Random magical items are a staple of the Diablo computer games. The following set of tables can be used to generate random magical items for use in a game of Age of Terror.

A character is restricted to benefiting from only one magical ring per hand and one magical amulet. In addition, any duplicate item powers do not stack. For example, a character wearing two greedy rings would only have a +2 bonus to Communication (Gambling) tests.

Example: Emily wants to generate a random magical treasure when her players open a long-sealed Horadric tomb. First, she rolls to determine the item category and gets a 2 which means the item is a weapon. Next, she rolls to determine how many enchantments are applied to the item. She rolls a 5 which means that the item will have both a prefix and a suffix for 2 different magical powers. For the prefix, she rolls a 2 and a 1 which means that the weapon’s prefix is “astral”. Next she rolls a 5 and a 5 which means that the suffix is “of storms”. Finally, she chooses a type of weapon that makes sense for the characters used by her players and ends up rewarding them with an astral spear of storms.

1d6 RollItem Category
1-2Weapon
3Armor
4Shield
5Amulet
6Ring
1d6 RollItem Properties
1-2Prefix
3-4Suffix
5-6Both prefix and suffix
1d6, 1d6 RollWeapon Prefix
1-3, 1Astral
1-3, 2Brutal
1-3, 3Deadly
1-3, 4Flaming
1-3, 5Foul
1-3, 6Glowing
4-6, 1Lucky
4-6, 2Meteoric
4-6, 3Pure
4-6, 4Serpent’s
4-6, 5Shivering
4-6, 6Shocking
1d6, 1d6 RollWeapon Suffix
1-3, 1Of the Bear
1-3, 2Of Blight
1-3, 3Of Blocking
1-3, 4Of Burning
1-3, 5Of the Leech
1-3, 6Of the Magus
4-6, 1Of the Master
4-6, 2Of Piercing
4-6, 3Of Prowess
4-6, 4Of Quickness
4-6, 5Of Storms
4-6, 6Of Winter
1d6, 1d6 RollArmor/Shield Prefix
1-3, 1Agile
1-3, 2Amber
1-3, 3Azure
1-3, 4Blessed
1-3, 5Crimson
1-3, 6Fortified
4-6, 1Hellforged
4-6, 2Jade
4-6, 3Mage’s
4-6, 4Reptilian
4-6, 5Stalwart
4-6, 6Vulpine
1d6, 1d6 RollArmor/Shield Suffix
1-3, 1Of Balance
1-3, 2Of the Demon
1-3, 3Of the Eel
1-3, 4Of Health
1-3, 5Of the Knight
1-3, 6Of Mana
4-6, 1Of Might
4-6, 2Of Negation
4-6, 3Of the Seraph
4-6, 4Of Speed
4-6, 5Of Stamina
4-6, 6Of Thorns
1d6, 1d6 RollAmulet/Ring Prefix
1-3, 1Champion’s
1-3, 2Diamond
1-3, 3Eagle’s
1-3, 4Emerald
1-3, 5Greedy
1-3, 6Obsidian
4-6, 1Pearl
4-6, 2Quartz
4-6, 3Ruby
4-6, 4Sage’s
4-6, 5Sapphire
4-6, 6Topaz
1d6, 1d6 RollAmulet/Ring Suffix
1-3, 1Of Accuracy
1-3, 2Of Communication
1-3, 3Of Constitution
1-3, 4Of Dexterity
1-3, 5Of Fighting
1-3, 6Of Intelligence
4-6, 1Of Perception
4-6, 2Of Power
4-6, 3Of Protection
4-6, 4Of Strength
4-6, 5Of Willpower
4-6, 6Of Wrath

Accuracy, of: An amulet or ring of accuracy increases its wearer’s Accuracy by 1.

Agile: An agile armor has an armor penalty 2 better than normal. An agile shield provides an additional +1 bonus to Defense.

Amber: An amber armor or shield reduces any lightning damage taken by its wearer by 5. This benefit applies to both normal and penetrating damage.

Astral: An astral weapon grants a +1 bonus on attack rolls and deals +1d6 penetrating damage against demons.

Azure: An azure armor or shield reduces any cold damage taken by its wearer by 5. This benefit applies to both normal and penetrating damage.

