d20 Adamant Entertainment One Million Magic Items.pdf

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One Million
Magic Items
By Gareth-Michael Skarka
Introduction
Magic Items -- the stuff of legends. The focus of adventure. The source of wonder and
power.....A bit hard to pull off, when your players have memorized every magic item in
the book.
One Million Magic Items gives harried Game Masters a way to inject that much-
needed sense of wonder back into the acquisition of magic items. Gone are the days
when a character wields a +2 sword, generic and carried by dozens of other characters
across your campaign world. With a few rolls of the dice, that character now
wields The Sorcerer’s Sword of The Storm -- a weapon which gives him a Spell
Resistance of 13, and allows him to Call Lightning Storm (as per the spell) once
per day!
This supplement creates magic items by the combination of
a Preix, an Item, and a Sufix. Game
Masters roll 1d100 on each table,
and combine the results to create
unique magic items for their cam-
paigns. Three tables, with 100 options on each table,
yielding one million possible results.
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Preixes (d100)
01
Azure:
Item gives bearer +2 bonus to Will Save
02
Crimson:
Item gives bearer +2 bonus to Fort Save
03
Gold:
Item gives bearer +2 bonus to Ref Save
04
Diamond:
Item gives bearer +2 bonus to All Saves
05
Sturdy:
Item gives bearer +1 bonus to AC
06
Strong:
Item gives bearer +2 bonus to AC
07
Valiant:
Item gives bearer +3 bonus to AC
08
Glorious :
Item gives bearer +4 bonus to AC
09
Awesome :
Item gives bearer +5 bonus to AC
10
(Name of Character Class)’s Item gives +1 per Character Level bonus to Class Skills
11
Rusted
Item gives bearer -2 penalty to AC
12
Vulnerable Item gives bearer -3 penalty to AC
13
Weak
Item gives bearer -2 penalty to All Saves
14
Quick
Item gives bearer +2 bonus to Initiative
15
Glowing
Item glows, shedding light in a 30’ Radius
16
Oracular Item gives bearer constant ability to detect Invisible to 60’ range
17
Unseen
Bearer is invisible any round he or she does not attack or cast
19
Mighty
Item gives bearer +1 bonus to STR
20
Brilliant
Item gives bearer +1 bonus to INT
21
Vibrant
Item gives beaerer +1 bonus to WIS
22
Swift
Item gives bearer +1 bonus to DEX
23
Tough
Item gives bearer +1 bonus to CON
24
Charismatic Item gives bearer +1 bonus to CHA
25
Bronze
Item gives bearer +1 bonus to hit and damage (on attacks made with item
if weapon, or on all attacks if item is not weapon).
26
Steel
Item gives bearer +2 bonus to hit and damage (on attacks made with item
if weapon, or on all attacks if item is not weapon).
27
Silver
Item gives bearer +3 bonus to hit and damage (on attacks made with item
if weapon, or on all attacks if item is not weapon).
28
Mithril
Item gives bearer +4 bonus to hit and damage (on attacks made with item
if weapon, or on all attacks if item is not weapon).
29
Adamant
Item gives bearer +5 bonus to hit and damage (on attacks made with item
if weapon, or on all attacks if item is not weapon).
30
Deadly
Double damage on rolls of 16+ (on attacks made with item if weapon, or on
all attacks if item is not weapon).
31
Merciless
Double damage on rolls of 12+ (on attacks made with item if weapon, or on
all attacks if item is not weapon).
32
Pearl
Item grants +1 1st level spell per day (if bearer is a spellcaster)
33
Beryl
Item grants +1 1st and 2nd level spell per day (if bearer is a spellcaster)
34
Lapis
Item grants +1 1st-3rd level spell per day (if bearer is a spellcaster)
35
Ivory
Item grants +1 1st-4th level spell per day (if bearer is a spellcaster)
36
Jade
Item grants +1 1st-5th level spell per day (if bearer is a spellcaster)
37
Crystal
Item grants +1 1st-6th level spell per day (if bearer is a spellcaster)
38
Ebony
Item grants +1 1st-7th level spell per day (if bearer is a spellcaster)
39
Emerald
Item grants +1 1st-8th level spell per day (if bearer is a spellcaster)
40
Ruby
Item grants +1 1st-9th level spell per day (if bearer is a spellcaster)
41
Warrior’s
Item gives bearer +2 bonus to STR
43
Wizard’s
Item gives bearer +2 bonus to INT
44
Sage’s
Item gives bearer +2 bonus to WIS
45
Rogue’s
Item gives Bearer +2 Bonus to DEX
46
Champion’s Item Gives Bearer +2 Bonus to CON
47
King’s
Item Gives Bearer +2 Bonus to CHA
48
Blinding:
Item flashes with a brilliant light up to twice per day upon command of the
Bearer. Anyone within 20 feet except the wielder must make a DC 14 Reflex
save or be blinded for 1d4 rounds.
