rings

d100

01-02

03-08

10-13

14-17

18-23

24-26

28-32

33-35

36-38

39-40

41-45

46-48

49-50

52-55

57-59

60-61

62-64

65-67

68-69

70-71

72-75

76-77

78-81

82-84

85-86

87-91

92-96

97-98

99-00

Ring Type

Animal Control

Delusion

Djinn Summoning

Ear

Elemental Adaption

Fire Resistance

Holiness (C, Dr)

Human Control

Invisibility

Life Protection

Memory (S)

Plant Control

Protection +1

Protection +2

Protection +3

Protection +4

Quickness

Regeneration

Remedies

Safety

Seeing

Spell Eating

Spell Storing

Spell Turning

Survival

Telekinesis

Truth

Truthfulness

Truthlessnesss

Water Walking

Weakness

Wishes

X-Ray Vision

Rod of Parrying: This rod may be used by any character. The rod is heavy and sceptre-like, and can be used in melee as if it were a +5 mace. When the wielder of the rod declares a Parry

action, the rod provides its +5 magical bonus to the wielder’s armour class. This is in addition to the normal –4 penalty to the attacker’s to-hit roll caused by the Parry action.

Rod of Victory: This rod may be used by any character. When the wielder of the rod commands an army in battle, the rod gives the army a +25 bonus to their roll for the battle, and prevents them from losing the battle roll by more than 100 points.

Any loss greater than this is treated

as a 100-point loss when determining

casualties and post-battle tactical positioning.

Rod of Weaponry (N): This rod can be used by any non-spell caster.

Upon command, this rod will extend into a +5 staff or retract back into

rod form.

While in staff form, the wielder may also command the +5 staff to split into two +2 staves, and each of those may be commanded to split into two +1 staves.

The staves will not split accidentally, and they can be re-joined by simply placing them together.

Rod of the Wyrm: This rod may be used by any character.

The rod has a carved dragon’s head on top, making it look somewhat

reminiscent of a hobby-horse. This head will be of a random colour, rolled on 1d10:

1-2 = Black

3-4 = Blue

5-6 = Green

7-8 = Red

9-10 = White

The rod will function as a +5 mace in combat.

When the wielder commands it, the rod will turn into a young dragon of the same colour as its head. This dragon can only be hit by magical weapons.

The dragon will serve the wielder of

the rod as a messenger, steed or bodyguard to the best of its ability; and will

sacrifice itself for the wielder if necessary.

The dragon is not healed by being

returned to rod form and will not heal or age naturally, but may be healed as

normal by spells and potions.

If the dragon is ever killed, it cannot

be raised and cannot be turned back to rod form.

Rings

Magical rings are usually either

constant in effect or are activated by a Use

Non- Activatable Item action.

A magical ring must be worn on a finger or thumb to operate, and a character can only wear one magical ring per hand. If a second ring is put on the same hand as an existing ring, neither ring will function (with the exception of a Ring of Weakness).

Animal Control: This ring may be used once per turn. It acts as if the wearer had drunk a Potion of Animal Control with the exception that the wearer only gets a single attempt to control creatures per use.

Delusion: This ring will appear to function as a different type of ring if

an Analyse spell is used on it. Once the ring is worn, it will be completely

nonfunctional, but cannot be removed without a Remove Curse being cast on

it.

Djinn Summoning: Once per week, the wearer of this ring can summon a djinn, who will serve them for a day.

If the djinn is killed, the ring loses its magical power.

Ear: Three times per day this ring can be removed from its wearer’s finger and placed against any surface. Until the wearer recovers the ring, they will be able to hear everything that happens around the ring as if their ear were in the ring’s location.

Elemental Adaption: To determine the exact type of ring found, roll

1d100:

01-21 = Air

22-42 = Earth

43-63 = Fire

64-84 = Water

85-91 = Air and Water

92-98 = Earth and Fire

99-00 = All Elements

The wearer of the ring is protected from environmental hazards in the elemental plane that matches the

elemental alignment of the ring, and is able to breathe in those planes despite lack of air.

Fire Resistance: This ring makes its wearer immune to natural fire, gives a +2 bonus to all saving throws against magical fire, and reduces all magical

fire damage done to the wearer by one point per die (to a minimum of one point per die).

Holiness (C, Dr): This ring can only be used by a cleric or druid. When worn by a cleric or druid, the wearer will be able to prepare an extra spell

of each level from one to three. The ring will not allow the wearer to learn

spells of a level that is too high for them to learn without it.

If the ring is removed, the extra

spells are immediately lost.

Additionally, if worn by a cleric, the ring gives a +1 bonus to all rolls to

turn undead, both the rolls for success and the rolls for the number of hit dice of undead creatures turned.

Human Control: This ring may be used once per turn. It acts as if the wearer had drunk a Potion of Human Control with the exception that the wearer only gets a single attempt to control people per use.