Balance, of: An armor or shield of balance prevents its wearer from being knocked prone by an attack or spell.

Bear, of the: When you attack a target with a weapon of the bear, you can perform a special knockback stunt for 3 SP. This stunt causes the target to be moved 6 yards away from you and knocked prone.

Blessed: A blessed armor or shield reduces any unholy damage taken by its wearer by 5. This benefit applies to both normal and penetrating damage.

Blight, of: When you attack with a weapon of blight, you can perform a special contagion stunt for 5 SP. This stunt causes the target to take 2d6 penetrating poison damage.

Blocking, of: A weapon of blocking increases its user’s Defense by 2.

Brutal: A brutal weapon deals +1d6 damage.

Burning, of: When you attack with a weapon of burning, you can perform a special immolate stunt for 4 SP. This stunt causes the target to be lit on fire. The target takes 1d6 fire damage at the beginning of its turn until it spends a major action to put out the flames (or otherwise extinguishes them).

Champion’s: A champion’s ring or amulet gives its wearer a +2 bonus to Communication (Leadership) and Willpower (Courage) tests.

Communication, of: An amulet or ring of communication increases its wearer’s Communication by 1.

Constitution, of: An amulet or ring of constitution increases its wearer’s Constitution by 1.

Crimson: A crimson armor or shield reduces any fire damage taken by its wearer by 5. This benefit applies to both normal and penetrating damage.

Deadly: A deadly weapon reduces the costs of the Mighty Blow and Lethal Blow stunts by 1 SP.

Demon, of the: An armor or shield of the demon grants its wearer a +2 bonus to Strength (Intimidation) tests and a +1 bonus to all damage rolls.

Dexterity, of: An amulet or ring of dexterity increases its wearer’s Dexterity by 1.

Diamond: A diamond amulet or ring reduces any arcane damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Accuracy (Arcane Blast) tests.

Eagle’s: An eagle’s amulet or ring gives its wearer a +2 bonus to Perception (Searching) and Perception (Seeing) tests.

Eel, of the: An armor or shield of the eel grants its wearer a +2 bonus on all Constitution (Swimming) tests.

Emerald: An emerald amulet or ring reduces any poison damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Constitution (Stamina) tests.

Fighting, of: An amulet or ring of fighting increases its wearer’s Fighting by 1.

Flaming: A flaming weapon deals +1d6 fire damage.

Fortified: A fortified armor reduces penetrating damage taken by its wearer by a third of its armor rating (round down). A fortified shield provides an additional +1 bonus to defense.

Foul: When you attack with a foul weapon, you can perform a special poison target stunt for 2 SP. A poisoned victim must make a TN 14 Constitution (Stamina) test at the beginning of its next turn or suffer 1d6 penetrating poison damage.

Glowing: A glowing weapon casts light as bright as a torch when drawn.

Greedy: A greedy ring or amulet gives its wearer a +2 bonus to Communication (Gambling) and Intelligence (Evaluation) tests.

Health, of: An armor or shield of health gives its wearer +2 Health per level.

Hellforged: A hellforged armor or shield reduces any holy damage taken by its wearer by 5. This benefit applies to both normal and penetrating damage.

Intelligence, of: An amulet or ring of intelligence increases its wearer’s Intelligence by 1.

Jade: A jade armor or shield reduces any poison damage taken by its wearer by 5. This benefit applies to both normal and penetrating damage.

Knight, of the: An armor or shield of the knight grants its wearer a +2 bonus on all Dexterity (Riding) tests.

Leech, of the: When you attack with a weapon of the leech, you can perform a special leech stunt for 1 SP. This stunt heals you 1d6 Health. The amount you are healed cannot exceed the amount of damage taken by the attack’s target.

Lucky: When attacking with a lucky weapon, you may reroll a missed attack once per encounter.

Mage’s: A mage’s armor has a strain 2 points lower than normal. A mage’s shield reduces any arcane damage taken by its wearer by 5. The shield’s benefit applies to both normal and penetrating damage.

Magus, of the: When holding a weapon of the magus, a character can use the Fast Casting stunt for 1 SP less than normal.

Mana, of: An armor or shield of mana gives its wearer +2 Mana points per level.

Master, of the: When you generate stunt points on an attack with a weapon of the master, you get 1 additional stunt point to spend on stunts.

