Magic Item Tables

Swords

1d100 Sword
01-13 sword+1, +3 vs dragons
14-26 sword+1, +3 vs lycantheropes
27-39 sword+1, +3 vs undead
40-49 sword+1, +3 vs spellcasters
50-59 sword+1, +3 vs regeneration
60-65 sword+1, cure lt wounds 1/day
66-71 sword+1, light 1/day
72-77 sword+1, darkness 1/day
78-82 sword+1, locate object 1/day
83-86 sword+2, flames on command
87-90 sword+2, charm person on hit
95-97 sword+1, haste user 1/day
98-99 sword+1, drain life energy (1d4+4)
100 sword+1, wishes (1d4)

For type, roll 1d20:
1-3 two-handed
4-6 short
7-10 bastard
11-20 normal

Weapons

1d100 Weapon
01-07 dagger+1, +3 vs kobolds, goblins, orcs
08-20 dagger+1, +3 vs elementals
15-21 dagger+1, +3 vs enchanted
22-27 mace+1, +4 vs undead
28-33 war hammer+1, +4 vs dragons
34-39 war hammer+1, +4 vs regeneration
40-45 battle axe+1, +4 vs dragons
46-51 battle axe+1, +4 vs giants
52-57 battle axe+1, +4 vs kobolds, goblins, orcs
58-63 polearm+1, +4 vs dragons
64-69 polearm+1, +4 vs giants
70-73 staff+1, read magic (unlimited)
74-77 staff+1, detect magic (unlimited)
78-81 mace+1, locate object 1/day
82-85 mace+1, cure lt wounds 1/day
86-88 whip+1, hold person on hit
89-91 spear+2, light 1/day
92-94 hand axe+2, double range
95-97 war hammer+2, striking 1/day
98-99 dagger+1, invisibility 1/day
100 war hammer+3, boomerang

Missile Weapons

1d100 Missile/Weapon
01-14 20 arrows+1, +4 vs dragons
15-22 20 arrows+1, +4 vs lycantheropes
23-32 20 arrows+1, +4 vs regeneration
33-42 20 arrows+1, +4 vs spellcasters
43-52 20 arrows+1, +4 vs undead
53-60 10 arrows+2, charm person on hit
61-67 10 stones+2, hold person on hit
68-74 10 arrows+2, flame (2d6 dmg)
75-80 10 arrows+2, lightning (2d6 dmg)
81-87 10 quarrels+3, leech (-1 hp/rnd)
88-91 sling+1, +3 vs giants
92-94 sling+1, +3 vs spellcasters
95-96 crossbow+1, darkness on impact
97-98 short bow+1, light on impact
99-100 long bow+1, dispel magic on impact

Armor

1d100 Armor
01-11 shield+1, +3 vs breath
12-22 shield+1, +3 vs spells
23-32 shield+1, +3 vs paralysis/stone
33-42 leather armor+1, +4 vs poison/death
43-52 leather armor+1, +4 vs paralysis/stone
53-60 plate mail+1, +3 vs breath
61-68 plate mail+1, +3 vs spells
69-75 plate mail+1, +3 vs paralysis/stone
76-81 chain mail+1, +4 vs poison/death
80-83 chain mail+1, +4 vs spells
84-87 chain mail+1, +4 vs paralysis/stone
88-91 shield+2, +5 vs breath
92-93 shield+3
95-97 chain mail+2, absorb 2 dmg/attack
98-99 plate mail+2, absorb 2 dmg/attack
100 leather armor+3, absorb 3 dmg/attack

Notes:

  • 1 in 20 chance of being cursed
  • Hold Person on hit: operates just like the spell, but there is no -2 penalty to save
  • Flame and lightning arrows turn into a bolt of flame or lightning when fired,doing 2d6 dmg.
  • Leech arrows do 1 hp/round after the initial strike until the arrow is removed or healing is applied.
  • Light/darkness on impact: if a creature is hit, he is the victim of the spell, and must save or be blinded.

By on September 9, 1999
Last modified on June 9, 2016

Categories: Equipment

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