Chapter 13: TREASURE AND
MAGICAL ITEMS
Magical Items Usable by Character Class | Random Treasure Determination | Modifications to Standard Magical Items | Table 74: Treasure Types | Table II.A. (Orient): Monetary Treasure |
Table III. (Orient): Magical Items | Scrolls | Armor and Shield | Weapons | - |
Oriental Magical Items | - | - | - | Oriental Adventures |
One of the goals of any character is to
accumulate treasure, and those of the Oriental world are no different.
Money && magic is power -- the
power to influence destiny and the power to influence others.
The treasure characters find gives them
access to this power, although how they choose to use it is another matter.
The info in this section supplements the
info given in the DMG. Most of
the
magic items presented there can be found
in the world of the Orient. What is given here are magical items
peculiar to the Oriental world and the
necessary tables and information to integrate them into a campaign.
Magical Items Usable by Character Class
When using magical items described in the
DMG,
the restrictions on items usable by
character classes are applied for Oriental
characters as follows:
Class | Item Usable By |
Samurai | Fighter |
Sohei | Fighter, Clerics except for staves |
Shukenja | Cleric |
Bushi | Fighter |
Kensai | Fighter |
Wu Jen | Magic-user |
Ninja | Thief |
Yakuza | Thief |
The procedure given in the DMG
is used to randomly determine treasures and magical items, with the
exception of Table 74: Monetary Treasure
and Magical Items. When it is necessary to roll on these tables, use
the versions given here, not the tables
printed in the DMG. Furthermore,
there is an additional table, Table 86:
Oriental Magical Items, for randomly selecting
the magical items described in this book. Table II.A. (ORIENT)
and Table III (ORIENT) replace Tables
II.A. and III (on pages 120 and 121 of the DMG)
in the world of
Oriental Adventures.
Modifications to Standard Magical Items
Although the majority of the magical items
presented in the DMG are available
throughout the world of the Orient, there
are some that are particularly occidental. These items do not appear
normally in the Oriental world or, if
they do, are somewhat different from those listed in the DMG.
There may
be little or no use for the items in the
Oriental setting or they may not be items that would be found within the
culture. This is not to say they cannot
appear, only that their construction and use is far from common. As a
general rule, if any of the items listed
below do appear as presented in the DMG
in an Oriental setting, it is
because they have been brought in by gajin,
imported as curiosities, or assembled by some inspired (or
deranged) spell caster.
Furthermore, the items given in the DMG
are generally (although not always) occidental in form and
function. For example, a lyre is a known
musical instrument in occidental lands. However, in the Orient, the
same item may take the form of a samisen
or flute. Likewise, a cloak might become a robe or jacket, boots
become sandals, bags become boxes, etc.
It is the DM's decision to after the form of any item. This does not
affect the function of the item in any
way.
Table 74: MONETARY
TREASURE AND MAGICAL ITEMS
Treasure Type | 1000
Fen |
1000
Yuan |
100
Tael |
100
Ch'ien |
Gems | Art
Objects |
Maps & Magic |
A | 1-6: 25% | 1-3: 30% | 2-20: 35% | 1-3: 40% | 4-40: 60% | 1-6: 50% | Any 3: 30% |
B | 1-8: 50% | 1-6: 25% | 10-40: 25% | nil | 1-8: 30% | 1-2: 20% | Sword, armor, or misc. weapon: 10% |
C | 1-12: 20% | 1-6: 30% | 1-10: 10% | nil | 1-6: 25% | 1: 20% | Any 2: 10% |
