TEXT:  
  Tales of fantasy and magic sometimes revolve around a magical weapon of great 
  power.  These weapons have a unique character all their own.  These weapons 
  are simply not called “a sword”, but names that make people remember the 
  significance of the weapon.  From King Arthur’s Excalibur to Elric’s 
  Stormbringer, weapons of lore have carried unique names known to all.  These 
  stories also usually focus on swords.  The Vorpal Sword, Callandor, the 
  Darksword or the Sword of Truth…these tales make the sword the glorious 
  weapon of battle.  Any weapon can be made as magical as the sword has become.  
  A dwarf can craft a war hammer to fend off giants.  A priest can bless a mace to 
  destroy the undead.  Anything is possible in the world of fantasy.  This section 
  will provide you the tools to give your adventures a sense of these legends.  You 
  will be able to create unique magical weapons that will make the characters 
  proud to wield in battle.  No longer will the cleric run into a horde of undead 
  shouting, “Prepare to be smitten with my mace +1!”  They will now be able to shout, “Prepare to be smitten with my Legendary 
  Mace of Death Dealing!”  The following tables allow you to generate different types of magical weapons for the Labyrinth Lord – 
  Advanced Edition Companion game.  If you choose to use these tables, you should use them when you roll for Swords or 
  Miscellaneous Weapons (found in the Random Magic Type table on page 107 of the Labyrinth Lord rulebook) and only 75% of the 
  time.  The other 25% of the time, you should generate the Swords and Miscellaneous Weapons as normal.  This will allow for the 
  classic magical weapons to still make appearances in your adventures…such as the Life Drinker, Frost Brand and Dwarven 
  Thrower.  If you choose to give the weapon a prefix title, roll on the D.0 table to determine the prefix for the magical weapon’s 
  name.  Rolling on this table will produce results like the “Magical Sword of…” or the “Fabled War Hammer of…”.  You can always 
  reroll on this table if the prefix happens to not fit the weapon.  It is very possible to get an Evil Flail of Holy Might.  This example 
  may dictate a reroll here, but use your own judgment.  Also note, just because you have a prefix of “Evil”, does not necessarily tell a 
  tale of an evil weapon…but maybe the creator was evil or the last wielder was evil.  In the end, it is all about the history of the 
  weapon. 
   
  NAME PREFIXES (D.0) d00 
  1 
  Abysmal 
  21 
  Disrupting 
  41 
  Fantastic 
  61 
  Lost 
  81 
  Sadistic 
  2 
  Accursed 
  22 
  Disturbing 
  42 
  Fiendish 
  62 
  Magical 
  82 
  Spiritual 
  3 
  Adored 
  23 
  Divine 
  43 
  Forgotten 
  63 
  Magnificent 
  83 
  Sturdy 
  4 
  Almighty 
  24 
  Dominant 
  44 
  Foul 
  64 
  Marvelous 
  84 
  Supreme 
  5 
  Amazing 
  25 
  Doomed 
  45 
  Frightful 
  65 
  Mighty 
  85 
  Sylvan 
  6 
  Ancestral 
  26 
  Dreadful 
  46 
  Glimmering 
  66 
  Miraculous 
  86 
  Terrible 
  7 
  Ancient 
  27 
  Dwarvish 
  47 
  Glorified 
  67 
  Missing 
  87 
  Travelling 
  8 
  Astonishing 
  28 
  Earthly 
  48 
  Glorious 
  68 
  Mysterious 
  88 
  Treasured 
  9 
  Astounding 
  29 
  Elven 
  49 
  Gnomish 
  69 
  Mystical 
  89 
  Ultimate 
  10 
  Awful 
  30 
  Enchanted 
  50 
  Grim 
  70 
  Mythical 
  90 
  Undead 
  11 
  Blasphemous 
  31 
  Endless 
  51 
  Hallowed 
  71 
  Odd 
  91 
  Unholy 
  12 
  Blissful 
  32 
  Eternal 
  52 
  Haunted 
  72 
  Orcish 
  92 
  Unknown 
  13 
  Chaotic 
  33 
  Evil 
  53 
  Heavenly 
  73 
  Ornate 
  93 
  Unspeakable 
  14 
  Crazed 
  34 
  Exalted 
  54 
  Holy 
  74 
  Perfected 
  94 
  Vicious 
  15 
  Cursed 
  35 
  Excellent 
  55 
  Horrific 
  75 
  Phenomenal 
  95 
  Vile 
  16 
  Damned 
  36 
  Exotic 
  56 
  Incredible 
  76 
  Planar 
  96 
  Villainous 
  17 
  Dark 
  37 
  Extraordinary 
  57 
  Infernal 
  77 
  Powerful 
  97 
  Wizardly 
  18 
  Deathly 
  38 
  Fabled 
  58 
  Infinite 
  78 
  Rare 
  98 
  Wonderful 
  19 
  Demonic 
  39 
  Fabulous 
  59 
  Lawful 
  79 
  Royal 
  99 
  Wondrous 
  20 
  Dire 
  40 
  Fallen 
  60 
  Legendary 
  80 
  Sacred 
  00 
  Worldly 
  
