Magic Items  for Everyone
by Philip Meyers


 
 
- - Notes - -
Dragon - - - Dragon 45

In the Dungeon Musters Guide, on pages 175-176, there appears a
set of tables for outfitting an encountered party with magic items. The
general idea behind them is that higher-level characters will have
more magic items than lower-level characters, and that they will have
more powerful items than lower-level characters will. This is of course
true to the Dungeons & Dragons axiom that one must kill big monsters to get big treasures.

I have found this set of tables highly useful, though not for their
stated purpose. After all, it is a lot of trouble to roil up an entire party
for an encounter, only to have the players decide not to bother them.
The real usefulness of these tables is that they provide a reasonable
estimate of how many and what kind of magic items a high-level party
should have. Most of the Advanced Dungeons & Dragons modules
on the market today call for parties of 8-10 characters, 7th to 12th
level. However, if you play the game honestly, it may take as long as
several years of steady play to work a character up to that level range.
In short, your own character may not be strong enough to take on
Gygax’s seven-part underworld or Jaquay’s Dark Tower, It might also
be that you would rather not risk your own characters in commercial
modules, for some of them are very dangerous. The answer to such
problems is to roil up a high-level party out of thin air and use them instead. This way you can gain experience playing high-level characters,
use powerful spells, and enjoy the current modules before they disappear from hobby store shelves. An occasional upper-level adventure is
an amusing change of pace.

If you should decide to do what I have recommended, it will occur
to you that pre-fab upper-level characters ought to come equipped
with magic items appropriate to their level. This is where the DMG
tables come in. The first table will determine how many items the character will have, and what “level” they should be. The tables on page
176 then classify a certain number of magic items by their relative
strengths, and from these lists you can more or less choose what you
want, or roll for it. In either case your choices are very limited, for
these tables include only a small fraction of the magic items listed in
the DMG. Also, it is hard. to use them for the purpose of outfitting a
character or party of your own. You cannot simply choose at random,
or your Magic-User will end up with a + 5 shield and your fighter will
be wearing the Robe of Scintillating Colors. On the other hand, you
may feel a bit guilty about simply taking what you want; a real character takes his magic items as he finds them, and will usually have a few
bogus items as well as a few good ones. For this reason, random selection is really the more appropriate way to outfit a high-level party.

Since the DMG tables do not really allow for random selection and
do not include very many magic items in their listings, an expanded
version of these tables is given below. To outfit an upper-level party,
start with the table on page 175 of the DMG to determine how many
and what level of items each character should have. You may need to
consult the extension of this table that appears as Table I below. When
you are finished, go to the magic item tables and roll. The listings are
divided into four different classes: armor and shields, swords and miscellaneous weapons, scrolls and wands, and all other items. By this
classification, a party can be outfitted randomly without having to
worry about ending up with a ridiculous selection of items for a given
character. For instance, to outfit a 10th-level Fighter, roll once or twice
on the Swords and Weapons table of your choice, once or twice on an
Armor and Shield table, and any remaining rolls on an Other Items
table. Doing this will not guarantee that the Fighter will have everything he needs, or that he will not have items he cannot use, but at
least he will have the basic items a Fighter needs (armor and
weapons), and most of the other items selected will be of use to him.
Similarly, a Magic-User or Cleric would take one or two rolls on a
Scrolls and Wands table, one on the M-U column of the Swords and
Weapons table, and the rest on Other Items tables.

It is up to you, the player, to decide where the character in
question’s priorities lie. For instance, a 10th-level Fighter that rolls well
will get 3 level-1 items, 2 level-2 items, and one level-3 item. Since he
has only one level-3 choice, he must decide whether he wants the
highest possible quality sword he can get or whether that choice
would be better spent on armor. A 10th-level Magic-User would
probably be well advised to go for something off the level-3 Scrolls
and Wands table, if he were fortunate enough to get a choice at level
3. With a little good judgment, the tables below should yield a good
selection of magic items for any made-up party, whether for an encounter or as player-characters for a high-level adventure.

