Obtaining Tome Items

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Red_Rob
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Obtaining Tome Items

Post by Red_Rob »

Contents
Magic Item Rules
Obtaining Tome Magic Items
The Wish Economy
Trading
Crafting
Random Item charts

I finally got round to formatting the various tables and charts I put together for our games using my Tome Items, so here are the missing sections from the previous thread. I've also moved some of the sections from the original thread over to this one so that everything to do with obtaining items is in one place.

Obtaining Magic items
So how do you go about obtaining phat magic lewt in the first place? Well, there are several ways to ensure you have the latest in magical swag. You can go out and murder other sapient creatures and prize it from their cold, dead fingers, or as we call it "Adventuring". You can find people who have what you want and make them an offer they can't refuse. Or you can just cut out the middle man and make your own.

Adventuring

Perhaps the most common way to obtain magic items is as treasure. Having reviewed table 3-5 in the DMG I'm fairly happy with the percentages it throws out for magic items at each level, so you can basically use that to generate the treasure parcel for each encounter without too much modification required. In order to have some Wish Economy goods show up as treasure at higher levels, a simple rule is that if the Gems or Art Objects in a treasure would total 5,000gp or more, replace them with Wish Economy goods of the same value. Of course, you can also simply dish out an amount of magic items or wealth per player each level according to the following chart if you don't want the hassle of all that rolling:
LevelLesserMediumGreaterWealth(gp)Wealth(WishEcon)
10000gp0
21004,000gp0
32008,000gp0
430012,000gp0
540016,000gp0
650020,000gp0
760024,000gp8,000gp
871028,000gp16,000gp
981032,000gp24,000gp
10102040,000gp32,000gp
11∞20∞40,000gp
12∞30∞48,000gp
13∞30∞56,000gp
14∞41∞94,000gp
15∞52∞140,000gp
16∞63∞186,000gp
17∞74∞232,000gp
18∞85∞278,000gp
19∞96∞324,000gp
20∞107∞370,000gp

Once you determine that a treasure parcel includes a magic item, you will need to generate it using the Random Magic Item tables below.
Last edited by Red_Rob on Sun Oct 20, 2013 12:42 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
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Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

The Wish Economy:

The high level economy revolves around trading items that can’t be obtained by magic alone, of which the most obvious are Medium and Greater magic items. As there is nothing resembling a currency in the Wish economy, every transaction is effectively a barter in which each character trades something they don’t want for something they do. This makes trading with magical items somewhat impractical, as there is no guarantee you have something the other party needs right now. Luckily however there are powerful magical materials that are found in exotic locations that are highly valued because their inherent power can be used to create powerful magic items or increase a being’s physical or mental abilities, and these function as commodities in the Wish Economy. As these materials cannot be created using magic alone, they are not usually traded for gold, which can. Although these items are given a gp equivalence value, this is only for reference when trading between each other. Some materials are simply given a weight value, and you can use or trade as much or as little as you like, whilst others have set forms and values. Concentration or Hope, for example, are priced by weight, and you could find 1,000gp or 1,000,000gp of either in a block or bottle, whilst an Astral Diamond is a single item and is always worth 10,000gp in Wish Economy materials to an interested party.

Using Wish Economy materials
Several of the items and materials detailed below list ways they can be used, distilled or rendered down to form other magical substances. Knowledge of the uses of a particular magical material requires either a DC20 Knowledge – The Planes check, or any number of ranks in Craft – Alchemy. Failing these a Sage can provide the information for a fee, or the information can be obtained via spells such as Contact Other Plane or through questioning summoned extraplanar creatures. Distilling or rendering a material requires access to an Alchemists Laboratory and 8 hours of uninterrupted work.
ItemValue
Elemental Gem5,000gp each
Astral Diamond10,000gp each
Planar Pearl30,000gp each
SoulCr² x 100gp each
Trade GoodValue
Liquid Pain200gp/dose
Astral Diamond Dust1,000gp/pinch
Concentration50,000gp/lb
Hope100,000gp/litre
Raw Chaos200,000gp/?

Wish Economy items
Astral Diamond: 10,000gp - The Astral plane is a realm of pure thought and psychic energy, barren apart from the vast bodies of forgotten gods that float forever through the silvery void. These stone behemoths are used as anchors for communities of beings living in the Astral, and the Githyanki conduct mining operations to recover esoteric minerals from the fossilised bodies. The greatest prize they can find are Astral Diamonds. These perfectly formed magical diamonds are instantly recognisable due to their connection to the plane of dreams. When looking at one of these diamonds the facets seem to reflect not the scene around them, but the fondest dreams and memories of the viewer. This poorly understood connection to the Astral plane can be used by those willing to risk sanity for knowledge.

Uses of Astral Diamonds
By meditating for an hour whilst focussing on an Astral Diamond, a sentient being can recieve enlightenment on any subject. Treat this as if the meditator had cast Contact Other Plane - Astral with a caster level equal to their character level, with all the attendant risks. Attempting this regularly is even more hazardous - trying again (even with a different diamond) requires a DC40 Will save (-1 per hour since you last tried) or you suffer Insanity for D20-Wis mod hours.
Astral Diamonds contain powerful magic and can be used to fulfil the base material cost of Medium and Greater items. These Diamonds, however, are tied to the magic of dreams and thought, and are unsuitable for binding the harsh and destructive magic used to enchant weapons. Astral Diamonds cannot be used as the base material for magical weapons.

Elemental Gems: 5,000gp - Elemental gems are found mainly on the Elemental Planes, although great concentrations of magical elemental energy on the Prime can sometimes result in their spontaneous generation. They appear as a glowing crystal approximately the size of a fist infused with the element of their plane of origin. All Elemental gems shed light like a torch (except Negative Energy gems which radiate darkness) and most weigh 1 pound. Elemental gems hold concentrated elemental energy, and they are highly prized by denizens of the Planes. Any creature with the appropriate subtype can detect their presence (treat as if the creature had Scent with regards to the gem whenever they are within 30'). Elemental gems can be used to create powerful magical items by those skilled enough.

Uses of Elemental Gems
If a creature with the appropriate subtype comes into contact with an Elemental gem it absorbs the power inside, consuming the gem and leaving them fully healed and removing all fatigue or exhaustion. Creatures with the appropriate Elemental subtype feel an instinctual urge to absorb these gems, and if in a position to do so must make a Will save (DC20) to suppress this urge for 10 minutes. This creates obvious difficulties in employing the creatures of the Planes to hunt for these gems.
Elemental gems can be used as the base material for Medium and Greater magic items. Each gem has restrictions on the items it can be used to make, which are given in the descriptions below.

Fire - Found in the heart of Volcanoes or magma vents, Fire gems constantly burn with intense heat, and set fire to flammable containers. They deal D6 fire damage per round to anything in contact with them.
Uses of Fire gems
A Fire gem can be rendered down to form an incredibly hot infusion that can be drunk like a potion. Anyone drinking this infusion suffers 2D6 Fire damage and gains a permanent +1 inherent bonus to Strength.
Fire Gems cannot be used as the base material for creating items that create or manipulate Water, including water breathing and walking.

Air - Air gems take the form of clear, bright crystals that can sometimes be mistaken for diamonds. They crackle with electricity, and deal D6 Electricity damage per round to anyone holding them. Air gems have no weight.
Uses of Air gems
An Air gem can be rendered down to form a light, frothy infusion that can be drunk like a potion. Anyone drinking this infusion gains a Fly speed (60’, Good) for 10 minutes and gains a permanent +1 inherent bonus to Dexterity.
Air gems cannot be used as the base material for creating items that create or manipulate Earth.

Earth - Earth gems appear to be formed from incredibly dense obsidian, and weigh twice as much as other Elemental gems. They have the peculiar property that their weight increases as they are taken further from the ground, making transporting them by air or sea incredibly difficult.
Uses of Earth gems
An Earth gem can be rendered down to form a thick, gloopy broth that can be eaten like a soup. Anyone eating this mixture is purged of all poisons and diseases and gains a permanent +1 inherent bonus to Constitution.
Earth gems cannot be used as the base material for creating items that create or manipulate Air, or provide any kind of Fly speed.

Water - Water gems appear as deep blue aquamarines that constantly drip salt water. Whilst grasped firmly in hand they allow any creature to breathe water as if they were a fish.
Uses of Water gems
A Water gem can be slowly dissolved to form pure, clean sparkling water that can be drunk. Anyone drinking this water feels a spiritual connection to the mysterious deep oceans and gains a permanent +1 inherent bonus to Wisdom.
Water gems cannot be used as the base material for creating items that create or manipulate Fire.

Positive Energy - Positive energy gems glow with a gentle, pulsing light and are warm to the touch. They emit a rhythmic noise that soothes most living creatures and is reminiscent of a heartbeat. A positive energy gem deals D6 positive energy damage per round to creatures harmed by positive energy.
Uses of Positive Energy gems
Positive Energy gems react with living beings as described in the summary above, and hold the same hypnotic spell over them. In addition, a Positive Energy gem can be dissolved to create an invigorating and refreshing draught. Any creature drinking this tonic counts as having absorbed the gem (taking 3D6 damage if Undead), and gains a permanent +1 Inherent bonus to Charisma as they gain an innate understanding of the needs and desires of others.
Positive Energy gems cannot be used as the base material for creating items that use Negative Energy or create Necromantic effects.

Negative Energy - The appearance of Negative Energy gems is difficult to determine, as they are shrouded in darkness and seem to draw the light from around them. Living creatures experience feelings of dread and anxiety when near them and the air around them seems cold. Any living being coming into contact with one suffers D6 Negative Energy damage per round.
Uses of Negative Energy gems
Negative Energy gems react with Undead and similar creatures as described in the summary above, and hold the same hypnotic spell over them. In addition, a Negative Energy gem can be rendered down to create a vial of liquid Shadow. Any creature drinking this counts as having absorbed the gem (taking 3D6 damage if living) and gains a permanent +1 inherent bonus to Intelligence as their mind is opened to the secrets of the Shadow realm.
Negative Energy gems cannot be used as the base material for creating items that create any kind of healing effect, including fast healing, regeneration or Cure spells.