Invisibility: This ring may only be used once per turn. When activated it affects the wearer as if they had cast

an Invisibility spell on themselves.

Life Protection: This ring will protect its wielder from 1d6 levels worth of energy drain. If overloaded (for

example if it has only a single level of

protection left and the wearer is drained two levels) then it will successfully

protect the caster and then turn to dust. If it

is exactly used up without being

overloaded, it will become a Ring of Protection +1 once its levels of protection have been used up.

Memory (S): This ring can only be used by a spell caster. Once per day, the caster may activate it to recover

one spell that they have cast within the

previous ten minutes. That spell will be available for casting again as if

freshly prepared.

Plant Control: This ring may be used once per turn. It acts as if the wearer had drunk a Potion of Plant Control

with the exception that the wearer only gets a single attempt to control creatures

per use.

Protection: This ring gives a bonus to its wearers armour class and to all

saving throws equal to its magical bonus. If a character wears a Ring of

Protection on either hand, only the larger of the two bonuses applies.

Quickness: Once per day, the wearer of this ring can move and attack at double speed for ten minutes. See Chapter 10: Combat for the effects of haste on combat.

Regeneration: The wearer of this ring will recover 1 hit point per ten

minutes, and can slowly re-grow lost body parts. A limb will re-grow over the course of a week, whereas a finger or ear would re-grow over the course of a single

day.

This ring will not stop working when the wearer is on 0 hit points, and will not prevent the wearer from dying. It will also not heal damage from fire or acid (although will re-grow limbs lost

to fire or acid).

Remedies: Once per day, this ring will duplicate the effect of a Cure

Blindness, Cure Disease, Remove Curse or

Neutralise Poison spell as if cast by a 25th level cleric. The spell can be cast on the wearer or on a target that the wearer touches.

Safety: This ring acts like a Potion of Luck except that it has 1d4 charges and uses up a charge each time a die is placed instead of rolled. Once all the charges have been used up, this ring becomes non-magical.

Seeing: Once per day this ring allows the wearer to see as if they had cast a Truesight spell which lasts 30 minutes.

Spell Eating: This ring appears to Analyse spells to be a Ring of Spell

Turning and operates as one.

However, if the wearer of the ring

casts a spell themselves, the ring immediate “eats” all the remaining prepared

spells that the caster has. The ring can then no longer be removed except by the use of a Remove Curse cast by a 25th level caster.

Once the curse has been activated, the wearer can prepare new spells as

normal, but will lose them again when they next cast one.

Spell Storing: This ring will contain 1d6 different spells (determined

randomly as if spells on a Spell Scroll) when found. The wearer of the ring can cast these spells once each, even if not a spell caster. The spells will always be cast as if by a caster of the minimum level needed to cast them, even if the wearer of the ring is a caster of

higher level.

Each spell can be recharged by having a spell caster cast it directly into

the ring. The ring cannot “catch” spells generally cast at the wearer; the

spells must be cast directly at the ring with the purpose of recharging it.

Spell Turning: Each day, this ring will reflect the first 2d6 spells (roll each day) cast at the wearer back at their casters. This only affects actual

spells, not the spell-like powers of monsters or magic items.

Once it has absorbed as many spells as it can, the ring has no other powers until the following day.

Survival: This ring will contain 1d100+100 charges when found. Each charge spent will allow the wearer to

go for 24 hours without food and drink or for 1 hour without breathing.

When the ring is down to its last five charges, it will turn black; and when

it runs out of charges it will crumble to dust.

Telekinesis: This ring can be activated to produce an effect identical to the Telekinesis spell, capable of moving

objects weighing up to 2,000cn.

Truth: Three times per day, this ring can be activated to telepathically warn its wearer whether a spoken statement that they have just heard is true in

the opinion of the speaker. Note that there

is a difference between the speaker being untruthful and the speaker merely being honestly wrong about something.

Truthfulness: This ring appears to be a Ring of Truth when examined with an Analyse spell, and will work as a Ring

of Truth. However, once worn it cannot be removed except by a Remove Curse spell cast by a 26th level caster, and

it compels its wearer to always speak the truth.

Table 19-10: Wondrous Items

d100

Item

Amulet of Scrying Protection

Bag of Devouring

Bag of Holding

Boat, Undersea

Boots of Leaping

Boots of Levitation

Boots of Speed

Bowl of Water Elementals

Brazier of Fire Elementals

Broom of Flying

Censer of Air Elementals

Chime of Time

Crystal Ball (E,M)

Crystal Ball with Clairaudience (M)

Crystal Ball with ESP (M)

Displacer Cloak

Drums of Panic

Efreeti Bottle

Egg of Wonder

Elven Boots

Elven Cloak

Flying Carpet

Gauntlets of Ogre Power

Girdle of Giant Strength

Helm of Blindness

Helm of Reading

Helm of Telepathy

Helm of Teleportation (M)

