TEXT: By Marv Breig
  Based upon the Swords & Wizardry: Core Rules by Matthew J. Finch
  Cover illustration copyright © 2009 by Mark Allen
  Interior illustrations copyright © 2007–2009 by Matthew J. Finch, Edward M. 
  Kann, Jeff Preston, and Chad Thorson
  Design and Typography: Jesse Rothacher
  Editors: Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, and Jesse Rothacher
  Additional editing and proofing: Scott Casper, fandomaniac, Eric Norred, 
  Lord Kilgore, Kuburanar, Lee Reynoldson, and the Swords & Wizardry forum
  With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes
  Dedicated to Dave Arneson (1947–2009) and E. Gary Gygax (1938–2008)
  Published by Brave Halfling Publishing
  www.bravehalfling.com
   
  Third Print Edition—25 November 2010
  >
  MYTHMERE GAMES™
  www.swordsandwizardry.com
  Copyright © 2008 Matthew J. Finch
  BOOK iv Of iv: treasure
  
  Chapter 9: Treasure
  Treasure Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  5,000 gp Trade Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1,000 gp Trade Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  100 gp Trade Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Magic Potion Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Protection Scroll Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Unusual Weapon Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Unusual Armor Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Greater Wand Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Ring Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Staff Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Misc. Magic Item Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Cursed Item Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Publishing Your Own Material  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Table of Contents
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  COPYRIGHT NOTICE 
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary 
  Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  END OF LICENSE
  
  24
  SWORDS & WIZARDRY: WHITEBOX
  intended to keep me out of trouble, not to restrict legitimate statements of 
  compatibility.
  You must comply with the terms of the OGL if the terms apply.
  4. 
  Your cover must include the words “House Rules” or “Variant Rules” near 
  5. 
  the title if the document is a full, free-standing game that includes modi-
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  of disclaimer.
  Selling a full version of this game with your house rules incorporated into 
  6. 
  it is perfectly permissible, but you may not sell an effectively unchanged 
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  If your document is a private house rules document, not being sold for prof-
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  patible with the core rules of Swords & Wizardry” or “with the Swords & 
  Wizardry WhiteBox.”
  If you have questions about the license, feel free to contact the author.
  1
  CHAPTER 9: TREASURE
  CHAPTER 9:
  Treasure
  The amount of treasure a monster owns or guards is usually related to the mon-
  ster’s HDE. That’s not necessarily realistic, but keep in mind that treasure is one 
  of the ways the game reflects what a character has done: it’s used in awarding ex-
  perience points. Too many large treasures and the characters will become pow-
  erful without actually having done very much. Too many monsters with small 
  treasures and the characters won’t gain levels to reflect their achievements.
  As a general guideline, the monetary value of a treasure ought to be about 2–3 
  times the monster’s value in experience points, and keep in mind that hunt-
  ing and patrolling monsters likely won’t be carting their treasure around with 
  them. If the characters can’t find the monster’s lair, they may get none of the 
  treasure. Also, it obviously doesn’t make sense for every wild boar and wolf to 
  have a cache of treasure hidden away somewhere. Averaging the treasure out 
  over several of the monsters in an adventure is a good way of making sure the 
  characters get the right amount of experience points from treasure. Perhaps the 
  goblin treasure hoard contains some “extra” treasure to account for the wolves 
  in the area. If the characters avoid the wolves and kill the goblins, so much the 
  better. If they have to fight the wolves and never find the goblins, then the trea-
  sure is there for them to find next time.
  Here is a table a Referee can use as a guideline to help them create treasure:
  Table 29: Treasure Values
  Roll
  Possible Treasure Value (gp)*
  Value
  CP
  SP
  GP
  1
  XP × 1
  50%
  30%
  20%
  2–3
  XP × 2
  20%
  50%
  30%
  4–5
  XP × 3
  10%
  40%
  50%
  6
  XP × 4
  –
  25%
  75%
  * The total value of treasure is expressed in terms of gold coins. If the total value of treasure 
  was 100 XP on a roll of 1, the recipient would receive 20 gp, 300 sp, and 5,000 cp
  
  2
  SWORDS & WIZARDRY: WHITEBOX
  Remember that coins found are not always gold pieces—there might be a mix-
  ture of copper (cp) and silver pieces (sp) in the treasure as well. The treasure 
  breakdown given in the prior Treasure Values table is a suggested guideline to 
  how you might consider breaking up the treasure. One gold piece (gp) is worth 
  10 silver pieces (sp) or 100 copper pieces (cp).
  Splitting the Take (Variant)
  Once the monsters are slain and the wounds are bound, it’s time to divide up the 
  treasure. It is suggested that the total gp value of the loot is totaled and divided 
  up among the participants with each getting an equal “share.” Many Referees 
  rule that treasure must be shared with NPCs getting either a full or half share, 
  depending upon their level. It is also customary for fallen (dead) comrades to 
  still get a share of the take to be given to their next of kin.
  Treasure Items
  In addition to coins, treasures might contain gems, jewelry, and magical items. 
  Treasures should be interesting—an endless series of “another treasure worth 
  100 gp in total” is a sure-fire recipe for boring your players.
  For every 5,000 gp in value, there is a 10% chance of trading out 5,000 gp 
   Ք
  for an item on either the Major Gem/Jewelry or Major Magic table.
  For every 1,000 gp in value, there is a 10% chance of trading out 1,000 gp 
   Ք
  for an item on either the Medium Gem/Jewelry or Medium Magic table.
  For every 100 gp in value, there is a 10% chance of trading out 100 gp for 
   Ք
  an item on either the Minor Gem/Jewelry or Minor Magic table.
  Calculate the total percentage of treasure that can be traded out and roll a d100 
  to see if you can roll for an item on one of the following tables. It is suggested 
  that the Referee begin with the 5,000 gp values and work down to the 100 gp 
  values. “Jewelry” refers to a single item of jewelry.
  Always remember that these tables are merely guidelines—if you desire the 
  placement of a particular item or treasure type, go ahead and do it! If you don’t 
  wish to include gems, jewelry, or magic items, then leave the treasure at coins. 
  These tables are here only to help when wanted.
  Treasure Trade Out (Example #1)
  If you populate an area with 5 skeletons, their total XP value would be 75. If 
  you were to roll against the Treasure Values table and get a 4, the total treasure 
  value for that encounter would be (rounded down): 112 gp, 900 sp, and 2,250 
  cp. There is a 10% chance of trading out 100 gp of that treasure for one minor 
  item. If, on a d100, you roll under 10%, then the treasure value of that encounter 
  would be 12 gp, 900 sp, 2,250 cp, and one minor item (as rolled on the Minor 
  Gem/Jewelry or Minor Magic table).
