\documentclass{tables}
+\usepackage{mdwlist}
\def\nil{\multicolumn{2}{c}{---}}
\def\lnil{\multicolumn{2}{l}{---}}
+\makeatletter
+\renewenvironment{description}{%
+ \basedescript{%
+ \let\makelabel\textit%
+ \desclabelstyle{\pushlabel}%
+ \desclabelwidth{2em}%
+ \parsep\z@%
+ \itemsep\smallskipamount%
+ }%
+}{%
+ \endbasedescript%
+}
+
\begin{document}
\sect{Treasure}
\tt{Gem variations} \\
\th{d10} & \th{Size} & \th{Quality}
& \multicolumn{2}{c}{\th{Value}} \\ \hlx{vhv}
- 1 & Very small & Very poor & 12&.5\% \\ \hlx{+}
+ \01 & Very small & Very poor & 12&.5\% \\ \hlx{+}
2--3 & Small & Poor & 25&\% \\ \hlx{+}
4--5 & Fairly small & Fairly poor & 50&\% \\ \hlx{+}
6--7 & Fairly large & Fairly good & 200&\% \\ \hlx{+}
97--98 & Wishes \\ \hlx{+}
99--00 & X-ray vision \\ \hlx*{vh}
\end{tabular}
+\line
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Elements (for staff/ring)} \\
+ \th{d\%} & \th{Element} \\ \hlx{vhv}
+ 01--21 & Air \\ \hlx{+}
+ 22--42 & Earth \\ \hlx{+}
+ 43--63 & Fire \\ \hlx{+}
+ 64--84 & Water \\ \hlx{+}
+ 85--91 & Air and Water \\ \hlx{+}
+ 92--98 & Earth and Fire \\ \hlx{+}
+ 99--00 & All elements \\ \hlx*{vh}
+\end{tabular}
+
\end{set}
\begin{set}
54 & Horn of Blasting \\ \hlx{+}
55--56 & Lamp, Hurricane \\ \hlx{+}
57--59 & Lamp of Long Burning \\ \hlx{+}
- 60--71 & Medallion of ESP, 30$'$r \\ \hlx{+}
+ 60--61 & Medallion of ESP, 30$'$r \\ \hlx{+}
62 & Medallion of ESP, 90$'$r \\ \hlx{+}
63 & Mirror of Life Trapping \\ \hlx{+}
64--66 & Muzzle of Training \\ \hlx{+}
\end{tabular}
\colgap
\begin{tabular}{\shade cl} \hlx*{hv}
- \tt{Opponents} \\
- \th{d\%} & \th{Type} \\ \hlx{vhv}
- 00--06 & Bugs \\ \hlx{+}
- 05--09 & Constructs \\ \hlx{+}
- 10--15 & Dragonkind \\ \hlx{+}
- 16--24 & Enchanted monsters \\ \hlx{+}
- 25--36 & Giantkind \\ \hlx{+}
- 37--48 & Lycanthropes \\ \hlx{+}
- 49--52 & Planar monsters \\ \hlx{+}
- 53--58 & Regenerating monsters \\ \hlx{+}
- 59--67 & Reptiles, dinosaurs \\ \hlx{+}
- 68--70 & Spell-immune monsters \\ \hlx{+}
- 71--76 & Spellcasters \\ \hlx{+}
- 77--88 & Undead \\ \hlx{+}
- 89--94 & Water-breathing monsters \\ \hlx{+}
- 95--00 & Weapon-using monsters \\ \hlx*{vh}
-\end{tabular}
-\colgap
-\begin{tabular}{\shade cl} \hlx*{hv}
\tt{Missile talents} \\
- \th{d\%} & \th{Talent} \\ \hlx{vhv}
- 01--04 & Biting \\ \hlx{+}
- 05--09 & Blinking \\ \hlx{+}
- 10--14 & Charming \\ \hlx{+}
- 15--21 & Climbing \\ \hlx{+}
- 22--31 & Curing \\ \hlx{+}
- 32--34 & Disarming \\ \hlx{+}
- 35--38 & Dispelling \\ \hlx{+}
- 39--45 & Flying \\ \hlx{+}
- 46--52 & Lightning \\ \hlx{+}
- 53--57 & Penetrating \\ \hlx{+}
- 58--61 & Refilling \\ \hlx{+}
- 62--67 & Screaming \\ \hlx{+}
- 68--72 & Seeking \\ \hlx{+}
- 73--76 & Sinking \\ \hlx{+}
- 77--78 & Slaying \\ \hlx{+}
- 79--85 & Speaking \\ \hlx{+}
- 86--89 & Stunning \\ \hlx{+}
- 90--91 & Teleporting \\ \hlx{+}
- 92--96 & Transporting \\ \hlx{+}
- 97--00 & Wounding \\ \hlx*{vh}
+ \th{d\%} & \th{Talent} \\ \hlx{vhv}
+ 01--04 & Biting \\ \hlx{+}
+ 05--09 & Blinking \\ \hlx{+}
+ 10--14 & Charming \\ \hlx{+}
+ 15--21 & Climbing \\ \hlx{+}
+ 22--31 & Curing \\ \hlx{+}
+ 32--34 & Disarming \\ \hlx{+}
+ 35--38 & Dispelling \\ \hlx{+}
+ 39--45 & Flying \\ \hlx{+}
+ 46--52 & Lightning \\ \hlx{+}
+ 53--57 & Penetrating \\ \hlx{+}
+ 58--61 & Refilling \\ \hlx{+}
+ 62--67 & Screaming \\ \hlx{+}
+ 68--72 & Seeking \\ \hlx{+}
+ 73--76 & Sinking \\ \hlx{+}
+ 77--78 & Slaying \emph{opp.} \\ \hlx{+}
+ 79--85 & Speaking \\ \hlx{+}
+ 86--89 & Stunning \\ \hlx{+}
+ 90--91 & Teleporting \\ \hlx{+}
+ 92--96 & Transporting \\ \hlx{+}
+ 97--00 & Wounding \\ \hlx*{vh}
\end{tabular}
\quad
\begin{tabular}{\shade cl} \hlx*{hv}
06--12 & Charming \\ \hlx{+}
13--16 & Deceiving \\ \hlx{+}
17--23 & Defending \\ \hlx{+}
+ 24--25 & Deflecting \\ \hlx{+}
26--27 & Draining \\ \hlx{+}
28--32 & Extinguishing \\ \hlx{+}
33--38 & Finding \\ \hlx{+}
80--81 & Slicing \\ \hlx{+}
82--85 & Slowing \\ \hlx{+}
86--89 & Speeding \\ \hlx{+}
- 90--99 & Watching \\ \hlx{+}
+ 90--94 & Translating \\ \hlx{+}
+ 95--99 & Watching \\ \hlx{+}
00 & Wishing \\ \hlx*{vh}
\end{tabular}
+\colgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Opponents} \\
+ \th{d\%} & \th{Type} \\ \hlx{vhv}
+ 00--06 & Bugs \\ \hlx{+}
+ 05--09 & Constructs \\ \hlx{+}
+ 10--15 & Dragonkind \\ \hlx{+}
+ 16--24 & Enchanted monsters \\ \hlx{+}
+ 25--36 & Giantkind \\ \hlx{+}
+ 37--48 & Lycanthropes \\ \hlx{+}
+ 49--52 & Planar monsters \\ \hlx{+}
