Old School Essentials Advanced Fantasy Treasures
Old School Essentials Advanced Fantasy Treasures
Treasures
Treasures
1st Printing—November 2020
v1.0
Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
Advanced Treasures
▶ Inscribed on item: A command word
may simply be written on the item.
▶ Recorded elsewhere: A command
The 1970s Advanced edition of the word may be written on another object
world’s most popular fantasy RPG is (e.g. in a book), which may be found
treasured by old-school gamers for its together with the magic item or may be
vast selection of weird and wonderful in an entirely different location.
magic items. ▶ Obfuscation: Command words may
This book brings a selection of that be written in obscure (even dead) lan-
creative and wondrous magic into the guages, in code, in the form of a riddle, as
Old-School Essentials game, all presented script that can only be read by magic, or
in the usual easy-to-read format. in invisible script.
▶ Lost command words: Sometimes a
Using With Other Treasures Books command word has simply been lost. In
this case, characters may need to hire the
Referees who are using additional magic services of a sage or employ divination
items from other books (e.g. the items in magic to discover the command word.
Old-School Essentials Classic Fantasy)
may roll for magic items as follows:
1. Select item table: Randomly deter-
mine which magic item table to use.
Required Books
For example, if Classic Fantasy magic
items and items from this book are be- Old-School Essentials Classic Fantasy
ing used, a d6 roll of 1–3 may indicate
a Classic Fantasy magic item and 4–6 a This book is a supplement for the Old-
magic item from this book. School Essentials Classic Fantasy game.
2. Roll on item table: Roll on the select-
ed magic item table as normal. Advanced Fantasy: Monsters
A handful of magic items can summon
Command Words monsters described in the Advanced
Fantasy: Monsters book. If this book is not
Some magic items are activated by the in use, either re-roll such magic items or
speaking of a command word, which alter them to summon different monsters.
must be known by the character in order
to use the item. Discovering command
words for a magic item may not be easy:
▶ Guesswork: Sometimes, characters
may be able to guess a command word,
perhaps using previous clues as to the
nature of a magic item or its creator.
3
Miscellaneous Items
Miscellaneous Magic Items
d% Item d% Item
01 Alchemist's Beaker 32 Eyes of the Eagle
02 Amulet of Prot. Against Possession 33 Feather Token
03 Apparatus of the Crab 34 Figurine of Wondrous Power
04 Arrow of Location 35 Folding Boat
05 Bag of Transformation 36 Gem of Brightness
06 Book of Foul Corruption 37 Gem of Monster Attraction
07 Book of Infinite Spells 38 Gem of Pristine Faceting
08 Book of Sublime Holiness 39 Gem of Seeing
09 Boots of Dancing 40 Gloves of Dexterity
10 Bracers of Armour 41 Gloves of Swimming and Climbing
11 Bracers of Defencelessness 42 Horn of Cave-Ins
12 Brooch of Shielding 43 Horn of Frothing
13 Candle of Invocation 44 Horn of the Tritons
14 Chime of Opening 45 Horn of Valhalla
15 Chime of Ravening 46 Horseshoes of a Zephyr
16 Cloak of Defence 47 Horseshoes of Speed
17 Cloak of Flight 48 Incense of Meditation
18 Cloak of Poison 49 Incense of Obsession
19 Cloak of the Manta Ray 50 Instant Fortress
20 Crystal Hypnosis Ball 51 Ioun Stones
21 Cube of Force 52 Iron Flask
22 Cube of Frost Resistance 53 Jug of Endless Liquids
23 Decanter of Endless Water 54 Libram of Arcane Power
24 Deck of Many Things 55 Loadstone
25 Drums of Thunder 56 Luckstone
26 Dust of Appearance 57 Lyre of Building
27 Dust of Disappearance 58 Marvellous Pigments
28 Dust of Sneezing and Choking 59 Medallion of Thought Projection
29 Eyes of Charming 60 Mirror of Mental Prowess
30 Eyes of Minuscule Sight 61 Mirror of Opposition
31 Eyes of Petrification 62 Necklace of Adaptation
4
Miscellaneous Magic Items (Cont.)
d% Item d% Item
63 Necklace of Fireballs 82 Robe of Blending
64 Necklace of Strangulation 83 Robe of Eyes
65 Net of Aquatic Snaring 84 Robe of Powerlessness
66 Net of Snaring 85 Robe of Scintillating Colours
67 Oil of Insubstantiality 86 Robe of the Archmagi
68 Oil of Slipperiness 87 Robe of Useful Items
69 Pearl of Power 88 Rope of Entanglement
70 Pearl of Wisdom 89 Rope of Strangulation
71 Periapt of Foul Rotting 90 Rug of Suffocation
72 Periapt of Health 91 Saw of Felling
73 Periapt of Proof Against Poison 92 Scarab of Chaos
74 Periapt of Wound Closure 93 Scarab of Death
75 Phylactery of Betrayal 94 Scarab of Rage
76 Phylactery of Faithfulness 95 Spade of Mighty Digging
77 Phylactery of Longevity 96 Sphere of Annihilation
78 Pipes of the Sewers 97 Sweet Water
79 Portable Hole 98 Talisman of the Sphere
80 Purse of Plentiful Coin 99 Vacuous Grimoire
81 Restorative Ointment 00 Well of Many Worlds
6
Book of Foul Corruption Book of Infinite Spells
An unremarkable book with a powerful, A tome of great magical power with 1d8
unholy enchantment. Opening the book + 12 pages. Each page grants the owner
produces an effect dependent on the class the ability to cast a spell.
and alignment of the character. ▶ Non-spell casters: Suffer 5d4 damage
▶ Divine casters (lawful): Must save and are paralysed for 5d4 turns upon first
versus death or die. opening the book. Thereafter, they may
▶ Divine casters (neutral): Change benefit as normal from its powers.
alignment to chaotic. ▶ Reading a page: The owner gains the
▶ Divine casters (chaotic): Sense the ability to cast the associated spell. Spells
book’s foulness and may study it (requires are of level 1–5 and may be of any type
1 week) to gain one experience level and (e.g. cleric, druid, magic-user). Level and
one point of WIS. A character can only type are determined randomly per page.
gain this benefit once, even if another ▶ Turning to another page: The spell
book of foul corruption is discovered. on the previous page disappears forever
▶ Arcane casters: Must save versus and the owner loses the ability to cast it.
spells or lose 1 point of INT. Once all pages have been read, the book
▶ Other classes (lawful): Suffer 4d10 is empty.
damage. ▶ Casting spells: The owner may cast
▶ Other classes (neutral): Change align- the spell on the last page read once per
ment to chaotic. day. If the spell is one that the character
could normally cast (according to class
▶ Other classes (chaotic): Unaffected.
and level), they can cast it 4 times a day.
▶ Vanishes after use: Once the book’s
▶ Each time a spell is cast: There is a
magical effect has occurred, it vanishes.
1-in-6 chance of the spell disappearing
from its page in the book. The owner
loses the ability to cast the spell and must
turn to another page.
▶ Storing the book: The owner benefits
from the book’s power even if it is not on
their person. It may thus be stored.
7
Book of Sublime Holiness Bracers of Armour
An unremarkable book with a powerful, Enchanted wrist-guards which grant the
holy enchantment. The effects of opening wearer protection as if wearing armour.
the book depend on the class and align- ▶ AC granted: The bracers grant an AC
ment of the character. of 8 – 1d4 [11 + 1d4]. (The AC granted by
▶ Divine casters (lawful): Sense that the each pair of bracers is fixed.)
book is holy and may study it (requires ▶ Wearing along with armour: The
1 week) to gain one experience level and bracers grant no benefit.
one point of WIS. A character can only
gain this benefit once, even if another Bracers of Defencelessness
book of sublime holiness is discovered.
Cursed wrist-guards which seem to grant
▶ Divine casters (neutral or chaotic): the wearer protection as if they were
Lose one experience level. This incurs a wearing armour, but actually render them
loss of one Hit Die of hit points, as well as defenceless.
all other benefits due to the lost level (e.g.
spells, saving throws, etc.). The charac- ▶ When initially worn: The bracers
ter’s XP is reduced to halfway between grant an AC of 5 [14], as long as the char-
the former and new levels. If this would acter wears no armour.
reduce the character below 1st level, they ▶ Dangerous combat: Once the wearer
are either unaffected (neutral alignment) is in a dangerous combat situation, the
or die (chaotic). bracers’ curse activates.
▶ Arcane casters: Must save versus ▶ Curse of defencelessness: Once the
spells or lose 1 point of INT. curse is activated, the wearer’s AC is 9
▶ Other classes (lawful or neutral): [10]. Any bonuses due to DEX or other
Unaffected. magical protections are negated.
▶ Other classes (chaotic): Suffer 4d10 ▶ Removing: Once the curse is active,
damage. the character cannot remove the bracers.
The curse can only be removed by magic
▶ Vanishes after use: Once the book’s
(e.g. remove curse).
magical effect has occurred, it vanishes.
8
Candle of Invocation Chime of Opening
Specially consecrated candles associated A 1’ long, hollow metal tube which has
with a specific alignment (determined the power to open bonds, locks, portals,
randomly). Characters of that alignment etc. when sounded.
gain benefits when lighting the candle. ▶ Opening: Each time the chime is
▶ If lit by a divine caster: The character sounded and left to ring for one minute,
is able to memorize and cast spells as if one portal, lock, lid, bar, etc. (as selected
they were two experience levels higher, by the user), is caused to open.
as long as the candle burns. When the ▶ Noise: There is a 1-in-6 chance of
candle goes out, any memorized spells wandering monsters being attracted each
beyond those the character may normally time the chime is sounded.
have are lost. ▶ Magical locks: Hold portal and wizard
▶ If lit by another character: The char- lock spells are negated (the latter only if
acter gains a +1 bonus to attack rolls and cast by a character below 9th level).
saving throws, as long as the candle burns. ▶ Charges: After being sounded 4d20
▶ Duration: The candle burns for a total times, the chime shatters.
of 4 hours. It can be extinguished and relit.
Chime of Ravening
A 1’ long, hollow metal tube which brings
about maddening hunger when sounded.
▶ Affected creatures: All within 60’.
▶ Creatures with food: Will drop any-
thing in their hands and immediately con-
sume the available food for 1d6 rounds.
▶ Creatures without food: Will move as
fast as possible to the location where the
chime was sounded. Once there, they will
attempt to kill and eat anyone present.
▶ Sating hunger: Each round a creature
eats, it may save versus spells to end the
ravenous hunger.
Cloak of Defence
A cloak of any possible appearance or
material which magically protects the
wearer from harm.
▶ Protection: The wearer gains a bonus
to AC and all saving throws.
▶ Bonus: When the cloak is found, roll
1d8: 1–4: +1, 5–6: +2, 7–8: +3.
▶ Wearing with armour: If the character
uses a shield, wears armour heavier than
leather, or wears magical armour,
the cloak has no effect.