Planar Pearl: 30,000gp - Planar Pearls are highly magical nacreous spheres formed on the Outer Planes in much the same way as regular pearls are formed in terrestrial shellfish. Sometimes a tiny particle of Non-reality will find it's way through a planar portal into one of the Outer Planes and manifest itself as a minute black speck that absorbs matter around it. If left unchecked these will eventually grow to become a Sphere of Annihilation, a terrible hole in the Multiverse that destroys all it touches, however thankfully most are turned into Planar Pearls before this can occur. As the speck absorbs the matter around it, it creates a kind of highly concentrated magical residue which adheres to it and eventually coats it. This accumulates until the entire particle has been coated in a highly magical substance that can be handled safely. By the time the Pearl has reached full size there is enough concentrated reality to neutralise the particle. The massive amount of magical energy created as reality and non-reality collide has the side effect of altering reality when released. For this reason Planar Pearls are highly prized, and many tales tell of quests to obtain one to undo some great calamity or return the life of a lost loved one. The highly magical energies contained within can also be used in the creation of powerful magical items, and as such Planar Pearls are also sought after by the most powerful beings in the Multiverse.
Use of Planar Pearls
The holder of a Planar Pearl can release some of the magic in the Pearl as a standard action. This has the effect of a Wish spell or True Resurrection spell (both Caster level 20) with the result chosen by the holder. There is a 30% chance whenever this ability is used that the Pearl is consumed in the process.
Alternatively, by concentrating on the Pearl for 5 minutes the magical energies can be entirely absorbed by the holder. This provides a permanent +2 inherent bonus to any one Physical stat (Strength, Constitution or Dexterity.)
A Planar Pearl can be used as the base material for Medium and Greater magical items. Pearls are concentrated reality, and as such they can only create that which is real. Planar Pearls cannot be used as the base material for items that create Illusions.

Souls: Cr²x100gp - The souls of powerful creatures are trapped in gems and the trade in them is brisk on the outer planes, especially in the planar metropolis of Finality on Acheron. Once a soul is in a gem, the gem itself is of little or no value, but the soul goes for 100 gp times the square of the CR of the creature whose soul is trapped. Souls can be used to create Wish Economy magic items, however the presence of a sentient spirit makes them somewhat troublesome to use. Only a single soul can be used in the creation of a magic item, and no other Wish Economy base materials can be used in creating a soul-forged item. This means that only souls of CR9 or higher creatures have any value in the Wish economy, and only those of CR13 or higher have any value to those wishing to create Greater items. In addition, trapping a creatures soul and denying it the chance to reap it's reward on the Outer Planes is a profoundly Evil act abhorred by most sentient beings. Being caught with Soul Gems is punishable by death in most civilized areas, so caution is paramount to the would-be soul trafficker.
Use of Souls
Souls can be used as the base material for Medium and Greater magic items, however trapping a spirit in such a way as to tap into it's magical energy is not easy. It requires the integration of a complex and sturdy lattice-work into the item to function as both prison and energy siphon, which prohibits the use of a soul in the creation of consumables such as potions, dusts or scrolls. In addition, only a single soul can be used in the creation of a magic item, and no other Wish Economy base materials can be used in creating a soul-forged item.


Wish Economy trade goods

Astral Diamond dust: 1,000gp per pinch - Through powerful magic Astral Diamonds can be rendered down into a multicoloured powdered form. A diamond so rendered creates 10 pinches of this dust.
Uses of Astral Diamond dust
Astral Diamond dust can be used as the base materials for Medium and Greater magic items. It is tied to the magic of dreams and thought, and is unsuitable for binding the harsh and destructive magic used to enchant weapons. Astral Diamond dust cannot be used as the base material for magical weapons.

Concentration: 50,000gp per lb - Ideas take form on the outer planes, and really pernicious or stellar ideas can be so powerful that they take a while to form. In the before-time, they can be found as an amber-like substance that is extremely valued on Mechanus, and by extension every single other outer plane as well. Concentration is actually made out of ideas, and while it looks like a solid object it is actually a liquid that flows so slowly that you could watch it for a year and only a Modron could tell you have far the flow had taken it. A pound of concentration goes for 50,000 gp to an interested party, and can be used in magical crafting by those with the patience to learn its secrets. If Concentration is kept in close proximity to highly active minds (for example a University or Council chamber) over several days it forms a thick, sticky resin as the ideas within are brought closer to reality. Whilst in this form it can be burnt to release an unstoppable torrent of ideas and insights to those that inhale the fumes. Concentration in resin form can be distilled down to its essential essence, which can be used to permanently enhance a creature’s mental faculties.
Uses of Concentration
Smoking at least 1,000gp worth of Concentration resin (approx. 1/3 ounce) forces a DC20 Will Save. If the save is failed the user is Confused for 10 minutes as they are unable to process the thoughts streaming into their mind, however if the save is made then it instead provides a +5 Insight bonus to Int-based skill checks for the same period.
A full pound of Concentration (50,000gp) can be distilled down to its essential essence. This complicated process requires 8 hours and access to an Alchemist's lab, however the resulting essence can be consumed by any sentient creature to provide a permanent +2 inherent bonus to any Mental stat (Intelligence, Wisdom or Charisma.)
Concentration can be used as the base material for Medium and Greater magic items. Concentration is concentrated ideas, and as such it is not suited to magic relating to the physical world. Concentration cannot be used as the base material for items that directly create physical matter or that create physical forms of Energy (Such as Fire or Lightning).

Hope: 100,000gp per litre - Hope is funny stuff, it has lots of inertia, but those who carry it are not weighed down in the least. It has mass, but not weight. Even the smallest drop of Hope sheds light like a daylight spell (the effective spell level for this effect is 7, and Hope can overcome almost any darkness). Hope is somewhat like a light and frothy liquid in it's natural form, and is measured in litres rather than pounds. A litre of Hope goes for 100,000 gp to those who want it, and it can be used in magical crafting. Hope is extremely powerful, and can be distilled to create a concentrated form that is highly sought after due to its incredible magical power.
Uses of Hope
Drinking at least a 5,000gp draught of Hope (approx 50ml or a mouthful) provides a +4 morale bonus on attack rolls, saves, and skill checks and immunity to Fear effects for 10 minutes.
A full litre of Hope (100,000gp) can be distilled down to its essential essence. This complicated process requires 8 hours and access to an Alchemist's lab, however the resulting essence can be consumed by any sentient creature to provide a permanent +4 inherent bonus to any stat.
Hope is filled with the energy of goodness and life, and it can be used as the base material for creating any Medium or Greater magic item except those that deal Negative levels or create Death effects.

Liquid Pain: 200gp per dose - Liquid pain is created through the use of dark magics and takes the form of a thick black liquid also known as Agony. This requires the torture of a sentient creature over a period of 24 hours, whilst evil magic congeals the victims pain into an oily liquid that can be used in magical crafting. Creating and using Liquid Pain is an Evil act and it is not normally used by Good creatures.
Uses of Liquid Pain
Agony can be ingested to create a drug-like effect, Initial effect: Stunned 1d4 rounds, staggered 1d6 minutes, Secondary effect: 1d4+1 enhancement bonus to Cha for 1d10+50 minutes, Side effect: intense pleasure 1d4 hours (fluff), Overdose effect: If second dose taken within 24 hours, Fort DC 18 or fall unconscious for 1d4 hours.
Liquid Pain can be used as the base material for Medium and Greater magic items. The magic inherent in Agony is purely destructive. Any item created using it as a base material cannot protect the wearer from negative conditions or remove these, or provide an increase armor class.

Raw Chaos: 200,000gp - The plane of Limbo is filled with possibility and change. Usually this manifests as a continuous creation and destruction that is awe inspiring and terrifying at the same time. Sometimes, for whatever reason this possibility doesn’t become anything, and just stays as Raw Chaos. Raw Chaos can have any dimensions and any amount of mass, but from a practical standpoint you either have it or you don’t. If you have Raw Chaos and someone else doesn’t you can give it to them, and it is generally considered good form for them to give you magical items or planar currency worth 200,000 gp in exchange. Raw Chaos can be transformed into magical items by those with the correct skills. It is highly unpredictable and dangerous, however it is seen by many as the ultimate source of power for those with the ability to control it.
Uses of Raw Chaos
Raw Chaos constantly radiates a Magic Circle against Law effect, and any sane creature within the area of this effect must make a Will save at the start of their turn or become Confused for that round.
Raw Chaos can be absorbed by any living creature, although this is a highly dangerous endeavour. Any creature doing so must pass a DC20 Fort. Save to avoid permanently warping into a Chaos Beast, however if successful this provide the effects of a Shapechange spell for 10 minutes and provides a permanent inherent bonus of +5 to any one stat.
Raw Chaos is pure change and contains all the possibilities of the Universe. It can be used as the base material for the creation of any magic item, and when used in such a manner there is a 75% chance that it is not consumed in the process.
Last edited by Red_Rob on Sun Oct 20, 2013 1:07 pm, edited 2 times in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
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Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

Trading

A note on magic marts
Magic marts. We all know that nobody really likes magic marts. There's nothing quite like a catalogue shop stocking Wands of Wonder to take the Magic out of Magic items, even if it is sort of reasonable that a demand for magic items would be filled by some enterprising individual. But more than that, any shop with an inventory that includes items so valuable that they are worth more than the entire city around it quickly becomes laughable. When you add in that these items are highly sought after by the kind of people who think of a trip to Hell to wrestle some Pit Fiends as a decent afternoons work, the security and safety arrangements quickly become unmanageable. However, with the Wish economy in full swing it is actually perfectly reasonable for there to be shops stocking Lesser magical items. As higher level characters cease to care about low level items, a shop only has to worry about lower level threats, so security becomes less of a problem. As the price of Lesser items is capped, store inventory no longer outstrips that of most countries, which is nice. However, what you can't have is Medium or Greater items for sale in any kind of standard shop environment. They are coveted by beings that have access to Divination and Greater Teleport, so any kind of security is only going to mean heists take longer to plan. This, then, means that Wish economy goods and items are only held by those with the power to keep them. Any transfer of Wish Economy items or Planar currency is a trade between two equals, and should contain a frisson of danger as both parties try to ascertain whether the other is sufficiently weak that the trade can be dispensed with in favour of a quick Cloudkill or Circle of Death.

Buying and Selling
D&D is a game of adventure. This means that by necessity the focus will rarely be on a carefully crafted economic simulator, rather for most players town is a place where they can offload their ill-gotten gains and if possible get their hands on particular items they have failed to encounter during their travels. As such, these rules focus mainly on two areas, how quickly players can offload surplus goods, and how to determine what is available for them to buy.

When the players want to buy and sell items there are a few factors that influence the proceedings. The first is the size of the settlement, as shown on the table below.

PopulationTypeEcon. ModBase LimitPurchase LimitLesserMediumGreater
20-80Thorp–410gp10gp---
81-500Hamlet–250gp100gp1--
501-1,000Village–1100gp500gp1D4--
1,000-10,000Small town01,000gp5,000gp2D4--
10,001-25,000Large town02,000gp10,000gp3D41-
25,001-50,000Small city+14,000gp20,000gp*1D4-
50,0001-100,000Large city+28,000gp32,000gp*2D41
100,001+Metropolis+412,000gp60,000gp*3D41D4
100,001+Planar Metr.+620,000gp100,000gp**2D4

Population: The number of people living in the immediate community.
Type: The classification of the settlement.
Econ. Mod: The Economic Modifier, applied to any D20 rolls related to obtaining items for sale.
Base Limit: The maximum worth of item found in the settlement.
Purchase Limit: The amount of disposable cash held by the merchants in a given settlement.
Lesser: The number of Lesser Magic Items available for sale among the populous.
Medium: The number of Medium Magic Items available for sale among the populous.
Greater: The number of Greater Magic Items available for sale among the populous.


