
<Effect Type="DetailRoll" Trait="Attitude" Detail="Attitude" Modifier="2"/>
<Effect Type="DetailBoolean" Trait="Change" Detail="Desire to change the status quo" DetailData="Yes" Boolean="false"/>

New Tags:

<Roll Die="1" Num="1" Bonus="0" Multiplier="1"/>
<Effect Type="RollMod" Trait="Coins" Detail="cp" Die="1" Num="1" Bonus="0" Multiplier="1"/>

Table: Treasure

Level	d%		-- Coins --		d%			Goods 		d%			Items
-----	--		-----------		--			------		--			-----

1st	01-14		-				01-90		-			01-71		-
	15-29		1d6x1,000 cp	91-95		1 gem		72-95		1 mundane
	30-52		1d8x100 sp		96-100		1 art		96-100		1 minor 
	53-95		2d8x10 gp
	96-100		1d4x10 pp 

2nd	01-13		-				01-81		-			01-49		-
	14-23		1d10x1,000 cp	82-95		1d3 gems	50-85		1 mundane
	24-43		2d10x100 sp		96-100		1d3 art		86-100		1 minor 
	44-95		4d10x10 gp
	96-100		2d8x10 pp 

3rd	01-11		-				01-77		-			01-49		-
	12-21		2d10x1,000 cp	78-95		1d3 gems	50-79		1d3 mundane
	22-41		4d8x100 sp		96-100		1d3 art		80-100		1 minor
	42-95		1d4x100 gp
	96-100	1d10x10 pp 

4th	01-11		-				01-70		-			01-42		-
	12-21		3d10x1,000 cp	71-95		1d4 gems	43-62		1d4 mundane
	22-41		4d12x1,000 sp	96-100		1d3 art		63-100		1 minor
	42-95		1d6x100 gp
	96-100	1d8x10 pp 

5th	01-10		-			01-60		-		01-57		-
	11-19		1d4x10,000 cp	61-95		1d4 gems	58-67		1d4 mundane
	20-38		1d6x1,000 sp	96-100	1d4 art	68-100	1d3 minor
	39-95		1d8x100 gp 
	96-100	1d10x10 pp 

6th	01-10		-			01-56		-		01-54		-
	11-18		1d6x10,000 cp	57-92		1d4 gems	55-59		1d4 mundane
	19-37		1d8x1,000 sp	93-100	1d4 art	60-99		1d3 minor
	38-95		1d10x100 gp						100		1 medium 
	96-100	1d12x10 pp 

7th	01-11		-			01-48		-		01-51		-
	12-18		1d10x10,000 cp	49-88		1d4 gems	52-97		1d3 minor
	19-35		1d12x1,000 sp	89-100	1d4 art	98-100	1 medium
	36-93		2d6x100 gp
	94-100	3d4x10 pp 

8th	01-10		-			01-45		-		01-48		-
	11-15		1d12x10,000 cp	46-85		1d6 gems	49-96		1d4 minor
	16-29		2d6x1,000 sp	86-100	1d4 art	97-100	1 medium
	30-87		2d8x100 gp 
	88-100	3d6x10 pp 

9th	01-10		-			01-40		-		01-43		-
	11-15		2d6x10,000 cp	41-80		1d8 gems	44-91		1d4 minor
	16-29		2d8x1,000 sp	81-100	1d4 art	92-100	1 medium 
	30-85		5d4x100 gp 
	86-100	2d12x10 pp

10th	01-10		-			01-35		-		01-40		-
	11-24		2d10x1,000 sp	36-79		1d8 gems	41-88		1d4 minor
	25-79		6d4x100 gp		80-100	1d6 art	89-99		1 medium
	80-100	5d6x10 pp						100		1 major

11th	01-08		-			01-24		-		01-31		-
	09-14		3d10x1,000 sp	25-74		1d10 gems	32-84		1d4 minor
	15-75		4d8x100 gp		75-100	1d6 art	85-98		1 medium
	76-100	4d10x10 pp						99-100	1 major 

12th	01-08		-			01-17		-		01-27		-
	09-14		3d12x1,000 sp	18-70		1d10 gems	28-82		1d6 minor
	15-75		1d4x1,000 gp	71-100	1d8 art	83-97		1 medium
	76-100	1d4x100 pp						98-100	1 major 

13th	01-08		-			01-11		-		01-19		-
	09-75		1d4x1,000 gp	12-66		1d12 gems	20-73		1d6 minor
	76-100	1d10x100 pp		67-100	1d10 art	74-95		1 medium
										96-100	1 major

14th	01-08		-			01-11		-		01-19		-
	09-75		1d6x1,000 gp	12-66		2d8 gems	20-58		1d6 minor
	76-100	1d12x100 pp		67-100	2d6 art	59-92		1 medium
										93-100	1 major

15th	01-03		-			01-09		-		01-11		-
	04-74		1d8x1,000 gp	10-65		2d10 gems	12-46		1d10 minor
	75-100	3d4x100 pp		66-100	2d8 art	47-90		1 medium
										91-100	1 major

16th	01-03		-			01-07		-		01-40		-
	04-74		1d12x1,000 gp	08-64		4d6 gems	41-46		1d10 minor
	75-100	3d4x100 pp		65-100	2d10 art	47-90		1d3 medium
										91-100	1 major 

17th	01-03		-			01-04		-		01-33		-
	04-68		3d4x1,000 gp	05-63		4d8 gems	34-83		1d3 medium
	69-100	2d10x100 pp		64-100	3d8 art	84-100	1 major

18th	01-02		-			01-04		-		01-24		-
	03-65		3d6x1,000 gp	05-54		3d12 gems	25-80		1d4 medium
	66-100	5d4x100 pp		55-100	3d10 art	81-100	1 major

19th	01-02		-			01-03		-		01-04		-
	03-65		3d8x1,000 gp	04-50		6d6 gems	05-70		1d4 medium
	66-100	3d10x100 pp		51-100	6d6 art	71-100	1 major

20th	01-02		-			01-02		-		01-25		-
	03-65		4d8x1,000 gp	03-38		4d10 gems	26-65		1d4 medium
	66-100	4d10x100 pp		39-100	7d6 art	66-100	1d3 major

	
	
Table: Cursed Item Common Curses

d%	Curse
--	-----

01-15	Delusion
16-35	Opposite effect or target
36-45	Intermittent functioning
46-60	Requirement
61-75	Drawback
76-90	Completely different effect
91-100	Substitute specific cursed item

The three varieties of intermittent functioning items all function perfectly as described-at least some of the time. The three types include unreliable, dependent, and uncontrolled items.

    * Unreliable: Each time the item is activated, there is a 5% chance (a 01-05 result on d%) that it does not function. At the DM’s option, the failure chance can be altered to be anything from 1% to 10%, depending on the item and the campaign.
    * Dependent: The item only functions in certain situations. To determine what the situation is, either select an activation condition or roll on the following table.

d%	Situation
--	---------

01-03	Temperature below freezing
04-05	Temperature above freezing
06-10	During the day
11-15	During the night
16-20	In direct sunlight
21-25	Out of direct sunlight
26-34	Underwater
35-37	Out of water
38-45	Underground
46-55	Aboveground
56-60	Within 10 feet of a random creature type
61-64	Within 10 feet of a random race or kind of creature
65-72	Within 10 feet of an arcane spellcaster
73-80	Within 10 feet of a divine spellcaster
81-85	In the hands of a nonspellcaster
86-90	In the hands of a spellcaster
91-95	In the hands of a creature of a particular alignment
96	In the hands of a creature of particular gender
97-99	On nonholy days or during particular astrological events
100	More than 100 miles from a particular site (holy, magical, etc.)

d%	Drawback
01-04	Character’s hair grows 1 inch longer (only happens once).
05-09	Character either shrinks a half-inch (a 01-50 result on d%) or grows that much taller (a 51-100 result). This event only happens once.
10-13	Temperature around item is 10°F cooler than normal.
14-17	Temperature around item is 10°F warmer than normal.
18-21	Character’s hair color changes.
22-25	Character’s skin color changes.
26-29	Character now bears some identifying mark (tattoo, strange glow, etc.).
30-32	Character’s gender changes.
33-34	Character’s race or kind changes.
35	Character is afflicted with a random disease that cannot be cured.
36-39	Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40	Item looks ridiculous (garishly colored, silly shape, glows bright pink, etc.).
41-45	Character becomes selfishly possessive about the item.
46-49	Character becomes paranoid about losing the item and afraid of damage occurring to it.
50-51	Character’s alignment changes.
52-54	Character must attack nearest creature (5% chance [a 01-05 result on d%] each day).
55-57	Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58-60	Character’s vision is blurry (-2 penalty to attacks, saves, and skill checks requiring vision).
61-64	Character gains one negative level.
65	Character gains two negative levels.
66-70	Character must make a Will save each day or take 1 point of temporary Intelligence damage.
71-75	Character must make a Will save each day or take 1 point of temporary Wisdom damage.
76-80	Character must make a Will save each day or take 1 point of temporary Charisma damage.
81-85	Character must make a Fortitude save each day or take 1 point of temporary Constitution damage.
86-90	Character must make a Fortitude save each day or take 1 point of temporary Strength damage.
91-95	Character must make a Fortitude save each day or take 1 point of temporary Dexterity damage.
96	Character is polymorphed into a specific creature (5% chance [a 01-05 result on d%] each day).
97	Character cannot cast arcane spells.
98	Character cannot cast divine spells.
99	Character cannot cast any spells.
100	DM’s choice: DM either picks one of the above that’s appropriate or creates a drawback 

