Chapter 9: Treasure

Adventure illustration of Sinbad and trade goods, evoking treasure and riches.
Having Balanced My Cargo Exactly, Sindbad illustration / Wikimedia Commons.

The amount of treasure a monster owns or guards is usually related to the monster’s HDE. That’s not necessarily realistic, but keep in mind that treasure is one of the ways the game reflects what a character has done: it’s used in awarding experience points. Too many large treasures and the characters will become powerful without actually having done very much. Too many monsters with small treasures and the characters won’t gain levels to reflect their achievements.

As a general guideline, the monetary value of a treasure ought to be about 2–3 times the monster’s value in experience points, and keep in mind that hunting and patrolling monsters likely won’t be carting their treasure around with them. If the characters can’t find the monster’s lair, they may get none of the treasure. Also, it obviously doesn’t make sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. Averaging the treasure out over several of the monsters in an adventure is a good way of making sure the characters get the right amount of experience points from treasure. Perhaps the goblin treasure hoard contains some “extra” treasure to account for the wolves in the area. If the characters avoid the wolves and kill the goblins, so much the better. If they have to fight the wolves and never find the goblins, then the treasure is there for them to find next time.

Here is a table a Referee can use as a guideline to help create a treasure:

Table 44: Treasure Value

Table 44: Treasure Value
RollTotal ValueCPSPGP
1XP × 150%30%20%
2–3XP × 220%50%30%
4–5XP × 310%40%50%
6XP × 425%75%
  • Total value is expressed in gold coins.

Source PDF page 116.

Remember that coins found are not always gold pieces—there might be a mixture of copper (cp) and silver pieces (sp) in the treasure as well. The treasure breakdown given in the prior Treasure Values table is a suggested guideline to how you might consider breaking up the treasure. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp).

Splitting the Take

Once the monsters are slain and the wounds are bound, it’s time to divide up the treasure. It is suggested that the total gp value of the loot is totaled and divided up among the participants with each getting an equal “share.” Many Referees rule that treasure must be shared with NPCs getting either a full or half share, depending upon their level. It is also customary for fallen (dead) companions to still get a share of the take to be given to their next of kin.

Treasure Items

In addition to coins, treasures might contain gems, jewelry, and magical items. Treasures should be interesting—an endless series of “another treasure worth 100 gp in total” is a sure-fire recipe for boring your players.

Calculate the total percentage of treasure that can be traded out and roll a d100 to see if you can roll for an item on one of the following tables. It is suggested that the Referee begin with the 5,000 gp values and work down to the 100 gp values. “Jewelry” refers to a single item of jewelry.

Always remember that these tables are merely guidelines—if you desire the placement of a particular item or treasure type, go ahead and do it! If you don’t wish to include gems, jewelry, or magic items, then leave the treasure at coins. These tables are here only to help when wanted.

Treasure Trade Out (Example #1)

If you populate an area with 5 skeletons, their total XP value would be 75. If you were to roll against the Treasure Values table and get a 4, the total treasure value for that encounter is 225 gp and the break out would be (rounded down): 112 gp, 900 sp, and 2,250 cp. There is a 10% chance of trading out 100 gp of that treasure for one minor item. If, on a d100, you roll under 10%, then the treasure value of that encounter would be 12 gp, 900 sp, 2,250 cp, and one minor item (as rolled on the Minor Gem/Jewelry or Minor Magic table).

Treasure Trade Out (Example #2)

You place a fearsome minotaur in a locked dungeon room for a total of 400 XP. Rolling against the Treasure Values table, if you were to roll a 6, the total treasure value for this encounter is 1,600 gp and the break out would be: 1,200 gp and 4,000 sp. There is a 10% chance of trading out 1,000 gp of that treasure for one medium item. If, on a d100, you roll under 10%, then the treasure value on that encounter would be 200 gp, 4,000 sp, and one medium item (as rolled on the Medium Gem/Jewelry or Medium Magic table). With the remaining total value in gold, there could either be a 60% chance to trade out 600 gp for one minor item, six 10% chances to trade out 600 gp for a total of six minor items, or some other variant like one 10% chance to trade out 100 gp for one minor item (keeping the remaining 500 gp).

Trade-Out Tables

5,000 gp Trade Out

A roll of 1–19 on a d20 means a roll on the Major Gem/Jewelry table. A roll of 20 results in rolling on the Major Magic Item table.

Table 45: Major Gem/Jewelry

Table 45: Major Gem/Jewelry
RollValue
11d100 x 10 gp
2–3(1d100 x 10) x 8 gp
4–5(1d100 x 10) x 12 gp
6(1d100 x 10) x 20 gp

Source PDF page 117.

Table 46: Major Magic Item

Table 46: Major Magic Item
RollResult
1Roll 6 times on the Potions table
2–3Roll 1d8+12 on the Scrolls table
4–5Roll 1d8+12 on the Weapons and Armor table
6Roll 1d20+40 on the Miscellaneous table (includes Rings and Staves)

Source PDF page 117.

1,000 gp Trade Out

A roll of 1–19 on a d20 means a roll on the Medium Gem/Jewelry table. A roll of 20 results in rolling on the Medium Magic Item table.