Horn of Blasting

Hurricane Lamp

Lamp of Long Burning

Medallion of ESP (30’ range)

Medallion of ESP (90’ range)

Mirror of Life Trapping

Muzzle of Training

Nail, Finger

Nail of Pointing

Ointment

Pouch of Security

Quill of Copying (S)

Rope of Climbing

Scarab of Protection

Slate of Identification (S)

Stone of Earth Elementals

Talisman of Travel (M, Dr)

Wheel of Floating

Wheel, Square

The wearer may not knowingly lie while wearing the ring (but the ring doesn’t prevent them from accidentally being wrong). Truthlessnesss: This ring appears to be a Ring of Truth when examined with an Analyse spell, and will work as a

Ring of Truth. However, once worn it cannot be removed except by a Remove Curse spell cast by a 26th level caster, and

it compels its wearer to always speak

lies. The wearer may not knowingly make any true statement while wearing the ring (but the ring does not prevent them from making a statement that is accidentally true if they genuinely

don’t know that it is). Water Walking: This ring allows its wearer to walk on the surface of any liquid without sinking. Weakness: 1d6 rounds after this ring is worn, it will immediately lower its wearer’s strength score to 3. The ring can not be removed until it has had a Remove Curse spell cast on it. Wishes: This ring will grant from one to four wishes (as the Wish spell)

before crumbling into dust. To determine the number of wishes contained in the ring, roll 1d10: X-Ray Vision: The wearer of this ring can see up to 30’ through stone or up to 60’ through wood. It cannot be used to see through metal. To use the ring, the wearer must stand still and concentrate, and can view a 10’x10’ area per use. It takes 10 min- utes to scan such an area, and the ring can only be used once per hour. Wondrous Items Amulet of Scrying Protection: This item protects its wearer from being scried on via a Crystal Ball, and makes them immune to all types of ESP. Bag of Devouring: This bag looks like a normal sack, but any non-living item placed entirely within it disappears from view and weighs nothing while in the bag. It will hold items up to 10,000cn in weight, providing the items fit wholly within it (i.e. they are

5’x1’x1’ or smaller). Items placed within the bag can be found by touch by anyone reaching into the bag and can be withdrawn. However, any item left in the bag for more than two hours will vanish com- pletely. This will not affect living

crea- tures that are stuffed into the bag. Bag of Holding: This bag looks like a normal sack, but any non-living item placed entirely within it disappears from view and weighs nothing while in the bag. It will hold items up to 10,000cn in weight, providing the items fit wholly within it (i.e. they are

5’x1’x1’ or smaller). Items placed within the bag can be found by touch by anyone reaching into the bag and can be withdrawn. Boat, Undersea: This boat can be operated as a fully functional skiff. However, when a command word is given, it will dive under the water

while simultaneously radiating a Water

Breath- ing effect that protects all passengers who are touching the boat. The pilot of the boat can control its movement un- derwater as if on the surface. 1-4 = 1 5-7 = 2 8-9 = 3 10 = 4

Boots of Leaping: The wearer of these boots can make leaps of up to 10’ vertically and up to 30’ horizontally.

Boots of Levitation: The wearer of these boots may Levitate as per the

spell of the same name. There is no limit to the duration of the levitation.

Boots of Speed: When travelling

overland, the wearer of these boots travels at the speed of a riding horse.

However, the wearer can only move at this speed for a single day and then must rest for a day.

Bowl of Water Elementals: Once per day, this bowl can be filled with water and used to cast a Conjure Elemental

spell except that it will only conjure a 12

hit dice water elemental. Conjuring the elemental takes 10 minutes.

Brazier of Fire Elementals: Once per day, this brazier can be lit and used

to cast a Conjure Elemental spell except

that it will only conjure a 12 hit dice fire elemental. Conjuring the elemental takes 10 minutes.

Broom of Flying: This broom will carry its owner through the air at a speed of 80’ per round. The owner of the broom must concentrate to move, and the broom will hover if the owner stops concentrating.

The broom can also carry a passenger, but in this case its speed is reduced

to 60’ per round.

Censer of Air Elementals: Once per day, this censer can be filled with

incense and used to cast a Conjure Elemental spell except that it will only conjure a 12 hit dice air elemental. Conjuring the elemental takes 10 minutes.

Chime of Time: This simple metal chime can be commanded to keep track of time. It will sound every hour until commanded to stop, and can be clearly heard within a 60’ radius.

If the chime is in a Silence 15’ Radius spell when it is time to chime, it will automatically dispel the spell as it chimes.

The chime can also be used like a sand- timer. If commanded, it will slowly change colour from one end to the other taking exactly one hour to do so.

Crystal Ball (E,M): A crystal ball is a scrying device that can only be used by an elf or by a magic-user. The crystal ball can be used three times per day to see any place or object that they

desire; and a current image of that place or object will appear and last for 10

minutes. The clarity of the image will be based on the familiarity that the user has with the object or area.