The second is the rarity of the item.
RarityItemRoll
COMMON_1+
-Trade Goods-
-Simple Weapons-
-Light Armor-
-Adventuring gear costing 10gp or less-
-Clothing-
-Food and Drink-
UNCOMMON_6+
-Martial weapons-
-Medium or Heavy armor-
-Shields-
-Adventuring gear costing 11-100gp-
-Special Substances-
-Mounts-
-Potions-
-Scrolls-
-Masterwork Common item-
RARE_11+
-Exotic Weapons-
-Exotic Material Armor-
-Adventuring gear costing 100gp+-
-Any Magic Item-
-Masterwork Uncommon item-

Selling
Each settlement has a Purchase Limit. This is the amount of ready currency the populace has available for buying the random crap the PC's want to offload. Once the players have sold items totalling this value it is assumed that no further sales may be made in the settlement until about a week has gone by, at which point the purchase limit refreshes. It is assumed that PC's offering items for sale at half their market value can find a buyer without hindrance, as there is always someone with an eye for a bargain. Should the PC's want more than this, they will have to find a specific buyer, which involves Gather Information and Diplomacy rolls, plus plenty of time. It is assumed that the purchase limit represents several interested parties, so selling multiple items is not usually an issue, however if the PC's try to sell more than half the purchase limit in one kind of item they can be assumed to have filled the immediate demand and must lower their price to 25% to sell any more. If the PC's want to sell items repeatedly over a period of time, such as Fabricated goods or a castle's worth of onyx, refer to the "setting up a business" rules in the Tomes. If the PCs wish to trade any Wish Economy items for Planar currency then this can only reliably be done at a Planar Metropolis. Treat each type of Planar Currency as a Medium item the characters are attempting to buy, with an availability roll made to see whether the particular flavour the characters require can be located.

Buying
Base Limit
The base limit shows the highest value items that you can find within the settlement. Any item that has a gp value equal to or below this limit may be available for sale, whilst any items above are not (expect for certain magic items, see below). Every item is assigned a rarity value, which determines how likely it is to be available for sale. The rarity for items is shown in the chart above. To determine whether a particular item below the base limit is available for sale in a given settlement, roll a D20 and apply the settlements Economic Modifier, and compare it to the availability roll. If your modified roll beats the number, the item is available for sale or can be made available within a day. If you roll under the item is not available or out of stock. Another check can be made in a week to see if the item has become available.
Magic items
Each settlement also has a listed number of magic items. Where a number is given this shows the number of magic items held by the inhabitants that they are willing to trade (this is in addition to the items that fall under the Base Limit). A * indicates that these magic items fall below the settlements base limit, and you therefore make availability rolls as usual to determine whether a particular item is available for sale. For items above the base limit, the DM rolls secretly to see how many items are available in the settlement and then determines the items randomly using the appropriate random magic item table. It takes a DC20 Gather Information check (modified by the settlements modifier as usual) and D4+1 hours to uncover each item for sale. This tells you the name of the current owner and a brief description of the item.
Trading Items
In general it can be assumed that PCs offering the market value of the item in fungible goods can complete a transaction without hindrance, however should the MC wish to roleplay the encounter, or should it become important due to player actions an individual selling a Lesser item is of CR 2+D6, those selling Medium items are CR8+D6 and those selling Greater items are CR14+D6. These individuals will also have friends and allies that may attempt to avenge their death or attempts to cheat them. If the party do not have currency of the appropriate value, they can offer items for trade. There is a base 10% chance that the seller takes a shine to a random item the PC's have for trade and will offer to trade on a 1-for-1 basis, otherwise the buyer will only accept 2 items of any kind in return for an item of the same level.
Last edited by Red_Rob on Sun Oct 20, 2013 12:45 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
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Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

Amended Crafting Rules:

To craft an item you must first gather together the base materials. These are appropriate goods with a value equal to half of the standard retail value of the item to be made. If the base materials are artificially more expensive to buy, then the cost of the materials will increase. If the finished item is artificially expensive to buy, then the material cost is based on the standard price, not the increased price. You cannot choose to make a Masterwork item, this occurs through high skill rolls, therefore the material cost is always based on a standard example of the item. Once these have been obtained then you can begin crafting. Each item has a Craft DC, representing how difficult it is to make, and a base Work Period, which represents the minimum time required to manfuacture it. Once the crafter has been working for one Work Period they make a Craft check (you can take 10 on this check). The result is then compared to the Craft DC to see how long the item will take to craft. Masterwork or exotic items are created through making higher Craft checks.

CRAFT DC CHART
ItemCraft SkillDC[/b]
AcidAlchemy15
Alchemist's Fire, smokestick, tindertwigAlchemy20
Antitoxin, Sunrod, tanglefoot bag, thunderstoneAlchemy25
Armor or ShieldMetalsmith10+AC
Longbow or ShortbowBowmaking12
Composite Longbow or ShortbowBowmaking15
CrossbowMetalsmith15
Simple Melee/Thrown weaponMetalsmith12
Martial Melee/Thrown weaponMetalsmith15
Exotic Melee/Thrown weaponMetalsmith18
Mechanical TrapTrapmakingVaries
Typical Item (e.g. Iron Pot)Varies10
High Quality Item (e.g. Bell)Varies15
Complex Item (e.g. Iron lock)Varies20

CRAFT DC MODIFIERS
Increase Work Period time to next category: -5 DC
Poor quality tools or work area +5 DC
Unfamiliar item (never made before) +5 DC
Exotic material (e.g. Adamantine, Trollhide) +10 DC (item is automatically masterwork)

Base Work Periods
1 HOUR
Alchemical items
Mundane typical item (Bucket, rope, clothes, ladder)
Ammunition x 50
Melee or thrown Weapon
Non-armor

1 DAY
Shield
Light or Medium Armor
Large, complex or intricate item (manacles, jewellery, lock, cart)

1 WEEK
Heavy armor
Very large or highly complex item (Spyglass, boat, small house)

1 MONTH
Larger buildings
Check ResultCompletion Time[/b]
5 or more below the target DCNo progress is made and half the materials have been ruined.
Up to 4 below the target DCNo progress has been made. The crafter can roll again after another work period.
Equal to or up to 4 above the target DCThe item will be completed in 5 more Work Periods.
5 above the target DCThe item will be completed in 4 more Work Periods.
10 above the target DCThe item can be Masterwork and will be completed in 5 more Work Periods, or will be completed in 2 more Work Periods.
15 above the target DCThe item can be Masterwork and will be completed in 2 more Work Periods, or is completed immediately.
20 above the target DCThe item is Masterwork and completed immediately.

Magic Item Creation

Crafting 101
Crafting ordinary items is handled using the system above and can be attempted by anyone with points in a Craft skill, however crafting Magical items requires a higher degree of mastery. Magical items cannot be created unless specified by a feat. Crafting feats specify what magic items a character can create, and how long these take. Additional rules for crafting Magical items are given below.

Base Materials
Magical items no longer require Caster Levels or knowledge of specific spells to manufacture. Instead, it is assumed that the skill and power of the Crafter (represented by their feat), combined with the magical base materials used are sufficient to infuse the item with magical power. The materials for any magical item consist of the base item, and additional enchanting materials totalling half of the item's base crafting value (given below). For any Medium or Greater item the material cost cannot be made of mundane materials and must be made up of Wish Economy goods that specify they can be used for this purpose to provide the required level of power. The exact nature of the materials required for Lesser items is somewhat vague, but can be assumed to represent body parts of mundane and magical creatures, rare and unusual herbs or gemstones, minor magical materials, and other things thematically appropriate to the magic effect required. If the base item to be enchanted is valuable in its own right then you also require the item to be obtained prior to beginning the work, or the materials to create it whilst it is being enchanted as detailed below.

Finding components
A GM may choose to allow magical materials obtained whilst adventuring to count towards the material cost for an appropriate magic item, including body parts from defeated magical enemies. For example, fresh Shocker Lizard glands may count towards the material cost of Lightning themed items, or water from a Healing Pool may be useful for a Wand of Healing. As a general rule, a creature’s body parts are worth an amount equal to a Treasure Parcel of its CR as base materials. As it is usually Magical Beasts that this will apply to, which typically don't carry much in the way of treasure, this allows resourceful adventurers the chance for a level appropriate Treasure Parcel out of the deal. Only parts from creatures of CR9 or greater can be used in the creation of Medium magic items, and only creatures of CR13 and higher can be harvested for material for Greater items. The magical power inherent in a creatures body remains after a creatures soul has gone to it’s eternal reward, however if the soul is taken for any reason (Trap the Soul, a Thinaun blade or similar) the magic is drained and its body parts cannot be used as base materials.

Masterpiece Items
Making magic items is as much an art as a science, and as such it requires a certain amount of inspiration to create the best works. Characters above a certain level with crafting feats will be granted the ability to create Masterpieces. A Masterpiece item is an item you can imbue with magical power beyond what you can usually create. Any given character can only make one Masterpiece item per level, regardless of how many crafting feats the character has taken, however he can choose from any of the Masterpieces he would be allowed to create. Once a Masterpiece has been created the character cannot make another until they have gained a level. In addition, you can only make a Masterpiece once for any given numerical Character Level (for example, level 12), so losing and regaining levels will not allow you to make more Masterpieces. The type of enchantment you can imbue into a Masterpiece item is listed in the crafting Feat. If you gain a level without having made a Masterpiece during that level, you can still make that level's Masterpiece at a later date, however the item must be one you could have made at that level and not a more powerful item.

Creating the item

The creator needs a fairly quiet, comfortable, and well-lit place in which to work, outfitted with the tools of their particular trade. The character must have all the materials ready at the start of the process. The caster works for 8 hours each day, and cannot rush the process by working longer each day. The days need not be consecutive, and the caster can use the rest of his time as he sees fit. A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

Creating an enchanted item from scratch
A magical item can be created at the same time that it is enchanted, if desired. In this case use the crafting rules above for creating the base item, however the total time taken is only the longer of the two processes, not the combined time. If the crafting process fails then only the materials for the base item are ever ruined, never the enchanting materials, and the crafter can try again with a new base item.

Specific crafting rules
Magic armor and weapons require the weapon or armor as a base item. Enchanting a magic weapon, armor or helm (even an existing one) requires access to a forge.

A Staff, Wand or Rod is simply a carved piece of wood or other material, and therefore no special base item is required. The enchanting time and materials are assumed to include whatever is needed. Enchanting a staff requires access to a magical workshop (treat as an Alchemists lab for price and availability). When creating these items, Divine spellcasters can choose spell effects from the PHB Cleric list, whilst Arcane Spellcasters can choose spell effects from the PHB Wizard list.

