Objet Avant Après
AMUL01
The One Gift Lost
Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. 

STATISTICS:

Charge abilities:
– Missile Blast
  Damage: 6d6 fire (Save vs. Spell for half)
  Range: 50 ft.
  Area of Effect: 15-ft. radius

Weight: 1
Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. 

STATISTICS: 

Charge abilities: 
- Inflicts 6d6 fire damage to creatures within a 15 feet radius (save vs. Spells half) (25 charges, the item is destroyed when all charges are used)

Weight: 1
AMUL02
Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL04
Studded Necklace with Ziose Gems
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL05
Bluestone Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL06
Agni Mani Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL07
Rainbow Obsidian Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL08
Tiger Cowrie Shell Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL09
Silver Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL10
Gold Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL11
Pearl Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL12
Laeral's Tear Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
AMUL13
Bloodstone Amulet
Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time.

STATISTICS:

Weight: 1
Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time.

STATISTICS: 

Weight: 1
AMUL13CO
Colquetle's Family Amulet
Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time.

STATISTICS:

Weight: 1
Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time.

STATISTICS: 

Weight: 1
AMUL14
The Protector +1
Amulet of Protection +1: The Protector
The royal guard of King Pyronan, ruler of Impiltur, were given the Protector as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go. After years of internal hostility, the item was lost and the guards replaced by less greedy individuals.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 1
Amulet of Protection +1: The Protector
The royal guard of King Pyronan, ruler of Impiltur, were given the Protector as an honorary show of status. Unfortunately, members of the guard had trouble coming to a consensus amongst themselves as to whom the amulet should go. After years of internal hostility, the item was lost and the guards replaced by less greedy individuals.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1

Weight: 1
AMUL15
Shield Amulet
This amulet can be activated by a simple command word and a touch, with each use acting as one charge. The effect is a duplication of the 1st-level wizard spell Shield. For the duration of the spell, the wearer will have a base Armor Class of 4 and a further +2 Armor Class bonus vs. missiles. The wearer also becomes immune to the spell Magic Missile for the duration. This is cumulative with any modifiers due to shields and magical devices.

STATISTICS:

Charge abilities:
– Shield
  Armor Class: 4, +2 bonus vs. missile
  Immunity to Magic Missile
  Area of Effect: The wearer
  Duration: 1 hour

Weight: 1
This amulet can be activated by a simple command word and a touch, with each use acting as one charge. The effect is a duplication of the 1st-level wizard spell Shield. For the duration of the spell, the wearer will have a base Armor Class of 4 and a further +2 Armor Class bonus vs. missiles. The wearer also becomes immune to the spell Magic Missile for the duration. This is cumulative with any modifiers due to shields and magical devices.

STATISTICS: 

Charge ability (50 charges, the item is destroyed when all charges are used): 
- Armor Class: +2 vs. missile attacks for 1 hour
- Base Armor Class: 4 for 1 hour
- Immunity to Magic Missile spell for 1 hour

Weight: 1
AMUL16
The Amplifier
Amulet of Metaspell Influence: The Amplifier
Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith, who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent, the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely.

STATISTICS:

Equipped abilities:
– Can memorize one extra 2nd-level wizard spell

Weight: 1
Amulet of Metaspell Influence: The Amplifier
Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith, who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent, the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely.

STATISTICS: 

Equipped abilities: 
- Memorise an extra wizard spell of 2nd level

Weight: 1
AMUL17
Greenstone Amulet
The deep green stone at the center of the amulet seems to shimmer with an iridescent light almost as if it has a life of its own. Even without the powerful magics that are bestowed upon the amulet, it would be an extremely valuable addition to any collection.

STATISTICS:

Charge abilities:
– This amulet confers the wearer protection against charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind, much like the 8th-level wizard spell Mind Blank. However, the protection effect uses one charge each time it is used and will only last for 1 turn.

Weight: 1
The deep green stone at the center of the amulet seems to shimmer with an iridescent light almost as if it has a life of its own. Even without the powerful magics that are bestowed upon the amulet, it would be an extremely valuable addition to any collection.

STATISTICS: 

Charge ability (50 charges, the item is destroyed when all charges are used): 
- Cure horror
- Immunity to charms, sleep, confusion, paralysis, feeblemindedness, horror, alignment detection, stun, panic, hold and psionic abilities for 1 turn

Weight: 1
AMUL18
Wolfsbane Charm
A silver amulet containing powdered wolfsbane.

STATISTICS:

Equipped abilities:
– THAC0: +2 vs. lycanthropes
– Damage: +2 vs. lycanthropes

Weight: 3
A silver amulet containing powdered wolfsbane.

STATISTICS: 

Equipped abilities: 
- Damage: +2 vs. lycanthropes
- THAC0: +2 vs. lycanthropes

Weight: 3
AMUL21
Amulet of Power
This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018 DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle.

STATISTICS:

Equipped abilities:
– Vocalize
– Magic Resistance: +5%
– Immunity to level drain
– Improves casting speed by 1

Weight: 3
This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018 DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle.

STATISTICS: 

Equipped abilities: 
- Casting time: -1
- Immunity to level drain and silence
- Magic Resistance: +5%

Weight: 3
AMUL22
Periapt of Proof Against Poison
This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particular periapt when sampling their emperor's food.

STATISTICS:

Equipped abilities:
– Immunity to poison

Charge abilities:
– Cure poison once per day
  Range: Touch
  Area of Effect: 1 creature

Weight: 1
This periapt is a large gemstone hanging on a thick golden chain. Eunuchs from Kara-Tur would wear this particular periapt when sampling their emperor's food.

STATISTICS: 

Equipped abilities: 
- Immunity to poisoning

Charge ability (1x per day): 
- Neutralizes poisons infecting the target
- Sobering up the target

Weight: 1
AMUL23
Periapt of Life Protection
A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: "Against Death we must all fail, but with this gem we may still prevail!"

STATISTICS:

Equipped abilities: 
– Save vs. Death: +3

Weight: 3
A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: "Against Death we must all fail, but with this gem we may still prevail!"

STATISTICS: 

Equipped abilities: 
- Saving Throws: +3 vs. Death

Weight: 3
AMUL24
Necklace of Form Stability
Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a Mage named Maxell who had previously suffered such a fate. For his return he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him.

STATISTICS:

Equipped abilities:
– Save vs. Polymorph: +5

Weight: 3
Dydaar'a of the Altered was a witch of great temper who rewarded the slightest insult with harsh punishment. Often this meant several weeks transformed into some form of wild beast, which of course earned her many enemies. It is recorded that she once fought a Mage named Maxell who had previously suffered such a fate. For his return he had prepared this necklace, designed to prevent her changing his form, but he could not shield those around him as well. Apparently an impromptu army of farmers-turned-bears eventually overwhelmed him.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +5 vs. Petrification/Polymorph

Weight: 3
AMUL25
Amulet of Spell Warding
A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting.

STATISTICS:

Equipped abilities: 
– Save vs. Spell: +2

Weight: 3
A favorite item of protection for a mage entering a magical duel, this amulet provides protection against spells, but does not interfere with the mage's own spellcasting.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +2 vs. Spells

Weight: 3
AROW01
Arrow
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS:

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS: 

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW02
Arrow +1
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (missile)
Launcher: Bow

Weight: 0
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS: 

THAC0: +1
Damage: 1d6 +1 (Missile)
Launcher: Bow

Weight: 0
AROW03
Arrow of Slaying
This arrow is twisted and black, almost radiating evil as if possessed by something larger than itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the ogre mage.

STATISTICS:

Combat abilities:
– Slay ogre mage upon touch

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
This arrow is twisted and black, almost radiating evil as if possessed by something larger than itself. It was made specifically to kill one type of creature and one type only. In this case the unlucky being is the ogre mage.

STATISTICS: 

Equipped abilities: 
- THAC0: +15 vs. ogre mages

Combat abilities: 
- Instantly slays the ogre mages

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW04
Acid Arrow +1
This arrow is coated in acid. When it strikes an enemy, it not only pierces flesh but also eats it away, enlarging and deepening the wound.

STATISTICS:

THAC0: +1
Damage: 1d6+1, +2d6 acid damage
Damage type: Missile
Launcher: Bow

Weight: 0
This arrow is coated in acid. When it strikes an enemy, it not only pierces flesh but also eats it away, enlarging and deepening the wound.

STATISTICS: 

Combat abilities: 
- Inflicts 2d6 acid damage to the target

THAC0: +1
Damage: 1d6 +1 (Missile)
Launcher: Bow

Weight: 0
AROW05
Arrow of Biting
This arrow was designed as a deadly complement to the archer. Poison smeared on the barbed arrowhead infiltrates the bloodstream of its victims, causing agony and often death.

STATISTICS:

Combat abilities:
– Target must save vs. Death or lose 30% of its maximum Hit Points within 20 seconds

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
This arrow was designed as a deadly complement to the archer. Poison smeared on the barbed arrowhead infiltrates the bloodstream of its victims, causing agony and often death.

STATISTICS: 

Combat abilities: 
- Poisons the target, inflicting 1 damage per second for 20 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW06
Arrow of Detonation
This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel affecting all within the area.

STATISTICS:

Damage: 1d6, +6d6 explosion upon impact (Save vs. Spell for half)
Damage type: Missile
Launcher: Bow

Weight: 0
This arrow has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel affecting all within the area.

STATISTICS: 

Combat abilities: 
- Inflicts 6d6 fire damage to the target (save vs. Spells half)

THAC0: +32767
Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW07
Arrow of Dispelling
This arrow will remove the magical enchantments that its victim is surrounded by.

STATISTICS:

Combat abilities:
– Dispel Magic on target when hit

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
This arrow will remove the magical enchantments that its victim is surrounded by.

STATISTICS: 

Combat abilities: 
- Removes all magical effects from the target

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW08
Arrow of Fire +2
This 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:

THAC0: +2
Damage: 1d6+2, +1d6 fire damage (Save vs. Spell for none)
Damage type: Missile
Launcher: Bow

Weight: 0
This 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: 

Combat abilities: 
- Inflicts 1d6 fire damage to the target (save vs. Spells neg.)

THAC0: +2
Damage: 1d6 +2 (Missile)
Launcher: Bow

Weight: 0
AROW09
Arrow of Ice
This arrow 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, +1d6 cold damage
Damage type: Missile
Launcher: Bow

Weight: 0
This arrow 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: 

Combat abilities: 
- Inflicts 1d6 cold damage to the target

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW10
Arrow of Piercing +1
This arrow 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:

THAC0: +4
Damage: 1d6, +6 piercing damage (Save vs. Death for none)
Damage type: Missile
Launcher: Bow

Weight: 0
This arrow 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: 

Combat abilities: 
- Inflicts 6 piercing damage to the target (save vs. Death neg.)

Enchantment: +1
THAC0: +4
Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW11
Arrow +2
These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak toward their target with deadly accuracy.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (missile)
Launcher: Bow

Weight: 0
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 toward their target with deadly accuracy.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Missile)
Launcher: Bow

Weight: 0
AROW14
Poisoned Arrow
These are Eldoth's personal poisoned arrows. He learned how to use poison at a young age and can create enough venom for about 5 arrows per day. He is the only person who can safely handle these arrows.

STATISTICS:

Combat abilities:
– Hit target takes 1 point of poison damage every 3 seconds for 40 seconds (Save vs. Poison negates)

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
These are Eldoth's personal poisoned arrows. He learned how to use poison at a young age and can create enough venom for about 5 arrows per day. He is the only person who can safely handle these arrows.

STATISTICS: 

Combat abilities: 
- Poisons the target, inflicting 1 damage every 3 seconds for 40 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
AROW1A
Arrow +2
These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak toward their target with deadly accuracy.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (missile)
Launcher: Bow

Weight: 0
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 toward their target with deadly accuracy.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Piercing)
Launcher: Bow

Weight: 0
AX1H01
Battle Axe
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d8 (Slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
AX1H01Q
Quality Battle Axe
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
AX1H02
Battle Axe +1
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
AX1H03
Battle Axe of Mauletar +2
During the Tethyrian civil war, the Battle Axe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods, and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues against those who lacked honor and courage.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
During the Tethyrian civil war, the Battle Axe of Mauletar was in the possession of the house of Ossyind. This noble family was betrayed while trying to flee the country, and Mauletar, lead guard and personal friend, took up the axe and sacrificed himself to buy enough time for his companions to flee. His battle cry was favored by the gods, and was echoed across the lands as a symbol of devoted friendship and loyalty. Thus, the magical axe was used to uphold these virtues against those who lacked honor and courage.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 5
AX1H04
Throwing Axe
The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top.

STATISTICS:

Damage: 1d6+1
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 1
The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top.

STATISTICS: 

Damage: 1d6 +1
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 1
AX1H05
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:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6+3
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
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: 

Combat abilities: 
- Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6 +3
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 2
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 3
AX1H06
Rhyte's Last Arrow +2
The tale of this weapon lost its significance in the sea of great stories that are told about the High Forest, but some bards still sing the song of the skilled archer Adaniss Rhyte.
 
"Oh, shocked from the strike of his powerful bow,
The slain game sought by Adaniss falls.
Long ago in the time of the Quiet Earth,
The hunt from the famed High Forest calls.

"The Duke of Everlund known for his boast 
Of the trophies held in his pride as dear. 
Intensely enraged at his rival hunter
Whose bounty by far surpassed his one year. 

"One morn tragedy befell the land
With the misconceived death of the Duke's prized hound.
Fallen at the base of a great elm tree 
A bow's shot death in its heart was found. 

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.

"The same eve Adaniss called on the Duke,
His solemn mistake he wished to repay.
But the noble's rage claimed ten pounds of flesh
And an archer's arm hit the ground that day.

"The evil lord demanded justice unjust
The most vile curse on his arm to be cast.
Vengeance he sought for the price he had paid
Rhyte vowed the hound's arrow not to be his last.

"In sorrow the town helped him forge an axe
Blessed to honor his most glorious day.
With the mark of Rhyte's arrow to guide its strike
And reputed to kill in the very same way.

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.

"Again called the forest with its precious game,
And a prize Adaniss with thrill did he seek. 
But none could be finer than the great clawed falcon 
Sought by all amidst the forest's Lost Peaks.

"Once more the rivalry of the Duke did stir,
For he thought of his skills with Rhyte's bow to be best.
And set his sights on the glorious bird 
To emerge as the holder of its sainted crest.

"The two climbed the peaks and searched days on end,
Each of their wills set as strong as the stone.
They found each other at a cliff by chance;
Both of their hatreds ran as deep as the bone.

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.

"The Duke drew the bow and pulled the string taut,
But first flew Adaniss's axe with its blow.
Cleaved, the lord stumbled to cliff's edge and off,
Defeated by Rhyte's last arrow...

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.
None could match the marksmanship of Adaniss Rhyte."

STATISTICS:

Equipped abilities:
– Chance to score a critical hit: +5% (with this weapon only)

Combat abilities:
– On a critical hit, the wielder gains +5 THAC0 for 3 rounds (non-cumulative)
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6+3
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
The tale of this weapon lost its significance in the sea of great stories that are told about the High Forest, but some bards still sing the song of the skilled archer Adaniss Rhyte.
 
"Oh, shocked from the strike of his powerful bow,
The slain game sought by Adaniss falls.
Long ago in the time of the Quiet Earth,
The hunt from the famed High Forest calls.

"The Duke of Everlund known for his boast 
Of the trophies held in his pride as dear. 
Intensely enraged at his rival hunter
Whose bounty by far surpassed his one year. 

"One morn tragedy befell the land
With the misconceived death of the Duke's prized hound.
Fallen at the base of a great elm tree 
A bow's shot death in its heart was found. 

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.

"The same eve Adaniss called on the Duke,
His solemn mistake he wished to repay.
But the noble's rage claimed ten pounds of flesh
And an archer's arm hit the ground that day.

"The evil lord demanded justice unjust
The most vile curse on his arm to be cast.
Vengeance he sought for the price he had paid
Rhyte vowed the hound's arrow not to be his last.

"In sorrow the town helped him forge an axe
Blessed to honor his most glorious day.
With the mark of Rhyte's arrow to guide its strike
And reputed to kill in the very same way.

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.

"Again called the forest with its precious game,
And a prize Adaniss with thrill did he seek. 
But none could be finer than the great clawed falcon 
Sought by all amidst the forest's Lost Peaks.

"Once more the rivalry of the Duke did stir,
For he thought of his skills with Rhyte's bow to be best.
And set his sights on the glorious bird 
To emerge as the holder of its sainted crest.

"The two climbed the peaks and searched days on end,
Each of their wills set as strong as the stone.
They found each other at a cliff by chance;
Both of their hatreds ran as deep as the bone.

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.

"The Duke drew the bow and pulled the string taut,
But first flew Adaniss's axe with its blow.
Cleaved, the lord stumbled to cliff's edge and off,
Defeated by Rhyte's last arrow...

"With skill so great targets in his eyes were at the mercy of his arrow's flight.
His hands sure and still,
Never missing a kill,
None could match the marksmanship of Adaniss Rhyte.
None could match the marksmanship of Adaniss Rhyte."

STATISTICS: 

Equipped abilities: 
- Critical Hit Chance with this weapon: +5%
- On a critical hit caused by this weapon; THAC0: +5 for 3 rounds (not cumulative)

Combat abilities: 
- Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6 +3
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 2
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 3
AX1H07
Wizard Slayer
Bala's Axe: Wizard Slayer
Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race, he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day.

STATISTICS:

Combat abilities:
– Hit target is affected by Miscast Magic for 100 seconds (80% chance of spellcasting failure, Save vs. Spell at -2 negates)

Charge abilities:
– Dispel Magic once per day
  Range: 40 ft.
  Area of Effect: 15-ft. radius

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 6
Bala's Axe: Wizard Slayer
Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race, he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day.

STATISTICS: 

Charge abilities: 
- Dispel Magic (instant) (1x per day)

Combat abilities: 
- 80% of spellcasting failure (wizard, priest and druid) for the target for 100 seconds (save vs. Spells at -2 neg.)

Damage: 1d8 (Slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 6
AX1H11
Battle Axe +2
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 5
AX1H16
K'logarath +4
The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. 

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown
– Hit target must save vs. Death or be knocked down and take 2d6 extra damage

THAC0: +4
Damage: 1d6+4
Damage type (melee): slashing
Damage type (thrown): missile
Speed Factor: 0
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 1
The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. 

STATISTICS: 

Combat abilities: 
- Returns to the wielder's hand when thrown
- Inflicts 2d6 crushing damage to the target (save vs. Death neg.)
- Renders the target unconscious for 3 seconds (save vs. Death neg.)
- Knock down the target 20 feet away from the wearer for 2 seconds (save vs. Death neg.)

THAC0: +4
Damage: 1d6 +4
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 0
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 1
AX1H17
Battle Axe +3
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 4
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles, but its enchantments and craftsmanship make it a very capable weapon still.

STATISTICS: 

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 4
AX1H18
Beruel's Retort +1
The only thing dwarven warriors love more than a cool pint of ale is a short-hafted blade of cold steel. Perfect for penetrating the thick skulls of orcs, these axes serve equally well when thrown or held in one hand.

STATISTICS:

THAC0: +1
Damage: 1d6+2
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 4
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 2
The only thing dwarven warriors love more than a cool pint of ale is a short-hafted blade of cold steel. Perfect for penetrating the thick skulls of orcs, these axes serve equally well when thrown or held in one hand.

STATISTICS: 

Charge abilities: 
- Thrown (one-time use)

THAC0: +1
Damage: 1d6 +2
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 4
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 2
AX1H19
Golden Axe +1
To counter the spells of the hated drow, the gold dwarves developed the sturdy and relatively inexpensive battle axe imbued with rare alloys and enchantments allowing a keen strike to dispel a foe's magic. The twin axes of Clangeddin Silverbeard are stamped on the butt of each of these weapons.

STATISTICS:

Combat abilities:
– 10% chance of casting Dispel Magic on hit target

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
To counter the spells of the hated drow, the gold dwarves developed the sturdy and relatively inexpensive battle axe imbued with rare alloys and enchantments allowing a keen strike to dispel a foe's magic. The twin axes of Clangeddin Silverbeard are stamped on the butt of each of these weapons.

STATISTICS: 

Combat abilities: 
- 11% chance
  - of removing all magical effects from the target (as a level 30 spellcaster)
  - to remove "Good Berry" from inventory of the target

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 6
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
BAND01
Circlet
A circlet is a circular band, typically made of precious metal, worn on the head as an ornament or symbol of status. Circlets carrying low-level enchantments are commonly worn by mages across Faerûn.

Weight: 1
A circlet is a circular band, typically made of precious metal, worn on the head as an ornament or symbol of status. Circlets carrying low-level enchantments are commonly worn by mages across Faerûn.

STATISTICS: 

Weight: 1
BAND02
Silver Circlet
A circlet is a circular band, typically made of precious metal, worn on the head as an ornament or symbol of status. This silver circlet is enchanted to bring the wearer luck in battle, slightly improving the chance of successful Saving Throws.

STATISTICS:

Equipped abilities:
– Saving Throws: +1

Weight: 1
A circlet is a circular band, typically made of precious metal, worn on the head as an ornament or symbol of status. This silver circlet is enchanted to bring the wearer luck in battle, slightly improving the chance of successful Saving Throws.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1

Weight: 1
BAND03
Eilistraee's Boon +1
This circlet is made of the purest silver and embedded with a green and shimmering jewel that seems to emit a faint glow when caught by moonlight. It was blessed by the Drow goddess Eilistraee, granting the wearer increased protection against harmful magic.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Magic Resistance: +10%

Weight: 1
This circlet is made of the purest silver and embedded with a green and shimmering jewel that seems to emit a faint glow when caught by moonlight. It was blessed by the Drow goddess Eilistraee, granting the wearer increased protection against harmful magic.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1
- Magic Resistance: +10%

Weight: 1
BAND04
Circlet of the Archmagi
This powerful circlet was enchanted to complement the robes customarily worn by archmages, building even further on their magical protection and benefits. Due to the nature of the enchantment, it can only be worn by Mages.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Intelligence: +1

Weight: 1
This powerful circlet was enchanted to complement the robes customarily worn by archmages, building even further on their magical protection and benefits. Due to the nature of the enchantment, it can only be worn by Mages.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1
- Intelligence: +1

Weight: 1
BAPOTION
Speedily Stolen Slaves' Salve
When wholly consumed, this oddly murky potion appears to restore 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process.

STATISTICS:

Weight: 1
When wholly consumed, this oddly murky potion appears to restore 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process.

STATISTICS: 

- Drunkenness: +100

Weight: 1
BDALNT01
Alveus Note 01
Dear Greenbough Publishing,

I write to rectify the confusion in which your last missive was apparently sent. Your reply in regards to my next manuscript, "Adventuring With All Your Limbs Attached: Both There And Back Again" is my latest treatsie on the adventuring mage's life. As the greatest first-level mage who has ever lived (so far), my musings and experiences are of considerable value to both the novice and seasoned adventurer. Not only is my writing style light and entertaining to read, but the contents of my manuscript could save many lives.

You understand my confusion, then, when I recieved your reply that your line of comedic tomes was full for this year and to try again in future seasons. Please check your informative travelogue lineup and respond at your earliest convenience.

Sincerely,

Alveus Malcanter
Dear Greenbough Publishing,

I write to rectify the confusion in which your last missive was apparently sent. Your reply in regards to my next manuscript, "Adventuring With All Your Limbs Attached: Both There And Back Again" is my latest treatsie on the adventuring mage's life. As the greatest first-level mage who has ever lived (so far), my musings and experiences are of considerable value to both the novice and seasoned adventurer. Not only is my writing style light and entertaining to read, but the contents of my manuscript could save many lives.

You understand my confusion, then, when I recieved your reply that your line of comedic tomes was full for this year and to try again in future seasons. Please check your informative travelogue lineup and respond at your earliest convenience.

Sincerely,

Alveus Malcanter

STATISTICS: 

Weight: 0
BDALNT02
Alveus Note 02
(This parchment has been torn at the top. It seems to have been ripped from a larger piece.)

Rule Three: Taverns can be of great use for surviving an adventure. Before venturing into that dank tomb or bleak dungeon, visit the local tavern. Buy lots of drinks. Soon your party will be merrily singing and drinking the night away. While they sleep off their excesses the next morning, you can quietly leave town.

Rule Four: Some will tell you that second-level spells are necessary for a successful career. Don't believe them! With great power comes great responsibility, so if you stick to first-level spells, no one will expect you to stick your neck out into a dangerous situation.

Rule Five: A mage is only as good as their robe. Though you may never rival my exquisite collection of Faerûn's finest robes (may? I am too humble. None could rival that collection of finery), you would do well to obtain a quality tailor at the first opportunity.

Remember, with intelligence, discretion, and an overwhelming, shrieking, constant fear of death, you too can be a successful adventuring mage!
(This parchment has been torn at the top. It seems to have been ripped from a larger piece.)

Rule Three: Taverns can be of great use for surviving an adventure. Before venturing into that dank tomb or bleak dungeon, visit the local tavern. Buy lots of drinks. Soon your party will be merrily singing and drinking the night away. While they sleep off their excesses the next morning, you can quietly leave town.

Rule Four: Some will tell you that second-level spells are necessary for a successful career. Don't believe them! With great power comes great responsibility, so if you stick to first-level spells, no one will expect you to stick your neck out into a dangerous situation.

Rule Five: A mage is only as good as their robe. Though you may never rival my exquisite collection of Faerûn's finest robes (may? I am too humble. None could rival that collection of finery), you would do well to obtain a quality tailor at the first opportunity.

Remember, with intelligence, discretion, and an overwhelming, shrieking, constant fear of death, you too can be a successful adventuring mage!

STATISTICS: 

Weight: 0
BDALNT03
Alveus Note 03
Potential Aphorisms

A green slime in the hand is worth nothing, and also you now have no hand. Wear gloves at all times.

A statue is just a potential gargoyle. Carry a statue-poking stick and give it to someone in heavy armor.

A pocketful of gold is good; a sackful of gold is better. But carrying a huge sack of gold makes it hard to run away, so a bag of holding is a good investment.

Something about bacon? "Your bacon's in the fire" is bad, but bacon is also delicious...

(The writing trails off, and doodles fill the rest of the page.)
Potential Aphorisms

A green slime in the hand is worth nothing, and also you now have no hand. Wear gloves at all times.

A statue is just a potential gargoyle. Carry a statue-poking stick and give it to someone in heavy armor.

A pocketful of gold is good; a sackful of gold is better. But carrying a huge sack of gold makes it hard to run away, so a bag of holding is a good investment.

Something about bacon? "Your bacon's in the fire" is bad, but bacon is also delicious...

(The writing trails off, and doodles fill the rest of the page.)

STATISTICS: 

Weight: 0
BDALNT04
Alveus Note 04
(This note is titled "Advice to a Novice Mage.")

If you are reading this, then you are, perhaps, a young mage just starting out on your career. You might aspire to the heights of some of the greatest wizards in Faerûn. "Elminster," you think to yourself. "Blackstaff. Malcanter."

NO, not Malcanter! You chuckle at your foolishness. Who could ever compete with the greatest first-level mage to have ever lived (so far)?

I am here to tell you that while, in truth, you cannot hope to ever acquire the seasoned and respected name I have made for myself, you can at least hope to reach the plateau from which my shadow seems just slightly less long and chilly as it envelops you. If you follow my advice, you will be well on your way to becoming a second-rate imitation of myself.

Rule One: There are some that believe taking credit for a job well done is the easiest way to build a reputation. But taking credit for a job someone ELSE did well and is now dead so they can't contradict you anyway is, in fact, more effic—

(The scroll has been torn off here, and the rest is missing.)
(This note is titled "Advice to a Novice Mage.")

If you are reading this, then you are, perhaps, a young mage just starting out on your career. You might aspire to the heights of some of the greatest wizards in Faerûn. "Elminster," you think to yourself. "Blackstaff. Malcanter."

NO, not Malcanter! You chuckle at your foolishness. Who could ever compete with the greatest first-level mage to have ever lived (so far)?

I am here to tell you that while, in truth, you cannot hope to ever acquire the seasoned and respected name I have made for myself, you can at least hope to reach the plateau from which my shadow seems just slightly less long and chilly as it envelops you. If you follow my advice, you will be well on your way to becoming a second-rate imitation of myself.

Rule One: There are some that believe taking credit for a job well done is the easiest way to build a reputation. But taking credit for a job someone ELSE did well and is now dead so they can't contradict you anyway is, in fact, more effic—

(The scroll has been torn off here, and the rest is missing.)

STATISTICS: 

Weight: 0
BDALNT05
Alveus Note 05
This crumpled piece of parchment has been signed over and over again with the name "Alveus Malcanter" in increasingly flourishing style. Interspersed among the signatures are sentence fragments, including, "I hope this book saves your life!" and "May you never need the advice contained herein because you listened to me and decided to become a cobbler instead!"
This crumpled piece of parchment has been signed over and over again with the name "Alveus Malcanter" in increasingly flourishing style. Interspersed among the signatures are sentence fragments, including, "I hope this book saves your life!" and "May you never need the advice contained herein because you listened to me and decided to become a cobbler instead!"

STATISTICS: 

Weight: 0
BDALNT06
Alveus Note 06
Ideas for Next Book

(The following notes are written in meticulous point-form.)

– Always stay at the back of the party. Monsters rarely attack from the rear.

– Middle, Middle is good too. Surround yourself with hulking companions in full plate armor.

(Here follows a doodle of a stick figure in a pointy hat surrounded by armored individuals carrying enormous swords.)

– Can also follow way behind group. Say one hundred yards. Cast spells from a distance and join in when the looting begins.

– Perhaps one mile behind party? They can scream if they need help.

(The next few points are scratched out.)

– Could just stay home.
Ideas for Next Book

(The following notes are written in meticulous point-form.)

– Always stay at the back of the party. Monsters rarely attack from the rear.

– Middle, Middle is good too. Surround yourself with hulking companions in full plate armor.

(Here follows a doodle of a stick figure in a pointy hat surrounded by armored individuals carrying enormous swords.)

– Can also follow way behind group. Say one hundred yards. Cast spells from a distance and join in when the looting begins.

– Perhaps one mile behind party? They can scream if they need help.

(The next few points are scratched out.)

– Could just stay home.

STATISTICS: 

Weight: 0
BDALNT07
Alveus Note 07
My Dearest Agythi,

It was with no little joy that I received your missive. Corresponding with those who have read my books and learning how my advice has positively affected their lives is a source of great pleasure for me. That you were able to write such a letter without the use of your arms makes the feat even more impressive—I suspect in the future you will take my oft-repeated mantra "Do not wrestle an angry ogre, or indeed any ogre, if it can be avoided" to heart.

I gather from your note that you found my words less useful than one might have hoped when it came to the matter of the ogre wrestling. I have some questions regarding the events that led to such an unfortunate happenstance:

1) How did you come to find yourself in amongst a pack of savage, bloodthirsty ogres? Over the years, I have offered many suggestions and strategies designed to help the prudent adventurer avoid just such a situation as this. If nothing else, my advice regarding the fortifying of one's home and the frequency with which one leaves it (my advice being "never"), if followed, should have prevented such a circumstance as this from ever occurring.

2) Who challenged whom to the wrestling match? I do hope that it was the ogre's idea, as I'm quite certain the flaws in such a scheme originating from your side of the equation have become painfully self-evident.

3) Had you ever considered a profession that carries with it slightly less risk of having one's arms torn off by a redblooding great ogre? Those who aren't cut out for adventure will often find themselves torn from it if they fail to act with the appropriate level of caution. Though they lack the potential glory a lucky few are able to wrest from a life of exploration and action, there is no shame whatsoever in fulfilling the role of a farmer, a courtesan, a tailor, or any number of other, more banal occupations. Someone has to shine my boots, after all.

However you came to this regrettable state, I hope you will take some solace in the enclosed copy of my latest book. As you are a reader of my work, I have signed the volume and shall have the messenger take ten percent off the price I generally charge. May you find some enlightenment or entertainment in its pages during your period of convalescence.

Yours very truly,
Alveus Malcanter
My Dearest Agythi,

It was with no little joy that I received your missive. Corresponding with those who have read my books and learning how my advice has positively affected their lives is a source of great pleasure for me. That you were able to write such a letter without the use of your arms makes the feat even more impressive—I suspect in the future you will take my oft-repeated mantra "Do not wrestle an angry ogre, or indeed any ogre, if it can be avoided" to heart.

I gather from your note that you found my words less useful than one might have hoped when it came to the matter of the ogre wrestling. I have some questions regarding the events that led to such an unfortunate happenstance:

1) How did you come to find yourself in amongst a pack of savage, bloodthirsty ogres? Over the years, I have offered many suggestions and strategies designed to help the prudent adventurer avoid just such a situation as this. If nothing else, my advice regarding the fortifying of one's home and the frequency with which one leaves it (my advice being "never"), if followed, should have prevented such a circumstance as this from ever occurring.

2) Who challenged whom to the wrestling match? I do hope that it was the ogre's idea, as I'm quite certain the flaws in such a scheme originating from your side of the equation have become painfully self-evident.

3) Had you ever considered a profession that carries with it slightly less risk of having one's arms torn off by a redblooding great ogre? Those who aren't cut out for adventure will often find themselves torn from it if they fail to act with the appropriate level of caution. Though they lack the potential glory a lucky few are able to wrest from a life of exploration and action, there is no shame whatsoever in fulfilling the role of a farmer, a courtesan, a tailor, or any number of other, more banal occupations. Someone has to shine my boots, after all.

However you came to this regrettable state, I hope you will take some solace in the enclosed copy of my latest book. As you are a reader of my work, I have signed the volume and shall have the messenger take ten percent off the price I generally charge. May you find some enlightenment or entertainment in its pages during your period of convalescence.

Yours very truly,
Alveus Malcanter

STATISTICS: 

Weight: 0
BDAMUL01
Amulet of Whispers
The archmage Ulcaster enjoyed making long speeches in front of his students, filibustering on any number of subjects from arcane theory to the ethics of conjuration. Most of his students enjoyed the lectures, but one of his pupils decided that he would personally stand up to interrupt the stream of words from Ulcaster's mouth.

At the next lecture, the pupil stood up and shouted, "I won't listen to you any longer!" To his horror, no sound issued from his throat. Ulcaster had twisted the chain of an amulet he wore, which rendered every student in the lecture hall utterly silent. The archmage was unaffected, and so carried on his lecture uninhibited.

STATISTICS:

Equipped abilities:
– Vocalize

Charge abilities:
– Silence, 15' Radius once per day

Weight: 1
The archmage Ulcaster enjoyed making long speeches in front of his students, filibustering on any number of subjects from arcane theory to the ethics of conjuration. Most of his students enjoyed the lectures, but one of his pupils decided that he would personally stand up to interrupt the stream of words from Ulcaster's mouth.

At the next lecture, the pupil stood up and shouted, "I won't listen to you any longer!" To his horror, no sound issued from his throat. Ulcaster had twisted the chain of an amulet he wore, which rendered every student in the lecture hall utterly silent. The archmage was unaffected, and so carried on his lecture uninhibited.

STATISTICS: 

Equipped abilities: 
- Immunity to silence

Charge abilities: 
- Silence, 15' Radius (1x per day)
  Silence, 15' Radius (instant)

Weight: 1
BDAMUL02
Archer's Eyes
The pair of eyes that form the charm of this amulet are old and petrified, and the numbers "331" are engraved on their sides. Rumor has it that the eyes' original owner was a blind warrior noted for his uncanny accuracy with a bow. The amulet seems to bestow some of these traits on its wearer.

STATISTICS:

Equipped abilities:
– Critical Hit Chance: +5% (ranged attacks)
– Dexterity: +2 (Archers), +1 (others)

Weight: 1
The pair of eyes that form the charm of this amulet are old and petrified, and the numbers "331" are engraved on their sides. Rumor has it that the eyes' original owner was a blind warrior noted for his uncanny accuracy with a bow. The amulet seems to bestow some of these traits on its wearer.

STATISTICS: 

Equipped abilities: 
- Critical Hit Chance with this weapon ranged: +5%
- Dexterity: +1 (only for Archer)
- Dexterity: +1

Weight: 1
BDAMUL03
Amulet of Abnormally Awesome Ankheg Summoning
Crafted by the dark druid Ferrusk, this amulet resembles the curved pincers of an ankheg hanging from an iron chain. The pincers' polished green carapace catches the light, gleaming with an emerald sheen. Ferrusk created this amulet to summon a passel of ankhegs to fight at its wearer's command.

STATISTICS:

Equipped abilities:
– Acid Resistance: +15%

Charge abilities:
– Summons two ankhegs
  Range: 30 ft.
  Duration: 2 turns

Weight: 0
Crafted by the dark druid Ferrusk, this amulet resembles the curved pincers of an ankheg hanging from an iron chain. The pincers' polished green carapace catches the light, gleaming with an emerald sheen. Ferrusk created this amulet to summon a passel of ankhegs to fight at its wearer's command.

STATISTICS: 

Equipped abilities: 
- Acid Resistance: +15%

Charge abilities: 
- Invoque 2 créatures (Ankheg) for 2 turns (10x per day)

Weight: 0
BDAMUL04
Seal of Bhaal
Seal of Bhaal

STATISTICS:

Weight: 1
Seal of Bhaal

STATISTICS: 

Weight: 1
BDAMUL05
Ghost Locket
(placeholder) Ghost Locket description
(placeholder) Ghost Locket description

STATISTICS: 

Equipped abilities: 
- Probability that a wild surge will have positive effect: +5

Weight: 0
BDAMUL06
Clasp of Helm
Those who revere Helm, the Watcher, often carry his mark engraved on a necklace, brooch, or ring. While many of these items are simple reminders that Helm is ever vigilant, some items bearing the god's mark also grant their bearer a modicum of protection.

STATISTICS:

Equipped abilities:
– Saving Throws vs. Necromancy spells: +3
– Wisdom: +1 (Priests of Helm only)

Charge abilities:
– Detect Illusion once per day

Weight: 0
Those who revere Helm, the Watcher, often carry his mark engraved on a necklace, brooch, or ring. While many of these items are simple reminders that Helm is ever vigilant, some items bearing the god's mark also grant their bearer a modicum of protection.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +3 vs. Necromancy spells
- Wisdom: +1 (only for Priest of Helm)

Charge abilities: 
- Detect Illusion (1x per day)
  Detect Illusion (instant)

Weight: 0
BDAMUL07
Locket of Embracing
Esthia and Ambrose both served as Knights of the Mystic Fire, paladins dedicated to Mystra, goddess of magic. Esthia had this necklace commissioned for Ambrose, telling him it would ensure his safety when she could not hold him in her arms. 

On his last mission, Ambrose sent the necklace back to Esthia with a note telling her he had met another woman and would never return to the chapterhouse. Heartbroken, Esthia threw the necklace into a ditch, where it was later found by a peddler.

STATISTICS:

Equipped abilities:
– Caster Level: +1 (Clerics and Paladins)
– Can memorize two extra 1st-level divine spells

Weight: 0
Esthia and Ambrose both served as Knights of the Mystic Fire, paladins dedicated to Mystra, goddess of magic. Esthia had this necklace commissioned for Ambrose, telling him it would ensure his safety when she could not hold him in her arms. 

On his last mission, Ambrose sent the necklace back to Esthia with a note telling her he had met another woman and would never return to the chapterhouse. Heartbroken, Esthia threw the necklace into a ditch, where it was later found by a peddler.

STATISTICS: 

Equipped abilities: 
- priest Caster Level: +1
- Memorise 2 extra priest spells of 1st level

Weight: 0
BDAMUL08
Modron Heart
Modrons are mechanical creatures of utter law and efficiency that make their home on Mechanus. Many think of modrons as soulless, emotionless beings without a heart to speak of, but this item proves those beliefs false. The Modron Heart is a core of pure law that strengthens its wearer in battle against chaotic creatures.

STATISTICS:

Equipped abilities: 
– THAC0: +2 vs. chaotic
– Damage: +2 vs. chaotic
– Armor Class: +2 vs. chaotic

Weight: 1
Modrons are mechanical creatures of utter law and efficiency that make their home on Mechanus. Many think of modrons as soulless, emotionless beings without a heart to speak of, but this item proves those beliefs false. The Modron Heart is a core of pure law that strengthens its wearer in battle against chaotic creatures.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2 vs. chaotic creatures
- Damage: +2 vs. chaotic creatures
- THAC0: +2 vs. chaotic creatures
- Saving Throws: +2 vs. chaotic creatures

Weight: 1
BDAMUL09
Amulet of the Keeper of Secrets Under the Mountain
Upon first examination, this simple talisman appears to be forged of iron. Closer inspection reveals that the iron is a thin shell concealing more valuable materials within. The links of the chain are gold, while a hidden latch on the charm itself flips it open, revealing a sparkling emerald set inside.

STATISTICS:

Weight: 1
Upon first examination, this simple talisman appears to be forged of iron. Closer inspection reveals that the iron is a thin shell concealing more valuable materials within. The links of the chain are gold, while a hidden latch on the charm itself flips it open, revealing a sparkling emerald set inside.

STATISTICS: 

Weight: 1
BDAMUL10
Kendra's Chain
A slim gold chain like the one described by Kendra's brother.

STATISTICS:

Equipped abilities:
– Slashing Resistance: +5%

Weight: 1
A slim gold chain like the one described by Kendra's brother.

STATISTICS: 

Equipped abilities: 
- Slashing Damage Resistance: +5%

Weight: 1
BDAMUL11
Lon's Amulet
This silver holy symbol of Selûne features a pair of feminine eyes surrounded by seven stars. 

STATISTICS:

Equipped abilities: 
– Wisdom: +1 (Shapeshifters)
– Bless

Weight: 1
This silver holy symbol of Selûne features a pair of feminine eyes surrounded by seven stars. 

STATISTICS: 

Equipped abilities: 
- Wisdom: +1 (only for Shapeshifter)
- Bless

Weight: 1
BDAMUL12
The Gift
Crafted from the most delicate spider silk, an unblemished aquamarine gem its centerpiece, this necklace represents its creator's undying devotion for his beloved. It does more than accentuate its wearer's beauty, though it certainly does that as well. It also seemingly rejuvenates her, leaving her practically glowing with youth and vitality. Were arcane energies involved in its creation, or does it merely reflect the deeply-held feelings of the necklace's maker for its intended recipient? It is impossible to say; such is the magic of love.

STATISTICS:

Equipped abilities:
– Hit Points: +10
– Charisma: +1
– Immunity to fatigue

Weight: 2
Crafted from the most delicate spider silk, an unblemished aquamarine gem its centerpiece, this necklace represents its creator's undying devotion for his beloved. It does more than accentuate its wearer's beauty, though it certainly does that as well. It also seemingly rejuvenates her, leaving her practically glowing with youth and vitality. Were arcane energies involved in its creation, or does it merely reflect the deeply-held feelings of the necklace's maker for its intended recipient? It is impossible to say; such is the magic of love.

STATISTICS: 

Equipped abilities: 
- Maximum hit points: +10
- Charisma: +1
- Immunity to fatigue

Weight: 2
BDAMUL21
The One Gift Lost
Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. 

STATISTICS:

Charge abilities:
– Missile Blast
  Damage: 6d6 fire (Save vs. Spell for half)
  Range: 50 ft.
  Area of Effect: 15-ft. radius

Weight: 1
Necklace of Missiles: The One Gift Lost
The naming of this necklace originates from its only owner, Ikaida Mourneve, who quested to regain his kidnapped daughter. Not many would help the determined father, but a kind and generous mage bestowed this item on him to aid his cause. Alas, the necklace was lost when Ikaida dropped it into the Immerflow River while fending off bandits upon a suspension bridge. Fortunately, it is rumored that the item was not needed to reunite the family once again. 

STATISTICS: 

Charge abilities: 
- Inflicts 6d6 fire damage to creatures within a 15 feet radius (save vs. Spells half) (25 charges, the item is destroyed when all charges are used)

Weight: 1
BDAMUL24
Amulet of Protection +1
This amulet improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of the amulet prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 1
This amulet improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of the amulet prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1

Weight: 1
BDAMUL25
Amulet of Protection +2
This amulet improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of the amulet prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 1
This amulet improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of the amulet prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- Saving Throws: +2

Weight: 1
BDAMUL26
Heart of the Mountain
During a skirmish between a powerful water elemental and a powerful earth elemental, a tiny fragment of the latter broke off. An orc fleeing the site of the battle snatched the fragment up as she ran. This she gave to her tribe's shaman, who immediately recognized its power and fashioned it into an amulet. 

The Heart of the Mountain is of particular use to those who do the Ghost Dance. Such folk dwell at least partly in the realm of the spirits; the amulet forges a stronger connection 'twixt them and the earth, lending its wearer strength in the face of physical adversity.

STATISTICS:

Equipped abilities: 
– Armor Class: +2
– Summoned spirits gain +10 Hit Points

Weight: 0
During a skirmish between a powerful water elemental and a powerful earth elemental, a tiny fragment of the latter broke off. An orc fleeing the site of the battle snatched the fragment up as she ran. This she gave to her tribe's shaman, who immediately recognized its power and fashioned it into an amulet. 

The Heart of the Mountain is of particular use to those who do the Ghost Dance. Such folk dwell at least partly in the realm of the spirits; the amulet forges a stronger connection 'twixt them and the earth, lending its wearer strength in the face of physical adversity.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Weight: 0
BDAROW01
Arrow of Antimagic +1
This is an arrow whose head has been enchanted with the same energy used in an Antimagic Field spell. It is said that the wizard who perfected the creation of these arrows was later hunted down and murdered by his own peers. Very few wizards in Faerûn know how to create these arrows, and they seldom reveal this knowledge for fear of retribution from other wizards.

STATISTICS:

Combat abilities:
– The target suffers a (non-cumulative) 50% chance of spellcasting failure for the next 5 rounds (Save vs. Spell negates)

THAC0: +1
Damage: 1d2
Launcher: Bow

Weight: 0
This is an arrow whose head has been enchanted with the same energy used in an Antimagic Field spell. It is said that the wizard who perfected the creation of these arrows was later hunted down and murdered by his own peers. Very few wizards in Faerûn know how to create these arrows, and they seldom reveal this knowledge for fear of retribution from other wizards.

STATISTICS: 

Combat abilities: 
- 50% of spellcasting failure (wizard, priest and druid) for the target for 5 rounds (not cumulative) (save vs. Spells neg.)

THAC0: +1
Damage: 1d2 (Missile)
Launcher: Bow

Weight: 0
BDAROW02
Void-tipped Arrow +3
To all appearances nothing more than an arrow, one who lingers in its presence will soon realize it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, the head of the shaft is carved from voidstone shards. Highly dangerous, if not outright lethal, to most targets, the arrow's one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this most unique item.

STATISTICS:

Combat abilities:
– The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates)
– Does no damage to undead

THAC0: +3
Damage: 1d6+3 (magic)
Launcher: Bow

Weight: 0
To all appearances nothing more than an arrow, one who lingers in its presence will soon realize it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, the head of the shaft is carved from voidstone shards. Highly dangerous, if not outright lethal, to most targets, the arrow's one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this most unique item.

STATISTICS: 

Combat abilities: 
- Inflicts 1d6 +3 magic damage to the target (Not effective against undead)
- Reduces the Strength of the target by 1 for 5 rounds (Not effective against créatures possédant une strength inférieure à 2) (save vs. Spells neg.) (Not effective against undead)

THAC0: +3
Launcher: Bow

Weight: 0
BDAROW03
Flaming Arrow
This arrow is wrapped in a piece of fabric soaked with highly flammable oil. When it hits a target, the sparks from its flint-tipped head ignite the substance, covering the victim with a shower of fire.

STATISTICS:

Damage: 1d6, +2d4 fire (Save vs. Spell negates)
Damage type: Missile
Launcher: Bow

Weight: 0
This arrow is wrapped in a piece of fabric soaked with highly flammable oil. When it hits a target, the sparks from its flint-tipped head ignite the substance, covering the victim with a shower of fire.

STATISTICS: 

Combat abilities: 
- Inflicts 2d4 fire damage to the target (save vs. Spells neg.)

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
BDAROW04
Arrow +3
These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. 

STATISTICS:

THAC0: +3
Damage: 1d6+3 (missile)
Launcher: Bow

Weight: 0
These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. 

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Missile)
Launcher: Bow

Weight: 0
BDASDAG1
Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
BDAX1H01
Battle Axe
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
BDAX1H02
Axe of Kruntur +2
As mighty a weapon as a goblin could hope to wield, the Axe of Kruntur belonged to a dekanter goblin warlord a century or more ago. Though a famous figure in his tribe, Kruntur was less well-known beyond it. After his death, his signature weapon moved from hand to hand in rapid succession, finally ending up discarded in the ruins of the dwarven town of Kanaglym.

STATISTICS:

Equipped abilities: 
– 1 extra attack per round

Combat abilities:
– 33% chance per hit that the target takes 1 point of poison damage per second for 2 rounds (Save vs. Death negates)
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d6+3
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 2
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
As mighty a weapon as a goblin could hope to wield, the Axe of Kruntur belonged to a dekanter goblin warlord a century or more ago. Though a famous figure in his tribe, Kruntur was less well-known beyond it. After his death, his signature weapon moved from hand to hand in rapid succession, finally ending up discarded in the ruins of the dwarven town of Kanaglym.

STATISTICS: 

Equipped abilities: 
- Attacks per round: +1

Combat abilities: 
- Returns to the wielder's hand when thrown
- 34% chance to poison the target, inflicting 1 damage per second for 2 rounds (not cumulative) (Not effective against undead, the golems and the creatures immune to poisons) (save vs. Death neg.)

THAC0: +2
Damage: 1d6 +3
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 2
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 3
BDAX1H03
Chill Axe +2
This finely crafted axe bears the sigil of the Ice Dragon Berserker Lodge. Glowing white runes edge its cold silver blade, and a cloud of chill air trails behind the axe whenever it is swung. The most powerful rangers of the Ice Dragon Berserker Lodge carry these axes with them on their dejemmas, as protection from southern threats.

STATISTICS:

Equipped abilities:
– Strength: +1

Combat abilities:
– 2% chance per hit that the wielder will become berserk, losing control of  actions for 3 rounds

THAC0: +2
Damage: 1d8+2, +1 cold
Damage Type: Slashing
Speed Factor: 5
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 5
This finely crafted axe bears the sigil of the Ice Dragon Berserker Lodge. Glowing white runes edge its cold silver blade, and a cloud of chill air trails behind the axe whenever it is swung. The most powerful rangers of the Ice Dragon Berserker Lodge carry these axes with them on their dejemmas, as protection from southern threats.

STATISTICS: 

Equipped abilities: 
- Strength: +1

Combat abilities: 
- Inflicts 1 cold damage to the target
- 3% chance of causing the wearer to go berserk for 3 rounds

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 5
BDAX1H04
Throwing Axe +1
The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top. This throwing axe is balanced and enchanted, making it more accurate and damaging. Since the throwing axe is designed differently than a normal axe, it is less effective as a melee weapon.

STATISTICS:

THAC0: +1
Damage (melee): 1d6+1 (slashing)
Damage (thrown): 1d6+2 (missile)
Speed Factor (melee): 4
Speed Factor (thrown): 3
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 0
The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip counterbalanced by a pointed fluke. The short handle has a point on the bottom, and the head may have a spike on the top. This throwing axe is balanced and enchanted, making it more accurate and damaging. Since the throwing axe is designed differently than a normal axe, it is less effective as a melee weapon.

STATISTICS: 

Charge abilities: 
- Thrown (one-time use)

THAC0: +1
Damage (Thrown): 1d6 +2 (Missile)
Damage (Melee): 1d6 +1 (Slashing)
Speed Factor (Thrown): 3
Speed Factor (Melee): 4
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 0
BDAX1H05
Grubdoubler's Axe +1
Crudely fashioned but an effective weapon, this axe has a certain sentimental value to M'Khiin Grubdoubler, who stole it from her father. Though she didn't particularly want to possess the axe herself, she very much wanted it not to be possessed by one of her brothers, most of whom were furious their sister managed to steal it before one of them did.

STATISTICS:

Combat abilities:
– 20% chance per hit of confusing the target for 3 rounds (Save vs. Spell negates)
– Returns to the wielder's hand when thrown

THAC0: +1, +3 vs. humans
Damage: 1d6+2, +2 (magic) vs. humans
Damage type (melee): Slashing
Damage type (thrown): Missile
Speed Factor: 3
Proficiency Type: Axe
Type: One-handed
Requires:
 4 Strength

Weight: 3
Crudely fashioned but an effective weapon, this axe has a certain sentimental value to M'Khiin Grubdoubler, who stole it from her father. Though she didn't particularly want to possess the axe herself, she very much wanted it not to be possessed by one of her brothers, most of whom were furious their sister managed to steal it before one of them did.

STATISTICS: 

Equipped abilities: 
- Enchantment: +3 vs. humans
- THAC0: +2 vs. humans

Combat abilities: 
- Returns to the wielder's hand when thrown
- Inflicts 2 magic damage vs. humans
- 21% chance to confuse the target for 3 rounds (save vs. Spells neg.)

THAC0: +1
Damage: 1d6 +2
Damage Type (Thrown): Missile
Damage Type (Melee): Slashing
Speed Factor: 3
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 4 Strength

Weight: 3
BDBELT01
Cloverleaf
The halfling Tip Eldermaple was noted in his town for never losing at cards. The halfling attributed his good fortune to the blessings of Tyche and lived a long, quiet, and very prosperous life. 

When Tip finally died at the age of one hundred and three, he left his favorite belt to his son, who discovered that the belt buckle had caught a four-leaf clover in the clasp. Whether Tip had placed the clover there himself, or whether it had simply been stuck there after a tumble down a hill in his youth, no one will ever know. What is known is that Tip’s fortune passed down to his son, until the belt was stolen from him by an ogre while he was traveling along the Sword Coast.

STATISTICS:

Equipped abilities:
– Luck

Weight: 2
The halfling Tip Eldermaple was noted in his town for never losing at cards. The halfling attributed his good fortune to the blessings of Tyche and lived a long, quiet, and very prosperous life. 

When Tip finally died at the age of one hundred and three, he left his favorite belt to his son, who discovered that the belt buckle had caught a four-leaf clover in the clasp. Whether Tip had placed the clover there himself, or whether it had simply been stuck there after a tumble down a hill in his youth, no one will ever know. What is known is that Tip’s fortune passed down to his son, until the belt was stolen from him by an ogre while he was traveling along the Sword Coast.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1
- Luck: +1 (not cumulative)
- Thief skills: +5%
- Immunity to Luck spell

Weight: 2
BDBELT02
Belt of the Skillful Blade
A blacksmith in Cormyr is responsible for designing this item. Say'an Keenedge was renowned for designing the sharpest, best balanced, and most beautiful blades in the country. She was also a bit of a hothead and grew furious when she saw less-skilled fighters wielding her weapons. For her finest work she handed out one of these belts free with purchase, in order that her weapons never be mishandled.

STATISTICS:

Equipped abilities:
– Slashing Damage: +10% bonus
– THAC0: +2 bonus with the off hand (Blades and Swashbucklers only)

Weight: 2
A blacksmith in Cormyr is responsible for designing this item. Say'an Keenedge was renowned for designing the sharpest, best balanced, and most beautiful blades in the country. She was also a bit of a hothead and grew furious when she saw less-skilled fighters wielding her weapons. For her finest work she handed out one of these belts free with purchase, in order that her weapons never be mishandled.

STATISTICS: 

Equipped abilities: 
- Slashing Damage: +10%
- THAC0 with the off hand: +2 (only for Swashbuckler and the Blade)

Weight: 2
BDBELT03
Belt of the Cunning Rogue
This wide leather belt has been dyed a deep magenta. The belt was created over a decade ago by a human thief who saw his larcenous activities as a means of worshiping Mask. All his burglaries were undertaken with prayers to Mask, and he hoarded his stolen goods at a hidden altar to the god of thieves. He favored purple clothing, believing it was a color the god preferred, and he crafted this belt to match his ensemble. The thief was eventually caught and killed on one of his missions and the belt confiscated by the city guard. The next night, the belt vanished from a locked chest in the guardhouse, though, whisked away by Mask so that it could continue to serve the god's ends. Even today, the belt often finds its way into the path of those who will put it to good use.

The pouches attached to the belt contain a number of small tools, wires, picks, and blades that can be used to pick locks and disable traps. 

STATISTICS:

Equipped abilities:
– Open Locks: +15%
– Find Traps: +15%

Weight: 2
This wide leather belt has been dyed a deep magenta. The belt was created over a decade ago by a human thief who saw his larcenous activities as a means of worshiping Mask. All his burglaries were undertaken with prayers to Mask, and he hoarded his stolen goods at a hidden altar to the god of thieves. He favored purple clothing, believing it was a color the god preferred, and he crafted this belt to match his ensemble. The thief was eventually caught and killed on one of his missions and the belt confiscated by the city guard. The next night, the belt vanished from a locked chest in the guardhouse, though, whisked away by Mask so that it could continue to serve the god's ends. Even today, the belt often finds its way into the path of those who will put it to good use.

The pouches attached to the belt contain a number of small tools, wires, picks, and blades that can be used to pick locks and disable traps. 

STATISTICS: 

Equipped abilities: 
- Open Locks: +15%
- Find Traps: +15%

Weight: 2
BDBELT04
The Protector of the Unworthy
Girdle of Blades: The Protector of the Unworthy
The most infamous owner of this item forever tainted its reputation, though it is still a truly useful item. Morinden of the Wicked Heart made his living looting the bodies of those he slew. He would goad true warriors into duels of honor—though he had little knowledge of the subject—and laugh as their blades glanced off him. Eventually he met his end at the hands of a frustrated woodsman, who had wisely cast his sword aside in favor of a tree stump.

STATISTICS:

Equipped abilities:
– Armor Class: +4 bonus vs. slashing attacks
– Armor Class: -4 penalty vs. crushing attacks
– May only be removed by a Remove Curse spell

Weight: 2
Girdle of Blades: The Protector of the Unworthy
The most infamous owner of this item forever tainted its reputation, though it is still a truly useful item. Morinden of the Wicked Heart made his living looting the bodies of those he slew. He would goad true warriors into duels of honor—though he had little knowledge of the subject—and laugh as their blades glanced off him. Eventually he met his end at the hands of a frustrated woodsman, who had wisely cast his sword aside in favor of a tree stump.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Armor Class: +4 vs. slashing attacks, -4 vs. crushing attacks

Weight: 2
BDBELT12
Golden Girdle
Though its battered condition speaks to its past use in combat, few of the cuts in this leather girdle were made by an enemy's blade. It would seem the magical symbols gouged into the hide have the practical effect of making the item's wearer less vulnerable to the swords of their foes.

STATISTICS:

Equipped abilities:
– Armor Class: +3 vs. slashing attacks

Weight: 2
Though its battered condition speaks to its past use in combat, few of the cuts in this leather girdle were made by an enemy's blade. It would seem the magical symbols gouged into the hide have the practical effect of making the item's wearer less vulnerable to the swords of their foes.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3 vs. slashing attacks

Weight: 2
BDBELT13
Girdle of Bluntness
Covered in intricate designs sewn into its leather with golden thread, at first glance this girdle seems more decorative than practical. Closer examination is rewarded by the realization that it functions as far more than it appears, bestowing magical protection from hammers, clubs, and other blunt weapons to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +4 vs. crushing attacks

Weight: 2
Covered in intricate designs sewn into its leather with golden thread, at first glance this girdle seems more decorative than practical. Closer examination is rewarded by the realization that it functions as far more than it appears, bestowing magical protection from hammers, clubs, and other blunt weapons to its wearer.

STATISTICS: 

Equipped abilities: 
- Armor Class: +4 vs. crushing attacks

Weight: 2
BDBELT14
Girdle of Piercing
Fabricated from crudely cut, unadorned leather, this loin belt was obviously created with utility rather than beauty (or even comfort) in mind. Though not pretty, it is useful, enchanted with warding spells that grant its wearer some magical protection from the slings and arrows of their enemies.

STATISTICS:

Equipped abilities:
– Armor Class: +3 vs. missile and piercing attacks

Weight: 2
Fabricated from crudely cut, unadorned leather, this loin belt was obviously created with utility rather than beauty (or even comfort) in mind. Though not pretty, it is useful, enchanted with warding spells that grant its wearer some magical protection from the slings and arrows of their enemies.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3 vs. piercing and missile attacks

Weight: 2
BDBFLYE2
Black Pits Flyer
(Someone has written "Bet on the squirrel. The squirrel always wins." atop this crumpled parchment.)

Closed for a time but now RETURNED!

Witness the peril, the power, and the pageantry of THE BLACK PITS!

Fearsome wild animals battle for supremacy! What will emerge the victor? 

The ferocious WOLVERINE?
The brawling BLACK BEAR?
The slithering BASILISK?
Or perhaps the aggressive ANKHEG?

Come see the greatest battles of our age and place your bets on which creature will emerge from the pit... ALIVE.
(Someone has written "Bet on the squirrel. The squirrel always wins." atop this crumpled parchment.)

Closed for a time but now RETURNED!

Witness the peril, the power, and the pageantry of THE BLACK PITS!

Fearsome wild animals battle for supremacy! What will emerge the victor? 

The ferocious WOLVERINE?
The brawling BLACK BEAR?
The slithering BASILISK?
Or perhaps the aggressive ANKHEG?

Come see the greatest battles of our age and place your bets on which creature will emerge from the pit... ALIVE.

STATISTICS: 

Weight: 0
BDBFLYER
Black Pits Flyer
(Someone has written "Bet on the squirrel. The squirrel always wins." atop this crumpled parchment.)

Closed for a time but now RETURNED!

Witness the peril, the power, and the pageantry of THE BLACK PITS!

Fearsome wild animals battle for supremacy! What will emerge the victor? 

The ferocious WOLVERINE?
The brawling BLACK BEAR?
The slithering BASILISK?
Or perhaps the aggressive ANKHEG?

Come see the greatest battles of our age and place your bets on which creature will emerge from the pit... ALIVE.
(Someone has written "Bet on the squirrel. The squirrel always wins." atop this crumpled parchment.)

Closed for a time but now RETURNED!

Witness the peril, the power, and the pageantry of THE BLACK PITS!

Fearsome wild animals battle for supremacy! What will emerge the victor? 

The ferocious WOLVERINE?
The brawling BLACK BEAR?
The slithering BASILISK?
Or perhaps the aggressive ANKHEG?

Come see the greatest battles of our age and place your bets on which creature will emerge from the pit... ALIVE.

STATISTICS: 

Weight: 0
BDBLUN01
Mosela's Cudgel +2
Mosela was disappointed when she learned that she would be finishing her apprenticeship under the tutelage of a sorcerer—sorcerers were not known for their instructional genius—but the opportunity to work with golems was one that no enterprising young mage could reasonably pass up, and that happened to be Listrom’s specialty.

Unfortunately—and it took Mosela only a few short days to discover this—Listrom knew more about making the golems than he did about controlling them, and by the end of Mosela’s first week she realized that she would need some means of protecting herself. Thus was created this cudgel that, she hoped, would keep the misbehaving constructs at bay. When Listrom lost what little sanity he had, Mosela discovered that her invention worked just as well on raving lunatics.

STATISTICS:

Equipped abilities:
– Save vs. Alteration spells: +2

THAC0: +2, +3 vs. constructs
Damage: 1d6+2, +3 vs. constructs
Damage type: Crushing
Speed Factor: 2
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
Mosela was disappointed when she learned that she would be finishing her apprenticeship under the tutelage of a sorcerer—sorcerers were not known for their instructional genius—but the opportunity to work with golems was one that no enterprising young mage could reasonably pass up, and that happened to be Listrom’s specialty.

Unfortunately—and it took Mosela only a few short days to discover this—Listrom knew more about making the golems than he did about controlling them, and by the end of Mosela’s first week she realized that she would need some means of protecting herself. Thus was created this cudgel that, she hoped, would keep the misbehaving constructs at bay. When Listrom lost what little sanity he had, Mosela discovered that her invention worked just as well on raving lunatics.

STATISTICS: 

Equipped abilities: 
- Enchantment: +3 vs. golems
- THAC0: +1 vs. golems
- Saving Throws: +2 vs. Alteration spells

Combat abilities: 
- Inflicts 1 crushing damage vs. golems

THAC0: +2
Damage: 1d6 +2 (Crushing)
Speed Factor: 2
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BDBLUN02
Cudgel of Montgomer +1
As a young man, the adventurer Montgomer signed aboard the "Fairest Wind" and worked twice as hard as any other mate. When pirates attacked, Montgomer threw himself into battle but promptly took a blow to the arm and lost his cutlass. Undaunted, he grabbed a belaying pin and used it bash pirate skulls. After the attack was over, Montgomer's mates praised his bravery and joked that he should always keep his "cudgel" at his side. Montgomer did so, eventually having the belaying pin enchanted with healing powers, but later traded it in for a more powerful (and wieldy) weapon.

STATISTICS:

Combat abilities:
– 10% chance per hit of casting Cure Light Wounds on the wielder

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
As a young man, the adventurer Montgomer signed aboard the "Fairest Wind" and worked twice as hard as any other mate. When pirates attacked, Montgomer threw himself into battle but promptly took a blow to the arm and lost his cutlass. Undaunted, he grabbed a belaying pin and used it bash pirate skulls. After the attack was over, Montgomer's mates praised his bravery and joked that he should always keep his "cudgel" at his side. Montgomer did so, eventually having the belaying pin enchanted with healing powers, but later traded it in for a more powerful (and wieldy) weapon.

STATISTICS: 

Combat abilities: 
- 11% chance to instantly cast Cure Light Wounds on the wearer

THAC0: +1
Damage: 1d6 +2 (Crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 8
BDBLUN04
Martyr's Morningstar +2
Forged by Ilusarian Roan, a priest of Ilmater, this morning star sacrifices the wielder's strength in order to destroy the enemies of the faith. Roan used the morning star when he joined a company of knights and priests fighting against a cabal of Cyricists. He took down six cultists before he died, and the morning star was returned to the temple with his remains.

STATISTICS:

Equipped abilities:
– Hit Points: -10

Combat abilities:
– On a critical hit, target loses 15% of their maximum Hit Points

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 9
Forged by Ilusarian Roan, a priest of Ilmater, this morning star sacrifices the wielder's strength in order to destroy the enemies of the faith. Roan used the morning star when he joined a company of knights and priests fighting against a cabal of Cyricists. He took down six cultists before he died, and the morning star was returned to the temple with his remains.

STATISTICS: 

Equipped abilities: 
- Maximum hit points: -10
- On a critical hit caused by this weapon; Inflicts 15% of maximum hit points to the target

THAC0: +2
Damage: 2d4 +2 (Crushing)
Speed Factor: 5
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 9
BDBLUN05
The Hydra +2
The three heads of this flail look like dragon heads, giving the weapon its fearsome name. As the wielder swings the weapon, its heads seem to blur and divide until a mass of hydra heads whips from the end of the chain. When the wielder ceases attacking, the weapon reverts to its original appearance.

STATISTICS:

Combat abilities: 
– 33% chance per hit of dealing +1d4, +2d4, or +3d4 points of piercing damage

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 12
The three heads of this flail look like dragon heads, giving the weapon its fearsome name. As the wielder swings the weapon, its heads seem to blur and divide until a mass of hydra heads whips from the end of the chain. When the wielder ceases attacking, the weapon reverts to its original appearance.

STATISTICS: 

Combat abilities: 
- 12% chance to inflict 1d4 piercing damage to the target
- 11% chance to inflict 2d4 piercing damage to the target
- 11% chance to inflict 3d4 piercing damage to the target

THAC0: +2
Damage: 1d6 +3 (Crushing)
Speed Factor: 5
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 12
BDBLUN06
The Uncursed Staff +1
Decades ago, an adventuring priest of Gond discovered a cursed staff in a dungeon. Despite its curse, the staff was a well-crafted and fine-looking weapon, and the priest sought a way to lift the curse. Though he was never able to do so, he was able to add an enchantment to the staff, mostly negating its cursed properties and allowing him to carry it and put it away as desired. Though the staff was little better than a regular weapon, the priest carried it the rest of his days, as it boosted his ability to carry treasure out of subsequent dungeons.