Table 1  (continuation of DMG table at pp. 175-6.)
Individual is 14th level 3 from level 1 magic items
- 2 from level 2;
- 1 from level 3;
- 80% chance: 1 from level 4.
Individual is 15th level 3 items from level 1; 
- 2 items from level 2; 
- 1 item from level 3; 
- 1 item from level 4; 
- 10% chance: 1 item from level 5.
Individual is 16th level 3 items from level 1; 
- 2 items from level 2;
- 1 item from level 3; 
- 1 item from level 4; 
- 20% chance; 1 item from level 5.
Individual is 17th level 3 items from level 1; 
- 2 items from level 2; 
- 2 items from level 3; 
- 1 item from level 4; 
- 20% chance: 1 item from level 5.
Individual is 18th level 3 items from level 1;
- 2 items from level 2; 
- 2 items from level 3
- 1 item from level 4; 
- 60% chance: 1 item from level 5.

Table II  — Level One Magic Items
A. Armor and Shields
 
d20 Result
1-9 Shield +1
10-11 Chain Mail +1
12-13 Leather Armor +1
14-15 Scale Mail +1
16-17 Chain Mail +2
18 Scale Mail +2
19 Plate Mail +1
20 Shield +2

B. Swords and Weapons
d20 Result
1-8 Sword +1
9 Sword +1, roll for intelligence
10 Sword +2
11 Dagger +1
12 10 Arrows +1
13 4 Bolts +2
14 Mace +1
15 Spear +1
16 Hammer +1
17 Axe +1
18 Flail +1
19 Javelin +2
20 Axe +2, Throwing
d20 (M-U's) Result
1-20 Dagger +1

C. Scrolls and Wands
d20 Result
1-6 Scroll of 1 spell, level 1-6 (as per DMG p.121. Table III.B)
7-10 Scroll of 2 spells, level 1-4
11 Scroll of 3 spells, level 1-4
12-14 Scroll of Protection (Roll on DMG Table III.B., p. 121. until a protection scroll is selected. 
15 Wand of Magic Detection
16 Wand of Metal and Mineral Detection
17 Wand of Negation
18 Rod of Cancellation
19 Wand of Enemy Detection
20 Wand of Magic Missiles (75%), or Wand of Wonder (25%)

D. Other Magic Items
d30 Result
1 2 Potions: Climbing, Flying
2 2 Potions: Extra-Healing, Polymorph (self)
3 2 Potions: Fire Resistance, Speed
4 2 Potions: Healing, Giant Strength
5 2 Potions: Heroism, Invulnerability
6 2 Potions: Human Control, Levitation
7 2 Potions: Super-Heroism, Animal Control
8 2 Potions: Clairvoyance, Levitation
9 2 Potions: Clairaudience, Diminution
10 2 Potions: Growth, ESP
11 2 Potions: Invisibility, Plant Control
12 2 Potions: Treasure Finding, Water Breathing
13 2 Potions: Sweet Water, Undead Control
14 2 Potions: Gaseous Form, Giant Control
15 2 Potions: Oil of Slipperiness, Dragon Control
16 Ring of Mammal Control
17 Ring of Protection +1
18 Ring of Swimming (50%) or Ring of Warmth (50%)
19 Ring of Feather Falling
20 Ring of Water Walking
21 Alchemy Jug
22 Bag of Holding
23 Boots of Elvenkind
24 Bracers of Defense, AC 6
25 Brooch of Shielding
26 Decanter of Endless Water
27 Gauntlets of Swimming and Climbing
28 Horseshoes of Speed
29 Rope of Climbing
30 1 Periapt: Health (25%) or Proof Against Poison

Table III -- Level 2 Magic Items
A. Armor and Shields
d20 Result
1-5 Shield +2
6 Shield +1, +4 vs. missiles
8 Shield +3
9-12 1 set: Plate Mail +1, Shield +1
13 Splint Mail +3
14-15 1 set: Chain Mail +3, Shield +1
16-20 Plate Mail +2

B. Swords and Weapons
d20 Result
1-5 Sword +2
6 Sword +2, has Int. of d6+12
7 Sword +1, Flame Tongue, +2, +3, +4; as in DMG, p. 124, III. G
8 Sword +1, +4 vs. reptiles (50%), or Sword +1, Luck Blade (50%)
9 Sword +2, Dragon (50%) or Giant (50%) SLAYER
10 Sword +3
11 Dagger +1, +2 vs. creatures smaller than man-sized
12 Dagger +2
13 2 weapons: Spear +2, Crossbow of Distance
14 Mace +2
15 Hammer +2
16 6 Arrows +3
17 2 weapons: Scimitar +1, Sling of Seeking +2
18 1 set: Bow +1, 10 Arrows +2
19 2 weapons: Axe +2, Dagger +1
20 1 set: Crossbow of Speed, 8 Bolts +2

 
d20 (M-U's) Result
1-15 Dagger +1, +2 vs. creatures smaller than man-sized
16-20 Dagger +2

