http://www.gamefaqs.com/pc/552350-icewind-dale-ii/faqs/19294 ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Icewind Dale II (PC) Items Listing ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ January 17, 2005 Version 2.01 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com If emailing me, use this subject: Icewind Dale II Items v 2.01 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ŻŻŻŻŻŻŻŻŻŻŻŻŻ If you see any mistakes, or have anything that you want to add, please email me. I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the guide, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ Although I left most of the item descriptions in, I removed redundancies where I could. For instance, I list the description for the FIRST "Long Sword", but never again. Also, many items in IWD2 have "better" versions, these also have identical descriptions, which aren't listed. These "better" versions are generally acquired by playing the game in Heart of Fury mode, NOT by finding someone to upgrade your sword. Plot-related items are generally found in "Misc" rather than the category that they might normally belong to. (Say, an important BOOK was a plot item, it would most likely be found in Misc) This FAQ looks best in a fixed-width font, such as Courier New. This Document is Copyright 2002-2005 by Dan Simpson Icewind Dale II is Copyright 2002 by 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. ------------------------------------------------------------------------------- =============================================================================== Table of Contents =============================================================================== Cheating in IWD2 Items Amulets Arrows Axes Bags Belts Blunt Weapons (Maces, Morningstars, Hammers) Bolts Books Boots Bows Bracers Bullets Chain Armor Cloaks Clubs Crossbows Daggers Darts Flails Gems Halberds Helmets Instruments Leather Armor Misc Plate Armor Potions Quarterstaffs Rings Robes Scrolls (non-spell) Shields Slings Spears Swords Wands Spell Scrolls Final Words... =============================================================================== Cheating in IWD2 =============================================================================== To get Cheating enabled, simply check the "Cheats" box in the Config program that first ran when you originally played the game. You can also find the Config program in Start Menu > Black Isle > IWD2. Once cheats are active, in game press Ctrl + Tab to display the console window and then you can enter the following codes: ctrlaltdelete:explorearea() Show full map. ctrlaltdelete:Hans() Teleport party to pointer. ctrlaltdelete:SetCurrentXP([number]) Give selected characters indicated EXP. ctrlaltdelete:AddGold([number]) Add indicated gold to party total. ctrlaltdelete:Midas() Add 500 gold to party total. ctrlaltdelete:FirstAid() 5 healing potions, 5 antidotes, and 1 Scroll Of Stone To Flesh. ctrlaltdelete:CreateItem("xxxxxx") Creates an item ctrlaltdelete:enablecheatkeys() Activates the Hot Key cheats Note: It doesn't matter if you capitalize the cheats or not. Note: If you are creating an item that can have multiples in one stack, use the CreateItem("xxxxxx", num) form. So to create 300 Summon Cow scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300) To get the MAXIMUM number of something, use -1 as your quantity. This causes an integer overflow, and sends it back to the highest number possible (65,535). Doesn't work with addgold(). Example: To create a Boots of Speed ("00boot01"), I would enter in the command line: ctrlaltdelete:createitem("00boot01") To create near-unlimited arrows: ctrlaltdelete:createitem("00arow01",-1) Hot Keys: (for use with the enablecheatkeys() cheat) CTRL+1 -- change the armor of the paper doll (the armor class doesn't change) CTRL+2 -- fades screen to black CTRL+3 -- fades screen to normal CTRL+4 -- highlight the background-interactive objects (such as script triggers, or anything you can click on for information) CTRL+6 -- shapeshift your character into the previous paper doll in list CTRL+7 -- shapeshift your character into the next paper doll in list CTRL+8 -- highlights the text boxes CTRL+9 -- highlight the sprites CTRL+A -- do a sprite animation (see CTRL+S) CTRL+B -- sets "speed" (speed of WHAT?) CTRL+C -- view Chapter Text CTRL+D -- display some strange numbers CTRL+F -- turn the character CTRL+J -- transport onto the position pointed by the cursor CTRL+M -- (Then press ENTER) DEBUG DUMP CTRL+Q -- Makes the creature at the mouse cursor join the party CTRL+R -- heals the party member whose portrait your mouse is currently over (doesn't have to be selected) CTRL+S -- select a sprite animation CTRL+X -- information on position (more) CTRL+Y -- hurts/kills person mouse cursor is over Caution: Use Hot Keys at your own risk. While CTRL-R and CTRL-Y are completely safe to use, CTRL-Q is not and might crash your game. =============================================================================== Items Listing =============================================================================== Note: If you're having trouble telling the difference between the LETTER O and the number 0 (zero), try changing the font to one where there is a / (slash) through the 0 (zero). For example, FIXEDSYS will display the slash. =============================================================================== Amulets =============================================================================== 00AMUL01 A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. 00AMUL02 00AMUL03 00AMUL04 00AMUL05 00AMUL06 00AMUL07 00AMUL08 00AMUL09 00AMUL10 00AMUL11 00AMUL12 Necklace of Missiles This necklace creates a tiny magical bead that will fly unerringly towards its target. Upon striking the target, the bead will burst into a fiery inferno, burning anything caught within the blast area. STATISTICS: Range: 50 ft Area of effect: 30 ft radius Damage: 6d6 (Reflex save for half) Weight: 1 lb. 00AMUL13 Amulet of Protection +1 Amulets are one the most favored items to enchant by wizards because of their ability to be worn without interfering with the delicate rituals of spell casting. This particular amulet has been infused with various magics that are designed to protect the wearer from harm. STATISTICS: Deflection Bonus: +1 Saving Throw Bonus: +1 Weight: 1 lb. 00AMUL14 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'. STATISTICS: Spell Power: Can cast the spell Shield Weight: 1 lb. 00AMUL15 Amulet of Intellect This amulet has been enchanted to improved the wearers learning capabilities. STATISTICS: Intelligence: +1 Weight: 1 lb. 00AMUL30 Lucky Knucky This barely recognizable lump of fish bone has been carried as a good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Saving Throw Bonus: +1 to all saving throws Weight: 0 lb. 00AMUL31 Yeti Skin Scarf This is a scarf that is constructed from the fur of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. 00AMUL32 Winter Wolf Scarf This is a scarf that is constructed from the fur of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 2 lb. 00AMULBT Belib's Multiple Tool Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who believed in covering every angle of his tiny arse before leaving on grand quests. He created magical items that literally saturated the gamut of possible situations that could arise from his high adventures. These magical items would have been the envy of all adventurers, had Belib been successful in leaving his domicile with his equipment. After many years of creating his incredible inventory of enchanted do-dads, Belib finally gathered his wares into an immense backpack (naturally, it was enchanted to carry far more than what would normally fit into a gnome's pack) and set out to quest for the grandest quests. Unfortunately for Belib, one of his tiny feet tripped over his home's threshold and he was summarily crushed under the enormous weight of his pack. The backpack burst open and scattered his enchanted wares all across his front yard. One would like to think that passing sentient beings would stop and help the crushed gnome, but the most that passersby did was loot Belib's goods. One of Belib's more popular goodies, especially with the vermin that make stealing and looting a career, was Belib's Multiple Tool. Disguised as an ornate amulet, this tool would help make even the most inept rogue a master of lock picking and trap disarming. As is usually the case with items that aid in the thieving arts, Belib's Multiple Tool has found its way into many greased palms over the years. STATISTICS: Special: +1 to Open Lock skill +1 to Search skill Weight: 1 lb. 00HFAMBT Belib's Multiple Tool of Fortune STATISTICS: Special: Open Lock skill: +2 Search skill: +2 Saving Throw Bonus: +1 to all Weight: 1 lb. 00AMULDS Druid's Stone These sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert. The druids would often meditate while on their lonely vigils, and the stones they wore would help them commune with the earth and stones beneath their feet, telling them of the movements of desert creatures in the surrounding area. In times of danger, they could summon the strength of the earth to their aid, causing their skin to become as hard as stone and giving them some protection against attacks. The reason for their vigil was unknown, but the druids vanished mysteriously over fifty years ago, and no one knows what became of them. Only their druid stones remained, and the stones have told no stories. STATISTICS: Special: Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. 00HFAMDS Druid's Stone of Thorns Versions of these sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert, but this particular stone was worn by Theon, who was believed to have organized the Anauroch vigil based on portents he had received upon the winter winds. When Atalacyls the Lost eventually crossed the boundaries of the Anauroch desert, Theon gathered the druids to him and engaged him in battle on the sands. Despite the powers of their stones, Atalacyls defeated them to a man and turned their bodies to sand, then made a small pile of their druid stones as a warning to others not to follow him on his path. He continued his journey westwards until he was found by Old Duke Kholsa Ehld, and the two of them met in battle over Atalacyls' crimes against the Weeping Queen. While worn, this stone allows the druid to ask favors of the earth and stones beneath their feet. In times of danger, the stone can summon the strength of the earth to their aid, causing rocky stalactites to erupt from the earth, the area to blossom with spikes, or the wearer's skin to become as hard as stone and giving them some protection against attacks. STATISTICS: Special: Spell Power: Can cast spell Spike Growth once per day Spell Power: Can cast the spell Stoneskin once per day Spell Power: Can cast the spell Spike Stones once per day Weight: 1 lb. 00AMULES Eye of the Storm In the howling north of Icewind Dale, it can be difficult to steady oneself before battle... or even keep one's wit when surrounded by foes. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. When the goblin horde sacked Bremen, this mysterious item was seized from a dead merchant by one of the goblin shamans, who could find no use for it. The medallion was carried for several leagues until the amulet slipped from the shaman's possession and was lost amongst the snows, only to resurface here. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Weight: 1 lb. 00HFAMES Calm Before the Storm Among the many treasures unique to the North, are medallions called the Eyes of the Storm. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. This medallion, however, predates them all, carrying additional enchantments that allow a warrior to keep not only his wits, but his will, when fighting barbarians, goblins, or worse, creatures of the North that attempt to break a man's will. Creatures that attempt to cage the mind of an opponent wearing this medallion find their best spells and charms simply steam off the wearer's mind like water off a polar worm's back. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Constant Effect: User under the effects of the spell Mind Blank while equipped Weight: 1 lb. 00AMULFD Flame Dance Talisman Fire can be the bringer of life, or the harvester of death. With the Flame Dance Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Flame Dance Talisman gave its wearer added protection against all sorts of melee attacks and had the power to launch a fireball once per day at would-be attackers. STATISTICS: Armor Bonus: +1 (generic) Special: Spell Power: Can cast the spell Fireball once per day Weight: 1 lb. 00HFAMFD Sunfire Talisman Fire can be the bringer of life, or the harvester of death. With the Sunfire Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Sunfire Talisman gave its wearer added protection against all sorts of melee attacks and had the power to ignite a sunfire fireball once per day at surrounding would-be attackers. In addition, if the would be attackers tried to turn the tables and attack the sorcerer with their own fire weapons, the Sunfire Talisman would grant its wearer added resistance to fire. STATISTICS: Armor Bonus: +3 (generic) Special: Spell Power: Can cast the spell Sunfire once per day Resistance: 15/- Fire Resistance Weight: 1 lb. 00AMULGC Gohoin's Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. STATISTICS: Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds while equipped Weight: 0 lb. 00AMULMP Mirabel's Pendant Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful bald woman. The cameo is held in place with an intricate silver frame that is, in turn, fastened to the neck with a burgundy ribbon choker. Engraved on the back of the frame are the Mulhorandi letters for "A.L." STATISTICS: Knowedge (Arcana): +3 Weight: 0 lb. 00HFAMMP Mirabel's Maleficent Pendant STATISTICS: Knowledge (Arcana): +3 Spell Power: Can cast the spell Malison 1/Day Weight: 0 lb. 00AMULSL Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warrior of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies. From then on, the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Snow Leopard Charm. STATISTICS: Special: Dexterity: +2 bonus Weight: 1 lb. 00HFAMSL Heart of the Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warriors of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies, as well as immunity to the cold that surrounded the Dales. From then on, the Heart of the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Heart of the Snow Leopard Charm. STATISTICS: Special: Dexterity: +4 bonus Resistance: 4/- Cold Resistance Weight: 1 lb. 00HFAMGC Gohoin's Secret Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds Spell Power: Can cast the spell Improved Invisibility 1/Day Weight: 0 lb. 00HFPNBI Bile of the Damned Fearless, ruthless, and reveling in the death and despair of others, the vile Dreadmaster of Bane spreads his dogma of hate and strife on the land. Nothing makes a cleric of Bane happier than if the strife within the land is caused by one of his disciples. To help a Dreadmaster of Bane better serve his tyrannical god, a special amulet, dipped in the spilled blood of the innocent victims of a Dreadmaster's wrath, is (on rare occasions) made. This elixir, once worn by a Dreadmaster of Bane, blesses the evil disciple with increased strength and wisdom to better exercise his dark plans. No one is quite sure, except for very high-level Bane clerics, of all the ingredients that go into the Bile of the Damned amulet - but those that did find out soon became part of the amulet themselves. STATISTICS: Strength: +4 Wisdom: +4 Weight: 1 lb. 00POTNBI Blood of the Innocent STATISTICS: Special: Strength: +2 Weight: 1 lb. 11AMULCM Cleansing Medallion This circular silver medallion allows a good-aligned priest or paladin to draw upon the strength of their faith to heal the sick and injured. It does not appear to be tied to any faith or religion, but it does radiate an aura of well-being and comfort. STATISTICS: Spell Power: Casts Cure Light Wounds once per day Weight: 0 lb. 11HFAMCM Medallion of Dawn STATISTICS: Spell Power: Casts Heal once per day Regeneration: Regain 1 hit point every 3 combat rounds Weight: 0 lb. 11BARDWD Pipes of the Wheezing Dragon When the venerable (and senile) red dragon Craum Straug wandered into the logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents (wisely) fled in fear as the dragon began to belch flames, setting the camp on fire and causing cries of alarm to spread throughout the countryside. After the residents fled, Craum squatted his old bones down upon the blackened buildings, grumbling to himself and snorting flames from his nostrils. A few hours and several miles away, the residents of Hornhollow finally decided that someone must go negotiate with the dragon and see what it wanted. When no volunteers were forthcoming, a lottery was conducted - and the loser, a traveling ministrel, Aznee Fraystrings, was given the dangerous task of attempting to deal with the dragon. Aznee had lived out his welcome in the camp many nights previous, and the loggers considered it no great loss if Aznee gained a new home in the dragon's belly. Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the camp, and finally mustered the courage to speak with the dragon. During the (now-famous) exchange that followed, Aznee discovered that Craum, who was somewhat far along in dragon years and in none too good health, was suffering the draconic equivalent of a bad cough, and his hacking and wheezing masked his plaintive attempts to try and find someone, anyone, who could help cure his fits of coughing. Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a sprig of Maiden's Milk flower, that when crushed and administered in a tea, helped quell coughing in a matter of minutes. Some could undoubtably be found in the forest nearby, Aznee exclaimed, and he set about gathering up several sprigs and preparing them for the dragon. After lumping them into a great pot, he administered the steaming cauldron to the dragon. It is suspected that either Craug drank the mixture too fast, or else Aznee had mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited the mixture back out a few seconds later, setting fire to several acres of the wood and torching poor Aznee where he stood. After this vomitus belch, Craug ran wild for almost an hour, trying to spit out the remainder of the concoction. At the end of his rampage, the venerable red dragon fell over dead, the sudden flurry of activity more than his old bones could stand. When the loggers came to break down the dragon a day later, they discovered that Craum's bones still carried echoes of his coughing fits, and his entire skeleton creaked and wheezed, even after death. They struck a deal with a local mage, who bought the dragon's bones and fashioned a series of musical instruments with them, dubbed the "Pipes of the Wheezing Dragon." These yellow bone pipes are famous throughout the Realms and, when used by a bard, they can be used to spit bursts of flames at opponents. Unfortunately, even when not in use, the pipes tend to creak and wheeze, attracting the attention of anyone nearby and making attempts at stealth and pick pocketing useless. A thin cord made of dragon gut is strung through the pipes, so they can be worn around the neck and can be easily played when danger threatens. The cord looks charred, as if it was burned recently, and is surprisingly tough. STATISTICS: Special: Can cast Burning Hands 3/Day Can cast Agannazar's Scorcher 1/Day Pick Pocket skill: -3 Move Silently skill: -3 Hide skill: -3 Weight: 1 lb. 11HFBDWD Craum Straug's Pipes STATISTICS: Special: Can cast Fireball 3/Day Can cast Delayed Blast Fireball 1/Day Pick Pocket skill: -3 Move Silently skill: -3 Hide skill: -3 Weight: 1 lb. 11HFAMLK Young Ned's Knucky This barely recognizable lump of fish bone has been carried as good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Luck: +2 Saving Throw Bonus: +2 to all saving throws Weight: 0 lb. 12AMULHC Houndstooth Collar This filthy enchanted collar was stripped from the neck of Vghotan's dead worg and bears the crude marks of goblin sorcery. When worn around the neck, the wearer gains the ability to call upon the strength and ferocity of a worg, turning his hands into claws and raking opponents for tremendous damage. STATISTICS: Wearer Immune to Panic and Fear Spell Power: Can cast the spell Beast Claw 1/Day. Weight: 0 lb. 12HFAMHC Vghotan's Band STATISTICS: Strength: +1 Constant Effect: User is under effect of the spell Freedom of Movement while equipped Wearer Immune to Panic and Fear Spell Power: Can cast the spell Beast Claw 1/Day. Weight: 0 lb. 53AMULHD House of Despana Insignia This small obsidian and adamantite amulet has a metal hoop near the top through which a purple and pink ribbon passes. The raised surface of the amulet features the arrow and hexagon glyph of House Despana. Malavon Despana crafted the amulet for his brother, Ilmryn. Legends state that when Malavon and his allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face his brother, then the Weapons Master of House Despana, in a pitched battle. Just as Ilmryn gained the upper hand, Malavon uttered a secret word that invoked an unknown power within the amulet. Ilmryn was surrounded by a magical barrier that protected him from harm. Since it was ostensibly a beneficial magical effect, Ilmryn's natural magic resistance did not help him resist the amulet's power. When the Weapons Master emerged from the protective sphere, he found himself face to face with over a dozen of the most powerful tanar'ri he had ever seen. He died screaming, cursing his brother's name. STATISTICS: Spell Power: Can cast Blur 1/Day Spell Power: Can cast Melf's Acid Arrow 1/Day Spell Power: Can cast Otiluke's Resilient Sphere 1/Day Weight: 1 lb. 53AMULBS Incandescent Blue Ioun Stone This magical stone was crafted long ago somewhere beyond the astral plane, though its exact age is hard to discern. The stone was made by a githzerai craftsman named Bashenee for a great monk of the githzerai race. This unnamed monk died in battle with githyanki foes and the stone drifted among their race for years. Somehow, the stone eventually was given to Oinchack'olp, a mind flayer, who kept it as his prized possession. STATISTICS: Wisdom: +2 Weight: 1 lb. =============================================================================== Arrows =============================================================================== 00AROW01 Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of the arrow and a pointed tip at the front. Normally, arrows are launched from a bow of some sort. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW02 Masterwork Arrows STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW03 Arrows +1 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 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW04 Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW05 Corrosive Arrows +1 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 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 acid damage Weight: 0 lb. Launcher: Bow 00AROW06 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 often times, death. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 24 seconds, Fortitude save for none Weight: 0 lb. Launcher: Bow 00AROW07 Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 lb. Launcher: Bow 00AROW08 Arrow of Flame +1 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 to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00AROW09 Frost Arrows +1 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 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Bow 00AROW10 Arrows 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 Attack Bonus: +4 Enchantment: +3 Damage Type: Missile (piercing) Special: +6 physical (piercing) damage (Fortitude save for none) Weight: 0 lb. Launcher: Bow 00AROW14 Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1d6 - 1 Attack Bonus: -1 penalty Damage Type: Missile (piercing) Special: Entangle effect on the target for four rounds Weight: 0 lb. Launcher: Bow 00AROW85 Arrows of Disruption +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +1 Damage Type: Missile (piercing) Special: Disruption: 50% chance all undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Bow 00AROW86 Returning Poison Tipped Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Launcher: Bow 00AROW87 Keen Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Launcher: Bow 00AROW88 Stunning Arrows +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW89 Sure Strike Arrows STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Bow 00AROW90 Arrows of Lesser Dispelling STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 0 lb. Launcher: Bow 00AROW91 Everlast Arrow STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Returning: Arrow returns to user Note: Other than the ability to return to its user the arrow has no other magical properties. Weight: 0 lb. Launcher: Bow 00AROW92 Arrows +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW93 Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW94 Arrows +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW95 Impact Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Crushing: +1d6 bludgeoning damage Weight: 0 lb. Launcher: Bow 00AROW96 Hunting Arrows These arrows have been fitted with a specially designed arrowhead. This type of arrow is made in such a way that when an animal is struck, the arrow will slice and widen the wound with each additional movement. This usually causes massive bleeding making it easier for the hunter to track the wounded animal. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Bow 00AROW97 Target Arrows These are extremely well-made arrows. Crafted by the finest fletchers for the purpose of competing in tournaments. Arrows of this type are designed for longer flight and increased accuracy. Unfortunately, they lack any kind of ability to pentrate armor or thick hides. STATISTICS: Damage: 1d4 Attack Bonus: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00AROW98 Stunning Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: target is Stunned for 2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow 00AROW99 Sparking Arrows +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Bow 00CWARWB Arrow of Flame +1 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 to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow 00CWARWE Arrows +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWF Arrow +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow 00CWARWG Arrows +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow =============================================================================== Axes =============================================================================== 00AX1H01 Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H02 Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H03 Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H04 Battleaxe +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H05 Throwing Axe The handaxe 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 on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H06 Returning 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: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returning: Returns to user's hand once thrown Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H11 Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H12 Masterwork Handaxe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H72 Returning Acid Axe The handaxe 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 on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user Corrosion: 50% chance +1d6 acid damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H73 Throwing Axe of Disruption +1 STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to owner Disruption: 50% chance of disruption. All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H74 Keen Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increases chance of scoring a critical hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H75 Mage Killer Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H76 Returning Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H77 Throwing Axe +1 STATISTICS: Damage: 1d6 +1 Attack bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H78 Keen Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Keen: Increases chance of scoring a critical hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H79 Ice Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: 50% chance +1d6 cold damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H80 Corrosive Axe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H81 Axe of Displacement STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spell Power: Can cast the spell Blur 1/day Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H82 Axe of Wounding STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H83 Battleaxe of Decay +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage type: Slashing Special: Venom: +8 points of poison damage per second for 6 seconds (Fortitude save for none) Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H84 Battleaxe of Celerity STATISTICS: Damage: 1d8 Damage Type: Slashing Enchantment: +5 Special: Speed: +3 attacks per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H85 Winter Axe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage Charisma: +1 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H86 Battleaxe of Disruption +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H87 Battleaxe of Fiery Defense +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage Deflection Bonus: +3 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H88 Battleaxe of Precision +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 slashing damage Keen: Increases chance of scoring a critical hit Strength: +2 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H89 Throwing Axe of Shocking Burst STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H90 Handaxe of Expertise +1 STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H91 Battleaxe +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H92 Battleaxe +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 DamageType: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H93 Battleaxe +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H94 Battleaxe of Focus STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H95 Battleaxe of Burning STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: 50% chance +1d6 fire damage 30% chance +2d6 fire damage 15% chance +3d6 fire damage 5% chance +5d6 fire damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H96 Masterwork Throwing Axe STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H97 Battleaxe of the Defender +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Armor Bonus: +3 (Deflection) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H98 Mystical Throwing Axe STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1H99 Battleaxe of Speed STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Speed: 1 extra attack per combat round Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HAS Axe of the Souls The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +1 bonus Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HBA Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +3 Special: Balance Damage: 1d8 +3 Attack Bonus: +3 Special: Power Damage: 1d8 + 6 Special: Accuracy Damage: 1d8 Attack Bonus: +6 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HCK Cloudkiss The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation from its purchase and flung it at the approaching horde. To his surprise, Cloudkiss transformed into a lightning bolt and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Electrical Special: Returning: Returns to user Lightning: Inflicts electrical damage to all objects in path of electrical bolt Melee: Damage: 1d6 +3 Attack Bonus: +3 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXCK Stormshifter STATISTICS: Thrown: Damage: 2d6 Damage Type: Electrical Enchantment: +5 Special: Returning: Returns to user Ball Lightning: Inflicts electrical damage to all objects within a 5' radius Melee: Damage: 1d6 +5 Attack Bonus: +5 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSC Screamer The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. Screamer is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of Screamer is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: 50% chance of +1d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to wielder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXSC Screaming Axe STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: +3d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to weilder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HSP 00HFAXSP Spiritcaller Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX1HTA Training Axe Axes of this kind were often mass-produced for the sole purpose of training soldiers. They were often times so shoddily made that after a year of use they would have to be melted down and reforged. Tired of paying exorbitant prices to reforge these weapons every year, Count Va' Suyen decided to hire a wizard to cast minor enchantments on all his training weapons to make them more durable and suitable for training. This particular axe carries two such enchantments. The first hardens the axe so that any normal combat would not damage it. The second enchantment dulls the edge of the axe so that his men would not be hurt while training. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00AX2H01 Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H85 Holy Greataxe of Justice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: Target is under the effects of the spell Blindness (Fortitude save negates) Holy: +2d6 damage against evil creatures Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H86 Greataxe of Ice +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 extra cold damage Resistance: 5/- Cold Resistance Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H87 Greataxe of Blurred Visions +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: While equipped, user is under the effects of the spell Blur Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H88 Greataxe +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H89 Greataxe +4 STATISTICS: Damage: 1d12 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H90 Greataxe +3 STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H91 Greataxe +2 STATISTICS: Damage: 1d12 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H92 Greataxe +1 STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H93 Greataxe of Digestion +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H94 Massive Greataxe of Flame +5 STATISTICS: Damage: 2d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 30 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2H95 Greataxe of Might +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Strength: +1 Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H96 Greataxe of Cleaving +5 STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +2d6 slashing damage Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H97 Masterwork Greataxe STATISTICS: Damage: 1d12 Attack Bonus: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2H98 Greataxe of Elemental Bursts STATISTICS: Damage: 1d12 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 required 00AX2H99 Greataxe of Vampiric Flame STATISTICS: Damage: 1d12 Damage Type: Slashing Enchantment: +5 Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required 00AX2HBB Backblighter Backblighter is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Backblighter will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear (Will save) Spell Process: 50% chance target is Slowed (Will save) Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HBD Big Death The gargantuan throwing axe known as Big Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d6 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXBD Big Black Flying-Death STATISTICS: Damage: 1d10 + 3 Attack Bonus : +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d10 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00AX2HWT Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00HFAXWT Grim Widow-Through STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 00CWAXEB Masterwork Battleaxe STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00CWAXEC Battleaxe +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXAS Soul Stealer The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +3 bonus Speed: +1 additional attack per combat round Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBA Scales of Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +5 Special: Balance Damage: 1d8 + 5 Attack Bonus: +5 Dispelling: 25% chance Dispel Magic on target (Will save) Special: Power Damage: 1d8 + 10 Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Special: Accuracy Damage: 1d8 Attack Bonus: +10 Keen: Increases chance of a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 00HFAXBB Cowards Flight Cowards Flight is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Cowards Flight will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear Spell Process: 50% chance target is Slowed Keen: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11AX1HHO Haft Over Head There is little doubt that Dullcobble Tweed was the worst carpenter in the history of the profession, and an even worse weaponsmith, but his continual boasts of his great skill and insight eventually caused his fellows to challenge him to make a throwing axe worthy of his boastful claims. Dullcobble, realizing he had to back his proud words, agreed heartily... but inside, he was struck with fear that he would fail the test. Dullcobble made several attempts to fashion a chopping axe, most of them ending up as cordwood next to his fireplace. In the day before his challenge was to be called due, his only surviving weapon was a lop-sided axe whose haft was widely overbalanced. Realizing that displaying such a weapon would make him the laughing stock of the community, Dullcobble hired a wild mage to take his misshapen axe and turn it into a serviceable weapon. The mage shrugged, took his payment, and promised the axe to Dullcobble on the dawn of the next day. When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep, unchanged, and he had no choice but to take the axe to his challengers... and take his chances. When Dullcobble brought it into the town's meeting hall, the axe's appearance was greeted with derision and laughter. Dullcobble, his face burning, became so angry he threw it at his tormenters - and watched as the haft traveled over the blade's head to smash into a pillar and shatter it, causing the roof to collapse. Dullcobble, slack-jawed with surprise, was knocked unconscious by a falling timber, but the other challengers made it outside without injury. Dullcobble's blow to the head was a serious one, and it turned him into the village idiot - not much of a change from his previous lifestyle. The axe itself was tossed upon a merchant cart headed north, and it was never seen again. Whatever the enchantments the wild mage scrawled on the axe did, it causes the haft to be the first to strike an opponent, doing crushing damage instead of slashing damage. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXHO Dullcobble's Axe STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Melee (bludgeoning) Damage Type: Missile (bludgeoning) Special: Returning: Returns to wielder Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX1HKS Kegsplitter This worn-looking axe heralds from Shaengarne Ford, a small logging village to the southwest of Targos that borders the Shaengarne River. Although a fearsome-looking weapon, the axe looks like it was intended more for splitting kegs and chopping wood than for use in actual combat, and it looks like it has seen a healthy amount of use felling trees. Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for foodstuffs and supplies to last Shaengarne Ford through the season. While the axe's great size and weight make it slower than a conventional hand-axe, minor wounding and ever-sharp enchantments have been carved into the haft of the axe, allowing it to split kegs and goblins with ease. STATISTICS: Damage: 1d8 + 1 Damage Type: Slashing Special: +2 Damage vs. Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11HFAXKS Kegsplitter of Shaengarne Ford STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Strength: +1 Slays Constructs Slays Kegs Weight: 9 lb. Required Feat: Martial Weapon, Axe Type: One-handed 11AX2HEW The Executioner's Wife In the filthy port town of Luskan, executions are a daily occurrence and a welcome relief from the monotony of town life. This greataxe was the only possession of the town executioner, who was reported to never let the blade leave his side, giving it the name of the "Executioner's Wife." As the years passed, however, the town executioner eventually found a willing mistress in one of the town's brothels who seemed untroubled by his profession, and he paid her numerous visits over the following months. When the town authorities came to arrest the harlot (who was actually an accomplished thief) for thefts within the city walls, they found the city executioner in her bed and the woman nowhere to be found. The executioner was implicated in her escape, and his own axe was used to behead him in the town square. The execution had a record turnout, and many agreed that the "executioner's wife" had had her final say on his adultery. Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 11HFAXEW Tale of the Executioner's Wife Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed 41AX1HAI Aurilian Ice Axe This appears to be a normal handaxe but is made completely from ice. It bears the snowflake-in-lozenge symbol of Auril. STATISTICS: Damage: 1d8 Damage Type: cold Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51AX1HDF Duergar-Forged Axe Duergar master artisans forged this axe of dull gray steel. Its balance is so perfect and its exceptionally sharp blade so well-wrought that magic was surely used in its making. STATISTICS: Damage: 1d8 Attack Bonus: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed 51HFAXDF Duergar-Forged Doom Axe STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZH6AX The Giant Cleaver STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures that require magical weapons to hit Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6HFSC Mighty Scalecleaver This thin-bladed battleaxe holds a notched but wicked edge. Thousands of years old, the weapon was crafted for use in battles against the throngs of yuan-ti that sought to dominate the world. The styling of the blade is quite different from the axes found in dwarven halls and barbarian hands throughout the north. Throughout its long history, the weapon has killed hundreds of yuan-ti while in the possession of many brave warriors. When the yuan-ti finally had a chance to take the blade from their human adversaries, they seized the opportunity. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed ZZI6SC Scalecleaver STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Special: Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed =============================================================================== Bags =============================================================================== There are a lot of different codes for bags. For instance, both 00GBAG05 and 00GBGA05 will produce the same bag. (That is, if you use both codes, they'll open into the same bag) However, both gem bags and potion bags still have 20 different codes that produce entirely different bags. Why they allow the "BAG" and "BGA" codes at the same time (when they're the same exact thing) is beyond me. 00HBAG01 or 00HBGA01 00HBGB01 Bag of Holding 00GBAG01 or 00GBGA01 00GBAG02 00GBAG03 00GBAG04 00GBAG05 00GBAG06 00GBAG07 00GBAG08 00GBAG09 00GBAG10 00GBGB01 00GBGB02 00GBGB03 00GBGB04 00GBGB05 00GBGB06 00GBGB07 00GBGB08 00GBGB09 00GBGB10 Gem Bag 00HBAG02 or 00HBGA02 00HBGB02 Mercenary's Sack 00PBAG01 or 00PBGA01 00PBAG02 00PBAG03 00PBAG04 00PBAG05 00PBAG06 00PBAG07 00PBAG08 00PBAG09 00PBAG10 00PBGB01 00PBGB02 00PBGB03 00PBGB04 00PBGB05 00PBGB06 00PBGB07 00PBGB08 00PBGB09 00PBGB10 Potion Bag =============================================================================== Belts =============================================================================== 00BELT01 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. 00BELT02 Golden Girdle 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 Bonus: +3 vs. slashing weapons Weight: 2 lb. 00BELT03 Girdle of Bluntness 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 Bonus: +4 vs. blunt weapons Weight: 2 lb. 00BELT04 Girdle of Piercing 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 Bonus: +3 vs. piercing weapons Weight: 2 lb. 00BELT05 Girdle of Beatification Priests of Helm in Berdusk consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the church, including the destruction of the Unseeing Eye and the cult that followed him, the Blinded Acolytes. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well- known priest of Mask. STATISTICS: Wearer is under the effects of a Bless spell while equipped Weight: 2 lb. 00BELTAD Arcs of Disredain Disredain was an eccentric wizard who became enthralled with the manipulation of electricity. In addition to the wands he created, Disredain made a number of experimental magic items during a fifteen-year period of frenzied research. This belt was one of the items he did not think highly of. Consisting of large, crescent-shaped slices of mottled copper sitting back to back, the belt is quite thick and unique in appearance. A cleric of Talos named Ylkath wore the Arcs for three decades before he died of old age. His companion, the Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three years before she was shot dead by pirates that survived one of her nautical attacks. The pirates sold the belt to a fence. Its history past that point is unknown. STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Resistance: 1/- Electrical Resistance Weight: 3 lb. 00HFBTAD Insulated Arcs of Disredain STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Spell Power: Can cast the spell Lightning Bolt 1/Day Resistance: 2/- Electrical Resistance Weight: 3 lb. 00BELTBG Black Goat Girdle Made by halflings, the Black Goat Girdle is sacred to all of their religious sects. Legends say that the Black Goat appeared to a nameless halfling village that had been sacked by goblins during a terrible winter. The tribe of warriors slew most of the halfling men, burned the fields, and took all of the town's livestock. Broken but not hopeless, the villagers congregated for prayer in the burned chapel at the center of town. Out of the smoke drifting over the edge of town, a black goat appeared with six kids, five black, one white. Over the course of six days, the kids grew, gave birth to more kids, and each previous generation died in the night. The milk, meat, and hide provided by the goats helped the halflings survive through their harsh winter. After the six days of miracles had passed, the town tanner made a belt from the hide of the mother goat that had appeared out of the smoke. Halfling tales often contain stories of halfling heroes wearing the Black Goat Girdle on their adventures, though no one has yet determined exactly where the legend truly originated. STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Weight: 3 lb. 00HFBTBG Blessed Black Goat Girdle STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Saving Throw: +2 bonus Weight: 3 lb. 00BELTDB Dragon's Belt A barbarian tribesman by the name of Edhan asked his shaman to enchant this belt for him. Edhan risked his life hunting for young white dragons in the tundra north of Icewind Dale. Though the risk was extreme, the foolhardy barbarian was wealthy beyond what most tribesmen can dream of. As he aged, Edhan lost his edge. The belt helped protect him in his later years. Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair of young whites. Barbarians from the Tribe of the Great Wyrm eventually recovered the warrior's body, but chose not to inter his body. They traded his belt away with the rest of his equipment. The front of the belt features a broad white dragon's chest scale. Leather lined with polar bear fur makes up the rest of the belt. STATISTICS: Saving Throw Bonus: +3 to Reflex saves Weight: 3 lb. 00HFBTDB Warded Dragon's Belt STATISTICS: Saving Throw Bonus: +3 to Reflex saves Resistance: 6/- Cold Reistance Weight: 3 lb. 00BELTLG Little Giant This belt of woven hair is a curious belt, and it is woven from a mix of red dwarven hair and verbeeg giant hair. It was originally worn as a substitute by the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a hundred giants after several raids by greedy verbeeg wiped out much of his caravan trade from Upper Dorn's Deep. Soon after his proclamation, the Little Giant went in search of verbeeg camps, fighting them one after the other, until he came across the Temple of the Forgotten God in the mountains bordering Kuldahar. It was said that he was brought into the Temple, and rather than risk more bloodshed, the priests agreed to reign in the verbeeg patrols from around Dorn's Deep and made reparations for the stolen goods. Somewhat mollified, Burninghair left his woven belt in the hands of the Temple and swore peace with the verbeeg provided they kept their end of the bargain. When the Temple was ransacked many years later, the strange belt was carried off by the attackers and lost in the North. The Little Giant belt grants the wearer tremendous strength, most likely as a side effect of the giant hair woven into the belt and the great anger that ran deep in Burninghair's heart. It is said that Burninghair's original belt that predated the Little Giant was much more powerful, but he lost it while pursuing a fleeing verbeeg across a river - apparently, the verbeeg was attempting to carry off one of the Burninghair's ponies. Furious over the loss of his original belt, Burninghair simply added its loss to the list of crimes the verbeeg would pay for. STATISTICS: Special: Strength: +4 Weight: 2 lb. 00BELTSS Sash of Shadows When this sash is tied about the waist, it seems to blend into the folds of one's clothing so as to be almost invisible. These sashes were initially worn by stalkers in the service of Kresselack the Black Wolf on the day he sent them out to search for a location for his final resting place... the sashes were woven to prevent his enemies (and mages in the service of his enemies) from learning of the movements of his stalkers. Once the stalkers had found a tomb worthy of Kresselack, he gave them deaths worthy of their station and took their sashes from them to line the walls of his tomb in the Vale of Shadows. These sashes were carried from his tomb by fortune seekers many years past, and they have since found their way to remote corners of the North. STATISTICS: Special: Constant Effect: Non-detection while equipped. Weight: 1 lb. 00HFBTSS Sash of Hidden Shadows STATISTICS: Special: Hide skill: +3 Constant Effect: Non-detection while equipped. Constant Effect: Freedom of Movement while equipped. Weight: 1 lb. 00HFBTLG Dwarven Ogre A masterwork any tailor would be proud of, the Dwarven Ogre is a thick leather belt with a fringe of red dwarven hair and hill giant hair woven together to grant the wearer great strength. Fashioned by the dwarven giant slayer, the Little Giant Hohn Burninghair, the buckle of this belt is actually the petrified eye of a firbolg shaman that Hohn fought during his travels. In incorporating the eye into the belt, however, some of the essence of the shaman was transferred along with it, including the northern flu it had when Burninghair laid it low. As a result, any creatures attempting to focus on the wearer will find tears springing to their eyes, clouding their vision, and find their heads begin to become stuffy and cold. For some reason, this enchantment seems to interfere with the perceptions of dead creatures and constructs as well, but the reason for this is unknown. Hohn lost this belt when he was attempting to wade across a stream in pursuit of a fleeing verbeeg giant who had made off with one of his ponies. The belt was washed downstream and eventually ended up in the hands of a simple trapper, who traded the ugly thing to a wandering tinker. This belt grants the wearer tremendous strength and also blurs the vision of anyone looking at the wearer. Due to the tears it causes in the eyes of anyone looking at it, any warrior wearing one of these items is often told to take it off by their companions. When the belt wearer threatens to rip a tree out of the ground and club the requester for asking, however, the matter is usually dropped. STATISTICS: Special: Strength: +6 bonus Constant Effect: Under the effects of the spell Blur while equipped. Weight: 2 lb. 11BELTMK Mercykiller's Belt This belt is broad and thick, crafted from some otherworldly creature's hide and bound with strips of burnished copper. Gleaming eerily from the center of the belt is a circular piece of polished green and cream malachite. The emblem shows, in bas-relief, a fanged, winged serpent with its open mouth facing outward. Small, thick copper loops run between the thick hide and the stone emblem to hold it in place. Two thick steel buckles hold the belt together at the back of the wearer. Investigation reveals that this belt was made four hundred years ago for Factor Dom, a warden for the outer-planar Mercykillers faction. Known throughout the planes for their vicious definition and application of justice, the Mercykillers are strongest in planar cities like Sigil, the City of Doors. Dom was a warden of the Prison, Sigil's dumping ground for criminals. He became legendary within the organization after his involvement in the Great Break. Members of the rebellious Free League engineered the only mass escape from the Prison in its history. Over one hundred prisoners managed to get out of the Prison and escape the Lady's Ward, though hundreds more were turned back to their cells or died in their escape. Dom was stripped of his Factor rank in the Mercykillers for failing to stop the revolt. In addition, he spent five years in the Prison himself. When he was set free, he set out on a thirty-year quest to bring every escaped criminal to justice. By the time Dom had captured, killed, or verified as dead eighty of the one hundred criminals, the remaining twenty banded together to evade him. When Dom reached the age of sixty-seven, he had this belt made for him to augment his failing strength. Three years later, he finally captured the last of the prisoners and brought them, kicking and screaming, all the way back to the cell from which they had escaped thirty years earlier. Dom reported to the current warden, filled out the appropriate paperwork, and fell dead from exhaustion within the hour. STATISTICS: Strength: +2 Weight: 3 lb. 11BELTSB Sash of the Black Raven The Sash of the Black Raven is rumored to be a symbol of one of the disciples of the Black Raven monastery, a sanctuary located deep within the heart of the Spine of the World Mountains. According to legend, the Black Raven is a near mythical figure in Uthgardt legends, a punishing spirit from the underworld who emerged on the surface world many years ago to teach the barbarians humility and break their arrogance. Described as a dark-skinned man with burning eyes and bloodied chains hanging from his wrists, the stories that circle the Black Raven frequently tell of his epic struggles against slavers and injustice throughout the North and the southern kingdoms. Some historians speculate that the Black Raven may have been a drow or half-drow, but others claim that he was a minor or quasi-deity dedicated to ending slavery and oppression. This black sash is made of fine silk, perhaps spider silk, and it is worn looped around the waist. While worn, it helps the wearer focus in combat, freeing his mind of all distractions and channeling his inner energies to defeat his foes. When worn by any class other than a monk, it immediately unknots itself and falls to the ground. STATISTICS: Special: +1 Attack Bonus to all attacks Immunity to Confusion and Feeblemind Weight: 0 lb. 11HFBTSB Binding Sash of the Black Raven STATISTICS: Special: +2 Attack Bonus to all attacks Spellward: Immunity to the spells Confusion, Feeblemind, Sleep, Charm Person, and Cloak of Fear Weight: 0 =============================================================================== Blunt Weapons (Maces, Morningstars, Hammers) =============================================================================== 00CWBLUC 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: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00CWBLUE Masterwork 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: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUF 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: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUG Morningstar The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars 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 morningstar heads, regardless of design, is a long point for thrusting. 00CWBLUH Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWBLUI Morningstar +1 The morningstar is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morningstars 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: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWDRI3 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CWHAMB Masterwork Warhammer 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 warhammer is another. The horseman's warhammer is the descendent 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: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAMC Warhammer +1 Like others of its type, this warhammer 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: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00CWHAME Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM01 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM02 Masterwork Warhammer STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM03 Warhammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM04 Warhammer +2 This hammer is a by product of a gnomish inventors practical joke. Apparently, an industrious little gnome was able to create a special alloy that was capable of retaining a sizeable electric charge. He cleverly wove metal strands of this alloy into his leather work gloves and greeted guests with hilariously shocking results. That is until he shook the hands of a passing dwarven weaponsmith. Rumors say, the shock was so intense that the poor fellows beard caught fire. In exchange for his life, the gnomish inventor relinquished the secret to his special alloy to the dwarven weaponsmith, who now makes a comfortable living fashioning various weapons using the alloy. STATISTICS: Damage: 1d8 + 2 (+1d4 electrical) Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM05 Warhammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM85 Warhammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM86 Warhammer +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM87 Warhammer +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM88 Hammer of Bludgeoning +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM89 Stunning Frost Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Crushing Special: Frost: 50% chance +1d6 cold damage Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM90 Hammer of Dispelling +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM91 Corrosive Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM92 Biting Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Piercing: 50% chance +1d6 piercing damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM93 Lawful Hammer STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Lawful: 33% chance of +2d6 damage against chaotic creatures Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM94 Holy Hammer of Corrosive Burst +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Holy: +2d6 damage against evil creatures Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM95 Hammer of Dispelling +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Dispelling: Target must make a Will save or come under the effects of Dispel Magic Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM96 Warhammer of Might +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast spell Draw Upon Holy Might 2/day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM97 Resistant Hammer of Liquidity STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Resistance: 2/- Magic Resistance Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM98 Flaming Hammer +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 50% chance of +1d6 fire damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMM99 Warhammer of Sparks STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Shock: 50% chance of +1d6 electrical damage Weight: 8 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMPH Protean Hammer This hammer was created by an ingenious gnomish inventor and wizard named Airon Broune. Actually no one really knows if Airon is a gnome or not because no one has actually seen him. Apparently overnight he had taken over an abandoned shop at the edge of small town. One day the shop was vacant and then the next it was boarded up tight with signs in every language telling passersby to go away. Infuriated, the previous owner demanded he leave, but quickly relinquished his claim to the shop when a large sack of gold appeared at his feet. The very next day, mysterious notes began to appear all over town. They all contained the same message and read as follows: ************************************** Bring potatoes. Will pay in gold. -Airon Broun ************************************** Intrigued, a few townspeople decided to take him up on his offer and delivered sacks of potatoes to the shop. They would shove the potatoes into a delivery chute located in the back of the shop and then soon after a small sack of gold would appear, usually five times the going rate of the potatoes. The better the quality of the potatoes the more gold would appear. News soon spread of this wonderful offer and it was not long until every potato in town was sold to the curious gnome. No matter how many potatoes one delivered, there always appeared a sack of gold for payment. Needless to say, every farm for miles around started growing potatoes. Each farmer would try to outdo the other by producing the biggest and tastiest potatoes. This continued on for years until finally, the quality of potatoes was so good that instead of gold appearing, magic items of all sorts would appear. Not realizing the magical nature of the items given, the farmers sold them to passing merchants in disgust and stopped farming potatoes altogether. This hammer is one such item. By inserting special enchanted plates into the head of the hammer, the user is able to modify the abilities of the hammer. This particular hammer comes with plates that will do extra acid, cold, or fire damage. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special 1: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Special 2: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Special 3: Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHMPH Masher STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special 1: Impact: Critical hit on rolls two lower than normal Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage Special 2: Impact: Increases chance of scoring a critical hit Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage Special 3: Impact: Critical hit on rolls two lower than normal Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMMSC Stormcaller This head of this heavy hammer is made from adamantine steel. The haft is carved from solid oak and wrapped in thick cured leather. A mithril spike is attached to the haft where it protrudes from the head. When drawn, the weapon glows with a soft blue luminance. Stormcaller can call upon the elemental power of lightning. Two times per day the user can cast a shocking grasp spell, and once per day call lightning down from the sky. Stormcaller is another weapon crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Shocking grasp twice per day Spell Power: Can cast the spell Lightning Bolt once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HFHRSC Hammer of Lightning STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Gedlee's Electric Loop twice per day Spell Power: Can cast the spell Chain Lightning once per day Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT01 Throwing Hammer Your typical throwing hammer consists of a thick, short handle fitted with a heavy metal head. When thrown these weapons can strike with tremendous force. Often times, enemies who try to block a thrown hammer with a shield will have their arms broken from the impact. STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT02 Masterwork Throwing Hammer STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT03 Throwing Hammer +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT04 Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT05 Throwing Hammer +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT06 Throwing Hammer +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT07 Throwing Hammer +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT08 Returning Throwing Hammer STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT09 Returning Throwing Hammer +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Weight: 2 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00HAMT10 Throwing Hammer of Thunder +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Damage Type: Melee (bludgeoning) Special: Returning: Returns to user Shock: +1d6 electric damage Weight: 1 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 00MACEAR Azure Rod An azure rod is not a unique item, but certainly a rare one. Each is fashioned from a durable silvery-white alloy and capped with a large, softly glowing sphere of lapis lazuli. Intricate designs wind their way around the azure rod's shaft and head, but none serve to indicate who or what might have had a hand in their creation. An azure rod slowly draws in and collects the power of Goodness itself, using the energy to both harm evil creatures and invigorate the rod's bearer. Oddly enough, though, the rod functions perfectly well in any hand, whether that of the holiest of priests or darkest of scoundrels. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Sacred: +1d6 damage to evil creatures Invigoration: +5 Max Hit Points when equipped Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMEAR Glowing Azure Rod STATISTICS: Damage: 1d4 +4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Sacred: +2d6 damage to evil creatures Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is struck Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACECF Clenched Fist This rusty iron scepter has been shaped to resemble a hand curled into a fist, and it has a slight miserly look about it. It looks to be some ancient symbol of office, but from what court or temple, you cannot tell - it may have been hundreds of years ago in some forgotten province. The scepter can easily be wielded as a mace, and an effective one as well. For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gold piece into the owner's open palm. This "gold blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Create one gold piece 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMECF Iron Hand of Ohanion ... For some reason, when the wielder holds the mace in their left hand and puts their right hand, palm upwards, beneath the head of the mace, the iron hand uncurls and drops a gem into the owner's open palm. This "blessing" can be done only once per day. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +3 Damage Type: Bludgeoning Special: Creates a gem 1/day. Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMG Morning Glory Morning Glory is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure light wounds thrice per day or cure critical wounds once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Light Wounds thrice per day Spell Power: Can cast Cure Critical Wounds once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMG Lathander's Gift Lathander's Gift is a finely crafted weapon. The head is constructed of mithril with blunted steel spikes of a golden color. The haft is fashioned from highly polished oak with a reinforced steel center. The pommel of the weapon is capped with a seal depicting the rising sun. This was once the favored weapon of a priest of Lathander, the morning lord, the god of renewal and rebirth. It is renowned for its healing abilities. The weapon can cure moderate wounds thrice per day or heal once per day. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast Cure Moderate Wounds thrice per day Spell Power: Can cast Heal once per day Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTRMS Mountains of Selune The head of this morningstar is made of some curious metal that seems to bend and drink the light around it. At night, it gives off a soft glow like the moon Selune, and it seems to guide the wielder's hand in combat, like a lodestone draws iron. Its origins are a mystery, but its effectiveness in combat has been proven on countless fields of battle. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFMRMS Mountains of Selune STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spellward: Wielder immune to Blindness Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE01 Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE02 Masterwork Mace STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE03 Mace +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE89 Mace of Bludgeoning +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE90 Mace of Opposing Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Flame: 50% chance +1d6 fire damage Frost: 50% chance of +1d6 cold damage Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE91 Sure Strike Mace STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE92 Mace of Stunning Frost Burst STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE93 Mace of Evil Protection STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Spell Power: Casts Magic Circle Against Evil 2/day Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE94 Mace of Holy Smite STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Infrequent Spell: 33% chance target is affected by spell Holy Smite Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Holy: +2d6 damage to evil creatures Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE95 Flaming Burst Mace of Disruption STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE96 Mace +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE97 Mace +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE98 Mace +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MACE99 Mace +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR01 Morningstar STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR02 Masterwork Morningstar STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR03 Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR84 Lightning Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR85 Morningstar of Poisoned Thorns STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR86 Morningstar of Glory STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Impact: Increases chance of scoring a critical hit Crushing: +3d6 Bludgeoning damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR87 Morningstar +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR88 Morningstar +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR89 Morningstar +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR90 Morningstar +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR91 Stunning Star of Speed STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Speed: 2 additonal attack per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR92 Star of Quills +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple wounds are cumulative. (Fortitude negates) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR93 Morningstar of the Eternal +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Vampiric: 25% chance of 2d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR94 Corrosive Star +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosive: +1d6 acid damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR95 Morningstar of Thorns +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Piercing: +1d6 piercing damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR96 Flaming Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR97 Morningstar of Warding +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR98 Static Star +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Shock: +1d6 Electrical damage Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00MSTR99 Holy Morningstar +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Holy: +2d6 damage to evil creatures Weight: 8 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11CLUBMK Memories of Kuldahar This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, a mighty oak far to the southeast of Targos. The great oak is believed to be a gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering hundreds of feet into the sky and providing a great circle of warmth to all who live beneath its sheltering limbs. For many, the tree represents a peaceful symbiosis between town and nature, and the tree is revered as a holy site by druids throughout Faerun. When the town of Kuldahar was laid siege by the great evil from the Spine of the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of Kuldahar was buffeted by the great winds and howling storms blasting the region, causing its circle of warmth to recede and snapping off several limbs from the top of the tree. These limbs were gathered up by the town's residents after the town of Kuldahar was saved, and they were kept in many houses as a symbol of the town's persistence in the face of adversity. Some of these pieces of the great tree have found their way throughout the Ten-Towns, and the limbs still carry some of the warmth and enchantment of the great tree within them, making them powerful weapons. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Resistance: 2/- Cold Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HFCBMK Branching Paths of Kuldahar STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Resistance: 5/- Cold Resistance Resistance: 1/- Piercing Resistance Resistance: 2/- Bludgeoning Resistance Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 11HAMMCR Craftsman's Hammer This heavy-headed hammer looks like it was used for construction on the Palisade, and it's possible that none of the workers were aware of its enchanted nature. While this weapon is a little slower and heavier than a warhammer, its swing is true and does more damage when it hits. A single tap from this hammer creates a clear, ringing note. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 11HFHRCR Slow and Steady STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Strength: +3 Weight: 9 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 50CLUBBT Belib's Everlasting Torch Belib the Wary was arguably the best-equipped adventurer the realms had ever known - or would have been, had he ever actually left his home on one. Just one item from his astounding list of enchanted dungeoneering equipment is his Everlasting Torch. A magical lantern fashioned in the shape of an elaborate wooden torch, the item burns with a bright orange flame that cannot be extinguished - whether dunked in water, buried under several feet of rock, or smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply will not be put out. When Belib finally finished the last of his items, he crammed them all into a giant pack - enchanted to hold far more than Belib could normally carry himself, of course - and heaved it onto his shoulders, prepared for the adventure of a lifetime. As Belib crossed the threshold of his dwelling he tripped... and the tiny gnome was instantly crushed beneath his enormous backpack. The bag burst open, its contents scattering across the Waterdeep street where Belib had lived and rapidly vanishing into the hands of various good-for-nothing passersby. Belib's corpse was eventually taken to a temple and raised by a kind-hearted priestess, but by then the last of Belib's enchanted items... and most of the contents of his home... were long gone. Grateful but understandably upset, Belib fashioned a number of unique magical items for the priestess before returning to his family and homeland, forever vanishing from the surface world. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 50HFCLBT Belib's Amazing Everlasting Torch STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Flame: 1d6 fire damage Ignition: 50% chance to cast Beltyn's Burning Blood on a struck target Weight: 5 lb. Required Feat: Simple Weapon, Mace Type: One-handed 51HAMMDA Hammer of Darkness Duergar master artisans forged this hammer of dull gray steel. Its head is marked with a rune of terrible black power; even a single blow from the hammer has a chance to swathe an enemy's eyes in darkness and blind them. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Spell Process: 50% chance to Blind target (Fortitude save negates) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HFHRDA Hammer of Utter Darkness STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Process: 66% chance to Blind target (Fortitude save negates) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HAMMVA Valorfoe The Valorfoe is a frightful weapon, one forged to break an enemy's spirit as well as their armor and bones. It is ancient, its artisan's name long-lost even to the vast historical records of the gray dwarves. Covered in runes of cruel power, the Valorfoe bears a single inscription in the tongue of ancient dwarves, now used only by the duergar: "'Tis Not Death That Is Worthy of Dread, But The Fear of Death" Every blow from the Valorfoe has the chance of striking terror into the target's heart, causing them to flee madly from the hammer's wielder. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Strike Terror: 33% chance target flees in fear (save vs Will) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 51HFHRVA The Dire-Hammer Valorfoe STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Strike Terror: Target will flee in fear (save vs Will) Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 63CLUBMP Monkey Paw of Discipline The neo-orog captain, Sprawg, is the current instructor of general battle tactics for the new Legion of the Chimera recruits. As such, he needed a tool to keep his new recruits submissive and in line. Thus, the Monkey Paw of Discipline was created. The Monkey Paw of Discipline looks exactly like the name describes. It consists mainly of a large, petrified monkey's arm severed at the shoulder. At the shoulder joint, it looks like a one-handed grip was jammed into the bone and magically fused. At the opposite end, the paw is open and is the main dealer of pain. Once someone is smacked with the paw, aside from the considerable damage, there is a chance that the recipient of the discipline will suffer from heightened fear and/or confusion. Once these symptoms wear off, it is not likely that the recipient of the paw's discipline will ever be a problem in the future, especially while class is in session. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Speed: One extra attack per round Spell Process: 15% chance of casting the spell Emotion: Fear on target per hit Spell Process: 5% chance of casting the spell Confusion on target per hit. Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 63HFCBMP Monkey Paw of Extreme Prejudice STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Speed: Two extra attacks per round Spell Process: 15% chance of casting the spell Emotion: Fear on target per hit Spell Process: 5% chance of casting the spell Confusion on target per hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 63HAMMBI Brutal Impact As one of the perks of being the Tyrannar (high cleric) of the Xvimian faith within the Legion of the Chimera, Brutai Mar received the deadly warhammer, Brutal Impact. This hammer sports a finely etched shaft with images of Iyachtu Xvim fending off legions of paladins. Its exquisitely crafted mithral hammer is much larger than most warhammers, yet seems no heavier. Like many weapons made with the unholy enchantments of Iyachtu Xvim, the metal of the hammer seems to absorb light into its unending blackness. On the few occasions that the Tyrannar Brutai Mar has used his weapon on his foes, Brutai has felt increased strength and improved accuracy. In addition, some of the crushing blows were accompanied by bursts of Xvimian acid - the same acid that flows throw the waters within Severed Hand. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Corrosive Burst: 33% chance +2d6 acid damage and 10% chance of +2d10 extra acid damage Strength: +2 bonus Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed 63HFHRBI Xvim's Brutal Impact STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Corrosive Burst: 33% chance +2d6 acid damage and 10% chance of +2d10 extra acid damage Strength: +5 bonus Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed ZZG6CT Troll Killer 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. With minute traces of acid along its striking end, coupled with its unusually warm feel, one could surmise that this club would be especially effective against all trolls. STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +1 Special: Bane: +2 Attack Bonus vs Trolls and +2d6+2 damage vs Trolls Flame: 25% chance +1d6 fire damage Corrosion: 25% chance +1d6 acid damage Required Feat: Simple Weapon, Mace Type: One-handed ZZH6DH Dwarven Giant Slayer Hammer +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Giants and an additional 1d6+2 damage vs Giants Weight: 7 lb. Feat Requirement: Martial Weapon, Hammer Type: One-handed ZZJ6HFMM Selune's Blessing Selune's Blessing appears to be a normal mace. However, against spectral undead the weapon is quite deadly and inflicts additional damage. Little is known of the origins of the mace, but it is believed to be the creation of a priestess of Selune, the goddess of the moon. Selunites deny this pointing out that worshipers of Selune are powerless against undead. Therefore, no priestess of Selune could creature such an item. Scholars argue that this is exactly why the mace was made. To grant the wielder a power over creatures that is not normally given. Of course, this argument fails to explain how the mace could have been created. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead Weight: 10 lb. Required Feat: Simple Weapon, Mace Type: One-handed ZZJ6MM Moon Maiden's Blessing STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +4 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead Weight: 10 lb. Required Feat: Simple Weapon, Mace Type: One-handed ZZL6MA Mace of Goblin Slaying +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Bane: +2 Attack Bonus vs Goblins and +2d6+2 damage vs Goblins Weight: 12 lb. Required Feat: Simple Weapon, Mace Type: One-handed =============================================================================== Bolts =============================================================================== 00BOLT01 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 lb. Launcher: Crossbow 00BOLT02 Masterwork Bolt STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT03 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 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT04 Bolt +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT05 Sparking Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Crossbow 00BOLT08 Tranquil Bolt These crossbow bolts are easy for magic scholars to recognize because of their purpose and their colorful decoration. The infamous Band of the Key was a group of occultist fighters who dedicated themselves to taking evil magical texts out of the hands of those who would use them to cause harm. The Band favored using crossbows over bows for their ability to remain cocked and ready for long periods of time. The leader of the Band, a thin, mustachioed man named Heglyf, enlisted some Deneirian priests to craft these special bolts in large quantities. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (Piercing) Special: Spell Process: Bolts cast Silence on target (Will save negates) Weight: 0 lb. Launcher: Crossbow 00BOLT93 Stunning Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Crossbow 00BOLT94 Frost Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Crossbow 00BOLT95 Flaming Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Crossbow 00BOLT96 Corrosive Bolts +1 STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Crossbow 00BOLT97 Bolt +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT98 Bolt +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00BOLT99 Bolt +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow 00CWBLTA Bolt +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow =============================================================================== Books =============================================================================== 00BOOK07 History of Calimshan 00BOOK08 History of Cormyr 00BOOK09 History of Dambrath 00BOOK10 History of Durpar and Var the Golden 00BOOK11 History of Estagund 00BOOK12 History of Gondegal the Lost King 00BOOK13 History of Halruaa 00BOOK14 History of Luiren 00BOOK15 History of Sembia 00BOOK16 History of Shadowdale 00BOOK17 History of Shadowdale 00BOOK18 History of Shadowdale 00BOOK19 History of Shadowdale 00BOOK20 History of Shadowdale 00BOOK21 History of Shadowdale 00BOOK22 History of Shadowdale 00BOOK23 History of Shadowdale 00BOOK24 History of Shadowdale 00BOOK25 History of Shadowdale 00BOOK26 History of Shadowdale 00BOOK27 History of Shadowdale 00BOOK28 History of Shadowdale 00BOOK29 History of Tethyr 00BOOK30 History of the Bell in the Depths 00BOOK31 History of the Chosen of Mystra 00BOOK32 History of the Dales and the Elven Court 00BOOK33 History of the Dead Three 00BOOK34 History of the Dragon Coast 00BOOK35 History of the Drow 00BOOK36 History of the Drow II 00BOOK37 History of the Fateful Coin 00BOOK38 History of the Last March of the Giants 00BOOK39 History of the Moonsea 00BOOK40 History of the North I 00BOOK41 History of the North II 00BOOK43 History of the North 00BOOK44 History of the North 00BOOK45 History of the North 00BOOK46 History of the North 00BOOK47 History of the North 00BOOK48 History of the North 00BOOK49 History of the North 00BOOK50 History of the Red Ravens 00BOOK51 History of the Sisters of Light and Darkness 00BOOK52 History of the Unicorn Run 00BOOK53 History of the Valley of the Gods 00BOOK54 History of the Vast 00BOOK55 History of the Western Heartlands 00BOOK56 History of the Zhentarim 00BOOK57 History of the Ulgarth 00BOOK58 History of Amn 00BOOK59 History of Waterdeep 00BOOK60 History of Waterdeep 00BOOK61 History of Waterdeep 00BOOK62 History of Waterdeep 00BOOK63 History of Waterdeep 00BOOK64 History of Waterdeep 00BOOK65 History of the Nether Scrolls The writing in this text is completely indecipherable and resists any such attempts at comprehension through normal magic or any other means. 00BOOK66 Yago's Book of Curses The pages of this book are tattered and torn. Various stains of unknown origin abound on each page, along with what appears to be some kind of writing or scribblings. The odd marks seem to be scribbled all over the pages rather haphazardly and even sometimes flowing right off the edge of the page as if the author didn't realize when to stop. The odd markings seem to writhe and contort in agony as if in defiance of being read. Weight: 2 lb. 00BOOK67 Animals Are Your Friend An excerpt... "One of the first steps towards living in harmony with animals is learning to respect our ever-changing relationship with animals. Many people think of humans and demihumans as being superior to animals. However, as I've already stated, the criteria for 'superiority' is very subjective. For this reason, we must view our relationship with the animals of the wild on a personal and ever- changing basis. Give the creatures the respect they deserve, but always remember that predators are predators, no matter how much you respect their territory." Weight: 2 lb. 00BOOK68 Lore of the Bladesingers 00BOOK69 Code of Training in the Seldarine's Hand 00BOOK70 Elameth's Compendium By Elameth This is a technical book containing sketches of various magical artifacts. It details some of the plans and processes used by the elven enchanter, Elameth, and the dwarven smith, Karador during the time of cooperation between the two races. Weight: 2 lb. 00BOOK71 Ancient Lore on Corellon Larethian By Master E. L. Boyd ...as the lore goes, many great battles were fought between Corellon and Gruumsh. As Corellon's blood flowed, it mingled with the tears Sehanine shed. And in this mixture of blood and tears, Corellon's children, the Seldarine were born. Corellon embodies the highest values of that which is elvenkind. From the gentle aspects of art and poetry to the hasher aspects of war and magic, he is venerated by all the Fair Folk, except that of the drow. Vigilant over his creations, it is told that Corellon will wander the elven lands, observing his people and defending what is theirs. Weight: 4 lb. 00BOOK72 Engineering Manual 00BOOK73 Fish on the Sea of Fallen Stars 00BOOK74 The Folly of Fury 00BOOK75 Hippogriff Riders of the Hand 00BOOK76 Tending Ivy 00BOOK77 Ancient Lore on Labelas Enoreth By Master E. L. Boyd Labelas Enoreth is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond the mortal realms. He measures the lives of the Fair Folk and decrees when they should be ended, allowing passage to Arvandor. As Lord of the Continuum, Labelas governs the orderly passage of time and guards against those who would alter the path of history. Labelas confers wisdom and teachings on young and old alike, and although he is rarely invoked, the Lifegiver is often praised. The Lifegiver knows the future and past of every elf, faerie, or sylvan creature. Labelas is worshiped by sages, historians, philosophers, librarians, and all those who measure the changes wrought by the passing of years. Weight: 4 lb. 00BOOK78 Ancient Lore on Sehanine Moonbow 00BOOK79 Philosophy of Kara-Tur 00BOOK80 Great Pottery of Lurien 00BOOK81 "Rock Eaters", They are Not! 00BOOK82 Ancient Lore on Shevarash 00BOOK83 Ancient Lore on Solonor Thelandira 00BOOK84 Secret Societies 00BOOK85 Ecology of the Unicorn 00BOOK86 On Non-Violence 00BOOK87 Worship in the Hand of the Seldarine 11BOOKDE Book of the Deserving This great book details the dogma of Tempus, the Lord of Battles. Inscribed within are the tenets of the order: "Tempus does not win battles - Tempus helps the deserving win battles. War is fair in that it oppresses all sides equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. War should not be feared, but seen as a natural force, a human force, the storm that civilization brings by its very existence." This book gains power when the passages within are read aloud by a priest of Tempus, and it allows the priest to call upon his inner strength and use it in the name of war. STATISTICS: Spell Power: Casts the spell Bless once per day Weight: 1 lb. 11BOOKEA The Ten-Towns: Easthaven 11BOOKHK History of Kuldahar 11BOOKHW Heart of Winter 11BOOKLD Legends of Icewind Dale 11BOOKLE Book of Leaves The covers of this heavy book are made of bark, and the pages are made of pressed leaves. It is not clear what is holding this book together, for you see no bindings and no glue along the spine. When this book is held in the hand of a druid and the druid is touching solid ground, a sheath of bark will sprout from the earth and cover the wielder, making his skin as tough as the skin of a great tree. STATISTICS: Spell Power: Casts the spell Barkskin Weight: 1 lb. 11BOOKLO The Ten-Towns: Lonelywood 11BOOKST Severed Ties, Severed Hand 11BOOKTG Traveler's Guide to Icewind Dale 11HFBKDE Tome of the Lord of Battles This great book details the dogma of Tempus, the Lord of Battles. Inscribed within are the tenets of the order: "Tempus does not win battles - Tempus helps the deserving win battles. War is fair in that it oppresses all sides equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. War should not be feared, but seen as a natural force, a human force, the storm that civilization brings by its very existence." This book gains power when the passages within are read aloud by a priest of Tempus, and it allows the priest to call upon his inner strength and use it in the name of war. STATISTICS: Spell Power: Casts the spell Champion's Strength once per day Weight: 1 lb. 11HFBKHW Heart of Winter The Heart of Winter is often confused with the legendary Heartstone Gem, a powerful scrying artifact that serves as the heart of the great tree community of Kuldahar. The Heart of Winter is not an object, but an expression frequently used by the Uthgart tribes of the north to refer to a warrior or creature that has rid itself of all except one driving focus - usually revenge or hatred. The expression is often used to describe the barbarian lord, Wylfdene, who returned to lead the barbarian tribes in a campaign against the Ten-Towns in the Year of the Cold Soul (1281 Dale Reckoning). According to legend, Wylfdene claimed to be the reincarnation of the shaman Jerrod, one of the barbarians greatest heroes and the one who sacrificed himself in the final battle against the archmage Arakon many hundreds of years ago. Claiming that his body had become home to Jerrod's spirit, Wylfdene rallied the tribes of the North to war to retake the lands that he claimed had been seized by the southerners of the Ten-Towns. Establishing a great war camp in Bremen's Run, a narrow canyon under the shadow of Kelvin's Cairn, he fought several quick battles against the dwarves and townsfolk of the region until a small band of adventurers arrived in the town of Lonelywood to try to carve out a peace between the Ten-Towns and the barbarians. Their efforts at diplomacy are said to have failed, but they succeeded in defeating Wylfdene and saving the Ten-Towns from destruction. It is believed that these adventurers are the only reason the Ten-Towns exist (and thrive) to this day. What happened to these brave adventurers is unknown. The last known record of them is a sighting of them at the Whistling Gallows Inn in Lonelywood, where they spoke with a halfling traveler who claimed to know of a place where great riches could be found. Shortly after this, the adventurers and the halfling vanished and were never heard from again. After reading the closing chapter of the book above, you notice that the top letter in each of the chapters weave together to form a peculiar summoning spell. When a passage is recited from the book, it allows the reader to inflict the curse of the Heart of Winter upon foes, blinding them with its power or even freezing them where they stand. STATISTICS Spell Power: Cast Otiluke's Freezing Sphere 3/Day Spell Power: Cast Power Word: Blindness 3/Day Weight: 1 lb. 11HFBKLD Legends of Icewind Dale The greatest legends can stem from the humblest beginnings, and so it was with the band of adventurers that began their journey in the fishing community of Easthaven thirty years ago, 1281 Dale Reckoning. Meeting in the Winter's Cradle Tavern, this band of southerners had traveled north in search of adventure, and they were the first to join Hrothgar's expedition to investigate the rumor of troubles brewing in the great tree town of Kuldahar to the North, where a mighty oak, towering hundreds of feet high, sheltered a small town beneath its boughs with a life-giving warmth. The misfortunes plaguing Icewind Dale led to the ambush of Hrothgar's expedition in the windswept Kuldahar Pass... and it left them the only survivors. Pressing on against goblinoid raiders that filled the Pass, the small band finally reached Kuldahar, only to discover the great tree was being threatened by an unknown evil deep within the mountains - if this evil was not stopped, Kuldahar would be destroyed, and the North itself might soon share the town's fate. The brave band of adventurers searched out this evil, their travels carrying them from the crypts of the Vale of Shadows through the numerous ruins of the North, including the decaying elven fortress of the Severed Hand and the lava- filled caverns of Dragon's Eye. Much of their journey has been lost, but there is no doubt that their efforts led to the salvation of Kuldahar and the Ten- Towns and their deeds are still spoken of in Easthaven and Kuldahar to this day. Hrothgar himself has been laid to rest in a small glen near the town of Kuldahar, in memory of his selflessness in coming to the aid of his neighbor in a time when Easthaven itself was suffering troubles of its own. Among their other acts of heroism, the adventurers are credited with the discovery of the location of the tomb of Kresselack the Black Wolf, one of the most infamous of the Northern generals, the discovery of the Severed Hand, and numerous other monasteries and ruins believed lost to time and the snows of the North. After reading the closing chapter of the book above, you notice that the top letter in each of the chapters weave together to form a peculiar summoning spell. When a passage is recited from the book, it summons the howling winds of Icewind Dale to the reader's aid. STATISTICS: Spell Power: Cast Whirlwind 3 times/Day Spell Power: Cast Planar Binding: Air Elemental 3/Day Weight: 1 lb. 11HFBKLE Book of Leaves The covers of this heavy book are made of bark, and the pages are made of pressed leaves. It is not clear what is holding this book together, for you see no bindings and no glue along the spine. When this book is held in the hand of a druid and the druid is touching solid ground, a sheath of bark will sprout from the earth and cover the wielder, making his skin as tough as the skin of a great tree. STATISTICS: Spell Power: Casts the spell Barkskin Spell Power: Casts the spell Shambler Weight: 1 52BOOK89 Valas - The Black Raven 52BOOKAD How To Be An Adventurer This ludicrously huge and heavy book - more a compilation of volumes in a single binding than anything else - claims to be an extensive manual on the "the fine art of adventuring." Its many chapters include: - Henchmen: Loyal Companions or Seedy Pack-Mules? - Making Your Kit Work for *You* - 101 Uses for a 10' Pole - Catapults: Yes, That's as Far as it Shoots - Getting the Most Out of Your Party's Thief - Today's Tinderbox - It's Not Just for Lighting Torches Anymore - Dungeons to Tackle: - Stinky Pieter's Halls o' Poorly Guarded Gold - The Caves of Soundly Sleeping Monsters - Archmage "Loose-Bowels" Wozley the Milksop's Enchanted Item Warehouse - The Wooden Citadel of Darmos the Old and Crippled - Uncle Fralin's Tool Shed - ...and more! - Dungeons To Avoid Like the Crotch-Rot: - The Iron Fortress of Blodax, Devourer of Souls - Dominara the Erinyes' Nine-Layered Brothel of Violent Emasculation (No Slaking... or Slating... allowed) - The Crimson Hell-Pit of One Billion Miserable Deaths - Uncle Fralin's Bedroom - ...and more! - Your Lantern and You - Twelve Uses for Twelve Iron Spikes - 99 Uses for That Little Hammer That Comes With Twelve Iron Spikes - Face It, You're Actually "Neutral Evil" - The King's Lovely Daughter: Look But Don't Touch - Don't Put Your Hand in That Dark Hole ...and over eighty more information-packed chapters covering all aspects of adventuring, from hoarding to spell-casting and bold heroics to arse-saving cowardice. STATISTICS: Special: Gives the reader 10,000 Experience Points. Disappears after use. Weight: 8 lb. 52HFBKAD How To Be An Adventurer (2nd Ed.) STATISTICS: Special: Gives the reader 20,000 Experience Points. Disappears after use. Weight: 8 lb. 52BOOKDV Tome of Deeds Valorous The Tome of Deeds Valorous is filled with many tales of courage, from lyrical tales of noble gallantry to almost chilling accounts of desperate self- sacrifice. The pages and very words themselves are soaked with magic, so that when read aloud they serve to inspire the speaker and nearby companions. Thrice per day one may use the tome to dispel all fear and steel hearts against further trepidation. STATISTICS: Special: Can cast the spell Remove Fear 3/day Weight: 2 lb. 52HFBKDV Masterwork Tome of Deeds Valorous STATISTICS: Special: Can cast these spells simultaneously: Remove Fear, Emotion: Rage, and Armor of Faith 3/day Weight: 2 lb. 52BOOKGE Tome of Glorious Exaltation The Tome of Glorious Exaltation is filled with words to inspire and invigorate, all hand-scribed with thrice-blessed golden ink upon sheets of the finest vellum. One may read the tome's text aloud once per day, cleansing and protecting a single listener from the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk, confused, and hopeless states of mind. STATISTICS: Special: Can cast the spell Exaltation 1/day. Weight: 2 lb. 52HFBKGE Masterwork Tome of Glorious Exaltation STATISTICS: Special: So long as the book is held, the bearer is under the effects of the Exaltation spell. Weight: 2 lb. 52BOOKOG Mensel's Obscene Grimoire Mensel of Cormyr, at one time the Lord of Immersea, was that rare sort of nobleman, a fellow well known to be kind, generous, and humanitarian to a fault. He was much loved by his family, servants, and those that lived upon his lands. Well after the elderly Lord Mensel had passed away in his sleep, a secret vault was found hidden beneath his study. Within the vault Mensel's heirs found a small hoard of treasure... and the Obscene Grimoire. Though the origins of the grimoire and the identity of anyone associated with it - save the late Lord Mensel, of course - are still unknown, unwholesome rumors sprang up like mushrooms and still abound after nearly a century. The worst of the scandalous claims involved a seer from Arabel, a pious young man that seemed saddened to explain that Lord Mensel had the grimoire fashioned for himself at great expense and then slew all those involved in its making - an assertion that did no less than bring ruin to Mensel's name and family. The unsavory book was cast into a temple brazier but, to the astonishment of numerous witnesses, it vanished in a cloud of foul-smelling vapor rather than bursting into flames. Since that day the Obscene Grimoire has appeared in many places, never found intentionally and always disappearing again within a few year's time. The thick, black, leather-bound book is filled with painstakingly detailed woodblock prints, each depicting a gruesome scene of violent perversion. Even the briefest of glances through its disturbing pages is enough to assure the reader that no taboo is left unturned. However, for those willing to carefully peruse the disquieting work, there are dark runes and ritual directions hidden amongst the illumination around each print. Those so inclined are able to use the power of Mensel's Obscene Grimoire to summon a cacofiend, bound to the reader's service, one time before the book vanishes. STATISTICS: Special: Using the grimoire casts both Protection From Evil and Cacofiend. The Obscene Grimoire vanishes after a single use or when one attempts to destroy it. Weight: 2 lb. 52HFBKOG Mensel's Vile Grimoire Pervertere STATISTICS: Special: Using the grimoire casts both Protection From Evil and Cacofiend. The Mensel's Vile Grimoire Pervertere vanishes when one attempts to destroy it. Weight: 2 lb. 52BOOKSU Tome of the Supplicant The Tome of the Supplicant is a heavy volume whose intricately illuminated vellum pages contain numerous short prayers woven with words of power and calling. One may read aloud from the tome once per day, bestowing favor upon the reader and his or her allies while cursing his or her enemies. STATISTICS: Special: Spell Power: Can cast the spell Prayer 1/day Weight: 2 lb. 52HFBKSU Masterwork Tome of the Supplicant The Masterwork Tome of the Supplicantis a heavy volume whose intricately illuminated vellum pages contain numerous short prayers woven with words of power and calling. One may read aloud from the tome once per day, bestowing favor upon the reader and his or her allies while calling down the righteous fury of the Plane of Brightness upon his or her enemies. STATISTICS: Special: Spell Power: Can simultaneously cast the spells Prayer and Holy Smite 1/day Weight: 2 lb. 52BOOKSV Tome of Sacred Verse The Tome of Sacred Verse is a collection of hymns and lyrical prayers woven with words of power and calling, penned in the blood of a willing planar. Twice per day a reader may sing a passage aloud, the book's power making his or her voice as fine and clear as radiant crystal. For the duration of the hymn, allies of the singer that hear the sound will be blessed with good fortune, while the singer's enemies will be cursed. STATISTICS: Special: Spell Power: Can cast the spell Chant 2/day Weight: 2 lb. 52HFBKSV Masterwork Tome of Sacred Verse The Masterwork Tome of Sacred Verse is a collection of hymns and lyrical prayers woven with words of power and calling, penned in the blood of a willing planar. Thrice per day a reader may sing a passage aloud, the book's power making his or her voice as fine and clear as radiant crystal. For the duration of the hymn, allies of the singer that hear the sound will be blessed with good fortune, while nearby enemies will find themselves dumbfounded and guilt-struck for opposing such a glorious figure. STATISTICS: Special: Spell Power: Can simultaneously cast the spells Chant and Emotion: Despair 2/day Weight: 2 lb. 53BOOKIG A Treatise upon Flesh Golems This large, hand-written tome details the efforts of the wizard Imphraili - a specialist in the school of transmutation - to enhance what she refers to as the "languid, wholly inefficient flesh golems of our day." Most of the book is filled with various alchemical formulae, surgical procedures, chemical treatments and the like to be given to the inanimate golem before it is awakened. In the final chapter, however, she details the creation of the Sanguis Anima, a fluid necessary in the animation of such an enhanced golem. Once the fluid is injected into the creature and the golem is blasted with electricity, it will awaken to serve its new masters. There is a warning, however - the modified golem will not be able to stand the touch of direct sunlight. Using this tome and with the proper chemicals - the author mentions a variety of giant fungi spores in addition to other more typical reagents - and access to an alchemical laboratory, a skilled wizard or alchemist could probably concoct the Sanguis Anima. Weight: 3 lb. 53BOOKIS Imphraili's Transfusion Notes These are the notes of the wizard Imphraili, a specialist in the school of transmutation. Their contents revolve largely around the theoretical application of the Sanguis Anima - an alchemical fluid she uses in the process of animating a flesh golem - as a means of physically invigorating or extending the lifespan of a living creature. Imphraili clearly states that the procedure would be insanely dangerous and that only a dedicated practitioner of the art of transmutation could carry it out; it requires the imbiber to magically alter the state of the Sanguis Anima - normally deadly poison to any mortal humanoid - as it courses through his or her blood. Using these notes and with the proper chemicals - the Sanguis Anima in particular - and access to an alchemical laboratory, a skilled transmuter with a taste for danger could probably perform the procedure. Weight: 1 lb. 53BOOKIV Progress Journal: Viciscamera This is the progress journal for a project called "Viciscamera." Scribbled in painstakingly small, cryptic shorthand, it is for the most part entirely illegible. The most recent entries seem to revolve around the project's success, boasting that the Viciscamera is entirely functional and now requires only the slightest of biomagical alterations to perfect. The writer seems particular proud of the Viciscamera project's natural and magical defenses... with its tough, ensorcelled hide and exhalation sacs of airborne corrosive gas, the thing seems nigh indestructible. Hastily scratched notes in a sidebar mention a possible weakness, however: one could possibly create an enchanted poison that would turn the Viciscamera's defenses upon itself, essentially forcing it to self-destruct. In addition to the required range of somewhat typical alchemical reagents, the author mentions a variety of giant fungi spores and "a curious, silvery fluid similar in consistency to mercury." Using these notes and with the proper chemicals and access to an alchemical laboratory, a skilled wizard, alchemist, or maker of poisons could probably concoct a magical, specially-tailored conversion poison capable of destroying the Viciscamera project. Weight: 3 lb. 53BOOKMJ Malavon's Journal Malavon's journal is largely illegible, the greater portion of it being written in a mix of ancient elven and a complex code he devised and perfected over a century and a half ago. One of the more recent decipherable entries, however, is of some interest: Malavon wrote of the Z'hinda citadel, a drow stronghold that fell into the hands of the illithid - mind flayers. The citadel's gates are magically sealed, nigh impossible to open from without. The drow had intended to assault the citadel's guards, prompting them to open the gates to summon more thralls and thus expose the citadel interior. However, with the arrival of so many driders in the area, the gate guards withdrew into the citadel and have yet to return. Malavon is certain that if the number of driders can be reduced, the citadel guards will return to their position at Z'hinda's gates. To this end, he planned to find and destroy whatever it is that is responsible for the driders' sudden increase in numbers. Weight: 1 lb. 63BOOKGK Diary of Garuk Katah This is a small book filled with several hand written pages. Most of the pages are incomprehensible since the author seems to have unusually poor penmanship. However, one passage does catch your attention. "... I finally got that promotion that I've worked so hard for. I'm now a Ruin Lord and I've been placed among the guardians of the Globe of Essence, the gift of Iyachtu Xvim. Of course, I had to backstab Drothan to get the promotion, but who cares? Every now and then I stroll by the infirmary, wave my new holy symbol under his nose, and watch him turn purple. Ha Ha Ha! Life is good..." Weight: 2 lb. 63BOOKL1 The Last Alliance I: The Elves 63BOOKL2 The Last Alliance II: The Dwarves 63BOOKL3 The Last Alliance III: The Darkest Hour 63BOOKL4 The Last Alliance IV: The Dwarf Alliance 63BOOKL5 The Last Alliance V: Echoes of the Fall 63BOOKL6 The Last Alliance VI: The Fall 63BOOKOG Orrick the Grey's Spellbook This huge leather bound tome is the spellbook of Orrick the Grey. Orrick is best known for his research into ancient elven magics known as mythals. Weight: 2 lb. 63BOOKOM Orrick's Book of the Mythal This tome is actually a collection of notes by Orrick the Grey. In it are all the known details of his extensive research into mythal magic. Weight: 2 lb. 63BOOKTI Tome of Ilmater This dusty, but beautiful, heavy, red leather bound tome has all the tenets of the Ilmater faith. In addition, the tome has all the faith's rituals, including the Ilmater Sanctification Ritual. Weight: 2 lb. 63BOOKZA Diary of Zaem Astyr This is a small book filled with several hand written pages. Most of the pages have been defaced or torn from the book. A single blood stained entry remains. "... creature has turned against me, for what reason I cannot fathom. I know it stalks me now and intends me ill will. I must be on guard until I can hunt the creature down and eliminate its threat. Tomorrow I must..." Weight: 2 lb. =============================================================================== Boots =============================================================================== 10CICAT1 00BOOT01 Boots of Speed These boots have been magically enhanced so that wearer is able to travel at twice the normal speed. They are much prized by those whose profession involves traveling long distances. STATISTICS: Special: Increased movement rate Weight: 2 lb. 00BOOT02 Boots of Stealth 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: Hide skill: +2 Weight: 4 lb. 00BOOT03 Boots of the North These boots have been lovingly crafted out of the hides of some unknown beast. Little is known about the cobbler who created these boots, but his skill with leather is obvious. Upon putting on these boots, they seem to contort and twist until they perfectly match the foot of the wearer. These boots provide superior protection in cold weather and will keep one's feet warm and dry in the worst of conditions. STATISTICS: Resistance: 6/- Cold Resistance Weight: 4 lb. 00BOOT04 Boots of Avoidance 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 Bonus: +5 vs. missile weapons Weight: 4 lb. 00BOOT05 Boots of Grounding 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: Resistance: 6/- Electrical Resistance Weight: 4 lb. 00BOOT09 Witherbranch Boots The edges of these near-rotted leather boots still have dead vines and twigs draped from them. These magical boots were fashioned and enchanted by several members of the Hosttower of the Arcane during their brief crusade against various nature worshippers in the Icewind Dale region and passed along to their agents scouting the region. While the boots were known to cause any plant touching them to wither instantly, it also left a noticeable trail through the wilds of Icewind Dale... a trail that the druids followed in polar bear form and devoured the agents one by one. These boots are all that remain. These boots kill any vegetation they touch, and they cannot be worn by a ranger or druid. STATISTICS: Wearer is immune to the spell Entangle. Weight: 2 lb. 00BOOT14 Yeti Skin 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. These particular boots have been fashioned from the hide of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 4 00BOOT15 Winter Wolf 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. These particular boots have been fashioned from the hide of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 4 00BOOTCS Chimandrae's Slippers Crafted of fine red and black silk, soft cotton, and gold filigree, these exquisite slippers could be worth a large sum of money even without their enchantments. The slippers were enchanted by the burglar and wizard Chimandrae of Black Veils. Chimandrae was legendary throughout the ancient empires of the south. Her powers of trickery, seduction, and acrobatics were praised and cursed with equal frequency. She wore these slippers in her home in case unexpected visitors dropped in. Chimandrae mysteriously disappeared in 742 DR, leaving most of her possessions behind in her large Untherian estate. STATISTICS: Ability Score Modifier: +5 to Dexterity Weight: 3 lb. 00HFBTCS Chimandrae's Warded Slippers STATISTICS: Ability Score Modifier: +5 to Dexterity Spellward: Immunity to the spells: Web, Entangle and Command Resistance: +2 Spell Resistance Weight: 3 lb. 00BOOTSB Shifter's Boots An unknown assassin who operated in the Moonsea, Thesk, and the Vast, used these boots on many of his missions. His magical footwear made him extremely difficult to capture. Eventually, a league of merchants hired a pair of brother wizards, Dashrim and Balkat of Dragon Falls, to stop the assassin before he worked his way through their high council. Dashrim and Balkat ambushed the assassin and dispelled his enchantments. When they finally killed him, they pulled back the man's mask and found that his face had been horribly disfigured in a fire. Strangely, divination revealed nothing about the man's history or clients. The brothers kept the boots for a few years and eventually sold them. Because they did not know the name of the man they had killed, they simply called the items "Shifter's Boots". STATISTICS: Spell Power: Can cast the spell Blink 1/Day Weight: 3 lb. 00HFBTSB Shifter's Nimble Boots STATISTICS: Spell Power: Can cast the spell Blink 1/Day Constant Effect: User under the effects of the spell Freedom of Movement while equipped Weight: 3 lb. 10BOOTTB Treadlightly Boots These well-crafted doeskin boots are not magical, but the soles have been padded to reduce the amount of noise the user makes. STATISTICS: Move Silently skill: +1 Weight: 2 lb. 10HFBTTB Boots of Hushed Whispers STATISTICS: Move Silently skill: +5 Weight: 2 lb. 50BOOT14 Wandering Hunter's Boots Boots like these are painstakingly crafted for the use of the Wandering Village's best young hunters. The soft wolf's fur of the lining is enchanted to silence a hunter's footfalls while stalking prey. STATISTICS: Hide skill: +3 Weight: 4 lb. =============================================================================== Bows =============================================================================== 00BOWC01 Composite Longbow Composite bows are longbows or shortbows 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 longbow. STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC02 Masterwork Composite Longbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC04 Composite Longbow +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC92 Composite Longbow of Spell Resistance STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 9 lb.Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC93 Composite Longbow of the Defender STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Deflection Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC94 Composite Longbow of Empowerment STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Random +4 bonus to Strength, Constitution, Dexterity, Wisdom, Intelligence, or Charisma when struck in melee combat. Effect lasts for 5 combat rounds. User is immune to further bonuses until 1st bonus expires. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC95 Composite Longbow of Dodging STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Special: Resistance: 2/- Missile Resistance Dexterity: +1 bonus Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC96 Composite Longbow +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +6 Weight: 3 Speed Factor: 6 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC97 Composite Longbow +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC98 Composite Longbow +3 Damage: +5 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWC99 Composite Longbow +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWCAG Arc of Gold It can be argued that the Arc of Gold and its sister, the Mithral Arc, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. At the height of the dwarven-elvish alliance in the North, a disagreement arose between the two races over the matter of trading enchanted weapons to the men of the south, who were beginning to establish a foothold in the North. The dwarves were of the opinion that the many great works that had been built through the joint efforts of the dwarves and elves should be offered up to man and the profits used to fill the coffers of both races. This suggestion was not well- received by the elves nor by their leader, the arch-mage Larrel, and the matter was quickly dropped. However, when the Arc of Gold, one of the items fashioned jointly by dwarven and elven weaponsmiths was found in the hands of an orcish war party not long after the debate in the alliance councils, the elves accused the dwarves of selling the weapons to the goblinoids out of greed. The dwarves, insulted, broke the shafts of their hammers in the middle of the council and broke talks with the elves, returning to their halls in Dorn's Deep and never speaking to them again. The two races, now divided, were soon swallowed by the Dark Horde that was devouring the North beneath its banner. At the time of the fall of the Severed Hand, the Arc of Gold was mounted within the halls of Severed Hand as a reminder of the dwarven treachery and dwarven greed. When the Severed Hand fell, the Arc of Gold silently watched as the goblinoids tore apart the elvish defenders and laid waste to tower after tower, until the elvish archmage Larrel, in a desperate measure, brought about the Mythal cataclysm that sealed the fate of the Severed Hand once and for all. When the Mythal was cast, the Arc of Gold vanished from the halls of the Severed Hand and has not been seen since... until now. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL01 Longbow The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. STATISTICS: Attack Bonus: +1 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL02 Masterwork Longbow STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL03 Longbow +1 The longbow is similar to the shortbow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the shortbow: better range and hence, it is much more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL88 Longbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL89 Longbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +5 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL90 Longbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL91 Longbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL95 Spellward Longbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Spellward: Immunity to the spell Sleep Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL96 Longbow of Spell Resistance STATISTICS: Attack Bonus: +1 Special: Resistance: 3/- Magic Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL97 Longbow of the Shield STATISTICS: Attack Bonus: +1 Special: Spell Power: Can cast spell Shield 1/day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL98 Longbow of Fire Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Special: Resistance: 1/- Fire Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWL99 Longbow of Fortitude +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +6 Special: Hit Point Bonus: +10 hit points Saves: +2 Save vs Fortitude Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLSF Sophias Flight This longbow is the subject of legend among the squabbling citadels of the Sword Coast, a legend fiercely debated in drinking halls and taverns in and along the storm-lashed coast. According to the tale, the bow takes its name from its pivotal role in the escape of a young woman named Sophia, a typical maiden fair who was pledged to marry the son of Duke Hugh Gladegrin (the son is described as hideously ugly and of foul temperament, of course). Sophia, however, believed she was destined to marry one of the Duke's archers, a dashing young golden- haired fellow who roamed the surrounding lands felling foul beasts with a single twang of his mighty bow. As the tale goes, one of the court wizards (a transmuter) took pity on the young woman's plight and cast a spell that turned her into an arrow for an hour's time. The transmuter arranged for Sophia to be fired from the castle wall to a ship waiting off the coast, where she could sail to freedom. The tale then breaks down from here, as numerous accounts claim that Sophia did not flee the coast safely, and that she transformed back into her normal body while she was halfway across the water, plunging into the icy ocean. Another school claims that, while in arrow form, Sophia pierced the side of the ship, then choked to death when she resumed her normal form with her neck embedded in the ship's hull. Still others claim that she was never even launched from the bow, and that she resumed her normal form while inside the archer's quiver, and she awoke, naked, wearing only the small band of leather about her body. When this last argument is made, the discussion generally deteriorates into a steady stream of sexual innuendos and the evening officially goes downhill. Whatever the tale, the bow has a range unmatched by many other bows in the realms, and the arrows launched from it strike far and true - unlike the story surrounding the bow. STATISTICS: Damage: +1 (missiles) Attack Bonus: +2 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLSF Sophia's Arc STATISTICS: Damage: +3 (missiles) Attack Bonus: +4 Special: Half again the range of a normal bow. Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLSR Sun-Reacher The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Sun-Reacher with him. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLSR Great Sun-Reacher STATISTICS: Damage: +4 (missiles) Attack Bonus: +4 Spell Power: Can cast the spell Protection from Missiles 1/Day Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP01 Composite Shortbow Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. STATISTICS: Damage: +1 (missile) Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP02 Composite Shortbow +1 STATISTICS: Damage: +2 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP97 Composite Shortbow of Insight +5 STATISTICS: Damage: +6 (missile) Attack Bonus: +5 Special: Alchemy: +10 bonus Knowledge (Arcana): +10 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP98 Composite Shortbow of Resistance STATISTICS: Damage: +1 (missile) Special: Resistance: 2/- Cold Resistance Resistance: 3/- Fire Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWP99 Composite Shortbow of Endurance +2 STATISTICS: Damage: +3 (missile) Attack Bonus: +2 Special: Constitution: +4 bonus Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS01 Shortbow Shortbows 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 longbow. Shortbow 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 longbow. STATISTICS: Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS02 Masterwork Shortbow STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS03 Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS86 Shortbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS87 Shortbow of Magic Resistance STATISTICS: Special: Resistance: 3/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS88 Shortbow of Displacement +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Spell Power: Can cast the spell Blur 1/day Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS89 Silenced Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Silenced: +2 to Move Silently skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS90 Shortbow of Shadows STATISTICS: Special: Shadowed: +2 to Hide skill Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS91 Shortbow of the Defender STATISTICS: Special: Deflection Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS92 Shortbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS93 Shortbow of Dodging +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Armor Bonus: +3 Armor vs Missiles Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS94 Shortbow of Life +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Hit Point Bonus: +10 hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS95 Shortbow of Health +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Hit Point Bonus: +5 to maximum hit points Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS96 Shortbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS97 Shortbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS98 Shortbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWS99 Shortbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWSEH Eye of the Hunter This small barbarian bow is foreign to the lands of Icewind Dale, having been made by the distant warrior-priests of Vaasa. Its history is not rich, having been used by the chief hunter of a small tribe for decades. The bow later fell into the hands of invaders after the tribe was wiped out. Its obvious "barbarian" look could be unappealing to stylish urban adventurers. Made of yew and wrapped with thin furs, the bow looks rugged and practical. The grip of the bow has a chipped and faded painting of a large eye on each side. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBSEH Swift Eye of the Hunter STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Dexterity: +3 Strength: +1 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWSRS Rabbit Slayer The famed halfling hunter Herrian Smallhill was well known for his ability to fell large numbers of rabbits in a single day. Though Herrian repeatedly was challenged to displays of "real" hunting skill, he always returned to his home near Corm Orp to provide rabbits for his community. A noble elven hunter named Shidan Imraith challenged the halfling to a hunting contest in 1197 DR. When Herrian emerged at the victor, the proud elf became so enraged that he ordered his men to kill the halfling. Though Imraith's house was disgraced for the action and Shidan was brought to justice, Herrian's fine yew bow disappeared. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBSRS Furious Rabbit Slayer STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Chameleon Power: +2 to Hide skill Spell Power: Can cast the spell Luck 1/Day Weight: 1 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWB Masterwork Shortbow STATISTICS: Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWC Shortbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 2 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWE Masterwork Composite Longbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWF Composite Longbow of the Hand Made during the golden age between the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-Handed Minimum Strength of 15 required 00CWBOWH Masterwork Longbow STATISTICS: Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00CWBOWI Longbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +2 Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBCAG Mithril Arc It can be argued that the Mithral Arc and its brother, the Arc of Gold, brought about the end of the dwarven-elvish alliance in the North many years past, and led to the destruction of the Severed Hand and the fall of Dorn's Deep. Many tragedies have occurred around these two items, and many are the deaths they caused although no arrow was ever shot from them. The Mithral Arc was developed at the height of the dwarven-elvish alliance, and it was one of the many joint items developed by the dwarves and elves of the Severed Hand before the destruction of the Severed Hand and the Fall of Dorn's Deep. Its accuracy was unparalleled, and the dwarves presented it to the elves as a token of goodwill between the races. The string of the bow was said to have been blessed by the elvish archmage Larrel himself, with a range that seemed to rival the horizon. It was mounted in the halls of Severed Hand so that all visitors could see it, and see the achievements the dwarves and elves united could bring about. When its brother, the Arc of Gold, was discovered in the hands of a band of orcs raiding in the forests north of Severed Hand, the elves became furious and accused the dwarves of selling the relics the two races had jointly crafted to their enemies. The dwarves, enraged by the insult, seized the Mithral Arc and returned to Dorn's Deep, cutting off all contact with the elves. It is said that at the moment the alliance disbanded, the string of the Mithral Arc broke with a final twang, and the bow, useless, remained deep within Lower Dorn's Deep, silently watching as the dwarves were slowly driven deeper and deeper into the Deep by the encroaching goblinoid hordes that had begun to swarm down from the North. It was never seen and never taken by the Dark Horde that marched through Dorn's Deep, and the Mithral Arc remained there for countless years in the darkness with the dwarven dead piled around it, still clutching their weapons. How it came to be here is unknown, but the string of the Mithral Arc is restored and the bow is eager to be used. Perhaps there is hope for the fallen elves and dwarves still... or at least the opportunity to reclaim their once-proud homeland from the goblin hordes that threaten it. STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00BOWLFK Flamekiller Rangers in the service of Auril are rare, terrible forces in the north. Echolia was an Aurilite ranger who plagued foragers near the Ice Lakes for over two years. A bane to nomads and merchants alike, Echolia's arrows felled many and drove off even more. A number of druids came north from the High Moor to deal with her, but they found her exceptionally difficult to dislodge from the region. The druids eventually killed the persistent ranger, but only at the cost of several druids' lives. Her bow was recovered and given to a Mielikkan ranger who died a decade later in the Marsh of Chelimber. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Resistance: 1/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed 00HFBLFK Triumphant Flamekiller STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Resistance: 3/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Bow Type: Two-handed =============================================================================== Bracers =============================================================================== 00BRAC01 Bracers Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body. 00BRAC02 Bracers of Defense +2 Normally bracers are used to add support and protection to forearm area of the body. However, these bracers have been magically altered so that the wearer receives armor like protection without the constraints of wearing armor. Bracers such as these are highly prized by wizards and sorcerers who must have complete freedom of movement to perform their magical arts. STATISTICS: Armor Bonus: +2 Weight: 2 lb. 00BRAC03 Bracers of Defense +3 STATISTICS: Armor Bonus: +3 Weight: 2 lb. 00BRAC04 Bracers of Defense +4 STATISTICS: Armor Bonus: +4 Weight: 2 lb. 00BRAC05 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: Attack Bonus: +2 (missile weapons only) Weight: 2 lb. 00BRAC08 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: Attack Bonus: -10 penalty Dexterity: -2 penalty Special: Can only be removed by a 'remove curse' spell Weight: 2 lb. 00BRAC09 Gauntlets of Weapon Skill These magical gauntlets aid the wearer in the use of weapons. Even an unfamiliar weapon may be used with some skill. STATISTICS: Attack Bonus: +1 Weight: 2 lb. 00BRAC10 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: Attack Bonus: +1 Damage: +2 bonus Weight: 1 lb. 00BRAC11 Bracers of Icelandic Pearl It is said that these magnificent bracers were constructed in the Spine of the World Mountains, and not so long ago. On the coastline of the Sea of Moving Ice, there dwelled Prashnak, an abjurer -- and a stubborn one at that. Apparently Prashnak was having a great deal of difficulty fending off a relentless scourge of trolls, who no doubt were interested in nothing more than his dug out, well stationed bower. Prashnak used storms of acid to keep the trolls at bay. However the young mage was tiring of the constant attacks, and the trolls were becoming bolder. After several months of studying the various effects of wilting magic, elemental summoning, and magical methods of frosting, Prashnak was finally ready to try his experiment. After summoning a water elemental, Prashnak evaporated choice bodily components and then froze the hapless creature. This lead to the creation of truly horrific sculptures of ice. The trolls, as simple as they are, took extreme offense to these totems and reportedly fled the area. The experiment a gleaming success, the exultant Prashnak continues his woeful studies to this day. What manner of thief took hold of the bracers is unknown, but they have been missing for several years. STATISTICS: Armor Bonus: +4 Dexterity: -2 Special: Can cast Lesser Planar Binding: Water Elemental 1/day Can cast Cone of Cold 1/day Can cast Horrid Wilting 1/day Weight: 3 lb. 00BRAC12 Elven Sewn Gloves These gloves have been made from the highest quality cloth and furs available in the land. Hand sewn by talented elven tailors, these gloves were very common among the people of the Seldarine's Hand. Outsiders have also found them appealing as they provide ample warmth and protection from the harsh cold of the North. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. 00BRAC17 Yeti Skin Gloves These fur lined gloves have been stitched together using the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 1 lb. 00BRAC18 Winter Wolf Gloves These fur lined gloves have been stitched together using the skins of a Winter Wolf. STATISTICS: Resistance: +1 Cold Resistance Charisma: +1 Weight: 1 lb. 00BRACBB Brazen Bands These Brazen Bands are enchanted to draw an enemy's blows to them and cancel their inertia, thereby providing protection equivalent to that of chain mail but without the inconveniences that wearing such heavy armor normally entails. STATISTICS: Armor Bonus +5 (non-magical) Weight: 1 lb. 00BRACHF Bands of Focus In the surviving teachings of the Kamjin-Doh of Kara-Tur, it is written that a true weapon master relies not on leather, chain, or plate, but on honing their skills so that they are never struck at all... and this means a weapon master must know their enemy's movements like the movements of their own hand. But such mastery lies in staying focused upon your enemy even in the heat of battle... and these simple leather armbands are intended to do just that. Initially used to help in the training of students at the Kamjin-Doh, these Bands of Focus radiate a soft moonlight glow when the light of dusk falls upon them. While worn, they exert a slight calming influence on the mind of the sword saint that wields them, heightening the warrior's perceptions and senses, and allowing them to read the movements of their opponents easier. On the rare occasion when an enemy strikes a sword saint, these bands allow the wielder to shrug off pain (which in the teachings of Kamjin-Doh are called, "distractions") and keep the pain where it belongs - on one's opponent. Many of these bands were scattered throughout Faerun in the wake of the destruction of the Kamjin-Doh at the hands of the Master of Razors. It is rumored that the Master of Razors possessed a set of these bands as well, but their location remains a mystery. STATISTICS: Special Damage reduction 5/+1 Weight: 1 lb. 00HFBCHF Bands of the Master When the last kensai of Kamjin-Doh, the Master of Razors, was slain in the fields of western Kara-Tur, these simple leather bands were ripped from his arms... and his arms ripped from his shoulders... as punishment for his destruction of the Kamjin-Doh. The identities of those who defeated him are not known, but the rumors in Kara Tur were that his slayers were the spirits of three sword saints of Kamjin-Doh, returned from death to end the crimes of the renegade kensai. It was discovered that these once-simple bands of focus that the Master of Razors had worn as a student had become stained with blood and shame, and no longer shone with the same light as it once had. As the Master lost focus, his bands of focus corroded, almost to rot away as they were wrapped upon his bleeding arms. Nonetheless, these tattered bands still hold the power, strength, and viciousness of the Master of Razors... making the one who wields them far more deadly. If you wear these bands, never forget their purpose, never forget your focus, and never forget the reach of your enemy. Keep these three things in your heart, and they will serve you well in battle. STATISTICS: Special: Damage reduction 15/+3 Weight: 1 lb. 00BRACLA The Lions of Arkamadis Between 910 and 946 DR, the lands east of the Spine of the World mountains were often plagued by the minions of the archmage Arkamadis. Believed to have had contact with Arrakon, the would-be conqueror of Icewind Dale's barbarians, Arkamadis was only slightly less dedicated to dominating the native people that surrounded his tower, Whitestone Talon. Arkamadis wore a pair of bracers during most of his time in the north. Regardless of the disguises he used, he always kept the bracers as an identifying feature. The bracers were made of thick, polished bronze. Though not elaborate, the top of each bracer featured a lion rampant in relief, roaring towards his hands. Arkamadis lost his bracers when dwarves from Citadel Adbar crushed his growing empire and demolished Whitestone Talon with siege engines. STATISTICS: Deflection Bonus: +3 Spell Power: Can cast the spell Bull's Strength 1/Day Weight: 1 lb. 00HFBCLA Great Lions of Arkamadis STATISTICS: Deflection Bonus: +5 Spell Power: Can cast the spell Bull's Strength 2/Day Weight: 1 lb. 00BRACRB Rakavik's Bracers The invoker Rakavik Savell was a man of few words. He kept company with thugs, brigands, murderers, and criminals of all sorts, men and women who valued strong actions over a silver tongue. Rakavik was a clever man, and devised these bracers knowing that most people assume bracers are for protection. When opponents thought Rakavik was out of spells, he never needed to pull out a wand or staff to make a quick offensive action. He simply made a non-threatening gesture with his arms and activated these polished steel bracers. Despite being over two hundred years old, the large sections of black enamel on the bracers are still dark and shining. Rakavik died in 1012 DR when he and his fellows botched an attempted burglary in Suzail. The bracers have passed through many hands since that time. STATISTICS: Spell Power: Can cast the spell Magic Missile 2/Day Spell Power: Can cast the spell Ice Dagger 1/Day Weight: 1 lb. 00HFBCRB Rakavik's Imbued Bracers STATISTICS: Spell Power: Can cast the spell Magic Missile 1/Day Spell Power: Can cast the spell Mordenkainen's Force Missiles 1/Day Spell Power: Can cast the spell Lance of Disruption 1/Day Weight: 1 lb. 00BRACTB Tamjan's Bracers The Neverwinter wizard Tamjan Baker could have been an excellent mage, or so his teachers said. Unfortunately, Tamjan was called upon repeatedly to assist his father in the expansion of their family bakery. To establish a reputation among the cities of the north, Tamjan would magically preserve the freshness of his father's baked goods as he whisked them away to important events from Luskan to Silverymoon. Tamjan hated assisting his father. It made him the butt of jokes in wizardly circles across the north. Tamjan eventually decided to hire a group of bandits to attack him and his father as they traveled to Luskan. The young mage believed that the attack would scare his father into giving up his outlandish plan to establish bakeries across the north. The bandits became overzealous in the execution of their role. Weeks later, all the Neverwinter scouts found were Tamjan's magical bracers lying in a puddle of slush. The bracers are made of fine pinewood and leather with steel reinforcements. They feature very little ornamentation, the graceful curve of the steel being the notable exception. STATISTICS: Deflection Bonus: +1 Weight: 1 lb. 00HFBCTB Tamjan's Bolstered Bracers STATISTICS: Deflection Bonus: +5 Weight: 1 lb. 00BRACTC Thunder Clap When a high level monk hits someone, the victims often say it was like getting hit by a bolt of lightning. The bracers known as Thunder Clap are a prized possession of the monks that own them. Being that monks rarely use weapons other than their own hands and feet, these bracers offer an edge in battle that is rarely seen in the Realms. These bracers allow the skilled monk to increase the speed of their attacks. The added speed dished out by these bracers have, on several occasions, evened the odds against would be bandits that try to outnumber their monk victims. STATISTICS: Special Speed: One extra attack per round Weight: 1 lb. 00HFBCBB Indomitable Bands These Indomitable Bands are enchanted to draw an enemy's blows to them and cancel their inertia, thereby providing protection equivalent to that of chain mail but without the inconveniences that wearing such heavy armor normally entails. STATISTICS: Armor Bonus +5 (non-magical, stacks with everything) Special: Damage reduction 10/+2 Weight: 1 lb. =============================================================================== Bullets =============================================================================== 00BULL01 Bullet A bullet is simply a rounded, well-balanced stone. STATISTICS: Damage: 1d4 Damage Type: Missile (crushing) Weight: 0 lb. Launcher: Sling 00BULL02 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 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL03 Bullet +2 STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL04 Force Bullet A popular weapon among priests, Force Bullets allow the user to restrain opponents without causing excessive harm. They are particularly well liked by the churches of Helm, Eldath and Ilmater. STATISTICS: Damage: 1d4 +2 Damage Type: Missile (crushing) Enchantment: +2 Special: Target must make a Reflex save or be affected by Otiluke's Resilient Sphere Weight: 0 lb. Launcher: Sling 00BULL86 Returning Flame Bullet +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Returning: Returns to user Flame: 50% chance +1d6 Weight: 0 lb. Launcher: Sling 00BULL87 Bullets of Disruption +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Sling 00BULL88 Stun Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Sling 00BULL89 Bullets of Corrosive Burst STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Weight: 0 lb. Launcher: Sling 00BULL90 Bullets of Wounding STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Sling 00BULL91 Sure Strike Bullets STATISTICS: Damage: 1d4 Damage Type: Missile (bludgeoning) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Sling 00BULL92 Stunning Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Sling 00BULL93 Sparking Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Sling 00BULL94 Frost Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Sling 00BULL95 Flaming Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Sling 00BULL96 Corrosive Bullets +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (bludgeoning) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Sling 00BULL97 Bullet +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL98 Bullet +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling 00BULL99 Bullet +3 STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (bludgeoning) Weight: 0 lb. Launcher: Sling =============================================================================== Chain Armor =============================================================================== 00ARMCH Armageddon Chain Mail of theTester Uber-Chain for critical path testing only! Do not use to test play balance. If you do, you will be abducted by aliens and probed with cold instruments. 