+ 53--58 & Regenerating monsters \\ \hlx{+}
+ 59--67 & Reptiles, dinosaurs \\ \hlx{+}
+ 68--70 & Spell-immune monsters \\ \hlx{+}
+ 71--76 & Spellcasters \\ \hlx{+}
+ 77--88 & Undead \\ \hlx{+}
+ 89--94 & Water-breathing monsters \\ \hlx{+}
+ 95--00 & Weapon-using monsters \\ \hlx*{vh}
+\end{tabular}
\quad
\end{set}
91--94 & \09 & Empathy & --- & 3 primary \\ \hlx{+}
95--97 & 10 & Speech & 1d3 & 3 primary \\ \hlx{+}
98--99 & 11 & Speech & 1d6 & 3 primary, \emph{read magic} \\ \hlx{+}
- 95--97 & 12 & Speech & 2d4 & 3 primary, \emph{read magic},
+ 00 & 12 & Speech & 2d4 & 3 primary, \emph{read magic},
1 extraordinary \\ \hlx*{vh}
\end{tabular}
\line
01--10 & Clairaudience \\ \hlx{+}
11--20 & Clairvoyance \\ \hlx{+}
21--30 & ESP \\ \hlx{+}
- 31--35 & Extra damage ($\times\,5$ or more)\s d
+ 31--35 & Extra damage ($\times\,4$ or more)\s d
\\ \hlx{+}
36--40 & Flying \\ \hlx{+}
41--45 & Healing (6\,hp)\s d \\ \hlx{+}
\end{tabular}
\end{set}
+\begin{multicols}{2}[\sect{Magical items}]
+\raggedright
+
+\subsect{Potions}
+
+Treat as 6th level magic. Duration usually $\d{1d6} + 6$ turns.
+
+\textbf{Control potions:} User must concentrate to control victims: cannot
+fight, half movement; victim allowed SvS, but attempt may be repeated each
+round. Range is $60'$.
+
+\begin{description}
+
+\item[Agility] Dexterity becomes 18.
+
+\item[Animal control] Control up to 3d6HD normal or giant animals; they will
+ flee in fear when control ends.
+
+\item[Antidote] Immunity to some poisons, $+2$ on SvPn.
+ \begin{tabular}[C]{\shade cl} \hlx*{hv}
+ \th{1d10} & \th{Strength} \\ \hlx{vhv}
+ 1--4 & 3HD or less \\ \hlx{+}
+ 5--7 & 7HD or less \\ \hlx{+}
+ 8--9 & 15HD or less \\ \hlx{+}
+ 10 & All \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Blending] Change colouring (including items carried) to match
+ surroundings; 1 in 10 chance of detection without \emph{detect invisible}
+ or \emph{truesight}.
+
+\item[Bug repellent] Cannot be touched by normal bug; giant bugs ignore
+ unless they SvS. Bonus $+4$ on saves against bug attacks.
+
+\item[Clairaudience] Hear through ears of creature within $60'$.
+
+\item[Clairvoyance] See through eyes of creature within $60'$.
+
+\item[Climbing] Climb sheer surfaces like a spider (1 in 20 chance of falling
+ per $100'$.
+
+\item[Defence] AC bonus.
+ \begin{tabular}[C]{\shade cMc} \hlx*{hv}
+ \th{1d10} & \th{Strength} \\ \hlx{vhv}
+ 1--3 & +1 \\ \hlx{+}
+ 4--5 & +2 \\ \hlx{+}
+ 6--7 & +3 \\ \hlx{+}
+ 8--9 & +4 \\ \hlx{+}
+ 10 & +5 \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Delusion] Believe has effect of some other potion.
+
+\item[Diminution] Shrink to $6''$ height. Possible to attack $1'$ creatures
+ normally; 1 in 10 chance of detection when standing still. Cancels
+ \emph{potion of growth}.
+
+\item[Dragon control] Control up to three small dragons; large dragons cannot
+ be controlled. Dragons hostile when controls end. Controls gemstone kind
+ 3 in 10.
+ \begin{tabular}[C]{\shade cl} \hlx*{hv}
+ \th{1d20} & \th{Dragon kind} \\ \hlx{vhv}
+ 1--5 & White or Crystal \\ \hlx{+}
+ \06--10 & Black or Onyx \\ \hlx{+}
+ 11--14 & Green or Jade \\ \hlx{+}
+ 15--17 & Blue or Sapphire \\ \hlx{+}
+ 18--19 & Red or Ruby \\ \hlx{+}
+ 20 & Gold or Amber \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Dreamspeech] Speak to one sleeping or paralysed creature and hear
+ answers via ESP. Lasts 1 turn only.
+
+\item[Elasticity] Stretch (including items carried) to $30'$ long or $1''$
+ thick. Half damage from blunt weapons. Lasts 1 turn only.
+
+\item[Elemental form] Change to elemental form (equal chance of each element)
+ and back again as required; change takes 1 round. No special immunities
+ gained; hp and AC preserved; special attacks gained. Lasts 1 turn only.
+
+\item[ESP] `Hear' thoughts in some direction after concentrating for 6
+ rounds. If more than one creature in range and direction, the result is a
+ confused jumble. \emph{ESP} is blocked by $2'$ of rock, or any lead.
+
+\item[Ethereality] Become ethereal once during duration, remaining ethereal
+ for up to 24 hours.
+
+\item[Fire resistance] Unharmed by normal fire; $+2$ on saves against fire
+ attacks and damage biased by $-1$ per die.
+
+\item[Flying] Allows flight, MV\flying360. Hovering does not require
+ concentration.
+
+\item[Fortitude] Constitution becomes 18.
+
+\item[Freedom] Immune to paralysis (and \emph{hold} etc.).