49
Hidden
Item gives Bearer +5 bonus to Hide checks
50
Shadowed Item gives bearer +10 Bonus to Hide Checks
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51
Sorcerer’s Item Bestows Spell Resistance of 13
52
Warlock’s
Item Bestows Spell Resistance of 15
53
Mage’s
Item Bestows Spell Resistance of 17
54
Arch Mage’s Item Bestows Spell Resistance of 19
55
Quiet
Item gives bearer +5 Bonus to Move Silently Checks
56
Silent
Item Gives Bearer +10 bonus to Move Silently Checks
57
Commanding:
ITem bestows a dignified and commanding aura upon its owner. The
bearer gains a +2 competence bonus on all Charisma checks, including
turning checks and Charisma-based skill checks. The bearer also gains a +2
competence bonus to his Leadership score. Friendly troops within 360 feet of
the user become braver than normal.
58
Winged :
Item allows the wearer to use fly on command (as the spell) once per day.
59
Obliterating : Once every two days, on command, The Item can disintegrate an object
that it touches, as the spell but requiring a melee touch attack.
60
Lucky :
bearer gains the power of good fortune, usable once per day. This
extraordinary ability allows its possessor to reroll one roll that she just
made. She must take the result of the reroll, even if it’s worse than the
original roll.
61
Anarchic :
Item is chaotically aligned and infused with the power of chaos. It allows
bearer to deal an extra 2d6 points of damage against all of lawful
alignment. It bestows one negative level on any lawful creature attempting
to wield it.
62
Axiomatic : Item is lawfully aligned and infused with the power of law. It allows bearer
to deal an extra 2d6 points of damage against all of chaotic alignment. It
bestows one negative level on any chaotic creature attempting to wield it.
63
Holy :
Item is infused with the power of good. It allows bearer to deal an extra
2d6 points of damage against all of evil alignment. It bestows one negative
level on any evil creature attempting to wield it.
64
Unoly :
Item is infused with the power of evil. It allows bearer to deal an extra 2d6
points of damage against all of good alignment. It bestows one negative
level on any good creature attempting to wield it.
65
Firey :
Once per day, the item can blast forth a fiery ray at any target within 30
feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a
successful hit.
66
Freezing :
Once per day, the item can blast forth an icy ray at any target within 30 feet
as a ranged touch attack. The ray deals 4d6 points of cold damage on a
successful hit.
67
Lightning : Once per day, the item can blast forth an electricity ray at any target within
30 feet as a ranged touch attack. The ray deals 4d6 points of electricity
damage on a successful hit
68
Godly :
Item enables the wielder to use greater dispel magic (once per round as a
standard action) at the class level of the wielder. (Only the area dispel is
possible, not the targeted dispel or counterspell versions of greater dispel
magic.)
69
Terrifying : On command, this item can cause living creatures in a 30-foot cone be
come panicked as if by a fear spell (Will DC 16 partial). They take a -2 morale
penalty on saving throws, and they flee from the wielder. The wielder may
use this ability up to three times per day. This is a mind-affecting fear effect.
70
Mystical : Spellcaster Bearers get 2 extra spells of each level.
71
Alchemical : Bearer immune to poisons.
72
Righteous : Bearer may turn undead as a Priest of half their character level.
73
Saintly :
Bearer may turn undead as a Priest of their character level.
74
Hungry :
Bearer suffers +2 damage with each attack upon them.
75
Vigilant :
Bearer is immune to sleep or mind-altering effects.
76
Telepathic : Bearer gains telepathy with a range of 100 feet.
77
Keen-eyed: Bearer gains Darkvision out to 60 feet, and low light vision.
78
Vampiric : Bearer can bestow a negative level with a successful attack, and gains 5
temporary hit points from each.