00CHAN01 Chainmail Armor 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: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -5 Arcane Spell Failure: 30% Weight: 40 lb. 00CHAN02 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. A faint blue glow can be seen emanating from the armor. STATISTICS: Medium Armor Armor Bonus: +6 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. 00CHAN03 Chainmail +2 STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 35 lb. 00CHAN04 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: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. 00CHAN05 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 particular suit of armor has been magically enchanted for increased durability and protection. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 45 lb. 00CHAN06 Baleful Mail This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep. During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune. Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics. Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep. After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic. He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation. Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail. He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours. When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate. Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years. His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking, -2 Charisma while worn Weight: 40 lb. 00CHAN07 Elven Chainmail of the Hand +3 During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves of Dorn Deep, special version of the illustrious elven chainmail were made that added protection against the harsh weather conditions of the north. STATISTICS: Light Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Resistance Bonus: +10% Cold Resistance Weight: 15 lb. 00CHAN08 Mail of Life This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation. A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers. Unfortunately, no elven or dwarven warrior ever wore the chain mail. When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: +10 Hit Points Wearer Regenerates 1 hit point per turn Weight: 40 lb. 00CHAN09 Ogien's Scale The great barbarian hero Ogien wore this armor during his many legendary conquests. Ogien was said to be a bear of a man, taller than his fellow barbarians and a good deal wider. It is said by some of the barbarians that Ogien would wrestle with wolves for amusement, and it is known that he was haunted by a prophecy that he would die "under white paws." When he was killed fighting polar bears on the tundra of Icewind Dale, his armor was buried with him. Despite its power, it is not distinctive in its appearance. STATISTICS: Medium Armor Armor Bonus: +8 Max Dex Bonus: +3 Armor Check Penalty: -3 Arcane Spell Failure: 25% Special: Wearer can incite Animal Rage 3/Day Weight: 25 lb. 00CHANML Mercenary's Lot The mercenary's lot has been a difficult one in the lands of Icewind Dale, for there is little to occupy one's fighting skills in the far north... at least until recently. This armor was worn by a mercenary company called the Silver Band who was driven from the north after a heated debate at the Ten-Towns council (a debate that barred further mercenary service from most of the Ten- Towns for a period not exceeding three seasons). According to the debate, the mercenaries were not seen as effective combatants, and certainly not worth the gold they were paid for their meager weapon skills. In order to pay for their passage back south, the Silver Band was forced to sell several suits of their armor in order to transport their mounts and siege engines, and the Band swore they would never return to the North, even if the region perished under an avalanche of goblins and other freakish monsters. Apparently, their ability to predict the future was not listed in their company annals. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. STATISTICS: Medium Armor Armor Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Light Weight: Armor weighs half as much as ordinary chainmail Resistance: 1/- Cold Resistance Resistance: 1/- Fire Resistance Weight: 20 lb. 60CHANCD Chain of Drakkas Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder. At a very young age, Drakkas was kidnapped by a Drow raiding party and brought up by the Drow to be a pit fighter. At first he fought his fellow kidnap victims in the pits. However, over time, his fellow abductees died from their wounds and poor treatment, thus leaving Drakkas alone to eventually fight monsters of the Drow's choosing. Drakkas persevered, fueled by his ever-growing hatred for his captors, the hopes of one day escaping and then taking revenge on his kidnappers. One day Drakkas got his wish - he was able to escape by stealing his jail cell keys from his lazy night guard, and then stealthfully slipping out into the unforgiving Underdark. He managed to steal a couple of scimitars on his way out, which he put to good use while circumventing the twisted corridors of the Underdark. When he emerged on the surface, he immediately sought out his Moon Elf kin. Unfortunately, when he found his kin, they ostracized him due to his horrendous battle scars. Embittered and outcast, he made it his mission in life to exact the most painful revenge possible on his kidnappers. Drakkas diligently trained in the dark magics, and continued his formidable weapons training as well. When he got to the point where he felt he was ready, he began to sell his services as a mercenary to earn coin and buy better equipment. One thing in particular he eventually wanted was lightweight chain mail that would not interfere with his spell casting. Luck was with him the day he found a Dwarven armorsmith who could accommodate Drakkas' needs. It was not long after until the armor was finished and Drakkas was ready for his mission of revenge. Drakkas disappeared from the people who knew him and utilized his mercenary services, and ventured into the depths of the Underdark, where he was never heard from again. However, his special armor did somehow make it out of the Underdark. No one knows how, but speculation has it that the return of Drakkas' chain mail to the surface world was a subtle message from the Drow. The message, of course, was left to the imagination of the interpreter. STATISTICS: No Armor Proficiency Required Armor Bonus: +7 Max Dex Bonus: None Armor Check Penalty: -0 Arcane Spell Failure: 0% Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Weight: 30 lb. 60HFCNCD Chain of Drakkas' Fury STATISTICS: No Armor Proficiency Required Armor Bonus: +8 Max Dex Bonus: None Armor Check Penalty: -0 Arcane Spell Failure: 0% Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Attack Bonus: +3 bonus Speed: 1 additional attack per combat round Weight: 30 lb. =============================================================================== Cloaks =============================================================================== 00CLCKFC Farmer's Cloak On the farms in the Dalelands west of the Moonsea, most of the men and women who work the fields lead simple, humble lives. It is out of one such simple life that the legend of Behem Farmer of Mistledale emerged. However, the circumstances surrounding his legend are far from typical. While tending his farm near Sword Creek, bandit riders from the east rode forth and told him to surrender his land. Behem was overcome with grief and could not answer them. The leader of the bandits told Behem that he had until dawn of the next morning to vacate the land. The bandits then rode towards other farms and told them the same thing. At dusk, as the farmers cleared out their homes and prepared to fall back to defensible ground, some of the families saw the silhouette of Behem standing in his field, leaning upon his hoe, his head hung low. In the evening, three farmers approached Behem's field and saw the farmer asleep in his field. More shocking was the apparition of a woman, believed to be the spirit of Chauntea, wrapping Behem's loose cloak around him. The farmers returned to their families and told everyone what they had witnessed. Bolstered by the belief that Chauntea had blessed Behem for staying on his farm, the farmers gathered up their families and marched back to their farms. Unfortunately, their bravery had returned a few moments too late. Behem had just been killed by the bandits for refusing to leave. Before the eyes of the farmers, thick vines erupted from the field the bandits stood upon. The vegetation not only held the bandits firmly in place, but also thrashed and choked them into unconsciousness. The farmers rushed forward and drove off the bandits who remained. Though Behem's body disappeared with the vines, his bloodstained, tattered cloak remained behind. STATISTICS: Deflection Bonus: +3 Weight: 3 lb. 00HFCKFC Blessed Farmer's Cloak STATISTICS: Deflection Bonus: +3 Spell Power: Can cast the spell Entangle 1/Day Spell Power: Can cast the spell Sunscorch 1/Day Spell Power: Can cast the spell Aid 1/Day Weight: 3 lb. 00CLCKMB Cloak of Mystra Even though wizards can harbor powerful spells, their main weakness is the fact that they cannot wear any sort of armor without suffering severe limitations to their casting abilities. Although with proper training wizards may overcome these restrictions, wizards will normally choose to enchant their robes or a ring to have deflective properties so as to remain unfettered by bulky armor. But if by chance a talented fighter, or a skilled bowman connected with their weapon, the wizard would not have the fortitude to last long. Clerics of Mystra, seeing this dilemma that fell upon the wizards of the land, made cloaks blessed by Mystra herself. These cloaks granted the wizard special damage resistances where most, if not all, the damage that was dealt out from a weapon would be negated. Needless to say that wizards who acquired the cloaks, which eventually were called Mystra's Blessing, felt even more powerful, if not invulnerable. STATISTICS: Special: Damage Reduction: 5/+1 Weight: 1 lb. 00HFCKMB Mystra's Embrace STATISTICS: Special: Damage Reduction: 10/+2 Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. 00CLCKNV Nature's Vengeance The avengers are members of a special sect within a druidic order. They are devoted to fighting those who defile nature, and these cloaks were sometimes worn by members of their sect when embarking on their crusades against those who had inflicted grievous wounds upon the land. It is reported that several of these cloaks were worn by druids who followed the trail of the Dark Horde many long years ago during their attack on the elven fortress of the Severed Hand. The Horde had felled many trees and laid waste to vast sections of the North while building siege engines, and the avengers declared war on them, attempting to use turn the power of nature against its attackers. Although the avengers were eventually slain by an orcish clan along the Spine of the World, their cloaks remain and occasionally resurface across the North. When worn by a druid, these cloaks have a chance of cursing any enemy who dares to commit violence upon the wearer. It has stayed the hand of many a foe... only to have them die with an avenger's blade in their throat. STATISTICS: Special: Retribution: 10% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. 00HFCKNV Nature's Fury Everard rarely lost his temper, but nature itself did when it was struck by the Auril priests and the combined might of the evil that threatened Icewind Dale. It is said that a wind tore through Everard's home after the events twenty years past and hurled his cloak into the upper branches of the Kuldahar Oak, where it was lashed and beaten by the icy winds for days, and ultimately lifted up and carried upon the storms for nearly a month. When it settled down, it was taken up by a wandering druid, who wore the cloak and used it to crush a sect of Aurilites in the ice shadowed delves of Slow Cedric's Gallop three years ago. Once his task was accomplished, the cloak was taken up by the wind again, and carried northward to be used against those that threaten the Balance once again. It is intended to avenge those who disrupt the Balance with violence, and to remind aggressors that one may not defeat nature, only anger it. STATISTICS: Special: Retribution: 20% chance of inflicting the spell Bane whenever the attacking enemy successfully hits wearer of Nature's Vengeance Retribution: 10% chance of inflicting the spell Call Lightning whenever the attacking enemy successfully hits wearer of Nature's Vengeance. Weight: 2 lb. 00CLCKSB The Shroud of Bankao Believed to be the burial shroud of a mysterious eastern warlord, the Shroud of Bankao has been worn by some of the most notorious thugs and murderers on the Sword Coast. Its coarse black fabric has grown coal gray over many years of use. Its last known owner was Polger Carallo, an extortionist who operated in the worst parts of Waterdeep. Polger made his living shaking down the residents of the poor districts of the city. A priest of Bane told Polger that he owed the church a tribute for his success. Polger refused the priest's offer and died at the end of the Banite's morningstar. STATISTICS: Spell Power: Can cast the spell Ghoul Touch 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. 00HFCKSB Death Shroud of Bankao STATISTICS: Constitution: +3 bonus Spell Power: Can cast the spell Ghoul Touch 1/Day Spell Power: Can cast the spell Bull's Strength 1/Day Spellward: Immunity to the spells Skull Trap and Glyph of Warding Weight: 2 lb. 00CIROBA Aurilite Ceremonial Robe This robe, worn by the priests and priestesses of Auril, is ice-white in color with blue piping, and cinched at the waist by a very wide silver belt. 00CLCK01 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 wizards and others who cannot wear bulkier or more restrictive types of armor. STATISTICS: Deflection Bonus: +1 Saving Throw: +1 bonus Weight: 3 lb. 00CLCK02 Cloak of Protection +2 STATISTICS: Deflection Bonus: +2 Saving Throw: +2 bonus Weight: 3 lb. 00CLCK03 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 Bonus: +4 vs. missile weapons Saving Throws (Fortitude and Reflex): +2 bonus Weight: 3 lb. 00CLCK04 Cloak of Non-Detection 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 see invisibility and scrying. Weight: 3 lb. 00CLCK17 Yeti Skin 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. This cloak appears to be constructed from the skins of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 3 lb. 00CLCK18 Winter Wolf 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. This cloak appears to be constructed from the skins of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 3 lb. 00CLCKBC Berywel's Cloak The notorious halfling rogue and prankster Berywel Elmroot wore this cloak during his most well known streak of burglaries in Western Heartlands. After being incarcerated for twelve years in Berdusk, Berywel decided to do something to prevent the priests of Helm in that city from capturing him again. His gnomish friend, Chester Spindle, created this muted green and brown cloak in exchange for a case of wine stolen from a temple of Ilmater. Under its protection, Berywel slipped out of Berdusk at least ten times despite having priests of Helm in hot pursuit. When Berywel retired in Baldur's Gate, he sold the cloak to a friend. STATISTICS: Spellward: Immunity to the spells Command and Bane Weight: 4 lb. 00HFCKBC Berywel's Fantastic Cloak STATISTICS: Spellward: Immunity to the spells Command, Bane, Hold Person, Doom and Greater Command Weight: 4 lb. 00CLCKWC Woodland Cloak The leaves that fall from the great oak of Kuldahar are surprisingly flexible, much like cloth, and when treated with special druidic magics, can be fashioned as cloaks. When worn, the cloaks make no sound, and they provide the wearer with a minor chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as wood and helping to protect him against attack STATISTICS: Special: Hide skill: +1 Spell Power: Can cast the spell Barkskin once per day Weight: 1 lb. 00HFCKWC Deep Woods Cloak This enchanted cloak is a powerful garment indeed, and was fashioned by the Archdruid of Kuldahar, Everard, many years ago. It is fashioned from the molting bark of the great tree and has been specially enchanted so that it may be worn as a cloak. When worn, this cloaks makes no sound, and provides the wearer with a greater chameleon effect, allowing them to blend into the natural surroundings and avoid the notice of those that would do the wearer harm. Furthermore, in times of danger, the wearer may wrap the cloak around his body, making his skin as hard as the Great Oak itself, making him almost immune to damage. STATISTICS: Special: Hide skill: +4 Spell Power: Can cast the spell Ironskin once per day Weight: 1 lb. 50CLCK17 Wandering Hunter's Cloak Cloaks like this one are painstakingly crafted for the use of the Wandering Village's best young hunters. The soft wolf's fur is enchanted to mask a hunter's scent and help him or her to hide from prey in the shadows. STATISTICS: Hide skill: +2 Weight: 3 lb. 53CLCKHD House of Despana Piwafwi This fine cloak is made from spider silk with amazingly flexible adamantite filigree. The arrow and hexagon glyph of House Despana is featured prominently on the back and the stitching near the hems follows the same arrow pattern. Three small holes, surrounded by almost-vanished bloodstains, sit squarely in the back of the cloak. The cloak used to belong to Malfeem, ill-fated Weapons Master and short-lived Patron of House Despana. Malfeem was the father of Malavon Despana, Master of Rilauven's Sorcere Academy of Magic. Malfeem died in an attack on a rival house fifty years ago. Rumors within Rilauven state that the daughters of House Despana engineered Malfeem's death because he had gained too much influence over their Matron Mother. The cloak has rested in the House Despana treasury since he died. Forty years ago, it was worn for a single night by Matron Despana's new Patron, who fancied himself the finest warrior in Rilauven. The sentimentality of the Matron for Malfeem had not faded, and the Patron was flayed to death on the spot. STATISTICS: Resistance: 2/- Fire Resistance Hide skill: +2 Weight: 1 lb. =============================================================================== Clubs =============================================================================== 00CLUB01 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: Bludgeoning Weight: 3lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB81 Cold Flame Club +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Frost: 25% chance +1d6 cold damage Flame: 25% chance +1d6 fire damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB82 Stun Club +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB83 Sure Strike Shock Club STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Shock: 50% chance +1d6 electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB84 Vampiric Club STATISTICS: Damage: 1d6 Special: Vampiric: 50% chance 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB85 Club +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB86 Club of Freezing Flames +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost: +1d6 Cold Damage Frost Burst: +1d6 frost damage and 10% chance of +1d10 extra frost damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB87 Club of Destiny +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: User is under the effect of the spell Luck while equipped Charisma: +1 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB88 Club of Enlightenment +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Strength: +1 Dexterity: +1 Constitution: +1 Intelligence: +1 Wisdom: +1 Charisma: +2 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB89 Club of Punishing +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Lawful: +2d6 damage against chaotic creatures Charisma: +3 Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB90 Club of Dazing +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB91 Walloping Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Impact: Increases chance of scoring a critical hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB92 Club of Disruption STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +5 Damage Type: Bludgeoning Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude or be destroyed Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB93 Club +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB94 Masterwork Club STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB95 Club of Immolation STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Enchantment: +5 Special: Flaming Burst: +3d6 fire damage and 10% chance of +2d10 extra fire damage Resistance: 5/- Magic Resistance Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB96 Static Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB97 Club +5 STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB98 Corrosive Club +2 STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Corrosion: +1d6 acid damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUB99 Frost Club STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Frost: 50% chance of +1d6 cold damage Weight: 3 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00CLUBHK Headknocker Headknocker was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Crushing: 33% chance target takes +1d6 Crushing damage to the head Spell Process: 20% chance target becomes Confused Weight: 6 lb. Required Feat: Simple Weapon, Mace Type: One-handed 00HFCBHK Club of Confusion The Club of Confusion was crafted by the ogress Shavauntea as a "gift" for her husband, Grothak the Stupid. Her hope was that the club could be used to "knock sense into empty head." Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband's unsuspecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses. Obviously, this was not the case. STATISTICS: Damage: 1d6 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Crushing: 99% chance target takes +2d6 Bludgeoning damage to the head Spell Process: 50% chance target becomes Confused Impact: Increased chance of scoring a critical hit on target Weight: 6 lb. Required Feat: Martial Weapon, Flail (?) Type: One-handed =============================================================================== Crossbows =============================================================================== 00BWHX01 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) Attack Bonus: +2 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX02 Masterwork Heavy Crossbow STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX03 Heavy Crossbow +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX04 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: Damage: +2 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX91 Heavy Crossbow +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX92 Heavy Crossbow +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX93 Heavy Crossbow +3 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX94 Heavy Crossbow +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX95 Heavy Crossbow of Health +2 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX96 Heavy Crossbow of Defense +1 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX97 Spellward Heavy Crossbow STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Special: Spellward: Immunity to the spell Charm Person Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX98 Heavy Crossbow of Speed +5 STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Speed: 1 additional attack per combat round Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHX99 Heavy Crossbow of Accuracy +4 STATISTICS: Damage: +6 (missile) Attack Bonus: +10 Weight: 9 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXGE Geloise A human adventurer from the Dalelands named Arioth Cooper used this heavy crossbow on many of his journeys. Arioth had lived in a small community near the edge of Anauroch, the great desert. When a mysterious force emerged from the sands to destroy the village, Arioth's wife was killed. Through circumstance, Arioth became a wandering mercenary. Over time, Arioth became a great hero and champion for the innocents of Cormyr and the Dalelands, though he shied away from such praise. His worn, heavy crossbow was named after his dead wife, Geloise. When Arioth died of old age, his wishes were that his equipment be sold off at an auction in Essembra, Battledale, and the proceeds given to the citizens of that village. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXGE Beloved Geloise STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Freedom of Movement: Wielder is immune to effects that impede movement Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXHF Hagnen's Folly This heavy crossbow was named, not by its dwarven designer, Hagnen Odestone, but by his wife Miraenna, who was responsible for stringing the crossbow with dragon gut and then checking its aim and speed of fire. There was apparently no love lost between the couple, and their arguments on everything from maintaining the home to maintaining the accounts were legendary within the clan halls. Shortly after Hagnen was crushed to death in the great quake of 1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of uncompleted work) to rest by finishing the last of a series of enchanted weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's name. After finishing the last of his weapons, Miraenna apparently left the dwarven clan home and traveled southwards, gladly ridding herself of the Odestone name and creations. Among Hagnen's other creations is a light crossbow that also bears his name - it has been sighted within the North on many occasions. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXHF Hagnen's Foolishness Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXHF Foolishness of Hagnen Odestone Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXHF Folly of Hagnen Odestone STATISTICS: Damage: +5 (missile) Attacl Bonus: +5 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXIA Iron Arbalest An assassin's greatest ally, besides his skill in his craft, is his weapon. In fact, an assassin is best if his weapon of choice, such as a crossbow, is used at the longest possible range with deadly accuracy. However, even the best of assassins need all the help they can get when it comes to long-range attacks. That is why the Iron Arbalest, and crossbows like it, are usually the best choice for would be assassins. The Iron Arbalest has been enchanted to enhance the assassin's crossbow skill and actually improve their chance to hit their mark. In skilled hands, the Iron Arbalest could drop a mark long before they could ever reach the assassin and exact revenge. STATISTICS: Damage: +6 (missile) Attack Bonus: +6 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXIA Mithril Arbalest STATISTICS: Damage: +7 (missile) Attack Bonus: +7 Special: Hide: +3 Weight: 14 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWHXMR Mailripper An arbalest of dwarven manufacture, Mailripper has been seen in use across Icewind Dale for at least a hundred years. On the rare occasions that groups of dwarves appear on the tundra, they are typically gathered for battle. The leader of the Warcrest clan always kept a keen-eyed warrior armed with Mailripper by his side. The warrior's instructions were simple: shoot the most heavily armored opponent you see approaching the king. When the Warcrest clan was wiped out in a woeful conflict with barbarians, some warriors from Bryn Shander used it for idle target practice before they died en route to Redwaters. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFHXMR Shielded Mailripper STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Deflection Bonus: +2 Weight: 10 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX01 Light Crossbow STATISTICS: Attack Bonus: +2 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX02 Masterwork Light Crossbow STATISTICS: Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX03 Light Crossbow +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX04 Light Crossbow of Speed +1 '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: Damage: +1 (missile) Attack Bonus: +3 Special: 1 extra attack per round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX91 Light Crossbow of the Defender +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Deflection Bonus: +1 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX92 Light Crossbow +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX93 Light Crossbow +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +6 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX94 Light Crossbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +5 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX95 Light Crossbow +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX96 Light Crossbow of Spell Resistance +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +3 Special: Resistance: 1/- Magic Resistance Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX97 Light Crossbow of Health STATISTICS: Attack Bonus: +2 Special: Hit Point Bonus: +5 to Max Hit Points Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX98 Eagle Eye Light Crossbow +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +8 Special: Speed: 1 extra attack per combat round Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLX99 Light Crossbow of Accuracy STATISTICS: Attack Bonus: +4 Weight: 6 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXIM Iron Mary's Reply "Iron" Mary of Tantras was a woman of stunning beauty and deadly serious resolve. Iron Mary was easily spotted among her dark-haired mercenary company. Not deigning to wear a helmet, she knew her long blonde hair was visible from across a battlefield. Mary was often hired to track down groups of criminals in lawless lands and put an end to their activities. After five years, troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was on their heels, they had angered someone of considerable importance. Instead of putting up a proper fight, many outlaws would attempt to surrender. Iron Mary never accepted surrender, so her reply was always a crossbow bolt shot into the forehead of the fool who dared to try talking his or her way out of impending doom. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXIM Iron Mary's Bold Reply STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Spellward: Immunity to the spells Ice Storm, Snilloc's Snowball Swarm, Agannazar's Scorcher Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00BWLXMB Makavail's Bane This weapon is not named for its user, but rather the person against whom it was used. Makavail was a scheming, lying, manipulative cheat who operated near the city of Westgate on the Lake of Dragons. Among the many enemies he made was a soldier from Teziir named Ricarl of the Mark. Ricarl wanted to get Makavail in trouble without letting his target know it was he who was responsible. When Makavail was exiting Westgate with chests full of stolen goods, Ricarl shot the leg of one of the horses pulling Makavail's wagon. The horse bolted and overturned the wagon. Guards rushed to the scene and discovered what Makavail was up to. He was thrown in prison and died only a year later. He never knew who had fired the fateful bolt that caused his downfall. STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 00HFLXMB Makavail's Swift Bane STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Speed: +1 attack per combat round Weight: 5 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51BWHXDB Doom Bolter The creation of the diabolical duergar master artisan Dragu Ironbreaker, the doom bolter is a complex and heavy device barely recognizable as some sort of crossbow. Its bow is of a pliant metal alloy, the tiller is covered with an array of gears, levers, springs, and studs, and a cylindrical case of hard leather and a rotating steel shaft sit along the top of the weapon. Despite this, the doom bolter is actually the more simple, easily produced variant of the overly intricate and expensive hell bolter, another of Dragu's inventions. The doom bolter fires twice as quickly as the typical heavy crossbow, spewing a hail of quarrels from the ammunition container affixed along the tiller. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Speed: 2 attacks per combat round Weight: 18 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51BWHXHB Hell Bolter The creation of the diabolical duergar master artisan Dragu Ironbreaker, the hell bolter is a complex and heavy device barely recognizable as some sort of crossbow. Its bow is of a pliant metal alloy, the tiller is covered with an array of gears, levers, springs, and studs, and a cylindrical case of hard leather and a rotating steel shaft sit along the top of the weapon. An attempt to create a missile weapon that would allow gray dwarf soldiers to slay many times their number from afar, the hell bolter is an overly complex and terribly expensive device unsuitable for the equipping of an entire army. It is, however, frightfully effective - the hell bolter fires three times as quickly as the typical heavy crossbow, spewing a storm of quarrels from the ammunition container affixed along the tiller. STATISTICS: Damage: +2 (missile) Attack Bonus: +3 Special: Speed: 3 attacks per combat round Weight: 20 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51HFHXDB Dragu's Doom Bolter STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Special: Speed: 3 attacks per combat round Weight: 18 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed 51HFHXHB Dragu's Hell Bolter STATISTICS: Damage: +3 (missile) Attack Bonus: +4 Special: Speed: 4 attacks per combat round Weight: 20 lb. Feat Requirement: Simple Weapon, Crossbow Type: Two-handed =============================================================================== Daggers =============================================================================== 00CWDAGF 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: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG01 Dagger STATISTICS: Damage: 1d4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG02 Masterwork Dagger STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG03 Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 DamageTtype: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG04 Dagger +2 This is an extremely well crafted dagger. Special enchantments have been placed on it to keep the edge from dulling. A person could chip through stone with this dagger and the edge would still remain razor sharp. There is a slight warmth to the handle and when used, the dagger will adjust its weight and balance to each individual user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG05 Dagger +2, Longtooth Daggers of this type are very uncommon and are mostly used by specialists. They are easily identified as they are much longer than ordinary daggers. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG06 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: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG81 Returning Fire Dagger +1 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. Runes of power have been etched into the blade and glow ominously. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Flame: 50% chance +1d6 fire damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG82 Stun Throwing Dagger +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG83 Acid Tipped Throwing Dagger STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG84 Throwing Daggers +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG85 Throwing Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG86 Sure Strike Throwing Dagger STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG87 Dagger +5 STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG88 Dagger +4 STATISTICS: Damage: 1d4 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG89 Dagger +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG90 Viper's Fang +2 STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG91 Ice Pick +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Frost: 50% chance +1d6 cold damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG92 Vampire's Fang +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG93 Knife of Flame STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Flame: 50% chance +1d6 fire damage Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG94 Dagger of Resistance STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Resistance: 1/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG95 Dagger of Warding STATISTICS: Damage: 1d4 Enchantment: +5 Damage Type: Piercing Special: Defending: +3 Deflection Bonus Keen: Increases chance of scoring a critical hit Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG96 Cat's Paw Dagger +3 STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Shadowed: +8 to Hide skill Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG97 Dagger of the Mind's Eye +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast Blur 2/day Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG98 Vampiric Dagger +1 STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGG99 Venomous Dagger STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGGFW Final Word Inscribed upon the blade of this dagger is the word "Enough!" Judging by the skill of the craftsman and the enchantments on the blade, it may have its origins within some fierce school of debate in Cormyr or elsewhere, perhaps as a way to signal the end of a debate, or to end an argument by other, bloodier, means. When hurled, the dagger's accuracy and swift flight enchantments cause it to fly far and true into whatever target the wielder wishes. It doesn't look to have seen much use or combat, so it may have been intended as a purely ornamental weapon. STATISTICS: Damage: 1d4 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 10% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFDGFW Dagger of Closing Arguments STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Spell Process: 25% chance of Silencing target Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00DAGGPF Poisonfang Ysha Poisonfang was a minor but very successful assassin. She preferred to strike at her targets from a distance and relied on poison to deal the fatal blow. Ysha was an abused and twisted young woman who enjoyed the suffering of others. She rarely used fast acting poisons and reveled in the screams of agony as her victims slowly perished. After a series of successful assassinations she was given an enchanted dagger by her guild. She promptly named the blade Poisonfang and took the name for her surname as well. Poisonfang is a throwing dagger with several enchantments. The weapons accuracy has been enhanced, has a chance to inflict the victim with a virulent poison, and then returns to its user. STATISTICS: Damage: 1d4 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: 50% chance of +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFDGPF Ysha's Sting STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Returning: Returns to user Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 52DAGGSH Sulo's Hook No one knows where this enchanted parrying dagger first came from, though it gained its fame in the service of the notorious corsair captain "Baron" Sulo of Luskan. When Sulo and crew made to steal the Leberm family jewels from a small transport ship off the coast of Port Llast, they found themselves confronted by a group of experienced adventurers hired on as guards. One in particular fought like a devil, wielding a matched set of finely wrought dueling blades. The unnamed adventurer slew many of Sulo's men and, coming to clash with the corsair captain himself, severed Sulo's left hand. "Baron" Sulo would have died that day were it not for a stray ballista round from the Leberm ship - the enormous spear struck the unlucky swordsman squarely and carried him over the side of Sulo's ship in a flash. All that remained of him was his elaborate parrying blade, left spinning on the deck as if he'd never been there. Sulo elected to graft the swordsman's parrying blade to the stump of his left wrist in the place of a common hook. When Sulo was killed some nine years later, the blade was interned with him in a concealed tomb along with a substantial quantity of gems and coins. Despite the "secret" nature of Sulo's final resting place, the site was quickly plundered and Sulo's Hook passed into hands of other men. STATISTICS: Damage: 1d4 Attack Bonus: -2 penalty Damage Type: Piercing Special: Deflection Bonus: +3 Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 52HFDGSH "Baron" Sulo's Hook STATISTICS: Damage: 1d4 + 1 Attack Bonus: -1 penalty Enchantment: +1 Damage Type: Piercing Special: Deflection Bonus: +3 Saving Throw: +1 bonus Resistance: 5/- Magic Resistance Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 61DAGGWS Wyvern Stinger This sharp organ was once connected to a wyvern's poison gland. It contains a small amount of unspent poison that could be safely extracted with the proper equipment. It can also be wielded as a weapon. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: 20% chance of +2 points of poison damage every second for 6 seconds, Fortitude for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 62DAGGXF Xvimian Fang As gratitude and a show of good faith towards Saablic Tan for joining with the Legion of the Chimera, Isair and Madae gave Saablic the Xvimian Fang dagger. Forged from the finest metals and enchanted with the darkest magics akin to Xvimian lore, the Xvimian Fang reflects no light from its blackened steel. The blade is so black, in fact, that any details that usually stand out from a curved dagger blade are completely absent. It is as if the blade actually absorbs light. Saablic Tan always keeps the Xvimian Fang close, not just because the dagger has the awesome power to potentially turn individuals to stone when attacked, but because the dagger actually increases the wielder's intellect - truly a powerful weapon befitting a powerful wizard. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit Stat Bonus: +2 to Intelligence while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 62HFDGXF Xvimian Fang of Despair STATISTICS: Damage: 1d4 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit 20% chance of casting the spell Emotion: Despair on target / hit Stat Bonus: +4 to Intelligence while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5GT Grievance Tear This unusually heavy silver blade has been enchanted with the tear you obtained from the spirit in the Weeping Widow. The tear apparently still holds some of her anger toward you and anguish over her banishment from the Inn and may be the reason for the weapon's great weight. The hells hath no fury like a spirit banished, it seems, but as long as it gets you a valuable magic weapon in the process, a little spectral fury is a small price to pay. STATISTICS: Damage: 1d4 + 1, +2 vs. Spectral Undead Attack Bonus: +1, +2 vs Spectral Undead Enchantment: +2 Damage Type: Piercing Special: 5% chance for an additional 1 point of magic damage when hitting the target, Cursed Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5HF Veira's Grievance STATISTICS: Damage: 1d4 + 3, +4 vs. Spectral Undead Attack Bonus: +3, +4 vs Spectral Undead Enchantment: +4 Damage Type: Piercing Special: 25% chance for an additional 10 points of magic damage when hitting the target Cursed Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5HO Veira's Sorrow This ghostly silver blade has been enchanted with the tear you obtained from Veira in the Weeping Widow. The tear apparently still has some of her sorrow and her relief within it, and these emotions have seeped into the blade. When it strikes an opponent, it has a chance of transferring that anguish onto them. STATISTICS: Damage: 1d4 + 3, +4 vs. Spectral Undead Attack Bonus: +3, +4 vs. Spectral Undead Enchantment: +4 DamageType: Piercing Special: 25% chance for an additional 10 points of magic damage when target is hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ5ST Sorrow's Tear STATISTICS: Damage: 1d4 + 1, +2 vs. Spectral Undead Attack Bonus: +1, +2 vs. Spectral Undead Enchantment: +2 DamageType: Piercing Special: 5% chance for an additional 1 point of magic damage when target hit Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZL6GH Goblin Hunter This pearl-handled dagger was crafted by the enchantress Elytharra as protection against the frequent goblin raids that plague Icewind Dale. It looks more like a fine, familiar hunting knife than a weapon of war, but its keen edge bites deep into goblin hide. Elytharra claims to have only used the knife on a small number of occasions. STATISTICS: Damage: 1d4, +2 vs. Goblins Attack Bonus: +2 vs. Goblins Enchantment: +2 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed =============================================================================== Darts =============================================================================== 00CWDRTA Dart +1 The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Lines of power have been carefully scribed into the shaft of the weapon. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART01 Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART02 Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART03 Dart of Stunning The dart of stunning looks like any other dart other then 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: Damage: 1d4 Damage Type: Missile (piercing) Special: Fortitude save or be stunned for 1 round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART04 Dart of Wounding This dart has many sharp barbs that are designed to rip and tear at any inflicted wounds. STATISTICS: Damage: 1D4 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART05 Zilzanzer's Magnificent Dart The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon, was also the creator of a number of small magical missile weapons. "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues. Unlike many of Zilzanzer's other creations, his darts actually performed as he intended them to. He created a great number of the darts before his untimely demise. STATISTICS: Damage: 1D4 +2 Damage Type: Missile (piercing) Enchantment: +1 Special: Speed: +2 attacks per combat round Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART83 Returning Stun Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART84 Returning Poison Tipped Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART85 Flaming Dart +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: 50% chance +1d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART86 Returning Frost Dart STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Frost: 25% chance +1d6 cold damage Returning: Returns to user Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART87 Shock Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Shock: 25% chance +1d6 electric damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART88 Sure Strike Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART89 Masterwork Dart STATISTICS: Damage: 1d4 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART90 Dart +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART91 Dart +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART92 Dart +3 STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART93 Dart +2 STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART94 Glacial Darts +4 STATISTICS: Damage: 1d4 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART95 Glass Darts +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Slashing: +3d4 Slashing damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART96 Darts of Infatuation +1 STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: Attempts to place target under the effects of a charm spell (Will save negates) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART97 Darts of Flame +5 STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Flame: +2d6 fire damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART98 Keen Flaming Burst Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DART99 Acid Tipped Darts STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTAT Adron's Theorems The sage Adron's passion for arguing was matched only by his love of driving the final point home as forcefully as possible. As a joke, several of his students inscribed many of his theorems and oft-quoted passages on a string of darts and presented it to the aged instructor on the day of his retirement. This proved to be a gift of questionable wisdom, as Adron was quick to anger, and he promptly began to fling the darts at his students - only to find that the theorems had given the darts a sage-like accuracy when making their points. Fortunately for the students, they were as good at dodging darts as they were in dodging their studies, so except for a few pairs of soiled robes, there was little damage done. Adron's darts were encased in a special case at the school, only to be stolen as a university prank many years later. Since then, the darts have been sighted throughout the realms, carrying Adron's theorems and quotes wherever they go. STATISTICS: Damage: 1d4 +2 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Spell Process: 1% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTAT Adron's Long-Winded Theorems STATISTICS: Damage: 1d4 +5 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Special: Spell Process: 10% chance of target succumbing to the effects of Feeblemind when struck Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTDD Delnar's Dart of Dispelling Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. For his first attempt, Delnar decided to create a dart that would be a mage's best friend. The weapon would unerringly strike a target, dispel any magical protection, and then return to its user. Unfortunately, just as he was placing the final enchantments on the item, Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll put an eye out with that." Much to his dismay, his mother's words became a part of the enchantment. The dart did seem to work as intended, but occasionally would strike the user blind upon its return. STATISTICS: Damage: 1d4 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Special: Dispelling: 50% chance Dispel Magic on target (Will save to resist) Spell Process: 10% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTDD Delnar's Eye Gouger STATISTICS: Damage: 1d4 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Special: Dispelling: 90% chance Dispel Magic on target (Will save to resist) Spell Process: 5% chance of blindness on wielder (Fortitude save to resist) Returning: Returns to user Weight: 1 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00DARTPD Plague Darts Devised forty years ago by the ambitious Talonite necromancer-priestess Presio, these devices only started gaining popularity among the church of Talona in the past six or seven years. Presio was well known in certain circles throughout the north, though her presence often went unnoticed by those who would dread it. Around 1280, Presio became involved in a strange demonic plot in the Spine of the World mountains. Only a few of her fellows followed her on her journey. Though she and her allies were slain in the volcano of Dragon's Eye, the many recipes and formulae for her potions and magical weapons survived. STATISTICS: Damage: 1d4 +1 Attack Bonus: +1 Enchantment: +1 Special: 40% chance of Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed 00HFDTPD Dire Plague Darts STATISTICS: Damage: 1d4 +3 Attack Bonus: +3 Enchantment: +3 Casts Insect Plague upon striking a target Damage Type: Missile (piercing) Weight: 0 lb. Required Feat: Simple Weapons, Missile Type: One-handed =============================================================================== Flails =============================================================================== 00FLAL01 Flail STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL02 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: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL03 SkullFlail Skullflail, or "The Flail of Teeth" as it is more commonly known, was constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in the northern wastes which became known as Hallowed Pass, Wychgar lost his three brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and during the night he wandered the battlefield looking for their bodies to take away for proper burial. He stumbled across them and was visited by the brothers' spirits who were trapped between the land of the living and the land of the dead. Unable to help them leave he had their souls stored in the flail with the help of a shaman. The three heads of the flail are his brother's skulls, which are attached to the shaft by silver chains. The three skull-heads grin maniacally at their new life. When the flail is used in combat the three heads bite the target, tearing and rendering flesh. STATISTICS: Damage: 1d8 +4, and +1d4 piercing from the biting skulls Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: 10% chance of an additional 1d6 piercing damage Weight: 4 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL85 Poisoned Blood Flail +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL86 Flail of Shocking Cold +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Shock: 50% chance +1d6 electric damage Frost: 50% chance +1d6 cold damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL87 Stun Flail +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL88 Flail of the Defender +1 STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL89 Flail of Corrosive Spikes STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Corrosive: 50% chance +1d6 acid damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL90 Vampiric Flail STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Special: Vampiric: 50% chance for 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL91 Flail +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL92 Flail +4 STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL93 Flail +3 STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL94 Flail +2 STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL95 Flail of Flame +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +4 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL96 Wounding Flail of the Elements +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL97 Flail of the Elements STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Flame: +1d6 fire damage Frost: +1d6 cold damage Shock: +1d6 electric damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL98 Brilliant Flail of Wounding STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Enchantment: +5 Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLAL99 Masterwork Flail STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLALFV Flail of Veranon Veranon is a priest long forgotten by time. Some say he was human, others demi-human, and still others claim he was of demonic origin. No one knows for sure. The only surviving clue to his identity can be found in his flail. Veranon's Flail is a vile looking weapon. The haft is crafted from jet black onyx with a pulsating red core. Fiery runes writhe along the length of the haft, almost as if they have a mind of their own. The haft is capped with a pommel stone, a blood red garnet. The weapon sports two heads, each the visage of an unknown but demonic looking creature. The eyes of the heads glow red and a sulpherous odor seems to emanate from the mouths. The heads appear to be crafted from lumps of coal, and yet are as hard as steel. The weapon can only be wielded by those of evil alignment. In the hands of such an individual, Veranon's Flail has been known to immolate its intended target. Otherwise it acts as any other flail. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFFLFV Demon's Breath Flail STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage (10% chance for each of the two heads) Resistance: 10/- Fire Resistance Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00FLALSR The Shackles of Roa Lady Roa was a woman thrice betrayed. First by her lord father, who married her to Duke Sorim for political gain despite knowing that he would relentlessly torment young Roa. Second by her abusive husband the duke, who planted assassins amongst her handmaidens... when Roa visited her dearest brother Remin - a powerful baron - the assassins murdered him as he slept and so his lands passed to the duke. The third and final betrayal was at the hands of her sister Rana, who longed to take the duke, his riches, and eventually the royal crown for her own. Rana entwined herself in a plot with Duke Sorim to slay the king, discredit the true heir as his bastard child with Roa, and thereby steal the throne. Roa, still less than sixteen summers old, was bound with a ball and chain and cast into the duke's infamous dungeons to await the completion of her husband and sister's terrible scheme. She sobbed and moaned day and night, her voice echoing through the keep's halls. The duke soon grew incensed at her constant wailing and sent one of his Ducal Guard to beat little Roa into silence. When the man arrived at the cell, he struck her across the face, shoved her to the ground and made to kick at her belly - but quick as that, Roa sprung up and strangled the man with her chains. Moments later the willowy young girl burst into the duke's court and attacked him savagely. His guards pelted her with bolts from their crossbows, but onwards she charged. When she reached the Ducal Throne she tossed Sorim's champion aside like a broken doll, swinging the iron ball of her shackles with such strength that it stove in the shocked duke's thrice-enchanted breastplate of meteoric iron, driving shards of shattered ribs into his lungs and heart and killing him instantly. No one is clear as to how the tale ends - some say that Roa then expired on the spot, her chest and back bristling with bolts, while others describe how her sister Rana leapt up and killed her with a dagger... a few optimistic souls even claim that Roa lived and spent the rest of her days in peaceful bliss. Whatever the case, her shackles remain as a testament to her story. The chains of Roa's shackles have been looped and wound together in such a way that one can wield them as a flail. Crudely etched into the soft iron of the ball are the words "In Righteousness Lies My Strength." STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: 33% chance of +2 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFFLSR Chains of Righteous Strength STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: 50% chance of +4 Strength on wielder when struck (melee only / non cumulative) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00HFMRSS Skirling Svirfneblin Skull The Skirling Svirfneblin Skull, thought to be of deep gnome manufacture, is a flail of notably unusual design: a three-foot long wooden shaft topped with a stone head carved to resemble a skull and crowned with long, glimmering shards of impossibly hard crystal. When the enchanted crystals strike an object they vibrate and emit a keening wail - these unnatural harmonics can rend magical auras and dispel whatever sorcery surrounds the target. The same ringing tone also has a chance of deafening the target and wielder both. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Dispelling: 50% chance Dispel Magic on target (Will save) Wail: 66% chance to deafen struck target (Fortitude save) 25% chance to deafen bearer when a target is struck (Fortitude save) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 00MSTRSS The Skirling Skull STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save) Wail: 33% chance to deafen struck target (Fortitude save) 33% chance to deafen bearer when a target is struck (Fortitude save) Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 11FLALBC Black Chimes This heavy flail is composed of an iron rod with three hollow metal tubes secured to it by thin black iron chains. When held, the chimes ring together, as if stirred by the wind, and no amount of padding or wrapping seems to silence the flail's chiming. When swung in combat, the chimes clash like thunder, having a chance of deafening anyone struck by it. This weapon is all that remains of Slow Cedric's Gallop, a small frontier settlement located in the Southern Pass of the Spine of the World Mountains. The settlement is believed to have been overrun by a tribe of orcs in the great winter of 1170 DR, and when the cold season passed, the settlement and the bodies of the townsfolk had been buried beneath great mountains of snow. When the first travelers braved the Pass in the spring season, they found only the top of the settlement's great stone belltower peeking through the mountainous drifts. This odd-looking flail was found lying upon the tower's bloodied stone floor, surrounded by the frost-dusted bodies of several dead orcs. According to tales, the Black Chimes were a symbol of office of the settlement's Bell Warden, whose duty was two-fold - to ring the warning bell when an enemy was sighted in the pass, and after the warning bell had been rung, to defend the pass with his life. It is believed the first Bell Warden of Slow Cedric's Gallop was the original creator of the Black Chimes, an enchanted flail that would ring to warn the town of danger at the same time as he leapt into battle against his foes. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment; +1 Damage Type: Bludgeoning Special: For the purposes of hitting enchanted creatures this weapon is considered a +1 weapon 25% chance target is Deafened (Fortitude save negates) Penalty: -1 to Move Silently skill Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 11HFFLBC Black Chimes of the Bell Warden STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: 50% chance target is Deafened (Fortitude save negates) Spellward: Immunity to the spells, Power Word Silence and Silence Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63CWPUS1 Pustule's Flail Pustule the Sick is one-half of the duo that makes up the skilled torturers at Severed Hand. He is a half-orc who is about as bright as a failing candle and unkempt as a homeless goblin living in an overused sewer. Those that have met Pustule the Sick feel the unquenchable urge to immediately bathe because of his disturbingly filthy and disease covered state. Even Pustule's weapon of choice, a large, grotesque flail, secretes filth and disease. Pustule's Flail does not have a clean spot anywhere. Every square inch is covered with weeping sores and green tinted muck. This probably explains why whenever Pustule the Sick uses his flail in battle, the disease that covers both him and his weapon transfers to the victim of the flail's impact. And, if by some extraordinary reason the recipient of the flail's fury does not get diseased, then they will most surely get poisoned. Never has a weapon so perfectly matched its wielder as Pustule's Flail. It's almost as if Pustule the Sick was born with it. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the spell Contagion on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63CWPUS2 Pustule's Flail of Boils STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on target per hit Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63FLALPF Pustule's Flail STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the spell Contagion on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed 63HFFLPF Pustule's Flail of Boils STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on target per hit Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay on target per hit Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Charisma: -5 penalty Cursed: Can only be removed by a 'Remove Curse' spell Weight: 5 lb. Required Feat: Martial Weapon, Flail Type: One-handed =============================================================================== Gems =============================================================================== 00GEM01 Fire Agate Gem 00GEM02 Lynx Eye Gem 00GEM03 Turquoise Gem 00GEM04 Sunstone Gem 00GEM05 Andar Gem 00GEM06 Jasper Gem 00GEM07 Tchazar Gem 00GEM08 Skydrop Gem 00GEM09 Iol Gem 00GEM10 Zircon Gem 00GEM11 Bloodstone Gem 00GEM12 Moonstone Gem 00GEM13 Ziose Gem 00GEM14 Waterstar Gem 00GEM15 Chrysoberyl Gem 00GEM16 Shandon Gem 00GEM17 Star Diopside Gem 00GEM18 Horn Coral Gem 00GEM19 Aquamarine Gem 00GEM20 Garnet Gem 00GEM21 Pearl 00GEM22 Sphene Gem 00GEM23 Black Opal 00GEM24 Water Opal 00GEM25 Moonbar Gem 00GEM26 Diamond 00GEM27 Emerald 00GEM28 Star Sapphire 00GEM29 King's Tears 00GEM30 Rogue Stone =============================================================================== Halberds =============================================================================== 00HALB01 00CWHALB 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 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00CWHALC 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: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00CWHALD Halberd of Corrosive Fire +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB02 Masterwork Halberd STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Piercing Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB03 Halberd +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB04 Halberd +2 STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +1 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB89 Halberd +3 STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB88 Halberd +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB87 Halberd +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB91 Keen Halberd of Expertise STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Keen: Increases chance of scoring a critical hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB92 Halberd of Corrosive Fire +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Corrosion: 25% chance +1d6 acid damage Flame: 25% chance of +1d6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB93 Halberd of Willpower STATISTICS: Damage: 1d10 Damage Type: Piercing Special: Spellward: Immunity to the spell Charm Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB94 Halberd of the North STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Frost: +2d6 cold damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB95 Infernal Halberd of the Defender STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Piercing Special: Deflection Bonus: +1 Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB96 Massive Halberd of Hate +4 STATISTICS: Damage: 2d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Evil: +2d6 damage against good creatures Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 28 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed Minimum Strength of 18 required 00HALB97 Halberd of Speed +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Speed: 1 additional attack per combat round Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB98 Halberd of Horror +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Spell Process: 50% chance target is affected by the spell Horror Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALB99 Flaming Halberd +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Flame: 50% chance of +1D6 fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALBDC Dredging Claw This halberd has a core of iron within its shaft, and looks like it was intended to hook onto the sides of enemy ships and lock them in place to allow them to be boarded. It is quite light and quick for a halberd, and the hook on the end makes it easy to latch onto structures. It doesn't look like it's seen much combat use, although it would be perfect for lancing goblins from a distance. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFHBDC Hand of the Buccaneer STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 10 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HALBHL The Hammer of Lucerne This odd pole-arm appears to be a cross between a halberd and a warhammer, fitted with a four-pronged hammerhead and a long thrusting spike. Its creation was the result of a blunder made during the commission of an enchanted item for Lodur the Brave (alternately known as Lodur Iron-Bollocks, Lodur the Foolhardy, and Lodur the Dullard), a powerful but none-to-bright cleric. Lodur had of heard rumors of a mighty long-hafted hammer, possibly wielded by a hero known as Lucerne, or perhaps that's where it was made, which may or may not have had to do with a land or king or deity called Swizaria, or Switzlund, or "something of that nature, I am most certain." "Oh," he had then added, "and pray thee bless it as well... thou dost know, that one where it explodes undead and what-not, so that I might smite things most explosively." Lodur's fierce demeanor, violent reputation, and sacks of gold begged quiet compliance, and so the dwarven arms-master simply nodded and sent the cleric on his way, promising the weapon in two months' time. The arm-master consulted with his clan's lore-master and sure enough, there *was* word of such a weapon: it came from a trader in Sigil by way of an exceptionally well-traveled plane- walker. The arms-master dutifully copied the weapon's function and form, working runes of power into its haft and head just as Lodur had asked for. When Lodur the Brave returned to the dwarven stronghold to pick up his new hammer, he found instead a spiked pole-arm whose use was forbidden by his religion. The cleric ranted and gnashed his teeth and swore up and down the halls of the clan before stomping off in disgust, leaving his payment and the somewhat inappropriately named "Lucerne Hammer" behind. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFHBHL Holy Swizarnian Hammer of Lucerne STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Disruption: all undead and outsiders struck must make a Fortitude save or be destroyed Spell Process: 25% chance of casting a variant Holy Smite on target with each successful hit Weight: 15 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00HFSRIM Life's Blood Drinker Life's Blood Drinker is a beautiful weapon to behold. The spear sports an eighteen inch head with a serrated blade fashioned from adamantine steel. Upon each face of the blade are small openings that appear to lead within the haft of the weapon. The blade is also etched with glowing silver runes. The haft of the weapon measures six feet in length. It is constructed of highly polished oak reinforced with mithril bands along its length. The haft is hollow. Life's Blood Drinker is vicious in combat. The spear is a wounding weapon (make a Fortitude save or suffer bleeding damage each round) and vampiric (make a Fortitude save or suffer 1d4 additional damage which is temporarily transferred to the wielder). The accuracy of the weapon has been enhanced as well. STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Vampiric: 1d4+2 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 6 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 63HALBPB Pudu's Blight Captain Pudu, the Captain of the Guard of the Legion of the Chimera, is undoubtedly a master of overkill. Typical of half-goblins, Pudu felt the need to wield the largest weapon physically possible for the vertically challenged half-breeds, the halberd. Naturally, not satisfied with any ordinary halberd, Pudu commissioned for particularly nasty weapon enchantments on his weapon of choice. In line with the position Pudu held within the Legion of the Chimera, his new halberd, which he affectionately called Pudu's Blight, caused excessive fire damage on those who were unfortunate enough to be on the receiving end of the red glowing blade. In addition, the halberd has been known to stun the opponent, rendering the target unable to fend off Pudu's attack. An opponent that cannot fight back is indeed Pudu's favorite type of opponent - just don't tell that to Pudu. STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Flaming Burst: 50% chance each hit does +2d6 fire damage and 10% chance of+ 2d10 extra fire damage Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 63HFHBPB Pudu's Fiery Blight STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Stunning: 25% chance Save vs Fortitude or target is stunned for 1/2 combat round Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Spell Process: 5% chance of casting the spell Lower Resistance on target per hit Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed ZZM6UC Unholy Halberd of Chaos STATISTICS: Damage: 1d10 Enchantment: +2 Damage Type: Piercing Special: Unholy: +2d6 damage vs Good creatures Chaotic: +2d6 damage vs Lawful creatures Bane: +2 Attack Bonus vs Elves and +2d6+2 vs Elves Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Weight: 14 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed =============================================================================== Helmets =============================================================================== 00CIHELA 00CIHELB 00CIHELC 00CIHELD 00CIHELE 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 Bonus: None Weight: 2 lb. 00HELM01 00HELM02 00HELM03 00HELM04 00HELM05 00HELM06 Helmet 00HELM07 Helmet 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 Bonus: None Special: Wearer is immune to Charm Person, Charm Person or Animal and Dire Charm Weight: 4 lb. 00HELM18 Yeti Skin Hat This is a furry hat crafted from the skin of the Yeti. STATISTICS: Special: Resistance: 1/- Cold Resistance Weight: 1 lb. 00HELM19 Winter Wolf Hat This is furry hat crafted from the skin of the Winter Wolf. STATISTICS: Special: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 1 lb. 00HELMBH The Black Hands of Shelgoth Shelgoth, a powerful lich "living" in the wake of Netheril's fall, was a terror to bands of Netherese refugees who wandered around the area near the area once known as Moander's Footstep. His undead warriors and animals were dreadful to behold on their rocky perches. It took the concerted effort of over a hundred invaders to defeat the lich. Once the terror had been dispatched, some arcanists-turned-wizards decided to use the magic-laced skeletal hands in the construction of a helm. Some historians mutter in the margins of their writings that the wizards may have been attempting to construct an item similar to the ill-fated Crown of Horns. The helm's history post-creation is unknown. STATISTICS: Special: Constant Effect: User under the effects of the spell Death Ward Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day Weight: 1 lb. 00HFHMBH Horrific Black Hands of Shelgoth STATISTICS: Special: Constant Effect: User under the effects of the spell Death Ward while equipped Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day Spell Power: Can cast the spell Cloud of Pestilence 1/Day Weight: 1 lb. 00HELMDS Dragon Sight A small dragon's head has been mounted to the top of this helm, giving the wearer a most fearsome countenance. Within the eye sockets of the dragon's skull are two magical gems that glow ominously, making it appear to watch whoever beholds it. STATISTICS: Armor Bonus: None Special: Can cast the Wizard spell See Invisibility 1/day Charisma: -1 penalty Weight: 2 lb. 00HFHMDS Dragon's Gaze STATISTICS: Armor Bonus: None Special: Can cast the spell Seven Eyes 1/day Charisma: -1 penalty Weight: 2 lb. 00HELMSC School Cap Worn by wizards and scholars across Faerun, the distinctive small, round school caps come in a variety of colors. The colors often correspond to scholastic colors or the color associated with a particular school of magic. This particular cap was worn by the wizard Vedri of Silverymoon. On a sightseeing tour of Icewind Dale, his skiff capsized on Maer Dualdon. Fishermen later recovered his body. They sold the cap as compensation for sending his body back to his family. This particular cap is a faded shade of purple, representing the school of illusion. STATISTICS: Intelligence: +1 Weight: 1 lb. 00HFHMSC Intriguing School Cap STATISTICS: Intelligence: +3 Knowledge (Arcana): +2 Weight: 1 lb. 00HELMSM Swing from the Masts Aeryl Goldenbeard was a particularly flamboyant pirate that sailed the seas off the coast of Amn. He was the captain of the pirate warship, The Bouncing Rhonda; a twenty gun cutter that was considered one of the fastest vessels on the high seas. Those unfortunate merchant ships that crossed paths with The Bouncing Rhonda were never able to outrun the cutter, were summarily boarded and their merchandise stolen. Now, the fact that Captain Aeryl Goldenbeard and his hearty men of The Bouncing Rhonda successfully pirated ships was not so unusual. No, the unusual part was that after the men of The Bouncing Rhonda successfully seized a merchant vessel, Captain Aeryl Goldenbeard would come gallantly swinging, via rope, down from the ship's mast and land elegantly upon the deck of the merchant ship. At almost the same time Captain Aeryl Goldenbeard's feet touched the merchant ship's deck, the captured crew took an instant liking to the pirate captain. In fact, it was not uncommon for a majority of the captured crews to beg for a commission on The Bouncing Rhonda. However, the instant the pirate captain and his crew left the merchant ship (along with its cargo), the remaining merchant ship's crew immediately resumed their hatred for the pirate captain. No one knew why or how Captain Aeryl Goldenbeard managed to charm his victims so well. That is, not until one day, while the good pirate captain was making one of his famous entrances via rope and mast, his colorful bandana flew off his near balding head. The second his foot touched the deck, all the former merchant crews that went along with the pirate ship instantly came to their senses and summarily beat the pirate captain to death. It did not take long for those around to realize that the pirate captain's bandana held magical properties that made him seem more charming. Unfortunately for the remaining pirate and merchant crew, the bandana flew into the sea. However, rumors would pop up from time to time that a particularly dashing swashbuckler had the uncanny ability to charm his way out of trouble and liked to swing from mast ropes - and that he wore a very colorful bandana. STATISTICS: Armor Bonus: +1 (generic) Special: Charisma: +2 bonus Weight: 1 lb. 00HFHMSM Crow's Nest STATISTICS: Armor Bonus: +3 (generic) Special: Charisma: +3 bonus Spell Power: Can cast the spell Charm Person twice per day Weight: 1 lb. 51HELMWM Wyrm's Maw Kellem Longeyes was a noted ranger in the town of Bremen, trekking far and wide across the Savage North in pursuit of his prey. Kellem hunted wyverns, drakes, and other wyrms of all sorts, especially those that made to attack the Ten- Towns or their outlying settlements. The grizzled ranger took many trophies - in time, little of his equipment was not adorned with one kind of wyrm or another. Kellem's most prized trophy, though, was from Frostmaw, a great white wyrm whose size and ferocity matched that of a true dragon's. While in its death- throes, Frostmaw's jaws and icy breath took Kellem's left eye and ear - for this, the grim ranger swore vengeance on all its cursed ilk. Upon his return to civilization, Kellem had Frostmaw's wide jaws fashioned into an elaborate helm and imbued with the white wyrm's deadly breath. This helm the ranger christened "Wyrm's Maw." Alas, in time Kellem grew old as all men do, and one day set out on a dangerous hunt in the peaks of the Spine of the World never to return. Until now, none of his equipment has ever been found. Kellem's helm is made from thick hide, bone, and heavy gray-white scales. It covers the face and head entirely. Aside from cutting a dashing figure, the helm's bearer may bellow out a roaring blast of deadly cold once per day. STATISTICS: Armor Bonus: None Special: White Wyrm's Breath: breathe a cone of frost for 6-24 point of cold damage 1/day Weight: 3 lb. 51HFHMWM Great White Wyrm's Maw STATISTICS: Deflection Bonus: +1 Special: Resistance: +5 Cold Resistance White Wyrm's Breath: breathe a cone of frost for 30-75 point of cold damage 1/day Weight: 3 lb. =============================================================================== Instruments =============================================================================== 00BARD01 Bardic Horn of Valhalla This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. Weight: 1 lb. 00HFBD01 Raging Winds STATISTICS: Once a day, this horn will summon 3-6 berserkers who will attack the enemies of the user. Weight: 1 lb. 00BARD02 The Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Hope, centered on the user. Weight: 3 lb. 00HFBD02 Masterwork Cittern of War STATISTICS: This cittern casts Emotion: Hope and Chaos, centered on the user. Weight: 3 lb. 00BARD03 The Unstrung Harp The instrument of a beatified saint of the church of Ilmater, this harp once belonged to Sephica of Ordulin. Sephica was a bard, but she did not worship the lord of songs, Milil. Instead, she devoted herself to performing ballads to the suffering throngs of Ilmaterians everywhere. She was traveling with a group of Ilmaterian pilgrims when they were attacked by bandits. The bandits killed and severely injured many of the pilgrims, and they cut the strings of Sephica's harp when she tried to soothe the injured travelers. After the bandits had left, Sephica prayed to Ilmater for help in a time of crisis. When she plucked at her harp strings with her eyes closed in prayer, music miraculously poured forth and healed every person who heard it. The next day, the bandits arrived and killed Sephica for healing the pilgrims. Though she was killed, the pilgrims kept the memory of her miracle alive. Their community attempted to have her accepted as an Ilmaterian saint. They succeeded in 1218 DR. STATISTICS: This harp can cast Heal 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. 00HFBD03 Sephica's Prayer STATISTICS: This harp can cast Heal or Resurrection 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. 00BARD04 Lyre of Progression The Lyre of Progression was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Strength: +3 Weight: 2 lb. 00HFBD04 Lyre of Inner Focus STATISTICS: Strength: +3 Constitution: +2 Weight: 2 lb. 00BARD05 The Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among one of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Bless, centered on the player. Can be used once per day. Weight: 1 lb. 00HFBD05 Prophia's Merry Shorthorn STATISTICS: When played, this instrument casts Prayer, centered on the player. Can be used once per day. Weight: 1 lb. 00BARD06 The Dire Old Lute of Pellon Kay Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the lute that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his lute in their direction. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical lute. The unknown warrior threw the lute into the Sea of Fallen Stars. STATISTICS: Can cast the spell Dire Charm once per day Weight: 2 lb. 00HFBD06 Strings of Discord STATISTICS: Can cast the spell Dire Charm or Dominate Person once per day. Weight: 2 lb. 00BARD07 Owain's Lullabye Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die. STATISTICS: When played, this instrument casts Cone of Cold Weight: 2 lb. 00HFBD07 Sweet Auril's Kiss STATISTICS: When played, this instrument casts Cone of Cold and Elemental Barrier simultaneously Weight: 2 lb. 00BARD08 Viol of the Hollow Men This instrument is also known as "Tallow's Violin," but that moniker is rarely spoken among musicians, as mentioning the name of Nikolai Tallow is considered bad luck. Nikolai was born in The Vast, near High Haspur, the son of a chandler. Because of the intermittent traffic through the region, Nikolai was introduced to many different cultures. One of the travelers he met was an elven musician named Relev Thinriver. Relev introduced Nikolai to the violin and taught him for several years as he wandered through the area. Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, and a passion for all things in the world. Relev also recognized that Nikolai was exceedingly proud and arrogant. In spite of Nikolai's shortcomings, Relev taught him everything he knew. After Relev was killed by a band of orcs, Nikolai began to practice on his own throughout the Vast. Despite his travels, he always returned to the isolate peaks of his mountain birthplace. He became famed throughout the Vast, the southern Moonsea and Sembia for his incredible talent and passionate performances. Eventually, news of the proud young virtuoso spread to the ears of a nearby thug from Calaunt named Tremble Ghon. When Tremble and his gang traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and demanded a performance from Nikolai, who happened to be present and eating dinner with his father at the time. Nikolai refused to perform for Tremble and his men. He called them stinking oafs and attempted to leave with dignity. Tremble assaulted Nikolai's pride by claiming that Nikolai was afraid of performing because he'd be heckled out of the inn for his incompetence. Nikolai shot back that his skill with the violin was so great that he could raise the dead from their graves. Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed him in the heart. When a number of other villagers attempted to intervene, they were also killed by the bandits. Tremble defiantly stood over Nikolai's dead father and said, "Where's your big mouth now, fiddle player?" Without a word, Nikolai pulled his violin and bow out from underneath his arms and began to play a melody that none of the residents of High Haspur had ever heard before, and no one in Faerun would ever hear again. Nikolai played with unbridled passion and fervor. Onlookers later remarked that he appeared to be a madman, thrashing about in ways that people didn't think were possible. At the climax of his frenzied piece, Tremble and his gang watched in horror as the souls of the men and women they had just killed rose from their corpses and dove, shrieking, at their murderers. The bandits died horrible deaths, chilled by the shadows of their victims. Nikolai himself continued playing, dancing through the streets and back pastures of his alpine home until every man, woman, child, and beast ever buried in the region rose from its resting place and milled about until Nikolai and his music disappeared into a far off valley, shrouded in a mysterious fog that vanished as quickly as it had appeared. Legends say that on misty nights, the ghost of Nikolai Tallow returns to his homeland, playing a phantom violin with a host of dancing dead trailing behind him in the moonlight. STATISTICS: Summons 1D4 Shadows to attack a target, once per day. Weight: 3 lb. 00HFBD08 Tallow's Violin STATISTICS: Casts the spell Soul Eater 1/day Weight: 3 lb. 00BARDRS Retching Serpent The serpent is a wind instrument. It usually is made of a long, conical wooden tube of over six feet in length that is coiled in much the same way as a snake; thus the name. Six holes along its length help the player alter the pitch in much the same way as a cornet. This particular instrument produces a low sonorous sound that can be felt to the very bones of all those within range. In the hands of a skilled bard, this instrument can produce a Stinking Cloud and direct it at one's enemies. STATISTICS: Cast cast the spell Stinking Cloud 2/day Weight: 5 lb. 00HFBDRS Serpent's Stomach STATISTICS: Cast cast the spell Acid Fog 2/day Weight: 5 lb. =============================================================================== Leather Armor =============================================================================== 00HIDE01 Shark Skin Armor Sharkskin armor is used almost exclusively by sahuagin. It is the equivalent of leather armor in protection. However, it also adds a bonus of +10% fire and acid resistances. The armor is not very supple and feels very constrictive when used by non-aquatic creatures. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: +10% Fire Resistance +10% Acid Resistance -1 to Dexterity Weight: 20 lb. 00HIDE02 Shark Skin and Coral Armor Shark skin and coral armor is used almost exclusively by sahuagin. It is constructed of shark skin with hard coral studs in strategic places. It is the equivalent of studded leather armor in protection. However, it also adds a bonus of +10% to fire and acid resistances. The armor is not very supple and feels very constrictive when used by non-aquatic creatures. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -1 Arcane Spell Failure: 15% Special: +10% Fire Resistance +10% Acid Resistance -2 to Dexterity Weight: 25 lb. 00HIDE05 Black Dragon Scale This armor was crafted by the dwarven smiths and priests of Clan Battlehammer when one of their own, Bruenhal, led a band of heroes in the defeat of a black dragon far to the south. Some dwarves turn up their noses at the thought of wearing armor made from the remains of a dragon, but Bruenhal proudly wore the armor until the end of his days. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Resistance Bonus: 2/- Acid Resistance +2 on Reflex saves Weight: 10 lb. 00HIDE06 Hide Armor Hide armor is made from multiple layers of leather armor. Though stiff and hard to move in, it is relatively simple to make and provides a good barrier against cold weather. It is most commonly seen on the warriors and huntsmen of northern barbarian tribes. STATISTICS: Medium Armor Armor Bonus: +3 Max Dex Bonus: +4 Armor Check Penalty: -3 Arcane Spell Failure: 20% Weight: 25 lb. 00LEAT01 Leather Armor Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 15 lb. 00LEAT02 Leather Armor +1 Leather armor, despite the popular misconception, is not soft and supple like the leather used to make a ranger's boots or a druid's robe. That kind of leather offers no better protection than common clothing. Magical enchantments enhance the protective abilities of this leather armor. STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 10 lb. 00LEAT03 Leather Armor +2 At first glance this appears to be an ordinary suit of leather armor, a closer inspection reveals subtle clues of various arcane enhancements. The rivets holding the various pieces together shine brightly as if polished. The leather pieces are soft and supple to the touch, but instantly become rigid when struck with a heavy blow. And when worn, the creaking and stretching noises normally associated with such armors are mysteriously absent. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Weight: 10 lb. 00LEAT04 Studded Leather Armor Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 20 lb. 00LEAT05 Studded Leather Armor +1 Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple with hundreds of metal rivets affixed. The rivets are so close together that they form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place. This suit of armor has been magically enhanced to provide better durability and protection. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00LEAT06 Studded Leather +2: Missile Attractor This odd-looking suit of studded leather cannot be removed once put on, except under intervention of a magic user. 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: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Armor Penalty: -10 vs. missile weapons Weight: 20 lb. 00LEAT07 Studded Leather Armor +2 STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00LEAT08 Mourner's Armor This unique suit of armor is of foreign design, created for a Kara-Turian samurai from the Baika Clan. The armor, crafted from thin, stiff leather, is dyed black, but features the insignia of the plum blossom, the mon of the Baika Clan. It was only worn into battle once, when Baika Himuro fought a hopeless battle against the enemy samurai that flooded into his ancestral estate. It is believed that the enemy clan captured the armor and later traded it for siege equipment. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Once donned, this armor cannot be removed without a Remove Curse spell. While it is equipped, the wearer is unaware of his or her current hit points. However, the wearer does receive a number of bonuses as well. He or she is at +25 hit points and has a 15/- resistance to Missile weapons. In addition, the wearer receives -1 to all of their thieving skills while it is equipped. Weight: 20 lb. 00LEAT86 Leather Armor of Providence STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Circle of Death Weight: 10 lb. 00LEAT87 Studded Leather of Luck STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +1 to all Saves Weight: 15 lb. 00LEAT88 Leather Armor of Fire Resistance STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Resistance: 2/- Fire Resistance Weight: 10 lb. 00LEAT89 Shadowed Studded Leather +1 STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Shadowed: +2 to Hide skill Weight: 15 lb. 00LEAT90 Studded Leather of the Shield STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spell Power: Can cast the spell Shield 2/day Weight: 15 lb. 00LEAT91 Studded Leather Armor of Fortitude STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Hit Point Bonus: +10 to Max Hit Points Weight: 15 lb. 00LEAT92 Studded Leather Armor of Horror STATISTICS: Light Armor Armor Bonus: +3 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spellward: Immunity to the spell Horror Weight: 15 lb. 00LEAT93 Leather Armor of Luck STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Saving Throw Bonus: +1 to all Saves Weight: 10 lb. 00LEAT94 Leather Armor of Movement STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Hold Person Weight: 10 lb. 00LEAT95 Leather Armor of Dexterity STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Dexterity: +1 Weight: 10 lb. 00LEAT96 Leather Armor of Fortitude STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Hit Point Bonus: +5 to Max Hit Points Weight: 10 lb. 00LEAT97 Leather Armor of Lesser Spell Resistance STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Resistance: 2/- Magic Resistance Weight: 10 lb. 00LEAT98 Shadowed Leather Armor STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Shadowed: +2 to Hide skill Weight: 10 lb. 00LEAT99 Leather Armor STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Spellward: Immunity to the spell Charm Weight: 10 lb. 10HFLTUB Uthgar's Blessing Crafted by the finest Barbarian armorer and proudly embroidered with Uthgar's large, beast totem spirit, the Blue Bear, this style of leather armor became the mainstay of the Blue Bear tribal warriors. This particular Uthgardt armor was once worn by the Blue Bear tribe's fiercest warrior, Stogar Bearclaw. It is said that once, during a very horrendous battle with an enemy tribe, Stogar Bearclaw actually grew stronger in the middle of combat. With his newfound strength, he managed to literally blast through his opponents without so much as getting a scratch on his body. When all was said and done, two hundred men lay dead at Stogar's mighty feet. Stogar looked at his accomplishment and burst out in praise of Uthgar and his Blue Bear Spirit. Since then, Stogar always referred to his armor as Uthgar's Great Blessing and wore it daily until the moment of his passing. It was Stogar's final wish that Uthgar's Great Blessing be passed on to another worthy warrior. For generations the armor passed from warrior to warrior, granting extra strength to those who wore it. STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Strength +3 Hit Point Bonus: +15 to Max Hit Points Weight: 15 lb. 10LEATUB Uthgar's Blessing STATISTICS: Light Armor Armor Bonus: +2 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 10% Special: Strength: +1 Weight: 15 lb. 50HIDEAH Abishai Hide Armor There is great mystery surrounding this leather armor. No one knows how or where it came into existence. What is known is that the leather was cut from the hide of an abishai, although it is impossible to tell what color abishai since the armor is colored a deep black. In addition, it has an unusual, very light, vinegary smell. Those that have worn the Abishai Hide were bestowed with a slight invulnerability to non-magical weapons. STATISTICS: Medium Armor Armor Bonus: +3 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 20% Special: Damage reduction 5/+1 Weight: 15 lb. 50HFHEAH Cornugan Hide Armor STATISTICS: Medium Armor Armor Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 20% Special: Damage reduction 10/+2 Regeneration: User Regenerates 1 hit point ever 10 combat rounds Weight: 15 lb. 50HFLTMS Milton Sixtoes' Armor of Absolute Self Mental Oneness started out as very ordinary studded leather armor worn by an even more ordinary thief named Milton Sixtoes (so named since he had six toes on his left foot). Milton belonged to a local thieves guild in the mining city of Mirabar, and thus was tasked with petty thievery of coin purses and the occasional gem. All was well enough by Milton's ordinary standards, until one day when a thief of notable magical prowess transferred to Milton's guild. The guild master assigned this new thief to be Milton's partner in crime, aiding him in his petty, but profitable dirty deeds. Little did Milton know that his new partner was not satisfied with petty thievery. In fact, it was his partner's higher ambition that almost got Milton in trouble with the local authorities. During thieving assignments with his new partner, Milton began to perform very risky acts of larceny, and not through his own will. It was as if someone else had control of Milton's body and used him to carry out the acts. Luckily for Milton, he was able to perform the higher risk activities, but he knew that one day his luck would run out. So, one day when Milton was feeling more proactive than usual, he took the day off from thieving and ventured to a Dwarven armorsmith who resided in one of the upper Mirabar mining tunnels. There, with his extra earnings from unwillingly performing his more dangerous thieving, he commissioned the dwarf to upgrade his studded leather and give it the power to ward off other's charms. The dwarf complied and ended up upgrading Milton's ordinary studded leather into fine, extra tough studded leather that made the wearer immune to just about every spell that affected the mind. Not long after Milton began wearing the armor, he discovered his new partner was the one who cast the spell Charm Person on him and made him take all the extra risks. The last time his partner tried to charm Milton, he (Milton) played along as if he were charmed, snuck up behind his partner, and slit his throat with an ordinary, poisoned dagger. From then on, Milton was very pleased to go back to ordinary, petty thievery, though no more partners were ever assigned to Milton Sixtoes. STATISTICS: Light Armor Armor Bonus: +5 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer under the effects of the spell Mind Blank Weight: 20 lb. 50LEATMS Milton Sixtoes' Armor of Absolute Self STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Spellward: Immune to the spell Charm Person Weight: 20 lb. 50HIDE06 Wandering Hunter's Armor Armor like this is painstakingly crafted for the use of the Wandering Village's best young hunters. It is lined with fur of the great white wolves of Fell Wood, and enchanted to resist winter's cold. STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -2 Arcane Spell Failure: 10% Special: Resistance: 2/- Cold Resistance Weight: 30 lb. 60HFLTIN Silent Interloper One of the greatest skills a scout can have is the ability to sneak about undetected. For many years a scout will hone their craft in the arts of hiding in shadows and moving silently, just so they may attain one of the most valuable resources in the realm - information. While a skilled scout may be able to slink undetected around a camp of regular soldiers and bandits with ease, the same cannot be said if the camp the scout is observing is protected by detection magics. It is because of this very reason that the armor known as Silent Interloper was created. Many generations ago, skilled wood elf craftsman perfected a technique that was able to combine powerful non-detection magic into leather armor. Using this armor, wood elf scouts could infiltrate even the most well protected campsites without fear of being discovered by any magical means. Unfortunately, one of the scouts grew careless and was captured as he was spying on a drow raiding party. After days of torturing their prisoner, the drow were able to learn how the scouts were able to infiltrate their camps and even the location of the village at which these special armors were being made. Needless to say, every man, woman and child in that village was ruthlessly slaughtered...except one. This particular Silent Interloper armor managed to survive only because the individual who wore it was away from the wood elf community the day the drow attacked. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer is under the effect of the 3rd level Mage spell Nondetection Shadowed: +4 to Move Silently skill Weight: 15 lb. 60LEATIN Interloper STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Wearer is under the effect of the 3rd level Mage spell Nondetection. Weight: 15 lb. 60HFLTZU Zuvembie's Impunity In order to overcome the overwhelming powers of a necromancer, Mizelle Krillor, a wild elf ranger who resided in the outlining wilderness of Kuldahar, along with the help of an unknown witch doctor, created the studded leather armor known as Zuvembie's Impunity. Cut from the enchanted flesh of a zombie, studded with silver and blessed by the witch doctor, Mizelle donned the unusual armor and immediately felt increased magical resistance. Unfortunately, one of the side effects of Mizelle's new armor was a zombie curse that made her very socially unappealing. However, she was so desperate to destroy the necromancer, she did not care. With the ability to resist the necromancer's death spells, she cut him down with the ferocity of a demon. Soon afterwards, she went to a cleric of Sune and had the cursed armor removed, never to be used again by the wild elf ranger. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Cursed: Once donned, this armor cannot be removed without a Remove Curse spell. Charisma: -3 Wearer under the effects of the spell Death Ward Freedom of Movement: The wearer is immune to everything, magical and otherwise, that affects mobility in any way, although can still be hasted. Be aware, however, this will also protect the wearer from beneficial effects such as those received from the boots of speed. Weight: 20 lb. 60LEATZU Zuvembie STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Cursed: Once donned, this armor cannot be removed without a Remove Curse spell Charisma: -2 Wearer under the effects of the spell Death Ward Weight: 20 lb. 62HFLTDB Nasty Bits It is often said that a person does not choose a profession, the profession chooses the person. So was the case with Nasty Phil, the local corpse cleaner for the Ten Towns many years ago. Nasty Phil, you see, was no undertaker - no, it was his responsibility, after a party of adventurers dispatched with a monster (or monsters) that was terrorizing a local community, to clean up the mess that was left over. The truly 'nasty' thing about Phil and the reason he got his nickname was that he relished his job. He specially crafted this armor from the hides of different creatures so that he could delve even deeper into the more gruesome clean-up jobs. In fact, it was not unusual for Nasty Phil to not clean himself after one of his jobs and prance around town covered in stinking, rotting flesh. Bits and pieces of unidentified particles could be seen dangling off Nasty Phil's leather, prompting the locals to name his leather armor, Nasty Bits. Over time, his leather armor developed immunities to certain things just from absorbing the years of monster mess that was never washed off. Even though Nasty Bits has been cleaned from time to time, it still has bits of unidentified 'stuff' that seem to have fused itself to the armor, helping it to retain its dirty name. STATISTICS: Light Armor Armor Bonus: +6 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +4 to Fortitude saves Resistance: 1/- Acid Resistance Resistance: 1/- Cold Resistance Weight: 25 lb. 62LEATDB Dirty Bits STATISTICS: Light Armor Armor Bonus: +4 Max Dex Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 15% Special: Saving Throw Bonus: +2 to Fortitude saves Resistance: 1/- Acid Resistance Weight: 25 lb. =============================================================================== Misc =============================================================================== Note: There are some SPOILER type items in the MISC section. Be warned. 00GENKS Strange Object It appears to be some kind of basin of some sort. Strange metal ornaments are attached to the rim in what looks to be a spigot and some levers. Although this item appears to be of the highest quality, some fool has drilled a hole at the bottom making it quite useless. Weight: 10 00GENMP Mossy Poultice The druids of the Moonshae Isles carried these small urns with them as they walked with the war bands of the Moonshae. The urns were reported to carry moss that had grown on the field of battle, and when the poultice was applied to the wounds of warriors and adventurers, it aided their recovery. STATISTICS: Special: Spell Power: Can cast the spell Cure Critical Wounds once per day Weight: 2 00HFGNMP Moldy Poultice The druids of the Moonshae Isles carried these small urns with them as they walked with the war bands of the Moonshae. The urns were reported to carry moss that had grown on the field of battle, and when the poultice was applied to the wounds of warriors and adventurers, it aided their recovery. This urn looks like it has been left in a cold, dank place too long, for mold has grown across the exterior. This mold, however, is an even more potent version of the poultice it once contained, and given additional enchantments under the light of Selune beneath the Moonshae Isles. It is capable of not only healing wounds, but restoring the breath of life to a fallen warrior. STATISTICS: Special: Spell Power: Can cast the spell Cure Critical Wounds once per day Spell Power: Can cast the spell Resurrection once per day Weight: 2 lb. 00GENOD Oagla'ta's Dead Cat Snack Half-orcs are well known for their strange dietary tastes, and Oagla'ta is no exception. When Oagla'ta feels hunger pangs, or when she feels a bit on edge, she'll take out her trusty, pungent, slightly gnawed upon dead cat. Horrified onlookers watch in dismay as Oagla'ta chews on the end of the dead cat, much the same way a cow chews its cud. What most people fail to notice, however, is that the cat carcass never seems to deteriorate, even after long periods of chewing. However, it does seem to provide Oagla'ta with some healthful benefit, as she usually seems very refreshed after gnawing on the dead cat snack. STATISTICS: Heals 3 Hit Points. Usable 3 times per day. Only usable by half-orcs Weight: 10 00HFMC38 Circlet of the Tribe of the Wolf This is a smallish, silver wolf's head charm of the sort sometimes fashioned by Rashemen shamans of the Tribe of the Wolf. By gripping the charm tightly and howling towards the heavens, one may summon a fierce gray wolf to aid him or her in battle. Such charms are said to tarnish as their power wanes, and eventually disintegrate into silvery powder when the last of their summoning energy has been consumed. STATISTICS: Summon Werewolf x 3 Weight: 1 lb. 00MISC38 Howling Wolf Charm This is a smallish, silver wolf's head charm of the sort sometimes fashioned by Rashemen shamans of the Tribe of the Wolf. By gripping the charm tightly and howling towards the heavens, one may summon a fierce gray wolf to aid him or her in battle. Such charms are said to tarnish as their power wanes, and eventually disintegrate into silvery powder when the last of their summoning energy has been consumed. STATISTICS: Summon Wolf x 3 Weight: 1 lb. 00MISC01 A Cage of Exotic Birds Inside this cage are several exotic birds that look like they could use a new home. Weight: 2 lb. 00MISC02 Dead Cat This appears to be a dead cat. It is extremely well preserved and looks as if it is sleeping. Weight: 10 lb. 00MISC03 Knucklehead Trout A knucklehead trout. Found only in the lakes of Icewind Dale, the bones of these enormous fish yield precious scrimshaw that is used to make elegant carvings and sculptures. Weight: 1 lb. 00MISC04 Holy Symbol of Myrkul This holy symbol depicts a white human skull face-on against a black field. The skull appears to be carved ivory and it is set into a black onyx field. Weight: 0 lb. 00MISC05 Barrel of Holy Water This barrel contains water which has been blessed by the priests of the Seldarine's Hand. Weight: 25 lb. 00MISC06 Rotted Honey Leather This used to be a highly prized piece of honey leather. Honey leather is a really light canvas used by the elves to protect against rain and dampness. Although it tears very easily, elves use it to make tents and to protect their camping gear. Weight: 5 lb. 00MISC07 Skull 00MISC08 Bottle of Wine The label on this wine bottle reads "Marsember Blush - Fine Vintage" and claims to be a fruity blend of spices and dew-flower fragrances. The vineyards of Marsember are well known for their firm grapes which draw their flavor from the fragrant salt air of the Sea of Fallen Stars. Weight: 1 lb. 00MISC09 Telescope While the physics behind a telescope have been well-known for some time, the glass-grinding skills required to actually construct one are still quite specialized. The lenses of this telescope are finely made, however, and its collapsible tubing has obviously been wrought by someone well-versed in the delicate art of jewel-setting and metalwork. Weight: 1 lb. 00MISC10 The Candle 00MISC11 Sack of Potatoes 00MISC12 Seeds These seeds come from some of the rarest of tropical plants that seem to be able to grow in very unfavorable climates and conditions. Weight: 0 lb. 00MISC13 A Cage of Squirrels Within this cage are two cramped squirrels. Weight: 2 lb. 00MISC14 Holy Symbol of Helm This finely crafted holy symbol is sacred to the god Helm. The symbol depicts an upright war gauntlet with a staring eye on the front. The gauntlet itself is crafted from the finest platinum, the white of the eye is carved from mother of pearl, and a blue sapphire has been used for the pupil. Weight: 0 lb. 00MISC15 Moth Ridden Thistledown This used to be a very fine quality, grayish material before the moths began to eat through it. Thistledown is a high prized material from which cloaks of elvenkind are fashioned. It is very light and does not snag easily on branches. Due to its high quality, the elves had very little trouble enchanting it. Weight: 5 lb. 00MISC16 Barrel of Pure Water This barrel contains some of the purest water in the land. Melted from ice, it contains no impurities that would be found in normal sources of water. Weight: 25 lb. 00MISC17 Bottle of Wine This weather-beaten bottle of wine has an unrecognizable stamp on it, but it looks strong enough to keep the chill off your bones. It looks like it might be worth a gold or two to anyone looking to stock up their supply for the winter. Weight: 1 lb. 00MISC18 Broken weapon This once fine weapon now lies in a jumbled heap of metal shards before you. Weight: 1 lb. 00MISC19 Broken Shield A mighty blow from some unknown weapon has shattered this shield into many pieces. Weight: 5 lb. 00MISC20 Broken Armor This suit of armor, once a prized possession, is no longer fit for even a skeleton. It has been pierced in several places and crushed in others. The wearer could not have survived the blows that caused such damage. Weight: 20 lb. 00MISC21 Broken Miscellaneous Whatever this once was, it is now mangled beyond recognition. Weight: 5 lb. 00MISC22 Ancient Armor This rusted set of armor must be centuries old. From what you make of it, it must have once been a magnificent set of plate armor. Weight: 15 lb. 00MISC23 Rhino Beetle Shell This is a portion of the carapace of a dead rhino beetle. Their natural body armor is known for its incredible resilience. Weight: 85 lb. 00MISC24 Umber Hulk Hide This umber hulk hide consists of chitin plates and tough skin of a dark brown hue. Even off of the umber hulk's body, it looks thick and impenetrable. Weight: 25 lb. 00MISC25 Winter Wolf Pelt The pure white pelt of the winter wolf is soft and luxurious. It is often sewn into garments as diverse as the rugged vests of the northern Uthgardt Barbarians and the delicate and fashionable winter stoles worn by noblewomen throughout the Sword Coast region. Weight: 5 lb. 00MISC26 Yeti Pelt These thick pelts are valued for their incredible durability and warmth. Locals from the Ten-Towns pay good money for the pelts, as few would be so bold as to hunt the yeti in their homeland. Some of the Reghedmen barbarians hunt yeti as a rite of passage into manhood. Weight: 15 lb. 00MISC27 Child's Body Weight: 110 lb. 00MISC28 Spider Body These gigantic spiders are even more disgusting dead than alive. Their bulbous, crystalline eyes stare vacantly in your direction and, every now and then, one of their eight chitinous legs twitches spasmodically. Weight: 25 lb. 00MISC29 Female Body Weight: 130 lb. 00MISC30 Male Body Weight 185 lb. 00MISC31 Lamp Oil This container contains lamp oil, usually used for lanterns and such. This particular container has a rag soaked in oil attached to it so that it can be ignited and thrown at an opponent. STATISTICS: Damage: 2D8 Fire damage to a single opponent. (Reflex save for 1/2 damage) Weight: 0 lb. 00MISC32 Flaming Oil Inside of this glass pot is an expensive mixture of oil and other chemicals. When this mixture is set ablaze, it burns for several seconds at a very hot temperature. Flaming oil is sometimes difficult to use because it takes a long time for the user to properly throw it. Adventurers often carry oil with them to deal with trolls in the unfortunate event that they are encountered. STATISTICS: When thrown at a target, the glass pot breaks, spreading flaming oil over everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save for 1/2 damage) Weight: 0 lb. 00MISC37 Xainlaphar's Flying Skull Xainlaphar, a mad Red Wizard of Thay, was known for turning the skulls of his slain enemies into weapons. His most common weapon was known as the "Flying Skull." In essence, the item is not much different from the spell Skull Trap, but it is meant to be used offensively instead of defensively. Xainlaphar died in 913 DR, long before he had time to use even half of his enchanted skulls. They were claimed by his foes, a paladin and priest of Helm. They intended to destroy the items, but at least forty were stolen by crafty thieves on the way back to Sembia. STATISTICS: When thrown at a target, the skulls streak forth and explode for 4d8 damage, harming everyone within 5'. Victims can make a Reflex save to take half damage. Weight: 1 lb. 00MISC39 Boring Beetle Shell This is the rigid outer shell of the Boring Beetle. Weight: 50 lb. 00MISC40 White Wyrm Egg This gigantic egg is from the nest of a great white wyrm. Weight: 10 lb. 10GENCRW Wooden Crane Wheel This finely-carved wooden wheel looks like it'll get the Targos crane back in working condition. Weight: 3 lb. 10GENDON Ship Prow This is the prow of a small fishing vessel, carved into the shape of a woman gazing out ahead of her. It looks many years old, and the stinging, briny smell of Maer Dualdon still clings to it. Inscribed beneath the prow is the name, "Veira's Gaze." Weight: 5 lb. 10GENGBO Ghost-Touched Bottle This flask is made of a glass so translucent as to be almost invisible, almost ghostly. The stopper of the flask looks as if it has melted into the glass itself, and a misty liquid drifts within. The liquid within this bottle is nothing but water, but it appears that the bottle itself is magical. The bottle carries the "ghost-touched" enchantment, which allows pieces of the ethereal plane to be held within it. What the container's original purpose was is unknown, but you have no idea what Cahl- Hyred (or you) would do with such a thing. Weight: 0 lb. 10GENVBO Veira's Bottle This flask is made of a glass so translucent as to be almost invisible, almost ghostly. Within the flask is one of Veira's ghostly tears, suspended in the center as if frozen there. Weight: 0 lb. 10VELLUM Expended Teleportation Scroll This charred vellum scroll looks like it was once a teleportation scroll, but the spell has either been exhausted or was miscast when it was used. The scroll smells faintly of ash, brimstone, and an eye-watering variety of goblin smells. Weight: 0 lb. 11GENBV Expended Teleportation Scroll This brittle, ash-blanketed vellum scroll looks like it was once a teleportation scroll, but the spell has either been exhausted or was miscast when it was used. It smells faintly of brimstone and ash, and you suspect that Phaen already cast whatever spell was on this scroll. Weight: 0 lb. 11GENDEN Denham's Letters These letters are written on parchment similar to Garradun's with similar wax seals. One is addressed to the commander of the Luskan relief forces and the other is addressed to Captain Mariner of the Neverwinter relief forces. Denham told you that if Captain Mariner did not respect the false Garradun's wishes about passing the letter on to his beloved, he would be in for a "fiery surprise." Weight: 0 lb. 11GENDIH Dreisbach's Iron Hoop This magical hoop looks like it belongs around a barrel, and chances are, it probably once was. There are numerous tales (most of them false) about the hoop's origins, but the most common tale says that the hoop was born in the Elfsong Tavern in Baldur's Gate, and that it was the result of an angry wager between two men, one, a quiet wild mage by the name of Dreisbach, and the other, a passionate stevedore by the name of Geithman. Geithman claimed that magic was no substitute for raw strength and determination, and when Dreisbach begged to differ, the bet was decided: whoever could load the most barrels into one of the port warehouses from dawn to dusk would be declared the winner. According to the tale, Dreisbach fashioned the hoop in a single night, and when he arrived at the warehouse the next morning, he drew forth the hoop and spun it on the ground - with every spin, a barrel would suddenly appear in the warehouse. Dreisbach spun the hoop for an hour, until hundreds of barrels were stacked up in the warehouse at a height several lengths of a man, so much so that Dreisbach could no longer be seen behind the walls of barrels. Geithman could not compete with the summoned barrels, and he was about to concede the contest in disgust, when Dreisbach suddenly let out a cry, and there was a clang as the iron hoop clattered to the ground. When Geithman and the onlookers navigated the maze of barrels to the space where Dreisbach had been standing, there was no trace of the mage. Only the hoop remained, lying innocently on the floor. None of those gathered to watch the outcome of the bet dared to touch the hoop. While Dreisbach was declared the winner, every man gathered there that day conceded that Tymora had smiled upon Geithman instead. The warehouse was quickly locked up, and the men quickly retreated to the Elfsong to talk of other things. Where the barrels the hoop summons come from is unknown, but it is recommended that the user exercise caution in the summoning... or else the barrels will have their vengeance. STATISTICS: Special: Summons a keg once per day. The kegs frequently contain something of value. Weight: 3 lb. 11HFGNDH Geithman's Iron-Ringed Wager STATISTICS: Special: Summons a keg once per day. The kegs frequently contain something of value. Weight: 3 lb. 11GENGLE Garradun's Letter This letter is written on weathered parchment and sealed with wax. The exterior contains the following text, written with a shaky hand: "From Garradun Tanner, to my beloved Raina, care of Captain Mariner, Neverwinter" Weight: 0 lb. 11GENGOL Garradun's Opened Letter This letter is written on parchment in a strong, brisk hand. The text is brief and to the point, as follows: Targos: Three or fewer ships, perhaps a few dozen infantry and archers. Two priests at the temple pavilion, with recruits drawn in from Luskan. The goblin's seizure of the waterways seems to have closed off the passage of further reinforcements. I have heard no mention of planned reinforcements from elsewhere into the city. The diviner in Targos should be taken care of by our friends from Luskan. Bremen: The city should fall soon. Targos is unable to move ships across the bay thanks to our scrag allies. According to wounded soldiers from Bremen, they will not be able to hold out. You should be able to pull in forces from the north without worrying about attacks from Bremen. Bryn Shander: With our forces in the field and the Shaengarne Ford held, the capital is unable to effectively provide the peripheral towns with supplies. The bugbears' use of hit and run tactics against caravans moving between the Ten-Towns has made it almost impossible for them to reinforce each other. Lonelywood has sent almost all of its able-bodied men south to Bryn Shander instead of sending them to Targos. The same has happened in Easthaven. Both towns should be ripe for taking should we choose to enlarge our grasp of the region. Perhaps three to four hundred men wait in Bryn Shander along with a handful of volunteers from Clan Battlehammer. Most of those are militia, with a few experienced mercenaries among them. We need not worry about Silverymoon and the other communities to the east. Only two volunteers have arrived, and those are already out of the action. Weight: 0 lb. 11GENVS Valin's Scroll Thank the gods your band numbers a Luskan cutpurse. I see you doubt this note was intended for your band - do not. I divined that you would sail in on the Wicked Wench and would make your way here to the Pavilion, and one of your number would search my pockets while I lay here. In a short while, I shall attempt to use the Sight to determine the location of the goblin fortress, and I am writing this note out of fear that obtaining a vision of such a place may tax my spirit greatly, preventing me from returning to the waking world. I have not told the Lady Elytharra of my attempt at divination, for she would surely stop me... and if any others were to know my intentions, they might seek to poison me, for I fear there are traitors within the town that even now turn their eyes to my destruction. For now, my safety - and Targos' safety - lies in silence. If you're reading this and I still breathe, then it's not too late to awaken me. Now that you have found this scroll, I need you to find a flask of braehg which you can purchase from a river trader named Guthewulfe in the Salty Dog Tavern. He should have brought some weapons and other supplies from Shaengarne, but among his inventory will be a flask of braehg which you may purchase.* Bring it to me and place a single drop on my tongue, and within a few minutes, I should awaken from my stupor. Please make haste. I will reward you for your efforts, of course, and even cast your fortunes should you desire it. The reward and my castings will not be forthcoming until I regain consciousness, however. * (Something about "picking Guthewulfe's pockets as you did mine," looks like it was scrawled here, but it looks like Valin had second thoughts and scratched it out.) Weight: 0 lb. 11KEYWW2 Weeping Widow Key This small iron key unlocks the upstairs room in the Weeping Widow Inn. Weight: 0 lb. 11SCRLPS Phaen's Vellum Scroll This heavy vellum scroll has been rolled up and tied with a thin rag. It looks to be a spell scroll or protection scroll of some sort, but you've never seen anything like it before. It looks like it is activated simply by pulling the rag loose and unrolling the scroll. STATISTICS: Weight: 1 21GENWP Wood Planks This is a pile of wood planks. They may prove useful for something. Weight: 10 lb. 22KEYHG1 Highland Gate Key This is a plain iron key. It unlocks the highland gate in Shaengarne Woods. Weight: 0 lb. 30BSTONE Black Ward Stone This small stone disk looks to be fashioned of some sort of igneous rock. Its smooth black surface contains a single etched glyph on each side. Weight: 1 lb. 30GENTB Tamjan's Bracers Debris This pile of torn leather and crumpled metal is all that remains of Tamjan's bracers. The battle must have been too much for them. Weight: 5 lb. 30ISTONE Iron Ward Stone This small disk is made of poorly smelt iron and contains many imperfections. Its rough surface contains a single etched glyph on each side. Weight: 3 lb. 30KEYDGU Door Guard's Key This fairly standard looking key was recovered from a hobgoblin. He was stationed near the barred iron door at the entrance to the Goblin Warrens. Weight: 0 lb. 30KEYWAR Warren Key This large key was recovered from the body of an Orc Shaman near the Horde Fortress. Although roughly hewn, it appears to fit a very intricate lock. Weight: 0 lb. 30SSTONE Silvered Ward Stone This small stone disk is made of a greenish sandstone. Carved into its surface on each side is a glyph which has been inlaid with silver. Weight: 1 lb. 30WSPIDQ Wooly Spider Queen Body The body of the Wooly Spider Queen. Weight: 25 lb. 30WSPIDR Wooly Spider Body The body of a large wooly spider. Weight: 20 lb. 30YQMES Message to Yquog This is a hand written note, in a jagged freehand script. It does not look like any writing style or language you have ever seen before. However, the longer you look at the writing, the more uneasy you begin to feel. 31KEY01 Key A small iron key. Weight: 0 lb. 40BOOKOS Oswald's Spellbook This loosely bound tome appears to be one of the many spellbooks belonging to Oswald Fiddlebender. It contains the enchantments and components necessary to cast his mending spell as follows: Components: Fresh spider silk (preferably extracted in the lab from a spider at the time of death) A bottle of thrym extract Belladonna paste (the belladonna plant *should* turn into paste when exposed to the thrym) A smidgen of iron ore (most normal weapons should do) One, no, make that TWO diamonds Some wood (but only if the ship is badly damaged) Assemble the components on the table in the airship, invoke the incantation, then wait a few days - results should be forthcoming. -Oswald (with invaluable assistance from Maralie). Weight: 1 lb. 40GENBE Belladonna This poisonous plant of the nightshade family has purple bell-shaped flowers, glossy black berries, and root and leaves that yield atropine. It is one of the components of Oswald's Mending spell. Weight: 0 lb. 40GENCY Captain Yurst's Note This rough and uneven message was written on a torn piece of cloth in what appears to be human blood: Comrade, Despite your valiant efforts, I still feel myself slipping away, but wanted to use my last breath to record my thoughts before they were lost forever - I fear some of my wounds are so severe they refuse to heal. As mentioned, the rangers and druids living here have littered these foothills with traps - I heard some of those murderous giants complaining about them, but I know not why. The only other thing I've heard is that something called Andorahas a magical barrier that's flawed in such a way as to allow safe passage to any creature that can resist Auril's breath - some of my gear may assist you in that regard. Lastly, if I could be so bold as to make one last request, it would be thus: AVENGE ME... Your friend eternally, Ca - Captain Y- Weight: 0 lb. 40GENON Oswald's Goodbye Note This thin piece of wood that you rescued from a mound of dust and debris contains a message to you from Oswald that's been seared into its surface: Traveling companions, Regrettably, I could not remain until we declared our farewells and bid each other pleasant journeys. Good Nathaniel was in a fretful hurry to warn the Ten-Towns about the peril they face at the hands of the Legion of the Chimera, so we took to the skies once able. I did, however, have time to quickly whip together a nice beverage - I hope you can make good use of it. Take care, my friends, and travel swifter than the wind! -Oswald. Weight: 0 lb. 40GENPWC Periapt of Wound Closure This magical stone looks exactly the same as the others of this ilk. The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally. STATISTICS: Special: While equipped it will prevent ongoing blood loss from weapons that cause the Wounding effect. Increased regeneration rate while equipped Weight: 1 40GENSS Fresh Spider Silk This filament appears to have been extracted from a fresh spider. It is one of the components of Oswald's Mending spell. Weight: 0 lb. 40GENWP Wood Pile This is a small pile of wood. It is one of the components of Oswald's Mending spell. Weight: 5 lb. 41AMULHS Aurilite Holy Symbol This medallion is made of pure ice and fashioned in the shape of Auril's emblem - a gray heraldic lozenge with a white border surrounding a white snowflake. STATISTICS: Weight: 1 lb. 41BOOKLJ High Priestess Lysara's Journal This journal, bound in exotic, jewel-encrusted leather and written with fine ink on parchment made from spider silk, reads as follows: Where to begin...? It hath been a tough life, to be sure - even from birth. Being part of conjoined triplets, separated at the brink of death, has its boons and banes - as does any aspect of life I suppose. I can hear my sisters' thoughts and feel their pain, but never have I known what it means to be alone - truly alone... Luskan was a gruff town - unforgiving, even if viewed in its best light. 'Tis certainly no place for three innocent, little women, but the bond we shared kept us together and alive. Our parents were never around - always chasing the latest job offer or most-favorable rumor just to make ends meet. With ruffians, bandits, and creatures of the night lurking in every shadowy corner, there were no individuals we could respect... except one - Lysan... Lysan, a priestess of Auril and fellow Luskanite, shone like a celestial beacon across a sea of eternal darkness, and became our idol and inspiration with little effort. Her goodwill and fortitude we adored - her adventurousness we admired. What greatness the four of us would hath achieved - how noble our exploits would hath been in spreading our seeds of compassion throughout the winter land, only to watch them blossom into flowers of love come spring! The goal was as clear as a crystal trapped within a drop of ice, until... Where was I when the news pierced our hearts like a javelin hurled from the Nine Hells Itself...? Lysan... poor, sweet Lysan was slaughtered, like a diseased goblin, in Kresselack's Tomb by a band of villains in heroes' clothing. Why?! Because of her beliefs?! Thirty years hath passed, yet the pain lingers. At that moment a new goal emerged - her path was now ours, and we immediately joined the church of Auril in town... Our ambition quickly dwarfed that small temple, so we headed east to join Auril's Breath in Glister. Ironically that congregation proved too large for us, so we headed north to establish a church of our own, as well as retrace the steps of our martyr, Lysan. Reinforcing our decision to travel north, we had also heard that the mysterious demon twins we knew of in Luskan were also in that area, so we undoubtedly had to see if those rumors were true... En route we stumbled upon an envoy from the Legion of the Chimera and were eventually led to Madae. Despite our humanity, the four of us became instant, though reserved, friends, and 'twas soon obvious that her wants, needs, and desires complimented our own... The deal was simple - if we guarded the Western Pass against reinforcements to the Ten-Towns, they would destroy Kuldahar and give us its precious Heartstone Gem. The pieces of our plan were falling into place - all we needed was the right time to seal them together... That time came during our Coming Storm festival when my sisters and I led our newly formed congregation of one hundred strong in a prayer so profound, Auril Herself blessed us with Her embrace. The glacier was thus born. All that remained was the temple's creation - *our* temple - which Nickademus, arch- architect, honored guest and former lover of Oria accomplished with impressive speed and skill... What an oddity - this temple of his. Even *I* get lost from time to time. The dais is an interesting concept, but why must I turn it left north, then right all the way around again just to unleash the abishai to do my bidding? Still, no effort is too great in pleasing Great Auril by sacrificing prisoners to her to keep the glacier from melting... Time is short, so the painting - though it seems to possess a mind of its own - is useful when I must quickly cleanse myself before speaking to the Frostmaiden... The prism is a dangerous device, but what Lady Sherincal wants she gets - still, it keeps prying eyes away from Mother Winter and our treasury, so perchance I judge it too harshly... Oria's Game Room is a waste of time to me - I hath no time for meaningless combat and see no reason to enter the ethereal realm while confined to its limited boundary. And *why* Nickademus would install a Mirror of Life Trapping eludes all logic and common sense...! Nickademus... I wish I could trust him - he does not walk our path. For his sake, I hope he does not betray us again... Weight: 5 lb. 41GENIN Note To Lord Brisbaine This carefully written note reads as follows: Lord Brisbaine: My assistant, Nathaniel, has not returned from the Western Pass. From what we've observed the situation worsens by the hour there, and we fear he may've been captured. Your task is to find him and escort him back to Kuldahar. The best of luck to you and the hearty band of adventurers you call Talisman. In faith, -Iselore Weight: 0 lb. 41GENML Note From The Master Of Locks This hastily written and partially concealed note, written by someone called The Master Of Locks, reads as follows: To whom it may concern, Beware of this temple! She's filled with all manners of tricks, traps, and temptations that'll make your head spin one way and your neck another! It's enough to drive a mad man sane! In fact, one of these little niceties is a dais High Priestess Lysara uses in that ritual of hers - not sure what that ritual is, but I bet I'll soon find out! Oh yes - the dais... so far I've found that it can be rotated clockwise by pushing on its right side, and rotated the opposite direction by pushing on its left. Unfortunately I'll need to sneak away a few more times to figure out what in Nine Hells that maddening thing actually does! Weight: 0 lb. 41GENOR Oria's Note It's difficult to tell but this badly burned note was carefully written on a piece of fine parchment. It reads as follows: Thagro: Once you've read this message distribute it to your workers: The queen has been acting strangely as of late - I believe her mating season may be approaching. Ergo, from now on keep all males away from her until further notice. Have her guard the blockade if you'd like. Regarding the males, keep training them to dig through the ice. We'll need to excavate larger areas while Nickademus regains his strength so he can build Legionnaire outposts. Always remember to keep them well rested and well fed; otherwise they'll be useless to us, and may pose a serious threat. Feel free to train one of them to attack or follow you if you feel in need of protection. Furthermore, my DELICATE crystal golems are rather expensive and are NOT sources of your amusement! If I catch ANY of your frosttouches launching rocks at them again you'll have to answer to me personally! One last thing - stay alert! According to Sherincal, those Malarite bastards failed us at Shaengarne River, so opposition may strike at any moment. In Auril's name, Oria. Weight: 0 lb. 41GENRP Rock Pile This pile of rocks is used in a deadfall trap to inflict severe crushing damage on the victims below. Weight: 10 lb. 41GENZB Zack BoosenBurry's Note Someone with small fingers hastily wrote this note. It reads as follows: Help - stuck - dark - can't get out! Z... a... c... k Weight: 0 lb. 41HBAGNA Nathaniel's Bag Of Holding As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet in 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. This bag of holding has the word "Nathaniel" stitched into one side of it. STATISTICS: Weight: 35 lb. 41HFRGRA Nathaniel's Ring of the Ram This ring has been slightly modified by Nathaniel from Kuldahar. Its wearer can use it to cast one of the following spells once per day: STATISTICS: Can cast the spell Confusion 1/day Can cast the spell Holy Power 1/day Can Cast the spell Shout 1/day Weight: 0 lb. 41KEYCT High Priestess Cathin's Temple Key This elaborate key made of enchanted ice belongs to Aurilite High Priestess Cathin. Weight: 0 lb. 41KEYLT High Priestess Lysara's Temple Key This elaborate key made of enchanted ice belongs to Aurilite High Priestess Lysara. Weight: 0 lb. 41KEYOT High Priestess Oria's Temple Key This elaborate key made of enchanted ice belongs to Aurilite High Priestess Oria. Weight: 0 lb. 41RINGRA Nathaniel's Ring of the Ram This ring has been slightly modified by Nathaniel from Kuldahar. Its wearer can use it to cast one of the following spells once per day: STATISTICS: Can cast the spell Knock 1/day Can cast the spell Bull's Strength 1/day Can Cast the spell Alicorn Lance 1/day Weight: 0 lb. 41ROBEAC Aurilite Ceremonial Robe This robe, worn by the priests and priestesses of Auril, is ice-white in color with blue piping, and cinched at the waist by a very wide silver belt. 50BOOK88 Thvara's Journal This small book is the journal of Thvara Baelm, a cleric of Auril. This must be the most recent of several journals, as only a few pages in the beginning are filled out. It recounts how Cathin, the priestess in charge of the clerics of the ice temple, sent Thvara to the Ice Lakes to gather whatever Auril-fearing barbarians she could. The barbarians were to serve as additional troops to man the glacier wall as well as live sacrifices to Auril, should the priestesses start running low on warm bodies. Weight: 2 lb. 50GENAD Avarine Decanter The avarine decanter is the prison - or perhaps merely the home - of Bashshar al Rachid, likely the wealthiest djinni in all of Toril. His greed and arrogance are legendary; adventurers have been known to receive aid from the djinni... but always at a price. The decanter is crafted of blue, translucent glass as hard as hammered mithril; its lower half resembles the dour face of Bashshar al Rachid himself. Weight: 1 lb. 50GENDH Drinking Horn This majestic drinking horn is sheathed in intricately carved gold and studded with blue-white semi-precious stones. Weight: 1 lb. 50GENFRO Frostrose This rare herb appears as a single, fragile stem with a small bud that peeks above the snow. When it blooms, the tiny flower is a brilliant scarlet. Weight: 0 lb. 50GENFWR Fell Wood Remains These are the remains of the Fell Wood dead, released from their torment when you destroyed the will o-wisps that lured them all to their deaths. Weight: 5 lb. 50GENID Avarine Decanter The avarine decanter is the prison - or perhaps merely the home - of Bashshar al Rachid, likely the wealthiest djinni in all of Toril. His greed and arrogance are legendary; adventurers have been known to receive aid from the djinni... but always at a price. The decanter is crafted of blue, translucent glass as hard as hammered mithril; its lower half resembles the dour face of Bashshar al Rachid himself. Weight: 1 lb. 50MISC38 Hemp Rope This is fifty feet of strong hemp rope. Weight: 10 lb. 50POTN56 Venla's Medicine This potent herbal remedy's most powerful ingredient is the extract of frostrose that you found for Venla. When wholly consumed, this potion restores 9 hit points to the person and removes all traces of poison or disease. STATISTICS: Removes poison and disease Weight: 1 lb. 51KEYDU Duergar Key This heavy key appears to be forged of gray steel. Weight: 1 lb. 51KEYRG Raven Gate Key This black iron key is emblazoned with the symbol of a stylized raven. Weight: 0 lb. 51MISC39 Mining Tools A set of mining tools - pick, shovel, and so on - that allows one to burrow through earth and stone. Weight: 10 lb. 52GENDOL Dolon's Letters This is a set of letters to the Legion of the Chimera envoy Dolon Daemba, each marked with the Legion's seal. One of them refers to a plot to disrupt the monastery's activities by turning Aruma Blane, the standing archimandrite, against Ormis Dohor, the current archimandrite who is now away visiting the Legion of the Chimera capitol at the Severed Hand. When Ormis refused to side with the Legion of the Chimera, Dolon was commanded to seduce and corrupt Aruma and then see to it that the monastery kept out of the Legion's affairs. Weight: 0 lb. 52KEYDC Dolon's Chamber Key This black iron key is emblazoned with the symbol of a stylized raven. Weight: 0 lb. 52KEYRT Raven Tomb Key This black iron key is emblazoned with the symbol of a stylized raven. Weight: 0 52KEYST Storeroom Key This key opens the storeroom on the first level of the Black Raven Monastery. Weight: 0 lb. 52RINGNO Nonin's Ring This gold ring is set with a small ruby. The initials "NN" are carved on its inner surface. Weight: 0 lb. 53MISCIG Sanguis Anima This vial holds a single dose of the magical Sanguis Anima - a fluid necessary in the animation of an enhanced flesh golem - that you made in Imphraili's alchemical laboratory. Weight: 1 lb. 53MISCIM Vial of Silvery Fluid This vial holds strange substance with the appearance of liquid webbing and molten metal. The viscous liquid does not give off any heat. Weight: 1 lb. 53MISCIS Vial of Spores This vial holds a large number of mushroom spores, most likely gathered from the giant fungi that grow in abundance throughout these caverns. Weight: 1 lb. 53MISCIV Conversion Poison This vial holds the enchanted conversion poison that you concocted specifically to destroy the Viciscamera. Weight: 1 lb. 60CLCKIR Initiates Robe This voluminous white robe is lined with green silk. The hems bear silver snakes crawling along the edges of the fabric. The folds of the robe and cowl are so large and bulky that they conceal almost every feature of the wearer. Even close visual inspection would be unlikely to penetrate the obfuscating properties of the