Objet | Avant | Après |
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AEGIS2 Aegis-fang +3 | This weapon was made specifically for Wulfgar by Bruenor Battlehammer, and the strongest of its enchantments only function while in the young warrior's hands. Anyone else wields Aegis-Fang as a war hammer +3. STATISTICS: THAC0: +3 Damage: 2d4+3 (crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-handed Requires: 18 Strength Weight: 3 | This weapon was made specifically for Wulfgar by Bruenor Battlehammer, and the strongest of its enchantments only function while in the young warrior's hands. Anyone else wields Aegis-Fang as a war hammer +3. STATISTICS: THAC0: +3 Damage: 2d4 +3 (Crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-Handed Requires: - 18 Strength Weight: 3 |
AMSOUL01 Malla's Soul Stone | The small star sapphire gem that holds the soul of the innocent young woman, Malla, has the magical ability to float about the forehead and act as an ioun stone of considerable power. Only those of little conscience would consider using this device, however. STATISTICS: Equipped abilities: – Dexterity: +1 – Constitution: +1 Charge abilities: – Neutralize Poison once per day Special: Heals 10 Hit Points and cures poison, disease, deafness, and blindness Range: 10 ft. Area of Effect: 1 creature Weight: 2 | The small star sapphire gem that holds the soul of the innocent young woman, Malla, has the magical ability to float about the forehead and act as an ioun stone of considerable power. Only those of little conscience would consider using this device, however. STATISTICS: Equipped abilities: - Dexterity: +1 - Constitution: +1 Charge ability (1x per day): - Neutralize Poison (1x per day) Heals 10 hit points to the target Cure Feeblemindedness Cure Disease Neutralizes poisons infecting the target Cure blindness on the target Cures the deafness of the target Weight: 2 |
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 Ziose Gem Studded 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 |
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 |
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 abilities: - Shield (instant) (50 charges, the item is destroyed when all charges are used) 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 | This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.) STATISTICS: Charge abilities: – Immunity to charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind Duration: 1 turn Weight: 1 | This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.) STATISTICS: 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 |
AMUL19 Amulet of 5% Magic Resistance | Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed. STATISTICS: Equipped abilities: – Magic Resistance: +5% Weight: 3 | Commissioners working for the Athkatla city council often wear these amulets while searching for spell users. The amulet provides some small protection against devious mages who resist any efforts at being imprisoned or killed. STATISTICS: Equipped abilities: - Magic Resistance: +5% Weight: 3 |
AMUL20 Kaligun's Amulet of Magic Resistance | This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil, was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic, he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high-level Red Wizards who lowered his Magic Resistance before destroying him with their spells. STATISTICS: Equipped abilities: – Magic Resistance: +10% Weight: 3 | This particular amulet has the initials KP on its back surface. KP, or Kaligun Poonil, was the general of a small force sent into the woodlands to clear out Red Wizards. Being particularly fearful of magic, he wore this amulet into battle. Overconfident in the protection offered by this amulet, Kaligun finally died when he foolishly ambushed three high-level Red Wizards who lowered his Magic Resistance before destroying him with their spells. STATISTICS: Equipped abilities: - Magic Resistance: +10% Weight: 3 |
AMUL21 Amulet of Power | This amulet bears the signature enchantments of Conster Damon, an archmage who 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 – Decrease spellcasting time by 1 Weight: 3 | This amulet bears the signature enchantments of Conster Damon, an archmage who 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 |
AMUL26 Amulet of Cheetah Speed | This amulet grants its wearer fleetness of foot. Not surprisingly, it is popular among fleeing felons, travelers, and cowards. STATISTICS: Equipped abilities: – Movement rate increased by 2 (base is 9) Charge abilities: – Improved Haste once per day Duration: 23 rounds Area of Effect: The user Weight: 2 | This amulet grants its wearer fleetness of foot. Not surprisingly, it is popular among fleeing felons, travelers, and cowards. STATISTICS: Equipped abilities: - Movement rate: +2 Charge abilities: - Improved Haste (1x per day) Improved Haste (as a level 20 spellcaster) Weight: 2 |
AMUL27 Amulet of Seldarine | A reward from the elven queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. STATISTICS: Equipped abilities: – Saving Throws: +1 – Magic Resistance: +10% Weight: 1 | A reward from the elven queen Ellesime for saving the Tree of Life, this amulet protects the wearer against all forms of enchantments and spells. STATISTICS: Equipped abilities: - Saving Throws: +1 - Magic Resistance: +10% Weight: 1 |
AMUL28 Amulet of the Master Harper | This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. STATISTICS: Equipped abilities: – Armor Class: +3 – Open Locks: +20% – Find Traps: +20% – Immunity to silence Weight: 3 | This medallion is highly sought after by both thieves and bards, though for different reasons. In addition to providing powerful magical protection against physical attacks, the amulet increases the wearer's proficiency in several rogue skills. But even more valuable, from the bard's perspective, is the amulet's ability to grant the wearer immunity to all forms of silence. STATISTICS: Equipped abilities: - Armor Class: +3 - Open Locks: +20% - Find Traps: +20% - Immunity to silence 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 (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 (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 THAC0: +15 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: Combat abilities: - Instantly slays the ogre mages THAC0: +15 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, +1d3 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 1d3 acid damage to the target THAC0: +1 Damage: 1d6 +1 (Missile) Launcher: Bow Weight: 0 |
AROW05 Arrow of Biting | The Arrow of Biting was designed as a deadly compliment 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 | The Arrow of Biting was designed as a deadly compliment 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: 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 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 | 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: Damage: 1d6, +1d2 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 1d2 fire damage to the target (save vs. Spells neg.) Damage: 1d6 (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, +1d2 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 1d2 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 (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 (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 |
AROW15 Arrow +3 | These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. STATISTICS: THAC0: +3 Damage: 1d6 (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 (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 (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: 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: Charge abilities: - Thrown (one-time use) 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 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 (Thrown): - Returns to the wielder's hand when thrown - Inflicts 10 electrical damage to the target - Creates 1 "Throwing Axe +2" in the target's inventory THAC0: +2 Damage: 1d6 +2 Damage Type (Melee): Slashing Damage Type (Thrown): Missile 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 |
AX1H08 Hangard's Axe +2 | If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +2 Damage: 1d6+2 Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 2 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 3 | If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat abilities: - Returns to the wielder's hand when thrown THAC0: +2 Damage: 1d6 +2 Damage Type (Thrown): Missile Damage Type (Melee): Slashing Speed Factor: 2 Proficiency Type: Axe Type: One-Handed Requires: - 4 Strength Weight: 3 |
AX1H09 Rifthome Axe +3 | This axe of hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerûn has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extraplanar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosy scholars. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +3 Damage: 1d6+3 Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 2 | This axe of hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerûn has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extraplanar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosy scholars. STATISTICS: Combat abilities: - Returns to the wielder's hand when thrown THAC0: +3 Damage: 1d6 +3 Damage Type (Thrown): Missile Damage Type (Melee): Slashing Speed Factor: 1 Proficiency Type: Axe Type: One-Handed Requires: - 4 Strength Weight: 2 |
AX1H10 Azuredge +3 | Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown – Undead must save vs. Death at -4 or be utterly destroyed Damage: 1d6, 2d6+4 vs. undead Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: Axe Type: One-handed Requires: 4 Strength Weight: 2 | Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. STATISTICS: Combat abilities (Thrown): - Returns to the wielder's hand when thrown - Inflicts 1d6 +4 missile damage vs. undead - Instantly slays the undead (save vs. Death at -4 neg.) Combat abilities (Melee): - Inflicts 1d6 +4 slashing damage vs. undead - Instantly slays the undead (save vs. Death at -4 neg.) Enchantment: +3 Damage: 1d6 Damage Type (Thrown): Missile Damage Type (Melee): Slashing Speed Factor: 1 Proficiency Type: Axe Type: One-Handed Requires: - 4 Strength Weight: 2 |
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 |
AX1H12 Stonefire +3 | The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately, they were decimated in 1150 DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS: THAC0: +3 Damage: 1d8+3, +2 fire damage Damage type: Slashing Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 | The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately, they were decimated in 1150 DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS: Combat abilities: - Inflicts 2 fire damage to the target THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-Handed Requires: - 10 Strength Weight: 7 |
AX1H13 Frostreaver +3 | This was the axe of Illgarth, a frost giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims, Frostreaver was buried with him. STATISTICS: THAC0: +3 Damage: 1d8+3, +1 cold damage, +1 acid damage Damage type: Slashing Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 | This was the axe of Illgarth, a frost giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims, Frostreaver was buried with him. STATISTICS: Combat abilities: - Inflicts 1 cold damage to the target - Inflicts 1 acid damage to the target THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-Handed Requires: - 10 Strength Weight: 7 |
AX1H14 Axe of the Unyielding +3 | This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. STATISTICS: Equipped abilities: – Armor Class: +1 – Regenerate 1 HP/round THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 | This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. STATISTICS: Equipped abilities: - Armor Class: +1 - Regenerates 1 hit point per round THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-Handed Requires: - 10 Strength Weight: 7 |
AX1H15 Axe of the Unyielding +5 | Enhanced by the magic of the balor's claw, the Axe of the Unyielding is now the most fearsome of weapons—a vorpal-edged axe capable of severing an opponent's head with a single blow. STATISTICS: Equipped abilities: – Armor Class: +1 – Constitution: +1 – Regenerate 3 HP/round Combat abilities: – 10% chance of decapitating opponent with each successful attack (Save vs. Death at -4 negates) THAC0: +5 Damage: 1d8+5 (slashing) Speed Factor: 2 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 5 | Enhanced by the magic of the balor's claw, the Axe of the Unyielding is now the most fearsome of weapons—a vorpal-edged axe capable of severing an opponent's head with a single blow. STATISTICS: Equipped abilities: - Armor Class: +1 - Regenerates 1 hit point every 2 seconds - Constitution: +1 Combat abilities: - 11% chance to decapitate the target (save vs. Death at -4 neg.) THAC0: +5 Damage: 1d8 +5 (Slashing) Speed Factor: 2 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 |
BAZPLO04 Breath Potion | This potion will allow you to hold your breath for longer than you normally would be able to. It should allow you to swim through one of the longer tunnels. STATISTICS: Weight: 1 | This potion will allow you to hold your breath for longer than you normally would be able to. It should allow you to swim through one of the longer tunnels. STATISTICS: Weight: 1 |
BAZPLO07 Empty Breath Potion Flask | This flask will hold the breath potion, if you can find a font where it can be refilled. The breath potion will allow you to swim through the longer underwater tunnels beneath the enclave. STATISTICS: Weight: 1 | This flask will hold the breath potion, if you can find a font where it can be refilled. The breath potion will allow you to swim through the longer underwater tunnels beneath the enclave. STATISTICS: 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: – Chance to score a critical hit: +5% (ranged attacks only) – Dexterity: +1 (+2 for Archers) 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 |
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 |
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 |
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 (missile), +1 acid 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 |
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 the 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 |
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: +1 (+2 for dwarves) – 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 |
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 |
BDROBE05 Robe of Red Flames | This heavy crimson robe trimmed in gold signifies the importance of the wearer. Once the property of Edwin Odesseiron, 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 Odesseiron, 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 |
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 |
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 the 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 |
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 only) 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 |
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 Gender | The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. STATISTICS: Equipped abilities: – Changes the wearer's gender – May only be removed with a Remove Curse spell Weight: 2 | The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. 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 |
BELT08 Girdle of Frost Giant Strength | This belt is actually the woven hair from a frost giant's beard. When worn, the belt greatly increases the wearer's Strength, making | This belt is actually the woven hair from a frost giant's beard. When worn, the belt greatly increases the wearer's Strength, making |
BELT09 Girdle of Fortitude | This girdle greatly increases the wearer's Constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more. STATISTICS: Charge abilities: – Set Constitution to 18 once per day Duration: 8 hours Weight: 2 | This girdle greatly increases the wearer's Constitution. King Violos used it when leading an expedition against marsh trolls. He'd been severely sickened the past winter and was no longer the healthy man he once was. The belt gave extra years to his life and inspired his men to renew their confidence in their king once more. STATISTICS: Charge abilities: - Constitution: Set to 18 for 8 hours (1x per day) 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 |
BELT11 Girdle of Fire Giant Strength | This belt is actually the woven hair from a fire giant's beard. When worn, the belt greatly increases the wearer's strength. STATISTICS: Equipped abilities: – Strength: 22 Weight: 2 | This belt is actually the woven hair from a fire giant's beard. When worn, the belt greatly increases the wearer's strength. STATISTICS: Equipped abilities: - Strength: Set to 22 Weight: 2 |
BELT12 Holy Symbol of Lathander | Only the most worthy and devoted servants of the Dawnbringer are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Dawnbringer are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
BELT13 Holy Symbol of Helm | Only the most worthy and devoted servants of the Watcher are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Watcher are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
BELT14 Holy Symbol of Talos | Only the most worthy and devoted servants of the Storm Lord are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Storm Lord are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
BELTBW Holy Symbol of Baervan Wildwanderer | Only the most worthy and devoted servants of the Forest Gnome are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Forest Gnome are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest/druid spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
BELTSH Holy Symbol of Shar | Only the most worthy and devoted servants of the Mistress of the Night are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Mistress of the Night are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest/druid spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
BELTTY Holy Symbol of Tyr | Only the most worthy and devoted servants of the Maimed God are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Maimed God are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
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: 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: 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: 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 |
BLUN08 Flail | The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1d6+1 (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 |
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, +1 acid damage Damage type: Crushing Speed Factor: 3 Proficiency Type: Club Type: One-handed Requires: 5 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. giants, the monsters and the undead - THAC0: +2 vs. monsters, the undead and the giants Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 2 crushing damage vs. monsters, the undead and the giants THAC0: +1 Damage: 1d6 +1 (Crushing) Speed Factor: 3 Proficiency Type: Club Type: One-Handed Requires: - 5 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 Damage type: 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 |
BLUN12 Mace of Disruption +1 | This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. STATISTICS: Combat abilities: – Undead must save vs. Death at -4 or be utterly destroyed THAC0: +1 (strikes as a +3 weapon) Damage: 1d6+2, 2d6+4 vs. undead Damage type: Crushing Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8 | This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. STATISTICS: Combat abilities: - Inflicts 1d6 +2 crushing damage vs. undead - Instantly slays the undead (save vs. Death at -4 neg.) Enchantment: +3 THAC0: +1 Damage: 1d6 +2 (Crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 8 |
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 |
BLUN14 Flail of Ages +3 | This flail has been in the care of Lord de'Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord de'Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt, the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, "losing" it again and again. Powerful items gravitate toward powerful people, and powerful people yield the most glorious battles. STATISTICS: Combat abilities: – 33% chance of slowing target for 20 seconds THAC0: +3 Damage: 1d6+4, +1 acid damage, +1 cold damage, +1 fire damage Damage type: Crushing Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This flail has been in the care of Lord de'Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord de'Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt, the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, "losing" it again and again. Powerful items gravitate toward powerful people, and powerful people yield the most glorious battles. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 1 fire damage to the target - Inflicts 1 cold damage to the target - 34% chance of slowing the target for 20 seconds THAC0: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 10 |
BLUN14D Flail of Ages +2 | This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: THAC0: +2 Damage: 1d6+3, +1 fire damage, +1 cold damage Damage type: Crushing Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Combat abilities: - Inflicts 1 fire damage to the target - Inflicts 1 cold 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: 10 |
BLUN14E Flail of Ages +2 | This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: THAC0: +2 Damage: 1d6+3, +1 acid damage, +1 cold damage Damage type: Crushing Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 1 cold 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: 10 |
BLUN14F Flail of Ages +2 | This two-headed flail causes fire and acid damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: THAC0: +2 Damage: 1d6+3, +1 fire damage, +1 acid damage Damage type: Crushing Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This two-headed flail causes fire and acid damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 1 fire 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: 10 |
BLUN14G Flail of Ages +1 | This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: THAC0: +1 Damage: 1d6+2, +1 cold damage Damage type: Crushing Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Combat abilities: - Inflicts 1 cold damage to the target THAC0: +1 Damage: 1d6 +2 (Crushing) Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 10 |
BLUN14H Flail of Ages +1 | This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: THAC0: +1 Damage: 1d6+2, +1 fire damage Damage type: Crushing Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Combat abilities: - Inflicts 1 fire damage to the target THAC0: +1 Damage: 1d6 +2 (Crushing) Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 10 |
BLUN14I Flail of Ages +1 | This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: THAC0: +1 Damage: 1d6+2, +1 acid damage Damage type: Crushing Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 10 | This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target THAC0: +1 Damage: 1d6 +2 (Crushing) Speed Factor: 6 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 10 |
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 |
BLUN16 The Sleeper +2 | This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarven, and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune. STATISTICS: Combat abilities: – Any human or demihuman, excluding elves, hit by the Sleeper must save vs. Poison with a +4 bonus or fall asleep for 3 rounds THAC0: +2 Damage: 2d4 +2 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 9 | This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarven, and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune. STATISTICS: Combat abilities: - Renders the humans, the dwarves, the halflings and the gnomes unconscious for 3 rounds (save vs. Death at +4 neg.) THAC0: +2 Damage: 2d4 +2 (Crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 11 Strength Weight: 9 |
BLUN17 Wyvern's Tail +2 | The large spike at the head of this morning star is actually the lethal stinger of a wyvern. The fighter/mage Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon that pulses with life in the hands of its wielder. STATISTICS: Combat abilities: – Hit target must save vs. Poison or take 5 Hit Points of poison damage THAC0: +2 Damage: 2d4+2 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 9 | The large spike at the head of this morning star is actually the lethal stinger of a wyvern. The fighter/mage Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon that pulses with life in the hands of its wielder. STATISTICS: Combat abilities: - Inflicts 5 poison damage to the target (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: 2d4 +2 (Crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 11 Strength Weight: 9 |
BLUN18 Skullcrusher +3 | This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record. STATISTICS: THAC0: +3 Damage: 1d6+4, +2 extra vs. humanoids Damage type: Crushing Speed Factor: 4 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 6 | This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record. STATISTICS: Combat abilities: - Inflicts 2 crushing damage vs. humanoids THAC0: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 4 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 6 |
BLUN19 Mauler's Arm +2 | Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped Ability: – Strength: 18 THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-handed Weight: 7 | Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped abilities: - Strength: Set to 18 THAC0: +2 Damage: 1d6 +3 (Crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-Handed Weight: 7 |
BLUN20 Ardulia's Fall +1 | Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan. STATISTICS: Combat abilities: – Hit target must save vs. Spell at +3 or be slowed for 2 rounds THAC0: +1 Damage: 1d6+2 (crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8 | Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan. STATISTICS: Combat abilities: - Armor Class of the target: -4 for 2 rounds (save vs. Spells at +3 neg.) - Reduces the THAC0 of the target by 4 for 2 rounds (save vs. Spells at +3 neg.) - Slows the target for 2 rounds (save vs. Spells at +3 neg.) THAC0: +1 Damage: 1d6 +2 (Crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 8 |
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 | 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 |
BLUN22 Blackblood +3 | This oak club is coated with darkened, dried globs of a tar-like substance. During battle, this substance glows black with an inner light and becomes thick and fluid. When the club strikes an opponent, it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: THAC0: +3 Damage: 1d6+3, +3 acid damage Damage type: Crushing Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 | This oak club is coated with darkened, dried globs of a tar-like substance. During battle, this substance glows black with an inner light and becomes thick and fluid. When the club strikes an opponent, it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: Combat abilities: - Inflicts 3 acid damage to the target THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 4 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 3 |
BLUN23 Bone Club +2, +3 vs. undead | This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of the shaman's hatred would have served on its own. STATISTICS: THAC0: +2, +3 vs. undead Damage: 1d6+2, +3 vs. undead Damage type: Crushing Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 | This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of the shaman's hatred would have served on its own. STATISTICS: Equipped abilities: - Enchantment: +3 vs. undead - THAC0: +1 vs. undead Combat abilities: - Inflicts 1 crushing damage vs. undead THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 4 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 3 |
BLUN24 Gnasher +2 | Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: THAC0: +2 Damage: 1d6+2, slivers add 2 points piercing damage each round for 4 rounds Damage type: Crushing Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 | Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: Combat abilities: - Inflicts 2 piercing damage to the target every round for 4 rounds THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 4 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 3 |
BLUN25 Mace of Disruption +2 | This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead. STATISTICS: Equipped abilities: – Immunity to level drain Combat abilities: – Undead must save vs. Death at -4 or be utterly destroyed THAC0: +2 (strikes as a +5 weapon) Damage: 1d6+3, 2d6+4 vs. undead Damage type: Crushing Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 8 | This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of the weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead. STATISTICS: Equipped abilities: - Immunity to level drain Combat abilities: - Inflicts 1d6 +1 crushing damage vs. undead - Instantly slays the undead (save vs. Death at -4 neg.) Enchantment: +5 THAC0: +2 Damage: 1d6 +3 (Crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 8 |
BLUN26 Club of Detonation +3 | This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast. STATISTICS: Combat abilities: – 20% chance per hit target will take an additional 10 points of fire damage – 7% chance per hit a 15-ft. radius fireball will automatically detonate (5d6 fire damage; Save vs. Spell for half) THAC0: +3 Damage: 1d6+3, +3 fire damage Damage type: Crushing Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 3 | This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast. STATISTICS: Combat abilities: - Inflicts 3 fire damage to the target - 21% chance to inflict 10 fire damage to the target - 8% chance to instantly cast Fireball on the target THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 4 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 3 |
BLUN27 Club of Detonation +5 | The enchantments from the ring of fire resistance makes the demon spirit trapped within this weapon easier to control—though the wrath of the creature may occasionally still be released without warning. STATISTICS: Combat abilities: – 30% chance per hit target will take an additional 15 points of fire damage – 5% chance per hit a 15-ft. radius fireball will automatically detonate (10d6 fire damage; Save vs. Spell for half) THAC0: +5 Damage: 1d6+5, +5 fire damage Damage type: Crushing Speed Factor: 4 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 1 | The enchantments from the ring of fire resistance makes the demon spirit trapped within this weapon easier to control—though the wrath of the creature may occasionally still be released without warning. STATISTICS: Combat abilities: - Inflicts 5 fire damage to the target - 31% chance to inflict 15 fire damage to the target - 5% chance to instantly cast Fireball on the target THAC0: +5 Damage: 1d6 +5 (Crushing) Speed Factor: 4 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 1 |
BLUN28 Storm Star +3 | This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded. STATISTICS: THAC0: +3 Damage: 1d6+4, +1d6 electrical damage Damage type: Crushing Speed Factor: 4 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 6 | This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded. STATISTICS: Combat abilities: - Inflicts 1d6 electrical damage to the target THAC0: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 4 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 6 |
BLUN29 Storm Star +5 | Infused with the otherworldly starfall ore, the powers of this already formidable weapon are greatly enhanced. STATISTICS: Equipped abilities: – Electrical Resistance: +20% Combat abilities: – 5% chance of casting Chain Lightning on target with each successful attack (10d6 electrical damage to all in path; Save vs. Spell for half) THAC0: +5 Damage: 1d6+6, +1d6 electrical damage Damage type: Crushing Speed Factor: 2 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 4 | Infused with the otherworldly starfall ore, the powers of this already formidable weapon are greatly enhanced. STATISTICS: Equipped abilities: - Electric Resistance: +20% Combat abilities: - Inflicts 1d6 electrical damage to the target - 6% chance to instantly cast Chain Lightning on the target THAC0: +5 Damage: 1d6 +6 (Crushing) Speed Factor: 2 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 4 |
BLUN30 Flail of Ages +5 | With the addition of the fifth and final head to this weapon created by the evil rakshasa race, the true potential of the Flail of Ages is finally realized. STATISTICS: Equipped abilities: – Magic Resistance: +5% – Free Action Combat abilities: – 33% chance each hit that target will be slowed for 20 seconds THAC0: +5 Damage: 1d6+6, +2 acid damage, +2 cold damage, +2 fire damage, +2 poison damage, +2 electrical damage Damage type: Crushing Speed Factor: 2 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 8 | With the addition of the fifth and final head to this weapon created by the evil rakshasa race, the true potential of the Flail of Ages is finally realized. STATISTICS: Equipped abilities: - Free action - Magic Resistance: +5% Combat abilities: - Inflicts 2 acid damage to the target - Inflicts 2 fire damage to the target - Inflicts 2 cold damage to the target - Inflicts 2 electrical damage to the target - Inflicts 2 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons) - 34% chance of slowing the target for 20 seconds THAC0: +5 Damage: 1d6 +6 (Crushing) Speed Factor: 2 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 8 |
BLUN30C Flail of Ages +4 | This four-headed flail causes fire, cold, acid, and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat abilities: – 33% chance each hit that target will be slowed for 20 seconds THAC0: +4 Damage: 1d6+5, +1 fire damage, +1 cold damage, +1 acid damage, +1 poison damage Damage type: Crushing Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 9 | This four-headed flail causes fire, cold, acid, and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 1 fire damage to the target - Inflicts 1 cold damage to the target - Inflicts 1 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons) - 34% chance of slowing the target for 20 seconds THAC0: +4 Damage: 1d6 +5 (Crushing) Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 9 |
BLUN30D Flail of Ages +4 | This four-headed flail causes fire, cold, acid, and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat abilities: – 33% chance each hit that target will be slowed for 20 seconds THAC0: +4 Damage: 1d6+5, +1 fire damage, +1 cold damage, +1 acid damage, +1 electrical damage Damage type: Crushing Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 9 | This four-headed flail causes fire, cold, acid, and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 1 fire damage to the target - Inflicts 1 cold damage to the target - Inflicts 1 electrical damage to the target - 34% chance of slowing the target for 20 seconds THAC0: +4 Damage: 1d6 +5 (Crushing) Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 9 |
BLUN31 Club +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. This particular club has been magically enhanced. STATISTICS: THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 1 | 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. This particular club has been magically enhanced. STATISTICS: THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 1 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 1 |
BLUN32 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. This particular flail has been magically enhanced. STATISTICS: THAC0: +3 Damage: 1d6+4 (crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 11 | 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: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 11 |
BLUN33 Mace +3 | 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: +3 Damage: 1d6+4 (crushing) Speed Factor: 4 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 6 | 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: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 4 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 6 |
BLUN34 Morning Star +3 | 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: +3 Damage: 2d4+3 (crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 8 | 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: +3 Damage: 2d4 +3 (Crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 11 Strength Weight: 8 |
BLUN35 Ice Star +4 | The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire. STATISTICS: Equipped abilities: – Fire Resistance: +20% THAC0: +4 Damage: 2d4+4, +1d4 cold damage Damage type: Crushing Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 7 | The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire. STATISTICS: Equipped abilities: - Fire Resistance: +20% - Magical Fire Resistance: +20% Combat abilities: - Inflicts 1d4 cold damage to the target THAC0: +4 Damage: 2d4 +4 (Crushing) Speed Factor: 3 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 11 Strength Weight: 7 |
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 (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 (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: - Equips the target with 1 magical weapon (Attack) 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 (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 (Missile) Launcher: Crossbow Weight: 0 |
BOLT07 Flasher Master Bruiser Mate | This is the ammunition for Jan's crossbow (the Flasher Master Bruiser). These skulls are filled with a special powder that does a little bit of damage and has a chance to stun an opponent (Saving Throw vs. Spell or be stunned for 2 rounds). STATISTICS: Combat abilities: – Hit target must save vs. Spell or be stunned for 2 rounds THAC0: +1 Damage: 1d2+1 (missile) Launcher: Flasher Master Bruiser Requires: 9 Intelligence Weight: 0 | This is the ammunition for Jan's crossbow (the Flasher Master Bruiser). These skulls are filled with a special powder that does a little bit of damage and has a chance to stun an opponent (Saving Throw vs. Spell or be stunned for 2 rounds). STATISTICS: Combat abilities: - Stuns the target for 2 rounds (save vs. Spells neg.) THAC0: +1 Damage: 1d2 +1 (Missile) Launcher: Crossbow Requires: - 9 Intelligence Weight: 0 |
BOLT08 Blessed Bolt | This is a crossbow bolt that has been permanently enchanted with the spell Bless. The enchantment will remain until it is fired out of a crossbow, at which time the magic will fade. It has been fabled that if a rakshasa is struck with this bolt, it will die instantly. STATISTICS: THAC0: +1 Damage: 1d8+1 (missile) Launcher: Crossbow Weight: 0 | This is a crossbow bolt that has been permanently enchanted with the spell Bless. The enchantment will remain until it is fired out of a crossbow, at which time the magic will fade. It has been fabled that if a rakshasa is struck with this bolt, it will die instantly. STATISTICS: Combat abilities: - Instantly slays the rakshasas THAC0: +1 Damage: 1d8 +1 (Missile) Launcher: Crossbow Weight: 0 |
BOLT09 Bolt +3 | These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. STATISTICS: THAC0: +3 Damage: 1d8 (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 (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 |
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 |
BOOT07 Boots of Elvenkind | These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes. STATISTICS: Equipped abilities : – Move Silently: +30% Weight: 3 | These soft boots make the wearer move as silently as the woodland elves. Thieves love to get their hands on these boots, but the elves are reluctant about exporting them, fearful that they may be used for illegal purposes. STATISTICS: Equipped abilities: - Move Silently: +30% Weight: 3 |
BOOT08 Boots of Phasing | This item is cursed and can only be removed with a remove curse spell. Whether by mistake or malicious purposes the creator of these boots enchanted them with dangerous magic. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus. STATISTICS: Equipped abilities: – Armor Class: +2 – May only be removed with a Remove Curse spell Combat abilities: – Wearer phases to a random enemy every 2 rounds (when an enemy is within sight) 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. When worn the wearer is constantly teleported from opponent to opponent, until either the wearer or all opponents in sight are slain. However, due to the boots' ability to phase the wearer receives a +2 AC bonus. STATISTICS: 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 |
BOOT09 | 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: Charge ability (illimited use): - Armor Class: +8 for 20 seconds - Unable to attack for 20 seconds - Saving Throws: +6 for 20 seconds - Prevents the use of spells for 20 seconds - Prevents the use of thief skills for 20 seconds - Prevents the use of Hide in shadows for 20 seconds Weight: 3 |
BOOT10 Boots of Lightning Speed | These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates: They make the wearer as fast as if a Haste spell had been cast upon someone wearing normal boots of speed. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nickname is "Heel of the Coward," for that summarizes their most obvious use: running away. STATISTICS: Equipped abilities: – Double-strength Haste spell – Unable to attack or cast spells Weight: 3 | These modified boots of speed were originally intended to boost the wearer's speed rating to even greater rates: They make the wearer as fast as if a Haste spell had been cast upon someone wearing normal boots of speed. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nickname is "Heel of the Coward," for that summarizes their most obvious use: running away. STATISTICS: Equipped abilities: - Unable to attack - Movement rate: Set to 30 - 100% of spellcasting failure (wizard, priest and druid) 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 once per day Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used. Duration: 5 rounds 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 Charge abilities: – Stoneskin twice per day (2 skins per use) Duration: 12 hours Area of Effect: The user 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: - Stoneskin (2x per day) Creates 2 stone skins for 12 hours 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: +1 (missile) 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: +1 (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: +1 (missile) 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: +1 (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 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 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: 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. 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: - 3 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. STATISTICS: THAC0: +1 Speed Factor: 5 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 is a magical shortbow, giving the user an additional +1 to hit. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 THAC0: +1 Speed Factor: 5 Proficiency Type: Shortbow Type: Two-Handed Requires: - 3 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 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 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 and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after! STATISTICS: THAC0: +2 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 and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily... nay, VERY happily ever after! STATISTICS: Equipped abilities: - Attacks per round: Set to 2 Combat abilities: - Bonuses to hit and damage based on Strength apply to this weapon THAC0: +2 Speed Factor: 4 Proficiency Type: Shortbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
BOW09 Ripper +2 | This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. STATISTICS: THAC0: +3 Damage: +2 (missile) Speed Factor: 5 Proficiency Type: Longbow Type: Two-handed Requires: 18 Strength Weight: 8 | This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. STATISTICS: 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: - 18 Strength Weight: 8 |
BOW10 Heartseeker +3 | Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the treant is still within the wood. This bow requires a Strength of 18 to use. STATISTICS: Charge abilities: – Aim: +7 to hit once per day Duration: 9 seconds THAC0: +4 Damage: +2 (missile) Speed Factor: 4 Proficiency Type: Longbow Type: Two-handed Requires: 18 Strength Weight: 7 | Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the treant is still within the wood. This bow requires a Strength of 18 to use. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 Charge abilities: - Aim (1x per day) THAC0: +7 with Missile Weapons for 9 seconds Enchantment: +3 THAC0: +4 Damage: +2 (Missile) Speed Factor: 4 Proficiency Type: Longbow Type: Two-Handed Requires: - 18 Strength Weight: 7 |
BOW11 Strong Arm +2 | This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading south. STATISTICS: THAC0: +3 Damage: +3 (missile) Speed Factor: 5 Proficiency Type: Longbow Type: Two-handed Requires: 19 Strength Weight: 8 | This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading south. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 Enchantment: +2 THAC0: +3 Damage: +3 (Missile) Speed Factor: 5 Proficiency Type: Longbow Type: Two-Handed Requires: - 19 Strength Weight: 8 |
BOW12 Elven Court Bow +3 | This yew bow is more a work of art than a weapon of war: Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago, a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost. STATISTICS: THAC0: +4 Speed Factor: 4 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 2 | This yew bow is more a work of art than a weapon of war: Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago, a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 Enchantment: +3 THAC0: +4 Speed Factor: 4 Proficiency Type: Longbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
BOW13 Mana Bow +4 | Kestsa was given this longbow many years ago by the Cowled Wizards as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. STATISTICS: Equipped abilities: – Magic Damage Resistance: +20% THAC0: +5 Speed Factor: 3 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 2 | Kestsa was given this longbow many years ago by the Cowled Wizards as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 - Magic Damage Resistance: +20% Enchantment: +4 THAC0: +5 Speed Factor: 3 Proficiency Type: Longbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
BOW14 Tuigan Bow +1 | The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerûn but bound together by a common bloodline. The bows they make are specially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: Any bow of Tuigan origin can be fired faster than is possible with a normal one. STATISTICS: Combat abilities: – 3 shots per round THAC0: +1 Damage: +1 (missile) Speed Factor: 5 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 | The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerûn but bound together by a common bloodline. The bows they make are specially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: Any bow of Tuigan origin can be fired faster than is possible with a normal one. STATISTICS: Equipped abilities: - Attacks per round: Set to 3 THAC0: +1 Damage: +1 (Missile) Speed Factor: 5 Proficiency Type: Shortbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
BOW15 Tansheron's Bow +3 | The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Combat abilities: – When no arrows are equipped, the bow fires missiles that are treated as +3 for the purposes of determining what enemies they can damage. The missiles receive +3 to hit, including the bonus listed below, and deal a total of 1d6 missile damage THAC0: +3 Speed Factor: 3 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 | The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 Combat abilities: - Requires no ammunition THAC0: +3 Damage: 1d6 (Missile) Speed Factor: 3 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: +1 (missile) 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: +1 (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 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 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 than a normal bow. STATISTICS: THAC0: +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 than a normal bow. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 THAC0: +2 Speed Factor: 4 Proficiency Type: Shortbow Type: Two-Handed Requires: - 3 Strength Weight: 2 |
