Random magick items
by Pete Mohney
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Dragon #57
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Dragon magazine

The "random magick" tables presented
below r suggested as an +addition+ to
the GM's avail. options when he |or|
she is faced w/ rolling up a magick item
to place in the lair ov some ferocious
beast, in the hands ov an evil _ Wizard, or
hidden upon the person ov an innocent-looking
(but dangerous) tavern occupant,
|or| any other place where magick is
needed to b concealed. Highly conspicuous
glowing swords, rich-looking
rugs && crystal balls, rune-inscribed <runic font>
staves that draw stares, && other conspicuous
sorts ov magick items can b
"replaced" by a small coin, a simple key,
a bit ov worthless-looking jewelry |or| a
normal-looking article ov clothing.

Most ov the items, xcept for thier magadds
to their "hideability" && makes
THEM less likely targets for thieves &&
other greedy souls. Gems, pearls, &&
jewels should b ov the lowest possible
value (to outward appearances, anyway);
clothing should appear torn,  threadbare
&& weather-beaten; medallions &&
other items fashioned ov METAL would b
lusterless && cheap-looking.

10% ov "random magick" items
r cursed (roll on the Curse table). The
other 90% have 1 power
from the Powers table, && 10%
ov those so empowered r assigned a
class |or| sublass from the Special User
Table, meaning that only the indicated
character class |or| subclass can USE such
items.

Items which are small enough to b
carried (&& most ov them r) must b
kept  |or| carried on the person ov the
owner for the magickal powers (G |or|
bad) to work. Items ov clothing |or| adornment
(jewelry, feather, etc.) must be
worn in plain sight for the powers to
work. Emptying the contents ov one ov
the container-type objects (box ov powder,
for instance) permanently destroys
the power, since it is contained in the
object as a whle, no just in its parts |or|
in the contents ov a container. Alignment
changes caused by these items will also
cause a loss in level as per the AD&D
rools. A Remove Curse will be effective
against any cursed item before it is worn
|or| carried in the manner necessary for
the magick to work, xcept where it is
noted that the curse takes effect "on
touch."

Random Magick Table
01 Cup
02 Fork
03-04 Knife
05 Spoon
06-08 Medallion with chain1
09-11 Featureless disc
12-15 Coin
16-18 Human bone
19-20 Monster bone
21 Insect part (giant)
22-23 Feather1
24 Gem
25-27 Rock
28-30 Pair of dice
31 Dried ball of clay
32-33 Brooch1
34 Belt1
35-36 Key
37-38 Statuette
39 Spike
40-42 Small wooden box
43-46 Sticks, wooden or ivory
47 Cloak1
48 Girdle1
49-51 Hat1
52 Gauntlets1
53-55 Mirror
56-58 String of beads1
59-60 Necklace1
61 Ring1
62-67 Holy symbol1
68-71 Bag of dust
72-75 Vial of liquid
76-81 Box of powder, dirt, etc.
82-84 Pearl
85-87 Small iron bar
88-89 Weapon amulet/charm
90-93 Magnet
94-96 Forked metal rod
97-98 Flask
99-00 Scarab

-- Considered an item of clothing or
adornment; must be worn in plain sight
for power to work.

Special User Table
01-20 Fighter, ranger, or paladin
21-25 Ranger only
26-30 Paladin only
31-45 Magic-user or illusionist 
46-49 Illusionist only
50-65 Thief or assassin
66-69 Assassin only
70-72 Bard only
73-93 Cleric or druid
94-97 Druid only
98-00 Monk only

Curse Table
01-08 +1 on armor class
09-15 -1 on all saving throws
16-34 -10% of hit points
35-44 One ability score (determined at random) drops 1-3 pts. one month after item is found1
45-59 Delusion: Character believes prime requisite raised to 181
60-69 Alignment changes diametrically with respect to law and chaos, on touch2
70-79 Alignment changes diametrically with respect to good and evil, on touch3
80-89 Alignment change diametrically; if true neutral, to random extreme alignment, on touch
90-93 Character loses 10% of all treasure owned, on touch
94-95 Character dies, saving throw vs. death magic allowed
96-00 Character loses another magick item (not this one), on touch

Curse table notes:
1 -- Remove curse removes this curse.
2 -- If neutral, change is randomly determined (law or chaos).
3 -- If neutral, change is randomly determined (evil or good).

Powers Table
01-06 -1 on armor class
07-15 +1 on all saving throws
16-21 +2 on all saving throws
22-31 +1 on prime requisite
32-43 +1 on random ability score
44 Prime requisite raised to 18, 1 turn duration, 1-10 times
45-48 Character gains 1 hp/level, on touch, once only
49-51 Character throws spells at one level of experience higher than normal, if character has spell-using ability; else no effect
52-57 Item cures 10 hp of damage per day (not cumulative)
58-59 Item cures 1 disease per week
60-64 Item allows character to control animals once per week
65-74 Item allows character to speak with animals
75-79 Item allows character to speak with dragons
80-86 Item allows character to speak with humanoids
87-90 Item allows character to speak any alignment tongue
91-94 Item allows character to speak any human foreign tongue
95 Character turn spell (as the ring) once
96-98 Character can levitate (as the spell) 10 times, at 6th level of use
99-00 Character is instantly raised, at no CON penalty, upon next death, once only.

These items are not intelligent. The
first 5 listed cannot make themselves
known to user and work only when carried
or worn properly; if lost or destroyed,
they cease to affect former owner.
HP gains become known only after
saving ower's Life or postponing death.