9
Cloak of Flight Cloak of the Manta Ray
A plain-looking black cloak which can A leather cloak which wraps around the
grant the power of flight to the wearer. wearer when submerged in salt water,
▶ Command word: Upon speaking the granting them abilities like those of a
correct command word, the cloak trans- manta ray.
forms into a pair of great bat wings (20’ ▶ Breathing water: The wearer can
wingspan), allowing the wearer to fly for breathe underwater.
a limited period. ▶ Movement: The wearer can swim at
▶ Movement rate: 360’ (120’) for up to 2 180’ (60’) with ray-like wings.
turns, 180’ (60’) for up to 4 turns, or 120’ ▶ Armour Class: The wearer’s AC is 6
(40’) for up to 8 turns. [13], unless improved by magical armour
▶ Load: The character can fly with up to or protective devices.
their normal maximum load. ▶ Attacks: The wearer can attack once a
▶ Rest: Following a flight of the maxi- round with a tail barb (for 1d6 damage)
mum number of turns listed above, the and may also free their arms from the
character must lay down and rest for 6 cloak to make other attacks.
turns. Shorter flights require the charac- ▶ Disguise: While wearing the cloak
ter to rest proportionally less (e.g. a flight underwater, the wearer is 90% indistin-
at the fastest rate for 1 turn requires 3 guishable from a real manta ray.
turns of rest).
▶ Usage frequency: Up to once per day. Crystal Hypnosis Ball
Grants an arcane spell caster false visions
Cloak of Poison of any place or object that is brought to
A woollen cloak which instantly slays mind, while in reality bringing the user
anyone who dons it. under the sway of a baleful intelligence.
▶ Handling: The cloak can be handled ▶ False visions: The user sees the desired
safely. place or object in the crystal ball for up to
▶ Reviving the victim: As long as the 1 turn, but all impressions are false.
cloak remains in place, the victim cannot ▶ Usage frequency: Grants visions at
be restored to life. most 3 times a day.
▶ Removing: Once donned, can only ▶ Malign contact: In reality, the user
be removed by magic (e.g. remove curse). comes into mental contact with the
The victim may then be revived by other creator of the crystal ball—a malignant
magic (first to neutralize the poison and magic-user, lich, extra-planar entity, etc.
then to restore life). The visions are fabricated by that being.
▶ Mind control: Following each use
of the crystal ball, a suggestion is tele-
pathically implanted in the mind of the
user. These suggestions cause the user to
gradually come under the influence of the
remote intelligence, eventually coming to
do its bidding.
10
Cube of Force
A 3/4 inch cube of bone, ivory, or stone.
Pressing the faces of the cube activates a
10’ cubic force field around the character.
▶ Pressing faces: Each face of the cube
activates or deactivates the force field,
with the effects shown in the table below.
▶ Charges: The cube has 36 charges per
day. Activating the force field consumes a
number of charges per turn (see table).
▶ Blocking other effects: Effects other
than those listed in the table can be
blocked, but cost additional charges:
catapult shot / thrown boulders: 1 charge;
wall of fire / non-magical inferno: 2; fire
ball / pass-wall: 3; lightning bolt: 4; horn
of blasting / disintegrate: 6. Decanter of Endless Water
Cube of Force: Effects by Side A stoppered flask which, upon speaking
# Charges Move Keeps Out the proper command word, pours forth
fresh or salt water at three different rates
1 1 120’ (40’) Gases, wind of flow.
2 2 90’ (30’) Nonliving matter
▶ Stream: A trickle of 1 gallon (8 pints)
3 3 60’ (20’) Living things per round.
4 4 30’ (10’) Magic ▶ Fountain: A 5’ high fountain of 5
5 6 30’ (10’) All things gallons per round.
6 0 Normal Deactivates ▶ Geyser: A 20’ long jet of 30 gallons
Charges: Charges expended per turn. per round. Anyone holding the decanter
Move: Maximum movement rate while must make a STR check each round or be
force field of this type is active. knocked down by the force of the geyser.
▶ Attacking: The geyser can be used as
Cube of Frost Resistance a missile attack (20’ range), inflicting 1d2
damage per hit.
A 3/4 inch cube of bone, ivory, or stone. ▶ Filling spaces: The geyser will fill a 10’
Pressing a face activates a 10’ cubic field cubic space every 4 turns.
of protection around the character.
▶ Stopping the flow: A command word
▶ Inside the field: A pleasant ambient stops the water flowing, allowing the
temperature is maintained even if exter- stopper to be put back in.
nal conditions are much colder.
▶ Cold-based attacks: Are absorbed
by the field. If more than 50 hit points
of damage are absorbed in the space of
1 turn, the field collapses and cannot be
reactivated for 1 hour.
11
Deck of Many Things Key (Queen of Hearts)
Gain a random treasure map plus a
A deck of 22 ivory or vellum cards stored random magic weapon, staff, or wand (as
in a box or leather pouch. Each card appropriate to the character).
is inscribed with an image and a set of
magical glyphs. Knight (Jack of Hearts)
▶ Cards in the deck: The deck of many Gain the loyal service of a 4th level
things may be simulated with 22 normal fighter.
playing cards (indicated alongside the Fates (Ace of Hearts)
name of each card, below). Allows the character to avoid one situa-
▶ Drawing cards: A character may elect tion or the effects of one event, usable at
to draw up to 4 cards from the deck, be- any point in the future. The character’s
ing affected by the magical effects of each companions do not gain the same benefit.
card (see below). Drawn cards magically
return to the deck. Gem (2 of Hearts)
▶ Once only: Each character may only Gain 20 random gems or 20 random
draw once (1–4 cards) from a deck of pieces of jewellery.
many things. The Void (King of Clubs)
Sun (King of Diamonds) The character becomes a mindless au-
Gain 50,000 XP and one beneficial tomaton, their soul trapped in a prison
miscellaneous magic item. (Roll for the on another world or plane of exist-
magic item until something beneficial to ence. The soul can only be retrieved by
the character comes up.) questing (even a wish cannot retrieve
it). When this card is drawn, the deck
Moon (Queen of Diamonds) of many things disappears —no further
1d4 wishes, which must be used within 1 cards can be drawn.
turn per wish received.
Flames (Queen of Clubs)
Star (Jack of Diamonds) A powerful chaotic monster from another
Prime requisite increases by 2 points. If plane of existence becomes aware of the
this would raise the score above 18, the character and schemes to destroy them.
points are instead allocated to random
ability scores.
Vizier (Ace of Diamonds)
Grants the true and thorough answer to
one question or problem. The question
may be posed immediately or at any time
in the future.
Comet (2 of Diamonds)
Single-handedly defeat the next hostile
monster(s) encountered to gain a level.
Throne (King of Hearts)
CHA increases to 18 and the character
gains possession of a small keep.
12
Skull (Jack of Clubs) Medusa (Queen of Spades)
A lesser grim reaper appears and attacks Suffer a permanent –3 penalty to saves vs
the character, who must defeat it alone. If petrification.
the character is slain, they can never be
returned to life. If other characters help Rogue (Jack of Spades)
in the battle, lesser grim reapers appear to A friendly NPC (a retainer, if the charac-
fight them as well. ter has any) becomes utterly and perma-
nently hostile toward the character. The
Lesser Grim Reaper: AC –3 [22], hatred is initially secret and will only be
HD 10** (45hp), Att 1 × scythe (2d8), revealed at a devastating moment.
THAC0 11 [+8], MV 120’ (40’), SV D6
W7 P8 B8 S10 (10), ML 12, AL Neutral, Donjon (Ace of Spades)
XP 2,300, NA 1 (1), TT None The character is stripped of all equip-
▶ Undead: Immune to effects that affect ment and spells and is imprisoned, either
living creatures (e.g. poison). Immune to magically or physically. When this card is
mind-affecting or mind-reading spells drawn, the deck of many things disap-
(e.g. charm, hold, sleep). pears—no further cards can be drawn.
▶ Initiative: Always wins. Balance (2 of Spades)
▶ Attacks: Always hits. Change alignment (lawful becomes
▶ Energy immunity: Unharmed by cold, chaotic, chaotic becomes lawful, neutral
fire, and electricity. becomes lawful or chaotic). If the charac-
ter fails to behave according to their new
Idiot (Ace of Clubs) alignment, they will be judged by higher
Lose 1d4 points of INT. The character powers and risk annihilation.
may choose to draw another card.
Jester (Jester without Trademark)
Talons (2 of Clubs) Gain 10,000 XP or draw two more cards.
All magic items owned by the character After being drawn, the Jester card disap-
vanish instantly and permanently. pears forever.
Ruin (King of Spades) Fool (Jester with Trademark)
All money, valuables, and property Lose 10,000 XP (to a minimum of 0
owned by the character vanish instantly XP) and draw another card. After being
and permanently. drawn, the Fool card disappears forever.
13
Drums of Thunder Dust of Appearance
A pair of kettle drums which, when both Silk-wrapped parcels of ultra-fine, metal-
struck together, unleash a deafening lic dust which can reveal invisible things.
thunder. Usually 5d10 parcels are found together.
▶ All within 60’: Are permanently ▶ Throwing into the air: The dust coats
deafened by the noise. The deafness can everything in a 10’ radius.
only be cured by powerful magic (e.g. ▶ Blowing through a tube: The dust
cure serious wounds cast expressly for the coats everything in a 20’ long cone, 15’
purpose). wide at the end.
▶ All within 10’: Are also stunned and ▶ Effect: Anything coated in the dust is
unable to move or act for 2d4 rounds. rendered visible for 2d10 turns, negating
magic of invisibility, camouflage, dis-
placement, and mirror imaging.
14
Dust of Disappearance Dust of Sneezing and Choking
Silk-wrapped parcels of ultra-fine, metal- Silk-wrapped parcels of ultra-fine, me-
lic dust which renders anything it touches tallic dust which acts as a deadly poison
invisible. Usually 5d10 parcels are found when cast into the air. Usually 5d10
together. parcels are found together.
▶ Throwing into the air: The dust coats ▶ Throwing into the air: The dust fills a
everything in a 10’ radius. 20’ radius.
▶ Blowing through a tube: The dust ▶ Blowing through a tube: The dust fills
coats everything in a 20’ long cone, 15’ a 20’ long cone, 15’ wide at the end.
wide at the end. ▶ Effect: Any creatures in the area of the
▶ Effect: Anything coated in the dust is dust are overcome with fits of coughing
rendered invisible for 2d10 turns. and sneezing and must save versus poi-
▶ Invisible creatures: Always surprise son or die. Those that make the save are
others and gain a +4 bonus to AC. (These unable to act or move for 5d4 rounds.
benefits do not apply with enemies who
can detect invisible.) 15
Eyes of Charming Eyes of Minuscule Sight
A pair of crystal lenses that fit over the A pair of crystal lenses that fit over the
eyes. The wearer gains the power to eyes, granting the ability to see minuscule
charm persons who meet their gaze. details at close range (1’ or less).
▶ Usage: A charm may be placed upon ▶ Wearing only one lens: Causes intense
a person within 60’. One target may be dizziness, unless the other eye is closed.
charmed per round.