Magic Jewelry requires a piece of jewelry as a base item. This can be created at the time it is enchanted, or an existing item can be enchanted. Enchanting or creating a piece of magical jewelry (even an existing one) requires access to a forge.

Magic clothing requires the item of clothing as a base item. This can be created at the time it is enchanted, or an existing item can be enchanted. Enchanting an item of clothing (even an existing one) requires access to a loom.

A potion, oil, elixir or dust simply requires a container to store it in once it has been distilled. No base item is required, as the enchanting materials are assumed to include whatever is needed. Creating magical consumables requires access to an Alchemist's lab. When creating these items, Divine spellcasters can choose spell effects from the PHB Cleric list, whilst Arcane Spellcasters can choose spell effects from the PHB Wizard list.

Scribing a scroll or writing a Tome requires only parchment and a quill, which are assumed to be part of the enchanting materials . The majority of the base materials are used to create the magical ink with which the scroll is written. Scribing a scroll or Tome requires access to a magical workshop (treat as an Alchemists lab for price and availability).

Utility items range from folding boats, to feather tokens, to bags. Creating a magical utility item requires access to a magical workshop (treat as an Alchemists lab for price and availability). As they are so varied in form, it can be assumed that whatever base items are needed form part of the enchanting materials and the enchanting time includes any alterations to these required.

Nonstandard items and Iconic forms
Items are usually made in a form that indicates their magical effect, not simply because it's cooler that way, but because they are magically attuned to that form and easier to create. Creating an item in a nonstandard form is always a Masterpiece, and cannot be attempted if you have already created a Masterpiece this level. It also takes more costly base materials and may be more difficult. If the new form is one that you can convince your MC still has some thematic connection to the magical effect (Such as a Helm effect on a Headband), it takes materials equal to the base crafting cost. If the new form would be radically different (such as a Helm effect on a Ring) it takes materials equal to the base cost, however the item counts as the next highest level of magic item, which may change the materials required to Wish Economy goods. This does mean that you can't Wish for Lesser items in vastly unusual forms, which is nice because otherwise every scaling bonus in the game would only be found on Rings. Details of the iconic forms of various magic items are found in the appropriate descriptions.

Crafting Feats
Crafting feats are either Skill feats, in which case they scale to your highest rank in a Craft skill, or Metamagic feats which scale to the highest level spell you can cast.

Forgemaster [Skill]
You shame Hephaestus with your mad forge skillz
Craft (Metalsmith)
0: You gain a +3 Insight bonus to Craft checks
4: By spending a minute examining a magical shield, set of armor, helm or weapon you can Identify it as per the spell.
9: You are able to make Masterpieces. Your Masterpiece can be a Lesser magical armor, weapon or helm, with an enchanting time of 1 week.
14: Your Masterpiece Item can now be a Medium magical armor, weapon or helm. You are now able to make Lesser magical Metalsmith items at will, with an enchanting time of 1 day.
19: Your Masterpiece Item can now be a Greater magical armor, weapon or helm. You are now able to make Medium magical Metalsmith items at will, with an enchanting time of 1 week.

Stavecrafter [Metamagic]
A Wizard's staff has a knob on the end. You know because you put it there.
Spell lvl
0: When wielding a quarterstaff you suffer no penalty for attacking with your off-hand, as if you had the Two Weapon Fighting feat.
1: By spending a minute examining a magical staff, rod or wand you can Identify it as per the spell.
3: You are able to make Masterpieces. Your Masterpiece can be a Lesser magical rod, staff or wand, with an enchanting time of 1 week.
6: Your Masterpiece Item can now be a Medium magical rod, staff or wand. You are now able to make Lesser versions of these items at will, with an enchanting time of 1 day.
9: Your Masterpiece Item can now be a Greater magical rod, staff or wand. You are now able to make Medium versions of these items at will, with an enchanting time of 1 week.

Forge enchanted jewelry [Skill]
You are the Lord of the Rings. You're not bad with Amulets and Periapts either.
Craft (Goldsmith)
0: You gain a +3 Insight bonus to Craft checks
4: By spending a minute examining a piece of magical jewelry (rings, amulets, periapts, brooches or headbands) you can Identify it as per the spell.
9: You are able to make Masterpieces. Your Masterpiece can be a piece of Lesser magical jewelry, with an enchanting time of 1 week.
14: Your Masterpiece Item can now be a piece of Medium magical jewelry. You are now able to make Lesser jewelry items at will, with an enchanting time of 1 day.
19: Your Masterpiece Item can now be a piece of Greater magical jewelry. You are now able to make Medium jewelry items at will, with an enchanting time of 1 week.

Master of the Loom [Skill]
You are the maker of the magic pants.
Craft (Tailor)
0: You gain a +3 Insight bonus to Craft checks
4: By spending a minute examining an item of magical clothing (Boots, belts, gloves or cloaks) you can Identify it as per the spell.
9: You are able to make Masterpieces. Your Masterpiece can be an item of Lesser magical clothing, with an enchanting time of 1 week.
14: Your Masterpiece Item can now be an item of Medium magical clothing. You are now able to make Lesser clothing items at will, with an enchanting time of 1 day.
19: Your Masterpiece Item can now be an item of Greater magical clothing. You are now able to make Medium clothing items at will, with an enchanting time of 1 week.

Brew Potions [Metamagic]
Double, double toil and trouble; Fire burn, and cauldron bubble...
Spell lvl
0: You can brew Potions and Oils of 0th level spell effects with an enchanting time of 1 day.
1: By spending a minute examining any magical liquid or dust you can Identify it as per the spell.
3: You can brew Potions and Oils of 1st, 2nd and 3rd level spell effects with an enchanting time of 1 day.
6: You can make magical Dust with an enchanting time of 1 day.
9: You are able to make Masterpieces. Your Masterpiece can be an Elixir, with an enchanting time of 1 week.

Scribe Scrolls [Metamagic]
You can scribe scrolls. It's kind of like keeping a diary, except the pages can kill people.
Spell lvl
0: You can decipher scrolls containing spells on your Class list without the need for a Read Magic spell.
1: You can scribe Scrolls of any 1st level spell you know and are able to cast with an enchanting time of 1 day.
3: You can scribe Scrolls of any 2nd or 3rd level spell you know and are able to cast with an enchanting time of 1 day.
6: You can scribe Scrolls of any 4th, 5th or 6th level spell you know and are able to cast with an enchanting time of 1 day.
9: You can scribe Scrolls of any spell you know and are able to cast with an enchanting time of 1 day. You are able to make Masterpieces. Your Masterpiece can be a Tome, with an Enchanting (writing) time of 1 week.

Craft Utility Item [Metamagic]
You can make all sorts of enchanted knick-knacks people never even knew they needed. Kind of like a magical QVC.
Spell lvl
0: You can tell a magical utility item within 60' is magical by sight, as if you had a Detect Magic spell active.
1: By spending a minute examining a magical utility item you can Identify it as per the spell.
3: You are able to make Masterpieces. Your Masterpiece can be a Lesser utility item, with an enchanting time of 1 week.
6: Your Masterpiece Item can now be a Medium utility item. You are now able to make Lesser utility items at will, with an enchanting time of 1 day.
9: Your Masterpiece Item can now be a Greater utility item. You are now able to make Medium utility items at will, with an enchanting time of 1 week.
Last edited by Red_Rob on Sun Oct 20, 2013 12:46 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
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Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

Random Magic Items

When you need to generate a random magic item, use the following charts. First, roll on the Item Type chart to determine the type of item, then roll on the Supplementary charts below to determine the exact item found.

ITEM TYPE
LesserMediumGreaterItem Type
01-0801-1001-10Armor and shields
09-1811-2511-25Weapons
19-4326-3526-30D6 Potions/Oils/Dust
44-6336-5031-35D6 Scrolls
64-7351-6036-50Wands/Staffs
74-9361-9056-90Wondrous items
94-0091-0091-00Utility Items

(Click on the item type to go to the appropriate charts)


ARMOR & SHIELDS

Rules for all armors can be found Here. First, roll on the Base Armor Type chart below to determine the type of armor found. Unless the armor is listed as (Nonmagical), you then roll on the appropriate Magic Ability chart to determine it's power. If the armor is listed as a Specific armor, you instead roll on the appropriate Specific Armor chart. Specific Armors already have a magical ability and do not get to roll for another.

BASE ARMOR TYPE
LesserMediumGreaterArmor Type
01--Cord Armor
02-03--Leather Armor
04--Wicker Armor
05-07--Studded Leather
08-1101-05-Chain Shirt
12-1506-10-Brigandine
16-20--Hide Armor
21-23--Scale Mail
24--Ringmail
25-2711-15-Chainmail
28-2916-19-Lamellar Armor
3020-Lobster Mail
31-3521-25-Breastplate
36-37--Hoplite Armor
38-40--Half Plate
4126-27-Coral Armor
42-4528-30-Great Armor
46-6031-45-Full Plate
61-6546-48-Buckler
66-7049-52-Wooden Shield
71-8053-59-Steel Shield
81-8260-62-Tower Shield
8363-Kite Shield
8464-Bone Wall
85-93--Exotic Armor (Nonmagical)
94-9565-901-80Exotic Armor (Magical)
96-0091-0081-00Specific Armor

EXOTIC ARMOR TYPE
LesserMediumGreater Armor Type
01-0501-0301-02Gray Armor
06-0804-0503Gith Armor
09-1006-07-Chitin Carapace
11-1508-1004-05Animal Spirit Armor
16-2511-2006-15Ironskin Leather
26-3521-3516-30Mithril Shirt
36-4336-4531-40Dragonscale Shirt
44-5046-5541-55Mithril Suit
5156-6556-65Adamantine Breastplate
52-5566-Silk Steel Armor
56-6967-7666-80Dragonscale Suit
7077-8681-90Adamantine Carapace
71-8087-8991Dragonscale Shield
81-9090-9492-95Mithril Shield
91-9595-9996-00Adamantine Shield
96-0000-Kappa Shell

LESSER ABILITIES
ArmorShieldLesser Ability
01-0401-09Energy Resistance (Fire)
0510-12Energy Resistance (Acid)
06-0713-20Energy Resistance (Cold)
08-0921-25Energy Resistance (Electricity)
1026Energy Resistance (Sonic)
11-18-Light Fortification
19-2627-37Arrow Deflection
27-3538-47Ghost Touch
36-40-Glamered
41-42-Skill Bonus (Escape Artist)
43-44-Skill Bonus (Climb)
45-46-Skill Bonus (Intimidate)
47-48-Skill Bonus (Listen)
49-5048-50Skill Bonus (Spot)
51-5551-55Darkvision
56-6056-60Glowing
61-6861-70Spined
69-7071-72Fey-blessed
71-7873-75Health
79-8176-79Spell Imbued (Lesser Restoration)
82-8580-83Spell Imbued (Protection from Evil)
86-8984-87Spell Imbued (Bull's Strength)
90-9388-91Spell Imbued (Enlarge Person)
93-9692-95Spell Imbued (Mirror Image)
97-9896-97Spell Imbued (Invisibility)
9998-99Spell Imbued (Hold Person)
0000Spell Imbued (Scare)