garment. If one wished to use these robes as a disguise, it looks like they could... provided that all the wearer's companions were similarly cloaked. STATISTICS: Disguises wearer Weight: 3 lb. 60GENVH Visions of Hierpherus Hiepherus Note: This scrap of parchment, burned around the edges and smelling faintly of bloodweed incense, seems to be a daily log of some sort: - - - The visions began when I pledged Bane's strength to Isair and Madae, and I now know Bane has placed a test before me - to test my devotion to his cause against my service to the Legion of the Chimera. Could it be he thinks I hold Isair and Madae's words with more weight than his doctrines...? I MUST prove him wrong. The visions show an ancient blade that has slain six... six companions of vile hearts who were once in Bane's service in the distant past. The six were known as the Lost Followers, and from what I can see in my visions, they now lie in screaming prisons upon the Ethereal Plane. If they are to be set free, the blade MUST be recovered and destroyed... if I cannot find it, then I fear I shall join them in their undead prisons. - - - I have come to the glen shown to me in the visions, but the accursed blade that murdered the Lost Followers eludes me! Something within Kuldahar is preventing my scrying efforts, and without the visions to guide me, I cannot hope to recover the consecration medallion and tear the blade from the graves within the Glen... whichever damned one it is! Give me something to KILL as my challenge, not this endless hunting and searching, and I will prove that I serve Bane's will! - - - In a fit of rage, I have raised many dead in the Glen to do my will and used my powers to tear answers from them, but of the blade and the medallion's fate, the dead know *nothing*... but speak much of the serpents that have passed through the valley of late. Could it be that somehow Cedra or one of her half-breed minions secured the medallion and even now hold it in one of their chambers, unaware of its true purpose?! If so, I may need to wrest it from them by force... which would break my allegiance to the Chimera and destroy everything that we have worked for. Is it Bane's will that the Chimera's spine be broken? But the potential of their strength... allied with Bane, of course... would bring the North and the lands beyond to its knees! The elves, dwarves, humans, all crushed, burned, their ashes scattered to the winds! But, I must be mindful - the will of the Black Lord is not for me to question... or to know. - - - It has been many days, and I have sent the dead into the Valley to slay whatever humans they can find. Yet... with every day that passes in the Glen, I can feel the presence of the Lost Followers, clawing at the material plane, waiting to be freed. I fear that simply finding the blade will bring them howling to this place... and they may be beyond all reason when they are summoned. If so, then I had best have Bane's protections about me, or else the Six will level Kuldahar and the lands around in revenge for dying at the blade's hands. I may be forced to destroy them against my Lord's will. Could that be my challenge? Whatever the reason, I MUST find the blade, and find it soon, before its powers are unearthed by one who stands against the Legion of the Chimera... and Bane... and if the blade should find its way into the hands of a holy warrior, then ALL is lost. Blood in the Black Lord's name, Hiepherus, D- * *You notice that where the title "Dreadmaster of Bane" would be next to Hiepherus' name, the parchment has been blackened to ash, as if it was held over a candle... or exposed to the far-seeing eye of Bane's disfavor. Weight: 0 lb. 60HEART1 60HEART2 60HEART3 60HEART4 60HEART5 60HEART6 60HEART7 60HEART8 Desiccated Heart This brownish-red lump of hard flesh appears to be a human heart. Though the muscle is tight and dry, it does not appear to have decayed. Magical or alchemical means may have been used to preserve the object. Weight: 0 lb. 60KEY Key This crude looking key bears numberous scratch marks around its edges. It looks like it's intended for a jail or watchtower. Weight: 0 lb. 60STELE1 60STELE2 60STELE3 60STELE4 60STELE5 Religious Stele This stout pillar of stone is separated into short cylinders bearing religious writing. The object appears to be ancient, commemorating the imprisonment of some powerful beast. The beast itself is represented symbolically. Perhaps the makers of this object feared to inscribe the image of the creature they had subdued. Weight: 0 lb. 61AMULLF Medallion of the Lost Followers Perhaps the yuan-ti did not know what they held in depths of Dragon's Eye, but simply holding this item reveals its long history to you, and its saga is a long and bloody one indeed. One only needs to hold the medallion close to them, close their eyes and concentrate upon it, and the chronicle of the medallion scrolls through your mind. This notched stone was once set into the pommel of the ancient blade Cera Sumat, a Holy Avenger wielded by old Duke Kholsa Ehld as he walked upon the path of the Lost Followers, challenging them to answer for their crimes in the Barbed Kingdom. Inscribed upon the stone is the chronicle of his search for the six Lost Followers, and the circumstances surrounding their deaths. The medallion tells of the six: Ehld met Inhein-Who-Was-Taken as she slept beneath the earth on the Battle of Bones and asked her to follow him to the Barbed Kingdom to be judged. Her laughter was a storm of bladed whispers, and she cursed the old man, hurling spells of death and flame upon him... she surrounded herself with mighty magics and swirling blades, daring the old man to come close, but he simply bowed his head and took shelter within the spiritual shield of his holy blade. In fury, she risked much and began to raise the dead from the Battle of Bones to destroy the Duke, but the shield around him prevented them from getting close. The undead, furious at their summoner for putting them to an impossible task, turned upon their mistress and tore her apart. Ehld took what was left in a small metal cask and took it to the highest hill at daybreak, and let the sun shine down upon Inhein's remains until they were dust. Broken Khree, one of the only monks to fight the Black Raven in combat and survive with only his legs shattered and his jaw splintered, was the next of the six, and he was not hard to find. He had gathered together a band of slaves captured from a number of small farming hamlets and had them build a temple in Bane's name. Khree was a master of unarmed combat, with eyes and reflexes so quick that he could dodge most missiles and spells before they stood a chance of touching him - and he had sent many archers and mages to their graves. In hand to hand combat, he was a terror, for his bones and body were one with the elements, ignoring fire, cold, lightning, and weather's other displeasures, and while his skin could be stabbed or cut, his bones had the strength of the earth about them, preventing them from being broken or crushed by all but the most powerful of attacks. Ehld knew this, and when he found the bloody monk, the two traded no words, but attacked each other immediately. It was all Ehld could do to dodge Khree's attacks, but in a dangerous stratagem, Ehld tricked Khree into collapsing the newly-erected temple of Bane around them, causing Khree's arms to become pinned by the falling masonry. The monk died as the falling crossbeams of the temple pierced his chest, and in the last minute of his life, he spat his defiance against Ehld and told him he would fight his way back from death to destroy him. Kaervas Death's Head was the lord of an empire deep within the earth, and he sat upon his lava-red throne of rock and lava, his skin so thick with calluses and black enchantments that no mortal weapon could pierce or cut it. Ehld traveled many leagues beneath the surface of Faerun and demanded an audience with the black rock king. Kaervas, amused by the old human's challenge, agreed to fight him, but found Ehld's strength and holy avenger an equal match for his strength and skill. Finding it almost impossible to strike a mortal blow against Kaervas with even his holy avenger, Ehld parried one of Kaervas' strikes and turned the momentum of Kaervas' own axe back on its owner, causing the blunt end of his mighty axe to sink into the dwarf's skull, splintering the bone beneath the skin into fragments. The Duergar allowed the human who had slain their king to leave unmolested, and they sealed Kaervas' body in the throne room where he died. Atalaclys the Lost traveled upon the great sands of Anarouch, hoping to unearth some of the ancient magics buried within the desert to stave off the rotting disease which had claimed him. Ehld tracked him down through the shifting desert, meeting him in the sandy square of a dead town. With no living creature as their witness, the two of them fought for days, spell against blade for days, until at the height of the fourth day, Atalaclys's rotting throat cracked in the desert heat. Unable to utter a spell to carry him away, Ehld left him in the desert, where his corpse lay, fed upon the flies and beetles of Anarouch. Jaiger of the Fanged Season had once been one of four Uthgart brothers whose father had blessed each of them with a binding of the elements. Jaiger had been bound to the Elemental Plane of Air, and such was his power that he could harness the wind to pull his bowstring - and cause the missiles and spells of his enemies to go astray. Jaiger was serving as a mercenary in one of the many southern kingdoms, his bow firing out a stream of arrows so fast and sure that he was said to bring a Rain of Death wherever he traveled. Ehld found the toothless barbarian within the brothels of a southern port, half-drunk and belligerent. When confronted, Jaiger was too deep in his cups to realize who Ehld was, and once it suddenly sunk in the old man had come to capture him, Jaiger tried to fight back with his bow - only to find it much more difficult to fire with his opponent standing almost on top of him than it was when the opponent was a horizon's distance away. Although Jaiger sunk many arrows into his opponent, Ehld was able to best him with a whirling strike that severed Jaiger's bow... and the barbarian's throat. Veddion Kairne, the Hunched Lord, was the last and most difficult of Ehld's challenges. Kairne was said to be the spawn of a storm giant and a demon, combining the great strength of his father with the cunning and bloodthirstiness of his mother. No fork of lightning could touch him, no fire could burn him, and it was said that he bathed in acid and frost as if it were water. The two bloods coursing through him had given him a tremendous resistance to magic, but it prevented him from using magic himself, forcing him to walk the face of Faerun whenever he wished to travel the land. Instead of awaiting his death, however, he sought out Ehld as he was traveling upon the Spine of the World Mountains and tasked the old paladin with proving him guilty of the slaughter in the Barbed Kingdom. The two of them dueled with words for many hours atop the Spine of the World Mountains until Ehld finally tricked Kairne into admitting his guilt... and the Hunched Lord laughed and their battle begin. Hurling jagged boulders at the elderly warrior, Kairne buried Ehld under an ever-growing mountain of rubble, then lifted up his hammer to drive the tombstone into the makeshift cairn around the old warrior... only to have the cairn collapse beneath him, causing an avalanche and crushing him beneath its great weight. Ehld, who had been crouching within the cairn and using his sword as a brace against the precarious balance of rocks, had slipped free and let weight and gravity take their course. With Kairne, the last of the six had been silenced, and Ehld returned home to his Queen. When he arrived in the court of the Barbed Kingdom, Ehld detached the medallion from the pommel of his Holy Avenger and gave it to his Queen to wear as a reminder of the many evils of the world... but if one's heart is true and one's path is righteous, one may triumph against any number of evils. If this medallion could somehow be brought to the resting place of Ehld's Holy Avenger, the blade will rise from the ground, ready to be taken up against the forces of evil once again. Weight: 0 lb. 61GENDN D'hey-jazerrion's Notes This long scroll of parchment contains the alchemical notes of D'hey-jazerrion. The notes are quite extensive, but there are four items of interest: - D'hey-jazerrion seems to have had some recent trouble restoring the lever in the southern section of the ziggurat chamber, which is vital to all the alchemical operations below. There is some indication that he intends to return soon to fix it, and it looks like he is the only one who can. There haven't been any notes made in the past few days, so he may be due back soon... it looks like all one can do is wait for him to return to fix the lever. - D'hey-jazerrion has numerous notes on the creation of "wyvern poison," and the process appears simple enough for even an unskilled alchemist to perform. Take a wyvern's stinger, lay it upon the westernmost bench in the lab, then proceed to the lever (mentioned above) south of the ziggurat in the chamber north of the lab. From there, simply pulling the lever will cause the stinger's venom to be distilled into the various beakers in the lab. After half a minute, the procedure will finish and the alchemist can unlock the distiller with the lever - if the lever is not unlocked, green lights (signifying the distillation procedure is still active) will flash around the tables, and the labs cannot be accessed. When the process is complete, every stinger placed upon the bench should be distilled into a bottle of wyvern poison. D'hey-jazerrion appears to perform this process frequently... but there is no mention of why he does this. - The notes also contain a great deal of D'hey-jazerrion's schedule. Apparently, he is not always within the lab, and he prefers to let some of his mixtures sit for several days to ensure their purity, whether they need it or not. - Most interesting is the steps required to create the yuan-ti histachii, or "brood guards." The majority of the steps detail the creation of a histachii brew that transforms a humanoid into the creature. With these notes, a skilled alchemist could perform the procedure in the lab where they were found. The alchemist would have to execute the operation themselves to ensure the reagents are pure, but the procedure is quite simple. Mandrake root must be placed on a prepared distilling table (which, according to the notes, seems to be the easternmost table in the center of the lab - it should already have a number of histachii potions on it). Once that has been done, the alchemist must pull the lever (mentioned above) in the southern part of the ziggurat chamber that lies north of the lab to activate the distiller. After half a minute, the procedure will finish and the alchemist can unlock the distiller with the lever. The histachii brew can then be removed from the table. Because only a portion of the mandrake is used, a single sample can create many fully potent brews. NOTE: While distilling the wyvern poison can be done with no training, only a character possessing these notes and above a 15 Alchemy skill can successfully distill the histachii brew; otherwise the player must enlist the services of someone skilled with the procedure to distill the brew... either by intimidating or tricking them. It also looks like the lever in the ziggurat chamber to the north must wait for D'hey-jazzerion to return to fix it before any of the alchemical processes can take place. Weight: 0 lb. 61GENMM Modified Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. Nheero Fhutma has carefully grown and cultivated this plant in such a way as to render its natural toxicity almost nonexistent. If eaten the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 1/- Slashing Resistance Resistance: 1/- Bludgeoning Resistance Resistance: 1/- Piercing Resistance Resistance: 1/- Missile Resistance Resistance: 1/- Poison Resistance Weight: 0 lb. 61GENMR Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. If eaten and a Fortitude save is failed, the victim will lapse into a coma for one turn. If the saving throw is successful, the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 1/- Slashing Resistance Resistance: 1/- Bludgeoning Resistance Resistance: 1/- Piercing Resistance Resistance: 1/- Missile Resistance Resistance: 1/- Poison Resistance Weight: 0 lb. 61GENWP Wyvern Poison This bottle contains the unspent poison that has been extracted from a wyvern's stinger. With the proper equipment, this contagion could be used to anoint a dagger or longsword, or in the construction of an antidote or potion of delay poison. Weight: 1 lb. 61HFDGWS Wyvern Stinger This sharp organ was once connected to a wyvern's poison gland. It contains a small amount of unspent poison that could be safely extracted with the proper equipment. It can also be wielded as a weapon. STATISTICS: Damage: 1d4 Damage Type: Piercing Special: Venom: 99% chance of +8 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 61HFGNMM Modified Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. Nheero Fhutma has carefully grown and cultivated this plant in such a way as to render its natural toxicity almost nonexistent. If eaten the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 2/- Slashing Resistance Resistance: 2/- Bludgeoning Resistance Resistance: 2/- Piercing Resistance Resistance: 2/- Missile Resistance Resistance: 2/- Poison Resistance Resistance: 2/- Acid Resistance Resistance: 2/- Fire Resistance Resistance: 2/- Electrical Resistance Resistance: 2/- Magic Resistance Weight: 0 lb. 61HFGNMR Mandrake Root This herb is a member of the nightshade family and has ovate leaves, yellowish or purple flowers, and a large forked root traditionally credited with human attributes. If eaten and a Fortitude save is failed, the victim will lapse into a coma and die in one turn. If the saving throw is successful, the consumer will receive the following effects for one turn, after which their body will succumb to intense weakness and fatigue until rested. Each cutting of the root may only be used once in this manner. STATISTICS: User becomes intoxicated Resistance: 2/- Slashing Resistance Resistance: 2/- Bludgeoning Resistance Resistance: 2/- Piercing Resistance Resistance: 2/- Missile Resistance Resistance: 2/- Poison Resistance Resistance: 2/- Acid Resistance Resistance: 2/- Fire Resistance Resistance: 2/- Electrical Resistance Resistance: 2/- Magic Resistance Weight: 0 lb. 62GENHW Vial of Elven Holy Water An elaborately decorated vial of elven holy water. Weight: 0 lb. 62KEYBC Orc Encampment Bone Key A simple bone key. Weight: 0 lb. 63AMULIS Ilmater Holy Symbol This amulet has a dull, unimpressive chain attached to a fist-sized steel pendant. On the pendant is the engraving of two hands bound together by a red cord - the only actual color on the amulet. Weight: 1 lb. 63AMULIX Iyachtu Xvim Holy Symbol This amulet has a barbed, black metal chain attached to a fist-sized, hand- shaped, obsidian pendant. Two green, glowing, hateful looking eyes contrast the endless blackness of the pendant's face. Weight: 1 lb. 63GENAP Altered Severed Hand Plans These are detailed construction plans for renovations to the first floor of the Severed Hand. They have been magically altered by Kav Lathram to remove one of the bedroom suites. Weight: 0 lb. 63GENBA Bonding Agent This small vial contains a clear viscous liquid. A bonding agent is used to force reagents that normally would not mix to bond and form a potion or a poison. Weight: 1 lb. 63GENBF Bonds of the Faithful These red straps, or bonds, are generally worn by Ilmater clerics around their wrists as a symbol of their devotion. Weight: 0 lb. 63GENCF Bundle of *Create Food* Scrolls A bundle of what looks like a dozen *Create Food* magical scrolls. Weight: 2 lb. 63GENCL Holy Water of Corellon Larethian This is a vial of water blessed by Corellon Larethian, ruler of the elven pantheon. Weight: 1 lb. 63GENDB Demon's Blood This small vial contains demon's blood. Such reagents are often used in the creation of unusual potions or poisons. Weight: 1 lb. 63GENDP Severed Hand Delegate Pass This diplomatic pass is normally given to those who are invited to Severed Hand and would like safe, unquestioned access to most of the areas in the facility - except those areas that are strictly forbidden to visitors not affiliated to the Legion of the Chimera. Weight: 0 lb. 63GENHP Severed Hand Plans These are detailed construction plans for renovations to the first floor of the Severed Hand. Weight: 0 lb. 63GENLB Larrel's Bones These are the remains of Larrel, elven mage of the Hand of the Seldarine (now known as the Severed Hand). Larrel was given the duty of protecting the Hand from an invading orcish horde. In the final moments of battle, as enemy forces began to overrun the fortress, all appeared lost. Out of desperation, Larrel attempted to cast a mythal of protection. Unfortunately, the spell failed with catastrophic results. Enemy and defender alike were warped into undead, Larrel himself transforming into a baelnorn. Eventually Larrel and his brethren were laid to rest. Larrel was forgiven his transgression by Labelas Enoreth, elven god of longevity and time, and at last received peace. As his spirit left to travel to Arvandor, his physical form crumbled to dust and bone. Weight: 10 lb. 63GENLP Lethal Virulent Poison This small vial contains a sickly green liquid. It smells horrid and is quite deadly. The poison must be ingested to be effective. Weight: 1 lb. 63GENMA Monk's Antidote This small, glass bottle contains the antidote to transform the imprisoned monk, Ormis Dohor, back into his natural form. Weight: 1 63GENMC Potion of Mental Clarity This small vial contains a clear viscous liquid. Weight: 1 lb. 63GENNG Note to Guards This is a hand written note, in a flowing freehand script. It reads as follows: "Zigma, You worthless worm, read well what I have written here. I've been approached by her ladyship and told of a group of adventurers on their way to the Hand. They're not to be allowed entry under any circumstances. Understand? No one gets in under any circumstances! Furthermore, you're to call a meeting of all the lieutenants. Be sure to give them the description of the adventurers, and put the fortress on alert. Oh, and while you're at it, call out all additional guards, including the reserves. Fifty soldiers should be able to handle a group of wannabe heroes. You screw this up, worm, and it's your arse, not mine. I'll personally hand you to her ladyship on a platter. You got that? Pudu Captain of the Guard Weight: 0 lb. 63GENSP Virulent Sleeping Poison This small vial contains a milky white liquid. Anyone ingesting this poison will sleep the sleep of the dead. However, the victim should eventually awaken with little or no ill effects. Weight: 1 lb. 63GENTB Tainted Demon's Blood This small vial contains impure demon's blood. Such reagents are often used in the creation of unusual potions or poisons. Weight: 1 lb. 63GENTS Tears of Suffering These are the tears from one of the Severed Hand slaves. Weight: 0 lb. 63GENVA Virulent Agent This small vial contains a reagent often used in the creation of fast acting poisons. Weight: 1 lb. 63KEYCP Captain Pudu's Key This copper plated key belongs to the Captain of the Guard, Captain Pudu, and is the only key that opens the gate that allows access to the landing pad on top of the War Tower. Weight: 0 lb. 63KEYWT War Tower Prison Key This common steel key belongs to the large orog captain and is used to open the jail cells in the War Tower. Weight: 0 lb. 63RINGRS Ring of Nourishment This ring continually provides its wearer with life-sustaining nourishment. This alleviates the need for the wearer to eat or drink to remain healthy. Weight: 0 lb. 67GENSN Stubnok's Note This is a hand written note, in a flowing freehand script. It reads as follows: "Stubnok, I know your tiny brain has trouble with the written word, so I'll keep this brief. I am entertaining a lady friend of mine on the top floor of the Officer Tower. I am not to be disturbed, unless it is an emergency. If I deem it not an emergency, I'll see to it that you are flensed, and your useless remains given to the lemurs. Pudu Captain of the Guard p.s. And I will never let you have the key to the gate that leads to the War Tower aerie. You are too stupid, and I hate you. Weight: 0 lb. FSEEDS Fire Seeds Created through the Fire Seeds spell, these innocuous seeds are imbued with explosive fiery magic. STATISTICS: When thrown, all creatures within 5 feet of the point of impact take 5d8 points of damage, with a saving throw for half damage. GBERRY GOODBER Goodberry Created by the Goodberry spell, these simple looking blueberries will heal five points of damage for each bunch of berries eaten. MISC07 Gold Gold is the standard of currency, commonly called Golden Lions throughout the Realms, though only the Cormyan coins carry the figure of the lion on the coin (Sembian gold coin designs vary from year to year but always retain a five- sided shape). The most common in the southern regions are the Amnite danter, though there are a number of other golder coins from Tethyr and Thay, as well as a number of private mints (including some adventuring parties). SUPASTAF Acorns =============================================================================== Plate Armor =============================================================================== 00HFCNML Mercenary's End This armor was worn by the commander of a mercenary company called the Silver Band who was driven from the Ten-Towns after a fierce debate on the merits of their weapon skills (and the amount of gold that would change hands in order to see these weapon skills in combat). The commander apparently was killed in a drunken brawl by a warrior with a bizarre title before the rest of his band fled south, and this armor was taken by the local authorities in Bryn Shander. It was since released and has passed through the hands of several merchants in the far north. This armor is valued in the far north due to its ability to protect the wielder from the elements as well as being light enough to allow for greater freedom of movement. Furthermore, the wearer of this armor never tires or becomes exhausted, and he can dispel exhaustion from his entire party once per day. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Special: Resistance: 2/- Cold Resistance Resistance: 2/- Fire Resistance Dispel Party Fatigue once per day Light Weight: Armor weighs 1/4th its normal weight Weight: 10 lb. 00HIDE03 Coral Plate Armor Coral plate armor is used almost exclusively by sahuagin. It is constructed of shark skin with hard coral plates at the shoulders, chest, and wrist. It is the equivalent of splint mail armor in protection. However, it also adds a bonus of +15% to acid and fire resistances The armor is heavy, not very supple, and feels very constrictive when used by non-aquatic creatures. STATISTICS: Medium Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Special: +15% Fire Resistance +15% Acid Resistance -2 to Dexterity Weight: 50 lb. 00HIDE04 Umber Hulk Plate The hard plates that protect umber hulks are reasonably easy to craft into humanoid armor. This dark suit of armor was fashioned into plate mail by duergar smiths. The dark dwarves, skilled in handling umber hulk exoskeletons, cured and reinforced the armor. Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Special: +1 vs. Slashing Weapons Weight: 40 lb. 00PLAT01 Half-plate Armor This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 50 lb. 00PLAT02 Plate Mail +1 This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. In addition, this suit of half-plate mail is enchanted and gives additional bonuses to the wearer's armor class. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Weight: 40 lb. 00PLAT03 Mithral Field Plate Armor +2 Field plate is actually a more commonly used form of full plate armor. It consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. This suit is made of mithral and has been magically enhanced for added protection and durability. STATISTICS: Medium Armor Armor Bonus: +10 Max Dex Bonus: +2 Armor Check Penalty: -4 Arcane Spell Failure: 30% Weight: 25 lb. 00PLAT04 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: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Weight: 45 lb. 00PLAT10 1/4 Weight Half-plate Mail This half-plate armor is fashioned from strips of cured Boring Beetle Shell. It is extremely lightweight. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -7 Arcane Spell Failure: 40% Weight: 12 lb. 00PLAT11 1/4 Weight Field Plate Field plate is actually a more commonly used form of full plate armor. It consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. This particular set of armor has been carefully fashioned from cured Boring Beetle Shell. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Weight: 17 lb. 00PLAT12 1/4 Weight 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. This suit of armor appears to be fashioned from the shell of the Boring Beetle. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 35% Weight: 17 lb. 51HFPT10 Duergar-Forged Armor of Warding Duergar master artisans forged this armor of dull gray steel. Runes cunningly worked into its surface reflect spells as well as blows, and the armor weighs only half as much as a typical suit of plate mail. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Resistance: 5/- Magic Resistance Light Weight Weight: 20 lb. 51PLAT10 Armor of Warding STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Resistance: 2/- Magic Resistance Light Weight Weight: 20 lb. 60CHANGR Glacial Resilience Kyndor Icehammer was a mighty Dwarven warrior who loved the cold of the Dales. Not only did Kyndor call Icewind Dale his home, but he also had a special connection to the Dales - it was a part of him - not just a part of his body, but of his very soul. Kyndor was also a remarkable armor and weaponsmith. Everything he forged had some kind of connection to Icewind Dale. In fact, his very armor, forged by his own hands, seemed to have its own life, and that life was very protective of Kyndor. Often times, during battle, his armor seemed to harness the elements of the Dales and retaliate against Kyndor's attackers. Over time, Kyndor's armor attained the nickname of Glacial Resislience, due to the fact that all who wore the armor seemed as impenetrable as a glacier and just as deadly cold. STATISTICS: Heavy Armor Armor Bonus: +6 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 15% chance attacker suffers 1D6 cold damage per successful hit on wearer of Glacial Resilience (melee only) Weight: 40 lb. 60HFCNGR Glacial Storm STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 20% chance attacker suffers 2D6 cold damage per successful hit on wearer of Glacial Storm (melee only) Resistance: 2/- Cold Resistance Weight: 40 lb. 60CHANSA Sanctity Maya Selvinis was a solitary half-elf ranger who lived on the outskirts of Neverwinter. Feeling different and un-whole due to her breeding, she rarely had any interaction with other people except when she was summoned to aid in a crisis. Although she did not care for the company of others, she was more than eager to aid those in peril. However, after helping others, she would quickly return to her solitary ways, despite the general tolerance exhibited by the locals in Neverwinter. One special event that called for her ranger skills came and changed her life forever. An elderly female cleric of Eilistraee came to Maya and asked her aid in tracking down and destroying a demon that was tormenting her flock. Maya eagerly accepted the quest, put on her splint mail armor, secured her sword, and followed the cleric through the woods. After a day's travel, the cleric stopped at a small clearing between four towering trees. In the middle of the clearing was a small pond of water no wider than a yard. The cleric turned to Maya and said that the demon could be seen in the pond. Doubting, Maya approached the pond and peered in. The only thing Maya saw was her own reflection, and she stated that fact rather tersely to the cleric. The cleric smirked a bit and replied by saying that the demon was her reflection. In fact, the cleric pointed out that the demon was responsible for Maya's solitude and self-pity, and that the only one who was concerned about Maya's mixed breeding was Maya. Maya scoffed at the cleric, told her that she did not know what she was talking about, turned and started to head back in the direction they came. The cleric shouted back, which startled Maya, and declared that she understood more than Maya could ever know. It was at that point that the elderly cleric revealed herself to be Maya's mother. Maya again scoffed, stating that her mother died long ago. The cleric bowed her head and replied that yes, she did die, but that she was granted the grace of Eilistaee to seek out Maya and aid her - aid her in destroying the demon of self-pity and solitude. The cleric then went on to say that Maya would never find sanctuary by alienating herself from the company of others, but that sanctuary comes from within. Once Maya could accept who she was, what she was, and the fact that there were many out in the world like her and who were willing to embrace her, then sanctuary would follow her, always. Then, in a brief flash of light, the cleric was gone, leaving Maya to stew with the wisdom of the old cleric - her mother. Maya thought on what her mother said, and soon tried to implement her mother's wisdom. After a few months, Maya found her inner sanctuary, and became more powerful because of it. In fact, that power was also absorbed by her splint mail armor. All those who donned Maya's splint mail felt a peace flow through their being. People found their own personal sanctuary within that armor, which soon became known as Sanctity. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Spell Power: Can cast the spell Sanctuary once per day. Weight: 40 lb. 60HFCNSA Sanctity of Being STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Spell Power: Can cast the spell Sanctuary twice per day. Spellward: Immunity to Cloak of Fear, Horror and Charm Person spells Weight: 40 lb. 60CHANTM Armor of Tuqak Mauler A talented, gnome smith, who went by the name of Boopie Silvermallet, made this armor to the exacting specifications of a half-orc barbarian named Tuqak Mauler. Forged from the finest metals and enchanted with Boopie's secret recipe magics, Tuqak's new armor looked more like a museum showpiece rather than practical combat armor. The steel strips shone with a silver brilliance and each rivet sparkled like fresh cut diamonds. When Tuqak put the armor on, he immediately felt more vigorous and alive. Unfortunately for Tuqak, this new armor also made him overconfident, which summarily caused his demise in a later battle. So, wearer be warned - even though you feel like you can take on the world while wearing Tuqak's armor, you will still have to rely on combat skill to carry you through... alive. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Hit Point Bonus: +5 to Max Hit Points Weight: 40 lb. 60HFCNTM Armor of Tuqak Mauler the Fierce STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Hit Point Bonus: +15 to Max Hit Points Wearer is under the effects of the spell Death Ward Weight: 40 lb. 60PLATAA Aasimar's Aura Aasimars are direct offspring from a union between mortal and celestial minion. While normally carrying innate powers, it is not unusual for an Aasimar to don blessed armor. Such is the case for this unique armor known as Aasimar's Aura. The armor shimmers with a silvery glow and is adorned with exquisite blue etchings across the breast. One look at the armor and it is simple to see that it possesses powerful protections. Long ago, the Blood War between the Baazetu and the Tanar'ri spilled over to the material plane. Luckily for most of the world, the battle was far away from any major towns or cities. However, this was still no comfort for the Celestial beings that watched over the material plane. So, it was quickly decided to amass as many Celestial and Aasimar beings as possible and drive the Blood War back into its own abyssal planes. However, because of the great numbers of Tanar'ri and Baazetu, the Celestial beings permanently blessed all the Aasimars' armor with Protection from Evil. This spell allowed the Aasimars to get in close to the evil creatures without getting attacked. Once all the Aasimars were in position, the Celestials gave the order to attack, which completely surprised the hordes of Baazetu and Tanar'ri. The ensuing battle raged for days, with high casualties on both sides, but eventually the evil hordes were pushed back into their abyssal planes. As a result of the high Aasimar casualties, it was not uncommon for looters to take the armor off the dead. So, from time to time, a set of Aasimar's Aura will pop up in a shop, or on an adventurer who could afford the high purchase price. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Wearer is under the effect of the spell Protection from Evil Weight: 50 lb. 60HFPTAA Celestial Aura STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Wearer is under the effect of the 1st level Mage spell Protection from Evil Resistance: 20/- Fire Resistance Saving Throw Bonus: +5 to Fortitude saves Weight: 50 lb. 60PLATAG Air Genesi Armor There is no debating that Air Genesi make talented fighters, as do most all Genesi. So, it is not surprising that the armor Air Genesi have made carry some of the same innate magical protections as their own bodies. Air Genesi full plate not only gives the excellent protection of normal full plate, but also gives its wearer the added protection of fending off most air spells and effects. A fighter wearing Air Genesi armor is easy to spot since the armor glows a light blue and is decorated with hundreds of finely etched swirls covering every inch of the finely crafted full plate. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Saving Throw Bonus: +1 to Reflex saves Weight: 50 lb. 60HFPTAG Air Genesi Gail Armor STATISTICS: Heavy Armor Armor Bonus: +11 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Spellward: Immunity to Stinking Cloud, Cloudkill, Acid Fog, Suffocate, Cloud of Pestilence and Whirlwind Dexterity: +2 Weight: 70 lb. 60PLATDC Diamond Cut Plate and full plate are arguably the toughest armor in any realm. However, no one can deny that full plate is susceptible to crushing damage. In fact, most bludgeoning weapons were created with the intention of blowing through full plate armor. With this thought in mind, the armor known as Diamond Cut was forged. No one is exactly sure how Diamond Cut came into existence, but what is known is that the renowned Mirabar armorsmith, Cutter Boomstock, one day unveiled the armor to a well-to-do knight who traveled all the way from Amn. Diamond Cut glistened in the firelight like a thousand diamonds, almost blinding was the intensity of the sheen. And, in a remarkable demonstration, Cutter Boomstock lifted his anvil high in the air and struck the armor. To everyone's amazement, the strike left no mark on the sparkling armor. The knight happily took the armor and left Mirabar forever, never to be seen again. However, his armor, Diamond Cut, has been seen from time to time, leading people to speculate that the elaborate knight met an untimely death. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Resistance: 1/- Bludgeoning Weight: 50 lb. 60HFPTDC Diamond Cutter STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Resistance: 1/- resistance to bludgeoning/slashing/piercing damage. Constitution: +2 Weight: 50 lb. 60PLATKC Armor of the Clerics of Myrkul Clerics of Myrkul center their whole existence on endeavors that aid the dead and dying. They make it their responsibility to organize funerals, burials, settling the dead's unfinished affairs and enacting wills. Common to these clerics are their amazing plate mail armor that grants them several advantages over necromantic spells such as Paralyze and Death Magic. Clerics of Myrkul may make it their practice to aid in the affairs of the dead, but they have no desire to prematurely die themselves. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Saving Throw Bonus: +1 to Fortitude saves Weight: 50 lb. 60HFPTKC Blessed Armor of the Clerics of Myrkul STATISTICS: Heavy Armor Armor Bonus: +10 Max Dex Bonus: +1 Armor Check Penalty: -5 Arcane Spell Failure: 35% Special: Saving Throw Bonus: +1 to Fortitude saves Spell Power: Can cast 5th level Priest Spell Raise Dead once per day. Weight: 50 lb. 60PLATOF Owl's Feather Usually plate mail is reserved for those strong enough to wear it. It did not matter that there were many fine warriors in the land who could benefit from the extra protection that plate mail could lend them. Those unfortunate enough to be of the slender side were reserved to use nothing heavier than chain mail. That is until a resourceful young armorsmith happened on an owl's feather enchantment that helped her to create plate mail that weighed half as much as regular plate mail. Needless to say, that particular armorsmith became very popular with the slender warriors of the region. STATISTICS: Heavy Armor Armor Bonus: +7 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Lightweight: Armor is half normal weight of half-plate mail. Weight: 25 lb. 60HFPTOF Hawk's Feather STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +1 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Lightweight: Armor is half normal weight of half-plate mail Strength: +4 Weight: 25 lb. 60PLATPF Plate of the Pit Fiend No one is certain where the Plate of the Pit Fiend came from, or how it was created. Its spiky red scaled plates radiate a fiery red glow at all times, convincing those who look upon it that the plate mail is certainly otherworldly. Those that equip the Plate of the Pit Fiend find that the plate has a deadly natural defense when struck too many times. If an enemy is too successful with their strikes against the wearer of the Plate of the Pit Fiend, the plate will emit an explosive burst of flame in all directions around itself. This flame mortally wounds everyone caught within its wake, except for the wearer of the unusual plate mail. It is rumored that the Plate of the Pit Fiend is actually the hide of a Pit Fiend, killed and skinned by someone, or something, more powerful than a Greater Baatezu. If this rumor is true, pray to the gods that the creature capable of killing and skinning a Pit Fiend never comes to the material plane. STATISTICS: Heavy Armor Armor Bonus: +8 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 10% chance of casting the spell Sunfire whenever the attacking enemy successfully hits wearer of Plate of the Pit Fiend (melee only) Weight: 50 lb. 60HFPTPF Plate of the Balor STATISTICS: Heavy Armor Armor Bonus: +9 Max Dex Bonus: +0 Armor Check Penalty: -6 Arcane Spell Failure: 40% Special: Retribution: 10% chance of casting the spell Sunfire whenever the attacking enemy successfully hits wearer of Plate of the Balor. Retribution: 10% chance of casting the spell Cloak of Fear whenever the attacking enemy successfully hits wearer of Plate of the Balor. Spellward: Immunity to Cloak of Fear, Horror, Charm Person, Dire Charm, and Confusion Weight: 50 lb. =============================================================================== Potions =============================================================================== 00CIKEG1 Potion of Firebreath By drinking the potion of firebreath, it magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The effect does 3D6 damage to the target with a Reflex save for half. Note: This potion must be used from the quick item slot for proper effect. Failure to follow these instructions will result in severe indigestion. STATISTICS: 3D6 fire damage (Reflex save for 1/2 damage) Weight: 1 lb. 00CIKEG2 Flaming Oil Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (Reflex save 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. STATISTICS: 5D6 fire damage (Reflex save for 1/2 damage) Area of Effect: 20-foot radius Range: 40' Weight: 1 lb. 00CIKEG3 Flaming Oil Inside of this glass pot is an expensive mixture of oil and other chemicals. When this mixture is set ablaze, it burns for several seconds at a very hot temperature. Flaming oil is sometimes difficult to use because it takes a long time for the user to properly throw it. Adventurers often carry oil with them to deal with trolls in the unfortunate event that they are encountered. STATISTICS: When thrown at a target, the glass pot breaks, spreading flaming oil over everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save for 1/2 damage) Weight: 0 lb. 00GENIR Iron Rations Unlike normal rations, iron rations contain dried foodstuffs that can be stored for extended periods of time without spoiling. Combined with a ten-foot pole and fifty feet of rope, they round out an old school adventurer's backpack nicely. STATISTICS: Heals 3 Hit Points. Weight: 1 00HFPN55 Bottle of Braehg Braehg is a vile concoction of wild boar's blood mixed with milk and a smattering of rare herbs. Quaffing an entire flask of the stuff at once gives the brave imbiber a burst of physical power... but is nearly certain to sicken them as well. STATISTICS: Slow poison when imbibed Strength: +4 Duration: 3 hours Weight: 1 lb. 00POTN01 Mummy's Tea Priests of Horus-Re in far off Mulhorand were the first to create this life- saving potion. A foul smelling brew, it is made by boiling used mummy wrappings along with naturally desiccated animal remains. The resulting tea can then be consumed to neutralize the effects of disease. STATISTICS: Cures Disease Weight: 1 lb. 00POTN02 Philter of Purification This elven concoction will purify the drinker of any diseases spreading through his body. STATISTICS: Removes Disease Weight: 1 lb. 00POTN03 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. STATISTICS: Heals 10 points of damage Weight: 1 lb. 00POTN04 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. STATISTICS: Heals 9 points of damage Weight: 1 lb. 00POTN05 Potion of Extra Healing When wholly consumed, this potion restores 18 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. STATISTICS: Heals 18 points of damage Weight: 1 lb. 00POTN06 Elven Healing Wine This bottle of elven wine also has the properties of a healing potion. During one of the elven festivals, the priests of the Seldarine's Hand imbibed too much that day and accidentally added a barrel of elven wine to a mixture that was intended for healing potions. STATISTICS: Heals 2D8 hit points Weight: 1 lb. 00POTN07 Spirit Essence This valuable potion is made by capturing and distilling the spirits of trolls. Normally only attempted by powerful necromancers and enchanters, the process results in a powerful healing potion able to instantly regenerate even severe wounds. STATISTICS: Heals 25 hit points Weight: 1 lb. 00POTN10 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. STATISTICS: Cures poison Weight: 1 lb. 00POTN11 Antidote (tainted) 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. STATISTICS: Cures poison Weight: 1 lb. 00POTN19 Potion of Freedom This potion acts like the spell Freedom of Movement when consumed. The drinker becomes completely immune to any effects that hinder action or movement whether it is magical in origin or not. The duration of the potion is 10 turns. STATISTICS: Imbiber under the effects of the spell Freedom of Movement Weight: 1 lb. 00POTN20 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 lasts approximately 20 turns. STATISTICS: Strength: +1 Weight: 1 lb. 00POTN21 Potion of Hill Giant Strength When a giant strength potion is consumed, the individual gains great strength and attack bonuses and damage while using any hand-held or thrown weapon. The effect lasts for 10 turns. STATISTICS: Strength: +2 Weight: 1 lb. 00POTN22 Potion of Stone Giant Strength STATISTICS: Strength: +3 Weight: 1 lb. 00POTN23 Potion of Frost Giant Strength STATISTICS: Strength: +4 Weight: 1 lb. 00POTN24 Potion of Fire Giant Strength STATISTICS: Strength: +5 Weight: 1 lb. 00POTN25 Potion of Cloud Giant Strength STATISTICS: Strength: +6 Weight: 1 lb. 00POTN26 Potion of Storm Giant Strength STATISTICS: Strength: +7 Weight: 1 lb. 00POTN29 Potion of Agility This potion will raise the dexterity of the imbiber, effecting armor class and missile attack adjustment for the duration of the effect, in this case 15 turns. STATISTICS: Dexterity: +1 Weight: 1 lb. 00POTN33 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 Attack Bonus: +2 Duration: 10 turns Weight: 1 lb. 00POTN34 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. STATISTICS: Imbiber is under the effects of the spell Invisibility Weight: 1 lb. 00POTN36 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 +10 electrical resistance for the duration of the effect, which in this case is 10 turns. STATISTICS: Armor Class: +10 bonus vs. crushing attacks Resistance: 2/- Electrical Resistance Duration: 10 turns Weight: 1 lb. 00POTN45 Potion of Invulnerability (tainted) 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. A strange odor can be smelled from the sealed bottle. STATISTICS: Armor Bonus +10 Saving Throws: +5 bonus Weight: 1 lb. 00POTN47 Potion of Master Thievery This potion temporarily transforms the drinker into a master thief, significantly increasing the character's skill with picking locks and picking pockets. The effect will last for 3 hours. STATISTICS: Open Lock skill: +8 Pick Pocket skill: +8 Duration: 3 hours Weight: 1 lb. 00POTN50 Thrym Extract This thick liquid is harvested and distilled from the glands of dead polar worms. It is the substance that helps keep the huge creatures warm in the desolate north. Drinking the liquid straight from the creature's body is almost always fatal, so alchemists attempt to distill the substance until it is relatively safe to consume. Even in its current state, however, it can still be deadly. STATISTICS: User takes 8d6 fire damage (Fortitude -4 negates) in addition user gains 20/- cold resistance for 4 rounds. Weight: 1 lb. 00POTN52 Oil of Fiery Burning Once exposed to air, this oil will immediately burst into flame, inflicting 5D6 points of damage (Reflex save 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. STATISTICS: 5D6 fire damage (Reflex save for 1/2 damage) Area of Effect: 20-foot radius Range: 40' Weight: 1 lb. 00POTN53 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 (Reflex save for half) Area: 20 ft radius Weight: 1 lb. 00POTN54 Potion of Firebreath By drinking the potion of firebreath, it magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The effect does 3D6 damage to the target with a Reflex save for half. Note: This potion must be used from the quick item slot for proper effect. Failure to follow these instructions will result in severe indigestion. STATISTICS: 3D6 fire damage (Reflex save for 1/2 damage) Weight: 1 lb. 00POTN55 Flask of Braehg Braehg is a vile concoction of wild boar's blood mixed with milk and a smattering of rare herbs. Quaffing an entire flask of the stuff at once gives the brave imbiber a burst of physical power... but is nearly certain to sicken them as well. STATISTICS: Slow poison when imbibed Strength: +2 Duration: 3 hours Weight: 1 lb. 00POTN66 Greater Restoration Potion Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion. STATISTICS: User under the effects of the spell Greater Restoration Weight: 1 lb. 00POTN67 Lesser Restoration Potion STATISTICS: User under the effects of the spell Lesser Restoration Weight: 1 lb. 00POTN68 Potion of Remove Curse STATISTICS: User under the effects of the spell Remove Curse Weight: 1 lb. 00POTN69 Delay Poison Potion STATISTICS: User under the effects of the spell Delay Poison Weight: 1 lb. 00POTN70 Bark Skin Potion STATISTICS: User under the effects of the spell Bark Skin Weight: 1 lb. 00POTN71 Holy Might Potion STATISTICS: User under the effects of the spell Draw Upon Holy Might Weight: 1 lb. 00POTN72 Potion of Minor Elemental Barrier STATISTICS: User under the effects of the spell Minor Elemental Barrier Weight: 1 lb. 00POTN73 Potion of Aid STATISTICS: User under the effects of the spell Aid Weight: 1 lb. 00POTN74 Sanctuary Potion STATISTICS: User under the effects of the spell Sanctuary Weight: 1 lb. 00POTN75 Armor of Faith Potion STATISTICS: User under the effects of the spell Armor of Faith Weight: 1 lb. 00POTN76 Potion of Magic Dispelling STATISTICS: User under the effects of the spell Dispel Magic Weight: 1 lb. 00POTN77 Potion of Ghost Armor STATISTICS: User under the effects of the spell Ghost Armor Weight: 1 lb. 00POTN78 Vampiric Touch Potion STATISTICS: User under the effects of the spell Vampiric Touch Weight: 1 lb. 00POTN79 Potion of Luck STATISTICS: User under the effects of the spell Luck Weight: 1 lb. 00POTN80 Ghoul Touch Potion STATISTICS: User under the effects of the spell Ghoul Touch Weight: 1 lb. 00POTN81 See Invisibility Potion STATISTICS: User under the effects of the spell See Invisibility Weight: 1 lb. 00POTN82 Cat's Grace Potion STATISTICS: User under the effects of the spell Cat's Grace Weight: 1 lb. 00POTN83 Protection from Petrification Potion STATISTICS: User under the effects of the spell Protection from Petrification Weight: 1 lb. 00POTN84 Minor Mirror Image Potion STATISTICS: User under the effects of the spell Minor Mirror Image Weight: 1 lb. 00POTN85 Potion of Shocking Grasp STATISTICS: User under the effects of the spell Shocking Grasp Weight: 1 lb. 00POTN86 Potion of Shield STATISTICS: User under the effects of the spell Shield Weight: 1 lb. 00POTN87 Potion of Evil Protection STATISTICS: User under the effects of the spell Protection from Evil Weight: 1 lb. 00POTN88 Vocalize Potion STATISTICS: User under the effects of the spell Vocalize Weight: 1 lb. 00POTN89 Potion of Holy Transference STATISTICS: Permanent +2 Wisdom Permanent -1 Dexterity Weight: 1 lb. 00POTN90 Potion of Aura Enhancement STATISTICS: Permanent +1 Intelligence Permanent 1/- Magic Resistance Weight: 1 lb. 00POTN91 Potion of Life Transference STATISTICS: Permanent +1 Strength Permanent -1 Constitution Weight: 1 lb. 00POTN92 Potion of Arcane Absorption STATISTICS: Permanent 2/- Magic Resistance Weight: 1 lb. 00POTN93 Potion of Strength Transference STATISTICS: Permanent +1 Dexterity Permanent -1 Strength Weight: 1 lb. 00POTN94 Potion of Constitution STATISTICS: Permanent +1 Constitution Weight: 1 lb. 00POTN95 Potion of Magical Resistance STATISTICS: Permanent 1/- Magic Resistance Weight: 1 lb. 00POTN96 Potion of Greater Resistance STATISTICS: Permanent 1/- Slashing Resistance Permanent 1/- Piercing Resistance Weight: 1 lb. 00POTN97 Potion of Resistance STATISTICS: Permanent 1/- Bludgeoning Resistance Weight: 1 lb. 00POTN98 Potion of Action Transference STATISTICS: Permanent +1 Charisma Permanent -1 Dexterity Weight: 1 lb. 00POTN99 Potion of Clear Purpose Very few of these potions were ever manufactured, and the methods by which they were has been lost. Created during the times of Netheril for the upper echelons of the churches, these potions would strip one of fortitude for an increase in priestly abilities. STATISTICS: Constitution: -2 Wisdom: +1 Duration: Permanent Weight: 1 lb. 61POTNHB Histachii Brew This liquid, specially prepared by one of the yuan-ti priestesses, is the concoction of yuan-ti venom and various herbs and roots, including mandrake root. STATISTICS: Humans who drink this potion will have to roll a save vs. fortitude with a -4 penalty. A successful save vs. fortitude roll causes the imbiber to become violently ill. Death will soon follow if the poison is not removed via a Neutralize Poison spell or an antidote of some kind. Failure to make a Fortitude save will result in the user being transformed into a yuan-ti histachii. Only thru the use of such powerful spells as Dispel Magic and the like can this transformation be reversed. This process is very traumatic and incurs a permanent loss of 1 intelligence point. Nonhumans who drink this brew must also make a Fortitude save with -4 penalty. A successful roll will cause the user to fall unconcious and become deathly ill for 1 turn. Those who fail their saving throw will succumb to the many toxins contained in the potion and fall over dead. Weight: 1 lb. 61POTNSB Sabotaged Histachii Brew This liquid, specially prepared by one of the yuan-ti priestesses, is the concoction of yuan-ti venom and various herbs and roots, including the modified mandrake root that you planted. STATISTICS: This enchanted broth transforms anyone who ingests it into a special yuan-ti histachii for a period of four hours. While transformed, the imbiber maintains mental clarity and control over their facilities, but is otherwise indistinguishable from regular histachii. Weight: 1 lb. 61POTNUB Unenchanted Histachii Brew This liquid, specially prepared by one of the yuan-ti priestesses, is the concoction of yuan-ti venom and various herbs and roots, including mandrake root. It has lost its enchantment and potency. STATISTICS: This broth makes those who consume it ill for 3 rounds if a Fortitude saving throw is failed, but otherwise has no effect. Weight: 1 lb. =============================================================================== Quarterstaffs =============================================================================== 00STAF01 Quarterstaff The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. Masterwork quarterstaffs 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: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF02 00CWSTAB Quarterstaff +1 The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. Masterwork quarterstaffs 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 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAFDD Delnar's Delight Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. Unfortunately, his mother had a habit of interrupting him at crucial points during the enchantment process, often with disastrous results. Delnar's Delight is so named because of the lack of interruptions during its construction (and may well be the only item made by Delnar that functions as intended). This magical quarterstaff allows the user to cast Protection from Normal Missiles twice per day. The weapon is also enchanted for accuracy and enhanced damage. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Spell Power: Can cast Protection from Normal Missiles twice per day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00HFSFDD Delnar's Lightning Stave STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Spell Power: Can cast the spell Ball Lightning twice per day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF03 Staff of Nature's Wrath A particularly militant group of Silvanite druids created this iron-shod staff to mete out nature's punishment on those who defile forests and show disrespect towards druidic orders. Silvanites typically used the staff on priests of Malar and the other Gods of Fury. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spell Power: Can cast Entangle or Flame Strike Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF05 Staff of the Hanged Men's Glee This grim staff, of a most despicable repute, was originally carved from the wood of Dead Man's Tree: an ancient black willow that stood on the outskirts of a forgotten hamlet of the Moonshae's, from which criminals were hung. All manner of bandits, murderers, rapists, and other worthies were left dangling from its knotty limbs; and all to the delight of the grave-digger Mordigan. For Mordigan, a secret practitioner of the necromantic arts, saw ample opportunity in which to ply his trade. Interring the remains of the evil men within close proximity of the tree, Mordigan called upon the dark powers of the negative material to perform a baleful act upon the black willow. It was given a sort of semi- sentience, and the ability to feed upon the remains of those who had so recently swung from its branches. Black roots descended into rotting flesh; and alarmingly enough, the tortured visages of the slain began to appear in the twisted knots of the black willow's bole before its burning. But, to the surprise of the villagers, the potently ensorcelled staff carved by the hands of the evil Mordigan did indeed prove to be their undoing. And thus did the hanged men of Dead Man's Tree have their revenge. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Casts the spell Animate Dead 3/day Charisma: -2 Weight: 2 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF80 Bruiser Staff STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +5 Damage Type: Bludgeoning Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF81 Staff of Invisibility +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Spell Power: Can cast wizard spell Invisibility 1/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF82 Staff of the Elements +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Flame: 25% chance +1d6 fire damage Frost: 25% chance +1d6 cold damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF83 Staff of the Defender +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Deflection Bonus: +1 Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF84 Dispelling Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF85 Spellward Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Spellward: Immunity to the spell Sleep Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF86 Phantom Staff + 5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Phantom: Projects a ghostly image of the weapon that can strike an opponent from a distance of up to 15 feet. Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF87 Staff of the Defender +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Deflection Bonus +3 Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF88 Incendiary Staff +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Flame: +1d6 fire damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF89 Staff of Fireballs +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Special: Spell Power: Can cast Fireball 2/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF90 Staff of Greater Spell Resistance +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Special: Resistance: 3/- Magic Resistance Venom: +2 points of poison damage every second for 6 seconds (Fortitude save for none) Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF91 Resilient Quarterstaff +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: Hit Point Bonus: +15 to max hit points Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF92 Staff of Invisibility STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Spell Power: Can cast Invisibility 2/day Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF93 Mage Staff +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Intelligence: +1 Resistance: 1/- Magic Resistance Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF94 Staff of Corrosion STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Corrosion: 50% chance of +1d6 acid damage Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF95 Masterwork Quarterstaff STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF96 Quarterstaff +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF97 Quarterstaff +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF98 Quarterstaff +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 00STAF99 Quarterstaff +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Weight: 4 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 11STAFPI Phaen's Ironshod Staff Phaen's oaken staff is capped with two iron bands of iron at the top and bottom, the bottom band carved to resemble the hoof of a horse or satyr, while the top band has been carved into a snarling bear with a spiked collar. The staff carries a minor enchantment that allows the user to strike more accurately and allows the staff to harm creatures immune to normal weapons. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: Considered a +1 weapon for purposes of hitting creatures Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 11HFSFPI Iron-Banded Staff STATISTICS: Damage: 1d6 + 3 Attack Bonus: +5 Enchantment: +3 Damage Type: Bludgeoning Special: Intelligence: +3 Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 12STAFWS Whispering Staff This ironwood staff was once held by the goblin sorcerer Caballus, and it still bears the stink of his touch. Trails of runes encircle the staff like snakes, and aside from a single minor rune of accuracy and another of wounding, the rest appear to be nonsense syllables and bunk. The staff is surprisingly light and well-balanced for its size, and it can be held easily in one hand. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Bludgeoning Special: +1 to Move Silently skill 1% chance target is Silenced when struck Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: One-handed 12HFSFWS Caballus' Whispering Staff STATISTICS: Damage: 1d6 + 4 Attack Bonus: +3 Enchantment: +3 Damage Type: Bludgeoning Special: +5 to Move Silently skill Target is silenced upon successful hit (Will save negates) Spell Power: Can cast the spell Invisibility Sphere 1/day Weight: 3 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: One-handed 51HFSFRH Ryomaru's Harmless Tanuki Staff Ryomaru was one of the greatest spies and assassins of the Kumo clan of Kozakura in Kara-Tur, and his Harmless Staff is anything but. Most of its hollowed length consists of a series of compartments holding poisonous powders, spring-loaded darts, weighted chains, jutting spikes, entangling hooks, and various other concealed weapons. When used in combat there is always a chance that one or more of the staff's nasty little "tricks" will be sprung upon an unwary opponent. However, great care must be taken in its use - the weapon can easily harm the casual wielder. Ryomaru himself carried the staff on only three missions, eventually leaving it in the care of the Hojori Temple - a Kumo clan front - and moving on to even more cunning and dangerous weapons. When the renowned thief "Chicken" Wu Wei - so named for the falcon tattoo on his chest - burglarized the temple, the Kumo were quick to uncover his involvement and track him back to his homeland in Shou Lung. Wu Wei was forced to flee across the sea to escape their wrath, prompting the dispatch of three more bands of Kumo assassins: one to cross the Eastern Ocean to find Wu Wei, a second to slay the original group that had failed to catch him in Shou Lung, and a third to torture and then execute Wu Wei's every living relative. "Chicken" Wu Wei retired comfortably on the coast of the Western Heartlands, running a small tobacco shop and only occasionally thinking of his father in Shou Lung, a gambling drunkard who'd beaten Wu Wei's mother and only sister to death when he was a child. When the Kumo assassins at last caught up with Wu Wei, there was naught but a tombstone - the Daring Chicken had sold every last bit of stolen Kumo treasure and died a happy old man. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Bludgeoning Special: Three-Jade Mist: 20% chance of poisoning struck target (Fortitude save) 1% chance of poisoning wielder (Fortitude save) Flying Eight Darts: 10% chance of inflicting 1d4 Piercing damage Iron Octopus: 10% chance of inflicting 1d8 Bludgeoning damage 1% chance of inflicting 1d6 Bludgeoning damage on wielder Sage Closes Fan: 15% chance of inflicting 1d6 Piercing damage 1% chance of inflicting 1d4 Piercing damage on wielder Bothersome Child: 10% chance of stunning struck target (Fortitude save) Double Happiness: 10% chance of inflicting 1d6 Bludgeoning Damage Spitting Crone: 10% chance of inflicting 1d4 Acid damage 1% chance of inflicting 1d4 Acid damage on wielder Four Demon Hell Murder: 10% chance of casting Slay Living on struck target Morning Fog: 5% chance of +1 Armor Bonus (self, 2 combat rounds) 10% to Blind struck target (Fortitude save) 1% chance to Blind wielder (Fortitude save) Weight: 6 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed 51STAFRH Ryomaru's Harmless Staff STATISTICS: Damage: 1d6 Damage Type: Bludgeoning Special: Three-Jade Mist: 15% chance of poisoning struck target (Fortitude save) 1% chance of poisoning wielder (Fortitude save) Flying Eight Darts: 5% chance of inflicting 1d4 Piercing damage Iron Octopus: 5% chance of inflicting 1d8 Bludgeoning damage 1% chance of inflicting 1d6 Bludgeoning damage on wielder Sage Closes Fan: 10% chance of inflicting 1d6 Piercing damage 1% chance of inflicting 1d4 Piercing damage on wielder Bothersome Child: 5% chance of stunning struck target (Fortitude save) Double Happiness: 10% chance of inflicting 1d6 Bludgeoning Damage Spitting Crone: 5% chance of inflicting 1d4 Acid damage 1% chance of inflicting 1d4 Acid damage on wielder Four Demon Hell Murder: 1% chance of casting Slay Living on struck target Weight: 6 lb. Feat Requirement: Simple Weapon, Quarterstaff Type: Two-handed =============================================================================== Rings =============================================================================== 00RINGAR Aramite Ring These silver and ebony rings were worn by followers of a charismatic wizard named Aramite of the Northern Wind. Hundreds of years ago, Aramite started a cult that revered the rulers of ancient Netheril. Seeking to recreate Netherese culture, Aramite and his followers attempted to overtake and excavate a large number of ruins across Faerun. Aramite successfully recovered many ancient Netherese writings and artifacts that were thought to be long lost. Rumors state that the Netherese lich king, Larloch, eventually put an end to Aramite and his entire cult. These rings are among the only items that remain from their organization. STATISTICS: Deflection Bonus: +1 Weight: 1 lb. 00HFRGAR Aramite Cult Leader Ring STATISTICS: Deflection Bonus: +3 Resistance: 2/- Magic Resistance Weight: 1 lb. 00RINGCR Cold Reflection Few have heard of the (literally) short-lived underground movement against the Hosttower of the Arcane called the Circle of Ice - nor the rings that came to mark the members of the organization, both in life and in death. The Circle of Ice was sponsored by a merchant from Waterdeep whose name has been burned from recorded history by the Hosttower. Apparently, after being forced to debase himself before the Hosttower during a trading agreement in Luskan (and being forced to surrender much of his cargo), the merchant became obsessed with wiping the Hosttower from the face of Faerun. Commissioning wizards in Waterdeep to fashion a score of rings for him, he set about using the last of his remaining wealth to hire a band of wizard slayers to bring about the downfall of the Hosttower. These twenty wizard slayers made arrangements to travel north on their own and rendezvous with the merchant in Luskan. Ironically enough, the merchant never wore one of these rings, which was key in exposing and defeating the movement. As soon as he returned to Luskan, his mind picked apart by telepaths and his movements scried, and each wizard slayer and accomplice were noted, identified, and ultimately led into deathtraps where their rings proved no match against the summoned monsters and arrows of slaying wielded by the ambush parties. It is rumored that only one wizard slayer, Martek, escaped the Hosttower, and to this day, he has never been found, which has been a constant source of irritation to the mages. In any event, the Circle of Ice died a quick, silent death in Luskan, but the merchant lived on as a toy of the Hosttower, serving them until death, at which point, his corpse was stored in their laboratories. It is most likely his preserved body will end up as the left arm of a flesh golem named Bok many years from now. These small bands of Cold Reflection appear to be made of crystallized ice, very cold to the touch, and they cannot be seen by a wizard unless the wizard knows they are there. If your band contains one that fancies him or herself a wizard slayer, perhaps these rings may be used for the purpose they were intended... but without the shortsightedness of foolish merchants handicapping your efforts. STATISTICS: Special: Resistance: 4/- Magic Resistance Weight: 0 lb. 00HFRGCR Cold Steel Reflection During the formation of the Circle of Ice resistance movement against the wizards of the Hosttower of the Arcane, many special rings were forged for the wizard slayers of the organization to help them fend off the magical powers of their opponents. The organization and the forging of the rings was sponsored by a merchant from Waterdeep whose name has been burned from the annals of history by the Hosttower. Apparently, after being forced to debase himself before the Hosttower during a trading agreement in Luskan (and being forced to surrender much of his cargo), the merchant became obsessed with wiping the Hosttower from the face of Faerun. Commissioning wizards in Waterdeep to fashion a score of rings for him, he set about using the last of his remaining wealth to hire a band of wizard slayers to bring about the downfall of the Hosttower. These twenty wizard slayers made arrangements to travel north on their own and rendezvous with the merchant in Luskan. There was one wizard slayer named Martek, however, who ignored the rings offered by the merchant, and knowing the danger and guile of the Hosttower, instead commissioned a special ring from a dwarven ally that would provide him additional wards against spells and charms. Once the other members of the Circle of Ice began to be murdered in Luskan after the Hosttower learned their identities, Martek used the power of his enhanced ring to shield himself from the scrying of the Hosttower wizards and escape southwards. He eventually returned the ring to his dwarven ally, who sold it to a merchant making his way for Bryn Shander. This Cold Steel Reflection ring differs from the other Circle of Ice rings in that it seems to have a ring of steel beneath the icy exterior of the ring - much like Martek himself. STATISTICS: Special: Resistance: 5/- Magic Resistance Spell Power: Can cast the 6th level Wizard Spell Globe of Invulnerability once per day Weight: 0 lb. 00RINGHR Harshom's Ring of Freedom This ring was fashioned from a piece of smooth, dark-stained oak. Twin rings of gold line the outer edges of the wooden torus. In all other respects, the ring appears to be well kept but mundane. It previously belonged to the self-titled Beastlord Harshom, a member of Luskan's Hosttower of the Arcane. STATISTICS: User is under the effects of the spell Freedom of Movement while equipped. Weight: 1 lb. 00HFRGHR Harshom's Arcane Ring STATISTICS: Immunity to the effects of Silence User is under the effects of the spell Freedom of Movement while equipped Weight: 1 lb. 00RINGTB Tyrannar's Band Previously worn by the half-drow Tyrannar Brutai Mar, this thick steel ring is pockmarked and scratched in many places. Other than its brutalized appearance, it has no distinctive features. STATISTICS: Wisdom: +2 bonus Charisma: +2 bonus Weight: 1 lb. 00HFRGTB High Tyrannar's Band STATISTICS: Wisdom: +4 bonus Charisma: +4 bonus Weight: 1 lb. 00RING01 Silver Ring 00RING02 Ring 00RING03 Greenstone ring 00RING04 Gold Ring 00RING05 Onyx Ring 00RING06 Jade Ring 00RING07 Bloodstone Ring 00RING08 Angel Skin Ring 00RING09 Flamedance Ring 00RING10 Fire Opal Ring 00RING11 Ruby Ring 00RING15 Ring of Fire Resistance This magical ring grants the wearer partial immunity to damage by fire. STATISTICS: Resistance: 3/- Fire Resistance Weight: 0 lb. 00RING16 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 target makes a Will save 1/day Range: 40 ft Area: 1 animal Duration: 10 turns Weight: 0 lb. 00RING17 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% Spells: 75% casting failure Special: can only be removed by a 'remove curse' spell Weight: 0 lb. 00RING18 Ring of Invisibility 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: Can cast the spell Invisibility 1/day Weight: 0 lb. 00RING19 Ring of Protection +1 This magical ring provides the wearer with additional protection. STATISTICS: Deflection Bonus : +1 Weight: 0 lb. 00RING20 Ring of Protection +2 STATISTICS: Deflection Bonus: +2 Weight: 0 lb. 00RING21 Wizards Ring Created by magic long forgotten, rings such as these are much sought after by those who dabble in the arcane arts. The creators of this ring have instilled wards into this ring so that only those who practice the arts may use it. STATISTICS: Intelligence: +1 Weight: 0 lb. 00RING22 Ring of Freedom of Movement This ring is one of seven and was given by Lord Sennel to those entrusted to guarding his treasury. These rings allowed the wearer to pass through the paralysis field protecting the vault. Unfortunately, the lure of riches proved too much for the guards and they made off with contents of the treasury. STATISTICS: Special: The wearer is immune to everything, magical and otherwise, that effects mobility in any way, although you can still be hasted. Weight: 0 lb. 00RING23 Ring of Energy 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: Usage: May be used once per day Damage: 2d6 (no save) Range: 120 ft Area: 1 creature Weight: 0 lb. 00RING25 Every God Ring Rings such as these are one of the most well kept secrets among the pious. For in order for these rings to be created they must be blessed by all the known gods. This can cause problems, especially for those faiths that conflict with each other. It's not surprising that those who choose to don the ring refuse to reveal its origins for fear of being persecuted by their own brethren. STATISTICS: Wisdom: +5 Weight: 0 lb. 00RING67 Ring of Magic Missiles 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. For no apparent reason, this ring feels warm to the touch. STATISTICS: Spell Power: Can cast the spell Magic Missile 3/day Weight: 0 lb. 00RING68 Bard's 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. This particular ring looks very whimsical and seems to hum slightly. STATISTICS: Dexterity: +1 Knowledge (Arcana): +2 Weight: 0 lb. 00RING69 Ring of Charm STATISTICS: Charisma: +2 Spell Power: Can cast the spell Charm Person 1/day Weight: 0 lb. 00RING70 Petrification Protection Ring STATISTICS: Spell Power: Can cast the spell Protection from Petrification 3/day Weight: 0 lb. 00RING71 Ring of Hearty Strength Some rings look to be of very rugged construction, befitting those who are stout of body. These rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the warrior profession. STATISTICS: Constitution: +1 Strength: +1 Weight: 0 lb. 00RING72 Holy Might Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had holy enchantments placed upon them that confer various blessed abilities. These rings are highly sought after, especially by those of the adventuring profession. This ring conveys a feeling of strength. STATISTICS: Spell Power: Can cast the spell Draw Upon Holy Might 2/day Weight: 0 lb. 00RING73 Shield Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had protection enchantments placed upon them that shield its wearer from the hardships of battle. These rings are highly sought after, especially by those adventurers who need extra protection. This rings seems to emit an aura of security. STATISTICS: Spell Power: Can cast the spell Shield 2/day Weight: 0 lb. 00RING74 Protection from Evil Ring STATISTICS: Spell Power: Can cast the spell Protection from Evil 2/day Weight: 0 lb. 00RING75 Chameleon Ring of Dexterity A ring is a small band of precious metal that is used as jewelry. This sleek ring is made from an unknown, black ore, and, quite remarkably, is difficult to focus one's eyes upon. It is said that some rare rings have had dark enchantments placed upon them that confer various speed and stealth abilities. These rings are highly sought after, especially by those of the thieving profession. STATISTICS: Shadowed: +1 to Hide skill Dexterity: +1 Weight: 0 lb. 00RING76 Charm Immunity Ring STATISTICS: Spellward: Immune to the spell Charm Weight: 0 lb. 00RING77 Sleep Immunity Ring A ring is a small band of precious metal that is used as jewelry. Some rare rings have had magical mental enchantments placed upon them that confer various magical immunities. These rings are highly sought after, especially by those of the adventuring profession. This particular ring conveys a sense of alertness. STATISTICS: Spellward: Immune to the spell Sleep Weight: 0 lb. 00RING78 Ring of Mage Armor A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that allow its wearer to cast certain spells. These rings are highly sought after, especially by those of the adventuring profession. This ring seems to be forged with the same technique and strength one would find in full plate mail. In fact, it even feels a bit heavier than a ring of its size should. STATISTICS: Spell Power: Can cast the spell Mage Armor 1/day Weight: 0 lb. 00RING79 Bane Immunity Ring STATISTICS: Spellward: Immunity to the spell Bane Weight: 0 lb. 00RING80 Ring of the Wise STATISTICS: Wisdom: +1 Weight: 0 lb. 00RING81 Tymora's Loop This ring has received the blessings of Tymora and will bring good luck to those who wear it. STATISTICS: Luck: +3 Weight: 0 lb. 00RING82 Ring of Spell Resistance STATISTICS: Spell Resistance: 2/- Magic Resistance Weight: 0 lb. 00RING83 Ring of Knowledge STATISTICS: Knowledge (Arcana): +1 Alchemy: +1 Weight: 0 lb. 00RING84 Ring of Knowing STATISTICS: Knowledge (Arcana): +1 Weight: 0 lb. 00RING85 Ring of Lesser Resistance STATISTICS: Spell Resistance: 1/- Magic Resistance Weight: 0 lb. 00RING86 Ring of Beauty This ring has received the blessings of Sune, the goddess of beauty, love, and passion. STATISTICS: Charisma: +1 Weight: 0 lb. 00RING87 Lesser Chameleon Ring STATISTICS: Shadowed: +1 to Hide skill Weight: 0 lb. 00RING88 Winter Ring This ring appears to be made from ice and yet it does not melt. A slight inner glow beneath the surface betrays the magical nature of this ring. STATISTICS: Resistance: 7/- Cold Resistance Weight: 0 lb. 00RING89 Ring of Greater Regeneration STATISTICS: Regeneration: User Regenerates 1 hit point ever 3 combat rounds Weight: 0 lb. 00RING90 Ring of Shock Resistance STATISTICS: Resistance: 3/- Electrical Resistance Weight: 0 lb. 00RING91 Ring of Protection +3 STATISTICS: Deflection Bonus: +3 Weight: 0 lb. 00RING92 Ring of Information STATISTICS: Knowledge (Arcana): +2 Alchemy: +2 Weight: 0 lb. 00RING93 Ring of Greater Spell Resistance STATISTICS: Spell Resistance: 3/- Magic Resistance Weight: 0 lb. 00RING94 Ring of Frost Resistance STATISTICS: Resistance: 3/- Cold Resistance Weight: 0 lb. 00RING95 Ring of Acid Resistance STATISTICS: Resistance: 3/- Acid Resistance Weight: 0 lb. 00RING96 Greater Chameleon ring STATISTICS: Hide skill: +3 Weight: 0 lb. 00RING97 Ring of Regeneration STATISTICS: Regeneration: Regain 1 hit point every 10 combat rounds Weight: 0 lb. 00RING98 Chameleon Ring STATISTICS: Hide skill: +2 Weight: 0 lb. 00RING99 Ring of the Warrior STATISTICS: Attack Bonus: +1 Weight: 0 lb. =============================================================================== Robes =============================================================================== 00ROBEMR Master's Robe Several of these robes were created for the short-lived Michell Academy near Berdusk. The masters of the school wore distinctive robes that enhanced their spellcasting ability. Unfortuntely, Michell and his staff were too arrogant and confrontational for a nearby Loviatan temple. The mistresses of the temple organized an attack on the school that lasted only an hour. Despite the brevity of the battle, some historians claim that the torture inflicted upon the wizards lasted for weeks. This particular robe was worn by Jamal Briars, a professor of alchemy. The Loviatans decided to make a pun of his name; they had air elementals drag the man through thorny briars until he bled to death. STATISTICS: Intelligence: +2 Charisma: +3 Weight: 3 lb. 00HFRBMR High Master's Robe STATISTICS: Intelligence: +3 Charisma: +3 Alchemy: +6 Knowledge (Arcana): +6 Weight: 3 lb. 00ROBERA Robe of Absorption The adventuring sorceress Fain of Five Towers often found herself engaged in melee combat with well-equipped warriors of high skill. She discovered that no matter what protective magic she used, the warriors would eventually penetrate the armor she crafted for herself. Fain decided to craft a robe that would lessen the damage done to her instead of relying on the traditional method of preventing blows from landing. Fain's robe is ragged and patched in many places, having served her well for over twenty years. Fain and her comrades eventually retired. She sold her robe to a more foolhardy wizard who died five years later in the Battle of the Bones. STATISTICS: Damage Resistance: 1/- Slashing, Piercing, Bludgeoning Weight: 3 lb. 00HFRBRA Imbued Robe of Absorption STATISTICS: Damage Resistance: 1/- Slashing, Piercing, Bludgeoning Spell Power: Can cast the spell Stoneskin 1/Day Weight: 3 lb. 00ROBE01 Wizard 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: Resistance: 4/- Cold Resistance Weight: 3 lb. 00ROBE02 Knave's Robe A favorite among thief-wizards, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. STATISTICS: Armor Bonus: +1 vs. Slashing Saving Throw Bonus: +1 on Fortitude saves Weight: 4 lb. 00ROBE03 Traveler's Robe This Traveler's Robe has been perfected for use by any rambling, itinerant wizard that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous thief-wizard that lies in ambush with his Stinking Cloud. STATISTICS: Armor Bonus: +1 vs. missile Saving Throw Bonus: +1 on Fortitude saves Weight: 4 lb. 00ROBE04 Adventurer's Robe This robe has been specially enchanted to meet the eclectic needs of the adventuring wizard. 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 wizards. STATISTICS: Armor Bonus: +1 vs. Bludgeoning Saving Throw Bonus: +1 on Fortitude saves Weight: 4 lb. 00ROBE05 Robe of the Good Archmagi This powerful Wizard 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 those of good alignment. STATISTICS: Deflection Bonus: +5 Resistance: 1/- Magic Resistance Saving Throw: +1 bonus Weight: 6 lb. 00ROBE06 Robe of the Neutral Archmagi This powerful Wizard 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 those of neutral alignment. STATISTICS: Deflection Bonus: +5 Resistance: 1/- Magic Resistance Saving Throw: +1 bonus Weight: 6 lb. 00ROBE07 Robe of the Evil Archmagi This powerful Wizard 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 those of evil alignment. STATISTICS: Deflection Bonus: +5 Spell Resistance: 1/- Magic Resistance Saving Throw: +1 bonus Weight: 6 lb. 00ROBE15 Wizard Robe of Fire Resistance Due to the extremely volatile nature of most magics, Wizard Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. STATISTICS: Resistance: 4/- Fire Resistance Weight: 3 lb. 00ROBE16 Wizard Robe of Electrical Resistance While seen with less frequency than some other Wizard 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. STATISTICS: Resistance: 4/- Electrical Resistance Weight: 3 lb. 00ROBE99 Robe of Enfusing STATISTICS: Deflection Bonus: +2 Resistance : 1/- Magical Resistance Knowledge (Arcana): +5 bonus Intelligence: +1 Weight: 4 lb. 11ROBEPR Phaen's Robe of Rags Phaen's robe is made of hundreds of ragged strips of cloth, and it looks more like something one would find on a beggar on the streets of Luskan than on a wizard. Despite its mangy appearance, however, a closer examination reveals that some magic has been woven into the cloth itself, so subtle it would be difficult for even an accomplished mage to detect the enchantments. The interior of the robe of rags appears to be lined with the pelt of a great bear, but despite its bulk, it's surprisingly light and warm, and it seems ideally suited to the Targos climate. STATISTICS: Deflection Bonus: +2 Resistance: 3/- Cold Resistance Weight: 3 lb. 11HFRBPR Phaen's Tattered Robes STATISTICS: Deflection Bonus: +4 Resistance: 5/- Cold Resistance Resistance: 1/- Piercing Resistance Resistance: 1/- Bludgeoning Resistance Weight: 3 lb. =============================================================================== Scrolls (non-spell) =============================================================================== 00SCRL01 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: Resistance: 3/- Acid Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL02 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: Resistance: 3/- Cold Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL03 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: Resistance: 3/- Electrical Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL04 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: Resistance: 3/- Fire Resistance Range: 30 ft Area: 1 creature Duration: 12 hours 00SCRL05 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 function 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 00SCRL06 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 effect the target Special: Removes poison already in the targets system Range: 30 ft Area: 1 creature Duration: 6 hours 00SCRL08 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 00SCRL09 Stone to Flesh Scroll This scroll will remove the effects of petrification from anyone who has been afflicted by such an unfortunate condition. Simply return to the area where the victim has been turned to stone, read the scroll and target the portrait of the afflicted person. STATISTICS: Removes effects of petrification 00SCRL10 Stone to Flesh Scroll STATISTICS: Removes effects of petrification 00SCRL11 Cursed Scroll of Weakness 00SCRL12 Cursed Scroll of Clumsiness 00SCRL13 Cursed Scroll of Foolishness 00SCRL14 Cursed Scroll of Ugliness 00SCRL15 Cursed Scroll of Petrification 00SCRL16 Cursed Scroll of Ailment 00SCRL17 Cursed Scroll of Stupidity =============================================================================== Shields =============================================================================== 12HFSdTS Mooncalf's Shield This shield bears the symbol of a half-moon on its face, and it is surprisingly light and easy to hold. It is obvious a great deal of care went into its construction, and it looks like it has never seen battle. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Constant Effect: User under the effect of the spell Protection from Arrows while equipped Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 10 lb. 12ShldTS Tabard's Shield This shield bears the symbol of a half-moon on its face, and it is surprisingly light and easy to hold. It is obvious a great deal of care went into its construction, and it looks like it has never seen battle. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 10 lb. 00SHLDBU Black Urchin Black Urchin is a shield of duergar manufacture, styled after the infamous blackblood urchins of the Underdark seas: it is of rusty black iron, its face studded with scores of corroded metal spines. Each time the shield's bearer is struck in combat, there is a chance that his or her foe - no matter how far away - will be "pricked" by the Black Urchin and infected with its vile toxins. STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Retribution: 25% chance attacker will succumb to the effects of the spell Poison (Melee Only) Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 6 lb. 00HFSDBU Spiny Black Urchin STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Retribution: 50% chance attacker will succumb to the effects of the spell Poison when struck (Melee Only) Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLDFF Footman's Folly This small, smooth metal shield has been worn by warriors of the north for decades. For generations, it was given as a badge of honor to particularly valiant soldiers from Neverwinter. Unfortunately, the shield has an unlucky history. Many of its owners believed that the minor magical powers of the shield would protect them against overwhelming odds. The shield failed to live up to proud soldiers' expectations and, by legend, arrived with its current name. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 6 lb. 00HFSDFF Footman's Incredibly Ridiculous Folly STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Dexterity: +2 Resistance: 2/- Magic Resistance Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLDFV Flank of the Virgin It is rare that the residents of the Ten-Towns willingly interfere in the affairs of the native barbarians. Occasionally, the townsmen cannot help but come across a landmark or religious site that the barbarians erected. Twenty years ago, Sammel Colger of Bremen was fishing near the Sea of Moving Ice when he discovered the remnants of a small barbarian ship. He was drawn to a particular piece of the hull that had a colorful painting on the side. As he pulled the wood from the water, a polar bear leapt up from the depths and struck at the young man's head. Instinctively, he pulled the wood towards his face. The bear's huge talons were deflected. Amazingly, the creature slipped and fell back into the cold water. Not hesitating to see what the bear would do, Sammel rushed back to his small ship and returned to Bremen. A priest of Tempus later told the young man that the painting was of a sacrificial virgin. He believed that the small boat must have drifted all the way from Maer Dualdon to the Sea of Moving Ice, where it was smashed to pieces. Sammel had the wood fashioned into a shield, which he took with him on his far-reaching fishing trips until the end of his days. STATISTICS: Shield Bonus: +2 Dexterity: +1 bonus Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00HFSDFV Blessed Flank of the Virgin STATISTICS: Shield Bonus: +4 Dexterity: +3 bonus Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLDMM Myo-Myo's Gong Myo-Myo was a famous ghost hunter from T'u Lung in Kara Tur, and made her living by slaying or banishing all manner of demons and foul spirits. Myo-Myo's so- called gong is but one of her many pieces of fantastic equipment, a round black shield ringed with geometric patterns and infused with sacred power by the seven stone monks of Seven Stone Monk Temple. Once per day the shield's bearer may strike his or her weapon against Myo-Myo's gong, the resulting "CLASH!" sending out a wave of spiritual energy that rends at the forms of any evil creatures. STATISTICS: Shield Bonus: +2 Special: Spell Power: Can cast the spell Holy Smite 1/day Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 00HFSDMM Myo-Myo's Holy Gong STATISTICS: Shield Bonus: +3 Special: Spell Power: Can cast the spell Holy Smite 1/day Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLDRF Red Fang's Tomb This red iron tower shield reaches nearly from the chin to the toe of the user. It is heavy even for a shield of its size, much of the weight coming from a large sculpted dragon's head set into its face - the head, wrought in the same red metal as the rest of the shield, protrudes almost like a gargoyle from a castle wall. The head is the likeness of Red Fang, one-time mount of a tyrannical warrior- king from a land long ago forgotten. When Red Fang was slain in battle, the warrior-king had the beast's soul bound to this shield so that the faithful dragon could still accompany him into battle. Once per day Red Fang's iron head can breathe a gout of searing flame at the shield-bearer's command. The warrior-king was eventually slain himself by a trio of brave heroes. Though his shield has been sighted numerous times throughout the realms, his great horned helm and mighty golden axe have yet to be rediscovered. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Agannazar's Scorcher 1/day Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 30 lb. 00HFSDRF The Death Adder's Dragon-Shield STATISTICS: Shield Bonus: +5 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Agannazar's Scorcher 1/day Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 30 lb. 00SHLD01 00SHLD02 00SHLD03 Buckler A buckler, also known as a target shield, is a small round 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: Shield Bonus: +1 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD04 00SHLD05 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 large shield allows for greater maneuverability without sacrificing too much in the way of protection. STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD07 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 large shield allows for greater maneuverability without sacrificing too much in the way of protection. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD08 00SHLD09 00SHLD10 Large Shield A large shield is carried in the same manner as a small shield. Its weight prevents the character from using his shield hand for anything other than carrying the large shield. Large 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: Shield Bonus: +2 Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD11 Large Shield +1 A large 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 large shield. Large 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 shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 15% Weight: 15 00SHLD12 00SHLD13 00SHLD14 00SHLD15 Tower Shield This massive shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -10 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD16 Tower Shield +1 This massive shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. This shield has runes scribed onto it that glow eerily in dim light. STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD17 Tower Shield +1, +4 vs. Missiles Tower shield +1, +4 vs. missiles: This tower shield has been enchanted to protect the wearer against missiles of all types. STATISTICS: Shield Bonus: +3 Armor Bonus: +4 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 20 lb. 00SHLD85 Tower Shield of Spell Resistance +1 STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Resistance: 2/- Magic resistance Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD86 Tower Shield of Charm Protection +1 STATISTICS: Shield Bonus: +3 Armor Bonus: +1 vs. missile weapons Special: Spellward: Immunity to the spell Charm Person and Charm Person or Animal Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD87 Tower Shield of Spell Resistance STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Resistance: 1/- Magic resistance Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD88 Large Shield of Luck +1 STATISTICS: Shield Bonus: +3 Special: Saving Throw Bonus: +1 to all Saves Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD89 Large Shield of Luck STATISTICS: Shield Bonus: +2 Special: Saving Throw Bonus: +1 to all Saves Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD90 Barbarian Shield STATISTICS: Shield Bonus: +2 Special: Constitution: +1 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD91 Small Shield of Invisibility +1 STATISTICS: Shield Bonus: +2 Armor Bonus: +1 vs. missile weapons Special: Spell Power: Can cast the spell Invisibility 1/day Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD92 Small Shield of Increased Fortitude STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Hit Point Bonus: +10 to Max Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD93 Small Shield of Fortitude STATISTICS: Shield Bonus: +1 Armor Bonus: +1 vs. missile weapons Special: Hit Point Bonus: +5 to Max Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 6 lb. 00SHLD94 Buckler of Denial A buckler, also known as a target shield, is a small round 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 particular buckler is slightly warm to the touch. STATISTICS: Shield Bonus: +1 Special: Spellward: Immunity to the spell Circle of Death Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD95 Sanctuary Buckler +1 STATISTICS: Shield Bonus: +2 Special: Spell Power: Can cast the spell Sanctuary 1/day Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD96 Buckler of Dexterity STATISTICS: Shield Bonus: +1 Special: Dexterity: +1 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 00SHLD97 Tower Shield +2 STATISTICS: Shield Bonus: +4 Armor Bonus: +1 vs. missile weapons Armor Check Penalty: -9 Arcane Spell Failure: 50% Weight: 25 lb. 00SHLD98 Large Shield +2 STATISTICS: Shield Bonus: +4 Armor Check Penalty: -1 Arcane Spell Failure: 15% Weight: 15 lb. 00SHLD99 Buckler +1 STATISTICS: Shield Bonus: +2 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 5 lb. 12SHLDCT Cliffs of Targos This weather-worn wooden buckler looks like it was once part of a much larger shield, but repeated blows with an axe or sword has chopped away the edges, leaving only a light-weight buckler in its place. Upon the surface of the shield is a faded symbol of the Targos Guard, depicting the great cliffs rising over the waters of Maer Dualdon. Due to its natural origins, this buckler may be used by druids. Shield Bonus: +2 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 3 lb. 12HFSDCT Cliffs over Maer Dualdon Shield Bonus: +4 Armor Check Penalty: -1 Arcane Spell Failure: 5% Weight: 3 lb. 12SHLDKD Knucklehead This amazing ivory-white buckler has been carved from the head of a giant knucklehead trout. It is sturdy as bone, and light as well, and it makes an effective shield. The craftsmanship of the buckler is truly extraordinary, and the worker's symbol inscribed at the bottom spells out the name, "Apsel." Due to its natural origins, this buckler may be used by druids. The temptation to go 'knuck, knuck, knuck' while wearing this shield is extremely high. STATISTICS: Shield Bonus: +3 Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 2 lb. 12HFSDKD Apsel's Rolly-Polly Knuckledheaded Shield STATISTICS: Shield Bonus: +5 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 2 lb. 12SHLDSG Sad Giant's Cap This bent-looking buckler was fashioned as a replacement kneecap for a deaf-mute stone giant named Gohji who lived in the Sunset Mountains many decades ago. Gohji was a peaceful sort, avoiding trouble when he could and only occasionally straying from his cave to gather new stones to shore up his home and forage for food. It was during one of his foraging expeditions that he surprised a group of dwarven miners of the Brueghor Clan who were new to the region. Before Gohji could raise his hands to show he meant them no harm, an enchanted warhammer shattered his knee, causing him to plummet to the ground. When the dwarves advanced to finish him off, they were brought up short by the giant's tears and they found they could not bear to kill their now-helpless foe. They brought a healer to mend his wounds, and then took Gohji (now dubbed the "Sad Giant") back to his cave. Over the next several weeks, the dwarves brought him food and forged a magical cap for his knee to help him walk again - they called it the "Sad Giant's Cap," and the friendship between the Brueghor Clan and Gohji was mortared in history. Gohji and many of the Brueghor Clan were eventually slain during an invasion of gnolls and ogres into the Sunset Mountains, and the Sad Giant's Cap was pried from his bloody body by the gnolls of the Burning Eye Clan. The cap has resurfaced in the North in the hands of a merchant from Bremen, kept as a novelty, and then was lost again when goblinoids sacked Bremen and advanced south to Targos. STATISTICS: Shield Bonus: +4 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 3 lb. 12HFSDSG Sad Gohji's Cap STATISTICS: Shield Bonus: +6 Armor Check Penalty: -0 Arcane Spell Failure: 5% Weight: 3 lb. 51HFSDFO Shield of Duergar Fortitude Duergar master artisans forged this shield of dull gray steel. Invigorating energy pulses through the shield and into the wielder, steeling him or her for battle. STATISTICS: Shield Bonus: +3 Special: +15 Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. 51SHLDFO Shield of Fortitude STATISTICS: Shield Bonus: +2 Special: +10 Hit Points Armor Check Penalty: -0 Arcane Spell Failure: 15% Weight: 15 lb. =============================================================================== Slings =============================================================================== 00SLNGCT Cat-tail This small leather sling has the embossed image of a cat on its back. It was crafted for a small, wily thief from Waterdeep named Pesker the Cat. The spry, energetic man kept the sling tucked into the back of his breeches wherever he went. To onlookers, it often appeared to be a small tail dancing behind him as he skipped along. When Pesker heard the image described to him, he decided to have the cat embossed on the sling's leather. Pesker had to flee enemies in Waterdeep in 1211 DR. He left most of his belongings behind, including this sling. STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Dexterity: +1 bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00HFSGCT Nimble Cat-tail STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Dexterity: +3 bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNGSS Sparrow This leather sling has dyed patterns on its surface that resemble the feathers of a sparrow. It was owned and used by a priestess of Lathander named Galaida. She wandered the Western Heartlands of Faerun tending to the sick and troubled people that lived in those vast expanses of farmland. Though not a pacifist, Galaida disliked battle and sought to avoid it whenever possible. Her light mace and sling were her only two weapons against the bandits, ogres, and villains that occasionally reared their heads in the small villages she visited. Despite all of her goodwill and peaceful intentions, a band of adventurers eventually set an ambush for her in a barn. She was killed quickly and the adventurers escaped into the wilderness. STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00HFSGSS Sun-kissed Sparrow STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Spell Power: Can cast the spell Cure Moderate Wounds 1/Day Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG01 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 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG02 Sling +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG88 Sling of Greater Resistance +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Resistance: 3/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 000SLNG8 Sling of Resistance +1 STATISTICS: Damage: +1 (missile damage) Attack Bonus: +1 Special: Resistance: 1/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG90 Sling of Pain +5 STATISTICS: Damage: +9 (missile) Attack Bonus: +5 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG91 Sling of Accuracy +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +7 Special: Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG92 Sling of Dexterity +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Special: Dexterity: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG93 Sling of the Defender +1 STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Defending: +2 Deflection Bonus Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG94 Sling of Spell Resistance STATISTICS: Special: Resistance: 1/- Magic Resistance Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG95 Masterwork Sling STATISTICS: Attack Bonus: +1 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG96 Sling +5 STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG97 Sling +4 STATISTICS: Damage: +4 (missile) Attack Bonus: +4 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG98 Sling +3 STATISTICS: Damage: +3 (missile) Attack Bonus: +3 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 00SLNG99 Sling +2 STATISTICS: Damage: +2 (missile) Attack Bonus: +2 Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 11HFSGLH Rol-Sayid's Left Hand of Darkness To the northeast of the great tree-town of Kuldahar lies the Vale of Shadows, a valley of crypts and tombs where Kresselack the Black Wolf is said to be buried. Almost thirty years past, a band of adventurers entered the Vale of Shadows and returned with many relics and treasures taken from the tombs there. Rol-Sayid's Left Hand of Darkness is one such item, though its true purpose was not realized when it was discovered. Considered nothing more than the cast-off bandage of a mummy, it had been used to wrap a gold necklace lying in one of the sarcophagi in the tombs. The necklace's wrapping was discarded as soon as the band of adventurers returned to Kuldahar, and as they cast it away, the adventurers joked that it could serve some little boy as a sling if need be. One of the children of Kuldahar was quick to pick up on this comment, and he kept the sling both for hunting and as a good luck charm for several years. It is not known if he knew if the wrapping was magical or not, and he attributed the accuracy of the stones cast from it as his own natural ability rather than that of the sling. In truth, Rol-Sayid's Left Hand of Darkness is one of the wrappings from the left hand of one of Kresselack's lieutenants, who had been resurrected as a mummy within the tomb of his lord and served as a guardian against trespassers. When a stone is placed within the wrapping and spun with great force, the stone will fly straight and true at an enemy. Furthermore, as long as the wrapping is held in the hand, the wielder is immune to diseases, both magical and mundane. STATISTICS: Damage: +5 (missile) Attack Bonus: +5 Special: Wielder is immune to Disease when equipped Spell Power: Can cast the spell Remove Disease 6/day Spell Power: Can cast the spell Symbol of Hopelessness 1/day Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed 11SLNGLH The Left Hand of Darkness STATISTICS: Damage: +1 (missile) Attack Bonus: +1 Special: Wielder is immune to Disease when equipped Weight: 0 lb. Feat Requirement: Simple Weapon, Missile Type: One-handed =============================================================================== Spears =============================================================================== 00CWSPEB 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: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER01 Spear STATISTICS: Damage: 1d8 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER02 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: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER08 Spear of Sorrows Pergad the Red-Handed was a famous barbarian warrior near Silverymoon in the 11th century, Dale Reckoning. His tribe's battles against hordes of orcs, goblins, and hill giants are legendary throughout the north. Unfortunately for Pergad, the other tribes of the region decided to move south or settle in the cities of the north rather than fight against the seemingly endless waves of foes. Pergad's tribe, the Tribe of Dead Trees, was the last to make a stand. Though Pergad emerged victorious in a series of difficult battles, his tribe dwindled as quickly as the horde grew. At the Battle of Surbrin Shallows in 1014 DR, Pergad's tribe finally came to its end under cruel ogre clubs and giant-hurled rocks. Legend states that when Pergad finally realized that his tribe was doomed, he drove his trusted spear into the Surbrin riverbed, cursing all the goblins who crossed over the water that his people once thrived on. Orcish shamans claim that the spot where his spear penetrated the rock bled for days. A year later, two tribes of goblins were wiped out by a plague that spread among them after they settled in the Surbrin river valley. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Weight: 2 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER89 Spear of Stunning +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER90 Spear of Perpetual Bleeding +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER91 Lightning Spear STATISTICS: Damage: 1d8 Damage Type: Piercing Special: Shock: 50% chance +1d6 electric damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER92 Fiery Spear +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Penetration: Increases chance of scoring a critical hit Flame: +2d6 fire damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER93 Ice Spear +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Spell Power: Can cast Icelance 1/day Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER94 Spear of Wounding STATISTICS: Damage: 1d8 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER95 Masterwork 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. This particular spear is of exceptional quality and was obviously made by a master weaponsmith. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER96 Spear +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER97 Spear +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER98 Spear +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPER99 Spear +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 00SPERIM Impaler Impaler is a beautiful weapon to behold. The spear sports an eighteen inch head with a serrated blade fashioned from adamantine steel. Upon each face of the blade are small openings that appear to lead within the haft of the weapon. The blade is also etched with glowing silver runes. The haft of the weapon measures six feet in length. It is constructed of highly polished oak reinforced with mithril bands along its length. The haft is hollow. Impaler is vicious in combat. The spear is a wounding weapon (make a Fortitude save or suffer bleeding damage each round) and vampiric (make a Fortitude save or suffer 1d4 additional damage which is temporarily transferred to the wielder). The accuracy of the weapon has been enhanced as well. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 6 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 11HFSRNP Twelve Paces This long spear is made of a thick shaft of oak, and it looks like it has been used extensively in hunting arctic boars. It bears numerous sigils and runes along its haft to help it strike straight and true, and when held in a life or death situation, the spear can lash out at an opponent up to five lengths from the wielder, taking the victim down before they can even enter close combat. STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Reach of 5 lengths, rather than 2 Spell Power: Can cast Lance of Disruption 3/day Spell Power: Can cast Lower Resistance 3/day Weight: 7 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 11SPERNP Nine Paces STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Piercing Special: Reach of 3 lengths, rather than 2. For the purposes of hitting enchanted creatures this weapon is considered +1 weapon Weight: 7 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 50HFSRKS Kyosti's Hunting Spear Kyosti spent many moons working with the artisans of the Wandering Village in the creation of this enchanted hunter's spear. Like the man himself, though the weapon is bereft of extravagant ornamentation it always flies straight and true. Some say that the weapon actually seeks the heart of its target... STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: +1d8 piercing damage and 33% chance of inflicting +1d10 extra piercing damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed 50SPERKS Kyosti's Spear STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Piercing Special: +1d6 piercing damage and 10% chance of +1d10 extra piercing damage Weight: 5 lb. Feat Requirement: Martial Weapon, Polearm Type: Two-handed =============================================================================== Swords =============================================================================== 00ARMBL2 Armageddon Blade 2002 The Armageddon Blade 2002 is the new and improved version of the Armageddon Blade of the Critical Path Tester. This sword basically does the same stuff as the other one - only in the 3E rule-set. *Not to be used to test play balancing. Failure to comply will result in an alien abduction and intensive probing by cold instruments. 00CWDRI2 Longsword +1 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the longsword has a single-edged blade. There is no single version of the longsword; 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 longswords 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 longswords have a double-edged blade and a sharp point at the tip. Despite the tip, the longsword is designed for slashing, not thrusting. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00CWSKX1 Greatsword of the Soulless +5 The Slayer Knights of Xvim are considered one of the deadliest warriors in any kingdom. One of the things that makes them so deadly, besides being demon kin, is their skill with their specially forged greatswords; the Greatsword of the Soulless. Being the common weapon of knights, the primary function of greatswords is cleaving mounted knights and breaking up pike formations. However, in the efficient hands of a Slayer Knight of Xvim, this particular greatsword will cleave through the bodies of their targets, and literally suck out the target's lifeblood. The Greatsword of the Soulless is the primary weapon of the Slayer Knights of Xvim. STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Vampiric: 2d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00CWSWDB Masterwork Longsword STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00CWSWDC Longsword +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00CWSWDE Masterwork 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 greatsword and the longsword. 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: 1d10 Attack Bonus: +1 Damage Type: Slashing Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00CWSWDF Bastard Sword +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00CWSWDH Masterwork 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 Attack Bonus: +1 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00CWSWDI Short Sword +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00CWSWDK Masterwork Greatsword STATISTICS: Damage: 2d6 Attack Bonus: +1 Damage Type: Slashing Weight: 15 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00CWSWDL Greatsword +1 The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, 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 greatswords 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: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00CWWIT2 Wight's Blade Barrow wights are distinguished from other, lesser wights in numerous ways. Perhaps most important to the typical adventurer is that the barrow wight generally prefers to wield whatever weapon it carried in life rather than using its life-draining touch in battle. However, in rare instances the seething hatred and unnatural power of a barrow wight somehow seeps into the weapon it carries. Such items can be especially dangerous as the wight's curse is added to whatever enchantments the weapon may already possess. This is one such blade. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Process: 66% chance of casting Bane on target Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDBBS Bastard's Son The great warlord of the North, Kresselack the Black Wolf, is said to have sired many children during his long reign, and so it came that one of these, a sickly young man by the name of Thomas, sought out his father after his mother died and bequeathed an ugly sword of iron to Thomas in her legacy. Upon the blade was inscribed "Know thy family," and Thomas took the motto to heart. Bolstered by the sword and his mother's loss, he became determined to find Kresselack - whether out of a need for a new family to belong to or to take revenge on Kresselack for abandoning his mother, it is not known. When he found the Black Wolf, Kresselack spurned the young man, claiming that the sickly and weak-looking Thomas shared no blood with him, then ordered him beaten and left beneath the shadow of Kelvin's Cairn to die. After two days in the freezing cold, Thomas was rescued by a tribe of Uthgart barbarians fleeing Kresselack's army. Nursing the man back to health, the barbarians adopted Thomas into their tribe and he eventually became one of their greatest hunters. When he passed away from winter chill many years later, he left his sword to his youngest son to help him find his way in the world. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00HFSBBS Know Thy Family STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDBRC Rage of Chaos This weapon is a sight to behold. The blade is crafted of red-gold with a silver edge. The guard is finely polished platinum, and the wire wound hilt is crafted of black adamantine. When drawn, the blade radiates a rainbow of colors. This weapon has been considered both a curse and a blessing by those who wield it. Against lawful creatures it does devastating damage and attacks are made with an uncanny accuracy. Rage of Chaos has been known to turn the tide in many a battle. Unfortunately, the wielder loses control of his or her faculties and flies into a berserk rage upon drawing the weapon. The blade is also believed to be cursed. Once held, it cannot be relinquished. The history of Rage of Chaos is unknown. The weapon has appeared throughout the realms in various battles over the centuries only to be lost once again. STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: Once equipped can only be removed by a Remove Curse spell Berserk: During battle, user may become berserk Chaotic: +2d6 damage to lawful creatures Weight: 8 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: Two-handed 00HFSBRC Order's Nemesis STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Cursed: Once equipped, can only be removed by a Remove Curse spell Berserk: During battle, user may become berserk Chaotic: +2d6 damage to lawful creatures Spellward: Immunity to the spells, Sleep, Power Word: Sleep, Hold Person, Cloak of Fear and Dire Charm Weight: 8 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: Two-handed 00SWDBWR Wroth "It was during Borab the Reaver's sacking of the Blue Citadel that Alemis Peacemaker - youngest son of Earl Marimor Peacemaker, lord of the Blue Citadel - stole into the locked vault his father had thought so well-hidden. There, alone in the cavernous chamber, were Wroth, Hateful, and Furious - the dread sword, axe, and armor of Hurom, ancient ancestor of Alemis, once known as the Bloody Juggernaut before he broke his cursed iron's spell and took the Peacemaker name." "Alemis, a mere boy, donned the fell armor and took Wroth and Hateful in hand. Alone he cut his way through Borab's motley horde of humanoid raiders until he faced the towering half-giant himself, hacking him down and scattering his army to the wind. His family - father, mother, brothers and sisters alike - had all died by then, but Alemis no longer cared. He stalked the realms, eyes ablaze with madness, slaying monsters and brigands wherever he found them. But as the years passed and Alemis found no more of such wheat to thresh, he took to turning his thirsting blades on all who crossed his path... and so, once more, the Bloody Juggernaut had returned." -- from "Master Pelib's Bedtime Tales" This heavy, unadorned bastard sword of dull gray steel is a cursed thing, only showing its true form when the wielder is wounded in battle. It is then that the hilt sprouts crimson tendrils that bury themselves in the wielder's forearm; drinking his or her blood, the demon-sword opens the three glaring eyes along its twisting, dripping blade and drives the wielder mad with lust for bloodshed. Should a warrior carry Wroth along with its brothers Hateful and Furious, his or her soul would be lost to the hell-forged arms and armor. To wield even Wroth alone might be construed as insanity... but there will always be those for whom it may be just the weapon they're looking for. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Cursed: Can only be unequipped with a Remove Curse spell Wrathful Blood: 25% of casting Blood Rage on the wielder each time he or she is wounded (melee only) Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00HFSBWR Bloody Wroth STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 bonus Enchantment: +3 Damage Type: Slashing Special: Cursed: Can only be unequipped with a Remove Curse spell Wrathful Blood: 66% of casting Blood Rage on the wielder each time he or she is wounded Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDCCS Caernach's Sickle The arch-druid Caernach was known to carry a good many enchanted items, most of which he crafted with his own hands. Most famous were his boots, "Breath-of- Life," which left flowers and tiny saplings sprouting from the earth where Caernach strode. Still, the arch-druid's "lesser possessions" were nothing to scoff at - take, for instance, his silver sickle, fashioned to gather sacred mistletoe and the heads of enemies alike. This unusual weapon is actually a cross between a sickle and a proper sword, resembling a scimitar more than anything else. Both the oaken haft and silver blade are engraved with decorative swirls and patterns. Once per day the sickle may be used to scratch a small circle into the earth; digging in the spot so marked will reveal a handful of healing berries just beneath the soil's surface. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Power: Can cast the spell Goodberry 1/day Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00HFSCCS Caernach's Silver Sickle STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Spell Power: Can cast the spell Goodberry 1/day Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDTCL Cleaver Cleaver is not a fancy weapon. It was crafted with a single purpose in mind: the felling of ones enemies. The four foot blade is crafted of plain steel. The hilt and guard are unadorned and purely functional. Overall, Cleaver appears cheap and inconsequential. The true beauty of Cleaver is discovered in battle. Despite its large size, the weapon is surprisingly light and easy to wield. The enchanted blade bypasses all armor and strikes directly at the life force of its target. Unfortunately, it is incapable of affecting any creature without said life force. Therefore, undead and constructs are immune. Cleaver was originally crafted for Dwelnar the Pious, a warrior who aspired to become a paladin. He demanded that the blade be plain and unobtrusive, reflecting his own humility. Only in battle would the weapon show its worth. Unfortunately his enemies soon learned the nature of the blade and unleashed a horde of undead against him. Dwelnar quickly fell in battle and the sword was lost. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: slashing Special: Brilliant Energy: All attacks ignore targets shield and armor bonuses Weight: 10 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00HFSTCL 00HFSDTC Dwelnar's Folly STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: slashing Special: Brilliant Energy: All attacks ignore target's shield and armor bonuses Weight: 10 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDLDB Death's Bane Delnar was a timid mage who never was one for adventure. He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items. Unfortunately, his mother had a habit of interrupting him at crucial points during the enchantment process, often with disastrous results. Death's Bane is another botched attempt by Delnar to construct something of use. This weapon is truly an enigma. When used in battle it does little to no damage, instead healing the intended target. However, the healing is miniscule at best and hardly worth the effort required to swing the blade. In any case, it has been given the name 'Death's Bane' because of its inability to slay a target. What purpose Delnar originally intended this weapon to serve is unknown. There are some who argue that it functions as intended, while others laugh at the absurdity of this. STATISTICS: Damage: None Attack Bonus: -4 Damage Type: None Special: Heals 1d4 points of damage per hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00HFSLDB Delnar's Healing Blade STATISTICS: Damage: None Attack Bonus: +1 Enchantment: +5 Damage Type: None Special: Heals 2d4 points of damage per hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDLDY Dykhast Longsword Ancient dwarven legends tell of a time when the noblest of metals was not dwarven steel, nor meteoric iron, nor mithril, but dykhast - an alloy so strong that a blade's edge would never dull with toil or battle, and with a surface so perfect and gleaming that its shimmering surface could be seen a dragon's flight away. The oldest of dwarves speak of dykhast blades with tears of fond remembrance in their eyes, and callously spit at the mention of the "sundry weak and piddling'" metals that today's arms and armor are fashioned from. There are rumors, though, of an ancient and secret temple called Chogoh Kyn - it is there, the tales say, that blades of dykhast are still made in the fashion of days long past. The price may be high, but for the true connoisseur, there is no matching the glory, the perfection, the utter joy... of dykhast. STATISTICS: Damage: 1d8 + 4 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Blade of Gleaming Dykhast: 1% chance to blind target (Fortitude save negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00HFSLDY Sword of Gleaming Dykhast STATISTICS: Damage: 1d8 + 6 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Blade of Gleaming Dykhast: 5% chance to blind target (Fortitude save negates) Weight: 6 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDSLS Lolth's Sting Blades such as this are often gifts to capable assassins in the service of Lolth. The entire weapon is as black as pitch and reflects no light; its grip is textured with a delicate web pattern while hundreds of tiny spiders are engraved along the two-foot blade. The short sword's dark magic not only protects the wielder from the effects of magical webs, but can entangle a target with webs of its own as well. An assassin typically uses the weapon to seal a target in a cocoon of silk, stepping away from their thrashing foe to complete the murder with a poisoned dart or wrist-crossbow bolt. Such weapons have also helped many a would-be assassin flee from something that they've backstabbed but failed to kill with a single blow. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Lolth's Blessing: Immunity to Web spells Lolth's Curse: 33% chance to Web target Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFSSLS Lolth's Cruel Sting STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Lolth's Blessing: Immunity to Web spells Lolth's Curse: 33% chance to Poison and Web target Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDSSK Silentkiller The story of Silentkiller is a common tale that may, or may not, be true. The story tells of two brothers who vied for the attention, and throne, of their ailing father. When the elder brother was named king by his dying sire, the younger was furious and vowed to take the throne as his own. To this end he commissioned the making of Silentkiller to aid him in his brother's murder. Many such tales exist throughout the realms and history. Who is to say if they are fact or fiction? In any case, Silentkiller is indeed a weapon of assassination. The blade grants its wielder the ability to blend into the shadows and move as quiet as a cat stalking its prey. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Special: Move Silently: +2 Hide: +2 Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFSSSK Assassin's Blade STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Move Silently: +4 Hide: +4 Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDSTD Thy-Dunag Blade "Thy-Dunag" is an expression used in the distant realms of Kara-Tur to signify "more respect than is due," and this expression has been inscribed upon the hilt of this sword so that it may be seen even while the blade is sheathed. This blade was reputedly given to a local warlord who sought to challenge the shogun, but the shogun was so contemptuous of the warlord's pretensions of being a threat that he invited him to his court and gave him the blade to both insult the man and as a warning for him to know his place. When drawn, this short, silvered blade has a broad base that tapers to a sharp point, but despite its apparent lightness, it is actually quite heavy. It always looks like it is standing at attention and it has a curious way of drawing the eye in combat, unbalancing and distracting any opponents it meets in combat. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +2 Enchantment: +1 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00HFSSTD Shame of Thy-Dunag STATISTICS: Damage: 1d6 + 3 Attack Bonus: +5 Enchantment: +3 Damage Type: Piercing Weight: 5 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDB01 Bastard Sword STATISTICS: Damage: 1d10 Damage Type: Slashing Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB02 Masterwork Bastard Sword STATISTICS: Damage: 1d10 Attack Bonus: +1 Damage Type: Slashing Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB03 Bastard Sword +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB86 Bastard Sword +5 STATISTICS: Damage: 1d10 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB87 Bastard Sword +4 STATISTICS: Damage: 1d10 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB88 Bastard Sword +3 STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB89 Bastard Sword +2 STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB91 Icy Bastard Sword +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: +1d6 Cold damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB92 Static Bastard Sword STATISTICS: Damage: 1d10 Damage Type: Slashing Special: Shock: 50% chance +1d6 electrical damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB93 Bastard Sword of Heroism STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Keen: Increases chance of scoring a critical hit Slashing: +3d6 Slashing damage Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB94 Miasmic Bastard Sword STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage Venom: +2 points of poison damage every second for 6 seconds (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save for none) Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB95 Bastard Sword of Wrath STATISTICS: Damage: 1d10 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage Strength: +2 Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB96 Bastard Sword +3: Cold Fire STATISTICS: Damage: 1d10 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Frost: +1d6 Cold damage Flame: +1d6 Fire damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB97 Bastard Sword +2: Black Adder STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Keen: Increases chance of scoring a critical hit Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB98 Bastard Sword of Frost +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: +1d6 Cold damage Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDB99 Fang This uniquely made Bastard Sword is imbued with an ever present supply of acidic venom. While not poisonous, the venom will burn upon contact if it contacts directly with flesh. STATISTICS: Damage: 1d10 Damage Type: Slashing Special: Corrosiion: 25% chance +1d3 acid damage Weight: 10 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed 00SWDC01 Scimitar The scimitar is closely related to the sabre, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown however they have been very popular in the southern region of the Forgotten Realms. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC87 Scimitar of Acid +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC88 Scimitar of the Defender +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Deflection Bonus: +1 Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC89 Scimitar of Entanglement STATISTICS: Damage: 1d6 Damage Type: Slashing Special: Spell Power: Can cast the spell Entangle 1/day Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC90 Scimitar: Blood Trails STATISTICS: Damage: 1d6 Enchantment: +5 Damage Type: Slashing Special: Wounding: Inflicts 5 additional points of damage per round for 10 rounds (Fortitude negates) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Slashing: +1d6 slashing damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC91 Scimitar of Defense +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Deflection Bonus: +3 Shock: +2d6 electrical damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC92 Scimitar of Hell's Fire STATISTICS: Damage: 1d6 Enchantment: +5 Damage Type: Slashing Special: Flame: +3d6 fire damage Resistance: 1/- Magic Resistance Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC93 Scimitar+4: Ichor STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC94 Masterwork Scimitar STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC95 Scimitar +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC96 Scimitar +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC97 Scimitar +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC98 Scimitar +2 STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDC99 Scimitar +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL01 Longsword STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL02 Masterwork Longsword STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL03 Longsword +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL04 Longsword +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: +1 cold damage Weight: 3 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL07 The Sword of Myrloch Vale It is believed that fae creatures helped create this beautiful sword, and legends say that it was forged in the cool depths of Myrloch, the large lake at the center of Gwynneth in the Moonshaes. The weapon has an unearthly look to it, and it is believed to be quite old. The only individual known to have carried the weapon was a half-elven bard named Daen Winterbrush. It is said by some that after he found the sword, quite by accident, that he was blessed with exceptional creativity and powerful sensitivity to the world around him. He traveled for forty years and is known for some of the most unique, haunting melodies in Faerun. It is believed that Daen eventually became too melancholy at the sights of misery and oppression that he encountered in his travels, and that the fae smiths of the Moonshae Isles welcomed him into the breast of Myrloch. STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special Knowledge (Arcana): +20 bonus Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL09 Moonblade of Selune The blade of this sword is constructed of a pale white material. It is slightly translucent and appears to glow in dim light. The edge of the blade appears dull and unable to cut even the softest of materials. When used in combat, however, a moonblade is a formidable weapon.A moonblade bypasses armor and strikes at a target directly. The weapon drains life force and leaves no visible wounds, unless the creature is undead. Undead suffer terrible wounds from a moonblade. Their substance actually seems to boil away, and they suffer double damage. Moonblade's of Selune are the favored weapons of the priestesses of Selune. They are usually granted only to priestesses who serve the church beyond the call of duty. This weapon was given to Emma Moonblade for her unswerving dedication to the church. Due to the nature of the blade, this blade cannot be used as a sneak attack weapon. STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +4 Damage Type: Magic (does not allow Strength damage) Special: Double damage to undead Weight: 2 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL80 Stunning Longsword +2 STATISTICS: Damage: 1D8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL81 Corrosive Frost Longsword +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Frost: 25% chance +1d6 cold damage Corrosion: 25% chance +1d6 acid damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL82 Longsword of Wounding +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL83 Longsword of Electric Fire +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Flame: 25% chance +1d6 fire damage Shock: 25% chance +1d6 electric damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL84 Spellward Longsword STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spellward: Immune to the effects of Charm Person Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL85 Venomous Longsword STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL86 Longsword +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL87 Longsword +4 STATISTICS: Damage: 1D8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL88 Longsword +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL89 Bhaal's Fire STATISTICS: Damage: 1d8 + 3 (+2d4 fire) Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: 15% chance target is Stunned Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL90 Flaming Sword of the Defender +5 STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Defending: +3 Deflection Bonus Flame: +1d6 fire damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL91 Stunning Longsword of Corrosion +3 STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Corrosion: 50% chance of +2d6 acid damage Stunning: Fortitude save or target is stunned for 1/2 combat round Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL92 Longsword of Acidic Fury STATISTICS: Damage: 1d8 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL93 Longsword of Frost +5 STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost: +1d6 cold damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL94 Vampiric Longsword +4 STATISTICS: Damage: 1d8 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL95 Longsword of Speed +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Damage Type: Slashing Special: Speed: 1 additional attack per combat round Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL96 Longsword +1: Bloodletting STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude save for none) Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL97 Lightning Longsword +2 STATISTICS: Damage: 1d8 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Shock: 50% chance of +1d6 electrical damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL98 Longsword of Resistance +1 STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Resistance: 1/- Magic Resistance Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDL99 Vampiric Long Sword STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 00SWDS01 Short Sword STATISTICS: Damage: 1d6 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS02 Masterwork Short Sword STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS03 Short Sword +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS04 Short Sword +2 'The Whistling Sword' Amidst the plains of the Eastern Shaar there lived a small human blacksmith, whose nearly dwarven height did not do his soul justice. Though a skilled weaponsmith, his true gift was his ability to whistle a heartfelt song that could cause a grown man to cry like a newborn. Only a reclusive mage shared and enjoyed time with the diminutive man, however, as others could only see his small size as a source of amusement. Deaf to the smith's song because of their own prejudices, their ridicule slowly grew into cruel torment which eventually persuaded the light-hearted man to leave his home forever. Before he left he forged this weapon as a gift for his one friend, who also enchanted it during the making. Thus the blade sweetly whistles to its wielder when unsheathed. It was not long after that the mage also deserted the small town in disgust, taking the sword with him on his journeys. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Piercing Weight: 2 lb Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS05 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: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS85 Reflective Short Sword +1 STATISTICS: Damage: 1d6+1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast the spell, Minor Mirror Image 1/day Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS86 Wounding Sword of Shadows +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Shadowed: +2 to Hide skill Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS87 Short Sword of Sanctuary +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Piercing Special: Spell Power: Can cast the spell Sanctuary 1/day Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to resist) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS88 Short Sword +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS89 Short Sword +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS90 Short Sword +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS91 Sure Striking Short Sword +1 STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +5 Damage Type: Piercing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS92 Frostblade STATISTICS: Damage: 1d6 Damage Type: Piercing Special: Frost: 50% chance +1d6 cold damage Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS93 Vampiric Short Sword STATISTICS: Damage: 1d6 Damage Type: Piercing Special: Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS94 Charged Short Sword of Wounding +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Shocking Burst: +2d6 electric damage and 10% chance of +2d10 extra electric damage Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS95 Brilliant Short Sword +5 STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Piercing Special: Brilliant Energy: All attacks ignore targets shield and armor bonuses Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS96 Short Sword of Flurry +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Speed: 1 additional attack per combat round Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS97 Bleeding Short Sword +4 STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Piercing Special: Wounding: Inflicts 2 additional points of damage per round for 10 rounds (Fortitude negates) Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS98 Short Sword of Stealth +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Shadowed: +4 to Hide skill Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDS99 Short Sword of Shadows STATISTICS: Damage: 1d6 Damage Type: Piercing Special: Shadowed: +2 to Hide skill Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 00SWDT01 Greatsword The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, 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 greatswords is cleaving mounted knights and breaking up pike formations. STATISTICS: Damage: 2d6 Damage Type: Slashing Weight: 15 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT02 Masterwork Greatsword STATISTICS: Damage: 2d6 Attack Bonus: +1 Damage Type: Slashing Weight: 15 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT03 Greatsword +1 The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, 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 greatswords 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: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT86 Greatsword +5 STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT87 Greatsword +4 STATISTICS: Damage: 2d6 + 4 Attack Bonus: +4 Enchanment: +4 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT88 Greatsword +3 STATISTICS: Damage: 2d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT89 Greatsword +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT90 Blessed Greatsword +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Power: Can cast the spell Bless 1/day Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT91 Greatsword of Flame +1 STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Flame: 50% chance +1d6 fire damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT92 Sure Strike Greatsword STATISTICS: Damage: 2d6 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT93 Greatsword of the Soulless +5 The Slayer Knights of Xvim are considered one of the deadliest warriors in any kingdom. One of the things that makes them so deadly, besides being demon kin, is their skill with their specially forged greatswords; the Greatsword of the Soulless. Being the common weapon of knights, the primary function of greatswords is cleaving mounted knights and breaking up pike formations. However, in the efficient hands of a Slayer Knight of Xvim, this particular greatsword will cleave through the bodies of their targets, and literally suck out the target's lifeblood. The Greatsword of the Soulless is the primary weapon of the Slayer Knights of Xvim. STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Vampiric: 2d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT94 Greatsword of Rage +5 STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 Slashing damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT95 Greatsword of Righteousness +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Holy: +2d6 damage to evil creatures Lawful: +2d6 damage to chaotic creatures Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed Minimum Strength of 18 Required 00SWDT96 Greatsword of Virtue STATISTICS: Damage: 2d6 Enchantment: +5 Damage Type: Slashing Special: Lawful: +2d6 damage to chaotic creatures Holy: +2d6 damage to evil creatures Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: +1d6 fire damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT97 Greatsword: Frost Defender STATISTICS: Damage: 2d6 Enchantment: +5 Damage Type: Slashing Special: Deflection Bonus: +3 Frost: +2d6 cold damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed Minimum Strength of 16 Required 00SWDT98 Greatsword of Flame +3 STATISTICS: Damage: 2d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Flame: +1d6 fire damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 00SWDT99 Greatsword of the Defender STATISTICS: Damage: 2d6 Damage Type: Slashing Special: Deflection Bonus: +1 Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed Minimum Strength of 18 Required 11HFDGGH Goblin Slayer This pearl-handled dagger was crafted by the enchantress Elytharra as protection against the frequent goblin raids that plague Icewind Dale. It looks more like a fine, familiar hunting knife than a weapon of war, but its keen edge bites deep into goblin hide. Elytharra claims to have only used the knife only on a small number of occasions. STATISTICS: Damage: 1d4 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Piercing Special: Slays goblins instantly Weight: 2 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 11SWDLHE Heart of You have no idea where this dwarven-forged blade came from, but clearly etched on its blade is "." You're sure you've never seen it before, yet it feels strangely familiar when you hold it in your hand. The blade looks several generations old and bears numerous nicks and scratches, and radiates a faint chill. You have no idea how it came to bear your name. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Special: Resistance: 1/- Cold Resistance Weight: 3 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 11HFSLHE Golden Heart of You have no idea where this dwarven-forged blade came from, but clearly etched on its blade is . You're sure you've never seen it before, yet it feels strangely familiar when you hold it in your hand. The blade looks several generations old and bears numerous nicks and scratches, and radiates a faint chill. This sword was left behind by a previous party when they retook the Severed Hand from the forces of the Chimera, and it has been empowered with all of their wealth and experiences. It was intended for you to aid you in slaughtering your way through the legions. STATISTICS: Damage: 1d8 + 5 Attack Bonus: + 5 Enchantment: +5 Damage Type: Slashing Special: Strength: +2 Dexterity: +2 Hit Point Bonus: +25 Maximum Hit Points Constant Effect: Freedom of Movement while equipped Constant Effect: Haste while equipped Weight: 1 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 11HFSTWS Saga of Wandering Sky The saga of Wandering Sky is a tale of hearth and home told by many skalds of the North. The tale exemplifies the persistence and strength of the barbarian spirit. When the legions of Arakon the Arch-Mage swept across Icewind Dale, the Tribe of the Bear was among the first of the tribes to meet his assault. Overwhelmed by the superior forces, the barbarians fought bravely, but they were no match for Arakon's forces. One of the tribe's eldest hunters and warriors, Hreidgar, was knocked unconscious during the battle, and he awoke to the sky tearing at his face and the remains of his fellows around him. Of his wife and children, there was no trace, and without a word, Hreidgar took up his great sword and followed the path of Arakon's army, determined to reclaim them and avenge the fallen. Hreidgar was among the first to pledge his blade to the barbarian shaman Jerrod when he united the tribes against Arakon, and he served tirelessly in the great battles ahead, even on the darkest day when Arakon unleashed armies of the hells against Jerrod and the tribes. In every battle, Hreidgar and his greatsword were as one, howling like the wind as he drove his enemies back... and to their deaths. But when Arakon was at last defeated, no trace of Hreidgar's wife and child were to be found. Hreidgar continued his search, and his journey of many years is said to have taken him across the great cliffs of the Reghed Glacier during the Season of Raining Spears, upon the Sea of Moving Ice where he sailed with the Tribe of the Great Whale and fought slavers from the south, and then to his final destination, the small town of Enholm's Point, where he stood with the handful of the town's defenders against the army of Kresselack the Black Wolf. It is said Hreidgar fought so fiercely that Kresselack conceded the field in honor of the warrior - but not before striking the fatal blow that would end the warrior's life. Bleeding from numerous wounds, Hreidgar is said to have wandered north from Enholm's Point, traveling for many miles before collapsing to his knees. With the last of his strength, the old warrior plunged his blade into the ice and said he had finally found what he had been seeking. "Let the sky wander," he proclaimed, "for my travels are done." When the townsfolk of Enholm's Point returned the next day to carry his body away, they found Hreidgar, but his blade had vanished. It is said that the blade now wanders as the sky wanders, finding its way to others with long journeys before them... and guiding them to their final destination, whatever it may be. STATISTICS: Damage: 2d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Target is under the effects of the spell Doom upon successful hit Spellward: Wielder is immune to the spell Slay Living, Harm, and Finger of Death Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 11SWDTWS Wandering Sky STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Power: Can cast Doom once Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed 50DAGGLT Lamia's Tongue This wicked-looking throwing knife is part of a set of items once belonging to Suhailah el Khaba - the Black Lamia - an infamous sell-sword from Calimport. The unverified rumors regarding her final fate are many, running the gamut from "imprisoned beneath the earth by a vengeful wizard whose niece she'd murdered" to "fell in love with a nobleman from Thay and went into hiding." What is known for certain is that the murderous woman is long gone and her belongings have been found scattered here and there throughout the realms ever since. Forged of dull black steel, the blade is engraved in the fashion of a barbed tongue while the handle is textured with minute scales. Because the enchanted dagger whips back to the thrower's hand once it has struck a solid object, its barbs can do horrendous damage to a target. Many a bravo were felled by the Lamia's Tongue before coming within ten paces of her, their last breaths escaping through a burbling, crimson hole in their throats. STATISTICS: Damage: 1d4 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Barbed: +1d6 additional slashing damage Returning: Returns to wielder Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 50HFDGLT The Black Lamia's Tongue STATISTICS: Damage: 1d4+2 Attack Bonus: +2 Damage Type: Missile (piercing) Damage Type: Melee (piercing) Special: Barbed: 1d6 additional slashing damage Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Returning: Returns to wielder Weight: 0 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed 50HFSLWB Barrow Wight's Blade STATISTICS: Damage: 1d8 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Spell Process: Target under the effects of the spell Bane upon successful hit (Will negates) Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 50SWDLWB Wight's Blade STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Spell Process: 66% chance of casting Bane on target Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 60HFSLHA Light of Cera Sumat The holy avenger is the paladin's ultimate weapon against the forces of evil. There are few creatures on the Lower Planes that would not hesitate to confront a holy warrior wielding such a weapon... and this one, perhaps more so than others. Once, it was nothing more than a simple iron sword, but through the courage and faith of one man, it became something more. The blade of this holy avenger glows with a soft golden light. Inscribed upon the hilt in flowing gold letters is "Cera Sumat," which translates into "Six, now Silenced." Cera Sumat earned its name through the labors of elderly duke Kholsa Ehld, a man cresting nearly eighty years of age, who vowed to complete a task that the greatest warriors of three kingdoms feared to do... all because of the weeping of a child. The times in which Old Duke Ehld lived were ones of great upheaval, and the servitors of Bane were strong, crushing all that stood in their way. Entire kingdoms feared their wrath, and to speak out against them meant death, so many remained silent and turned their eyes from the evils of Bane and his servants. During these dark times, the most terrible of Bane's minions were six who called themselves the Lost Followers. Their souls were storms of avarice and hate, and mighty were the powers at their command. They reveled in strife and tyranny... and for all the blood they shed, it was never enough. Together, the Lost Followers brought about the downfall of the Silver Court, slaying its king upon his throne and renaming his once-beautiful nation the Barbed Kingdom. After animating his decapitated corpse and having it march through the streets slaying anyone it could find, they brought a rain of fire down upon the city and the lands around, leaving it a barren wasteland. It is said that they dined in the capital's great hall that night as the land burned, and they raised their wine glasses as the screams of the dying reached their peak. There was only one survivor. In their last act of malice, the Lost Followers left the king's only daughter, barely five years old, alive to reign as "Queen" over the burned kingdom. They called her the Weeping Queen and cast wards about her so that she might never leave the empty capital, and then left her to starve. Their appetite momentarily slaked, the Lost Followers parted ways and went upon their separate roads of damnation, sowing strife in the Bane's Name. Old Duke Ehld was the first one to cross the wards of the Barbed Kingdom and seek out the Weeping Queen upon her father's throne. When he found the small girl, he approached, kneeled before her, and told her he had come to pledge his life in her service. In stiff, formal words, he said he had brought food and water and apologized for his lateness, but his bones were old and it had taken him some time to reach this place. The near-starving child stared at him as he pledged his worn blade and his honor to seeing that the ones who had done this terrible crime answered for their actions, if his Queen wished it. After a long, stunned silence, the Weeping Queen found the words to thank him. From the moment Ehld left the throne room in search of the Lost Followers, the weeping of the queen ended, and she never wept again. Over six years, Ehld traveled the lands of Faerun and across the planes themselves, seeking the Six, and asking them to answer for their crimes. Each scoffed at the old man and his worn-looking blade, only to find him a dangerous opponent... and in the end, the victor. He recorded the events of their death upon a stone set into the pommel of his blade, and there was even regret in his writings that he had not been able to enlighten the Lost Followers to turn from their path before it came to its end. When the last of the Six had answered for their crimes upon the edge of the Cera Sumat blade, Ehld returned to the Weeping Queen and laid the blade at her feet. Where once it had been a tarnished blade, it shone as brightly as the sun, and the stone in the pommel was covered with the writing of his journeys. He detached the stone, and set into a chain, and he gave the Weeping Queen. Ehld told her to keep the chain to wear as a reminder of the many evils of the world and that they are never far from one's heart... but if one's heart is true and one's path is righteous, one may triumph against any number of evils. Duke Ehld outlived his queen, living to the age of 107, at which point Ehld took his Cera Sumat and left the Barbed Kingdom... and is said to have traveled north. In time, the Barbed Kingdom rose to its former glory and its name was changed, and with it, the fate of Cera Sumat and the Medallion of the Lost Followers was forgotten... until your arrival in Kuldahar and the medallion and the Holy Avenger were united once again to meet the Lost Followers in battle one final time. But the story of Ehld and Cera Sumat was a story of another time, and of the adventures of another hero. This is now your time, and your epic. If your band counts a paladin among its number, then this ancient blade is yours to wield against the forces of evil... And perhaps, if your heart is true, save a land from destruction once again. STATISTICS: Damage: 1d8 + 10 Attack Bonus: +10 Enchantment: +5 Damage Type: Slashing Special: Holy: +2d6 against evil creatures. Resistance: +30 Spell Resistance Spell Power: Can cast the spell Dispel Magic, No Limit per Day Weight: 5 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 60SWDLHA "Cera Sumat," Holy Avenger STATISTICS: Damage: 1d8 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Holy: +2d6 against evil creatures. Resistance: +15 Spell Resistance Spell Power: Can cast the spell Dispel Magic, No Limit per Day Weight: 5 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed 63HFSCSS Scimitar of the Soulless +5 In honor of Iyachtu Xvim, Madae had one of her most skilled weapon smiths create a replica of Iyachtu Xvim's scimitar, the Scimitar of Souls, and called it the Scimitar of the Soulless. When it was complete, she had it put into the hands of Iyachtu Xvim's statue, in the hopes that if one day Iyachtu Xvim materialized as one of his avatars, he would use the weapon she had made for him in battle. The mainstay weapon of Iyachtu Xvim, the Scimitar of Souls has the power to literally suck the life out from its victims, as does this replica. Its large, black polished blade is serrated on the back side of its curve, wraps around the lethal tip, and etches its jagged way one quarter the blade's length down the sharpened side. The brutal looks and size of the finely forged Scimitar of the Soulless compliments Iyachtu Xvim's foreboding presence and intimidating scowl. In the hands of Iyachtu Xvim's avatar, even this copy of the original sword would yield the dark god an immense advantage in battle - let alone if a mortal were to wield it. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Dispelling: Dispel Magic on target (Will save) Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points (Fortitude save -4) on target Corrosive: 25% chance +2d6 acid damage per hit Weight: 5 lb Feat Requirement: Martial Weapon, Large Sword Type: One-handed 63SWDCSS Scimitar of Souls +3 STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Dispelling: Dispel Magic on target (Will save) Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points (Fortitude -2 to save) Weight: 5 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed ZZ35LS Letto's Scar This enchanted short sword has been carved from a single piece of shale, its surface smeared with venom drawn from the tongue of a desert serpent. The venom never dries, giving the sword an unhealthy sheen. This short sword is an evil weapon, said to have caused many lingering deaths over the years. Its name comes from its last known owner, an infamous buccaneer named Letto who preyed on ships traveling upon the Sea of Moving Ice. It is said that he was caught by the Tribe of the Great Whale in the shadow of Hehnhold's Iceberg, where his ship was hacked apart by the barbarians' great axes and the crew set aflame with burning pitch. When the battle was over, only driftwood remained. One of the pieces of his ship's hull found its way south and the wood was used in the construction of one of the rooms in the upper story of the Weeping Widow Inn. The short sword has been buried within the timber for almost thirty or more years, waiting for someone to find it again and use it in Letto's name. STATISTICS: Damage: 1d6 + 1, +2 vs. Good Creatures Attack Bonus: +1, +2 vs. Good Creatures Enchantment: +1 Damage Type: slashing Special: 10% Chance of Poisoning Target, -1 Penalty to Fortitude save When Held Weight: 3 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZ36LS Letto's End STATISTICS: Damage: 1d6 + 3, +5 vs. Good Creatures Attack Bonus: +3, +5 vs. Good Creatures Enchantment: +5 Damage Type: Slashing Special: 25% Chance of Poisoning Target Immune to Poison while equipped Weight: 1 lb. Feat Requirement: Simple Weapon, Small Blade Type: One-handed ZZJ6BS Bastard Sword of the Undead Slayer +1 STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Bane: +2 Attack Bonus and +2d6+2 vs Undead Weight: 9 lb. Feat Requirement: Exotic Weapon, Bastard Sword Type: One-handed ZZJ6US Greatsword: Undead Slayer +2 STATISTICS: Damage: 2d6 + 2 Attack Bonus: +2 Enchantment: +4 Damage Type: Slashing Special: Bane: +2 Attack Bonus and +2d6+2 damage vs Undead Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 12 lb Feat Requirement: Martial Weapon, Great Sword Type: Two-handed ZZR6HFWB Thunder's Shock This massive sword, fashioned to be wielded by a person of great strength, is as elegant as it is repulsive. Though coated in metal, its blade has been reinforced with human bones. Its hilt, and accompanying scabbard, have been stylishly made from tanned human flesh and skin. Little is known about the origins of this weapon, but it is rumored to have been passed down from generation to generation by human Mulhorandi woman. According to legend, whenever these women gave birth to a girl while being forced into slavery, they would, on the night of the first full moon, pray to the ancient pharaoh Tyrish for guidance. Hearing their prayers, Tyrish would send "floating down from the heavens" this sword, and the woman would use it to severely disfigure their children. Once the deed was done, the sword would float away as gracefully as it had arrived. These children, now deemed undesirable by their slavers, would be sold for a quick profit, thus sparing them the horrors of slavery. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +3 Damage Type: Slashing Special Bane: +3 Attack Bonus vs Humans and +2d6+3 vs Humans Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed ZZR6WB Winged Blight This massive sword, presumably fashioned to be wielded by a person of great strength, is as elegant as it is repulsive. Though coated in metal, its blade has been reinforced with human bones. Furthermore its hilt, and accompanying scabbard, have been stylishly made from tanned human flesh and skin. Little is known about the origins of this sword, but Mulhorandi aristocrats have passed its rumor from generation to generation. According to legend, whenever a human Mulhorandi woman gave birth to a girl after having been forced into slavery, she would, on the night of the first full moon, pray to the ancient pharaoh Tyrish for guidance. Hearing her prayers, Tyrish would send "floating down from the heavens" this weapon, originally no larger than a stiletto, and the woman would use it to severely disfigure her child. Once the deed was done, the weapon would enlarge slightly before floating away as gracefully as it had arrived. These "marked" children, now deemed undesirable by their male overseers, would be allowed to purchase their freedom, thus sparing them the horrors of slavery. The scars inflicted upon these children - those physical in nature at least - would eventually heal over time. STATISTICS: Damage: 2d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special Bane: +3 Attack Bonus vs Humans and +2d6+3 Damage Bonus vs Humans Weight: 12 lb. Feat Requirement: Martial Weapon, Great Sword Type: Two-handed ZZZ6BS Bane Scimitar of Flame STATISTICS: Damage: 1d6 Enchantment: +2 Damage Type: Slashing Special: Bane: +2 Attack Bonus vs Skeletal Undead and +2d6+2 vs Skeletal Undead Flame: 50% chance of +1d6 fire damage Weight: 4 lb. Feat Requirement: Martial Weapon, Large Sword Type: One-handed =============================================================================== Wands =============================================================================== 00WAND01 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 make a Will save Range: 100 ft Area: 10 ft radius Duration: 15 rounds Weight: 1 lb. 00WAND02 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 Weight: 1 lb. 00WAND03 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 make a Fortitude save in order to avoid being stunned for 10 rounds. STATISTICS: Effect: Target stunned unless a Fortitude save with a -4 penalty is made Range: 100 ft Area: 1 creature Duration: 10 rounds Weight: 1 lb. 00WAND04 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) must make a Reflex save to take 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 Reflex save for half. STATISTICS: Ability 1: Effect: shoots out a Fireball Damage: 6D6 (Reflex save for half) Range: 90 ft Area 30 ft radius Ability 2: Effect: Agannazar's scorcher Damage: 6D6 +6 (Reflex for half) Range: 90 ft Area: 1 creature Weight: 1 lb. 00WAND05 Wand of Lightning The possessor of the wand can discharge a bolt of lightning. As it passes through a creature, it does 6d6 points of damage (treating 1s rolled as 2s), with a Reflex for half damage. When the lightning bolt intersects with a wall it will fizzle out. STATISTICS: Effect: Lightning bolt Damage: 6D6 (Reflex save for half) Range: 100ft Area: Path of bolt Weight: 1 lb. 00WAND06 Wand of Sleep 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. STATISTICS: Can cast the spell Sleep Weight: 1 lb. 00WAND07 Wand of Summon Monster STATISTICS: Can cast the spell Summon Monster II Weight: 1 lb. 00WAND08 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 9D6 damage to the target, unless the target makes a Reflex save 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: 9d6 (Reflex save for half) Range: 120 ft Area: 10 ft radius Weight: 1 lb. 00WAND13 Wand of Trap Detection This wand was once in the possession of the half-elven rogue mage Illep the Watchful. Illep, a native of Myth Drannor, used the slender ebon wand to locate the snares and springblades he often encountered during numerous burglaries. Illep was well liked by most people, but a human warrior named Brammel took offense to Illep's foppish manner in a tavern one night. Despite Illep's skill with daggers, the lithe rogue could do little to recover from the axe wound to the upper chest and neck that Brammel dealt him. Brammel was arrested by town guards and the wand was to be returned to Illep's family in Myth Drannor. The small caravan transporting the wand was sacked by human bandits and disappeared from history. STATISTICS: This wand can be used to cast Find Traps for the wielder. Duration: 10 rounds Weight: 1 lb. 00WAND14 Wand of Grease Elytharra of Neverwinter created this wand to slow and frustrate attackers on those rare occasions when she was called upon to do battle. The wand is a fat piece of knotted driftwood that appears conspicuously mundane. STATISTICS; Special: Can cast Grease Weight: 1 lb. 00WAND15 Wand of Stinking Cloud 00WAND16 Wand of Horror 00WAND18 Wand of Animate Dead 00WAND19 Spider Spawn Wand 00WAND20 Wand of Chill Touch 00WAND21 Wand of Burning Hands 00WAND22 Wand of Mage Armor 00WAND23 Chromatic Orb Wand 00WAND24 Color Spray Wand 00WAND25 Wand of the Spider's Web 00WAND26 Cat's Grace Wand 00WAND27 Wand of Blur 00WAND28 Wand of Melf's Acid Arrow 00WAND29 Wand of Enfeeblement 00WAND30 Wand of Entanglement 00WAND31 Wand of Evil Protection 00WAND32 Sunscorch Wand 00WAND33 Bane Wand 00WAND34 Sanctuary Wand 00WAND35 Wand of Holy Might 00WAND36 Hold Person Wand 00WAND37 Wand of Silence 00WAND38 Wand of Aid 00WAND39 Wand of Charm Person or Animal 00WAND40 Wand of Dismissal When this potent wand is pointed at a summoned creature and the command word uttered, the creature must make a Will save to avoid being prematurely dismissed and sent back to its home plane. STATISTICS: Can cast the spell Dismissal Weight: 1 lb. 00WAND41 Wand of Alicorn Lance This wand is carved to look similar to a unicorn's horn. Close inspection reveals that it has actually been made from dense elm wood. The wand smells faintly of rain-drenched soil. When used, the wand duplicates the effects of the priest spell Alicorn Lance. STATISTICS: Can cast the spell Alicorn Lance Weight: 1 lb. 00WAND42 Wand of Cure Moderate Wounds This strangely shaped ivory and gold wand is covered with symbols of Lathander, the god of renewal. The wand becomes blade-like towards the end. A single peacock feather is held within an oval space near the flat tip. When used, the wand duplicates the effects of the priest spell Cure Moderate Wounds. STATISTICS: Can cast Cure Moderate Wounds Weight: 1 lb. 00WAND43 Wand of Spell Shield Looking like an archetypal wand, this slender black ebony rod is tipped with a gold star similar to the stars found in the holy symbol of Mystra, goddess of magic. When used, the wand duplicates the effects of the priest spell Spell Shield. STATISTICS: Can cast the spell Spell Shield Weight: 1 lb. 00WAND44 Wand of Remove Paralysis This wand is striking, being crafted from solid silver. At each end, a small glass globe rests within a four-armed silver prong. When used, the wand duplicates the effects of the priest spell Remove Paralysis. STATISTICS: Can cast the spell Remove Paralysis Weight: 1 lb. 00WAND45 Wand of Bull's Strength This wand looks very little like traditional wands. In fact, it appears to be crafted from a material similar to muscle. The strands of muscle spread out from their wooden handle like a macabre cat-o-nine tails. When the handle is gripped and the command word is spoken, the strands of muscle lash out and wrap around the hand of the user, enveloping it. Within the next few moments, the user can invoke the effects of the wizard spell Strength. STATISTICS: Can cast the spell: Bull's Strength Weight: 1 lb. =============================================================================== Spell Scrolls =============================================================================== SPPR103Z Cure Light Wounds (Conjuration) Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 2 Range: Touch Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying his hand upon a living creature, the caster heals 1d8 points of damage +1 per caster level (up to +5). SPPR105Z Entangle (Transmutation) Level: Drd 1, Rgr 1 Range: Sight of Caster Duration: 10 rounds Casting Time: 4 Area of Effect: 20-foot radius Saving Throw: Reflex partial When an Entangle spell is cast, it must be cast outside, otherwise it will not work and the spell is wasted. It causes vines to sprout forth from the ground to wrap, twist, and entwine any creatures in the area of effect, preventing movement. Creatures must make a Reflex save every round in order to move through the entangled area. Entangled creatures can still perform normal actions but cannot move and suffer a -2 penalty to attack rolls and a -4 penalty to dexterity. All creatures within the area of effect who make their Reflex save move at half rate. SPPR108Z Remove Fear (Abjuration) Level: Clr 1 Range: Close Duration: 10 minutes Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: None This spell instills courage within allies in the area of effect, yielding increased morale. Demoralized troops will once again regain their courage and return to battle. If the subject is suffering from a fear effect when receiving the spell, those effects will be removed. In addition, any person under the effects of Remove Fear will be immune to spells that cause fear for the duration of the spell. SPPR112Z Inflict Light Wounds (Necromancy) Level: Clr 1 Range: Touch Duration: Special Casting Time: 5 Area of Effect: 1 creature Saving Throw: Will half This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals 1d8 + 1 point of magic damage per caster level (maximum of 1d8 +5). This spell has no affect on undead or constructs. SPPR113Z Sunscorch (Evocation) Level: Drd 1, Rgr 1, Lathander 1, Selune 1 Range: Sight of Caster Duration: Instantaneous Casting Time: 4 Area of Effect: 1 creature Saving Throw: Reflex half Upon completion of this spell, a brilliant ray of scorching heat fires down from the sky and burns the target creature for 1d6 + 1 fire damage per level of the caster (to a maximum of 1d6 + 15). Undead creatures and monsters vulnerable to bright light take 1d6 + 2 fire damage per level of the caster (to a maximum of 1d6 + 30). Victims must make a successful Fortitude save or be blinded for 3 rounds. Drow and gray dwarves are blinded from the spell for 3 rounds (no save). SPPR114Z Doom (Enchantment) Level: Clr 1, Talos 1 Range: Sight of Caster Duration: 1 minute / level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Will negates This spell causes a feeling of doom to overwhelm the target. For the duration of the spell the target receives a -2 penalty to attack bonus and saving throws. SPPR115Z Armor of Faith (Abjuration) Level: Clr 1, Helm 1 Range: Caster Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: None The armor of faith is a force of energy that absorbs a portion of the damage intended for the caster. The caster gains a damage reduction of +1/- to all forms of damage for the duration of the spell. SPPR116Z Faerie Fire (Evocation) Level: Drd 1, Lathander 1, Selune 1 Range: Sight of Caster Duration: 1 minute / level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell outlines a creature with a pale glow, making its position and movements easily visible - this has the effect of an armor bonus penalty of 2. SPPR117Z Frost Fingers (Transmutation) Level: Drd 1 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 5-foot long, 120 degree arc Saving Throw: Reflex half Upon completion of this spell, chilling frost emanates from the caster's hands in the shape of a wedge in front of her. Any creature caught in the area of effect suffers 1d3 + 1 cold damage per caster level, to a maximum of 1d3 + 10 cold damage. In addition, the creature is slowed for 2 rounds. A successful Reflex save halves the damage and negates the slow effect. SPPR201Z Aid (Enchantment) Level: Clr 2, Ilmater 2 Range: Touch Duration: 10 rounds/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains +1 attack bonus, +1 to saving throws, and 8 temporary hit points for the duration of the spell. These bonus hit points can exceed a character's maximum hit points. SPPR203Z Chant (Conjuration) Level: Clr 2, Tempus 2 Range: Caster Duration: 10 rounds Casting Time: 1 round Area of Effect: 30-foot radius Saving Throw: None By means of the Chant spell, the cleric brings special favor upon himself and his party, and causes harm to his enemies. When the Chant spell is completed, all the cleric's allies in the area of effect gain +1 to attack, damage, and saving throws, while the cleric's enemies suffer a -1 penalty to their attacks, damage and saves. Multiple Chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so the cleric cannot cast any spells for the Chant's duration, and his movement is slowed by half. SPPR205Z Find Traps (Divination) Level: Clr 2, Oghma 3 Range: Sight of Caster Duration: 10 rounds Casting Time: 5 Area of Effect: Caster Saving Throw: None This spell imbues the caster with a heightened awareness for danger around him or her. For the duration, he or she gains a +4 bonus to his or her Search skill. SPPR210Z Minor Elemental Barrier (Abjuration) Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2, Ilmater 1 Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None This spell toughens the target creature's body to withstand fire and cold, granting a 4/- fire and cold resistance bonus for the duration of the spell. SPPR211Z Silence (Illusion) Level: Brd 2, Clr 2, Bane 2 Range: Sight of Caster Duration: 2 rounds/level Casting Time: Instant Area of Effect: 15-ft.-radius Saving Throw: Will negates Upon casting this spell, silence prevails in the affected area. If cast upon an unwilling creature, the creature can make a Will save to negate the spell's effects. SPPR212Z Delay Poison (Conjuration) Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell will drastically slow the effects of poisons in a poisoned creature, increasing its chances of survival so there is time to find curative magic at a temple or from some other healers. This spell will also sober up a character that has drunken himself into a stupor. SPPR214Z Cure Moderate Wounds (Conjuration) Level: Brd 2, Clr 2, Drd 3, Pal 3, Rng 3 Range: Touch Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying his hand upon a creature, the cleric heals 2d8 + 1 point/level of damage (maximum 2d8 + 10) to the creature's body. SPPR216Z Alicorn Lance (Evocation) Level: Drd 2, Rgr 2, Ilmater 2, Selune 2 Range: Sight of Caster Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: Reflex half This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 armor bonus for 3 rounds. SPPR217Z Beast Claw (Transmutation) Level: Drd 2, Rgr 2 Range: Caster Duration: 10 rounds Casting Time: 5 Area of Effect: Caster Saving Throw: None This spell transforms the caster's arms into the claws of a mighty beast, giving the caster a +4 bonus to strength and the ability to rake an opponent for 2d4 (+ strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws. SPPR218Z Inflict Moderate Wounds (Necromancy) Level: Clr 2 Range: Touch Duration: Special Casting Time: 5 Area of Effect: 1 creature This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals 2d8 + 1 point per caster level of magic damage (maximum of 2d8 +10). This spell has no effect on undead or constructs. SPPR219Z Spell Shield (Abjuration) Level: Clr 2, Helm 2 Range: Sight of Caster Duration: 5 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell grants a +3 bonus to Will saves for the duration of the spell. SPPR221Z Rainstorm (Evocation) Level: Drd 2, Rgr 3 Range: Sight of Caster Duration: 2 rounds Casting Time: 6 Area of Effect: 30-foot radius Saving Throw: Reflex half This spell, which may only be cast outdoors, brings forth a magical rain that saturates the area of effect. All cold and fire-using/dwelling creatures take 2d3 points of magic damage per round. In addition, all creatures in the area of effect have a 50% chance per round of being struck by bolts of lightning that deal 2d6 electricity damage, with a Reflex save for half damage. Flame Blade spells, Shroud of Flame, and salamander auras are also extinguished. SPPR222Z Tortoise Shell (Abjuration) Level: Drd 3 Range: Close Duration: 10 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None Upon completion of this spell, a large hemispherical shell resembling that of a tortoise encases the target creature, shielding it from the outside world. The creature encased can take no action but in turn is impervious to all effects. The tortoise shell has 100 hit points. SPPR304Z Glyph of Warding (Abjuration) Level: Clr 3, Helm 3 Range: Sight of Caster Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: Reflex negates A Glyph of Warding is a powerful inscription, magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area sets off the glyph. A successful Reflex save enables the creature to escape the effects, but if the save is failed, the glyph deals 1-4 points of electrical damage/level of the caster to the victim. SPPR306Z Protection from Fire (Abjuration) Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Selune 3 Range: Touch Duration: 3 rounds/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell grants a damage resistance of 7/- against fire if the caster targets herself, or a 5/- fire damage resistance for anyone else. The effects lasts for the duration of the spell. SPPR308Z Remove Paralysis (Conjuration) Level: Clr 2, Pal 2 Range: Close Duration: Permanent Casting Time: 6 Area of Effect: 25' Radius Saving Throw: None The caster can free creatures from the effects of any paralyzation or related magic (such as a ghoul touch, or a Hold Person spell). The spell does not restore ability scores reduced by penalties, damage, or loss. SPPR313Z Prayer (Conjuration) Level: Clr 3, Pal 3, Tempus 3 Range: Caster Duration: 1 round/level Casting Time: 6 Area of Effect: 60-foot radius Saving Throw: None Prayer bestows favor on the caster and his allies, and curses their enemies. All attacks, damage, and saving throws by friendly characters gain +1, while enemy attacks, damage rolls and saves are all penalized by 1. Any creatures caught in the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the fighters want to chase down that fleeing goblin, the effects of the Prayer will last for the duration of the spell. SPPR314Z Remove Disease (Abjuration) Level: Brd 3, Clr 3, Drd 3, Rgr 3 Range: Touch Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None When this spell is placed on a diseased individual, it immediately cures them and restores 5 lost hit points. SPPR316Z Exaltation (Abjuration) Level: Clr 3, Helm 3 Range: Touch Duration: 10 rounds Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell enables a cleric to aid and protect any one being other than the cleric. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk, confused, and hopeless states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell. SPPR318Z Moonblade (Evocation) Level: Drd 3, Selune 3 Range: Caster Duration: 20 rounds Casting Time: 6 Area of Effect: Caster Saving Throw: None This spell summons forth a silent, weightless sword-like construct made of moonlight that extends 4 feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can damage, though the bonus does not apply to attack bonus. In addition, due to the insubstantial nature of the moonblade, melee bonuses from strength do not apply. The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail. SPPR319Z Circle of Bones (Necromancy) Level: Clr 3 Range: Caster Duration: 3 rounds Casting Time: 3 Area of Effect: 3-foot radius Saving Throw: None This spell conjures forth a barrier of floating bones that spin rapidly around the caster. Anyone entering their path takes 1d6 bludgeoning damage and 1d6 slashing damage per round. The caster cannot move for the duration of the spell. SPPR320Z Spike Growth (Transmutation) Level: Drd 3 Range: Sight of Caster Duration: 20 rounds Casting Time: 6 Area of Effect: 20-foot radius Saving Throw: Reflex partial This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and must make a Reflex save or suffer injuries to the feet that slow the character's speed by one- third. SPPR322Z Mold Touch (Transmutation) Level: Drd 3 Range: Touch Duration: Special Casting Time: 6 Area of Effect: 1 creature Saving Throw: Fortitude half This spell infects the target creature with a rapidly-spreading brown mold. The infected creature receives a Fortitude save - if the saving throw is failed, the infection is severe and the creature takes damage as follows: 1st round: 4d6 damage 2nd round: 3d6 damage 3rd round: 2d6 damage 4th round: 1d6 damage If the saving throw is successful, the damage is reduced: 1st round: 2d6 damage 2nd round: 1d6 damage Each round after the first, the nearest creature within ten feet of the victim must make a Fortitude save or be infected by the mold at full strength. This process continues until the mold fails to infect a suitable host in time. Creatures already under the effects of the mold cannot contract it again. The brown mold quickly dies once the spell expires. SPPR323Z Storm Shell (Abjuration) Level: Drd 3, Rgr 3, Talos 3 Range: Caster Duration: 10 rounds Casting Time: 6 Area of Effect: Caster Saving Throw: None This spell surrounds the caster with a dark sphere of disruptive energy that moves with him. The storm shell grants a 15/- resistance bonus to fire, cold, and electricity. SPPR324Z Holy Smite (Necromancy) [Good] Level: Ilmater 4, Lathander 4 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Reflex half This spell calls upon energy from the Plane of Brilliance and opens a channel between it and the targets. Any evil creatures within the area of effect take 1d8 damage for every 2 levels of the caster with a Reflex save for half (maximum 5d8 damage). In addition, if victims fail their Reflex save, they are blinded for 1 round. SPPR325Z Unholy Blight (Evocation) [Evil] Level: Clr 4, Mask 5 Range: Medium Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Fortitude partial This spell calls upon unholy power to smite your enemies. Any creatures of good alignment within the area of effect take 1d8 damage (maximum 5d8) per two caster levels and nauseates them for 1d4 rounds, which gives them a -2 to their attack bonus, AC, and saving throws. A successful Fortitude save reduces damage to half and negates the nauseating effect. Neutral creatures take half damage and are not sickened. SPPR326Z Negative Energy Protection (Abjuration) Level: Clr 3, Lathander 3 Range: Touch Duration: 1 round/level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell employs positive energy to ward off the effects of negative energy from attacks such as those employed by wights, spectres and vampires. The target creature is immune to energy drain for the duration of the spell. SPPR401Z Cure Serious Wounds (Conjuration) Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Ilmater 3 Range: Touch Duration: Instantaneous Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying his hand upon a creature, the cleric heals 3d8 points of damge + 1 point per caster level (up to +15) to the creature's body. SPPR403Z Freedom of Movement (Abjuration) Level: Clr 4, Drd 4, Pal 4, Rgr 4 Range: Touch Duration: 10 rounds / level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web or Slow spells) and negates the effects of paralysis and hold spells. SPPR404Z Neutralize Poison (Conjuration) Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it immediately neutralizes any poison. SPPR407Z Protection from Lightning (Abjuration) Level: Clr 4, Drd 4, Rgr 3, Sor/Wiz 4 Range: Touch Duration: 5 rounds/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell grants a 6/- electricity resistance bonus to the target creature that lasts for the duration of the spell. SPPR408Z Mage Circle Against Evil (Abjuration) [Good] Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 3, Ilmater 3 Range: Touch Duration: 10 rounds / level Casting Time: 7 Area of Effect: 10-foot radius Saving Throw: None When this spell is cast, all creatures within a 10' radius are affected individually by Protection from Evil, giving them +2 to deflection bonus to AC, +2 to Saving Throws and immunity to all control based spells against attack from evil creatures. SPPR415Z Blood Rage (Transmutation) Level: Sor/Wiz 4, Tempus 4 Range: Sight of Caster Duration: 20 rounds Casting Time: 7 Area of Effect: 1 allied creature Saving Throw: None This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +6 strength, +2 constitution, and a bonus to his/her movement rate. The spell has several disadvantages, however. The hit points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals hit points. At the end of the spell's duration, the target becomes fatigued and their Strength drops to 3 for 2 turns. Blood Rage cannot affect creatures of lawful alignment. SPPR416Z Inflict Serious Wounds (Necromancy) Level: Clr 3 Range: Touch Duration: Special Casting Time: 5 Area of Effect: 1 creature Saving Throw: Will half This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals 3d8 + 1 point per caster level of magic damage (maximum 3d8 + 15). This spell has no affect on undead or constructs. SPPR417Z Cloud of Pestilence (Transmutation) [Evil] Level: Clr 4 Range: Sight of Caster Duration: 4 rounds Casting Time: 7 Area of Effect: 20-foot radius Saving Throw: Fortitude negates This spell transforms the air in a 20-foot radius into sickening, grayish mists. The caster and non-living creatures are immune to the effects of the cloud. Every round of exposure to the disease-ridden air causes the loss of 3 points of strength and dexterity, 3 points of damage, and blindness. Creatures within the afflicted area must make a Fortitude save every round to avoid the debilitating effects of the cloud. The effects will last 1 turn. Cloud of Pestilence can only be cast by evil characters. SPPR418Z Poison (Necromancy) Level: Clr 4, Drd 3 Range: Touch Duration: 20 seconds Casting Time: 7 Area of Effect: 1 creature Saving Throw: Fortitude negates This spell grants the caster the ability to touch a creature and instantly poison them. The poison deals 20 points of damage over 20 seconds, then dissipates from the target's body. A successful Fortitude save negates any effect. SPPR420Z Star Metal Cudgel (Conjuration) Level: Drd 4, Rgr 4 Range: Caster Duration: 30 rounds Casting Time: 7 Area of Effect: Caster Saving Throw: None This spell creates a meteoric iron magical club (1d6) that has +2 attack bonus and damage, and is treated as a +4 weapon for purposes of what it can hit. Proficiency, strength, and specialization bonuses and penalties apply. It does an additional 2d6 points of bludgeoning damage against undead and constructs. SPPR421Z Smashing Wave (Evocation) Level: Drd 5, Rgr 5 Range: 40 feet Duration: Instantaneous Casting Time: 1 round Area of Effect: 5-foot wide wave Saving Throw: Reflex half This spell summons a wave of water that moves in the direction willed by the caster, striking all in its path with massive force. The wave deals 1d8 crushing damage per caster level (maximum 15d8), and in addition, there is a 25% chance a creature struck is stunned for 2 rounds, and a 5% chance the creature is knocked unconscious. If the creature struck makes a successful Reflex save, the damage is reduced by half and the creature avoids being stunned or knocked unconscious. SPPR422Z Thorn Spray (Transmutation) Level: Drd 4 Range: Special Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot long, 25-foot wide cone Saving Throw: Reflex half By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his hand. The thorn spray inflicts 6d10 piercing damage to all creatures within the area of effect with a Reflex save for half damage. SPPR423Z Wall of Moonlight (Evocation) Level: Drd 4, Selune 5 Range: Sight of Caster Duration: 5 rounds Casting Time: 7 Area of Effect: 20-foot long, 5-foot wide wall Saving Throw: None This spell invokes a shimmering tapestry of blue-white force. This wall is intangible, requiring no physical anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 magic damage. Undead creatures passing through the wall take 5d10 magic damage. A creature that has passed through the wall can only take damage from it once. Only one Wall of Moonlight may be in effect at any time. SPPR424Z Death Ward (Necromancy) Level: Clr 4, Drd 5, Pal 4, Helm 4 Range: Touch Duration: 10 minutes / level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes but is not limited to Power Word Kill, Death Spell and Finger of Death. SPPR425Z Holy Power (Evocation) Level: Clr 4, Pal 4, Ilmater 5 Range: None Duration: 1 round/level Casting Time: 6 Area of Effect: Caster Saving Throw: None Through this spell, the caster channels the power of his god throughout his entire being, amplifying the damage done by his attacks. The caster gains a +4 damage bonus for the duration of the spell. SPPR426Z Restoration (Conjuration) Level: Clr 4 Range: Touch Duration: Instantaneous Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell restores levels lost due to energy drain and dispels any effects that reduce ability scores, including but not limited to feeblemind, contagion, and enfeeblement. SPPR427Z Wall of Fire (Evocation) Level: Drd 5, Sor/Wiz 4 Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: 20-foot long, 5-foot wide wall Saving Throw: None This spell brings into existence an immobile, blazing curtain of shimmering fire. Any creature passing through the wall takes 2d6 + 1 fire damage per caster level to a maximum of 2d6 + 20 fire damage. Only one wall of fire may be active at any one time. SPPR428Z Ice Blade (Evocation) Level: Clr 4, Drd 3 Range: Caster Duration: 4 rounds + 1 round/level Casting Time: 4 Area of Effect: Caster Saving Throw: Reflex This spell creates a segment of deep chilling cold that springs forth from the casters hand, taking the shape of a scimitar and wielded as one. Attacks with the Ice Blade are melee touch attacks. The blade deals 1d8 + 6 cold damage and the victim must make a Reflex save or be slowed for 2 rounds. The Ice Blade does not gain the caster's strength bonus to damage because it is immaterial. SPPR502Z Cure Critical Wounds (Conjuration) Level: Brd 4, Clr 4, Drd 5 Range: Touch Duration: Instantaneous Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When casting this spell and laying his hand upon a creature, the cleric heals 4d8 points of damage +1 point per caster level (up to +20) to the creature's body. SPPR503Z Flame Strike (Evocation) Level: Clr 5, Drd 4, Rgr 4, Lathander 5 Range: Sight of Caster Duration: Instantaneous Casting Time: 8 Area of Effect: 10-foot radius Saving Throw: Reflex half When the caster evokes Flame Strike, a vertical column of fire blasts downward into the area of effect. All creatures caught in the area of effect take 1d6 fire damage per caster level (maximum 15d6), with a Reflex save for half damage. SPPR504Z Raise Dead (Necromancy) Level: Clr 5, Lathander 5 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Raise Dead will not work on someone killed by a Death Spell, Finger of Death, Destruction, or Disintegrate. Note that when this spell is inscribed on a scroll, its power is diminished. A scroll of Raise Dead may not work unless invoked at the place where the target died. SPPR507Z Champion's Strength (Transmutation) Level: Clr 5, Pal 5, Tempus 5 Range: Sight of Caster Duration: 10 minutes/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the caster effectively draws on the strength of his god and lends it to the target creature, in effect creating a champion. The target gains a 4+1d4 strength bonus for the duration of the spell. The effect lasts for 10 minutes/level of the caster or until dispelled. SPPR510Z Insect Plague (Conjuration) Level: Clr 5, Drd 5, Rgr 5 Range: Sight of Caster Duration: 2 rounds / level Casting Time: 1 round Area of Effect: 25-foot radius Saving Throw: None This spell summons a swarm of creeping, hopping, and flying insects. All creatures within the swarm suffer 1 hit point of damage every round, spell- casting is impossible, and any creatures of 2 Hit Dice or less will immediately attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or less must make a Will save to remain with the swarm. Undead and constructs are unaffected by insect plague. SPPR512Z Spike Stones (Transmutation) Level: Drd 4 Range: Sight of Caster Duration: 12 rounds Casting Time: 6 Area of Effect: 15-foot radius Saving Throw: Reflex half This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 1d8 hit points of piercing damage per round and must make a Reflex save or have its movement rate reduced by half. SPPR513Z Inflict Critical Wounds (Necromancy) Level: Clr 4 Range: Touch Duration: Special Casting Time: 8 Area of Effect: 1 creature Saving Throw: Will half This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals 4d8 + 1 point per level of the caster of magic damage (maximum of 4d8 +20). This spell has no affect on undead or constructs. SPPR514Z Shield of Lathander (Conjuration) [Good] Level: Clr 5, Lathander 4 Range: Touch Duration: 2 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: None This spell grants the target a 3/- damage resistance bonus to bludgeoning, slashing, piercing, fire, cold, acid, and electricity damage for the duration of the spell. SPPR515Z Slay Living (Necromancy) Level: Clr 5, Talos 5 Range: Touch Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Fortitude partial This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack will instantly slay a living creature unless a Fortitude save is made, in which case the creature takes 3d6 + 1/level points of magic damage instead. This spell has no affect on undead or constructs. SPPR516Z Undead Ward (Necromancy) Level: Clr 5, Pal 5, Selune 5 Range: Caster Duration: 10 rounds Casting Time: 7 Area of Effect: 20-foot radius Saving Throw: None This spell amplifies the influence the caster has over undead, though it is tied to the area surrounding the caster where cast and does not move. Any undead creature entering the area of effect is affected as if turned by the caster that invoked this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect. SPPR517Z Animal Rage (Enchantment) Level: Drd 4, Rgr 5 Range: Touch Duration: 15 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: None This spell imbues the target creature with animal ferocity. The target creature gains +4 strength, +4 constitution, +20% movement, and +2 to all saving throws. The target loses the ability to cast spells while Animal Rage is in effect. He or she can be controlled normally unless enemies are within sight, at which time the target immediately attacks in melee, using whatever is in hand. There is a 5% chance per round that the target will go berserk, attacking friend and foe alike. SPPR518Z Greater Command (Enchantment) Level: Clr 5, Helm 5, Bane 5, Oghma 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 1 Area of Effect: 20-foot radius Saving Throw: Will negates Similar to the first level spell 'Command', this spell enables the cleric to command all enemy creatures within the area of effect to "die" (sleep). They are allowed a Will save to negate the effects. Sleeping creatures that take damage will be awakened from their catatonic state and return to normal. SPPR519Z Spell Resistance (Transmutation) Level: Clr 5, Pal 5 Range: Touch Duration: 1 minute / level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell grants the recipient a spell resistance of 12 + 1 per level of the caster. This effect will last for the duration of the spell or, ironically enough, until dispelled. This spell will replace whatever spell resistance that the creature already has, so it is possible that the recipient could have his spell resistance lowered by the spell. This spell may be cast only on party members and allies of the caster. SPPR520Z Iron Skins (Transmutation) Level: Clr 5, Rgr 5 Range: Caster Duration: 8 hours Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell provides the caster with a damage reduction of 10/- to bludgeoning, piercing, and slashing damage. This resistance bonus only applies to a number of attacks equal to 1 attack for every 2 levels of the caster up to a maximum of 8, after which the spell will dissipate. This spell is not cumulative with itself or similar magicks (such as the 4th level wizard spell Stoneskin). SPPR521Z Healing Circle (Conjuration) Level: Brd 5, Clr 5, Drd 6 Range: Caster Duration: Instantaneous Casting Time: 5 Area of Effect: 30-foot radius Saving Throw: None This spell heals all friendly creatures within the area of effect by 1d8 + 1 point/level (maximum of 1d8 + 20). SPPR524Z Snakebite (Transmutation) Level: Drd 3, Rgr 4 Range: Caster Duration: 1 round/level Casting Time: 5 Area of Effect: Caster Saving Throw: Fortitude negates This spell transforms the caster's hands and arms into snakes which can be employed in combat, attacking twice per round. Each attack deals 1d3 piercing damage and the target must make a Fortitude save or be poisoned - the poison paralyzes and deals 6 poison damage per round over the next 4 rounds. SPPR606Z Fire Seeds (Conjuration) Level: Drd 6 Range: Caster Duration: 10 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: Reflex half This spell creates one explosive seed in the caster's inventory for every five levels (2 at 10th level, 3 at 15th level, etc...). When hurled, the seeds explode, doing 5d8 points of damage to everything within a five-foot radius. Creatures have a Reflex save for half damage. SPPR607Z Heal (Conjuration) Level: Clr 6, Drd 7, Lathander 6 Range: Touch Duration: Instantaneous Casting Time: Instant Area of Effect: 1 creature Saving Throw: None Heal wipes away disease and injury from a target creature. It cures blindness, diseases, feeblemind and restores the target to maximum hit points if they have been injured. There is no effect when used on the Undead. SPPR608Z Sol's Searing Orb (Evocation) Level: Clr 6, Drd 6, Rgr 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 1 creature Saving Throw: Fortitude half Upon completion of this spell the caster hurls a brilliant, blazing sphere at a target creature. When it hits it explodes in a flash of light, blinding the target creature and dealing 6d12 points of fire damage. A successful Fortitude save avoids the blindness and halves the damage. Drow and gray dwarves must make their Fortitude against blindness at a -4 penalty. Undead creatures are particularly vulnerable to this spell and take double damage. SPPR610Z Circle of Blades (Evocation) Level: Clr 6, Pal 6, Helm 6, Tempus 6 Range: Caster Duration: 2 rounds Casting Time: 9 Area of Effect: 3-foot radius Saving Throw: Reflex half This spell conjures forth a wall of circling, razor-sharp blades that whirl and flash around the caster, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage, with a successful Reflex save for half damage. The caster is immobile for the duration of the spell. SPPR611Z Harm (Necromancy) Level: Clr 6, Drd 7, Ilmater 6 Range: Touch Duration: Special Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Fortitude negates This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals magic damage equal to all but 1d4 of the target's current hit points. This spell has no affect on undead or constructs. SPPR612Z Spiritual Wrath (Evocation) Level: Drd 6, Pal 6, Helm 7, Tempus 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: Reflex half Upon completion of this spell, the caster becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. The caster specifies the direction of one of the bolts and the other bolts shoot opposite and perpendicular to that direction, completing a cross-shaped pattern. All creatures in the bolts' path take 4d10 + 2 points of magic damage, Reflex save for half. Creatures of the same moral alignment (good, neutral, evil) as the caster are unaffected by the spell. SPPR613Z Whirlwind (Evocation) Level: Drd 8, Talos 6 Range: Sight of Caster Duration: 10 rounds Casting Time: 9 Area of Effect: Special Saving Throw: Reflex partial This spell creates a small whirlwind near the caster, which the caster can direct to a location within his sight. Once the whirlwind reaches its destination, the caster will lose control and the whirlwind will fly around randomly, harming friend and foe alike. The caster is immune to his/her own spell, and elementals and other huge creatures are also unaffected. If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must make a successful reflex save or be stunned for 2 rounds. Creatures with 2 hit dice or less are automatically killed by this spell. A maximum of 8 targets may be affected, after which the whirlwind will dissipate. SPPR615Z Conjure Animals (Conjuration) Level: Drd 5, Rgr 6 Range: Sight of Caster Duration: 40 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons forth a massive mountain bear that will obey commands from the caster for the duration of the spell. SPPR616Z Dolorous Decay (Necromancy) Level: Clr 6 Range: Sight of Caster Duration: 10 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Fortitude negates Dolorous decay is a rotting and withering of the body that spreads quickly and painfully throughout the afflicted creature. Afflicted creatures take 1 point of damage per second (up to a maximum of 60 points of damage) and are slowed for the duration of the spell. The target creature can resist the disease with a successful Fortitude save at a -2 penalty. SPPR704Z Creeping Doom (Conjuration) Level: Drd 7 Range: Sight of Caster Duration: 1 minute / level Casting Time: 1 round Area of Effect: Special Saving Throw: None Creeping Doom summons a horde of insects composed of various small beetles, spiders and other creatures. The swarm is capable of dealing devastating damage in a short period of time but is in turn fragile and easily killed. SPPR705Z Fire Storm (Evocation) Level: Clr 8, Drd 7, Lathander 6, Talos 8 Range: Sight of Caster Duration: 1 round Casting Time: 1 round Area of Effect: 20-foot radius Saving Throw: Reflex half This spell causes the area of effect to be covered in roaring flames - all creatures caught in the area of effect take 1d6 fire damage (max 20d6) per level of the caster. A successful Reflex save halves the damage. This spell blinds drow and gray dwarves if a Fortitude save is failed. SPPR707Z Sunbeam (Evocation) Level: Drd 7, Lathander 7 Range: Sight of Caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-foot radius Saving Throw: Reflex negates and half This spell allows the caster to evoke dazzling beams of intensely hot light. All creatures in the beam are blinded and take 3d6 points of damage. A successful Reflex save negates the blindness and reduces the damage by half. Undead creatures, fungi, mold, oozes, slimes and other fungoid creatures caught in the ray suffer 1d6 points of damage per caster level (maximum 20d6). SPPR712Z Resurrection (Conjuration) Level: Clr 7, Lathander 8 Range: Touch Duration: Instantaneous Casting Time: 10 rounds Area of Effect: 1 creature Saving Throw: None As Raise Dead, except you are able to restore life and complete strength to a deceased character. The deceased character must be in the party for the spell to work. Upon completion of the spell, the creature is immediately restored to full hit points, vigor and health. The ordeal however causes the character to lose one level during the process. Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Resurrection only works when invoked at the place where the target died; if the caster leaves the area and attempts to resurrect his companion, the scroll will not work. SPPR714Z Symbol of Pain (All) Level: Clr 8, Sor/Wiz 8, Ilmater 8 Range: Sight of Caster Duration: 10 minutes / level Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Fortitude negates This spell conjures forth a magical glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it. Creatures affected will suffer wracking pains throughout their body, reducing their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill checks and ability checks (Fortitude negates). SPPR715Z Symbol of Hopelessness (All) Level: Clr 8, Sor/Wiz 8, Oghma 7 Range: Sight of Caster Duration: 10 rounds Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Will negates This spell conjures forth a glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it. Creatures affected will be overwhelmed by dejection and remain motionless or will lose all hope of winning in combat and flee. A successful Will save will resist the effects. SPPR717Z Destruction (Necromancy) Level: Clr 7, Talos 7 Range: Close Duration: Special Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Fortitude partial This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack will instantly destroy a target, blasting it into small chunks. A Fortitude saving throw is allowed and if successful the target takes 10d6 magic damage instead of being destroyed. This spell has no affect on undead or constructs. Note that a character struck with a Destruction spell cannot be raised from the dead with a Raise Dead or Resurrection spell. SPPR718Z Greater Shield of Lathander (Conjuration) [Good] Level: Clr 7 Range: Touch Duration: 3 rounds Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell grants a target spell resistance of +40 and a damage reduction of 30/- to all forms of damage for the duration of the spell. SPPR719Z Tremor (Transmutation) Level: Clr 8, Drd 9, Talos 7 Range: Caster Duration: Instantaneous Casting Time: 1 round Area of Effect: Sight of Caster Saving Throw: Reflex negates This spell causes a local tremor to rip through the ground. Enemies within sight of the caster suffer 4d10+2 points of bludgeoning damage and must make a Reflex save or be knocked unconscious for 3 rounds. SPPR720Z Mist of Eldath (Evocation) [Good] Level: Drd 7 Range: Sight of Caster Duration: 1 round Casting Time: 1 round Area of Effect: 10-foot radius Saving Throw: None This spell blankets the area of effect with a green mist - any creature within the mist will be cured of disease, poison, and healed of 25 points of damage. SPPR721Z Holy Word (Conjuration) [Good] Level: Clr 7, Ilmater 7 Range: Caster Duration: Special Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: None When uttered, this spell turns the cleric into a bridge between his god and the Material Plane, allowing him to funnel magical energy to smite all creatures of non-good alignment in the area of effect. The effects differ according to the target's level: Less than 4 - Death 4 to 7 - Stunned for 10 rounds 8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round. 12 and up - Stunned for 1 round. There is no saving throw, and the effects last for the duration of the spell or until dispelled. This spell may only be cast by good characters. SPPR722Z Blasphemy (Conjuration) [Evil] Level: Clr 7, Mask 8 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: None When uttered, this spell turns the cleric into a bridge between his god and the Prime Material Plane, allowing him to funnel magical energy to smite all creatures of non-evil alignment in the area of effect. The effects differ according to the target's level: Less than 4 - Death 4 to 7 - Stunned for 10 rounds 8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round. 