▶ Resisting: The subject may save versus Eyes of Petrification
spells to resist, with a +2 bonus if only A pair of crystal lenses that fit over the
one of the lenses is worn. eyes. The wearer is instantly turned to
▶ Charmed individuals: Regard the stone, without a saving throw.
character as a trusted friend, and will
come to their defence. Subjects will obey Eyes of the Eagle
the character’s commands, as long as
these are not obviously harmful and do A pair of crystal lenses that fit over the
not contradict the subject’s alignment. eyes, enhancing long range vision by 100
times (e.g. the wearer can see details at a
▶ Duration: The charm lasts until dis- distance of 2,000’ that would normally be
pelled or until the eyes are removed. visible at 20’).
▶ Wearing only one lens: Causes intense
16 dizziness, unless the other eye is closed.
Feather Token Fan Token
At sea, conjures a huge flapping fan
A small feather which produces a magical which can be commanded to do one of
effect when thrown. the following for up to 8 hours:
▶ Type of token: When found, roll 1. Propel: A single sailing vessel is
1d20 on the table below to determine the propelled by high winds, increasing its
token’s power. sailing speed by one half.
▶ Once only: A feather token disappears 2. Calm: In a storm, gale, or near gale,
after use. can create an area of calm or lighter
winds. (This does not affect wave size
Feather Token: Type in a storm, however.)
d20 Token Type (See Waterborne Adventuring in Old-
1–4 Anchor School Essentials Classic Fantasy for
5–7 Bird details on sailing and wind.)
8–10 Fan
Swan Boat Token
11–13 Swan boat Conjures a swan-like boat for 24 hours. It
14–18 Tree can swim without crew or wind, moving
19–20 Whip at 240’ (80’). The boat can hold up to 32
people and has AC 7 [12] and 1d6+3 × 10
Anchor Token hull points.
Causes a water vessel to remain moored
in the location where the token is used Tree Token
for one day (or until released). Causes a great oak to spring into being
(6’ diameter trunk, 60’ high, 40’ top
Bird Token diameter).
Summons a gargantuan bird for 24 hours.
The bird can be commanded to chase Whip Token
aggressive avian creatures away or to Conjures a huge leather whip which
transport the character. attacks on its own for up to 6 turns, at the
▶ Movement rate: 480’ (160’) flying. character’s command.
▶ Carrying: The bird is powerful enough ▶ Attacks: THAC0 13 [+6]. Can hit
to carry a huge animal (e.g. a mammoth) opponents that can only be harmed by
or a combination of smaller creatures. magic.
▶ Attacking: The bird cannot be com- ▶ Damage: 1d6+1. Save versus spells or
manded to attack. be entangled (unable to move or act) for
1d6+1 rounds.
17
Figurine of Wondrous Power Golden Lion
A male lion with formidable combat
A miniature (around 1” tall) statuette prowess.
carved in the form of an animal. Speak-
AC 6 [13], HD 5 (22hp), Att 2 × claw
ing the correct command word and cast-
(1d4+1), 1 × bite (1d10), THAC0 15 [+4],
ing the figurine onto the ground causes it
MV 150’ (50’), SV D12 W13 P14 B15 S16
to transform into a living animal which
(3), ML 12, AL Neutral, XP 175, NA 1
obeys the character’s commands.
(1), TT None
▶ Returning to figurine: Repeating the
▶ Usage frequency: Once a day, for up
command word returns the animal to its
to 1 hour.
figurine form.
▶ If slain: Cannot be brought back from
▶ If an animal is slain: It returns to its
statuette form for one full week.
figurine form.
▶ If a figurine is destroyed: Its magical Ivory Goat of Travelling
power is lost irrevocably. A large goat which can be ridden.
▶ Type: When a figurine is found, AC 6 [13], HD 4 (24hp), Att 2 × horn
determine its type at random using the (1d8), THAC0 16 [+3], MV 480’ (160’),
following table. SV D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 75, NA 1 (1), TT None
Figurine of Wondrous Power: Type ▶ Carrying loads: Moves at 360’ (120’)
d20 Type of Figurine with a rider.
1–3 Ebony fly ▶ Usage frequency: At most 24 hours in
4–6 Pair of golden lions the space of a week. After 24 hours of use,
7–8 Trio of ivory goats (travelling, the goat cannot be used again for at least
travail, and terror) 1 day. After 3 uses in total, the goat loses
9–11 Marble elephant its magic forever.
12–13 Obsidian steed Ivory Goat of Travail
14–17 Onyx dog A monstrous goat, larger than a bull.
18–20 Serpentine owl AC 0 [19], HD 16 (96hp), Att 1 × bite
(2d4), 2 × hoof (2d4+2), 2 × horn (2d6),
Ebony Fly THAC0 8 [+11], MV 240’ (80’), SV D8
A fly the size of a pony which may be W9 P10 B10 S12 (8), ML 12, AL Neutral,
ridden as a mount. XP 1,350, NA 1 (1), TT None
AC 4 [15], HD 4+4 (22hp), Att None, ▶ Charge: When not in melee. Requires
THAC0 15 [+4], MV 480’ (160’) flying, a clear run of at least 20 yards. Horns
SV D12 W13 P14 B15 S16 (2), ML 12, AL inflict double damage. May not make bite
Neutral, XP 125, NA 1 (1), TT None or hoof attacks when charging.
▶ Carrying loads: Moves at 360’ (120’) ▶ Usage frequency: Once per month for
with a rider. up to 12 hours. After 3 uses in total, the
▶ Usage frequency: 3 times a week, for goat loses its magic forever.
at most 12 hours a day.
18
Ivory Goat of Terror Obsidian Steed
A giant goat, as large as a warhorse, In figurine form, a vaguely quadruped
which may be ridden. The goat’s horns lump of obsidian. Transforms into a
become weapons which the rider may nightmare—an intelligent, demonic horse
wield. with glowing red eyes, flaming nostrils,
AC 2 [17], HD 8* (48hp), Att None, and hooves like smouldering embers.
THAC0 12 [+7], MV 360’ (120’), SV D12 AC –3 [22], HD 6* (27hp), Att 2 ×
W13 P14 B15 S16 (2), ML 12, AL Neu- flaming hoof (2d4 + 2), 1 × bite (2d4),
tral, XP 1,200, NA 1 (1), TT None THAC0 14 [+5], MV 150’ (50’) / 360’
▶ Horns: One horn may be wielded as a (120’) flying, SV D10 W11 P12 B13 S14
lance +3, the other as a sword +3. (6), ML 10, AL Chaotic, XP 500, NA 1
(1), TT None
▶ Charge: When not in melee. Requires
a clear run of at least 20 yards. Rider’s ▶ Burning smoke: Breathe out a chok-
lance inflicts double damage. ing cloud of burning smoke. Anyone in
▶ Aura of terror: In battle, opponents melee with a nightmare must save versus
within 30’ must save versus spells or poison or suffer –2 to attack and damage
suffer a –3 penalty to attack rolls while rolls against the monster.
the battle lasts. ▶ Usage frequency: Once per week, for
▶ Usage frequency: Once every 2 weeks up to 24 hours.
for up to 3 hours. After 3 uses in total, the Onyx Dog
goat loses its magic forever. A hunting dog with exceptional senses.
Marble Elephant AC 6 [13], HD 2+2 (11hp), Att 1 × bite
A large, tusked elephant that can be used (2d4), THAC0 17 [+2], MV 120’ (40’),
as a beast of burden or commanded to SV D12 W13 P14 B15 S16 (1), ML 11, AL
attack. Neutral, XP 25, NA 1 (1), TT None
AC 5 [14], HD 9 (40hp), Att 2 × tusk ▶ Tracking: By scent. Once started, very
(2d4) or 1 × trample (4d8), THAC0 12 difficult to put off the trail.
[+7], MV 120’ (40’), SV D10 W11 P12 ▶ Infravision: 90’.
B13 S14 (5), ML 12, AL Neutral, XP 900, ▶ Detect invisible: 65% chance.
NA 1 (1), TT None ▶ Intelligent: Speaks Common.
▶ Charge: In first round of combat, ▶ Usage frequency: Once per week, for
when not in melee. Requires clear run up to 6 hours.
of at least 20 yards. Tusks inflict double
damage. Serpentine Owl
▶ Trample: 3-in-4 chance of trampling A horned owl with telepathic powers.
each round. +4 to-hit human-sized or AC 7 [12], HD 1/2 (3hp), Att 2 × claw
smaller creatures. (1d2), THAC0 19 [0], MV 240’ (80’)
▶ Usage frequency: At most 4 times a flying, SV D12 W13 P14 B15 S16 (1), ML
month, for up to 24 hours at a time. 12, AL Neutral, XP 5, NA 1 (1), TT None
▶ Surprise: On a 1–5, due to silent flight.
▶ Telepathy: Can inform owner of what
it sees and hears.
▶ Usage frequency: Once per day, for up
to 8 hours.
19
Folding Boat Gem of Brightness
A normal-seeming wooden box (about A crystal in the shape of a long, rough
1’ cube) which magically unfolds into a prism. Three command words cause the
boat or ship when the correct command crystal to emit three different types of
word is spoken. light.
▶ Boat: One command word causes ▶ Charges: The gem has 50 charges.
the box to unfold into a small river boat ▶ Beam: A beam of pale light, 10’ long
(length 10’, beam 4’, draft 2’), with oars, and 2’ wide. Consumes no charges.
a sail, and an anchor. The boat can hold ▶ Ray: A momentary ray of bright light,
up to 4 human-sized characters and up to 50’ long and 1’ wide to be directed at
5,000 coins of cargo. It has a movement the eyes of a creature. The target must
rate of 150’ (50’) rowed and 240’ (80’) save versus spells or be blinded for 1d4
sailed, AC 8 [11], and 1d10 + 10 hull rounds. Expends 1 charge.
points.
▶ Flash: A momentary cone of blinding
▶ Ship: Another command word causes light, 30’ long and 5’ wide at the end. All
the box to unfold into a small sailing ship creatures in the cone must save versus
(length 24’, beam 8’, draft 6’), with 5 sets spells or be blinded for 1d4 rounds and
of oars, a sail, a cabin, and an anchor. The suffer a permanent penalty to attack
ship can hold up to 15 human-sized char- rolls equal to the number of rounds of
acters and up to 15,000 coins of cargo. It blindness. The attack penalty can only be
has a movement rate of 180’ (60’) rowed cured by powerful magic (e.g. cure serious
and 360’ (180’) sailed, AC 8 [11], and wounds cast expressly for the purpose).
1d20 + 20 hull points. Expends 5 charges.
▶ Folding down: The boat or ship folds ▶ Magical darkness: Negates the effects
back down into a box when a third com- of the gem.
mand word is uttered.
Gem of Monster Attraction
A shining, very valuable-looking gem.
A character who takes the gem comes
under a curse.
▶ Wandering monsters: Each time the
referee checks for wandering monsters,
the chance of an encounter is doubled.
▶ Pursuit: If the referee rolls to deter-
mine whether monsters pursue the char-
acter, the chance of pursuit is doubled.
