Overall Notes

Cursed Items

Items can be or become cursed. Cursed armor pieces or other worn items cannot be taken off, and handled weapons and tools always return to owner's hand. Those items with different effects when cursed (like wands, potions and scrolls) do not stick to owner. In addition, cursed wands, bows and similar items may break each time they are used, and thrown cursed items may slip from hands.
Curse can be removed with Remove Curse spell, power or scroll. Uncursed items become ordinary items and retain their original attributes.

Blessed Items

Blessed items are those blessed by the gods or by priests with holy water. Blessed items resist curses so that they first become ordinary instead of directly becoming cursed. In addition, blessed weapons cause +2 damage against unholy creatures, and blessed items burn against their skin.


Magical rings are very common magical items used by many creatures with fingers or similar extremes. No more than one ring can be on each hand; multiple rings will cause unexpected results (probably both will stop to work, except for cursed ones).

Ring of +X Extra Damage
All melee attacks of the wearer cause +X damage.

Ring of Fire Immunity
As resistance rings, but grants immunity. Similarly, poison and cold variants exist.

Ring of Fire Resistance
Grants resistance to fire to wearer. Similarly, there exists ring of poison or cold resistance. Other resistances are very rare.

Ring of Free Action
Grants immunity to paralyzation.

Ring of Invisible Detection
The wearer can detect invisible.

Ring of Invisibility
The wearer and his or her possession is now invisible. He cannot see his or her own equipment either, unless can see invisible.

Ring of Levitation
The wearer levitates as long as ring is in finger.

Ring of Polymorph Control
The wearer can try to influence the creature type he or she is polymorphed into each time the change takes place.

Ring of Protection +X
Gives bonuses to both AC and all saving throws (except magic and stun save). No help from multiple rings.

Ring of Regeneration
This very expensive ring heals 10% of lost hit points, round up, at d6 roll 1 each combat round. This healing is very taxing to user, and each time the healing takes place, one hit point from maximum is lost until user has been without the ring for one whole day.

Ring of Stupidity
The wearer becomes stupid. This ring is most of the time cursed.

Ring of Teleport Control
The wearer can choose the target location when teleported (as would have casted dimension door him or herself).

Ring of True Seeing
The wearer can detect illusions.

Ring of Wishing
Any wish made by the wearer (even unintentional) is fulfilled as described in GM section. The ring works only once, and then becomes non-magical. It cannot be recharges. There exist also rings with different multiple wishes.


Amulets give user some extraordinary attributes. Only one helpful amulet can be activated at the time. Many amulets are usually also expensive pieces of jewelry.

Amulet of Change
Each time this amulet is put on, the wearer is is metamorphed into a new creature. The effect stays until dispelled, amulet is removed (if possible, but it adapts to change) or wearer is forced to original form.

Amulet of Curse Protection
The wearer and his or her items resist curses on d6 roll 1-3.

Amulet of Environment Protection
The wearer is resistant to cold and fire.

Amulet of ESP
The wearer can use ESP (as spell).

Amulet of Grounding
The amulet draws all lightning hitting the wearer, and it causes lightning bolts to stop on him or her. The wearer is effectually immune to lightning.

Amulet of Insanity
The wearer becomes insane. This amulet is normally cursed.

Amulet of Life Protection
The wearer is immune to death.

Amulet of Life Saving
This amulet will absorb first instant death caused by any effect, and will then crumble to dust. Does not help against hit-points based damage, but absorbs also petrification and polymorph effects.

Amulet of Magical Breathing
The wearer is immune to harmful gases and drowning as with level 3 spell.

Amulet of Mind Protection
The wearer is immune to mind, and cannot be detected with ESP.

Amulet of Polymorph Protection
The wearer is immune to polymorph and petrification.

Amulet versus Poison
The wearer is immune to poison.


Wands are small magical rods of about 30 to 50 cm long and one or two cm thick. They are usually quite fragile, but might be done of metal. Most wands are used with mental note and pointing wand at target, but some may require a command word in addition to that.
The target in most cases is determined as an invisible bolt has been fired, and so may miss creatures with high AC. Wands have power level 10 unless noted otherwise.
In addition all wands have charges, and when last one is used, the use of wand usually produces no effect until wand is recharged. When empty wand is used, on a d6 roll of 1, non-charged wand releases its last charge and is then turned to dust.

