| - | - | Notes | - | - |
| Dragon | - | Dragon 45 | - | 1st Edition AD&D |
In the DMG, on pages 175-176,
there appears a
set of tables for outfitting an encountered
party with magick items. The
general idea behind them is that higher-level
characters will have
more magick 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 7-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 magick items appropriate to their
level. This is where the DMG
tables come in. The 1rst 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 magick
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 Wizard 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 magick 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 magick item
tables and roll. The listings are
divided into 4 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
Lord, 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 Lord that rolls well
will get 3 level-1 items, 2 level-2 items,
and 1 level-3 item. Since he
has only 1 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 Necromancer
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 magick items for any made-up
party, whether for an encounter or as PCs 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 <1-2 = small,
3-4 = medium, 5-6 = large>
<1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 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 <1-2 = small,
3-4 = medium, 5-6 large>
<1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 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 <1-3 = heavy, 4-6 = light> |
| 14 | Mace +1 <1-3 = footman's, 4-6 = horseman's> |
| 15 | Spear +1 |
| 16 | Hammer +1 |
| 17 | Axe +1 <1-3 = battleaxe, 4-6 = hand or throwing> |
| 18 | Flail +1 <1-3 = footman's flail, 4-6 = horseman's flail> |
| 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 DMGTable III.B., p. 121. until a protection scroll is selected.) <update: 01-85 = III.B., 86-00 = III.B.2.> |
| 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%) |
Table III -- Level
2 Magic Items
A. Armor and Shields
| d20 | Result |
| 1-5 | Shield +2 <1-2 = small,
3-4 = medium, 5-6 = large>
<1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 6 | Shield +1, +4 vs. missiles
<1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 8 | Shield +3
<1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 9-12 | 1 set: Plate
Mail +1,
Shield +1 <1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 13 | Splint Mail +3 |
| 14-15 | 1 set: Chain
Mail +3,
Shield +1 <1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 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 +1 <1-3 = footman's, 4-6 = horseman's> |
| 15 | Hammer +2 |
| 16 | 6 Arrows +3 |
| 17 | 2 weapons: Scimitar +1, Sling of Seeking +2 |
| 18 | 1 set: Bow +1, 10 Arrows
+2
<1 = short bow, 2 = composite short bow, 3 = long bow, 4 = composite long bow> |
| 19 | 2 weapons: Axe +2,
<1-3 = battleaxe, 4-6 = hand or throwing> Dagger +1 |
| 20 | 1 set: Crossbow
of SPEED, <1-3 = heavy,
4-6 = light>
8 Bolts +2 <1-3 = heavy, 4-6 = light> |
| 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)
<(as per DMG p.121. Table III.B)> |
| 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.)
<(as per DMG p.121. Table III.B)> <update: 01-85 = III.B., 86-00 = III.B.2.> |
| 12 | 2 Scrolls of Protection (as noted in Table
II.C.)
<update: 01-85 = III.B., 86-00 = III.B.2.> |
| 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 Magick |
| 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 +1
<1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 6-8 | Plate Mail +4 |
| 9-11 | 1 set: Plate
Mail + 2, Shield + 3
<1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 12-14 | 1 set: Plate
Mail + 3, Shield + 2
<1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 15-18 | Shield +1
<1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 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 <1-3 = footman's, 4-6 = horseman's> |
| 13 | Spear +3 |
| 14 | Battle Axe +3 |
| 15 | 1 set:
Axe +2 <1-3 = battleaxe, 4-6 = hand or throwing> 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 2 spells, level 1-8 or
1-6,
<(as per DMG p.121. Table III.B)> and one of Protection (as noted in Table
II.C.)
|
| 5-8 | 1 Scroll: 7 spells, level 4-9 or 4-7
<(as per DMG p.121. Table III.B)> |
| 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 | 1 set: Plate Mail +4, Shield +3 <1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 8-14 | 1 set: Plate Mail +5, Shield +2 <1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
| 15-20 | 1 set: Plate Mail +4, Shield +4 <1-2 = small, 3-4 = medium, 5-6 = large> <1-2 = buckler, 3-4 = small wooden shield, 5-6 = small shield> |
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,
|
C. Scrolls and Wands
| d20 | Result |
| 1-3 | Rod of Absorption <(C, M)> |
| 4 | Rod of Beguiling <(C, M, T)> |
| 5-6 | Staff of Command <(C, M)> |
| 9-11 | Wand of Polymorphing |
| 12-14 | Wand of Fire |
| 15-18 | Wand of Frost |
| 18-20 | Wand of LIGHTNING |
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 (C) |
| 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 (F) (choose) |
| 3-6 | Staff of Power (M) or Rod of Resurrection (C) (choose) |
| 7-10 | Staff of the Magi (M) 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 | |
| 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.