Table 47: Medium Gem/Jewelry

Table 47: Medium Gem/Jewelry
RollValue
11d100 gp
2–31d100 x 10 + 250 gp
4–51d100 x 10 + 750 gp
61d100 x 100 gp

Source PDF page 118.

Table 48: Medium Magic Item

Table 48: Medium Magic Item
RollResult
1Roll 3 times on the Potions table
2–3Roll 1d8+6 on the Scrolls table
4–5Roll 1d8+6 on the Weapons and Armor table
6Roll 1d20+20 on the Miscellaneous table (includes Rings and Staves)

Source PDF page 118.

100 gp Trade Out

A roll of 1–19 on a d20 means a roll on the Minor Gem/Jewelry table. A roll of 20 results in rolling on the Minor Magic Item table.

Table 49: Minor Gem/Jewelry

Table 49: Minor Gem/Jewelry
RollValue
11d6 gp
2–31d100 + 25 gp
4–51d100 + 75 gp
61d100 x 10 gp

Source PDF page 118.

Table 50: Minor Magic Item

Table 50: Minor Magic Item
RollResult
1Roll once on the Potions table
2–3Roll 1d6 on the Scrolls table
4–5Roll 1d6 on the Weapons and Armor table
6Roll 1d20 on the Miscellaneous table (includes Rings and Staves)

Source PDF page 118.

Magic Potions

Table 51: Magic Potions

Table 51: Magic Potions
Roll (d100)Type
1–3Animal Control
4–6Clairaudience
7–9Clairvoyance
10–12Diminution
13–15Dragon
16–18Ethereality
19–21Fire Resistance
22–24Flying
25–27Gaseous Form
28–30Giant Strength
31–33Growth
34–36Heroism
37–39Invisibility
40–42Invulnerability
43–45Levitation
46–48Plant Control
49–55Poison
56–58Slipperiness
59–61Treasure Finding
62–64Undead Control
65–75Extra Healing
76–00Healing
  • Potions have a duration of 1d6+1 turns.

Source PDF page 119.

Magic Potion Descriptions

Animal Control
Results as per the spell Charm Monster.
Clairaudience
Results as per the spell.
Clairvoyance
Results as per the spell.
Diminution
Imbiber shrinks and becomes 6 inches tall for 2d6 hours.
Dragon
1d3 Dragon of a specific type (determined randomly by the Referee) are affected as per the spell Charm Monster.
Ethereality
The imbiber of this potion can move through solid objects but cannot attack. Equipment also becomes ethereal.
Extra Healing
Cures 3d6+3 HP worth of damage.
Fire Resistance
Grants immunity to normal fire, +2 saving throws against fire attacks, and half damage to magic fire attacks that do not permit saving throws.
Flying
Results as per the spell Fly.
Gaseous Form
The user’s body turns to a mist that he controls, allowing him to access any place that isn’t airtight. Equipment is left behind; only the body becomes gaseous.
Giant Strength
Character gains strength above and beyond 18. Gains an additional 1d6 to damage rolls and +4 “to-hit”.
Growth
Character grows and becomes 30 feet tall.
Healing
Cures 1d6+1 HP worth of damage.
Heroism
+2 to attacks and damage.
Invisibility
Results as per the spell.
Invulnerability
+2 saving throws, opponents attack at -2.
Levitation
Results as per the spell.
Plant Control
Results as per the spell Charm Monster.
Poison
Save or die.
Slipperiness
Except for the soles of the feet and the palms of the hands, the character has a virtually frictionless surface.
Treasure Finding
Character can detect hoards of treasure within 400 feet of their current location.
Undead Control
2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the imbiber’s control as per the Charm Monster spell.

Scrolls

Roll 1d8 and add +0, +6, or +12, depending on whether the treasure is minor, medium, or major.

Table 52: Scrolls

Table 52: Scrolls
Roll# of ScrollsSpell Level
111
211d3
321d2 per scroll
431
5Cursed Scroll
6–7Protection Scrollnormal duration
821d4
921d6 per scroll
1011d4+2
1151d3 per scroll
12Cursed Scroll
13–14Protection Scrolldouble duration
1551d6 per scroll
1661d6 per scroll
1771d6 per scroll
1881d6 per scroll
19Cursed Scroll
20Protection Scrolltriple duration and double effects

Source PDF page 121.

Protection Scroll Descriptions

Table 53: Protection Scrolls

Table 53: Protection Scrolls
RollProtection From
1Demons
2Drowning
3Elementals
4Lycanthropes
5Magic
6Metal
7Poison
8Undead

Source PDF page 122.

Demons
Everyone within a 10 foot radius around the reader are protected from the attacks of 1 demon per round for a period of 40 minutes.
Drowning
Everyone within a 10 foot radius of the reader gain the ability to breathe underwater for 1 full day.
Elementals
This scroll protects against a single elemental, and lasts for a duration of 40 minutes.
Lycanthropes
All within a 10 foot radius around the reader, for a duration of one hour, are protected from lycanthropes.
Magic
Anti-magic shell surrounds and moves with the reader for 1 hour, having a radius of 10 feet. Spells cannot pass in or out of the shell.
Metal
Metal cannot harm the reader for a duration of 1 hour.
Poison
Poison cannot harm the reader for a period of 6 hours, and any poison in his system is removed.
Undead
All within a 10 foot radius of the reader are protected against undead, but only to a limited degree. In any given round, 2d12 undead with HD fewer than 4, and 2d6 undead with hit dice 4–5, and 1d6 undead with hit dice of 6+ are foiled by the protection of the scroll. Thus, the scroll is effective against all but a true horde of undead.

