Magical-item misfirings in the AD&D(R) game
( taken from Dragon  #???, written by Rich Stump )


 
   The AD&D(R) game has one of the largest compilations of magical items in the fantasy gaming industry.  Unfortunately, this does not prevent many of the players from buying, borrowing, or stealing copies of the Dungeon Master's Guide for the sole purpose of memorizing the magical-item treasure tables.  Once one of these people has implanted the entire collection of
magical devices into his brain, it becomes very hard for the DM to keep that player on his toes.

  Players act in this bizarre but very common manner seem to know what every single magical item does once it has been identified (if not, they look the item up once they are out of the DM's sight).  This can be very distressing for the DM, as one player acting in this manner can turn a gaming session into a shopping trip.

  The following tables have been created to alleviate this problem and to add some spice and variety to existing magical items in the AD&D game world.  The tables are easily adjusted to any other fantasy roleplaying game, and a creative Dungeon Master could alter these tables for espionage and science-fiction role-playing games.  A table of nonstandard magical-item abilities is offered for each major type of magical items in the AD&D game.

   The rationale for such quirks is simple.  Most items are created normally, and they function exactly as a standard item of the same type in the DMG.  However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong.  Any of  these results can cause a magical item to behave differently from others
just like it.

  Not all quirks are bad, however.  Some are detrimental to the item or its user, some are neutral, and some are even beneficial.  The possibility of quirks existing (and the actual number of quirks) is determined by using Table 1; a specific table is thereafter used to determine the exact quirks that the magical item possesses.  By using these tables, even a player with an eidetic memory may be thrown for a loss when his magical sword doesn't function correctly--unless he's also memorized the tables in this article.



Table 1: Quirks Present

Roll     Result
01-90    No quirks
91-96    One quirk
97-99    Two quirks
00       Three quirks

Table 2: Magical Potion Quirks

Roll   Result
01-05  Drinker glows (as per a light spell) a random color for as long
       as the potion is in effect.
06-10  Drinker's skin turns a random color for 1d10 turns.
11-15  Drinker is unable to speak or cast spells with verbal components
       for 1d4 hours after drinking the elixir.
16-21  Imbiber gets extremely hungry immediately after the potion is
       consumed (as per a chime of hunger).
22-25  Drinker's senses sharpen while the potion is in effect, or for a
       maximum of three turns (whichever is longer).  The individual so
       affected gains a +2 bonus against being surprised (unless he
       possesses the alertness nonweapon proficiency or is a ranger,
       in which case he gains a +3 bonus).
26-30  Drinker cannot hear anything due to ringing or buzzing in ears
       for as long as the potion is in effect, or for three turns if
       no duration is given.
31-34  Potion is diluted and works 50% as well as a normal potion of the
       same type.  Both duration and effects are diminished in power.
35-40  Potion becomes inert and useless if left unstoppered for longer
       than five rounds.
41-44  Potion's duration doubles if it is mixed with wine prior to
       consumption.
45-50  Drinker becomes greatly intoxicated for 1d10 hours after the
       potion is consumed.  Only a dispel magic can prematurely remove
       the effects of the drunkenness (effects determined by the DM).
51-53  Drinker gains 60' infravision for as long as the potion is in
       effect, or for three turns if no duration is given.  If the
       drinker normally has infravision, it is lost for the same
       amount of time.
54-57  Potion has no effect upon demihumans.
58-62  Drinker experiences slight disorientation for 1d6 rounds after
       drinking the potion  2 penalty on any to-hit roll and +2
       penalty on armor class during this time).
63-66  Drinker becomes drowsy; a constitution check on 1d20 must be made
       every round for  four rounds after the potion is consumed.  If
       the roll on any check is higher than the drinker's constitution,
       he falls  asleep for 3d6 minutes.  The sleeping individual can be
       awakened only by taking at least 1 hp damage from a physical or
       magical attack.
67-71  Potion is phosphorescent and glows (equal to faerie fire spell)
       in the dark.
72-76  Potion is found in powdered form; water has to be added to the
       powder for the potion to be effective.
77-78  Potion is stronger than normal; its duration is 150% of a normal
       potion of the same type.
79-83  Potion is nauseating to drink; a constitution check on 1d20 must
       be made in order to gulp the contents of the potion.  If a saving
       throw vs. poison at +2 is not made thereafter, the drinker feels
       sick to his stomach for 2d10 turns (-1 to hit during that time).
84-87  Drinker loses one point of dexterity for 2d10 turns.
88-89  Potion evaporates (50%) or coagulates (50%) and becomes useless
       if left open to air for longer than five rounds.
90-91  Potion is unpredictable: It works normally 50% of the time, does
       nothing 30% of the time, and sickens the drinker for 1d4 +1 days
       without any beneficial effect 20% of the time.  A cure disease
       will remove this illness.
92-95  Potion is unstable; if severely jostled or shaken, it will burst
       its container (75% chance) and become useless.
96-97  Drinker suddenly becomes extremely verbose and talks incessantly
       for the duration of the potion, or one turn if no duration is
       given.  During this time, the drinker and his associates cannot
       gain surprise on any encountered monsters.
98-99  If the potion is mixed with anything else, it forms a lethal
       compound (if swallowed, save vs. poison at -4 on the roll, or die
       in 1d4 rounds).
00     Potion is addictive; a draft of it must be taken at least once
       every week after such an addictive liquid is imbibed.  If the
       addict does not drink another such potion every week, he suffers
       a -2 penalty on all ability scores until the potion is taken or
       the affliction is removed.  Only alter reality, limited wish,
       wish, or going "cold turkey" without the potion for 1d3 months
       will cure such an addiction.