  23
  CHAPTER 9: TREASURE
  upwards, destroying any ceiling overhead and causing it to collapse.
  Medallion of Projecting Thoughts: The wearer’s thoughts can be “heard” by 
  all nearby.
  Mirror of Opposition: All persons looking into this mirror are attacked by evil 
  versions of themselves, exact duplicates including spells and magic items. 
  When the mirror-opposites are slain, their bodies and equipment disap-
  pear into mist, and return to the mirror.
  Robe of Feeblemindedness: Anyone donning this cloak has his intelligence re-
  duced to that of a garden snail.
  Publishing Your Own Materials
  Swords & Wizardry is all Open Game Content under the terms of Wizards of 
  the Coast’s Open Game License version 1.0a, with the exception of artwork and 
  the trademarks “Mythmere Games,” “Swords & Wizardry,” and “S&W.” 
  What does it mean that this game is Open Game Content?
  It means you can (basically) copy whatever parts of it you want, add your own 
  content, change the content around, and publish the result. You have to comply 
  with the terms of the Open Game License, which is reproduced below. If you 
  don’t care about mentioning any of the game’s trademarks, that’s all you have 
  to do.
  Also, under certain conditions, you can even use the Swords & Wizardry trade-
  marks (S&W and Swords & Wizardry) to indicate that your work is compat-
  ible with the game. As long as you follow the requirements, you can state that 
  your resource “is compatible with the rules of Swords & Wizardry” or, “with 
  the Swords & Wizardry rules” or, “with the Swords & Wizardry game.” Here are 
  those requirements:
  The Swords & Wizardry Compatibility-Statement License
  You must state on the first page where you mention S&W that “Swords & 
  1. 
  Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. 
  Finch,” and that you are not affiliated with Matthew J. Finch or Mythmere 
  Games™.
  You must, when referring to the armor class of any creature or character, 
  2. 
  include both the descending AC and the Ascending System AC, with the 
  Ascending System AC in brackets.
  If you’re using the license to commit legal fraud, you forfeit the right to 
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  continue using the license: specifically, if you are claiming compatibility 
  with the rules of S&W, the claim must not constitute legal fraud, or fraud 
  in the inducement, under the laws of the State of Texas. Note that this re-
  quirement is almost impossible to violate unintentionally—it’s largely 
  
  22
  SWORDS & WIZARDRY: WHITEBOX
  At the option of the Referee, it might be recharged, but with a 5% chance 
  per charge that the item will be destroyed. Usable by: All Classes.
  Cursed Items
  Cursed items come in many shapes and forms—most likely they are ancient 
  magical items whose magic has deteriorated or changed with age, although 
  some of them were clearly fashioned to serve as traps for the unwary (or for the 
  maker’s enemies, perhaps). Note that cursed items cannot usually be dropped 
  or removed without the assistance of a Remove Curse spell. Although the 
  Referee is encouraged to create his own cursed items, the following samples 
  should prove useful guidance:
  Table 55: Cursed Items
  Roll
  Cursed Items
  1
  Bag of Devouring
  2
  Censer of Hostile Elementals
  3
  Cloak of Poison
  4
  Crystal Ball of Suggestion
  5
  Dancing Boots
  6
  Flask of Stoppered Curses
  7
  Horn of Collapse
  8
  Medallion of Projecting Thoughts
  9
  Mirror of Opposition
  10
  Robe of Feeblemindedness
  Cursed Item Descriptions
  Bag of Devouring: Functions as a bag of holding, but devours any item placed 
  into it within 1d4+1 hours.
  Censer of Hostile Elementals: A censer (or brazier, bowl, or stone) that sum-
  mons elementals—but the elementals are hostile instead of under the sum-
  moner’s control.
  Cloak of Poison: Upon donning this cloak, the wearer’s body is suffused with 
  magical poisons of many kinds, and dies instantly, without the chance of 
  a saving throw.
  Crystal Ball of Suggestion: Does not function as a crystal ball, but implants a 
  suggestion in the viewer’s mind. Powerful versions of this item might even 
  implant a Quest.
  Dancing Boots: These boots function as boots of Elvenkind or Speed, until the 
  wearer is in combat or fleeing. Suddenly at that point he will begin to dance 
  a jig, or perhaps a stately waltz.
  Flask of Stoppered Curses: This flask releases a curse of some kind when its 
  seal is broken.
  Horn of Collapse: When sounded, this horn causes a blast of destruction straight 
  3
  CHAPTER 9: TREASURE
  Treasure Trade Out (Example #2)
  You place a fearsome minotaur in a locked dungeon room for a total of 400 XP. 
  Rolling against the Treasure Values table, if you were to roll a 6, the total trea-
  sure value for this encounter would be: 1,200 gp and 4,000 sp. There is a 10% 
  chance of trading out 1,000 gp of that treasure for one medium item. If, on a 
  d100, you roll under 10%, then the treasure value on that encounter would be 
  200 gp, 4,000 sp, and one medium item (as rolled on the Medium Gem/Jewelry 
  or Medium Magic table). With the remaining gold, there could either be a 60% 
  chance to trade out 600 gp for one minor item, six 10% chances to trade out 600 
  gp for a total of six minor items, or some other variant like one 10% chance to 
  trade out 100 gp for one minor item (keeping the remaining 500 gp).
  5,000 gp Trade Out
  A roll of 1–19 on a d20 means a roll on the Major Gem/Jewelry table. A roll of 
  20 results in rolling on the Major Magic Item table.
  Table 30: Major Gem/Jewelry
  Roll
  Gem or Jewelry Worth
  1
  1d1,000 gp
  2–3
  1d1,000 (×8) gp
  4–5
  1d1,000 (×12) gp
  6
  1d1,000 (×20) gp
  Table 31: Major Magic Item
  Roll
  Result
  1
  Roll 6 times on the Potions table
  2–3
  Roll 1d6+12 on the Scrolls table
  4–5
  Roll 1d6+12 on the Weapons and Armor table
  6
  Roll 1d20+40 on the Miscellaneous table 
  (includes Rings and Staves)
  1,000 gp Trade Out
  A roll of 1–19 on a d20 means a roll on the Medium Gem/Jewelry table. A roll 
  of 20 results in rolling on the Medium Magic Item table.