Magical Weapons and Armor

Roll 1d8 and add +0, +6, or +12, depending on whether the treasure is minor, medium, or major.

Table 54: Magical Weapons and Armor

Table 54: Magical Weapons and Armor
RollType
1Cursed Armor or Shield
2+1 Missile Weapon(s)
3+1 Shield
4–6+1 Melee Weapon
7–8+1 Armor
9Cursed Weapon
10+2 Missile Weapon(s)
11+2 Shield
12+2 Melee Weapon
13+2 Armor
14+1 Melee Weapon with Minor Ability
15+3 Missile Weapon(s)
16+3 Melee Weapon
17+3 Shield
18+3 Armor
19Unusual Weapon (optional) or Re-roll
20Unusual Armor (optional) or Re-roll

Source PDF page 123.

Table 55: Cursed Armor, Weapons and Shields

Table 55: Cursed Armor, Weapons and Shields
RollType
1–3-1 Weapon or Armor
4-2 Weapon or Armor
5-3 Weapon or Armor
6Attracts Missiles**
  • Cannot be laid down without the aid of Remove Curse.
  • Attracts Missiles: this item attracts missile fire and grants a +1 “to-hit” bonus to such attacks.

Source PDF page 123.

Table 56: Magic Melee Weapons

Table 56: Magic Melee Weapons
RollType
1Axe, battle
2Axe, hand
3Dagger
4Lance
5Mace, heavy
6Mace, light
7Spear
8Staff
9Sword, long
10Sword, short
11Sword, two-handed
12War Hammer

Source PDF page 124.

Table 57: Magic Missile Weapons

Table 57: Magic Missile Weapons
RollType
1–82d6 Arrows
9–101d10 Stones
11Spear
12–152d4 Darts
16–202d6 Bolts, crossbow

Source PDF page 124.

Table 58: Minor Abilities for Melee

Table 58: Minor Abilities for Melee
RollType
1–4Additional damage (+1)
5Sheds light, 15 ft. radius
6Sheds light, 30 ft. radius

Source PDF page 124.

Table 59: Magic Unusual Weapons

Table 59: Magic Unusual Weapons
RollType
1+1 Blunt weapon that destroys undead
2+1 Thrown weapon that returns to hand
3+1 Weapon, grants 1 additional attack/day
4+1, +2 vs. particular type of foe
5+1, +4 vs. particular type of foe
6+2, +3 vs. particular type of foe
7Weapon flames
8Weapon freezes
9Dancing weapon
10Intelligent weapon

Source PDF page 124.

Table 60: Unusual Armor

Table 60: Unusual Armor
RollType
1Armor of Arrow Deflection
2Demonic Armor
3Ethereal Armor
4Fiery Armor

Source PDF page 124.

Unusual Weapon Descriptions

Blunt weapon that destroys undead
Blunt weapons are the mace, sling, staff, and war hammer. Lesser undead types (fewer than 4 HD) don’t get a saving throw; more powerful ones do.
Thrown weapon returns to hand
These weapons are the hand axe, spear, and war hammer.
Bonus vs. particular type of foe
Examples include Dragon, giants, orcs, lycanthropes, undead, etc.
Weapon flames
Additional 1d6 fire damage: roll 1d4-1 for “to-hit” bonus.
Weapon freezes
Additional 1d6 cold damage: roll 1d4-1 for “to-hit” bonus.
Dancing weapon
Fights in the air after 3 rounds, as a +1d3 weapon.
Intelligent weapon
Roll 1d3 for to-hit bonus. There is a 10% chance that such a weapon may have the ability to cast a spell once per day. Such swords generally can communicate with their bearers, and often (25% chance) can speak audibly.

Unusual Armor Descriptions

Armor of Arrow Deflection
+2 against missile fire.
Demonic Armor
Possessed by a spirit or demon, with effects to be determined by the Referee.
Ethereal Armor
+3 plate mail that also allows the wearer to become insubstantial and incorporeal 50 times, after which it reverts to normal +3 plate mail. In ethereal form, the wearer cannot be hit and cannot attack (unless the opponent is also ethereal).
Fiery Armor
+1 armor that is surrounded by flames. These flames deal 1d6 damage to melee attackers.

Miscellaneous Magic Items

Roll 1d20 and add +0, +20, or +40, depending on whether the treasure is minor, medium, or major.

Table 61: Miscellaneous Items

Table 61: Miscellaneous Items
RollType
1Lesser Wand
2Lesser Ring
3–20Misc. Lesser Magical Item
21Lesser Wand
22Lesser Wand
23Greater Wand
24Lesser Ring
25Lesser Ring
26Greater Ring
27–40Misc. Medium Magical Item
41Greater Wand
42Greater Wand
43Greater Ring
44Greater Ring
45Staff
46-60Misc. Greater Magical Item

Source PDF page 126.

Wands

Table 62: Lesser Wands

Table 62: Lesser Wands
RollType
1–2Level 1 spell, holds 10 charges
3–4Level 2 spell, holds 5 charges
5–6Level 3 spell, holds 2 charges

Source PDF page 126.

Table 63: Greater Wands

Table 63: Greater Wands
RollType
1Level 3 spell, holds 10 charges
2Level 4 spell, holds 10 charges
3Wand of Detection (enemies)
4Wand of Detection (metal)
5Wand of Detection (magic)
6Wand of Detection (traps and secret doors)
7Wand of Polymorph
8Wand of Fear
9Wand of Cold
10Wand of Paralyzing
  • Wands become useless with 0 charges. They can be recharged by casting a spell into them, with a 5% destruction chance per recharge.

Source PDF page 127.

Greater Wand Descriptions

Wand of Detection (enemies)
Detects enemies in a radius of 60 feet, provided that the enemies are actually thinking hostile thoughts. Always active when held, does not use charges.
Wand of Detection (metal)
Detects large caches of metal, with a range of 20 feet. The wand’s user also gets a vague sense of the metal’s type. Always active when held, does not use charges.
Wand of Detection (magic)
Functions as a Detect Magic spell with a range of 20 feet. The wand’s user gets a vague sense of what sort of magic is being detected. Always active when held, does not use charges.
Wand of Detection (traps and secret doors)
Detects traps and secret doors with a range of 20 feet. Always active when held, does not use charges.
Wand of Polymorph
Casts either Polymorph (self) or Polymorph (other), carries 10 charges.
Wand of Fear
Causes creatures in a cone-shaped path to flee (saving throw). There is a 60% chance that they will drop whatever they are holding. The cone extends 60 feet to a base 30 feet across. Holds 25 charges and cannot be recharged).
Wand of Cold
Casts a cone of cold 60 feet to a base 30 feet across. Creatures in the cone take 6d6 damage (saving throw for half damage). Holds 25 charges and cannot be recharged).
Wand of Paralyzing
Casts a cone of paralysis 60 feet to a base 30 feet across. Creatures in the cone are paralyzed for 3d6 turns. Holds 25 charges and cannot be recharged).

Rings

Table 64: Lesser Rings

Table 64: Lesser Rings
RollType
1Fire Resistance
2Invisibility
3Mammal Control
4Poison Resistance
5Protection, +1
6Protection, +2

Source PDF page 127.

Lesser Ring Descriptions

Fire Resistance
+5 to saving throws vs. magical fire and grants immunity to normal fire.
Invisibility
Turns wearer invisible.
Mammal Control
The wearer controls 1d6 mammals at a range of up to 60 feet. Control does not extend to humans or giant animals.
Poison Resistance
+5 to saving throws vs. poison.
Protection
Grants bonus to armor class and saving throws.

Table 65: Greater Rings

Table 65: Greater Rings
RollType
1Human Control
2Three Wishes
3Regeneration
4Djinn Summoning
5Shooting Stars
6X-ray Vision
7Telekinesis
8Spell Turning
9Spell Storing (Magic-user)
10Spell Storing (Cleric)

Source PDF page 128.

Greater Ring Descriptions

Djinn Summoning
The wearer of this ring can summon a djinn.
Human Control
Allows the wearer to cast Charm Person once per day and maintain the charm on up to 3 individuals at a time.
Regeneration
The wearer regenerates 1 HP/round and thus cannot die unless the ring is removed or the body burned.
Shooting Stars
Once per day, this ring can summon 1d6 flaming meteors from the depths of space. Each meteor can target a separate enemy and deals 3d6 damage. If used indoors or underground, the meteors will strike whatever is directly above the target.
Spell Storing (Magic-user)
The ring contains 1d6 Magic-user spells. Roll 1d6 for each spell to determine their spell levels. The wearer (if a Magic-user) can cast these spells as if they were his own memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the caster rests for 8 hours.
Spell Storing (Cleric)
The ring contains 1d6 Cleric spells. Roll 1d6 for each spell to determine their spell levels (re-roll a 6). The wearer (if a Cleric) can cast these spells as if they were his own memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the caster rests for 8 hours.
Spell Turning
Any spell (other than from a wand, etc.) directly aimed at the wearer of this ring is partially reflected back at the caster. Roll a d100 to determine how much of the spell’s power bounces back; the exact determination of what happens is up to the Referee.
Telekinesis
The wearer can mentally lift and move up to 200 pounds of weight at a range of 120 feet.
Three Wishes
Grants the wearer 3 wishes; outrageous wishes backfire.
X-ray Vision
The wearer has x-ray vision at a range of 40 feet. The maximum distance through which the character can see through solid rock is just over 10 feet, though solid metals (other than lead) is 1 foot, and through lead is 1 inch.

Staves

Table 66: Staves

Table 66: Staves
RollType
1Healing
2Command
3Snake, the
4Striking
5Withering
6Power
7Wizardry
8Beguiling
9Absorption
10Lordly Might

Source PDF page 129.