STATISTICS:

Equipped abilities:
– Strength: 18

THAC0: -2
Damage: 1d6-2 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
Decades ago, an adventuring priest of Gond discovered a cursed staff in a dungeon. Despite its curse, the staff was a well-crafted and fine-looking weapon, and the priest sought a way to lift the curse. Though he was never able to do so, he was able to add an enchantment to the staff, mostly negating its cursed properties and allowing him to carry it and put it away as desired. Though the staff was little better than a regular weapon, the priest carried it the rest of his days, as it boosted his ability to carry treasure out of subsequent dungeons.

STATISTICS: 

Equipped abilities: 
- Strength: Set to 18

Enchantment: +1
THAC0: -2
Damage: 1d6 -2 (Crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
BDBLUN07
Backwhacker +2
Most thieves favor bladed weapons when striking from the shadows, but not all. Whether due to religious convictions, personal preference, or anti-establishment tendencies, some thieves prefer to backstab their enemies with a blunt instrument.

STATISTICS:

Combat abilities: 
– Renders the target unconscious for 2 rounds when a backstab is performed (Save vs. Death negates)

THAC0: +2 
Damage: 1d6+2 (crushing) 
Speed Factor: 2 
Proficiency Type: Club 
Type: One-handed 
Requires: 
 5 Strength

Weight: 3
Most thieves favor bladed weapons when striking from the shadows, but not all. Whether due to religious convictions, personal preference, or anti-establishment tendencies, some thieves prefer to backstab their enemies with a blunt instrument.

STATISTICS: 

Equipped abilities: 
- With every sneak attack; Renders the target unconscious for 2 rounds (save vs. Death neg.)

THAC0: +2
Damage: 1d6 +2 (Crushing)
Speed Factor: 2
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BDBLUN08
Glimmer of Hope +2
A pacifist priest of Ilmater carried this mace to warn off would-be evildoers, but never lifted the weapon in battle. He preached that all thinking creatures had the capacity for good in them, and that to destroy another life was to rob it of its potential. His fellow priests, though respectful of his views, did not take their philosophy to such an extreme. Few were surprised when the priest was waylaid by bandits and killed one day. His mace was recovered and brought back to the temple, and the other priests were amazed to find a small diamond embedded in the tip. The diamond flashes with brilliance from time to time, blessing its wielder and filling them with a sense of hope.

STATISTICS:

Equipped abilities:
– Wisdom: +1

Combat abilities:
– 10% chance per hit of casting Bless centered on the wielder

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 7
A pacifist priest of Ilmater carried this mace to warn off would-be evildoers, but never lifted the weapon in battle. He preached that all thinking creatures had the capacity for good in them, and that to destroy another life was to rob it of its potential. His fellow priests, though respectful of his views, did not take their philosophy to such an extreme. Few were surprised when the priest was waylaid by bandits and killed one day. His mace was recovered and brought back to the temple, and the other priests were amazed to find a small diamond embedded in the tip. The diamond flashes with brilliance from time to time, blessing its wielder and filling them with a sense of hope.

STATISTICS: 

Equipped abilities: 
- Wisdom: +1

Combat abilities: 
- 11% chance to instantly cast Bless on the wearer

THAC0: +2
Damage: 1d6 +3 (Crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
BDBLUN09
Blazing Glory +3
This glittering morningstar was crafted by weaponsmiths in the Temple of Tempus in Waterdeep. Fashioned as a weapon for Tempus's priests, who cannot use their deity's favored weapon due to its bladed edge, Blazing Glory has a black iron tip studded with points of alternating gold and ruby. Enchantments harden these points and add a flash of fire with every blow. The wielder of Blazing Glory never tires in battle, fortified by the will of the Lord of Battles himself. 

STATISTICS:

Equipped abilities:
– Immunity to fatigue

Combat abilities:
– 10% chance of casting Chant centered on the wielder on each hit

THAC0: +3
Damage: 2d4+3 (crushing) +1 (fire)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 8
This glittering morningstar was crafted by weaponsmiths in the Temple of Tempus in Waterdeep. Fashioned as a weapon for Tempus's priests, who cannot use their deity's favored weapon due to its bladed edge, Blazing Glory has a black iron tip studded with points of alternating gold and ruby. Enchantments harden these points and add a flash of fire with every blow. The wielder of Blazing Glory never tires in battle, fortified by the will of the Lord of Battles himself. 

STATISTICS: 

Equipped abilities: 
- Immunity to fatigue

Combat abilities: 
- Inflicts 1 fire damage to the target
- 11% chance to instantly cast Chant on the wearer

THAC0: +3
Damage: 2d4 +3 (Crushing)
Speed Factor: 4
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 8
BDBOLT01
Bolt of Fire +1
This bolt is magically enhanced so as to burst into flames when it is fired. The effect is similar to a bolt doused in oil and set to flame.

STATISTICS:

THAC0: +1
Damage: 1d8+1, +1d3 (fire)
Damage Type: Missile
Launcher: Crossbow

Weight: 0
This bolt is magically enhanced so as to burst into flames when it is fired. The effect is similar to a bolt doused in oil and set to flame.

STATISTICS: 

Combat abilities: 
- Inflicts 1d3 fire damage to the target

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
BDBOLT02
Bolt of Ice +1
This bolt is magically enhanced so as to burst into a rolling ball of ice when it is fired. When the bolt strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core.

STATISTICS:

THAC0: +1
Damage: 1d8+1, +1d3 (cold)
Damage type: Missile
Launcher: Crossbow

Weight: 0
This bolt is magically enhanced so as to burst into a rolling ball of ice when it is fired. When the bolt strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core.

STATISTICS: 

Combat abilities: 
- Inflicts 1d3 cold damage to the target

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
BDBOLT03
Bolt +3
These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (missile)
Launcher: Crossbow

Weight: 0
These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. 

STATISTICS: 

THAC0: +3
Damage: 1d8 +3 (Missile)
Launcher: Crossbow

Weight: 0
BDBONE02
Ettin Club +1
This club, fashioned out of a single giant legbone, is as unwieldy as it is heavy. In a giant's hands it would be a formidable weapon.

STATISTICS:

THAC0: -5 penalty
Damage: 2d6+1 (crushing)
Speed Factor: 9
Proficiency Type: Club
Type: One-handed
Requires:
 18 Strength

Weight: 20
This club, fashioned out of a single giant legbone, is as unwieldy as it is heavy. In a giant's hands it would be a formidable weapon.

STATISTICS: 

Enchantment: +1
THAC0: -5
Damage: 2d6 +1 (Crushing)
Speed Factor: 9
Proficiency Type: Club
Type: One-Handed

Requires: 
- 18 Strength

Weight: 20
BDBOOT01
Soft Feet
These boots were crafted by a young mage who wished to be trained as a shadowdancer, but was turned away for being too loud when he walked. "A shadowdancer weaves between the shadows and makes no sound," they said. "You move like an elephant climbing a tree."

Undeterred, the mage crafted a set of boots that caused his feet to become insubstantial, allowing him to walk with quiet confidence and avoid stepping on nasty substances.

STATISTICS:

Equipped abilities:
– Move Silently: +25%
– Immunity to Grease, Entangle, and Web

Weight: 1
These boots were crafted by a young mage who wished to be trained as a shadowdancer, but was turned away for being too loud when he walked. "A shadowdancer weaves between the shadows and makes no sound," they said. "You move like an elephant climbing a tree."

Undeterred, the mage crafted a set of boots that caused his feet to become insubstantial, allowing him to walk with quiet confidence and avoid stepping on nasty substances.

STATISTICS: 

Equipped abilities: 
- Move Silently: +25%
- Immunity to Entangle, Grease, Vortex Web, Web and Web Tangle spells

Weight: 1
BDBOOT02
Ostentatious Boots
These iridescent scaled boots gleam with a hundred shades of color. On a trade voyage across the Alamber Sea, a ship passed by a pitched battle between sahuagin marauders and a colony of merfolk. The ship's bard leaned over the rail and played a rousing ballad of courage. Bolstered, the merfolk overcame and drove off the vicious sahuagin. One of the mermaids swam up to the ship and handed the bard a glittering shed mermaid tail, telling him that any item fashioned from the scales would gain a valuable enchantment. The bard had the tail made into a pair of boots that have been passed on to his descendants, though their flashy nature makes the wearer quite memorable.

STATISTICS:

Equipped abilities: 
– Charisma: +1

Weight: 4
These iridescent scaled boots gleam with a hundred shades of color. On a trade voyage across the Alamber Sea, a ship passed by a pitched battle between sahuagin marauders and a colony of merfolk. The ship's bard leaned over the rail and played a rousing ballad of courage. Bolstered, the merfolk overcame and drove off the vicious sahuagin. One of the mermaids swam up to the ship and handed the bard a glittering shed mermaid tail, telling him that any item fashioned from the scales would gain a valuable enchantment. The bard had the tail made into a pair of boots that have been passed on to his descendants, though their flashy nature makes the wearer quite memorable.

STATISTICS: 

Equipped abilities: 
- Charisma: +1

Weight: 4
BDBOOT03
Star-Strewn Boots
These boots belonged to Crommus the Minstrel many centuries ago. When Artipheon the mage slew Crommus and severed the bard's voice, some of Artipheon's power infused Crommus's boots. The once ordinary midnight-blue leather boots now glitter as if hundreds of twinkling stars were embedded in the material.

STATISTICS:

Equipped abilities:
– Magic Resistance: +7%, +15% (Wizard Slayers)

Weight: 4
These boots belonged to Crommus the Minstrel many centuries ago. When Artipheon the mage slew Crommus and severed the bard's voice, some of Artipheon's power infused Crommus's boots. The once ordinary midnight-blue leather boots now glitter as if hundreds of twinkling stars were embedded in the material.

STATISTICS: 

Equipped abilities: 
- Magic Resistance: +8% (only for Wizard Slayer)
- Magic Resistance: +7%

Weight: 4
BDBOOT04
Boot and a Half of Speed
It's impossible to tell whether they were ravaged by time or overuse, but either way, the result is a pair of once-fine boots reduced to a patchy assemblage of leather fragments that remain together more out of habit than anything else. In this condition, their only possible use is as a meal for someone who's unbelievably hungry, but a decent cobbler might be able to restore them to their former glory.

STATISTICS:

Weight: 4
It's impossible to tell whether they were ravaged by time or overuse, but either way, the result is a pair of once-fine boots reduced to a patchy assemblage of leather fragments that remain together more out of habit than anything else. In this condition, their only possible use is as a meal for someone who's unbelievably hungry, but a decent cobbler might be able to restore them to their former glory.

STATISTICS: 

Weight: 4
BDBOOT05
Boots of Speed
These boots are made from the tanned hide of an animal such as a horse or a cheetah. They are then enchanted to enable the wearer to move nearly as fast as that animal. Footgear of this sort is prized for allowing one to outmaneuver or even escape one's foes. The boots do not fatigue the wearer beyond what would result from moving at a normal rate.

STATISTICS:

Equipped abilities:
– Doubles movement rate

Weight: 4
These boots are made from the tanned hide of an animal such as a horse or a cheetah. They are then enchanted to enable the wearer to move nearly as fast as that animal. Footgear of this sort is prized for allowing one to outmaneuver or even escape one's foes. The boots do not fatigue the wearer beyond what would result from moving at a normal rate.

STATISTICS: 

Equipped abilities: 
- Movement rate: Set to 30

Weight: 4
BDBOOT11
The Paws of the Cheetah
Boots of Speed: The Paws of the Cheetah
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!"

STATISTICS:

Equipped abilities:
– Doubles movement rate

Weight: 4
Boots of Speed: The Paws of the Cheetah
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!"

STATISTICS: 

Equipped abilities: 
- Movement rate: +100%

Weight: 4
BDBOOT12
Sidestep Slippers
These soft leather slippers are favored by monks, who benefit from their enchanted traction when executing their specialized fighting style. The grip and control provided by the slippers allow a monk to dodge all but the most deadly attacks.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Armor Class: +1
– Save vs. Invocation spells: +2

Weight: 3
These soft leather slippers are favored by monks, who benefit from their enchanted traction when executing their specialized fighting style. The grip and control provided by the slippers allow a monk to dodge all but the most deadly attacks.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +2 vs. Invocation spells
- Dexterity: +1

Weight: 3
BDBOW01
Blightbringer +1
The favored weapon of the goblin shaman Kirrkuk Redrats, this bow's components were each painstakingly molded for their purpose by its creator. The wood of its body was cut from a juniper sapling grown in the ashes of a gnome slain by Kirrkuk in battle. The string was made from silk produced by worms feeding on the bound, living bodies of a dwarven cleric captured by Kirrkuk's tribe. Throughout his life, Kirrkuk used the bow during his shamanic workings. In doing so, his essence was infused into the weapon. Arrows flying from its string seem to seek out gnomes and dwarves, and can, on occasion, afflict their targets with a sickness that weighs their limbs down, making them easier prey for the bow's wielder.

STATISTICS:

Combat abilities:
– 10% chance that the target must save vs. Death or be afflicted by a foul disease, thereby losing 2 points of Dexterity (non-cumulative) and becoming slowed for 3 rounds

THAC0: +1, +3 vs. dwarves and gnomes
Damage: +1, +3 vs. dwarves and gnomes
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
The favored weapon of the goblin shaman Kirrkuk Redrats, this bow's components were each painstakingly molded for their purpose by its creator. The wood of its body was cut from a juniper sapling grown in the ashes of a gnome slain by Kirrkuk in battle. The string was made from silk produced by worms feeding on the bound, living bodies of a dwarven cleric captured by Kirrkuk's tribe. Throughout his life, Kirrkuk used the bow during his shamanic workings. In doing so, his essence was infused into the weapon. Arrows flying from its string seem to seek out gnomes and dwarves, and can, on occasion, afflict their targets with a sickness that weighs their limbs down, making them easier prey for the bow's wielder.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2
- Damage: +2 vs. dwarves and the gnomes
- THAC0: +2 vs. dwarves and the gnomes

Combat abilities: 
- 11% chance 
  - cause a condition that slows down the target for 3 rounds (not cumulative) (Not effective against elementals, the undead and the golems)
  - cause a condition that decreases by 2 the dexterity of the target for 3 rounds (not cumulative) (Not effective against elementals, the undead and the golems) (save vs. Death neg.)

THAC0: +1
Damage: +1 (Missile)
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 2
BDBOW02
Corinth's Bow +2
Though obviously well-used, someone has taken excellent care of this finely crafted bow. A small golden seal on one side appears to be a family crest.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Combat abilities: 
– After scoring a critical hit, the wielder is affected by the Luck spell

THAC0: +3
Damage: +4
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 8
Though obviously well-used, someone has taken excellent care of this finely crafted bow. A small golden seal on one side appears to be a family crest.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Attacks per round: Set to 2
- On a critical hit caused by this weapon; Instantly cast Luck on the wearer

Enchantment: +2
THAC0: +3
Damage: +4 (Missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 18 Strength

Weight: 8
BDBOW03
Fleshripper +2
Despite this short bow's intimidating name, it carries no gruesome history. Kitsana, an elven ranger, designed this bow for her own use and could fire it with astonishing rapidity. One night at camp Kitsana's party each took a turn trying to master the unusually thin bowstring and uniquely curved grip of the weapon. None shot as poorly as the fighter, a braggart named Tirrel, who not only missed his target by a foot but who snapped the bowstring down the length of his forearm and tore off a strip of skin. Kitsana and her party faded into obscurity decades ago but her bow still circulates.

STATISTICS:

Combat abilities:
– 5% chance per hit of hasting the wielder for 4 rounds

Equipped abilities: 
– Movement Speed: +2

THAC0: +2
Damage: +2
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength
16 Dexterity

Weight: 1
Despite this short bow's intimidating name, it carries no gruesome history. Kitsana, an elven ranger, designed this bow for her own use and could fire it with astonishing rapidity. One night at camp Kitsana's party each took a turn trying to master the unusually thin bowstring and uniquely curved grip of the weapon. None shot as poorly as the fighter, a braggart named Tirrel, who not only missed his target by a foot but who snapped the bowstring down the length of his forearm and tore off a strip of skin. Kitsana and her party faded into obscurity decades ago but her bow still circulates.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2
- Movement rate: +2

Combat abilities: 
- 6% chance 
  - to immune the target to Offensive Spin spell for 4 rounds
  - to double movement speed and grants one additional attack per round to the target for 4 rounds

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 3 Strength
- 16 Dexterity

Weight: 1
BDBOW04
Bow of the Banshee +2
A wooden face carved mid-scream stares out from the shaft of this hardwood bow. It's whispered that the half-orc archer Zavruk had an elven soul bound into the bow, but the bow's lack of a necromantic aura casts doubt on the story. What's certain is that the bowstring makes a horrible screeching noise whenever fired, instilling fear in the wielder's enemies.

STATISTICS:

Combat abilities:
– 10% chance per hit of casting Cloak of Fear centered on the wielder
– Deals 1 extra point of magic damage to panicked targets

THAC0: +3
Damage: +2
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
A wooden face carved mid-scream stares out from the shaft of this hardwood bow. It's whispered that the half-orc archer Zavruk had an elven soul bound into the bow, but the bow's lack of a necromantic aura casts doubt on the story. What's certain is that the bowstring makes a horrible screeching noise whenever fired, instilling fear in the wielder's enemies.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Combat abilities: 
- If the target panique; Inflicts 1 magic damage to the target
- 11% chance to instantly cast Cloak of Fear on the wearer

Enchantment: +2
THAC0: +3
Damage: +2 (Missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 3
BDBOW05
Savage Shortbow +2
This bow appears crudely made. The knotty length of wood has numerous stumps where twigs were pruned away, and living leaves still spring from it. In spite of its apparent poor quality, the bow has clearly been enhanced with nature magic. It is rumored the wild elves of the Chondalwood make good use of such weapons, especially against invading orcs and ogres.

STATISTICS:

Equipped abilities:
– Constitution: +1 (elves and half-elves)

THAC0: +2
Damage: +2, +3 extra vs. orcs, half-orcs, and ogres
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
This bow appears crudely made. The knotty length of wood has numerous stumps where twigs were pruned away, and living leaves still spring from it. In spite of its apparent poor quality, the bow has clearly been enhanced with nature magic. It is rumored the wild elves of the Chondalwood make good use of such weapons, especially against invading orcs and ogres.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2
- Constitution: +1 (only for elves and the half elves)

Combat abilities: 
- Inflicts 3 missile damage vs. orcs, the half orc and the ogres

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 2
BDBOW06
Corwin's Bow +1
This enchanted bow enhances the wielder's dexterity, allowing them to fire more accurately. Every so often, a shot will explode into a shower of wooden splinters that sprout and grasp the target firmly, preventing any escape.

Equipped abilities: 
– Dexterity: +1

Combat abilities: 
– 10% chance per hit of entangling the target for 3 rounds (Save vs. Breath negates)

STATISTICS:

THAC0: +2
Damage: +3
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 9
This enchanted bow enhances the wielder's dexterity, allowing them to fire more accurately. Every so often, a shot will explode into a shower of wooden splinters that sprout and grasp the target firmly, preventing any escape.

Equipped abilities: 
– Dexterity: +1

Combat abilities: 
– 10% chance per hit of entangling the target for 3 rounds (Save vs. Breath negates)

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2
- Dexterity: +1

Combat abilities: 
- 11% chance 
  - to inflict a penalty of 2 to the armour class of the target for 3 rounds (not cumulative)
  - to entangle the target for 3 rounds (not cumulative) (save vs. Breath neg.)

Enchantment: +1
THAC0: +2
Damage: +3 (Missile)
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 18 Strength

Weight: 9
BDBRAC01
Bracers of the Shuttered Lid
Rumor tells that a remote sect of monks, living in deep caverns beneath the Spine of the World, learned to fight in absolute darkness. The sound of their enemy's movement and breathing were enough for them to accurately target their blows. These bracers put their enemy on an even footing.

STATISTICS:

Equipped abilities:
– THAC0: +2 (unarmed attacks)
– Immunity to blindness

Combat abilities:
– On a critical hit, the target is blinded for 2 rounds (no save)

Weight: 2
Rumor tells that a remote sect of monks, living in deep caverns beneath the Spine of the World, learned to fight in absolute darkness. The sound of their enemy's movement and breathing were enough for them to accurately target their blows. These bracers put their enemy on an even footing.

STATISTICS: 

Equipped abilities: 
- Unarmed THAC0: +2
- Immunity to blindness
- On a critical hit caused by this weapon; Blinds the target for 2 rounds

Weight: 2
BDBRAC02
Jester's Bracers
These bracers once belonged to a traveling bard famed for his sharp tongue and quick retorts. One rainy night, the bard took refuge in a rickety inn on the road to Shadowdale. There he performed for his supper, sprinkling his routine with caustic jibes as was his custom. One of the drinkers in the tavern, an old woman, stood up midway through the performance and snapped, "You think it clever to insult and belittle others? Do so, then, for as long as you live!" The bard found himself unable to remove his now-cursed protective bracers and was forced to spout corny jokes until he could pay a wizard to remove them.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Charisma: -1 (except for Jesters)
– Wearer is forced to tell corny jokes 
– May only be removed with a Remove Curse spell

Weight: 2
These bracers once belonged to a traveling bard famed for his sharp tongue and quick retorts. One rainy night, the bard took refuge in a rickety inn on the road to Shadowdale. There he performed for his supper, sprinkling his routine with caustic jibes as was his custom. One of the drinkers in the tavern, an old woman, stood up midway through the performance and snapped, "You think it clever to insult and belittle others? Do so, then, for as long as you live!" The bard found himself unable to remove his now-cursed protective bracers and was forced to spout corny jokes until he could pay a wizard to remove them.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Base Armor Class: 5
- Charisma: +1 (only for Jester)
- Charisma: -1

Weight: 2
BDBRAC03
Nimblefinger Gloves
Fashioned from the finest doeskin available, this pair of gloves was obviously designed for gnomish hands (though dwarves and other shorter races might also be able to use them). For the right wearer, the gloves offer protection and comfort in equal proportion. Fitting like a second skin, the user becomes more sensitive to what their hands are doing; this added focus increases the wearer's nimbleness and dexterity.

STATISTICS:

Equipped abilities:
– Dexterity: +2 (gnomes), +1 (halflings, dwarves, and goblins)
– Pick Pockets: +25%
– Set Traps: +25%

Weight: 2
Fashioned from the finest doeskin available, this pair of gloves was obviously designed for gnomish hands (though dwarves and other shorter races might also be able to use them). For the right wearer, the gloves offer protection and comfort in equal proportion. Fitting like a second skin, the user becomes more sensitive to what their hands are doing; this added focus increases the wearer's nimbleness and dexterity.

STATISTICS: 

Equipped abilities: 
- Dexterity: +1 (only for halflings, the dwarves and the goblins)
- Dexterity: +2 (only for gnomes)
- Pick Pockets: +25%
- Set Traps: +25%

Weight: 2
BDBRAC04
Gloves of Gripping
Found in the possession of Einer the ogre, these gloves, while roomy, give you a measure of gripping power, even to greased metal.

STATISTICS:

Weight: 2
Found in the possession of Einer the ogre, these gloves, while roomy, give you a measure of gripping power, even to greased metal.

STATISTICS: 

Weight: 2
BDBRAC05
Stalker Gauntlets
These gauntlets assist in the stalking and killing of prey. Favored by hunters and rogues of all kinds, they display their full power when donned by a Stalker. Made of supple leather with brass-buckled straps along the side, these gauntlets are often decorated with embroidered figures of stags, foxes, or, as is the case with this pair, wolves.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Hide in Shadows: +15% (+30% for Stalkers)
– Backstab Multiplier: +1 (Stalkers only)

Weight: 2
These gauntlets assist in the stalking and killing of prey. Favored by hunters and rogues of all kinds, they display their full power when donned by a Stalker. Made of supple leather with brass-buckled straps along the side, these gauntlets are often decorated with embroidered figures of stags, foxes, or, as is the case with this pair, wolves.

STATISTICS: 

Equipped abilities: 
- Backtab Multiplier: +1 (only for Stalker)
- Dexterity: +1
- Hide in Shadows: +15% (only for Stalker)
- Hide in Shadows: +15%

Weight: 2
BDBRAC09
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:

Equipped abilities:
– THAC0: +1

Weight: 2
These magical gauntlets aid the wearer in the use of weapons. Even an unfamiliar weapon may be used with some skill.

STATISTICS: 

Equipped abilities: 
- THAC0: +1

Weight: 2
BDBRAC10
Gauntlets of Weapon Expertise
Highly sought after among novice warriors, these gauntlets grant the bearer mastery over all forms of weapons.

STATISTICS:

Equipped abilities:
– THAC0: +1
– Damage: +2

Weight: 1
Highly sought after among novice warriors, these gauntlets grant the bearer mastery over all forms of weapons.

STATISTICS: 

Equipped abilities: 
- Damage: +2
- THAC0: +1

Weight: 1
BDBRAC13
Bracers of Defense AC 6
Standard bracers support the forearm, which often proves handy in combat situations. This magically altered pair is handier still, bestowing the wearer with protection comparable to a full suit of armor. Unlike armor, the bracers allow a full range of motion. This makes them highly prized by wizards and sorcerers, who cannot allow physical restriction to be imposed upon them if they're to successfully manipulate the Weave.

STATISTICS:

Equipped abilities:
– Armor Class: 6

Weight: 2
Standard bracers support the forearm, which often proves handy in combat situations. This magically altered pair is handier still, bestowing the wearer with protection comparable to a full suit of armor. Unlike armor, the bracers allow a full range of motion. This makes them highly prized by wizards and sorcerers, who cannot allow physical restriction to be imposed upon them if they're to successfully manipulate the Weave.

STATISTICS: 

Equipped abilities: 
- Base Armor Class: 6

Weight: 2
BDBRAC14
Bracers of Defense AC 5
Standard bracers support the forearm, which often proves handy in combat situations. This magically altered pair is handier still, bestowing the wearer with protection comparable to a full suit of armor. Unlike armor, the bracers allow a full range of motion. This makes them highly prized by wizards and sorcerers, who cannot allow physical restriction to be imposed upon them if they're to successfully manipulate the Weave.

STATISTICS:

Equipped abilities:
– Armor Class: 5

Weight: 2
Standard bracers support the forearm, which often proves handy in combat situations. This magically altered pair is handier still, bestowing the wearer with protection comparable to a full suit of armor. Unlike armor, the bracers allow a full range of motion. This makes them highly prized by wizards and sorcerers, who cannot allow physical restriction to be imposed upon them if they're to successfully manipulate the Weave.

STATISTICS: 

Equipped abilities: 
- Base Armor Class: 5

Weight: 2
BDBRAC15
Bracers of Perseverance
Each of these soft leather bracers, dyed gray, displays the embroidered figure of a boar in shimmering red thread. The bracers were crafted by a monk of the Black Raven Monastery who took longer to achieve mastery of her art than her peers, but reached her goals eventually.

STATISTICS:

Equipped abilities:
– Hit Points: +10

Combat abilities:
– When the wearer suffers a critical miss,  is affected by the Aid spell

Weight: 2
Each of these soft leather bracers, dyed gray, displays the embroidered figure of a boar in shimmering red thread. The bracers were crafted by a monk of the Black Raven Monastery who took longer to achieve mastery of her art than her peers, but reached her goals eventually.

STATISTICS: 

Equipped abilities: 
- Maximum hit points: +10
- On a critical miss; Instantly cast Aid on the wearer (as a level 10 spellcaster)

Weight: 2
BDBULL02
Bullet of Darkness +3
Though it appears to be nothing more than standard sling ammunition, one who handles this bullet will soon realize it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, within the missile's metal surface are shards of voidstone. Highly dangerous, if not outright lethal, to most targets, the bullet's one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this most unique item.

STATISTICS:

Combat abilities:
– The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates).
– Does no damage to the undead

THAC0: +3
Damage: 1d4+4 (magic)
Launcher: Sling

Weight: 0
Though it appears to be nothing more than standard sling ammunition, one who handles this bullet will soon realize it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, within the missile's metal surface are shards of voidstone. Highly dangerous, if not outright lethal, to most targets, the bullet's one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this most unique item.

STATISTICS: 

Combat abilities: 
- Inflicts 1d4 +4 magic damage to the target (Not effective against undead)
- Reduces the Strength of the target by 1 for 5 rounds (Not effective against créatures possédant une strength inférieure à 2) (save vs. Spells neg.) (Not effective against undead)

THAC0: +3
Launcher: Sling

Weight: 0
BDBULL03
Bullet +3
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. 

STATISTICS:

THAC0: +3
Damage: 1d4+4 (missile)
Launcher: Sling

Weight: 0
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps towards an opponent. 

STATISTICS: 

THAC0: +3
Damage: 1d4 +4 (Missile)
Launcher: Sling

Weight: 0
BDCHAN01
Jegg's Leathers +2
A set of armor specially made for the goblin M'Khiin by the dwarven smith Jegg Hillcarver, this leather armor has been significantly modified so that it can be worn by its intended user. A valuable item indeed, at least to a goblin; for others, it functions as little more than dead weight.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%
– Cold Resistance: +20%

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
A set of armor specially made for the goblin M'Khiin by the dwarven smith Jegg Hillcarver, this leather armor has been significantly modified so that it can be worn by its intended user. A valuable item indeed, at least to a goblin; for others, it functions as little more than dead weight.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: +20%
- Cold Resistance: +20%

Armor Class: 5 (3 vs. slashing attacks, 4 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 8
BDCHAN02
Kruntur's Armor +3
Once worn by the dekanter goblin warlord Kruntur, this armor is of an unusually high quality considering the race of its owner—most non-goblin smiths won't bother making armor suitable for goblinoid physiques, while those few goblins who know how to use a forge are generally more focused on weaponry. Kruntur prized this armor to such a degree that, upon his death, he refused to leave it. To this day, more than a hundred years later, his spirit still permeates the armor, whispering threats to all who dare wear it and generally making a nuisance of himself. He cannot directly harm the wearer, however, and for a goblinoid, the chance to have such fine protection might well make up for the aggravation the armor brings with it.

STATISTICS:

Equipped abilities:
– Wisdom: -1
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10%
– Move Silently: -20%
– Immunity to stun

Armor Class: 3 (5 vs. piercing and missile)
Requires:
 6 Strength

Weight: 20
Once worn by the dekanter goblin warlord Kruntur, this armor is of an unusually high quality considering the race of its owner—most non-goblin smiths won't bother making armor suitable for goblinoid physiques, while those few goblins who know how to use a forge are generally more focused on weaponry. Kruntur prized this armor to such a degree that, upon his death, he refused to leave it. To this day, more than a hundred years later, his spirit still permeates the armor, whispering threats to all who dare wear it and generally making a nuisance of himself. He cannot directly harm the wearer, however, and for a goblinoid, the chance to have such fine protection might well make up for the aggravation the armor brings with it.

STATISTICS: 

Equipped abilities: 
- Wisdom: -1
- Pick Pockets: -10%
- Open Locks: -10%
- Find Traps: -10%
- Move Silently: -20%
- Immunity to stun
- Prevents the use of bard songs and shaman dances

Armor Class: 3 (5 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 20
BDCHAN03
Crusader Uniform
This colorful tunic displays the sigil of Caelar's crusaders.

STATISTICS:

Weight: 10
This colorful tunic displays the sigil of Caelar's crusaders.

STATISTICS: 

Equipped abilities: 
- Allows arcane spellcasting

Weight: 10
BDCHAN04
Commander's Chain Mail +3
Though the dents and dull spots of this chain mail show its use, someone has taken good care of the armor. Patches of bright new links show where the armor has been carefully mended. The lack of ornamentation or gilded patterns on the suit give it an honest look, as if this were the armor of a soldier who served well and honorably.

STATISTICS:

Equipped abilities:
– Charisma: +1
– The wearer and any allies within  visual radius are immune to fear and morale failure

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 8 Strength

Weight: 9
Though the dents and dull spots of this chain mail show its use, someone has taken good care of the armor. Patches of bright new links show where the armor has been carefully mended. The lack of ornamentation or gilded patterns on the suit give it an honest look, as if this were the armor of a soldier who served well and honorably.

STATISTICS: 

Equipped abilities: 
- Charisma: +1
- Immunity to horror and panic
- Immune the allies within a 30 feet radius around of the wearer to horror and panic
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (0 vs. slashing attacks, 4 vs. crushing attacks)

Requires: 
- 8 Strength

Weight: 9
BDCHAN05
Corwin's Armor +2
This suit of light chain armor was commissioned for Captain Schael Corwin by her father, a gift for her when she first joined the Flaming Fist. It has been crafted to fit her form and no one else's. The unusual lightness and enchantments of the armor kept the suit from interfering with her abilities, despite its metal composition.

STATISTICS:

Equipped abilities:
– Movement Speed: +1
– Magic Resistance: +10%

Armor Class: 3 (1 vs. slashing, 5 vs. crushing)
Requires: 
 5 Strength

Weight: 7
This suit of light chain armor was commissioned for Captain Schael Corwin by her father, a gift for her when she first joined the Flaming Fist. It has been crafted to fit her form and no one else's. The unusual lightness and enchantments of the armor kept the suit from interfering with her abilities, despite its metal composition.

STATISTICS: 

Equipped abilities: 
- Movement rate: +1
- Magic Resistance: +10%
- Allows arcane spellcasting

Armor Class: 3 (1 vs. slashing attacks, 5 vs. crushing attacks)

Requires: 
- 5 Strength

Weight: 7
BDCHAN06
Stalwart Scales +2
Noted dwarven smith Hedda Perigot crafted this suit of armor in response to a challenge. Fellow smiths discussed their disdain of working with non-metal or stone materials at the tavern one night, and Hedda bragged that she had no such difficulties. The smiths challenged her to create a hybrid suit of half-metal, half-armor. Hedda set to work making the lightest, most flexible steel plates she could and affixing them to a well-made leather breastplate. The result was a shimmering suit of splint mail that weighed less than a normal suit and proved most useful against slashing attacks. Hedda won the bet, and free drinks for a month.

STATISTICS:

Equipped abilities:
– Slashing Resistance: +10%

Armor Class: 2 (1 vs. piercing and missile, 0 vs. crushing)
Requires:
 8 Strength

Weight: 15
Noted dwarven smith Hedda Perigot crafted this suit of armor in response to a challenge. Fellow smiths discussed their disdain of working with non-metal or stone materials at the tavern one night, and Hedda bragged that she had no such difficulties. The smiths challenged her to create a hybrid suit of half-metal, half-armor. Hedda set to work making the lightest, most flexible steel plates she could and affixing them to a well-made leather breastplate. The result was a shimmering suit of splint mail that weighed less than a normal suit and proved most useful against slashing attacks. Hedda won the bet, and free drinks for a month.

STATISTICS: 

Equipped abilities: 
- Slashing Damage Resistance: +10%
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (0 vs. crushing attacks, 1 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 15
BDCHANCA
Mail of the Hallowed Hero +3
This armor was first worn by Olen Argent, Caelar's great-grandfather. Olen Argent's quest to hunt down a cult of Malar led him to the Misty Forest, where he encountered a group of elves living in the woods. At first, the elves were suspicious of Olen and tried to drive him out of the forest, but he spoke so eloquently of his quest that they agreed to help him. The elves tracked the cult to their hiding place within the forest, where Olen eradicated the cultists for their murderous deeds. Thankful to have the evil presence out of their homeland, the elves crafted a fine suit of mail for the paladin.

STATISTICS:

Equipped abilities:
– Protection From Evil
– Immunity to poison and disease

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 6 Strength

Weight: 7
This armor was first worn by Olen Argent, Caelar's great-grandfather. Olen Argent's quest to hunt down a cult of Malar led him to the Misty Forest, where he encountered a group of elves living in the woods. At first, the elves were suspicious of Olen and tried to drive him out of the forest, but he spoke so eloquently of his quest that they agreed to help him. The elves tracked the cult to their hiding place within the forest, where Olen eradicated the cultists for their murderous deeds. Thankful to have the evil presence out of their homeland, the elves crafted a fine suit of mail for the paladin.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +2 vs. evil creatures
- Immunity to summoned demons attacks and spells
- Immunity to disease and poisoning
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (0 vs. slashing attacks, the evil creatures, 4 vs. crushing attacks)

Requires: 
- 6 Strength

Weight: 7
BDCLCK02
Sable Cloak
An explorer traveling to the Spine of the World commissioned this cloak when she heard a white dragon had been spotted in the area. After she safely returned to the warmth of the south, she sold the elegant sable cloak.

STATISTICS:

Equipped abilities:
– Cold Resistance: +40%
– Immunity to slow

Weight: 3
An explorer traveling to the Spine of the World commissioned this cloak when she heard a white dragon had been spotted in the area. After she safely returned to the warmth of the south, she sold the elegant sable cloak.

STATISTICS: 

Equipped abilities: 
- Immunity to slowness
- Cold Resistance: +40%

Weight: 3
BDCLCK03
Crommus's Capelet
This homespun capelet appears to have been hand-embroidered. The delicate scrollwork around its edges shows how much time and care went into the garment's creation. Crommus, the cloak's original owner, was a ghost for many years, and some of his incorporeal essence seems to have seeped into the fabric of the capelet.

STATISTICS:

Equipped abilities:
– Each time the wearer is hit, there is a 5% chance that  will be affected by the Blur spell
– Save vs. Enchantment spells: +2

Weight: 3
This homespun capelet appears to have been hand-embroidered. The delicate scrollwork around its edges shows how much time and care went into the garment's creation. Crommus, the cloak's original owner, was a ghost for many years, and some of his incorporeal essence seems to have seeped into the fabric of the capelet.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +2 vs. Enchantment spells
- Each time the wearer is hit; 6% chance to instantly cast Blur on the wearer

Weight: 3
BDCLCK04
Cloak of the Beluir Watch
Beluir is the capital city in the halfling kingdom of Luiren, and many brave halflings show their loyalty to their home by serving in the city watch. Like any large city, Beluir has its share of crime, and city guards must show alertness and courage every day they serve. While some halflings serve only a few years before moving on to other jobs or out of the city, many become lifelong members of the watch. This cloak is a reward for five years of service and bears an inscripion in Luiren on the clasp. The inscription reads, "Lead By Example," one of the tenets of the halfling god Yondalla.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. giant humanoids
– Hit Points: +5 (halflings)

Weight: 3
Beluir is the capital city in the halfling kingdom of Luiren, and many brave halflings show their loyalty to their home by serving in the city watch. Like any large city, Beluir has its share of crime, and city guards must show alertness and courage every day they serve. While some halflings serve only a few years before moving on to other jobs or out of the city, many become lifelong members of the watch. This cloak is a reward for five years of service and bears an inscripion in Luiren on the clasp. The inscription reads, "Lead By Example," one of the tenets of the halfling god Yondalla.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2 vs. giants
- Saving Throws: +2 vs. giants
- Maximum hit points: +5 (only for halflings)

Weight: 3
BDCLCK05
Cloak of the Gargoyle
Though this dark gray cloak appears to be made of stone, it is soft and flexible as cloth. When donned, it allows its wearer to assume a statue-like form once per day. These cloaks are often found among the duergar, who first designed them, but occasionally one winds up on the surface. 

STATISTICS:

Equipped abilities:
– Physical Damage Resistance: +5%
– Protects against critical hits

Charge abilities:
– Stone Form once per day
  Armor Class: 0
  Saving Throws: +3
  Dexterity: -3
  Duration: 5 turns

Weight: 2
Though this dark gray cloak appears to be made of stone, it is soft and flexible as cloth. When donned, it allows its wearer to assume a statue-like form once per day. These cloaks are often found among the duergar, who first designed them, but occasionally one winds up on the surface. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Physical Damage Resistance: +5%

Charge abilities: 
- Stone Form (1x per day)
  
  - Base Armor Class: 0 for 1 hour (not cumulative)
  - Saving Throws: +3 for 1 hour (not cumulative)
  - Dexterity: -3 for 1 hour (not cumulative)

Weight: 2
BDCLCK06
Cloak of Minor Arcana
Embroidered silver stars hide within the folds of this shimmering blue cloak. Wizards, especially those just beginning careers as adventurers, wear such items to aid them in their travels. As wizards grow in power and begin crafting their own equipment, they often gift these cloaks to apprentices.

STATISTICS:

Equipped abilities:
– Caster Level: +1 (Mages, Sorcerers, and Bards)
– Lore: +10

Charge abilities:
– Generates a random arcane scroll of level 3 or below

Weight: 3
Embroidered silver stars hide within the folds of this shimmering blue cloak. Wizards, especially those just beginning careers as adventurers, wear such items to aid them in their travels. As wizards grow in power and begin crafting their own equipment, they often gift these cloaks to apprentices.

STATISTICS: 

Equipped abilities: 
- wizard Caster Level: +1
- Lore: +10

Charge ability (10x per day): 
- 6% chance to create 1 "Slow" in the wearer's inventory
- 6% chance to create 1 "Glitterdust" in the wearer's inventory
- 5% chance to create 1 "Alveus Note 06" in the wearer's inventory
- 5% chance to create 1 "Alveus Note 05" in the wearer's inventory
- 5% chance to create 1 "Alveus Note 04" in the wearer's inventory
- 5% chance to create 1 "Alveus Note 03" in the wearer's inventory
- 5% chance to create 1 "Alveus Note 02" in the wearer's inventory
- 5% chance to create 1 "Alveus Note 01" in the wearer's inventory
- 5% chance to create 1 "Blur" in the wearer's inventory
- 5% chance to create 1 "Monster Summoning I" in the wearer's inventory
- 5% chance to create 1 "Clairvoyance" in the wearer's inventory
- 5% chance to create 1 "Dire Charm" in the wearer's inventory
- 5% chance to create 1 "Haste" in the wearer's inventory
- 5% chance to create 1 "Fireball" in the wearer's inventory
- 5% chance to create 1 "Mirror Image" in the wearer's inventory
- 5% chance to create 1 "Blindness" in the wearer's inventory
- 5% chance to create 1 "Identify" in the wearer's inventory
- 5% chance to create 1 "Invisibility" in the wearer's inventory
- 5% chance to create 1 "Knock" in the wearer's inventory
- 4% chance to create 1 "Alveus Note 07" in the wearer's inventory

Weight: 3
BDDAGG01
Elements' Fury +2
The mage who crafted this strange dagger was obsessed with the four elemental planes and sought to create a means to join them together. Opening portals to all of them at once, he managed to join their energies together to enchant this relic, giving it properties of each plane.

Unfortunately, he happened to be standing between the portals, holding the dagger in his hand; when the energies converged, they converged on him. It was the mage’s apprentice who discovered the dagger, clutched in his master’s charred and frozen hands.

STATISTICS:

Combat abilities:
– Deals an extra 1d4 cold damage to fire elementals
– Deals an extra 1d4 fire damage to water elementals
– Deals an extra 1d4 acid damage to earth elementals
– Deals an extra 1d4 electrical damage to air elementals

THAC0: +2
Damage: 1d4+2, +1 fire, cold, electrical, or acid damage (random)
Damage type: Piercing
Speed Factor: 0 
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
The mage who crafted this strange dagger was obsessed with the four elemental planes and sought to create a means to join them together. Opening portals to all of them at once, he managed to join their energies together to enchant this relic, giving it properties of each plane.

Unfortunately, he happened to be standing between the portals, holding the dagger in his hand; when the energies converged, they converged on him. It was the mage’s apprentice who discovered the dagger, clutched in his master’s charred and frozen hands.

STATISTICS: 

Combat abilities: 
- Inflicts 1d4 cold damage vs. fire elementals
- Inflicts 1d4 fire damage vs. water elementals
- Inflicts 1d4 acid damage vs. earth elementals
- Inflicts 1d4 electrical damage vs. air elementals
- 26% chance to inflict 1 fire damage to the target
- 25% chance to inflict 1 cold damage to the target
- 25% chance to inflict 1 electrical damage to the target
- 24% chance to inflict 1 acid damage to the target

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
BDDAGG02
Dagger of Troll-fighting +1
Dagger of Troll-fighting

STATISTICS:

THAC0: +1
Damage: 1d4+1, +1d4 fire
Damage Type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 3
Dagger of Troll-fighting

STATISTICS: 

Combat abilities: 
- Inflicts 1d6 fire damage to the target

THAC0: +1
Damage: 1d4 +1 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 3
BDDAGG03
Gemblade +1
A halfling named Tinny originally owned this bejeweled dagger. A thief on the streets of Saerloon, Tinny always scraped to make ends meet. Sick of being poor, he prayed to Brandobaris every night for a month, begging the god to help him become the richest thief in Saerloon. 

Finally, one night Tinny stabbed his mark in a mugging gone wrong and was shocked to see a gem fall out of the victim's wound. Tinny eagerly grabbed the gem, rejoicing in his newfound wealth. Stories of Tinny's good fortune spread quickly. A few days later, he was found stabbed to death in his bed, his dagger gone.

STATISTICS:

Combat abilities:
– 20% chance per hit that a random gem will be generated in the wielder's inventory

THAC0: +1 
Damage: 1d4+1 (piercing) 
Speed Factor: 0 
Proficiency Type: Dagger 
Type: One-handed 
Requires: 
 3 Strength

Weight: 1
A halfling named Tinny originally owned this bejeweled dagger. A thief on the streets of Saerloon, Tinny always scraped to make ends meet. Sick of being poor, he prayed to Brandobaris every night for a month, begging the god to help him become the richest thief in Saerloon. 

Finally, one night Tinny stabbed his mark in a mugging gone wrong and was shocked to see a gem fall out of the victim's wound. Tinny eagerly grabbed the gem, rejoicing in his newfound wealth. Stories of Tinny's good fortune spread quickly. A few days later, he was found stabbed to death in his bed, his dagger gone.

STATISTICS: 

Charge ability (30x per day): 
- 9% chance to create 1 "Bloodstone Gem", "Moonstone Gem", "Waterstar Gem", "Ziose Gem", "Chrysoberyl Gem", "Star Diopside Gem" or "Shandon Gem" in the wearer's inventory
- 6% chance to create 1 "Fire Agate Gem", "Lynx Eye Gem", "Sunstone Gem", "Turquoise Gem", "Skydrop Gem", "Andar Gem", "Jasper Gem", "Tchazar Gem", "Zircon Gem" or "Iol Gem" in the wearer's inventory
- 4% chance to create 1 "Aquamarine Gem", "Garnet Gem", "Horn Coral Gem", "Pearl", "Sphene Gem", "Black Opal", "Water Opal" or "Moonbar Gem" in the wearer's inventory
- 2% chance to create 1 "Star Sapphire", "Diamond", "Emerald" or "Beljuril" in the wearer's inventory

THAC0: +1
Damage: 1d4 +1 (Piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
BDDAGG04
Throwing 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 normal dagger, this one has a smaller handle and is balanced for throwing. It is also enchanted to make it more effective in combat. Since the throwing dagger is designed differently than a normal dagger, it is not very effective as a melee weapon.

STATISTICS:

THAC0: +1
Damage (melee): 1d3+1
Damage (ranged): 1d4+1
Damage Type (melee): Piercing
Damage Type (ranged): Missile
Speed Factor (melee): 2
Speed Factor (ranged): 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 0
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 normal dagger, this one has a smaller handle and is balanced for throwing. It is also enchanted to make it more effective in combat. Since the throwing dagger is designed differently than a normal dagger, it is not very effective as a melee weapon.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Charge abilities: 
- Thrown (one-time use)

THAC0: +1
Damage (Thrown): 1d4 +1 (Missile)
Damage (Melee): 1d3 +1 (Piercing)
Speed Factor (Thrown): 1
Speed Factor (Melee): 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
BDDAGG05
Acid-Etched Dagger +2
This dagger, though old, was obviously crafted well and enchanted carefully. An ordinary dagger would have long ago dissolved in the juices of the albino wyrmling's stomach. Though the dagger is still intact and boasts a sharp edge, its time in the wyrmling's stomach has left swirling patterns of acid etching along the blade and hilt.

STATISTICS:

Combat abilities: 
– 15% chance per hit that the target takes 1 extra point of acid damage per round during the next 3 rounds

THAC0: +2
Damage: 1d4+2, +1 (acid)
Damage Type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
This dagger, though old, was obviously crafted well and enchanted carefully. An ordinary dagger would have long ago dissolved in the juices of the albino wyrmling's stomach. Though the dagger is still intact and boasts a sharp edge, its time in the wyrmling's stomach has left swirling patterns of acid etching along the blade and hilt.

STATISTICS: 

Combat abilities: 
- Inflicts 1 acid damage to the target
- 16% chance to inflict 1 acid damage to the target every round for 3 rounds after 1 round (Not effective against créatures immunisées à l'acide)

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
BDDAGG3A
Gemblade +2
The original Gemblade produced brilliant jewels when it struck. Now the weapon has used up its ability to create these valuable stones. Instead it has developed a new ability and increases the owner's intelligence so long as it is carried.

STATISTICS:

Equipped abilities:
– Intelligence: +1

THAC0: +2
Damage: 1d4+2 (piercing) 
Speed Factor: 0 
Proficiency Type: Dagger 
Type: One-handed 
Requires: 
 3 Strength

Weight: 1
The original Gemblade produced brilliant jewels when it struck. Now the weapon has used up its ability to create these valuable stones. Instead it has developed a new ability and increases the owner's intelligence so long as it is carried.

STATISTICS: 

Equipped abilities: 
- Intelligence: +1

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
BDDART01
Biter +2
This dart gleams like a streak of light when flying through the air. When it hits its target, it releases a tiny acid droplet before soaring back to the hand that threw it. Sometimes the acid manages to burn a hole in the target's armor.

STATISTICS:

Combat abilities:
– 10% chance per hit of penalizing the target's Armor Class by 1 for 1 turn (Save vs. Breath negates)
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d3+2, +1 acid
Damage Type: Missile
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed

Weight: 0
This dart gleams like a streak of light when flying through the air. When it hits its target, it releases a tiny acid droplet before soaring back to the hand that threw it. Sometimes the acid manages to burn a hole in the target's armor.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Returns to the wielder's hand when thrown
- Inflicts 1 acid damage to the target
- 11% chance to inflict a penalty of 1 to the armour class of the target for 1 turn (save vs. Breath neg.)

THAC0: +2
Damage: 1d3 +2 (Missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-Handed

Weight: 0
BDENTANG
Entangle
Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.

STATISTICS: 

Equipped abilities: 
- Armor Class: -20
- Base Armor Class: 20
- Slashing Damage Resistance: +90%
- Crushing Damage Resistance: +90%
- Piercing Damage Resistance: +90%

Weight: 0
BDEYE
Stone Dowser
This amulet, in the shape of an elemental's eye, is designed to lead its user to a weak point in Toril's surface.

STATISTICS:

Weight: 1
This amulet, in the shape of an elemental's eye, is designed to lead its user to a weak point in Toril's surface.

STATISTICS: 

Weight: 1
BDHALB01
Storm Pike +2
Storm giants seldom do favors for humans, but when Threk Boltwielder was saved by the wizard Alimor, Threk offered his services as a conduit for the wizard's enchanting spells. Alimor borrowed a lightning bolt from the storm giant to craft this halberd for his companion, Haldus, who had often complained about how the party never found any magic halberds despite it being his chosen weapon. Haldus was so excited by the storm giant's gift that he wielded it immediately, striking a boulder that happened to be nearby, and was promptly struck dead by the captured lightning's power.

STATISTICS:

Combat abilities:
– 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates)
– On a critical miss, the halberd deals 1d4 electrical damage to the wielder

THAC0: +2
Damage: 1d10+2 (slashing or piercing, whichever is better), +1 electrical
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 11 Strength

Weight: 12
Storm giants seldom do favors for humans, but when Threk Boltwielder was saved by the wizard Alimor, Threk offered his services as a conduit for the wizard's enchanting spells. Alimor borrowed a lightning bolt from the storm giant to craft this halberd for his companion, Haldus, who had often complained about how the party never found any magic halberds despite it being his chosen weapon. Haldus was so excited by the storm giant's gift that he wielded it immediately, striking a boulder that happened to be nearby, and was promptly struck dead by the captured lightning's power.

STATISTICS: 

Equipped abilities: 
- On a critical miss caused by this weapon; Inflicts 1d4 electrical damage to the wearer

Combat abilities: 
- Inflicts 1 electrical damage to the target
- 16% chance to stun the target for 1 round (save vs. Spells neg.)

THAC0: +2
Damage: 1d10 +2 (Piercing/Slashing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 11 Strength

Weight: 12
BDHALB02
Festering Spear +1
The razor-sharp tip of this spear easily cuts through armor and down to the bone. Victims of its devastating attacks bleed heavily as their wounds instantly fester and weep, dazing them with pain and making it difficult to continue the battle.

STATISTICS:

Combat abilities:
– Inflicts 2 points of bleeding damage per hit (1 point per round)
– On a critical hit, the target is infected by disease (-2 penalty to Strength and Dexterity for 1 turn, non-cumulative)

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 5
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
The razor-sharp tip of this spear easily cuts through armor and down to the bone. Victims of its devastating attacks bleed heavily as their wounds instantly fester and weep, dazing them with pain and making it difficult to continue the battle.

STATISTICS: 

Equipped abilities: 
- On a critical hit caused by this weapon; Inocule une maladie qui diminue de 2 the Strength and the Dexterity of the target for 1 turn (not cumulative) (Not effective against undead, the golems, the elementals and the spirits)

Combat abilities: 
- Inflicts 1 piercing damage to the target every round for 2 rounds (Not effective against undead, the golems, the elementals, the slimes, the mists, the plants and the spirits)

THAC0: +1
Damage: 1d6 +1 (Piercing)
Speed Factor: 5
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
BDHALB03
Cold Fury +2
Chilly blue frost trails like fog off the blade of this halberd. A palpable aura of cold surrounds the weapon, dealing frost damage to most enemies but wounding those that dwell in flame most severely.

STATISTICS:

Combat abilities:
– Each hit slows fire-dwelling and fire-using creatures for 3 rounds (Save vs. Spell negates)

THAC0: +2
Damage: 1d10+2, +1d2 cold
Damage Type: Slashing or piercing, whichever is better
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Chilly blue frost trails like fog off the blade of this halberd. A palpable aura of cold surrounds the weapon, dealing frost damage to most enemies but wounding those that dwell in flame most severely.

STATISTICS: 

Combat abilities: 
- Inflicts 1d2 cold damage to the target
- If the target is immune to fire; Slows the target for 3 rounds (save vs. Spells neg.)

THAC0: +2
Damage: 1d10 +2 (Piercing/Slashing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 12
BDHAMM01
Sundermaul +3
Legends speak of a hammer with the power of the gods themselves called Crom Faeyr. A smith once forged an inferior hammer and claimed it Crom Faeyr. Such was the retribution of the gods that ever since, when the name "Crom Faeyr" is uttered, the very earth beneath the wielder's feet may rip and tear asunder, threatening to bury the blasphemer and any who happen to be standing nearby.

STATISTICS:

Combat abilities:
– 15% chance per hit of inflicting a -1 penalty to Armor Class for 1 turn (Save vs. Spell negates)
– 2% chance per hit that an earthquake is triggered, centered on the wielder

THAC0: +3
Damage: 1d4+4 (crushing)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 4
Legends speak of a hammer with the power of the gods themselves called Crom Faeyr. A smith once forged an inferior hammer and claimed it Crom Faeyr. Such was the retribution of the gods that ever since, when the name "Crom Faeyr" is uttered, the very earth beneath the wielder's feet may rip and tear asunder, threatening to bury the blasphemer and any who happen to be standing nearby.

STATISTICS: 

Combat abilities: 
- 16% chance to inflict a penalty of 1 to the armour class of the target for 1 turn (save vs. Spells neg.)
- 2% chance to instantly cast Earthquake on the wearer

THAC0: +3
Damage: 1d4 +4 (Crushing)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 4
BDHAMM02
Voidhammer +3
To all appearances a standard war hammer, one lingering long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this hammer has several voidstone shards worked into its metal head. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this normally devastating weapon.

STATISTICS:

Equipped abilities:
– Strength: -1

Combat abilities:
– The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates)
– Does no damage to undead
– Bonuses to hit and damage based on Strength do not apply to this weapon

THAC0: +3
Damage: 1d4+4 (magic)
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 4
To all appearances a standard war hammer, one lingering long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this hammer has several voidstone shards worked into its metal head. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this normally devastating weapon.

STATISTICS: 

Equipped abilities: 
- Strength: -1

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Inflicts 1d4 +4 magic damage to the target (Not effective against undead)
- Reduces the Strength of the target by 1 for 5 rounds (Not effective against créatures possédant une strength inférieure à 2) (save vs. Spells neg.) (Not effective against undead)

THAC0: +3
Speed Factor: 1
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 4
BDHAMM03
Throwing Hammer
STATISTICS:

Damage: 1d4+1 (1d3+1 melee)
Damage type: missile (crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-handed
Requires:
 6 Strength

Weight: 2
STATISTICS: 

Charge abilities: 
- Thrown (one-time use)

Damage (Thrown): 1d4 +1 (Missile)
Damage (Melee): 1d3 +1 (Crushing)
Speed Factor (Thrown): 3
Speed Factor (Melee): 4
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 6 Strength

Weight: 2
BDHAMM04
Throwing Hammer +1
STATISTICS:

THAC0: +1
Damage: 1d4+2 (1d3+2 melee)
Damage type: missile (crushing)
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 6 Strength

Weight: 1
STATISTICS: 

Charge abilities: 
- Thrown (one-time use)

THAC0: +1
Damage (Thrown): 1d4 +2 (Missile)
Damage (Melee): 1d3 +2 (Crushing)
Speed Factor (Thrown): 2
Speed Factor (Melee): 3
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 6 Strength

Weight: 1
BDHAMM06
Dread Hammer +2
A Cold, Dread Hammer from a Cold, Dead Hand
Once the property of dwarven cleric of Abbathor, Gurn Coldhearth, this mighty war hammer was infused with dark magics soon after Coldhearth's transformation into a lich. The brown leather of the handle and gray metal of the head are purest black now, seemingly forged of a darkness so deep no light can escape it. Any hand that holds it soon grows cold and numb, but those strong enough to endure the discomfort will wield a weapon of formidable power.

STATISTICS:

Equipped abilities:
– On a critical miss, the wielder takes 1d4 points of cold damage

Combat abilities:
– Deals an extra 2d4 points of cold damage vs. good-aligned Clerics

THAC0: +2
Damage: 1d4+3, +1 cold
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5
A Cold, Dread Hammer from a Cold, Dead Hand
Once the property of dwarven cleric of Abbathor, Gurn Coldhearth, this mighty war hammer was infused with dark magics soon after Coldhearth's transformation into a lich. The brown leather of the handle and gray metal of the head are purest black now, seemingly forged of a darkness so deep no light can escape it. Any hand that holds it soon grows cold and numb, but those strong enough to endure the discomfort will wield a weapon of formidable power.

STATISTICS: 

Equipped abilities: 
- On a critical miss caused by this weapon; Inflicts 1d4 cold damage to the target

Combat abilities: 
- Inflicts 1 cold damage to the target
- If the target est neutre; If the target fait partie des clerics; Inflicts 2d4 cold damage to the target

THAC0: +2
Damage: 1d4 +3 (Crushing)
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 5
BDHELM01
Crown of Lies
This glittering golden crown looks impressive, but its substance is base fool's gold and the "gems" set around it are bits of colored glass. Placing the crown on one's head allows the wearer to prepare extra spells but fills the head with false knowledge. 

STATISTICS:

Equipped abilities:
– Can memorize 2 extra 3rd-level, 1 extra 4th-level, and 1 extra 5th-level wizard spell
– Lore: -30

Weight: 1
This glittering golden crown looks impressive, but its substance is base fool's gold and the "gems" set around it are bits of colored glass. Placing the crown on one's head allows the wearer to prepare extra spells but fills the head with false knowledge. 

STATISTICS: 

Equipped abilities: 
- Memorise an extra wizard spell of 4th and 5th level
- Memorise 2 extra wizard spells of 3rd level
- Lore: -30

Weight: 1
BDHELM02
Quality Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
BDHELM03
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
BDHELM04
The Guardian Devil
This black iron helm has a rough, spiked texture on the outside and a fanged devil's head engraved above the brow. Despite its uncomfortable appearance, its padded interior comfortably fits its wearer's head as though it was designed for it. Not only does the helm protect the wearer from critical hits, but it extends its protection to the rest of the wearer's body.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Slashing Damage Resistance: +15%
– Piercing Damage Resistance: +15%
– Missile Damage Resistance: +15%
– Protects against critical hits

Weight: 2
This black iron helm has a rough, spiked texture on the outside and a fanged devil's head engraved above the brow. Despite its uncomfortable appearance, its padded interior comfortably fits its wearer's head as though it was designed for it. Not only does the helm protect the wearer from critical hits, but it extends its protection to the rest of the wearer's body.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Armor Class: +1
- Slashing Damage Resistance: +15%
- Piercing Damage Resistance: +15%
- Missile Damage Resistance: +15%

Weight: 2
BDHELM05
Battle Tankard
This enormous tankard seems sized for a giant. Indeed, a rune on the tankard's base indicates it may come from the halls of Gerti Orelsdottr far to the north. Someone has carved eye and mouth holes in the tankard's side so it can be used as a helmet. Wine stains and the pervasive smell of stale beer indicate that the wearer of this "helmet" is used to reveling late into the night (or perhaps early into the morning).

STATISTICS:

Equipped abilities:
– Immunity to fatigue
– Protects against critical hits

Weight: 2
This enormous tankard seems sized for a giant. Indeed, a rune on the tankard's base indicates it may come from the halls of Gerti Orelsdottr far to the north. Someone has carved eye and mouth holes in the tankard's side so it can be used as a helmet. Wine stains and the pervasive smell of stale beer indicate that the wearer of this "helmet" is used to reveling late into the night (or perhaps early into the morning).

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Immunity to fatigue

Weight: 2
BDHELM07
Helm of Equus
This finely crafted helm, with intricate gold designs set in black metal and attractive horse hair plumage, lends its wearer an air of authority and gravitas. This effect is only mildly impaired by the distinct odor of horse manure that lingers in the air around it.

STATISTICS:

Equipped abilities:
– Charisma: +2
– Protects against critical hits

Weight: 2
This finely crafted helm, with intricate gold designs set in black metal and attractive horse hair plumage, lends its wearer an air of authority and gravitas. This effect is only mildly impaired by the distinct odor of horse manure that lingers in the air around it.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Charisma: +2

Weight: 2
BDHELM08
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
BDHELM09
Helmet of Dumathoin
A glittering green jewel adorns this battered metal helm infused with the power of the dwarven god Dumathoin.

STATISTICS:

Equipped abilities:
– Physical Damage Resistance: +3%
– Constitution: +2 (dwarves), +1 (others)
– Protects against critical hits

Weight: 1
A glittering green jewel adorns this battered metal helm infused with the power of the dwarven god Dumathoin.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Constitution: +1 (only for dwarves)
- Constitution: +1
- Physical Damage Resistance: +3%

Weight: 1
BDHELM10
Helm of Unwavering Purpose
This pitted bronze helmet boasts a dark crest that stretches laterally across the crown. Three silver coins, blackened with tarnish, are set in a line over the brow. The helm carries a sense of ancient resolve, of a purpose not yet fulfilled but never abandoned.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Immunity to confusion
– Protects against critical hits

Weight: 2
This pitted bronze helmet boasts a dark crest that stretches laterally across the crown. Three silver coins, blackened with tarnish, are set in a line over the brow. The helm carries a sense of ancient resolve, of a purpose not yet fulfilled but never abandoned.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Armor Class: +1
- Immunity to confusion

Weight: 2
BDHELM15
Headband of Focus
A worshipper of Nobanion crafted this gold silk headband, embroidered with abstract running lions along its length, while meditating on the teachings of Lord Firemane. When the headband was complete, the worshipper found that Nobanion had rewarded his fealty by granting the headband the ability to conjure a surge of might within the wearer.

STATISTICS:

Equipped abilities:
– THAC0: +2 (unarmed attacks)
– Critical Hit Chance: +5% (unarmed attacks)

Charge abilities:
– Draw Upon Holy Might once per day

Weight: 1
A worshipper of Nobanion crafted this gold silk headband, embroidered with abstract running lions along its length, while meditating on the teachings of Lord Firemane. When the headband was complete, the worshipper found that Nobanion had rewarded his fealty by granting the headband the ability to conjure a surge of might within the wearer.

STATISTICS: 

Equipped abilities: 
- Critical Hit Chance with fists: +5%
- Unarmed THAC0: +2

Charge abilities: 
- Draw Upon Holy Might (1x per day)
  Draw Upon Holy Might (instant)

Weight: 1
BDHELM16
Circlet of Lost Souls
Adventurers delving in a tomb centuries ago were set upon by ghosts and spectres when they entered the central crypt. The adventurers fought bravely but, one by one, they fell to the ghosts' attacks. Years later, the daughter of one of the adventurers hired a team to delve into the tomb and recover the bodies. The daughter told her group not to disturb anything but the dead adventurers they had come to collect, and the spirits of the tomb let them be. The woman kept her dead father's circlet as a memento of his bravery.

STATISTICS:

Equipped abilities:
– THAC0: +2
– Caster Level: +1
– Summoned spirits are constantly under the effects of the Bless spell

Weight: 1
Adventurers delving in a tomb centuries ago were set upon by ghosts and spectres when they entered the central crypt. The adventurers fought bravely but, one by one, they fell to the ghosts' attacks. Years later, the daughter of one of the adventurers hired a team to delve into the tomb and recover the bodies. The daughter told her group not to disturb anything but the dead adventurers they had come to collect, and the spirits of the tomb let them be. The woman kept her dead father's circlet as a memento of his bravery.

STATISTICS: 

Equipped abilities: 
- priest/druid Caster Level: +1
- THAC0: +2

Weight: 1
BDHELM17
Voghiln's Helmet
This helmet is light and strong enough to be used as a secondary weapon in battle, delivering headbutts between weapon strikes. A few dents near the rounded mithral crown indicate it has been used for this purpose in the past.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%
– Protects against critical hits

Combat abilities:
– 15% chance per melee hit that humanoid opponents are stunned for 1 round (Save vs. Wand negates)

Weight: 1
This helmet is light and strong enough to be used as a secondary weapon in battle, delivering headbutts between weapon strikes. A few dents near the rounded mithral crown indicate it has been used for this purpose in the past.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Magic Resistance: +5%
- For each successful melee attack; 16% chance to stun the target for 1 round (save vs. Wands neg.) (Effective against humanoids)

Weight: 1
BDHELMJ3
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:

Equipped abilities:
– Protects against critical hits

Weight: 2
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: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
BDLEAT01
Cornugon's Revenge +2
The devil Thel’blax was a scourge against the armies of the Abyss until he was assassinated by the servants of his own master, Dispater. With his final breath, Thel’blax cursed his own body to never lie still even in death. When his body was carried to the Iron Tower, Thel’blax’s horns and barbs continued to thrash about as though alive.

The cursed cornugon’s body was dismantled by his peers, in the hopes that destroying him would end the curse; but the disparate pieces of Thel’blax’s body continued to prick and tear at any who approached. At last, Dispater ordered his ironsmiths to forge the pieces into a suit of armor, intending to use it as a means of torturing insubordinates. Inevitably, the armor fell into the hands of intrepid (if foolhardy) adventurers, who then brought the piece to Faerûn.

Even now, the curse of Thel’blax affects the armor, causing its barbs to sink painfully into the flesh of anyone wearing it. It provides a measure of protection, behaving like hide armor, and even allows the wearer to benefit from Thel’blax’s resilience; but the constant stinging and flaying from the cornugon’s still-living barbs make this armor unsuitable for the faint of heart or the weak of stomach.

STATISTICS:

Equipped abilities:
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10%
– Move Silently: -20%
– Regenerate 2 Hit Points every round
– Constitution: -2
– Wearer cannot be protected from evil
– May only be removed with a Remove Curse spell

Armor Class: 4 (6 vs. piercing and missile)
Requires:
 6 Strength

Weight: 35
The devil Thel’blax was a scourge against the armies of the Abyss until he was assassinated by the servants of his own master, Dispater. With his final breath, Thel’blax cursed his own body to never lie still even in death. When his body was carried to the Iron Tower, Thel’blax’s horns and barbs continued to thrash about as though alive.

The cursed cornugon’s body was dismantled by his peers, in the hopes that destroying him would end the curse; but the disparate pieces of Thel’blax’s body continued to prick and tear at any who approached. At last, Dispater ordered his ironsmiths to forge the pieces into a suit of armor, intending to use it as a means of torturing insubordinates. Inevitably, the armor fell into the hands of intrepid (if foolhardy) adventurers, who then brought the piece to Faerûn.