▶ Discarding the gem: The jewel reap-
pears, hidden somewhere on the charac-
ter’s person, unless the curse is removed
by magic (e.g. remove curse).
20
Gem of Pristine Faceting Gloves of Dexterity
A magical gem which has the power to A pair of soft leather gloves which bestow
increase the value of other gems. remarkable manual dexterity.
▶ Usage: The gem must be placed with ▶ DEX increase: The wearer’s DEX in-
one or more other (non-magical) gems. creases by a number of points, depending
▶ Effect: There is a 20% chance of each on their normal DEX: 6 or less: +4, 7–13:
of the other gems being magically pol- +2, 14–17: +1.
ished, faceted, or otherwise perfected in ▶ Pick pockets: The wearer may pick
form. Affected gems increase in value by pockets, with a 35% chance of success
50%. (or a +10% bonus if already able to pick
▶ Charges: The gem has 10d10 charges. pockets). If the victim is above 5th level,
One charge is used each time it trans- the roll is penalised by 5% for every level
forms another gem. above 5th. There is always at least a 1%
▶ Facets: The gem has as many facets chance of failure. A roll of more than
as it has charges. Each time a charge is twice the percentage required for success
spent, it loses one facet. When all charges means that the attempted theft is noticed.
have been spent, it becomes a worthless The referee should determine the reaction
stone sphere. of the victim (possibly using the reaction
table under Encounters in Old-School
Gem of Seeing Essentials Classic Fantasy).
▶ Open locks: The wearer may pick
A finely cut, clear gem. Gazing through locks, with a 30% chance of success (or
the gem reveals hidden, enchanted, and a +10% bonus if already able to open
invisible things. locks). This requires thieves’ tools. The
▶ Secret doors and traps: Are revealed. character can only try this skill once per
▶ Invisibility: Invisible objects and crea- lock. If the roll fails, the character may
tures are perceived. not try the same lock again before gain-
▶ Illusions: Are seen through. ing an experience level.
▶ Enchantments: Enchanted objects and
creatures are made apparent. Gloves of Swimming and Climbing
▶ Range: Up to 30’. A pair of soft leather gloves which bestow
▶ Scanning speed: An area of 100 remarkable swimming and climbing skill.
square feet (e.g. ten × 10’ squares) can be ▶ Swimming: 180’ (60’) on the surface,
scanned in one round. 150’ (50’) underwater. (The ability to
▶ Chance of error: Per usage, there is a breath water is not conferred, however.)
5% chance that the gem will provide false ▶ Climbing sheer surfaces: With a 95%
information—a hallucination of some- chance of success (or 99% if the character
thing which is not really there. can already climb sheer surfaces). A roll
is required for each 100’ to be climbed.
If the roll fails, the character falls at the
halfway point, suffering falling damage.
21
Horn of Frothing
A normal-looking musical instrument
which is cursed to hamper the owner if
blown in perilous circumstances.
▶ Under normal circumstances: Blow-
ing the horn has no special effect.
▶ In perilous circumstances: (e.g. in the
presence of hostile monsters.) Blowing
the horn causes a mass of bubbles to froth
out and cover the character’s head. This
causes blindness for 2d10 rounds.
22
Horn of Valhalla Horseshoes of a Zephyr
An engraved metal hunting horn which Iron shoes which, when affixed, allow a
summons berserkers to fight for the horse to float slightly above the ground.
character. ▶ Water: The horse can move across
▶ Usage frequency: Once per week. water as if it were solid ground.
▶ Type of horn: When found, roll d% ▶ Tracks: The horse leaves no tracks.
on the table below to determine the exact ▶ Missing shoes: The magic of the shoes
powers of the horn. is only effective if all 4 are worn.
▶ Berserkers: The number of berserkers
summoned and their Hit Dice are shown Horseshoes of Speed
in the table below. Iron horseshoes which, when affixed,
▶ Duration: The berserkers remain until double a horse’s movement rate.
they are slain, have slain their opponents,
▶ Missing shoes: The magic of the shoes
or 1 hour has passed.
is only effective if all 4 are worn.
▶ Class limitations: Any character can
use the silver horn, but only clerics, fight- Incense of Meditation
ers, and thieves can use the other types,
as indicated in the table below. Small blocks of incense which grant boons
▶ Characters of other classes: If a char- to a divine spell caster when burned. 2d4
acter of a restricted class blows the horn, blocks are usually found together.
the summoned berserkers attack them. ▶ Burning: When lit, a distinctive
pearly-hued smoke and sweet fragrance
Horn of Valhalla: Type are produced. A block burns for 8 hours.
Berserkers ▶ Meditation: If the divine spell caster
d% Type Number HD Classes who lit the block prays and meditates for
8 hours in the vicinity of the incense, they
01–40 Silver 2d4+2 2 Any gain the following boons for 24 hours:
41–75 Brass 2d4+1 3 C, F, T a. Maximised spells: Any variable
76–90 Bronze 2d4 4 C, F qualities of spells cast have their
91–00 Iron 1d4+1 5 F maximum value. (e.g. cure light
Berserker: AC 4 [15], HD 2 to 5 (6hp per wounds heals the maximum: 7hp).
HD), Att 1 × weapon (1d6 or by weap- b. Save penalty: Saving throws
on), THAC0 19 [0] (HD 1–3) or 18 [+1] against the character’s spells are
(HD 4–5), MV 120’ (40’), SV D12 W13 penalised by –1.
P14 B15 S16 (HD 1–3) or D10 W11 P12 c. Raising the dead: If using the op-
B13 S14 (HD 4–5), ML 12, AL Neutral, tional rule for returning from death
XP 10/20/35/75/175, NA See above, TT (see Advanced Rules in Advanced
None Fantasy: Genre Rules), resurrection
magic used by the character has an
▶ Weapons: 50% have sword and spear, increased chance of success. For
50% have battle axe and spear. the sake of the survival roll, the
subject’s CON is increased by 4.
▶ Recognising: The unique aroma and
smoke can be recognised by divine
spell casters of 5th level or higher.
23
Incense of Obsession Instant Fortress
Small rectangular blocks of sweet-smell- A small metal cube which can transform
ing incense. 2d4 blocks are usually found into a metal tower 30’ tall and 20’ square.
together. Burning this incense causes a ▶ Command words: One command
divine spell caster to suffer the delusion word activates the tower and another
that their spell casting ability is greatly deactivates it, returning it to the form of a
enhanced. small metal cube.
▶ Burning: When lit, the incense pro- ▶ When activated: The tower springs
duces a distinctive pearly-hued smoke up in 1 round. Any (except the owner)
and fragrance, identical to that of incense within 20’ must save versus paralysis or
of meditation. A block burns for 1 hour. suffer 10d6 damage.
▶ Meditation: If the divine spell caster ▶ Exterior: The fortress has 3 storeys,
who lit the block prays and meditates in arrow slits on all 4 sides, a single entrance
the vicinity of the incense, they become door at ground level, and a crenellated
obsessed with spell casting. battlement atop it.
▶ Obsession: The character is de- ▶ Entering: The door only opens at the
termined to use their spells at every owner’s command. Knock spells cannot
opportunity, especially when not needed open it.
or when useless. The obsession remains ▶ Inside: Stairs lead to each of the 2
until all spells have been cast or until 24 upper storeys and the battlement.
hours have elapsed.
▶ Damaging: The tower is treated as a
vehicle (see Vehicles in Old-School Essen-
tials Classic Fantasy) with AC 5 [14] and
40 hull points. Only a wish can repair it
(2 hull points per wish).
▶ Deactivating: The fortress can only be
deactivated when it is empty.
24
Ioun Stones
Small, floating stones of different forms
and hues. 1d10 are usually found together.
▶ Type of stone: When found, roll 1d20
on the table below to determine the type
of each stone. Duplicate rolls in a single
cache of stones indicate a burned out,
dull grey stone.
▶ Activating: A stone’s power is activat-
ed when held then released beside the
character’s head, whereupon it takes up a
circling orbit 1d3 feet around the head.
▶ Stealing: Stones may be grasped or
netted to separate them from their owner.
▶ Attacking stones: AC 0 [19] and 10hp.
▶ Storing: The character may grasp an
orbiting stone to store it, deactivating its
power temporarily.
25
Iron Flask Jug of Endless Liquids
A flask of iron, decorated with silver A glass or ceramic jug which can pour
runes and sealed with a sigil-engraved forth different liquids on command.
brass plug. The flask—if the appropriate ▶ Naming a liquid: If the name of one of
command word is used—has the power the following liquids is spoken out loud
to trap an extra-planar being and force it and the jug tipped, the liquid will pour
into servitude. forth up to the quantities listed:
▶ When found: There is a 50% chance a. Acid: Up to 1 vial. Enough to
that a creature (e.g. an elemental, djinni, dissolve 1 square foot of wood or
efreeti, invisible stalker, or other creature metal over 1 turn.
of extra-planar origin) is already trapped b. Ale: Up to 32 pints.
in the flask. c. Fresh water: Up to 64 pints.
▶ Removing the plug: Frees the trapped d. Oil: Up to 1 pint.
creature (if any). If the character speaks e. Poison: Up to 1 vial. If ingested,
the command word, the creature is forced the victim suffers 40hp of damage
to serve for 1 turn. If the command word (save versus poison for half). There
is not spoken, the creature’s reaction is a 40% chance of the poison being
should be determined randomly (see detected by scent before drinking.
Monster Reactions under Encounters in f. Salt water: Up to 128 pints.
Old-School Essentials Classic Fantasy). g. Vinegar: Up to 16 pints.
▶ Trapping creatures: If the flask is h. Wine: Up to 8 pints.
empty, an extra-planar creature within ▶ Rate of pouring: Up to 1 pint per
60’ can be trapped by removing the plug round.
and speaking the command word. The ▶ Usage frequency: Each type of liquid
creature may save versus spells to resist. may be poured at most once per day.
If the creature was previously trapped in
the flask, it gains a +2 bonus to the
26 save and becomes utterly hostile.
Libram of Arcane Power Loadstone
A tome of arcane knowledge affiliated A polished, roughly hewn piece of deco-
with a specific alignment. The effects of rative stone (e.g. agate) which afflicts the
opening the tome depend on the class owner with a curse of slow movement.
and alignment of the character. ▶ Flight: The curse takes effect when the
▶ Libram’s alignment: Determined by character attempts to flee from an enemy
rolling 1d6: 1–2: Lawful, 3–4: Neutral, (whether in combat or in pursuit).
5–6: Chaotic. ▶ Effect: The character’s movement rate
▶ Vanishes after use: Once the book’s is halved and they can only attack or cast
magical effect has occurred, it vanishes. spells every second round.
▶ Arcane casters (same alignment): ▶ Discarding the stone: The stone reap-
May study the tome for 1 week to gain pears, hidden somewhere on the charac-
one experience level. A character can ter’s person, unless the curse is removed
only gain this benefit once, even if anoth- by magic (e.g. remove curse).
er golden libram is discovered.
▶ Arcane casters (other alignment): Luckstone
Suffer 5d4 damage, fall unconscious for A polished, roughly hewn piece of deco-
5d4 turns, and become unable to gain rative stone (e.g. agate) which grants its
experience points unless a quest of atone- owner good luck.
ment is performed.
