Dnd Dmg Random Magic Item
This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help (it's only text and plain image ads I promise). Magic Item Generator. Generate random magical items. Looking for appropriate loot drops? Check out the Treasure Generator. Magic Weapon.
From D&D Wiki
This material is published under the OGL |
- 1Weapons
- 1.18Specific Weapons
- 2Epic Weapons
Weapons
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Caster Level for Weapons
The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Magic Ammunition and Breakage
When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.
Light Generation
Fully 30% of magic weapons shed light equivalent to a lightspell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Hardness and Hit Points
An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.
Activation
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
Weapons for Unusually Sized Creatures
The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities
Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.
If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.
Minor | Medium | Major | Weapon Bonus | Base Price1 |
---|---|---|---|---|
01–70 | 01–10 | — | +1 | 2,000 gp |
71–85 | 11–29 | — | +2 | 8,000 gp |
— | 30–58 | 01–20 | +3 | 18,000 gp |
— | 59–62 | 21–38 | +4 | 32,000 gp |
— | — | 39–49 | +5 | 50,000 gp |
— | — | — | +62 | 72,000 gp |
— | — | — | +72 | 98,000 gp |
— | — | — | +82 | 128,000 gp |
— | — | — | +92 | 162,000 gp |
— | — | — | +102 | 200,000 gp |
86–90 | 63–68 | 50–63 | Specific weapon3 | — |
91–100 | 69–100 | 64–100 | Special ability and roll again4 | — |
|
d% | Weapon Type |
---|---|
01–70 | Common melee weapon |
71–80 | Uncommon weapon |
81–100 | Common ranged weapon |
d% | Weapon | Weapon Cost1 |
---|---|---|
01–04 | Dagger | +302 gp |
05–14 | Greataxe | +320 gp |
15–24 | Greatsword | +350 gp |
25–28 | Kama | +302 gp |
29–41 | Longsword | +315 gp |
42–45 | Mace, light | +305 gp |
46–50 | Mace, heavy | +312 gp |
51–54 | Nunchaku | +302 gp |
55–57 | Quarterstaff2 | +600 gp |
58–61 | Rapier | +320 gp |
62–66 | Scimitar | +315 gp |
67–70 | Shortspear | +302 gp |
71–74 | Siangham | +303 gp |
75–84 | Sword, bastard | +335 gp |
85–89 | Sword, short | +310 gp |
90–100 | Waraxe, dwarven | +330 gp |
|
d% | Weapon | Weapon Cost1 |
---|---|---|
01–03 | Axe, orc double2 | +660 gp |
04–07 | Battleaxe | +310 gp |
08–10 | Chain, spiked | +325 gp |
11–12 | Club | +300 gp |
13–16 | Crossbow, hand | +400 gp |
17–19 | Crossbow, repeating (heavy or light) | +550 gp |
20–21 | Dagger, punching | +302 gp |
22–23 | Falchion | +375 gp |
24–26 | Flail, dire2 | +690 gp |
27–31 | Flail, heavy | +315 gp |
32–35 | Flail | +308 gp |
36–37 | Gauntlet | +302 gp |
38–39 | Gauntlet, spiked | +305 gp |
40–41 | Glaive | +308 gp |
42–43 | Greatclub | +305 gp |
44–45 | Guisarme | +309 gp |
46–48 | Halberd | +310 gp |
49–51 | Spear | +301 gp |
52–54 | Hammer, gnome hooked2 | +620 gp |
55–56 | Hammer, light | +301 gp |
57–58 | Handaxe | +306 gp |
59–61 | Kukri | +308 gp |
62–64 | Lance | +310 gp |
65–67 | Longspear | +305 gp |
68–70 | Morningstar | +308 gp |
71–72 | Net | +320 gp |
73–74 | Pick, heavy | +308 gp |
75–76 | Pick, light | +304 gp |
77–78 | Ranseur | +310 gp |
79–80 | Sap | +301 gp |
81–82 | Scythe | +318 gp |
83–84 | Shuriken | +301 gp |
85–86 | Sickle | +306 gp |
87–89 | Sword, two-bladed2 | +700 gp |
90–91 | Trident | +315 gp |
92–94 | Urgrosh, dwarven2 | +650 gp |
95–97 | Warhammer | +312 gp |
98–100 | Whip | +301 gp |
|
d% | Weapon | Weapon Cost1 | |
---|---|---|---|
01–10 | Ammunition (roll again): | ||
01–50 | Arrows (50) | +350 gp | |
51–80 | Bolts, crossbow (50) | +350 gp | |
81–100 | Bullets, sling (50) | +350 gp | |
11–15 | Axe, throwing | +308 gp | |
16–25 | Crossbow, heavy | +350 gp | |
26–35 | Crossbow, light | +335 gp | |
36–39 | Dart | +300 gp 5 sp | |
40–41 | Javelin | +301 gp | |
42–46 | Shortbow | +330 gp | |
47–51 | Shortbow, composite (+0 Str bonus) | +375 gp | |
52–56 | Shortbow, composite (+1 Str bonus) | +450 gp | |
57–61 | Shortbow, composite (+2 Str bonus) | +525 gp | |
62–65 | Sling | +300 gp | |
66–75 | Longbow | +375 gp | |
76–80 | Longbow, composite | +400 gp | |
81–85 | Longbow, composite (+1 Str bonus) | +500 gp | |
86–90 | Longbow, composite (+2 Str bonus) | +600 gp | |
91–95 | Longbow, composite (+3 Str bonus) | +700 gp | |
96–100 | Longbow, composite (+4 Str bonus) | +800 gp | |
All magic weapons are masterwork weapons. |