  Table 32: Medium Gem/Jewelry
  Roll
  Gem or Jewelry Worth
  1
  1d100 gp
  2–3
  1d1,000+250 gp
  4–5
  1d1,000+750 gp
  6
  1d10,000 gp
  
  4
  SWORDS & WIZARDRY: WHITEBOX
  Table 33: Medium Magic Item
  Roll
  Result
  1
  Roll 3 times on the Potions table
  2–3
  Roll 1d6+6 on the Scrolls table
  4–5
  Roll 1d6+6 on the Weapons and Armor table
  6
  Roll 1d20+20 on the Miscellaneous table 
  (includes Rings and Staves)
  100 gp Trade Out
  A roll of 1–19 on a d20 means a roll on the Minor Gem/Jewelry table. A roll of 
  20 results in rolling on the Minor Magic Item table.
  Table 34: Minor Gem/Jewelry
  Roll
  Gem or Jewelry Worth
  1
  1d6 gp
  2–3
  1d100+25 gp
  4–5
  1d100+75 gp
  6
  1d1,000 gp
  Table 35: Minor Magic Item
  Roll
  Result
  1
  Roll once on the Potions table
  2–3
  Roll 1d6 on the Scrolls table
  4–5
  Roll 1d6 on the Weapons and Armor table
  6
  Roll 1d20 on the Miscellaneous table 
  (includes Rings and Staves)
  Table 36: Magic Potions
  Roll
  Magic Potions*
  1–3
  Animal Control
  4–6
  Clairaudience
  7–9
  Clairvoyance
  10–12
  Diminution
  13–15
  Dragon Control
  16–18
  Ethereality
  19–21
  Fire Resistance
  22–24
  Flying
  25–27
  Gaseous Form
  28–30
  Giant Strength
  * Unless otherwise noted, potions have a duration of 1d6+1 turns
  21
  CHAPTER 9: TREASURE
  Necklace of Firebaubles: This necklace is hung with 3d4 little baubles. When 
  thrown, the baubles explode into 6d6 fireballs (per the spell). Usable by: 
  All Classes.
  Pipes of the Sewers: These pipes summon 10d6 giant rats. The piper does not 
  need to concentrate once the rats arrive (which takes 1d4 × 10 minutes), 
  but it is wise to do so. When the rats arrive, there is a 5% chance that they 
  will not obey him, and if he ceases to concentrate on his tune there is a 
  10% chance that he will lose control of them. Every subsequent round in 
  which he fails to concentrate there is another chance to lose control, and 
  the chance increases by 10% each time it is made (first round, 10%, second 
  round 20%, etc.). Usable by: All Classes.
  Robe of Blending: These robes make the wearer appear to be a part of his sur-
  roundings, including the ability to appear as another one of a group of 
  nearby creatures. He will appear to be a small tree when in forest sur-
  roundings, a sand formation in the desert, etc. Creatures with 10+ hit dice 
  (or levels of experience) have a 10% chance per level (or HD) above 9th to 
  perceive the wearer as a robed figure rather than a part of the surround-
  ings. Usable by: All Classes.
  Robe of Eyes: Hundreds of eyes are woven and embroidered into the fabric of 
  these magical robes, granting the wearer tremendous powers of supernatu-
  ral perception. In a radius of 240 feet, anything he looks upon is seen for 
  what it is: he sees invisible creatures, he perceives the true nature of illu-
  sions, and his sight even extends into the astral plane. He cannot be am-
  bushed or otherwise taken by surprise, and he can follow the trail of any-
  thing that has passed by within the last day. Usable by: Magic-users only.
  Robe of Wizardry: This robe grants the wearer the ability to cast Charm, 
  Polymorph, and Hold Person with a 95% chance of success. The robes 
  may be tied to specific alignments. Usable by: Magic-users only.
  Rope of Climbing: A 50 foot length of rope that leaps magically upward and 
  can tie and untie itself upon command. Usable by: All Classes.
  Rope of Entanglement: This rope, on command, twines itself around as many 
  as 2d4+1 human-sized foes. The rope cannot be hit except with a natural 
  roll of 20 (it is magical), and can sustain 20 hit points of damage before 
  fraying and becoming useless. Usable by: All Classes.
  Spade of Excavation: This ordinary-looking spade digs by itself when com-
  manded, shoveling out 1 cubic yard (27 cubic feet) per ten minutes. Usable 
  by: Fighters.
  Symbol—Scarab of Insanity: This is a carving of a scarab-beetle, or perhaps 
  the petrified remains of a real one. When the scarab is displayed, all crea-
  tures with 9 or fewer hit dice, within a radius of 30 feet, fall into temporary 
  insanity lasting for 2 hours. Creatures with 10+ hit dice still do not receive 
  a saving throw, but have a 1 in 4 chance to overcome the scarab’s insidious 
  influence. The scarab may be used 12 times, after which it crumbles to dust. 
  
  20
  SWORDS & WIZARDRY: WHITEBOX
  Horn of Valhalla, Bronze: Summons 2d4 berserk warriors (3 HD) to assist the 
  one who winded the horn. Usable by: Fighters and Clerics only.
  Horn of Valhalla, Iron: Summons 2d4 berserk warriors (4 HD) to assist the 
  one who winded the horn. Usable by: Fighters.
  Horn of Valhalla, Silver: Summons 2d4 berserk warriors (2 HD) to assist the 
  one who winded the horn. Usable by: All Classes.
  Horseshoes of Speed: Double a horse’s movement rate. Usable by: Horses.
  Jug of Alchemy: This jug produces whatever liquid is desired, in a commonly 
  used large quantity (e.g., 10 gallons of water, but only five gallons of wine). 
  It may be used no more than 7 times per day, and will only produce the liq-
  uid first requested in that day. It does not produce magical liquids. Usable 
  by: All Classes.
  Lenses of Charming: These lenses, when placed over the eyes, give the wearer 
  the ability to charm those who look into his eyes (as per a Charm Person 
  spell). The saving throw against the power of the lenses is made at –2. 
  Usable by: All Classes.
  Libram, magical (level gain): Magical librams grant a level of experience to the 
  reader, if the reader is of the right class. Randomly determine the class for 
  which the libram is written.
  Luckstone: This stone grants +1 to saving throws and “to-hit” rolls. Usable by: 
  All Classes.
  Manual of Beneficial Exercise: Reading this tome increases the reader’s strength 
  by 1 point (to a maximum of 18). Usable by: All Classes.
  Manual of Golems: This book contains the basic instructions and formulae for 
  creating a single type of golem. The process is expensive, and the creator 
  must have achieved a certain level of magical expertise in order to use the 
  book, but these are priceless repositories of forgotten lore. Such books are 
  often warded, by the original owner, from the touch of anyone not of the 
  Magic-user class, enchanted to inflict damage or even the loss of a level. 