Table 3: Magical Scroll Quirks

Roll   Result
01-06  Scroll is old and brittle; any mishandling causes it to
       disintegrate.  A scroll of this type has a -2 on all saving
       throws against fire.
07-10  Scroll glows (equal to faerie fire) when used, opened, or read.
11-15  Scroll is written in scrawled script and is barely legible; a 5%
       chance exists of blowing the spell in addition to any other such
       chance.
16-18  Scroll is waterproof and can be read underwater.
19-22  Scroll is exceedingly long and takes 1-3 rounds to unroll and
       prepare for spell-casting.
23-27  Scroll is specially treated and cannot be burned by normal fire.
       It has +2 on any saving throws against magical fire.
28-31  Scroll can only be torn by someone making his bend bars/lift
       gates strength roll.
32-34  Scroll is written in magical hieroglyphics; 5-10 days must be
       spent translating the characters before the scroll is usable, or
       a comprehend languages must be cast upon it.
35-40  Scroll is more powerful than normal; any saving throws against a
       spell from the scroll are at -1, and the duration of any spell is
       125% normal.
41-44  Scroll's print disorients reader for 1d4 rounds after a spell
       from it is cast.  During this time, the reader is at -2 to hit
       and loses his dexterity bonuses to armor class.
45-49  Scroll is written improperly; any spell on it will fail 50% of
       the time (but the spell is not erased from the scroll until a
       second reading).
50-52  Scroll is specially magicked; the spells on it can be used twice
       each before they vanish.
53-57  Scroll is permanently stuck in a magically strong rolled-up form;
       in order to cast a spell from it, the reader must make a strength
       check with a -2 bonus to the roll on 1d20.  If the die roll is
       above the reader's strength, he is unable to keep the scroll held
       open for that round.  Another try may be made the next round.
       The scroll cannot be ripped or torn.
58-63  Scroll is written on a sheet of thin metal instead of on paper;
       it makes all saving throws as soft metal does.
64-70  Scroll's writing is hidden by an illusory script or secret page
       spell.
71-74  Scroll is protected by a spell, such as sepia snake sigil or
       magic mouth.  The protective spell is activated any time the
       scroll is opened, unless a special bypass word is spoken.
75-78  Scroll is specially treated and is immune to acid and slimes of
       any type.
79-84  Scroll is dust covered when found; when opened, the opener must
       save vs. petrification or sneeze and choke on the dust for 1d4
       rounds (no attacks or defense possible).
85-89  Scroll's spells are written in complicated terms; the casting
       times of all spells upon the scrolls are doubled.
90-94  Scroll is substandard in power; all saving throws against spells
       from the scroll are at +1, and the duration of any spell is 75%
       of normal.
95-98  Scroll is slow to take effect; all spells take effect the round
       after the casting is finished.  Once the casting time is
       complete, hitting the reader will not disrupt the spell.
99-00  Scroll is very powerful; all spells have an inherent -2 on any
       saving throw against them, and the duration of a spell on this
       scroll is 150% normal.