Minor | Medium | Major | Special Ability | Base Price Modifier1 |
---|---|---|---|---|
01–10 | 01–06 | 01–03 | Bane | +1 bonus |
11–17 | 07–12 | — | Defending | +1 bonus |
18–27 | 13–19 | 04–06 | Flaming | +1 bonus |
28–37 | 20–26 | 07–09 | Frost | +1 bonus |
38–47 | 27–33 | 10–12 | Shock | +1 bonus |
48–56 | 34–38 | 13–15 | Ghost touch | +1 bonus |
57–67 | 39–44 | — | Keen2 | +1 bonus |
68–71 | 45–48 | 16–19 | Ki Focus | +1 bonus |
72–75 | 49–50 | — | Merciful | +1 bonus |
76–82 | 51–54 | 20–21 | Mighty cleaving | +1 bonus |
83–87 | 55–59 | 22–24 | Spell storing | +1 bonus |
88–91 | 60–63 | 25–28 | Throwing | +1 bonus |
92–95 | 64–65 | 29–32 | Thundering | +1 bonus |
96–99 | 66–69 | 33–36 | Vicious | +1 bonus |
— | 70–72 | 37–41 | Anarchic | +2 bonus |
— | 73–75 | 42–46 | Axiomatic | +2 bonus |
— | 76–78 | 47–49 | Disruption3 | +2 bonus |
— | 79–81 | 50–54 | Flaming burst | +2 bonus |
— | 82–84 | 55–59 | Icy burst | +2 bonus |
— | 85–87 | 60–64 | Holy | +2 bonus |
— | 88–90 | 65–69 | Shocking burst | +2 bonus |
— | 91–93 | 70–74 | Unholy | +2 bonus |
— | 94–95 | 75–78 | Wounding | +2 bonus |
— | — | 79–83 | Speed | +3 bonus |
— | — | 84–86 | Brilliant energy | +4 bonus |
— | — | 87–88 | Dancing | +4 bonus |
— | — | 89–90 | Vorpal | +5 bonus |
100 | 96–100 | 91–100 | Roll again twice | — |
|
Minor | Medium | Major | Special Ability | Base Price Modifier1 |
---|---|---|---|---|
01–12 | 01–08 | 01–04 | Bane | +1 bonus |
13–25 | 09–16 | 05–08 | Distance | +1 bonus |
26–40 | 17–28 | 09–12 | Flaming | +1 bonus |
41–55 | 29–40 | 13–16 | Frost | +1 bonus |
56–60 | 41–42 | — | Merciful | +1 bonus |
61–68 | 43–47 | 17–21 | Returning | +1 bonus |
69–83 | 48–59 | 22–25 | Shock | +1 bonus |
84–93 | 60–64 | 26–27 | Seeking | +1 bonus |
94–99 | 65–68 | 28–29 | Thundering | +1 bonus |
— | 69–71 | 30–34 | Anarchic | +2 bonus |
— | 72–74 | 35–39 | Axiomatic | +2 bonus |
— | 75–79 | 40–49 | Flaming burst | +2 bonus |
— | 80–82 | 50–54 | Holy | +2 bonus |
— | 83–87 | 55–64 | Icy burst | +2 bonus |
— | 88–92 | 65–74 | Shocking burst | +2 bonus |
— | 93–95 | 75–79 | Unholy | +2 bonus |
— | — | 80–84 | Speed | +3 bonus |
— | — | 85–90 | Brilliant energy | +4 bonus |
100 | 96–100 | 91–100 | Roll again twice2 | — |
|
Specific Weapons
The following specific weapons usually are preconstructed with exactly the qualities described here.
Minor | Medium | Major | Specific Weapon | Market Price |
---|---|---|---|---|
01–15 | — | — | Sleep arrow | 132 gp |
16–25 | — | — | Screaming bolt | 267 gp |
26–45 | — | — | Silver dagger, masterwork | 322 gp |
46–65 | — | — | Cold iron longsword, masterwork | 330 gp |
66–75 | 01–09 | — | Javelin of lightning | 1,500 gp |
76–80 | 10–15 | — | Slaying arrow | 2,282 gp |
81–90 | 16–24 | — | Adamantine dagger | 3,002 gp |
91–100 | 25–33 | — | Adamantine battleaxe | 3,010 gp |
— | 34–37 | — | Slaying arrow (greater) | 4,057 gp |
— | 38–40 | — | Shatterspike | 4,315 gp |
— | 41–46 | — | Dagger of venom | 8,302 gp |
— | 47–51 | — | Trident of warning | 10,115 gp |
— | 52–57 | 01–04 | Assassin’s dagger | 10,302 gp |
— | 58–62 | 05–07 | Shifter’s sorrow | 12,780 gp |
— | 63–66 | 08–09 | Trident of fish command | 18,650 gp |
— | 67–74 | 10–13 | Flame tongue | 20,715 gp |
— | 75–79 | 14–17 | Luck blade (0 wishes) | 22,060 gp |
— | 80–86 | 18–24 | Sword of subtlety | 22,310 gp |
— | 87–91 | 25–31 | Sword of the planes | 22,315 gp |
— | 92–95 | 32–37 | Nine lives stealer | 23,057 gp |
— | 96–98 | 38–42 | Sword of life stealing | 25,715 gp |
— | 99–100 | 43–46 | Oathbow | 25,600 gp |
— | — | 47–51 | Mace of terror | 38,552 gp |
— | — | 52–57 | Life-drinker | 40,320 gp |
— | — | 58–62 | Sylvan scimitar | 47,315 gp |
— | — | 63–67 | Rapier of puncturing | 50,320 gp |
— | — | 68–73 | Sun blade | 50,335 gp |
— | — | 74–79 | Frost brand | 54,475 gp |
— | — | 80–84 | Dwarven thrower | 60,312 gp |
— | — | 85–91 | Luck blade (1 wish) | 62,360 gp |
— | — | 92–95 | Mace of smiting | 75,312 gp |
— | — | 96–97 | Luck blade (2 wishes) | 102,660 gp |
— | — | 98–99 | Holy avenger | 120,630 gp |
— | — | 100 | Luck blade (3 wishes) | 142,960 gp |
Epic Weapons
Except when otherwise stated, epic magic weapons follow the rules for nonepic magic weapons. There is no limit to an epic magic weapon’s enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon’s enhancement bonus and market price modifier.
EPIC WEAPON BASE PRICE
To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weaponsto determine price.