Even now, the curse of Thel’blax affects the armor, causing its barbs to sink painfully into the flesh of anyone wearing it. It provides a measure of protection, behaving like hide armor, and even allows the wearer to benefit from Thel’blax’s resilience; but the constant stinging and flaying from the cornugon’s still-living barbs make this armor unsuitable for the faint of heart or the weak of stomach.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Regenerates 1 hit point every 3 seconds
- Constitution: -2
- Pick Pockets: -10%
- Open Locks: -10%
- Find Traps: -10%
- Move Silently: -20%
- Immunity to Protection From Evil and Protection From Evil, 10' Radius spells

Armor Class: 4 (6 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 35
BDLEAT02
Goblin Hide Armor +2
Though old, and in a couple of spots digested by giant spiders, this armor is nevertheless fairly high in quality, at least as far as protection specifically designed for goblins goes.

STATISTICS:

Equipped abilities:
– Constitution: +1
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10%
– Move Silently: -20%

Combat abilities:
– If the wielder becomes poisoned, the armor automatically casts Slow Poison on 

Armor Class: 4 (6 vs. piercing and missile)
Requires:
 6 Strength

Weight: 25
Though old, and in a couple of spots digested by giant spiders, this armor is nevertheless fairly high in quality, at least as far as protection specifically designed for goblins goes.

STATISTICS: 

Equipped abilities: 
- Constitution: +1
- Pick Pockets: -10%
- Open Locks: -10%
- Find Traps: -10%
- Move Silently: -20%
- When the wearer is sous l'effet d'un poison; Cast Slow Poison on the wearer

Armor Class: 4 (6 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 25
BDLEAT03
Raconteur's Regalia +2
When the half-elven bard Beleress left his home in Evereska, his musical tutor gave him this suit of armor as a parting gift. The brightly colored armor looks stylish as it protects, though it wasn't able to keep its original owner from falling prey to hill giants on his travels. On the breastplate of the armor appears a stylized golden heart, a mark of respect to Hanali Celanil. When Beleress died, a scar appeared on the golden heart that persists to this day.

STATISTICS:

Equipped abilities:
– Pick Pockets: +10%
– Spellcasting is not disabled

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
When the half-elven bard Beleress left his home in Evereska, his musical tutor gave him this suit of armor as a parting gift. The brightly colored armor looks stylish as it protects, though it wasn't able to keep its original owner from falling prey to hill giants on his travels. On the breastplate of the armor appears a stylized golden heart, a mark of respect to Hanali Celanil. When Beleress died, a scar appeared on the golden heart that persists to this day.

STATISTICS: 

Equipped abilities: 
- Pick Pockets: +10%
- Allows arcane spellcasting

Armor Class: 5 (3 vs. slashing attacks, 4 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 8
BDLEAT04
Changeling's Vest
These rare suits of armor allow the wearer to assume a number of interesting forms.

STATISTICS:

Charge abilities:
– Polymorph into a bugbear, baby wyvern, or ice salamander three times per day

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 4 Strength

Weight: 8
These rare suits of armor allow the wearer to assume a number of interesting forms.

STATISTICS: 

Equipped abilities: 
- Immunity from Polymorph Other spell

Armor Class: 5 (3 vs. slashing attacks, 4 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 8
BDLEAT05
Dragonscale Armor
This shimmering viridian suit of leather armor is soft and supple despite the strength in the plates of green dragon scale. The wearer of this armor is protected from even the heaviest blows as well as from poison.

STATISTICS:

Equipped abilities:
– Immunity to poison

Armor Class: 4 (2 vs. slashing, 3 vs. piercing and missile)
Requires:
 6 Strength

Weight: 7
This shimmering viridian suit of leather armor is soft and supple despite the strength in the plates of green dragon scale. The wearer of this armor is protected from even the heaviest blows as well as from poison.

STATISTICS: 

Equipped abilities: 
- Immunity to poisoning

Armor Class: 4 (2 vs. slashing attacks, 3 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 7
BDLEAT06
Goblin Leathers +1
While seasoned warriors of civilized races would doubtless turn their noses up at this patchwork of leather fragments strung together to form a small vest, most goblins cannot afford to be so choosy when it comes to personal defense. This armor may not look like much—it may barely even look like armor—but it's preferable to a blade buried in the chest.

STATISTICS:

Equipped abilities:
– Wearer is immune to the Entangle spell

Armor Class: 6 (4 vs. slashing, 5 vs. piercing and missile)
Requires:
 6 Strength

Weight: 15
While seasoned warriors of civilized races would doubtless turn their noses up at this patchwork of leather fragments strung together to form a small vest, most goblins cannot afford to be so choosy when it comes to personal defense. This armor may not look like much—it may barely even look like armor—but it's preferable to a blade buried in the chest.

STATISTICS: 

Equipped abilities: 
- Immunity to Entangle spell

Armor Class: 6 (4 vs. slashing attacks, 5 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 15
BDLEAT07
The Night's Embrace +3
A thief from Iriaebor who feared being captured by the city guard was known to have favored this armor. She designed the suit so that if she were ever incapacitated in any way, she would be rendered temporarily invisible. The armor did its job, and the thief had a long and successful career in the city. When she retired, she gifted the armor to her younger brother, and it has changed hands many times since then.

STATISTICS:

Equipped abilities:
– If the wearer is rendered helpless (e.g. by a Hold Person spell),  becomes invisible for 1 turn
– Hide In Shadows: +20%

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 3 Strength

Weight: 5
A thief from Iriaebor who feared being captured by the city guard was known to have favored this armor. She designed the suit so that if she were ever incapacitated in any way, she would be rendered temporarily invisible. The armor did its job, and the thief had a long and successful career in the city. When she retired, she gifted the armor to her younger brother, and it has changed hands many times since then.

STATISTICS: 

Equipped abilities: 
- Hide in Shadows: +20%
- When the wearer is rendered helpless; Invisibility for 1 turn

Armor Class: 5 (7 vs. piercing and missile attacks)

Requires: 
- 3 Strength

Weight: 5
BDLEAT08
Hide Armor +1
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities. This armor is enchanted, granting the wearer additional protection.

STATISTICS:

Equipped abilities:
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10% 
– Move Silently: -20%

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 6 Strength

Weight: 30
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities. This armor is enchanted, granting the wearer additional protection.

STATISTICS: 

Equipped abilities: 
- Pick Pockets: -10%
- Open Locks: -10%
- Find Traps: -10%
- Move Silently: -20%

Armor Class: 5 (7 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 30
BDLOINCL
Cloak of the Strange Beast
This thick pelt can be worn as a cloak by human-sized creatures, or a loincloth by larger creatures. The beast that contributed its hide for this item is a mystery, but long slashes in skin indicate it was stabbed to death with sharp objects. Despite its enchanted nature, the hide still attracts fleas and retains the sweat and odors of its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Charisma: -1

Weight: 3
This thick pelt can be worn as a cloak by human-sized creatures, or a loincloth by larger creatures. The beast that contributed its hide for this item is a mystery, but long slashes in skin indicate it was stabbed to death with sharp objects. Despite its enchanted nature, the hide still attracts fleas and retains the sweat and odors of its wearer.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Charisma: -1

Weight: 3
BDMISC02
Agathor's Near-Universal Solvent
Created by the mad dwarf alchemist Agathor, this highly corrosive material comes in two vials. Individually, the chemicals within are harmless, but when combined, they create a powerful substance that will eat away at almost any material exposed to it. Handle the vials with caution; lunatic dwarf alchemy is not something you want to play around with.

STATISTICS:

Weight: 1
Created by the mad dwarf alchemist Agathor, this highly corrosive material comes in two vials. Individually, the chemicals within are harmless, but when combined, they create a powerful substance that will eat away at almost any material exposed to it. Handle the vials with caution; lunatic dwarf alchemy is not something you want to play around with.

STATISTICS: 

- Inflicts 1d4 acid damage to the target
- Déverrouille la serrure ciblée

Requires: 
- 9 Dexterity
- 3 Intelligence

Weight: 1
BDMISC05
Purification Stone
This smooth silvery-gray stone floats in the air around its user's head, untethered by gravity or other earthly concerns. Protecting its user from poison and disease, it can be used once a day to cleanse mortal bodies of unnatural contamination.

STATISTICS:

Equipped abilities:
– Immunity to poison and disease

Charge abilities:
– Neutralize Poison once per day

Weight: 0
This smooth silvery-gray stone floats in the air around its user's head, untethered by gravity or other earthly concerns. Protecting its user from poison and disease, it can be used once a day to cleanse mortal bodies of unnatural contamination.

STATISTICS: 

Equipped abilities: 
- Immunity to disease and poisoning

Charge abilities: 
- Neutralize Poison (1x per day)
  Neutralize Poison (instant)

Weight: 0
BDMISC07
Ankheg Whistle
This simple whistle, carved from wood, emits a high-pitched noise that instantly soothes angry ankhegs. At least, that's what it's supposed to do.

STATISTICS:

Charge abilities:
– Paralyze ankhegs three times per day (Save vs. Wand negates)
  Duration: 5 rounds
  Area of Effect: Visual radius of the user

Weight: 0
This simple whistle, carved from wood, emits a high-pitched noise that instantly soothes angry ankhegs. At least, that's what it's supposed to do.

STATISTICS: 

Charge abilities: 
- Ankheg Whistle (instant) (3x per day)

Weight: 0
BDMISC10
Reed of Echoes
A Harper bard crafted this item, intending it to be a gift for Storm Silverhand. Once completed, however, its maker decided that the reed was simply too plain. He gave it instead to a fellow Harper, the bard who carried it on missions for many years. The reed has changed hands many times since, and though it still serves its original purpose—allowing its bearer to prepare additional spells—when played as an instrument, it emits a mournful tone no musician, however skilled, can vitiate.

STATISTICS:

Equipped abilities: 
– Can memorize 2 extra 1st-level, 1 extra 2nd-level, and 1 extra 3rd-level wizard spell

Weight: 1
A Harper bard crafted this item, intending it to be a gift for Storm Silverhand. Once completed, however, its maker decided that the reed was simply too plain. He gave it instead to a fellow Harper, the bard who carried it on missions for many years. The reed has changed hands many times since, and though it still serves its original purpose—allowing its bearer to prepare additional spells—when played as an instrument, it emits a mournful tone no musician, however skilled, can vitiate.

STATISTICS: 

Equipped abilities: 
- Memorise an extra wizard spell of 2nd and 3rd level
- Memorise 2 extra wizard spells of 1st level

Weight: 1
BDMISC21
Hephernaan's Ritual Notes
These arcane notes contain formulas devised by Hephernaan to raise an army of undead. The ritual cannot be used as written without certain artifacts destroyed in Hephernaan's first attempt to work the spells, but the theoretical underpinning of the magic remains sound.
These arcane notes contain formulas devised by Hephernaan to raise an army of undead. The ritual cannot be used as written without certain artifacts destroyed in Hephernaan's first attempt to work the spells, but the theoretical underpinning of the magic remains sound.

STATISTICS: 

Weight: 0
BDMISC24
Annotated Map
This map of the Sword Coast is unremarkable; one like it could be purchased in any cartographer's shop in Waterdeep. One thing sets it apart: A steady hand has marked the crusade's passage across the map's face, delicate handwriting noting the sites of critical battles in the progress of Caelar's minions.

STATISTICS:

Weight: 1
This map of the Sword Coast is unremarkable; one like it could be purchased in any cartographer's shop in Waterdeep. One thing sets it apart: A steady hand has marked the crusade's passage across the map's face, delicate handwriting noting the sites of critical battles in the progress of Caelar's minions.

STATISTICS: 

Weight: 1
BDMISC27
Voghiln's Love Letter
...Oh, Safana! The sight of your fair face lingers
in my mind, leaving me adrift and in a daze.
The glaciers of the north, in sun with diamond gleam,
fade to nothing when I meet your lovely gaze.

No delicate flower, no pale and shrinking beauty
is thy charm. Like a she-wolf on the plains,
you strike at your prey, tearing away my heart
and leaving me in thrall to love's fierce pains...
...Oh, Safana! The sight of your fair face lingers
in my mind, leaving me adrift and in a daze.
The glaciers of the north, in sun with diamond gleam,
fade to nothing when I meet your lovely gaze.

No delicate flower, no pale and shrinking beauty
is thy charm. Like a she-wolf on the plains,
you strike at your prey, tearing away my heart
and leaving me in thrall to love's fierce pains...

STATISTICS: 

Weight: 0
BDMISC28
Morning Report
A troop roster and supply list for the day.

STATISTICS:

Weight: 0
A troop roster and supply list for the day.

STATISTICS: 

Weight: 0
BDMISC30
Full Wineskin
This well-used wineskin bulges with fruity liquid.

STATISTICS:

Weight: 5
This well-used wineskin bulges with fruity liquid.

STATISTICS: 

- Drunkenness: +50

Use: 1x per day
Weight: 5
BDMISC32
Medal of Valor
A Waterdhavian medal awarded for bravery in combat. Its silver shine has dulled over the years.

STATISTICS:

Equipped abilities: 
– THAC0: +2

Weight: 0
A Waterdhavian medal awarded for bravery in combat. Its silver shine has dulled over the years.

STATISTICS: 

Equipped abilities: 
- THAC0: +2

Weight: 0
BDMISC35
Ordinary Boots
A pair of ordinary, well-made boots.

STATISTICS:

Weight: 4
A pair of ordinary, well-made boots.

STATISTICS: 

Weight: 4
BDMISC36
Lucky Boots
An exquisitely crafted pair of bearskin boots.

STATISTICS:

Equipped abilities:
– Saving Throws: +3 (dwarves)

Weight: 4
An exquisitely crafted pair of bearskin boots.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +3 (only for dwarves)

Weight: 4
BDMISC41
Damp Note
Moisture has made this note all but illegible, but with effort the words can be made out.

"Feslin,

"I made it out! I'm in the sewers now and just need to find my way into the tunnels. The guild smuggled me a key and some other items to help. Once I'm outside, I'll send the key on to you. Hang on until then."

The signature is smeared beyond legibility.
Moisture has made this note all but illegible, but with effort the words can be made out.

"Feslin,

"I made it out! I'm in the sewers now and just need to find my way into the tunnels. The guild smuggled me a key and some other items to help. Once I'm outside, I'll send the key on to you. Hang on until then."

The signature is smeared beyond legibility.

STATISTICS: 

Weight: 0
BDMISC42
Note
The letters on this parchment are hand-written but blocky and efficient, utterly devoid of personality—the penmanship of one who deals more in numbers than in words. The note reads: 

"Dear , 

It took longer to collect the proper amount of gold than it should have, and far too long to return it to you. I cannot tell you how sincerely grateful I am for your patience in this matter. Here you should find all the monies owed you, plus an additional 17 gold pieces. I realize this small token in no way makes up for my my failure, but to try and find more would have been to delay repaying you even longer than I have already. I hope this finds you in good spirits and health. Thank you once again.

Best regards,

Ophyllis
1st Assistant to Sub-Treasurer Zenk of the High Hall, Baldur's Gate

P.S. If you don't remember me, I'm the fellow who misplaced your gold."
The letters on this parchment are hand-written but blocky and efficient, utterly devoid of personality—the penmanship of one who deals more in numbers than in words. The note reads: 

"Dear , 

It took longer to collect the proper amount of gold than it should have, and far too long to return it to you. I cannot tell you how sincerely grateful I am for your patience in this matter. Here you should find all the monies owed you, plus an additional 17 gold pieces. I realize this small token in no way makes up for my my failure, but to try and find more would have been to delay repaying you even longer than I have already. I hope this finds you in good spirits and health. Thank you once again.

Best regards,

Ophyllis
1st Assistant to Sub-Treasurer Zenk of the High Hall, Baldur's Gate

P.S. If you don't remember me, I'm the fellow who misplaced your gold."

STATISTICS: 

Weight: 0
BDMISC43
Parchment
All that remains of the wax seal that once contained this ancient parchment's secrets is a gray stain on it back. On the other side is a letter written centuries ago, its simple but effective penmanship making the message easy to read, despite its age.

"Dearest Karella,

Our journey to the Shadow King's outpost has been long and treacherous. Trolls, hobgoblins, gnolls, xvarts, and even a gargoyle stood 'twixt us and our goal, but we have finally made it across Coast Way Crossing. If the map purloined from the Netherese vampire steers us true, we cannot be far from our goal.

Even if this venture proves as profitable as Walkins believes it will be (I'll believe that when I see it and perhaps not even then), there are many more dangers ahead. No property of the Shadow King will be left undefended. At a minimum, we are told to expect resistance from a small army of minor undead, which do not concern me overmuch, and a lich under the influence of the King's Overmind, which concerns me greatly.

Once these threats are dealt with, the going should become much easier. Along with the map, the vampire 'supplied' us with a key it claimed opens the door to the Shadow King's Inner Sanctum. It spoke of a treasure room hidden within, loaded with items of great power and value.

I send this letter to you in the hopes that it finds you in good health and that we will be together again soon—but however soon that may be, it cannot be soon enough for my taste. Until then, I remain yours,

Agda Coldhearth"
All that remains of the wax seal that once contained this ancient parchment's secrets is a gray stain on it back. On the other side is a letter written centuries ago, its simple but effective penmanship making the message easy to read, despite its age.

"Dearest Karella,

Our journey to the Shadow King's outpost has been long and treacherous. Trolls, hobgoblins, gnolls, xvarts, and even a gargoyle stood 'twixt us and our goal, but we have finally made it across Coast Way Crossing. If the map purloined from the Netherese vampire steers us true, we cannot be far from our goal.

Even if this venture proves as profitable as Walkins believes it will be (I'll believe that when I see it and perhaps not even then), there are many more dangers ahead. No property of the Shadow King will be left undefended. At a minimum, we are told to expect resistance from a small army of minor undead, which do not concern me overmuch, and a lich under the influence of the King's Overmind, which concerns me greatly.

Once these threats are dealt with, the going should become much easier. Along with the map, the vampire 'supplied' us with a key it claimed opens the door to the Shadow King's Inner Sanctum. It spoke of a treasure room hidden within, loaded with items of great power and value.

I send this letter to you in the hopes that it finds you in good health and that we will be together again soon—but however soon that may be, it cannot be soon enough for my taste. Until then, I remain yours,

Agda Coldhearth"

STATISTICS: 

Weight: 0
BDMISC47
The Secret Revealed
This green gemstone glows with the power of Dumathoin, the Keeper of Secrets beneath the Mountain. Its divine power exacts a heavy price on the undead, especially liches.

STATISTICS:

Charge abilities:
– The Secret Revealed
  Damage: 4d8 magic vs. undead (Save vs. Wand for half)
  Special: Weakens liches, leaving them more susceptible to attack

Weight: 1
This green gemstone glows with the power of Dumathoin, the Keeper of Secrets beneath the Mountain. Its divine power exacts a heavy price on the undead, especially liches.

STATISTICS: 

Charge abilities: 
- The Secret Revealed (instant) (3x per day)

Weight: 1
BDMISC50
Parchment
(The following notes are scrawled in an almost indecipherable hand.)

For him. FOR HIM. In Bhaal's name, I will NOT break. I keep him in mind, always always always. She is sent to try me.

—

I line them up side by side. The Lord of Murder likes order. He will return, I know he will, and then he will see how faithful I've remained. Then I shall torment Akanna as she has tormented me. I'll take HER eyes, roast them, and feed them to her, one by one. And then regrow them! AND MAKE HER EAT THEM AGAIN AND AGAIN AND AGAIN AND AGAIN AND AGAIN AND

—

Head aches so badly. I feel someone whispering to me in the dark. Is it Bhaal? Has my lord returned? The voice tells me my penance is almost at an end. Akanna's rule here is done. It MUST be the Lord of the Murder, but I hear the voice so faintly and my head... my head...
(The following notes are scrawled in an almost indecipherable hand.)

For him. FOR HIM. In Bhaal's name, I will NOT break. I keep him in mind, always always always. She is sent to try me.

—

I line them up side by side. The Lord of Murder likes order. He will return, I know he will, and then he will see how faithful I've remained. Then I shall torment Akanna as she has tormented me. I'll take HER eyes, roast them, and feed them to her, one by one. And then regrow them! AND MAKE HER EAT THEM AGAIN AND AGAIN AND AGAIN AND AGAIN AND AGAIN AND

—

Head aches so badly. I feel someone whispering to me in the dark. Is it Bhaal? Has my lord returned? The voice tells me my penance is almost at an end. Akanna's rule here is done. It MUST be the Lord of the Murder, but I hear the voice so faintly and my head... my head...

STATISTICS: 

Weight: 1
BDMISC56
Parchment
Inside this folded piece of parchment is a passingly accurate rendering of the face of , hero of Baldur's Gate.
Inside this folded piece of parchment is a passingly accurate rendering of the face of , hero of Baldur's Gate.

STATISTICS: 

Weight: 0
BDMISC61
Notes on a Failed Experiment
Several sheets of parchment are covered in notations written by a steady, methodical hand. Much of the writing is faded beyond legibility or consists of arcane equations beyond your understanding. A few lines near the bottom of the pile, however, can be deciphered:

"Though the gold alloy proved more difficult to work than anticipated, I remain convinced that, once it is rendered sufficiently malleable, it will be an ideal substance from which to construct a phylactery. The heat of the Elemental Plane of Fire should render the material more pliant. I will use the portal to access that searing inferno shortly; first, I must scry a suitably private location there in which to do my work."
Several sheets of parchment are covered in notations written by a steady, methodical hand. Much of the writing is faded beyond legibility or consists of arcane equations beyond your understanding. A few lines near the bottom of the pile, however, can be deciphered:

"Though the gold alloy proved more difficult to work than anticipated, I remain convinced that, once it is rendered sufficiently malleable, it will be an ideal substance from which to construct a phylactery. The heat of the Elemental Plane of Fire should render the material more pliant. I will use the portal to access that searing inferno shortly; first, I must scry a suitably private location there in which to do my work."

STATISTICS: 

Weight: 1
BDMISC63
Crusader Tract
(This thick sheet of parchment is rolled tightly and tied with a bit of patterned ribbon.)

The Shining Lady
The shining hair and glowing eyes of our great leader, Caelar Argent, tell a tale of the divine; she is the last and greatest member of a line birthed of gods and a family of paladins. For generations, the Argents served as noble knights of Lathander.

Caelar believed she too would join the ranks of the Order of the Aster. But her vision was too vast for the Order’s limited faith. Her demands to take unflinching action against the forces of evil fell on deafened ears. Caelar left the knighthood, seeking a means by which to fulfill her righteous vision.

(Scrawled notation: No mention of her transgression or its abominable repercussions. Records must exist in Waterdeep. When you receive these notes, seek out the Order’s chapterhouse and see what you can find.)

An Auspicious Meeting
Caelar wandered the world alone, learning all she could of the evils that threatened it. The knowledge she gained filled her with anguish. Hers was a vision of glory, but how could she bring that glory to a dark world doing naught but growing darker?

Her doubts took her to a bridge overlooking the Winding Way. She looked into the dark waters flowing below and questioned all she had once believed to be true. Perhaps she was wrong. Perhaps she had not been chosen to rid the world of evil.

It was in this, her greatest moment of doubt, that Brother Hephernaan appeared. Seeing in him a good and gentle soul, Caelar told Hephernaan of her troubles. And when her tale was told, he said, "The people of the land long for righteousness. The gods have blessed you with a vision. You know what you must do.”

And Caelar did.

(Scrawled notation: We know too little about this Hephernaan. Caelar relies fully on him, but does he serve her interests or his own? When I return to Berdusk, I’ll see what information I can dig up.)

Our Glorious Purpose
Together, Caelar and Hephernaan called out to the people of Faerûn. From the coasts and the plains, the mountains and the deserts, men and women of courage and righteous conviction answered Caelar’s call, flocking to the Shining Lady’s banner.

The fulfillment of Caelar’s vision is at hand. Goodness and justice will prevail—with your help. Together, we will free the unjustly damned and smite the evil that dares lay claim on mortal souls. An age of light is about to break through the darkness. Will you be a part of it?

(Scrawled notation: This crusade may be more dangerous than we initially thought. We have agents near Baldur’s Gate; I’ll ask them to investigate the crusader camp near Bridgefort. Perhaps we can head Caelar off before she does too much damage.)
(This thick sheet of parchment is rolled tightly and tied with a bit of patterned ribbon.)

The Shining Lady
The shining hair and glowing eyes of our great leader, Caelar Argent, tell a tale of the divine; she is the last and greatest member of a line birthed of gods and a family of paladins. For generations, the Argents served as noble knights of Lathander.

Caelar believed she too would join the ranks of the Order of the Aster. But her vision was too vast for the Order’s limited faith. Her demands to take unflinching action against the forces of evil fell on deafened ears. Caelar left the knighthood, seeking a means by which to fulfill her righteous vision.

(Scrawled notation: No mention of her transgression or its abominable repercussions. Records must exist in Waterdeep. When you receive these notes, seek out the Order’s chapterhouse and see what you can find.)

An Auspicious Meeting
Caelar wandered the world alone, learning all she could of the evils that threatened it. The knowledge she gained filled her with anguish. Hers was a vision of glory, but how could she bring that glory to a dark world doing naught but growing darker?

Her doubts took her to a bridge overlooking the Winding Way. She looked into the dark waters flowing below and questioned all she had once believed to be true. Perhaps she was wrong. Perhaps she had not been chosen to rid the world of evil.

It was in this, her greatest moment of doubt, that Brother Hephernaan appeared. Seeing in him a good and gentle soul, Caelar told Hephernaan of her troubles. And when her tale was told, he said, "The people of the land long for righteousness. The gods have blessed you with a vision. You know what you must do.”

And Caelar did.

(Scrawled notation: We know too little about this Hephernaan. Caelar relies fully on him, but does he serve her interests or his own? When I return to Berdusk, I’ll see what information I can dig up.)

Our Glorious Purpose
Together, Caelar and Hephernaan called out to the people of Faerûn. From the coasts and the plains, the mountains and the deserts, men and women of courage and righteous conviction answered Caelar’s call, flocking to the Shining Lady’s banner.

The fulfillment of Caelar’s vision is at hand. Goodness and justice will prevail—with your help. Together, we will free the unjustly damned and smite the evil that dares lay claim on mortal souls. An age of light is about to break through the darkness. Will you be a part of it?

(Scrawled notation: This crusade may be more dangerous than we initially thought. We have agents near Baldur’s Gate; I’ll ask them to investigate the crusader camp near Bridgefort. Perhaps we can head Caelar off before she does too much damage.)

STATISTICS: 

Weight: 0
BDMISC65
Bloodsoaked Minutes
\[These notes are written in bloody ink that remains bright and sticky against the disturbingly warm parchment.\]

Session 8,355
Attending:
Consumer of Sacred Souls
Lord of the Razor Peaks and Ruler of the Devouring Eyes
The Destroyer of Ancient Enemies
She Who Walks on Shards of Flint and Bone

All other members in absentia

Destroyer of Ancient Enemies: As is known, I have long laid claim to a singular mortal’s soul, one with divine—

Consumer of Souls: We know your plans well. How could they escape our notice? You’ve spoken of little BUT your return to the Prime Material plane ever since you returned to us.

She Who Walks: Let us not waste time reviewing THIS yet again. Shall we move on to the next item?

Destroyer: We will follow the agenda! That is the order of things and order guides us in all.

Lord of the Razor Peaks: Infinity weighs heavily on an unstimulated mind.

She Who Walks: Infinity, yes, but it’s been, what, a century by mortal reckoning? This continued obsession wearies me.

Destroyer: Perhaps changing circumstances will prove more intriguing than my “wearisome” ordeal. Another has claimed the soul I seek. The Exile is a mortal, yes, but he is possessed of dire power, sufficient even to threaten us.

\[Scribe’s Hand: A mortal powerful enough to challenge my master? This cannot be!\]

She Who Walks: He wouldn’t dare provoke our wrath.

Destroyer: Are you certain of that? He is IN Baldur’s Gate. He stalks MY prey. 

Consumer of Souls: Such arrogance! He must know the Accord supports your claim.

Destroyer: He keeps his distance—for now. But if he seizes what is ours, you must be prepared to act as the terms of our alliance dictate.

\[Scribe’s Hand: They do not know, none of them know! When the Destroyer’s plans unfold, they will all appreciate his cunning!\]

She Who Walks: We have sworn with our blood to uphold this accord. If the Exile challenges one, he challenges all.

Consumer of Souls: Agreed.

Lord of the Razor Hills: The past is consumed as if in a fiery furnace. We must turn our gaze to the future.

She Who Walks: Indeed. Let us move on to the next item.

Destroyer: By all means. 

\[Scribe’s Hand: They look at him and see a lowly worm, but the Destroyer is the strongest of them all! Soon everyone will know this truth, and I will say with pride that I serve him!\]
\[These notes are written in bloody ink that remains bright and sticky against the disturbingly warm parchment.\]

Session 8,355
Attending:
Consumer of Sacred Souls
Lord of the Razor Peaks and Ruler of the Devouring Eyes
The Destroyer of Ancient Enemies
She Who Walks on Shards of Flint and Bone

All other members in absentia

Destroyer of Ancient Enemies: As is known, I have long laid claim to a singular mortal’s soul, one with divine—

Consumer of Souls: We know your plans well. How could they escape our notice? You’ve spoken of little BUT your return to the Prime Material plane ever since you returned to us.

She Who Walks: Let us not waste time reviewing THIS yet again. Shall we move on to the next item?

Destroyer: We will follow the agenda! That is the order of things and order guides us in all.

Lord of the Razor Peaks: Infinity weighs heavily on an unstimulated mind.

She Who Walks: Infinity, yes, but it’s been, what, a century by mortal reckoning? This continued obsession wearies me.

Destroyer: Perhaps changing circumstances will prove more intriguing than my “wearisome” ordeal. Another has claimed the soul I seek. The Exile is a mortal, yes, but he is possessed of dire power, sufficient even to threaten us.

\[Scribe’s Hand: A mortal powerful enough to challenge my master? This cannot be!\]

She Who Walks: He wouldn’t dare provoke our wrath.

Destroyer: Are you certain of that? He is IN Baldur’s Gate. He stalks MY prey. 

Consumer of Souls: Such arrogance! He must know the Accord supports your claim.

Destroyer: He keeps his distance—for now. But if he seizes what is ours, you must be prepared to act as the terms of our alliance dictate.

\[Scribe’s Hand: They do not know, none of them know! When the Destroyer’s plans unfold, they will all appreciate his cunning!\]

She Who Walks: We have sworn with our blood to uphold this accord. If the Exile challenges one, he challenges all.

Consumer of Souls: Agreed.

Lord of the Razor Hills: The past is consumed as if in a fiery furnace. We must turn our gaze to the future.

She Who Walks: Indeed. Let us move on to the next item.

Destroyer: By all means. 

\[Scribe’s Hand: They look at him and see a lowly worm, but the Destroyer is the strongest of them all! Soon everyone will know this truth, and I will say with pride that I serve him!\]

STATISTICS: 

Weight: 1
BDMISC68
Mizhena's Amulet
Mizhena's Amulet

This simple wooden amulet has the holy symbol of Tempus carved on its front and two sets of initials carved on the reverse side.
Mizhena's Amulet

This simple wooden amulet has the holy symbol of Tempus carved on its front and two sets of initials carved on the reverse side.

STATISTICS: 

Weight: 1
BDMISCX6
Cursed Enchanted Seed
This fist-sized acorn glows with a sickly purple light.

STATISTICS:

Weight: 1
This fist-sized acorn glows with a sickly purple light.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell

Weight: 1
BDMISX47
The Secret Revealed
This green gemstone glows with the power of Dumathoin, the Keeper of Secrets beneath the Mountain. Its divine power exacts a heavy price on the undead, especially liches.

STATISTICS:

Charge abilities:
– The Secret Revealed
  Damage: 4d8 magic vs. undead (Save vs. Wand for half)
  Special: Weakens liches, leaving them more susceptible to attack

Weight: 1
This green gemstone glows with the power of Dumathoin, the Keeper of Secrets beneath the Mountain. Its divine power exacts a heavy price on the undead, especially liches.

STATISTICS: 

Weight: 1
BDPLAT01
Daeros's Full Plate +1
This heavy steel breastplate bears the image of a soaring copper dragon on the front. The lightness of the breastplate and the fine detail on the dragon's image suggest dwarven craftsmanship.

STATISTICS:

Equipped abilities:
– Fire Resistance: +40%
– Save vs. Breath: +2

Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)
Requires:
 15 Strength

Weight: 30
This heavy steel breastplate bears the image of a soaring copper dragon on the front. The lightness of the breastplate and the fine detail on the dragon's image suggest dwarven craftsmanship.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +2 vs. Breath
- Fire Resistance: +40%
- Magical Fire Resistance: +40%
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 0 (-4 vs. slashing attacks, -3 vs. piercing and missile attacks)

Requires: 
- 15 Strength

Weight: 30
BDPLAT03
Bloody Bone Plate +2
The warrior who once wore this armor died at the hands of a friend she trusted. The mark of her betrayal remains in the bloodstains that have darkened to brown on the gleaming bone-white armor. The armor functions properly, though it makes the wearer unappealing to look at.

STATISTICS:

Equipped abilities:
– Immunity to backstab
– Charisma: -1

Armor Class: 1 (-2 vs. slashing)
Requires:
 8 Strength

Weight: 20
The warrior who once wore this armor died at the hands of a friend she trusted. The mark of her betrayal remains in the bloodstains that have darkened to brown on the gleaming bone-white armor. The armor functions properly, though it makes the wearer unappealing to look at.

STATISTICS: 

Equipped abilities: 
- Charisma: -1
- Immunity to backstab
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 1 (-2 vs. slashing attacks)

Requires: 
- 8 Strength

Weight: 20
BDPLAT04
Rhino Beetle Plate
Constructed from a rhino beetle's sturdy shell, this armor offers its wearer excellent protection without impeding their motion to the same extent as traditional metal plate mail. The unusual material makes this suit of armor particularly effective against missile weapons.

STATISTICS:

Equipped abilities:
– Missile Damage Resistance: +25%

Armor Class: 1 (-2 vs. slashing, 0 vs. piercing and missile)
Requires:
 8 Strength

Weight: 25
Constructed from a rhino beetle's sturdy shell, this armor offers its wearer excellent protection without impeding their motion to the same extent as traditional metal plate mail. The unusual material makes this suit of armor particularly effective against missile weapons.

STATISTICS: 

Equipped abilities: 
- Missile Damage Resistance: +25%
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 1 (-2 vs. slashing attacks, 0 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 25
BDPOTN01
Poison of Terror
A single drop of this poison in food or water will render anyone who consumes the tainted matter incredibly sick for some time.

STATISTICS:

Weight: 0
A single drop of this poison in food or water will render anyone who consumes the tainted matter incredibly sick for some time.

STATISTICS: 

- Inflicts Horror on the drinker

Duration: 2 hours

Weight: 0
BDPOTN02
Viper's Venom
(placeholder) Viper's Venom description
(placeholder) Viper's Venom description

STATISTICS: 

- Poisons the drinker, inflicting 1 damage every 2 seconds (Not effective against undead, the golems and the creatures immune to poisons)

Duration: 5 rounds

Weight: 1
BDPOTN06
Slime Sickness Curative
This bottle contains a special healing potion that counteracts fungal poison found in the caverns beneath Dragonspear Castle. One sip from the bottle is enough to cure the afflicted.

STATISTICS:

Weight: 1
This bottle contains a special healing potion that counteracts fungal poison found in the caverns beneath Dragonspear Castle. One sip from the bottle is enough to cure the afflicted.

STATISTICS: 

- Cure Feeblemindedness
- Cure Disease

Weight: 1
BDRING01
Ring of the Tiny Fiend
Every elemental plane has its own native creatures, the lowest of which are the mephits. These imp-like creatures appear composed of whatever element dominates their home plane. They are remarkably clever for such unintelligent creatures and can often be found serving as wizard familiars. This ornate gold ring displays four chips of precious stone—emerald, ruby, sapphire, and diamond—surrounding a grinning mephit's face.

STATISTICS:

Equipped abilities:
– Fire Resistance: +10%
– Cold Resistance: +10%
– Electricity Resistance: +10%
– Acid Resistance: +10%

Charge abilities: 
– Summon 1d4 mephits once per day
  Duration: 1 turn

Weight: 0
Every elemental plane has its own native creatures, the lowest of which are the mephits. These imp-like creatures appear composed of whatever element dominates their home plane. They are remarkably clever for such unintelligent creatures and can often be found serving as wizard familiars. This ornate gold ring displays four chips of precious stone—emerald, ruby, sapphire, and diamond—surrounding a grinning mephit's face.

STATISTICS: 

Equipped abilities: 
- Elemental Damage Resistance: +10%

Charge abilities: 
- Summon Mephit (1x per day)
  Summon 1d4 creatures (Earth Mephit, Fire Mephit, Ice Mephit or Lightning Mephit) for 1 turn

Weight: 0
BDRING02
Lexa's Ring
This simple silver band is the same width as the ring mark on the finger of the dead woman.

STATISTICS:

Weight: 0
This simple silver band is the same width as the ring mark on the finger of the dead woman.

STATISTICS: 

Weight: 0
BDRING03
Ring of the Crusade
Two small round topazes flank the symbol of Caelar Argent engraved on this ring's silver band. Such rings testify to the high status of crusaders who have shown their prowess in battle or in some way demonstrated unwavering commitment to the Shining Lady's cause.

STATISTICS:

Equipped abilities:
– Armor Class: +1, +3 vs. demons and devils
– Saving Throws: +1, +3 vs. demons and devils

Weight: 0
Two small round topazes flank the symbol of Caelar Argent engraved on this ring's silver band. Such rings testify to the high status of crusaders who have shown their prowess in battle or in some way demonstrated unwavering commitment to the Shining Lady's cause.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +3 vs. demons
- Saving Throws: +1
- Saving Throws: +2 vs. demons

Weight: 0
BDRING04
Dreon's Signet Ring
This heavy gold ring displays the seal of Caelar Argent, leader of the Shining Lady's crusade.

STATISTICS:

Weight: 0
This heavy gold ring displays the seal of Caelar Argent, leader of the Shining Lady's crusade.

STATISTICS: 

Weight: 0
BDRING06
Ring of Protection +1
A ring of protection improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of such a ring prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 0
A ring of protection improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of such a ring prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1

Weight: 0
BDRING07
Ring of Protection +2
A ring of protection improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of such a ring prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 0
A ring of protection improves the wearer's Armor Class and Saving Throws versus all forms of attack. The magical properties of such a ring prevent it from being worn with other magical items of protection, including enchanted armor.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- Saving Throws: +2

Weight: 0
BDRING08
Ring of Wizardry
This ring doubles the number of 1st-level spells a wizard may prepare each day. Only wizards (including sorcerers and single, dual or multi-classed mages) can benefit from a ring of wizardry. Other classes, even those with spell abilities, can neither use nor understand the working of such a ring.

STATISTICS:

Equipped abilities:
– Can memorize double the amount of 1st-level wizard spells

Weight: 0
This ring doubles the number of 1st-level spells a wizard may prepare each day. Only wizards (including sorcerers and single, dual or multi-classed mages) can benefit from a ring of wizardry. Other classes, even those with spell abilities, can neither use nor understand the working of such a ring.

STATISTICS: 

Equipped abilities: 
- Unique : Only one copy can be equipped
- Double the number of wizard spells of 1st level that can be memorized
- Prevents equipping Evermemory

Weight: 0
BDRING09
Ring of Free Action
Enemies have a hard time slowing this ring's wearer down. The runes etched in the silver band ward off spells designed to impede movement, granting its owner a freedom of mobility others affected by such magic are denied.

STATISTICS:

Equipped abilities:
– The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells.

Weight: 0
Enemies have a hard time slowing this ring's wearer down. The runes etched in the silver band ward off spells designed to impede movement, granting its owner a freedom of mobility others affected by such magic are denied.

STATISTICS: 

Equipped abilities: 
- Immunity to Defensive Spin spell
- Free action

Weight: 0
BDRING10
Ring of Purity
This ring, designed for the hero Zachiira, is engraved with holy symbols. When Zachiira requested aid from King Strohm III, it was the king’s royal advisor, the great and powerful Theurgist Karlash Arnostognas, who made this item, in the hope that it would aid the hero in her battle against a demon vampire. Zachiira survived the encounter, but sadly her triumphal return was met with rather less celebration and rather more grief, as the good king was already dead when she arrived. Zachiira laid the holy artifact at the entrance to the king’s tomb, and it was there the relic was discovered by wandering thrill-seekers.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. evil creatures
– Hit Points: +10
– Chant

Weight: 0
This ring, designed for the hero Zachiira, is engraved with holy symbols. When Zachiira requested aid from King Strohm III, it was the king’s royal advisor, the great and powerful Theurgist Karlash Arnostognas, who made this item, in the hope that it would aid the hero in her battle against a demon vampire. Zachiira survived the encounter, but sadly her triumphal return was met with rather less celebration and rather more grief, as the good king was already dead when she arrived. Zachiira laid the holy artifact at the entrance to the king’s tomb, and it was there the relic was discovered by wandering thrill-seekers.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2 vs. evil creatures
- Saving Throws: +1
- Saving Throws: +2 vs. evil creatures
- Maximum hit points: +10
- Luck: +1 (not cumulative)
- Immunity to Chant spell

Weight: 0
BDRING12
Ring of Fire Resistance
The wearer of this ring enjoys partial resistance to flame, whether its origins be in mundane sources, like torches or bonfires, or magical ones, such as fiery dragon breath or spells.

STATISTICS:

Equipped abilities:
– Fire Resistance: +40%

Weight: 0
The wearer of this ring enjoys partial resistance to flame, whether its origins be in mundane sources, like torches or bonfires, or magical ones, such as fiery dragon breath or spells.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: +40%

Weight: 0
BDROBE01
Robe of Arcane Aptitude
The provenance of this dark purple robe has been lost in the mists of history, but a faint odor of stale magic lingers in the air around the threadbare garment. The one who wore it was clearly no stranger to the Weave. Closely examining the robe, you are able to pick out a stylized flame design woven into the fabric. It seems likely the intricate pattern was always subtle, but even were that not true, countless years of wear have rendered the flames all but invisible.

STATISTICS:

Equipped abilities:
– Intelligence: +1
– Armor Class: 5

Charge abilities:
– Spell Sequencer once per day

Weight: 3
The provenance of this dark purple robe has been lost in the mists of history, but a faint odor of stale magic lingers in the air around the threadbare garment. The one who wore it was clearly no stranger to the Weave. Closely examining the robe, you are able to pick out a stylized flame design woven into the fabric. It seems likely the intricate pattern was always subtle, but even were that not true, countless years of wear have rendered the flames all but invisible.

STATISTICS: 

Equipped abilities: 
- Intelligence: +1

Charge abilities: 
- Spell Sequencer (as a level 1 spellcaster) (1x per day)

Armor Class: 5

Weight: 3
BDROBE02
Robe of Netheril
In the days of Netheril, the sorcerer Elemin Vael was so powerful that he could make and unmake the world around him as he saw fit, or so history claims. Legends and rumors surrounding the source of his power have passed their way across the centuries, but all stories share one vital fact: that in the peak of his power, Elemin's magic proved too powerful for him to control, and he lost his entire family. He created this robe, so the stories claim, from the tears of Mystryl, to stanch his power and protect him from its influence. When he became sick in his later years, Elemin refused to remove the garment in order to let the priests work their magic on him. "I have had enough of this world of magic," he said. "Let me die an ordinary man." And so he did.

STATISTICS:

Equipped abilities:
– Magic Resistance: +50%
– Disables spellcasting
– May only be removed with a Remove Curse spell

Weight: 3
In the days of Netheril, the sorcerer Elemin Vael was so powerful that he could make and unmake the world around him as he saw fit, or so history claims. Legends and rumors surrounding the source of his power have passed their way across the centuries, but all stories share one vital fact: that in the peak of his power, Elemin's magic proved too powerful for him to control, and he lost his entire family. He created this robe, so the stories claim, from the tears of Mystryl, to stanch his power and protect him from its influence. When he became sick in his later years, Elemin refused to remove the garment in order to let the priests work their magic on him. "I have had enough of this world of magic," he said. "Let me die an ordinary man." And so he did.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- 100% of spellcasting failure
- Magic Resistance: +50%
- Disables the wearer to cast wizard, priest and druid spells

Weight: 3
BDROBE03
The Ghostdreamers' Robe
Seemingly little more than rags stitched together, the Ghostdreamers' Robe is actually an artifact of great historical significance to the dak'Dekanter goblin tribe. Each of the robe's dozens of patches was cut from the robe of an enemy tribe's shaman. This makes the Ghostdreamers' Robe more than an article of clothing; it is a physical representation of the dak'Dekanters' victories over the centuries and a symbol of power for the shaman who wears it.

STATISTICS:

Equipped abilities: 
– Armor Class: 5
– Improves casting speed by 1
– Vocalize

Weight: 3
Seemingly little more than rags stitched together, the Ghostdreamers' Robe is actually an artifact of great historical significance to the dak'Dekanter goblin tribe. Each of the robe's dozens of patches was cut from the robe of an enemy tribe's shaman. This makes the Ghostdreamers' Robe more than an article of clothing; it is a physical representation of the dak'Dekanters' victories over the centuries and a symbol of power for the shaman who wears it.

STATISTICS: 

Equipped abilities: 
- Casting time: -1
- Immunity to silence

Armor Class: 5

Weight: 3
BDROBE04
Cleric's Vestments
These dark red and green robes are of a simple dwarven design, but made with material of the highest quality and care. The sleeves and fringe end in gold trim, and the lining is a soft and luxurious silk as is traditional for dwarven noble wear.

STATISTICS:

Weight: 4
These dark red and green robes are of a simple dwarven design, but made with material of the highest quality and care. The sleeves and fringe end in gold trim, and the lining is a soft and luxurious silk as is traditional for dwarven noble wear.

STATISTICS: 

Weight: 4
BDROBE05
Robe of Red Flames
This heavy crimson robe trimmed in gold signifies the importance of the wearer. Once the property of Edwin Odesserion, Red Wizard of Thay, the robe was designed to further enhance his already significant magical prowess. Anyone who dons the Robe of Red Flames will deal additional damage whenever they use fire-based magic and will be less likely hurt by it.

STATISTICS:

Equipped abilities:
– Fire Resistance: +30%
– All fire damage inflicted by the wearer is increased by 10%

Weight: 4
This heavy crimson robe trimmed in gold signifies the importance of the wearer. Once the property of Edwin Odesserion, Red Wizard of Thay, the robe was designed to further enhance his already significant magical prowess. Anyone who dons the Robe of Red Flames will deal additional damage whenever they use fire-based magic and will be less likely hurt by it.

STATISTICS: 

Equipped abilities: 
- Fire Damage: +10%
- Fire Resistance: +30%

Weight: 4
BDSCRL01
Seditious Letter
Lord Maxwell,

The time has come to take action. Araya agrees with me that we can't risk openly challenging the Grand Dukes of Baldur's Gate. They wield too much influence, and their motives cannot be trusted. I've heard disturbing whispers regarding the killer of Sarevok, whom the dukes are now in league with. How can we trust them to lead our city and reap the profits thereof? Meet us at the Three Old Kegs on the morrow and we'll decide on a plan of action. Eldric should also be joining us. Burn this letter.

–Therton
Lord Maxwell,

The time has come to take action. Araya agrees with me that we can't risk openly challenging the Grand Dukes of Baldur's Gate. They wield too much influence, and their motives cannot be trusted. I've heard disturbing whispers regarding the killer of Sarevok, whom the dukes are now in league with. How can we trust them to lead our city and reap the profits thereof? Meet us at the Three Old Kegs on the morrow and we'll decide on a plan of action. Eldric should also be joining us. Burn this letter.

–Therton

STATISTICS: 

Weight: 0
BDSCRL03
Traitor's Letter
"My Crusader Allies,

I've attached to this letter a more detailed description of , the so-called hero of Baldur's Gate. The descriptions supplied by the Revered have been pitiful at best. I have turned my considerable talent to creating a decent representation of  face. 

Wait outside Dragonspear until  passes by, then make your move. Be careful;  is more powerful than you might expect. Subdue and capture  and return to the castle. Move quickly. I was almost discovered but was able to implicate another. I will remain in camp and continue to take subtle action against this coalition of fools. They will all fall to the Shining Lady.

–A Friend"
"My Crusader Allies,

I've attached to this letter a more detailed description of , the so-called hero of Baldur's Gate. The descriptions supplied by the Revered have been pitiful at best. I have turned my considerable talent to creating a decent representation of  face. 

Wait outside Dragonspear until  passes by, then make your move. Be careful;  is more powerful than you might expect. Subdue and capture  and return to the castle. Move quickly. I was almost discovered but was able to implicate another. I will remain in camp and continue to take subtle action against this coalition of fools. They will all fall to the Shining Lady.

–A Friend"

STATISTICS: 

Weight: 0
BDSCRL04
Treasury Note
The wealth you accumulated since departing Candlekeep has been stored in the palace basement by the treasurer, Ophyllis. Presenting this receipt, meticulously inscribed on delicate parchment, will allow you to withdraw your gold.

A personal note has been written at the bottom of the receipt:

"Dear -
As I've not heard otherwise, I'm guessing the chest I had delivered to your quarters to store your friends' equipment is getting the job done. Please do let me know if it isn't and I'll have another sent to you immediately.
Regards,
O"
The wealth you accumulated since departing Candlekeep has been stored in the palace basement by the treasurer, Ophyllis. Presenting this receipt, meticulously inscribed on delicate parchment, will allow you to withdraw your gold.

A personal note has been written at the bottom of the receipt:

"Dear -
As I've not heard otherwise, I'm guessing the chest I had delivered to your quarters to store your friends' equipment is getting the job done. Please do let me know if it isn't and I'll have another sent to you immediately.
Regards,
O"

STATISTICS: 

Weight: 0
BDSCRL1
Tsolak's Scroll
Tsolak,

You must depart Warlock's Crypt at once. I need not tell you to travel the back roads and take care not to be discovered. When you reach Athkatla, one of my minions there will supply the crypt's location. Do not disappoint me.

L
Tsolak,

You must depart Warlock's Crypt at once. I need not tell you to travel the back roads and take care not to be discovered. When you reach Athkatla, one of my minions there will supply the crypt's location. Do not disappoint me.

L

STATISTICS: 

Weight: 0
BDSCRL1A
Dancing Lights
Dancing Lights
(Alteration)

Level: 1
Range: Sight
Duration: 2 rds./level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell creates up to four glowing spheres of light (such as evidenced by will-o-wisps) or one faintly glowing, vaguely humanoid shape, somewhat similar to a fire elemental. The dancing lights move randomly without concentration upon such movement by the wizard. Although the lights cause no physical harm, they can distract enemies until either their duration expires or dispersed by weapon or magic.
Dancing Lights
(Alteration)

Level: 1
Range: Sight
Duration: 2 rds./level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell creates up to four glowing spheres of light (such as evidenced by will-o-wisps) or one faintly glowing, vaguely humanoid shape, somewhat similar to a fire elemental. The dancing lights move randomly without concentration upon such movement by the wizard. Although the lights cause no physical harm, they can distract enemies until either their duration expires or dispersed by weapon or magic.

STATISTICS: 

Charge abilities: 
- Dancing Lights (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
BDSCRL1B
Faerie Fire
Faerie Fire 
(Alteration)

Level: 1
Sphere: Weather
Range: Sight
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: 10-ft. radius
Saving Throw: None

This spell outlines one or more creatures with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2.
Faerie Fire 
(Alteration)

Level: 1
Sphere: Weather
Range: Sight
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: 10-ft. radius
Saving Throw: None

This spell outlines one or more creatures with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2.

STATISTICS: 

Charge abilities: 
- Faerie Fire (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
BDSCRL2A
Darkness, 15' Radius
Darkness, 15' Radius
(Alteration)

Level: 2
Range: 30 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 8-ft. radius
Saving Throw: None

This spell causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round.
Darkness, 15' Radius
(Alteration)

Level: 2
Range: 30 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 8-ft. radius
Saving Throw: None

This spell causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round.

STATISTICS: 

Charge abilities: 
- Darkness, 15' Radius (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
BDSCRL3A
Scroll
This piece of parchment was found wrapped around a rock that struck a man in Bridgefort. The chicken scratch-characters inscribed upon it are undoubtedly a code, albeit one beyond your ability to decipher.

STATISTICS:

Weight: 0
This piece of parchment was found wrapped around a rock that struck a man in Bridgefort. The chicken scratch-characters inscribed upon it are undoubtedly a code, albeit one beyond your ability to decipher.

STATISTICS: 

Weight: 0
BDSCRL3B
Scroll
This piece of parchment was found wrapped around a rock that struck a man in Bridgefort. The chicken-scratch characters inscribed upon it are in a code commonly used by bards to communicate secrets betwixt one another. Deciphered, the message reads: "Kill blacksmith if not already dead. Use solvent to destroy forge. –H"

STATISTICS:

Weight: 0
This piece of parchment was found wrapped around a rock that struck a man in Bridgefort. The chicken-scratch characters inscribed upon it are in a code commonly used by bards to communicate secrets betwixt one another. Deciphered, the message reads: "Kill blacksmith if not already dead. Use solvent to destroy forge. –H"

STATISTICS: 

Weight: 0
BDSHKORO
Orders from Korlasz
(This missive is dated two days ago.)

Porios—

Gather all of your spare equipment in the supply room. We depart in two days. Since we put Sarevok's sword on the ship to Athkatla, a suspiciously high number of people have become aware of this location.

We must move quickly, before the Flaming Fist arrives. If fortune smiles upon us, we'll be in Zazesspur within the week.

–Korlasz
(This missive is dated two days ago.)

Porios—

Gather all of your spare equipment in the supply room. We depart in two days. Since we put Sarevok's sword on the ship to Athkatla, a suspiciously high number of people have become aware of this location.

We must move quickly, before the Flaming Fist arrives. If fortune smiles upon us, we'll be in Zazesspur within the week.

–Korlasz

STATISTICS: 

Weight: 0
BDSHLD01
Buckler of the Fist +2
Members of the Flaming Fist mercenary company that serves Baldur's Gate and surrounding areas often carry these bucklers. A red flame emblazoned on the front of the shining bucklers clearly identifies the bearer's loyalty. Experienced Flaming Fist members often have their shields enchanted.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile and piercing attacks
– Immunity to Hold Person

Requires:
 4 Strength

Weight: 1
Members of the Flaming Fist mercenary company that serves Baldur's Gate and surrounding areas often carry these bucklers. A red flame emblazoned on the front of the shining bucklers clearly identifies the bearer's loyalty. Experienced Flaming Fist members often have their shields enchanted.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3
- No protection vs. piercing and missile attacks
- Immunity to Hold Person spell

Requires: 
- 4 Strength

Weight: 1
BDSHLD02
The Suncatcher +2
Shield of Barnassus: The Suncatcher
Barnassus, a cleric of Lathander, created a polished bronze shield hundreds of years ago in order to battle a medusa rumored to be lurking in the catacombs beneath his city. Barnassus tracked the medusa to her lair and realized, almost too late, that what he faced was no ordinary medusa but one that had also succumbed to the curse of vampirism.

Barnassus closed his eyes and charged forward, ready to take down his enemy or die trying. Lathander rewarded Barnassus's bravery by filling the room with sunlight while the priest slew the medusa.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– 15% chance that anyone attacking the wielder in melee takes 1d4 points of fire damage and becomes blinded for 2 rounds (Save vs. Spell halves damage and negates blindness)
– No protection against missile attacks

Charge abilities:
– Sunfire once per day

Requires:
 4 Strength

Weight: 2
Shield of Barnassus: The Suncatcher
Barnassus, a cleric of Lathander, created a polished bronze shield hundreds of years ago in order to battle a medusa rumored to be lurking in the catacombs beneath his city. Barnassus tracked the medusa to her lair and realized, almost too late, that what he faced was no ordinary medusa but one that had also succumbed to the curse of vampirism.

Barnassus closed his eyes and charged forward, ready to take down his enemy or die trying. Lathander rewarded Barnassus's bravery by filling the room with sunlight while the priest slew the medusa.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3
- No protection vs. missile attacks
- Each time the wearer is hit; 
  - 16% chance
    - to blind the attacker for 2 rounds (save vs. Spells neg.)
    - to inflict 1d4 fire damage to the attacker (save vs. Spells half)

Charge abilities: 
- Sunfire (1x per day)
  Sunfire (instant)

Requires: 
- 4 Strength

Weight: 2
BDSHLD03
Shield of Egons +2
The Egons were a family of well-respected Lathander worshippers that earned their fortune protecting those weaker than themselves. Though the Egon line has ended, its influence is still felt in the form of this shield, which is imbued with some of the power of the Morninglord himself.

STATISTICS:

Equipped abilities:
– Armor Class: +3
– Turn Undead Level: +2 (Priests of Lathander and Undead Hunters), +1 (others)

Requires:
 12 Strength

Weight: 6
The Egons were a family of well-respected Lathander worshippers that earned their fortune protecting those weaker than themselves. Though the Egon line has ended, its influence is still felt in the form of this shield, which is imbued with some of the power of the Morninglord himself.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3
- Turn Undead Level: +1 (only for Priest of Lathander and the Undead Hunter)
- Turn Undead Level: +1

Requires: 
- 12 Strength

Weight: 6
BDSHLD04
Rhino Beetle Shield +2
The rhino beetle's carapace makes a most effective shield provided one can survive long enough to pry a piece off the creature. Lightweight but sturdy, this item makes a powerful argument for the premise that the best shields are found in nature, not the forge. The unusual material makes the shield particularly effective against missile weapons.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +2 vs. missile attacks
– Missile Damage Resistance: +15%

Requires:
 10 Strength

Weight: 6
The rhino beetle's carapace makes a most effective shield provided one can survive long enough to pry a piece off the creature. Lightweight but sturdy, this item makes a powerful argument for the premise that the best shields are found in nature, not the forge. The unusual material makes the shield particularly effective against missile weapons.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +5 vs. missile attacks
- Missile Damage Resistance: +15%

Requires: 
- 10 Strength

Weight: 6
BDSHLD05
Dragonscale Shield +3
The shimmering viridian surface of this shield is made of interlocking dragon scales, each one hard as stone. Though thin and light, the shield is strong enough to turn aside even the heaviest blows.

STATISTICS:

Equipped abilities:
– Armor Class: +4
– Save vs. Death: +3

Requires:
 8 Strength

Weight: 5
The shimmering viridian surface of this shield is made of interlocking dragon scales, each one hard as stone. Though thin and light, the shield is strong enough to turn aside even the heaviest blows.

STATISTICS: 

Equipped abilities: 
- Armor Class: +4
- Saving Throws: +3 vs. Death

Requires: 
- 8 Strength

Weight: 5
BDSHLD06
Steadfast +2
This buckler is of fine dwarven make. Its surface displays the image of a stout dwarven warrior, his face glaring resolutely at whatever foe the bearer faces. 

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile and piercing attacks
– Hit Points: +10 (dwarves), +5 (others)

Requires:
 4 Strength

Weight: 2
This buckler is of fine dwarven make. Its surface displays the image of a stout dwarven warrior, his face glaring resolutely at whatever foe the bearer faces. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +3
- No protection vs. piercing and missile attacks
- Maximum hit points: +5 (only for dwarves)
- Maximum hit points: +5

Requires: 
- 4 Strength

Weight: 2
BDSHLD07
M'Khiin's Buckler +2
Significant effort has been expended trying to scratch the emblem of Clangeddin Silverbeard from this small, battered buckler, but the dwarven battlegod's symbol stubbornly refuses to be completely eradicated. Stolen from its original owner by one of M'Khiin Grubdoubler's tribesmen, it was presented to her as a gift from a would-be suitor. While she had little interest in romance, M'Khiin was very interested in self-defense, and so she accepted the gift shortly before she set out to seek her destiny beyond what goblin society had prescribed for her.

STATISTICS:

Equipped abilities:
– Hit Points: +10
– Armor Class: +3
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
Significant effort has been expended trying to scratch the emblem of Clangeddin Silverbeard from this small, battered buckler, but the dwarven battlegod's symbol stubbornly refuses to be completely eradicated. Stolen from its original owner by one of M'Khiin Grubdoubler's tribesmen, it was presented to her as a gift from a would-be suitor. While she had little interest in romance, M'Khiin was very interested in self-defense, and so she accepted the gift shortly before she set out to seek her destiny beyond what goblin society had prescribed for her.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3
- No protection vs. piercing and missile attacks
- Maximum hit points: +10

Requires: 
- 4 Strength

Weight: 2
BDSHLD08
The Bloodied Guardian +2
This shield was carried by a mercenary working with the Order of the Steel Fang. The warriors of the order were impressed with the mercenary's tenacity and courage. She charged into battle without hesitation and seemed to fight all the harder when she was wounded. When their quest was completed, the Order of the Steel Fang gifted a battleaxe to the mercenary as thanks for her service. In turn she gave the order her shield as a sign of respect. The shield stayed in the order for years until it was lost on a battlefield.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks
– Fire Resistance: +25%

Combat abilities:
– When the wielder's Hit Points drop below 50%,  gains +1 to Strength for 5 rounds

Requires:
 10 Strength

Weight: 4
This shield was carried by a mercenary working with the Order of the Steel Fang. The warriors of the order were impressed with the mercenary's tenacity and courage. She charged into battle without hesitation and seemed to fight all the harder when she was wounded. When their quest was completed, the Order of the Steel Fang gifted a battleaxe to the mercenary as thanks for her service. In turn she gave the order her shield as a sign of respect. The shield stayed in the order for years until it was lost on a battlefield.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +4 vs. missile attacks
- Fire Resistance: +25%
- Magical Fire Resistance: +25%
- When the wearer's hit points fall below 50%; Strength: +1 for 5 rounds

Requires: 
- 10 Strength

Weight: 4
BDSHLDCA
Solar Aegis +3
Engraved wings stretch across the face of this ornate shield. The silver shield, inlaid with pure sapphire, gleams with a high polish no matter how much damage it suffers or what rough environs it is carried through. Often crafted for paladins and members of holy militaristic orders, a solar aegis provides substantial protection for the pure of heart.

STATISTICS:

Equipped abilities:
– Constitution: +1
– Armor Class: +4
– Fire Resistance: +40%

Requires:
 12 Strength

Weight: 3
Engraved wings stretch across the face of this ornate shield. The silver shield, inlaid with pure sapphire, gleams with a high polish no matter how much damage it suffers or what rough environs it is carried through. Often crafted for paladins and members of holy militaristic orders, a solar aegis provides substantial protection for the pure of heart.

STATISTICS: 

Equipped abilities: 
- Armor Class: +4
- Constitution: +1
- Fire Resistance: +40%
- Magical Fire Resistance: +40%

Requires: 
- 12 Strength

Weight: 3
BDSHPAM1
Crusader Pamphlet
For glory and for righteousness! Make a difference in the lives of those you love!

Caelar's crusade marches in the north. Shall you join them? Arm yourself and set forth to raise your blade on the side of justice.

See a recruitment officer and claim the GLORY for yourself!
For glory and for righteousness! Make a difference in the lives of those you love!

Caelar's crusade marches in the north. Shall you join them? Arm yourself and set forth to raise your blade on the side of justice.

See a recruitment officer and claim the GLORY for yourself!

STATISTICS: 

Weight: 0
BDSHPAM2
Crusader Pamphlet
Earn gold with your blade. Every coin you earn is food in the mouth of your family. Every enemy you slay secures your rank in the crusade.

Caelar's crusade marches in the north. Shall you join them? Arm yourself and claim your first tenday's pay while supporting the cause of right.

See a recruitment officer and start earning coin TODAY.
Earn gold with your blade. Every coin you earn is food in the mouth of your family. Every enemy you slay secures your rank in the crusade.

Caelar's crusade marches in the north. Shall you join them? Arm yourself and claim your first tenday's pay while supporting the cause of right.

See a recruitment officer and start earning coin TODAY.

STATISTICS: 

Weight: 0
BDSHSARE
Page from Sarevok's Notes
My research into the Lord of Murder has begun to bear its tainted fruit. The dreams come every night now, dreams of floods and eruptions, earthquakes and devastation. I descend deeper into the dreams each time, combing clues from their chaff. I'll use what they teach me to bring a living nightmare to this land.

I've learned all I can in the city. While my plans for the Iron Throne gain traction, I go to visit a temple of Bhaal overtaken by the faithful of he who murdered my father—leaving the way clear for ME to take his place. There I shall find out more regarding my dark heritage and the prophecy. If I have time, I shall also look into a hidden room rumored to have been constructed by Mask. The Lord of Shadows is cunning. The marks he has left behind number 3, 1, and 4.
My research into the Lord of Murder has begun to bear its tainted fruit. The dreams come every night now, dreams of floods and eruptions, earthquakes and devastation. I descend deeper into the dreams each time, combing clues from their chaff. I'll use what they teach me to bring a living nightmare to this land.

I've learned all I can in the city. While my plans for the Iron Throne gain traction, I go to visit a temple of Bhaal overtaken by the faithful of he who murdered my father—leaving the way clear for ME to take his place. There I shall find out more regarding my dark heritage and the prophecy. If I have time, I shall also look into a hidden room rumored to have been constructed by Mask. The Lord of Shadows is cunning. The marks he has left behind number 3, 1, and 4.

STATISTICS: 

Weight: 0
BDSHSTF1
Wooden Staff
This weathered wooden staff has seen much use. The top of the staff is broken, as if a headpiece has been snapped off.

STATISTICS:

Damage: 1d6 (crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
This weathered wooden staff has seen much use. The top of the staff is broken, as if a headpiece has been snapped off.

STATISTICS: 

Damage: 1d6 (Crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
BDSLIME
Entangle
Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.

STATISTICS: 

Equipped abilities: 
- Permet to the wearer de ne plus pouvoir être bousculé

Weight: 0
BDSLNG01
Firefly +2
This sling, carefully carved from yew wood, has tiny fireflies engraved along its length. When a slingstone is fired, the fireflies glow with a soft golden light. The sling was crafted and blessed by a priestess of Yondalla and so grants its full abilities only to halfling wielders.

STATISTICS:

Equipped abilities:
– Saving Throws: +2 (halflings)

THAC0: +2
Damage: +2, +1 (fire)
Damage Type: Missile
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
This sling, carefully carved from yew wood, has tiny fireflies engraved along its length. When a slingstone is fired, the fireflies glow with a soft golden light. The sling was crafted and blessed by a priestess of Yondalla and so grants its full abilities only to halfling wielders.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1
- Saving Throws: +2 (only for halflings)

Combat abilities: 
- Inflicts 1 fire damage to the target

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
BDSPER01
Shadowed Spear +2
Rumor has it that a cult of Shar crafted this spear for blackguards in their service, but the spear was liberated during an attack by knights of Lathander. The Temple of Lathander in Athkatla hid the spear away for many years before it was stolen one night by burglars in service to Mask. Since then multiple copies of the spear have been spotted, presumably duplicated by the clergy of Mask. Shadows cling to the black shaft of the spear and the wielder seems to flicker in and out of reality.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Combat abilities: 
– 20% chance per hit to teleport to a random enemy and receive a +4 THAC0 bonus for 1 round
– 5% chance per hit to teleport to a random enemy and become ethereal for 1 round

Charge abilities:
– Etherealness
  Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used.
  Duration: 1 round

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 4
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3
Rumor has it that a cult of Shar crafted this spear for blackguards in their service, but the spear was liberated during an attack by knights of Lathander. The Temple of Lathander in Athkatla hid the spear away for many years before it was stolen one night by burglars in service to Mask. Since then multiple copies of the spear have been spotted, presumably duplicated by the clergy of Mask. Shadows cling to the black shaft of the spear and the wielder seems to flicker in and out of reality.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Combat abilities: 
- 21% chance 
  - to increase the THAC0 of the wearer by 4 for 1 round (not cumulative)
  - to randomly teleport the wearer to an enemy in visual range (not cumulative)
- 5% chance to instantly cast Etherealness on the wearer

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 4
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
BDSTAF01
Brevin's Quarterstaff +1
The soldier Brevin brought this quarterstaff from home when he first left to make his fortune. Once he earned enough money to purchase a better weapon, the quarterstaff wound up in a weapons supply in Candlekeep. At some point it was retrieved and enchanted, switching owners several times along the way.