   
   
  Then, roll on the D.I table to determine what type of weapon 
  is found to be magical.  This table is designed with the 
  premise that swords are not the major magical weapon in the 
  game. 
   
   
   
  WEAPON TYPES (D.I) 
  Roll d00 
  Weapon 
  1-2 
  Scimitar 
  3-4 
  Long Sword 
  5-6 
  Bastard Sword 
  7-8 
  Short Sword 
  9-10 
  Two-Handed Sword 
  11-12 
  Club 
  13-14 
  Light Hammer 
  15-16 
  War Hammer 
  17-18 
  Mace 
  19-20 
  Heavy Crossbow 
  21-22 
  Light Crossbow 
  23-24 
  Longbow 
  25-26 
  Shortbow 
  27-34 
  Dagger 
  35-38 
  Flail 
  39-42 
  Heavy Flail 
  43-46 
  Morningstar 
  47-52 
  Heavy Pick 
  53-58 
  Light Pick 
  59-60 
  (Pole Arm) Bardiche* 
  61-62 
  (Pole Arm) Pike* 
  63-64 
  (Pole Arm) Halberd* 
  65-72 
  Quarterstaff 
  73-78 
  Battle Axe 
  79-84 
  Hand Axe 
  85-88 
  Spear 
  89-92 
  Trident 
  93-00 
  Sling 
       *These are examples of common pole arms. 
   
  Now you can roll on the D.II table to determine what magical 
  properties the weapon has.  Any table listed, in the Table 
  column, means you must then roll in that table to get the 
  next attribute for the weapon. 
   
   
   
  PROPERTIES (D.II) 
  Roll d00 
  Properties 
  Table 
  1-40 
  +1 
  D.III 
  41-50 
  +1, +2 
  D.IV 
  51-58 
  +1, +3 
  D.IV 
  59-65 
  +2, +3 
  D.IV 
  66-67 
  +2, +4 
  D.IV 
  68-83 
  +2 
  D.III 
  84-94 
  +3 
  D.III 
  95 
  +4 
  D.III 
  96 
  of the Cursed (-1, cursed) 
  - 
  97 
  of the Cursed (-2, cursed) 
  - 
  98 
  of Wounding (+1, wounding) 
  - 
  99 
  of the Berserker (+2, berserking)* 
  - 
  00 
  of Defense (+4, defending) 
   - 
       *Reroll if ranged weapon 
   
  For rolls on the D.III table, you are determining if there are 
  additional magical properties than just the “+”.  For example, 
  a Dagger +2 has a 25% chance of being more than just a 
  Dagger +2. 
   
  ADDITIONAL PROPERTIES (D.III) 
  Roll d00 
  Table 
  1-75 
  -  
  76-00 
  D.V 
   
  SLAYING TYPE (D.IV) 
  Roll d12 
  Slaying Type 
  1 
  of Lycanthrope Hunting (versus lycanthropes) 
  2 
  of Spellcaster Doom (versus spell casters) 
  3 
  of Deterioration (versus regenerating monsters) 
  4 
  of Death Dealing (versus undead) 
  5 
  of Magical Vanquishing (versus magical monsters) 
  6 
  of Dragon Slaying (versus dragons & wyverns) 
  7 
  of Lizard Extinction (versus reptiles)* 
  8 
  of Giant Conquering (versus giants) 
  9 
  of Exorcism (versus demons and devils) 
  10 
  of Elemental Destruction (versus elementals) 
  11 
  of Golem Banishment (versus golems and statues) 
  12 
  of Eradication (versus insects) 
       *Not against Dragons & Wyverns 
  
   
   