Staff Descriptions

Absorption
Absorbs spells cast directly at the wielder and allows the wielder to cast a spell from his own memory using that power (and thus not losing the spell from memory). Once the staff has absorbed 50 levels of spells (whether or not the power has been cast back out again), it no longer absorbs spells.
Beguiling
Casts Charm Person in a radius of 20 feet from the wielder (uses one charge). The duration of the charm is 1 hour.
Command
A charge can be used to control humans (as per Charm Person), plants, or animals.
Healing
Cures 1d6+1 hit points of damage per charge.
Power
Casts Light (no charge used), casts Fireball (4d6 damage), cold as a Wand of Cold, Lightning Bolt (4d6 damage), acts as a ring of Telekinesis (costs one charge) and hits for 2d6 damage (no charge used).
Lordly Might
These staves only carry 10 charges, but a charge may be used to cast Raise Dead.
Snake, the
+1 “to-hit” and +1 damage. When commanded (by using a charge) the staff coils around the target with a successful hit and pinions the victim for 1d4 × 10 minutes. The victim must be about the size of a human or smaller to use this power. The staff will slither back to its owner afterwards at a speed of 24. Only Clerics can employ a Staff of the Snake.
Striking
Inflicts 2d6 points of damage with a successful hit (does not use charges).
Withering
Adds ten years of physical aging with a successful hit.
Wizardry
The most powerful of staves. It is a staff of power with additional abilities. At the cost of one charge, it allows invisibility, summoning elementals (calling 1d4 at a time), Hold Person, a Wall of Fire, Passwall, a Web spell, or Fly.

Staff Charges: Most staffs carry 200 charges.

Miscellaneous Magic Item Tables

Lesser Miscellaneous Magic Items

Table 67: Miscellaneous Magic Items (Lesser)

Table 67: Miscellaneous Magic Items (Lesser)
RollItem
1Arrow of Direction
2Bag of Holding
3Boots of Elvenkind
4Boots of Speed or Leaping (50%)
5Bracers of Defense, AC 6 [13]
6Chime of Opening
7Cloak of Elvenkind
8Cloak of Protection, +1
9Cursed Item
10Decanter of Endless Water
11Dust of Appearance or Disappearance (50%)
12Dust of Sneezing and Choking
13Gauntlets of Swimming and Climbing
14Horseshoes of Speed
15Luckstone (+1 to saving throws and“to-hit”rolls)
16Manual of Beneficial Exercise
17Pipes of the Sewers
18Rope of Climbing
19Rope of Entanglement
20Spade of Excavation

Source PDF page 130.

Medium Miscellaneous Magic Items

Table 68: Miscellaneous Magic Items (Medium)

Table 68: Miscellaneous Magic Items (Medium)
RollItem
1Amulet Against Scrying
2Boots of Flying
3Bracers of Defense, AC 4 [15] or 2 [17] (50%)
4Carpet of Flying
5Cloak of Displacement
6Cloak of Protection, +2 or +3
7Deck of Many Things
8Figurine of the Onyx Dog
9Gauntlets of Ogre Power
10Helm of Read Magic and Languages
11Hole, portable
12Horn of Valhalla, bronze
13Horn of Valhalla, silver
14Jug of Alchemy
15Manual of Quickness
16Medallion of Detect Thoughts (ESP)
17Mirror of Mental Scrying
18Robe of Blending
19Robe of Eyes
20Robe of Wizardry

Source PDF page 131.

Greater Miscellaneous Magic Items

Table 69: Miscellaneous Magic Items (Greater)

Table 69: Miscellaneous Magic Items (Greater)
RollItem
1Amulet of Demon Control
2Beaker of Potions
3Censer, Bowl, Brazier, or Stone of Controlling Elementals
4Crystal Ball
5Efreeti Bottle
6Figurine of the Golden Lions
7Gauntlets of Dexterity
8Gem of Seeing
9Girdle of Giant Strength
10Helm of Fiery Brilliance
11Helm of Teleportation
12Horn of Blasting
13Horn of Valhalla, iron
14Lenses of Charming
15Libram, magical (level gain)
16Manual of the Golems
17Manual of Intelligence
18Manual of Wisdom
19Necklace of Fireballs
20Symbol—Scarab of Insanity

Source PDF page 132.

