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SYSTEM REFERENCE DOCUMENT 3.5

 
Table: Intelligent Item Extraordinary Powers

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

Summon monster III

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

Heal

1/day

77

Teleport, 600 lb. maximum

1/day

78

Globe of invulnerability

1/day

79

Stoneskin (wielder only, 10 minutes per use)

2/day

80

Feeblemind by touch

2/day

81

True seeing

At will

82

Wall of force

1/day

83

Summon monster VI

1/day

84

Finger of death (100 ft. range, DC 171)

1/day

85

Passwall

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.

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