X-Git-Url: https://git.distorted.org.uk/~mdw/dnd/blobdiff_plain/4005b3424e2f89eba44b1dda567a6e0cd7b452a0..HEAD:/treasure.tex diff --git a/treasure.tex b/treasure.tex index d5dde7b..fe7ed1a 100644 --- a/treasure.tex +++ b/treasure.tex @@ -5,15 +5,13 @@ \def\lnil{\multicolumn{2}{l}{---}} \makeatletter -\def\subsect#1{\goodbreak\medskip\textbf{#1}\par\nobreak\@nobreaktrue} - \renewenvironment{description}{% \basedescript{% \let\makelabel\textit% \desclabelstyle{\pushlabel}% \desclabelwidth{2em}% \parsep\z@% - \itemsep\medskipamount% + \itemsep\smallskipamount% }% }{% \endbasedescript% @@ -373,6 +371,19 @@ 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} @@ -711,47 +722,28 @@ \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} @@ -779,6 +771,25 @@ 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} @@ -819,7 +830,7 @@ 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{+} @@ -835,20 +846,16 @@ \end{tabular} \end{set} -\sect{Magical items} - -\begin{multicols}{2} +\begin{multicols}{2}[\sect{Magical items}] \raggedright \subsect{Potions} -\begin{itemize*} -\item \textbf{Level:} Treat as 6th level. -\item \textbf{Duration:} Usually $\d{1d6} + 6$ turns. -\item \textbf{Control:} User must concentrate to control victims: cannot - fight, half movement; victim allowed SvS, but attempt may be repeated each - round. Range is $60'$. -\end{itemize*} +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} @@ -1108,10 +1115,7 @@ \subsect{Wands} -\begin{itemize*} -\item \textbf{Charges:} Usually 2d10. -\item \textbf{Level:} Treat as 6th level. -\end{itemize*} +Usually 2d10 charges. Treat as 6th level magic. \begin{description} @@ -1151,10 +1155,7 @@ \subsect{Staves} -\begin{itemize*} -\item \textbf{Charges:} Usually 3d10. -\item \textbf{Level:} Treat as 8th level. -\end{itemize*} +Usually 3d10 charges. Treat as 8th level magic. \begin{description} @@ -1185,17 +1186,6 @@ Usable as $+2$ weapon. - \begin{tabular}[C]{\shade cl} \hlx*{hv} - \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 & Elemental power \\ \hlx*{vh} - \end{tabular} - \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). @@ -1207,12 +1197,13 @@ \item[Power] As \emph{staff of striking}; also \emph{fire ball}, \emph{lightning bolt}, \emph{ice storm}, \emph{continual light}, or - \emph{telekinesis} (up to 2400\,cn, 6 rounds), one charge each. + \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, - 20\,hp, C3, XP6; AC5, T17, coil; ML12. Spend charges to improve hit roll, - or transfer \emph{cure} (no range limit). + 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). @@ -1245,6 +1236,591 @@ \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}