If the wand is broken (by an attack or by wielder), it may cause some special effect depending on wand and charges left in wand.

Wand of Cold
Fires a bolt of cold with length of 10 meters. Causes 10+d20 of cold damage. Broken wand freezes (paralyzes) the wielder unless save vs. cold succeeds.

Wand of Conjuration
Conjures creatures as with level 3 spell. Broken wand may conjure huge group of creatures or create a gate.

Wand of Digging
Creates a hole as with Dig spell. Broken wand may create a small earthquake, opening multiple ravines.

Wand of Fire
Fires a bolt of fire with length of 10 meters. Causes 10+d20 of fire damage. Broken wand explode in 1/6 change as a 5 meter fireball with damage equal to d6 per charge left in wand.

Wand of Illusion Dispelling
All illusion around wand are dispelled as with spell Dispel Illusions.

Wand of Light
Creates illumination as level 1 spell. This wand has typically double the number of charges as usually wands have.

Wand of Lightning
Fires a bolt of lightning with length of 10 meters. Causes 10+d20 of lightning damage. Broken wand cause d6 damage per charge left to wielder.

Wand of Magic Detection
Makes all magical items and enchantments within 10 meters from wand to glow with soft glow.

Wand of Opening
Opens first lock in direction pointed by the wand as with Knock spell.

Wand of Paralyzation
Fires a green 10 meter bolt, that paralyzes all creature hit unless they save vs. magical paralyzation. Broken wand paralyzes the wielder with -4 to save for each charge left.

Wand of Passing
Creates Passwall (as spell). Broken wand produces a portal or gate to random location.

Wand of Polymorph
Fires a bolt and first target hit is polymorphed as with level 5 spell.

Wand of Sleep
Fires a bolt and first target hit must save vs. mind magical sleep or is put to sleep.

Wand of Slow Monster
Target hit is slowed (as spell) unless save vs. magic at -4. Broken wand slows the wielder without save.

Wand of Speed Monster
Target hit becomes fast as with Haste spell.

Wand of Stunning
Fires a bolt and all targets hit must save vs. magical stunning or are stunned.

Wand of Teleportation
Target hit is teleported as with level 5 spell. The effect is similar if used on wielder. Broken wand may teleport the wielder or create a gate to other plane (very small change).

Wand of Wishing
When zapped, the first wish pronounced aloud within 5 meters is fulfilled as described in GM section. This wand can only be recharged once, and only for 1-3 charges.

Wand of Wonder
This wand creates random magical effect each time it is used. Roll a random spell, rerolling rituals and completely unusable spells. Ranged and touch spells become bolt spells, which (only) affect first suitable target hit. Broken wand creates random spell effect on broker. Random effects use magic and power level equal to 10.


Staffs can be ordinary big wood staves, but can be made of more exotic materials. In most cases, they can be used as normal weapons and may have quality or magical bonuses.
Most staffs have charges, and all powers use one charge unless noted otherwise. However, staffs are also rechargeable without scroll of recharging. The wielder may 'pump' his or her magic powers to staff, but each pumping is used as power level 10 spell. In addition, staffs can absorb only limited number of charges, and if d20 roll after pumping (each separate charge) is equal or less than current charges, the staff becomes unoperational for one whole day, and breaks on d6 roll 1. Unoperational staff have no special properties, even those continual powers.

Staff of Cold
This staff can create Cone of Cold or Frostshield (as spells) or Wall of Ice (as spell, 2 charges).

Staff of Curing
This staff has no charges. It can Remove Fear, Cure Blindness or Disease or Restore target creature. This staff works once for each target each day.

Staff of Fire
This staff can create jet of flame (as wand of fire), Fireshield (as spell), Fireball (as spell, 2 charges) or Wall of Fire (as spell, 2 charges).

Staff of Healing
This staff can Heal (as with Miracle) with touch of its tip. Each use drains one charge, but staff is rechargeable in standard way.

Staff of Power
This mighty staff gives its wielder +2 to all saves including mana-burn saves. It can create light, detect magic or dispel illusions (as with those wands), and it can be used as wand of paralyzation or fire (2 charges) or used to Dispel Magic or create Minor Globe of Invulnerability (as spells, 2 charges each).

