Items
Death Maze magic items
Every magic item in the rulebook, grouped by kind. Monsters drop them as treasure, and each find is two dice: the first picks the kind, the second the item. The odds below are for one magic item found.
Magic weapons
| Item | Chance | Effect |
|---|---|---|
| Magic sword | 1 in 36 | A magic sword goes in the sword column and can be used from the front rank. |
| Magic hammer | 1 in 36 | A magic hammer hits hardest at mid-to-high totals: it reaches 3 wounds at a modified roll of 12, where a sword needs 13. |
| Magic axe | 1 in 36 | A magic axe matches the hammer at the top of the table (4 wounds at 14, 5 at 16) and beats the sword there. |
| Magic bow | 1 in 36 | A magic bow can only be fired from the second rank, where its bonus makes an archer hit far more reliably. |
| Magic dagger | 1 in 36 | A magic dagger is a light hitter, but it is a front-rank weapon, and the bonus matters most on weak columns: it lifts the dagger from nothing at a total of 4 to a wound at 5. |
| Magic knife | 1 in 36 | A magic knife can only be thrown once per fight, from the second rank, so even a big bonus buys a single throw. |
Magic armour
| Item | Chance | Effect |
|---|---|---|
| Armour +1 | 1 in 12 | The commonest armour: one more point of strength, so one more wound before death. |
| Armour +2 | 1 in 18 | Two extra points of strength. |
| Armour: roll twice | 1 in 36 | Roll the armour table again twice and add the two results, and a further roll twice means more rolls. |
Potions
| Item | Chance | Effect |
|---|---|---|
| Poison | 1 in 36 | The character who tests it takes 1K3 wounds, so send someone with strength to spare, or one with a Neutralise Poison medallion or ring. |
| Dexterity | 1 in 18 | Adds 1K6 agility (3.5 on average) for the next combat only. |
| Charm (person) | 1 in 36 | Drink it to take control of a Black Knight, Warlock, Orc or Troll in the same segment, exactly as with the Charm spell, including the monster's chance to resist. |
| Charm (monster) | 1 in 36 | The same as the Charm (person) potion, for any monster that is not a Black Knight, Warlock, Orc or Troll. |
| Healing | 1 in 36 | Heals 1K6 wounds (3.5 on average), slightly more than the Healing spell and with no cost to a caster. |
Talismans
| Item | Chance | Effect |
|---|---|---|
| Thought | 1 in 36 | For 1 wound, it deals 1K6 wounds (3.5 on average) to an opponent that fails to resist, but it can only be used 1K6 times in all. |
| Yellow Sun | 1 in 36 | Adds 1K3 spells under the yellow sun (2 on average). |
| Blue Sun | 1 in 36 | Adds 1K3 spells under the blue sun (2 on average). |
| Red Sun | 1 in 36 | Adds 1K3 spells under the red sun (2 on average). |
| All Suns | 1 in 36 | Adds 1K3 to the magic potential under every sun, so it helps in every adventure. |
| Evil | 1 in 36 | Whoever picks it up must resist a spell or turn on the party, attacking from their current position until they are killed, Charmed or Released. |
Medallions
| Item | Chance | Effect |
|---|---|---|
| Neutralise Poison | 1 in 18 | Immunity to all poison while worn: poison potions, fountains, arrows and gas lose their sting. |
| Potion Identification | 1 in 36 | Lets the wearer identify a potion without drinking it, and the potion stays whole for two uses. |
| Eloquence | 1 in 36 | Adds 3 to the negotiation roll when the wearer is in the same segment, whoever leads the talks. |
| Dexterity | 1 in 36 | Adds 2 agility for as long as it is worn, which adds 2 to every attack roll. |
| Choker | 1 in 36 | It tightens around the neck of whoever puts it on, for 1K6 wounds (3.5 on average). |
Rings
| Item | Chance | Effect |
|---|---|---|
| Resistance +1 | 1 in 36 | One more point of resistance against every spell, up to the cap of 5. |
| Resistance +2 | 1 in 36 | Two more points of resistance against every spell, up to the cap of 5. |
| Sleep | 1 in 36 | The wearer casts Sleep once per adventure for free, saving the 2 wounds. |
| Neutralise Poison | 1 in 36 | The wearer casts Neutralise Poison once per adventure for free. |
| Healing | 1 in 36 | The wearer casts Healing once per adventure for free, mending 1K3+1 wounds on someone else. |
| Resurrection | 1 in 36 | The wearer casts Resurrection once per adventure for free, where a spellbook would charge 5 wounds. |
Chance is for one magic item found: the kind is one face in six, and the item takes some of that kind's six faces.