Baldurs Gate 2

Baldurs Gate 2

14.10.2013 12:47:39
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Baldur's Gate II: Shadows of Amn (PC)
& Throne of Bhaal (BG2 Expansion, PC)
Items Listing
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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.
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Table of Contents:
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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
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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:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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:
¯¯¯¯¯¯¯¯
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.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.




 
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