Staff of Necromancy
This staff grants the wielder resistance to death and can enchant dead or turn them away. It can be used to create Animate Dead (as spell) or Turn Undead (as Miracle). Effects are generated as with level 10 power or magic level, and both use one charge.

Staff of Rebirth
This mighty staff can be used to Resurrect (as miracle) a slain creature. There is no charges, but each use adds one 'rebirth' to user (as with miracle). In addition, if used again on the same day, roll a d6. If the roll is same as resurrects done with the staff so far this day, Death appears and takes the soul of the user (permanent death). The staff then becomes inactive for one whole day. Roll before actual resurrection.

Miscellaneous Magical Items

Bag of Holding
This bag appears normal bag of some type (see containers), but objects put into it are stored in stretch in time-space continuum. Items completely in bag weight only one tenth of their normal weight.
Cursed bag of holding will cause each item to disappear on a d6 roll 1 each time they are tried to be taken away from the bag.

Eggs of Paralyzation
These normal-looking large eggs cause instant paralyzation when broken. Target hit (no protection from armor) must save vs. magical petrification at -4 or is freezen until effect decays (normal rules). The eggs are easily broken, and stepping on egg is a sure way to activate them. Multiple hits cause multiple effects. Cursed egg does not work on d6 roll 1-2.

Fire Opals
These about 3-4 cm diameter glassy and reddish balls will explode in fireball (as spell) if collide heavily, with power level 15. They are usually stored in very cushioned box, and then hurled with force against target. If thrown to anything soft, there is always a chance that they will not explode.

Force Sticks
These small 20 cm long sticks can be hurled at any target, and they transform into Magic Missiles (as spell) during flight. Max 6 sticks can be thrown each round.

Magical Rope
This ordinary-looking rope of usually about 10 to 20 meters will stay eject if thrown to air. Can carry about 200 kg, but requires that half of the rope is in coil at the base, and in stable ground. Rope is coiled by drawing it back to coil.

Magical Scroll Ink
With this ink, a mage can write any spell he or she can cast on a scroll or paper. Anyone reading this scroll launches its magic. This ink has 'charges' to reflect how much can be written with it, and typical vial has about 100 charges when full. Each spell requires levelx5+d20 charges. Some approximation on remaining ink can be made, but not very exact.
Scroll writing takes about one minute per 'charge' required, and if charges run out, the scroll becomes useless. After entire scroll is written, scroll-writing skill is checked (by GM) to see, if any usable scroll is created. Apply -1 to roll for each 5 power levels in spell. In addition, scroll has same unworking probability as has mage during writing, ignoring armor and already cast spells. If unworking scroll is created, a mage has 4 in 6 probability to notice that upon inspection.

Orb of Warding
This very rare and expensive glass orb is used to set up area enchantments to its close vicinity. Any area enchantment cast permanent with permanency can be powered from this orb instead. If so is done, no mana-burn or hit point loss result from permanency.
As long as this orb remains intact and within 100 or so meters, enchantments remain, but are automatically dispelled if the orb is broken or moved away.

Potion Ingredients
These powders and materials are specific for each potion. To create actual potions from them, an alchemist laboratory is required, and alchemy-skill roll must succeed, with -1 penalty per 5 power levels (GM must approximate for non-spell effects). A failure creates an explosion, poison or some other potion.
Potion ingredients are usually in jars, and one mid-sized jar weights about 1 kg and has ingredients for 5 potions. In addition to that, common alchemist materials are needed.

Stink Bomb
This fist-sized leathery egg is thrown as any rock, but upon great intact will transform into Stinking Cloud (as spell).

Unicorn Horn
This magical healing device has curative powers when applied. When activated, roll d6. On a roll 1, the horn ceases to function for an hour. On a roll 2-3, it simply does not work. Otherwise, user is healed of one disease, blindness or restored of one stat level, in that order. A blessed horn ceases only to work on roll 1 or 2, but cursed sticks to hand and works only a roll of 6, 2-5 has no effect.

Magical Weapons

Most magical weapons are normal weapons with powerful enchantments on them making them up to +5 quality weapons, but +3 and higher enchantments are very rare and precious. Similarly a weapon can be tweaked so that it has negative modifiers, and is usually cursed.