MEDIUM ABILITIES
ArmorShieldMedium Ability
01-0501-07Energy Immunity (Fire)
0608-10Energy Immunity (Acid)
07-1011-15Energy Immunity (Cold)
11-1416-20Energy Immunity (Electricity)
1521Energy Immunity (Sonic)
16-25-Medium Fortification
26-3222-30Haste
33-35-Wild
36-4431-40Luck
45-5441-50Antimagic
55-6051-60Mirrored (Metal armors only)
61-6861-70Perspective
69-8071-80Death Ward
81-8981-88Holy
90-9589-95Unholy
96-9796-97Spell imbued (Displacement)
98-9998-99Spell Imbued (Dimension Door)
0000Spell Imbued (Greater Invisibility)

[GREATER ABILITIES
ArmorShieldGreater Ability
01-15-Heavy Fortification
16-2801-13Etherealness
29-3514-20Planar Travel
36-5021-36Freedom
51-5847-55Invulnerability
59-7056-70Absorbing
71-7871-78Blades
79-9579-95Spell Reflection
96-9796-97Spell Imbued (Teleport)
98-9998-99Spell Imbued (Globe of Invulnerability)
0000Spell Imbued (Repulsion)

SPECIFIC LESSER ARMORS
RollLesser Armor
01-05Magic Clothes
06-20Darkleaf Armor
21-30Spiderweb Clothing
31-35Bone Armor
36-50Dryad Bark Suit
51-55Elukian Clay Armor
56-70Stone Plate
71-72Force Shield
73-92Vine Shield
93-95Crystal Shield
96-00Ice Aegis

SPECIFIC MEDIUM ARMORS [/td][td]Roll[/td][td]Medium Armor [/td][/tr]
01-03Kenpo Gi
04-10Robe of Many Colours
11-28Mysterious Membrane
29-39Naga Hide
40-45Living Breastplate
46-60Rime Hauberk
61-70Trollhide
71-85Demon Armor
86-00Sun Plate

SPECIFIC GREATER ARMORS [/td][td]Roll[/td][td]Greater Armor [/td][/tr]
01-10Robe of Eyes
11-25Robe of the Archmagi
26-35Thought Armour
36-50Unreal Armor
51-55Juggernaut Armour
56-70Tempest Armour
71-85Force Plate
86-00Mechanus Armor

Last edited by Red_Rob on Mon Oct 05, 2015 9:19 pm, edited 3 times in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
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Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

WEAPONS

Rules for magic weapons can be found here. First, roll on the Base Weapon Type chart below to determine the type of weapon. Then, roll on the Weapon Material chart to determine whether the weapon is made of an unusual material and whether it is Masterwork, or has a magical ability. For the purposes of the Material chart a weapon is Metal if it has a metal striking surface. Next, roll on the Specific Weapon chart to determine the form of the weapon, then roll on the appropriate Magic Ability chart to determine it's power. For Spell Ammunition / Thrown weapons they will instead require a spell effect. For these items, roll on the Staff/Wand chart to determine the spell imbued in the items, rerolling any Staff results.

BASE WEAPON TYPE [/td][td]Roll[/td][td]Weapon Type [/td][/tr]
01-70Common melee weapon
71-85Common ranged weapon
86-95Uncommon weapon
96-00Spell Ammunition / Thrown weapon

WEAPON MATERIAL [/td][td]Lesser[/td][td]Med[/td][td]Greater[/td][td]Wooden[/td][td]Metal[/td][td]Enhancement Type [/td][/tr]
01-6001-10-WoodSteelMagical
61-65--DarkwoodAlchemical SilverMasterwork
66-75--DarkwoodMithrilMasterwork
76-78--DarkwoodCranorMasterwork
79-85--Darkwood / Stormwood*AdamantineMasterwork
86-9311-4001-20DarkwoodMithrilMagical
94-9541-4521-25DarkwoodCranorMagical
96-0046-7526-45Darkwood / Stormwood*AdamantineMagical
-76-79-BronzewoodMeteoric IronMasterwork
-80-83-BronzewoodShadow AdamantineMasterwork
-84-87-BronzewoodGreen SteelMasterwork
-88-90-BronzewoodMindsilverMasterwork
-91-93-BronzewoodThinaunMasterwork
-9446-50BronzewoodDwarven BlackrockMasterwork
-95-9651-60BronzewoodMeteoric IronMagical
-97-9861-70BronzewoodShadow AdamantineMagical
-99-0071-80BronzewoodGreen SteelMagical
--81-90BronzewoodMindsilverMagical
--91-97BronzewoodThinaunMagical
--98-00BronzewoodDwarven BlackrockMagical

*Stormwood for thrown or ranged weapons

COMMON MELEE WEAPONS [/td][td]Roll[/td][td]Weapon [/td][/tr]
01-04Dagger
05-14Greataxe
15-24Greatsword
25-28Kama
29-41Longsword
42-45Mace, light
46-50Mace, heavy
51-54Nunchaku
55-57Quarterstaff
58-61Rapier
62-66Scimitar
67-70Shortspear
71-74Siangham
75-84Sword, bastard
85-89Sword, short
90-100Waraxe, dwarven

COMMON RANGED WEAPONS [/td][td]Roll[/td][td]Weapon [/td][/tr]
01-15Crossbow, heavy
16-30Crossbow, light
31-40Shortbow (Str min 10)
41-55Shortbow, composite (Str min 14)
56-60Shortbow, composite (Str min 18)
61-70Sling
71-80Longbow (Str min 10)
81-95Longbow, composite (Str min 14)
96-00Longbow, composite (Str min 18)



UNCOMMON WEAPONS [/td][td]Roll[/td][td]Weapon [/td][/tr]
01-03Axe, orc double
04-07Battleaxe
08-10Chain, spiked
11-12Club
13-16Crossbow, hand
17-19Crossbow, repeating
20-21Dagger, punching
22-23Falchion
24-26Flail, dire
27-31Flail, heavy
32-35Flail
36-37Gauntlet
38-39Gauntlet, spiked
40-41Glaive
42-43Greatclub
44-45Guisarme
46-48Halberd
49-51Spear
52-54Hammer, gnome hooked
55-58Handaxe
59-61Kukri
62-64Lance
65-67Longspear
68-70Morningstar
71-72Net
73-74Pick, heavy
75-76Pick, light
77-78Ranseur
79-80Sap
81-82Scythe
83-84Shuriken x D6
85-86Sickle
87-89Sword, two-bladed
90-91Trident
92-94Urgrosh, dwarven
95-97Warhammer
98-00 Whip



AMMUNITION/THROWN WEAPONS [/td][td]Roll[/td][td]Weapon [/td][/tr]
01-25Arrow x D6
26-40Bolt, crossbow x D6
41-45Bolt, repeating crossbow x D6
46-60Bullet, sling x D10
61-70Dart x D6
71-80Javelin x D3
81-90Axe, throwing x D6
91-00Light Hammer x D6

LESSER ABILITIES [/td][td]Melee[/td][td]Ranged[/td][td]Lesser Ability [/td][/tr]
1-101-10Acid
11-15-Berserking
16-22-Defending
23-3011-19Dispelling
31-4020-29Flame
41-4730-37Ghost Touch
48-5838-47Ice
59-6548-56Keen
66-7257-64Poison
73-8165-72Returning/Called
-73-82Seeking
82-9183-92Thunder
92-0093-00Terror

MEDIUM ABILITIES [/td][td]Melee[/td][td]Ranged[/td][td]Lesser Ability [/td][/tr]
01-0701-10Banishing
08-1411-20Disruption
15-2021-30Fey (Light or Ranged weapons only)
21-3031-45Frost
31-3746-52Lifestealing
38-42-Puncturing (Piercing weapons only)
43-48-Sharpness (Slashing weapons only)
49-5853-62Speed
59-65-Spell Storing
66-7563-78Sun
76-8279-89Time Distortion, Lesser
83-88-Viper
89-93-Withering (Bludgeoning weapons only)
94-0090-00Wounding

GREATER ABILITIES [/td][td]Melee[/td][td]Ranged[/td][td]Lesser Ability [/td][/tr]
01-12-Holy Avenging
13-2501-17Ruin
26-3718-34Vorpal
38-50-Dancing
51-6235-50Brilliant Energy
63-7551-66Soul Prison
76-8767-83Time Distortion (Greater)
88-0084-00Petrification

Last edited by Red_Rob on Sun Oct 20, 2013 12:50 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
Prince
Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

POTIONS, OILS AND DUST

Rules for potions, oils and dust can be found here. First, roll on the Consumable Type chart to determine the type and level of consumable found, then roll for its imbued spell effect. Where multiple items are found, the DM can roll for each individually or can group them as they desire.

CONSUMABLE TYPE [/td][td]Lesser[/td][td]Medium[/td][td]Greater[/td][td]Item type [/td][/tr]
01-50--Level 1 Potion/Oil
51-7001-20-Level 2 Potion/Oil
71-8021-5001-20Level 3 Potion/Oil
81-0051-0021-00Dust



LEVEL 1 POTION/OIL SPELL EFFECTS
RollPotion or Oil
01-25Cure light wounds (potion)
26-30Endure elements (potion)
31Hide from animals (potion)
32Hide from undead (potion)
33-35Jump (potion)
36-40Mage armor (potion)
41-43Magic fang (potion)
44Magic stone (oil)
45-50Magic weapon (oil)
51-53Pass without trace (potion)
54-55Protection from Good (potion)
56-60Protection from Evil (potion)
61-65Remove fear (potion)
66-68Sanctuary (potion)
69-75Shield of faith (potion)
76Shillelagh (oil)
77-80Bless weapon (oil)
81-95Enlarge person (potion)
96-00Reduce person (potion)

LEVEL 2 POTION/OIL SPELL EFFECTS
RollPotion or Oil
01-04Aid (potion)
05-08Barkskin (potion)
09-12Bear’s endurance (potion)
13-18Blur (potion)
19-22Bull’s strength (potion)
23-26Cat’s grace (potion)
27-51Cure moderate wounds (potion)
52Darkness (oil)
53-54Darkvision (potion)
55-56Delay poison (potion)
57-60Eagle’s splendor (potion)
61-64Fox’s cunning (potion)
65-72Invisibility (potion or oil)
73-76Lesser restoration (potion)
77Levitate (potion or oil)
78Misdirection (potion)
79-82Owl’s wisdom (potion)
83-84Protection from arrows(potion)
85-86Remove paralysis (potion)
87-90Resist energy (Fire) (potion)
91-92Resist energy (Cold) (potion)
93Resist energy (Elec.) (potion)
94Resist energy (Acid) (potion)
95-98Spider climb (potion)
99-00Undetectable alignment (potion)