Table: Specific Cursed Items

d%	Item					Market Price
--	----					------------

01-05	Incense of obsession			200 gp
06-15	Ring of clumsiness			500 gp
16-20	Amulet of inescapable location		1,000 gp
21-25	Stone of weight				1,000 gp
26-30	Bracers of defenselessness		1,200 gp
31-35	Gauntlets of fumbling			1,300 gp
36-40	-2 sword, cursed			1,500 gp
41-43	Armor of rage				1,600 gp
44-46	Medallion of thought projection		1,800 gp
47-50	Spear, cursed backbiter			2,000 gp
51-55	Flask of curses				2,100 gp
56-57	Dust of sneezing and choking		2,400 gp
58	Helm of opposite alignment		4,000 gp
59-64	Potion of poison			5,000 gp
65	Broom of animated attack		5,200 gp
66-67	Robe of powerlessness			5,500 gp
68	Vacuous grimoire			6,000 gp
69-70	Armor of arrow attraction		9,000 gp
71-72	Net of snaring				10,000 gp
73-75	Bag of devouring			15,500 gp
76-80	Mace of blood				16,000 gp
81-85	Robe of vermin				16,500 gp
86-88	Periapt of foul rotting			17,000 gp
89-92	Sword, berserking			17,500 gp
93-96	Boots of dancing			30,000 gp
97	Crystal hypnosis ball			-
98	Necklace of strangulation		60,000 gp
99	Cloak of poisonousness			62,000 gp
100	Scarab of death				80,000 gp


d%	Mental Ability Scores		Communication		Capabilities			Market Price Modifier
--	---------------------		-------------		------------			---------------------

01-34	Two at 2d6+5, one at 3d6	Semiempathy*		One primary ability		+10,000 gp
35-59	Two at 2d6+6, one at 3d6	Empathy**		Two primary abilities		+15,000 gp
60-79	Two at 2d6+7, one at 3d6	Speech†			Two primary abilities		+17,500 gp
80-91	Two at 2d6+8, one at 3d6	Speech†			Three primary abilities		+25,000 gp
92-97	Two at 2d6+9, one at 3d6	Speech†			Three primary abilities‡	+32,000 gp
98	Two at 2d6+10, one at 3d6	Speech, telepathy††	Three primary abilities‡	+55,000 gp
	and one extraordinary power
99	Two at 2d6+11, one at 3d6	Speech, telepathy††	Three primary abilities‡‡	+78,000 gp
	and two extraordinary powers
100	Two at 2d6+12, one at 3d6	Speech, telepathy††	Four primary abilities‡‡	+90,000 gp
	and two extraordinary powers

*The possessor receives some signal (a throb or tingle, for example) when the item’s ability functions.

**The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.

†Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus.

††The item can use either communication mode at will, with language use as any speaking item.

‡The item can also read any languages it can speak.

‡‡The item can read all languages as well as read magic.


Table: Item Alignment

d%	Alignment of Item
--	-----------------

01-05	Chaotic good
06-15	Chaotic neutral*
16-20	Chaotic evil
21-25	Neutral evil*
26-30	Lawful evil
31-55	Lawful good
56-60	Lawful neutral*
61-80	Neutral good*
81-100	Neutral

*The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment (in other words, chaotic, evil, good, or lawful). Thus, any chaotic character (CG, CN, CE) can use an item with chaotic neutral alignment.

Table: Intelligent Item Primary Abilities

d%	Primary Ability
--	---------------

01-04	Item can Intuit Direction (10 ranks)
05-08	Item can Sense Motive (10 ranks)
09-12	Wielder has free use of Combat Reflexes
13-16	Wielder has free use of Blind-Fight
17-20	Wielder has free use of Improved Initiative
21-24	Wielder has free use of Mobility
25-28	Wielder has free use of Sunder
29-32	Wielder has free use of Expertise
33-39	Detect [opposing alignment] at will
40-42	Find traps at will
43-47	Detect secret doors at will
48-54	Detect magic at will
55-57	Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58-60	Wielder has free use of evasion
61-65	Wielder can see invisible at will
66-70	Cure light wounds (1d8+5) on wielder 1/day
71-75	Feather fall on wielder 1/day
76	Locate object in a 120-ft. radius
77	Wielder does not need to sleep
78	Wielder does not need to breathe
79	Jump for 20 minutes on wielder 1/day
80	Spider climb for 20 minutes on wielder 1/day
81-90	Roll twice again on this table
91-100	Roll on Table 8-34: Intelligent Item Extraordinary Powers instead

Table: Intelligent Item Extraordinary Powers

										Times
d%	Extraordinary Power							Per Day
--	-------------------							-------

01-05	Charm person (DC 11) on contact						3/day
06-10	Clairaudience/clairvoyance (100-ft. range, 1 minute per use)		3/day
11-15	Magic missile (200-ft. range, 3 missiles)				3/day
16-20	Shield on wielder							3/day
21-25	Detect thoughts (100-ft. range, 1 minute per use)			3/day
26-30	Levitation (wielder only, 10 minute duration)				3/day
31-35	Invisibility (wielder only, up to 30 minutes per use)			3/day
36-40	Fly (30 minutes per use)						2/day
41-45	Lightning bolt (8d6 points of damage, 200-ft. range, DC 13)			1/day
46-50	Summon monster III							1/day
51-55	Telepathy (100 ft. range)						2/day
56-60	Cat’s grace (wielder only)						1/day
61-65	Bull’s strength (wielder only)						1/day
66-70	Haste (wielder only, 10 rounds)						1/day
71-73	Telekinesis (250 lb. maximum, 1 minute each use)			2/day
74-76	Heal									1/day
77	Teleport, 600 lb. maximum						1/day
78	Globe of invulnerability						1/day
79	Stoneskin (wielder only, 10 minutes per use)				2/day
80	Feeblemind by touch							2/day
81	True seeing								At will
82	Wall of force								1/day
83	Summon monster VI							1/day
84	Finger of death (100 ft. range, DC 17)					1/day
85	Passwall								At will
86-90	Roll twice again on this table						-
91-100	Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose

Table: Intelligent Item Purpose

d%	Purpose	
--	-------

01-20	Defeat/slay diametrically opposed alignment*
21-30	Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
31-40	Defeat/slay divine spellcasters (including divine entities and servitors)
41-50	Defeat/slay nonspellcasters
51-55	Defeat/slay a particular creature type
56-60	Defeat/slay a particular race or kind of creature
61-70	Defend a particular race or kind of creature
71-80	Defeat/slay the servants of a specific deity
81-90	Defend the servants and interests of a specific deity
91-95	Defeat/slay all (other than the item and the wielder)
96-100	DM’s or character’s choice


Table: Intelligent Item Special Purpose Powers

d%	Special Purpose Power
--	---------------------

01-10	Blindness* (DC 12) for 2d6 rounds
11-20	Confusion* (DC 14) for 2d6 rounds
21-25	Fear* (DC 14) for 1d4 rounds
26-55	Hold monster* (DC 14) for 1d4 rounds
56-65	Slay living* (DC 15)
66-75	Disintegrate* (DC 16)
76-80	True resurrection on wielder, one time only
81-100	+2 luck bonus to all saving throws, +2 deflection AC bonus, spell resistance 15

Table: Item Ego

Attribute of Item			Ego Points
-----------------			----------

Each +1 enhancement of item		1
Each +1 bonus of special abilities	1
Each primary ability*			1
Each extraordinary power*		2
Special purpose				4
Telepathic ability			1
Read languages ability			1
Read magic ability			1
Each +1 of Intelligence bonus		1
Each +1 of Wisdom bonus			1
Each +1 of Charisma bonus		1


1d4	High Score	Medium Score	Low Score
---	----------	------------	---------

1	Intelligence	Charisma	Wisdom
2	Intelligence	Wisdom		Charisma
3	Wisdom		Intelligence	Charisma
4	Charisma	Intelligence	Wisdom

Table: Armor and Shields

Minor	Medium	Major	Item			Market Price
-----	------	-----	----			------------

01-60	01-05	-	+1 shield		+1,000 gp
61-80	06-10	-	+1 armor		+1,000 gp
81-85	11-20	-	+2 shield		+4,000 gp
86-87	21-30	-	+2 armor		+4,000 gp
-	31-40	01-08	+3 shield		+9,000 gp
-	41-50	09-16	+3 armor		+9,000 gp
-	51-55	17-27	+4 shield		+16,000 gp
-	56-57	28-38	+4 armor		+16,000 gp
-	-	39-49	+5 shield		+25,000 gp
-	-	50-57	+5 armor		+25,000 gp
-	-	-	+6 armor/shield*	+36,000 gp
-	-	-	+7 armor/shield*	+49,000 gp
-	-	-	+8 armor/shield*	+64,000 gp
-	-	-	+9 armor/shield*	+81,000 gp
-	-	-	+10 armor/shield*	+100,000 gp
-	58-60	58-60	Specific armor**	-
-	61-63	61-63	Specific shield†	-
88-100	64-100	64-100	Special ability and roll again‡	

Table: Random Shield Type

d%	Shield			Shield Cost*
--	------			------------

01-10	Buckler			+165 gp
11-15	Shield, small, wooden	+153 gp
16-20	Shield, small, steel	+159 gp
21-30	Shield, large, wooden	+157 gp
31-95	Shield, large, steel	+170 gp
96-100	Shield, tower		+180 gp
Table: Armor Special Abilities

Minor	Medium	Major	Special Ability			Modifier*
----	------	-----	---------------			---------

-	01-02	01-02	Fortification, light 		+1 bonus
01-30	03-07	03-08	Glamered 			+1 bonus
31-52	08-19	09	Slick 				+1 bonus
53-74	20-30	10-11	Shadow 				+1 bonus
75-96	31-49	12-14	Silent moves 			+1 bonus
-	50-50	15-16	Spell resistance (13) 		+2 bonus
-	51-60	17-21	Ghost touch			+3 bonus
-	-	22-23	Invulnerability			+3 bonus
97-98	61-65	24-27	Fortification, moderate		+3 bonus
-	66	28-29	Spell resistance (15)		+3 bonus
-	67-71	30-31	Acid resistance			+3 bonus
-	72-76	32-41	Cold resistance			+3 bonus
-	77-81	42-51	Fire resistance			+3 bonus
-	82-86	52-61	Lightning resistance		+3 bonus
-	87-91	62-64	Sonic resistance		+3 bonus
-	92-94	65-67	Spell resistance (17)		+4 bonus
-	95	68-69	Etherealness			+5 bonus
-	96-98	70-72	Fortification, heavy		+5 bonus
-	-	73-74	Spell resistance (19)		+5 bonus
99-100	99-100	75-100	Roll twice again**		-

*Add to enhancement bonus on Table: Armor and Shields to determine total market price.