Table: Weapons
d% | Enhancement Bonus | Market Price1 |
---|---|---|
01–03 | +1 | +2,000 gp |
04–07 | +2 | +8,000 gp |
08–13 | +3 | +18,000 gp |
14–20 | +4 | +32,000 gp |
21–28 | +5 | +50,000 gp |
29–36 | +6 | +720,000 gp |
37–43 | +7 | +980,000 gp |
44–49 | +8 | +1,280,000 gp |
50–53 | +9 | +1,620,000 gp |
54–56 | +10 | +2,000,000 gp |
57–61 | Specific weapon2 | |
62–80 | Melee weapon with special ability and roll again3 | |
81–99 | Ranged weapon with special ability and roll again3 | |
100 | Roll on Table: Epic Weapons | |
1 This price is for 50 arrows, crossbow bolts, or sling bullets. | ||
2 See Table: Specific Weapons. | ||
3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons. |
Table: Epic Weapons
d% | Enhancement Bonus | Market Price |
---|---|---|
01–21 | +11 | +2,420,000 gp |
22–39 | +12 | +2,880,000 gp |
40–54 | +13 | +3,380,000 gp |
55–66 | +14 | +3,920,000 gp |
67–76 | +15 | +4,500,000 gp |
77–84 | +16 | +5,120,000 gp |
85–90 | +17 | +5,780,000 gp |
91–94 | +18 | +6,480,000 gp |
95–97 | +19 | +7,220,000 gp |
98–99 | +20 | +8,000,000 gp |
100 | Roll again and add +10 to bonus1 | 2 |
1This is cumulative if rolled multiple times. | ||
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp. |
Table: Weapon Type Determination
d% | Weapon Type |
---|---|
01–70 | Roll on Table: Common Melee Weapon |
71–80 | Roll on Table: Uncommon Melee Weapons |
81–100 | Roll on Table: Ranged Weapons |
Table: Common Melee Weapons
d% | Weapon1 | Weapon Cost2 |
---|---|---|
01–04 | Dagger | +302 gp |
05–14 | Greataxe | +320 gp |
15–24 | Greatsword | +350 gp |
25–28 | Kama | +302 gp |
29–41 | Longsword | +315 gp |
42–45 | Mace, light | +305 gp |
46–50 | Mace, heavy | +312 gp |
51–54 | Nunchaku | +302 gp |
55–57 | Quarterstaff3 | +600 gp |
58–61 | Rapier | +320 gp |
62–66 | Scimitar | +315 gp |
67–70 | Shortspear | +302 gp |
71–74 | Siangham | +303 gp |
75–84 | Sword, bastard | +335 gp |
85–89 | Sword, short | +310 gp |
90–100 | Waraxe, dwarven | +330 gp |
All magic weapons are masterwork weapons. | ||
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. | ||
2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
3 masterwork weaponsdouble weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. |
Table: Uncommon Melee Weapons
d% | Weapon1 | Weapon Cost 2 |
---|---|---|
01–03 | Axe, orc double3 | +660 gp |
04–07 | Battleaxe | +310 gp |
08–10 | Chain, spiked | +325 gp |
11–12 | Club | +300 gp |
13–16 | Crossbow, hand | +400 gp |
17–19 | Crossbow, repeating light or heavy | +550 gp |
20–21 | Dagger, punching | +302 gp |
22–23 | Falchion | +375 gp |
24–26 | Flail, dire3 | +690 gp |
27–31 | Flail, heavy | +315 gp |
32–35 | Flail, light | +308 gp |
36–37 | Gauntlet | +302 gp |
38–39 | Gauntlet, spiked | +305 gp |
40–41 | Glaive | +308 gp |
42–43 | Greatclub | +305 gp |
44–45 | Guisarme | +309 gp |
46–48 | Halberd | +310 gp |
49–51 | Halfspear | +301 gp |
52–54 | Hammer, gnome hooked3 | +620 gp |
55–56 | Hammer, light | +301 gp |
57–58 | Handaxe | +306 gp |
59–61 | Kukri | +308 gp |
62–63 | Lance, heavy | +310 gp |
64–65 | Lance, light | +306 gp |
66–67 | Longspear | +305 gp |
68–70 | Morningstar | +308 gp |
71–72 | Net | +320 gp |
73–74 | Pick, heavy | +308 gp |
75–76 | Pick, light | +304 gp |
77–78 | Ranseur | +310 gp |
79–80 | Sap | +301 gp |
81–82 | Scythe | +318 gp |
83–84 | Shuriken | +301 gp |
85–86 | Sickle | +306 gp |
87–89 | Sword, two-bladed3 | +700 gp |
90–91 | Trident | +315 gp |
92–94 | Urgrosh, dwarven3 | +650 gp |
95–97 | Warhammer | +312 gp |
98–100 | Whip | +301 gp |
All magic weapons are masterwork weapons weapons. | ||
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. | ||
2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
3 masterwork weaponsdouble weapons incur double the masterwork weapons cost to account for each head (+300 gp masterwork weapons cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. |
Table: Ranged Weapons
d% | Weapon | Weapon Cost1 |
---|---|---|
01–10 | Ammunition | |
01–50 | Arrows (50) | +350 gp |
51–80 | Bolts, crossbow (50) | +350 gp |
81–100 | Bullets, sling (50) | +350 gp |
11–15 | Axe, throwing | +308 gp |
16–25 | Crossbow, heavy | +350 gp |
26–35 | Crossbow, light | +335 gp |
36–39 | Dart | +300 gp 5 sp |
40–41 | Javelin | +301 gp |
42–46 | Shortbow | +330 gp |
47–51 | Shortbow, composite | +375 gp |
52–56 | Shortbow, composite (+1 Str bonus) | +450 gp |
57–61 | Shortbow, composite (+2 Str bonus) | +525 gp |
62–65 | Sling | +300 gp |
66–75 | Longbow | +375 gp |
76–80 | Longbow, composite | +400 gp |
81–85 | Longbow, composite (+1 Str bonus) | +500 gp |
86–90 | Longbow, composite (+2 Str bonus) | +600 gp |
91–95 | Longbow, composite (+3 Str bonus) | +700 gp |
96–100 | Longbow, composite (+4 Str bonus) | +800 gp |
All magic weapons are masterwork weapons. | ||
1 Add to enhancement bonus on Table: Weapons to determine total market price. |
Table: Melee Weapon Special Abilities
d% | Special Ability | Market Price Modifier1 |
---|---|---|
01–08 | Acidic blast | +6 bonus |
09–16 | Fiery blast | +6 bonus |
17–24 | Icy blast | +6 bonus |
25–32 | Lightning blast | +6 bonus |
33–40 | Mighty disruption | +6 bonus |
41–48 | Sonic blast | +6 bonus |
49–56 | Dread | +7 bonus |
57–61 | Anarchic power | +8 bonus |
62–66 | Everdancing | +8 bonus |
67–71 | Holy power | +8 bonus |
72–76 | Axiomatic power | +8 bonus |
77–81 | Unholy power | +8 bonus |
82–89 | Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table. | |
90–97 | Roll twice on nonepic magic item Table: Melee Weapon Special Abilities. | |
98–100 | Roll twice again2 | |
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price. | ||
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Ranged Weapon Special Abilities
d% | Special Ability | Market Price Modifier1 |
---|---|---|
01–07 | Acidic blast | +6 bonus |
08–14 | Distant shot | +6 bonus |
15–21 | Fiery blast | +6 bonus |
22–28 | Icy blast | +6 bonus |
29–35 | Lightning blast | +6 bonus |
36–41 | Sonic blast | +6 bonus |
42–48 | Triple-throw | +6 bonus |
49–53 | Unerring accuracy | +6 bonus |
54–60 | Dread | +7 bonus |
61–65 | Anarchic power | +8 bonus |
66–70 | Holy power | +8 bonus |
71–75 | Axiomatic power | +8 bonus |
76–80 | Unholy power | +8 bonus |
81–88 | Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table. | |
89–96 | Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities. | |
97–100 | Roll twice again2 | |
1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Specific Weapons
Specific Epic Weapons
d% | Specific Weapon | Market Price |
---|---|---|
01–18 | Stormbrand | 235,350 gp |
19–33 | Quarterstaff of alacrity | 462,600 gp |
34–48 | Souldrinker | 478,335 gp |
49–60 | Backstabber | 770,310 gp |
61–68 | Mace of ruin | 1,000,312 gp |
69–72 | Gripsoul | 1,856,500 gp |
73–78 | Elven greatbow | 2,900,400 gp |
79–64 | Finaldeath | 3,580,308 gp |
85–90 | Chaosbringer | 4,025,350 gp |
91–94 | Holy devastator | 4,620,315 gp |
95–98 | Unholy despoiler | 4,620,315 gp |
99–100 | Everwhirling chain | 5,220,325 gp |
Back to Main Page → 3.5e Open Game Content → System Reference Document → Magic Items
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith. |
These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.