D | 1-8: 10% | 1-10: 15% | 10-60: 35% | nil | 1-6: 30% | 1-3: 25% | Any 2 plus 1 potion: 15% |
E | 1-10: 5% | 1-10: 25% | 10-60: 25% | nil | 1-8: 15% | 1-4: 10% | Any 2 plus 1 scroll: 25% |
F | nil | 3-18: 10% | 20-80: 30% | 1-8: 35% | 2-20: 20% | 1-6: 10% | Any 3 except swords or misc. weapons plus 1 potion & 1 scroll: 30% |
G | nil | nil | 10-40: 50% | 2-16: 50% | 2-12: 30% | 1-6: 25% | Any 4 plus 1 scroll: 35% |
H | 5-30: 25% | 1-100: 40% | 20-80: 45% | 4-40: 25% | 1-100: 50% | 10-30: 50% | Any 4 plus 1 potion & 1 scroll: 15% |
I | nil | nil | nil | 2-12: 30% | 1-10: 55% | 1-6: 50% | Any 1: 15% |
J | 3-24 pieces | nil | nil | nil | nil | nil | nil |
K | nil | 4-24 pieces | nil | nil | nil | nil | nil |
L | nil | nil | 2-12 pieces | nil | nil | nil | nil |
M | nil | nil | 4-24 pieces | nil | nil | nil | nil |
N | nil | nil | nil | 1-6 pieces | nil | nil | nil |
O | 1-4: 25% | 1-6: 20% | nil | nil | nil | nil | nil |
P | nil | 2-8: 30% | 1-10: 25% | nil | nil | nil | nil |
Q | nil | nil | nil | nil | 1-4: 50% | nil | nil |
R | nil | nil | 10-40: 40% | 10-30: 50% | 3-24: 55% | 1-6: 45% | nil |
S | nil | nil | nil | nil | nil | nil | 2-8 potions: 40% |
T | nil | nil | nil | nil | nil | nil | 1-4 scrolls: 50% |
U | nil | nil | nil | nil | 10-40: 90% | 2-20: 80% | 1 of each magic except potions & scrolls: 70% |
V | nil | nil | nil | nil | nil | nil | 2 of each magic except potions & scrolls: 70% |
W | nil | nil | 10-100: 60% | 1-8: 15% | 10-40: 60% | 3-30: 50% | 1 map: 55% |
X | nil | nil | nil | nil | nil | nil | 1 misc. magic & 1 potion: 60% |
Y | nil | nil | 10-60: 70% | nil | nil | nil | nil |
Z | 1-3: 20% | 2-8: 25% | 20-60: 25% | 1-3: 30% | 5-30: 55% | 3-18: 50% | Any 3: 50% |
Q: What are art objects? How much
are they worth? How do you determine
the value of gems found in an
Oriental campaign?
A: Art objects include calligraphic manuscripts
(usually poetry), paintings, porcelain,
statuettes of semi-precious stone, and
other such objects. Use the jewelry table
on page 26 of the DMG
for the value of art
objects, and the DMG gems tables (pages
25-27) for gems.
(122.42)
Table II.A. (Orient): Monetary Treasure
D20 Roll | Result |
1-2 | 10,000-40,000 fen, 10,000-60,000 yuan |
3-5 | 10,000-60,000 tael |
6-10 | 500-1000 ch'ien (1d6 + 4) |
11-12 | 500-200 ch'ien (5d4) |
13-15 | 10-100 gems |
16-17 | 5-50 pieces of jewelry or art objects |
18 | Roll twice, rerolling rolls above 17 |
19 | Roll three times, rerolling rolls above 17 |
20 | One of each treasure above |
Table III. (Orient): Magical Items
D100 Roll | Results |
01-10 | Potions (IIIA.)* |
11-35 | Scrolls (IIIB.) |
36-40 | Rings (IIIC.) |
41-45 | Rods, Staves & Wands (IIID.) |
46-47 | Miscellaneous Magic (IIIE.1) |
48-49 | Miscellaneous Magic (IIIE.2) |
50-51 | Miscellaneous Magic (IIIE.3) |
52-53 | Miscellaneous Magic (IIIE.4) |
54-55 | Miscellaneous Magic (IIIE.5) |
56-60 | Oriental Magical Items |
61-75 | Armor & Shields |
76-100 | Magical Weapons |
* Parentheses refer to tables in the DMG, pages 121-124.
Potion of Dragon Control
+
Potion of Giant Control
+
Potion of Human Control
+
Potion of Undead Control
+
When determining the type of scroll found, use the standard rules given
in the DMG, treating
magic-users as wu jen and clerics as shukenja. In addition, 5% of all
scrolls found contain gajin spells - either
magic-user or clerical. Such spells can be used by wu jen and shukenja
respectively and even added to spell
books (in the case of the wu jen).
Protection from Devils +
Protection from Shapechangers: This scroll includes all hengeyokai
and spirit creatures able to change their form.
