\documentclass{tables}
\usepackage{mdwlist}

\def\nil{\multicolumn{2}{c}{---}}
\def\lnil{\multicolumn{2}{l}{---}}

\renewenvironment{description}{%
  \basedescript{%
    \let\makelabel\textit%
    \desclabelstyle{\pushlabel}%
    \desclabelwidth{2em}%
    \parsep\z@%
    \itemsep\smallskipamount%
  }%
}{%
  \endbasedescript%
}

\begin{document}

\sect{Treasure}

\small

\begin{set}
\begin{tabular}{\shade c*5{r@{\% }l}} \hlx*{hv}
  \tt{Unguarded treasure} \\
  \th{Level} & \multicolumn{2}{c}{\th{sp}}
             & \multicolumn{2}{c}{\th{gp}}
             & \multicolumn{2}{c}{\th{Gems}}
             & \multicolumn{2}{c}{\th{Jewellery}}
             & \multicolumn{2}{l}{\th{Magic items}}
             \\ \hlx{vhv}
     1 & 100 & $\dice{1d6} \times 100$
       &  50 & $\dice{1d6} \times 10$
       &   5 & 1d6
       &   2 & 1d6
       &   2 & Any 1
       \\ \hlx{+}
  2--3 & 100 & $\dice{1d12} \times 100$
       &  50 & $\dice{1d6} \times 100$
       &  10 & 1d6
       &   5 & 1d6
       &   8 & Any 1
       \\ \hlx{+}
  4--5 & 100 & $\dice{1d6} \times 1000$
       & 100 & $\dice{1d6} \times 200$
       &  20 & 1d8
       &  10 & 1d8
       &  10 & Any 1
       \\ \hlx{+}
  6--7 & 100 & $\dice{1d6} \times 2000$
       & 100 & $\dice{1d6} \times 500$
       &  30 & 1d10
       &  15 & 1d10
       &  15 & Any 1
       \\ \hlx{+}
  8--9 & 100 & $\dice{1d6} \times 5000$
       & 100 & $\dice{1d6} \times 1000$
       &  40 & 1d12
       &  20 & 1d12
       &  20 & Any 1
       \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}
  {\shade c*8{r@{\% }l}r@{\% }
    >{\raggedright\let\\\tabularnewline}p{0.85in}} \hlx*{hv}
  \tt{Treasure in lair} \\
            & \multicolumn{10}{c}{\th{Coins (in 000s)}}
            & \multicolumn{4}{c}{}
            & \multicolumn{2}{c}{\th{Special}} \\
  \th{Type} & \multicolumn{2}{c}{\th{cp}} & \multicolumn{2}{c}{\th{sp}}
            & \multicolumn{2}{c}{\th{ep}} & \multicolumn{2}{c}{\th{gp}}
            & \multicolumn{2}{c}{\th{pp}}
            & \multicolumn{2}{c}{\th{Gems}}
            & \multicolumn{2}{c}{\th{Jewellery}}
            & \multicolumn{2}{c}{\th{treasure}}
            & \multicolumn{2}{l}{\th{Magic items}}
  \\ \hlx{vhv}
  A & 25 &  1d6 & 30 &  1d6 & 20 &  1d4 & 35 &  2d6 & 25 &  1d2
    & 50 &  6d6 & 50 &  6d6 & 10 &  1d2
    & 30 & Any 3
    \\ \hlx{+}
  B & 50 &  1d8 & 25 &  1d6 & 25 &  1d4 & 35 &  1d3 & \nil
    & 25 &  1d6 & 25 &  1d6 &    \nil
    & 10 & 1 sword, misc weapon or armour
    \\ \hlx{+}
  C & 20 & 1d12 & 30 &  1d4 & 10 &  1d4 &    \nil   & \nil
    & 25 &  1d4 & 25 &  1d4 &  5 &  1d2
    & 10 & Any 2
    \\ \hlx{+}
  D & 10 &  1d8 & 15 & 1d12 &    \nil   & 60 &  1d6 & \nil
    & 30 &  1d8 & 30 &  1d8 & 10 &  1d2
    & 10 & Any 2 + 1 potion
    \\ \hlx{+}
  E &  5 & 1d10 & 30 & 1d12 & 25 &  1d4 & 25 &  1d8 & \nil
    & 10 & 1d10 & 10 & 1d10 & 15 &  1d2
    & 25 & Any 3 + 1 scroll
    \\ \hlx{+}
  F &    \nil   & 10 & 2d10 & 20 &  1d8 & 45 & 1d12 & 30 &  1d3
    & 20 & 2d12 & 10 & 1d12 & 20 &  1d3
    & 30 & 1 potion + 1 scroll + 3 any but weapons
    \\ \hlx{+}
  G &    \nil   &    \nil   &    \nil   & 50 & $\d{1d4} \times 10$
    & 50 &  1d6 & 25 &  3d6 & 25 & 1d10 & 30 &  1d3
    & 35 & Any 4 + 1 scroll
    \\ \hlx{+}
  H & 25 &  3d8 & 50 &1d100 & 50 & $\d{1d4} \times 10$
    & 50 & $\d{1d6} \times 10$
    & 25 &  5d4 & 50 &1d100 & 50 & $\d{1d4} \times 10$ & 10 & 1d2
    & 15 & Any 4 + 1 potion + 1 scroll
    \\ \hlx{+}
  I &    \nil   &    \nil   &    \nil   &    \nil   & 30 &  1d8
    & 50 &  2d6 & 50 &  2d6 &  5 &  1d2
    & 15 & Any 1
    \\ \hlx{+}
  J & 25 &  1d4 & 10 &  1d3 &    \nil   &    \nil   & \nil
    &    \nil   &    \nil   &    \nil   & \lnil
    \\ \hlx{+}
  K &    \nil   & 30 &  1d6 & 10 &  1d2 &    \nil   & \nil
    &    \nil   &    \nil   &    \nil   & \lnil
    \\ \hlx{+}
  L &    \nil   &    \nil   &    \nil   &    \nil   & \nil
    & 50 &  1d4 &    \nil   &    \nil   & \lnil
    \\ \hlx{+}
  M &    \nil   &    \nil   &    \nil   &    \nil   & \nil
    & 55 &  1d4 & 45 &  2d6 &    \nil   & \lnil
    \\ \hlx{+}
  N &    \nil   &    \nil   &    \nil   &    \nil   & \nil
    &    \nil   &    \nil   & 10 &  1d2 & 40 & 2d4 potions
    \\ \hlx{+}
  O &    \nil   &    \nil   &    \nil   &    \nil   & \nil
    &    \nil   &    \nil   & 10 &  1d3 & 50 & 1d4 scrolls