   
  MAGICAL EFFECTS (D.V) 
  Roll 2d00 
  Magical Effects 
  Table 
  2-5 
  of Command (C - Command) 
  D.VI 
  6-10 
  of Water (C - Create Water) 
  D.VI 
  11-15 
  of Light Healing (C - Cure Light Wounds) 
  D.VI 
  16-20 
  of Evil Detection (C - Detect Evil) 
  D.VI 
  21-25 
  of the Arcane (MU - Detect Magic) 
  D.VI 
  26-30 
  of Flames (MU - Burning Hands) 
  D.VI 
  31-35 
  of the Jailor (MU - Hold Person) 
  D.VI 
  36-40 
  of Light (MU - Light) 
  D.VI 
  41-45 
  of Evil Protection (C - Protection from  
            Evil) 
  D.VI 
  46-50 
  of Vines (D - Entangle) 
  D.VI 
  51-55 
  of the Feather (MU - Feather Fall) 
  D.VI 
  56-60 
  of Identification (MU - Identify) 
  D.VI 
  61-65 
  of Magic Missiles (MU - Magic Missile) 
  D.VI 
  66-70 
  of the Scholar (MU - Read Languages) 
  D.VI 
  71-75 
  of the Sage (MU - Read Magic) 
  D.VI 
  76-80 
  of the Weary (MU - Sleep) 
  D.VI 
  81-84 
  of the Thief (C - Find Traps) 
  D.VI 
  85-88 
  of Silence (C - Silence 15` Radius) 
  D.VI 
  89-92 
  of Snake Charming (C - Snake Charm) 
  D.VI 
  93-96 
  of the Treant (D - Barkskin) 
  D.VI 
  97-100 
  of Blindness (I - Blindness) 
  D.VI 
  101-104 
  of Seeing (MU - Detect Invisible) 
  D.VI 
  105-108 
  of Invisibility (MU - Invisibility) 
  D.VI 
   
  109-112 
   
  of Mind Reading (MU - ESP) 
   
  D.VI 
  113-116 
  of the Merchant (MU - False Gold) 
  D.VI 
  117-120 
  of Trespassing (MU - Knock) 
  D.VI 
  121-124 
  of the Skunk (MU - Stinking Cloud) 
  D.VI 
  125-128 
  of the Spider (MU - Web) 
  D.VI 
  129-131 
  of the Necromancer (C - Animate Dead) 
  D.VI 
  132-134 
  of Aid (C - Cure Disease) 
  D.VI 
  135-137 
  of Wizard`s Bane (MU - Dispel Magic) 
  D.VI 
  138-140 
  of Speech (MU - Tongues) 
  D.VI 
  141-143 
  of Scorching (MU - Fire Ball) 
  D.VI 
  144-146 
  of the Eagle (MU - Fly) 
  D.VI 
  147-149 
  of Speed (MU - Haste) 
  D.VI 
  150-152 
  of Lightning (MU - Lightning Bolt) 
  D.VI 
  153-155 
  of Neptune (MU - Water Breathing) 
  D.VI 
  156-157 
  of the Feast (C - Create Food and Water) 
  D.VI 
  158-159 
  of Great Healing (C - Cure Serious  
            Wounds) 
  D.VI 
  160-161 
  of Truth (C - Detect Lie) 
  D.VI 
  162-163 
  of Horror (MU - Fear) 
  D.VI 
  164-165 
  of the Blessed (MU - Remove Curse) 
  D.VI 
   
   
   