Table 4: Magical Ring Quirks

Roll   Result
01-04  Ring is powerless during the night.
05-08  Ring is powerless during the day.
09-12  Ring will not function underground at depths greater than 100'
       below the surface.
13-17  Ring will not function if a second magical ring is worn.
18-24  Ring will not function for I& days if it is taken off the
       wearer's finger and later placed on a new wearer or on the
       previous wearer.
25-28  Ring cannot use its offensive power against any creature of 1 HD
       or less.
29-30  Ring is easily damaged; it makes any saving throw at a -2 penalty
       on the roll.
31-33  Ring works erratically; there is a 5% chance when its powers are
       utilized that the ring shorts itself out and is unusable for 24
       hours.
34-37  Ring magically grafts itself to the wearer's finger and cannot be
       removed by any means other than employing a wish or physically
       removing the finger from the wearer's body.
38-44  Ring glows a random color (equal to faerie fire) whenever its
       powers are in effect.
45-48  Ring is unable to function when within 30' of any other magical
       ring.
49-53  Wearer of the ring is colorblind and can see only in black and
       white for as long as the ring is worn.  If the wearer is
       naturally colorblind, he can see normal colors in the visible
       spectrum for as long as the ring is worn.  If the ring is taken
       off, sight returns to its natural state.
54-59  Ring is specially enchanted and cannot be destroyed by fire,
       magical or otherwise.
60-61  Ring causes its wearer to experience terrible nightmares if it is
       worn while sleeping, preventing any rest at all.  If it is taken
       off prior to falling asleep, no ill effects occur.
62-65  Ring is specially enchanted and is immune to the effects of acid
       of any type.
66-69  Ring emits a hum audible to those within a 10' radius whenever
       its powers are used.
70-72  Wearer's metabolism is slowed by wearing the ring; consequently,
       only half the daily amount of food needs to be eaten.
73-76  Wearer's metabolism is sped up by wearing the ring; twice the
       daily amount of food needs to be eaten by the wearer.
77-81  Ring functions as normal but has no effect on one specific
       creature type.
82-83  Ring cannot be crushed by anything short of an irresistible force
       (such as a deity or several tons of rock).
84-88  Ring will not work if its wearer is clad in metal armor.
89-92  Ring has a command word that must be spoken in order for it to
       operate.  If the ring has a power that operates continuously,
       speaking the command word operates the ring for three turns.
93-94  Ring drains 1 hp for every two days that it is worn, or 1 hp
       every time it is put on.  Normal healing applies.
95-98  Ring is inhabited by a vain minor spirit who wills its wearer to
       polish the ring daily.  If this is not done, the spirit withholds
       the ring's powers for one day for each time it is not polished.
99-00  Ring has a 20% chance of failing to work each time it is
       activated or put on.
 