<there is no prot. from shapechangers scroll in either the DMG or
UA: the closest is protection from lycanthropes>
Protection from Undead +
Rod of Resurrection +
<check spelling>
Boots of Elvenkind +
Instruments of the Bards
+
Bucknard's Everful Purse +
Broom of Animated Attack +
Broom of Flying +
Cloak of Elvenkind +
Instruments of the Bards +
Manual of Golems +
To determine the type of magical armor found and its properties, the
DM should
randomly roll on the following tables or select from these tables the
features he wants. The first step is to roll on
Table 75 to determine the armor type. After determining the type of
armor, roll on Tables 76 + 77 to determine
its properties.
Table 75: Magical Armor
D100 Roll | Armor Type |
01-04 | Banded |
05 | Buckler |
06-12 | Chain |
13-16 | Do-maru |
17 | Haidate |
18-22 | Hara-ate |
23-26 | Hara-ate-gawa |
27-30 | Haramaki |
31-35 | Haramaki-do |
36-44 | Hide |
45-46 | Kote |
47-55 | Leather |
56-62 | O-yoroi |
63-66 | Padded |
67-70 | Ring |
71-74 | Scale, leather |
75-78 | Scale, metal |
79-82 | Shield, large |
83-86 | Shield, medium |
87 | Sode, pair * |
86-92 | Splinted |
93-99 | Studded |
100 | Gajin armor (roll on the DMG Armor and Shield Table) |
Table 76. Magical Armor Properties
D100 Roll | Property |
01-40 | Armor of quality * |
41-65 | + 1 |
66-80 | + 2 or + 1 if armor piece |
81-85 | + 3 or + 1 if armor piece |
86-88 | + 4 or + 1 if armor piece |
89-90 | + 5 or + 1 if armor piece |
91-100 | Special property, roll again on Table 77 * |
* Armor of quality and pieces of armor can never have a special property.
Table 77: Special Properties
D100 Roll | Special Property |
01-05 | Etherealness |
06-30 | + 3 versus missiles |
31-40 | + 4 versus missiles |
41-50 | + 5 versus missiles |
51-65 | Vulnerability |
66-75 | Missile attraction |
76-80 | Presence |
81-85 | Blending |
86-90 | Fear |
91-95 | Possession |
96-100 | Healing |
Explanation of Armor Properties
Armor of Quality:
This armor is not magical in any way, but is armor of such exceptionally
fine
construction that it has special properties.
It has no bonus to its AC, but is light and highly flexible. It
is treated as one encumbrance class less
than normal. It is decorated with fine artistic taste and quality, making
it 2d4 times more valuable than normal.
Etherealness: The armor has the ability to make the wearer ethereal as per armor of etherealness in the DMG.
Vulnerability:
The armor functions as armor of vulnerability as per the DMG. The
+ 1, + 2, + 3, etc. of
the armor (determined from the Armor Property
Table) is actually a penalty to the wearer's Armor Class.
Missile Attraction: The armor or
shield has been cursed and functions identically to the missile
attractor shield presented
in the DMG when determining if the character
is the target of a missile attack. The + 1, + 2, etc. of the
armor (as determined above) is actually
a negative modifier to the AC.
Presence:
The armor magically bestows on its wearer a dignified and commanding aura.
While wearing the armor, the character
is treated as if he has an 18 Charisma for all encounter reactions. Friendly
troops within
12" of the wearer have their morale raised
by 10%. The armor is quite distinctive and only has its effect when
visible to others. As such, the character
cannot hope to use the powers of the armor and hide unnoticed in a
crowd.
Blending:
This armor looks like normal armor and a detect
magic will not reveal its special property.
However, when the command word is spoken,
the armor changes shape && form, appearing to all as a set of
normal clothing. The armor retains all
its properties and functions normally, even when disguised. The true
nature of the armor can only be seen by
the use of a true seeing spell.
Fear: This armor
looks like normal armor and a detect
magic only reveals that it is magical. However,
the armor contains 2d4 fear charges when
found. Upon uttering the command word, the wearer radiates a fear
aura to a 30-foot radius. All creatures
within this radius must make a saving throw versus spell or flee in panic
for one turn. The wearer is immune to
this effect. Each use expends one charge (2d10 charges when found).
When all charges are spent, the armor
functions as normal + 1 armor. It cannot be recharged.