BOW19 Shortbow of Gesen | The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user. STATISTICS: Equipped abilities: – Electrical Resistance: +20% Combat abilities: – When no arrows are equipped, the bow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +4, to hit including the bonus listed below, and deal a total of 2 piercing and 1d8 electrical damage THAC0: +4 Damage: +2 piercing, +1d8 electrical Speed Factor: 4 Proficiency Type: Shortbow Type: Two-handed Requires: 3 Strength Weight: 2 | The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 - Electric Resistance: +20% Combat abilities: - Requires no ammunition - Inflicts 1d8 electrical damage to the target THAC0: +4 Damage: +2 (Piercing) Speed Factor: 4 Proficiency Type: Shortbow Type: Two-Handed Requires: - 3 Strength Weight: 2 |
BOW20 Darkfire Bow +4 | Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent shortbow. STATISTICS: Equipped abilities: – Cold Resistance: +5% – Fire Resistance: +5% Charge abilities: – Improved Haste once per day Duration: 23 rounds Area of Effect: The user THAC0: +4 Speed Factor: 2 Proficiency Type: Shortbow Type: Two-handed Requires: 3 Strength Weight: 1 | Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent shortbow. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 - Fire Resistance: +5% - Cold Resistance: +5% - Magical Fire Resistance: +5% - Magical Cold Resistance: +5% Charge abilities: - Improved Haste (1x per day) Improved Haste (as a level 20 spellcaster) THAC0: +4 Speed Factor: 2 Proficiency Type: Shortbow Type: Two-Handed Requires: - 3 Strength Weight: 1 |
BOW21 Darkfire Bow +5 | The magical bowstring of Gond makes even this strongly enchanted shortbow more accurate and powerful. STATISTICS: Equipped abilities: – Cold Resistance: +5% – Fire Resistance: +5% Charge abilities: – Improved Haste once per day Duration: 23 rounds Area of Effect: The user THAC0: +5 Speed Factor: 1 Proficiency Type: Shortbow Type: Two-handed Requires: 3 Strength Weight: 1 | The magical bowstring of Gond makes even this strongly enchanted shortbow more accurate and powerful. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 - Fire Resistance: +5% - Cold Resistance: +5% - Magical Fire Resistance: +5% - Magical Cold Resistance: +5% Charge abilities: - Improved Haste (1x per day) Improved Haste (as a level 20 spellcaster) THAC0: +5 Speed Factor: 1 Proficiency Type: Shortbow Type: Two-Handed Requires: - 3 Strength Weight: 1 |
BOW22 Taralash +4 | Taralash was a hunter renowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow. STATISTICS: Equipped abilities: – Movement rate increased by 2 (base is 9) THAC0: +5 Speed Factor: 3 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 2 | Taralash was a hunter renowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 - Movement rate: +2 Enchantment: +4 THAC0: +5 Speed Factor: 3 Proficiency Type: Longbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
BOW23 Taralash +5 | The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful. STATISTICS: Equipped abilities: – Movement rate increased by 2 (base is 9) THAC0: +6 Speed Factor: 2 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 1 | The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 - Movement rate: +2 Enchantment: +5 THAC0: +6 Speed Factor: 2 Proficiency Type: Longbow Type: Two-Handed Requires: - 6 Strength Weight: 1 |
BOW24 Composite Longbow +3 | 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: +4 Damage: +1 (missile) Speed Factor: 4 Proficiency Type: Longbow Type: Two-handed Requires: 18 Strength Weight: 7 | 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: +3 THAC0: +4 Damage: +1 (Missile) Speed Factor: 4 Proficiency Type: Longbow Type: Two-Handed Requires: - 18 Strength Weight: 7 |
BOW25 Longbow +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: THAC0: +4 Speed Factor: 4 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength Weight: 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: Equipped abilities: - Attacks per round: Set to 2 Enchantment: +3 THAC0: +4 Speed Factor: 4 Proficiency Type: Longbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
BOW26 Shortbow +3 | 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 than a normal bow. STATISTICS: THAC0: +3 Speed Factor: 3 Proficiency Type: Shortbow Type: Two-handed Requires: 3 Strength Weight: 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 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 than a normal bow. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 THAC0: +3 Speed Factor: 3 Proficiency Type: Shortbow Type: Two-Handed Requires: - 3 Strength Weight: 1 |
BOW98 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: +1 (missile) 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: +2 Damage: 2d4 +2 (Missile) Speed Factor: 1 Proficiency Type: Large Sword Type: Two-Handed Requires: - 1 Strength Weight: 1 |
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. STATISTICS: Weight: 2 | Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. 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 |
BRAC12 Bracers | Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. STATISTICS: Weight: 2 | Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. STATISTICS: Weight: 2 |
BRAC13 Bracers of Defense AC 5 | Baron Tiri of the North commanded ten of these bracers to be made, one for each of his bodyguards. The Baron thought it amusing when bandits—thinking them easy targets for they wore no armor—would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would-be attackers. Of course, Baron Tiri himself never wore a set of bracers, and it was this unfortunate oversight that led to his death at the hands of an assassin's poison dagger. STATISTICS: Equipped abilities: – Armor Class: 5 Weight: 2 | Baron Tiri of the North commanded ten of these bracers to be made, one for each of his bodyguards. The Baron thought it amusing when bandits—thinking them easy targets for they wore no armor—would attack him and his men as they made excursions across the land. The Guards of Tiri swiftly dealt with the would-be attackers. Of course, Baron Tiri himself never wore a set of bracers, and it was this unfortunate oversight that led to his death at the hands of an assassin's poison dagger. STATISTICS: Equipped abilities: - Base Armor Class: 5 Weight: 2 |
BRAC14 Bracers of Defense AC 4 | Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by Tapid Gornoak. He was still an active warrior at the age of seventy-five, but the weight of his armor was getting harder and harder to bear. A companion, the sorceress Nadalarin, created these bracers for him. She also cast a permanent illusion over him so that his men would think he still wore his heavy chain. Tapid died twenty years later, his hands wrapped around the neck of an orc chief when old age took him. STATISTICS: Equipped abilities: – Armor Class: 4 Weight: 2 | Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by Tapid Gornoak. He was still an active warrior at the age of seventy-five, but the weight of his armor was getting harder and harder to bear. A companion, the sorceress Nadalarin, created these bracers for him. She also cast a permanent illusion over him so that his men would think he still wore his heavy chain. Tapid died twenty years later, his hands wrapped around the neck of an orc chief when old age took him. STATISTICS: Equipped abilities: - Base Armor Class: 4 Weight: 2 |
BRAC15 Bracers of Defense AC 3 | Grinning Glen, the Knight of Fools, wore these bracers while competing in jousting tourneys. With his skill, charm, and bravado—no man other than he would joust without armor—he soon became a favorite to the ladies that watched the events. Too much of a favorite, it would seem, for one afternoon he was caught frolicking with a knight's betrothed. A challenge was issued, but in his rush, Glen 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 |
BRAC16 Bracers of Blinding Strike | Knight Wesic of the Most Noble Order of the Radiant Heart often said, "Attack swiftly and your enemy will be so overwhelmed that the battle will be yours." He lived this principle through these bracers. Before engaging in righteous battle, he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not, his opponent would fall within the first few seconds of battle. STATISTICS: Charge abilities: – Improved Haste once per day Duration: 20 seconds Area of Effect: The user Weight: 2 | Knight Wesic of the Most Noble Order of the Radiant Heart often said, "Attack swiftly and your enemy will be so overwhelmed that the battle will be yours." He lived this principle through these bracers. Before engaging in righteous battle, he would unlock the magic of the Blinding Strike and quickly rush at his enemy. More often than not, his opponent would fall within the first few seconds of battle. STATISTICS: Charge abilities: - Improved Haste (1x per day) Double the movement speed and the number of attacks per round for 20 seconds Weight: 2 |
BRAC17 Gloves of Pickpocketing | A few years back, Fong Moo, a famous cutpurse known in both Baldur's Gate and Athkatla, was found dead on the road between the Gate and Beregost. Seems he'd stolen an artifact from a powerful mage and tried escaping, with little success. His possessions went to a nephew, who took up the same trade as his uncle and became especially good at pickpocketing. Whether these gloves were magical before falling into Fong's hands or if they are somehow imbued with the master's essence is not known. STATISTICS: Equipped abilities: – Pick Pockets: +20% Weight: 2 | A few years back, Fong Moo, a famous cutpurse known in both Baldur's Gate and Athkatla, was found dead on the road between the Gate and Beregost. Seems he'd stolen an artifact from a powerful mage and tried escaping, with little success. His possessions went to a nephew, who took up the same trade as his uncle and became especially good at pickpocketing. Whether these gloves were magical before falling into Fong's hands or if they are somehow imbued with the master's essence is not known. STATISTICS: Equipped abilities: - Pick Pockets: +20% 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 of damage 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 |
BRAC21 Gauntlets of Extraordinary Specialization | These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. STATISTICS: Combat abilities: – Extra 1/2 attack per round THAC0: +1 Damage: +2 Weight: 1 | These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds. STATISTICS: Equipped abilities: - Attacks per round: an extra 1/2 - Damage: +2 - THAC0: +1 Weight: 1 |
BRAC22 Paladin's Bracers | Defenders of justice are ever eager to acquire another tool which may be used to thwart the machinations of evil. However, these particular gauntlets can only be worn by a warrior of the purest heart. STATISTICS: Equipped abilities: – Hit Points: +10 Weight: 1 | Defenders of justice are ever eager to acquire another tool which may be used to thwart the machinations of evil. However, these particular gauntlets can only be worn by a warrior of the purest heart. STATISTICS: Equipped abilities: - Maximum hit points: +10 Weight: 1 |
BRAC23 Blessed Bracers | The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. STATISTICS: Equipped abilities: – Hit Points: +10 Charge abilities: – Cure Critical Wounds once per day Special: Heals 27 Hit Points Area of Effect: 1 creature – Resurrection once per day Special: Raised target is fully healed Range: Unlimited Area of Effect: 1 creature Weight: 1 | The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power. STATISTICS: Equipped abilities: - Maximum hit points: +10 Charge abilities: - Resurrection (1x per day) Resurrection (as a level 20 spellcaster) - Cure Critical Wounds (1x per day) Cure Critical Wounds (as a level 20 spellcaster) Weight: 1 |
BRAC24 Bard's Gloves | These leather gloves do not appear to have any special properties, though they are quite fashionable. STATISTICS: Weight: 1 | These leather gloves do not appear to have any special properties, though they are quite fashionable. STATISTICS: Weight: 1 |
BRAC25 Wondrous Gloves | These gem-studded leather gloves are enchanted so as to augment the skills of any Bard. STATISTICS: Equipped abilities: – Armor Class: +1 – THAC0: +1 – Can memorize one 2nd-, 3rd-, and 4th-level wizard spell Weight: 1 | These gem-studded leather gloves are enchanted so as to augment the skills of any Bard. STATISTICS: Equipped abilities: - Memorise an extra wizard spell of 2nd, 3rd and 4th level - Armor Class: +1 - THAC0: +1 Weight: 1 |
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 |
BRUENAXE Battle Axe +3 | This is the axe of Bruenor Battlehammer, and a fine weapon it is. It has a formidable single-edged blade and handles with the efficiency of a hand axe despite its size. STATISTICS: THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 6 | This is the axe of Bruenor Battlehammer, and a fine weapon it is. It has a formidable single-edged blade and handles with the efficiency of a hand axe despite its size. STATISTICS: THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-Handed Requires: - 10 Strength Weight: 6 |
BRUENPLA Mithral Field Plate +2 | This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship. STATISTICS: Armor Class: -1 (-3 vs. slashing, -2 vs. piercing and missile) Requires: 15 Strength Weight: 45 | This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship. 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: 45 |
BTEST1 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: - Renvoie jusqu'à 6 niveaux de sorts parmi ceux de 1st niveau Duration: 1234 seconds 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 |
BULL05 Bullet +3 | 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: +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 toward an opponent. STATISTICS: THAC0: +3 Damage: 1d4 +4 (Missile) Launcher: Sling Weight: 0 |
BULL06 Bullet +4 | 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: +4 Damage: 1d4+5 (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: +4 Damage: 1d4 +5 (Missile) Launcher: Sling Weight: 0 |
CARSOMYR Carsomyr +5 | 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: 14 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: - Magic Resistance: +50% Charge abilities: - Removes all magical effects from the target (illimited use) Combat abilities: - Inflicts 5 slashing damage vs. chaotic evil creatures - Removes all magical effects from the target THAC0: +5 Damage: 1d10 +5 (Slashing) Speed Factor: 5 Proficiency Type: Large Sword Type: Two-Handed Requires: - 13 Strength Weight: 7 |
CATTIBOW Tansheron's Bow +3 | The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Combat abilities: – When no arrows are equipped, the bow fires missiles that are treated as +3 for the purposes of determining what enemies they can damage. The missiles receive +3 to hit, including the bonus listed below, and deal a total of 1d6 missile damage THAC0: +3 Speed Factor: 3 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 | The thin, frayed string of this bow appears unusable, but when it is drawn, a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: Avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 Combat abilities: - Requires no ammunition THAC0: +3 Damage: 1d6 (Missile) Speed Factor: 3 Proficiency Type: Shortbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
CDNEBDAG Neb's Nasty Cutter +2 | This is a vicious weapon used by Neb and is covered with old blood. Only the truly evil would dare to use this item on their own. The poison has been used up, and the dagger is now a normal enchanted dagger. STATISTICS: THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This is a vicious weapon used by Neb and is covered with old blood. Only the truly evil would dare to use this item on their own. The poison has been used up, and the dagger is now a normal enchanted dagger. STATISTICS: THAC0: +2 Damage: 1d4 +2 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
CDSW2H07 Harbinger +3 | When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known. STATISTICS: Combat abilities: – Fireball: 5% chance per hit that a 10d6 fireball explodes, centered on the target – Flesh to Stone: All struck ogres must save vs. Spell or be turned to stone THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 10 | When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known. STATISTICS: Combat abilities: - Transmutes the ogres into stone (save vs. Spells neg.) THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
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: 5 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: 5 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 | This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.) STATISTICS: Charge abilities: – Immunity to charm, confusion, fear, domination, ESP, Detect Alignment, hold, stun, psionics, sleep, and feeblemind Duration: 1 turn Weight: 1 | This amulet contains a greenstone embedded within a gold setting. When activated, the greenstone protects the wearer from all forms of mind attacks, including psionics. (Note: It does not confer COMPLETE immunity to psionics.) STATISTICS: 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 |
CHALSHLD Sentinel +4 | A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!" STATISTICS: Equipped abilities: – Armor Class: +5 Requires: 12 Strength Weight: 3 | A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!" STATISTICS: Equipped abilities: - Armor Class: +5 Requires: - 12 Strength Weight: 3 |
CHAN01 Chain Mail Armor | Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: 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: 8 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: - 8 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: 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 +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: 10 |
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: 8 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: - 8 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: 8 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: - 8 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 |
CHAN09 Darkmail +3 | Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures. STATISTICS: Equipped abilities: – Fire Resistance: +20% Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 8 Strength Weight: 9 | Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures. STATISTICS: Equipped abilities: - Fire Resistance: +20% - 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 |
CHAN10 Jester's Chain +4 | Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this suit of magical chain as a gift. The chain mail was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs, and even knives at Dekirh. The bard appreciated the gift but painted it with wild colors to better fit into his show. STATISTICS: Armor Class: 1 (-1 vs. slashing, 3 vs. crushing) Requires: 8 Strength Weight: 8 | Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this suit of magical chain as a gift. The chain mail was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs, and even knives at Dekirh. The bard appreciated the gift but painted it with wild colors to better fit into his show. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: 1 (-1 vs. slashing attacks, 3 vs. crushing attacks) Requires: - 8 Strength Weight: 8 |
CHAN11 Crimson Chain +5 | The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of evil adventurers, all wore armor of this kind, but the other suits have long been lost. STATISTICS: Armor Class: 0 (-2 vs. slashing, 2 vs. crushing) Requires: 8 Strength Weight: 7 | The dark red metal used to make this chain is said to come from a hidden mine in the Cloudpeaks. At one time the Bloodway, a band of evil adventurers, all wore armor of this kind, but the other suits have long been lost. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: 0 (-2 vs. slashing attacks, 2 vs. crushing attacks) Requires: - 8 Strength Weight: 7 |
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% – 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% - 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 Fighter/Mages without removing their spellcasting ability. 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 Fighter/Mages without removing their spellcasting ability. 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 |
CHAN14 Sylvan Chain +2 | This light but strong mail is of sylvan elf construction, and therefore its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor be found outside of a wood elf tribe, and rarer still on someone not of elven lineage. STATISTICS: Equipped abilities: – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – Spellcasting is not disabled Armor Class: 3 (1 vs. slashing, 5 vs. crushing) Requires: 5 Strength Weight: 10 | This light but strong mail is of sylvan elf construction, and therefore its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor be found outside of a wood elf tribe, and rarer still on someone not of elven lineage. STATISTICS: Equipped abilities: - Pick Pockets: -20% - Open Locks: -5% - Find Traps: -5% - Move Silently: -10% - Allows arcane spellcasting Armor Class: 3 (1 vs. slashing attacks, 5 vs. crushing attacks) Requires: - 5 Strength Weight: 10 |
CHAN15 Melodic Chain +3 | The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately, the Bards of Melody were disbanded hundreds of years ago, and the secret of "playing" the armor faded with them. STATISTICS: Equipped abilities: – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – Spellcasting is not disabled Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 5 Strength Weight: 12 | The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately, the Bards of Melody were disbanded hundreds of years ago, and the secret of "playing" the armor faded with them. STATISTICS: Equipped abilities: - Pick Pockets: -20% - Open Locks: -5% - Find Traps: -5% - Move Silently: -10% - Allows arcane spellcasting Armor Class: 2 (0 vs. slashing attacks, 4 vs. crushing attacks) Requires: - 5 Strength Weight: 12 |
CHAN16 Bladesinger Chain +4 | The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such a mail as this could provoke deadly interest. It is the pinnacle of elven craft and a truly blessed item. STATISTICS: Equipped abilities: – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – Spellcasting is not disabled Armor Class: 1 (-1 vs. slashing, 3 vs. crushing) Requires: 5 Strength Weight: 15 | The lore of this suit is difficult to determine, either due to the exotic circumstances from which it sprang or the wish of its previous owner to conceal its location. Secrecy would certainly be desirable, as even rumors of such a mail as this could provoke deadly interest. It is the pinnacle of elven craft and a truly blessed item. STATISTICS: Equipped abilities: - Pick Pockets: -20% - Open Locks: -5% - Find Traps: -5% - Move Silently: -10% - Allows arcane spellcasting Armor Class: 1 (-1 vs. slashing attacks, 3 vs. crushing attacks) Requires: - 5 Strength Weight: 15 |
CHAN17 Ashen Scales +2 | Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash-gray in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest. STATISTICS: Armor Class: 2 (0 vs. crushing, 1 vs. piercing and missile) Requires: 8 Strength Weight: 18 | Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash-gray in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest. STATISTICS: 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: 18 |
CHAN18 Armor of Faith +3 | This was the armor of Seffer Ekr, and a sign of the goddess Mielikki's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding orcish hordes back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade. STATISTICS: Equipped abilities: – Saving Throws: +1 Armor Class: 1 (-1 vs. crushing, 0 vs. piercing and missile) Requires: 8 Strength Weight: 15 | This was the armor of Seffer Ekr, and a sign of the goddess Mielikki's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding orcish hordes back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade. STATISTICS: Equipped abilities: - Saving Throws: +1 - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: 1 (-1 vs. crushing attacks, 0 vs. piercing and missile attacks) Requires: - 8 Strength Weight: 15 |
CHAN19 Aslyferund Elven Chain +5 | While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful elven armor by gilding and heavily enchanting normal elven chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith. STATISTICS: Equipped abilities: – Immunity to normal weapons – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – Spellcasting is not disabled Armor Class: 0 (-2 vs. slashing, 2 vs. crushing) Requires: 5 Strength Weight: 15 | While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful elven armor by gilding and heavily enchanting normal elven chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith. STATISTICS: Equipped abilities: - Pick Pockets: -20% - Open Locks: -5% - Find Traps: -5% - Move Silently: -10% - Immunity to normal weapons - Allows arcane spellcasting Armor Class: 0 (-2 vs. slashing attacks, 2 vs. crushing attacks) Requires: - 5 Strength Weight: 15 |
CHAN20 White Dragon Scale | Not surprisingly, this armor created from the scales of a young ice dragon provides the wearer with protection from cold and ice. STATISTICS: Equipped abilities: – Cold Resistance: +50% Charge abilities: – Cone of Cold three times per day Damage: 10d4+10 cold (Save vs. Spell for half) Range: 8 ft. Area of Effect: 18-ft. cone with 90-deg. arc Armor Class: -2 (-3 vs. piercing and missile, -4 vs. crushing) Requires: 8 Strength Weight: 15 | Not surprisingly, this armor created from the scales of a young ice dragon provides the wearer with protection from cold and ice. STATISTICS: Equipped abilities: - Cold Resistance: +50% Charge abilities: - Cone of Cold (3x per day) Cone of Cold (as a level 10 spellcaster) Armor Class: -2 (-4 vs. crushing attacks, -3 vs. piercing and missile attacks) Requires: - 8 Strength Weight: 15 |
CHAN21 Chain Mail +3 | Typical golden chain mail worn by Balthazar's mercenaries. STATISTICS: Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 8 Strength Weight: 10 | Typical golden chain mail worn by Balthazar's mercenaries. 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: - 8 Strength Weight: 10 |
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 | 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 |
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: – While hidden or invisible, the wearer is 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 once per day (Save vs. Breath 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 neg.) (Not effective at 91% against elves and at 31% against half elves) (1x 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 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 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 the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: 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 the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. STATISTICS: 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 Electric 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 |
CLCK23 Cloak of Elvenkind | This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing ability. As per the Thief ability though, the moment the wearer attacks or otherwise makes his/her presence known, the wearer must leave the shadows. STATISTICS: Equipped abilities: – Hide In Shadows: +50% Weight: 3 | This green cloak resembles a normal cloak. Wearing it makes any person able to hide in shadows with astonishing ability. As per the Thief ability though, the moment the wearer attacks or otherwise makes his/her presence known, the wearer must leave the shadows. STATISTICS: Equipped abilities: - Hide in Shadows: +50% 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 |
CLCK25 Cloak of the Stars | Thalanta the Fair created many types of cloaks, all known as Cloaks of the Stars. This particular version is simple, with three stars down each sleeve. Once per day, each star can be removed and thrown as a dart. The star disappears, only to return the next day. STATISTICS: Charge abilities: – Create six +5 darts once per day Weight: 3 | Thalanta the Fair created many types of cloaks, all known as Cloaks of the Stars. This particular version is simple, with three stars down each sleeve. Once per day, each star can be removed and thrown as a dart. The star disappears, only to return the next day. STATISTICS: Charge abilities: - Creates 6 "Dart +5" in the wearer's inventory for 1 day (1x per day) Weight: 3 |
CLCK26 Cloak of Mirroring | Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water." Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is deflected harmlessly away. STATISTICS: Equipped abilities: – Deflects all spell damage. This includes offensive spells like Magic Missile, but not disabling (non-damage) spells such as Hold Person. Weight: 3 | Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water." Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is deflected harmlessly away. STATISTICS: Equipped abilities: - Immunity to offensive damage spells - Immunity to Blade Barrier, Cloudkill, Death Fog, Globe of Blades, Incendiary Cloud and Slow spells Weight: 3 |
CLCK27 Cloak of the Sewers | For a sewer-dweller like Ivan, survival meant going where others refused. Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate that he found natural caves, some of which opened to the ocean. Within one cave, Ivan discovered what he thought was a ruined cloak, all torn and stained. He tossed it into the fire he started, but it would not burn. Curious, he donned it, and with some prying, he discovered its hidden abilities. With the right command, he could shift into a rat, a troll, or a mustard jelly. STATISTICS: Equipped abilities: – Armor Class: +1 Charge abilities: – Polymorph Self once per day Special: The wearer can change into a rat, a troll, or a mustard jelly Weight: 3 | For a sewer-dweller like Ivan, survival meant going where others refused. Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate that he found natural caves, some of which opened to the ocean. Within one cave, Ivan discovered what he thought was a ruined cloak, all torn and stained. He tossed it into the fire he started, but it would not burn. Curious, he donned it, and with some prying, he discovered its hidden abilities. With the right command, he could shift into a rat, a troll, or a mustard jelly. STATISTICS: Equipped abilities: - Armor Class: +1 Charge abilities: - Rat (1x per day) Transformation en Rat for 2 turns Shapeshift: Natural Form (instant) after 2 turns - Troll (1x per day) Transformation en Troll for 2 turns Shapeshift: Natural Form (instant) after 2 turns - Mustard Jelly (1x per day) Transformation en Mustard Jelly permanently Shapeshift: Natural Form (instant) after 2 turns Weight: 3 |
CLCK28 Shadow Thief Cloak | This is the cloak that Bodhi has asked you to plant, along with a dagger, in Vulova's home to frame the Shadow Thieves for his murder. STATISTICS: Weight: 3 | This is the cloak that Bodhi has asked you to plant, along with a dagger, in Vulova's home to frame the Shadow Thieves for his murder. STATISTICS: Weight: 3 |
CLCK29 Robe of the Apprenti | This robe was created by your apprentices, working busily away within the planar sphere. STATISTICS: Equipped abilities: – Armor Class: 3 Weight: 3 | This robe was created by your apprentices, working busily away within the planar sphere. STATISTICS: Armor Class: 3 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 Duration: 23 rounds Area of Effect: The user – Improved Invisibility once per day Duration: 23 rounds Area of Effect: The user 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 |
CLCK32 Montolio's Cloak | This is the fabled cloak of Montolio DeBrouchee—the aged, blind mentor of the dark elf ranger Drizzt Do'Urden. Like his famous pupil, Montolio was a master at wielding two blades simultaneously. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 – THAC0: +2 bonus with off hand Weight: 3 | This is the fabled cloak of Montolio DeBrouchee—the aged, blind mentor of the dark elf ranger Drizzt Do'Urden. Like his famous pupil, Montolio was a master at wielding two blades simultaneously. STATISTICS: Equipped abilities: - Armor Class: +1 - THAC0 with the off hand: +2 - Saving Throws: +1 Weight: 3 |
CLOLTH Dark Elven Chain +1 | Woven by the finest of elven craftsmen, this mail feels more akin to cloth than to metal. The armor may be worn by Thieves with few penalties and by Fighter/Mages without removing their spellcasting ability. STATISTICS: 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 Fighter/Mages without removing their spellcasting ability. 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 |
COMPON05 Roranach's Horn | This helm is carved from the horn of a great ram. Etchings on the horn suggest the beast was once worshipped by ancient barbarian tribes. STATISTICS: Equipped abilities: – Protects against critical hits – Crushing Resistance: +50% Weight: 1 | This helm is carved from the horn of a great ram. Etchings on the horn suggest the beast was once worshipped by ancient barbarian tribes. STATISTICS: Equipped abilities: - Protection against critical hits - Crushing Damage Resistance: +50% Weight: 1 |
COMPON11 Montolio's Clasp | This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of the famous drow ranger Drizzt Do'Urden. It hums with the powerful enchantments locked within. STATISTICS: Weight: 1 | This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of the famous drow ranger Drizzt Do'Urden. It hums with the powerful enchantments locked within. STATISTICS: Weight: 1 |
COMPON16 Montolio's Cloak | The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden undoubtedly possesses powerful abilities. However, since this cloak is missing the enchanted clasp which keeps it in place, it is virtually useless. STATISTICS: Weight: 3 | The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden undoubtedly possesses powerful abilities. However, since this cloak is missing the enchanted clasp which keeps it in place, it is virtually useless. STATISTICS: Weight: 3 |
COMPON17 Circlet of Netheril | This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface—hinting at hidden power within the golden circlet. STATISTICS: Weight: 1 | This thin circlet of gold appears too simple and plain to be a crown. Although unadorned with gems, there are arcane and cryptic symbols etched along the surface—hinting at hidden power within the golden circlet. STATISTICS: Weight: 1 |
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: 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: 3 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: - 3 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 Charge abilities: - Thrown (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 |
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: 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: 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 illumination 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 illumination 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: 2d4+2 Damage type (melee): Piercing Damage type (thrown): Missile 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: 2d4 +2 Damage Type (Thrown): Missile Damage Type (Melee): Piercing Speed Factor: 1 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG12 Firetooth +3 | Dagger of Throwing +3: Firetooth This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings." STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +3 Damage: 2d4+3, +1d2 fire damage Damage type (melee): Piercing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | Dagger of Throwing +3: Firetooth This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings." STATISTICS: Equipped abilities: - Attacks per round: +1 Combat abilities: - Returns to the wielder's hand when thrown - Inflicts 1d2 fire damage to the target THAC0: +3 Damage: 2d4 +3 Damage Type (Thrown): Missile Damage Type (Melee): Piercing Speed Factor: 1 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG13 Pixie Prick +3 | The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when wielded and the command word "Sleep" intoned, the tiny dagger glows with a blue nimbus. Upon striking an opponent, the Pixie Prick releases a surge of powerful magic, potentially inducing a deep slumber. Legends say that the ancient sprite knight Alfonso de Noble wielded the Pixie Prick, not as a dagger but as a two-handed sword. STATISTICS: Combat abilities: – Hit target must save vs. Poison or fall asleep for 2 rounds THAC0: +3 Damage: 1d4+3 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | The Pixie Prick almost appears to be a toy, so fine and delicate is the workmanship of the blade and handle. Yet when wielded and the command word "Sleep" intoned, the tiny dagger glows with a blue nimbus. Upon striking an opponent, the Pixie Prick releases a surge of powerful magic, potentially inducing a deep slumber. Legends say that the ancient sprite knight Alfonso de Noble wielded the Pixie Prick, not as a dagger but as a two-handed sword. STATISTICS: Combat abilities: - Renders the target unconscious for 2 rounds (save vs. Death neg.) (Not effective at 91% against elves and at 31% against half elves) THAC0: +3 Damage: 1d4 +3 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG14 Boneblade +4 | This seemingly simple dagger, steel blade and bone handle, is an incredibly powerful weapon. Forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. How it has made its way to you is anyone's guess. STATISTICS: THAC0: +4 Damage: 1d4+4 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This seemingly simple dagger, steel blade and bone handle, is an incredibly powerful weapon. Forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. How it has made its way to you is anyone's guess. STATISTICS: THAC0: +4 Damage: 1d4 +4 (Piercing) Speed Factor: 0 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, it is 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, it is 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 must save vs. Death or suffer 2 points of poison damage per second for 10 seconds 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 |
DAGG17 Stiletto of Demarchess +2 | Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets... which is why she made this dagger. With but one touch of its polished blade, an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own stiletto, her fate was soon sealed. STATISTICS: Combat abilities: – 20% chance per hit that the target must save vs. Death or be held for 2 rounds THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | Most who take up the trade of murder for hire do so for reasons other than personal pleasure, but not so the Lady Demarche. She took special pleasure in the torture of her targets... which is why she made this dagger. With but one touch of its polished blade, an opponent was rendered immobile, incapable of so much as screaming, yet the victim could watch and feel all that happened to them. While her opponent was thus held, the Lady would slowly bleed them, sometimes taking several hours before allowing her subject to succumb to the final agony of death. The Lady finally fell victim to her own evil; disarmed by a rival and struck by her own stiletto, her fate was soon sealed. STATISTICS: Combat abilities: - 21% chance to hold the target for 2 rounds (save vs. Death neg.) THAC0: +2 Damage: 1d4 +2 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG18 Shadow Thief Dagger | This dagger is used by Shadow Thieves. STATISTICS: Damage: 1d4 (piercing) Speed Factor: 1 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This dagger is used by Shadow Thieves. STATISTICS: Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon Damage: 1d4 (Piercing) Speed Factor: 1 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG19 Dagger of | This dagger was created for | This dagger was created for |
DAGG20 Life-Stealer +4 | 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 illumination and still be so deathly black at its core, you do not know. STATISTICS: Combat abilities: – 15% chance per hit of draining 1 level from the target THAC0: +4 Damage: 1d4+4 (piercing) Speed Factor: 0 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 illumination and still be so deathly black at its core, you do not know. STATISTICS: Combat abilities: - 16% chance to drain 1 level to the target permanently THAC0: +4 Damage: 1d4 +4 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG21 Dagger of the Star +4 | Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is a favorite among thieves and assassins, as it will sometimes magically hide its user from the victim's sight. STATISTICS: Combat abilities: – 5% chance of making the user go invisible for 1 turn after each successful attack THAC0: +4 Damage: 1d4+4 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | Rumored to have been dropped from the Heavens by a careless lesser deity, this dagger is a favorite among thieves and assassins, as it will sometimes magically hide its user from the victim's sight. STATISTICS: Combat abilities: - 6% chance to cast Invisibility on the wearer for 1 turn THAC0: +4 Damage: 1d4 +4 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG22 Dagger of the Star +5 | With the star sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the realms. STATISTICS: Combat abilities: – 15% chance of making the user go invisible for 1 turn after each successful attack – Star Bolt: Each successful hit has a 5% chance of causing an extra 1d8 fire and 1d8 electrical damage THAC0: +5 Damage: 1d4+5 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | With the star sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the realms. STATISTICS: Combat abilities: - 16% chance to cast Invisibility on the wearer for 1 turn - 6% chance - to inflict 1d8 electrical damage to the target - to inflict 1d8 fire damage to the target THAC0: +5 Damage: 1d4 +5 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG23 Ixil's Spike | This "dagger" is actually the tip of Ixil's Nail—an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon. STATISTICS: THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This "dagger" is actually the tip of Ixil's Nail—an artifact of almost unimaginable power. Even this small piece of the legendary spear is a fierce weapon. STATISTICS: THAC0: +2 Damage: 1d4 +2 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
DAGG24 Dagger +3 | 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, it is capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies. STATISTICS: THAC0: +3 Damage: 1d4+3 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 0 | 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, it is capable of striking opponents that are immune to normal weapons, such as vampires, elementals, and mummies. STATISTICS: THAC0: +3 Damage: 1d4 +3 (Piercing) Speed Factor: 0 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 45 seconds (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 must save vs. Death or take 1 point of damage every 3 seconds until 40 Hit Points of damage has been inflicted 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 |
DART06 Giant Rock | 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 1 Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon Damage: 2d10 (Missile) Speed Factor: 10 Proficiency Type: Dart Type: One-Handed Requires: - 19 Strength Weight: 50 |
DART08 Crimson Dart +3 | The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +3 Damage: 1d3+3 (missile) Speed Factor: 0 Proficiency Type: Dart Type: One-handed Weight: 0 | The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again. STATISTICS: 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 THAC0: +3 Damage: 1d3 +3 (Missile) Speed Factor: 0 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 |
DWBLUN01 Drow Flail +3 | The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 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 removed from the Underdark. 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 | 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 removed from the Underdark. 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 removed from the Underdark. 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 | 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 removed from the Underdark. STATISTICS: Combat abilities: – Hit target must save vs. Death or be stunned for 4 rounds 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 removed from the Underdark. 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 removed from the Underdark. 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 removed from the Underdark. 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 removed from the Underdark. This magical drow chain mail gives the wearer a bonus of 5% to Magic Resistance and takes 1 off of the Speed Factor of all spells cast by the wearer of the armor. STATISTICS: Equipped abilities: – Magic Resistance: +5% – Improves casting time by 1 – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – 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 removed from the Underdark. This magical drow chain mail gives the wearer a bonus of 5% to Magic Resistance and takes 1 off of the Speed Factor of all spells cast by the wearer of the armor. STATISTICS: 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 removed from the Underdark. 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 removed from the Underdark. 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 |
DWHALB01 Drow Halberd +3 | 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. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 Damage: 1d10+3 (piercing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 15 | 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. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 Damage: 1d10 +3 (Piercing/Slashing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 15 |
DWPLAT01 Drow Full Plate +5 | Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This drow armor will dissolve to dust if removed from the Underdark. STATISTICS: Armor Class: -4 (-7 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 removed from the Underdark. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -4 (-7 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 | 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 |
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 removed from the Underdark. 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 removed from the Underdark. 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 removed from the Underdark. 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 removed from the Underdark. 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-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 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-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 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 removed from the Underdark. 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 removed from the Underdark. 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 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 |
FLOLTH Drow Flail +3 | The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 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 removed from the Underdark. STATISTICS: THAC0: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 4 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 15 |
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 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 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: 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. 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 (piercing or slashing) 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 (piercing or slashing) 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: 13 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: - 13 Strength Weight: 12 |
HALB04 Dragon's Bane +3 | This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerûn." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard, however, as the creature returned to its lair to recuperate and when it emerged, the field of combat was well scavenged. STATISTICS: THAC0: +3 Damage: 1d10+3, +6 vs. dragons Damage type: Piercing Speed Factor: 6 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 12 | This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerûn." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard, however, as the creature returned to its lair to recuperate and when it emerged, the field of combat was well scavenged. STATISTICS: Combat abilities: - Inflicts 3 piercing damage vs. dragons THAC0: +3 Damage: 1d10 +3 (Piercing/Slashing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 12 |