Crystal Ball with Clairaudience (M):

This works just as a normal Crystal

Ball, except that by concentrating the user can hear what is going on at the far

end as if through the ears of any living

creature shown in the ball. Only a magic- user can use this item.

Crystal Ball with ESP (M): This works just as a normal Crystal Ball,

except that by concentrating the user can read the thoughts of the main subject of the vision if it is a living

creature. Only a magic-user can use this item.

Displacer Cloak: This item makes the wearer appear to be 5’ from their

actual position. This makes all attacks

against the wearer take a –2 penalty to their

to- hit rolls, and gives the wearer a +2

bonus to all saving throws vs Spells, vs Wands, Staves and Rods, and vs

Petrification.

Drums of Panic: These are a pair of large kettle drums. When played, they have no effect on creatures within 10’ of them, but creatures from 10’ to 240’ from them must make a saving throw vs Spells or flee in terror for 30

minutes.

Efreeti Bottle: This 3’ tall heavy jug contains an efreeti. The stopper may be opened once per day, and the efreeti will come forth and serve the opener.

If the efreeti is slain, the bottle

becomes non-magical.

The efreeti is reluctant to serve, and will do its best to use loopholes in

the commands that it is given in order to cause harm to the owner of the bottle.

Egg of Wonder: This is a painted hollow eggshell. When dropped or throw (up to 60’) it will break and an animal will emerge and grow to full size. For the next hour, the animal will obey the user of the egg to the best of its

ability; and then it will disappear.

To determine the type of animal that is summoned, roll 1d12:

1 = Ape (Rock Baboon)

2 = Bat (Giant)

3 = Bear (Black)

4 = Bear (Grizzly)

5 = Boar

6 = Cat (Mountain Lion)

7 = Cat (Panther)

8 = Ferret (Giant)

9 = Lizard (Giant Gecko)

10 = Lizard (Giant Draco)

11 = Snake (Racer)

12 = Wolf

Elven Boots: These boots give their wearer a Move Silently ability of 75%, like a thief.

Elven Cloak: This cloak is just like a Ring of Invisibility except that its

invisibility is not perfect. When the wearer is in the presence of creatures that might notice them, their faint outline will

be seen if a 1 is rolled on 1d6.

Flying Carpet: This carpet will carry one passenger at a speed of 100’ per round, two at a speed of 80’ per round, three at a speed of 60’ per round, four at a speed of 40’ per round, or five at

a speed of 20’ per round.

The owner of the carpet must

concentrate to make it move, and the carpet will hover in place if the owner stops concentrating.

Gauntlets of Ogre Power: The owner of these gauntlets has a strength of 18 while wearing the gauntlets, but taking them off return’s the owner’s strength back to its normal value.

Girdle of Giant Strength: Anyone who wears this girdle does double

damage with whatever melee attacks they make.

Helm of Blindness: Anyone wearing this helmet is immediately made blind. The blindness cannot be cured until the helmet has been removed, and the helmet cannot be removed without a Remove Curse spell being cast on it.

Helm of Reading: This helmet allows the wearer to read any language or

cipher, and allows them to identify magical scrolls. However, it does not allow the wearer to use Spell Scrolls if they

are not normally able to do so.

This helmet is rather delicate, and has

a 10% chance of being broken each time its wearer is struck in combat.

Helm of Telepathy: The wearer of this helmet can transmit their thoughts to any creature within 60’. The target creature will understand the thoughts of the wearer despite language

differences. The wearer may also use the ESP spell to read the thoughts of

others.

Helm of Teleportation (M): This helm is only usable by magic-users. The wearer of the helm may use the Teleport spell as often as they like to teleport themselves, with the normal chances of failure.

The wearer may also use the helm to Teleport another creature (again, as if casting the spell). However, doing this discharges the helmet and it can no longer be used for any teleporting

until it is recharged by having a Teleport

spell cast into it.

Horn of Blasting: This horn can be blown once per ten minutes. When it is blown, it creates a cone of sound 100’ long and 20’ wide at the end. Everyone in the area must take 2d6 damage and make a saving throw vs Spells or be deafened for ten minutes. Buildings and ships in the area of effect take

1d8 damage.

Hurricane Lamp: When this lamp is opened for the first time in a day, a hurricane of wind and rain emerge. Everyone within 30’ of the lamp is knocked to the floor for three rounds, and must make a saving throw vs Spells to avoid having all loose items or

items held or carried by them (including weapons, but not including clothing) is scattered throughout the area.

Once the hurricane has ended, the lamp may be used as a Lamp of Long Burning, although the hurricane will

reset each day and must be triggered again before the lamp can be used.

Lamp of Long Burning: This lamp must be filled with oil and lit like

any other lantern, but it will burn forever without using any of the oil that it

contains.

The lamp can be put out and re-lit

repeatedly like any other lamp.