+
+\item[Gaseous form] Become gaseous cloud (without equipment!); AC$^-2$,
+ immune to nonmagical attacks; MV\flying120.
+
+\item[Giant control] Control up to four giants.
+ \begin{tabular}[C]{\shade cl} \hlx*{hv}
+ \th{1d20} & \th{Giant kind} \\ \hlx{vhv}
+ 1--5 & Hill \\ \hlx{+}
+ \06--10 & Stone \\ \hlx{+}
+ 11--14 & Frost \\ \hlx{+}
+ 15--16 & Fire \\ \hlx{+}
+ 17 & Mountain \\ \hlx{+}
+ 18 & Sea \\ \hlx{+}
+ 19 & Cloud \\ \hlx{+}
+ 20 & Storm \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Giant strength] Strength of frost giant: double normal damage; throw
+ boulders (3d6 damage, range 60/130/200); no effect if strength-adjusting
+ magical item worn.
+
+\item[Growth] Twice normal size: double normal damage; hp preserved. Cancels
+ \emph{potion of diminution}.
+
+\item[Healing] Heals $\d{1d6} + 1$\,hp, or cures paralysis.
+
+\item[Heroism] No effect on elf, cleric, magic-user, thief or 11+HD;
+ otherwise NM becomes F4; 1--3HD gains 3HD; 4--7HD gains 2HD; 8--10HD gains
+ 1HD.
+
+\item[Human control] Control up to 6HD (NM is $\tfrac{1}{2}$), similar to
+ \emph{charm person}.
+
+\item[Invisibility] Become invisible with all items carried; items become
+ visible when dropped; user becomes visible if attacking or casting spell.
+ Contains 6 doses working for 1d2 turns each.
+
+\item[Invulnerability] Bonus $+2$ to AC and saving throws. Only usable once
+ a week.
+
+\item[Levitation] Move up and down (only) at $20'$ per round, carrying up to
+ 2000\,cn.
+
+\item[Longevity] Become 10 years younger permanently (no younger than
+ mid-adolescence, no adverse effect on abilities).
+
+\item[Luck] Choose result of one die roll. Lasts 1 hour at most.
+
+\item[Merging] Merge with up to seven other willing creatures (with all
+ equipment). Merged creatures can speak but not cast spells; damage is
+ caused only to user.
+
+\item[Plant control] Control plants (and plantlike monsters) in $30'$ square
+ within $60'$; plants can entangle but not damage.
+
+\item[Poison] SvPn or die; treat as 7HD for \emph{antidote}.
+
+\item[Polymorph self] Change shape up to once per round into creature with no
+ more than $L$HD. Hit points, armour class, hit rolls saving throws all
+ preserved; no special abilities or immunities are gained.
+
+\item[Sight] Detect \emph{invisible} within $60'$.
+
+\item[Speech] Understand and respond to any languages heard within $60'$.
+
+\item[Speed] Move at twice normal speed, two attacks per round, etc.
+
+\item[Strength] Strength becomes 18.
+
+\item[Super-healing] Heals $\d{3d6} + 3$\,hp.
+
+\item[Swimming] MV\swimming180 (even encumbered); cannot sink unless carrying
+ more than 3000\,cn. Water breathing \emph{not} granted. Lasts 8 hours.
+
+\item[Treasure finding] Detect direction and distance of largest treasure
+ within $360'$ by concentration.
+
+\item[Undead control] Control up to 18HD of undead.
+
+\item[Water breathing] Breathe under water. Lasts 4 hours.
+
+\end{description}
+
+\subsect{Scrolls}
+
+\begin{description}
+
+\item[Communication] Two scrolls; message (up to 100 words) written on one
+ appears on other; erasure (1 in 20) destroys magic.
+
+\item[Creation] Creates drawn object (up to $5' \times 10' \times 1'$ and
+ 5000\,cn). Object vanishes after 24 hours, or on command. One item per
+ day.
+
+\item[Cursed] Removable by \emph{remove curse}.
+
+\item[Delay] Spell scroll: casts spell with 0--12 round delay chosen by
+ reader. Spell effect controlled by reader if scroll carried; otherwise
+ effect centres on scroll (affecting nearest creature if applicable).
+ Scroll unharmed by spell.
+
+\item[Equipment] Lists six normal items; when read, items appear within
+ $10'$. Items vanish after 24 hours, or on command; name disappears while
+ item exists. Three items per day.
+
+\item[Illumination] Bears drawing of flame. Scroll illuminates $60'$ when
+ ignited; not consumed by fire. Cannot be extinguished except by water or
+ command.
+
+\item[Mages] Initially blank; identifies chosen magical effect within $30'$,
+ giving spell name and caster level.
+
+\item[Treasure maps] May be inaccurate or incomplete; may require \emph{read
+ languages} for decoding.
+
+\item[Mapping] Initially blank; on command, draws map of area within $100'$
+ of scroll, up to $10\,000\,sq\,ft$ area. 1 in 6 chance of detecting each
+ secret door; will not draw beyond. Once per day.
+
+\item[Portals] Placed against stone wall or floor; makes $10' \times 5'\phi$
+ hole for 3 turns or until commanded; scroll reappears when hole vanishes.
+ Twice per day.
+
+\item[Protection] Usable by any character who can read the language.
+ $20'\phi$ circle (moves with reader) prevents kind of creature from
+ entering unless attacked in mel\'ee.
+ \begin{description*}
+ \item[Elementals] Duration 2 turns; no elemental may enter.
+ \item[Lycanthropes] Duration 6 turns; affects 1d10 werebats, wererats or
+ werefoxes; 1d8 wereboars or werewolves; 1d6 wereseals or weresharks; 1d4
+ werebears or weretigers; or 1d2 devil swine.
+ \item[Magic] Duration 1d4 turns; no magic effect can enter or leave; only
+ broken by \emph{wish}.
+ \item[Undead] Duration 6 turns; affects 2d12 skeletons, zombies or ghouls;
+ 2d6 wights, wraiths or mummies; 1d6 spectres or larger.
+ \end{description*}
+
+\item[Questioning] Ask questions of nonliving, nonmagical objects; answers
+ appear on scroll as if objects had senses.
+
+\item[Repetition] Spell scroll: repeats spell effect 1 turn later centred on
+ scroll (affecting nearest creature if applicable). May write spell of same
+ level on blanked scroll for repetition effect again.
+
+\item[Seeing] Initially blank; on command, draws (up to four kinds of)
+ creatures within $100'$ in chosen area. Once per day.
+
+\item[Shelter] Bears drawing of room with beds, table, chairs, food and
+ drink, swords and shields. When hung on wall, room may be entered and
+ items used. If taken down: replenishes food and water; traps those within
+ (no escape except \emph{wish}), air remains for 24 hours. Once per day;
+ scroll falls off after 12 hours.
+
+\item[Spell catching] Initially blank; if held up `catches' spell cast at
+ user (SvS at $+4$): spell transferred to scroll. Once per day.
+ \begin{tabular}[C]{\shade cc} \hlx*{hv}
+ \th{1d10} & \th{Max level} \\ \hlx{vhv}
+ 1--4 & 2 \\ \hlx{+}
+ 5--7 & 4 \\ \hlx{+}
+ 8--9 & 6 \\ \hlx{+}
+ 10 & 8 \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Trapping] Creates one trap, depending on placement: pit on floor,
+ falling-blocks on ceiling, dart or gas on wall.
+
+\item[Truth] Initially blank; ask question of living creature within $30'$,
+ scroll shows true answer (within target's knowledge). Once per day.
+
+\end{description}
+
+\subsect{Wands}
+
+Usually 2d10 charges. Treat as 6th level magic.
+
+\begin{description}
+
+\item[Cold] Cone of cold, $60' \times 30'$, 6d6 damage (SvW for half).
+
+\item[Enemy detection] Enemies within $60'$ appear to glow, even if
+ invisible.
+
+\item[Fear] Cone of fear, $60' \times 30'$, SvW or flee (triple MV) for 30
+ rounds.
+
+\item[Fire balls] Fire ball within $240'$; $40'\phi$, 6d6 damage (SvW for
+ half).
+
+\item[Lightning bolts] Lightning bolt within $180'$, $60' \times 5'$, 6d6
+ damage (SvW for half).
+
+\item[Magic detection] Magical items within $20'$ appear to glow.
+
+\item[Metal detection] Points towards named kind of metal within $20'$ if
+ 1000\,cn or more present.
+
+\item[Negation] Cancels effect of wand or staff (for one round).
+
+\item[Paralysation] Cone $60' \times 30'$, SvW or paralysed for 6 turns.
+
+\item[Polymorphing] Performs \emph{polymorph self} or \emph{polymorph other}
+ as directed; SvW to avoid.
+
+\item[Secret door detection] Finds secret doors within $20'$ one at a time;
+ one charge per door found.
+
+\item[Trap detection] Finds traps within $20'$ one at a time, one charge per
+ trap found.
+
+\end{description}
+
+\subsect{Staves}
+
+Usually 3d10 charges. Treat as 8th level magic.
+
+\begin{description}
+
+\item[Commanding] As for \emph{rings of animal, human and plant control}
+ (q.v.).
+
+\item[Dispelling] Touch is \emph{dispel magic} from M15. Destroys potion or
+ scroll; permanent items nonmagical for 1d4 rounds.
+
+\item[Druids] Extra spell of each level. Usable as $+3$ weapon.
+
+\item[Element] On prime plane: $+4$ to save against attack forms based on
+ element; immunity from type of elementals; summon 8HD elemental (once per
+ day, uses charge); spell effects (as M10, uses charge): \emph{lightning
+ bolt} and \emph{cloudkill} (air), \emph{web} and \emph{wall of stone}
+ (earth), \emph{fire ball} and \emph{wall of fire} (fire), \emph{ice storm}
+ and \emph{ice wall} (water).
+
+ On elemental plane: immunity to plane, $60'$ visibility (\emph{not}
+ breathing!), extended to $10'$ radius with \emph{ring of elemental
+ adaptation} or \emph{talisman of elemental travel}. On opposing plane:
+ explodes with $60'$ radius doing $20 + n\d{d8}$ electrical damage with $n$
+ charges remaining; SvS at $-4$ for half damage, except for wielder.
+
+ Negates effects of opposing element (one charge for staff effect, two for
+ spell); can return opposing elementals to home planes if touched (same
+ costs).
+
+ Usable as $+2$ weapon.
+
+\item[Harming] Does $\d{1d6} + 1$ extra damage (uses charge). Also
+ \emph{cause blindness} (2), \emph{cause disease} (2), \emph{cause serious
+ wounds} (3), \emph{create poison} (4).
+
+\item[Healing] Heals $\d{1d6} + 1$ damage per use; once per day per person
+ but no limit on persons; no charges used. Also \emph{cure blindness} (1),
+ \emph{cure disease} (1), \emph{cure serious wounds} (2), \emph{neutralize
+ poison} (2).
+
+\item[Power] As \emph{staff of striking}; also \emph{fire ball},
+ \emph{lightning bolt}, \emph{ice storm}, \emph{continual light}, or
+ \emph{telekinesis} (inanimate objects up to 2400\,cn, 6 rounds), one charge
+ each.
+
+\item[Snake staff] Usable as $+1$ weapon. Turns into snake on command; SvS
+ or coils round man-size target for 1d4 turns or commanded. MV60; HD3(M),
+ 20\,hp, C3, XP6; AC5, T17, coil; A; ML12. Spend charges to improve hit
+ roll, or transfer \emph{cure} (no range limit).
+
+\item[Striking] Causes 2d6 damage per hit (uses charge).
+
+\item[Withering] Ages victim 10 years.
+
+\item[Wizardry] As \emph{staff of power}. Usable as $+1$ weapon. Spell
+ effects: \emph{invisibility}, \emph{passwall}, \emph{web}, \emph{conjure
+ elemental}. Also whirlwind (as djinni, $70' \times 10'$--$20'$ cone, 2d6
+ damage in path, 2HD or less SvDR or swept aside), paralysation ($60' \times
+ 30'$ cone, SvS or paralysed for 6 turns. Break staff: 8\,hp damage to all
+ within $30'$ (including user; SvS for half).
+
+\end{description}
+
+\subsect{Rods}
+
+\begin{description}
+
+\item[Cancellation] Drains magical item touched; works once only. SvW for
+ intelligent swords and $+5$ items in hand.
+
+\item[Dominion] Carry on tour through dominion, bonus to Confidence Level:
+ $+10$ if seen by 1\%--50\%, $+20$ for 51\%--75\%, $+30$ for 76\%--90\%,
+ $+40$ for 91\%--99\% or $+50$ for 100\%.
+
+\item[Health] Can \emph{cure blindness}, \emph{cure disease}, \emph{cure
+ serious wounds}, \emph{neutralize poison}; no charges; each creature once
+ per day.