**If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Table: Shield Special Abilities

Minor	Medium	Major	Special Ability			Modifier*
-----	------	-----	---------------			---------

01-30	-	-	Bashing				+1 bonus
31-50	-	-	Blinding			+1 bonus
51-60	-	-	Fortification, light		+1 bonus
61-99	01-10	-	Arrow deflection		+2 bonus
-	11-16	01-15	Animated			+2 bonus
-	17-20	16-20	Spell resistance (13)		+2 bonus
-	21-25	21-25	Ghost touch			+3 bonus
-	26-30	26-35	Fortification, moderate		+3 bonus
-	31-40	36-38	Acid resistance			+3 bonus
-	41-50	39-41	Cold resistance			+3 bonus
-	51-60	42-44	Fire resistance			+3 bonus
-	61-70	45-47	Lightning resistance		+3 bonus
-	71-80	48-50	Sonic resistance		+3 bonus
-	-	51-55	Spell resistance (15)		+3 bonus
-	-	56-60	Spell resistance (17)		+4 bonus
-	-	61-65	Fortification, heavy		+5 bonus
-	81-90	66-70	Reflecting			+5 bonus
-	-	71-80	Spell resistance (19)		+5 bonus
100	91-100	81-100	Roll twice again**		-

*Add to enhancement bonus on Table: Armor and Shields to determine total market price.

**If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Table: Specific Armors

Medium	Major	Specific Armor			Market Price
------	-----	--------------			------------

01-10	-	Mithral shirt			1,100 gp
11-25	-	Elven chain			4,150 gp
26-35	-	Rhino hide			5,165 gp
36-45	-	Adamantine breastplate		5,350 gp
46-70	-	Dwarven plate			10,500 gp
71-80	01-10	Plate armor of the deep		16,650 gp
81-90	11-40	Banded mail of luck		18,900 gp
91-100	41-60	Breastplate of command		21,600 gp
-	61-80	Celestial armor			25,300 gp
-	81-100	Demon armor			41,650 gpTable: Specific Shields

Medium	Major	Specific Shield		Market Price
------	-----	---------------		------------

01-10	-	Darkwood shield		257 gp
11-18	-	Mithral large shield	1,020 gp
19-25	-	Adamantine shield	2,170 gp
26-45	01-20	Spined shield		2,670 gp
46-65	21-40	Caster’s shield		3,153 gp
66-90	41-60	Lion’s shield		9,170 gp
91-100	61-80	Winged shield		15,159 gp
-	81-100	Absorbing shield	50,170 gp


Table: Random Armor Type

d%	Armor		Armor Cost*
--	-----		-----------

01	Padded		+155 gp
02	Leather		+160 gp
03-12	Hide		+165 gp
13-27	Studded leather	+175 gp
28-42	Chain shirt	+250 gp
43	Scale mail	+200 gp
44	Chainmail	+300 gp
45-57	Breastplate	+350 gp
58	Splint mail	+350 gp
59	Banded mail	+400 gp
60	Half-plate	+750 gp
61-100	Full plate	+1,650 gp


Table: Potions

								Market
Minor	Medium	Major	Potion					Price
-----	------	-----	------					------

01-05	-	-	Jump					50 gp
06-10	-	-	Spider climb				50 gp
11-19	-	-	Cure light wounds			50 gp
20	01	-	Love					150 gp
21-24	02	-	Vision					150 gp
25-28	03	-	Swimming				150 gp
29-32	04	-	Hiding					150 gp
33-36	05	-	Sneaking				150 gp
37	06	-	Oil of timelessness			150 gp
38-42	07	-	Reduce (at 5th level)			250 gp
43-47	08	-	Enlarge (at 5th level)			250 gp
48-50	09	-	Speak with animals			300 gp
51-53	10	01	Clairaudience/clairvoyance		300 gp
54-56	11-12	02	Charisma				300 gp
57-59	13-14	03	Intelligence				300 gp
60-62	15-16	04	Wisdom					300 gp
63-65	17-18	05	Alter self				300 gp
66-68	19-21	06-07	Blur					300 gp
69-71	22-24	08	Darkvision				300 gp
72-74	25-26	09	Ghoul touch				300 gp
75-77	27-29	10	Delay poison				300 gp
78-80	30-32	11-13	Endurance				300 gp
81-83	33-40	14-16	Cure moderate wounds			300 gp
84-86	41-45	17-19	Detect thoughts				300 gp
87-89	46-50	20-22	Levitate				300 gp
90-91	51-55	23-25	Aid					300 gp
92-93	56-60	26-30	Invisibility				300 gp
94	61-65	31-35	Lesser restoration			300 gp
95	66-70	36-40	Cat’s grace				300 gp
96	71-75	41-45	Bull’s strength				300 gp
97	76-77	46	Truth					500 gp
98	78-79	47	Glibness				500 gp
99	80-84	48-49	Nondetection				750 gp
100	85-87	50-51	Tongues					750 gp
-	88-91	52-53	Water breathing				750 gp
-	92	54-55	Remove paralysis			750 gp
-	93	56-57	Remove blindness/deafness		750 gp
-	94	58-59	Remove disease				750 gp
-	95-96	60-69	Neutralize poison			750 gp
-	97	70-73	Cure serious wounds			750 gp
-	98	74-75	Fly					750 gp
-	-	76-77	Protection from elements (cold)		750 gp
-	-	78-79	Protection from elements (electricity)	750 gp
-	-	80-83	Protection from elements (fire)		750 gp
-	-	84-85	Protection from elements (acid)		750 gp
-	-	86-87	Protection from elements (sonic)	750 gp
-	-	88-90	Haste					750 gp
-	-	91-93	Gaseous form				750 gp
-	-	94-95	Oil of slipperiness			900 gp
-	99-100	96-98	Heroism					900 gp
-	-	99-100	Fire breath				900 gp

Roll d%. An 01 result indicates the ring is intelligent, 02-31 indicates that something (a design, inscription, etc.) provides a clue to its function, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes. Rings with charges can never be intelligent.

Table: Rings

Minor	Medium	Major	Potion					Market Price
-----	------	-----	------					------------

01-05	-	-	Climbing				2,000 gp
06-10	-	-	Jumping					2,000 gp
11-25	-	-	Protection +1				2,000 gp
26-30	-	-	Warmth					2,100 gp
31-40	-	-	Feather falling				2,200 gp
41-45	-	-	Swimming				2,300 gp
46-50	-	-	Sustenance				2,500 gp
51-55	01-05	-	Counterspells				4,000 gp
56-60	06-10	-	Mind shielding				8,000 gp
61-70	11-20	-	Protection +2				8,000 gp
71-75	21-25	-	Force shield				8,500 gp
76-80	26-30	01	Ram					8,600 gp
81-85	31-35	02	Animal friendship			9,500 gp
86-90	36-40	03	Chameleon power				12,000 gp
91-95	41-45	04	Water walking				15,000 gp
96-100	46-50	05-06	Elemental resistance, minor		16,000 gp
-	51-60	07-10	Protection +3				18,000 gp
-	61-70	11-15	Invisibility				20,000 gp
-	71-75	16-20	Wizardry (I)				20,000 gp
-	76-80	21-25	Elemental resistance, major		24,000 gp
-	81-82	26-30	X-ray vision				25,000 gp
-	83-84	31-35	Evasion					25,000 gp
-	85-86	36-40	Blinking				30,000 gp
-	87-88	41-45	Protection +4				32,000 gp
-	89-90	46-50	Wizardry (II)				40,000 gp
-	91-92	51-55	Freedom of movement			40,000 gp
-	93-94	56-60	Friend shield				50,000 gp
-	95-96	61-65	Protection +5				50,000 gp
-	97-98	66-70	Shooting stars				50,000 gp
-	99	71-75	Telekinesis				75,000 gp
-	100	76-80	Wizardry (III)				80,000 gp
-	-	81-84	Spell storing				90,000 gp
-	-	85-87	Regeneration				90,000 gp
-	-	86-89	Three wishes				97,950 gp
-	-	90-92	Wizardry (IV)				100,000 gp
-	-	93-94	Djinni calling				125,000 gp
-	-	95-96	Spell turning				150,000 gp
-	-	97	Air elemental command			200,000 gp
-	-	98	Earth elemental command			200,000 gp
-	-	99	Fire elemental command			200,000 gp
-	-	100	Water elemental command			200,000 gp

Table: Rods

Medium	Major	Rod				Market Price
------	-----	---				------------

01-06	-	Immovable			7,500 gp
07-12	-	Metal and mineral detection	10,500 gp
13-20	01-05	Cancellation			11,000 gp
21-25	06-10	Wonder				12,000 gp
26-29	11-15	Python				13,000 gp
30-34	16-20	Flame extinguishing		15,000 gp
35-40	21-27	Withering			17,000 gp
41-45	28-33	Viper				19,000 gp
46-52	34-40	Thunder and lightning		23,000 gp
53-60	41-50	Enemy detection			23,500 gp
61-68	51-55	Splendor			25,000 gp
69-78	56-65	Negation			35,000 gp
79-90	66-80	Flailing			40,000 gp
91-96	81-85	Absorption			50,000 gp
97-99	86-90	Rulership			60,000 gp
100	91-94	Security			61,000 gp
-	95-98	Lordly might			70,000 gp
-	99-100	Alertness			72,000 gp

Table: Arcane Spell Scrolls

1st-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-05	Burning hands					25 gp
06-10	Change self					25 gp
11-15	Charm person					25 gp
16-18	Color spray					25 gp
19-22	Detect secret doors				25 gp
23-25	Detect undead					25 gp
26-28	Enlarge						25 gp
29-31	Erase						25 gp
32-36	Feather fall					25 gp
37-39	Grease						25 gp
40-44	Identify					125 gp
45-47	Jump						25 gp
48-51	Mage armor					25 gp
52-54	Magic weapon					25 gp
55-57	Mount						25 gp
58-60	Ray of enfeeblement				25 gp
61-63	Reduce						25 gp
63-66	Shield						25 gp
67-69	Shocking grasp					25 gp
70-73	Silent image					25 gp
74-78	Sleep						25 gp
79-81	Spider climb					25 gp
82-84	Summon monster I				25 gp
85-87	Tenser’s floating disk				25 gp
88-92	Unseen servant					25 gp
93-95	Ventriloquism					25 gp
96-100	DM’s choice of any 1st-level arcane spell	-

2nd-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-03	Arcane lock					175 gp
04-08	Blindness/deafness				150 gp
09-13	Blur						150 gp
14-18	Bull’s strength					150 gp
19-22	Cat’s grace					150 gp
23-25	Darkvision					150 gp
26-30	Detect thoughts					150 gp
31-33	Flaming sphere					150 gp
34-38	Invisibility					150 gp
39-41	Knock						150 gp
42-46	Levitate					150 gp
47-51	Locate object					150 gp
52-54	Melf’s acid arrow				150 gp
55-59	Minor image					150 gp
60-64	Mirror image					150 gp
65-69	Misdirection					150 gp
70-72	Protection from arrows				150 gp
73-77	See invisibility				150 gp
78-80	Spectral hand					150 gp
81-83	Stinking cloud					150 gp
84-87	Summon monster II				150 gp
88-92	Summon swarm					150 gp
93-95	Web						150 gp
96-100	DM’s choice of any 2nd-level arcane spell	-

3rd-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-05	Blink						375 gp
06-10	Clairaudience/clairvoyance			375 gp
11-15	Dispel magic					375 gp
16-20	Displacement					375 gp
21-25	Fireball					375 gp
26-28	Flame arrow					375 gp
29-31	Fly						375 gp
32-33	Gaseous form					375 gp
34-36	Greater magic weapon				375 gp
37-39	Halt undead					375 gp
40-42	Haste						375 gp
43-45	Hold person					375 gp
46-47	Invisibility sphere				375 gp
48-53	Lightning bolt					375 gp
54	Magic circle against chaos			375 gp
55	Magic circle against evil			375 gp
56	Magic circle against good			375 gp
57	Magic circle against law			375 gp
58-60	Nondetection					425 gp
61-65	Slow						375 gp
66-70	Spectral hand					375 gp
71-75	Suggestion					375 gp
76-79	Summon monster III				375 gp
80-84	Tongues						375 gp
85-87	Vampiric touch					375 gp
88-90	Water breathing					375 gp
91-100	DM’s choice of any 3rd-level arcane spell	-

4th-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-05	Charm monster					700 gp
06-10	Confusion					700 gp
11-15	Contagion					700 gp
16-20	Detect scrying					700 gp
21-23	Dimensional anchor				700 gp
24-28	Dimension door					700 gp
29-33	Emotion						700 gp
34-36	Enervation					700 gp
37-39	Evard’s black tentacles				700 gp
40-44	Fear						700 gp
45-47	Fire shield					700 gp
48-50	Ice storm					700 gp
51-55	Improved invisibility				700 gp
56-58	Lesser geas					700 gp
59-61	Minor globe of invulnerability			700 gp
65-67	Phantasmal killer				700 gp
68-70	Polymorph other					700 gp
71-73	Polymorph self					700 gp
74-76	Remove curse					700 gp
77-79	Shadow conjuration				700 gp
80-82	Stoneskin					950 gp
83-84	Summon monster IV				700 gp
85-87	Wall of fire					700 gp
88-90	Wall of ice					700 gp
91-100	DM’s choice of any 4th-level arcane spell	-

5th-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-04	Bigby’s interposing hand			1,125 gp
05-08	Cloudkill					1,125 gp
09-13	Cone of cold					1,125 gp
14-17	Dismissal					1,125 gp
18-21	Domination					1,125 gp
22-24	Feeblemind		  			1,125 gp
25-27	Greater shadow conjuration 			1,125 gp
28-31	Hold monster					1,125 gp
32-35	Major creation					1,125 gp
36-40	Mind fog					1,125 gp
41-44	Passwall					1,125 gp
45-49	Persistent image				1,125 gp
50-53	Shadow evocation				1,125 gp
54-56	Stone shape					1,125 gp
57-60	Summon monster V				1,125 gp
61-64	Telekinesis					1,125 gp
65-69	Teleport					1,125 gp
70-73	Transmute mud to rock				1,125 gp
74-77	Transmute rock to mud				1,125 gp
78-81	Wall of force					1,125 gp
82-86	Wall of iron					1,175 gp
87-90	Wall of stone					1,125 gp
91-100	DM’s choice of any 5th-level arcane spell	-

6th-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-04	Acid fog					1,650 gp
05-07	Analyze dweomer					1,650 gp
08-11	Antimagic field					1,650 gp
12-15	Bigby’s forceful hand				1,650 gp
16-19	Chain lightning					1,650 gp
20-23	Circle of death					2,150 gp
24-26	Control water					1,650 gp
27-30	Disintegrate					1,650 gp
31-33	Eyebite						1,650 gp
34-37	Flesh to stone					1,650 gp
38-41	Globe of invulnerability			1,650 gp
42-45	Greater shadow evocation			1,650 gp
46-49	Mass suggestion					1,650 gp
50-52	Mislead						1,650 gp
53-57	Move earth					1,650 gp
58-61	Otiluke’s freezing sphere			1,650 gp
62-65	Programmed image				1,650 gp
66-70	Project image					1,650 gp
71-75	Repulsion					1,650 gp
76-78	Shades						1,650 gp
79-82	Stone to flesh					1,650 gp
83-86	Summon monster VI				1,650 gp
87-90	True seeing					1,900 gp
91-100	DM’s choice of any 6th-level arcane spell	-

7th-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-05	Bigby’s grasping hand				2,275 gp
06-10	Control undead					2,275 gp
11-15	Delayed blast fireball				2,275 gp
16-20	Ethereal jaunt					2,275 gp
21-25	Finger of death					2,275 gp
26-30	Forcecage					3,775 gp
31-35	Limited wish					3,775 gp*
36-40	Mass invisibility				2,275 gp
41-45	Mordenkainen’s sword				2,275 gp
46-50	Power word, stun				2,275 gp
51-55	Prismatic spray					2,275 gp
56-60	Reverse gravity					2,275 gp
61-65	Sequester					2,275 gp
66-70	Spell turning					2,275 gp
71-75	Summon monster VII				2,275 gp
76-80	Teleport without error				2,275 gp
81-85	Vanish						2,275 gp
86-90	Vision						3,025 gp
91-100	DM’s choice of any 7th-level arcane spell	-

*-Assumes no material component cost in excess of 1,000 gp and no XP cost in excess of 300 XP.

8th-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-03	Antipathy					3,000 gp
04-08	Bigby’s clenched fist				3,000 gp
09-13	Clone						4,000 gp
14-18	Demand						3,000 gp
19-23	Horrid wilting					3,000 gp
24-28	Incendiary cloud				3,000 gp
29-33	Mass charm					3,000 gp
34-38	Maze						3,000 gp
39-43	Mind blank					3,000 gp
44-48	Otiluke’s telekinetic sphere			3,000 gp
49-53	Otto’s irresistible dance			3,000 gp
54-58	Polymorph any object				3,000 gp
59-63	Power word, blind				3,000 gp
64-68	Prismatic wall					3,000 gp
69-73	Protection from spells				3,500 gp
74-78	Screen						3,000 gp
79-83	Summon monster VII				3,000 gp
84-88	Sunburst					3,000 gp
89-90	Sympathy					4,500 gp
91-100	DM’s choice of any 8th-level arcane spell	-

9th-Level Arcane Spells

d%	Spell						Market Price
--	-----						------------

01-07	Bigby’s crushing hand				3,825 gp
08-14	Energy drain					3,825 gp
15-21	Imprisonment					3,825 gp
22-28	Meteor swarm					3,825 gp
29-35	Mordenkainen’s disjunction 			3,825 gp
43-49	Prismatic sphere				3,825 gp
50-56	Shapechange					3,825 gp
57-63	Summon monster IX				3,825 gp
64-69	Time stop					3,825 gp
70-76	Wail of the banshee				3,825 gp
77-83	Weird						3,825 gp
84-90	Wish						28,825 gp*
91-100	DM’s choice of any 9th-level arcane spell	-

*-Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP.