C. Scrolls and Wands
d20 Result
1-5 Scroll of 3 spells, level 2-9 or 2-7 (50% chance of each)
6-9 Scroll of 4 spells, level 1-6
10 Scroll of 5 spells, level 1-6
11 2 scrolls: One of 2 spells, level 1-8 or 1-6, and one of Protection (as noted in Table II.C.)
12 2 Scrolls of Protection (as noted in Table II.C.)
13-15 Wand of Magic Missiles
16-17 Wand of Illusion
18 Staff of Striking
19-20 Wand of Secret Door and Trap Detection


 

D. Other Magic Items
d30 Result
1 2 potions: Philter of Persuasiveness, Oil of Etherealness
2 Ring of Invisibility
3 Ring of Protection +3
4 2 rings: Protection +1, Shooting Stars
5 2 rings: Fire Resistance, Free Action
6 Amulet of Proof Against Detection and Location
7 Arrow of Direction
8-10 Bracers of Defense, AC 4
11-13 Cloak of Protection +2
14 Cloak of Protection +3
15-16 1 set: Bracers of Defense, AC 5, and Cloak of Protection + 1
17 Bucknard's Everfull Purse
18 Cloak of Elvenkind
19 Dust of Appearance
20 Eversmoking Bottle
21 Eyes of Minute Seeing
22 1 Figurine of Wondrous Power: Serpentine Owl
23 Gauntlets of Dexterity
24 Helm of Comprehending Languages & Reading Magic
25 3 Javelins of Piercing
26 2 Javelins of Lightning
27 Phylactery of Faithfulness
28 Periapt of Wound Closure
29-30 Scarab of Protection

Table IV --Level 3 Magic Items

A. Armor and Shields
d20 Result
1-5 Shield +4
6-8 Plate Mail +4
9-11 1 set: Plate Mail + 2, Shield + 3
12-14 1 set: Plate Mail + 3, Shield + 2
15-18 Shield +1
19-20 Plate Mail +5

B. Swords and Weapons
d20 Result
1-5 Sword +3, roll for Int.
6 Sword + 2, Nine Lives Stealer, has Int.of
d 6 + 1 2
7 Sword + 3, Frost Brand, + 6 vs. fire using/
dwelling creatures
8 Sword +4, roll for Int.
9 Sword +4, Defender
10 Dagger +2, +3 vs. creatuires larger than man-sized
11 Dagger +3
12 Mace +3
13 Spear +3
14 Battle Axe +3
15 1 set: Axe +2, Dagger +1
16-17 Scimitar +2, roll for Int.
18-19 Scimitar +3
20 Trident +3

 
d20 (M-U's) Rsult
1-15 Dagger +2, +3 vs. creatures larger than
man-sized
16-20 Dagger +3

C. Scrolls and Wands
d20 Result
1-4 2 Scrolls: One of 7 spells, level 2-9 or 2-7, one of Protection
(as noted in Table II.C.)
5-8 1 Scroll: 7 spells, level 4-9 or 4-7
9-11 Wand of Fear
12-13 1 Staff: Serpent, Python or Adder (33% chance for each)
14-15 Wand of Paralyzation
16-17 Wand of Illumination
18-19 Staff of Curing
20 Staff of Withering

D. Other Magic Items
 
d30 Result
1 Ring of Spell Turning
2 Ring of Spell Storing
3 Ring of Telekinesis
4 Amulet of Life Protection
5 Bag of Tricks
6 Beaker of Plentiful Potions
7 1 pair of boots: Levitation (50%) or Speed (50%)
8 Boots of Striding and Springing
9 1 set: Bracers of Defense AC 2, Ring of Protection + 2
10 1 cloak: Protection +4 (50%), or Displacement (50%)
11 Crystal Ball
12 Cube of Frost Resistance
13 Eyes of the Eagle
14 Deck of Many Things
15 1 Figurine of Wondrous Power: Onyx Dog (50%), or Marble Elephant (50%)
16 Gauntlets of Ogre Power
17 Gem of Seeing
18 Horn of Valhalla, Silver
19 Medallion of ESP, 3" range
20 Lyre of Building
21 1 necklace: Adaptation (75%), or Prayer Beads (25%)
22 1 net: Entrapment (33%), or Snaring (67%)
23 1 pearl: Power (50%), or Wisdom (50%)
24 Pipes of the Sewers
25 Robe of Useful Items
26 Rope of Entanglement
27 Trident of Submission
28 1 trident: Warning (50%), or Fish Command (50%)
29 Stone of Good Luck
30 Wings of Flying