If the lamp is ever completely

submerged in water while lit, it will immediately stop working and lose its magical properties.

Medallion of ESP: This medallion allows the wearer to use the ESP spell at will, with a range as given in the

item listing (either 30’ or 90’).

However, each time it is used, there is

a 1 in 6 chance that instead of letting

its wearer read minds, it will broadcast

its all of its wearer’s thoughts out loud

for the next ten minutes.

Mirror of Life Trapping: If the owner of this mirror presents it to a

creature of human size or smaller and activates it, the creature must make a saving throw vs Spells or be sucked into the mirror, complete with everything they are wearing and carrying.

The mirror can hold up to 20 creatures, who exist in a state of suspended

animation while in the mirror, not needing food, drink or air and completely

unable to take any actions.

Anyone looking into the mirror can see the reflections of the faces of all

those trapped inside, and can wake any of them up temporarily to talk with them. No special communication powers are granted, so the viewer and victim need to share a common language to talk in.

If the mirror is broken, all the

creatures inside are instantly freed. However,

the only way to free a single creature

without breaking the mirror is to use a Wish spell.

Muzzle of Training: This muzzle will automatically reshape and resize itself to fit any creature with a mouth. When put on a creature and locked with a command word, the creature is magically prevented from biting, talking and casting spells; but it can still eat,

drink and breathe normally.

The owner of the muzzle can unlock it with a second command word, but otherwise it is locked with the

equivalent of a Wizard Lock cast by a 15th level caster.

Nail, Finger: This appears to be a Nail of Pointing if checked with an Analyse spell. However, when someone tries to use it as such it will disappear. The

next time that person tries to be unnoticed (by disguise, Invisibility or hiding),

an illusion of a large glowing hand will appear above their head pointing them out.

After that first instance, there is a

25% chance each time the person tries to go un-noticed that the hand will re-

appear. This will continue to happen until the victim has a Remove Curse spell cast on them.

Nail of Pointing: This appears to be a simple 6” iron nail. Once per day, it

can be commanded to point to a mundane (not magical or living) object, and for the next ten minutes the nail will

point at the closest instance of that type of object (distance is irrelevant).

Ointment: This creamy white salve is normally found in small jars.

To use the ointment, the whole jar must be applied to someone’s skin. When the ointment is applied in this manner, it will have a random effect, rolled on 1d6:

1 = The user gets a +2 bonus to armour class and saving throws for the next ten minutes.

2 = The user is healed 2d6+2 points of damage.

3 = The user must make a saving throw vs Poison or die.

4 = The user takes 2d6 points of acid damage.

5 = The user is cured of all burn damage, whether magical or normal.

6 = The user’s skin turns bright orange for the next 1d4 months.

Pouch of Security: If this large sack

is stolen, it will shout “Help! I am being stolen!” in common repeatedly for the next hour. The sack’s owner can command it to be quiet before the end of the duration.

Quill of Copying (S): When supplied with 1,000gp worth of rare inks, any spell user can command this quill to copy a Spell Scroll containing one or more spells of a type that they can

cast onto a blank parchment.

There is a 75% chance that the spells will be copied correctly, creating two identical Spell Scrolls, and a 25%

chance that the quill will burst, becoming

useless and depositing its ink over both parchments (both ruining the original and failing to make a copy).

Rope of Climbing: On command, this 50’ rope will wriggle along the ground like a snake, and even up walls and on ceilings. It can fasten itself onto any solid protrusion on a surface that it

is climbing up, and will support up to 10,000cn of weight.

A second command will cause the rope to loosen itself and re-coil.

Scarab of Protection: This charm has 2d6 charges. Each time a curse is placed on the wearer, it will

immediately target the wearer with a Remove Curse as if by a 36th level caster.

Each Remove Curse uses up one charge.

Additionally, it will block any Finger

of Death or Obliterate spell (the reverse

of the Raise Dead and Raise Dead Fully spells) cast at the wearer; and this

also uses up one charge.

When the scarab has run out of charges, it crumbles to dust.

Slate of Identification (S): This 3’ square framed sheet of slate is used to identify magic items.

The slate has ten charges per day, and is used by placing it on a horizontal surface and then placing a magic item on it. When activated, the slate will identify the magic item (if it has

enough charges left to do so) and chalk

writing will appear on the slate indicating

type of magic item and what command words it has (if any).

If asked to identify an artefact, the

slate will shatter.

However, the slate is incapable of

identifying cursed items, even those that fail to fool an Analyse spell (such as a

Potion of Poison).