  Usable by: Magic-users only.
  Manual of Intelligence: Reading this tome increases the reader’s intelligence by 
  1 point (to a maximum of 18). Usable by: All Classes.
  Manual of Quickness: Reading this tome increases the reader’s dexterity by 1 
  point (to a maximum of 18). Usable by: All Classes.
  Manual of Wisdom: Reading this tome increases the reader’s wisdom by 1 point 
  (to a maximum of 18). Usable by: All Classes.
  Medallion of Detect Thoughts (ESP): Functions as a Detect Thoughts (ESP) 
  spell within 30 feet (75%) or 90 feet (25%). Usable by: All Classes.
  Mirror of Mental Scrying: This hand-mirror (it might also be found as a smaller 
  mirror on a necklace) allows the user to cast Clairaudience, Clairvoyance, 
  and Detect Thoughts (ESP), with the normal range, but for an unlimited 
  time. The mirror will also answer a question about what it portrays (the 
  answer is likely to be quite cryptic), but only one question per week is pos-
  sible. Usable by: All Classes.
  5
  CHAPTER 9: TREASURE
  Magic Potion Descriptions
  Animal Control: Results as per the spell Charm Monster.
  Clairaudience: Results as per the spell.
  Clairvoyance: Results as per the spell.
  Diminution: Imbiber shrinks and becomes 6 inches tall for 2d6 hours.
  Dragon Control: 1d3 dragons of a specific type (determined randomly by the 
  Referee) are affected as per the spell Charm Monster.
  Ethereality: The imbiber of this potion can move through solid objects but can-
  not attack. Equipment also becomes ethereal.
  Extra Healing: Cures 3d6+3 HP worth of damage.
  Fire Resistance: Grants immunity to normal fire, +2 saving throws against fire 
  attacks, and half damage to magic fire attacks that do not permit saving 
  throws.
  Flying: Results as per the spell Fly.
  Gaseous Form: The user’s body turns to a mist that he controls, allowing him to 
  access any place that isn’t airtight. Equipment is left behind; only the body 
  becomes gaseous.
  Giant Strength: Character gains strength above and beyond 18. Gains an addi-
  tional 1d6 to damage rolls and +4 “to-hit”.
  Growth: Character grows and becomes 30 feet tall.
  Healing: Cures 1d6+1 HP worth of damage.
  Heroism: +2 to attacks and damage.
  Invisibility: Results as per the spell.
  Invulnerability: +2 saving throws, opponents attack at -2.
  Levitation: Results as per the spell.
  Plant Control: Results as per the spell Charm Monster.
  Poison: Save or die.
  Roll
  Magic Potions*
  31–33
  Growth
  34–36
  Heroism
  37–39
  Invisibility
  40–42
  Invulnerability
  43–45
  Levitation
  46–48
  Plant Control
  49–55
  Poison
  56–58
  Slipperiness
  59–61
  Treasure Finding
  62–64
  Undead Control
  65–75
  Extra Healing
  76–00
  Healing
  * Unless otherwise noted, potions have a duration of 1d6+1 turns
  Table 36: Magic Potions (cont.)
  
  6
  SWORDS & WIZARDRY: WHITEBOX
  Slipperiness: Except for the soles of the feet and the palms of the hands, the 
  character has a virtually frictionless surface.
  Treasure Finding: Character can detect hoards of treasure within 400 feet of 
  their current location.
  Undead Control: 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice 
  fall under the imbiber’s control as per the Charm Monster spell.
  Table 37: Scrolls
  Roll
  Scrolls*
  # of Scrolls
  Spell Level
  1
  1
  1
  2
  1
  1d3
  3
  2
  1d2 per scroll
  4
  3
  1
  5
  Cursed Scroll
  6–7
  Protection Scroll (normal duration)
  8
  2
  1d4
  9
  2
  1d6 per scroll
  10
  1
  1d4+2
  11
  5
  1d3 per scroll
  12
  Cursed Scroll
  13–14
  Protection Scroll (double duration)
  15
  5
  1d6 per scroll
  16
  6
  1d6 per scroll
  17
  7
  1d6 per scroll
  18
  8
  1d6 per scroll
  19
  Cursed Scroll
  20
  Protection Scroll (triple duration and double effects)
  * Roll 1d6 for type (1–3 scrolls are for Magic-users, 4–6 are for Clerics). Remember that 
  there are no 6th level Cleric spells, so re-roll for spell level on a result of 6
  Table 38: Protection Scrolls
  Roll
  Scrolls
  1
  Demons
  2
  Drowning
  3
  Elementals
  4
  Lycanthropes
  5
  Magic
  6
  Metal
  7
  Poison
  8
  Undead
  19
  CHAPTER 9: TREASURE
  Gauntlets of Dexterity: When worn, these gloves grant a bonus of +2 to the 
  wearer’s dexterity (to a maximum of 18). Usable by: All Classes.
  Gauntlets of Ogre Power: These gauntlets raise the wearer’s strength to that 
  of an ogre. Hit probability is not increased above normal, but damage bo-
  nuses from strength are increased to +4 (not cumulative with the wearer’s 
  existing strength bonus, if any). Usable by: all but Magic-users.
  Gauntlets of Swimming and Climbing: These gloves permit the wearer to 
  swim at a rate of 18, and climb sheer walls with a 95% chance of success per 
  ten feet of climbing. Usable by: all but Magic-users.
  Gem of Seeing: A gem of seeing is used as a lens, and shows the truth of what it 
  sees, cutting through illusions of all kinds, even very powerful ones. Usable 
  by: All Classes.
  Girdle of Giant Strength: This wide belt grants the wearer the strength of a hill 
  giant (+8 strength damage, not cumulative with any existing strength bo-
  nuses). It does not increase “to-hit” probability. Usable by: All Classes.
  Helm of Fiery Brilliance: This prodigiously powerful helm grants many ben-
  efits to the wearer. He gains a +10 on saving throws against fire damage, 
  and can create a Wall of Fire himself. Fighters wearing the helm may com-
  mand a weapon in hand to flame (+1d6 damage). Magic-users wearing the 
  helm can add +1 to each die of damage inflicted by a Fireball spell. Clerics 
  wearing the helm can ignite objects within 30 feet at will, and may cast two 
  Light or Continual Light spells for each one actually prepared. The wearer 
  of this helm is likely to be attacked by any air elemental creatures, but fire 
  elemental types (such as efreet or salamanders) will be favorably disposed 
  toward the wearer. Usable by: All Classes.
  Helm of Reading Magic and Languages: The wearer can read all languages, in-
  cluding magic script. Usable by: All Classes.
  Helm of Teleportation: When the wearer casts a Teleportation spell on him-
  self, while wearing the helm, he may teleport himself without error, any-
  where he desires. The helm does not permit the casting of a Teleportation 
  spell on anyone other than the wearer. Usable by: Magic-users.
  Hole, Portable: A piece of dark cloth about five feet in diameter. It is actually 
  the mouth of an inter-dimensional hole 10 feet deep—items and people 
  can fall through it or climb down into it once it is placed on the ground. 
  The piece of cloth can actually be pulled in from the inside to close the hole 
  off entirely, although there is no source of fresh air within, and staying in-
  side will asphyxiate the inhabitant in a short time. The piece of cloth can be 
  picked up and carried off whenever desired—hence the name “portable.” 
  Usable by: All Classes.
  Horn of Blasting: This horn, when blown, has the same effect on structures as 
  a catapult, and causes 2d6 points of damage to creatures, deafening them 
  for 10 minutes as well. The cone of sound is 100 feet long, and widens to a 
  base of 20 feet (the “point” of the cone, at the horn’s mouth, is 10 feet wide). 
  Usable by: All Classes.
  
  18
  SWORDS & WIZARDRY: WHITEBOX
  The Spades (♠)
  Ace: Lose a level of experience
  King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4 armor ap-
  pears and attacks. When he is killed, his body and all his posses-
  sions disappear again.
  Queen: The character dies instantly.
  Jack: A random monster, with 1d4+6 HD, attacks the adventurers. The 
  monster gains one round of surprise, for it appears from thin air.
  The Diamonds (♦)
  Ace: Gain a map to a very significant treasure
  King: Gain 5d6 items of jewelry
  Queen: Gain a scroll of seven spells, all 2nd level or higher
  Jack: Add one point to a single attribute of the player’s choice
  The Joker: Gain 25,000 XP or choose to draw two more cards.
  Dust of Appearance or Disappearance (50%): Dust of Appearance is tossed in a 
  radius of 10 feet around the user, and makes any invisible, astral, displaced, 
  out-of-phase, or dimensional thing completely visible. The dust generally 
  comes in a pouch, with enough for 20–30 uses. Dust of Disappearance 
  works in the opposite way: when it is sprinkled in a 10 foot radius, every-
  thing therein becomes invisible for 5d6 turns. Normal means of detecting 
  invisibility (such as a Detect Invisibility spell) are not strong enough to 
  work against the dust’s powerful enchantment. Usable by: All Classes.
  Dust of Sneezing and Choking: Pouches containing this dust ordinarily con-
  tain only enough for one “dose.” When scattered in a radius of 10 feet, the 
  dust causes all in the area to make a saving throw or die. If the nature of the 
  dust is identified before it is experimented with, it can be used as a devas-
  tating thrown weapon. Usable by: All Classes.
  Efreeti Bottle: The efreeti of the bottle will serve the bottle’s owner for a year 
  and a day unless it is accidentally released from servitude. Usable by: All 
  Classes.
  Figurine of the Golden Lions: A small stone figurine that transforms into a 
  lion when the command word is spoken, fighting at the owner’s orders. If 
  they are slain, they turn back into figurines, but may be used again. The 
  figurine may be used once per week, and no more. Usable by: All Classes.
  Figurine of the Onyx Dog: This stone figure transforms into a living hound of 
  stone when its command word is spoken. It will seek whatever the own-
  er tells it to find, without stopping until it succeeds or is killed. It has a 
  75% chance to detect objects that are invisible or hidden (and of course its 
  sense of smell detects invisible and hidden creatures with almost perfect 
  success). For purposes of defense and attack, the stone dog is treated as a 
  wolf. It may be used twelve times before the statuette becomes non-magi-
  cal. Usable by: All Classes.
  7
  CHAPTER 9: TREASURE
  Protection Scroll Descriptions
  Demons: Everyone within a 10 foot radius around the reader are protected from 
  the attacks of 1 demon per round for a period of 40 minutes.
  Drowning: Everyone within a 10 foot radius of the reader gains the ability to 
  breathe underwater for 1 full day.
  Elementals: This scroll protects against a single elemental, and lasts for a dura-
  tion of 40 minutes.
  Lycanthropes: All within a 10 foot radius around the reader, for a duration of 
  one hour, are protected from lycanthropes.
  Magic: Anti-magic shell surrounds and moves with the reader for 1 hour, hav-
  ing a radius of 10 feet. Spells cannot pass into or out of the shell.
  Metal: Metal cannot harm the reader for a duration of 1 hour.
  Poison: Poison cannot harm the reader for a period of 6 hours, and any poison 
  in his system is removed.
  Undead: All within a 10 foot radius of the reader are protected against undead, 
  but only to a limited degree. In any given round, 2d12 undead with HD 
  fewer than 4, and 2d6 undead with hit dice 4–5, and 1d6 undead with hit 
  dice of 6+ are foiled by the protection of the scroll. Thus, the scroll is effec-
  tive against all but a true horde of undead.
  Table 39: Magical Weapons and Armor
  Roll
  Magical Weapons and Armor
  1
  Cursed Armor or Shield
  2
  +1 Missile Weapon(s)
  3
  +1 Shield
  4–6
  +1 Melee Weapon
  7–8
  +1 Armor
  9
  Cursed Weapon
  10
  +2 Missile Weapon(s)
  11
  +2 Shield
  12
  +2 Melee Weapon
  13
  +2 Armor
  14
  +1 Melee Weapon with Minor Ability
  15
  +3 Missile Weapon(s)
  16
  +3 Melee Weapon
  17
  +3 Shield
  18
  +3 Armor
  19
  Unusual Weapon (optional) or Re-roll
  20
  Unusual Armor (optional) or Re-roll
  
  8
  SWORDS & WIZARDRY: WHITEBOX
  Table 40: Cursed Armor and Shields
  Roll
  Cursed Armor and Shields*
  1–3
  -1 Weapon or Armor
  4
  -2 Weapon or Armor
  5
  -3 Weapon or Armor
  6
  Attracts Missiles
  * Cannot be laid down without the aid of the spell Remove Curse
  Cursed Item Descriptions
  Attracts Missiles: This item attracts missile fire (even those fired at others near-
  by) and grants a +1 “to-hit” bonus to attack on such missiles.
