X-Git-Url: https://git.distorted.org.uk/~mdw/dnd/blobdiff_plain/46d528a43a45b39de9c77565338274943dbff51c..HEAD:/treasure.tex

diff --git a/treasure.tex b/treasure.tex
index da9e2f2..fe7ed1a 100644
--- a/treasure.tex
+++ b/treasure.tex
@@ -1,8 +1,22 @@
 \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}
@@ -185,7 +199,7 @@
   \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{+}
@@ -357,6 +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}
@@ -505,7 +532,7 @@
      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{+}
@@ -695,47 +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}
@@ -745,6 +753,7 @@
    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{+}
@@ -758,9 +767,29 @@
    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}
 
@@ -775,7 +804,7 @@
    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
@@ -801,7 +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{+}
@@ -817,6 +846,985 @@
 \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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