▶ Bonus: The character gains a +1 (or
▶ Other classes: Must save versus spells +5%, as applicable) bonus to saving
or become permanently insane. This throws, ability checks, and similar rolls.
insanity can only be removed by magic.
Lyre of Building
A beautifully crafted musical instrument
which, when played by a skilled musician,
has magical abilities of construction.
▶ Protecting buildings: Once per day,
playing the proper chords (treat as a com-
mand word) negates the effects of attacks
made against a building or construction.
e.g. this can negate the powers of a horn of
blasting (see Old-School Essentials Classic
Fantasy) or damage from siege weapons.
▶ Construction: Once per week, playing
the proper chords (treat as a command
word) allows buildings to be magically
constructed. Construction work equiv-
alent to that of 100 humans over 3 days
occurs in merely 3 turns.
▶ If disturbed while playing: There is a
50% chance of the effects of the lyre being
negated.
27
Medallion of Thought Projection
A medallion on a chain, enchanted with
the power of reading thoughts, but cursed
such that it also projects the wearer’s
thoughts to others.
▶ Focus: By concentrating for 1 round,
the wearer may target a creature within 30’.
▶ Resisting: At the referee’s option, the
target may save versus spells to resist.
▶ Concentration: While reading
thoughts, the wearer may move, but can-
not cast spells or attack.
▶ Thought projection: When used,
there is a 5-in-6 chance that the curse of
the medallion will project the wearer’s
Marvellous Pigments thoughts to all within 30’, alerting them
to the wearer’s presence nearby.
Pots of magical paint which can be
applied to a flat surface to conjure a real,
three-dimensional object. 1d4 pots of
Mirror of Mental Prowess
pigment are usually found together, along A large looking glass, 5’ tall and 2’ wide,
with a brush. which bestows several magical powers on
▶ Applying: The object to be conjured the character who possesses it.
must be painted onto a flat surface (e.g. ▶ Thought reading: The character can
wall, door, floor, ceiling). The artistic read the thoughts of anyone whose reflec-
skill of the character has no bearing—the tion is viewed in the mirror, even if the
object magically flows from the paint thoughts are in an unknown language.
brush, guided by the character’s imagina- ▶ Scrying: Up to 3 times per day, gain
tion alone. a vision (accompanied with sound) of a
▶ Time: Painting an object takes 1 turn. place or object that is brought to mind.
▶ Dimensions: Each pot of the pigments The clarity of the vision is dependant on
is sufficient to cover a 10’ × 10’ surface, the scryer’s familiarity with the subject. It
conjuring an object of up to 1,000 cubic is not possible to cast spells through the
feet (e.g. 10’ × 10’ × 10’). mirror into the viewed scene.
▶ Type of objects: Only non-magical, ▶ Dimensional travel: When scrying,
inanimate things may be conjured, for the character may choose to step into the
example: rooms, portals, armour, equip- mirror, appearing in the observed loca-
ment, trees, flowers, pits, passages, etc. tion. This works the same as the 6th level
▶ Valuable objects: May be conjured. illusionist spell through the looking glass.
These appear valuable, but are actually (See Druid and Illusionist Spells.)
constructed of low value materials (e.g. ▶ Questions: Once per week, a short
tin, glass, etc.). question about a creature whose reflec-
▶ Duration: Conjured objects are per- tion is viewed in the mirror. The answer
manent and real in every sense. will be true but brief.
28
Mirror of Opposition Necklace of Fireballs
A looking glass, 4’ tall and 3’ wide, which A cheap-looking medallion which allows
brings to life a double of anyone reflected one who wears it to throw fireballs.
in its surface. ▶ Type of necklace: When found, roll
▶ Reflections of creatures: Will step out 1d20 on the table below to determine the
of the mirror, magically brought to life, powers of the necklace.
and attack the original. ▶ Wearing: One who wears the necklace
▶ Mirror opposites: Have the same can perceive its true form: a golden chain
statistics, abilities (including spells), and hung with small golden spheres.
equipment as the original. ▶ Throwing spheres: The golden spheres
▶ Defeat: If the mirror opposite or the can be detached and thrown up to 70’,
original is killed, the mirror opposite exploding in a fireball.
disappears with all its equipment. ▶ Size of spheres: Golden spheres which
explode into higher damage fireballs are
Necklace of Adaptation larger.
A heavy chain with a medallion, which ▶ Fireballs: Inflict the listed damage on
grants the wearer the ability to survive all in a 20’ radius (save versus spells for
without breathing. half damage).
▶ Gases: Do not affect the wearer. ▶ If wearer is harmed by magical fire:
▶ Water or vacuum: The wearer can They must save versus spells. If the save
survive underwater, in a vacuum, or any fails, all remaining golden spheres ex-
other airless environment. plode immediately.
29
Necklace of Strangulation Oil of Slipperiness
A fabulous jewelled necklace which is A flask of thin oil which can make char-
cursed to strangle anyone who wears it. acters or objects impossible to grasp.
▶ Wearing: The necklace constricts ▶ Applying: The oil must be rubbed
around the character’s neck, inflicting 6 onto the character or object to be
points of damage per round. affected. A flask is sufficient for one hu-
▶ Removing: The necklace can only be man-sized character and their gear.
removed by magic (e.g. remove curse). ▶ Slipperiness: The subject becomes
▶ If the character dies: The necklace impossible to grasp or restrain, making
remains constricted in place until the them immune to constriction attacks and
corpse has rotted away (about 1 month). able to instantly slip out of webs, rope
It then loosens, ready for another victim. bonds, chains, and so forth.
▶ Applying to a floor: A flask can cover
Net of Snaring a 10’ square area. Creatures walking
A 10’ square net of meshed rope with the through the area have a 95% chance per
power to ensnare creatures. round of slipping over.
▶ Duration: 8 hours.
▶ Throwing: Can be thrown up to 20’.
Creatures must save versus spells or be
trapped.
Pearl of Power
▶ Suspending from above: A command A magical pearl which grants an arcane
word causes the net to drop. spell caster the ability to recall cast spells.
▶ Placing on the ground: A command ▶ Effect: The character may instantly
word can cause the net to close upwards. re-memorize one spell which has already
▶ Escaping: Only creatures of giant been cast. The spell must be among
strength can escape ensnarement. The those which the character most recently
strands of the net cannot be cut or dam- memorized.
aged by mundane means. ▶ Maximum spell level: When found,
roll 1d20 on the table below to determine
Net of Aquatic Snaring the maximum level of spell which may be
Only functions underwater. recalled.
▶ Usage frequency: The pearl’s power
Oil of Insubstantiality may be used once per day.
A flask of thin oil which has the power to
make characters or objects insubstantial. Pearl of Power: Maximum Spell Level
▶ Applying: The oil must be rubbed d20 Maximum Spell Level
onto the character or object to be 1–5 1st
affected. A flask is sufficient for one hu- 6–10 2nd
man-sized character and their gear. 11–14 3rd
▶ Insubstantiality: The subject becomes 15–17 4th
insubstantial—able to move through 18–19 5th
physical objects like a ghost. The subject
20 6th
can only be harmed by magic.
▶ Duration: 1d4+4 turns.
30
Pearl of Wisdom Periapt of Proof Against Poison
A normal-looking pearl which increases A small gem of apparently inconsequen-
the Wisdom of a divine spell caster who tial value which protects its possessor
keeps it on their person. against poison.
▶ Effect: The character’s WIS increases ▶ Power: When found, roll 1d10 on the
by 1 (maximum of 18) as long as the table below to determine the magnitude
pearl is on their person. of the periapt’s power.
▶ Delayed onset: The character must ▶ Effect: The periapt protects its owner
keep the pearl on their person for 30 days against poisons. The effect depends on
in order for it to take effect. the type of saving throw allowed by the
poison:
Periapt of Foul Rotting a. No save: The character has a
A small gem of apparently inconsequen- percentage chance of resisting the
tial value which curses its possessor with poison.
a horrible rotting disease. b. Save with penalty: The character
rolls the save without the penalty.
▶ Curse: The character loses 1 point of
c. Normal save: The character gains a
CHA, CON, and DEX per week, begin-
bonus to the saving throw.
ning one week after coming into posses-
sion of the gem. Periapt of Proof Against Poison: Bonuses
▶ Death: If any afflicted ability score
reaches 0, the character dies.
d10 No Save % Save Bonus
▶ Curing: The curse must first be re- 1–4 10% +1
moved (e.g. with remove curse) before the 5–7 20% +2
disease may be cured (e.g. cure disease). 8–9 30% +3
▶ Invisible sigils: The gem is engraved 10 40% +4
with magical sigils which can only be
seen by magic. Periapt of Wound Closure
Periapt of Health A small gem of apparently inconsequen-
tial value which protects its possessor
A small gem of apparently inconsequen- against wounding.
tial value which protects its possessor
▶ Bleeding: The character is immune to
against disease.
effects which cause damage by bleeding.
▶ Effect: While the gem is on the charac- ▶ Natural healing: The character regains
ter’s person, they are immune to all forms hit points from rest at twice the normal
of disease (including magical disease), rate (2d3hp per day of rest).
except the disease caused by the cursed
▶ Non-healable damage: The character
periapt of foul rotting.
can heal magically non-healable damage
normally.
31
Phylactery of Betrayal Pipes of the Sewers
A small box containing strips of parch- A set of wooden musical pipes with the
ment inscribed with holy text. Carries a power to summon and control rats.
curse which attracts enemies of a divine ▶ Playing: The magical effect is only
spell caster’s religion. activated by playing a specific melody,
▶ Wearing: The phylactery must be which must be learned (treat as a com-
strapped to the arm. mand word).
▶ Effect: Once strapped on, the phylac- ▶ Summons: If rats are within 400’, play-
tery’s curse is activated. Enemies of the ing the correct melody summons either
character’s religion (e.g. powerful mon- 1d6 × 10 giant rats or 3d6 × 10 normal
sters of the opposite alignment, priests of rats (see Monsters in Old-School Essen-
opposing religions, etc.) are alerted to the tials Classic Fantasy).
character’s presence when within 120’. ▶ Arrival: Summoned rats travel to-
▶ Removing: Once the curse is active, wards the character’s location at a rate of
the character cannot remove the phylac- 50’ per round.
tery. The curse can only be removed with ▶ Controlling: Summoned rats have a
magic (e.g. remove curse). 95% chance of obeying the character’s
mental commands, as long as they keep
Phylactery of Faithfulness playing the pipes.
A small box containing strips of parch- ▶ Stopping playing: Summoned rats
ment inscribed with holy text. Can fore- leave immediately. If playing is resumed,
warn a divine spell caster of actions or there is a 70% chance of the rats obey-
items which could cause deity disfavour. ing the character once more and a 30%
▶ Wearing: The phylactery must be chance of them attacking the character.
strapped to the arm. ▶ Controlled rats: The pipes can also
▶ Usage: The character must briefly con- be played to take over control of rats
template a course of action or item. controlled by another (e.g. by a vampire
or wererat). There is a 30% chance of
▶ Forewarning: The phylactery fore-
success per round. If successful, the other
warns the character if the contemplated
creature may attempt to reassert control,
course of action or item would cause the
also with a 30% chance per round.
character to change alignment or other-
wise bring about deity disfavour.