STATISTICS:

Equipped abilities:
– Lore: +10

Charge abilities:
– Friends once per day

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
The soldier Brevin brought this quarterstaff from home when he first left to make his fortune. Once he earned enough money to purchase a better weapon, the quarterstaff wound up in a weapons supply in Candlekeep. At some point it was retrieved and enchanted, switching owners several times along the way.

STATISTICS: 

Equipped abilities: 
- Lore: +10

Charge abilities: 
- Friends (1x per day)
  Friends (instant)

THAC0: +1
Damage: 1d6 +1 (Crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
BDSTAF02
The Soulherder's Staff +2
A gnarled wooden staff cut from the dak'Dekanter goblin tribe's sacred tree, this item was a symbol of spiritual power for centuries. It disappeared during a hard-fought battle between the dak'Dekanters and a dwarven clan whose name is lost to history, and those few who remembered it once existed thought it lost forever. It was found discarded in the lost dwarven town of Kanaglym, among other treasures the dwarves stole from their goblin enemies over the years.

STATISTICS:

Equipped abilities:
– Magic Resistance: +15%
– Summoned spirits gain a +1 to Strength

THAC0: +2
Damage: 1d6, +2 (magic)
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
A gnarled wooden staff cut from the dak'Dekanter goblin tribe's sacred tree, this item was a symbol of spiritual power for centuries. It disappeared during a hard-fought battle between the dak'Dekanters and a dwarven clan whose name is lost to history, and those few who remembered it once existed thought it lost forever. It was found discarded in the lost dwarven town of Kanaglym, among other treasures the dwarves stole from their goblin enemies over the years.

STATISTICS: 

Equipped abilities: 
- Magic Resistance: +15%

Combat abilities: 
- Inflicts 2 magic damage to the target

THAC0: +2
Damage: 1d6 (Crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
BDSTAF03
Echo of the Fiend +3
A devil of Avernus once possessed this gnarled wooden staff. Though the devil long since escaped from the staff, a residue of its essence permeated the weapon and lingers still. When a command word is spoken, an aura of fire springs up around anyone wielding the staff; though the flames leave the wielder untouched, they sear others with devastating heat.

STATISTICS:

Combat abilities:
– 5% chance per hit of triggering a Sunfire spell centered on the wielder

Charge abilities:
– Fireshield (Red) twice per day

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 2
A devil of Avernus once possessed this gnarled wooden staff. Though the devil long since escaped from the staff, a residue of its essence permeated the weapon and lingers still. When a command word is spoken, an aura of fire springs up around anyone wielding the staff; though the flames leave the wielder untouched, they sear others with devastating heat.

STATISTICS: 

Charge abilities: 
- Fireshield (Red) (2x per day)
  Fireshield (Red) (instant)

Combat abilities: 
- 6% chance to instantly cast Sunfire on the wearer

THAC0: +3
Damage: 1d6 +3 (Crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 2
BDSW1H01
Crimson Dawn +2
Legend tells that this elegant blade appeared at the moment the sun rose over the eastern horizon. As the dawn's rosy light flooded the forest, the blade shimmered into being atop a flat stone. Local foresters, even warriors, were afraid to touch the weapon lest it was cursed. Finally, a brave old man who had been a fighter in his youth grasped the hilt and claimed the blade as its own. Terrifying beasts sprang at him a moment later, creatures of red mist and fangs and claws. The old man clung to his courage and lay about him with the sword. He grew faster with every monster he killed until finally the clearing was empty. The old man was feasted in the village for days and then set off to live his final years seeking adventure on the road.

STATISTICS:

Equipped abilities: 
– Critical Hit Chance: +5% (with this weapon only)

Combat abilities:
– 15% chance per kill of hasting the wielder for 3 rounds

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 4
Legend tells that this elegant blade appeared at the moment the sun rose over the eastern horizon. As the dawn's rosy light flooded the forest, the blade shimmered into being atop a flat stone. Local foresters, even warriors, were afraid to touch the weapon lest it was cursed. Finally, a brave old man who had been a fighter in his youth grasped the hilt and claimed the blade as its own. Terrifying beasts sprang at him a moment later, creatures of red mist and fangs and claws. The old man clung to his courage and lay about him with the sword. He grew faster with every monster he killed until finally the clearing was empty. The old man was feasted in the village for days and then set off to live his final years seeking adventure on the road.

STATISTICS: 

Equipped abilities: 
- Critical Hit Chance with this weapon: +5%
- When the wearer kills the target; 
  - 16% chance
    - to double movement speed and grants one additional attack per round to the wearer for 3 rounds
    - to immune the wearer to Offensive Spin spell for 3 rounds

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
BDSW1H02
Tongue of Acid +3
This infernal longsword, forged to resemble a devil's tongue, has a blade "sharper than any scream" according to the writing on the hilt. Its edge cuts easily through armor and bone and leaves acid sizzling in the wounds it inflicts. The pain its wounds inflict is so severe that its victims have difficulty functioning, even walking, due to the agony.

STATISTICS:

Combat abilities:
– 10% chance per hit of slowing the target for 3 rounds (Save vs. Spell negates)

THAC0: +3
Damage: 1d8+3, +1d3 (acid)
Damage Type: Slashing
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
This infernal longsword, forged to resemble a devil's tongue, has a blade "sharper than any scream" according to the writing on the hilt. Its edge cuts easily through armor and bone and leaves acid sizzling in the wounds it inflicts. The pain its wounds inflict is so severe that its victims have difficulty functioning, even walking, due to the agony.

STATISTICS: 

Combat abilities: 
- Inflicts 1d4 acid damage to the target
- 11% chance 
  - to inflict a penalty of 4 to the armour class of the target for 3 rounds (not cumulative)
  - to reduce the THAC0 of the target by 4 for 3 rounds (not cumulative)
  - of slowing the target for 3 rounds (save vs. Spells neg.)

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 2
BDSW1H03
Eadro's Blade +1
Legend has it that this elegant curving blade was forged deep beneath the sea by merfolk and its hilt bound in enchanted eelskin. The truth of the matter is more mundane. The blade was crafted in Iriaebor and given to a mercenary commander who protected cargo barges moving up and down the river Chionthar. Still, it is a finely made and serviceable weapon.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. elementals and mephits

Combat abilities:
– A critical hit against an elemental or mephit will instantly banish the creature to its home plane

THAC0: +1, +2 vs. elementals and mephits
Damage: 1d8+1, +2 vs. elementals and mephits
Damage Type: Slashing
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
Legend has it that this elegant curving blade was forged deep beneath the sea by merfolk and its hilt bound in enchanted eelskin. The truth of the matter is more mundane. The blade was crafted in Iriaebor and given to a mercenary commander who protected cargo barges moving up and down the river Chionthar. Still, it is a finely made and serviceable weapon.

STATISTICS: 

Equipped abilities: 
- Enchantment: +2 vs. elementals and the mephits
- Armor Class: +2 vs. mephits
- Armor Class: +2 vs. elementals
- THAC0: +1 vs. elementals and the mephits
- Saving Throws: +2 vs. elementals and the mephits
- On a critical hit caused by this weapon; 
  - Disintegrates the elementals and the mephits
  - Unsummon the elementals and the mephits if it is a summoned creature

Combat abilities: 
- Inflicts 1 slashing damage vs. elementals and the mephits

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 3
BDSW1H04
Bartleby's Wakizashi +1
This wakizashi is finely made, but gaudy false gems have been glued on to its hilt. The weapon was procured by Bartleby, a local thug whose obsession with the continent of Kara-Tur has made him one of the most obnoxious mercenaries in the local taverns. He rambles for hours on how different the foreign culture is to that of the Sword Coast and prides himself on being a "city samurai," a title that is as offensive as it is undeserved.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. slashing attacks (Kensai)

THAC0: +1
Damage: 1d8+1 (piercing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 2
This wakizashi is finely made, but gaudy false gems have been glued on to its hilt. The weapon was procured by Bartleby, a local thug whose obsession with the continent of Kara-Tur has made him one of the most obnoxious mercenaries in the local taverns. He rambles for hours on how different the foreign culture is to that of the Sword Coast and prides himself on being a "city samurai," a title that is as offensive as it is undeserved.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2 vs. slashing attacks (only for Kensai)

THAC0: +1
Damage: 1d8 +1 (Piercing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 5 Strength

Weight: 2
BDSW1H05
Gift of the Demon +5
This onyx blade pulses with a sickly green light. The hilt is carved of bone and the pommel resembles the grinning skull of a gelugon. Demons rarely give gifts to mortals, and those they do always possess some sort of drawback.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

THAC0: +5
Damage: 1d8+5 (slashing)
Speed Factor: 0
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
This onyx blade pulses with a sickly green light. The hilt is carved of bone and the pommel resembles the grinning skull of a gelugon. Demons rarely give gifts to mortals, and those they do always possess some sort of drawback.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell

THAC0: +5
Damage: 1d8 +5 (Slashing)
Speed Factor: 0
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 2
BDSW1H06
Voidsword +3
To all appearances a standard long sword, one standing long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this sword has several voidstone shards worked into the metal of the blade. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this blade.

STATISTICS:

Equipped abilities:
– Strength: -1

Combat abilities:
– The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates)
– Does no damage to undead
– Bonuses to hit and damage based on Strength do not apply to this weapon

THAC0: +3
Damage: 1d8+3 (magic)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
To all appearances a standard long sword, one standing long in its presence will soon discover it is far more than that. Specially made by Jegg Hillcarver of Bridgefort, this sword has several voidstone shards worked into the metal of the blade. A powerful weapon when used against most targets, its one great deficiency is in its utility against the undead. Objects of the Negative Material Plane have no effect on the unliving; neither then does this blade.

STATISTICS: 

Equipped abilities: 
- Strength: -1

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Inflicts 1d8 +3 magic damage to the target (Not effective against undead)
- Reduces the Strength of the target by 1 for 5 rounds (Not effective against créatures possédant une strength inférieure à 2) (save vs. Spells neg.) (Not effective against undead)

THAC0: +3
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 2
BDSW1H07
Pritchard's Family Stiletto +2
This thin, nasty-looking blade was wielded by the gnomish Gardnersonson family in two Dragonspear Wars. Though delicate in appearance and obviously designed for a smaller than human hand, the weapon is extraordinarily effective when turned against ogres, giants, ettins, and other similarly sized creatures.

STATISTICS:

Equipped abilities: 
– Armor Class: +2 vs. giant humanoids

THAC0: +2, +4 vs. giant humanoids
Damage: 1d4+2 (piercing), +4 giant humanoids
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
This thin, nasty-looking blade was wielded by the gnomish Gardnersonson family in two Dragonspear Wars. Though delicate in appearance and obviously designed for a smaller than human hand, the weapon is extraordinarily effective when turned against ogres, giants, ettins, and other similarly sized creatures.

STATISTICS: 

Equipped abilities: 
- Enchantment: +4 vs. giants
- Armor Class: +2 vs. giants
- THAC0: +2 vs. giants
- Saving Throws: +2 vs. giants

Combat abilities: 
- Inflicts 2 fire damage vs. giants

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
BDSW1H08
Dervish Crescent +2
The length of this blade is etched with flames, genies, and whirlwinds. Small glittering particles along its length evoke a sandstorm. The style and quality of the blade indicates it was made in Calimshan.

STATISTICS:

Equipped abilities:
– Movement Speed: +1

Combat abilities:
– 10% chance per kill that the wielder will be affected by Fireshield (Red)

THAC0: +2
Damage: 1d8+2, +1 fire
Damage Type: Slashing
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
The length of this blade is etched with flames, genies, and whirlwinds. Small glittering particles along its length evoke a sandstorm. The style and quality of the blade indicates it was made in Calimshan.

STATISTICS: 

Equipped abilities: 
- Movement rate: +1
- When the wearer kills the target; 11% chance to instantly cast Fireshield (Red) on the wearer (not cumulative)

Combat abilities: 
- Inflicts 1 fire damage to the target

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 3
BDSW1H09
Herdrin's Short Sword +2
The short sword wielded by one-time caravan guard Herdrin, who died in defense of Bridgefort. The sword is of a simple and solid design, a utilitarian blade with a wolf's head carved on the pommel. Herdrin's sword strikes swiftly and keenly and serves its wielder well.

STATISTICS:

Combat abilities:
– Critical Hit Chance: +10% (this weapon)

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 2
The short sword wielded by one-time caravan guard Herdrin, who died in defense of Bridgefort. The sword is of a simple and solid design, a utilitarian blade with a wolf's head carved on the pommel. Herdrin's sword strikes swiftly and keenly and serves its wielder well.

STATISTICS: 

Equipped abilities: 
- Critical Hit Chance with this weapon: +10%

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 4 Strength

Weight: 2
BDSW1H13
Short Sword +2
This short sword has been forged by hands both magical and highly skilled. Neither nicks nor stains mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
This short sword has been forged by hands both magical and highly skilled. Neither nicks nor stains mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 2
BDSW1H14
Fractal Blade +3
A line of diamond-shaped mirrors run up the center of this short sword's blade. The smallest bit of light catches the mirrors, flashing and flickering as the wielder fights. Rumor has it that the blade was constructed by a particularly vain fighter from Sembia who later lost it in a duel. The fighter became distracted by his own reflection in a nearby shop window and failed to parry his opponent's blow.

STATISTICS:

Equipped abilities:
– Whenever the wielder is hit, there is a 10% chance  is surrounded by 3 mirror images for 3 rounds

Combat abilities:
– 50% chance per hit of dispelling all illusionary spells (e.g. Mirror Image or Improved Invisibility) affecting the target

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
A line of diamond-shaped mirrors run up the center of this short sword's blade. The smallest bit of light catches the mirrors, flashing and flickering as the wielder fights. Rumor has it that the blade was constructed by a particularly vain fighter from Sembia who later lost it in a duel. The fighter became distracted by his own reflection in a nearby shop window and failed to parry his opponent's blow.

STATISTICS: 

Equipped abilities: 
- Each time the wearer is hit; 11% chance de créer 3 images miroir sur the wearer for 3 rounds (not cumulative)

Combat abilities: 
- 51% chance to dispel all illusionary protection spells on the target

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 2
BDSW1H20
Ophyllis's Short Sword +2
This much-used but still razor-sharp blade was found in the chest of Ophyllis, a treasurer of the Ducal Palace in Baldur's Gate. While his position ensured that Ophyllis possessed many chests, he only used one to house his lungs, and it was in this particular chest the sword was placed. Ophyllis died an agonized, painful death, but not before he gave the sword to a  to whom he owed a deep personal debt. His mournful voice can still be heard by those who wield the blade.

Equipped abilities:
– Immunity to Command, Greater Command, and Power Word (any)

Combat abilities:
– 20% chance per hit of casting Deafness on the target

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 2
This much-used but still razor-sharp blade was found in the chest of Ophyllis, a treasurer of the Ducal Palace in Baldur's Gate. While his position ensured that Ophyllis possessed many chests, he only used one to house his lungs, and it was in this particular chest the sword was placed. Ophyllis died an agonized, painful death, but not before he gave the sword to a  to whom he owed a deep personal debt. His mournful voice can still be heard by those who wield the blade.

Equipped abilities:
– Immunity to Command, Greater Command, and Power Word (any)

Combat abilities:
– 20% chance per hit of casting Deafness on the target

STATISTICS: 

Equipped abilities: 
- Immunity to Command, Greater Command, Power Word, Blind, Power Word, Kill, Power Word, Silence, Power Word, Sleep and Power Word, Stun spells

Combat abilities: 
- 21% chance to instantly cast Deafness on the target

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 4 Strength

Weight: 2
BDSW1H21
Vexation +2
This blade appears smooth and whole at first glance, but on closer examination, its surface is made of thousands of tiny overlapping scales. When the sword is used to stab a target unawares, scales break off and lodge in the wound, irritating the victim and draining their strength.

STATISTICS:

Combat abilities:
– Inflicts 2 points of bleeding damage per hit (one point per round)
– Drains 2 points of Strength from the target and transfers them to the wielder for 5 rounds when a successful backstab is performed (non-cumulative)

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 2
This blade appears smooth and whole at first glance, but on closer examination, its surface is made of thousands of tiny overlapping scales. When the sword is used to stab a target unawares, scales break off and lodge in the wound, irritating the victim and draining their strength.

STATISTICS: 

Equipped abilities: 
- With every sneak attack; 
  - Strength: +2 for 5 rounds (not cumulative)
  - Reduces the Strength of the target by 2 for 5 rounds (not cumulative)

Combat abilities: 
- Inflicts 1 piercing damage to the target every round for 2 rounds (Not effective against undead, the golems, the elementals, the slimes, the mists, the plants and the spirits)

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 4 Strength

Weight: 2
BDSW1H22
Severance +2
Anyone who draws this well-balanced blade feels a surge of vitality in their body. The sword was originally wielded by a fighter who found the bloody business of war exhausting. He hated to make his enemies suffer and trained to be a better warrior solely so he could end battles quickly. With this enchanted blade, he destroyed his enemies with speedy precision, not leaving them to linger on the battlefield. When death finally came for him in a duel, he was reported to have said, "At last," with a sigh of relief before he expired.

STATISTICS:

Equipped abilities:
– Hit Points: +5

Combat abilities:
– 15% chance per hit of draining 1d4 Hit Points from the target and transferring them to the wielder. This will not heal beyond the wielder's maximum. Does not affect undead, constructs, and extraplanar creatures.

THAC0: +2
Damage: 2d4+2 (slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
Anyone who draws this well-balanced blade feels a surge of vitality in their body. The sword was originally wielded by a fighter who found the bloody business of war exhausting. He hated to make his enemies suffer and trained to be a better warrior solely so he could end battles quickly. With this enchanted blade, he destroyed his enemies with speedy precision, not leaving them to linger on the battlefield. When death finally came for him in a duel, he was reported to have said, "At last," with a sigh of relief before he expired.

STATISTICS: 

Equipped abilities: 
- Maximum hit points: +5

Combat abilities: 
- 16% chance to instantly cast Drain Life on the target

THAC0: +2
Damage: 2d4 +2 (Slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 7
BDSW1H23
Scimitar +2
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 4
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 4
BDSW1H24
Short Sword +2
The term "short sword" does not exist in sword classifications, but has come to describe the earliest type of sword, a double-edged blade about two feet in length. There are etched runes on the surface of this weapon that glow during combat, indicating it has undergone some form of enchantment, but no identifying marks can be recognized.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
The term "short sword" does not exist in sword classifications, but has come to describe the earliest type of sword, a double-edged blade about two feet in length. There are etched runes on the surface of this weapon that glow during combat, indicating it has undergone some form of enchantment, but no identifying marks can be recognized.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 2
BDSW1H25
Spell Breaker +2
Power can corrupt even the noblest of mages, and the long-lived elves of Faerûn have seen what devastating consequences can occur when a mage loses control. This elegant longsword, its silver hilt decorated with clear blue gems, was crafted to deal with arcane spellcasters who have abused their gift. The sword assists any hunter who tracks down out-of-control mages, and has particular potency in the hands of wizard slayers or inquisitors.

STATISTICS:

Equipped abilities: 
– Save vs. Spell: +4 (Wizard Slayers and Inquisitors), +2 (others)

Combat abilities:
– On a critical hit, the target is affected by Dispel Magic

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
Power can corrupt even the noblest of mages, and the long-lived elves of Faerûn have seen what devastating consequences can occur when a mage loses control. This elegant longsword, its silver hilt decorated with clear blue gems, was crafted to deal with arcane spellcasters who have abused their gift. The sword assists any hunter who tracks down out-of-control mages, and has particular potency in the hands of wizard slayers or inquisitors.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +2 vs. Spells (only for Wizard Slayer and the Inquisitor)
- Saving Throws: +2 vs. Spells
- On a critical hit caused by this weapon; Removes all magical effects from the target

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 3
BDSW1HCA
Aster's Edge +3
Legend tells that a powerful angelic being gifted this blade to a member of the Order of the Aster long ago. Details of the legend have been lost over time, but many believe the sword was a reward for slaying a monstrous fiend, perhaps even a balor. Delicate etchings of asters decorate the blade, which glows with a silver-blue flame when drawn.

STATISTICS:

Equipped abilities:
– Magic Resistance: +30%

THAC0: +3
Damage: 1d8+3, +2 extra vs. fiends
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 5 Strength

Weight: 2
Legend tells that a powerful angelic being gifted this blade to a member of the Order of the Aster long ago. Details of the legend have been lost over time, but many believe the sword was a reward for slaying a monstrous fiend, perhaps even a balor. Delicate etchings of asters decorate the blade, which glows with a silver-blue flame when drawn.

STATISTICS: 

Equipped abilities: 
- Magic Resistance: +30%

Combat abilities: 
- Inflicts 2 slashing damage vs. demons

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 2
BDSW1HX5
Gift of the Demon +1
This onyx blade pulses with a sickly green light. The hilt is carved of bone and the pommel resembles the grinning skull of a gelugon. The blade has snapped in half, leaving the sword disappointingly less powerful than it was before. Demonic gifts come with a catch, and this one has just revealed itself.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2
This onyx blade pulses with a sickly green light. The hilt is carved of bone and the pommel resembles the grinning skull of a gelugon. The blade has snapped in half, leaving the sword disappointingly less powerful than it was before. Demonic gifts come with a catch, and this one has just revealed itself.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 2
BDSW2H01
Dragon Blade +3
A silver dragon with sapphire eyes curls around the hilt of this powerful two-handed sword. It is said that a legendary Rashemi warrior was given the sword for demonstrating exceptional valor in battle where he fought side by side with a silver dragon but the details of the tale have been lost to time. 

STATISTICS:

Equipped abilities:
– While enraged, the chance to score a critical hit is increased by 10% (Berserkers, Barbarians, and Rashemi warriors)

Combat abilities:
– Deals an extra 2d4 points of cold damage and slows the target for 1 round (no save) on a critical hit

THAC0: +3
Damage: 1d10+3, +1 cold
Damage Type: Slashing
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 9
A silver dragon with sapphire eyes curls around the hilt of this powerful two-handed sword. It is said that a legendary Rashemi warrior was given the sword for demonstrating exceptional valor in battle where he fought side by side with a silver dragon but the details of the tale have been lost to time. 

STATISTICS: 

Equipped abilities: 
- In every round where the wearer is affected by la folie du berserker; Critical Hit Chance: +10% for 2 turns
- On a critical hit caused by this weapon; 
  - Inflicts 2d4 cold damage to the target
  - Slows the target for 1 round

Combat abilities: 
- Inflicts 1 cold damage to the target

THAC0: +3
Damage: 1d10 +3 (Slashing)
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 9
BDSW2H02
Sword of Troll Decapitation +1
Runes along the length of this powerful blade spell ""death to trolls"" in multiple languages. A green gem set in the weapon's hilt glows with a pale green light. Legend tells that the famous dwarf Durlag Trollkiller used this sword in his adventuring days, but lost it during a particularly brutal fight in the Troll Hills.

Despite the item's name, it does not actually decapitate trolls. A rumor sprung up regarding its powers and despite evidence to the contrary, the sword has never shaken the nickname.

STATISTICS:

Combat abilities:
– On a critical hit against a troll, the wearer gains +1 to Strength for 1 turn (non-cumulative)

THAC0: +1, +3 vs. trolls
Damage: 1d10+1, +2 fire vs. trolls
Damage Type: Slashing
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 12
Runes along the length of this powerful blade spell ""death to trolls"" in multiple languages. A green gem set in the weapon's hilt glows with a pale green light. Legend tells that the famous dwarf Durlag Trollkiller used this sword in his adventuring days, but lost it during a particularly brutal fight in the Troll Hills.

Despite the item's name, it does not actually decapitate trolls. A rumor sprung up regarding its powers and despite evidence to the contrary, the sword has never shaken the nickname.

STATISTICS: 

Equipped abilities: 
- Enchantment: +3 vs. trolls
- THAC0: +2 vs. trolls
- On a critical hit caused by this weapon; If the target fait partie des trolls; Strength: +1 for 1 turn (not cumulative)

Combat abilities: 
- Inflicts 2 fire damage vs. trolls

THAC0: +1
Damage: 1d10 +1 (Slashing)
Speed Factor: 9
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 12
BDSW2H03
Sword of Ruin +2
This wide, heavy blade gives way to jagged teeth near its tip, a serrated edge designed to rip and tear flesh. Little is known of the blade's origin, but the elaborate grip marked with worn runes hints that it may have been crafted in ancient Unther.

STATISTICS:

Equipped abilities:
– Critical Hit Chance: +5%

Combat abilities:
– Deals an extra 2d4 points of slashing damage on a critical hit

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
This wide, heavy blade gives way to jagged teeth near its tip, a serrated edge designed to rip and tear flesh. Little is known of the blade's origin, but the elaborate grip marked with worn runes hints that it may have been crafted in ancient Unther.

STATISTICS: 

Equipped abilities: 
- Critical Hit Chance with this weapon: +5%
- On a critical hit caused by this weapon; Inflicts 2d4 slashing damage to the target

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 8
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 10
BDURE2A
Letter
(This note has been carefully folded into a perfect square. The letter has neither a greeting nor a signature.)

's travels provide an opportunity to carry out one of the tests I had in mind. Hire a band of mercenaries and pit them against . Your hirelings will likely perish in the attempt, but you seem to have an uncanny aptitude for cheating death. Assess the Bhaalspawn's strengths and weaknesses carefully and send your report in care of my contact in Athkatla. Do not disappoint me again, my shadowed minion. You know the price of failure.
(This note has been carefully folded into a perfect square. The letter has neither a greeting nor a signature.)

's travels provide an opportunity to carry out one of the tests I had in mind. Hire a band of mercenaries and pit them against . Your hirelings will likely perish in the attempt, but you seem to have an uncanny aptitude for cheating death. Assess the Bhaalspawn's strengths and weaknesses carefully and send your report in care of my contact in Athkatla. Do not disappoint me again, my shadowed minion. You know the price of failure.

STATISTICS: 

Weight: 0
BDURE3A
Letter
Valeriss,

Our scouts espied the Exile near Boareskyr Bridge. Do not allow him to escape the justice he merits. Our queen is merciful, but you and I both know that he has fallen too far to be saved. You are the strongest of our mages—use the power at your disposal. We must ensure the safety of Suldanessellar at any cost.
Valeriss,

Our scouts espied the Exile near Boareskyr Bridge. Do not allow him to escape the justice he merits. Our queen is merciful, but you and I both know that he has fallen too far to be saved. You are the strongest of our mages—use the power at your disposal. We must ensure the safety of Suldanessellar at any cost.

STATISTICS: 

Weight: 0
BDWAND01
Wand of Water Elemental Summoning
Seaweed strands wrap around this coral-encrusted wand. When a charge is expended, a water elemental appears to do its summoner's bidding.

STATISTICS:

Charge abilities:
– Summon lesser water elemental
  Range: 20 ft.
  Duration: 1 turn

Requires:
 9 Intelligence

Weight: 1
Seaweed strands wrap around this coral-encrusted wand. When a charge is expended, a water elemental appears to do its summoner's bidding.

STATISTICS: 

Charge abilities: 
- Summon 1 creature (Lesser Water Elemental) for 1 turn (5 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
BDXBOW01
Astral Crossbow +2
The silvery string of this elegant weapon gleams like the silver strings connecting Astral Travelers to their bodies. Legends speak of a deva who crafted this weapon out of bits of soul from astral travelers, willingly given to the deva to forge a weapon of good. The deva passed the crossbow down to a champion of good on the mortal Plane, who wielded it for many years before falling under a glabrezu's claws.

STATISTICS:

Combat abilities: 
– On a critical hit, the target falls to the ground rendered unconscious for 1 round (no save) as they are stricken with a vision of their soul leaving their body.

THAC0: +2, +4 vs. evil creatures
Damage: +2 (missile), +4 vs. evil creatures
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
The silvery string of this elegant weapon gleams like the silver strings connecting Astral Travelers to their bodies. Legends speak of a deva who crafted this weapon out of bits of soul from astral travelers, willingly given to the deva to forge a weapon of good. The deva passed the crossbow down to a champion of good on the mortal Plane, who wielded it for many years before falling under a glabrezu's claws.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1
- THAC0: +2 vs. evil creatures
- On a critical hit caused by this weapon; Renders the target unconscious for 1 round

Combat abilities: 
- Inflicts 2 missile damage vs. evil creatures

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 8 Strength

Weight: 6
BDXBOW02
Harold +2
When Fitzallus the Footpad, a Sembian bard, had this heavy crossbow commissioned, he talked endlessly about how incredible the weapon would be. His friends teased him that the crossbow was his new "best friend" and that he should name it. Finally, the crossbow was ready, and Fitzallus strode into the tavern with the gleaming weapon and proudly introduced it as "Harold." Fitzallus died during a burglary several months later, and though his will specified he be buried with Harold, the crossbow vanished before the ceremony.

STATISTICS:

Combat abilities:
– 15% chance per hit of casting Doom on the target

THAC0: +2
Damage: +4 (missile)
Speed Factor: 8
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 11
When Fitzallus the Footpad, a Sembian bard, had this heavy crossbow commissioned, he talked endlessly about how incredible the weapon would be. His friends teased him that the crossbow was his new "best friend" and that he should name it. Finally, the crossbow was ready, and Fitzallus strode into the tavern with the gleaming weapon and proudly introduced it as "Harold." Fitzallus died during a burglary several months later, and though his will specified he be buried with Harold, the crossbow vanished before the ceremony.

STATISTICS: 

Combat abilities: 
- 16% chance 
  - to reduce the THAC0 of the target by 2 for 1 turn (not cumulative)
  - to reduce save vs. all of the target by 2 for 1 turn (not cumulative)

THAC0: +2
Damage: +4 (Missile)
Speed Factor: 8
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 12 Strength

Weight: 11
BELT01
Girdle
Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. 

STATISTICS:

Weight: 2
Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. 

STATISTICS: 

Weight: 2
BELT02
Golden Girdle of Urnst
Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type.

STATISTICS:

Equipped abilities:
– Armor Class: +3 vs. slashing attacks

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +3 vs. slashing attacks

Weight: 2
BELT03
Destroyer of the Hills
Girdle of Bluntness: Destroyer of the Hills
Having lost friends and loved ones to a series of raids by hill giants, Garrar the Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single-handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands—lands that lacked a similar champion and did not fare as well.

STATISTICS:

Equipped abilities:
– Armor Class: +4 vs. crushing attacks

Weight: 2
Girdle of Bluntness: Destroyer of the Hills
Having lost friends and loved ones to a series of raids by hill giants, Garrar the Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single-handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands—lands that lacked a similar champion and did not fare as well.

STATISTICS: 

Equipped abilities: 
- Armor Class: +4 vs. crushing attacks

Weight: 2
BELT04
Elves' Bane
Girdle of Piercing: Elves' Bane
An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance, he continually used the wood to escape the law—and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit traps and starvation proved a slower, but effective, substitution.

STATISTICS:

Equipped abilities:
– Armor Class: +3 vs. missile and piercing attacks

Weight: 2
Girdle of Piercing: Elves' Bane
An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance, he continually used the wood to escape the law—and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit traps and starvation proved a slower, but effective, substitution.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3 vs. piercing and missile attacks

Weight: 2
BELT05
Girdle of Masculinity/Femininity
The cursed Girdle of Femininity and Masculinity, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover.

STATISTICS:

Equipped abilities:
– Changes the wearer's gender
– May only be removed with a Remove Curse spell

Weight: 2
The cursed Girdle of Femininity and Masculinity, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Changes the gender of the wearer

Weight: 2
BELT06
Girdle of Hill Giant Strength
This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason.

STATISTICS:

Equipped abilities:
– Strength: 19

Weight: 2
This plain belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason.

STATISTICS: 

Equipped abilities: 
- Strength: Set to 19

Weight: 2
BELT07
Girdle of Stone Giant Strength
As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den, the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock-throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away.

STATISTICS:

Equipped abilities:
– Strength: 20

Weight: 2
As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his family was slain. However, en route to their den, the kobolds surprised a family of stone giants. These giants rescued Stewart and raised him as their own. It soon became apparent that the boy, no matter how hard he tried, could not compete in the family rock-throwing contests. The stone giant father bartered with a local wizard for this girdle, which made Stewart as strong as his brothers and sisters. When Stewart met an untimely end, the girdle was stolen away.

STATISTICS: 

Equipped abilities: 
- Strength: Set to 20

Weight: 2
BELT10
Belt of Inertial Barrier
When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier, provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon.

STATISTICS:

Equipped abilities:
– Save vs. Breath: +5
– Resistance to Missile Damage: +25%
– Resistance to Magic Damage: +50%

Weight: 2
When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier, provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +5 vs. Breath
- Magic Damage Resistance: +50%
- Missile Damage Resistance: +25%

Weight: 2
BELT15
Big-Fisted Belt
Cursed Girdle of Hill Giant Strength: Big-Fisted Belt
A fist-shaped brass buckle secures this belt of thick elk hide. The old bloodstains on the leather hint at unspeakable carnage, but the misspelled graffiti scratched into its surface suggests that the girdle's former owners were none too bright.

STATISTICS:

Equipped abilities:
– Strength: 19
– Intelligence: 6
– May only be removed by a Remove Curse spell

Weight: 2
Cursed Girdle of Hill Giant Strength: Big-Fisted Belt
A fist-shaped brass buckle secures this belt of thick elk hide. The old bloodstains on the leather hint at unspeakable carnage, but the misspelled graffiti scratched into its surface suggests that the girdle's former owners were none too bright.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Strength: Set to 19
- Intelligence: Set to 6

Weight: 2
BELT16
Belt of Antipode
Trimmed in the fur of a polar bear, this sturdy belt is tooled with images of blue moons and white ice floes. The wearer is immune to all cold-based effects but suffers double any fire damage.

STATISTICS:

Equipped abilities:
– Cold Resistance: +100%
– Doubles all fire-based damage taken

Weight: 2
Trimmed in the fur of a polar bear, this sturdy belt is tooled with images of blue moons and white ice floes. The wearer is immune to all cold-based effects but suffers double any fire damage.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: -100%
- Cold Resistance: +100%

Weight: 2
BLUN01
Club
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people 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 (crushing)
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people 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 (Crushing)
Speed Factor: 4
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BLUN02
Flail
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 15
BLUN02Q
Quality Flail
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

STATISTICS: 

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 15
BLUN03
Flail +1
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder.

STATISTICS:

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 13
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: 

THAC0: +1
Damage: 1d6 +2 (Crushing)
Speed Factor: 6
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 13
BLUN04
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 10
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 10
BLUN04Q
Quality 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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 10
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS: 

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 10
BLUN05
Mace +1
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light as it sits atop a polished oak shaft.

STATISTICS:

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
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: 

THAC0: +1
Damage: 1d6 +2 (Crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 8
BLUN06
Morning Star
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS:

Damage: 2d4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 12
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS: 

Combat abilities: 
- 2% chance to create 1 "Broken Weapon" in the wearer's inventory (Effective during the iron crisis)

Damage: 2d4 (Crushing)
Speed Factor: 7
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 12
BLUN06Q
Quality Morning Star
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS:

Damage: 2d4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 12
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS: 

Damage: 2d4 (Crushing)
Speed Factor: 7
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 12
BLUN07
Morning Star +1
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold.

STATISTICS:

THAC0: +1
Damage: 2d4+1 (crushing)
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 10
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold.

STATISTICS: 

THAC0: +1
Damage: 2d4 +1 (Crushing)
Speed Factor: 6
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 10
BLUN09
Kiel's Morning Star +3
This is the morning star of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted.

STATISTICS:

Special:
– Causes the wielder to go berserk
– May only be removed with a Remove Curse spell

THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 10 Strength

Weight: 10
This is the morning star of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- In combat; Causes the wearer to go berserk

THAC0: +3
Damage: 2d4 +3 (Crushing)
Speed Factor: 4
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 10 Strength

Weight: 10
BLUN10
The Root of the Problem +1
This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims of this age were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers.

STATISTICS:

THAC0: +1, +3 vs. unnatural creatures
Damage: 1d6+1, +3 vs. unnatural creatures
Damage type: Crushing
Speed Factor: 3
Proficiency Type: Club
Type: One-handed
Requires:
 3 Strength

Weight: 3
This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims of this age were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers.

STATISTICS: 

Equipped abilities: 
- Enchantment: +3 vs. undead, the monsters and the giants
- THAC0: +2 vs. giants, the monsters and the undead

Combat abilities: 
- Inflicts 2 crushing damage vs. undead, the monsters and the giants

THAC0: +1
Damage: 1d6 +1 (Crushing)
Speed Factor: 3
Proficiency Type: Club
Type: One-Handed

Requires: 
- 3 Strength

Weight: 3
BLUN11
Krotan's Skullcrusher +2
Even the hordes have their heroes, and while they are vilified in civilized company, their deeds are sometimes impressive nonetheless. Krotan was an exceptionally intelligent orc, as far as orcs go, who commanded an ever-shifting legion of ogres, orcs, hobgoblins, and other assorted beasties during the Year of the Lost Lady, 1241 DR. It was in this year that a group of orc bandits allegedly kidnapped and killed a Tethyrian noblewoman, and the response from authorities was a genocidal slaughter of orcs throughout the south in her memory. Krotan mounted a defense that ensured his people were not entirely destroyed; though they were displaced. Krotan himself fell near the end of the conflict, and his head was mounted outside the graveyard where the young lady was buried. As a point of interest, orcs called this time the "Year of Pushing Too Far."

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 7
Even the hordes have their heroes, and while they are vilified in civilized company, their deeds are sometimes impressive nonetheless. Krotan was an exceptionally intelligent orc, as far as orcs go, who commanded an ever-shifting legion of ogres, orcs, hobgoblins, and other assorted beasties during the Year of the Lost Lady, 1241 DR. It was in this year that a group of orc bandits allegedly kidnapped and killed a Tethyrian noblewoman, and the response from authorities was a genocidal slaughter of orcs throughout the south in her memory. Krotan mounted a defense that ensured his people were not entirely destroyed; though they were displaced. Krotan himself fell near the end of the conflict, and his head was mounted outside the graveyard where the young lady was buried. As a point of interest, orcs called this time the "Year of Pushing Too Far."

STATISTICS: 

THAC0: +2
Damage: 1d6 +3 (Crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
BLUN13
Flail +2
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced.

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 12
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced.

STATISTICS: 

THAC0: +2
Damage: 1d6 +3 (Crushing)
Speed Factor: 5
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 12
BLUN15
Morning Star +2
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind.

STATISTICS:

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 9
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind.

STATISTICS: 

THAC0: +2
Damage: 2d4 +2 (Crushing)
Speed Factor: 5
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 9
BLUN21
Mace +2
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of  hand.

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 7
The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of  hand.

STATISTICS: 

THAC0: +2
Damage: 1d6 +3 (Crushing)
Speed Factor: 5
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
BLUN36
Club +1
From chair legs to felled trees, clubs are the universal weapons of everyone from tavern brawlers to hill giants. A little extra weight, maybe a spike or two, and a little enchantment never hurt. Which is to say, it always hurts.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
From chair legs to felled trees, clubs are the universal weapons of everyone from tavern brawlers to hill giants. A little extra weight, maybe a spike or two, and a little enchantment never hurt. Which is to say, it always hurts.

STATISTICS: 

THAC0: +1
Damage: 1d6 +1 (Crushing)
Speed Factor: 3
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BLUN37
Mighty Oak +2
Fashioned from the hardest old oak from the High Forest, this gnarled cudgel can fell an adult grizzly when wielded by a skilled warrior.

STATISTICS:

THAC0: +2 
Damage: 1d6+2 (crushing) 
Speed Factor: 2 
Proficiency Type: Club 
Type: One-handed 
Requires: 
5 Strength

Weight: 3
Fashioned from the hardest old oak from the High Forest, this gnarled cudgel can fell an adult grizzly when wielded by a skilled warrior.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Crushing)
Speed Factor: 2
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BLUN38
Night Club +1
This darkwood shaft surrounds a core of lead, giving it both stealth and heft. Its enchantment connects the club to the Shadow Weave, lending it greater power under cloak of night.

STATISTICS:

THAC0: +1, +2 at night
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
This darkwood shaft surrounds a core of lead, giving it both stealth and heft. Its enchantment connects the club to the Shadow Weave, lending it greater power under cloak of night.

STATISTICS: 

Equipped abilities: 
- At nightfall; THAC0: +1

Enchantment: +2
THAC0: +1
Damage: 1d6 +1 (Crushing)
Speed Factor: 3
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BLUN39
The Thresher +2
With one rod of steel and another of bronze, this double-headed flail metes out punishment right and left. The weapon's carved wooden haft depicts scenes of battle in which champions of Helm, each wielding an identical flail, wade through a field of orcs, threshing them like so much wheat.

STATISTICS:

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 5
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 13
With one rod of steel and another of bronze, this double-headed flail metes out punishment right and left. The weapon's carved wooden haft depicts scenes of battle in which champions of Helm, each wielding an identical flail, wade through a field of orcs, threshing them like so much wheat.

STATISTICS: 

THAC0: +2
Damage: 1d6 +3 (Crushing)
Speed Factor: 5
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 13
BLUN40
Chanserv's Fish +2
Those who claim something is better than a slap in the face with a wet fish never took a frozen fish to the noggin. This hefty halibut packs a wallop with a chill worthy of the North Wind.

STATISTICS:

THAC0: +2
Damage: 1d6+2, +1d4 cold damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
Those who claim something is better than a slap in the face with a wet fish never took a frozen fish to the noggin. This hefty halibut packs a wallop with a chill worthy of the North Wind.

STATISTICS: 

Combat abilities: 
- Inflicts 1d4 cold damage to the target

THAC0: +2
Damage: 1d6 +2 (Crushing)
Speed Factor: 2
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
BLUN41
The Stupefier +1
Mace of Stunning: The Stupefier
This mace isn't just sleek and elegant, it's stunning. With a shot to just the right spot, it can render a foe completely paralytic.

STATISTICS:

Combat abilities:
– 10% chance per hit of stunning target for 1 round (Save vs. Spell negates)

THAC0: +1
Damage: 1d6+2 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 8
Mace of Stunning: The Stupefier
This mace isn't just sleek and elegant, it's stunning. With a shot to just the right spot, it can render a foe completely paralytic.

STATISTICS: 

Combat abilities: 
- 11% chance to stun the target for 1 round (save vs. Spells neg.)

THAC0: +1
Damage: 1d6 +2 (Crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 8
BOLT01
Bolt
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size.

STATISTICS:

Damage: 1d8 (missile)
Launcher: Crossbow

Weight: 0
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size.

STATISTICS: 

Damage: 1d8 (Missile)
Launcher: Crossbow

Weight: 0
BOLT02
Bolt +1
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (missile)
Launcher: Crossbow

Weight: 0
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: 

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
BOLT03
Bolt of Lightning
This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target, leaving behind an electrical sulfuric smell. As it hits, there is a crackle as the energy stored is released into the target's wound.

STATISTICS:

Damage: 1d8, +4d4 electrical damage (Save vs. Breath for half)
Damage type: Missile
Launcher: Crossbow

Weight: 0
This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target, leaving behind an electrical sulfuric smell. As it hits, there is a crackle as the energy stored is released into the target's wound.

STATISTICS: 

Combat abilities: 
- Inflicts 4d4 electrical damage to the target (save vs. Breath half)

Damage: 1d8 (Missile)
Launcher: Crossbow

Weight: 0
BOLT04
Bolt of Biting
This bolt was designed as a deadly complement to the crossbow. Poison smeared on its barbed tip infiltrates the bloodstream of its victims, causing agony and often death. 

STATISTICS:

Combat abilities:
– Target must save vs. Death or take 30 points of poison damage in 15 seconds

Damage: 1d8 (missile)
Launcher: Crossbow

Weight: 0
This bolt was designed as a deadly complement to the crossbow. Poison smeared on its barbed tip infiltrates the bloodstream of its victims, causing agony and often death. 

STATISTICS: 

Combat abilities: 
- Poisons the target, inflicting 2 damages per second for 15 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)

Damage: 1d8 (Missile)
Launcher: Crossbow

Weight: 0
BOLT05
Bolt of Polymorphing
This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a Save vs. Polymorph or be transformed into a squirrel.

STATISTICS:

Combat abilities:
– Target must save vs. Polymorph or be turned into a squirrel permanently

Damage: 1d8 (missile)
Launcher: Crossbow

Weight: 0
This bolt has been enchanted with powerful magic, glowing slightly with almost a green inner light. If the bolt finds its target once it is fired, the target must make a Save vs. Polymorph or be transformed into a squirrel.

STATISTICS: 

Combat abilities: 
- Transform the target into Squirrel for 1000 hours (save vs. Petrification/Polymorph neg.)
- Armor Class of the target: Set to 10 for 1000 hours (save vs. Petrification/Polymorph neg.)

Damage: 1d8 (Missile)
Launcher: Crossbow

Weight: 0
BOLT06
Bolt +2
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (missile)
Launcher: Crossbow

Weight: 0
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Missile)
Launcher: Crossbow

Weight: 0
BOOT01
The Paws of the Cheetah
Boots of Speed: The Paws of the Cheetah
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!"

STATISTICS:

Equipped abilities:
– Doubles movement rate

Weight: 4
Boots of Speed: The Paws of the Cheetah
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims, "You can hide, but you cannot run!"

STATISTICS: 

Equipped abilities: 
- Movement rate: +100%

Weight: 4
BOOT02
Worn Whispers
Boots of Stealth: Worn Whispers
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS:

Equipped abilities:
– Move Silently: +20%
– Hide In Shadows: +15%

Weight: 4
Boots of Stealth: Worn Whispers
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS: 

Equipped abilities: 
- Hide in Shadows: +15%
- Move Silently: +20%

Weight: 4
BOOT02ZH
Worn Whispers
Boots of Stealth: Worn Whispers
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS:

Equipped abilities:
– Move Silently: +20%
– Hide In Shadows: +15%

Weight: 4
Boots of Stealth: Worn Whispers
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS: 

Equipped abilities: 
- Hide in Shadows: +15%
- Move Silently: +20%

Weight: 4
BOOT03
The Frost's Embrace
Boots of the North: The Frost's Embrace
Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, goddess of winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted Boots of the North. With them, he crossed the ice land in pursuit of his would-be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again.

STATISTICS:

Equipped abilities:
– Cold Resistance: +50%

Weight: 4
Boots of the North: The Frost's Embrace
Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, goddess of winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted Boots of the North. With them, he crossed the ice land in pursuit of his would-be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again.

STATISTICS: 

Equipped abilities: 
- Cold Resistance: +50%

Weight: 4
BOOT04
Senses of the Cat
Boots of Avoidance: Senses of the Cat 
The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy who had tired of suffering "accidents" at the hands of his inexperienced students.

STATISTICS:

Equipped abilities: 
– Armor Class: +5 vs. missile attacks

Weight: 4
Boots of Avoidance: Senses of the Cat 
The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy who had tired of suffering "accidents" at the hands of his inexperienced students.

STATISTICS: 

Equipped abilities: 
- Armor Class: +5 vs. missile attacks

Weight: 4
BOOT05
Talos's Gift
Boots of Grounding: Talos's Gift
Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. 

STATISTICS:

Equipped abilities:
– Electrical Resistance: +50%

Weight: 4
Boots of Grounding: Talos's Gift
Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage. 

STATISTICS: 

Equipped abilities: 
- Electric Resistance: +50%

Weight: 4
BOOT06
Worn-out Boots
Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS:

Weight: 4
Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS: 

Weight: 4
BOOT08
Boots of Phasing
This item is cursed and can only be removed with a Remove Curse spell. Whether by mistake or malicious purposes, the creator of these boots enchanted them with dangerous magic. The wearer of the boots is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase, the wearer receives a +2 bonus to Armor Class.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Wearer phases to a random enemy every 2 rounds (when an enemy is within sight)
– May only be removed with the Remove Curse spell

Weight: 3
This item is cursed and can only be removed with a Remove Curse spell. Whether by mistake or malicious purposes, the creator of these boots enchanted them with dangerous magic. The wearer of the boots is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase, the wearer receives a +2 bonus to Armor Class.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Armor Class: +2
- Every 3 seconds; Randomly teleports the wearer to an enemy in visual range

Weight: 3
BOOT11
Boots of Etherealness
Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover, so that she could join him for a tryst. Others simply point out that the boots are useful for any Mage to become intangible to attacks while devastating an opponent with offensive magic.

STATISTICS:

Charge abilities :
– Etherealness: These boots can make a wearer ethereal for 5 rounds once per day. This makes the wearer immune to normal weapons. Spells may still be cast, and weapons may still be used.

Weight: 3
Why these boots were ever made has long been the subject of speculation among the sages of Candlekeep. Some suggest that a certain noblewoman was gifted them by an ethereal lover, so that she could join him for a tryst. Others simply point out that the boots are useful for any Mage to become intangible to attacks while devastating an opponent with offensive magic.

STATISTICS: 

Charge abilities: 
- Immunity to normal weapons for 5 rounds (1x per day)

Weight: 3
BOOT12
Gargoyle Boots
Legend holds that the Mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate.

STATISTICS:

Equipped abilities:
– Immunity to backstab

Special:
– Stoneskin twice per day
  Special: 2 skins
  Duration: 12 hours

Weight: 1
Legend holds that the Mage who created this magical footwear trapped the spirit of an actual gargoyle within these boots. Unfortunately, they couldn't protect the nameless wizard from the vengeance of the gargoyle's mate.

STATISTICS: 

Equipped abilities: 
- Immunity to backstab

Charge abilities: 
- Creates 2 stone skins for 12 hours (2x per day)

Weight: 1
BOW01
Composite Longbow
Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow.

STATISTICS:

THAC0: +1
Damage: +2
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 10
Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +1
Damage: +2 (Missile)
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 18 Strength

Weight: 10
BOW02
Composite Longbow +1
Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow.

STATISTICS:

THAC0: +2
Damage: +3
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 9
Composite bows are longbows or shortbows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. These were developed after the normal longbow.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Enchantment: +1
THAC0: +2
Damage: +3 (Missile)
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 18 Strength

Weight: 9
BOW03
Longbow
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor.

STATISTICS:

THAC0: +1
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +1
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 3
BOW04
Longbow +1
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. This one has been enhanced with magical properties, giving it an air of perfection.

STATISTICS:

THAC0: +2
Damage: +1
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. This one has been enhanced with magical properties, giving it an air of perfection.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Enchantment: +1
THAC0: +2
Damage: +1 (Missile)
Speed Factor: 6
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 3
BOW05
Shortbow
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five 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:

Speed Factor: 6
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five 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: 

Equipped abilities: 
- Attacks per round: Set to 2

Speed Factor: 6
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 2
BOW06
Shortbow +1
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This is a magical shortbow, giving the user an additional +1 to hit and damage.

STATISTICS:

THAC0: +1
Damage: +1
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This is a magical shortbow, giving the user an additional +1 to hit and damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +1
Damage: +1 (Missile)
Speed Factor: 5
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 2
BOW07
The Dead Shot +2
Longbow of Marksmanship: The Dead Shot
Driven by years of rivalry, the dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest, he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment, Edwall's head did much the same.

STATISTICS:

THAC0: +3
Damage: +2
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Longbow of Marksmanship: The Dead Shot
Driven by years of rivalry, the dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest, he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment, Edwall's head did much the same.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Enchantment: +2
THAC0: +3
Damage: +2 (Missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 2
BOW08
Protector of the Dryads +2
Eagle Bow: Protector of the Dryads 
In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try to cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after!

STATISTICS:

THAC0: +2
Damage: +2
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Eagle Bow: Protector of the Dryads 
In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try to cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after!

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 2
BOW16
Composite Longbow +2
This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use.

STATISTICS:

THAC0: +3
Damage: +4
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 18 Strength

Weight: 8
This longbow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a Strength of 18 to use.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Enchantment: +2
THAC0: +3
Damage: +4 (Missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 18 Strength

Weight: 8
BOW17
Longbow +2
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

STATISTICS:

THAC0: +3
Damage: +2
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Enchantment: +2
THAC0: +3
Damage: +2 (Missile)
Speed Factor: 5
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 3
BOW18
Shortbow +2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow.

STATISTICS:

THAC0: +2
Damage: +2
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 3 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. This shortbow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 3 Strength

Weight: 2
BPNOTE1
Note from Krancor
To Aluend the Illusionist,

Happy Birthday!

From,
Krancor
To Aluend the Illusionist,

Happy Birthday!

From,
Krancor

STATISTICS: 

Weight: 0
BRAC01
Bracers of Defense AC 8
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. 

STATISTICS:

Equipped abilities:
– Armor Class: 8

Weight: 2
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. 

STATISTICS: 

Equipped abilities: 
- Base Armor Class: 8

Weight: 2
BRAC02
Bracers of Defense AC 7
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

STATISTICS:

Equipped abilities:
– Armor Class: 7

Weight: 2
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

STATISTICS: 

Equipped abilities: 
- Base Armor Class: 7

Weight: 2
BRAC03
Bracers to the Death
Bracers of Defense AC 6: Bracers to the Death
These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. 

STATISTICS:

Equipped abilities:
– Armor Class: 6

Weight: 2
Bracers of Defense AC 6: Bracers to the Death
These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. 

STATISTICS: 

Equipped abilities: 
- Base Armor Class: 6

Weight: 2
BRAC04
The Dale's Protector
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:

Equipped abilities:
– THAC0: +2 with missile weapons

Weight: 2
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: 

Equipped abilities: 
- THAC0: +2 with Missile Weapons

Weight: 2
BRAC05
Bracers
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

STATISTICS:

Weight: 2
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best.

STATISTICS: 

Weight: 2
BRAC06
Hands of Takkok
Gauntlets of Ogre Power: Hands of Takkok
The Hands of Takkok are exactly that: his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets.

STATISTICS:

Equipped abilities:
– Strength: 18/00

Weight: 2
Gauntlets of Ogre Power: Hands of Takkok
The Hands of Takkok are exactly that: his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets.

STATISTICS: 

Equipped abilities: 
- Strength: Set to 18/00

Weight: 2
BRAC07
The Brawling Hands
Gauntlets of Dexterity: The Brawling Hands
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. 

STATISTICS:

Equipped abilities:
– Dexterity: 18

Weight: 2
Gauntlets of Dexterity: The Brawling Hands
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. 

STATISTICS: 

Equipped abilities: 
- Dexterity: Set to 18

Weight: 2
BRAC08
Elander's Gloves of Misplacement
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:

Equipped abilities:
– THAC0: -10
– Dexterity: -2
– May only be removed with a Remove Curse spell

Weight: 2
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: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- THAC0: -10
- Dexterity: -2

Weight: 2
BRAC09
Xarrnous's Second Sword Arm
Gauntlets of Weapon Skill: Xarrnous's Second Sword Arm
Perhaps the most well-known owner of these gauntlets was a mercenary named Xarrnous. He specialized in smuggling and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy.

STATISTICS:

Equipped abilities:
– THAC0: +1

Weight: 2
Gauntlets of Weapon Skill: Xarrnous's Second Sword Arm
Perhaps the most well-known owner of these gauntlets was a mercenary named Xarrnous. He specialized in smuggling and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy.

STATISTICS: 

Equipped abilities: 
- THAC0: +1

Weight: 2
BRAC10
Legacy of the Masters
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 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:

Equipped abilities:
– THAC0: +1
– Damage: +2

Weight: 1
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 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: 

Equipped abilities: 
- Damage: +2
- THAC0: +1

Weight: 1
BRAC11
Bracers of Binding
The bracers appear to be Bracers of Specialization, but when donned they bind the wearer's wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror.

STATISTICS:

Equipped abilities:
– THAC0: -5
– Damage: -5
– Casting failure: 75%
– May only be removed with a Remove Curse spell

Weight: 1
The bracers appear to be Bracers of Specialization, but when donned they bind the wearer's wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Damage: -5
- THAC0: -5
- 75% of spellcasting failure (wizard, priest and druid)

Weight: 1
BRAC15
Bracers of Defense AC 3
Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado—no man other than he would joust without armor—he soon became a favorite to the ladies that watched the events. Too much of a favorite it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush Glen forgot to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly.

STATISTICS:

Equipped abilities:
– Armor Class: 3

Weight: 2
Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado—no man other than he would joust without armor—he soon became a favorite to the ladies that watched the events. Too much of a favorite it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush Glen forgot to don his bracers. Glen died with a confused grin on his face as the knight's sword struck him, never knowing his own folly.

STATISTICS: 

Equipped abilities: 
- Base Armor Class: 3

Weight: 2
BRAC18
Gloves of Missile Snaring
Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning, Foik was found dead and the gloves missing.

STATISTICS:

Equipped abilities:
– Armor Class: +2 vs. missile attacks

Weight: 2
Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning, Foik was found dead and the gloves missing.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2 vs. missile attacks

Weight: 2
BRAC19
Gauntlets of Crushing
A foreigner from the east who went by the name of Floating Bear became well-known through the Sword Coast. Unarmed and unarmored, he bested many powerful warriors. One night, in the arms of a lady of the night, he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland.

STATISTICS:

Equipped abilities:
– THAC0: +4 when attacking with fists
– Damage: +4 when attacking with fists

Weight: 2
A foreigner from the east who went by the name of Floating Bear became well-known through the Sword Coast. Unarmed and unarmored, he bested many powerful warriors. One night, in the arms of a lady of the night, he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland.

STATISTICS: 

Equipped abilities: 
- Unarmed Damage: +4
- Unarmed THAC0: +4

Weight: 2
BRAC20
Gloves of Healing
These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor.

STATISTICS:

Charge abilities: 
– Heal up to 10 Hit Points and any poison effects once per day

Weight: 2
These gloves are usually given to novices of the Most Noble Order of the Radiant Heart who have yet to acquire the ability to cast spells. For anyone outside of the Order to wear these gloves is a rare honor.

STATISTICS: 

Charge ability (1x per day): 
- Heals 10 hit points to the target
- Neutralizes poisons infecting the target
- Sobering up the target

Weight: 2
BRAC26
Tzu-Zan's Bracers
Although Monks traditionally shun armor, these bracers of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Hit Points: +15

Weight: 1
Although Monks traditionally shun armor, these bracers of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Maximum hit points: +15

Weight: 1
BULL01
Bullet
A bullet is simply a rounded, well-balanced stone.

STATISTICS:

Damage: 1d4+1 (missile)
Launcher: Sling

Weight: 0
A bullet is simply a rounded, well-balanced stone.

STATISTICS: 

Damage: 1d4 +1 (Missile)
Launcher: Sling

Weight: 0
BULL02
Bullet +1
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps toward an opponent.

STATISTICS:

THAC0: +1
Damage: 1d4+2 (missile)
Launcher: Sling

Weight: 0
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps toward an opponent.

STATISTICS: 

THAC0: +1
Damage: 1d4 +2 (Missile)
Launcher: Sling

Weight: 0
BULL03
Bullet +2
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps toward an opponent.

STATISTICS:

THAC0: +2
Damage: 1d4+3 (missile)
Launcher: Sling

Weight: 0
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps toward an opponent.

STATISTICS: 

THAC0: +2
Damage: 1d4 +3 (Missile)
Launcher: Sling

Weight: 0
BULL04
Sunstone Bullet +1
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps toward an opponent. When the bullet strikes an opponent, it explodes in a flash of fire.

STATISTICS:

THAC0: +1
Damage: 1d4+2, +2 fire damage
Damage type: Missile
Launcher: Sling

Weight: 0
Magical currents are embedded inside this bullet so that it seems a little more balanced and lighter as it jumps toward an opponent. When the bullet strikes an opponent, it explodes in a flash of fire.

STATISTICS: 

Combat abilities: 
- Inflicts 2 fire damage to the target
- Instantly slays the plate

THAC0: +1
Damage: 1d4 +2 (Missile)
Launcher: Sling

Weight: 0
BULL07
Bullet of Fire +1
Carved from the knucklebones of slain salamanders, these incendiary missiles burst into flames once they are hurled from a sling.

STATISTICS:

Damage: 1d4+1, +1d6 fire damage (Save vs. Spell for none)
Damage type: Missile
Launcher: Sling

Weight: 0
Carved from the knucklebones of slain salamanders, these incendiary missiles burst into flames once they are hurled from a sling.

STATISTICS: 

Combat abilities: 
- Inflicts 1d6 fire damage to the target (save vs. Spells neg.)

Enchantment: +1
Damage: 1d4 +1 (Missile)
Launcher: Sling

Weight: 0
BULL08
Bullet of Ice +1
Chipped from the corpse of an ice elemental, these sharp projectiles shatter upon impact to chill the target with unnatural cold.

STATISTICS:

Damage: 1d4+1, +1d6 cold damage (Save vs. Spell for none)
Damage type: Missile
Launcher: Sling

Weight: 0
Chipped from the corpse of an ice elemental, these sharp projectiles shatter upon impact to chill the target with unnatural cold.

STATISTICS: 

Combat abilities: 
- Inflicts 1d6 cold damage to the target (save vs. Spells neg.)

Enchantment: +1
Damage: 1d4 +1 (Missile)
Launcher: Sling

Weight: 0
BULL09
Bullet of Electricity +1
Each of these copper bullets is molded around the vertebrae of an electric eel. Upon impact, they release a powerful jolt to the target.

STATISTICS:

Damage: 1d4+1, +1d6 electrical damage (Save vs. Spell for none)
Damage type: Missile
Launcher: Sling

Weight: 0
Each of these copper bullets is molded around the vertebrae of an electric eel. Upon impact, they release a powerful jolt to the target.

STATISTICS: 

Combat abilities: 
- Inflicts 1d6 electrical damage to the target (save vs. Spells neg.)

Enchantment: +1
Damage: 1d4 +1 (Missile)
Launcher: Sling

Weight: 0
CHALCY1
The Shadow's Blade +3
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:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 3
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: 

Combat abilities: 
- Poisons the target, inflicting 2 damages per second for 10 seconds (save vs. Death at -4 neg.) (Not effective against undead, the golems and the creatures immune to poisons)

THAC0: +5
Damage: 1d6 +5 (Piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
CHALCY2
The Shadow's Blade +3
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:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 3
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: 

Combat abilities: 
- Inflicts 10 acid damage to the target (save vs. Breath at -4 neg.)
- 50% chance to blind the target for 10 seconds (save vs. Breath at -4 neg.)

THAC0: +5
Damage: 1d6 +5 (Piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
CHALCY3
Greenstone Amulet
The deep green stone at the center of the amulet seems to shimmer with an iridescent light almost as if it has a life of its own. Even without the powerful magics that are bestowed upon the amulet, it would be an extremely valuable addition to any collection.

STATISTICS:

Charge abilities:
– This amulet confers the wearer protection against charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind, much like the 8th-level wizard spell Mind Blank. However, the protection effect uses one charge each time it is used and will only last for 1 turn.

Weight: 1
The deep green stone at the center of the amulet seems to shimmer with an iridescent light almost as if it has a life of its own. Even without the powerful magics that are bestowed upon the amulet, it would be an extremely valuable addition to any collection.

STATISTICS: 

Equipped abilities: 
- Immunity to charms, sleep, confusion, paralysis, feeblemindedness, horror, alignment detection, stun, panic, hold and psionic abilities
- Magic Resistance: Set to 50%

Charge ability (50 charges, the item is destroyed when all charges are used): 
- Cure horror
- Immunity to charms, sleep, confusion, paralysis, feeblemindedness, horror, alignment detection, stun, panic, hold and psionic abilities for 1 turn

Weight: 1
CHALHELM
Gift of Peace
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Cold Resistance: +20%
– Fire Resistance: +20%
– Electrical Resistance: +20%
– Protects against critical hits

Weight: 3
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Saving Throws: +1
- Fire Resistance: +50%
- Cold Resistance: +50%
- Electric Resistance: +50%

Weight: 3
CHAN01
Chain Mail
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. 

STATISTICS:

Armor Class: 5 (3 vs. slashing, 7 vs. crushing)
Requires:
 8 Strength

Weight: 40
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: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 5 (3 vs. slashing attacks, 7 vs. crushing attacks)

Requires: 
- 8 Strength

Weight: 40
CHAN02
Chain Mail +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. 

STATISTICS:

Armor Class: 4 (2 vs. slashing, 6 vs. crushing)
Requires:
 8 Strength

Weight: 20
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: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 4 (2 vs. slashing attacks, 6 vs. crushing attacks)

Requires: 
- 8 Strength

Weight: 20
CHAN03
Mail of the Dead +2
A mage can make an extremely effective assassin, as Vorusta illustrated over four hundred years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over.

STATISTICS:

Armor Class: 3 (1 vs. slashing, 5 vs. crushing)
Requires:
 7 Strength

Weight: 10
A mage can make an extremely effective assassin, as Vorusta illustrated over four hundred years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 3 (1 vs. slashing attacks, 5 vs. crushing attacks)

Requires: 
- 7 Strength

Weight: 10
CHAN04
Splint Mail
Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS:

Armor Class: 4 (3 vs. piercing and missile, 2 vs. crushing)
Requires:
 8 Strength

Weight: 40
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 body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 4 (2 vs. crushing attacks, 3 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 40
CHAN05
Splint Mail +1
Splint mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +1 to their Armor Class.

STATISTICS:

Armor Class: 3 (2 vs. piercing and missile, 1 vs. crushing)
Requires:
 8 Strength

Weight: 20
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 body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +1 to their Armor Class.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 3 (1 vs. crushing attacks, 2 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 20
CHAN06
Mithral Chain Mail +4
This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor.

STATISTICS:

Armor Class: 1 (-1 vs. slashing, 3 vs. crushing)
Requires:
 5 Strength

Weight: 7
This is the personal armor of Drizzt, the famous dark elf ranger. It was forged for him by his friend Bruenor.

STATISTICS: 

Armor Class: 1 (-1 vs. slashing attacks, 3 vs. crushing attacks)

Requires: 
- 5 Strength

Weight: 7
CHAN07
Chain Mail +3
This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers.

STATISTICS:

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 6 Strength

Weight: 9
This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (0 vs. slashing attacks, 4 vs. crushing attacks)

Requires: 
- 6 Strength

Weight: 9
CHAN08
Chain Mail +2
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor.

STATISTICS:

Armor Class: 3 (1 vs. slashing, 5 vs. crushing)
Requires:
 8 Strength

Weight: 10
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Extra protection is given by magical enchantments placed on this armor.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 3 (1 vs. slashing attacks, 5 vs. crushing attacks)

Requires: 
- 8 Strength

Weight: 10
CHAN12
Elven Chain Mail
The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Hide In Shadows: -10%
– Spellcasting is not disabled

Armor Class: 5 (3 vs. slashing, 7 vs. crushing)
Requires: 
 5 Strength

Weight: 7
The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

STATISTICS: 

Equipped abilities: 
- Pick Pockets: -20%
- Open Locks: -5%
- Find Traps: -5%
- Hide in Shadows: -10%
- Move Silently: -10%
- Allows arcane spellcasting

Armor Class: 5 (3 vs. slashing attacks, 7 vs. crushing attacks)

Requires: 
- 5 Strength

Weight: 7
CHAN13
Elven Chain +1
Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by thieves with few penalties and by bards and fighter/mages without disabling their spellcasting abilities.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

Armor Class: 4 (2 vs. slashing, 6 vs. crushing)
Requires:
 5 Strength

Weight: 8
Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by thieves with few penalties and by bards and fighter/mages without disabling their spellcasting abilities.

STATISTICS: 

Equipped abilities: 
- Pick Pockets: -20%
- Open Locks: -5%
- Find Traps: -5%
- Move Silently: -10%
- Allows arcane spellcasting

Armor Class: 4 (2 vs. slashing attacks, 6 vs. crushing attacks)

Requires: 
- 5 Strength

Weight: 8
CLCK01
Cloak of Protection +1
This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both Saving Throws and Armor Class. It is ideal for Mages and others who cannot wear bulkier or more restrictive types of armor.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 3
This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both Saving Throws and Armor Class. It is ideal for Mages and others who cannot wear bulkier or more restrictive types of armor.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1

Weight: 3
CLCK02
The Spirit's Shield +2
Cloak of Protection +2: The Spirit's Shield
This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 3
Cloak of Protection +2: The Spirit's Shield
This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- Saving Throws: +2

Weight: 3
CLCK03
Cloak of Displacement
The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members.

