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Phil's Treasure Tables

by Philip Hibbs

Also available individually

These tables replace the simple Treasure Table in the GM's box, and are useful for generating occasional, miscellaneous magical treasure if the referee runs out of ideas.
Table 1 - Treasure
Table 2 - Enchanted Items
Table 3 - Conditions
Table 4 - Activation
Table 5 - Armoured Items
Table 6 - Spirit Spells
Table 7 - Divine Spells
Table 8 - Sorcery Spells
Table 9 - Potions
Table 10 - Metals
Table 11 - Weirdness

Table 1 - Treasure

If you just want to generate magical gear, roll d100, and if the result is less than 99, halve it.
 
01-20 Magic Crystal - See Elder Secrets, Secrets Book p.38
21-30 Enchanted Item See Table 2
31-35 Skill Scroll
36-40 Spell Scroll
41-45 Ritual Scroll
46-50 Potion See Table 8
51-60 Sacred item, of specific value to a cult or pantheon
61-75 Scroll/Book of misc. information (history, diary, letters, essays, etc.)
76-85 Map of interesting location
86-98 Metal See Table 9
99 Bizarre, unusual item
00 Chaotic / cursed item (roll again)

Table 2 - Enchanted items
01-10 Extra AP 1d3
11-20 Extra AP 2d3
21-24 Extra AP 3d3
25 Extra AP 4d3
26-31 Binding Enchant 1pt, 50% chance occupied
32-36 Binding Enchant 2pt, 50% chance occupied
37-39 Binding Enchant 3pt, 30% chance occupied
40-42 Binding Enchant 4pt, 25% chance occupied
43-44 Binding Enchant 5pt, 10% chance occupied
45 Binding Enchant 6pt, 10% chance occupied
46-56 Magic Point Matrix 1d10
57-64 Magic Point Matrix 2d10
65-68 Magic Point Matrix 3d10
69-70 Magic Point Matrix 4d10
71-84 Spirit Spell Matrix 1d6
85 Spirit Spell Matrix 2d6
86-89 Divine Spell Matrix 1d3
90 Divine Spell Matrix 2d3
91-93 Sorcery Spell Matrix 1pt
94-96 Sorcery Spell Matrix 1d10
97-98 Sorcery Spell Matrix 2d10
99 Sorcery Spell Matrix 3d10
00 Exotic, Referee's choice, or roll twice  
Roll on appropriate Spell Table(6-8)
If spell is less points than matrix, then ignore extra points, or choose additional appropriate spell.
Roll on Table 3 to determine if conditions exist 

Table 3 - User Conditions, add 5xPOW in item
01-50 None
51-60 Race restriction
61-70 Culture restriction
71-75 Cult restriction
76-80 Tribe/Clan restriction
81-94 Family restriction
95 Individual restriction (effectively useless)
96-00 Activation condition (triggers when condition matched, 50% chance activation is deliberate), roll again for Target condition, and again for User

Table 4 - Activation conditions
1-3 Action (fighting in vicinity, ritual performed, speaking, etc.)
4-6 Command
7-10 Proximity

Table 5 - Armoured Items
01-40 Shield
41-60 Armour
61-80 Weapon
81-95 Tool
96-00 Other

Table 6 - Spirit Spells
01-02 Armouring Enchantment
03-04 Befuddle
05 Binding Enchantment
06-09 Bladesharp
10-11 Bludgeon
12-13 Control (Spirit)
14 Control (other)
15-16 Coordination
17-18 Countermagic
19 Darkwall
20-22 Demoralize
23-25 Detect Enemy
26 Detect (substance)
29-30 Dispel Magic
31-34 Disruption
35 Dullblade
36-37 Endurance
38-39 Extinguish
40 Fanaticism
41-43 Farsee
44 Firearrow
45 Fireblade
46-48 Glamour
49-51 Glue
52-55 Heal
56-57 Ignite
58-59 Ironhand
60-61 Light
62 Lightwall
63 Magic Point Matrix Enchantment
64 Mindspeech
65-66 Mobility
67 Multimissile
68-71 Protection
72-75 Repair
76 Second Sight
77-78 Shimmer
79-80 Slow
81-82 Speedart
83 Spell Matrix Enchantment
84-85 Spirit Screen
86-89 Strength
90 Strengthening Enchantment
91 Summon (species)
92-94 Vigor
95 Visibilty
96-00 Other