    \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}
  {\shade c*9{r@{\% }l}} \hlx*{hv}
  \tt{Treasure carried} \\
            & \multicolumn{10}{c}{\th{Coins}}
            & \multicolumn{4}{c}{}
            & \multicolumn{2}{c}{\th{Special}} \\
  \th{Type} & \multicolumn{2}{c}{\th{cp}} & \multicolumn{2}{c}{\th{sp}}
            & \multicolumn{2}{c}{\th{ep}} & \multicolumn{2}{c}{\th{gp}}
            & \multicolumn{2}{c}{\th{pp}}
            & \multicolumn{2}{c}{\th{Gems}}
            & \multicolumn{2}{c}{\th{Jewellery}}
            & \multicolumn{2}{c}{\th{treasure}}
            & \multicolumn{2}{l}{\th{Magic items}}
  \\ \hlx{vhv}
  P & 100 &   3d8 &     \nil    &     \nil    &     \nil    &     \nil
    &     \nil    &     \nil    &     \nil    & \lnil
    \\ \hlx{+}
  Q &     \nil    & 100 &  3d6  &     \nil    &     \nil    &     \nil
    &     \nil    &     \nil    &     \nil    & \lnil
    \\ \hlx{+}
  R &     \nil    &     \nil    & 100 &  2d6  &     \nil    &     \nil
    &     \nil    &     \nil    &     \nil    & \lnil
    \\ \hlx{+}
  S &     \nil    &     \nil    &     \nil    & 100 &  2d4  &     \nil
    &  5 &   1    &     \nil    &     \nil    & \lnil
    \\ \hlx{+}
  T &     \nil    &     \nil    &     \nil    &     \nil    & 100 &  1d6
    &  5 &   1    &     \nil    &     \nil    & \lnil
    \\ \hlx{+}
  U &  10 & 1d100 &  10 & 1d00 &     \nil     &   5 & 1d100 &     \nil
    &   5 & 1d2   &   5 & 1d4  &   2 &   1    &   2 & Any 1
    \\ \hlx{+}
  V &    \nil     &  10 & 1d00 &   5 & 1d100  &   5 & 1d100 &  5 & 1d100
    &  10 & 1d2   &  10 & 1d4  &   5 &   1    &   5 & Any 1
    \\ \hlx*{vh}
\end{tabular}
\end{set}
\begin{set}
\begin{tabular}{\shade crl} \hlx*{hv}
  \tt{Gem values} \\
  \th{d\%} & \th{Value (gp)} & \th{Examples}                     \\ \hlx{vhv}
   01--03  &        10    & Agate, quartz, turquoise             \\ \hlx{+}
   04--10  &        50    & Crystal, jasper, onyx                \\ \hlx{+}
   11--25  &       100    & Amber, amethyst, coral, garnet, jade \\ \hlx{+}
   26--46  &       500    & Aquamarine, pearl, topaz             \\ \hlx{+}
   47--71  &    1\,000    & Carbuncle, opal                      \\ \hlx{+}
   72--90  &    5\,000    & Emerald, ruby, sapphire              \\ \hlx{+}
   91--97  &   10\,000    & Diamond, jacinth                     \\ \hlx{+}
   98--00  &   Special    & Starstone, tristal                   \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Gem modifications} \\
  \th{d10} & \th{Modify} \\ \hlx{vhv}
     1--4  & Size \\ \hlx{+}
     5--8  & Quality \\ \hlx{+}
     9--10 & Both size and quality \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade cllr@{}l} \hlx*{hv}
  \tt{Gem variations} \\
  \th{d10} & \th{Size}    & \th{Quality}
           & \multicolumn{2}{c}{\th{Value}}          \\ \hlx{vhv}
   \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{+}
   8--9    & Large        & Good          & 400&\%   \\ \hlx{+}
    10     & Very large   & Very good     & 800&\%   \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}{\shade crr} \hlx*{hv}
  \tt{Jewellery value} \\
  \th{d\%} & \th{Value (gp)} & \th{Enc (cn)} \\ \hlx{vhv}
     01    &            100  &      10       \\ \hlx{+}
   02--03  &            500  &      10       \\ \hlx{+}
   04--06  &         1\,000  &      10       \\ \hlx{+}
   07--10  &         1\,500  &      10       \\ \hlx{+}
   11--16  &         2\,000  &      10       \\ \hlx{+}
   17--24  &         2\,500  &      10       \\ \hlx{+}
   25--34  &         3\,000  &      25       \\ \hlx{+}
   35--45  &         4\,000  &      25       \\ \hlx{+}
   46--58  &         5\,000  &      25       \\ \hlx{+}
   59--69  &         7\,500  &      25       \\ \hlx{+}
   70--78  &        10\,000  &      25       \\ \hlx{+}
   79--85  &        15\,000  &      25       \\ \hlx{+}
   86--90  &        20\,000  &      50       \\ \hlx{+}
   91--94  &        25\,000  &      50       \\ \hlx{+}
   95--97  &        30\,000  &      50       \\ \hlx{+}
   98--99  &        40\,000  &      50       \\ \hlx{+}
     00    &        50\,000  &      50       \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade clll} \hlx*{hv}
  \tt{Jewellery types} \\
           & \multicolumn{1}{c}{\th{Common}}