STATISTICS:

Equipped abilities:
– Armor Class: +4 vs. missile attacks
– Save vs. Death: +2
– Save vs. Breath: +2
– Save vs. Wand: +2

Weight: 3
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: 

Equipped abilities: 
- Armor Class: +4 vs. missile attacks
- Saving Throws: +2 vs. Death
- Saving Throws: +2 vs. Wands
- Saving Throws: +2 vs. Breath

Weight: 3
CLCK04
Relair's Mistake
Cloak of the Wolf: Relair's Mistake 
A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment, he apparently inflicted lycanthropy upon himself. The wearer can change form whenever  wishes. Relair was not so lucky.

STATISTICS:

Equipped abilities:
– Polymorph into a wolf at will
  Duration: 2 turns

Weight: 3
Cloak of the Wolf: Relair's Mistake 
A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment, he apparently inflicted lycanthropy upon himself. The wearer can change form whenever  wishes. Relair was not so lucky.

STATISTICS: 

Charge abilities: 
- Equips the wearer with 1 magical weapon (Attack) for 2 turns (illimited use)

Weight: 3
CLCK05
Cloak of Balduran
This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1
– Magic Resistance: +25%

Weight: 3
This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1
- Magic Resistance: +25%

Weight: 3
CLCK06
Whispers of Silence
Cloak of Non-Detection: Whispers of Silence 
Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners.

STATISTICS:

Equipped abilities: 
– Non-detectable by magical means such as Detect Invisibility and scrying

Weight: 3
Cloak of Non-Detection: Whispers of Silence 
Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners.

STATISTICS: 

Equipped abilities: 
- Makes the wearer non-detectable by magical means such as Detect Invisibility and other divinations

Weight: 3
CLCK07
Nymph Cloak
The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband.

STATISTICS:

Equipped abilities:
– Charisma: +2

Charge abilities:
– Charm Creature (Save vs. Breath at -1 negates)
  Range: Touch
  Duration: 12 hours
  Area of Effect: 1 creature

Weight: 3
The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband.

STATISTICS: 

Equipped abilities: 
- Charisma: +2

Charge abilities: 
- Universal charm on the target for 12 hours (save vs. Breath at -1 neg.) (Not effective at 91% against elves and at 31% against half elves) (100x per day)

Weight: 3
CLCK08
Algernon's Cloak
Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow.

STATISTICS:

Equipped abilities:
– Charisma: +2

Charge abilities:
– Charm Creature (Save vs. Breath at -1 negates)
  Range: 40 ft.
  Duration: 12 hours
  Area of Effect: 1 creature

Weight: 3
Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow.

STATISTICS: 

Equipped abilities: 
- Charisma: +2

Charge abilities: 
- Universal charm on the target for 12 hours (save vs. Breath at -1 neg.) (Not effective at 91% against elves and at 31% against half elves) (1x per day)

Weight: 3
CLCK09
Mage Robe of Cold Resistance
These are a common sight in the Sword Coast region, especially as one travels north toward Neverwinter and Icewind Dale. 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:

Equipped abilities:
– Cold Resistance: +20%

Weight: 3
These are a common sight in the Sword Coast region, especially as one travels north toward Neverwinter and Icewind Dale. 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: 

Equipped abilities: 
- Cold Resistance: +20%

Weight: 3
CLCK10
Mage Robe of Fire Resistance
Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by wizards.

STATISTICS:

Equipped abilities:
– Fire Resistance: +20%

Weight: 3
Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they cannot be worn except by wizards.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: +20%

Weight: 3
CLCK11
Mage Robe of Electrical Resistance
While seen with less frequency than some other mage robes, those of electrical resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm, but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession.

STATISTICS:

Equipped abilities:
– Electrical Resistance: +20%

Weight: 3
While seen with less frequency than some other mage robes, those of electrical resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm, but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession.

STATISTICS: 

Equipped abilities: 
- Electric Resistance: +20%

Weight: 3
CLCK12
Knave's Robe
A favorite among mage/thieves, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane.

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. slashing attacks
– Save vs. Death: +1

Weight: 4
A favorite among mage/thieves, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1 vs. slashing attacks
- Saving Throws: +1 vs. Death

Weight: 4
CLCK13
Traveler's Robe
This mage robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous mage/thief that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveler's Robe can only be worn by wizards. 

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. missile attacks
– Save vs. Breath: +1

Weight: 4
This mage robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous mage/thief that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveler's Robe can only be worn by wizards. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1 vs. missile attacks
- Saving Throws: +1 vs. Breath

Weight: 4
CLCK14
Adventurer's Robe
This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from shielding the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession.

STATISTICS:

Equipped abilities:
– Armor Class: +1 vs. crushing attacks
– Save vs. Petrification/Polymorph: +1

Weight: 4
This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from shielding the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1 vs. crushing attacks
- Saving Throws: +1 vs. Petrification/Polymorph

Weight: 4
CLCK15
Robe of the Good Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1
- Magic Resistance: +5%

Armor Class: 5

Weight: 6
CLCK16
Robe of the Neutral Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of neutral alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of neutral alignment.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1
- Magic Resistance: +5%

Armor Class: 5

Weight: 6
CLCK17
Robe of the Evil Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of evil alignment.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1
- Magic Resistance: +5%

Armor Class: 5

Weight: 6
CLCK20
Cloak of the Shield
This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat.

STATISTICS:

Charge abilities: 
– Armor Class: +5 vs. missile weapons, +1 vs. melee weapons
  Duration: 1 turn

Weight: 4
This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat.

STATISTICS: 

Charge ability (50 charges, the item is destroyed when all charges are used): 
- Armor Class: +1 vs. slashing attacks for 1 turn
- Armor Class: +1 vs. piercing attacks for 1 turn
- Armor Class: +1 vs. crushing attacks for 1 turn
- Armor Class: +5 vs. missile attacks for 1 turn

Weight: 4
CLCK21
Holy Cloak
This cloak is a holy artifact of the inhabitants of the island village. An item with more symbolic value than actual enchantments, as it is a remnant from when they first arrived on the island.

STATISTICS:

Weight: 3
This cloak is a holy artifact of the inhabitants of the island village. An item with more symbolic value than actual enchantments, as it is a remnant from when they first arrived on the island.

STATISTICS: 

Weight: 3
CLCK22
Shandalar's Cloak
This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. How it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak, which would remain a mystery even to a powerful mage.

STATISTICS:

Weight: 3
This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. How it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak, which would remain a mystery even to a powerful mage.

STATISTICS: 

Weight: 3
CLCK24
Cloak of Reflection
Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms.

STATISTICS:

Equipped abilities:
– Electrical Resistance: 100%
– Reflects all electrical damage back to the source

Weight: 3
Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms.

STATISTICS: 

Equipped abilities: 
- Reflect the lightning
- Immunity to electricity

Weight: 3
CLCK30
Cloak of Bravery
This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic.

STATISTICS:

Equipped abilities:
– Immunity to fear and panic

Weight: 3
This cloak is an evil thing, albeit powerful. Made from the poorly stitched together skin of innocent nymphs, this cloak grants the wearer immunity to fear and panic.

STATISTICS: 

Equipped abilities: 
- Immunity to horror and panic

Weight: 3
CLCK31
Improved Cloak of Protection +2
The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms—including hiding from view and running away. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Charge abilities:
– Improved Haste once per day
– Improved Invisibility once per day

Weight: 3
The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms—including hiding from view and running away. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- Saving Throws: +2

Charge abilities: 
- Improved Haste (1x per day)
  Improved Haste (as a level 20 spellcaster)
- Improved Invisibility (1x per day)
  Improved Invisibility (as a level 20 spellcaster)

Weight: 3
DAGG01
Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG01Q
Quality Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG02
Dagger +1
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter. This dagger is magical, improving speed, accuracy, and damage.

STATISTICS:

THAC0: +1
Damage: 1d4+1 (piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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. This dagger is magical, improving speed, accuracy, and damage.

STATISTICS: 

THAC0: +1
Damage: 1d4 +1 (Piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG03
Heart of the Golem +2
There are no records of this weapon's creator. Nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history.

STATISTICS:

THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
There are no records of this weapon's creator. Nevertheless, its existence can be traced back among thieves and murderers to before Dalereckoning. Its blackened blade was apparently forged from the arcane metals of an iron golem, giving the weapon an appearance as dark as its history.

STATISTICS: 

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG04
The Grave Binder +2
Longtooth: The Grave Binder 
Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 4 Strength

Weight: 2
Longtooth: The Grave Binder 
Discovered relatively recently by adventurers in the south, the abilities of this weapon went unknown for several years. Magical tomes eventually revealed its extensive history as an assassin's tool, and it was dubbed the Grave Binder. It was stolen soon after.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 4 Strength

Weight: 2
DAGG05
Throwing Dagger
The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently.

STATISTICS:

Damage: 1d4 (missile)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 0
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: 

Equipped abilities: 
- Attacks per round: Set to 2

Combat abilities: 
- The Strength-based hit bonus does not apply to this weapon

Damage: 1d4 (Missile)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
DAGG06
Nester's Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG07
Kylee's Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG08
Hentold's Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG09
Werebane +1
This +1 dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven Ranger who wished to rid her homeland of its werejackal problem, forged the dagger. She was killed by a tribe of orcs in the Graypeak Mountains as she tracked the werejackal leader.

STATISTICS:

THAC0: +1, +4 vs. lycanthropes
Damage: 1d4+1, +4 vs. lycanthropes
Damage type: Piercing
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
This +1 dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven Ranger who wished to rid her homeland of its werejackal problem, forged the dagger. She was killed by a tribe of orcs in the Graypeak Mountains as she tracked the werejackal leader.

STATISTICS: 

Equipped abilities: 
- Enchantment: +4 vs. lycanthropes
- THAC0: +3 vs. lycanthropes

Combat abilities: 
- Inflicts 3 piercing damage vs. lycanthropes

THAC0: +1
Damage: 1d4 +1 (Piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG10
Soultaker Dagger
This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
This dagger weighs heavily in your hand and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know.

STATISTICS: 

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG11
Boomerang Dagger +2
Fullen Woolspinner, an ambitious halfling from a well-to-do family, left his home to spend several years adventuring. During his travels, he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends, he succeeded, creating several of the famous Fullen Boomerang daggers.

STATISTICS:

Combat abilities:
– Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d4+2 (missile/piercing)
Speed Factor: 1
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
Fullen Woolspinner, an ambitious halfling from a well-to-do family, left his home to spend several years adventuring. During his travels, he ended up staying with a family of dwarven weaponsmiths. Much impressed by their throwing axes, which always returned to the hands of their wielder, Fullen sought to make a dagger that could do the same. With the help of his dwarven friends, he succeeded, creating several of the famous Fullen Boomerang daggers.

STATISTICS: 

Equipped abilities: 
- Attacks per round: +1

Combat abilities: 
- Returns to the wielder's hand when thrown

THAC0: +2
Damage: 1d4 +2
Damage Type (Thrown): Missile
Damage Type (Melee): Piercing
Speed Factor: 1
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG15
Dagger +2
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. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. Also, since it is magical, is it capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies.

STATISTICS:

THAC0: +2
Damage: 1d4+2 (piercing)
Speed Factor: 0 
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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. This particular dagger is magical, having special bonuses to its speed, accuracy, and damage. Also, since it is magical, is it capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies.

STATISTICS: 

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
DAGG16
Poisoned Throwing Dagger
The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced perfectly. A thin coating of poison has been applied to each poisoned throwing dagger, making it a lethal tool in the hands of trained assassins.

STATISTICS:

Combat abilities:
– Hit target takes 2 points of poison damage per second for 10 seconds (Save vs. Death negates)

Damage: 1d4 (missile)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 0
The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced perfectly. A thin coating of poison has been applied to each poisoned throwing dagger, making it a lethal tool in the hands of trained assassins.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

Charge abilities: 
- Poisons the target, inflicting 2 damages per second for 10 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) (one-time use)

Combat abilities: 
- The Strength-based hit bonus does not apply to this weapon

Damage: 1d4 (Missile)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
DART01
Dart
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.

STATISTICS:

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon

Damage: 1d3 (Missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART02
Dart +1
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS:

THAC0: +1
Damage: 1d3+1 (missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon

THAC0: +1
Damage: 1d3 +1 (Missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART03
Dart of Stunning
The Dart of Stunning looks like any other dart, other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned.

STATISTICS:

Combat abilities:
– Target must save vs. Spell or be stunned for 7 rounds 

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
The Dart of Stunning looks like any other dart, other than the fact that it seems to pulse slightly when held in the hand. The true effects can be seen when one strikes an opponent and they fall to the ground stunned.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Stuns the target for 7 rounds (save vs. Spells neg.)

Damage: 1d3 (Missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART04
Dart of Wounding
This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results.

STATISTICS:

Combat abilities:
– Target must save vs. Death or take 20 points of poison damage in 20 seconds

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
This dart is coated in a deadly poison that will immediately seep into the bloodstream if striking an opponent, with very deadly results.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Poisons the target, inflicting 1 damage per second for 20 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)

Damage: 1d3 (Missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART05
Asp's Nest +1
While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield.

STATISTICS:

Combat abilities:
– Hit target takes 1 point of poison damage every 3 seconds for 2 turns (Save vs. Death negates)

THAC0: +1
Damage: 1d3+1 (missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each. She made the dart so that when it strikes its opponent, the snake returns to life, biting and inflicting poison damage on the target. The title Asp's Nest refers to the entire collection of darts, most of which have vanished, either destroyed in use or lost on a long forgotten battlefield.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Poisons the target, inflicting 1 damage every 3 seconds for 2 turns (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)

THAC0: +1
Damage: 1d3 +1 (Missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART09
Dart of Fire +1
Soaked in the blood of an efreeti and fletched with the feathers of a phoenix, these missiles burst into flame when thrown.

STATISTICS:

THAC0: +1
Damage: 1d3+1, +1d6 fire damage (Save vs. Spell for none)
Damage type: Missile
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
Soaked in the blood of an efreeti and fletched with the feathers of a phoenix, these missiles burst into flame when thrown.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Inflicts 1d6 fire damage to the target (save vs. Spells neg.)

THAC0: +1
Damage: 1d3 +1 (Missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART10
Dart of Ice +1
The splintered bones of ice mephits make deadly projectiles. Just be sure to wear warm gloves before touching them.

STATISTICS:

THAC0: +1
Damage: 1d3+1, +1d6 cold damage (Save vs. Spell for none)
Damage type: Missile
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
The splintered bones of ice mephits make deadly projectiles. Just be sure to wear warm gloves before touching them.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Inflicts 1d6 cold damage to the target (save vs. Spells neg.)

THAC0: +1
Damage: 1d3 +1 (Missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DART11
Dart of Acid +1
With the teeth of a black dragon for heads and the mighty wyrm's sinews for shafts, these wicked arrows dissolve into deadly acid on impact.

STATISTICS:

THAC0: +1
Damage: 1d3+1, +1d6 acid damage (Save vs. Spell for none)
Damage type: Missile
Speed Factor: 1
Proficiency Type: Dart
Type: One-handed

Weight: 0
With the teeth of a black dragon for heads and the mighty wyrm's sinews for shafts, these wicked arrows dissolve into deadly acid on impact.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Inflicts 1d6 acid damage to the target (save vs. Spells neg.)

THAC0: +1
Damage: 1d3 +1 (Missile)
Speed Factor: 1
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DASBOOT
The Paws of the Cheetah
Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS:

Weight: 4
Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS: 

Equipped abilities: 
- Thief skills: Set to 200%
- Lore: Set to 200

Weight: 0
DIMRING
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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
DNNOTE
Letter to Kryll
Kryll,

Please don't let this letter alarm you. I intend you no harm. In fact, I am deeply sorry that my violent behaviour caused you to leave.

You should know that our old friend Dorn has escaped his cell in Luskan. Since then he has tracked down several members of the old group and put them to the sword. I don't doubt that your names are coming quickly to the top of his murder list. 

Fortunately, I have made a powerful ally since I last saw you. My men and I wait in a hidden camp just outside the entrance to Baldur's Gate. If you share my belief that there is safety in numbers, join us there.

Too much went unsaid at our last parting. I look forward to catching up. Please come soon. I have word that Dorn is scouring the coastline for us even as I write.

Simmeon
Kryll,

Please don't let this letter alarm you. I intend you no harm. In fact, I am deeply sorry that my violent behaviour caused you to leave.

You should know that our old friend Dorn has escaped his cell in Luskan. Since then he has tracked down several members of the old group and put them to the sword. I don't doubt that your names are coming quickly to the top of his murder list. 

Fortunately, I have made a powerful ally since I last saw you. My men and I wait in a hidden camp just outside the entrance to Baldur's Gate. If you share my belief that there is safety in numbers, join us there.

Too much went unsaid at our last parting. I look forward to catching up. Please come soon. I have word that Dorn is scouring the coastline for us even as I write.

Simmeon

STATISTICS: 

Weight: 0
DWBLUN01
Drow Flail +3
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 4
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

THAC0: +3
Damage: 1d6 +4 (Crushing)
Speed Factor: 4
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 15
DWBOLT01
Drow Bolt of Sleep +1
A target hit by this bolt must save vs. Poison or fall asleep for 4 rounds. The drow often use these bolts when capturing slaves.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

Combat abilities:
– Hit target must save vs. Poison or sleep for 4 rounds

THAC0: +1
Damage: 1d8+1 (missile)
Launcher: Crossbow

Weight: 0
A target hit by this bolt must save vs. Poison or fall asleep for 4 rounds. The drow often use these bolts when capturing slaves.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

Combat abilities: 
- Renders the target unconscious for 4 rounds (save vs. Death neg.) (Not effective at 91% against elves and at 31% against half elves)

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
DWBOLT02
Drow Bolt of Stunning +1
A target hit by this bolt must save vs. Death or be stunned for 4 rounds.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

Combat abilities:
– Hit target is stunned for 4 rounds (Save vs. Death negates)

THAC0: +1
Damage: 1d8+1 (missile)
Launcher: Crossbow

Weight: 0
A target hit by this bolt must save vs. Death or be stunned for 4 rounds.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

Combat abilities: 
- Stuns the target for 4 rounds (save vs. Death neg.)

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
DWBOLT03
Drow Bolt +1
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (missile)
Launcher: Crossbow

Weight: 0
Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However, this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
DWCHAN01
Drow Elven Chain +3
The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

This magical drow chain mail gives the wearer a bonus of 5% to Magic Resistance and takes 1 off of the Speed Factor of all spells cast by the wearer of the armor.

STATISTICS:

Equipped abilities:
– Magic Resistance: +5%
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Improves casting time by 1
– Spellcasting is not disabled

Armor Class: 2 (0 vs. slashing, 4 vs. crushing)
Requires:
 5 Strength

Weight: 12
The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

This magical drow chain mail gives the wearer a bonus of 5% to Magic Resistance and takes 1 off of the Speed Factor of all spells cast by the wearer of the armor.

STATISTICS: 

Equipped abilities: 
- Casting time: -1
- Pick Pockets: -20%
- Open Locks: -5%
- Find Traps: -5%
- Move Silently: -10%
- Magic Resistance: +5%
- Allows arcane spellcasting

Armor Class: 2 (0 vs. slashing attacks, 4 vs. crushing attacks)

Requires: 
- 5 Strength

Weight: 12
DWCHAN02
Drow Adamantine Chain +5
The sturdy craftsmanship of the drow allows them to design many beautiful yet utilitarian goods. Among these is drow chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

Equipped abilities:
– Open Locks: -5%
– Find Traps: -5%
– Pick Pockets: -20%
– Move Silently: -10%
– Spellcasting is not disabled

Armor Class: 0 (-4 vs. crushing)
Requires:
 5 Strength

Weight: 12
The sturdy craftsmanship of the drow allows them to design many beautiful yet utilitarian goods. Among these is drow chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

Equipped abilities: 
- Pick Pockets: -20%
- Open Locks: -5%
- Find Traps: -5%
- Move Silently: -10%
- Allows arcane spellcasting

Armor Class: 0 (4 vs. crushing attacks)

Requires: 
- 5 Strength

Weight: 12
DWCLCK01
Drow Piwafwi Cloak
The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light, the effect of which will turn the cloak to dust.

STATISTICS:

Equipped abilities:
– Move Silently: +75%
– Hide In Shadows: +75%
– Save vs. Breath: +6

Weight: 3
The cloak can be made in every possible shape with just about every type of fabric. The most common forms are a circular piece of fabric with a hole in the center for the head, and fabric draped from neck, connected by a chain, brooch, cord, or pins. Talented drow weavers have woven strands of adamantine into the cloak, thus rendering it useless if exposed to the light, the effect of which will turn the cloak to dust.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +6 vs. Breath
- Hide in Shadows: +75%
- Move Silently: +75%

Weight: 3
DWDART01
Drow Dart of Sleep +1
A target hit by this dart must save vs. Poison or fall asleep for 4 rounds. The drow often use these darts when capturing slaves.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

Combat abilities:
– Hit target sleeps for 4 rounds (Save vs. Poison negates)

THAC0: +1
Damage: 1d3+1 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
A target hit by this dart must save vs. Poison or fall asleep for 4 rounds. The drow often use these darts when capturing slaves.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Renders the target unconscious for 4 rounds (save vs. Death neg.) (Not effective at 91% against elves and at 31% against half elves)

THAC0: +1
Damage: 1d3 +1 (Missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-Handed

Weight: 0
DWPLAT01
Drow Full Plate +3
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if exposed to sunlight.

STATISTICS:

Armor Class: -2 (-5 vs. slashing, piercing, and missile)
Requires:
 15 Strength

Weight: 70
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if exposed to sunlight.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: -2 (-5 vs. slashing, piercing and missile attacks)

Requires: 
- 15 Strength

Weight: 70
DWSHLD01
Drow Shield +3
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

Equipped abilities:
– Armor Class: +4

Requires:
 12 Strength

Weight: 7
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

Equipped abilities: 
- Armor Class: +4

Requires: 
- 12 Strength

Weight: 7
DWSPER01
Drow Lance +3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. This drow lance is a superior version of the traditional spear, often used by drow foot soldiers.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. This drow lance is a superior version of the traditional spear, often used by drow foot soldiers.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
DWSW1H01
Drow Scimitar +3
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight. 

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight. 

STATISTICS: 

THAC0: +3
Damage: 1d8 +4 (Slashing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 3
DWSW1H02
Drow Long Sword +3
These swords are usually referred to as double-edge swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edge swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
DWXBOW01
Drow Crossbow of Speed +3
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS:

Combat abilities:
– 1 extra attack per round

THAC0: +3
Damage: +3 (missile)
Speed Factor: 1
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if exposed to sunlight.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +3
Damage: +3 (Missile)
Speed Factor: 1
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 8 Strength

Weight: 5
ELFHELM
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:

Equipped abilities:
– Protects against critical hits

Weight: 2
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: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
ENMACE
Mace +3
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS: 

THAC0: +3
Damage: 1d6 +4 (Crushing)
Speed Factor: 4
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 0
ENMORN
Morning Star +3
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS: 

THAC0: +3
Damage: 2d4 +3 (Crushing)
Speed Factor: 4
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 0
ENSTAFF
Quarterstaff +3
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 0
ENSW1H01
Long Sword +3
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS: 

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 0
ENSW1H02
Short Sword +3
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 0
ENSW2H
Battle Axe +3
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS:

Weight: 0
This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects.

STATISTICS: 

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Axe
Type: One-Handed

Weight: 0
FIRESEED
Fire Seed
Created by the Fire Seeds spell. When thrown at opponents, they explode into small fireballs that do 2d8 points of damage to everyone within a 7-ft. radius.

STATISTICS:

Damage: 2d8 (Save vs. Spell for half)

Weight: 0
Created by the Fire Seeds spell. When thrown at opponents, they explode into small fireballs that do 2d8 points of damage to everyone within a 7-ft. radius.

STATISTICS: 

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon
- Inflicts 2d8 fire damage to the target (save vs. Spells half)

Enchantment: +6
THAC0: +2
Speed Factor: 0
Proficiency Type: Large Sword
Type: One-Handed

Weight: 0
FLAM01
Flamethrower
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Immunity to fire
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 2d12 fire damage to the target (save vs. Breath half)

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
FRAG01
Frag Grenade
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 1d12 fire damage to the target

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
FROSTY
Dr. Freeze Death Ray
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Immunity to cold
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 2d12 cold damage to the target

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
GODBOW
Shortbow
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five 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:

Speed Factor: 6
Proficiency Type: Shortbow
Type: Two-handed
Requires:
 6 Strength

Weight: 2
Shortbows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a longbow. Shortbow staves are about five 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: 

Equipped abilities: 
- Armor Class: +20
- Attacks per round: Set to 5
- THAC0: +30
- Magic Resistance: +100%
- Double the movement speed and the number of attacks per round

Combat abilities: 
- Requires no ammunition
- Inflicts 1d8 fire damage to the target

THAC0: +4
Damage: +99 (Piercing/Crushing)
Speed Factor: 4
Proficiency Type: Shortbow
Type: Two-Handed

Requires: 
- 3 Strength

Weight: 2
HALB01
Halberd
By far the oldest and most often used polearm, 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 (slashing or piercing, whichever is better)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 15
By far the oldest and most often used polearm, 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: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d10 (Piercing/Slashing)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 15
HALB01Q
Quality Halberd
By far the oldest and most often used polearm, 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 (slashing or piercing, whichever is better)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 15
By far the oldest and most often used polearm, 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 (Piercing/Slashing)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 15
HALB02
Halberd +1
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (slashing or piercing, whichever is better)
Speed Factor: 8
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 14
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: 

THAC0: +1
Damage: 1d10 +1 (Piercing/Slashing)
Speed Factor: 8
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 14
HALB03
Suryris's Blade +2
Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryris knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing or piercing, whichever is better)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 11 Strength

Weight: 12
Suryris, a white minotaur who traveled the Orsraun mountains in Turmish, lived for nothing but the thrill of combat and encouraged warriors to challenge him for his magical weapon: a powerful halberd. Despite his aggressive nature, he was an honorable combatant and never slew opponents he could overpower. Suryris met his superior only once, in a battle that lasted hours and had the minotaur often fearing defeat. The contest ended when his opponent's sword broke, but Suryris knew he likely would have been bested had it continued. He presented his weapon to the astonished man, who thereafter told of this noble creature to anyone who would listen.

STATISTICS: 

THAC0: +2
Damage: 1d10 +2 (Piercing/Slashing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 11 Strength

Weight: 12
HALB07
Halberd +2
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (piercing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. Magic has been used to forge this particular weapon, gifting it with enhanced abilities to slaughter foes.

STATISTICS: 

THAC0: +2
Damage: 1d10 +2 (Piercing/Slashing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 12
HALB13
The Chesley Crusher +2
Heavy Halberd: The Chesley Crusher
First wielded by the much-maligned Ensign Chesley of the first exploratory fleet of Waterdeep, this famous halberd has been passed around for generations, but only to those strong enough to carry its considerable weight. The iron haft of this heavy polearm makes the weapon slow and unwieldy, but its sheer mass smashes skulls and shatters limbs.

STATISTICS:

Equipped abilities:
– Sets attacks per round to 1

THAC0: +2
Damage: 1d10+6 (slashing or piercing, whichever is better)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 30
Heavy Halberd: The Chesley Crusher
First wielded by the much-maligned Ensign Chesley of the first exploratory fleet of Waterdeep, this famous halberd has been passed around for generations, but only to those strong enough to carry its considerable weight. The iron haft of this heavy polearm makes the weapon slow and unwieldy, but its sheer mass smashes skulls and shatters limbs.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Fixed at 1

THAC0: +2
Damage: 1d10 +6 (Piercing/Slashing)
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 30
HALBRD01
Halberd
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Combat abilities:
– 3 points of damage (piercing) inflicted to the wielder upon every successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS: 

Damage: 1d10 (Piercing/Slashing)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 15
HAMM01
War Hammer
Mounted knights cannot effectively use long pole weapons while on horseback and, as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
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 examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking

Damage: 1d4 +1 (Crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 6
HAMM01Q
Quality War Hammer
Mounted knights cannot effectively use long pole weapons while on horseback and, as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
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 examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS: 

Damage: 1d4 +1 (Crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 6
HAMM02
War Hammer +1
Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an eighteen inch shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

STATISTICS:

THAC0: +1
Damage: 1d4+2 (crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
Like others of its type, this war hammer is made entirely of steel, with a bone-crushing hammer mounted upon an eighteen inch shaft. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

STATISTICS: 

THAC0: +1
Damage: 1d4 +2 (Crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 6
HAMM03
Ashideena +2
Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoon—the warrior that wielded this weapon—when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown.

STATISTICS:

THAC0: +2
Damage: 1d4+3, +1 electrical damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 8 Strength

Weight: 5
Lady Ashideena was a remarkable strategist who honed her skills against the orc armies in the Year of the Black Horde. She met Dergat Wiltoon—the warrior that wielded this weapon—when he foiled an ambush led by the great orc Varstok, and soon after made him her Field Captain. After serving at each other's side for the entirety of the war they fell in love and eventually married. Historians report that Dergat named his war hammer after his bride to remind himself of the love he fought to protect. What Lady Ashideena thought of this is unknown.

STATISTICS: 

Combat abilities: 
- Inflicts 1 electrical damage to the target

THAC0: +2
Damage: 1d4 +3 (Crushing)
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 8 Strength

Weight: 5
HAMM04
The Kneecapper +1
The Kneecapper, or "The Capper" as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.

STATISTICS:

THAC0: +1, +4 vs. giant humanoids
Damage: 1d4+2, +5 vs. giant humanoids
Damage type: Crushing
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-handed
Requires:
 10 Strength

Weight: 8
The Kneecapper, or "The Capper" as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.

STATISTICS: 

Equipped abilities: 
- Enchantment: +4 vs. giants
- THAC0: +3 vs. giants

Combat abilities: 
- Inflicts 3 crushing damage vs. giants

THAC0: +1
Damage: 1d4 +2 (Crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 10 Strength

Weight: 8
HAMM08
War Hammer +2
Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel and has a shaft about eighteen inches long. Powerful magical energy flows through this weapon, though its origins are nondescript.

STATISTICS:

THAC0: +2
Damage: 1d4+3 (crushing)
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5
Mounted knights cannot effectively use pole arms while on horseback, and as a result, many weapons have been altered so they may be used one-handed. The horseman's war hammer is made entirely of steel and has a shaft about eighteen inches long. Powerful magical energy flows through this weapon, though its origins are nondescript.

STATISTICS: 

THAC0: +2
Damage: 1d4 +3 (Crushing)
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 5
HAMM13
Hammer of Dawn +1
Crafted from the scales and bones of a gold dragon servant of Lathander, this warhammer sometimes channels the power of the ancient wyrm's mighty wings.

STATISTICS:

Combat abilities:
– 10% chance per hit target is knocked back as if struck by a wing buffet

Equipped abilities:
– The wearer's non-detectable by magical means such as Detect Invisibility and Scrying

THAC0: +1
Damage: 1d4+2 (crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
Crafted from the scales and bones of a gold dragon servant of Lathander, this warhammer sometimes channels the power of the ancient wyrm's mighty wings.

STATISTICS: 

Equipped abilities: 
- Makes the wearer non-detectable by magical means such as Detect Invisibility and other divinations

Combat abilities: 
- 11% chance to knock down the target 16 feet away from the target area for 1 second

THAC0: +1
Damage: 1d4 +2 (Crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 6
HELM01
Helmet
This class of open-face helmet, made of reinforced leather or metal, covers most of the head save the face and neck. These helmets commonly provide protection for the nose. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
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: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
HELM02
Helmet of Opposite Alignment
The cursed Helm of Opposite Alignment is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent solar, the multiverse, as we know it, will surely meet an abrupt and painful end.

STATISTICS:

Equipped abilities:
– Alignment will become opposite 
– Protects against critical hits
– May only be removed with a Remove Curse spell

Weight: 2
The cursed Helm of Opposite Alignment is a truly fearsome item. As its name suggests, it has the power to alter the fundamental ethical framework, nay, the very identity of anyone unlucky enough to wear it. It can ruin homes, friendships, even entire cities or nations. Should the legions of evil ever force one onto the head of a benevolent solar, the multiverse, as we know it, will surely meet an abrupt and painful end.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Protection against critical hits
- Reverse the alignment of the wearer

Weight: 2
HELM03
Helm of the Noble +1
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Charisma: +1
– Protects against critical hits

Weight: 2
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Armor Class: +1
- Charisma: +1

Weight: 2
HELM04
Gift of Peace
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

STATISTICS:

Equipped abilities:
– Saving Throws: +1
– Cold Resistance: +20%
– Fire Resistance: +20%
– Electrical Resistance: +20%
– Protects against critical hits

Weight: 3
Helm of Defense: Gift of Peace
Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for a friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Saving Throws: +1
- Fire Resistance: +20%
- Cold Resistance: +20%
- Electric Resistance: +20%

Weight: 3
HELM05
The Eyes of Truth
Helm of Infravision: The Eyes of Truth 
Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attribute her gathered wealth solely to its power, though likely it was as much her keen eyes as anything.

STATISTICS:

Equipped abilities:
– Infravision up to 120 ft.
– Protects against critical hits

Weight: 3
Helm of Infravision: The Eyes of Truth 
Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attribute her gathered wealth solely to its power, though likely it was as much her keen eyes as anything.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Infravision

Weight: 3
HELM06
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:

Equipped abilities:
– Protects against critical hits 
– Wearer is immune to Charm

Weight: 4
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: 

Equipped abilities: 
- Protection against critical hits
- Immunity to charms

Weight: 4
HELM07
Helm of Balduran
The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined.

STATISTICS:

Equipped abilities:
– THAC0: +1
– Armor Class: +1
– Saving Throws: +1
– Hit Points: +5 
– Protects against critical hits

Weight: 1
The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Armor Class: +1
- THAC0: +1
- Saving Throws: +1
- Maximum hit points: +5

Weight: 1
HELM08
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
HELM09
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
HELM10
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
HELM11
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
HELM12
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
HELM14
Kiel's Helmet
This is the helmet worn by Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical.

STATISTICS:

Equipped abilities:
– Protects against critical hits
– Protects against all forms of panic and boosts morale

Weight: 2
This is the helmet worn by Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. It is said that anyone who wears it is granted immunity to all forms of fear and panic, be their origins natural or magical.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Immunity to horror and panic

Weight: 2
HELM35
Mirror Helm
Description of Mirror Helm. Immune to petrification.
Description of Mirror Helm. Immune to petrification.

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Immunity to petrification
- 1% chance to be immune to eye attacks

Weight: 2
HGWRA02
Robe of the Good Archmagi
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

STATISTICS:

Equipped abilities:
– Armor Class: 5
– Saving Throws: +1
– Magic Resistance: +5%

Weight: 6
This powerful mage robe offers protection from all forms of physical attack while at the same time increasing one's Magic Resistance and Saving Throws. Due to the nature of its enchantment, it can only be worn by wizards of good alignment.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +1
- Magic Resistance: +5%

Weight: 6
IAROW01
Arrow
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS:

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS: 

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
IAX1H01
Battle Axe
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
IBLUN04
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 10
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS: 

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 10
IBOW03
Longbow
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor.

STATISTICS:

THAC0: +1
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-handed
Requires:
 6 Strength

Weight: 3
The longbow is similar to the shortbow, except that the staff is about as tall as the archer is—usually six to six-and-a-half feet. It has better range and accuracy than the shortbow, but a slower Speed Factor.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +1
Speed Factor: 7
Proficiency Type: Longbow
Type: Two-Handed

Requires: 
- 6 Strength

Weight: 3
ICHAN01
Chain Mail
Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. 

STATISTICS:

Armor Class: 5 (3 vs. slashing, 7 vs. crushing)
Requires:
 8 Strength

Weight: 40
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: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 5 (3 vs. slashing attacks, 7 vs. crushing attacks)

Requires: 
- 8 Strength

Weight: 40
ICHAN04
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 body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS:

Armor Class: 4 (3 vs. piercing and missile, 2 vs. crushing)
Requires:
 8 Strength

Weight: 40
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 body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 4 (2 vs. crushing attacks, 3 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 40
IDART01
Dart
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.

STATISTICS:

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon

Damage: 1d3 (Missile)
Speed Factor: 2
Proficiency Type: Dart
Type: One-Handed

Weight: 0
IHAMM01
War Hammer
Mounted knights cannot effectively use long pole weapons while on horseback and, as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
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 examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS: 

Damage: 1d4 +1 (Crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 6
IHELM01
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:

Equipped abilities:
– Protects against critical hits

Weight: 2
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: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
IHELM10
Helmet
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS:

Equipped abilities:
– Protects against critical hits

Weight: 2
This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits

Weight: 2
ILEAT04
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:

Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile)
Requires:
 6 Strength

Weight: 25
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: 

Armor Class: 7 (5 vs. slashing attacks, 6 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 25
IPLAT01
Plate Mail
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS:

Armor Class: 3 (0 vs. slashing)
Requires:
 12 Strength

Weight: 50
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 3 (0 vs. slashing attacks)

Requires: 
- 12 Strength

Weight: 50
IPOTN08
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:

Special: Restores 9 Hit Points.

Weight: 1
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 hit points to the drinker

Weight: 1
ISHLD02
Small Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
ISHLD03
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 8
ISW1H07
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 (piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
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 (Piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
JWSUPER
Edventar's Gift
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS:

Equipped abilities:
– The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells.

Weight: 0
Ring of Free Action: Edventar's Gift 
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Hit points: +100
- Immunity to level drain
- Free action
- Immunity to magic
- Double the movement speed and the number of attacks per round

Weight: 0
LASER
Laser
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Immunity to electricity
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 1d12 electrical damage to the target

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
LEAT01
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:

Armor Class: 8 (10 vs. piercing and missile)
Requires:
 4 Strength

Weight: 15
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: 

Armor Class: 8 (10 vs. piercing and missile attacks)

Requires: 
- 4 Strength

Weight: 15
LEAT02
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.

STATISTICS:

Armor Class: 7 (9 vs. piercing and missile)
Requires:
 4 Strength

Weight: 10
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: 

Armor Class: 7 (9 vs. piercing and missile attacks)

Requires: 
- 4 Strength

Weight: 10
LEAT03
Protector of the Second +2
The Mist of Shadows were an elite group of elven Rangers that roamed the Cormanthor wood and were the bane of bandits and monsters alike. This particular armor was worn by Indeera Lakhan, one of the group's most highly decorated officers and second-in-command. The suit is named for her, though how it came to part her company is unknown.

STATISTICS:

Armor Class: 6 (8 vs. piercing and missile)
Requires:
 4 Strength

Weight: 5
The Mist of Shadows were an elite group of elven Rangers that roamed the Cormanthor wood and were the bane of bandits and monsters alike. This particular armor was worn by Indeera Lakhan, one of the group's most highly decorated officers and second-in-command. The suit is named for her, though how it came to part her company is unknown.

STATISTICS: 

Armor Class: 6 (8 vs. piercing and missile attacks)

Requires: 
- 4 Strength

Weight: 5
LEAT04
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:

Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile)
Requires:
 6 Strength

Weight: 25
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: 

Armor Class: 7 (5 vs. slashing attacks, 6 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 25
LEAT05
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. 

STATISTICS:

Armor Class: 6 (4 vs. slashing, 5 vs. piercing and missile)
Requires:
 6 Strength

Weight: 15
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: 

Armor Class: 6 (4 vs. slashing attacks, 5 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 15
LEAT06
Armor of Missile Attraction +2
This odd-looking suit of studded leather cannot be removed once put on, except under intervention by a priest. 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:

Equipped abilities:
– May only be removed with a Remove Curse spell

Armor Class: 5 (3 vs. slashing, 4 vs. piercing, 15 vs. missile)
Requires:
 6 Strength

Weight: 8
This odd-looking suit of studded leather cannot be removed once put on, except under intervention by a priest. 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: 

Equipped abilities: 
- May only be removed with a Remove Curse spell

Armor Class: 5 (3 vs. slashing attacks, 4 vs. piercing attacks, 15 vs. missile attacks)

Requires: 
- 6 Strength

Weight: 8
LEAT07
Telbar's Studded Leather +2
This armor was the property of the famous rogue Telbar. How or why it left his possession is not known.

STATISTICS:

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
This armor was the property of the famous rogue Telbar. How or why it left his possession is not known.

STATISTICS: 

Armor Class: 5 (3 vs. slashing attacks, 4 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 8
LEAT08
Shadow Armor +3
This is a +3 studded leather armor that melds into shadows, created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thieves' hierarchy.

STATISTICS:

Equipped abilities:
– Hide In Shadows: +15%

Armor Class: 4 (2 vs. slashing, 3 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
This is a +3 studded leather armor that melds into shadows, created for use by the Shadowmasters of Amn. The Shadowmasters are of the highest order within the Shadow Thieves' hierarchy.

STATISTICS: 

Equipped abilities: 
- Hide in Shadows: +15%

Armor Class: 4 (2 vs. slashing attacks, 3 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 8
LEAT09
Karajah's Life and Death +3
Karajah was Calimshan's undisputed champion of pit fighting for a decade. Wearing only a thin leather armor and spiked gauntlets, he would pummel his foes to the ground, seemingly impervious to their blows. Eventually it was revealed that his armor was heavily enchanted, at which point angry spectators threw him into the pit with a club-wielding ogre. The beast managed to break all of Karajah's bones while the armor remained as good as new...

STATISTICS:

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 3 Strength

Weight: 4
Karajah was Calimshan's undisputed champion of pit fighting for a decade. Wearing only a thin leather armor and spiked gauntlets, he would pummel his foes to the ground, seemingly impervious to their blows. Eventually it was revealed that his armor was heavily enchanted, at which point angry spectators threw him into the pit with a club-wielding ogre. The beast managed to break all of Karajah's bones while the armor remained as good as new...

STATISTICS: 

Armor Class: 5 (7 vs. piercing and missile attacks)

Requires: 
- 3 Strength

Weight: 4
LEAT10
Hide Armor
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.

STATISTICS:

Equipped abilities:
– Open Locks: -10%
– Find Traps: -10%
– Pick Pockets: -10% 
– Move Silently: -20%

Armor Class: 6 (8 vs. piercing and missile)
Requires:
 6 Strength

Weight: 40
Hide armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though Thieves can wear this armor, it has a negative effect on their abilities.

STATISTICS: 

Equipped abilities: 
- Pick Pockets: -10%
- Open Locks: -10%
- Find Traps: -10%
- Move Silently: -20%

Armor Class: 6 (8 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 40
LEAT11
Leather Armor +2
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS:

Armor Class: 6 (8 vs. piercing and missile)
Requires:
 4 Strength

Weight: 5
Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS: 

Armor Class: 6 (8 vs. piercing and missile attacks)

Requires: 
- 4 Strength

Weight: 5
LEAT12
Leather Armor +3
This basic armor is made of thick wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS:

Armor Class: 5 (7 vs. piercing and missile)
Requires:
 3 Strength

Weight: 5
This basic armor is made of thick wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit.

STATISTICS: 

Armor Class: 5 (7 vs. piercing and missile attacks)

Requires: 
- 3 Strength

Weight: 4
LEAT15
Studded Leather Armor +2
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

STATISTICS:

Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
Requires:
 6 Strength

Weight: 8
This is the standard armor given out to griffon riders and other warriors who use mounted steeds. It is lightweight but offers good protection, especially with the extra magical protections crafted upon it.

STATISTICS: 

Armor Class: 5 (3 vs. slashing attacks, 4 vs. piercing and missile attacks)

Requires: 
- 6 Strength

Weight: 8
LEAT25
Rugged Leathers +2
Squeaky Leather Armor +2: Rugged Leathers
This rigid suit of leather armor squeaks like a new pair of shoes. What it lacks in stealth it makes up for in toughness, protecting its wearer against the most punishing blows.

STATISTICS:

Equipped abilities:
– Move Silently: -15%

Armor Class: 6 (8 vs. piercing and missile)
Requires:
 4 Strength

Weight: 5
Squeaky Leather Armor +2: Rugged Leathers
This rigid suit of leather armor squeaks like a new pair of shoes. What it lacks in stealth it makes up for in toughness, protecting its wearer against the most punishing blows.

STATISTICS: 

Equipped abilities: 
- Move Silently: -15%

Armor Class: 6 (8 vs. piercing and missile attacks)

Requires: 
- 4 Strength

Weight: 5
LIGHT
Wand of Magic Missiles
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Immunity to electricity
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 1d12 electrical damage to the target

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
MISC61
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

- Drunkenness: +30

Use: 1x per day
Weight: 1
MISC72
The Claw of Kazgaroth
Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer becomes blurred and more difficult to hit with weapons or target with spells. It has one drawback, however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons.

STATISTICS:

Equipped abilities:
– Constitution: -2
– Armor Class: +1, an extra +4 vs. missile attacks
– Save vs. Death: -4
– Save vs. Wand: +3
– Save vs. Polymorph: +3
– Save vs. Breath: +3 
– Save vs. Spell: +3
– May only be removed with a Remove Curse spell

Weight: 1
Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer becomes blurred and more difficult to hit with weapons or target with spells. It has one drawback, however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Armor Class: +1, +5 vs. missile attacks
- Saving Throws: -4 vs. Death
- Saving Throws: +3 vs. Wands
- Saving Throws: +3 vs. Petrification/Polymorph
- Saving Throws: +3 vs. Breath
- Saving Throws: +3 vs. Spells
- Constitution: -2

Weight: 1
MISC75
Dagger of Venom +2
This dagger is a potent blade favored by assassins all across the realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Every time it hits an opponent, it secretes a venom into the bloodstream of the creature. The venom works quickly and efficiently.

STATISTICS:

Combat abilities:
– Hit target suffers 1 point of poison damage per second for 15 seconds (Save vs. Poison negates)

THAC0: +2 
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 2
This dagger is a potent blade favored by assassins all across the realms. This particular dagger of venom was created for use by the Shadow Thieves of Amn. Every time it hits an opponent, it secretes a venom into the bloodstream of the creature. The venom works quickly and efficiently.

STATISTICS: 

Combat abilities: 
- Poisons the target, inflicting 1 damage per second for 15 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)

THAC0: +2
Damage: 1d4 +2 (Piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 2
MISC76
The Dream 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:

Weight: 0
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: 

- Neutralize Poison

Weight: 0
MISC78
Invitation
This is an invitation to the inauguration of the newest Grand Duke of Baldur's Gate. It will be held at the Ducal Palace. Present this invitation to the guard at the gate and you will be allowed entrance.

(This looks to be an important note, one that you should hold on to.)
This is an invitation to the inauguration of the newest Grand Duke of Baldur's Gate. It will be held at the Ducal Palace. Present this invitation to the guard at the gate and you will be allowed entrance.

(This looks to be an important note, one that you should hold on to.)

STATISTICS: 

Weight: 0
MISC98
Durlag's Goblet
Scratched deep into the side of this cursed goblet are the words "Taste My Fear." It is said that one can regain lost health from the dark blood that lurks within its pewter depths. This comes with a price, however, as all who drink of the blood become cursed with the fear it brings. This effect will last up to 12 hours or until dispelled.

STATISTICS:

Special: 
– Fully heals the imbiber
– Causes imbiber to run at the first sign of trouble

Duration: 12 hours

Weight: 2
Scratched deep into the side of this cursed goblet are the words "Taste My Fear." It is said that one can regain lost health from the dark blood that lurks within its pewter depths. This comes with a price, however, as all who drink of the blood become cursed with the fear it brings. This effect will last up to 12 hours or until dispelled.

STATISTICS: 

- Heals 100 % hit points to the drinker
- Le point de rupture de moral of the drinker passe à 14

Duration: 12 hours

Use: 20 charges, the item is destroyed when all charges are used
Weight: 2
MISC99
Plate Mail
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Combat abilities:
– 3 points of damage (piercing) inflicted to the wielder upon every successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS: 

Equipped abilities: 
- Allows arcane spellcasting

Charge abilities: 
- Creates 1 "Plate Mail" at the armor slot of the wearer permanently (illimited use)

Requires: 
- 12 Strength

Weight: 50
NEBELT01
Adoy's Belt
This slender deer hide belt lined with rabbit fur grants its wearer resistance to polymorph effects: the perfect gift for wild mages or those who stand near them.

STATISTICS:

Equipped abilities:
– Save vs. Petrification/Polymorph: +5

Weight: 2
This slender deer hide belt lined with rabbit fur grants its wearer resistance to polymorph effects: the perfect gift for wild mages or those who stand near them.

STATISTICS: 

Equipped abilities: 
- Saving Throws: +5 vs. Petrification/Polymorph

Weight: 2
NERING01
Rilsa's Ring
This elegant ring bears the following inscription:

"With eternal devotion. 

Magreb"

STATISTICS:

Weight: 0
This elegant ring bears the following inscription:

"With eternal devotion. 

Magreb"

STATISTICS: 

Weight: 0
OHAMUL13
Arkion's Bloodstone Amulet
Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time.

STATISTICS:

Weight: 1
Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain. The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties. Only one amulet can be dangled from the neck at a time.

STATISTICS: 

Weight: 1
OHCHAN50
Splint Mail +2
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 body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +2 to their Armor Class.

STATISTICS:

Armor Class: 2 (1 vs. piercing and missile, 0 vs. crushing)
Requires:
 8 Strength

Weight: 10
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 body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer an additional bonus of +2 to their Armor Class.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (0 vs. crushing attacks, 1 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 10
OHDART50
Dart +2
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS:

THAC0: +2
Damage: 1d3+2 (missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-handed

Weight: 0
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Magical darts, such as this one, are sought after by thieves and mages.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 3

Combat abilities: 
- Bonuses to hit and damage based on Strength do not apply to this weapon

THAC0: +2
Damage: 1d3 +2 (Missile)
Speed Factor: 0
Proficiency Type: Dart
Type: One-Handed

Weight: 0
OHPLAT50
Plate Mail +2
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

STATISTICS:

Armor Class: 1 (-2 vs. slashing)
Requires:
 12 Strength

Weight: 20
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 1 (-2 vs. slashing attacks)

Requires: 
- 12 Strength

Weight: 20
OHRING12
Nemphre's Onyx 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
OHRING16
Angel the Cat's Angel Skin 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
OHSHLD50
Buckler +2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size, it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to attacks.

STATISTICS:

Equipped abilities:
– Armor Class: +3 (+1 vs. missile and piercing attacks)

Requires:
 4 Strength

Weight: 2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size, it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to attacks.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +1 vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
OHSW1H51
Wakizashi +2
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (piercing)
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 1
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 5 Strength

Weight: 1
OHSW1H53
Ninjatō +2
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 3
Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful thieves in their own right.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 6 Strength

Weight: 3
OHSW1H55
Scimitar +2
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 2
The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 2
PALHELM
Helm of the Noble +1
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Charisma: +1
– Protects against critical hits

Weight: 2
Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since. 

STATISTICS: 

Equipped abilities: 
- Protection against critical hits
- Armor Class: +2
- Charisma: +1

Weight: 2
PLAT01
Plate Mail
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS:

Armor Class: 3 (0 vs. slashing)
Requires:
 12 Strength

Weight: 50
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 3 (0 vs. slashing attacks)

Requires: 
- 12 Strength

Weight: 50
PLAT02
Fallorain's Plate +1
Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area. 

STATISTICS:

Armor Class: 2 (-1 vs. slashing)
Requires:
 11 Strength

Weight: 20
Captain Fallorain, leader of Calimshan's 12th cavalry brigade, wore this enchanted armor for the last time during the Battle of the Spider Swamp. There he lost his life and army trying to rid an unrecorded evil from the area. 

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (-1 vs. slashing attacks)

Requires: 
- 11 Strength

Weight: 20
PLAT04
Full Plate Armor
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail.

STATISTICS:

Armor Class: 1 (-3 vs. slashing, -2 vs. piercing and missile)
Requires:
 15 Strength

Weight: 70
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 1 (-3 vs. slashing attacks, -2 vs. piercing and missile attacks)

Requires: 
- 15 Strength

Weight: 70
PLAT05
Plate of the Dark +1
Dark Lord Hertious, undead Warlord of Bane, wore this piece of armor for over five hundred years. During this time, he was rumored to dwell in a castle somewhere within the Earthfast Mountains. How his armor moved to other lands without him is not certain, though the separation of the two was surely unpleasant.

STATISTICS:

Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)
Requires:
 15 Strength

Weight: 35
Dark Lord Hertious, undead Warlord of Bane, wore this piece of armor for over five hundred years. During this time, he was rumored to dwell in a castle somewhere within the Earthfast Mountains. How his armor moved to other lands without him is not certain, though the separation of the two was surely unpleasant.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 0 (-4 vs. slashing attacks, -3 vs. piercing and missile attacks)

Requires: 
- 15 Strength

Weight: 35
PLAT06
Ankheg Plate Mail
This plate mail has been expertly crafted by Taerom Fuiruim of Beregost. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not susceptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go, but fatigue is a constant enemy.

STATISTICS:

Armor Class: 1 (-2 vs. slashing, 0 vs. piercing and missile)
Requires:
 8 Strength

Weight: 25
This plate mail has been expertly crafted by Taerom Fuiruim of Beregost. Sheathed in the chitinous scales of the ankheg, it provides a greater degree of protection than traditional plate mail and is not susceptible to rust. As any world-weary adventurer will tell you, however, the best appreciated aspect of ankheg mail is its light weight and low encumbrance. Monsters come and go, but fatigue is a constant enemy.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 1 (-2 vs. slashing attacks, 0 vs. piercing and missile attacks)

Requires: 
- 8 Strength

Weight: 25
PLAT08
The Practical Defense +3
The traveling adventurer could ask for no better a suit of armor in all the land. Specially commissioned by Bolhur "Thunderaxe" at GREAT expense, this suit was his most prized, even if not his most ornate. Eminently practical, Bolhur demanded armor that would offer superior protection while hampering him in the least. By "hampering" he did not just mean in movement or weight, though this suit is just over one-third the weight of normal plate mail: His ideal suit should also be able to withstand the rigors of his wanderings with little maintenance. This is not to say that Bolhur "Thunderaxe" neglected his armors (to say as such would get your ears boxed) but the regime of spit and polish required for a "gentleman's" suit was beyond his caring. Save the tassels and gilding of full plate for kings and heads of state; a working dwarf cares more for utility than looks.

STATISTICS:

Armor Class: 0 (-3 vs. slashing)
Requires:
 11 Strength

Weight: 18
The traveling adventurer could ask for no better a suit of armor in all the land. Specially commissioned by Bolhur "Thunderaxe" at GREAT expense, this suit was his most prized, even if not his most ornate. Eminently practical, Bolhur demanded armor that would offer superior protection while hampering him in the least. By "hampering" he did not just mean in movement or weight, though this suit is just over one-third the weight of normal plate mail: His ideal suit should also be able to withstand the rigors of his wanderings with little maintenance. This is not to say that Bolhur "Thunderaxe" neglected his armors (to say as such would get your ears boxed) but the regime of spit and polish required for a "gentleman's" suit was beyond his caring. Save the tassels and gilding of full plate for kings and heads of state; a working dwarf cares more for utility than looks.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 0 (-3 vs. slashing attacks)

Requires: 
- 11 Strength

Weight: 18
PLAT10
Plate Mail +1
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

STATISTICS:

Armor Class: 2 (-1 vs. slashing)
Requires:
 12 Strength

Weight: 20
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather. In addition, this suit of plate mail is enchanted and gives additional bonuses to the wearer's Armor Class.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 2 (-1 vs. slashing attacks)

Requires: 
- 12 Strength

Weight: 20
PLAT14
Full Plate Armor +1
Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors.

STATISTICS:

Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)
Requires:
 15 Strength

Weight: 35
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: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 0 (-4 vs. slashing attacks, -3 vs. piercing and missile attacks)

Requires: 
- 15 Strength

Weight: 35
PLAT24
The Magma Bulwark +2
Forged by the fire giant Varboti as a gift for a Cormyrian general who made peace with his clan, this red-and-black armor lends its wearer a molten aspect while providing protection against all but the most powerful blows. Due to its incredibly strong but thin material, it also weighs far less than ordinary plate mail.

STATISTICS:

Armor Class: 1 (-2 vs. slashing)
Requires:
 12 Strength

Weight: 20
Forged by the fire giant Varboti as a gift for a Cormyrian general who made peace with his clan, this red-and-black armor lends its wearer a molten aspect while providing protection against all but the most powerful blows. Due to its incredibly strong but thin material, it also weighs far less than ordinary plate mail.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Armor Class: 1 (-2 vs. slashing attacks)

Requires: 
- 12 Strength

Weight: 20
PLAT99
Plate Mail
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS:

Armor Class: 3 (0 vs. slashing)
Requires:
 12 Strength

Weight: 50
Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen, and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS: 

Equipped abilities: 
- Prevents the use of thief skills
- Prevents the use of Hide in shadows

Charge abilities: 
- Creates 1 "Plate Mail" at the armor slot of the wearer permanently (illimited use)

Armor Class: 3 (0 vs. slashing attacks)

Requires: 
- 12 Strength

Weight: 50
PLYMSTAR
Morning Star
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS:

Damage: 2d4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 12
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS: 

Equipped abilities: 
- Movement rate: +30%

Enchantment: +1
Damage: 4d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Large Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 0
POTN02
Potion of Fire Resistance
This potion will imbue the person drinking it with 50% resistance to fire damage. The effect will last for 2 hours or until dispelled.

STATISTICS:

Fire Resistance: +50%
Duration: 2 hours

Weight: 1
This potion will imbue the person drinking it with 50% resistance to fire damage. The effect will last for 2 hours or until dispelled.

STATISTICS: 

- Fire Resistance: +50%

Duration: 2 hours

Weight: 1
POTN03
Potion of Hill Giant Strength
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours.

STATISTICS:

Strength: 19 (Hill Giant Strength)
Duration: 2 hours

Weight: 1
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours.

STATISTICS: 

- Strength: Set to 19

Duration: 2 hours

Weight: 1
POTN04
Potion of Frost Giant Strength
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS:

Strength: 21 (Frost Giant Strength)
Duration: 2 hours

Weight: 1
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS: 

- Strength: Set to 21

Duration: 2 hours

Weight: 1
POTN05
Potion of Fire Giant Strength
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS:

Strength: 22 (Fire Giant Strength)
Duration: 2 hours

Weight: 1
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS: 

- Strength: Set to 22

Duration: 2 hours

Weight: 1
POTN06
Potion of Cloud Giant Strength
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS:

Strength: 23 (Cloud Giant Strength)
Duration: 2 hours

Weight: 1
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS: 

- Strength: Set to 23

Duration: 2 hours

Weight: 1
POTN07
Potion of Storm Giant Strength
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS:

Strength: 24 (Storm Giant Strength)
Duration: 2 hours

Weight: 1
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. 

STATISTICS: 

- Strength: Set to 24

Duration: 2 hours

Weight: 1
POTN08
Potion of Healing
When wholly consumed, this potion restores 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process.

STATISTICS:

Special: Restores 9 Hit Points.

Weight: 1
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 hit points to the drinker

Weight: 1
POTN09
Potion of Heroism
This potion is imbued with a powerful enchantment that will simulate a temporary increase in level. The effect lasts for 2 hours, which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors.

STATISTICS:

Hit Points: +10% (base only)
THAC0: Set to 90% of current base
Duration: 2 hours

Weight: 1
This potion is imbued with a powerful enchantment that will simulate a temporary increase in level. The effect lasts for 2 hours, which makes this potion a powerful ally in a deadly combat. This potion may only be used by warriors.

STATISTICS: 

- THAC0: -10%
- Hit points: +10%

Duration: 2 hours

Weight: 1
POTN10
Potion of Invisibility
This potion confers invisibility similar to the 2nd-level wizard spell of the same name. Entering combat terminates invisibility. Barring that, the effects will last for 12 hours.

STATISTICS:

Special: Invisibility
Duration: 12 hours

Weight: 1
This potion confers invisibility similar to the 2nd-level wizard spell of the same name. Entering combat terminates invisibility. Barring that, the effects will last for 12 hours.

STATISTICS: 

- Invisibility

Duration: 12 hours

Weight: 1
POTN11
Potion of Invulnerability
This potion confers very high resistance to all attacks while giving bonuses to all Saving Throws. It can only be used by those trained in the martial arts.

STATISTICS:

Armor Class: 0
Saving Throws: +5
Duration: 1 hour

Weight: 1
This potion confers very high resistance to all attacks while giving bonuses to all Saving Throws. It can only be used by those trained in the martial arts.

STATISTICS: 

- Base Armor Class: 0
- Saving Throws: +5

Duration: 1 hour

Weight: 1
POTN12
Potion of Stone Giant Strength
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours.

STATISTICS:

Strength: 20 (Stone Giant Strength)
Duration: 2 hours

Weight: 1
This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours.

STATISTICS: 

- Strength: Set to 20

Duration: 2 hours

Weight: 1
POTN13
Oil of Fiery Burning
Once exposed to air, this oil will immediately burst into flame, inflicting 5d6 points of damage (Save vs. Breath for half) to all within the immediate area around the potion. It can be hurled up to around 40 ft., at which point it hits the ground and immediately explodes into a ball of fire.

STATISTICS:

Damage: 5d6 (Save vs. Breath for half)

Weight: 1
Once exposed to air, this oil will immediately burst into flame, inflicting 5d6 points of damage (Save vs. Breath for half) to all within the immediate area around the potion. It can be hurled up to around 40 ft., at which point it hits the ground and immediately explodes into a ball of fire.

STATISTICS: 

- Inflicts 5d6 fire damage to creatures within a 15 feet radius (save vs. Breath half)

Weight: 1
POTN14
Oil of Speed
This oil increases the movement and combat capabilities of the imbiber. The movement rate is doubled and the user gains one extra attack per round. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time, however. The duration of the effect is 1 hour.

STATISTICS:

Special: Doubles movement rate and grants 1 extra attack per round
Duration: 1 hour

Weight: 1
This oil increases the movement and combat capabilities of the imbiber. The movement rate is doubled and the user gains one extra attack per round. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time, however. The duration of the effect is 1 hour.

STATISTICS: 

- Double movement speed and grants one additional attack per round

Duration: 1 hour

Weight: 1
POTN15
Red Potion
Close examination reveals this liquid to be very peculiar in nature. It could be a sorcerer's dream, but that would depend entirely on who you asked. After ingesting the mixture, the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever lived, with an innate 50% Magic Damage Resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork.

STATISTICS:

Special: +50% resistance to all magical damage
Intelligence: 25
Wisdom: 3
Strength: 3
Duration: 24 hours

Weight: 1
Close examination reveals this liquid to be very peculiar in nature. It could be a sorcerer's dream, but that would depend entirely on who you asked. After ingesting the mixture, the drinker becomes the weakest, most unwise, yet incredibly intelligent person to have ever lived, with an innate 50% Magic Damage Resistance as well. The effects remain for an entire 24 hours, so think carefully before unplugging the cork.

STATISTICS: 

- Strength: Set to 3
- Intelligence: Set to 25
- Wisdom: Set to 3
- Magic Damage Resistance: +50%

Duration: 1 day

Weight: 1
POTN16
Violet Potion
This is one of the oddest potions you have ever examined. Once drunk, this mixture causes one's muscles to immediately bulge to completely inhuman proportions, titan-like actually, while Dexterity and Constitution are both reduced essentially to that of a slug. The effect lasts for a full 24 hours, so think carefully before quaffing this suspect drink.

STATISTICS:

Strength: 25
Dexterity: 3
Constitution: 3
Duration: 24 hours

Weight: 1
This is one of the oddest potions you have ever examined. Once drunk, this mixture causes one's muscles to immediately bulge to completely inhuman proportions, titan-like actually, while Dexterity and Constitution are both reduced essentially to that of a slug. The effect lasts for a full 24 hours, so think carefully before quaffing this suspect drink.

STATISTICS: 

- Strength: Set to 25
- Dexterity: Set to 3
- Constitution: Set to 3

Duration: 1 day

Weight: 1
POTN17
Elixir of Health
The elixir of health is a powerful healing mixture designed to cleanse the body of all impurities. First, it cures all poisons and diseases; then, once the system has been purged, the imbibed is cured by 10 Hit Points to speed the recovery process.

STATISTICS:

Special: Cures poison and disease and heals 10 Hit Points

Weight: 1
The elixir of health is a powerful healing mixture designed to cleanse the body of all impurities. First, it cures all poisons and diseases; then, once the system has been purged, the imbibed is cured by 10 Hit Points to speed the recovery process.

STATISTICS: 

- Heals 10 hit points to the drinker
- Cure Feeblemindedness
- Cure Disease
- Neutralize Poison
- Drunkenness: Set to 0

Weight: 1
POTN18
Potion of Absorption
This potion, as would be expected, will absorb external attacks once it has been consumed. All crushing attacks made against the imbiber are cushioned so that only the strongest get through. Also, there is 100% immunity to all electrical attacks for the duration of the effect, which in this case is 2 hours.

STATISTICS:

Armor Class: +10 vs. crushing attacks
Electrical Resistance: 100%
Duration: 2 hours

Weight: 1
This potion, as would be expected, will absorb external attacks once it has been consumed. All crushing attacks made against the imbiber are cushioned so that only the strongest get through. Also, there is 100% immunity to all electrical attacks for the duration of the effect, which in this case is 2 hours.

STATISTICS: 

- Armor Class: +10 vs. crushing attacks
- Electric Resistance: +100%

Duration: 2 hours

Weight: 1
POTN19
Potion of Agility
This potion will set the Dexterity score of the imbiber to 18, affecting Armor Class and missile attack adjustment for the duration of the effect, in this case 3 hours.

STATISTICS:

Dexterity: 18
Duration: 3 hours

Weight: 1
This potion will set the Dexterity score of the imbiber to 18, affecting Armor Class and missile attack adjustment for the duration of the effect, in this case 3 hours.

STATISTICS: 

- Dexterity: Set to 18

Duration: 3 hours

Weight: 1
POTN20
Antidote
As the name implies, this potion will neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once.

STATISTICS:

Special: Cures poison

Weight: 1
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: 

- Neutralize Poison

Weight: 1
POTN21
Potion of Clarity
This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the imbiber feels an overwhelming sensation of calm and purpose, such that  will be unaffected by threatening influences like feeblemind, confusion, fear, and charm. This feeling will last for 1 hour or until dispelled.

STATISTICS:

Special: Prevents feeblemind, confusion, fear, and charm
Duration: 1 hour

Weight: 1
This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the imbiber feels an overwhelming sensation of calm and purpose, such that  will be unaffected by threatening influences like feeblemind, confusion, fear, and charm. This feeling will last for 1 hour or until dispelled.

STATISTICS: 

- Cure horror
- Immunity to charms, feeblemindedness, confusion, horror and panic

Duration: 1 hour

Weight: 1
POTN22
Potion of Cold Resistance
This potion will imbue the person drinking it with 50% resistance to cold damage. The effect will last for 2 hours or until dispelled.

STATISTICS:

Cold Resistance: +50%
Duration: 2 hours

Weight: 1
This potion will imbue the person drinking it with 50% resistance to cold damage. The effect will last for 2 hours or until dispelled.

STATISTICS: 

- Cold Resistance: +50%

Duration: 2 hours

Weight: 1
POTN23
Oil of Speed
This oddly murky oil would appear to increase the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time, however. The duration of the effect is 1 hour.

STATISTICS:

Weight: 1
This oddly murky oil would appear to increase the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once in a round attacks twice. This does not reduce spellcasting time, however. The duration of the effect is 1 hour.

STATISTICS: 

- Feeblemindedness

Duration: 1 hour

Weight: 1
POTN24
Potion of Defense
This potion confers protection against physical attacks, setting the imbiber's base Armor Class to 0. The effect lasts for 2 hours.

STATISTICS:

Armor Class: 0
Duration: 2 hours

Weight: 1
This potion confers protection against physical attacks, setting the imbiber's base Armor Class to 0. The effect lasts for 2 hours.

STATISTICS: 

- Base Armor Class: 0

Duration: 2 hours

Weight: 1
POTN25
Potion of Healing
When wholly consumed, this oddly murky potion appears to restore 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process.

STATISTICS:

Weight: 1
When wholly consumed, this oddly murky potion appears to restore 9 Hit Points to the person. The effect is instantaneous and the potion is destroyed in the process.

STATISTICS: 

- Drunkenness: +100

Weight: 1
POTN26
Potion of Explosions
This potion is a vial of pain, as it will explode into a burning ball of fire upon impact. Keep it in a safe place lest ye meet an untimely end.

STATISTICS:

Damage: 6d6 (Save vs. Spell for half)
Area of Effect: 15-ft. radius

Weight: 1
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: 

- Inflicts 6d6 fire damage to creatures within a 15 feet radius (save vs. Spells half)

Weight: 1
POTN27
Potion of Fire Breath
The potion of firebreath magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The user does not drink this potion, but instead uses it on an enemy. The effect does 6d10 damage to the target with a Save vs. Breath Weapon for half.

STATISTICS:

Damage: 6d10 (Save vs. Breath for half)

Weight: 1
The potion of firebreath magically transforms the throat so that it is capable of a giant breath of fire spewing forth in an arc. The user does not drink this potion, but instead uses it on an enemy. The effect does 6d10 damage to the target with a Save vs. Breath Weapon for half.

STATISTICS: 

- Inflicts 6d10 fire damage to the target (save vs. Breath half)

Weight: 1
POTN28
Potion of Fortitude
Once consumed, this potion will cause a surge of energy to travel through the body, setting the drinker's Constitution to 18. This provides all the bonuses of having a high Constitution—such as Hit Points—for the duration of the effect, which is 3 hours.

STATISTICS:

Constitution: 18
Duration: 3 hours

Weight: 1
Once consumed, this potion will cause a surge of energy to travel through the body, setting the drinker's Constitution to 18. This provides all the bonuses of having a high Constitution—such as Hit Points—for the duration of the effect, which is 3 hours.

STATISTICS: 

- Constitution: Set to 18

Duration: 3 hours

Weight: 1
POTN29
Potion of Genius
Very much as the name implies, this potion will increase the Intelligence of the imbiber by 4 points, up to a maximum of 25. The effect will last the full duration, which is 3 hours, or until dispelled.

STATISTICS:

Intelligence: +4 (up to 25)
Duration: 3 hours

Weight: 1
Very much as the name implies, this potion will increase the Intelligence of the imbiber by 4 points, up to a maximum of 25. The effect will last the full duration, which is 3 hours, or until dispelled.

STATISTICS: 

- Intelligence: +4

Duration: 3 hours

Weight: 1
POTN30
Potion of Infravision
This potion will grant the person drinking it the ability to see in the infrared spectrum up to 120 feet, namely infravision. The effect will last for 4 hours or until dispelled.

STATISTICS:

Special: Infravision
Duration: 4 hours

Weight: 1
This potion will grant the person drinking it the ability to see in the infrared spectrum up to 120 feet, namely infravision. The effect will last for 4 hours or until dispelled.

STATISTICS: 

- Infravision

Duration: 4 hours

Weight: 1
POTN31
Potion of Insulation
This potion will imbue the person drinking it with 50% resistance to electrical damage. The effect will last for 2 hours or until dispelled.

STATISTICS:

Electrical Resistance: +50%
Duration: 2 hours

Weight: 1
This potion will imbue the person drinking it with 50% resistance to electrical damage. The effect will last for 2 hours or until dispelled.

STATISTICS: 

- Electric Resistance: +50%

Duration: 2 hours

Weight: 1
POTN32
Antidote
As the name implies, this potion appears to neutralize any poison of which the imbiber is currently suffering the effects. The cleansing is instant and the potion may only be used once. Although the color seems strange somehow.

STATISTICS:

Weight: 1
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: 

- Slow

Duration: 2 turns

Weight: 1
POTN33
Potion of Magic Blocking
This powerful elixir imbues the drinker with immunity to all spells up to and including 5th level. At the same time, all spell effects of 5th level and lower are removed from the imbiber. The effect will only last for 5 rounds, however, so careful timing is necessary.

STATISTICS:

Special: Immunity to spells of 5th level and below
Duration: 5 rounds

Weight: 1
This powerful elixir imbues the drinker with immunity to all spells up to and including 5th level. At the same time, all spell effects of 5th level and lower are removed from the imbiber. The effect will only last for 5 rounds, however, so careful timing is necessary.

STATISTICS: 

- Removes all magical effects from the drinker
- Immunity to 5th level spells and below

Duration: 5 rounds

Weight: 1
POTN34
Potion of Magic Protection
This potion will leave the drinker with 50% resistance to all harmful magic. The effect will last for 2 hours or until dispelled.

STATISTICS:

Magic Resistance: +50%
Duration: 2 hours

Weight: 1
This potion will leave the drinker with 50% resistance to all harmful magic. The effect will last for 2 hours or until dispelled.

STATISTICS: 

- Magic Resistance: +50%

Duration: 2 hours

Weight: 1
POTN35
Potion of Magic Shielding
This powerful elixir imbues the drinker with 50% resistance to all forms of magical damage. The effect lasts for 3 turns, making this potion slightly more battle specific.

STATISTICS:

Damage Resistance: +50% against all forms of magical non-physical damage
Special: All Saving Throws are automatically successful
Duration: 3 turns

Weight: 1
This powerful elixir imbues the drinker with 50% resistance to all forms of magical damage. The effect lasts for 3 turns, making this potion slightly more battle specific.

STATISTICS: 

- Saving Throws: +20
- Elemental Damage Resistance: +50%
- Magic Damage Resistance: +50%

Duration: 3 turns

Weight: 1
POTN36
Potion of Master Thievery
This potion will temporarily transform the drinker into a master thief. The skills that are affected are Open Locks and Pick Pockets, which are increased significantly. The effect will last for 3 hours; however, only Thieves and Bards may use this potion.

STATISTICS:

Open Locks: +40%
Pick Pockets: +40%
Duration: 3 hours

Weight: 1
This potion will temporarily transform the drinker into a master thief. The skills that are affected are Open Locks and Pick Pockets, which are increased significantly. The effect will last for 3 hours; however, only Thieves and Bards may use this potion.

STATISTICS: 

- Pick Pockets: +40%
- Open Locks: +40%

Duration: 3 hours

Weight: 1
POTN37
Potion of Mind Focusing
This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed. 

STATISTICS:

Intelligence: +3
Dexterity: +3
Duration: 12 hours

Weight: 1
This potion will imbue the drinker with the ability to focus the mind unerringly towards any task that needs to be performed. 

STATISTICS: 

- Dexterity: +3
- Intelligence: +3

Duration: 12 hours

Weight: 1
POTN38
Potion of Mirrored Eyes
This potion will protect the drinker from all forms of petrification and gaze attacks. The effect will last for 1 turn or until dispelled.

STATISTICS:

Special: Immune to petrification and gaze attacks
Duration: 1 turn

Weight: 1
This potion will protect the drinker from all forms of petrification and gaze attacks. The effect will last for 1 turn or until dispelled.

STATISTICS: 

- Immunity to eye attacks
- Immunity to petrification

Duration: 1 turn

Weight: 1
POTN39
Potion of Perception
This potion heightens the sensory perception of the drinker, which allows delicate tasks to be performed better. The effect is to make certain thieving skills more likely to succeed.

STATISTICS:

Find Traps: +20%
Pick Pockets: +20%
Open Locks: +20%
Hide In Shadows: +20%
Duration: 6 hours

Weight: 1
This potion heightens the sensory perception of the drinker, which allows delicate tasks to be performed better. The effect is to make certain thieving skills more likely to succeed.

STATISTICS: 

- Pick Pockets: +20%
- Open Locks: +20%
- Find Traps: +20%
- Hide in Shadows: +20%

Duration: 6 hours

Weight: 1
POTN40
Potion of Invulnerability
This potion confers very high resistance to all attacks while giving bonuses to all Saving Throws. The effects of the elixir last for 1 hour, but can only be used by warriors. The liquid in the potion has a strange murky quality to it that you haven't noticed in other potions.

STATISTICS:

Weight: 1
This potion confers very high resistance to all attacks while giving bonuses to all Saving Throws. The effects of the elixir last for 1 hour, but can only be used by warriors. The liquid in the potion has a strange murky quality to it that you haven't noticed in other potions.

STATISTICS: 

- Petrifies the drinker after 1 second (save vs. Petrification/Polymorph neg.)

Weight: 1
POTN41
Potion of Power
This powerful elixir is similar to the potion of heroism in that it effectively raises the imbiber's level and can be used by all character classes. This affects Hit Points, THAC0, and thieving abilities, although it does not raise the backstab multiplier. This effect is applied to the base, before any attribute modifiers are added.

STATISTICS:

THAC0: Set to 80% of current base
Hit Points: +20% temporary (base only)
Hide In Shadows: +20% (base only)
Pick Pockets: +20% (base only)
Open Locks: +20% (base only)
Find Traps: +20% (base only)
Duration: 4 turns

Weight: 1
This powerful elixir is similar to the potion of heroism in that it effectively raises the imbiber's level and can be used by all character classes. This affects Hit Points, THAC0, and thieving abilities, although it does not raise the backstab multiplier. This effect is applied to the base, before any attribute modifiers are added.

STATISTICS: 

- THAC0: -20%
- Hit points: +20%
- Pick Pockets: Multiplied by 120%
- Open Locks: Multiplied by 120%
- Find Traps: Multiplied by 120%
- Hide in Shadows: Multiplied by 120%

Duration: 4 turns

Weight: 1
POTN42
Potion of Regeneration
This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 Hit Points per round.

STATISTICS:

Special: Regenerate 2 Hit Points per round
Duration: 3 turns

Weight: 1
This is a powerful elixir that imbues the drinker with the regeneration ability similar to that of a troll, wounds literally closing over and healing as you watch. The effect, which lasts for 3 turns, is to regenerate 2 Hit Points per round.

STATISTICS: 

- Regenerates 1 hit point every 3 seconds

Duration: 3 turns

Weight: 1
POTN43
Potion of Insight
It will be as if a higher being had stepped into the drinker's head, filling it with intuitive thoughts and amazing insights. The effect is to set the Wisdom of the person to 18 for approximately 6 hours or until dispelled.

STATISTICS:

Wisdom: 18
Duration: 6 hours

Weight: 1
It will be as if a higher being had stepped into the drinker's head, filling it with intuitive thoughts and amazing insights. The effect is to set the Wisdom of the person to 18 for approximately 6 hours or until dispelled.

STATISTICS: 

- Wisdom: Set to 18

Duration: 6 hours

Weight: 1
POTN44
Potion of Strength
This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect is to set the Strength of the imbiber to 18 for approximately 4 hours or until dispelled.

STATISTICS:

Strength: 18
Duration: 4 hours

Weight: 1
This potion will give the drinker a surge of energy such that the muscles will seem to ripple and bulge, coursing with magical energy. The effect is to set the Strength of the imbiber to 18 for approximately 4 hours or until dispelled.

STATISTICS: 

- Strength: Set to 18

Duration: 4 hours

Weight: 1
POTN45
Potion of Freedom
This potion acts like the spell Free Action when consumed. The drinker becomes completely immune to any effects that influence action or movement, whether it is magical in origin or not. The duration of the potion is 2 hours.

STATISTICS:

Special: Free Action
Duration: 2 hours

Weight: 1
This potion acts like the spell Free Action when consumed. The drinker becomes completely immune to any effects that influence action or movement, whether it is magical in origin or not. The duration of the potion is 2 hours.

STATISTICS: 

- Restoration of movement rate
- Unstun
- Cure of paralysis
- Immunity to Defensive Spin spell
- Immunity to haste, slowness, hold, paralysis, entanglement, webs and change in movement rate

Duration: 2 hours

Weight: 1
POTN46
Potion of Stone Form
Drinking this potion results in a transformation much like the one the imbiber would go through if  were turned to stone. Skin color, stiffness, even the feeling that is received from the body—stone.

STATISTICS:

Armor Class: 0
Saving Throws: +3
Dexterity: -3
Duration: 1 hour

Weight: 1
Drinking this potion results in a transformation much like the one the imbiber would go through if  were turned to stone. Skin color, stiffness, even the feeling that is received from the body—stone.

STATISTICS: 

- Base Armor Class: 0
- Saving Throws: +3
- Dexterity: -3

Duration: 1 hour

Weight: 1
POTN47
Marek's Potion of Antidote
Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons.

STATISTICS:

Special: Cures poison

Weight: 1
Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons.

STATISTICS: 

- Neutralize Poison after 1 second

Use: 10 charges, the item is destroyed when all charges are used
Weight: 1
POTN48
Vial of Mysterious Liquid
This potion contains a strange green substance similar to residue you have seen in some of the mining carts. The liquid inside appears to very slightly discolor iron that it comes in contact with, and is likely related to the mysterious "plague" that renders smelted weapons and tools brittle. The kobolds you killed must have tainted all the ore leaving the mine, though it is unlikely they would have concocted this plan themselves.

STATISTICS:

Weight: 1
This potion contains a strange green substance similar to residue you have seen in some of the mining carts. The liquid inside appears to very slightly discolor iron that it comes in contact with, and is likely related to the mysterious "plague" that renders smelted weapons and tools brittle. The kobolds you killed must have tainted all the ore leaving the mine, though it is unlikely they would have concocted this plan themselves.

STATISTICS: 

- Poisons the drinker, inflicting 1 damage per round (Not effective against undead, the golems and the creatures immune to poisons)
- Constitution: -1 (Not effective against undead, the golems and the creatures immune to poisons)

Duration: 1 turn

Weight: 1
POTN52
Potion of Extra Healing
When wholly consumed, this potion restores 27 Hit Points to the person. The effect is instantaneous, and the potion is destroyed in the process.

STATISTICS:

Special: Restores 27 Hit Points

Weight: 1
When wholly consumed, this potion restores 27 Hit Points to the person. The effect is instantaneous, and the potion is destroyed in the process.

STATISTICS: 

- Heals 27 hit points to the drinker

Weight: 1
POTN55
Potion of Superior Healing
When consumed, this potion restores 40 Hit Points to the imbiber. The effect is instantaneous, and the potion is destroyed in the process.

STATISTICS:

Special: Restores 40 Hit Points

Weight: 1
When consumed, this potion restores 40 Hit Points to the imbiber. The effect is instantaneous, and the potion is destroyed in the process.

STATISTICS: 

- Heals 40 hit points to the drinker

Weight: 1
POTN60
Potion of Persuasiveness
Very much as the name implies, this potion will increase the Charisma of the imbiber by 4 points, up to a maximum of 25. The effect will last the full duration, which is 3 hours, or until dispelled.

STATISTICS:

Charisma: +4 (non-cumulative)
Duration: 3 hours

Weight: 1
Very much as the name implies, this potion will increase the Charisma of the imbiber by 4 points, up to a maximum of 25. The effect will last the full duration, which is 3 hours, or until dispelled.

STATISTICS: 

- Charisma: +4 (not cumulative)

Duration: 3 hours

Weight: 1
POTNMARE
Marek's Potion of Antidote
Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons.

STATISTICS:

Special: Cures poison

Weight: 1
Marek's potion looks to have 10 uses. More powerful than a normal potion of antidote, this potion would neutralize even the most lethal of poisons.

STATISTICS: 

- Neutralize Poison

Weight: 1
PRINCES2
(placeholder) Story Ring
(placeholder) Story Ring description
(placeholder) Story Ring description

STATISTICS: 

Weight: 0
PRINCESS
(placeholder) Story Ring
(placeholder) Story Ring description
(placeholder) Story Ring description

STATISTICS: 

Equipped abilities: 
- THAC0: Set to -20
- Regenerates 1 hit point per round
- Les points de vie ne peuvent passer en dessous de 10
- Strength: Set to 25
- For each successful melee attack; Removes all magical effects from the target
- Immunity to Polymorph Other and Sphere of Chaos spells
- Immunity to berserker rage, charms, magical death, horror, silence, sleep, slowness, stun, to magical death, to failure of spell casting, blindness, feeblemindedness, disease, deafness, paralysis, confusion, petrification, à la métamorphose, aux cantiques adverses, hold, imprisonment, maze, level drain, à la désintégration, aux charmes and poisoning
- Immunity to Timestop
- Immunity to panic

Weight: 0
PROX01
Proximity Bomb
This is a proximity bomb
This is a proximity bomb

STATISTICS: 

- Skull Trap (as a level 12 spellcaster)

Requires: 
- 9 Intelligence

Weight: 1
PSTAFM0
Narbucchad's Demise +4
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Its charge seems to have lessened slightly after having replaced the jewel.

STATISTICS:

Combat abilities:
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)

Charge abilities:
– Narbucchad's Demise
  Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.

THAC0: +2
Damage: 1d6+3 (crushing)
Damage type: Crushing
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Its charge seems to have lessened slightly after having replaced the jewel.

STATISTICS: 

Charge ability (illimited use): 
- Inflicts 2d2 +1 magic damage to the target
- Magic Missile (instant)

Combat abilities (Ranged, powered): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target
- Attacks per round: Set to 2 for 15 seconds
- 7% chance to instantly cast Magic Missile on the wearer

Combat abilities (Ranged, channeled): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target

Enchantment: +4
THAC0 (Melee): +2
THAC0 (Ranged, powered and Ranged, channeled): +99
Damage (Melee): 1d6 +3 (Crushing)
Speed Factor (Melee): 1
Speed Factor (Ranged, powered): 0
Speed Factor (Ranged, channeled): 5
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PSTAFM0B
Narbucchad's Demise +3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Its charge seems to have lessened after having replaced the jewel.

STATISTICS:

Combat abilities:
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)

Charge abilities:
– Narbucchad's Demise
  Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Its charge seems to have lessened after having replaced the jewel.

STATISTICS: 

Charge ability (illimited use): 
- Inflicts 2d2 +1 magic damage to the target
- Magic Missile (instant)

Combat abilities (Ranged, powered): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target
- Attacks per round: Set to 2 for 15 seconds
- 7% chance to instantly cast Magic Missile on the wearer

Combat abilities (Ranged, channeled): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target

Enchantment: +3
THAC0 (Melee): +2
THAC0 (Ranged, powered and Ranged, channeled): +99
Damage (Melee): 1d6 +3 (Crushing)
Speed Factor (Melee): 1
Speed Factor (Ranged, powered): 0
Speed Factor (Ranged, channeled): 5
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PSTAFM0C
Narbucchad's Demise +2
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Once again, the staff seems weaker after replacing the gem. Inopportune timing aside, you begin to see how the staff earned its name.
STATISTICS:

Combat abilities:
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)

Charge abilities:
– Narbucchad's Demise
  Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Once again, the staff seems weaker after replacing the gem. Inopportune timing aside, you begin to see how the staff earned its name.
STATISTICS: 

Charge ability (illimited use): 
- Inflicts 2d2 +1 magic damage to the target
- Magic Missile (instant)

Combat abilities (Ranged, powered): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target
- Attacks per round: Set to 2 for 15 seconds
- 6% chance to instantly cast Magic Missile on the wearer

Combat abilities (Ranged, channeled): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target

THAC0 (Melee): +2
THAC0 (Ranged, powered and Ranged, channeled): +99
Damage (Melee): 1d6 +2 (Crushing)
Speed Factor (Melee): 1
Speed Factor (Ranged, powered): 0
Speed Factor (Ranged, channeled): 5
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PSTAFM0D
Narbucchad's Demise +1
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Some residual power remains in the orb.

STATISTICS:

Combat abilities:
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)

Charge abilities:
– Narbucchad's Demise
  Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.

THAC0: +2
Damage: 1d6+1 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. Some residual power remains in the orb.

STATISTICS: 

Charge ability (illimited use): 
- Inflicts 2d2 +1 magic damage to the target
- Magic Missile (instant)

Combat abilities (Ranged, powered): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target
- Attacks per round: Set to 2 for 15 seconds
- 5% chance to instantly cast Magic Missile on the wearer

Combat abilities (Ranged, channeled): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target

Enchantment: +1
THAC0 (Melee): +2
THAC0 (Ranged, powered and Ranged, channeled): +99
Damage (Melee): 1d6 +1 (Crushing)
Speed Factor (Melee): 1
Speed Factor (Ranged, powered): 0
Speed Factor (Ranged, channeled): 5
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PSTAFM0E
Narbucchad's Demise +1
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. A small trace of power remains in the gem, just barely allowing you to channel your own magic through it.

STATISTICS:

Combat abilities:
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)

Charge abilities:
– Narbucchad's Demise
  Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess. A small trace of power remains in the gem, just barely allowing you to channel your own magic through it.

STATISTICS: 

Charge ability (illimited use): 
- Inflicts 2d2 +1 magic damage to the target
- Magic Missile (instant)

Combat abilities (Ranged): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target

THAC0 (Melee): +1
THAC0 (Ranged): +99
Damage (Melee): 1d6 +1 (Crushing)
Speed Factor (Melee): 1
Speed Factor (Ranged): 5
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PSTAFM1
Narbucchad's Demise +5
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. 

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess, but the fact that it appears to be fully charged suggests a tale worthy of its own.

STATISTICS:

Combat abilities: 
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)

Charge abilities:
– Narbucchad's Demise
  Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.

THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength 

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long. 

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess, but the fact that it appears to be fully charged suggests a tale worthy of its own.

STATISTICS: 

Charge ability (1x per day): 
- Inflicts 2d2 +1 magic damage to the target
- Magic Missile (instant)

Combat abilities (Ranged, powered): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target
- Attacks per round: Set to 2 for 15 seconds
- 8% chance to instantly cast Magic Missile on the wearer

Combat abilities (Ranged, channeled): 
- Returns to the wielder's hand when thrown
- Inflicts 2d2 +1 magic damage to the target

Enchantment: +5
THAC0 (Melee): +2
THAC0 (Ranged, powered and Ranged, channeled): +99
Damage (Melee): 1d6 +3 (Crushing)
Speed Factor (Melee): 1
Speed Factor (Ranged, powered): 0
Speed Factor (Ranged, channeled): 5
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PSTAFM2
Narbucchad's Demise
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess.

STATISTICS:

Damage: 1d6 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.

However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.

Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess.

STATISTICS: 

Damage: 1d6 (Crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
PULS01
Wand of Magic Missiles
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 4
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 1d4 +1 magic damage to the target

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
PULS02
Wand of Magic Missiles
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 5
- Double movement speed and grants one additional attack per round

Combat abilities: 
- Unlimited ammunition
- Inflicts 1d4 +1 magic damage to the target

THAC0: +10
Launcher: Crossbow

Requires: 
- 9 Intelligence

Weight: 1
QUIV01
Arrow
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS:

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
The flight arrow, as its name implies, is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are thirty to forty inches long.

STATISTICS: 

Combat abilities: 
- Unlimited ammunition

Damage: 1d6 (Missile)
Launcher: Bow

Weight: 0
QUIVER01
Quiver of Plenty +1
The history of this magical quiver has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles.

STATISTICS:

Equipped abilities:
– Unlimited +1 arrows 

Weight: 0
The history of this magical quiver has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles.

STATISTICS: 

Combat abilities: 
- Unlimited ammunition

THAC0: +1
Damage: 1d6 +1 (Missile)
Launcher: Bow

Weight: 0
QUIVER02
Case of Plenty +1
The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles.

STATISTICS:

Equipped abilities:
– Unlimited +1 bolts

Weight: 0
The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well documented shortage of competent fletchers during the Time of Troubles.

STATISTICS: 

Combat abilities: 
- Unlimited ammunition

THAC0: +1
Damage: 1d8 +1 (Missile)
Launcher: Crossbow

Weight: 0
QUIVER05
Bag of Plenty +1
Although this soft cloth pouch is empty right now, there is still a powerful aura of magic surrounding it.

STATISTICS:

Equipped abilities:
– Unlimited +1 sling bullets

Weight: 0
Although this soft cloth pouch is empty right now, there is still a powerful aura of magic surrounding it.

STATISTICS: 

Combat abilities: 
- Unlimited ammunition

THAC0: +1
Damage: 1d4 +2 (Missile)
Launcher: Sling

Weight: 0
RESTORE
Greater Restoration
Greater Restoration
(Necromancy)

Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and  will likely require rest immediately afterward.
Greater Restoration
(Necromancy)

Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and  will likely require rest immediately afterward.

STATISTICS: 

Charge abilities: 
- Greater Restoration (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
RING01
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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING02
Batalista's Passport
Ring of Fire Resistance: Batalista's Passport
The grand mage Batalista intended this item to aid in his travels in the Plane of Fire, and it is said he repeatedly summoned a salamander from that realm to aid in the construction. Salamanders not being known for their patience, it is likely he should not have pestered his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better.

STATISTICS:

Equipped abilities:
– Fire Resistance: +40%

Weight: 0
Ring of Fire Resistance: Batalista's Passport
The grand mage Batalista intended this item to aid in his travels in the Plane of Fire, and it is said he repeatedly summoned a salamander from that realm to aid in the construction. Salamanders not being known for their patience, it is likely he should not have pestered his "instructor" quite so much. The finger bearing the finished ring was indeed untouched by the inferno that claimed his tower. Had that finger still been attached, Batalista himself might have fared better.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: +40%

Weight: 0
RING03
Druid's Ring
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:

Charge abilities:
– Charm Animal (Save vs. Wand negates)
  Range: 40 ft.
  Duration: 2 hours
  Area of Effect: 1 animal

Weight: 0
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: 

Charge abilities: 
- Charm the animals for 2 hours (save vs. Wands neg.) (Effective against animals. Not effective at 91% against elves and at 31% against half elves) (100 charges, the item is destroyed when all charges are used)

Weight: 0
RING04
The Jester's Folly
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:

Equipped abilities:
– Dexterity: -50%
– Stealth: -50%
– 75% chance of spellcasting failure
– May only be removed with a Remove Curse spell

Weight: 0
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: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- 75% of spellcasting failure (wizard, priest and druid)
- Dexterity: -50%
- Move Silently: Multiplied by 50%

Weight: 0
RING05
Sandthief's Ring
Ring of Invisibility: Sandthief's Ring 
Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob.

STATISTICS:

Charge abilities:
– Invisibility as per the namesake spell

Weight: 0
Ring of Invisibility: Sandthief's Ring 
Held by a master Thief for the better part of a generation, this ring was put to bold use in the markets of Waterdeep. Working a crowd in broad daylight, the rogue would steal countless numbers of purses from nobles, replacing them with bags of sand so the theft would go unnoticed. His identity was never known, but the name "Sandthief" was cursed loudly in its stead. It is rumored he retired, and now lives among the nobles he used to rob.

STATISTICS: 

Charge abilities: 
- Invisibility for 12 hours (8 charges, the item is destroyed when all charges are used)

Weight: 0
RING06
Ring of the Princes +1
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 0
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1

Weight: 0
RING07
The Guard's Ring +2
Ring of Protection +2: The Guard's Ring
The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia, respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Saving Throws: +2

Weight: 0
Ring of Protection +2: The Guard's Ring
The Guard was an immortal sentry assigned to protect a tomb that sheltered the body of a princess of the Akanal. Over millennia, respect for the grave disappeared with the memory of the royal family, and adventurers began to try their luck with the Guard. It was inevitable that he would eventually be bested, and when he was, the ring he wore was one of many treasures taken from the tomb.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- Saving Throws: +2

Weight: 0
RING08
Evermemory
Ring of Wizardry: Evermemory
Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items in the realms.

STATISTICS:

Equipped abilities:
– Can memorize double the amount of 1st-level wizard spells

Weight: 0
Ring of Wizardry: Evermemory
Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items in the realms.

STATISTICS: 

Equipped abilities: 
- Unique : Only one copy can be equipped
- Double the number of wizard spells of 1st level that can be memorized
- Prevents equipping Ring of Wizardry

Weight: 0
RING09
Edventar's Gift
Ring of Free Action: Edventar's Gift
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS:

Special: The wearer is immune to everything, magical and otherwise, that affects mobility in any way. This includes Haste and Slow spells.

Weight: 0
Ring of Free Action: Edventar's Gift
This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS: 

Equipped abilities: 
- Immunity to Defensive Spin spell
- Free action

Weight: 0
RING10
Gold 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING11
Silver 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING12
Onyx 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING13
Jade 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING14
Greenstone 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING15
Bloodstone 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING16
Angel Skin 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING17
Flamedance 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING18
Fire Opal 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING19
Ruby 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING19MA
Sashenstar's Ruby 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RING20
The Victor
Ring of Energy: The Victor
Crafted by drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules.

STATISTICS:

Charge abilities:
– Damage: 2d6
  Range: 100 ft.
  Area of Effect: 2-ft. by 100-ft. jet

Weight: 0
Ring of Energy: The Victor
Crafted by drow mages of the Underdark, this weapon was used in an arranged battle between two rival houses. Each combatant was allowed to use a single magic item to aid his efforts. This ring was the weapon used by the victor of the contest, though he never laid hands on it. It was worn by his sibling and fired from the crowd, striking his opponent squarely in the back. Everyone witnessing agreed it was a brilliant interpretation of the rules.

STATISTICS: 

Charge abilities: 
- Inflicts 2d6 magic damage to the target (50 charges, the item is destroyed when all charges are used)

Weight: 0
RING21
Topsider's Crutch
Ring of Infravision: Topsider's Crutch
Merchants that dare the risks of trading with the drow of the Great Rift are often given these items to aid in their movements underground. 

STATISTICS:

Equipped abilities:
– Infravision up to 120 ft.

Weight: 0
Ring of Infravision: Topsider's Crutch
Merchants that dare the risks of trading with the drow of the Great Rift are often given these items to aid in their movements underground. 

STATISTICS: 

Equipped abilities: 
- Infravision

Weight: 0
RING22
Honorary Ring of Sune
Ring of Holiness: Honorary Ring of Sune
Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness.

STATISTICS:

Equipped abilities:
– Can memorize one extra divine spell of each level from 1st to 4th

Weight: 0
Ring of Holiness: Honorary Ring of Sune
Rings of this type were given to faithful priests of Sune who demonstrated actions of astounding integrity and kindness.

STATISTICS: 

Equipped abilities: 
- Memorise an extra priest/druid spell of 1st, 2nd, 3rd and 4th level

Weight: 0
RING23
Discipliner
Ring of Folly: Discipliner 
Oft the bane of the careless Mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled and most egotistical students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher.

STATISTICS:

Equipped abilities: 
– Intelligence and Wisdom scores are set to 3 
– May only be removed with a Remove Curse spell

Weight: 0
Ring of Folly: Discipliner 
Oft the bane of the careless Mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled and most egotistical students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Intelligence: Set to 3
- Wisdom: Set to 3
- Feeblemindedness

Weight: 0
RING25
Koveras's Ring of Protection +1
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Saving Throws: +1

Weight: 0
Ring of Protection +1: Ring of the Princes
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least thirteen generations, though they were all apparently lost within the space of one. Enmity between the king and the family of the creator may be to blame.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws: +1

Weight: 0
RING26
Ring of Djinni Summoning
An item out of fables, the Ring of Djinni Summoning is highly sought after. Once a day, the wearer of this beautiful ring can summon a djinni who will do as the ring wearer commands. If the djinni should die while in the service of its master, the ring will be destroyed.

STATISTICS:

Charge abilities:
– Summon Djinni once per day
  Range: 20 ft.
  Duration: 1 turn

Weight: 0
An item out of fables, the Ring of Djinni Summoning is highly sought after. Once a day, the wearer of this beautiful ring can summon a djinni who will do as the ring wearer commands. If the djinni should die while in the service of its master, the ring will be destroyed.

STATISTICS: 

Charge abilities: 
- Summon 1 creatures (Djinni) for 1 turn (1x per day)

Weight: 0
RING27
Ring of Fire Control
This burnished red ring is engraved with depictions of flames and lava coils. Mages and other planar travelers use these rings to protect themselves while visiting the Elemental Plane of Fire and to command fire elementals to do their bidding.

STATISTICS:

Equipped abilities:
– Fire Resistance: +50%

Charge abilities:
– Charm Fire Elemental once per day (Save vs. Spell at +2 negates)
  Range: Touch
  Duration: 45 seconds
  Area of Effect: 1 fire elemental

– Burning Hands once per day
  Damage: 1d3+2 fire
  Range: 0
  Area of Effect: 5-ft. cone with 120-deg. arc

– Flame Strike once per day
  Damage: 6d8 fire (Save vs. Spell for half)
  Range: Visual range of the user
  Area of Effect: 1 creature

Weight: 0
This burnished red ring is engraved with depictions of flames and lava coils. Mages and other planar travelers use these rings to protect themselves while visiting the Elemental Plane of Fire and to command fire elementals to do their bidding.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: +50%

Charge abilities: 
- Charm Fire Elemental (1x per day)
  Charm the fire elementals for 45 seconds (save vs. Spells at +2 neg.)
- Flame Strike (1x per day)
  Flame Strike (instant)
- Burning Hands (1x per day)
  Burning Hands (instant)

Weight: 0
RING31
Ring of Regeneration
A lowly ranked Red Mage named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid, however, and decades later a student of Huhhus created this ring building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer.

STATISTICS:

Equipped abilities: 
– Regenerate 1 Hit Point per round

Weight: 0
A lowly ranked Red Mage named Huhhus is said to have discovered the perfect way to distill troll flesh to make a potion that provided the same regenerative ability as that of the troll. Few were willing to drink the vile liquid, however, and decades later a student of Huhhus created this ring building upon the foundations of knowledge laid by Huhhus. Within the hollow cavity of the jade ring floats the ichor and brains of a troll, providing a limited regenerative capability to the wearer.

STATISTICS: 

Equipped abilities: 
- Regenerates 1 hit point per round

Weight: 0
RING34
Ring of Spell Turning
A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling the Cloakwood forest. Enraged at being disturbed, the Mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer.

STATISTICS:

Charge abilities:
– Minor Spell Turning once per day

Weight: 0
A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling the Cloakwood forest. Enraged at being disturbed, the Mages unleashed a score of Magic Missiles at the seemingly helpless Derek, but to their brief surprise, the assault reflected back and killed them both. Thereafter, without having lifted his blade, Derek was rather sheepishly known as Derek the Red Slayer.

STATISTICS: 

Charge abilities: 
- Minor Spell Turning (1x per day)
  Minor Spell Turning (as a level 1 spellcaster)

Weight: 0
RING35
Ring of Lock Picks
Derek Drak, one of the most talented burglars in the Shadow Thieves' guild, wore this ring on many of his scores. The ring enhanced Derek's already impressive lockpicking abilities. In the city of Athkatla, there wasn't a door that could not be unlocked by Derek. To activate the ring, the proper command word must be known, at which point the garnet stone on the ring will polymorph into the shape of a key that closely fits the lock.

STATISTICS:

Equipped abilities:
– Pick Locks: +25%

Weight: 0
Derek Drak, one of the most talented burglars in the Shadow Thieves' guild, wore this ring on many of his scores. The ring enhanced Derek's already impressive lockpicking abilities. In the city of Athkatla, there wasn't a door that could not be unlocked by Derek. To activate the ring, the proper command word must be known, at which point the garnet stone on the ring will polymorph into the shape of a key that closely fits the lock.

STATISTICS: 

Equipped abilities: 
- Open Locks: +25%

Weight: 0
RING36
Ring of Danger Sense
Nizzuf's Maze was a grand hedge maze created by the archmage Nizzuf for his amusement. The maze boasted hundreds of magical traps, most of them extremely lethal. Nizzuf posted a reward big enough to buy a kingdom to the man or woman brave enough to enter the maze and reach its core. Thousands tried and died. But one, Oteg Verm, completed the maze, thanks mainly to this ring which let him "see" where the traps were hidden.

STATISTICS:

Equipped abilities:
– Find Traps: +25%

Weight: 0
Nizzuf's Maze was a grand hedge maze created by the archmage Nizzuf for his amusement. The maze boasted hundreds of magical traps, most of them extremely lethal. Nizzuf posted a reward big enough to buy a kingdom to the man or woman brave enough to enter the maze and reach its core. Thousands tried and died. But one, Oteg Verm, completed the maze, thanks mainly to this ring which let him "see" where the traps were hidden.

STATISTICS: 

Equipped abilities: 
- Find Traps: +25%

Weight: 0
RING40
Ring of Acuity
The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane and, as such, its maker will remain a mystery to you.

STATISTICS:

Equipped abilities:
– Can memorize 2 extra 2nd-level, 1 extra 3rd-level, and 1 extra 4th-level wizard spell

Weight: 0
The origins of this ring are unclear, and while its enchantments share similarities with historical examples of Rings of Wizardry, there is something strange in how it feels, either in the weight of the metal or in the aura it projects, and it does not function the same. It was likely found on some distant plane and, as such, its maker will remain a mystery to you.

STATISTICS: 

Equipped abilities: 
- Memorise an extra wizard spell of 3rd and 4th level
- Memorise 2 extra wizard spells of 2nd level

Weight: 0
RING47
The Iron Thorn
Cursed Ring of Slight Monsterism: The Iron Thorn
This wrought-iron band is pitted and stained as if by acid. Between the two thorns formed by the band, a crude lump of silver on its head suggests the image of a skull against a black field, perhaps the symbol of Myrkul, Lord of Bones.

STATISTICS:

Equipped abilities:
– Changes the wearer's appearance to that of a zombie
– Charisma: -4
– May only be removed by a Remove Curse spell

Weight: 1
Cursed Ring of Slight Monsterism: The Iron Thorn
This wrought-iron band is pitted and stained as if by acid. Between the two thorns formed by the band, a crude lump of silver on its head suggests the image of a skull against a black field, perhaps the symbol of Myrkul, Lord of Bones.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Cursed: Déguisement en Zombie
- Charisma: -4

Weight: 1
RINGJOIA
Joia's Flamedance 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RINGJOS
Joseph's Greenstone 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.

STATISTICS:

Weight: 0
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.

STATISTICS: 

Weight: 0
RSBOOT
Moonlight Walkers
These comfortable boots provide monks of the Sun Soul with exceptional arch support, allowing them to perform feats that would lead to crippling back pain in ordinary people.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Weight: 1
These comfortable boots provide monks of the Sun Soul with exceptional arch support, allowing them to perform feats that would lead to crippling back pain in ordinary people.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Weight: 1
RSBRAC
Glimmering Bands
These polished bracers reflect harsh light into the eyes of the wearer's foes, distracting them from parrying incoming fists.

STATISTICS:

Equipped abilities:
– THAC0: +2

Weight: 1
These polished bracers reflect harsh light into the eyes of the wearer's foes, distracting them from parrying incoming fists.

STATISTICS: 

Equipped abilities: 
- THAC0: +2

Weight: 1
RSNOTE1
Dark Moon Note
An agent of the most hated goddess has been observed within Baldur's Gate. It appears that he is alone, so killing him will be easy. In the Blade and Stars tavern, speak to a prospective acolyte named Sorrem. He will provide you with a description of your target. Seek out and slay this agent of Selûne, and bring his body to the shrine. I will brook no failure, nor will the Mistress of the Night.

A
An agent of the most hated goddess has been observed within Baldur's Gate. It appears that he is alone, so killing him will be easy. In the Blade and Stars tavern, speak to a prospective acolyte named Sorrem. He will provide you with a description of your target. Seek out and slay this agent of Selûne, and bring his body to the shrine. I will brook no failure, nor will the Mistress of the Night.

A

STATISTICS: 

Weight: 0
RSNOTE2
Sorrem's Note
Remember, Sorrem, your acceptance into the Dark Moon brotherhood depends entirely on whether you succeed in luring the Sun Soul monk into our trap. Bring his broken body to the new temple on Cloud Peak Mountain to claim your reward: Welcome into the dark embrace of the Mistress of the Night. There your training will begin.
Remember, Sorrem, your acceptance into the Dark Moon brotherhood depends entirely on whether you succeed in luring the Sun Soul monk into our trap. Bring his broken body to the new temple on Cloud Peak Mountain to claim your reward: Welcome into the dark embrace of the Mistress of the Night. There your training will begin.

STATISTICS: 

Weight: 0
RSNOTE3
The Promise
Promise this informer whatever he desires in exchange for luring the Sun Soul monk into an ambush. Break the monk and deliver his corpse to my disciple in the Cloud Peak Mountains. He must witness for himself the severing of his last tie to the hated moon cult. As for this informer, Sorrem, dispose of him after he has served his purpose. 

A
Promise this informer whatever he desires in exchange for luring the Sun Soul monk into an ambush. Break the monk and deliver his corpse to my disciple in the Cloud Peak Mountains. He must witness for himself the severing of his last tie to the hated moon cult. As for this informer, Sorrem, dispose of him after he has served his purpose. 

A

STATISTICS: 

Weight: 0
SAHBOLT
Paralytic Bolt +1
Any target hit by this bolt must making a Saving Throw or be paralyzed for 5 rounds.

STATISTICS:

Combat abilities:
– Hit target is stunned for 5 rounds (Save vs. Paralysis negates)

Damage: 1d10 (missile)
Launcher: Crossbow

Weight: 1
Any target hit by this bolt must making a Saving Throw or be paralyzed for 5 rounds.

STATISTICS: 

Combat abilities: 
- Stuns the target for 6 rounds (save vs. Spells neg.)

Enchantment: +1
Damage: 1d10 (Missile)
Launcher: Crossbow

Weight: 1
SCRL03
Protection From Acid
A Protection From Acid scroll offers protection to the target from all forms of acid, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours.

STATISTICS:

– Target receives Acid Resistance: +50%
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 12 hours

Requires:
 9 Intelligence
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: 

Charge abilities: 
- Increases the Acid Resistance of the target by 50% for 12 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL04
Protection From Cold
A Protection From Cold scroll offers protection to the target from all forms of cold, be they of a natural or magical nature. This effect is not permanent, however, and will wear off after 12 hours.

STATISTICS:

– Target receives Cold Resistance: +50%
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 12 hours

Requires:
 9 Intelligence
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: 

Charge abilities: 
- Increases the Cold Resistance of the target by 50% for 12 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL05
Protection From Electricity
A Protection From Electricity scroll offers protection to the target from all forms of electrical damage, be it of a natural or magical nature. The effect is not permanent, however, and will wear off after 12 hours.

STATISTICS:

– Target receives Electrical Resistance: +50%
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 12 hours

Requires:
 9 Intelligence
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: 

Charge abilities: 
- Increases the Electric Resistance of the target by 50% for 12 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL06
Protection From Fire
A Protection From Fire scroll offers protection to the target from all forms of fire, even that of magical or elemental nature. The effect is not permanent, however, and will wear off after 12 hours.

STATISTICS:

– Target receives Fire Resistance: +50%
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 12 hours

Requires:
 9 Intelligence
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: 

Charge abilities: 
- Increases the Fire Resistance of the target by 50% for 12 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL07
Protection From Magic
A Protection From Magic scroll invokes a very powerful, invisible globe of anti-magic in a 3-ft. radius from the user. 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 2 hours.

STATISTICS:

– Creates a globe of anti-magic around the user: Spells cannot be cast from the inside or to the outside of the globe, and all magical effects affecting the user are dispelled.
  Range: 0
  Area of Effect: The user
  Duration: 2 hours

Requires:
 9 Intelligence
A Protection From Magic scroll invokes a very powerful, invisible globe of anti-magic in a 3-ft. radius from the user. 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 2 hours.

STATISTICS: 

Charge ability (one-time use): 
- 100% of spellcasting failure (wizard, priest and druid) for the target for 2 hours
- Removes all magical effects from the target
- to immune the target to spells for 2 hours

Requires: 
- 9 Intelligence

Weight: 0
SCRL08
Protection From Poison
A Protection From Poison scroll offers protection to the target from all forms of poison, be they of a natural or magical nature. The effect is not permanent, however, and will wear off after 6 hours.

STATISTICS:

– Renders the target immune to poison and neutralizes any poison already affecting the target
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 6 hours

Requires:
 9 Intelligence
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: 

Charge ability (one-time use): 
- Neutralizes poisons infecting the target
- Immune the target to to modification of intoxication and poisoning for 6 hours

Requires: 
- 9 Intelligence

Weight: 0
SCRL09
Protection From Undead
A Protection From Undead scroll invokes a 3-ft. radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, and so on. It does not offer any protection from magical attacks, however, and will wear off with the passage of 2 hours.

STATISTICS:

– Target is immune to all physical attacks made by undead creatures
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 2 hours

Requires:
 9 Intelligence
A Protection From Undead scroll invokes a 3-ft. radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, and so on. It does not offer any protection from magical attacks, however, and will wear off with the passage of 2 hours.

STATISTICS: 

Charge abilities: 
- Immunise the target contre les attaques et les sorts des undead for 2 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL10
Cursed Scroll of Weakness
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge abilities: 
- Strength: Set to 5 for 2 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL11
Cursed Scroll of Clumsiness
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge ability (one-time use): 
- 50% of spellcasting failure (wizard, priest and druid) for 2 hours
- Dexterity: -50% for 2 hours
- Luck: -2 for 2 hours
- Move Silently: Multiplied by 50% for 2 hours

Requires: 
- 9 Intelligence

Weight: 0
SCRL12
Cursed Scroll of Foolishness
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge ability (one-time use): 
- 50% of spellcasting failure (wizard, priest and druid) for 2 hours
- Intelligence: -30% for 2 hours
- Wisdom: Set to 3 for 2 hours
- Luck: -2 for 2 hours

Requires: 
- 9 Intelligence

Weight: 0
SCRL13
Cursed Scroll of Ugliness
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge ability (one-time use): 
- Intelligence: -30% for 2 hours
- Charisma: Set to 3 for 2 hours

Requires: 
- 9 Intelligence

Weight: 0
SCRL14
Cursed Scroll of Summon Monster
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge abilities: 
- Summon between 2 and 3 hostiles animals (Dire Wolf or War Dog) for 3 turns (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL15
Protection From Petrification
A Protection From Petrification scroll offers protection to the reader from all forms of attack, magical or otherwise, that turn flesh into stone. The effect is not permanent, however, and will wear off with the passage of 6 hours.

STATISTICS:

– Target is immune to petrification
  Range: 30 ft.
  Area of Effect: 1 creature
  Duration: 6 hours

Requires:
 9 Intelligence
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: 

Charge abilities: 
- Immune the target to petrification for 6 hours (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL16
Cursed Scroll of Petrification
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge abilities: 
- Flesh to Stone (save vs. Death at -2 neg.) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL17
Cursed Scroll of Ailment
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge ability (one-time use): 
- Poisons the wearer, inflicting 4 damages per second for 2 rounds (Not effective against undead, the golems and the creatures immune to poisons)
- Decapitates the target after 4 seconds (save vs. Death at -2 neg.) (Not effective against undead, the golems and the creatures immune to poisons)

Requires: 
- 9 Intelligence

Weight: 0
SCRL18
Cursed Scroll of Stupidity
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.
This scroll is cursed. It would be unwise to read it, as the effects could prove fatal.

STATISTICS: 

Charge ability (one-time use): 
- Intelligence: Set to 3 for 45 seconds
- Wisdom: -50% for 45 seconds
- Feeblemindedness for 45 seconds

Requires: 
- 9 Intelligence

Weight: 0
SCRL1B
Agannazar's Scorcher
Agannazar's Scorcher
(Evocation)

Level: 2
Range: 15 ft. 
Duration: 1 round
Casting Time: 3 
Area of Effect: 2-ft. by 15-ft. jet
Saving Throw: None 

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.
Agannazar's Scorcher
(Evocation)

Level: 2
Range: 15 ft. 
Duration: 1 round
Casting Time: 3 
Area of Effect: 2-ft. by 15-ft. jet
Saving Throw: None 

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.

STATISTICS: 

Charge abilities: 
- Agannazar's Scorcher (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1C
Ghoul Touch
Ghoul Touch
(Necromancy)

Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a red glow encompasses  hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.
Ghoul Touch
(Necromancy)

Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a red glow encompasses  hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.

STATISTICS: 

Charge abilities: 
- Ghoul Touch (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1D
Clairvoyance
Clairvoyance
(Divination)

Level: 3
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None 

The Clairvoyance spell empowers the wizard to see in  mind the geographical features and buildings of the region  is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground.
Clairvoyance
(Divination)

Level: 3
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None 

The Clairvoyance spell empowers the wizard to see in  mind the geographical features and buildings of the region  is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground.

STATISTICS: 

Charge abilities: 
- Clairvoyance (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1E
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None 

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None 

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

Charge abilities: 
- Dispel Magic (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1F
Flame Arrow
Flame Arrow
(Conjuration/Summoning)

Level: 3
Range: 60 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: 1/2

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.
Flame Arrow
(Conjuration/Summoning)

Level: 3
Range: 60 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: 1/2

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.

STATISTICS: 

Charge abilities: 
- Flame Arrow (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1G
Fireball
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

Charge abilities: 
- Fireball (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1H
Haste
Haste
(Alteration)

Level: 3
Range: 15 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste
(Alteration)

Level: 3
Range: 15 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

STATISTICS: 

Charge abilities: 
- Haste (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1I
Hold Person
Hold Person
(Enchantment/Charm)

Level: 3
Range: 35 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Person
(Enchantment/Charm)

Level: 3
Range: 35 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

STATISTICS: 

Charge abilities: 
- Hold Person (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1J
Invisibility, 10' Radius
Invisibility, 10' Radius
(Illusion/Phantasm)

Level: 3
Range: 0
Duration: Special 
Casting Time: 9
Area of Effect: 10-ft. radius
Saving Throw: None 

This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.
Invisibility, 10' Radius
(Illusion/Phantasm)

Level: 3
Range: 0
Duration: Special 
Casting Time: 9
Area of Effect: 10-ft. radius
Saving Throw: None 

This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.

STATISTICS: 

Charge abilities: 
- Invisibility, 10' Radius (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1K
Lightning Bolt
Lightning Bolt
(Evocation)

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Evocation)

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

Charge abilities: 
- Lightning Bolt (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1L
Monster Summoning I
Monster Summoning I 
(Conjuration/Summoning)

Level: 3
Range: 120 ft. 
Duration: 2 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.
Monster Summoning I 
(Conjuration/Summoning)

Level: 3
Range: 120 ft. 
Duration: 2 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.

STATISTICS: 

Charge abilities: 
- Monster Summoning I (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1M
Non-Detection
Non-Detection
(Abjuration)

Level: 3
Range: Touch
Duration: 4 hours
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 such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Non-Detection
(Abjuration)

Level: 3
Range: Touch
Duration: 4 hours
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 such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.

STATISTICS: 

Charge abilities: 
- Non-Detection (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1N
Protection From Normal Missiles
Protection From Normal Missiles
(Abjuration)

Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Protection From Normal Missiles
(Abjuration)

Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.

STATISTICS: 

Charge abilities: 
- Protection From Normal Missiles (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1O
Slow
Slow
(Alteration)

Level: 3
Range: 25 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg. 

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow
(Alteration)

Level: 3
Range: 25 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg. 

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.

STATISTICS: 

Charge abilities: 
- Slow (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1P
Skull Trap
Skull Trap 
(Necromancy)

Level: 3
Range: 60 ft.
Duration: Until triggered
Casting Time: 3
Area of Effect: 12-ft. radius
Saving Throw: 1/2 

Upon casting this spell, a skull is thrown by caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes, damaging everyone within a 12-ft. radius. The damage inflicted is equal to 1d6 Hit Points per level of the caster, or half with a successful Save vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.
Skull Trap 
(Necromancy)

Level: 3
Range: 60 ft.
Duration: Until triggered
Casting Time: 3
Area of Effect: 12-ft. radius
Saving Throw: 1/2 

Upon casting this spell, a skull is thrown by caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes, damaging everyone within a 12-ft. radius. The damage inflicted is equal to 1d6 Hit Points per level of the caster, or half with a successful Save vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.

STATISTICS: 

Charge abilities: 
- Skull Trap (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1Q
Vampiric Touch
Vampiric Touch 
(Necromancy)

Level: 3
Range: Touch
Duration: Instant 
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch 
(Necromancy)

Level: 3
Range: Touch
Duration: Instant 
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.

STATISTICS: 

Charge abilities: 
- Vampiric Touch (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1R
Wraithform
Wraithform 
(Alteration, Illusion)

Level: 3
Range: 0
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When this spell is cast, the wizard and all of  gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.
Wraithform 
(Alteration, Illusion)

Level: 3
Range: 0
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When this spell is cast, the wizard and all of  gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.

STATISTICS: 

Charge abilities: 
- Wraithform (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1S
Dire Charm
Dire Charm
(Enchantment/Charm)

Level: 3
Range: 60 ft.
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg. 

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw,  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  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 cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.
Dire Charm
(Enchantment/Charm)

Level: 3
Range: 60 ft.
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg. 

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw,  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  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 cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.

STATISTICS: 

Charge abilities: 
- Dire Charm (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1T
Ghost Armor
Ghost Armor 
(Conjuration/Summoning)

Level: 3
Range: Touch
Duration: 2 hours
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (Armor Class: 2). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.
Ghost Armor 
(Conjuration/Summoning)

Level: 3
Range: Touch
Duration: 2 hours
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (Armor Class: 2). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

STATISTICS: 

Charge abilities: 
- Ghost Armor (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1U
Confusion
Confusion
(Enchantment/Charm)

Level: 4
Range: 35 ft.
Duration: 5 rounds
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds.
Confusion
(Enchantment/Charm)

Level: 4
Range: 35 ft.
Duration: 5 rounds
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds.

STATISTICS: 

Charge abilities: 
- Confusion (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1V
Stoneskin
Stoneskin
(Alteration)

Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.
Stoneskin
(Alteration)

Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.

STATISTICS: 

Charge abilities: 
- Stoneskin (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1W
Fireshield (Blue)
Fireshield (Blue)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: The caster 
Saving Throw: None 

The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.
Fireshield (Blue)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: The caster 
Saving Throw: None 

The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.

STATISTICS: 

Charge abilities: 
- Fireshield (Blue) (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1X
Ice Storm
Ice Storm
(Evocation)

Level: 4
Range: Visual range of the caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.
Ice Storm
(Evocation)

Level: 4
Range: Visual range of the caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.

STATISTICS: 

Charge abilities: 
- Ice Storm (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1Y
Improved Invisibility
Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining 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  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining 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  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.

STATISTICS: 

Charge abilities: 
- Improved Invisibility (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL1Z
Minor Globe of Invulnerability
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-ft. radius sphere
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 penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and some effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the Minor Globe. 4th and higher level spells are not affected by the globe.
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-ft. radius sphere
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 penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and some effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the Minor Globe. 4th and higher level spells are not affected by the globe.

STATISTICS: 

Charge abilities: 
- Minor Globe of Invulnerability (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2A
Monster Summoning II
Monster Summoning II 
(Conjuration/Summoning)

Level: 4
Range: 120 ft. 
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Monster Summoning II 
(Conjuration/Summoning)

Level: 4
Range: 120 ft. 
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.

STATISTICS: 

Charge abilities: 
- Monster Summoning II (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2B
Stoneskin
Stoneskin
(Alteration)

Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.
Stoneskin
(Alteration)

Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.

STATISTICS: 

Charge abilities: 
- Stoneskin (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2D
Animate Dead
Animate Dead
(Necromancy)

Level: 5
Range: 30 ft.
Duration: 8 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None 

This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, and so on. The undead remain animated until they are destroyed in combat, 8 hours pass, or are turned; the magic cannot be dispelled. The wizard can animate 1d2 undead creatures.
Animate Dead
(Necromancy)

Level: 5
Range: 30 ft.
Duration: 8 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None 

This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, and so on. The undead remain animated until they are destroyed in combat, 8 hours pass, or are turned; the magic cannot be dispelled. The wizard can animate 1d2 undead creatures.

STATISTICS: 

Charge abilities: 
- Animate Dead (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2E
Cloudkill
Cloudkill
(Evocation)

Level: 5
Range: 40 ft.
Duration: 1 turn
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: Special

This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.
Cloudkill
(Evocation)

Level: 5
Range: 40 ft.
Duration: 1 turn
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: Special

This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.

STATISTICS: 

Charge abilities: 
- Cloudkill (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2F
Cone of Cold
Cone of Cold
(Evocation)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 17-ft. cone with 90-deg. arc
Saving Throw: 1/2

When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.
Cone of Cold
(Evocation)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 17-ft. cone with 90-deg. arc
Saving Throw: 1/2

When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.

STATISTICS: 

Charge abilities: 
- Cone of Cold (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2G
Monster Summoning III
Monster Summoning III
(Conjuration/Summoning)

Level: 5
Range: 120 ft. 
Duration: 4 rounds + 1 round/level
Casting Time: 5 
Area of Effect: Special 
Saving Throw: None 

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. 
Monster Summoning III
(Conjuration/Summoning)

Level: 5
Range: 120 ft. 
Duration: 4 rounds + 1 round/level
Casting Time: 5 
Area of Effect: Special 
Saving Throw: None 

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. 

STATISTICS: 

Charge abilities: 
- Monster Summoning III (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2H
Shadow Door
Shadow Door
(Illusion/Phantasm)

Level: 5
Range: 0
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality,  has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.
Shadow Door
(Illusion/Phantasm)

Level: 5
Range: 0
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality,  has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.

STATISTICS: 

Charge abilities: 
- Shadow Door (as a level 1 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL2I
Letter
[Clue in library]Why does a chair have arms and legs like a man but cannot walk or hold things?
[Clue in library]Why does a chair have arms and legs like a man but cannot walk or hold things?

STATISTICS: 

Weight: 0
SCRL2J
Letter
[Gorion's Note]Hello, ,
If you are reading this, it means I have met an untimely death. I would tell you not to grieve for me, but I feel much better thinking that you would. There are things I must tell you in this letter that I might have told you before. However, if my death came too soon, then I would have never been given the chance. First off, I am not your biological father, for that distinction lies with an entity known as Bhaal. The Bhaal that I speak of is the one you know of as a divinity. In the crisis known as the Time of Troubles, when the gods walked Faerûn, Bhaal was also forced into a mortal shell. He was somehow forewarned of the death that awaited him during this time. For reasons unknown to me, he sought out women of every race and forced himself upon them. Your mother was one of those women, and as you know, she died in childbirth. I had been her friend and, on occasion, lover. I felt obligated to raise you as my own. I have always thought of you as my child, and I hope you still think of me as your father. You are a special child. The blood of the gods runs through your veins. If you make use of our extensive library, you will find that our founder, Alaundo, has many prophecies concerning the coming of the spawn of Bhaal. There are many who will want to use you for their own purposes. One, a man who calls himself Sarevok, is the worst danger. He has studied here at Candlekeep and thus knows a great deal about your history and who you are.

Gorion
[Gorion's Note]Hello, ,
If you are reading this, it means I have met an untimely death. I would tell you not to grieve for me, but I feel much better thinking that you would. There are things I must tell you in this letter that I might have told you before. However, if my death came too soon, then I would have never been given the chance. First off, I am not your biological father, for that distinction lies with an entity known as Bhaal. The Bhaal that I speak of is the one you know of as a divinity. In the crisis known as the Time of Troubles, when the gods walked Faerûn, Bhaal was also forced into a mortal shell. He was somehow forewarned of the death that awaited him during this time. For reasons unknown to me, he sought out women of every race and forced himself upon them. Your mother was one of those women, and as you know, she died in childbirth. I had been her friend and, on occasion, lover. I felt obligated to raise you as my own. I have always thought of you as my child, and I hope you still think of me as your father. You are a special child. The blood of the gods runs through your veins. If you make use of our extensive library, you will find that our founder, Alaundo, has many prophecies concerning the coming of the spawn of Bhaal. There are many who will want to use you for their own purposes. One, a man who calls himself Sarevok, is the worst danger. He has studied here at Candlekeep and thus knows a great deal about your history and who you are.

Gorion

STATISTICS: 

Weight: 0
SCRL2K
Letter
[Letter from Sarevok to Slythe]Slythe,
The time to strike is now. When the party commences on the night of my coronation, you will join up with my doppelganger assassins at the sewer entrance to the palace. You are to insinuate yourself into the crowd in the ballroom. When I have finished my speech, you will strike. If you aren't there, my doppelgangers will proceed without you, and your payment will be forfeit. Make sure to keep a leash on your little bitch of a wife. An invitation to the party is included with this note.

Sarevok

(This looks to be an important note, one that you should hold on to.)
[Letter from Sarevok to Slythe]Slythe,
The time to strike is now. When the party commences on the night of my coronation, you will join up with my doppelganger assassins at the sewer entrance to the palace. You are to insinuate yourself into the crowd in the ballroom. When I have finished my speech, you will strike. If you aren't there, my doppelgangers will proceed without you, and your payment will be forfeit. Make sure to keep a leash on your little bitch of a wife. An invitation to the party is included with this note.

Sarevok

(This looks to be an important note, one that you should hold on to.)

STATISTICS: 

Weight: 0
SCRL2L
Letter
[Letter from Slythe to Sarevok 1]Sarevok,
I have received your letter and am quite overjoyed by your proposition. I have told my wife, and she is as excited as I am. I accept your mission and think that your payment is very adequate. This will be our greatest feat yet! To kill three Grand Dukes of Baldur's Gate! We will be arriving in Baldur's Gate within a week, and should be taking up our usual residence at the Undercellar. If you wish to contact us, you will find us there. Use the access points through the sewers.

Joyfully yours,
Slythe
[Letter from Slythe to Sarevok 1]Sarevok,
I have received your letter and am quite overjoyed by your proposition. I have told my wife, and she is as excited as I am. I accept your mission and think that your payment is very adequate. This will be our greatest feat yet! To kill three Grand Dukes of Baldur's Gate! We will be arriving in Baldur's Gate within a week, and should be taking up our usual residence at the Undercellar. If you wish to contact us, you will find us there. Use the access points through the sewers.

Joyfully yours,
Slythe

STATISTICS: 

Weight: 0
SCRL2M
Letter
[Letter from Slythe to Sarevok 2]Sarevok,
I must say that our first victim was not the challenge that my wife and I had expected. The foppish idiot had only the most token of defenses. However, I can assure you that Entar screamed quite deliciously all the way to the end. I hope that this next mission is much more difficult; from what you have told me, it would seem to be. Assassinating two Grand Dukes in their own palace, while they harangue the high nobles of Baldur's Gate no less! I can't wait! You still know where to find us. You should come down and enjoy the pleasures of the Undercellar for yourself; but if I know you, that'll never happen.

Your obedient servant,
Slythe
[Letter from Slythe to Sarevok 2]Sarevok,
I must say that our first victim was not the challenge that my wife and I had expected. The foppish idiot had only the most token of defenses. However, I can assure you that Entar screamed quite deliciously all the way to the end. I hope that this next mission is much more difficult; from what you have told me, it would seem to be. Assassinating two Grand Dukes in their own palace, while they harangue the high nobles of Baldur's Gate no less! I can't wait! You still know where to find us. You should come down and enjoy the pleasures of the Undercellar for yourself; but if I know you, that'll never happen.

Your obedient servant,
Slythe

STATISTICS: 

Weight: 0
SCRL2N
Letter
[Message from Sarevok to Prat]Prat,
My schemes have come together in a most satisfying manner. The mercenaries who have plagued my every step are now imprisoned, accused with the murder of Rieltar, Brunos, and Thaldorn. Learn as much as you can about the fate of the mercenaries and then meet me back at Baldur's Gate. I apologize for leaving you here alone, but it was necessary to return to the city so as to take Rieltar's position as chief of operations. If things proceed smoothly I will be a Grand Duke within a few weeks.

Sarevok
[Message from Sarevok to Prat]Prat,
My schemes have come together in a most satisfying manner. The mercenaries who have plagued my every step are now imprisoned, accused with the murder of Rieltar, Brunos, and Thaldorn. Learn as much as you can about the fate of the mercenaries and then meet me back at Baldur's Gate. I apologize for leaving you here alone, but it was necessary to return to the city so as to take Rieltar's position as chief of operations. If things proceed smoothly I will be a Grand Duke within a few weeks.

Sarevok

STATISTICS: 

Weight: 0
SCRL2O
Letter
[Message from Sarevok to Zorl 1]Shalak,
I am glad to hear that you were successful in disposing of Zorl. With his identity, you should be able to infiltrate more of your kindred into the Merchants' League Estate. Kill Irlentree as soon as possible and then that fop Aldeth.

Your Friend
[Message from Sarevok to Zorl 1]Shalak,
I am glad to hear that you were successful in disposing of Zorl. With his identity, you should be able to infiltrate more of your kindred into the Merchants' League Estate. Kill Irlentree as soon as possible and then that fop Aldeth.

Your Friend

STATISTICS: 

Weight: 0
SCRL2P
Letter
[Message from Sarevok to Zorl 2]Shalak,
As long as Aldeth lives he is a great threat to all of us. He is friends with the mercenaries who have been stirring up so much trouble in the south. If he were to confide his fears with them, it could be disastrous. Kill him, soon!

Your Friend
[Message from Sarevok to Zorl 2]Shalak,
As long as Aldeth lives he is a great threat to all of us. He is friends with the mercenaries who have been stirring up so much trouble in the south. If he were to confide his fears with them, it could be disastrous. Kill him, soon!

Your Friend

STATISTICS: 

Weight: 0
SCRL2Q
Letter
[Message from Sarevok to Zorl 3]Shalak,
It pleases me that you now count Irlentree among your number, but you must kill Aldeth Sashenstar. He is a foppish dilettante, with no skill and little intellect. It confuses me that you have not killed him yet; have your skills withered? Write back soon—when you have killed Aldeth.

Your Friend
[Message from Sarevok to Zorl 3]Shalak,
It pleases me that you now count Irlentree among your number, but you must kill Aldeth Sashenstar. He is a foppish dilettante, with no skill and little intellect. It confuses me that you have not killed him yet; have your skills withered? Write back soon—when you have killed Aldeth.

Your Friend

STATISTICS: 

Weight: 0
SCRL2R
Letter
[Message from Sarevok to Rashad the doppelganger]Kizska,
I must commend you for a job well done. Without your careful ministrations, Eltan would have remained my most potent foe. I must now ask for another favor. Some of your brethren are gathering at the sewer entrance to the palace; they are preparing to assassinate Grand Duchess Liia Jannath and Grand Duke Belt. I need you to assist them in their efforts, for you are the craftiest of your kind. This is the moment I have long waited for, as I hope you have as well. The bloodshed that will result when I declare war on Amn will be most glorious. Meet Krystin and Slythe at the Undercellar; they are my best assassins. There are many access points to the Undercellar through the sewers.

Sarevok
[Message from Sarevok to Rashad the doppelganger]Kizska,
I must commend you for a job well done. Without your careful ministrations, Eltan would have remained my most potent foe. I must now ask for another favor. Some of your brethren are gathering at the sewer entrance to the palace; they are preparing to assassinate Grand Duchess Liia Jannath and Grand Duke Belt. I need you to assist them in their efforts, for you are the craftiest of your kind. This is the moment I have long waited for, as I hope you have as well. The bloodshed that will result when I declare war on Amn will be most glorious. Meet Krystin and Slythe at the Undercellar; they are my best assassins. There are many access points to the Undercellar through the sewers.

Sarevok

STATISTICS: 

Weight: 0
SCRL2S
Letter
[Note for Daveaorn 1]Davaeorn,
I have received your request for extra slaves. They will be sent as soon as possible. Events go well in Baldur's Gate. We have purchased one of the western noble estates to use as our base of operations. It is an ancient building, most likely constructed before the erection of the second wall. Its construction makes it very defensible against those who would thieve it. Remember to ask Yeslick if he enjoys his new accommodations.

Rieltar
Alturiak, 1365
[Note for Daveaorn 1]Davaeorn,
I have received your request for extra slaves. They will be sent as soon as possible. Events go well in Baldur's Gate. We have purchased one of the western noble estates to use as our base of operations. It is an ancient building, most likely constructed before the erection of the second wall. Its construction makes it very defensible against those who would thieve it. Remember to ask Yeslick if he enjoys his new accommodations.

Rieltar
Alturiak, 1365

STATISTICS: 

Weight: 0
SCRL2T
Letter
[Note for Daveaorn 2]Davaeorn,
Our plans go smoothly. Sarevok has arrived from our headquarters in Ordulin. He brings news from our superiors; they are pleased with our progress so far. I plan to place Sarevok as the commander of our mercenary forces in the region. He has already sent his subordinate, Tazok, to the Wood of Sharp Teeth to take command of the forces located there. Things go apace here in Baldur's Gate. We have placed our first agent among the ranks of the Seven Suns trading coster.

Rieltar
Flamerule, 1367
[Note for Daveaorn 2]Davaeorn,
Our plans go smoothly. Sarevok has arrived from our headquarters in Ordulin. He brings news from our superiors; they are pleased with our progress so far. I plan to place Sarevok as the commander of our mercenary forces in the region. He has already sent his subordinate, Tazok, to the Wood of Sharp Teeth to take command of the forces located there. Things go apace here in Baldur's Gate. We have placed our first agent among the ranks of the Seven Suns trading coster.