Table 7 - Divine Spells
01-03 Absorbtion
04-05 Berserk
06-09 Bless Crops
10 Breathe Air/Water
11-13 Command Cult Spirit
14-16 Command [spirit]
17-18 Command [other]
19-23 Dismiss Magic
24-29 Extension
30-31 Fear
32-34 Find Enemy
35-38 Find [substance]
39 Float
40 Heal Body
41-44 Heal Wound
45-46 Illusion(s)
47-49 Lightning
50-51 Madness
52-53 Mindblast
52-53 Mindblast
54-56 Mindlink
57-59 Reflection
60 Regrow Limb
61 Restore Health (characteristic)
62-63 Sanctify
64-67 Shield
68-69 Soul Sight
70-75 Spirit Block
76-79 Sureshot
80-81 Thunderbolt
82-84 True(weapon)
85 Warding
86-00 Other

Table 8 - Sorcery Spells
01-02 Animate [substance]
03 Apprentice Bonding
04 Armour Enchantment
05 Binding Enchantment
06-08 Castback
09 Create Familiar (characteristic)
10-12 Damage Boosting
13-15 Damage Resistance
16-17 Diminish (characteristic)
18-19 Dominate (species)
20-21 Drain
22-24 Enhance (characteristic)
25-27 Fly
28-29 Form/Set (substance)
30-32 Glow
33-35 Haste
36-37 Hinder
38-40 Holdfast
41 Homing Circle
42-43 Magic Point Matrix Enchantment
44-46 Mystic Vision
47-49 Neutralise Magic
50-52 Palsy
53-54 Phantom (sense)
55 Protective Circle
56-57 Regenerate
58-59 [Sense] projection
60-61 Sense (substance)
62-63 Shapechange (species) to (species)
64-66 Skin of Life
67-68 Smother
69-70 Spell Matrix Enchantment
71-73 Spell Resistance
74-75 Spirit Resistance
76-77 Stupefy
78 Strengthening Enchantment
79 Summon (species)
80 Tap (characteristic)
81-83 Telepathy
84-85 Teleport
86-88 Treat Wounds
89-91 Venom
92-00 Other

Table 9 - Potions
01-03 Love potion, 1 dose, instant
04-10 Love potion, 2 doses, must be taken within 12 hours by 2 people
11-20 Healing 1d6hp, 1d20 doses doses
21-40 Healing 1d6hp, 1d6 doses
41-60 Anti-Poison/Venom 3d6 POT, 1d20 Doses
61-70 Spirit Spell 1d6 pts
71-75 Spirit Spell 2d6 pts
78-79 Sorcery spell 2d10 pts
80 Divine spell 1d3 pts
81-90 Poison 3d6 POT, 1d20 doses
91-00 Venom 3d6 POT, 1d20 doses

Table 10 - Metals, roll for Enc
01-08 Aluminium 2d6
09-10 Enchanted Aluminium 2d6
11-49 Bronze 4d6
50 Enchanted Bronze 1d6
51-60 Copper 2d6
61-64 Enchanted Copper 3d6
65-68 Gold 1d6
69-70 Enchanted Gold 1d6
71-72 Iron 2d6
73 Enchanted Iron 4d6
74-82 Lead 10d6
83-84 Enchanted Lead 4d6
85-89 Silver 2d6
90 Enchanted Silver 1d6
91-98 Tin 10d6
99-00 Enchanted Tin 2d6
= 25% chance to roll again, repeat until fail
Unenchanted metal has a 75% chance of being worked into an item, Enchanted metal will always be in the form of an item. 

Table 11 - Weirdness
Updated 14 May 1998, altered balance so benefits tend to be peculier, disadvantages tend to be efficiency.
01 Major efficiency benefit, eg. regenerates 1d6 MP at dawn and dusk, MPs can be used in Spirit Combat, MPs can be drawn into personal MPs, spell always works, spell only costs half MPs, spell has doubled effect, etc.
02-03 Major peculiar benefit, eg. adds 1 to a random stat, previous living owner can sense its distance & direction, attracts opposite sex (+4 to APP), etc.
04-13 Minor efficiency benefit, eg. cheaper to activate, regenerates 1 point per day, etc.
14-25 Minor peculiar benefit, eg. smells nice, feels slightly warm, adds 1 to APP, etc.
26-75 Normal item
76-87 Minor efficiency disadvantage, eg. loses 1 MP per day, costs 1 extra MP to use, takes 1 extra SR to use, etc.
88-97 Minor peculiar disadvantage, eg. smells bad, weighs 1 extra ENC, etc.
98-99 Major efficiency disadvantage, eg. costs double MPs to use or recharge, doubled chance of fumble while being used, etc.
00 Major peculiar disadvantage, eg. detects as chaotic, smells really awful, demoralises anyone touching it while it is wet, etc.



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