As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.
Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.
Table 88:
Magical Items
D20 Roll | Category |
---|---|
01-20 | Potions |
21-35 | Scrolls |
36-40 | Rings |
41 | Rods |
42 | Staves |
43-45 | Wands |
46 | Miscellaneous Magic: Books and Tomes |
47-48 | Miscellaneous Magic: Jewels and Jewelry |
49-50 | Miscellaneous Magic: Cloaks and Robes |
51-52 | Miscellaneous Magic: Boots and Gloves |
53 | Miscellaneous Magic: Girdles and Helms |
54-55 | Miscellaneous Magic: Bags and Bottles |
56 | Miscellaneous Magic: Dusts and Stones |
57 | Miscellaneous Magic: Household Items and Tools |
58 | Miscellaneous Magic: Musical Instruments |
59-60 | Miscellaneous Magic: The Weird Stuff |
61-75 | Armor and Shields |
76-00 | Weapons |
Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.
Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.
Potions and Oils (D6)
Subtable A (1-2)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Animal Control* | 250 | 400 |
2 | Clairaudience | 250 | 400 |
3 | Clairvoyance | 300 | 500 |
4 | Climbing | 300 | 500 |
5-6 | Delusion** | ~~ | 150 |
7 | Diminution | 300 | 500 |
8 | Dragon Control* | 700 | 5,000-9,000 |
9 | Elixir of Health | 350 | 2,000 |
10-11 | Elixir of Madness** | ~~ | ~~ |
12 | Elixir of Youth | 500 | 10,000 |
13 | ESP | 500 | 850 |
14-15 | Extra-Healing | 400 | 800 |
16 | Fire Breath | 400 | 4,000 |
17 | Fire Resistance | 250 | 400 |
18 | Flying | 500 | 750 |
19 | Gaseous Form | 300 | 400 |
20 | DM's Choice | ~~ | ~~ |
Subtable B (3-4)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Giant Control* | 600 | 1,000-6,000 |
2 | Giant Strength* (Warrior) | 550 | 900-1,400 |
3 | Growth | 250 | 300 |
4-5 | Healing | 200 | 400 |
6 | Heroism (Warrior) | 300 | 500 |
7 | Human Control* | 500 | 900 |
8 | Invisibility | 250 | 500 |
9 | Invulnerability (Warrior) | 350 | 500 |
10 | Levitation | 250 | 400 |
11 | Longevity | 500 | 1,000 |
12 | Oil of Acid Resistance | 500 | 5,000 |
13 | Oil of Disenchantment | 750 | 3,500 |
14 | Oil of Elemental Invulnerability* | 500 | 5,000 |
15 | Oil of Etherealness | 600 | 1,500 |
16 | Oil of Fiery Burning | 500 | 4,000 |
17 | Oil of Fumbling** | ~~ | 1,000 |
18 | Oil of Impact | 750 | 5,000 |
19 | Oil of Slipperiness | 400 | 750 |
20 | DM's Choice | ~~ | ~~ |
Subtable C (5-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Oil of Timelessness | 500 | 2,000 |
2 | Philter of Glibness | 500 | 2,500 |
3 | Philter of Love | 200 | 300 |
4 | Philter of Persuasiveness | 400 | 850 |
5 | Philter of Stammering and Stuttering** | ~~ | 1,500 |
6 | Plant Control | 250 | 300 |
7-8 | Poison** | ~~ | ~~ |
9 | Polymorph Self | 200 | 350 |
10 | Rainbow Hues | 200 | 800 |
11 | Speed | 200 | 450 |
12-13 | Super-heroism (Warrior) | 450 | 750 |
14 | Sweet Water | 200 | 250 |
15 | Treasure Finding | 600 | 2,000 |
16 | Undead Control* | 700 | 2,500 |
17 | Ventriloquism | 200 | 800 |
18 | Vitality | 300 | 2,500 |
19 | Water Breathing | 400 | 900 |
20 | DM's Choice | ~~ | ~~ |
* The type of creature affected can be determined by die roll (seethe specific item description for more information).
** The DM shouldn't reveal the exact nature of the potion.
Scrolls (D6)
Subtable A (1-4)
D20 Roll | Item* | Level Range** |
---|---|---|
1-3 | 1 spell | 1-4 |
4-5 | 1 spell | 1-6 |
6 | 1 spell | 2-9 (2-7**) |
7 | 2 spells | 1-4 |
8 | 2 spells | 2-9 (2-7**) |
9 | 3 spells | 1-4 |
10 | 3 spells | 2-9 (2-7**) |
11 | 4 spells | 1-6 |
12 | 4 spells | 1-8 (1-6**) |
13 | 5 spells | 1-6 |
14 | 5 spells | 1-8 (1-6**) |
15 | 6 spells | 1-6 |
16 | 6 spells | 3-8 (3-6**) |
17 | 7 spells | 1-8 |
18 | 7 spells | 2-9 (2-7**) |
19 | 7 spells | 4-9 (4-7**) |
20 | DM's Choice | ~~ |
* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.
** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.
Experience Point Value:
The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.
Gold Piece Sale Value:
Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.
Subtable B (5-6)
D20 Roll | Item | XP Value |
---|---|---|
1 | Map | ~~ |
2 | Protection - Acid | 2,500 |
3 | Protection - Cold | 2,000 |
4 | Protection - Dragon Breath | 2,000 |
5 | Protection - Electricity | 1,500 |
6-7 | Protection - Elementals | 1,500 |
8 | Protection - Fire | 2,000 |
9 | Protection - Gas | 2,000 |
10-11 | Protection - Lycanthropes | 1,000 |
12 | Protection - Magic | 1,500 |
13 | Protection - Petrification | 2,000 |
14 | Protection - Plants | 1,000 |
15 | Protection - Poison | 1,000 |
16 | Protection - Possession | 2,000 |
17 | Protection - Undead | 1,500 |
18 | Protection - Water | 1,500 |
19 | Curse | ~~ |
20 | DM'sChoice | ~~ |
Rings (D6)
Subtable A (1-4)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Animal Friendship | 1,000 | 5,000 |
2 | Blinking | 1,000 | 5,000 |
3 | Chameleon Power | 1,000 | 5,000 |
4 | Clumsiness | ~~ | 3,000 |
5 | Contrariness | ~~ | 1,000 |
6-7 | Delusion | ~~ | 2,000 |
8 | Djinni Summoning* | 3,000 | 20,000 |
9 | Elemental Command | 5,000 | 25,000 |
10 | Feather Falling | 1,000 | 5,000 |
11 | Fire Resistance | 1,000 | 5,000 |
12 | Free Action | 1,000 | 5,000 |
13 | Human Influence | 2,000 | 10,000 |
14 | Invisibility | 1,500 | 7,500 |
15-16 | Jumping | 1,000 | 5,000 |
17 | Mammal Control* | 1,000 | 5,000 |
18 | Mind Shielding | 500 | 5,000 |
19 | Protection | 1,000** | see below |
20 | DM's Choice | ~~ | ~~ |
Subtable B (5-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-2 | Protection | 1,000** | see below |
3 | Ram, Ring of the* | 750 | 7,500 |
4 | Regeneration | 5,000 | 40,000 |
5 | Shocking Grasp | 1,000 | 5,000 |
6 | Shooting Stars | 3,000 | 15,000 |
7 | Spell Storing | 2,500 | 22,500 |
8 | Spell Turning | 2,000 | 17,500 |
9 | Sustenance | 500 | 3,500 |
10 | Swimming | 1,000 | 5,000 |
11 | Telekinesis* | 2,000 | 10,000 |
12 | Truth | 1,000 | 5,000 |
13 | Warmth | 1,000 | 5,000 |
14 | Water Walking | 1,000 | 5,000 |
15 | Weakness | ~~ | 1,000 |
16 | Wishes, Multiple* | 5,000 | 25,000 |
17 | Wishes, Three* | 3,000 | 15,000 |
18 | Wizardry* (Wizard) | 4,000 | 50,000 |
19 | X-Ray Vision | 4,000 | 35,000 |
20 | DM's Choice | ~~ | ~~ |
*The power of these rings is limited by the number of charges.