Possession:
This armor appears to be a normal suit of magical armor and provides the
protection of
whatever plus is determined from Table
76. However, in making the armor, the craftsman has invested more
than the normal effort. The armor has
absorbed or stolen the personality and lifeforce of its maker. The first
time the armor is donned and once per
day thereafter, the DM must secretly roll a save vs. spell for
the character wearing the armor. If the
saving throw is successful, nothing happens. However, if the saving
throw is failed, the lifeforce contained
within the armor successfully possesses the character. The possession is
not a sudden occurrence, but rather a
gradual insinuation of the new personality into the character's psyche.
This
takes 3d4 days. At first the change is
hardly noticeable-a few odd quirks not evidenced before and a certain
possessiveness toward the armor. As the
days go by, the possession becomes stronger and more pronounced.
The character leaves off from his old
friends, as the armorer's personality takes over. He abandons old haunts,
roaming the streets searching for places
the possessing personality once knew. He has memories that are not his.
He refuses to abandon or remove the armor.
At the end of the given time period, the character is entirely
possessed by the armor. As such, the character
does not recognize his old friends, remember events of his own
life, or perhaps even the abilities of
his character class. He may change his name, adopt a new alignment,
display abilities of a new character class,
etc. If he is not freed of the possession, the character becomes an NPC
under the control of the DM. The possession
can be broken by an exorcism spell, which destroys the personality
of the armor. A dispel magic releases
the character from the possession long enough to remove the armor, but
does not cancel any personality traits
the character may have already absorbed. If the possessing influence is
destroyed, the armor loses all its magical
properties.
Healing: This
armor appears to be normal magical armor. However, once per day, it automatically
heals
the wearer of 2d6 points of damage (whether
desired or not). It does this without warning or set time. Each
healing takes one charge and the armor
has 3d10 charges when found. When all the charges are spent, the armor
becomes + 1 magical armor.
Magical Weapons: If a magical weapon
is rolled on Table III, roll on Table 78 to determine the general type
of weapon.
Then roll on Table 79
to find the magical property of the weapon.
Finally, roll on the appropriate table
of Tables 80-85 to determine the specific type of weapon.
D100 Roll | Weapon Class |
01-40 | Sword |
41-52 | Bow, crossbow, or sling |
53-68 | Miscellaneous melee weapon |
69-80 | Missile weapon |
81-90 | Martial arts weapon |
91-100 | Ninja weapon |
D% | Bow | X | G | Ch' | * | Missile | X | G | Ch' | * | Melee | X | G | Ch' | * | Martial Arts | X | G | Ch' | * | Ninja | X | G | Ch' |
01-05 | Quality | - | - | - | * | +1 damage | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - |
06-10 | Quality | - | - | - | * | +1 damage | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - |
11-15 | Quality | - | - | - | * | +1 damage | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - |
16-20 | Quality | - | - | - | * | +1 damage | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - | * | +1 | - | - | - |
21-25 | Quality | - | - | - | * | +1 damage | - | - | - | * | Quality | - | - | - | * | Quality | - | - | - | * | +1 | - | - | - |
26-30 | Quality | - | - | - | * | +1 damage | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - |
31-35 | +1 to hit | - | - | - | * | +1 damage | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - |
36-40 | +1 to hit | - | - | - | * | +1 damage | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - |
41-45 | +1 to hit | - | - | - | * | +1 damage | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - | * | +2 | - | - | - |
46-50 | +1 to hit | - | - | - | * | +2 damage | - | - | - | * | +1 | - | - | - | * | +1 | - | - | - | * | +2 | - | - | - |
51-55 | +1 to hit | - | - | - | * | +2 damage | - | - | - | * | +2 | - | - | - | * | +1 | - | - | - | * | +2 | - | - | - |
56-60 | +2 to hit | - | - | - | * | +2 damage | - | - | - | * | +2 | - | - | - | * | +2 | - | - | - | * | +2 | - | - | - |
61-65 | +2 to hit | - | - | - | * | +2 damage | - | - | - | * | +2 | - | - | - | * | +2 | - | - | - | * | +3 | - | - | - |
66-70 | +3 to hit | - | - | - | * | +2 damage | - | - | - | * | +3 | - | - | - | * | +2 | - | - | - | * | +3 | - | - | - |
71-75 | +1 | - | - | - | * | +3 damage | - | - | - | * | +3 | - | - | - | * | +3 | - | - | - | * | +3 | - | - | - |
76-80 | +2 | - | - | - | * | +1 | - | - | - | * | +1, +2 vs. S | - | - | - | * | SPEED | 1500 | 7500 | 1500 | * | Detection | - | - | - |
81-85 | -1, cursed | - | - | - | * | +1 | - | - | - | * | +1, +2 vs. L | - | - | - | * | Dancing | +4400 | +22k | +4400 | * | Balance | - | - | - |
86-90 | Distance +1 | 1500 | 7500 | 1500 | * | +2 | - | - | - | * | Disruption | 1750 | 17,500 | 3,500 | * | Unbreakable | - | - | - | * | Flame | - | - | - |
91-95 | Accuracy +3 | + | + | + | * | +3 | - | - | - | * | -1, cursed | - | - | - | * | Unbreakable | - | - | - | * | Venom | 350 | 3500 | 700 |
96-100 | SPEED | 1500 | 7500 | 1500 | * | Slaying | 250 | 2500 | 500 | * | Intelligence | - | - | - | * | Roll twice | - | - | - | * | Roll twice | - | - | - |
* <EM lists 50 XP and 300 GP, but this is for a arrow
(missile weapon) of accuracy, not for the 'bow' itself, as listed above.