Table 5: Magical Rod, Wand, and Staff Quirks

Roll   Result
01-04  Wand is inefficient; double the number of charges expended for
       each use.
05-07  Wand has an extra command word that allows it to shrink to half
       its normal size or return to its normal size.
08-13  Wand is made of metal and is magnetic; consequently, the wand is
       attracted to any large concentration of metal of at least 300-gp
       weight.
14-18  Wand glows a random color (as per faerie fire) whenever its
       powers are utilized,
19-22  Wand radiates nondetection and registers negatively to any
       attempt to detect magic.
23-25  Wand does 1 hp damage to its wielder each time that the wand's
       powers are used.
26-30  Wand is easily broken; the wand must make all saving throws at -2
       to the roll.
31-34  Somatic gestures, as well as a command word, are necessary for
       activating the wand's powers.  The gestures take 1d4 +4 segments.
       If the gestures cannot be performed (i.e., the wielder's arms are
       tied), the wand will not work.
35-39  Wand will not work if the wielder's hand is covered, gloved, or
       gauntleted.
40-44  Wand is unstable; it fizzles out and does nothing 10% of the time
       that is activated.
45-50  Wand is unaffected by fire, magical or normal.
51-52  Wand is invisible to everyone except its user.
53-55  Wand's wielder must concentrate for one round when speaking the
       command word in order to activate the wand's powers.
56-60  Wand is unaffected by acid.
61-63  Wand cannot be snapped or broken by any creature of less than
       18/50 strength.  This also applies to any retributive strike made
       by another wand, staff, or rod.
64-68  Wand will not work if the wielder is wearing metal armor of any
       kind (including elven chain mail).
69-71  Wand has a tendency to overload.  It can be used up to three
       times in a 24-hour period.  Any uses beyond that limit cause the
       wand to short itself out for 24 hours, and the charges activated
       are lost.
72-74  Wand is extremely powerful; any saves against its effects are at
       -2 to the die roll.
75-79  Wand is unable to function in environments colder than freezing.
80-83  Wand is unable to function in environments warmer than normal
       human body temperature.
84-86  Wand will not function underwater.
87-89  Wand will activate whenever the command word is spoken by anyone
       within 30', whether it is being held or not.
90-93  Wand can be used as a weapon (if it is not already one).  It has
       a +1 bonus with respect to hitting creatures unharmed by normal
       weapons, but has no actual bonus to hit or on damage.  A wand
       does damage as a jo stick; a rod does damage as a club; and a
       staff does damage as a quarterstaff.
94-96  If all of the wand's charges are used, the wand explodes in a
       fiery blast.  The blast has a radius of 15' and does 5d4 hp
       damage to anyone therein.  Those within 5' of the wand receive no
       saving throw; others may save vs. breath weapons for half damage.
97-99  Wand is capable of being placed on automatic mode; every round,
       it will perform one function as designated by the wielder, using
       the normal amount of charges, until it is taken off automatic
       mode.  During this time, the wielder is able to cast short (1-3
       segment) spells, or melee with a -1 penalty to hit.
00     Wand is intelligent; roll on the sword intelligence table and
       disregard any result of no intelligence.  The wand also has an
       ego; its personality can be determined using pages 114-115 of the
       AD&D 2nd Edition DMG.  Though the wand will tell its owner of the
       powers it offers, it will never disclose the number of charges it
       possesses.  Note that an intelligent wand will never willingly
       use its last few charges!