Table V - Level 4 Magic items

A. Armor and Shields
d20 Result
1-7 1set: Plate Mail +4, Shield +3
8-14 1 set: Plate Mail +5, Shield +2
15-20 1 set: Plate Mail + 4, Shield + 4

B. Swords and Weapons (No M-U column at this level)
d20 Result
1-5 Sword +4, roll for Int.
6 Sword + 4, with Int. of d6 + 12
7-8 Sword +4, Defender, roll for Int.
9 Sword +5
10 Sword of Dancing
11 Sword of Life Stealing
12 Sword of Wounding
13 Sword of Sharpness
14 Sword +5, Defender
15 3 Arrows of Slaying, random levels
16 Mace of Disruption
17 Hammer +3, Dwarven Thrower
18 Scimitar +4, roll for Int.
19 1 set: Bow + 2, 8 Arrows + 2, 4 Arrows + 3
20 1 set: Crossbow of Accuracy, + 3, 10 Bolts + 2

C. Scrolls and Wands
d20 Result
1-3 Rod of Absorption
4 Rod of Beguiling
5-6 Staff of Command
9-11 Wand of Polymorph
12-14 Wand of Fire
15-18 Wand of Frost
18-20

D. Other Magic Items
d20 Result
1 Ring of Djinni Summoning
2 Ring of Wizardry
3 Ring of X-Ray Vision
4 Ring of Regeneration
5 Folding Boat
6 Book of Infinite Spells
7 Bowl Commanding Water Elementals (50%) or Brazier
Commanding Fire Elementals (50%)
8 Candle of Invocation
9 Carpet of Flying
10 Censer Controlling Air Elementals (50%) or Stone Commanding Earth Elementals (50%)
11 Chime of Opening
12 Daern's Instant Fortress
13 Drums of Panic
14 Efreet Bottle
15 1 set: Dust of Disappearance, Crystal Ball with ESP
16 Eyes of Charming
17 1 set, Figurines of Wondrous Power: 2 Golden Lions (50%)
or 3 Ivory Goats (50%)
18 Gem of Brightness
19 Helm of Teleportation
20 1 horn: Blasting (33%), or Valhalla, Iron (67%)
21 Incense of Meditation
22 Iron Flask
23 2 jars, Keoghtom's Ointment
24 Manual of Golems (or golem built thereby) 
25 Necklace of Missiles
26 Portable Hole
27 Robe of Blending
28 1 robe: Eyes (50%), or Scintillating Colors (50%)
29 Rug of Welcome
30 Scarab of Enraging Enemies


 

Table VI - Level 5 Magic items
A. Armor and Shields
There’s only one: Plate Mail of Etherealness

B. Swords and Weapons
d10 Result
1-5 Sword, Vorpal Weapon
6-10 Sword +5, Holy Avenger
10 Hammer of Thunderbolts

C. Scrolls and Wands
d10 Result
1-2 1 rod: Rulership or Lordly Might (choose)
3-6 Staff of Power or Rod of Resurrection (choose)
7-10 Staff of the Magi or Rod of Rulership (choose)

D. Other Magic Items
d12 Result
1 Amulet of the Planes
2 Apparatus of Kwalish
3 Cubic Gate
4-5 Girdle of Giant Strength
6 Helm of Brilliance
7 Helm of Telepathy
8 1 group: Ioun Stones
9 Instrument of the Bards or Ring of Elemental Command
(choose)
10 Robe of the Archmagi
11 Talisman of Zagy (good reaction)
12 An artifact or relic (or re-roll) 

Notes:
1. If you do not wish to see a character stuck with an item he or she
cannot use, re-roll on the same table until a usable item comes up.

2. Cursed items have been omitted from the above listings, as have
items usable only by evil types, for the sake of simplicity. Although
some cursed items are not without usefulness, most are kept at
home or gotten rid of when their nature becomes known.

3. Note the implications of Table I. It is not possible for a character of
less than 15th level to have a Staff of Power or a Ring of Elemental
Command. If your dungeon makes such items available to middle level types, it is most likely unbalanced. The same goes for all the
items listed above; if on Table I or the DMG table at p. 175 it says
that a character would not have any chance of having an item, it
does not behoove you as DM to give the character the item,
whether or not he or she “earned” it in your opinion.