Table: Divine Spell Scrolls

1st-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-05	Bless						25 gp
06-10	Calm animals					25 gp
11-14	Command						25 gp
15-19	Cure light wounds				25 gp
20-22	Detect chaos					25 gp
23-25	Detect evil					25 gp
26-28	Detect good					25 gp
29-31	Detect law					25 gp
32-34	Detect snares and pits				25 gp
35-39	Doom						25 gp
40-44	Entangle					25 gp
43-49	Faerie fire					25 gp
50-54	Inflict light wounds				25 gp
55-59	Invisibility to animals				25 gp
60-64	Invisibility to undead				25 gp
65-67	Magic fang					25 gp
68-70	Magic stone					25 gp
71-73	Magic weapon					25 gp
74-77	Sanctuary					25 gp
78-82	Shillelagh					25 gp
83-86	Summon monster I				25 gp
87-90	Summon nature’s ally I				25 gp
91-100	DM’s choice of any 1st-level divine spell	-

2nd-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-05	Aid						150 gp
06-10	Augury						150 gp
11-15	Barkskin					150 gp
16-20	Bull’s strength					150 gp
21-25	Charm person or animal				150 gp
26-28	Chill metal					150 gp
29-31	Cure moderate wounds				150 gp
32-36	Delay poison					150 gp
37-39	Flame blade					150 gp
40-42	Flaming sphere					150 gp
43-47	Heat metal					150 gp
48-50	Hold animal					150 gp
51-55	Hold person					150 gp
56-58	Inflict moderate wounds				150 gp
59-63	Lesser restoration				150 gp
64-67	Silence						150 gp
68-70	Speak with animals				150 gp
71-75	Spiritual weapon				150 gp
76-79	Summon monster II				150 gp
80-83	Summon nature’s ally II				150 gp
84-85	Summon swarm					150 gp
86-90	Undetectable alignment				150 gp
91-100	DM’s choice of any 2nd-level divine spell	-

3rd-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-02	Call lightning					375 gp
03-09	Cure serious wounds				375 gp
10-13	Dispel magic					375 gp
14-15	Dominate animal					375 gp
16-17	Greater magic fang				375 gp
18-19	Inflict serious wounds				375 gp
20-22	Invisibility purge				375 gp
23-26	Locate object					375 gp
27-28	-Magic circle against chaos			375 gp
29-30	Magic circle against evil			375 gp
31-32	-Magic circle against good			375 gp
33-34	Magic circle against law			375 gp
35-38	Negative energy protection			375 gp
39-41	Neutralize poison				375 gp
42-43	Plant growth					375 gp
44-46	Prayer						375 gp
47-51	Protection from elements			375 gp
52-53	-Remove blindness/deafness			375 gp
54-56	Remove curse					375 gp
57-59	Remove disease					375 gp
60-62	Searing light					375 gp
63-65	Speak with dead					375 gp
66-67	Spike growth					375 gp
68-72	Stone shape					375 gp
73-75	Summon monster III				375 gp
76-78	Summon nature’s ally III			375 gp
79-80	Water breathing					375 gp
81-90	Water walk					375 gp
91-100	DM’s choice of any 3rd-level divine spell	-

4th-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-02	Antiplant shell					700 gp
03-05	Control water					700 gp
06-12	Cure critical wounds				700 gp
13-19	Discern lies					700 gp
20-24	Dispel magic					700 gp
25-27	Divine power					700 gp
28-34	Flame strike					700 gp
35-41	Freedom of movement				700 gp
42-47	Giant vermin					700 gp
48-50	Greater magic weapon				700 gp
51-53	Inflict critical wounds				700 gp
54-55	Lesser planar ally				700 gp
56-62	Neutralize poison				700 gp
63-66	Quench						700 gp
67-68	Restoration					800 gp
69-71	Rusting grasp					700 gp
72-74	Spell immunity					700 gp
75-76	Spike stones					700 gp
77-80	Summon monster IV				700 gp
81-82	Summon nature’s ally IV				700 gp
83-90	Tongues						700 gp
91-100	DM’s choice of any 4th-level divine spell	-

5th-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-07	Break enchantment				1,125 gp
08-13	Commune						1,625 gp
14-15	Control winds					1,125 gp
16-22	Cure critical wounds				1,125 gp
23-26	Dispel evil					1,125 gp
27-29	Dispel good					1,125 gp
30-35	Flame strike					1,125 gp
36-38	Greater command					1,125 gp
39-40	Hallow						6,125 gp*
41-43	Healing circle					1,125 gp
44-45	Ice storm					1,125 gp
46-50	Insect plague					1,125 gp
51-57	Raise dead					1,625 gp
58-60	Righteous might					1,125 gp
61-63	Slay living					1,125 gp
64-65	Spell resistance				1,125 gp
66-67	Summon monster V				1,125 gp
68-69	Summon nature’s ally V				1,125 gp
70-72	Transmute rock to mud				1,125 gp
73-74	True seeing					1,375 gp
75	Unhallow					6,125 gp*
76-78	Wall of fire					1,125 gp
79-80	Wall of stone					1,125 gp
81-90	Wall of thorns					1,125 gp
91-100	DM’s choice of any 5th-level divine spell	-

*-Allows for up to a 4th-level spell to be tied to the hallowed or unhallowed area.

6th-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-08	Antilife shell					1,650 gp
09-14	Blade barrier					1,650 gp
15-19	Find the path					1,650 gp
20-23	Fire seeds					1,650 gp
24-28	Geas/Quest					1,650 gp
29-34	Harm						1,650 gp
35-41	Heal						1,650 gp
42-47	Heroes’ feast					1,650 gp
48-55	Planar ally					1,650 gp
56-57	Repel wood					1,650 gp
58-60	Stone tell					1,650 gp
61-68	Summon monster VI				1,650 gp
69-71	Transport via plants				1,650 gp
72-77	Wall of stone					1,650 gp
78-80	Wind walk					1,650 gp
81-90	Word of recall					1,650 gp
91-100	DM’s choice of any 6th-level divine spell	-

7th-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-11	Control weather					2,275 gp
12-18	Creeping doom					2,275 gp
19-25	Destruction					2,275 gp
26-32	Dictum						2,275 gp
33-36	Fire storm					2,275 gp
37-40	Greater restoration				4,775 gp
41-47	Holy word					2,275 gp
48-54	Regenerate					2,275 gp
55-61	Repulsion					2,275 gp
62-68	Resurrection					2,775 gp
69-72	Summon monster VII				2,275 gp
73-76	Transmute metal to wood				2,275 gp
77-80	True seeing					2,525 gp
81-90	Word of chaos					2,275 gp
91-100	DM’s choice of any 7th-level divine spell	-

8th-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-06	Antimagic field					3,000 gp
07-12	Creeping doom					3,000 gp
13-18	Discern location				3,000 gp
19-25	Earthquake					3,000 gp
26-30	Finger of death					3,000 gp
31-35	Fire storm					3,000 gp
36-44	Holy aura					3,000 gp
45-50	Mass heal					3,000 gp
51-56	Repel metal or stone				3,000 gp
57-62	Reverse gravity					3,000 gp
63-68	Summon monster VIII				3,000 gp
69-74	Sunburst					3,000 gp
75-80	Unholy aura					3,000 gp
81-90	Whirlwind					3,000 gp
91-100	DM’s choice of any 8th-level divine spell	-

9th-Level Divine Spells

d%	Spell						Market Price
--	-----						------------

01-07	Earthquake					3,825 gp
08-14	Elemental swarm					3,825 gp
15-26	Energy drain					3,825 gp
27-38	Implosion					3,825 gp
39-50	Miracle						28,825 gp*
51-57	Shapechange					3,825 gp
58-68	Storm of vengeance				3,825 gp
69-80	Summon monster IX				3,825 gp
81-90	True resurrection				8,825 gp
91-100	DM’s choice of any 9th-level divine spell	-

Table: Scroll Spell Levels

Minor	Medium	Major	Spell Level	Spell’s Caster Level*
-----	------	-----	-----------	--------------------

01-50	-	-	1st		1st
51-95	01-05	-	2nd		3rd
96-100	06-65	-	3rd		5th
-	66-95	01-05	4th		7th
-	96-100	06-50	5th		9th
-	-	51-70	6th		11th
-	-	71-85	7th		13th
-	-	86-95	8th		15th
-	-	95-100	9th		17th


Table: Staffs

Medium	Major	Staff			Market Price
------	-----	-----			------------

01-10	-	Size alteration		6,500 gp
11-20	01-05	Charming		12,000 gp
21-30	06-15	Healing			33,000 gp
31-40	16-30	Fire			29,000 gp
41-50	31-40	Swarming insects	20,000 gp
51-60	41-50	Frost			70,000 gp
61-70	51-60	Earth and stone		85,000 gp
71-80	61-70	Defense			80,000 gp
81-89	71-80	Woodlands		90,000 gp
90-95	81-90	Life			130,000 gp
96-100	91-96	Passage			180,000 gp
-	97-100	Power			200,000 gp


Table: Wands
										Market
Minor	Medium	Major	Wand							Price
-----	------	-----	----							------