           & \multicolumn{1}{c}{\th{Uncommon}}
           & \multicolumn{1}{c}{\th{Rare}}  \\
  \th{d10} & \th{(100--3\,999\,gp)}
           & \th{(4\,000--14\,999\,gp)}
           & \th{(15\,000--50\,000\,gp)}             \\ \hlx{vhv}
         1 & Anklet   & Armband          & Amulet    \\ \hlx{+}
         2 & Beads    & Belt             & Crown     \\ \hlx{+}
         3 & Bracelet & Collar           & Diadem    \\ \hlx{+}
         4 & Brooch   & Earring          & Medallion \\ \hlx{+}
         5 & Buckle   & Four-leaf clover & Orb       \\ \hlx{+}
         6 & Cameo    & Heart            & Ring      \\ \hlx{+}
         7 & Chain    & Leaf             & Scarab    \\ \hlx{+}
         8 & Clasp    & Necklace         & Sceptre   \\ \hlx{+}
         9 & Locket   & Pendant          & Talisman  \\ \hlx{+}
        10 & Pin      & Rabbit's foot    & Tiara     \\ \hlx*{vh}
\end{tabular}
\end{set}
\begin{set}
\begin{tabular}{\shade clMlMl} \hlx*{hv}
  \tt{Special treasures} \\
  \th{d\%} & \th{Item}     & \th{Value (gp)} & \th{Enc (cn)} \\ \hlx{vhv}
   01--10  & Book, rare    & \d{1d100} \times 10 & \d{1d100} \\ \hlx{+}
           & \multicolumn{3}{l}
               {Fur, common (e.g., beaver, fox, marten, seal):} \\
   11--12  & \quad Pelt    & \d{1d4}            & \d{1d6} \times 10       \\
   13--17  & \quad Cape    & \d{1d6} \times 100 & (\d{1d8} + 4) \times 10 \\
   18--20  & \quad Coat    & \d{3d4} \times 100 & (\d{2d6} + 8) \times 10
   \\ \hlx{+}
           & \multicolumn{3}{l}
               {Fur, rare (e.g., ermine, mink, sable):} \\
   21--22  & \quad Pelt    & \d{2d6}                & \d{1d6} \times 10   \\
   23--27  & \quad Cape    & \d{4d6} \times 100 & (\d{1d8} + 4) \times 10 \\
   28--30  & \quad Coat    & \d{1d4} \times 1\,000 & (\d{2d6} + 8) \times 10
   \\ \hlx{+}
   31--35  & Incense, rare (per stick) & \d{5d6} & 1 \\ \hlx{+}
   36--40  & Perfume, rare (per vial) & (\d{1d10} + 5) \times 10 & 1 \\
   \hlx{+}
   41--55  & Rug or tapestry (per sq.\,yd) &
                             \d{2d10}  & \d{1d6} \times 100 \\ \hlx{+}
   56--65  & Silk (per sq.\,yd) &
                             \d{1d8}   & \d{1d6} \times 10 \\ \hlx{+}
   66--75  & Skin, animal  & \d{1d10}  & \d{5d4} \times 10 \\ \hlx{+}
   76--85  & Skin, monster & \d{1d10} \times 100 & \d{1d100} \times 50 \\
   \hlx{+}
   86--90  & Spice, rare   & \d{4d4} \hbox{ per cn} & \d{1d100} \\ \hlx{+}
   91--95  & Statuette     & \d{1d10} \times 100 & \d{1d100} \\ \hlx{+}
   96--00  & Wine, rare (per bottle) & \d{1d6} & (\d{1d6} + 3) \times 10
   \\ \hlx*{vh}
\end{tabular}
\end{set}
\begin{set}
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Magical items} \\
  \th{d\%} & \th{Item type}            \\ \hlx{vhv}
  01--25   & Potion                    \\ \hlx{+}
  26--37   & Scroll                    \\ \hlx{+}
  38--46   & Wand, staff, or rod       \\ \hlx{+}
  47--52   & Ring                      \\ \hlx{+}
  53--62   & Miscellaneous item        \\ \hlx{+}
  63--72   & Armour or shield          \\ \hlx{+}
  73--83   & Missile weapon or missile \\ \hlx{+}
  84--92   & Sword                     \\ \hlx{+}
  93--00   & Miscellaneous weapon      \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Wands, staves, rods} \\
  \th{d\%} & \th{Item type}                      \\ \hlx{vhv}
  01--05   & Wand of Cold (M-U)                  \\ \hlx{+}
  06--10   & Wand of Enemy Detection (M-U)       \\ \hlx{+}
  11--14   & Wand of Fear (M-U)                  \\ \hlx{+}
  15--19   & Wand of Fireballs (M-U)             \\ \hlx{+}
  20--23   & Wand of Illusion (M-U)              \\ \hlx{+}
  24--28   & Wand of Lightning Bolts (M-U)       \\ \hlx{+}
  29--33   & Wand of Magic Detection (M-U)       \\ \hlx{+}
  34--38   & Wand of Metal Detection (M-U)       \\ \hlx{+}
  39--42   & Wand of Negation (M-U)              \\ \hlx{+}
  43--47   & Wand of Paralysation (M-U)          \\ \hlx{+}
  48--52   & Wand of Polymorphing (M-U)          \\ \hlx{+}
  53--56   & Wand of Secret Door Detection (M-U) \\ \hlx{+}
  57--60   & Wand of Trap Detection (M-U)        \\ \hlx{+}
    61     & Staff of Commanding (S)             \\ \hlx{+}
  62--63   & Staff of Dispelling                 \\ \hlx{+}
  64--66   & Staff of the Druids (Dr)            \\ \hlx{+}
  67--69   & Staff of an Element (M-U)           \\ \hlx{+}