+
+\item[Inertia] Spear $+3$. Stops or releases on command; stores momentum
+ while stopped.
+
+\item[Parrying] Rod $+5$ (does $\d{1d8} + 5$ damage, no $\delta S$); may
+ \emph{parry} attacks ($+5$ to AC in mel\'ee).
+
+\item[Victory] Combat Results roll biased by $+25$; combat results difference
+ capped at 100.
+
+\item[Weaponry] Rod $+5$; may split into two $+2$ rods which may each split
+ into two $+1$ rods. Cannot divide by accident; easily reassembled. All
+ rods do $\d{1d8} + \delta G$ damage (no $\delta S$).
+
+\item[Wyrm] Rod $+5$ (does $\d{1d8} + 5$ damage, no $\delta S$). On command,
+ once per day, changes into small dragon (d10: 1--5 10 gold, 6--8 blue,
+ 9--10 black) with 30\,hp, harmed only by magic; may be magically healed.
+
+\end{description}
+
+\subsect{Rings}
+
+Maximum one ring per hand.
+
+\begin{description}
+
+\item[Animal control] Command 1d6 normal or one giant animal; no save;
+ requires concentration; animals may flee or attack afterwards. Usable once
+ per turn.
+
+\item[Delusion] Believed to be some other kind of ring.
+
+\item[Djinni summoning] Summon djinni to serve for one day. Usable once per
+ week.
+
+\item[Ear] Worn as earring. Placed against surface; user hears sounds within
+ $60'$ of surface. Usable three times per day.
+
+\item[Elemental adaptation] Permits vision and breathing on elemental plane.
+
+\item[Fire resistance] Withstand normal fire; $+2$ to save against fire and
+ damage biased by $-1$ per die.
+
+\item[Holiness] Worn during meditation for spells; gain 1 spell each of
+ levels 1--3. Cleric gains $+1$ on Turning rolls.
+
+\item[Human control] Control up to 6HD (NM is $\tfrac{1}{2}$), similar to
+ \emph{charm person}. Lasts until cancelled, ring removed, or charm removed
+ by \emph{dispel magic} or \emph{remove charm}.
+
+\item[Invisibility] Wearer becomes invisible (with items carried) while ring
+ worn; becomes visible if attacking or casting spells. Usable once per
+ turn; no duration limit.
+
+\item[Life protection] Negates 1d6 energy drain attacks. At zero, becomes
+ \emph{ring of protection $+1$}; at $-1$, disintegrates.
+
+\item[Memory] Recall one spell cast within 1 turn. Usable once per day.
+
+\item[Plant control] Control plants (and plantlike monsters) in $30'$ square
+ within $60'$; plants can entangle but not damage. Requires concentration.
+
+\item[Protection] Bonus to AC and saving throws. A \emph{ring of protection
+ $+1$, 5$'$ radius} applies to all within area.
+
+\item[Quickness] Move and attack at double speed for one turn. Usable once
+ per day.
+
+\item[Regeneration] Regenerates 1\,hp per turn; fingers regrow in 24 hours,
+ limbs in 1 week. Cannot regenerate fire or acid damage. Will revive dead
+ characters.
+
+\item[Remedies] Once per day, \emph{cure blindness}, \emph{cure disease},
+ \emph{remove curse} or \emph{neutralize poison}, as C25.
+
+\item[Safety] Can retrospectively make saving throws; works 1d4 times and
+ disintegrates.
+
+\item[Seeing] Can see all hidden, invisible and Ethereal objects within
+ $120'$, in their true forms, undisguised; experience and power (level/HD)
+ and basic character traits (alignment-ish) detected. Duration 3 turns;
+ usable once per day.
+
+\item[Spell eating] As \emph{ring of spell turning}, but `eats' user's memory
+ of spells after first one cast. A \emph{remove curse} from C25 allows
+ removal of ring; from C36 turns it into a \emph{ring of spell turning}.
+
+\item[Spell storing] Contains 1d6 spells; wearer knows spells and effects.
+ Spells replaced by casting at ring. About 20\% of rings contain cleric
+ spells. Effects dispelled as M5 or C8.
+
+\item[Spell turning] Reflects 2d6 spells back to caster per day.
+
+\item[Survival] Contains $\d{1d\%} + 100$ charges; one charge for survival
+ without food or water for 24 hours, or without air for 1 hour; turns black
+ when 5 charges left.
+
+\item[Telekinesis] Move inanimate objects of up to 2000\,cn by concentration,
+ for distance of $50'$.
+
+\item[Truth] Detects lies, three times per day. Ring informs wearer of power
+ telepathically.
+
+\item[Truthfulness] Ring informs wearer it is \emph{ring of truth}; when
+ activated, wearer cannot lie (or evade). A \emph{remove curse} by C26
+ allows removal.
+
+\item[Truthlessness] Ring informs wearer it is \emph{ring of truth}; when
+ activated, wearer cannot tell the truth. A \emph{remove curse} by C26
+ allows removal.
+
+\item[Water walking] Allows walking on any body of water without sinking.
+
+\item[Weakness] Strength becomes 3 within 1d6 rounds; \emph{remove curse}
+ allows removal.
+
+\item[Wishes] Grants 1--4 wishes (1d10: 1--4 1, 5--7 2, 8--9 3, 10 4).
+
+\item[X-ray vision] See $30'$ through stone walls (or $60'$ through wood,
+ cloth or water) by concentrating, detecting traps and secret doors; blocked
+ by gold or lead; inspect $10' \times 10'$ area per turn. Usable once per
+ hour.
+
+\end{description}
+
+\subsect{Miscellaneous items}
+
+\begin{description}
+
+\item[Amulet of protection from crystal balls and ESP] Wearer cannot be spied
+ upon by a crystal ball or any form of \emph{ESP}.
+
+\item[Bag of devouring] Looks like small sack. Items in the bag are lost
+ forever after $\d{1d6} + 6$ turns.
+
+\item[Bag of holding] Looks like small sack. Holds up to 10\,000\,cn of $10'
+ \times 5' \times 3'$ items; weighs only 600\,cn when full.
+
+\item[Boat, undersea] Looks like riverboat; AC4, 40 hull points. Obeys
+ commands to start, stop, turn, submerge, level off, and surface; bestows
+ \emph{water breathing} on passengers and crew.
+
+\item[Boots of levitation] Move up and down (only) at $20'$ per round,
+ carrying up to 2000\,cn. No duration limit.
+
+\item[Boots of speed] Move at 240 for 12 hours (must rest for 1 day
+ afterwards).