** per +1 of protection (XP only)
D100 Roll | Level of Protection | Market Value |
---|---|---|
01-70 | +1 | 5,000 |
71-82 | +2 | 12,000 |
83 | +2, 5-foot radius protection | 15,000 |
84-90 | +3 | 20,000 |
91 | +3, 5-foot radius protection | 25,000 |
92-97 | +4 on AC, +2 to saving throws | 24,000 |
98-00 | +6 on AC, +1 to saving throws | 30,000 |
Rods
Dnd 5e Fun Magic Items
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-2 | Absorption (Priest, Wizard) | 7,500 | 40,000 |
3-4 | Alertness | 7,000 | 50,000 |
5 | Beguiling (Priest, Wizard, Rogue) | 5,000 | 30,000 |
6-7 | Cancellation | 10,000 | 15,000 |
8 | Flailing | 2,000 | 20,000 |
9 | Lordly Might (Warrior) | 6,000 | 20,000 |
10 | Passage | 5,000 | 50,000 |
11 | Resurrection (Priest) | 10,000 | 35,000 |
12 | Rulership | 8,000 | 35,000 |
? | Scepter of Entrapment | 3,000 | 45,000 |
13-14 | Security | 3,000 | 30,000 |
15-16 | Smiting (Priest, Wizard) | 4,000 | 15,000 |
17 | Splendor | 2,500 | 25,000 |
18-19 | Terror | 3,000 | 15,000 |
20 | DM's Choice | ~~ | ~~ |
Staves
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-2 | Mace | 1,500 | 12,500 |
3 | Command (Priest, Wizard) | 5,000 | 25,000 |
4-5 | Curing (Priest) | 6,000 | 25,000 |
6 | Magi (Wizard) | 15,000 | 75,000 |
7 | Power (Wizard) | 12,000 | 60,000 |
8 | Serpent (Priest) | 7,000 | 35,000 |
9-10 | Slinging (Priest) | 2,000 | 10,000 |
11-12 | Spear | 1,000* | 5,000-25,000 |
13-14 | Striking (Priest, Wizard) | 6,000 | 15,000 |
15 | Swarming Insects (Priest, Wizard) | 100** | 500** |
16 | Thunder & Lightning | 8,000 | 20,000 |
17-18 | Withering | 8,000 | 35,000 |
19 | Woodlands (Druid) | 8,000 | 40,000 |
20 | DM's Choice | ~~ | ~~ |
* per +1 of power
** per charge
Wands
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Conjuration (Wizard) | 7,000 | 35,000 |
2 | Earth and Stone | 1,000 | 10,000-15,000 |
3 | Enemy Detection | 2,000 | 10,000 |
4 | Fear (Priest, Wizard) | 3,000 | 15,000 |
5 | Fire (Wizard) | 4,500 | 25,000 |
6 | Flame Extinguishing | 1,500 | 10,000 |
7 | Frost (Wizard) | 6,000 | 50,000 |
8 | Illumination | 2,000 | 10,000 |
9 | Illusion (Wizard) | 3,000 | 20,000 |
10 | Lightning (Wizard) | 4,000 | 30,000 |
11 | Magic Detection | 2,500 | 25,000 |
12 | Magic Missiles | 4,000 | 35,000 |
13 | Metal and Mineral Detection | 1,500 | 7,500 |
14 | Negation | 3,500 | 15,000 |
15 | Paralyzation (Wizard) | 3,500 | 25,000 |
16 | Polymorphing (Wizard) | 3,500 | 25,000 |
17 | Secret Door and Trap Location | 5,000 | 40,000 |
18 | Size Alteration | 3,000 | 20,000 |
19 | Wonder | 6,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Books, Librams, Manuals, Tomes
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-3 | Boccob's Blessed Book (Wizard) | 4,500 | 35,000 |
4 | Book of Exalted Deeds (Priest) | 8,000 | 40,000 |
5 | Book of Infinite Spells | 9,000 | 50,000 |
6 | Book of Vile Darkness (Priest) | 8,000 | 40,000 |
7 | Libram of Gainful Conjuration (Wizard) | 8,000 | 40,000 |
8 | Libram of Ineffable Damnation (Wizard) | 8,000 | 40,000 |
9 | Libram of Silver Magic (Wizard) | 8,000 | 40,000 |
10 | Manual of Bodily Health | 5,000 | 50,000 |
11 | Manual of Gainful Exercise | 5,000 | 50,000 |
12 | Manual of Golems (Priest, Wizard) | 3,000 | 30,000 |
13 | Manual of Puissant Skill at Arms (Warrior) | 8,000 | 40,000 |
14 | Manual of Quickness in Action | 5,000 | 50,000 |
15 | Manual of Stealthy Pilfering (Rogue) | 8,000 | 40,000 |
16 | Tome of Clear Thought | 8,000 | 48,000 |
17 | Tome of Leadership and Influence | 7,500 | 40,000 |
18 | Tome of Understanding | 8,000 | 43,500 |
19 | Vacuous Grimoire | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Amulet of Inescapable Location | ~~ | 1,000 |
2 | Amulet of Life Protection | 5,000 | 20,000 |
3 | Amulet of the Planes | 6,000 | 30,000 |
4 | Amulet of Proof Against Detection and Location | 4,000 | 15,000 |
5 | Amulet Versus Undead | 200* | 1000 |
6 | Beads of Force | 200 ea. | 1000 ea. |
7 | Brooch of Shielding | 1,000 | 10,000 |
8 | Gem of Brightness | 2,000 | 17,500 |
9 | Gem of Insight | 3,000 | 30,000 |
10 | Gem of Seeing | 2,000 | 25,000 |
11 | Jewel of Attacks | ~~ | 1,000 |
12 | Jewel of Flawlessness | ~~ | 1,000/facet |
13 | Medallion of ESP | 2,000 (was 1K/3K) | 10,000/30,000 |
14 | Medallion of Thought Projection | ~~ | 1,000 |
15 | Necklace of Adaptation | 1,000 | 10,000 |
16-17 | Necklace of Missiles | 100** | 200** |
18 | Necklace of Prayer Beads (Priest) | 500*** | 3,000*** |
19 | Necklace of Strangulation | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