Named weapons: In addition to these special magical weapons, there exist also unique named weapons with many special powers.


Fire Brand
This sword burns in eternal flame, and all creatures hit in melee gain +10 fire damage. The sword usually has some magical scabbard for it.

Frost Brand
This sword is freezing to touch, and all hits by it cause an extra +10 cold damage.

Holy Avenger
This mighty sword is like a holy blade, but far more powerful. It causes +20 damage to any unholy creature it is struct at, or d6 per round of touching it. In addition, it grants resistance to magic and poison to anyone wielding or touching the wielder. This weapon is automatically blessed and cannot lose that status. Do not add that usual +2 bonus from blessed status against unholy.

Holy Blade
This sword will radiate soft glow, and causes d6 damage per round to any unholy creature touching it. In addition, it causes double damage on all unholy creatures it strikes. As is Holy Avenger, this weapon is always blessed.

Scimitar of Speed
This magical sword is so fast that wielder has one extra attack with it. In effect, this is considered as fast status, so the wielder do not get extra attack from both fast status and this sword.

Sword of Sharpness
This magical sword is extra sharp and cause +5 damage each hit.

Venom Bite
This sword causes magical poison attacks with 2d10 damage in addition to normal damage.

Vorpal Blade
This special weapon has a black zigzag-blade. It is so sharp that it causes +10 damage with any hit, and any natural 19+ roll with at least 50 damage causes loss of random limb or even decapacitation. In addition, it ignores resistance to physical damage if target has any.

Miscellaneous Melee

Axe of Hurling
This hand axe at least +2 can be hurled as any throwing axe, but it will return back to thrower immediately after it has hit something.

Obsidian Axe
This battle-axe made of black obsidian is extra-hard weapon that causes double damage against any target.

Spear of Piercing
This heavy spear is magically enhanced to give immense thrusts, piercing almost any armor and hitting even fast targets. Any attack with it is at additional +5 to-hit. This applies even if it is thrown.

Thunder Hammer
This heavy hammer (count as mace) is charged with electricity, and each time it hits the target, it blasts extra 20 points of lightning damage in addition to normal damage and loud noise. Metal armored creatures gain no armor protection against this extra damage.


Although long bow arrows are most typical, most of these magical items are also found as short bow arrows, crossbow quarrels or even javelins.

Acid Arrow
This arrow transforms into acid during flight and hits as 6d8 acid attack (as with similar spell).

Arrow of Fire
This arrow explodes as fireball upon contact on target. See spell Fireball for details, power level is 15. Arrow is usually easily detected from its strange red and heavy tip.

Arrow of Slaying
This arrow causes instant death to target creature type unless it saves vs. magical death at -8. Typical arrows are giant, goblinoid or demi-human slaying arrows. There exists also demon or devil slaying arrows, which kill creature of that type if it fails save vs. magic at -4.

Venomous Arrow
This deadly arrow inflicts 4d10 magical poison damage upon hit, and target must save vs. magical poison or is instantly slain.

Magical Armor

Most magical torso armor or shields are just enchanted armor with quality up to +5. Only torso armor has modifiers to AC unless noted otherwise. Armor can be magically worsened to have negative modifier. High level enchantments are very, very rare and expensive. Note that most armor will not fit unless the creature is of quite same size.

Exotic Materials
Magical armor can be made of some exotic material like dragon hide. Such armor is usually very enchanted and weights less than normal armor, and is not considered as metal armor in a case of some effects and spell-casting.

Body Armor

All standard body armor can be enchanted. Body armor almost never fits any other creature.

Dwarven Mithril
This chainmail is made of mithril by dwarven weaponsmiths. It confers basic AC modifier -5 and weights 5kg. It can be enhanced as any other armor, but repairing is quite hard. It cannot rust.

Dragon Scale Armor
This very exotic armor is made of dragon scales. It confers basic AC modifier -8 and weights only 4kg. In addition, it confers the wearer resistance to appropriate attack type and cannot be damaged by attacks of that type, and is naturally not made of metal.

Snake Leather
This slippery leather armor confers AC modifier -3 and weights 3kg. In addition, its wearer is resistant to poison and gains +3 to STR when trying to escape a grab.