LEVEL 3 POTION/OIL SPELL EFFECTS
RollPotion or Oil
01-25Cure serious wounds (potion)
26Daylight (oil)
27-31Displacement (potion)
32-33Flame arrow (oil)
34-40Fly (potion)
41Gaseous form (potion)
42Greater magic fang (potion)
43-44Greater magic weapon (oil)
45-50Haste (potion)
51-53Heroism (potion)
54-55Keen edge (oil)
56-57Magic circle against Good(oil)
58-60Magic Circle against Evil(oil)
61-62Magic vestment (oil)
63-67Neutralize poison (potion)
68Nondetection (potion)
69-71Protection from energy (Fire)
72-73Protection from energy (Cold)
74Protection from energy (Elec.)
75Protection from energy (Acid)
76-79Rage (potion)
80-83Remove blindness/deafness (potion)
84-88Remove curse (potion)
89-92Remove disease (potion)
93-94Tongues (potion)
95-98Water breathing (potion)
99-00Water walk (potion)

DUST SPELL EFFECTS
LesserMediumGreaterDust Type
01-10--Purify Food & Drink
11-25--Disguise Self
26-40--Reduce Person
41-55--Doom
56-70--Pass without Trace
71-75--Obscure Object
76-80--Glitterdust
81-85--Blindness
86-8901-10-Deep Slumber
90-9211-20-Nondetection
93-9621-30-Curse
97-0031-40-Invisibility Purge
-41-5001-15Confusion
-51-6016-30Invisibility, Greater
-61-7031-45Hold Monster
-71-7546-55Break Enchantment
-76-8056-65Dispel Magic, Greater
-81-8566-75Animal Growth
-86-9076-82Animate Objects
-91-9583-91Flesh to Stone
-96-0092-00Banishment

Last edited by Red_Rob on Sun Oct 20, 2013 12:51 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
Prince
Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

SCROLLS

Rules for scrolls can be found here. To determine the spell found on a scroll, use the charts in the DMG. Its a long ass table and I'm not writing it out again :).

STAFFS & WANDS

Rules for Staff and Wands can be found here. First, roll on the appropriate Staff/Wand chart to see whether the item is a Wand or a Staff. Then, roll on the appropriate chart to determine the specific spell effect or effects imbued in the item. (A quick note, the spell levels listed below assume the fixes to Evocation suggested here. If you don't want to use those fixes, you will need to reroll results that don't match up with the required spell level.)

LESSER WANDS/STAFFS (15 CHARGES) [/td][td]Roll[/td][td]Staff Type [/td][/tr]
01-400-1st Level Wand
41-702nd Level Wand
71-903rd Level Wand
91-100Lesser Special Staff

MEDIUM WANDS/STAFFS (30 CHARGES) [/td][td]Roll[/td][td]Staff Type [/td][/tr]
01-254th Level Wand
26-505th Level Wand
51-756th Leve Wandl
76-00Medium Special Staff

GREATER WANDS/STAFFS (60 CHARGES) [/td][td]Roll[/td][td]Staff Type [/td][/tr]
01-337th Level Wand
34-668th Level Wand
67-00Greater Special Staff


0-1ST LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-03Detect Magic
04-06Daze
07-08Light
09-14Grease
15-19Summon Monster I
20-23Detect Secret Doors
24-28Charm Person
29-34Sleep
35-38Burning Hands
39-44Magic Missile
45-48Shocking Grasp
49-53Color Spray
54-60Cure Light Wounds
61-64Silent Image
65-68Cause Fear
69-72Ray of Enfeeblement
73-77Fireball
78-80Gust of Wind
81-85Lightning Bolt
86-90Enlarge Person
91-95Polar Ray
96-00Reduce Person

2ND LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-04Glitterdust
05-08Melf’s Acid Arrow
09-12Summon Monster II
13-16Web
17-19Detect Thoughts
20-23Daze Monster
24-27Tasha’s Hideous Laughter
28-29Flaming Sphere
30-33Scorching Ray
34-36Shatter
37-40Invisibility
41-43Minor Image
44-47Blindness/Deafness
48-49False Life
50-52Ghoul Touch
53-55Scare
56-59Bear’s Endurance
60-63Bull’s Strength
64-67Cat’s Grace
68-71Eagle’s Splendor
72-76Fox’s Cunning
77-79Restoration, Lesser
80-84Knock
85-88Cone of Cold
89-91Levitate
92-95Owl’s Wisdom
96-00Chain Lightning

3RD LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-04Dispel Magic
05-09Stinking Cloud
10-13Summon Monster III
14-17Tongues
18-22Deep Slumber
23-26Heroism
27-30Searing Light
31-34Suggestion
35-37Wind Wall
38-42Ray of Exhaustion
43-46Blink
47-51Fly
52-56Gaseous Form
57-60Major Image
61-65Haste
66-69Keen Edge
70-72Magic Weapon, Greater
73-77Slow
78-83Delayed Blast Fireball
84-88Ice Storm
89-94Shout
95-00Wall of Fire

LESSER SPECIAL STAFFS [/td][td]Roll[/td][td]Charges[/td][td]Name[/td][td]Spells(Charges Used) [/td][/tr]
01-0611ApprenticeDetect Magic(1), Charm Person(1), Fireball(1)
07-1211AirLightning Bolt(1), Gust of Wind(1), Fly(3)
13-1811ArachnidSpider Climb(2), Web(2), Summon Swarm(2)
19-2413PatternsColour Spray(1), Blur(2), Hypnotic Pattern(2)
25-319CuringCLW(1), Lesser Rest.(2), Delay Poison(2), Remove Disease(3)
32-3711MindComp. Lang.(1), Detect Thoughts(2), Suggestion (3)
38-4411ThievesKnock(2), Invisibility(2), Silence(2)
45-5011TravelersEndure Elements(1), Expeditious Retreat(1), Tongues(3)
51-5611Spirit baneMagic Weapon(1), Magic Missile(1), See Invisibility(2)
57-6213FilthGrease(1), Stinking Cloud(3)
63-6811GoodProtection from Evil(1), Detect Evil(1), Heroism(3)
69-7511Fire & IcePolar Ray(1), Scorching Ray(2), Wall of Fire(3)
76-8111Warrior’sEnlarge Person(1), Bull’s Strength(2), Haste(3)
82-8713ExhaustingSleep(1), Ray of Exhaustion(3)
88-9411NegatingReduce Person(1), Slow(3), Dispel Magic(3)
95-009LightsColor Spray(1), Daylight(2), Searing Light(3)

4TH LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-04Air Walk
05-07Dimensional Anchor
06-10Stoneskin
11-14Dimension Door
15-20Black Tentacles
21-24Freedom of Movement
25-30Solid Fog
31-34Summon Monster IV
35-38Arcane Eye
39-42Charm Monster
43-46Confusion
47-48Crushing Despair
49-55Restoration
56-60Neutralize Poison
61-64Fire Shield
65-70Otiluke’s Resilient Sphere
71-77Wall of Ice
78-83Invisibility, Greater
84-86Phantasmal Killer
87-88Rainbow Pattern
89-91Enervation
92-94Fear
95-97Polymorph
98-00Interposing Hand

5TH-LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-06Cloudkill
07-11Summon Monster V
12-14Break Enchantment
15-18Forceful Hand
19-24Teleport
25-30Wall of Stone
31-36Dominate Person
37-38Feeblemind
39-44Flame Strike
45-49Slay Living
50-55Hold Monster
56-61Sunburst
62-65Freezing Sphere
66-72Wall of Force
73-77Persistent Image
78-80Animal Growth
81-88Baleful Polymorph
89-94Overland Flight
95-96Telekinesis
98-00Raise Dead

6TH-LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-05Dispel Magic, Greater
06-12Acid Fog
13-17Summon Monster VI
18-25Wall of Iron
26-30Heal
31-35True Seeing
36-40Blade Barrier
41-46Heroism, Greater
47-56Eyebite
57-62Programmed Image
63-69Grasping Hand
70-76Disintegrate
77-82Flesh to Stone
83-89Shout, Greater
90-95Stone to Flesh
96-00Tenser’s Transformation

MEDIUM SPECIAL STAFFS [/td][td]Roll[/td][td]Charges[/td][td]Name[/td][td]Spells(Charges Used) [/td][/tr]
01-0624VapoursFog Cloud(2), Gaseous Form(3), Solid Fog(4), Cloudkill(5)
07-1122Heaven & EarthGust of Wind(1), Stone Shape(3), Spike Stones(4), Air Walk(4), Control Winds(5)
12-1626StonesStoneskin(4), Wall of Stone(5), Flesh to Stone(6)
17-2224HealingCure Light Wounds(1), Neutralise Poison(4), Restoration(4), Heal(6)
23-2724TransportationExpeditious retreat(1), Fly(3), Dimension Door(4), Teleport(5)
28-3224The ForestEntangle(1), Speak with Plants(3), Summon Natures Ally IV(4), Wall of Thorns(5)
33-3826DestructionDispel Magic(3), Disintegration(5), Break Enchantment(5)
39-4324FrostCone of Cold(2), Resist Energy(2), Wall of Ice(4), Freezing Sphere(5)
44-4924RestraintHold Person(2), Dimensional Anchor(4), Black Tentacles(4), Hold Monster(5)
50-5426CursesBlindness/Deafness(2), Bestow Curse(4), Baleful Polymorph(5)
55-5926MadnessHideous Laughter(2), Confusion(4), Feeblemind(5)
60-6426HeroesMagic Circle vs.Evil(3), Greater Magic Weapon(3), Greater Heroism(6)
65-7024StormsChain Lightning(2), Ice Storm(3), Wind Wall(3), Acid Fog(6)
71-7624ControlCharm Person(1), Suggestion(3), Dominate Person(5), Repulsion(6)
77-8126EndingDeath Knell(2), Inflict Critical Wounds(4), Slay Living(5)
82-8824ForceMage Armor(1), Otiluke's Resilient Sphere(4), Mage Sword(5), Wall of Force(5)
89-9426StealthBlink(3), Greater Invisibility(4), Mislead(6)
96-0024FreedomRemove Paralysis(2), Freedom of Movement(4), Break Enchantment(5), Word of Recall(6)

7TH-LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-05Banishment
06-09Spell Turning
10-14Plane Shift
15-18Summon Monster VII
19-25Destruction
26-28Teleport, Greater
29-30Arcane Sight, Greater
31-36Hold Person, Mass:
37-41Insanity
42-46Power Word Blind
55-60Forcecage
61-65Resurrection
66-70Prismatic Spray
71-73Invisibility, Mass
74-76Clenched Fist
77-80Project Image
81-85Finger of Death
86-90Waves of Exhaustion
91-94Ethereal Jaunt
95-00Reverse Gravity