Subtable B (4-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Pearl of Power (Wizard) | 200* | 2,000* |
2 | Pearl of the Sirines | 900 | 4,500 |
3 | Pearl of Wisdom (Priest) | 500 | 5,000 |
4 | Periapt of Foul Rotting | ~~ | 1,000 |
5 | Periapt of Health | 1,000 | 10,000 |
6 | Periapt of Proof Against Poison | 1,500 | 12,500 |
7 | Periapt of Wound Closure | 1,000 | 10,000 |
8 | Phylactery of Faithfulness (Priest) | 1,000 | 7,500 |
9 | Phylactery of Long Years (Priest) | 3,000 | 25,000 |
10 | Phylactery of Monstrous Attention (Priest) | ~~ | 2,000 |
11 | Scarab of Death | ~~ | 2,500 |
12 | Scarab of Enraging Enemies | 1,000 | 8,000 |
13 | Scarab of Insanity | 1,500 | 11,000 |
14 | Scarab of Protection | 2,500 | 25,000 |
15 | Scarab Versus Golems | **** | 15,000 |
16 | Talisman of Pure Good (Priest) | 3,500 | 27,500 |
17 | Talisman of the Sphere (Wizard) | 100 | 10,000 |
18 | Talisman of Ultimate Evil (Priest) | 3,500 | 32,500 |
19 | Talisman of Zagy | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
* Per level
** Per die of damage
*** Per special bead
**** See item description
Miscellaneous Magic: Cloaks and Robes
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Cloak of Arachnida | 3,000 | 25,000 |
2 | Cloak of Displacement | 3,000 | 17,500 |
3-4 | Cloak of Elvenkind | 1,000 | 6,000 |
5 | Cloak of Poisonousness | ~~ | 2,500 |
6-8 | Cloak of Protection | 1,000* | 10,000* |
9 | Cloak of the Bat | 1,500 | 15,000 |
10 | Cloak of the Manta Ray | 2,000 | 12,500 |
11 | Robe of the Archmagi (Wizard) | 6,000 | 65,000 |
12 | Robe of Blending | 3,500 | 35,000 |
13 | Robe of Eyes (Wizard) | 4,500 | 50,000 |
14 | Robe of Powerlessness (Wizard) | ~~ | 1,000 |
15 | Robe of Scintillating Colors (Priest, Wizard) | 2,750 | 25,000 |
16 | Robe of Stars (Wizard) | 4,000 | 12,000 |
17-18 | Robe of Useful Items (Wizard) | 1,500 | 15,000 |
19 | Robe of Vermin (Wizard) | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
* Per plus
Miscellaneous Magic: Boots, Bracers, Gloves
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Boots of Dancing | ~~ | 5,000 |
2 | Boots of Elvenkind | 1,000 | 5,000 |
3 | Boots of Levitation | 2,000 | 15,000 |
4 | Boots of Speed | 2,500 | 20,000 |
5 | Boots of Striding and Springing | 2,500 | 20,000 |
6 | Boots of the North | 1,500 | 7,500 |
7 | Boots of Varied Tracks | 1,500 | 7,500 |
8 | Boots, Winged | 2,000 | 20,000 |
9 | Bracers of Archery (Warrior) | 1,000 | 10,000 |
10 | Bracers of Brachiation | 1,000 | 10,000 |
11-12 | Bracers of Defense | 500* | 3,000* |
13 | Bracers of Defenselessness | ~~ | 2,000 |
14 | Gauntlets of Dexterity | 1,000 | 10,000 |
15 | Gauntets of Fumbling | ~~ | 1,000 |
16 | Gauntlets of Ogre Power (Priest, Rogue, Warrior) | 1,000 | 15,000 |
17 | Gauntlets of Swimming and Climbing (Priest, Rogue, Warrior) | 1,000 | 10,000 |
18 | Gloves of Missile Snaring | 1,500 | 10,000 |
19 | Slippers of Spider Climbing | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
* Per AC of protection less than 10
Miscellaneous Magic: Girdles, Hats, Helms
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1-3 | Girdle of Dwarvenkind | 3,500 | 20,000 |
4 | Girdle of Femininity/Masculinity (Priest, Rogue, Warrior) | ~~ | 1,000 |
5-6 | Girdle of Giant Strength (Priest, Rogue Warrior) | 2,000 | 25,000 |
7-9 | Girdle of Many Pouches | 1,000 | 10,000 |
10 | Hat of Disguise | 1,000 | 7,500 |
11 | Hat of Stupidity | ~~ | 1,000 |
12 | Helm of Brilliance | 2,500 | 60,000 |
13-14 | Helm of Comprehending Languages and Reading Magic | 1,000 | 12,500 |
15 | Helm of Opposite Alignment | ~~ | 1,000 |
16 | Helm of Telepathy | 3,000 | 35,000 |
17 | Helm of Teleportation | 2,500 | 30,000 |
18-19 | Helm of Underwater Action | 1,000 | 10,000 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Bags, Bottles, Pouches, Containers
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Alchemy Jug | 3,000 | 12,000 |
2 | Bag of Beans | 1,000 | 5,000 |
3 | Bag of Devouring | ~~ | 1,500 |
4-7 | Bag of Holding | 5,000 | 25,000 |
8 | Bag of Transmuting | ~~ | 500 |
9 | Bag of Tricks | 2,500 | 15,000 |
10 | Beaker of Plentiful Potions | 1,500 | 12,500 |
11 | Bucknard's Everfull Purse | * | 15K/25K/40K |
12 | Decanter of Endless Water | 1,000 | 3,000 |
13 | Efreeti Bottle | 9,000 | 45,000 |
14 | Eversmoking Bottle | 500 | 2,500 |
15 | Flask of Curses | ~~ | 1,000 |
16 | Heward's Handy Haversack | 3,000 | 30,000 |
17 | Iron Flask | ~~ | ~~ |
18 | Portable Hole | 5,000 | 50,000 |
19 | Pouch of Accessibility | 1,500 | 12,500 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Candle of Invocation (Priest) | 1,000 | 5,000 |