Phylactery of Longevity
A small box containing strips of parch-
ment inscribed with holy text. Has the
power to slow a divine spell caster’s
ageing process.
▶ Wearing: The phylactery must be
strapped to the arm.
▶ Effect: The character ages at 3/4 of the
normal rate. For example, after 4 years
wearing the phylactery, the character is
only 3 years older.
32
Portable Hole Purse of Plentiful Coin
A 6’ diameter circle of fine black cloth, A small leather pouch which can magi-
often found folded down to the size of cally duplicate coins placed inside it.
a handkerchief. The cloth can be placed ▶ When found: Filled with 26 coins of
upon a surface (floor, wall, ceiling, etc.) to each type (cp, sp, ep, gp, pp).
conjure an extra-dimensional hole. ▶ Refilling: Each morning, duplicates
▶ Placing on a surface: Creates a 6’ any coins left in it, producing up to 25
diameter, 10’ deep hole in the surface. coins of each type it contains. (e.g. if a
▶ Picking up: When placed upon a single gold piece is left in the pouch, the
surface, the cloth can be picked up by a following day it will contain 26gp.)
creature inside or outside of the hole. The ▶ If completely emptied: The purse
hole then disappears from the surface it permanently loses its magical power.
was placed on.
▶ Anything inside the hole: Remains Restorative Ointment
in an extra-dimensional space when the A jar of magical unguent which can cure
cloth is picked up. wounds, disease, and poisons. 1d3 jars
▶ Living creatures in the hole: Can are usually found together. Each jar con-
unfold the cloth (if they have it) to recre- tains 5 doses.
ate the hole at its last location. The hole
▶ Wounds: A dose cures 1d4 + 8 hp.
contains enough air for one turn.
▶ Disease: A dose cures any disease.
▶ Poison: A dose cures any poison.
33
Robe of Blending Robe of Powerlessness
A normal-looking robe with powers of A cursed robe which weakens one who
disguise and camouflage. dons it.
▶ Camouflage: The character can blend ▶ Strength loss: Reduced to STR 3.
into natural environments (e.g. rock ▶ Intelligence loss: Reduced to INT 3.
walls, undergrowth). ▶ Loss of magic: The character loses all
▶ Disguise: When among creatures of magical ability and cannot cast spells.
another type, the character can choose to ▶ Removing the robe: Does not remove
appear as one of them. The other type of the curse. This must be removed by mag-
creature may not be larger than twice the ic (e.g. remove curse).
character’s normal size or smaller than
half their normal size. Robe of Scintillating Colours
▶ Spotting the character: Observers of
high intelligence (e.g. INT 15 or more) or A normal-looking robe that can conjure a
with 10 or more Hit Dice have a 1-in-6 hypnotic pattern of incredible hues.
chance per turn of spotting the character. ▶ Minimum INT and WIS: Only a
▶ Allies: Can see the character normally. character with at least 15 INT and 13
WIS can use the robe’s magic.
Robe of Eyes ▶ Activating: The colours on the robe
begin flowing in the round following the
A luxurious robe adorned with dozens of activation of its magic.
eye motifs. Donning the robe grants the
following magical visual powers: ▶ Hypnotism: Creatures within 40’ that
see the hypnotic pattern must save versus
▶ Surprise: The robe’s visual powers pre- spells or stand transfixed for 1d4+1
vent the character from being surprised. rounds (unable to move or act). Follow-
▶ Infravision: To 120’. ing this period, another save is allowed.
▶ Multi-directional sight: The character ▶ Protection: The character gains a +1
can see in all directions at once. AC bonus per round the pattern is active
▶ See invisible: Within 120’. (to a maximum bonus of +5, after 5
▶ See displacement: The character sees rounds).
creatures using displacement effects (e.g. ▶ Concentration: In order to maintain
a displacer cloak) in their true location. the pattern, the character must not move
▶ Detect camouflage and hiding: The more than 10’ per round. Casting spells
character can plainly see anyone hiding and other actions are possible.
or using camouflage.
▶ Targeting with light: A light spell cast
directly on the robe causes the character
to be blinded for 1d3 rounds. Continual
light causes blindness for 2d4 rounds.
34
Robe of the Archmagi Robe of Useful Items
A normal-looking robe which grants a A plain-looking robe with the power to
variety of magical boons to an arcane conjure objects out of thin air.
spell caster of suitable alignment. ▶ Arcane spell casters: After donning
▶ Robe’s alignment: When found, roll the robe, they notice a series of cloth
1d20 to determine the robe’s alignment: patches sewn into it, shaped like items.
1–9: lawful, 10–15: neutral, 16–20: chaotic. ▶ Other characters: Cannot perceive or
▶ Character’s alignment: Upon don- use the powers of this robe.
ning the robe, an arcane spell caster ▶ Removing a patch: Takes 1 round. The
whose alignment differs from that of the patch permanently turns into the corre-
robe suffers 6d4 damage and changes sponding item.
alignment to that of the robe. ▶ Types of patches: The robe has the
▶ Arcane casters: Donning a robe grants following patches when found:
the following powers: a. Two daggers.
a. Protection: AC 5 [14]. b. Two 10’ poles.
b. Saves: +1 bonus to all saves. c. Two lanterns, lit and filled with oil.
c. Spell empowerment: When the d. Two large sacks.
character casts charm, hold, or poly- e. Two steel, hand-sized mirrors.
morph spells, the target suffers a –4 f. Two 50’ ropes.
penalty to the saving throw. g. 4d4 items rolled on the table below.
Rope of Strangulation
A cursed 50’ rope which strangles any
who attempt to activate its magic.
▶ Commanding: Any command issued
to the rope by a character holding it acti-
vates its curse.
▶ When activated: The rope springs to
life and attempts to strangle the character
holding it plus 1d4 others within 10’.
Saw of Felling
▶ Saving throw: Each victim may save
versus spells to avoid being strangled. A magical saw-blade of adamantine, 12’
▶ Strangled creatures: Suffer 2d6 dam- long and 1’ wide, with the power to saw
age per round, cannot cast spells, and are through trunks at a fantastic speed.
unable to free themselves in any way. ▶ Minimum STR: A character of STR 18
▶ Freeing victims: Dispel magic causes can operate the saw alone. Two characters
the rope to release the victims, as does of STR 17 can operate it together.
severing it. ▶ Cutting speed: The saw can cut
▶ Severing the rope: It has AC –2 [21] through a 4’ thick trunk in 3 turns, a
and 22 hit points. If cut through, the rope 2’ trunk in 1 turn, and a 1’ trunk in 3
becomes non-magical. rounds.
▶ Resting: After 6 turns of sawing, a
character must rest for 6 turns.
36
Scarab of Chaos Scarab of Rage
A small, scarab-shaped amulet with the A small, scarab-shaped amulet with the
power to drive those who see it tempo- power to instil a blood rage in those who
rarily insane. see it.
▶ Charges: 1d8+8 charges. ▶ Charges: 1d6+18 charges.
▶ Command word: The owner must ▶ Command word: The owner must
present the scarab and utter a command present the scarab and utter a command
word to activate its magic. word to activate its magic.
▶ When activated: Creatures within 20’ ▶ When activated: Intelligent enemies
must save versus spells (with a –2 penal- within 40’ are stricken with blood rage
ty) or become temporarily insane. (save versus spells to avoid).
▶ Insanity: Affected creatures cannot ▶ Blood rage: Affected creatures
cast spells and act completely irrationally. immediately attack the closest creature,
Each round, roll for the behaviour of each whether it is friend or foe. If the creature
subject on the table below. is killed, the stricken creature attacks the
▶ Duration: 1d4+8 rounds. next nearest. The rage causes a +1 bonus
to attack rolls, a +2 bonus to damage
Scarab of Chaos: Subject Behaviour rolls, and a –3 AC penalty.
2d6 Behaviour ▶ Duration: 1d6+6 rounds.
2–5 Attack scarab owner’s group
6–8 No action
Spade of Mighty Digging
9–12 Attack subject’s group A magical spade with an 8’ long handle
and a 3’ long head. The spade has the
power to excavate earth at a fantastic
Scarab of Death speed.
A small, scarab-shaped brooch which ▶ Minimum STR: Only a character of
carries a curse to kill anyone who pos- STR 18 or greater can use the spade.
sesses it.
▶ Digging speed: The spade can exca-
▶ Activating: The scarab’s curse is acti- vate a cubic yard of hard clay in 2 rounds,
vated when a character holds it for more a cubic yard of normal earth in 1 round,
than 1 round or when a character carries and a 2 cubic yards of loose soil in 1
it on their person for more than 1 turn. round.
▶ When activated: The scarab comes to ▶ Resting: After 10 rounds of digging,
life and tears through leather, cloth, and the character must rest for 5 rounds.
flesh, seeking the character’s heart. This
takes one round and causes death.
▶ Blocking / containing: The scarab
cannot tear through wood, ceramic, bone,
ivory, or metal. If placed in a container
of one of those materials, it remains inert
even when carried.
37
▶ If a check fails: The sphere slides to-
Sphere of Annihilation wards the character at a rate of 10’ for 1d4
A rift in the fabric of the multiverse rounds. Control cannot be reattempted
which manifests as a static 2’ globe of during this time.
absolute blackness. Anything it touches is ▶ Vying for control: If multiple arcane
utterly destroyed. spell casters vie for control of the sphere,
▶ Touching: Any matter which touches each must make a control check per
the sphere is instantly and permanently round, with the highest level character
annihilated. Restoration is impossible, rolling first. If all characters fail to control
even with a wish. the sphere, it slides towards the highest
▶ Moving: An arcane spell caster may level character as per if a check fails,
try to move the sphere with their mind. above.
The character must be at most 10’ per lev-
el away from the sphere. Any attempt to
Sphere of Annihilation: Control
move the sphere sets it in motion. Level Move/Round Control Chance
▶ Control check: A control check is re- 1–5 8’ 15%
quired each round. The chance of success 6–7 10’ 30%
depends on the character’s level, as shown 8–9 12’ 50%
in the table below. 10–11 14’ 60%
▶ If a check succeeds: The character can 12–13 16’ 70%
move the sphere in any direction for 1
14 18’ 80%
round, at the rate shown in the table.
38
Sweet Water
A vial of scintillating liquid with the
power to transmute liquids into pure,
drinkable water.
▶ Usage: The vial of sweet water must be
poured into the liquid to be purified. The
volume transmuted depends on the type
of the other liquid.
▶ Salt or impure water: Up to 100,000
cubic feet.
▶ Acid: Up to 1,000 cubic feet.
▶ Potions: One potion. (Rendered
non-magical.)
▶ Poisoned liquid: Up to 6 quarts.