  70--71   & Staff of Harming (C)                \\ \hlx{+}
  72--78   & Staff of Healing (C)                \\ \hlx{+}
    79     & Staff of Power (M-U)                \\ \hlx{+}
  80--82   & Snake Staff (C)                     \\ \hlx{+}
  83--85   & Staff of Striking (C)               \\ \hlx{+}
  86--87   & Staff of Withering (C)              \\ \hlx{+}
    88     & Staff of Wizardry (M-U)             \\ \hlx{+}
  89--90   & Rod of Cancellation                 \\ \hlx{+}
    91     & Rod of Dominion                     \\ \hlx{+}
    92     & Rod of Health (C)                   \\ \hlx{+}
  93--94   & Rod of Inertia (non-S)              \\ \hlx{+}
    95     & Rod of Parrying                     \\ \hlx{+}
    96     & Rod of Victory                      \\ \hlx{+}
  97--99   & Rod of Weaponry                     \\ \hlx{+}
    00     & Rod of the Wyrm                     \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Rings} \\
  \th{d\%} & \th{Ring type}       \\ \hlx{vhv}
  01--02   & Animal control       \\ \hlx{+}
  03--08   & Delusion             \\ \hlx{+}
    09     & Djinni summoning     \\ \hlx{+}
  10--13   & Ear                  \\ \hlx{+}
  14--17   & Elemental adaptation \\ \hlx{+}
  18--23   & Fire resistance      \\ \hlx{+}
  24--26   & Holiness (C, Dr)     \\ \hlx{+}
    27     & Human control        \\ \hlx{+}
  28--32   & Invisibility         \\ \hlx{+}
  33--35   & Life protection      \\ \hlx{+}
  36--38   & Memory (S)           \\ \hlx{+}
  39--40   & Plant control        \\ \hlx{+}
  41--45   & Protection $+1$      \\ \hlx{+}
  46--48   & Protection $+2$      \\ \hlx{+}
  49--50   & Protection $+3$      \\ \hlx{+}
    51     & Protection $+4$      \\ \hlx{+}
  52--55   & Quickness            \\ \hlx{+}
    56     & Regeneration         \\ \hlx{+}
  57--59   & Remedies             \\ \hlx{+}
  60--61   & Safety               \\ \hlx{+}
  62--64   & Seeing               \\ \hlx{+}
  65--67   & Spell eating         \\ \hlx{+}
  68--69   & Spell storing        \\ \hlx{+}
  70--71   & Spell turning        \\ \hlx{+}
  72--75   & Survival             \\ \hlx{+}
  76--77   & Telekinesis          \\ \hlx{+}
  78--81   & Truth                \\ \hlx{+}
  82--84   & Truthfulness         \\ \hlx{+}
  85--86   & Truthlessness        \\ \hlx{+}
  87--91   & Water walking        \\ \hlx{+}
  92--96   & Weakness             \\ \hlx{+}
  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}
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Potions} \\
  \th{d\%} & \th{Potion type} \\ \hlx{vhv}
   01--02  & Agility          \\ \hlx{+}
     03    & Animal control   \\ \hlx{+}
   04--06  & Antidote         \\ \hlx{+}
   07--08  & Blending         \\ \hlx{+}
   09--10  & Bug repellent    \\ \hlx{+}
   11--12  & Clairaudience    \\ \hlx{+}
   13--14  & Clairvoyance     \\ \hlx{+}
   15--16  & Climbing         \\ \hlx{+}
   17--18  & Defence          \\ \hlx{+}
   19--22  & Delusion         \\ \hlx{+}
   23--24  & Diminution       \\ \hlx{+}
     25    & Dragon control   \\ \hlx{+}
   26--27  & Dreamspeech      \\ \hlx{+}
     28    & Elasticity       \\ \hlx{+}
   29--30  & Elemental form   \\ \hlx{+}
   31--32  & ESP              \\ \hlx{+}
     33    & Ethereality      \\ \hlx{+}
   34--36  & Fire resistance  \\ \hlx{+}
   37--39  & Flying           \\ \hlx{+}
   40--41  & Fortitude        \\ \hlx{+}
     42    & Freedom          \\ \hlx{+}
   43--45  & Gaseous form     \\ \hlx{+}
     46    & Giant control    \\ \hlx{+}
   47--49  & Giant strength   \\ \hlx{+}
   50--51  & Growth           \\ \hlx{+}
   52--57  & Healing          \\ \hlx{+}
   58--60  & Heroism          \\ \hlx{+}
     61    & Human control    \\ \hlx{+}
   62--64  & Invisibility     \\ \hlx{+}
   65--66  & Invulnerability  \\ \hlx{+}
   67--68  & Levitation       \\ \hlx{+}
   69--70  & Longevity        \\ \hlx{+}
     71    & Luck             \\ \hlx{+}
     72    & Merging          \\ \hlx{+}
   73--74  & Plant control    \\ \hlx{+}
   75--77  & Poison           \\ \hlx{+}
   78--80  & Polymorph self   \\ \hlx{+}
   81--82  & Sight            \\ \hlx{+}
   83--84  & Speech           \\ \hlx{+}
   85--88  & Speed            \\ \hlx{+}
   89--90  & Strength         \\ \hlx{+}
   91--93  & Super-healing    \\ \hlx{+}