2 | Dust of Appearance | 1,000 | 4,000 |
3 | Dust of Disappearance | 2,000 | 8,000 |
4 | Dust of Dryness | 1,000 | 8,000 |
5 | Dust of Illusion | 1,000 | 100/pinch |
6 | Dust of Tracelessness | 500 | 200/pinch |
7 | Dust of Sneezing and Choking | ~~ | 1,000 |
8 | Incense of Meditation (Priest) | 500 | 7,500 |
9 | Incense of Obsession (Priest) | ~~ | 500 |
10 | Ioun Stones | 300* | 5,000* |
11 | Keoghtom's Ointment | 500 | 10,000 |
12 | Nolzur's Marvelous Pigments | 500* | 3,000* |
13 | Philosopher's Stone | 1,000 | 10,000 |
14 | Smoke Powder** | ~~ | 30,000 |
15 | Sovereign Glue | 1,000/oz. | 1,000/oz. |
16 | Stone of Controlling Earth Elementals | 1,500 | 12,500 |
17 | Stone of Good Luck (Luckstone) | 3,000 | 25,000 |
18 | Stone of Weight (Loadstone) | ~~ | 1,000 |
19 | Universal Solvent | 1,000 | 7,000 |
20 | DM's Choice | ~~ | ~~ |
* Per stone or pot of pigment
** This item is optional and should not be given unless the arquebus isallowed in the campaign.
Miscellaneous Magic: Household Items and Tools
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Brazier Commanding Fire Elementals (Wizard) | 4,000 | 25,000 |
2 | Brazier of Sleep Smoke (Wizard) | ~~ | 1,000 |
3 | Broom of Animated Attack | ~~ | 3,000 |
4 | Broom of Flying | 2,000 | 10,000 |
5 | Carpet of Flying | 7,500 | 25,000 |
6 | Mattock of the Titans (Warrior) | 3,500 | 7,000 |
7 | Maul of the Titans (Warrior) | 4,000 | 12,000 |
8 | Mirror of Life Trapping (Wizard) | 2,500 | 25,000 |
9 | Mirror of Mental Prowess | 5,000 | 50,000 |
10 | Mirror of Opposition | ~~ | 2,000 |
11 | Murlynd's Spoon | 750 | 4,000 |
12-13 | Rope of Climbing | 1,000 | 10,000 |
14 | Rope of Constriction | ~~ | 1,000 |
15 | Rope of Entanglement | 1,500 | 12,000 |
16 | Rug of Smothering | ~~ | 1,500 |
17 | Rug of Welcome (Wizard) | 6,500 | 45,000 |
18 | Saw of Mighty Cutting (Warrior) | 2,000 | 12,500 |
19 | Spade of Colossal Excavation (Warrior) | 1,000 | 6,500 |
20 | DM's Choice | ~~ | ~~ |
Miscellaneous Magic: Musical Instruments
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Chime of Interruption | 2,000 | 20,000 |
2 | Chime of Opening | 3,500 | 20,000 |
3 | Chime of Hunger | ~~ | ~~ |
4 | Drums of Deafening | ~~ | 500 |
5 | Drums of Panic | 6,500 | 35,000 |
6 | Harp of Charming | 5,000 | 25,000 |
7 | Harp of Discord | ~~ | 20,000 |
8 | Horn of Blasting | 1,000 | 55,000 |
9 | Horn of Bubbles | ~~ | ~~ |
10 | Horn of Collapsing | 1,500 | 25,000 |
11 | Horn of Fog | 400 | 4,000 |
12 | Horn of Goodness (Evil) | 750 | 3,250 |
13 | Horn of the Tritons (Priest, Warrior) | 2,000 | 17,500 |
14 | Horn of Valhalla | 1,000* | 15,000* |
15 | Lyre of Building | 5,000 | 30,000 |
16 | Pipes of Haunting | 400 | 5,000 |
17 | Pipes of Pain | ~~ | 10,000 |
18 | Pipes of Sounding | 1,000 | 10,000 |
19 | Pipes of the Sewers | 2,000 | 8,500 |
20 | DM's Choice | ~~ | ~~ |
* Only if used by character of appropriate class.
Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Apparatus of Kwalish | 8,000 | 35,000 |
2-3 | Boat, Folding | 10,000 | 25,000 |
4 | Bowl Commanding Water Elementals (Wizard) | 4,000 | 25,000 |
5 | Bowl of Watery Death (Wizard) | ~~ | 1,000 |
6 | Censer Controlling Air Elementals (Wizard) | 4,000 | 25,000 |
7 | Censer of Summoning Hostile Air Elementals (Wizard) | ~~ | 1,000 |
8-9 | Crystal Ball (Wizard) | 1,000 | 5,000 |
10 | Crystal Hypnosis Ball (Wizard) | ~~ | 3,000 |
11 | Cube of Force | 3,000 | 20,000 |
12-13 | Cube of Frost Resistance | 2,000 | 14,000 |
14 | Cubic Gate | 5,000 | 17,500 |
15 | Daern's Instant Fortress | 7,000 | 27,500 |
16 | Deck of Illusions | 1,500 | 15,000 |
17 | Deck of Many Things | ~~ | 10,000 |
18 | Eyes of Charming (Wizard) | 4,000 | 24,000 |
19 | Eyes of Minute Seeing | 2,000 | 12,500 |
20 | DM's Choice | ~~ | ~~ |
Subtable B 4-6
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Eyes of Petrification | ~~ or 12,500 | ~~ or 50,000 |
2 | Eyes of the Eagle | 3,500 | 18,000 |
3-4 | Figurine of Wondrous Power | 100* | 1,000* |
? | Glowing Globe | 100 | 200 |
5 | Horseshoes of a Zephyr | 1,500 | 7,500 |
6-7 | Horseshoes of Speed | 2,000 | 10,000 |
8 | Iron Bands of Bilarro | 750 | 5,000 |
9 | Lens of Detection | 250 | 1,500 |
10 | Quaal's Feather Token | 1,000 | 2,000/7,000 |
11-12 | Quiver of Ehlonna | 1,500 | 10,000 |
13 | Sheet of Smallness | 1,500 | 12,500 |
14 | Sphere of Annihilation | 4,000 | 30,000 |
15 | Stone Horse | 2,000 | 12,000 |
16 | Well of Many Worlds | 6,000 | 12,000 |
17-18 | Wind Fan | 500 | 2,500 |
19 | Wings of Flying | 750 | 7,500 |
20 | DM's Choice | ~~ | ~~ |
* Per Hit Die of the figurine.
Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.