  Table 41: Melee Weapons
  Roll
  Melee Weapons
  1
  Axe, battle
  2
  Axe, hand
  3
  Dagger
  4
  Lance
  5
  Mace, heavy
  6
  Mace, light
  7
  Spear
  8
  Staff
  9
  Sword, long
  10
  Sword, short
  11
  Sword, two-handed
  12
  War Hammer
  Table 42: Missile Weapons
  Roll
  Missile Weapons
  1–8
  2d6 Arrows
  9–10
  1d10 Stones
  11
  Spear
  12–15
  2d4 Darts
  16–20
  2d6 Bolts, crossbow
  Table 43: Minor Abilities for Melee Weapons
  Roll
  Minor Abilities for Melee Weapons
  1–4
  Additional damage (+1)
  5
  Sheds light, 15 ft. radius
  6
  Sheds light, 30 ft. radius
  17
  CHAPTER 9: TREASURE
  Chime of Opening: Sounding this small chime opens any door, even if the 
  door is barred or Wizard Locked. Usable by: All Classes.
  Cloak of Displacement: The wearer appears to be in a slightly different loca-
  tion than he really is. His AC improves by 2, and he gains a +2 saving throw 
  against any targeted attack upon him. Usable by: All Classes.
  Cloak of Elvenkind: The wearer is almost, but not quite, invisible. Usable by: 
  All Classes.
  Cloak of Protection, +1: This cloak improves the wearer’s AC by 1, and grants a 
  bonus of +1 on saving throws. Usable by: All but Fighters.
  Cloak of Protection, +2 or +3 (50%): This cloak improves the wearer’s armor 
  class by 2 (or 3), and grants a bonus of +2 (or +3) on saving throws. Usable 
  by: All but Fighters.
  Crystal Ball: Allows the user to see what he desires to see, over a considerable 
  distance. A crystal ball may not be used more than thrice per day, or the 
  user will be driven mad. Certain spells and other precautions may be used 
  to prevent being seen through a crystal ball. Some crystal balls communi-
  cate sound or even thoughts from the area being scryed, although these are 
  rare. Usable by: Magic-users.
  Cursed Item: (See Cursed Items, Page 22)
  Decanter of Endless Water: This jug pours out one gallon of water per minute 
  when unstoppered. Usable by: All Classes.
  Deck of Many Things: An ordinary-seeming deck of hand-painted cards, this 
  item bears tremendous and varied enchantments, one per card in the deck. 
  The deck contains all the aces and face cards, plus one Joker (the Fool). 
  A character may draw as many cards as he likes (with the deck re-shuf-
  fled each time), but once he stops drawing cards, the deck disappears in a 
  sound of faintly malevolent laughter. The results are as follows:
  The Hearts (♥)
  Ace: Gain 50,000 xp.
  King: Gain a magic item from the Misc. Magic Items (Greater) table.
  Queen: Gain 1d3 wishes
  Jack: Gain the ability to summon an 8 HD warrior with +3 sword, 
  shield, to serve for a total of 1 hour.
  The Clubs (♣)
  Ace: The character’s alignment is changed. If the game does not use 
  alignment, the character receives a dangerous Quest (per the 
  spell).
  King: The character’s most powerful magic item is sucked into the 
  void and disappears.
  Queen: The character is instantly turned to stone, a look of great sur-
  prise upon his face.
  Jack: The character loses one point from his Prime Attribute.
  
  16
  SWORDS & WIZARDRY: WHITEBOX
  Misc. Magic Item Descriptions
  Amulet against Scrying: Protects the wearer from all scrying, such as Detect 
  Thoughts or being viewed through a crystal ball. Usable by: All Classes.
  Amulet of Demon Control: Functions as a Protection from Chaos spell, 
  and allows the wearer to attempt to cast Charm Monster upon a demon. 
  Success means that the demon is enslaved for 1d6 weeks, whereupon it be-
  comes free. Usable by: Magic-users and Clerics.
  Arrow of Direction: Points the direction of whatever the owner requests. Cannot 
  be used more than 7 times in a single week. Usable by: All Classes.
  Bag of Holding: The inside of this bag is larger than the outside. The inside di-
  mensions are roughly 10 × 5 × 3 feet, but the bag cannot carry more than 
  1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no 
  matter how much weight it actually contains. Usable by: All Classes.
  Beaker of Potions: This small jug fills itself with the requested potion, out of the 
  1d4+1 potions it is able to produce. The jug can be used as many times per 
  week as it can create potions. Usable by: All Classes.
  Boots of Elvenkind: The wearer moves with complete silence. Usable by: All 
  Classes.
  Boots of Levitation: These boots allow the wearer to Levitate (as per the spell) 
  with unlimited duration. Usable by: All Classes.
  Boots of Speed or Boots of Leaping (50%): Boots of Speed double the wearer’s 
  movement rate, but require complete rest for a period of time equivalent 
  to the amount of time they were used. Boots of Leaping allow the wearer 
  to make prodigious leaps 10 feet high and up to 30 feet horizontally. These 
  boots also double movement rates, but outdoors only. They do not require 
  the wearer to rest after using them. Usable by: All Classes.
  Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance): These bracers im-
  prove the wearer’s armor class (whatever part of it is due to actual armor) 
  to the stated level—there is no effect if the wearer is already armored to the 
  same or higher degree. The AC granted by the bracers can be increased by 
  magical rings or other protective magics. Usable by: All Classes.
  Bracers of Defense, AC 6 [13]: These bracers improve the wearer’s armor class 
  (whatever part of it is due to actual armor) to the stated level—there is no 
  effect if the wearer is already armored to the same or higher degree. The 
  AC granted by the bracers can be increased by magical rings or other pro-
  tective magics. Usable by: All Classes.
  Carpet of Flying: The carpet can carry as many as three people, and travels at a 
  speed of 18 when it has more than one passenger. With only one rider, the 
  carpet moves at a rate of 30. Usable by: All Classes.
  Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers control air 
  elementals, Bowls (when filled) control water elementals, Braziers control 
  fire elementals, and Stones control earth elementals. These items can be 
  used to summon a 12 HD elemental of the appropriate type. Generally, it 
  takes 10 minutes to prepare the object for use. Usable by: Magic-users.
  9
  CHAPTER 9: TREASURE
  Table 44: Unusual Weapons (Optional)
  Roll
  Unusual Weapons
  1
  +1 Blunt weapon that destroys undead
  2
  +1 Thrown weapon that returns to hand
  3
  +1 Weapon, grants 1 additional attack/day
  4
  +1, +2 vs. particular type of foe
  5
  +1, +4 vs. particular type of foe
  6
  +2, +3 vs. particular type of foe
  7
  Weapon flames
  8
  Weapon freezes
  9
  Dancing weapon
  10
  Intelligent weapon
  Unusual Weapon Descriptions
  +1 Blunt weapon that destroys undead: Blunt weapons are the mace, sling, 
  staff, and war hammer. Lesser types of undead don’t get a saving throw, 
  more powerful types do.
  +1 Thrown weapon returns to hand: These weapons are the hand axe, spear, 
  and war hammer.
  vs. particular type of foe: Dragons, giants, orcs, lycanthropes, undead, etc.
  Weapon flames: Additional 1d6 fire damage: roll 1d4-1 for “to-hit” bonus.
  Weapon freezes: Additional 1d6 cold damage: roll 1d4-1 for “to-hit” bonus.
  Dancing weapon: Fights in the air after 3 rounds, as a +1d3 weapon.
  Intelligent weapon: Roll 1d3 for to-hit bonus. There is a 10% chance that such 
  a weapon may have the ability to cast a spell once per day. Such swords 
  generally can communicate with their bearers, and often (25% chance) can 
  speak audibly.
  Table 45: Unusual Armor (Optional)
  Roll
  Unusual Armor
  1
  Armor of Arrow Deflection
  2
  Demonic Armor
  3
  Ethereal Armor
  4
  Fiery Armor
  Unusual Armor Descriptions
  Armor of Arrow Deflection: +2 against missile fire.
  Demonic Armor: Possessed by a spirit or demon, with effects to be determined 
  by the Referee.
  Ethereal armor: +3 plate mail that also allows the wearer to become insubstan-
  tial and incorporeal 50 times, at which time it reverts to normal +3 plate 
  
  10
  SWORDS & WIZARDRY: WHITEBOX
  mail. In ethereal form, the wearer cannot be hit and cannot attack (unless 
  the opponent is also ethereal).
  Fiery Armor: +1 armor that is surrounded by flames. These flames deal 1d6 
  damage to melee attackers.
  Table 46: Miscellaneous Items
  Roll
  Miscellaneous Items
  1
  Lesser Wand
  2
  Lesser Ring
  3–20
  Misc. Lesser Magical Item
  21
  Lesser Wand
  22
  Lesser Wand
  23
  Greater Wand
  24
  Lesser Ring
  25
  Lesser Ring
  26
  Greater Ring
  27–40
  Misc. Medium Magical Item
  41
  Greater Wand
  42
  Greater Wand
  43
  Greater Ring
  44
  Greater Ring
  45
  Staff
  46-60
  Misc. Greater Magical Item
  Table 47: Lesser Wands
  Roll
  Lesser Wands
  1–2
  Level 1 spell, holds 10 charges
  3–4
  Level 2 spell, holds 5 charges
  5–6
  Level 3 spell, holds 2 charges
  Table 48: Greater Wands
  Roll
  Greater Wands*
  1
  Level 3 spell, holds 10 charges
  2
  Level 4 spell, holds 10 charges
  3
  Wand of Detection (enemies)
  4
  Wand of Detection (metal)
  5
  Wand of Detection (magic)
  6
  Wand of Detection (traps and secret doors)
  * Wands become useless with 0 charges. A wand can be recharged by casting a spell into it. 
  There is a 5% chances per recharge that the wand will be destroyed
  15
  CHAPTER 9: TREASURE
  Roll
  Medium Magic Items
  9
  Gauntlets of Ogre Power
  10
  Helm of Read Magic and Languages
  11
  Hole, portable
  12
  Horn of Valhalla, bronze
  13
  Horn of Valhalla, silver
  14
  Jug of Alchemy
  15
  Manual of Quickness
  16
  Medallion of Detect Thoughts (ESP)
  17
  Mirror of Mental Scrying
  18
  Robe of Blending
  19
  Robe of Eyes
  20
  Robe of Wizardry
  Table 53: Misc. Magic Items (Medium) (cont.)
  Table 54: Misc. Magic Items (Greater)
  Roll
  Greater Magic Items
  1
  Amulet of Demon Control
  2
  Beaker of Potions
  3
  Censer, Bowl, Brazier, or Stone of 
  Controlling Elementals
  4
  Crystal Ball
  5
  Efreeti Bottle
  6
  Figurine of the Golden Lions
  7
  Gauntlets of Dexterity
  8
  Gem of Seeing
  9
  Girdle of Giant Strength
  10
  Helm of Fiery Brilliance
  11
  Helm of Teleportation
  12
  Horn of Blasting
  13
  Horn of Valhalla, iron
  14
  Lenses of Charming
  15
  Libram, magical (level gain)
  16
  Manual of the Golems
  17
  Manual of Intelligence
  18
  Manual of Wisdom
  19
  Necklace of Firebaubles
  20
  Symbol—Scarab of Insanity
  
  14
  SWORDS & WIZARDRY: WHITEBOX
  Striking: Inflicts 2d6 points of damage with a successful hit (does not use 
  charges).
  Withering: Adds ten years of physical aging with a successful hit.
  Wizardry: The most powerful of staves. It is a Staff of Power with additional 
  abilities. At the cost of one charge, it allows invisibility, summoning el-
  ementals (calling 1d4 at a time), Hold Person, a Wall of Fire, Passwall, a 
  Web spell, or Fly.
  Table 52: Misc. Magic Items (Lesser)
  Roll
  Lesser Magic Items
  1
  Arrow of Direction
  2
  Bag of Holding
  3
  Boots of Elvenkind
  4
  Boots of Speed or Leaping (50%)
  5
  Bracers of Defense, AC 6 [13]
  6
  Chime of Opening
  7
  Cloak of Elvenkind
  8
  Cloak of Protection, +1
  9
  Cursed Item
  10
  Decanter of Endless Water
  11
  Dust of Appearance or Disappearance (50%)
  12
  Dust of Sneezing and Choking
  13
  Gauntlets of Swimming and Climbing
  14
  Horseshoes of Speed
  15
  Luckstone (+1 to saving throws and “to-hit” rolls)
  16
  Manual of Beneficial Exercise
  17
  Pipes of the Sewers
  18
  Rope of Climbing
  19
  Rope of Entanglement
  20
  Spade of Excavation
  Table 53: Misc. Magic Items (Medium)
  Roll
  Medium Magic Items
  1
  Amulet Against Scrying
  2
  Boots of Flying
  3
  Bracers of Defense, AC 4 [15] or 2 [17] (50%)
  4
  Carpet of Flying
  5
  Cloak of Displacement
  6
  Cloak of Protection, +2 or +3
  7
  Deck of Many Things
  8
  Figurine of the Onyx Dog
  11
  CHAPTER 9: TREASURE
  Roll
  Greater Wands*
  7
  Wand of Polymorph
  8
  Wand of Fear
  9
  Wand of Cold
  10
  Wand of Paralyzing
  * Wands become useless with 0 charges. A wand can be recharged by casting a spell into it. 
  There is a 5% chances per recharge that the wand will be destroyed
  Table 48: Greater Wands (cont.)
  Greater Wand Descriptions
  Wand of Detection (enemies): Detects enemies in a radius of 60 feet, provid-
  ed that the enemies are actually thinking hostile thoughts. Always active 
  when held, does not use charges.
  Wand of Detection (metal): Detects large caches of metal, with a range of 20 
  feet. The wand’s user also gets a vague sense of the metal’s type. Always ac-
  tive when held, does not use charges.
  Wand of Detection (magic): Functions as a Detect Magic spell with a range of 
  20 feet. The wand’s user gets a vague sense of what sort of magic is being 
  detected. Always active when held, does not use charges.
  Wand of Detection (traps and secret doors): Detects traps and secret doors 
  with a range of 20 feet. Always active when held, does not use charges.
  Wand of Polymorph: Casts either Polymorph (self) or Polymorph (other), 
  carries 10 charges.
  Wand of Fear: Causes creatures in a cone-shaped path to flee (saving throw). 
  There is a 60% chance that they will drop whatever they are holding. The 
  cone extends 60 feet to a base 30 feet across. Holds 25 charges and cannot 
  be recharged.
  Wand of Cold: Casts a cone of cold 60 feet to a base 30 feet across. Creatures in 
  the cone take 6d6 damage (saving throw for half damage). Holds 25 charg-
  es and cannot be recharged.
  Wand of Paralyzing: Casts a cone of paralysis 60 feet to a base 30 feet across. 
  Creatures in the cone are paralyzed for 3d6 turns. Holds 25 charges and 
  cannot be recharged.
  Table 49: Lesser Rings
  Roll
  Lesser Rings
  1
  Protection, +1
  2
  Protection, +2
  3
  Invisibility
  4
  Mammal Control
  5
  Fire Resistance
  6
  Poison Resistance
  
  12
  SWORDS & WIZARDRY: WHITEBOX
  Lesser Ring Descriptions
  Fire Resistance: +5 to saving throws vs. magical fire and grants immunity to 
  normal fire.
  Mammal Control: The wearer controls 1d6 mammals at a range of up to 60 feet. 
  Control does not extend to humans or giant animals.
  Poison Resistance: +5 to saving throws vs. poison.
  Table 50: Greater Rings
  Roll
  Greater Rings
  1
  Human Control
  2
  Three Wishes
  3
  Regeneration
  4
  Djinn Summoning
  5
  Shooting Stars
  6
  X-ray Vision
  7
  Telekinesis
  8
  Spell Turning
  9
  Spell Storing (Magic-user)
  10
  Spell Storing (Cleric)
  Greater Ring Descriptions
  Djinn Summoning: The wearer of this ring can summon a djinn.
  Human Control: Allows the wearer to cast Charm Person once per day and 
  maintain the charm on up to 3 individuals at a time.
  Regeneration: The wearer regenerates 1 HP/round and thus cannot die unless 
  the ring is removed or the body burned.
  Shooting Stars: Once per day, this ring can summon 1d6 flaming meteors from 
  the depths of space. Each meteor can target a separate enemy and deals 3d6 
  damage. If used indoors or underground, the meteors will strike whatever 
  is directly above the target.
  Spell Storing (Magic-user): The ring contains 1d6 Magic-user spells. Roll 1d6 
  for each spell to determine their spell levels. The wearer (if a Magic-user) 
  can cast these spells as if they were his own memorized and prepared spells. 
  Once the spell is cast, it cannot be cast a second time until the caster rests 
  for 8 hours.
  Spell Storing (Cleric): The ring contains 1d6 Cleric spells. Roll 1d6 for each spell 
  to determine their spell levels. The wearer (if a Cleric) can cast these spells 
  as if they were his own memorized and prepared spells. Once the spell is 
  cast, it cannot be cast a second time until the caster rests for 8 hours.
  Spell Turning: Any spell (other than from a wand, etc.) directly aimed at the 
  wearer of this ring is partially reflected back at the caster. Roll a d100 to de-
  termine how much of the spell’s power bounces back; the exact determina-
  tion of what happens is up to the Referee.
  13
  CHAPTER 9: TREASURE
  Telekinesis: The wearer can mentally lift and move up to 200 pounds of weight 
  at a range of 120 feet.
  Three Wishes: Grants the wearer 3 wishes; outrageous wishes backfire.
  X-ray Vision: The wearer has x-ray vision at a range of 40 feet. The maximum 
  distance through which the character can see through solid rock is just 
  over 10 feet, through solid metals (other than lead) is 1 foot, and through 
  lead is 1 inch.
  Table 51: Staves
  Roll
  Staves
  1
  Healing
  2
  Command
  3
  Snake, the
  4
  Striking
  5
  Withering
  6
  Power
  7
  Wizardry
  8
  Beguiling
  9
  Absorption
  10
  Lordly Might
  Staff Descriptions
  Absorption: Absorbs spells cast directly at the wielder and allows the wielder 
  to cast a spell from his own memory using that power (and thus not los-
  ing the spell from memory). Once the staff has absorbed 50 levels of spells 
  (whether or not the power has been cast back out again), it no longer ab-
  sorbs spells.
  Beguiling: Casts Charm Person in a radius of 20 feet from the wielder (uses 
  one charge). The duration of the charm is 1 hour.
  Command: A charge can be used to control humans (as per Charm Person), 
  plants, or animals.
  Healing: Cures 1d6+1 hit points of damage per charge.
  Power: Casts Light (no charge used), casts Fireball (4d6 damage), cold as a 
  Wand of Cold, Lightning Bolt (4d6 damage), acts as a ring of Telekinesis 
  (costs one charge) and hits for 2d6 damage (no charge used).
  Lordly Might: These staves only carry 10 charges, but a charge may be used to 
  cast Raise Dead.
  Snake, the: +1 “to-hit” and +1 damage. When commanded (by using a charge) 
  the staff coils around the target with a successful hit and pinions the vic-
  tim for 1d4 × 10 minutes. The victim must be about the size of a human or 
  smaller to use this power. The staff will slither back to its owner afterwards 
  at a speed of 24. Only Clerics can employ a Staff of the Snake.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Swords & Wizardry/Digest Booklets/Bk4 (3rd) Print-ready interior.pdf