   94--96  & Swimming         \\ \hlx{+}
     97    & Treasure finding \\ \hlx{+}
     98    & Undead control   \\ \hlx{+}
   99--00  & Water breathing  \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Scrolls} \\
  \th{d\%} & \th{Scroll type}         \\ \hlx{vhv}
  01--03   & Communication            \\ \hlx{+}
  04--05   & Creation                 \\ \hlx{+}
  06--13   & Curse (occurs when read) \\ \hlx{+}
    14     & Delay (S)                \\ \hlx{+}
  15--17   & Equipment                \\ \hlx{+}
  18--19   & Illumination             \\ \hlx{+}
  20--21   & Mages (S)                \\ \hlx{+}
  22--25   & Map to normal treasure   \\ \hlx{+}
  26--28   & Map to magical treasure  \\ \hlx{+}
  29--30   & Map to combined treasure \\ \hlx{+}
    31     & Map to special treasure  \\ \hlx{+}
  32--34   & Mapping                  \\ \hlx{+}
  35--36   & Portals                  \\ \hlx{+}
  37--42   & Prot./elementals         \\ \hlx{+}
  43--50   & Prot./lycanthropes       \\ \hlx{+}
  51--54   & Prot./magic              \\ \hlx{+}
  55--61   & Prot./undead             \\ \hlx{+}
  62--63   & Questioning              \\ \hlx{+}
    64     & Repetition (S)           \\ \hlx{+}
  65--66   & Seeing                   \\ \hlx{+}
  67--68   & Shelter                  \\ \hlx{+}
  69--71   & Spell catching           \\ \hlx{+}
  72--96   & Spell                    \\ \hlx{+}
  97--98   & Trapping                 \\ \hlx{+}
  99--00   & Truth                    \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Spell scrolls (a)} \\
  \th{d\%} & \th{Spell type} \\ \hlx{vhv}
  01--25   & Cleric          \\ \hlx{+}
  26--30   & Druid           \\ \hlx{+}
  31--00   & Magic-user      \\ \hlx*{vh}
\end{tabular}
\quad
\begin{tabular}{\shade cc} \hlx*{hv}
  \tt{Spell scrolls (b)} \\
  \th{d\%} & \th{Number} \\ \hlx{vhv}
  01--50   & 1           \\ \hlx{+}
  51--83   & 2           \\ \hlx{+}
  84--00   & 3           \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade ccc} \hlx*{hv}
  \tt{Spell scrolls (c)} \\
  \th{C/D d\%} & \th{M-U d\%} & \th{Level} \\ \hlx{vhv}
     01--34    &   01--28     &     1      \\ \hlx{+}
     35--58    &   29--49     &     2      \\ \hlx{+}
     59--76    &   50--64     &     3      \\ \hlx{+}
     77--88    &   65--75     &     4      \\ \hlx{+}
     89--95    &   76--84     &     5      \\ \hlx{+}
     96--99    &   85--91     &     6      \\ \hlx{+}
       00      &   92--96     &     7      \\ \hlx{+}
               &   97--99     &     8      \\ \hlx{+}
               &     00       &     9      \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Miscellaneous items} \\
  \th{d\%} & \th{Item type}                                  \\ \hlx{vhv}
   01--02  & Amulet of Protection from Crystal Balls and ESP \\ \hlx{+}
   03--04  & Bag of Devouring                                \\ \hlx{+}
   05--09  & Bag of Holding                                  \\ \hlx{+}
   10--12  & Boat, Undersea                                  \\ \hlx{+}
   13--14  & Boots of Levitation                             \\ \hlx{+}
   15--17  & Boots of Speed                                  \\ \hlx{+}
   18--19  & Boots of Travelling/Leaping                     \\ \hlx{+}
     20    & Bowl of Commanding Water Elementals             \\ \hlx{+}
     21    & Brazier of Commanding Fire Elementals           \\ \hlx{+}
   22--23  & Broom of Flying                                 \\ \hlx{+}
     24    & Censer of Controlling Air Elementals            \\ \hlx{+}
   25--27  & Chime of Time                                   \\ \hlx{+}
   28--29  & Crystal Ball (M-U)                              \\ \hlx{+}
     30    & Crystal Ball with Clairaudience                 \\ \hlx{+}
     31    & Crystal Ball with ESP                           \\ \hlx{+}
   32--33  & Displacer Cloak                                 \\ \hlx{+}
     34    & Drums of Panic                                  \\ \hlx{+}
     35    & Efreeti Bottle                                  \\ \hlx{+}
   36--38  & Egg of Wonder                                   \\ \hlx{+}
   39--40  & Elven Boots                                     \\ \hlx{+}
   41--42  & Elven Cloak                                     \\ \hlx{+}
     43    & Flying Carpet                                   \\ \hlx{+}