Armor Type
D20 Roll | Armor | AC | Standard GP Value | Base Magic GP Value |
---|---|---|---|---|
1 | Banded mail | 4 | 200 | 2,000 |
2 | Brigandine | 6 | 120 | 1,000 |
3-5 | Chain mail | 5 | 75 | 1,500 |
6 | Field plate | 2 | 2000 | * |
7 | Full plate | 1 | 4000 - 10,000 | * |
8 | Leather | 8 | 5 | 0 |
9-12 | Plate mail | 3 | 600 | 3,000 |
13 | Ring mail | 7 | 100 | 500 |
14 | Scale mail | 6 | 120 | 1,000 |
15-17 | Shield | +1 | 1, 3, 7 or 10 | 500 |
18 | Splint mail | 4 | 80 | 2,000 |
19 | Studded leather | 7 | 20 | 500 |
20 | Special | ~~ | ~~ | ~~ |
Dnd Dmg Random Magic Item Chart
* Field Plate and Full Plate are priced on the following table:
+1 | +2 | +3 | +4 | +5 | |
---|---|---|---|---|---|
Field Plate | 15,000 | 30,000 | 50,000 | 80,000 | 120,000 |
Full Plate | 30,000 | 50,000 | 80,000 | 120,000 | 200,000 |
Armor Class Adjustment
D20 Roll | AC Adj. | XP Value | GP Value |
---|---|---|---|
1-2 | -1 | ~~ | ~~ |
3-10 | +1 | 500 | 2,000 |
11-14 | +2 | 1,000 | 6,000 |
15-17 | +3 | 1,500 | 12,000 |
18-19 | +4 | 2,000 | 18,000 |
20 | +5 | 3,000 | 25,000 |
Special Armors
D20 Roll | Armor Type | XP Value | GP Value |
---|---|---|---|
1-2 | Armor of Command | 1,000 | 15,000 |
3-4 | Armor of Blending | 500 | 5000 |
5-6 | Armor of Missile Attraction | ~~* | 1,500 |
7-8 | Armor of Rage | ~~* | 2,000 |
9-10 | Elven Chain Mail | +1,000 | +5,000 |
11-12 | Plate Mail of Etherealness | 5,000 | 30,000 |
13-14 | Plate Mail of Fear | 4,000 | 35,000 |
15-16 | Plate Mail of Vulnerability | ~~ | 1,500 |
17-18 | Shield, Large, +1, +4 vs. Missiles | 400 | 4,000 |
19-20 | Shield -1, Missile Attractor | ~~ | 750 |
* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.
Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.
Weapon Type (D6)
Subtable A (1-2)
| Subtable B (3-6)
|
* See item description.
Attack Roll Adjustment
D20 Roll | Melee Adj. | XP Value | GP Value | Range Adj. | XP Value | GP Value* |
---|---|---|---|---|---|---|
1-2 | -1 | ~~ | 500 | -1 | ~~ | 500 |
3-10 | +1 | 400 | 2,000 | +1 | 20 | 120 |
11-14 | +2 | 800 | 4,000 | +1 | 20 | 120 |
15-17 | +3 | 1,400 | 8,000 | +2 | 50 | 300 |
18-19 | +4 | 2,000 | 12,000 | +2 | 50 | 300 |
20 | +5 | 3,000 | 18,000 | +3 | 75 | 450 |
* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.
If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.
Special Weapons (D10)
Subtable A (1-3)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Arrow of Direction | 2,500 | 17,500 |
2 | Arrow of Slaying | 250 | 2,500 |
3 | Axe +2, Throwing | 750 | 4,500 |
4 | Axe of Hurling | 1,500/+* | 15,000/+ |
5-6 | Bow +1 | 500 | 3,500 |
7 | Crossbow of Accuracy, +3 | 2,000 | 12,000 |
8 | Crossbow of Distance | 1,500 | 7,500 |
9 | Crossbow of Speed | 1,500 | 7,500 |
10-11 | Dagger +1, +2 vs. Tiny or Small creatures | 300 | 750 |
12-13 | Dagger +2, +3 vs. larger than man-sized | 300 | 2,000 |
14 | Dagger +2, Longtooth | 300 | 2,500 |
15 | Dagger of Throwing | 150+100/+* | 1,500+1,000/+ |
16 | Dagger of Venom | 350 | 3,000 |
17 | Dart of Homing | 450 | 4,500 |
18 | Hammer +3, Dwarven Thrower | 1,500 | 15,000 |
19 | Hammer of Thunderbolts | 2,500 | 25,000 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Subtable B (4-6)
D20 Roll | Item | XP Value | GP Value |
---|---|---|---|
1 | Hornblade | * | * |
2 | Javelin of Lightning | 250 | 3,000 |
3 | Javelin of Piercing | 250 | 3,000 |
4-5 | Knife, Buckle | 100/+* | 1,000/+* |
6-7 | Mace of Disruption | 2,000 | 17,500 |
8 | Net of Entrapment | 1,000 | 7,500 |
9 | Net of Snaring | 1,000 | 6,000 |
10-11 | Quarterstaff, Magical | 250/+* | 1,500/+* |
12 | Scimitar of Speed | 2,000+500/+* | 6,000+3,000/+ |
13-14 | Sling of Seeking +2 | 700 | 7,000 |
15 | Spear, Cursed Backbiter | ~~ | 1,000 |
16 | Trident of Fish Command | 500 | 4,000 |
17 | Trident of Submission | 1,500 | 12,500 |
18 | Trident of Warning | 1,000 | 10,000 |
19 | Trident of Yearning | ~~ | 1,000 |
20 | DM's Choice | ~~ | ~~ |
* See item description
Subtable C (7-9)
D20 Roll | Sword | XP Value | GP Value |
---|---|---|---|
1 | Sun Blade | 3,000 | 20,000 |
2-7 | Sword +1, +2 vs. magic-using & enchanted creatures | 600 | 3,000 |
8-10 | Sword +1, +3 vs. lycanthropes & shape-changers | 700 | 3,500 |
11-12 | Sword +1, +3 vs. regenerating creatures | 800 | 4,000 |
13 | Sword +1, +4 vs. reptiles | 800 | 4,000 |
14-15 | Sword +1, Cursed | ~~ | 1,000 |
16 | Sword +1, Flame Tongue | 900 | 4,500 |
17 | Sword +1, Luck Blade | 1,000 | 5,000 |
18 | Sword +2, Dragon Slayer | 900 | 4,500 |
19 | Sword +2, Giant Slayer | 900 | 4,500 |
20 | DM's Choice | ~~ | ~~ |
Subtable D (10)
D20 Roll | Swords | XP Value | GP Value |
---|---|---|---|
1 | Sword +2, Nine Lives Stealer | 1,600 | 8,000 |
2-3 | Sword +3, Frost Brand | 1,600 | 8,000 |
4 | Sword +4, Defender | 3,000 | 15,000 |
5 | Sword +5, Defender | 3,600 | 18,000 |
6 | Sword +5, Holy Avenger | 4,000 | 20,000 |
7-8 | Sword -2, Cursed | ~~ | 500 |
9 | Sword of Dancing | 4,400 | 22,000 |
10 | Sword of Life Stealing | 5,000 | 25,000 |
11 | Sword of Sharpness | 7,000 | 35,000 |
12 | Sword of the Planes | 2,000 | 30,000 |
13 | Sword of Wounding | 4,400 | 22,000 |
14-16 | Sword, Cursed Berserking | ~~ | 500 |
17-18 | Sword, Short, Quickness (+2) | 1,000 | 17,500 |
19 | Sword, Vorpal Weapon | 10,000 | 50,000 |
20 | DM's Choice | ~~ | ~~ |