_____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Baldur's Gate II: Shadows of Amn (PC) & Throne of Bhaal (BG2 Expansion, PC) Items Listing _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ June 28, 2001 Version 2.0 Written by: Dan Simpson Email: manymoose@hotmail.com ______________________________________Notes____________________________________ You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.gamewinners.com/ This is just an Items listing for the game Baldur's Gate II. I also have a complete FAQ/Walkthrough: http://www.gamefaqs.com/computer/doswin/game/25804.html Items are sorted first by type (Amulets, Armors, etc.), then by item code number (such as AMUL01 or PLAT01). Items that have the exact the description as a previous item are not described. Items that have a redundant description are not described (for example the item "Valygar's Body" has the description of "This is the body of Valygar"). Plot related items from the ORIGINAL Baldur's Gate are not covered. Finally, books are mostly not described. All Throne of Bhaal items are noted as such, either as an entire section of ToB items, or by each individual items. If you do not have Throne of Bhaal installed, then you cannot get these items. If you want to learn how to cheat to create these items, check out my FAQ/Walkthrough at GameFAQs. _______________________________________________________________________________ __________________ Table of Contents: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Quick Item List (just the item codes) Full Item List (Item code plus full description) Amulets Arrows Axes Bags Belts Blunt Weapons (not hammers) Bolts Books Boots Bows Bracers Bullets Chainmails Cloaks & Robes Components for Cespenar (Throne of Bhaal) Crossbows Daggers Darts Drow Items Familiars Halberds Hammers Helmets Icewind Dale Items (from the Preorder CD) Keys Leather Armors Misc Items Plate Mails Plot Items (Throne of Bhaal) Potions Quivers (Throne of Bhaal) Rings Rods Dragon Scales Scrolls Secret Pantaloon Stuff (Throne of Bhaal) Shields Slings Staves Swords Torment Items (from the Collector's Edition) Two Handed Swords Wands Final Words... ------------------------------------------------------------------------------- Quick Item List ------------------------------------------------------------------------------- AMULETS: AMUL01 - Necklace of Missiles AMUL02 - Necklace AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace (3000 gp) AMUL13 - Bloodstone Amulet AMUL14 - Amulet of Protection +1 AMUL15 - Shield Amulet AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) AMUL17 - Greenstone Amulet AMUL18 - Wolfsbane Charm +2 vs Lycanthropes AMUL19 - Amulet of 5% Magic Resistance AMUL20 - Kaligun's Amulet of Magic Resistance AMUL21 - Amulet of Power AMUL22 - Periapt of Proof Against Poison AMUL23 - Periapt of Life Protection AMUL24 - Necklace of Form Stability AMUL25 - Amulet of Spell Warding AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal) AMUL27 - Amulet of Seldarine (Throne of Bhaal) AMUL28 - Amulet of the Master Harper (Throne of Bhaal) ARROWS: AROW01 - Arrow AROW02 - Arrow +1 AROW03 - Arrow of Slaying AROW04 - Acid Arrow AROW05 - Arrow of Biting AROW06 - Arrow of Detonation AROW07 - Arrow or Dispelling AROW08 - Arrow of Fire AROW09 - Arrow of Ice AROW10 - Arrow of Piercing AROW11 - Arrow +2 AROW12 - Arrow of Biting AROW1A - Arrow +2 (different picture) AROW15 - Arrow +3 (Throne of Bhaal) AXES: AX1H01 - Battle Axe AX1H02 - Battle Axe +1 AX1H03 - Battle Axe +2 AX1H04 - Throwing Axe AX1H05 - Throwing Axe +2 AX1H06 - Throwing Axe +2 AX1H07 - Bala's Axe (miscast magic) AX1H08 - Hangard's Axe +2 AX1H09 - Rifthome Axe +3 (thrown) AX1H10 - Azuredge Axe +3 AX1H11 - Battle Axe +2 AX1H12 - Battle Axe +3, Stonefire AX1H13 - Battle Axe +3, Frostreaver AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) AX1H16 - K'logarath +4 (Throne of Bhaal) AX1H17 - Battle Axe +3 (Throne of Bhaal) BAGS: BAG02 - Gem Bag (BAG02B-BAG02I also work) BAG03 - Scroll Case (BAG03B-BAG03I also work) BAG04 - Bag of Holding BAG05 - Ammo Belt (Throne of Bhaal) BAG06 - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work) BAG19 - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work) BAG20 to BAG31 - Bag of Holding (Throne of Bhaal) BELTS: BELT01 - Girdle BELT02 - Golden Girdle BELT03 - Girdle of Bluntness BELT04 - Girdle of Piercing BELT05 - Girdle of Masculinity/Femininity BELT06 - Girdle of Hill Giant Strength (19 STR) BELT07 - Girdle of Stone Giant Strength (20 STR) BELT08 - Girdle of Frost Giant Strength (21 STR) BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours) BELT10 - Belt of Inertial Barrier (resist damage) BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal, 22 STR) MEL01 - Imoen's Belt BLUNT WEAPONS: BLUN01 - Club BLUN02 - Flail BLUN03 - Flail +1 BLUN04 - Mace BLUN05 - Mace +1 BLUN06 - Morning Star BLUN07 - Morning Star +1 BLUN08 - Flail BLUN09 - Kiel's Morningstar BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures BLUN11 - Mace BLUN12 - Mace of Disruption +1 BLUN13 - Flail +2 BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold) BLUN14A - Flail Head (Cold) BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) BLUN14E - Flail of Ages (Acid + Cold) BLUN14F - Flail of Ages (Fire + Acid) BLUN14G - Flail of Ages (Cold) BLUN14H - Flail of Ages (Fire) BLUN14I - Flail of Ages (Acid) BLUN15 - Morning Star +2 BLUN16 - Morningstar + 2: The Sleeper BLUN17 - Morningstar +2: Wyvern's Tail BLUN18 - Mace +3: Skullcrusher BLUN19 - Mace +2: Mauler's Arm BLUN20 - Mace +1: Ardulia's Fall BLUN21 - Mace +2 BLUN22 - Club +3, Blackblood BLUN23 - Bone Club +2, +3 vs. Undead BLUN24 - Club +2, Gnasher BLUN25 - Mace of Disruption +2 BLUN26 - Club of Detonation +3 (Throne of Bhaal) BLUN27 - Club of Detonation +5 (Throne of Bhaal) BLUN28 - Storm Star +3 (Throne of Bhaal) BLUN29 - Storm Star +5 (Throne of Bhaal) BLUN30 - Flail of Ages +5 (Throne of Bhaal) BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) BLUN30D - Flail of Ages +4 (Throne of Bhaal) BLUN31 - Club +3 (Throne of Bhaal) BLUN32 - Flail +3 (Throne of Bhaal) BLUN33 - Mace +3 (Throne of Bhaal) BLUN34 - Morning Star +3 (Throne of Bhaal) BLUN35 - Ice Star +4 (Throne of Bhaal) BOLTS: BOLT01 - Bolt BOLT02 - Bolt +1 BOLT03 - Bolt of Lightning BOLT04 - Bolt of Biting BOLT05 - Bolt of Polymorphing BOLT06 - Bolt +2 BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) BOLT08 - Blessed Bolt BOLT09 - Bolt +3 (Throne of Bhaal) BOOKS: BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con BOOK04 - Manual of Gainful Exercise +1 Str BOOK05 - Manual of Quickness of Action +1 Dex BOOK06 - Tome of Clear Thought +1 Int BOOK07 - Tome of Leadership and Influence +1 Chr BOOK08 - Tome of Understanding +1 Wis BOOK09 - Normal Book BOOK10 | - miscellaneous Histories BOOK67 BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 | - miscellaneous Dusty Books BOOK86 BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book BOOK91 - Tome of Amaunator BOOK92 - Merella's Journal BOOK93 - Orcish Cookbook BOOK94 - The Vapiricus Omnibus: Unabridged BOOK95 - Dea Vampir Becomos BOOK96 - Conjur Ota Servanta BOOK97 - Lellyn's Journal BOOK98 - Book of King Strohm III HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal) BOOTS: BOOT01 - Boots of Speed BOOT02 - Boots of Stealth BOOT03 - Boots of the North BOOT04 - Boots of Avoidance BOOT05 - Boots of Grounding BOOT06 - Worn Out Boots BOOT07 - Boots of Elvenkind BOOT08 - Boots of Phasing BOOT09 - Boots BOOT10 - Boots of Lightning Speed (double haste) BOOT11 - Boots of Etherealness BOOT12 - Gargoyle Boots (Throne of Bhaal) BOOTDRIZ - Drizzt's Boots of Speed BOWS: BOW01 - Composite Long Bow BOW02 - Composite Long Bow +1 BOW03 - Long Bow BOW04 - Long Bow +1 BOW05 - Short Bow BOW06 - Short Bow +1 BOW07 - Long Bow of Marksmanship BOW08 - Eagle Bow (Short Bow +2) BOW09 - Ripper +2 BOW10 - Heartseeker +3 BOW11 - Strong Arm +2 BOW12 - Elven Court Bow +3 BOW13 - Mana Bow +4 BOW14 - Tuigan Short Bow +1 BOW15 - Tansheron's Short Bow +3 (needs no ammo) BOW16 - Composite Long Bow +2 BOW17 - Long Bow +2 BOW18 - Short Bow +2 BOW19 - Short Bow of Gesen (needs no ammo) BOW19A - Gesen Bow Shaft BOW19B - Gesen Bow String BOW20 - Darkfire Bow +4 (Throne of Bhaal) BOW21 - Darkfire Bow +5 (Throne of Bhaal) BOW22 - Taralash +4 (Throne of Bhaal) BOW23 - Taralash +5 (Throne of Bhaal) BOW24 - Composite Long Bow +3 (Throne of Bhaal) BOW25 - Long Bow +3 (Throne of Bhaal) BOW26 - Short Bow +3 (Throne of Bhaal) BOW99 - Eagle Bow (short bow +2) NPBOW - Bow of Arvoreen (Mazzy) BRACERS: BRAC01 - Bracers of Defense AC 8 BRAC02 - Bracers of Defense AC 7 BRAC03 - Bracers of Defense AC 6 BRAC04 - Bracers of Archery BRAC05 - Bracers BRAC06 - Gauntlets of Ogre Power BRAC07 - Gauntlets of Dexterity BRAC08 - Gauntlets of Fumbling BRAC09 - Gauntlets of Weapon Skill BRAC10 - Gauntlets of Weapon Expertise BRAC11 - Bracers of Binding (cursed item) BRAC12 - Bracers BRAC13 - Bracers of Defense AC 5 BRAC14 - Bracers of Defense AC 4 BRAC15 - Bracers of Defense AC 3 BRAC16 - Bracers of Blinding Strike (improved haste once a day) BRAC17 - Gloves of Pick Pocketing BRAC18 - Gloves of Missile Snaring BRAC19 - Gauntlets of Crushing (extra fist damage) BRAC20 - Gloves of Healing BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal) BRAC22 - Paladin's Bracers (Throne of Bhaal) BRAC23 - Blessed Bracers (Throne of Bhaal) BRAC24 - Bard's Gloves (Throne of Bhaal) BRAC25 - Wondrous Gloves (Throne of Bhaal) BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal) BULLETS: BULL01 - Bullet BULL02 - Bullet +1 BULL03 - Bullet +2 BULL04 - Sunstone Bullet +1 BULL05 - Bullet +3 (Throne of Bhaal) BULL06 - Bullet +4 (Throne of Bhaal) CHAINMAILS: CHAN01 - Chainmail CHAN02 - Chainmail +1 CHAN03 - Chainmail +2 CHAN04 - Splint Mail CHAN05 - Splint Mail +1 CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail) CHAN07 - Chain Mail +3 CHAN08 - Chain Mail +2 CHAN09 - Darkmail +3 CHAN10 - Jester's Chain +4 CHAN11 - Crimson Chain +5 CHAN12 - Elven Chain Mail CHAN13 - Elven Chain +1 CHAN14 - Sylvan Chain +2 CHAN15 - Melodic Chain +3 CHAN16 - Bladesinger Chain +4 CHAN17 - Ashen Scales +2 CHAN18 - Armor of Faith +3 CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal) CHAN20 - White Dragon Scale (Throne of Bhaal) CHAN21 - Chain Mail +3 (Throne of Bhaal) NPCHAN - Corthala Family Armor CLOAKS & ROBES: CLCK01 - Cloak of Protection +1 CLCK02 - Cloak of Protection +2 CLCK03 - Cloak of Displacement CLCK04 - Cloak of the Wolf CLCK05 - Cloak of Balduran CLCK06 - Cloak of Non-Detection CLCK07 - Nymph Cloak CLCK08 - Algernon's Cloak CLCK09 - Mage Robe of Cold Resistance CLCK10 - Mage Robe of Fire Resistance CLCK11 - Mage Robe of Electrical Resistance CLCK12 - Knave's Robe CLCK13 - Traveller's Robe CLCK14 - Adventurer's Robe CLCK15 - Robe of the Good Archmagi CLCK16 - Robe of the Neutral Archmagi CLCK17 - Robe of the Evil Archmagi CLCK18 - Knave's Robe CLCK19 - Robe of the Good Archmagi CLCK20 - Cloak of the Shield CLCK21 - Holy cloak CLCK22 - Shandalar's cloak CLCK23 - Cloak of Elvenkind (hide in shadows bonus) CLCK24 - Cloak of Reflection CLCK25 - Cloak of the Stars CLCK26 - Cloak of Mirroring CLCK27 - Cloak of the Sewers (AC +1) CLCK28 - Shadow Thief Cloak CLCK29 - Robe of the Apprenti CLCK30 - Cloak of Bravery CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal) CLCK32 - Montolio's Cloak (Throne of Bhaal) NPARM - Jansen AdventureWear NPCLCK - Cloak of the High Forest (Cernd) COMPONENTS FOR CESPENAR (Throne of Bhaal): COMPON01 - Liquid Mercury COMPON02 - Eye of Tyr COMPON03 - Fflar's Scabbard COMPON04 - Baalor's Claw COMPON05 - Roranach's Horn (also a working helmet) COMPON06 - Skull of the Lich COMPON07 - Hindo's Hand COMPON08 - Starfall Ore COMPON09 - Rune of Clangeddin COMPON10 - Bowstring of Gond COMPON11 - Montolio's Clasp COMPON12 - Horn (left) COMPON13 - Horn (right) COMPON14 - Nymph's Tear COMPON15 - Heart of the Damned COMPON16 - Montolio's Cloak COMPON17 - Circlet of Netheril COMPON18 - White Dragon Scales COMPON19 - Blue Dragon Scales TOME01 - Golem Manual TOME02 - Clay Golem Manual TOME02A - Clay Golem Page TOME03 - Stone Golem Manual TOME03A - Stone Golem Page TOME04 - Juggernaut Golem Manual TOME04A - Juggernaut Golem Page CROSSBOWS: XBOW01 - Heavy Crossbow XBOW02 - Heavy Crossbow +1 XBOW03 - Heavy Crossbow of Accuracy XBOW04 - Light Crossbow XBOW05 - Light Crossbow +1 XBOW06 - Light Crossbow of Speed XBOW07 - Heavy Crossbow +2 XBOW08 - Giant Hair Crossbow +3 XBOW09 - Light Crossbow +2 XBOW10 - Necaradan's Crossbow +3 XBOW12 - Flasher Launcher XBOW13 - Crossbow of Affliction +4 XBOW14 - Heavy Crossbow of Searing +1 XBOW15 - Firetooth +4 (Throne of Bhaal) XBOW16 - Firetooth +5 (Throne of Bhaal) XBOW17 - Heavy Crossbow +3 (Throne of Bhaal) XBOW18 - Light Crossbow +3 (Throne of Bhaal) DAGGERS: DAGG01 - Dagger DAGG02 - Dagger +1 DAGG03 - Dagger +2 DAGG04 - Dagger +2, Longtooth DAGG05 - Throwing Dagger DAGG06 - Nester's Dagger DAGG07 - Kylee's Dagger DAGG08 - Hentold's Dagger DAGG09 - Silver dagger - Werebane DAGG10 - Soultaker Dagger DAGG11 - Boomerang Dagger +2 (thrown, returns) DAGG12 - Dagger of Throwing +3 Firetooth DAGG13 - Pixie Prick +3 DAGG14 - Dagger +4: 'BoneBlade' DAGG15 - Dagger +2 DAGG16 - Poisoned Throwing Dagger DAGG17 - Stiletto of Demarchess +2 DAGG18 - Shadow Thief Dagger DAGG19 - Dagger of DAGG20 - Dagger +4, Life-Stealer DAGG21 - Dagger of the Star +4 (Throne of Bhaal) DAGG22 - Dagger of the Star +5 (Throne of Bhaal) DAGG23 - Ixil's Spike (Throne of Bhaal) DAGG24 - Dagger +3 (Throne of Bhaal) NEBDAG - Neb's Nasty Cutter MISC75 - Dagger of Venom DARTS: DART01 - Dart DART02 - Dart +1 DART03 - Dart of Stunning DART04 - Dart of Wounding DART05 - Asp's Nest (poison) DART06 - Giant Rock DART08 - Crimson Dart +3 (Throne of Bhaal) STARDART - Darts +5 (lasts for 4 hours) DROW ITEMS: DWBLUN01 - Drow Flail +3 DWBOLT01 - Drow Bolt of Sleep DWBOLT02 - Drow Bolt of Stunning DWBOLT03 - Drow Bolt +1 DWCHAN01 - Drow Elven Chain +3 DWCHAN02 - Drow Adamantine Chain +5 DWCLCK01 - Drow Piwafwi Cloak DWDUST - Adamantine Dust DWHALB01 - Drow Halberd +3 DWPLAT01 - Drow Full Plate +5 DWSHLD01 - Drow Shield +3 DWSPER01 - Drow Lance +3 DWSW1H01 - Drow Scimitar +3 DWSW1H02 - Drow Longsword +3 DWXBOW01 - Drow Crossbow of Speed FAMILIARS: FAMCAT - A familiar, cat FAMCAT25 - Upgraded Cat (Throne of Bhaal) FAMDUST - A familiar, dust mephit FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal) FAMFAIR - A familiar, fairy dragon FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal) FAMFER - A familiar, ferret FAMFER25 - Upgraded ferret (Throne of Bhaal) FAMIMP - A familiar, imp FAMIMP25 - Upgraded imp (Throne of Bhaal) FAMPSD - A familiar, pseudodragon FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal) FAMQUAS - A familiar, quasit FAMQUA25 - Upgraded quasit (Throne of Bhaal) FAMRAB - A familiar, rabbit FAMRAB25 - Upgraded rabbit (Throne of Bhaal) HALBERDS: HALB01 - Halberd HALB02 - Halberd +1 HALB03 - Halberd +2 HALB04 - Halberd +3: Dragon's Bane HALB05 - Halberd +4 Dragon's Breath HALB06 - Halberd +4 Blackmist HALB07 - Halberd +2 HALB08 - Halberd +2, Duskblade HALB09 - Wave Halberd +4 HALB09A & HALB09B - Wave Shaft & Blade HALB10 - Ravager +4 (Throne of Bhaal) HALB11 - Ravager +6 (Throne of Bhaal) HALB12 - Halberd +3 (Throne of Bhaal) HAMMERS: HAMM01 - War Hammer HAMM02 - War Hammer +1 HAMM03 - War hammer +2 HAMM04 - Warhammer +1,+4 vs giant humanoids HAMM05 - War Hammer +2 HAMM06 - Dwarven Thrower +3 HAMM07 - Dwarven Warhammer of Thunderbolts +3 HAMM08 - War Hammer +2 HAMM09 - Crom Faeyr (best weapon in the game) HAMM10 - Runehammer +4 (Throne of Bhaal) HAMM11 - Runehammer +5 (Throne of Bhaal) HAMM12 - War Hammer +3 (Throne of Bhaal) HELMS: HELM01 - Helmet HELM02 - Helm of Opposite Alignment HELM03 - Helm of Glory HELM04 - Helm of Defense HELM05 - Helm of Infravision HELM06 - Helm of Charm Protection HELM07 - Helm of Balduran HELM08 through HELM13, HELM15 - Helmet HELM14 - Kiel's Helmet HELM16 - Helm of Brilliance HELM17 - Skull of Death HELM18 - Pearly White Ioun Stone (regenerate HP) HELM19 - Dusty Rose Ioun Stone (AC +1) HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) HELM21 - Dragon Helm HELM22 - Amnish Helmet HELM23 - Golden Ioun Stone (Throne of Bhaal) HELM24 - Obsidian Ioun Stone (Throne of Bhaal) HELM25 - Silver Ioun Stone (Throne of Bhaal) HELM26 - Lavender Ioun Stone (Throne of Bhaal) HELM27 - Bronze Ioun Stone (Throne of Bhaal) HELM28 - Circlet of Netheril (Throne of Bhaal) HELM29 - Thieves' Hood (Throne of Bhaal) HELM30 - Thieves' Hood (Throne of Bhaal) HELM31 - Helm of the Rock (Throne of Bhaal) HELM32 - Helm of the Rock (Throne of Bhaal) HELM33 - Gold Horned Helm (Throne of Bhaal) HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal) ICEWIND ITEMS (with the Preorder Bonus CD): WAAXE - Hrothgar's Axe +3 WAFLAIL - Defender of Easthaven +2 WAMACE - Jerrod's Mace WANINJA - Scarlet Ninja-To +3 WAS2H - Joril's Dagger +3 WASLING - Sling of Everard +5 (needs no ammo) WASPEAR - Spear of Kuldahar +3 WASTAFF - Staff of Arundel WASTAR - Everard's Morning Star +2 WAWAK - Kachiko's Wakizashi +3 KEYS: (that aren't "MISC" codes) EDWINKEY - Mae'Var's Strongbox Key KEY01 - Cult Key KEY02 - Gaal's Key KEY03 - Planar Key KEY04 - Sun Ray Symbol KEY05 - Dawn's Light Symbol KEY06 - Lightstone Symbol KEY07 - Chapel Key KEY08 - Chain Key KEY09 - Firkraag Prison Key KEY10 - Keep Key KEY11 - Planar Prison Cell Key KEY12 - Key to Aran's Lair KEY13 - Shadow Thief Prison Key KEY14 - Piece of Burial Mask KEY15 - Piece of Burial Mask KEY16 - Piece of Burial Mask KEY17 - Piece of Burial Mask KEY18 - Piece of Burial Mask KEY19 - Piece of Burial Mask KEY20 - Burial Mask of King Strohm III KEY21 - Samia's Key KEY22 - Shadow Prison Key KEY23 - Symbol of Amaunator KEY24 - Sahuagin Treasury Key KEY25 - Despana Treasury Key KEY26 - Sekolah's Tooth KEY27 - Guildhouse Key KEY28 - Jon's Key KEY29 - Sewer Key SARKEY01 - Outer Jail Door Key (Throne of Bhaal) SARKEY02 - Secret Jail Door Key (Throne of Bhaal) SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal) SARKEY04 - Sewer Key, Saradush (Throne of Bhaal) SENKEY01 - Drow Guard's Key SENKEY02 - Drow Wardstone SENKEY03 - Sendai's Key LEATHER ARMORS: LEAT01 - Leather Armor LEAT02 - Leather Armor +1 LEAT03 - Leather Armor +2 LEAT04 - Studded Leather Armor LEAT05 - Studded Leather Armor +1 LEAT06 - Studded Leather Armor +2, missile attraction LEAT07 - Studded Leather Armor +2 LEAT08 - Shadow Armor (Studded Leather +3) LEAT09 - Leather Armor +3 LEAT10 - Hide Armor LEAT11 - Leather Armor +2 LEAT12 - Leather Armor +3 LEAT13 - Skin of the Ghoul +4 LEAT14 - The Night's Gift +5 LEAT15 - Studded Leather Armor +2 LEAT16 - Orc Leather +3 LEAT17 - Armor of Deep Night +4 LEAT18 - Armor of the Viper +5 LEAT19 - Shadow Dragon Scale LEAT20 - Aeger's Hide +3 LEAT21 - Human Flesh +5 LEAT22 - Human Flesh (not finished) LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal) LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal) MISC: AERIEBAB - Aerie's Baby (Throne of Bhaal) AMSOUL01 - Malla's Soul Stone (Throne of Bhaal) BOTSMITH - Summons Cespenar (Throne of Bhaal) C6LANTHO - The Lanthorn DECK - Deck of Many Things (Throne of Bhaal) FIGURE01 - Shakti Figurine (Throne of Bhaal) GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal) GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal) GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal) GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal) All of these rings function as ___ if the spell had been cast MAGE01 - Ring of Invisibility | which means magic resistance MAGE02 - Ring of Barkskin | can stop the effects. Ignore MAGE03 - Ring of Mirror Image |_the fact that the titles of MAGE04 - Pseudo Ring of Blur | these items may be missing from MAGE05 - Pseudo Ring of Free Action | the descriptions and none of MAGE06 - Ring of Haste ___| them have names as such - they just look like scrolls. THEY DO WORK !!! You need to be careful though as the effects do not carry over from saved games like the proper rings do. This means when you load a game you need to take the ring off and put it back on again for the effect to work. But some of them are worth it. Exceptions: The Pseudo rings do not function i.e. no bonuses at all that I can detect. But the ring of blur does change the sprite of your character like the spell does (which I like). The other rings work fine. (from Kelvin Groves) MISC01 - Winter Wolf Pelt MISC02 - Mirror MISC03 - Small Box MISC04 - Bassilus' Holy Symbol MISC07 - Gold Piece MISC12 - Ankheg Shell MISC13 - Samuel (body) MISC16 - Fire Agate Gem MISC17 - Lynx Eye Gem MISC18 - Sunstone Gem MISC19 - Turquoise Gem MISC1A - Bottle of Wine MISC1B - Butter Knife of Balduran MISC1C - Sea Charts MISC1E - Evan's Body MISC1F - Dradeel's Spell Book MISC1G - Farthing's Dolly MISC1H - Gong Mallet MISC1I - Belladonna flowers MISC1J - Glittering Beljuril Gemstone MISC20 - Bloodstone Gem MISC21 - Skydrop Gem MISC22 - Andar Gem MISC23 - Jasper Gem MISC24 - Tchazar Gem MISC25 - Zircon Gem MISC26 - Iol Gem MISC27 - Moonstone Gem MISC28 - Waterstar Gem MISC29 - Ziose Gem MISC2A - Doppelganger Wardstone MISC2B - Level 1 Exit Wardstone MISC2C - Islanne Wardstone MISC2D - Kiel Wardstone MISC2E - Fuernebol Wardstone MISC2F - Teleportation Wardstone MISC2G - Level 2 Exit Wardstone MISC2I - Wardstone Forgery MISC2K - Compass Wardstone MISC2L - Bone Wardstone MISC2M - Dwarven Rune 1 Wardstone MISC2N - Dwarven Rune 2 Wardstone MISC2O - Lock of hair from Kirinhale MISC2P - Harp of ? MISC30 - Chrysoberyl Gem MISC31 - Star Diopside Gem MISC32 - Shandon Gem MISC33 - Aquamarine Gem MISC34 - Garnet Gem MISC35 - Horn Coral Gem MISC36 - Pearl MISC37 - Sphene Gem MISC38 - Black Opal MISC39 - Water Opal MISC3A - Book of Infinite Spells (Fireball) MISC3A1 - Book of Infinite Spells (Invisibility) MISC3A2 - Book of Infinite Spells (Protection from Evil) MISC3A3 - Book of Infinite Spells (True Seeing) MISC3A4 - Book of Infinite Spells (Farsight) MISC3A5 - Book of Infinite Spells (Spell Turning) MISC3A6 - Book of Infinite Spells (Wyvern Call) MISC3A7 - Book of Infinite Spells (Stinking Cloud) MISC3A8 - Book of Infinite Spells (Lightning Bolt) MISC3A9 - Book of Infinite Spells (Burning Hands) MISC3C - Efreeti Bottle MISC3D - Golden Lion Figurine MISC3E - Black Spider Figurine MISC3F - Jade Hound MISC3H - Horn of Blasting MISC3I - Silver Horn of Valhalla MISC3J - Bronze Horn of Valhalla MISC3K - Iron Horn of Valhalla MISC3L - Horn of Silence MISC3M - Harp of Discord MISC3N - Azlaer's Harp MISC3O - Methild's Harp MISC3P - Glasses of Identification MISC40 - Moonbar Gem MISC41 - Star Sapphire MISC42 - Diamond MISC43 - Emerald MISC44 - Kings Tears MISC45 - Rogue Stone MISC47 - Golden Pantaloons MISC48 - Idol MISC49 - Melicamp the Chicken MISC4A - Activation Stone MISC4B - Jail Cell Key (Jaheira) MISC4C - Air Elemental Statue MISC4D - The Genie's Flask MISC4E - Energy Cells MISC4G - Portal Key MISC4H - Wand of Fire Key MISC4I - Wand of Frost Key MISC4J - Wand of Summoning Key MISC4K - Wand of Lightning Key MISC4L - Wand of Cloudkill Key MISC4M - Wand of Missiles Key MISC4N - Acorns MISC4O - Sewage Golem Key MISC4P - Key to Frennedan's Room MISC4Q - The Ogre's Sword MISC4R - Haegan's Key MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key) MISC4T - Letter of Transfer MISC4U - Embarl's Dagger MISC4V - Mae'Var's Letter MISC4W - Edwin's Documents MISC4X - Statuette of Lathander MISC4Y - Necklace of Talos MISC4Z - Beastmaster Key MISC50 - Skull MISC51 - Lock of Nymph's Hair MISC52 - Wyvern Head MISC53 - Bowl of Water Elemental Control MISC54 - Child's Body MISC55 - Duke Eltan's Body MISC56 - Broken Weapon MISC57 - Broken Shield MISC58 - Broken Armor MISC59 - Broken Miscellaneous MISC5A - Rift Device Part MISC5B - Rift Device Part 2 MISC5C - Rift Device MISC5D - Harper Bird MISC5E - Harper Amulet MISC5F - Renfeld's Body MISC5G - Exotic Hide MISC5H - Guril Berries MISC5I - Am-si's Key MISC5J - Writ of Innocence MISC5K - Illithium Ore (200 pounds) MISC5L - Littleman The Stuffed Bear MISC5M - Inspector's Body MISC5N - Piece of Red Cloth MISC5O - Silver Pantaloons MISC5P - Ransom Note MISC5Q - Blood of Quallo's Friend MISC5R - The Lover's Ring MISC5S - Hand MISC5T - Shaman's Staff MISC5U - Montaron's Body MISC5V - Lock of Jaheira's Hair MISC5W - Keepsake Locket MISC5X - Harper Pin MISC5Y - Jaheira's Note MISC5Z - Rift Device (used) MISC60 - Spider Body MISC61 - Bottle of Wine MISC62 - Dead Cat MISC63 - Chew Toy MISC64 - Telescope MISC65 - Brage's Body MISC66 - Farmer Brun's son (DEAD) MISC67 - Brun's Dead Son MISC68 - Abela the Nymph MISC69 - Helshara's Artifact Fragment MISC6A - Tanner's Letter MISC6B - Dennis' Mother's Gong MISC6C - Guril Berries MISC6D - Solik Berries MISC6E - Oak Bark MISC6F - Quataris' Confession MISC6G - Bust of Sune MISC6H - Mekrath's Mirror MISC6I - Anarg's Cup MISC6J - Golem Head MISC6K - Golem Arm MISC6L - Golem Brain MISC6M - Demon Heart MISC6N - Sun Gem MISC6O - Sun Gem MISC6P - Shadow Dragon Wardstone MISC6Q - Amuana's Bones MISC6R - Note to Order MISC6S - Chunk of Illithium Alloy MISC6T - Planar Stone MISC6U - Firkraag's Challenge MISC6V - Smuggled Shipment MISC6W - Wooden Stake MISC6X - Portal Gem MISC6Y - Mimic's Blood MISC6Z - Beljuril MISC70 - Delorna's Statue MISC71 - Delorna's Spellbook MISC72 - The Claw of Kazgaroth MISC73 - The Horn of Kazgaroth MISC74 - The Candle MISC75 - Dagger of Venom MISC76 - The Dream Potion MISC77 - Skull of Kereph MISC78 - Invitation MISC79 - Female Body MISC7A - Chicken MISC7B - Chicken MISC7C - Contact's Note MISC7D - Barl's Antidote MISC7E - Fairy Dust MISC7F - Ti'Vael's Head MISC7G - Jaheira's note for MISC7H - Umar Witch Project Journal MISC7I - Chaos Tome MISC7J - Wand of Activation MISC7K - Head of Cotirso MISC7L - Valygar's Body MISC7M - Corthala Tax Notice MISC7N - Wand of Lightning MISC7O - Note (from Cragmoon) MISC7P - Tombelthen's Journal (first half) MISC7Q - Tombelthen's Journal (2nd half) MISC7R - Mithril Medallion MISC7S - Lord Tombelthen's Note MISC7T - Moon Dog Figurine MISC7U - Dog Stew MISC7V - Dog Meat MISC7W - Lavok's Tome MISC7X - Mastery Orb MISC7Y - Thrall Collar MISC7Z - Coal MISC80 - Male Body MISC82 - Ancient Armor MISC83 - Key to River Plug MISC84 - Boo MISC85 - Mulahey's Holy Symbol MISC86 - Bandit Scalp MISC87 - Contaminated Iron MISC88 - Rabbit's Foot MISC89 - Edwin's Amulet MISC8A - Note (for Shadow Thieves) MISC8B - Note (for Shadow Thieves 2) MISC8C - Morn Ritual MISC8D - Noontide Ritual MISC8E - Dusk Ritual MISC8F - Playhouse Deed MISC8G - Rune of Imprisonment MISC8H - Blood of a Silver Dragon MISC8I - Note from Imnesvale MISC8J - Boots of the West (CHA +1) MISC8K - Ihtafeer's head MISC8L - Mantle of Waukeen MISC8M - Trademeet Tomb Key MISC8N - Isaea's Financial Statements MISC8O - Isaea's Signet Ring MISC8P - Isaea's Slavery Document MISC8Q - Rebel's Orb MISC8R - Fake Rebel's Heart MISC8S - Rebel's Heart MISC8T - Cernd's Baby MISC8U - Silver Blade (Vorpal Sword piece) MISC8V - Wardstone for Asylum MISC8W - Opal Stone MISC8X - Ruby Stone MISC8Y - Sapphire Stone MISC8Z - Kurtulmak's Crystal Shard MISC90 - Chelak's Body MISC91 - Grapes MISC92 - Switch for engine MISC93 - Odd looking key MISC94 - Mallet head MISC95 - Mallet handle MISC96 - Peladon MISC97 - De'Tranion's Baalor ale MISC98 - Durlag's goblet MISC99 - Cursed Plate mail armor (belt icon) MISC9A - The Hand of Dace MISC9B - Vampire Stake MISC9C - Lium's Journal of Malevolent Magicks MISC9D - Giant Troll's Head MISC9E - Minotaur Horn MISC9F - Minotaur Horn 2 MISC9G - Pirate Horn MISC9H - Neb's Head MISC9I - First journal of Jon Irenicus MISC9J - Second journal of Jon Irenicus MISC9K - Third journal of Irenicus MISC9L - Deed to the Windspear Hills MISC9M - Pipe MISC9N - Pendant MISC9O - Staff MISC9P - Helmet MISC9Q - Scimitar MISC9R - Light Gem MISC9S - Mind Amplification Device MISC9T - Dragon Eggs MISC9U - Fake Dragon Eggs (Phaere's) MISC9V - Fake Dragon Eggs (Solaufein) MISC9W - Drow Piwafwi Cloak (Solaufein's) MISC9X - Control Circlet MISC9Y - Brine Potion MISC9Z - Corrupted Tadpoles MISCA1 - Gem ? MISCA2 - Sulphurous Poison MISCA3 - Book of Rituals MISCA4 - Potion of Squirrel Change MISCA5 - Stoneshape Scroll MISCA6 - Patrol Leader's Helmet MISCA7 - Kuo-Toan's Blood MISCA8 - Eyestalk of an Elder Orb MISCA9 - Star Medallion MISCAA - Golden Circlet MISCAB - Jar of Water MISCAC - Sundial MISCAD - Sun Medallion MISCAE - Sword Medallion MISCAF - The Gagged Man MISCAG - Mirror MISCAH - Hourglass MISCAI - Worn Out Boots MISCAJ - Grinning Skull MISCAK - Warden's Note MISCAL - Mithril Token MISCAM - Galvena's Key MISCAN - Galvena's Medallion MISCAO - Mind Flayer Painting MISCAP - Umberhulk Painting MISCAQ - Troll Painting MISCAR - Djinni Painting MISCAS - Sleeping Draught MISCAT - Mug of Ale MISCAU - Elven Holy Water MISCAV - Golden Skull MISCAW - Golden Arm and Leg MISCAX - Golden Leg MISCAY - Golden Torso MISCAZ - Beholder Eye MISCB1 - Talisman of Rillifane MISCB2 - Golden Goblet of Life MISCB3 - Moonblade MISCB4 - Tree of Life Nuts MISCB5 - Tears of Bhaal MISCB6 - Tears of Bhaal MISCB7 - Tears of Bhaal MISCB8 - Tears of Bhaal MISCB9 - Tears of Bhaal MISCBA - Tears of Bhaal MISCBC - Blackrazor, Long Sword +3 MISCBD - Dog Bones MISCBE - Gilded Rope MISCBF - Jae'llat Wardstone MISCBG - Lich's Tooth MISCBH - Deirex's Gem MISCBI - Magical Rope MISCBJ - Qilue's Brain MISCBK - Illithid Serum MISCBL - Aerie's Body MISCBM - Anomen's Body MISCBN - Jaheira's Body MISCBO - Viconia's Body MISCBP - Bodhi's Black Heart MISCBQ - Tree of Life Nuts (edible) MISCBR - Stone Harp MISCBS - Stone Horn MISCBT - Elven Priest Stone MISCBU - Yoshimo's Heart MISCBV - Elder Brain Blood MISCBW - Sahuagin Scribe's Notes MISCBX - Note (to Ployer) MISCBY - Tainted Dragon Eggs MISCBZ - Tizzak's Journal MISCCA - Demin's Note MISCCB - Bronze Pantalettes (Throne of Bhaal) MISCCC - Drow Note of Gate Sundering NPMISC1 - Jansen Spectroscopes NPMISC2 - Jansen Techno-Gloves PLATE & FULL PLATE ARMORS: PLAT01 - Plate Mail Armor PLAT02 - Plate Mail +1 PLAT04 - Full Plate Mail PLAT05 - Full Plate Mail +1 PLAT06 - Ankheg Plate Mail PLAT07 - Plate Mail PLAT08 - Plate Mail +3 PLAT09 - Mithral Field Plate Armor +2 PLAT10 - Plate Mail +1 PLAT11 - Delver's Plate +2 PLAT12 - Doomplate +3 PLAT13 - Gorgon Plate +4 PLAT14 - Full Plate Mail +1 PLAT15 - Pride of the Legion +2 PLAT16 - Armor of the Hart +3 PLAT17 - T'rahcie's Plate +5 PLAT18 - Red Dragon Scale PLAT19 - Full Plate + 2 PLAT20 - Blue Dragon Plate (Throne of Bhaal) PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal) PLAT22 - Shuruppak's Plate (Throne of Bhaal) PLAT23 - Full Plate Mail +2 (Throne of Bhaal) NPPLAT - Firecam Full-Plate Armor (Keldorn) PLOT ITEMS: (Throne of Bhaal only!) BAZPLO01 - Abazigal's Wardstone BAZPL002 - Draconis' Head BAZPLO03 - Yellow Dragon Eggs BAZPLO04 - Breath Potion BAZPLO05 - Rope BAZPLO06 - Reversal Scroll BAZPLO07 - Empty Breath Potion Flask BAZPLO08 - Gauth Eyestalk HGHEART - Still Beating Heart HGHEART2 - Yaga Shura's Heart HGWARD01 - Flame Wardstone HGWARD02 - Skull Wardstone HGWARD03 - Hammer Wardstone HGWARD04 - Blood Wardstone LUM1 to LUM9 - Handwritten Notes PLOT01A - Ritual Scroll PLOT01B - Vigil Stone PLOT01C - Tattered Parchment PLOT01D - Tattered Parchment PLOT01E - Tattered Parchment PLOT01F - Candle PLOT01G - Holy Book PLOT01H - Bell PLOT01I - History of the Imprisoned One PLOT01J - Wardstone PLOT01K - Wardstone PLOT01L - Tinderbox PLOT01M - Handwritten Note PLOT01N - Scribbled Note PLOT01O - Key PLOT01P - Old Slippers PLOT01Q - Helm's Scroll PLOT02A - Scepter of Radiance PLOT02B - Scepter of Radiance (w/gems) PLOT02C - Scepter Gem PLOT02D - Scepter Gem PLOT02E - Scepter Gem PLOT02F - Madman's Journal PLOT02G - Journal PLOT02H - Deck of Many Things PLOT02I - Tahazzar's Heart PLOT02J - Ka'rashur's Heart PLOT03A - Air Scepter PLOT03B - Fire Scepter PLOT03C - Slime Scepter PLOT03D - Ice Scepter PLOT03E - Portal Key PLOT03F - Air Library Note PLOT03G - Fire Library Note PLOT03H - Slime Library Note PLOT03I - Ice Library Note PLOT03K - Key (slime library) PLOT04A - Blue Oil PLOT04B - Red Oil PLOT04C - Purple Oil PLOT04D - Crystal Mallet PLOT04E - Diary of Carston's Apprentice PLOT04F - Flint and Tinder PLOT04G - Illithid Rod PLOT04H - Illithid Rod PLOT04I - Illithid Rod (complete) PLOT04J - Carston's Journal PLOT05A - Heart Key PLOT05B - Mind Key PLOT05C - Spirit Key PLOT05D - Warrior's Skull PLOT16A - Bounty Notice PLOT16B - Note PLOT17A - Monastery Gate Key PLOT17B - Graveyard Key PLOT18A - Lazarus' Teleport Scroll PLOT18B - Lazarus' Spellbook POTIONS: POTN02 - Potion of Fire Resistance POTN03 - Potion of Hill Giant Strength POTN04 - Potion of Frost Giant Strength POTN05 - Potion of Fire Giant Strength POTN06 - Potion of Cloud Giant Strength POTN07 - Potion of Storm Giant Strength POTN08 - Potion of Healing POTN09 - Potion of Heroism POTN10 - Potion of Invisibility POTN11 - Potion of Invulnerability POTN12 - Potion of Stone Giant Strength POTN13 - Oil of Firey Burning POTN14 - Oil of Speed POTN15 - Red Potion POTN16 - Violet Potion POTN17 - Elixir of Health POTN18 - Potion of Absorption POTN19 - Potion of Agility POTN20 - Antidote POTN21 - Potion of Clarity POTN22 - Potion of Cold Resistance POTN23 - Oil of Speed POTN24 - Potion of Defense POTN25 - Potion of Healing POTN26 - Potion of Explosions POTN27 - Potion of Firebreath POTN28 - Potion of Fortitude POTN29 - Potion of Genius POTN30 - Potion of Infravision POTN31 - Potion of Insulation POTN32 - Antidote POTN33 - Potion of Magic Blocking POTN34 - Potion of Magic Protection POTN35 - Potion of Magic Shielding POTN36 - Potion of Master Thievery POTN37 - Potion of Mind Focusing POTN38 - Potion of Mirrored Eyes POTN39 - Potion of Perception POTN40 - Potion of Invulnerability POTN41 - Potion of Power POTN42 - Potion of Regeneration POTN43 - Potion of Insight POTN44 - Potion of Strength POTN45 - Potion of Freedom POTN46 - Potion of Stone Form POTN47 - Marek's Antidote (better than normal antidote) POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron ore) POTN52 - Potion of Extra Healing POTN53 - Festule the Alchemist's Potion POTN54 - Empty Potion Bottle POTN55 - Potion of Superior Healing (Throne of Bhaal) POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal) QUIVERS: (Throne of Bhaal only!) QUIVER01 - Quiver of Plenty +1 QUIVER02 - Case of Plenty +1 QUIVER03 - Quiver of Plenty +2 QUIVER04 - Case of Plenty +2 QUIVER05 - Bag of Plenty +1 QUIVER06 - Bag of Plenty +2 RINGS: BELT12 - Holy Symbol of Lathander (Throne of Bhaal, yes it is a Ring) BELT13 - Holy Symbol of Helm (Throne of Bhaal) BELT14 - Holy Symbol of Talos (Throne of Bhaal) RING01 - Plain Ring RING02 - Ring of Fire Resistance RING03 - Ring of Animal Friendship RING04 - Ring of Clumsiness RING05 - Ring of Invisibility RING06 - Ring of Protection +1 RING07 - Ring of Protection +2 RING08 - Ring of Wizardry RING09 - Ring of Free Action RING10 - Gold Ring RING11 - Silver Ring RING12 - Onyx Ring RING13 - Jade Ring RING14 - Greenstone Ring RING15 - Bloodstone Ring RING16 - Angel Skin Ring RING17 - Flamedance Ring RING18 - Fire Opal Ring RING19 - Ruby Ring RING20 - Ring of Energy RING21 - Ring of Infravision RING22 - Ring of Holiness RING23 - Ring of Folly RING25 - Koveras' Ring of Protection (+1) RING26 - Ring of Djinni Summoning RING27 - Ring of Fire Control RING28 - Ring of Air Control RING29 - Ring of Earth Control RING30 - Ring of Human Influence RING31 - Ring of Regeneration RING32 - Ring RING33 - Ring of the Ram RING34 - Ring of Spell Turning RING35 - Ring of Lock Picks RING36 - Ring of Danger Sense RING37 - Storm Ring RING38 - Dawn Ring RING39 - Ring of Gaxx RING40 - Ring of Acuity RING41 - Ring of Protection +3 (Throne of Bhaal) RING42 - Ring of Improved Invisibility (Throne of Bhaal) RING43 - Oaken Ring (Throne of Bhaal) RING44 - Heartwood Ring (Throne of Bhaal) RING45 - Delryn Family Ring (Throne of Bhaal) RING46 - Ring of Anti-Venom (Throne of Bhaal) NPRING01 - D'Arnisse Signet Ring (Nalia) RODS: RODS01 - Rod of Absorption RODS02 - Rod of Lordly Might RODS03 - Rod of Resurrection RODS04 - Rod of Smiting RODS05 - Rod of Terror RODS06 - Rod of Reversal (Throne of Bhaal) DRAGON SCALES: SCALEB - Shadow Dragon Scales SCALER - Red Dragon Scales SCROLLS: RESTORE - Greater Restoration SCRL02 - Spell Scroll SCRL03 - Protection from Acid SCRL04 - Protection from Cold SCRL05 - Protection from Electricity SCRL06 - Protection from Fire SCRL07 - Protection from Magic SCRL08 - Protection from Poison SCRL09 - Protection from Undead SCRL10 - Cursed Scroll of Weakness SCRL11 - Cursed Scroll of Clumsiness SCRL12 - Cursed Scroll of Foolishness SCRL13 - Cursed Scroll of Ugliness SCRL14 - Cursed Scroll of Summon Monster SCRL15 - Protection from Petrification SCRL16 - Cursed Scroll of Petrification SCRL17 - Cursed Scroll of Ailment SCRL18 - Cursed Scroll of Stupidity SCRL1B - Agannazar's Scorcher SCRL1C - Ghoul Touch SCRL1D - Clairvoyance SCRL1E - Dispel Magic SCRL1F - Flame Arrow SCRL1G - Fireball SCRL1H - Haste SCRL1I - Hold Person SCRL1J - Invisibility 10' radius SCRL1K - Lightning Bolt SCRL1L - Monster Summoning I SCRL1M - Non-Detection SCRL1N - Protection from Normal Missiles SCRL1O - Slow SCRL1P - Skull Trap SCRL1Q - Vampiric Touch SCRL1S - Dire Charm SCRL1T - Ghost Armor SCRL1U - Confusion SCRL1V - Stoneskin SCRL1W - Fireshield (Blue) SCRL1X - Ice Storm SCRL1Y - Improved Invisibility SCRL1Z - Minor Globe of Invulnerability SCRL2A - Monster Summoning II SCRL2B - Stoneskin SCRL2D - Animate Dead SCRL2E - Cloudkill SCRL2F - Cone of Cold SCRL2G - Monster Summoning III SCRL2H - Shadow Door SCRL2I-SCRL3F - Letters SCRL3G - Vocalize SCRL3H - Protection from Evil SCRL3I - Letter SCRL3Z - Letter SCRL56 - Cure Serious Wounds SCRL58 - Free Action SCRL59 - Neutralize Poison SCRL5A - Mental Domination SCRL5B - Defensive Harmony SCRL5C - Protection from Lightning SCRL5D - Protection from Evil 10' radius SCRL5E - Champion's Strength SCRL5F - Chaotic Commands SCRL5G - Remove Curse SCRL5H - Emotion SCRL5I, SCRL5W - Greater Malison SCRL5J - Otiluke's Resilient Sphere SCRL5K - Spirit Armor SCRL5L - Polymorph Other SCRL5M - Polymorph Self SCRL5N - Domination SCRL5O - Hold Monster SCRL5P - Chaos SCRL5Q - Feeblemind SCRL5T - Protection from Electricity SCRL5U - Reflected Image SCRL5Z - Fireball SCRL61 - Cure Critical Wounds SCRL62 - Flame Strike SCRL63 - Raise Dead SCRL66 - Grease SCRL67 - Armor SCRL68 - Burning Hands SCRL69 - Charm Person SCRL6D - Find Familiar SCRL6E - Power Word, Sleep SCRL6F - Ray of Enfeeblement SCRL6G - Minor Spell Deflection SCRL6H - Protection from Fire SCRL6I - Protection from Cold SCRL6J - Spell Thrust SCRL6K - Detect Illusion SCRL6L - Hold Undead SCRL6M - Enchanted Weapon SCRL6N - Fireshield (Red) SCRL6O - Secret Word SCRL6P - Minor Sequencer SCRL6Q - Teleport Field SCRL6R - Spider Spawn SCRL6S - Spell Immunity SCRL6T - Protection from Normal Weapons SCRL6U - Breach SCRL6V - Lower Resistance SCRL6W - Oracle SCRL6X - Conjure Lesser Fire Elemental SCRL6Y - Protection from Acid SCRL6Z - Phantom Blade SCRL70 - Color Spray SCRL71 - Blindness SCRL72 - Friends SCRL73 - Protection from Petrification SCRL75 - Identify SCRL76 - Infravision SCRL77 - Magic Missile SCRL78 - Protection from Evil SCRL79 - Shield SCRL7B - Conjure Lesser Air Elemental SCRL7C - Conjure Lesser Earth Elemental SCRL7D - Minor Spell Turning SCRL7E - Invisible Stalker SCRL7F - Globe of Invulnerability SCRL7G - Tenser's Transformation SCRL7H - Flesh to Stone SCRL7I - Death Spell SCRL7J - Protection from Magic SCRL7K - Mislead SCRL7L - Pierce Magic SCRL7M - True Sight SCRL7O - Protection from Magical Weapons SCRL7P - Power Word, Silence SCRL7Q - Improved Haste SCRL7R - Death Fog SCRL7S - Chain Lightning SCRL7T - Disintegrate SCRL7U - Contingency SCRL7V - Spell Deflection SCRL7W - Wyvern Call SCRL7X - Conjure Fire Elemental SCRL7Y - Conjure Air Elemental SCRL7Z - Conjure Earth Elemental SCRL80 - Shocking Grasp SCRL81 - Sleep SCRL82 - Chill Touch SCRL83 - Chromatic Orb SCRL84 - Larloch's Minor Drain SCRL85 - Blur SCRL86 - Detect Evil SCRL87 - Detect Invisibility SCRL89 - Horror SCRL8A - Carrion Summons SCRL8B - Summon Nishruu SCRL8C - Stone to Flesh SCRL8D - Spell Turning SCRL8E - Protection from the Elements SCRL8F - Project Image SCRL8G - Ruby Ray of Reversal SCRL8H - Khelben's Warding Whip SCRL8I - Cacofiend SCRL8J - Mantle SCRL8L - Spell Sequencer SCRL8M - Sphere of Chaos SCRL8N - Delayed Blast Fireball SCRL8O - Finger of Death SCRL8P - Prismatic Spray SCRL8Q - Power Word, Stun SCRL8R - Mordenkainen's Sword SCRL8S - Summon Efreeti SCRL8T - Summon Djinni SCRL8U - Summon Hakeashar SCRL8V - Control Undead SCRL8W - Mass Invisibility SCRL8X - Spell Shield SCRL8Y - Protection from Energy SCRL8Z - Simulacrum SCRL90 - Invisibility SCRL91 - Knock SCRL92 - Know Alignment SCRL93 - Luck SCRL94 - Resist Fear SCRL95 - Melf's Acid Arrow SCRL96 - Mirror Image SCRL97 - Stinking Cloud SCRL98 - Strength SCRL99 - Web SCRL9A - Pierce Shield SCRL9B - Summon Fiend SCRL9C - Improved Mantle SCRL9D - Spell Trigger SCRL9E - Incendiary Cloud SCRL9F - Symbol, Fear SCRL9G - Abi-Dalzim's Horrid Wilting SCRL9H - Maze SCRL9J - Power Word, Blind SCRL9L - Spell Trap SCRL9M - Spellstrike SCRL9N - Gate SCRL9P - Absolute Immunity SCRL9Q - Chain Contingency SCRL9R - Time Stop SCRL9S - Imprisonment SCRL9T - Meteor Swarm SCRL9U - Power Word, Kill SCRL9V - Wail of the Banshee SCRL9W - Energy Drain SCRL9X - Black Blade of Disaster SCRL9Y - Shapechange SCRL9Z - Freedom SCRLA1 - Wizard Eye SCRLA2 - Deafness SCRLA3 - Glitterdust SCRLA4 - Limited Wish SCRLA5 - Melf's Minute Meteors SCRLA6 - Spook SCRLA7 - Remove Magic SCRLA8 - Contagion SCRLAG - Scroll of Crom Faeyr SCRLAI - Ray of Enfeeblement SCRLAJ - Farsight SCRLAK - Remove Curse SCRLAL - Sunfire SCRLAM, SCRLAO - Symbol, Death SCRLAN - Symbol, Stun SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal) SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal) SCRLB4 - Wish (Throne of Bhaal) SCRLPET - Stone to Flesh SCRLSD - Greater Restoration SCRLZZ - Summon Cow SECRET PANTALOON STUFF: (Throne of Bhaal only!) SECRET01 - Big Metal Rod SECRET02 - Pulse Ammo SECRET03 - Frag Grenade SECRET04 - Scorcher Ammo SECRET05 - Big Metal Unit SHIELDS: SHLD01 - Small Shield SHLD02 - Small Shield +1 SHLD03 - Medium Shield SHLD04 - Medium Shield +1 SHLD05 - Large Shield SHLD06 - Large Shield +1 SHLD07 - Large Shield +1, +4 vs Missiles SHLD08 - Buckler SHLD09 - Buckler SHLD10 - Buckler SHLD11 - Small Shield SHLD12 - Small Shield SHLD13 - Medium Shield SHLD14 - Medium Shield SHLD15 - Large Shield SHLD16 - Large Shield SHLD17 - Buckler +1 SHLD18 - Large Shield SHLD19 - Large Shield +2 SHLD20 - Kiel's Buckler SHLD21 - Dragon Scale Shield +2 SHLD22 - Sentinel +4 SHLD23 - Fortress Shield +3 SHLD24 - Reflection Shield +1 SHLD25 - Shield of Harmony +2 SHLD26 - Shield of the Lost +2 SHLD27 - Saving Grace +3 SHLD28 - Small Shield +2 SHLD29 - Medium Shield +2 SHLD30 - Large Shield +2 SHLD31 - Darksteel Shield +4 (Throne of Bhaal) SHLD32 - Shield of the Order +4 (Throne of Bhaal) NPSHLD - Delryn Family Shield (Anomen) SLINGS: SLNG01 - Sling SLNG02 - Sling +1 SLNG03 - Sling +3 SLNG04 - Sling +2 SLNG05 - Sling +3 : 'Arla's Dragonbane' SLNG06 - Sling of Arvoreen +4 SLNG07 - Sling of Seeking +2 SLNG08 - Erinne Sling +4 (Throne of Bhaal) SLNG09 - Erinne Sling +5 (Throne of Bhaal) SLNG10 - Sling +3 (Throne of Bhaal) SPEARS: SPER01 - Spear SPER02 - Spear +1 SPER03 - Spear +3, Backbiter SPER04 - Spear SPER05 - Spear +2 SPER06 - Spear +3 SPER07 - Spear of the Unicorn +2 SPER08 - Spear +3, Impaler SPER09 - Spear +1, Halcyon SPER10 - Spear of Withering +4 SPER11 - Ixil's Nail +4 (Throne of Bhaal) SPER12 - Ixil's Spike +6 (Throne of Bhaal) STAVES: AURSTAF - Staff of the Ram +4 (Throne of Bhaal) STAF01 - Quarterstaff STAF02 - Quarterstaff +1 STAF03 - Quarterstaff STAF04 - Quarterstaff STAF05 - Staff of Striking STAF06 - Staff Mace STAF07 - Staff Spear +2 STAF08 - Quarterstaff +3 STAF09 - Staff of Command STAF10 - Staff of Curing STAF11 - Staff of the Magi STAF12 - Staff of Power STAF13 - Staff of Thunder and Lightning +2 STAF14 - Staff of the Woodlands +4 STAF15 - Staff of Air +2 (looks like a machinegun) STAF16 - Staff of Earth +2 STAF17 - Staff of Fire +2 STAF18 - Quarter Staff +2 STAF19 - Cleric's Staff +3 STAF20 - Staff of Rynn +4 STAF21 - Staff of the Ram +4 (Throne of Bhaal) STAF22 - Staff of the Ram +6 (Throne of Bhaal) STAF23 - Serpent Shaft (Throne of Bhaal) STAF24 - Quarter Staff +3 (Throne of Bhaal) NPSTAF - Staff of the High Forest (Cernd) ONE HANDED SWORDS: SW1H01 - Bastard Sword SW1H02 - Bastard Sword +1 SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters SW1H04 - Long Sword SW1H05 - Long Sword +1 SW1H06 - Long Sword +2 SW1H07 - Short Sword SW1H08 - Short Sword +1 SW1H09 - Short Sword +2 SW1H10 - Short Sword of Backstabbing SW1H11 - Odd Flame Sword (Creature Attack?) SW1H12 - Hull's Long Sword SW1H13 - Moonblade SW1H14 - Short Sword +1 SW1H15 - Scimitar +3, Frostbrand SW1H16 - Scimitar +5, Defender SW1H17 - Perdue's Short Sword SW1H18 - Sword of Balduran SW1H19 - The Vampire's Revenge (cursed) SW1H20 - Scimitar SW1H21 - Short Sword SW1H22 - Scimitar +1 SW1H23 - Scimitar +2 SW1H24 - Long Sword +1, Flame Tongue SW1H25 - Kundane +2: Sword of Quickness SW1H26 - Ilbratha, Short Sword + 1 SW1H27 - Arbane's Sword +2 SW1H28 - Cutthroat +4 SW1H29 - Short Sword +2 SW1H30 - Scimitar of Speed +2: Belm SW1H31 - Sunblade: Daystar SW1H32 - Long sword +2: Dragonslayer (Peridan) SW1H33 - Long Sword +2: Ras, The Dancing Blade SW1H34 - Bastard Sword +1: Albruin SW1H35 - Adjatha the Drinker, Long Sword +2 SW1H36 - Namarra, Long Sword +2 SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1 SW1H38 - Jhor the Bleeder, Bastard Sword +2 SW1H39 - Blade of Searing, Bastard Sword +3 SW1H40 - Blade of Roses, Long Sword +3 SW1H41 - Long Sword +2 SW1H42 - Bastard Sword +2 SW1H43 - Katana SW1H44 - Katana +1 SW1H45 - Katana +2: Malakar SW1H46 - Wakizashi SW1H47 - Wakizashi +1 SW1H48 - Ninja-To SW1H49 - Ninja-To +1 SW1H50 - Scimitar +1, Shazzellim SW1H51 - Celestial Fury Katana +3 SW1H52 - Scimitar +3: 'Water's Edge' SW1H53 - Sword of Flame +1 SW1H54 - Long Sword: The Equalizer SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer SW1H55 - Katana +2 SW1H56 - Scimitar SW1H58 - Short Sword of Mask +4 (Throne of Bhaal) SW1H59 - Short Sword of Mask +5 (Throne of Bhaal) SW1H60 - Angurvadal +4 (Throne of Bhaal) SW1H61 - Angurvadal +5 (Throne of Bhaal) SW1H62 - Foebane +3 (Throne of Bhaal) SW1H63 - Foebane +5 (Throne of Bhaal) SW1H64 - Purifier +4 (Throne of Bhaal) SW1H65 - Purifier +5 (Throne of Bhaal) SW1H66 - Yamato +4 (Throne of Bhaal) SW1H67 - Usuno's Blade +4 (Throne of Bhaal) SW1H68 - Spectral Brand +4 (Throne of Bhaal) SW1H69 - Spectral Brand +5 (Throne of Bhaal) SW1H70 - Hindo's Doom +3 (Throne of Bhaal) SW1H71 - Hindo's Doom +4 (Throne of Bhaal) SW1H72 - Bastard Sword +3 (Throne of Bhaal) SW1H73 - Long Sword +3 (Throne of Bhaal) SW1H74 - Short Sword +3 (Throne of Bhaal) SW1H75 - Katana +3 (Throne of Bhaal) SW1H76 - Scimitar +3 (Throne of Bhaal) SW1H77 - The Answerer +4 (Throne of Bhaal) NPSW01 - Sword of Arvoreen (Mazzy) NPSW02 - Katana +1 (Yoshimo) NPSW03 - Hallowed Redeemer +2 (Keldorn) NPSW04 - Corthala Family Blade +2 (Valygar) NPSW05 - Entropy (Haer'Dalis) NPSW06 - Chaos Blade (Haer'Dalis) TORMENT ITEMS (with Collector's Edition Bonus CD): WA2AMU - Sensate Amulet WA2DAK - Dak'kon's Zerth Blade WA2HALB - Harmonium Halberd WA2HARP - Harp of Pandemonium WA2HELM - Vhailor's Helm WA2PLAT - Plate of Balduran WA2RING - Mercykiller Ring WA2ROBE - Robe of Vecna WA2S1H - Sword of Balduran WA2SHIEL - Shield of Balduran TWO HANDED SWORDS: SW2H01 - Two Handed Sword SW2H02 - Two Handed Sword +1 SW2H03 - Two Handed Sword, Berserking SW2H05 - Two Handed Sword (no image) SW2H06 - Spider's Bane SW2H07 - Two Handed Sword +3 SW2H08 - Two Handed sword +2 SW2H09 - Two Handed Sword +4, Warblade SW2H10 - Holy Avenger (Two Handed Sword +5) SW2H11 - Two Handed Sword +2 SW2H12 - Two Handed Sword: Flame of the North + 2 SW2H13 - Spider's Bane + 2 SW2H14 - Lilarcor (Sentient Sword) SW2H15 - Silver Sword (Vorpal Sword) SW2H15A - Silver Hilt (piece of Vorpal Sword) SW2H16 - Sword of Chaos +2 SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal) SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal) SW2H19 - Carsomyr +6 (Throne of Bhaal) SW2H20 - Two Handed Sword +3 (Throne of Bhaal) SW2H21 - Psion's Blade +5 (Throne of Bhaal) SW2H99 - Cursed Berserking Sword +3 SW2HDEAT - Soul Reaver +4 WANDS: WAND02 - Wand of Fear WAND03 - Wand of Magic Missiles WAND04 - Wand of Paralyzation WAND05 - Wand of Fire WAND06 - Wand of Frost WAND07 - Wand of Lightning WAND08 - Wand of Sleep WAND09 - Wand of Polymorphing WAND10 - Wand of Monster Summoning WAND11 - Wand of the Heavens WAND12 - Wand of Wonder WAND13 - Wand of Cloudkill WAND14 - Web Sack WAND15 - Wand of Apprenti WAND16 - Potion of Icedust WAND18 - Wand of Spell Striking (Throne of Bhaal) WAND19 - Wand of Cursing (Throne of Bhaal) ------------------------------------------------------------------------------- AMULETS: ------------------------------------------------------------------------------- AMUL01 - Necklace of Missiles Necklace of Missiles: 'The One Gift Lost ' The naming of this necklace originates from its only owner, Ikaida Mourneve who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. STATISTICS: Missile Blast : Range: 50 ft Area of effect: 30 ft radius Damage: 6D6 (save vs. spell for half) AMUL02 - Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems. A necklace is always worn on the neck and can be of any length. AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace AMUL13 - Bloodstone Amulet Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time. AMUL14 - Amulet of Protection +1 Amulet of Protection +1 : 'The Protector' The royal guard of King Pyronan, ruler of Impiltur, were given 'The Protector' as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go to. After years of internal hostility, the item was lost and the guards were replaced by less greedy individuals. STATISTICS: Armor Class Bonus: 1 Saving Throw Bonus: 1 AMUL15 - Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. For the duration of the spell, the wearer will have a base Armor Class of 4. This is cumulative with any modifiers due to shields and magical devices. STATISTICS: Uses (1 Charge): Armor Range: 0 Area of effect: Self Armor Class: Base set to 4 Special: Bonus +2 AC vs. missile attacks Duration: 5 turns AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) Amulet of Metaspell Influence: 'The Amplifier' Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Special: Memorize one extra second level spell AMUL17 - Greenstone Amulet This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (note: it does not confer COMPLETE immunity to psionics) STATISTICS: Special Abilities: This amulet confers the wearer protection against all charm, confusion, fear, domination, ESP, detect alignment, hold, stun, psionics, sleep and feeblemind. However the protection effect uses one charge each time it is used and will only last for 1 turn. AMUL18 - Wolfsbane Charm +2 vs Lycanthropes A silver amulet containing powdered wolfsbane. STATISTICS: THACO: +1 bonus vs. Lycanthropes Armor Class: +1 bonus vs. Lycanthropes Weight: 3 Not Usable by: AMUL19 - Amulet of 5% Magic Resistance Amulet of Magic Resistance Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed. STATISTICS Magic Resistance: +5% AMUL20 - Kaligun's Amulet of Magic Resistance Kaligun's Amulet of Magic Resistance This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high level Red Wizards who lowered his magic resistance before destroying him with their spells. STATISTICS Magic Resistance: +10% AMUL21 - Amulet of Power Amulet of Power This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle. STATISTICS While Equipped: Magic Resistance: +5% Vocalize Decrease Spell Casting Speed by 1 Immunity to Level Drain Not Usable By: Thief Fighter AMUL22 - Periapt of Proof Against Poison Periapt of Proof Against Poison This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particle periapt when sampling their emperor's food. STATISTICS Special Abilities: Cure poison once per day Equipped Abilities: Immune to poison AMUL23 - Periapt of Life Protection Periapt of Life Protection A heart-sized sapphire sits at the end of a thin silver wire. When worn this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: 'Against Death we must all fail, but with this gem we may still prevail!' STATISTICS Abilities: +3 Bonus to all saves vs. death AMUL24 - Necklace of Form Stability Necklace of Form Stability Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a mage named Maxell who had previously suffered such a fate. For his return he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him. STATISTICS Special Abilities: +5 bonus to all saves vs. polymorph AMUL25 - Amulet of Spell Warding Amulet of Spell Warding A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting. STATISTICS Abilities: +2 bonus to all saves vs. spells AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal) This amulet grants its wearer fleetness of foot. Not surprisingly it is popular among fleeing felons, travelers and cowards. STATISTICS Abilities: Increase movement rate by 2 Casts Improved Haste on the wearer once/day AMUL27 - Amulet of Seldarine (Throne of Bhaal) A reward from the Elven Queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. STATISTICS: +10% to Magic Resistance +1 bonus to all saving throws AMUL28 - Amulet of the Master Harper (Throne of Bhaal) This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. STATISTICS: +20% to Find Traps and Pick Locks +3 bonus to AC Wearer is immune to silence Usable By: Bard Thief ------------------------------------------------------------------------------- ARROWS: ------------------------------------------------------------------------------- AROW01 - Arrow The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW02 - Arrow +1 The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long. Minor enchantments guarantee magical arrows improved accuracy. STATISTICS: Damage: 1D6 THACO: +1 bonus Damage Type: missile (piercing) Weight: 0 Launcher: Bow Not Usable By: Cleric Druid Mage AROW03 - Arrow of Slaying This arrow is twisted and black, almost radiating evil as if possessed by something larger than itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the Ogre Mage. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: Slay Ogre Mage upon touch Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW04 - Acid Arrow This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1D6 + 1 THACO: +1 Damage type: missile (piercing) Special: 1D3 acid damage Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW05, AROW12 - Arrow of Biting The Arrow of Biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and oft-times, death. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Poison: 30% of total maximum Hit Points within 20 seconds after contact unless save vs. death made. Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW06 - Arrow of Detonation This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel affecting all within the area. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 6D6 explosion upon impact (save vs. spell for half) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW07 - Arrow or Dispelling The Arrow of Dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Special: Dispel Magic affecting target Damage: 1D6 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW08 - Arrow of Fire The Arrow of Fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set aflame. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 fire damage (save vs. spell for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW09, AROW15, AROW16 - Arrow of Ice The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 cold damage (no save) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW10 - Arrow of Piercing The Arrow of Piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1D6 THACO: +4 Damage type: missile (piercing) Special: +6 physical (piercing) damage (save vs. death for none) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW11, AROW1A - Arrow +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1D6 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage AROW15 - Arrow +3 (Throne of Bhaal) These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. STATISTICS: Damage: 1D6 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: Bow Not usable by: Cleric Druid Mage ------------------------------------------------------------------------------- AXES: ------------------------------------------------------------------------------- AX1H01 - Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H02 - Battle Axe +1 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H03, AX1H11 - Battle Axe +2 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H04 - Throwing Axe The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top. STATISTICS: Damage: 1D6 +1 Damage type: missle (piercing) Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H05, AX1H06 - Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type(melee): slashing Damage type(thrown): missile (piercing) Special: Returns to users hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H07 - Bala's Axe Bala's Axe - Wizard Slayer: Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day. STATISTICS: Damage: 1D8 Damage type: slashing Special: Miscast Magic affects victim on each successful hit Miscast Magic: Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell it has an 80% chance of failure. Creatures can save vs spells to avoid the affect, but do so at -2. Weight: 6 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H08 - Hangard's Axe +2 Hangard's Axe of Hurling If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +2 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H09 - Rifthome Axe +3 Rifthome Axe This Axe of Hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extra-planar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosey scholars. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +3 bonus Damage: 1D6 + 3 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H10 - Azuredge Axe +3 Azuredge Axe +3 Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status, and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. STATISTICS Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Damage: 1D6 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Any Neutral or Evil Character Druid Cleric Mage Thief AX1H12 - Battle Axe +3, Stonefire Stonefire, Battle Axe +3 The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately they were decimated in 1150DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS THAC0: +3 bonus Damage: 1D8 +3, +2 points fire damage to target Damage type (melee): slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H13 - Battle Axe +3, Frostreaver Frostreaver, Battle Axe +3 This was the axe of Illgarth, a Frost Giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims Frostreaver was buried with him. STATISTICS Combat Ability: + 1 point cold damage to target + 1 point acid damage to target THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 1 hp/round THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now the most fearsome of weapons - a vorpal edged axe capable of severing an opponents head with a single blow. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 3 hp/round Increase user's constitution by +1 Combat Abilities: 10% chance of instantly killing an opponent by decapitation with each successful attack THAC0: +5 bonus Damage: 1D8 +5 Damage type: slashing Weight: 5 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H16 - K'logarath +4 (Throne of Bhaal) The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made Target must save vs death or be knocked down and take 2D6 extra damage with each successful hit THACO: +4 bonus Damage: 1D6 + 4 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 1 Speed Factor: 0 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H17 - Battle Axe +3 (Throne of Bhaal) The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- BAGS: ------------------------------------------------------------------------------- BAG02 - Gem Bag (BAG02B-BAG02I also work) This small bag is ideally suited for holding gems. BAG03 - Scroll Case (BAG03B-BAG03I also work) This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lightning -- common hazards faced by any adventuring wizard. BAG04 - Bag of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. BAG05 - Ammo Belt (Throne of Bhaal) This shoulder belt is ideally suited for holding sling bullets, darts, arrows or bolts. BAG06 - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work) Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel. STATISTICS: Weight: 5 BAG19 - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work) BAG20 to BAG31 - Bag of Holding (Throne of Bhaal) ------------------------------------------------------------------------------- BELTS: ------------------------------------------------------------------------------- BELT01 - Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. STATISTICS: Weight: 2 BELT02 - Golden Girdle Golden Girdle: 'Golden girdle of Urnst' Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Class Bonus: +3 vs. slashing weapons Weight: 2 BELT03 - Girdle of Bluntness Girdle of Bluntness: 'Destroyer of the Hills' Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands, lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Class Bonus: +4 vs. blunt weapons Weight: 2 BELT04 - Girdle of Piercing Girdle of Piercing: 'Elves' Bane' An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Class Bonus: +3 vs. piercing weapons Weight: 2 BELT05 - Girdle of Gender The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. BELT06 - Girdle of Hill Giant Strength Girdle of Hill Giant Strength This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason. STATISTICS Strength: set to 19 BELT07 - Girdle of Stone Giant Strength Girdle of Stone Giant Strength As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away. STATISTICS Strength: set to 20 BELT08 - Girdle of Frost Giant Strength (21 STR) Girdle of Frost Giant Strength This belt is actually the woven hair from a frost giant's beard. When worn the belt greatly increases the wearer's strength making them as strong as a frost giant. STATISTICS Strength: set to 21 BELT09 - Girdle of Fortitude Girdle of Fortitude This girdle greatly increases the wearer's constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more. STATISTICS Special Abilities (once per day): Constitution: set to 18 (lasts for eight hours) BELT10 - Belt of Inertial Barrier Belt of Inertial Barrier When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon. STATISTICS Abilities: + 5 to saves vs. breath weapons + 25% Resistance to Missile Damage (Missile Attacks will do three quarters of full damage) + 50% Resistance to Magic Damage (Magic Attacks (Such as Magic Missile, Abi Dalzim's Horrid Wilting, etc.) will do half of full damage) BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal) This belt is actually the woven hair from a fire giant's beard. When worn the belt greatly increases the wearer's strength. STATISTICS Strength: set to 22 MEL01 - Imoen's Belt ------------------------------------------------------------------------------- BLUNT WEAPONS: ------------------------------------------------------------------------------- BLUN01 - Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN02, BLUN08 - Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 Damage type: crushing Weight: 15 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN03 - Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1D6 + 2 THACO: +1 Damage type: crushing Weight: 12 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN04, BLUN11 - Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 Damage type: crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN05 - Mace +1 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN06 - Morning Star The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2D4 Damage type: crushing Weight: 12 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN07 - Morning Star +1 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: THACO: +1 Damage: 2D4 +1 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN09 - Kiel's Morningstar Kiel's Morningstar: This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted. STATISTICS: Damage: 2D4+3 THAC0: +3 Damage type: crushing Special: This weapons is cursed and instills a berserker fury in its wielder Weight: 10 Speed Factor: 4 Proficiency Type: Spiked Weapons Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN10 - The Root of the Problem The Root of the Problem Club +1, +3 vs. unnatural creatures This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers. STATISTICS: THAC0: +1, +3 vs. unnatural creatures Damage: 1D6 +1, +3 vs. unnatural creatures, +1 acid damage Damage type: crushing and acid Weight: 3 Speed Factor: 3 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN12 - Mace of Disruption +1 Mace of Disruption +1 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN13 - Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 12 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14 - Flail of Ages +3 This flail has been in the care of Lord Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, 'losing' it again and again. Powerful items gravitate towards powerful people, and powerful people yield the most glorious battles. STATISTICS: Combat Abilities: A chance each hit that target will be slowed (no saving throw) THACO: +3 bonus Damage: 1D6 + 4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14A - Flail Head (Cold) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14E - Flail of Ages (Acid + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Acid Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14F - Flail of Ages (Fire + Acid) This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14G - Flail of Ages (Cold) This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14H - Flail of Ages (Fire) This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14I - Flail of Ages (Acid) This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN15 - Morning Star +2 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN16 - Morningstar +2: The Sleeper Morningstar + 2: The Sleeper This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune. STATISTICS Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper must save vs. poison with a +4 bonus or fall asleep for 18 seconds. THACO: +2 bonus Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN17 - Morningstar +2: Wyvern's Tail Morningstar +2: Wyvern's Tail The large spike at the head of this morningstar is actually the lethal stinger of a wyvern. The mage-fighter Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon, that pulses with life in the hands of its wielder. STATISTICS Combat Abilities: Victims must make a saving throw vs. poison or take 5 hit points of poison damage THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN18 - Mace +3: Skullcrusher Mace +3: Skullcrusher This mace is permanently bloodstained; a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 4, +2 extra damage to humanoid creatures Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN19 - Mace +2: Mauler's Arm Mace +2: Mauler's Arm Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly, and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped Ability: Increases wielder's strength to 18 THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN20 - Mace +1: Ardulia's Fall Mace +1: Ardulia's Fall Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. spells at +3 or be slowed for 12 seconds THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN21 - Mace +2 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of his hand. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN22 - Club +3, Blackblood Club +3: Blackblood This oak club is coated with darkened dried globs of a tar-like substance. During battle this substance glows black with an inner light, and becomes thick and fluid. When the club strikes an opponent it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3, +3 acid damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN23 - Bone Club +2, +3 vs. Undead Bone Club +2, +3 vs. Undead This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own. STATISTICS: THAC0: +2, +3 vs. Undead Damage: 1D6 + 2, +3 vs. Undead Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN24 - Club +2, Gnasher Club +2: Gnasher Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN25 - Mace of Disruption +2 Mace of Disruption +2 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Immunity to Level Drain THACO: +2 Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief HLOLTH - Handmaiden's Mace This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. poison or suffer 2 points of damage each round for 10 rounds. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Any who are not either Elf or Half-Elf Evil Clerics BLUN26 - Club of Detonation +3 (Throne of Bhaal) This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast. STATISTICS: Combat Abilities: 20% chance target will take an additional 10 points of fire damage with each successful attack 7% chance a fireball will automatically detonate with each successful attack THAC0: +3 bonus Damage: 1D6 + 3, +3 fire damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN27 - Club of Detonation +5 (Throne of Bhaal) The enchantments from the Ring of Fire resistance makes the demon spirit trapped within this weapon easier to control - though the wrath of the creature may occasionally still be released without warning. STATISTICS: Combat Abilities: 30% chance target will take an additional 15 points of fire damage with each successful attack 5% chance a fireball will automatically detonate with each successful attack THAC0: +5 bonus Damage: 1D6 + 5, +5 fire damage Damage type: crushing Weight: 1 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN28 - Storm Star +3 (Throne of Bhaal) This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4, +1D6 electrical damage Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN29 - Storm Star +5 (Throne of Bhaal) Infused with the other worldly Starfall Ore, the powers of this already formidable weapon are greatly enhanced. STATISTICS: Equipped Abilities: +20% to electrical resistance Combat Abilities: 5% chance of casting chain lightning on target with each successful attack THACO: +5 bonus Damage: 1D6 + 6, +1D6 electrical damage Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN30 - Flail of Ages +5 (Throne of Bhaal) With the addition of the fifth and final head to this weapon created by the evil Rakshasa race the true potential of the Flail of Ages is finally realized. STATISTICS: Equipped Abilities: Free Action 5% bonus to Magic Resistance Combat Abilities: 33% chance each hit that target will be slowed (no saving throw) THACO: +5 bonus Damage: 1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison Damage, +2 Electrical Damage Damage type: crushing Weight: 8 Speed Factor: 2 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Poison Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30D - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Electrical Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN31 - Club +3 (Throne of Bhaal) Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: crushing Weight: 1 Speed Factor: 1 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN32 - Flail +3 (Throne of Bhaal) The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 11 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN33 - Mace +3 (Throne of Bhaal) The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +3 Damage: 1D6 + 4 Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN34 - Morning Star +3 (Throne of Bhaal) The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +3 Damage: 2D4 +3 Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN35 - Ice Star +4 (Throne of Bhaal) The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire. STATISTICS: +20% Fire Resistance THACO: +4 Damage: 2D4 +4 +1-4 extra cold damage Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief ------------------------------------------------------------------------------- BOLTS: ------------------------------------------------------------------------------- BOLT01 - Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT02 - Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT03 - Bolt of Lightning This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target leaving behind an electrical sulfuric smell. As it hits there is a crackle as the energy stored is released into the target's wound. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Special: 4D4 electrical damage (save vs. breath for half) Weight: 0 Launcher: Crossbow BOLT04 - Bolt of Biting The Bolt of Biting was designed as a deadly compliment to the crossbow. With the barbed tip coated in a nasty poison, it will infiltrate the bloodstream of its victims causing agony and oft-times, death. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Poison: 30 damage in 15 seconds (save vs. death for none) Weight: 0 Launcher: Crossbow BOLT05 - Bolt of Polymorphing This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a save vs. poly or be transformed into a squirrel. STATISTICS: Damage: 1D8 Damage type: missile (piercing) Special: save vs. petr/poly or turn into squirrel Duration: permanent Weight: 0 Launcher: Crossbow BOLT06 - Bolt +2 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1D8 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) This is the ammunition for Jan's crossbow (the Flasher Master Bruiser). These skulls are filled with a special powder that does a little bit of damage and has a chance to stun an opponent (saving throw vs. spells or be stunned for 2 rounds). STATISTICS Special Ability: Stun opponent (save vs. spells) for 2 rounds THAC0: +1 bonus Damage: 1d2 + 1 BOLT08 - Blessed Bolt This is a crossbow bolt that has been permanently enchanted with the spell 'Bless'. The enchantment will remain until it is fired out of a crossbow at which time the magic will fade. It has been fabled that if a Raksasha is stuck with this bolt it will die instantly. STATISTICS: Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow KUOBOLT - Kuo-Toa Bolt This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists. A target hit by this bolt must making a saving throw vs. spells or be stunned for four rounds. STATISTICS: Combat Ability: target must save vs. spells or be stunned for four rounds Damage: 2D6 Damage type: missile (piercing) Weight: 1 Launcher: Crossbow SAHBOLT - Sahuagin's Paralytic Bolt Paralytic Bolt Any target hit by this bolt must making a saving throw or be paralyzed for five rounds. STATISTICS: Combat Ability: target must save vs. paralyzation or be stunned for five rounds Damage: 1D10 Damage type: missile (piercing) Weight: 1 Launcher: Crossbow BOLT09 - Bolt +3 (Throne of Bhaal) These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. STATISTICS: Damage: 1D8 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow ------------------------------------------------------------------------------- BOOKS: ------------------------------------------------------------------------------- BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con (unusable) BOOK04 - Manual of Gainful Exercise +1 Str (unusable) BOOK05 - Manual of Quickness of Action +1 Dex (unusable) BOOK06 - Tome of Clear Thought +1 Int (unusable) BOOK07 - Tome of Leadership and Influence +1 Chr (unusable) BOOK08 - Tome of Understanding +1 Wis (unusable) BOOK09 - Normal Book BOOK10 | - miscellaneous Histories BOOK67 BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 | - miscellaneous Dusty Books BOOK86 BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book Finally, I have created a guardian Golem that is specially suited for the challenging task of cleansing my sphere of planar creatures. It is exceedingly efficient in combat, having just recently destroyed a score of Dretch and Chasme demons, though it was damaged in the encounter. These notes will serve as a reminder to me on the proper method of constructing the Golem should it be destroyed. Note to self: Avoid engaging other planar creatures. The exercise is quite difficult and better left to the Golem. A standard Golem requires two legs, two arms and a head. Be wary that some denizen of the Sphere does not steal any of my spare Golem pieces. It would be frustrating to have to actually track down the pieces myself. The most difficult task comes after the pieces are assembled in the workroom. To activate the Golem you must... (Unfortunately the pages past this point are burnt and their words can no longer be deciphered) BOOK91 - Tome of Amaunator Blessed be the light of Amaunator. The Temple of Amaunator shines like a beacon of radiance in the hills of Umar. Amaunator wards us from the shadows of evil. Pilgrims come from areas far off to be blessed by the beauty of Amaunator. Amaunator is endless and without equal. Yet our god serves us well, in that he is constantly on vigil against shadows. The Temple serves a further purpose towards this end. Amaunator keeps the casters of shadows from walking the land. Any and all who dare to taste of shadow magic should know that Amaunator and his most holy servants will seek them out and cast them into chains within the Temple. Lightstone, Dawn's Light, and Sun Rays are Holy Symbols, guides in any spiritual journey that a disciple of Amaunator may embark upon. Blessed be the light of Amaunator. BOOK92 - Merella's Journal You skip many of the entries of times and places far removed from your current worries. Flamerule 7 Kaatje came to visit again. A sweet child, eager to learn my ways with the wild creatures. Flamerule 12 Dark creatures roam the forests. Several townspeople have been slain by some unknown predator. Everyone seems to have their own opinion of what is doing the killing. The strangest thing is that the bodies are disappearing in the morning. This leaves me baffled, for most signs point to a pack of wolves that have been in the area for a long time. Wolves don't steal bodies. Flamerule 13 Or perhaps I should say wolf-like creatures. At night while I've been patrolling I've often caught shadowy glimpses of these 'wolves' running alongside me. I've tried to attract their attention but they ignore me. I find this most strange, as if the pack is being controlled by someone else. Years ago I spoke with the pack leaders and they were cordial. Now they either flee from me, or, and I fear to say this, they stalk me. Flamerule 21 It is near noon and still the wood outside my cabin seems full of shadows. I've been hard pressed to hear birds and most of the larger animals have long fled. I plan to find the wolf's den (this afternoon). I've drawn a map to it. All signs point to them as being the culprits, but what wolves act like these? They are wolves with the cunning of men. And there is something else, a whispering in my mind. It is faint now, in the waking hours, but while I sleep I dream only of this voice and the face behind it. Whether it is connected to the voices, I do not know. I suspect by the time that the sun sets tonight I'll have answers to my questions. BOOK93 - Orcish Cookbook Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes. In a greatpot over large flame heat oil; when it begins to smell hot, toss in the elk feces, then pour in horse urine. Mmmmmm...can you smell great food already? Maybe use different stuff for stew if boar not available. Flesh of genies from tomb would work well. Could use wolf men in west dungeon. Hmmm. If only I could avoid air monster in the well, then the well treasure would be MINE! Then could buy any stuff for stew I wanted! BOOK94 - The Vapiricus Omnibus: Unabridged Ending the Plague of Teeth This tome is quite ancient, and you do not recognize the tongue in which it is written. Fortunately, Bodhi has scrawled a translation of selected passages in the margins, as well as further questions she apparently wished to ask on the subject. Stuat tuo Gotha: The resolution: With the witch at the fore, long previous to her treachery, we did stride the hills of Umar seeking comfort in our hour of need. The time had come for the living to mourn no more, and the blades that were fettered by sentiment were cut free, and it was decided that we would speak for our lives with the sinews of our sword arms. The honored dead that did take flight in the darkness of shadow would no more receive sorrow from those of us that had lost their friends and relatives to the plague of teeth. Mornat de'pas Golvana Fathorn: Battles when came the dead: There came we, the army of light, armed with faith and conviction, and we did march unto the tombs of the restless dead during hours of day. With wooden edge we struck down master and slave, though many paid for each thrust with their lives. In the fallen there was the danger of a scourge anew, and many of the newly infected seemed doomed to walk again with dire purpose. Aegato Davon: The plea: "No more" cried we! No more would we lose to the plague. These new fallen could not be abandoned. We had fought for our lives and theirs, and they would not be taken. To the Temple we went, to the god of Sun and Light. Amaunator would save them. Amaunator, whose touch turns shadows to fire. In the arms of the Sun god were the infected placed, and the hearts of their dark masters were laid there with them. Blood did burn, and the dead returned, but not as undead or unliving, but alive and freed from taint. Many did walk the light side home, when last the plague did fall. Relevance of archaic worship of Amaunator? Origin of vampiric plague? Any link to a modern cure to be worried of? Historical document or historical fiction? A final note is scribbled... *Interrogate Oghma monk at Docks district temple about further information. He should be able to provide more information on reversing vampirism* BOOK95 - Dea Vampir Becomos This book has been drenched in blood, ruining most of the pages within. The original ink, faded to begin with, is now thoroughly illegible. A more recent script handwritten in the margins has left an impression revealing a few words here and there, just enough to decipher the nature of the tome. This text apparently dealt with the process that one would go through to become a vampire, though the little you can see gives no indication why someone would want to do such a thing. There is a stamp on the back of the book suggesting that this tome was once archived and recorded by the followers of Oghma. BOOK96 - Conjur Ota Servanta This text is written in a very old dialect of southern common that you are not familiar with, though it does not appear to be a particularly ancient tome. It seems to be a section of the personal journal of a noble named Tomass Sangui, and deals with the acquiring and control of his most devoted servants. It is difficult to ascertain much more, though from the frequency of certain words you are reasonably sure that Tomass was creating vampire minions, if not some other creature that feeds on blood. His knowledge on the subject seems quite intimate indeed, and he details the long process of completely turning a victim. Apparently, if the process is interrupted it can be reversed, but the author does not say how. There is a stamp on the back of the book that indicates it was once archived and recorded by the followers of Oghma. BOOK97 - Lellyn's Journal This journal was found on the body of the shadow slain warrior that you stumbled upon near the entrance to the dark woods. The last entry is of particular interest: "Nothing is as I'd imagined that it would be. I expected to become a hero when I joined Mazzy Fentan's party. I expected that we would slay monsters with ease and bask in the glory of victory as they do in the old tales. But it is not as it seems. I did not expect the drudgery of the march, the casual horror of slaughter, the smell of death everywhere. I swear I can taste it! We've killed so many shadows and black wolves that my brain has become as numb as my arm. I am covered in ichor but have not the energy to even clean myself. If not for Mazzy I think that I would be mad. She is a constant source of strength and always reminds us of the innocents that these beasts have killed, of the horror that we must take upon ourselves to save the people who have no defense. Mazzy is the hero here, not I. The battle has only just begun. Today we arrived at the entrance to the ruined temple. It was crawling with shadows. Were it not for Mazzy's quick thinking we would surely be dead. There were far too many to fight but Mazzy used the stained glass of the ruins to reflect what light we had, illuminating the entrance and sending the shades to their doom. While the stained glass caught the light, we were able to find a pocket of safety. Any shadows that came within were destroyed by the light. Tomorrow we will attempt to enter the temple and the darkness. I have never felt such dread. I try to be as brave as Mazzy but cannot. I feel the horrible inescapable urge to run and when the battle is joined, I can only hope that I will not." BOOK98 - Book of King Strohm III The ancient text is yellowed and crumbling, and written in a language that is far-removed from modern-day Common. Still, portions of it are translatable with effort. Overall, the book describes the burial of King Strohm III, and how great efforts were made to keep his tomb safe from the graverobbers that would surely follow once his kingdom fell due to treachery within. The King's son, Strohm IV, apparently commissioned the creation of a mask of his father that would allow access to the tomb. How it does so is not clear in the text, although it is mentioned that the mask is kept in six seperate pieces by six Guardians that had been summoned by Strohm's vizier... and that these Guardians would only surrender the mask to one of Strohm's bloodline. HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal) The large volume is almost too large to comfortably carry, but in giantish hands would likely be little other than a small journal. Its scribbled contents were made with an unsteady hand and written in giantish, but are still largely legible. Some interesting notes contained within: "Finally found the little human Bhaalspawn who's been evading me for two weeks in the Calim Desert. Was almost a shame to eat his heart, but rules are rules." "The wraiths that were loaned to me turned out to be useful. I have the old hag's heart, now, and she's helpless against Yaga-Shura! Foolish, presumptuous woman! May she rot in that infernal swamp of hers!" "Most of the spawn that are left are collected in Saradush, now, where we want them. Only a few stragglers to pick off once the city walls are overcome...which is only a matter of time." "Illasera was chosen to be the one to go after the powerful Bhaalspawn, the straggler. What is name? ? Hmph. Yaga-Shura should have been the one chosen. The fool would have stood no chance. But now is not the time to disobey orders. Yaga-Shura can bide his time." The remainder of the journal contains information on the gathering of Yaga-Shura's army and various tactical matters which, while interesting, are not particularly relevant. ------------------------------------------------------------------------------- BOOTS: ------------------------------------------------------------------------------- BOOT01 - Boots of Speed Boots of Speed: 'The Paws of the Cheetah' These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!" STATISTICS Equipped Ability : increases movement rate BOOT02 - Boots of Stealth Boots of Stealth: 'Worn Whispers' In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Move Silently Bonus: +20% Hide in Shadows Bonus: +15% Weight: 4 Not usable by: Fighter Mage Cleric Druid BOOT03 - Boots of the North Boots of the North: 'The Frost's Embrace' Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted boots of the north. With them he crossed the ice land in pursuit of his would be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again. STATISTICS: Cold resistance: +50% Weight: 4 BOOT04 - Boots of Avoidance Boots of Avoidance: 'Senses of the Cat' The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students. STATISTICS: Armor Class bonus: +5 vs. missile weapons Weight: 4 BOOT05 - Boots of Grounding Boots of Grounding: 'Talos' Gift' Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. STATISTICS: Electricity resistance: +50% Weight: 4 BOOT06 - Worn Out Boots Boots are normally hand-made by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. STATISTICS: Weight: 4 BOOT07 - Boots of Elvenkind These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes. STATISTICS Abilities : Move Silently: +30% bonus Usable By Thieves BOOT08 - Boots of Phasing This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus. STATISTICS Wearer phases to a random enemy every 12 seconds (when an enemy is within sight) AC: +2 bonus BOOT09 - Boots BOOT10 - Boots of Lightning Speed (double haste) These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates than normal boots of speed. They make the wearer as fast as if a haste spell had been cast upon someone wearing boots of speed. Unfortunately the wearer cannot attack and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nick-name is 'Heel of the Coward', for that summarizes their most obvious use: running away. STATISTICS Equipped Abilities : Haste: Double-strength haste spell Penalties: unable to attack or cast spells BOOT11 - Boots of Etherealness Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover, so that she could join him for a tryst. Others simply point out that the boots are useful for any mage to become intangible to attacks while devastating an opponent with offensive magic. STATISTICS Use Abilities : Etherealness: These boots can make a wearer ethereal for 30 seconds (once per day). This makes the wearer immune to normal weapons. Spells may still be cast, and weapons may still be used. BOOT12 - Gargoyle Boots (Throne of Bhaal) Legend holds that the mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate. STATISTICS: Stoneskin 2 times/day (2 skins per use) Immune to backstab BOOTDRIZ - Drizzt's Boots of Speed These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!" STATISTICS Equipped Ability : increases movement rate ------------------------------------------------------------------------------- BOWS: ------------------------------------------------------------------------------- BOW01 - Composite Long Bow Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. To wield such a powerful bow requires a strength of 18. STATISTICS: THAC0: +1 bonus Damage: +1 Weight: 10 Speed Factor: 7 Proficiency Type: Longbow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW02 - Composite Long Bow +1 Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. This magical bow requires a strength of 18 to wield. STATISTICS: THACO: +2 bonus Damage: +1 bonus Weight: 9 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW03 - Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: THACO: +1 bonus Weight: 3 Speed Factor: 7 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW04 - Long Bow +1 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: THACO: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW05 - Short Bow Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. STATISTICS: Weight: 2 Speed Factor: 6 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW06 - Short Bow +1 Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. This is a magical short-bow, giving the user an additional +1 to hit. STATISTICS: THAC0: +1 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW07 - Long Bow of Marksmanship Long bow of marksmanship: 'The Dead Shot' Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment Edwall's head did much the same. STATISTICS: THACO: +3 Weight: 2 Speed Factor: 5 Proficiency Type: Bow Weapons Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW08, BOW99 - Eagle Bow (Short Bow +2) Short bow, eagle bow: 'Protector of the Dryads' In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily . . . nay, VERY happily ever after! STATISTICS: THAC0: +2 Weight: 2 Speed Factor: 4 Proficiency Type: Bow Weapons Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW09 - Ripper +2 Ripper +2 This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. STATISTICS: THACO: +2 Damage: +2 Proficiency Type: Longbow Weight: 8 Requires: 18 Strength Speed Factor: 5 Type: 2-handed Not Usable By: Druid Cleric Mage Thief Bard BOW10 - Heartseeker +3 Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a Treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the Treant is still within the wood. This bow requires a strength of 18 to use. STATISTICS: Combat Abilities: Once per day can increase bow's aim to an additional +7 to hit for nine seconds THACO: +4 Damage: +2 Weight: 7 Speed Factor: 4 Proficiency Type: Longbow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW11 - Strong Arm +2 This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading South. STATISTICS: THACO: +3 bonus Damage: +3 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Longbow Type: 2-handed Requires: 19 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW12 - Elven Court Bow +3 This yew bow is more a work of art than a weapon of war; fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost. STATISTICS: THACO: +4 Weight: 2 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW13 - Mana Bow +4 Kestsa was given this longbow many years ago by the Cowled Wizards, as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. STATISTICS: Equipped Abilities: +20% to resist magical damage THACO: +4 Weight: 2 Speed Factor: 3 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW14 - Tuigan Short Bow +1 The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerun but bound together by a common bloodline. The bows they make are especially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: any bow of Tuigan origin can be fired faster than is possible with a normal one. STATISTICS: Combat Abilities: 3 shots per round THACO: +1 bonus Damage: +1 Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW15 - Tansheron's Short Bow +3 (needs no ammo) The thin, frayed string of this bow appears unusable, but when it is drawn a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Equipped Ability: This powerful bow requires no ammunition THACO: +3 bonus Weight: 2 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW16 - Composite Long Bow +2 This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use. STATISTICS: THACO: +3 bonus Damage: +1 bonus Weight: 8 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW17 - Long Bow +2 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood. STATISTICS: THACO: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW18 - Short Bow +2 Short bows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. This short bow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow. STATISTICS: THACO: +2 Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW19 - Short Bow of Gesen (needs no ammo) The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user. STATISTICS: THAC0: +4 Damage: 2 piercing, 1-8 electrical Effects: Grants user 20% resistance to electrical damage Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW19A - Gesen Bow Shaft Part of the Gesen Bow This is one part of the Gesen Bow, a powerful short bow created by Gesen Khan... and used on its own creator when it was stolen by the Shadow Thieves. Legend relates that the bow fires bolts of lightning instead of arrows, and it has been highly sought in the past by Shadow Thieves for use by their assassins and by Cowled Wizards for study. BOW19B - Gesen Bow String BOW20 - Darkfire Bow +4 (Throne of Bhaal) Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent short bow. STATISTICS: Equipped Abilities: Once per day may cast Improved Haste 5% bonus to Fire and Cold resistance THACO: +4 Weight: 1 Speed Factor: 2 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW21 - Darkfire Bow +5 (Throne of Bhaal) The magical bowstring of Gond makes even this strongly enchanted short bow more accurate and powerful. STATISTICS: Equipped Abilities: Once per day may cast Improved Haste 5% bonus to Fire and Cold resistance THACO: +5 Weight: 1 Speed Factor: 1 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW22 - Taralash +4 (Throne of Bhaal) Taralash was a hunter reknowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow. STATISTICS: Equipped Abilities: Increase Movement Rate by 2 THACO: +4 Weight: 2 Speed Factor: 3 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW23 - Taralash +5 (Throne of Bhaal) The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful. STATISTICS: Equipped Abilities: Increase Movement Rate by 2 THACO: +5 Weight: 1 Speed Factor: 2 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW24 - Composite Long Bow +3 (Throne of Bhaal) This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use. STATISTICS: THACO: +4 bonus Damage: +1 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW25 - Long Bow +3 (Throne of Bhaal) The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood. STATISTICS: THACO: +3 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW26 - Short Bow +3 (Throne of Bhaal) Short bows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. This short bow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow. STATISTICS: THACO: +3 Weight: 1 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage NPBOW - Bow of Arvoreen (Mazzy) This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god Arvoreen. It is usable only by halflings, granting a +2 bonus to hit rolls. STATISTICS: THAC0: +2 bonus Weight: 2 Speed Factor: 6 Proficiency Type: Short Bow Type: 2-handed Not Usable By: Druid Cleric Mage ------------------------------------------------------------------------------- BRACERS: ------------------------------------------------------------------------------- BRAC01 - Bracers of Defense AC 8 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 8 Weight: 2 BRAC02 - Bracers of Defense AC 7 Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, though such specialized items are rare at best. STATISTICS: Armor Class: 7 Weight: 2 BRAC03 - Bracers of Defense AC 6 Bracers of Defense AC. 6: 'Bracers to the Death' These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. STATISTICS: Armor Class: 6 Weight: 2 BRAC04 - Bracers of Archery Bracers of Archery: 'The Dale's Protector' During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The King was able to escape unharmed; in fact, none of the ambush members even lived to approach him. STATISTICS: THACO: +2 (missile weapons only) Weight: 2 Not usable by: Druid Mage Cleric BRAC05, BRAC12 - Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. BRAC06 - Gauntlets of Ogre Power Gauntlets of Ogre Power: 'Hands of Takkok' The Hands of Takkok are exactly that; his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets. STATISTICS: Strength: set to 18/00 Weight: 2 Not usable by: Thief Mage BRAC07 - Gauntlets of Dexterity Gauntlets of Dexterity: 'The Brawling Hands' This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. STATISTICS: Dexterity: set to 18 Weight: 2 Not usable by: BRAC08 - Gauntlets of Fumbling Cursed Gauntlets of Fumbling: 'Elander's Gloves of Misplacement' With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair. STATISTICS: *CURSED* THACO: -10 penalty Dexterity: -2 penalty Weight: 2 Special: Can only be removed by a 'remove curse' spell BRAC09 - Gauntlets of Weapon Skill Gauntlets of Weapon Skill: 'Xarrnous' Second Sword Arm' Perhaps the most well known owner of these gauntlets was a mercenary, named Xarrnous. He specialized in smuggling, and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy. STATISTICS: THACO: +1 bonus Weight: 2 Not usable by: BRAC10 - Gauntlets of Weapon Expertise Gauntlets of Weapon Expertise: 'Legacy of the Masters' Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom. STATISTICS: THACO: +1 bonus Damage: +2 bonus Weight: 1 BRAC11 - Bracers of Binding (cursed item) These bracers appear to be Bracers of Specialization but when donned, bind the wearers wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror. STATISTICS: Special: Casting failure 75% THACO: +5 penalty Damage: -5 penalty BRAC13 - Bracers of Defense AC 5 Baron Tiri of the North commanded ten of these bracers to be made, one for each of his bodyguards. The Baron thought it amusing when bandits - thinking them easy targets for they wore no armor -- would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would be attackers. Of course Baron Tiri himself never wore a set of bracers and it was this unfortunate oversight that led to his death at the hands of an assassin's poison dagger. STATISTICS: Armor Class: 5 Weight: 2 BRAC14 - Bracers of Defense AC 4 Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by Tapid Gornoak. He was still an active warrior at the age of seventy-five but the weight of his armor was getting harder and harder to bear. A companion, the sorceress Nadalarin, created these bracers for him. She also cast a permanent illusion over him so that his men would think he still wore his heavy chain. Tapid died twenty years later, his hands wrapped around the neck of an orc chief when old age took him. STATISTICS: Armor Class: 4 Weight: 2 BRAC15 - Bracers of Defense AC 3 Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado -- no man other than he would joust without armor -- he soon became a favorite to the ladies that watched the events. Too much of a favorite it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush Glen forget to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly. STATISTICS: Armor Class: 3 Weight: 2 BRAC16 - Bracers of Blinding Strike Knight Wesic of the Most Noble Order of the Radiant Heart often said 'Attack swiftly and your enemy will be so overwhelmed that the battle will be yours'. He lived this principle through these bracers. Before engaging in righteous battle he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not his opponent would fall within the first few seconds of battle. STATISTICS Abilities: Improved Haste once per day for twenty seconds BRAC17 - Gloves of Pick Pocketing A few years back Fong Moo a famous cutpurse, known in both Baldur's Gate and Athkatla, was found dead on the road between the Gate and Beregost. Seems he'd stolen an artifact from a powerful mage and tried escaping, with little success. His possessions went to a nephew, who took up the same trade as his uncle, and became especially good at pick pocketing. Whether these gloves were magical before falling into Fong's hands or if they are somehow imbued with the master's essence is not known. STATISTICS Pick Pocketing: +20% Bonus BRAC18 - Gloves of Missile Snaring Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning Foik was found dead and the gloves missing. STATISTICS AC: +2 bonus from missile attacks BRAC19 - Gauntlets of Crushing A foreigner from the east who went by the name of Floating Bear became well known through the Sword Coast. Unarmed and unarmored he bested many powerful warriors. One night, in the arms of a lady of the night he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland. STATISTICS THAC0: +4 bonus when attacking with fists Damage: +4 bonus when attacking with fists BRAC20 - Gloves of Healing These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor. STATISTICS Special Abilities: Heal up to 10 hit points of damage and any poison effects, once per day BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal) These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. STATISTICS: Adds one extra 1/2 attack/round THACO: +1 bonus Damage: +2 bonus Weight: 1 Useable By: Fighters Paladins Rangers BRAC22 - Paladin's Bracers (Throne of Bhaal) Defenders of justice are ever eager to acquire another tool which may be used to thwart the machinations of evil. However, these particular gauntlets can only be worn by a warrior of the purest heart. STATISTICS: +10 to maximum HP total while equipped Weight: 1 Useable By: Paladins BRAC23 - Blessed Bracers (Throne of Bhaal) The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. STATISTICS: Cast Cure Critical Wounds once/day Cast Resurrection once/day +10 to maximum HP total while equipped Weight: 1 Useable By: Paladins BRAC24 - Bard's Gloves (Throne of Bhaal) These leather gloves do not appear to have any special properties, though they are quite fashionable. STATISTICS: Weight: 1 Useable By: Bards BRAC25 - Wondrous Gloves (Throne of Bhaal) These gem-studded leather gloves are enchanted so as to augment the skills of any bard. STATISTICS: +1 THAC0 +1 Bonus to AC Bonus 2nd, 3rd and 4th level spell Weight: 1 Useable By: Bards BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal) Although monks traditionally shun armor, these gauntlets of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat. STATISTICS: +15 to maximum Hit Point total +1 Bonus to AC Weight: 1 Useable By: Monks NPMISC2 - Jansen Techno-Gloves Jansen-Brand Techno-Thieving Gadgetizer Gloves - (TM) This set of thieving tools gives Jan an additional bonus to both his lock picking and pick pocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style. STATISTICS Lockpicking: +20% Pick Pockets: +20% ------------------------------------------------------------------------------- BULLETS: ------------------------------------------------------------------------------- BULL01 - Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1D4 + 1 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL02 - Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 2 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL03 - Bullet +2 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 3 THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL04 - Sunstone Bullet +1 Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. When the bullet strikes an opponent it explodes in a flash of fire. STATISTICS: Damage: 1D4 + 2, +2 Fire Damage THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL05 - Bullet +3 (Throne of Bhaal) Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 4 THACO: +3 Damage type: missile (piercing) Weight: 0 Launcher: sling BULL06 - Bullet +4 (Throne of Bhaal) Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. STATISTICS: Damage: 1D4 + 5 THACO: +4 Damage type: missile (piercing) Weight: 0 Launcher: sling ------------------------------------------------------------------------------- CHAINMAILS: ------------------------------------------------------------------------------- CHAN01 - Chainmail Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: Armor Class: 5 Weight: 40 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN02 - Chainmail +1 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 4 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN03 - Chainmail +2 Chain mail +2: 'Mail of the Dead' A mage can make an extremely effective assassin, as Vorusta illustrated over 400 years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over. STATISTICS: Armor Class: 3 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN04 - Splint Mail Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. STATISTICS: Armor Class: 4 Weight: 40 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN05 - Splint Mail +1 Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer a bonus of +1 to their armor class. STATISTICS: Armor Class: 3 Weight: 10 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN06 - Mithril Chain Mail +4 Mithril Chain mail +4. This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor. STATISTICS: Armor Class: 1 Weight: 7 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN07 - Chain Mail +3 This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithril alloy and offers protection from all but the most determined attackers. STATISTICS: Armor Class: 2 Weight: 9 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN08 - Chain Mail +2 Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor. STATISTICS: Armor Class: 4 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN09 - Darkmail +3 Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire breathing creatures. STATISTICS: Bonuses: +20% Resistance to fire damage Armor Class: 2 Weight: 9 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN10 - Jester's Chain +4 Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this suit of magical chain as a gift. The chain mail was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs and even knives at Dekirh. The bard appreciated the gift but painted it with wild colors to better fit into his show. STATISTICS: Armor Class: 1 Weight: 8 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN11 - Crimson Chain +5 The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of evil adventurers, all wore armor of this kind, but the other suits have long been lost. STATISTICS: Armor Class: 0 Weight: 7 Requires: 8 Strength Not Usable By: Druid Mage Thief CHAN12 - Elven Chain Mail The delicate yet sturdy craftsmanship of the Elven races allows them to design many beautiful yet utilitarian goods. Among these is Elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions. STATISTICS: Armor Class: 5 Weight: 7 Requires: 5 Strength Not Usable By: Druid Mage CHAN13 - Elven Chain +1 Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by thieves with few penalties and by fighter-mages without removing their spellcasting ability. STATISTICS: Armor Class: 4 Weight: 8 Requires: 5 Strength Not Usable By: Druid Mage CHAN14 - Sylvan Chain +2 This light but strong mail is of Sylvan elf construction, and therefore its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor be found outside of a wood elf tribe, and rarer still on someone not of elven lineage. STATISTICS: Armor Class: 3 Weight: 10 Requires: 5 Strength Not Usable By: Druid Mage CHAN15 - Melodic Chain +3 The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately the Bards of Melody were disbanded hundreds of years ago, and the secret of 'playing' the armor faded with them. STATISTICS: Armor Class: 2 Weight: 12 Requires: 5 Strength Usable By: Bard CHAN16 - Bladesinger Chain +4 The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang, or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such a mail as this could provoke deadly interest. It is the pinnacle of elven craft, and a truly blessed item. STATISTICS: Armor Class: 1 Weight: 15 Requires: 5 Strength Not Usable By: Druid Mage CHAN17 - Ashen Scales +2 Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash grey in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest. STATISTICS: Armor Class: 2 Weight: 18 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN18 - Armor of Faith +3 This was the armor of Seffer Ekr, and a sign of the goddess Mielikii's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding orcish hordes back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade. STATISTICS Bonuses: +1 bonuses to all saving throws Armor Class: 1 Weight: 15 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal) While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful Elven armor by gilding and heavily enchanting normal Elven Chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith. STATISTICS: While worn, user is completely immune to all normal weapons. Armor Class: 0 Weight: 15 Requires: 5 Strength Not Usable By: Druid Mage CHAN20 - White Dragon Scale (Throne of Bhaal) Not surprisingly, this armor created from the scales of a young Ice Dragon provides the wearer with protection from cold and ice. STATISTICS: +50% Resistance to Cold Cast Cone of Cold 3 times/day Armor Class: -2 Weight: 15 Requires: 8 Strength Not Usable By: Mage CHAN21 - Chain Mail +3 (Throne of Bhaal) Typical golden chainmail worn by Balthazar's Mercenaries. STATISTICS: Armor Class: 2 Weight: 10 Requires: 8 Strength Not Usable By: Druid Mage Thief CLOLTH - Dark Elven Chain Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by thieves with few penalties and by fighter-mages without removing their spellcasting ability. STATISTICS: Armor Class: 4 Weight: 8 Requires: 5 Strength Not Usable By: Druid Mage NPCHAN - Corthala Family Armor This armor, long in the Corthala bloodline, protects the user against all forms of attacks. The armor is enchanted so that it grants a +3 bonus to Valygar's armor class. It also adds a bonus to resisting acid, fire and magical damage. The armor also makes Valygar immune to charm while he wears it. As it is specially fitted for Valygar, few other than he may wear it. STATISTICS: Equipped Abilities: Immune to Charm Bonuses: +25% Resistance to fire, acid, and magic damage Armor Class: 2 Weight: 9 Usable By: Valygar ------------------------------------------------------------------------------- CLOAKS & ROBES: ------------------------------------------------------------------------------- CLCK01 - Cloak of Protection +1 This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for mages and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Armor Class: +1 bonus Saving Throw: +1 bonus Weight: 3 CLCK02 - Cloak of Protection +2 Cloak of Protection +2: 'The Spirit's Shield' This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. STATISTICS: Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 Not usable by: CLCK03 - Cloak of Displacement The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Armor Class: +4 vs. missile weapons Saving Throws (death, breath, wand): +2 bonus Weight: 3 Not usable by: CLCK04 - Cloak of the Wolf Cloak of the Wolf: 'Relair's Mistake' A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment he apparently inflicted lycanthropy upon himself. The wearer can change form whenever he wishes. Relair was not so lucky. STATISTICS: Special: Polymorph into wolf at will Weight: 3 Not usable by: CLCK05 - Cloak of Balduran This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus Magic Resistance: 25% Weight: 3 Not usable by: CLCK06 - Cloak of Non-Detection Cloak of Non-Detection: 'Whispers of Silence' Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners. STATISTICS: Special: Non-detectable by magical means such as detect invisibility and scrying. Weight: 3 CLCK07 - Nymph Cloak The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband. This cloak may be used to charm one person, once per day. STATISTICS: Charisma: +2 bonus Weight: 3 Not usable by: CLCK08 - Algernon's Cloak Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow. STATISTICS: Charisma: +2 bonus Weight: 3 Not usable by: CLCK09 - Mage Robe of Cold Resistance Mage Robes of Cold Resistance are a common sight in the Sword Coast region, especially as one travels north towards Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: Cold Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK10 - Mage Robe of Fire Resistance Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by mages. STATISTICS: Fire Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK11 - Mage Robe of Electrical Resistance While seen with less frequency than some other Mage Robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession. STATISTICS: Electricity Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) CLCK12, CLCK18 - Knave's Robe A favorite among thief-mages, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: Armor Class: +1 vs. slashing weapons Save vs. death: +1 bonus Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK13 - Traveller's Robe This Mage Robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous thief-mage that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveller's Robe can only be worn by mages. STATISTICS: Armor Class: +1 bonus vs. missile weapons Saving Throw: +1 bonus vs. breath Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK14 - Adventurer's Robe This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from protecting the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession. STATISTICS: Armor Class: +1 bonus vs. crushing weapons Saving Throw: +1 bonus vs. petrification/polymorph Weight: 4 Only usable by: Mage (single, dual, & multi-class) CLCK15, CLCK19 - Robe of the Good Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Good-aligned characters CLCK16 - Robe of the Neutral Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of neutral alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Neutral-aligned characters CLCK17 - Robe of the Evil Archmagi This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of evil alignment. STATISTICS: Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Evil-aligned characters CLCK20 - Cloak of the Shield This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat. STATISTICS: Special: +5 Armor bonus vs. missile weapons Special: +1 Armor bonus vs. all other weapons Duration: 1 turn Number of Charges: Unknown Weight: 4 Not Usable by: CLCK21 - Holy Cloak This cloak is a holy artifact of the inhabitants of the werewolf village. An item with more symbolic value then actual enchantments, as it is a remnant from when they first arrived on the island. CLCK22 - Shandalar's cloak This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. Although, how it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak which would remain a mystery even to a powerful mage. CLCK23 - Cloak of Elvenkind This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing abilities. As per the thief ability though, the moment the wearer attacks or otherwise makes his/her presence known the wearer must leave the shadows. STATISTICS Hide in Shadows: bonus 50% CLCK24 - Cloak of Reflection Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms. STATISTICS Special Abilities: Reflects all electrical damage back to the source CLCK25 - Cloak of the Stars Thalanta the Fair created many types of cloaks, all known as Cloaks of the Stars. This particular version is simple, with three stars down each sleeve. Once per day each star can be removed and thrown as a dart. The star disappears, only to return the next day. STATISTICS Special Abilities: Creates six +5 darts each day CLCK26 - Cloak of Mirroring Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water". Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is returned to the caster. STATISTICS Special Abilities: Reflects all spell damage back to the source. This includes offensive spells like magic missile, but not disabling (non-damage) spells such as hold person. CLCK27 - Cloak of the Sewers For a sewer dweller like Ivan, survival meant going where others refused. Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate, that he found caverns of natural caves, some of which opened to the ocean. Within one cave, Ivan discovered what he thought was a ruined cloak, all torn and stained. He tossed it into the fire he started, but it would not burn. Curious, he donned it and with some prying he discovered its hidden abilities. With the right command he could shift into a rat, a troll, or a mustard jelly. STATISTICS AC: +1 bonus Special Abilities: Polymorph self: Once a day, the wearer can change into a rat, a troll, or a mustard jelly. CLCK28 - Shadow Thief Cloak This is the cloak that Bodhi has asked you to plant, along with a dagger, in Vulova's home to frame the Shadow Thieves for his murder. CLCK29 - Robe of the Apprenti This robe was created by your apprentices, working busily away within the Planar Sphere. STATISTICS AC: 3 CLCK30 - Cloak of Bravery This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic. STATISTICS Equipped Abilities: Immunity to fear and panic CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal) The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms - including hiding from view and running away. STATISTICS: Cast Improved Haste once/day Cast Improved Invisibility once/day Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 CLCK32 - Montolio's Cloak (Throne of Bhaal) This is the fabled cloak of Montolio DeBrouchee - the aged, blind mentor of the dark elf ranger Drizzt Do'urden. Like his famous pupil, Montolio was a master at wielding two blades simultaneously. STATISTICS: +1 bonus to AC +1 bonus to all saving throws +2 THAC0 with off hand Usuable By: Rangers NPARM - Jansen AdventureWear Jansen-Brand Metal-Repellant AdventureWear - (patent pending) This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base armor class, but it does grant a +25% resistance to all physical damage and an additional +5 bonus to Jan's armor class against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish. STATISTICS Equipped Abiltiies: 25% resistance to physical damage AC: +5 bonus to missile attacks Usable By: Jan Jansen Note: Dryclean only NPCLCK - Cloak of the High Forest When younger, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, she also knows that, for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: he can appreciate the rain while still seeking shelter from it. Only Cernd may use this cloak. STATISTICS: Armor Class: +1 bonus Saving Throw: +1 bonus Weight: 3 ------------------------------------------------------------------------------- COMPONENTS FOR CESPENAR (Throne of Bhaal ONLY): ------------------------------------------------------------------------------- COMPON01 - Liquid Mercury Most smiths would be fascinated by the liquid metal in this vial. At the very least, a skilled craftsman could use the shimmering quicksilver to augment an existing weapon. COMPON02 - Eye of Tyr A gift from the God of Justice, this pommel gem gleams with a holy fire. If the burning stone were to be set into the hilt of a weapon of virtue the result would be a blade capable of carving a righteous swath through all the evils that plague the Realms. COMPON03 - Fflar's Scabbard This scabbard is the companion to Fflar's enchanted blade Foebane, and like the sword was rumored to have been lost when Myth Drannor fell. COMPON04 - Baalor's Claw This demon's hand pulses with evil power. Though harmless enough in its present state, there are rumors that the magic of a demon's claw can be unleashed by combining the appendage with another powerful item of evil. COMPON05 - Roranach's Horn This helm is carved from the horn of a great ram. Etchings on the horn suggest the beast was once worshipped by ancient barbarian tribes. STATISTICS: +50% resistance to blunt weapons Not Usable By: Monk Mage Thief Bard Kensai COMPON06 - Skull of the Lich The malevolent empty eye sockets staring back at you fill you with an uneasy dread. Combining this conduit of necromancy with an item of similarly evil essence could have interesting results. COMPON07 - Hindo's Hand The fact that someone bothered to preserve the mummified appendage of the mighty Kara-Tur warrior is a testament to his legendary might. COMPON08 - Starfall Ore This strange material comes from the core of a meteorite which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties. COMPON09 - Rune of Clangeddin The dwarven clan of Clangeddin were reknowned for their enchanted forges, and the magical darksteel hammers which came from them. There is a powerful aura of magic on this rune etched stone, though by itself the stone has no obvious use. COMPON10 - Bowstring of Gond Gond Wonderbringer, the God of invention and innovation, created this enchanted bowstring to improve the accuracy of even the most powerful of magical bows. COMPON11 - Montolio's Clasp This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of the famous drow ranger Drizzt Do'urden. It hums with powerful enchantments locked within. COMPON12 - Horn (left) Despite a strong dweomer of magic, this ornate animal horn has no apparent use. COMPON13 - Horn (right) COMPON14 - Nymph's Tear Legend holds that Nymphs who die of a broken heart shed crystal tears. This rare gem is as hauntingly beautiful as its name, and lends creedence to the folklore by evoking sorrow and longing in all who view its solitary perfection. COMPON15 - Heart of the Damned The Heart of the Damned is an ancient dried human heart. It takes its name from the legend of the man that it came from. Legend has it that during a war, the cause of which has long been forgotten, a keep was beseiged. The Lord of the keep knew that his walls would soon be overrun and, rather than have his people enslaved, he slew them all. When the besiegers next attacked, they found the Lord standing amongst the slain. The Lord was burned at the stake and the legends say that his heart would not burn. The Heart is an artifact of significant malevolent power and may be of some use. COMPON16 - Montolio's Cloak The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden undoubtedly possesses powerful abilities. However, since this cloak is missing the enchanted clasp which keeps it in place it is virtually useless. COMPON17 - Circlet of Netheril This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface - hinting at hidden power within the golden circlet. COMPON18 - White Dragon Scales There are a large number of frost covered scales salvaged from an ice wyrm. Legend has it they can be magically forged into powerful armor. COMPON19 - Blue Dragon Scales The scales salvaged from the blue dragon crackle with static energy when touched. Legend has it they can be magically forged into powerful armor. TOME01 - Golem Manual This amazing tome contains theoretical musings on the construction and control of golems. It also explains how to use the manual to temporarily conjure a servant of assembled flesh which will obey the creator without question. One must have a minimum Intelligence of 16 to understand the contents. STATISTICS: Summon a Flesh Golem for 10 rounds once/day Usable By: Mages Bards TOME02 - Clay Golem Manual The restored page explains how to use the manual to temporarily conjure a servant of molded clay which will obey the creator without question. The user needs a minimum Intelligence of 16 to understand the contents. STATISTICS: Summon a Clay Golem for 10 rounds once/day Usable By: Mages Bards TOME02A - Clay Golem Page TOME03 - Stone Golem Manual As clay is stronger than flesh, so is stone stronger than clay. The new pages added to the manual have enhanced its magical properties significantly. The user needs an Intelligence of 16 or better to understand the contents. STATISTICS: Summon a Stone Golem for 10 rounds once/day Usable By: Mages Bards TOME03A - Stone Golem Page TOME04 - Juggernaut Golem Manual With the final page of the manual restored, the full scope of the enchantments within the Manual of Golems can be unleashed. The user must have a minimum Intelligence of 16 to understand the contents of the tome. STATISTICS: Cast Juggernaut once/day (see below) This spell causes an Iron Golem to appear at the caster's side for 10 rounds. The golem serves two purposes: First, it will attack any enemies it can see. Second, the golem acts as a magical shield for the wizard, absorbing all melee damage inflicted on the caster for up to 5 blows. If the caster is struck 5 times the golem is dispelled. Juggernaut Golem: AC: -2, hit only by +2 or better weapons. HP: 99 THAC0: -1, fists act as +2 weapons. Damage: 8D8, +2D6 and stunned if target fails save vs spell Usable By: Mages Bards TOME04A - Juggernaut Golem Page ------------------------------------------------------------------------------- CROSSBOWS: ------------------------------------------------------------------------------- XBOW01 - Heavy Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). STATISTICS: Damage: +2 (missile) Weight: 14 Speed Factor: 10 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW02 - Heavy Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This crossbow is magical. STATISTICS: THACO: +1 bonus Damage: +3 (missile) Weight: 12 Speed Factor: 9 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW03 - Heavy Crossbow of Accuracy Heavy Crossbow of Accuracy: 'The Guide' A favored siege weapon of King Shastir Longeve, crossbows of this type were designed for the systematic removal of defensive forces thought safe behind the battlements of castles. Scant few of these weapons survive to this day, mainly due to the eventual annihilation of the king's forces by a coalition of subjugated lands. STATISTICS: THACO: +5 bonus Damage: +2 (missile) Weight: 10 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW04 - Light Crossbow A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). Light crossbows not only weigh less than their heavy counterparts, they fire faster as well. STATISTICS: Weight: 7 Speed Factor: 5 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW05 - Light Crossbow +1 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted. STATISTICS: THAC0: +1 bonus Damage: +1 (missile) Weight: 6 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW06 - Light Crossbow of Speed Light Crossbow of Speed: 'The Army Scythe' A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of Hobgoblins, these unfortunate souls have joined the ancients in their anonymity. STATISTICS: THACO: +1 bonus Damage: +1 (missile) Special: 1 extra attack per round Weight: 5 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW07 - Heavy Crossbow +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the plane of air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal. STATISTICS: THACO: +2 bonus Damage: +4 (missile) Weight: 11 Speed Factor: 8 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW08 - Giant Hair Crossbow +3 Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required (strength of 15 or greater). STATISTICS: THAC0: +3 bonus Damage: +5 (missile) Weight: 11 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 15 Strength Not Usable By: Druid Cleric Mage Thief XBOW09 - Light Crossbow +2 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil. STATISTICS: THAC0: +2 bonus Damage: +2 (missile) Weight: 5 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW10 - Necaradan's Crossbow +3 Bower Necaradan crafted this masterpiece almost thirty years ago, lacing strong enchantments within both the wood and the string. It is said he only fired it once, just to see if it performed as true as he had hoped. He was reportedly not disappointed, but a local nobleman sought the bow soon after, and it eventually fell into the hands of bandits. STATISTICS: THAC0: +3 bonus Damage: +3 (missile) Weight: 5 Speed Factor: 2 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage Thief XBOW12 - Flasher Launcher This is Jan Jansen's crossbow, and such is its complexity that only he can use it. Likewise, only he can make the special ammunition it is capable of firing. Substantial tinkering on this launcher has made it especially accurate. STATISTICS: THAC0: +1 bonus Weight: 10 Speed Factor: 3 Proficiency Type: Crossbow Type: 2-handed Usable By: Jan Jansen XBOW13 - Crossbow of Affliction +4 A devastating weapon, this crossbow unfortunately draws its power directly from the wielder. Some bowmen have used it regardless, and many to great effect, but the drawbacks must be carefully considered. Its most famous owner, Guil de Lyons, made good use of it fighting bandits in remote areas of Faerun, but he ultimately fell when he lacked the strength to defend against a rare assailant that got within striking distance. STATISTICS: Equipped Penalties: -2 Strength penalty THAC0: +4 bonus Damage: +4 (missile) Weight: 9 Speed Factor: 6 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief XBOW14 - Heavy Crossbow of Searing +1 A marvel of engineering, this crossbow covers bolts in oil and sets them alight when fired. It is enchanted as well, likely to keep the mechanism working smoothly. It bears the hallmarks of the inventor's god, Gond. STATISTICS: THAC0: +1 bonus Damage: +3 (missile), +2 fire damage Weight: 10 Speed Factor: 9 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW15 - Firetooth +4 (Throne of Bhaal) One of the most powerful crossbows in the realms, Firetooth has no need for ammunition as it automatically launches magical arrows of fire. STATISTICS: Automatically shoots +2 Fire Arrows THAC0: +6 bonus (+4 crossbow, +2 Fire Arrow) Damage: 1D8+4, +2 Fire damage Weight: 5 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage XBOW16 - Firetooth +5 (Throne of Bhaal) The magical bowstring of Gond makes even the Firetooth Crossbow's enchanted missiles more accurate and more powerful. Firetooth will only fire these enchanted missiles, so there is no need for ammunition. STATISTICS: Automatically shoots +2 Fire Bolts THAC0: +7 bonus (+5 crossbow, +2 Fire Bolts) Damage: 1D8+5, +2 Fire damage Weight: 5 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage XBOW17 - Heavy Crossbow +3 (Throne of Bhaal) A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the plane of air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal. STATISTICS: THACO: +3 bonus Damage: +5 (missile) Weight: 10 Speed Factor: 7 Proficiency Type: Crossbow Type: 2-handed Requires: 12 Strength Not Usable By: Druid Cleric Mage Thief XBOW18 - Light Crossbow +3 (Throne of Bhaal) A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil. STATISTICS: THAC0: +3 bonus Damage: +3 (missile) Weight: 4 Speed Factor: 2 Proficiency Type: Crossbow Type: 2-handed Requires: 8 Strength Not Usable By: Druid Cleric Mage ------------------------------------------------------------------------------- DAGGERS: ------------------------------------------------------------------------------- DAGG01 - Dagger The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires:3 Strength Not Usable By: Cleric DAGG02 - Dagger +1 The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. STATISTICS: THACO: +1 bonus Damage: 1D4 + 1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG03 - Dagger +2 Dagger +2: 'Heart of the Golem' There are no records of this weapon's creator; nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history. STATISTICS: Damage: 1D4 + 2 THACO: +2 bonus Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG04 - Dagger +2, Longtooth Dagger +2, longtooth: 'Grave Binder' Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after. STATISTICS: Damage: 1D6 +2 THACO: +2 bonus Damage type: Piercing Weight: 2 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG05 - Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. STATISTICS: Damage: 1D4 Damage type: missle (piercing) Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG06 - Nester's Dagger DAGG07 - Kylee's Dagger DAGG08 - Hentold's Dagger DAGG09 - Silver dagger - Werebane This dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven ranger who wished to rid her homeland of its were-jackal problem, forged the dagger. She was killed by a tribe of orcs in the Greypeak Mountains as she tracked the jackalwere leader. STATISTICS: Damage: 1D4+2 (+2 vs. Lycanthropes) Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Cleric DAGG10 - Soultaker Dagger This dagger weighs heavily in your hand, and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know. Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 2 Proficiency Type: Small Sword Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG11 - Boomerang Dagger +2 Fullen Woolspinner, an ambitious halfling from a well to do family, left his home to spend several years adventuring. During his travels he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends he succeeded, creating several of the famous Fullen Boomerang daggers. STATISTICS: Combat Abilities: dagger returns to the thrower THACO: +2 bonus Damage: 2D4 + 2 Damage type: missile (piercing) Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG12 - Dagger of Throwing +3 Firetooth This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings." STATISTICS: Combat Abilities: dagger returns to the thrower THACO: +3 bonus, 1D2 fire damage Damage: 2D4 + 3 Damage type: missile (piercing) Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG13 - Pixie Prick +3 The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when wielded and the command word 'Sleep' is intoned, the tiny dagger glows with a blue nimbus. Upon striking an opponent the Pixie Prick releases a surge of powerful magic, potentially inducing a deep slumber. Legends say that the ancient sprite knight, Alfonso de Noble wielded the Pixie Prick, not as a dagger but as a two handed sword. STATISTICS: Combat Ability: Target must make a saving throw vs. poison or fall asleep for two rounds THACO: +3 bonus Damage: 1D4 + 3 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG14 - Dagger +4: 'BoneBlade' This seemingly simple dagger, steel blade and bone handle, is an incredibly powerful weapon. Forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. How it has made its way to you is anyone's guess. STATISTICS: THACO: +4 bonus Damage: 1D4 + 4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG15 - Dagger +2 The typical dagger has a pointed, double-edged blade, as opposed to a knife which has a single edge and is a bit shorter. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage it causes. Also, since it is magical, is it capable of striking opponents that are immune to normal weapons, such as vampires, elementals and mummies. STATISTICS: THAC0: +2 bonus Damage: 1D4 +2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Require: 3 Strength Not Usable By: Cleric DAGG16 - Poisoned Throwing Dagger The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced perfectly. A thin coating of poison has been applied to each poisoned throwing dagger, making it a lethal tool in the hands of trained assassins. STATISTICS: Damage: 1D4 Poison Damage: 2 hit points of damage per second Poison Duration: 10 seconds Damage type: missile (piercing) Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG17 - Stiletto of Demarchess +2 Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets...which is why she made this dagger. With but one touch of its polished blade an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own Stiletto her fate was soon sealed. STATISTICS Combat Abilities: Hold Person: a 20% chance each hit that the victim must save vs. death or be held for two rounds THAC0: +2 bonus Damage: 1D4 +2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG18 - Shadow Thief Dagger This dagger is used by Shadow Thieves. STATISTICS: Damage: 1D4 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG19 - Dagger of This dagger was created for by apprentices. STATISTICS: THAC0: +1 bonus Damage: 1D4 +1 Damage type: piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG20 - Dagger +4, Life-Stealer This dagger weighs heavily in your hand, and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know. Damage: 1D4 +4 THACO: +4 bonus Effect: 15% Chance of Level Drain Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG21 - Dagger of the Star +4 (Throne of Bhaal) Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is a favorite among thieves and assassins as it will sometimes magically hide its user from the victim's sight. STATISTICS: Combat Abilities: 5% chance of making the user go invisible for 60 seconds after each successful attack. THACO: +4 bonus Damage: 1D4 + 4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG22 - Dagger of the Star +5 (Throne of Bhaal) With the Star Sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the Realms. STATISTICS: Combat Abilities: 15% chance of making the user go invisible for 60 seconds after each successful attack. Star Bolt - each successful hit has a 5% chance of causing an extra 1D8 fire and 1D8 electrical damage. THACO: +5 bonus Damage: 1D4 + 5 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG23 - Ixil's Spike (Throne of Bhaal) This "dagger" is actually the tip of Ixil's Nail - an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon. STATISTICS: Damage: 1D4 + 2 THACO: +2 bonus Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Requires: 3 Strength Not Usable By: Cleric DAGG24 - Dagger +3 (Throne of Bhaal) The typical dagger has a pointed, double-edged blade, as opposed to a knife which has a single edge and is a bit shorter. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage it causes. Also, since it is magical, is it capable of striking opponents that are immune to normal weapons, such as vampires, elementals and mummies. STATISTICS: THAC0: +3 bonus Damage: 1D4 +3 Damage type: piercing Weight: 0 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Require: 3 Strength Not Usable By: Cleric NEBDAG - Neb's Nasty Cutter This is a vicious weapon used by Neb, covered with old blood and coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would dare to use this item on their own Once the poison is used up, however, Neb's Cutter will act as a normal enchanted dagger. STATISTICS: Combat Ability: Target must make a saving throw vs. poison or suffer 2 points of damage per second for 10 seconds. THACO: +2 bonus Damage: 1D4 + 2 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Non-evil alignments MISC75 - Dagger of Venom The dagger of venom is a potent blade favored by assassins all across the Realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Everytime it hits an opponent it secretes a venom into the blood stream of the creature. The venom works quickly and efficiently. STATISTICS: Damage: 1D4 + 2 THACO: +2 bonus Poison Damage: 6 points per round Up to a total of 15 damage Weight: 2 Speed Factor: 0 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Cleric ------------------------------------------------------------------------------- DARTS: ------------------------------------------------------------------------------- DART01 - Dart The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. STATISTICS: Damage: 1D3 Damage type: missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART02 - Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages. STATISTICS: THACO: +1 bonus Damage: 1D3 +1 Damage type: missile (piercing) Weight: 0 Speed Factor: 1 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART03 - Dart of Stunning The Dart of Stunning looks like any other dart other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned. STATISTICS: Combat Abilities: Target must save vs. spell or be stunned for 7 rounds Damage: 1D3 Damage type: missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART04 - Dart of Wounding This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results. STATISTICS: Poison: 20 damage in 20 seconds (save vs. death for none) Damage: 1D3 Damage type: missile (piercing) Weight: 0 Speed Factor: 2 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART05 - Asp's Nest While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield. STATISTICS: Combat Ability: Poison 1 hit point damage to target every 3 seconds until 40 hit points damage is inflicted or a cure poison is cast THAC0: +1 bonus Damage: 1D3 +1 Damage type: missile (piercing) Weight: 0 Speed Factor: 1 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric DART06 - Giant Rock DART08 - Crimson Dart +3 (Throne of Bhaal) The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again. STATISTICS: Dart returns instantly to user's hand after being thrown. THAC0: +3 bonus Damage: 1D3 +3 Damage type: missile (piercing) Weight: 0 Speed Factor: 0 Proficiency Type: Dart Type: 1-handed Not Usable By: Cleric STARDART - Darts +5 This magical dart was created using the Cloak of Stars. The darts will only last for twenty four hours. ------------------------------------------------------------------------------- DROW ITEMS: ------------------------------------------------------------------------------- DWBLUN01 - Drow Flail +3 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D6 +4 Damage type: crushing Weight: 15 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief DWBOLT01 - Drow Bolt of Sleep This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. A target hit by this bolt must making a saving throw vs. poison or fall asleep for four rounds. The drow often use these bolts when capturing slaves. STATISTICS: Combat Ability: target must save vs. poison or sleep for four rounds Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow DWBOLT02 - Drow Bolt of Stunning This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. A target hit by this bolt must making a saving throw vs. death or be stunned for four rounds. STATISTICS: Combat Ability: target must save vs. death or be stunned for four rounds Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow DWBOLT03 - Drow Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Damage: 1D8 +1 THACO: +1 Damage type: missile (piercing) Weight: 0 Launcher: Crossbow DWCHAN01 - Drow Elven Chain +3 The delicate yet sturdy craftsmanship of the Elven races allows them to design many beautiful yet utilitarian goods. Among these is Elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. This magical drow chain mail gives the wearer a bonus of 5% to magic resistance and takes 1 off of the speed factor of all spells cast by the wearer of the armor. STATISTICS: Abilities: +5 Magic Resistance -1 to casting time of all spells Armor Class: 2 Weight: 12 Requires: 5 Strength Not Usable By: Druid Mage Kensai DWCHAN02 - Drow Adamantine Chain +5 The sturdy craftsmanship of the Drow allows them to design many beautiful yet utilitarian goods. Among these is Drow chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Armor Class: 0 Weight: 12 Requires: 5 Strength Not Usable By: Mages Druid Kensai DWCLCK01 - Drow Piwafwi Cloak The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light -- the effect of which will turn the cloak to dust. STATISTICS Hide in Shadows : + 75% Move Silent : + 75% Saving Throw vs. Breath: +6 DWDUST - Adamantine Dust This is a pile of Adamantine dust, most likely the end result of exposing a Drow item to the light of day. DWHALB01 - Drow Halberd +3 By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3 Damage type: piercing Weight: 15 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief DWPLAT01 - Drow Full Plate +5 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if removed from the Underdark. STATISTICS: Armor Class: -4 Weight: 70 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief DWSHLD01 - Drow Shield +3 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: Armor Class Bonus: 4 Weight: 7 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief DWSPER01 - Drow Lance +3 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. This drow lance is a superior version of the traditional spear, often used by drow foot soldiers. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: piercing Weight: 5 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief DWSW1H01 - Drow Scimitar +3 The long, curved, single edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS Damage: 1D8 +4 THAC0: +3 Damage type: slashing Weight: 3 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief DWSW1H02 - Drow Longsword +3 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage DWXBOW01 - Drow Crossbow of Speed A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THACO: +3 bonus Damage: +3 (missile) Special: 1 extra attack per round Weight: 5 Speed Factor: 1 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- FAMILIARS: ------------------------------------------------------------------------------- FAMCAT - A familiar, cat This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks. Abilities: Armor Class: 0 Hit Points: 24 Magic Resistance: 50% Special abilities: Has 99% in move silently and hide in shadows. FAMCAT25 - Upgraded Cat (Throne of Bhaal) This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks. Abilities: Armor Class: -4 Hit Points: 48 Magic Resistance: 65% Special abilities: Has 99% in move silently and hide in shadows, 60% in finding and removing traps, 60% in detecting illusions & invisibility FAMDUST - A familiar, dust mephit This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast the spell 'glitterdust' twice per day to assist its master. Abilities: Armor Class: 6 Hit Points: 24 Magic Resistance: 10% Special abilities: Can cast 'Glassdust' 2 times/day. Glitter dust 1 time/day. FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal) This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast spells to assist its master. Abilities: Armor Class: 3 Hit Points: 48 Magic Resistance: 25% Special abilities: Can cast 'Prismatic Spray' 1/day, can cast 'Stoneskins' 1/day, immune to fire, 60% damage resistance (except vs. crushing) FAMFAIR - A familiar, fairy dragon This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own. Abilities: Armor Class: 4 Hit Points: 24 Magic Resistance: 32% Special abilities: Can cast Mirror Image and Invisibility 10' radius each 1/day. FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal) This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own. Abilities: Armor Class: 0 Hit Points: 48 Magic Resistance: 45% Special abilities: Can cast Mirror Image, Invisibility 10' radius and Improved Invisibility each 1/day. FAMFER - A familiar, ferret This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magical made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket. Abilities: Armor Class: 0 Hit Points: 24 Magic Resistance: 50% Special abilities: Has 75% pick pockets ability. Has a 40% stealth ability. He has detect traps 20%. FAMFER25 - Upgraded ferret (Throne of Bhaal) This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magical made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket. Abilities: Armor Class: -4 Hit Points: 48 Magic Resistance: 65% Special abilities: Has 95% pick pockets ability. Has a 60% stealth ability. He has find traps 60%. FAMIMP - A familiar, imp This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. Abilities: Armor Class: 2 Hit Points: 18 Magic Resistance: 25% Special abilities: Can cast the Polymorph spell. FAMIMP25 - Upgraded imp (Throne of Bhaal) This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. Abilities: Armor Class: -2 Hit Points: 48 Magic Resistance: 35% Special abilities: Can cast 'Polymorph Self' once per day, attack does 1d6 damage with poison (save vs. death or die), regenerates 1 HP per second FAMPSD - A familiar, pseudodragon This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick... it does not do much damage in combat, but its magical claws are able to render some enemies unconscious. It is also quite resistant to magical spells. It can also cast blur. Abilities: Armor Class: -2 Hit Points: 24 Magic Resistance: 50% Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage. Save or be rendered unconscious for 120 seconds. It can also cast blur. FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal) This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick. Abilities: Armor Class: 0 Hit Points: 48 Magic Resistance: 35% Special abilities: 2 attacks per round at THACO 8 for 1d6 damage. Save vs. death or be rendered unconscious for 120 seconds. It can also cast 'Blur' and 'Ghost Armor' once per day and 'Detect Illusions' twice per day. FAMQUAS - A familiar, quasit This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master. Abilities: Armor Class: 2 Hit Points: 24 Magic Resistance: 25% Special abilities: Can cast Horror FAMQUA25 - Upgraded quasit (Throne of Bhaal) This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells. Abilities: Armor Class: -2 Hit Points: 48 Magic Resistance: 35% Special abilities: Can cast 'Horror' once per day; immune to fire, cold and electrical attacks; regenerates 1 HP per second; 3 attacks per round, 1d6 dmg plus save vs. Death or -1 Dexterity for 6 rounds. FAMRAB - A familiar, rabbit This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat... and has been augumented by magic to become quite resistant to physical harm as well as spells. The rabbit also has a keen nose for sniffing out traps on behalf of its master. Abilities: Armor Class: -4 Hit Points: 16 Resistance to fire, cold, electricity: 75% Special abilities: Has a 50% Detect Traps ability. 30% stealth ability. FAMRAB25 - Upgraded rabbit (Throne of Bhaal) This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat The rabbit also has a keen nose for sniffing out traps on behalf of its master. Abilities: Armor Class: 1 Hit Points: 48 Magic Resistance: 65% Special abilities: Has a 85% Detect Traps ability. 60% stealth ability. 50% detect illusions ability. The rabbit moves as if under a constant 'Haste' spell. ------------------------------------------------------------------------------- HALBERDS: ------------------------------------------------------------------------------- HALB01 - Halberd By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length. The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. STATISTICS: Damage: 1D10 Damage type: piercing Weight: 15 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB02 - Halberd +1 Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor. STATISTICS: THACO: +1 bonus Damage: 1D10 + 1 Damage type: piercing Weight: 14 Speed Factor: 8 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB03 - Halberd +2 Halberd +2: 'Suryris' Blade' Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat, and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryis knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen. STATISTICS: Damage: 1D10 + 2 THACO: +2 bonus Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB04 - Halberd +3: Dragon's Bane This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerun." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard however, as the creature returned to its lair to recuperate and when it emerged the field of combat was well scavenged. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3, +6 vs. dragons Damage type: piercing Weight: 12 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB05 - Halberd +4 Dragon's Breath Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. STATISTICS: Combat Abilities: + 1 point of cold damage + 1 point of fire damage + 1 point of electrical damage + 1 point of acid damage + 1 point of poison damage THAC0: +4 bonus Damage: 1D10 Damage type: piercing Weight: 12 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB06 - Halberd +4 Blackmist This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerun. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within ten feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he. STATISTICS: Special Abilities: Blindness: Three times a day save vs. spells Area: 10 foot radius THACO: +4 bonus Damage: 1D10 + 4 Damage type: piercing Weight: 10 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB07 - Halberd +2 Consisting of a cleaver-like axe blade mounted on a staff averaging six feet in length, the halberd is the oldest and most often used pole-arm. It is best described as a cross between a spear and an axe. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes. STATISTICS: THAC0: +2 bonus Damage: 1D10 +2 Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB08 - Halberd +2, Duskblade Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. STATISTICS: THAC0: +2 bonus Damage: 1D10 +2, +2 points of cold damage Damage type: piercing Weight: 12 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief HALB09 - Wave Halberd +4 Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since. STATISTICS: Combat Abilities: 15% chance of draining victim of water (+15 damage) Slays Fire Elementals, Efreet, Salamaders (no save) THAC0: +4 bonus Damage: 1D10+4 Damage type: piercing Weight: 12 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Monk Druid Cleric Mage Thief HALB09A & HALB09B - Wave Shaft & Blade This is a piece of the Wave, a powerful halberd created as a weapon of vengeance by a cult worshipping Umberlee. It apparently draws water out of its victims, and is able to slay creatures of fire almost instantly. Tales say the Wave was lost long ago to the fire giants of the Storm Horn Mountains, but was eventually found by the adventurer Arganon of the Long Reach. He either lost the weapon to a wager in the planar city of Sigil, or it rests with his bones when his ship was sunk during a great storm in the Sea of Swords. No one knows for sure. HALB10 - Ravager +4 (Throne of Bhaal) Taking the blood-soaked shaft of this weapon in hand brings a sudden chill along your spine. The origins of this gruesome halberd are unknown, though the very sight of it has been know to strike terror into the heart of an opponent. STATISTICS: Cast Cloak of Fear twice/day THAC0: +4 bonus Damage: 1D10+4 Damage type: piercing Weight: 12 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Monk Druid Cleric Mage Thief HALB11 - Ravager +6 (Throne of Bhaal) Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow - unless they can survive the sudden loss of their head. STATISTICS: Cast Cloak of Fear three times/day Combat Abilities: 3-18 bonus damage each hit unless target saves vs. poison 10% chance each hit of decapitating opponent (no save) THAC0: +6 bonus Damage: 1D10+6 Damage type: piercing Weight: 10 Speed Factor: 3 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Monk Druid Cleric Mage Thief HALB12 - Halberd +3 (Throne of Bhaal) Consisting of a cleaver-like axe blade mounted on a staff averaging six feet in length, the halberd is the oldest and most often used pole-arm. It is best described as a cross between a spear and an axe. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3 Damage type: piercing Weight: 11 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- HAMMERS: ------------------------------------------------------------------------------- HAMM01 - War Hammer Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.' STATISTICS: Damage: 1D4 + 1 Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM02 - War Hammer +1 Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. STATISTICS: THACO: +1 bonus Damage: 1D4 + 2 Damage type: crushing Weight: 6 Speed Factor: 3 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM03 - War hammer +2 War Hammer +2: 'Ashideena' Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoon -- the warrior that wielded this weapon -- when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown. STATISTICS: THACO: +2 bonus Damage: 1D4 +3, +1 electrical Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM04 - Warhammer +1,+4 vs giant humanoids The Knee-capper, or "The Capper", as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands. STATISTICS: THACO: +1 bonus, +4 vs. giants Damage: 1D4 + 2, +5 vs. giants Damage type: crushing Weight: 8 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief HAMM05 - War Hammer +2 War Hammer +2, +1 electrical: 'Borok's Fist' Borok Thundercracker was a dwarven hero that led several campaigns against giants and other "tall vermin" that had plagued his people in a number of their communities. This hammer was his blessed weapon, which his elven allies called his "little iron fist", though not to his face. STATISTICS: Combat Abilities: +1 electricity damage THAC0: +2 bonus Damage: 1D4 + 3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM06 - Dwarven Thrower +3 Dwarven Thrower, War Hammer +3, This hammer -- not to be confused with the elven made Dwarf Thrower -- is only usable by dwarves. In the capable hands of a dwarven warrior the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent it does double the normal damage that a hammer would normally do. Against giants and ogres the hammer does an additional +8 damage, due to the special hatred that dwarves hold against these races. STATISTICS: Combat Abilities: Returns to thrower THAC0: +3 bonus Damage: 2D4 + 3, + 8 damage to giants and ogres Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Non-dwarves Druid Mage Thief HAMM07 - Dwarven Warhammer of Thunderbolts +3 A dwarven smith, Silverblade, forged this hammer and two other items; a girdle of giant strength and gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately Silverblade's son died just after the completion of the three items and before they could be gifted to him. In grief Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts he went to battle against the giant folk. He died valiantly. Alone, the Hammer of Thunderbolts is a powerful magical weapon but when merged with the gauntlets of ogre power and a girdle of giant strength the hammer is transformed. This transformation requires magical assistance. The Hammer of Thunderbolts is then capable of doing an additional +8 damage as well as instantly killing any giant or ogre that it strikes. STATISTICS: Thac0: +3 bonus Damage: 2D4 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Warhammer Type: 1-handed Requires: 18 Strength Not Usable By: Druid Mage Thief HAMM08 - War Hammer +2 Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel, and has a shaft about 18 inches long. Powerful magical energy flows through this weapon, though its origins are nondescript. STATISTICS: THACO: +2 bonus Damage: 1D4 +3 Damage type: crushing Weight: 5 Speed Factor: 2 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief HAMM09 - Crom Faeyr This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the Gauntlets of Ogre Power and a Girdle of Frost Giant Strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins and trolls in one blow. STATISTICS: Special Abilities: grants 25 Strength kills Stone Golems, Clay Golems, Ettins and Trolls Thac0: +5 bonus Damage: 2D4 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Not Usable By: Druid Mage Thief HAMM10 - Runehammer +4 (Throne of Bhaal) This darksteel hammer has a rune of power inscribed upon its head, and has many of the powers of a Mace of Disruption. STATISTICS: Equipped Abilities: Negative Plane Protection Combat Abilities:4-16 +8 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Thac0: +4 bonus Damage: 2D4 + 4 Damage type: crushing Weight: 3 Speed Factor: 0 Proficiency Type: Warhammer Type: 1-handed Requires: 16 Strength Not Usable By: Druid Mage Thief HAMM11 - Runehammer +5 (Throne of Bhaal) The Rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon. STATISTICS: Equipped Abilities: Negative Plane Protection Immunity to Fear Fire Giant Strength once/day Mass Cure once/day Combat Abilities: 4-16 +10 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Thac0: +5 bonus Damage: 2D4 + 5 Damage type: crushing Weight: 2 Speed Factor: 0 Proficiency Type: Warhammer Type: 1-handed Requires: 16 Strength Not Usable By: Druid Mage Thief HAMM12 - War Hammer +3 (Throne of Bhaal) Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel, and has a shaft about 18 inches long. Powerful magical energy flows through this weapon, though its origins are nondescript. STATISTICS: THACO: +3 bonus Damage: 1D4 +4 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: War Hammer Type: 1-handed Requires: 9 Strength Not Usable By: Druid Mage Thief ------------------------------------------------------------------------------- HELMS: ------------------------------------------------------------------------------- HELM01 - Helmet This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM02 - Helm of Opposite Alignment The cursed Helm of Alignment Change is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent Solar, the multiverse, as we know it, will surely meet an abrupt and painful end. STATISTICS: Armor Class Bonus: none Special: Alignment will become opposite Protects against critical hits Can only be removed by a 'remove curse' spell Weight: 2 HELM03 - Helm of Glory Helm of glory: 'Helm of the Noble' Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. STATISTICS: Armor Class: +1 bonus Charisma: +1 bonus Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM04 - Helm of Defense Helm of defense: 'Gift of Peace' Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered. STATISTICS: Armor Class Bonus: none Saving Throws: +1 bonus Electrical resistance: +20% Cold resistance: +20% Fire resistance: +20% Special: Protects Against Critical Hits Weight: 3 Not Usable By: Mage Bard Thief HELM05 - Helm of Infravision Helm of infravision: 'The eyes of Truth' Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attribute her gathered wealth solely to its power, though likely it was as much her keen eyes as anything. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Grants wearer infravision up to 120 ft Weight: 3 Not Usable By: Mage Bard Thief HELM06 - Helm of Charm Protection As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Wearer is immune to charm Weight: 4 Not Usable By: Mage Bard Thief HELM07 - Helm of Balduran The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined. STATISTICS: Armor Class Bonus: 1 Hit Point Max: +5 Saving Throws: +1 bonus THACO: +1 bonus Special: Protects Against Critical Hits Weight: 1 Not Usable By: Mage Bard Thief HELM08 through HELM13, HELM15 - Helmet HELM14 - Kiel's Helmet This is the helmet worn by Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Special: Protects Against all forms of panic and boosts moral Weight: 2 Not Usable By: Mage Bard Thief HELM16 - Helm of Brilliance This helm is made of polished steel and set with diamonds, rubies and fire opals. The gems glow with an internal light, the source of which can only be magical. The helm makes the wearer resistant to fire as well as giving the wearer some spell abilities. These include fireball, prismatic spray and the sunray. STATISTICS: Equipped Abilities: Protects Against Critical Hits Fire Resistance Special Abilities (once per day): Ability 1 : Effect: Fireball Damage: 6D6 (save vs. wands for half) Range: 90 ft Area: 30 ft radius Ability 2 : Effect: Prismatic Spray Effects vary as per 7th Level Wizard spell Ability 3 : Effect: Sunray Damage: 3D6 (save vs. spells or be blinded for 10 rounds) Undead: an additional 1d6 points of damage per level of caster (save vs. spells or be destroyed) Range: 20 ft Area: 20 ft radius Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM17 - Skull of Death The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell the Skull of Death was supposedly destroyed. STATISTICS: Abilities: Effect: Death Spell Damage: Death Range: 10 yards Area: 30ft Cube Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM18 - Pearly White Ioun Stone Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 2 hit points per minute. Abilities: Regenerate 2 hit points every minute Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM19 - Dusty Rose Ioun Stone This Ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it. STATISTICS Armor Class Bonus: +1 Weight: 2 Not Usable By: Mage Bard Thief HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) On his deathbed, aged hero Rigar TrueBlood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green Ioun stone now holds these essences, and grants the owner TrueBlood's health and skill. STATISTICS Equipped Abilities: +10 % bonus to hit points +1 bonus to THAC0 Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM21 - Dragon Helm The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. Red, white and green scales overlap, protecting the wearer from normal blows as well as fire, cold and electricity. It is hard to determine whether the benefits originate within the scales or the spells of the mage. Abilities: Sets fire, cold and electrical resistance to 25% Armor Class Bonus: None Weight: 2 Not Usable By: Mage Bard Thief HELM22 - Amnish Helmnet This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. This is the standard helm used by Amnish soldiers. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 2 Not Usable By: Mage Bard Thief HELM23 - Golden Ioun Stone (Throne of Bhaal) Highly sought out by wizards and mages, this ioun stone raises the intelligence of those who possess it. STATISTICS: +1 to Intelligence when equipped HELM24 - Obsidian Ioun Stone (Throne of Bhaal) The tough obsidian stone imbues its owner with a similar hardiness. STATISTICS: +1 to Constitution when equipped HELM25 - Silver Ioun Stone (Throne of Bhaal) Perhaps the silver and gray in this stone hints at the knowledge that only comes with age and experience. STATISTICS: +1 to Wisdom when equipped HELM26 - Lavender Ioun Stone (Throne of Bhaal) The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. STATISTICS: +1 bonus to AC +4 to all saves vs death HELM27 - Bronze Ioun Stone (Throne of Bhaal) The powerful enchantments on this ioun stone make it a treasure eagerly sought after by wizards and mages. STATISTICS: Memorize a bonus 7th level spell when equipped. Usuable by: Mage Bard HELM28 - Circlet of Netheril (Throne of Bhaal) Combined with the Bronze Ioun Stone, the Circlet of Netheril is a great boon to any practitioner of the arcane arts. Of course, something so valuable is likely to attract unwanted attention from rival mages... STATISTICS: +10 to maximum Hit Points Memorize one additional 7th and 8th level spell Usable By: Mage HELM29 - Thieves' Hood (Throne of Bhaal) Although this hood does not confer any noticeable advantages on its wearer, it does have an aura of latent magic. Usable by: Thieves HELM30 - Thieves' Hood (Throne of Bhaal) There is no honor among thieves. Perhaps that is why the Thieves' Hood has been imbued with magical properties to protect the wearer from their own ilk. STATISTICS: Equipped Abilities: Immunity to backstab and poison Cast True Sight 3 times per day Usable by: Thieves HELM31 - Helm of the Rock (Throne of Bhaal) This helm grants a warrior immunities far beyond mere physical protections. It is obvious there once used to be a set of horns protruding from the metal cap, though the horns and any magic associated with them have long since disappeared. STATISTICS: +25% resistance to fire, cold, acid, poison and electricity Usable By: Fighter HELM32 - Helm of the Rock (Throne of Bhaal) With the addition of the horns, the Helm of the Rock is even more powerful. Generals and military leaders can command both fear and respect simply by wearing this helm. STATISTICS: +25% resistance to fire, cold, acid, poison and electricity - Cast Aura of Command 3 times per day (enemies save vs spell at -2 or flee in terror) Usable By: Fighter HELM33 - Gold Horned Helm (Throne of Bhaal) A typical golden helm used by Balthazar's Mercenaries. HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal) This Ioun Stone was said to be a gift given to the Shou-ling monk, Wong Fei Hung by the Kara Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the Ioun Stone upon him. The stone disappeared when Wong Fei died. STATISTICS: Armor Class: +1 Bonus Equipped Abilities: +15 to Max Hit Points Wearer Regenerates 1 hit point every 6 seconds Usable By: Monk Fighter Kensai NPMISC1 - Jansen Spectroscopes Jansen-Brand Micro-Macro Spectroscopes - (Official Spectroscopes of the Purple Brotherhood) Another one of Jan Jansen's inventions, these glasses allow Jan to detect invisibility once per day. They also give Jan an additional +25% to his detect and disarm traps abilities. Various lenses on the contraption increase Jan's ability to detect illusions by 20%. The style of the Spectroscopes is so obvious it hardly needs to be mentioned. STATISTICS Special Abilities: detect invisibility once per day Disarm Traps: +25% Detect Traps: +25% Detect Illusions: +20% ------------------------------------------------------------------------------- ICEWIND ITEMS (with the Preorder Bonus CD): ------------------------------------------------------------------------------- WAAXE - Hrothgar's Axe +3 This axe was wielded by an adventurer who lived within the town of Easthaven in Icewind Dale. He died about a century ago trying to rescue his town from the ancient demon Balhifet. STATISTICS: Equipped Abilities: +1 Charisma +1 Wisdom THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief WAFLAIL - Defender of Easthaven +2 This flail was created a century ago to commerate the defeat of the demon Balhifet. It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated. STATISTICS: Equipped Abilities: +1 AC bonus +20% resistance to slashing, piercing, and blunt damage THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 12 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief WAMACE - Jerrod's Mace This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful demon known as Balhifet. STATISTICS: THACO: +2 bonus, +5 vs. demons Damage: 1D6 + 3, +5 vs. demons Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief WANINJA - Scarlet Ninja-To +3 Ninja-To of the Scarlet Brotherhood When a member of the Scarlet Brotherhood kills one of that organization's 'great enemies', they are often rewarded with this sword. How this sword made its way from the world of Greyhawk (where the Brotherhood is based) to Faerun is a mystery. When unsheathed the ninja-to will glow blood red. STATISTICS Equipped Ability: one extra attack per round Combat Ability: Poison damage of 6 hit-points per round, for two rounds, if target fails a saving throw versus poison THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 2 Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 6 Strength Usable By: Monks WAS2H - Joril's Dagger +3 Joril's Dagger (Two Handed Sword +3) Joril was a powerful Frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a Two handed sword. STATISTICS Combat Abilities: 25% chance of each hit confusing an opponent for three rounds (save vs. spells to negate effect) THAC0: +3 bonus Damage: 1D10 +3, +1 cold damage Damage type: slashing Weight: 10 Speed Factor: 7 Proficiency Type: Two handed sword Type: 2-handed Requires: 13 Strength Not Usable By: Druid Cleric Mage Thief WASLING - Sling of Everard +5 The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale. STATISTICS: Equipped Ability: does not require bullets THACO: +5 bonus Damage: +2 (missile damage) Weight: 0 Speed Factor: 0 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength WASPEAR - Spear of Kuldahar +3 This spear was forged by the druids who dwelt close to the great tree of Kuldahar. It was meant to be used by the warrior who was appointed as Kuldahar's defender. STATISTICS: Equipped Ability: +8 to max hit points THAC0: +3 bonus Damage: 1D6 +3 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief WASTAFF - Staff of Arundel This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an arch druid that lived in the city of Kuldahar before he was killed by the demon Belhifet. STATISTICS: Equipped Abilities: +10% Resistance to fire and cold Wielder memorizes one extra fifth and one extra sixth level spell THACO: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 0 Type: 2-handed Requires: 9 Dexterity Usable By: Druids WASTAR - Everard's Morning Star +2 This morning star was the personal weapon of the cleric Everard. Everard was a powerful priest of Tempus who sacrificed his life in the battle against the demon Balhifet. STATISTICS: Combat Ability: 50% chance per hit of making targeted spellcaster lose one spell from memory THACO: +2 bonus Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief WAWAK - Kachiko's Wakizashi +3 This sword was the favored weapon of a female warrior named Kachiko. Not much was known about her other than that she hailed from the far eastern lands in Kara-Tur. STATISTICS Combat Ability: drains 2 points of target's wisdom (lasts two rounds) on each hit. Target may save vs. death to avoid wisdom loss. THAC0: +3 bonus Damage: 1D8 +3 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage ------------------------------------------------------------------------------- KEYS: ------------------------------------------------------------------------------- EDWINKEY - Mae'Var's Strongbox Key This is a metal key of unique design. Judging from its shape, the lock that it fits must be impossible to pick. KEY01 - Cult Key This is the key given to you by Gaal. It will open the door to the lower levels of the dungeon where you can find one half of the rift device. KEY02 - Gaal's Key This is the key given to you by Gaal. It will open the door to the lower levels of the dungeon where you can find one half of the rift device. KEY03 - Planar Key This thin bar vibrates softly in your hand. It looks as if it could be used as either a key or a lever. KEY04 - Sun Ray Symbol A holy symbol is a physical representation of a god's power. This symbol depicts a worshipper raising his hands to the sky. A beam of light envelops the worshipper. This piece seems to be one third of a circle. If you find the other two pieces you will have the complete symbol. KEY05 - Dawn's Light Symbol A holy symbol is a physical representation of a god's power. This symbol depicts a stylized sun rise. This piece seems to be one third of a circle. If you find the other two pieces you will have the complete symbol. KEY06 - Lightstone Symbol A holy symbol is a physical representation of a god's power. This symbol depicts a lightstone on a pedestal. The rays from the lightstone destroy creatures of shadow. This piece seems to be one third of a circle. If you find the other two pieces you will have the complete symbol. KEY07 - Chapel Key This is the key that you found in the ruined chapel of the complex in the Windspear Hills. KEY08 - Chain Key Once the Ogre's Sword was returned to Aerie, the illusion was dispelled. You can now see the sword for what it actually is: the key to Aerie's chains. KEY09 - Firkraag Prison Key This key will allow you to open the doors to the prison in which Garren's child is held. KEY10 - Keep Key This is the master key to Nalia's keep. It should open most of the doors in the fortress. KEY11 - Planar Prison Cell Key This rod is actually a key of strange design. This key was found on the Warden's Body in the strange extra-planar prison the Raelis and Haer'Dalis were taken to. It is most likely the key to the prisoners' cell. KEY12 - Key to Aran's Lair This odd key fits a secret door in the Shadow Thief Lair. This door leads to the Shadow Master, Aran Linvail's, abode. KEY13 - Shadow Thief Prison Key This key was found on the shadow thief jailor, Booter. It most likely is the key to the cells. KEY14 - Piece of Burial Mask At first look this seems to be just a shattered piece of pottery. Closer examination reveals that this is a single piece of King Strohm the third's burial mask. With all of the pieces it would be possible to reconstruct the mask. What good this would do, you do not know. KEY15 - Piece of Burial Mask KEY16 - Piece of Burial Mask KEY17 - Piece of Burial Mask KEY18 - Piece of Burial Mask KEY19 - Piece of Burial Mask KEY20 - Burial Mask of King Strohm III This is the reconstructed mask of King Strohm the third. When you place it on your face, the entire world becomes tinted with odd colors. Perhaps this mask will allow you to see something that you hadn't been able to before, but its use beyond that seems questionable. KEY21 - Samia's Key This is the key to the tomb of King Strohm III. KEY22 - Shadow Prison Key This key was obtained from the Shadow Jailor. It can be used to open the prison cells in the Shadow Dungeon. KEY23 - Symbol of Amaunator The three holy symbols connected to form this disc, the Symbol of Amaunator. KEY24 - Sahuagin Treasury Key This ornate key will open the door to the Royal Treasury. KEY25 - Despana Treasury Key This key, obtained from Phaere, will give you access to the Despana Treasury room. KEY26 - Sekolah's Tooth Only this gigantic shark tooth, said to have been left by the sahuagin god Sekolah, can open the way to the Rebel Prince's base. KEY27 - Guildhouse Key This is the key to the lower levels of Lady Galvena's Festhall, the Courtesan's Guild. KEY28 - Jon's Key Jon Irenicus' key. This will allow access to the escape route in the basement of the Asylum. KEY29 - Sewer Key This key has a faint but foul odor clinging to it, like that of the sewers. There are no sewers within the halls where you found the key. The lock that this key opens will have to be found elsewhere. MISC4B - Jail Cell Key A typical cell key that one might find in any jail. This one may fit Jaheira's cell. MISC4G - Portal Key An intricate key, presumably once owned by the lover of your captor. MISC4H - Wand of Fire Key A strange key. MISC4I - Wand of Frost Key A strange key that feels cold to the touch. MISC4J - Wand of Summoning Key This key seems to squirm in your hand as if it is alive. MISC4K - Wand of Lightning Key This key gives you a small shock when you touch it. MISC4L - Wand of Cloudkill Key This key gives off a foul odor. MISC4M - Wand of Missiles Key This key resembles a tiny Wand of Magic Missles. MISC4O - Sewage Golem Key This key can open the sewage doors in the dungeon. MISC4P - Key to Frennedan's Room This key fits the door to the glass room that Frennedan is locked in. MISC4Q - The Ogre's Sword An ogre with a woman's voice has asked for this sword, claiming that it will break the illusion cast over her. MISC4R - Haegan's Key This is the key to the captive chambers in the Slaver Compound. It was found on the body of Captain Haegan and should open all of the doors in the building. MISC4S - Key to Shadow Thieves Cellar This key will allow you to open a secret door that leads to the Shadow Thief headquarters, which you will need to find. The secret door is located on the ground floor of the Shadow thief guild, on the north east wall. MISC4Z - Beastmaster Key The Beastmaster's key should open the cells of the gladiators. MISC8M - Trademeet Tomb Key This key will open the sealed tomb in the Trademeet Cemetary. The tomb used to be the place of burial for Trademeet's elite but has been sealed off for many years because of 'trouble' from within. MISCAM - Galvena's Key This is the Lady Galvena's personal skeleton key to the festhall. It will allow access to the prison area. SARKEY01 - Outer Jail Door Key (Throne of Bhaal) SARKEY02 - Secret Jail Door Key (Throne of Bhaal) SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal) SARKEY04 - Sewer Key, Saradush (Throne of Bhaal) SENKEY01 - Drow Guard's Key SENKEY02 - Drow Wardstone SENKEY03 - Sendai's Key ------------------------------------------------------------------------------- LEATHER ARMORS: ------------------------------------------------------------------------------- LEAT01 - Leather Armor Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. STATISTICS: Armor Class: 8 Weight: 15 Requires: 4 Strength Not Usable By: Mage LEAT02 - Leather Armor +1 Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 7 Weight: 15 Requires: 4 Strength Not Usable By: Mage LEAT03 - Leather Armor +2 Leather armor +2: 'Protector of the Second' The Mist of Shadows was an elite company of elven rangers that roamed the Cormanthor wood, the bane of bandit and monster alike. This particular armor belonged to Indeera Lakhan, the group's most decorated officer and second in command. The suit is named for her, though how it came to part her company in unknown. STATISTICS: Armor Class: 6 Weight: 5 Requires: 4 Strength Not Usable By: Mage LEAT04 - Studded Leather Armor Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 Weight: 25 Requires: 6 Strength Not Usable By: Mage LEAT05 - Studded Leather Armor +1 Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 6 Weight: 15 Requires: 6 Strength Not Usable By: Mage LEAT06 - Studded Leather Armor +2, missile attraction Cursed Studded Leather This odd looking suit of studded leather cannot be removed once put on, except under intervention by a sorcerer. While improving the protection against all melee weapons, this armor actually becomes a target for missile weapons, and hence so does its wearer. The choice is simple, deadly arrows or deadly swords. STATISTICS: Armor Class: 5 (15 vs. missile weapons) Weight: 8 Requires: 6 Strength Not Usable By: Mage LEAT07 - Studded Leather Armor +2 This armor is the standard armor given out to griffin riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it. STATISTICS: Armor Class: 5 Weight: 8 Requires: 6 Strength Not Usable By: Mage LEAT08 - Shadow Armor Shadow armor is studded leather armor created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thief hierarchy. It is +3 studded leather armor that melds into shadows. STATISTICS: Armor Class: 4 Special: +15% Hide in Shadows Weight: 8 Requires: 6 Strength Only Usable By: Thief (single, multi and dual class) LEAT09 - Karajah's Leather Armor Leather Armor +3: Karajah's Life and Death Karajah was Calimshan's champion of pit fighting for a full decade, and seemingly unbeatable. His success, or so he claimed, was due to the mobility that his light armor afforded him. He may well have been unaware of the suit's other qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. STATISTICS: Armor Class: 5 Weight: 4 Requires: 3 Strength Not usable by: Mage LEAT10 - Hide Armor Hide Armor is made from the thick skin of large animals (elephants, for example) or layers of thinner, more common leather. It is considered too cumbersome for use in advanced human cultures, but is common among more barbaric humanoids. It offers better protection than normal leather, but can be hard to maintain, often resulting in an offensive odor or shoddy appearance that prevents effective use. Thieves can wear this armor, but it has a negative effect on their abilities. STATISTICS: Armor Class: 6 Move Silently: -20 Lock Picking: -10 Find/Remove Traps: -10 Pick Pockets: -10 Weight: 40 Requires: 6 Strength Not Usable By: Mage LEAT11 - Leather Armor +2 Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 6 Weight: 5 Requires: 4 Strength Not Usable By: Mage LEAT12 - Leather Armor +3 Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 5 Weight: 4 Requires: 3 Strength Not Usable By: Mage LEAT13 - Skin of the Ghoul +4 A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the circumstances. After an intense battle with several ghouls in which two of his companions perished, Damien decided to even the odds in future encounters. He skinned one of the undead creatures and brought the hide to a halfling armorer talented in enchanting leather. When the suit was finished it was magically protective against physical attacks and paralyzation. Not very epic perhaps, but practical. STATISTICS: Bonuses: +3 bonus to all saves vs. paralyzation/poison Armor Class: 4 Weight: 4 Requires: 3 Strength Not Usable By: Mage LEAT14 - The Night's Gift +5 Originally blessed by Shar, this armor has a long and interesting history. Only the greatest of thieves have ever owned this heavily enchanted armor. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows. STATISTICS: Bonuses: +20% to hide in shadows Armor Class: 3 Weight: 5 Requires: 3 Strength Not Usable By: Mage LEAT15 - Studded Leather Armor +2 This armor is the standard armor given out to griffin riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it. STATISTICS: Armor Class: 5 Weight: 8 Requires: 6 Strength Not Usable By: Mage LEAT16 - Orc Leather +3 This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to missile attacks, but the repulsiveness of the armor reduces the wearers charisma. STATISTICS: Bonuses: +10% Resistance to missile attacks Penalties: -1 to Charisma Armor Class: 4 Weight: 7 Requires: 6 Strength Not Usable By: Mage LEAT17 - Armor of Deep Night +4 Enchanted ebony rivets adorn the black leather of this armor. Umberlee the Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer Looxil. The assassination pleased Umberlee, for Looxil had betrayed her in years past. Dami Darn died years later, a knife to the back from her successor in the thieves' guild. STATISTICS: Armor Class: 3 Weight: 7 Requires: 6 Strength Not Usable By: Mage LEAT18 - Armor of the Viper +5 This armor's namesake is a serpent only in manner, referring to the Drow assassin Raroh. Poison was his trademark, and when he discovered this suit's susceptibility to venom, he gifted it to Avlorm, a promising novice assassin within his own guild. When Avlorm's power eventually threatened his own, Raroh easily dispatched him, thanks to the weakness of the armor he still wore. STATISTICS: Penalties: -2 penalty to all saves vs. poison/paralyzation Armor Class: 2 Weight: 6 Requires: 6 Strength Not Usable By: Mage LEAT19 - Shadow Dragon Scale This suit of armor is formed from interlocking shadow dragon scales. Elegant workmanship and practical considerations make this armor both beautiful and useful. The shadow dragon scales grant the wearer extra protection from acid. STATISTICS: Bonuses: +50% Resistance to Acid Armor Class: 1 Weight: 10 Requires: 6 Strength Not Usable By: Mage LEAT20 - Aeger's Hide +3 This heavy and thick bear hide is all that remains of the fabled Aeger. Several hundred years ago the Aeger, a giant bear, terrorized hundreds of small villages up and down the Sword Coast. The bear was invulnerable to fire, cold or acid. Finally the young men and women of several villages banded together, forming a militia almost two hundred people strong. The Aeger was surrounded and finally slain. Less than a dozen villagers survived, and they carved the Aeger's hide amongst themselves. Out of one of the pieces this armor was created. STATISTICS: Bonuses: +15% resistance to fire, cold, and acid Immune to Confusion Armor Class: 3 Weight: 35 Requires: 6 Strength Not Usable By: Mage LEAT21 - Human Flesh +5 Made from human skin and treated with the blood of a noble dragon, this armor emits the stench of bitter death. The malevolent armor can only be used by a truly evil person. STATISTICS: Armor Class: 3 Saving Throws: +4 bonus Magic Resistance: 20% bonus Weight: 5 Requires: 3 Strength Not usable by: Mage Non-Evil Characters LEAT22 - Human Flesh This is a tunic made from the badly sewn together human flesh that you took from the Tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item. LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal) Fashioned by the Hierophant Wassalia before she chose to forever dwell on the Elemental Plane of Fire, this suit of armor is not covered by typical metal studs but by heavy red thorns. STATISTICS: Thorn Damage - each successful hit on the wearer inflicts 1d4 points of fire damage to the attacker Armor Class: 1 Weight: 5 Requires: 6 Strength Not Usable By: Mage Monk LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal) Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. STATISTICS: Abilities: Increase movement rate as Boots of Speed Armor Class: 1 Weight: 5 Requires: 6 Strength Not Usable By: Mage Monk ------------------------------------------------------------------------------- MISC: ------------------------------------------------------------------------------- AERIEBAB - Aerie's Baby (Throne of Bhaal) AMSOUL01 - Malla's Soul Stone (Throne of Bhaal) BOTSMITH - Summons Cespenar (Throne of Bhaal) DECK - Deck of Many Things (Throne of Bhaal) Each card in this deck is a metallic plate, each adorned with a distinct portrait of its own. The card shimmers with power, and while each Deck of Many Things is different, all legends agree that this kind of artifact holds great power and is not to be used lightly. The exact contents and powers of the deck cannot be known unless the cards are drawn...but once drawn, the effect on the user is irreversible. Supposedly, a Deck of Many Things can only be used so many times until it disappears and moves elsewhere in the multiverse...for what reason, no-one knows. FIGURE01 - Shakti Figurine (Throne of Bhaal) This statue is a replica of a fierce gladiator, wielding a blade in each hand. By invoking this figurine, the user temporarily transforms themselves into a blue armored warrior wielding a magical shortsword. STATISTICS: Usable once per day Duration: 4 rounds Set AC to -5 Hastes user Attack twice per round with a +4 shortsword as if possessing 2 proficiency slots in shortsword Not Usable By: Fighters GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal) GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal) GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal) GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal) C6LANTHO - The Lanthorn The Rhynn Lanthorn is an artifact from ruined Myth Rhynn. It was highly prized by the city's rulers as it shone through all falsehoods and illusions. The device, with the lenses in place, can dispel the illusions that hide Suldanessellar. All of these rings function as ___ if the spell had been cast MAGE01 - Ring of Invisibility | which means magic resistance MAGE02 - Ring of Barkskin | can stop the effects. Ignore MAGE03 - Ring of Mirror Image |_the fact that the titles of MAGE04 - Pseudo Ring of Blur | these items may be missing from MAGE05 - Pseudo Ring of Free Action | the descriptions and none of MAGE06 - Ring of Haste ___| them have names as such - they just look like scrolls. THEY DO WORK !!! You need to be careful though as the effects do not carry over from saved games like the proper rings do. This means when you load a game you need to take the ring off and put it back on again for the effect to work. But some of them are worth it. Exceptions: The Pseudo rings do not function i.e. no bonuses at all that I can detect. But the ring of blur does change the sprite of your character like the spell does (which I like). The other rings work fine. (from Kelvin Groves) MISC01 - Winter Wolf Pelt MISC02 - Mirror MISC03 - Small Box MISC04 - Bassilus' Holy Symbol MISC07 - Gold Piece MISC12 - Ankheg Shell MISC13 - Samuel (body) MISC16 - Fire Agate Gem MISC17 - Lynx Eye Gem MISC18 - Sunstone Gem MISC19 - Turquoise Gem MISC1A - Bottle of Wine MISC1B - Butter Knife of Balduran MISC1C - Sea Charts MISC1E - Evan's Body MISC1F - Dradeel's Spell Book MISC1G - Farthing's Dolly MISC1H - Gong Mallet MISC1I - Belladonna flowers MISC1J - Glittering Beljuril Gemstone MISC20 - Bloodstone Gem MISC21 - Skydrop Gem MISC22 - Andar Gem MISC23 - Jasper Gem MISC24 - Tchazar Gem MISC25 - Zircon Gem MISC26 - Iol Gem MISC27 - Moonstone Gem MISC28 - Waterstar Gem MISC29 - Ziose Gem MISC2A - Doppelganger Wardstone MISC2B - Level 1 Exit Wardstone MISC2C - Islanne Wardstone MISC2D - Kiel Wardstone MISC2E - Fuernebol Wardstone MISC2F - Teleportation Wardstone MISC2G - Level 2 Exit Wardstone MISC2I - Wardstone Forgery MISC2K - Compass Wardstone MISC2L - Bone Wardstone MISC2M - Dwarven Rune 1 Wardstone MISC2N - Dwarven Rune 2 Wardstone MISC2O - Lock of hair from Kirinhale MISC2P - Harp of ? MISC30 - Chrysoberyl Gem MISC31 - Star Diopside Gem MISC32 - Shandon Gem MISC33 - Aquamarine Gem MISC34 - Garnet Gem MISC35 - Horn Coral Gem MISC36 - Pearl MISC37 - Sphene Gem MISC38 - Black Opal MISC39 - Water Opal MISC3A - Book of Infinite Spells (Fireball) MISC3A1 - Book of Infinite Spells (Invisibility) MISC3A2 - Book of Infinite Spells (Protection from Evil) MISC3A3 - Book of Infinite Spells (True Seeing) MISC3A4 - Book of Infinite Spells (Farsight) MISC3A5 - Book of Infinite Spells (Spell Turning) MISC3A6 - Book of Infinite Spells (Wyvern Call) MISC3A7 - Book of Infinite Spells (Stinking Cloud) MISC3A8 - Book of Infinite Spells (Lightning Bolt) MISC3A9 - Book of Infinite Spells (Burning Hands) MISC3C - Efreeti Bottle When this bottle is rubbed an efreeti will appear. The efreeti will attack any enemies of the user, staying for up to ten rounds. STATISTICS: Special Abilities: Summons an Efreeti once a day MISC3D - Golden Lion Figurine This small figurine is a perfect replication, in miniature of a lion. When the command word is spoken, the lion grows to normal proportions, becoming a living, breathing giant cat. The lion obeys the summoner's commands. The lion remains for five minutes, or until slain, at which point it once again becomes a figurine. STATISTICS Special Abilities: Summons a lion for five minutes, once each day MISC3E - Black Spider Figurine This black spider figurine fits in the palm of your hand. When the command word is spoken the figurine comes to life as a semi-intelligent spider called Kitthix. The spider will obey its master's commands for the duration of the spell or until slain. After five minutes, regardless of whether the spider lived or died, the figurine returns. It takes a day to recharge the figurine. STATISTICS Special Abilities: Summons a huge spider for five minutes, once each day. The spider can Phase during combat. Kitthix can also use it's Web Tangle ability, which sprays a stream of webbing at one target. If the target fails its save, it will be held by the webbing for 2 rounds. Kitthix's melee attack is poisonous. MISC3F - Jade Hound The origin of this item is tied to a melancholy ode popular in human taverns, about a young elven boy lost in a great wood. A spirit supposedly befriended him, providing companionship through the astral hound summoned by this figurine, but the boy eventually succumbed to loneliness anyway. Critics may ask how an elf could get lost in his own wood, but that and other discrepancies have not stopped the story from being retold. The item's real history has been buried beneath the fiction. STATISTICS Special Abilities: Summon Astral Hound for five minutes, once each day, with the following abilities: 1 and 1/2 attacks per round for 2d4, 20% chance to Level Drain, 20% chance to Slow, non-cumulative. MISC3H - Horn of Blasting While many army engineers spent their time perfecting siege equipment, Julius Baggar delved into magical tomes for his engineering insights. Therein he found ancient scriptures that detailed how to make, control, and wield sound waves. The Horn of Blasting was his first and only attempt at taking the theoretical magical knowledge to create a practical new technology. An apprentice blew through the Horn, aimed in the direction of Julius who insisted on a 'useful experiment'. The resulting shockwave that emanated from the horn, first stunned and then tore poor Julius apart. STATISTICS Special Abilities (once per day): Sonic wave, everyone in area takes 2-20 hit points damage and are stunned for two rounds (save vs. paralyzation for half and to avoid being stunned) MISC3I - Silver Horn of Valhalla In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a fifth level berserk warrior who will fight for the summoner for one minute. The horn may be used once per day. MISC3J - Bronze Horn of Valhalla In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a seventh level berserk warrior who will fight for the summoner for one minute. The horn may be used once per day. MISC3K - Iron Horn of Valhalla In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a ninth level berserk warrior who will fight for the summoner for one minute. The horn may be used once per day. MISC3L - Horn of Silence When this odd horn is blown no sound issues forth, making most people discard it as being useless. However if the proper command word is known the horn is capable of silencing all within the area of effect, providing that they fail a saving throw versus breath weapons. This horn may be used three times a day. The most common use of the Horn of Silence is a weapon against mages. Fighters often employ the horn, silencing enemy mages and drastically improving their own chances of success against the frail magic users. STATISTICS Special Abilities: Silence everyone in area (unless they make a saving throw vs. breath weapon) for one minute MISC3M - Harp of Discord Even the most talented bard cannot get this harp to play in tune. Each stroke of the harp's strings results in a harsh, off-key note. If the bard attempts to play a proper ballad upon the harp, its magical effects are released. All creatures, other than the bard and his/her party must make a saving throw vs. spells or be confused for thirty seconds. STATISTICS Special Abilities: 3 times a day can cause confusion to all creatures within listening range (save vs. spells to avoid the confusion). The bard and fellow party members are not affected by the confusion. Usable By Bards MISC3N - Azlaer's Harp In the twisted court of Azlaer a bizarre ritual was enacted every night of the full moon. Within Azlaer's massive palace lay an courtyard open to the sky above. This courtyard housed a large pool full of man eating sharks. For amusement Azlaer would invite well known citizens from nearby towns to his estate for an evening of dining and entertainment. This entertainment consisted of Azlaer playing this harp, the effects of which removed any fear from his guests. Randomly Azlaer would single out a guest and have him or her walk into the shark filled pool. When in a particularly sadistic mood Azlaer would first toss in blood, inciting the sharks into a frenzy that ended with the death of the helpless guest. Devotees of Helm finally lashed out against Azlaer and his cruel practices, destroying the estate, slaying Azlaer and appropriating the harp for more beneficial uses. STATISTICS Special Abilities: Dispel Fear Area of Effect: 30 foot radius Usable By Bards MISC3O - Methild's Harp In a valley far from most civilized lands there once was a tiny kingdom called Chilldion. One winter evening a trio of evil witches overtook the valley and imprisoned the royal family by casting spells of holding upon them. The witches planned to eat the family one by one. Later that evening, the witches were exhausted after a hard day of slaying innocents and desecrating the palace, so they called for the court bard to play them a song. Methild the bard was loyal to his king and the king's family and so he used the special powers of his magic harp. As he played he focussed his attention first on the king. As the song played on, the spell of holding upon the king dissipated, and the noble liege slowly crept away. One by one Methild freed his patrons, being careful to keep the witches attention drawn his way. Finally, once all the family was free, the bard could play no longer and the witches saw his treachery. Poor Methild, unlike his lieges, did not escape and was served on the supper table in their place. STATISTICS Special Abilities: Three times a day the harp can dispel hold-like effects on a single target. Usable By Bards MISC3P - Glasses of Identification Wearing these glasses allows the user to see magical items as they truly are. The proper instructions to activate the object appear like floating words before the wearer of these glasses. The glasses may be used three times per day. The glasses act much like a scroll of identify, in that to identify an item you right-click on that item. A menu will appear and from here you choose the 'scroll' option. The item will now be identified. MISC40 - Moonbar Gem MISC41 - Star Sapphire MISC42 - Diamond MISC43 - Emerald MISC44 - Kings Tears MISC45 - Rogue Stone MISC47 - Golden Pantaloons MISC48 - Idol MISC49 - Melicamp the Chicken MISC4A - Activation Stone MISC4C - Air Elemental Statue MISC4D - The Genie's Flask MISC4E - Energy Cells MISC4N - Acorns These are the dryads' magical acorns that you've obtained off of the duergar leader, Ilyich. MISC4T - Letter of Transfer This is a letter given to you by Renal Bloodscalp. It will gain access to Mae'Var's guildhouse so that you may infiltrate his guild and find proof of his treachery. MISC4U - Embarl's Dagger Embarl's Dagger will prove to Mae'Var that Embarl has been 'dealt with.' MISC4V - Mae'Var's Letter A letter from Mae'Var to the Night Knives assassins requesting the death of Renal Bloodscalp. This is just the kind of proof that Renal requires. MISC4W - Edwin's Documents These documents were obtained from a merchant called Marcus at the request of Edwin. Edwin has made it clear that the contents are none of your business. MISC4X - Statuette of Lathander A beautiful depiction of the Morninglord. The statue is primarily silver adorned with sunstones and emeralds. MISC4Y - Necklace of Talos This necklace is made of heavy discs strung together with wire. The central disk is made of silver and inlaid with the symbol of chaos. MISC50 - Skull MISC51 - Lock of Nymph's Hair MISC52 - Wyvern Head MISC53 - Bowl of Water Elemental Control MISC54 - Child's Body MISC55 - Duke Eltan's Body MISC56 - Broken Weapon MISC57 - Broken Shield MISC58 - Broken Armor MISC59 - Broken Miscellaneous MISC5A - Rift Device Part This is the first part of the Rift Device rod. This section of the rod is highly coveted by the Unseeing Eye. MISC5B - Rift Device Part 2 This is the second half of the Rift Device Rod. The completed Rod may be used for the destruction of the Unseeing Eye. MISC5C - Rift Device The mysterious Rift Device. This rod is said to be so destructive that it was cursed by the gods and buried deep within the Earth. The ancient god Amaunator and his worshippers were charged with the task of guarding it. Amaunator's fading Avatar has allowed you to use it with the expressed purpose of destroying the Unseeing Eye. The Avatar asked that you return it when your task is done, as it would be exceptionally dangerous to bring this device above ground. MISC5D - Harper Bird From what the Spectral Harpists have said, you gather that this bird was once poor Montaron. This would be what Xzar is looking for. MISC5E - Harper Amulet All of the Harpers that you have met in this area were wearing one of these amulets. Perhaps it somehow identifies one as being a Harper. Could there be a section of this building that can only be accessed by Harpers? MISC5F - Renfeld's Body Renfeld asked that you take him or his remains to a man named Rylock in the Docks District. MISC5G - Exotic Hide This leather is thick and coarse, unlike even the heaviest hide from a cow or another domesticated animal. The creature this came off of must be exotic indeed. MISC5H - Guril Berries These berries are a potential clue to solving the murders in the Bridge District. Take them to Rose Bouquet to see if she recognizes the smell. MISC5I - Am-si's Key This is the key that was found on Am-si's body. You suspect that it opens the door to his dwelling. MISC5J - Writ of Innocence This Writ decrees the innocence of Haer'Dalis in the murder of Acton Balthis. It is signed by Chief Inspector Brega. You may use it to obtain Haer-Dalis' freedom from the city jail. MISC5K - Illithium Ore (200 pounds) This is 200 stones of pure illithium ore. Illithium is renowned for both its luster and its unique property of never becoming soiled. MISC5L - Littleman The Stuffed Bear This is a simple stuffed children's bear. It depicts the mischevious Littleman from halfling legend. MISC5M - Inspector's Body It's somewhat difficult to tell but you suspect that this is the body of Inspector Aegisfield. It looks as if the tanner caught him off guard when the inspector entered the house to investigate your findings. MISC5N - Piece of Red Cloth This is a piece of red cloth that Tirdir claimed to have torn off of his captor's clothing. Perhaps you should keep watch for a man in red as you move through the city. MISC5O - Silver Pantaloons A high quality pair of silver pantaloons. This was the ransom paid by Welther for the release of Lady Elgea. MISC5P - Ransom Note We will honor your demands in exchange for the release of the Lady Elgea. As per your request, I will meet you in front of the Copper Coronet after nightfall and I will bring the ransom. Welther MISC5Q - Blood of Quallo's Friend A vial of blood collected from Quallo's pet carrion crawler. You can't help feeling guilty for having had to kill his true friend. MISC5R - The Lover's Ring This is the ring that you've obtained from two entwined skeletons. It was on the finger of the woman's remains. MISC5S - Hand This is a desiccated hand that you found in the sewers. Despite the moisture the flesh has not rotted away. MISC5T - Shaman's Staff This is a Staff of Goodberries that belonged to the Kobold Shaman in the sewers below the slums. STATISTICS Abilities Create Goodberries once per day Damage: 1D6 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed MISC5U - Montaron's Body This is the body of Montaron, the compatriot of Xzar the wizard. It looks as if the Harpers hid it so that they could trick Xzar into taking the bird that became his demise. MISC5V - Lock of Jaheira's Hair This is a lock of Jaheira's hair. Somehow, this was used by the Baron to curse her. MISC5W - Keepsake Locket This is a well-crafted locket, obviously made with care, and typical of keepsake items often given to loved ones. A minor enchantment has attempted to capture the likeness of both and Jaheira within, making it a thoughtful gift of remembrance. One side has suffered some smudging, but it is a sweet gift nonetheless. MISC5X - Harper Pin A Harper Pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. They are not attuned to any particular person, but you would be hard pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor. STATISTICS Equipped Abilities: +5 bonus on saves vs. spells Non-Detection Immune to Magic Missile 100% Resistance to Electricity MISC5Y - Jaheira's Note MISC5Z - Rift Device (used) After having used the Rift Device, it cannot be used again due to the curse put upon it. The Avatar who gave it to you asked that you return it to him when you have used it to help defeat the Unseeing Eye. MISC60 - Spider Body MISC61 - Bottle of Wine MISC62 - Dead Cat MISC63 - Chew Toy MISC64 - Telescope MISC65 - Brage's Body MISC66 - Farmer Brun's son (DEAD) MISC67 - Brun's Dead Son MISC68 - Abela the Nymph MISC69 - Helshara's Artifact Fragment MISC6A - Tanner's Letter I am bid to write this by those we serve. You who carry out the work, I am your humble servant. When at last you need the final ingredient for the grand project, I shall be the one that brings it to you. Seek me out in the hills of Umar, and signal your identity with the purchase of the book, The History of the Zhentarim. This will identify you, for I do not know your name, nor should I. The need for security is paramount, so you must also utter my secret name, constructed from the name of your immediate master. There will be no mistake with this method. Our names are the same in their scale and their cut. The last of his begins just as the first of mine. The second of my first is the second of his first, though regressed a full four steps. The third of my first is four more than the last of his first. The entire last of my first is the last of his first, except the first one of these is the first of my last. The first of his last is mine plus one. The next of my last is the last of his first plus one. The last of my last are third and second, coming in first for him. I am sorry for such games, but it is certain that only you shall know this. I await your arrival. MISC6B - Dennis' Mother's Gong This gong has seen better days. It's covered with a thin layer of cow dung that you can never seem to wash off. It does have a pleasant ring despite the manure. MISC6C - Guril Berries These are one of the two types of berries that you have obtained from Bel Dalemark. Rose Bouquet has said that the berries smell something like a man who may be the murderer that stalks the Bridge District. She would like to smell them again to be sure. MISC6D - Solik Berries These are one of the two types of berries that you have obtained from Bel Dalemark. Rose Bouquet has said that the berries smell something like a man who may be the murderer that stalks the Bridge District. She would like to smell them again to be sure. MISC6E - Oak Bark This is a wide piece of oak bark. Bel Dalemark has mentioned that oak bark is used to make tannin, a necessary ingredient in the tanning of animal hides. MISC6F - Quataris' Confession This scroll contains a brief confession written by Quataris. You can use this confession to have Haer'Dalis cleared. The scroll reads like this: "I, Quataris, do hearby swear that I have, with Malice and Forethought, framed one Haer'Dalis for the Theft of a certain Bust of Sune. I obtained the services of one Janos to steal the Bust for me. In doing so, he took the Appearance of Haer'Dalis and, without my knowledge or consent, most foully Murdered the Owner of the Bust, the gentleman Acton Balthis. I swear the Events within this Letter to be True and Clear." The scroll is signed in the cramped quill-work of Quataris. MISC6G - Bust of Sune A small but exquisite bust depicting the goddess, Sune. It was found in the possession of a shady art dealer called Quataris. MISC6H - Mekrath's Mirror An elegant, gold-framed mirror. This mirror, although broken, still exudes an aura of power. It is obviously the mirror that Mekrath has asked you to obtain. MISC6I - Anarg's Cup The golden finish of this large goblet shines brightly as you turn the cup over in your hands. The cold metal bears a simple inscription, 'Anarg the Fearless'. The cup had been presented to him for faithful service to the Most Noble Order of the Radiant Heart. It is a badge of honor for Anarg and losing it was a blow to his pride, only serving to further fuel his anger over losing his paladin status. MISC6J - Golem Head This is a humanoid head made of darkened iron. MISC6K - Golem Arm This is a long, iron arm. It is useless without a body. MISC6L - Golem Brain This is effectively the 'brain' for an iron golem. It is actually an enchanted artifact that whirls and hums with a life of its own. MISC6M - Demon Heart No one said that demon hearts were supposed to be pretty, but you certainly weren't expecting this mushy, fleshy bag of vileness. Heavy and wet, the organ still beats, and even stuffed away with your belongings you hear the dreadful thub-dub. Every now and then you must check to make sure it has not bounced free of your pack. MISC6N, MISC6O - Sun Gem This round and polished stone glows with a fierce light and seems to dispel the shadows around you. MISC6P - Shadow Dragon Wardstone This wardstone is a virtual area of darkness, and seems to suck the very light from space around it. The shape of the stone is hard to discern, cloaked in shadow as it is. MISC6Q - Amuana's Bones These are the bones of the child-prophetess Amuana. The bones have been defiled and gnawed-upon by the shadow wolves. MISC6R - Note to Order Here in this note I beseech the noble knights of the Most Radiant Heart to answer my call of desperation. There are, at this moment, beasts of huge size and ferocity rampaging on my lands. Ogres and their fell kin have killed my peoples and tenants, and I have not the means to rout them. For all that is good, will you decend upon them with your righteousness? I await your response. Lord Jierdan Firkraag MISC6S - Chunk of Illithium Alloy This chunk of alloy was created for you by Jerlia the Ore Merchant. You hope that it will do in the stead of real ore which is nearly impossible to obtain. Jerlia assures you that Sir Sarles will not tell the difference. As to the alloy itself, it has an... interesting shape that looks vaguely like something though you can't put your finger on what that something might be. MISC6T - Planar Stone This is a Planar Stone, an item of some power. The gem can open a lesser conduit between the planes for those that know how to use it. However, planar travel by this means isn't as safe as spells of similar nature. Raelis Shai from the Five Flagons Tavern in the Bridge District is said to desire the gem and will reward whomever brings it to her. MISC6U - Firkraag's Challenge , I give you the opportunity to earn back your honor, and more. This game is interesting, but it drags on and on. Come, let us meet and decide who is the better 'person.' In the Northeast is our battleground. You will know it to see it. Yes, I think you will know. MISC6V - Smuggled Shipment This is the shipment that Bodhi has asked you to procure for her. The crate is filled with sharpened wooden stakes. Each stake comes with a vial of what seems to be mere water. Why anyone would smuggle these things into the city remains a mystery. Why they would need them at all is even more of a puzzle. MISC6W - Wooden Stake A sharpened, wooden stake that is marked with the holy symbols of Selune. Legend has it that staking a vampire will put them permanently to rest... although likely the vampire would have to be immobile (at rest) in order to do so properly. MISC6X - Portal Gem A portal gem is used to open up portals between the planes. Few know how to use these gems and they are said to occasionally have undesirable side effects. This particular gem was found on an altar in the house of Mekrath. MISC6Y - Mimic's Blood The blood of a mimic which you have killed. Mimic's blood is often used in the creation of golems. MISC6Z - Beljuril Normally a deep, pleasant seawater green, beljurils periodically blaze with a glittering, winking, flashing light. Although this particular stone has a slightly different hue, perhaps a new strain, rarely if ever seen before. It looks incredibly valuable. MISC70 - Delorna's Statue MISC71 - Delorna's Spellbook MISC72 - The Claw of Kazgaroth Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer become blurred and more difficult to hit with weapons or target with spells. It has one drawback however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons. STATISTICS: Armor Class: +1 bonus Missile Armor Class bonus: +4 bonus Save vs Death: -4 penalty Save vs Wands: +3 bonus Save vs Polymorph: +3 bonus Save vs Breath: +3 bonus Save vs Spells: +3 bonus Constitution modifier: -2 penalty MISC73 - The Horn of Kazgaroth This horn is thought to be made from one of the tusks of the great beast Kazgaroth. Who imbued it with enchantments is unknown, but it is a very potent item. When blown upon, no sound issues from the horn. Instead the user of the horn is incased in a globe of power for a short duration. The bubble gives the user partial magic resistance and a saving throw bonus, as well as partially deflecting incoming missile attacks. The effect only lasts 18 seconds, and the horn draws from the life force of the user everytime it is used. STATISTICS: Immunity to first and second level spells Save vs Death: +2 Save vs Wands: +2 Save vs Polymorph: +2 Save vs Breath: +2 Save vs Spells: +2 Armor Class bonus vs missile attacks: +5 Damage done to user: unknown Not Usable By: Cleric (any combination of cleric or druid cannot use this item) Druid Thief MISC74 - The Candle MISC76 - The Dream Potion MISC77 - Skull of Kereph MISC78 - Invitation MISC79 - Female Body This is the discarded skin of the Tiris' girl Raissa. The skin dancers stole it from her and attempted to disguise themselves to hide their crimes. MISC7A - Chicken MISC7B - Chicken MISC7C - Contact's Note Gracen, You have been given all the funds necessary for your duties, so you are to act without hesitation. The coin we have offered to the grave keeper should be more than sufficient to keep him out of the crypts. Funds must also be offered to keep the city exterminators from hunting the spiders. If they find that blasted Pai'Na and her pets, they cannot help but find us as well. See to these instructions with all haste. Lassal MISC7D - Barl's Antidote MISC7E - Fairy Dust MISC7F - Ti'Vael's Head MISC7G - Jaheira's note for , Goodbye. No sappy farewells or crying over how things must be; I do neither of these things well, nor would I wish to. I have made a decision; one that is not ideal, but it is necessary. I can go nowhere without this shadow, and I wish to leave it behind. I am returning to the Harper Hold that I might face judgement there. I will plead the case as we saw it for whatever they accuse, and if they do not see reason then I will suffer what I must. Galvarey had detractors as well as allies, so I believe I can end this in my favor. If not, at least it will be an end. I do not ask you to follow. I do this for myself, and there will be little or no gain for you. You may still be a target of violence, but perhaps their interest in you will wither beside the capture of a 'traitor.' For better or worse, I am taking control once more. I hope to see you again in better times. With Nature's love and mine, Jaheira MISC7H - Umar Witch Project Journal This journal seems to be that of an apprentice mage, telling the tale of her expedition into the Umar Hills with two other apprentices in the search for evidence of the fabled witch. The tale is hard to believe, but seems to relate the group's horror at getting lost and being hounded by an unseen predator during the nights. The script is in a panicky, feminine hand and the last page can barely be made out as follows: "...sorry to Joshellus' mother. I'm sorry about what happened to Michaelus. There's something out here with us. We thought it to be peasants but peasants aren't this clever. Joshellus says its the witch. I hear her when I sleep. I don't want to sleep. I don't want to sleep. I don't want..." The journal ends here. MISC7I - Chaos Tome MISC7J - Wand of Activation MISC7K - Head of Cotirso MISC7L - Valygar's Body MISC7M - Corthala Tax Notice This is a tax assessment for one Valygar Corthala. It lists holdings in the city of Athkatla and a cabin in the Umar Hills. MISC7N - Wand of Lightning The possessor of the wand can discharge six bolts of lightning. As it passes through a creature, each bolt does 3d6 points of damage, with a save vs. wand for half damage. The bolts will continue through the target and proceed to 'rebound' until expended. The wand may target up to six different enemies. STATISTICS: Effect: Lightning bolt Damage: 3D6 (save vs. wands for half) Range: 100ft Area: Path of bolt Not usable by: Fighter Cleric Druid Thief MISC7O - Note (from Cragmoon) Dear Strachan, I am writing this as a warning, as one friend to another. I may be too old to take part in all this adventuring business you young ones go on, but I can still be of some use. There be a man/woman in Athkatla by the name of ... he/she's proven to be a danger to those that use magic, and has turned me in to the authorities here without provocation. I am to be taken by the Cowled Wizards, but I will try to make my escape this eve. Heed this warning, and don't believe a word the fool says if you meet him/her. And use your better judgement this time, boy. Don't go and do something stupid, like seeking this out. It's not worth it. Just keep yourself safe. Your friend, Cragmoon MISC7P - Tombelthen's Journal (first half) This is half of a page of parchment, yellowed with age. Its ink is faded but still legible, and reads: "This land near the Umar Hills is rich with mithril deposits, and I notice many other prospectors have joined me here to plunder its riches. So, too, have scoundrels and bandits been attracted to the area, and they prey mercilessly upon us. I have found an excellent hiding place for my mithril cache, one which even those thieves will never be able to locate. It is far to the east of the Imnesvale village, in a forest --" Beneath this section, the page is torn and jagged as if it has been ripped from its other half. MISC7Q - Tombelthen's Journal (2nd half) This is half of a page of parchment, yellowed and crumbling with age and speckled with old stains. The top of the page is torn and jagged, as if ripped from its other part. Its ink is faded but still legible, however, and reads: "-- clearing in the south of the area, placed carefully within a standing column of rock. These columns are common in this area, and this column is different only in that its clearing is surrounded by a copse of trees. I intend to send this journal on to my family, so that if I happen not to make it home, one of them might track down my cache and benefit from it. Idras Tombelthen" MISC7R - Mithril Medallion This is a simple and craftless medallion made of pure mithril, obviously melted down and formed into this crude shape. It is certainly no piece of art but its composition indicates some worth. MISC7S - Lord Tombelthen's Note This is a simple note on old parchment that almost crumbles at the slightest touch. The faded ink can still be read, however: "The mithril in this place is almost gone, and after all my years of prospecting, this is all I have to show for it. My family will be disappointed. I have heard of a new cache that has been discovered in one of the old local temples, and will take one more look before I journey back to the city. Idras Tombelthen" MISC7T - Moon Dog Figurine This Figurine of Wondrous Power that calls forth from the ether the moon dog Cerebus. Cerebus will obey the owner of the figurine if he so chooses. Unlike similar figurines, Cerebus serves through his desire to combat evil and forward the cause of righteousness and is not bound by the magic of the figurine. STATISTICS Special Abilities: Cerebus may be summoned once per day, for five minutes, and has the following innate powers: Moon Dog Howl: used once per summoning, the howl damages and instills fear in enemies who are evil, while also dispelling fear and casting Protection from Evil on party members. Healing Lick: heals 8 HP of damage and cures Disease, Deafness, Blindness and Poison. Moon Dog Sight: the moon dog can see through (and therefore dispel) all forms of illusion and invisibility, detecting traps and evil in the vicinity. Improved Invisibility: as per the spell Mirror Image: three times per day, as per the spell MISC7U - Dog Stew Poor Rex, Sparky, Rover and Spot gave their lives so that this stew might be made. You've heard that dog meat is a favorite food of umber hulks. MISC7V - Dog Meat A bloody piece of dog meat. MISC7W - Lavok's Tome The tome is a mishmash of ideas, sketches and scribbles. One section on Iron Golem Creation draws your eye: "I am sick to the stomach with travelling the planes! Nearly every place I stop I manage to pick up some dangerous passenger that dents my guardian here when he goes to throw them out. Don't these demons and their ilk realize that iron golems are tedious to maintain? Regardless, he's nearly fixed now. If I can only remember where I've placed the arm and the head. I haven't really been feeling like myself lately. It's probably nothing. Note to self: once the other two golem parts are found, REMEMBER to START the FURNACE. Get some damned coal! Recall the unfortunate week spent dodging the baalor whilst agonizing over why the cursed activation machine wouldn't run!" The tome continues for a few more pages although the writing makes less and less sense. Lavok seems to have been going mad. MISC7X - Mastery Orb If one only knew how to use it, this mastery orb would give power over any who wear a thrall collar. As it is, the only thing that you could do would be to find some way to destroy the orb and free the thralls. MISC7Y - Thrall Collar This collar is used to dominate and enslave any individual who wears it. The slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. Once worn, the collar's power cannot be broken except through the use of a Remove Curse spell or the destruction of the mastery orb. MISC7Z - Coal MISC80 - Male Body MISC82 - Ancient Armor MISC83 - Key to River Plug MISC84 - Boo Boo is a fuzzy little hamster. While Minsc believes that Boo is a miniature giant space hamster, you are rather certain that the tiny rodent is just a normal hamster. MISC85 - Mulahey's Holy Symbol MISC86 - Bandit Scalp MISC87 - Contaminated Iron MISC88 - Rabbit's Foot MISC89 - Edwin's Amulet This is Edwin's birthright, inlaid with his family stone. MISC8A - Note (for Shadow Thieves) Proclamation of warning to all guild members: The Shadow Council itself decrees that all chapters should be on their guard against the upstart assassins' guild usurping our membership. The lure of coin is naught but bait, and it is suspected that the end of those that have defected has been most bloody. No guild can rival the Shadow Thieves, so any that claim as such must have darker motives. You have been warned of the cost of treachery. MISC8B - Note (for Shadow Thieves 2) The Shadow Thieves weaken day by day, and cannot even protect their own members from the night they claim to know so well. What do your guild dues pay for, besides the opulence of the Shadow Council? Join with us and receive what you know you are worth. We meet when the night is half past. You know the place. MISC8C - Morn Ritual This scroll is a tutorial for the morning prayer ritual of a follower of the Sun God Amaunator. Know, my children, that when the holy rays strike the earth and dawn flows across the land like music, thou must offer the Morn Ritual that is pleasing to mine eyes and ears. Malign the Ritual at thy peril. Perform it only as I have written. (The first part of the ritual is smudged out. Perhaps you could deduce the action if you had the scrolls for the noon and evening rituals.) 2) Hold the Holy Tome up to the Sun and my Power shall bless it. 3) Reflect as thou perceive the victory of Light over the Dark. These are the things that please me. MISC8D - Noontide Ritual This scroll is a tutorial for the noon prayer ritual of a follower of the Sun God Amaunator. Know, my children, that when the Sun displays the Marvel of my Work and rides high in the firmament above, thou must offer the Noontide Ritual which is pleasing to mine eyes and ears. Malign the Ritual at thy peril. Perform it only as I have written. 1) Let thy voices sound the glorious songs of thy Lord. (The second part of the ritual has been inked out by the blackest of inks. Perhaps you could deduce the action by comparing this scroll with the rituals for morning and night.) 3) Rejoice on the Glory of the Light as it reigns over the Dark. These are the things that please me. MISC8E - Dusk Ritual This scroll is a tutorial for the evening prayer ritual of a follower of the Sun God Amaunator. Know, my children, that when the sun at last moves on and the foul darkness engulfs the land, thou must offer the Ritual that is pleasing to mine eyes and ears. Do this that I should allow the Sun to rise again. Malign the Ritual if thou would live forever in darkness. Perform it only as I have written. 1) Recite the Tenets of the Faith. They shall give you strength until I come again. 