Formatted Tables

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Table Index

Chapter 1: Getting Started

Table 1: Attribute Bonus

Table 1: Attribute Bonus
Attribute RollDescriptionModifier
3-6Low-1
7-14Average0
15-18High+1

Source PDF page 8.

Table 2: Charisma Modifier

Table 2: Charisma Modifier
CharismaHirelings (Max #)Loyalty
3–41-2
5–62-2
7–83-1
9–1240
13–155+1
16–176+2
187+2

Source PDF page 9.

Chapter 2: Character Classes

Table 3: Cleric Advancement

Table 3: Cleric Advancement
LevelExp. PointsHit DiceTo HitSaving ThrowSpell 1Spell 2Spell 3Spell 4Spell 5
101+015
21,5002+0141
33,0003+0132
46,0003+1+11221
512,0004+111221
624,0005+2102211
748,0006+2922211
896,0006+1+3822222
9192,0007+4733322
10384,0008+5633333

Source PDF page 13.

Table 4: Turn Undead

Table 4: Turn Undead
HDExamplesCleric Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6Lvl 7Lvl 8Lvl 9Lvl 10
<1Skeleton1074DDDDDDD
1Zombie131074DDDDDD
2Ghoul15131074DDDDD
3Wight1715131074DDDD
4Wraith1715131074DDD
5Mummy1715131074DD
6Spectre1715131074D
7Vampire1715131074
8Vampire171513107
9Vampire17151310
10+Lich171513

Source PDF page 14.

Table 5: Fighter Advancement

Table 5: Fighter Advancement
LevelExp. PointsHit DiceTo HitSaving Throw
101+1+014
22,0002+113
34,0003+212
48,0004+211
516,0005+310
632,0006+49
764,0007+48
8128,0008+57
9256,0009+66
10512,00010+65

Source PDF page 15.

Table 6: Magic-User Advancement

Table 6: Magic-User Advancement
LevelExp. PointsHit DiceTo HitSaving ThrowSpell 1Spell 2Spell 3Spell 4Spell 5Spell 6
101+0151
22,5001+1+0142
35,0002+01331
410,0002+1+01242
520,0003+111421
640,0003+1+110422
780,0004+294321
8160,0004+1+284332
9320,0005+3743321
10640,0005+1+3644322
116+4544433
126+1+44444441

Source PDF page 18.

Table 7: Thief Advancement

Table 7: Thief Advancement
LevelExp. PointsHit DiceTo HitSaving ThrowThievery
101+0142
21,2502+0132
32,5003+0122
45,0003+1+1113
510,0004+1103
620,0005+293
740,0006+284
880,0006+1+374
9160,0007+464
10320,0008+555

Source PDF page 20.

Chapter 3: Character Races

Table 8: Elf Advancement

Table 8: Elf Advancement
LevelExp. PointsHit DiceHit BonusSaving ThrowSpell 1Spell 2Spell 3
101+1+014
25,0002+1131
310,0002+1+1122
420,0003+11121
540,0003+1+21032
680,0004+2942
7160,0004+1+28421
8320,0005+27422

Source PDF page 24.

Chapter 4: Equipment

Table 9: Adventuring Gear

Table 9: Adventuring Gear
ItemCost (gp)
Backpack (30 lb. capacity)5
Bedroll2
Belladonna, bunch10
Bottle (wine), glass1
Case (map or scroll)3
Crowbar5
Flint and Steel5
Garlic (1 lb.)10
Grappling Hook5
Hammer2
Helmet10
Holy Symbol, wooden2
Holy Symbol, silver25
Holy Water, small vial25
Lantern10
Mirror (small), steel5
Oil (lamp), 1 pint2
Pole, 10 ft.1
Rations, trail (day)1
Rations, dried (day)3
Rope (50 ft.), hemp1
Rope (50 ft.), silk5
Sack (15 lb. capacity)1
Sack (30 lb. capacity)2
Shovel5
Spellbook (blank)100
Spikes (12), iron1
Stakes (12), wooden1
Tent20
Thieves’Tools25
Torches (6)1
Waterskin1
Wolfsbane, bunch10

Source PDF page 27.

Table 10: Transportation

Table 10: Transportation
TypeCost (gp)
Armor, horse (barding)320
Bags, saddle10
Boat100
Cart80
Galley, large30,000
Galley, small10,000
Horse, draft30
Horse, light riding40
Mule20
Raft40
Saddle25
Ship, sailing (large)20,000
Ship, sailing (small)5,000
Wagon, small160
Warhorse, heavy200
Warhorse, medium100
Warship40,000

Source PDF page 27.

Table 11: Melee Weapons

Table 11: Melee Weapons
WeaponDamageWeightCost (gp)
Axe, battle*1d6+1157
Axe, hand‡1d653
Club1d610
Dagger1d6-123
Flail1d6158
Mace1d6105
Morning Star1d6156
Polearm (bardiche, halberd, etc.)*1d6+1157
Spear†‡1d6102
Staff*1d6101
Sword, long1d61010
Sword, short1d6-158
Sword, two-handed*1d6+11515
Warhammer1d6105
  • * Two-handed weapon
  • † Can be used as either a one-handed or two-handed weapon
  • ‡ Can be used as either a melee or missile weapon

Source PDF page 29.

Table 12: Hiring Assistants

Table 12: Hiring Assistants
Hireling TypeCost (gp)
Alchemist250
Animal Trainer125
Armorer25
Assassin500
Blacksmith5
Captain, Ship75
Engineer200
Horse rider3
Non-combatant (servant, torch bearer)2
Sage500
Sailor3
Soldier5
Spy125

Source PDF page 29.

Table 13: Missile Weapons

Table 13: Missile Weapons
WeaponDamageRate of FireRangeWeightCost (gp)
Arrows (20)15
Arrow, silver15
Axe, hand1d6110 ft.103
Bolt, crossbow (30)55
Bow, long1d6270 ft.540
Bow, short1d6-1250 ft.525
Case (30 bolts)15
Crossbow, heavy1d6+11/280 ft.525
Crossbow, light1d6-1160 ft.515
Pouch (20 stones)11
Quiver (20 arrows)15
Sling130 ft.12
Spear1d6120 ft.102
Stones (20)1d611
  • Rate of Fire is the number of projectiles that can be fired per combat round.
  • There is a +2 “to-hit” bonus for missile weapons at short range (x1), a +1 bonus at medium range (x2), and no bonus or penalty for long range (x3).

Source PDF page 30.

Table 14: Armor

Table 14: Armor
ArmorEffect on AC [AAC]Weight (lb.)Cost
Chain mail-4 [+4]5030
Leather-2 [+2]2515
Plate mail-6 [+6]7550
Shield-1 [+1]1010
  • At the Referee’s discretion, magical armor weighs either half of its normal weight or nothing at all.

Source PDF page 30.

Chapter 5: Playing the Game

Table 15: Movement Rate

Table 15: Movement Rate
Weight Carried (lb.)Elf/HumanDwarf/Halfling
0–75129
76–10096
101–15063
151–30033

Source PDF page 32.

Table 16: Movement Rate Adjustments

Table 16: Movement Rate Adjustments
Movement TypeAdjustment
CarefulHalf of Movement Rate
NormalMovement Rate
RunningDouble Movement Rate
Combat1/3 Movement Rate

Source PDF page 32.

Table 17: Cleric and Thief Attack Rolls

Table 17: Cleric and Thief Attack Rolls
Level / HDAC 9 [10]AC 8 [11]AC 7 [12]AC 6 [13]AC 5 [14]AC 4 [15]AC 3 [16]AC 2 [17]AC 1 [18]AC 0 [19]
1–310111213141516171819
4–59101112131415161718
6–7891011121314151617
878910111213141516
96789101112131415
10567891011121314

Source PDF page 38.

Table 18: Fighter Attack Rolls

Table 18: Fighter Attack Rolls
Level / HDAC 9 [10]AC 8 [11]AC 7 [12]AC 6 [13]AC 5 [14]AC 4 [15]AC 3 [16]AC 2 [17]AC 1 [18]AC 0 [19]
110111213141516171819
29101112131415161718
3–4891011121314151617
578910111213141516
6–76789101112131415
8567891011121314
9–1045678910111213

Source PDF page 38.

Table 19: Magic-User Attack Rolls

Table 19: Magic-User Attack Rolls
Level / HDAC 9 [10]AC 8 [11]AC 7 [12]AC 6 [13]AC 5 [14]AC 4 [15]AC 3 [16]AC 2 [17]AC 1 [18]AC 0 [19]
1–410111213141516171819
5–69101112131415161718
7–8891011121314151617
9–1078910111213141516

Source PDF page 38.

Table 21: Jousting Points

Table 21: Jousting Points
ConditionPoints
Attack Roll of 12 or Higher1
Inflict Damage2
Unhorse Opponent3

Source PDF page 41.

Table 20: Morale Check

Table 20: Morale Check
RollMorale
2 or lessSurrender
3-5Flee
6-8Hold
9-11Fight for advantage
12Attack!

Source PDF page 41.

Table 22: Loyalty

Table 22: Loyalty
RollLoyalty
3Traitor
4–5-2 on next loyalty check
6–8-1 on next loyalty check
9–12Average
13–15+1 on next loyalty check
16–17+2 on next loyalty check
18Loyalist

Source PDF page 42.

Table 23: Cleric Saving Throws

Table 23: Cleric Saving Throws
LevelDeath / PoisonWands / RaysParalyze / StoneDragon BreathSpells / StaffsSingle ST
1111214161515
2101113151414
3101113151413
491012141312
591012141311
68911131210
7891113129
8781012118
9781012117
1067911106

Source PDF page 43.

Table 24: Fighter Saving Throws

Table 24: Fighter Saving Throws
LevelDeath / PoisonWands / RaysParalyze / StoneDragon BreathSpells / StaffsSingle ST
1121314151614
2121314151613
3101112151412
4101112121411
5101112121410
6891012129
7891012128
889109127
96789106
106789105

Source PDF page 43.

Table 25: Magic-User Saving Throws

Table 25: Magic-User Saving Throws
LevelDeath / PoisonWands / RaysParalyze / StoneDragon BreathSpells / StaffsSingle ST
1131413161515
2121312151514
3121312151513
4111211141212
5111211141211
6101110131210
710111013129
891091298
991091297
108981196

Source PDF page 44.

Table 26: Thief Saving Throws

Table 26: Thief Saving Throws
LevelDeath / PoisonWands / RaysParalyze / StoneDragon BreathSpells / StaffsSingle ST
1131413151614
2121412141513
3121412141512
4111111131411
5111111131410
610111012139
710111012138
898911127
998911126
1088810115

Source PDF page 44.

Chapter 6: Spells and Magic

Table 27: Cleric Spells

Table 27: Cleric Spells
LevelSpell
Level 1Cure (Cause) Light Wounds
Level 1Detect Chaos (Law)
Level 1Detect Magic
Level 1Light (Dark)
Level 1Protection from Chaos (Law)
Level 1Purify (Putrefy) Food and Drink
Level 2Bless (Curse)
Level 2Find Traps
Level 2Hold Person
Level 2Speak with Animals
Level 3Cure (Cause) Disease
Level 3Light (Dark), Continual
Level 3Locate Object
Level 3Remove Curse
Level 3Sticks to Snakes
Level 4Cure (Cause) Serious Wounds
Level 4Neutralize Poison
Level 4Protection from Chaos (Law), 10 ft. radius
Level 4Speak with Plants
Level 5Commune
Level 5Create Food and Drink
Level 5Dispel Chaos (Law)
Level 5Insect Plague
Level 5Quest
Level 5Raise Dead
Level 6Level 6 Cleric Spells?
Level 6Only the Gods Know
  • The spell name in parenthesis indicates the chaotic incarnation of the spell; consequences are determined by the Referee.

Source PDF page 47.

Table 28: Magic-User Spells

Table 28: Magic-User Spells
LevelSpell
Level 1Charm Person
Level 1Detect Magic
Level 1Hold Portal
Level 1Light
Level 1Protection from Chaos
Level 1Read Languages
Level 1Read Magic
Level 1Sleep
Level 2Detect Chaos
Level 2Detect Invisibility
Level 2Detect Thoughts (ESP)
Level 2Invisibility
Level 2Knock
Level 2Levitate
Level 2Light, Continual
Level 2Locate Object
Level 2Phantasmal Force
Level 2Web
Level 2Wizard Lock
Level 3Alter Time
Level 3Crystal Ball
Level 3Darkvision
Level 3Dispel Magic
Level 3Fireball
Level 3Fly
Level 3Hold Person
Level 3Invisibility, 10 ft. radius
Level 3Lightning Bolt
Level 3Protection from Chaos, 10 ft. radius
Level 3Protection from Normal Missiles
Level 4Charm Monster
Level 4Confusion
Level 4Dimension Portal
Level 4Hallucinatory Terrain
Level 4Massmorph
Level 4Plant Growth
Level 4Polymorph
Level 4Remove Curse
Level 4Wall of Fire or Ice
Level 4Wizard Eye
Level 4Water Breathing
Level 5Animal Growth
Level 5Animate Dead
Level 5Cloudkill
Level 5Conjure Elemental
Level 5Contact Other Plane
Level 5Feeblemind
Level 5Hold Monster
Level 5Magic Jar
Level 5Passwall
Level 5Telekinesis
Level 5Teleport
Level 5Transform Rock-Mud
Level 6Anti-Magic Shell
Level 6Control Weather
Level 6Death Spell
Level 6Disintegrate
Level 6Invisible Stalker
Level 6Move Earth
Level 6Move Water
Level 6Project Image
Level 6Quest
Level 6Reincarnation
Level 6Transform Stone-Flesh
Level 6Wall of Stone or Iron

Source PDF page 48.

Table 29: Confusion Reaction

Table 29: Confusion Reaction
RollReaction
2–5Attack the caster (and his allies)
6–8Stand baffled and inactive
9–12Attack each other

Source PDF page 52.

Table 30: Contact Other Plane

Table 30: Contact Other Plane
PlaneInsanityRightWrong
11–23–1112–20
21–44–1314–20
31–67–1616–20
41–89–1718–20
51–1011–1819–20
61–1213–1920
  • Planes are the “depth” at which the caster chooses to seek the truth; number of Yes/No questions asked.
  • Temporary insanity lasts for weeks equal to the depth of the plane where the caster’s sanity failed.
  • Wrong represents the possibility of being misled or misinterpreting an answer.

Source PDF page 52.

Table 31: Darkvision Range

Table 31: Darkvision Range
Roll d6Range of Vision (ft.)
1–240
3–450
5–660

Source PDF page 54.

Table 32: Affected by Sleep

Table 32: Affected by Sleep
Victim’s HDNumber Affected
Less than 1 to 1+13d6
2 to 2+12d6
3 to 3+11d6
4 to 4+11

Source PDF page 63.

Chapter 7: Running the Game

Table 33: Reaction Check

Table 33: Reaction Check
Roll 2d6Reaction
2 or lessHostile
3-5Negative
6-8Uncertain
9-11Positive
12Enthusiastic

Source PDF page 72.

Table 34: Getting Lost and Encounters

Table 34: Getting Lost and Encounters
CheckOpenForestRiver, CoastJungle, SwampHills, MountainsDesertSettled
Lost11 - 211 - 31 - 21 - 3--
Encounter11 - 21 - 21 - 31 - 31 - 21

Source PDF page 72.

Table 35: Land Movement

Table 35: Land Movement
TransportMove RateHexes Per Day
Dwarf/Halfling93/2
Human/Elf122
Horse, draft122
Horse, riding244
Horse, war183
Mule122
Wagon61

Source PDF page 73.

Table 36: Water Movement

Table 36: Water Movement
TransportMove RateHexes Per Day
Boat61
Galley, small122
Galley, large183
Ship, sailing (small)183
Ship, sailing (large)122
Warship61

Source PDF page 73.

Table 37: Air Movement

Table 37: Air Movement
TransportMove RateHexes Per Day
Dragon, young183
Dragon, adult244
Dragon, luck9612
Flying Carpet244
Griffon305
Hippogriff366
Pegasus427
Roc488
  • Move rate is at low altitude. High altitude doubles the rate.

Source PDF page 73.

Table 38: Underworld Encounters

Table 38: Underworld Encounters
Dungeon LevelEncounter Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6Lvl 7Lvl 8Lvl 9Lvl 10
11-34-56
212-45-6
312-45-6
412-45-6
512-45-6
612-456
712-456
81-23-56
91-23-56
10+12-34-6
  • For character class encounters, roll a d6 for alignment: 1–3 Chaotic, 4–5 Neutral, 6 Lawful.

Source PDF page 74.

Encounter Levels

Encounter Levels
RollLevel 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9Level 10
1KoboldBeetle, Giant FireDemon, LemureHell HoundHell HoundHell HoundMinotaurLycanthrope, WerebearHydraHydra
2SkeletonCentipede, GiantGrey OozeCentipede, GiantHydraDragon, WhiteHell HoundHydraDragon, BlueLich
3Rat, GiantGhoulHarpyDoppelgangerDragon, WhiteDragon, BlackHydraDragon, BlueDragon, BlackDragon, Red
4GoblinGnollLycanthrope, WereratGargoyleCockatriceHydraDragon, WhiteDragon, BlackDragon, GreenDragon, Gold
5GnomeLizardmanLycanthrope, WerewolfGelatinous CubeOchre JellyBasiliskDragon, BlackDragon, GreenDragon, RedBlack Pudding
6OrcSpider, GiantWightWorgMummyBlink DogDragon, GreenVampireChimeraElemental, Air
7ZombieHobgoblinBugbearWraithOgreMedusaBansheeElemental, AirDemon, BaalrochElemental, Earth
8DwarfHuman, BerserkerShadowOgreOgre MageSpectreVampireElemental, EarthVampireElemental, Fire
9ElfHuman, BanditFighter, level 3Fighter, level 4Fighter, level 5TrollDemon, SuccubusElemental, FireFighter, level 9Elemental, Water
10HobgoblinFighter, level 2Magic-user, level 2Cleric, level 4Cleric, level 5Magic-user, level 5SalamanderElemental, WaterCleric, level 9Death Knight
11StirgeCleric, level 2Demon, ImpMagic-user, level 3Magic-user level 4Thief, level 6WyvernGorgonMagic-user, level 8Slug, Giant
12Beetle, Giant FireElf, DarkElf, DarkThief, level 4Thief, level 5SidheDjinniInvisible StalkerThief, level 9Purple Worm

Source PDF page 74.

Table 39: Wilderness Encounter Type

Table 39: Wilderness Encounter Type
RollOpenForestRiver, CoastSwamp, JungleHills, MountainsBarrenSettled
1DragonDragonDragonDragonDragonDragonUndead
2MonsterMonsterMonsterMonsterMonsterMonsterHumnd.
3AnimalAnimalAnimalUndeadAnimalUndeadHuman
4Humnd.AnimalAnimalAnimalHumnd.AnimalHuman
5HumanHumnd.Humnd.Humnd.Humnd.Humnd.Human
6HumanHumanHumanHumanHumanHumanHumnd.
7Humnd.Humnd.AnimalAnimalHumnd.Humnd.--
8AnimalAnimalAnimalUndeadHumnd.Animal--
9MonsterMonsterMonsterMonsterAnimalUndead--
10Lycanth.Lycanth.Lycanth.Lycanth.GiantMonster--

Source PDF page 76.

Human Wilderness Encounters

Human Wilderness Encounters
RollOpen, ForestRiver, CoastSwamp, JungleHills/Mtns, BarrenSettled
1NPCsNPCsNPCsNPCsNPCs
2ClericsBerserkersMagesBerserkersBandits
3FightersFightersBerserkersFightersClerics
4BanditsPiratesFightersBanditsCommon
5CommonPiratesBanditsBanditsCommon
6BanditsBanditsBanditsBanditsCommon
7SoldiersFightersFightersFightersSoldiers
8FightersBerserkersBerserkersBerserkersSoldiers
9BerserkersMagesMagesClericsFighters
10MagesClericsClericsMagesMages

Source PDF page 76.

Chapter 8: Monsters

Table 40: Monster Attack Rolls

Table 40: Monster Attack Rolls
Level / HDAC 9 [10]AC 8 [11]AC 7 [12]AC 6 [13]AC 5 [14]AC 4 [15]AC 3 [16]AC 2 [17]AC 1 [18]AC 0 [19]
< 110111213141516171819
19101112131415161718
2891011121314151617
378910111213141516
46789101112131415
5567891011121314
645678910111213
73456789101112
8234567891011
912345678910
101123456789
111112345678
121111234567
131111123456
141111112345
15+1111111234
  • For ascending armor class, a monster’s normal “to-hit” bonus is equal to its hit dice, capped at +15.

Source PDF page 81.

Table 41: Dragon Age Category

Table 41: Dragon Age Category
RollAgeHit Points/Hit DiceDamage/Hit Dice
1Very Young11
2Young22
3Immature33
4Adult44
5Old55
6Very Old (100 years)66
7Aged (100–400)77
8Ancient (400+)88

Source PDF page 89.

Table 42: Dragon Breath Weapons

Table 42: Dragon Breath Weapons
ShapeType
CloudGaseous
ConeFiery/Frosty
LineSpitting
  • The dimensions of a dragon’s breath differ according to the dragon’s type.

Source PDF page 89.

Table 43: Monster Creation

Table 43: Monster Creation
Hit DiceBase “to Hit” BonusSaving ThrowXP Awarded
< 1+01910
1+11815
2+21730
3+31660
4+415120
5+514240
6+613400
7+712600
8+811800
9+9101,100
10+1091,400
11+1181,700
12+1272,000
13+1362,300
14+1452,600
15+1542,900

Source PDF page 114.

Chapter 9: 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.

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.

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.

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.

Table 51: Magic Potions

Table 51: Magic Potions
Roll (d100)Type
1–3Animal Control
4–6Clairaudience
7–9Clairvoyance
10–12Diminution
13–15Dragon Control
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.

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
  • Roll 1d6 for spell-caster type: 1–3 Magic-users, 4–6 Clerics. Re-roll 6th-level Cleric spell results.

Source PDF page 121.

Table 53: Protection Scrolls

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

Source PDF page 122.

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.

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.

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 64: Lesser Rings

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

Source PDF page 127.

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.

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.

Table 66: Staves

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

Source PDF page 129.

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.

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.

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.

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.