Rieltar
Flamerule, 1367

STATISTICS: 

Weight: 0
SCRL2U
Letter
[Note for Daveaorn 3]Davaeorn,
As you have probably heard, the iron poison has begun to take effect around the coast. With the majority of iron imports being disrupted by Tazok, almost all of it comes from the tainted source in Nashkel. The Sythillisian uprising in Amn has ensured that no forces from that nation will be able to take action against our mercenary forces. However, the Flaming Fist has caught several of the Blacktalon mercenaries. All of those captured have claimed allegiance with the Zhentarim and have thus shifted any suspicion away from the Iron Throne. I have sent Tranzig to work with the mercenaries in transporting the iron to your base in Cloakwood. He has brought several bags of holding so that he, alone, will make trips into Cloakwood, thereby lessening the chance that Flaming Fist trackers might find your stronghold.

Rieltar
Tarsakh, 1368
[Note for Daveaorn 3]Davaeorn,
As you have probably heard, the iron poison has begun to take effect around the coast. With the majority of iron imports being disrupted by Tazok, almost all of it comes from the tainted source in Nashkel. The Sythillisian uprising in Amn has ensured that no forces from that nation will be able to take action against our mercenary forces. However, the Flaming Fist has caught several of the Blacktalon mercenaries. All of those captured have claimed allegiance with the Zhentarim and have thus shifted any suspicion away from the Iron Throne. I have sent Tranzig to work with the mercenaries in transporting the iron to your base in Cloakwood. He has brought several bags of holding so that he, alone, will make trips into Cloakwood, thereby lessening the chance that Flaming Fist trackers might find your stronghold.

Rieltar
Tarsakh, 1368

STATISTICS: 

Weight: 0
SCRL2V
Letter
[Note for Mulahey 1]My servant Mulahey,
Your progress in disrupting the flow of iron ore does not go as well as it should. How stupid can you be to allow your kobolds to murder the miners?! With your presence revealed, you should be wary of enemies sent to stop your operation. Your task is a very simple one; if you continue to show that you can't do the job, you will be replaced. I will not send the kobolds you have requested as I need all the troops I possess to stop the flow of iron into this region. With this message I have sent more of the mineral poison that you require. If you have any problems then send a message to my new contact in Beregost. His name is Tranzig, and he'll be staying at Feldepost's Inn.

Tazok
[Note for Mulahey 1]My servant Mulahey,
Your progress in disrupting the flow of iron ore does not go as well as it should. How stupid can you be to allow your kobolds to murder the miners?! With your presence revealed, you should be wary of enemies sent to stop your operation. Your task is a very simple one; if you continue to show that you can't do the job, you will be replaced. I will not send the kobolds you have requested as I need all the troops I possess to stop the flow of iron into this region. With this message I have sent more of the mineral poison that you require. If you have any problems then send a message to my new contact in Beregost. His name is Tranzig, and he'll be staying at Feldepost's Inn.

Tazok

STATISTICS: 

Weight: 0
SCRL2W
Letter
[Note for Mulahey 2]My servant Mulahey,
I have sent you the kobolds and mineral poison that you require. Your task is to poison any iron ore that leaves these mines. Don't reveal your presence to the miners or you will find yourself swamped by soldiers from the local Amnian garrison. My superiors have recently hired on the services of the Blacktalon mercenaries and the Chill. With these soldiers at my disposal, I should be able to destroy any iron caravans entering the region from the south and east. I don't want to deal with iron coming from the Nashkel mines, so don't fail in your duty.

Tazok
[Note for Mulahey 2]My servant Mulahey,
I have sent you the kobolds and mineral poison that you require. Your task is to poison any iron ore that leaves these mines. Don't reveal your presence to the miners or you will find yourself swamped by soldiers from the local Amnian garrison. My superiors have recently hired on the services of the Blacktalon mercenaries and the Chill. With these soldiers at my disposal, I should be able to destroy any iron caravans entering the region from the south and east. I don't want to deal with iron coming from the Nashkel mines, so don't fail in your duty.

Tazok

STATISTICS: 

Weight: 0
SCRL2X
Letter
[Note for Tranzig]Tranzig,
I am perplexed as to why Mulahey has not communicated with us in some while. You are to go to the mines and find out the condition of his operation. You are also to collect any iron that may have been stolen by the kobolds. Our next raid will most likely take place at Peldvale or Larswood, so visit either of those areas and track us back to our camp.

Tazok
[Note for Tranzig]Tranzig,
I am perplexed as to why Mulahey has not communicated with us in some while. You are to go to the mines and find out the condition of his operation. You are also to collect any iron that may have been stolen by the kobolds. Our next raid will most likely take place at Peldvale or Larswood, so visit either of those areas and track us back to our camp.

Tazok

STATISTICS: 

Weight: 0
SCRL2Y
Letter
[Note from Davaeorn to Tazok 1]Tazok,
I hope that everything moves along smoothly. I have written to give you instructions from our superiors. I have been told that a small band of mercenaries might cause the Iron Throne some trouble in the future. You are to ensure that they don't live to upset our operations. Obtain the services of the assassin Nimbul. He should serve you well.

Davaeorn
[Note from Davaeorn to Tazok 1]Tazok,
I hope that everything moves along smoothly. I have written to give you instructions from our superiors. I have been told that a small band of mercenaries might cause the Iron Throne some trouble in the future. You are to ensure that they don't live to upset our operations. Obtain the services of the assassin Nimbul. He should serve you well.

Davaeorn

STATISTICS: 

Weight: 0
SCRL2Z
Letter
[Note from Davaeorn to Tazok 2]Tazok,
I have noticed that your shipments of iron have slowed of late. It is imperative that we receive another ton of ore. Step up your raids, and get a shipment to our base in Cloakwood within the next week. We need to stockpile as much ore as possible before our ultimatum is given. Also, Sarevok wants to know what has happened with the band of mercenaries. Have they been killed? You had better ensure that they have been, as Sarevok will not take kindly to any other news.

Davaeorn
[Note from Davaeorn to Tazok 2]Tazok,
I have noticed that your shipments of iron have slowed of late. It is imperative that we receive another ton of ore. Step up your raids, and get a shipment to our base in Cloakwood within the next week. We need to stockpile as much ore as possible before our ultimatum is given. Also, Sarevok wants to know what has happened with the band of mercenaries. Have they been killed? You had better ensure that they have been, as Sarevok will not take kindly to any other news.

Davaeorn

STATISTICS: 

Weight: 0
SCRL3A
Letter
[Note from Sarevok to Rieltar]Father,
I received your letter, and I can assure you that the mercenaries led by  will no longer trouble our operations. I have dealt with them personally. Before dying, they were most forthcoming in their revelations. It is as you had surmised: They were agents of the Zhentarim. I am also writing to tell you that I cannot attend the meeting at Candlekeep. Some problems have arisen with the Chill and the Blacktalons. They have had trouble working with each other, and I am needed there to smooth over any dissension. I am sorry that I will not be at your side.

Sarevok
[Note from Sarevok to Rieltar]Father,
I received your letter, and I can assure you that the mercenaries led by  will no longer trouble our operations. I have dealt with them personally. Before dying, they were most forthcoming in their revelations. It is as you had surmised: They were agents of the Zhentarim. I am also writing to tell you that I cannot attend the meeting at Candlekeep. Some problems have arisen with the Chill and the Blacktalons. They have had trouble working with each other, and I am needed there to smooth over any dissension. I am sorry that I will not be at your side.

Sarevok

STATISTICS: 

Weight: 0
SCRL3B
Letter
[Note from Tazok to Nimbul]Nimbul,
The money you have received from Tranzig should cover your usual fee. Your assignment is a difficult one, but I'm sure that you are up to the task. There is a group of mercenaries who should be coming through Nashkel in the next few days. They are led by a whelp named . You are to kill , and all that travel with . I warn you; they might not look like much, but they are very dangerous. Good hunting!

Tazok
[Note from Tazok to Nimbul]Nimbul,
The money you have received from Tranzig should cover your usual fee. Your assignment is a difficult one, but I'm sure that you are up to the task. There is a group of mercenaries who should be coming through Nashkel in the next few days. They are led by a whelp named . You are to kill , and all that travel with . I warn you; they might not look like much, but they are very dangerous. Good hunting!

Tazok

STATISTICS: 

Weight: 0
SCRL3C
Letter
[Note from Tuth to Rieltar]Rieltar,
My superiors are intrigued by your proposal. I would like to discuss it further, but not through correspondence such as this. The Harpers and Zhents have been very active in this region of late; it would be very unfortunate if they tried to disrupt an alliance between our two organizations. If you, Brunos, and Thaldorn were to meet with us in the safety of Candlekeep, my superiors would be much relieved. Please send a response ASAP.

Tuth
[Note from Tuth to Rieltar]Rieltar,
My superiors are intrigued by your proposal. I would like to discuss it further, but not through correspondence such as this. The Harpers and Zhents have been very active in this region of late; it would be very unfortunate if they tried to disrupt an alliance between our two organizations. If you, Brunos, and Thaldorn were to meet with us in the safety of Candlekeep, my superiors would be much relieved. Please send a response ASAP.

Tuth

STATISTICS: 

Weight: 0
SCRL3D
Letter
[Prophecy found in library book]During the days of the Avatars, the Lord of Murder will spawn a score of mortal progeny. These offspring will be aligned good and evil, but chaos will flow through them all. When the Beast's bastard children come of age, they will bring havoc to the lands of the Sword Coast. One of these children must rise above the rest and claim their father's legacy. This inheritor will shape the history of the Sword Coast for centuries to come.
[Prophecy found in library book]During the days of the Avatars, the Lord of Murder will spawn a score of mortal progeny. These offspring will be aligned good and evil, but chaos will flow through them all. When the Beast's bastard children come of age, they will bring havoc to the lands of the Sword Coast. One of these children must rise above the rest and claim their father's legacy. This inheritor will shape the history of the Sword Coast for centuries to come.

STATISTICS: 

Weight: 0
SCRL3E
Letter
[Prophecy found in library]The spawn of the Lord of Murder are fated to come into their inheritance through bloodshed and misery. It is the hope of their father that only one shall remain alive to inherit his legacy. I foresee that the children of Bhaal shall kill each other in a bloody massacre.
[Prophecy found in library]The spawn of the Lord of Murder are fated to come into their inheritance through bloodshed and misery. It is the hope of their father that only one shall remain alive to inherit his legacy. I foresee that the children of Bhaal shall kill each other in a bloody massacre.

STATISTICS: 

Weight: 0
SCRL3G
Vocalize
Vocalize
(Alteration)

Level: 2
Range: Touch
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 spellcasting 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. Only the verbal requirement of spells is deleted. This spell has no effect on other noises or speech—it simply removes a spell's verbal component. This spell is of great use when quiet is desired in spellcasting or the individual has been magically silenced.
Vocalize
(Alteration)

Level: 2
Range: Touch
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 spellcasting 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. Only the verbal requirement of spells is deleted. This spell has no effect on other noises or speech—it simply removes a spell's verbal component. This spell is of great use when quiet is desired in spellcasting or the individual has been magically silenced.

STATISTICS: 

Charge abilities: 
- Vocalize (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL3H
Protection From Evil
Protection From Evil
(Abjuration)

Level: 1
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil
(Abjuration)

Level: 1
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

STATISTICS: 

Charge abilities: 
- Protection From Evil (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL3I
Scroll
My dearest Mirianne,
The road has been difficult, but I have arrived safely here in Amn. I think it would be wisest if I returned by sea, however, perhaps sometime after the first snows have fallen. I trust this letter reaches you. The halfling I hired to carry it struck me as an honest enough chap.

Always and forever,
Roe
My dearest Mirianne,
The road has been difficult, but I have arrived safely here in Amn. I think it would be wisest if I returned by sea, however, perhaps sometime after the first snows have fallen. I trust this letter reaches you. The halfling I hired to carry it struck me as an honest enough chap.

Always and forever,
Roe

STATISTICS: 

Weight: 0
SCRL3Z
Gorion's Scroll
My friend Gorion,

Please forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point. 

Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked for at this point.

Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can.

Luck be with us all.

I'm getting too old for this.

E
My friend Gorion,

Please forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point. 

Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked for at this point.

Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can.

Luck be with us all.

I'm getting too old for this.

E

STATISTICS: 

Weight: 0
SCRL56
Cure Serious Wounds
Cure Serious Wounds 
(Necromancy)

Level: 4
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 7 
Area of Effect: 1 creature 
Saving Throw: None 

This spell is a more potent version of the Cure Light Wounds spell. The priest lays  hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.
Cure Serious Wounds 
(Necromancy)

Level: 4
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 7 
Area of Effect: 1 creature 
Saving Throw: None 

This spell is a more potent version of the Cure Light Wounds spell. The priest lays  hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.

STATISTICS: 

Charge abilities: 
- Cure Serious Wounds (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL58
Free Action
Free Action
(Abjuration, Enchantment)

Level: 4
Sphere: Charm
Range: Touch
Duration: 5 rounds + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None 

While under the effects of this spell, the recipient becomes immune to anything that affects  movement. This includes the effects of Web, Hold Person, Grease, and Entangle.
Free Action
(Abjuration, Enchantment)

Level: 4
Sphere: Charm
Range: Touch
Duration: 5 rounds + 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None 

While under the effects of this spell, the recipient becomes immune to anything that affects  movement. This includes the effects of Web, Hold Person, Grease, and Entangle.

STATISTICS: 

Charge abilities: 
- Free Action (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL59
Neutralize Poison
Neutralize Poison
(Necromancy)

Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
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 and restores 10 lost Hit Points.
Neutralize Poison
(Necromancy)

Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
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 and restores 10 lost Hit Points.

STATISTICS: 

Charge abilities: 
- Neutralize Poison (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5A
Mental Domination
Mental Domination 
(Enchantment/Charm)

Level: 4 
Sphere: Thought
Range: Visual range of the caster
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

When cast upon a subject, he must make a Save vs. Spell with a -2 penalty in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell Domination, with a few minor differences. First this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject, the priest must be within range and must be able to see the subject. Also, this requires a moderate amount of concentration from the priest, so  may enter combat and attack; however,  cannot cast another spell.
Mental Domination 
(Enchantment/Charm)

Level: 4 
Sphere: Thought
Range: Visual range of the caster
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

When cast upon a subject, he must make a Save vs. Spell with a -2 penalty in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell Domination, with a few minor differences. First this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject, the priest must be within range and must be able to see the subject. Also, this requires a moderate amount of concentration from the priest, so  may enter combat and attack; however,  cannot cast another spell.

STATISTICS: 

Charge abilities: 
- Mental Domination (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5B
Defensive Harmony
Defensive Harmony
(Enchantment/Charm)

Level: 4
Sphere: Law
Range: 0
Duration: 6 rounds
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to  Armor Class. This lasts for 6 rounds or until dispelled.
Defensive Harmony
(Enchantment/Charm)

Level: 4
Sphere: Law
Range: 0
Duration: 6 rounds
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to  Armor Class. This lasts for 6 rounds or until dispelled.

STATISTICS: 

Charge abilities: 
- Defensive Harmony (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5C
Protection From Lightning
Protection From Lightning 
(Abjuration)

Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 5 rounds/level
Casting Time: 7 
Area of Effect: 1 creature
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.
Protection From Lightning 
(Abjuration)

Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 5 rounds/level
Casting Time: 7 
Area of Effect: 1 creature
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.

STATISTICS: 

Charge abilities: 
- Protection From Lightning (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5D
Protection From Evil, 10' Radius
Protection From Evil, 10' Radius 
(Abjuration)

Level: 4 
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.
Protection From Evil, 10' Radius 
(Abjuration)

Level: 4 
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.

STATISTICS: 

Charge abilities: 
- Protection From Evil, 10' Radius (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5E
Champion's Strength
Champion's Strength
(Alteration)

Level: 5 
Sphere: Law
Range: Visual range of the caster
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

When this spells is cast, the priest effectively draws on the strength of  god and lends it to the target creature, in effect creating a champion. The target gains a bonus to  THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value.

The drawback to this is that the priest must concentrate on the connection between the target and  god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.
Champion's Strength
(Alteration)

Level: 5 
Sphere: Law
Range: Visual range of the caster
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

When this spells is cast, the priest effectively draws on the strength of  god and lends it to the target creature, in effect creating a champion. The target gains a bonus to  THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value.

The drawback to this is that the priest must concentrate on the connection between the target and  god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.

STATISTICS: 

Charge abilities: 
- Champion's Strength (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5F
Chaotic Commands
Chaotic Commands 
(Enchantment/Charm)

Level: 5
Sphere: Chaos
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, and Confusion are all spells that fit into this category. The spell affects only one creature and lasts for the duration or until dispelled.
Chaotic Commands 
(Enchantment/Charm)

Level: 5
Sphere: Chaos
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, and Confusion are all spells that fit into this category. The spell affects only one creature and lasts for the duration or until dispelled.

STATISTICS: 

Charge abilities: 
- Chaotic Commands (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5G
Remove Curse
Remove Curse
(Abjuration)

Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or more.
Remove Curse
(Abjuration)

Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or more.

STATISTICS: 

Charge abilities: 
- Remove Curse (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5H
Emotion, Hopelessness
Emotion, Hopelessness
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 9 rounds + 1 round/level after 7th
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast, the wizard can disturb the emotional state of those around . The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal.

The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore  morale, as well as prevent the above from creeping forth into  psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.
Emotion, Hopelessness
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 9 rounds + 1 round/level after 7th
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast, the wizard can disturb the emotional state of those around . The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal.

The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore  morale, as well as prevent the above from creeping forth into  psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.

STATISTICS: 

Charge abilities: 
- Emotion, Hopelessness (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5I
Greater Malison
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

STATISTICS: 

Charge abilities: 
- Greater Malison (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5J
Otiluke's Resilient Sphere
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.

STATISTICS: 

Charge abilities: 
- Otiluke's Resilient Sphere (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5K
Spirit Armor
Spirit Armor 
(Necromancy)

Level: 4
Range: Touch
Duration: 3 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the AC (Armor Class) of the recipient will be set to 1, as if  were wearing plate mail. Also, due to the magical nature of the spell,  will also receive a +3 bonus to Save vs. Spell. There is a danger however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target.
Spirit Armor 
(Necromancy)

Level: 4
Range: Touch
Duration: 3 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the AC (Armor Class) of the recipient will be set to 1, as if  were wearing plate mail. Also, due to the magical nature of the spell,  will also receive a +3 bonus to Save vs. Spell. There is a danger however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target.

STATISTICS: 

Charge abilities: 
- Spirit Armor (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5L
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: Line of sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other 
(Alteration)

Level: 4
Range: Line of sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

Charge abilities: 
- Polymorph Other (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5M
Polymorph Self
Polymorph Self 
(Alteration)

Level: 4
Range: 0
Duration: 1 turn + 3 rounds/level
Casting Time: 4
Area of Effect: Self
Saving Throw: None 

When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. When the spell is cast, for the duration of the spell, the caster may transform into any of the new forms at any time, and as many times as  wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and crushing damage possessed by the slime.
Polymorph Self 
(Alteration)

Level: 4
Range: 0
Duration: 1 turn + 3 rounds/level
Casting Time: 4
Area of Effect: Self
Saving Throw: None 

When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. When the spell is cast, for the duration of the spell, the caster may transform into any of the new forms at any time, and as many times as  wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all the physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and crushing damage possessed by the slime.

STATISTICS: 

Charge abilities: 
- Polymorph Self (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5N
Domination
Domination 
(Enchantment/Charm)

Level: 5
Range: Line of sight of caster
Duration: 12 hours
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg. 

The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against  morals, except of course a Dispel Magic spell. The target gets a Saving Throw vs. Spell with a -2 penalty in order to avoid the effect.
Domination 
(Enchantment/Charm)

Level: 5
Range: Line of sight of caster
Duration: 12 hours
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg. 

The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell Mental Domination, the target has no option for release, even if made to do something against  morals, except of course a Dispel Magic spell. The target gets a Saving Throw vs. Spell with a -2 penalty in order to avoid the effect.

STATISTICS: 

Charge abilities: 
- Domination (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5O
Hold Monster
Hold Monster 
(Enchantment/Charm)

Level: 5
Range: 40 ft.
Duration: 1 round/level
Casting Time: 5
Area of Effect: 4-ft. radius
Saving Throw: Neg. 

This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Save vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Monster 
(Enchantment/Charm)

Level: 5
Range: 40 ft.
Duration: 1 round/level
Casting Time: 5
Area of Effect: 4-ft. radius
Saving Throw: Neg. 

This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Save vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

STATISTICS: 

Charge abilities: 
- Hold Monster (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5P
Chaos
Chaos 
(Enchantment/Charm)

Level: 5
Range: 35 ft.
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special 

The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,  does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher,  receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.
Chaos 
(Enchantment/Charm)

Level: 5
Range: 35 ft.
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special 

The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,  does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher,  receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.

STATISTICS: 

Charge abilities: 
- Chaos (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5Q
Feeblemind
Feeblemind 
(Enchantment/Charm)

Level: 5
Range: 40 ft.
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon .
Feeblemind 
(Enchantment/Charm)

Level: 5
Range: 40 ft.
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon .

STATISTICS: 

Charge abilities: 
- Feeblemind (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5R
Andris's Journal
The Journal of Andris of Iriaebor
Would that I had more paper to write upon, but much was burned in haste for warmth. Little there is to document anyway, and so I leave this small writ for any that might find my corpse, for that is the only way it shall part from me. Know that Andris does curse you for your life, and that should I return in some fell form, I will hunt you for the sheer spite of you seeing my decimated body. The business of that aside, I hope that you who read this have suffered the same fate as I. The indignity of this condition! With all the power at mine fingers, I must huddle around a dung-fire eating seal fat! The forces behind this place have no respect for my stature, my power! I have slain beasts thrice my size with a glance and traveled as a bird over oceans! Here my magic is sucked to the earth and I am held, as others are. Some have escaped, and I swear I shall hunt them and take the power they must have. To do what I cannot, they must be great indeed. I curse them for leaving, I curse this place, and I curse that I have not the might to follow.

Andris of Iriaebor
The Journal of Andris of Iriaebor
Would that I had more paper to write upon, but much was burned in haste for warmth. Little there is to document anyway, and so I leave this small writ for any that might find my corpse, for that is the only way it shall part from me. Know that Andris does curse you for your life, and that should I return in some fell form, I will hunt you for the sheer spite of you seeing my decimated body. The business of that aside, I hope that you who read this have suffered the same fate as I. The indignity of this condition! With all the power at mine fingers, I must huddle around a dung-fire eating seal fat! The forces behind this place have no respect for my stature, my power! I have slain beasts thrice my size with a glance and traveled as a bird over oceans! Here my magic is sucked to the earth and I am held, as others are. Some have escaped, and I swear I shall hunt them and take the power they must have. To do what I cannot, they must be great indeed. I curse them for leaving, I curse this place, and I curse that I have not the might to follow.

Andris of Iriaebor

STATISTICS: 

Weight: 0
SCRL5S
Dezkiel's Scroll
Scribble scribble scribble, as every mage must do.
These walls will hold your power fast, unless I walk right through.
A boat I bade from birch and bark, but burned I did at morn.
Rather I gather in this held spot, than suffer my hands get worn.

Fools this place has, and many more to come. I will greet and take what will, and in the end will I have all? Oh, I think so. I mock your prison, Ao, as though you would care to listen. Are you even behind the walls? I see your symbols in the sky, but others too. Mystra, goddess of magic, my magical maiden, why do you treat your children so? Do you give the sparkle of magic only so it cannot be used? A lesson in humility for those on the verge of true power? Drop your robes and wands and staves, or forever be trapped with your self-importance and pride? Perhaps, but I will not shed what I have earned just to walk the skies again. I shall profit from this; I will play outside your rules. This place will bring it all to me in time, though I can't take it elsewhere. No, you can't take it with you, but you can stay with it, and hold it tight. Perhaps with outside help? Bah! None but those who have learned can find this place again, and they will not interrupt the teaching. I will not bend; I will snap and strike back in time. Humility is so...humiliating, and I will not suffer more. Power impotent is still preferable to power lost.

Of course, perhaps the walls do not listen to such musings, and my writing is pointless. No matter, for tomorrow I shall wipe this clean and write anew. My verse gets better. One must have hobbies.
Scribble scribble scribble, as every mage must do.
These walls will hold your power fast, unless I walk right through.
A boat I bade from birch and bark, but burned I did at morn.
Rather I gather in this held spot, than suffer my hands get worn.

Fools this place has, and many more to come. I will greet and take what will, and in the end will I have all? Oh, I think so. I mock your prison, Ao, as though you would care to listen. Are you even behind the walls? I see your symbols in the sky, but others too. Mystra, goddess of magic, my magical maiden, why do you treat your children so? Do you give the sparkle of magic only so it cannot be used? A lesson in humility for those on the verge of true power? Drop your robes and wands and staves, or forever be trapped with your self-importance and pride? Perhaps, but I will not shed what I have earned just to walk the skies again. I shall profit from this; I will play outside your rules. This place will bring it all to me in time, though I can't take it elsewhere. No, you can't take it with you, but you can stay with it, and hold it tight. Perhaps with outside help? Bah! None but those who have learned can find this place again, and they will not interrupt the teaching. I will not bend; I will snap and strike back in time. Humility is so...humiliating, and I will not suffer more. Power impotent is still preferable to power lost.

Of course, perhaps the walls do not listen to such musings, and my writing is pointless. No matter, for tomorrow I shall wipe this clean and write anew. My verse gets better. One must have hobbies.

STATISTICS: 

Weight: 0
SCRL5T
Protection From Electricity
Protection From Electricity
(Abjuration)

Level: 5
Range: Touch
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.
Protection From Electricity
(Abjuration)

Level: 5
Range: Touch
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

Charge abilities: 
- Protection From Electricity (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5U
Reflected Image
Reflected Image
(Illusion/Phantasm)

Level: 1
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

Upon casting this spell, the wizard creates 1 image of self that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.
Reflected Image
(Illusion/Phantasm)

Level: 1
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

Upon casting this spell, the wizard creates 1 image of self that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.

STATISTICS: 

Charge abilities: 
- Reflected Image (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5W
Greater Malison
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

STATISTICS: 

Charge abilities: 
- Tue et remplace the target by Aec'Letec (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5X
Greater Malison
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

STATISTICS: 

Charge abilities: 
- Selûne's Blade (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5Y
Greater Malison
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Greater Malison 
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None 

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

STATISTICS: 

Charge abilities: 
- Selûne's Blessing (as a level 7 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL5Z
Fireball
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

Charge abilities: 
- Selûne's Curse (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL61
Cure Critical Wounds
Cure Critical Wounds
(Necromancy)

Level: 5
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays  hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extra-planar origin, or those not living.
Cure Critical Wounds
(Necromancy)

Level: 5
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays  hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extra-planar origin, or those not living.

STATISTICS: 

Charge abilities: 
- Cure Critical Wounds (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL62
Flame Strike
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

STATISTICS: 

Charge abilities: 
- Flame Strike (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL63
Raise Dead
Raise Dead
(Necromancy)

Level: 5
Sphere: Necromantic
Range: 30 ft.
Duration: Permanent
Casting Time: 9
Area of Effect: 1 person
Saving Throw: None

When the priest casts a Raise Dead spell,  can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.
Raise Dead
(Necromancy)

Level: 5
Sphere: Necromantic
Range: 30 ft.
Duration: Permanent
Casting Time: 9
Area of Effect: 1 person
Saving Throw: None

When the priest casts a Raise Dead spell,  can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.

STATISTICS: 

Charge abilities: 
- Raise Dead (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL66
Grease
Grease
(Conjuration/Summoning)

Level: 1
Range: 30 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: Special

A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.
Grease
(Conjuration/Summoning)

Level: 1
Range: 30 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: Special

A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.

STATISTICS: 

Charge abilities: 
- Grease (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL67
Armor
Armor
(Conjuration/Summoning)

Level: 1
Range: 0
Duration: 9 hours
Casting Time: 9 
Area of Effect: The caster 
Saving Throw: None 

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (Armor Class: 6). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.
Armor
(Conjuration/Summoning)

Level: 1
Range: 0
Duration: 9 hours
Casting Time: 9 
Area of Effect: The caster 
Saving Throw: None 

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (Armor Class: 6). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

STATISTICS: 

Charge abilities: 
- Armor (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL68
Burning Hands
Burning Hands
(Alteration)

Level: 1
Range: 0
Duration: Instant 
Casting Time: 1 
Area of Effect: 5-ft. cone with 120-deg. arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from  fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames:  thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.
Burning Hands
(Alteration)

Level: 1
Range: 0
Duration: Instant 
Casting Time: 1 
Area of Effect: 5-ft. cone with 120-deg. arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from  fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames:  thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.

STATISTICS: 

Charge abilities: 
- Burning Hands (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL69
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms 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 is charmed.
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms 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 is charmed.

STATISTICS: 

Charge abilities: 
- Charm Person (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6D
Find Familiar
Find Familiar
(Conjuration/Summoning)

Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Find Familiar
(Conjuration/Summoning)

Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

STATISTICS: 

Charge abilities: 
- Find Familiar (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6E
Power Word, Sleep
Power Word, Sleep
(Conjuration/Summoning)

Level: 2
Range: 90 ft. 
Duration: 5 rounds
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a wizard calls upon a Power Word, Sleep spell,  causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.
Power Word, Sleep
(Conjuration/Summoning)

Level: 2
Range: 90 ft. 
Duration: 5 rounds
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a wizard calls upon a Power Word, Sleep spell,  causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.

STATISTICS: 

Charge abilities: 
- Power Word, Sleep (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6F
Teleport Field
Teleport Field
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating  defenses.
Teleport Field
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating  defenses.

STATISTICS: 

Charge abilities: 
- Teleport Field (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6G
Minor Spell Deflection
Minor Spell Deflection
(Abjuration)

Level: 3
Range: 0 
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: The caster 
Saving Throw: None 

This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection.
Minor Spell Deflection
(Abjuration)

Level: 3
Range: 0 
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: The caster 
Saving Throw: None 

This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection.

STATISTICS: 

Charge abilities: 
- Minor Spell Deflection (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6H
Protection From Fire
Protection From Fire
(Abjuration)

Level: 3
Range: Touch 
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None 

The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and partial protection from exposure to magical fires such as fiery dragon's breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, Hell Hound or pyrohydra's breath, etc., absorbing 50% of all the damage dealt by such magical sources.
Protection From Fire
(Abjuration)

Level: 3
Range: Touch 
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None 

The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and partial protection from exposure to magical fires such as fiery dragon's breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, Hell Hound or pyrohydra's breath, etc., absorbing 50% of all the damage dealt by such magical sources.

STATISTICS: 

Charge abilities: 
- Protection From Fire (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6I
Protection From Cold
Protection From Cold
(Abjuration)
 
Level: 3
Range: Touch 
Duration: 1 turn/level 
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None 

The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources.
Protection From Cold
(Abjuration)
 
Level: 3
Range: Touch 
Duration: 1 turn/level 
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None 

The spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources.

STATISTICS: 

Charge abilities: 
- Protection From Cold (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6J
Spell Thrust
Spell Thrust
(Abjuration)

Level: 3
Range: 25 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.
Spell Thrust
(Abjuration)

Level: 3
Range: 25 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

Charge abilities: 
- Spell Thrust (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6K
Detect Illusion
Detect Illusion
(Divination)

Level: 3
Range: Visual range of the caster
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None 

When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not come into effect with this spell.
Detect Illusion
(Divination)

Level: 3
Range: Visual range of the caster
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None 

When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not come into effect with this spell.

STATISTICS: 

Charge abilities: 
- Detect Illusion (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6L
Hold Undead
Hold Undead
(Necromancy)

Level: 3
Range: 35 ft.
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1 creature and any enemies within 4 ft.
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
Hold Undead
(Necromancy)

Level: 3
Range: 35 ft.
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1 creature and any enemies within 4 ft.
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.

STATISTICS: 

Charge abilities: 
- Hold Undead (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6M
Enchanted Weapon
Enchanted Weapon
(Enchantment/Charm)

Level: 4
Range: 0
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.
Enchanted Weapon
(Enchantment/Charm)

Level: 4
Range: 0
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.

STATISTICS: 

Charge abilities: 
- Enchanted Weapon (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6N
Fireshield (Red)
Fireshield (Red)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: The caster 
Saving Throw: None 

The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% Fire Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 fire damage.
Fireshield (Red)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: The caster 
Saving Throw: None 

The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% Fire Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 fire damage.

STATISTICS: 

Charge abilities: 
- Fireshield (Red) (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6O
Secret Word
Secret Word
(Abjuration)

Level: 4
Range: 40 ft.
Duration: Instant
Casting Time: 4 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. The spells that are affected by this are Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.
Secret Word
(Abjuration)

Level: 4
Range: 40 ft.
Duration: Instant
Casting Time: 4 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. The spells that are affected by this are Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

Charge abilities: 
- Secret Word (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6P
Minor Sequencer
Minor Sequencer
(Invocation/Evocation)

Level: 4
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer
(Invocation/Evocation)

Level: 4
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.

STATISTICS: 

Charge abilities: 
- Minor Sequencer (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6R
Spider Spawn
Spider Spawn
(Conjuration/Summoning)

Level: 4
Range: 120 ft. 
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

Upon casting this spell the wizard conjurs several spider eggs into existence, quickly producing fully grown spiders that remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell.
 7th: Giant spider.
 9th: Phase spider.
 12th+: Sword spider.
There is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizard's control until slain or the spell duration expires.
Spider Spawn
(Conjuration/Summoning)

Level: 4
Range: 120 ft. 
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

Upon casting this spell the wizard conjurs several spider eggs into existence, quickly producing fully grown spiders that remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell.
 7th: Giant spider.
 9th: Phase spider.
 12th+: Sword spider.
There is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizard's control until slain or the spell duration expires.

STATISTICS: 

Charge abilities: 
- Spider Spawn (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6S
Spell Immunity
Spell Immunity
(Abjuration)

Level: 5
Range: 0
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None 

Casting this spell grants the wizard protection from one spell school of  choice. After the spell is cast, the wizard must choose the school  wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.
Spell Immunity
(Abjuration)

Level: 5
Range: 0
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None 

Casting this spell grants the wizard protection from one spell school of  choice. After the spell is cast, the wizard must choose the school  wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.

STATISTICS: 

Charge abilities: 
- Spell Immunity (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6T
Protection From Normal Weapons
Protection From Normal Weapons
(Abjuration)

Level: 5
Range: Self 
Duration: 1 round/level
Casting Time: 2
Area of Effect: Self 
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.
Protection From Normal Weapons
(Abjuration)

Level: 5
Range: Self 
Duration: 1 round/level
Casting Time: 2
Area of Effect: Self 
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

Charge abilities: 
- Protection From Normal Weapons (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6U
Breach
Breach
(Abjuration)

Level: 5
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.
Breach
(Abjuration)

Level: 5
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

Charge abilities: 
- Breach (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6V
Lower Resistance
Lower Resistance
(Abjuration)

Level: 5
Range: 40 ft.
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.
Lower Resistance
(Abjuration)

Level: 5
Range: 40 ft.
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.

STATISTICS: 

Charge abilities: 
- Lower Resistance (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6W
Oracle
Oracle
(Divination)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 120-ft. radius
Saving Throw: None

When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-ft. radius around the caster.
Oracle
(Divination)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 120-ft. radius
Saving Throw: None

When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-ft. radius around the caster.

STATISTICS: 

Charge abilities: 
- Oracle (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6X
Conjure Lesser Fire Elemental
Conjure Lesser Fire Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Fire Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

Charge abilities: 
- Conjure Lesser Fire Elemental (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6Y
Protection From Acid
Protection From Acid
(Abjuration)

Level: 5
Range: Touch 
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 creature 
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.
Protection From Acid
(Abjuration)

Level: 5
Range: Touch 
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 creature 
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

Charge abilities: 
- Protection From Acid (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL6Z
Phantom Blade
Phantom Blade
(Evocation)

Level: 5
Range: 0
Duration: 3 rounds + 1 round/level 
Casting Time: 5
Area of Effect: Special
Saving Throw: None 

This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as do those of a real sword. The caster wields the phantom blade as if proficient with this weapon, at  normal THAC0. The phantom blade acts as a +3 magical sword in terms of hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature it causes an extra +10 damage against undead. This sword can only be used by the caster and remains in  hand for the duration or until dispelled.
Phantom Blade
(Evocation)

Level: 5
Range: 0
Duration: 3 rounds + 1 round/level 
Casting Time: 5
Area of Effect: Special
Saving Throw: None 

This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as do those of a real sword. The caster wields the phantom blade as if proficient with this weapon, at  normal THAC0. The phantom blade acts as a +3 magical sword in terms of hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature it causes an extra +10 damage against undead. This sword can only be used by the caster and remains in  hand for the duration or until dispelled.

STATISTICS: 

Charge abilities: 
- Phantom Blade (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL70
Color Spray
Color Spray
(Alteration)

Level: 1
Range: 50 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 90-degree arc
Saving Throw: Special 

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from  hand. From 1 to 6 creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area of 4th or less level must make a Saving Throw or be rendered unconscious.
Color Spray
(Alteration)

Level: 1
Range: 50 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 90-degree arc
Saving Throw: Special 

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from  hand. From 1 to 6 creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area of 4th or less level must make a Saving Throw or be rendered unconscious.

STATISTICS: 

Charge abilities: 
- Color Spray (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL71
Blindness
Blindness
(Illusion/Phantasm)

Level: 1
Range: 40 ft.
Duration: 2 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.
Blindness
(Illusion/Phantasm)

Level: 1
Range: 40 ft.
Duration: 2 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.

STATISTICS: 

Charge abilities: 
- Blindness (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL72
Friends
Friends
(Enchantment/Charm)

Level: 1
Range: 0
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.
Friends
(Enchantment/Charm)

Level: 1
Range: 0
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.

STATISTICS: 

Charge abilities: 
- Friends (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL73
Protection From Petrification
Protection From Petrification
(Abjuration)

Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, and so on.
Protection From Petrification
(Abjuration)

Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, and so on.

STATISTICS: 

Charge abilities: 
- Protection From Petrification (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL75
Identify
Identify
(Divination)

Level: 1
Range: 0
Duration: Instant
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None 

With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.
Identify
(Divination)

Level: 1
Range: 0
Duration: Instant
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None 

With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.

STATISTICS: 

Charge abilities: 
- Identify (as a level 5 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL76
Infravision
Infravision
(Divination)

Level: 1
Range: 30 ft.
Duration: 2 hours
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.
Infravision
(Divination)

Level: 1
Range: 30 ft.
Duration: 2 hours
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

Charge abilities: 
- Infravision (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL77
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-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 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-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 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

Charge abilities: 
- Magic Missile (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL78
Protection From Evil
Protection From Evil
(Abjuration)

Level: 1
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil
(Abjuration)

Level: 1
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

STATISTICS: 

Charge abilities: 
- Protection From Evil (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL79
Shield
Shield
(Evocation)

Level: 1
Range: 0 
Duration: 1 hour
Casting Time: 1 
Area of Effect: The caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all weapons and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile.
Shield
(Evocation)

Level: 1
Range: 0 
Duration: 1 hour
Casting Time: 1 
Area of Effect: The caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all weapons and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile.

STATISTICS: 

Charge abilities: 
- Shield (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7B
Conjure Lesser Air Elemental
Conjure Lesser Air Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Air Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

Charge abilities: 
- Conjure Lesser Air Elemental (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7C
Conjure Lesser Earth Elemental
Conjure Lesser Earth Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Earth Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

Charge abilities: 
- Conjure Lesser Earth Elemental (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7D
Minor Spell Turning
Minor Spell Turning
(Abjuration)

Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 5
Area of Effect: The caster 
Saving Throw: None 

This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from Dispel Magic. However, it will not be affected by Dispel Magic either.
Minor Spell Turning
(Abjuration)

Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 5
Area of Effect: The caster 
Saving Throw: None 

This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from Dispel Magic. However, it will not be affected by Dispel Magic either.

STATISTICS: 

Charge abilities: 
- Minor Spell Turning (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7E
Invisible Stalker
Invisible Stalker
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 9 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.
Invisible Stalker
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 9 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.

STATISTICS: 

Charge abilities: 
- Invisible Stalker (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7F
Globe of Invulnerability
Globe of Invulnerability
(Abjuration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5-ft. radius sphere
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.
Globe of Invulnerability
(Abjuration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5-ft. radius sphere
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.

STATISTICS: 

Charge abilities: 
- Globe of Invulnerability (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7G
Tenser's Transformation
Tenser's Transformation
(Alteration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell,  undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and  becomes a formidable fighting machine. 

The spell causes the caster to become a berserk Fighter:  Hit Points double, and all damage  sustains is first detracted from this magically-gained life;  Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all  attacks are made as though  were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. 
Tenser's Transformation
(Alteration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell,  undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and  becomes a formidable fighting machine. 

The spell causes the caster to become a berserk Fighter:  Hit Points double, and all damage  sustains is first detracted from this magically-gained life;  Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all  attacks are made as though  were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. 

STATISTICS: 

Charge abilities: 
- Tenser's Transformation (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7H
Flesh to Stone
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.

STATISTICS: 

Charge abilities: 
- Flesh to Stone (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7I
Death Spell
Death Spell
(Necromancy)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.
Death Spell
(Necromancy)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.

STATISTICS: 

Charge abilities: 
- Death Spell (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7J
Protection From Magic Energy
Protection From Magic Energy
(Abjuration)

Level: 6
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.
Protection From Magic Energy
(Abjuration)

Level: 6
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

Charge abilities: 
- Protection From Magic Energy (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7K
Mislead
Mislead
(Illusion/Phantasm)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from  original position. Meanwhile, an exact image of the caster is created where  used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.
Mislead
(Illusion/Phantasm)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from  original position. Meanwhile, an exact image of the caster is created where  used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.

STATISTICS: 

Charge abilities: 
- Mislead (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7L
Pierce Magic
Pierce Magic
(Abjuration)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.
Pierce Magic
(Abjuration)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.

STATISTICS: 

Charge abilities: 
- Pierce Magic (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7M
True Sight
True Sight
(Divination)

Level: 6
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight
(Divination)

Level: 6
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.

STATISTICS: 

Charge abilities: 
- True Sight (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7O
Protection From Magical Weapons
Protection From Magical Weapons
(Abjuration)

Level: 6
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.
Protection From Magical Weapons
(Abjuration)

Level: 6
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

Charge abilities: 
- Protection From Magical Weapons (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7P
Power Word, Silence
Power Word, Silence
(Conjuration/Summoning)

Level: 6
Range: 90 ft.
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.
Power Word, Silence
(Conjuration/Summoning)

Level: 6
Range: 90 ft.
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.

STATISTICS: 

Charge abilities: 
- Power Word, Silence (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7Q
Improved Haste
Improved Haste
(Alteration)

Level: 6
Range: 40 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.
Improved Haste
(Alteration)

Level: 6
Range: 40 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.

STATISTICS: 

Charge abilities: 
- Improved Haste (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7R
Death Fog
Death Fog
(Evocation)

Level: 6
Range: 30 ft.
Duration: 1 turn
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.
Death Fog
(Evocation)

Level: 6
Range: 30 ft.
Duration: 1 turn
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.

STATISTICS: 

Charge abilities: 
- Death Fog (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7S
Chain Lightning
Chain Lightning 
(Invocation/Evocation)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: Special 
Saving Throw: 1/2 

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).
Chain Lightning 
(Invocation/Evocation)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: Special 
Saving Throw: 1/2 

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).

STATISTICS: 

Charge abilities: 
- Chain Lightning (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7T
Disintegrate
Disintegrate
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.

STATISTICS: 

Charge abilities: 
- Disintegrate (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7U
Contingency
Contingency
(Evocation)

Level: 6
Range: Visual range of the caster
Duration: Permanent until triggered
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard is allowed to choose a spell out of  repertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of  Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.

For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of  Hit Points." Once the wizard is reduced to 50% of  Hit Points or below, Stoneskin would be immediately cast upon . This requires no action by the wizard, but happens automatically and instantaneously.

A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.
Contingency
(Evocation)

Level: 6
Range: Visual range of the caster
Duration: Permanent until triggered
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard is allowed to choose a spell out of  repertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of  Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.

For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of  Hit Points." Once the wizard is reduced to 50% of  Hit Points or below, Stoneskin would be immediately cast upon . This requires no action by the wizard, but happens automatically and instantaneously.

A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.

STATISTICS: 

Charge abilities: 
- Contingency (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7V
Spell Deflection
Spell Deflection
(Abjuration)

Level: 6
Range: 0 
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: The caster 
Saving Throw: None 

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection
(Abjuration)

Level: 6
Range: 0 
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: The caster 
Saving Throw: None 

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.

STATISTICS: 

Charge abilities: 
- Spell Deflection (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7W
Wyvern Call
Wyvern Call
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
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  aid. The creature will live and die at  command until the spell's duration expires.
Wyvern Call
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
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  aid. The creature will live and die at  command until the spell's duration expires.

STATISTICS: 

Charge abilities: 
- Wyvern Call (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7X
Conjure Fire Elemental
Conjure Fire Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Fire Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

Charge abilities: 
- Conjure Fire Elemental (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7Y
Conjure Air Elemental
Conjure Air Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Air Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

Charge abilities: 
- Conjure Air Elemental (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL7Z
Conjure Earth Elemental
Conjure Earth Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Earth Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

Charge abilities: 
- Conjure Earth Elemental (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL80
Shocking Grasp
Shocking Grasp
(Alteration)

Level: 1
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.
Shocking Grasp
(Alteration)

Level: 1
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.

STATISTICS: 

Charge abilities: 
- Shocking Grasp (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL81
Sleep
Sleep
(Enchantment/Charm)

Level: 1
Range: 60 ft.
Duration: 5 rounds/level 
Casting Time: 1 
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When a wizard casts a Sleep spell,  causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.
Sleep
(Enchantment/Charm)

Level: 1
Range: 60 ft.
Duration: 5 rounds/level 
Casting Time: 1 
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When a wizard casts a Sleep spell,  causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.

STATISTICS: 

Charge abilities: 
- Sleep (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL82
Chill Touch
Chill Touch
(Necromancy)

Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1 
Area of Effect: The creature
Saving Throw: Neg. 

When the caster completes this spell, a blue glow encompasses  hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.
Chill Touch
(Necromancy)

Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1 
Area of Effect: The creature
Saving Throw: Neg. 

When the caster completes this spell, a blue glow encompasses  hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.

STATISTICS: 

Charge abilities: 
- Chill Touch (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL83
Chromatic Orb
Chromatic Orb 
(Evocation)

Level: 1
Range: 90 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb 
(Evocation)

Level: 1
Range: 90 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.

STATISTICS: 

Charge abilities: 
- Chromatic Orb (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL84
Larloch's Minor Drain
Larloch's Minor Drain
(Necromancy)

Level: 1
Range: 30 ft.
Duration: Special
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  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.
Larloch's Minor Drain
(Necromancy)

Level: 1
Range: 30 ft.
Duration: Special
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  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.

STATISTICS: 

Charge abilities: 
- Larloch's Minor Drain (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL85
Blur
Blur
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When a Blur spell is cast, the wizard causes the outline of  form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of  Saving Throws.
Blur
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When a Blur spell is cast, the wizard causes the outline of  form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of  Saving Throws.

STATISTICS: 

Charge abilities: 
- Blur (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL86
Detect Evil
Detect Evil
(Divination)

Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil
(Divination)

Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

STATISTICS: 

Charge abilities: 
- Detect Evil (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL87
Detect Invisibility
Detect Invisibility
(Divination)

Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 120-ft. radius
Saving Throw: None

When the wizard casts a Detect Invisibility spell,  is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., Thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects.

Note: If an invisible creature enters the area of effect after the spell has already been cast, then the creature will remain invisible.
Detect Invisibility
(Divination)

Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 120-ft. radius
Saving Throw: None

When the wizard casts a Detect Invisibility spell,  is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., Thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects.

Note: If an invisible creature enters the area of effect after the spell has already been cast, then the creature will remain invisible.

STATISTICS: 

Charge abilities: 
- Detect Invisibility (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL89
Horror
Horror 
(Necromancy)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2 
Area of Effect: 15-ft. radius
Saving Throw: Neg. 

All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
Horror 
(Necromancy)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2 
Area of Effect: 15-ft. radius
Saving Throw: Neg. 

All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.

STATISTICS: 

Charge abilities: 
- Horror (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL8A
Carrion Summons
Carrion Summons
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 7 rounds + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.
Carrion Summons
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 7 rounds + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.

STATISTICS: 

Charge abilities: 
- Carrion Summons (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL8B
Summon Nishruu
Summon Nishruu
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.
Summon Nishruu
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.

STATISTICS: 

Charge abilities: 
- Summon Nishruu (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL8C
Stone to Flesh
Stone to Flesh
(Alteration)

Level: 6
Range: 50 ft.
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh
(Alteration)

Level: 6
Range: 50 ft.
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.

STATISTICS: 

Charge abilities: 
- Stone to Flesh (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL8X
Spell Shield
Spell Shield
(Abjuration)

Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: The caster 
Saving Throw: None 

When this spell is cast, the wizard is protected from the next magical attack against . The spells that this protects the wizard from are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once as this spell is consumed in the process. Otherwise, it will last for the duration.
Spell Shield
(Abjuration)

Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: The caster 
Saving Throw: None 

When this spell is cast, the wizard is protected from the next magical attack against . The spells that this protects the wizard from are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once as this spell is consumed in the process. Otherwise, it will last for the duration.

STATISTICS: 

Charge abilities: 
- Spell Shield (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL90
Invisibility
Invisibility
(Illusion/Phantasm)

Level: 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.
Invisibility
(Illusion/Phantasm)

Level: 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.

STATISTICS: 

Charge abilities: 
- Invisibility (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL91
Knock
Knock
(Alteration)

Level: 2
Range: Visual range of the caster
Duration: Special
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None 

The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Knock
(Alteration)

Level: 2
Range: Visual range of the caster
Duration: Special
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None 

The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.

STATISTICS: 

Charge abilities: 
- Knock (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL92
Know Alignment
Know Alignment
(Divination)

Level: 2
Range: 30 ft.
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg. 

A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Know Alignment
(Divination)

Level: 2
Range: 30 ft.
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg. 

A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.

STATISTICS: 

Charge abilities: 
- Know Alignment (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL93
Luck
Luck
(Enchantment/Charm)

Level: 2
Range: 15 ft.
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to  Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.
Luck
(Enchantment/Charm)

Level: 2
Range: 15 ft.
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to  Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.

STATISTICS: 

Charge abilities: 
- Luck (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL94
Resist Fear
Resist Fear
(Abjuration)

Level: 2
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.
Resist Fear
(Abjuration)

Level: 2
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.

STATISTICS: 

Charge abilities: 
- Resist Fear (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL95
Melf's Acid Arrow
Melf's Acid Arrow
(Conjuration/Summoning)

Level: 2
Range: Visual range of the caster
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.
Melf's Acid Arrow
(Conjuration/Summoning)

Level: 2
Range: Visual range of the caster
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.

STATISTICS: 

Charge abilities: 
- Melf's Acid Arrow (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL96
Mirror Image
Mirror Image
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
Mirror Image
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.

STATISTICS: 

Charge abilities: 
- Mirror Image (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL97
Stinking Cloud
Stinking Cloud
(Evocation)

Level: 2
Range: 90 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from  position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.
Stinking Cloud
(Evocation)

Level: 2
Range: 90 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from  position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.

STATISTICS: 

Charge abilities: 
- Stinking Cloud (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL98
Strength
Strength
(Alteration)

Level: 2
Range: 20 ft.
Duration: 1 turn/level
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

Application of this spell increases the Strength of the character to 18 and then adds 50% bonus on top of this. The character receives any Strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then his Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then his Strength will become 18/50 + original percentage. If his Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.
Strength
(Alteration)

Level: 2
Range: 20 ft.
Duration: 1 turn/level
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

Application of this spell increases the Strength of the character to 18 and then adds 50% bonus on top of this. The character receives any Strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then his Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then his Strength will become 18/50 + original percentage. If his Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.

STATISTICS: 

Charge abilities: 
- Strength (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRL99
Web
Web
(Evocation)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.
Web
(Evocation)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.

STATISTICS: 

Charge abilities: 
- Web (as a level 6 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA1
Wizard Eye
Wizard Eye
(Divination, Alteration)

Level: 4
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is employed, the wizard creates an invisible sensory organ that sends  visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.
Wizard Eye
(Divination, Alteration)

Level: 4
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is employed, the wizard creates an invisible sensory organ that sends  visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.

STATISTICS: 

Charge abilities: 
- Wizard Eye (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA2
Deafness
Deafness
(Illusion/Phantasm)

Level: 2
Range: 180 ft.
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The Deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.
Deafness
(Illusion/Phantasm)

Level: 2
Range: 180 ft.
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The Deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.

STATISTICS: 

Charge abilities: 
- Deafness (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA3
Glitterdust
Glitterdust
(Conjuration/Summoning)

Level: 2
Range: 30 ft.
Duration: 4 rounds
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Special

This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalties to attack rolls and Armor Class) for 4 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 4 rounds.
Glitterdust
(Conjuration/Summoning)

Level: 2
Range: 30 ft.
Duration: 4 rounds
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Special

This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalties to attack rolls and Armor Class) for 4 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 4 rounds.

STATISTICS: 

Charge abilities: 
- Glitterdust (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA5
Melf's Minute Meteors
Melf's Minute Meteors
(Evocation)

Level: 3
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of  usual weapons. The meteors can be hurled at targets up to 90 yards away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.
Melf's Minute Meteors
(Evocation)

Level: 3
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of  usual weapons. The meteors can be hurled at targets up to 90 yards away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.

STATISTICS: 

Charge abilities: 
- Melf's Minute Meteors (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA6
Spook
Spook
(Illusion/Phantasm)

Level: 1
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.
Spook
(Illusion/Phantasm)

Level: 1
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.

STATISTICS: 

Charge abilities: 
- Spook (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA7
Remove Magic
Remove Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect.
Remove Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect.

STATISTICS: 

Charge abilities: 
- Remove Magic (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLA8
Contagion
Contagion
(Necromancy)

Level: 4
Range: 90 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. The afflicted character is also slowed. These effects persist until the character receives a Cure Disease spell.
Contagion
(Necromancy)

Level: 4
Range: 90 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. The afflicted character is also slowed. These effects persist until the character receives a Cure Disease spell.

STATISTICS: 

Charge abilities: 
- Contagion (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLAI
Ray of Enfeeblement
Ray of Enfeeblement
(Enchantment/Charm)

Level: 2
Range: Visual range of the caster
Duration: 1 round/level 
Casting Time: 2 
Area of Effect: 1 creature 
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength such as attack and damage penalties as well as lower weight allowance.
Ray of Enfeeblement
(Enchantment/Charm)

Level: 2
Range: Visual range of the caster
Duration: 1 round/level 
Casting Time: 2 
Area of Effect: 1 creature 
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength such as attack and damage penalties as well as lower weight allowance.

STATISTICS: 

Charge abilities: 
- Ray of Enfeeblement (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLAJ
Farsight
Farsight
(Divination)

Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special
Saving Throw: None 

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Farsight
(Divination)

Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special
Saving Throw: None 

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

STATISTICS: 

Charge abilities: 
- Farsight (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLAL
Sunfire
Sunfire
(Evocation)

Level: 5
Range: 0
Duration: Instant 
Casting Time: 3 
Area of Effect: 15-ft. radius 
Saving Throw: 1/2 

A Sunfire is like a Fireball: An explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it: 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with  hand and the entire area around  erupts in flames, striking all except for the caster. Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Sunfire
(Evocation)

Level: 5
Range: 0
Duration: Instant 
Casting Time: 3 
Area of Effect: 15-ft. radius 
Saving Throw: 1/2 

A Sunfire is like a Fireball: An explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it: 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with  hand and the entire area around  erupts in flames, striking all except for the caster. Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

Charge abilities: 
- Sunfire (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLAUTO
Autograph
To  and friends, with love. Larry, Darryl, and Darryl.
To  and friends, with love. Larry, Darryl, and Darryl.

STATISTICS: 

Weight: 0
SCRLB1
Bigby's Clenched Fist
Bigby's Clenched Fist
(Evocation)

Level: 8
Range: 35 ft.
Duration: 4 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell.
Bigby's Clenched Fist
(Evocation)

Level: 8
Range: 35 ft.
Duration: 4 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell.

STATISTICS: 

Charge abilities: 
- Bigby's Clenched Fist (as a level 8 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLB2
Bigby's Crushing Hand
Bigby's Crushing Hand
(Evocation)

Level: 9
Range: 35 ft.
Duration: 3 rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears.
Bigby's Crushing Hand
(Evocation)

Level: 9
Range: 35 ft.
Duration: 3 rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears.

STATISTICS: 

Charge abilities: 
- Bigby's Crushing Hand (as a level 9 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLB4
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

Charge abilities: 
- Wish (as a level 10 spellcaster) (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLDRA
Letter
We have need of your services yet again, Drasus.

We are expecting an incursion at our mine location in the Cloakwood.

You are to accompany Davaeorn to the site and prevent entry or assault by anyone that is foolish enough to challenge you.

Your standard fee shall be doubled in this instance. If all goes well, you should look forward to more of the same.

Rieltar
We have need of your services yet again, Drasus.

We are expecting an incursion at our mine location in the Cloakwood.

You are to accompany Davaeorn to the site and prevent entry or assault by anyone that is foolish enough to challenge you.

Your standard fee shall be doubled in this instance. If all goes well, you should look forward to more of the same.

Rieltar

STATISTICS: 

Weight: 0
SCRLJALA
Geas Removal Scroll
Geas Removal Scroll
Geas Removal Scroll

STATISTICS: 

Requires: 
- 9 Intelligence

Weight: 0
SCRLKAR
Letter
BOUNTY NOTICE

Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion.

Last seen in the area of Candlekeep, this person is to be killed in quick order. 

This offer has been extended to all appropriate guilds.

Those returning with proof of the deed shall receive no less than 350 coins of gold.

As always, any that reveal these plans to the forces of law shall join the target in their fate.
BOUNTY NOTICE

Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion.

Last seen in the area of Candlekeep, this person is to be killed in quick order. 

This offer has been extended to all appropriate guilds.

Those returning with proof of the deed shall receive no less than 350 coins of gold.

As always, any that reveal these plans to the forces of law shall join the target in their fate.

STATISTICS: 

Weight: 0
SCRLNEI
Letter
BOUNTY NOTICE

Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion.

Last seen in the region of Beregost, this person is to be killed in quick order. The subject is to be considered a formidable foe, and is likely to have well-equipped traveling companions.

This offer has been extended to all appropriate guilds.

Those returning with proof of the deed shall receive no less than 680 coins of gold.

As always, any that reveal these plans to the forces of law shall join the target in their fate.
BOUNTY NOTICE

Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion.

Last seen in the region of Beregost, this person is to be killed in quick order. The subject is to be considered a formidable foe, and is likely to have well-equipped traveling companions.

This offer has been extended to all appropriate guilds.

Those returning with proof of the deed shall receive no less than 680 coins of gold.

As always, any that reveal these plans to the forces of law shall join the target in their fate.

STATISTICS: 

Weight: 0
SCRLPET
Stone to Flesh Scroll
This scroll will remove the effects of petrification from anyone afflicted by such an unfortunate condition. Simply approach the victim who has been turned to stone, read the scroll, and target the statue.

STATISTICS:

– Stone to Flesh
  Range: 20 ft.
  Area of Effect: 1 creature
This scroll will remove the effects of petrification from anyone afflicted by such an unfortunate condition. Simply approach the victim who has been turned to stone, read the scroll, and target the statue.

STATISTICS: 

Charge abilities: 
- Stone to Flesh the target (one-time use)

Requires: 
- 9 Intelligence

Weight: 0
SCRLTAR
Letter
BOUNTY NOTICE

Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion.

Last seen in the area of Candlekeep, this person is to be killed in quick order. 

Those returning with proof of the deed shall receive no less than 200 coins of gold.

As always, any that reveal these plans to the forces of law shall join the target in their fate.
BOUNTY NOTICE

Be it known to all those of evil intent, that a bounty has been placed upon the head of , the foster child of Gorion.

Last seen in the area of Candlekeep, this person is to be killed in quick order. 

Those returning with proof of the deed shall receive no less than 200 coins of gold.

As always, any that reveal these plans to the forces of law shall join the target in their fate.

STATISTICS: 

Weight: 0
SCRLVAIL
Letter
I enter battle tomorrow with a heavy heart, knowing I may well not survive. Such is life, and many a fool has risked as much for less gold than I will be paid. Still, I cannot bear the possibility of losing the treasures I have worked so hard for. To prevent this, I write this note to myself as a reminder in case I suffer an injury that would impair my faculties. Any battle against a mage always carries such a risk. Quenash, my beautiful fallen saint, holds my cloak as a reminder of me. My helm I will trust only to my guile in hiding it. It rests where people rest, in a building that may as well have been named for the purpose. The cloak should be with it, but that would only be expected. I shall not make their theft easy.
I enter battle tomorrow with a heavy heart, knowing I may well not survive. Such is life, and many a fool has risked as much for less gold than I will be paid. Still, I cannot bear the possibility of losing the treasures I have worked so hard for. To prevent this, I write this note to myself as a reminder in case I suffer an injury that would impair my faculties. Any battle against a mage always carries such a risk. Quenash, my beautiful fallen saint, holds my cloak as a reminder of me. My helm I will trust only to my guile in hiding it. It rests where people rest, in a building that may as well have been named for the purpose. The cloak should be with it, but that would only be expected. I shall not make their theft easy.

STATISTICS: 

Weight: 0
SCRLZHA
Scroll
I have a task for you and those you have selected.

You, the first of the faithful, are to stand ground in my stead.

Be assured that I would not belittle your devotion with simple guard duty. This chore is of particular interest to me, and thus to you.

 has become as a thorn in my side. I wish it removed.

Do so, and you shall please me greatly.

Such is your charge.

Do not fail in this.

Sarevok
I have a task for you and those you have selected.

You, the first of the faithful, are to stand ground in my stead.

Be assured that I would not belittle your devotion with simple guard duty. This chore is of particular interest to me, and thus to you.

 has become as a thorn in my side. I wish it removed.

Do so, and you shall please me greatly.

Such is your charge.

Do not fail in this.

Sarevok

STATISTICS: 

Weight: 0
SCRLZY
Summon Cow
Summon Cow 
(Conjuration/Summoning)

Level: 2
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

The spell speaks for itself, baby!
Summon Cow 
(Conjuration/Summoning)

Level: 2
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

The spell speaks for itself, baby!

STATISTICS: 

Charge abilities: 
- Decapitates the non-group creatures. (5 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 0
SCRLZZ
Summon Cow
Summon Cow 
(Conjuration/Summoning)

Level: 2
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

The spell speaks for itself, baby!
Summon Cow 
(Conjuration/Summoning)

Level: 2
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

The spell speaks for itself, baby!

STATISTICS: 

Charge abilities: 
- Summon Cow (as a level 5 spellcaster) (5 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 0
SHLD01
Small Shield
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD01A
Small Shield
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD02
Small Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD02A
Small Shield +1
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD02P
High Quality Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. This tower shield is of particularly fine craftsmanship, allowing it to be lighter and less cumbersome to wield in combat.

STATISTICS:

Equipped abilities:
– Armor Class: +1, +2 vs. missile attacks

Requires:
 10 Strength

Weight: 10
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place. This tower shield is of particularly fine craftsmanship, allowing it to be lighter and less cumbersome to wield in combat.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 10 Strength

Weight: 10
SHLD03
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 8
SHLD03A
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 7
SHLD03P
High Quality Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. This medium shield is of particularly refined craftsmanship, allowing it to be somewhat lighter and less cumbersome in battle.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 8 Strength

Weight: 4
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. This medium shield is of particularly refined craftsmanship, allowing it to be somewhat lighter and less cumbersome in battle.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 8 Strength

Weight: 4
SHLD04
Medium Shield +1
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Requires:
 12 Strength

Weight: 6
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Requires: 
- 12 Strength

Weight: 6
SHLD04A
Medium Shield +1
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Requires:
 12 Strength

Weight: 6
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Requires: 
- 12 Strength

Weight: 6
SHLD04P
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 7
SHLD05
Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 15 
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 15 Strength

Weight: 15
SHLD05A
Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 15 
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 15 Strength

Weight: 15
SHLD05P
Corvyr's Blessing
This shield was carried into battle by High Paladin Corvyr in an assault against a notorious undead fortress. Long after his comrades had fallen, for days he tore into their seemingly endless numbers before he was eventually overcome as well. As the tower was later cleared with the help of a certain magical cube, his shield was retrieved. A previously ordinary piece of equipment, it seems to have absorbed some of the resolve and determination of his final days.

STATISTICS:

Equipped abilities:
– Constitution: +1
– Save vs. Death: 150%
– Armor Class: +1

Requires:
 12 Strength

Weight: 6
This shield was carried into battle by High Paladin Corvyr in an assault against a notorious undead fortress. Long after his comrades had fallen, for days he tore into their seemingly endless numbers before he was eventually overcome as well. As the tower was later cleared with the help of a certain magical cube, his shield was retrieved. A previously ordinary piece of equipment, it seems to have absorbed some of the resolve and determination of his final days.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Saving Throws vs. Death: +50%
- Constitution: +1

Requires: 
- 12 Strength

Weight: 6
SHLD06
Large Shield +1
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +1 vs. missile attacks

Requires:
 14 Strength

Weight: 12
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2, +3 vs. missile attacks

Requires: 
- 14 Strength

Weight: 12
SHLD06A
Large Shield +1
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +1 vs. missile attacks

Requires:
 14 Strength

Weight: 12
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2, +3 vs. missile attacks

Requires: 
- 14 Strength

Weight: 12
SHLD06P
Redshield +1, +4 vs. monstrous
Little is known about this shield, other than the fact it was recovered from the Wealdath and seems to have been enchanted specifically to combat roving monsters. While its superior craftsmanship and enchantment by no means make it a bad piece of equipment in any given situation, its true power becomes evident only upon fighting the more monstrous inhabitants of Faerûn.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Special:
– THAC0 +1 and AC +4 vs. monstrous enemies

Requires:
 12 Strength

Weight: 6
Little is known about this shield, other than the fact it was recovered from the Wealdath and seems to have been enchanted specifically to combat roving monsters. While its superior craftsmanship and enchantment by no means make it a bad piece of equipment in any given situation, its true power becomes evident only upon fighting the more monstrous inhabitants of Faerûn.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Requires: 
- 12 Strength

Weight: 6
SHLD07
Shield of the Falling Stars +1
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +5 vs. missile attacks

Requires:
 13 Strength

Weight: 12
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2, +7 vs. missile attacks

Requires: 
- 13 Strength

Weight: 12
SHLD07A
Shield of the Falling Stars +1
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

STATISTICS:

Equipped abilities:
– Armor Class: +2, an extra +5 vs. missile attacks

Requires:
 13 Strength

Weight: 12
Ilmater himself enchanted this shield upon seeing a young squire's willingness to endure untold agony for the well-being of his mount. During a fierce battle between a human cavalry division and a hobgoblin horde, the young man was sent for reinforcements. He was beset by a cascade of arrows that nearly blocked out the sun, and he knew that even if he avoided the arrows himself, should his horse fall he would surely be doomed. With his shield and body he positioned himself to take the brunt of the onslaught, and was mortally wounded for it. His horse remained unscathed, allowing for their escape, and his body was carried back to the nearest town, where he was resurrected from death.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2, +7 vs. missile attacks

Requires: 
- 13 Strength

Weight: 12
SHLD07P
Sartessa's Vengeance +1
This was the personal shield of Sartessa, a half-elven Ranger of the Wood of Sharp Teeth. Called to a quest by divine intervention at a young age, she traveled the long way to Luskan seeking to restore peace to the Sword Coast in troubled times. Betrayed near the end of her journey by her long time companion and forced to slay him in self-defense, she forged this shield, imbued with her grim determination to complete her quest despite knowing that alone, such attempt would likely end in death. Powerful enchantments were placed on this shield to stop it from falling into the wrong hands, and although they have faded somewhat with time, it would be foolhardy of anyone to try to wield it that does not resemble her both in spirit and body.