Note that magical full helmets are rare, especially for special ones. Helmets do not have 'plusses'.

Helm of Mind Protection
The wearer is immune to mind and cannot be detected with ESP.

Helm of Stupidity
The wearer is stupid. This helmet is usually cursed.

Helm of Telepathy
The wearer can use Telepathy and ESP (as spells) when need to.

Helm of True Seeing
The wearer can see invisible and detect illusions.

Helm of Brilliance
The wearer gains INT +3 and WIS +3 as long as helmet is worn.


Most magical shields are normal shields, and are enchanted from +1 to +3 or higher.

Shield of Arrow Attraction
This shield draws all arrows and thrown items targeted at wearer to it. The wearer's AC is 8 better against all normal ranged weapons.

Shield of Reflection
This usually smooth shield reflects most bolts that hit at it. On a d6 roll 1-5 a bolt that hits the wearer is instead deflected away, most of the time back to the origin (roll 1-3). The wearer is not damaged if the bolt bounces. Works even against disintegration.


Most special magical cloaks are light cloaks.

Cloak of Displacement
The wearer stands actually a bit sideways to where he or she appears to be, giving AC bonus -4 unless attacker can detect illusions.

Grounding Cloak
The wearer becomes immune to lightning, and his or her items are equally protected.

Cloak of Magic Resistance
The wearer gains resistance to magic.

Cloak or Protection
The wearer gains save and AC bonuses equal to magical bonuses of the cloak. Not cumulative with ring of protection, only the better works.

Gauntlets and Bracers

Note that most bracers, gauntlets and gloves give no AC bonus. Creature with cursed gloves or gauntlets cannot change rings.

Bracers of Archery
The wearer gains +4 to-hit with bows, and at least +10 (before penalties)

Bracers of Defense
These bracers confer +1 to +5 bonus to AC as would cloak of protection or ring of protection, but do not confer save modifier. If combined with cloak or ring, only the strongest AC modifier apply.

Bracers of Defenseless
The wearer loses all bonuses to AC from melee skill and is at +2 AC against melee attacks. These bracers are usually cursed.

Gauntlets of Power
The wearer has STR at least +5.

Gloves of Fear
Each creature touched with these gauntlets must save vs. magical fear or is scared. Apply only once for each creature during each encounter.

Gloves of Fumbling
These gloves cause creature to slip any item in hand on d6 roll 1 at the start of each of its rounds, and randomly when not in combat. Usually cursed.


Most special boots are normal leather boots.

Jumping Boots
The wearer may, instead of normal moving, jump up to 8 meters. Reduce that by 1 for each 50 kg of total weight.

Levitation Boots
The wearer gains levitation.

Water Walking Boots
The boots do not sink into water unless over 100kg is put on it.

Speed Boots
The movement of the wearer is doubled. This is considered as fast effect, so that fast creature with these boots do not quadruple his or her land speed.

Boots of Elvenkind
The boots give no sound, and give user stealth-skill at +10 when trying to move silently.

Potions and Oils

Magical potions are very small vials with magical liquid. Usually potions of same time appear identical if found from same place.
The potion must be drank completely for effect to appear. Cursed potions normally have no effect than bad taste, and blessed potions double probablity of permanent effects, if any.
When a potion breaks because of some attack or thrown to target, it evaporates and may cause some special effect if told so.

Oils are like potions, but are poured on subject instead of drank.

Bravery Potion
Drinker becomes immune to fear as with spell Remove Fear. On a d6 roll 1, the effect is permanent.

Extra-Healing Potion
Restores 40% hit points. If drank while not damaged, raises maximum by 2.

Free Breathing Potion
Grants drinker temporary ability to breathe underwater or harmful gases as with spell Free Breathing.

Healing Potion
Restores 20% hit points. If drank while not damaged, raises maximum by 1.

Holy Water
This ordinary-looking water is blessed, and can be used to bless any other item or creature (as with Miracle). If it loses its blessed status, it becomes ordinary water. If thrown at unholy creature, causes 2d8 damage, and if thrown at face, blindness as with lightning attacks.

Invisibility Potion
Drinker becomes invisible along with his or her equipment. Enchantment decays on 1 each minute. Evaporating affects so in 1-2 on d6.