Table 19-11a: Armour or Shield Type Table 19-11b: Armour or Shield Bonus d100 Type d100* Bonus 01-13 Leather Armour 01-54 +1 14-22 Scale Mail 55-57 +1 of Curing 23-38 Chain Mail 58-59 +1 of Shocking 39-50 Banded Mail 60 +1 of Reflection 51-64 Plate Mail 61-78 +2 65-72 Suit Armour 79-80 +2 of Curing If it is asked to identify a cursed

item, the slate will identify it as being a

random type of similar but useful item. The number of charges needed to

identify different types of item are: Stone of Earth Elementals: Once per day, this stone can be buried in the earth and used to cast a Conjure

Elemental spell except that it will only conjure a 12 hit dice earth elemental.

Conjuring the elemental takes 10 minutes. Talisman of Travel (M, Dr): This talisman allows the wearer to cast

either a Conjure Elemental or Summon Elemental spell in reverse. Instead of the spell summoning an elemental to the caster, the reversed spell will transport the caster to the elemental plane of their choice. While the caster continues to wear the talisman, they are protected from

environmental damage on the elemental plane, such as choking or burning, and can breathe normally. Wheel of Floating: When put on a cart or wagon, this wheel will allow

the cart to be pulled on the surface of

water rather than sinking. Potion = 2 charges Scroll = 3 charges Wand = 4 charges Staff = 5 charges Weapon = 6 charges Armour or shield = 7 charges Ring or rod = 8 charges Wondrous item = 9 charges Ammunition = 3 charges 73-00 Shield 81 +2 of Gaseous Form 82-89 +3 90-91 +3 of Absorption 92 +3 of Remove Curse 93-96 +4 97 +4 of Flying 98 +4 of Haste 99 +5 A single Wheel of Floating will hold up

a vehicle of up to 10,000cn in weight, with every additional Wheel of Floating adding 5,000cn to that weight. Although these wheels will keep the vehicle above water, they do not affect whatever animal or animals are pulling the vehicle. Wheel, Square: This wheel is the size of a wagon or cart wheel, but is square rather than round. It cannot be used on normal terrain, but when fitted to a wagon or cart it will allow the cart to travel over

desert or mountain as if being pulled along a road. Armour & Shields Magic armour and shields will have a numerical bonus from +1 to +5. This bonus applies to the wearer’s armour class when the armour or shield is worn. Like other armour class bonuses, the bonus is subtracted from the armour class of the wearer, not added to it. The magical bonuses of armour and shields stack with each other if both

are used. 00 +5 of Ethereality

has less than 9 hit dice, subtract 10 from the

roll.

Table 19-12a: Missile Weapons & Ammunition Type

d100 Type 01-30 Arrows 31-48 Bullets 49-59 Quarrels 60-70 Sling Stones 71-72 Blowgun 73-79 Bow, Long 80-83 Bow, Short 84-85 Crossbow, Heavy 87-87 Crossbow, Light 88-91 Pistol 92-94 Smoothbore 95-00 Sling

Some magical armour or shields also have additional powers beyond a simple bonus to armour class. If these powers require activation in combat, then the wearer must take an Activate Magic Item action.

When found, a piece of magical armour or a magical shield may be cursed. The chance of the item being cursed is 10%. If an item is cursed, this will be

revealed by an Analyse spell.

A cursed set of armour or cursed shield will add its bonus to the wearer’s

armour class rather than subtracting it—

i.e. it will make the wearer’s armour class worse. Additionally, the extra property of cursed armour will not function. The wearer of cursed armour or a cursed shield is compelled to always

use the item in a combat situation, even though they may know that other armour would be better for them. Similarly, if the cursed item is taken away from them they are compelled to do their best to retrieve the item—even being prepared to kill friends if the friends are withholding it.

A Remove Curse spell will break the

compulsion, although if the character wears or uses the item again then the curse will return.

If the Remove Curse spell is cast by a caster of 26th level or higher, it will remove the curse from the item

completely, causing it to act as normal magical suit or armour or shield.

Table 19-12b: Sword Type Table 19-12c:

Miscellaneous Weapon Typed100 Type d100 Type01-65 Normal Sword 01-09 Axe, Battle 66-84 Short Sword 10-15 Axe, Hand85-92 Two-Handed Sword 16-17 Axe, Hand (Returning) 93-00

Bastard Sword 18-20 Blackjack Absorption: If the

wearer of this item or shield is struck by an Energy Drain, the item will absorb it. The wearer

will still take normal physical damage (if any) from the attack, but will not lose any levels. Each time this item absorbs an Energy Drain, it loses one point of magical “plus” (i.e. after absorbing one Energy Drain the item will only have a +2

bonus; after absorbing a second it will only have a +1 bonus). When the item has absorbed three Energy Drains it will crumble to dust. Curing: Once per day, the wearer of this armour or shield may activate it

in order to heal half of the damage that they have currently taken. Ethereality: Once per day, the wearer of this armour or shield can activate

it in order to move from the Prime Plane to the Ethereal Plane. Additionally, once per day the wearer of this armour or shield can activate

it in order to move from the Ethereal Plane to the Prime Plane. Flying: Once per day, the wearer of this armour or shield may activate it, and it will cast a Fly spell on them