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79
Protective : +4 deflection bonus to AC and +4 resistance bonus to saving throws to
bearer and anyone within 20 feet of bearer. Also functions as a magic circle
against evil, and lesser globe of invulnerability with the same radius (caster
level equals bearer’s level).
80
Fearsome : creatures of less than half of the bearer’s level in HD who come within 60
feet must make a Will save (DC 10 + 1/2 bearer’s level + bearers CHA modifier)
or suffer the effects of a Fear spell (as if cast by someone of the bearer’s
level).
81
Frightful : creatures with fewer HD or level than the bearer who comes within 30 feet
must make a Will save (DC 10 + 1/2 bearer’s level + bearers CHA modifier) or
become frightened or shaken. (As per frightful presence)
82
Healing :
once per day, bearer can lay on hands and heal an amount of damage equal
to his or her full hit points.
83
Incorporeal : Three times per day, bearer can become incorporeal (as per MM) for a
number of rounds equal to their level.
84
Serene :
The bearer gains 10 temporary hit points. Damage is first taken from these,
which replenish once per day.
85
Celestial :
Bearer can smite an evil creature with a melee attack, as a paladin of their
character level, 3 times per day
86
Demonic :
Bearer can smite a good creature with a melee attack, as a blackguard of
their character level, 3 times per day
87
Changeling : Bearer can Alter Self (as spell), 1/day
88
Shattering : Bearer can cast Shatter, 1/day
89
Empyrean : Bearer can Remove Curse, 1/day
90
Fatigued :
Bearer always acts last in initiative.
91
Magical :
Item can detect magic (as per spell).
92
Eternal :
Item cannot be destroyed by any means.
93
Evading :
Bearer gains the Improved Evasion ability.
94
Reflecting : oncer per day, item can reflect a spell back upon its caster as per the spell
turning spell.
95
Elven :
Item grants a +10 competence bonus on Hide checks
96
Dwarven :
Item grants a +10 competence bonus on Search checks
97
Halfling :
Item grants a +10 competence bonus on Move Silently checks
98
Gnomish :
Item grants a +10 competence bonus on Listen checks
99
Immortal : Bearer does not age.
00
Roll twice
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Base Items (d100)
51 Glaive
52 Greataxe
53 Greatclub
54 Flail, heavy
55 Greatsword
56 Guisarme
57 Halberd
58 Lance
59 Ranseur
60 Scythe
61 Longbow
62 Arrows
63 Longbow, composite
64 Shortbow
65 Shortbow, composite
66 Sword, bastard
67 Whip
68 Chain, spiked
69 Bolas
70 Crossbow, hand
71 Crossbow, repeating
72 Cloak
73 Robe
74 Crown
75 Gloves
76 Boots
77 Bracers
78 Belt
79 Wand
80 Scepter
81 Staff
82 Ring
83 Amulet
84 Jewel
85 Book
86 Scroll
87 Potion
88 Oil
89 Horn
90 Figurine
91 Stone
92 Candle
93 Brooch
94 Flute
95 Lyre
96 Scarab
97 Pipes
98 Necklace
99 Bottle
00 Other
01 Padded armor (Armor bonus +1)
02 Leather armor (Armor bonus +2)
03 Studded Leather armor (Armor bonus +3)
04 Chain Shirt (Armor bonus +4)
05 Scale Mail (Armor bonus +4)
06 Chain Mail (Armor bonus +5)
07 Breastplate (Armor bonus +5)
08 Splint Mail (Armor bonus +6)
09 Banded Mail (Armor bonus +6)
10 Half Plate (Armor bonus +7)
11 Full Plate (Armor bonus +8)
12 Buckler (Shield bonus +1)
13 Shield, Light (Shield bonus +1)
14 Shield, Heavy (Shield bonus +2)
15 Shield, Tower (Shield bonus +4)
16 Helm
17 Gauntlet
18 Dagger
19 Mace, light
20 Sickle
21 Club
22 Mace, heavy
23 Morningstar
24 Shortspear
25 Longspear
26 Quarterstaff
27 Spear
28 Crossbow, heavy
29 Bolts, crossbow
30 Crossbow, light
31 Dart
32 Javelin
33 Sling
34 Bullets, sling
35 Axe, throwing
36 Hammer, light
37 Handaxe
38 Kukri
39 Pick, light
40 Sword, short
41 Battleaxe
43 Flail
44 Longsword
45 Pick, heavy
46 Rapier
47 Scimitar
48 Trident
49 Warhammer
50 Falchion
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