2) Hold high your children that they may longer see the Sun before it slips beyond this realm. The Sun shall give them courage against the fears of the Night. (The third part of the ritual has been torn away. Perhaps you could deduce the action required from the morning and noon rituals.) MISC8F - Playhouse Deed This deed gives the holder ownership of the playhouse found beneath the Five Flagons. MISC8G - Rune of Imprisonment This rune has had a special enchantment placed upon it, allowing a mage to cast a very special version of the Imprisonment spell. This item is specifically attuned to Lord Ketlaar Argrim, and will function against him and him alone. MISC8H - Blood of a Silver Dragon This is a flask of blood taken from the body of a silver dragon. The blood is unusually heavy and swirls in a peculiar manner. MISC8I - Note from Imnesvale This is a note left at your cabin on behalf of the citizens of Imnesvale. 'Dear , Our sincere thanks for all that you have done for us. We gratefully offer you these meager gifts which you shall find about the cabin. It is our humble wish that you shall make this place your home and offer your considerable talents as our new ranger. We are in your debt,' The note is signed by Minister Lloyd and various others citizens of the village. MISC8J - Boots of the West These are the boots that were once owned by the famous woodsman, Randy of the West. STATISTICS Increase Charisma by one point Protection from Disease MISC8K - Ihtafeer's head MISC8L - Mantle of Waukeen A golden circlet found within the sealed tomb in Trademeet's cemetary. The circlet is tarnished with age but one can still make out Waukeen's symbol on the circlet. MISC8N - Isaea's Financial Statements This is a ledger of income for the last season, marking major purchases and trades within Isaea's household. It details a number of gem and jewel transactions, though not from any local dealer. On inspection, the importation prices are far below market value, and while you are no accountant, it would seem that an effort has been made to get around local tariffs. This could be documented smuggling, or it could just be sloppy clerical work. MISC8O - Isaea's Signet Ring This ring bears the greater crest of the family Roenall, along with the individualized markings of Isaea Roenall specifically. MISC8P - Isaea's Slavery Document This document contains a register of slaves recently sold to this outpost of Slave Lords located in the Temple District. It also bears a signature in wax, pressed by a signet ring. It is the greater crest of the family Roenal, along with the individualized markings of Isaea Roenal. This is damning evidence if it is to be believed. MISC8Q - Rebel's Orb This Orb was given to you by the sahuagin Royal High Priestess. You can gain an audience with the Rebel Prince if you take the Orb to their encampment. MISC8R - Fake Rebel's Heart This is a fresh sahuagin heart. With luck, the king will accept it as that of the prince. MISC8S - Rebel's Heart This is the heart of the Sahuagin Prince Villynatny. MISC8T - Cernd's Baby This is Cernd's child. The child is healthy and well fed despite Deril's apparent distaste for the boy. MISC8U - Silver Blade Part of a Silver Sword This is a piece of a Silver Sword, a vorpal two-handed sword used by the githyanki and considered holy by them. It is magically sharp and can sever limbs and heads with ease. If the whole weapon could be found, it could be magically re-forged. MISC8V - Wardstone for Asylum This is the wardstone obtained from Perth the Adept. It should lower the wards that keep you from entering Spellhold. MISC8W - Opal Stone This stone has a certain energy about it. It may come in useful although, at this point, you aren't sure where. MISC8X - Ruby Stone MISC8Y - Sapphire Stone MISC8Z - Kurtulmak's Crystal Shard This is the crystal shard obtained from the avatar of Kurtulmak's whose essence was trapped within a large crystal. The kobolds seemed to worship it. MISC90 - Chelak's Body MISC91 - Grapes MISC92 - Switch for engine MISC93 - Odd looking key MISC94 - Mallet head MISC95 - Mallet handle MISC96 - Peladon MISC97 - De'Tranion's Baalor ale MISC98 - Blood of Quallo's Friend Scratched deep into the side of this cursed goblet are the words "Taste My Fear." It is said that one can regain lost health from the dark blood that lurks within its pewter depths, but it comes at a price. All who drink of the blood become cursed with the fear it brings, an effect that will last up to 12 hours or until dispelled. STATISTICS: Special: Heal imbiber by 5 hit points Special: Cause imbiber to run at the first sign of trouble Duration: 12 hours MISC99 - Cursed Plate mail armor (belt icon) MISC9A - The Hand of Dace MISC9B - Vampire Stake MISC9C - Lium's Journal of Malevolent Magicks The journal lists a number of experiments, apparently conducted by a mage known as Lium the Lucky. The section dealing with the machine in front of you draws your eye: "What a wondrous contraption! It creates, enchants, and dispenses magical equipment of no small power by pulling these six levers in the correct order. The ranking of the levers seems to change daily and pulling them in the incorrect order results in painful and instant death, as I've deduced from the bloodstains on the floor. I've gotten the order correct for the last few days and sent the items home with Pooky. It is well that I found the machine when I did for it hasn't much life left. Each item it creates damages the inner workings further and soon I fear it shall fall apart. The previous order was: 1) Ruby 2) Jade 3) Mithril 4) Onyx 5) Emerald 6) Sandalwood. I've taken apart what pieces of the machine I could, and found the device that sets the ranking of the levers. With it, as stated, the order for the past several days was clear. Now the cursed thing has broken and I've garnered hardly any information from it at all. This is what I *have* discovered: A) The Jade Lever's change in ranking was the greatest of the six levers. B) The product of the Onyx Lever's rankings for the two days (when multiplied) is same as the product of the Sandalwood Lever's last two rankings when multiplied. C) None of the levers are ever in the exact same place in line as they were yesterday. D) Obviously, due to the change in the Jade Lever's order, there are only two possibility's regarding the change in the orders of the Onyx and Sandalwood Levers, one of which contradicts another clue. E) It is likely that the Mithril lever moved the same number of rankings as the Sandalwood Lever. Quite the dilemma and the guesswork is risky. However, the items I've obtained are worth the risk and, with logic, I'm sure that I'll discover the correct order for today." The journal says no more. MISC9D - Giant Troll's Head MISC9E - Minotaur Horn MISC9F - Minotaur Horn 2 MISC9G - Pirate Horn This horn can be blown to signal the harbor guards. They will open the sea gates to allow a ship through. Without the horn, a ship would never leave the harbor. MISC9H - Neb's Head This is the head of Neb the Dwarf. Rarely has a more despicable being roamed the land. MISC9I - First journal of Jon Irenicus No doubt these texts will prove to be an embarrassing legacy, but I must order my thoughts herein, lest they spill from my accursed mind. Spellhold is in my control. Once recovered from my torpor I made short work of what defenses there were. Coordinator Wanev conveniently removed himself, suffering a peculiar reaction to a spell of mine. I forget what it was; perhaps something I heard in the temples of Suldanessellar... does it even matter now? My condition grows worse, and what I remember of my 'home' is fleeting. I see images of family whose names I cannot recall, and dream of emotions I no longer feel as vividly. On occasion I sense nature as if she is my mother, as though never removed from her bosom, but such moments are few. I bear the hallmarks of senility with the rage and power of a young elf to lament it. Bodhi endured the curse much better than I do now, but she was more focused and, more importantly, undead. She is now thoroughly seduced by her vampiric condition, despite its previous failure to counteract the death sentence she was under. She had embraced her mortality, excited by the urgency of it, but now she is confused. Imoen's soul has restored her, but her motives remain transparent, even simplistic. She revels in her carnal nature, even as the elf within despises the creature she has become. I would pity my 'sister' if I was capable, but emotions come to me only in violent outbursts. Ellesime has taken my ability to truly feel, and I am left with the threadbare heart of a human, or some other short-lived vermin. I will not suffer this much longer. Spellhold has met my needs quite well. They had made a practice of experimenting on inmates here for quite some time, though in a barbaric fashion. I refined their instruments, and have finished preparing the necessary rituals. I am quite through with Imoen, though she can still serve as bait. I am certain will make an appearance sooner or later. Bodhi has delivered more assassins than I had asked for. I disposed of some in advance, but it seems such a waste. I think she has done this on purpose, as she has taken to releasing the extras in the maze below and hunting at her leisure. I marvel at her hunger, and how she seems so *alive* in her undeath. Perhaps it is the soul of Imoen. Soon I shall see for myself. had best hurry. MISC9J - Second journal of Jon Irenicus Victory! I am restored! has given exactly what I needed, exactly as I demanded, and now I see where Bodhi has found such fire! I feel the essence of the gods within me! Damn Ellesime's curse for the weak minded spell that it was; now I am free. did not make proper use of the heritage given . Now comes the time of retribution. I will not allow such a crime to go unpunished. The audacity of Ellesime, claiming my punishment was just, and the hypocrisy of 'my' people, accepting such an act while decrying mine. I will not let this rest. I will take what I intended, and those that would stand before me will fall as they should. Today is a much better day. I will act at my leisure. MISC9K - Third journal of Irenicus The plan to come, about drow and stuff. MISC9L - Deed to the Windspear Hills This is an official Amnish Title Deed for the land in and about the Windspear Hills. The current name on the deed is Garren Windspear's. MISC9M - Pipe This is a dark and delicately-crafted meerschaum pipe used for smoking particular roots and odorous plants. It appears to have been carved from felsul root, itself, and smells faintly of brimstone and cinnamon. MISC9N - Pendant This is a small and fairly unremarkable silver pendant in the shape of a miniature sword, hanging on a delicate chain and meant to be worn around the neck and next to the skin. MISC9O - Staff This is a long staff made of thick, sturdy oak. It is crawling with a strange, black radiance and feels quite warm and tingly to the touch. Small runes of arcane origin have been carved in various places at both ends. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Staff Type: 2-handed Not Usable By: MISC9P - Helmet This helmet is black and lustrous, its metal brought to a shine that nearly matches the small gems that have been placed around the faceplate. A black veil hangs down the open front of the helmet, obviously meant to completely obscure the face of whomever wears the item. MISC9Q - Scimitar This curved scimitar is light and appears well-used. It shimmers slightly with a cool blue hue, and the sparse gems along its pommel sparkle with a pale light that makes it appear to be almost made of ice. A quality weapon. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Not Usable By: Cleric Mage Thief MISC9R - Light Gem This is the Light Gem obtained from the svirfneblin king. The light that it brings forth seems powerful enough to dispel any darkness. MISC9S - Mind Amplification Device A circlet of alien metal that dominates even the most powerful of minds and leaves them defenceless. Perhaps this item could be used to control a mind flayer and make him help you escape from this hellish prison. MISC9T - Dragon Eggs These are the eggs of the silver dragon, Adalon. They were stolen by the drow for some evil purpose. MISC9U - Fake Dragon Eggs (Phaere's) These are the false dragon eggs given to you by Phaere. MISC9V - Fake Dragon Eggs (Solaufein) These are the false dragon eggs given to you by Solaufein. MISC9W - Drow Piwafwi Cloak (Solaufein's) This cloak belongs to Solaufein, the drow warrior. It increases the wearer's hide in shadows and move silently abilities. Talented drow weavers have woven strands of adamantine into this cloak, thus rendering it useless if exposed to the light -- the effect of which will turn the cloak to dust. STATISTICS Hide in Shadows : + 75% Move Silent : + 75% Saving Throw vs. Breath: +6 MISC9X - Control Circlet A circlet of alien metal that dominates even the most powerful of minds and leaves them defenceless. Perhaps this item could be used to control a mind flayer and make him help you escape from this hellish prison. MISC9Y - Brine Potion A potion obtained from a briny pool in which young illithids, tadpole like creatures, live and grow. When used, the potion will temporarily make the user immune to psionics. MISC9Z - Corrupted Tadpoles These are the kuotoan tadpoles taken from the corrupted birthing pool. They appear to be diseased and were most likely placed here to avoid corrupting the healthy tadpoles. If such a thing were done, the adult kuotoans would be weakened. MISCA1 - Gem ? MISCA2 - Sulphurous Poison This is the poison given to you by Lord Khellon. He suggests that you find the Holy Font of the Druid Grove and pour the poison into it so that the druids will be weakened and easy to kill. MISCA3 - Book of Rituals This is a book of Elemental Rituals that is the possession of a mage called Vithal. It is of little use to any other person. MISCA4 - Potion of Squirrel Change MISCA5 - Stoneshape Scroll This scroll -- given to you by the svifneblin king -- gives you the ability to shape stone. The scroll is specifically attuned to the recent earthworks of the gnomes that broke through into the prison of the beast that threatens the town. Use this scroll to reseal the hole. MISCA6 - Patrol Leader's Helmet This is the helmet of the Svirfneblin Patrol Leader that you were sent to kill. It will act as proof that you have succeeded in your mission. MISCA7 - Kuo-Toan's Blood MISCA8 - Eyestalk of an Elder Orb MISCA9 - Star Medallion MISCAA - Golden Circlet MISCAB - Jar of Water MISCAC - Sundial MISCAD - Sun Medallion MISCAE - Sword Medallion MISCAF - The Gagged Man MISCAG - Mirror MISCAH - Hourglass MISCAI - Worn Out Boots MISCAJ - Grinning Skull MISCAK - Warden's Note The scroll reads as follows: 'Heed this, inmate! The true test of madness is the simple measurement of the mind's precision. The cured shall be rewarded. The afflicted shall wander without recourse.' MISCAL - Mithril Token This is a small mithril disk with jagged edges. There is nothing on the disk that hints at its use. MISCAN - Galvena's Medallion This is one of the medallions worn by the employees of Galvena's Festhall. It is used for identification. MISCAO - Mind Flayer Painting MISCAP - Umberhulk Painting MISCAQ - Troll Painting MISCAR - Djinni Painting MISCAS - Sleeping Draught A bottle of sleeping draught used by Galvena's courtesans to aid in robbing clients. MISCAT - Mug of Ale MISCAU - Elven Holy Water Holy water blessed by the Elven god Rillifane. The water is specially made to combat vampires. MISCAV - Golden Skull MISCAW - Golden Arm and Leg The leg and arm bones of a skeleton made of solid gold. An unmistakable sense of evil pollutes the very air around the bones. MISCAX - Golden Leg MISCAY - Golden Torso A skeletal torso made of pure gold. A palpable sense of evil pollutes the very air around the bones. MISCAZ - Beholder Eye This is the central eye obtained from the beholder of the Twisted Rune. MISCB1 - Talisman of Rillifane This is the holy symbol of the Elven god Rillifane. MISCB2 - Golden Goblet of Life An intricate gilded cup. This is one of the crown jewels of Ellesime, the Queen of Suldanessellar. The Goblet is a powerful symbol of the Elven people. MISCB3 - Moonblade A powerful Moonblade, this weapon has become one of the most basic symbols of Suldanessellar. It is truly ancient, and said to have been wielded by the founder of long ruined Myth Rhynn. It can be used only by its 'chosen', a citizen of the city that has proven their worth in a series of mysterious tests unknown to any outsider. MISCB4 - Tree of Life Nuts A small hardened fruit harvested from a section of the Tree of Life that grew into the palace. There is no obvious use for the smaller fruits but they have power and should be kept. MISCB5 - Tears of Bhaal A teardrop shaped gemstone of a deep, oddly unsettling color. The Tear is one of the keys required to open the Watcher's Door. MISCB6 - Tears of Bhaal MISCB7 - Tears of Bhaal MISCB8 - Tears of Bhaal MISCB9 - Tears of Bhaal MISCBA - Tears of Bhaal MISCBD - Dog Bones A collection of bones that once made up the skeleton of a dog. They have been gnawed upon by something large. MISCBE - Gilded Rope A length of smooth golden rope, braided into a miniature pair of shackles. Visaj said that the rope would protect you from the effects of the lich Deirex's magic. MISCBF - Jae'llat Wardstone This is the wardstone that will allow you access to the House Jae'llat. Without the stone, the wards make the place impenetrable. MISCBG - Lich's Tooth This is a tooth from the drow lich Deirex. The tooth acts as a key for many of the lich's doors. It will also open his treasure vault at the top of his tower. MISCBH - Deirex's Gem hese are the gems in which the lich Deirex stores imprisoned souls of his enemies. MISCBI - Magical Rope This enchanted rope allows the user to descend or ascend any height. It will stretch to any length and still maintain its strength. It can be used to descend into the Underdark through the hole that the sahuagin guard. MISCBJ - Qilue's Brain MISCBK - Illithid Serum This is a heavy, metallic liquid that rolls into beads when spilled out onto the palm of your hand. Whenever the flask containing the oil is opened a sickly, rotten-egg smell almost overwhelms you. While disgusting, the odor alone serves to heighten your senses. MISCBL - Aerie's Body Aerie was captured by Bodhi and infected with vampirism, forcing you to slay her. There may be some way to revive her, though you don't know what it would be. MISCBM - Anomen's Body MISCBN - Jaheira's Body MISCBO - Viconia's Body MISCBP - Bodhi's Black Heart MISCBQ - Tree of Life Nuts (edible) A beautiful glittering fruit taken from the section of the Tree of Life that grows through the palace. The fruit has a tantalizing smell and looks ripe enough to eat. MISCBR - Stone Harp An elegantly carved stone harp. The harp appears to have been part of a larger carving but has obviously been torn away from it. MISCBS - Stone Horn An elegantly carved stone horn. The horn appears to have been part of a larger carving but has obviously been torn away from it. MISCBT - Elven Priest Stone This a Holy Stone used by priests of the Elven god Rillifane. A piece of ritual is written on the back: From Corellan, all began. Rillifane grew From the branches of Rillifane the Water flowed, Granting life to the Tree Suldanessellar owes all to the Tree. MISCBU - Yoshimo's Heart The heart of Yoshimo is to be taken to a priest of Ilmater to remove the geas and grant the thief peace in death. MISCBV - Elder Brain Blood This is the blood of an Elder Brain. Squishy brain matter floats in the dark bloody substance. MISCBW - Sahuagin Scribe's Notes This scroll seems to be a collection of stories about Great Wars of the Sahuagin. They mention planned offensives against land dwellers all along the Sword Coast as well as tales of past offensives. The Sahuagin appear to be a particularly warlike race, constantly planning full-fledged invasions of the shores but rarely following through due to incessant infighting. The events that you have seen in this particular settlement would seem to bear that out. An interesting insight into Sahuagin culture. MISCBX - Note (to Ployer) Mr. Ployer, We have prepared the necessary spells and await your order. Our normal efficiency has been forgone in favor of, as you said, "increased pain and suffering". Your payment was received, and though it should have been more, given your continued financial difficulty it will suffice for now. We will strike when you have located her. Terrece. MISCBY - Tainted Dragon Eggs The demon's touch has fouled these eggs, killing the unborn dragons within. MISCBZ - Tizzak's Journal This paper seems to be the hastily scribbled journal of the thief Tizzak. One passage draws your eye: I have discovered that Aran's inner sanctum is protected by two magical doors. They can be neither picked nor bashed. The first requires a button, the second, a key. The button can be found somewhere to the north, at the end of a heavily trapped hallway. As to the key, I know not where it is but I do know that Aran's most trusted advisor is a wizard called Haz. He may have a key if he is in the compound. MISCCA - Demin's Note Rillifane sleeps while his children suffer! The Exile has taken Queen Ellesime and his minions will murder us all! We need to wake Rillifane but the Temple has been breached and the artifacts scattered. The Dragon holds the Goblet of Life and none can stand against his hideous strength. I know not where the Moonblade and the Talisman of Rillifane lie. Even should we find them, there is no one capable of fighting through the Temple and placing the artifacts on the altar. Rillifane cannot be awakened in any other way! MISCCB - Bronze Pantalettes (Throne of Bhaal) The pinnacle of style and the epitome of fashion, those of discerning taste would rather wear nothing at all than substitute inferior apparel for the Bronze Pantalettes. MISCCC - Drow Note Upon this note are written Drow runes of sundering. These powerful magic runes can dispel Drow gate seals. ------------------------------------------------------------------------------- PLATE & FULL PLATE ARMORS: ------------------------------------------------------------------------------- PLAT01, PLAT07 - Plate Mail Armor Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. STATISTICS: Armor Class: 3 Weight: 50 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief PLAT02, PLAT10 - Plate Mail +1 Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Armor Class: 2 Weight: 20 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief PLAT04 - Full Plate Mail Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. STATISTICS: Armor Class: 1 Weight: 70 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT05 - Full Plate Mail +1 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Armor Class: 0 Weight: 35 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT06 - Ankheg Plate Mail This plate mail has been expertly crafted. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not succeptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go but fatigue is a constant enemy. STATISTICS: Armor Class: 1 Weight: 25 Requires: 8 Strength Not Usable By: Bard Druid Mage Thief PLAT08 - Plate Mail +3 PLAT09 - Mithral Field Plate Armor +2 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. STATISTICS: Armor Class: 1 Weight: 70 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT11 - Delver's Plate +2 This armor has been worn by many a fine soldier, but among the best known, and for whom it was named, was Delver Kinlake. He was a vagabond whose strong sword-arm and keen wits made him a respected general to the Lords of Waterdeep. A gift from Lord Baeron, the armor served Delver well for thirty years, and after his death, it passed to his eldest son. It has since made its way into the hands of a variety of adventurers. STATISTICS: Armor Class: 1 Weight: 25 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief PLAT12 - Doomplate +3 Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity. STATISTICS: Armor Class: 0 Weight: 27 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief PLAT13 - Gorgon Plate +4 Hunting Gorgons is a highly dangerous drow sport. Often, after a successful hunt, the blood of the Gorgon is taken and used in the creation of a new suit of plate. This special type of drow plate is actually able to withstand the light of the surface world. STATISTICS: Armor Class: -1 Bonus: 15% resistance to fire and acid Weight: 30 Requires: 12 Strength Not Usable By: Bard Druid Mage PLAT14 - Full Plate Mail +1 (different picture, same stats) PLAT15 - Pride of the Legion +2 Not many suits of this armor, originally used by the legions of Unther, remain in use today. The few suits that exist are usually in the hands of rich collectors. Simply finding a suit of this armor is enough to earn an adventurer a small fortune. STATISTICS: Armor Class: -1 Weight: 40 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT16 - Armor of the Hart +3 Few suits of armor in all the Realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. STATISTICS: Armor Class: -2 Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT17 - T'rahcie's Plate +5 In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier Libol. Instead of openly pursuing her and causing a scandal, he instead created this suit of armor. He gifted it to the soldier. This armor's curse sickened Libol and hideously disfigured him, and his wife fled from him in disgust. Libol, trapped in the armor but not certain of T'rachie's treachery asked to be sent to the wastes for a dangerous tour of duty against marauding ogres. He never returned and Baron T'rachie was free to pursue Libol's widow. This armor is cursed and requires powerful magic to remove. STATISTICS: Penalties: Cursed. Reduces Charisma by 5 points and Constitution by 2 points Armor Class: -2 Weight: 35 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief PLAT18 - Red Dragon Scale Dragon Scale armor is light of weight, strong, and resistant to fire. Because of these properties it is much sought after, but finding, let alone slaying, a powerful ancient dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons, however, particularly red ones. STATISTICS: Bonuses: +50% Fire Resistance Armor Class: -1 Weight: 30 Requires: 8 Strength Not Usable By: Bard Mage Thief PLAT19 - Full Plate +2 Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This +2 armor was created with the limited wish spell. STATISTICS: Armor Class: -1 Weight: 50 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT20 - Blue Dragon Plate (Throne of Bhaal) The light but durable scales of the Blue Dragon provide excellent protection against weapons and all forms of electricity. STATISTICS: +90% resistance to all lightning and electrical attacks Armor Class: -1 Weight: 20 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal) This armor was created for Enkidu, a famed warrior from Kara-Tur. While none dared challenge him in fair combat, Enkidu was often subject to cowardly sneak attacks from assassins, ninjas and Wu-Jen. STATISTICS: Immune to backstab while equipped +5% Magic Resistance Armor Class: -2 Weight: 45 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief PLAT22 - Shuruppak's Plate (Throne of Bhaal) Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the title of "Reaper" for his savage butchery of any who opposed him... an identity the bloodthirsty madman eagerly embraced. Before Gilgeam's destruction, the god presented Shuruppak with an enchanted suit of armor, to better enable the Reaper to slaughter his foes. Shuruppak's plate is surprisingly light and grants the wearer an unnatural quickness and grace. It is not known how Shuruppak lost this treasured item, but one could safely assume he is still looking for it... STATISTICS: +1 to Dexterity +20% Fire Resistance Armor Class: -2 Weight: 15 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief PLAT23 - Full Plate Mail +2 (Throne of Bhaal) Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. STATISTICS: Armor Class: -1 Weight: 50 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief NPPLAT - Firecam Full-Plate Armor (Keldorn) Full plate armor is the best armor a warrior can buy, both in appearance and protection. This armor increases the wearer's armor class by one above that of normal Full-Plate. While equipped the suit provides the wearer with a +1 bonus to all saving throws and grants the wearer with free action (able to pass through webs and other effects). This suit was designed for Keldorn and few other than he can wear it. STATISTICS: Armor Class: 0 Weight: 70 Requires: Only wearable by Keldorn ------------------------------------------------------------------------------- PLOT ITEMS: (Throne of Bhaal only!) ------------------------------------------------------------------------------- BAZPLO01 - Abazigal's Wardstone BAZPL002 - Draconis' Head BAZPLO03 - Yellow Dragon Eggs BAZPLO04 - Breath Potion BAZPLO05 - Rope BAZPLO06 - Reversal Scroll BAZPLO07 - Empty Breath Potion Flask BAZPLO08 - Gauth Eyestalk HGHEART - Still Beating Heart HGHEART2 - Yaga Shura's Heart HGWARD01 - Flame Wardstone HGWARD02 - Skull Wardstone HGWARD03 - Hammer Wardstone HGWARD04 - Blood Wardstone LUM1 to LUM9 - Handwritten Notes PLOT01A - Ritual Scroll PLOT01B - Vigil Stone PLOT01C - Tattered Parchment PLOT01D - Tattered Parchment PLOT01E - Tattered Parchment PLOT01F - Candle PLOT01G - Holy Book PLOT01H - Bell PLOT01I - History of the Imprisoned One PLOT01J - Wardstone PLOT01K - Wardstone PLOT01L - Tinderbox PLOT01M - Handwritten Note PLOT01N - Scribbled Note PLOT01O - Key PLOT01P - Old Slippers PLOT01Q - Helm's Scroll PLOT02A - Scepter of Radiance PLOT02B - Scepter of Radiance (w/gems) PLOT02C - Scepter Gem PLOT02D - Scepter Gem PLOT02E - Scepter Gem PLOT02F - Madman's Journal PLOT02G - Journal PLOT02H - Deck of Many Things PLOT02I - Tahazzar's Heart PLOT02J - Ka'rashur's Heart PLOT03A - Air Scepter PLOT03B - Fire Scepter PLOT03C - Slime Scepter PLOT03D - Ice Scepter PLOT03E - Portal Key PLOT03F - Air Library Note PLOT03G - Fire Library Note PLOT03H - Slime Library Note PLOT03I - Ice Library Note PLOT03K - Key (slime library) PLOT04A - Blue Oil PLOT04B - Red Oil PLOT04C - Purple Oil PLOT04D - Crystal Mallet PLOT04E - Diary of Carston's Apprentice PLOT04F - Flint and Tinder PLOT04G - Illithid Rod PLOT04H - Illithid Rod PLOT04I - Illithid Rod (complete) PLOT04J - Carston's Journal PLOT05A - Heart Key PLOT05B - Mind Key PLOT05C - Spirit Key PLOT05D - Warrior's Skull PLOT16A - Bounty Notice PLOT16B - Note PLOT17A - Monastery Gate Key PLOT17B - Graveyard Key PLOT18A - Lazarus' Teleport Scroll PLOT18B - Lazarus' Spellbook ------------------------------------------------------------------------------- POTIONS: ------------------------------------------------------------------------------- POTN02 - Potion of Fire Resistance This potion bestows upon the person drinking it magical resistance to all forms of fire. All damage that is applied from any fiery effect is reduced by an extra 50%. This is on top of any other resistance the person might have. The effect lasts for 10 turns, or until dispelled. POTN03 - Potion of Hill Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 19 (Hill Giant Strength) POTN04 - Potion of Frost Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 21 (Frost Giant Strength) POTN05 - Potion of Fire Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 22 (Fire Giant Strength) POTN06 - Potion of Cloud Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 23 (Cloud Giant Strength) POTN07 - Potion of Storm Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 24 (Storm Giant Strength) POTN08 - Potion of Healing When wholly consumed, this potion restores 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. POTN09 - Potion of Heroism This potion is imbued with a powerful enchantment, which will simulate a temporary increase in level. The effect lasts for 10 turns which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors. STATISTICS: Hit Points: +10% (base only) THACO: Set to 90% of current base Duration: 10 turns Only usable by: Warriors and warrior subclasses (multi and dual also) POTN10 - Potion of Invisibility This potion confers invisibility similar to the second level wizard spell of the same name. Actions involving combat cause termination of the invisible state. Barring combat, the effects will last for 12 hours. POTN11 - Potion of Invulnerability This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors. STATISTICS: Armor Class: set to 0 Saving Throws: +5 bonus POTN12 - Potion of Stone Giant Strength This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 20 (Stone Giant Strength) POTN13 - Oil of Firey Burning Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (save vs. breath for half) to all within the immediate area around the potion. It can be hurled up to around 40', at which point it hits the ground and immediately explodes into a ball of fire. POTN14 - Oil of Speed This oil increases the movement and combat capabilities of the imbiber. Movement rate is doubled and the user of this oil gains one extra attack per round. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time however. The duration of the effect is 5 turns. POTN15 - Red Potion Close examination reveals this liquid to be very peculiar in nature. It could be a sorcerer's dream, but that would depend entirely on whom you asked. After ingesting the mixture, the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever lived, with an innate 50% magic resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork. STATISTICS: Intelligence: set to 25 Wisdom: set to 3 Strength: set to 3 Special: +50% resistance to all magical damage Duration: 24 hours POTN16 - Violet Potion This is one of the oddest potions you have ever examined. Once drank, this mixture causes one's muscles to immediately bulge to completely inhuman proportions, titan like actually, while dexterity and constitution are both reduced essentially to that of a slug. The effect lasts for a full 24 hours, so think carefully before quaffing this suspect drink. STATISTICS: Strength: set to 25 Dexterity: set to 3 Constitution: set to 3 Duration: 24 hours POTN17 - Elixir of Health The Elixir of Health is a powerful healing mixture designed to cleanse the body of all impurities. First it cures all poisons, then once the system has been purged, the imbibed is cured by 10 hit points to speed the recovery process. POTN18 - Potion of Absorption This potion, as would be expected, will absorb external attacks once it has been consumed. All blunt attacks made against the imbiber are cushioned, so that only the strongest get through. Also there is 100% immunity to all electrical based attacks for the duration of the effect, which in this case is 10 turns. STATISTICS: Armor Class: +10 bonus to crushing attacks Electrical Resistance: 100% immunity Duration: 10 turns POTN19 - Potion of Agility This potion will raise the dexterity of the imbiber to 18, affecting armor class and missle attack adjustment for the duration of the effect, in this case 15 turns. POTN20 - Antidote As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. POTN21 - Potion of Clarity This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the imbiber feels an overwhelming feeling of calm and purpose, such that he will be unaffected by threatening influences such as feeblemind, confusion and charm. This feeling will last for the duration of the enchantment or until dispelled. STATISTICS: Special: Prevents feeblemind, confusion, fear, and charm Duration: 5 turns POTN22 - Potion of Cold Resistance This potion will confer to the imbiber a 50% resistance to all cold based attacks for the duration of the enchantment, in this case 10 turns. POTN23 - Oil of Speed This oddly murky oil would appear to increase the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9, becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time however. The duration of the effect is 5 turns. POTN24 - Potion of Defense This potion is similar to the potion of invulnerability in that it improves the armor class of the imbiber. The effect lasts for 10 turns. STATISTICS: Armor Class: set to 0 Duration: 10 turns POTN25 - Potion of Healing When wholly consumed, this oddly murky potion appears to restore 9 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. POTN26 - Potion of Explosions This potion is a vial of pain as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end. STATISTICS: Damage: 6D6 (save vs. spell for half) Area: 40 ft radius POTN27 - Potion of Firebreath The potion of firebreath magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The user does not drink this potion, but instead uses it on an enemy. The effect does 6D10 damage to the target with a save vs. breath weapon for half. POTN28 - Potion of Fortitude Once consumed, this potion will cause a surge of energy to travel through the body raising the drinker's constitution to 18. This provides all the bonuses of having a high consitution such as hit points for the duration of the effect, which is 15 turns. POTN29 - Potion of Genius Very much as the name implies, this potion will increase the intelligence of the imbiber by 4 points up to a maximum of 25. The effect will last the full duration, which is 15 turns, or until dispelled. POTN30 - Potion of Infravision This potion will grant the person drinking it the ability to see in the infrared spectrum up to 120 ft, namely infravision. The effect will last for 20 turns or until dispelled. POTN31 - Potion of Insulation This potion will imbue the person drinking it with 50% resistance to electrical damage. The effect will last for 10 turns or until dispelled. POTN32 - Antidote As the name implies, this potion appears to neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Although the color seems strange somehow. POTN33 - Potion of Magic Blocking This powerful elixir imbues the drinker with immunity to all spells up to and including 5th level. At the same time all spell effects of 5th level and lower are removed from the embider. The effect will only last for 5 rounds however, so careful timing is necessary. POTN34 - Potion of Magic Protection This potion will leave the drinker with 50% resistance to all magic, which can be a blessing or a curse. The effect will last for 10 turns or until dispelled. POTN35 - Potion of Magic Shielding This powerful elixir imbues the drinker with 50% resistance to all forms of magical damage. The effect lasts for 3 turns, making this potion slightly more battle specific. STATISTICS: Damage: +50% resistance to all forms of magical non-physical damage Special: All saving throws are made automatically Duration: 3 turns POTN36 - Potion of Master Thievery This potion will temporarily transform the drinker into a master thief. The skills that are affected are picking locks and picking pockets, which are increased significantly. The effect will last for 3 hours, however only thieves and bards may use this potion. STATISTICS: Lock Picking: +40% bonus Pick Pockets: +40% bonus Duration: 3 hours POTN37 - Potion of Mind Focusing This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed. STATISTICS: Intelligence: +3 bonus Dexterity: +3 bonus Duration: 12 hours POTN38 - Potion of Mirrored Eyes This potion will protect the drinker from all forms of petrification including gaze attacks. The effect will last for 10 rounds or until dispelled. POTN39 - Potion of Perception This potion heightens the sensory perception of the drinker, which allows delicate tasks to be performed better. The effect is to make certain thieving skills more likely to succeed. Only thieves gain any benefit from this potion. STATISTICS: Find/Remove traps: +20% bonus Pick pockets: +20% bonus Pick locks: +20% bonus Hide in shadows: +20% bonus Duration: 6 hours POTN40 - Potion of Invulnerability This potion confers very high resistance to all attacks, while giving bonuses to all saving throws. The effects of the elixir last for 5 turns but can only be used by warriors. The liquid in the potion has a strange murky quality to it that you haven't noticed in other potions. STATISTICS: Armor Class: set to 0 Saving Throws: +5 bonus POTN41 - Potion of Power This powerful elixir is similar to the potion of heroism in that it effectively raises the imbibers level and it can be used by all character classes. This affects hit points, THACO and thieving abilities although it does not raise the backstab multiplier. This effect is applied to the base, before any attribute modifiers are added. STATISTICS: THACO: Set to 80% of current base Hit Points: +20% temporary (base only) Hide in shadows: +20% (base only) Pick pockets: +20% (base only) Pick locks: +20% (base only) Find/Remove traps: +20% (base only) Duration: 4 turns Not usable by: POTN42 - Potion of Regeneration This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 hit points per round. POTN43 - Potion of Insight It will be as if a higher being had stepped into the drinkers head, filling it with intuitive thoughts and amazing insights. The effect is to raise the wisdom of the person to 18 for approximately 6 hours or until dispelled. POTN44 - Potion of Strength This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect is to raise the strength of the imbiber to 18 for approximately 20 turns, or until dispelled. POTN45 - Potion of Freedom This potion acts like the spell free action when consumed. The drinker becomes completely immune to any effects which hinder action or movement whether it is magical in origin or not. The duration of the potion is 10 turns. POTN46 - Potion of Stone Form Drinking this potion is much like the transformation one would go through if she were turned to stone. Skin color, stiffness, even the feeling that is received from the body, stone. STATISTICS: Armor Class: set to 0 Saving Throws: +3 bonus Dexterity: -3 penalty Duration: 5 turns POTN47 - Marek's Antidote (better than normal antidote) Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons. POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron ore) POTN52 - Potion of Extra Healing When wholly consumed, this potion restores 27 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. POTN53 - Festule the Alchemist's Potion This potion will supposedly incapacitate an ogre. The small handwritten label warns against feeding it to anything other than an ogre, as the taste has been perfectly designed to appeal to said race. In other words the potion is disgusting and will induce vomiting in anyone other than an ogre. POTN54 - Empty Potion Bottle POTN55 - Potion of Superior Healing (Throne of Bhaal) When consumed, this potion restores 40 hit points to the imbiber. The effect is instantaneous, and the potion is destroyed in the process. POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal) This potion can be used only by thieves or bards. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: 21 (Frost Giant Strength) ------------------------------------------------------------------------------- QUIVERS: (Throne of Bhaal only!) ------------------------------------------------------------------------------- QUIVER01 - Quiver of Plenty +1 The history of this magical quiver has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Unlimited +1 Arrows QUIVER02 - Case of Plenty +1 The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Unlimited +1 Bolts QUIVER03 - Quiver of Plenty +2 The money and resources you invested in the Quiver of Plenty have resulted in an item of even greater magical properties. STATISTICS: Unlimited +2 arrows QUIVER04 - Case of Plenty +2 The money and resources you invested in the Case of Plenty have resulted in an item of even greater magical properties. STATISTICS: Unlimited +2 Bolts QUIVER05 - Bag of Plenty +1 Although this soft cloth pouch is empty right now, there is still a powerful aura of magic surrounding it. STATISTICS: Unlimited +1 sling bullets QUIVER06 - Bag of Plenty +2 The money and resources you invested in the Bag of Plenty have resulted in an item of even greater magical properties. STATISTICS: Unlimited +2 sling bullets ------------------------------------------------------------------------------- RINGS: ------------------------------------------------------------------------------- BELT12 - Holy Symbol of Lathander (Throne of Bhaal) Only those most worthy and devoted servants of the Dawnbringer are granted these powerful holy symbols. STATISTICS: Grants an additional 6th and 7th level spell. 5% Magic Resistance while worn +1 to Strength while worn Usuable By: Good Clerics BELT13 - Holy Symbol of Helm (Throne of Bhaal, same as above, but Neutral) BELT14 - Holy Symbol of Talos (Throne of Bhaal, same as above, but Evil) RING01, RING32 - Plain Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. RING02 - Ring of Fire Resistance Ring of Fire Resistance: 'Batalista's Passport' The grand mage Batalista intended this item to aid in his travels in the plane of fire, and it is said he repeatedly summoned a Salamander from that realm to aid in the construction of this ring. Not being known for their patience, it is likely he should not have pestered his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better. STATISTICS: Fire Resistance: +40% Not usable by: RING03 - Ring of Animal Friendship Ring of Animal Friendship: 'Druid's Ring' A druid order in Cormanthor is said to cautiously guard the secret to the construction of these rings, which have never been seen in the possession of anyone outside their immediate membership. How this particular ring escaped the protection of their forest is unknown, but there are rumors that an outcast could have brought it into exile with him. STATISTICS: Special: Charm animal unless save vs. wands Range: 40 ft Area: 1 animal Duration: 10 turns RING04 - Ring of Clumsiness Ring of Clumsiness: 'The Jester's Folly' The most notorious owner of this ring made a substantial living exploiting its cursed nature. Gregoria the Foole, a jester by trade, would use his incomparable sleight of hand to switch this ring with that of a patsy taken from his audience. The rest of his performance would involve the mocking of the newly clumsy individual, much to the delight of their comrades. The ring was removed (by a method known only to the wily jester) only once the stooge had promised no reprisals for the treatment he had received; though Gregoria frequently still had to make a hasty retreat. His last known performance was rumored to have been an ill-humored mage in Zhentil Keep; a show from which he did not flee quite fast enough. STATISTICS: Dexterity: reduced by 50% Stealth: reduced by 50% Spells: 75% casting failure Special: can only be removed by a 'remove curse' spell RING05 - Ring of Invisibility Ring of Invisibility: 'Sandthief's Ring' Held by a master thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob. STATISTICS: Special: Wearer becomes invisible until an attack is made. This ability may be used once per day. RING06 - Ring of Protection +1 Ring of Protection +1: 'Ring of the Princes' This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least 13 generations, though they were all apparently lost within the space of one. Enmity between the King and the family of the creator may be to blame. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus RING07 - Ring of Protection +2 Ring of Protection +2: 'The Guard's Ring' The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb. STATISTICS: Armor Class: +2 bonus Saving Throws: +2 bonus RING08 - Ring of Wizardry Ring of Wizardry: 'Reaching Ring' This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster , apparently at great monetary and personal cost. STATISTICS: Spells: Gives one extra fifth level spell, one extra sixth level spell and one extra seventh level spell Only usable by: Mage RING09 - Ring of Free Action Ring of Free Action: 'Edventar's Gift' This ring was given to the reef scavenger and hunter known only as Edventar, by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. STATISTICS: Special: The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes haste and slow spells. RING10 - Gold Ring RING11 - Silver Ring RING12 - Onyx Ring RING13 - Jade Ring RING14 - Greenstone Ring RING15 - Bloodstone Ring RING16 - Angel Skin Ring RING17 - Flamedance Ring RING18 - Fire Opal Ring RING19 - Ruby Ring RING20 - Ring of Energy Ring of Energy: 'The Victor' Crafted by Drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules. STATISTICS: Damage: 2D6 (no save) Range: 120 ft Area: 1 creature RING21 - Ring of Infravision Ring of Infravision: 'Topsider's Crutch' Merchants that dare the risks of trading with the Drow of the Great Rift are often given these items to aid in their movements underground. STATISTICS: Special: The wearer gains the ability of infravision up to 120 ft RING22 - Ring of Holiness Ring of Holiness: 'Honorary Ring of Sune' Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness. STATISTICS: Spells: Grants an extra spell of each level from 1st to 4th Only usable by: Cleric Druid RING23 - Ring of Folly Ring of Folly: 'Discipliner' Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled, and most egotistical, students. Through their blind arrogance they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher. STATISTICS: Intelligence: set to 3 Wisdom: set to 3 Special: infects the wearer with a feeblemind that can only be removed with a 'remove curse' spell RING25 - Koveras' Ring of Protection (+1) Ring of Protection +1: 'Ring of the Princes' This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least 13 generations, though they were all apparently lost within the space of one. Enmity between the King and the family of the creator may be to blame. STATISTICS: Armor Class: +1 bonus Saving Throws: +1 bonus RING26 - Ring of Djinni Summoning An item out of fables, the Djinni ring is highly sought after. Once a day the wearer of this beautiful ring can summon a Djinni who will do as the ring wearer commands. If the Djinni should die in service of its master the ring will be destroyed. STATISTICS: Special Abilities: Summons a Djinni once a day RING27 - Ring of Fire Control Ring of Fire Control This burnished red ring is engraved with depictions of flames and lava coils. Mages and other planar travelers use these rings to protect themselves while visiting the Elemental Plane of Fire and to command fire elementals to do their bidding. STATISTICS: Equipped Abilities: 50% Fire Resistance Special Abilities: Charm Fire Elemental (+2 bonus to elementals saving throw) Casts Burning Hands once per day Damage: 1D3 +2 Range: 0 Area: The caster Flamestrike once per day Damage: 6d8 Range: 60 yards Area: 5-foot radius by 30-foot column RING28 - Ring of Air Control Ring of Air Elemental Command Air elementals make for powerful foes but with this ring they can become valuable allies. Dark tales tell of groups of Red Wizards all with rings of elemental command descending upon small villages with no warning and destroying every living thing in sight. Although the truth of these rumors is questionable the fact remains that a ring of this power in the wrong hands is dangerous. STATISTICS: Special Abilities: Charm Air Elemental (+2 bonus to elementals saving throw) Improved Invisibility once per day Duration: 10 rounds Area: 1 creature RING29 - Ring of Earth Control Ring of Earth Elemental Command If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer. STATISTICS: Equipped Abilities: AC: +1 bonus Special Abilities (once per day): Charm Earth Elemental Save: (+2 bonus to elemental's saving throw) Duration: 45 seconds Stone to Flesh Save: None RING30 - Ring of Human Influence For seven years Count Fisfnilt searched the Realms for a suitable bride for his son Ewnin. Unfortunately all the women that Fisfnilt found were not up to the standards set by Ewnin, an impossibly spoiled man. Desiring an heir and impatient with his son, the Count had the court mage fashion this ring. He gifted the ring to a woman of no small courtly influence and Ewnin was instantly smitten. They wed three weeks later. STATISTICS: Equipped Abilities: Raises wielder's charisma to 18 Special Abilities: Charm person once per day RING31 - Ring of Regeneration A lowly ranked Red Mage named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid however and decades later a student of Huhhus created this ring, building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer. STATISTICS Equipped Abilities: Wearer regenerates 1 hit point every 6 seconds RING33 - Ring of the Ram Also known as the Breaker of Castles, with one word this ring can unleash fantastic and deadly powers. When it is triggered, a barely discernible ram-like shape billows forth from the ring. This force can potentially knock opponents off of walls, destroy castle gates, or crush enemies, but it is damaging as well, in its own right. STATISTICS Damage: Once per day, 5-30 hit points of damage to an opponent. RING34 - Ring of Spell Turning A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling the Cloakwood Forest. Enraged at being disturbed, the mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer. STATISTICS Special Abilities: Cast minor spell turning once per day RING35 - Ring of Lock Picks Derek Drak, one of the most talented burglars in the Shadow Thieve's guild, wore this ring on many of his scores. The ring enhanced Derek's already impressive lock picking abilities. In the city of Athkatla there wasn't a door that could not be unlocked by Derek. To activate the ring, the proper command word must be known at which point the garnet stone on the ring will polymorph into the shape of a key that closely fits the lock. STATISTICS Special Abilities: +25% to lock picking Usable By: Thief RING36 - Ring of Danger Sense Nizzuf's Maze was a grand hedge maze created by the arch-mage Nizzuf for his amusement. The maze boasted hundreds of magical traps, most of them extremely lethal. Nizzuf posted a reward big enough to buy a kingdom to the man or woman brave enough to enter the maze and reach its core. Thousands tried and died. But one, Oteg Verm completed the maze, thanks mainly to this ring which let him 'see' where the traps were hidden. STATISTICS Special Abilities: +25% to trap detection RING37 - Storm Ring This ring is worn by followers of the Storm Lord Talos, whose disciples await their god's wrath and welcome it eagerly. The ability to wreak havoc and ruin are the principle ideals that Talos desires to see in his subjects. RING38 - Dawn Ring These rings are often found in possession of those who worship Lathander the Morninglord. Lathander espouses the principles of creativity and prosperity and believes that pride is a sinful trait that requires smothering. RING39 - Ring of Gaxx This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netheril mages fought and imprisoned the demilich once, but being unable to truly destroy him they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death. STATISTICS Armor Class: +2 Bonus Saving Throws: +2 Bonus Magic Resistance: +10% Bonus Special Abilities: Immunity to Disease and Poison Equipped Abilities: Wearer regenerates 1 hit point every 3 seconds Special Use: Invisibility, once per day Improved Haste, three time per day RING40 - Ring of Acuity The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane, and as such, its maker will remain a mystery to you. STATISTICS: Spells: Gives two extra second level spells, one extra third level spell and one extra fourth level spell Only usable by: Mage RING41 - Ring of Protection +3 (Throne of Bhaal) The Warder's Signet Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the God's stalwart service during the Time of Troubles. Helm in turn passed the gift on to his mortal followers. STATISTICS: Armor Class: +3 bonus Saving Throws: +3 bonus RING42 - Ring of Improved Invisibility (Throne of Bhaal) The Specter's Ring A ruthless assassin of Tethyr known only as the Specter used this ring to great effect many years ago. Striking completely unseen, his victims' demises were often attributed to angry ghosts and spirits. STATISTICS: Special: Cast Improved Invisibility on the wearer once/day RING43 - Oaken Ring (Throne of Bhaal) This ring is fashioned not from gold or precious metal, but from simple oak. Useable By: Druids RING44 - Heartwood Ring (Throne of Bhaal) Combined with the Nymph's Tear, this simple band of oak allows a druid to draw upon the natural energies of the world around them. STATISTICS: Memorize one additional 6th and 7th level Druid Spell Useable By: Druids RING45 - Delryn Family Ring (Throne of Bhaal) This simple band, though not of great material value, is a Delryn family heirloom. Once worn by his dear sister Moira, Anomen has given this ring to you as a symbol of the love you share. RING46 - Ring of Anti-Venom (Throne of Bhaal) This ring is an unadorned silver band. However, its plain appearance belies the powerful magic within. A Ring of Anti-Venom is eagerly sought after by royalty, influential political figures and other potential assassination targets. STATISTICS: Wearer is immune to all poison. NPRING01 - D'Arnisse Signet Ring This ring was given to Nalia by her father upon her ascension to adulthood. Bonded to her blood as it is, the ring may not be removed from Nalia, nor its powers used by anyone else. The ring grants a +2 bonus to all saving throws, +2 armor class bonus, and 50% resistance to fire. ------------------------------------------------------------------------------- RODS: ------------------------------------------------------------------------------- RODS01 - Rod of Absorption This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects. The magic absorbed must have been directed at the character possessing the rod. To activate this absorption ability the user must use the wand after which time they will be protected for four rounds or until the absorption disappears. The rod will absorb nine levels of spells (and can defend against spells up to ninth level in power). Each use of the rod expends one charge. STATISTICS Special Abilities (one charge): Spell absorption for four rounds Usable By: Cleric Mage RODS02 - Rod of Lordly Might Also called The Wrath of Three Kings, though not associated with any named king in particular, this rod was likely made in 1090DR. It saw use during The Battle of the Bones, but for which side is uncertain as it was found amongst the dead after a larger skirmish. Three buttons unlock the rod's magic: the first transforms it into a fearsome enchanted Mace; the second, a hypnotic Flaming Blade; the third, a barbed Spear. Only warriors can properly use its exotic mix of weaponry. STATISTICS This rod may transform into any of the following weapons when used. Each weapon may also change back into the rod at will. Mace +2 Special Abilities: Target must save vs. spells (+5 bonus) or be affected by fear for four rounds THAC0: +2 bonus Damage: +2 Flaming Long Sword +1 Special Abilities: Target must save vs. spells (+5 bonus) or be held for five rounds THACO: +1 bonus Damage: +1 Spear +3 Special Abilities: Target must save vs. spells (+6 bonus) or take 2d4 points of magical damage THAC0: +3 Damage: +3 Usable By: Warriors RODS03 - Rod of Resurrection This rod enables anyone to resurrect the dead as if they were of high enough level to cast the resurrection spell and if they were a priest. No rest is required, as the rod bestows the life giving effects. Each use of the rod expends one charge. STATISTICS Special Abilities (one charge): Resurrection RODS04 - Rod of Smiting This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a saving throw or be destroyed. In the hands of any other than a cleric or mage the rod becomes unusable. STATISTICS Combat Abilities: If a golem is struck by the rod, the golem must make a saving throw vs. death or be destroyed. Thac0: +3 bonus Damage: 1D8 + 3, +10 vs. Golems Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Usable By: Mage Cleric RODS05 - Rod of Terror When activated this rod may be used as a staff +3. Any creature hit by the rod must make a saving throw vs. spells or flee in terror, fearing the wielder as if he or she were a flesh eating demon from the Abyss. There is a drawback to using this rod however. Each time the rod is used there is a 20% chance that the wielder loses one point of Charisma permanently. STATISTICS Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or flee in terror (lasts four rounds) Thac0: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Not Usable By: RODS06 - Rod of Reversal (Throne of Bhaal) This powerful item allows a warrior to quickly remove the magical defenses of an enemy mage. It is particularly prized by Wizard Slayers. STATISTICS: Cast Ruby Ray of Reversal (1 charge/use) Usable By: Fighters Rangers Paladins ------------------------------------------------------------------------------- DRAGON SCALES: ------------------------------------------------------------------------------- SCALEB - Shadow Dragon Scales These heavy scales glisten under the light and are warm to the touch. There are a significant number of them salvaged from the corpse of the shadow dragon... perhaps they might be useful in the formation of some kind of shield or armor. SCALER - Red Dragon Scales There are a large number of scales salvaged from the red dragon. Legend has it they can be magically forged into powerful armor. (White and Blue scales, Throne of Bhaal items, can be found in the Components section) ------------------------------------------------------------------------------- SCROLLS: ------------------------------------------------------------------------------- RESTORE, SCRLSD - Greater Restoration Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: Target Creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A restoration spell will also restore the intelligence of a creature affected by a feeblemind spell. It also negates any form of insanity such as confusion or berserk, fully heals the target, and cures any disease or poisons. The casting of this spell is very draining on the priest and she will likely require rest immediately afterwards, as it will cause days worth of fatigue almost instantaneously. SCRL02 - Spell Scroll SCRL03 - Protection from Acid A Protection from Acid scroll offers protection to the target from all forms of acid, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Acid Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL04 - Protection from Cold A Protection from Cold scroll offers protection to the target from all forms of cold, be they of a natural or magical nature. This effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Cold Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL05 - Protection from Electricity A Protection from Electricity scroll offers protection to the target from all forms of electrical damage, be it of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Electricity Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL06 - Protection from Fire A protection from fire scroll offers protection to the target from all forms of fire, even that of magical or elemental nature. The effect is not permanent, however, and will wear off after 12 hours. STATISTICS: Fire Resistance: +50% bonus Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL07 - Protection from Magic A Protection from Magic scroll invokes a very powerful, invisible globe of anti-magic in a 3' radius from the target. No form of magic can pass into or out of it but physical matter is not hindered. This will remove spell effects that the caster is currently under. The effect is not permanent, however, and will wear off within 10 turns. STATISTICS: Spells: Cannot be cast Magic: Does not funtion within sphere, with the exception of magical weapons Special: Dispel all current magical effects upon casting Range: 30 ft Area: 1 creature Duration: 10 turns Not usable by: SCRL08 - Protection from Poison A Protection from Poison scroll offers protection to the target from all forms of poison, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 6 hours. STATISTICS: Poison: Will not affect the target Special: Removes poison already in the target's system Range: 30 ft Area: 1 creature Duration: 6 hours Not usable by: SCRL09 - Protection from Undead A Protection from Undead scroll invokes a 3' radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, etc. It does not offer any protection from magical attacks, however, and will wear off with the passage of 10 turns. STATISTICS: Special: Immune to all undead Range: 30 ft Area: 1 creature Duration: 10 turns Not usable by: SCRL10 - Cursed Scroll of Weakness This scroll is cursed. It would be unwise to read it, as the effects could prove fatal. SCRL11 - Cursed Scroll of Clumsiness SCRL12 - Cursed Scroll of Foolishness SCRL13 - Cursed Scroll of Ugliness SCRL14 - Cursed Scroll of Summon Monster SCRL15 - Protection from Petrification A Protection from Petrification scroll offers protection to the reader from all forms of attack, magical or otherwise, that turn flesh into stone. The effect is not permanent, however, and will wear off with the passage of 6 hours. STATISTICS: Special: Target is immune to petrification Range: 30 ft Area: 1 creature Duration: 12 hours Not usable by: SCRL16 - Cursed Scroll of Petrification SCRL17 - Cursed Scroll of Ailment SCRL18 - Cursed Scroll of Stupidity SCRL1B - Agannazar's Scorcher Agannazar's Scorcher (Evocation) Level: 2 Range: 20 yards Duration: Instant Casting Time: 3 Area of Effect: 2-foot by 60-foot jet. Saving Throw: None Upon casting this spell a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3-18 points of damage. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage. SCRL1C - Ghoul Touch Ghoul touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. The touched creature must make a saving throw vs. spell or be paralyzed for 5 rounds. SCRL1D - Clairvoyance Clairvoyance (Divination) Level: 3 Range: Special Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None The Clairvoyance spell empowers the wizard to see in his mind the geographical features and buildings of the region he is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. SCRL1E - Dispel Magic Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: Visual range of caster Duration: Special Casting Time: 6 Area of Effect: 30-foot cube Saving Throw: Special A dispel magic removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning, and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect. SCRL1F - Flame Arrow Flame Arrow (Conjuration/Summoning) Level: 3 Range: Visual range of caster Duration: 1 round Casting Time: 3 Area of Effect: Special Saving Throw: None This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell. SCRL1G - Fireball Fireball (Evocation) Level: 3 Range: Visual range of caster Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: 1/2 A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half. SCRL1H - Haste Haste (Alteration) Level: 3 Range: Visual range of caster Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 40' cube, 1 creature/level Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell. SCRL1I - Hold Person Hold Person (Enchantment/Charm) Level: 3 Range: Visual range of caster Duration: 1 turn Casting Time: 3 Area of Effect: special Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for 1 turn. This includes brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them. Time passes for the held creature at the same rate as if they were not held, even though they cannot move or even speak. In other words, being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. SCRL1J - Invisibility 10' radius Invisibility 10' radius (Illusion/Phantasm) Level: 3 Range: 0 Duration: Special Casting Time: 1 round Area of Effect: 10' radius Saving Throw: None This spell causes all creatures within 10' of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first. SCRL1K - Lightning Bolt Lightning Bolt (Evocation) Level: 3 Range: 40 yards + 10 yards/level Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40). If the lightning bolt intersects with a wall it will bounce until it reaches its full length. SCRL1L - Monster Summoning I Monster Summoning I (Conjuration/Summoning) Level: 3 Range: 40 yards Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain. SCRL1M - Non-Detection Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 20 turns Casting Time: 3 Area of Effect: 1 creature or item Saving Throw: None By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the know alignment spell. SCRL1N - Protection from Normal Missiles Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 5 turns Casting Time: 3 Area of Effect: Creature touched Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and projected missiles such as arrows, axes, bolts, javelins, and sling stones. Note, however, that this spell does not convey any protection from such magical attacks as Fireballs, Lightning Bolts, Magic Missiles, or magical missiles such as arrows +1. SCRL1O - Slow Slow (Alteration) Level: 3 Range: Visual range of the caster Duration: 1 turn Casting Time: 3 Area of Effect: 40' cube Saving Throw: Neg. A slow spell causes creatures to move and attack at half of their normal rates unless a save vs. spells is made with a -4 penalty. It negates haste, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an armor class penalty of +4, and an attack penalty of -4. SCRL1P - Skull Trap Skull Trap (necromantic) Level: 3 Range: 20 yards Duration: Until triggered Casting Time: 3 Area of Effect: 30 foot radius Saving Throw: 1/2 Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally. SCRL1Q - Vampiric Touch Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: Target creature Saving Throw: None When this spell is cast, the target loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster. These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns. Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another. SCRL1S - Dire Charm Dire Charm (Enchantment/Charm) Level: 3 Range: 20 yards Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as charm person, with one difference; there is no saving throw bonus. Dire charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he was charmed. SCRL1T - Ghost Armor Ghost Armor (Conjuration/Summoning) Level: 3 Range: 0 Duration: 5 turns Casting Time: 1 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out. SCRL1U - Confusion Confusion (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: Up to 60-foot cube Saving Throw: Special This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed save vs. spell with a -2 penalty. Those successfully saving are unaffected by the spell. The spell lasts for five rounds plus one round for every 6 levels of the caster. Those who fail their saving throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. SCRL1V, SCRL2B - Stoneskin Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: Caster Saving Throw: None When a wizard casts this powerful spell upon himself, an outer skin of stone will move up from the ground completely covering him. This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster an additional skin is gained upon casting, for example a 10th level wizard would receive 5 skins while a 20th level wizard would receive 10. For each skin the wizard possesses the spell will stop one attack, so a 10th level wizard would be protected from the first 5 attacks made against him, but the sixth would affect him normally. The skins will remain on the wizard until he is affected by a dispel magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks such as fireball, however it will protect him from physical magical attacks such as magic missle. SCRL1W - Fireshield (Blue) Fireshield (Blue) (Evocation, Alteration) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The Caster Saving Throw: None The blue fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% cold resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 cold damage. SCRL1X - Ice Storm Ice Storm (Evocation) Level: 4 Range: Visual range of caster Duration: 4 rounds Casting Time: 4 Area of Effect: 30' radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 60-foot-diameter area and inflict 2d8 points of damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 damage each round for four rounds. SCRL1Y - Improved Invisibility Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus. Note: after making an attack the mage is no longer completely invisible. Opponents can target the mage. SCRL1Z - Minor Globe of Invulnerability Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-foot-radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the minor globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell. SCRL2A - Monster Summoning II Monster Summoning II (Conjuration/Summoning) Level: 4 Range: 40 yards Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 4 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain. SCRL2D - Animate Dead Animate Dead (Necromancy) Level: 5 Range: 10 yards Duration: 8 hours Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell creates 1-2 undead monsters to rise and serve the wizard under any conditions. One undead servant automatically rises and there is a 5% chance per level of the caster that another will rise and join the first. However, at 15th level the caster will be able to summon a Skeleton Warrior (only one), a very powerful ally indeed. The undead can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat, 8 hours pass, or are turned. The magic cannot be dispelled. SCRL2E - Cloudkill Cloudkill (Evocation) Level: 5 Range: 10 yards Duration: 1 turn Casting Time: 5 Area of Effect: 40' wide, 20' high, 20' deep cloud Saving Throw: None This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with fewer than 4 +1 Hit Dice, and cause creatures with 4 +1 to 6 Hit Dice to roll saving throws vs. poison with - 4 penalties or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately, or suffer 1d10 points of poison damage each round while in the area of effect. SCRL2F - Cone of Cold Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's hand and extending outward in a cone five feet long and one foot in diameter per level of the caster. It drains heat and causes 1d4 + 1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4 + 10 points of damage. SCRL2G - Monster Summoning III Monster Summoning III (Conjuration/Summoning) Level: 5 Range: 40 yards Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 5 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain. SCRL2H - Shadow Door Shadow Door (Illusion/Phantasm) Level: 5 Range: 10 yards Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality he has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell duration. A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. SCRL2I-SCRL3F - Letters SCRL3G - Vocalize Vocalize (Alteration) Level: 2 Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: Caster Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effect of silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. SCRL3H - Protection from Evil Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. SCRL3I - Letter SCRL3Z - Letter SCRL56 - Cure Serious Wounds Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: Creature touched Saving Throw: None This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. SCRL58 - Free Action Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn + 1 round/level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that limits his movement. This includes the effects of web, hold person, grease and entangle. SCRL59 - Neutralize Poison Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: Creature touched Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost hit points. This spell will also cure any diseases that the target may be suffering from, as well as blindness and deafness. SCRL5A - Mental Domination Mental Domination (Enchantment/Charm) Level: 4 Sphere: Thought Range: Visual sight of caster Duration: 8 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When cast upon a subject, he must make a save vs. spell at a -2 penalty in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell. SCRL5B - Defensive Harmony Defensive Harmony (Enchantment/Charm) Level: 4 Sphere: Law Range: Caster Duration: 6 rounds Casting Time: 1 Area of Effect: 10' radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all those within a 10 foot radius. The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his armor class. This lasts for 6 rounds or until successfully dispelled. SCRL5C - Protection from Lightning Protection From Lightning (Abjuration) Level: 4 Sphere: Protection, Weather Range: Touch Duration: 5 rounds/level Casting Time: 7 Area of Effect: Creature touched Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attack such as magical attacks (lightning bolt, shocking grasp etc..) The protection will last for the duration of the spell or until successfully dispelled. SCRL5D - Protection from Evil 10' radius Protection From Evil 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 10' radius Saving Throw: None When this spell is cast, all creatures within a 10' radius are affected individually by 'protection from evil'. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. SCRL5E - Champion's Strength Champion's Strength (Alteration) Level: 5 Sphere: Law Range: Visual sight of caster Duration: 3 rounds/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the priest effectively draws on the strength of his god and lends it to the target creature, in effect creating a champion. The target gains a bonus to his THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also, the target's strength is set to 18/00 for the duration of the spell, with all the bonuses to hit and damage that this strength confers. Note that if the targets strength is above 18/00, it will actually be reduced to this value. The drawback to this is that the priest must concentrate on the connection between the target and his god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled. SCRL5F - Chaotic Commands Chaotic Commands (Enchantment/Charm) Level: 5 Sphere: Chaos Range: Visual sight of caster Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that fit into this category. This spell also protects the target from psionic blast. This spell affects only one creature and lasts for the duration or until dispelled. SCRL5G - Remove Curse Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: Special Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. SCRL5H - Emotion Emotion (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Up to 60-foot cube Saving Throw: Special When this spell is cast the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual sight of the caster. Upon a failed save vs. spell, the affected will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as 'I lay down and die', or 'I'm going home'. This will last for the duration of the spell upon which they will return to normal. The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore his morale, as well as prevent the above from creeping forth into his psyche. There is no save vs. this and it will last for the duration of the spell. It will, however, be affected by magic resistance and other such things. SCRL5I, SCRL5W - Greater Malison Greater Malison (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 4 Area of Effect: Up to 60-foot cube Saving Throw: None The spell allows the caster to adversely affect all the saving throws of his enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of -4. SCRL5J - Otiluke's Resilient Sphere Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: Target creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature-if it fails to successfully save vs. spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage. Actually, the only method of removing the sphere is a successful dispel magic. Hence the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world. SCRL5K - Spirit Armor Spirit Armor (Necromancy) Level: 4 Range: Touch Duration: 10 turns Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell is very similar to the 3rd level spell Ghost Armor in that it creates a corporeal barrier around the targets body for the duration of the spell. This spell taps the target's life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor, however dexterity bonus' still apply as well as magic rings and a shield. While in effect the AC (armor class) of the recipient will be 1, as if he was wearing full plate. Also, due to the magical nature of the spell, he will also receive a +3 bonus to save vs. magical attacks. There is a danger however, as when the spell runs out the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target, unless the creature makes a saving throw vs. spell. SCRL5L - Polymorph Other Polymorph Other (Alteration) Level: 4 Range: Visual sight of caster Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However most physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a save vs. petrification/polymorph is made successfully. The transformation is instant and permanent until a dispel magic is cast successfully upon the affected creature. All clothes and equipment that the target was wearing will mold into the new form. SCRL5M - Polymorph Self Polymorph Self (Alteration) Level: 4 Range: 0 Duration: 1 turn + 3 rounds/level Casting Time: 4 Area of Effect: self Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. When the spell is cast, for the duration of the spell the caster may transform into any of the new forms at any time, and as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and blunt weapons possessed by the slime form. The possible forms given by polymorph self are: (1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an enchanted weapon +3) (2) Mustard Jelly: capable of slowing opponents (if they fail a save when hit). (3) Ogre: capable of causing massive damage with its fists (4) Spider: causes poison damage when it hits an opponent In addition the caster may choose the form of brown bear, black bear or wolf. SCRL5N - Domination Domination (Enchantment/Charm) Level: 5 Range: Visual sight of caster Duration: 8 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by dispel magic. The target gets a saving throw vs. spell at -2 in order to avoid the effect. SCRL5O - Hold Monster Hold Monster (Enchantment/Charm) Level: 5 Range: Visual range of caster Duration: 1 round/level Casting Time: 5 Area of Effect: 5 foot radius around target Saving Throw: Neg. This spell holds 1d4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spells is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 5 feet of the target are also affected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. SCRL5P - Chaos Chaos (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: Up to 60-foot cube Saving Throw: Special The effects of this spell are identical to the 4th level spell confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However, if the victim is 5th level or higher, he receives a save vs. spell at -4. The spell lasts for the duration or until a successful dispel magic is cast. SCRL5Q - Feeblemind Feeblemind (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden. The subject remains in this state until a successful dispel magic is cast upon him. The victim must make a save vs. spell at -2 in order to avoid the effect. SCRL5T - Protection from Electricity Protection From Electricity (Abjuration) Level: 5 Range: Touch Duration: 1 turn /level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None When the spell is cast it confers complete invulnerability to all electrical based attacks whether magical or non-magical such as lightning bolt or breath weapons. This effect lasts for the duration of the spell or until dispelled. SCRL5U - Reflected Image Reflected Image (Illusion/Phantasm) Level: 1 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: None Upon casting this spell the wizard creates 1 image of himself that will travel along beside him. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard they will not know which one is real. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful dispel magic, when attacked or when the spell duration runs out. SCRL5Z - Fireball Fireball (Evocation) Level: 3 Range: Visual range of caster Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: 1/2 A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half. SCRL61 - Cure Critical Wounds Cure Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: Creature Touched Saving Throw: None The cure critical wounds spell is a very potent version of the cure light wounds spell. The priest lays his hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living. SCRL62 - Flame Strike Flame Strike (Evocation) Level: 5 Sphere: Combat Range: Visual range of caster Duration: Instantaneous Casting Time: 8 Area of Effect: Target creature Saving Throw: 1/2 When the priest calls down a flame strike spell, a vertical column of fire roars downward striking the exact location called for by the caster. The target must roll a saving throw vs. spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. SCRL63 - Raise Dead Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Sight of the caster Duration: Permanent Casting Time: 1 round Area of Effect: 1 person Saving Throw: Special When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc or human. Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. SCRL66 - Grease Grease (Conjuration) Level: 1 Range: 10 yards Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: 30' x 30' square area Saving Throw: Special A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip and skid, unable to move quickly. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. SCRL67 - Armor Armor (Conjuration) Level: 1 Range: 0 Duration: 9 hours Casting Time: 1 round Area of Effect: caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out. SCRL68 - Burning Hands Burning Hands (Alteration) Level: 1 Range: 5 feet Duration: Instantaneous Casting Time: 1 Area of Effect: 60 degree arc Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 60 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spell receive half damage. SCRL69 - Charm Person Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect. If the spell recipient fails his saving throw (of which he receives a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he was charmed. SCRL6D - Find Familiar Find Familiar (Conjuration/Summoning) Level: 1 Range: n/a Duration: Special Casting Time: 1 round Area of Effect: 1 familiar Saving Throw: Special This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any come at all. (Note:This spell may only be cast by the protagonist.) The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiars total hit points as bonus hit points. However the caster must take care to treat his familiar well, for if the familiar should die, the caster loses the bonus hit-points and half the familiar's hit-points again as damage. Also when a familiar dies, the caster loses 1 point of constitution PERMANENTLY. Example: A mage has 12 hit points and casts find familiar. The imp summoned has 18 hit points, so the caster gets a bonus of 9 hit points. The caster now has 21 hit points. If the familiar dies the caster loses those 9 hit points (putting him back at 12), 1 point of constitution permanently (which may cause additional hit point loss), and takes 9 damage. Here is a list of the familiars that the player receives according to alignment: LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon Armor Class: -2 Hit Points: 24 Magic Resistance: 50% Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage. Save or be rendered unconscious for 2 turns. LAWFUL NEUTRAL: Ferret Armor Class: 0 Hit Points: 24 Magic Resistance: 50% Special abilities: Has 75% pick pockets ability, 40% Hide in Shadows/Move Silently, and 20% Detect Traps. LAWFUL EVIL: Imp Armor Class: 2 Hit Points: 18 Magic Resistance: 25% Special abilities: Can cast the Polymorph self spell. NEUTRAL: Rabbit Armor Class: -4 Hit Points: 24 Magic Resistance: 75% Special abilities: Has a 50% Detect Traps, and 30% Hide in Shadows/Move Silently. NEUTRAL EVIL: Dust Mephit Armor Class: 6 Hit Points: 24 Magic Resistance: 10% Special abilities: Can cast glitter dust 2 times per day. CHAOTIC GOOD: Fairy Dragon Armor Class: 4 Hit Points: 24 Magic Resistance: 32% Special abilities: Can cast mirror image and invisibility 10' radius. CHAOTIC NEUTRAL: Cat Armor Class: 0 Hit Points: 24 Magic Resistance: 50% Special abilities: Has a 99% in Move Silently and Hide in Shadows. CHAOTIC EVIL: Quasit Armor Class: 2 Hit Points: 24 Magic Resistance: 25% Special abilities: Can cast Horror and Blur. Note: Each familiar has the Pick Pockets ability with varying degrees of proficiency. SCRL6E - Power Word, Sleep Power Word, Sleep (Conjuration/Summoning) Level: 2 Range: 30 yards Duration: 5 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard calls upon a Power Word, Sleep spell, he causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 hit points and gets no saving throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 hit points. SCRL6F - Ray of Enfeeblement Ray of Enfeeblement (Enchantment/Charm) Level: 2 Range: Visual sight of caster Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance. SCRL6G - Minor Spell Deflection Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be absorbed. This spell will only affect up to 7th level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. SCRL6H - Protection from Fire Protection From Fire (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and partial protection from exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyrohydra breath, etc., absorbing 50% of all the damage dealt by such magical sources. SCRL6I - Protection from Cold Protection From Cold (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None The spell lasts no longer than one turn per caster level. When the spell is cast it confers complete invulnerability to normal cold attacks, and partial protection from exposure to magical cold such as Icy dragon breath, spells such as Cone of cold, Wand of Frost, etc., absorbing 50% of all the damage dealt by such magical sources. SCRL6J - Spell Thrust Spell Thrust (Abjuration) Level: 3 Range: Visual sight of caster Duration: Instant Casting Time: 3 Area of Effect: Target creature Saving Throw: None When this spell is cast at a target creature it will dispel all of the spell protections of 5th level and lower. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's magic resistance, if any, does not affect this spell. SCRL6K - Detect Illusion Detect Illusion (Divination) Level: 3 Range: 0 Duration: Instant Casting Time:3 Area of Effect: 20' radius Saving Throw: None When cast at a point designated by the wizard this spell will cancel all illusion/phantasm spells of 3rd level and lower in the area. The spells that are affected by this are Refected Image, Invisibility, Mirror Image, and Non-detection. It is important to note that the caster can control just who this spell affects. Therefor, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 20' radius around the target. The target's magic resistance, if any, does not come into effect with this spell. SCRL6L - Hold Undead Hold Undead (Necromancy) Level: 3 Range: Visual range of caster Duration: 2 rounds/level Casting Time: 3 Area of Effect: special Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place for twelve or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 5 feet of the target are also affected. Those who succeed on their saving throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds. SCRL6M - Enchanted Weapon Enchanted Weapon (Enchantment/Charm) Level: 4 Range: 0 Duration: 1 day Casting Time: 4 Area of Effect: Special Saving Throw: None This spell conjures forth a +3 enchanted weapon that may be used by anyone. The weapon may be either a mace, axe, long sword or short sword. The weapon stays in existence for no longer than a day. SCRL6N - Fireshield (Red) Fireshield (Red) (Evocation, Alteration) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The Caster Saving Throw: None The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage. SCRL6O - Secret Word Secret Word (Abjuration) Level: 4 Range: Visual sight of caster Duration: Instant Casting Time: 4 Area of Effect: Target creature Saving Throw: None When this spell is cast at a target creature it will dispel one spell protection of 8th level or lower. The spells that are affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's magic resistance, if any, does not affect this spell. SCRL6P - Minor Sequencer Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows a mage to store spells and access them from his special ability button. This ability, the sequencer, can store two spells to be released simultaneously, both of which must be of 2nd level or lower. A mage can only possess one minor spell sequencer at a time, and the sequencer may not be given to other players. Once the sequencer is used, the special ability icon disappears. SCRL6Q - Teleport Field Teleport Field (Alteration) Level: 4 Range: Visual sight of caster Duration: 1 turn Casting Time: 4 Area of Effect: 30' radius Saving Throw: Neg. With this spell, the wizard instigates a teleportation effect as far as the wizard can see. All enemies in this area are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating her defenses. SCRL6R - Spider Spawn Spider Spawn (Conjuration/Summoning) Level: 4 Range: 40 yards Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None Upon casting this spell the wizard conjurs several spider eggs into existence, quickly producing fully grown spiders that remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell. 7th : giant spider 9th : phase spider 12th+ : sword spider When the spell is cast there is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizard's control until slain, or the spell duration expires. SCRL6S - Spell Immunity Spell Immunity (Abjuration) Level: 5 Range: 0 Duration: 1 round / level Casting Time: 5 Area of Effect: Special Saving Throw: None Casting this spell grants the wizard protection from one spell school of her choice. After the spell is cast, the wizard must choose the school she wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster. SCRL6T - Protection from Normal Weapons Protection from Normal Weapons (Abjuration) Level: 5 Range: Self Duration: 1 round/level Casting Time: 2 Area of Effect: Self Saving Throw: None When the spell is cast it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled. SCRL6U - Breach Breach (Abjuration) Level: 5 Range: Visual sight of caster Duration: Instant Casting Time: 5 Area of Effect: Target Creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by this spell are: Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magic Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's magic resistance, if he has any, does not affect this spell. SCRL6V - Lower Resistance Lower Resistance (Abjuration,Alteration) Level: 5 Range: Visual sight of caster Duration: 1 round/level Casting Time: 5 Area of Effect: Target creature Saving Throw: None When cast upon a target creature this spell will lower the magic resistance of this creature by 10% + 1% per level of the caster. There is no saving throw vs. this spell and magic resistance is ignored. For example if a creature has 60% magic resistance and this spell is cast on it by a 15th level mage then its magic resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell. If this spell was cast upon this same creature again the creatures magic resistance would be 60% - 25% (initial casting) - 25% (current casting) which would leave the creature with 10% magic resistance after both spells have been cast. This spell will last until the spell duration expires. Something to note is that this spell is not affected by dispel magic. Once it has been cast there is no way to cancel the effects until the spell expires. SCRL6W - Oracle Oracle (Divination) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 60' radius Saving Throw: None When cast by the wizard this spell will cancel all illusion/phantasm spells of 5th level and lower in the area. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-detection, Improved Invisibility, and Shadow Door. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 60' radius around the caster. SCRL6X - Conjure Lesser Fire Elemental Conjure Lesser Fire Elemental (Conjuration/Summoning) Level: 5 Range: 15 yards Duration: 1 turn +1 round/level Casting Time: Special Area of Effect: Special Saving Throw: None A caster who performs a conjure lesser fire elemental spell summons a fire elemental to do his bidding. The elemental is 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell duration expires, or upon the elementals death. However, every time this spell is cast there is a 15% chance that the elemental will escape the instructions of the caster upon which it will go berserk attacking the mage who dared summon it. If it can't reach the summoner it will fight its way towards him. This berserking elemental will also remain until slain, or the spell duration expires. This spell requires three rounds of concentration after the casting in order to implant control in the summoned creatures psyche. The elemental is locked into a psychic contest with the caster for three rounds after being summoned. At the end of this time if the caster has won he has control of the elemental. However, if he has lost, the elemental goes berserk and tries to kill him. This does not prevent the use of other charm type spells cast afterwards if the contest was lost. It might be good to note that if charm spells are used before the contest is over they will have no effect on the outcome. SCRL6Y - Protection from Acid Protection From Acid (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: Creature touched Saving Throw: None When the spell is cast it confers complete invulnerability to all acid based attacks whether magical or non-magical such as acid arrow or creature special attacks. This effect lasts for the duration of the spell or until dispelled. SCRL6Z - Phantom Blade Phantom Blade (Evocation) Level: 5 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell creates a translucent, shadowlike, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as do those of a real sword. The caster wields the phantom blade as if proficient with this weapon, at her normal THACO. The phantom blade acts as a +3 magical sword in terms of hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature it causes an extra +10 damage against undead. This sword can only be used by the caster and remains in her hand for the duration or until dispelled. SCRL70 - Color Spray Color Spray (Alteration) Level: 1 Range: 30 feet Duration: Special Casting Time: 1 Area of Effect: 60 degree arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that are 4th or less must make a saving throw or be rendered unconscious for five rounds. SCRL71 - Blindness Blindness (Illusion/Phantasm) Level: 1 Range: Visual range of caster Duration: 10 turns Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This first level spell temporarily blinds its target. A saving throw is allowed, and if successful there are no harmful effects. If a victim is blinded he receives -4 to hit on his attack rolls, and has a 4 point armor penalty. SCRL72 - Friends Friends (Enchantment/Charm) Level: 1 Range: 0 Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: caster Saving Throw: Special A friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. SCRL73 - Protection from Petrification Protection from Petrification (Abjuration) Level: 1 Range: 0 Duration: 5 turns Casting Time: 1 Area of Effect: Target Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. SCRL75 - Identify Identify (Divination) Level: 1 Range: 0 Duration: Instantaneous Casting Time: Special Area of Effect: 1 item Saving Throw: None When this spell is memorized, go to the history page of an unidentified item and press the identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. SCRL76 - Infravision Infravision (Divination) Level: 1 Range: Visual range of caster Duration: 10 turns Casting Time: Special Area of Effect: 1 Creature Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or dwarf would. This effect lasts for the duration of the spell or until dispelled. SCRL77 - Magic Missile Magic Missile (Evocation) Level: 1 Range: Visual range of caster Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, and a maximum of five missiles at 9th level. SCRL78 - Protection from Evil Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. SCRL79 - Shield Shield (Evocation) Level: 1 Range: 0 Duration: 5 turns Casting Time: 1 Area of Effect: caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's armor class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled. SCRL7B - Conjure Lesser Air Elemental Conjure Lesser Air Elemental (Conjuration/Summoning) Level: 5 Range: 15 yards Duration: 1 turn +1 round/level Casting Time: Special Area of Effect: Special Saving Throw: None A caster who performs a conjure lesser air elemental spell summons an air elemental to do his bidding. The elemental is 8 Hit Dice and will serve the casters every whim until banished back to its home plane, the spell duration expires, or upon the elementals death. However, every time this spell is cast there is a 15% chance that the elemental will escape the instructions of the caster upon which it will go berserk attacking the mage who dared summon it. If it can't reach the summoner it will fight its way towards him. This berserking elemental will also remain until slain, or the spell duration expires. This spell requires rigid concentration after the casting in order to implant control in the summoned creatures psyche. The elemental is locked into a psychic contest with the caster for three rounds after being summoned. At the end of this time if the caster has won he has control of the elemental. However, if he has lost, the elemental goes berserk and tries to kill him. This does not prevent the use of other charm type spells cast afterwards if the contest was lost. It might be good to note that if charm spells are used before the contest is over they will have no effect on the outcome. SCRL7C - Conjure Lesser Earth Elemental Conjure Lesser Earth Elemental (Conjuration/Summoning) Level: 5 Range: 15 yards Duration: 1 turn +1 round/level Casting Time: Special Area of Effect: Special Saving Throw: None A caster who performs a conjure lesser earth elemental spell summons a earth elemental to do his bidding. The elemental is 8 Hit Dice and will serve the casters every whim until banished back to its home plane, the spell duration expires or upon the elementals death. However, every time this spell is cast there is a 15% chance that the elemental will escape the instructions of the caster upon which it will go berserk attacking the mage who dared summon it. If it can't reach the summoner it will fight its way towards him. This berserking elemental will also remain until slain, or the spell duration expires. This spell requires rigid concentration after the casting in order to implant control in the summoned creatures psyche. The elemental is locked into a psychic contest with the caster for three rounds after being summoned. At the end of this time if the caster has won he has control of the elemental. However, if he has lost, the elemental goes berserk and tries to kill him. This does not prevent the use of other charm type spells cast afterwards if the contest was lost. It might be good to note that if charm spells are used before the contest is over they will have no effect on the outcome. SCRL7D - Minor Spell Turning Minor Spell Turning (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. This spell will only affect up to 4th level spells, but as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from dispel magic. However, it will not be affected by dispel magic either. SCRL7E - Invisible Stalker Invisible Stalker (Conjuration/Summoning) Level: 6 Range: 40 yards Duration: 9 hours Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an invisible stalker from the elemental plane of Air. This 8 hit dice monster obeys and serves the spellcaster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the casters control for 9 hours or until it is killed -- at which point it will return to its native plane, only slightly annoyed at having to serve a mortal. SCRL7F - Globe of Invulnerability Globe of Invulnerability (Abjuration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 5-foot-radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell, as well as other forms of magical attack such as Spellstrike and Pierce Magic. SCRL7G - Tenser's Transformation Tenser's Transformation (Alteration) Level: 6 Range: 0 Duration: 1 round/ level Casting Time: 6 Area of Effect: Caster Saving Throw: None Tenser's transformation is a sight guaranteed to astound any creature not aware of its power. For when the wizard casts the spell, he undergoes a startling transformation. The size and strength of the wizard increase to heroic preportions, so he becomes a formidable fighting machine. The spell causes the caster to become a berserk fighter. The wizard's hit points double, and all damage he sustains comes first from the magical points gained. The armor class of the wizard is 4 better than he possessed prior casting the spell, up to a maximum armor class of -10. All attacks are as a fighter of the same level as the wizard (i.e. the wizard uses the combat values normally reserved for fighters). As well, each attack is made at +2, and each successful hit in combat inflicts an additional 2 points of damage. The effect lasts for the duration or until dispelled. NOTE: This spell does not give the caster any extra attacks. SCRL7H - Flesh to Stone Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a saving throw vs. spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort it will shatter into tiny pieces making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. SCRL7I - Death Spell Death Spell (Necromancy) Level: 6 Range: Visual sight of caster Duration: Instant Casting Time: 6 Area of Effect: 30' radius Saving Throw: None When a death spell is cast, it snuffs out the life forces of creatures in the area of effect instantly and irrevocably. Such creatures cannot be raised or resurrected, but an individual slain in this manner might be brought back via a wish. Creatures with more than 8 hit dice are immune to this spell, with the exception of summoned creatures, which are slain automatically. Only enemies are affected by this spell. SCRL7J - Protection from Magic Protection From Magic Energy (Abjuration) Level: 6 Range: Touch Duration: 1 turn /level Casting Time: 6 Area of Effect: Creature touched Saving Throw: None When the spell is cast it confers 100% invulnerability to all magic based attacks such as magic missle or Abi Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. SCRL7K - Mislead Mislead (Illusion/Phantasm) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When this spell is cast the wizard is affected with an Improved Invisibility spell and is teleported a few feet away from his original position. Meanwhile an exact image of the caster is created where he used to be with exactly the same hit points as the caster. The image cannot perform any actions at all such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible mage. The image will remain under the control of the caster until it is reduced to 0 hit points, or until it is affected by a dispel magic or a spell that destroys illusions such as True Sight. SCRL7L - Pierce Magic Pierce Magic (Abjuration) Level: 6 Range: Visual sight of caster Duration: Special Casting Time: 6 Area of Effect: Target Creature Saving Throw: Special When this spell is cast upon a target creature there will be two major effects. The first is that the creatures magic resistance will be lowered by 1% per level of the caster. The second is that it will cancel one spell protection of 8th level or lower on the creature. For example if this spell was cast by a 15th level wizard the target creature would lose 15% magic resistance from his current total reducing it to 0 if less than that remains, as well as cancelling one 8th level or lower spell protection. The list of spells that this includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, and Globe Of Invulnerability. Magic resistance does not effect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. SCRL7M - True Sight True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 70' radius Saving Throw: None When this spell is cast, an area roughly 70 feet in radius around the caster will be effected. Instantly and once each round for 1 turn after this spell is cast, all hostile illusion/phantasm spells in the area of effect will be dispelled. The spells that are affected by this are: Refected Image, Invisibility, Mirror Image, Non-detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 70' radius around the caster. The target's magic resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel the invisibility from a party member. SCRL7O - Protection from Magical Weapons Protection from Magical Weapons (Abjuration) Level: 6 Range: Self Duration: 4 rounds Casting Time: 1 Area of Effect: Self Saving Throw: None When the spell is cast it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by mantle, improved mantle, or absolute immunity. Due to the nature of this spell with the short speed factor and duration it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. SCRL7P - Power Word, Silence Power Word, Silence (conjuration/summoning) Level: 6 Range: 30 yards Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell the wizard points at an individual and utters the power word. For the next seven rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only counter to this spell is a dispel magic and vocalize. There is no saving throw. SCRL7Q - Improved Haste Improved Haste (Alteration) Level: 6 Range: Visual range of caster Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: Target Creature Saving Throw: None Each affected creature functions at double its normal movement and attack rates. A hasted creature gains a - 2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the third level wizard spell haste and this spell. The first major difference is that there is no period of fatigue following the expiration of the spell. The second major difference is that this spell will only affect one creature. Third and finally, this haste spell actually doubles the number of attacks for the hasted creature. Note that this spell negates the effects of a slow spell. This spell is not cumulative with itself or with other similar magic. This spell lasts for the duration or until dispelled. SCRL7R - Death Fog Death Fog (Evocation) Level: 6 Range: 10 yards Duration: 1 turn Casting Time: 6 Area of Effect: 30' radius Saving Throw: None The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the death fog. Death fog will also instantly kill all summoned creatures, regardless of hit dice or immunities. SCRL7S - Chain Lightning Chain Lightning (Invocation/Evocation) Level: 6 Range: Visual range of caster Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: Half When the wizard casts chain lightning, arcs of electrical energy burst from his fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every two levels of the caster. If the target of the lightning saves against spells only half damage is inflicted. Thus, a 12th level wizard will cause 6d6 damage to a victim (3d6 if the victim makes his saving throw vs. spells). SCRL7T - Disintegrate Disintegrate (Alteration) Level: 6 Range: Visual sight of caster Duration: Instantaneous Casting Time: 6 Area of Effect: Target Creature Saving Throw: Neg. Upon casting this spell at another creature a thin green ray is shot out. Upon contact the creature must make a saving throw vs. spells or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. SCRL7U - Contingency Contingency (Evocation) Level: 6 Range: Visual range of caster Duration: 1 day/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Upon casting this spell the wizard is allowed to choose a spell out of his repertoire of known spells. One spell level for every three levels of the caster is allowed up to 18th level or 6th level spells. Once the spell is chosen the caster is allowed to choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of his/her hit points to an enemy being sighted. Once this starting condition is satisfied the spell that was chosen will be cast automatically. For example a 12th level wizard could place the spell stoneskin in a contingency with the starting condition being 'the wizard reaches 50% of his hit points'. Then in combat once the wizard is reduced to 50% of his hit points or below, stoneskin would be immediately cast upon him. This requires no action by the wizard, it happens automatically and instantaneously. The limitation of this spell is that the target of the spell placed in the contingency must be the caster. Therefor it cannot be an offensive spell and cannot target any other party members. SCRL7V - Spell Deflection Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining then the spell will be absorbed. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a dispel magic. SCRL7W - Wyvern Call Wyvern Call (Conjuration/Summoning) Level: 6 Range: 40 yards Duration: 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None When this spell is cast the wizard opens up a magical channel that will summon a wyvern to his aid. This creature will be totally under his mental control with no chance of it turning on him except, of course, through magical means like charm monster. The creature will remain under the wizard's control, and will live and die at his command until the spell duration expires. SCRL7X - Conjure Fire Elemental Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Range: Visual sight of caster Duration: 1 turn/level Casting Time: Special Area of Effect: Special Saving Throw: None Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. Once the elemental appears the caster must concentrate on the creature for 3 rounds in order to assure that the elemental will not turn on him (15% chance the elemental will attack the caster). However, after this period has passed the elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. SCRL7Y - Conjure Air Elemental Conjure Air Elemental (Conjuration/Summoning) Level: 6 Range: Visual sight of caster Duration: 1 turn/level Casting Time: Special Area of Effect: Special Saving Throw: None Upon casting a conjure air elemental spell, the caster opens a special gate to the elemental plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. Once the elemental appears the caster must concentrate on the creature for 3 rounds in order to assure that the elemental will not turn on him (there is a 15% chance of losing control). However, after this period has passed the elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. SCRL7Z - Conjure Earth Elemental Conjure Earth Elemental (Conjuration/Summoning) Level: 6 Range: Visual sight of caster Duration: 1 turn/level Casting Time: Special Area of Effect: Special Saving Throw: None Upon casting a conjure earth elemental spell, the caster opens a special gate to the elemental plane of Earth, and an earth elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. Once the elemental appears the caster must concentrate on the creature for 3 rounds in order to assure that the elemental will not turn on him (15% chance that the elemental will turn on the caster). However, after this period has passed the elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. SCRL80 - Shocking Grasp Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: Touched creature Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature touched. The wizard only has one charge, and once an opponent has been touched the spell's energies have been used. If the mage misses, then the spell is wasted. The wizard has 1 round per level in order to touch the target creature. SCRL81 - Sleep Sleep (Enchantment/Charm) Level: 1 Range: 30 yards Duration: 5 rounds/level Casting Time: 1 Area of Effect: Special Saving Throw: Neg When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. Creatures in the area of effect must make a saving throw at a -3 penalty or fall asleep. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. Magically sleeping opponents can be attacked with substantial bonuses. SCRL82 - Chill Touch Chill touch (Necromancy) Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0. SCRL83 - Chromatic Orb Chromatic Orb (Evocation) Level: 1 Range: 30 yards Duration: special Casting Time: 1 Area of Effect: One creature Saving Throw: Special This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim. At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds. At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim. NOTE: The victim saves vs spells at +6 against all the effects and gets no save against the damage. SCRL84 - Larloch's Minor Drain Larloch's minor drain (Necromancy) Level: 1 Range: 30 yards Duration: Special Casting Time: 1 Area of Effect: Target creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 4 damage, while the mage gains 4 hit points. If the mage goes over his maximum hit point total with this spell, he loses it after 1 turn. SCRL85 - Blur Blur (Illusion/Phantasm) Level: 2 Range: 0 Duration: 4 rounds + 2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of his saving throws. SCRL86 - Detect Evil Detect Evil (Divination) Level: 1 Range: Visual range of caster Duration: Instant Casting Time: 2 Area of Effect: Sight Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. SCRL87 - Detect Invisibility Detect Invisibility (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 70 foot radius Saving Throw: None When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: if an invisible creature enters the area of effect after the spell has already been cast, then the creature will remain invisible. SCRL89 - Horror Horror (Necromancy) Level: 2 Range: 25 yards Duration: 1 turn Casting Time: 2 Area of Effect: 30 foot cube Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. spells or flee in terror. Certain creatures are immune to the effects of fear, including all undead. SCRL8A - Carrion Summons Carrion Summons (Conjuration/Summoning) Level: 6 Range: 40 yards Duration: 7 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None There are two parts to this spell. When cast the first part is to open up a small portal which will summon 1 or 2 carrion crawlers to a point designated by the wizard. The second part of the magic mutates the carrion crawlers into larger more vicious versions of themselves. The result is that the wizard now has control over these creature(s) until they are slain, or the spell duration expires. When the spell is cast there is a 35% chance that two will be summoned instead of just one. SCRL8B - Summon Nishruu Summon Nishruu (Conjuration/Summoning) Level: 6 Range: 40 yards Duration: 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None By casting the summon nishruu spell the wizard calls into existence a magical being of considerable power, the Nishruu. At first glance this appears to be some sort of mist, but upon closer examination this boiling churning red mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all. However, they can be hurt by physical attacks. Each time a nishruu touches a target wizard and wraps its tendrils around him there are two major effects. First all magical items with charges that the target possesses will be drained by one charge, destroying them if only one remains. The second is it causes the wizard to lose one memorized spell. This is chosen at random, however, it will consume the highest level possible. The nishruu is completely immune to magic (except for death spell), and not only that, but magic will actually heal this creature. The creature will remain under the wizards control until reduced to 0 hit points, or the spell duration expires. SCRL8C - Stone to Flesh Stone to Flesh (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back into flesh. All possessions on the creature likewise will return to normal. The effect is instantaneous and there is no saving throw or system shock check required. SCRL8D - Spell Turning Spell Turning (Abjuration) Level: 7 Range: 0 Duration: 3 rounds/level Casting Time: 7 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This effects a total of 12 spell levels, for example 4 3rd-level, or 1 6th and 1 7th-level, etc.. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. Something to note is that as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from dispel magic. However it will not be affected by dispel magic either. SCRL8E - Protection from the Elements Protection from the Elements (Abjuration) Level: 7 Range: Touch Duration: 1 round /level Casting Time: 7 Area of Effect: Creature touched Saving Throw: None The effect of a protection from the Elements spell lasts no longer than one round per caster level. When the spell is cast it confers 75% immunity all elemental attacks such as fire, cold and electricity whether magical or non magical such as spells, weapons, wands, breath weapons, etc. This effect lasts for the duration of the spell or until dispelled. SCRL8F - Project Image Project Image (Illusion/Phantasm) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: caster Saving Throw: None When this spell is cast there is a illusionary copy made of the casting wizard which steps out of his body. This copy can move around, it has the same hit points and can cast the same spells however it cannot make any physical attacks. If the image is destroyed then the spell ends and the caster can move again. Also if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise the image will remain for the duration of the spell or until affected by a dispel magic or anything that dispels illusions such as True Sight. SCRL8G - Ruby Ray of Reversal Ruby Ray of Reversal (Alteration) Level: 7 Range: Visual sight of caster Duration: Instantaneous Casting Time: 5 Area of Effect: Target creature Saving Throw: None When this spell is cast on the target creature it will dispel one spell protection of any level. The spells that are affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's magic resistance, if any, does not affect this spell. This will always dispel the highest level of spell protection on the target, and if there are two protecting a mage that are the same level the choice is random. SCRL8H - Khelben's Warding Whip Khelben's Warding Whip (Abjuration) Level: 7 Range: 10 yards Duration: 3 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None When this spell is cast on the target creature it will dispel one spell protection of up to 8th level in strength. Every round thereafter, till the duration of the spell expires, another spell protection will be removed from the target. The spells that are affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, Spell Shield, and Spell Invulnerability. The target's magic resistance, if any, does not affect this spell. This will always dispel the highest level of spell protection on the target, and if there are two protecting a mage that are the same level the choice is random. SCRL8I - Cacofiend Cacofiend (Conjuration/Summoning) Level: 7 Range: Visual sight of caster Duration: 15 rounds Casting Time: Special Area of Effect: Special Saving Throw: None When this spell is cast it will teleport in a powerful demon that will go on a rampage, attacking and killing everything in sight. Anyone protected from evil, as per the spell, will not be targeted by the demon. This is a dangerous spell to invoke, best saved for desparate times. SCRL8J - Mantle Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast it confers complete invulnerability to all weapons except for those of +3 or better enchantment. This spell is incredibly powerful yet has a very short duration, and this combined with the very short casting time makes this spell useful only in the thick of intense combat. It is also important to note that this spell will not work in conjuction with protection from magic weapons. This effect lasts for the duration of the spell or until dispelled. SCRL8L - Spell Sequencer Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows a mage to store spells and access them from his special ability button. After choosing the spells for the sequencer, the wizard creates a special ability that will release the power contained within the spells simultaneously. This ability, the sequencer, can store three spells, all of which must be of 4th level or lower. A mage can only possess one spell sequencer at a time, and the sequencer may not be given to other players. Once the sequencer is used, the special ability icon disappears. SCRL8M - Sphere of Chaos Sphere of Chaos (Alteration) Level: 7 Range: Visual sight of caster Duration: 1 turn Casting Time: 7 Area of Effect: 30' radius Saving Throw: Special All enemies within the area of effect must make a save vs. spells every round that they remain in the sphere, and if the save is failed one of the following random effects occurs: polymorphed into a squirrel, confused, burst into flames, paralyzed, disintegrated, healed 20 hit points, randomly teleported, rendered unconcious or hasted. SCRL8N - Delayed Blast Fireball Delayed Blast Fireball (Invocation/Evocation) Level: 7 Range: Visual range of caster Duration: Special Casting Time: 7 Area of Effect: 30' radius Saving Throw: 1/2 This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it. At which point it will explode for 15d6 points of damage with a save vs. spell for half damage. SCRL8O - Finger of Death Finger of Death (Necromancy) Level: 7 Range: Visual sight of caster Duration: Permanent Casting Time: 5 Area of Effect: 1 Creature Saving Throw: Neg The finger of death spell snuffs out the victim's life force. The caster points his finger at the victim after the incantation is complete, effectively ripping the life out of his body unless a save vs. spells is made at -2. A creature that successfully saves still receives 2d8 +1 points of damage. SCRL8P - Prismatic Spray Prismatic Spray (Conjuration/Summoning) Level: 7 Range: 20 yards Duration: Instantaneous Casting Time: 7 Area of Effect: 70' long cone Saving Throw: Special When this spell is cast, the wizard causes seven shimmering, multil colored rays of light to flash from his hand. These include all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. Any creature that is caught within the area of effect will be touched by one or two of the rays. The effects of the rays are listed below. Red - Inflicts 20 hit points of damage, save vs. spell for half Orange - Inflicts 40 hit points of damage, save. vs. spell for half Yellow - Inflicts 80 hit points of damage, save vs. spell for half Green - save vs. poison or die, if survive suffer 20 points of poison damage Blue - save vs. petrification or be turned to stone Indigo - save vs. wands or be feebleminded Violet - save vs. spell or be disintegrated SCRL8Q - Power Word, Stun Power Word, Stun (conjuration,summoning) Level: 7 Range: Visual sight of caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the mage's choice whithin visual range is stunned for the duration depending on its current hit points. Creatures with 1 to 29 hit points are stunned for 4d4 rounds, those with 30 to 59 are stunned for 2d4 rounds, those with 60 to 89 are stunned for 1d4 rounds, and those with 90 or over are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used. SCRL8R - Mordenkainen's Sword Mordenkainen's Sword (Evocation) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, swordlike plane of force that leaps into the wizards hands. The sword acts as a +4 weapon in all respects, as well it inflicts 5-20 damage when a successful attack is made in combat. Once the spell is cast the sword will float in the air completely under the control of the caster. Note that this does not prevent the caster from doing any other actions during the spell duration. SCRL8S - Summon Efreeti Summon Efreeti (Conjuration/Summoning) Level: 7 Range: 40 yards Duration: 8 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None With this spell, the conjurer can cajole an efreeti, a massive genie with powerful abilities, to leave the elemental plane of fire and enter the Prime Material. The efreeti will serve for the duration indicated above, attacking the enemies of the conjurer. Mages are warned to be careful of this spell, for a mistreated efreeti will turn on his master at the first available opportunity. SCRL8T - Summon Djinni Summon Djinni (Conjuration/Summoning) Level: 7 Range: 40 yards Duration: 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None With this spell, the conjurer can cajole a djinni, a massive genie with powerful abilities, to leave the elemental plane of air and enter the Prime Material. The djinni will serve for the duration indicated above, attacking the enemies of the conjurer. Mages are warned to be careful of this spell, for a mistreated djinni will turn on his master at the first available opportunity. SCRL8U - Summon Hakeashar Summon Hakeashar (Conjuration/Summoning) Level: 7 Range: 40 yards Duration: 8 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell is similar to the 6th level wizard spell, Summon Nishruu. The Hakeashar is a more powerful version of the Nishruu, having more hit points, better attacks, and immunity to normal weapons. By casting the summon hakeashar spell the wizard calls into being a magical being of considerable power, the Hakeashar. At first glance this appears to be some sort of mist but upon closer examination this boiling churning grey mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, this creature feeds on the energies surrounding and used by wizards (and other spellcasters). Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all. However, it can be hurt by physical attacks. Each time the creature touches a target wizard and wraps its tendrils around him there are two major effects. First, all magical items with charges that the target possesses will be drained by one charge, destroying them if only one remains. The second is it causes the wizard to lose one memorized spell. This is chosen at random, however it will consume the highest level possible. The hakeashar is completely immune to magic, and not only that, but magic will actually heal this creature. The creature will remain under the wizards control until reduced to 0 hit points, or the spell duration expires. SCRL8V - Control Undead Control Undead (Necromancy) Level: 7 Range: Visual sight of caster Duration: 6 rounds + 1 round/level Casting Time: 7 Area of Effect: 1-4 creatures Saving Throw: Special The control undead spell allows the caster to take control of 1-4 undead creatures within the area of effect. This creates a telepathic link between the caster and the undead allowing complete control. If the undead have 3 Hit Dice or less then there is no saving throw allowed, however if they have 4 Hit Dice or more a save vs. spells is allowed to negate the effect. The undead remain under control of the caster for the duration of the spell or until they are affected by a dispel magic. SCRL8W - Mass Invisibility Mass Invisibility (Illusion/Phantasm) Level: 7 Range: Visual sight of caster Duration: 1 round/level Casting Time: 7 Area of Effect: 30' radius Saving Throw: None Upon casting this spell the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus. SCRL8X - Spell Shield Spell Shield (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 8 Area of Effect: The caster Saving Throw: None When this spell is cast the wizard is protected from the next magical attack against him. The spells that this protects the wizard from are: Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard this spell activates and absorbs the attack. However, this only works once as this spell is consumed in the process. Otherwise, it will last for the duration. SCRL8Y - Protection from Energy Protection From Energy (Abjuration) Level: 8 Range: Touch Duration: 1 round /level Casting Time: 8 Area of Effect: Creature touched Saving Throw: None When the spell is cast it confers 75% immunity against all energy attacks such as fire, cold, acid, magic and electricity whether magical or non-magical such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted weapon and Spiritual Hammer. In other words, any physical damage such as piercing, blunt or slashing will get through. This effect lasts for the duration of the spell or until dispelled. SCRL8Z - Simulacrum Simulacrum (Illusion/Phantasm) Level: 8 Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A duplicate of the caster is created when this spell is cast. The duplicate is almost identical to the caster, making the duplicate a very powerful ally. The simulacrum is created at 60% of the level at which the caster is currently on. It has all the spells and abilities that the caster would have at that level. It also has 60% of the hit points of the caster. The simulacrum is fully under the control of the caster. SCRL90 - Invisibility Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: Creature touched Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around him such as opening doors, disarming a trap, or opening a chest. He can, however, cast defensive spells on himself and fellow party members. And if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. SCRL91 - Knock Knock (Alteration) Level: 2 Range: Visual range of caster Duration: Instant Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The knock spell opens locked, held or wizard-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments. SCRL92 - Know Alignment Know Alignment (Divination) Level: 2 Range: 10 yards Duration: instant Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None A know alignment spell enables the mage to exactly read the aura of a creature. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if he's evil, green if he's good, and white if he's neutral. SCRL93 - Luck Luck (Enchantment/Charm) Level: 2 Range: 10 yards Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell is lucky in everything that he does for the next 3 rounds. He receives a 5% bonus to any of his actions. This includes saving throws, to hit chances, thieving skills, etc. SCRL94 - Resist Fear Resist Fear (Abjuration) Level: 2 Range: 10 yards Duration: 1 hour Casting Time: 1 Area of Effect: 30' radius Saving Throw: Special The wizard instills courage in the spell recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. SCRL95 - Melf's Acid Arrow Melf's Acid Arrow (Conjuration) Level: 2 Range: Visual range of caster Duration: Special Casting Time: 2 Area of Effect: 1 target Saving Throw: Special By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc. SCRL96 - Mirror Image Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack as it is possible for an enemy to choose the real caster amongst all the images. SCRL97 - Stinking Cloud Stinking Cloud (Evocation) Level: 2 Range: 30 yards Duration: 1 turn Casting Time: 2 Area of Effect: 30-foot radius Saving Throw: Special When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be sent reeling and fall down for 1-2 rounds. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A dispel magic will remove the nasea on a particular character, but if they remain in the cloud then they are still subject to its effects. SCRL98 - Strength Strength (Alteration) Level: 2 Range: Touch Duration: 1 turn/level Casting Time: 1 round Area of Effect: Target creature Saving Throw: None Application of this spell increases the Strength of the character to 18 and then adds 50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 strength, then his strength will just be set to 18/00. If a character has a strength between 18/01 and 18/50, then his strength will become 18/50 +original percentage. If his strength is less then 18, then it will just become 18/50. However, this spell will actually lower a character's strength if it is already 19 or more. SCRL99 - Web Web (Evocation) Level: 2 Range: Visual sight of caster Duration: 1 turn Casting Time: 2 Area of Effect: Special Saving Throw: Special A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The web spell covers a maximum area of about 30 feet in radius (roughly the same size as a fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, then the creature is free to move out of the area. A failed saving throw means the creature is stuck in the webs, unable to move. Each round that a creature remains in the web, he must make a saving throw or be unable to move. SCRL9A - Pierce Shield Pierce Shield (Abjuration) Level: 8 Range: Visual sight of caster Duration: Instantaneous Casting Time: 8 Area of Effect: Special Saving Throw: None When this spell is cast it launches a massive attack on an enemy wizard's spell defenses. The target's magic resistance will be lowered by 10% + 1% per level of the caster. Next pierce shield will cancel one spell protection of any level. For example if this spell was cast by a 15th level wizard the target creature would lose 25% magic resistance from his current total reducing it to 0 if less than that remains as well as cancelling one spell protection if the mage currently has one. The list of spells that this includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic resistance does not effect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. SCRL9B - Summon Fiend Summon Fiend (Conjuration/Summoning) Level: 8 Range: Visual sight of caster Duration: 15 rounds Casting Time: 9 Area of Effect: None Saving Throw: None More powerful than the 7th level variant, casting this cacofiend spell summons a frenzied demon. This demon will attack everyone in the area who is not protected by a protection from evil spell. Only desperate or suicidal mages use this spell. SCRL9C - Improved Mantle Improved Mantle (Abjuration) Level: 8 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast it confers complete invulnerability to all weapons except for those of +4 or better enchantment. This spell is incredibly powerful hence the duration is so short. However, the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with protection from magic weapons. This spell lasts for the duration or until dispelled. SCRL9D - Spell Trigger Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 1 round Area of Effect: The caster Saving Throw: None This spell allows a mage to store spells in a magical ability (accessed via the special ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A mage can only possess one spell trigger at a time, and the trigger may not be given to other players. Once the spell trigger is used the icon will disappear from the special ability. SCRL9E - Incendiary Cloud Incendiary Cloud (Evocation) Level: 8 Range: Visual Sight of Caster Duration: 1 turn Casting Time: 8 Area of Effect: 30' radius cloud Saving Throw: 1/2 This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately, or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect with a save vs. spells for half. SCRL9F - Symbol, Fear Symbol, Fear (Conjuration,Summoning) Level: 8 Range: 30 yards Duration: Special Casting Time: 1 round Area of Effect: 30' radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. spells at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. SCRL9G - Abi-Dalzim's Horrid Wilting Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Visual sight of caster Duration: Instantaneous Casting Time: 8 Area of Effect: 30-ft. cube Saving Throw: Half This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a saving throw vs. spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws. This spell will not harm party members. SCRL9H - Maze Maze (conjuration,summoning) Level: 8 Range: Touch Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its intelligence. Intelligence of Target -- Time trapped in maze under 3 -- 2d4 turns 3 to 5 -- 1d4 turns 6 to 8 -- 5d4 rounds 9 to 11 -- 4d4 rounds 12 to 14 -- 3d4 rounds 15 to 17 -- 2d4 rounds 18 and up -- 1d4 rounds Note that if the 9th level spell freedom is cast in the area where a creature is mazed, it will effectively bring him back to this plane ending the spell prematurely. Otherwise it will last for the duration of the spell. Note a mazed creature is not freed through dispel magic. SCRL9J - Power Word, Blind Power Word, Blind (conjuration/summoning) Level: 8 Range: Visual sight of caster Duration: 6 rounds Casting Time: 1 Area of Effect: 10' radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 10 foot radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims such as a penalty to hit and to AC. As well the visibility range of the afflicted character is decreased. SCRL9L - Spell Trap Spell Trap (Abjuration) Level: 9 Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap -- making the caster recall a previously cast spell. For example, a wizard shields himself with spell trap and is then hit by a Flame Arrow (3rd level spell). He gets three spell levels back -- he will regain one spell, up to 3rd level in power. The spell trap protects against 30 levels of protection (i.e., ten flame arrows or five finger's of death). The spell trap can absorb any level of spell, from one to nine. SCRL9M - Spellstrike Spellstrike (Abjuration, Alteration) Level: 9 Range: Visual sight of caster Duration: Instantaneous Casting Time: 5 Area of Effect: Target Creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Defection, Spell Invulnerability, and Spell Trap. The target's magic resistance, if any, does not affect this spell. SCRL9N - Gate Gate (Conjuration, Summoning) Level: 9 Range: Visual sight of caster Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer planar creature to attack her foes and herself if not careful. The creature summoned in is a Pit Fiend, one of the most powerful demons. This Pit Fiend will attack anyone not protected from evil, including the caster and her party. SCRL9P - Absolute Immunity Absolute Immunity (Abjuration) Level: 9 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with protection from magic weapons. This spell lasts for the duration or until dispelled. SCRL9Q - Chain Contingency Chain Contingency (Evocation) Level: 9 Range: 0 Duration: Special Casting Time: 1 turn Area of Effect: The Caster Saving Throw: None Chain contingency channels some of the magical energy of the mage and releases it only under certain circumstances. Basically, the mage chooses three spells, which will be released under certain conditions such as being hit by an enemy. When this condition occurs all three spells are cast immediately. Spells of any level may be used in the contingency. SCRL9R - Time Stop Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Inside the sphere, the caster is free to act for three rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. When the spell duration ceases, the wizard is again operating in normal time. Note that all spells cast during the timestop will take effect immediately after time returns to normal. SCRL9S - Imprisonment Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell, freedom, is cast. Otherwise, the victim will remain there as long as the earth exists, rather a horrible fate, actually. If a freedom spell is cast in the area where the creature was imprisoned then he will reappear exactly where he was last standing. Dispel magic will not free creatures trapped in this manner. There is no saving throw. SCRL9T - Meteor Swarm Meteor Swarm (Evocation) Level: 9 Range: 90 yards Duration: 4 rounds Casting Time: 9 Area of Effect: 30' radius Saving Throw: None When the caster utters the words to this powerful spell, he calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at any in the area of effect. Any caught in the destructive path of the meteors --whether friend or foe-- will suffer 4-40 points of d amage, with no saving throw. The caster is well advised to be careful in his use of this spell. SCRL9U - Power Word, Kill Power Word, Kill (conjuration,summoning) Level: 9 Range: Visual sight of caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The power word slays a creature with up to 60 hit points. Even if the creature's maximum hit points are higher than 60, the current hit points are used for this determination. There is no saving throw. This spell has no effect if the target has more than 60 hit points. SCRL9V - Wail of the Banshee Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instantaneous Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a saving throw vs. death magic die instantly. The caster and companions are immune to the effects of the wail. SCRL9W - Energy Drain Energy Drain (Necromancy) Level: 9 Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: Target Creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative energy plane, draining him of 2 levels of experience. The target of this spell loses levels, Hit Dice, hit points, and abilities permanently. These levels can only be restored by a priest's restoration spell. SCRL9X - Black Blade of Disaster Black Blade of Disaster (Evocation) Level: 9 Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift, about three feet long. It jumps into the casters hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. While using this weapon, the wizard uses the THACO of a fighter of half his level. For example, if this is cast by an 18th level wizard, he would use combat tables for a 9th level fighter and hence his base THACO would be 12. Also, every time this hits a target, the victim must make a save vs. death at +4 or be disintegrated. SCRL9Y - Shapechange Shapechange (Alteration) Level: 9 Range: 0 Duration: 5 turns Casting Time: 9 Area of Effect: Caster Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature he wishes, and has almost all of its abilities. Thus, he can change into a mind flayer to stun his opponents and then become an earth elemental to crush his foes. These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. SCRL9Z - Freedom Freedom (Abjuration) Level: 9 Range: Special Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned and they will be released. This is the reverse of the spell imprisonment. When a creature is imprisoned, he is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where he was imprisoned, it will instantly free him and he will reappear exactly where he was standing when he was imprisoned. This spell will also cancel the effects of the spell maze and return any characters trapped in the labyrinth of planes. SCRLA1 - Wizard Eye Wizard Eye (Divination, Alteration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell. SCRLA2 - Deafness Deafness (Illusion/Phantasm) Level: 2 Range: 60 yds. Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a dispel magic spell or a cure disease spell. SCRLA3 - Glitterdust Glitterdust (Conjuration/Summoning) Level: 2 Range: 10 yds. Duration: 4 rounds Casting Time: 2 Area of Effect: 20 ft Saving Throw: Special This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 4 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 4 rounds. SCRLA4 - Limited Wish Limited Wish (Conjuration/Summoning, Invocation/Evocation) Level: 7 Range: Unlimited Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: Special The limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a limited wish will not substantially change major realities. The spell can, for example, restore some hit points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that he will choose the right wording. Wizards with low wisdom will more often than not meet with disaster when asking for a wish. SCRLA5 - Melf's Minute Meteors Melf's Minute Meteors (Evocation, Alteration) Level: 3 Range: 70 yds Duration: Special Casting Time: 3 Area of Effect: 1 target/meteor Saving Throw: None This spell enables the wizard to cast small globes of fire (one for each experience level she has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +5 bonus to the attack rolls and with no penalty for range. Each meteor inflicts +3 damage, and an additional +3 fire damage. The wizard may discharge up to five missiles per round. SCRLA6 - Spook Spook (Illusion/Phantasm) Level: 1 Range: 30 ft. Duration: 3 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all. SCRLA7 - Remove Magic Remove Magic (Abjuration) Level: 3 Range: Visual range of caster Duration: Special Casting Time: 3 Area of Effect: 30-foot cube Saving Throw: Special This is the combat version of dispel magic, it will only affect opponents. A remove magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect. NOTE: this spell will ONLY affect ENEMIES. SCRLA8 - Contagion Contagion (Necromancy) Level: 4 Range: 30 yds. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, dexterity, and charisma are reduced by 2. The afflicted character is also slowed. These effects persist until the character receives a Cure Disease spell. SCRLAG - Scroll of Crom Faeyr This yellowed sheet of parchment describes the process used by the ancient dwarven smith Silverblade to forge the original Hammer of Thunderbolts, as well as the means by which he intended to continue to shape the weapon into its ultimate form. By the combining of the Hammer of Thunderbolts, Gauntlets of Ogre Power and a Girdle of Frost Giant Strength... and using the power of the hammer's true name "Crom Faeyr"... an ultimate weapon of destruction could still be completed using this scroll. SCRLAI - Ray of Enfeeblement Ray of Enfeeblement (Enchantment/Charm) Level: 2 Range: Visual sight of caster Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance. SCRLAJ - Farsight Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. SCRLAK - Remove Curse Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: Special Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. SCRLAL - Sunfire Sunfire (Evocation) Level: 5 Range: Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: 1/2 A sunfire is like a fireball -- an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with his hand and the entire area around him erupts in flames, striking all except for the caster. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half. SCRLAM, SCRLAO - Symbol, Death Symbol, Death (Conjuration,Summoning) Level: 8 Range: 30 yards Duration: Special Casting Time: 1 round Area of Effect: 30' radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. death or die. Creatures with more than 60 current hit points are immune to this effect. SCRLAN - Symbol, Stun Symbol, Stun (Conjuration,Summoning) Level: 8 Range: 30 yards Duration: Special Casting Time: 1 round Area of Effect: 30' radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. spells at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal) Bigby's Clenched Fist (Evocation) Level: 8 Range: Visual range of caster Duration: 4 Rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to four rounds. It initially smashes the target for 3D6 damage with no save. The target is held. In the second round, the target can save vs. paralyzation at -2 to escape. If they fail to save, the hand does 4D6 damage. The following round, the target can save vs. paralyzation with no penalty. If they make the save, they are free to move, if they fail, the spell does 6D6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic resistance will stop the spell. SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal) Bigby's Crushing Hand (Evocation) Level: 9 Range: Visual range of caster Duration: 3 Rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2D10 damage. The victim can save at -4 vs. paralyzation to avoid being pinned. If they fail, the hand does 3D10 damage the next round. The victim can again save vs. paralyzation at -2. If they fail to save, the hand does a final 4D10 damage and disappears. SCRLB4 - Wish (Throne of Bhaal) Wish (Conjuration/Summoning, Invocation/Evocation) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: Special Wish is a more potent version of the Limited Wish spell. It will fulfill literally, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that he will choose the right wording. Wizards with low wisdom will more often than not meet with disaster when asking for a wish. SCRLPET - Stone to Flesh This scroll will remove the effects of petrification from anyone afflicted by such an unfortunate condition. Simply approach the victim who has been turned to stone, read the scroll and target the statue. SCRLZZ - Summon Cow Summon Cow (Summoning) Level: 2 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 Creature Saving Throw: None The spell speaks for itself baby! ------------------------------------------------------------------------------- SECRET PANTALOON STUFF: (Throne of Bhaal only!) ------------------------------------------------------------------------------- SECRET01 - Big Metal Rod The Big Metal Rod was designed to be used with the Big Metal Unit. It has several types of ammunition that can be launched at your enemies... or friends... SECRET02 - Pulse Ammo This Pulse Ammunition allows you to shoot small balls of pure energy at a frightening pace from the Big Metal Rod. SECRET03 - Frag Grenade This skull can be launched at your enemies via the Big Metal Rod. It will explode into fragments when an enemy approaches it and damage everyone within the radius of the explosion. SECRET04 - Scorcher Ammo This ammunition for the Big Metal Rod will allow you to shoot a jet of flame at an enemy SECRET05 - Big Metal Unit Found within a long forgotten pocket of our collected pantology, herein tales the lie of the Metal "Unit". Gargantua was self-proclaimed lord of his immeasurable lower regions until his son, Pantagruel, questioned the accuracy of the ruler. With his s hortcomings exposed, great Gargantua lay prostrate upon the ground while Pantagruel sought to cover his cuirass in case his now governing body lost its sway. He was warned that the people would cut him no slacks, but he never listened, and had burned his britches behind him. Undaunted, he fulfilled his animus with the robes of his father, as uncomfortable as that might sound, and shaped the Metal "Unit" with his own hands. The rule of Pantagruel was a discommoding morass, his armor eventually suffering a breach in the breech that proved his undoing. As his basket left the pantry, so to speak, his regime fell to insurrection, and so complete was the sacking that not even his Metal "Unit" could be found. The component pieces, a pantaloon triumvirate, were lost in the annals of time. You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you. ------------------------------------------------------------------------------- SHIELDS: ------------------------------------------------------------------------------- SHLD01, SHLD11, SHLD12 - Small Shield A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. STATISTICS: Armor Class Bonus: 1 Special: No Missile Weapon Protection Weight: 3 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief SHLD02 - Small Shield +1 A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. This magical shield grants an extra bonus of +1 against attacks. STATISTICS: Armor Class Bonus: 2 Special: No Missile Weapon Protection Weight: 3 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief SHLD03, SHLD13, SHLD14 - Medium Shield A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward. STATISTICS: Armor Class Bonus: 1 Weight: 7 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD04 - Medium Shield +1 A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. This penaltly is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer. STATISTICS: Armor Class Bonus: 2 Weight: 6 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD05, SHLD15, SHLD16, SHLD18 - Large Shield The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 1 Special: +1 vs. Missile Weapons Weight: 15 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief SHLD06 - Large Shield +1 The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. STATISTICS: Armor Class Bonus: 2 Special: +1 vs. Missile Weapons Weight: 12 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief SHLD07 - Large Shield +1, +4 vs Missiles Large Shield +1, +4 vs. Missiles: 'Shield of the Falling Stars' Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the wellbeing of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death. STATISTICS: Armor Class: +1 bonus, +4 vs. Missile Weapons Weight: 12 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief SHLD08, SHLD09, SHLD10 - Buckler A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. STATISTICS: Armor Class Bonus: 1 Special: No Missile/Piercing Attack Protection Weight: 2 Requires: 4 Strength Unusable By: Mage SHLD17 - Buckler +1 A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows. STATISTICS: Armor Class Bonus: 2 Special: No Missile/Piercing Attack Protection Weight: 2 Requires: 4 Strength Unusable By: Mage SHLD19 - Large Shield +2 This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak. Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield. STATISTICS: Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Weight: 10 Requires: 10 Strength Not Usable By: Bard Druid Mage Thief SHLD20 - Kiel's Buckler This is the buckler of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight and excellent craftmanship increase the dexterity of all who bear it by a single point. STATISTICS: Armor Class Bonus: 1 Special: No Missile/Piercing Attack Protection Special: +1 Dexterity while equipped Weight: 2 Requires: 4 Strength Unusable By: Mage SHLD21 - Dragon Scale Shield +2 Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a steel frame. Green and white dragon scales adorn the red background in a pattern that, when looked in the right way, reveals the face of an ancient dragon. STATISTICS: Abilities: Sets fire, cold and electrical resistance to 25% Armor Class Bonus: 3 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD22 - Sentinel +4 A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!" STATISTICS: Armor Class Bonus: 5 Weight: 3 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD23 - Fortress Shield +3 This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature. STATISTICS: Special: +7 AC bonus vs. missile weapons Armor Class Bonus: 4 Weight: 3 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief SHLD24 - Reflection Shield +1 Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn, or perhaps some other ancient excavation. STATISTICS: Ability: Reflects missile weapons back to their user Armor Class Bonus: 2 Weight: 3 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief SHLD25 - Shield of Harmony +2 Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving the shield to whomever might recover it from Kekkim's tower. STATISTICS: Abilities: Immunity to charm, confusion, domination, and hold person Armor Class Bonus: 3 Weight: 2 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief SHLD26 - Shield of the Lost +2 This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time. STATISTICS: Armor Class Bonus: 3 Special: +5% magical resistance Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD27 - Saving Grace +3 Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection of still remains, making it useful for any adventurer. STATISTICS: Armor Class Bonus: 4 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD28 - Small Shield +2 Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. STATISTICS: Armor Class Bonus: 3 Special: No Missile Weapon Protection Weight: 2 Requires: 4 Strength Not Usable By: Bard Druid Mage Thief SHLD29 - Medium Shield +2 A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior to perform legendary deeds while wearing it, to finally give it a history. STATISTICS: Armor Class Bonus: 3 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief SHLD30 - Large Shield +2 A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else. STATISTICS: Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Weight: 4 Requires: 10 Strength Not Usable By: Bard Druid Mage Thief SHLD31 - Darksteel Shield +4 (Throne of Bhaal) Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder - though the dwarven smiths refused to divulge the mysterious buyer's identity. STATISTICS: +10% resistance to fire, cold, acid and poison Armor Class Bonus: 5 Weight: 8 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief SHLD32 - Shield of the Order +4 (Throne of Bhaal) Peragath the Valiant, a great champion of the Order of the Radiant Heart, carried this shield into battle against a horde of invading Tanar'ri pouring through a gate to the Astral Plane. Gripped by holy fervor, the mighty paladin single handedly drove back the horde, then foolishly leapt through t he Astral gate to finish them off. The gate collapsed, and both Peragath and the shield were forever lost in the Planes. STATISTICS: +1 bonus to all saving throws Armor Class Bonus: 5 Weight: 8 Requires: 9 Strength Not Usable By: Bard Druid Mage Thief NPSHLD - Delryn Family Shield This is Anomen's family shield, given to him by his father. In addition to the magical protection the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day. STATISTICS AC Bonus : +2 Fire Resistance: + 30% Cold Resistance: + 30% Abilities: 3 times per day can cast protection from missiles on bearer ------------------------------------------------------------------------------- SLINGS: ------------------------------------------------------------------------------- SLNG01 - Sling Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: Weight: 0 Speed Factor: 6 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG02 - Sling +1 Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends. STATISTICS: THACO: +1 bonus Damage: +1 (missile damage) Weight: 0 Speed Factor: 5 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG03 - Sling +3 SLNG04 - Sling +2 Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it. STATISTICS: THACO: +2 bonus Damage: +2 (missile damage) Weight: 0 Speed Factor: 4 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG05 - Sling +3 : 'Arla's Dragonbane' None know better than Halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small-folk that leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that Halflings prefer entertainment over accuracy when it comes to their history. STATISTICS: Damage: +3 (missile damage) THACO: +3 Weight: 0 Speed Factor: 3 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength SLNG06 - Sling of Arvoreen +4 This sling is blessed by the Halfling goddess Arvoreen. The weapon was granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of Yuan-ti were slain by Lettleworp's forces, saving his halfling village. The sling has the ability to rend the senses of the wielders enemies with a wall of sound said to be the voice of the goddess herself. STATISTICS: Combat Abilities: Sonic boom once per day. Must save vs. spell or be stunned for three rounds Area: 60 feet THACO: +4 bonus Damage: +4 (missile damage) Weight: 0 Speed Factor: 2 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG07 - Sling of Seeking +2 Unlike most other slings, the Sling of Seeking is capable of throwing stones and allowing a strength bonus to be applied to the damage it inflicts. Although the sling is magical, giving it a bonus to hit and to damage, it is capable of inflicting strength damage due to its design, not magic. STATISTICS: THACO: +2 Damage: +2 (missile damage), plus Strength bonus Weight: 0 Speed Factor: 4 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG08 - Erinne Sling +4 (Throne of Bhaal) The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. STATISTICS: Equipped Abilities: Can create 5 +4 bullets once/day THACO: +4 bonus Damage: +4 (missile damage) Weight: 0 Speed Factor: 0 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG09 - Erinne Sling +5 (Throne of Bhaal) The modifications to the Erinne sling have made significant improvements to its already deadly accuracy. STATISTICS: Equipped Abilities: Can create 5 +4 bullets once/day THACO: +5 bonus Damage: +5 (missile damage) Weight: 0 Speed Factor: 0 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: SLNG10 - Sling +3 (Throne of Bhaal) Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it. STATISTICS: THACO: +3 bonus Damage: +3 (missile damage) Weight: 0 Speed Factor: 3 Proficiency Type: Sling Type: 1-handed Requires: 3 Strength Not Usable By: ------------------------------------------------------------------------------- SPEARS: ------------------------------------------------------------------------------- SPER01, SPER04 - Spear One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. STATISTICS: Damage: 1D6 Damage type: piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER02 - Spear +1 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. This spear is slightly different though, as it has been imbued with certain magical properties. STATISTICS: THACO: +1 bonus Damage: 1D6 +1 Damage type: piercing Weight: 5 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER03 - Spear +3, Backbiter This cursed spear will appear as a magical spear, however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a remove curse spell. STATISTICS: *CURSED* THACO: +3 Damage: 1D6 +3 Damage type: piercing Special: 3 (piercing) damage inflicted upon the wielder upon every successful hit Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER05 - Spear +2 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types. Another line of tinkering led to the integration of magic with spears. Tribal shaman would enchant the spears so that they would hit more often and do greater damage to their wielder's opponents. STATISTICS: THAC0: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 3 Speed Factor: 4 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER06 - Spear +3 One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spearheads were made from iron and steel. This spear trembles from the powerful magic used in its creation. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER07 - Spear of the Unicorn +2 This graceful spear is carved to resemble the elongated horn of the unicorn. Wielders of this spear are immune to charm and hold spells, just as a unicorn might be. Whether the horn is or isn't an actual unicorn horn is the subject of much debate. STATISTICS Equipped Abilities: Immunity to charm and hold person +3 to all saves vs. death THAC0: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 3 Speed Factor: 4 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER08 - Spear +3, Impaler The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work. STATISTICS THAC0: +3 bonus Damage: 1D6 +3, +10 piercing damage Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER09 - Spear +1, Halcyon The electrum plated shaft of this weapon hums with magical power. Occasionally blue bolts of energy run down the length of the spear, charging it. In battle when it hits an opponent it strikes for additional electricity damage. STATISTICS THAC0: +1 bonus Damage: 1D6 +1, +1 electricity damage Damage type: piercing Weight: 3 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER10 - Spear of Withering +4 Carved from the heart of a rotten Treant, this spear smells of death. When held in your hands it groans a little as if reluctant to allow a living thing to touch it. In battle the Spear of Withering spits a foul poison into its target upon each succesful hit. STATISTICS: THAC0: + 4 bonus Damage: 1D6 + 4, + 4 poison damage Damage type: piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER11 - Ixil's Nail +4 (Throne of Bhaal) For many generations this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. STATISTICS: THAC0: + 4 bonus Damage: 1D6 + 4 Damage type: piercing Weight: 5 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief SPER12 - Ixil's Spike +6 (Throne of Bhaal) With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear. STATISTICS: Equipped Abilities: Permanent Free Action Combat Abilities: With each successful hit, the opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round. THAC0: + 6 bonus Damage: 1D6 + 6 Damage type: piercing Weight: 5 Speed Factor: 2 Proficiency Type: Spear Type: 2-handed Requires: 5 Strength Not Usable By: Cleric Mage Thief ------------------------------------------------------------------------------- STAVES: ------------------------------------------------------------------------------- AURSTAF - Staff of the Ram +4 (Throne of Bhaal) Likely created by the same unknown Archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless. STATISTICS: Combat Abilites: 10 % Chance opponent is knocked back and stunned. Large creatures such as a dragons or giants will not be knocked back or stunned. THACO: +4 bonus Damage: 1D6 + 10 Weight: 3 Speed Factor: 1 Proficiency Type: Staff Type: Two-handed Requires: 5 Strength STAF01, STAF03, STAF04 - Quarterstaff The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Staff Type: 2-handed Requires: 5 Strength STAF02 - Quarterstaff +1 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties. STATISTICS: Damage: 1D6 + 1 THACO: +1 Damage type: crushing Weight: 4 Speed Factor: 3 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF05 - Staff of Striking Staffs of Striking are made by the Gold Elves of Drelagara on Evermeet. The staffs have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races but these powerful melee weapons do surface occasionally in Faerun. However, each attack made with the staff uses a charge, hence causing it to consume itself when no charges remain. STATISTICS: Damage: 1D6 + 9 Weight: 4 Speed Factor: 1 Proficiency Type: Staff Type: Two-handed Requires: 5 Strength STAF06 - Staff Mace This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for priests or druids, though that does not preclude use by most others. STATISTICS: THACO: +2 bonus Damage: 2D4 + 2 Weight: 4 Speed Factor: 2 Damage type: Bludgeon Proficiency Type: Quarterstaff Type: 1-handed Requires: 5 Strength Not Usable By: Monks STAF07 - Staff Spear +2 If examined, this quarterstaff has an aura of alteration, and a long sharp spearhead extends from its upper end on command. Likely made by a wizard or priest hoping to increase their melee abilities, it can be used by anyone capable of handling a staff. STATISTICS: THACO: +2 bonus Damage: 1D8 + 3 Damage type: Piercing Weight: 4 Speed Factor: 4 Proficiency Type: Staff Type: two handed Requires: 5 Strength Not Usable By: Monk STAF08 - Quarterstaff +3 This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road. STATISTICS: THACO: +3 Damage: 1D6 + 3 Damage type: crushing Weight: 4 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF09 - Staff of Command The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways. STATISTICS Abilities (one charge): Domination THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable by: Monk STAF10 - Staff of Curing Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted however, as the enchantment, though useful, is fleeting. It must be used with all due care. STATISTICS Abilities (one charge): Cure: 3 - 18 +3 hit points, Disease and Poison AC: +2 bonus THAC0: +1 bonus Damage: 1D6 +1 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Not Usable By: Thief Fighter Mage STAF11 - Staff of the Magi This type of staff is thoroughly linked of the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study. This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil. It can also cast a Spell Trap, launch a Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage item. STATISTICS Armor Class: +2 bonus Saving Throws: +2 bonus Equipped Abilities: Invisibility Immunity to Charm Protection From Evil Fireball-Lightning Damage: combined lightning and fireball damage Range: 150 feet Use: Three times a day Abilities: Trap Spell Duration: 8 hours or until 30 spell levels have been trapped Use: Once a day Combat Ability (each hit): Dispel Magic THAC0: +1 bonus (strikes as a +5 weapon) Damage: 1D6 +1 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By Mages STAF12 - Staff of Power A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge). STATISTICS Saving Throws: +2 bonus Armor Class: +2 bonus Abilities (one charge): Globe of Invulnerability Duration: 1 round/level Range: User Area: 5-foot-radius sphere Grants immunity to 1st to 4th level spells. Lightning Bolt of Paralyzation Damage: 10d6 Range: 140 yards Saving throw: for half damage Also stuns (no save) the target for 5 rounds THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By Mages STAF13 - Staff of Thunder and Lightning +2 There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow may trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lighting storm to blast enemies to dust. Some abilities are limited by charges. STATISTICS Abilities (one charge): Lightning Bolt Damage: 10d6 Range: 140 yards Saving throw: Spells for half damage Call Lightning Lightning strike hits the target Damage: 3d8 per strike Melee : Thunderclap (10% chance on a successful strike) Range: Melee Saving Throw: Save vs. spells or be stunned for two rounds THACO: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 4 Speed Factor: 4 Proficiency Type: Staff Type: 2-handed Requires: 5 Strength Usable By: Clerics Druids STAF14 - Staff of the Woodlands +4 Known only as the "Wild Man of the Wood", the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all. STATISTICS AC: +3 bonus Equipped Abilities: Barkskin (AC 3) Use Abilities (cost 1 charge) Summon Shambling Mound Enhanced Charm Animal Duration: 5 minutes Saving throw: save vs. spells with a -4 penalty THAC0: +4 bonus Damage: 1D6 +4 Damage type: crushing Weight: 2 Speed Factor: 1 Type: 2-handed Requires: 5 Strength Usable By Druids STAF15 - Staff of Air +2 This staff seems to draw from eleven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder, and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges. STATISTICS Combat Abilities: If an air elemental is hit it must save vs. spells or be destroyed Abilities: (cost 1 charge) Summon an 8hd Air Elemental Duration: 1 hour Sleep Cloud Range: 40 feet Duration: 3 rounds THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF16 - Staff of Earth +2 Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an Earth Elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges. STATISTICS Combat Abilities: If an earth elemental is hit it must save vs. spells or be destroyed Abilities: (one charge) Summon an 8 hit dice Earth Elemental Duration: 1 hour Stone to Flesh Revert effects of a petrification attack THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF17 - Staff of Fire +2 This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire it can erupt in a Fire Shield that damages attackers, it can summon a Fire Elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however. STATISTICS Combat Abilities: If a fire elemental is hit it must save vs. spells or be destroyed Abilities: (one charge) Summon an 8 hit dice Fire Elemental Duration: 1 hour Fire Shield (Red) A protective shield that surrounds the wielder of the staff as per the 4th level wizard spell Fire Shield (Red). THAC0: +2 bonus Damage: 1D6 +2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF18 - Quarter Staff +2 The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature. STATISTICS: THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF19 - Cleric's Staff +3 This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric. STATISTICS: THACO: +3 Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF20 - Staff of Rynn +4 There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the Village Square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmary had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon. STATISTICS: THACO: +4 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF21 - Staff of the Ram +4 (Throne of Bhaal) Likely created by the same unknown Archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless. STATISTICS: Combat Abilites: 10 % Chance opponent is knocked back and stunned. Large creatures such as a dragons or giants will not be knocked back or stunned. THACO: +4 bonus Damage: 1D6 + 10 Weight: 3 Speed Factor: 1 Proficiency Type: Staff Type: Two-handed Requires: 5 Strength STAF22 - Staff of the Ram +6 (Throne of Bhaal) Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against. STATISTICS: Combat Abilites: 15% Chance opponent is knocked back and stunned. Large creatures such as a dragons or giants will not be knocked back or stunned. THACO: +6 bonus Damage: 1D6 + 12 crushing, +1D4 piercing Weight: 2 Speed Factor: 1 Proficiency Type: Staff Type: Two-handed Requires: 5 Strength STAF23 - Serpent Shaft (Throne of Bhaal) Adorned with serpentine designs, this powerful quarter staff has a chance to release a lethal toxin against its opponents with every blow. STATISTICS: Combat Abilities: 50% chance of poisoning opponents with every successful attack. The poison lasts for 1 round, and does 2 hp of damage/second unless the target makes a save vs death. THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength STAF24 - Quarter Staff +3 (Throne of Bhaal) The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature. STATISTICS: THACO: +3 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 2 Speed Factor: 1 Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength NPSTAF - Staff of the High Forest This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring Cernd examined it one last time, and it came loose in his hands, a living staff, granted as boon from nature herself. It has grown to fit his grip, and few others may wield it. STATISTICS: Equipped Abilities: Regenerate 1 hit point every 12 seconds THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 3 Speed Factor: 1 Type: 2-handed Usable By: Cernd ------------------------------------------------------------------------------- ONE HANDED SWORDS: ------------------------------------------------------------------------------- KILLSW01, SW1H06 - Long Sword +2 Long Sword +2: Varscona Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated, she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat. STATISTICS: Damage: 1D8 +2 Special: +1 Cold damage THACO: +2 bonus Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage MISCBC - Blackrazor, Long Sword +3 This sword radiates evil like a sour odor, and the owner never knows if he wields the weapon, or if it wields him. In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents. STATISTICS: Equipped Ability : Regeneration: 1 hp every 5 seconds Immunity to Charm and Fear With every hit it has a 15% chance of draining 4 levels, healing the wielder by 20 hit points, and hasting him for 20 seconds as well as increasing his strength by 3 points for 20 seconds. THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H01 - Bastard Sword Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches. STATISTICS: Damage: 2D4 Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H02 - Bastard Sword +1 Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword. STATISTICS: THACO: +1 bonus Damage: 2D4 + 1 Damage type: slashing Weight: 9 Speed Factor: 7 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters Bastard sword +1, +3 vs. Shapeshifters: 'Kondar' At first glance, this sword appears much like any other. In the presence of any shapeshifting creature however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history. STATISTICS: THACO: +1 bonus Damage: 2D4 +1, +3 vs. Shapeshifters Damage type: slashing Weight: 8 Speed Factor: 7 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H04 - Long Sword These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H05 - Long Sword +1 These swords are usually referred to as doubled-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it. STATISTICS: THACO: +1 bonus Damage: 1D8 +1 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H07 - Short Sword The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. STATISTICS: Damage: 1D6 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H08, SW1H14 - Short Sword +1 The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. This short blade is magical, improving accuracy and damage. STATISTICS: THACO: +1 bonus Damage: 1D6 +1 Damage type: piercing Speed Factor: 2 Weight: 3 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H09 - Short Sword +2 This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle the blade radiates magic and gifts the wielder with increased skill. STATISTICS: THACO: +2 bonus Damage: 1D6 +2 Damage type: piercing Speed Factor: 1 Weight: 2 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H10 - Short Sword of Backstabbing Short Sword of Backstabbing: 'The Shadow's Blade' The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long. STATISTICS: THACO: +3 bonus Damage: 1D6 +3 Damage type piercing Weight: 3 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H11 - Odd Flame Sword SW1H12 - Hull's Long Sword SW1H13 - Moonblade This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A Moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade, anyone else who tries will find themselves unable to lift the sword. This particular Moonblade gives resistance to fire and gives its user a bonus to his armor class. STATISTICS: Damage: 1D8 Damage type: slashing Bonus to hit: 3 Bonus to damage: 3 Special: +1 bonus to Armor Class +50% Fire Resistance Weight: 4 Speed Factor: 5 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Everyone but Xan SW1H15 - Scimitar +3, Frostbrand This is the magical scimitar +3, Frostbrand. It is one of Drizzt's personal weapons. STATISTICS: Damage: 1D8 + 3 THACO: +3 bonus Damage type: Slashing Weight: 4 Proficiency type: Scimitar Speed Factor: 2 Type: 1-handed Requires: 8 Strength Not usable by: Mage Cleric SW1H16 - Scimitar +5, Defender This is the magical scimitar +5 Defender that bears the name "Twinkle." It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it. STATISTICS: Damage: 1D8 + 3 THACO: +3 bonus Special: +2 Armor Class bonus Damage type: Slashing Weight: 4 Proficiency type: Scimitar Speed Factor: 2 Type: 1-handed Requires: 8 Strength Not usable by: Evil or Neutral Alignment Mage Cleric SW1H17 - Perdue's Short Sword SW1H18 - Sword of Balduran This ornate, but poorly balanced, weapon was found beside Balduran's remains. STATISTICS: Damage: 2D4 Damage type: slashing Weight: 12 Speed Factor: 8 Proficiency Type: Large Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H19 - The Vampire's Revenge (cursed) It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday, though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest; though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as his life energies are drained in order to heal his intended victim. Were this not enough, the weapon is cursed so as to prevent it's removal, and the user is smitten with a wasting of the mind, that he might not even think of trying to rid himself of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one might better spend ones time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms. STATISTICS: Damage: 1D8 +1 THACO: +1 bonus Special: Inflicts damage upon the wielder and heals the target. Special: Affects intelligence in a negative manner...I think...duhhhhhh Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Requires: 6 Strength Not Usable By: The Lucky Ones Druid Cleric Mage SW1H20 - Scimitar The long, curved, single-edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. Where as the sabre was intented mainly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir", as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. The effect of this is that it is slightly slower but tends to be more effective and deadly in combat. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief SW1H22 - Scimitar +1 The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve, and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to compliment the skill of the wielder. STATISTICS: THACO: +1 bonus Damage: 1D8 +1 Damage type: slashing Weight: 3 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief SW1H23 - Scimitar +2 Scimitar +2: 'Rashad's Talon' Named for Prince Rashad, former ruler of a minor principality to the East, this blade and many of the Prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon. STATISTICS: THAC0: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief SW1H24 - Long Sword +1, Flame Tongue There was a time before Neverwinter was warm and before the great Anauroch was dry...or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough -it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself- but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is...wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for him...or any other humanoid. STATISTICS: Damage: 1D8 +1, +2 vs. regenerating creatures, +3 vs. cold/fire creatures, +4 vs. undead Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H25 - Kundane +2: Sword of Quickness Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers. In his loneliness he spent many hours alone on the hills overlooking Trademeet. A nearby wizard, Galloma discovered the youth and found in him a kindred soul. The two fast became friends; master and apprentice. Galloma died before Dramnek's tutorage could be completed however and the youth found himself once more alone in the world. Eventually he made his way to the streets of Athkatla. There he became a cutpurse, augmenting his thieving skills with the little magic he'd learned from Galloma. Eventually he crafted this sword, which enhanced Dramnek's weak physical body. This weapon has no speed factor. STATISTICS: THACO: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H26 - Ilbratha, Short Sword + 1 This ancient bronze sword is set with six matching bloodstones, and was apparently forged for Azoun the First, a long dead king of Cormyr. It saw little use, and eventually found its way to a favored of the king's guards. Despite the aid of its illusionary magic, that unnamed soldier fell in a later battle, and the sword was lost to brigands or scavengers. STATISTICS: Special Abilities: Casts Mirror Image once per day THACO: +1 bonus Damage: 1D6 +1 Damage type: piercing Weight: 2 Speed Factor: 2 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H27 - Arbane's Sword +2 Arbane's Sword of Agility One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar, and spent his life seeking revenge. Despite his focussed hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man. STATISTICS: Equipped Abilities: Wearer is immune to hold person Special Abilities: Once per day can haste the character for 12 seconds THACO: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 2 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H28 - Cutthroat +4 This weapon has a bloody history, having been used to exercise its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the Realms' more dangerous citizens, though seldom remaining in one place any length of time. STATISTICS: THACO: +4 bonus Damage: 1D6 +4 Damage type: piercing Weight: 2 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H29 - Short Sword +2 The term "short sword" does not exist in sword classifications, but has come describe the earliest type of sword, a double-edged blade about two feet in length. There are etched runes on the surface of this weapon that glow during combat, indicating it has undergone some form of enchantment, but no identifying marks can be recognized. STATISTICS: Damage: 1D6 +2 THACO: +2 bonus Damage type: piercing Weight: 2 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H30 - Scimitar of Speed +2: Belm This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, it affords quick recovery in combat and even allows the wielder time for an additional attack. STATISTICS: Combat Abilities: sets attacks to +1 per round THACO: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 3 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief SW1H31 - Sunblade: Daystar Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, Paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving. STATISTICS: Special Abilities (once per day): Sunray Damage: 3D6 (save vs. spells or be blinded for 10 rounds) Undead: an additional 1d6 points of damage per level of caster (save vs. spells or be destroyed) Range: 20 ft Area: 20 ft radius THACO: +2 bonus, +4 vs. evil creatures Damage: 1D8 +2, +4 vs. evil creatures, does double damage against undead Damage type: slashing Weight: 2 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H32 - Long sword +2: Dragonslayer Long sword +2: Dragonslayer (Peridan) Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerun's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the Realms. STATISTICS: Equipped Abilities: Immunity to Fear Regenerate 1 hit point every 10 rounds Special Abilities (once per day): Detect Invisible THACO: +2 bonus Damage: 1D8 +2, double damage against dragons Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H33 - Long Sword +2: Ras, The Dancing Blade Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless, and wielded the sword for many years. How they were ultimately separated is not known. STATISTICS: Special Abilities: Dancing sword can attack on its own for 4 rounds. THACO: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H34 - Bastard Sword +1: Albruin Basalin was a large man, rumored, far from his hearing, to be a were-bear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown. STATISTICS: Special Abilities: Detect Invisibility once per day Protection from poison while wielded THACO: +1 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 8 Speed Factor: 7 Proficiency Type: Bastard sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H35 - Adjatha the Drinker, Long Sword +2 This blade belonged to Dabbar, a long dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed. STATISTICS: Equipped Abilities: Wielder immune to charm and domination spells Special Abilities: Each hit heals the wielder of 1 hit-point damage THACO: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H36 - Namarra, Long Sword +2 Also known as Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerun's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding the details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed. STATISTICS: Special Abilities: Casts Silence 15' radius three times a day THACO: +2 bonus Damage: 1D8 +4 Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1 Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in the ruins of the ancient sorcerer Kullon's haunt, for it would save his life that very day. The ghost of Kullon himself attacked the intruder, but the flames that followed only singed, absorbed into the glowing Bloodbrand. Concealing himself, Lehorgan watched in amazement as the ancient sorcerer tried to divine his location and again the sword protected him. Surviving this brush with death, the young man used this second chance and the gold from selling the blade to, as he put it, "get the hell out of adventuring." STATISTICS: Equipped Abilities: 50% fire resistance Non-detection Damage: 2D4 + 1 THACO: +1 bonus Damage type: slashing Weight: 7 Speed Factor: 7 Proficiency Type: Bastard sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H38 - Jhor the Bleeder, Bastard Sword +2 This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at court throughout Faerun. Skilled in "persuasion", he would use this sword to perform the "Death Of A Thousand Cuts", an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now. STATISTICS: Combat Abilities: 2 extra hit points damage every round, until 10 hit points of damage done THACO: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Bastard sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H39 - Blade of Searing, Bastard Sword +3 The benefits inherent in this sword are plain to see; it is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend. STATISTICS: Combat Abilities: 1 extra point of fire damage THACO: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 5 Speed Factor: 5 Proficiency Type: Bastard sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H40 - Blade of Roses, Long Sword +3 This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword has been the secret behind a lackluster soldier's sudden elevation at court. STATISTICS: Equipped Abilities: Charisma: +2 bonus THACO: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 3 Speed Factor: 2 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H41 - Long Sword +2 A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though. STATISTICS: THACO: +2 bonus Damage: 1D8 + 2 Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief SW1H42 - Bastard Sword +2 Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type. STATISTICS: THACO: +2 bonus Damage: 2D4 + 2 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H43 - Katana The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process, that is more art form than anything else. This blade is an important facet of Kara-Tur culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai. STATISTICS: Damage: 1D10 Damage type: slashing Weight: 6 Speed Factor: 4 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H44 - Katana +1 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +1 bonus Damage: 1D10 +1 Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H45 - Katana +2: Malakar This sleek katana radiates magical energy when carried. The Malakar, or 'Dueling Steel', was used by a less-than-honorable samurai during duels against other samurai. As if of its own volition it will swoop down and deflect the slashing attacks of other weapons. It is perfect for the warrior concerned about defense as well as offense. STATISTICS THAC0: +2 bonus AC: +2 bonus against slashing weapons Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H46 - Wakizashi The wakizashi, or companion sword is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi, a shorter sword with a length between 12 and 24 inches, is a dangerous weapon in the hands of a skilled user. STATISTICS Damage: 1D8 Damage type: piercing Weight: 3 Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H47 - Wakizashi +1 The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakishashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerun is unknown, but if the samurai who owned it still lives, he will certainly be looking for it. STATISTICS THAC0: +1 bonus Damage: 1D8 +1 Damage type: piercing Weight: 2 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H48 - Ninja-To The sword of the ninja, the ninja-to, is of lower quality than other Kara-Tur blades such as the katana. The ninja-to is short with a straight blade, making it ideal for the subterfuge of the ninja. The ninja-to is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai used. STATISTICS Damage: 1D8 Damage type: slashing Weight: 5 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H49 - Ninja-To +1 Saito Kagizu or 'Cat of the East' as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerun. They were part of his personal collection, ninja-to that he either 'collected' from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right. STATISTICS THAC0: +1 bonus Damage: 1D8 +1 Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Scimitar/Wakishashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H50 - Scimitar +1, Shazzellim This scimitar is of rather poor quality but beneath its surface lies great power and evil. Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task. With one strike of the blade a bard must make a saving throw vs. spells or die. Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter-mages in the service of the Wizards. Needless to say, possession of this sword would not be looked upon very highly by Harpers. STATISTICS Equipped Abilities: Vocalize Combat Abilities: Any bard hit must make saving throw vs. spells with a -4 penalty or die Damage: 1D8 +1 THAC0: +1 Damage type: slashing Weight: 3 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief SW1H51 - Celestial Fury Katana +3 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: Equipped Abilities: Lightning Strike: Once per day Blindness: Once per day Combat Abilities: Booming Thunder whenever the sword strikes an opponent (Stun, Save vs. Spell) Shocking Blow chance when sword strikes an opponent (5% chance of 20 additional electrical damage) THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 3 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H52 - Scimitar +3: 'Water's Edge' The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. STATISTICS: Damage: 1D8 +3 THAC0: +3 Damage type: slashing Weight: 3 Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage Thief SW1H53 - Sword of Flame +1 This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword. STATISTICS: THAC0: +1 bonus Damage: 1D8 +1, +1 fire damage Damage type: slashing Weight: 4 Speed Factor: 5 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H54 - Long Sword: The Equalizer Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality", it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer. STATISTICS: Always considered +3 when determining what it can hit. THACO & Damage: vs True Neutral: +0 to hit, +0 damage vs Chaotic Neutral, Lawful Neutral +1 to hit, +2 damage vs Neutral Good, Neutral Evil: +2 to hit, +4 damage vs other alignments: +3 to hit, +6 damage Damage type: slashing Equipped Abilities: Immune to Charm and Confusion Weight: 3 Speed Factor: 3 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer This is a part of the Equalizer, a great long sword forged long ago as a tool for balancing the powers of the universe. Also known as the 'sword of neutrality', it did greater damage the further the target's alignment was from True Neutral. The Equalizer was last rumored to have been wielded by the elven hero Alaine Greenleaf, who was lost during a voyage to the Underdark. Other rumors have, however, proposed that the blade's pommel gem was stolen by an escaped slave who returned to the surface world. SW1H55 - Katana +2 To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +2 bonus Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H58 - Short Sword of Mask +4 (Throne of Bhaal) This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. STATISTICS: Combat Abilities: 15% chance with every hit that opponent is entangled for 24 seconds, no save THACO: +4 bonus Damage: 1D6 +4 Damage type piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H59 - Short Sword of Mask +5 (Throne of Bhaal) Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is the preferred tool of assassins and thieves. STATISTICS: Combat Abilities: 15% chance to drain 1 level from opponent with every hit 15% chance with every hit that opponent is entangled for 24 seconds, no save THACO: +5 bonus Damage: 1D6 +5 Damage type piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H60 - Angurvadal +4 (Throne of Bhaal) Also known as the Stream of Anguish, this is the legendary burning blade of Frithiof. STATISTICS: Special Abilities: Once per day increase user's strength to 22 for 60 seconds. THAC0: +4 bonus Damage: 1D8 +4, +1 fire damage Damage type: slashing Weight: 2 Speed Factor: 0 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H61 - Angurvadal +5 (Throne of Bhaal) The true power of Frithior's blazing sword has been unleashed by the Liquid Mercury. STATISTICS: Special Abilities: Increase strength to 22 when equipped. User is immune to level drain when equipped. THAC0: +5 bonus Damage: 1D8 +5, 1d4+1 fire damage Damage type: slashing Weight: 2 Speed Factor: 0 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H62 - Foebane +3 (Throne of Bhaal) The Archmage Demron created this powerful blade for Captain Fflar of Myth Drannor. When the elven city fell, the sword was lost beneath the rubble of the once great metropolis. STATISTICS: THACO: +3 bonus Damage: 2D4 + 3, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.) Damage type: slashing Weight: 7 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H63 - Foebane +5 (Throne of Bhaal) Reunited with Fflar's Scabbard, Foebane is an even greater weapon than the legends claimed. STATISTICS: Special Abilities: +1 bonus to all saving throws when equipped Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save) THACO: +5 bonus Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.) Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H64 - Purifier +4 (Throne of Bhaal) This single handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned. STATISTICS Equipped Abilities: 20% Magic Resistance Combat Abilities: Additional +4 damage versus chaotic evil opponents THACO: +4 bonus Damage: 2D4 + 4 Damage type: slashing Weight: 6 Speed Factor: 4 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Usable By: Paladins SW1H65 - Purifier +5 (Throne of Bhaal) With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerun. STATISTICS Equipped Abilities: 30% Magic Resistance Cast Dispel Magic twice per day Cast Mass Cure once per day Combat Abilities: Additional +5 damage versus chaotic evil opponents THACO: +5 bonus Damage: 2D4 + 5 Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Usable By: Paladins SW1H66 - Yamato +4 (Throne of Bhaal) The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender". STATISTICS Special Abilities: Grants a +1 bonus to AC when equipped THAC0: +4 bonus Damage: 1D8 +4 Damage type: piercing Weight: 1 Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H67 - Usuno's Blade +4 (Throne of Bhaal) The daughter of a high ranking official within the bureaucratic society of Kara-Tur, Usuno rejected her family's station and carved a legend for herself among the Yakuza of the underworld. The blade of this enchanted ninja-to crackles with electrical energy. STATISTICS Special Abilities: 10% chance of doing 2d10 electrical damage with each hit (save for half) THAC0: +4 bonus Damage: 1D8 +4 Damage type: slashing Weight: 1 Speed Factor: 0 Proficiency Type: Scimitar/Wakishashi/Ninja-To Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H68 - Spectral Brand +4 (Throne of Bhaal) Legend has it that the the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight invisibly at the side of the very one who defeated them. STATISTICS: Special Abilities: Summon spectral blade once/day. This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1D8+3 damage with each hit. Damage: 1D8 +4, +1D4 cold damage THAC0: +4 Damage type: slashing Weight: 2 Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage SW1H69 - Spectral Brand +5 (Throne of Bhaal) Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the Realms. STATISTICS: Special Abilities: Negative Plane Protection while equipped. Summon spectral blade once/day. This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1D8+3 damage with each hit. Combat Abilities: Armor Piercing Strike once/day. Raises the THAC0 bonus to +10 for 3 rounds. Damage: 1D8 +5, +1D6 cold damage THAC0: +5 Damage type: slashing Weight: 2 Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 8 Strength Not Usable By: Cleric Mage SW1H70 - Hindo's Doom +3 (Throne of Bhaal) Hindo was a samurai of great reknown, a staunch defender of his people against the evil undead that often ravaged his homelands. STATISTICS Special Abilities: Cast Lesser Restoration once/day THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 3 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H71 - Hindo's Doom +4 (Throne of Bhaal) Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of Samurai. STATISTICS Special Abilities: Cast Greater Restoration once/day 10% Magic Resistance when equipped Immunity to all forms of death magic when equipped THAC0: +4 bonus Damage: 1D10 +4 Damage type: slashing Weight: 2 Speed Factor: 0 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H72 - Bastard Sword +3 (Throne of Bhaal) Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword. STATISTICS: THACO: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 7 Speed Factor: 5 Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief SW1H73 - Long Sword +3 (Throne of Bhaal) These swords are usually referred to as doubled-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it. STATISTICS: THACO: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 2 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H74 - Short Sword +3 (Throne of Bhaal) This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle the blade radiates magic and gifts the wielder with increased skill. STATISTICS: THACO: +3 bonus Damage: 1D6 +3 Damage type: piercing Speed Factor: 0 Weight: 1 Proficiency Type: Short Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage SW1H75 - Katana +3 (Throne of Bhaal) To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 3 Speed Factor: 1 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage SW1H76 - Scimitar +3 (Throne of Bhaal) The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve, and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to compliment the skill of the wielder. STATISTICS: THACO: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 1 Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninja-To Type: 1-handed Requires: 10 Strength Not Usable By: Cleric Mage Thief SW1H77 - The Answerer +4 (Throne of Bhaal) The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of The Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks. STATISTICS: Each hit lowers opponents' Magic Resistance by 15% Each hit applies a penalty of -2 to opponents' AC THACO: +4 bonus Damage: 1D8 +4 Damage type: slashing Weight: 2 Speed Factor: 9 Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage NPSW01 - Sword of Arvoreen Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. The enchantments that exist within this sword give it the ability to slow any opponent struck by it. STATISTICS: Abilities: Target must save vs. wand or have movement rated slowed by 2 (for 45 seconds). Wielder of the sword is immune to slow and stun effects. THAC0: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Usable By: Halflings NPSW02 - Katana +1 Yoshimo's Katana +1 This blade, although only lightly enchanted, has achieved a semblance of awareness, enough so that it allows only the thief known as Yoshimo to wield it. Any other than he cannot use this flawless katana in battle. STATISTICS: THAC0: +1 bonus Damage: 1D10 +1 Damage type: slashing Weight: 5 Speed Factor: 3 Proficiency Type: Katana Type: 1-handed Usable By: Yoshimo NPSW03 - Hallowed Redeemer +2 Keldorn distinguished himself early in his career as a paladin, and received this blade as a boon from Torm. It is exceptionally accurate, but also protects him in battle with a special Fireshield, and any that strike him while he wields it suffer Torm's wrath in the form of magical damage. None but Keldorn may use this sword. STATISTICS: Equipped Abilities: 5 points of magic damage to any who deal out any damage to the wielder. THACO: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Two Handed Sword Type: 2-handed Usable By: Keldorn NPSW04 - Corthala Family Blade +2 This fine katana radiates magical energy when wielded by Valygar. The blade was designed to respond only to those with the blood of the family Corthala flowing through their veins. This +2 blade causes additional bleeding damage when it strikes an opponent. STATISTICS Abilities: 2 points of additional bleeding damage on target every round for 2 rounds THAC0: +2 bonus AC: +2 bonus against slashing weapons Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Usable By: Valygar NPSW05 - Entropy This +2 abyssal greensteel blade is one of Haer'Dalis' favorite weapons. This shortsword is capable of inflicting an additional three points of poison damage if the target fails a saving throw. This blade may only be used by tieflings. STATISTICS: Special Abilities: 3 points of poison damage if target fails save THACO: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Usable By: Tieflings NPSW06 - Chaos Blade Chaos is a +2 short-sword usable only by tieflings. Everytime it strikes an opponent, he or she loses 2 points of dexterity (for 30 seconds). Haer'Dalis prefers using Chaos with its partner -- Entropy. When dual wielding these two blades, Haer'Dalis is a dangerous opponent. STATISTICS: Special Abilities: Target loses 2 points of dexterity each hit (duration: 30 seconds) THACO: +2 bonus Damage: 1D6 +2 Damage type: piercing Weight: 2 Speed Factor: 0 Proficiency Type: Short Sword Type: 1-handed Usable By: Tieflings ------------------------------------------------------------------------------- TORMENT ITEMS (with Collector's Edition Bonus CD): ------------------------------------------------------------------------------- WA2AMU - Sensate Amulet This amulet originates in the city of Sigil where is was forged the by the Society of Sensation. It was given out to the most loyal sensates, to protect them when they traveled the Planes looking for new experiences. STATISTICS While Equipped: +5 bonus to hit points +2 bonus to charisma Permanent protection from evil Usable By: Cleric WA2DAK - Dak'kon's Zerth Blade This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the 'Nameless One'. STATISTICS: Equipped Abilities: +1 AC bonus able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell THAC0: +2 bonus Damage: 1D10 +2 Damage type: slashing Weight: 4 Speed Factor: 2 Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage WA2HALB - Harmonium Halberd This weapon is a powerful weapon usually given out to the most important of Harmonium captains. The Harmonium is an faction based out of the planar city known as 'Sigil'. STATISTICS: Equipped Abilities: +1 strength -1 Intelligence -1 Wisdom THAC0: +3 bonus Damage: 1D10 +3 Damage type: piercing Weight: 12 Speed Factor: 9 Proficiency Type: Halberd Type: 2-handed Requires: 11 Strength Not Usable By: Druid Cleric Mage Thief WA2HARP - Harp of Pandemonium Ravel's Harp of Pandemonium Ravel was a powerful night hag that lived in the city of Sigil. Somehow she angered the Lady of Pain, a powerful godlike figure that rules the city of Sigil. The Lady of Pain imprisoned Ravel within a magical maze, where the night hag would be trapped for all time. The harp was one of the many artifacts that Ravel left behind in Sigil when she was imprisoned. STATISTICS Special Abilities: 3 times a day can cause Pandemonium: all enemies must make a saving throw vs. spells or be tossed away from the bard as well as confused for three rounds. Usable By Bards WA2HELM - Vhailor's Helm This helmet was worn by a mysterious warrior named Vhailor. The warrior was destroyed while helping a creature known as the 'Nameless one'. STATISTICS: Special Abilities (once per day): cast simulacrum Armor Class Bonus: 1 Weight: 2 Not Usable By: Mage Bard Thief WA2PLAT - Plate of Balduran This plate was worn by the famous hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped Abilities: +4 hit points +1 Charisma bonus Armor Class: -1 Weight: 50 Requires: 15 Strength Not Usable By: Bard Druid Mage Thief WA2RING - Mercykiller Ring The Mercykillers are a powerful faction based out of the planar city of Sigil. This ring is given out to Mercykiller assassins when they are sent out to punish those who have broken the laws of Sigil. Often these assassins will roam as far as the Prime Material plane. STATISTICS Equipped Abilities: +20% to set snares +20% to hide in shadows +20% to move silently Usable By: Thief WA2ROBE - Robe of Vecna This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item. STATISTICS: Equipped Abilities: AC: base set to 5 Improves casting speed by 4 +10% Magic Resistance Weight: 3 Only usable by: Mage (single, dual, & multi-class) WA2S1H - Sword of Balduran The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped Abilities: +10% to lore +10% Magic Resistance Damage: 1D8 +2 THACO: +2 bonus Damage type: slashing Weight: 3 Speed Factor: 3 Proficiency Type: Long Sword Type: 1-handed Requires: 5 Strength Not Usable By: Druid Cleric Mage WA2SHIEL - Shield of Balduran This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped Abilities: Reflects beholder rays -1 Penalty to Strength Armor Class Bonus: 4 Weight: 5 Requires: 12 Strength Not Usable By: Bard Druid Mage Thief ------------------------------------------------------------------------------- TWO HANDED SWORDS: ------------------------------------------------------------------------------- SW2H01 - Two Handed Sword The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 1D10 Damage type: slashing Weight: 15 Speed Factor: 10 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H02 - Two Handed Sword +1 The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties. STATISTICS: THACO: +1 bonus Damage: 1D10 +1 Damage type: slashing Weight: 12 Speed Factor: 9 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H03 - Two Handed Sword, Berserking Two-Handed Sword, Cursed Berserking +3 This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even after the battle-fury has ended, this sword can only be removed via an exorcism using a remove curse spell. STATISTICS: THACO: +3 bonus Damage: 1D10 +3 Damage type: slashing Special: Causes the wielder to go berserk Can only be removed with a 'remove curse' spell Weight: 15 Speed Factor: 10 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H06 - Spider's Bane Spider's Bane was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster good will between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood. STATISTICS: Damage: 1D10 +2 THACO: +2 bonus Special: Free Action (while equipped) - protects the wielder from any magics that affect movement such as hold and web. Damage Type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Large Sword Type: 2-handed Requires: 14 Strength Not usable by: Druid Cleric Mage Thief SW2H07 - Two Handed Sword +3 Two Handed Sword +3: Harbinger When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known. STATISTICS Combat Abilities: Fireball There is a 5% chance per hit that a 10d6 fireball explodes, centered on the target Flesh to Stone All ogres when hit must save vs. spells or be turned to stone THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 10 Speed Factor: 7 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H09 - Two Handed Sword +4, Warblade This large sword is an enchanted version of the barbaric swords of the Northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. STATISTICS THAC0: +4 bonus Damage: 1D12 +4 Damage type: slashing Weight: 11 Speed Factor: 6 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H10 - Holy Avenger The Holy Avenger: Carsomyr Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerun, though its origin and history is thought purposefully forgotten, such that the sword itself never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue, and requires as much from any paladin that would hope to wield it. The evils of the Realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle. STATISTICS Equipped Abilities: 50% Magic Resistance Dispel magic 3 times per day Combat Abilities: +5 damage to chaotic evil opponents in addition to other bonuses. Dispels magic whenever the sword strikes an opponent THAC0: +5 bonus Damage: 1D12 +5 Damage type: slashing Weight: 7 Speed Factor: 5 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Usable By: Paladins SW2H11 - Two Handed Sword +2 A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery. STATISTICS: Damage: 1D10 +2 THAC0: +2 bonus Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H12 - Two Handed Sword: Flame of the North + 2 Two Handed Sword: Flame of the North The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerun. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn. STATISTICS: Equipped Abilities: 10% magic resistance THAC0: +2 bonus Damage: 1D10 +2, +4 extra damage to chaotic evil opponents Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Two-handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H14 - Lilarcor Lawrence Lilarcor was well known, not for being brave, but as an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious Treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "Treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a Treant was in the first, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance". It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt", "Oh yeah! Got 'im good", and "Beware my bite for it might...might...might really hurt or something" is a constant barrage on a warrior's psyche. STATISTICS: Damage: 1D10 +3 THAC0: +3 bonus Damage type: slashing Equipped Abilities: Immunity to Charm Immunity to Confusion Weight: 10 Speed Factor: 8 Proficiency Type: Two Handed Sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H15 - Silver Sword This Vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow. STATISTICS: Combat Abilities: 25% chance each hit that target must make a saving throw vs death (-2 penalty) or die. THAC0: +3 bonus Damage: 1D10 +3 Damage type: slashing Weight: 15 Speed Factor: 10 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H15A - Silver Blade Part of a Silver Sword This is a piece of a Silver Sword, a vorpal two-handed sword used by the githyanki and considered holy by them. It is magically sharp and can sever limbs and heads with ease. If the whole weapon could be found, it could be magically re-forged. SW2H16 - Sword of Chaos +2 Sarevok's Sword of Chaos The blade of Sarevok, brother of , used in the battle they fought in faraway Baldur's Gate. prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. The sword itself defies identification, likely forged specifically for Sarevok to best focus the infernal energy he hoped to control. Much of its power died with him. STATISTICS: Abilities: each hit drains one hit point from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum. Damage: 1D10 +2 THAC0: +2 bonus Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Monk SW2HDEAT, SW2H08 - Soul Reaver +4 Two Handed Sword +4: Soul Reaver A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade. STATISTICS Combat Abilities: Each hit makes the target receive a cumulative 2 point penalty to their THAC0 Duration: 20 rounds THAC0: +4 bonus Damage: 1D10 +4 Damage type: slashing Weight: 10 Speed Factor: 6 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief Good characters SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal) This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well balanced, and in a certain light one can see the faint image of a serpent within the hilt. STATISTICS Combat Abilities: 10% Chance of 2d12 poison damage THAC0: +5 bonus Damage: 1D10 +5 Damage type: slashing Weight: 9 Speed Factor: 5 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal) Siegfried's fearsome blade is even more powerful with the Heart of the Damned set into its pommel. STATISTICS Special Abilities: 5% Magic Resistance when equipped Combat Abilities: 10% Chance of 2d12 poison damage Each hit target must save vs. death (with a -5 penalty) or lose 1 level THAC0: +5 bonus Damage: 1D10 +5 Damage type: slashing Weight: 9 Speed Factor: 5 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H19 - Carsomyr +6 (Throne of Bhaal) Even a Holy Relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr. STATISTICS Equipped Abilities: 50% Magic Resistance Dispel magic 3 times per day Combat Abilities: +6 damage to chaotic evil opponents in addition to other bonuses. Dispels magic whenever the sword strikes an opponent THAC0: +6 bonus Damage: 1D12 +6 Damage type: slashing Weight: 6 Speed Factor: 4 Proficiency Type: Two handed sword Type: 2-handed Requires: 14 Strength Usable By: Paladins SW2H20 - Two Handed Sword +3 (Throne of Bhaal) A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery. STATISTICS: Damage: 1D10 +3 THAC0: +3 bonus Damage type: slashing Weight: 9 Speed Factor: 7 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief SW2H21 - Psion's Blade +5 (Throne of Bhaal) ome believe this massive blade to be of Drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the Illithid. Those who wield the Psion's Blade are immune to the Mind Flayer's psionic attacks. The bewildering gaze of Umber Hulks, often found serving the Illithid, are similarly rendered harmless. STATISTICS: Grants immunity to confusion and all Psionic attacks when wielded. Damage: 1D10 +5 THAC0: +5 bonus Damage type: slashing Weight: 9 Speed Factor: 5 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength Not Usable By: Druid Cleric Mage Thief ------------------------------------------------------------------------------- WANDS: ------------------------------------------------------------------------------- WAND02 - Wand of Fear A Wand of Fear strikes terror into the heart of any creature within its target area. This panic is not universal, however, as the stout of heart have been known to resist its magic. Like all wands, the Wand of Fear can only be used a limited number of times before it is destroyed. STATISTICS: Special: Cause enemies to run in fear unless they save vs. spells Range: 100 ft Area: 20 ft radius Duration: 15 rounds Not usable by: Fighter Thief WAND03 - Wand of Magic Missiles When activated, the wand will eject a missile of magical energy that darts forth and unerringly strike its target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Against a creature, the missile will inflict 1d4+1 points of damage. STATISTICS: Special: 1 magic missile will strike target Damage: 1D4 +1 Range: 100 ft Area: 1 creature WAND04 - Wand of Paralyzation When used, this wand shoots forth a thin ray of bluish color to a maximum range of 60'. When a creature is touched by the ray, it must roll a save vs. wands in order to avoid being stunned for 10 rounds. STATISTICS: Effect: Stun target unless save vs. wands with -4 penalty Range: 100 ft Area: 1 creature Duration: 10 rounds Not usable by: Fighter Druid Cleric Thief WAND05 - Wand of Fire The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 120') and bursts in a fiery, violent blast, just like the fireball spell. The fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s. The victim(s) may make a save vs. wands in order to take only half damage. The second ability of the wand is akin to the spell 'Agannazar's Scorcher' in that a column of flame will streak towards the victim inflicting 6D6 +6 damage, with a save vs. wands for half. STATISTICS: Ability 1: Effect: shoots out a Fireball Damage: 6D6 (save vs. wands for half) Range: 90 ft Area 30 ft radius Ability 2: Effect: Agannazar's scorcher Damage: 6D6 +6 (save vs. wands for half) Range: 90 ft Area: 1 creature Not usable by: Fighter Cleric Druid Thief WAND06 - Wand of Frost White crystalline motes spray forth from the wand in a column towards the victim striking square in the chest with numbing force. The temperature inside the column is deadly, and damage is 8d6 (treating all 1s rolled as 2s), with a save vs. wands for half. STATISTICS: Effect: Column of Ice Damage: 8D6 (save vs. wands for half) Range: 100 Area: 1 creature Not usable by: Fighter Cleric Druid Thief WAND07 - Wand of Lightning The possessor of the wand can discharge six bolts of lightning. As it passes through a creature, each bolt does 3d6 points of damage, with a save vs. wand for half damage. The bolts will continue through the target and proceed to 'rebound' until expended. The wand may target up to six different enemies. STATISTICS: Effect: Lightning bolt Damage: 3D6 (save vs. wands for half) Range: 100ft Area: Path of bolt Not usable by: Fighter Cleric Druid Thief WAND08 - Wand of Sleep This wand will emit a gold beam of energy at its targets up to a maximum range of 60', affecting a 40' cube. If the target creatures fail their save vs. wands, they will fall into a deep, comatose sleep for 5 turns. STATISTICS: Effect: Sleep unless victim saves vs. wands Range: 90 ft Area: 20 ft radius Duration: 2 turns Not usable by: WAND09 - Wand of Polymorphing This wand emits a thin, green beam that darts forth to a nearby target. Any creature touched by this beam must make a save vs. wands or be polymorphed into a squirrel. STATISTICS: Effects: Polymorph target into squirrel unless save vs. wands Range: 5 Area: 1 creature Duration: permanent until dispelled Not usable by: Fighter Cleric Druid Thief WAND10 - Wand of Monster Summoning This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires, or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. STATISTICS: Effect: Summon 12 HD of monsters Range: 20 ft Duration: 2 turns Not usable by: Fighter Cleric Druid Thief WAND11 - Wand of the Heavens This wand will cause a pillar of flame to shoot out of the sky and strike the target of the invoker. The flames will do 8D6 damage to the target unless the target makes a save vs. wands in which case it will take half. The wand only has a certain amount of charges and will be destroyed when they are used. STATISTICS: Effect: Flamestrike Damage: 8D6 (save vs. wands for half) Range: 120 ft Area: 1 creature Not usable by: Fighter Mage Bard Thief WAND12 - Wand of Wonder Only those with a gambling streak dare use this wand in battle. When triggered it is, at best, unpredictable and, at worst, suicidal. The whimsical mage Malimak created it as a gift for a rival, though more as a prank than with hurtful intent. The recipient's reaction is not known, though Malimak relocated shortly thereafter. It should be used with caution, or not at all. STATISTICS Special Abilities: Random effects appear each time the wand is used. WAND13 - Wand of Cloudkill This wand emits a vapor bubble that travels towards the target exploding into a deadly cloud of noxious gas that expands to fill an area roughly 20 feet in radius. The cloud will instantly kill any creature with 4 HD or less with no saving throw. Any creature within 5 to 6 HD must make a saving throw or be slain. Creatures with greater than 6 HD simply take 1-10 damage for every round that they remain within the cloud. The cloud will dissipate after approximately 1 turn. STATISTICS: Effects: 1-10 damage per round 1-4 HD : Instant death no save 5-6 HD : save vs. spell or instant death Range: 60 ft. Area: 20' radius Duration: 1d4 turns Not usable by: Fighter Cleric Druid Thief WAND14 - Web Sack Wands are 1 1/4 feet long and slender. They are made of ivory, bone, or wood and are usually tipped with something - metal, crystal, stone, etc. They are fragile and tend to break easily. Because of this, they are often kept in cases. Wands are powered by charges, each use costing one or more charges (depending on the item). When a wand runs out of charges, it is consumed and destroyed. WAND15 - Wand of Apprenti This wand was created for you by your apprentices, and will randomly cast a variety of three spells, each from a separate elemental source. It apparently has 50 charges. WAND18 - Wand of Spell Striking (Throne of Bhaal) Ironically, these wands are both prized and hated by wizards. They can tear down an enemy mage's defenses, but of course every mage knows the wands can also be turned against themselves. Cast Breach (uses 1 charge) Cast Pierce Magic (uses 1 charge) Usable By: Mage Bard WAND19 - Wand of Cursing (Throne of Bhaal) This wand instantly afflicts targets with blindess, deafness and renders them mute. But perhaps the most dangerous aspect of this terrible device is that anyone can use it. STATISTICS: Cast Blindness, Deafness and Silence on target, 1 charge (save negates all effects) =============================================================================== < < < < < Final Words.... > > > > > =============================================================================== This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ _________________________ Shameless Self Promotion: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms -- Walkthrough -- Forging/Dating FAQ PS2: Madden NFL 2001 PC: AD&D Rules FAQ (many games) Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough -- Class FAQ -- Creature List Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale & Heart of Winter -- FAQ/Walkthrough -- Items List -- Shattered Hand Map (JPG) -- Kresselack's Tomb Map (JPG) -- Burial Isle Map (JPG) Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough -- Items Listing Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________ Version History: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Version 1.0 October 26, 2000 577k Original Version. Version 1.1 November 26, 2000 577k Fixed one small mistake. Version 1.2 June 1, 2001 620k Moved the "Quick Item List" from my BG2 walkthrough to this guide. Version 2.0 June 28, 2001 718k Added all the Throne of Bhaal items into the list. ________ Stinger: ŻŻŻŻŻŻŻŻ Jan: Greetings, everyone. Sorry, no gifts or souvenirs this time but I'll keep you all in mind the next time I'm gone. Oh, Keldorn: the gods say 'hi' and that you should wash your underwear more thoroughly. Everyone ready? Let's go adventuring. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Document is Copyright 2000 by Dan Simpson Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay I am not affiliated with Bioware, Black Isle, Interplay or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ.