Magic Armor and Weapons Table

Pluses and Abilities Tables:

1) Roll to determine pluses of magic item.

2) Calculate value and experience points

3) Use with both armor and weapons tables.

 

Roll Pluses Average Cost versus +1

01-65    +1    1X

66-85    +2    2X

86-95    +3    4X

96-98    +4    20x

99-00    +5    100x

 

Magic Armor Table:

Roll Type Cost in gp

01-10 Small Helm +1    500

11-20 Medium Helm +1    1000

21-25 Great Helm +1    2000

26-35 Small Shield +1    1250

36-45 Medium. Shield +1    1750

46-50 Large Shield +1    2250

 

Suits of Armor

51-75 Hard Leather +1    1000

76-85 Quilt Ring +1    4000

86-90 Basket Wove +1    1500

91-96 Bone/Horn Scale +1    2700

97 Iron Chain Mail +1    5000

98 Laminate +1    4000

99 Brigantine +1    4500

00 Plate +1    5000

 

Magic Weapons Table

Roll Type Cost in gp

01-10 Arrow +1    5

11-15 Axe, Battle +1    250

16-20 Axe, Hand/Throwing +1    100

20-23 Bow, Long +1 (hit)    2,500

24-25 Bow, Short +1 (hit)    600

26-35 Dagger, Throwing +1    100

36-40 Hammer +1    100

41-45 Javelin +1    100

46-55 Mace +1    200

56-60 Pick, Military +1    300

61-65 Quarrel +1    5

66-70 Sword, Bastard +1   1,000

71-80 Sword, Long +1    750

81-85 Sword Short +1    500

86-90 Sword, Two-Handed +1    1,250

91-95 Trident +1 2   00

96-00 Other ---

 

Examples of Special Abilities of Weapons

Minor Abilities: Equivalent to a + 1/2 bonus

Alignment: weapon will be usable by someone of only one particular alignment. Others will be given a shock or burn if they try to pick it up.

Detect Hidden Portal: when commanded the weapon will cause the edges of a hidden portal to glow.

Detect Invisibility: ten foot radius.

Detect Magic: magic items within 10 feet will glow.

Light Weight: the weapon will be light as a feather to wield but will hit with normal force.

 

Major Abilities: Equivalent to a +1 bonus.

Defense: provides a +1 of protection to wielder while using the weapon.

Direction: the weapon will serve as an arrow of direction upon command.

Double Pluses: doubles the effective pluses to hit and damage against one type of creature only.

Fear: three times per day this weapon can cause any creature or being struck by it to run away in fear, save versus mind affects for not being afraid.

Flames: The weapon will burst into flame doing 1d6 points of flame damage in addition to normal weapon damage. Save versus spells for half flame damage.

Flying: The weapon when drawn will allow the wielder to fly a distance of 300 feet three times a day.

Frost: The weapon will do 1d6 points of frost damage in addition to normal damage on a successful hit. Save versus spells for half frost damage.

Healing: upon command the weapon will heal 1d8 points of wound damage once per day by touch.

Invisible: the weapon becomes invisible when in use.

See In Dark: the wielder will be able to see in complete darkness as if the area were brightly lit.

Sharpness: the sword will be extremely sharp and on a roll of a natural 20 will sever a limb or head as randomly determined.

 

Extraordinary Abilities: Equivalent to a +2 bonus.

Fight: weapon will fight on its own until what it is attacking is killed or it is destroyed.

Slaying: a hit with a roll of a natural 20 will kill a creature of a particular type. Save versus death or take only triple damage.

Speed: a weapon of speed allows the wielder to have twice as many attacks as he would have under normal circumstances per round of combat.

Teleportation: the weapon when drawn allows the wielder to teleport three times a day.

 

 

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