HALB05 Dragon's Breath +4 | Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent, it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor, who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. STATISTICS: THAC0: +4 Damage: 1d10, +1 cold damage, +1 fire damage, +1 electrical damage, +1 acid damage, +1 poison damage Damage type: Piercing Speed Factor: 5 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 12 | Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent, it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor, who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself. STATISTICS: Combat abilities: - Inflicts 1 acid damage to the target - Inflicts 1 cold damage to the target - Inflicts 1 fire damage to the target - Inflicts 1 electrical damage to the target - Inflicts 1 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +4 Damage: 1d10 (Piercing/Slashing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 12 |
HALB06 Blackmist +4 | This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerûn. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within 5 feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he. STATISTICS: Charge abilities: – Blindness three times per day (Save vs. Spell negates) Duration: 2 hours Area of Effect: 5-ft. radius THAC0: +4 Damage: 1d10+4 (piercing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 10 | This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerûn. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within 5 feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he. STATISTICS: Charge abilities: - Blindness (3x per day) Blinds the target for 2 hours (save vs. Spells neg.) THAC0: +4 Damage: 1d10 +4 (Piercing/Slashing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 10 |
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 or slashing) 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 |
HALB08 Duskblade +2 | Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. STATISTICS: THAC0: +2 Damage: 1d10+2, +2 points of cold damage Damage type: Piercing Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 12 | Though once a simple halberd, this weapon spent many hundreds of years in a tomb next to the soul phylactery of a powerful lich. The creature was eventually erased from existence, purportedly by another of its kind, but such close proximity to that concentrated evil has imbued this blade with the very essence of night and the chill of darkness, energy that becomes deadly in combat. It is a foul weapon, and a warrior should use it with caution. STATISTICS: Combat abilities: - Inflicts 2 cold damage to the target THAC0: +2 Damage: 1d10 +2 (Piercing/Slashing) Speed Factor: 7 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 12 |
HALB09 Wave +4 | Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since. STATISTICS: Combat abilities: – 15% chance of draining the victim of water (+15 cold damage) – Slays fire elementals, efreet, and salamanders THAC0: +4 Damage: 1d10+4 (piercing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 12 | Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since. STATISTICS: Combat abilities: - Instantly slays the fire elementals, the efreetis and the noble efreetis - 16% chance to inflict 15 cold damage to the target THAC0: +4 Damage: 1d10 +4 (Piercing/Slashing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 12 |
HALB10 Ravager +4 | Taking the blood-soaked shaft of this weapon in hand brings a sudden chill along your spine. The origins of this gruesome halberd are unknown, though the very sight of it has been know to strike terror into the heart of an opponent. STATISTICS: Charge abilities: – Cloak of Fear twice per day Special: Affected enemies flee in terror for 4 rounds (Save vs. Spell negates) Range: 0 Duration: Instant Area of Effect: 15-ft. radius THAC0: +4 Damage: 1d10+4 (piercing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 12 | Taking the blood-soaked shaft of this weapon in hand brings a sudden chill along your spine. The origins of this gruesome halberd are unknown, though the very sight of it has been know to strike terror into the heart of an opponent. STATISTICS: Charge abilities: - Cloak of Fear (2x per day) Cloak of Fear (as a level 15 spellcaster) THAC0: +4 Damage: 1d10 +4 (Piercing/Slashing) Speed Factor: 5 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 12 |
HALB11 Ravager +6 | Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow—unless they can survive the sudden loss of their head. STATISTICS: Charge abilities: – Cloak of Fear three times per day Special: Affected enemies flee in terror for 4 rounds (Save vs. Spell negates) Range: 0 Duration: Instant Area of Effect: 15-ft. radius Combat abilities: – Hit target must save vs. Poison or suffer 3d6 points of poison damage – 10% chance of decapitating opponent with each successful attack THAC0: +6 Damage: 1d10+6 (piercing) Speed Factor: 3 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 10 | Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow—unless they can survive the sudden loss of their head. STATISTICS: Charge abilities: - Cloak of Fear (3x per day) Cloak of Fear (as a level 15 spellcaster) Combat abilities: - Inflicts 3d6 poison damage to the target (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) - 11% chance to decapitate the target THAC0: +6 Damage: 1d10 +6 (Piercing/Slashing) Speed Factor: 3 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 10 |
HALB12 Halberd +3 | 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: +3 Damage: 1d10+3 (piercing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-handed Requires: 13 Strength Weight: 11 | 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: +3 Damage: 1d10 +3 (Piercing/Slashing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-Handed Requires: - 13 Strength Weight: 11 |
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) Speed Factor: 9 Proficiency Type: Large Sword 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: 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: 9 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: - 9 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 |
HAMM05 Borok's Fist +2 | Borok Thundercracker was a dwarven hero that led several campaigns against giants and other "tall vermin" that had plagued his people in a number of their communities. This hammer was his blessed weapon, which his elven allies called his "little iron fist," though not to his face. STATISTICS: THAC0: +2 Damage: 1d4+3, +1 electrical damage Damage type: Crushing Speed Factor: 2 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 5 | Borok Thundercracker was a dwarven hero that led several campaigns against giants and other "tall vermin" that had plagued his people in a number of their communities. This hammer was his blessed weapon, which his elven allies called his "little iron fist," though not to his face. STATISTICS: Combat abilities: - Inflicts 1 electrical 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 |
HAMM06 Dwarven Thrower +3 | This hammer—not to be confused with the elven made Dwarf Thrower—is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the normal damage that a hammer would normally do. Against giants and ogres, the hammer does an additional +8 damage due to the special hatred that dwarves hold against these races. STATISTICS: Combat abilities: – Returns to the wielder's hand when thrown THAC0: +3 Damage: 2d4+3, +8 extra vs. giants and ogres Damage type (melee): Crushing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 4 | This hammer—not to be confused with the elven made Dwarf Thrower—is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the normal damage that a hammer would normally do. Against giants and ogres, the hammer does an additional +8 damage due to the special hatred that dwarves hold against these races. STATISTICS: Combat abilities (Thrown): - Returns to the wielder's hand when thrown - Inflicts 8 crushing damage vs. ogres and the giants Combat abilities (Melee): - Inflicts 8 missile damage vs. ogres and the giants THAC0: +3 Damage: 2d4 +3 Damage Type (Thrown): Missile Damage Type (Melee): Crushing Speed Factor: 1 Proficiency Type: War Hammer Type: One-Handed Requires: - 9 Strength Weight: 4 |
HAMM07 Hammer of Thunderbolts +3 | A dwarven smith, Silverblade, forged this hammer and two other items: a girdle of frost giant strength and a pair of gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately, Silverblade's son died just after the completion of the three items and before they could be gifted to him. In grief, Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk. He died valiantly. Alone, the Hammer of Thunderbolts is a powerful magical weapon, but when merged with the gauntlets of ogre power and the girdle of frost giant strength, the hammer is transformed. This transformation requires magical assistance. The Hammer of Thunderbolts is then capable of doing an additional +8 damage as well as instantly killing any giant or ogre that it strikes. STATISTICS: THAC0: +3 Damage: 2d4+3 (crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-handed Requires: 18 Strength Weight: 4 | A dwarven smith, Silverblade, forged this hammer and two other items: a girdle of frost giant strength and a pair of gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately, Silverblade's son died just after the completion of the three items and before they could be gifted to him. In grief, Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk. He died valiantly. Alone, the Hammer of Thunderbolts is a powerful magical weapon, but when merged with the gauntlets of ogre power and the girdle of frost giant strength, the hammer is transformed. This transformation requires magical assistance. The Hammer of Thunderbolts is then capable of doing an additional +8 damage as well as instantly killing any giant or ogre that it strikes. STATISTICS: THAC0: +3 Damage: 2d4 +3 (Crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-Handed Requires: - 18 Strength Weight: 4 |
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 |
HAMM09 Crom Faeyr +5 | This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the gauntlets of ogre power and a girdle of frost giant strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins, and trolls in one blow. STATISTICS: Equipped abilities: – Strength: 25 Combat abilities: – Slays stone golems, clay golems, ettins, and trolls THAC0: +5 Damage: 2d4+3, +5 electrical Damage type: Crushing Speed Factor: 1 Proficiency Type: War Hammer Type: One-handed Weight: 4 | This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the gauntlets of ogre power and a girdle of frost giant strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins, and trolls in one blow. STATISTICS: Equipped abilities: - Strength: Set to 25 Combat abilities: - Inflicts 5 electrical damage to the target - Instantly slays the ettins, the stone golems, the clay golems and the trolls THAC0: +5 Damage: 2d4 +3 (Crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-Handed Weight: 4 |
HAMM10 Runehammer +4 | This darksteel hammer has a rune of power inscribed upon its head and has many of the powers of a Mace of Disruption. STATISTICS: Equipped abilities: – Negative Plane Protection Combat abilities: – Undead take an extra 2d4+4 crushing damage and must save vs. Death at -4 or be utterly destroyed THAC0: +4 Damage: 2d4+4 (crushing) Speed Factor: 0 Proficiency Type: War Hammer Type: One-handed Requires: 16 Strength Weight: 3 | This darksteel hammer has a rune of power inscribed upon its head and has many of the powers of a Mace of Disruption. STATISTICS: Equipped abilities: - Immunity to level drain Combat abilities: - Inflicts 2d4 +4 crushing damage vs. undead - Instantly slays the undead (save vs. Death at -4 neg.) THAC0: +4 Damage: 2d4 +4 (Crushing) Speed Factor: 0 Proficiency Type: War Hammer Type: One-Handed Requires: - 16 Strength Weight: 3 |
HAMM11 Runehammer +5 | The rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon. STATISTICS: Equipped abilities – Negative Plane Protection – Immunity to fear Charge abilities: – Fire Giant Strength once per day Strength: 22 Duration: 1 turn Area of Effect: The user – Mass Cure once per day Special: Heals party members 1d8+20 Hit Points Area of Effect: 15-ft. radius Combat abilities: – Undead take an extra 2d4+5 crushing damage and must save vs. Death at -4 or be utterly destroyed THAC0: +5 Damage: 2d4+5 (crushing) Speed Factor: 0 Proficiency Type: War Hammer Type: One-handed Requires: 16 Strength Weight: 2 | The rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon. STATISTICS: Equipped abilities: - Immunity to level drain, horror and panic Charge abilities: - Fire Giant Strength (1x per day) Strength: Set to 22 for 1 turn - Mass Cure (1x per day) Mass Cure (as a level 20 spellcaster) Combat abilities: - Inflicts 2d4 +5 crushing damage vs. undead - Instantly slays the undead (save vs. Death at -4 neg.) THAC0: +5 Damage: 2d4 +5 (Crushing) Speed Factor: 0 Proficiency Type: War Hammer Type: One-Handed Requires: - 16 Strength Weight: 2 |
HAMM12 War Hammer +3 | 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: +3 Damage: 1d4+4 (crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 4 | 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: +3 Damage: 1d4 +4 (Crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-Handed Requires: - 9 Strength Weight: 4 |
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 Helm 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 Helm of Charm Protection | As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. STATISTICS: 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. This is the standard helm used by Amnian soldiers. 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. This is the standard helm used by Amnian soldiers. 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. Colored brushes adorn both sides of this helm. 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. Colored brushes adorn both sides of this helm. 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 |
HELM13 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. Colored brushes adorn both sides of this helm. 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. Colored brushes adorn both sides of this helm. 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 |
HELM15 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 |
HELM16 Helm of Brilliance | This helm is made of polished steel and set with diamonds, rubies, and fire opals. The gems glow with an internal light, the source of which can only be magical. The helm makes the wearer resistant to fire as well as giving the wearer some spell abilities. These include Fireball, Prismatic Spray, and Sunray. STATISTICS: Equipped abilities: – Fire Resistance: +40% – Protects against critical hits Charge abilities: – Fireball once per day Damage: 6d6 fire (Save vs. Wand for half) Range: 90 ft. Area: 15-ft. radius – Prismatic Spray once per day Effects vary as per the 7th-level wizard spell – Sunray once per day Damage: 3d6 magic (Save vs. Spell or be blinded for 1 turn) Undead: An additional 1d6 points of fire damage per level of caster (Save vs. Spell or be destroyed) Range: 20 ft. Area: 15-ft. radius Weight: 2 | This helm is made of polished steel and set with diamonds, rubies, and fire opals. The gems glow with an internal light, the source of which can only be magical. The helm makes the wearer resistant to fire as well as giving the wearer some spell abilities. These include Fireball, Prismatic Spray, and Sunray. STATISTICS: Equipped abilities: - Protection against critical hits - Fire Resistance: +40% Charge abilities: - Fireball (1x per day) Fireball (instant) - Prismatic Spray (1x per day) Prismatic Spray (instant) - Sunray (1x per day) Sunray (instant) Weight: 2 |
HELM17 Skull of Death | The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that, the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell, the Skull of Death was supposedly destroyed. STATISTICS: Equipped abilities: – Protects against critical hits Charge abilities: – Death Spell once per day Slays creatures with fewer than 9 Hit Dice Range: 50 ft. Area of Effect: 15-ft. radius Weight: 2 | The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the bones of his own parents. His highest ranked general would wear it when he rode into battle, using it to instantly slay the commanders of the opposing army. After that, the skeletal armies of N'Ashtar would overrun their demoralized enemies. When N'Ashtar finally fell, the Skull of Death was supposedly destroyed. STATISTICS: Equipped abilities: - Protection against critical hits Charge abilities: - Death Spell (as a level 10 spellcaster) (1x per day) Weight: 2 |
HELM18 Pearly White Ioun Stone | Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 1 Hit Point every 5 rounds. STATISTICS: Equipped abilities: – Regenerate 1 Hit Point every 5 rounds Weight: 0 | Legend tells us that this particular type of ioun stone is crafted with the enslaved soul of a troll. This pearly white ioun stone will grant the wearer the ability to regenerate at a rate of 1 Hit Point every 5 rounds. STATISTICS: Equipped abilities: - Regenerates 1 hit point every 5 rounds Weight: 0 |
HELM19 Dusty Rose Ioun Stone | This ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it. STATISTICS: Equipped abilities: – Armor Class: +1 Weight: 0 | This ioun stone glows with a dusty rose hue, hinting at calming images and sensations. While pleasing, it does not appear to enhance the basic protection enchantment upon it. STATISTICS: Equipped abilities: - Armor Class: +1 Weight: 0 |
HELM20 Pale Green Ioun Stone | On his deathbed, aged hero Rigar Trueblood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green ioun stone now holds these essences and grants the owner Trueblood's health and skill. STATISTICS: Equipped abilities: – THAC0: +1 – Hit Points: +10% Weight: 0 | On his deathbed, aged hero Rigar Trueblood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green ioun stone now holds these essences and grants the owner Trueblood's health and skill. STATISTICS: Equipped abilities: - THAC0: +1 - Maximum hit points: +10% Weight: 0 |
HELM21 Dragon Helm | The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. Red, white, and green scales overlap, protecting the wearer from normal blows as well as fire, cold, and electricity. It is hard to determine whether the benefits originate within the scales or the spells of the mage. STATISTICS: Equipped abilities: – Protects against critical hits – Cold Resistance: +25% – Fire Resistance: +25% – Electrical Resistance: +25% Weight: 2 | The skillful hand of the warlock Wormsor carefully worked several dragon scales into this powerful helmet. Red, white, and green scales overlap, protecting the wearer from normal blows as well as fire, cold, and electricity. It is hard to determine whether the benefits originate within the scales or the spells of the mage. STATISTICS: Equipped abilities: - Protection against critical hits - Fire Resistance: +25% - Cold Resistance: +25% - Electric Resistance: +25% Weight: 2 |
HELM22 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. This is the standard helm used by Amnian soldiers. 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. This is the standard helm used by Amnian soldiers. STATISTICS: Equipped abilities: - Protection against critical hits Weight: 2 |
HELM23 Golden Ioun Stone | Highly sought out by wizards, this ioun stone raises the intelligence of those who possess it. STATISTICS: Equipped abilities: – Intelligence: +1 Weight: 0 | Highly sought out by wizards, this ioun stone raises the intelligence of those who possess it. STATISTICS: Equipped abilities: - Intelligence: +1 Weight: 0 |
HELM24 Obsidian Ioun Stone | The tough obsidian stone imbues its owner with a similar hardiness. STATISTICS: Equipped abilities: – Constitution: +1 Weight: 0 | The tough obsidian stone imbues its owner with a similar hardiness. STATISTICS: Equipped abilities: - Constitution: +1 Weight: 0 |
HELM25 Silver Ioun Stone | Perhaps the silver and gray in this stone hints at the knowledge that only comes with age and experience. STATISTICS: Equipped abilities: – Wisdom: +1 Weight: 0 | Perhaps the silver and gray in this stone hints at the knowledge that only comes with age and experience. STATISTICS: Equipped abilities: - Wisdom: +1 Weight: 0 |
HELM26 Lavender Ioun Stone | The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. STATISTICS: Equipped abilities: – Armor Class: +1 – Save vs. Death: +4 Weight: 0 | The bright lavender hue of this stone dances and sparkles, as if the stone itself were alive. STATISTICS: Equipped abilities: - Armor Class: +1 - Saving Throws: +4 vs. Death Weight: 0 |
HELM27 Bronze Ioun Stone | The powerful enchantments on this ioun stone make it a treasure eagerly sought after by wizards. STATISTICS: Equipped abilities: – Can memorize one extra 7th-level wizard spell Weight: 0 | The powerful enchantments on this ioun stone make it a treasure eagerly sought after by wizards. STATISTICS: Equipped abilities: - Memorise an extra wizard spell of 7th level Weight: 0 |
HELM28 Circlet of Netheril | Combined with the bronze ioun stone, the Circlet of Netheril is a great boon to any practitioner of the arcane arts. Of course, something so valuable is likely to attract unwanted attention from rival mages... STATISTICS: Equipped abilities: – Hit Points: +10 – Can memorize one extra 7th- and 8th-level wizard spell Weight: 1 | Combined with the bronze ioun stone, the Circlet of Netheril is a great boon to any practitioner of the arcane arts. Of course, something so valuable is likely to attract unwanted attention from rival mages... STATISTICS: Equipped abilities: - Memorise an extra wizard spell of 7th and 8th level - Maximum hit points: +10 Weight: 1 |
HELM29 Thieves' Hood | Although this hood does not confer any noticeable advantages on its wearer, it does have an aura of latent magic. STATISTICS: Weight: 2 | Although this hood does not confer any noticeable advantages on its wearer, it does have an aura of latent magic. STATISTICS: Weight: 2 |
HELM30 Thieves' Hood | There is no honor among thieves. Perhaps that is why the Thieves' Hood has been imbued with magical properties to protect the wearer from their own ilk. STATISTICS: Equipped abilities: – Immunity to backstab and poison Charge abilities: – True Sight three times per day Duration: 1 turn Weight: 2 | There is no honor among thieves. Perhaps that is why the Thieves' Hood has been imbued with magical properties to protect the wearer from their own ilk. STATISTICS: Equipped abilities: - Immunity to poisoning - Immunity to backstab Charge abilities: - True Sight (3x per day) True Sight (instant) Weight: 2 |
HELM31 Helm of the Rock | This helm grants a warrior immunities far beyond mere physical protections. It is obvious there once used to be a set of horns protruding from the metal cap, though the horns and any magic associated with them have long since disappeared. STATISTICS: Equipped abilities: – Protects against critical hits – Cold Resistance: +25% – Fire Resistance: +25% – Acid Resistance: +25% – Electrical Resistance: +25% – Poison Resistance: +25% Weight: 2 | This helm grants a warrior immunities far beyond mere physical protections. It is obvious there once used to be a set of horns protruding from the metal cap, though the horns and any magic associated with them have long since disappeared. STATISTICS: Equipped abilities: - Protection against critical hits - Elemental Damage Resistance: +25% - Poison Resistance: +25% Weight: 2 |
HELM32 Helm of the Rock | With the addition of the horns, the Helm of the Rock is even more powerful. Generals and military leaders can command both fear and respect simply by wearing this helm. STATISTICS: Equipped abilities: – Protects against critical hits – Cold Resistance: +25% – Fire Resistance: +25% – Acid Resistance: +25% – Electrical Resistance: +25% – Poison Resistance: +25% Charge abilities: – Aura of Command three times per day (Save vs. Spell at -2 negates) Special: Target flees in terror Range: 40 ft. Duration: 5 rounds Area of Effect: 1 creature Weight: 2 | With the addition of the horns, the Helm of the Rock is even more powerful. Generals and military leaders can command both fear and respect simply by wearing this helm. STATISTICS: Equipped abilities: - Protection against critical hits - Elemental Damage Resistance: +25% - Poison Resistance: +25% Charge abilities: - Aura of Command (3x per day) Inflicts Horror on the target for 5 rounds (save vs. Spells at -2 neg.) Weight: 2 |
HELM33 Gold Horned Helm | A typical golden helm used by Balthazar's mercenaries. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 1 | A typical golden helm used by Balthazar's mercenaries. STATISTICS: Equipped abilities: - Protection against critical hits Weight: 1 |
HELM34 Wong Fei's Ioun Stone | This ioun stone was said to be a gift given to the Shou-ling monk Wong Fei Hung by the Kara-Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the ioun stone upon him. The stone disappeared when Wong Fei died. STATISTICS: Equipped abilities: – Armor Class: +1 – Hit Points: +15 – Regenerate 1 Hit Point/round Weight: 0 | This ioun stone was said to be a gift given to the Shou-ling monk Wong Fei Hung by the Kara-Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the ioun stone upon him. The stone disappeared when Wong Fei died. STATISTICS: Equipped abilities: - Armor Class: +1 - Maximum hit points: +15 - Regenerates 1 hit point per round Weight: 0 |
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 |
HLOLTH Handmaiden's Mace +2 | This mace has been crafted finely by the drow and specially treated to survive the glare of the sun. It was made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat abilities: – Hit target must save vs. Poison or suffer 2 points of damage per round for 1 turn THAC0: +2 Damage: 1d6+3 (crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-handed Requires: 9 Strength Weight: 7 | This mace has been crafted finely by the drow and specially treated to survive the glare of the sun. It was made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat abilities: - Poisons the target, inflicting 1 damage every 3 seconds for 1 turn (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: 1d6 +3 (Crushing) Speed Factor: 6 Proficiency Type: Mace Type: One-Handed Requires: - 9 Strength Weight: 7 |
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: Large Sword 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: Large Sword 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: Large Sword Type: Two-Handed Requires: - 6 Strength Weight: 3 |
ICHAN01 Chain Mail Armor | Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. STATISTICS: 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: Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon - Attacks per round: Set to 3 Damage: 1d3 (Missile) Speed Factor: 2 Proficiency Type: Large Sword 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: Large Sword 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. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile) Requires: 6 Strength Weight: 25 | Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 (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 | 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 |
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 | 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 |
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: Large 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 Haste and Improved Haste spells - Immunity to slowness, stun, paralysis, webs, entanglement, change in movement rate, level drain and hold - Free action - Immunity to magic - Double the movement speed and the number of attacks per round Weight: 0 |
KEY20 Mask of King Strohm III | This is the reconstructed mask of King Strohm the Third. When you place it on your face, the entire world becomes tinted with odd colors. Perhaps this mask will allow you to see something that you hadn't been able to before, but its use beyond that seems questionable. STATISTICS: Weight: 1 | This is the reconstructed mask of King Strohm the Third. When you place it on your face, the entire world becomes tinted with odd colors. Perhaps this mask will allow you to see something that you hadn't been able to before, but its use beyond that seems questionable. STATISTICS: Weight: 1 |
KILLSW01 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: 6 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: Equipped abilities: - Armor Class: +10 - Attacks per round: Set to 3 - Immunity to charms, horror, sleep, slowness, stun, fatigue, paralysis, confusion, webs, hold, imprisonment, maze, level drain, feeblemindedness and panic - Magic Resistance: +100% - Double the movement speed and the number of attacks per round Combat abilities: - Inflicts 1500 fire damage to the target - Inflicts 1500 magic damage to the target - Inflicts 1000 piercing damage to the target - Inflicts 1500 cold damage to the target - Inflicts 1000 acid damage to the target - Inflicts 1000 slashing damage to the target Enchantment: +10 THAC0: +50 Damage: 1d10 +1000 (Crushing) Speed Factor: 1 Proficiency Type: Long Sword Type: One-Handed Requires: - 5 Strength Weight: 1 |
KORAX01 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 |
KUOBOLT Kuo-toan Bolt | This slender bolt is coated with a special poison developed by kuo-toan alchemists. A target hit by this bolt must make a Saving Throw vs. Spell or be stunned for 4 rounds. STATISTICS: Combat abilities: – Hit target must save vs. Spell or be stunned for 4 rounds Damage: 2d6 (missile) Launcher: Crossbow Weight: 0 | This slender bolt is coated with a special poison developed by kuo-toan alchemists. A target hit by this bolt must make a Saving Throw vs. Spell or be stunned for 4 rounds. STATISTICS: Combat abilities: - Stuns the target for 4 rounds (save vs. Spells neg.) Enchantment: +1 Damage: 2d6 (Missile) Launcher: Crossbow Weight: 0 |
KUOBOLT2 Kuo-toan Bolt | This slender bolt is coated with a special poison developed by kuo-toan alchemists. A target hit by this bolt must make a Saving Throw vs. Spell or be stunned for 4 rounds. STATISTICS: Combat abilities: – Hit target must save vs. Spell or be stunned for 4 rounds Damage: 2d6 (missile) Launcher: Crossbow Weight: 0 | This slender bolt is coated with a special poison developed by kuo-toan alchemists. A target hit by this bolt must make a Saving Throw vs. Spell or be stunned for 4 rounds. STATISTICS: Combat abilities: - Stuns the target for 4 rounds (save vs. Spells neg.) Enchantment: +2 Damage: 2d6 (Missile) Launcher: Crossbow Weight: 0 |
KUOBOLT3 Kuo-toan Bolt | This slender bolt is coated with a special poison developed by kuo-toan alchemists. A target hit by this bolt must make a Saving Throw vs. Spell or be stunned for 4 rounds. STATISTICS: Combat abilities: – Hit target must save vs. Spell or be stunned for 4 rounds Damage: 2d6 (missile) Launcher: Crossbow Weight: 0 | This slender bolt is coated with a special poison developed by kuo-toan alchemists. A target hit by this bolt must make a Saving Throw vs. Spell or be stunned for 4 rounds. STATISTICS: Combat abilities: - Hold the target for 2 rounds (save vs. Death at -2 neg.) - Entoile the target for 2 rounds (save vs. Death at -2 neg.) Enchantment: +3 Damage: 2d6 (Missile) Launcher: Crossbow 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 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 | Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. STATISTICS: Armor Class: 8 (10 vs. piercing and missile) Requires: 4 Strength Weight: 15 | Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. STATISTICS: Armor Class: 8 (10 vs. piercing and missile attacks) Requires: - 4 Strength Weight: 15 |
LEAT02 Leather Armor +1 | Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 7 (9 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: 7 (9 vs. piercing and missile attacks) Requires: - 4 Strength Weight: 15 |
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. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 (5 vs. slashing, 6 vs. piercing and missile) Requires: 6 Strength Weight: 25 | Studded leather armor has little in common with normal leather armor. Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing. The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place. STATISTICS: Armor Class: 7 (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 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 |
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 champion of pit fighting for a full decade, and seemingly unbeatable. His success, or so he claimed, was due to the mobility that his light armor afforded him. He may well have been unaware of the suit's other qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. STATISTICS: Armor Class: 5 (7 vs. piercing and missile) Requires: 3 Strength Weight: 4 | Karajah was Calimshan's champion of pit fighting for a full decade, and seemingly unbeatable. His success, or so he claimed, was due to the mobility that his light armor afforded him. He may well have been unaware of the suit's other qualities, but his peers ignored his claims of ignorance when enchantments were discovered. The armor survived the subsequent beating, whereas Karajah did not. STATISTICS: Armor Class: 5 (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 | Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 5 (7 vs. piercing and missile) Requires: 3 Strength Weight: 4 | Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 5 (7 vs. piercing and missile attacks) Requires: - 3 Strength Weight: 4 |
LEAT13 Skin of the Ghoul +4 | A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the circumstances. After an intense battle with several ghouls in which two of his companions perished, Damien decided to even the odds in future encounters. He skinned one of the undead creatures and brought the hide to a halfling armorer talented in enchanting leather. When the suit was finished, it was magically protective against physical attacks and paralysis. Not very epic perhaps, but practical. STATISTICS: Equipped abilities: – Save vs. Death: +3 Armor Class: 4 (6 vs. piercing and missile) Requires: 3 Strength Weight: 4 | A clever thief, Damien Oneknife always tried to gain from the assets of his enemies, no matter the circumstances. After an intense battle with several ghouls in which two of his companions perished, Damien decided to even the odds in future encounters. He skinned one of the undead creatures and brought the hide to a halfling armorer talented in enchanting leather. When the suit was finished, it was magically protective against physical attacks and paralysis. Not very epic perhaps, but practical. STATISTICS: Equipped abilities: - Saving Throws: +3 vs. Death Armor Class: 4 (6 vs. piercing and missile attacks) Requires: - 3 Strength Weight: 4 |
LEAT14 The Night's Gift +5 | Originally blessed by Shar, this armor has a long and interesting history. Only the greatest of thieves have ever owned this heavily enchanted armor. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows. STATISTICS: Equipped abilities: – Hide In Shadows: +20% Armor Class: 3 (5 vs. piercing and missile) Requires: 3 Strength Weight: 5 | Originally blessed by Shar, this armor has a long and interesting history. Only the greatest of thieves have ever owned this heavily enchanted armor. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows. STATISTICS: Equipped abilities: - Hide in Shadows: +20% Armor Class: 3 (5 vs. piercing and missile attacks) Requires: - 3 Strength Weight: 5 |
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 |
LEAT16 Orc Leather +3 | This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire-hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to missile attacks, but the repulsiveness of the armor reduces the wearer's Charisma. STATISTICS: Equipped abilities: – Charisma: -1 – +10% resistance to missile damage Armor Class: 4 (2 vs. slashing, 3 vs. piercing and missile) Requires: 6 Strength Weight: 7 | This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire-hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to missile attacks, but the repulsiveness of the armor reduces the wearer's Charisma. STATISTICS: Equipped abilities: - Charisma: -1 - Missile Damage Resistance: +10% Armor Class: 4 (2 vs. slashing attacks, 3 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 7 |
LEAT17 Armor of Deep Night +4 | Enchanted ebony rivets adorn the black leather of this armor. Umberlee the Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer Looxil. The assassination pleased Umberlee, for Looxil had betrayed her in years past. Dami Darn died years later, a knife to the back from her successor in the thieves' guild. STATISTICS: Armor Class: 3 (1 vs. slashing, 2 vs. piercing and missile) Requires: 6 Strength Weight: 7 | Enchanted ebony rivets adorn the black leather of this armor. Umberlee the Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer Looxil. The assassination pleased Umberlee, for Looxil had betrayed her in years past. Dami Darn died years later, a knife to the back from her successor in the thieves' guild. STATISTICS: Armor Class: 3 (1 vs. slashing attacks, 2 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 7 |
LEAT18 Armor of the Viper +5 | This armor's namesake is a serpent only in manner, referring to the drow assassin Raroh. Poison was his trademark, and when he discovered this suit's susceptibility to venom, he gifted it to Avlorm, a promising novice assassin within his own guild. When Avlorm's power eventually threatened his own, Raroh easily dispatched him, thanks to the weakness of the armor he still wore. STATISTICS: Equipped abilities: – Save vs. Death: -2 Armor Class: 2 (0 vs. slashing, 1 vs. piercing and missile) Requires: 6 Strength Weight: 6 | This armor's namesake is a serpent only in manner, referring to the drow assassin Raroh. Poison was his trademark, and when he discovered this suit's susceptibility to venom, he gifted it to Avlorm, a promising novice assassin within his own guild. When Avlorm's power eventually threatened his own, Raroh easily dispatched him, thanks to the weakness of the armor he still wore. STATISTICS: Equipped abilities: - Saving Throws: -2 vs. Death Armor Class: 2 (0 vs. slashing attacks, 1 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 6 |
LEAT19 Shadow Dragon Scale | This suit of armor is formed from interlocking shadow dragon scales. Elegant workmanship and practical considerations make this armor both beautiful and useful. The shadow dragon scales grant the wearer extra protection from acid. STATISTICS: Equipped abilities: – Acid Resistance: +50% Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile) Requires: 6 Strength Weight: 10 | This suit of armor is formed from interlocking shadow dragon scales. Elegant workmanship and practical considerations make this armor both beautiful and useful. The shadow dragon scales grant the wearer extra protection from acid. STATISTICS: Equipped abilities: - Acid Resistance: +50% Armor Class: 1 (-1 vs. slashing attacks, 0 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 10 |
LEAT20 Aeger's Hide +3 | This heavy and thick bear hide is all that remains of the fabled Aeger. Several hundred years ago, the Aeger, a giant bear, terrorized hundreds of small villages up and down the Sword Coast. The bear was invulnerable to fire, cold, or acid. Finally the young men and women of several villages banded together, forming a militia almost two hundred people strong. The Aeger was surrounded and finally slain. Less than a dozen villagers survived, and they carved the Aeger's hide amongst themselves. Out of one of the pieces this armor was created. STATISTICS: Equipped abilities: – Cold Resistance: +15% – Fire Resistance: +15% – Acid Resistance: +15% – Immunity to confusion Armor Class: 3 (5 vs. piercing and missile) Requires: 6 Strength Weight: 35 | This heavy and thick bear hide is all that remains of the fabled Aeger. Several hundred years ago, the Aeger, a giant bear, terrorized hundreds of small villages up and down the Sword Coast. The bear was invulnerable to fire, cold, or acid. Finally the young men and women of several villages banded together, forming a militia almost two hundred people strong. The Aeger was surrounded and finally slain. Less than a dozen villagers survived, and they carved the Aeger's hide amongst themselves. Out of one of the pieces this armor was created. STATISTICS: Equipped abilities: - Immunity to confusion - Fire Resistance: +15% - Cold Resistance: +15% - Acid Resistance: +15% Armor Class: 3 (5 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 35 |
LEAT21 Human Flesh +5 | Made from human skin and treated with the blood of a noble dragon, this armor emits the stench of bitter death. The malevolent armor can only be used by a truly evil person. STATISTICS: Equipped abilities: – Saving Throws: +4 – Magic Resistance: +20% – Move Silently: +20% Armor Class: 3 (5 vs. piercing and missile) Requires: 3 Strength Weight: 5 | Made from human skin and treated with the blood of a noble dragon, this armor emits the stench of bitter death. The malevolent armor can only be used by a truly evil person. STATISTICS: Equipped abilities: - Saving Throws: +4 - Move Silently: +20% - Magic Resistance: +20% Armor Class: 3 (5 vs. piercing and missile attacks) Requires: - 3 Strength Weight: 5 |
LEAT22 Human Flesh | This is a tunic made from the badly sewn together human flesh that you took from the tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item. STATISTICS: Armor Class: 7 (9 vs. piercing and missile) Requires: 3 Strength Weight: 5 | This is a tunic made from the badly sewn together human flesh that you took from the tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item. STATISTICS: Equipped abilities: - Allows arcane spellcasting Armor Class: 7 (9 vs. piercing and missile attacks) Requires: - 3 Strength Weight: 5 |
LEAT23 Studded Leather of Thorns +6 | Fashioned by the Hierophant Wassalia before she chose to forever dwell on the Elemental Plane of Fire, this suit of armor is not covered by typical metal studs but by heavy red thorns. STATISTICS: Combat abilities: – Thorn Damage: Any opponent within 6 ft. that successfully hits the wearer suffers 1d4 points of fire damage. Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile) Requires: 6 Strength Weight: 5 | Fashioned by the Hierophant Wassalia before she chose to forever dwell on the Elemental Plane of Fire, this suit of armor is not covered by typical metal studs but by heavy red thorns. STATISTICS: Equipped abilities: - Each time the wearer is hit; Inflicts 1d4 fire damage to the attacker Armor Class: 1 (-1 vs. slashing attacks, 0 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 5 |
LEAT24 Grandmaster's Armor +6 | Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. STATISTICS: Equipped abilities: – Doubles movement rate Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile) Requires: 6 Strength Weight: 5 | Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. STATISTICS: Equipped abilities: - Movement rate: +100% Armor Class: 1 (-1 vs. slashing attacks, 0 vs. piercing and missile attacks) Requires: - 6 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 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 |
MISC1A Bottle of Wine | This wine was obtained after placing the eerily glowing grapes in the winepress and starting the engine. When you breathe deeply, memories of lost loves come rushing back and you find your eyes filling with tears. STATISTICS: Weight: 1 | This wine was obtained after placing the eerily glowing grapes in the winepress and starting the engine. When you breathe deeply, memories of lost loves come rushing back and you find your eyes filling with tears. STATISTICS: Weight: 1 |
MISC4Q The Ogre's Sword | An ogre with a woman's voice has asked for this sword, claiming that it will break the illusion cast over her. STATISTICS: Damage: 2d4 (slashing) Speed Factor: 8 Proficiency Type: Long Sword Type: One-handed Requires: 3 Strength Weight: 10 | An ogre with a woman's voice has asked for this sword, claiming that it will break the illusion cast over her. STATISTICS: Damage: 2d4 (Slashing) Speed Factor: 8 Proficiency Type: Long Sword Type: One-Handed Requires: - 3 Strength Weight: 10 |
MISC4U Embarl's Dagger | Embarl's dagger will prove to Mae'Var that Embarl has been "dealt with." STATISTICS: Damage: 1d6 (piercing) Speed Factor: 2 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 2 | Embarl's dagger will prove to Mae'Var that Embarl has been "dealt with." STATISTICS: Damage: 1d6 (Piercing) Speed Factor: 2 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 2 |
MISC4Y Necklace of Talos | This necklace is made of heavy discs strung together with wire. The central disk is made of silver and inlaid with the symbol of chaos. STATISTICS: Weight: 1 | This necklace is made of heavy discs strung together with wire. The central disk is made of silver and inlaid with the symbol of chaos. STATISTICS: Weight: 1 |
MISC5E Harper Amulet | All of the Harpers that you have met in this area were wearing one of these amulets. Perhaps it somehow identifies one as being a Harper. Could there be a section of this building that can only be accessed by Harpers? STATISTICS: Weight: 1 | All of the Harpers that you have met in this area were wearing one of these amulets. Perhaps it somehow identifies one as being a Harper. Could there be a section of this building that can only be accessed by Harpers? STATISTICS: Weight: 1 |
MISC5R The Lover's Ring | This is the ring that you've obtained from two entwined skeletons. It was on the finger of the woman's remains. STATISTICS: Weight: 1 | This is the ring that you've obtained from two entwined skeletons. It was on the finger of the woman's remains. STATISTICS: Weight: 1 |
MISC5T Shaman's Staff | This is a Staff of Goodberries that belonged to the kobold shaman in the sewers below the slums. STATISTICS: Charge abilities: – Create Goodberries once per day Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 | This is a Staff of Goodberries that belonged to the kobold shaman in the sewers below the slums. STATISTICS: Charge abilities: - Creates 5 "Good Berry" in the wearer's inventory after 1 second (1x per day) Damage: 1d6 (Crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 4 |
MISC5W Keepsake Locket | This is a well-crafted locket, obviously made with care, and typical of keepsake items often given to loved ones. A minor enchantment has attempted to capture the likeness of both | This is a well-crafted locket, obviously made with care, and typical of keepsake items often given to loved ones. A minor enchantment has attempted to capture the likeness of both |
MISC5X Harper Pin | A Harper pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. Harper pins are not attuned to any particular person, but you would be hard-pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor. STATISTICS: Equipped abilities: – Save vs. Spell: +5 – Electrical Resistance: 100% – Non-detection – Immunity to Magic Missile Weight: 0 | A Harper pin is a treasured item, signifying that the bearer is an honored and trusted member of the Harpers. It grants the wearer exceptional protection against many different kinds of attacks. Harper pins are not attuned to any particular person, but you would be hard-pressed to find someone that would lend such an item or even let it out of their sight. It is quite literally a badge of honor. STATISTICS: Equipped abilities: - Saving Throws: +5 vs. Spells - Immunity to Magic Missile spell - Makes the wearer non-detectable by magical means such as Detect Invisibility and other divinations - Immunity to electricity Weight: 0 |
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: 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: -3 – 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: -3 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 |
MISC7R Mithral Medallion | This is a simple and craftless medallion made of pure mithral, obviously melted down and formed into this crude shape. It is certainly no piece of art, but its composition indicates some worth. STATISTICS: Weight: 0 | This is a simple and craftless medallion made of pure mithral, obviously melted down and formed into this crude shape. It is certainly no piece of art, but its composition indicates some worth. STATISTICS: Weight: 0 |
MISC7Y Thrall Collar | This collar is used to dominate and enslave any individual who wears it. The slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. Once worn, the collar's power cannot be broken except through the use of a Remove Curse spell or the destruction of the mastery orb. STATISTICS: Equipped abilities: – Wearer is dominated – May only be removed with a Remove Curse spell or through the destruction of the mastery orb Weight: 5 | This collar is used to dominate and enslave any individual who wears it. The slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. Once worn, the collar's power cannot be broken except through the use of a Remove Curse spell or the destruction of the mastery orb. STATISTICS: Equipped abilities: - May only be removed with a Remove Curse spell - Charm the wearer Weight: 5 |
