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The Interactive SRD - Intelligent Items

(c)2003 Jeffrey A. Mills, DVM

Intelligent Item Generator

The following generator uses the information from the Intelligent Items section of the SRD. The complete text of this section plus individual die rollers are also included for those who want to roll up their items the semi-old-fashioned way. Feel free to manually fill in the 'Item' text field and alter the contents of any other text field to suit your current needs.

Enter Item Name Here:
Market Price Modifier:
Special Purpose:
Special Purpose Power:
Primary Ability:Primary Ability:
Primary Ability:Primary Ability:
Primary Ability:Primary Ability:
Primary Ability:Primary Ability:
Extraordinary Power:Extraordinary Power:
Extraordinary Power:Extraordinary Power:
Extraordinary Power:Extraordinary Power:
Extraordinary Power:Extraordinary Power:
Miscellaneous Notes:

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Intelligent Items

Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (rather than those with one use or with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) Melee weapons have intelligence 15% of the time (a 01-15 result on d%), ranged weapons have intelligence 5% of the time (a 01-05 result on d%), and items of other sorts are intelligent only 1% of the time (a 01 result on d%). Intelligent items can actually be considered creatures since they have Intelligence, Wisdom, and Charisma scores. The tables below should be used to determine the properties of an intelligent item: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Of the three mental ability scores, two scores are favored (2d6 + some number) and one is completely random (3d6). Choose which scores get assigned which number, or roll 1d4 and determine randomly according to the following table:

1d4High ScoreMedium ScoreLow Score

The first step in determining the properties of a random intelligent item is to determine its general capabilities. These are found by rolling d% and consulting Table: Item Intelligence, Wisdom, Charisma, and Capacities.

Table: Item Intelligence, Wisdom, Charisma, and Capabilities

d%Mental Ability ScoresCommunicationCapabilitiesMarket Price Modifier
01-34Two at 2d6+5, one at 3d6Semiempathy*One primary ability+10,000 gp
35-59Two at 2d6+6, one at 3d6Empathy**Two primary abilities+15,000 gp
60-79Two at 2d6+7, one at 3d6Speech†Two primary abilities+17,500 gp
80-91Two at 2d6+8, one at 3d6Speech†Three primary abilities+25,000 gp
92-97Two at 2d6+9, one at 3d6Speech†Three primary abilities‡+32,000 gp
98Two at 2d6+10, one at 3d6 and one extraordinary powerSpeech, telepathy††Three primary abilities‡+55,000 gp
99Two at 2d6+11, one at 3d6 and two extraordinary powersSpeech, telepathy††Three primary abilities‡‡+78,000 gp
100Two at 2d6+12, one at 3d6 and two extraordinary powersSpeech, telepathy††Four primary abilities‡‡+90,000 gp

*The possessor receives some signal (a throb or tingle, for example) when the item’s ability functions.
**The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
†Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus.
††The item can use either communication mode at will, with language use as any speaking item.
‡The item can also read any languages it can speak.
‡‡The item can read all languages as well as read magic.

Intelligent Item Alignment

Any item with Intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special properties it has.

Table: Item Alignment

d%Alignment of Item
01-05Chaotic good
06-15Chaotic neutral*
16-20Chaotic evil
21-25Neutral evil*
26-30Lawful evil
31-55Lawful good
56-60Lawful neutral*
61-80Neutral good*

*The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment
Any character whose alignment does not correspond to that of the item (except as noted by the asterisk), gains one negative level if he or she so much as picks up the item. Although this never results in actual level loss, the negative level remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Egos (see below) of 20 to 30 bestow two negative levels. Items with Egos of 30 or higher bestow three negative levels.

Languages Spoken by Item

Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes.

Intelligent Item Abilities

Using the number of capabilities determined above, find the item’s specific abilities by rolling on the appropriate tables below.

Table: Intelligent Item Primary Abilities

d%Primary Ability
01-04Item can Intuit Direction (10 ranks)
05-08Item can Sense Motive (10 ranks)
09-12Wielder has free use of Combat Reflexes
13-16Wielder has free use of Blind-Fight
17-20Wielder has free use of Improved Initiative
21-24Wielder has free use of Mobility
25-28Wielder has free use of Sunder
29-32Wielder has free use of Expertise
33-39Detect [opposing alignment] at will
40-42Find traps at will
43-47Detect secret doors at will
48-54Detect magic at will
55-57Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58-60Wielder has free use of evasion
61-65Wielder can see invisible at will
66-70Cure light wounds (1d8+5) on wielder 1/day
71-75Feather fall on wielder 1/day
76Locate object in a 120-ft. radius
77Wielder does not need to sleep
78Wielder does not need to breathe
79Jump for 20 minutes on wielder 1/day
80Spider climb for 20 minutes on wielder 1/day
81-90Roll twice again on this table
91-100Roll on Table: Intelligent Item Extraordinary Powers instead.