A small error: use something close to the DMG values
for a crossbow of accuracy +3 for these weapons: 2kxp, 12kgp, 2.4kch>
<edit this note>
<note: some links may have to be checked -- e.g. is a crossbow of accuracy correctly linking to the accuracy.htm page in the DMG?>
D100 Roll | Sword Type |
01-30 | Katana |
31-35 | Parang |
36-50 | Sword, broad |
51-65 | Sword, long |
66-80 | Sword, short |
81-85 | Sword, two-handed |
86-100 | Wakizashi |
Table 81: Bow, Crossbow, And Sling Class
D100 | Roll Type |
01-15 | Composite shortbow |
16-30 | Short bow |
31 | Chu-ko-nu |
32-45 | Crossbow, heavy |
46-60 | Crossbow, light |
61-80 | Daikyu |
81-90 | Hankyu |
91 | Pellet bow |
92-96 | Sling |
97-100 | Staff sling |
Table 82: Miscellaneous <check headings>
MELEE CLASS
D100 Roll | Type |
01-05 | Axe, battle |
06-15 | Bo stick |
16-30 | Dagger |
31-45 | Halberd |
46-48 | Jo stick |
49-54 | Kama |
55 | Lajatang |
56-60 | Lance |
61-65 | Nagasaki <??> |
66-75 | Naginata |
76-90 | Spear |
91-95 | Tetsubo |
96-100 | Trident |
D100 Roll | Type |
01-10 | Arrow, armor piercer, 2-12 |
11-20 | Arrow, frog crotch, 2-8 |
21-25 | Arrow, humming bulb, 2-5 |
26-40 | Arrow, leaf head, 2-12 |
41-60 | Arrow, normal, 3-24 |
61-70 | Piso tonkeng, batak kapak (Axe, throwing) |
71 | Dart, blowpipe, 2-8 |
72 | Dart, thrown, 3-12 |
73-77 | Javelin |
78-90 | Quarrel, 2-24 |
91-98 | Sling/pellet bow bullets, 2-20 |
99-100 | Uchi-ne |
D100 Roll | Type |
01-05 | Chain |
06-10 | Fang |
11-20 | Gunsen |
21-30 | Jitte |
31-35 | Kau sin ke |
36-40 | Kiseru |
41-55 | Nunchaku |
56-70 | Sai |
71-75 | Sang kauw |
76-80 | Siangkam |
81-90 | Three-piece-rod |
91-100 | Tui-fa |
D100 Roll | Type |
01-05 | Kawanaga |
06-10 | Kumade |
11-15 | Kusari-gama |
16-20 | Kyoketsu-shogi |
21-25 | Needle, 10-60 |
26-30 | Nekode |
31-40 | Ninja-to |
41-45 | Shaken, 2-12 |
46-60 | Shikomi-zue |
61-70 | Shuriken, spike, 2-12 |
71-85 | Shuriken, star, large, 3-18 |
86-100 | Shuriken, star, small, 3-18 |
Explanation of Weapon Properties
Swords and Miscellaneous
Melee Weapons:
These weapons
are extremely well made -- forged of the
finest steel, honed
to razor sharpness, made of the finest woods, etc. Although not magical,
they give the
wielder a + 1 on his
chance to hit (only). These weapons are worth 2d6 times the normal price.
Bow, Crossbow, and
Sling Weapons:
These weapons of quality
have been perfectly balanced for pull
and weight. Although
not magical, they allow the user to treat each range as the next lowest
when determining
to hit modifiers. Thus,
short and medium range are both treated as short range and tong range is
treated as
medium range. They
are beautifully constructed and are worth 2d4 times the normal price.
Missile Weapons:
These weapons are balanced to fly true and strike hard. They are + 1 on
the chance to
hit (only). Some are
adorned fancifully and tastefully decorated. They are worth 2-5 times the
normal price.
Martial Arts:
These weapons have been made by masters of the martial arts who understand
the needs
and demands of the
style. When used by those trained in a martial arts style, they give a
+ 1 on the chance to hit
(only). They are generally
quite plain and simple looking. Those knowledgeable in the martial arts
are willing to
pay 2-5 times the normal
price for such a weapon.
Ninja: These
weapons have been made with the ninja in mind.
They are quite common and ordinary in
appearance. However,
they are razor sharp and finely balanced, giving them a + t to damage.
Furthermore, they
are extremely lightweight
and compact. Large weapons can be disassembled into smaller pieces that
are easily
concealed and can be
reassembled in one round.
+ 1, + 2, + 3: These weapons are magical, giving the listed bonus to both the chance to hit and damage.
+ 1 Damage, +
2 Damage, + 3 Damage: These weapons are magical, causing extra damage
equal to the
listed bonus, but
not giving a bonus to hit.
+ 1 To Hit, +
2 To Hit, + 3 To Hit: These magical weapons increase the chance to
hit by the listed
amount. They do
not increase the amount of damage done.
+ 1, + 2 vs. S:
These magical weapons are + 1 to hit and damage against man-sized and larger
creatures
and are + 2 to hit
and damage against smaller than man-sized creatures.
+ 1, + 2 vs. L:
These magical weapons are + 1 to hit and damage against man-sized and smaller
creatures and are
+ 2 to hit and damage against larger than man-sized creatures.
-1, Cursed:
These magical items are undetectable from normal + 1 items and only reveal
their true
nature in earnest
combat situations. Cursed bows are -1 on the chance to hit. Furthermore,
on a to hit roll of 1,
the missile fired
actually returns full force on the person who fired it, striking them for
normal damage. Cursed
melee weapons are
-1 on their chance to hit. Once picked up and used, the owner will use
the weapon in
preference to all
others, never voluntarily discarding or ignoring it. A remove curse will
free the character from
the weapon.
Accuracy + 3 +:
Balance: This
weapon appears to be a normal + 1 weapon and is + 1 to hit and damage.
However, when
carried it gives the character exceptional
balance. Ninjas gain a bonus of 10% to their tightrope walking ability.
In other situations where balance is important
(teetering on the edge of a pit, etc.), the character is automatically
allowed a saving throw versus death to
regain his balance. If successful, the weapon shifts its weight or pulls
the
character the fraction of an inch he needs
to regain his footing. If the saving throw is failed, the character suffers
the normal consequences.
Dancing +:
Detection:
This weapon is + 1 to hit and damage.
However, the weapon is also able to detect
one type of thing or situation, selected from the table below.
D8 Roll | Detects |
1 | Evil, 10' radius |
2 | Good, 10' radius |
3 | Poison, touch |
4 | Lifeforms, 10' radius |
5 | Back attacks, 1 ' range |
6 | Invisible creatures and objects, 10' radius |
7 | Traps, 5' radius |
8 | Secret doors, 10' radius |
For the power to function, the character
must hold the weapon and utter the command word.
Should the result be positive, the weapon
indicates this by a gentle tug in the direction of the thing detected.
Disruption +:
Distance + 1 +:
The weapon is + 1
to hit && damage.
Upon uttering the
command word, it bursts into magical flame.
This flame causes
2d4 points of additional damage on a successful hit.
It will ignite combustible
items 40% of the time.
It casts light out
to a 15-toot radius.
The weapon remains
flaming until the character utters the command word again.