   44--45  & Gauntlets of Ogre Power                         \\ \hlx{+}
   46--47  & Girdle of Giant Strength                        \\ \hlx{+}
   48--49  & Helm of Alignment Changing                      \\ \hlx{+}
   50--51  & Helm of Reading                                 \\ \hlx{+}
     52    & Helm of Telepathy                               \\ \hlx{+}
     53    & Helm of Teleportation (M-U)                     \\ \hlx{+}
     54    & Horn of Blasting                                \\ \hlx{+}
   55--56  & Lamp, Hurricane                                 \\ \hlx{+}
   57--59  & Lamp of Long Burning                            \\ \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{+}
   67--68  & Nail, Finger                                    \\ \hlx{+}
   69--71  & Nail of Pointing                                \\ \hlx{+}
   72--76  & Ointment                                        \\ \hlx{+}
   77--79  & Pouch of Security                               \\ \hlx{+}
   80--82  & Quill of Copying (S)                            \\ \hlx{+}
   83--86  & Rope of Climbing                                \\ \hlx{+}
   87--88  & Scarab of Protection                            \\ \hlx{+}
   89--91  & Slate of Identification                         \\ \hlx{+}
     92    & Stone of Controlling Earth Elementals           \\ \hlx{+}
   93--94  & Talisman of Elemental Travel                    \\ \hlx{+}
   95--97  & Wheel of Floating                               \\ \hlx{+}
     98    & Wheel of Fortune                                \\ \hlx{+}
   99--00  & Wheel, square                                   \\ \hlx*{vh}
\end{tabular}
\end{set}
\begin{set}
\begin{tabular}{\shade ccl} \hlx*{hv}
  \tt{Armour type} \\
  \th{d\%} & \th{Class} & \th{Type}         \\ \hlx{vhv}
   01--10  &     A      & Leather           \\ \hlx{+}
   11--17  &     A      & Scale mail        \\ \hlx{+}
   18--30  &     B      & Chain mail        \\ \hlx{+}
   31--39  &     A      & Banded mail       \\ \hlx{+}
   40--50  &     C      & Plate mail        \\ \hlx{+}
   51--55  &     C      & Suit armour       \\ \hlx{+}
   56--75  &     S      & Shield            \\ \hlx{+}
   76--77  &   A,  S    & Scale and shield  \\ \hlx{+}
   78--85  &   B,  S    & Chain and shield  \\ \hlx{+}
   86--90  &   B,  S    & Banded and shield \\ \hlx{+}
   91--00  &   C,  S    & Plate and shield  \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade ccccMcc} \hlx*{hv}
  \tt{Armour details} \\
  \th{A d\%} & \th{B d\%} & \th{C d\%} & \th{S d\%} & \th{Bonus} &
  \th{Special} \\ \hlx{vhv}
  01--70 & 01--60 & 01--50 & 01--40 & +1 & 10\% \\ \hlx{+}
  71--88 & 61--81 & 51--74 & 41--67 & +2 & 15\% \\ \hlx{+}
  89--96 & 82--92 & 75--88 & 68--84 & +3 & 20\% \\ \hlx{+}
  97--99 & 93--98 & 89--96 & 85--94 & +4 & 25\% \\ \hlx{+}
    00   & 99--00 & 97--00 & 95--00 & +5 & 30\% \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Armour size} \\
  \th{d\%} & \th{Size} \\ \hlx{vhv}
   01--68  & Human \\ \hlx{+}
   69--81  & Dwarf \\ \hlx{+}
   82--91  & Elf   \\ \hlx{+}
   92--98  & Halfling \\ \hlx{+}
   99--00  & Giant \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Armour special powers} \\
  \th{d\%} & \th{Power}   \\ \hlx{vhv}
   01--07  & Absorption   \\ \hlx{+}
   08--17  & Charm        \\ \hlx{+}
   18--32  & Cure wounds  \\ \hlx{+}
   33--42  & Electricity  \\ \hlx{+}
   43--47  & Energy drain \\ \hlx{+}
   48--50  & Ethereality  \\ \hlx{+}
   51--60  & Fly          \\ \hlx{+}
   61--66  & Gaseous form \\ \hlx{+}
   67--75  & Haste        \\ \hlx{+}
   76--85  & Invisibility \\ \hlx{+}
   86--93  & Reflection   \\ \hlx{+}
   94--00  & Remove curse \\ \hlx*{vh}
\end{tabular}
\end{set}

\begin{set}
\begin{tabular}{\shade ccl} \hlx*{hv}
  \tt{Swords} \\
  \th{d\%} & \th{Class} & \th{Type}  \\ \hlx{vhv}
    01--65 &      C     & Normal     \\ \hlx{+}
    66--84 &      C     & Short      \\ \hlx{+}
    85--92 &      D     & Two-handed \\ \hlx{+}
    93--00 &      D     & Bastard    \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade ccl} \hlx*{hv}
  \tt{Miscellaneous weapon type} \\
  \th{d\%} & \th{Class} & \th{Type}             \\ \hlx{vhv}
   01--07  &      D     & Axe, battle           \\ \hlx{+}
   08--13  &      B     & Axe, hand             \\ \hlx{+}
