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

The treasure chest icon used in this post is by Skoll under CC-BY 3.0. It is available at Game-icons.net.
One reply on “Age of Terror: Magic Item Generator”
Holy moly. Finally a Diablo-esque magical item table!