The first table allows a treasure hoard to be generated very fast. Roll all the dice in a hoard at once and there you go.
The second set of tables for Magic Items is the same idea, but it requires a bit of interpretation on the part of the DM. For example, what does an amulet that detects healing do? Maybe it allows the wearer to know the HP of other characters and creatures in it's presence, or to know the location of the nearest shrine or healer, or to know the location of every shrine or healer on the continent. how about a dagger that creates/summons undead? That's easy, any creature killed by this dagger rises from the grave!
What this set of tables does:
It takes the sort of familiar magic items and effects you might find in your favorite fantasy game and forces the DM to creatively remix them into unique items.
It might be better to roll on this beforehand rather than in game to give yourself time to determine the exact nature of the magic item. Multiple magic items could be randomly generated and placed as needed.
Here is the pdf:
Treasure Hoards and Magic Items