   14--15  &      B     & Axe, hand (returning) \\ \hlx{+}
   16--18  &      C     & Blackjack             \\ \hlx{+}
   19--20  &      B     & Bola                  \\ \hlx{+}
     21    &      B     & Bola (returning)      \\ \hlx{+}
   22--26  &      C     & Club                  \\ \hlx{+}
   27--37  &      B     & Dagger                \\ \hlx{+}
   38--40  &      B     & Dagger (returning)    \\ \hlx{+}
   41--44  &      C     & Flail, one-handed     \\ \hlx{+}
   45--46  &      D     & Flail, two-handed     \\ \hlx{+}
   47--49  &      D     & Halberd               \\ \hlx{+}
   50--57  &      C     & Hammer, war           \\ \hlx{+}
   58--60  &      B     & Javelin               \\ \hlx{+}
     61    &      B     & Javelin (returning)   \\ \hlx{+}
   62--65  &      D     & Lance                 \\ \hlx{+}
   66--72  &      C     & Mace                  \\ \hlx{+}
   73--77  &      C     & Morning star          \\ \hlx{+}
   78--79  &      B     & Net                   \\ \hlx{+}
     80    &      B     & Net (returning)       \\ \hlx{+}
   81--83  &      D     & Pike                  \\ \hlx{+}
   84--85  &      D     & Pole axe              \\ \hlx{+}
   86--94  &      B     & Spear                 \\ \hlx{+}
   95--97  &      B     & Spear (returning)     \\ \hlx{+}
   98--00  &      C     & Whip                  \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade ccl} \hlx*{hv}
  \tt{Missiles and missile weapons} \\
  \th{d\%} & \th{Class} & \th{Weapon type} \\ \hlx{vhv}
   01--37  &      A     & Arrows           \\ \hlx{+}
   38--59  &      A     & Quarrels         \\ \hlx{+}
   60--70  &      A     & Sling stones     \\ \hlx{+}
   71--72  &      D     & Blowgun          \\ \hlx{+}
   73--80  &      D     & Bow, long        \\ \hlx{+}
   81--85  &      D     & Bow, short       \\ \hlx{+}
   86--87  &      D     & Crossbow, heavy  \\ \hlx{+}
   88--92  &      D     & Crossbow, light  \\ \hlx{+}
   93--00  &      D     & Sling            \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade ccMcc} \hlx*{hv}
  \tt{Sword details} \\
  \th{C d\%} & \th{D d\%} & \th{Bonus} & \th{Modifier} \\ \hlx{vhv}
    01--60   &  01--70    &     +1     &      40\%     \\ \hlx{+}
    61--81   &  71--88    &     +2     &      30\%     \\ \hlx{+}
    82--92   &  89--96    &     +3     &      25\%     \\ \hlx{+}
    93--98   &  97--99    &     +4     &      20\%     \\ \hlx{+}
    99--00   &    00      &     +5     &      15\%     \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade cMcMcc} \hlx*{hv}
  \tt{Missile details} \\
  \th{d\%} & \th{Bonus} & \th{Number}     & \th{Talent} \\ \hlx{vhv}
   01--40  &     +1     & \dice{2d10}     &      30\%   \\ \hlx{+}
   41--67  &     +2     &  \dice{2d8}     &      25\%   \\ \hlx{+}
   68--84  &     +3     &  \dice{2d6}     &      20\%   \\ \hlx{+}
   85--94  &     +4     &  \dice{2d4}     &      15\%   \\ \hlx{+}
   95--00  &     +5     &  \dice{1d4} + 1 &      10\%   \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade cMcc} \hlx*{hv}
  \tt{Missile weapon details} \\
  \th{d\%} & \th{Bonus} & \th{Modifier} \\ \hlx{vhv}
   01--70  &       +1      &      30\%     \\ \hlx{+}
   71--88  &       +2      &      25\%     \\ \hlx{+}
   89--96  &       +3      &      20\%     \\ \hlx{+}
   97--99  &       +4      &      15\%     \\ \hlx{+}
     00    &       +5      &      10\%     \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade cc} \hlx*{hv}
  \tt{Missile weapon range} \\
  $\textbf{1d4} + \textbf{bonus}$ & \th{Range} \\ \hlx{vhv}
  2--4  & Normal                               \\ \hlx{+}
  5--7  & 150\%                                \\ \hlx{+}
  8--9  & 200\%                                \\ \hlx*{vh}
\end{tabular}
\colgap
\begin{tabular}{\shade cccMcc} \hlx*{hv}
  \tt{Miscellaneous weapon details} \\
  \th{B d\%} &\th{C d\%} & \th{D d\%} & \th{Bonus} & \th{Modifier}
  \\ \hlx{vhv}
    01--50   &  01--60   &  01--70   &  +1  &  40\%  \\ \hlx{+}
    51--74   &  61--81   &  71--88   &  +2  &  30\%  \\ \hlx{+}
    75--88   &  82--92   &  89--96   &  +3  &  20\%  \\ \hlx{+}
    89--96   &  93--98   &  97--99   &  +4  &  15\%  \\ \hlx{+}
    97--00   &  99--00   &    00     &  +5  &  10\%  \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade ccl} \hlx*{hv}
  \tt{Weapon modifiers} \\