8TH-LEVEL WANDS [/td][td]Roll[/td][td]Spell [/td][/tr]
01-05Mind Blank
06-10Prismatic Wall
11-15Protection from Spells
16-20Incendiary Cloud
21-25Maze
26-30Summon Monster VIII
31-35Prying Eyes, Greater
36-40Earthquake
41-45Charm Monster, Mass
46-50Otto’s Irresistible Dance
51-55Power Word Stun
56-60Meteor Swarm
61-65Otiluke’s Telekinetic Sphere
66-71Crushing Hand
72-80Telekinetic Sphere
81-85Scintillating Pattern
86-90Horrid Wilting
91-95Polymorph Any Object
96-00Temporal Stasis

GREATER SPECIAL STAFFS [/td][td]Roll[/td][td]Charges[/td][td]Name[/td][td]Spells(Charges Used) [/td][/tr]
01-1050PowerMagic Missile(1), Dispel Magic(3), Dimension Door(4), Globe of Invulnerability(6), Spell Turning(8)
11-2052LifeDeath Ward(4), Restoration(4), Raise Dead(5), Heal(6), Resurrection(7)
21-3052ElementsChain Lightning(2), Delayed Blast Fireball(3), Freezing Sphere(5), Earthquake(8), Meteor Swarm(8)
31-4054TimeHaste(3), Slow(3), Moment of Prescience(8), Temporal Stasis(8)
41-5054ImprisoningHold Monster(5), Wall of Force(5), Forcecage(7), Telekinetic Sphere(8)
51-6056DeathEnervation(4), Finger of Death(7), Control Undead(7)
61-7052ColoursColour Spray(1), Rainbow Pattern(4), Prismatic Spray(7), Prismatic Wall(8), Scintillating Pattern(8)
71-8052ControlSuggestion(3), Dominate Person(5), Mass Suggestion(6), Demand(7), Mass Charm Monster(8)
81-9046The WildSpeak With Animals(1), Hold Animal(2), Speak with Plants(3), Command Plants(4), Commune with Nature(5), Transport via Plants(6), Control Weather(7), Summon Nature's Ally VIII(8)
91-0052KnowledgeIdentify(1), True Seeing(6), Greater Arcane Sight(7), Discern Location(8), Greater Prying Eyes(8)

Last edited by Red_Rob on Sun Oct 20, 2013 12:52 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
Prince
Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

WONDROUS ITEMS[/u]

Rules for Wondrous Items can be found here. First, roll on the Wondrous Item Form table to determine the form of the item and the basic stat bonus it provides. Then, roll on the appropriate Magic Ability chart to determine its power. For Metamagic Abilities, see here.

WONDROUS ITEM FORM
[/td][td]Roll[/td][td]Form[/td][td]Basic Bonus[/td][td]Bonus Type [/td][/tr]
01-03Amulet/NecklaceACNatural Armor
04-06Amulet/NecklaceSpell ResistanceEnhancement
07-11Ring/BraceletACDeflection
12-16Ring/BraceletEnergy Resist, roll again:
01-25 Fire
26-50 Cold
51-75 Lightning
76-90 Acid
91-00 Sonic
Enhancement if already have
17-24Brooch/ScarabChaEnhancement
25Brooch/Scarab+Skill(Diplomacy)Enhancement
26-33Headband/CircletIntEnhancement
34Headband/Circlet+ Skill(Spellcraft)Enhancement
35Headband/Circlet+ Skill(Concentration)Enhancement
36-43Periapt/Prayer BeadsWisEnhancement
44Periapt/Prayer Beads+ Skill(Sense Motive)Enhancement
45Periapt/Prayer Beads + Skill(Escape Artist)Enhancement
46-53Belt/GirdleStrEnhancement
54-61Gloves/BracersDexEnhancement
62Gloves/Bracers+ Skill(Disable Device)Enhancement
63-70Boots/ShoesConEnhancement
71Boots/Shoes+ Skill(Balance)Enhancement
72-79Cloak/CapeSavesResistance
80-84Rod/ScepterSave DC'sEnhancement
85-87Helmet/CrownDREnhancement
88Helmet/Crown+ Skill(Listen)Enhancement
89-91Goggles/Lens+ Skill(Spot)Enhancement
92Goggles/Lens+ Skill(Search)Enhancement
93-95Instrument+ Skill(Perform)Enhancement
96-00Unusual Item, roll on table below__

UNUSUAL FORM TABLE [/td][td]Roll[/td][td]Form[/td][td]Basic Bonus[/td][td]Item Power [/td][/tr]
01-07Ioun StoneStrengthRing
13-14Ioun StoneDexterityRing
15-21Ioun StoneConstitutionRing
22-28Ioun StoneIntelligenceRing
29-35Ioun StoneWisdomRing
36-42Ioun StoneCharismaRing
43-49Ioun StoneSavesRing
50-56Ioun StoneAC (Deflection)Ring
57-63MaskCharismaHelm
64-71Pearl/GemSave DC'sPeriapt
72-78GauntletsStrengthGloves
79-85VestConstitutionBelt
86-93SlippersDexterityBoots
94-00CharmSavesAmulet

AMULET POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-20Counterspelling01-15Fireshield01-20Incorporeality
21-30Lifelight16-25Sense Evil21-30Shielding
31-45Mage Hand26-40Spell Resistance31-40Soul Drain
46-65Sense Invisibility41-45Stone Ward41-55Spell Turning
66-70+Sense Motive46-55WEAPON: Greater Linked56-70Spellshield
71-80WEAPON: Linked 56-70Lifeshield71-75Spell: Command,Greater 3/day
81-90Spell: Sleep 3/day 71-80Spell: Deep Slumber 3/day76-80Spell: Break Enchantment 3/day
91-00Spell: Mage Armor 3/day81-90Spell: Lesser Globe of Invuln. 1/day81-90Spell: Wall of Force 3/day
--91-00Spell: Dispel Magic 3/day91-00Spell: Greater Dispel Magic 1/day

RING POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-15Arrow Deflection01-10Blinding01-10Blink
16-30Feather Falling11-30Blurring11-30Displacement
31-40Lightning Fist31-50Invisibility31-45Freedom
41-50Ramming51-60Mistform46-60Regeneration
51-60Sustenance61-70Spell Storing61-70Shielding
61-70Water Breathing71-80Spell: Freedom of Movement 1/day71-80Spell Storing, Greater
71-74+Swim81-90Spell: Greater Invisibility 1/day81-90Spell: Repulsion 1/day
75-77+Jump91-00Spell: Blink 3/day91-00Spell: Antilife Shell 1/day
78-80+Climb----
81-90Spell: Mirror Image 1/day----
91-00Spell: Invisibility 1/day----

BROOCH POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-15Change Self01-15Animal Friendship01-15Ghoulish
16-30Sense Invisibility16-30Beastform11-25Madness, Greater
31-45Translation31-45Madness26-40Spellpower, Greater
46-60Spellpower, Lesser46-60Spellpower41-55Spellpower, Greatest
61-64+Diplomacy61-70Spell: Suggestion 3/day56-70Static Form
65-67+Bluff71-80Spell: Charm Monster 1/day71-80Spell: Seeming 3/day
68-70+Gather Information81-90Spell: Major Image 3/day81-90Spell: Mass Suggestion 1/day
71-80Spell: Charm Person 3/day91-00Spell: Polymorph 1/day91-00Spell: Persistent Image 3/day
81-90Spell: Glitterdust 3/day----
91-00Spell: Protection from Evil 3/day-­---

HEADBAND POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-15Counterspelling01-10Clairvoyance01-15Alertness
16-25Minor Arcana11-30Clarity16-35Mindblank
26-35Spell Recall, Lesser31-45Mindshielding36-45Spell Recall, Greater
35-50Spellpower, Lesser46-55Spellpower46-55Spellpower, Greater
51-60Translation56-65Spell Recall56-65Spellpower, Greatest
61-64+Spellcraft66-80Telepathy66-80Spell Turning
65-67+Concentration81-90Spell: Discern Lies 1/day81-90Telekinesis
68-70+Knowledge (All)91-00Spell: Confusion 1/day91-00Spell: Feeblemind 3/day
71-80Spell: Detect Thoughts 1/day----
81-90Spell: Tasha's Hideous Laughter 1/day----
91-00Spell: Daze Monster 1/day----

PERIAPT POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-10Borrowed Time01-10Animal Friendship01-20Escape
11-20Disease Immunity11-20Madness21-30Madness, Greater
21-30Lifelight21-40Poison Immunity31-45Spell Recall, Greater
31-40Spell Recall, Lesser41-55Sense Evil46-55Spellpower, Greater
41-50Spellpower, Lesser56-65Spellpower56-70Spellpower, Greatest
51-54+Sense Motive66-75Spell Recall71-80Spell: Heal 1/day
55-57+Heal76-90Wound Closure81-90Spell: Dispel Evil/Good 3/day
58-60+Escape Artist91-00Spell: Death Ward 1/day91-00Spell: Banishment 1/day
61-70Spell: Lesser Restoration 1/day----
71-80Spell: Cure Light Wounds 3/day----
81-90Spell: Divine Favour 3/day----
91-00Spell: Shield of Faith 3/day----

BELT POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-10Disease Immunity01-10Fireshield01-10Etherealness
11-20Great Breath11-30Lifeshield11-30Freedom
21-30Roaring31-45Poison Immunity31-45Regeneration
31-40Stability46-55Stone Ward46-55Static Form
41-50Storing56-70Wakefulness56-70Spellshield
51-60Sustenance71-80Wound Closure71-80Spell: Righteous Might 3/day
61-65+Handle Animal81-90Spell: Heroism 1/day81-90Spell: Transformation 1/day
66-70+Survival91-00Spell: Restoration 1/day91-00Spell: Heroism, Greater 1/day
71-80Spell: Bear's Endurance 1/day----
81-90Spell: False Life 1/day----
91-00Spell: Enlarge Person 3/day--­--

GLOVES POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-15Arrow Deflection01-15Blinding01-15Dimensional Manip.
16-25Lightning Fist26-35Speed16-30Ghost Hand
26-35Ramming36-45Spell Storing31-40Ghoulish
36-50Small Animal Summoning56-60Summon Elemental41-50Spell Storing, Greater
51-60Storing61-70Spell: Interposing Hand 1/day51-70Telekinesis
61-70Wall walking71-80Spell: Enervation 1/day71-80Spell: Forceful Hand 3/day
71-74+Climb81-90Spell: Rusting Grasp 1/day81-90Spell: Grasping Hand 1/day
75-77+Sleight of Hand91-00Spell: Poison 3/day91-00Spell: Disintegrate 1/day
78-80+Disable Device----
81-90Spell: Bull's Strength 1/day----
91-00Spell: Ghoul Touch 1/day----

