Magic Armor and Weapons TablePluses 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 WeaponsMinor Abilities: Equivalent to a + 1/2 bonusAlignment: 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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