- | - | 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 |
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 |
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%) |
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 |
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 |
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 |
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.