BOOTS POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-10Earthmastery01-20Cloudwalking01-15Blink
11-20Stability21-40Levitation16-25Elemental Command - Earth
21-35Striding41-70Speed26-40Escape
36-45Tremorsense71-80Spell: Fly 3/day41-55Flight
46-60Wall Walking81-90Spell: Displacement 3/day56-70Teleportation
61-70Water Walking91-00Spell: Freedom of Movement 1/day71-80Spell: Transmute Rock to Mud 3/day
71-75+Balance--81-90Spell: Shadow Walk 1/day
76-78+Jump--91-00Spell: Wind Walk 1/day
79-83+Move Silently---­-
84-87+Tumble----
88-90+Ride----
91-00Spell: Expeditious Retreat 3/day---­-



CLOAK POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-20Change Self01-10Cloudwalking01-15Displacement
21-30Great Breath11-20Beastform16-25Elemental Command - Air
31-50Feather Falling21-40Blurring26-45Flight
51-70Shadows41-55Invisibility46-60Incorporeality
71-75+Hide56-65Levitation61-70Soul Drain
76-80Spell: Blur 1/day66-75Mistform71-80Spell: Blade Barrier 1/day
81-85Spell: Web 1/day76-90Spell Resistance81-90Spell: Veil 1/day
86-90Spell: Summon Swarm 1/day91-00Spell: Dimension Door 1/day91-00Spell: Mislead 1/day
91-95Spell: Endure Elements 3/day----
96-00Spell: Obscuring Mist 3/day----

ROD POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-08Minor Arcana01-09Spell Storing01-09Elemental Command - Fire
09-80Lesser Metamagic (see table)10-80Metamagic(see table)10-80Greater Metamagic (see table)
81-90Spell: Colour Spray 3/day81-90Summon Elemental81-90Spell Storing, Greater
91-00Spell: Fireball 3/day91-00Spell: Delayed Blast Fireball 3/day91-00Spell: Flesh to Stone 1/day

METAMAGIC ABILITY [/td][td]Lesser[/td][td]Medium[/td][td]Greater[/td][td]Power[/td][td]ML [/td][/tr]
01-0801-0601-05Extend+1
09-10--PseudoNatural+1
11-1307-0906-07Blistering+1
14-1510-1108Chilling+1
161209Caustic+1
171310Shocking+1
181411Booming+1
191512Energy Alter+1
20--Vegative+1
21-2216-1713Negative+1
23-2818-2214-17Fortified+1
29-3623-2818-22Enlarge+1
37-4429-3423-27Widen+1
45-4635-38-Curative+1
47-48--Delay+1
49-50--Still+1
51-52--Silent+1
53-5439-4028-29Greenbound+2
55-6041-4330-31Rapid+2
61-6644-4632-35Leeching+2
67-7047-4936-39Drain+2
71-7650-5340-43Sculpt+2
77-7854-5544-45Restorative+2
79-8461-6646-51Repeat+2
85-9267-7252-55Empower+2
93-0073-7856-60Maximise+2
-79-8261-64Persist+3
-83-8465-66Mindwarp+3
-85-8667-72Energy Admix+3
-87-8873-78Spellpierce+3
-89-9379-86Twin+3
-94-9887-94Quicken+4
-99-0095-00Dispelling+4

HELMET POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-10All around vision01-15Adaption01-15Alertness
11-20Darkvision16-35Blindsense16-30Elemental Command - Water
21-35Firebreathing36-45Clarity31-50Mindblank
36-45Roaring46-60Mindshielding51-60Petrification
46-60Water Breathing61-70Stunning Glare61-70True Seeing
61-63+Spot71-80Telepathy71-80Spell: Rary's Telepathic Bond 3/day
64-67+Intimidate81-90Spell: Fear 1/day81-90Spell: Greater Command 3/day
68-70+Listen91-00Spell: Shout 3/day91-00Spell: Dominate Person 3/day
71-80Spell: Scare 1/day----
81-90Spell: Sound Burst 1/day-­---
91-00Spell: Blindness/Deafness 1/day----

GOGGLES POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-15All around vision01-15Blindsense01-30Petrification
16-30Darkvision16-25Clairvoyance31-50True Seeing
31-45Eagle Eyes26-45Eyeshielding51-80X-Ray Vision
46-50+Search46-65See Invisibility81-90Spell: Prying Eyes 3/day
51-55+Spot66-80Stunning Glare91-00Spell: Eyebite 1/day
56-60+Appraise81-90Spell: Arcane Eye 1/day--
61-65+Decipher Script91-00Spell: Arcane Sight 3/day­-­-
66-70+Forgery----
71-80Spell: See Invisibility 1/day----
81-90Spell: Locate Object 1/day----
91-00Spell: Find Traps 1/day----

INSTRUMENT POWERS [/td][td]Roll[/td][td]Lesser Power[/td][td]Roll[/td][td]Medium Power[/td][td]Roll[/td][td]Greater Power [/td][/tr]
01-20Change Self01-20Animal Friendship01-30Madness, Greater
21-40Great Breath21-50Madness31-60Telekinesis
41-70Roaring51-80Summon Elemental61-80Teleportation
71-80Spell: Shatter 1/day81-90Spell: Evard's Black Tentacles 1/day81-90Spell: Mass Cure Light W. 3/day
81-90Spell: Silence 1/day91-00Spell: Shout 3/day91-00Spell: Mass Suggestion 3/day
91-00Spell: Knock 1/day----

Last edited by Red_Rob on Sun Oct 20, 2013 12:52 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Red_Rob
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Post by Red_Rob »

UTILITY ITEMS

For rules for utility items, see here. Roll on the appropriate item chart to determine the item found. For rules for Tomes see here.

LESSER UTILITY ITEMS [/td][td]Roll[/td][td]Lesser Item [/td][/tr]
01-05Immovable Rod
06-11Folding Boat
12-17Bottle of Air
18-20Candle of Truth
21-25Chime of interruption
26-31Figurine of Wondrous Power: Onyx Dog
32-37Figurine of Wondrous Power: Serpentine Owl
38-42Figurine of Wondrous Power: Silver Raven
43-47Dimensional Shackles
48-52Murlynd's Spoon
53-58Quaal's Feather Token: Anchor
59-64Quaal's Feather Token: Bird
65-70Quaal's Feather Token: Fan
71-76Quaal's Feather Token: Swan Boat
77-85Quiver of Ehlonna
86-91Stone of Alarm
92-00Stone Horse

MEDIUM UTILITY ITEMS [/td][td]Roll[/td][td]Medium Item [/td][/tr]
01-08Iron Bands
09-18Bag of Holding
19-38Carpet of Flying
39-53Figurine of Wondrous Power: Bronze Griffon
54-61Figurine of Wondrous Power: Ebony Fly
62-69Figurine of Wondrous Power: Golden Lions
70-78Figurine of Wondrous Power: Ivory Goats
79-86Figurine of Wondrous Power: Marble Elephant
87-91Figurine of Wondrous Power: Obsidian Steed
92-00Hewards Handy Haversack

GREATER UTILITY ITEMS [/td][td]Roll[/td][td]Greater Item [/td][/tr]
01-15Crystal Ball
16-35Cube of Force
36-55Mirror of Mental Pcoless
56-75Orb of Storms
76-00Tome: See table below

TOMES [/td][td]Roll[/td][td]Tome[/td][td]Speciality [/td][/tr]
01-20Akashic Libram01-25 Knowledge: Arcana
26-40 Knowledge: Geography
41-65 Knowledge: History
65-80 Knowledge: Nature
81-00 Knowledge: The Planes
21-40Astral Grimoire01-12 Abjuration
13-25 Conjuration
26-37 Divination
38-50 Enchantment
51-63 Evocation
64-75 Illusion
76-87 Necromancy
88-00 Transmutation
41-60Book of Binding01-14 Aasimar
15-29 Archon
30-43 Tanar'ri
44-58 Baatezu
59-72 Efreeti
73-88 Formians
89-00 Slaadi
61-80Golem Manual01-20 Flesh Golem
21-40 Clay Golem
41-60 Stone Golem
61-80 Iron Golem
81-90 Shield Guardian
91-00 Juggernaut
81-00Tome of Forbidden Knowledge01-20 Secrets of the Humours
21-40 Secrets of Life and Death
41-60 Secrets of Body and Mind
61-80 Secrets of Good and Evil
81-00 Secrets of Time and Space

Last edited by Red_Rob on Sun Oct 20, 2013 12:53 pm, edited 1 time in total.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
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CatharzGodfoot
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Post by CatharzGodfoot »

Nice, but it's pretty confusing to denominate wish economy goods in deflated gp values.

Consider using a different set of (wish economy) currencies. You could also denominate gem economy items (that is, most lesser magic items) in onyx stones or something as well as gp to make the transition clear, and to remind players that their characters probably aren't carrying around more than a hundred gold piece coins.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
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Mount Flamethrower on rear
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Post by TarkisFlux »

CatharzGodfoot wrote:Nice, but it's pretty confusing to denominate wish economy goods in deflated gp values.

Consider using a different set of (wish economy) currencies. You could also denominate gem economy items (that is, most lesser magic items) in onyx stones or something as well as gp to make the transition clear, and to remind players that their characters probably aren't carrying around more than a hundred gold piece coins.
Other thread ninja'd!
The wiki you should be linking to when you need a wiki link - http://www.dnd-wiki.org

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CatharzGodfoot
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Post by CatharzGodfoot »

TarkisFlux wrote:
CatharzGodfoot wrote:Nice, but it's pretty confusing to denominate wish economy goods in deflated gp values.

Consider using a different set of (wish economy) currencies. You could also denominate gem economy items (that is, most lesser magic items) in onyx stones or something as well as gp to make the transition clear, and to remind players that their characters probably aren't carrying around more than a hundred gold piece coins.
Other thread ninja'd!
Aww shit.

Well, obviously I agree.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

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Aryxbez
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Post by Aryxbez »

From what I've read here, seems odd you can only make one Potion per day of 8hrs work? Especially since there is a buff limit, doesn't seem it'd be too bad to allow more than one potion per day to be made. Problem is, I'm not entirely sure what that amount should be. Equal to Character level? perhaps based on amount of "materials" can spend (if ye have 1500 in stuff to make like 15 potions, the by all means in this case), or make it equivalent to how Wands work perhaps?
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
Red_Rob
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Post by Red_Rob »

Hmmm, potions might be a little too restricted at 1 per 8 hours. 1 hour would probably be more reasonable, given that you can only work for 8 hours which puts a daily cap on things anyway. A single potion isn't really something you'd devote a whole day of downtime to creating after all.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Draculmaulkee
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Post by Draculmaulkee »

How do you determine what magical equipment to give to NPC's? Do you just assign them normal treasure, or outfit them like PC's?
Red_Rob
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Post by Red_Rob »

You can use the NPC Wealth by Level table and assign items accordingly, or you can simply roll a treasure parcel and equip them with any items that are generated. Either way should work.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
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