Miscellaneous Magic Item Descriptions

Amulet against Scrying
Protects the wearer from all scrying, such as Detect Thoughts or being viewed through a crystal ball. Usable by: All Classes.
Amulet of Demon Control
Functions as a Protection from Chaos spell, and allows the wearer to attempt to cast Charm Monster upon a demon. Success means that the demon is enslaved for 1d6 weeks, whereupon it becomes free. Usable by: Magic-users and Clerics.
Arrow of Direction
Points the direction of whatever the owner requests. Cannot be used more than 7 times in a single week. Usable by: All Classes.
Bag of Holding
The inside of this bag is larger than the outside. The inside dimensions are roughly 10 × 5 × 3 feet, but the bag can carry up to 1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no matter how much weight it actually contains. Usable by: All Classes.
Beaker of Potions
This small jug fills itself with the requested potion, out of the 1d4+1 potions it is able to produce. The jug can be used as many times per week as it can create potions. Usable by: All Classes.
Boots of Elvenkind
The wearer moves with complete silence. Usable by: All Classes.
Boots of Levitation
These boots allow the wearer to Levitate (as per the spell) with unlimited duration. Usable by: All Classes.
Boots of Speed or Boots of Leaping (50%)
Boots of Speed double the wearer’s movement rate, but require complete rest for a period of time equivalent to the amount of time they were used. Boots of Leaping allow the wearer to make prodigious leaps 10 feet high and up to 30 feet horizontally. These boots also double movement rates, but outdoors only. They do not require the wearer to rest after using them. Usable by: All Classes.
Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance)
These bracers improve the wearer’s armor class (whatever part of it is due to actual armor) to the stated level—there is no effect if the wearer is already armored to the same or higher degree. The AC granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.
Bracers of Defense, AC 6 [13]
These bracers improve the wearer’s armor class (whatever part of it is due to actual armor) to the stated level—there is no effect if the wearer is already armored to the same or higher degree. The AC granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.
Carpet of Flying
The carpet can carry as many as three people, and travels at a speed of 18 when it has more than one passenger. With only one rider, the carpet moves at a rate of 30. Usable by: All Classes.
Censer, Bowl, Brazier, or Stone of Controlling Elementals
Censers control air elementals, bowls (when filled) control water elementals, braziers control fire elementals, and Stones control earth elementals. These items can be used to summon a 12 HD elemental of the appropriate type. Generally, it takes 10 minutes to prepare the object for use. Usable by: Magic-users.
Chime of Opening
Sounding this small chime opens any door, even if the door is barred or Wizard Locked. Usable by: All Classes.
Cloak of Displacement
The wearer appears to be in a slightly different location than he really is. His AC improves by 2, and he gains a +2 saving throw against any targeted attack upon him. Usable by: All Classes.
Cloak of Elvenkind
The wearer is almost, but not quite, invisible. Usable by: All Classes.
Cloak of Protection, +1
This cloak improves the wearer’s AC by 1, and grants a bonus of +1 on saving throws. Usable by: All but Fighters.
Cloak of Protection, +2 or +3 (50%)
This cloak improves the wearer’s armor class by 2 (or 3), and grants a bonus of +2 (or +3) on saving throws. Usable by: All but Fighters.
Crystal Ball
Allows the user to see what he desires to see, over a considerable distance. A crystal ball may not be used more than thrice per day, or the user will be driven mad. Certain spells and other precautions may be used to prevent being seen through a crystal ball. Some crystal balls communicate sound or even thoughts from the area being scryed, although these are rare. Usable by: Magic-users.
Cursed Item
(See Cursed Items)
Decanter of Endless Water
This jug pours out one gallon of water per minute when unstoppered. Usable by: All Classes.
Deck of Many Things
An ordinary-seeming deck of hand-painted cards, this item bears tremendous and varied enchantments, one per card in the deck. The deck contains all the aces and face cards, plus one Joker (the Fool). A character may draw as many cards as he likes (with the deck re-shuffled each time), but once he stops drawing cards, the deck disappears in a sound of faintly malevolent laughter. The results are listed below.

Deck of Many Things Results

The Hearts (♥)

  • Ace: Gain 50,000 xp.
  • King: Gain a magic item from the Misc. Magic Items (Greater) table.
  • Queen: Gain 1d3 wishes
  • Jack: Gain the ability to summon an 8 HD warrior with +3 sword, shield, to serve for a total of 1 hour.

The Clubs (♣)

  • Ace: The character’s alignment is changed. If the game does not use alignment, the character receives a dangerous Quest (per the spell).
  • King: The character’s most powerful magic item is sucked into the void and disappears.
  • Queen: The character is instantly turned to stone, a look of great surprise upon his face.
  • Jack: The character loses one point from his Prime Attribute.

The Spades (♠)

  • Ace: Lose a level of experience
  • King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4 armor appears and attacks. When he is killed, his body and all his possessions disappear again.
  • Queen: The character dies instantly.
  • Jack: A random monster, with 1d4+6 HD, attacks the adventurers. The monster gains one round of surprise, for it appears from thin air.

The Diamonds (♦)

  • Ace: Gain a map to a very significant treasure
  • King: Gain 5d6 items of jewelry
  • Queen: Gain a scroll of seven spells, all 2nd level or higher
  • Jack: Add one point to a single attribute of the player’s choice

The Joker

  • Gain 25,000 XP.
Dust of Appearance or Disappearance (50%)
Dust of Appearance is tossed in a radius of 10 feet around the user, and makes any invisible, astral, displaced, out-of-phase, or dimensional thing completely visible. The dust generally comes in a pouch, with enough for 20–30 uses. Dust of Disappearance works in the opposite way: when it is sprinkled in a 10 foot radius, everything therein becomes invisible for 5d6 turns. Normal means of detecting invisibility (such as a Detect Invisibility spell) are not strong enough to work against the dust’s powerful enchantment. Usable by: All Classes.
Dust of Sneezing and Choking
Pouches containing this dust ordinarily contain only enough for one “dose.” When scattered in a radius of 10 feet, the dust causes all in the area to make a saving throw or die. If the nature of the dust is identified before it is experimented with, it can be used as a devastating thrown weapon. Usable by: All Classes.
Efreeti Bottle
The efreeti of the bottle will serve the bottle’s owner for a year and a day unless it is accidentally released from servitude. Usable by: All Classes.
Figurine of the Golden Lions
A small stone figurine that transforms into a lion when the command word is spoken, fighting at the owner’s orders. If it is slain, it turns back into a figurine, but may be used again. The figurine may be used once per week, and no more. Usable by: All Classes.
Figurine of the Onyx Dog
This stone figure transforms into a living hound of stone when its command word is spoken. It will seek whatever the owner tells it to find, without stopping until it succeeds or is killed. It has a 75% chance to detect objects that are invisible or hidden (and of course its sense of smell detects invisible and hidden creatures with almost perfect success). For purposes of defense and attack, the stone dog is treated as a wolf. It may be used twelve times before the statuette becomes non-magical. Usable by: All Classes.
Gauntlets of Dexterity
When worn, these gloves grant a bonus of +2 to the wearer’s dexterity (to a maximum of 18). Usable by: All Classes.
Gauntlets of Ogre Power
These gauntlets raise the wearer’s strength to that of an ogre. Hit probability is not increased above normal, but damage bonuses from strength are increased to +4 (not cumulative with the wearer’s existing strength bonus, if any). Usable by: all but Magic-users.
Gauntlets of Swimming and Climbing
These gloves permit the wearer to swim at a rate of 18, and climb sheer walls with a 95% chance of success per ten feet of climbing. Usable by: all but Magic-users.
Gem of Seeing
A gem of seeing is used as a lens, and shows the truth of what it sees, cutting through illusions of all kinds, even very powerful ones. Usable by: All Classes.
Girdle of Giant Strength
This wide belt grants the wearer the strength of a hill giant (+8 strength damage, not cumulative with any existing strength bonuses). It does not increase “to-hit” probability. Usable by: All Classes.
Helm of Fiery Brilliance
This prodigiously powerful helm grants many benefits to the wearer. He gains a +10 on saving throws against fire damage, and can create a Wall of Fire himself. Fighters wearing the helm may command a weapon in hand to flame (+1d6 damage). Magic-users wearing the helm can add +1 to each die of damage inflicted by a Fireball spell. Clerics wearing the helm can ignite objects within 30 feet at will, and may cast two Light or Continual Light spells for each one actually prepared. The wearer of this helm is likely to be attacked by any air elemental creatures, but fire elemental types (such as efreet or salamanders) will be favorably disposed toward the wearer. Usable by: All Classes.
Helm of Reading Magic and Languages
The wearer can read all languages, including magic script. Usable by: All Classes.
Helm of Teleportation
When the wearer casts a Teleportation spell on himself, while wearing the helm, he may teleport himself without error, anywhere he desires. The helm does not permit the casting of a Teleportation spell on anyone other than the wearer. Usable by: Magic-users.
Hole, Portable
A piece of dark cloth about five feet in diameter. It is actually the mouth of an inter-dimensional hole 10 feet deep—items and people can fall through it or climb down into it once it is placed on the ground. The piece of cloth can actually be pulled in from the inside to close the hole off entirely, although there is no source of fresh air within, and staying inside will asphyxiate the inhabitant in a short time. The piece of cloth can be picked up and carried off whenever desired—hence the name “portable.” Usable by: All Classes.
Horn of Blasting
This horn, when blown, has the same effect on structures as a catapult, and causes 2d6 points of damage to creatures, deafening them for 10 minutes as well. The cone of sound is 100 feet long, and widens to a base of 20 feet (the “point” of the cone, at the horn’s mouth, is 10 feet wide). Usable by: All Classes.
Horn of Valhalla, Bronze
Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: Fighters and Clerics only.
Horn of Valhalla, Iron
Summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable by: Fighters.
Horn of Valhalla, Silver
Summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: All Classes.
Horseshoes of Speed
Double a horse’s movement rate. Usable by: Horses.
Jug of Alchemy
This jug produces whatever liquid is desired, in a commonly used large quantity (e.g., 10 gallons of water, but only five gallons of wine). It may be used no more than 7 times per day, and will only produce the liquid first requested in that day. It does not produce magical liquids. Usable by: All Classes.
Lenses of Charming
These lenses, when placed over the eyes, give the wearer the ability to charm those who look into his eyes (as per a Charm Person spell). The saving throw against the power of the lenses is made at -2. Usable by: All Classes.
Libram, magical (level gain)
Magical librams grant a level of experience to the reader, if the reader is of the right class. Randomly determine the class for which the libram is written.
Luckstone
This stone grants +1 to saving throws and “to-hit” rolls. Usable by: All Classes.
Manual of Beneficial Exercise
Reading this tome increases the reader’s strength by 1 point (to a maximum of 18). Usable by: All Classes.
Manual of Golems
This book contains the basic instructions and formulae for creating a single type of golem. The process is expensive, and the creator must have achieved a certain level of magical expertise in order to use the book, but these are priceless repositories of forgotten lore. Such books are often warded, by the original owner, from the touch of anyone not of the Magic-user class, enchanted to inflict damage or even the loss of a level. Usable by: Magic-users only.
Manual of Intelligence
Reading this tome increases the reader’s intelligence by 1 point (to a maximum of 18). Usable by: All Classes.
Manual of Quickness
Reading this tome increases the reader’s dexterity by 1 point (to a maximum of 18). Usable by: All Classes.
Manual of Wisdom
Reading this tome increases the reader’s wisdom by 1 point (to a maximum of 18). Usable by: All Classes.
Medallion of Detect Thoughts (ESP)
Functions as a Detect Thoughts (ESP) spell within 30 feet (75%) or 90 feet (25%). Usable by: All Classes.
Mirror of Mental Scrying
This hand-mirror (it might also be found as a smaller mirror on a necklace) allows the user to cast Clairaudience, Clairvoyance, and Detect Thoughts (ESP), with the normal range, but for an unlimited time. The mirror will also answer a question about what it portrays (the answer is likely to be quite cryptic), but only one question per week is possible. Usable by: All Classes.
Necklace of Fireballs
This necklace is hung with 3d4 little baubles. When thrown, the baubles explode into 6d6 fireballs (per the spell). Usable by: All Classes.
Pipes of the Sewers
These pipes summon 10d6 giant rats. The piper does not need to concentrate once the rats arrive (which takes 1d4 × 10 minutes), but it is wise to do so. When the rats arrive, there is a 5% chance that they will not obey him, and if he ceases to concentrate on his tune there is a 10% chance that he will lose control of them. Every subsequent round in which he fails to concentrate there is another chance to lose control, and the chance increases by 10% each time it is made (first round, 10%, second round 20%, etc.). Usable by: All Classes.
Robe of Blending
These robes make the wearer appear to be a part of his surroundings, including the ability to appear as another one of a group of nearby creatures. He will appear to be a small tree when in forest surroundings, a sand formation in the desert, etc. Creatures with 10+ hit dice (or levels of experience) have a 10% chance per level (or HD) above 9th to perceive the wearer as a robed figure rather than a part of the surroundings. Usable by: All Classes.
Robe of Eyes
Hundreds of eyes are woven and embroidered into the fabric of these magical robes, granting the wearer tremendous powers of supernatural perception. In a radius of 240 feet, anything he looks upon is seen for what it is: he sees invisible creatures, he perceives illusions, and his sight even extends into the astral plane. He cannot be ambushed or otherwise taken by surprise, and he can follow the trail of anything that has passed by within the last day. Usable by: Magic-users only.
Robe of Wizardry
This robe grants the wearer the ability to cast Charm, Polymorph, and Hold Person with a 95% chance of success. The robes may be tied to specific alignments. Usable by: Magic-users only.
Rope of Climbing
A 50 foot length of rope that leaps magically upward and can tie and untie itself upon command. Usable by: All Classes.
Rope of Entanglement
This rope, on command, twines itself around as many as 2d4+1 human-sized foes. The rope cannot be hit except with a natural roll of 20 (it is magical), and can sustain 20 hit points of damage before fraying and becoming useless. Usable by: All Classes.
Spade of Excavation
This ordinary-looking spade digs by itself when commanded, shoveling out 1 cubic yard (3 x 3 x 3) per ten minutes. Usable by: Fighters.
Symbol—Scarab of Insanity
This is a carving of a scarab-beetle, or perhaps the petrified remains of a real one. When the scarab is displayed, all creatures with 9 or fewer hit dice, within a radius of 30 feet, fall into temporary insanity lasting for 2 hours. Creatures with 10+ hit dice still do not receive a saving throw, but have a 1 in 4 chance to overcome the scarab’s insidious influence. The scarab may be used 12 times, after which it crumbles to dust. At the option of the Referee, it might be recharged but with a 5% chance per charge that the item will be destroyed. Usable by: All Classes.

Cursed Items

Cursed items come in many shapes and forms—most likely they are ancient magical items whose magic has deteriorated or changed with age, although some of them were clearly fashioned to serve as traps for the unwary (or for the maker’s enemies, perhaps). Note that cursed items cannot usually be dropped or removed without the assistance of a Remove Curse spell. Although the Referee is encouraged to create his own cursed items, the samples on the following page should prove useful guidance:

Table 70: Cursed Items

Table 70: Cursed Items
RollCursed Items
1Bag of Devouring
2Censer of Hostile Elementals
3Cloak of Poison
4Crystal Ball of Suggestion
5Dancing Boots
6Flask of Stoppered Curses
7Horn of Collapse
8Medallion of Projecting Thoughts
9Mirror of Opposition
10Robe of Feeblemindedness

Source PDF page 140.

Cursed Item Descriptions

Bag of Devouring
Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours.
Censer of Hostile Elementals
A censer (or brazier, bowl, or stone) that summons elementals—but the elementals are hostile instead of under the summoner’s control.
Cloak of Poison
Upon donning this cloak, the wearer’s body is suffused with magical poisons of many kinds, and dies instantly, without the chance of a saving throw.
Crystal Ball of Suggestion
Does not function as a crystal ball, but implants a suggestion in the viewer’s mind. Powerful versions of this item might even implant a Quest.
Dancing Boots
These boots function as boots of Elvenkind or speed, until the wearer is in combat or fleeing. Suddenly at that point he will begin to dance a jig, or perhaps a stately waltz.
Flask of Stoppered Curses
This flask releases a curse of some kind when its seal is broken.
Horn of Collapse
When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling overhead and causing it to collapse.
Medallion of Projecting Thoughts
The wearer’s thoughts can be “heard” by all nearby.
Mirror of Opposition
All persons looking into this mirror are attacked by evil versions of themselves, exact duplicates including spells and magic items. When the mirror-opposites are slain, their bodies and equipment disappear into mist, and return to the mirror.
Robe of Feeblemindedness
Anyone donning this cloak has his intelligence reduced to that of a garden snail.