Meteoric: A meteoric weapon grants a +1 bonus on both attack rolls and damage.

Might, of: An armor or shield of might grants its wearer a +2 bonus on all Strength (Might) tests.

Negation, of: An armor or shield of mana gives its wearer a +2 bonus on any test to avoid or reduce the impact of a spell targeting him or her.

Obsidian: An obsidian amulet or ring reduces any holy damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Strength (Intimidation) tests.

Pearl: A pearl amulet or ring reduces any unholy damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Perception (Empathy) tests.

Perception, of: An amulet or ring of perception increases its wearer’s Perception by 1.

Piercing, of: When you attack with a weapon of piercing, you can perform a special negate armor stunt for 4 SP. This stunt allows you to ignore the target’s armor rating for this attack.

Power, of: An amulet or ring of power increases its wearer’s Spellpower by 2.

Protection, of: An amulet or ring of protection gives its wearer a +2 bonus to Defense and an Armor Rating of 5. This Armor Rating does not stack with any other armor worn by the character.

Prowess, of: A weapon of prowess grants a +2 bonus on attack rolls.

Pure: A pure weapon grants a +1 bonus on attack rolls and deals +1d6 penetrating damage against undead.

Quartz: A quartz amulet or ring reduces any lightning damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Constitution (Running) tests.

Quickness, of: A weapon of quickness reduces the cost of the Lightning Attack stunt by 1 SP.

Reptilian: Whenever the user of a reptilian armor or shield regains Health, he or she regains an additional 1d6 Health.

Ruby: A ruby amulet or ring reduces any fire damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Willpower (Courage) tests.

Sage’s: A sage’s ring or amulet gives its wearer a +2 bonus to all Intelligence (Arcane Lore), Intelligence (Cultural Lore), Intelligence (Historical Lore), Intelligence (Military Lore), Intelligence (Musical Lore), Intelligence (Natural Lore), and Intelligence (Religious Lore) tests.

Sapphire: A sapphire amulet or ring reduces any cold damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Constitution (Swimming) tests.

Seraph, of the: An armor or shield of the seraph grants its wearer a +2 bonus to Willpower (Self-Discipline) tests and reduces all damage they take by 2 whether or not that damage is penetrating.

Serpent’s: A serpent’s weapon gives the wielder +1 Mana point per level.

Shivering: A shivering weapon deals +1d6 cold damage.

Shocking: A shocking weapon deals +1d6 lightning damage.

Speed, of: An armor or shield of speed increases its wearer’s speed by 4 yards.

Stalwart: A stalwart armor provides an armor rating 2 better than normal. A stalwart shield provides a defense bonus 1 better than normal.

Stamina, of: An armor or shield of stamina gives its wearer a +2 bonus on all Constitution (Stamina) tests.

Storms, of: When you attack with a weapon of storms, you can perform a special shocking burst stunt for 5 SP. This stunt causes the target and all other enemies within 6 yards of it to take 1d6 lightning damage.

Strength, of: An amulet or ring of strength increases its wearer’s Strength by 1.

Thorns, of: An armor or shield of thorns deals 1d3 penetrating magic damage to anyone who damages its wearer with an attack or offensive spell.

Topaz: A topaz amulet or ring reduces any psychic damage taken by its wearer by 3. This benefit applies to both normal and penetrating damage. In addition, it gives its wearer a +2 bonus to Willpower (Self-Discipline) tests.

Vulpine: A vulpine armor or shield allows its wearer to use Mana to absorb damage. For each point of damage that a character wants to prevent, he or she must spend 2 Mana points.

Willpower, of: An amulet or ring of willpower increases its wearer’s Willpower by 1.

Winter, of: When you attack with a weapon of winter, you can perform a special winter blast stunt for 5 SP. This stunt causes the attack to deal +1d6 cold damage and freezes the target in place. The target must spend a minor action to break the ice away before it is able to move again. While frozen, the target takes a -2 penalty to Defense.

Wrath, of: An amulet or ring of wrath increases any damage dealt by its wearer by 2.

Download a pdf compilation of my Age of Terror material that has been converted to Fantasy Age here.

The treasure chest icon used in this post is by Skoll under CC-BY 3.0. It is available at Game-icons.net.

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