SYSTEM REFERENCE DOCUMENT 3.5 |
d% |
Extraordinary Power |
Uses |
01–05 |
Charm person (DC 11 1) on contact |
3/day |
06–10 |
Clairaudience/clairvoyance (100-ft. range, 1 minute per use) |
3/day |
11–15 |
Magic missile (200-ft. range, 3 missiles) |
3/day |
16–20 |
Shield on wielder |
3/day |
21–25 |
Detect thoughts (100-ft. range, 1 minute per use) |
3/day |
26–30 |
Levitation (wielder only, 10 minute duration) |
3/day |
31–35 |
Invisibility (wielder only, up to 30 minutes per use) |
3/day |
36–40 |
Fly (30 minutes per use) |
2/day |
41–45 |
Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) |
1/day |
46–50 |
1/day |
|
51–55 |
Telepathic Bond (100 ft. range) |
2/day |
56–60 |
Cat’s grace (wielder only) |
1/day |
61–65 |
Bull’s strength (wielder only) |
1/day |
66–70 |
Haste (wielder only, 10 rounds) |
1/day |
71–73 |
Telekinesis (250 lb. maximum, 1 minute each use) |
2/day |
74–76 |
1/day |
|
77 |
Teleport, 600 lb. maximum |
1/day |
78 |
1/day |
|
79 |
Stoneskin (wielder only, 10 minutes per use) |
2/day |
80 |
Feeblemind by touch |
2/day |
81 |
At will |
|
82 |
1/day |
|
83 |
1/day |
|
84 |
Finger of death (100 ft. range, DC 171) |
1/day |
85 |
At will |
|
86–90 |
Roll twice again on this table |
— |
91–100 |
Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose |
— |
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the given DC. |
If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.