that lasts for 2 hours. Gaseous Form: Once per day, the wearer of this armour or shield may activate it in order to turn into

gaseous form for up to one hour, including all their equipment and carried items. The drinker keeps control of their body, and can move through any non-airtight barrier. While in gaseous form, the drinker cannot attack, but has an armour class of –2 and can only be hit by magical weapons. Haste: Once per day, the wearer of this armour or shield may activate it and it will cast a Haste spell on them that lasts for 10 minutes. 21-22 Bolas 23 Bolas (Returning) 24-28 Club 29-40 Dagger 41-43 Dagger (Returning) 44-45 Halberd 46-55 Hammer, War 56-58 Hammer, War (Returning) 59-61 Javelin 62 Javelin (Returning) 63-66 Lance 67-78 Mace 79-80 Net 81 Net (Returning) 82-84 Poleaxe 85-94 Spear 95-97 Spear (Returning) 98-00 Whip Reflection: If any Light or Continual Light spell (or their reverse) is cast

at the wearer of this armour or shield,

the spell is reflected back to the caster. Additionally, the wearer of this armour or shield may used as if it were a

mirror in order to either attempt to reflect

the gaze of a creature with a gaze attack (such as a basilisk) or to fight such a creature without meeting its gaze (in which case the normal –2 penalty for fighting while using a mirror does not apply). Remove Curse: This armour or shield will never be cursed when found.

Additionally, it has three charges, and can be activated to expend a charge in order

to cast a Remove Curse on the wearer as if from a 36th level caster. Shocking: The wearer of this armour or shield can activate it, causing it

to charge with energy. The next creature to attack the wearer in melee will be

hit for 6d6 lightning damage, unless it can make a saving throw vs Spells to take half damage.

If the creature striking the wearer is using a melee weapon rather than

striking with natural weaponry then it gets a +4 bonus to the saving throw.

The armour can be activated and

deactivated as often as the wearer desires, but can only release its charge once

per day. Once the charge has been released, the armour deactivates and cannot be re-activated until the following day.

Weapons & Ammunition

Magic weapons and ammunition will have a numerical bonus from +1 to +5. This bonus applies both to the wearer’s to-hit roll when using the weapon or ammunition and to the damage done by the weapon.

The magical bonuses of missile weapons and their ammunition stack with each other if both are used.

Some magical weapons or ammunition also have additional powers beyond a simple bonus to attack and damage. If these powers require activation in

combat, then the wearer must take an Activate Magic Item action.

When a magical weapon or some magical ammunition is found, roll on the relevant table 19-12 in order to see

exactly what type of weapon or ammunition it is, and then in order to find out what magical bonuses or other

properties it has, either roll on table 19-13a if

it is ammunition or roll on table 19-13b

if it is a weapon (including a missile weapon).

When found, a magical weapon (but not magical ammunition) may be cursed. The chance of the weapon being cursed is 10%. If an item is cursed, this will be revealed by an Analyse

spell.

A cursed weapon will subtract its bonus from the wearer’s to-hit and damage rolls rather than adding it—i.e. it

will make the wearer’s to-hit and damage worse. Additionally, the extra property of a cursed weapon will not function.

The wielder of a cursed weapon is compelled to always use the item in a combat situation, even though they may know that other weapons would be better for them.

Table 19-13a: Ammunition Bonus Table

19-13b: Weapon Bonus d100* Bonus Number d100* Bonus 01-54 +1 2d10 01-54 +1 55-57 Of Speaking 2d10 55-57 +1 of

Watching 58-59 Of Seeking 2d10 58-59 +1 of Light 60 +1 of Disarming 2d10 60 +1 of

Finding 61-78 +2 2d6 61-62 +1, +3 vs Undead 79-80 +2 of Screaming 2d6 63-64 +1, +3

vs Animals 81 +2 of Dispelling 2d6 65-66 +1, +3 vs

Lycanthropes 82-89 +3 2d4 67-78 +2 90-91 +3 of Sinking 2d4 79-80 +2 of

Flaming 92 +3 of Biting 2d4 81 +2 of Silence 93-96 +4 1d4 82-83 +2, +4 vs Undead 97 +4 of Stunning 1d4 84 +2, +4 vs

Giants 98 +4 of Teleporting 1d4 85-89 +3 99 +5 1 90-91 +3 of Speed Similarly, if the cursed item is taken away from them they are compelled to do their best to retrieve the item—even being prepared to kill friends if the friends are withholding it. A Remove Curse spell will break the

compulsion, although if the character wears or uses the item again then the curse will return. If the Remove Curse spell is cast by a caster of 26th level or higher, it will remove the curse from the item

completely, causing it to act as a normal magical weapon. Some weapons have a bonus that varies depending on the type of creature that is being attacked. Magical ammunition can only be used for a single shot, and is then broken, bent or otherwise useless. However, such ammunition is normally found in groups rather than as single items.