41
Rod of Parrying Rod of Striking
A 5’ metal rod which provides offensive A rod which can be used as a weapon and
and defensive capabilities in melee. is especially potent against constructs and
▶ Attacking: The rod attacks as a +2 chaotic extra-planar monsters.
magic item, doing 1d8 damage. ▶ Attacking: The rod attacks as a +3
▶ Parrying: Instead of attacking, the magic item, doing 1d8 damage.
character may use the rod to parry, ▶ Used against constructs: (For exam-
gaining a +4 bonus to AC versus melee ple golems.) Each hit expends one charge
attacks for one round. It is not possible to and inflicts double damage. On a natural
parry with the rod when retreating from 20 attack roll, the construct is instantly
melee (see Movement under Combat in destroyed.
Old-School Essentials Classic Fantasy). ▶ Used against chaotic extra-planar
▶ No charges: Does not use charges; may monsters: On a natural 20 attack roll, one
be used an unlimited number of times. charge is expended and triple damage is
inflicted.
Rod of Resurrection
Has the power to return the dead to life. Staff of Dispelling
▶ Usage restriction: Usable by divine Dispels any magical effect which is
spell casters only. touched.
▶ Effect: A deceased person within 120’ ▶ Spells: If the caster of the spell effect to
is restored to life with full hit points. A be dispelled is higher than 9th level, there
person who has been dead for up to 100 is a 5% chance per level difference that
years may be resurrected. The number of the attempt to dispel will fail.
charges expended depends on the race of ▶ Magic items: One-use magic items
the person (see table below). (e.g. potions, scrolls) are destroyed
▶ Usage frequency: The rod can be used utterly. Permanent items (e.g. armour,
at most once per day. weapons, wands) are rendered non-magi-
cal for 1d4 rounds.
Rod of Resurrection: Charges per Use
Subject’s Race Charges Staff of Swarming Insects
Dwarf (incl. duergar) 3 Has the power to summon a swarm of
Elf (incl. drow) 4 biting insects.
Gnome (incl. svirfneblin) 3 ▶ Divine magic: Usable by divine spell
Half-elf 2 casters only.
Halfling 2 ▶ Summon swarm: A target within 60’
Half-orc 4 + 10’ per level of the wielder is covered
with biting insects. The target cannot act
Human 1 for 1 round and suffers 6 damage + 1 per
Other 4 level of the wielder. The insect swarm
then dissipates.
▶ Restrictions: Creatures larger than
human-sized or which have a natural AC
better than 5 [14] are unaffected.
42
Staff of the Healer Wand of Radiance
Has the power to heal those touched. Has three different light-bringing effects.
▶ Divine magic: Usable by divine spell ▶ Light: Expending one charge conjures
casters only. light in a 15’ radius, lasting for 6 turns.
▶ Healing: Each usage has one of the The light may be caused to emanate from
following effects: a location or object within 120’.
a. Cure wounds: 3d6+3 hit points. ▶ Continual light: Expending 2 charges
b. Cure disease conjures permanent light with a 30’ radi-
c. Cure blindness us. The light may be caused to emanate
from a location or object within 120’.
▶ Usage frequency: Each function can
be used up to twice per day. A single sub- ▶ Burst of sunlight: Expending 3 charg-
ject can only be affected once per day. es conjures a momentary flash of blazing
golden light rays, emanating from a point
Staff of the Woodlands within 120’. Undead creatures within 40’
of the flash suffer 6d6 damage. Creatures
An item of great druidic power, this staff viewing the flash must save versus wands
may be used in melee and may evoke a or be blinded for 1 round.
number of different magical effects.
▶ Druidic magic: Usable by divine spell Wand of Summoning
casters with access to druidic magic only.
Summons monsters to do the character’s
▶ Melee: Acts as a +2 staff. bidding.
▶ Animate tree: Causes a large tree ▶ 1st level monsters: Expending a
within 30’ to come alive under the con- charge summons 2d4 1st level monsters.
trol of the wielder of the staff.
▶ 2nd level monsters: Expending 2
▶ Spells: Can cast: animal friendship, charges summons 1d6 2nd level monsters.
speak with animals, wall of thorns. (See
▶ 3rd level monsters: Expending 3
Advanced Fantasy: Druid and Illusionist
charges summons 1d4 3rd level monsters.
Spells.)
▶ Type of monsters: The referee should
Animated tree: AC 2 [17], HD 8 (36hp), randomly determine the type of monsters
Att 2 × fist (2d6), THAC0 12 [+7], MV which are summoned, for example using
30’ (10’), SV D8 W9 P10 B10 S12 (8), ML dungeon wandering monster tables.
9, AL Lawful, XP 650, NA 1 (1), TT None ▶ Arrival time: Summoned monsters
arrive at the character’s location in 1d4
Wand of Magic Missiles rounds.
▶ Commanding: Monsters will attack
Shoots magic missiles which hit their
enemies as directed or, if the character
mark unerringly.
can communicate with them, be given
▶ Missiles: Each charge conjures a mis- other tasks.
sile that unerringly hits a foe within 150’, ▶ Duration: The monsters disappear
inflicting 1d6+1 damage. after 1 round per level of the character.
▶ Charges per round: Up to 2 charges
may be expended in a single round.
43
Swords
Magic Swords Short Sword +2, Quickness
d% Sword Enables the bearer to strike with great
01–09 Short Sword +2, Quickness speed.
10–21 Sword –1, Berserker (Cursed) ▶ Initiative: When attacking with the
22–33 Sword +1, +3 vs Reptiles sword, the wielder always strikes first in
34–44 Sword +1, +3 vs Shape Changers the round, as if they had won initiative.
45–53 Sword +1, Dragon Slayer
54–61 Sword +1, Frost Brand Sword –1, Berserker (Cursed)
62–70 Sword +1, Giant Slayer When used in battle, causes the wielder
71–73 Sword +1, Luck Blade to go into a berserk rage.
74–76 Sword +1, Sharpness ▶ Indiscriminate attack: The wielder
77–79 Sword +1, Sun Blade attacks the closest creature, whether it is
friend or foe. If the creature is killed, the
80–82 Sword +1, Wounding
wielder attacks the next nearest.
83–85 Sword +2, Dancing
▶ Ending the rage: Only if the wielder
86–88 Sword +2, Nine Lives Stealer dies or slays all within 60’.
89–91 Sword +2, Venger
92–94 Sword +2, Vorpal Sword +1, Dragon Slayer
95–97 Sword +3, Defender Deadly to dragons, especially those of a
98–00 Sword +3, Holy Avenger specific type.
▶ Dragon type: Chosen randomly (e.g.
Type of Sword red dragons, white dragons, etc.).
Unless a rolled sword indicates that it ▶ Used against specific type: Acts as a
is of a specific type (e.g. short sword, +3 sword and inflicts double damage.
normal sword, two-handed sword), the ▶ Used against other dragons: Acts as a
referee may choose its type or may roll on +3 sword.
the following table:
Type of Sword
d6 Type of Sword
1–2 Short sword
3–5 Normal sword
6 Two-handed sword
44
Sword +1, Frost Brand Sword +1, Giant Slayer
Grants special benefits against fire and Deadly to giants and giant-kin (e.g. ogres,
creatures with an affinity for fire. ettins, etc.).
▶ In extreme cold, casts light: 30’ radius. ▶ Used against giant-kin: Acts as a +3
▶ Grants an attack bonus: +3 against sword.
fire-using or fire-dwelling creatures. ▶ Used against true giants: Acts as a +3
▶ Can extinguish fire: 50% chance of sword and inflicts double damage.
extinguishing a 10’ radius area when
thrust into fire. This also affects magical Sword +1, Luck Blade
fire (but not instantaneous effects). Grants the wielder protection and a num-
▶ Protects against fire: The wielder ber of wishes (see Wishes, under Magic
gains the following benefits: Items in Old-School Essentials Classic
a. Normal fire: Unharmed by Fantasy).
non-magical fire. ▶ Protection: +1 bonus to all saves.
b. Save bonus: Gain a +2 bonus to ▶ Charges: The sword grants a total of
all saving throws versus fire-based 1d4 wishes.
magical or breath attacks.
▶ Wishing: The wish must be spoken out
c. Fire-based damage: Is reduced
loud by the wielder of the sword.
by 1 point per damage die rolled.
(Each die inflicts a minimum of 1
hit point damage.) 45
Sword +1, Sharpness Sword +2, Dancing
An incredibly sharp blade which can A sword with the power to attack of its
sever extremities. own accord, dancing out of its owner’s
▶ Severing: On a natural 18, 19, or 20 at- hand.
tack roll, one of the target’s extremities is ▶ Activating: Before the sword may be
severed. Against larger than human-sized released to attack independently (called
targets, only a natural 19 or 20 severs, and “dancing”), the wielder must attack with
against targets of solid stone or metal, it for 4 consecutive rounds.
only a natural 20. ▶ Dancing: The sword attacks for 4
▶ Severed extremity: Determined ran- rounds, using the owner’s THAC0. After
domly, depending on the target (e.g. arm, 4 rounds it returns to its owner’s hand.
leg, tail, tentacle, neck, etc.). ▶ Range: The sword can dance within
30’ of its owner. If the two are separated
Sword +1, Sun Blade more than 30’, the sword ceases to dance,
A sword of pristine, shining silver with an falling to the ground.
enchantment effective against the powers
of darkness.
▶ Used against shades: Acts as a +3
sword against incorporeal creatures of
shadow (e.g. spectres, shadows).
▶ Whirling the blade: Once per day, the
wielder may whirl the blade above their
head. This conjures a 60’ radius globe of
golden light which lasts for 1 turn.
▶ Creatures affected by daylight: Are
affected by the globe of light as if it were
full daylight.
47
Weapons
50
Trident +1, Submission
A trident enchanted with the power to
demoralise foes.
▶ Successful hits: The target must save
versus spells or be demoralised. This
consumes one charge.
▶ Demoralised targets: Must make a
morale check or surrender. The demoral-
isation lasts for 2d4 rounds.
▶ Charges: 1d4+16.
51
Open Game License
DESIGNATION OF PRODUCT IDENTITY +2, Nine Lives Stealer; Sword +2, Vorpal; Sword
All artwork, logos, and presentation are product +3, Holy Avenger; Talisman of the Sphere; Trident
identity. The names “Necrotic Gnome” and “Old- +1, Fish Command; Trident +2, Warning; Vacuous
School Essentials” are product identity. All text Grimoire; Well of Many Worlds.
and tables not declared as Open Game Content are OPEN GAME LICENSE Version 1.0a
product identity. The following text is the property of Wizards of the
DESIGNATION OF OPEN GAME CONTENT Coast, Inc. and is Copyright 2000 Wizards of the
The names of all magic items are Open Game Coast, Inc (“Wizards”). All Rights Reserved.
Content. 1. Definitions:”Contributors” means the copyright
The game statistics and descriptions of the following and/or trademark owners who have contributed
magic items are Open Game Content: Apparatus Open Game Content; (b)”Derivative Material”
of the Crab; Arrow +1, Slaying; Book of Infinite means copyrighted material including derivative
Spells; Boots of Dancing; Bracers of Armour; works and translations (including into other
Bracers of Defencelessness; Brooch of Shielding; computer languages), potation, modification,
Candle of Invocation; Chime of Opening; Cloak correction, addition, extension, upgrade,
of Flight; Cloak of Poison; Cloak of the Manta improvement, compilation, abridgment or other
Ray; Crystal Hypnosis Ball; Cube of Force; Cube form in which an existing work may be recast,
of Frost Resistance; Decanter of Endless Water; transformed or adapted; (c) “Distribute” means
Deck of Many Things; Dust of Appearance; Dust to reproduce, license, rent, lease, sell, broadcast,
of Disappearance; Dust of Sneezing and Choking; publicly display, transmit or otherwise distribute;
Eyes of Charming; Eyes of Petrification; Eyes of (d)”Open Game Content” means the game
the Eagle; Feather Token; Figurines of Wondrous mechanic and includes the methods, procedures,
Power; Folding Boat; Gem of Brightness; Gem of processes and routines to the extent such content
Seeing; Gloves of Dexterity; Gloves of Swimming does not embody the Product Identity and is
and Climbing; Horn of the Tritons; Horn of an enhancement over the prior art and any
Valhalla; Horseshoes of a Zephyr; Horseshoes of additional content clearly identified as Open Game
Speed; Immovable Rod; Incense of Meditation; Content by the Contributor, and means any work
Incense of Obsession; Instant Fortress; Ioun covered by this License, including translations
Stones; Iron Flask; Javelin of Lightning; Loadstone; and derivative works under copyright law, but
Luckstone; Lyre of Building; Marvellous Pigments; specifically excludes Product Identity. (e) “Product
Medallion of Thought Projection; Mirror of Identity” means product and product line names,
Mental Prowess; Mirror of Opposition; Necklace logos and identifying marks including trade dress;
of Adaptation; Necklace of Fireballs; Necklace of artifacts; creatures characters; stories, storylines,
Strangulation; Net of Aquatic Snaring; Pearl of plots, thematic elements, dialogue, incidents,
Power; Periapt of Foul Rotting; Periapt of Health; language, artwork, symbols, designs, depictions,
Periapt of Proof Against Poison; Periapt of Wound likenesses, formats, poses, concepts, themes
Closure; Phylactery of Faithfulness; Pipes of the and graphic, photographic and other visual or
Sewers; Portable Hole; Restorative Ointment; Robe audio representations; names and descriptions of
of Blending; Robe of Eyes; Robe of Powerlessness; characters, spells, enchantments, personalities,
Robe of Scintillating Colors; Robe of the Archmagi; teams, personas, likenesses and special abilities;
Robe of Useful Items; Rod of Absorption; Rod of places, locations, environments, creatures,
Lordly Might; Rope of Entanglement; Scarab of equipment, magical or supernatural abilities or
Death; Spear –1, Backbiter (Cursed); Sphere of effects, logos, symbols, or graphic designs; and any
Annihilation; Staff of Swarming Insects; Staff of other trademark or registered trademark clearly
the Woodlands; Sword +1, Frost Brand; Sword +1, identified as Product identity by the owner of the
Luck Blade; Sword +1, Sun Blade; Sword Product Identity, and which specifically excludes
the Open Game Content; (f) “Trademark” means
52
the logos, names, mark, sign, motto, designs that 8. Identification: If you distribute Open Game
are used by a Contributor to identify itself or its Content You must clearly indicate which portions of
products or the associated products contributed the work that you are distributing are Open Game
to the Open Game License by the Contributor (g) Content.
“Use”, “Used” or “Using” means to use, Distribute, 9. Updating the License: Wizards or its designated
copy, edit, format, modify, translate and otherwise Agents may publish updated versions of this
create Derivative Material of Open Game Content. License. You may use any authorized version of this
(h) “You” or “Your” means the licensee in terms of License to copy, modify and distribute any Open
this agreement. Game Content originally distributed under any
2. The License: This License applies to any Open version of this License.
Game Content that contains a notice indicating that 10 Copy of this License: You MUST include a copy
the Open Game Content may only be Used under of this License with every copy of the Open Game
and in terms of this License. You must affix such Content You Distribute.
a notice to any Open Game Content that you Use.
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No other terms or conditions may be applied to any name of any Contributor unless You have written
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3.Offer and Acceptance: By Using the Open Game 12 Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms comply with any of the terms of this License with
of this License. respect to some or all of the Open Game Content
due to statute, judicial order, or governmental
4. Grant and Consideration: In consideration for regulation then You may not Use any Open Game
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7. Use of Product Identity: You agree not to Use Andy Collins, David Noonan, Rich Redman, Bruce
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as to compatibility, except as expressly licensed in Wyatt, based on original material by E. Gary Gygax
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of each element of that Product Identity. You agree B/X Essentials: Adventures and Treasures © 2018
not to indicate compatibility or co-adaptability Gavin Norman. Author Gavin Norman.
with any Trademark or Registered Trademark in
Old-School Essentials Classic Fantasy: Treasures ©
conjunction with a work containing Open Game
2018 Gavin Norman.
Content except as expressly licensed in another,
independent Agreement with the owner of such Old-School Essentials Advanced Fantasy: Treasures
Trademark or Registered Trademark. The use of © 2020 Gavin Norman.
any Product Identity in Open Game Content does END OF LICENSE
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53
Index of Magic Items
Alchemist’s Beaker 5 Dust of Disappearance 15
Amulet of Prot. Against Possession 5 Dust of Sneezing and Choking 15
Apparatus of the Crab 6 Eyes of Charming 16
Arrow +1, Slaying 48 Eyes of Minuscule Sight 16
Arrow of Location 6 Eyes of Petrification 16
Bag of Transformation 6 Eyes of the Eagle 16
Book of Foul Corruption 7 Feather Token 17
Book of Infinite Spells 7 Figurine of Wondrous Power 18
Book of Sublime Holiness 8 Folding Boat 20
Boots of Dancing 8 Gem of Brightness 20
Bracers of Armour 8 Gem of Monster Attraction 20
Bracers of Defencelessness 8 Gem of Pristine Faceting 21
Brooch of Shielding 8 Gem of Seeing 21
Candle of Invocation 9 Gloves of Dexterity 21
Chime of Opening 9 Gloves of Swimming and Climbing 21
Chime of Ravening 9 Horn of Cave-Ins 22
Cloak of Defence 9 Horn of Frothing 22
Cloak of Flight 10 Horn of the Tritons 22
Cloak of Poison 10 Horn of Valhalla 23
Cloak of the Manta Ray 10 Horseshoes of a Zephyr 23
Crossbow +1, Distance 48 Horseshoes of Speed 23
Crossbow +1, Speed 48 Immovable Rod 40
Crossbow +2, Accuracy 49 Incense of Meditation 23
Crystal Hypnosis Ball 10 Incense of Obsession 24
Cube of Force 11 Instant Fortress 24
Cube of Frost Resistance 11 Ioun Stones 25
Dagger +1, Buckle 49 Iron Flask 26
Dagger +1, Throwing 49 Javelin of Lightning 49
Dagger +1, Venomous 49 Javelin of Seeking 49
Dagger +2, Biter 49 Jug of Endless Liquids 26
Decanter of Endless Water 11 Libram of Arcane Power 27
Deck of Many Things 12 Loadstone27
Drums of Thunder 14 Luckstone27
Dust of Appearance 14 Lyre of Building 27
54
Mace +1, Disrupting 50 Scarab of Chaos 37
Marvellous Pigments 28 Scarab of Death 37
Medallion of Thought Projection 28 Scarab of Rage 37
Mirror of Mental Prowess 28 Short Sword +2, Quickness 44
Mirror of Opposition 29 Sling Bullet +1, Impact 50
Necklace of Adaptation 29 Spade of Mighty Digging 37
Necklace of Fireballs 29 Spear –1, Backbiter (Cursed) 50
Necklace of Strangulation 30 Sphere of Annihilation 38
Net of Snaring 30 Staff +1, Growing 50
Oil of Insubstantiality 30 Staff of Dispelling 42
Oil of Slipperiness 30 Staff of Swarming Insects 42
Pearl of Power 30 Staff of the Healer 43
Pearl of Wisdom 31 Staff of the Woodlands 43
Periapt of Foul Rotting 31 Sweet Water 38
Periapt of Health 31 Sword +1, Dragon Slayer 44
Periapt of Proof Against Poison 31 Sword +1, Frost Brand 45
Periapt of Wound Closure 31 Sword +1, Giant Slayer 45
Phylactery of Betrayal 32 Sword +1, Luck Blade 45
Phylactery of Faithfulness 32 Sword +1, Sharpness 46
Phylactery of Longevity 32 Sword +1, Sun Blade 46
Pipes of the Sewers 32 Sword +1, Wounding 46
Portable Hole 33 Sword +2, Dancing 46
Purse of Plentiful Coin 33 Sword +2, Nine Lives Stealer 47
Restorative Ointment 33 Sword +2, Venger 47
Robe of Blending 34 Sword +2, Vorpal 47
Robe of Eyes 34 Sword +3, Defender 47
Robe of Powerlessness 34 Sword +3, Holy Avenger 47
Robe of Scintillating Colours 34 Sword –1, Berserker (Cursed) 44
Robe of the Archmagi 35 Talisman of the Sphere 39
Robe of Useful Items 35 Trident +1, Fish Command 51
Rod of Absorption 40 Trident +1, Submission 51
Rod of Captivation 41 Trident +2, Warning 51
Rod of Lordly Might 41 Trident –2, Yearning (Cursed) 51
Rod of Parrying 42 Vacuous Grimoire 39
Rod of Resurrection 42 Wand of Magic Missiles 43
Rod of Striking 42 Wand of Radiance 43
Rope of Entanglement 36 Wand of Summoning 43
Rope of Strangulation 36 War Hammer +3, Thunderbolts 51
Rug of Suffocation 36 Well of Many Worlds 39
Saw of Felling 36
55
Index of Tables
Cube of Force: Effects by Side 11 Necklace of Fireballs: Type 29
Feather Token: Type 17 Pearl of Power: Maximum Spell Level 30
Figurine of Wondrous Power: Type 18 Periapt of Proof vs Poison: Bonuses 31
Horn of Valhalla: Type 23 Robe of Useful Items: Item Type 35
Ioun Stones: Type 25 Rod of Resurrection: Charges per Use 42
Magic Rods, Staves, and Wands 40 Scarab of Chaos: Subject Behaviour 37
Magic Swords 44 Sphere of Annihilation: Control 38
Magic Weapons 48 Type of Sword (Optional) 44
56
A DVA N C E D FA N T A S Y
Treasures
Requires Old-School Essentials Classic Fantasy
ISBN 978-3-96657-035-0
Magic Item Type
B: d% X: d% Type of Item
01–10 01–10 Armour or Shield
11–15 11–15 Miscellaneous Item
16–40 16–35 Potion
41–45 36–40 Ring
46–50 41–45 Rod / Staff / Wand
51–70 46–75 Scroll or Map
71–90 76–95 Sword
91–00 96–00 Weapon