MISC8J Boots of the West | These are the boots that were once owned by the famous woodsman, Randy of the West. STATISTICS: Equipped abilities: – Charisma: +1 – Immunity to disease Weight: 4 | These are the boots that were once owned by the famous woodsman, Randy of the West. STATISTICS: Equipped abilities: - Charisma: +1 - Immunity to disease Weight: 4 |
MISC8L Mantle of Waukeen | A golden circlet found within the sealed tomb in Trademeet's cemetery. The circlet is tarnished with age but one can still make out Waukeen's symbol on the circlet. STATISTICS: Weight: 1 | A golden circlet found within the sealed tomb in Trademeet's cemetery. The circlet is tarnished with age but one can still make out Waukeen's symbol on the circlet. STATISTICS: Weight: 1 |
MISC8O Isaea's Signet Ring | This ring bears the greater crest of the family Roenall, along with the individualized markings of Isaea Roenall specifically. STATISTICS: Weight: 0 | This ring bears the greater crest of the family Roenall, along with the individualized markings of Isaea Roenall specifically. STATISTICS: Weight: 0 |
MISC97 De'Tranion's Baalor Ale | De'Tranion's Baalor Ale, brewed with pimentos for that extra little kick. STATISTICS: Weight: 8 | De'Tranion's Baalor Ale, brewed with pimentos for that extra little kick. STATISTICS: Weight: 8 |
MISC98 Blood of Quallo's Friend | Scratched deep into the side of this cursed goblet are the words "Taste My Fear." It is said that one can regain lost health from the dark blood that lurks within its pewter depths. 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 |
MISC9N Pendant | This is a small and fairly unremarkable silver pendant in the shape of a miniature sword, hanging on a delicate chain and meant to be worn around the neck and next to the skin. STATISTICS: Weight: 1 | This is a small and fairly unremarkable silver pendant in the shape of a miniature sword, hanging on a delicate chain and meant to be worn around the neck and next to the skin. STATISTICS: Weight: 1 |
MISC9O Staff | This is a long staff made of thick, sturdy oak. It is crawling with a strange, black radiance and feels quite warm and tingly to the touch. Small runes of arcane origin have been carved in various places at both ends. STATISTICS: Damage: 1d6 (crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-handed Weight: 4 | This is a long staff made of thick, sturdy oak. It is crawling with a strange, black radiance and feels quite warm and tingly to the touch. Small runes of arcane origin have been carved in various places at both ends. STATISTICS: Damage: 1d6 (Crushing) Speed Factor: 4 Proficiency Type: Quarterstaff Type: Two-Handed Weight: 4 |
MISC9P Helmet | This helmet is black and lustrous, its metal brought to a shine that nearly matches the small gems that have been placed around the faceplate. A black veil hangs down the open front of the helmet, obviously meant to completely obscure the face of whoever wears the item. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 3 | This helmet is black and lustrous, its metal brought to a shine that nearly matches the small gems that have been placed around the faceplate. A black veil hangs down the open front of the helmet, obviously meant to completely obscure the face of whoever wears the item. STATISTICS: Equipped abilities: - Protection against critical hits Weight: 3 |
MISC9Q Scimitar | This curved scimitar is light and appears well-used. It shimmers slightly with a cool blue hue, and the sparse gems along its pommel sparkle with a pale light that makes it appear to be almost made of ice. A quality weapon. STATISTICS: Damage: 1d8 (slashing) Speed Factor: 5 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Weight: 4 | This curved scimitar is light and appears well-used. It shimmers slightly with a cool blue hue, and the sparse gems along its pommel sparkle with a pale light that makes it appear to be almost made of ice. A quality weapon. STATISTICS: Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon Damage: 1d8 (Slashing) Speed Factor: 5 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Weight: 4 |
MISC9S Mind Amplification Device | A circlet of alien metal that dominates even the most powerful of minds and leaves them defenseless. Perhaps this item could be used to control a mind flayer to make it help you escape from this hellish prison. STATISTICS: Weight: 2 | A circlet of alien metal that dominates even the most powerful of minds and leaves them defenseless. Perhaps this item could be used to control a mind flayer to make it help you escape from this hellish prison. STATISTICS: Weight: 5 |
MISC9W Drow Piwafwi Cloak | This cloak belongs to Solaufein, the drow warrior. It increases the wearer's Hide In Shadows and Move Silently abilities. Talented drow weavers have woven strands of adamantine into this cloak, thus rendering it useless if exposed to the light—the effect of which will turn the cloak to dust. STATISTICS: Equipped abilities: – Hide In Shadows: +75% – Move Silently: +75% – Save vs. Breath: +6 Weight: 3 | This cloak belongs to Solaufein, the drow warrior. It increases the wearer's Hide In Shadows and Move Silently abilities. Talented drow weavers have woven strands of adamantine into this cloak, thus rendering it useless if exposed to the light—the effect of which will turn the cloak to dust. STATISTICS: Equipped abilities: - Saving Throws: +6 vs. Breath - Hide in Shadows: +75% - Move Silently: +75% Weight: 3 |
MISC9Y Brine Potion | A potion obtained from a briny pool in which young illithids, tadpole like creatures, live and grow. When used, the potion will temporarily make the user immune to psionics. STATISTICS: Special: Immunity to psionics Duration: 1 turn Weight: 2 | A potion obtained from a briny pool in which young illithids, tadpole like creatures, live and grow. When used, the potion will temporarily make the user immune to psionics. STATISTICS: - Immunity to psionic abilities Duration: 1 turn Weight: 2 |
MISCA6 Patrol Leader's Helmet | This is the helmet of the svirfneblin patrol leader that you were sent to kill. It will act as proof that you have succeeded in your mission. STATISTICS: Equipped abilities: – Protects against critical hits Weight: 2 | This is the helmet of the svirfneblin patrol leader that you were sent to kill. It will act as proof that you have succeeded in your mission. STATISTICS: Equipped abilities: - Protection against critical hits Weight: 2 |
MISCA9 Star Medallion | This golden medallion is a stylized rendition of a star. STATISTICS: Weight: 1 | This golden medallion is a stylized rendition of a star. STATISTICS: Weight: 1 |
MISCAA Golden Circlet | A simple golden circlet. STATISTICS: Weight: 1 | A simple golden circlet. STATISTICS: Weight: 1 |
MISCAD Sun Medallion | This medallion is a stylized rendition of a sun. STATISTICS: Weight: 1 | This medallion is a stylized rendition of a sun. STATISTICS: Weight: 1 |
MISCAE Sword Medallion | A miniature broadsword on a chain. STATISTICS: Weight: 1 | A miniature broadsword on a chain. STATISTICS: Weight: 1 |
MISCAI 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 |
MISCAN Galvena's Medallion | This is one of the medallions worn by the employees of Galvena's Festhall. It is used for identification. STATISTICS: Weight: 1 | This is one of the medallions worn by the employees of Galvena's Festhall. It is used for identification. STATISTICS: Weight: 1 |
MISCB1 Talisman of Rillifane | This is the holy symbol of the elven god Rillifane. STATISTICS: Weight: 0 | This is the holy symbol of the elven god Rillifane. STATISTICS: Weight: 0 |
MISCBC Blackrazor +3 | This sword radiates evil like a sour odor, and the owner never knows if | This sword radiates evil like a sour odor, and the owner never knows if |
NEBDAG Neb's Nasty Cutter +2 | This is a vicious weapon used by Neb, covered with old blood and coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would dare to use this item on their own. Once the poison is used up, however, Neb's Cutter will act as a normal enchanted dagger. STATISTICS: Combat abilities: – Target must save vs. Poison or suffer 2 points of damage per second for 10 seconds THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This is a vicious weapon used by Neb, covered with old blood and coated in a poison that is both quick-acting and extremely deadly. Only the truly evil would dare to use this item on their own. Once the poison is used up, however, Neb's Cutter will act as a normal enchanted dagger. STATISTICS: 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) (10x per day) THAC0: +2 Damage: 1d4 +2 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
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 |
NPARM Jansen AdventureWear | Jansen-Brand Metal-Repellant AdventureWear—(patent pending) This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base Armor Class, but it does grant a +25% resistance to all physical damage and an additional +5 bonus to Jan's Armor Class against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish. Note: Dry clean only STATISTICS: Equipped abilities: – Physical Damage Resistance: +25% Armor Class: 9 (4 vs. missile) Requires: 4 Strength 17 Dexterity Weight: 3 | Jansen-Brand Metal-Repellant AdventureWear—(patent pending) This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base Armor Class, but it does grant a +25% resistance to all physical damage and an additional +5 bonus to Jan's Armor Class against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish. Note: Dry clean only STATISTICS: Equipped abilities: - Physical Damage Resistance: +25% - Allows arcane spellcasting Armor Class: 9 (4 vs. missile attacks) Requires: - 4 Strength - 17 Dexterity Weight: 3 |
NPBOW Bow of Arvoreen +2 | This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god, Arvoreen. It is usable only by halflings, granting a +2 bonus to hit rolls. STATISTICS: THAC0: +2 Speed Factor: 4 Proficiency Type: Shortbow Type: Two-handed Requires: 6 Strength Weight: 2 | This enchanted bow has been in Mazzy Fentan's possession for several years, given to her by her god, Arvoreen. It is usable only by halflings, granting a +2 bonus to hit rolls. STATISTICS: Equipped abilities: - Attacks per round: Set to 2 THAC0: +2 Speed Factor: 4 Proficiency Type: Shortbow Type: Two-Handed Requires: - 6 Strength Weight: 2 |
NPCHAN Corthala Family Armor | This armor, long in the Corthala bloodline, protects the user against all forms of attacks. The armor is enchanted so that it grants a +3 bonus to Valygar's Armor Class. It also adds a bonus to resisting acid, fire, and magical damage. The armor also makes Valygar immune to charm while he wears it. As it is specially fitted for Valygar, only he may wear it. STATISTICS: Equipped abilities: – Immunity to charm – Fire Resistance: +25% – Acid Resistance: +25% – Magic Damage Resistance: +25% Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 6 Strength 18 Dexterity 11 Wisdom Weight: 9 | This armor, long in the Corthala bloodline, protects the user against all forms of attacks. The armor is enchanted so that it grants a +3 bonus to Valygar's Armor Class. It also adds a bonus to resisting acid, fire, and magical damage. The armor also makes Valygar immune to charm while he wears it. As it is specially fitted for Valygar, only he may wear it. STATISTICS: Equipped abilities: - Immunity to charms - Fire Resistance: +25% - Acid Resistance: +25% - Magic Damage Resistance: +25% Armor Class: 2 (0 vs. slashing attacks, 4 vs. crushing attacks) Requires: - 6 Strength - 18 Dexterity - 11 Wisdom Weight: 9 |
NPCLCK Cloak of the High Forest +1 | When younger, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, for she also knows that for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: He can appreciate the rain while still seeking shelter from it. Only Cernd may use this cloak. STATISTICS: Equipped abilities: – Armor Class: +1 – Saving Throws: +1 Weight: 3 | When younger, Cernd spent a cycle of seasons meditating on his role within nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, for she also knows that for all their dedication, at times her children can be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: He can appreciate the rain while still seeking shelter from it. Only Cernd may use this cloak. STATISTICS: Equipped abilities: - Armor Class: +1 - Saving Throws: +1 Requires: - 13 Strength - 9 Dexterity - 13 Constitution - 12 Intelligence - 18 Wisdom - 15 Charisma Weight: 3 |
NPMISC1 Jansen Spectroscopes | Jansen-Brand Micro-Macro Spectroscopes—(Official Spectroscopes of the Purple Brotherhood) Another one of Jan Jansen's inventions, these glasses allow Jan to detect invisibility once per day. They also give Jan an additional 25% to his detect and disarm traps abilities. Various lenses on the contraption increase Jan's ability to detect illusions by 20%. The style of the Spectroscopes is so obvious it hardly needs to be mentioned. STATISTICS: Equipped abilities: – Find Traps: +25% – Detect Illusion: +20% – Immunity to blindness Charge abilities: – Detect Invisibility once per day Area of Effect: 15-ft. radius Requires: 17 Dexterity Weight: 0 | Jansen-Brand Micro-Macro Spectroscopes—(Official Spectroscopes of the Purple Brotherhood) Another one of Jan Jansen's inventions, these glasses allow Jan to detect invisibility once per day. They also give Jan an additional 25% to his detect and disarm traps abilities. Various lenses on the contraption increase Jan's ability to detect illusions by 20%. The style of the Spectroscopes is so obvious it hardly needs to be mentioned. STATISTICS: Equipped abilities: - Detect Illusion: +20% - Find Traps: +25% - Immunity to blindness Charge abilities: - Dispel the enemies within a 15 feet radius's invisibility (Effective against créatures invisibles. Not effective against créatures sous l'effet de Non-détection) (1x per day) Requires: - 17 Dexterity Weight: 0 |
NPMISC2 Jansen Techno-Gloves | Jansen-Brand Techno-Thieving Gadgetizer Gloves—(TM) This set of thieving tools gives Jan an additional bonus to both his lockpicking and pickpocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style. STATISTICS: Equipped abilities: – Open Locks: +20% – Pick Pockets: +20% Requires: 17 Dexterity Weight: 0 | Jansen-Brand Techno-Thieving Gadgetizer Gloves—(TM) This set of thieving tools gives Jan an additional bonus to both his lockpicking and pickpocketing. He is the only one who can use the Gloves, as no one else quite has the knack of it. Oddly, he seems to be able to actually cast spells while wearing the things. Must be because they got style. STATISTICS: Equipped abilities: - Pick Pockets: +20% - Open Locks: +20% Requires: - 17 Dexterity Weight: 0 |
NPPLAT Firecam Full-Plate Armor | Full plate armor is the best armor a warrior can buy, both in appearance and protection. This armor increases the wearer's Armor Class by one above that of normal full plate. While equipped, the suit provides the wearer with a +1 bonus to all Saving Throws and grants the wearer Free Action (the ability to pass through webs and other effects). This suit was designed for Keldorn, and only he may wear it. STATISTICS: Equipped abilities: – Saving Throws: +1 – Free Action Armor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile) Weight: 70 | Full plate armor is the best armor a warrior can buy, both in appearance and protection. This armor increases the wearer's Armor Class by one above that of normal full plate. While equipped, the suit provides the wearer with a +1 bonus to all Saving Throws and grants the wearer Free Action (the ability to pass through webs and other effects). This suit was designed for Keldorn, and only he may wear it. STATISTICS: Equipped abilities: - Saving Throws: +1 - Free action - 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 - 17 Constitution - 2 Intelligence - 16 Wisdom - 18 Charisma Weight: 70 |
NPSHLD Delryn Family Shield | This is Anomen's family shield, given to him by his father. In addition to magical protection, the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day. STATISTICS: Equipped abilities: – Armor Class: +2 – Fire Resistance: +30% – Cold Resistance: +30% Charge abilities: – Protection From Normal Missiles three times per day Duration: 1 hour Area of Effect: The wearer Weight: 7 | This is Anomen's family shield, given to him by his father. In addition to magical protection, the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day. STATISTICS: Equipped abilities: - Armor Class: +2 - Fire Resistance: +30% - Cold Resistance: +30% Charge ability (3x per day): - Immune the target to darts for 1 hour - Immune the target to throwing daggers for 1 hour - Immune the target to balls for 1 hour - Immune the target to bolts for 1 hour - Immune the target to throwing axes for 1 hour - Immune the target to arrows for 1 hour Requires: - 14 Strength - 13 Charisma Weight: 7 |
NPSTAF Staff of the High Forest +2 | This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring, Cernd examined it one last time, and it came loose in his hands, a living staff, granted as a boon from nature herself. It has grown to fit his grip, and few others may wield it. STATISTICS: Equipped abilities: – Regenerate 1 Hit Point every 2 rounds THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Weight: 3 | This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered. At the coming of spring, Cernd examined it one last time, and it came loose in his hands, a living staff, granted as a boon from nature herself. It has grown to fit his grip, and few others may wield it. STATISTICS: Equipped abilities: - Regenerates 1 hit point every 2 rounds THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 13 Strength - 9 Dexterity - 13 Constitution - 12 Intelligence - 18 Wisdom - 15 Charisma Weight: 3 |
NPSW01 Sword of Arvoreen +2 | Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. The enchantments that exist within this sword give it the ability to slow any opponent struck by it. STATISTICS: Equipped abilities: – Immunity to slow and stun Combat abilities: – Hit target's movement rate is slowed by 2 for 45 seconds (Save vs. Wand negates) THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 3 | Another gift to Mazzy from Arvoreen, this short sword may only be used by halflings. The enchantments that exist within this sword give it the ability to slow any opponent struck by it. STATISTICS: Equipped abilities: - Immunity to slowness and stun Combat abilities: - Reduces the Movement rate of the target by 2 for 45 seconds (save vs. Wands neg.) THAC0: +2 Damage: 1d6 +2 (Piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 3 |
NPSW02 Yoshimo's Katana +1 | This blade, although only lightly enchanted, has achieved a semblance of awareness, enough so that it allows only the thief known as Yoshimo to wield it. Any other than he cannot use this flawless katana in battle. STATISTICS: THAC0: +1 Damage: 1d10+1 (slashing) Speed Factor: 3 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 5 | This blade, although only lightly enchanted, has achieved a semblance of awareness, enough so that it allows only the thief known as Yoshimo to wield it. Any other than he cannot use this flawless katana in battle. STATISTICS: THAC0: +1 Damage: 1d10 +1 (Slashing) Speed Factor: 3 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 5 |
NPSW03 Hallowed Redeemer +2 | Keldorn distinguished himself early in his career as a paladin and received this blade as a boon from Torm. It is exceptionally accurate, but also protects him in battle with a special Fireshield, and any that strike him while he wields it suffer Torm's wrath in the form of magical damage. None but Keldorn may use this sword. STATISTICS: Equipped abilities: – 5 points of magic damage to any who damage the wielder THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 8 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 5 Strength 12 Intelligence Weight: 8 | Keldorn distinguished himself early in his career as a paladin and received this blade as a boon from Torm. It is exceptionally accurate, but also protects him in battle with a special Fireshield, and any that strike him while he wields it suffer Torm's wrath in the form of magical damage. None but Keldorn may use this sword. STATISTICS: Equipped abilities: - Each time the wearer is hit; Inflicts 5 magic damage to the attacker THAC0: +2 Damage: 1d10 +2 (Slashing) Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 5 Strength - 17 Constitution - 12 Intelligence - 18 Charisma Weight: 8 |
NPSW04 Corthala Family Blade | This fine katana radiates magical energy when wielded by Valygar. The blade was designed to respond only to those with the blood of the family Corthala flowing through their veins. This +2 blade causes additional bleeding damage when it strikes an opponent. STATISTICS: Equipped abilities: – Armor Class: +2 vs. slashing attacks Combat abilities: – Hit target suffers 3 points of additional bleeding damage per round for 2 rounds THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 17 Strength 18 Dexterity 16 Constitution 14 Wisdom Weight: 4 | This fine katana radiates magical energy when wielded by Valygar. The blade was designed to respond only to those with the blood of the family Corthala flowing through their veins. This +2 blade causes additional bleeding damage when it strikes an opponent. STATISTICS: Equipped abilities: - Armor Class: +2 vs. slashing attacks Combat abilities: - Poisons the target, inflicting 1 damage every 2 seconds for 2 rounds (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: 1d10 +2 (Slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-Handed Requires: - 17 Strength - 18 Dexterity - 16 Constitution - 14 Wisdom Weight: 4 |
NPSW05 Entropy +2 | This +2 abyssal greensteel blade is one of Haer'Dalis's favorite weapons. This short sword is capable of inflicting an additional 3 points of poison damage if the target fails a Saving Throw. This blade may only be used by tieflings. STATISTICS: Combat abilities: – Hit target must save vs. Poison or suffer 3 points of poison damage THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 4 Strength Weight: 2 | This +2 abyssal greensteel blade is one of Haer'Dalis's favorite weapons. This short sword is capable of inflicting an additional 3 points of poison damage if the target fails a Saving Throw. This blade may only be used by tieflings. STATISTICS: Combat abilities: - Poisons the target, inflicting 1 damage per second for 3 seconds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: 1d6 +2 (Piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-Handed Requires: - 4 Strength Weight: 2 |
NPSW06 Chaos Blade | Chaos is a +2 short sword usable only by tieflings. Every time it strikes an opponent, he or she loses 2 points of Dexterity for 5 rounds. Haer'Dalis prefers using Chaos with its partner—Entropy. When dual wielding these two blades, Haer'Dalis is a dangerous opponent. STATISTICS: Combat abilities: – Hit target loses 2 points of Dexterity per hit for 5 rounds THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 4 Strength Weight: 2 | Chaos is a +2 short sword usable only by tieflings. Every time it strikes an opponent, he or she loses 2 points of Dexterity for 5 rounds. Haer'Dalis prefers using Chaos with its partner—Entropy. When dual wielding these two blades, Haer'Dalis is a dangerous opponent. STATISTICS: Combat abilities: - Reduces the Dexterity of the target by 2 for 5 rounds THAC0: +2 Damage: 1d6 +2 (Piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-Handed Requires: - 4 Strength Weight: 2 |
OHAROW50 Arrow +4 | These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. STATISTICS: THAC0: +4 Damage: 1d6 (missile) Launcher: Bow Weight: 0 | These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen. STATISTICS: THAC0: +4 Damage: 1d6 (Missile) Launcher: Bow Weight: 0 |
OHBBLUN1 Marduuk's Mallet +3 | This is the "mallet" Marduuk uses when cooking, but it is little more than a piece of gnarled wood with a series of vicious-looking spikes carved into it. However, there's more than meets the eye here, for the mallet reeks of magic, and you feel powerful just holding it. Now it is suddenly clear why Marduuk's braised beef is always so tender. STATISTICS: Equipped abilities: – Strength: +1 THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 1 | This is the "mallet" Marduuk uses when cooking, but it is little more than a piece of gnarled wood with a series of vicious-looking spikes carved into it. However, there's more than meets the eye here, for the mallet reeks of magic, and you feel powerful just holding it. Now it is suddenly clear why Marduuk's braised beef is always so tender. STATISTICS: Equipped abilities: - Strength: +1 THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 1 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 1 |
OHBBRAC1 Enforcer Bracers | The silver in these bracers is plain and unadorned, though it is polished such that it glistens in even the dimmest light. Enforcer bracers are well known in Thay, where they are used to turn even the scrawniest gladiator into a ferocious brute. STATISTICS: Equipped abilities: – Strength: Set to 20 – Dexterity: -2 Weight: 2 | The silver in these bracers is plain and unadorned, though it is polished such that it glistens in even the dimmest light. Enforcer bracers are well known in Thay, where they are used to turn even the scrawniest gladiator into a ferocious brute. STATISTICS: Equipped abilities: - Strength: Set to 20 - Dexterity: -2 Weight: 2 |
OHBCLCK1 Cloak of the Lich | This pure-black cloak is not meant to be worn by liches, but rather those hunting them. Powerful enchantments woven into it shield the wearer from all forms of death magic. STATISTICS: Equipped abilities: – Cold Resistance: +50% – Electrical Resistance: +50% – Immunity to death effects Weight: 3 | This pure-black cloak is not meant to be worn by liches, but rather those hunting them. Powerful enchantments woven into it shield the wearer from all forms of death magic. STATISTICS: Equipped abilities: - Immunity to magical death and to magical death - Cold Resistance: +50% - Electric Resistance: +50% Weight: 3 |
OHBDAGG1 Ornate Dagger | This ornate adamantine dagger is both a work of art and a lethal weapon. It has a razor-sharp blade set atop a bejeweled hilt, and the balance is absolutely perfect. The initials B.B. are etched in gold into the silvery-blue metal of the blade. STATISTICS: THAC0: +2 Damage: 1d4+2 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This ornate adamantine dagger is both a work of art and a lethal weapon. It has a razor-sharp blade set atop a bejeweled hilt, and the balance is absolutely perfect. The initials B.B. are etched in gold into the silvery-blue metal of the blade. STATISTICS: Combat abilities: - 21% chance to hold the target for 2 rounds (save vs. Death neg.) THAC0: +2 Damage: 1d4 +2 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
OHBGLOV1 The Winged's Gauntlet | This finely crafted, highly polished metal gauntlet is covered in runes you cannot understand. It is a beautiful piece, but you become increasingly lightheaded the longer you stare at it. The enchantments placed upon this gauntlet allow the wearer to parry melee attacks with exceptional skill. Furthermore, attackers engaging the wearer in close combat will be damaged by a surge of magical energy. STATISTICS: Equipped abilities: – Armor Class: +5 bonus vs. all melee attacks – Retribution: An opponent that hits the wearer with any weapons or spells within a 5-ft. radius suffers 2d4 points of magic damage. Weight: 2 | This finely crafted, highly polished metal gauntlet is covered in runes you cannot understand. It is a beautiful piece, but you become increasingly lightheaded the longer you stare at it. The enchantments placed upon this gauntlet allow the wearer to parry melee attacks with exceptional skill. Furthermore, attackers engaging the wearer in close combat will be damaged by a surge of magical energy. STATISTICS: Equipped abilities: - Armor Class: +5 vs. crushing, slashing and piercing attacks - Each time the wearer is hit; Inflicts 2d4 magic damage to the attacker Weight: 2 |
OHBLUN50 Club +1 | 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. This particular club has been magically enhanced. STATISTICS: THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 2 | 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. This particular club has been magically enhanced. STATISTICS: THAC0: +1 Damage: 1d6 +1 (Crushing) Speed Factor: 3 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 2 |
OHBLUN51 Club +2 | 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. This particular club has been magically enhanced. STATISTICS: THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Club Type: One-handed Requires: 5 Strength Weight: 1 | 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. This particular club has been magically enhanced. STATISTICS: THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Club Type: One-Handed Requires: - 5 Strength Weight: 1 |
OHBNOSHU Noser Uniform | This is one of the brightly colored outfits worn by Nosers, a group of high-ranking servants allowed into the chambers of Dennaton and his Planar Hunters. STATISTICS: Weight: 6 | This is one of the brightly colored outfits worn by Nosers, a group of high-ranking servants allowed into the chambers of Dennaton and his Planar Hunters. STATISTICS: Equipped abilities: - Allows arcane spellcasting Weight: 6 |
OHBOLT50 Bolt +4 | These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. STATISTICS: THAC0: +4 Damage: 1d8 (missile) Launcher: Crossbow Weight: 0 | These enchanted missiles far surpass the craftsmanship of any bolt, magical or otherwise, you have ever seen. STATISTICS: THAC0: +4 Damage: 1d8 (Missile) Launcher: Crossbow Weight: 0 |
OHBPTN01 Potion of Barkskin | This potion produces the same effect as the spell it is named from. STATISTICS: Armor Class: 3 Save vs. Death: +1 Save vs. Wand: +1 Save vs. Polymorph: +1 Save vs. Breath: +1 Weight: 1 | This potion produces the same effect as the spell it is named from. STATISTICS: - Base Armor Class: 3 - Saving Throws: +1 vs. Death - Saving Throws: +1 vs. Wands - Saving Throws: +1 vs. Petrification/Polymorph - Saving Throws: +1 vs. Breath Duration: 16 rounds Weight: 1 |
OHBPTN03 The Concocter's Poison | This is a vial of highly toxic poison the Concocter created for you to use on Joker. STATISTICS: Weight: 0 | This is a vial of highly toxic poison the Concocter created for you to use on Joker. STATISTICS: - Dissolve the drinker Weight: 0 |
OHBPTN04 Ceremonial Ale | You acquired this fine ale from Molzahn, the halfling cleric of Tymora. STATISTICS: Weight: 1 | You acquired this fine ale from Molzahn, the halfling cleric of Tymora. STATISTICS: - Strength: Set to 19 Duration: 40 seconds Weight: 1 |
OHBPTN05 Gezzthemin's Poison | You acquired this poison from the drow wizard Gezzthemin for use on Joker. STATISTICS: Weight: 0 | You acquired this poison from the drow wizard Gezzthemin for use on Joker. STATISTICS: - Dissolve the drinker Weight: 0 |
OHBPTN06 Feldrak's Poison | Feldrak "The Fiend" Feldraki created this poison for use on Joker. STATISTICS: Weight: 0 | Feldrak "The Fiend" Feldraki created this poison for use on Joker. STATISTICS: - Dissolve the drinker Weight: 0 |
OHBPTN07 Brother Ellraish's Poison | You received this poison from Brother Ellraish to use on Joker. STATISTICS: Weight: 0 | You received this poison from Brother Ellraish to use on Joker. STATISTICS: - Dissolve the drinker Weight: 0 |
OHBPTN08 Wine Vinegar | This distilled vinegar is used in potions, medicines, and poisons. STATISTICS: Weight: 1 | This distilled vinegar is used in potions, medicines, and poisons. STATISTICS: Weight: 1 |
OHBPTN09 Distilled Alcohol | Pure alcohol can be used in religious ceremonies, poisons, and late-night drinking binges. Occasionally, it's used for all three purposes simultaneously. STATISTICS: Weight: 1 | Pure alcohol can be used in religious ceremonies, poisons, and late-night drinking binges. Occasionally, it's used for all three purposes simultaneously. STATISTICS: Weight: 1 |
OHBPTN10 Rat Poison | This vial of dirty brown liquid smells of spoilt apples. Only a rat would be stupid enough to drink the stuff. STATISTICS: Weight: 0 | This vial of dirty brown liquid smells of spoilt apples. Only a rat would be stupid enough to drink the stuff. STATISTICS: - Dissolve the drinker Weight: 0 |
OHBPTN11 Myconid Soup | (placeholder) Myconid Soup description | (placeholder) Myconid Soup description STATISTICS: - Heals 1d6 +9 hit points to the drinker - Dexterity: +1 Duration: 15 rounds Weight: 1 |
OHBREW01 [Faulty]Ring of Protection from Evil | Faced with a neverending siege by the drow, the dwarves of the Blackstone clanhold commissioned the creation of several Rings of Protection from Evil, to be crafted by traveling svirfneblin mages. The rings were delivered on time, but failed to make any impact as the drow did not attack, but rather starved the dwarves into submission. While the rings were never tested, they quickly found their way into the markets within the Underdark. STATISTICS: Charge abilities: – Protection from Evil on all party members once per day Weight: 0 | Faced with a neverending siege by the drow, the dwarves of the Blackstone clanhold commissioned the creation of several Rings of Protection from Evil, to be crafted by traveling svirfneblin mages. The rings were delivered on time, but failed to make any impact as the drow did not attack, but rather starved the dwarves into submission. While the rings were never tested, they quickly found their way into the markets within the Underdark. STATISTICS: Charge abilities: - Fireball (instant) (1x per day) Weight: 0 |
OHBREW02 [Faulty]Bane of the Abyss +4 | Few mages will attempt to construct a weapon that specifically targets demons or devils, and even fewer would put it to the test. Halrass Daystar of Sembia is one such mage, and his efforts were instrumental in driving back an errantly summoned devil that threatened to wipe out an entire village. Though Halrass succeeded in defeating the devil, years later he was targeted for revenge and, to this day, toils endlessly in the nine hells. STATISTICS: Combat abilities: – 50% chance of immediately banishing a struck demon or devil to their home plane. THAC0: +4 Damage: 1d6+4 (piercing), double damage vs. demons or devils Speed Factor: 6 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 | Few mages will attempt to construct a weapon that specifically targets demons or devils, and even fewer would put it to the test. Halrass Daystar of Sembia is one such mage, and his efforts were instrumental in driving back an errantly summoned devil that threatened to wipe out an entire village. Though Halrass succeeded in defeating the devil, years later he was targeted for revenge and, to this day, toils endlessly in the nine hells. STATISTICS: THAC0: +4 Damage: 1d6 +4 (Piercing) Speed Factor: 2 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 5 |
OHBREW05 Drowbasla | Some swords have epic histories full of song and fire; others find their mundane origins within the heart of a small town forge. This sword, named for the word etched into the side of the dull metal blade, has no history. There are no records, no references, no mentions of it in any history anywhere. But it cuts down the drow with stunning efficiency. Whether this lack of a history is by design or not is unknown, but anyone who possesses this sword and is faced with hostile drow forces does not seem to care. STATISTICS: THAC0: +3 Damage: 1d6+3, +6 vs. drow Damage type: Piercing Speed Factor: 2 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | Some swords have epic histories full of song and fire; others find their mundane origins within the heart of a small town forge. This sword, named for the word etched into the side of the dull metal blade, has no history. There are no records, no references, no mentions of it in any history anywhere. But it cuts down the drow with stunning efficiency. Whether this lack of a history is by design or not is unknown, but anyone who possesses this sword and is faced with hostile drow forces does not seem to care. STATISTICS: Equipped abilities: - Enchantment: +6 vs. drows - THAC0: +3 vs. drows Combat abilities: - Inflicts 3 slashing damage vs. drows THAC0: +3 Damage: 1d6 +3 (Piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 3 |
OHBRING1 Stannel Eibor's Ring | A ring is a small band of precious metal that is used as jewelry. Some rare rings have had enchantments placed upon them that confer various magical abilities. These rings are highly sought after, especially by those of the adventuring profession. 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 |
OHBRING2 Dal Family Ring | This ring is made of a smooth, dark mineral. Carved into it is the spiked-glove crest of the House of Dal, an influential Thayan family noted for their involvement in gladiatorial games. STATISTICS: Weight: 0 | This ring is made of a smooth, dark mineral. Carved into it is the spiked-glove crest of the House of Dal, an influential Thayan family noted for their involvement in gladiatorial games. STATISTICS: Weight: 0 |
OHBSHLD1 Kazrah's Shield +4 | Legends say this shield was once used by a stalwart adventurer to capture the soul of a massive blue dragon he was battling. Some of these legends claim the adventurer was named Kazrah. Others claim Kazrah was the captured dragon. Whatever the truth, this light blue shield bears the terrible visage of a snarling blue dragon that—one time per day—actually billows lightning from its mouth. STATISTICS: Charge abilities: – Chain Lightning once per day Damage: 6d6 electrical (Save vs. Spell for half) Range: 40 ft. Equipped abilities: – Armor Class: +5 – Electrical Resistance: +50% Requires: 12 Strength Weight: 5 | Legends say this shield was once used by a stalwart adventurer to capture the soul of a massive blue dragon he was battling. Some of these legends claim the adventurer was named Kazrah. Others claim Kazrah was the captured dragon. Whatever the truth, this light blue shield bears the terrible visage of a snarling blue dragon that—one time per day—actually billows lightning from its mouth. STATISTICS: Equipped abilities: - Armor Class: +5 - Electric Resistance: +50% Charge abilities: - Inflicts 6d6 electrical damage to the target (save vs. Spells half) (1x per day) Requires: - 12 Strength Weight: 5 |
OHBSTAF1 Stirv's Wrangler +2 | While he didn't construct the staff, Stirv has had it so long he doesn't rightly recall where he obtained it. He would often set out some bait in the woods and wait for a wild animal's approach. Upon spotting the beast, he would use the staff's magic to capture it unharmed. STATISTICS: Charge abilities: – Otiluke's Resilient Sphere once per day Range: 40 ft. Duration: 1 turn THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 | While he didn't construct the staff, Stirv has had it so long he doesn't rightly recall where he obtained it. He would often set out some bait in the woods and wait for a wild animal's approach. Upon spotting the beast, he would use the staff's magic to capture it unharmed. STATISTICS: Charge abilities: - Otiluke's Resilient Sphere (as a level 15 spellcaster) (1x per day) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 4 |
OHBWING Dark Justice +5 | Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane. STATISTICS: Combat abilities: – 15% chance of decapitating the opponent with each successful attack – Each hit drains 1d6 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum. THAC0: +5 Damage: 1d10+5, +5 extra vs. chaotic Damage type: Slashing Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 7 | Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane. STATISTICS: Combat abilities: - Drains 1d6 magic damage to the target - Inflicts 5 slashing damage vs. chaotic creatures - 16% chance to decapitate the target THAC0: +5 Damage: 1d10 +5 (Slashing) Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 7 |
OHBWING2 Dark Justice +5 | Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane. STATISTICS: Combat abilities: – 15% chance of decapitating the opponent with each successful attack – Each hit drains 1d6 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum. THAC0: +5 Damage: 1d10+5, +5 extra vs. chaotic Damage type: Slashing Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 7 | Once a great general in a celestial army, the Winged's days were spent warring against the fiends of the Abyss. During a tremendous battle against these demon hordes, one of her command decisions resulted in the destruction of a quarter of her legions. Furious over the loss, she abandoned her post and waded into battle herself, cutting down lesser demons by the dozen. Though she was personally victorious in combat, the larger battle was lost—without her leadership, her remaining forces were thrown into disarray and forced to withdraw. For dereliction of duty and her inability to control her emotions, the god she served stripped her of her rank and cast her out of her home plane. STATISTICS: Equipped abilities: - Armor Class: +10 - Immunity to charms, horror, sleep, slowness, stun, fatigue, paralysis, confusion, webs, hold, imprisonment, maze, level drain, feeblemindedness and panic - Magic Resistance: +100% Combat abilities: - Inflicts 1500 fire damage to the target - Inflicts 1500 magic damage to the target - Inflicts 1000 piercing damage to the target - Inflicts 1500 cold damage to the target - Inflicts 1000 acid damage to the target - Inflicts 1000 slashing damage to the target Enchantment: +10 THAC0: +50 Damage: 1d10 +1000 (Crushing) Speed Factor: 0 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 7 |
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 |
OHDARMOR Silver Dragon Scale | This armor, forged from the scales of a silver dragon, is a dead giveaway of wrongdoing on the part of the wearer. While the protection it offers is impressive, one cannot ignore the fact that a creature of incredible grace and beauty had to be destroyed in order for this armor to be made. STATISTICS: Equipped Abilities: – Charisma: -2 – Magic Resistance: +15% – Movement rate increased by 3 Combat abilities: – Heals wearer 2 Hit Points each time damage is taken Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength Weight: 15 | This armor, forged from the scales of a silver dragon, is a dead giveaway of wrongdoing on the part of the wearer. While the protection it offers is impressive, one cannot ignore the fact that a creature of incredible grace and beauty had to be destroyed in order for this armor to be made. STATISTICS: Equipped abilities: - Movement rate: +3 - Charisma: -2 - Magic Resistance: +15% - Each time the wearer is hit; Heals 2 hit points to the wearer - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -2 (-5 vs. slashing attacks, -3 vs. piercing and missile attacks) Requires: - 8 Strength Weight: 15 |
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 |
OHDART51 Dart +3 | 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: +3 Damage: 1d3+3 (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: +3 Damage: 1d3 +3 (Missile) Speed Factor: 0 Proficiency Type: Dart Type: One-Handed Weight: 0 |
OHDHSWD Holy Long Sword of Tyr +3 | These swords are usually referred to as double-edged swords, war swords, or military swords. This blade bears the sigil of Tyr and is intended for his most fervent followers. STATISTICS: THAC0: +3 Damage: 1d8+3, +6 extra vs. chaotic evil Damage type: Slashing Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2 | These swords are usually referred to as double-edged swords, war swords, or military swords. This blade bears the sigil of Tyr and is intended for his most fervent followers. STATISTICS: Combat abilities: - Inflicts 6 slashing damage vs. chaotic evil creatures THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 2 |
OHDMASK The Visage | Few would dare double-cross a fiend, and fewer still would attempt to triple-cross one. Dorn Il-Khan, half-orc blackguard from the city of Luskan, was one of the few. Approached by a rival of his demonic patron, he agreed to betray his master. Instead, at a critical juncture, he turned the situation on the rival, binding her into a powerful sword. As a reward, his patron granted him this terrifying mask. The silver mask has a grotesque face distorted into a grimace. When donned, the eyes pulse with a deep red when the wearer speaks, adding to its unsettling presence. It hums with a variety of magical enchantments, inspiring fear in all who gaze upon it. STATISTICS: Equipped abilities: – THAC0: +1 – Saving Throws: +1 – Immunity to feeblemind, confusion, fear, and charm – Protects against critical hits Charge abilities: – Domination once per day (Save vs. Spell at -2 negates) Duration: 8 rounds – Breathe Acid once per day Damage: 6d6 acid (Save vs. Breath for half) Target must save vs. Death at -4 or fall unconscious for 2 rounds Weight: 1 | Few would dare double-cross a fiend, and fewer still would attempt to triple-cross one. Dorn Il-Khan, half-orc blackguard from the city of Luskan, was one of the few. Approached by a rival of his demonic patron, he agreed to betray his master. Instead, at a critical juncture, he turned the situation on the rival, binding her into a powerful sword. As a reward, his patron granted him this terrifying mask. The silver mask has a grotesque face distorted into a grimace. When donned, the eyes pulse with a deep red when the wearer speaks, adding to its unsettling presence. It hums with a variety of magical enchantments, inspiring fear in all who gaze upon it. STATISTICS: Equipped abilities: - Protection against critical hits - THAC0: +1 - Saving Throws: +1 - Immunity to charms, horror, feeblemindedness, panic and confusion Charge abilities: - Breathe Acid (1x per day) Breathe Acid (instant) - Dominate (1x per day) Domination (instant) Weight: 1 |
OHDPOTN1 Potion of Clairvoyance | This potion confers the See Invisible ability similar to the 2nd-level wizard spell called Detect Invisibility, except that the effects will last for 10 minutes. STATISTICS: Special: See Invisible Duration: 10 minutes Weight: 1 | This potion confers the See Invisible ability similar to the 2nd-level wizard spell called Detect Invisibility, except that the effects will last for 10 minutes. STATISTICS: - Dispel the enemies within a 117 feet radius around of the drinker's invisibility (Effective against créatures invisibles. Not effective against créatures sous l'effet de Non-détection) every round for 11 rounds Weight: 1 |
OHDSIGIL Sigil of Tyr | This holy sigil of the god Tyr signifies that the holder is an agent of his justice and has permission to carry out judgment against those deemed wicked in his eyes. STATISTICS: Weight: 0 | This holy sigil of the god Tyr signifies that the holder is an agent of his justice and has permission to carry out judgment against those deemed wicked in his eyes. STATISTICS: Weight: 0 |
OHDSW03 The Brass Blade +5 | This flaming, magical bastard sword was forged in the Elemental Plane of Fire's City of Brass. It was stolen from the city many centuries ago, leaving a long trail of dead behind it as the sultan who oversaw its construction attempted to hunt it down. Over time, his anger cooled and his memory faded, and the sword was left to continually change hands between mortals. STATISTICS: Equipped Abilities: – Fire Resistance: +50% Charge Abilities: – Cast Fireball once per day (centered on caster) Damage: 10d6 fire (Save vs. Spell for half) Area of Effect: 15-ft. radius THAC0: +5 Damage: 2d4+5, +10 fire damage Damage type: Slashing Speed Factor: 3 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 5 | This flaming, magical bastard sword was forged in the Elemental Plane of Fire's City of Brass. It was stolen from the city many centuries ago, leaving a long trail of dead behind it as the sultan who oversaw its construction attempted to hunt it down. Over time, his anger cooled and his memory faded, and the sword was left to continually change hands between mortals. STATISTICS: Equipped abilities: - Fire Resistance: +50% Charge abilities: - Fireball (instant) after 2 seconds (1x per day) Combat abilities: - Inflicts 10 fire damage to the target THAC0: +5 Damage: 2d4 +5 (Slashing) Speed Factor: 3 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 5 |
OHDSW2HA Abyssal Blade | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. STATISTICS: Equipped abilities: – Dexterity: +1 – Intelligence: -1 Combat abilities: – +5 slashing damage vs. good-aligned opponents THAC0: +3 Damage: 1d10+3, +1d4 fire damage Damage type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. STATISTICS: Equipped abilities: - Dexterity: +1 - Intelligence: -1 Combat abilities: - Inflicts 1d4 fire damage to the target - Inflicts 5 slashing damage vs. good creatures THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