12 and up - Stunned for 1 round. There is no saving throw, and the effects last for the duration of the spell or until dispelled. This spell may only be cast by evil characters. SPPR725Z Greater Restoration (Necromancy) Level: Clr 7, Lathander 7 Range: Touch Duration: Instantaneous Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell will cure a creature of all of the following ailments: energy drain, feeblemind, any form of insanity such as confusion or berserk states of mind, charm, domination, hopelessness, despair, panic, and artificially induced sleep. SPPR726Z Symbol of Death (All) Level: Clr 8, Sor/Wiz 8, Oghma 8 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Fortitude negates This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it. Creatures must make a Fortitude save or die. One or more creatures within the radius, whose combined total hit points do not exceed 150, are susceptible to the symbol's effects. SPPR727Z Symbol of Fear (All) Level: Clr 8, Sor/Wiz 8, Oghma 6 Range: Sight of Caster Duration: 10 rounds Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Will negates This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it. Creatures are allowed a Will save to resist this spell. If failed, creatures will be affected by a powerful version of the Fear spell. SPPR728Z Symbol of Stunning (All) Level: Clr 8, Sor/Wiz 8 Range: Sight of Caster Duration: 5 rounds Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Fortitude negates This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it. One or more creatures with the radius whose total hit points do not exceed 250 become stunned (Fortitude negates). A stunned creature can't act and loses any Dexterity bonuses to AC. Attackers gain +2 bonuses to attack it. SPPR729Z Aura of Vitality (Transmutation) Level: Drd 7, Lathander 8 Range: Caster Duration: 1 round/level Casting Time: 7 Area of Effect: 5-foot radius Saving Throw: None Upon casting this spell, the caster exudes magical energy that imbues all allies in the area of effect with healthy vigor. This allows them to perform tremendous physical feats well beyond their normal capabilities. All allies in the area of effect gain a +4 bonus to strength, dexterity and constitution for the duration of the spell. SPWI101Z Grease (Conjuration) Level: Brd 1, Sor/Wiz 1 Range: Sight of Caster Duration: 1 round / level Casting Time: 1 Area of Effect: 5-foot radius Saving Throw: Reflex half A Grease spell covers the ground with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must make a Reflex save every round or have their movement rate slowed to a crawl as long as they are in the area of effect. Those who successfully save still move at half their normal speed while in the area covered by grease. SPWI102Z Mage Armor (Conjuration) Level: Brd 1, Sor/Wiz 1 Range: Touch Duration: 1 hour / level Casting Time: 1 round Area of Effect: Creature touched 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 (Armor Bonus: 4). It is cumulative with Dexterity and with a 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. SPWI103Z Burning Hands (Transmutation) Level: Sor/Wiz 1 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: Burst of flames 10ft. long, centered on caster's hands Saving Throw: Reflex half When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The flame jets are five feet in length and spread out in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of effect suffers 1d4 points of damage per caster level (maximum of 5d4). A successful Reflex save halves the damage. SPWI104Z Charm Person (Enchantment) Level: Brd 1, Sor/Wiz 1, Oghma 2 Range: Sight of Caster Duration: 3 rounds + 1 / level Casting Time: 1 Area of Effect: Humanoid of Medium-size or smaller Saving Throw: Will negates 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 Will save 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. SPWI105Z Color Spray (Illusion) Level: Brd 1, Sor/Wiz 1 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 5' x 20' x 20' wedge Saving Throw: Will negates This spell creates a vivid, fan-shaped spray of clashing colors to spring forth from the caster's hand. The spell affects each creature caught in the area of effect according to its hit dice: Up to 2: Unconscious for 5 rounds 3 or 4: Blinded for 3 rounds 5 or more: Stunned for 1 round Blind creatures are not affected by color spray. SPWI107Z Eagle's Splendor (Transmutation) Level: Brd 2, Sor/Wiz 2, Oghma 1 Range: Caster Duration: 10 rounds / level Casting Time: 1 Target: Creature touched Saving Throw: None The transmutated creature becomes more poised, articulate, and personally forceful. The spell grants an enhancement bonus to Charisma of 1d4+1 points, adding the usual benefits of Charisma-based skills and abilities. SPWI108Z Protection From Petrification (Abjuration) Level: Sor/Wiz 1 Range: Touch Duration: 3 rounds/level 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, etc. SPWI110Z Identify (Divination) Level: Brd 1, Sor/Wiz 1, Oghma 1 Range: Touch Duration: Instantaneous Casting Time: Special Area of Effect: 1 item Saving Throw: None When this spell is memorized, the caster may identify the magical properties of one item in the caster's inventory. Go to the history page of an unidentified item and press the identify button to use the spell. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. SPWI112Z Magic Missile (Evocation) Level: Sor/Wiz 1 Range: Sight 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, etc., up to a maximum of five missiles at 9th level. SPWI113Z Protection From Evil (Abjuration) Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, Ilmater 1, Helm 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 an attack bonus 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. SPWI114Z Shield (Abjuration) Level: Sor/Wiz 1 Range: Caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: Caster Saving Throw: None Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates Magic Missile attacks directed at the caster. The disk also intercepts attacks, providing a +7 armor bonus. SPWI115Z Shocking Grasp (Transmutation) Level: Sor/Wiz 1, Talos 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell imbues the caster's hands with a powerful electrical charge that will release when a successful touch attack is made. The attack deals 1d8 points of electrical damage +1 point per caster level. The electrical charge is sufficient for one successful attack, and once an opponent has been touched, the spell's energy is used up. SPWI116Z Sleep (Enchantment) Level: Brd 1, Rgr 2, Sor/Wiz 1, Mask 1 Range: Sight of Caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: None A Sleep spell causes a comatose slumber to come upon creatures in the area of effect. A maximum of 2d4 hit dice of living creatures are affected, though creatures with 5 or more hit dice are immune. Sleeping creatures are helpless, but will awaken upon taking damage. SPWI117Z Chill Touch (Necromancy) Level: Sor/Wiz 1 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: Fortitude negates When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a Fortitude save or suffer 1-4 points of cold damage and receive a -1 attack bonus modifier for one hour after being struck. If the creature is an undead creature, they are affected by panic (Will negates) for 10 rounds . Undead suffer no damage or attack bonus penalty from Chill Touch. SPWI118Z Chromatic Orb (Evocation) Level: Brd 1, Sor/Wiz 1 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Reflex negates This spell creates a 4-inch-diameter sphere that can be hurled unerringly to its target. The orb's effect depends on the level of the wizard: a 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim for 1-3 fire damage. A 4th-level sphere deals 1-10 damage and blinds the target for four rounds. A 5th to 6th- level sphere deals 1-12 damage and stuns the target for three rounds. The 7th to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds. SPWI119Z Larloch's Minor Drain (Necromancy) Level: Sor/Wiz 1 Range: Sight of Caster Duration: 1 hour Casting Time: 1 Area of Effect: 1 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 1-4 damage, while the wizard gains 1-4 hit points. The extra hit points will disappear in an hour. SPWI120Z Minor Mirror Image (Illusion) Level: Brd 1, Sor/Wiz 1, Mask 1 Range: Caster Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Caster Saving Throw: None Upon casting this spell, the caster creates 1 image of himself that will travel along beside him. The image will perform all of the actions that the caster does so that if any enemies are trying to attack the caster they will not know which one is real. The image will disappear with a successful Dispel Magic, when attacked or when the spell duration runs out. SPWI122Z Ice Dagger (Evocation) Level: Sor/Wiz 1 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Upon completion of this spell, the caster hurls a magical shard of ice imbued with deep freezing cold, dealing 1d4 cold damage to the target creature per caster level (5d4 maximum) and 1 cold damage to every creature in a 5-foot radius. SPWI124Z Summon Monster I (Conjuration) Level: Brd 1, Clr 1, Sor/Wiz 1 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. SPWI201Z Blur (Illusion) Level: Brd 2, Sor/Wiz 2, Mask 2 Range: Caster Duration: 1 minute / level Casting Time: 2 Area of Effect: Caster Saving Throw: None Blur causes the wizard's body to become blurred, shifting and wavering. This distortion gives the caster's attackers a 20% miss chance when trying to hit him. SPWI203Z See Invisibility (Divination) Level: Brd 2, Sor/Wiz 2, Oghma 2 Range: Sight of Caster Duration: Instant Casting Time: 2 Area of Effect: Sight of Caster Saving Throw: None When the wizard casts a See Invisibility spell, he dispels any invisibility and reveals any hidden characters in the area of effect (i.e., thieves using stealth). Note: if an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible. SPWI205Z Horror (Necromancy) Level: Brd 2, Sor/Wiz 2, Bane 2 Range: Sight of Caster Duration: 4 rounds Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: Will negates All enemies within the area of effect must make a Will save (at a +3 bonus) or flee in terror. Certain creatures, such as undead, are immune to this spell. SPWI206Z Invisibility (Illusion) Level: Brd 2, Sor/Wiz 2 Range: Touch Duration: 10 minutes / level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell turns a creature invisible and makes it undetectable by normal vision or darkvision. The spell remains in effect until the duration has expired, it is magically broken or dispelled, or until the recipient talks to or attacks any creature. Thus the invisible being can open doors, eat, climb stairs, etc., but if he attacks or casts a spell, he immediately becomes visible (although the invisibility enables him to attack first). SPWI207Z Knock (Transmutation) Level: Sor/Wiz 2 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The Knock spell opens locked, held or arcane locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments. SPWI209Z Luck (Enchantment) Level: Brd 2, Sor/Wiz 2 Range: Sight of Caster Duration: 10 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains a +1 bonus to luck for the duration of the spell. Luck weights die rolls in a character's favor - with a +1 bonus to luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1 becomes 2, a roll of 4 becomes 5, and a roll of 8 stays at 8. Most importantly luck influences damage dice rolls, attack bonuses, saving throws, and skill checks, but luck also works in more subtle ways. This spell is not cumulative with repeat castings. SPWI211Z Melf's Acid Arrow (Conjuration) Level: Sor/Wiz 2 Range: Sight of Caster Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell creates a magical arrow that speeds to its target. The arrow has no attack or damage bonus, but it inflicts 2-8 points of acid damage. There is no splash damage. For every three levels the caster has achieved, the acid lasts another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc. SPWI212Z Mirror Image (Illusion) Level: Brd 2, Sor/Wiz 2, Mask 3 Range: Caster Duration: 3 rounds/level Casting Time: 1 Area of Effect: Caster Saving Throw: None When a Mirror Image spell is invoked, the spellcaster causes two to eight 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 ones 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 struck. The images shift from round to round so that an enemy must first hit every image before being able to hit the wizard. SPWI213Z Stinking Cloud (Conjuration) Level Sor/Wiz 3 Range: Medium Duration: 1 round/level Casting Time: 2 Area of Effect: 30-foot radius Saving Throw: Fortitude negates Stinking Cloud creates a billowing mass of noxious vapors up to 30 feet away from the wizard. Any living creature caught within the cloud must roll a successful Fortitude save or become nauseated, making them unable to attack, cast spells, concentrate on spells, and so on. These effects last for as long as the character remains in the cloud. SPWI214Z Bull's Strength (Transmutation) Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2 Range: Touch Duration: 1 hour/level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None This spell grants the target creature a 1d4 + 1 strength bonus for the duration of the spell. SPWI215Z Web (Conjuration) Level: Sor/Wiz 2 Range: Sight of Caster Duration: 15 rounds Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: Reflex negates Web creates a many-layered mass of strong, sticky strands, similar to spider webs, but much larger and tougher. Creatures within the area of effect who fail a Reflex save suffer a -2 penalty to attack rolls, -4 penalty to Dexterity, and can't move. An entangled character who attempts to cast a spell must make a Concentration check or lose the spell. SPWI217Z Agannazar's Scorcher (Evocation) Level: Sor/Wiz 2, Lathander 3 Range: Sight of Caster Duration: 1 round Casting Time: 2 Area of Effect: 2-foot by 60-foot jet. Saving Throw: Reflex Half Upon completion of this spell, a jet of flame shoots from the caster's fingertips toward the target creature. The stream of fire is continuous and deals 3d6 fire damage to the target twice over the course of a round with no saving throw for a total of 6d6 fire damage. In addition, anyone that is caught in the flame's path takes 2d8 fire damage with a Reflex save for half damage. The caster must concentrate to maintain the flame and is thus immobile for the duration of the spell. SPWI218Z Ghoul Touch (Necromancy) Level: Sor/Wiz 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: Living humanoid Saving Throw: Fortitude negates This spell brings the power of the ghoul to the caster's hands - when a successful touch attack is made, the victim must make a successful Fortitude save or be paralyzed and be covered with an awful carrion stench for 5 rounds. All creatures within a 10-foot radius of the victim, with the exception of the caster, suffer extreme nausea and are at a penalty of 2 for attack bonuses, damage, and saving throws. This penalty can be resisted with a successful Fortitude save every round a creature remains within 10 feet of the victim. Non-living creatures are unaffected by this spell. SPWI219Z Vocalize (Transmutation) Level: Brd 2, Sor/Wiz 2 Range: Touch Duration: 10 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is a great counter for Silence. SPWI220Z Snilloc's Snowball Swarm (Evocation) Level: Sor/Wiz 2 Range: Sight of caster Duration: Instantaneous Casting Time: 2 Area of Effect: 10-foot radius burst Saving Throw: Reflex half This spell causes a flurry of snowballs to erupt from a point within range. The swarm of snowballs deals 2d6 points of cold damage. For every two caster levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 5d6 at 9th level or higher. Fire-based creatures suffer double damage if they fail their save. SPWI221Z Decastave (Evocation) Level: Sor/Wiz 2 Range: Caster Duration: 1 round/level Casting Time: 2 Area of Effect: Caster Saving Throw: None This spell creates a staff of force in the caster's hand which can be wielded as a weapon - weapon proficiency bonuses or penalties apply. The Decastave deals 1d8 bludgeoning damage per hit, and can hit creatures immune to normal weapons. The staff also drains an additional 1d2 hit points per strike that is transferred over to the wielder's own hit points. These extra hit points can take the wielder over his maximum hit points, but any hit points gained in such a manner are temporary and will dissipate in a turn. SPWI222Z Blindness (Transmutation) Level: Brd 2, Clr 3, Sor/Wiz 2, Mask 2 Range: Sight of Caster Duration: 8 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Fortitude negates This spell blinds one creature. Blind creatures are at a significant disadvantage in combat, with a -2 penalty to AC, no AC bonus from dexterity, and attacks by the blind creature are 50% likely to outright miss (all opponents have full concealment). SPWI223Z Cat's Grace (Transmutation) Level: Brd 2, Sor/Wiz 2 Range: Touch Duration: 1 hour/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell grants the target creature a 1d4 + 1 dexterity bonus for the duration of the spell. SPWI224Z Deafness (Transmutation) Level: Brd 2, Sor/Wiz 2 Range: Sight of Caster Duration: 1 day Casting Time: 2 Area of Effect: 1 creature Saving Throw: Fortitude negates This spell will make the target totally deaf. Deafened spellcasters are 20% more likely to miscast any spell. This deafness can be done away with by a dispel magic spell and similar effects. SPWI225Z Power Word Sleep (Conjuration) Level: Brd 2, Sor/Wiz 2 Range: Sight of Caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Will negates When a wizard calls upon a Power Word Sleep spell, he forces a comatose slumber upon a creature who must resist with a Will save or fall asleep. The creature will wake up if injured. SPWI226Z Ray of Enfeeblement (Necromancy) Level: Sor/Wiz 2 Range: Sight of Caster Duration: 1 minute / level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Fortitude negates By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its strength and therefore the attacks that rely upon it. The victim's strength is reduced by 15 for the duration of the spell, unless a Fortitude save is made. Any associated penalties with having a reduced strength apply. The effects of this spell are not cumulative with repeat castings. SPWI227Z Gedlee's Electric Loop (Evocation) Level: Sor/Wiz 2, Talos 2 Range: Close Duration: Instantaneous Casting Time: 2 Area of Effect: 5-foot radius Saving Throw: Reflex half Upon completion of this spell a ring of electricity erupts from the caster, dealing 1d6 electricity damage per every two caster levels (maximum 5d6 electricity damage) to every creature within the area of effect. In addition, creatures struck by the ring are stunned for 1 round. A successful Reflex save halves the damage and negates the stunning effect. SPWI228Z Death Armor (Necromancy) Level: Sor/Wiz 2, Talos 2 Range: Caster Duration: 1 round/level Casting Time: 2 Area of Effect: Caster Saving Throw: None This spell surrounds the caster with crackling black energy from the negative energy plane. The Death Armor will damage anyone who strikes the caster in melee, dealing 1d4 + 1 per 2 caster levels (maximum of 1d4 + 5) magic damage. Other non-living creatures such as constructs and golems are unaffected. SPWI230Z Summon Monster II (Conjuration) Level: Brd 2, Clr 2, Sor/Wiz 2 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI302Z Dispel Magic (Abjuration) Level: Brd 3, Clr 3, Drd 4, Pal 3, Sor/Wiz 3, Oghma 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 15-foot radius Saving Throw: Will negates A Dispel Magic spell removes magical effects upon anyone within the area of effect. This includes the effects of spells, potions and magical items. It does not, however, affect magical items themselves. Enemy creatures are allowed a Will save to resist, friendly creatures are automatically affected. SPWI303Z Flame Arrow (Conjuration) Level: Sor/Wiz 3 Range: Sight of Caster Duration: Instant Casting Time: 3 Area of Effect: 1 Creature Saving Throw: Reflex half This spell enables the caster to hurl fiery arrows at his enemies. Each bolt inflicts 4-24 points of fire damage. Only half of the fire damage is inflicted if the creature rolls a successful Reflex save. The caster can fire one bolt for every four experience levels (two bolts at 8th level, three at 12th level, etc.). SPWI304Z Fireball (Evocation) Level: Sor/Wiz 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Reflex half Upon completion of this spell the caster hurls a fireball at the target, exploding upon impact and dealing 1d6 fire damage per caster level (maximum 10d6 fire damage) to all creatures in the area of effect. A successful Reflex save halves the damage. SPWI305Z Haste (Transmutation) Level: Brd 3, Sor/Wiz 3 Range: Sight of Caster Duration: 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None A creature affected by Haste gains an extra attack every round, a +4 armor bonus, and moves at double its base movement rate. Haste dispels and counters slow and is not cumulative with itself or with other similar magic. SPWI306Z Hold Person (Enchantment) Level: Brd 2, Clr 2, Sor/Wiz 3, Helm 2 Range: Sight of Caster Duration: 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: Will negates This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for five rounds or longer. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their Will saves 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 subject's condition due to wounds, disease, or poison. A successful Will save negates any effect. SPWI308Z Lightning Bolt (Evocation) Level: Sor/Wiz 3, Talos 3 Range: Line of Sight Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: Reflex half Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1-6 points of damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10-60). A successful Reflex save reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will fizzle out. SPWI309Z Summon Monster III (Conjuration) Level: Brd 3, Clr 3, Sor/Wiz 3 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI310Z Non-Detection (Abjuration) Level: Rgr 4, Sor/Wiz 3 Range: Touch Duration: 1 hour / level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells that reveal a hidden or invisible creature (such as See Invisibility and Invisibility Purge). SPWI311Z Protection From Arrows (Abjuration) Level: Sor/Wiz 2 Range: Touch Duration: 10 minutes / level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell grants the target a damage reduction of 10/+1 against missiles for the duration of the spell. The damage reduction increases with the level of the caster to 10/+2 at 5th level, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 20th. SPWI312Z Slow (Transmutation) Level: Brd 3, Sor/Wiz 3 Range: Sight of Caster Duration: 1 round/level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Will negates A creature affected by Slow loses an attack every round (but will not drop below 1 attack per round), is at -2 attack rolls, -2 to AC, -2 to damage rolls, -2 to reflex saves, and moves at half its base movement rate. Slow dispels and counters Haste and is not cumulative with itself or with other similar magic. SPWI313Z Skull Trap (Necromancy) Level: Sor/Wiz 3 Range: Sight of Caster Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: Reflex half 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 5 feet of it. When this happens, the skull is triggered and explodes, damaging everyone within a 10-foot radius. The damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell, it is wise to set it far away from the party, lest they set it off accidentally. Leaving the area the Skull Trap is in will make it disappear harmlessly. A successful Reflex save will do half damage. SPWI314Z Vampiric Touch (Necromancy) Level: Sor/Wiz 3 Range: Touch Duration: Special Casting Time: 3 Area of Effect: Living creature touched Saving Throw: None This spell imbues the caster's hands with the ability to drain life. When a successful melee touch attack is made, the victim loses 1d6 hit points for every two caster levels (maximum 10d6). These hit points are added to the caster, with any hit points over the caster's normal maximum total treated as temporary bonus hit points. The temporary hit points disappear after 1 hour. SPWI316Z Dire Charm (Enchantment) Level: Brd 2, Sor/Wiz 3, Bane 3 Range: Sight of Caster Duration: 20 rounds Casting Time: 3 Area of Effect: 1 Humanoid Medium-sized or smaller Saving Throw: Will negates This spell is similar to the Charm Person spell. However, the affected creature goes into a berserk state, wanting no one to harm his master (the spell caster). Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as Charm Person Spell. The spell can affect any humanoid medium-sized or smaller. Thus, a 10th-level fighter could be charmed, but an ogre could not. A successful Will save will negate any effect. SPWI317Z Ghost Armor (Conjuration) Level: Brd 3, Sor/Wiz 3, Selune 4 Range: Touch Duration: 5 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell creates a magical field of force with the strength of chainmail armor (deflection bonus +5). It is cumulative with Dexterity effects, armor bonuses and shield bonuses. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until dispelled or until the duration runs out. SPWI318Z Icelance (Evocation) Level: Sor/Wiz 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 1 creature Saving Throw: Fortitude half This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5-30 points of damage and forcing the target to make a Fortitude save or be stunned for 1-4 rounds. SPWI319Z Lance of Disruption (Evocation) Level: Sor/Wiz 3 Range: 60 feet Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: Reflex half This spell creates a lance of force, extending from the caster to a specified point 60 feet in the distance. Any creatures in the lance's path take 5d4 points of crushing damage, +2 points of damage per level of the caster (maximum of +30). Victims can Reflex save for half damage. SPWI320Z Halt Undead (Necromancy) Level: Clr 3 Range: Sight of Caster Duration: 2 rounds/level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Will negates This spell halts 1d4 undead creatures in the area of effect if they fail a Will save. SPWI321Z Invisibility Sphere (Illusion) Level: Brd 3, Sor/Wiz 3, Mask 3 Range: Caster Duration: 10 minutes / level Casting Time: 1 round Area of Effect: 10-foot 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 darkvision. 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 wizard or recipient cancels it, until the recipient attacks any creature, or until the duration has expired. Thus the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. SPWI322Z Melf's Minute Meteors (Evocation) Level: Sor/Wiz 3 Range: Caster Duration: 8 hours Casting Time: 3 Area of Effect: Caster Saving Throw: Reflex half This spell enables the wizard to cast one small meteor for each level of the caster. Each meteor bursts into a 1-foot-diameter sphere upon impact and inflicts 1d4+3 points of damage and +3 points of fire damage to the creature struck. The meteors are treated as missiles hurled by the wizard with a +5 bonus to attack rolls and no penalty for range. The wizard may discharge up to five missiles per round. SPWI323Z Blink (Transmutation) Level: Brd 3, Sor/Wiz 3 Range: Caster Duration: 1 round/level Casting Time: 3 Area of Effect: Caster Saving Throw: None Through this spell, the caster is able to enter a state where she is constantly phasing between the material and ethereal planes. While in this state attacks against the caster are 50% likely to outright fail, but the caster's attacks also suffer and are 20% likely to fail. In addition, spellcasting is 20% likely to fail when under the effects of this spell. SPWI401Z Confusion (Enchantment/Charm) Level: Brd 3, Sor/Wiz 4 Range: Sight of Caster Duration: 1 round/level Casting Time: 4 Area of Effect: 30-foot radius Saving Throw: Will negates This spell causes confusion in one or more creatures within the area of effect, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed a saving throw vs. spell with a -2 penalty to resist the spell effects. Confused creatures either go berserk, stand confused, or wander about for the duration of the spell. SPWI404Z Ice Storm (Evocation) Level: Drd 5, Sor/Wiz 4 Range: Sight of caster Duration: Special Casting Time: 4 Area of Effect: 20-foot radius Saving Throw: None When this spell is cast, shards of ice smash down on all targets in the area of effect, doing 3-30 points of cold damage. SPWI405Z Improved Invisibility (Illusion) Level: Brd 4, Sor/Wiz 4, Mask 4 Range: Touch Duration: 1 minute / level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to the Invisibility spell, but the recipient is able to attack, either with missile, melee weapons or spells, and remain unseen. However, telltale traces, a shimmering, allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). SPWI406Z Minor Globe of Invulnerability (Abjuration) Level: Sor/Wiz 4 Range: Caster Duration: 1 round/level Casting Time: 4 Area of Effect: Caster Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from affecting the caster. This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere with no penalty. The globe can be brought down by a successful Dispel Magic spell. SPWI407Z Summon Monster IV (Conjuration) Level: Brd 4, Clr 4, Sor/Wiz 4 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI408Z Stoneskin (Abjuration) Level: Sor/Wiz 4, Ilmater 6 Range: Touch Duration: 10 minutes/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/+5. (It ignores the first 10 points of damage, though a weapon with a +5 enhancement bonus or any magical attack bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged. SPWI410Z Remove Curse (Abjuration) Level: Brd 3, Clr 3, Sor/Wiz 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: None Upon casting this spell, the caster 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 does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with the 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. SPWI411Z Emotion: Despair (Enchantment) Level: Brd 3, Sor/Wiz 4, Bane 4, Mask 4 Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: Living creatures in 15' radius Saving Throw: Will negates This spell creates the emotion of despair within the area of effect. All creatures affected by the spell gain a -2 on their saving throws, attack bonuses, and damage rolls. SPWI412Z Malison (Enchantment) Level: Sor/Wiz 4, Oghma 4 Range: Sight of Caster Duration: 2 rounds/level Casting Time: 4 Area of Effect: 30-foot radius Saving Throw: None This spell causes all enemy targets in the area of effect to suffer a -2 on all their saving throws as long as the spell is in effect. SPWI413Z Otiluke's Resilient Sphere (Evocation) Level: Sor/Wiz 4 Range: Sight of Caster Duration: 1 round / level Casting Time: 1 Area of Effect: 1 creature Saving Throw: Reflex negates When this spell is cast, the result is a globe of shimmering force that encloses the subject creature (if it fails to make a successful Reflex save). The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; the only method of removing the sphere is by the use of a Dispel Magic spell. 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. SPWI414Z Spirit Armor (Necromancy) Level: Brd 4, Sor/Wiz 4 Range: Touch Duration: 5 rounds/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell creates a corporeal barrier around the target's body by tapping into the target's life force. The armor itself is weightless, and does not hinder movement or spell casting. In addition, the Spirit Armor will not work cumulatively with any other armor, however, dexterity, deflection, and shield bonuses still apply. While in effect, the armor bonus is +6, as if he were wearing splint mail. Also, due to the magical nature of the spell, the recipient will receive a +3 bonus to Fortitude saves. There is a danger to using the target's life force to power the spell, as when the spell expires, the external portion of the spirit is temporarily lost and 2d4 points of damage is incurred. SPWI417Z Beltyn's Burning Blood (Necromancy) Level: Sor/Wiz 4 Range: Sight of Caster Duration: 1 round/2 levels Casting Time: 4 Area of Effect: 1 creature Saving Throw: Fortitude negates This spell turns a target's blood to flame, doing 3-12 hit points of damage every round and driving the victim berserk with pain. The target gets to make a Fortitude save every round; if successful, the damage and berserk state are negated. This spell does not work against creatures that do not have blood, such as the undead, elementals, and plants. If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell. SPWI418Z Shadow Conjuration (Illusion) Level: Brd 5, Sor/Wiz 4, Mask 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell shapes material from the Demiplane of Shadow into an illusionary monster under control of the caster. More powerful shadow creatures are summoned at higher caster levels. SPWI419Z Emotion: Rage (Enchantment) Level: Brd 3, Sor/Wiz 4, Selune 4 Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: 10-foot radius Saving Throw: None This spell creates the emotion of rage within the area of effect. All creatures affected by the spell gain +2 to Strength and Constitution, a +1 bonus to Will Saves, and a -1 penalty to AC. This spell does not stack with barbarian rage. SPWI420Z Emotion: Fear (Enchantment) Level: Brd 3, Sor/Wiz 4 Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: Living creatures in 15' radius Saving Throw: Will negates This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds. SPWI421Z Emotion: Hope (Enchantment) Level: Brd 3, Sor/Wiz 4, Ilmater 4, Selune 4 Range: Sight of Caster Duration: 50 rounds Casting Time: 4 Area of Effect: Living creatures in 15' radius Saving Throw: None This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a +2 on their saving throws, attack bonuses, and damage rolls. SPWI422Z Mordenkainen's Force Missiles (Evocation) Level: Sor/Wiz 4 Range: Sight of Caster Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: Special This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a Magic Missile spell. The wizard creates one missile at 7th level, and an additional missile at every third level after 7th - in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 5-foot radius concussive blast that inflicts 1 point of damage per level of the caster - for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage. Creatures taking damage may attempt a Reflex save to negate the concussion damage, but those struck directly by a force missile receive no saves and will receive full damage. The 1st level wizard spell Shield will absorb the force missiles harmlessly, including the concussion damage. SPWI423Z Shout (Evocation) Level: Brd 4, Sor/Wiz 4, Oghma 4 Range: Close (30 ft. long, 10 ft. diameter) Duration: Instantaneous Casting Time: 1 Area: Cone Saving Throw: Fortitude partial (see text) The caster emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area of effect is deafened for 2d6 rounds and takes 2d6 points of damage. A successful save negates the deafness and reduces the damage by half. SPWI424Z Vitriolic Sphere (Conjuration) Level: Sor/Wiz 4 Range: Sight of Caster Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: Reflex half This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of acid damage per caster level, to a maximum of 12d4 points of damage (Reflex half). After the initial damage, the victim must make a Reflex save every round which will reduce the damage for that round by half and also stop any further acid damage. If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round. Each round the victim is entitled to a Reflex save to avoid further damage in any remaining rounds. The vitriolic sphere also splashes acid in a 5-foot radius around the primary target. Any creatures within the splash radius must make a Reflex save or suffer a splash hit that inflicts 1d4 points of damage per every five levels of the caster. Splash hits do not cause continuing damage. SPWI425Z Contagion (Necromancy) Level: Clr 3, Drd 3, Sor/Wiz 4 Range: Sight of Caster Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Fortitude negates 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 creature is also slowed. These effects persist until the character receives a remove disease spell. A Fortitude save will negate the effects. SPWI426Z Fire Shield (Blue) (Evocation) Level: Sor/Wiz 4 Range: Caster Duration: 1 round/level Casting Time: 4 Area of Effect: Caster Saving Throw: None The Blue Fireshield protects the user from fire damage by surrounding the caster with a shield of ice flames, which reduce all fire damage taken by 50%. Opponents striking the caster with melee attacks also suffer 1d6 + 1 point per level cold damage per hit. SPWI427Z Fire Shield (Red) (Evocation) Level: Sor/Wiz 4, Lathander 4 Range: Caster Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Caster Saving Throw: None The Red Fire Shield protects the user from cold damage by surrounding the caster with a shield of burning flames, which reduce all cold damage taken by 50%. Opponents striking the caster with melee attacks suffer 1d6 + 1 point per level fire damage per hit. SPWI428Z Spider Spawn (Conjuration) Level: Sor/Wiz 4 Range: Sight of Caster Duration: 5 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell conjures a large spider which is brought under the caster's telepathic control. The type of spider that appears depends upon the level of the caster: 7th : Giant spider 9th : Phase spider 12th+ : Sword spider SPWI501Z Animate Dead (Necromancy) Level: Clr 3, Sor/Wiz 5, Tempus 3 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell brings forth a long-dead skeleton or zombie from deep within the earth and reanimates it to serve the caster. The higher the level of the caster, the more powerful the skeleton or zombie summoned by this spell. WARNING: At higher levels, the Zombie Lords and Festering Drowned Dead summoned by this spell have powerful supernatural auras. The effects of their auras may harm your own party members if they fall within the area of affect. SPWI503Z Cloudkill (Conjuration) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 10 rounds Casting Time: 5 Area of Effect: 15-foot radius Saving Throw: Fortitude negates This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4 Hit Dice, cause creatures with 4 to 6 Hit Dice to roll a Fortitude save or be slain. Holding one's breath has no effect on the lethality of the spell. All creatures with 4 Hit Dice or above must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect with no save. SPWI504Z Cone of Cold (Evocation) Level: Sor/Wiz 5 Range: Caster Duration: Instantaneous Casting Time: 5 Area of Effect: Cone Saving Throw: Reflex half This spell releases a cone-shaped blast of extreme cold from the caster, doing 1d6 hit points of cold damage per level of the caster (15d6 maximum). SPWI505Z Summon Monster V (Conjuration) Level: Brd 5, Clr 5, Sor/Wiz 5 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI507Z Dominate Person (Enchantment) Level: Brd 4, Sor/Wiz 5, Bane 5 Range: Sight of Caster Duration: 1 minutes / level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Will negates 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. The target gets a Will save at -2 in order to avoid the effect. SPWI508Z Hold Monster (Enchantment) Level: Brd 4, Sor/Wiz 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Will negates This spell freezes the target in place, unable to take any action or defend itself in any way. Undead creatures are unaffected by this spell. SPWI509Z Chaos (Enchantment) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: 20-foot radius Saving Throw: Will negates 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 Will save at -4. The spell lasts for the duration or until a successful dispel magic is cast. SPWI510Z Feeblemind (Enchantment) Level: Sor/Wiz 5, Ilmater 5, Bane 6 Range: Sight of Caster Duration: 20 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Will negates This spell turns a target into a gibbering idiot for the duration of the spell. The victim is allowed a Will save at -2 to resist being stupefied. Feebleminded individuals cannot cast spells. SPWI511Z Shroud of Flame (Evocation) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 5 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Reflex negates This spell causes a creature to burst into flames if it fails a Reflex save. The creature will burn for 3d6 points of damage every round, and gouts of flame erupt from the burning target, causing any creatures within ten feet of the target to take 1d6 points of damage from the flames. Anyone hit by the victim's flames must also make a Reflex save to avoid contracting the shroud themselves. SPWI512Z Greater Shadow Conjuration (Illusion) Level: Brd 6, Sor/Wiz 5, Mask 6 Range: Sight of Caster Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell shapes material from the Demiplane of Shadow into an illusionary monster under control of the caster. More powerful shadow creatures are summoned at higher caster levels. SPWI513Z Summon Shadow (Necromancy) Level: Brd 5, Sor/Wiz 5 Range: Sight of Caster Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell summons a creature of living darkness, a Shadow, which will obey the will of the caster for the duration of the spell. The higher the caster level, the more powerful the Shadow summoned. SPWI514Z Lesser Planar Binding: Fire Elemental (Conjuration) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an 8 hit dice fire elemental to serve the caster for the duration of the spell. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI515Z Lesser Planar Binding: Earth Elemental (Conjuration) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an 8 hit dice earth elemental to serve the caster for the duration of the spell. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI516Z Lesser Planar Binding: Water Elemental (Conjuration) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an 8 hit dice water elemental to serve the caster for the duration of the spell. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI518Z Lower Resistance (Transmutation) Level: Pal 5, Sor/Wiz 5 Range: Sight of Caster Duration: 20 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: None Using this spell, a wizard may attempt to reduce the spell resistance of a target creature. The spell resistance of the victim works against the Lower Resistance spell itself, but at only half its normal value. There is no saving throw. If the victim does not resist the effects of this spell, his spell resistance is reduced by 1 for every two levels of the caster. SPWI519Z Sunfire (Evocation) Level: Sor/Wiz 5 Range: Caster Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Reflex half A sunfire is an explosive burst of flame similar to a fireball, but centered on the caster. All creatures in the area of effect except for the caster are burned for 1d6 fire damage per caster level (to a maximum of 15d6 fire damage). A successful Reflex save halves the damage. This spell blinds drow and gray dwarves if a Fortitude save is failed. SPWI520Z Lesser Planar Binding: Air Elemental (Conjuration) Level: Sor/Wiz 5 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an 8 hit dice air elemental to serve the caster for the duration of the spell. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI521Z Phantom Blade (Evocation) Level: Brd 5, Sor/Wiz 5, Mask 6 Range: Caster 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. It has cutting edges that inflict damage just as do those of a real sword. The caster wields the phantom blade as if proficient with this weapon. The phantom blade acts as a +3 magical longsword in terms of attack and damage bonuses as well as the type of creatures it can hit. Due to its etheric nature it deals an extra +10 magic damage against undead. This sword can only be used by the caster and remains in her hand for the duration or until dispelled. SPWI522Z Protection from Acid (Abjuration) Level: Sor/Wiz 5 Range: Touch Duration: 10 rounds / level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell grants a damage resistance of 10/- against acid damage for the duration of the spell. SPWI523Z Protection from Electricity (Abjuration) Level: Sor/Wiz 5, Talos 4 Range: Touch Duration: 10 rounds / level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell grants a damage resistance of 10/- against electrical damage for the duration of the spell. SPWI524Z Dismissal (Abjuration) Level: Brd 4, Clr 4, Sor/Wiz 5, Helm 5 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: Will negates Upon completion of this spell the target summoned creature must make a Will save or be returned to the place it came from. The creatures Hit Dice is added to his Will save, while the caster's level is subtracted from it. This spell has no effect on creatures that are not summoned. SPWI525Z Ball Lightning (Evocation) Level: Sor/Wiz 5, Talos 5 Range: Caster Duration: 1 round/level Casting Time: 5 Area of Effect: Caster Saving Throw: None Through this spell, the caster creates tiny balls of electricity that can be hurled in combat. The caster can hurl 5 per round - upon a successful ranged touch attack (e.g. an attack that ignores armor bonuses) the ball will burst and deal 2d6 electricity damage to all creatures in a 5-foot radius. If the caster fails her attack bonus, the ball will dissipate harmlessly. This spell creates 1 ball per two caster levels up to a maximum of 8. SPWI526Z Lutzaen's Frequent Jaunt (Transmutation) Level: Sor/Wiz 5 Range: Caster Duration: 1 round / level Casting Time: Instant Area of Effect: Caster Saving Throw: None Similar to Dimension Door, this spell allows the caster to instantaneously jump to another location within visual sight. In addition, the caster gains the special ability to jump a number of additional times, once for every 3 caster levels. SPWI601Z Antimagic Field (Abjuration) Level: Clr 8, Sor/Wiz 6, Selune 6 Range: Caster Duration: 10 rounds/level Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell surrounds the caster with an invisible barrier that moves with him. This barrier makes the wizard immune to any magical attacks, but it prevents the wizard from casting spells out of the field. SPWI603Z Chain Lightning (Evocation) Level: Sor/Wiz 6, Talos 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: Reflex half This spell releases a burst of electrical energy at a target; unlike the Lightning Bolt spell, however, once the bolt strikes the initial target, the electricity then jumps to the next nearest enemy doing significant, but less damage. The bolt initially inflicts 1-6 hit points of electrical damage/level of the caster, to a maximum of 20d6 points of damage. The bolt will jump to a number of other monsters equal to the caster's level inflicting half as much possible damage. A 19th level caster will hit the initial target for 19d6 worth of damage, while all subsequent targets will take 9d6 points of damage. SPWI605Z Acid Fog (Conjuration) Level: Sor/Wiz 6 Range: Sight of Caster Duration: 10 rounds Casting Time: 6 Area of Effect: 15-foot radius Saving Throw: none This spell brings forth a billowing cloud of acidic fog. The thick fog limits movement to 50% of a creature's current movement rate. In addition, all creatures caught within the fog take 2D6 points of acid damage per round. SPWI606Z Circle of Death (Necromancy) Level: Sor/Wiz 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 30-foot radius Saving Throw: Fortitude negates This spell snuffs out the lives of creatures in the area of effect killing them instantly (Fortitude negates). The number of creatures affected is equal to 1d4 Hit Dice per caster level. However, creatures over 9 Hit Dice are not affected by the spell. SPWI607Z Disintegrate (Transmutation) Level: Sor/Wiz 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 1 Creature Saving Throw: Fortitude partial The spell makes a creature... vanish. When cast, a ball of green energy shoots forth from the caster to the target, who will be disintegrated unless they make a Fortitude save. This spell works on undead creatures. Even on a successful save the creature will still take 5d6 points of damage. SPWI608Z Globe of Invulnerability (Abjuration) Level: Sor/Wiz 6, Helm 6 Range: Caster Duration: 1 round/level Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell is similar to the 4th level wizard spell, Minor Globe of Invulnerability, except that it protects the caster from 4th level spells as well. SPWI609Z Summon Invisible Stalker (Conjuration) Level: Brd 6, Sor/Wiz 6 Range: Sight of Caster Duration: 2 hours Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell summons an invisible stalker, a creature native to the Elemental Plane of Air. This creature will obey the orders of the caster and remain until the spell duration expires or it is slain. SPWI610Z Lich Touch (Necromancy) Level: Sor/Wiz 6 Range: Touch Duration: 1 round/level Casting Time: 6 Area of Effect: Caster Saving Throw: Fortitude half This spell confers the powers of a lich's touch and a lich's immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his hands are imbued with a chilling force of negative energy. Successful touch attacks deal 1d10 cold damage and victims must make a Fortitude save or be paralyzed for 1 turn. The touch attack is not effective against undead. SPWI611Z Summon Monster VI (Conjuration) Level: Brd 6, Clr 6, Sor/Wiz 6 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI612Z Otiluke's Freezing Sphere (Evocation) Level: Sor/Wiz 6 Range: Sight of Caster Duration: Instantaneous Casting Time: 6 Area of Effect: 1 creature Saving Throw: Reflex negates This spell fires an orb of cold at a creature that inflicts 1d6 points of cold damage/level of the caster (maximum of 20d6). If the target makes its saving throw, however, they have dodged the orb and avoided all damage. SPWI613Z Shades (Illusion) Level: Brd 6, Sor/Wiz 6, Mask 7 Range: Sight of Caster Duration: 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell shapes material from the Demiplane of Shadow into an illusionary monster under control of the caster. This shadowy creature has only 60% of the hit points of its real-world counterpart, although its attacks do full damage. More powerful shadow creatures are summoned at higher caster levels. SPWI614Z Stone to Flesh (Transmutation) Level: Sor/Wiz 6 Range: Medium Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell turns a petrified creature back to normal. If one of your companions has been victimized by a basilisk or a medusa, this spell will restore them to normal health. The creature must succeed at a Fortitude save to survive the process however. SPWI615Z Flesh to Stone (Transmutation) Level: Sor/Wiz 6 Range: Sight of Caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Fortitude negates This spell turns a creature to stone. They are allowed a Fortitude save to avoid the effect. The effects of this spell may be reversed with the 6th level wizard spell, Stone to Flesh. SPWI616Z Tenser's Transformation (Transmutation) Level: Sor/Wiz 6 Range: Caster Duration: 1 round/level Casting Time: 6 Area of Effect: Caster Saving Throw: None The caster becomes a virtual fighting machine -- stronger, tougher, faster, and more skilled in combat. The caster's mindset changes so that he relishes combat and can't cast spells. The caster gains 1d6 temporary hit points per caster level, a +4 natural armor bonus to AC, +2d4 Strength, +2d4 Dexterity, +1 base attack bonus per two caster levels (which may give you an extra attack) and a +5 bonus to Fortitude saves. The caster attacks opponents with melee or ranged weapons, even resorting to unarmed attacks if that's all he can do. SPWI617Z Power Word: Silence (Conjuration) Level: Brd 5, Sor/Wiz 6, Oghma 5, Bane 6 Range: Sight of Caster Duration: 2 rounds Casting Time: 1 Area of Effect: 1 Creature Saving Throw: None This spell allows the caster to utter one of the words of power. When spoken, Power Word: Silence can be invoked against any creature in range, preventing them from making a sound. No saving throw is allowed. SPWI618Z Darts of Bone (Necromancy) Level: Sor/Wiz 6 Range: Caster Duration: 5 rounds Casting Time: 5 Area of Effect: Caster Saving Throw: Fortitude negates This spell creates nine darts that can be used by the caster and cannot be unequipped so long as the spell is in effect. The darts are +3, do 1d4 damage, and a creature struck by a dart must make a Fortitude save or take another 2d6 damage and have its strength reduced by 1d4+1 for 5 rounds. The caster's weapon proficiency with darts (or lack thereof) has no effect on the darts' chances to hit a target. SPWI619Z Soul Eater (Necromancy) Level: Sor/Wiz 6, Mask 7 Range: Sight of Caster Duration: Instantaneous Casting Time: 5 Area of Effect: 10-foot radius Saving Throw: Fortitude negates This spell deals 3d8 damage to all living creatures within a 10-foot radius. Any creatures that die as a result of this damage are obliterated and their essence is transformed into a 3 hit dice skeleton under control of the caster. Also, for each creature that dies in this manner the caster receives a +1 bonus to strength, dexterity, and constitution for 1 turn. Soul Eater has no effect on undead, constructs, and elemental creatures. SPWI620Z Trollish Fortitude (Necromancy) Level: Sor/Wiz 6 Range: Caster Duration: 20 rounds Casting Time: 6 Area of Effect: Caster Saving Throw: None This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round up to his/her maximum hit points. SPWI621Z Carrion Summons (Conjuration) Level: Sor/Wiz 6 Range: Sight of Caster Duration: 7 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell conjures forth a mutated carrion crawler of enormous size that is under the caster's control. There is a 35% chance this spell will summon two carrion crawlers instead of just one. SPWI622Z Planar Binding: Air Elemental (Conjuration) Level: Sor/Wiz 6, Selune 7 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon a 16 Hit Dice elemental from the Elemental Plane of Air. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI623Z Improved Haste (Transmutation) Level: Brd 6, Sor/Wiz 6 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: None For all allies in the area of effect, Improved Haste doubles their base movement and attack rate for the duration of the spell (spellcasting and spell effects are not sped up). Improved Haste is not cumulative with itself or with other similar magic and will negate and cancel out the effects of a Slow spell. SPWI626Z Wyvern Call (Conjuration) Level: Sor/Wiz 6 Range: Sight of Caster 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. The wyvern will remain under the wizard's control and will live and die at his command until the spell duration expires. SPWI627Z Planar Binding: Fire Elemental (Conjuration) Level: Sor/Wiz 6 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon a 16 Hit Dice elemental from the Elemental Plane of Fire. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI628Z Planar Binding: Earth Elemental (Conjuration) Level: Sor/Wiz 6 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon a 16 Hit Dice elemental from the Elemental Plane of Earth. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI629Z Planar Binding: Water Elemental (Conjuration) Level: Sor/Wiz 6, Selune 7 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows the caster to summon a 16 Hit Dice elemental from the Elemental Plane of Water. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks. SPWI702Z FFinger of Deat (Necromancy) Level: Drd 8, Sor/Wiz 7 Range: Sight of Caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Fortitude partial The caster utters the finger of death incantation, points his index finger at the creature to be slain, and unless the victim makes a Fortitude save, the victim dies instantly. Even if the save is successful, however, the brush with death still inflicts 3d6 + 1 point/level of damage. Characters slain by a Finger of Death cannot be resurrected - they are gone forever. SPWI703Z Summon Monster VII (Conjuration) Level: Clr 7, Sor/Wiz 7, Tempus 7 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI704Z Mordenkainen's Sword (Evocation) Level: Sor/Wiz 7 Range: Sight of Caster Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons a shimmering sword of force that can be mentally wielded by the caster. Despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. The sword has a bonus to attack equal to the caster's level plus 4 and damages its target for 4d6+3 points of damage. It is a considered a +3 weapon, so it can damage creatures normally that are resistant to damage from lesser magical items. SPWI705Z Power Word: Stun (Conjuration) Level: Sor/Wiz 7, Oghma 6, Tempus 8 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is another of the words of power. Creatures with less than 50 hit points are stunned for 4-16 rounds, those with 51 to 100 hit points are stunned for 2-8 rounds, those with 101 to 150 hit points are stunned for 1-4 rounds, and those with more than 151 hit points are unaffected. The spell checks the creature's current hit points, not their maximum, so even the toughest creatures can be affected by this spell if they are wounded. SPWI706Z Prismatic Spray (Evocation) Level: Brd 7, Sor/Wiz 7, Selune 9 Range: Caster Duration: Instantaneous Casting Time: 7 Area of Effect: 70 x 15-foot spray Saving Throw: Special This spell causes shimmering rays of light to flash from the wizard's hand, in a cone 70 feet long and 15 wide at its end. Any creature touched by the rays may be inflicted with a random effect depending on the color (see below), but any creature with 8 hit dice or less is blinded for 2-8 rounds, regardless of any additional effect. The colors of the prismatic spray do the following: red (inflicts 20 hit points of fire damage, Reflex for half), orange (40 hit points of acid damage, Reflex save for half), yellow (80 hit points of electrical damage, Reflex for half), green (Fortitude save or die - survivors still take 20 hit points of poison damage), blue (Fortitude or turn to stone), indigo (Will save or go insane), or violet (Will save or be warped to another plane and back again instantaneously with the lasting effects of having 5 levels drained). There is also an equal chance that any creature within the area of the spell will be hit by two of the beams. SPWI707Z Malavon's Rage (Evocation) Level: Sor/Wiz 7 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: Reflex half Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster's body in all directions, harming friend and foe alike. The small wedges of magic do 20-80 points of piercing damage to everything caught in their path. This spell is especially useful when a mage is surrounded by enemies. A successful Reflex save will reduce the damage done by the spell by 50%. SPWI708Z Acid Storm (Evocation) Level: Sor/Wiz 6, Talos 8 Range: Sight of Caster Duration: Instantaneous Casting Time: 7 Area of Effect: 20-foot radius Saving Throw: Reflex half You cause acid to rain downward. The acid deals 1d6 points of acid damage per caster level (maximum 15d6). SPWI709Z Mass Invisibility (Illusion) Level: Brd 7, Sor/Wiz 7, Mask 8 Range: Sight of Caster Duration: 10 minutes / level Casting Time: 7 Area of Effect: 30-foot radius Saving Throw: None Mass Invisibility hides all allied creatures within its area of effect as per the Invisibility spell. SPWI710Z Seven Eyes (Abjuration) Level: Sor/Wiz 7, Helm 8 Range: Caster Duration: 20 rounds Casting Time: 7 Area of Effect: Caster Saving Throw: None This spell conjures forth seven magical orbs that float in a ring above the caster's head. Each eye has a defensive and offensive ability, though once either one is used the eye will lose its power. Any subsequent castings of Seven Eyes will fail if cast before the expiration time, whether or not any eyes remain. The powers of each eye are described below. Eye of the Mind - This orb protects the caster against mental attacks, such as charm, emotion, and fear. The eye may be expended as the 1st level wizard spell Charm Person. Eye of the Sword - This eye deflects the first physical damaging attack that strikes the caster. The eye may be expended as the 1st level wizard spell Magic Missile (5 missiles). Eye of the Mage - This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye can also be expended as the 3rd level wizard spell Lightning Bolt (4d8 damage). Eye of Venom - This eye halts any one attack or effect that could poison the caster. The eye can also be used to poison one creature, dealing 30 points of damage over a period of 30 seconds. Eye of the Spirit - This eye blocks one instant-death magic attack (Death Spell, Finger of Death, Power Word Kill, Slay Living, Destruction). The wizard may instead choose to expend the eye's power similar to a Ray of Enfeeblement, dropping a target's strength by -10, reducing its chance to hit, and the damage it deals. Eye of Fortitude - This eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th level wizard spell, Shout. Eye of Stone - This eye shields the caster from a single petrification attack. It can also be used as the spell, Hold Person. Any subsequent castings of Seven Eyes will fail if cast before the original spell expires, whether or not any eyes remain. SPWI711Z Suffocate (Transmutation) Level: Sor/Wiz 7, Bane 7 Range: Sight of Caster Duration: 4 rounds Casting Time: 7 Area of Effect: 10-foot radius Saving Throw: Fortitude half This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to armor bonus, -4 attack bonus, -6 to dexterity, half movement rate, and take 4d8 points of damage per round. A successful Fortitude save negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it may take a round for a character to catch their second wind. SPWI712Z Elemental Barrier (Abjuration) Level: Clr 7, Drd 7, Sor/Wiz 7 Range: Touch Duration: 1 round/level Casting Time: 7 Area 'of Effect: 1 creature Saving Throw: None This spell confers damage resistance of 15/- to acid, fire, cold and electrical damage. This effect lasts for the duration of the spell or until dispelled. SPWI713Z Cacofiend (Conjuration) Level: Sor/Wiz 7 Range: Sight of Caster Duration: 15 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: None When this spell is cast, it will create a demon that will go on a rampage attacking and killing everything in sight. Anyone protected from evil will not be targeted by the demon. This is a dangerous spell to invoke, saved best for desperate times. SPWI714Z Delayed Blast Fireball (Evocation) Level: Sor/Wiz 7 Range: Sight of Caster Duration: Special Casting Time: 7 Area of Effect: 30-foot radius Saving Throw: Reflex half 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 1d8 points of damage per caster level. (Reflex save for half damage). SPWI715Z Summon Efreeti (Conjuration) Level: Brd 7, Sor/Wiz 7 Range: Sight of Caster 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 plane. The efreeti will serve for the duration indicated above, attacking the enemies of the caster. The caster is warned to be careful of this spell, for a mistreated efreeti will turn on its master at the first available opportunity. The efreeti does not provide wishes to the caster. SPWI716Z Summon Djinni (Conjuration) Level: Brd 7, Sor/Wiz 7 Range: Sight of Caster 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 plane. The djinni will serve for the duration indicated above, attacking the enemies of the caster. Casters are warned to be careful of this spell for a mistreated djinni will turn on his master at the first available opportunity. The summoned djinni does not offer wishes to the caster. SPWI717Z Control Undead (Necromancy) Level: Sor/Wiz 7 Range: Sight of Caster Duration: 1 minute / level Casting Time: 7 Area of Effect: 30-foot radius Saving Throw: Will negates The control undead spell allows the caster to take control of 1-4 undead creatures within the area of effect. A Will save 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. SPWI718Z Banishment (Abjuration) Level: Clr 6, Sor/Wiz 7, Helm 9 Range: Sight of Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: Will negates Upon completion of this spell, all summoned creatures in the area of effect must make a Will save or be returned to the place they came from. This spell has no effect on creatures that are not summoned. SPWI719Z Vipergout (Conjuration) Level: Sor/Wiz 7 Range: Caster Duration: 1 round/level Casting Time: 7 Area of Effect: Caster Saving Throw: None This spell summons vipers which leap forth from the caster's mouth to attack her enemies. Starting on the round the spell is completed, the caster spits forth one viper each round for the duration of the spell. Spat vipers land at the caster's feet and stay for 3 rounds. Until the caster has brought forth all the snakes summoned by this spell, she cannot cast spells. SPWI802Z Fiery Cloud (Conjuration) Level: Sor/Wiz 8 Range: Sight of Caster Duration: 10 rounds Casting Time: 2 Area of Effect: 10-foot radius Saving Throw: Reflex half This spell brings forth a thin, smoky cloud that fills the area of effect and initially appears harmless. However, one round later it sparks and flames, dealing 6d6 points of fire damage to anyone caught in the area of effect. The cloud will continue to flare at regular one round intervals for the duration of the spell. SPWI803Z Summon Monster VIII (Conjuration) Level: Clr 8, Sor/Wiz 8 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI804Z Mind Blank (Abjuration) Level: Sor/Wiz 8 Range: 10 ft. Duration: 1 Day Casting Time: 1 Area of Effect: One Creature Saving Throw: None In the interests of one's self-control and privacy, Mind Blank shields a creature's mind from almost any mental effect - Charm, Command, Dominate Person, Fear, Feeblemind, and any scrying by crystal balls or other divination methods. SPWI805Z Horrid Wilting (Necromancy) Level: Sor/Wiz 8, Ilmater 9, Talos 9 Range: Sight of Caster Duration: Instantaneous Casting Time: 8 Area of Effect: 30-foot radius Saving Throw: Fortitude half This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per caster level (Maximum 25d8). Affected creatures are allowed a Fortitude save for half damage. Water based creatures are especially vulnerable to this spell and receive a -2 penalty to their saving throws. SPWI806Z Great Shout (Evocation) Level: Brd 6, Sor/Wiz 8, Oghma 7 Range: Caster Duration: Instantaneous Casting Time: 1 Area of Effect: 30-feet long, 10-foot diameter Saving Throw: Fortitude half Upon uttering the Great Shout, the caster releases a stunning force from his mouth in a 30-foot long, 10-foot diameter cone. Creatures within the area of effect must make a Fortitude save. Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 2d6 points of damage. Those who make the save are stunned for 1 round, deafened for 2 rounds, and suffer no damage. SPWI807Z Iron Body (Transmutation) Level: Sor/Wiz 8, Helm 8 Range: Caster Duration: 10 rounds/level Casting Time: 8 Area of Effect: Caster Saving Throw: None This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster has a 50/+3 damage reduction, takes half damage from fire and acid and is immune to electricity. Spells that affect respiration or the physiology of the caster are ignored completely, such as poison, blindness, deafness, and disease to name a few. In addition, the caster gains a +6 strength bonus, a -6 dexterity penalty, and the caster can attack with iron fists for 1d6 crushing damage + strength bonuses. Unfortunately, the caster's movement becomes slow and awkward under the weight of his new body, setting his movement rate to half its normal rate, and he receives an 80% chance to fail at casting spells. SPWI808Z Power Word, Blind (Conjuration) Level: Brd 8, Sor/Wiz 8, Tempus 7, Bane 8 Range: Sight of Caster Duration: Special Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: None This spell blinds enemy creatures within the area of effect. The duration of the blindness depends on the Hit Dice of the creature. Creatures of 9 or less Hit Dice are blinded permanently, those greater than 9 HD but less than 20 are blinded for 1d4 +1 minutes, while those having 20 or greater Hit Dice are blinded for 1d4+1 rounds. SPWI809Z Summon Fiend (Conjuration) Level: Sor/Wiz 8 Range: Sight of Caster Duration: 15 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: None More powerful than the 7th level variant, casting this 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. SPWI810Z Flaying (Necromancy) Level: Sor/Wiz 8, Bane 8 Range: Sight of Caster Duration: 10 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Fortitude half This horrid spell strips the flesh from a target. The target creature takes 1d4 slashing damage per caster level. In addition, the creature is afflicted with a magically induced bleeding wound that deals 1 damage for every 5 caster levels per round for the duration of the spell. A successful Fortitude save will halve the initial damage and negate the bleeding wound. SPWI902Z Summon Monster IX (Conjuration) Level: Clr 9, Sor/Wiz 9 Range: Sight of Caster Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. SPWI903Z Power Word: Kill (Conjuration) Level: Sor/Wiz 9, Oghma 8, Tempus 9 Range: Sight of Caster Duration: Permanent Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: None Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is perhaps the deadliest word of power. It kills one creature with up to 100 hit points, or multiple creatures with 20 or fewer hit points, up to a maximum of 200 hit points. The hit point checks are done against the creature's current hit points, not their maximum, so it will affect extremely tough creatures that have been wounded. SPWI905Z Gate (Conjuration) Level: Clr 9, Sor/Wiz 9, Bane 7 Range: 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 his foes and himself if he's not careful. Any creature not under the effects of Protection from Evil will be subject to the demon's attacks. If the caster fails to protect himself in this manner, the demon will tear the caster and his companions apart, piece by piece and then feast on the remains. SPWI906Z Wail of the Banshee (Necromancy) Level: Brd 8, Sor/Wiz 9, Oghma 9, Talos 9 Range: Caster Duration: Instantaneous Casting Time: 9 Area of Effect: 30-foot radius Saving Throw: Fortitude negates The caster emits a terrible scream that kills creatures who hear it (except for the caster). The spell affects up to one creature per caster level. SPWI907Z Black Blade of Disaster (Conjuration) Level: Sor/Wiz 9, Mask 9 Range: Caster Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: Fortitude negates This spell enables the caster to create a black, blade-shaped, planar rift, about three feet long. It jumps into the caster's 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 and gains a +10 attack bonus. The sword acts as a +5 weapon and deals 2d12 damage per strike and the victim must make a Fortitude save at +4 or be disintegrated. SPWI908Z Meteor Swarm (Evocation) Level: Sor/Wiz 9, Lathander 9 Range: Sight of Caster Duration: 1 round Casting Time: 9 Area of Effect: 30-foot radius Saving Throw: Reflex half Upon completion of this spell, meteors bombard the area of effect, dealing devastating damage to friend or foe. All creatures in the area effect take 24d6 fire damage with a Reflex save for half damage. The caster is well advised to be careful in his use of this spell. SPWI909Z Aegis (Abjuration) Level: Sor/Wiz 9, Helm 9 Range: Caster Duration: 10 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell grants the caster a 15/- bonus to acid, cold, fire, and electricity resistance, a +5 deflection bonus, +3 spell resistance, +2 to all saves, and the effects of Stoneskin, Minor Globe of Invulnerability, and Freedom of Movement for the duration of the spell. SPWI910Z Executioner's Eyes (Divination) Level: Sor/Wiz 9, Oghma 9, Mask 9 Range: Caster Duration: 10 rounds Casting Time: 1 Area of Effect: 15-foot radius Saving Throw: None This spell enhances the vision of allies, allowing them to see the hidden weaknesses of all creatures. The divination grants a +4 attack bonus and a +4 bonus to critical hits (if you critical hit on a natural roll of 20, you now critically hit on any roll from 16-20) to all allies within the area of effect for the duration of the spell. SPWI911Z Mass Dominate (Enchantment) Level: Brd 8, Sor/Wiz 9, Bane 9 Range: Sight of Caster Duration: 1 round/level Casting Time: 9 Area of Effect: 20-foot radius Saving Throw: Will negates This spell forces all creatures not allied with the caster in the area of effect to Will save or be dominated as if affected by the 5th level spell Dominate Person. Undead are unaffected by this spell. =============================================================================== < < < < < Final Words.... > > > > > =============================================================================== This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ Spiffy Links: Planet Baldur's Gate -- http://www.planetbaldursgate.com/ TeamBG -- http://www.teambg.com/ GameFAQs -- http://www.gamefaqs.com/ Baldurdash -- http://members.home.net/mrkevvy/ Fantasy Name Generator -- http://spitfire.ausys.se/johan/names/default.htm _________________________ Shameless Self Promotion: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I am Dan Simpson (dsimpson.faqs@gmail.com) and 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 XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough -- Influence Guide PC: AD&D Rules FAQ, 2nd and 3rd Editions Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough -- Items List -- Class FAQ -- Creature List Civilization III (incomplete) 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 Kresselack's Tomb Map (JPG) Burial Isle Map (JPG) Shattered Hand Map (JPG) Icewind Dale II -- Items List Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough Items Listing Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________ Version History: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Version 1.0 September 16, 2002 885k Version 1.5 September 27, 2002 831k Fixed the format a bit. Deleted more redundant item descriptions, and sorted items to be closer to similar items. Added the "Bags" in their very own section. Version 2.0 September 28, 2002 764k Finished reducing the size of the List. Version 2.01 January 17, 2005 765k Changed my email address and updated the format slightly. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Document is Copyright 2002-2005 by Dan Simpson Icewind Dale II is Copyright 2002 by 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.