STATISTICS:

Equipped abilities:
– Armor Class +2, +2 vs. missiles, humanoids, male opponents, and charmed or controlled creatures
– Aura cleansing
– Immunity to Backstab
– Immunity to permanent death
– Improved critical hit chance

Requires:
 3 Strength
 12 Charisma

Weight: 5
This was the personal shield of Sartessa, a half-elven Ranger of the Wood of Sharp Teeth. Called to a quest by divine intervention at a young age, she traveled the long way to Luskan seeking to restore peace to the Sword Coast in troubled times. Betrayed near the end of her journey by her long time companion and forced to slay him in self-defense, she forged this shield, imbued with her grim determination to complete her quest despite knowing that alone, such attempt would likely end in death. Powerful enchantments were placed on this shield to stop it from falling into the wrong hands, and although they have faded somewhat with time, it would be foolhardy of anyone to try to wield it that does not resemble her both in spirit and body.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2, +4 vs. missile attacks, the charmed creatures, the controlled creatures, the males and the humanoids
- Critical Hit Chance: +35%
- Saving Throws: +2 vs. charmed creatures, the controlled creatures, the males and the humanoids
- Immunity to backstab
- Protection contre la mort définitive
- Hold the males
- Permet de lancer plusieurs sorts par round

Requires: 
- 3 Strength
- 12 Charisma

Weight: 5
SHLD08
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:

Equipped abilities:
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD08A
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:

Equipped abilities:
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD08P
Tarloc's Contingency +1
Some say a positive mindset is key to victory. The creator of this shield, a dark elven sorcerer in life and feared lich in undeath, clearly had a different idea. Considering the comparative weakness of those concerned with the arcane arts and lack of suitable armour unacceptable, he set out to create the perfect piece of equipment if worst came to worst—a likely scenario for a wizard stuck in close range combat. Ever since, the powerful enchantments on this shield have frequently saved the lives of countless of owners in a pinch or allowed them to escape by the skin of their teeth, equally frequently at the cost of sacrificing their traveling companions.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Casts Fireshield (Blue) on user in combat
– 20% chance to recover spells when seriously injured
– 5% chance to gain invisibility when hit
– Encases user in Otiluke's Resilient Sphere if critically wounded or rendered helpless

Requires:
 10 Strength

Weight: 6
Some say a positive mindset is key to victory. The creator of this shield, a dark elven sorcerer in life and feared lich in undeath, clearly had a different idea. Considering the comparative weakness of those concerned with the arcane arts and lack of suitable armour unacceptable, he set out to create the perfect piece of equipment if worst came to worst—a likely scenario for a wizard stuck in close range combat. Ever since, the powerful enchantments on this shield have frequently saved the lives of countless of owners in a pinch or allowed them to escape by the skin of their teeth, equally frequently at the cost of sacrificing their traveling companions.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- When the wearer takes damage; Cast Fireshield (Blue) on the wearer
- When the wearer's hit points fall below 10%; Cast Otiluke's Resilient Sphere on the wearer
- When the wearer is rendered helpless; Cast Otiluke's Resilient Sphere on the wearer
- When the wearer's hit points fall below 50%; 21% chance de remettre en mémoire 1 sort priest de niveau 1st, 2nd, 3rd and 4th to the wearer permanently
- 6% chance
  - Each time the wearer is hit; to cast Improved invisibility on the wearer for 1 turn
  - When the wearer's hit points fall below 50%; de remettre en mémoire 1 sort priest de niveau 1st, 2nd, 3rd and 4th to the wearer permanently

Requires: 
- 10 Strength

Weight: 6
SHLD09
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:

Equipped abilities:
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD09A
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:

Equipped abilities:
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD09P
Shield of Devotion +1
This shield can be traced to a line of Paladins of Velen, who carried shields like this one into battle on mounted expeditions to the Nelanther Isles under the blessing of Torm. Celebrated in lore for their memorable armour as the Red Riders, their ceaseless dedication and resilience was a vital force in establishing peace to the region. Although long since dispersed, their legacy is highly sought after as traces of their original blessing still infuse these sets of armour, granting the wearer divine favour and increased stamina.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– Hit Points: +10%
– Grants an additional spell for spell levels 1-3

Requires:
 10 Strength

Weight: 6
This shield can be traced to a line of Paladins of Velen, who carried shields like this one into battle on mounted expeditions to the Nelanther Isles under the blessing of Torm. Celebrated in lore for their memorable armour as the Red Riders, their ceaseless dedication and resilience was a vital force in establishing peace to the region. Although long since dispersed, their legacy is highly sought after as traces of their original blessing still infuse these sets of armour, granting the wearer divine favour and increased stamina.

STATISTICS: 

Equipped abilities: 
- Memorise an extra priest spell of 1st and 2nd level
- Armor Class: +2
- Hit points: +10%

Requires: 
- 10 Strength

Weight: 6
SHLD10
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:

Equipped abilities:
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD10A
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:

Equipped abilities:
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
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: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD11
Small Shield
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD11A
Small Shield
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD12
Small Shield
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD12A
Small Shield
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS:

Equipped abilities:
– Armor Class: +1
– No protection against missile attacks

Requires:
 4 Strength

Weight: 3
A small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although  cannot wield or carry another weapon. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 3
SHLD13
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 8
SHLD13A
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 7
SHLD14
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 8
SHLD14A
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1

Requires: 
- 12 Strength

Weight: 7
SHLD15
Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 15 
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 15 Strength

Weight: 15
SHLD15A
Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 15 
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 15 Strength

Weight: 15
SHLD16
Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 15 
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 15 Strength

Weight: 15
SHLD16A
Large Shield
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 15 Strength

Weight: 15 
The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1, +2 vs. missile attacks

Requires: 
- 15 Strength

Weight: 15
SHLD17
Buckler +1
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
A buckler is a small shield of wood or metal that fastens to the forearm. Because of its size it is light and can be worn with very little restriction to movement. This buckler has some form of generic enchantment, making it more resistant to blows.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2
- No protection vs. piercing and missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD19
Pellan's Shield +2
This shield was commissioned from the finest dwarven smiths by Pellan of Tyr, a renowned paladin who was known for his unquestioning courage and total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. Pellan and his armor digested readily, but the shield gave the dragon severe stomach cramps. He coughed it up, and it lay in his treasure pile for several years until it was retrieved by Pellan's son, a paladin who knew when to sneak. The superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
This shield was commissioned from the finest dwarven smiths by Pellan of Tyr, a renowned paladin who was known for his unquestioning courage and total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. Pellan and his armor digested readily, but the shield gave the dragon severe stomach cramps. He coughed it up, and it lay in his treasure pile for several years until it was retrieved by Pellan's son, a paladin who knew when to sneak. The superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +4 vs. missile attacks

Requires: 
- 10 Strength

Weight: 4
SHLD19A
Pellan's Shield +2
This shield was commissioned from the finest dwarven smiths by Pellan of Tyr, a renowned paladin who was known for his unquestioning courage and total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. Pellan and his armor digested readily, but the shield gave the dragon severe stomach cramps. He coughed it up, and it lay in his treasure pile for several years until it was retrieved by Pellan's son, a paladin who knew when to sneak. The superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
This shield was commissioned from the finest dwarven smiths by Pellan of Tyr, a renowned paladin who was known for his unquestioning courage and total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. Pellan and his armor digested readily, but the shield gave the dragon severe stomach cramps. He coughed it up, and it lay in his treasure pile for several years until it was retrieved by Pellan's son, a paladin who knew when to sneak. The superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +4 vs. missile attacks

Requires: 
- 10 Strength

Weight: 4
SHLD20
Kiel's Buckler
This is the buckler of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight and excellent craftsmanship increase the Dexterity of all who bear it by a single point.

STATISTICS:

Equipped abilities:
– Dexterity: +1
– Armor Class: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
This is the buckler of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight and excellent craftsmanship increase the Dexterity of all who bear it by a single point.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks
- Dexterity: +1

Requires: 
- 4 Strength

Weight: 2
SHLD28
Small Shield +2
Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. 

STATISTICS:

Equipped abilities:
– Armor Class: +3
– No protection against missile attacks

Requires:
 4 Strength

Weight: 2
Despite the effectiveness of the enchantments on this shield, it is otherwise nondescript and defies precise identification. Such standardization makes it likely that it is from the militia of some forgotten barony, though it is hard to be certain. 

STATISTICS: 

Equipped abilities: 
- Armor Class: +3
- No protection vs. missile attacks

Requires: 
- 4 Strength

Weight: 2
SHLD29
Medium Shield +2
A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior to perform legendary deeds while wearing it, to finally give it a history.

STATISTICS:

Equipped abilities:
– Armor Class: +3

Requires:
 12 Strength

Weight: 5
A standard magical shield given to elite troops and bodyguards, this particular shield is relatively new. Forged recently by Taerom Fuiruim of Beregost, this shield has few stories to tell. Perhaps it will take a brave young warrior to perform legendary deeds while wearing it, to finally give it a history.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3

Requires: 
- 12 Strength

Weight: 5
SHLD30
Large Shield +2
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +4 vs. missile attacks

Requires: 
- 10 Strength

Weight: 4
SHLD30A
Large Shield +2
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

STATISTICS:

Equipped abilities:
– Armor Class: +3, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4
A shield of the elite Calimport Standing Dragoons mercenary company, a group long since disbanded due to political backstabbing. Having the best of equipment, their shields were extremely light and powerfully protective in combat. The size of the shield precludes the use of the shield hand for anything else.

STATISTICS: 

Equipped abilities: 
- Armor Class: +3, +4 vs. missile attacks

Requires: 
- 10 Strength

Weight: 4
SHLD31A
Gorm's Arm +3
This large shield of dwarven darksteel provides more protection than most suits of armor. It was forged and enchanted with one goal, and one goal only: to keep the wielder protected in combat. What might seem a redundant point to make becomes clear when one looks at the sacrifices that have been made towards this aim. Far heavier than most shields of its size and imbued with an antimagical aura, it is somewhat cumbersome to use in battle, and casting with it in hand is virtually impossible.


STATISTICS:

Equipped abilities:
– Armor Class: +5
– Magic Resistance: +50%
– Disables spellcasting

Requires: 
 17 Strength

Weight: 20
This large shield of dwarven darksteel provides more protection than most suits of armor. It was forged and enchanted with one goal, and one goal only: to keep the wielder protected in combat. What might seem a redundant point to make becomes clear when one looks at the sacrifices that have been made towards this aim. Far heavier than most shields of its size and imbued with an antimagical aura, it is somewhat cumbersome to use in battle, and casting with it in hand is virtually impossible.

STATISTICS: 

Equipped abilities: 
- Armor Class: +5
- Magic Resistance: +50%
- Disables the wearer to cast spells

Requires: 
- 17 Strength

Weight: 20
SHLD32
Medium Shield
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS:

Equipped abilities:
– Armor Class: +1

Requires:
 12 Strength

Weight: 8
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from three to four feet in diameter, and can be of any shape, from round to square to a dragon's spread wings. A typical medieval shield resembles a triangle with one point facing downward.

STATISTICS: 

Equipped abilities: 
- Armor Class: +5
- Saving Throws: +1

Requires: 
- 9 Strength

Weight: 8
SHLD33
Buckley's Buckler
A rectangle of mammoth hide forms this small shield. No amount of cleansing can dispel the pong of decay from this poorly tanned device, yet somehow the malodorous shield fortifies its wielder.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Constitution: +1
– No protection against missile and piercing attacks

Requires:
 4 Strength

Weight: 2
A rectangle of mammoth hide forms this small shield. No amount of cleansing can dispel the pong of decay from this poorly tanned device, yet somehow the malodorous shield fortifies its wielder.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- No protection vs. piercing and missile attacks
- Constitution: +1

Requires: 
- 4 Strength

Weight: 2
SLNG01
Sling
Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.

STATISTICS:

Speed Factor: 6
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
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: 

Equipped abilities: 
- Attacks per round: Set to 1

Speed Factor: 6
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
SLNG02
Sling +1
Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.

STATISTICS:

THAC0: +1
Damage: +1 (missile)
Speed Factor: 5
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile, however this one has been imbued with a small magical enchantment. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +1
Damage: +1 (Missile)
Speed Factor: 5
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
SLNG03
Arla's Dragonbane +3
None know better than halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small folk that left the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
None know better than halflings the value of a well-placed stone when confronting a larger foe. This particular weapon was the property of a young woman named Arla Surestep, one of the few small folk that left the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +3
Damage: +3 (Missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
SLNG04
Sling +2
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

STATISTICS:

THAC0: +2
Damage: +2 (missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 4
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
SLNG10
Sling +3
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

STATISTICS:

THAC0: +3
Damage: +3 (missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Magical slings are the hallmark of stout halfling warriors. Usually their mothers or a talented aunt will create this sling for the halfling lad or lass who is about to embark on their second great adventure. The reason that the sling is given on the second adventure and not the first is that many halflings decide not to pursue the life of an adventurer after getting a taste of it.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +3
Damage: +3 (Missile)
Speed Factor: 3
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
SLNG11
Sling of Unerring Accuracy +1
Dandifox was one of the greatest heroes of the hin, the small people also known as halflings. From the concealment of forest arbors, he would attack rich caravans for a "tithe," which he then distributed among the local poor. The heroic robber finally met his end on the point of a guardsman's spear, but not before the constabulary had learned to fear and hate his infallible aim.

STATISTICS:

THAC0: +2
Speed Factor: 6
Proficiency Type: Sling
Type: One-handed
Requires:
 3 Strength

Weight: 0
Dandifox was one of the greatest heroes of the hin, the small people also known as halflings. From the concealment of forest arbors, he would attack rich caravans for a "tithe," which he then distributed among the local poor. The heroic robber finally met his end on the point of a guardsman's spear, but not before the constabulary had learned to fear and hate his infallible aim.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

Enchantment: +1
THAC0: +2
Speed Factor: 6
Proficiency Type: Sling
Type: One-Handed

Requires: 
- 3 Strength

Weight: 0
SPER01
Spear
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types.

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d6 (Piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
SPER01Q
Quality Spear
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types.

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types.

STATISTICS: 

Damage: 1d6 (Piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
SPER02
Spear +1
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, 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:

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 5
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, 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: 

THAC0: +1
Damage: 1d6 +1 (Piercing)
Speed Factor: 5
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
SPER03
Backbiter +3
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS:

Equipped abilities:
– May only be removed with a Remove Curse spell

Combat abilities:
– 3 points of damage (piercing) inflicted to the wielder upon every successful hit

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
This cursed weapon will appear as a magical spear; however when a combat situation arises, the wielder will attack an enemy and Backbiter will attack the wielder. For every attack made, Backbiter will attack the foe and also the wielder. This is a powerful spear, but one must ask if it is worth it in the end. The only way that Backbiter can be removed is by a Remove Curse spell.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell

Combat abilities: 
- Inflicts 3 piercing damage to the wearer

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
SPER04
Javelin
The javelin is a type of light spear designed for throwing, usually with a narrower tip. While this makes it less resilient and powerful in close quarter combat, it can be a deadly weapon if the advantage of its range is used to its fullest extent. 

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 6
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 5
The javelin is a type of light spear designed for throwing, usually with a narrower tip. While this makes it less resilient and powerful in close quarter combat, it can be a deadly weapon if the advantage of its range is used to its fullest extent. 

STATISTICS: 

Charge abilities: 
- Ranged (one-time use)

Damage: 1d6
Damage Type (Ranged): Missile
Damage Type (Melee): Piercing
Speed Factor: 6
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
SPER05
Spear +2
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. Another line of tinkering led to the integration of magic with spears. Tribal shamans would enchant the spears so that they would hit more often and do greater damage to their wielder's opponents.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 4
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. Another line of tinkering led to the integration of magic with spears. Tribal shamans would enchant the spears so that they would hit more often and do greater damage to their wielder's opponents.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 4
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
SPER06
Spear +3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. This spear trembles from the powerful magic used in its creation.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 3
Proficiency Type: Spear 
Type: Two-handed
Requires:
 5 Strength

Weight: 3
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. This spear trembles from the powerful magic used in its creation.

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 3
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
STAF01
Quarterstaff
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.

STATISTICS:

Damage: 1d6 (crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.

STATISTICS: 

Damage: 1d6 (Crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
STAF02
Quarterstaff +1
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. This one is particularly special as it has been imbued with magical properties.

STATISTICS: 

THAC0: +1
Damage: 1d6 +1 (Crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
STAF03
Quarterstaff
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.

STATISTICS:

Damage: 1d6 (crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.

STATISTICS: 

Damage: 1d6 (Crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
STAF05
Staff of Striking +3
Staves of Striking are made by the gold elves of Drelagara on Evermeet. The staves have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races, but these powerful melee weapons do surface occasionally in Faerûn. However, each attack made with the staff uses a charge, causing it to consume itself when no charges remain.

STATISTICS:

THAC0: +3
Damage: 1d6+9 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 3 Strength

Weight: 4
Staves of Striking are made by the gold elves of Drelagara on Evermeet. The staves have a life of their own and jump to attack in their bearer's hands. The elven craftsmen rarely sell them to other races, but these powerful melee weapons do surface occasionally in Faerûn. However, each attack made with the staff uses a charge, causing it to consume itself when no charges remain.

STATISTICS: 

THAC0: +3
Damage: 1d6 +9 (Crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 3 Strength

Weight: 4
STAF06
Staff Mace +2
This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for Clerics or Druids, though that does not preclude use by most others.

STATISTICS:

THAC0: +2
Damage: 2d4+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: One-handed
Requires:
 3 Strength

Weight: 4
This weapon appears to be a normal large walking staff, but it has a faint aura of alteration magic. Uttering the command word causes the staff to assume the attributes of a mace, allowing it to be wielded with one hand. This was likely designed for Clerics or Druids, though that does not preclude use by most others.

STATISTICS: 

THAC0: +2
Damage: 2d4 +2 (Crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: One-Handed

Requires: 
- 3 Strength

Weight: 4
STAF07
Staff Spear +2
When this seemingly ordinary quarterstaff is examined magically, it has an aura of alteration. Upon command, a long sharp spear blade will shoot forth from its upper end, making the staff into a spear. Likely made by a wizard or priest hoping to increase their melee abilities, it is usable by anybody capable of handling a staff.

STATISTICS:

THAC0: +2
Damage: 1d8+3 (piercing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
When this seemingly ordinary quarterstaff is examined magically, it has an aura of alteration. Upon command, a long sharp spear blade will shoot forth from its upper end, making the staff into a spear. Likely made by a wizard or priest hoping to increase their melee abilities, it is usable by anybody capable of handling a staff.

STATISTICS: 

THAC0: +2
Damage: 1d8 +3 (Piercing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
STAF08
Aule's Staff +3
This finely crafted staff was among the spoils taken from the invaders of Durlag's Tower. It is very deadly in combat, and was apparently the property of a spellcaster that enjoyed standing on the front lines. It appears to have a core of iron, yet it is comparable in weight to a normal weapon of its type. Part of the enchantment seems to come from the hide that strengthens the grip: Leather no doubt made from a battle-ready creature of some sort. With the tastes and inclinations of the attackers of the tower well documented, the hide could be almost anything... or anyone.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
This finely crafted staff was among the spoils taken from the invaders of Durlag's Tower. It is very deadly in combat, and was apparently the property of a spellcaster that enjoyed standing on the front lines. It appears to have a core of iron, yet it is comparable in weight to a normal weapon of its type. Part of the enchantment seems to come from the hide that strengthens the grip: Leather no doubt made from a battle-ready creature of some sort. With the tastes and inclinations of the attackers of the tower well documented, the hide could be almost anything... or anyone.

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
STAF18
Quarterstaff +2
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 3
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS: 

THAC0: +2
Damage: 1d6 +2 (Crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 3
STAF25
The Ossifier
Cursed Staff of Petrification: The Ossifier
The surface of this seven-foot shaft more resembles stone than wood, but in the hands of a skilled wielder it weighs little more than a staff of oak. Along its length appear the ghost-like images of various foes caught in defensive postures, appearing almost as thought they had been suddenly turned to stone.

STATISTICS:

Equipped abilities:
– May only be removed by a Remove Curse spell

Combat abilities:
– Casts Barkskin on target upon each successful hit

Damage: 1d6 (crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
Cursed Staff of Petrification: The Ossifier
The surface of this seven-foot shaft more resembles stone than wood, but in the hands of a skilled wielder it weighs little more than a staff of oak. Along its length appear the ghost-like images of various foes caught in defensive postures, appearing almost as thought they had been suddenly turned to stone.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell

Combat abilities: 
- Instantly cast Barkskin on the target

Damage: 1d6 (Crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
STAFN1
Neera's Staff +1
This finely crafted and intricately engraved quarterstaff was "improved" upon by Neera herself. Her intent was to create a staff that would inflict fiery pain upon its victims, but she fell slightly short of that goal. While it can light enemies aflame, there is also the chance that the staff will backfire and incinerate its wielder.

STATISTICS:

Combat abilities:
– When the staff strikes a target, there is a 10% chance that either the target or the wielder will take 1 point of fire damage.

THAC0: +1
Damage: 1d6+1 (crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
 5 Strength

Weight: 4
This finely crafted and intricately engraved quarterstaff was "improved" upon by Neera herself. Her intent was to create a staff that would inflict fiery pain upon its victims, but she fell slightly short of that goal. While it can light enemies aflame, there is also the chance that the staff will backfire and incinerate its wielder.

STATISTICS: 

Combat abilities: 
- 11% chance
  - to inflict 1 fire damage to the wearer
  - to inflict 1 fire damage to the target

THAC0: +1
Damage: 1d6 +1 (Crushing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 4
SW1H01
Bastard Sword
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS:

Damage: 2d4 (slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 10
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS: 

Combat abilities: 
- 2% chance 
  - of breaking (Effective during the iron crisis)
  - to remove "Bastard Sword" from inventory of the wearer (Effective during the iron crisis)

Damage: 2d4 (Slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 10
SW1H01Q
Quality Bastard Sword
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS:

Damage: 2d4 (slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 10
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS: 

Damage: 2d4 (Slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 10
SW1H02
Bastard Sword +1
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.

STATISTICS:

THAC0: +1
Damage: 2d4+1 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 9
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.

STATISTICS: 

THAC0: +1
Damage: 2d4 +1 (Slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 9
SW1H03
Kondar +1
At a first glance, this sword appears much like any other. In the presence of any shapeshifting creature, however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history.

STATISTICS:

THAC0: +1, +3 vs. shapeshifters
Damage: 2d4+1, +3 vs. shapeshifters
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 10 Strength

Weight: 8
At a first glance, this sword appears much like any other. In the presence of any shapeshifting creature, however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history.

STATISTICS: 

Equipped abilities: 
- Enchantment: +3 vs. lycanthropes and the doppelgangers
- THAC0: +2 vs. doppelgangers and the lycanthropes

Combat abilities: 
- Inflicts 2 slashing damage vs. lycanthropes and the doppelgangers

THAC0: +1
Damage: 2d4 +1 (Slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 10 Strength

Weight: 8
SW1H04
Long Sword
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d8 (Slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H04Q
Quality Long Sword
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H05
Long Sword +1
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H05S
Long Sword +1
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H06
Varscona +2
Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.

STATISTICS:

THAC0: +2
Damage: 1d8+2, +1 cold damage
Damage type: Slashing
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated that she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.

STATISTICS: 

Combat abilities: 
- Inflicts 1 cold damage to the target

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H07
Short Sword
The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting.

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
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: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d6 (Piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H07Q
Quality 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 (piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
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 (Piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H08
Short Sword +1
The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. This short blade is magical, improving accuracy and damage.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. This short blade is magical, improving accuracy and damage.

STATISTICS: 

THAC0: +1
Damage: 1d6 +1 (Piercing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H09
The Whistling Sword +2
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:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 2
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: 

THAC0: +2
Damage: 1d6 +2 (Piercing)
Speed Factor: 1
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 4 Strength

Weight: 2
SW1H10
The Shadow's Blade +3
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:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 4 Strength

Weight: 3
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: 

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 4 Strength

Weight: 3
SW1H12
Hull's Long Sword
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d8 (Slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H13
Moonblade +3
This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade; anyone else who tries will find themselves unable to lift it. This particular moonblade gives resistance to fire and a bonus to the user's Armor Class.

STATISTICS:

Equipped abilities:
– Armor Class: +1
– Fire Resistance: +50%

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed

Weight: 3
This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade; anyone else who tries will find themselves unable to lift it. This particular moonblade gives resistance to fire and a bonus to the user's Armor Class.

STATISTICS: 

Equipped abilities: 
- Armor Class: +1
- Fire Resistance: +50%

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Weight: 3
SW1H15
Icingdeath +3
This is the Frostbrand scimitar Icingdeath. It is one of Drizzt's personal weapons.

STATISTICS:

Equipped abilities:
– Fire Resistance: +50%

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 4
This is the Frostbrand scimitar Icingdeath. It is one of Drizzt's personal weapons.

STATISTICS: 

Equipped abilities: 
- Fire Resistance: +50%

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 8 Strength

Weight: 4
SW1H16
Twinkle +3
This is the magical scimitar +3 that bears the name Twinkle. It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it.

STATISTICS:

Equipped abilities:
– Armor Class: +2

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 4
This is the magical scimitar +3 that bears the name Twinkle. It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 8 Strength

Weight: 4
SW1H17
Perdue's 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 (piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
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: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d6 (Piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H18
Sword of Balduran
This ornate but poorly balanced weapon was found within the wreck of Balduran's ship. Gold weapons are not known to be useful in combat, but legends say that only weapons forged of gold can harm such dread creatures as the loup garou.

STATISTICS:

THAC0: +4 vs. lycanthropes
Damage: 2d4, +4 vs. lycanthropes
Damage type: Slashing
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 12 Strength

Weight: 12
This ornate but poorly balanced weapon was found within the wreck of Balduran's ship. Gold weapons are not known to be useful in combat, but legends say that only weapons forged of gold can harm such dread creatures as the loup garou.

STATISTICS: 

Equipped abilities: 
- Enchantment: +4 vs. lycanthropes
- THAC0: +4 vs. lycanthropes

Combat abilities: 
- Inflicts 4 slashing damage vs. lycanthropes

Enchantment: +1
Damage: 2d4 (Slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 12 Strength

Weight: 12
SW1H19
The Vampire's Revenge +1
It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday—though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest, though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as  life energies are drained in order to heal  intended victim. Were this not enough, the weapon is cursed so as to prevent its removal, and the user is smitten with a wasting of the mind, that  may not even think of trying to rid self of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one may better spend one's time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms.

STATISTICS:

Equipped abilities:
– Affects Intelligence in a negative manner... I think... duhhhhhh
– May only be removed with a Remove Curse spell

Combat abilities:
– Inflicts damage upon the wielder and heals the target

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday—though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest, though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as  life energies are drained in order to heal  intended victim. Were this not enough, the weapon is cursed so as to prevent its removal, and the user is smitten with a wasting of the mind, that  may not even think of trying to rid self of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one may better spend one's time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Intelligence: -1

Combat abilities: 
- Transfer 9 slashing damage to the target
- In combat; Causes the wearer to go berserk for 1 turn

THAC0: +1
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H20
Scimitar
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 4
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d8 (Slashing)
Speed Factor: 5
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 4
SW1H22
Scimitar +1
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat. This particular weapon has been enhanced magically to complement the skill of the wielder.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 3
SW1H23
Rashad's Talon +2
Named for Prince Rashad, former ruler of a minor principality to the east, this blade and many of the prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 3
Named for Prince Rashad, former ruler of a minor principality to the east, this blade and many of the prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 3
SW1H24
The Burning Earth +1
Flame Tongue +1: The Burning Earth 
There was a time before Neverwinter was warm and before the great Anauroch was dry... or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough. It burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself—but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is... wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for ... or any other humanoid.

STATISTICS:

THAC0: +1, +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead 
Damage: 1d8+1, +1 fire, +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 5 Strength

Weight: 4
Flame Tongue +1: The Burning Earth 
There was a time before Neverwinter was warm and before the great Anauroch was dry... or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough. It burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself—but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is... wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for ... or any other humanoid.

STATISTICS: 

Equipped abilities: 
- Enchantment: +2 vs. lycanthropes and the trolls
- Enchantment: +3 vs. winter wolves
- Enchantment: +4 vs. undead
- THAC0: +1 vs. lycanthropes and the trolls
- THAC0: +3 vs. undead
- THAC0: +2 vs. winter wolves

Combat abilities: 
- Inflicts 1 fire damage to the target
- Inflicts 3 slashing damage vs. undead
- Inflicts 2 slashing damage vs. winter wolves
- Inflicts 1 slashing damage vs. lycanthropes and the trolls

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 4
SW1H34
Albruin +1
Basalin was a large man, rumored, far from his hearing, to be a werebear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown.

STATISTICS:

Equipped abilities:
– Immunity to poison

Charge abilities: 
– Detect Invisibility once per day

THAC0: +1
Damage: 2d4+3 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 8
Basalin was a large man, rumored, far from his hearing, to be a werebear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown.

STATISTICS: 

Equipped abilities: 
- Immunity to poisoning

Charge abilities: 
- Detect Invisibility (1x per day)
  Dispel the creatures in the area of effect's invisibility (Effective against créatures invisibles. Not effective against créatures sous l'effet de Non-détection)

THAC0: +1
Damage: 2d4 +3 (Slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 8
SW1H41
Long Sword +2
A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 3
A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though.

STATISTICS: 

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 3
SW1H42
Bastard Sword +2
Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type.

STATISTICS:

THAC0: +2
Damage: 2d4+2 (slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 7
Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type.

STATISTICS: 

THAC0: +2
Damage: 2d4 +2 (Slashing)
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 7
SW1H43
Katana
The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process that is more art form than anything else. This blade is an important facet of Kara-Turan culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 4
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 6
The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process that is more art form than anything else. This blade is an important facet of Kara-Turan culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.

STATISTICS: 

Damage: 1d10 (Slashing)
Speed Factor: 4
Proficiency Type: Katana
Type: One-Handed

Requires: 
- 6 Strength

Weight: 6
SW1H44
Katana +1
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (slashing)
Speed Factor: 3
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 5
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS: 

THAC0: +1
Damage: 1d10 +1 (Slashing)
Speed Factor: 3
Proficiency Type: Katana
Type: One-Handed

Requires: 
- 6 Strength

Weight: 5
SW1H46
Wakizashi
The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi, a shorter sword with a length between twelve and twenty-four inches, is a dangerous weapon in the hands of a skilled user.

STATISTICS:

Damage: 1d8 (piercing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 3
The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi, a shorter sword with a length between twelve and twenty-four inches, is a dangerous weapon in the hands of a skilled user.

STATISTICS: 

Damage: 1d8 (Piercing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H47
Wakizashi +1
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (piercing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 2
The wakizashi, or companion sword, is extremely important to the samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. Wu Jen masters have concealed within this wakizashi great power, unleashed only when the wielder is in the thick of battle. How or why this wakizashi made it to Faerûn is unknown, but if the samurai who owned it still lives, he will certainly be looking for it.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Piercing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 5 Strength

Weight: 2
SW1H48
Ninjatō
The sword of the ninja, the ninjatō, is of lower quality than other Kara-Turan blades such as the katana. The ninjatō is short with a straight blade, making it ideal for subterfuge. The ninjatō is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai use.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 5
The sword of the ninja, the ninjatō, is of lower quality than other Kara-Turan blades such as the katana. The ninjatō is short with a straight blade, making it ideal for subterfuge. The ninjatō is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai use.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 4
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 6 Strength

Weight: 5
SW1H49
Ninjatō +1
Saito Kagizu, or "Cat of the East" as the Thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful Thieves in their own right.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 4
Saito Kagizu, or "Cat of the East" as the Thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in Faerûn. They were part of his personal collection, ninjatō that he either "collected" from rivals or designed himself. When he died, his mistress gave away the swords to her other lovers, all of them powerful Thieves in their own right.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H52
Scimitar +3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is almost clumsily adorned by comparison.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 8 Strength

Weight: 3
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is almost clumsily adorned by comparison.

STATISTICS: 

THAC0: +3
Damage: 1d8 +3 (Slashing)
Speed Factor: 2
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 8 Strength

Weight: 3
SW1H53
Yes, you are free to go.
No, now get back to work!
No, now get back to work!

STATISTICS: 

Combat abilities: 
- Inflicts 1 fire damage to the target

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H55
Katana +2
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 4
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.

STATISTICS: 

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1H74
Short Sword +3
This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 1
This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill.

STATISTICS: 

THAC0: +3
Damage: 1d6 +3 (Piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 1
SW1H78
Drusus +1
The Drusus is an exceptionally well-made short sword.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
The Drusus is an exceptionally well-made short sword.

STATISTICS: 

THAC0: +1
Damage: 1d6 +1 (Piercing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
SW1H79
Harrower +1
This double-edged long sword gleams white even in the reddest of torchlight. The Dethek runes along its sides name the blade "Harrower," a weapon once wielded by Ariabel, a Waterdhavian Paladin of Lathander who once carried the weapon into combat against the vampire Zerafex and her host of unholy spawn. Ariabel did not survive the contest, but decades later a gang of Tethyrian tomb robbers recovered her sword from the crypt where she fell.

STATISTICS:

THAC0: +1, +3 vs. undead
Damage: 1d8+1, +3 vs. undead
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
This double-edged long sword gleams white even in the reddest of torchlight. The Dethek runes along its sides name the blade "Harrower," a weapon once wielded by Ariabel, a Waterdhavian Paladin of Lathander who once carried the weapon into combat against the vampire Zerafex and her host of unholy spawn. Ariabel did not survive the contest, but decades later a gang of Tethyrian tomb robbers recovered her sword from the crypt where she fell.

STATISTICS: 

Equipped abilities: 
- Enchantment: +3 vs. undead
- THAC0: +2 vs. undead

Combat abilities: 
- Inflicts 2 slashing damage vs. undead

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW1P01
Viper's Edge +2
This immensely powerful relic is just as strongly enchanted as it is cursed. Its blade shimmers in a slick, intoxicating tinge of green, likely literally as well as metaphorically. The sword's grip and hilt are lined by curved thorns which make it hard to see how this weapon could be effectively wielded in battle. Judging by the dried crusts around them, many have still tried, and you cannot deny feeling a tempting curiosity on your part. Said to be originally the weapon of a medusa queen of a long forgotten age bestowed to whom by the gods of old themselves, the exact origins of this blade have been lost to time. Whatever its provenance, it has since traveled through many hands (albeit the majority not of the living persuasion). The common thread running through all these encounters was that their eventual end was rarely of a voluntary nature and nothing good ever came from them.

STATISTICS:

Cursed:
– Constitution: -1 (permanent)
– Maximum Hit Points: -10%
– Intolerance to common healing potions
– Chance of poisoning the user through contact
– User may become prone to blood rage
– May cause passing wild magic spikes in magic users

Passive abilities:
– Dexterity: +2
– +1 attack per round
– Improved Backstab damage
– Temporary regeneration on critical health

Active abilities:
– Instantly annihilates weak undead
– May petrify target on successful hit
– May inflict knockback 
– May badly poison on successful hit
– Poison may paralyze humanoid targets
– Poison may overwhelm simpleminded creatures and temporarily make them pliable to suggestion

STATISTICS:

THAC0: +2 bonus
Damage: 1d8 +2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
This immensely powerful relic is just as strongly enchanted as it is cursed. Its blade shimmers in a slick, intoxicating tinge of green, likely literally as well as metaphorically. The sword's grip and hilt are lined by curved thorns which make it hard to see how this weapon could be effectively wielded in battle. Judging by the dried crusts around them, many have still tried, and you cannot deny feeling a tempting curiosity on your part. Said to be originally the weapon of a medusa queen of a long forgotten age bestowed to whom by the gods of old themselves, the exact origins of this blade have been lost to time. Whatever its provenance, it has since traveled through many hands (albeit the majority not of the living persuasion). The common thread running through all these encounters was that their eventual end was rarely of a voluntary nature and nothing good ever came from them.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- Attacks per round: +1
- Backtab Multiplier: +50%
- Hit points: -10%
- Dexterity: +2
- Constitution: -1 permanently, persists after death
- When the wearer's hit points fall below 10%; Regenerates 3 hit points per second to the wearer for 7 rounds
- Prevents equipping Potion of Superior Healing, Potion of Extra Healing and Potion of Healing

Combat abilities: 
- Instantly slays the undead (of level 5 or lower) (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- 17% chance to transmute the target into stone (save vs. Petrification/Polymorph neg.) (Not effective at 82% against undead, the golems and the creatures immune to poisons)
- 16% chance to poison the target, inflicting 1 damage per second for 20 seconds (Not effective at 56% against undead, the golems and the creatures immune to poisons)
- 11% chance to knock down the target 21 feet away from the target area for 1 second (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- 10% chance to hold the humanoids for 7 seconds (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- 6% chance to charm the monsters for 1 turn (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- In combat; 6% chance of causing the wearer to go berserk for 15 seconds (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- 6% chance that the next spell cast by the wearer treated as wild surges (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- 4% chance to transmute the target into stone (Not effective at 17% against undead, the golems and the creatures immune to poisons)
- 3% chance
  - to poison the target, inflicting 1 damage per second for 20 seconds (Not effective at 56% against undead, the golems and the creatures immune to poisons)
  - to poison the wearer, inflicting 1 damage per second for 20 seconds (Not effective against undead, the golems and the creatures immune to poisons)

THAC0: +2
Damage: 1d8 +2 (Slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
SW2H01
Two-handed Sword
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 10
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS: 

Combat abilities: 
- 2% chance of breaking (Effective during the iron crisis)

Damage: 1d10 (Slashing)
Speed Factor: 10
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 15
SW2H02
Two-handed Sword +1
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.

STATISTICS:

THAC0: +1
Damage: 1d10+1 (slashing)
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 12
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.

STATISTICS: 

THAC0: +1
Damage: 1d10 +1 (Slashing)
Speed Factor: 9
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 12
SW2H03
Cursed Berserking Sword +3
This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even once the battle fury has ended, this sword can only be removed via an exorcism using a Remove Curse spell.

STATISTICS:

Equipped abilities:
– Causes the wielder to go berserk
– May only be removed with a Remove Curse spell

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even once the battle fury has ended, this sword can only be removed via an exorcism using a Remove Curse spell.

STATISTICS: 

Equipped abilities: 
- May only be removed with a Remove Curse spell
- In combat; Causes the wearer to go berserk

THAC0: +3
Damage: 1d10 +3 (Slashing)
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 15
SW2H06
Spider's Bane +2
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

STATISTICS:

Equipped abilities:
– Protects the wielder from any magics that affect movement, such as Hold and Web.

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 13 Strength

Weight: 10
This sword was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster goodwill between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.

STATISTICS: 

Equipped abilities: 
- Free action

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 8
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 10
SW2H07
The World's Edge +3
This is a legendary weapon of heroic proportions, especially among the far-northern tribes of barbarians. Champion after champion has wielded this blade against countless enemies, and the blood it has spilled could fill a small sea. History will not admit that such a blade could be forged and each consecutive owner seems to tie its origin to whatever creation myth they believe. The most grandiose of these tales is that of a great chieftain who sailed to the cliffs that supposedly bordered the world. There he reached into the void, and his will shaped the blade from nothing. Whatever the truth, in the right hands this sword is a fearsome thing.

STATISTICS:

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 13 Strength

Weight: 9
This is a legendary weapon of heroic proportions, especially among the far-northern tribes of barbarians. Champion after champion has wielded this blade against countless enemies, and the blood it has spilled could fill a small sea. History will not admit that such a blade could be forged and each consecutive owner seems to tie its origin to whatever creation myth they believe. The most grandiose of these tales is that of a great chieftain who sailed to the cliffs that supposedly bordered the world. There he reached into the void, and his will shaped the blade from nothing. Whatever the truth, in the right hands this sword is a fearsome thing.

STATISTICS: 

THAC0: +3
Damage: 1d10 +3 (Slashing)
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 9
SW2H07A
The World's Edge +3
This is a legendary weapon of heroic proportions, especially among the far-northern tribes of barbarians. Champion after champion has wielded this blade against countless enemies, and the blood it has spilled could fill a small sea. History will not admit that such a blade could be forged and each consecutive owner seems to tie its origin to whatever creation myth they believe. The most grandiose of these tales is that of a great chieftain who sailed to the cliffs that supposedly bordered the world. There he reached into the void, and his will shaped the blade from nothing. Whatever the truth, in the right hands this sword is a fearsome thing.

STATISTICS:

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 13 Strength

Weight: 9
This is a legendary weapon of heroic proportions, especially among the far-northern tribes of barbarians. Champion after champion has wielded this blade against countless enemies, and the blood it has spilled could fill a small sea. History will not admit that such a blade could be forged and each consecutive owner seems to tie its origin to whatever creation myth they believe. The most grandiose of these tales is that of a great chieftain who sailed to the cliffs that supposedly bordered the world. There he reached into the void, and his will shaped the blade from nothing. Whatever the truth, in the right hands this sword is a fearsome thing.

STATISTICS: 

THAC0: +3
Damage: 1d10 +3 (Slashing)
Speed Factor: 7
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 9
SW2H08
Durlag's Pride +2
Durlag's Pride

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 13 Strength

Weight: 10
Durlag's Pride

STATISTICS: 

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 8
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 10
SW2H11
Two-handed Sword +2
A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 8
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 10
A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.

STATISTICS: 

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 8
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 10
SW2H22
Gold Digger +1
Crafted by dwarves in service to the temple of Waukeen in Amn, this two-handed sword draws power from the gold in its wielder's purse. For the wealthy it strikes mighty blows. For the impoverished, the Gold Digger is no better than a mundane greatsword.

STATISTICS:

Special:
– Consumes 10 gold per successful hit

THAC0: +1
Damage: 1d10+4 (slashing)
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
Crafted by dwarves in service to the temple of Waukeen in Amn, this two-handed sword draws power from the gold in its wielder's purse. For the wealthy it strikes mighty blows. For the impoverished, the Gold Digger is no better than a mundane greatsword.

STATISTICS: 

Combat abilities: 
- Reduces la quantité de pièces d'or of the wearer by 10

THAC0: +1
Damage: 1d10 +4 (Slashing)
Speed Factor: 9
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 15
SW2HD1
Rancor +1
This ebony two-handed sword is covered with inscriptions that you cannot decipher. It hums softly in the presence of Dorn Il-Khan. Individuals who are good of heart are overcome with feelings of guilt and anxiety when they hold this blade.

STATISTICS:

Combat abilities:
– When Dorn holds this blade, any death that it causes has a chance to grant Dorn an increase of +1 to his to-hit rolls for 24 hours

THAC0: +1, +2 if it has slain someone within the past 24 hours
Damage: 1d10+1 (slashing)
Speed Factor: 9
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires: 
 14 Strength

Weight: 12
This ebony two-handed sword is covered with inscriptions that you cannot decipher. It hums softly in the presence of Dorn Il-Khan. Individuals who are good of heart are overcome with feelings of guilt and anxiety when they hold this blade.

STATISTICS: 

Equipped abilities: 
- When the wearer kills the target; THAC0: +1 for 1 day

THAC0: +1
Damage: 1d10 +1 (Slashing)
Speed Factor: 9
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 12
SW2HD2
Thanks for your... uh... help. Goodbye.
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 10
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS: 

THAC0: +2
Damage: 1d10 +2 (Slashing)
Speed Factor: 8
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 10
TTAXE1
Battle Axe
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-handed
Requires:
 10 Strength

Weight: 7
The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 7
Proficiency Type: Axe
Type: One-Handed

Requires: 
- 10 Strength

Weight: 7
TTBLUN1
Flail
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 13 Strength

Weight: 15
The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain.

STATISTICS: 

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 13 Strength

Weight: 15
TTBLUN2
Morning Star
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS:

Damage: 2d4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 12
The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

STATISTICS: 

Damage: 2d4 (Crushing)
Speed Factor: 7
Proficiency Type: Flail / Morning Star
Type: One-Handed

Requires: 
- 11 Strength

Weight: 12
TTBLUN3
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-handed
Requires:
 10 Strength

Weight: 10
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 are spiked, others flanged, and still others have pyramidal knobs.

STATISTICS: 

Damage: 1d6 +1 (Crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: One-Handed

Requires: 
- 10 Strength

Weight: 10
TTBLUN4
Club
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people 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 (crushing)
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people 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 (Crushing)
Speed Factor: 4
Proficiency Type: Club
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
TTDAGG1
Dagger
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter.

STATISTICS:

Damage: 1d4 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 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.

STATISTICS: 

Damage: 1d4 (Piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: One-Handed

Requires: 
- 3 Strength

Weight: 1
TTHALB1
Halberd
By far the oldest and most often used polearm, 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 (slashing or piercing, whichever is better)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 15
By far the oldest and most often used polearm, 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 (Piercing/Slashing)
Speed Factor: 9
Proficiency Type: Halberd
Type: Two-Handed

Requires: 
- 13 Strength

Weight: 15
TTHAMM1
War Hammer
Mounted knights cannot effectively use long pole weapons while on horseback and, as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 6
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 examples of this—the war hammer is another. The horseman's war hammer 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 eighteen inches long.

STATISTICS: 

Damage: 1d4 +1 (Crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: One-Handed

Requires: 
- 9 Strength

Weight: 6
TTLEAT
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.

STATISTICS:

Armor Class: 7 (9 vs. piercing and missile)
Requires:
 4 Strength

Weight: 10
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: 

Armor Class: 7 (9 vs. piercing and missile attacks)

Requires: 
- 4 Strength

Weight: 10
TTPOT
Potion of Extra Healing
When wholly consumed, this potion restores 27 Hit Points to the person. The effect is instantaneous, and the potion is destroyed in the process.

STATISTICS:

Special: Restores 27 Hit Points

Weight: 1
When wholly consumed, this potion restores 27 Hit Points to the person. The effect is instantaneous, and the potion is destroyed in the process.

STATISTICS: 

- Heals 27 hit points to the drinker

Weight: 1
TTSCRL01
Flame Arrow
Flame Arrow
(Conjuration/Summoning)

Level: 3
Range: 60 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: 1/2

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.
Flame Arrow
(Conjuration/Summoning)

Level: 3
Range: 60 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: 1/2

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.

STATISTICS: 

Requires: 
- 9 Intelligence

Weight: 0
TTSCRL02
Monster Summoning I
Monster Summoning I 
(Conjuration/Summoning)

Level: 3
Range: 120 ft. 
Duration: 2 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.
Monster Summoning I 
(Conjuration/Summoning)

Level: 3
Range: 120 ft. 
Duration: 2 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.

STATISTICS: 

Requires: 
- 9 Intelligence

Weight: 0
TTSHLD01
Medium Shield +1
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS:

Equipped abilities:
– Armor Class: +2

Requires:
 12 Strength

Weight: 6
A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using  shield hand for anything other than carrying the medium shield. This penalty is offset by the fact that this shield is magical, granting an additional +1 protection to its wearer.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2

Requires: 
- 12 Strength

Weight: 6
TTSPER1
Spear
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types.

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires:
 5 Strength

Weight: 5
One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types.

STATISTICS: 

Damage: 1d6 (Piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-Handed

Requires: 
- 5 Strength

Weight: 5
TTSWOR10
Scimitar
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 10 Strength

Weight: 4
The long, curved, single-edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different parts of Faerûn. Whereas the saber was intended chiefly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, more highly curved, and tapered to an elongated, sharp point. This makes the weapon slightly slower but more effective and deadly in combat.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 5
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 10 Strength

Weight: 4
TTSWORD1
Long Sword +1
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS:

THAC0: +1
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.

STATISTICS: 

THAC0: +1
Damage: 1d8 +1 (Slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
TTSWORD3
Bastard Sword
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS:

Damage: 2d4 (slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
 11 Strength

Weight: 10
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS: 

Damage: 2d4 (Slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: One-Handed

Requires: 
- 11 Strength

Weight: 10
TTSWORD4
Long Sword
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 4
These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from thirty-five inches to forty-seven inches. In the latter case, the blade is known to take up forty inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-Handed

Requires: 
- 6 Strength

Weight: 4
TTSWORD5
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 (piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3
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 (Piercing)
Speed Factor: 3
Proficiency Type: Short Sword
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
TTSWORD6
Two-handed Sword
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 10
Proficiency Type: Two-handed Sword
Type: Two-handed
Requires:
 14 Strength

Weight: 15
The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS: 

Damage: 1d10 (Slashing)
Speed Factor: 10
Proficiency Type: Two-Handed Sword
Type: Two-Handed

Requires: 
- 14 Strength

Weight: 15
TTSWORD7
Katana
The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process that is more art form than anything else. This blade is an important facet of Kara-Turan culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 4
Proficiency Type: Katana
Type: One-handed
Requires:
 6 Strength

Weight: 6
The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process that is more art form than anything else. This blade is an important facet of Kara-Turan culture. To touch or wield a samurai's katana is to insult the samurai and to incite his wrath. For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.

STATISTICS: 

Damage: 1d10 (Slashing)
Speed Factor: 4
Proficiency Type: Katana
Type: One-Handed

Requires: 
- 6 Strength

Weight: 6
TTSWORD8
Wakizashi
The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi, a shorter sword with a length between twelve and twenty-four inches, is a dangerous weapon in the hands of a skilled user.

STATISTICS:

Damage: 1d8 (piercing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 5 Strength

Weight: 3
The wakizashi, or companion sword, is extremely important to samurai. It is worn at all times, even indoors, and is near the samurai when he sleeps at night. As finely made as the katana, the wakizashi, a shorter sword with a length between twelve and twenty-four inches, is a dangerous weapon in the hands of a skilled user.

STATISTICS: 

Damage: 1d8 (Piercing)
Speed Factor: 3
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 5 Strength

Weight: 3
TTSWORD9
Ninjatō
The sword of the ninja, the ninjatō, is of lower quality than other Kara-Turan blades such as the katana. The ninjatō is short with a straight blade, making it ideal for subterfuge. The ninjatō is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai use.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninjatō
Type: One-handed
Requires:
 6 Strength

Weight: 5
The sword of the ninja, the ninjatō, is of lower quality than other Kara-Turan blades such as the katana. The ninjatō is short with a straight blade, making it ideal for subterfuge. The ninjatō is also more suited to fighting in closed places, sometimes giving the ninja an advantage over the longer blades that the samurai use.

STATISTICS: 

Damage: 1d8 (Slashing)
Speed Factor: 4
Proficiency Type: Scimitar / Wakizashi / Ninjatō
Type: One-Handed

Requires: 
- 6 Strength

Weight: 5
TTWAND
Wand of the Heavens
This wand will cause a pillar of flame to shoot out of the sky and strike the chosen target. The flames will do 8d6 damage to the target (with 1s taken as 2s), unless the target makes a Save vs. Wand in which case  will take half. The wand only has a certain amount of charges and will be destroyed when they are used.

STATISTICS:

Charge abilities:
– Flame Strike
  Damage: 8d6 fire (Save vs. Wand for half)
  Range: 120 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
This wand will cause a pillar of flame to shoot out of the sky and strike the chosen target. The flames will do 8d6 damage to the target (with 1s taken as 2s), unless the target makes a Save vs. Wand in which case  will take half. The wand only has a certain amount of charges and will be destroyed when they are used.

STATISTICS: 

Charge abilities: 
- Inflicts 8d6 fire damage to the target (save vs. Wands half) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
UNICAND
Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
UNIFAI
Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
UNITHRON
Necklace
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.

STATISTICS:

Weight: 1
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.

STATISTICS: 

Weight: 1
WA2AMU
Sensate Amulet
This amulet originates in the city of Sigil, where it was forged by the Society of Sensation. It was given out to the most loyal Sensates, to protect them when they traveled the planes looking for new experiences.

STATISTICS:

Equipped abilities:
– Maximum Hit Points: +5
– Charisma: +2
– Protection From Evil

Weight: 3
This amulet originates in the city of Sigil, where it was forged by the Society of Sensation. It was given out to the most loyal Sensates, to protect them when they traveled the planes looking for new experiences.

STATISTICS: 

Equipped abilities: 
- Armor Class: +2 vs. evil creatures
- Saving Throws: +2 vs. evil creatures
- Maximum hit points: +5
- Charisma: +2
- Immunity to summoned demons attacks and spells

Weight: 3
WA2ROBE
Mage Robe
Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class Mages may wear these enchanted robes.

STATISTICS:

Weight: 3
Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class Mages may wear these enchanted robes.

STATISTICS: 

Equipped abilities: 
- Casting time: -4
- Magic Resistance: +10%

Armor Class: 5

Weight: 3
WA2SHIEL
Shield of Balduran
This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

STATISTICS:

Equipped abilities:
– Strength: -1
– Armor Class: +4

Combat abilities:
– Reflects beholder rays

Requires:
 12 Strength

Weight: 4
This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

STATISTICS: 

Equipped abilities: 
- Armor Class: +4
- Strength: -1
- Reflect the spectator rays

Requires: 
- 12 Strength

Weight: 4
WAND02
Wand of Fear
A Wand of Fear strikes terror into the heart of any creature within its target area. This panic is not universal, however, as the stout of heart have been known to resist its magic. Like all wands, the Wand of Fear can only be used a limited number of times before it is destroyed.

STATISTICS:

Charge abilities:
– Causes enemies to run in fear unless they save vs. Spell
  Range: 100 ft.
  Area of Effect: 15-ft. radius
  Duration: 15 rounds

Requires:
 9 Intelligence

Weight: 1
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: 

Charge abilities: 
- Inflicts Horror on the enemies within a 15 feet radius for 15 rounds (save vs. Spells at +2 neg.) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND03
Wand of Magic Missiles
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Charge abilities: 
- Inflicts 1d4 +1 magic damage to the target (Not effective against creatures under the effect of Bouclier) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND04
Wand of Paralyzation
When used, this wand shoots forth a thin ray of bluish color to a maximum range of 100 ft. When a creature is touched by the ray, it must save vs. Wand in order to avoid being stunned for 1 turn.

STATISTICS:

Charge abilities:
– Stun target (Save vs. Wand at -4 penalty negates)
  Range: 100 ft.
  Area of Effect: 1 creature
  Duration: 1 turn

Requires:
 9 Intelligence

Weight: 1
When used, this wand shoots forth a thin ray of bluish color to a maximum range of 100 ft. When a creature is touched by the ray, it must save vs. Wand in order to avoid being stunned for 1 turn.

STATISTICS: 

Charge abilities: 
- Stuns the target for 1 turn (save vs. Wands at -4 neg.) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND05
Wand of Fire
The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 90 ft.) and bursts in a fiery, violent blast, just like the Fireball spell. The Fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s. The victim(s) may make a Save vs. Wand in order to take only half damage. The second ability of the wand is akin to the spell Agannazar's Scorcher in that a column of flame will streak towards the victim, inflicting 6d6+6 damage with a Save vs. Wand for half.

STATISTICS:

Charge abilities:
– Fireball
  Damage: 6d6 fire (Save vs. Wand for half)
  Range: 90 ft.
  Area of Effect: 15-ft. radius

– Agannazar's Scorcher
  Damage: 6d6+6 fire (Save vs. Wand for half)
  Range: 80 ft.
  Area of Effect: 2-ft. by 80-ft. jet

Requires:
 9 Intelligence

Weight: 1
The wand will cough forth a huge, burning ball of fire that streaks out to the desired range (to a maximum of 90 ft.) and bursts in a fiery, violent blast, just like the Fireball spell. The Fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s. The victim(s) may make a Save vs. Wand in order to take only half damage. The second ability of the wand is akin to the spell Agannazar's Scorcher in that a column of flame will streak towards the victim, inflicting 6d6+6 damage with a Save vs. Wand for half.

STATISTICS: 

Charge abilities: 
- Fireball (50 charges, the item is destroyed when all charges are used)
  Inflicts 6d5 +6 fire damage to creatures within a 15 feet radius (save vs. Wands half)
- Agannazar's Scorcher (50 charges, the item is destroyed when all charges are used)
  Inflicts 6d6 +6 fire damage to the target (save vs. Wands half)

Requires: 
- 9 Intelligence

Weight: 1
WAND06
Wand of Frost
White crystalline motes spray forth from the wand in a column towards the victim, striking them square in the chest with numbing force. The temperature inside the column is deadly, and damage is 8d6 with a Save vs. Wand for half.

STATISTICS:

Charge abilities:
– Column of Ice
  Damage: 8d6 cold (Save vs. Wand for half)
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
White crystalline motes spray forth from the wand in a column towards the victim, striking them square in the chest with numbing force. The temperature inside the column is deadly, and damage is 8d6 with a Save vs. Wand for half.

STATISTICS: 

Charge abilities: 
- Inflicts 8d6 cold damage to the target (save vs. Wands half) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND07
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 with a Save vs. Wand for half. The bolt will continue through the target and proceed to "rebound" until expended.

STATISTICS:

Charge abilities:
– Lightning Bolt
  Damage: 6d6 electrical (Save vs. Wand for half)
  Range: 100 ft.
  Area of Effect: Path of bolt

Requires:
 9 Intelligence

Weight: 1
The possessor of the wand can discharge a bolt of lightning. As it passes through a creature, it does 6d6 points of damage with a Save vs. Wand for half. The bolt will continue through the target and proceed to "rebound" until expended.

STATISTICS: 

Charge abilities: 
- Inflicts 6d6 electrical damage to the target (save vs. Wands half) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND08
Wand of Sleep
This wand will emit a gold beam of energy at its targets up to a maximum range of 60 ft., affecting a 15-ft. radius. If the target creatures fail their Save vs. Wand, they will fall into a deep, comatose sleep for 2 turns.

STATISTICS:

Charge abilities:
– Sleep (Save vs. Wand negates)
  Range: 60 ft.
  Area of Effect: 15-ft. radius
  Duration: 2 turns

Requires:
 9 Intelligence

Weight: 1
This wand will emit a gold beam of energy at its targets up to a maximum range of 60 ft., affecting a 15-ft. radius. If the target creatures fail their Save vs. Wand, they will fall into a deep, comatose sleep for 2 turns.

STATISTICS: 

Charge abilities: 
- Renders the enemies within a 15 feet radius unconscious for 2 turns (save vs. Wands neg.) (Not effective at 91% against elves and at 31% against half elves) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND09
Wand of Polymorphing
This wand emits a thin, green beam that darts forth to a maximum distance of 60 ft. Any creature touched by this beam must make a Save vs. Wand or be polymorphed into a squirrel.

STATISTICS:

Charge abilities:
– Polymorph target into squirrel (Save vs. Wand negates)
  Range: 100 ft.
  Area of Effect: 1 creature
  Duration: Permanent (until dispelled)

Requires:
 9 Intelligence

Weight: 1
This wand emits a thin, green beam that darts forth to a maximum distance of 60 ft. Any creature touched by this beam must make a Save vs. Wand or be polymorphed into a squirrel.

STATISTICS: 

Charge ability (100 charges, the item is destroyed when all charges are used): 
- Transform the target into Squirrel for 1000 hours (save vs. Wands neg.)
- Armor Class of the target: Set to 10 for 1000 hours (save vs. Wands neg.)
- Change the hit points of the target to 5 for 1000 hours (save vs. Wands neg.)
- 100% of spellcasting failure (wizard, priest and druid) for the target for 1000 hours (save vs. Wands neg.)
- Change the Strength of the target to 3 for 1000 hours (save vs. Wands neg.)

Requires: 
- 9 Intelligence

Weight: 1
WAND10
Wand of Monster Summoning
This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.

STATISTICS:

Charge abilities:
– Summon 12 HD of monsters
  Range: 20 ft.
  Duration: 2 turns

Requires:
 9 Intelligence

Weight: 1
This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.

STATISTICS: 

Charge abilities: 
- Summon between 3 and 5 monsters (Gnoll Elite, Dire Wolf, Hobgoblin Elite or Ogre) for 2 turns (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND11
Wand of the Heavens
This wand will cause a pillar of flame to shoot out of the sky and strike the chosen target. The flames will do 8d6 damage to the target (with 1s taken as 2s), unless the target makes a Save vs. Wand in which case  will take half. The wand only has a certain amount of charges and will be destroyed when they are used.

STATISTICS:

Charge abilities:
– Flame Strike
  Damage: 8d6 fire (Save vs. Wand for half)
  Range: 120 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
This wand will cause a pillar of flame to shoot out of the sky and strike the chosen target. The flames will do 8d6 damage to the target (with 1s taken as 2s), unless the target makes a Save vs. Wand in which case  will take half. The wand only has a certain amount of charges and will be destroyed when they are used.

STATISTICS: 

Charge abilities: 
- Inflicts 8d5 +8 fire damage to the target (save vs. Wands half) (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND12
Wand of Magic Missiles
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS:

Charge abilities:
– 1 magic missile will strike the target
  Damage: 1d4+1 magic
  Range: 100 ft.
  Area of Effect: 1 creature

Requires:
 9 Intelligence

Weight: 1
When activated, the wand will eject a missile of magical energy that darts forth and unerringly strikes 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. The missile will inflict 1d4+1 points of damage.

STATISTICS: 

Charge abilities: 
- Inflicts 1d4 +1 magic damage to the target (100 charges, the item is destroyed when all charges are used)

Requires: 
- 9 Intelligence

Weight: 1
WAND13
Wand of Cloudkill
This wand emits a vapor bubble that travels toward the target, exploding into a deadly cloud of noxious gas that expands to fill an area roughly 15 ft. in radius. The cloud will instantly kill any creature with 4 HD or less with no Saving Throw. Any creature within 5 to 6 HD must make a Saving Throw or be slain. Creatures with greater than 6 HD simply take 1d10 damage for every round that they remain within the cloud. The cloud will dissipate after 1d4 turns.

STATISTICS:

Charge abilities:
– Cloudkill
  Damage: 1d10 poison per round
  Special: Slays creatures with 1-4 HD; creatures with 5-6 HD must save vs. Poison at -4 or die
  Range: 60 ft.
  Area of Effect: 15-ft. radius
  Duration: 1d4 turns

Requires:
 9 Intelligence

Weight: 1
This wand emits a vapor bubble that travels toward the target, exploding into a deadly cloud of noxious gas that expands to fill an area roughly 15 ft. in radius. The cloud will instantly kill any creature with 4 HD or less with no Saving Throw. Any creature within 5 to 6 HD must make a Saving Throw or be slain. Creatures with greater than 6 HD simply take 1d10 damage for every round that they remain within the cloud. The cloud will dissipate after 1d4 turns.

STATISTICS: 

Charge ability (50 charges, the item is destroyed when all charges are used): 
- Inflicts 1d10 poison damage to creatures within a 15 feet radius (Not effective against undead, the golems and the creatures immune to poisons)
- Instantly slays the creatures within a 15 feet radius (save vs. Death at -4 neg.) (Not effective against undead, the golems and the creatures immune to poisons)
- Instantly slays the creatures within a 15 feet radius (Not effective against undead, the golems and the creatures immune to poisons)

Requires: 
- 9 Intelligence

Weight: 1
WAND18
Wand of Spell Striking
Ironically, these wands are both prized and hated by wizards. They can tear down an enemy mage's defenses, but of course every mage knows the wands can also be turned against themselves.

STATISTICS:

Charge abilities:
– Breach
– Pierce Magic

Requires:
 9 Intelligence

Weight: 1
Ironically, these wands are both prized and hated by wizards. They can tear down an enemy mage's defenses, but of course every mage knows the wands can also be turned against themselves.

STATISTICS: 

Charge abilities: 
- Breach (6x per day)
  Dissipe tous les sorts combat protection sur the target
  Dissipe tous les sorts specific protection sur the target
- Pierce Magic (5x per day)
  Dispels one protection spell of level 8 or lower on the target
  Reduces the Magic Resistance of the target by 20% for 2 turns

Requires: 
- 9 Intelligence

Weight: 1
WAND19
Wand of Cursing
This wand instantly renders the target blind, deaf, and mute. But perhaps the most dangerous aspect of this terrible device is that anyone can use it.

STATISTICS:

Charge abilities:
– Blindness, Deafness, and Silence (Save vs. Spell negates all effects)
  Duration: 1 turn
  Area of Effect: 1 creature

Weight: 1
This wand instantly renders the target blind, deaf, and mute. But perhaps the most dangerous aspect of this terrible device is that anyone can use it.

STATISTICS: 

Charge ability (8 charges, the item is destroyed when all charges are used): 
- Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells neg.)
- Silences  the target for 1 turn (save vs. Spells neg.)
- Blinds the target for 1 turn (save vs. Spells neg.)

Weight: 1
WINGS01
Wings
These soft and feathered wings seem to be fashioned in a celestial design. Upon closer inspection they turn out to be dummies worn on two satin ribbons attached to their base. Though not radiating a noticeable magical aura, the wings do seem to move with their bearer in a way that defies their supposed mechanism.

STATISTICS:

Type: Wings
Requires:
 Wearer must be an elf

Weight: 2
These soft and feathered wings seem to be fashioned in a celestial design. Upon closer inspection they turn out to be dummies worn on two satin ribbons attached to their base. Though not radiating a noticeable magical aura, the wings do seem to move with their bearer in a way that defies their supposed mechanism.

STATISTICS: 

Weight: 2
WINGS01B
Wings
These soft and feathered wings seem to be fashioned in a celestial design. Upon closer inspection they turn out to be dummies worn on two satin ribbons attached to their base. Though not radiating a noticeable magical aura, the wings do seem to move with their bearer in a way that defies their supposed mechanism.

STATISTICS:

Type: Wings
Requires:
 Wearer must be an elf

Weight: 2
These soft and feathered wings seem to be fashioned in a celestial design. Upon closer inspection they turn out to be dummies worn on two satin ribbons attached to their base. Though not radiating a noticeable magical aura, the wings do seem to move with their bearer in a way that defies their supposed mechanism.

STATISTICS: 

Weight: 2
XBOW01
Heavy Crossbow
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

STATISTICS:

Damage: +2
Speed Factor: 10
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 14
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: 

Equipped abilities: 
- Attacks per round: Set to 1

Damage: +2 (Missile)
Speed Factor: 10
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 12 Strength

Weight: 14
XBOW02
Heavy Crossbow +1
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

STATISTICS:

THAC0: +1
Damage: +3
Speed Factor: 9
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 12
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: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +1
Damage: +3 (Missile)
Speed Factor: 9
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 12 Strength

Weight: 12
XBOW03
The Guide +2
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:

THAC0: +5
Damage: +2
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 10
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: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +5
Damage: +2 (Missile)
Speed Factor: 7
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 12 Strength

Weight: 10
XBOW04
Light Crossbow
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

STATISTICS:

Speed Factor: 5
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 7
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: 

Equipped abilities: 
- Attacks per round: Set to 1

Speed Factor: 5
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 8 Strength

Weight: 7
XBOW05
Light Crossbow +1
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted.

STATISTICS:

THAC0: +1
Damage: +1
Speed Factor: 4
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 6
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This light crossbow has been enchanted.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +1
Damage: +1 (Missile)
Speed Factor: 4
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 8 Strength

Weight: 6
XBOW06
The Army Scythe +1
Light Crossbow of Speed: The Army Scythe
A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in their anonymity.

STATISTICS:

Combat abilities:
– 1 extra attack per round

THAC0: +1
Damage: +1
Speed Factor: 4
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
Light Crossbow of Speed: The Army Scythe
A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and many others, from the ruins of an ancient settlement deep within that cold land. Never knowing the names of their extinct benefactors, the colonists used these "tools" to carve a large territory for themselves, though in the end it was for naught. Crushed by a superior number of hobgoblins, these unfortunate souls have joined the ancients in their anonymity.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 2

THAC0: +1
Damage: +1 (Missile)
Speed Factor: 4
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 8 Strength

Weight: 5
XBOW07
Heavy Crossbow +2
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. This particular weapon has been enchanted with an aspect of life from the Plane of Air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal.

STATISTICS:

THAC0: +2
Damage: +4 (missile)
Speed Factor: 8
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 12 Strength

Weight: 11
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. This particular weapon has been enchanted with an aspect of life from the Plane of Air, harnessed by a master sorcerer. The aspect acts as a guiding hand, directing bolts to strike true and for more damage than normal.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +2
Damage: +4 (Missile)
Speed Factor: 8
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 12 Strength

Weight: 11
XBOW09
Light Crossbow +2
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil.

STATISTICS:

THAC0: +2
Damage: +2 (missile)
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-handed
Requires:
 8 Strength

Weight: 5
A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt). This magical crossbow is elegant and light in the hand, with little recoil.

STATISTICS: 

Equipped abilities: 
- Attacks per round: Set to 1

THAC0: +2
Damage: +2 (Missile)
Speed Factor: 3
Proficiency Type: Crossbow
Type: Two-Handed

Requires: 
- 8 Strength

Weight: 5