OHDSW2HB Abyssal Blade | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. In addition to the sword's regular properties, the demon Ur-Gothoz has been bound within its blade. As he rages with demonic fury at his captivity, the sword is thus empowered. STATISTICS: Equipped abilities: – Dexterity: +1 – Intelligence: -1 Combat abilities: – +5 slashing damage vs. good-aligned opponents – +5 slashing damage vs. devils THAC0: +3 Damage: 1d10+3, +1d4 fire damage Damage type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. In addition to the sword's regular properties, the demon Ur-Gothoz has been bound within its blade. As he rages with demonic fury at his captivity, the sword is thus empowered. STATISTICS: Equipped abilities: - Dexterity: +1 - Intelligence: -1 Combat abilities: - Inflicts 5 slashing damage vs. demons - Inflicts 1d4 fire damage to the target - Inflicts 5 slashing damage vs. good creatures THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
OHDSW2HC Abyssal Blade | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. In addition to the sword's regular properties, the demon Azothet has been bound within its blade. As she rages with demonic fury at her captivity, the sword is thus empowered. STATISTICS: Equipped abilities: – Dexterity: +1 – Intelligence: -1 Combat abilities: – +5 slashing damage vs. good-aligned opponents – +5 slashing damage vs. demons THAC0: +3 Damage: 1d10+3, +1d4 fire damage Damage type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. In addition to the sword's regular properties, the demon Azothet has been bound within its blade. As she rages with demonic fury at her captivity, the sword is thus empowered. STATISTICS: Equipped abilities: - Dexterity: +1 - Intelligence: -1 Combat abilities: - Inflicts 5 slashing damage vs. demons - Inflicts 1d4 fire damage to the target - Inflicts 5 slashing damage vs. good creatures THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
OHDSW2HD Abyssal Blade | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. In addition to the sword's regular properties, two rival demons have been magically bound within its blade. As they rage with fury at both each other and against their captivity, they thus empower the blade. STATISTICS: Equipped abilities: – Dexterity: +1 – Intelligence: -1 Combat abilities: – +5 slashing damage vs. good-aligned opponents – +5 slashing damage vs. devils – +5 slashing damage vs. demons THAC0: +3 Damage: 1d10+3, 1d4 fire damage Damage type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | Forged in the black heart of the Abyss by tanar'ri sorcerers for use in the eternal Blood War, this blade was once wielded by the infamous babau assassin Khazzrax the Gasping Death. Lore tells of a blade, black as the night, that Khazzrax would use to slash his victims open, causing fire to briefly flare out of the fresh wound. In addition to the sword's regular properties, two rival demons have been magically bound within its blade. As they rage with fury at both each other and against their captivity, they thus empower the blade. STATISTICS: Equipped abilities: - Dexterity: +1 - Intelligence: -1 Combat abilities: - Inflicts 1d4 fire damage to the target - Inflicts 5 slashing damage vs. demons and the good creatures THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
OHHCLOAK Cloak of Dragomir | This cloak was crafted and imbued with powerful undead magic by the necromancer Zulann Fass while she was in the employ of the warlord Dragomir. Dragomir had been turned to vampirism and, not wanting to leave his previous life behind, demanded that Zulann craft a magical garment that would allow him to travel in the light of the sun without being destroyed. While Zulann was successful, the cloak severely dampened many of the vampiric abilities that Dragomir had come to enjoy. For this inconvenience, she was drained of her lifeblood by Dragomir and left to die. STATISTICS: Equipped abilities: – Allows a vampire to travel outside during the day and in full view of the sun, albeit with the following penalties: Strength: -6 Dexterity: -4 Intelligence: -2 Wisdom: -2 Charisma: -4 Wearable only by vampires. Weight: 3 | This cloak was crafted and imbued with powerful undead magic by the necromancer Zulann Fass while she was in the employ of the warlord Dragomir. Dragomir had been turned to vampirism and, not wanting to leave his previous life behind, demanded that Zulann craft a magical garment that would allow him to travel in the light of the sun without being destroyed. While Zulann was successful, the cloak severely dampened many of the vampiric abilities that Dragomir had come to enjoy. For this inconvenience, she was drained of her lifeblood by Dragomir and left to die. STATISTICS: Equipped abilities: - Strength: -6 - Dexterity: -4 - Intelligence: -2 - Wisdom: -2 - Charisma: -4 Weight: 3 |
OHHDAG01 The Jade Fang +3 | This dagger is made entirely from a single cut of jade and has an edge suitable for splitting hairs. A complex ornamental design can be seen on either side, although their historical or cultural significance has long since been forgotten. The Jade Fang was the weapon of choice for famed Shou Lung thief Niu Weidan, who would use the dagger to immobilize his opponents before draining them of their life force to reinforce his own. Cornered countless times, Niu was always successful in using this dagger to escape. In the end, it wasn't an enemy or vengeful victim that felled Niu, but rather old age. The blade was passed down through his family as an heirloom and did not see use as a combat weapon from that point onward. STATISTICS: Combat abilities: – 5% chance of stunning hit target for 10 seconds – Each successful hit heals the wielder for 1 HP THAC0: +3 Damage: 1d4+3 (piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength Weight: 1 | This dagger is made entirely from a single cut of jade and has an edge suitable for splitting hairs. A complex ornamental design can be seen on either side, although their historical or cultural significance has long since been forgotten. The Jade Fang was the weapon of choice for famed Shou Lung thief Niu Weidan, who would use the dagger to immobilize his opponents before draining them of their life force to reinforce his own. Cornered countless times, Niu was always successful in using this dagger to escape. In the end, it wasn't an enemy or vengeful victim that felled Niu, but rather old age. The blade was passed down through his family as an heirloom and did not see use as a combat weapon from that point onward. STATISTICS: Combat abilities: - Heals 1 hit point to the wearer - 6% chance to stun the target for 10 seconds THAC0: +3 Damage: 1d4 +3 (Piercing) Speed Factor: 0 Proficiency Type: Dagger Type: One-Handed Requires: - 3 Strength Weight: 1 |
OHHKORK Korkorran's Cowl | This tattered, shabby-looking cowl gives off an aura of powerful magic and bears the faint odor of rotting flesh. Created by the lich Korkorran to protect himself against unprovoked—and often provoked—attack, the cowl also functions to protect the user against sunlight and fire-based attacks. STATISTICS: Equipped abilities: – Saving Throws: +1 – Fire Resistance: 20% – Allows vampires and other sun-sensitive undead to travel during the day, with the following penalties: Strength: -5 Dexterity: -5 Wisdom: -1 Charisma: -3 Wearable only by undead. Weight: 3 | This tattered, shabby-looking cowl gives off an aura of powerful magic and bears the faint odor of rotting flesh. Created by the lich Korkorran to protect himself against unprovoked—and often provoked—attack, the cowl also functions to protect the user against sunlight and fire-based attacks. STATISTICS: Equipped abilities: - Saving Throws: -1 - Strength: -5 - Dexterity: -5 - Wisdom: -1 - Charisma: -3 - Fire Resistance: Multiplied by 20% Weight: 3 |
OHHSCIM Scimitar +1 | The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to 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 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: +1 Damage: 1d8 +1 (Slashing) Speed Factor: 4 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 10 Strength Weight: 3 |
OHLEAT50 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 particular suit is enchanted, granting the wearer an additional bonus to 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: 25 | 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 particular suit is enchanted, granting the wearer an additional bonus to 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: 25 |
OHLEAT51 Hide Armor +2 | 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 particular suit is enchanted, granting the wearer an additional bonus to protection. STATISTICS: Equipped abilities: – Open Locks: -10% – Find Traps: -10% – Pick Pockets: -10% – Move Silently: -20% Armor Class: 4 (6 vs. piercing and missile) Requires: 6 Strength Weight: 15 | 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 particular suit is enchanted, granting the wearer an additional bonus to protection. STATISTICS: Equipped abilities: - Pick Pockets: -10% - Open Locks: -10% - Find Traps: -10% - Move Silently: -20% Armor Class: 4 (6 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 15 |
OHLEAT52 Hide Armor +3 | 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 particular suit is enchanted, granting the wearer an additional bonus to protection. STATISTICS: Equipped abilities: – Open Locks: -10% – Find Traps: -10% – Pick Pockets: -10% – Move Silently: -20% Armor Class: 3 (5 vs. piercing and missile) Requires: 6 Strength Weight: 10 | 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 particular suit is enchanted, granting the wearer an additional bonus to protection. STATISTICS: Equipped abilities: - Pick Pockets: -10% - Open Locks: -10% - Find Traps: -10% - Move Silently: -20% Armor Class: 3 (5 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 10 |
OHLEAT53 Studded Leather Armor +3 | 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: 4 (2 vs. slashing, 3 vs. piercing and missile) Requires: 6 Strength Weight: 6 | 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: 4 (2 vs. slashing attacks, 3 vs. piercing and missile attacks) Requires: - 6 Strength Weight: 6 |
OHNAMUL1 Talisman of the Hearthfire | Gripping this talisman tightly, the user is immediately whisked away via magical means to predefined location. This particular Talisman of the Hearthfire has been constructed to bring the user to a hidden forest refuge within Amn. STATISTICS: Weight: 1 | Gripping this talisman tightly, the user is immediately whisked away via magical means to predefined location. This particular Talisman of the Hearthfire has been constructed to bring the user to a hidden forest refuge within Amn. STATISTICS: Weight: 1 |
OHNAMUL2 Wooden Horse Necklace | At first glance, this necklace appears to be nothing more than a wooden horse figurine on a string. However, closer inspection reveals an amulet of protection embedded within. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 Weight: 1 | At first glance, this necklace appears to be nothing more than a wooden horse figurine on a string. However, closer inspection reveals an amulet of protection embedded within. STATISTICS: Equipped abilities: - Armor Class: +2 - Saving Throws: +2 Weight: 1 |
OHNHAMM1 The Brick +2 | Typically, when wizards select items to magically enchant, they choose finely crafted weapons or suits of armor. The wild mage Reginald selected a pole with a brick attached to the end. While effective, it is not aesthetically pleasing. In addition to radiating an aura of wild magic, when hurled at an enemy, the Brick will magically return to the thrower. Being struck by the Brick disrupts whatever spell was being cast at the time. "Nobody beats the Brick!" STATISTICS: Equipped abilities: – Aura of Wild Magic: 10% chance that a spell cast within 10 ft. of the wielder (by friend or foe alike) will be affected by a wild surge Combat abilities: – Returns to the wielder's hand when thrown – Target suffers 1d12 magical damage and 100% spellcasting failure for the next round (Save vs. Spell negates) THAC0: +2 Damage: 1d4+3 Damage type (melee): Crushing Damage type (thrown): Missile Speed Factor: 2 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength Weight: 4 | Typically, when wizards select items to magically enchant, they choose finely crafted weapons or suits of armor. The wild mage Reginald selected a pole with a brick attached to the end. While effective, it is not aesthetically pleasing. In addition to radiating an aura of wild magic, when hurled at an enemy, the Brick will magically return to the thrower. Being struck by the Brick disrupts whatever spell was being cast at the time. "Nobody beats the Brick!" STATISTICS: Equipped abilities: - 11% chance that all spells cast the creatures within a 7 feet radius treated as wild surges (not cumulative) Combat abilities: - Returns to the wielder's hand when thrown - Inflicts 1d12 magic damage to the target (save vs. Spells neg.) - 100% of spellcasting failure (wizard, priest and druid) for the target for 1 round (save vs. Spells neg.) THAC0: +2 Damage: 1d4 +3 Damage Type (Thrown): Missile Damage Type (Melee): Crushing Speed Factor: 2 Proficiency Type: War Hammer Type: One-Handed Requires: - 9 Strength Weight: 4 |
OHNHELM1 Thayan Circlet | Red Wizards of Thay consider wild magic dangerous. Its practice is prohibited among their members; no wild mage is allowed within their ranks. An ambitious young wild mage named Vicross's fear of discovery and desire to master her capricious magic were so great that she managed to conceal her status and rise through the Red Wizard hierarchy. She became an autharch for Aznar Thrul, the tharchion of Priador. In this position, she created the Order of Eight Staves, designed to study wild magic. For years, Vicross and her underlings hunted and captured wild mages across Faerûn, performing a variety of tests on their prisoners, collecting and analyzing results. Eventually Vicross concocted techniques capable of partially controlling wild surges. She was able to enchant this circlet to reduce wild surge probability—and to minimize negative results. Fearful of her ever suspicious fellow Red Wizards, she wore it at all times, to keep her wild magic from betraying her. STATISTICS: Equipped abilities: – +15% probability that a wild surge will have positive effect Weight: 1 | Red Wizards of Thay consider wild magic dangerous. Its practice is prohibited among their members; no wild mage is allowed within their ranks. An ambitious young wild mage named Vicross's fear of discovery and desire to master her capricious magic were so great that she managed to conceal her status and rise through the Red Wizard hierarchy. She became an autharch for Aznar Thrul, the tharchion of Priador. In this position, she created the Order of Eight Staves, designed to study wild magic. For years, Vicross and her underlings hunted and captured wild mages across Faerûn, performing a variety of tests on their prisoners, collecting and analyzing results. Eventually Vicross concocted techniques capable of partially controlling wild surges. She was able to enchant this circlet to reduce wild surge probability—and to minimize negative results. Fearful of her ever suspicious fellow Red Wizards, she wore it at all times, to keep her wild magic from betraying her. STATISTICS: Equipped abilities: - Probability that a wild surge will have positive effect: +15 Weight: 1 |
OHNPOTN1 Green Dragon Potion | This curious brew was crafted by Zaviak, a Wild Mage and alchemist who has, perhaps, experimented a little too much with his own product. Zaviak explained the potion would make its drinker "really strong," but neglected to mention a number of at best distracting, at worst positively horrific, side effects like the utter, inescapable awareness of one's existence as an insignificant speck in the vastness of the multiverse. Zaviak's got some real issues, man. STATISTICS: Strength: 25 Intelligence: 3 Constitution: 3 User is slowed for the duration of the spell. Duration: 24 hours Weight: 1 | This curious brew was crafted by Zaviak, a Wild Mage and alchemist who has, perhaps, experimented a little too much with his own product. Zaviak explained the potion would make its drinker "really strong," but neglected to mention a number of at best distracting, at worst positively horrific, side effects like the utter, inescapable awareness of one's existence as an insignificant speck in the vastness of the multiverse. Zaviak's got some real issues, man. STATISTICS: - Strength: Set to 25 - Constitution: Set to 3 - Intelligence: Set to 3 - Slow Duration: 1 day Weight: 1 |
OHNROBE1 Robe of Goodman Hayes | This robe was fashioned for Hayes, the traitorous husband of Telana, soon after he discovered his talents as a wild mage. Very wealthy at the time, Hayes commissioned Halruaan wizards to craft it with silk, expensive dyes, and enchantments that would complement his unique talents. Unfortunately, he wore it only twice: Its richness and clearly magical nature attracted the attention of the Red Wizards who soon pursued him. He gave up using magic unless it was absolutely necessary, hid the robe away, and started wearing a simple tunic. His wife salvaged the robe and passed it on to | This robe was fashioned for Hayes, the traitorous husband of Telana, soon after he discovered his talents as a wild mage. Very wealthy at the time, Hayes commissioned Halruaan wizards to craft it with silk, expensive dyes, and enchantments that would complement his unique talents. Unfortunately, he wore it only twice: Its richness and clearly magical nature attracted the attention of the Red Wizards who soon pursued him. He gave up using magic unless it was absolutely necessary, hid the robe away, and started wearing a simple tunic. His wife salvaged the robe and passed it on to |
OHNROBE2 Robe of Invocation | Wizards specializing in the school of invocation know how dangerous their magic can be—even to the casters themselves. Some go to great lengths to ensure their own safety, wearing protective equipment to minimize damage from their own fireballs. This robe is such an item, providing its wearer with increased resistance to elemental energies. STATISTICS: Equipped abilities: – Fire Resistance: +20% – Cold Resistance: +20% – Acid Resistance: +20% – Electrical Resistance: +20% Weight: 6 | Wizards specializing in the school of invocation know how dangerous their magic can be—even to the casters themselves. Some go to great lengths to ensure their own safety, wearing protective equipment to minimize damage from their own fireballs. This robe is such an item, providing its wearer with increased resistance to elemental energies. STATISTICS: Equipped abilities: - Elemental Damage Resistance: +20% Weight: 6 |
OHNROBE3 Tunic of Blindeye | Wild mage Nareth Blindeye was a wealthy scholar in the city of Baldur's Gate. Hearing rumors from across the country of Thayan Red Wizards abducting wild mages, Nareth concluded it would be best to face his enemies on his own terms. Before fleeing the city, he infused his travel clothes with strong wild magic. Though it would affect everyone in a given combat, he was more experienced controlling wild surges than his enemies. While effective, the tunic did not save Nareth from capture by the Order of Eight Staves. His current whereabouts are unknown. STATISTICS: Charge abilities: – Wildzone once per day All spells cast within a 15-ft. radius are treated as wild surges for 1 turn (Save vs. Spell negates) Equipped abilities: – Movement rate increased by 2 (base is 9) – Magic Damage Resistance: +25% Weight: 3 | Wild mage Nareth Blindeye was a wealthy scholar in the city of Baldur's Gate. Hearing rumors from across the country of Thayan Red Wizards abducting wild mages, Nareth concluded it would be best to face his enemies on his own terms. Before fleeing the city, he infused his travel clothes with strong wild magic. Though it would affect everyone in a given combat, he was more experienced controlling wild surges than his enemies. While effective, the tunic did not save Nareth from capture by the Order of Eight Staves. His current whereabouts are unknown. STATISTICS: Equipped abilities: - Movement rate: +2 - Magic Damage Resistance: +25% Charge abilities: - All spells cast by the target treated as wild surges for 7 seconds (save vs. Spells neg.) (1x per day) Weight: 3 |
OHNSHLD1 Shield of Fyrus Khal +2 | Fyrus Khal and his wife Amanis were well-known entertainers across Calimshan. They would travel from city to city, festival to festival, performing feats of magic and acrobatic skill. As part of their act, Fyrus would enter into a mock argument with his wife, who would hurl spells at him in a staged fit of rage. His shield, painted with a colorful and intricate design, would bounce the harmless spells back at her to the delight of the crowd. STATISTICS: Equipped abilities: – Armor Class: +3 – Fire Resistance: +10% – Cold Resistance: +10% – Acid Resistance: +10% – Electrical Resistance: +10% – Aura of Magical Protection: All allies within 10 ft. receive +5% Magical Resistance Charge abilities: – Spell Turning once per day Special: Reflects 12 levels' worth of spells targeted at the user Duration: 45 rounds Requires: 12 Strength Weight: 7 | Fyrus Khal and his wife Amanis were well-known entertainers across Calimshan. They would travel from city to city, festival to festival, performing feats of magic and acrobatic skill. As part of their act, Fyrus would enter into a mock argument with his wife, who would hurl spells at him in a staged fit of rage. His shield, painted with a colorful and intricate design, would bounce the harmless spells back at her to the delight of the crowd. STATISTICS: Equipped abilities: - Armor Class: +3 - Elemental Damage Resistance: +10% - Increases the Magic Resistance of the wearer and of allies within a radius of 7 feet by 5% (not cumulative) Charge abilities: - Spell Turning (as a level 15 spellcaster) (1x per day) Requires: - 12 Strength Weight: 7 |
OHNSLNG1 Wild Sling +1 | Whenever wild mages congregate, strange things happen. Items take on bizarre properties, and spells by non-wild mages can surge unexpectedly. This sling is an item altered by a large concentration of wild mages. When a bullet is hurled from the sling, it absorbs wild magical energy, transferring it to the target when the bullet strikes. In addition to being quite painful, the bullet will cause any spell cast by the target in the next round to be affected by a wild surge. STATISTICS: Combat abilities: – Target must save vs. Spell or suffer 100% chance of wild surge for 1 round THAC0: +1 Damage: +1 (missile) Speed Factor: 5 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 1 | Whenever wild mages congregate, strange things happen. Items take on bizarre properties, and spells by non-wild mages can surge unexpectedly. This sling is an item altered by a large concentration of wild mages. When a bullet is hurled from the sling, it absorbs wild magical energy, transferring it to the target when the bullet strikes. In addition to being quite painful, the bullet will cause any spell cast by the target in the next round to be affected by a wild surge. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - All spells cast by the target treated as wild surges for 1 round (save vs. Spells neg.) THAC0: +1 Damage: +1 (Missile) Speed Factor: 5 Proficiency Type: Sling Type: One-Handed Requires: - 3 Strength Weight: 0 |
OHNTANK | This handsome pewter tankard conforms to the shape of your hand surprisingly well—or perhaps unsurprisingly, as it appears to be yours. " | This handsome pewter tankard conforms to the shape of your hand surprisingly well—or perhaps unsurprisingly, as it appears to be yours. " |
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 |
OHRAMUL1 Brooch of the Vagrant Blades | The face of this finely detailed brooch features an impossibly detailed scene of an adventurer battling a troll. The image seems to have no connection to the jewelry's enchantment, which allows the wearer to reflect magic missiles back at their attacker. STATISTICS: Equipped abilities: – Reflects magic missiles back at the attacker Weight: 0 | The face of this finely detailed brooch features an impossibly detailed scene of an adventurer battling a troll. The image seems to have no connection to the jewelry's enchantment, which allows the wearer to reflect magic missiles back at their attacker. STATISTICS: Equipped abilities: - Reflect the magic projectiles - Reflects the spell Magic Missile Weight: 0 |
OHRAX1H1 Hojar's Fame +1 | This axe has been magically enchanted to smother its target in flames with each strike. The enchantment was poor, however, and the effect does not always appear. STATISTICS: Combat abilities: – 25% chance of each hit inflicting an additional 1d8 points of fire damage THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 6 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 7 | This axe has been magically enchanted to smother its target in flames with each strike. The enchantment was poor, however, and the effect does not always appear. STATISTICS: Combat abilities: - 26% chance to inflict 1d8 fire damage to the target THAC0: +1 Damage: 1d8 +1 (Slashing) Speed Factor: 6 Proficiency Type: Axe Type: One-Handed Requires: - 10 Strength Weight: 7 |
OHRAXE01 Dwarven Pickaxe +1 | The dwarves are fond of these weapons for obvious reasons: They are perfect for digging precious gems from the earth. Pickaxes are also ideal for piercing heavy armor, even full plate. The dwarves make their picks from a strong, light alloy of unknown properties. This metal keeps a sharp edge even after vigorous mining or combat. STATISTICS: THAC0: +1 Damage: 2d4+1 (piercing) Speed Factor: 6 Proficiency Type: Axe Type: One-handed Requires: 7 Strength Weight: 5 | The dwarves are fond of these weapons for obvious reasons: They are perfect for digging precious gems from the earth. Pickaxes are also ideal for piercing heavy armor, even full plate. The dwarves make their picks from a strong, light alloy of unknown properties. This metal keeps a sharp edge even after vigorous mining or combat. STATISTICS: THAC0: +1 Damage: 2d4 +1 (Piercing) Speed Factor: 6 Proficiency Type: Axe Type: One-Handed Requires: - 7 Strength Weight: 5 |
OHRBELT1 Ox-Tail Belt | This is a frayed belt made from a preserved ox tail. Why anyone would create such an ugly thing is beyond your understanding—you suspect it might possess a magical enchantment or two. Despite the constant ridicule the belt attracts, it seems to substantially reduce the odds of being struck by projectiles. STATISTICS: Equipped abilities: – Armor Class: +4 vs. missile attacks – Charisma: -2 Weight: 2 | This is a frayed belt made from a preserved ox tail. Why anyone would create such an ugly thing is beyond your understanding—you suspect it might possess a magical enchantment or two. Despite the constant ridicule the belt attracts, it seems to substantially reduce the odds of being struck by projectiles. STATISTICS: Equipped abilities: - Armor Class: +4 vs. missile attacks - Charisma: -2 Weight: 2 |
OHRBELT2 Belt of Minor Invulnerability | When worn, this belt causes nervousness, shaking, and profuse sweating. The effect is temporary and fades after the belt is removed. The belt's origins have long been lost to time—one can only surmise that it was intended as some sort of cruel joke. STATISTICS: Equipped abilities: – Each time the wearer is hit, there is a 5% chance of | When worn, this belt causes nervousness, shaking, and profuse sweating. The effect is temporary and fades after the belt is removed. The belt's origins have long been lost to time—one can only surmise that it was intended as some sort of cruel joke. STATISTICS: Equipped abilities: - Each time the wearer is hit; 6% chance to immune the wearer to 3rd level spells and below for 7 rounds Charge abilities: - Minor Globe of Invulnerability (as a level 20 spellcaster) (1x per day) Weight: 2 |
OHRBOOT1 Night Walkers | Worshippers of Shar favor stealth, secrecy, and the cover of darkness. These boots are tailor-made for that mindset, and are obviously linked to Shar in some way. The Night Walkers, as they are called, aren't made from the hide of any known beast, and appear darker than a midnight sky. While the boots lack any sort of magical aura, they provide the wearer with several benefits. Anyone wearing the Night Walkers moves more quickly, and their movement cannot be restricted. The boots also allow the wearer to hide from sight, enabling quick escape. STATISTICS: Equipped abilities: – Movement rate increased by 2 (base is 9) – Immunity to Web, Grease, and Entangle Charge abilities: – Shadow Door three times per day Duration: 9 rounds Weight: 3 | Worshippers of Shar favor stealth, secrecy, and the cover of darkness. These boots are tailor-made for that mindset, and are obviously linked to Shar in some way. The Night Walkers, as they are called, aren't made from the hide of any known beast, and appear darker than a midnight sky. While the boots lack any sort of magical aura, they provide the wearer with several benefits. Anyone wearing the Night Walkers moves more quickly, and their movement cannot be restricted. The boots also allow the wearer to hide from sight, enabling quick escape. STATISTICS: Equipped abilities: - Movement rate: +2 - Immunity to Grease spell - Immunity to entanglement and webs Charge abilities: - Shadow Door (instant) (3x per day) Weight: 3 |
OHRBRAC1 Gauntlets of Aln Zekk | Aln Zekk, as he began calling himself, rose as a tyrant and master amongst the ranks of monks devoted to Ilmater, the Broken God. His view regarding suffering and how it brought the faithful closer to their god was not shared by the other monks of his order. Eventually, they rose up to cast him down. He fled, leaving his gauntlets behind. Zekk has not been seen or heard from since. STATISTICS: Combat abilities: – +3 damage when attacking with fists – 15% chance of inflicting 1d10 cold damage with each successful melee attack Weight: 2 | Aln Zekk, as he began calling himself, rose as a tyrant and master amongst the ranks of monks devoted to Ilmater, the Broken God. His view regarding suffering and how it brought the faithful closer to their god was not shared by the other monks of his order. Eventually, they rose up to cast him down. He fled, leaving his gauntlets behind. Zekk has not been seen or heard from since. STATISTICS: Equipped abilities: - For each successful melee attack; 16% chance to inflict 1d10 cold damage to the target - Unarmed Damage: +3 Weight: 2 |
OHRCLCK1 Cowl of the Stars | Though the Sun Soul philosophy's adherents avoid violence when possible, this cowl was designed to avoid it after it becomes impossible. When the command word is spoken, a series of small flaming hot globes appear in the wearer's hands that can be thrown unerringly towards a target. STATISTICS: Charge abilities: – Melf's Minute Meteors once per day as a wizard of the same level as the wearer Weight: 3 | Though the Sun Soul philosophy's adherents avoid violence when possible, this cowl was designed to avoid it after it becomes impossible. When the command word is spoken, a series of small flaming hot globes appear in the wearer's hands that can be thrown unerringly towards a target. STATISTICS: Charge abilities: - Melf's Minute Meteors (instant) (1x per day) Weight: 3 |
OHRCLCK2 Cloak of Unerring Strikes | "A good defense is twice as much offense!", the legendary Herold Mance would frequently say. This was his cloak, and though he died many years ago, his latent abilities seem to have leeched into the fabric. Or alternatively, the cloak was built for him and was the reason for his success with wielding two swords at once. It is unlikely historians will ever know. STATISTICS: Equipped abilities: – THAC0: +2 with off hand Weight: 3 | "A good defense is twice as much offense!", the legendary Herold Mance would frequently say. This was his cloak, and though he died many years ago, his latent abilities seem to have leeched into the fabric. Or alternatively, the cloak was built for him and was the reason for his success with wielding two swords at once. It is unlikely historians will ever know. STATISTICS: Equipped abilities: - THAC0 with the off hand: +2 Weight: 3 |
OHRCLCK3 Cloak of Atonement | Atonement involves making reparations, paying a price. The Cloak of Atonement takes this requirement literally. In exchange for protection and safety, it will leech the health of its wearer to power itself. STATISTICS: Charge abilities (50 charges): – On use, this cloak can reduce the wearer's Constitution score by one point for the next 8 hours in order to perform one of the following functions: 30% chance to cast Armor of Faith 25% chance to cast Chant 20% chance to cast Chaotic Commands 15% chance to cast Death Ward 10% chance to cast Shield of the Archons Weight: 3 | Atonement involves making reparations, paying a price. The Cloak of Atonement takes this requirement literally. In exchange for protection and safety, it will leech the health of its wearer to power itself. STATISTICS: Charge ability (50 charges, the item is destroyed when all charges are used): - Constitution: -1 for 8 hours - 30% chance to instantly cast Armor of Faith on the wearer - 26% chance to instantly cast Chant on the wearer - 21% chance to instantly cast Chaotic Commands on the wearer - 16% chance to instantly cast Death Ward on the wearer - 7% chance to instantly cast Shield of the Archons on the wearer Weight: 3 |
OHRCLCK4 Cloak of the Dark Moon | Those that worship Shar often draw upon their dark goddess's power in creating magical items. This Cloak of the Dark Moon seems to have been crafted under such circumstances. At first glance, this cloak seems to absorb all light cast upon it, appearing as a pile of black nothingness. Upon closer inspection, it becomes apparent that this finely crafted cloak is not entirely black; it has a subtle and endlessly shifting texture to it. The cloak possesses no magical aura, but does indeed have potent abilities. When worn, it will rapidly shrink or expand to properly fit the wearer. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 at night – Immunity to blindness Charge abilities: – Protection from Magical Energy 3 times per day Area of Effect: The wearer Duration: 4 hours Weight: 3 | Those that worship Shar often draw upon their dark goddess's power in creating magical items. This Cloak of the Dark Moon seems to have been crafted under such circumstances. At first glance, this cloak seems to absorb all light cast upon it, appearing as a pile of black nothingness. Upon closer inspection, it becomes apparent that this finely crafted cloak is not entirely black; it has a subtle and endlessly shifting texture to it. The cloak possesses no magical aura, but does indeed have potent abilities. When worn, it will rapidly shrink or expand to properly fit the wearer. STATISTICS: Equipped abilities: - Armor Class: +2 - Immunity to blindness - At nightfall; Increases save vs. all of the wearer by 2 Charge abilities: - Protection From Magic Energy (as a level 20 spellcaster) (3x per day) Weight: 3 |
OHREAVER Ir'revrykal +5 | The Unholy Reaver: Ir'revrykal This dark, two-handed sword radiates evil from a distance. The weapon is not just unholy, but unearthly as well. Long thought to be just a myth, the blade's infamy pervades the accounts of learned bards and ancient sages. According to these accounts, the githyanki wizard-smith Ir'mlar forged the blade many centuries ago in dark caverns deep beneath Tu'narath. This githyanki city floats in the Astral Plane upon the petrified corpse of a dead god known only as "the One in the Void." To craft the sword, Ir'mlar allegedly used the One's own bones, which consist of a metallic substance unknown on the Prime Material Plane. The smith then imbued the weapon with a fiendish entity whom some seers claim was a mighty prince of the lower plane of Carceri. Others claim the sword contains the One in the Void's own spirit, banished within the blade for crimes committed against other gods in past ages. In any case, Ir'revrykal possesses such an enmity against good that only blackguards committed to evil may wield it. Circular runes etched on the blade proclaim its name in ancient tir'su, the githyanki language. The runes translate roughly as "Pain-Servant." STATISTICS: Equipped abilities: – Immunity to charm Combat abilities: – 50% chance to Dispel Magic on each hit THAC0: +5 Damage: 1d10+5, +5 extra vs. good creatures Damage type: Slashing Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 10 | The Unholy Reaver: Ir'revrykal This dark, two-handed sword radiates evil from a distance. The weapon is not just unholy, but unearthly as well. Long thought to be just a myth, the blade's infamy pervades the accounts of learned bards and ancient sages. According to these accounts, the githyanki wizard-smith Ir'mlar forged the blade many centuries ago in dark caverns deep beneath Tu'narath. This githyanki city floats in the Astral Plane upon the petrified corpse of a dead god known only as "the One in the Void." To craft the sword, Ir'mlar allegedly used the One's own bones, which consist of a metallic substance unknown on the Prime Material Plane. The smith then imbued the weapon with a fiendish entity whom some seers claim was a mighty prince of the lower plane of Carceri. Others claim the sword contains the One in the Void's own spirit, banished within the blade for crimes committed against other gods in past ages. In any case, Ir'revrykal possesses such an enmity against good that only blackguards committed to evil may wield it. Circular runes etched on the blade proclaim its name in ancient tir'su, the githyanki language. The runes translate roughly as "Pain-Servant." STATISTICS: Equipped abilities: - Immunity to charms Combat abilities: - Inflicts 5 magic damage vs. good creatures - 51% chance of removing all magical effects from the target THAC0: +5 Damage: 1d10 +5 (Slashing) Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
OHREYEB Eyes of the Beholder | Ages ago, the infamous conjurer Nederath created this artifact from the remains of a powerful beholder. It takes the form of a helm crowned by ten eyestalks. The wearer can gaze through a central eye and focus the helm's power toward enemies. STATISTICS: Equipped abilities: – Armor Class: +1 – Protects against critical hits Charge abilities (May be used 3 times per day each): – Control: Target is dominated for 1 turn (Save vs. Spell negates) – Paralyze: Target is held for 1 turn (Save vs. Spell negates) – Fear: Target flees in terror for 1 turn (Save vs. Spell negates) Weight: 2 | Ages ago, the infamous conjurer Nederath created this artifact from the remains of a powerful beholder. It takes the form of a helm crowned by ten eyestalks. The wearer can gaze through a central eye and focus the helm's power toward enemies. STATISTICS: Equipped abilities: - Protection against critical hits - Armor Class: +1 Charge abilities: - Domination (instant) (3x per day) - Paralyze (instant) (3x per day) - Fear (instant) (3x per day) Weight: 2 |
OHRHELM1 Headband of the Devout | Though the Headband of the Devout had always been associated with Shar's worshippers, its creation remains shrouded in mystery. It appeared in the annals of history suddenly and violently, the distinguishing feature of a Sharran clergy member that had "purified" a temple dedicated to Selûne in Waterdeep. It appeared again several decades later in Purskul as Dark Moon monk usurpers terrorized the local nobles. The true origins of the artifact are unknown to this day. STATISTICS: Equipped abilities: – Bless – Immunity to confusion Charge abilities: – Righteous Magic once per day User receives +10 Hit Points and +3 Strength (up to 25), and inflicts maximum damage for each successful hit Duration: 1 turn Weight: 1 | Though the Headband of the Devout had always been associated with Shar's worshippers, its creation remains shrouded in mystery. It appeared in the annals of history suddenly and violently, the distinguishing feature of a Sharran clergy member that had "purified" a temple dedicated to Selûne in Waterdeep. It appeared again several decades later in Purskul as Dark Moon monk usurpers terrorized the local nobles. The true origins of the artifact are unknown to this day. STATISTICS: Equipped abilities: - Immunity to confusion - Bless Charge abilities: - Righteous Magic (as a level 10 spellcaster) (1x per day) Weight: 1 |
OHRINGWI Reaching Ring | Ring of Wizardry: Reaching Ring This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. STATISTICS: Equipped abilities: – Can memorize one extra 5th-level spell, one extra 6th-level spell, and one extra 7th-level spell Weight: 0 | Ring of Wizardry: Reaching Ring This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. STATISTICS: Equipped abilities: - Unique : Only one copy can be equipped - Memorise an extra wizard spell of 5th, 6th and 7th level - Prevents equipping Reaching Ring Weight: 0 |
OHRRING1 Ring of Duplication | Daravorn Kheld was gifted with great talents in the field of thievery and felt that it would be a disservice to the world if he were to perish, and so he commissioned the creation of this ring. Merely putting the ring on causes the outline of the wearer to become shifting and wavering, making it more difficult to spot | Daravorn Kheld was gifted with great talents in the field of thievery and felt that it would be a disservice to the world if he were to perish, and so he commissioned the creation of this ring. Merely putting the ring on causes the outline of the wearer to become shifting and wavering, making it more difficult to spot |
OHRSLNG1 Lupine Sling +2 | This enchanted sling seems to have been crafted from the still-bloodied hide of a wild animal. The stench is breathtaking, but the flies that attend to it are far worse. The sling offers unerring accuracy, however, and carries some of its filth with each shot. STATISTICS: Combat abilities: – 15% chance of inflicting disease on hit target THAC0: +2 Damage: +2 (missile) Speed Factor: 4 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 | This enchanted sling seems to have been crafted from the still-bloodied hide of a wild animal. The stench is breathtaking, but the flies that attend to it are far worse. The sling offers unerring accuracy, however, and carries some of its filth with each shot. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - 16% chance - cause a condition that inflicts 1 point of poison damage per round to the target for 1 turn (Not effective against undead, the golems and the creatures immune to poisons) - cause a condition that slows down the target for 1 turn (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: +2 (Missile) Speed Factor: 4 Proficiency Type: Sling Type: One-Handed Requires: - 3 Strength Weight: 0 |
OHRSW1H1 Hawksight +2 | This scimitar has been magically enhanced to give it greater accuracy in combat. Any wielder who picks up the sword immediately feels their senses becoming keener, their reflexes sharper. STATISTICS: Equipped abilities: – Dexterity: +1 THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 10 Strength Weight: 3 | This scimitar has been magically enhanced to give it greater accuracy in combat. Any wielder who picks up the sword immediately feels their senses becoming keener, their reflexes sharper. STATISTICS: Equipped abilities: - Dexterity: +1 THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 10 Strength Weight: 3 |
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 blows. STATISTICS: Equipped abilities: – Armor Class: +3 – 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: +3, +1 vs. piercing and missile attacks Requires: - 4 Strength Weight: 2 |
OHSHLD51 Buckler +3 | 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: +4 – 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: +4, +2 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 |
OHSW1H52 Wakizashi +3 | 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: +3 Damage: 1d8+3 (piercing) Speed Factor: 0 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: +3 Damage: 1d8 +3 (Piercing) Speed Factor: 0 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 |
OHSW1H54 Ninjatō +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: +3 Damage: 1d8+3 (slashing) Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 6 Strength Weight: 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: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 1 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 6 Strength Weight: 2 |
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 |
OHTEMPUS Holy Symbol of Tempus | Only the most worthy and devoted servants of the Foehammer are granted these powerful holy symbols. STATISTICS: Equipped abilities: – Strength: +1 – Magic Resistance: +5% – Can memorize one extra 6th- and 7th-level Cleric spell Weight: 0 | Only the most worthy and devoted servants of the Foehammer are granted these powerful holy symbols. STATISTICS: Equipped abilities: - Memorise an extra priest spell of 6th and 7th level - Strength: +1 - Magic Resistance: +5% Weight: 0 |
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 |
PALPLAT Armor of the Hart +3 | Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. STATISTICS: Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile) Requires: 15 Strength Weight: 45 | Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -2 (-6 vs. slashing attacks, -5 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 45 |
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 Mail | Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. STATISTICS: Armor Class: 1 (-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. 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. 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 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: 0 (-3 vs. slashing attacks) Requires: - 12 Strength Weight: 18 |
PLAT09 Mithral Field Plate +2 | Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. 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 |
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 |
PLAT11 Delver's Plate +2 | This armor has been worn by many a fine soldier, but among the best known, and for whom it was named, was Delver Kinlake. He was a vagabond whose strong sword arm and keen wits made him a respected general to the Lords of Waterdeep. A gift from Lord Baeron, the armor served Delver well for thirty years, and after his death, it passed to his eldest son. It has since made its way into the hands of a variety of adventurers. STATISTICS: Equipped abilities: – Save vs. Spell: +2 Armor Class: 1 (-2 vs. slashing) Requires: 12 Strength Weight: 25 | This armor has been worn by many a fine soldier, but among the best known, and for whom it was named, was Delver Kinlake. He was a vagabond whose strong sword arm and keen wits made him a respected general to the Lords of Waterdeep. A gift from Lord Baeron, the armor served Delver well for thirty years, and after his death, it passed to his eldest son. It has since made its way into the hands of a variety of adventurers. STATISTICS: Equipped abilities: - Saving Throws: +2 vs. Spells - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: 1 (-2 vs. slashing attacks) Requires: - 12 Strength Weight: 25 |
PLAT12 Doomplate +3 | Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity. STATISTICS: Armor Class: 0 (-3 vs. slashing) Requires: 12 Strength Weight: 27 | Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: 0 (-3 vs. slashing attacks) Requires: - 12 Strength Weight: 27 |
PLAT13 Gorgon Plate +4 | Hunting gorgons is a highly dangerous drow sport. Often, after a successful hunt, the blood of the gorgon is taken and used in the creation of a new suit of plate. This special type of drow plate is actually able to withstand the light of the surface world. STATISTICS: Equipped abilities: – Fire Resistance: +15% – Acid Resistance: +15% Armor Class: -1 (-7 vs. slashing) Requires: 12 Strength Weight: 30 | Hunting gorgons is a highly dangerous drow sport. Often, after a successful hunt, the blood of the gorgon is taken and used in the creation of a new suit of plate. This special type of drow plate is actually able to withstand the light of the surface world. STATISTICS: Equipped abilities: - Fire Resistance: +15% - Acid Resistance: +15% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-7 vs. slashing attacks) Requires: - 12 Strength Weight: 30 |
PLAT14 Full Plate Mail +1 | Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. With its magical enchantments, this suit of full plate is ideal for warriors. STATISTICS: Armor Class: 0 (-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 |