The flame does no
damage to the weapon, regardless of the weapon's material.
Intelligence:
The weapon is + 3 to hit && damage. Furthermore, the weapon has
Intelligence and
capabilities as
if it were an intelligent sword, although it will never have communication
ability beyond
semi-empathy. The
Intelligence ranges from 12-17 (1 d6 + 11). Use the rules
for intelligent swords presented in
the DMG to
determine the weapon's powers.
Silence: The
weapon is + 1 to hit and damage. When held, it cloaks the character in
a muffling field,
deadening but not totally stopping all
sound emanating from the character. The character can still hear all
sounds normally. This field improves the
ninja's chance of moving silently by 15% and his chance of hiding in
shadows by 20%. Sonic based attacks are
reduced to 1h2 or no damage. The field extends over the wielder and
his carried possessions only. Should he
drop something or knock an object over, it makes the normal noise.
Thus the weapon does not protect against
clumsiness.
Slaying +:
SPEED +:
Unbreakable:
The weapon is treated as a + 2 weapon to hit && damage. The weapon
cannot be broken
by the Weapon Breaker special maneuver.
There is a 75% chance that the opponent's weapon will be broken
instead, should he attempt this maneuver.
Venom
+:
Table 86: Oriental Magical Items
D100 Roll | Magic Item | XP Value | GP Value | Ch'ien Value |
01-05 | Banner of Protection | 7,500 | 30,000 | 6,000 |
06-08 | Bell of Protection | 4,000 | 20,000 | 4,000 |
09-11 | Bell of Warning | 3,500 | 17,500 | 3,500 |
12 | Biwa of Calm | 1,000 | 8,000 | 1,600 |
13 | Biwa of Charm | 1,000 | 7,000 | 1,400 |
14-15 | Biwa of Discord | -- | 8,000 | 1,600 |
16-20 | Charm of Protection from Disease | 1,000 | 5,000 | 1,000 |
21-24 | Charm of Protection from Fire | 1,000 | 5,000 | 1,000 |
25-27 | Charm of Protection from Spirits | 1,000 | 5,000 | 1,000 |
28-31 | Charm of Protection from Theft | 1,000 | 5,000 | 1,000 |
32 | Diamond Mace | 2,000 | 10,000 | 2,000 |
33 | Drums of Thunder | 1,300 | 6,500 | 1,300 |
34-35 | Eight Diagram Coins | 600 | 1,800 | 360 |
36 | Everproducing Rice Mortar | * | * | * |
37 | Gem of Wishes | 2,200 | 11,000 | 2,200 |
38-41 | Gong of Dispelling | 1,500 | 7,500 | 1,500 |
42-44 | Mallet of Luck | 1,500 | 15,000 | 3,000 |
45 | Minyan (shukenja, sohei) | 1,000 | 6,500 | 1,300 |
46-47 | Mirror of Curing | 2,000 | 20,000 | 4,000 |
48 | Mirror of Enlightenment | 1,000 | 6,000 | 1,200 |
49-51 | Mirror of Fear | 1,200 | 12,000 | 2,400 |
52-53 | Mirror of Spirit Seeing | 1,500 | 15,000 | 3,000 |
54-58 | Net of Spirit Snaring (shukenja) | 2,000 | 10,000 | 2,000 |
59-60 | Noisome Spirit Chasers | 1,000 | 5,000 | 1,000 |
61-63 | Paper of Forms | 200 | 1,000 | 200 |
64-70 | Pearl of Protection from Fire | 1,000 | 5,000 | 1,000 |
71 | Pearl of the Ebbing Tide | 400 | 2,000 | 400 |
72 | Pearl of the Rising Tide | 600 | 3,000 | 600 |
73-85 | Scroll of Protection from Spirits | 2,000 | 6,000 | 1,200 |
86-87 | Seal of Deception (ninja, yakuza) | 600 | 6,000 | 1,200 |
88-92 | Seal of Vigor | 1,000 | 10,000 | 2,000 |
93-94 | Tablet of Spirit Summoning (shukenja, wu jen) | 4,000 | 20,000 | 4,000 |
95-96 | Wheels of Fire | 1,800 | 9,000 | 1,800 |
91-100 | Wondrous Writing Set | 3,000 | 15,000 | 3,000 |
* Everproducing Rice Mortar: