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} %%% Local Variables: %%% mode: latex