+
+\item[Boots of travelling and leaping] Need no rest during normal movement;
+ may jump $10'$ and $30'$ across.
+
+\item[Bowl of commanding water elementals] $3'\phi$; summons a 12HD water
+ elemental (takes 1 turn), allowing control (requires concentration;
+ elemental is hostile afterwards). Usable once per day.
+
+\item[Brazier of commanding fire elementals] Summons a 12HD fire elemental
+ (takes 1 turn), allowing control (requires concentration; elemental is
+ hostile afterwards). Usable once per day.
+
+\item[Broom of flying] On command, carries owner at MV\flying240 (can carry
+ 2000\,cn at MV\flying180).
+
+\item[Censer of controlling air elementals] Summons a 12HD air elemental
+ (takes 1 turn), allowing control (requires concentration; elemental is
+ hostile afterwards). Usable once per day.
+
+\item[Chime of time] $3''$ silvery metal stick. On command keeps track of
+ time, chiming every hour (audible by all within $60'$; a \emph{silence
+ 15$'$ radius} spell dampens it to $30'$, but is dispelled). On command,
+ shows time as gold colour extending from one end to other.
+
+\item[Crystal ball] See any place or object thought about; image clarity
+ depends on familiarity with target. Image lasts 1 turn; usable three times
+ per day.
+
+\item[Crystal ball with clairaudience] As \emph{crystal ball}, but can hear
+ sound through ears of creature in area viewed.
+
+\item[Crystal ball with ESP] As \emph{crystal ball}, but can listen to
+ thoughts of creature in area viewed.
+
+\item[Displacer cloak] Wearer appears to be $5'$ from actual position; $+2$
+ on saves against spells, wands, turn-to-stone; $-2$ to hit in mel\'ee;
+ most missile attacks fail automatically.
+
+\item[Drums of panic] Hearers $10'$--$240'$ away must SvS or flee for 3
+ turns.
+
+\item[Efreeti bottle] Heavy jug $3'$ high. When unsealed and unstoppered,
+ efreeti emerges to serve once per day for 101 days.
+
+\item[Egg of wonder] Thrown up to $60'$ range; creature emerges and grows to
+ full size, obeys thrower's commands; disappears after one hour.
+ \begin{tabular}[C]{\shade cl|cl} \hlx*{hv}
+ \th{1d12} & \th{Animal} & \th{1d12} & \th{Animal} \\ \hlx{vhv}
+ \01 & Baboon, rock & \07 & Cat, leopard \\ \hlx{+}
+ \02 & Bat, giant & \08 & Ferret, giant \\ \hlx{+}
+ \03 & Bear, black & \09 & Lizard, gecko \\ \hlx{+}
+ \04 & Bear, grizzly & 10 & Lizard, draco \\ \hlx{+}
+ \05 & Boar & 11 & Snake, racer \\ \hlx{+}
+ \06 & Cat, mountain lion & 12 & Wolf, normal \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Elven cloak] Wearer almost invisible (detectable 1 in 6); becomes
+ visible when attacking or casting spell, cannot become invisible for 1
+ turn.
+
+\item[Elven boots] Move almost completely silently (detectable 1 in 10).
+
+\item[Flying carpet] Carry one passenger at MV\flying300, two at MV\flying
+ 240 or three at MV\flying180.
+
+\item[Gauntlets of ogre power] Strength of 18.
+
+\item[Girdle of giant strength] THAC0 12, double damage with weapon.
+
+\item[Helm of alignment changing] Changes wearer's alignment; \emph{remove
+ curse} allows removal but wearer will resist.
+
+\item[Helm of reading] Wearer can read any writings (strange languages,
+ magical writing, codes, etc.). May (1 in 10) be destroyed when wearer hit;
+ destroyed if wearer killed.
+
+\item[Helm of telepathy] Send messages by thought to creature within $90'$,
+ may read thoughts (requires concentration, SvS allowed to avoid thought
+ reading).
+
+\item[Helm of teleportation] Allows \emph{teleport} as spell. After first
+ use, or any use to teleport another creature, stops working until user
+ casts \emph{teleport} on it.
+
+\item[Horn of blasting] Cone of sound $100' \times 20'$; 2d6 damage to those
+ in area, SvS or deafened for 1 turn. Usable once per turn.
+
+\item[Lamp, hurricane] As \emph{lamp of long burning}. Shutters closed when
+ found; when opened the first time each day, emits gusts of wind and rain,
+ drenching all within $30'$. All must SvS (holder automatically fails) or
+ be knocked over with carried items scattered within $60'$.
+
+\item[Lamp of long burning] Burns and illuminates without using oil. Becomes
+ nonmagical if flame doused with water.
+
+\item[Metallion of ESP] Read thoughts of one creature within range by
+ concentrating for 1 round (SvS to avoid); 1 in 6 chance broadcasts thoughts
+ to all in range.
+
+\item[Mirror of life trapping] If looking into mirror, SvS or be sucked into
+ it with all items. Stores up to 20 man-size or smaller creatures, who do
+ not need food or air. Can communicate with those trapped inside. Breaking
+ mirror or \emph{wish} (one each) releases those trapped.
+
+\item[Muzzle of training] Adjusts to fit any monster with bite attack.
+ Victim can breathe but not bite or talk. Locks in place (as if
+ \emph{wizard lock} by M15) and unlocks by command.
+
+\item[Nail, finger] Looks like $1''$--$4''$ carpentry nail. Disappears if
+ commanded as \emph{nail of pointing}; thereafter, if user attempts to hide
+ from enemy (e.g., by using \emph{invisibility}), may appear (always first
+ time, 1 in 4 chance thereafter) as glowing finger pointing at user for 1d6
+ rounds. A \emph{remove curse} removes the nail forever.
+
+\item[Nail of pointing] Looks like $1''$--$4''$ carpentry nail. If
+ commanded, turns into bony finger and points to named nonmagical item.
+ Cannot detect living or undead creatures; no range limit. Usable once per
+ day.
+
+\item[Ointment] Salve in small box.
+ \begin{enumerate*}
+ \item \emph{Blessing:} Bonus $+2$ on AC and saves for 1 turn.
+ \item \emph{Healing:} Cures $\d{2d6} + 2$\,hp damage.
+ \item \emph{Poison:} Seems like \emph{blessing}; SvPn at $-2$ or die.
+ \item \emph{Scarring:} Seems like \emph{healing}; causes $\d{2d6} + 2$\,hp
+ burn damage curable by \emph{ointment of soothing}, \emph{cureall},
+ \emph{heal} or \emph{wish}.