If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on.
All abilities function only when the item is held, drawn, or other­wise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn. At the DM’s discretion, an intelligent item might activate a power on its own.

Table: Intelligent Item Extraordinary Powers

d%Extraordinary PowerTimes Per Day
01-05Charm person (DC 11) on contact3/day
06-10Clairaudience/clairvoyance (100-ft. range, 1 minute per use)3/day
11-15Magic missile (200-ft. range, 3 missiles)3/day
16-20Shield on wielder3/day
21-25Detect thoughts (100-ft. range, 1 minute per use3/day
26-30Levitation (wielder only, 10 minute duration)3/day
31-35Invisibility (wielder only, up to 30 minutes per use3/day
36-40Fly (30 minutes per use)2/day
41-45Lightning bolt (8d6 points of damage, 200-ft. range, DC 13)1/day
46-50Summon monster III1/day
51-55Telepathy (100 ft. range)2/day
56-60Cat’s grace (wielder only)1/day
61-65Bull’s strength (wielder only)1/day
66-70Haste (wielder only, 10 rounds)1/day
71-73Telekinesis (250 lb. maximum, 1 minute each use)2/day
77Teleport, 600 lb. maximum1/day
78Globe of invulnerability1/day
79Stoneskin (wielder only, 10 minutes per use)2/day
80Feeblemind by touch2/day
81True seeingAt will
82Wall of force1/day
83Summon monster VI1/day
84Finger of death (100 ft. range, DC 17)1/day
85PasswallAt will
86-90Roll twice again on this table-
91-100Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose-

If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers chosen by the possessor are then set and never again changing for that character.

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. At the DM’s discretion, an intelligent item might activate a power on its own.

Special Purpose Items

Items with special purposes are a challenge to run. However, they are worth the trouble, because they can deeply enrich a campaign.


An item’s purpose must suit the type and alignment of the item and should always be treated reasonably.

Table: Intelligent Item Purpose

01-20Defeat/slay diametrically opposed alignment*
21-30Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
31-40Defeat/slay divine spellcasters (including divine entities and servitors)
41-50Defeat/slay nonspellcasters
51-55Defeat/slay a particular creature type
56-60Defeat/slay a particular race or kind of creature
61-70Defend a particular race or kind of creature
71-80Defeat/slay the servants of a specific deity
81-90Defend the servants and interests of a specific deity
91-95Defeat/slay all (other than the item and the wielder)
96-100DM’s or character’s choice

*The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

Special Purpose Power

A special purpose power operates only when the item is in pursuit of its special purpose.

Table: Intelligent Item Special Purpose Powers

d%Special Purpose Power
01-10Blindness* (DC 12) for 2d6 rounds
11-20Confusion* (DC 14) for 2d6 rounds
21-25Fear* (DC 14) for 1d4 rounds
26-55Hold monster* (DC 14) for 1d4 rounds
56-65Slay living* (DC 15)
66-75Disintegrate* (DC 16)
76-80True resurrection on wielder, one time only
81-100+2 luck bonus to all saving throws, +2 deflection AC bonus, spell resistance 15

*This power affects the opponent of the item’s wielder on a successful hit unless the opponent makes a Will save at the listed DC (even if the spell itself calls for another type of save).

Item Ego

Ego is a measure of the total power and force of personality that an item possesses.

Table: Item Ego

Attribute of ItemEgo Points
Each +1 enhancement of item1
Each +1 bonus of special abilities1
Each primary ability*1
Each extraordinary power*2
Special purpose4
Telepathic ability1
Read languages ability1
Read magic ability1
Each +1 of Intelligence bonus1
Each +1 of Wisdom bonus1
Each +1 of Charisma bonus1

*If double ability, double Ego points.

Items against Characters

When an item has an Ego of its own, it has a will of its own. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.

When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, he or she is dominant. If the possessor fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs. Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following:

In extreme circumstances, the item can resort to even harsher measures:

(c)2003 Jeffrey A. Mills, DVM

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