  \th{Sword d\%} & \th{Misc d\%} & \th{Modifier}                 \\ \hlx{vhv}
        01--29   &     01--33    & $+1$ extra vs \emph{opponent} \\ \hlx{+}
        30--50   &     34--57    & $+2$ extra vs \emph{opponent} \\ \hlx{+}
        51--64   &     58--73    & $+3$ extra vs \emph{opponent} \\ \hlx{+}
        65--72   &     74--82    & $+4$ extra vs \emph{opponent} \\ \hlx{+}
        73--75   &     83--85    & $+5$ extra vs \emph{opponent} \\ \hlx{+}
        76--00   &     86--00    & Talent                        \\ \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 \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}
  \tt{Weapon talents} \\
  \th{d\%} & \th{Talent}   \\ \hlx{vhv}
   01--05  & Breathing     \\ \hlx{+}
   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{+}
   39--43  & Flaming       \\ \hlx{+}
   44--46  & Flying        \\ \hlx{+}
   47--54  & Healing       \\ \hlx{+}
   55--59  & Hiding        \\ \hlx{+}
   60--65  & Holding       \\ \hlx{+}
   66--73  & Lightning     \\ \hlx{+}
   74--79  & Silencing     \\ \hlx{+}
   80--81  & Slicing       \\ \hlx{+}
   82--85  & Slowing       \\ \hlx{+}
   86--89  & Speeding      \\ \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}

\begin{set}
\begin{tabular}{\shade cclcl} \hlx*{hv}
  \tt{Sword intelligence} \\
  \th{d\%} & \th{Intelligence} & \th{Communication} & \th{Languages} &
  \th{Powers} \\ \hlx{vhv}
   01--79  &  --- & ---     & --- & None                    \\ \hlx{+}
   80--85  &  \07 & Empathy & --- & 1 primary               \\ \hlx{+}
   86--90  &  \08 & Empathy & --- & 2 primary               \\ \hlx{+}
   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{+}
     00    &   12 & Speech  & 2d4 & 3 primary, \emph{read magic},
                                    1 extraordinary \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Primary powers} \\
  \th{d\%} & \th{Power}                                     \\ \hlx{vhv}
   01--10  & Detect evil/good                               \\ \hlx{+}
   11--15  & Detect gems                                    \\ \hlx{+}
   16--25  & Detect magic                                   \\ \hlx{+}
   26--35  & Detect metal                                   \\ \hlx{+}
   36--50  & Detect shifting walls and rooms                \\ \hlx{+}
   51--65  & Detect sloping passages                        \\ \hlx{+}
   66--75  & Find secret doors                              \\ \hlx{+}
   76--85  & Find traps                                     \\ \hlx{+}
   86--95  & See invisible                                  \\ \hlx{+}
   96--99  & One extraordinary power                        \\ \hlx{+}
     00    & Two primary powers                             \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade cl} \hlx*{hv}
  \tt{Extraordinary powers} \\
  \th{d\%} & \th{Power}                                     \\ \hlx{vhv}
   01--10  & Clairaudience                                  \\ \hlx{+}
   11--20  & Clairvoyance                                   \\ \hlx{+}
   21--30  & ESP                                            \\ \hlx{+}
   31--35  & Extra damage ($\times\,4$ or more)\s d
                                                            \\ \hlx{+}
   36--40  & Flying                                         \\ \hlx{+}
   41--45  & Healing (6\,hp)\s d                            \\ \hlx{+}
   46--54  & Illusion                                       \\ \hlx{+}
   55--59  & Levitation                                     \\ \hlx{+}
   60--69  & Telekinesis                                    \\ \hlx{+}
   70--79  & Telepathy                                      \\ \hlx{+}
   80--88  & Teleportation                                  \\ \hlx{+}
   89--97  & X-ray vision                                   \\ \hlx{+}
   98--99  & Two extraordinary powers                       \\ \hlx{+}
     00    & Three extraordinary powers                     \\ \hlx*{vh+v}
   \multicolumn{2}{l}{\itshape\small \s d\quad Duplicates allowed}
\end{tabular}
\end{set}

\begin{multicols}{2}[\sect{Magical items}]
%%\twocolumn[\sect{Magical items}\medskip]

\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.

\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}
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