+ \item \emph{Soothing:} Cures all burn damage.
+ \item \emph{Tanning:} Skin turns bright colour; wears off in 1d4 months.
+ \end{enumerate*}
+
+\item[Pouch of security] Size of large sack. Attempts to steal cause it to
+ scream `I am being stolen!' for 1 hour or until held by owner and commanded
+ to stop.
+
+\item[Quill of copying] Copies spell on scroll: burn original scroll, mix
+ ashes with rare ink (1000\,gp cost), place on blank scroll with inkwell and
+ command to write; quill writes two copies of the spell. Only copies one
+ spell (one of lowest level on original scroll). Blots 1 in 4, ruining
+ scroll unless fixed with \emph{wish}.
+
+\item[Rope of climbing] Thin rope $50'$ long: climbs in any direction on
+ command, fastens to any protruding surface and supports 10\,000\,cn.
+
+\item[Scarab of protection] Absorbs curses, or \emph{finger of death}; usable
+ 2d6 times.
+
+\item[Slate of identification] Identifies magical items placed on it, with a
+ (new, if possible) command word; cannot detect \emph{cursed} items or
+ numbers of charges. Ten charges usable per day; uses: potion~(2),
+ missile~(3), wand~(4), staff~(5), permanent weapon~(6), armour or
+ shield~(7), miscellaneous item~(10 or more).
+
+\item[Stone of controlling earth elementals] $3''\phi$; summons a 12HD earth
+ elemental (takes 1 turn), allowing control (requires concentration;
+ elemental is hostile afterwards). Usable once per day.
+
+\item[Talisman of elemental travel] Cast \emph{conjure elemental} while
+ touching elemental symbol on talisman to enter elemental plane; talisman
+ allows clear vision ($120'$--$1200'$ range) and breathing. Talisman may be
+ of any element or greater talisman with all four symbols (equal chances for
+ all five). Greater talisman can (on command) be used to control
+ elementals, usable ten times per trip.
+
+\item[Wheel of floating] Allows wagon to be towed across river or stream.
+ First wheel allows 10\,000\,cn to be carried; each extra wheel allows extra
+ 5000\,cn, up to maximum of four.
+
+\item[Wheel of fortune] Wheel, $10'\phi$, mounted on wall and easily rotated,
+ contains black (with white skull) and white (with red heart) wedges. When
+ spun, rotates for 3 rounds. Cannot be affected by magic; a \emph{wish}
+ will make the wheel disappear. Requires 26HD to move, weighs 20\,000\,cn.
+ Usable by each person once per day; cannot be used by \emph{charmed}
+ creatures.
+ \begin{tabular}[C]{\shade c>{\raggedright}p{5pc}|c>{\raggedright}p{5pc}}
+ \hlx*{hv}
+ \th{1d12} & \th{Effect} &
+ \th{1d12} & \th{Effect} \\ \hlx{vhv}
+ \01 & 1000\,gp appear &
+ \07 & ability score drops by 1 \\ \hlx{+}
+ \02 & 10 garnets (100\,gp each) appear &
+ \08 & PR drops by 1 \\ \hlx{+}
+ \03 & 1 brooch (1000\,gp) appears &
+ \09 & $C$ drops by 1 \\ \hlx{+}
+ \04 & 1 misc magic item appears &
+ 10 & least valuable magic item disintegrates \\ \hlx{+}
+ \05 & ability score rises by 1 &
+ 11 & nonmagical items disintegrate \\ \hlx{+}
+ \06 & PR or $C$ rises by 1 &
+ 12 & die \\ \hlx*{vh}
+ \end{tabular}
+
+\item[Wheel, square] Useless on roads or flat terrain. Allows movement on
+ mountains and deserts (MV20 with one, MV30 with two, MV40 with three and
+ MV60 with four).
+
+\end{description}
+
+\subsect{Armour and shields}
+
+Cursed 1 in 8: revealed in earnest combat; \emph{remove curse} allows
+removal, C36 removes curse entirely.
+
+Special powers usable once per day.
+
+\begin{description}
+
+\item[Absorption] Energy drains lose one `plus' instead of affecting wearer;
+ armour disintegrates at zero; no daily limit.
+
+\item[Charm] When hit, opponent must SvS or be \emph{charmed} ($+4$ bonus if
+ using weapon). Only one \emph{charm} per day.
+
+\item[Cure wounds] Cures half wearer's damage.
+
+\item[Electricity] When charged by command, inflicts 6d6 damage (SvS for
+ half, $+4$ bonus if using weapon) against next attacker to hit. Only one
+ blast per day.
+
+\item[Energy drain] When charged by command, inflicts 1ED:Wt (SvS to avoid,
+ $+4$ bonus if using weapon) against next attacker to hit. Only one drain
+ per day.
+
+\item[Ethereality] Become ethereal or return to prime by command, once each
+ once per day.
+
+\item[Fly] On command allows flight (MV\flying360, for 12 turns). Usable
+ once per day.
+
+\item[Gaseous form] Assume gaseous form (with items carried) for up to 6
+ turns. Usable once per day.
+
+\item[Haste] Double movement and attacks for 1 turn. Usable once per day.
+
+\item[Invisibility] Become invisible on command with all items carried, until
+ attacking or casting spell. Usable three times per day.
+
+\item[Reflection] Reflects \emph{light} or \emph{continual light} at caster
+ (who may SvS to avoid), three times per day. Meet gaze attacks as if using
+ mirror, but without $-2$ to hit.
+
+\item[Remove curse] Cannot be \emph{cursed}; removes curses as if C36.
+ Usable three times in total.
+
+\end{description}
+
+\subsect{Missiles}
+
+\begin{description}
+
+\item[Biting] On hit, becomes poisonous snake: SvPn or die.
+
+\item[Blinking] Blinks in and out of existence to pass allies.
+
+\item[Charming] Target must SvS or be \emph{charmed}.
+
+\item[Climbing] If shot at object, fastens securely and creates $50'$ rope
+ supporting any number of climbers. Disappears with rope after 1 turn.
+
+\item[Curing] Obviously blunt and inscribed with holy symbol: cures $\d{2d6}
+ + 2\delta G$ damage.
+
+\item[Disarming] SvS or drop weapon.
+
+\item[Dispelling] Creates \emph{dispel magic} (by M15) on target.
+
+\item[Flying] Ranges increased by factor of 5.
+
+\item[Lighting] Creates \emph{light} ($30'$ radius, 12 turns) on demand or
+ on hit (SvS or blinded) and disintegrates.
+
+\item[Penetrating] Not slowed by underbrush, webs, or other cover; no hit
+ modification for cover.
+
+\item[Refilling] If left in container with normal missiles, creates 1d20 more
+ normal missiles each day.
+
+\item[Screaming] Emits screams as it flies; all within $30'$ of path must
+ check morale or retreat for 1d8 rounds.
+
+\item[Seeking] Automatically hits target object (misses creatures). Can be
+ used for disarming.
+
+\item[Sinking] Causes $\d{1d10} + 10$ hull points damage to ships.
+
+\item[Slaying] Designated \emph{opponent}s must SvDR or die.
+
+\item[Speaking] Misses creatures: may be shot at target or named place within
+ 10 miles; repeats 20 word spoken message.
+
+\item[Stunning] Target must SvS or be stunned for 1d6 rounds.
+
+\item[Teleporting] Target must SvS (with $+2$ bonus) or be \emph{teleported}
+ 1d\% miles in random direction; will land safely.
+
+\item[Transporting] Target must SvS or be sent $360'$ to place of user's
+ choosing.
+
+\item[Wounding] Causes 1\,hp damage per round until magically cured; cannot
+ affect constructs or undead.
+
+\end{description}
+
+\subsect{Sword primary powers}
+
+Usually usable once per round as often as desired.
+
+\begin{description}
+
+\item[Detect evil/good] Detects good or ill intentions within $20'$.
+
+\item[Detect gems] Points to gems within $60'$, detecting amounts.
+
+\item[Detect magic] Detects magical items and effects within $20'$. Usable
+ three times per day.
+
+\item[Detect metal] Points to metal of requested type within $60'$, but
+ cannot detect amount.
+
+\item[Detect shifting walls] Within $10'$.
+
+\item[Detect slopes] Within $10'$.
+
+\item[Find secret doors] Within $10'$. Usable three times per day.
+
+\item[Find traps] Within $10'$. Usable three times per day.
+
+\item[See invisible] Find invisible and hidden creatures and objects (not
+ secret doors) within $20'$.
+
+\end{description}
+
+\subsect{Sword extraordinary powers}
+
+Usually usable once per round, up to three times per day.
+
+\begin{description}
+
+\item[Clairaudience] Hear sound through ears of creature within $60'$.
+
+\item[Clairvoyance] See through eyes of creature within $60'$.
+
+\item[ESP] Listen to thoughts of creature within $60'$.
+
+\item[Extra damage] Damage multiplied by 4 (or 5, 6, \dots\ for duplicates).
+ Duration 1d10 rounds.
+
+\item[Flying] Allows flight MV\flying360 for 3 turns.
+
+\item[Healing] Heals 6\,hp (or 12, 18, \dots\ for duplicates) per day, at
+ 1\,hp per round.
+
+\item[Illusion] Creates illusion in $20'$ cube within $240'$ while user
+ concentrates. Monsters are AC9 and disappear when hit. Victim may SvS to
+ disbelieve the illusion. Never causes damage; effects wear off in 1d4
+ turns.
+
+\item[Levitation] Move up and down (only) at $20'$ per round, carrying up to
+ 2000\,cn, for 3 turns.
+
+\item[Telekinesis] Move inanimate objects of up to 2000\,cn by concentration,
+ for distance of $50'$.
+
+\item[Telepathy] Send messages by thought to creature within $90'$, may read
+ thoughts (requires concentration, SvS allowed to avoid thought reading).
+
+\item[Teleportation] As spell. Usable once per day.
+
+\item[X-ray vision] See $30'$ through stone walls (or $60'$ through wood,
+ cloth or water) by concentrating, detecting traps and secret doors; blocked
+ by gold or lead; inspect $10' \times 10'$ area per use.
+
+\end{description}
+
+\subsect{Weapon talents}
+
+Usually usable once per day. Missile weapon talents usually apply to
+missiles fired.
+
+\begin{description}
+
+\item[Breathing] Allows \emph{water breathing} (for 1 day) or \emph{create
+ air} (for one hour).
+
+\item[Charming] Can \emph{charm} one humanoid within $120'$.
+
+\item[Deceiving] Change appearance of user (facial features, equipment, but
+ not size) while carried (unsheathed); cannot disguise itself.
+
+\item[Defending] Bonus can be applied to AC instead of hit/damage.
+
+\item[Deflecting] Optionally used to deflect energy drain, losing one `plus';
+ disintegrates at $-1$. Applies to missile weapon itself.
+
+\item[Draining] Can drain $\d{1d4} + 4$ levels, as 1ED:Wh. Missile weapons
+ lose one `plus' per drain.
+
+\item[Extinguishing] Cool to touch. Double $\delta G$ against fire-using
+ creatures. Douses normal fire.
+
+\item[Finding] Sense direction of one known object within $120'$ (but not
+ distance). Will not locate creatures.
+
+\item[Flaming] Harmless to weapon and user. Bonus $+2$ to hit and damage
+ hippogriff, pegasis, roc and troll, $+3$ to hit and damage treant and
+ undead. Usable as required.
+
+\item[Flying] Must first be used normally in each battle; on command attacks
+ by itself for three rounds (or on command). Missile weapons create
+ ammunition as needed.
+
+\item[Healing] Cures $\d{2d6} + 2$\,hp of the user only.
+
+\item[Hiding] Can render the user invisible (with all items, becomes visible
+ when attacking or casting spells). Additionally, weapon only can become
+ invisible three times per day.
+
+\item[Holding] Up to four humanoids within $180'$ SvS or paralysed for 9
+ turns. Penalty $-2$ on save if cast on single individual. Cancelled by
+ \emph{dispel magic} or \emph{free person}.
+
+\item[Lighting] Create \emph{light} at $120'$ range.
+
+\item[Silencing] Cause \emph{silence} in $15'$ radius, at $180'$ range, for
+ 12 turns.
+
+\item[Slicing] (Only edged weapons.) If $\textrm{hit roll} + \delta G \ge
+ 19$, opponent must SvDR or be killed. Doesn't work against constructs or
+ undead.
+
+\item[Slowing] Opponent hit moves and attacks at half speed for 1 turn (no
+ save).
+
+\item[Speeding] Doubles user's movement and attack rate for 1 turn.
+
+\item[Translating] User can understand any languages heard for 6 turns.
+
+\item[Watching] On command, weapon will watch for monster type and vibrate
+ slightly if any come within $60'$.
+
+\item[Wishing] Grants 1d3 wishes.
+
+\end{description}
+
+\end{multicols}
+
\end{document}
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