PLAT15 Pride of the Legion +2 | Not many suits of this armor, originally used by the legions of Unther, remain in use today. The few suits that exist are usually in the hands of rich collectors. Simply finding a suit of this armor is enough to earn an adventurer a small fortune. STATISTICS: Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile) Requires: 15 Strength Weight: 40 | Not many suits of this armor, originally used by the legions of Unther, remain in use today. The few suits that exist are usually in the hands of rich collectors. Simply finding a suit of this armor is enough to earn an adventurer a small fortune. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-5 vs. slashing attacks, -4 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 40 |
PLAT16 Armor of the Hart +3 | Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. STATISTICS: Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile) Requires: 15 Strength Weight: 45 | Few suits of armor in all the realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves, and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell, but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -2 (-6 vs. slashing attacks, -5 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 45 |
PLAT17 T'rachie's Plate +5 | In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier Libol. Instead of openly pursuing her and causing a scandal, he instead created this suit of armor. He gifted it to the soldier. This armor's curse sickened Libol and hideously disfigured him, and his wife fled from him in disgust. Libol, trapped in the armor but not certain of T'rachie's treachery, asked to be sent to the wastes for a dangerous tour of duty against marauding ogres. He never returned, and Baron T'rachie was free to pursue Libol's widow. This armor is cursed and requires powerful magic to remove. STATISTICS: Equipped abilities: – Constitution: -2 – Charisma: -5 – May only be removed with a Remove Curse spell Armor Class: -2 (-5 vs. slashing) Requires: 12 Strength Weight: 35 | In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier Libol. Instead of openly pursuing her and causing a scandal, he instead created this suit of armor. He gifted it to the soldier. This armor's curse sickened Libol and hideously disfigured him, and his wife fled from him in disgust. Libol, trapped in the armor but not certain of T'rachie's treachery, asked to be sent to the wastes for a dangerous tour of duty against marauding ogres. He never returned, and Baron T'rachie was free to pursue Libol's widow. This armor is cursed and requires powerful magic to remove. STATISTICS: Equipped abilities: - May only be removed with a Remove Curse spell - Movement rate: -1 - Constitution: -2 - Charisma: -5 - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -2 (-5 vs. slashing attacks) Requires: - 12 Strength Weight: 35 |
PLAT18 Red Dragon Scale | Dragon scale armor is light of weight, strong, and resistant to fire. Because of these properties, it is much sought after, but finding, let alone slaying, a powerful ancient dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons, however, particularly red ones. STATISTICS: Equipped abilities: – Fire Resistance: +50% Armor Class: -1 (-4 vs. slashing, -2 vs. piercing and missile) Requires: 8 Strength Weight: 30 | Dragon scale armor is light of weight, strong, and resistant to fire. Because of these properties, it is much sought after, but finding, let alone slaying, a powerful ancient dragon is near impossible. It is usually easier to search for an existing suit, such as this one. One should be careful wearing it near dragons, however, particularly red ones. STATISTICS: Equipped abilities: - Fire Resistance: +50% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-4 vs. slashing attacks, -2 vs. piercing and missile attacks) Requires: - 8 Strength Weight: 30 |
PLAT19 Full Plate Mail +2 | Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This +2 armor was created with the Limited Wish spell. STATISTICS: Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile) Requires: 15 Strength Weight: 40 | Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted, interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This +2 armor was created with the Limited Wish spell. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-5 vs. slashing attacks, -4 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 40 |
PLAT20 Blue Dragon Plate | The light but durable scales of the blue dragon provide excellent protection against weapons and all forms of electricity. STATISTICS: Equipped abilities: – Electrical Resistance: +90% Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile) Requires: 15 Strength Weight: 20 | The light but durable scales of the blue dragon provide excellent protection against weapons and all forms of electricity. STATISTICS: Equipped abilities: - Electric Resistance: +90% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-5 vs. slashing attacks, -4 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 20 |
PLAT21 Enkidu's Full Plate +3 | This armor was created for Enkidu, a famed warrior from Kara-Tur. While none dared challenge him in fair combat, Enkidu was often subject to cowardly sneak attacks from assassins, ninjas and Wu-Jen. STATISTICS: Equipped abilities: – Magic Resistance: +5% – Immunity to backstab Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile) Requires: 15 Strength Weight: 45 | This armor was created for Enkidu, a famed warrior from Kara-Tur. While none dared challenge him in fair combat, Enkidu was often subject to cowardly sneak attacks from assassins, ninjas and Wu-Jen. STATISTICS: Equipped abilities: - Immunity to backstab - Magic Resistance: +5% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -2 (-6 vs. slashing attacks, -5 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 45 |
PLAT22 Shuruppak's Plate | Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the title of "Reaper" for his savage butchery of any who opposed him... an identity the bloodthirsty madman eagerly embraced. Before Gilgeam's destruction, the god presented Shuruppak with an enchanted suit of armor, to better enable the Reaper to slaughter his foes. Shuruppak's plate is surprisingly light and grants the wearer an unnatural quickness and grace. It is not known how Shuruppak lost this treasured item, but one could safely assume he is still looking for it... STATISTICS: Equipped abilities: – Dexterity: +1 – Fire Resistance: +20% Armor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile) Requires: 12 Strength Weight: 15 | Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the title of "Reaper" for his savage butchery of any who opposed him... an identity the bloodthirsty madman eagerly embraced. Before Gilgeam's destruction, the god presented Shuruppak with an enchanted suit of armor, to better enable the Reaper to slaughter his foes. Shuruppak's plate is surprisingly light and grants the wearer an unnatural quickness and grace. It is not known how Shuruppak lost this treasured item, but one could safely assume he is still looking for it... STATISTICS: Equipped abilities: - Dexterity: +1 - Fire Resistance: +20% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -2 (-6 vs. slashing attacks, -5 vs. piercing and missile attacks) Requires: - 12 Strength Weight: 15 |
PLAT23 Full Plate Mail +2 | Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. STATISTICS: Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile) Requires: 15 Strength Weight: 50 | Full plate armor is the best armor a warrior can buy, both in appearance and protection, and the enchantments on this suit are particularly powerful. The intricate engraving and spectacular embossing adorning the suit are of indeterminate origin, as is the armor itself. STATISTICS: Equipped abilities: - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-5 vs. slashing attacks, -4 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 50 |
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 |
PLOT01P Old Slippers | It is a miracle that this moldy, misshapen footwear has not already dissolved into a pile of rancid dust. STATISTICS: Equipped abilities: – Cold Resistance: +25% Weight: 1 | It is a miracle that this moldy, misshapen footwear has not already dissolved into a pile of rancid dust. STATISTICS: Equipped abilities: - Cold Resistance: +25% Weight: 1 |
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: - Transformation en Ogre - Movement rate: +30% - Prevents the use of talks Enchantment: +1 Damage: 4d6 +1 (Crushing) Speed Factor: 7 Proficiency Type: Large Sword Type: One-Handed Requires: - 11 Strength Weight: 0 |
POO Wish Plot | Vittorio, You drunken bastard! Give me back the gong or face the wrath of the Mercenaries of Riatavin! We shall remain at Delosar's Inn until you get it back. Weasel! Scum! Drunken lout! Captain Dennis | Vittorio, You drunken bastard! Give me back the gong or face the wrath of the Mercenaries of Riatavin! We shall remain at Delosar's Inn until you get it back. Weasel! Scum! Drunken lout! Captain Dennis STATISTICS: Equipped abilities: - Wisdom: Set to 3 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. The effects of the elixir last for 1 hour but can only be used by warriors. 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. The effects of the elixir last for 1 hour but can only be used by warriors. 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 | 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 |
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: 21 turns 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% Move Silently: +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% - Move Silently: +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 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 | Drinking this potion results in a transformation much like the one the imbiber would go through if |
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: 0 |
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: 0 |
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 |
POTN56 Rogue's Potion of Frost Giant Strength | This potion can be used only by Thieves or Bards. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: Strength: 21 (Frost Giant Strength) Duration: 2 hours Weight: 1 | This potion can be used only by Thieves or Bards. When a giant strength potion is consumed, the individual gains great strength and bonuses to hit and damage while using any hand-held or thrown weapon. The effect lasts for 2 hours. STATISTICS: - Strength: Set to 21 Duration: 2 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 |
PROX01 Proximity Bomb | This is a proximity bomb. STATISTICS: Charge abilities: – Set Bomb Special: Detonates when creature comes within 20 ft. Damage: 7d6 magic damage to all within 30-ft. radius Range: 100 ft. Weight: 1 | This is a proximity bomb. STATISTICS: - Skull Trap (as a level 12 spellcaster) Requires: - 9 Intelligence Weight: 1 |
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 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 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 (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 (Missile) Launcher: Crossbow Weight: 0 |
QUIVER03 Quiver of Plenty +2 | The money and resources you invested in the Quiver of Plenty have resulted in an item of even greater magical properties. STATISTICS: Equipped abilities: – Unlimited +2 arrows Weight: 0 | The money and resources you invested in the Quiver of Plenty have resulted in an item of even greater magical properties. STATISTICS: Combat abilities: - Unlimited ammunition THAC0: +2 Damage: 1d6 (Missile) Launcher: Bow Weight: 0 |
QUIVER04 Case of Plenty +2 | The money and resources you invested in the Case of Plenty have resulted in an item of even greater magical properties. STATISTICS: Equipped abilities: – Unlimited +2 bolts Weight: 0 | The money and resources you invested in the Case of Plenty have resulted in an item of even greater magical properties. STATISTICS: Combat abilities: - Unlimited ammunition THAC0: +2 Damage: 1d8 (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 |
QUIVER06 Bag of Plenty +2 | The money and resources you invested in the Bag of Plenty have resulted in an item of even greater magical properties. STATISTICS: Equipped abilities: – Unlimited +2 sling bullets Weight: 0 | The money and resources you invested in the Bag of Plenty have resulted in an item of even greater magical properties. STATISTICS: Combat abilities: - Unlimited ammunition THAC0: +2 Damage: 1d4 +3 (Missile) Launcher: Sling Weight: 0 |
REGISAMU Ruby Pendant of Beguiling | A favorite toy of the halfling thief Regis, perfect for making people see his point of view. STATISTICS: Charge abilities: – Dire Charm once per day (Save vs. Spell negates) Range: 35 ft. Duration: 1 turn Area of Effect: 1 creature Weight: 1 | A favorite toy of the halfling thief Regis, perfect for making people see his point of view. STATISTICS: Charge abilities: - Charm the humanoids for 1 turn (save vs. Spells neg.) (Effective against humanoids. Not effective at 91% against elves and at 31% against half elves) (1x per day) Weight: 1 |
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: 30 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 once per day Duration: 12 hours Area of Effect: The wearer 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 (1x per day) 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 Reaching Ring | Ring of Wizardry: Reaching Ring This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster | Ring of Wizardry: Reaching Ring This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster |
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: 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: - 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 |
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 | 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 – Flamestrike 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 |
RING28 Ring of Air Control | Air elementals make for powerful foes, but with this ring, they can become valuable allies. Dark tales tell of groups of Red Wizards, all with rings of elemental command, descending upon small villages with no warning and destroying every living thing in sight. Although the truth of these rumors is questionable, the fact remains that a ring of this power in the wrong hands is dangerous. STATISTICS: Charge abilities: – Charm Air Elemental once per day (Save vs. Spell at +2 negates) Range: Touch Duration: 45 seconds Area of Effect: 1 air elemental – Improved Invisibility once per day Range: Touch Duration: 1 turn Area of Effect: 1 creature Weight: 0 | Air elementals make for powerful foes, but with this ring, they can become valuable allies. Dark tales tell of groups of Red Wizards, all with rings of elemental command, descending upon small villages with no warning and destroying every living thing in sight. Although the truth of these rumors is questionable, the fact remains that a ring of this power in the wrong hands is dangerous. STATISTICS: Charge abilities: - Charm Air Elemental (1x per day) Charm the air elementals for 45 seconds (save vs. Spells at +2 neg.) - Improved Invisibility (1x per day) Improved Invisibility (instant) Weight: 0 |
RING29 Ring of Earth Control | If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer. STATISTICS: Equipped abilities: – Armor Class: +1 Charge abilities: – Charm Earth Elemental once per day (Save vs. Spell at +2 negates) Range: Touch Duration: 45 seconds Area of Effect: 1 earth elemental – Stone to Flesh once per day Range: Touch Area of Effect: 1 creature Weight: 0 | If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer. STATISTICS: Equipped abilities: - Armor Class: +1 Charge abilities: - Charm Earth Elemental (1x per day) Charm the earth elementals for 45 seconds (save vs. Spells at +2 neg.) - Stone to Flesh (1x per day) Stone to Flesh (instant) Weight: 0 |
RING30 Ring of Human Influence | For seven years, Count Fisfnilt searched the realms for a suitable bride for his son Ewnin. Unfortunately, all the women that Fisfnilt found were not up to the standards set by Ewnin, an impossibly spoiled man. Desiring an heir and impatient with his son, the Count had the court mage fashion this ring. He gifted the ring to a woman of no small courtly influence and Ewnin was instantly smitten. They wed three weeks later. STATISTICS: Equipped abilities: – Charisma: 18 Charge abilities: – Charm Person once per day (Save vs. Spell at +3 negates) Range: 60 ft. Duration: 100 seconds Area of Effect: 1 creature Weight: 0 | For seven years, Count Fisfnilt searched the realms for a suitable bride for his son Ewnin. Unfortunately, all the women that Fisfnilt found were not up to the standards set by Ewnin, an impossibly spoiled man. Desiring an heir and impatient with his son, the Count had the court mage fashion this ring. He gifted the ring to a woman of no small courtly influence and Ewnin was instantly smitten. They wed three weeks later. STATISTICS: Equipped abilities: - Charisma: Set to 18 Charge abilities: - Universal charm on the target for 100 seconds (save vs. Spells at +3 neg.) (Not effective at 91% against elves and at 31% against half elves) (1x per day) Weight: 0 |
RING31 Ring of Regeneration | A lowly-ranked Red Wizard 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 by 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 Wizard 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 by 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 |
RING32 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: Equipped abilities: - Regenerates 1 hit point every 20 seconds Weight: 0 |
RING33 Ring of the Ram | Also known as the Breaker of Castles, with one word, this ring can unleash fantastic and deadly powers. When it is triggered, a barely discernible, ram-like shape billows forth from the ring. This force can potentially knock opponents off of walls, destroy castle gates, or crush enemies, but it is damaging as well in its own right. STATISTICS: Charge abilities: – Ram once per day Damage: 5d6 magic Special: Pushes target away from user Range: 60 ft. Area of Effect: 1 creature Weight: 0 | Also known as the Breaker of Castles, with one word, this ring can unleash fantastic and deadly powers. When it is triggered, a barely discernible, ram-like shape billows forth from the ring. This force can potentially knock opponents off of walls, destroy castle gates, or crush enemies, but it is damaging as well in its own right. STATISTICS: Charge ability (1x per day): - Inflicts 5d6 magic damage to the target - Knock down the target 30 feet away from the wearer for 1 second 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 through 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 Special: Rebounds spells of 4th level or lower cast directly at the user Duration: 15 rounds or until 4 spell levels have been rebounded Weight: 0 | A gift to Derek Poodon, apprentice warrior, this ring was his salvation when he stumbled upon two Red Wizards traveling through 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 (as a level 1 spellcaster) (1x per day) 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: – Detect 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 |
RING37 Storm Ring | This ring is worn by followers of the Storm Lord Talos, whose disciples await their god's wrath and welcome it eagerly. The ability to wreak havoc and ruin are the principle ideals that Talos desires to see in his subjects. STATISTICS: Weight: 0 | This ring is worn by followers of the Storm Lord Talos, whose disciples await their god's wrath and welcome it eagerly. The ability to wreak havoc and ruin are the principle ideals that Talos desires to see in his subjects. STATISTICS: Weight: 0 |
RING38 Dawn Ring | These rings are often found in possession of those who worship Lathander the Morninglord. Lathander espouses the principles of creativity and prosperity and believes that pride is a sinful trait that requires smothering. STATISTICS: Weight: 0 | These rings are often found in possession of those who worship Lathander the Morninglord. Lathander espouses the principles of creativity and prosperity and believes that pride is a sinful trait that requires smothering. STATISTICS: Weight: 0 |
RING39 Ring of Gaxx | This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netherese mages fought and imprisoned the demilich once, but being unable to truly destroy him, they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 – Magic Resistance: +10% – Regenerate 1 Hit Point every 3 seconds – Immunity to disease and poison Charge abilities: – Invisibility once per day Duration: 12 hours Area of Effect: The wearer – Improved Haste three times per day Duration: 10 seconds Area of Effect: The wearer Weight: 0 | This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netherese mages fought and imprisoned the demilich once, but being unable to truly destroy him, they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death. STATISTICS: Equipped abilities: - Armor Class: +2 - Saving Throws: +2 - Regenerates 1 hit point every 3 seconds - Immunity to poisoning and disease - Magic Resistance: +10% - Poison Resistance: +100% Charge abilities: - Invisibility (1x per day) Invisibility for 12 hours - Improved Haste (3x per day) Double the movement speed and the number of attacks per round for 10 seconds 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: – The wearer can memorize 2 extra 2nd-level spells, 1 extra 3rd-level spell, and 1 extra 4th-level 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 |
RING41 The Warder's Signet +3 | Ring of Protection +3: The Warder's Signet Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the god's stalwart service during the Time of Troubles. Helm in turn passed the gift on to his mortal followers. STATISTICS: Equipped abilities: – Armor Class: +3 – Saving Throws: +3 Weight: 0 | Ring of Protection +3: The Warder's Signet Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the god's stalwart service during the Time of Troubles. Helm in turn passed the gift on to his mortal followers. STATISTICS: Equipped abilities: - Armor Class: +3 - Saving Throws: +3 Weight: 0 |
RING42 The Specter's Ring | Ring of Improved Invisibility: The Specter's Ring A ruthless assassin of Tethyr known only as the Specter used this ring to great effect many years ago. Striking completely unseen, his victims' demises were often attributed to angry ghosts and spirits. STATISTICS: Charge abilities: – Improved Invisibility once per day Duration: 12 hours Area of Effect: The user Weight: 0 | Ring of Improved Invisibility: The Specter's Ring A ruthless assassin of Tethyr known only as the Specter used this ring to great effect many years ago. Striking completely unseen, his victims' demises were often attributed to angry ghosts and spirits. STATISTICS: Charge abilities: - Improved Invisibility (1x per day) Improved invisibility for 12 hours Weight: 0 |
RING43 Oaken Ring | This ring is fashioned not from gold or precious metal, but from simple oak. STATISTICS: Weight: 1 | This ring is fashioned not from gold or precious metal, but from simple oak. STATISTICS: Weight: 1 |
RING44 Heartwood Ring | Combined with the nymph's tear, this simple band of oak allows a druid to draw upon the natural energies of the world around them. STATISTICS: Equipped abilities: – Can memorize one extra 6th- and 7th-level Druid spell Weight: 1 | Combined with the nymph's tear, this simple band of oak allows a druid to draw upon the natural energies of the world around them. STATISTICS: Equipped abilities: - Memorise an extra druid spell of 6th and 7th level Weight: 1 |
RING45 Delryn Family Ring | This simple band, though not of great material value, is a Delryn family heirloom. Once worn by his dear sister Moira, Anomen has given this ring to you as a symbol of the love you share. STATISTICS: Weight: 0 | This simple band, though not of great material value, is a Delryn family heirloom. Once worn by his dear sister Moira, Anomen has given this ring to you as a symbol of the love you share. STATISTICS: Weight: 0 |
RING46 Ring of Anti-Venom | This ring is an unadorned silver band. However, its plain appearance belies the powerful magic within. A Ring of Anti-Venom is eagerly sought after by royalty, influential political figures, and other potential assassination targets. STATISTICS: Equipped abilities: – Immunity to poison Weight: 0 | This ring is an unadorned silver band. However, its plain appearance belies the powerful magic within. A Ring of Anti-Venom is eagerly sought after by royalty, influential political figures, and other potential assassination targets. STATISTICS: Equipped abilities: - Immunity to poisoning Weight: 0 |
RINGJOIA Your loveliness only lacks the proper ornament. Allow me to purchase this bauble and return to you. | 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 |
RINGPICO Ring of Earth Control | If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer. STATISTICS: Equipped abilities: – Armor Class: +1 Charge abilities: – Charm Earth Elemental once per day (Save vs. Spell at +2 negates) Range: Touch Duration: 45 seconds Area of Effect: 1 earth elemental – Stone to Flesh once per day Range: Touch Area of Effect: 1 creature Weight: 0 | If the songs of bards are correct, all one must do is wear this ring and they will gain the ability to control earth elementals at will. Of course, earth elementals are not easily controlled and care must be taken when commanding one. An angry earth elemental can make short work of an inept adventurer. STATISTICS: Weight: 0 |
RODMACE Mace +2 | This mace has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon. STATISTICS: Combat abilities: – Target must save vs. Spell at +5 or panic for 4 rounds THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 7 | This mace has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon. STATISTICS: Charge abilities: - Rod of Lordly Might (one-time use) Replace "Mace +2" by "Rod of Lordly Might" in the wearer's inventory Combat abilities: - Inflicts Horror on the target for 4 rounds (save vs. Spells at +5 neg.) THAC0: +2 Damage: 1d6 +3 (Crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-Handed Requires: - 10 Strength Weight: 7 |
RODS04 Rod of Smiting | This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a Saving Throw or be destroyed. In the hands of any other than a cleric or mage, the rod becomes unusable. STATISTICS: Combat abilities: – Struck golems must save vs. Death or be destroyed THAC0: +3 Damage: 1d8+3, +10 vs. golems Damage type: Crushing Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Weight: 3 | This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a Saving Throw or be destroyed. In the hands of any other than a cleric or mage, the rod becomes unusable. STATISTICS: Combat abilities: - Inflicts 7 crushing damage vs. golems - Instantly slays the golems (save vs. Death neg.) THAC0: +3 Damage: 1d8 +3 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Weight: 3 |
RODS05 Rod of Terror | When activated, this rod may be used as a staff +3. Any creature hit by the rod must make a Saving Throw vs. Spell or flee in terror, fearing the wielder as if he or she were a flesh-eating demon from the Abyss. There is a drawback to using this rod, however: Each time the rod is used, there is a 20% chance that the wielder loses one point of Charisma permanently. STATISTICS: Combat abilities: – Target must save vs. Spell at +4 or flee in terror for 4 rounds – 20% chance per use of the wielder losing 1 point of Charisma permanently THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Weight: 3 | When activated, this rod may be used as a staff +3. Any creature hit by the rod must make a Saving Throw vs. Spell or flee in terror, fearing the wielder as if he or she were a flesh-eating demon from the Abyss. There is a drawback to using this rod, however: Each time the rod is used, there is a 20% chance that the wielder loses one point of Charisma permanently. STATISTICS: Combat abilities: - Inflicts Horror on the target for 5 rounds (save vs. Spells at +4 neg.) - 21% chance to reduce the charisma of the wearer by 1 permanently THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Weight: 3 |
RODSPEAR Spear +3 | This spear has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon. STATISTICS: Combat abilities: – Target must save vs. Spell at +6 or take 2d4 points of magical damage THAC0: +3 Damage: 1d6+3 (piercing) Speed Factor: 3 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 | This spear has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon. STATISTICS: Charge abilities: - Rod of Lordly Might (one-time use) Replace "Spear +3" by "Rod of Lordly Might" in the wearer's inventory Combat abilities: - Inflicts 2d4 magic damage to the target (save vs. Spells at +6 neg.) THAC0: +3 Damage: 1d6 +3 (Piercing) Speed Factor: 3 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 5 |
RODSWORD Flaming Long Sword +1 | This sword has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon. STATISTICS: Combat abilities: – Target must save vs. Spell at +5 or be held for 5 rounds THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 | This sword has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon. STATISTICS: Charge abilities: - Rod of Lordly Might (one-time use) Replace "Flaming Long Sword +1" by "Rod of Lordly Might" in the wearer's inventory Combat abilities: - Hold the target for 5 rounds (save vs. Spells at +5 neg.) THAC0: +1 Damage: 1d8 +1 (Slashing) Speed Factor: 4 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 4 |
ROSSLAND 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 once per day Duration: 12 hours Area of Effect: The wearer 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 500 days (100x per day) Weight: 0 |
ROSSRING 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: - Hit points: +100 - Immunity to Haste and Improved Haste spells - Immunity to slowness, stun, paralysis, webs, entanglement, change in movement rate, level drain and hold - Free action - Immunity to magic 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 |
SAHBOLT Paralytic Bolt | Any target hit by this bolt must make a Saving Throw or be paralyzed for 5 rounds. STATISTICS: Combat abilities: – Hit target must save vs. Paralyzation or be stunned for 5 rounds Damage: 1d10 (missile) Launcher: Crossbow Weight: 0 | Any target hit by this bolt must make a Saving Throw or be paralyzed for 5 rounds. STATISTICS: Combat abilities: - Stuns the target for 5 rounds (save vs. Death neg.) Enchantment: +1 Damage: 1d10 (Missile) Launcher: Crossbow Weight: 0 |
SECRET01 Big Metal Rod | The Big Metal Rod was designed to be used with the Big Metal Unit. It has several types of ammunition that can be launched at your enemies... or friends... STATISTICS: Weight: 4 | The Big Metal Rod was designed to be used with the Big Metal Unit. It has several types of ammunition that can be launched at your enemies... or friends... STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Enchantment: +3 Speed Factor: 1 Proficiency Type: Crossbow Type: Two-Handed Requires: - 8 Strength Weight: 4 |
SECRET02 Pulse Ammunition | This Pulse Ammunition allows you to shoot small balls of pure energy at a frightening pace from the Big Metal Rod. STATISTICS: Weight: 0 | This Pulse Ammunition allows you to shoot small balls of pure energy at a frightening pace from the Big Metal Rod. STATISTICS: Equipped abilities: - Attacks per round: Set to 5 Combat abilities: - Unlimited ammunition - Inflicts 1d4 +1 magic damage to the target Enchantment: +3 THAC0: +10 Launcher: Crossbow Weight: 0 |
SECRET03 Frag Grenade | This skull can be launched at your enemies via the Big Metal Rod. It will explode into fragments when an enemy approaches it and damage everyone within the radius of the explosion. STATISTICS: Weight: 1 | This skull can be launched at your enemies via the Big Metal Rod. It will explode into fragments when an enemy approaches it and damage everyone within the radius of the explosion. STATISTICS: Equipped abilities: - Attacks per round: Set to 5 Combat abilities: - Unlimited ammunition - Inflicts 1d12 fire damage to the target THAC0: +10 Launcher: Crossbow Requires: - 9 Intelligence Weight: 1 |
SECRET04 Scorcher Ammunition | This ammunition for the Big Metal Rod will allow you to shoot a jet of flame at an enemy. STATISTICS: Weight: 1 | This ammunition for the Big Metal Rod will allow you to shoot a jet of flame at an enemy. STATISTICS: Equipped abilities: - Attacks per round: Set to 5 Combat abilities: - Unlimited ammunition - Inflicts 2d12 fire damage to the target (save vs. Breath half) THAC0: +10 Launcher: Crossbow Requires: - 9 Intelligence Weight: 1 |
SECRET05 Big Metal Unit | Found within a long-forgotten pocket of our collected pantology, herein tales the lie of the Metal "Unit." Gargantua was self-proclaimed lord of his immeasurable lower regions until his son, Pantagruel, questioned the accuracy of the ruler. With his shortcomings exposed, great Gargantua lay prostrate upon the ground while Pantagruel sought to cover his cuirass in case his now governing body lost its sway. He was warned that the people would cut him no slacks, but he never listened, and had burned his britches behind him. Undaunted, he fulfilled his animus with the robes of his father, as uncomfortable as that might sound, and shaped the Metal "Unit" with his own hands. The rule of Pantagruel was a discommoding morass, his armor eventually suffering a breach in the breech that proved his undoing. As his basket left the pantry, so to speak, his regime fell to insurrection, and so complete was the sacking that not even his Metal "Unit" could be found. The component pieces, a pantaloon triumvirate, were lost in the annals of time. You now bear the awesome responsibility of the Metal "Unit." Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you. STATISTICS: Equipped abilities: – Immunity to backstab – Magic Resistance: +5% – Spellcasting, stealth, and thieving abilities disabled Armor Class: -10 (-14 vs. slashing, -13 vs. piercing and missile) Requires: 15 Strength Weight: 45 | Found within a long-forgotten pocket of our collected pantology, herein tales the lie of the Metal "Unit." Gargantua was self-proclaimed lord of his immeasurable lower regions until his son, Pantagruel, questioned the accuracy of the ruler. With his shortcomings exposed, great Gargantua lay prostrate upon the ground while Pantagruel sought to cover his cuirass in case his now governing body lost its sway. He was warned that the people would cut him no slacks, but he never listened, and had burned his britches behind him. Undaunted, he fulfilled his animus with the robes of his father, as uncomfortable as that might sound, and shaped the Metal "Unit" with his own hands. The rule of Pantagruel was a discommoding morass, his armor eventually suffering a breach in the breech that proved his undoing. As his basket left the pantry, so to speak, his regime fell to insurrection, and so complete was the sacking that not even his Metal "Unit" could be found. The component pieces, a pantaloon triumvirate, were lost in the annals of time. You now bear the awesome responsibility of the Metal "Unit." Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you. STATISTICS: Equipped abilities: - Immunity to backstab - Magic Resistance: +5% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -10 (-14 vs. slashing attacks, -13 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 45 |
SENDAI Drow Flail +3 | The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. This item, like most drow equipment, is created using adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark. STATISTICS: THAC0: +3 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 removed from the Underdark. STATISTICS: Combat abilities: - 76% chance to poison the target, inflicting 1 damage per second for 10 seconds (save vs. Breath at -2 neg.) (Not effective against undead, the golems and the creatures immune to poisons) - 24% chance - of setting the Strength of the target to 3 for 10 seconds (save vs. Breath at -2 neg.) (Not effective against undead and the golems) - of slowing the target for 5 rounds (save vs. Spells at -2 neg.) (Not effective against undead and the golems) Enchantment: +5 THAC0: +6 Damage: 1d6 +6 (Slashing) Speed Factor: 1 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 15 |
SHARARM Darkmail +3 | Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures. STATISTICS: Equipped abilities: – Fire Resistance: +20% Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 8 Strength Weight: 9 | Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures. STATISTICS: Equipped abilities: - Immunity to stun, horror, magical death, confusion, panic and poisoning - Fire Resistance: +50% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -4 (-6 vs. slashing attacks, -2 vs. crushing attacks) Requires: - 8 Strength Weight: 9 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 |
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: 15 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: - 15 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: 15 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: - 15 Strength Weight: 12 |
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 +4 vs. missile attacks Requires: 15 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, +6 vs. missile attacks Requires: - 15 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 +4 vs. missile attacks Requires: 15 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, +6 vs. missile attacks Requires: - 15 Strength Weight: 12 |
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 |
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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 | 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 |
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 |
SHLD17A 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 dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak. Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield. STATISTICS: Equipped abilities: – Armor Class: +3, an extra +1 vs. missile attacks Requires: 10 Strength Weight: 4 | This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak. Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield. STATISTICS: Equipped abilities: - Armor Class: +3, +4 vs. missile attacks Requires: - 10 Strength Weight: 10 |
SHLD19A Pellan's Shield +2 | This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak. Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield. STATISTICS: Equipped abilities: – Armor Class: +3, an extra +1 vs. missile attacks Requires: 10 Strength Weight: 4 | This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin known for unquestioning courage and an almost total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. As it happened, Pellan and his armor digested readily enough, but the shield gave the dragon severe stomach cramps. Subsequently coughed up, it lay in a hoard for years until retrieved by Pellan's son, a warrior who knew when to sneak. Superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield. STATISTICS: Equipped abilities: - Armor Class: +3, +4 vs. missile attacks Requires: - 10 Strength Weight: 10 |
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 |
SHLD21 Dragon Scale Shield +2 | Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a steel frame. Green and white dragon scales adorn the red background in a pattern that, when looked at in the right way, reveals the face of an ancient dragon. STATISTICS: Equipped abilities: – Armor Class: +3 – Cold Resistance: +25% – Fire Resistance: +25% – Electrical Resistance: +25% Requires: 12 Strength Weight: 5 | Another powerful item created by the warlock Wormsor, this shield consists of red dragon skin stretched over a steel frame. Green and white dragon scales adorn the red background in a pattern that, when looked at in the right way, reveals the face of an ancient dragon. STATISTICS: Equipped abilities: - Armor Class: +3 - Fire Resistance: +25% - Cold Resistance: +25% - Electric Resistance: +25% Requires: - 12 Strength Weight: 5 |
SHLD22 Sentinel +4 | A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!" STATISTICS: Equipped abilities: – Armor Class: +5 Requires: 12 Strength Weight: 3 | A century ago, astronomers noted an unexpected comet coming to earth offshore of the Sword Coast. An odd occurrence, it was made stranger by the lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, who cared little about celestial events. He fashioned the bulk of it into this shield, though the forging took months and the aid of several enchanters. "From the heavens? Nay, from my hammer!" STATISTICS: Equipped abilities: - Armor Class: +5 Requires: - 12 Strength Weight: 3 |
SHLD23 Fortress Shield +3 | This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature. STATISTICS: Equipped abilities: – Armor Class: +4, an additional +7 vs. missile attacks Requires: 15 Strength Weight: 3 | This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature. STATISTICS: Equipped abilities: - Armor Class: +4, +11 vs. missile attacks Requires: - 15 Strength Weight: 3 |
SHLD23A Fortress Shield +3 | This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature. STATISTICS: Equipped abilities: – Armor Class: +4, an additional +7 vs. missile attacks Requires: 15 Strength Weight: 3 | This shield, as tall as a man, is aptly named. With it, Phil Pious, a paladin of the Most Noble Order of the Radiant Heart, once held a marauding battalion of hobgoblin and kobold archers at bay till they exhausted their arrows. As the shield is almost as useful in melee as it is at range, he then slew each and every creature. STATISTICS: Equipped abilities: - Armor Class: +4, +11 vs. missile attacks Requires: - 15 Strength Weight: 3 |
SHLD24 Reflection Shield +1 | Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile attacks – Reflects missiles back at their user Requires: 4 Strength Weight: 3 | Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. STATISTICS: Equipped abilities: - Armor Class: +2 - No protection vs. missile attacks - Reflect the darts, the throwing daggers, the balls, the bolts, the throwing axes, the arrows and the throwing spears Requires: - 4 Strength Weight: 3 |
SHLD24A Reflection Shield +1 | Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. STATISTICS: Equipped abilities: – Armor Class: +2 – No protection against missile attacks – Reflects missiles back at their user Requires: 4 Strength Weight: 3 | Thought only a decoration from some forgotten festhall, this shield languished in the backroom of a shop until a young noble purchased it as parade armor. Its dormant enchantments were discovered when a later attempt on his life was foiled, as the shield reflected each attack back at the would-be assassins. Subsequent study has linked it to Myth Rhynn or perhaps some other ancient excavation. STATISTICS: Equipped abilities: - Armor Class: +2 - No protection vs. missile attacks - Reflect the arrows, the bolts, the throwing daggers, the darts, the throwing axes, the throwing spears and the balls Requires: - 4 Strength Weight: 3 |
SHLD25 Shield of Harmony +2 | Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving the shield to whomever might recover it from Kekkim's tower. STATISTICS: Equipped abilities: – Armor Class: +3 – No protection against missile attacks – Immunity to charm, confusion, domination, and hold Requires: 4 Strength Weight: 2 | Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving the shield to whomever might recover it from Kekkim's tower. STATISTICS: Equipped abilities: - Armor Class: +3 - No protection vs. missile attacks - Immunity to charms, confusion, paralysis and hold Requires: - 4 Strength Weight: 2 |
SHLD26 Shield of the Lost +2 | This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time. STATISTICS: Equipped abilities: – Armor Class: +3 – Magic Resistance: +5% Requires: 12 Strength Weight: 5 | This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time. STATISTICS: Equipped abilities: - Armor Class: +3 - Magic Resistance: +5% Requires: - 12 Strength Weight: 5 |
SHLD26A Shield of the Lost +2 | This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time. STATISTICS: Equipped abilities: – Armor Class: +3 – Magic Resistance: +5% Requires: 12 Strength Weight: 5 | This odd shield was constructed by nomads that once inhabited the forest of Mir, a group long since absorbed into "civilized" society and forgotten. Examination reveals fine weaving of animal and human hair bound together by enchantment, though how this was done is lost to time. STATISTICS: Equipped abilities: - Armor Class: +3 - Magic Resistance: +5% Requires: - 12 Strength Weight: 5 |
SHLD27 Saving Grace +3 | Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer. STATISTICS: Equipped abilities: – Armor Class: +4 Requires: 12 Strength Weight: 4 | Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer. STATISTICS: Equipped abilities: - Armor Class: +4 Requires: - 12 Strength Weight: 4 |
SHLD27A Saving Grace +3 | Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer. STATISTICS: Equipped abilities: – Armor Class: +4 Requires: 12 Strength Weight: 4 | Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise. The basic magical protection still remains, making it useful for any adventurer. STATISTICS: Equipped abilities: - Armor Class: +4 Requires: - 12 Strength Weight: 4 |
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 |
SHLD28A 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 performing 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 performing legendary deeds while wearing it to finally give it a history. STATISTICS: Equipped abilities: - Armor Class: +3 Requires: - 12 Strength Weight: 5 |
SHLD29A 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 performing 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 performing 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 |
SHLD31 Darksteel Shield +4 | Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. STATISTICS: Equipped abilities: – Cold Resistance: +10% – Fire Resistance: +10% – Acid Resistance: +10% – Poison Resistance: +10% Armor Class: +5, an extra +1 vs. missile attacks Requires: 15 Strength Weight: 8 | Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. STATISTICS: Equipped abilities: - Armor Class: +5, +6 vs. missile attacks - Fire Resistance: +10% - Cold Resistance: +10% - Acid Resistance: +10% - Poison Resistance: +10% Requires: - 15 Strength Weight: 8 |
SHLD31A Darksteel Shield +4 | Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. STATISTICS: Equipped abilities: – Cold Resistance: +10% – Fire Resistance: +10% – Acid Resistance: +10% – Poison Resistance: +10% Armor Class: +5, an extra +1 vs. missile attacks Requires: 15 Strength Weight: 8 | Fashioned from dwarven darksteel, this heavily enchanted shield provides more protection than most suits of armor. Legend holds that it was meant to be presented as a gift to the dwarvish hero Glimred Heavyhand, but he disappeared on his ill-fated quest into the bowels of the Marching Mountains before the work was completed. With Glimred gone, the shield was sold to the highest bidder—though the dwarven smiths refused to divulge the mysterious buyer's identity. STATISTICS: Equipped abilities: - Armor Class: +5, +6 vs. missile attacks - Fire Resistance: +10% - Cold Resistance: +10% - Acid Resistance: +10% - Poison Resistance: +10% Requires: - 15 Strength Weight: 8 |
SHLD32 Shield of the Order +4 | Peragath the Valiant, a great champion of the Order of the Radiant Heart, carried this shield into battle against a horde of invading tanar'ri pouring through a gate to the Astral Plane. Gripped by holy fervor, the mighty paladin single-handedly drove back the horde, then foolishly leapt through the astral gate to finish them off. The gate collapsed, and both Peragath and the shield were forever lost in the planes. STATISTICS: Equipped abilities: – Armor Class: +5 – Saving Throws: +1 Requires: 9 Strength Weight: 8 | Peragath the Valiant, a great champion of the Order of the Radiant Heart, carried this shield into battle against a horde of invading tanar'ri pouring through a gate to the Astral Plane. Gripped by holy fervor, the mighty paladin single-handedly drove back the horde, then foolishly leapt through the astral gate to finish them off. The gate collapsed, and both Peragath and the shield were forever lost in the planes. STATISTICS: Equipped abilities: - Armor Class: +5 - Saving Throws: +1 Requires: - 9 Strength Weight: 8 |
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 Sling +3 | 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 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 |
SLNG05 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 leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history. STATISTICS: 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 leave the hearth to seek adventure. Legend speaks of the diminutive Arla using this sling to place a well-sharpened pebble through the skull of a green dragon in mid-flight, though the same tale in another tavern places the stone squarely in the creature's hindquarters for more humorous than lethal effect. It would seem that halflings prefer entertainment over accuracy when it comes to their history. STATISTICS: 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 |
SLNG06 Sling of Arvoreen +4 | This sling is blessed by the halfling god Arvoreen. The weapon was granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of yuan-ti were slain by Lettleworp's forces, saving his halfling village. The sling has the ability to rend the senses of the wielder's enemies with a wall of sound said to be the voice of the god himself. STATISTICS: Charge abilities: – Sonic Boom once per day (Save vs. Spell or be stunned for 3 rounds) Area of Effect: 15-ft. radius THAC0: +4 Damage: +4 (missile) Speed Factor: 2 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 | This sling is blessed by the halfling god Arvoreen. The weapon was granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of yuan-ti were slain by Lettleworp's forces, saving his halfling village. The sling has the ability to rend the senses of the wielder's enemies with a wall of sound said to be the voice of the god himself. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Charge abilities: - Stuns the target for 3 rounds (save vs. Spells neg.) (1x per day) THAC0: +4 Damage: +4 (Missile) Speed Factor: 2 Proficiency Type: Sling Type: One-Handed Requires: - 3 Strength Weight: 0 |
SLNG07 Sling of Seeking +1 | Unlike most other slings, the Sling of Seeking does not require ammunition of any kind. When no bullets are equipped, the sling fires magical ammunition in the form of +1 bullets, making it an ideal weapon to use against magically protected foes. It can also fire normal ammunition. STATISTICS: Combat abilities: – When no bullets are equipped, the sling fires missiles that are treated as +1 for the purposes of determining what enemies they can damage. The missiles receive +2 to hit, including the bonus listed below, and deal a total of 1d4+2 missile damage THAC0: +2 Damage: +2 (missile) Speed Factor: 4 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 | Unlike most other slings, the Sling of Seeking does not require ammunition of any kind. When no bullets are equipped, the sling fires magical ammunition in the form of +1 bullets, making it an ideal weapon to use against magically protected foes. It can also fire normal ammunition. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - Requires no ammunition Enchantment: +1 THAC0: +2 Damage: 1d4 +2 (Missile) Speed Factor: 4 Proficiency Type: Sling Type: One-Handed Requires: - 3 Strength Weight: 0 |
SLNG08 Erinne Sling +4 | The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. STATISTICS: Charge abilities: – Create 5 +4 bullets once per day THAC0: +4 Damage: +4 (missile) Speed Factor: 0 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 | The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Charge abilities: - Creates 5 "Bullet +4" in the wearer's inventory (1x per day) THAC0: +4 Damage: +4 (Missile) Speed Factor: 0 Proficiency Type: Sling Type: One-Handed Requires: - 3 Strength Weight: 0 |
SLNG09 Erinne Sling +5 | The modifications to the Erinne Sling have made significant improvements to its already deadly accuracy. STATISTICS: Charge abilities: – Create 5 +4 bullets once per day THAC0: +5 Damage: +5 (missile) Speed Factor: 0 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 | The modifications to the Erinne Sling have made significant improvements to its already deadly accuracy. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Charge abilities: - Creates 5 "Bullet +4" in the wearer's inventory (1x per day) THAC0: +5 Damage: +5 (Missile) Speed Factor: 0 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 |
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: 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: 6 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 5 |
SPER04 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 Damage Type (Thrown): 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 |
SPER07 Spear of the Unicorn +2 | This graceful spear is carved to resemble the elongated horn of the unicorn. Wielders of this spear are immune to charm and hold spells, just as a unicorn might be. Whether the horn is or isn't an actual unicorn horn is the subject of much debate. STATISTICS: Equipped abilities: – Immunity to charm and hold – Save vs. Death: +3 THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 4 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 3 | This graceful spear is carved to resemble the elongated horn of the unicorn. Wielders of this spear are immune to charm and hold spells, just as a unicorn might be. Whether the horn is or isn't an actual unicorn horn is the subject of much debate. STATISTICS: Equipped abilities: - Saving Throws: +3 vs. Death - Immunity to hold, charms and paralysis THAC0: +2 Damage: 1d6 +2 (Piercing) Speed Factor: 4 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 3 |
SPER08 Impaler +3 | The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work. STATISTICS: THAC0: +3 Damage: 1d6+3, +10 piercing damage Damage type: Piercing Speed Factor: 3 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 3 | The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work. STATISTICS: Combat abilities: - Inflicts 10 piercing damage to the target THAC0: +3 Damage: 1d6 +3 (Piercing) Speed Factor: 3 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 3 |
SPER09 Halcyon +1 | The electrum-plated shaft of this weapon hums with magical power. Occasionally, blue bolts of energy run down the length of the spear, charging it. In battle when it hits an opponent, it strikes for additional electricity damage. STATISTICS: THAC0: +1 Damage: 1d6+1, +1 electrical damage Damage type: Piercing Speed Factor: 5 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 3 | The electrum-plated shaft of this weapon hums with magical power. Occasionally, blue bolts of energy run down the length of the spear, charging it. In battle when it hits an opponent, it strikes for additional electricity damage. STATISTICS: Combat abilities: - Inflicts 1 electrical damage to the target THAC0: +1 Damage: 1d6 +1 (Piercing) Speed Factor: 5 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 3 |
SPER10 Spear of Withering +4 | Carved from the heart of a rotten treant, this spear smells of death. When held in your hands, it groans a little, as if reluctant to allow a living thing to touch it. In battle, the Spear of Withering spits a foul poison into its target upon each successful hit. STATISTICS: THAC0: +4 Damage: 1d6+4, + 4 poison damage Damage type: Piercing Speed Factor: 2 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 | Carved from the heart of a rotten treant, this spear smells of death. When held in your hands, it groans a little, as if reluctant to allow a living thing to touch it. In battle, the Spear of Withering spits a foul poison into its target upon each successful hit. STATISTICS: Combat abilities: - Inflicts 4 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +4 Damage: 1d6 +4 (Piercing) Speed Factor: 2 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 5 |
SPER11 Ixil's Nail +4 | For many generations, this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. STATISTICS: THAC0: +4 Damage: 1d6+4 (piercing) Speed Factor: 2 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 | For many generations, this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. STATISTICS: THAC0: +4 Damage: 1d6 +4 (Piercing) Speed Factor: 2 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 5 |
SPER12 Ixil's Spike +6 | With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle, the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear. STATISTICS: Equipped abilities: – Free Action Combat abilities: – Hit target is pinned for 3 rounds and takes an additional 1d6+5 piercing damage each round (Save vs. Paralysis negates) THAC0: +6 Damage: 1d6+6 (piercing) Speed Factor: 1 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 5 | With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle, the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear. STATISTICS: Equipped abilities: - Free action Combat abilities: - Inflicts 1d6 +5 piercing damage to the target every round for 3 rounds (save vs. Death neg.) - Renders the target unconscious for 3 rounds (save vs. Death neg.) THAC0: +6 Damage: 1d6 +6 (Piercing) Speed Factor: 1 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 5 |
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 |
STAF04 Quarterstaff | The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands. STATISTICS: Damage: 1d6 (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: Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon 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: 5 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: - 5 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: 5 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: - 5 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 Martial Staff +3 | This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road. STATISTICS: THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 | This humble staff radiates powerful magic, and was likely the simple-seeming weapon of a traveling mage or cleric. It would certainly prove more than ample for dealing with most threats encountered on the road. STATISTICS: THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 4 |
STAF09 Staff of Command | The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways. STATISTICS: Charge abilities: – Domination (no save) Range: 40 ft. Duration: 12 hours Area of Effect: 1 creature THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | The staff allows the user to dominate another creature, each use draining one charge. This item is of the kind used by nefarious people seeking to sway others to follow their ways. STATISTICS: Charge abilities: - Domination (25x per day) Universal charm on the target for 12 hours (Not effective at 91% against elves and at 31% against half elves) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF10 Staff of Curing | Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted, however, as the enchantment, though useful, is fleeting. It must be used with all due care. STATISTICS: Equipped abilities: – Armor Class: +2 Charge abilities: – Cure Special: Heals 3d6+3 Hit Points and cures disease and poison Range: Touch Area of Effect: 1 creature THAC0: +1 Damage: 1d6+1 (crushing) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 | Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned. It is not to be taken for granted, however, as the enchantment, though useful, is fleeting. It must be used with all due care. STATISTICS: Equipped abilities: - Armor Class: +2 Charge ability (10x per day): - Heal (10x per day) Heals 3d6 +3 hit points to the target Cure Feeblemindedness on the target Cures the diseases of the target Neutralizes poisons infecting the target Sobering up the target THAC0: +1 Damage: 1d6 +1 (Crushing) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 4 |
STAF11 Staff of the Magi | This type of staff is thoroughly linked to the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantments and endless study. This particular example is good in melee, grants invisibility, and offers protection from charms and evil. It can also cast Spell Trap and Dispel Magic and launch a Fireball-Lightning Bolt combination. The quintessential Mage item. STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 – Invisibility – Immunity to charm – Protection From Evil Combat abilities: – Dispel Magic at level 30 on each hit Charge abilities: – Fireball-Lightning Bolt three times per day Fireball: 10d6 fire damage to all in a 15-ft. radius (Save vs. Spell for half) Lightning: 10d6 electrical damage to all in its path (Save vs. Spell for half) Range: 150 ft. – Spell Trap once per day Duration: 8 hours or until 30 spell levels have been trapped Area of Effect: The user THAC0: +1 (strikes as a +5 weapon) Damage: 1d6+1 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 | This type of staff is thoroughly linked to the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantments and endless study. This particular example is good in melee, grants invisibility, and offers protection from charms and evil. It can also cast Spell Trap and Dispel Magic and launch a Fireball-Lightning Bolt combination. The quintessential Mage item. STATISTICS: Equipped abilities: - Armor Class: +2, +4 vs. evil creatures - Saving Throws: +2 - Saving Throws: +2 vs. evil creatures - Immunity to summoned demons attacks and spells - Immunity to charms - Invisibility Charge abilities: - Fireball-Lightning Bolt (3x per day) Fireball (instant) (as a level 10 spellcaster) Lightning Bolt (instant) (as a level 10 spellcaster) - Spell Trap (1x per day) Spell Trap (instant) (as a level 10 spellcaster) Combat abilities: - Removes all magical effects from the target (as a level 30 spellcaster) Enchantment: +5 THAC0: +1 Damage: 1d6 +1 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 4 |
STAF12 Staff of Power | A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge). STATISTICS: Equipped abilities: – Armor Class: +2 – Saving Throws: +2 Charge abilities: – Globe of Invulnerability Special: Immunity to 1st- through 4th-level spells Duration: 1 round/level Area of Effect: The user – Lightning Bolt of Paralyzation Damage: 10d6 electrical to all in its path (Save vs. Spell for half) Special: Stuns target for 5 rounds Range: 100 ft. THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge). STATISTICS: Equipped abilities: - Armor Class: +2 - Saving Throws: +2 Charge abilities: - Lightning (10x per day) Lightning Bolt (as a level 10 spellcaster) - Globe of Invulnerability (10x per day) Globe of Invulnerability THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF13 Staff of Thunder and Lightning +2 | There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow might trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lightning storm to blast enemies to dust. Some abilities are limited by charges. STATISTICS: Combat abilities: – Thunderclap: 10% chance of stunning hit target for 2 rounds (Save vs. Spell negates) Charge abilities: – Lightning Bolt Damage: 10d6 electrical (Save vs. Spell for half) Area of Effect: Path of bolt Range: 25 ft. – Call Lightning Damage: 3d8 electrical per strike Range: 80 ft. THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 4 | There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened. Fanciful tales, but truth or not, this staff is a powerful tool. It draws energy from storms, and there is a chance that any blow might trigger a thunderclap that knocks enemies down. It casts Lightning Bolt, and if circumstances warrant it, it can summon a lightning storm to blast enemies to dust. Some abilities are limited by charges. STATISTICS: Charge abilities: - Lightning (10x per day) Lightning Bolt (as a level 10 spellcaster) - Call Lightning (10x per day) Inflicts 3d8 electrical damage to the target Combat abilities: - 11% chance to stun the target for 2 rounds (save vs. Spells neg.) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 4 |
STAF14 Staff of the Woodlands +4 | Known only as the "Wild Man of the Wood," the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all. STATISTICS: Equipped abilities: – Barkskin: Armor Class set to 3 – Save vs. Death: +1 – Save vs. Wand: +1 – Save vs. Polymorph: +1 – Save vs. Breath: +1 Charge abilities: – Summon 8-HD Shambling Mound Range: 40 ft. Duration: 100 seconds – Enhanced Charm Animal (Save vs. Spell at -4 negates) Range: 40 ft. Duration: 1 hour THAC0: +4 Damage: 1d6+4 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 2 | Known only as the "Wild Man of the Wood," the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all. STATISTICS: Equipped abilities: - Base Armor Class: 3 - Saving Throws: +1 vs. Death - Saving Throws: +1 vs. Wands - Saving Throws: +1 vs. Petrification/Polymorph - Saving Throws: +1 vs. Breath Charge abilities: - Charm Animal (6x per day) Charm the animals for 1 hour (save vs. Spells at -4 neg.) (Effective against animals. Not effective at 91% against elves and at 31% against half elves) - Summon Shambling Mound (6x per day) Summon 1 creatures (Shambling Mound) for 100 seconds THAC0: +4 Damage: 1d6 +4 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 2 |
STAF15 Staff of Air +2 | This staff seems to draw from elven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas, causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges. STATISTICS: Combat abilities: – Struck air elementals save vs. Spell or be destroyed Charge abilities: – Summon 8-HD Lesser Air Elemental once per day Range: 20 ft. Duration: 1 hour – Sleep Cloud (Save vs. Death negates) Range: 40 ft. Duration: 3 rounds THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | This staff seems to draw from elven artistic traditions, though tied less to the forest than is usually customary. It was apparently designed to control air elementals, being able to summon one as a servant to the wielder and potentially destroying creatures of the same type in a single blow. When necessary, it can also spawn a cloud of gas, causing anyone within the area of effect to fall into a deep slumber. Some effects are limited by charges. STATISTICS: Charge abilities: - Sleep (10x per day) Renders the creatures within a 15 feet radius unconscious for 3 rounds (save vs. Death neg.) (Not effective at 91% against elves and at 31% against half elves) - Conjure Air Elemental (1x per day) Summon 1 creatures (Lesser Air Elemental) for 1 hour Combat abilities: - Instantly slays the air elementals (save vs. Spells neg.) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF16 Staff of Earth +2 | Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an earth elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges. STATISTICS: Combat abilities: – Struck earth elementals must save vs. Spell or be destroyed Charge abilities: – Summon 8-HD Lesser Earth Elemental Range: 20 ft. Duration: 1 hour – Stone to Flesh Special: Revert effects of a petrification attack Range: Touch THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect. It can summon an earth elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them. It can also free a person from the earth by casting Stone to Flesh. Some abilities are limited by charges. STATISTICS: Charge abilities: - Stone to Flesh (30x per day) Stone to Flesh the target - Conjure Earth Elemental (30x per day) Summon 1 creatures (Lesser Earth Elemental) for 1 hour Combat abilities: - Instantly slays the earth elementals (save vs. Spells neg.) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF17 Staff of Fire +2 | This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire, it can erupt in a Fire Shield that damages attackers, it can summon a fire elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however. STATISTICS: Combat abilities: – Struck fire elementals must save vs. Spell or be destroyed Charge abilities: – Summon 8-HD Lesser Fire Elemental Range: 20 ft. Duration: 1 hour – Fireshield (Red) Fire Resistance: +50% Special: Any who strike the user within a 5-ft. radius suffers 1d8+2 fire damage Duration: 13 rounds Area of Effect: The user THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain. Drawing from the Plane of Fire, it can erupt in a Fire Shield that damages attackers, it can summon a fire elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly. Some abilities are limited with charges however. STATISTICS: Charge abilities: - Conjure Fire Elemental (30x per day) Summon 1 creatures (Lesser Fire Elemental) for 1 hour - Fire Shield (Red) (30x per day) Fire Shield (Red) (instant) Combat abilities: - Instantly slays the fire elementals (save vs. Spells neg.) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 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 |
STAF19 Cleric's Staff +3 | This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric. STATISTICS: THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | This simple staff radiates a powerful enchantment, though its plain design suggests a simple origin. It reflects the quiet strength that faith brings, and was likely the modest weapon of a priest or cleric. STATISTICS: THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF20 Staff of Rhynn +4 | There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rhynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the village square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmarey had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon. STATISTICS: THAC0: +4 Damage: 1d6+4 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | There was a time when magic was distrusted even more so than now, and the burning of "heretics" was woefully common. Delmarey, a witch from the swamplands near Myth Rhynn, faced just such a fate when she was blamed for an unseasonable drought. Taken by surprise and sentenced by a mob, she was put to the torch in the village square. With her dying breath she uttered a foul curse, fueling the fire to an unstoppable magnitude. By dawn, the entire village was reduced to black coal, save the burnt remnant of the pole Delmarey had been bound to. This staff has been imbued with some remnants of Delmarey's power, making it a highly enchanted weapon. STATISTICS: THAC0: +4 Damage: 1d6 +4 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF21 Staff of the Ram +4 | Likely created by the same unknown archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless. STATISTICS: Combat abilities: – 10% chance opponent is knocked back and stunned (large creatures such as a dragons or giants will not be knocked back or stunned) THAC0: +4 Damage: 1d6+10 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | Likely created by the same unknown archmage who is responsible for the Ring of the Ram, this Staff of Striking does not use charges and will never become useless. STATISTICS: Combat abilities: - 11% chance - to render the target unconscious for 1 round - to knock down the target 20 feet away from the target area for 2 seconds THAC0: +4 Damage: 1d6 +10 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF22 Staff of the Ram +6 | Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against. STATISTICS: Combat abilities: – 15% chance opponent is knocked back and stunned (large creatures such as a dragons or giants will not be knocked back or stunned) THAC0: +6 Damage: 1d6+12, +1d4 piercing Damage type: Crushing Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 2 | Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against. STATISTICS: Combat abilities: - Inflicts 1d4 piercing damage to the target - 16% chance - to render the target unconscious for 1 round - to knock down the target 20 feet away from the target area for 2 seconds THAC0: +6 Damage: 1d6 +12 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 2 |
STAF23 Serpent Shaft | Adorned with serpentine designs, this powerful quarterstaff has a chance to release a lethal toxin against its opponents with every blow. STATISTICS: Combat abilities: – 50% chance of poisoning opponents with every successful attack. The poison lasts for 2 rounds and does 2 HP of damage/second unless the target makes a save vs. Death. THAC0: +2 Damage: 1d6+2 (crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 3 | Adorned with serpentine designs, this powerful quarterstaff has a chance to release a lethal toxin against its opponents with every blow. STATISTICS: Combat abilities: - 51% chance to poison the target, inflicting 2 damages per second for 2 rounds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: 1d6 +2 (Crushing) Speed Factor: 2 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 3 |
STAF24 Quarterstaff +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: +3 Damage: 1d6+3 (crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength Weight: 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: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 1 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 5 Strength Weight: 2 |
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 |
STARDART Dart +5 | This magical dart was created using the Cloak of the Stars. The dart will only last for 24 hours. STATISTICS: THAC0: +5 Damage: 1d3+5 (missile) Speed Factor: 1 Proficiency Type: Dart Type: One-handed Weight: 0 | This magical dart was created using the Cloak of the Stars. The dart will only last for 24 hours. 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: +5 Damage: 1d3 +5 (Missile) Speed Factor: 1 Proficiency Type: Dart Type: One-Handed Weight: 0 |
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: 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: 11 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. doppelgangers and the lycanthropes - 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: - 11 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: 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 |
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: 6 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: - 6 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: 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 Short Sword +2 | This short sword has been forged by hands both magical and highly skilled. Neither nick nor stain mar the flawless blade. When used in battle, the blade radiates magic and gifts the wielder with increased skill. STATISTICS: 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 nick nor stain 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 |
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: 5 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: - 5 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: 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 Enchantment: +5 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: 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 beside Balduran's remains. 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 beside Balduran's remains. 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 | 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 |
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: Damage: 1d8 (Slashing) Speed Factor: 5 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 10 Strength Weight: 4 |
SW1H22 Scimitar +1 | The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to 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 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: +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: 4 | 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: 4 |
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 | 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 |
SW1H25 Kundane +2 | Sword of Quickness: Kundane Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers. In his loneliness he spent many hours alone on the hills overlooking Trademeet. A nearby wizard, Galloma, discovered the youth and found in him a kindred soul. The two fast became friends; master and apprentice. Galloma died before Dramnek's tutorage could be completed, however, and the youth found himself once more alone in the world. Eventually he made his way to the streets of Athkatla. There he became a cutpurse, augmenting his thieving skills with the little magic he'd learned from Galloma. Eventually he crafted this sword, which enhanced Dramnek's weak physical body. This weapon has no speed factor. STATISTICS: Combat abilities: – 1 extra attack per round THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | Sword of Quickness: Kundane Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers. In his loneliness he spent many hours alone on the hills overlooking Trademeet. A nearby wizard, Galloma, discovered the youth and found in him a kindred soul. The two fast became friends; master and apprentice. Galloma died before Dramnek's tutorage could be completed, however, and the youth found himself once more alone in the world. Eventually he made his way to the streets of Athkatla. There he became a cutpurse, augmenting his thieving skills with the little magic he'd learned from Galloma. Eventually he crafted this sword, which enhanced Dramnek's weak physical body. This weapon has no speed factor. STATISTICS: Equipped abilities: - Attacks per round: +1 THAC0: +2 Damage: 1d6 +2 (Piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 2 |
SW1H26 Ilbratha +1 | This ancient bronze sword is set with six matching bloodstones and was apparently forged for Azoun the First, a long-dead king of Cormyr. It saw little use and eventually found its way to a favored of the king's guards. Despite the aid of its illusionary magic, that unnamed soldier fell in a later battle, and the sword was lost to brigands or scavengers. STATISTICS: Charge abilities: – Mirror Image once per day Duration: 1 turn THAC0: +1 Damage: 1d6+1 (piercing) Speed Factor: 2 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | This ancient bronze sword is set with six matching bloodstones and was apparently forged for Azoun the First, a long-dead king of Cormyr. It saw little use and eventually found its way to a favored of the king's guards. Despite the aid of its illusionary magic, that unnamed soldier fell in a later battle, and the sword was lost to brigands or scavengers. STATISTICS: Charge abilities: - Mirror Image (1x per day) Image miroir for 1 turn THAC0: +1 Damage: 1d6 +1 (Piercing) Speed Factor: 2 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 2 |
SW1H27 Arbane's Sword of Agility +2 | One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar and spent his life seeking revenge. Despite his focused hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man. STATISTICS: Equipped abilities: – Immunity to hold and paralysis Charge abilities: – Haste once per day Duration: 2 rounds THAC0: +2 Damage: 1d6+2 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar and spent his life seeking revenge. Despite his focused hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man. STATISTICS: Equipped abilities: - Immunity to paralysis and hold Charge abilities: - Haste (1x per day) Double movement speed and grants one additional attack per round for 2 rounds THAC0: +2 Damage: 1d6 +2 (Piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 2 |
SW1H28 Cutthroat +4 | This weapon has a bloody history, having been used to exercise its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the realms' more dangerous citizens, though seldom remaining in one place for any length of time. STATISTICS: THAC0: +4 Damage: 1d6+4 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | This weapon has a bloody history, having been used to exercise its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the realms' more dangerous citizens, though seldom remaining in one place for any length of time. STATISTICS: THAC0: +4 Damage: 1d6 +4 (Piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 2 |
SW1H29 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 |
SW1H30 Belm +2 | Scimitar of Speed +2: Belm This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, it affords quick recovery in combat and even allows the wielder time for an additional attack. STATISTICS: Combat abilities: – 1 extra attack per round THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 10 Strength Weight: 3 | Scimitar of Speed +2: Belm This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, it affords quick recovery in combat and even allows the wielder time for an additional attack. STATISTICS: Equipped abilities: - Attacks per round: +1 THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 0 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 10 Strength Weight: 3 |
SW1H31 Daystar +2 | Sunblade: Daystar Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving. STATISTICS: Charge abilities: – Sunray once per day Damage: 3d6 (Save vs. Spell or be blinded for 1 turn) Undead: An additional 1d6 points of damage per level of caster (Save vs. Spell or be destroyed) Range: 20 ft. Area: 15-ft. radius THAC0: +2, +4 vs. evil creatures Damage: 1d8+2, +4 vs. evil creatures, does double damage against undead Damage type: Slashing Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2 | Sunblade: Daystar Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving. STATISTICS: Equipped abilities: - Enchantment: +4 vs. evil creatures - THAC0: +2 vs. evil creatures Charge abilities: - Sunray (1x per day) Sunray (as a level 10 spellcaster) Combat abilities: - Inflicts 2 magic damage vs. undead - Inflicts 2 slashing damage vs. evil creatures - Inflicts 1d8 +2 magic damage vs. undead THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 2 |
SW1H32 Peridan +2 | Dragonslayer: Peridan Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerûn's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the realms. STATISTICS: Equipped abilities: – Immunity to fear – Regenerate 1 Hit Point every 1 turn Charge abilities: – Detect Invisibility once per day THAC0: +2 Damage: 1d8+2, double damage against dragons Damage type: Slashing Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | Dragonslayer: Peridan Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerûn's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the realms. STATISTICS: Equipped abilities: - Regenerates 1 hit point per turn - Immunity to horror and panic Charge abilities: - Detect Invisibility (1x per day) Dispel the creatures within a 15 feet radius's invisibility (Effective against créatures invisibles. Not effective against créatures sous l'effet de Non-détection) Combat abilities: - Inflicts 1d8 +2 slashing damage vs. dragons THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H33 Ras, The Dancing Blade +2 | Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known. STATISTICS: Combat abilities: – Dancing sword can attack on its own for 4 rounds THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known. STATISTICS: Charge ability (1x per day): - Sword Dance (1x per day) Remove "Ras, The Dancing Blade +2" from inventory Summon 1 creatures (Ras) for 4 rounds Creates 1 "Ras, The Dancing Blade +2" in the wearer's inventory after 4 rounds THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H33C Ras, The Dancing Blade +2 | Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known. STATISTICS: Combat abilities: – Dancing sword can attack on its own for 4 rounds THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless and wielded the sword for many years. How they were ultimately separated is not known. STATISTICS: Charge ability (1x per day): - Sword Dance (1x per day) Remove "Ras, The Dancing Blade +2" from inventory for 4 rounds Summon 1 creatures (Ras) for 4 rounds THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
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 |
SW1H35 Adjatha the Drinker +2 | This blade belonged to Dabbar, a long-dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed. STATISTICS: Equipped abilities: – Immunity to charm and domination spells Combat abilities: – Each hit heals the wielder 1 Hit Point THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | This blade belonged to Dabbar, a long-dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed. STATISTICS: Equipped abilities: - Immunity to charms Combat abilities: - Heals 1 hit point to the wearer THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H36 Namarra +2 | Also known as Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerûn's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding the details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed. STATISTICS: Charge abilities: – Silence, 15' Radius three times per day (Save vs. Spell at -5 to negate) Duration: 1 turn THAC0: +2 Damage: 1d8+4 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | Also known as Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerûn's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding the details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed. STATISTICS: Charge abilities: - Silence, 15' Radius (3x per day) Silences the enemies within a 15 feet radius for 1 turn (save vs. Spells at -5 neg.) THAC0: +2 Damage: 1d8 +4 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H37 Taragarth the Bloodbrand +1 | Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in the ruins of the ancient sorcerer Kullon's haunt, for it would save his life that very day. The ghost of Kullon himself attacked the intruder, but the flames that followed only singed, absorbed into the glowing Bloodbrand. Concealing himself, Lehorgan watched in amazement as the ancient sorcerer tried to divine his location, and again the sword protected him. Surviving this brush with death, the young man used this second chance and the gold from selling the blade to, as he put it, "get the hell out of adventuring." STATISTICS: Equipped abilities: – Fire Resistance: +50% – Non-detectable by magical means such as Detect Invisibility and scrying THAC0: +1 Damage: 2d4+1 (slashing) Speed Factor: 7 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 | Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in the ruins of the ancient sorcerer Kullon's haunt, for it would save his life that very day. The ghost of Kullon himself attacked the intruder, but the flames that followed only singed, absorbed into the glowing Bloodbrand. Concealing himself, Lehorgan watched in amazement as the ancient sorcerer tried to divine his location, and again the sword protected him. Surviving this brush with death, the young man used this second chance and the gold from selling the blade to, as he put it, "get the hell out of adventuring." STATISTICS: Equipped abilities: - Makes the wearer non-detectable by magical means such as Detect Invisibility and other divinations - Fire Resistance: +50% THAC0: +1 Damage: 2d4 +1 (Slashing) Speed Factor: 7 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 7 |
SW1H38 Jhor the Bleeder +2 | This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at courts throughout Faerûn. Skilled in "persuasion," he would use this sword to perform the "Death Of A Thousand Cuts," an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now. STATISTICS: Combat abilities: – 2 extra damage every round until 10 Hit Points of damage done THAC0: +2 Damage: 2d4+2 (slashing) Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 | This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at courts throughout Faerûn. Skilled in "persuasion," he would use this sword to perform the "Death Of A Thousand Cuts," an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now. STATISTICS: Combat abilities: - Poisons the target, inflicting 1 damage every 3 seconds for 5 rounds (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +2 Damage: 2d4 +2 (Slashing) Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 7 |
SW1H39 Blade of Searing +3 | The benefits inherent in this sword are plain to see: It is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend. STATISTICS: THAC0: +3 Damage: 2d4+3, +1 fire damage Damage type: Slashing Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 5 | The benefits inherent in this sword are plain to see: It is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend. STATISTICS: Combat abilities: - Inflicts 1 fire damage to the target THAC0: +3 Damage: 2d4 +3 (Slashing) Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 5 |
SW1H40 Blade of Roses +3 | This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword been the secret behind a lackluster soldier's sudden elevation at court. STATISTICS: Equipped abilities: – Charisma: +2 THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword been the secret behind a lackluster soldier's sudden elevation at court. STATISTICS: Equipped abilities: - Charisma: +2 THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
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 |
SW1H45 Malakar +2 | This sleek katana radiates magical energy when carried. The Malakar, or "Dueling Steel," was used by a less-than-honorable samurai during duels against other samurai. As if of its own volition, it will swoop down and deflect the slashing attacks of other weapons. It is perfect for the warrior concerned about defense as well as offense. STATISTICS: Equipped abilities: – Armor Class: +2 vs. slashing weapons THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 4 | This sleek katana radiates magical energy when carried. The Malakar, or "Dueling Steel," was used by a less-than-honorable samurai during duels against other samurai. As if of its own volition, it will swoop down and deflect the slashing attacks of other weapons. It is perfect for the warrior concerned about defense as well as offense. STATISTICS: Equipped abilities: - Armor Class: +2 vs. slashing attacks THAC0: +2 Damage: 1d10 +2 (Slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 4 |
SW1H46 Wakizashi | 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. 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 the 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 Ninja-To | 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 Ninja-To +1 | Saito Kagizu, or "Cat of the East" as the thieves of Athkatla called him, brought several of these ninja swords with him when he arrived in 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 |
SW1H50 Shazzellim +1 | This scimitar is of rather poor quality, but beneath its surface lies great power and evil. Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task. With one strike of the blade, a Bard must make a Saving Throw vs. Spell or die. Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter/mages in the service of the Wizards. Needless to say, possession of this sword would not be looked upon very highly by Harpers. STATISTICS: Equipped abilities: – Vocalize Combat abilities: – Any Bard hit must save vs. Spell at -4 or die THAC0: +1 Damage: 1d8+1 (slashing) Speed Factor: 4 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 10 Strength Weight: 3 | This scimitar is of rather poor quality, but beneath its surface lies great power and evil. Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task. With one strike of the blade, a Bard must make a Saving Throw vs. Spell or die. Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter/mages in the service of the Wizards. Needless to say, possession of this sword would not be looked upon very highly by Harpers. STATISTICS: Equipped abilities: - Immunity to silence Combat abilities: - Instantly slays the bards (save vs. Spells at -4 neg.) THAC0: +1 Damage: 1d8 +1 (Slashing) Speed Factor: 4 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 10 Strength Weight: 3 |
SW1H51 Celestial Fury +3 | Many centuries ago, a trumpet archon named Chin Yi fell in love with a mortal man in Shou Lung and swore to protect him from enemies should he ever ride to war. When that time came, however, Chin Yi's patron goddess Kwan Ying forbade her to intervene, not wishing to contribute to the bloodshed. When Chin Yi's beloved was cut down by a yuan-ti warlord, her grief was terrible and her wrath immediate: Ignoring Kwan Ying's warnings, she flew onto the battlefield and took up her beloved's katana, using the blade to cut down the warlord and all those who served him. She continued the slaughter of the yuan-ti army until Kwan Ying herself appeared before her, arms open and eyes full of sympathy. "If it will stop this slaughter, I will ease your pain and end your suffering." "I do not wish to end my suffering," replied Chin Yi. "I wish for my fury to sound throughout the ages, now and forever." Wanting to help her servant, but not wishing to unleash such powerful fury on the world, Kwan Ying bound Chin Yi's spirit to the blade of the man she had failed to protect and then hid the weapon in a warrior's tomb. The tomb was later infiltrated and the weapon stolen, and although Chin Yi's cries could no longer be heard through the steel of the blade, her vengeance was as brutal as ever. STATISTICS: Combat abilities: – Booming Thunder: Hit target must save vs. Spell or be stunned for 1 round – Shocking Blow: 5% chance of an extra 20 electrical damage to hit target Charge abilities: – Lightning Strike once per day Damage: 10d6 electrical (Save vs. Spell for half) Range: 50 ft. Area of Effect: 1 creature – Blindness once per day (Save vs. Spell negates) Range: 40 ft. Duration: 2 rounds Area of Effect: 1 creature THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 1 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 3 | Many centuries ago, a trumpet archon named Chin Yi fell in love with a mortal man in Shou Lung and swore to protect him from enemies should he ever ride to war. When that time came, however, Chin Yi's patron goddess Kwan Ying forbade her to intervene, not wishing to contribute to the bloodshed. When Chin Yi's beloved was cut down by a yuan-ti warlord, her grief was terrible and her wrath immediate: Ignoring Kwan Ying's warnings, she flew onto the battlefield and took up her beloved's katana, using the blade to cut down the warlord and all those who served him. She continued the slaughter of the yuan-ti army until Kwan Ying herself appeared before her, arms open and eyes full of sympathy. "If it will stop this slaughter, I will ease your pain and end your suffering." "I do not wish to end my suffering," replied Chin Yi. "I wish for my fury to sound throughout the ages, now and forever." Wanting to help her servant, but not wishing to unleash such powerful fury on the world, Kwan Ying bound Chin Yi's spirit to the blade of the man she had failed to protect and then hid the weapon in a warrior's tomb. The tomb was later infiltrated and the weapon stolen, and although Chin Yi's cries could no longer be heard through the steel of the blade, her vengeance was as brutal as ever. STATISTICS: Charge abilities: - Blindness (1x per day) Blinds the target for 2 rounds (save vs. Spells neg.) - Lightning Strike (1x per day) Lightning Bolt (as a level 1 spellcaster) Combat abilities: - Stuns the target for 1 round (save vs. Spells neg.) - 6% chance to inflict 20 electrical damage to the target THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 1 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H52 Water's Edge +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 comparatively almost clumsily adorned. 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 comparatively almost clumsily adorned. STATISTICS: THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 8 Strength Weight: 3 |
SW1H53 Sword of Flame +1 | This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword. STATISTICS: THAC0: +1 Damage: 1d8+1, +1 fire damage Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 4 | This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword. STATISTICS: Combat abilities: - Inflicts 1 fire damage to the target THAC0: +1 Damage: 1d8 +1 (Slashing) Speed Factor: 4 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 4 |
SW1H54 The Equalizer | Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality," it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer. STATISTICS: Equipped abilities: – Immunity to charm and confusion Combat abilities: – Strikes as a +3 weapon THAC0 & Damage: vs. True Neutral: +0 to hit, 1d8 damage vs. Chaotic Neutral, Lawful Neutral: +1 to hit, 1d8+2 damage vs. Neutral Good, Neutral Evil: +2 to hit, 1d8+4 damage vs. Other Alignments: +3 to hit, 1d8+6 damage Damage type: Slashing Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality," it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer. STATISTICS: Equipped abilities: - THAC0: +3 vs. chaotic evil creatures, the chaotic good creatures, the lawful evil creatures and the lawful good creatures - THAC0: +2 vs. neutral good creatures and the neutral evil creatures - THAC0: +1 vs. chaotic neutral creatures and the lawful neutral creatures - Immunity to charms and confusion Combat abilities: - Inflicts 6 slashing damage vs. lawful good creatures, the lawful evil creatures, the chaotic good creatures and the chaotic evil creatures - Inflicts 4 slashing damage vs. neutral evil creatures and the neutral good creatures - Inflicts 2 slashing damage vs. lawful neutral creatures and the chaotic neutral creatures Enchantment: +3 Damage: 1d8 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
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 |
SW1H56 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 |
SW1H58 Short Sword of Mask +4 | This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. STATISTICS: Combat abilities: – 15% chance per hit that target is entangled for 4 rounds THAC0: +4 Damage: 1d6+4 (piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. STATISTICS: Combat abilities: - 16% chance - to inflict a penalty of 2 to the armour class of the target for 4 rounds - to entangle the target for 4 rounds THAC0: +4 Damage: 1d6 +4 (Piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 2 |