  166-167 
  of Greater Healing (C - Cure Critical  
            Wounds) 
  D.VI 
  168-169 
  of Holy Might (C - Dispel Evil) 
  D.VI 
  170-171 
  of the Swarm (C - Insect Plague) 
  D.VI 
  172-173 
  of Frost (MU - Cone of Cold) 
  D.VI 
  174 
  of the Puppeteer (C - Animate Objects) 
  D.VI 
  175 
  of the Bladed Wall (C - Blade Barrier) 
  D.VI 
  176 
  of the Beastmaster (C - Conjure Animals) 
  D.VI 
  177 
  of the Ranger (C - Find the Path) 
  D.VI 
  178 
  of Thorns (D - Wall of Thorns) 
  D.VI 
  179 
  of Disintegration (MU - Disintegrate) 
  D.VI 
  180 
  of Medusa (MU Stone to Flesh - reversed) 
  D.VI 
  181 
  of Shattered Ground (C - Earthquake) 
  D.VI 
  182 
  of Resurrection (C - Resurrection) 
  D.VI 
  183 
  of Regeneration (C - Regenerate) 
  D.VI 
  184 
  of the Giants (+1 Strength) 
  - 
  185 
  of the Elves (+1 Dexterity) 
  - 
  186 
  of the Ogre (+1 Constitution) 
  - 
  187 
  of the Mind (+1 Intelligence) 
  - 
  188 
  of the Owl (+1 Wisdom) 
   - 
  189 
  of the Nymph (+1 Charisma) 
   - 
  190-191 
  of the Dragon (+1 Save vs. Breath Attacks) 
   - 
  192-192 
  of the Snake (+1 Save vs. Poison) 
  - 
  193-194 
  of the Grim Reaper (+1 Save vs. Death) 
  - 
  195-196 
  of the Basilisk (+1 Save vs. Petrify or  
            Paralyze) 
  - 
  197-198 
  of the Sorcerer (+1 Save vs. Wands) 
   - 
  199-200 
  of Wizardry (+1 Save vs. Spells) 
   - 
   
   
   
   
   
  SPELL CASTING (D.VI) 
  Roll d20 
  Spell Casting 
  1-6 
  once a week 
  7-10 
  twice a week 
  11-14 
  three times a week 
  15-17 
  once a day 
  18-19 
  twice a day 
  20 
  three times a day 
  
   
   
   
   
  Here are some examples on how these tables work… 
   
  I roll a 15 on table D.I to get a War Hammer.  I then roll on table 
  D.II and get a 68, indicated this is a War Hammer +2.  I then roll 
  a 52 on table D.III, indicating that this weapon will go no further 
  in the process and remain a War Hammer +2. 
   
  I roll an 88 on table D.I to get a Spear.  I then roll on table D.II 
  and get a 32, indicated this is a Spear +1.  I then roll an 83 on 
  table D.III, indicating that this weapon will have more magical  
   
  abilities.  I roll on D.V to get a 46, meaning that this Spear +2 can 
  cast the Druid spell Entangle.  I then roll on the D.VI table and get 
  a 16, meaning I can cast this spell once a day.  My final weapon is a 
  Spear of Vines +1 that can cast Entangle once per day. 
   
  I roll a 12 on table D.I to get a Club.  I then roll on table D.II and 
  get a 53, indicated this is a Spear +1, +3 against “something”.  I 
  then roll a 4 on table D.IV to see what that “something” is.  My 
  final weapon is a Club of Death Dealing +1, +3 against Undead. 
   
   
   
   
  I choose to use a prefix for this next weapon so I roll a 69 on table 
  D.0.  I then roll a 98 on table D.I to get a Sling.  After rolling a 67 
  on table D.II, I see I now have a Mystical Sling +1.  I then roll a 
  197 on table D.III.  I now have a Mystical Sling of the Sorcerer +1 
  with +1 to saves versus wands. 
    
  The D.V table is assembled from the use of the spell listing in 
  the game.  Whenever one gets a weapon with these 
  properties, they simply refer to the actual spell.  Pay 
  attention to the letter code in the effect name (C, D, I, MU).    
  These refer you to which class the spell is referenced against, 
  meaning that C - Protection from Evil is the cleric spell (C) and 
  not the magic-user (MU) spell.  Some spells are affected by 
  the level of the caster.  With these weapons, it is always 
  assumed that the spell is cast as though from the same level 
  as the spell.  This means, if your sword can cast Fire Ball, it 
  will always cast it at level 3 (because Fire Ball is a level 3 
  spell).  It is not a measure of when a magic-user is able to cast 
  the spell (which in this example, a magic-user would need to 
  be level 5 to cast it). 
   
  As an optional rule, you may roll a d00 to determine how 
  many charges a spell casting weapon has.  Once the charges 
  are depleted, it simply become a “+” type weapon. 
   
  These tables should provide enough for a rich mixture of 
  every different type of weapon with different combinations.  
  These tables will allow for any weapon to be found in a game 
  where swords are normally the dominant weapon.  Clerics 
  can now get a Mace 1, +3 against Undead.  Thieves can get a 
  Dagger +2 with +1 to Dexterity.  The possibilities are many 
  to allow any of the classes to get weapons they are proud to 
  wield. 
   
   
  
   
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Supplements/LL - Unique Magical weapons.pdf