Table 19-13a shows the number of pieces of ammunition that are found together. Some of the thrown weapons on table 19-12c are listed as (Returning). These weapons will magically return to their owner’s hand after being thrown. In the case of a bolas or net, if the weapon successfully entangles an

opponent it will not return to its owner until after the opponent has freed

themselves. 00 +5 of Slaying 1

has less than 9 hit dice, subtract 10 from the

roll. 92 +3 of Hiding 93 +3, +5 vs Dragons 94-96 +4 97 +4 of Slowing 98 +4 of Flying 99 +5 Biting: When a piece ammunition of biting hits an opponent, it turns into

a snake which bites the target. In

addition to the normal damage done by the attack, the target must also make a

saving throw vs Poison or die. Disarming: When this ammunition hits a target that is wielding an item

in their hand, the target must make a

saving throw vs Spells or drop the item. If the target is holding an item in either hand, their primary hand will be the one affected. Dispelling: When this ammunition hits a target, it immediately casts a

Dispel Magic effect centred on the target as if cast by a 15th level caster. Finding: Once per day, the wielder of this weapon may activate it to cast a Locate Object spell. Flaming: The wielder of this weapon can activate it at will and it will

burst into flames that burn without fuel

until the weapon is deactivated again. 00 +5 of Slicing

has less than 9 hit dice, subtract 10 from the

roll.

The flaming weapon has an additional +2 bonus against trolls and against feathered creatures; and an additional +3 bonus against creatures made of wood or undead. If a creature comes under more than one of these

categories, these bonuses do not stack.

Flying: If a melee weapon has this power, once per day it will attack by itself. The weapon must be wielded in combat for at least one round, then its wielder can let go of it and it will

continue to attack the same opponent for three rounds, as if its wielder were

still wielding it. After three rounds (or

when its wielder commands, whichever is sooner) the weapon will return to its wielder’s hand.

If a missile weapon has this power, then it never needs reloading and never runs out of ammunition. Whenever it is fired, it will create its own

ammunition (and red powder if it is a gun).

However, the wielder may still choose to load the weapon with magical ammunition if they prefer.

Hiding: Once per day, this weapon can be activated to cast an

Invisibility spell on its wielder.

Additionally, three times per day, the weapon can be activated to cast an Invisibility spell on itself. If the

weapon turns itself invisible while being

carried, the touch of its wielder will not turn

it visible again, but the touch of any

other creature (whether intelligent or not) will.

Light: Once per day, this weapon can be activated to cast a Light spell

lasting 1 hour.

Screaming: When this ammunition is fired, whether it hits or misses its

target, it will emit a piercing shriek causing all opponents within 30’ of its path to make a saving throw vs Spells or

retreat in fear for 1d8 rounds.

Seeking: This ammunition will not hit a living creature. However, it will

unerringly hit whatever object (a button, a lever, a trip-wire, etc.) it is fired

at.

If fired at an object held by a

creature, treat the ammunition as being +1

Ammunition of Disarming.

Silence: Once per day, this weapon can be activated to cast a Silence 15’ Radius spell.

Sinking: This ammunition causes 1d10+10 structure points of damage to any ship or wooden structure that it hits.

Slaying: Whatever is hit by this

ammunition is affected as if hit by a Disintegrate spell.

Slicing: This property can only be found on edged melee weapons such as swords, axes or pole arms.

Whenever a living creature (not a

construct or undead) is hit by the wielder of this weapon’s player rolling a

natural 19 or 20, it must make a saving throw vs Death or have its head cut off. This will normally kill the creature, unless

it is a hydra or other multi-headed

creature.

If the creature makes its saving throw, it still takes triple damage from the attack.

Slowing: Once per day, after hitting a creature with this weapon, the wielder may activate it (this doesn’t take an action) in order to affect the creature

as if hit by a Slow spell (the reverse of

the Haste spell). The creature may make a saving throw vs Spells to avoid the

effect.

Speaking: This ammunition may be given any message of twenty words or less, and then given a target which may be any location or object (but not a creature) within ten miles.

When fired, the ammunition will

automatically hit the object or land on the floor in the location, and then speak

its message out loud twice.

Speed: Once per day, this weapon can be activated in order to cast a Haste spell that affects only its wielder.

Stunning: Any creature hit by this ammunition must make a saving throw vs Spells or be stunned for 1d6 rounds.

A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws.

Teleporting: Any creature hit by this ammunition must make a saving throw vs Spells or be teleported 1d100 miles

in a random direction. The target will always land safely after the teleport.

Watching: Once per day, the wielder of this weapon can command it to watch for a particular type of

creature. The weapon will continue to watch for that type of creature until commanded to watch for a different type.

If any creature of the specified type comes within 60’ of the weapon, it will glow softly and vibrate to alert its wielder.

The wielder must name a race or type of monster, not the name of a specific individual.