01-05	-	-	Detect magic						375 gp
06-10	-	-	Light							375 gp
11-15	-	-	Detect secret doors					750 gp
16-20	-	-	Color spray						750 gp
21-25	-	-	Burning hands						750 gp
26-30	01-03	-	Charm person						750 gp
31-35	04-06	-	Enlarge							750 gp
36-40	07-09	-	Magic missile (1st-level caster)			750 gp
41-45	10-12	-	Shocking grasp						750 gp
46-50	13-15	-	Summon monster I					750 gp
51-55	16-18	-	Cure light wounds					750 gp
56-58	19-21	-	Magic missile (3rd-level caster)			2,250 gp
59	22-23	01-02	Magic missile (5th-level caster)			3,750 gp
60-63	24-26	03	Levitate						4,500 gp
64-66	27-29	04	Summon monster II					4,500 gp
67-69	30-32	05	Silence							4,500 gp
70-72	33-35	06	Knock							4,500 gp
73-75	36-38	07	Daylight						4,500 gp
76-78	39-41	08-10	Invisibility						4,500 gp
79-81	42-44	11-12	Shatter							4,500 gp
82-84	45-48	13-15	Bull’s strength						4,500 gp
85-87	49-50	16-17	Mirror image						4,500 gp
88-90	51-53	18-19	Ghoul touch						4,500 gp
91-93	54-60	20-21	Cure moderate wounds					4,500 gp
94-96	61-63	22-23	Hold person						4,500 gp
97-98	64-66	24-25	Melf’s acid arrow					4,500 gp
99	67-69	26-27	Web							4,500 gp
100	60-71	28-30	Darkness						4,500 gp
-	72	31-33	Magic missile (7th-level caster)			5,250 gp
-	-	34-36	Magic missile (9th-level caster)			6,750 gp
-	73-75	37-39	Fireball (5th-level caster)				11,250 gp
-	76-80	40-41	Lightning bolt (5th-level caster)			11,250 gp
-	81-82	42-43	Summon monster III					11,250 gp
-	83-84	44-45	Keen edge						11,250 gp
-	85-86	46-47	Major image						11,250 gp
-	87-88	48-49	Slow							11,250 gp
-	89-90	50-51	Suggestion						11,250 gp
-	91-92	52-53	Dispel magic						11,250 gp
-	93-94	54-55	Cure serious wounds					11,250 gp
-	95	55-57	Contagion						11,250 gp
-	96	58	Charm person (heightened to 3rd-level spell)		11,250 gp
-	97	59	Fireball (6th-level caster)				13,500 gp
-	98-99	60-61	Searing light (6th-level caster)			13,500 gp
-	100	62-63	Lightning bolt (6th-level caster)			13,500 gp
-	-	64-65	Fireball (8th-level caster)				18,000 gp
-	-	66-67	-Lightning bolt (8th-level caster)			18,000 gp
-	-	68-69	Charm monster						21,000 gp
-	-	70-71	Fear							21,000 gp
-	-	72-73	Improved invisibility					21,000 gp
-	-	74-75	Polymorph self						21,000 gp
-	-	76-77	Polymorph other						21,000 gp
-	-	78-79	Ice storm						21,000 gp
-	-	80-81	Summon monster IV					21,000 gp
-	-	82-83	Wall of ice						21,000 gp
-	-	84	Wall of fire						21,000 gp
-	-	85	Ray of enfeeblement (heightened to 4th-level spell)	21,000 gp
-	-	86	Poison							21,000 gp
-	-	87	Suggestion (heightened to 4th-level spell)		21,000 gp
-	-	88-89	Neutralize poison					21,000 gp
-	-	90	Inflict critical wounds					21,000 gp
-	-	91-92	Cure critical wounds					21,000 gp
-	-	93	Restoration						21,100 gp
-	-	94	Fireball (10th-level caster)				22,500 gp
-	-	95	-Lightning bolt (10th-level caster)			22,500 gp
-	-	96	Holy smite (8th-level caster)				24,000 gp
-	-	97	-Chaos hammer (8th-level caster)			24,000 gp
-	-	98	Unholy blight (8th-level caster)			24,000 gp
-	-	99	Order’s wrath (8th-level caster)			24,000 gp
-	-	100	Stoneskin						37,700 gp*

Table: Weapons

Minor	Medium	Major	Weapon Bonus		Base Price*
-----	------	-----	------------		-----------

01-70	01-10	-	+1			2,000 gp
71-85	11-20	-	+2			8,000 gp
-	21-58	01-20	+3			18,000 gp
-	59-62	21-38	+4			32,000 gp
-	-	39-49	+5			50,000 gp
-	-	-	+6**			72,000 gp
-	-	-	+7**			98,000 gp
-	-	-	+8**			128,000 gp
-	-	-	+9**			162,000 gp
-	-	-	+10**			200,000 gp
-	63-68	50-63	Specific weapon	-
86-100	69-100	64-100	Special ability and roll again

Table: Weapon Type Determination

d%	Weapon Type
--	-----------

01-70	Common melee weapon
71-80	Uncommon weapon
81-100	Common ranged weapon

Table: Common Melee Weapons

d%	Weapon		Weapon Cost*
--	------		------------

01-04	Dagger		+302 gp
05­-14	Greataxe	+320 gp
15-24	Greatsword	+350 gp
25-28	Kama		+302 gp
29-41	Longsword	+315 gp
42-45	Mace, light	+305 gp
46-50	Mace, heavy	+312 gp
51-54	Nunchaku	+302 gp
55-57	Quarterstaff**	+600 gp
58-61	Rapier		+320 gp
62-66	Scimitar	+315 gp
67-70	Shortspear	+302 gp
71-74	Siangham	+303 gp
75-84	Sword, bastard	+335 gp
85-89	Sword, short	+310 gp
90-100	Waraxe, dwarven	+330 gp

**Masterwork double weapons incur double the masterwork cost to account for each head. Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities.

Table: Common Ranged Weapons

d%	Weapon						Weapon Cost*
--	------						------------

01-10	Ammunition
01-50	Arrows (50)					+350 gp
51-80	Bolts, crossbow (50)				+350 gp
81-100	Bullets, sling (50)				+350 gp
11-15	Axe, throwing					+308 gp
16-25	Crossbow, heavy					+350 gp
26-35	Crossbow, light					+335 gp
36-39	Dart						+300 gp 5 sp
40-41	Javelin						+301 gp
42-46	Shortbow					+330 gp
47-51	Shortbow, composite				+375 gp
52-56	Shortbow, mighty composite (+1 Str bonus)	+450 gp
57-61	Shortbow, mighty composite (+2 Str bonus)	+525 gp
62-65	Sling						+300 gp
66-75	Longbow						+375 gp
76-80	Longbow, composite				+400 gp
81-85	Longbow, mighty composite (+1 Str bonus)	+500 gp
86-90	Longbow, mighty composite (+2 Str bonus)	+600 gp
91-95	Longbow, mighty composite (+3 Str bonus)	+700 gp
96-100	Longbow, mighty composite (+4 Str bonus)	+800 gp

Table: Melee Weapon Special Abilities

Market Price
Minor	Medium	Major	Special Ability		Modifier*
-----	------	-----	---------------		---------

01-15	01-10	-	Defending		+1 bonus
16-25	11-15	01-03	Flaming			+1 bonus
26-35	16-20	04-06	Frost			+1 bonus
36-45	21-25	07-09	Shock			+1 bonus
46-55	26-30	10-12	Ghost touch		+1 bonus
56-70	31-40	-	Keen‡			+1 bonus
71-80	41-50	13-17	Mighty cleaving		+1 bonus
81-89	51	18-19	Spell storing		+1 bonus
90-99	52-56	20-21	Throwing		+1 bonus
-	57-59	22-26	Bane			+2 bonus
-	60-62	27-29	Disruption†		+2 bonus
-	63-65	30-33	Flaming burst		+2 bonus
-	66-68	34-37	Icy burst		+2 bonus
-	69-71	38-41	Shocking burst		+2 bonus
-	72-76	42-44	Thundering		+2 bonus
-	77-79	46-47	Wounding		+2 bonus
-	80-82	48-52	Holy			+2 bonus
-	83-85	53-57	Unholy			+2 bonus
-	86-88	58-62	Lawful			+2 bonus
-	89-91	63­-67	Chaotic			+2 bonus
-	92	68-71	Brilliant energy	+4 bonus
-	93	70-73	Dancing			+4 bonus
-	94-95	74-76	Speed			+4 bonus
-	-	77-80	Vorpal‡			+5 bonus
100	96-100	81-100	Roll again twice**	-

*Add to enhancement bonus on Table 8-10: Weapons to determine total market price.

**Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

†Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.

‡Slashing weapons only. Reroll if randomly generated for a nonslashing weapon.

Table: Ranged Weapon Special Abilities

Market Price
Minor	Medium	Major	Special Ability		Modifier*
-----	------	-----	---------------		---------

01-20	01-15	-	Returning		+1 bonus
21-40	16-30	-	Distance		+1 bonus
41-60	31-35	01-10	Flaming			+1 bonus
61-80	36-40	11-20	Shock			+1 bonus
81-100	41-45	21-30	Frost			+1 bonus
-	46-50	31-40	Flaming burst		+2 bonus
-	51-55	41-50	Icy burst		+2 bonus
-	56-60	51-60	Shocking burst		+2 bonus
-	61-66	61-65	Bane			+2 bonus
-	67-74	66-70	Holy			+2 bonus
-	75-82	71-75	Unholy			+2 bonus
-	83-90	76-80	Lawful			+2 bonus
-	91-98	81-85	Chaotic			+2 bonus
-	-	86-90	Speed			+4 bonus
-	-	91-97	Brilliant energy	+4 bonus
-	99-100	98-100	Roll again twice**	-

*Add to enhancement bonus on Table: Weapons to determine total market price.

**Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Bane:
d%	Designated Foe
--	--------------

01-05	Aberrations
06-08	Animals
09-13	Beasts
14-20	Constructs
21-25	Dragons
26-30	Elementals
31-35	Fey
36-40	Giants
41-45	Magical beasts
46-50	Monstrous humanoids
51-53	Oozes
54-58	Outsiders, chaotic
59-65	Outsiders, evil
66-70	Outsiders, good
71-75	Outsiders, lawful
76-77	Plants
78-85	Shapechangers
86-92	Undead
93-94	Vermin
95-100	Humanoids (choose subtype)

Table: Uncommon Weapons

d%	Weapon			Weapon Cost*
--	------			------------

01-03	Axe, orc double**	+660 gp
04-07	Battleaxe		+310 gp
08-10	Chain, spiked		+325 gp
11-12	Club			+300 gp
13-16	Crossbow, hand		+400 gp
17-19	Crossbow, repeating	+550 gp
20-21	Dagger, punching	+302 gp
22-23	Falchion		+375 gp
24-26	Flail, dire**		+690 gp
27-31	Flail, heavy		+315 gp
32-35	Flail, light		+308 gp
36-37	Gauntlet		+302 gp
38-39	Gauntlet, spiked	+305 gp
40-41	Glaive			+308 gp
42-43	Greatclub		+305 gp
44-45	Guisarme		+309 gp
46-48	Halberd			+310 gp
49-51	Halfspear		+301 gp
52-54	Hammer, gnome hooked**	+620 gp
55-56	Hammer, light		+301 gp
57-58	Handaxe			+306 gp
59-61	Kukri			+308 gp
62-63	Lance, heavy		+310 gp
64-65	Lance, light		+306 gp
66-67	Longspear		+305 gp
68-70	Morningstar		+308 gp
71-72	Net			+320 gp
73-74	Pick, heavy		+308 gp
75-76	Pick, light		+304 gp
77-78	Ranseur			+310 gp
79-80	Sap			+301 gp
81-82	Scythe			+318 gp
83-84	Shuriken		+301 gp
85-86	Sickle			+306 gp
87-89	Sword, two-bladed**	+700 gp
90-91	Trident			+315 gp
92-94	Urgrosh, dwarven**	+650 gp
95-97	Warhammer		+312 gp
98-100	Whip			+301 gp

**Masterwork double weapons incur double the masterwork cost to account for each head. Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities.

Special Qualities: Roll d%. An 01 result indicates the wondrous item is intelligent, 02-31 indicates that something (a design, inscription, etc.) provides a clue to its function, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes.

Table: Specific Weapons

Medium	Major	Specific Weapon			Market Price
------	-----	---------------			------------

01-20	-	Sleep arrow			132 gp
21-40	-	Screaming bolt			257 gp
41-55	01-04	Javelin of lightning		751 gp
56-65	05-09	Slaying arrow			2,282 gp
66-70	-	Adamantine dagger		3,302 gp
71-72	10-11	Trident of fish command		3,815 gp
-	12-13	Slaying arrow (greater)		4,057 gp
73-74	14-17	Dagger of venom			9,302 gp
75-76	18-20	Adamantine battleaxe		9,310 gp
77-79	21-25	Trident of warning		9,815 gp
80-82	26-30	Assassin’s dagger		10,302 gp
83-85	31-35	Sword of subtlety		15,310 gp
86-88	36-40	Mace of terror			17,812 gp
89-91	41-45	Nine lives stealer		25,315 gp
92-94	46-50	Oathbow				27,875 gp
95-96	51-55	Sword of life stealing		30,315 gp
97-98	56-60	Flame tongue			32,315 gp
99-100	61-66	Life-drinker			40,320 gp
-	67-72	Frost brand			49,350 gp
-	73-78	Rapier of puncturing		50,320 gp
-	79-81	Sun blade			50,335 gp
-	82-83	Sword of the planes		52,315 gp
-	84-85	Sylvan scimitar			55,815 gp
-	86-87	Dwarven thrower			60,312 gp
-	88-90	Mace of smiting			75,312 gp
-	91-96	Holy avenger			120,315 gp
-	97-100	Luck blade			170,560 gp

Slaying arrows:
d%	Target Type
--	-----------

01-05	Aberrations
06-08	Animals
09-13	Beasts
14-20	Constructs
21-25	Dragons
26-30	Elementals
31-35	Fey
36-40	Giants
41-45	Magical beasts
46-50	Monstrous humanoid
51-53	Oozes
54-58	Outsiders, chaotic
59-65	Outsiders, evil
66-70	Outsiders, good
71-75	Outsiders, lawful
76-77	Plants
78-85	Shapechangers
86-92	Undead
93-94	Vermin
95-100	Humanoid (choose subtype)


Minor Wonderous:

01	Ioun stone (dull gray)					25 gp
02	Quaal’s feather token (anchor)				50 gp
03	Everburning torch					90 gp
04	Quaal’s feather token (tree)				100 gp
05	Quaal’s feather token (fan)				200 gp
06	Dust of tracelessness					250 gp
07	Quaal’s feather token (bird)				300 gp
08	Quaal’s feather token(swan boat)			450 gp
09	Dust of illusion					500 gp
10	Necklace of prayer beads(blessing)			500 gp
11	Quaal’s feather token (whip)				500 gp
12	Scarab, golembane (flesh)				800 gp
13	Bag of tricks (gray)					900 gp
14	Dust of dryness						900 gp
15	Bracers of armor (+1)					1,000 gp
16	Cloak of resistance (+1)				1,000 gp
17	Eyes of the eagle					1,000 gp
18	Goggles of minute seeing				1,000 gp
19	Hand of the mage					1,000 gp
20	Pearl of power (1st-level spell)			1,000 gp
21	Phylactery of faithfulness				1,000 gp
22	Scarab, golembane (clay)				1,000 gp
23	Stone of alarm						1,000 gp
24	Pipes of the sewers					1,150 gp
25	Scarab, golembane (stone)				1,200 gp
26	Brooch of shielding					1,500 gp
27	Scarab, golembane (iron)				1,600 gp
28	Necklace of fireballs (Type I)				1,650 gp
29	Pipes of sounding					1,800 gp
30	Quiver of Ehlonna					1,800 gp
31	Scarab, golembane (flesh and clay)			1,800 gp
32	Horseshoes of speed					1,900 gp
33	Amulet of natural armor (+1)				2,000 gp
34	Bead of force						2,000 gp
35	Boots of elvenkind					2,000 gp
36	Cloak of elvenkind					2,000 gp
37	Hat of disguise						2,000 gp
38	Heward’s handy haversack				2,000 gp
39	Horn of fog						2,000 gp
40	Slippers of spider climbing				2,000 gp
41	Universal solvent					2,000 gp
42	Vest of escape						2,000 gp
43	Dust of appearance					2,100 gp
44	Glove of storing					2,200 gp
45	Sovereign glue						2,400 gp
46	Bag of holding (Bag 1)					2,500 gp
47	Boots of the winterlands				2,500 gp
48	Boots of striding and springing				2,500 gp
49	Candle of truth						2,500 gp
50	Scarab, golembane (any golem)				2,500 gp
51	Helm of comprehending languages and reading magic	2,600 gp
52	Necklace of fireballs (Type II)				2,700 gp
53	Bag of tricks (rust)					3,000 gp
54	Chime of opening					3,000 gp
55	Horseshoes of a zephyr					3,000 gp
56	Rope of climbing					3,000 gp
57	Dust of disappearance					3,500 gp
58	Lens of detection					3,500 gp
59	Figurine of wondrous power (silver raven)		3,800 gp
60	Amulet of health (+2)					4,000 gp
61	Bracers of armor (+2)					4,000 gp
62	Cloak of Charisma (+2)					4,000 gp
63	Cloak of resistance (+2)				4,000 gp
64	Gauntlets of ogre power					4,000 gp
65	Gloves of arrow snaring					4,000 gp
66	Gloves of Dexterity (+2)				4,000 gp
67	Headband of intellect (+2)				4,000 gp
68	Ioun stone (dusty rose prism)				4,000 gp
69	Keoghtom’s ointment					4,000 gp
70	Pearl of power (2nd-level spell)			4,000 gp
71	Periapt of proof against poison				4,000 gp
72	Periapt of Wisdom (+2)					4,000 gp
73	Stone salve						4,000 gp
74	Necklace of fireballs (Type III)			4,350 gp
75	Bracelet of friends					4,550 gp
76	Circlet of persuasion					4,500 gp
77	Incense of meditation					4,900 gp
78	Bag of holding (Bag 2)					5,000 gp
79	Ioun stone (clear spindle)				5,000 gp
80	Necklace of prayer beads (karma)			5,000 gp
81	Bracers of archery					5,100 gp
82	Eversmoking bottle					5,200 gp
83	Necklace of fireballs (Type IV)				5,400 gp
84	Murlynd’s spoon						5,500 gp
85	Nolzur’s marvelous pigments				5,500 gp
86	Wind fan						5,500 gp
87	Wings of flying						5,500 gp
88	Vestment, druid’s					5,800 gp
89	Cloak of arachnida					6,000 gp
90	Gloves of swimming and climbing				6,000 gp
91	Horn of goodness/evil					6,000 gp
92	Necklace of fireballs (Type V)				6,150 gp
93	Bag of tricks (tan)					6,300 gp
94	Circlet of blasting, minor				6,480 gp
95	Pipes of haunting					6,500 gp
96	Robe of useful items					7,000 gp
97	Hand of glory						7,200 gp
98	Bag of holding (Bag 3)					7,400 gp
99	DM’s choice						-
100	DM’s choice						-

Medium Wonderous
01	Boots of levitation					7,500 gp
02	Harp of charming					7,500 gp
03	Periapt of health					7,500 gp
04	Candle of invocation					7,800 gp
05	Amulet of natural armor (+2)				8,000 gp
06	Boots of speed						8,000 gp
07	Ioun stone (dark blue rhomboid)				8,000 gp
08	Ioun stone (deep red sphere)				8,000 gp
09	Ioun stone (incandescent blue sphere)			8,000 gp
10	Ioun stone (pale blue rhomboid)				8,000 gp
11	Ioun stone (pink rhomboid)				8,000 gp
12	Ioun stone (pink and green sphere)			8,000 gp
13	Ioun stone (scarlet and blue sphere)			8,000 gp
14	Goggles of night					8,000 gp
15	Necklace of fireballs (Type VI)				8,100 gp
16	Belt, monk’s						9,000 gp
17	Bracers of armor (+3)					9,000 gp
18	Cloak of resistance (+3)				9,000 gp
19	Decanter of endless water				9,000 gp
20	Pearl of power (3rd-level spell)			9,000 gp
21	Talisman of the sphere					9,000 gp
22	Figurine of wondrous power (serpentine owl)		9,100 gp
23	Necklace of fireballs (Type VII)			9,150 gp
24	Deck of illusions					9,200 gp
25	Blessed book						9,500 gp
26	Bag of holding (Bag 4)					10,000 gp
27	Figurine of wondrous power (bronze griffon)		10,000 gp
28	Figurine of wondrous power (ebony fly)			10,000 gp
29	Necklace of prayer beads (healing)			10,000 gp
30	Robe of blending					10,000 gp
31	Stone of good luck (luckstone)				10,000 gp
32	Stone horse (courser)					10,000 gp
33	Boat, folding						10,500 gp
34	Amulet of undead turning				11,000 gp
35	Gauntlet of rust					11,500 gp
36	Boots, winged						12,000 gp
37	Horn of blasting					12,000 gp
38	Ioun stone (vibrant purple prism)			12,000 gp
39	Medallion of thoughts					12,000 gp
40	Pipes of pain						12,000 gp
41	Cape of the mountebank					12,960 gp
42	Lyre of building					13,000 gp
43	Portable hole						14,000 gp
44	Bottle of air						14,500 gp
45	Stone horse (destrier)					14,800 gp
46	Belt of dwarvenkind					14,900 gp
47	Ioun stone (iridescent spindle)				15,000 gp
48	Necklace of prayer beads (smiting)			15,000 gp
49	Periapt of wound closure				15,000 gp
50	Scabbard of keen edges					15,000 gp
51	Broom of flying						15,100 gp
52	Horn of the tritons					15,100 gp
53	Gem of brightness					15,200 gp
54	Pearl of the sirines					15,300 gp
55	Figurine of wondrous power (onyx dog)			15,500 gp
56	Chime of interruption					15,800 gp
57	Amulet of health (+4)					16,000 gp
58	Belt of giant strength (+4)				16,000 gp
59	Bracers of armor (+4)					16,000 gp
60	Cloak of Charisma (+4)					16,000 gp
61	Cloak of resistance (+4)				16,000 gp
62	Gloves of Dexterity (+4)				16,000 gp
63	Headband of intellect (+4)				16,000 gp
64	Pearl of power (4th-level spell)			16,000 gp
65	Periapt of Wisdom (+4)					16,000 gp
66	Figurine of wondrous power (golden lions)		16,500 gp
67	Figurine of wondrous power (marble elephant)		17,000 gp
68	Amulet of natural armor (+3)				18,000 gp
69	Carpet of flying (3 ft. by 5 ft.)			18,000 gp
70	Necklace of adaptation					19,000 gp
71	Cloak of the manta ray					20,000 gp
72	Ioun stone (pale green prism)				20,000 gp
73	Ioun stone (pale lavender ellipsoid)			20,000 gp
74	Ioun stone (pearly white spindle)			20,000 gp
75	Figurine of wondrous power (ivory goats)		21,000 gp
76	Rope of entanglement					21,000 gp
77	Cube of frost resistance				22,000 gp
78	Mattock of the titans					23,000 gp
79	Circlet of blasting, major				23,760 gp
80	Cloak of the bat					24,000 gp
81	Helm of underwater action				24,000 gp
82	Eyes of doom						24,500 gp
83	Bracers of armor (+5)					25,000 gp
84	Cloak of displacement, minor (20% miss chance)		25,000 gp
85	Cloak of resistance (+5)				25,000 gp
86	Mask of the skull					25,000 gp
87	Maul of the titans					25,000 gp
88	Pearl of power (5th-level spell)			25,000 gp
89	Dimensional shackles					26,000 gp
90	Iron bands of Bilarro					26,000 gp
91	Robe of scintillating colors				27,000 gp
92	Manual of bodily health +1				27,500 gp
93	Manual of gainful exercise +1				27,500 gp
94	Manual of quickness in action +1			27,500 gp
95	Tome of clear thought +1				27,500 gp
96	Tome of leadership and influence +1			27,500 gp
97	Tome of understanding +1				27,500 gp
98	Figurine of wondrous power (obsidian steed)		28,500 gp
99	Carpet of flying (4 ft. by 6 ft.)			29,000 gp
100	DM’s choice						-

Major Wonderous

01-02	Lantern of revealing					30,000 gp
03-04	Necklace of prayer beads (wind walking)			30,000 gp
05-06	Drums of panic						30,000 gp
07-08	Helm of telepathy					31,000 gp
09-10	Amulet of natural armor (+4)				32,000 gp
11-12	Amulet of proof against detection and location 		35,000 gp
13	Amulet of health (+6)					36,000 gp
14-15	Bracers of armor (+6)					36,000 gp
16	Belt of giant strength (+6)				36,000 gp
17	Cloak of Charisma (+6)					36,000 gp
18	Gloves of Dexterity (+6)				36,000 gp
19	Headband of intellect (+6)				36,000 gp
20-21	Pearl of power (6th-level spell)			36,000 gp
22	Periapt of Wisdom (+6)					36,000 gp
23-24	Orb of storms						38,000 gp
25-26	Scarab of protection					38,000 gp
27-28	Ioun stone (lavender and green ellipsoid)		40,000 gp
29-30	Ring gates						40,000 gp
31	Carpet of flying (5 ft. by 7 ft.)			41,000 gp
32	Crystal ball						42,000 gp
33	Helm of teleportation					48,600 gp
34	Bracers of armor (+7)					49,000 gp
35	Pearl of power (7th-level spell)			49,000 gp
36	Amulet of natural armor (+5)				50,000 gp
37	Cloak of displacement, major (50% miss chance)		50,000 gp
38	Crystal ball with detect invisibility			50,000 gp
39	Horn of Valhalla					50,000 gp
40	Necklace of prayer beads (summons)			50,000 gp
41	Crystal ball with detect thoughts			51,000 gp
42	Cloak of etherealness					52,000 gp
43	Carpet of flying (6 ft. by 9 ft.)			53,000 gp
44	Daern’s instant fortress				55,000 gp
45	Manual of bodily health +2				55,000 gp
46	Manual of gainful exercise +2				55,000 gp
47	Manual of quickness in action +2			55,000 gp
48	Tome of clear thought +2				55,000 gp
49	Tome of leadership and influence +2			55,000 gp
50	Tome of understanding +2				55,000 gp
51	Eyes of charming					56,000 gp
52	Robe of stars						58,000 gp
53	Darkskull						60,000 gp
54	Cube of force						62,000 gp
55	Bracers of armor (+8)					64,000 gp
56	Pearl of power (8th-level spell)			64,000 gp
57	Crystal ball with telepathy				70,000 gp
58	Pearl of power (two spells)				70,000 gp
59	Gem of seeing						75,000 gp
60	Robe of the archmagi					75,000 gp
61	Vestments of faith					76,000 gp
62	Amulet of the planes					80,000 gp
63	Crystal ball with true seeing				80,000 gp
64	Pearl of power (9th-level spell)			81,000 gp
65	Well of many worlds					82,000 gp
66	Manual of bodily health +3				82,500 gp
67	Manual of gainful exercise +3				82,500 gp
68	Manual of quickness in action +3			82,500 gp
69	Tome of clear thought +3				82,500 gp
70	Tome of leadership and influence +3			82,500 gp
71	Tome of understanding +3				82,500 gp
72	Mantle of spell resistance				90,000 gp
73	Robe of eyes						90,000 gp
74	Mirror of opposition					92,000 gp
75	Chaos diamond						93,000 gp
76	Eyes of petrification					98,000 gp
77	Bowl of commanding water elementals			100,000 gp
78	Brazier of commanding fire elementals			100,000 gp
79	Censer of controlling air elementals			100,000 gp
80	Stone of controlling earth elementals			100,000 gp
81	Manual of bodily health +4				110,000 gp
82	Manual of gainful exercise +4				110,000 gp
83	Manual of quickness in action +4			110,000 gp
84	Tome of clear thought +4				110,000 gp
85	Tome of leadership and influence +4			110,000 gp
86	Tome of understanding +4				110,000 gp
87	Apparatus of Kwalish					130,000 gp
88	Manual of bodily health +5				137,500 gp
89	Manual of gainful exercise +5				137,500 gp
90	Manual of quickness in action +5			137,500 gp
91	Tome of clear thought +5				137,500 gp
92	Tome of leadership and influence +5			137,500 gp
93	Tome of understanding +5				137,500 gp
94	Efreeti bottle						150,000 gp
95	Mirror of life trapping					152,000 gp
96	Cubic gate						156,000 gp
97	Helm of brilliance					157,000 gp
98	Iron flask						170,000 gp
99	Mirror of mental prowess				175,000 gp
100	DM’s choice						-