SW1H59 Short Sword of Mask +5 | Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is the preferred tool of assassins and thieves. STATISTICS: Combat abilities: – 15% chance with every hit to drain 1 level from opponent – 15% chance with every hit that opponent is entangled for 4 rounds THAC0: +5 Damage: 1d6+5 (piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-handed Requires: 5 Strength Weight: 2 | Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is the preferred tool of assassins and thieves. STATISTICS: Combat abilities: - 16% chance - to inflict a penalty of 2 to the armour class of the target for 4 rounds - to entangle the target for 4 rounds - 15% chance to drain 1 level to the target permanently THAC0: +5 Damage: 1d6 +5 (Piercing) Speed Factor: 0 Proficiency Type: Short Sword Type: One-Handed Requires: - 5 Strength Weight: 2 |
SW1H60 Angurvadal +4 | Also known as the Stream of Anguish, this is the legendary burning blade of Frithiof. STATISTICS: Charge abilities: – Set Strength to 22 once per day Duration: 1 turn Area of Effect: The user THAC0: +4 Damage: 1d8+4, +1 fire damage Damage type: Slashing Speed Factor: 1 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2 | Also known as the Stream of Anguish, this is the legendary burning blade of Frithiof. STATISTICS: Charge abilities: - Strength: Set to 22 for 1 turn (1x per day) Combat abilities: - Inflicts 1 fire damage to the target THAC0: +4 Damage: 1d8 +4 (Slashing) Speed Factor: 1 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 2 |
SW1H61 Angurvadal +5 | The true power of Frithior's blazing sword has been unleashed by the Liquid Mercury. STATISTICS: Equipped abilities: – Strength: 22 – Immunity to level drain THAC0: +5 Damage: 1d8+5, 1d4+1 fire damage Damage type: Slashing Speed Factor: 0 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2 | The true power of Frithior's blazing sword has been unleashed by the Liquid Mercury. STATISTICS: Equipped abilities: - Strength: Set to 22 - Immunity to level drain Combat abilities: - Inflicts 1d4 +1 fire damage to the target THAC0: +5 Damage: 1d8 +5 (Slashing) Speed Factor: 0 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 2 |
SW1H62 Foebane +3 | The archmage Demron created this powerful blade for Captain Fflar of Myth Drannor. When the elven city fell, the sword was lost beneath the rubble of the once-great metropolis. STATISTICS: THAC0: +3 Damage: 2d4+3, +6 damage vs. undead, shapeshifters, demons, and devils Damage type: Slashing Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 | The archmage Demron created this powerful blade for Captain Fflar of Myth Drannor. When the elven city fell, the sword was lost beneath the rubble of the once-great metropolis. STATISTICS: Combat abilities: - Inflicts 6 slashing damage vs. demons, the rakshasas, the lycanthropes, the doppelgangers and the undead THAC0: +3 Damage: 2d4 +3 (Slashing) Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 7 |
SW1H63 Foebane +5 | Reunited with Fflar's scabbard, Foebane is an even greater weapon than the legends claimed. STATISTICS: Equipped abilities: – Saving Throws: +1 Combat abilities: – Each successful hit casts Larloch's Minor Drain on the target (no save) THAC0: +5 Damage: 2d4+5, +6 damage vs. undead, shapeshifters, demons, and devils Damage type: Slashing Speed Factor: 3 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 5 | Reunited with Fflar's scabbard, Foebane is an even greater weapon than the legends claimed. STATISTICS: Equipped abilities: - Saving Throws: +1 Combat abilities: - Inflicts 6 slashing damage vs. undead, the rakshasas, the lycanthropes, the demons and the doppelgangers - Drains 4 magic damage to the target for 1 turn (not cumulative) THAC0: +5 Damage: 2d4 +5 (Slashing) Speed Factor: 3 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 5 |
SW1H64 Purifier +4 | This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned. STATISTICS: Equipped abilities: – Magic Resistance: +20% THAC0: +4 Damage: 2d4+4, +4 extra vs. chaotic evil Damage type: Slashing Speed Factor: 4 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 6 | This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned. STATISTICS: Equipped abilities: - Magic Resistance: +20% Combat abilities: - Inflicts 4 slashing damage vs. chaotic evil creatures THAC0: +4 Damage: 2d4 +4 (Slashing) Speed Factor: 4 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 6 |
SW1H65 Purifier +5 | With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerûn. STATISTICS: Equipped abilities: – Magic Resistance: +30% Charge abilities: – Dispel Magic at level 20 twice per day Range: 40 ft. Area of Effect: 15-ft. radius – Mass Cure once per day Special: Heals party members 1d8+20 Hit Points Area of Effect: 15-ft. radius THAC0: +5 Damage: 2d4+5, +5 extra vs. chaotic evil Damage type: Slashing Speed Factor: 3 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 5 | With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerûn. STATISTICS: Equipped abilities: - Magic Resistance: +30% Charge abilities: - Mass Cure (1x per day) Mass Cure (as a level 20 spellcaster) - Dispel Magic (2x per day) Dispel Magic (as a level 20 spellcaster) Combat abilities: - Inflicts 5 slashing damage vs. chaotic evil creatures THAC0: +5 Damage: 2d4 +5 (Slashing) Speed Factor: 3 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 5 |
SW1H66 Yamato +4 | The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender." STATISTICS: Equipped abilities: – Armor Class: +1 THAC0: +4 Damage: 1d8+4 (piercing) Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 5 Strength Weight: 1 | The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender." STATISTICS: Equipped abilities: - Armor Class: +1 THAC0: +4 Damage: 1d8 +4 (Piercing) Speed Factor: 0 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 5 Strength Weight: 1 |
SW1H67 Usuno's Blade +4 | The daughter of a high ranking official within the bureaucratic society of Kara-Tur, Usuno rejected her family's station and carved a legend for herself among the yakuza of the underworld. The blade of this enchanted ninjatō crackles with electrical energy. STATISTICS: Combat abilities: – 10% chance of inflicting 2d10 electrical damage with each hit (Save vs. Spell for half) THAC0: +4 Damage: 1d8+4 (slashing) Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 6 Strength Weight: 1 | The daughter of a high ranking official within the bureaucratic society of Kara-Tur, Usuno rejected her family's station and carved a legend for herself among the yakuza of the underworld. The blade of this enchanted ninjatō crackles with electrical energy. STATISTICS: Combat abilities: - 11% chance to inflict 2d10 electrical damage to the target (save vs. Spells half) THAC0: +4 Damage: 1d8 +4 (Slashing) Speed Factor: 0 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 6 Strength Weight: 1 |
SW1H68 Spectral Brand +4 | Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight invisibly at the side of the very one who defeated them. STATISTICS: Charge abilities: – Summon Spectral Blade once per day This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1d8+3 slashing damage with each hit. THAC0: +4 Damage: 1d8+4, +1d4 cold damage Damage type: Slashing Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 8 Strength Weight: 2 | Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight invisibly at the side of the very one who defeated them. STATISTICS: Charge abilities: - Summon Spectral Blade (1x per day) Summon 1 creatures (Spectral Blade) for 4 rounds Combat abilities: - Inflicts 1d4 cold damage to the target THAC0: +4 Damage: 1d8 +4 (Slashing) Speed Factor: 1 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 8 Strength Weight: 2 |
SW1H68C Spectral Brand +4 | The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. STATISTICS: 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 comparatively almost clumsily adorned. STATISTICS: Charge ability (1x per day): - Remove "Spectral Brand +4" from inventory for 4 rounds - Summon 1 creatures (Spectral Blade) for 4 rounds Combat abilities: - Inflicts 1d4 cold damage to the target THAC0: +4 Damage: 1d8 +4 (Slashing) Speed Factor: 1 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 8 Strength Weight: 2 |
SW1H69 Spectral Brand +5 | Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the realms. STATISTICS: Equipped abilities: – Negative Plane Protection Charge abilities: – Armor Piercing Strike once per day Special: +10 THAC0 bonus Duration: 3 rounds – Summon Spectral Blade once per day This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1d8+3 slashing damage with each hit. THAC0: +5 Damage: 1d8+5, +1d6 cold damage Damage type: Slashing Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 8 Strength Weight: 2 | Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the realms. STATISTICS: Equipped abilities: - Immunity to level drain Charge abilities: - Summon Spectral Blade (1x per day) Summon 1 creatures (Spectral Blade) for 4 rounds - Armor Piercing Strike (1x per day) THAC0: +10 for 3 rounds Combat abilities: - Inflicts 1d6 cold damage to the target THAC0: +5 Damage: 1d8 +5 (Slashing) Speed Factor: 0 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 8 Strength Weight: 2 |
SW1H69C Spectral Brand +5 | The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. STATISTICS: 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 comparatively almost clumsily adorned. STATISTICS: Charge abilities: - Ability 1 (1x per day) Remove "Spectral Brand +5" from inventory for 4 rounds Summon 1 creatures (Spectral Blade) for 4 rounds - THAC0: +5 for 1 round (1x per day) Combat abilities: - Inflicts 1d6 cold damage to the target THAC0: +5 Damage: 1d8 +5 (Slashing) Speed Factor: 0 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 8 Strength Weight: 1 |
SW1H70 Hindo's Doom +3 | Hindo was a samurai of great renown, a staunch defender of his people against the evil undead that often ravaged his homelands. STATISTICS: Charge abilities: – Lesser Restoration once per day Special: Reverses any previous level drain Range: Touch Area of Effect: 1 creature THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 1 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 3 | Hindo was a samurai of great renown, a staunch defender of his people against the evil undead that often ravaged his homelands. STATISTICS: Charge abilities: - Lesser Restoration (1x per day) Lesser Restoration (as a level 20 spellcaster) THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 1 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H71 Hindo's Doom +4 | Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of samurai. STATISTICS: Equipped abilities: – Magic Resistance: +10% – Immunity to all forms of death magic Charge abilities: – Greater Restoration once per day Special: Reverses any previous level drain; cures feeblemind, confusion, berserk, disease, and poison; and fully heals the target Range: Touch Area of Effect: 1 creature THAC0: +4 Damage: 1d10+4 (slashing) Speed Factor: 0 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 2 | Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of samurai. STATISTICS: Equipped abilities: - Immunity to magical death, to magical death, petrification and à la désintégration - Magic Resistance: +10% Charge abilities: - Greater Restoration (1x per day) Greater Restoration (as a level 20 spellcaster) THAC0: +4 Damage: 1d10 +4 (Slashing) Speed Factor: 0 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 2 |
SW1H72 Bastard Sword +3 | 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: +3 Damage: 2d4+3 (slashing) Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 | 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: +3 Damage: 2d4 +3 (Slashing) Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-Handed Requires: - 11 Strength Weight: 7 |
SW1H73 Long Sword +3 | 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: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2 | 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: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 2 |
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 |
SW1H75 Katana +3 | To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 1 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 3 | To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse. STATISTICS: THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 1 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 3 |
SW1H76 Scimitar +3 | 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: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 10 Strength Weight: 1 | The scimitar, or "shamshir" as it was originally called, has a single-edged blade with a significant curve and is tapered to an elongated, sharp point. It is perhaps slower than other weapons of the same type, though it compensates by the amount of damage it is capable of. This particular weapon has been enhanced magically to complement the skill of the wielder. STATISTICS: THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 10 Strength Weight: 1 |
SW1H77 The Answerer +4 | The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of the Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks. STATISTICS: Combat abilities: – Each hit lowers the target's Magic Resistance by 15% for 4 rounds – Each hit penalizes the target's Armor Class by 2 for 4 rounds THAC0: +4 Damage: 1d8+4 (slashing) Speed Factor: 9 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2 | The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of the Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks. STATISTICS: Combat abilities: - Armor Class of the target: -2 for 4 rounds - Reduces the Magic Resistance of the target by 15% for 4 rounds THAC0: +4 Damage: 1d8 +4 (Slashing) Speed Factor: 9 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 2 |
SW1HWK Sun Soulbeam | The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned. STATISTICS: 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 comparatively almost clumsily adorned. STATISTICS: Charge abilities: - Magic Missile (as a level 10 spellcaster) (5x per day) Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 5 Strength Weight: 3 |
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: 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: 10 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: 14 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: - 14 Strength Weight: 10 |
SW2H07 Harbinger +3 | When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known. STATISTICS: Combat abilities: – Fireball: 5% chance per hit that a 10d6 fireball explodes, centered on the target – Flesh to Stone: All struck ogres must save vs. Spell or be turned to stone THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 10 | When the hero Trueblood destroyed the Harbinger, a demon gorging itself on the blood of peasant folk near Luskan, he bound its essence in the only vessel capable of holding it, his fabled sword, Deliverance. Though the evil creature was dominated by the will of the semi-sentient blade, it was not truly defeated, and it transformed the weapon from within. Now it acts much like any other enchanted weapon, but when it strikes, there is a small chance that a fireball erupts, a sign that the demon within still rages at its imprisonment. There is also a chance that any ogre it hits will be turned to stone. Whether this is an ability of the demon or a vestigial power of the original blade is not known. STATISTICS: Combat abilities: - Transmutes the ogres into stone (save vs. Spells neg.) - 6% chance to instantly cast Fireball on the target THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
SW2H08 Soul Reaver +4 | A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade. STATISTICS: Combat abilities: – Each hit makes the target receive a cumulative 2 point penalty to their THAC0 for 2 turns THAC0: +4 Damage: 1d10+4 (slashing) Speed Factor: 6 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 10 | A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade. STATISTICS: Combat abilities: - Reduces the THAC0 of the target by 2 for 2 turns THAC0: +4 Damage: 1d10 +4 (Slashing) Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
SW2H09 Warblade +4 | This large sword is an enchanted version of the barbaric swords of the northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. STATISTICS: THAC0: +4 Damage: 1d12+4 (slashing) Speed Factor: 6 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 11 | This large sword is an enchanted version of the barbaric swords of the northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. STATISTICS: THAC0: +4 Damage: 1d12 +4 (Slashing) Speed Factor: 6 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 11 |
SW2H10 Carsomyr +5 | The Holy Avenger: Carsomyr Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerûn, though its origin and history is thought purposefully forgotten so that the sword itself shall never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue and requires as much from any Paladin who would hope to wield it. The evils of the realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle. STATISTICS: Equipped abilities: – Magic Resistance: 50% Combat abilities: – Dispel Magic at level 30 on each hit Charge abilities: – Dispel Magic at level 15 three times per day Range: 40 ft. Area of Effect: 15-ft. radius THAC0: +5 Damage: 1d12+5, +5 extra vs. chaotic evil Damage type: Slashing Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 7 | The Holy Avenger: Carsomyr Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerûn, though its origin and history is thought purposefully forgotten so that the sword itself shall never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue and requires as much from any Paladin who would hope to wield it. The evils of the realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle. STATISTICS: Equipped abilities: - Magic Resistance: Set to 50% Charge abilities: - Dispel Magic (3x per day) Dispel Magic (as a level 15 spellcaster) Combat abilities: - Inflicts 5 slashing damage vs. chaotic evil creatures - Removes all magical effects from the target (as a level 30 spellcaster) THAC0: +5 Damage: 1d12 +5 (Slashing) Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 7 |
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 |
SW2H12 Flame of the North +2 | The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerûn. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn. STATISTICS: Equipped abilities: – Magic Resistance: +10% THAC0: +2 Damage: 1d10+2, +4 extra vs. chaotic evil Damage type: Slashing Speed Factor: 8 Proficiency Type: Two-handed sword Type: Two-handed Requires: 14 Strength Weight: 10 | The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerûn. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn. STATISTICS: Equipped abilities: - Magic Resistance: +10% Combat abilities: - Inflicts 4 slashing damage vs. chaotic evil creatures THAC0: +2 Damage: 1d10 +2 (Slashing) Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
SW2H13 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: 14 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: 1d4 +2 (Slashing) Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
SW2H14 Lilarcor | Lawrence Lilarcor was well known, not for being brave, but for being an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a treant was in the first place, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance." It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt," "Oh yeah! Got 'im good," and "Beware my bite for it might... might... might really hurt or something" is a constant barrage on a warrior's psyche. STATISTICS: Equipped abilities: – Immunity to charm – Immunity to confusion THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 8 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 10 | Lawrence Lilarcor was well known, not for being brave, but for being an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a treant was in the first place, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance." It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt," "Oh yeah! Got 'im good," and "Beware my bite for it might... might... might really hurt or something" is a constant barrage on a warrior's psyche. STATISTICS: Equipped abilities: - Immunity to charms and confusion THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 8 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 10 |
SW2H15 Silver Sword | This vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow. STATISTICS: Combat abilities: – 25% chance per hit that target must save vs. Death at -2 or die THAC0: +3 Damage: 1d10+3 (slashing) Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 15 | This vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow. STATISTICS: Combat abilities: - 26% chance to decapitate the target (save vs. Death at -2 neg.) THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 15 |
SW2H16 Sword of Chaos +2 | Sarevok's Sword of Chaos The blade of Sarevok, brother of | Sarevok's Sword of Chaos The blade of Sarevok, brother of |
SW2H17 Gram the Sword of Grief +5 | This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well-balanced, and in a certain light one can see the faint image of a serpent within the hilt. STATISTICS: Combat abilities: – 10% chance of inflicting 2d12 poison damage with each hit THAC0: +5 Damage: 1d10+5 (slashing) Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well-balanced, and in a certain light one can see the faint image of a serpent within the hilt. STATISTICS: Combat abilities: - 11% chance to inflict 2d12 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +5 Damage: 1d10 +5 (Slashing) Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
SW2H18 Gram the Sword of Grief +5 | Siegfried's fearsome blade is even more powerful with the Heart of the Damned set into its pommel. STATISTICS: Equipped abilities: – Magic Resistance: +5% Combat abilities: – 10% chance of inflicting 2d12 poison damage with each hit – Each hit target must save vs. Death (with a -5 penalty) or lose 1 level THAC0: +5 Damage: 1d10+5 (slashing) Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | Siegfried's fearsome blade is even more powerful with the Heart of the Damned set into its pommel. STATISTICS: Equipped abilities: - Magic Resistance: +5% Combat abilities: - Draine 1 niveau to the target permanently, persists after death (save vs. Death at -5 neg.) (Not effective against undead and the golems) - 11% chance to inflict 2d12 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +5 Damage: 1d10 +5 (Slashing) Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
SW2H19 Carsomyr +6 | Even a holy relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr. STATISTICS: Equipped abilities: – Magic Resistance: 50% Combat abilities: – Dispel Magic at level 30 whenever the sword strikes an opponent Charge abilities: – Dispel Magic at level 15 three times per day Range: 40 ft. Area of Effect: 15-ft. radius THAC0: +6 Damage: 1d12+6, +6 extra vs. chaotic evil Damage type: Slashing Speed Factor: 4 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 6 | Even a holy relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr. STATISTICS: Equipped abilities: - Magic Resistance: Set to 50% Charge abilities: - Dispel Magic (as a level 15 spellcaster) (3x per day) Combat abilities: - Inflicts 6 slashing damage vs. chaotic evil creatures - Removes all magical effects from the target (as a level 30 spellcaster) THAC0: +6 Damage: 1d12 +6 (Slashing) Speed Factor: 4 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 6 |
SW2H20 Two-handed Sword +3 | 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: +3 Damage: 1d10+3 (slashing) Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | 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: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
SW2H21 Psion's Blade +5 | Some believe this massive blade to be of drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the illithid. Those who wield the Psion's Blade are immune to the mind flayer's psionic attacks. The bewildering gaze of umber hulks, often found serving the illithid, are similarly rendered harmless. STATISTICS: Equipped abilities: – Immunity to confusion and all psionic attacks THAC0: +5 Damage: 1d10+5 (slashing) Speed Factor: 5 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength Weight: 9 | Some believe this massive blade to be of drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the illithid. Those who wield the Psion's Blade are immune to the mind flayer's psionic attacks. The bewildering gaze of umber hulks, often found serving the illithid, are similarly rendered harmless. STATISTICS: Equipped abilities: - Immunity to confusion and psionic abilities THAC0: +5 Damage: 1d10 +5 (Slashing) Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 9 |
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 (not cumulative) THAC0: +1 Damage: 1d10 +1 (Slashing) Speed Factor: 9 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 14 Strength Weight: 12 |
TAMCHAIN Darkmail +3 | Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures. STATISTICS: Equipped abilities: – Fire Resistance: +20% Armor Class: 2 (0 vs. slashing, 4 vs. crushing) Requires: 8 Strength Weight: 9 | Whether by design or through exposure to intense heat in battle, the chain links of this armor are coal black throughout. While legends usually speak of knights in shining armor facing great beasts, the fire resistant enchantment on this suit suggests equally great, if unheralded, battles with fire-breathing creatures. STATISTICS: Equipped abilities: - Magic Resistance: +25% - Fire Resistance: +50% - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: 0 (-2 vs. slashing attacks, 2 vs. crushing attacks) Requires: - 8 Strength Weight: 9 |
TELSWD Long Sword +3 | This exquisitely crafted sword has been enchanted with a powerful dweomer to enhance the user's skill and the damage caused... but is otherwise unremarkable. STATISTICS: THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 3 | This exquisitely crafted sword has been enchanted with a powerful dweomer to enhance the user's skill and the damage caused... but is otherwise unremarkable. STATISTICS: THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 2 Proficiency Type: Long Sword Type: One-Handed Requires: - 6 Strength Weight: 3 |
TTLEAT Leather Armor +1 | Basic armor made of thick, wax or water-hardened leather. It is sturdy protection, not supple like boots or a cloak. Soft garment leathers like that would offer no more protection than common clothing. Magical enchantments have improved the protective abilities of this particular suit. STATISTICS: Armor Class: 7 (9 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: 7 (9 vs. piercing and missile attacks) Requires: - 4 Strength Weight: 10 |
TTPOT Why would the Shadow Thieves be interested in attacking a wizard? | I see. Well, I'll be going, then. | I see. Well, I'll be going, then. STATISTICS: - Heals 27 hit points to the drinker Weight: 1 |
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 | 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 |
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 |
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: – Charisma: +2 – Hit Points: +5 – 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 |
WA2DAK Dak'kon's Zerth Blade +2 | This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the "Nameless One." STATISTICS: Equipped abilities: – Armor Class: +1 – Can memorize one extra 1st-, 2nd-, 3rd-, and 4th-level wizard spell THAC0: +2 Damage: 1d10+2 (slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength Weight: 4 | This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the "Nameless One." STATISTICS: Equipped abilities: - Memorise an extra wizard spell of 1st, 2nd, 3rd and 4th level - Armor Class: +1 THAC0: +2 Damage: 1d10 +2 (Slashing) Speed Factor: 2 Proficiency Type: Katana Type: One-Handed Requires: - 6 Strength Weight: 4 |
WA2HALB Harmonium Halberd +3 | This halberd is a powerful weapon usually given out to the most important of Harmonium captains. The Harmonium is a faction based out of the planar city known as "Sigil." STATISTICS: Equipped abilities: – Strength: +1 – Intelligence: -1 – Wisdom: -1 THAC0: +3 Damage: 1d10+3 (piercing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-handed Requires: 11 Strength Weight: 12 | This halberd is a powerful weapon usually given out to the most important of Harmonium captains. The Harmonium is a faction based out of the planar city known as "Sigil." STATISTICS: Equipped abilities: - Strength: +1 - Intelligence: -1 - Wisdom: -1 THAC0: +3 Damage: 1d10 +3 (Piercing/Slashing) Speed Factor: 6 Proficiency Type: Halberd Type: Two-Handed Requires: - 11 Strength Weight: 12 |
WA2HELM Vhailor's Helm | This helmet was worn by a mysterious warrior named Vhailor. The warrior was destroyed while helping a creature known as the "Nameless One." STATISTICS: Equipped abilities: – Protects against critical hits – Armor Class: +1 Charge abilities: – Simulacrum once per day Duration: 16 rounds Weight: 2 | This helmet was worn by a mysterious warrior named Vhailor. The warrior was destroyed while helping a creature known as the "Nameless One." STATISTICS: Equipped abilities: - Protection against critical hits - Armor Class: +1 Charge abilities: - Simulacrum (instant) (1x per day) Weight: 2 |
WA2PLAT Plate of Balduran | This plate was worn by the famous hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped abilities: – Charisma: +1 – Hit Points: +4 Armor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile) Requires: 15 Strength Weight: 50 | This plate was worn by the famous hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped abilities: - Maximum hit points: +4 - Charisma: +1 - Prevents the use of thief skills - Prevents the use of Hide in shadows Armor Class: -1 (-5 vs. slashing attacks, -4 vs. piercing and missile attacks) Requires: - 15 Strength Weight: 50 |
WA2RING Mercykiller Ring | The Mercykillers are a powerful faction based out of the planar city of Sigil. This ring is given out to Mercykiller assassins when they are sent out to punish those who have broken the laws of Sigil. Often these assassins will roam as far as the Prime Material Plane. STATISTICS: Equipped abilities: – Move Silently: +20% – Hide In Shadows: +20% – Set Traps: +20% Weight: 0 | The Mercykillers are a powerful faction based out of the planar city of Sigil. This ring is given out to Mercykiller assassins when they are sent out to punish those who have broken the laws of Sigil. Often these assassins will roam as far as the Prime Material Plane. STATISTICS: Equipped abilities: - Set Traps: +20% - Hide in Shadows: +20% - Move Silently: +20% Weight: 0 |
WA2ROBE Robe of Vecna | This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna, possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item. STATISTICS: Equipped abilities: – Armor Class: 5 – Magic Resistance: +10% – Improves casting speed by 4 Weight: 3 | This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna, possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item. STATISTICS: Equipped abilities: - Casting time: -4 - Magic Resistance: +10% Armor Class: 5 Weight: 3 |
WA2S1H Sword of Balduran | The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped abilities: – Magic Resistance: +10% – Lore: +10 THAC0: +2 Damage: 1d8+2 (slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 5 Strength Weight: 3 | The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate. STATISTICS: Equipped abilities: - Magic Resistance: +10% - Lore: +10 THAC0: +2 Damage: 1d8 +2 (Slashing) Speed Factor: 3 Proficiency Type: Long Sword Type: One-Handed Requires: - 5 Strength 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: – Armor Class: +4 – Strength: -1 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 |
WAAXE Axe of Hrothgar +3 | This axe was wielded by an adventurer who lived within the town of Easthaven in Icewind Dale. He died about a century ago trying to rescue his town from the ancient devil Belhifet. STATISTICS: Equipped abilities: – Wisdom: +1 – Charisma: +1 THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength Weight: 5 | This axe was wielded by an adventurer who lived within the town of Easthaven in Icewind Dale. He died about a century ago trying to rescue his town from the ancient devil Belhifet. STATISTICS: Equipped abilities: - Wisdom: +1 - Charisma: +1 THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 4 Proficiency Type: Axe Type: One-Handed Requires: - 10 Strength Weight: 5 |
WAFLAIL Defender of Easthaven +3 | This flail was created a century ago to commemorate the defeat of the devil Belhifet. It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated. STATISTICS: Equipped abilities: – Armor Class: +1 – +20% resistance to slashing, piercing, and crushing damage THAC0: +3 Damage: 1d6+4 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 13 Strength Weight: 12 | This flail was created a century ago to commemorate the defeat of the devil Belhifet. It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated. STATISTICS: Equipped abilities: - Armor Class: +1 - Slashing Damage Resistance: +20% - Crushing Damage Resistance: +20% - Piercing Damage Resistance: +20% THAC0: +3 Damage: 1d6 +4 (Crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 13 Strength Weight: 12 |
WAMACE Jerrod's Mace +2 | This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful devil known as Belhifet. STATISTICS: THAC0: +2, +5 vs. demons and devils Damage: 1d6+3, +6 vs. demons and devils Damage type: Crushing Speed Factor: 5 Proficiency Type: Mace Type: One-handed Weight: 7 | This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful devil known as Belhifet. STATISTICS: Equipped abilities: - Enchantment: +5 vs. demons - THAC0: +3 vs. demons Combat abilities: - Inflicts 3 crushing damage vs. demons THAC0: +2 Damage: 1d6 +3 (Crushing) Speed Factor: 5 Proficiency Type: Mace Type: One-Handed Weight: 7 |
WAND16 Potion of Icedust | A shower of fine chunks of ice fly forth from the drinker of this potion, creating a light dusting of cold flakes that protects all within the area of effect from fire damage. This potion was created to counter Fireball and similar spells. STATISTICS: Charge abilities: – Protects all within area from fire damage for 1 round Range: 0 Area of Effect: 15-ft. radius Weight: 1 | A shower of fine chunks of ice fly forth from the drinker of this potion, creating a light dusting of cold flakes that protects all within the area of effect from fire damage. This potion was created to counter Fireball and similar spells. STATISTICS: - Immune the enemies within a 15 feet radius to fire for 1 round Weight: 1 |
WANINJA Ninjatō of the Scarlet Brotherhood +3 | When a member of the Scarlet Brotherhood kills one of that organization's "great enemies," they are often rewarded with this sword. How this sword made its way from the world of Greyhawk (where the Brotherhood is based) to Faerûn is a mystery. When unsheathed, the ninjatō will glow blood red. STATISTICS: Combat abilities: – 1 extra attack per round – Hit target takes 6 points of poison damage per round for 2 rounds (Save vs. Death negates) THAC0: +3 Damage: 1d8+3 (slashing) Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 6 Strength Weight: 2 | When a member of the Scarlet Brotherhood kills one of that organization's "great enemies," they are often rewarded with this sword. How this sword made its way from the world of Greyhawk (where the Brotherhood is based) to Faerûn is a mystery. When unsheathed, the ninjatō will glow blood red. STATISTICS: Equipped abilities: - Attacks per round: +1 Combat abilities: - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons) THAC0: +3 Damage: 1d8 +3 (Slashing) Speed Factor: 1 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 6 Strength Weight: 2 |
WAS2H Joril's Dagger +3 | Joril was a powerful frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a two-handed sword. STATISTICS: Combat abilities: – 25% chance of each hit confusing the target for 3 rounds (Save vs. Spell to negate) THAC0: +3 Damage: 1d10+3, +1 cold damage Damage type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 13 Strength Weight: 10 | Joril was a powerful frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a two-handed sword. STATISTICS: Combat abilities: - Inflicts 1 cold damage to the target - 26% chance to confuse the target for 3 rounds (save vs. Spells neg.) THAC0: +3 Damage: 1d10 +3 (Slashing) Speed Factor: 7 Proficiency Type: Two-Handed Sword Type: Two-Handed Requires: - 13 Strength Weight: 10 |
WASLING Sling of Everard +5 | The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale. STATISTICS: Combat abilities: – When no bullets are equipped, the sling fires missiles that are treated as +5 for the purposes of determining what enemies they can damage. The missiles receive +5 to hit, including the bonus listed below, and deal a total of 1d4+2 missile damage THAC0: +5 Damage: +2 (missile) Speed Factor: 0 Proficiency Type: Sling Type: One-handed Requires: 3 Strength Weight: 0 | The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - Requires no ammunition THAC0: +5 Damage: 1d4 +2 (Missile) Speed Factor: 0 Proficiency Type: Sling Type: One-Handed Requires: - 3 Strength Weight: 0 |
WASPEAR Spear of Kuldahar +3 | This spear was forged by the druids who dwelt close to the great tree of Kuldahar. It was meant to be used by the warrior who was appointed as Kuldahar's defender. STATISTICS: Equipped abilities: – Hit Points: +8 THAC0: +3 Damage: 1d6+3 (piercing) Speed Factor: 3 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength Weight: 3 | This spear was forged by the druids who dwelt close to the great tree of Kuldahar. It was meant to be used by the warrior who was appointed as Kuldahar's defender. STATISTICS: Equipped abilities: - Maximum hit points: +8 THAC0: +3 Damage: 1d6 +3 (Piercing) Speed Factor: 3 Proficiency Type: Spear Type: Two-Handed Requires: - 5 Strength Weight: 3 |
WASTAFF Staff of Arundel +3 | This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an archdruid that lived in the city of Kuldahar before he was killed by the devil Belhifet. STATISTICS: Equipped abilities: – Cold Resistance: +10% – Fire Resistance: +10% – Can memorize one extra 5th- and one extra 6th-level divine spell THAC0: +3 Damage: 1d6+3 (crushing) Speed Factor: 0 Proficiency Type: Quarterstaff Type: Two-handed Requires: 9 Dexterity Weight: 3 | This was a lesser version of the Staff of the Woodlands. It was created by Arundel, an archdruid that lived in the city of Kuldahar before he was killed by the devil Belhifet. STATISTICS: Equipped abilities: - Memorise an extra druid spell of 5th and 6th level - Fire Resistance: +10% - Cold Resistance: +10% THAC0: +3 Damage: 1d6 +3 (Crushing) Speed Factor: 0 Proficiency Type: Quarterstaff Type: Two-Handed Requires: - 9 Dexterity Weight: 3 |
WASTAR Everard's Morning Star +2 | This morning star was the personal weapon of the cleric Everard. Everard was a powerful priest of Tempus who sacrificed his life in the battle against the devil Belhifet. STATISTICS: Combat abilities: – 50% chance per hit of making targeted spellcaster lose one spell from memory THAC0: +2 Damage: 2d4+2 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 9 | This morning star was the personal weapon of the cleric Everard. Everard was a powerful priest of Tempus who sacrificed his life in the battle against the devil Belhifet. STATISTICS: Combat abilities: - 51% chance de drainer 1 sort profane de la mémoire of the target THAC0: +2 Damage: 2d4 +2 (Crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-Handed Requires: - 11 Strength Weight: 9 |
WAWAK Kachiko's Wakizashi +3 | This sword was the favored weapon of a female warrior named Kachiko. Not much was known about her other than that she hailed from the far eastern lands in Kara-Tur. STATISTICS: Combat abilities: – Drains 2 points of target's Wisdom for 2 rounds on each hit (Save vs. Death to negate) THAC0: +3 Damage: 1d8+3 (piercing) Speed Factor: 0 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 5 Strength Weight: 2 | This sword was the favored weapon of a female warrior named Kachiko. Not much was known about her other than that she hailed from the far eastern lands in Kara-Tur. STATISTICS: Combat abilities: - Reduces the Wisdom of the target by 2 for 2 rounds (save vs. Death neg.) THAC0: +3 Damage: 1d8 +3 (Piercing) Speed Factor: 0 Proficiency Type: Scimitar / Wakizashi / Ninjatō Type: One-Handed Requires: - 5 Strength Weight: 2 |
WINGS01 Fallen Archer | Fallen Archer | Fallen Archer STATISTICS: Weight: 2 |
WINGS01B Fallen Archer | Fallen Archer | Fallen Archer 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 (missile) 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). This heavy crossbow has been enchanted. STATISTICS: THAC0: +1 Damage: +3 (missile) 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). This heavy crossbow has been enchanted. 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 (missile) 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: 3 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: 3 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 |
XBOW08 Giant Hair Crossbow +3 | Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required (Strength of 15 or greater). STATISTICS: THAC0: +3 Damage: +5 (missile) Speed Factor: 7 Proficiency Type: Crossbow Type: Two-handed Requires: 15 Strength Weight: 11 | Though hard to verify, it is claimed that the bowstring of this crossbow is made from the hair of a frost giant. Whatever the truth, the weapon is incredibly hard to draw, although its accuracy and subsequent damage are well worth the strain required (Strength of 15 or greater). STATISTICS: Equipped abilities: - Attacks per round: Set to 1 THAC0: +3 Damage: +5 (Missile) Speed Factor: 7 Proficiency Type: Crossbow Type: Two-Handed Requires: - 15 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 |
XBOW10 Necaradan's Crossbow +3 | Bower Necaradan crafted this masterpiece almost thirty years ago, lacing strong enchantments within both the wood and the string. It is said he only fired it once, just to see if it performed as true as he had hoped. He was reportedly not disappointed, but a local nobleman sought the bow soon after, and it eventually fell into the hands of bandits. STATISTICS: THAC0: +3 Damage: +3 (missile) Speed Factor: 2 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 5 | Bower Necaradan crafted this masterpiece almost thirty years ago, lacing strong enchantments within both the wood and the string. It is said he only fired it once, just to see if it performed as true as he had hoped. He was reportedly not disappointed, but a local nobleman sought the bow soon after, and it eventually fell into the hands of bandits. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 THAC0: +3 Damage: +3 (Missile) Speed Factor: 2 Proficiency Type: Crossbow Type: Two-Handed Requires: - 8 Strength Weight: 5 |
XBOW12 Flasher Launcher | This is Jan Jansen's crossbow, and such is its complexity that only he can use it. Likewise, only he can make the special ammunition it is capable of firing. Substantial tinkering on this launcher has made it especially accurate. STATISTICS: THAC0: +1 Speed Factor: 3 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 10 | This is Jan Jansen's crossbow, and such is its complexity that only he can use it. Likewise, only he can make the special ammunition it is capable of firing. Substantial tinkering on this launcher has made it especially accurate. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 THAC0: +1 Speed Factor: 3 Proficiency Type: Crossbow Type: Two-Handed Requires: - 8 Strength Weight: 10 |
XBOW13 Crossbow of Affliction +4 | A devastating weapon, this crossbow unfortunately draws its power directly from the wielder. Some bowmen have used it regardless, and many to great effect, but the drawbacks must be carefully considered. Its most famous owner, Guil de Lyons, made good use of it fighting bandits in remote areas of Faerûn, but he ultimately fell when he lacked the strength to defend against a rare assailant that got within striking distance. STATISTICS: Equipped abilities: – Strength: -2 THAC0: +4 Damage: +4 (missile) Speed Factor: 6 Proficiency Type: Crossbow Type: Two-handed Weight: 9 | A devastating weapon, this crossbow unfortunately draws its power directly from the wielder. Some bowmen have used it regardless, and many to great effect, but the drawbacks must be carefully considered. Its most famous owner, Guil de Lyons, made good use of it fighting bandits in remote areas of Faerûn, but he ultimately fell when he lacked the strength to defend against a rare assailant that got within striking distance. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 - Strength: -2 THAC0: +4 Damage: +4 (Missile) Speed Factor: 6 Proficiency Type: Crossbow Type: Two-Handed Weight: 9 |
XBOW14 Heavy Crossbow of Searing +1 | A marvel of engineering, this crossbow covers bolts in oil and sets them alight when fired. It is enchanted as well, likely to keep the mechanism working smoothly. It bears the hallmarks of the inventor's god, Gond. STATISTICS: THAC0: +1 Damage: +3 (missile), +2 fire damage Speed Factor: 9 Proficiency Type: Crossbow Type: Two-handed Requires: 12 Strength Weight: 10 | A marvel of engineering, this crossbow covers bolts in oil and sets them alight when fired. It is enchanted as well, likely to keep the mechanism working smoothly. It bears the hallmarks of the inventor's god, Gond. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - Inflicts 2 fire damage to the target THAC0: +1 Damage: +3 (Missile) Speed Factor: 9 Proficiency Type: Crossbow Type: Two-Handed Requires: - 12 Strength Weight: 10 |
XBOW15 Firetooth +4 | One of the most powerful crossbows in the realms, Firetooth has no need for ammunition, as it automatically launches magical bolts of fire. STATISTICS: Combat abilities: – When no bolts are equipped, the crossbow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +6 to hit, including the bonus listed below, and deal a total of 1d8+4 missile and 2 fire damage THAC0: +6 bonus (+4 crossbow, +2 Fire Bolt) Damage: 1d8+4, +2 fire damage Speed Factor: 1 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 5 | One of the most powerful crossbows in the realms, Firetooth has no need for ammunition, as it automatically launches magical bolts of fire. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - Requires no ammunition - Inflicts 2 fire damage to the target Enchantment: +4 THAC0: +6 Damage: 1d8 +4 (Missile) Speed Factor: 1 Proficiency Type: Crossbow Type: Two-Handed Requires: - 8 Strength Weight: 5 |
XBOW16 Firetooth +5 | The magical bowstring of Gond makes even the Firetooth crossbow's enchanted missiles more accurate and more powerful. Firetooth will never run out of these enchanted missiles, so there is no need for ammunition. STATISTICS: Combat abilities: – When no bolts are equipped, the crossbow fires missiles that are treated as +5 for the purposes of determining what enemies they can damage. The missiles receive +7 to hit, including the bonus listed below, and deal a total of 1d8+5 missile and 2 fire damage THAC0: +7 bonus (+5 crossbow, +2 Fire Bolt) Damage: 1d8+5, +2 fire damage Speed Factor: 1 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 5 | The magical bowstring of Gond makes even the Firetooth crossbow's enchanted missiles more accurate and more powerful. Firetooth will never run out of these enchanted missiles, so there is no need for ammunition. STATISTICS: Equipped abilities: - Attacks per round: Set to 1 Combat abilities: - Requires no ammunition - Inflicts 2 fire damage to the target Enchantment: +5 THAC0: +7 Damage: 1d8 +5 (Missile) Speed Factor: 1 Proficiency Type: Crossbow Type: Two-Handed Requires: - 8 Strength Weight: 5 |
XBOW17 Heavy Crossbow +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. 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: +3 Damage: +5 (missile) Speed Factor: 7 Proficiency Type: Crossbow Type: Two-handed Requires: 12 Strength Weight: 10 | 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: +3 Damage: +5 (Missile) Speed Factor: 7 Proficiency Type: Crossbow Type: Two-Handed Requires: - 12 Strength Weight: 10 |
XBOW18 Light Crossbow +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 magical crossbow is elegant and light in the hand, with little recoil. STATISTICS: THAC0: +3 Damage: +3 (missile) Speed Factor: 2 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength Weight: 4 | 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: +3 Damage: +3 (Missile) Speed Factor: 2 Proficiency Type: Crossbow Type: Two-Handed Requires: - 8 Strength Weight: 4 |
XZARCLCK 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 |