Table 6: Miscellaneous Magical Item Quirks

Roll   Result
01-03  Item has a habit of burying itself in any sack, backpack, or
       container in which it is carried.  If other items are in the
       container, 1d3 rounds are necessary for someone to find and
       retrieve the item.
04-07  Item works normally, but it appears dirty and ready to fall
       apart.  For example, a cloak of protection +1 might be moth-eaten
       and stained, but still functional.
08-11  Item attunes itself to one owner at a time; if it is removed from
       its owner, or if another person tries to use the device, it goes
       dormant for 1d4 days as it grows accustomed to its new owner.
12-16  Item has the annoying habit of buzzing when it is used.  The
       buzzing is audible to anyone within 60', and it is impossible to
       surprise anyone while the device is buzzing.
17-20  Item glows with a soft light (as per faerie fire) when it is
       used.
21-24  Item is durable and makes any necessary saving throws at +2 to
       the die roll.
25-29  Item will not function if user wears any kind of head adornment
       (including a hood).
30-33  Item will not function underground.
34-36  Item will not function at night.
37-38  Item will not function during the day.
39-43  Item is unaffected by blows of any kind, unless the forces are of
       giant strength (19) or greater.
44-48  Item has a finite number of uses; it will be found with 2d20
       charges remaining.  Whether or not the item can be recharged is
       up to the DM.
49-51  Item works erratically; it functions normally 70% of the time,
       fails 20% of the time, and acts as a wand of wonder 10% of the
       time.
52-55  Item is magically buoyant and tends to levitate upward at the
       rate of 5' per minute unless held or tied down.
56-60  Item is immune to electricity or magical lightning.  If the item
       is metal, it is also nonconductive.
61-64  Item can only be used twice per day; if used more often, it will
       short itself out and be unusable for 48 hours.
65-69  Item causes its owner to become extremely possessive of it.  If
       the item is kept for more than 14 days, a mild form of paranoia
       sets in.  The owner will assume that anyone mentioning the item
       wants it.  The owner will never relinquish the item to anyone as
       a result.  A remove curse by a 9th-level cleric, or getting rid
       of the item before 14 days pass, are the only ways to negate the
       paranoia effect.
70-72  Item is powerful; it works 125% more effectively than a standard
       item of the same type, and any saving throw against its effects
       is at -1.
73-78  Item is substandard and only works half as well as a standard
       item of the same type.
79-83  Item has a curse upon it.  All saving throws attempted by its
       owner are made at -1 until the item has a remove curse cast upon
       it.
84-86  Item will not function underwater.
87-90  Item belongs to an extraplanar creature or other powerful being
       (this is shown on the item by the creature's personal sign).
       After 1d4 weeks, the item will be located by the being, and it
       will show up to claim "its" property.
91-95  Item must rest for six turns minimum between uses.
96-98  Item cannot be destroyed by any means short of an incredible
       excess of force (such as a deity), by dropping it into a lava
       pit, or the like.
99-00  Item is intelligent; roll upon the sword intelligence table,
       disregarding any result of "no intelligence" The item will have
       an ego, and its known languages (if any) are determined as for a
       sword.  The item's personality can be determined on pages 114-115
       of the AD&D 2nd Edition DMG.

Table 7: Magical Armor and Shield Quirks

Roll   Result
01-06  Armor is incredibly shiny and reflects light of any kind;
       furthermore, any creature using a gaze attack within 10' of the
       armor has a 75% chance of seeing its own reflection.
07-11  Armor is heavy; add 25% to its total weight and encumbrance.
12-16  Armor is tight-fitting; if not oiled at least once every three
       days, the suit will cramp the wearer's fighting skills.  As a
       result, the wearer will suffer a -1 penalty on all reaction, to
       hit, and damage rolls until the armor is oiled.
17-21  Armor works normally but appears incredibly beaten up and
       battered.  No amount of repair can change its appearance.
       (Status-conscious cavaliers and paladins will have reservations
       about wearing any armor that does not look good.)
22-26  Armor is silent; the wearer does not clank loudly if the armor is
       metal.  Note that this does not mean that the wearer can move
       silently; the armor simply makes no more noise than would a suit
       of clothes.
27-32  Armor glows with the light of a faerie fire spell.  Only a
       continual darkness can negate this radiation (and then for six
       turns plus one turn per level of the caster).  If the armor is
       covered by clothing, the glow will still shine through.
33-37  Armor weighs one quarter as much as normal armor of the same
       type.
38-43  Armor lacks magical protective ability against 1d4 specific types
       of creatures.
44-48  Armor is resistant to fire; it can never be burned or melted by
       normal or magical fire.
49-53  Armor has an "Achilles' heel"; every time the wearer is hit,
       there is a 5% chance that this "heel" is hit and double damage is
       done to the wearer.
54-59  Armor magically expands or contracts to fit any size wearer from
       ogre to halfling.
60-64  Armor is attuned to a place of special magical radiance, in much
       the same manner as is drow armor.  If the armor is not exposed to
       this place once every 30 days, its magic will be lost.
65-70  Armor has complicated straps and is hard to put on and remove.
       Consequently, the time required to put on and take off the armor
       is increased by 10 rounds.
71-74  Armor can never be scratched, stained, or dented.
75-78  Armor has an inherent disruption of magic.  While its wearer
       enjoys a +1 bonus on saving throws vs. spells, he cannot cast
       spells if he is a multi-classed mage or a spell-using ranger or
       paladin.
79-84  Armor attracts monsters; any random encounter checks are at
       double normal chance for anyone wearing this armor.
85-89  Armor is a heat and electricity superconductor; add +1 hp per die
       to all damage from fire or electricity.
90-94  Armor does not provide magical protection if a clothing or
       covering is worn over it.
95-98  Armor is an exquisite piece of workmanship and commands a price
       of 150% of its normal value due to its quality.
99-00  Armor is possessed by a spirit of random alignment; if the
       wearer's alignment differs from the spirit's, the armor
       periodically attempts to possess the wearer.  Determine the
       chance of success as noted under the 5th-level wizard spell,
       magic jar.  The spirit's intelligence can be determined by
       rolling 3d6.  The chance of a possession attempt occurring is 15%
       per week, cumulative.

