TEXT: MAGIC ITEM REFERENCE SHEET (use d100 & d6 to roll 1-200) 
  Result 
  Potions 
  Usually has a single dose that lasts d6+6 turns 
  01-05 
  Delusion 
  Imbiber believes a potion has taken effect, determine type randomly 
  06-10 
  Diminution 
  Shrink to 6 inches, less for a partial dose 
  11-15 
  Flying 
  Fly 120 feet per turn 
  16-20 
  Gaseous Form 
  Imbiber but not equipment turns to gas, control is retained 
  21-25 
  Giant Strength 
  Attack as 9 HD monster for 3d6 damage 
  26-30 
  Growth 
  Grow to 30 feet, less for a partial dose  
  31-35 
  Haste 
  Move at twice normal speed and attack twice per round 
  36-40 
  Healing 
  Heals 1d6+1 hit points 
  41-45 
  Invisibility 
  Turn invisible for duration, unless an attack is made 
  46-50 
  Poison 
  Save vs Poison or die, close examination may give a hint of danger 
   
  Rings 
  Only 1 or 2 can be worn at one time 
  51 
  Contrariness 
  Wearer acts the opposite of normal or what is requested 
  52 
  Control Animals 
  While concentrating, can control 3d6 small, 2d6 medium or 1d6 large animals 
  53 
  Control Plants 
  While concentrating, can control 1-6 large or 10’ square of plants or fungi 
  54 
  Fire Resistance 
  Immune to normal fire, +2 Save vs Breath and -1 damage per die 
  55 
  Invisibility 
  Turn invisible until an attack is made 
  56 
  Protection +1 
  Gives -1 AC, +1 on all saves 
  57 
  Regeneration 
  Heals 1 hit point per turn, even if killed, unless damage is from fire or acid 
  58 
  Water Walking 
  Walk on the surface of any liquid 
  59 
  Weakness 
  Lose 10% of STR/turn until at ½, 1 in 20 affected in reverse, up to 18 STR 
  60 
  Wishes 
  Roll 1d3 for number of wishes remaining 
   
  Rods/Staves/Wands 
  Wands can only be used by MUs and have d100 charges remaining 
  61 
  Rod of Cancellation 
  Destroys one magic item on touch, +2 to hit, has a single charge 
  62 
  Staff of Striking 
  MUs only, staff can hit for 2d6 damage 
  63 
  Staff of the Snake 
  Clerics only, +1 to hit, 1d6+1 damage, can coil around target for 1d4 turns 
  64 
  Staff of Healing 
  Clerics only, heals 1d6+1 hit points, usable once per day per character 
  65 
  Wand of Cold 
  60’ x 30’ cone, 6d6 damage, Save vs Breath for ½ 
  66 
  Wand of Detect Magic  
  All magic items within 20’ glow 
  67 
  Wand of Detect Secret Doors 
  Points to all secret doors and traps within 20’ 
  68 
  Wand of Fear  
  60’ x 30’ cone, Save vs Wands or flee for 1d3 turns, drop all held items 
  69 
  Wand of Fire Balls 
  240’ range, 20’ radius, 6d6 damage, Save vs Breath for ½  
  70 
  Wand of Paralyzation 
  60’ x 30’ cone, Save vs Wands or paralyzed for 6 turns 
   
  Scrolls 
  Each spell is usable but once & disappears after being read 
  71-82 
  Scroll – 1d3 spells 
  MU or Cleric spells, determine type randomly, MU spells require Read Magic 
  83-86 
  Scroll – Cursed 
  Referee’s choice, example: summons an enraged monster, Save vs Spells 
  87-98 
  Scroll – Magic Item Spell  
  MU only, roll 1d6, 1-2= potion, 3-4= ring, 5-6= wand, determine randomly 
  99-110 
  Scroll – Protection 10’  
  Any class, 1-2= Magic, 3-6= Monster Type (e.g. undead), lasts 6 turns 
   
  Various 
   
  111 
  Bag of Holding  
  Holds 10,000 coins as 300; or object 10’ x 5’ x 3’ as 600 coins 
  112 
  Bag of Devouring 
  Appears to be a Bag of Holding but eats contents in d6+6 turns 
  113 
  Broom of Flying 
  Fly at 240 feet/turn or 180ft/turn with passenger, activated by command word 
  114 
  Crystal Ball 
  MUs only, user can see images at distance three times per day 
  115 
  ESP Medallion 
  Wearer can read thoughts up to 60’, fails 1 in 6, foiled by lead or >2’ rock  
  116 
  Elven Cloak & Boots 
  Hide (1-5 in 6) and/or move silently (automatic success)  
  117 
  Gauntlets of Ogre Power 
  Add 2-8 points of damage per blow, carry 1000 extra coins 
  118 
  Helm of Telepathy 
  Read/suggest thoughts in targets to 90’, Save vs Spells at -1, -2 for monsters 
  119 
  Helm of Evil/Good 
  Wearer changes to opposite alignment, neutral becomes totally self-serving 
  120 
  Rope of Climbing 
  50’ long, supports 10,000 coins, obeys commands to climb up or down 
   
  Weapons/Armor 
   
   
   
   
  121-124 
  Armor +1 
  149-152 
  Sword +1 
  173-176 
  Sword +1, Locate Object as per spell 
  125-128 
  Armor -2 
  153-156 
  Sword +2 
  177-180 
  Sword +1, +2 vs MUs/Enchanted  
  129-132 
  Shield +1 
  157-160 
  Sword +3 
  181-184 
  Sword +1, +2 vs Regenerating, +3 vs Undead 
  133-136 
  Arrows +1, 1d20 
  161-164 
  Sword -1 
  185-188 
  Sword +2, +3 vs Lycanthropes 
  137-140 
  Bow +1 
  165-168 
  Sword -2 
  189-192 
  Sword +2, +3 vs Dragons 
  141-144 
  Axe +1 
  169-171 
  Hammer +1 
  193-196 
  Dagger +1 vs Humanoids, +2 if under 1 HD 
  145-148 
  Spear +1 
  172 
  Hammer +2 
  197-200 
  Dagger +2 vs Humanoids, +3 if 1 HD or under 
  Cursed items require a Remove Curse spell to be cast on the wielder before the item can be discarded 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D Basic (Holmes, B, X, BECMI)/1977 Holmes/Magic Item Reference Sheet.pdf