Invisible Detection Potion
Drinker can see invisible as with spell detect invisible. There is 1 in d6 change for this to become permanent attribute.

Levitation Potion
Drinker gains levitation as with Fly spell. Cursed potion hurls drinker to wall or roof for 3d6 damage, but has no other effect.

Oil Against Fire
When this oil is poured on subject, he or she becomes resistant to fire until oil is washed or wiped away, decay 1 each hour in normal action. Cold and lightning variations also exist.

Oil of Etherealness
The subject becomes Ethereal as with Spirit Form spell.

Oil of Slippery
The subjects become very slick and gains +3 STR on all attempts to avoid and escape grab. Decays until wash or wiped away, or 1 each hour in normal use.

Paralyzation Potion
Drinker is paralyzed. Evaporating causes save vs. magic at -4 or victim is paralyzed.

Polymorph Potion
Drinker is polymorphed temporary as with Metamorph spell. Evaporating does so in 1-2 on d6. Cursed potion changes permanently, if drank.

Potion of Gain Ability
Drinker gains one stat level permanently. Roll d6 to determine which, but reroll those already in racial maximum.

Potion of Gain Power
Restores 20% of magic points, or if at maximum, adds maximum by 1.

Protection Potion
Drinker is enchanted as with Stone Skin spell, gaining -5 AC, decay 1-2/hour. Evaporating affect target on d6 roll 1-2. Cursed potion causes petrification unless save vs. magical petrification is made.

Restoration Potion
Restores d6 lost stats to the drinker. Cursed causes loss of one random stat.

Speed Potion
Drinker becomes fast (or loses slowness) as with spell Haste. Cursed makes drinker slow, as with same spell.

Strength Potion
Creates effect similar to Strength spell to drinker. Evaporating effects so in 1-2 on d6.


Anyone skilled in read/write can read a scroll and launch its magical effect. Reading a scroll requires normally only one round of combat time. If the reader is temporary deaf or scared, similar failure percents apply than in spell-casting. Upon reading, the scroll crumbles to dust.

Scroll of Magical Mapping
Upon reading this scroll, the hand of the caster is enchanted for a while, and he or she can draw a map of surrounding area to some surface in few strokes - complex maps are not drawn very well and some areas can be impossible to map.

Scroll of Item Enhancing
Upon reading, the first item touched by the reader becomes permanently enhanced, gaining +1 to its status, if torso armor, shield, weapon or other variable bonus giving item, like Ring of Increase Damage. If a d6 roll is less than current bonuses before the use, the scroll does not work and may even destroy the item. Cursed scroll will permanently corrode the item and cause loss of one level.

Scroll of Item Protection
Upon reading, the first item touched by the reader becomes resistant to normal wear, and cannot rust, corrode or burn because of spell or attack effects. The item can still be disintegrated or mauled to pieces. Any present rust or corrosion is removed when the scroll is read.

Protection Scroll from Undead
Creates an invisible circle with diameter of 5 meters, and no undead can enter that area with own will. The circle is normal ward enchantment that decays on 1 each 6 hours and has power of 40, but is instantly dispelled if the scroll is removed from its center. There also exists protection scroll against demons, devils, elementals or animals. Cursed scrolls curses reader to aggravate creatures of that type.

Recharging Scroll
This spell can be used to recharge any wand or similar item with charges. Wand is charged to d10 charges, but on roll of 1, the charge breaks while recharged. Staff is charged for d10 extra charges, but test once for temporal inactivity. Cursed scroll drains d6 charges, and if that reduces item to less than 0 charges, destroys it.
This scroll can be used on other items, too. The GM chooses exact effect.

Spell Scroll
Some spell is written to scroll and can be used as just cast. Typical spells are Anti-Magic Shell, Conjure Monster, Darkness, Death Spell, Detect Magic, Dimension Door, Fireshield, Fly, Force True Form, Free Breathing, Gain Resistance (specified upon writing), Haste, Identify, Light, Metamorph, Planar Gate, Portal, Reincarnate, Remove Fear, Shield, Stone Skin, Strength or Teleport. Spells target reader in all cases except Reincarnation, portal exits etc. must be specified when written. Cursed scrolls have some unexpected result.

HDD3 RPG system (c) Kalle Marjola 1996-97. All rights reserved.