Table 8: Magical Sword and Miscellaneous Weapon Quirks

Roll   Result
01-05  Weapon glows (as per faerie fire) in normal darkness.
06-09  Weapon is lighter than normal.  The wielder has a -1 bonus on any
       reaction or initiative rolls when the weapon is used.
10-14  Weapon is unable to harm 1d4 types of creatures.
15-18  Weapon must be used two-handed in order to gain its magical
       bonus.  If the weapon is very short (e.g., a dagger or knife), is
       already a two-handed weapon, or this result does not otherwise
       apply, disregard this result and roll again on this table.
19-23  Weapon's finish cannot be marred, stained, or scratched in any
       way.
24-28  Weapon hums whenever enemies come within 30' (and the sound
       negates any chance of surprise).
29-32  Weapon must be baptized in flame after combat, or it loses its
       magical bonus until it is placed within a fire for at least one
       hour (weapon is immune to the effects of normal fire).
33-37  Weapon is twice as heavy as normal.  The wielder suffers a +1
       penalty to all reaction and initiative rolls.
38-43  Weapon appears beat up, notched, scratched, stained, and dented.
       No amount of polishing can alter its appearance.
44-46  Weapon's magic functions only at night.  Also, the weapon is
       evilly aligned and radiates this alignment.
47-49  Weapon's magic functions only during the day.  The weapon is good
       aligned and radiates this alignment.
50-54  Weapon has a command word upon it that shrinks it as would an
       item spell.  To return the weapon to normal size, the command
       word must be spoken backwards.
55-59  Weapon exhibits no magical properties until a certain condition
       is met (i.e., a bless spell is cast upon it, a certain type of
       creature is killed with it, etc.).
60-63  Weapon conducts electricity.  As a result, the wielder suffers a
       -1 penalty on all saves vs. electricity or lightning and takes +1
       point per die of damage.
64-68  Weapon radiates nondetection; thus a detect magic spell will not
       register it.
69-72  Weapon is silent; it makes no noise when dropped or struck
       against armor or another weapon.
73-75  Weapon's magic makes it dangerous to wield in combat.  If the
       wielder misses an attack against his intended opponent, he must
       roll under his dexterity score on 1d20 or the weapon slips.  A
       to-hit roll must be made against any ally in a 5' radius (or
       against the wielder, if no allies are near).  A successful hit on
       oneself or a friend does half damage.
76-79  Weapon is not affected by acid.
80-85  Weapon cannot be broken by any means short of divine power or an
       irresistible force (such as having 10 tons of rock dropped on
       it).
86-89  Weapon is immune to the effects of rust (including the attack of
       a rust monster).
90-94  Weapon is invisible whenever drawn or wielded in combat.
95-97  Weapon's blade or head exists in the Ethereal or Astral plane
       (50% chance of either), and is able to hit creatures that can
       "phase out," become ethereal, and so forth when they are in an
       alternate plane.
98-00  Weapon is intelligent (if it isn't already).  The bad side of
       this is that the weapon has an awful personality and specific
       goals.  Determine the extra magical abilities of the weapon as
       per the sword intelligence table in the DMG, and the weapon's
       personality on pages 114-115 of the DMG.  If the weapon's goals
       (determined by the DM) are ignored by the weapon's owner, the
       weapon may refuse to fight or use its powers.