Random magick items
by Pete Mohney
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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 |
1 -- 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.