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                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                    Baldur's Gate II: Shadows of Amn (PC)
                    & Throne of Bhaal (BG2 Expansion, PC)
                                Items Listing
                    _____________________________________
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                              January 17, 2005
                                Version  2.01

                       Written by:  Dan Simpson
                            Email:  [email protected]

 If emailing me, use this subject:  Baldur's Gate II v 2.01

 (Emails that don't use this subject will be deleted, avoid using all CAPS)


                                Email Policy: (read before emailing me!)
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯
         If you see any mistakes, or have anything that you want to add,
         please email me.  I will, of course, give you full credit for
         your addition, and be eternally grateful to you.  Email addresses
         are not posted in the guide, unless you specifically state that
         you want it to be.


                                     Notes
-------------------------------------------------------------------------------
You will find the most up to date version of this FAQ at:

 http://www.gamefaqs.com/
 http://www.gamewinners.com/

This is just an Items listing for the game Baldur's Gate II.  I also have a
complete FAQ/Walkthrough:

 http://www.gamefaqs.com/computer/doswin/game/25804.html

Items are sorted first by type (Amulets, Armors, etc.), then by item code
number (such as AMUL01 or PLAT01).  Items that have the exact the description
as a previous item are not described.  Items that have a redundant description
are not described (for example the item "Valygar's Body" has the description of
"This is the body of Valygar").  Plot related items from the ORIGINAL Baldur's
Gate are not covered.  Finally, books are mostly not described.

All Throne of Bhaal items are noted as such, either as an entire section of
ToB items, or by each individual items.  If you do not have Throne of Bhaal
installed, then you cannot get these items.

If you want to learn how to cheat to create these items, check out my
FAQ/Walkthrough at GameFAQs.
-------------------------------------------------------------------------------

__________________
Table of Contents:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Quick Item List (just the item codes)

 Full Item List (Item code plus full description)

 Amulets
 Arrows
 Axes
 Bags
 Belts
 Blunt Weapons (not hammers)
 Bolts
 Books
 Boots
 Bows
 Bracers
 Bullets
 Chainmails
 Cloaks & Robes
 Components for Cespenar (Throne of Bhaal)
 Crossbows
 Daggers
 Darts
 Drow Items
 Familiars
 Halberds
 Hammers
 Helmets
 Icewind Dale Items (from the Preorder CD)
 Keys
 Leather Armors
 Misc Items
 Plate Mails
 Plot Items (Throne of Bhaal)
 Potions
 Quivers (Throne of Bhaal)
 Rings
 Rods
 Dragon Scales
 Scrolls
 Secret Pantaloon Stuff (Throne of Bhaal)
 Shields
 Slings
 Staves
 Swords
 Torment Items (from the Collector's Edition)
 Two Handed Swords
 Wands

 Final Words...


-------------------------------------------------------------------------------
Quick Item List
-------------------------------------------------------------------------------

   AMULETS:

   AMUL01 - Necklace of Missiles
   AMUL02 - Necklace
   AMUL04 - Studded Necklace with Zios Gems
   AMUL05 - Bluestone Necklace
   AMUL06 - Agni Mani Necklace
   AMUL07 - Rainbow Obsidian Necklace
   AMUL08 - Tiger Cowrie Shell Necklace
   AMUL09 - Silver Necklace
   AMUL10 - Gold Necklace
   AMUL11 - Pearl Necklace
   AMUL12 - Laeral's Tear Necklace (3000 gp)
   AMUL13 - Bloodstone Amulet
   AMUL14 - Amulet of Protection +1
   AMUL15 - Shield Amulet
   AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)
   AMUL17 - Greenstone Amulet
   AMUL18 - Wolfsbane Charm +2 vs Lycanthropes
   AMUL19 - Amulet of 5% Magic Resistance
   AMUL20 - Kaligun's Amulet of Magic Resistance
   AMUL21 - Amulet of Power
   AMUL22 - Periapt of Proof Against Poison
   AMUL23 - Periapt of Life Protection
   AMUL24 - Necklace of Form Stability
   AMUL25 - Amulet of Spell Warding
   AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal)
   AMUL27 - Amulet of Seldarine (Throne of Bhaal)
   AMUL28 - Amulet of the Master Harper (Throne of Bhaal)

   ARROWS:

   AROW01 - Arrow
   AROW02 - Arrow +1
   AROW03 - Arrow of Slaying
   AROW04 - Acid Arrow
   AROW05 - Arrow of Biting
   AROW06 - Arrow of Detonation
   AROW07 - Arrow or Dispelling
   AROW08 - Arrow of Fire
   AROW09 - Arrow of Ice
   AROW10 - Arrow of Piercing
   AROW11 - Arrow +2
   AROW12 - Arrow of Biting
   AROW1A - Arrow +2 (different picture)
   AROW15 - Arrow +3 (Throne of Bhaal)

   AXES:

   AX1H01 - Battle Axe
   AX1H02 - Battle Axe +1
   AX1H03 - Battle Axe +2
   AX1H04 - Throwing Axe
   AX1H05 - Throwing Axe +2
   AX1H06 - Throwing Axe +2
   AX1H07 - Bala's Axe (miscast magic)
   AX1H08 - Hangard's Axe +2
   AX1H09 - Rifthome Axe +3 (thrown)
   AX1H10 - Azuredge Axe +3
   AX1H11 - Battle Axe +2
   AX1H12 - Battle Axe +3, Stonefire
   AX1H13 - Battle Axe +3, Frostreaver
   AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal)
   AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal)
   AX1H16 - K'logarath +4 (Throne of Bhaal)
   AX1H17 - Battle Axe +3 (Throne of Bhaal)

   BAGS:

   BAG02  - Gem Bag (BAG02B-BAG02I also work)
   BAG03  - Scroll Case (BAG03B-BAG03I also work)
   BAG04  - Bag of Holding
   BAG05  - Ammo Belt (Throne of Bhaal)
   BAG06  - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work)
   BAG19  - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work)
   BAG20 to BAG31 - Bag of Holding (Throne of Bhaal)

   BELTS:

   BELT01 - Girdle
   BELT02 - Golden Girdle
   BELT03 - Girdle of Bluntness
   BELT04 - Girdle of Piercing
   BELT05 - Girdle of Masculinity/Femininity
   BELT06 - Girdle of Hill Giant Strength (19 STR)
   BELT07 - Girdle of Stone Giant Strength (20 STR)
   BELT08 - Girdle of Frost Giant Strength (21 STR)
   BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours)
   BELT10 - Belt of Inertial Barrier (resist damage)
   BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal, 22 STR)
   MEL01 - Imoen's Belt

   BLUNT WEAPONS:

   BLUN01 - Club
   BLUN02 - Flail
   BLUN03 - Flail +1
   BLUN04 - Mace
   BLUN05 - Mace +1
   BLUN06 - Morning Star
   BLUN07 - Morning Star +1
   BLUN08 - Flail
   BLUN09 - Kiel's Morningstar
   BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures
   BLUN11 - Mace
   BLUN12 - Mace of Disruption +1
   BLUN13 - Flail +2
   BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold)
   BLUN14A - Flail Head (Cold)
   BLUN14B - Flail Head (Fire)
   BLUN14C - Flail Head (Acid)
   BLUN14D - Flail of Ages (Fire + Cold)
   BLUN14E - Flail of Ages (Acid + Cold)
   BLUN14F - Flail of Ages (Fire + Acid)
   BLUN14G - Flail of Ages (Cold)
   BLUN14H - Flail of Ages (Fire)
   BLUN14I - Flail of Ages (Acid)
   BLUN15 - Morning Star +2
   BLUN16 - Morningstar + 2: The Sleeper
   BLUN17 - Morningstar +2: Wyvern's Tail
   BLUN18 - Mace +3: Skullcrusher
   BLUN19 - Mace +2: Mauler's Arm
   BLUN20 - Mace +1: Ardulia's Fall
   BLUN21 - Mace +2
   BLUN22 - Club +3, Blackblood
   BLUN23 - Bone Club +2, +3 vs. Undead
   BLUN24 - Club +2, Gnasher
   BLUN25 - Mace of Disruption +2
   BLUN26 - Club of Detonation +3 (Throne of Bhaal)
   BLUN27 - Club of Detonation +5 (Throne of Bhaal)
   BLUN28 - Storm Star +3 (Throne of Bhaal)
   BLUN29 - Storm Star +5 (Throne of Bhaal)
   BLUN30 - Flail of Ages +5 (Throne of Bhaal)
   BLUN30A - Flail Head (Poison) (Throne of Bhaal)
   BLUN30B - Flail Head (Electric) (Throne of Bhaal)
   BLUN30C - Flail of Ages +4 (Throne of Bhaal)
   BLUN30D - Flail of Ages +4 (Throne of Bhaal)
   BLUN31 - Club +3 (Throne of Bhaal)
   BLUN32 - Flail +3 (Throne of Bhaal)
   BLUN33 - Mace +3 (Throne of Bhaal)
   BLUN34 - Morning Star +3 (Throne of Bhaal)
   BLUN35 - Ice Star +4 (Throne of Bhaal)

   BOLTS:

   BOLT01 - Bolt
   BOLT02 - Bolt +1
   BOLT03 - Bolt of Lightning
   BOLT04 - Bolt of Biting
   BOLT05 - Bolt of Polymorphing
   BOLT06 - Bolt +2
   BOLT07 - Flasher Master Bruiser Mate (Jan Jansen)
   BOLT08 - Blessed Bolt
   BOLT09 - Bolt +3 (Throne of Bhaal)

   BOOKS:

   BOOK01 - Magical Book
   BOOK02 - Spell Book
   BOOK03 - Manual of Bodily Health +1 Con
   BOOK04 - Manual of Gainful Exercise +1 Str
   BOOK05 - Manual of Quickness of Action +1 Dex
   BOOK06 - Tome of Clear Thought +1 Int
   BOOK07 - Tome of Leadership and Influence +1 Chr
   BOOK08 - Tome of Understanding +1 Wis
   BOOK09 - Normal Book
   BOOK10
     |    - miscellaneous Histories
   BOOK67
   BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls
            (must be Identified)
   BOOK70 - Yago's Book of Curses
   BOOK71
     |    - miscellaneous Dusty Books
   BOOK86
   BOOK87 - Balduran's Log Book
   BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir
   BOOK89 - The Book of Kaza
   BOOK90 - Golem Building Book
   BOOK91 - Tome of Amaunator
   BOOK92 - Merella's Journal
   BOOK93 - Orcish Cookbook
   BOOK94 - The Vapiricus Omnibus: Unabridged
   BOOK95 - Dea Vampir Becomos
   BOOK96 - Conjur Ota Servanta
   BOOK97 - Lellyn's Journal
   BOOK98 - Book of King Strohm III
   HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal)

   BOOTS:

   BOOT01 - Boots of Speed
   BOOT02 - Boots of Stealth
   BOOT03 - Boots of the North
   BOOT04 - Boots of Avoidance
   BOOT05 - Boots of Grounding
   BOOT06 - Worn Out Boots
   BOOT07 - Boots of Elvenkind
   BOOT08 - Boots of Phasing
   BOOT09 - Boots
   BOOT10 - Boots of Lightning Speed (double haste)
   BOOT11 - Boots of Etherealness
   BOOT12 - Gargoyle Boots (Throne of Bhaal)
   BOOTDRIZ - Drizzt's Boots of Speed

   BOWS:

   BOW01 - Composite Long Bow
   BOW02 - Composite Long Bow +1
   BOW03 - Long Bow
   BOW04 - Long Bow +1
   BOW05 - Short Bow
   BOW06 - Short Bow +1
   BOW07 - Long Bow of Marksmanship
   BOW08 - Eagle Bow (Short Bow +2)
   BOW09 - Ripper +2
   BOW10 - Heartseeker +3
   BOW11 - Strong Arm +2
   BOW12 - Elven Court Bow +3
   BOW13 - Mana Bow +4
   BOW14 - Tuigan Short Bow +1
   BOW15 - Tansheron's Short Bow +3 (needs no ammo)
   BOW16 - Composite Long Bow +2
   BOW17 - Long Bow +2
   BOW18 - Short Bow +2
   BOW19 - Short Bow of Gesen (needs no ammo)
   BOW19A - Gesen Bow Shaft
   BOW19B - Gesen Bow String
   BOW20 - Darkfire Bow +4 (Throne of Bhaal)
   BOW21 - Darkfire Bow +5 (Throne of Bhaal)
   BOW22 - Taralash +4 (Throne of Bhaal)
   BOW23 - Taralash +5 (Throne of Bhaal)
   BOW24 - Composite Long Bow +3 (Throne of Bhaal)
   BOW25 - Long Bow +3 (Throne of Bhaal)
   BOW26 - Short Bow +3 (Throne of Bhaal)
   BOW99 - Eagle Bow (short bow +2)
   NPBOW - Bow of Arvoreen (Mazzy)

   BRACERS:

   BRAC01 - Bracers of Defense AC 8
   BRAC02 - Bracers of Defense AC 7
   BRAC03 - Bracers of Defense AC 6
   BRAC04 - Bracers of Archery
   BRAC05 - Bracers
   BRAC06 - Gauntlets of Ogre Power
   BRAC07 - Gauntlets of Dexterity
   BRAC08 - Gauntlets of Fumbling
   BRAC09 - Gauntlets of Weapon Skill
   BRAC10 - Gauntlets of Weapon Expertise
   BRAC11 - Bracers of Binding (cursed item)
   BRAC12 - Bracers
   BRAC13 - Bracers of Defense AC 5
   BRAC14 - Bracers of Defense AC 4
   BRAC15 - Bracers of Defense AC 3
   BRAC16 - Bracers of Blinding Strike (improved haste once a day)
   BRAC17 - Gloves of Pick Pocketing
   BRAC18 - Gloves of Missile Snaring
   BRAC19 - Gauntlets of Crushing (extra fist damage)
   BRAC20 - Gloves of Healing
   BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal)
   BRAC22 - Paladin's Bracers (Throne of Bhaal)
   BRAC23 - Blessed Bracers (Throne of Bhaal)
   BRAC24 - Bard's Gloves (Throne of Bhaal)
   BRAC25 - Wondrous Gloves (Throne of Bhaal)
   BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal)

   BULLETS:

   BULL01 - Bullet
   BULL02 - Bullet +1
   BULL03 - Bullet +2
   BULL04 - Sunstone Bullet +1
   BULL05 - Bullet +3 (Throne of Bhaal)
   BULL06 - Bullet +4 (Throne of Bhaal)

   CHAINMAILS:

   CHAN01 - Chainmail
   CHAN02 - Chainmail +1
   CHAN03 - Chainmail +2
   CHAN04 - Splint Mail
   CHAN05 - Splint Mail +1
   CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail)
   CHAN07 - Chain Mail +3
   CHAN08 - Chain Mail +2
   CHAN09 - Darkmail +3
   CHAN10 - Jester's Chain +4
   CHAN11 - Crimson Chain +5
   CHAN12 - Elven Chain Mail
   CHAN13 - Elven Chain +1
   CHAN14 - Sylvan Chain +2
   CHAN15 - Melodic Chain +3
   CHAN16 - Bladesinger Chain +4
   CHAN17 - Ashen Scales +2
   CHAN18 - Armor of Faith +3
   CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal)
   CHAN20 - White Dragon Scale (Throne of Bhaal)
   CHAN21 - Chain Mail +3 (Throne of Bhaal)
   NPCHAN - Corthala Family Armor

   CLOAKS & ROBES:

   CLCK01 - Cloak of Protection +1
   CLCK02 - Cloak of Protection +2
   CLCK03 - Cloak of Displacement
   CLCK04 - Cloak of the Wolf
   CLCK05 - Cloak of Balduran
   CLCK06 - Cloak of Non-Detection
   CLCK07 - Nymph Cloak
   CLCK08 - Algernon's Cloak
   CLCK09 - Mage Robe of Cold Resistance
   CLCK10 - Mage Robe of Fire Resistance
   CLCK11 - Mage Robe of Electrical Resistance
   CLCK12 - Knave's Robe
   CLCK13 - Traveller's Robe
   CLCK14 - Adventurer's Robe
   CLCK15 - Robe of the Good Archmagi
   CLCK16 - Robe of the Neutral Archmagi
   CLCK17 - Robe of the Evil Archmagi
   CLCK18 - Knave's Robe
   CLCK19 - Robe of the Good Archmagi
   CLCK20 - Cloak of the Shield
   CLCK21 - Holy cloak
   CLCK22 - Shandalar's cloak
   CLCK23 - Cloak of Elvenkind (hide in shadows bonus)
   CLCK24 - Cloak of Reflection
   CLCK25 - Cloak of the Stars
   CLCK26 - Cloak of Mirroring
   CLCK27 - Cloak of the Sewers (AC +1)
   CLCK28 - Shadow Thief Cloak
   CLCK29 - Robe of the Apprenti
   CLCK30 - Cloak of Bravery
   CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal)
   CLCK32 - Montolio's Cloak (Throne of Bhaal)
   NPARM - Jansen AdventureWear
   NPCLCK - Cloak of the High Forest (Cernd)

   COMPONENTS FOR CESPENAR (Throne of Bhaal):

   COMPON01 - Liquid Mercury
   COMPON02 - Eye of Tyr
   COMPON03 - Fflar's Scabbard
   COMPON04 - Baalor's Claw
   COMPON05 - Roranach's Horn (also a working helmet)
   COMPON06 - Skull of the Lich
   COMPON07 - Hindo's Hand
   COMPON08 - Starfall Ore
   COMPON09 - Rune of Clangeddin
   COMPON10 - Bowstring of Gond
   COMPON11 - Montolio's Clasp
   COMPON12 - Horn (left)
   COMPON13 - Horn (right)
   COMPON14 - Nymph's Tear
   COMPON15 - Heart of the Damned
   COMPON16 - Montolio's Cloak
   COMPON17 - Circlet of Netheril
   COMPON18 - White Dragon Scales
   COMPON19 - Blue Dragon Scales
   TOME01 - Golem Manual
   TOME02 - Clay Golem Manual
   TOME02A - Clay Golem Page
   TOME03 - Stone Golem Manual
   TOME03A - Stone Golem Page
   TOME04 - Juggernaut Golem Manual
   TOME04A - Juggernaut Golem Page

   CROSSBOWS:

   XBOW01 - Heavy Crossbow
   XBOW02 - Heavy Crossbow +1
   XBOW03 - Heavy Crossbow of Accuracy
   XBOW04 - Light Crossbow
   XBOW05 - Light Crossbow +1
   XBOW06 - Light Crossbow of Speed
   XBOW07 - Heavy Crossbow +2
   XBOW08 - Giant Hair Crossbow +3
   XBOW09 - Light Crossbow +2
   XBOW10 - Necaradan's Crossbow +3
   XBOW12 - Flasher Launcher
   XBOW13 - Crossbow of Affliction +4
   XBOW14 - Heavy Crossbow of Searing +1
   XBOW15 - Firetooth +4 (Throne of Bhaal)
   XBOW16 - Firetooth +5 (Throne of Bhaal)
   XBOW17 - Heavy Crossbow +3 (Throne of Bhaal)
   XBOW18 - Light Crossbow +3 (Throne of Bhaal)

   DAGGERS:

   DAGG01 - Dagger
   DAGG02 - Dagger +1
   DAGG03 - Dagger +2
   DAGG04 - Dagger +2, Longtooth
   DAGG05 - Throwing Dagger
   DAGG06 - Nester's Dagger
   DAGG07 - Kylee's Dagger
   DAGG08 - Hentold's Dagger
   DAGG09 - Silver dagger - Werebane
   DAGG10 - Soultaker Dagger
   DAGG11 - Boomerang Dagger +2 (thrown, returns)
   DAGG12 - Dagger of Throwing +3 Firetooth
   DAGG13 - Pixie Prick +3
   DAGG14 - Dagger +4: 'BoneBlade'
   DAGG15 - Dagger +2
   DAGG16 - Poisoned Throwing Dagger
   DAGG17 - Stiletto of Demarchess +2
   DAGG18 - Shadow Thief Dagger
   DAGG19 - Dagger of <CHARNAME>
   DAGG20 - Dagger +4, Life-Stealer
   DAGG21 - Dagger of the Star +4 (Throne of Bhaal)
   DAGG22 - Dagger of the Star +5 (Throne of Bhaal)
   DAGG23 - Ixil's Spike (Throne of Bhaal)
   DAGG24 - Dagger +3 (Throne of Bhaal)
   NEBDAG - Neb's Nasty Cutter
   MISC75 - Dagger of Venom

   DARTS:

   DART01 - Dart
   DART02 - Dart +1
   DART03 - Dart of Stunning
   DART04 - Dart of Wounding
   DART05 - Asp's Nest (poison)
   DART06 - Giant Rock
   DART08 - Crimson Dart +3 (Throne of Bhaal)
   STARDART - Darts +5 (lasts for 4 hours)

   DROW ITEMS:

   DWBLUN01 - Drow Flail +3
   DWBOLT01 - Drow Bolt of Sleep
   DWBOLT02 - Drow Bolt of Stunning
   DWBOLT03 - Drow Bolt +1
   DWCHAN01 - Drow Elven Chain +3
   DWCHAN02 - Drow Adamantine Chain +5
   DWCLCK01 - Drow Piwafwi Cloak
   DWDUST - Adamantine Dust
   DWHALB01 - Drow Halberd +3
   DWPLAT01 - Drow Full Plate +5
   DWSHLD01 - Drow Shield +3
   DWSPER01 - Drow Lance +3
   DWSW1H01 - Drow Scimitar +3
   DWSW1H02 - Drow Longsword +3
   DWXBOW01 - Drow Crossbow of Speed

   FAMILIARS:

   FAMCAT - A familiar, cat
   FAMCAT25 - Upgraded Cat (Throne of Bhaal)
   FAMDUST - A familiar, dust mephit
   FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal)
   FAMFAIR - A familiar, fairy dragon
   FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal)
   FAMFER - A familiar, ferret
   FAMFER25 - Upgraded ferret (Throne of Bhaal)
   FAMIMP - A familiar, imp
   FAMIMP25 - Upgraded imp (Throne of Bhaal)
   FAMPSD - A familiar, pseudodragon
   FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal)
   FAMQUAS - A familiar, quasit
   FAMQUA25 - Upgraded quasit (Throne of Bhaal)
   FAMRAB - A familiar, rabbit
   FAMRAB25 - Upgraded rabbit (Throne of Bhaal)

   HALBERDS:

   HALB01 - Halberd
   HALB02 - Halberd +1
   HALB03 - Halberd +2
   HALB04 - Halberd +3: Dragon's Bane
   HALB05 - Halberd +4 Dragon's Breath
   HALB06 - Halberd +4 Blackmist
   HALB07 - Halberd +2
   HALB08 - Halberd +2, Duskblade
   HALB09 - Wave Halberd +4
   HALB09A & HALB09B - Wave Shaft & Blade
   HALB10 - Ravager +4 (Throne of Bhaal)
   HALB11 - Ravager +6 (Throne of Bhaal)
   HALB12 - Halberd +3 (Throne of Bhaal)

   HAMMERS:

   HAMM01 - War Hammer
   HAMM02 - War Hammer +1
   HAMM03 - War hammer +2
   HAMM04 - Warhammer +1,+4 vs giant humanoids
   HAMM05 - War Hammer +2
   HAMM06 - Dwarven Thrower +3
   HAMM07 - Dwarven Warhammer of Thunderbolts +3
   HAMM08 - War Hammer +2
   HAMM09 - Crom Faeyr (best weapon in the game)
   HAMM10 - Runehammer +4 (Throne of Bhaal)
   HAMM11 - Runehammer +5 (Throne of Bhaal)
   HAMM12 - War Hammer +3 (Throne of Bhaal)

   HELMS:

   HELM01 - Helmet
   HELM02 - Helm of Opposite Alignment
   HELM03 - Helm of Glory
   HELM04 - Helm of Defense
   HELM05 - Helm of Infravision
   HELM06 - Helm of Charm Protection
   HELM07 - Helm of Balduran
   HELM08 through HELM13, HELM15 - Helmet
   HELM14 - Kiel's Helmet
   HELM16 - Helm of Brilliance
   HELM17 - Skull of Death
   HELM18 - Pearly White Ioun Stone (regenerate HP)
   HELM19 - Dusty Rose Ioun Stone (AC +1)
   HELM20 - Pale Green Ioun Stone (bonus HP and THAC0)
   HELM21 - Dragon Helm
   HELM22 - Amnish Helmet
   HELM23 - Golden Ioun Stone (Throne of Bhaal)
   HELM24 - Obsidian Ioun Stone (Throne of Bhaal)
   HELM25 - Silver Ioun Stone (Throne of Bhaal)
   HELM26 - Lavender Ioun Stone (Throne of Bhaal)
   HELM27 - Bronze Ioun Stone (Throne of Bhaal)
   HELM28 - Circlet of Netheril (Throne of Bhaal)
   HELM29 - Thieves' Hood (Throne of Bhaal)
   HELM30 - Thieves' Hood (Throne of Bhaal)
   HELM31 - Helm of the Rock (Throne of Bhaal)
   HELM32 - Helm of the Rock (Throne of Bhaal)
   HELM33 - Gold Horned Helm (Throne of Bhaal)
   HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal)

   ICEWIND ITEMS (with the Preorder Bonus CD):

   WAAXE - Hrothgar's Axe +3
   WAFLAIL - Defender of Easthaven +2
   WAMACE - Jerrod's Mace
   WANINJA - Scarlet Ninja-To +3
   WAS2H - Joril's Dagger +3
   WASLING - Sling of Everard +5 (needs no ammo)
   WASPEAR - Spear of Kuldahar +3
   WASTAFF - Staff of Arundel
   WASTAR - Everard's Morning Star +2
   WAWAK - Kachiko's Wakizashi +3

   KEYS: (that aren't "MISC" codes)

   EDWINKEY - Mae'Var's Strongbox Key
   KEY01 - Cult Key
   KEY02 - Gaal's Key
   KEY03 - Planar Key
   KEY04 - Sun Ray Symbol
   KEY05 - Dawn's Light Symbol
   KEY06 - Lightstone Symbol
   KEY07 - Chapel Key
   KEY08 - Chain Key
   KEY09 - Firkraag Prison Key
   KEY10 - Keep Key
   KEY11 - Planar Prison Cell Key
   KEY12 - Key to Aran's Lair
   KEY13 - Shadow Thief Prison Key
   KEY14 - Piece of Burial Mask
   KEY15 - Piece of Burial Mask
   KEY16 - Piece of Burial Mask
   KEY17 - Piece of Burial Mask
   KEY18 - Piece of Burial Mask
   KEY19 - Piece of Burial Mask
   KEY20 - Burial Mask of King Strohm III
   KEY21 - Samia's Key
   KEY22 - Shadow Prison Key
   KEY23 - Symbol of Amaunator
   KEY24 - Sahuagin Treasury Key
   KEY25 - Despana Treasury Key
   KEY26 - Sekolah's Tooth
   KEY27 - Guildhouse Key
   KEY28 - Jon's Key
   KEY29 - Sewer Key
   SARKEY01 - Outer Jail Door Key (Throne of Bhaal)
   SARKEY02 - Secret Jail Door Key (Throne of Bhaal)
   SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal)
   SARKEY04 - Sewer Key, Saradush (Throne of Bhaal)
   SENKEY01 - Drow Guard's Key
   SENKEY02 - Drow Wardstone
   SENKEY03 - Sendai's Key

   LEATHER ARMORS:

   LEAT01 - Leather Armor
   LEAT02 - Leather Armor +1
   LEAT03 - Leather Armor +2
   LEAT04 - Studded Leather Armor
   LEAT05 - Studded Leather Armor +1
   LEAT06 - Studded Leather Armor +2, missile attraction
   LEAT07 - Studded Leather Armor +2
   LEAT08 - Shadow Armor (Studded Leather +3)
   LEAT09 - Leather Armor +3
   LEAT10 - Hide Armor
   LEAT11 - Leather Armor +2
   LEAT12 - Leather Armor +3
   LEAT13 - Skin of the Ghoul +4
   LEAT14 - The Night's Gift +5
   LEAT15 - Studded Leather Armor +2
   LEAT16 - Orc Leather +3
   LEAT17 - Armor of Deep Night +4
   LEAT18 - Armor of the Viper +5
   LEAT19 - Shadow Dragon Scale
   LEAT20 - Aeger's Hide +3
   LEAT21 - Human Flesh +5
   LEAT22 - Human Flesh (not finished)
   LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal)
   LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal)

   MISC:

   AERIEBAB - Aerie's Baby (Throne of Bhaal)
   AMSOUL01 - Malla's Soul Stone (Throne of Bhaal)
   BOTSMITH - Summons Cespenar (Throne of Bhaal)
   C6LANTHO - The Lanthorn
   DECK   - Deck of Many Things (Throne of Bhaal)
   FIGURE01 - Shakti Figurine (Throne of Bhaal)
   GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal)
   GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal)
   GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal)
   GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal)
                                              All of these rings function as
                                         ___  if the spell had been cast
   MAGE01 - Ring of Invisibility            | which means magic resistance
   MAGE02 - Ring of Barkskin                | can stop the effects.  Ignore
   MAGE03 - Ring of Mirror Image            |_the fact that the titles of
   MAGE04 - Pseudo Ring of Blur             | these items may be missing from
   MAGE05 - Pseudo Ring of Free Action      | the descriptions and none of
   MAGE06 - Ring of Haste                ___| them have names as such - they
                                              just look like scrolls. THEY DO
            WORK !!!  You need to be careful though as the effects do not
            carry over from saved games like the proper rings do.  This means
            when you load a game you need to take the ring off and put it
            back on again for the effect to work. But some of them are worth
            it.

            Exceptions:  The Pseudo rings do not function i.e. no bonuses at
            all that I can detect.  But the ring of blur does change the
            sprite of your character like the spell does (which I like).  The
            other rings work fine.    (from Kelvin Groves)

   MISC01 - Winter Wolf Pelt
   MISC02 - Mirror
   MISC03 - Small Box
   MISC04 - Bassilus' Holy Symbol
   MISC07 - Gold Piece
   MISC12 - Ankheg Shell
   MISC13 - Samuel (body)
   MISC16 - Fire Agate Gem
   MISC17 - Lynx Eye Gem
   MISC18 - Sunstone Gem
   MISC19 - Turquoise Gem
   MISC1A - Bottle of Wine
   MISC1B - Butter Knife of Balduran
   MISC1C - Sea Charts
   MISC1E - Evan's Body
   MISC1F - Dradeel's Spell Book
   MISC1G - Farthing's Dolly
   MISC1H - Gong Mallet
   MISC1I - Belladonna flowers
   MISC1J - Glittering Beljuril Gemstone
   MISC20 - Bloodstone Gem
   MISC21 - Skydrop Gem
   MISC22 - Andar Gem
   MISC23 - Jasper Gem
   MISC24 - Tchazar Gem
   MISC25 - Zircon Gem
   MISC26 - Iol Gem
   MISC27 - Moonstone Gem
   MISC28 - Waterstar Gem
   MISC29 - Ziose Gem
   MISC2A - Doppelganger Wardstone
   MISC2B - Level 1 Exit Wardstone
   MISC2C - Islanne Wardstone
   MISC2D - Kiel Wardstone
   MISC2E - Fuernebol Wardstone
   MISC2F - Teleportation Wardstone
   MISC2G - Level 2 Exit Wardstone
   MISC2I - Wardstone Forgery
   MISC2K - Compass Wardstone
   MISC2L - Bone Wardstone
   MISC2M - Dwarven Rune 1 Wardstone
   MISC2N - Dwarven Rune 2 Wardstone
   MISC2O - Lock of hair from Kirinhale
   MISC2P - Harp of ?
   MISC30 - Chrysoberyl Gem
   MISC31 - Star Diopside Gem
   MISC32 - Shandon Gem
   MISC33 - Aquamarine Gem
   MISC34 - Garnet Gem
   MISC35 - Horn Coral Gem
   MISC36 - Pearl
   MISC37 - Sphene Gem
   MISC38 - Black Opal
   MISC39 - Water Opal
   MISC3A - Book of Infinite Spells (Fireball)
   MISC3A1 - Book of Infinite Spells (Invisibility)
   MISC3A2 - Book of Infinite Spells (Protection from Evil)
   MISC3A3 - Book of Infinite Spells (True Seeing)
   MISC3A4 - Book of Infinite Spells (Farsight)
   MISC3A5 - Book of Infinite Spells (Spell Turning)
   MISC3A6 - Book of Infinite Spells (Wyvern Call)
   MISC3A7 - Book of Infinite Spells (Stinking Cloud)
   MISC3A8 - Book of Infinite Spells (Lightning Bolt)
   MISC3A9 - Book of Infinite Spells (Burning Hands)
   MISC3C - Efreeti Bottle
   MISC3D - Golden Lion Figurine
   MISC3E - Black Spider Figurine
   MISC3F - Jade Hound
   MISC3H - Horn of Blasting
   MISC3I - Silver Horn of Valhalla
   MISC3J - Bronze Horn of Valhalla
   MISC3K - Iron Horn of Valhalla
   MISC3L - Horn of Silence
   MISC3M - Harp of Discord
   MISC3N - Azlaer's Harp
   MISC3O - Methild's Harp
   MISC3P - Glasses of Identification
   MISC40 - Moonbar Gem
   MISC41 - Star Sapphire
   MISC42 - Diamond
   MISC43 - Emerald
   MISC44 - Kings Tears
   MISC45 - Rogue Stone
   MISC47 - Golden Pantaloons
   MISC48 - Idol
   MISC49 - Melicamp the Chicken
   MISC4A - Activation Stone
   MISC4B - Jail Cell Key (Jaheira)
   MISC4C - Air Elemental Statue
   MISC4D - The Genie's Flask
   MISC4E - Energy Cells
   MISC4G - Portal Key
   MISC4H - Wand of Fire Key
   MISC4I - Wand of Frost Key
   MISC4J - Wand of Summoning Key
   MISC4K - Wand of Lightning Key
   MISC4L - Wand of Cloudkill Key
   MISC4M - Wand of Missiles Key
   MISC4N - Acorns
   MISC4O - Sewage Golem Key
   MISC4P - Key to Frennedan's Room
   MISC4Q - The Ogre's Sword
   MISC4R - Haegan's Key
   MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key)
   MISC4T - Letter of Transfer
   MISC4U - Embarl's Dagger
   MISC4V - Mae'Var's Letter
   MISC4W - Edwin's Documents
   MISC4X - Statuette of Lathander
   MISC4Y - Necklace of Talos
   MISC4Z - Beastmaster Key
   MISC50 - Skull
   MISC51 - Lock of Nymph's Hair
   MISC52 - Wyvern Head
   MISC53 - Bowl of Water Elemental Control
   MISC54 - Child's Body
   MISC55 - Duke Eltan's Body
   MISC56 - Broken Weapon
   MISC57 - Broken Shield
   MISC58 - Broken Armor
   MISC59 - Broken Miscellaneous
   MISC5A - Rift Device Part
   MISC5B - Rift Device Part 2
   MISC5C - Rift Device
   MISC5D - Harper Bird
   MISC5E - Harper Amulet
   MISC5F - Renfeld's Body
   MISC5G - Exotic Hide
   MISC5H - Guril Berries
   MISC5I - Am-si's Key
   MISC5J - Writ of Innocence
   MISC5K - Illithium Ore (200 pounds)
   MISC5L - Littleman The Stuffed Bear
   MISC5M - Inspector's Body
   MISC5N - Piece of Red Cloth
   MISC5O - Silver Pantaloons
   MISC5P - Ransom Note
   MISC5Q - Blood of Quallo's Friend
   MISC5R - The Lover's Ring
   MISC5S - Hand
   MISC5T - Shaman's Staff
   MISC5U - Montaron's Body
   MISC5V - Lock of Jaheira's Hair
   MISC5W - Keepsake Locket
   MISC5X - Harper Pin
   MISC5Y - Jaheira's Note
   MISC5Z - Rift Device (used)
   MISC60 - Spider Body
   MISC61 - Bottle of Wine
   MISC62 - Dead Cat
   MISC63 - Chew Toy
   MISC64 - Telescope
   MISC65 - Brage's Body
   MISC66 - Farmer Brun's son (DEAD)
   MISC67 - Brun's Dead Son
   MISC68 - Abela the Nymph
   MISC69 - Helshara's Artifact Fragment
   MISC6A - Tanner's Letter
   MISC6B - Dennis' Mother's Gong
   MISC6C - Guril Berries
   MISC6D - Solik Berries
   MISC6E - Oak Bark
   MISC6F - Quataris' Confession
   MISC6G - Bust of Sune
   MISC6H - Mekrath's Mirror
   MISC6I - Anarg's Cup
   MISC6J - Golem Head
   MISC6K - Golem Arm
   MISC6L - Golem Brain
   MISC6M - Demon Heart
   MISC6N - Sun Gem
   MISC6O - Sun Gem
   MISC6P - Shadow Dragon Wardstone
   MISC6Q - Amuana's Bones
   MISC6R - Note to Order
   MISC6S - Chunk of Illithium Alloy
   MISC6T - Planar Stone
   MISC6U - Firkraag's Challenge
   MISC6V - Smuggled Shipment
   MISC6W - Wooden Stake
   MISC6X - Portal Gem
   MISC6Y - Mimic's Blood
   MISC6Z - Beljuril
   MISC70 - Delorna's Statue
   MISC71 - Delorna's Spellbook
   MISC72 - The Claw of Kazgaroth
   MISC73 - The Horn of Kazgaroth
   MISC74 - The Candle
   MISC75 - Dagger of Venom
   MISC76 - The Dream Potion
   MISC77 - Skull of Kereph
   MISC78 - Invitation
   MISC79 - Female Body
   MISC7A - Chicken
   MISC7B - Chicken
   MISC7C - Contact's Note
   MISC7D - Barl's Antidote
   MISC7E - Fairy Dust
   MISC7F - Ti'Vael's Head
   MISC7G - Jaheira's note for <CHARNAME>
   MISC7H - Umar Witch Project Journal
   MISC7I - Chaos Tome
   MISC7J - Wand of Activation
   MISC7K - Head of Cotirso
   MISC7L - Valygar's Body
   MISC7M - Corthala Tax Notice
   MISC7N - Wand of Lightning
   MISC7O - Note (from Cragmoon)
   MISC7P - Tombelthen's Journal (first half)
   MISC7Q - Tombelthen's Journal (2nd half)
   MISC7R - Mithril Medallion
   MISC7S - Lord Tombelthen's Note
   MISC7T - Moon Dog Figurine
   MISC7U - Dog Stew
   MISC7V - Dog Meat
   MISC7W - Lavok's Tome
   MISC7X - Mastery Orb
   MISC7Y - Thrall Collar
   MISC7Z - Coal
   MISC80 - Male Body
   MISC82 - Ancient Armor
   MISC83 - Key to River Plug
   MISC84 - Boo
   MISC85 - Mulahey's Holy Symbol
   MISC86 - Bandit Scalp
   MISC87 - Contaminated Iron
   MISC88 - Rabbit's Foot
   MISC89 - Edwin's Amulet
   MISC8A - Note (for Shadow Thieves)
   MISC8B - Note (for Shadow Thieves 2)
   MISC8C - Morn Ritual
   MISC8D - Noontide Ritual
   MISC8E - Dusk Ritual
   MISC8F - Playhouse Deed
   MISC8G - Rune of Imprisonment
   MISC8H - Blood of a Silver Dragon
   MISC8I - Note from Imnesvale
   MISC8J - Boots of the West (CHA +1)
   MISC8K - Ihtafeer's head
   MISC8L - Mantle of Waukeen
   MISC8M - Trademeet Tomb Key
   MISC8N - Isaea's Financial Statements
   MISC8O - Isaea's Signet Ring
   MISC8P - Isaea's Slavery Document
   MISC8Q - Rebel's Orb
   MISC8R - Fake Rebel's Heart
   MISC8S - Rebel's Heart
   MISC8T - Cernd's Baby
   MISC8U - Silver Blade (Vorpal Sword piece)
   MISC8V - Wardstone for Asylum
   MISC8W - Opal Stone
   MISC8X - Ruby Stone
   MISC8Y - Sapphire Stone
   MISC8Z - Kurtulmak's Crystal Shard
   MISC90 - Chelak's Body
   MISC91 - Grapes
   MISC92 - Switch for engine
   MISC93 - Odd looking key
   MISC94 - Mallet head
   MISC95 - Mallet handle
   MISC96 - Peladon
   MISC97 - De'Tranion's Baalor ale
   MISC98 - Durlag's goblet
   MISC99 - Cursed Plate mail armor (belt icon)
   MISC9A - The Hand of Dace
   MISC9B - Vampire Stake
   MISC9C - Lium's Journal of Malevolent Magicks
   MISC9D - Giant Troll's Head
   MISC9E - Minotaur Horn
   MISC9F - Minotaur Horn 2
   MISC9G - Pirate Horn
   MISC9H - Neb's Head
   MISC9I - First journal of Jon Irenicus
   MISC9J - Second journal of Jon Irenicus
   MISC9K - Third journal of Irenicus
   MISC9L - Deed to the Windspear Hills
   MISC9M - Pipe
   MISC9N - Pendant
   MISC9O - Staff
   MISC9P - Helmet
   MISC9Q - Scimitar
   MISC9R - Light Gem
   MISC9S - Mind Amplification Device
   MISC9T - Dragon Eggs
   MISC9U - Fake Dragon Eggs (Phaere's)
   MISC9V - Fake Dragon Eggs (Solaufein)
   MISC9W - Drow Piwafwi Cloak (Solaufein's)
   MISC9X - Control Circlet
   MISC9Y - Brine Potion
   MISC9Z - Corrupted Tadpoles
   MISCA1 - Gem ?
   MISCA2 - Sulphurous Poison
   MISCA3 - Book of Rituals
   MISCA4 - Potion of Squirrel Change
   MISCA5 - Stoneshape Scroll
   MISCA6 - Patrol Leader's Helmet
   MISCA7 - Kuo-Toan's Blood
   MISCA8 - Eyestalk of an Elder Orb
   MISCA9 - Star Medallion
   MISCAA - Golden Circlet
   MISCAB - Jar of Water
   MISCAC - Sundial
   MISCAD - Sun Medallion
   MISCAE - Sword Medallion
   MISCAF - The Gagged Man
   MISCAG - Mirror
   MISCAH - Hourglass
   MISCAI - Worn Out Boots
   MISCAJ - Grinning Skull
   MISCAK - Warden's Note
   MISCAL - Mithril Token
   MISCAM - Galvena's Key
   MISCAN - Galvena's Medallion
   MISCAO - Mind Flayer Painting
   MISCAP - Umberhulk Painting
   MISCAQ - Troll Painting
   MISCAR - Djinni Painting
   MISCAS - Sleeping Draught
   MISCAT - Mug of Ale
   MISCAU - Elven Holy Water
   MISCAV - Golden Skull
   MISCAW - Golden Arm and Leg
   MISCAX - Golden Leg
   MISCAY - Golden Torso
   MISCAZ - Beholder Eye
   MISCB1 - Talisman of Rillifane
   MISCB2 - Golden Goblet of Life
   MISCB3 - Moonblade
   MISCB4 - Tree of Life Nuts
   MISCB5 - Tears of Bhaal
   MISCB6 - Tears of Bhaal
   MISCB7 - Tears of Bhaal
   MISCB8 - Tears of Bhaal
   MISCB9 - Tears of Bhaal
   MISCBA - Tears of Bhaal
   MISCBC - Blackrazor, Long Sword +3
   MISCBD - Dog Bones
   MISCBE - Gilded Rope
   MISCBF - Jae'llat Wardstone
   MISCBG - Lich's Tooth
   MISCBH - Deirex's Gem
   MISCBI - Magical Rope
   MISCBJ - Qilue's Brain
   MISCBK - Illithid Serum
   MISCBL - Aerie's Body
   MISCBM - Anomen's Body
   MISCBN - Jaheira's Body
   MISCBO - Viconia's Body
   MISCBP - Bodhi's Black Heart
   MISCBQ - Tree of Life Nuts (edible)
   MISCBR - Stone Harp
   MISCBS - Stone Horn
   MISCBT - Elven Priest Stone
   MISCBU - Yoshimo's Heart
   MISCBV - Elder Brain Blood
   MISCBW - Sahuagin Scribe's Notes
   MISCBX - Note (to Ployer)
   MISCBY - Tainted Dragon Eggs
   MISCBZ - Tizzak's Journal
   MISCCA - Demin's Note
   MISCCB - Bronze Pantalettes (Throne of Bhaal)
   MISCCC - Drow Note of Gate Sundering
   NPMISC1 - Jansen Spectroscopes
   NPMISC2 - Jansen Techno-Gloves

   PLATE & FULL PLATE ARMORS:

   PLAT01 - Plate Mail Armor
   PLAT02 - Plate Mail +1
   PLAT04 - Full Plate Mail
   PLAT05 - Full Plate Mail +1
   PLAT06 - Ankheg Plate Mail
   PLAT07 - Plate Mail
   PLAT08 - Plate Mail +3
   PLAT09 - Mithral Field Plate Armor +2
   PLAT10 - Plate Mail +1
   PLAT11 - Delver's Plate +2
   PLAT12 - Doomplate +3
   PLAT13 - Gorgon Plate +4
   PLAT14 - Full Plate Mail +1
   PLAT15 - Pride of the Legion +2
   PLAT16 - Armor of the Hart +3
   PLAT17 - T'rahcie's Plate +5
   PLAT18 - Red Dragon Scale
   PLAT19 - Full Plate + 2
   PLAT20 - Blue Dragon Plate (Throne of Bhaal)
   PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal)
   PLAT22 - Shuruppak's Plate (Throne of Bhaal)
   PLAT23 - Full Plate Mail +2 (Throne of Bhaal)
   NPPLAT - Firecam Full-Plate Armor (Keldorn)

   PLOT ITEMS: (Throne of Bhaal only!)

   BAZPLO01 - Abazigal's Wardstone
   BAZPL002 - Draconis' Head
   BAZPLO03 - Yellow Dragon Eggs
   BAZPLO04 - Breath Potion
   BAZPLO05 - Rope
   BAZPLO06 - Reversal Scroll
   BAZPLO07 - Empty Breath Potion Flask
   BAZPLO08 - Gauth Eyestalk
   HGHEART - Still Beating Heart
   HGHEART2 - Yaga Shura's Heart
   HGWARD01 - Flame Wardstone
   HGWARD02 - Skull Wardstone
   HGWARD03 - Hammer Wardstone
   HGWARD04 - Blood Wardstone
   LUM1 to LUM9 - Handwritten Notes
   PLOT01A - Ritual Scroll
   PLOT01B - Vigil Stone
   PLOT01C - Tattered Parchment
   PLOT01D - Tattered Parchment
   PLOT01E - Tattered Parchment
   PLOT01F - Candle
   PLOT01G - Holy Book
   PLOT01H - Bell
   PLOT01I - History of the Imprisoned One
   PLOT01J - Wardstone
   PLOT01K - Wardstone
   PLOT01L - Tinderbox
   PLOT01M - Handwritten Note
   PLOT01N - Scribbled Note
   PLOT01O - Key
   PLOT01P - Old Slippers
   PLOT01Q - Helm's Scroll
   PLOT02A - Scepter of Radiance
   PLOT02B - Scepter of Radiance (w/gems)
   PLOT02C - Scepter Gem
   PLOT02D - Scepter Gem
   PLOT02E - Scepter Gem
   PLOT02F - Madman's Journal
   PLOT02G - Journal
   PLOT02H - Deck of Many Things
   PLOT02I - Tahazzar's Heart
   PLOT02J - Ka'rashur's Heart
   PLOT03A - Air Scepter
   PLOT03B - Fire Scepter
   PLOT03C - Slime Scepter
   PLOT03D - Ice Scepter
   PLOT03E - Portal Key
   PLOT03F - Air Library Note
   PLOT03G - Fire Library Note
   PLOT03H - Slime Library Note
   PLOT03I - Ice Library Note
   PLOT03K - Key (slime library)
   PLOT04A - Blue Oil
   PLOT04B - Red Oil
   PLOT04C - Purple Oil
   PLOT04D - Crystal Mallet
   PLOT04E - Diary of Carston's Apprentice
   PLOT04F - Flint and Tinder
   PLOT04G - Illithid Rod
   PLOT04H - Illithid Rod
   PLOT04I - Illithid Rod (complete)
   PLOT04J - Carston's Journal
   PLOT05A - Heart Key
   PLOT05B - Mind Key
   PLOT05C - Spirit Key
   PLOT05D - Warrior's Skull
   PLOT16A - Bounty Notice
   PLOT16B - Note
   PLOT17A - Monastery Gate Key
   PLOT17B - Graveyard Key
   PLOT18A - Lazarus' Teleport Scroll
   PLOT18B - Lazarus' Spellbook

   POTIONS:

   POTN02 - Potion of Fire Resistance
   POTN03 - Potion of Hill Giant Strength
   POTN04 - Potion of Frost Giant Strength
   POTN05 - Potion of Fire Giant Strength
   POTN06 - Potion of Cloud Giant Strength
   POTN07 - Potion of Storm Giant Strength
   POTN08 - Potion of Healing
   POTN09 - Potion of Heroism
   POTN10 - Potion of Invisibility
   POTN11 - Potion of Invulnerability
   POTN12 - Potion of Stone Giant Strength
   POTN13 - Oil of Firey Burning
   POTN14 - Oil of Speed
   POTN15 - Red Potion
   POTN16 - Violet Potion
   POTN17 - Elixir of Health
   POTN18 - Potion of Absorption
   POTN19 - Potion of Agility
   POTN20 - Antidote
   POTN21 - Potion of Clarity
   POTN22 - Potion of Cold Resistance
   POTN23 - Oil of Speed
   POTN24 - Potion of Defense
   POTN25 - Potion of Healing
   POTN26 - Potion of Explosions
   POTN27 - Potion of Firebreath
   POTN28 - Potion of Fortitude
   POTN29 - Potion of Genius
   POTN30 - Potion of Infravision
   POTN31 - Potion of Insulation
   POTN32 - Antidote
   POTN33 - Potion of Magic Blocking
   POTN34 - Potion of Magic Protection
   POTN35 - Potion of Magic Shielding
   POTN36 - Potion of Master Thievery
   POTN37 - Potion of Mind Focusing
   POTN38 - Potion of Mirrored Eyes
   POTN39 - Potion of Perception
   POTN40 - Potion of Invulnerability
   POTN41 - Potion of Power
   POTN42 - Potion of Regeneration
   POTN43 - Potion of Insight
   POTN44 - Potion of Strength
   POTN45 - Potion of Freedom
   POTN46 - Potion of Stone Form
   POTN47 - Marek's Antidote (better than normal antidote)
   POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to
            poison iron ore)
   POTN52 - Potion of Extra Healing
   POTN53 - Festule the Alchemist's Potion
   POTN54 - Empty Potion Bottle
   POTN55 - Potion of Superior Healing (Throne of Bhaal)
   POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal)

   QUIVERS: (Throne of Bhaal only!)

   QUIVER01 - Quiver of Plenty +1
   QUIVER02 - Case of Plenty +1
   QUIVER03 - Quiver of Plenty +2
   QUIVER04 - Case of Plenty +2
   QUIVER05 - Bag of Plenty +1
   QUIVER06 - Bag of Plenty +2

   RINGS:

   BELT12 - Holy Symbol of Lathander (Throne of Bhaal, yes it is a Ring)
   BELT13 - Holy Symbol of Helm (Throne of Bhaal)
   BELT14 - Holy Symbol of Talos (Throne of Bhaal)
   RING01 - Plain Ring
   RING02 - Ring of Fire Resistance
   RING03 - Ring of Animal Friendship
   RING04 - Ring of Clumsiness
   RING05 - Ring of Invisibility
   RING06 - Ring of Protection +1
   RING07 - Ring of Protection +2
   RING08 - Ring of Wizardry
   RING09 - Ring of Free Action
   RING10 - Gold Ring
   RING11 - Silver Ring
   RING12 - Onyx Ring
   RING13 - Jade Ring
   RING14 - Greenstone Ring
   RING15 - Bloodstone Ring
   RING16 - Angel Skin Ring
   RING17 - Flamedance Ring
   RING18 - Fire Opal Ring
   RING19 - Ruby Ring
   RING20 - Ring of Energy
   RING21 - Ring of Infravision
   RING22 - Ring of Holiness
   RING23 - Ring of Folly
   RING25 - Koveras' Ring of Protection (+1)
   RING26 - Ring of Djinni Summoning
   RING27 - Ring of Fire Control
   RING28 - Ring of Air Control
   RING29 - Ring of Earth Control
   RING30 - Ring of Human Influence
   RING31 - Ring of Regeneration
   RING32 - Ring
   RING33 - Ring of the Ram
   RING34 - Ring of Spell Turning
   RING35 - Ring of Lock Picks
   RING36 - Ring of Danger Sense
   RING37 - Storm Ring
   RING38 - Dawn Ring
   RING39 - Ring of Gaxx
   RING40 - Ring of Acuity
   RING41 - Ring of Protection +3 (Throne of Bhaal)
   RING42 - Ring of Improved Invisibility (Throne of Bhaal)
   RING43 - Oaken Ring (Throne of Bhaal)
   RING44 - Heartwood Ring (Throne of Bhaal)
   RING45 - Delryn Family Ring (Throne of Bhaal)
   RING46 - Ring of Anti-Venom (Throne of Bhaal)
   NPRING01 - D'Arnisse Signet Ring (Nalia)

   RODS:

   RODS01 - Rod of Absorption
   RODS02 - Rod of Lordly Might
   RODS03 - Rod of Resurrection
   RODS04 - Rod of Smiting
   RODS05 - Rod of Terror
   RODS06 - Rod of Reversal (Throne of Bhaal)

   DRAGON SCALES:

   SCALEB - Shadow Dragon Scales
   SCALER - Red Dragon Scales

   SCROLLS:

   RESTORE - Greater Restoration
   SCRL02 - Spell Scroll
   SCRL03 - Protection from Acid
   SCRL04 - Protection from Cold
   SCRL05 - Protection from Electricity
   SCRL06 - Protection from Fire
   SCRL07 - Protection from Magic
   SCRL08 - Protection from Poison
   SCRL09 - Protection from Undead
   SCRL10 - Cursed Scroll of Weakness
   SCRL11 - Cursed Scroll of Clumsiness
   SCRL12 - Cursed Scroll of Foolishness
   SCRL13 - Cursed Scroll of Ugliness
   SCRL14 - Cursed Scroll of Summon Monster
   SCRL15 - Protection from Petrification
   SCRL16 - Cursed Scroll of Petrification
   SCRL17 - Cursed Scroll of Ailment
   SCRL18 - Cursed Scroll of Stupidity
   SCRL1B - Agannazar's Scorcher
   SCRL1C - Ghoul Touch
   SCRL1D - Clairvoyance
   SCRL1E - Dispel Magic
   SCRL1F - Flame Arrow
   SCRL1G - Fireball
   SCRL1H - Haste
   SCRL1I - Hold Person
   SCRL1J - Invisibility 10' radius
   SCRL1K - Lightning Bolt
   SCRL1L - Monster Summoning I
   SCRL1M - Non-Detection
   SCRL1N - Protection from Normal Missiles
   SCRL1O - Slow
   SCRL1P - Skull Trap
   SCRL1Q - Vampiric Touch
   SCRL1S - Dire Charm
   SCRL1T - Ghost Armor
   SCRL1U - Confusion
   SCRL1V - Stoneskin
   SCRL1W - Fireshield (Blue)
   SCRL1X - Ice Storm
   SCRL1Y - Improved Invisibility
   SCRL1Z - Minor Globe of Invulnerability
   SCRL2A - Monster Summoning II
   SCRL2B - Stoneskin
   SCRL2D - Animate Dead
   SCRL2E - Cloudkill
   SCRL2F - Cone of Cold
   SCRL2G - Monster Summoning III
   SCRL2H - Shadow Door
   SCRL2I-SCRL3F - Letters
   SCRL3G - Vocalize
   SCRL3H - Protection from Evil
   SCRL3I - Letter
   SCRL3Z - Letter
   SCRL56 - Cure Serious Wounds
   SCRL58 - Free Action
   SCRL59 - Neutralize Poison
   SCRL5A - Mental Domination
   SCRL5B - Defensive Harmony
   SCRL5C - Protection from Lightning
   SCRL5D - Protection from Evil 10' radius
   SCRL5E - Champion's Strength
   SCRL5F - Chaotic Commands
   SCRL5G - Remove Curse
   SCRL5H - Emotion
   SCRL5I, SCRL5W - Greater Malison
   SCRL5J - Otiluke's Resilient Sphere
   SCRL5K - Spirit Armor
   SCRL5L - Polymorph Other
   SCRL5M - Polymorph Self
   SCRL5N - Domination
   SCRL5O - Hold Monster
   SCRL5P - Chaos
   SCRL5Q - Feeblemind
   SCRL5T - Protection from Electricity
   SCRL5U - Reflected Image
   SCRL5Z - Fireball
   SCRL61 - Cure Critical Wounds
   SCRL62 - Flame Strike
   SCRL63 - Raise Dead
   SCRL66 - Grease
   SCRL67 - Armor
   SCRL68 - Burning Hands
   SCRL69 - Charm Person
   SCRL6D - Find Familiar
   SCRL6E - Power Word, Sleep
   SCRL6F - Ray of Enfeeblement
   SCRL6G - Minor Spell Deflection
   SCRL6H - Protection from Fire
   SCRL6I - Protection from Cold
   SCRL6J - Spell Thrust
   SCRL6K - Detect Illusion
   SCRL6L - Hold Undead
   SCRL6M - Enchanted Weapon
   SCRL6N - Fireshield (Red)
   SCRL6O - Secret Word
   SCRL6P - Minor Sequencer
   SCRL6Q - Teleport Field
   SCRL6R - Spider Spawn
   SCRL6S - Spell Immunity
   SCRL6T - Protection from Normal Weapons
   SCRL6U - Breach
   SCRL6V - Lower Resistance
   SCRL6W - Oracle
   SCRL6X - Conjure Lesser Fire Elemental
   SCRL6Y - Protection from Acid
   SCRL6Z - Phantom Blade
   SCRL70 - Color Spray
   SCRL71 - Blindness
   SCRL72 - Friends
   SCRL73 - Protection from Petrification
   SCRL75 - Identify
   SCRL76 - Infravision
   SCRL77 - Magic Missile
   SCRL78 - Protection from Evil
   SCRL79 - Shield
   SCRL7B - Conjure Lesser Air Elemental
   SCRL7C - Conjure Lesser Earth Elemental
   SCRL7D - Minor Spell Turning
   SCRL7E - Invisible Stalker
   SCRL7F - Globe of Invulnerability
   SCRL7G - Tenser's Transformation
   SCRL7H - Flesh to Stone
   SCRL7I - Death Spell
   SCRL7J - Protection from Magic
   SCRL7K - Mislead
   SCRL7L - Pierce Magic
   SCRL7M - True Sight
   SCRL7O - Protection from Magical Weapons
   SCRL7P - Power Word, Silence
   SCRL7Q - Improved Haste
   SCRL7R - Death Fog
   SCRL7S - Chain Lightning
   SCRL7T - Disintegrate
   SCRL7U - Contingency
   SCRL7V - Spell Deflection
   SCRL7W - Wyvern Call
   SCRL7X - Conjure Fire Elemental
   SCRL7Y - Conjure Air Elemental
   SCRL7Z - Conjure Earth Elemental
   SCRL80 - Shocking Grasp
   SCRL81 - Sleep
   SCRL82 - Chill Touch
   SCRL83 - Chromatic Orb
   SCRL84 - Larloch's Minor Drain
   SCRL85 - Blur
   SCRL86 - Detect Evil
   SCRL87 - Detect Invisibility
   SCRL89 - Horror
   SCRL8A - Carrion Summons
   SCRL8B - Summon Nishruu
   SCRL8C - Stone to Flesh
   SCRL8D - Spell Turning
   SCRL8E - Protection from the Elements
   SCRL8F - Project Image
   SCRL8G - Ruby Ray of Reversal
   SCRL8H - Khelben's Warding Whip
   SCRL8I - Cacofiend
   SCRL8J - Mantle
   SCRL8L - Spell Sequencer
   SCRL8M - Sphere of Chaos
   SCRL8N - Delayed Blast Fireball
   SCRL8O - Finger of Death
   SCRL8P - Prismatic Spray
   SCRL8Q - Power Word, Stun
   SCRL8R - Mordenkainen's Sword
   SCRL8S - Summon Efreeti
   SCRL8T - Summon Djinni
   SCRL8U - Summon Hakeashar
   SCRL8V - Control Undead
   SCRL8W - Mass Invisibility
   SCRL8X - Spell Shield
   SCRL8Y - Protection from Energy
   SCRL8Z - Simulacrum
   SCRL90 - Invisibility
   SCRL91 - Knock
   SCRL92 - Know Alignment
   SCRL93 - Luck
   SCRL94 - Resist Fear
   SCRL95 - Melf's Acid Arrow
   SCRL96 - Mirror Image
   SCRL97 - Stinking Cloud
   SCRL98 - Strength
   SCRL99 - Web
   SCRL9A - Pierce Shield
   SCRL9B - Summon Fiend
   SCRL9C - Improved Mantle
   SCRL9D - Spell Trigger
   SCRL9E - Incendiary Cloud
   SCRL9F - Symbol, Fear
   SCRL9G - Abi-Dalzim's Horrid Wilting
   SCRL9H - Maze
   SCRL9J - Power Word, Blind
   SCRL9L - Spell Trap
   SCRL9M - Spellstrike
   SCRL9N - Gate
   SCRL9P - Absolute Immunity
   SCRL9Q - Chain Contingency
   SCRL9R - Time Stop
   SCRL9S - Imprisonment
   SCRL9T - Meteor Swarm
   SCRL9U - Power Word, Kill
   SCRL9V - Wail of the Banshee
   SCRL9W - Energy Drain
   SCRL9X - Black Blade of Disaster
   SCRL9Y - Shapechange
   SCRL9Z - Freedom
   SCRLA1 - Wizard Eye
   SCRLA2 - Deafness
   SCRLA3 - Glitterdust
   SCRLA4 - Limited Wish
   SCRLA5 - Melf's Minute Meteors
   SCRLA6 - Spook
   SCRLA7 - Remove Magic
   SCRLA8 - Contagion
   SCRLAG - Scroll of Crom Faeyr
   SCRLAI - Ray of Enfeeblement
   SCRLAJ - Farsight
   SCRLAK - Remove Curse
   SCRLAL - Sunfire
   SCRLAM, SCRLAO - Symbol, Death
   SCRLAN - Symbol, Stun
   SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal)
   SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal)</pre><pre id="faqspan-2">
   SCRLB4 - Wish (Throne of Bhaal)
   SCRLPET - Stone to Flesh
   SCRLSD - Greater Restoration
   SCRLZZ - Summon Cow

   SECRET PANTALOON STUFF: (Throne of Bhaal only!)

   SECRET01 - Big Metal Rod
   SECRET02 - Pulse Ammo
   SECRET03 - Frag Grenade
   SECRET04 - Scorcher Ammo
   SECRET05 - Big Metal Unit

   SHIELDS:

   SHLD01 - Small Shield
   SHLD02 - Small Shield +1
   SHLD03 - Medium Shield
   SHLD04 - Medium Shield +1
   SHLD05 - Large Shield
   SHLD06 - Large Shield +1
   SHLD07 - Large Shield +1, +4 vs Missiles
   SHLD08 - Buckler
   SHLD09 - Buckler
   SHLD10 - Buckler
   SHLD11 - Small Shield
   SHLD12 - Small Shield
   SHLD13 - Medium Shield
   SHLD14 - Medium Shield
   SHLD15 - Large Shield
   SHLD16 - Large Shield
   SHLD17 - Buckler +1
   SHLD18 - Large Shield
   SHLD19 - Large Shield +2
   SHLD20 - Kiel's Buckler
   SHLD21 - Dragon Scale Shield +2
   SHLD22 - Sentinel +4
   SHLD23 - Fortress Shield +3
   SHLD24 - Reflection Shield +1
   SHLD25 - Shield of Harmony +2
   SHLD26 - Shield of the Lost +2
   SHLD27 - Saving Grace +3
   SHLD28 - Small Shield +2
   SHLD29 - Medium Shield +2
   SHLD30 - Large Shield +2
   SHLD31 - Darksteel Shield +4 (Throne of Bhaal)
   SHLD32 - Shield of the Order +4 (Throne of Bhaal)
   NPSHLD - Delryn Family Shield (Anomen)

   SLINGS:

   SLNG01 - Sling
   SLNG02 - Sling +1
   SLNG03 - Sling +3
   SLNG04 - Sling +2
   SLNG05 - Sling +3 : 'Arla's Dragonbane'
   SLNG06 - Sling of Arvoreen +4
   SLNG07 - Sling of Seeking +2
   SLNG08 - Erinne Sling +4 (Throne of Bhaal)
   SLNG09 - Erinne Sling +5 (Throne of Bhaal)
   SLNG10 - Sling +3 (Throne of Bhaal)

   SPEARS:

   SPER01 - Spear
   SPER02 - Spear +1
   SPER03 - Spear +3, Backbiter
   SPER04 - Spear
   SPER05 - Spear +2
   SPER06 - Spear +3
   SPER07 - Spear of the Unicorn +2
   SPER08 - Spear +3, Impaler
   SPER09 - Spear +1, Halcyon
   SPER10 - Spear of Withering +4
   SPER11 - Ixil's Nail +4 (Throne of Bhaal)
   SPER12 - Ixil's Spike +6 (Throne of Bhaal)

   STAVES:

   AURSTAF - Staff of the Ram +4 (Throne of Bhaal)
   STAF01 - Quarterstaff
   STAF02 - Quarterstaff +1
   STAF03 - Quarterstaff
   STAF04 - Quarterstaff
   STAF05 - Staff of Striking
   STAF06 - Staff Mace
   STAF07 - Staff Spear +2
   STAF08 - Quarterstaff +3
   STAF09 - Staff of Command
   STAF10 - Staff of Curing
   STAF11 - Staff of the Magi
   STAF12 - Staff of Power
   STAF13 - Staff of Thunder and Lightning +2
   STAF14 - Staff of the Woodlands +4
   STAF15 - Staff of Air +2 (looks like a machinegun)
   STAF16 - Staff of Earth +2
   STAF17 - Staff of Fire +2
   STAF18 - Quarter Staff +2
   STAF19 - Cleric's Staff +3
   STAF20 - Staff of Rynn +4
   STAF21 - Staff of the Ram +4 (Throne of Bhaal)
   STAF22 - Staff of the Ram +6 (Throne of Bhaal)
   STAF23 - Serpent Shaft (Throne of Bhaal)
   STAF24 - Quarter Staff +3 (Throne of Bhaal)
   NPSTAF - Staff of the High Forest (Cernd)

   ONE HANDED SWORDS:

   SW1H01 - Bastard Sword
   SW1H02 - Bastard Sword +1
   SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters
   SW1H04 - Long Sword
   SW1H05 - Long Sword +1
   SW1H06 - Long Sword +2
   SW1H07 - Short Sword
   SW1H08 - Short Sword +1
   SW1H09 - Short Sword +2
   SW1H10 - Short Sword of Backstabbing
   SW1H11 - Odd Flame Sword (Creature Attack?)
   SW1H12 - Hull's Long Sword
   SW1H13 - Moonblade
   SW1H14 - Short Sword +1
   SW1H15 - Scimitar +3, Frostbrand
   SW1H16 - Scimitar +5, Defender
   SW1H17 - Perdue's Short Sword
   SW1H18 - Sword of Balduran
   SW1H19 - The Vampire's Revenge (cursed)
   SW1H20 - Scimitar
   SW1H21 - Short Sword
   SW1H22 - Scimitar +1
   SW1H23 - Scimitar +2
   SW1H24 - Long Sword +1, Flame Tongue
   SW1H25 - Kundane +2: Sword of Quickness
   SW1H26 - Ilbratha, Short Sword + 1
   SW1H27 - Arbane's Sword +2
   SW1H28 - Cutthroat +4
   SW1H29 - Short Sword +2
   SW1H30 - Scimitar of Speed +2: Belm
   SW1H31 - Sunblade: Daystar
   SW1H32 - Long sword +2:  Dragonslayer (Peridan)
   SW1H33 - Long Sword +2: Ras, The Dancing Blade
   SW1H34 - Bastard Sword +1: Albruin
   SW1H35 - Adjatha the Drinker, Long Sword +2
   SW1H36 - Namarra, Long Sword +2
   SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1
   SW1H38 - Jhor the Bleeder, Bastard Sword +2
   SW1H39 - Blade of Searing, Bastard Sword +3
   SW1H40 - Blade of Roses, Long Sword +3
   SW1H41 - Long Sword +2
   SW1H42 - Bastard Sword +2
   SW1H43 - Katana
   SW1H44 - Katana +1
   SW1H45 - Katana +2: Malakar
   SW1H46 - Wakizashi
   SW1H47 - Wakizashi +1
   SW1H48 - Ninja-To
   SW1H49 - Ninja-To +1
   SW1H50 - Scimitar +1, Shazzellim
   SW1H51 - Celestial Fury Katana +3
   SW1H52 - Scimitar +3: 'Water's Edge'
   SW1H53 - Sword of Flame +1
   SW1H54 - Long Sword: The Equalizer
   SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer
   SW1H55 - Katana +2
   SW1H56 - Scimitar
   SW1H58 - Short Sword of Mask +4 (Throne of Bhaal)
   SW1H59 - Short Sword of Mask +5 (Throne of Bhaal)
   SW1H60 - Angurvadal +4 (Throne of Bhaal)
   SW1H61 - Angurvadal +5 (Throne of Bhaal)
   SW1H62 - Foebane +3 (Throne of Bhaal)
   SW1H63 - Foebane +5 (Throne of Bhaal)
   SW1H64 - Purifier +4 (Throne of Bhaal)
   SW1H65 - Purifier +5 (Throne of Bhaal)
   SW1H66 - Yamato +4 (Throne of Bhaal)
   SW1H67 - Usuno's Blade +4 (Throne of Bhaal)
   SW1H68 - Spectral Brand +4 (Throne of Bhaal)
   SW1H69 - Spectral Brand +5 (Throne of Bhaal)
   SW1H70 - Hindo's Doom +3 (Throne of Bhaal)
   SW1H71 - Hindo's Doom +4 (Throne of Bhaal)
   SW1H72 - Bastard Sword +3 (Throne of Bhaal)
   SW1H73 - Long Sword +3 (Throne of Bhaal)
   SW1H74 - Short Sword +3 (Throne of Bhaal)
   SW1H75 - Katana +3 (Throne of Bhaal)
   SW1H76 - Scimitar +3 (Throne of Bhaal)
   SW1H77 - The Answerer +4 (Throne of Bhaal)
   NPSW01 - Sword of Arvoreen (Mazzy)
   NPSW02 - Katana +1 (Yoshimo)
   NPSW03 - Hallowed Redeemer +2 (Keldorn)
   NPSW04 - Corthala Family Blade +2 (Valygar)
   NPSW05 - Entropy (Haer'Dalis)
   NPSW06 - Chaos Blade (Haer'Dalis)

   TORMENT ITEMS (with Collector's Edition Bonus CD):

   WA2AMU - Sensate Amulet
   WA2DAK - Dak'kon's Zerth Blade
   WA2HALB - Harmonium Halberd
   WA2HARP - Harp of Pandemonium
   WA2HELM - Vhailor's Helm
   WA2PLAT - Plate of Balduran
   WA2RING - Mercykiller Ring
   WA2ROBE - Robe of Vecna
   WA2S1H - Sword of Balduran
   WA2SHIEL - Shield of Balduran

   TWO HANDED SWORDS:

   SW2H01 - Two Handed Sword
   SW2H02 - Two Handed Sword +1
   SW2H03 - Two Handed Sword, Berserking
   SW2H05 - Two Handed Sword (no image)
   SW2H06 - Spider's Bane
   SW2H07 - Two Handed Sword +3
   SW2H08 - Two Handed sword +2
   SW2H09 - Two Handed Sword +4, Warblade
   SW2H10 - Holy Avenger (Two Handed Sword +5)
   SW2H11 - Two Handed Sword +2
   SW2H12 - Two Handed Sword: Flame of the North + 2
   SW2H13 - Spider's Bane + 2
   SW2H14 - Lilarcor (Sentient Sword)
   SW2H15 - Silver Sword (Vorpal Sword)
   SW2H15A - Silver Hilt (piece of Vorpal Sword)
   SW2H16 - Sword of Chaos +2
   SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal)
   SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal)
   SW2H19 - Carsomyr +6 (Throne of Bhaal)
   SW2H20 - Two Handed Sword +3 (Throne of Bhaal)
   SW2H21 - Psion's Blade +5 (Throne of Bhaal)
   SW2H99 - Cursed Berserking Sword +3
   SW2HDEAT - Soul Reaver +4

   WANDS:

   WAND02 - Wand of Fear
   WAND03 - Wand of Magic Missiles
   WAND04 - Wand of Paralyzation
   WAND05 - Wand of Fire
   WAND06 - Wand of Frost
   WAND07 - Wand of Lightning
   WAND08 - Wand of Sleep
   WAND09 - Wand of Polymorphing
   WAND10 - Wand of Monster Summoning
   WAND11 - Wand of the Heavens
   WAND12 - Wand of Wonder
   WAND13 - Wand of Cloudkill
   WAND14 - Web Sack
   WAND15 - Wand of Apprenti
   WAND16 - Potion of Icedust
   WAND18 - Wand of Spell Striking (Throne of Bhaal)
   WAND19 - Wand of Cursing (Throne of Bhaal)


-------------------------------------------------------------------------------
AMULETS:
-------------------------------------------------------------------------------

AMUL01 - Necklace of Missiles

 Necklace of Missiles:  'The One Gift Lost '

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

 STATISTICS:

 Missile Blast :
  Range:  50 ft
  Area of effect:  30 ft radius
  Damage:  6D6 (save vs. spell for half)


AMUL02 - Necklace

 A necklace is a piece of ornamental metal jewelry usually made of silver,
 gold, platinum, or other precious metals, and adorned with gems.  A necklace
 is always worn on the neck and can be of any length.

AMUL04 - Studded Necklace with Zios Gems
AMUL05 - Bluestone Necklace
AMUL06 - Agni Mani Necklace
AMUL07 - Rainbow Obsidian Necklace
AMUL08 - Tiger Cowrie Shell Necklace
AMUL09 - Silver Necklace
AMUL10 - Gold Necklace
AMUL11 - Pearl Necklace
AMUL12 - Laeral's Tear Necklace
AMUL13 - Bloodstone Amulet

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


AMUL14 - Amulet of Protection +1

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

 STATISTICS:

 Armor Class Bonus:  1
 Saving Throw Bonus:  1


AMUL15 - Shield Amulet

 This Amulet can be activated by a simple command word and a touch with each
 use acting as one charge.  The effect is a duplication of the 1st level
 wizard spell 'Shield'.  For the duration of the spell, the wearer will have a
 base Armor Class of 4.  This is cumulative with any modifiers due to shields
 and magical devices.

 STATISTICS:

 Uses (1 Charge): Armor
  Range:  0
  Area of effect:  Self
  Armor Class:  Base set to 4
  Special:  Bonus +2 AC vs. missile attacks
  Duration:  5 turns


AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)

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

 STATISTICS:

 Special:  Memorize one extra second level spell


AMUL17 - Greenstone Amulet

 This amulet contains a greenstone embedded within a gold setting.  When
 activated, the greenstone protects the wearer from all forms of mind attacks,
 including psionics.  (note: it does not confer COMPLETE immunity to psionics)

 STATISTICS:

 Special Abilities:
 This amulet confers the wearer protection against all charm, confusion, fear,
 domination, ESP, detect alignment, hold, stun, psionics, sleep and
 feeblemind.  However the protection effect uses one charge each time it is
 used and will only last for 1 turn.


AMUL18 - Wolfsbane Charm +2 vs Lycanthropes

 A silver amulet containing powdered wolfsbane.

 STATISTICS:

 THACO:  +1 bonus vs. Lycanthropes
 Armor Class:  +1 bonus vs. Lycanthropes
 Weight:  3
 Not Usable by:


AMUL19 - Amulet of 5% Magic Resistance

 Amulet of Magic Resistance
 Commissioners working for the Athkatla city council often wear these amulets
 while searching for spell users.  The amulet provides some small protection
 against devious mages who resist any efforts at being imprisoned or killed.

 STATISTICS

 Magic Resistance:  +5%


AMUL20 - Kaligun's Amulet of Magic Resistance

 Kaligun's Amulet of Magic Resistance
 This particular amulet has the initials KP on its back surface.  KP, or
 Kaligun Poonil was the general of a small force sent into the woodlands to
 clear out Red Wizards.  Being particularly fearful of magic he wore this
 amulet into battle.  Overconfident in the protection offered by this amulet,
 Kaligun finally died when he foolishly ambushed three high level Red Wizards
 who lowered his magic resistance before destroying him with their spells.

 STATISTICS

 Magic Resistance: +10%


AMUL21 - Amulet of Power

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

 STATISTICS

 While Equipped:
  Magic Resistance: +5%
  Vocalize
  Decrease Spell Casting Speed by 1
  Immunity to Level Drain

 Not Usable By:
  Thief
  Fighter


AMUL22 - Periapt of Proof Against Poison

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

 STATISTICS

 Special Abilities: Cure poison once per day
 Equipped Abilities: Immune to poison


AMUL23 - Periapt of Life Protection

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

 STATISTICS

 Abilities: +3 Bonus to all saves vs. death


AMUL24 - Necklace of Form Stability

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

 STATISTICS

 Special Abilities: +5 bonus to all saves vs. polymorph


AMUL25 - Amulet of Spell Warding

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

 STATISTICS

 Abilities: +2 bonus to all saves vs. spells

AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal)

 This amulet grants its wearer fleetness of foot.  Not surprisingly it is
 popular among fleeing felons, travelers and cowards.

 STATISTICS

 Abilities: Increase movement rate by 2
    Casts Improved Haste  on the wearer once/day


AMUL27 - Amulet of Seldarine (Throne of Bhaal)

 A reward from the Elven Queen Ellesime for saving the Tree of Life, this
 amulet protects the wearer against all forms of enchantments and spells.

 STATISTICS:
   +10% to Magic Resistance
    +1 bonus to all saving throws


AMUL28 - Amulet of the Master Harper (Throne of Bhaal)

 This medallion is highly sought after by both thieves and bards, though for
 different reasons.  In addition to providing powerful magical protection
 against physical attacks, the amulet increases the wearer's proficiency in
 several rogue skills.  But even more valuable, from the bard's perspective,
 is the amulet's ability to grant the wearer immunity to all forms of silence.

 STATISTICS:

 +20% to Find Traps and Pick Locks
 +3 bonus to AC
 Wearer is immune to silence

 Usable By:
  Bard
  Thief


-------------------------------------------------------------------------------
ARROWS:
-------------------------------------------------------------------------------

AROW01 - Arrow

 The flight arrow, as its name implies, is built for distance.  These are
 lightweight arrows and are often used for hunting.  Most of these arrows are
 made of ash or birch and are 30 to 40 inches long.

 STATISTICS:

 Damage:  1D6
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW02 - Arrow +1

 The flight arrow, as its name implies, is built for distance.  These are
 lightweight arrows and are often used for hunting.  Most of these arrows are
 made of ash or birch and are 30 to 40 inches long.  Minor enchantments
 guarantee magical arrows improved accuracy.

 STATISTICS:

 Damage:  1D6
 THACO:  +1 bonus
 Damage Type:  missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not Usable By:
  Cleric
  Druid
  Mage


AROW03 - Arrow of Slaying

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

 STATISTICS:

 Damage:  1D6
 Damage type:  missile (piercing)
 Special:  Slay Ogre Mage upon touch
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW04 - Acid Arrow

 This arrow is coated in acid so that when it strikes an enemy, it will not
 only pierce its flesh but also begin to eat away at the wound, enlarging and
 deepening its severity.

 STATISTICS:

 Damage:  1D6 + 1
 THACO:  +1
 Damage type:  missile (piercing)
 Special:  1D3 acid damage
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW05, AROW12 - Arrow of Biting

 The Arrow of Biting was designed as a deadly compliment to the archer.  With
 the barbed arrow tip coated in a nasty poison that will infiltrate the
 bloodstream of its victims causing agony and oft-times, death.

 STATISTICS:

 Damage:  1D6
 Damage type:  missile (piercing)
 Poison:  30% of total maximum Hit Points within 20 seconds after contact
          unless save vs. death made.
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW06 - Arrow of Detonation

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

 STATISTICS:

 Damage:  1D6
 Damage type:  missile (piercing)
 Special:  6D6 explosion upon impact (save vs. spell for half)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW07 - Arrow or Dispelling

 The Arrow of Dispelling will remove the magical enchantments that its victim
 is surrounded by.

 STATISTICS:

 Special:  Dispel Magic affecting target
 Damage:  1D6
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW08 - Arrow of Fire

 The Arrow of Fire is a magical arrow that will burst into flames as it is
 fired at an enemy.  The effect is similar to an arrow doused in oil and set
 aflame.

 STATISTICS:

 Damage:  1D6
 Damage type:  missile (piercing)
 Special:  1D2 fire damage (save vs. spell for none)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW09, AROW15, AROW16 - Arrow of Ice

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

 STATISTICS:

 Damage:  1D6
 Damage type:  missile (piercing)
 Special:  1D2 cold damage (no save)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW10 - Arrow of Piercing

 The Arrow of Piercing is long and thin, imbued with magical properties that
 allow it to 'push' itself through armor, striking out towards the heart of
 the victim.

 STATISTICS:

 Damage:  1D6
 THACO:  +4
 Damage type:  missile (piercing)
 Special:  +6 physical (piercing) damage (save vs. death for none)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW11, AROW1A - Arrow +2

 These arrows were enhanced through magical means when they were created.
 They appear slightly straighter than the average arrow, almost alive as they
 effortlessly leave your bow and streak towards their target with deadly
 accuracy.

 STATISTICS:

 Damage:  1D6
 THACO:  +2
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW15 - Arrow +3 (Throne of Bhaal)

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

 STATISTICS:

 Damage:  1D6
 THACO:  +3
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


-------------------------------------------------------------------------------
AXES:
-------------------------------------------------------------------------------

AX1H01 - Battle Axe

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

 STATISTICS:

 Damage:  1D8
 Damage type:  slashing
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H02 - Battle Axe +1

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

 STATISTICS:

 THAC0: +1 bonus
 Damage:  1D8 + 1
 Damage type:  slashing
 Weight: 7
 Speed Factor: 6
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H03, AX1H11 - Battle Axe +2

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

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D8 +2
 Damage type:  slashing
 Weight: 5
 Speed Factor: 5
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H04 - Throwing Axe

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

 STATISTICS:

 Damage:  1D6 +1
 Damage type:  missle (piercing)
 Weight: 5
 Speed Factor: 4
 Proficiency Type:  Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H05, AX1H06 - Throwing Axe +2

 This throwing axe has not only been finely balanced for use as a missile
 weapon but has also been the subject of significant magical enhancement. As a
 result, it is both more damaging and more accurate than any non-magical
 weapon of a similar style.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D6 + 3
 Damage type(melee):  slashing
 Damage type(thrown):  missile (piercing)
 Special:  Returns to users hand once thrown
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H07 - Bala's Axe

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

 STATISTICS:

 Damage:  1D8
 Damage type:  slashing

 Special:  Miscast Magic affects victim on each successful hit
 Miscast Magic:    Any spellcasting creature that is affected by this spell
 has its casting ability severely disabled.  When the creature attempts to
 cast a spell it has an 80% chance of failure.  Creatures can save vs spells
 to avoid the affect, but do so at -2.

 Weight: 6
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H08 - Hangard's Axe +2

 Hangard's Axe of Hurling
 If this weapon had a lofty beginning, it has been overshadowed by the
 exploits of its most famous owner, Hangard the dwarf.  Hangard made a habit
 of trying to knock melons and apples off the heads of comrades.  He missed
 more often than not, due in part to an unfortunate fondness for ale.

 STATISTICS:

 Combat Abilities: Axe returns to the wielder's hand instantly after an attack
                   is made
 THACO:  +2 bonus
 Damage:  1D6 + 2
 Damage type (melee):  slashing
 Damage type (thrown):  missile (piercing)
 Special:  Returns to user's hand once thrown
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H09 - Rifthome Axe +3

 Rifthome Axe
 This Axe of Hurling is one of the most heavily enchanted weapons of its type.
 Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has
 claimed a kinship with the maker.  This causes some to speculate that it may
 not be the product of a terrestrial dwarven hand, rather some extra-planar
 variant.  Dwarves laugh this off, of course, claiming the maker likely has no
 time for nosey scholars.

 STATISTICS:

 Combat Abilities: Axe returns to the wielder's hand instantly after an attack
                   is made
 THACO:  +3 bonus
 Damage:  1D6 + 3
 Damage type (melee):  slashing
 Damage type (thrown):  missile (piercing)
 Special:  Returns to user's hand once thrown
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H10 - Azuredge Axe +3

 Azuredge Axe +3
 Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe
 expressly for reinforcing his claim to his namesake.  Blessed by a
 cross-section of gods, this weapon does phenomenal damage against creatures
 unwisely rebelling against their deceased status, and can potentially destroy
 them in a single blow.  Obviously Gulen no longer carries Azuredge, and it is
 rumored that he died fighting a powerful vampire years ago, only to rise as
 one himself.  This may have softened his stance regarding the undead, at the
 very least prompting a change of name.

 STATISTICS

 Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving
                 throw vs. death (-4 penalty) or be utterly destroyed
 Damage: 1D6
 Damage type (melee):  slashing
 Damage type (thrown):  missile (piercing)
 Special:  Returns to user's hand once thrown
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Any Neutral or Evil Character
  Druid
  Cleric
  Mage
  Thief


AX1H12 - Battle Axe +3, Stonefire

 Stonefire, Battle Axe +3
 The Stonefires were an old lineage of dwarves, and the eldest male of the
 line carried this axe, an heirloom of utmost importance.  Unfortunately they
 were decimated in 1150DR, falling in a mere two years to a mysterious plague.
 Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but
 he died several weeks later.  His body was found in the Cloakwood Forest, but
 the axe was missing.

 STATISTICS

 THAC0: +3 bonus
 Damage: 1D8 +3, +2 points fire damage to target
 Damage type (melee):  slashing
 Weight: 7
 Speed Factor: 4
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H13 - Battle Axe +3, Frostreaver

 Frostreaver, Battle Axe +3
 This was the axe of Illgarth, a Frost Giant that terrorized northern
 communities long ago.  It is not known where he acquired the weapon, but he
 took a perverse pleasure in unleashing it upon small folk, particularly
 halflings.  Ice and acid maimed those not killed, and the giant would laugh
 coldly if he recognized his handiwork from a previous visit.  Ultimately a
 group did manage to kill him, and at the request of his victims Frostreaver
 was buried with him.

 STATISTICS

 Combat Ability:
  + 1 point cold damage to target
  + 1 point acid damage to target
 THAC0: +3 bonus
 Damage: 1D8 +3
 Damage type:  slashing
 Weight: 7
 Speed Factor: 4
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal)

 This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging
 dwarven hero who disappeared in the deepest caverns beneath the Marching
 Mountains.

 STATISTICS

 Equipped Abilities:
   Improves AC by 1
   User regenerates 1 hp/round
 THAC0: +3 bonus
 Damage: 1D8 +3
 Damage type:  slashing
 Weight: 7
 Speed Factor: 4
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal)

 Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now
 the most fearsome of weapons - a vorpal edged axe capable of severing an
 opponents head with a single blow.

 STATISTICS

 Equipped Abilities:
   Improves AC by 1
   User regenerates 3 hp/round
   Increase user's constitution by +1

 Combat Abilities:
   10% chance of instantly killing an opponent by decapitation with each
   successful attack

 THAC0: +5 bonus
 Damage: 1D8 +5
 Damage type:  slashing
 Weight: 5
 Speed Factor: 2
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H16 - K'logarath +4 (Throne of Bhaal)

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

 STATISTICS:

 Combat Abilities:
    Axe returns to the wielder's hand instantly after an attack is made
    Target must save vs death or be knocked down and take 2D6 extra damage
    with each successful hit

 THACO:  +4 bonus
 Damage:  1D6 + 4
 Damage type (melee):  slashing
 Damage type (thrown):  missile (piercing)
 Special:  Returns to user's hand once thrown
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 4 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H17 - Battle Axe +3 (Throne of Bhaal)

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

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief

-------------------------------------------------------------------------------
BAGS:
-------------------------------------------------------------------------------

BAG02  - Gem Bag (BAG02B-BAG02I also work)

 This small bag is ideally suited for holding gems.


BAG03  - Scroll Case (BAG03B-BAG03I also work)

 This sturdy container allows dozens of scrolls to be placed in it, safe from
 exposure to fire, rain, or lightning -- common hazards faced by any
 adventuring wizard.


BAG04  - Bag of Holding

 As with other magical bags, this one appears to be a common cloth sack of
 about 2 feet by 4 feet size. The bag of holding opens into a nondimensional
 space, and its inside is larger than its outside dimensions. Regardless of
 what is put into this item, the bag always weighs a fixed amount.

BAG05  - Ammo Belt (Throne of Bhaal)

 This shoulder belt is ideally suited for holding sling bullets, darts, arrows
 or bolts.


BAG06  - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work)

 Typically carried by travelling healers, this leather case folds open and
 allows the user to strap delicate potion bottles to its cushioned side with
 numerous leather thongs for safe storage during travel.

 STATISTICS:

 Weight: 5


BAG19  - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work)
BAG20 to BAG31 - Bag of Holding (Throne of Bhaal)


-------------------------------------------------------------------------------
BELTS:
-------------------------------------------------------------------------------

BELT01 - Girdle

 Girdles are generally similar to belts.  Unlike belts, girdles are not used
 to hold up pants and dungarees, but to carry pouches, scabbards, and the
 like.

 STATISTICS:

 Weight:  2


BELT02 - Golden Girdle

 Golden Girdle:  'Golden girdle of Urnst'
 Created to protect a powerful wizard against malevolent warriors, this
 magical garment is made of red silk strewn with golden flakes.  It is
 enchanted to give limited protection against slashing weapons of any type.

 STATISTICS:

 Armor Class Bonus:  +3 vs. slashing weapons
 Weight:  2


BELT03 - Girdle of Bluntness

 Girdle of Bluntness:  'Destroyer of the Hills'
 Having lost friends and loved ones to a series of raids by hill giants,
 Garrar The Powerful made it his mission to cleanse his homeland of their
 presence.  It is not known where he acquired this item, but with it he single
 handedly dispatched dozens of the creatures, all the while protected from the
 blows of their clubs.  The remaining giants fled to neighboring lands, lands
 that lacked a similar champion and did not fare as well.

 STATISTICS:

 Armor Class Bonus:  +4 vs. blunt weapons
 Weight:  2


BELT04 - Girdle of Piercing

 Girdle of Piercing:  'Elves' Bane'
 An infamous highwayman in his day, Pandar of Scardale made quite a name for
 himself vexing the elves of Cormanthor forest.  To their annoyance he
 continually used the wood to escape the law; and with the aid of this girdle,
 the elves' arrows as well.  Unfortunately for Pandar, pit-traps and
 starvation proved a slower, but effective, substitution.

 STATISTICS:

 Armor Class Bonus:  +3 vs. piercing weapons
 Weight:  2


BELT05 - Girdle of Gender

 The cursed girdle of gender, a rare yet oft-discussed magical item, is
 wrought with a most powerful magic. Anyone unfortunate enough to secure it
 around their waist instantly finds their gender to be transformed. It is said
 that, not fifty years past, a nameless court jester was beheaded for
 presenting the girdle as a gift to Duke Lobelahn's lover.


BELT06 - Girdle of Hill Giant Strength

 Girdle of Hill Giant Strength
 This plain belt makes the wearer as strong as a hill giant, but does not make
 him or her giant size.  Many a cocky warrior has been surprised by a much
 smaller opponent with remarkable strength.  More often than not a belt such
 as this is the reason.

 STATISTICS

 Strength: set to 19


BELT07 - Girdle of Stone Giant Strength

 Girdle of Stone Giant Strength
 As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his
 family was slain.  However, en route to their den the kobolds surprised a
 family of stone giants.  These giants rescued Stewart and raised him as their
 own.  It soon became apparent that the boy, no matter how hard he tried,
 could not compete in the family rock throwing contests.  The stone giant
 father bartered with a local wizard for this girdle, which made Stewart as
 strong as his brothers and sisters.  When Stewart met an untimely end, the
 girdle was stolen away.

 STATISTICS

 Strength: set to 20


BELT08 - Girdle of Frost Giant Strength (21 STR)

 Girdle of Frost Giant Strength
 This belt is actually the woven hair from a frost giant's beard.  When worn
 the belt greatly increases the wearer's strength making them as strong as a
 frost giant.

 STATISTICS

 Strength: set to 21


BELT09 - Girdle of Fortitude

 Girdle of Fortitude
 This girdle greatly increases the wearer's constitution.  King Violos used it
 when leading an expedition against marsh trolls.  He'd been severely sickened
 the past winter and was no longer the healthy man he once was.  The belt gave
 extra years to his life and inspired his men to renew their confidence in
 their king once more.

 STATISTICS

 Special Abilities (once per day):
  Constitution: set to 18 (lasts for eight hours)


BELT10 - Belt of Inertial Barrier

 Belt of Inertial Barrier
 When worn, this belt creates a dense curtain of air around the wearer.  This
 curtain, or barrier provides superior protection against breath attacks as
 well as magic.  By the scorch marks on the worn leather, it is obvious that
 this belt has been worn at least once against a dragon.

 STATISTICS

 Abilities:
   + 5 to saves vs. breath weapons
   + 25% Resistance to Missile Damage (Missile Attacks will do three quarters
     of full damage)
   + 50% Resistance to Magic Damage (Magic Attacks  (Such as Magic Missile,
     Abi Dalzim's Horrid Wilting, etc.) will do half of full damage)


BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal)

 This belt is actually the woven hair from a fire giant's beard.  When worn
 the belt greatly increases the wearer's strength.

 STATISTICS

 Strength: set to 22


MEL01 - Imoen's Belt


-------------------------------------------------------------------------------
BLUNT WEAPONS:
-------------------------------------------------------------------------------

BLUN01 - Club

 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the
 end.  This simple weapon has been used since mankind first began using tools.
 Anyone can find a good stout piece of wood and swing it; hence the club's
 widespread use.

 STATISTICS:

 Damage:  1D6
 Damage type:  crushing
 Weight: 3
 Speed Factor: 4
 Proficiency Type:Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Mage


BLUN02, BLUN08 - Flail

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
 with spikes, or a spiked iron ball. Between the handle and its implement is
 either a hinge or chain link.  The weapon was originally used as a tool for
 threshing grain.

 STATISTICS:

 Damage:  1D6 +1
 Damage type:  crushing
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN03 - Flail +1

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
 with spikes, or a spiked iron ball. Between the handle and its implement is
 either a hinge or chain link.  The weapon has been enhanced magically,
 effectively forming a bond between the weapon and its wielder.

 STATISTICS:

 Damage:  1D6 + 2
 THACO:  +1
 Damage type:  crushing
 Weight: 12
 Speed Factor: 6
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN04, BLUN11 - Mace

 The mace is a direct descendant of the basic club, being nothing more than a
 wooden shaft with a stone or iron head mounted on the end.  The head design
 varies; some being spiked, others flanged, and still others have pyramidal
 knobs.

 STATISTICS:

 Damage:  1D6 + 1
 Damage type:  crushing
 Weight: 8
 Speed Factor: 7
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN05 - Mace +1

 The mace is a direct descendant of the basic club, being nothing more than a
 wooden shaft with an iron head mounted on the end.  In this case, the head is
 pyramidal and seems to glow with an inner blue light, as it sits atop a
 polished oak shaft.

 STATISTICS:

 THACO:  +1
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 8
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN06 - Morning Star

 The morning star is a wooden shaft topped with a metal head made up of a
 spiked iron sheath.  Morning stars have an overall length of about four feet.
 Some such weapons have a round, oval, or cylindrical shaped head studded with
 spikes.  Extending from most morning star heads, regardless of design, is a
 long point for thrusting.

 STATISTICS:

 Damage:  2D4
 Damage type:  crushing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN07 - Morning Star +1

 The morning star is a wooden shaft topped with a metal head made up of a
 spiked iron sheath.  Morning stars have an overall length of about four feet.
 This particular one is mounted with a golden head that has been magically
 enhanced so as to improve performance and escape the malleability of gold.

 STATISTICS:

 THACO:  +1
 Damage:  2D4 +1
 Damage type:  crushing
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN09 - Kiel's Morningstar

 Kiel's Morningstar:
 This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag
 Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding
 it in his final hour as he rushed to warn his father of the doppelgangers'
 infiltration of their Clan-home. It is said that the intensity of his rage in
 these final moments permanently imprinted itself upon the weapon. All who
 wield it are overcome with this battle anger whenever an enemy is sighted.

 STATISTICS:

 Damage:  2D4+3
 THAC0: +3
 Damage type:  crushing
 Special:  This weapons is cursed and instills a berserker fury in its wielder
 Weight: 10
 Speed Factor: 4
 Proficiency Type: Spiked Weapons
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN10 - The Root of the Problem

 The Root of the Problem
 Club +1, +3 vs. unnatural creatures
 This enchanted club is said to have existed since the time of the fall of
 Netheril and the birth of the great Anauroch Desert. While the toll on
 civilization was great, the true victims were nature's creatures, condemned
 to stand and watch as their homes decayed and died. As habitats receded,
 those that remained were invaded by displaced hordes of creatures, the more
 impatient of which marched on unspoiled land taking whatever they wished.
 This particular weapon is said to have come from a dryad's tree, a final gift
 to nature's cause from a woodland spirit that could not hold back the
 invaders of her land. Hers was a bittersweet pain, as her wood might not have
 suffered so if it had not been so strong and lush. Less respecting scholars
 have since bestowed the item's ironic name, though the humor is not
 appreciated among nature's more devout followers.

 STATISTICS:

 THAC0:  +1, +3 vs. unnatural creatures
 Damage:  1D6 +1, +3 vs. unnatural creatures, +1 acid damage
 Damage type:  crushing and acid
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Mage


BLUN12 - Mace of Disruption +1

 Mace of Disruption +1
 This heavy mace was created for a very specific purpose: to slay undead.  Any
 such creature hit by it not only feels the sting of weapon, but also has a
 chance of being simply blasted from existence.  There are legends that speak
 of a priest so holy a single glancing touch could send a vampire to oblivion,
 but whether the weapon empowered her or she empowered it is a topic for
 theologians.

 STATISTICS:

 Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving
 throw vs. death (-4 penalty) or be utterly destroyed
 THACO:  +1
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 8
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN13 - Flail +2

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
 with spikes, or a spiked iron ball. Between the handle and its implement is
 either a hinge or chain link.  This particular flail has been magically
 enhanced.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 12
 Speed Factor: 5
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14 - Flail of Ages +3

 This flail has been in the care of Lord Arnise for some time, a relic of his
 adventuring youth. It has been kept disassembled, the individual pieces
 stored in separate locations, and only used in the direst of emergencies.
 Lord Arnise was likely concerned about the powerful magic that the weapon
 radiated when compiled, and rightfully so. A trail of destruction has
 followed it through history, leading straight back to the original owners.
 The flail was the creation of the warlike Rakshasa, a race of vengeful
 spirits that crave human meat, and used as an adaptable weapon that could
 suit any battle. During a particularly violent hunt the flail was lost, only
 to be returned when they used their affinity for magic to locate its powerful
 aura. They discovered that the weapon had found its way into the hands of a
 great human warrior, and the battle that followed was truly splendid. They
 have since used the item as bait countless times, 'losing' it again and
 again. Powerful items gravitate towards powerful people, and powerful people
 yield the most glorious battles.

 STATISTICS:

 Combat Abilities: A chance each hit that target will be slowed (no saving
                   throw)
 THACO:  +3 bonus
 Damage:  1D6 + 4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 4
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14A - Flail Head (Cold)

 This is one of three flail heads belonging to Lord Arnise.  Not all three
 heads are required to assemble the flail.


BLUN14B - Flail Head (Fire)
BLUN14C - Flail Head (Acid)

BLUN14D - Flail of Ages (Fire + Cold)

 This two-headed flail causes fire and cold damage.  If the other head for the
 Flail of Ages could be found, it would make this weapon more powerful.

 STATISTICS:

 Damage:  1D6 + 3, +1 Fire Damage, +1 Cold Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14E - Flail of Ages (Acid + Cold)

 This two-headed flail causes fire and cold damage.  If the other head for the
 Flail of Ages could be found, it would make this weapon more powerful.

 STATISTICS:

 Damage:  1D6 + 3, +1 Acid Damage, +1 Cold Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14F - Flail of Ages (Fire + Acid)
</pre><pre id="faqspan-3">
 This two-headed flail causes acid and cold damage.  If the other head for the
 Flail of Ages could be found, it would make this weapon more powerful.

 STATISTICS:

 Damage:  1D6 + 3, +1 Fire Damage, +1 Acid Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14G - Flail of Ages (Cold)

 This one-headed flail causes cold damage.  If the other heads for the Flail
 of Ages could be found, they would make this weapon more powerful.

 STATISTICS:

 Damage:  1D6 + 2, +1 Cold Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14H - Flail of Ages (Fire)

 This one-headed flail causes fire damage.  If the other heads for the Flail
 of Ages could be found, they would make this weapon more powerful.

 STATISTICS:

 Damage:  1D6 + 2, +1 Fire Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN14I - Flail of Ages (Acid)

 This one-headed flail causes acid damage.  If the other heads for the Flail
 of Ages could be found, they would make this weapon more powerful.

 STATISTICS:

 Damage:  1D6 + 2, +1 Acid Damage
 Damage type:  crushing
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN15 - Morning Star +2

 The morning star is a wooden shaft topped with a metal head made up of a
 spiked iron sheath.  Morning stars have an overall length of about four feet.
 Enchantments have made this morning star lighter, faster, and far more deadly
 than a normal weapon of this kind.

 STATISTICS:

 THACO:  +2
 Damage:  2D4 +2
 Damage type:  crushing
 Weight: 9
 Speed Factor: 5
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN16 - Morningstar +2: The Sleeper

 Morningstar + 2: The Sleeper
 This belonged to Ssitalc, an uncharacteristically evil elf known as the
 Slaver of the Sword Coast.  Until his sudden death several years ago, Ssitalc
 commanded a large force of human, dwarf and gnomish brigands, using the
 Sleeper to keep them in line.  It has a chance to incapacitate any human,
 dwarf, gnome, or halfling by inducing deep slumber, though elves are
 conveniently immune.

 STATISTICS

 Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper
                 must save vs. poison with a +4 bonus or fall asleep for 18
                 seconds.
 THACO:  +2 bonus
 Damage:  2D4 +2
 Damage type:  crushing
 Weight: 9
 Speed Factor: 5
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN17 - Morningstar +2: Wyvern's Tail

 Morningstar +2: Wyvern's Tail
 The large spike at the head of this morningstar is actually the lethal
 stinger of a wyvern.  The mage-fighter Sedej created this weapon, using his
 magical abilities to keep the stinger capable of producing poison.  The magic
 he used has actually made the Wyvern's Tail a living weapon, that pulses with
 life in the hands of its wielder.

 STATISTICS

 Combat Abilities: Victims must make a saving throw vs. poison or take 5 hit
                   points of poison damage
 THACO:  +2
 Damage:  2D4 +2
 Damage type:  crushing
 Weight: 9
 Speed Factor: 5
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN18 - Mace +3: Skullcrusher

 Mace +3: Skullcrusher
 This mace is permanently bloodstained; a telltale trace of its many years
 spent bashing heads.  The weapon would have been the bane of humanoids
 throughout its history, but those that wielded it seem to have been purposely
 left out of historic record.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D6 + 4, +2 extra damage to humanoid creatures
 Damage type:  crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN19 - Mace +2: Mauler's Arm

 Mace +2: Mauler's Arm
 Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would
 be the last of his family to lead.  His son Kullen was sickly, and clearly
 couldn't meet the traditional requirements of strength for a chieftain.
 Jurrg knew that wise leadership took more than brawn, however, so he
 bargained to enchant this mace such that it would cover Kullen's weakness.
 Who Jurrg made the deal with is unknown, but the cost was apparently high.
 Kullen came to rule soon after.

 STATISTICS:

 Equipped Ability:  Increases wielder's strength to 18
 THAC0: +2 bonus
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BLUN20 - Mace +1: Ardulia's Fall

 Mace +1: Ardulia's Fall
 Ardulia the Agile was a man whose speed and skill at knife play made him
 exceptionally lethal in battle, and he repeatedly proved it by leading raids
 on settlements along the Sword Coast.  He would often challenge the village
 leader for possession of the town, and with his speed, the duels were always
 quickly decided in his favor.  Ardulia met his match one spring morn however,
 when he battled the priest Itgan, who wielded this mace.  Ardulia seemed to
 stagger under each blow, slowing his pace to recoup and regain his breath.
 Without his speed, Ardulia was lost, and fell to the measured attacks of
 Itgan.

 STATISTICS:

 Combat Ability: A creature hit by this mace must make a saving throw vs.
                 spells at +3 or be slowed for 12 seconds
 THAC0: +1 bonus
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 8
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN21 - Mace +2

 The mace is a direct descendant of the basic club, being nothing more than a
 wooden shaft with an iron head mounted on the end.  The shaft of this magical
 mace seems to guide the wielder, becoming an extension of his hand.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN22 - Club +3, Blackblood

 Club +3: Blackblood
 This oak club is coated with darkened dried globs of a tar-like substance.
 During battle this substance glows black with an inner light, and becomes
 thick and fluid.  When the club strikes an opponent it delivers additional
 acid damage from the liquid splashing over the victim.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D6 + 3, +3 acid damage
 Damage type:  crushing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
 Mage


BLUN23 - Bone Club +2, +3 vs. Undead

 Bone Club +2, +3 vs. Undead
 This vicious club was created hundreds of years ago, reportedly by a shaman
 on a quest for revenge.  His family had fallen to undead, and so personal was
 his rage that he amputated his own leg, using the femur for the body of the
 weapon.  Magical runes empower it, though it is likely the sheer force of his
 hatred would have served on its own.

 STATISTICS:

 THAC0: +2, +3 vs. Undead
 Damage:  1D6 + 2, +3 vs. Undead
 Damage type:  crushing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
 Mage


BLUN24 - Club +2, Gnasher

 Club +2: Gnasher
 Makal of the Pine, a devious druid, carved this club and bonded it with the
 spirit of his wolverine companion.  Like that tenacious creature, Gnasher is
 a dangerous weapon in the hands of a skilled user.  When the club strikes,
 sharp splinters dig into the victim's flesh, causing extreme pain and even
 extra damage that continues for some time after the blow.  Makal used the
 club successfully on several occasions, earning the anger of orc loggers
 threatening his forests.

 STATISTICS:

 THAC0: +2 bonus
 Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds
 Damage type:  crushing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
 Mage


BLUN25 - Mace of Disruption +2

 Mace of Disruption +2
 This heavy mace was created for a very specific purpose: to slay undead.  Any
 such creature hit by it not only feels the sting of weapon, but also has a
 chance of being simply blasted from existence.  There are legends that speak
 of a priest so holy a single glancing touch could send a vampire to oblivion,
 but whether the weapon empowered her or she empowered it is a topic for
 theologians.

 Now that the mace has been coated with illithium, it is even more potent,
 conferring to its user immunity to the life-draining powers of the more
 powerful undead.

 STATISTICS:

 Combat Abilities:
 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4
 penalty) or be utterly destroyed
 Immunity to Level Drain
 THACO:  +2
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 8
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HLOLTH - Handmaiden's Mace

 This mace has been crafted finely by the drow, and specially treated to
 survive the glare of the sun.  It is made for surface raids by the
 subterranean race... and its black metal glistens with a dark poison that
 seems to be generated from within and causes incredible damage upon a
 successful impact.

 The mace seems almost alive and warm to the touch, and slithers away from
 those whom it does not like... namely drow or those who are similar enough to
 not make a difference.  In the hands of anyone else, the mace becomes mere
 dead weight.

 STATISTICS:

 Combat Ability: A creature hit by this mace must make a saving throw vs.
                 poison or suffer 2 points of damage each round for 10 rounds.
 THAC0: +2 bonus
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 8
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Any who are not either Elf or Half-Elf Evil Clerics


BLUN26 - Club of Detonation +3 (Throne of Bhaal)

 This crude wooden club burns with the raging spirit of the demon forever
 trapped within by the powerful enchantments placed on the weapon.
 Occasionally, however, the demon's wrath escapes in a fiery blast.

 STATISTICS:

 Combat Abilities:
    20% chance target will take an additional 10 points of fire damage with
    each successful attack
    7% chance a fireball will automatically detonate with each successful
    attack

 THAC0: +3 bonus
 Damage:  1D6 + 3, +3 fire damage
 Damage type:  crushing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
 Mage


BLUN27 - Club of Detonation +5 (Throne of Bhaal)

 The enchantments from the Ring of Fire resistance makes the demon spirit
 trapped within this weapon easier to control - though the wrath of the
 creature may occasionally still be released without warning.

 STATISTICS:

 Combat Abilities:
    30% chance target will take an additional 15 points of fire damage with
    each successful attack
    5% chance a fireball will automatically detonate with each successful
    attack

 THAC0: +5 bonus
 Damage:  1D6 + 5, +5 fire damage
 Damage type:  crushing
 Weight: 1
 Speed Factor: 4
 Proficiency Type: Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
 Mage


BLUN28 - Storm Star +3 (Throne of Bhaal)

 This magical weapon is of ancient design, thought to have been devised in
 Netheril.  It crackles with spectacular arcs of lightning when wielded.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D6 + 4, +1D6 electrical damage
 Damage type:  crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN29 - Storm Star +5 (Throne of Bhaal)

 Infused with the other worldly Starfall Ore, the powers of this already
 formidable weapon are greatly enhanced.

 STATISTICS:

 Equipped Abilities:
    +20% to electrical resistance
 Combat Abilities:
    5% chance of casting chain lightning on target with each successful attack

 THACO:  +5 bonus
 Damage:  1D6 + 6, +1D6 electrical damage
 Damage type:  crushing
 Weight: 4
 Speed Factor: 2
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN30 - Flail of Ages +5 (Throne of Bhaal)

 With the addition of the fifth and final head to this weapon created by the
 evil Rakshasa race the true potential of the Flail of Ages is finally
 realized.

 STATISTICS:

 Equipped Abilities:
    Free Action
    5% bonus to Magic Resistance

 Combat Abilities:
    33% chance each hit that target will be slowed (no saving throw)

 THACO:  +5 bonus
 Damage:  1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison
          Damage,  +2 Electrical Damage
 Damage type:  crushing
 Weight: 8
 Speed Factor: 2
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN30A - Flail Head (Poison) (Throne of Bhaal)
BLUN30B - Flail Head (Electric) (Throne of Bhaal)

BLUN30C - Flail of Ages +4 (Throne of Bhaal)

 This four-headed flail causes fire, cold, acid and poison damage.  If the
 fifth head for the Flail of Ages could be found, it would make this awesome
 weapon even more powerful.

 STATISTICS:

 Combat Abilities:
    33% chance with each successful attack that the target is slowed (No Save)

 THAC0: +4
 Damage:  1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Poison
          Damage
 Damage type:  crushing
 Weight: 9
 Speed Factor: 3
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN30D - Flail of Ages +4 (Throne of Bhaal)

 This four-headed flail causes fire, cold, acid and electrical damage.  If the
 fifth head for the Flail of Ages could be found, it would make this awesome
 weapon even more powerful.

 STATISTICS:

 Combat Abilities:
    33% chance with each successful attack that the target is slowed (No Save)

 THAC0: +4
 Damage:  1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1
          Electrical Damage
 Damage type:  crushing
 Weight: 9
 Speed Factor: 3
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN31 - Club +3 (Throne of Bhaal)

 Most clubs are stout, hardwood sticks, narrow at the grip and wider at the
 end.  This simple weapon has been used since mankind first began using tools.
 Anyone can find a good stout piece of wood and swing it; hence the club's
 widespread use.   This particular club has been magically enhanced.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D6 +3
 Damage type:  crushing
 Weight: 1
 Speed Factor: 1
 Proficiency Type:Club
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Mage


BLUN32 - Flail +3 (Throne of Bhaal)

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
 with spikes, or a spiked iron ball. Between the handle and its implement is
 either a hinge or chain link.  This particular flail has been magically
 enhanced.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D6 + 4
 Damage type:  crushing
 Weight: 11
 Speed Factor: 4
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN33 - Mace +3 (Throne of Bhaal)

 The mace is a direct descendant of the basic club, being nothing more than a
 wooden shaft with an iron head mounted on the end.  In this case, the head is
 pyramidal and seems to glow with an inner blue light, as it sits atop a
 polished oak shaft.

 STATISTICS:

 THACO:  +3
 Damage:  1D6 + 4
 Damage type:  crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Mace
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN34 - Morning Star +3 (Throne of Bhaal)

 The morning star is a wooden shaft topped with a metal head made up of a
 spiked iron sheath.  Morning stars have an overall length of about four feet.
 Enchantments have made this morning star lighter, faster, and far more deadly
 than a normal weapon of this kind.

 STATISTICS:

 THACO:  +3
 Damage:  2D4 +3
 Damage type:  crushing
 Weight: 8
 Speed Factor: 4
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


BLUN35 - Ice Star +4 (Throne of Bhaal)

 The head of this morning star appears to be forged from unbreakable ice-blue
 crystal.  The handle is chill to the touch, and the wielder is surrounded by
 a soothing nimbus of cool air which protects against even magical fire.

 STATISTICS:

 +20% Fire Resistance

 THACO:  +4
 Damage:  2D4 +4 +1-4 extra cold damage
 Damage type:  crushing
 Weight: 8
 Speed Factor: 4
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


-------------------------------------------------------------------------------
BOLTS:
-------------------------------------------------------------------------------

BOLT01 - Bolt

 Quarrels or bolts are the ammunition fired by crossbows regardless of the
 weapon's size.

 STATISTICS:

 Damage:  1D8
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


BOLT02 - Bolt +1

 Quarrels or bolts are the ammunition fired by crossbows regardless of the
 weapon's size.  However this bolt has been imbued with a small amount of
 magical properties which enhances performance in flight, almost as if the
 bolt was guided towards its target.

 STATISTICS:

 Damage:  1D8
 THACO:  +1
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


BOLT03 - Bolt of Lightning

 This bolt seems to crackle with energy as it is held in the hand.  When shot
 from the crossbow, it seems to leap towards its target leaving behind an
 electrical sulfuric smell.  As it hits there is a crackle as the energy
 stored is released into the target's wound.

 STATISTICS:

 Damage:  1D8
 Damage type:  missile (piercing)
 Special:  4D4 electrical damage (save vs. breath for half)
 Weight:  0
 Launcher:  Crossbow


BOLT04 - Bolt of Biting

 The Bolt of Biting was designed as a deadly compliment to the crossbow.  With
 the barbed tip coated in a nasty poison, it will infiltrate the bloodstream
 of its victims causing agony and oft-times, death.

 STATISTICS:

 Damage:  1D8
 Damage type:  missile (piercing)
 Poison:  30 damage in 15 seconds (save vs. death for none)
 Weight:  0
 Launcher:  Crossbow


BOLT05 - Bolt of Polymorphing

 This bolt has been enchanted with powerful magic, glowing slightly with
 almost a green inner light.  If the bolt finds its target once it is fired,
 the target must make a save vs. poly or be transformed into a squirrel.

 STATISTICS:

 Damage:  1D8
 Damage type:  missile (piercing)
 Special:  save vs. petr/poly or turn into squirrel
 Duration:  permanent
 Weight:  0
 Launcher:  Crossbow


BOLT06 - Bolt +2

 Quarrels or bolts are the ammunition fired by crossbows regardless of the
 weapon's size.  However this bolt has been imbued with magical properties
 which enhances performance in flight, almost as if the bolt was guided
 towards its target.

 STATISTICS:

 Damage:  1D8
 THACO:  +2
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


BOLT07 - Flasher Master Bruiser Mate (Jan Jansen)

 This is the ammunition for Jan's crossbow (the Flasher Master Bruiser).
 These skulls are filled with a special powder that does a little bit of
 damage and has a chance to stun an opponent (saving throw vs. spells or be
 stunned for 2 rounds).

 STATISTICS

 Special Ability: Stun opponent (save vs. spells) for 2 rounds
 THAC0: +1 bonus
 Damage: 1d2 + 1


BOLT08 - Blessed Bolt

 This is a crossbow bolt that has been permanently enchanted with the spell
 'Bless'.  The enchantment will remain until it is fired out of a crossbow at
 which time the magic will fade.  It has been fabled that if a Raksasha is
 stuck with this bolt it will die instantly.

 STATISTICS:

 Damage:  1D8 +1
 THACO:  +1
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


KUOBOLT - Kuo-Toa Bolt

 This slender bolt is coated with a special poison, developed by Kuo-Toa
 alchemists.  A target hit by this bolt must making a saving throw vs. spells
 or be stunned for four rounds.

 STATISTICS:

 Combat Ability: target must save vs. spells or be stunned for four rounds
 Damage:  2D6
 Damage type:  missile (piercing)
 Weight:  1
 Launcher:  Crossbow


SAHBOLT - Sahuagin's Paralytic Bolt

 Paralytic Bolt

 Any target hit by this bolt must making a saving throw or be paralyzed for
 five rounds.

 STATISTICS:

 Combat Ability: target must save vs. paralyzation or be stunned for five
                 rounds
 Damage:  1D10
 Damage type:  missile (piercing)
 Weight:  1
 Launcher:  Crossbow


BOLT09 - Bolt +3 (Throne of Bhaal)

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

 STATISTICS:

 Damage:  1D8
 THACO:  +3
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


-------------------------------------------------------------------------------
BOOKS:
-------------------------------------------------------------------------------

BOOK01 - Magical Book
BOOK02 - Spell Book
BOOK03 - Manual of Bodily Health +1 Con (unusable)
BOOK04 - Manual of Gainful Exercise +1 Str (unusable)
BOOK05 - Manual of Quickness of Action +1 Dex (unusable)
BOOK06 - Tome of Clear Thought +1 Int (unusable)
BOOK07 - Tome of Leadership and Influence +1 Chr (unusable)
BOOK08 - Tome of Understanding +1 Wis (unusable)
BOOK09 - Normal Book
BOOK10
 |    - miscellaneous Histories
BOOK67
BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls
        (must be Identified)
BOOK70 - Yago's Book of Curses
BOOK71
 |    - miscellaneous Dusty Books
BOOK86
BOOK87 - Balduran's Log Book
BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir
BOOK89 - The Book of Kaza
BOOK90 - Golem Building Book

 Finally, I have created a guardian Golem that is specially suited for the
 challenging task of cleansing my sphere of planar creatures.  It is
 exceedingly efficient in combat, having just recently destroyed a score of
 Dretch and Chasme demons, though it was damaged in the encounter.  These
 notes will serve as a reminder to me on the proper method of constructing
 the Golem should it be destroyed.

 Note to self: Avoid engaging other planar creatures.  The exercise is quite
 difficult and better left to the Golem.

 A standard Golem requires two legs, two arms and a head.  Be wary that some
 denizen of the Sphere does not steal any of my spare Golem pieces.  It would
 be frustrating to have to actually track down the pieces myself.

 The most difficult task comes after the pieces are assembled in the workroom.
 To activate the Golem you must...

 (Unfortunately the pages past this point are burnt and their words can no
 longer be deciphered)


BOOK91 - Tome of Amaunator

 Blessed be the light of Amaunator.

 The Temple of Amaunator shines like a beacon of radiance in the hills of
 Umar.  Amaunator wards us from the shadows of evil.  Pilgrims come from areas
 far off to be blessed by the beauty of Amaunator.  Amaunator is endless and
 without equal.

 Yet our god serves us well, in that he is constantly on vigil against
 shadows.  The Temple serves a further purpose towards this end.  Amaunator
 keeps the casters of shadows from walking the land.  Any and all who dare to
 taste of shadow magic should know that Amaunator and his most holy servants
 will seek them out and cast them into chains within the Temple.

 Lightstone, Dawn's Light, and Sun Rays are Holy Symbols, guides in any
 spiritual journey that a disciple of Amaunator may embark upon.

 Blessed be the light of Amaunator.


BOOK92 - Merella's Journal

 You skip many of the entries of times and places far removed from your
 current worries.

 Flamerule 7
 Kaatje came to visit again.  A sweet child, eager to learn my ways with the
 wild creatures.

 Flamerule 12
 Dark creatures roam the forests.  Several townspeople have been slain by some
 unknown predator.  Everyone seems to have their own opinion of what is doing
 the killing.  The strangest thing is that the bodies are disappearing in the
 morning.  This leaves me baffled, for most signs point to a pack of wolves
 that have been in the area for a long time.  Wolves don't steal bodies.

 Flamerule 13
 Or perhaps I should say wolf-like creatures.  At night while I've been
 patrolling I've often caught shadowy glimpses of these 'wolves' running
 alongside me.  I've tried to attract their attention but they ignore me.  I
 find this most strange, as if the pack is being controlled by someone else.
 Years ago I spoke with the pack leaders and they were cordial.  Now they
 either flee from me, or, and I fear to say this, they stalk me.

 Flamerule  21
 It is near noon and still the wood outside my cabin seems full of shadows.
 I've been hard pressed to hear birds and most of the larger animals have long
 fled.  I plan to find the wolf's den (this afternoon). I've drawn a map to
 it.  All signs point to them as being the culprits, but what wolves act like
 these?  They are wolves with the cunning of men.

 And there is something else, a whispering in my mind.  It is faint now, in
 the waking hours, but while I sleep I dream only of this voice and the face
 behind it.  Whether it is connected to the voices, I do not know.  I suspect
 by the time that the sun sets tonight I'll have answers to my questions.


BOOK93 - Orcish Cookbook

 Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes.  In
 a greatpot over large flame heat oil; when it begins to smell hot, toss in
 the elk feces, then pour in horse urine.  Mmmmmm...can you smell great food
 already?

 Maybe use different stuff for stew if boar not available.  Flesh of genies
 from tomb would work well.  Could use wolf men in west dungeon.  Hmmm.  If
 only I could avoid air monster in the well, then the well treasure would be
 MINE!  Then could buy any stuff for stew I wanted!


BOOK94 - The Vapiricus Omnibus: Unabridged

 Ending the Plague of Teeth

 This tome is quite ancient, and you do not recognize the tongue in which it
 is written.  Fortunately, Bodhi has scrawled a translation of selected
 passages in the margins, as well as further questions she apparently wished
 to ask on the subject.

 Stuat tuo Gotha:
 The resolution:
 With the witch at the fore, long previous to her treachery, we did stride the
 hills of Umar seeking comfort in our hour of need.  The time had come for the
 living to mourn no more, and the blades that were fettered by sentiment were
 cut free, and it was decided that we would speak for our lives with the
 sinews of our sword arms.  The honored dead that did take flight in the
 darkness of shadow would no more receive sorrow from those of us that had
 lost their friends and relatives to the plague of teeth.

 Mornat de'pas Golvana Fathorn:
 Battles when came the dead:
 There came we, the army of light, armed with faith and conviction, and we did
 march unto the tombs of the restless dead during hours of day.  With wooden
 edge we struck down master and slave, though many paid for each thrust with
 their lives.  In the fallen there was the danger of a scourge anew, and many
 of the newly infected seemed doomed to walk again with dire purpose.

 Aegato Davon:
 The plea:
 "No more" cried we!  No more would we lose to the plague.  These new fallen
 could not be abandoned.  We had fought for our lives and theirs, and they
 would not be taken.  To the Temple we went, to the god of Sun and Light.
 Amaunator would save them.  Amaunator, whose touch turns shadows to fire.  In
 the arms of the Sun god were the infected placed, and the hearts of their
 dark masters were laid there with them.  Blood did burn, and the dead
 returned, but not as undead or unliving, but alive and freed from taint.
 Many did walk the light side home, when last the plague did fall.

 Relevance of archaic worship of Amaunator?
 Origin of vampiric plague?
 Any link to a modern cure to be worried of?
 Historical document or historical fiction?

 A final note is scribbled...

 *Interrogate Oghma monk at Docks district temple about further information.
 He should be able to provide more information on reversing vampirism*


BOOK95 - Dea Vampir Becomos

 This book has been drenched in blood, ruining most of the pages within.  The
 original ink, faded to begin with, is now thoroughly illegible.  A more
 recent script handwritten in the margins has left an impression revealing a
 few words here and there, just enough to decipher the nature of the tome.
 This text apparently dealt with the process that one would go through to
 become a vampire, though the little you can see gives no indication why
 someone would want to do such a thing.  There is a stamp on the back of the
 book suggesting that this tome was once archived and recorded by the
 followers of Oghma.


BOOK96 - Conjur Ota Servanta

 This text is written in a very old dialect of southern common that you are
 not familiar with, though it does not appear to be a particularly ancient
 tome.  It seems to be a section of the personal journal of a noble named
 Tomass Sangui, and deals with the acquiring and control of his most devoted
 servants.  It is difficult to ascertain much more, though from the frequency
 of certain words you are reasonably sure that Tomass was creating vampire
 minions, if not some other creature that feeds on blood.  His knowledge on
 the subject seems quite intimate indeed, and he details the long process of
 completely turning a victim.  Apparently, if the process is interrupted it
 can be reversed, but the author does not say how.  There is a stamp on the
 back of the book that indicates it was once archived and recorded by the
 followers of Oghma.


BOOK97 - Lellyn's Journal

 This journal was found on the body of the shadow slain warrior that you
 stumbled upon near the entrance to the dark woods. The last entry is of
 particular interest:

 "Nothing is as I'd imagined that it would be. I expected to become a hero
 when I joined Mazzy Fentan's party. I expected that we would slay monsters
 with ease and bask in the glory of victory as they do in the old tales. But
 it is not as it seems.

 I did not expect the drudgery of the march, the casual horror of slaughter,
 the smell of death everywhere. I swear I can taste it! We've killed so many
 shadows and black wolves that my brain has become as numb as my arm. I am
 covered in ichor but have not the energy to even clean myself.

 If not for Mazzy I think that I would be mad. She is a constant source of
 strength and always reminds us of the innocents that these beasts have
 killed, of the horror that we must take upon ourselves to save the people who
 have no defense. Mazzy is the hero here, not I.

 The battle has only just begun. Today we arrived at the entrance to the
 ruined temple. It was crawling with shadows. Were it not for Mazzy's quick
 thinking we would surely be dead. There were far too many to fight but Mazzy
 used the stained glass of the ruins to reflect what light we had,
 illuminating the entrance and sending the shades to their doom. While the
 stained glass caught the light, we were able to find a pocket of safety. Any
 shadows that came within were destroyed by the light.

 Tomorrow we will attempt to enter the temple and the darkness. I have never
 felt such dread. I try to be as brave as Mazzy but cannot. I feel the
 horrible inescapable urge to run and when the battle is joined, I can only
 hope that I will not."


BOOK98 - Book of King Strohm III

 The ancient text is yellowed and crumbling, and written in a language that is
 far-removed from modern-day Common.  Still, portions of it are translatable
 with effort.  Overall, the book describes the burial of King Strohm III, and
 how great efforts were made to keep his tomb safe from the graverobbers that
 would surely follow once his kingdom fell due to treachery within.  The
 King's son, Strohm IV, apparently commissioned the creation of a mask of his
 father that would allow access to the tomb.  How it does so is not clear in
 the text, although it is mentioned that the mask is kept in six seperate
 pieces by six Guardians that had been summoned by Strohm's vizier... and that
 these Guardians would only surrender the mask to one of Strohm's bloodline.


HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal)

 The large volume is almost too large to comfortably carry, but in giantish
 hands would likely be little other than a small journal.  Its scribbled
 contents were made with an unsteady hand and written in giantish, but are
 still largely legible.  Some interesting notes contained within:

 "Finally found the little human Bhaalspawn who's been evading me for two
 weeks in the Calim Desert.  Was almost a shame to eat his heart, but rules
 are rules."

 "The wraiths that were loaned to me turned out to be useful.  I have the old
 hag's heart, now, and she's helpless against Yaga-Shura!  Foolish,
 presumptuous woman!  May she rot in that infernal swamp of hers!"

 "Most of the spawn that are left are collected in Saradush, now, where we
 want them.  Only a few stragglers to pick off once the city walls are
 overcome...which is only a matter of time."

 "Illasera was chosen to be the one to go after the powerful Bhaalspawn, the
 straggler.  What is <PRO_HISHER> name?  <CHARNAME>?  Hmph.  Yaga-Shura should
 have been the one chosen.  The fool would have stood no chance.  But now is
 not the time to disobey orders.  Yaga-Shura can bide his time."

 The remainder of the journal contains information on the gathering of
 Yaga-Shura's army and various tactical matters which, while interesting, are
 not particularly relevant.


-------------------------------------------------------------------------------
BOOTS:
-------------------------------------------------------------------------------

BOOT01 - Boots of Speed

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

 STATISTICS

 Equipped Ability : increases movement rate


BOOT02 - Boots of Stealth

 Boots of Stealth:  'Worn Whispers'
 In ages past, a king named Rhigaerd was renowned for the spies he kept.  So
 skillful were they, that no nook or cranny escaped their eyes and maps were
 held for entire castles and towns.  Eventually betrayed from within, the
 tools of their trade were taken and dispersed, ensuring that none could amass
 such a band again.

 STATISTICS:

 Move Silently Bonus:  +20%
 Hide in Shadows Bonus: +15%
 Weight:  4
 Not usable by:
  Fighter
  Mage
  Cleric
  Druid


BOOT03 - Boots of the North

 Boots of the North:  'The Frost's Embrace'
 Stranded by his company for a sack of gold, Daviol the Frozen was left for
 dead in the midst of the Great Glacier.  His dying curse echoed across the
 barren wastelands to the ear of Auril, Goddess of Winter.  She smiled upon
 him, and his bare body was protected and preserved by his newly enchanted
 boots of the north.  With them he crossed the ice land in pursuit of his
 would be murderers.  Driven by rage, Daviol took his revenge upon his
 previous friends as they warmed themselves in a tavern of the closest city.
 After his thirst for blood was quenched, he continued to travel the frozen
 land, never to be seen again.

 STATISTICS:

 Cold resistance:  +50%
 Weight:  4


BOOT04 - Boots of Avoidance

 Boots of Avoidance:  'Senses of the Cat'
 The magic of these boots was specifically designed to detect incoming
 missiles and aid the wearer in avoiding them.  They were originally
 commissioned by the instructor of an archery academy, who had tired of
 suffering "accidents" at the hands of his inexperienced students.

 STATISTICS:

 Armor Class bonus:  +5 vs. missile weapons
 Weight:  4


BOOT05 - Boots of Grounding

 Boots of Grounding:  'Talos' Gift'
 Untold years ago, the Fortress of the Starspire Peninsula was placed under
 the direct torment of Talos when a favored Stormherald was murdered there.
 Talos promised the destruction of the city by earthquakes, its isolation by
 tidal waves, and the death of its citizens by storms.  One pair of these
 boots was bestowed to ensure that none but a single man would survive to tell
 the story of his wrath.  Later, travelers seeking fortune in the ruined city
 came upon an aged man, maddened by the continuous destruction around him; the
 boots he wore would carry to many a distant land the legend of a city
 consumed by a god's rage.

 STATISTICS:

 Electricity resistance:  +50%
 Weight:  4


BOOT06 - Worn Out Boots

 Boots are normally hand-made by cobblers.  Common boots are made by using a
 form, but good boots are designed for the foot of an individual.

 STATISTICS:

 Weight:  4


BOOT07 - Boots of Elvenkind

 These soft boots make the wearer move as silently as the woodland elves.
 Thieves love to get their hands on these boots, but the elves are reluctant
 about exporting them, fearful that they may be used for illegal purposes.

 STATISTICS

 Abilities :
 Move Silently: +30% bonus
 Usable By
  Thieves


BOOT08 - Boots of Phasing

 This item is cursed and can only be removed with a remove curse spell.
 Whether by mistake or malicious purposes the creator of these boots enchanted
 them with dangerous magic.  When worn the wearer is constantly teleported
 from opponent to opponent, until either the wearer or all opponents in sight
 are slain.  However, due to the boots' ability to phase the wearer receives
 a +2 AC bonus.

 STATISTICS

 Wearer phases to a random enemy every 12 seconds (when an enemy is within
 sight)

 AC: +2 bonus


BOOT09 - Boots

BOOT10 - Boots of Lightning Speed (double haste)

 These modified boots of speed were originally intended to boost the wearer's
 speed rating to even greater rates than normal boots of speed.  They make the
 wearer as fast as if a haste spell had been cast upon someone wearing boots
 of speed.  Unfortunately the wearer cannot attack and the strain of rushing
 around so fast quickly tires even the most stalwart of heroes.  Their
 nick-name is 'Heel of the Coward', for that summarizes  their most obvious
 use: running away.

 STATISTICS

 Equipped Abilities :
 Haste:
   Double-strength haste spell
   Penalties: unable to attack or cast spells


BOOT11 - Boots of Etherealness

 Why these boots were ever made has long been the subject of speculation among
 the sages of Candlekeep.  Some suggest that a certain noblewoman was gifted
 them by an ethereal lover, so that she could join him for a tryst.  Others
 simply point out that the boots are useful for any mage to become intangible
 to attacks while devastating an opponent with offensive magic.

 STATISTICS

 Use Abilities :
 Etherealness: These boots can make a wearer ethereal for 30 seconds (once per
 day).  This makes the wearer immune to normal weapons.  Spells may still be
 cast, and weapons may still be used.


BOOT12 - Gargoyle Boots (Throne of Bhaal)

 Legend holds that the mage who created this magical footwear trapped the
 spirit of an actual gargoyle within these boots.  Unfortunately, they
 couldn't protect the nameless wizard from the vengeance of the gargoyle's
 mate.

 STATISTICS:

    Stoneskin 2 times/day (2 skins per use)
    Immune to backstab


BOOTDRIZ - Drizzt's Boots of Speed

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

 STATISTICS

 Equipped Ability : increases movement rate


-------------------------------------------------------------------------------
BOWS:
-------------------------------------------------------------------------------

BOW01 - Composite Long Bow

 Composite bows are long bows or short bows whose staves are made from more
 than one type of material.  This gives greater flexibility and makes arrows
 fired from this bow deliver more damage.  To wield such a powerful bow
 requires a strength of 18.

 STATISTICS:

 THAC0:  +1 bonus
 Damage:  +1
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Longbow
 Type:  2-handed
 Requires: 18 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW02 - Composite Long Bow +1

 Composite bows are long bows or short bows whose staves are made from more
 than one type of material.  This gives greater flexibility, and thus better
 range.  These were developed after the normal long bow.  This magical bow
 requires a strength of 18 to wield.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  +1 bonus
 Weight: 9
 Speed Factor: 6
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 18 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW03 - Long Bow

 The long bow is similar to the short bow, except that the staff is about as
 high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the
 short bow: better range and hence, it is much more accurate.

 STATISTICS:

 THACO:  +1 bonus
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW04 - Long Bow +1

 The long bow is similar to the short bow, except that the staff is about as
 high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is
 slightly slower then the short bow, it has more range and is more accurate.
 This one has been enhanced with magical properties, giving it an air of
 perfection.

 STATISTICS:

 THACO: +2 bonus
 Weight: 3
 Speed Factor: 6
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW05 - Short Bow

 Short bows were the first to be developed, although they were not called
 such.  This is more of a default term that refers to anything which is not a
 long bow.  Short bow staves are about 5 feet long on the average.  As the
 years passed, attempts were made to increase bow ranges.  Bows were either
 given longer staves or flexibility was increased with no change to the
 length.  The former resulted in what is now called the long bow.

 STATISTICS:

 Weight: 2
 Speed Factor: 6
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW06 - Short Bow +1

 Short bows were the first to be developed, although they were not called
 such.  This is more of a default term that refers to anything which is not a
 long bow. This is a magical short-bow, giving the user an additional +1 to
 hit.

 STATISTICS:

 THAC0: +1 bonus
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW07 - Long Bow of Marksmanship

 Long bow of marksmanship:  'The Dead Shot'
 Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided
 to organize a private contest that would proclaim the better archer between
 them.  Both boasted the power of their magical bows, but that wasn't enough
 for Edwall Dest, Duke of Spandeliyon.  He arranged for the theft of his
 opponent's bow, and on the day of the contest he couldn't help gloat in his
 advantage.  The Duke of Delthuntle, known only as Raymond, demanded a
 demonstration of Edwall's skill on a scarecrow that he had placed.  Edwall
 Dest drew his longbow and released the arrow with determination, not stopping
 to think how uncannily the target resembled himself.  The missile split the
 large voodoo doll's head in twain, and at that moment Edwall's head did much
 the same.

 STATISTICS:

 THACO: +3
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Bow Weapons
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW08, BOW99 - Eagle Bow (Short Bow +2)

 Short bow, eagle bow:  'Protector of the Dryads'
 In order to protect their community from an encroaching orc logging
 encampment, the hero Hannable the White was given this magnificent bow by the
 dryads of Gulthmere Forest.  A deadly confrontation followed when the loggers
 dared to try and cut down a great oak tree, nearly killing the dryad linked
 to it.  With the help of powerful forest animals Hannable slew entire bands
 of orcs before any more damage was inflicted upon the wood.  The orcs were
 forced to abandon their plans, lest they suffer the continued wrath of
 Hannable and the forest.  Needless to say, the hero who aided the grateful
 dryads lived happily . . . nay, VERY happily ever after!

 STATISTICS:

 THAC0:  +2
 Weight: 2
 Speed Factor: 4
 Proficiency Type: Bow Weapons
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW09 - Ripper +2

 Ripper +2
 This composite longbow was one of many made by a half-elven craftsman whose
 name has been lost to history.  At one time there were several hundred in
 use, a favorite of scouts who patrolled the Anauroch desert, but many have
 been lost or destroyed.  Only a few are still known to exist, and they see
 little use due to the tremendous strength they require.

 STATISTICS:

 THACO:  +2
 Damage:  +2
 Proficiency Type: Longbow
 Weight: 8
 Requires: 18 Strength
 Speed Factor: 5
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW10 - Heartseeker +3

 Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of
 a Treant, though how he came to possess such material is unknown.  He
 certainly did not anticipate the enchantment within, magic that makes the
 archer's aim almost infallible for a short period every day.  Pinn claimed
 his skill was responsible, but it is more likely that some aspect of the soul
 of the Treant is still within the wood.  This bow requires a strength of 18
 to use.

 STATISTICS:

 Combat Abilities: Once per day can increase bow's aim to an additional +7 to
                   hit for nine seconds
 THACO:  +4
 Damage: +2
 Weight: 7
 Speed Factor: 4
 Proficiency Type: Longbow
 Type:  2-handed
 Requires: 18 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW11 - Strong Arm +2

 This massive bow was the property of the ranger Bearpaw, who reportedly
 received it from a strangely benevolent ogre.  The reason for the gift was
 never discussed, but he earned the respect of everyone he met, and likely
 befriended the creature while patrolling the Cloakwood Forest.  Bearpaw could
 draw back the bow without the slightest effort, but when he died it was
 bequeathed to his wife and sons, and not a one could draw the string even
 halfway.  They eventually sold it to a merchant heading South.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  +3 bonus
 Weight: 7
 Speed Factor: 4
 Proficiency Type: Longbow
 Type:  2-handed
 Requires: 19 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW12 - Elven Court Bow +3

 This yew bow is more a work of art than a weapon of war; fine engravings
 dance over the polished wood, and the bowstring gleams of gold, almost </pre><pre id="faqspan-4">
 singing when drawn.  This was a ceremonial bow in the Elven Court for a
 thousand years, though that is scarcely a single lifetime in elven terms.
 Every 50 years or so it was granted to someone who had performed a great
 service, the recipient eventually choosing who would hold it next.  Two
 centuries ago a human, Yin Pon, rescued an elven prince and was gifted the
 bow, which he carried with him to Baldur's Gate, where it was subsequently
 lost.

 STATISTICS:

 THACO: +4
 Weight: 2
 Speed Factor: 4
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW13 - Mana Bow +4

 Kestsa was given this longbow many years ago by the Cowled Wizards, as reward
 for his exemplary service in the Athkatla city guard.  He was tireless in
 bringing to justice those who unlawfully used magic.  The bow served him well
 in his cause, granting resistance to damage from arcane energy.

 STATISTICS:

 Equipped Abilities: +20% to resist magical damage
 THACO: +4
 Weight: 2
 Speed Factor: 3
 Proficiency Type: Longbow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW14 - Tuigan Short Bow +1

 The Tuigans are a nomadic people widely dispersed across the steppe regions
 of Faerun but bound together by a common bloodline.  The bows they make are
 especially tailored for their mobile warriors, and the process used is
 carefully guarded, but the result is well known: any bow of Tuigan origin can
 be fired faster than is possible with a normal one.

 STATISTICS:

 Combat Abilities: 3 shots per round
 THACO:  +1 bonus
 Damage:  +1
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW15 - Tansheron's Short Bow +3 (needs no ammo)

 The thin, frayed string of this bow appears unusable, but when it is drawn a
 solid but invisible arrow becomes tangible.  The lich Tansheron gave this bow
 to his Watcher, the guardian of his keep who stood atop a tower with neither
 entrance nor exit.  When anyone approached, down would fall a never-ending
 rain of phantom arrows until they were dead or fled.  How this bow was
 wrested from the Watcher's hand is not known, but would probably make a great
 tavern story.

 Note: avoid equipping normal arrows on your character, else the bow will fire
 these instead of the phantom arrows.

 STATISTICS:

 Equipped Ability: This powerful bow requires no ammunition
 THACO:  +3 bonus
 Weight: 2
 Speed Factor: 3
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW16 - Composite Long Bow +2

 This long bow is marked with the seal of a sunburst.  It probably once was a
 bow used by guards in the service of the god Amaunator.  These guards would
 use the enchanted bows to keep the priests of that long dead faith safe.  Few
 of these bows still exist, so they are sought after by many archers looking
 to improve both their accuracy and their lethality.  This bow requires a
 strength of 18 to use.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  +1 bonus
 Weight: 8
 Speed Factor: 5
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 18 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW17 - Long Bow +2

 The long bow is similar to the short bow, except that the staff is about as
 high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is
 slightly slower then the short bow, it has more range and is more accurate.
 The smooth staff of this bow is warm to the touch, just a hint of the energy
 that surges through the wood.

 STATISTICS:

 THACO: +2 bonus
 Weight: 3
 Speed Factor: 6
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW18 - Short Bow +2

 Short bows were the first bows to be developed, although they were not called
 such.  This is more of a default term that refers to anything which is not a
 long bow.  Short bow staves are about 5 feet long on the average.  This short
 bow is the rival of any of the larger bows.  The magic inherent within it,
 whether from the wood or the spellcasting of a mage, makes this bow more
 accurate and damaging than a normal bow.

 STATISTICS:

 THACO:  +2
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW19 - Short Bow of Gesen (needs no ammo)

 The finest bow crafted by Gesen Khan, this weapon draws energy from another
 plane, firing spears of lightning instead of arrows... and therefore never
 requiring ammunition of any kind.  It is said that Gesen prepared to retire
 from his craft after selling the invaluable weapon, only to have the bow
 wrested from his grasp by a thief who used it to end Gesen's own life.  A
 side effect of the bow bestows protection from electricity upon the user.

 STATISTICS:

 THAC0:  +4
 Damage: 2 piercing, 1-8 electrical
 Effects:  Grants user 20% resistance to electrical damage
 Weight: 2
 Speed Factor: 4
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW19A - Gesen Bow Shaft

 Part of the Gesen Bow

 This is one part of the Gesen Bow, a powerful short bow created by Gesen
 Khan... and used on its own creator when it was stolen by the Shadow Thieves.
 Legend relates that the bow fires bolts of lightning instead of arrows, and
 it has been highly sought in the past by Shadow Thieves for use by their
 assassins and by Cowled Wizards for study.


BOW19B - Gesen Bow String

BOW20 - Darkfire Bow +4 (Throne of Bhaal)

 Through arcane sorcery, the contradictory elements of fire and ice have been
 combined within this magnificent short bow.

 STATISTICS:

 Equipped Abilities:
   Once per day may cast Improved Haste
   5% bonus to Fire and Cold resistance

 THACO:  +4
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW21 - Darkfire Bow +5 (Throne of Bhaal)

 The magical bowstring of Gond makes even this strongly enchanted short bow
 more accurate and powerful.

 STATISTICS:

 Equipped Abilities:
   Once per day may cast Improved Haste
   5% bonus to Fire and Cold resistance

 THACO:  +5
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


BOW22 - Taralash +4 (Throne of Bhaal)

 Taralash was a hunter reknowned for his ability to track down even the
 fleetest of quarry by foot.  Few animals ever escaped once he had them in the
 sights of his mighty longbow.

 STATISTICS:

 Equipped Abilities: Increase Movement Rate by 2

 THACO: +4
 Weight: 2
 Speed Factor: 3
 Proficiency Type: Longbow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW23 - Taralash +5 (Throne of Bhaal)

 The magical bowstring of Gond makes even the legendary longbow of Taralash
 more accurate and powerful.

 STATISTICS:

 Equipped Abilities: Increase Movement Rate by 2

 THACO: +5
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Longbow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW24 - Composite Long Bow +3 (Throne of Bhaal)

 This long bow is marked with the seal of a sunburst.  It probably once was a
 bow used by guards in the service of the god Amaunator.  These guards would
 use the enchanted bows to keep the priests of that long dead faith safe.  Few
 of these bows still exist, so they are sought after by many archers looking
 to improve both their accuracy and their lethality.  This bow requires a
 strength of 18 to use.

 STATISTICS:

 THACO:  +4 bonus
 Damage:  +1 bonus
 Weight: 7
 Speed Factor: 4
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 18 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Bard


BOW25 - Long Bow +3 (Throne of Bhaal)

 The long bow is similar to the short bow, except that the staff is about as
 high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is
 slightly slower then the short bow, it has more range and is more accurate.
 The smooth staff of this bow is warm to the touch, just a hint of the energy
 that surges through the wood.

 STATISTICS:

 THACO: +3 bonus
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Long Bow
 Type:  2-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW26 - Short Bow +3 (Throne of Bhaal)

 Short bows were the first bows to be developed, although they were not
 called such.  This is more of a default term that refers to anything which is
 not a long bow.  Short bow staves are about 5 feet long on the average.  This
 short bow is the rival of any of the larger bows.  The magic inherent within
 it, whether from the wood or the spellcasting of a mage, makes this bow more
 accurate and damaging than a normal bow.

 STATISTICS:

 THACO:  +3
 Weight: 1
 Speed Factor: 3
 Proficiency Type: Short Bow
 Type:  2-handed
 Requires: 3 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


NPBOW - Bow of Arvoreen (Mazzy)

 This enchanted bow has been in Mazzy Fentan's possession for several years,
 given to her by her god Arvoreen.  It is usable only by halflings, granting a
 +2 bonus to hit rolls.

 STATISTICS:

 THAC0: +2 bonus
 Weight: 2
 Speed Factor: 6
 Proficiency Type: Short Bow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


-------------------------------------------------------------------------------
BRACERS:
-------------------------------------------------------------------------------

BRAC01 - Bracers of Defense AC 8

 Bracers are thick bands of metal or leather that are strapped, belted, or
 tied to a character's forearm.  Generally, the magic that is instilled in
 bracers is good only during combat, since most bracers help protect the
 wearer from injury, or improve chances to strike at an opponent.  Exceptions
 do exist, though such specialized items are rare at best.

 STATISTICS:

 Armor Class: 8
 Weight: 2


BRAC02 - Bracers of Defense AC 7

 Bracers are thick bands of metal or leather that are strapped, belted, or
 tied to a character's forearm.  Generally, the magic that is instilled in
 bracers is good only during combat, since most bracers help protect the
 wearer from injury, or improve chances to strike at an opponent.  Exceptions
 do exist, though such specialized items are rare at best.

 STATISTICS:

 Armor Class: 7
 Weight: 2


BRAC03 - Bracers of Defense AC 6

 Bracers of Defense AC. 6:  'Bracers to the Death'
 These bracers were held for decades by an undefeated gladiator, and found
 extensive use in arena combat.  The death of this champion marked the
 disappearance of this magical item, but rumors persist that they are used to
 this day in competitive combat across the lands.

 STATISTICS:

 Armor Class: 6
 Weight: 2


BRAC04 - Bracers of Archery

 Bracers of Archery:  'The Dale's Protector'
 During a dangerous meeting with a rival ruler, the King of the Great Dale
 requested the protection of his best archers in addition to his usual guard.
 The archers, each equipped with an enchanted bow and bracers, hid within
 range of the gathering. As predicted, enemy troops attempted to seize the
 King and force their will over his rule, but none had anticipated the amazing
 accuracy and lethality of the hidden archers. The King was able to escape
 unharmed; in fact, none of the ambush members even lived to approach him.

 STATISTICS:

 THACO:  +2 (missile weapons only)
 Weight:  2
 Not usable by:
 Druid
 Mage
 Cleric


BRAC05, BRAC12 - Bracers

 Bracers are thick bands of metal or leather that are strapped, belted, or
 tied to a character's forearm.


BRAC06 - Gauntlets of Ogre Power

 Gauntlets of Ogre Power:  'Hands of Takkok'
 The Hands of Takkok are exactly that; his very hands.  He lost them when he
 attacked a strange man crossing the Spine of the World.   The mysterious man
 turned out to be a mage of incredible power, and he used Takkok's hands to
 create this pair of ogre skin gauntlets.

 STATISTICS:

 Strength:  set to 18/00
 Weight:  2
 Not usable by:
  Thief
  Mage


BRAC07 - Gauntlets of Dexterity

 Gauntlets of Dexterity:  'The Brawling Hands'
 This pair of gauntlets was likely developed in Kara-Tur to aid masters of the
 martial arts.  Legends speak of such masters from the Far East bringing these
 items with them on their journeys, though details remain sketchy.

 STATISTICS:

 Dexterity:  set to 18
 Weight: 2
 Not usable by:


BRAC08 - Gauntlets of Fumbling

 Cursed Gauntlets of Fumbling:  'Elander's Gloves of Misplacement'
 With mischief in mind, the impetuous Elander set out to craft these cursed
 gauntlets to best a rival.  It turns out his malice got the best of him, when
 he mistook these gloves for another pair.

 STATISTICS:

 *CURSED*
 THACO:  -10 penalty
 Dexterity:  -2 penalty
 Weight:  2
 Special:  Can only be removed by a 'remove curse' spell


BRAC09 - Gauntlets of Weapon Skill

 Gauntlets of Weapon Skill:  'Xarrnous' Second Sword Arm'
 Perhaps the most well known owner of these gauntlets was a mercenary, named
 Xarrnous.  He specialized in smuggling, and frequently loaned these gauntlets
 to clients if they were to travel with him.  In his eyes, an extra sword arm
 was always handy.

 STATISTICS:

 THACO:  +1 bonus
 Weight:  2
 Not usable by:


BRAC10 - Gauntlets of Weapon Expertise

 Gauntlets of Weapon Expertise:  'Legacy of the Masters'
 Highly sought after among novice warriors, these items were once the property
 of the royal family of Threskel.  Imparting a portion of the prince's
 legendary skill, these gauntlets grant the bearer mastery over all forms of
 melee weapons.  The majority of their many previous owners seem to have come
 to bloody ends though; the gloves grant the ability of experience, but not
 the wisdom.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  +2 bonus
 Weight:  1


BRAC11 - Bracers of Binding (cursed item)

 These bracers appear to be Bracers of Specialization but when donned, bind
 the wearers wrists together, making it quite difficult to wield a weapon or
 cast a spell. These bracers are sometimes offered as rewards for services
 rendered by the drow. The recipient, believing them to be very powerful, will
 often don them before examining them. At this point, the drow find it amusing
 to conjure a hook horror.

 STATISTICS:

 Special:  Casting failure 75%
 THACO:  +5 penalty
 Damage:  -5 penalty


BRAC13 - Bracers of Defense AC 5

 Baron Tiri of the North commanded ten of these bracers to be made, one for
 each of his bodyguards.  The Baron thought it amusing when bandits - thinking
 them easy targets for they wore no armor -- would attack him and his men as
 they made excursions across the land.  The Guards of Tiri swiftly dealt with
 the would be attackers.  Of course Baron Tiri himself never wore a set of
 bracers and it was this unfortunate oversight that led to his death at the
 hands of an assassin's poison dagger.

 STATISTICS:

 Armor Class: 5
 Weight: 2


BRAC14 - Bracers of Defense AC 4

 Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by
 Tapid Gornoak.  He was still an active warrior at the age of seventy-five but
 the weight of his armor was getting harder and harder to bear.  A companion,
 the sorceress Nadalarin, created these bracers for him.  She also cast a
 permanent illusion over him so that his men would think he still wore his
 heavy chain.  Tapid died twenty years later, his hands wrapped around the
 neck of an orc chief when old age took him.

 STATISTICS:

 Armor Class: 4
 Weight: 2


BRAC15 - Bracers of Defense AC 3

 Grinning Glen, the Knight of Fools, wore these bracers while competing in
 jousting tourneys.  With his skill, charm, and bravado -- no man other than
 he would joust without armor -- he soon became a favorite to the ladies that
 watched the events.  Too much of a favorite it would seem, for one afternoon
 he was caught frolicking with a knight's betrothed.  A challenge was
 issued, but in his rush Glen forget to don his bracers.  Glen died with a
 confused grin on his face as the knight's sword struck him, never knowing his
 own folly.

 STATISTICS:

 Armor Class: 3
 Weight: 2


BRAC16 - Bracers of Blinding Strike

 Knight Wesic of the Most Noble Order of the Radiant Heart often said 'Attack
 swiftly and your enemy will be so overwhelmed that the battle will be yours'.
 He lived this principle through these bracers.  Before engaging in righteous
 battle he would unlock the magic of the Blinding Strike and quickly rush at
 his enemy.  More often than not his opponent would fall within the first few
 seconds of battle.

 STATISTICS
 Abilities:  Improved Haste once per day for twenty seconds


BRAC17 - Gloves of Pick Pocketing

 A few years back Fong Moo a famous cutpurse, known in both Baldur's Gate and
 Athkatla, was found dead on the road between the Gate and Beregost.  Seems
 he'd stolen an artifact from a powerful mage and tried escaping, with little
 success.  His possessions went to a nephew, who took up the same trade as his
 uncle, and became especially good at pick pocketing.  Whether these gloves
 were magical before falling into Fong's hands or if they are somehow imbued
 with the master's essence is not known.

 STATISTICS

 Pick Pocketing:  +20% Bonus


BRAC18 - Gloves of Missile Snaring

 Foik Morur demonstrated the effectiveness of these gloves at a community fair
 near Beregost several years back.  He paid a local archer to fire arrows at
 him.  As the arrows approached, Foik's hands would move of their own accord,
 either knocking the arrow away or catching it.  He earned more than a few
 pieces of gold for his troubles, and these earnings attracted some shadowy
 figures to Foik's tent that evening.  The next morning Foik was found dead
 and the gloves missing.

 STATISTICS

 AC: +2 bonus from missile attacks


BRAC19 - Gauntlets of Crushing

 A foreigner from the east who went by the name of Floating Bear became well
 known through the Sword Coast.  Unarmed and unarmored he bested many powerful
 warriors.  One night, in the arms of a lady of the night he whispered his
 secret.  His martial arts training was supplemented by the thin gauntlets he
 wore, which allowed him to hit more accurately and with harder punches than
 bare fists would normally allow.  The woman stole the gloves and took the
 next boat out.  Floating Bear soon left, returning to his homeland.

 STATISTICS

 THAC0: +4 bonus when attacking with fists
 Damage: +4 bonus when attacking with fists


BRAC20 - Gloves of Healing

 These gloves are usually given to novices of the Most Noble Order of the
 Radiant Heart who have yet to acquire the ability to cast spells.  For anyone
 outside of the Order to wear these gloves is a rare honor.

 STATISTICS

 Special Abilities: Heal up to 10 hit points of damage and any poison effects,
 once per day


BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal)

 These rarest of gauntlets are highly sought after by duelists, warriors, and
 fighters of all kinds.

 STATISTICS:
   Adds one extra 1/2 attack/round
   THACO:  +1 bonus
   Damage:  +2 bonus
   Weight:  1

 Useable By:
 Fighters
 Paladins
 Rangers


BRAC22 - Paladin's Bracers (Throne of Bhaal)

 Defenders of justice are ever eager to acquire another tool which may be used
 to thwart the machinations of evil.  However, these particular gauntlets can
 only be worn by a warrior of the purest heart.

 STATISTICS:
   +10 to maximum HP total while equipped
   Weight:  1

 Useable By:
 Paladins


BRAC23 - Blessed Bracers (Throne of Bhaal)

 The willing sacrifice of a vast fortune in gold, combined with the holy
 venerations of the sanctifying ceremony, have convinced the blessed powers to
 transform these already formidable gauntlets into gloves of awesome righteous
 power.

 STATISTICS:
   Cast Cure Critical Wounds once/day
   Cast Resurrection once/day
  +10 to maximum HP total while equipped
   Weight:  1

 Useable By:
 Paladins


BRAC24 - Bard's Gloves (Throne of Bhaal)

 These leather gloves do not appear to have any special properties, though
 they are quite fashionable.

 STATISTICS:
    Weight:  1

 Useable By:
 Bards


BRAC25 - Wondrous Gloves (Throne of Bhaal)

 These gem-studded leather gloves are enchanted so as to augment the skills of
 any bard.

 STATISTICS:
    +1 THAC0
    +1 Bonus to AC
    Bonus 2nd, 3rd and 4th level spell
    Weight:  1

 Useable By:
 Bards


BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal)

 Although monks traditionally shun armor, these gauntlets of Grand Master
 Tzu-Zan are highly sought after by the practitioners of weaponless combat.

 STATISTICS:
    +15 to maximum Hit Point total
    +1 Bonus to AC
     Weight:  1

 Useable By:
 Monks


NPMISC2 - Jansen Techno-Gloves

 Jansen-Brand Techno-Thieving Gadgetizer Gloves - (TM)

 This set of thieving tools gives Jan an additional bonus to both his lock
 picking and pick pocketing.  He is the only one who can use the Gloves, as no
 one else quite has the knack of it. Oddly, he seems to be able to actually
 cast spells while wearing the things.  Must be because they got style.

 STATISTICS

 Lockpicking: +20%
 Pick Pockets: +20%


-------------------------------------------------------------------------------
BULLETS:
-------------------------------------------------------------------------------

BULL01 - Bullet

 A bullet is simply a rounded, well-balanced stone.

 STATISTICS:

 Damage:  1D4 + 1
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  sling


BULL02 - Bullet +1

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

 STATISTICS:

 Damage:  1D4 + 2
 THACO:  +1
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  sling


BULL03 - Bullet +2

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

 STATISTICS:

 Damage:  1D4 + 3
 THACO:  +2
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  sling


BULL04 - Sunstone Bullet +1

 Magical currents are embedded inside this bullet so that it seems a little
 more balanced and lighter as it jumps towards an opponent.  When the bullet
 strikes an opponent it explodes in a flash of fire.

 STATISTICS:

 Damage:  1D4 + 2, +2 Fire Damage
 THACO:  +1
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  sling


BULL05 - Bullet +3 (Throne of Bhaal)

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

 STATISTICS:

 Damage:  1D4 + 4
 THACO:  +3
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  sling


BULL06 - Bullet +4 (Throne of Bhaal)

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

 STATISTICS:

 Damage:  1D4 + 5
 THACO:  +4
 Damage type:  missile (piercing)
 Weight: 0
 Launcher:  sling


-------------------------------------------------------------------------------
CHAINMAILS:
-------------------------------------------------------------------------------

CHAN01 - Chainmail

 Chain mail is made of interlocking metal rings.  It is always worn over a
 layer of padded fabric or soft leather to prevent chafing and lessen the
 impact of blows.

 STATISTICS:

 Armor Class: 5
 Weight: 40
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN02 - Chainmail +1

 Chain mail is made of interlocking metal rings.  It is always worn over a
 layer of padded fabric or soft leather to prevent chafing and lessen the
 impact of blows.  Extra protection is given by magical enchantments placed on
 this armor.

 STATISTICS:

 Armor Class: 4
 Weight: 10
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN03 - Chainmail +2

 Chain mail +2:  'Mail of the Dead'
 A mage can make an extremely effective assassin, as Vorusta illustrated over
 400 years ago.  He would create skeleton warriors equipped with this
 enchanted armor and a powerful blade, and give their circlet of power to the
 target as a friendly gift.  When the killing machine was through with its
 work, Vorusta retrieved the equipment and started the entire process over.

 STATISTICS:

 Armor Class: 3
 Weight: 10
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN04 - Splint Mail

 Splint Mail is a variant of banded mail in which the metal strips are applied
 vertically to the backing of chain, leather, or cloth rather than
 horizontally as in banded mail.  Since the human body does not swivel in
 mid-torso as much as it flexes back to front, splint mail is more restrictive
 in battle.

 STATISTICS:

 Armor Class: 4
 Weight: 40
 Requires: 8 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


CHAN05 - Splint Mail +1

 Splint Mail is a variant of banded mail in which the metal strips are applied
 vertically to the backing of chain, leather, or cloth rather than
 horizontally as in banded mail.  Since the human body does not swivel in
 mid-torso as much as it flexes back to front, splint mail is more restrictive
 in battle.  This suit of armor is enchanted, granting the wearer a bonus of
 +1 to their armor class.

 STATISTICS:

 Armor Class: 3
 Weight: 10
 Requires: 8 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


CHAN06 - Mithril Chain Mail +4

 Mithril Chain mail +4.  This is the personal armor of Drizzt, the famous dark
 elf ranger.  It was forged for him by his friend Bruenor.

 STATISTICS:

 Armor Class: 1
 Weight: 7
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN07 - Chain Mail +3

 This perfectly crafted chain mail is the standard armor of deep dwarf elite
 fighters. It is comprised of a mithril alloy and offers protection from all
 but the most determined attackers.

 STATISTICS:

 Armor Class: 2
 Weight: 9
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN08 - Chain Mail +2

 Chain mail is made of interlocking metal rings.  It is always worn over a
 layer of padded fabric or soft leather to prevent chafing and lessen the
 impact of blows.  Extra protection is given by magical enchantments placed on
 this armor.

 STATISTICS:

 Armor Class: 4
 Weight: 10
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN09 - Darkmail +3

 Whether by design or through exposure to intense heat in battle, the chain
 links of this armor are coal black throughout.  While legends usually speak
 of knights in shining armor facing great beasts, the fire resistant
 enchantment on this suit suggests equally great, if unheralded, battles with
 fire breathing creatures.

 STATISTICS:

 Bonuses: +20% Resistance to fire damage
 Armor Class: 2
 Weight: 9
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN10 - Jester's Chain +4

 Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest
 towns on the Sword Coast, gave him this suit of magical chain as a gift. The
 chain mail was given to  protect Dekirh from the drunken spectators who often
 threw rotting produce, chairs and even knives at Dekirh.  The bard
 appreciated the gift but painted it with wild colors to better fit into his
 show.

 STATISTICS:

 Armor Class: 1
 Weight: 8
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN11 - Crimson Chain +5

 The dark red metal used to make this chain is said to come from a hidden mine
 in the Cloudpeaks.  At one time the Bloodway, a band of evil adventurers, all
 wore armor of this kind, but the other suits have long been lost.

 STATISTICS:

 Armor Class: 0
 Weight: 7
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CHAN12 - Elven Chain Mail

 The delicate yet sturdy craftsmanship of the Elven races allows them to
 design many beautiful yet utilitarian goods.  Among these is Elven chain
 mail, which is so finely wrought that it can be worn under normal clothing
 without revealing its presence.  This and its lightness allows it to be worn
 by thieves and fighter/mages with few restrictions.

 STATISTICS:

 Armor Class: 5
 Weight: 7
 Requires: 5 Strength
 Not Usable By:
  Druid
  Mage


CHAN13 - Elven Chain +1

 Woven by the finest of elven craftsmen, this mail feels more akin to cloth
 than to metal. The armor may be worn by thieves with few penalties and by
 fighter-mages without removing their spellcasting ability.

 STATISTICS:

 Armor Class: 4
 Weight: 8
 Requires: 5 Strength
 Not Usable By:
  Druid
  Mage


CHAN14 - Sylvan Chain +2

 This light but strong mail is of Sylvan elf construction, and therefore its
 elegance is only exceeded by its rarity.  Normally granted only to especially
 brave elves, seldom is this armor be found outside of a wood elf tribe, and
 rarer still on someone not of elven lineage.

 STATISTICS:

 Armor Class: 3
 Weight: 10
 Requires: 5 Strength
 Not Usable By:
  Druid
  Mage


CHAN15 - Melodic Chain +3

 The Bards of Melody were a small band of half-elf bardic warriors who
 entertained and defended scattered elven communities throughout Calimshan.
 Enchantments allowed only minstrels to wear their armor, the magical links
 sliding together to produce beautiful melodies as they danced or fought.
 Unfortunately the Bards of Melody were disbanded hundreds of years ago, and
 the secret of 'playing' the armor faded with them.

 STATISTICS:

 Armor Class: 2
 Weight: 12
 Requires: 5 Strength
 Usable By:
  Bard


CHAN16 - Bladesinger Chain +4

 The lore of this suit is difficult to determine, either due to the exotic
 circumstances from which it sprang, or the wish of its previous owner to
 conceal its location.  Secrecy would certainly be desirable, as even rumors
 of such a mail as this could provoke deadly interest.  It is the pinnacle of
 elven craft, and a truly blessed item.

 STATISTICS:

 Armor Class: 1
 Weight: 15
 Requires: 5 Strength
 Not Usable By:
 Druid
 Mage


CHAN17 - Ashen Scales +2

 Instead of metal strips, this armor uses wyvern scales bound to a chain
 backing by means of a magical fire.  The resulting armor is ash grey in color
 and more flexible than standard splint mail.  A ranger, Usher Skacan, made
 this armor after slaying several wyverns that were killing all the deer and
 elk in his forest.

 STATISTICS:

 Armor Class: 2
 Weight: 18
 Requires: 8 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


CHAN18 - Armor of Faith +3

 This was the armor of Seffer Ekr, and a sign of the goddess Mielikii's favor.
 She had rewarded the ranger's loyalty with the promise that he would never
 die in battle, and he defied death for many years, holding orcish hordes back
 from his home forest.  A heart attack claimed him when his time was done, not
 an enemy's blade.

 STATISTICS

 Bonuses:  +1 bonuses to all saving throws
 Armor Class: 1
 Weight: 15
 Requires: 8 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal)

 While in exile from Myth Drannor, Aslyferund learned the secret of fashioning
 powerful Elven armor by gilding and heavily enchanting normal Elven Chain.
 Alas, his refusal to divulge the secret lead to his murder by a rival smith.

 STATISTICS:

 While worn, user is completely immune to all normal weapons.

 Armor Class: 0
 Weight: 15
 Requires: 5 Strength
 Not Usable By:
 Druid
 Mage


CHAN20 - White Dragon Scale (Throne of Bhaal)

 Not surprisingly, this armor created from the scales of a young Ice Dragon
 provides the wearer with protection from cold and ice.

 STATISTICS:
    +50% Resistance to Cold
    Cast Cone of Cold 3 times/day

 Armor Class: -2
 Weight: 15
 Requires: 8 Strength
 Not Usable By:
  Mage


CHAN21 - Chain Mail +3 (Throne of Bhaal)

 Typical golden chainmail worn by Balthazar's Mercenaries.

 STATISTICS:

 Armor Class: 2
 Weight: 10
 Requires: 8 Strength
 Not Usable By:
  Druid
  Mage
  Thief


CLOLTH - Dark Elven Chain

 Woven by the finest of elven craftsmen, this mail feels more akin to cloth
 than to metal. The armor may be worn by thieves with few penalties and by
 fighter-mages without removing their spellcasting ability.

 STATISTICS:

 Armor Class: 4
 Weight: 8
 Requires: 5 Strength
 Not Usable By:
  Druid
  Mage


NPCHAN - Corthala Family Armor

 This armor, long in the Corthala bloodline, protects the user against all
 forms of attacks.  The armor is enchanted so that it grants a +3 bonus to
 Valygar's armor class.  It also adds a bonus to resisting acid, fire and
 magical damage.  The armor also makes Valygar immune to charm while he wears
 it.  As it is specially fitted for Valygar, few other than he may wear it.

 STATISTICS:

 Equipped Abilities: Immune to Charm
 Bonuses: +25% Resistance to fire, acid, and magic damage
 Armor Class: 2
 Weight: 9
 Usable By:
  Valygar


-------------------------------------------------------------------------------
CLOAKS & ROBES:
-------------------------------------------------------------------------------

CLCK01 - Cloak of Protection +1

 This simple cloak has been imbued with some small magical properties to help
 protect its wearer. It does so by affecting both saving throws and armor
 class. It is ideal for mages and others who cannot wear bulkier or more
 restrictive types of armor.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throw:  +1 bonus
 Weight:  3


CLCK02 - Cloak of Protection +2

 Cloak of Protection +2:  'The Spirit's Shield'
 This cloak is said to focus the energies of one's spirit into a force that
 protects him or her.  Rumors of a vampire enslaved in the magical item are
 ever-present, but they are impossible to prove without destroying the cloak.

 STATISTICS:

 Armor Class:  +2 bonus
 Saving Throw:  +2 bonus
 Weight:  3
 Not usable by:


CLCK03 - Cloak of Displacement

 The Cloak of Displacement is a magical item that causes subtle shifts in the
 image of its wearer. It has the power to actually shift an individual's image
 by as much as six inches in any direction from their actual location. Aside
 from being an effective defense in combat situations, it has also been the
 cause of serious eyestrain amongst fellow party members.

 STATISTICS:

 Armor Class:  +4 vs. missile weapons
 Saving Throws (death, breath, wand):  +2 bonus
 Weight:  3
 Not usable by:


CLCK04 - Cloak of the Wolf

 Cloak of the Wolf:  'Relair's Mistake'
 A great amount of irony surrounds the creation of this magical cloak.  Relair
 was a mage who overestimated the amount of control he had over magic, and in
 the course of creating this garment he apparently inflicted lycanthropy upon
 himself.  The wearer can change form whenever he wishes.  Relair was not so
 lucky.

 STATISTICS:

 Special:  Polymorph into wolf at will
 Weight:  3
 Not usable by:


CLCK05 - Cloak of Balduran

 This cloak was reputedly worn by Balduran, the founder of Baldur's Gate.
 Though it was never used in combat, it provides protection worthy of any
 great leader.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throws:  +1 bonus
 Magic Resistance:  25%
 Weight:  3
 Not usable by:


CLCK06 - Cloak of Non-Detection

 Cloak of Non-Detection:  'Whispers of Silence'
 Reportedly created for a lineage of the greatest burglars ever to walk the
 night, this cloak was apparently a success.  No record exists of previous
 owners.

 STATISTICS:

 Special:  Non-detectable by magical means such as detect invisibility and
           scrying.
 Weight:  3


CLCK07 - Nymph Cloak

 The fabled Nymph Cloak is renowned for its ability to increase the Charisma
 of even the most surly dwarf. A Cormyrean noble hoping to make her
 politically convenient marriage more palatable apparently went to great
 expense to obtain one for herself and another for her husband.  This cloak
 may be used to charm one person, once per day.

 STATISTICS:

 Charisma:  +2 bonus
 Weight:  3
 Not usable by:


CLCK08 - Algernon's Cloak

 Algernon's cloak is imbued with magical properties such that the wearer will
 seem to shine with an inner glow.

 STATISTICS:

 Charisma:  +2 bonus
 Weight:  3
 Not usable by:


CLCK09 - Mage Robe of Cold Resistance

 Mage Robes of Cold Resistance are a common sight in the Sword Coast region,
 especially as one travels north towards Neverwinter and the Icewind Dales.
 Many young mages receive it as a gift from their instructors upon
 successfully completing their first five years of study. As with other such
 robes, they can only be worn by those of the wizardly profession.

 STATISTICS:

 Cold Resistance:  +20% bonus
 Weight:  3
 Only usable by:
 Mage (single, dual, & multi-class)


CLCK10 - Mage Robe of Fire Resistance

 Due to the extremely volatile nature of most magics, Mage Robes of Fire
 Resistance are not uncommon among young acolytes and their wizardly tutors.
 As with other such robes, they cannot be worn except by mages.

 STATISTICS:

 Fire Resistance:  +20% bonus
 Weight:  3
 Only usable by:
 Mage (single, dual, & multi-class)


CLCK11 - Mage Robe of Electrical Resistance

 While seen with less frequency than some other Mage Robes, those of
 Electrical Resistance can hardly be considered a rarity. Some are worn by
 paranoiacs seeking protection from a ragged mountain storm but many more are
 worn by mages seeking to protect themselves from the intrigues of others of
 their kind. As with all such robes, a Mage Robe of Electrical Resistance can
 only be worn by those of the wizardly profession.

 STATISTICS:

 Electricity Resistance:  +20% bonus
 Weight:  3
 Only usable by:
 Mage (single, dual, & multi-class)


CLCK12, CLCK18 - Knave's Robe

 A favorite among thief-mages, the Knave's Robe has been enchanted to shield
 its wearer from the blades and poisons of any darkened alley. As with others
 of its type, however, its use is restricted to students of the arcane.

 STATISTICS:

 Armor Class:  +1 vs. slashing weapons
 Save vs. death:  +1 bonus
 Weight:  4
 Only usable by:
 Mage (single, dual, & multi-class)


CLCK13 - Traveller's Robe

 This Mage Robe has been perfected for use by any rambling, itinerant mage
 that travels from town to town. Its enchantments provide protection from the
 bandit's arrow and from the jealous thief-mage that lies in ambush with his
 Stinking Cloud. As with other robes of its kind, the Traveller's Robe can
 only be worn by mages.

 STATISTICS:

 Armor Class:  +1 bonus vs. missile weapons
 Saving Throw:  +1 bonus vs. breath
 Weight:  4
 Only usable by:
 Mage (single, dual, & multi-class)


CLCK14 - Adventurer's Robe

 This robe has been specially enchanted to meet the eclectic needs of the
 adventuring mage. Aside from protecting the wearer from various forms of
 crushing damage, it also provides protection from the basilisk's petrifying
 gaze and polymorphing powers of rival mages. As with other such robes, the
 Adventurer's Robe can only be worn by those engaged in the wizardly
 profession.

 STATISTICS:

 Armor Class:  +1 bonus vs. crushing weapons
 Saving Throw:  +1 bonus vs. petrification/polymorph
 Weight:  4
 Only usable by:
 Mage (single, dual, & multi-class)


CLCK15, CLCK19 - Robe of the Good Archmagi

 This powerful Mage Robe offers protection from all forms of physical attack
 while at the same time increasing one's magical resistance and saving throws.
 Due to the nature of its enchantment, it can only be worn by mages of good
 alignment.

 STATISTICS:

 Armor Class:  5
 Magic Resistance:  5%
 Saving Throw:  +1 bonus
 Weight:  6
 Only usable by:
 Mage (single, dual, & multi-class)
 Good-aligned characters


CLCK16 - Robe of the Neutral Archmagi

 This powerful Mage Robe offers protection from all forms of physical attack
 while at the same time increasing one's magical resistance and saving throws.
 Due to the nature of its enchantment, it can only be worn by mages of neutral
 alignment.

 STATISTICS:

 Armor Class:  5
 Magic Resistance:  5%
 Saving Throw:  +1 bonus
 Weight:  6
 Only usable by:
 Mage (single, dual, & multi-class)
 Neutral-aligned characters


CLCK17 - Robe of the Evil Archmagi

 This powerful Mage Robe offers protection from all forms of physical attack
 while at the same time increasing one's magical resistance and saving throws.
 Due to the nature of its enchantment, it can only be worn by mages of evil
 alignment.

 STATISTICS:

 Armor Class:  5
 Magic Resistance:  5%
 Saving Throw:  +1 bonus
 Weight:  6
 Only usable by:
 Mage (single, dual, & multi-class)
 Evil-aligned characters


CLCK20 - Cloak of the Shield

 This cloak projects a sphere of energy that protects the wearer from missile
 weapons. It also slows melee weapons somewhat.

 STATISTICS:

 Special:  +5 Armor bonus vs. missile weapons
 Special:  +1 Armor bonus vs. all other weapons
 Duration:  1 turn
 Number of Charges:  Unknown
 Weight:  4
 Not Usable by:


CLCK21 - Holy Cloak

 This cloak is a holy artifact of the inhabitants of the werewolf village.  An
 item with more symbolic value then actual enchantments, as it is a remnant
 from when they first arrived on the island.


CLCK22 - Shandalar's cloak

 This cloak was originally stolen from Shandalar by the powerful mage Semia,
 presumably for the powerful magics woven into the fabric.  Although, how it
 has come to be in your possession and the fate of Semia are complete
 mysteries, and ones not likely to be solved.  Much like the exact workings of
 the cloak which would remain a mystery even to a powerful mage.


CLCK23 - Cloak of Elvenkind

 This green cloak resembles a normal cloak.  Wearing it makes any person able
 to hide in shadows with astonishing abilities.  As per the thief ability
 though, the moment the wearer attacks or otherwise makes his/her presence
 known the wearer must leave the shadows.

 STATISTICS

 Hide in Shadows: bonus 50%


CLCK24 - Cloak of Reflection

 Vorn Druidslayer crafted this cloak and used it with great success in his
 campaign to eliminate the druids from all the woods south of Baldur's Gate.
 His campaign ended abruptly when he encountered a flock of wyverns, who were
 attracted by the cloak's sheen. They killed Vorn and used the cloak to cover
 their nest, serving to protect their young during electrical storms.

 STATISTICS

 Special Abilities: Reflects all electrical damage back to the source


CLCK25 - Cloak of the Stars

 Thalanta the Fair created many types of cloaks, all known as Cloaks of the
 Stars.  This particular version is simple, with three stars down each sleeve.
 Once per day each star can be removed and thrown as a dart.  The star
 disappears, only to return the next day.

 STATISTICS

 Special Abilities: Creates six +5 darts each day


CLCK26 - Cloak of Mirroring

 Though it feels much like normal cloth, this shimmering cloak has on occasion
 been described as "woven water".  Its true enchantment becomes apparent when
 the wearer is attacked directly by magic, and all damage caused by spell
 effects is returned to the caster.

 STATISTICS

 Special Abilities:  Reflects all spell damage back to the source.  This
 includes offensive spells like magic missile, but not disabling (non-damage)
 spells such as hold person.


CLCK27 - Cloak of the Sewers

 For a sewer dweller like Ivan, survival meant going where others refused.
 Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate,
 that he found caverns of natural caves, some of which opened to the ocean.
 Within one cave, Ivan discovered what he thought was a ruined cloak, all torn
 and stained.  He tossed it into the fire he started, but it would not burn.
 Curious, he donned it and with some prying he discovered its hidden
 abilities.  With the right command he could shift into a rat, a troll, or a
 mustard jelly.

 STATISTICS

 AC: +1 bonus
 Special Abilities:
  Polymorph self: Once a day, the wearer can change into a rat, a troll, or a
  mustard jelly.


CLCK28 - Shadow Thief Cloak

 This is the cloak that Bodhi has asked you to plant, along with a dagger, in
 Vulova's home to frame the Shadow Thieves for his murder.


CLCK29 - Robe of the Apprenti

 This robe was created by your apprentices, working busily away within the
 Planar Sphere.

 STATISTICS

 AC: 3


CLCK30 - Cloak of Bravery

 This cloak is an evil thing, albeit powerful. Made from the poorly stitched
 together skin of innocent nymphs, this cloak grants the wearer immunity to
 fear and panic.

 STATISTICS

 Equipped Abilities: Immunity to fear and panic


CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal)

 The abilities conferred by this powerfully enchanted cloak attest to the fact
 that protection can take many forms - including hiding from view and running
 away.

 STATISTICS:
    Cast Improved Haste once/day
    Cast Improved Invisibility once/day

 Armor Class:  +2 bonus
 Saving Throw:  +2 bonus
 Weight:  3


CLCK32 - Montolio's Cloak (Throne of Bhaal)

 This is the fabled cloak of Montolio DeBrouchee - the aged, blind mentor of
 the dark elf ranger Drizzt Do'urden.  Like his famous pupil, Montolio was a
 master at wielding two blades simultaneously.

 STATISTICS:

    +1 bonus to AC
    +1 bonus to all saving throws
    +2 THAC0 with off hand

 Usuable By:
 Rangers


NPARM - Jansen AdventureWear

 Jansen-Brand Metal-Repellant AdventureWear - (patent pending)

 This strange armor is made of a foreign material, very supple but strong to
 the touch.  Designed by and for Jan Jansen, only he may wear it.  The armor
 does not give any bonuses to the base armor class, but it does grant a +25%
 resistance to all physical damage and an additional +5 bonus to Jan's armor
 class against missile weapons.  Jan may also cast spells while wearing this
 armor. In addition, the armor is stylish.

 STATISTICS

 Equipped Abiltiies: 25% resistance to physical damage
 AC: +5 bonus to missile attacks
 Usable By:
  Jan Jansen

 Note: Dryclean only


NPCLCK - Cloak of the High Forest

 When younger, Cernd spent a cycle of seasons meditating on his role within
 nature.  He made no shelter, wanting to feel the land unhindered.  Nature may
 have appreciated the intent, she also knows that, for all their dedication,
 at times her children can be foolish.  Cernd found this cloak before the cold
 season set in, seemingly woven to fit him from the very undergrowth.  The
 message was clear: he can appreciate the rain while still seeking shelter
 from it.  Only Cernd may use this cloak.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throw:  +1 bonus
 Weight:  3


-------------------------------------------------------------------------------
COMPONENTS FOR CESPENAR (Throne of Bhaal ONLY):
-------------------------------------------------------------------------------

COMPON01 - Liquid Mercury

 Most smiths would be fascinated by the liquid metal in this vial.  At the
 very least, a skilled craftsman could use the shimmering quicksilver to
 augment an existing weapon.


COMPON02 - Eye of Tyr

 A gift from the God of Justice, this pommel gem gleams with a holy fire.  If
 the burning stone were to be set into the hilt of a weapon of virtue the
 result would be a blade capable of carving a righteous swath through all the
 evils that plague the Realms.


COMPON03 - Fflar's Scabbard

 This scabbard is the companion to Fflar's enchanted blade Foebane, and like
 the sword was rumored to have been lost when Myth Drannor fell.


COMPON04 - Baalor's Claw

 This demon's hand pulses with evil power.  Though harmless enough in its
 present state, there are rumors that the magic of a demon's claw can be
 unleashed by combining the appendage with another powerful item of evil.


COMPON05 - Roranach's Horn

 This helm is carved from the horn of a great ram.  Etchings on the horn
 suggest the beast was once worshipped by ancient barbarian tribes.

 STATISTICS:

   +50% resistance to blunt weapons

 Not Usable By:
  Monk</pre><pre id="faqspan-5">
  Mage
  Thief
  Bard
  Kensai


COMPON06 - Skull of the Lich

 The malevolent empty eye sockets staring back at you fill you with an uneasy
 dread.  Combining this conduit of necromancy with an item of similarly evil
 essence could have interesting results.


COMPON07 - Hindo's Hand

 The fact that someone bothered to preserve the mummified appendage of the
 mighty Kara-Tur warrior is a testament to his legendary might.


COMPON08 - Starfall Ore

 This strange material comes from the core of a meteorite which fell from the
 heavens.  The malleable ore is surprisingly strong, and radiates an inner
 heat.  Any item forged from the alien matter would undoubtedly possess
 mysterious and unearthly properties.


COMPON09 - Rune of Clangeddin

 The dwarven clan of Clangeddin were reknowned for their enchanted forges, and
 the magical darksteel hammers which came from them.  There is a powerful aura
 of magic on this rune etched stone, though by itself the stone has no obvious
 use.


COMPON10 - Bowstring of Gond

 Gond Wonderbringer, the God of invention and innovation, created this
 enchanted bowstring to improve the accuracy of even the most powerful of
 magical bows.


COMPON11 - Montolio's Clasp

 This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of
 the famous drow ranger Drizzt Do'urden.  It hums with powerful enchantments
 locked within.


COMPON12 - Horn (left)

 Despite a strong dweomer of magic, this ornate animal horn has no apparent
 use.


COMPON13 - Horn (right)

COMPON14 - Nymph's Tear

 Legend holds that Nymphs who die of a broken heart shed crystal tears. This
 rare gem is as hauntingly beautiful as its name, and lends creedence to the
 folklore by evoking sorrow and longing in all who view its solitary
 perfection.


COMPON15 - Heart of the Damned

 The Heart of the Damned is an ancient dried human heart. It takes its name
 from the legend of the man that it came from. Legend has it that during a
 war, the cause of which has long been forgotten, a keep was beseiged. The
 Lord of the keep knew that his walls would soon be overrun and, rather than
 have his people enslaved, he slew them all. When the besiegers next attacked,
 they found the Lord standing amongst the slain.

 The Lord was burned at the stake and the legends say that his heart would not
 burn. The Heart is an artifact of significant malevolent power and may be of
 some use.


COMPON16 - Montolio's Cloak

 The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden
 undoubtedly possesses powerful abilities.  However, since this cloak is
 missing the enchanted clasp which keeps it in place it is virtually useless.


COMPON17 - Circlet of Netheril

 This thin circlet of gold appears too simple and plain to be a crown.
 Although unadorned with gems, there are arcane and cryptic symbols etched
 along the surface - hinting at hidden power within the golden circlet.


COMPON18 - White Dragon Scales

 There are a large number of frost covered scales salvaged from an ice wyrm.
 Legend has it they can be magically forged into powerful armor.


COMPON19 - Blue Dragon Scales

 The scales salvaged from the blue dragon crackle with static energy when
 touched.  Legend has it they can be magically forged into powerful armor.


TOME01 - Golem Manual

 This amazing tome contains theoretical musings on the construction and
 control of golems.  It also explains how to use the manual to temporarily
 conjure a servant of assembled flesh which will obey the creator without
 question.  One must have a minimum Intelligence of 16 to understand the
 contents.

 STATISTICS:
    Summon a Flesh Golem for 10 rounds once/day

 Usable By:
 Mages
 Bards


TOME02 - Clay Golem Manual

 The restored page explains how to use the manual to temporarily conjure a
 servant of molded clay which will obey the creator without question.  The
 user needs a minimum Intelligence of 16 to understand the contents.

 STATISTICS:
    Summon a Clay Golem for 10 rounds once/day

 Usable By:
 Mages
 Bards


TOME02A - Clay Golem Page

TOME03 - Stone Golem Manual

 As clay is stronger than flesh, so is stone stronger than clay.  The new
 pages added to the manual have enhanced its magical properties significantly.
 The user needs an Intelligence of 16 or better to understand the contents.

 STATISTICS:
    Summon a Stone Golem for 10 rounds once/day

 Usable By:
 Mages
 Bards


TOME03A - Stone Golem Page

TOME04 - Juggernaut Golem Manual

 With the final page of the manual restored, the full scope of the
 enchantments within the Manual of Golems can be unleashed.  The user must
 have a minimum Intelligence of 16 to understand the contents of the tome.

 STATISTICS:
 Cast Juggernaut once/day (see below)

 This spell causes an Iron Golem to appear at the caster's side for 10 rounds.
 The golem serves two purposes:

    First, it will attack any enemies it can see.
    Second, the golem acts as a magical shield for the wizard, absorbing all
    melee damage inflicted on the caster for up to 5 blows.  If the caster is
    struck 5 times the golem is dispelled.

 Juggernaut Golem:
 AC: -2, hit only by +2 or better weapons.
 HP: 99
 THAC0: -1, fists act as +2 weapons.
 Damage: 8D8, +2D6 and stunned if target fails save vs spell

 Usable By:
 Mages
 Bards


TOME04A - Juggernaut Golem Page


-------------------------------------------------------------------------------
CROSSBOWS:
-------------------------------------------------------------------------------

XBOW01 - Heavy Crossbow

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt).

 STATISTICS:

 Damage:  +2 (missile)
 Weight: 14
 Speed Factor: 10
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 12 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW02 - Heavy Crossbow +1

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt).  This crossbow is magical.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  +3 (missile)
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 12 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW03 - Heavy Crossbow of Accuracy

 Heavy Crossbow of Accuracy:  'The Guide'
 A favored siege weapon of King Shastir Longeve, crossbows of this type were
 designed for the systematic removal of defensive forces thought safe behind
 the battlements of castles.  Scant few of these weapons survive to this day,
 mainly due to the eventual annihilation of the king's forces by a coalition
 of subjugated lands.

 STATISTICS:

 THACO:  +5 bonus
 Damage:  +2 (missile)
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 12 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW04 - Light Crossbow

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt).  Light crossbows not only weigh less than
 their heavy counterparts, they fire faster as well.

 STATISTICS:

 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 8 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW05 - Light Crossbow +1

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt). This light crossbow has been enchanted.

 STATISTICS:

 THAC0:  +1 bonus
 Damage:  +1 (missile)
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 8 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW06 - Light Crossbow of Speed

 Light Crossbow of Speed:  'The Army Scythe'

 A short-lived outpost of humans in the Frozen Forest unearthed this weapon,
 and many others, from the ruins of an ancient settlement deep within that
 cold land.  Never knowing the names of their extinct benefactors, the
 colonists used these "tools" to carve a large territory for themselves,
 though in the end it was for naught.  Crushed by a superior number of
 Hobgoblins, these unfortunate souls have joined the ancients in their
 anonymity.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  +1 (missile)
 Special:  1 extra attack per round
 Weight: 5
 Speed Factor: 3
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 8 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW07 - Heavy Crossbow +2

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually
 made of ash or yew.  This particular weapon has been enchanted with an aspect
 of life from the plane of air, harnessed by a master sorcerer.  The aspect
 acts as a guiding hand, directing bolts to strike true and for more damage
 than normal.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  +4 (missile)
 Weight: 11
 Speed Factor: 8
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 12 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW08 - Giant Hair Crossbow +3

 Though hard to verify, it is claimed that the bowstring of this crossbow is
 made from the hair of a frost giant.  Whatever the truth, the weapon is
 incredibly hard to draw, although its accuracy and subsequent damage are well
 worth the strain required (strength of 15 or greater).

 STATISTICS:

 THAC0: +3 bonus
 Damage:  +5 (missile)
 Weight: 11
 Speed Factor: 7
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 15 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW09 - Light Crossbow +2

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt).  This magical crossbow is elegant and light
 in the hand, with little recoil.

 STATISTICS:

 THAC0:  +2 bonus
 Damage:  +2 (missile)
 Weight: 5
 Speed Factor: 3
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 8 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW10 - Necaradan's Crossbow +3

 Bower Necaradan crafted this masterpiece almost thirty years ago, lacing
 strong enchantments within both the wood and the string.  It is said he only
 fired it once, just to see if it performed as true as he had hoped.  He was
 reportedly not disappointed, but a local nobleman sought the bow soon after,
 and it eventually fell into the hands of bandits.

 STATISTICS:

 THAC0:  +3 bonus
 Damage:  +3 (missile)
 Weight: 5
 Speed Factor: 2
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 8 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW12 - Flasher Launcher

 This is Jan Jansen's crossbow, and such is its complexity that only he can
 use it.  Likewise, only he can make the special ammunition it is capable of
 firing.  Substantial tinkering on this launcher has made it especially
 accurate.

 STATISTICS:

 THAC0: +1 bonus
 Weight: 10
 Speed Factor: 3
 Proficiency Type: Crossbow
 Type:  2-handed
 Usable By:
  Jan Jansen


XBOW13 - Crossbow of Affliction +4

 A devastating weapon, this crossbow unfortunately draws its power directly
 from the wielder.  Some bowmen have used it regardless, and many to great
 effect, but the drawbacks must be carefully considered.  Its most famous
 owner, Guil de Lyons, made good use of it fighting bandits in remote areas of
 Faerun, but he ultimately fell when he lacked the strength to defend against
 a rare assailant that got within striking distance.

 STATISTICS:

 Equipped Penalties: -2 Strength penalty
 THAC0:  +4 bonus
 Damage:  +4 (missile)
 Weight: 9
 Speed Factor: 6
 Proficiency Type: Crossbow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW14 - Heavy Crossbow of Searing +1

 A marvel of engineering, this crossbow covers bolts in oil and sets them
 alight when fired.  It is enchanted as well, likely to keep the mechanism
 working smoothly.  It bears the hallmarks of the inventor's god, Gond.

 STATISTICS:

 THAC0: +1 bonus
 Damage:  +3 (missile), +2 fire damage
 Weight: 10
 Speed Factor: 9
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 12 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW15 - Firetooth +4 (Throne of Bhaal)

 One of the most powerful crossbows in the realms, Firetooth has no need for
 ammunition as it automatically launches magical arrows of fire.

 STATISTICS:

 Automatically shoots +2 Fire Arrows

 THAC0:  +6 bonus (+4 crossbow, +2 Fire Arrow)
 Damage:  1D8+4, +2 Fire damage
 Weight: 5
 Speed Factor: 1
 Proficiency Type: Crossbow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


XBOW16 - Firetooth +5 (Throne of Bhaal)

 The magical bowstring of Gond makes even the Firetooth Crossbow's enchanted
 missiles more accurate and more powerful.   Firetooth will only fire these
 enchanted missiles, so there is no need for ammunition.

 STATISTICS:

 Automatically shoots +2 Fire Bolts

 THAC0:  +7 bonus (+5 crossbow, +2 Fire Bolts)
 Damage:  1D8+5, +2 Fire damage
 Weight: 5
 Speed Factor: 1
 Proficiency Type: Crossbow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


XBOW17 - Heavy Crossbow +3 (Throne of Bhaal)

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually
 made of ash or yew.  This particular weapon has been enchanted with an aspect
 of life from the plane of air, harnessed by a master sorcerer.  The aspect
 acts as a guiding hand, directing bolts to strike true and for more damage
 than normal.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  +5 (missile)
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 12 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW18 - Light Crossbow +3 (Throne of Bhaal)

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt).  This magical crossbow is elegant and light
 in the hand, with little recoil.

 STATISTICS:

 THAC0:  +3 bonus
 Damage:  +3 (missile)
 Weight: 4
 Speed Factor: 2
 Proficiency Type: Crossbow
 Type:  2-handed
 Requires: 8 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


-------------------------------------------------------------------------------
DAGGERS:
-------------------------------------------------------------------------------

DAGG01 - Dagger

 The typical dagger has a pointed, usually double-edged blade, as opposed to a
 knife, which has a single edge and is a bit shorter than the dagger.

 STATISTICS:

 Damage:  1D4
 Damage type:  piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Requires:3 Strength
 Not Usable By:
  Cleric


DAGG02 - Dagger +1

 The typical dagger has a pointed, usually double-edged blade, as opposed to a
 knife, which has a single edge and is a bit shorter than the dagger.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D4 + 1
 Damage type:  piercing
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG03 - Dagger +2

 Dagger +2:  'Heart of the Golem'
 There are no records of this weapon's creator; nevertheless, its existence
 can be traced back among thieves and murderers to before Dalereckoning.  Its
 blackened blade was apparently forged from the arcane metals of an iron
 golem, giving the weapon an appearance as dark as its history.

 STATISTICS:

 Damage:  1D4 + 2
 THACO:  +2 bonus
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG04 - Dagger +2, Longtooth

 Dagger +2, longtooth:  'Grave Binder'
 Discovered relatively recently by adventurers in the south, the abilities of
 this weapon went unknown for several years.  Magical tomes eventually
 revealed its extensive history as an assassin's tool, and it was dubbed the
 Grave Binder.  It was stolen soon after.

 STATISTICS:

 Damage:  1D6 +2
 THACO:  +2 bonus
 Damage type:  Piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG05 - Throwing Dagger

 The typical throwing dagger has a pointed, usually double-edged blade, as
 opposed to a knife, which has a single edge and is a bit shorter than the
 dagger.  Unlike a dagger, this one has a smaller handle and is balanced
 differently.

 STATISTICS:

 Damage:  1D4
 Damage type:   missle (piercing)
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG06 - Nester's Dagger

DAGG07 - Kylee's Dagger

DAGG08 - Hentold's Dagger

DAGG09 - Silver dagger - Werebane

 This dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven
 ranger who wished to rid her homeland of its were-jackal problem, forged the
 dagger. She was killed by a tribe of orcs in the Greypeak Mountains as she
 tracked the jackalwere leader.

 STATISTICS:

 Damage:  1D4+2 (+2 vs. Lycanthropes)
 Damage type:  piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG10 - Soultaker Dagger

 This dagger weighs heavily in your hand, and is warm to the touch. Merely
 having it on your person makes you feel uneasy for some reason. The gem
 mounted in the hilt seems to have an inner light of some sort, though how it
 can have such illuminations and still be so deathly black at its core, you do
 not know.

 Damage:  1D4
 Damage type:  piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Small Sword
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG11 - Boomerang Dagger +2

 Fullen Woolspinner, an ambitious halfling from a well to do family, left his
 home to spend several years adventuring.  During his travels he ended up
 staying with a family of dwarven weaponsmiths.  Much impressed by their
 throwing axes, which always returned to the hands of their wielder, Fullen
 sought to make a dagger that could do the same.  With the help of his dwarven
 friends he succeeded, creating several of the famous Fullen Boomerang
 daggers.

 STATISTICS:

 Combat Abilities: dagger returns to the thrower
 THACO:  +2 bonus
 Damage:  2D4 + 2
 Damage type:  missile (piercing)
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG12 - Dagger of Throwing +3 Firetooth

 This throwing knife is imbued with magical fire, and was supposedly carved
 from an extracted red dragon tooth.  Tavern tales suggest that the beast is
 still alive, her anger fueling the enchantment within the weapon.  Though
 fanciful, the story is consistent, and it is said the dagger returns to the
 thrower "as though on wings."

 STATISTICS:

 Combat Abilities: dagger returns to the thrower
 THACO:  +3 bonus, 1D2 fire damage
 Damage:  2D4 + 3
 Damage type:  missile (piercing)
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG13 - Pixie Prick +3

 The Pixie Prick almost appears to be a toy, so fine and delicate is the
 workmanship of the blade and handle.  Yet when wielded and the command word
 'Sleep' is intoned, the tiny dagger glows with a blue nimbus.  Upon striking
 an opponent the Pixie Prick releases a surge of powerful magic, potentially
 inducing a deep slumber.  Legends say that the ancient sprite knight, Alfonso
 de Noble wielded the Pixie Prick, not as a dagger but as a two handed sword.

 STATISTICS:

 Combat Ability: Target must make a saving throw vs. poison or fall asleep for
                 two rounds
 THACO:  +3 bonus
 Damage:  1D4 + 3
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG14 - Dagger +4: 'BoneBlade'

 This seemingly simple dagger, steel blade and bone handle, is an incredibly
 powerful weapon. Forged by an unfortunate duergar smith centuries earlier,
 the handle was carved from a tooth of a black dragon and the blade was
 tempered in the blood of its creator. How it has made its way to you is
 anyone's guess.

 STATISTICS:

 THACO:  +4 bonus
 Damage:  1D4 + 4
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG15 - Dagger +2

 The typical dagger has a pointed, double-edged blade, as opposed to a knife
 which has a single edge and is a bit shorter.  This particular dagger is
 magical, having special bonuses to its speed, accuracy, and damage it causes.
 Also, since it is magical, is it capable of striking opponents that are
 immune to normal weapons, such as vampires, elementals and mummies.

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D4 +2
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Require: 3 Strength
 Not Usable By:
  Cleric


DAGG16 - Poisoned Throwing Dagger

 The typical throwing dagger has a pointed, usually double-edged blade, as
 opposed to a knife, which has a single edge and is a bit shorter than the
 dagger.  Unlike a dagger, this one has a smaller handle and is balanced
 perfectly.  A thin coating of poison has been applied to each poisoned
 throwing dagger, making it a lethal tool in the hands of trained assassins.

 STATISTICS:

 Damage:  1D4
 Poison Damage: 2 hit points of damage per second
 Poison Duration: 10 seconds
 Damage type:   missile (piercing)
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG17 - Stiletto of Demarchess +2

 Most who take up the trade of murder for hire do so for reasons other than
 personal pleasure, but not so the Lady Demarche.  She took special pleasure
 in the torture of her targets...which is why she made this dagger.  With but
 one touch of its polished blade an opponent was rendered immobile, incapable
 of so much as screaming, yet the victim could watch and feel all that
 happened to them.  While her opponent was thus held, the Lady would slowly
 bleed them, sometimes taking several hours before allowing her subject to
 succumb to the final agony of death.  The Lady finally fell victim to her own
 evil; disarmed by a rival and struck by her own Stiletto her fate was soon
 sealed.

 STATISTICS

 Combat Abilities:
  Hold Person: a 20% chance each hit that the victim must save vs. death or be
               held for two rounds
 THAC0: +2 bonus
 Damage:  1D4 +2
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG18 - Shadow Thief Dagger

 This dagger is used by Shadow Thieves.

 STATISTICS:

 Damage:  1D4
 Damage type:  piercing
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG19 - Dagger of <CHARNAME>

 This dagger was created for <CHARNAME> by <his or her> apprentices.

 STATISTICS:

 THAC0: +1 bonus
 Damage:  1D4 +1
 Damage type:  piercing
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG20 - Dagger +4, Life-Stealer

 This dagger weighs heavily in your hand, and is warm to the touch. Merely
 having it on your person makes you feel uneasy for some reason. The gem
 mounted in the hilt seems to have an inner light of some sort, though how it
 can have such illuminations and still be so deathly black at its core, you do
 not know.

 Damage:  1D4 +4
 THACO:  +4 bonus
 Effect:  15% Chance of Level Drain
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG21 - Dagger of the Star +4 (Throne of Bhaal)

 Rumored to have been dropped from the Heavens by a careless lesser deity,
 this dagger is a favorite among thieves and assassins as it will sometimes
 magically hide its user from the victim's sight.

 STATISTICS:

 Combat Abilities:  5% chance of making the user go invisible for 60 seconds
                    after each successful attack.

 THACO:  +4 bonus
 Damage:  1D4 + 4
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG22 - Dagger of the Star +5 (Throne of Bhaal)

 With the Star Sapphires encrusting its hilt, this small blade is one of the
 most dangerous weapons in the Realms.

 STATISTICS:

 Combat Abilities:
   15% chance of making the user go invisible for 60 seconds after each
   successful attack.
   Star Bolt - each successful hit has a 5% chance of causing an extra 1D8
   fire and 1D8 electrical damage.

 THACO:  +5 bonus
 Damage:  1D4 + 5
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG23 - Ixil's Spike (Throne of Bhaal)

 This "dagger" is actually the tip of Ixil's Nail - an artifact of almost
 unimaginable power.  Even this small piece of the legendary spear is a fierce
 weapon.

 STATISTICS:

 Damage:  1D4 + 2
 THACO:  +2 bonus
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:
  Cleric


DAGG24 - Dagger +3 (Throne of Bhaal)

 The typical dagger has a pointed, double-edged blade, as opposed to a knife
 which has a single edge and is a bit shorter.  This particular dagger is
 magical, having special bonuses to its speed, accuracy, and damage it causes.
 Also, since it is magical, is it capable of striking opponents that are
 immune to normal weapons, such as vampires, elementals and mummies.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D4 +3
 Damage type:  piercing
 Weight: 0
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Require: 3 Strength
 Not Usable By:
  Cleric


NEBDAG - Neb's Nasty Cutter

 This is a vicious weapon used by Neb, covered with old blood and coated in a
 poison that is both quick-acting and extremely deadly.  Only the truly evil
 would dare to use this item on their own  Once the poison is used up,
 however, Neb's Cutter will act as a normal enchanted dagger.

 STATISTICS:

 Combat Ability: Target must make a saving throw vs. poison or suffer 2 points
                 of damage per second for 10 seconds.
 THACO:  +2 bonus
 Damage:  1D4 + 2
 Damage type:  piercing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
  Cleric
  Non-evil alignments


MISC75 - Dagger of Venom

 The dagger of venom is a potent blade favored by assassins all across the
 Realms.  This particular dagger of venom was created for use by the Shadow
 Thieves of Amn.  Everytime it hits an opponent it secretes a venom into the
 blood stream of the creature.  The venom works quickly and efficiently.

 STATISTICS:

 Damage:  1D4 + 2
 THACO:  +2 bonus
 Poison Damage:  6 points per round
  Up to a total of 15 damage
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Cleric


-------------------------------------------------------------------------------
DARTS:
-------------------------------------------------------------------------------

DART01 - Dart

 The dart is a small, easily concealable missile weapon that is thrown rather
 than fired from a bow or other launcher.

 STATISTICS:

 Damage:  1D3
 Damage type:  missile (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Dart
 Type:  1-handed
 Not Usable By:
  Cleric


DART02 - Dart +1

 The dart is a small, easily concealable missile weapon that is thrown rather
 than fired from a bow or other launcher.  Magical darts, such as this one,
 are sought after by thieves and mages.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D3 +1
 Damage type:  missile (piercing)
 Weight: 0
 Speed Factor: 1
 Proficiency Type: Dart
 Type:  1-handed
 Not Usable By:
  Cleric


DART03 - Dart of Stunning

 The Dart of Stunning looks like any other dart other than the fact that it
 seems to pulse slightly when held in the hand.  The true effects can be seen
 when one strikes an opponent and they fall to the ground stunned.

 STATISTICS:

 Combat Abilities:  Target must save vs. spell or be stunned for 7 rounds
 Damage:  1D3
 Damage type:  missile (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Dart
 Type:  1-handed
 Not Usable By:
  Cleric


DART04 - Dart of Wounding

 This dart is coated in a deadly poison that will immediately seep into the
 bloodstream if striking an opponent, with very deadly results.

 STATISTICS:

 Poison:  20 damage in 20 seconds (save vs. death for none)
 Damage:  1D3
 Damage type:  missile (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Dart
 Type:  1-handed
 Not Usable By:
  Cleric


DART05 - Asp's Nest

 While working for the Shadow Thieves, Fargon Fol collected thousands of small
 poisonous snakes to create the Asp's Nest.  Fargon took each snake and with
 her powerful magic she made a dart of each.  She made the dart so that when
 it strikes its opponent, the snake returns to life, biting and inflicting
 poison damage on the target. The title Asp's Nest refers to the entire
 collection of darts, most of which have vanished, either destroyed in use or
 lost on a long forgotten battlefield.

 STATISTICS:

 Combat Ability: Poison
 1 hit point damage to target every 3 seconds until 40 hit points damage is
 inflicted or a cure poison is cast
 THAC0: +1 bonus
 Damage:  1D3 +1
 Damage type:  missile (piercing)
 Weight: 0
 Speed Factor: 1
 Proficiency Type: Dart
 Type:  1-handed
 Not Usable By:
  Cleric


DART06 - Giant Rock

DART08 - Crimson Dart +3 (Throne of Bhaal)

 The small size of this weapon belies its great power.  Immediately after
 striking its target, this dart reappears in the hand of the wielder, ready to
 be hurled again.

 STATISTICS:

 Dart returns instantly to user's hand after being thrown.

 THAC0: +3 bonus
 Damage:  1D3 +3
 Damage type:  missile (piercing)
 Weight: 0
 Speed Factor: 0
 Proficiency Type: Dart
 Type:  1-handed
 Not Usable By:
  Cleric


STARDART - Darts +5

 This magical dart was created using the Cloak of Stars.  The darts will only
 last for twenty four hours.


-------------------------------------------------------------------------------
DROW ITEMS:
-------------------------------------------------------------------------------

DWBLUN01 - Drow Flail +3

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
 with spikes, or a spiked iron ball. Between the handle and its implement is
 either a hinge or chain link.  The weapon was originally used as a tool for
 threshing grain.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D6 +4
 Damage type:  crushing
 Weight: 15
 Speed Factor: 4
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


DWBOLT01 - Drow Bolt of Sleep

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.  A
 target hit by this bolt must making a saving throw vs. poison or fall asleep
 for four rounds.  The drow often use these bolts when capturing slaves.

 STATISTICS:

 Combat Ability: target must save vs. poison or sleep for four rounds
 Damage:  1D8 +1
 THACO:  +1
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


DWBOLT02 - Drow Bolt of Stunning

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.  A
 target hit by this bolt must making a saving throw vs. death or be stunned
 for four rounds.

 STATISTICS:

 Combat Ability: target must save vs. death or be stunned for four rounds
 Damage:  1D8 +1
 THACO:  +1
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


DWBOLT03 - Drow Bolt +1

 Quarrels or bolts are the ammunition fired by crossbows regardless of the
 weapon's size.  However this bolt has been imbued with a small amount of
 magical properties which enhances performance in flight, almost as if the
 bolt was guided towards its target.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 Damage:  1D8 +1
 THACO:  +1
 Damage type:  missile (piercing)
 Weight:  0
 Launcher:  Crossbow


DWCHAN01 - Drow Elven Chain +3

 The delicate yet sturdy craftsmanship of the Elven races allows them to
 design many beautiful yet utilitarian goods.  Among these is Elven chain
 mail, which is so finely wrought that it can be worn under normal clothing
 without revealing its presence.  This and its lightness allows it to be worn
 by thieves and fighter/mages with few restrictions.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 This magical drow chain mail gives the wearer a bonus of 5% to magic
 resistance and takes 1 off of the speed factor of all spells cast by the
 wearer of the armor.

 STATISTICS:

 Abilities:  +5 Magic Resistance
             -1 to casting time of all spells
 Armor Class: 2
 Weight: 12
 Requires: 5 Strength
 Not Usable By:
  Druid
  Mage
  Kensai


DWCHAN02 - Drow Adamantine Chain +5

 The sturdy craftsmanship of the Drow allows them to design many beautiful yet
 utilitarian goods.  Among these is Drow chain mail, which is so finely
 wrought that it can be worn under normal clothing without revealing its
 presence.  This and its lightness allows it to be worn by thieves and
 fighter/mages with few restrictions.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 Armor Class: 0
 Weight: 12
 Requires: 5 Strength
 Not Usable By:
  Mages
  Druid
  Kensai


DWCLCK01 - Drow Piwafwi Cloak

 The cloak can be made in every possible shape with just about every type of
 fabric.  The most common forms are a circular piece of fabric with a hole in
 the center for the head, and fabric draped from neck, connected by a chain,
 brooch, cord, or pins.  Talented drow weavers have woven strands of
 adamantine into the cloak, thus rendering it useless if exposed to the
 light -- the effect of which will turn the cloak to dust.

 STATISTICS

 Hide in Shadows : + 75%
 Move Silent : + 75%
 Saving Throw vs. Breath: +6


DWDUST - Adamantine Dust

 This is a pile of Adamantine dust, most likely the end result of exposing a
 Drow item to the light of day.


DWHALB01 - Drow Halberd +3

 By far the oldest and most often used pole-arm, the halberd consists of a
 cleaver-like axe blade mounted on a staff averaging six feet in length.  The
 axe blade is balanced at the rear with a fluke, and surmounted by a sharp
 spike, usually of quadrangular design.  The fluke is sometimes replaced by a
 hook used to dismount cavalry.  A halberd can be best described as a cross
 between a spear and an axe.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  piercing
 Weight: 15
 Speed Factor: 6
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


DWPLAT01 - Drow Full Plate +5

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection.  The perfectly fitted interlocking plates are specially angled to
 deflect arrows and blows, and the entire suit is carefully adorned with rich
 engraving and embossed detail.  This drow armor will dissolve to dust if
 removed from the Underdark.

 STATISTICS:

 Armor Class: -4
 Weight: 70
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


DWSHLD01 - Drow Shield +3

 A medium shield is carried in the same manner as a small shield.  Unlike the
 small shield, however, its weight prevents the character from using his
 shield hand for anything other than carrying the medium shield.  Medium
 shields are usually made of metal, range from 3'-4' in diameter, and can be
 of any shape, from round to square to a spread dragon's wings.  A typical
 medieval shield resembles a triangle with one point facing downward.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 Armor Class Bonus: 4
 Weight: 7
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


DWSPER01 - Drow Lance +3

 One of man's earliest weapons, dating back to the most primitive of times,
 the first spears were simply wooden poles or sticks sharpened at one end.
 This drow lance is a superior version of the traditional spear, often used by
 drow foot soldiers.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D6 +3
 Damage type:  piercing
 Weight: 5
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


DWSW1H01 - Drow Scimitar +3

 The long, curved, single edged blade is characteristic of both the sabre and
 the scimitar, even though their origins lie in different parts of Faerun.
 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS

 Damage:  1D8 +4
 THAC0: +3
 Damage type:  slashing
 Weight:  3
 Speed Factor: 2
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


DWSW1H02 - Drow Longsword +3

 These swords are usually referred to as doubled-edged swords, war swords, or
 military swords.  In many cases, the long sword has a single-edged blade.
 Most long swords have a double-edged blade and a sharp point at the tip.
 Despite the tip, the long sword is designed for slashing, not thrusting.

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight: 4
 Speed Factor: 2
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


DWXBOW01 - Drow Crossbow of Speed

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt).

 This item, like most drow equipment, is created using Adamantine, an alloy of
 adamantite that quickly turns to dust if removed from the Underdark.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  +3 (missile)
 Special:  1 extra attack per round
 Weight: 5
 Speed Factor: 1
 Proficiency Type: Crossbow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


-------------------------------------------------------------------------------
FAMILIARS:
-------------------------------------------------------------------------------

FAMCAT - A familiar, cat

 This is your cat familiar, currently curled up and safe within your backpack.
 The cat familiar is a master scout, able to move in the shadows with the
 ability of a master thief.  It is also difficult to hit in combat, and the
 magic of the spell has made this cat resistant to both physical and magical
 attacks.

 Abilities:
 Armor Class: 0
 Hit Points: 24
 Magic Resistance: 50%
 Special abilities:  Has 99% in move silently and hide in shadows.


FAMCAT25 - Upgraded Cat (Throne of Bhaal)

 This is your cat familiar, currently curled up and safe within your backpack.
 The cat familiar is a master scout, able to move in the shadows with the
 ability of a master thief.  It is also difficult to hit in combat, and the
 magic of the spell has made this cat resistant to both physical and magical
 attacks.

 Abilities:
 Armor Class: -4
 Hit Points: 48
 Magic Resistance: 65%
 Special abilities:  Has 99% in move silently and hide in shadows, 60% in
                     finding and removing traps, 60% in detecting illusions &
                     invisibility


FAMDUST - A familiar, dust mephit

 This is your familiar, a dust mephit currently safe within your backpack.
 The dust mephit is not strong in combat, but it is slightly resistant to
 magical attack and has the ability to cast the spell 'glitterdust' twice per
 day to assist its master.

 Abilities:
 Armor Class: 6
 Hit Points: 24
 Magic Resistance: 10%
 Special abilities:  Can cast 'Glassdust' 2 times/day.  Glitter dust 1
                     time/day.


FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal)

 This is your familiar, a dust mephit currently safe within your backpack.
 The dust mephit is not strong in combat, but it is slightly resistant to
 magical attack and has the ability to cast spells to assist its master.

 Abilities:
 Armor Class: 3
 Hit Points: 48
 Magic Resistance: 25%
 Special abilities:  Can cast 'Prismatic Spray' 1/day, can cast 'Stoneskins'
                     1/day, immune to fire, 60% damage resistance (except vs.
                     crushing)


FAMFAIR - A familiar, fairy dragon

 This is your familiar, a fairy dragon, currently curled up and safe within
 your backpack.  The mischievous fairy dragon is fairly resistant to magic...
 and has the ability to both protect and obscure itself with illusionary magic
 of its own.

 Abilities:
 Armor Class: 4
 Hit Points: 24
 Magic Resistance: 32%
 Special abilities:  Can cast Mirror Image and Invisibility 10' radius each
                     1/day.


FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal)

 This is your familiar, a fairy dragon, currently curled up and safe within
 your backpack.  The mischievous fairy dragon is fairly resistant to magic...
 and has the ability to both protect and obscure itself with illusionary magic
 of its own.

 Abilities:
 Armor Class: 0
 Hit Points: 48
 Magic Resistance: 45%
 Special abilities:  Can cast Mirror Image, Invisibility 10' radius and
                     Improved Invisibility each 1/day.


FAMFER - A familiar, ferret

 This is your familiar, a ferret, currently curled up and safe in your
 backpack.  The ferret is an incredibly quick and agile animal, hard to hit
 and magical made resistant to both damage and spells.  The ferret's uncanny
 ability to get into almost anything unseen makes it a handy pickpocket.

 Abilities:
 Armor Class: 0
 Hit Points: 24
 Magic Resistance: 50%
 Special abilities:  Has 75% pick pockets ability.  Has a 40% stealth ability.
                     He has detect traps 20%.


FAMFER25 - Upgraded ferret (Throne of Bhaal)

 This is your familiar, a ferret, currently curled up and safe in your
 backpack.  The ferret is an incredibly quick and agile animal, hard to hit
 and magical made resistant to both damage and spells.  The ferret's uncanny
 ability to get into almost anything unseen makes it a handy pickpocket.

 Abilities:
 Armor Class: -4
 Hit Points: 48
 Magic Resistance: 65%
 Special abilities:  Has 95% pick pockets ability.  Has a 60% stealth ability.
                     He has find traps 60%.


FAMIMP - A familiar, imp

 This is your familiar, an imp, currently grumpy yet safe within your
 backpack.  The imp is an unusual creature that is fairly quick and quite
 resistant to magical spells... and has the ability to cast its own spells on
 behalf of its master.

 Abilities:
 Armor Class: 2
 Hit Points: 18
 Magic Resistance: 25%
 Special abilities:  Can cast the Polymorph spell.


FAMIMP25 - Upgraded imp (Throne of Bhaal)

 This is your familiar, an imp, currently grumpy yet safe within your
 backpack.  The imp is an unusual creature that is fairly quick and quite
 resistant to magical spells... and has the ability to cast its own spells on
 behalf of its master.

 Abilities:
 Armor Class: -2
 Hit Points: 48
 Magic Resistance: 35%
 Special abilities:  Can cast 'Polymorph Self' once per day, attack does 1d6
                     damage with poison (save vs. death or die), regenerates
                     1 HP per second


FAMPSD - A familiar, pseudodragon

 This is your familiar, a pseudo-dragon, currently curled up and safe within
 your backpack.  The lizard-like creature is quite intelligent and fairly
 well-armored and quick... it does not do much damage in combat, but its
 magical claws are able to render some enemies unconscious.  It is also quite
 resistant to magical spells.  It can also cast blur.

 Abilities:
 Armor Class: -2
 Hit Points: 24
 Magic Resistance: 50%
 Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage.  Save or
                    be rendered unconscious for 120 seconds.  It can also cast
                    blur.


FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal)

 This is your familiar, a pseudo-dragon, currently curled up and safe within
 your backpack.  The lizard-like creature is quite intelligent and fairly
 well-armored and quick.

 Abilities:
 Armor Class: 0
 Hit Points: 48
 Magic Resistance: 35%
 Special abilities: 2 attacks per round at THACO 8 for 1d6 damage.  Save vs.
                    death or be rendered unconscious for 120 seconds.  It can
                    also cast 'Blur' and 'Ghost Armor' once per day and
                    'Detect Illusions' twice per day.


FAMQUAS - A familiar, quasit

 This is your familiar, a quasit, currently grumpy yet safe within your
 backpack.  The quasit is a small, infernal creature that is fairly quick and
 quite resistant to magical spells... and has the ability to cast its own
 spells on behalf of its master.

 Abilities:
 Armor Class: 2
 Hit Points: 24
 Magic Resistance: 25%
 Special abilities:  Can cast Horror


FAMQUA25 - Upgraded quasit (Throne of Bhaal)

 This is your familiar, a quasit, currently grumpy yet safe within your
 backpack.  The quasit is a small, infernal creature that is fairly quick and
 quite resistant to magical spells.

 Abilities:
 Armor Class: -2
 Hit Points: 48
 Magic Resistance: 35%
 Special abilities:  Can cast 'Horror' once per day; immune to fire, cold and
                     electrical attacks; regenerates 1 HP per second; 3
                     attacks per round, 1d6 dmg plus save vs. Death or -1
                     Dexterity for 6 rounds.


FAMRAB - A familiar, rabbit

 This is your familiar, a rabbit, currently curled up and safe within your
 backpack.  The rabbit might not be one's first choice for a familiar, but
 this creature is incredibly quick and difficult to hit in combat... and has
 been augumented by magic to become quite resistant to physical harm as well
 as spells.  The rabbit also has a keen nose for sniffing out traps on behalf
 of its master.

 Abilities:
 Armor Class: -4
 Hit Points:  16
 Resistance to fire, cold, electricity: 75%
 Special abilities:  Has a 50% Detect Traps ability.  30% stealth ability.


FAMRAB25 - Upgraded rabbit (Throne of Bhaal)

 This is your familiar, a rabbit, currently curled up and safe within your
 backpack.  The rabbit might not be one's first choice for a familiar, but
 this creature is incredibly quick and difficult to hit in combat  The rabbit
 also has a keen nose for sniffing out traps on behalf of its master.
</pre><pre id="faqspan-6">
 Abilities:
 Armor Class: 1
 Hit Points:  48
 Magic Resistance: 65%
 Special abilities:  Has a 85% Detect Traps ability.  60% stealth ability. 50%
                     detect illusions ability.  The rabbit moves as if under a
                     constant 'Haste' spell.


-------------------------------------------------------------------------------
HALBERDS:
-------------------------------------------------------------------------------

HALB01 - Halberd

 By far the oldest and most often used pole-arm, the halberd consists of a
 cleaver-like axe blade mounted on a staff averaging six feet in length.  The
 axe blade is balanced at the rear with a fluke, and surmounted by a sharp
 spike, usually of quadrangular design.  The fluke is sometimes replaced by a
 hook used to dismount cavalry.  A halberd can be best described as a cross
 between a spear and an axe.

 STATISTICS:

 Damage:  1D10
 Damage type:  piercing
 Weight: 15
 Speed Factor: 9
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB02 - Halberd +1

 Like others of its type, this halberd consists of a cleaver-like axe blade
 mounted on a staff approximately six feet in length. It has also been
 bestowed with a small number of magical properties, however, thus making it
 more effective in combat. Its keen blade, for instance, will shear through
 your opponent's flesh to find the bone while its barbed tip will seek out
 gaps in their armor.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D10 + 1
 Damage type:  piercing
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB03 - Halberd +2

 Halberd +2:  'Suryris' Blade'
 Suryris, a white minotaur who traveled the Orsraun mountains in Turmish,
 lived for nothing but the thrill of combat, and encouraged warriors to
 challenge him for his magical weapon: a powerful halberd.  Despite his
 aggressive nature, he was an honorable combatant and never slew opponents he
 could overpower.  Suryris met his superior only once, in a battle that lasted
 hours and had the minotaur often fearing defeat.  The contest ended when his
 opponent's sword broke, but Suryis knew he likely would have been bested had
 it continued.  He presented his weapon to the astonished man, who thereafter
 told of this noble creature to anyone who would listen.

 STATISTICS:

 Damage:  1D10 + 2
 THACO:  +2 bonus
 Damage type:  piercing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB04 - Halberd +3: Dragon's Bane

 This was the weapon of Thorvin Dukal, one of seven self-proclaimed
 Dragonslayers who spent years railing against what they called "an insidious
 dragon infestation that threatened Faerun."  Thorvin had this weapon
 enchanted at great expense and used it on many occasions, though of dragons
 only a single white has fallen to it.  The Dragonslayers met their match in a
 cantankerous ancient red who slew the entire group in an epic battle.  This
 weapon did not end up in the beast's hoard however, as the creature returned
 to its lair to recuperate and when it emerged the field of combat was well
 scavenged.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D10 +3, +6 vs. dragons
 Damage type:  piercing
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB05 - Halberd +4 Dragon's Breath

 Trying to profit from the strength of greater beings, many years ago the mage
 Ullion founded a dragon-worshipping cult under the moniker "Son of Drago."
 Attracting followers with promises of conquest, he sought to secure his
 authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold.
 When the Dragon's Breath strikes an opponent it releases the harsh flames of
 a red dragon, the poisonous vapor of the green dragon, the blue dragon's
 lightning bolt, a spray of a black dragon's acid, and the white dragon's
 penetrating cold.  Unfortunately, Ullion was the first to feel its effects,
 slain by the ambitious Jaramor who sought to rule.  There was no real power
 to be had without the mage, so the entire organization soon collapsed on
 itself.

 STATISTICS:

 Combat Abilities:
  + 1 point of cold damage
  + 1 point of fire damage
  + 1 point of electrical damage
  + 1 point of acid damage
  + 1 point of poison damage
 THAC0: +4 bonus
 Damage:  1D10
 Damage type:  piercing
 Weight: 12
 Speed Factor: 5
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB06 - Halberd +4 Blackmist

 This was the weapon of Dominique Harl, a sightless paladin who frequently
 traveled Faerun.  When attacked, Dominique would unleash the black mist that
 is this halberd's namesake, potentially blinding all within ten feet.  This
 often gave him the advantage, for he lived in darkness all his life, seeing
 only with the inner light of faith.  Dominique eventually fell, his body
 found in a dark forest, slain by a creature of the night even more at home in
 the shadows than he.

 STATISTICS:

 Special Abilities:
 Blindness:
  Three times a day save vs. spells
  Area: 10 foot radius

 THACO:  +4 bonus
 Damage:  1D10 + 4
 Damage type:  piercing
 Weight: 10
 Speed Factor: 5
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB07 - Halberd +2

 Consisting of a cleaver-like axe blade mounted on a staff averaging six feet
 in length, the halberd is the oldest and most often used pole-arm.  It is
 best described as a cross between a spear and an axe.  Magic has been used to
 forge this particular weapon, gifting it with enhanced abilities to slaughter
 foes.

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D10 +2
 Damage type:  piercing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB08 - Halberd +2, Duskblade

 Though once a simple halberd, this weapon spent many hundreds of years in a
 tomb next to the soul phylactery of a powerful lich.  The creature was
 eventually erased from existence, purportedly by another of its kind, but
 such close proximity to that concentrated evil has imbued this blade with the
 very essence of night and the chill of darkness, energy that becomes deadly
 in combat.  It is a foul weapon, and a warrior should use it with caution.

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D10 +2,  +2 points of cold damage
 Damage type:  piercing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB09 - Wave Halberd +4

 Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of
 vengeance was designed to aid the cult's champion in retrieving a holy
 artifact from the fire giants of the Storm Horn Mountains.  That was a lot of
 hope to place in one champion, and unfortunately the Wave had been lost ever
 since.

 STATISTICS:

 Combat Abilities:
 15% chance of draining victim of water (+15 damage)
 Slays Fire Elementals, Efreet, Salamaders (no save)
 THAC0: +4 bonus
 Damage:  1D10+4
 Damage type:  piercing
 Weight: 12
 Speed Factor: 5
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Monk
  Druid
  Cleric
  Mage
  Thief


HALB09A & HALB09B - Wave Shaft & Blade

 This is a piece of the Wave, a powerful halberd created as a weapon of
 vengeance by a cult worshipping Umberlee.  It apparently draws water out of
 its victims, and is able to slay creatures of fire almost instantly.  Tales
 say the Wave was lost long ago to the fire giants of the Storm Horn
 Mountains, but was eventually found by the adventurer Arganon of the Long
 Reach.  He either lost the weapon to a wager in the planar city of Sigil, or
 it rests with his bones when his ship was sunk during a great storm in the
 Sea of Swords.  No one knows for sure.


HALB10 - Ravager +4 (Throne of Bhaal)

 Taking the blood-soaked shaft of this weapon in hand brings a sudden chill
 along your spine.  The origins of this gruesome halberd are unknown, though
 the very sight of it has been know to strike terror into the heart of an
 opponent.

 STATISTICS:

 Cast Cloak of Fear twice/day

 THAC0: +4 bonus
 Damage:  1D10+4
 Damage type:  piercing
 Weight: 12
 Speed Factor: 5
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Monk
  Druid
  Cleric
  Mage
  Thief


HALB11 - Ravager +6 (Throne of Bhaal)

 Combined with the Serpent Shaft, this dark halberd has the ability to slay an
 opponent with a single blow - unless they can survive the sudden loss of
 their head.

 STATISTICS:

 Cast Cloak of Fear three times/day

 Combat Abilities:
    3-18 bonus damage each hit unless target saves vs. poison
    10% chance each hit of decapitating opponent (no save)

 THAC0: +6 bonus
 Damage:  1D10+6
 Damage type:  piercing
 Weight: 10
 Speed Factor: 3
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Monk
  Druid
  Cleric
  Mage
  Thief


HALB12 - Halberd +3 (Throne of Bhaal)

 Consisting of a cleaver-like axe blade mounted on a staff averaging six feet
 in length, the halberd is the oldest and most often used pole-arm.  It is
 best described as a cross between a spear and an axe.  Magic has been used to
 forge this particular weapon, gifting it with enhanced abilities to slaughter
 foes.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  piercing
 Weight: 11
 Speed Factor: 6
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


-------------------------------------------------------------------------------
HAMMERS:
-------------------------------------------------------------------------------

HAMM01 - War Hammer

 Mounted knights cannot effectively use long pole weapons while on horseback,
 and as a result, many weapons have been fitted with shorter shafts so they
 may be wielded with just one hand.  Maces and flails are two previous
 examples of this - the war hammer is another.  The horseman's war hammer is a
 descendant of the Lucerne hammer.  It is made entirely of steel, with rondels
 protecting and strengthening the grip.  Rondels are small disks of metal,
 often shaped into decorative designs.  The shaft is about 18 inches long.'

 STATISTICS:

 Damage:  1D4 + 1
 Damage type:  crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM02 - War Hammer +1

 Like others of its type, this war hammer is made entirely of steel, with a
 bone-crushing hammer mounted upon an 18" shaft.  It has also been bestowed
 with a small number of magical properties, however, thus making it more
 effective in combat.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D4 + 2
 Damage type:  crushing
 Weight: 6
 Speed Factor: 3
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM03 - War hammer +2

 War Hammer +2:  'Ashideena'
 Lady Ashideena was a remarkable strategist who honed her skills against the
 orc armies in the Year of the Black Horde.  She met Dergat Wiltoon -- the
 warrior that wielded this weapon -- when he foiled an ambush led by the great
 orc Varstok, and soon after made him her Field Captain.  After serving at
 each other's side for the entirety of the war they fell in love and
 eventually married.  Historians report that Dergat named his war hammer after
 his bride to remind himself of the love he fought to protect.  What Lady
 Ashideena thought of this is unknown.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D4 +3, +1 electrical
 Damage type:  crushing
 Weight: 5
 Speed Factor: 2
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM04 - Warhammer +1,+4 vs giant humanoids

 The Knee-capper, or "The Capper", as it is affectionately known in dwarven
 circles, is rumored to have been forged by Clangeddin himself. He gave it to
 a small clan of homeless dwarves that they might carve a place for themselves
 amongst the giants and ogres in their area. The hammer has been passed from
 hero to hero, occasionally finding its way into non-dwarven hands.

 STATISTICS:

 THACO:  +1 bonus, +4 vs. giants
 Damage:  1D4 + 2, +5 vs. giants
 Damage type:  crushing
 Weight: 8
 Speed Factor: 2
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM05 - War Hammer +2

 War Hammer +2, +1 electrical: 'Borok's Fist'
 Borok Thundercracker was a dwarven hero that led several campaigns against
 giants and other "tall vermin" that had plagued his people in a number of
 their communities.  This hammer was his blessed weapon, which his elven
 allies called his "little iron fist", though not to his face.

 STATISTICS:

 Combat Abilities: +1 electricity damage
 THAC0: +2 bonus
 Damage:  1D4 + 3
 Damage type:  crushing
 Weight: 5
 Speed Factor: 2
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM06 - Dwarven Thrower +3

 Dwarven Thrower, War Hammer +3,
 This hammer -- not to be confused with the elven made Dwarf Thrower -- is
 only usable by dwarves.  In the capable hands of a dwarven warrior the hammer
 may be thrown at an opponent.  The magic in the hammer draws it back to the
 hand of its wielder.  If it hits an opponent it does double the normal damage
 that a hammer would normally do.  Against giants and ogres the hammer does an
 additional +8 damage, due to the special hatred that dwarves hold against
 these races.

 STATISTICS:

 Combat Abilities: Returns to thrower
 THAC0: +3 bonus
 Damage:  2D4 + 3, + 8 damage to giants and ogres
 Damage type:  crushing
 Weight: 4
 Speed Factor: 1
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
 Non-dwarves
  Druid
  Mage
  Thief


HAMM07 - Dwarven Warhammer of Thunderbolts +3

 A dwarven smith, Silverblade, forged this hammer and two other items; a
 girdle of giant strength and gauntlets of ogre power.  His intention was to
 gift them to his son, who was then a high officer in the dwarven armies,
 fighting the giant and ogre tribes of the area.  Unfortunately Silverblade's
 son died just after the completion of the three items and before they could
 be gifted to him.  In grief Silverblade himself donned the girdle and the
 gauntlets.  Taking up the Hammer of Thunderbolts he went to battle against
 the giant folk.  He died valiantly.

 Alone, the Hammer of Thunderbolts is a powerful magical weapon but when
 merged with the gauntlets of ogre power and a girdle of giant strength the
 hammer is transformed.  This transformation requires magical assistance.  The
 Hammer of Thunderbolts is then capable of doing an additional +8 damage as
 well as instantly killing any giant or ogre that it strikes.

 STATISTICS:

 Thac0: +3 bonus
 Damage:  2D4 + 3
 Damage type:  crushing
 Weight: 4
 Speed Factor: 1
 Proficiency Type: Warhammer
 Type:  1-handed
 Requires: 18 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM08 - War Hammer +2

 Mounted knights cannot effectively use pole arms while on horseback, and as a
 result, many weapons have been altered so they may be used one-handed.  The
 horseman's war hammer is made entirely of steel, and has a shaft about 18
 inches long.  Powerful magical energy flows through this weapon, though its
 origins are nondescript.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D4 +3
 Damage type:  crushing
 Weight: 5
 Speed Factor: 2
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM09 - Crom Faeyr

 This is the true name that the dwarven weaponsmith, Silverblade, gave to the
 weapon he intended to create for his son.  Alas, his son died before the
 weapon was ever completed, but here it stands complete... forged from the
 combined magic of the original hammer with the Gauntlets of Ogre Power and a
 Girdle of Frost Giant Strength.  Crom Faeyr gifts its users with all the
 powers of the original Hammer of Thunderbolts, in addition to enormous
 strength and the ability to kill golems, ettins and trolls in one blow.

 STATISTICS:

 Special Abilities:
   grants 25 Strength
   kills Stone Golems, Clay Golems, Ettins and Trolls
 Thac0: +5 bonus
 Damage:  2D4 + 3
 Damage type:  crushing
 Weight: 4
 Speed Factor: 1
 Proficiency Type: War Hammer
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HAMM10 - Runehammer +4 (Throne of Bhaal)

 This darksteel hammer has a rune of power inscribed upon its head, and has
 many of the powers of a Mace of Disruption.

 STATISTICS:

 Equipped Abilities: Negative Plane Protection

 Combat Abilities:4-16 +8 damage to Undead, plus they must make a saving throw
 vs. death (-4 penalty) or be utterly destroyed

 Thac0: +4 bonus
 Damage:  2D4 + 4
 Damage type:  crushing
 Weight: 3
 Speed Factor: 0
 Proficiency Type: Warhammer
 Type:  1-handed
 Requires: 16 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM11 - Runehammer +5 (Throne of Bhaal)

 The Rune of Clangeddin is now inscribed on the head of this hammer, granting
 even greater powers to any who wield the weapon.

 STATISTICS:

 Equipped Abilities: Negative Plane Protection
    Immunity to Fear
    Fire Giant Strength once/day
    Mass Cure once/day

 Combat Abilities:  4-16 +10 damage to Undead, plus they must make a saving
 throw vs. death (-4 penalty) or be utterly destroyed

 Thac0: +5 bonus
 Damage:  2D4 + 5
 Damage type:  crushing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Warhammer
 Type:  1-handed
 Requires: 16 Strength
 Not Usable By:
  Druid
  Mage
  Thief


HAMM12 - War Hammer +3 (Throne of Bhaal)

 Mounted knights cannot effectively use pole arms while on horseback, and as a
 result, many weapons have been altered so they may be used one-handed.  The
 horseman's war hammer is made entirely of steel, and has a shaft about 18
 inches long.  Powerful magical energy flows through this weapon, though its
 origins are nondescript.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D4 +4
 Damage type:  crushing
 Weight: 4
 Speed Factor: 1
 Proficiency Type: War Hammer
 Type:  1-handed
 Requires: 9 Strength
 Not Usable By:
  Druid
  Mage
  Thief


-------------------------------------------------------------------------------
HELMS:
-------------------------------------------------------------------------------

HELM01 - Helmet

 This class of open-face helmet, made of reinforced leather or metal, covers
 most of the head, save the face and neck.  These helmets commonly provide
 protection for the nose.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM02 - Helm of Opposite Alignment

 The cursed Helm of Alignment Change is a truly fearsome item. As its name
 suggests, it has the power to alter the fundamental ethical framework, nay,
 the very identity of anyone unlucky enough to wear it. It can ruin homes,
 friendships, even entire cities or nations. Should the legions of evil ever
 force one onto the head of a benevolent Solar, the multiverse, as we know it,
 will surely meet an abrupt and painful end.

 STATISTICS:

 Armor Class Bonus:  none
 Special:
     Alignment will become opposite
     Protects against critical hits
     Can only be removed by a 'remove curse' spell
 Weight:  2


HELM03 - Helm of Glory

 Helm of glory:  'Helm of the Noble'
 Named for its original owner, Sir Tain the Noble, this helm saw many great
 battles in his possession.  It was eventually passed on to Sir Tain's squire,
 who had served him faithfully for almost ten years.  Alas, the young man had
 neither the strength, nor the skill to uphold his master's legacy.  It is
 rumored he lost his life in the pursuit of a worthy, but ultimately futile
 cause, and the helm has had many owners since.

 STATISTICS:

 Armor Class: +1 bonus
 Charisma:  +1 bonus
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM04 - Helm of Defense

 Helm of defense:  'Gift of Peace'
 Prized for its noble origin as much as for its benefits to the wearer, this
 helm was originally intended to be a simple gift.  There was no great crisis
 at hand, nor dangerous evil to be overthrown; just a wish for a friend to
 give a gift to another.  It could just have easily been a good book or bottle
 of wine, but adventurers are eminently more practical in their gift giving.
 The helm has seen many great battles since its creation, but the simple
 virtue at its core is what has always been remembered.

 STATISTICS:

 Armor Class Bonus:  none
 Saving Throws:  +1 bonus
 Electrical resistance:  +20%
 Cold resistance:  +20%
 Fire resistance:  +20%
 Special:  Protects Against Critical Hits
 Weight: 3
 Not Usable By:
 Mage
 Bard
 Thief


HELM05 - Helm of Infravision

 Helm of infravision:  'The eyes of Truth'
 Being a scavenger of a sort, Babette Maelestrom had this helm created to aid
 her in her dungeon excursions.  She would later attribute her gathered wealth
 solely to its power, though likely it was as much her keen eyes as anything.

 STATISTICS:

 Armor Class Bonus:  None
 Special:
   Protects Against Critical Hits
   Grants wearer infravision up to 120 ft
 Weight: 3
 Not Usable By:
 Mage
 Bard
 Thief


HELM06 - Helm of Charm Protection

 As its name suggests, the Helm of Charm Protection protects its wearer from
 any magical attempts at emotional manipulation. As a precaution, some
 high-profile mercenary groups regularly equip their members with such helmets
 to ensure that they can perform their prescribed duties without external
 interference.

 STATISTICS:

 Armor Class Bonus:  None
 Special:
     Protects Against Critical Hits
     Wearer is immune to charm
 Weight: 4
 Not Usable By:
 Mage
 Bard
 Thief


HELM07 - Helm of Balduran

 The fabled helm of Balduran, legendary founder of Baldur's Gate, has long
 been rumored to wield powerful protective magic. The exact nature of this
 magic, however, has not yet been determined.

 STATISTICS:

 Armor Class Bonus:  1
 Hit Point Max:  +5
 Saving Throws:  +1 bonus
 THACO:  +1 bonus
 Special:  Protects Against Critical Hits
 Weight: 1
 Not Usable By:
 Mage
 Bard
 Thief


HELM08 through HELM13, HELM15 - Helmet

HELM14 - Kiel's Helmet

 This is the helmet worn by Kiel the Legion-Killer, first-born son of Durlag
 Trollkiller and Clan-prince of his father's ill-fated tower. It is said that
 anyone who wears it is granted immunity to all forms of fear and panic, be
 their origins natural or magical.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Special:  Protects Against all forms of panic and boosts moral
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM16 - Helm of Brilliance

 This helm is made of polished steel and set with diamonds, rubies and fire
 opals.  The gems glow with an internal light, the source of which can only be
 magical.  The helm makes the wearer resistant to fire as well as giving the
 wearer some spell abilities.  These include fireball, prismatic spray and the
 sunray.

 STATISTICS:

 Equipped Abilities:
 Protects Against Critical Hits
 Fire Resistance

 Special Abilities (once per day):
 Ability  1 :
 Effect: Fireball
 Damage:  6D6 (save vs. wands for half)
 Range:  90 ft
 Area:  30 ft radius

 Ability 2 :
 Effect: Prismatic Spray
  Effects vary as per 7th Level Wizard spell

 Ability 3 :
 Effect: Sunray
 Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
 Undead: an additional 1d6 points of damage per level of caster (save vs.
         spells or be destroyed)
 Range: 20 ft
 Area: 20 ft radius

 Armor Class Bonus:  None
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM17 - Skull of Death

 The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the
 bones of his own parents.  His highest ranked general would wear it when he
 rode into battle, using it to instantly slay the commanders of the opposing
 army.  After that the skeletal armies of N'Ashtar would overrun their
 demoralized enemies.  When N'Ashtar finally fell the Skull of Death was
 supposedly destroyed.

 STATISTICS:

 Abilities:
 Effect: Death Spell
 Damage: Death
 Range: 10 yards
 Area: 30ft Cube
 Armor Class Bonus: None
 Weight:  2
 Not Usable By:
  Mage
  Bard
  Thief


HELM18 - Pearly White Ioun Stone

 Legend tells us that this particular type of ioun stone is crafted with the
 enslaved soul of a troll.  This pearly white ioun stone will grant the wearer
 the ability to regenerate at a rate of 2 hit points per minute.

 Abilities: Regenerate 2 hit points every minute
 Armor Class Bonus: None
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM19 - Dusty Rose Ioun Stone

 This Ioun stone glows with a dusty rose hue, hinting at calming images and
 sensations.  While pleasing, it does not appear to enhance the basic
 protection enchantment upon it.

 STATISTICS

 Armor Class Bonus: +1
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM20 - Pale Green Ioun Stone (bonus HP and THAC0)

 On his deathbed, aged hero Rigar TrueBlood begged one last request of his
 mage companion Spectorial: that his skill and fortitude as a warrior live on.
 The reluctant friend consented and transferred these traits to an item,
 knowing the warrior's soul would then be lacking them.  This pale green Ioun
 stone now holds these essences, and grants the owner TrueBlood's health and
 skill.

 STATISTICS

 Equipped Abilities:
 +10 % bonus to hit points
 +1 bonus to THAC0
 Armor Class Bonus: None
 Weight: 2
 Not Usable By:
  Mage
  Bard
  Thief


HELM21 - Dragon Helm

 The skillful hand of the warlock Wormsor carefully worked several dragon
 scales into this powerful helmet.  Red, white and green scales overlap,
 protecting the wearer from normal blows as well as fire, cold and
 electricity.  It is hard to determine whether the benefits originate within
 the scales or the spells of the mage.

 Abilities: Sets fire, cold and electrical resistance to 25%
 Armor Class Bonus: None
 Weight: 2
 Not Usable By:
  Mage
  Bard
  Thief


HELM22 - Amnish Helmnet

 This class of decorative helmet, made of reinforced leather or metal, covers
 the face and head. Eye slits and breathing holes come highly recommended.
 This is the standard helm used by  Amnish soldiers.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM23 - Golden Ioun Stone (Throne of Bhaal)

 Highly sought out by wizards and mages, this ioun stone raises the
 intelligence of those who possess it.

 STATISTICS:
    +1 to Intelligence when equipped


HELM24 - Obsidian Ioun Stone (Throne of Bhaal)

 The tough obsidian stone imbues its owner with a similar hardiness.

 STATISTICS:
    +1 to Constitution when equipped


HELM25 - Silver Ioun Stone (Throne of Bhaal)

 Perhaps the silver and gray in this stone hints at the knowledge that only
 comes with age and experience.

 STATISTICS:

    +1 to Wisdom when equipped


HELM26 - Lavender Ioun Stone (Throne of Bhaal)

 The bright lavender hue of this stone dances and sparkles, as if the stone
 itself were alive.

 STATISTICS:
    +1 bonus to AC
    +4 to all saves vs death


HELM27 - Bronze Ioun Stone (Throne of Bhaal)

 The powerful enchantments on this ioun stone make it a treasure eagerly
 sought after by wizards and mages.

 STATISTICS:

    Memorize a bonus 7th level spell when equipped.

 Usuable by:
 Mage
 Bard


HELM28 - Circlet of Netheril (Throne of Bhaal)

 Combined with the Bronze Ioun Stone, the Circlet of Netheril is a great boon
 to any practitioner of the arcane arts.  Of course, something so valuable is
 likely to attract unwanted attention from rival mages...

 STATISTICS:

    +10 to maximum Hit Points
    Memorize one additional 7th and 8th level spell

 Usable By:
 Mage


HELM29 - Thieves' Hood (Throne of Bhaal)

 Although this hood does not confer any noticeable advantages on its wearer,
 it does have an aura of latent magic.

 Usable by:
 Thieves


HELM30 - Thieves' Hood (Throne of Bhaal)

 There is no honor among thieves.  Perhaps that is why the Thieves' Hood has
 been imbued with magical properties to protect the wearer from their own ilk.

 STATISTICS:

 Equipped Abilities:
    Immunity to backstab and poison
    Cast True Sight 3 times per day

 Usable by:
 Thieves


HELM31 - Helm of the Rock (Throne of Bhaal)

 This helm grants a warrior immunities far beyond mere physical protections.
 It is obvious there once used to be a set of horns protruding from the metal
 cap, though the horns and any magic associated with them have long since
 disappeared.

 STATISTICS:
    +25% resistance to fire, cold, acid, poison and electricity

 Usable By:
 Fighter


HELM32 - Helm of the Rock (Throne of Bhaal)

 With the addition of the horns, the Helm of the Rock is even more powerful.
 Generals and military leaders can command both fear and respect simply by
 wearing this helm.

 STATISTICS:
    +25% resistance to fire, cold, acid, poison and electricity
    - Cast Aura of Command 3 times per day (enemies save vs spell at -2 or
      flee in terror)

 Usable By:
 Fighter


HELM33 - Gold Horned Helm (Throne of Bhaal)

 A typical golden helm used by Balthazar's Mercenaries.


HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal)

 This Ioun Stone was said to be a gift given to the Shou-ling monk, Wong Fei
 Hung by the Kara Turan god of war, Chan Cheng. The god came down in the form
 of a dragon and fought Wong Fei for three days and three nights. Chan Cheng
 was so impressed by the monk's prowess that he bestowed the Ioun Stone upon
 him. The stone disappeared when Wong Fei died.

 STATISTICS:
 Armor Class: +1 Bonus
 Equipped Abilities:
   +15 to Max Hit Points
    Wearer Regenerates 1 hit point every 6 seconds

 Usable By:
  Monk
  Fighter
  Kensai


NPMISC1 - Jansen Spectroscopes

 Jansen-Brand Micro-Macro Spectroscopes - (Official Spectroscopes of the
 Purple Brotherhood)

 Another one of Jan Jansen's inventions, these glasses allow Jan to detect
 invisibility once per day.  They also give Jan an additional +25% to his
 detect and disarm traps abilities. Various lenses on the contraption increase
 Jan's ability to detect illusions by 20%. The style of the Spectroscopes is
 so obvious it hardly needs to be mentioned.

 STATISTICS

 Special Abilities: detect invisibility once per day
 Disarm Traps: +25%
 Detect Traps: +25%
 Detect Illusions: +20%


-------------------------------------------------------------------------------
ICEWIND ITEMS (with the Preorder Bonus CD):
-------------------------------------------------------------------------------

WAAXE - Hrothgar's Axe +3

 This axe was wielded by an adventurer who lived within the town of Easthaven
 in Icewind Dale.  He died about a century ago trying to rescue his town from
 the ancient demon Balhifet.

 STATISTICS:

 Equipped Abilities:
 +1 Charisma
 +1 Wisdom
 THAC0: +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight: 5
 Speed Factor: 4
 Proficiency Type: Axe
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


WAFLAIL - Defender of Easthaven +2

 This flail was created a century ago to commerate the defeat of the demon
 Balhifet.  It was meant to always remain within the town of Easthaven to
 remind the people of the great evil that had been barely defeated.

 STATISTICS:

 Equipped Abilities:
  +1 AC bonus
  +20% resistance to slashing, piercing, and blunt damage
 THACO:  +2 bonus
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 12
 Speed Factor: 5
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Mage
  Thief


WAMACE - Jerrod's Mace

 This was the favored weapon of the priest of Tempus named Jerrod.  Jerrod
 sacrificed his life to save the town of Easthaven from the powerful demon
 known as Balhifet.

 STATISTICS:

 THACO:  +2 bonus, +5 vs. demons
 Damage:  1D6 + 3, +5 vs. demons
 Damage type:  crushing
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


WANINJA - Scarlet Ninja-To +3

 Ninja-To of the Scarlet Brotherhood
 When a member of the Scarlet Brotherhood kills one of that organization's
 'great enemies', they are often rewarded with this sword.  How this sword
 made its way from the world of Greyhawk (where the Brotherhood is based) to
 Faerun is a mystery.  When unsheathed the ninja-to will glow blood red.

 STATISTICS

 Equipped Ability: one extra attack per round
 Combat Ability: Poison damage of 6 hit-points per round, for two rounds, if
                 target fails a saving throw versus poison
 THAC0: +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight:  2
 Speed Factor: 1
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 6 Strength
 Usable By:
  Monks


WAS2H - Joril's Dagger +3

 Joril's Dagger (Two Handed Sword +3)
 Joril was a powerful Frost giant that lived with his clan in the Spine of the
 World.  His magic dagger was lost when he was killed by a band of
 adventurers.  Eventually the dagger wound up in the town of Kuldahar where it
 was reforged so that it could be used as a Two handed sword.

 STATISTICS

 Combat Abilities:
  25% chance of each hit confusing an opponent for three rounds (save vs.
  spells to negate effect)
 THAC0: +3 bonus
 Damage:  1D10 +3,  +1 cold damage
 Damage type:  slashing
 Weight:  10
 Speed Factor: 7
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 13 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


WASLING - Sling of Everard +5

 The sling of Everard was a holy weapon created by the god Tempus and given to
 Everard to help him defeat the enemies of Icewind Dale.

 STATISTICS:

 Equipped Ability: does not require bullets
 THACO:  +5 bonus
 Damage:  +2 (missile damage)
 Weight: 0
 Speed Factor: 0
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength


WASPEAR - Spear of Kuldahar +3

 This spear was forged by the druids who dwelt close to the great tree of
 Kuldahar.  It was meant to be used by the warrior who was appointed as
 Kuldahar's defender.

 STATISTICS:

 Equipped Ability: +8 to max hit points
 THAC0: +3 bonus
 Damage:  1D6 +3
 Damage type:  piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


WASTAFF - Staff of Arundel

 This was a lesser version of the Staff of the Woodlands.  It was created by
 Arundel, an arch druid that lived in the city of Kuldahar before he was
 killed by the demon Belhifet.

 STATISTICS:

 Equipped Abilities:
  +10% Resistance to fire and cold
  Wielder memorizes one extra fifth and one extra sixth level spell

 THACO:  +3 bonus
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 3
 Speed Factor: 0
 Type:  2-handed
 Requires: 9 Dexterity
 Usable By:
  Druids


WASTAR - Everard's Morning Star +2

 This morning star was the personal weapon of the cleric Everard.  Everard was
 a powerful priest of Tempus who sacrificed his life in the battle against the
 demon Balhifet.

 STATISTICS:

 Combat Ability: 50% chance per hit of making targeted spellcaster lose one
                 spell from memory
 THACO:  +2 bonus
 Damage:  2D4 +2
 Damage type:  crushing
 Weight: 9
 Speed Factor: 5
 Proficiency Type: Flail/Morningstar
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Mage
  Thief


WAWAK - Kachiko's Wakizashi +3

 This sword was the favored weapon of a female warrior named Kachiko.  Not
 much was known about her other than that she hailed from the far eastern
 lands in Kara-Tur.

 STATISTICS

 Combat Ability: drains 2 points of target's wisdom (lasts two rounds) on each
                 hit. Target may save vs. death to avoid wisdom loss.
 THAC0: +3 bonus
 Damage:  1D8 +3
 Damage type:  piercing
 Weight:  2
 Speed Factor: 0
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


-------------------------------------------------------------------------------
KEYS:
-------------------------------------------------------------------------------

EDWINKEY - Mae'Var's Strongbox Key

 This is a metal key of unique design. Judging from its shape, the lock that
 it fits must be impossible to pick.


KEY01 - Cult Key

 This is the key given to you by Gaal. It will open the door to the lower
 levels of the dungeon where you can find one half of the rift device.


KEY02 - Gaal's Key

 This is the key given to you by Gaal. It will open the door to the lower
 levels of the dungeon where you can find one half of the rift device.


KEY03 - Planar Key

 This thin bar vibrates softly in your hand.  It looks as if it could be used
 as either a key or a lever.


KEY04 - Sun Ray Symbol

 A holy symbol is a physical representation of a god's power. This symbol
 depicts a worshipper raising his hands to the sky. A beam of light envelops
 the worshipper. This piece seems to be one third of a circle. If you find the
 other two pieces you will have the complete symbol.


KEY05 - Dawn's Light Symbol

 A holy symbol is a physical representation of a god's power. This symbol
 depicts a stylized sun rise. This piece seems to be one third of a circle. If
 you find the other two pieces you will have the complete symbol.


KEY06 - Lightstone Symbol

 A holy symbol is a physical representation of a god's power. This symbol
 depicts a lightstone on a pedestal. The rays from the lightstone destroy
 creatures of shadow. This piece seems to be one third of a circle. If you
 find the other two pieces you will have the complete symbol.


KEY07 - Chapel Key

 This is the key that you found in the ruined chapel of the complex in the
 Windspear Hills.


KEY08 - Chain Key

 Once the Ogre's Sword was returned to Aerie, the illusion was dispelled.  You
 can now see the sword for what it actually is: the key to Aerie's chains.


KEY09 - Firkraag Prison Key

 This key will allow you to open the doors to the prison in which Garren's
 child is held.


KEY10 - Keep Key

 This is the master key to Nalia's keep. It should open most of the doors in
 the fortress.


KEY11 - Planar Prison Cell Key

 This rod is actually a key of strange design. This key was found on the
 Warden's Body in the strange extra-planar prison the Raelis and Haer'Dalis
 were taken to. It is most likely the key to the prisoners' cell.


KEY12 - Key to Aran's Lair

 This odd key fits a secret door in the Shadow Thief Lair. This door leads to
 the Shadow Master, Aran Linvail's, abode.


KEY13 - Shadow Thief Prison Key

 This key was found on the shadow thief jailor, Booter. It most likely is the
 key to the cells.


KEY14 - Piece of Burial Mask

 At first look this seems to be just a shattered piece of pottery.  Closer
 examination reveals that this is a single piece of King Strohm the third's
 burial mask.  With all of the pieces it would be possible to reconstruct the
 mask.  What good this would do, you do not know.


KEY15 - Piece of Burial Mask

KEY16 - Piece of Burial Mask

KEY17 - Piece of Burial Mask

KEY18 - Piece of Burial Mask

KEY19 - Piece of Burial Mask

KEY20 - Burial Mask of King Strohm III

 This is the reconstructed mask of King Strohm the third.  When you place it
 on your face, the entire world becomes tinted with odd colors.  Perhaps this
 mask will allow you to see something that you hadn't been able to before, but
 its use beyond that seems questionable.


KEY21 - Samia's Key

 This is the key to the tomb of King Strohm III.


KEY22 - Shadow Prison Key

 This key was obtained from the Shadow Jailor. It can be used to open the
 prison cells in the Shadow Dungeon.


KEY23 - Symbol of Amaunator

 The three holy symbols connected to form this disc, the Symbol of Amaunator.


KEY24 - Sahuagin Treasury Key

 This ornate key will open the door to the Royal Treasury.


KEY25 - Despana Treasury Key

 This key, obtained from Phaere, will give you access to the Despana Treasury
 room.


KEY26 - Sekolah's Tooth

 Only this gigantic shark tooth, said to have been left by the sahuagin god
 Sekolah, can open the way to the Rebel Prince's base.


KEY27 - Guildhouse Key

 This is the key to the lower levels of Lady Galvena's Festhall, the
 Courtesan's Guild.


KEY28 - Jon's Key

 Jon Irenicus' key. This will allow access to the escape route in the basement
 of the Asylum.


KEY29 - Sewer Key

 This key has a faint but foul odor clinging to it, like that of the sewers.
 There are no sewers within the halls where you found the key. The lock that
 this key opens will have to be found elsewhere.


MISC4B - Jail Cell Key

 A typical cell key that one might find in any jail. This one may fit
 Jaheira's cell.


MISC4G - Portal Key

 An intricate key, presumably once owned by the lover of your captor.


MISC4H - Wand of Fire Key

 A strange key.


MISC4I - Wand of Frost Key

 A strange key that feels cold to the touch.


MISC4J - Wand of Summoning Key

 This key seems to squirm in your hand as if it is alive.


MISC4K - Wand of Lightning Key

 This key gives you a small shock when you touch it.


MISC4L - Wand of Cloudkill Key

 This key gives off a foul odor.


MISC4M - Wand of Missiles Key

 This key resembles a tiny Wand of Magic Missles.


MISC4O - Sewage Golem Key

 This key can open the sewage doors in the dungeon.


MISC4P - Key to Frennedan's Room

 This key fits the door to the glass room that Frennedan is locked in.


MISC4Q - The Ogre's Sword

 An ogre with a woman's voice has asked for this sword, claiming that it will
 break the illusion cast over her.


MISC4R - Haegan's Key

 This is the key to the captive chambers in the Slaver Compound. It was found
 on the body of Captain Haegan and should open all of the doors in the
 building.


MISC4S - Key to Shadow Thieves Cellar

 This key will allow you to open a secret door that leads to the Shadow Thief
 headquarters, which you will need to find.  The secret door is located on the
 ground floor of the Shadow thief guild, on the north east wall.


MISC4Z - Beastmaster Key

 The Beastmaster's key should open the cells of the gladiators.


MISC8M - Trademeet Tomb Key

 This key will open the sealed tomb in the Trademeet Cemetary. The tomb used
 to be the place of burial for Trademeet's elite but has been sealed off for
 many years because of 'trouble' from within.


MISCAM - Galvena's Key

 This is the Lady Galvena's personal skeleton key to the festhall. It will
 allow access to the prison area.


SARKEY01 - Outer Jail Door Key (Throne of Bhaal)
SARKEY02 - Secret Jail Door Key (Throne of Bhaal)
SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal)
SARKEY04 - Sewer Key, Saradush (Throne of Bhaal)
SENKEY01 - Drow Guard's Key
SENKEY02 - Drow Wardstone
SENKEY03 - Sendai's Key


-------------------------------------------------------------------------------
LEATHER ARMORS:
-------------------------------------------------------------------------------

LEAT01 - Leather Armor

 Basic armor made of thick, wax or water-hardened leather.  It is sturdy
 protection, not supple like boots or a cloak.  Soft garment leathers like
 that would offer no more protection than common clothing.

 STATISTICS:

 Armor Class: 8
 Weight: 15
 Requires: 4 Strength
 Not Usable By:
  Mage


LEAT02 - Leather Armor +1

 Basic armor made of thick, wax or water-hardened leather.  It is sturdy
 protection, not supple like boots or a cloak.  Soft garment leathers like
 that would offer no more protection than common clothing.  Magical
 enchantments have improved the protective abilities of this particular suit.

 STATISTICS:

 Armor Class: 7
 Weight: 15
 Requires: 4 Strength
 Not Usable By:
  Mage


LEAT03 - Leather Armor +2

 Leather armor +2:  'Protector of the Second'

 The Mist of Shadows was an elite company of elven rangers that roamed the
 Cormanthor wood, the bane of bandit and monster alike.  This particular armor
 belonged to Indeera Lakhan, the group's most decorated officer and second in
 command.  The suit is named for her, though how it came to part her company
 in unknown.

 STATISTICS:

 Armor Class: 6
 Weight: 5
 Requires: 4 Strength
 Not Usable By:
  Mage


LEAT04 - Studded Leather Armor

 Studded leather armor has little in common with normal leather armor.
 Instead of a hardened shell, studded leather offers hundreds of metal rivets
 affixed to a supple backing.  The numerous studs form a flexible coat of
 metal that helps to turn aside slashing and cutting attacks, while the
 leather is little more than a means of securing the rivets in place.

 STATISTICS:

 Armor Class: 7
 Weight: 25
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT05 - Studded Leather Armor +1

 Studded leather armor has little in common with normal leather armor.
 Instead of a hardened shell, studded leather offers hundreds of metal rivets
 affixed to a supple backing.  The numerous studs form a flexible coat of
 metal that helps to turn aside slashing and cutting attacks, while the
 leather is little more than a means of securing the rivets in place.

 STATISTICS:

 Armor Class: 6
 Weight: 15
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT06 - Studded Leather Armor +2, missile attraction

 Cursed Studded Leather
 This odd looking suit of studded leather cannot be removed once put on,
 except under intervention by a sorcerer.  While improving the protection
 against all melee weapons, this armor actually becomes a target for missile
 weapons, and hence so does its wearer.  The choice is simple, deadly arrows
 or deadly swords.

 STATISTICS:

 Armor Class: 5  (15 vs. missile weapons)
 Weight: 8
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT07 - Studded Leather Armor +2

 This armor is the standard armor given out to griffin riders and other
 warriors who use mounted steeds.  It is lightweight but offers good
 protection, especially with the extra magical protections crafted upon it.

 STATISTICS:

 Armor Class: 5
 Weight: 8
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT08 - Shadow Armor

 Shadow armor is studded leather armor created for use by the Shadowmasters of
 Amn.  The Shadowmasters are of the highest order within the Shadow Thief
 hierarchy.  It is +3 studded leather armor that melds into shadows.

 STATISTICS:

 Armor Class: 4
 Special:  +15% Hide in Shadows
 Weight: 8
 Requires: 6 Strength
 Only Usable By:
 Thief (single, multi and dual class)


LEAT09 - Karajah's Leather Armor

 Leather Armor +3: Karajah's Life and Death
 Karajah was Calimshan's champion of pit fighting for a full decade, and
 seemingly unbeatable.  His success, or so he claimed, was due to the mobility
 that his light armor afforded him.  He may well have been unaware of the
 suit's other qualities, but his peers ignored his claims of ignorance when
 enchantments were discovered.  The armor survived the subsequent beating,
 whereas Karajah did not.

 STATISTICS:

 Armor Class: 5
 Weight: 4
 Requires: 3 Strength
 Not usable by:
  Mage


LEAT10 - Hide Armor

 Hide Armor is made from the thick skin of large animals (elephants, for
 example) or layers of thinner, more common leather.  It is considered too
 cumbersome for use in advanced human cultures, but is common among more
 barbaric humanoids.  It offers better protection than normal leather, but can
 be hard to maintain, often resulting in an offensive odor or shoddy </pre><pre id="faqspan-7">
 appearance that prevents effective use.  Thieves can wear this armor, but it
 has a negative effect on their abilities.

 STATISTICS:

 Armor Class: 6
 Move Silently: -20
 Lock Picking: -10
 Find/Remove Traps: -10
 Pick Pockets: -10
 Weight: 40
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT11 - Leather Armor +2

 Basic armor made of thick, wax or water-hardened leather.  It is sturdy
 protection, not supple like boots or a cloak.  Soft garment leathers like
 that would offer no more protection than common clothing.  Magical
 enchantments have improved the protective abilities of this particular suit.

 STATISTICS:

 Armor Class: 6
 Weight: 5
 Requires: 4 Strength
 Not Usable By:
  Mage


LEAT12 - Leather Armor +3

 Basic armor made of thick, wax or water-hardened leather.  It is sturdy
 protection, not supple like boots or a cloak.  Soft garment leathers like
 that would offer no more protection than common clothing.  Magical
 enchantments have improved the protective abilities of this particular suit.

 STATISTICS:

 Armor Class: 5
 Weight: 4
 Requires: 3 Strength
 Not Usable By:
  Mage


LEAT13 - Skin of the Ghoul +4

 A clever thief, Damien Oneknife always tried to gain from the assets of his
 enemies, no matter the circumstances.  After an intense battle with several
 ghouls in which two of his companions perished, Damien decided to even the
 odds in future encounters.  He skinned one of the undead creatures and
 brought the hide to a halfling armorer talented in enchanting leather.  When
 the suit was finished it was magically protective against physical attacks
 and paralyzation.  Not very epic perhaps, but practical.

 STATISTICS:

 Bonuses: +3 bonus to all saves vs. paralyzation/poison
 Armor Class: 4
 Weight: 4
 Requires: 3 Strength
 Not Usable By:
  Mage


LEAT14 - The Night's Gift +5

 Originally blessed by Shar, this armor has a long and interesting history.
 Only the greatest of thieves have ever owned this heavily enchanted armor.
 The essence of night has been woven into the dark set of armor so that it
 feels like normal armor but encloses the wearer in a mass of twisting
 shadows.

 STATISTICS:

 Bonuses: +20% to hide in shadows
 Armor Class: 3
 Weight: 5
 Requires: 3 Strength
 Not Usable By:
  Mage


LEAT15 - Studded Leather Armor +2

 This armor is the standard armor given out to griffin riders and other
 warriors who use mounted steeds.  It is lightweight but offers good
 protection, especially with the extra magical protections crafted upon it.

 STATISTICS:

 Armor Class: 5
 Weight: 8
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT16 - Orc Leather +3

 This ghastly armor was taken from an orc camp destroyed by barbarians.
 Instead of standard metal rivets, like normal studded leather, this orc
 leather is instead laced with hundreds of fire hardened bones.  Finger bones,
 ribs, and skulls cover the armor, acting much like the traditional metal
 rivets.  Powerful orcish enchantments give the armor special resistance to
 missile attacks, but the repulsiveness of the armor reduces the wearers
 charisma.

 STATISTICS:

 Bonuses: +10% Resistance to missile attacks
 Penalties: -1 to Charisma
 Armor Class: 4
 Weight: 7
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT17 - Armor of Deep Night +4

 Enchanted ebony rivets adorn the black leather of this armor.  Umberlee the
 Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer
 Looxil.  The assassination pleased  Umberlee, for Looxil had betrayed her in
 years past. Dami Darn died years later, a knife to the back from her
 successor in the thieves' guild.

 STATISTICS:

 Armor Class: 3
 Weight: 7
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT18 - Armor of the Viper +5

 This armor's namesake is a serpent only in manner, referring to the Drow
 assassin Raroh.  Poison was his trademark, and when he discovered this suit's
 susceptibility to venom, he gifted it to Avlorm, a promising novice assassin
 within his own guild.  When Avlorm's power eventually threatened his own,
 Raroh easily dispatched him, thanks to the weakness of the armor he still
 wore.

 STATISTICS:

 Penalties: -2 penalty to all saves vs. poison/paralyzation
 Armor Class: 2
 Weight: 6
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT19 - Shadow Dragon Scale

 This suit of armor is formed from interlocking shadow dragon scales.  Elegant
 workmanship and practical considerations make this armor both beautiful and
 useful.  The shadow dragon scales grant the wearer extra protection from
 acid.

 STATISTICS:

 Bonuses: +50% Resistance to Acid
 Armor Class: 1
 Weight: 10
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT20 - Aeger's Hide +3

 This heavy and thick bear hide is all that remains of the fabled Aeger.
 Several hundred years ago the Aeger, a giant bear, terrorized hundreds of
 small villages up and down the Sword Coast.  The bear was invulnerable to
 fire, cold or acid.  Finally the young men and women of several villages
 banded together, forming a militia almost two hundred people strong.  The
 Aeger was surrounded and finally slain.  Less than a dozen villagers
 survived, and they carved the Aeger's hide amongst themselves.  Out of one of
 the pieces this armor was created.

 STATISTICS:

 Bonuses: +15% resistance to fire, cold, and acid
                 Immune to Confusion
 Armor Class: 3
 Weight: 35
 Requires: 6 Strength
 Not Usable By:
  Mage


LEAT21 - Human Flesh +5

 Made from human skin and treated with the blood of a noble dragon, this armor
 emits the stench of bitter death. The malevolent armor can only be used by a
 truly evil person.

 STATISTICS:

 Armor Class: 3
 Saving Throws:  +4 bonus
 Magic Resistance:  20% bonus
 Weight: 5
 Requires: 3 Strength
 Not usable by:
  Mage
  Non-Evil Characters


LEAT22 - Human Flesh

 This is a tunic made from the badly sewn together human flesh that you took
 from the Tanner's house in the Bridge District. If completed it may make
 serviceable armor, albeit only the most evil of humans could wear such a vile
 item.


LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal)

 Fashioned by the Hierophant Wassalia before she chose to forever dwell on the
 Elemental Plane of Fire, this suit of armor is not covered by typical metal
 studs but by heavy red thorns.

 STATISTICS:
 Thorn Damage - each successful hit on the wearer inflicts 1d4 points of fire
 damage to the attacker

 Armor Class: 1
 Weight: 5
 Requires: 6 Strength
 Not Usable By:
  Mage
  Monk


LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal)

 Created for the Grandmaster Assassin Vita Muerte, this suit not only provided
 protection but also enabled Vita to better pursue her fleeing victims... as
 the unfortunate wizard who fashioned this item for the ruthless killer soon
 learned.

 STATISTICS:

 Abilities: Increase movement rate as Boots of Speed

 Armor Class: 1
 Weight: 5
 Requires: 6 Strength
 Not Usable By:
  Mage
  Monk


-------------------------------------------------------------------------------
MISC:
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AERIEBAB - Aerie's Baby (Throne of Bhaal)
AMSOUL01 - Malla's Soul Stone (Throne of Bhaal)
BOTSMITH - Summons Cespenar (Throne of Bhaal)

DECK   - Deck of Many Things (Throne of Bhaal)

 Each card in this deck is a metallic plate, each adorned with a distinct
 portrait of its own.  The card shimmers with power, and while each Deck of
 Many Things is different, all legends agree that this kind of artifact holds
 great power and is not to be used lightly.  The exact contents and powers of
 the deck cannot be known unless the cards are drawn...but once drawn, the
 effect on the user is irreversible.  Supposedly, a Deck of Many Things can
 only be used so many times until it disappears and moves elsewhere in the
 multiverse...for what reason, no-one knows.


FIGURE01 - Shakti Figurine (Throne of Bhaal)

 This statue is a replica of a fierce gladiator, wielding a blade in each
 hand.  By invoking this figurine, the user temporarily transforms themselves
 into a blue armored warrior wielding a magical shortsword.

 STATISTICS:

 Usable once per day
 Duration: 4 rounds
 Set AC to -5
 Hastes user
 Attack twice per round with a +4 shortsword as if possessing 2 proficiency
 slots in shortsword

 Not Usable By:
 Fighters


GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal)
GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal)
GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal)
GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal)

C6LANTHO - The Lanthorn

 The Rhynn Lanthorn is an artifact from ruined Myth Rhynn. It was highly
 prized by the city's rulers as it shone through all falsehoods and illusions.
 The device, with the lenses in place, can dispel the illusions that hide
 Suldanessellar.


                                          All of these rings function as
                                     ___  if the spell had been cast
MAGE01 - Ring of Invisibility            | which means magic resistance
MAGE02 - Ring of Barkskin                | can stop the effects.  Ignore
MAGE03 - Ring of Mirror Image            |_the fact that the titles of
MAGE04 - Pseudo Ring of Blur             | these items may be missing from
MAGE05 - Pseudo Ring of Free Action      | the descriptions and none of
MAGE06 - Ring of Haste                ___| them have names as such - they
                                          just look like scrolls. THEY DO
        WORK !!!  You need to be careful though as the effects do not
        carry over from saved games like the proper rings do.  This means
        when you load a game you need to take the ring off and put it
        back on again for the effect to work. But some of them are worth
        it.

        Exceptions:  The Pseudo rings do not function i.e. no bonuses at
        all that I can detect.  But the ring of blur does change the
        sprite of your character like the spell does (which I like).  The
        other rings work fine.    (from Kelvin Groves)

MISC01 - Winter Wolf Pelt
MISC02 - Mirror
MISC03 - Small Box
MISC04 - Bassilus' Holy Symbol
MISC07 - Gold Piece
MISC12 - Ankheg Shell
MISC13 - Samuel (body)
MISC16 - Fire Agate Gem
MISC17 - Lynx Eye Gem
MISC18 - Sunstone Gem
MISC19 - Turquoise Gem
MISC1A - Bottle of Wine
MISC1B - Butter Knife of Balduran
MISC1C - Sea Charts
MISC1E - Evan's Body
MISC1F - Dradeel's Spell Book
MISC1G - Farthing's Dolly
MISC1H - Gong Mallet
MISC1I - Belladonna flowers
MISC1J - Glittering Beljuril Gemstone
MISC20 - Bloodstone Gem
MISC21 - Skydrop Gem
MISC22 - Andar Gem
MISC23 - Jasper Gem
MISC24 - Tchazar Gem
MISC25 - Zircon Gem
MISC26 - Iol Gem
MISC27 - Moonstone Gem
MISC28 - Waterstar Gem
MISC29 - Ziose Gem
MISC2A - Doppelganger Wardstone
MISC2B - Level 1 Exit Wardstone
MISC2C - Islanne Wardstone
MISC2D - Kiel Wardstone
MISC2E - Fuernebol Wardstone
MISC2F - Teleportation Wardstone
MISC2G - Level 2 Exit Wardstone
MISC2I - Wardstone Forgery
MISC2K - Compass Wardstone
MISC2L - Bone Wardstone
MISC2M - Dwarven Rune 1 Wardstone
MISC2N - Dwarven Rune 2 Wardstone
MISC2O - Lock of hair from Kirinhale
MISC2P - Harp of ?
MISC30 - Chrysoberyl Gem
MISC31 - Star Diopside Gem
MISC32 - Shandon Gem
MISC33 - Aquamarine Gem
MISC34 - Garnet Gem
MISC35 - Horn Coral Gem
MISC36 - Pearl
MISC37 - Sphene Gem
MISC38 - Black Opal
MISC39 - Water Opal
MISC3A - Book of Infinite Spells (Fireball)
MISC3A1 - Book of Infinite Spells (Invisibility)
MISC3A2 - Book of Infinite Spells (Protection from Evil)
MISC3A3 - Book of Infinite Spells (True Seeing)
MISC3A4 - Book of Infinite Spells (Farsight)
MISC3A5 - Book of Infinite Spells (Spell Turning)
MISC3A6 - Book of Infinite Spells (Wyvern Call)
MISC3A7 - Book of Infinite Spells (Stinking Cloud)
MISC3A8 - Book of Infinite Spells (Lightning Bolt)
MISC3A9 - Book of Infinite Spells (Burning Hands)

MISC3C - Efreeti Bottle

 When this bottle is rubbed an efreeti will appear.  The efreeti will attack
 any enemies of the user, staying for up to ten rounds.

 STATISTICS:

 Special Abilities:  Summons an Efreeti once a day


MISC3D - Golden Lion Figurine

 This small figurine is a perfect replication, in miniature of a lion.  When
 the command word is spoken, the lion grows to normal proportions, becoming a
 living, breathing giant cat.  The lion obeys the summoner's commands.  The
 lion remains for five minutes, or until slain, at which point it once again
 becomes a figurine.

 STATISTICS

 Special Abilities:  Summons a lion for five minutes, once each day


MISC3E - Black Spider Figurine

 This black spider figurine fits in the palm of your hand.  When the command
 word is spoken the figurine comes to life as a semi-intelligent spider called
 Kitthix.  The spider will obey its master's commands for the duration of the
 spell or until slain.  After five minutes, regardless of whether the spider
 lived or died, the figurine returns.  It takes a day to recharge the
 figurine.

 STATISTICS

 Special Abilities: Summons a huge spider for five minutes, once each day. The
 spider can Phase during combat. Kitthix can also use it's Web Tangle ability,
 which sprays a stream of webbing at one target. If the target fails its save,
 it will be held by the webbing for 2 rounds. Kitthix's melee attack is
 poisonous.


MISC3F - Jade Hound

 The origin of this item is tied to a melancholy ode popular in human taverns,
 about a young elven boy lost in a great wood. A spirit supposedly befriended
 him, providing companionship through the astral hound summoned by this
 figurine, but the boy eventually succumbed to loneliness anyway. Critics may
 ask how an elf could get lost in his own wood, but that and other
 discrepancies have not stopped the story from being retold. The item's real
 history has been buried beneath the fiction.

 STATISTICS

 Special Abilities: Summon Astral Hound for five minutes, once each day, with
 the following abilities:
  1 and 1/2 attacks per round for 2d4, 20% chance to Level Drain, 20% chance to
  Slow, non-cumulative.


MISC3H - Horn of Blasting

 While many army engineers spent their time perfecting siege equipment, Julius
 Baggar delved into magical tomes for his engineering insights.  Therein he
 found ancient scriptures that detailed how to make, control, and wield sound
 waves.  The Horn of Blasting was his first and only attempt at taking the
 theoretical magical knowledge to create a practical new technology.  An
 apprentice blew through the Horn, aimed in the direction of Julius who
 insisted on a 'useful experiment'.  The resulting shockwave that emanated
 from the horn, first stunned and then tore poor Julius apart.

 STATISTICS

 Special Abilities (once per day): Sonic wave, everyone in area takes 2-20 hit
 points damage and are stunned for two rounds (save vs. paralyzation for half
 and to avoid being stunned)


MISC3I - Silver Horn of Valhalla

 In the halls of Valhalla rest the most valiant of warriors.  Their service to
 war during their lives has rewarded them with honored positions in Valhalla.
 As part of their service these warriors must offer their service to any who
 blow a horn of Valhalla.  This horn will summon forth a fifth level berserk
 warrior who will fight for the summoner for one minute.  The horn may be used
 once per day.


MISC3J - Bronze Horn of Valhalla

 In the halls of Valhalla rest the most valiant of warriors.  Their service to
 war during their lives has rewarded them with honored positions in Valhalla.
 As part of their service these warriors must offer their service to any who
 blow a horn of Valhalla.  This horn will summon forth a seventh level berserk
 warrior who will fight for the summoner for one minute.  The horn may be used
 once per day.


MISC3K - Iron Horn of Valhalla

 In the halls of Valhalla rest the most valiant of warriors.  Their service to
 war during their lives has rewarded them with honored positions in Valhalla.
 As part of their service these warriors must offer their service to any who
 blow a horn of Valhalla.  This horn will summon forth a ninth level berserk
 warrior who will fight for the summoner for one minute. The horn may be used
 once per day.


MISC3L - Horn of Silence

 When this odd horn is blown no sound issues forth, making most people discard
 it as being useless.  However if the proper command word is known the horn is
 capable of silencing all within the area of  effect, providing that they fail
 a saving throw versus breath weapons.  This horn may be used three times a
 day.  The most common use of the Horn of Silence is a weapon against mages.
 Fighters often employ the horn, silencing enemy mages and drastically
 improving their own chances of success against the frail magic users.

 STATISTICS

 Special Abilities: Silence everyone in area (unless they make a saving throw
 vs. breath weapon) for one minute


MISC3M - Harp of Discord

 Even the most talented bard cannot get this harp to play in tune.  Each
 stroke of the harp's strings results in a harsh, off-key note.  If the bard
 attempts to play a proper ballad upon the harp, its magical effects are
 released.  All creatures, other than the bard and his/her party must make a
 saving throw vs. spells or be confused for thirty seconds.

 STATISTICS

 Special Abilities:  3 times a day can cause confusion to all creatures within
 listening range (save vs. spells to avoid the confusion).  The bard and
 fellow party members are not affected by the confusion.

 Usable By
  Bards


MISC3N - Azlaer's Harp

 In the twisted court of Azlaer a bizarre ritual was enacted every night of
 the full moon.  Within Azlaer's massive palace lay an courtyard open to the
 sky above.  This courtyard housed a large pool full of man eating sharks.
 For amusement Azlaer would invite well known citizens from nearby towns to
 his estate for an evening of dining and entertainment.

 This entertainment consisted of Azlaer playing this harp, the effects of
 which removed any fear from his guests.  Randomly Azlaer would single out a
 guest and have him or her walk into the shark filled pool.  When in a
 particularly sadistic mood Azlaer would first toss in blood, inciting the
 sharks into a frenzy that ended with the death of the helpless guest.

 Devotees of Helm finally lashed out against Azlaer and his cruel practices,
 destroying the estate, slaying Azlaer and appropriating the harp for more
 beneficial uses.

 STATISTICS

 Special Abilities:  Dispel Fear
  Area of Effect: 30 foot radius
 Usable By
  Bards


MISC3O - Methild's Harp

 In a valley far from most civilized lands there once was a tiny kingdom
 called Chilldion.  One winter evening a trio of evil witches overtook the
 valley and imprisoned the royal family by casting spells of holding upon
 them.  The witches planned to eat the family one by one.  Later that evening,
 the witches were exhausted after a hard day of slaying innocents and
 desecrating the palace, so they called for the court bard to play them a
 song.  Methild the bard was loyal to his king and the king's family and so he
 used the special powers of his magic harp.

 As he played he focussed his attention first on the king.  As the song played
 on, the spell of holding upon the king dissipated, and the noble liege slowly
 crept away.  One by one Methild freed his patrons, being careful to keep the
 witches attention drawn his way.  Finally, once all the family was free, the
 bard could play no longer and the witches saw his treachery.  Poor Methild,
 unlike his lieges, did not escape and was served on the supper table in their
 place.

 STATISTICS

 Special Abilities:  Three times a day the harp can dispel hold-like effects
                     on a single target.
 Usable By
  Bards


MISC3P - Glasses of Identification

 Wearing these glasses allows the user to see magical items as they truly are.
 The proper instructions to activate the object appear like floating words
 before the wearer of these glasses.  The glasses may be used three times per
 day.  The glasses act much like a scroll of identify, in that to identify an
 item you right-click on that item.  A menu will appear and from here you
 choose the 'scroll' option.  The item will now be identified.


MISC40 - Moonbar Gem
MISC41 - Star Sapphire
MISC42 - Diamond
MISC43 - Emerald
MISC44 - Kings Tears
MISC45 - Rogue Stone
MISC47 - Golden Pantaloons
MISC48 - Idol
MISC49 - Melicamp the Chicken
MISC4A - Activation Stone
MISC4C - Air Elemental Statue
MISC4D - The Genie's Flask
MISC4E - Energy Cells
MISC4N - Acorns

 These are the dryads' magical acorns that you've obtained off of the duergar
 leader, Ilyich.


MISC4T - Letter of Transfer

 This is a letter given to you by Renal Bloodscalp. It will gain access to
 Mae'Var's guildhouse so that you may infiltrate his guild and find proof of
 his treachery.


MISC4U - Embarl's Dagger

 Embarl's Dagger will prove to Mae'Var that Embarl has been 'dealt with.'


MISC4V - Mae'Var's Letter

 A letter from Mae'Var to the Night Knives assassins requesting the death of
 Renal Bloodscalp. This is just the kind of proof that Renal requires.


MISC4W - Edwin's Documents

 These documents were obtained from a merchant called Marcus at the request of
 Edwin. Edwin has made it clear that the contents are none of your business.


MISC4X - Statuette of Lathander

 A beautiful depiction of the Morninglord. The statue is primarily silver
 adorned with sunstones and emeralds.


MISC4Y - Necklace of Talos

 This necklace is made of heavy discs strung together with wire. The central
 disk is made of silver and inlaid with the symbol of chaos.


MISC50 - Skull
MISC51 - Lock of Nymph's Hair
MISC52 - Wyvern Head
MISC53 - Bowl of Water Elemental Control
MISC54 - Child's Body
MISC55 - Duke Eltan's Body
MISC56 - Broken Weapon
MISC57 - Broken Shield
MISC58 - Broken Armor
MISC59 - Broken Miscellaneous

MISC5A - Rift Device Part

 This is the first part of the Rift Device rod. This section of the rod is
 highly coveted by the Unseeing Eye.


MISC5B - Rift Device Part 2

 This is the second half of the Rift Device Rod. The completed Rod may be used
 for the destruction of the Unseeing Eye.


MISC5C - Rift Device

 The mysterious Rift Device.
 This rod is said to be so destructive that it was cursed by the gods and
 buried deep within the Earth. The ancient god Amaunator and his worshippers
 were charged with the task of guarding it. Amaunator's fading Avatar has
 allowed you to use it with the expressed purpose of destroying the Unseeing
 Eye. The Avatar asked that you return it when your task is done, as it would
 be exceptionally dangerous to bring this device above ground.


MISC5D - Harper Bird

 From what the Spectral Harpists have said, you gather that this bird was once
 poor Montaron. This would be what Xzar is looking for.


MISC5E - Harper Amulet

 All of the Harpers that you have met in this area were wearing one of these
 amulets. Perhaps it somehow identifies one as being a Harper. Could there be
 a section of this building that can only be accessed by Harpers?


MISC5F - Renfeld's Body

 Renfeld asked that you take him or his remains to a man named Rylock in the
 Docks District.


MISC5G - Exotic Hide

 This leather is thick and coarse, unlike even the heaviest hide from a cow or
 another domesticated animal.  The creature this came off of must be exotic
 indeed.


MISC5H - Guril Berries

 These berries are a potential clue to solving the murders in the Bridge
 District. Take them to Rose Bouquet to see if she recognizes the smell.


MISC5I - Am-si's Key

 This is the key that was found on Am-si's body. You suspect that it opens the
 door to his dwelling.


MISC5J - Writ of Innocence

 This Writ decrees the innocence of Haer'Dalis in the murder of Acton Balthis.
 It is signed by Chief Inspector Brega. You may use it to obtain Haer-Dalis'
 freedom from the city jail.


MISC5K - Illithium Ore (200 pounds)

 This is 200 stones of pure illithium ore. Illithium is renowned for both its
 luster and its unique property of never becoming soiled.


MISC5L - Littleman The Stuffed Bear

 This is a simple stuffed children's bear. It depicts the mischevious
 Littleman from halfling legend.


MISC5M - Inspector's Body

 It's somewhat difficult to tell but you suspect that this is the body of
 Inspector Aegisfield. It looks as if the tanner caught him off guard when the
 inspector entered the house to investigate your findings.


MISC5N - Piece of Red Cloth

 This is a piece of red cloth that Tirdir claimed to have torn off of his
 captor's clothing. Perhaps you should keep watch for a man in red as you move
 through the city.


MISC5O - Silver Pantaloons

 A high quality pair of silver pantaloons. This was the ransom paid by Welther
 for the release of Lady Elgea.


MISC5P - Ransom Note

 We will honor your demands in exchange for the release of the Lady Elgea. As
 per your request, I will meet you in front of the Copper Coronet after
 nightfall and I will bring the ransom.

 Welther


MISC5Q - Blood of Quallo's Friend

 A vial of blood collected from Quallo's pet carrion crawler. You can't help
 feeling guilty for having had to kill his true friend.


MISC5R - The Lover's Ring

 This is the ring that you've obtained from two entwined skeletons. It was on
 the finger of the woman's remains.


MISC5S - Hand

 This is a desiccated hand that you found in the sewers. Despite the moisture
 the flesh has not rotted away.


MISC5T - Shaman's Staff

 This is a Staff of Goodberries that belonged to the Kobold Shaman in the
 sewers below the slums.

 STATISTICS

 Abilities
  Create Goodberries once per day
 Damage:  1D6
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed


MISC5U - Montaron's Body

 This is the body of Montaron, the compatriot of Xzar the wizard. It looks as
 if the Harpers hid it so that they could trick Xzar into taking the bird that
 became his demise.


MISC5V - Lock of Jaheira's Hair

 This is a lock of Jaheira's hair. Somehow, this was used by the Baron to
 curse her.


MISC5W - Keepsake Locket

 This is a well-crafted locket, obviously made with care, and typical of
 keepsake items often given to loved ones. A minor enchantment has attempted
 to capture the likeness of both <CHARNAME> and Jaheira within, making it a
 thoughtful gift of remembrance. One side has suffered some smudging, but it
 is a sweet gift nonetheless.


MISC5X - Harper Pin

 A Harper Pin is a treasured item, signifying that the bearer is an honored
 and trusted member of the Harpers. It grants the wearer exceptional
 protection against many different kinds of attacks. They are not attuned to
 any particular person, but you would be hard pressed to find someone that
 would lend such an item or even let it out of their sight. It is quite
 literally a badge of honor.

 STATISTICS

 Equipped Abilities:
   +5 bonus on saves vs. spells
   Non-Detection
   Immune to Magic Missile
   100% Resistance to Electricity


MISC5Y - Jaheira's Note

MISC5Z - Rift Device (used)

 After having used the Rift Device, it cannot be used again due to the curse
 put upon it. The Avatar who gave it to you asked that you return it to him
 when you have used it to help defeat the Unseeing Eye.


MISC60 - Spider Body
MISC61 - Bottle of Wine
MISC62 - Dead Cat
MISC63 - Chew Toy
MISC64 - Telescope
MISC65 - Brage's Body
MISC66 - Farmer Brun's son (DEAD)
MISC67 - Brun's Dead Son
MISC68 - Abela the Nymph
MISC69 - Helshara's Artifact Fragment

MISC6A - Tanner's Letter

 I am bid to write this by those we serve.
 You who carry out the work, I am your humble servant. When at last you need
 the final ingredient for the grand project, I shall be the one that brings it
 to you. Seek me out in the hills of Umar, and signal your identity with the
 purchase of the book, The History of the Zhentarim. This will identify you,
 for I do not know your name, nor should I. The need for security is
 paramount, so you must also utter my secret name, constructed from the name
 of your immediate master. There will be no mistake with this method.

 Our names are the same in their scale and their cut.
 The last of his begins just as the first of mine.
 The second of my first is the second of his first, though regressed a full
 four steps.
 The third of my first is four more than the last of his first.
 The entire last of my first is the last of his first, except the first one of
 these is the first of my last.
 The first of his last is mine plus one.
 The next of my last is the last of his first plus one.
 The last of my last are third and second, coming in first for him.

 I am sorry for such games, but it is certain that only you shall know this. I
 await your arrival.


MISC6B - Dennis' Mother's Gong

 This gong has seen better days. It's covered with a thin layer of cow dung
 that you can never seem to wash off. It does have a pleasant ring despite the
 manure.


MISC6C - Guril Berries

 These are one of the two types of berries that you have obtained from Bel
 Dalemark. Rose Bouquet has said that the berries smell something like a man
 who may be the murderer that stalks the Bridge District. She would like to
 smell them again to be sure.


MISC6D - Solik Berries

 These are one of the two types of berries that you have obtained from Bel
 Dalemark. Rose Bouquet has said that the berries smell something like a man
 who may be the murderer that stalks the Bridge District. She would like to
 smell them again to be sure.


MISC6E - Oak Bark

 This is a wide piece of oak bark. Bel Dalemark has mentioned that oak bark is
 used to make tannin, a necessary ingredient in the tanning of animal hides.


MISC6F - Quataris' Confession

 This scroll contains a brief confession written by Quataris. You can use this
 confession to have Haer'Dalis cleared. The scroll reads like this:

 "I, Quataris, do hearby swear that I have, with Malice and Forethought,
 framed one Haer'Dalis for the Theft of a certain Bust of Sune. I obtained the
 services of one Janos to steal the Bust for me. In doing so, he took the
 Appearance of Haer'Dalis and, without my knowledge or consent, most foully
 Murdered the Owner of the Bust, the gentleman Acton Balthis. I swear the
 Events within this Letter to be True and Clear."

 The scroll is signed in the cramped quill-work of Quataris.


MISC6G - Bust of Sune

 A small but exquisite bust depicting the goddess, Sune. It was found in the
 possession of a shady art dealer called Quataris.


MISC6H - Mekrath's Mirror

 An elegant, gold-framed mirror. This mirror, although broken, still exudes an
 aura of power. It is obviously the mirror that Mekrath has asked you to
 obtain.


MISC6I - Anarg's Cup

 The golden finish of this large goblet shines brightly as you turn the cup
 over in your hands.  The cold metal bears a simple inscription, 'Anarg the
 Fearless'.  The cup had been presented to him for faithful service to the
 Most Noble Order of the Radiant Heart.  It is a badge of honor for Anarg and
 losing it was a blow to his pride, only serving to further fuel his anger
 over losing his paladin status.


MISC6J - Golem Head

 This is a humanoid head made of darkened iron.


MISC6K - Golem Arm

 This is a long, iron arm. It is useless without a body.


MISC6L - Golem Brain

 This is effectively the 'brain' for an iron golem. It is actually an
 enchanted artifact that whirls and hums with a life of its own.


MISC6M - Demon Heart

 No one said that demon hearts were supposed to be pretty, but you certainly
 weren't expecting this mushy, fleshy bag of vileness.  Heavy and wet, the
 organ still beats, and even stuffed away with your belongings you hear the
 dreadful thub-dub.  Every now and then you must check to make sure it has not
 bounced free of your pack.


MISC6N, MISC6O - Sun Gem

 This round and polished stone glows with a fierce light and seems to dispel
 the shadows around you.


MISC6P - Shadow Dragon Wardstone

 This wardstone is a virtual area of darkness, and seems to suck the very
 light from space around it. The shape of the stone is hard to discern,
 cloaked in shadow as it is.


MISC6Q - Amuana's Bones

 These are the bones of the child-prophetess Amuana. The bones have been
 defiled and gnawed-upon by the shadow wolves.


MISC6R - Note to Order

 Here in this note I beseech the noble knights of the Most Radiant Heart to
 answer my call of desperation. There are, at this moment, beasts of huge size
 and ferocity rampaging on my lands. Ogres and their fell kin have killed my
 peoples and tenants, and I have not the means to rout them. For all that is
 good, will you decend upon them with your righteousness?  I await your
 response.

 Lord Jierdan Firkraag


MISC6S - Chunk of Illithium Alloy

 This chunk of alloy was created for you by Jerlia the Ore Merchant. You hope
 that it will do in the stead of real ore which is nearly impossible to
 obtain. Jerlia assures you that Sir Sarles will not tell the difference. As
 to the alloy itself, it has an... interesting shape that looks vaguely like
 something though you can't put your finger on what that something might be.


MISC6T - Planar Stone

 This is a Planar Stone, an item of some power. The gem can open a lesser
 conduit between the planes for those that know how to use it. However, planar
 travel by this means isn't as safe as spells of similar nature. Raelis Shai
 from the Five Flagons Tavern in the Bridge District is said to desire the gem
 and will reward whomever brings it to her.


MISC6U - Firkraag's Challenge

 <CHARNAME>, I give you the opportunity to earn back your honor, and more.
 This game is interesting, but it drags on and on. Come, let us meet and
 decide who is the better 'person.' In the Northeast is our battleground. You
 will know it to see it. Yes, I think you will know.


MISC6V - Smuggled Shipment

 This is the shipment that Bodhi has asked you to procure for her. The crate
 is filled with sharpened wooden stakes. Each stake comes with a vial of what
 seems to be mere water. Why anyone would smuggle these things into the city
 remains a mystery. Why they would need them at all is even more of a puzzle.


MISC6W - Wooden Stake

 A sharpened, wooden stake that is marked with the holy symbols of Selune.
 Legend has it that staking a vampire will put them permanently to rest...
 although likely the vampire would have to be immobile (at rest) in order to
 do so properly.


MISC6X - Portal Gem

 A portal gem is used to open up portals between the planes. Few know how to
 use these gems and they are said to occasionally have undesirable side
 effects. This particular gem was found on an altar in the house of Mekrath.


MISC6Y - Mimic's Blood

 The blood of a mimic which you have killed. Mimic's blood is often used in
 the creation of golems.


MISC6Z - Beljuril

 Normally a deep, pleasant seawater green, beljurils periodically blaze with a
 glittering, winking, flashing light.  Although this particular stone has a
 slightly different hue, perhaps a new strain, rarely if ever seen before.  It
 looks incredibly valuable.


MISC70 - Delorna's Statue
MISC71 - Delorna's Spellbook

MISC72 - The Claw of Kazgaroth

 Little is known about this item, other than that the claw itself was taken
 from the corpse of the great beast Kazgaroth.  It has multiple enchantments
 that all become activated when the claw is worn as a ring.  The image of the
 wearer become blurred and more difficult to hit with weapons or target with
 spells.  It has one drawback however, as it seems to fuel its power with the
 blood of its wearer.  Because of this, the wearer of the claw will often be
 more sickly and therefore more susceptible to poisons.

 STATISTICS:

 Armor Class:  +1 bonus
 Missile Armor Class bonus:  +4 bonus
 Save vs Death:  -4 penalty
 Save vs Wands:  +3 bonus
 Save vs Polymorph:  +3 bonus
 Save vs Breath: +3 bonus
 Save vs Spells:  +3 bonus
 Constitution modifier:  -2 penalty


MISC73 - The Horn of Kazgaroth

 This horn is thought to be made from one of the tusks of the great beast
 Kazgaroth.  Who imbued it with enchantments is unknown, but it is a very
 potent item.  When blown upon, no sound issues from the horn.  Instead the
 user of the horn is incased in a globe of power for a short duration.  The
 bubble gives the user partial magic resistance and a saving throw bonus, as
 well as partially deflecting incoming missile attacks.  The effect only lasts
 18 seconds, and the horn draws from the life force of the user everytime it
 is used.

 STATISTICS:

 Immunity to first and second level spells
 Save vs Death:  +2
 Save vs Wands:  +2
 Save vs Polymorph:  +2
 Save vs Breath:  +2
 Save vs Spells:  +2
 Armor Class bonus vs missile attacks:  +5
 Damage done to user:  unknown
 Not Usable By:
 Cleric (any combination of cleric or druid cannot use this item)
 Druid
 Thief


MISC74 - The Candle
MISC76 - The Dream Potion
MISC77 - Skull of Kereph
MISC78 - Invitation
MISC79 - Female Body

 This is the discarded skin of the Tiris' girl Raissa. The skin dancers stole
 it from her and attempted to disguise themselves to hide their crimes.


MISC7A - Chicken
MISC7B - Chicken
MISC7C - Contact's Note

 Gracen,

 You have been given all the funds necessary for your duties, so you are to
 act without hesitation. The coin we have offered to the grave keeper should
 be more than sufficient to keep him out of the crypts. Funds must also be
 offered to keep the city exterminators from hunting the spiders. If they find
 that blasted Pai'Na and her pets, they cannot help but find us as well. See
 to these instructions with all haste.

 Lassal


MISC7D - Barl's Antidote
MISC7E - Fairy Dust
MISC7F - Ti'Vael's Head

MISC7G - Jaheira's note for <CHARNAME>

 <CHARNAME>,

 Goodbye. No sappy farewells or crying over how things must be; I do neither
 of these things well, nor would I wish to. I have made a decision; one that
 is not ideal, but it is necessary. I can go nowhere without this shadow, and
 I wish to leave it behind. I am returning to the Harper Hold that I might
 face judgement there. I will plead the case as we saw it for whatever they
 accuse, and if they do not see reason then I will suffer what I must.
 Galvarey had detractors as well as allies, so I believe I can end this in my
 favor. If not, at least it will be an end.

 I do not ask you to follow. I do this for myself, and there will be little or
 no gain for you. You may still be a target of violence, but perhaps their
 interest in you will wither beside the capture of a 'traitor.'

 For better or worse, I am taking control once more. I hope to see you again
 in better times.

 With Nature's love and mine,
 Jaheira


MISC7H - Umar Witch Project Journal

 This journal seems to be that of an apprentice mage, telling the tale of her
 expedition into the Umar Hills with two other apprentices in the search for
 evidence of the fabled witch.  The tale is hard to believe, but seems to
 relate the group's horror at getting lost and being hounded by an unseen
 predator during the nights.  The script is in a panicky, feminine hand and
 the last page can barely be made out as follows:

 "...sorry to Joshellus' mother. I'm sorry about what happened to Michaelus.
 There's something out here with us. We thought it to be peasants but peasants
 aren't this clever. Joshellus says its the witch.  I hear her when I sleep. I
 don't want to sleep. I don't want to sleep. I don't want..."

 The journal ends here.


MISC7I - Chaos Tome
MISC7J - Wand of Activation
MISC7K - Head of Cotirso
MISC7L - Valygar's Body

MISC7M - Corthala Tax Notice

 This is a tax assessment for one Valygar Corthala. It lists holdings in the
 city of Athkatla and a cabin in the Umar Hills.


MISC7N - Wand of Lightning

 The possessor of the wand can discharge six bolts of lightning.  As it passes
 through a creature, each bolt does 3d6 points of damage, with a save vs. wand
 for half damage.  The bolts will continue through the target and proceed to
 'rebound' until expended.  The wand may target up to six different enemies.

 STATISTICS:

 Effect:  Lightning bolt
 Damage:  3D6 (save vs. wands for half)
 Range:  100ft
 Area:  Path of bolt
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


MISC7O - Note (from Cragmoon)

 Dear Strachan,

 I am writing this as a warning, as one friend to another.  I may be too old
 to take part in all this adventuring business you young ones go on, but I can
 still be of some use.

 There be a man/woman in Athkatla by the name of <CHARNAME>...
 he/she's proven to be a danger to those that use magic, and has turned
 me in to the authorities here without provocation.  I am to be taken by the
 Cowled Wizards, but I will try to make my escape this eve.

 Heed this warning, and don't believe a word the fool says if you meet
 him/her.  And use your better judgement this time, boy.  Don't go and do
 something stupid, like seeking this <CHARNAME> out.  It's not worth it.  Just
 keep yourself safe.

                           Your friend,
                                Cragmoon


MISC7P - Tombelthen's Journal (first half)

 This is half of a page of parchment, yellowed with age.  Its ink is faded but
 still legible, and reads:

 "This land near the Umar Hills is rich with mithril deposits, and I notice
 many other prospectors have joined me here to plunder its riches.  So, too,
 have scoundrels and bandits been attracted to the area, and they prey
 mercilessly upon us.  I have found an excellent hiding place for my mithril
 cache, one which even those thieves will never be able to locate.  It is far
 to the east of the Imnesvale village, in a forest --"

 Beneath this section, the page is torn and jagged as if it has been ripped
 from its other half.


MISC7Q - Tombelthen's Journal (2nd half)

 This is half of a page of parchment, yellowed and crumbling with age and
 speckled with old stains.  The top of the page is torn and jagged, as if
 ripped from its other part.  Its ink is faded but still legible, however, and
 reads:

 "-- clearing in the south of the area, placed carefully within a standing
 column of rock.  These columns are common in this area, and this column is
 different only in that its clearing is surrounded by a copse of trees.
 I intend to send this journal on to my family, so that if I happen not to
 make it home, one of them might track down my cache and benefit from it.

   Idras Tombelthen"


MISC7R - Mithril Medallion

 This is a simple and craftless medallion made of pure mithril, obviously
 melted down and formed into this crude shape.  It is certainly no piece of
 art but its composition indicates some worth.


MISC7S - Lord Tombelthen's Note

 This is a simple note on old parchment that almost crumbles at the slightest
 touch.  The faded ink can still be read, however:

 "The mithril in this place is almost gone, and after all my years of
 prospecting, this is all I have to show for it.  My family will be
 disappointed.  I have heard of a new cache that has been discovered in one of
 the old local temples, and will take one more look before I journey back to
 the city.

                                                             Idras Tombelthen"


MISC7T - Moon Dog Figurine

 This Figurine of Wondrous Power that calls forth from the ether the moon dog
 Cerebus. Cerebus will obey the owner of the figurine if he so chooses. Unlike
 similar figurines, Cerebus serves through his desire to combat evil and
 forward the cause of righteousness and is not bound by the magic of the
 figurine.

 STATISTICS

 Special Abilities:
 Cerebus may be summoned once per day, for five minutes, and has the following
 innate powers:
 Moon Dog Howl: used once per summoning, the howl damages and instills fear in
 enemies who are evil, while also dispelling fear and casting Protection from
 Evil on party members.
 Healing Lick: heals 8 HP of damage and cures Disease, Deafness, Blindness and
 Poison.
 Moon Dog Sight: the moon dog can see through (and therefore dispel) all forms
 of illusion and invisibility, detecting traps and evil in the vicinity.
 Improved Invisibility: as per the spell
 Mirror Image: three times per day, as per the spell


MISC7U - Dog Stew

 Poor Rex, Sparky, Rover and Spot gave their lives so that this stew might be
 made. You've heard that dog meat is a favorite food of umber hulks.


MISC7V - Dog Meat

 A bloody piece of dog meat.


MISC7W - Lavok's Tome

 The tome is a mishmash of ideas, sketches and scribbles. One section on Iron
 Golem Creation draws your eye:

 "I am sick to the stomach with travelling the planes! Nearly every place I
 stop I manage to pick up some dangerous passenger that dents my guardian here
 when he goes to throw them out. Don't these demons and their ilk realize that
 iron golems are tedious to maintain? Regardless, he's nearly fixed now. If I
 can only remember where I've placed the arm and the head. I haven't really
 been feeling like myself lately. It's probably nothing.

 Note to self: once the other two golem parts are found, REMEMBER to START the
 FURNACE. Get some damned coal! Recall the unfortunate week spent dodging the
 baalor whilst agonizing over why the cursed activation machine wouldn't run!"

 The tome continues for a few more pages although the writing makes less and
 less sense. Lavok seems to have been going mad.


MISC7X - Mastery Orb

 If one only knew how to use it, this mastery orb would give power over any
 who wear a thrall collar. As it is, the only thing that you could do would be
 to find some way to destroy the orb and free the thralls.


MISC7Y - Thrall Collar

 This collar is used to dominate and enslave any individual who wears it. The
 slaves, or thralls, are usually controlled by the bearer of the Mastery Orb.
 Once worn, the collar's power cannot be broken except through the use of a
 Remove Curse spell or the destruction of the mastery orb.


MISC7Z - Coal
MISC80 - Male Body
MISC82 - Ancient Armor
MISC83 - Key to River Plug

MISC84 - Boo

 Boo is a fuzzy little hamster.  While Minsc believes that Boo is a miniature
 giant space hamster, you are rather certain that the tiny rodent is just a
 normal hamster.


MISC85 - Mulahey's Holy Symbol
MISC86 - Bandit Scalp
MISC87 - Contaminated Iron
MISC88 - Rabbit's Foot

MISC89 - Edwin's Amulet

 This is Edwin's birthright, inlaid with his family stone.


MISC8A - Note (for Shadow Thieves)

 Proclamation of warning to all guild members:
 The Shadow Council itself decrees that all chapters should be on their guard
 against the upstart assassins' guild usurping our membership. The lure of
 coin is naught but bait, and it is suspected that the end of those that have
 defected has been most bloody. No guild can rival the Shadow Thieves, so any
 that claim as such must have darker motives.
 You have been warned of the cost of treachery.


MISC8B - Note (for Shadow Thieves 2)

 The Shadow Thieves weaken day by day, and cannot even protect their own
 members from the night they claim to know so well. What do your guild dues
 pay for, besides the opulence of the Shadow Council? Join with us and receive
 what you know you are worth. We meet when the night is half past. You know
 the place.


MISC8C - Morn Ritual

 This scroll is a tutorial for the morning prayer ritual of a follower of the
 Sun God Amaunator.

 Know, my children, that when the holy rays strike the earth and dawn flows
 across the land like music, thou must offer the Morn Ritual that is pleasing
 to mine eyes and ears. Malign the Ritual at thy peril. Perform it only as I
 have written.

 (The first part of the ritual is smudged out. Perhaps you could deduce the
 action if you had the scrolls for the noon and evening rituals.)

 2) Hold the Holy Tome up to the Sun and my Power shall bless it.
 3) Reflect as thou perceive the victory of Light over the Dark.

 These are the things that please me.


MISC8D - Noontide Ritual

 This scroll is a tutorial for the noon prayer ritual of a follower of the Sun
 God Amaunator.

 Know, my children, that when the Sun displays the Marvel of my Work and rides
 high in the firmament above, thou must offer the Noontide Ritual which is
 pleasing to mine eyes and ears. Malign the Ritual at thy peril. Perform it
 only as I have written.

 1) Let thy voices sound the glorious songs of thy Lord.

 (The second part of the ritual has been inked out by the blackest of inks.
 Perhaps you could deduce the action by comparing this scroll with the rituals </pre><pre id="faqspan-8">
 for morning and night.)

 3) Rejoice on the Glory of the Light as it reigns over the Dark.

 These are the things that please me.


MISC8E - Dusk Ritual

 This scroll is a tutorial for the evening prayer ritual of a follower of the
 Sun God Amaunator.

 Know, my children, that when the sun at last moves on and the foul darkness
 engulfs the land, thou must offer the Ritual that is pleasing to mine eyes
 and ears. Do this that I should allow the Sun to rise again. Malign the
 Ritual if thou would live forever in darkness. Perform it only as I have
 written.

 1) Recite the Tenets of the Faith. They shall give you strength until I come
 again.
 2) Hold high your children that they may longer see the Sun before it slips
 beyond this realm. The Sun shall give them courage against the fears of the
 Night.

 (The third part of the ritual has been torn away. Perhaps you could deduce
 the action required from the morning and noon rituals.)


MISC8F - Playhouse Deed

 This deed gives the holder ownership of the playhouse found beneath the Five
 Flagons.


MISC8G - Rune of Imprisonment

 This rune has had a special enchantment placed upon it, allowing a mage to
 cast a very special version of the Imprisonment spell. This item is
 specifically attuned to Lord Ketlaar Argrim, and will function against him
 and him alone.


MISC8H - Blood of a Silver Dragon

 This is a flask of blood taken from the body of a silver dragon. The blood is
 unusually heavy and swirls in a peculiar manner.


MISC8I - Note from Imnesvale

 This is a note left at your cabin on behalf of the citizens of Imnesvale.

 'Dear <CHARNAME>,

 Our sincere thanks for all that you have done for us. We gratefully offer you
 these meager gifts which you shall find about the cabin. It is our humble
 wish that you shall make this place your home and offer your considerable
 talents as our new ranger.

 We are in your debt,'

 The note is signed by Minister Lloyd and various others citizens of the
 village.


MISC8J - Boots of the West

 These are the boots that were once owned by the famous woodsman, Randy of the
 West.

 STATISTICS

 Increase Charisma by one point
 Protection from Disease


MISC8K - Ihtafeer's head

MISC8L - Mantle of Waukeen

 A golden circlet found within the sealed tomb in Trademeet's cemetary. The
 circlet is tarnished with age but one can still make out Waukeen's symbol on
 the circlet.


MISC8N - Isaea's Financial Statements

 This is a ledger of income for the last season, marking major purchases and
 trades within Isaea's household. It details a number of gem and jewel
 transactions, though not from any local dealer. On inspection, the
 importation prices are far below market value, and while you are no
 accountant, it would seem that an effort has been made to get around local
 tariffs. This could be documented smuggling, or it could just be sloppy
 clerical work.


MISC8O - Isaea's Signet Ring

 This ring bears the greater crest of the family Roenall, along with the
 individualized markings of Isaea Roenall specifically.


MISC8P - Isaea's Slavery Document

 This document contains a register of slaves recently sold to this outpost of
 Slave Lords located in the Temple District. It also bears a signature in wax,
 pressed by a signet ring. It is the greater crest of the family Roenal, along
 with the individualized markings of Isaea Roenal. This is damning evidence if
 it is to be believed.


MISC8Q - Rebel's Orb

 This Orb was given to you by the sahuagin Royal High Priestess. You can gain
 an audience with the Rebel Prince if you take the Orb to their encampment.


MISC8R - Fake Rebel's Heart

 This is a fresh sahuagin heart. With luck, the king will accept it as that of
 the prince.


MISC8S - Rebel's Heart

 This is the heart of the Sahuagin Prince Villynatny.


MISC8T - Cernd's Baby

 This is Cernd's child. The child is healthy and well fed despite Deril's
 apparent distaste for the boy.


MISC8U - Silver Blade

 Part of a Silver Sword
 This is a piece of a Silver Sword, a vorpal two-handed sword used by the
 githyanki and considered holy by them.  It is magically sharp and can sever
 limbs and heads with ease.  If the whole weapon could be found, it could be
 magically re-forged.


MISC8V - Wardstone for Asylum

 This is the wardstone obtained from Perth the Adept. It should lower the
 wards that keep you from entering Spellhold.


MISC8W - Opal Stone

 This stone has a certain energy about it. It may come in useful although, at
 this point, you aren't sure where.


MISC8X - Ruby Stone
MISC8Y - Sapphire Stone

MISC8Z - Kurtulmak's Crystal Shard

 This is the crystal shard obtained from the avatar of Kurtulmak's whose
 essence was trapped within a large crystal. The kobolds seemed to worship it.


MISC90 - Chelak's Body
MISC91 - Grapes
MISC92 - Switch for engine
MISC93 - Odd looking key
MISC94 - Mallet head
MISC95 - Mallet handle
MISC96 - Peladon
MISC97 - De'Tranion's Baalor ale
MISC98 - Blood of Quallo's Friend

 Scratched deep into the side of this cursed goblet are the words "Taste My
 Fear."  It is said that one can regain lost health from the dark blood that
 lurks within its pewter depths, but it comes at a price.  All who drink of
 the blood become cursed with the fear it brings, an effect that will last up
 to 12 hours or until dispelled.

 STATISTICS:

 Special:  Heal imbiber by 5 hit points
 Special:  Cause imbiber to run at the first sign of trouble
 Duration:  12 hours


MISC99 - Cursed Plate mail armor (belt icon)
MISC9A - The Hand of Dace
MISC9B - Vampire Stake

MISC9C - Lium's Journal of Malevolent Magicks

 The journal lists a number of experiments, apparently conducted by a mage
 known as Lium the Lucky. The section dealing with the machine in front of you
 draws your eye:

 "What a wondrous contraption! It creates, enchants, and dispenses magical
 equipment of no small power by pulling these six levers in the correct order.
 The ranking of the levers seems to change daily and pulling them in the
 incorrect order results in painful and instant death, as I've deduced from
 the bloodstains on the floor. I've gotten the order correct for the last few
 days and sent the items home with Pooky. It is well that I found the machine
 when I did for it hasn't much life left. Each item it creates damages the
 inner workings further and soon I fear it shall fall apart. The previous
 order was:
 1) Ruby
 2) Jade
 3) Mithril
 4) Onyx
 5) Emerald
 6) Sandalwood.

 I've taken apart what pieces of the machine I could, and found the device
 that sets the ranking of the levers. With it, as stated, the order for the
 past several days was clear. Now the cursed thing has broken and I've
 garnered hardly any information from it at all. This is what I *have*
 discovered:
 A) The Jade Lever's change in ranking was the greatest of the six levers.
 B) The product of the Onyx Lever's rankings for the two days (when
    multiplied) is same as the product of the Sandalwood Lever's last two
    rankings when multiplied.
 C) None of the levers are ever in the exact same place in line as they were
    yesterday.
 D) Obviously, due to the change in the Jade Lever's order, there are only two
    possibility's regarding the change in the orders of the Onyx and
    Sandalwood Levers, one of which contradicts another clue.
 E) It is likely that the Mithril lever moved the same number of rankings as
    the Sandalwood Lever.

 Quite the dilemma and the guesswork is risky. However, the items I've
 obtained are worth the risk and, with logic, I'm sure that I'll discover the
 correct order for today."

 The journal says no more.


MISC9D - Giant Troll's Head
MISC9E - Minotaur Horn
MISC9F - Minotaur Horn 2

MISC9G - Pirate Horn

 This horn can be blown to signal the harbor guards. They will open the sea
 gates to allow a ship through. Without the horn, a ship would never leave the
 harbor.


MISC9H - Neb's Head

 This is the head of Neb the Dwarf. Rarely has a more despicable being roamed
 the land.


MISC9I - First journal of Jon Irenicus

 No doubt these texts will prove to be an embarrassing legacy, but I must
 order my thoughts herein, lest they spill from my accursed mind.

 Spellhold is in my control. Once recovered from my torpor I made short work
 of what defenses there were. Coordinator Wanev conveniently removed himself,
 suffering a peculiar reaction to a spell of mine. I forget what it was;
 perhaps something I heard in the temples of Suldanessellar... does it even
 matter now?

 My condition grows worse, and what I remember of my 'home' is fleeting. I see
 images of family whose names I cannot recall, and dream of emotions I no
 longer feel as vividly.  On occasion I sense nature as if she is my mother,
 as though never removed from her bosom, but such moments are few. I bear the
 hallmarks of senility with the rage and power of a young elf to lament it.

 Bodhi endured the curse much better than I do now, but she was more focused
 and, more importantly, undead. She is now thoroughly seduced by her vampiric
 condition, despite its previous failure to counteract the death sentence she
 was under. She had embraced her mortality, excited by the urgency of it, but
 now she is confused. Imoen's soul has restored her, but her motives remain
 transparent, even simplistic. She revels in her carnal nature, even as the
 elf within despises the creature she has become.

 I would pity my 'sister' if I was capable, but emotions come to me only in
 violent outbursts. Ellesime has taken my ability to truly feel, and I am left
 with the threadbare heart of a human, or some other short-lived vermin. I
 will not suffer this much longer.

 Spellhold has met my needs quite well. They had made a practice of
 experimenting on inmates here for quite some time, though in a barbaric
 fashion. I refined their instruments, and have finished preparing the
 necessary rituals. I am quite through with Imoen, though she can still serve
 as bait. I am certain <CHARNAME> will make an appearance sooner or later.

 Bodhi has delivered more assassins than I had asked for. I disposed of some
 in advance, but it seems such a waste. I think she has done this on purpose,
 as she has taken to releasing the extras in the maze below and hunting at her
 leisure. I marvel at her hunger, and how she seems so *alive* in her undeath.
 Perhaps it is the soul of Imoen. Soon I shall see for myself. <CHARNAME> had
 best hurry.


MISC9J - Second journal of Jon Irenicus

 Victory! I am restored! <CHARNAME> has given exactly what I needed, exactly
 as I demanded, and now I see where Bodhi has found such fire! I feel the
 essence of the gods within me! Damn Ellesime's curse for the weak minded
 spell that it was; now I am free. <CHARNAME> did not make proper use of the
 heritage given <PRO_HIMHER>.

 Now comes the time of retribution. I will not allow such a crime to go
 unpunished. The audacity of Ellesime, claiming my punishment was just, and
 the hypocrisy of 'my' people, accepting such an act while decrying mine. I
 will not let this rest. I will take what I intended, and those that would
 stand before me will fall as they should. Today is a much better day. I will
 act at my leisure.


MISC9K - Third journal of Irenicus

 The plan to come, about drow and stuff.


MISC9L - Deed to the Windspear Hills

 This is an official Amnish Title Deed for the land in and about the Windspear
 Hills. The current name on the deed is Garren Windspear's.


MISC9M - Pipe

 This is a dark and delicately-crafted meerschaum pipe used for smoking
 particular roots and odorous plants.  It appears to have been carved from
 felsul root, itself, and smells faintly of brimstone and cinnamon.


MISC9N - Pendant

 This is a small and fairly unremarkable silver pendant in the shape of a
 miniature sword, hanging on a delicate chain and meant to be worn around the
 neck and next to the skin.


MISC9O - Staff

 This is a long staff made of thick, sturdy oak.  It is crawling with a
 strange, black radiance and feels quite warm and tingly to the touch.  Small
 runes of arcane origin have been carved in various places at both ends.

 STATISTICS:

 Damage:  1D6
 Damage type:  crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Staff
 Type:  2-handed
 Not Usable By:


MISC9P - Helmet

 This helmet is black and lustrous, its metal brought to a shine that nearly
 matches the small gems that have been placed around the faceplate.  A black
 veil hangs down the open front of the helmet, obviously meant to completely
 obscure the face of whomever wears the item.


MISC9Q - Scimitar

 This curved scimitar is light and appears well-used.  It shimmers slightly
 with a cool blue hue, and the sparse gems along its pommel sparkle with a
 pale light that makes it appear to be almost made of ice.  A quality weapon.

 STATISTICS:

 Damage:  1D8
 Damage type:  slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Not Usable By:
  Cleric
  Mage
  Thief


MISC9R - Light Gem

 This is the Light Gem obtained from the svirfneblin king. The light that it
 brings forth seems powerful enough to dispel any darkness.


MISC9S - Mind Amplification Device

 A circlet of alien metal that dominates even the most powerful of minds and
 leaves them defenceless. Perhaps this item could be used to control a mind
 flayer and make him help you escape from this hellish prison.


MISC9T - Dragon Eggs

 These are the eggs of the silver dragon, Adalon. They were stolen by the drow
 for some evil purpose.


MISC9U - Fake Dragon Eggs (Phaere's)

 These are the false dragon eggs given to you by Phaere.


MISC9V - Fake Dragon Eggs (Solaufein)

 These are the false dragon eggs given to you by Solaufein.


MISC9W - Drow Piwafwi Cloak (Solaufein's)

 This cloak belongs to Solaufein, the drow warrior.  It increases the wearer's
 hide in shadows and move silently abilities.  Talented drow weavers have
 woven strands of adamantine into this cloak, thus rendering it useless if
 exposed to the light -- the effect of which will turn the cloak to dust.

 STATISTICS

 Hide in Shadows : + 75%
 Move Silent : + 75%
 Saving Throw vs. Breath: +6


MISC9X - Control Circlet

 A circlet of alien metal that dominates even the most powerful of minds and
 leaves them defenceless. Perhaps this item could be used to control a mind
 flayer and make him help you escape from this hellish prison.


MISC9Y - Brine Potion

 A potion obtained from a briny pool in which young illithids, tadpole like
 creatures, live and grow. When used, the potion will temporarily make the
 user immune to psionics.


MISC9Z - Corrupted Tadpoles

 These are the kuotoan tadpoles taken from the corrupted birthing pool. They
 appear to be diseased and were most likely placed here to avoid corrupting
 the healthy tadpoles. If such a thing were done, the adult kuotoans would be
 weakened.


MISCA1 - Gem ?

MISCA2 - Sulphurous Poison

 This is the poison given to you by Lord Khellon. He suggests that you find
 the Holy Font of the Druid Grove and pour the poison into it so that the
 druids will be weakened and easy to kill.


MISCA3 - Book of Rituals

 This is a book of Elemental Rituals that is the possession of a mage called
 Vithal. It is of little use to any other person.


MISCA4 - Potion of Squirrel Change

MISCA5 - Stoneshape Scroll

 This scroll -- given to you by the svifneblin king -- gives you the ability
 to shape stone.  The scroll is specifically attuned to the recent earthworks
 of the gnomes that broke through into the prison of the beast that threatens
 the town. Use this scroll to reseal the hole.


MISCA6 - Patrol Leader's Helmet

 This is the helmet of the Svirfneblin Patrol Leader that you were sent to
 kill. It will act as proof that you have succeeded in your mission.


MISCA7 - Kuo-Toan's Blood
MISCA8 - Eyestalk of an Elder Orb
MISCA9 - Star Medallion
MISCAA - Golden Circlet
MISCAB - Jar of Water
MISCAC - Sundial
MISCAD - Sun Medallion
MISCAE - Sword Medallion
MISCAF - The Gagged Man
MISCAG - Mirror
MISCAH - Hourglass
MISCAI - Worn Out Boots
MISCAJ - Grinning Skull

MISCAK - Warden's Note

 The scroll reads as follows:

 'Heed this, inmate!

 The true test of madness is the simple measurement of the mind's precision.
 The cured shall be rewarded. The afflicted shall wander without recourse.'


MISCAL - Mithril Token

 This is a small mithril disk with jagged edges. There is nothing on the disk
 that hints at its use.


MISCAN - Galvena's Medallion

 This is one of the medallions worn by the employees of Galvena's Festhall. It
 is used for identification.


MISCAO - Mind Flayer Painting
MISCAP - Umberhulk Painting
MISCAQ - Troll Painting
MISCAR - Djinni Painting

MISCAS - Sleeping Draught

 A bottle of sleeping draught used by Galvena's courtesans to aid in robbing
 clients.


MISCAT - Mug of Ale

MISCAU - Elven Holy Water

 Holy water blessed by the Elven god Rillifane. The water is specially made to
 combat vampires.


MISCAV - Golden Skull

MISCAW - Golden Arm and Leg

 The leg and arm bones of a skeleton made of solid gold. An unmistakable sense
 of evil pollutes the very air around the bones.


MISCAX - Golden Leg

MISCAY - Golden Torso

 A skeletal torso made of pure gold. A palpable sense of evil pollutes the
 very air around the bones.


MISCAZ - Beholder Eye

 This is the central eye obtained from the beholder of the Twisted Rune.


MISCB1 - Talisman of Rillifane

 This is the holy symbol of the Elven god Rillifane.


MISCB2 - Golden Goblet of Life

 An intricate gilded cup. This is one of the crown jewels of Ellesime, the
 Queen of Suldanessellar. The Goblet is a powerful symbol of the Elven people.


MISCB3 - Moonblade

 A powerful Moonblade, this weapon has become one of the most basic symbols of
 Suldanessellar.  It is truly ancient, and said to have been wielded by the
 founder of long ruined Myth Rhynn.  It can be used only by its 'chosen', a
 citizen of the city that has proven their worth in a series of mysterious
 tests unknown to any outsider.


MISCB4 - Tree of Life Nuts

 A small hardened fruit harvested from a section of the Tree of Life that grew
 into the palace. There is no obvious use for the smaller fruits but they have
 power and should be kept.


MISCB5 - Tears of Bhaal

 A teardrop shaped gemstone of a deep, oddly unsettling color. The Tear is one
 of the keys required to open the Watcher's Door.


MISCB6 - Tears of Bhaal
MISCB7 - Tears of Bhaal
MISCB8 - Tears of Bhaal
MISCB9 - Tears of Bhaal
MISCBA - Tears of Bhaal

MISCBD - Dog Bones

 A collection of bones that once made up the skeleton of a dog. They have been
 gnawed upon by something large.


MISCBE - Gilded Rope

 A length of smooth golden rope, braided into a miniature pair of shackles.
 Visaj said that the rope would protect you from the effects of the lich
 Deirex's magic.


MISCBF - Jae'llat Wardstone

 This is the wardstone that will allow you access to the House Jae'llat.
 Without the stone, the wards make the place impenetrable.


MISCBG - Lich's Tooth

 This is a tooth from the drow lich Deirex. The tooth acts as a key for many
 of the lich's doors.  It will also open his treasure vault at the top of his
 tower.


MISCBH - Deirex's Gem

 hese are the gems in which the lich Deirex stores imprisoned souls of his
 enemies.


MISCBI - Magical Rope

 This enchanted rope allows the user to descend or ascend any height. It will
 stretch to any length and still maintain its strength. It can be used to
 descend into the Underdark through the hole that the sahuagin guard.


MISCBJ - Qilue's Brain

MISCBK - Illithid Serum

 This is a heavy, metallic liquid that rolls into beads when spilled out onto
 the palm of your hand.  Whenever the flask containing the oil is opened a
 sickly, rotten-egg smell almost overwhelms you.  While disgusting, the odor
 alone serves to heighten your senses.


MISCBL - Aerie's Body

 Aerie was captured by Bodhi and infected with vampirism, forcing you to slay
 her. There may be some way to revive her, though you don't know what it would
 be.


MISCBM - Anomen's Body
MISCBN - Jaheira's Body
MISCBO - Viconia's Body
MISCBP - Bodhi's Black Heart

MISCBQ - Tree of Life Nuts (edible)

 A beautiful glittering fruit taken from the section of the Tree of Life that
 grows through the palace. The fruit has a tantalizing smell and looks ripe
 enough to eat.


MISCBR - Stone Harp

 An elegantly carved stone harp. The harp appears to have been part of a
 larger carving but has obviously been torn away from it.


MISCBS - Stone Horn

 An elegantly carved stone horn. The horn appears to have been part of a
 larger carving but has obviously been torn away from it.


MISCBT - Elven Priest Stone

 This a Holy Stone used by priests of the Elven god Rillifane. A piece of
 ritual is written on the back:

 From Corellan, all began. Rillifane grew
 From the branches of Rillifane the Water flowed,
 Granting life to the Tree
 Suldanessellar owes all to the Tree.


MISCBU - Yoshimo's Heart

 The heart of Yoshimo is to be taken to a priest of Ilmater to remove the geas
 and grant the thief peace in death.


MISCBV - Elder Brain Blood

 This is the blood of an Elder Brain.  Squishy brain matter floats in the dark
 bloody substance.


MISCBW - Sahuagin Scribe's Notes

 This scroll seems to be a collection of stories about Great Wars of the
 Sahuagin. They mention planned offensives against land dwellers all along the
 Sword Coast as well as tales of past offensives. The Sahuagin appear to be a
 particularly warlike race, constantly planning full-fledged invasions of the
 shores but rarely following through due to incessant infighting. The events
 that you have seen in this particular settlement would seem to bear that out.
 An interesting insight into Sahuagin culture.


MISCBX - Note (to Ployer)

 Mr. Ployer,
 We have prepared the necessary spells and await your order.  Our normal
 efficiency has been forgone in favor of, as you said, "increased pain and
 suffering".  Your payment was received, and though it should have been more,
 given your continued financial difficulty it will suffice for now.  We will
 strike when you have located her.
                  Terrece.


MISCBY - Tainted Dragon Eggs

 The demon's touch has fouled these eggs, killing the unborn dragons within.


MISCBZ - Tizzak's Journal

 This paper seems to be the hastily scribbled journal of the thief Tizzak. One
 passage draws your eye:

 I have discovered that Aran's inner sanctum is protected by two magical
 doors. They can be neither picked nor bashed. The first requires a button,
 the second, a key.

 The button can be found somewhere to the north, at the end of a heavily
 trapped hallway.

 As to the key, I know not where it is but I do know that Aran's most trusted
 advisor is a wizard called Haz. He may have a key if he is in the compound.


MISCCA - Demin's Note

 Rillifane sleeps while his children suffer!

 The Exile has taken Queen Ellesime and his minions will murder us all!

 We need to wake Rillifane but the Temple has been breached and the artifacts
 scattered. The Dragon holds the Goblet of Life and none can stand against his
 hideous strength. I know not where the Moonblade and the Talisman of
 Rillifane lie. Even should we find them, there is no one capable of fighting
 through the Temple and placing the artifacts on the altar. Rillifane cannot
 be awakened in any other way!

MISCCB - Bronze Pantalettes (Throne of Bhaal)

 The pinnacle of style and the epitome of fashion, those of discerning taste
 would rather wear nothing at all than substitute inferior apparel for the
 Bronze Pantalettes.


MISCCC - Drow Note

 Upon this note are written Drow runes of sundering.  These powerful magic
 runes can dispel Drow gate seals.


-------------------------------------------------------------------------------
PLATE & FULL PLATE ARMORS:
-------------------------------------------------------------------------------

PLAT01, PLAT07 - Plate Mail Armor

 Plate mail is a combination of chain armor with metal plates covering the
 vital areas such as the chest, abdomen and groin.  Similar in construction to
 bronze plate mail, true plate mail comprises of chain and leather.

 STATISTICS:

 Armor Class: 3
 Weight: 50
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT02, PLAT10 - Plate Mail +1

 Plate mail is a combination of chain armor with metal plates covering the
 vital areas such as the chest, abdomen and groin.  Similar in construction to
 bronze plate mail, true plate mail comprises of chain and leather.  In
 addition, this suit of plate mail is enchanted and gives additional bonuses
 to the wearer's armor class.

 STATISTICS:

 Armor Class: 2
 Weight: 20
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT04 - Full Plate Mail

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection.  The perfectly fitted interlocking plates are specially angled to
 deflect arrows and blows, and the entire suit is carefully adorned with rich
 engraving and embossed detail.

 STATISTICS:

 Armor Class: 1
 Weight: 70
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT05 - Full Plate Mail +1

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection.  The perfectly fitted interlocking plates are specially angled to
 deflect arrows and blows, and the entire suit is carefully adorned with rich
 engraving and embossed detail.  With its magical enchantments, this suit of
 full plate is ideal for warriors.

 STATISTICS:

 Armor Class: 0
 Weight: 35
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT06 - Ankheg Plate Mail

 This plate mail has been expertly crafted. Sheathed in the chitinous scales
 of the ankheg, it provides a greater degree of protection than traditional
 plate mail and is not succeptible to rust. As any world-weary adventurer will
 tell you, however, the best appreciated aspect of ankheg mail is its light
 weight and low encumbrance. Monsters come and go but fatigue is a constant
 enemy.

 STATISTICS:

 Armor Class: 1
 Weight: 25
 Requires: 8 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT08 - Plate Mail +3

PLAT09 - Mithral Field Plate Armor +2

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection.  The perfectly fitted interlocking plates are specially angled to
 deflect arrows and blows, and the entire suit is carefully adorned with rich
 engraving and embossed detail.

 STATISTICS:

 Armor Class: 1
 Weight: 70
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT11 - Delver's Plate +2

 This armor has been worn by many a fine soldier, but among the best known,
 and for whom it was named, was Delver Kinlake.  He was a vagabond whose
 strong sword-arm and keen wits made him a respected general to the Lords of
 Waterdeep.  A gift from Lord Baeron, the armor served Delver well for thirty
 years, and after his death, it passed to his eldest son.  It has since made
 its way into the hands of a variety of adventurers.

 STATISTICS:

 Armor Class: 1
 Weight: 25
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT12 - Doomplate +3

 Named by Adarius Shin, the Doomplate is deserving of its foreboding title.
 He had hoped to strike fear in his enemies, but Adarius set a grim precedent
 when he mysteriously died soon after donning the suit, just as every
 adventurer who has worn it since has done.  It might be said, however, that
 most adventurers die in their armor and are not known for their longevity.

 STATISTICS:

 Armor Class: 0
 Weight: 27
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT13 - Gorgon Plate +4

 Hunting Gorgons is a highly dangerous drow sport.  Often, after a successful
 hunt, the blood of the Gorgon is taken and used in the creation of a new suit
 of plate.  This special type of drow plate is actually able to withstand the
 light of the surface world.

 STATISTICS:

 Armor Class: -1
 Bonus:  15% resistance to fire and acid
 Weight: 30
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage


PLAT14 - Full Plate Mail +1 (different picture, same stats)

PLAT15 - Pride of the Legion +2

 Not many suits of this armor, originally used by the legions of Unther,
 remain in use today. The few suits that exist are usually in the hands of
 rich collectors.  Simply finding a suit of this armor is enough to earn an
 adventurer a small fortune.

 STATISTICS:

 Armor Class: -1
 Weight: 40
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT16 - Armor of the Hart +3

 Few suits of armor in all the Realms are the equal of this full plate.  All
 that remains of the origin of the Hart are folktales and legends.  The most
 popular of these is that an impossible battle was once fought against an army
 of orcs surging through the Three Trees Pass.  Arngor of the Oak led the
 armies of men and elves and it is said that he dueled with the orc commander
 till the sun set and the land was bathed in a bloody mist.  Finally the orc
 fell but Arngor had sustained wounds too vast for any to save him.  His blood
 soaked through the armor he wore, infusing it with his courage and nobility.
 Thus the Armor of the Hart became known to men.

 STATISTICS:

 Armor Class: -2
 Weight: 45
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT17 - T'rahcie's Plate +5

 In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier
 Libol.  Instead of openly pursuing her and causing a scandal, he instead
 created this suit of armor.  He gifted it to the soldier.  This armor's curse
 sickened Libol and hideously disfigured him, and his wife fled from him in
 disgust.  Libol, trapped in the armor but not certain of T'rachie's treachery
 asked to be sent to the wastes for a dangerous tour of duty against marauding
 ogres.  He never returned and Baron T'rachie was free to pursue Libol's
 widow.  This armor is cursed and requires powerful magic to remove.

 STATISTICS:

 Penalties: Cursed.
            Reduces Charisma by 5 points and Constitution by 2 points
 Armor Class: -2
 Weight: 35
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT18 - Red Dragon Scale

 Dragon Scale armor is light of weight, strong, and resistant to fire.
 Because of these properties it is much sought after, but finding, let alone
 slaying, a powerful ancient dragon is near impossible.  It is usually easier
 to search for an existing suit, such as this one.  One should be careful
 wearing it near dragons, however, particularly red ones.

 STATISTICS:

 Bonuses: +50% Fire Resistance
 Armor Class: -1
 Weight: 30
 Requires: 8 Strength
 Not Usable By:
  Bard
  Mage
  Thief


PLAT19 - Full Plate +2

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection.  The perfectly fitted interlocking plates are specially angled to
 deflect arrows and blows, and the entire suit is carefully adorned with rich
 engraving and embossed detail.  This +2 armor was created with the limited
 wish spell.

 STATISTICS:

 Armor Class: -1
 Weight: 50
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT20 - Blue Dragon Plate (Throne of Bhaal)

 The light but durable scales of the Blue Dragon provide excellent protection
 against weapons and all forms of electricity.

 STATISTICS:
    +90% resistance to all lightning and electrical attacks

 Armor Class: -1
 Weight: 20
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal)

 This armor was created for Enkidu, a famed warrior from Kara-Tur.  While none
 dared challenge him in fair combat, Enkidu was often subject to cowardly
 sneak attacks from assassins, ninjas and Wu-Jen.

 STATISTICS:
    Immune to backstab while equipped
    +5% Magic Resistance

 Armor Class: -2
 Weight: 45
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT22 - Shuruppak's Plate (Throne of Bhaal)

 Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the
 title of "Reaper" for his savage butchery of any who opposed him... an
 identity the bloodthirsty madman eagerly embraced.  Before Gilgeam's
 destruction, the god presented Shuruppak with an enchanted suit of armor, to
 better enable the Reaper to slaughter his foes.

 Shuruppak's plate is surprisingly light and grants the wearer an unnatural
 quickness and grace.  It is not known how Shuruppak lost this treasured item,
 but one could safely assume he is still looking for it...

 STATISTICS:
    +1 to Dexterity
    +20% Fire Resistance

 Armor Class: -2
 Weight: 15
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT23 - Full Plate Mail +2 (Throne of Bhaal)

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection, and the enchantments on this suit are particularly powerful.  The
 intricate engraving and spectacular embossing adorning the suit are of
 indeterminate origin, as is the armor itself.

 STATISTICS:

 Armor Class: -1
 Weight: 50
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


NPPLAT - Firecam Full-Plate Armor (Keldorn)

 Full plate armor is the best armor a warrior can buy, both in appearance and
 protection.  This armor increases the wearer's armor class by one above that
 of normal Full-Plate.  While equipped the suit provides the wearer with a +1
 bonus to all saving throws and grants the wearer with free action (able to
 pass through webs and other effects).  This suit was designed for Keldorn and
 few other than he can wear it.

 STATISTICS:

 Armor Class: 0
 Weight: 70
 Requires: Only wearable by Keldorn


-------------------------------------------------------------------------------
PLOT ITEMS: (Throne of Bhaal only!)
-------------------------------------------------------------------------------

BAZPLO01 - Abazigal's Wardstone
BAZPL002 - Draconis' Head
BAZPLO03 - Yellow Dragon Eggs
BAZPLO04 - Breath Potion
BAZPLO05 - Rope
BAZPLO06 - Reversal Scroll
BAZPLO07 - Empty Breath Potion Flask
BAZPLO08 - Gauth Eyestalk
HGHEART - Still Beating Heart
HGHEART2 - Yaga Shura's Heart
HGWARD01 - Flame Wardstone
HGWARD02 - Skull Wardstone
HGWARD03 - Hammer Wardstone
HGWARD04 - Blood Wardstone
LUM1 to LUM9 - Handwritten Notes
PLOT01A - Ritual Scroll
PLOT01B - Vigil Stone
PLOT01C - Tattered Parchment
PLOT01D - Tattered Parchment
PLOT01E - Tattered Parchment
PLOT01F - Candle
PLOT01G - Holy Book
PLOT01H - Bell
PLOT01I - History of the Imprisoned One
PLOT01J - Wardstone
PLOT01K - Wardstone
PLOT01L - Tinderbox
PLOT01M - Handwritten Note
PLOT01N - Scribbled Note
PLOT01O - Key
PLOT01P - Old Slippers
PLOT01Q - Helm's Scroll
PLOT02A - Scepter of Radiance
PLOT02B - Scepter of Radiance (w/gems)
PLOT02C - Scepter Gem
PLOT02D - Scepter Gem
PLOT02E - Scepter Gem
PLOT02F - Madman's Journal
PLOT02G - Journal
PLOT02H - Deck of Many Things
PLOT02I - Tahazzar's Heart
PLOT02J - Ka'rashur's Heart
PLOT03A - Air Scepter
PLOT03B - Fire Scepter
PLOT03C - Slime Scepter
PLOT03D - Ice Scepter
PLOT03E - Portal Key
PLOT03F - Air Library Note
PLOT03G - Fire Library Note
PLOT03H - Slime Library Note
PLOT03I - Ice Library Note
PLOT03K - Key (slime library)
PLOT04A - Blue Oil
PLOT04B - Red Oil
PLOT04C - Purple Oil
PLOT04D - Crystal Mallet
PLOT04E - Diary of Carston's Apprentice
PLOT04F - Flint and Tinder
PLOT04G - Illithid Rod
PLOT04H - Illithid Rod
PLOT04I - Illithid Rod (complete)
PLOT04J - Carston's Journal
PLOT05A - Heart Key
PLOT05B - Mind Key
PLOT05C - Spirit Key
PLOT05D - Warrior's Skull
PLOT16A - Bounty Notice
PLOT16B - Note
PLOT17A - Monastery Gate Key
PLOT17B - Graveyard Key
PLOT18A - Lazarus' Teleport Scroll
PLOT18B - Lazarus' Spellbook


-------------------------------------------------------------------------------
POTIONS:
-------------------------------------------------------------------------------

POTN02 - Potion of Fire Resistance

 This potion bestows upon the person drinking it magical resistance to all
 forms of fire.  All damage that is applied from any fiery effect is reduced
 by an extra 50%.  This is on top of any other resistance the person might
 have.  The effect lasts for 10 turns, or until dispelled.


POTN03 - Potion of Hill Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is
 consumed, the individual gains great strength and bonuses to hit and damage
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  19 (Hill Giant Strength)


POTN04 - Potion of Frost Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is
 consumed, the individual gains great strength and bonuses to hit and damage
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  21 (Frost Giant Strength)


POTN05 - Potion of Fire Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is
 consumed, the individual gains great strength and bonuses to hit and damage
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  22  (Fire Giant Strength)


POTN06 - Potion of Cloud Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is
 consumed, the individual gains great strength and bonuses to hit and damage
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  23  (Cloud Giant Strength)


POTN07 - Potion of Storm Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is
 consumed, the individual gains great strength and bonuses to hit and damage
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  24  (Storm Giant Strength)


POTN08 - Potion of Healing

 When wholly consumed, this potion restores 9 hit points to the person.  The
 effect is instantaneous and the potion is destroyed in the process.


POTN09 - Potion of Heroism

 This potion is imbued with a powerful enchantment, which will simulate a
 temporary increase in level.  The effect lasts for 10 turns which makes this
 potion a powerful ally in a deadly combat.  This potion may only be used by
 warriors.

 STATISTICS:

 Hit Points:  +10% (base only)
 THACO:  Set to 90% of current base
 Duration:  10 turns
 Only usable by:
  Warriors and warrior subclasses (multi and dual also)


POTN10 - Potion of Invisibility

 This potion confers invisibility similar to the second level wizard spell of
 the same name.  Actions involving combat cause termination of the invisible
 state.  Barring combat, the effects will last for 12 hours.


POTN11 - Potion of Invulnerability

 This potion confers very high resistance to all attacks, while giving bonuses
 to all saving throws.  The effects of the elixir last for 5 turns but can
 only be used by warriors.

 STATISTICS:

 Armor Class:  set to 0
 Saving Throws:  +5 bonus


POTN12 - Potion of Stone Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is
 consumed, the individual gains great strength and bonuses to hit and damage
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  20  (Stone Giant Strength)


POTN13 - Oil of Firey Burning

 Once exposed to air, this oil will immediately burst into flame, inflicting
 5D6 points of damage (save vs. breath for half) to all within the immediate
 area around the potion.  It can be hurled up to around 40', at which point it
 hits the ground and immediately explodes into a ball of fire.


POTN14 - Oil of Speed

 This oil increases the movement and combat capabilities of the imbiber.
 Movement rate is doubled and the user of this oil gains one extra attack per
 round.  Thus, a movement rate of 9, becomes 18, and a character normally able
 to attack once in a round attacks twice.  This does not reduce spellcasting
 time however.  The duration of the effect is 5 turns.


POTN15 - Red Potion

 Close examination reveals this liquid to be very peculiar in nature. It could
 be a sorcerer's dream, but that would depend entirely on whom you asked.
 After ingesting the mixture, the drinker becomes the weakest, most unwise,
 yet incredibly intelligent person to have ever lived, with an innate 50%
 magic resistance as well.  The effects remain for an entire 24 hours, so
 think carefully before unplugging the cork.

 STATISTICS:

 Intelligence:  set to 25
 Wisdom:  set to 3
 Strength:  set to 3
 Special:  +50% resistance to all magical damage
 Duration:  24 hours


POTN16 - Violet Potion

 This is one of the oddest potions you have ever examined. Once drank, this
 mixture causes one's muscles to immediately bulge to completely inhuman
 proportions, titan like actually, while dexterity and constitution are both
 reduced essentially to that of a slug.  The effect lasts for a full 24 hours,
 so think carefully before quaffing this suspect drink.

 STATISTICS:

 Strength:  set to 25
 Dexterity:  set to 3
 Constitution:  set to 3
 Duration:  24 hours


POTN17 - Elixir of Health

 The Elixir of Health is a powerful healing mixture designed to cleanse the
 body of all impurities.  First it cures all poisons, then once the system has
 been purged, the imbibed is cured by 10 hit points to speed the recovery
 process.


POTN18 - Potion of Absorption

 This potion, as would be expected, will absorb external attacks once it has
 been consumed.  All blunt attacks made against the imbiber are cushioned, so
 that only the strongest get through.  Also there is 100% immunity to all
 electrical based attacks for the duration of the effect, which in this case
 is 10 turns.

 STATISTICS:

 Armor Class:  +10 bonus to crushing attacks
 Electrical Resistance:  100% immunity
 Duration:  10 turns


POTN19 - Potion of Agility

 This potion will raise the dexterity of the imbiber to 18, affecting armor
 class and missle attack adjustment for the duration of the effect, in this
 case 15 turns.


POTN20 - Antidote

 As the name implies, this potion will neutralize any poison of which the
 imbiber is currently suffering the effects.  The cleansing is instant and the
 potion may only be used once.


POTN21 - Potion of Clarity

 This potion will maintain clarity and order from encroaching chaos and
 insanity.  After drinking this potion, the imbiber feels an overwhelming
 feeling of calm and purpose, such that he will be unaffected by threatening
 influences such as feeblemind, confusion and charm.  This feeling will last
 for the duration of the enchantment or until dispelled.

 STATISTICS:

 Special:  Prevents feeblemind, confusion, fear, and charm
 Duration:  5 turns


POTN22 - Potion of Cold Resistance

 This potion will confer to the imbiber a 50% resistance to all cold based
 attacks for the duration of the enchantment, in this case 10 turns.


POTN23 - Oil of Speed

 This oddly murky oil would appear to increase the movement and combat
 capabilities of the imbiber by 100%.  Thus, a movement rate of 9, becomes 18,
 and a character normally able to attack once in a round attacks twice.  This
 does not reduce spellcasting time however.  The duration of the effect is 5
 turns.


POTN24 - Potion of Defense

 This potion is similar to the potion of invulnerability in that it improves
 the armor class of the imbiber.  The effect lasts for 10 turns.

 STATISTICS:

 Armor Class:  set to 0
 Duration:  10 turns


POTN25 - Potion of Healing

 When wholly consumed, this oddly murky potion appears to restore 9 hit points
 to the person.  The effect is instantaneous and the potion is destroyed in
 the process.


POTN26 - Potion of Explosions

 This potion is a vial of pain as it will explode into a burning ball of fire
 upon impact.  Keep it in a safe place lest ye meet an untimely end.

 STATISTICS:

 Damage:  6D6  (save vs. spell for half)
 Area:  40 ft radius


POTN27 - Potion of Firebreath

 The potion of firebreath magically transforms the throat so that it is
 capable of a giant breath of fire spewing forth in an arc.  The user does not
 drink this potion, but instead uses it on an enemy.  The effect does 6D10
 damage to the target with a save vs. breath weapon for half.


POTN28 - Potion of Fortitude

 Once consumed, this potion will cause a surge of energy to travel through the
 body raising the drinker's constitution to 18.  This provides all the bonuses
 of having a high consitution such as hit points for the duration of the
 effect, which is 15 turns.


POTN29 - Potion of Genius

 Very much as the name implies, this potion will increase the intelligence of
 the imbiber by 4 points up to a maximum of 25.  The effect will last the full
 duration, which is 15 turns, or until dispelled.


POTN30 - Potion of Infravision

 This potion will grant the person drinking it the ability to see in the
 infrared spectrum up to 120 ft, namely infravision.  The effect will last for
 20 turns or until dispelled.


POTN31 - Potion of Insulation

 This potion will imbue the person drinking it with 50% resistance to
 electrical damage.  The effect will last for 10 turns or until dispelled.


POTN32 - Antidote

 As the name implies, this potion appears to neutralize any poison of which
 the imbiber is currently suffering the effects.  The cleansing is instant and
 the potion may only be used once.  Although the color seems strange somehow.


POTN33 - Potion of Magic Blocking

 This powerful elixir imbues the drinker with immunity to all spells up to and
 including 5th level.  At the same time all spell effects of 5th level and
 lower are removed from the embider.  The effect will only last for 5 rounds
 however, so careful timing is necessary.


POTN34 - Potion of Magic Protection

 This potion will leave the drinker with 50% resistance to all magic, which
 can be a blessing or a curse.  The effect will last for 10 turns or until
 dispelled.


POTN35 - Potion of Magic Shielding

 This powerful elixir imbues the drinker with 50% resistance to all forms of
 magical damage.  The effect lasts for 3 turns, making this potion slightly
 more battle specific.

 STATISTICS:

 Damage:  +50% resistance to all forms of magical non-physical damage
 Special:  All saving throws are made automatically
 Duration:  3 turns


POTN36 - Potion of Master Thievery

 This potion will temporarily transform the drinker into a master thief.  The
 skills that are affected are picking locks and picking pockets, which are
 increased significantly.  The effect will last for 3 hours, however only
 thieves and bards may use this potion.

 STATISTICS:

 Lock Picking:  +40% bonus
 Pick Pockets:  +40% bonus
 Duration:  3 hours


POTN37 - Potion of Mind Focusing

 This potion will imbue the drinker with the ability to focus the mind
 unerringly towards any task that needs to be performed.

 STATISTICS:

 Intelligence:  +3 bonus
 Dexterity:  +3 bonus
 Duration:  12 hours


POTN38 - Potion of Mirrored Eyes

 This potion will protect the drinker from all forms of petrification
 including gaze attacks.  The effect will last for 10 rounds or until
 dispelled.


POTN39 - Potion of Perception

 This potion heightens the sensory perception of the drinker, which allows
 delicate tasks to be performed better.  The effect is to make certain
 thieving skills more likely to succeed.  Only thieves gain any benefit from
 this potion.

 STATISTICS:

 Find/Remove traps:  +20% bonus
 Pick pockets:  +20% bonus
 Pick locks:  +20% bonus
 Hide in shadows:  +20% bonus
 Duration:  6 hours


POTN40 - Potion of Invulnerability

 This potion confers very high resistance to all attacks, while giving bonuses
 to all saving throws.  The effects of the elixir last for 5 turns but can
 only be used by warriors.  The liquid in the potion has a strange murky
 quality to it that you haven't noticed in other potions.

 STATISTICS:

 Armor Class:  set to 0
 Saving Throws:  +5 bonus


POTN41 - Potion of Power

 This powerful elixir is similar to the potion of heroism in that it </pre><pre id="faqspan-9">
 effectively raises the imbibers level and it can be used by all character
 classes.  This affects hit points, THACO and thieving abilities although it
 does not raise the backstab multiplier.  This effect is applied to the base,
 before any attribute modifiers are added.

 STATISTICS:

 THACO:  Set to 80% of current base
 Hit Points:  +20% temporary (base only)
 Hide in shadows:  +20% (base only)
 Pick pockets:  +20% (base only)
 Pick locks:  +20% (base only)
 Find/Remove traps:  +20% (base only)
 Duration:  4 turns
 Not usable by:


POTN42 - Potion of Regeneration

 This is a powerful elixir that imbues the drinker with the regeneration
 ability similar to that of a troll, wounds literally closing over and healing
 as you watch.  The effect, which lasts for 3 turns, is to regenerate 2 hit
 points per round.


POTN43 - Potion of Insight

 It will be as if a higher being had stepped into the drinkers head, filling
 it with intuitive thoughts and amazing insights.  The effect is to raise the
 wisdom of the person to 18 for approximately 6 hours or until dispelled.


POTN44 - Potion of Strength

 This potion will give the drinker a surge of energy such that the muscles
 will seem to ripple and bulge, coursing with magical energy.  The effect is
 to raise the strength of the imbiber to 18 for approximately  20 turns, or
 until dispelled.


POTN45 - Potion of Freedom

 This potion acts like the spell free action when consumed.  The drinker
 becomes completely immune to any effects which hinder action or movement
 whether it is magical in origin or not.  The duration of the potion is 10
 turns.


POTN46 - Potion of Stone Form

 Drinking this potion is much like the transformation one would go through if
 she were turned to stone.  Skin color, stiffness, even the feeling that is
 received from the body, stone.

 STATISTICS:

 Armor Class:  set to 0
 Saving Throws:  +3 bonus
 Dexterity:  -3 penalty
 Duration:  5 turns


POTN47 - Marek's Antidote (better than normal antidote)

 Marek's potion looks to have 10 uses.  More powerful than a normal potion of
 antidote, this potion would neutralize even the most lethal of poisons.


POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron ore)

POTN52 - Potion of Extra Healing

 When wholly consumed, this potion restores 27 hit points to the person.  The
 effect is instantaneous and the potion is destroyed in the process.


POTN53 - Festule the Alchemist's Potion

 This potion will supposedly incapacitate an ogre.  The small handwritten
 label warns against feeding it to anything other than an ogre, as the taste
 has been perfectly designed to appeal to said race.  In other words the
 potion is disgusting and will induce vomiting in anyone other than an ogre.


POTN54 - Empty Potion Bottle

POTN55 - Potion of Superior Healing (Throne of Bhaal)

 When consumed, this potion restores 40 hit points to the imbiber.  The effect
 is instantaneous, and the potion is destroyed in the process.


POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal)

 This potion can be used only by thieves or bards.  When a giant strength
 potion is consumed, the individual gains great strength and bonuses to hit
 and damage while using any hand-held or thrown weapon.  The effect lasts for
 10 turns.

 STATISTICS:

 Strength:  21 (Frost Giant Strength)


-------------------------------------------------------------------------------
QUIVERS: (Throne of Bhaal only!)
-------------------------------------------------------------------------------

QUIVER01 - Quiver of Plenty +1

 The history of this magical quiver has been long forgotten, though it likely
 had something to do with the inexplicable but well documented shortage of
 competent fletchers during the Time of Troubles.

 STATISTICS:

 Unlimited +1 Arrows


QUIVER02 - Case of Plenty +1

 The history of this magical case has been long forgotten, though it likely
 had something to do with the inexplicable but well documented shortage of
 competent fletchers during the Time of Troubles.

 STATISTICS:

 Unlimited +1 Bolts


QUIVER03 - Quiver of Plenty +2

 The money and resources you invested in the Quiver of Plenty have resulted in
 an item of even greater magical properties.

 STATISTICS:

 Unlimited +2 arrows


QUIVER04 - Case of Plenty +2

 The money and resources you invested in the Case of Plenty have resulted in
 an item of even greater magical properties.

 STATISTICS:

 Unlimited +2 Bolts


QUIVER05 - Bag of Plenty +1

 Although this soft cloth pouch is empty right now, there is still a powerful
 aura of magic surrounding it.

 STATISTICS:

 Unlimited +1 sling bullets


QUIVER06 - Bag of Plenty +2

 The money and resources you invested in the Bag of Plenty have resulted in an
 item of even greater magical properties.

 STATISTICS:

 Unlimited +2 sling bullets


-------------------------------------------------------------------------------
RINGS:
-------------------------------------------------------------------------------

BELT12 - Holy Symbol of Lathander (Throne of Bhaal)

 Only those most worthy and devoted servants of the Dawnbringer are granted
 these powerful holy symbols.

 STATISTICS:

    Grants an additional 6th and 7th level spell.
    5% Magic Resistance while worn
    +1 to Strength while worn

 Usuable By:
 Good Clerics


BELT13 - Holy Symbol of Helm (Throne of Bhaal, same as above, but Neutral)
BELT14 - Holy Symbol of Talos (Throne of Bhaal, same as above, but Evil)

RING01, RING32 - Plain Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING02 - Ring of Fire Resistance

 Ring of Fire Resistance:  'Batalista's Passport'
 The grand mage Batalista intended this item to aid in his travels in the
 plane of fire, and it is said he repeatedly summoned a Salamander from that
 realm to aid in the construction of this ring.  Not being known for their
 patience, it is likely he should not have pestered his "instructor" quite so
 much.  The finger bearing the finished ring was indeed untouched by the
 inferno that claimed his tower.  Had that finger still been attached,
 Batalista himself might have fared better.

 STATISTICS:

 Fire Resistance:  +40%
 Not usable by:


RING03 - Ring of Animal Friendship

 Ring of Animal Friendship:  'Druid's Ring'
 A druid order in Cormanthor is said to cautiously guard the secret to the
 construction of these rings, which have never been seen in the possession of
 anyone outside their immediate membership.  How this particular ring escaped
 the protection of their forest is unknown, but there are rumors that an
 outcast could have brought it into exile with him.

 STATISTICS:

 Special:  Charm animal unless save vs. wands
 Range:  40 ft
 Area:  1 animal
 Duration:  10 turns


RING04 - Ring of Clumsiness

 Ring of Clumsiness:  'The Jester's Folly'
 The most notorious owner of this ring made a substantial living exploiting
 its cursed nature.  Gregoria the Foole, a jester by trade, would use his
 incomparable sleight of hand to switch this ring with that of a patsy taken
 from his audience.  The rest of his performance would involve the mocking of
 the newly clumsy individual, much to the delight of their comrades.  The ring
 was removed (by a method known only to the wily jester) only once the stooge
 had promised no reprisals for the treatment he had received; though Gregoria
 frequently still had to make a hasty retreat.  His last known performance was
 rumored to have been an ill-humored mage in Zhentil Keep; a show from which
 he did not flee quite fast enough.

 STATISTICS:

 Dexterity:  reduced by 50%
 Stealth:  reduced by 50%
 Spells:  75% casting failure
 Special:  can only be removed by a 'remove curse' spell


RING05 - Ring of Invisibility

 Ring of Invisibility:  'Sandthief's Ring'
 Held by a master thief for the better part of a generation, this ring was put
 to bold use in the markets of Waterdeep.  Working a crowd in broad daylight,
 the rogue would steal countless numbers of purses from nobles, replacing them
 with bags of sand so the theft would go unnoticed.  His identity was never
 known, but the name "Sandthief" was cursed loudly in its stead.  It is
 rumored he retired, and now lives among the nobles he used to rob.

 STATISTICS:

 Special:  Wearer becomes invisible until an attack is made.  This ability may
           be used once per day.


RING06 - Ring of Protection +1

 Ring of Protection +1:  'Ring of the Princes'
 This ring and several of its type were originally crafted to protect the sons
 of King Castter De'wess, though who uttered the enchantment is unknown.
 History records that the rings remained within that family for at least 13
 generations, though they were all apparently lost within the space of one.
 Enmity between the King and the family of the creator may be to blame.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throws:  +1 bonus


RING07 - Ring of Protection +2

 Ring of Protection +2:  'The Guard's Ring'
 The Guard was an immortal sentry assigned to protect a tomb that sheltered
 the body of a princess of the Akanal.  Over millennia respect for the grave
 disappeared with the memory of the royal family, and adventurers began to try
 their luck with the Guard.  It was inevitable that he would eventually be
 bested, and when he was, the ring he wore was one of many treasures taken
 from the tomb.

 STATISTICS:

 Armor Class:  +2 bonus
 Saving Throws:  +2 bonus


RING08 - Ring of Wizardry

 Ring of Wizardry:  'Reaching Ring'
 This ring is masterfully enchanted, allowing the wearer to memorize more
 spells than normally possible.  It was originally commissioned by spellcaster
 <CHARNAME>, apparently at great monetary and personal cost.

 STATISTICS:

 Spells:  Gives one extra fifth level spell, one extra sixth level spell and
          one extra seventh level spell

 Only usable by:
  Mage


RING09 - Ring of Free Action

 Ring of Free Action:  'Edventar's Gift'
 This ring was given to the reef scavenger and hunter known only as Edventar,
 by a group of aquatic elves long his friends.  His help in routing the
 "Pirate Queen" Yenandra of Dambrath was instrumental in their survival,
 though Yenandra continues to be feared anywhere the water meets land.

 STATISTICS:

 Special:  The wearer is immune to everything, magical and otherwise, that
           affects mobility in any way.  This includes haste and slow spells.


RING10 - Gold Ring
RING11 - Silver Ring
RING12 - Onyx Ring
RING13 - Jade Ring
RING14 - Greenstone Ring
RING15 - Bloodstone Ring
RING16 - Angel Skin Ring
RING17 - Flamedance Ring
RING18 - Fire Opal Ring
RING19 - Ruby Ring

RING20 - Ring of Energy

 Ring of Energy:  'The Victor'
 Crafted by Drow mages of the Underdark, this weapon was used in an arranged
 battle between two rival houses.  Each combatant was allowed to use a single
 magic item to aid his efforts.  This ring was the weapon used by the victor
 of the contest, though he never laid hands on it.  It was worn by his sibling
 and fired from the crowd, striking his opponent squarely in the back.
 Everyone witnessing agreed it was a brilliant interpretation of the rules.

 STATISTICS:

 Damage:  2D6 (no save)
 Range:  120 ft
 Area: 1 creature


RING21 - Ring of Infravision

 Ring of Infravision:  'Topsider's Crutch'

 Merchants that dare the risks of trading with the Drow of the Great Rift are
 often given these items to aid in their movements underground.

 STATISTICS:

 Special:  The wearer gains the ability of infravision up to 120 ft


RING22 - Ring of Holiness

 Ring of Holiness:  'Honorary Ring of Sune'
 Rings of this type were given to faithful priests of Sune who demonstrated
 actions of astounding integrity and kindness.

 STATISTICS:

 Spells:  Grants an extra spell of each level from 1st to 4th
 Only usable by:
 Cleric
 Druid


RING23 - Ring of Folly

 Ring of Folly:  'Discipliner'
 Oft the bane of the careless mage, this ring was actually used to promote
 humility.  Hergat Norin, a grand wizard of Narfell, would give the
 Discipliner to his most skilled, and most egotistical, students.  Through
 their blind arrogance they would mistake the ring as a reward for their
 "obvious brilliance," and not the punishment of a disapproving teacher.

 STATISTICS:

 Intelligence:  set to 3
 Wisdom:  set to 3
 Special:  infects the wearer with a feeblemind that can only be removed with
           a 'remove curse' spell


RING25 - Koveras' Ring of Protection (+1)

 Ring of Protection +1:  'Ring of the Princes'
 This ring and several of its type were originally crafted to protect the sons
 of King Castter De'wess, though who uttered the enchantment is unknown.
 History records that the rings remained within that family for at least 13
 generations, though they were all apparently lost within the space of one.
 Enmity between the King and the family of the creator may be to blame.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throws:  +1 bonus


RING26 - Ring of Djinni Summoning

 An item out of fables, the Djinni ring is highly sought after.  Once a day
 the wearer of this beautiful ring can summon a Djinni who will do as the ring
 wearer commands.  If the Djinni should die in service of its master the ring
 will be destroyed.

 STATISTICS:

 Special Abilities:  Summons a Djinni once a day


RING27 - Ring of Fire Control

 Ring of Fire Control
 This burnished red ring is engraved with depictions of flames and lava coils.
 Mages and other planar travelers use these rings to protect themselves while
 visiting the Elemental Plane of Fire and to command fire elementals to do
 their bidding.

 STATISTICS:

 Equipped Abilities:
  50% Fire Resistance

 Special Abilities:
  Charm Fire Elemental (+2 bonus to elementals saving throw)

  Casts Burning Hands once per day
   Damage:  1D3 +2
   Range:  0
   Area:  The caster

  Flamestrike once per day
   Damage: 6d8
   Range: 60 yards
   Area: 5-foot radius by 30-foot column


RING28 - Ring of Air Control

 Ring of Air Elemental Command
 Air elementals make for powerful foes but with this ring they can become
 valuable allies.  Dark tales tell of groups of Red Wizards all with rings of
 elemental command descending upon small villages with no warning and
 destroying every living thing in sight.  Although the truth of these rumors
 is questionable the fact remains that a ring of this power in the wrong hands
 is dangerous.

 STATISTICS:

 Special Abilities:

  Charm Air Elemental (+2 bonus to elementals saving throw)

  Improved Invisibility once per day
   Duration: 10 rounds
   Area:  1 creature


RING29 - Ring of Earth Control

 Ring of Earth Elemental Command
 If the songs of bards are correct, all one must do is wear this ring and they
 will gain the ability to control earth elementals at will.  Of course earth
 elementals are not easily controlled and care must be taken when commanding
 one.  An angry earth elemental can make short work of an inept adventurer.

 STATISTICS:

 Equipped Abilities:
  AC: +1 bonus

 Special Abilities (once per day):

  Charm Earth Elemental
     Save: (+2 bonus to elemental's saving throw)
     Duration: 45 seconds
  Stone to Flesh
     Save: None


RING30 - Ring of Human Influence

 For seven years Count Fisfnilt searched the Realms for a suitable bride for
 his son Ewnin.  Unfortunately all the women that Fisfnilt found were not up
 to the standards set by Ewnin, an impossibly spoiled man.  Desiring an heir
 and impatient with his son, the Count had the court mage fashion this ring.
 He gifted the ring to a woman of no small courtly influence and Ewnin was
 instantly smitten.  They wed three weeks later.

 STATISTICS:

 Equipped Abilities:  Raises wielder's charisma to 18
 Special Abilities: Charm person once per day


RING31 - Ring of Regeneration

 A lowly ranked Red Mage named Huhhus is said to have discovered the perfect
 way to distill troll flesh to make a potion that provided the same
 regenerative ability as that of the troll.  Few were willing to drink the
 vile liquid however and decades later a student of Huhhus created this ring,
 building upon the foundations of knowledge laid by Huhhus.  Within the hollow
 cavity of the jade ring floats the ichor and brains of a troll, providing a
 limited regenerative capability to the wearer.

 STATISTICS

 Equipped Abilities: Wearer regenerates 1 hit point every 6 seconds


RING33 - Ring of the Ram

 Also known as the Breaker of Castles, with one word this ring can unleash
 fantastic and deadly powers.  When it is triggered, a barely discernible
 ram-like shape billows forth from the ring.  This force can potentially knock
 opponents off of walls, destroy castle gates, or crush enemies, but it is
 damaging as well, in its own right.

 STATISTICS

 Damage: Once per day, 5-30 hit points of damage to an opponent.


RING34 - Ring of Spell Turning

 A gift to Derek Poodon, apprentice warrior, this ring was his salvation when
 he stumbled upon two Red Wizards traveling the Cloakwood Forest.  Enraged at
 being disturbed, the mages unleashed a score of Magic Missiles at the
 seemingly helpless Derek, but to their brief surprise, the assault reflected
 back and killed them both.  Thereafter, without having lifted his blade,
 Derek was rather sheepishly known as Derek the Red Slayer.

 STATISTICS

 Special Abilities: Cast minor spell turning once per day


RING35 - Ring of Lock Picks

 Derek Drak, one of the most talented burglars in the Shadow Thieve's guild,
 wore this ring on many of his scores.  The ring enhanced Derek's already
 impressive lock picking abilities.  In the city of Athkatla there wasn't a
 door that could not be unlocked by Derek.  To activate the ring, the proper
 command word must be known at which point the garnet stone on the ring will
 polymorph into the shape of a key that closely fits the lock.

 STATISTICS

 Special Abilities:  +25% to lock picking
 Usable By:
  Thief


RING36 - Ring of Danger Sense

 Nizzuf's Maze was a grand hedge maze created by the arch-mage Nizzuf for his
 amusement.  The maze boasted hundreds of magical traps, most of them
 extremely lethal.  Nizzuf posted a reward big enough to buy a kingdom to the
 man or woman brave enough to enter the maze and reach its core.  Thousands
 tried and died.  But one, Oteg Verm completed the maze, thanks mainly to this
 ring which let him 'see' where the traps were hidden.

 STATISTICS

 Special Abilities: +25% to trap detection


RING37 - Storm Ring

 This ring is worn by followers of the Storm Lord Talos, whose disciples await
 their god's wrath and welcome it eagerly.  The ability to wreak havoc and
 ruin are the principle ideals that Talos desires to see in his subjects.


RING38 - Dawn Ring

 These rings are often found in possession of those who worship Lathander the
 Morninglord.  Lathander espouses the principles of creativity and prosperity
 and believes that pride is a sinful trait that requires smothering.


RING39 - Ring of Gaxx

 This ring is relatively unadorned, but the vile magic within radiates intense
 evil.  Indeed, its creator, Kangaxx, was no less evil himself, even before
 millennia of undeath honed his power.  It is said that a cadre of Netheril
 mages fought and imprisoned the demilich once, but being unable to truly
 destroy him they became liches themselves to stand guard over his remains.
 The construction of the ring may have led to their enmity, as each of the
 gem's nine facets was supposedly empowered by sacrifice and death.

 STATISTICS

 Armor Class:  +2 Bonus
 Saving Throws:  +2 Bonus
 Magic Resistance:  +10% Bonus
 Special Abilities:  Immunity to Disease and Poison
 Equipped Abilities: Wearer regenerates 1 hit point every 3 seconds
 Special Use:  Invisibility, once per day
               Improved Haste, three time per day


RING40 - Ring of Acuity

 The origins of this ring are unclear, and while its enchantments share
 similarities with historical examples of Rings of Wizardry, there is
 something strange in how it feels, either in the weight of the metal or in
 the aura it projects, and it does not function the same.  It was likely found
 on some distant plane, and as such, its maker will remain a mystery to you.

 STATISTICS:

 Spells:  Gives two extra second level spells, one extra third level spell and
          one extra fourth level spell

 Only usable by:
 Mage


RING41 - Ring of Protection +3 (Throne of Bhaal)

 The Warder's Signet
 Legend holds that this plain gold band was a gift from Ao to Helm as a reward
 for the God's stalwart service during the Time of Troubles.  Helm in turn
 passed the gift on to his mortal followers.

 STATISTICS:

 Armor Class:  +3 bonus
 Saving Throws:  +3 bonus


RING42 - Ring of Improved Invisibility (Throne of Bhaal)

 The Specter's Ring
 A ruthless assassin of Tethyr known only as the Specter used this ring to
 great effect many years ago.  Striking completely unseen, his victims'
 demises were often attributed to angry ghosts and spirits.

 STATISTICS:

 Special:  Cast Improved Invisibility on the wearer once/day


RING43 - Oaken Ring (Throne of Bhaal)

 This ring is fashioned not from gold or precious metal, but from simple oak.

 Useable By:
 Druids


RING44 - Heartwood Ring (Throne of Bhaal)

 Combined with the Nymph's Tear, this simple band of oak allows a druid to
 draw upon the natural energies of the world around them.

 STATISTICS:
    Memorize one additional 6th and 7th level Druid Spell

 Useable By:
 Druids


RING45 - Delryn Family Ring (Throne of Bhaal)

 This simple band, though not of great material value, is a Delryn family
 heirloom.  Once worn by his dear sister Moira, Anomen has given this ring to
 you as a symbol of the love you share.


RING46 - Ring of Anti-Venom (Throne of Bhaal)

 This ring is an unadorned silver band.  However, its plain appearance belies
 the powerful magic within.  A Ring of Anti-Venom is eagerly sought after by
 royalty, influential political figures and other potential assassination
 targets.

 STATISTICS:

 Wearer is immune to all poison.


NPRING01 - D'Arnisse Signet Ring

 This ring was given to Nalia by her father upon her ascension to adulthood.
 Bonded to her blood as it is, the ring may not be removed from Nalia, nor its
 powers used by anyone else.  The ring grants a +2 bonus to all saving throws,
 +2 armor class bonus, and 50% resistance to fire.


-------------------------------------------------------------------------------
RODS:
-------------------------------------------------------------------------------

RODS01 - Rod of Absorption

 This rod acts as a magnet, drawing magic spells of any nature (priest or
 wizard) into itself. It then nullifies their effects. The magic absorbed must
 have been directed at the character possessing the rod.  To activate this
 absorption ability the user must use the wand after which time they will be
 protected for four rounds or until the absorption disappears.

 The rod will absorb nine levels of spells (and can defend against spells up
 to ninth level in power).  Each use of the rod expends one charge.

 STATISTICS

 Special Abilities (one charge): Spell absorption for four rounds
 Usable By:
  Cleric
  Mage


RODS02 - Rod of Lordly Might

 Also called The Wrath of Three Kings, though not associated with any named
 king in particular, this rod was likely made in 1090DR.  It saw use during
 The Battle of the Bones, but for which side is uncertain as it was found
 amongst the dead after a larger skirmish.  Three buttons unlock the rod's
 magic: the first transforms it into a fearsome enchanted Mace; the second, a
 hypnotic Flaming Blade; the third, a barbed Spear.  Only warriors can
 properly use its exotic mix of weaponry.

 STATISTICS

 This rod may transform into any of the following weapons when used.  Each
 weapon may also change back into the rod at will.

 Mace +2
  Special Abilities: Target must save vs. spells (+5 bonus) or be affected by
                     fear for four rounds
  THAC0: +2 bonus
  Damage: +2

 Flaming Long Sword +1
  Special Abilities: Target must save vs. spells (+5 bonus) or be held for
                     five rounds
  THACO: +1 bonus
  Damage: +1

 Spear +3
  Special Abilities: Target must save vs. spells (+6 bonus) or take 2d4 points
                     of magical damage
  THAC0: +3
  Damage: +3

 Usable By:
  Warriors


RODS03 - Rod of Resurrection

 This rod enables anyone to resurrect the dead as if they were of high enough
 level to cast the resurrection spell and if they were a priest. No rest is
 required, as the rod bestows the life giving effects.  Each use of the rod
 expends one charge.

 STATISTICS

 Special Abilities (one charge):  Resurrection


RODS04 - Rod of Smiting

 This long, thin rod can be wielded as a staff.  This rod has been designed to
 destroy golems.  Any golem struck by the rod must make a saving throw or be
 destroyed.  In the hands of any other than a cleric or mage the rod becomes
 unusable.

 STATISTICS

 Combat Abilities: If a golem is struck by the rod, the golem must make a
 saving throw vs. death or be destroyed.
 Thac0: +3 bonus
 Damage:  1D8 + 3, +10 vs. Golems
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Usable By:
  Mage
  Cleric


RODS05 - Rod of Terror

 When activated this rod may be used as a staff +3.  Any creature hit by the
 rod must make a saving throw vs. spells or flee in terror, fearing the
 wielder as if he or she were a flesh eating demon from the Abyss.  There is a
 drawback to using this rod however.  Each time the rod is used there is a 20%
 chance that the wielder loses one point of Charisma permanently.

 STATISTICS

 Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or
 flee in terror (lasts four rounds)
 Thac0: +3 bonus
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Not Usable By:


RODS06 - Rod of Reversal (Throne of Bhaal)

 This powerful item allows a warrior to quickly remove the magical defenses of
 an enemy mage.  It is particularly prized by Wizard Slayers.

 STATISTICS:

    Cast Ruby Ray of Reversal (1 charge/use)

 Usable By:
 Fighters
 Rangers
 Paladins


-------------------------------------------------------------------------------
DRAGON SCALES:
-------------------------------------------------------------------------------

SCALEB - Shadow Dragon Scales

 These heavy scales glisten under the light and are warm to the touch.  There
 are a significant number of them salvaged from the corpse of the shadow
 dragon... perhaps they might be useful in the formation of some kind of
 shield or armor.


SCALER - Red Dragon Scales

 There are a large number of scales salvaged from the red dragon.  Legend has
 it they can be magically forged into powerful armor.


(White and Blue scales, Throne of Bhaal items, can be found in the Components
section)


-------------------------------------------------------------------------------
SCROLLS:
-------------------------------------------------------------------------------

RESTORE, SCRLSD - Greater Restoration

 Greater Restoration (Necromancy)
 Level: 7
 Sphere:  Necromantic
 Range: Touch
 Duration: Permanent
 Casting Time: 3
 Area of Effect: Target Creature
 Saving Throw: None

 When this spell is cast, the life energy level of the recipient is raised.
 This reverses any previous life energy level drain of the creature by a force
 or monster.  A restoration spell will also restore the intelligence of a
 creature affected by a feeblemind spell.  It also negates any form of
 insanity such as confusion or berserk, fully heals the target, and cures any
 disease or poisons.  The casting of this spell is very draining on the priest
 and she will likely require rest immediately afterwards, as it will cause
 days worth of fatigue almost instantaneously.


SCRL02 - Spell Scroll

SCRL03 - Protection from Acid

 A Protection from Acid scroll offers protection to the target from all forms
 of acid, be they of a natural or magical nature. The effect is not permanent,
 however, and will wear off after 12 hours.

 STATISTICS:

 Acid Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL04 - Protection from Cold

 A Protection from Cold scroll offers protection to the target from all forms
 of cold, be they of a natural or magical nature.  This effect is not
 permanent, however, and will wear off after 12 hours.

 STATISTICS:

 Cold Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL05 - Protection from Electricity

 A Protection from Electricity scroll offers protection to the target from all
 forms of electrical damage, be it of a natural or magical nature.  The effect
 is not permanent, however, and will wear off after 12 hours.

 STATISTICS:

 Electricity Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL06 - Protection from Fire

 A protection from fire scroll offers protection to the target from all forms
 of fire, even that of magical or elemental nature. The effect is not
 permanent, however, and will wear off after 12 hours.

 STATISTICS:

 Fire Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL07 - Protection from Magic

 A Protection from Magic scroll invokes a very powerful, invisible globe of
 anti-magic in a 3' radius from the target. No form of magic can pass into or
 out of it but physical matter is not hindered.  This will remove spell
 effects that the caster is currently under.  The effect is not permanent,
 however, and will wear off within 10 turns.

 STATISTICS:

 Spells:  Cannot be cast
 Magic:  Does not funtion within sphere, with the exception of magical weapons
 Special:  Dispel all current magical effects upon casting
 Range:  30 ft
 Area:  1 creature
 Duration:  10 turns
 Not usable by:


SCRL08 - Protection from Poison

 A Protection from Poison scroll offers protection to the target from all
 forms of poison, be they of a natural or magical nature. The effect is not
 permanent, however, and will wear off after 6 hours.

 STATISTICS:

 Poison:  Will not affect the target
 Special:  Removes poison already in the target's system
 Range:  30 ft
 Area:  1 creature
 Duration:  6 hours
 Not usable by:


SCRL09 - Protection from Undead

 A Protection from Undead scroll invokes a 3' radius circle of protection
 around the target. It protects the person within from all physical attacks
 made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies,
 etc. It does not offer any protection from magical attacks, however, and will
 wear off with the passage of 10 turns.

 STATISTICS:

 Special:  Immune to all undead
 Range:  30 ft
 Area:  1 creature
 Duration:  10 turns
 Not usable by:


SCRL10 - Cursed Scroll of Weakness

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.

SCRL11 - Cursed Scroll of Clumsiness
SCRL12 - Cursed Scroll of Foolishness
SCRL13 - Cursed Scroll of Ugliness
SCRL14 - Cursed Scroll of Summon Monster

SCRL15 - Protection from Petrification

 A Protection from Petrification scroll offers protection to the reader from
 all forms of attack, magical or otherwise, that turn flesh into stone. The
 effect is not permanent, however, and will wear off with the passage of 6
 hours.

 STATISTICS:

 Special:  Target is immune to petrification
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL16 - Cursed Scroll of Petrification
SCRL17 - Cursed Scroll of Ailment
SCRL18 - Cursed Scroll of Stupidity

SCRL1B - Agannazar's Scorcher

 Agannazar's Scorcher (Evocation)
 Level: 2
 Range: 20 yards
 Duration:  Instant
 Casting Time: 3
 Area of Effect: 2-foot by 60-foot jet.
 Saving Throw: None

 Upon casting this spell a jet of flame appears at the caster's fingertips and
 bursts out toward one target of the caster's choice. That target will be hit
 by this flame for 3-18 points of damage.  There is no saving throw against
 this spell, though anti-fire capabilities such as fire resistance will apply
 and may reduce or eliminate the damage.


SCRL1C - Ghoul Touch

 Ghoul touch (Necromancy)
 Level: 2
 Range: 0
 Duration: 5 rounds
 Casting Time: 1
 Area of Effect: The caster
 Saving Throw: Neg.

 When the caster completes this spell, a red glow encompasses his hand.  When
 the wizard makes a successful melee attack against a creature, that creature
 is paralyzed by the negative energy.  The touched creature must make a saving
 throw vs. spell or be paralyzed for 5 rounds.


SCRL1D - Clairvoyance

 Clairvoyance (Divination)
 Level: 3
 Range: Special
 Duration: Instant
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: None

 The Clairvoyance spell empowers the wizard to see in his mind the
 geographical features and buildings of the region he is currently exploring.
 It extends to a great range, but cannot reveal creatures or their movements.


SCRL1E - Dispel Magic

 Dispel Magic (Abjuration)
 Level: 3
 Sphere: Protection
 Range: Visual range of caster
 Duration: Special
 Casting Time: 6
 Area of Effect: 30-foot cube
 Saving Throw: Special

 A dispel magic removes magical effects upon anyone within the area.  This
 includes effects given from spells, potions and certain magical items such as
 wands.  It does not, however, affect enchanted magical items or spell
 protections such as Spell Turning, and Spell Deflection.  The chance of the
 dispel succeeding is determined by the level of the caster and the level of
 the magic being dispelled. The base chance of successfully dispelling is 50%.
 For every level that the caster of the dispel magic is above the original
 caster, his chance of success increases by 5%.  For every level that the
 caster of dispel magic is below the original caster, his chance of success
 decreases by 10%.  However, despite the difference in levels, there is always
 at least a 1% chance of success or failure. Thus, if a caster is 10 levels
 higher than the magic he is trying to dispel, there is only a 1% chance of
 failure.  Similarly if the caster is 4 levels lower than the magic he is
 trying to dispel, there is only a 10% chance of success.  Intuitively, this
 spell is almost useless if the target is 5 or more levels higher than the
 caster.

 Note:  while this spell dispels the individual effects of grease, web,
 stinking cloud and other such spells, it does not dispel the area of effect.


SCRL1F - Flame Arrow

 Flame Arrow (Conjuration/Summoning)
 Level: 3
 Range: Visual range of caster
 Duration: 1 round
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: None

 This spell enables the caster to hurl fiery bolts at opponents within range.
 Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire
 damage. Only half of the fire damage is inflicted if the creature struck
 saves vs. spell. The caster receives one bolt for every five experience
 levels beyond 5th (two bolts at 10th level, three at 15th level, etc.).  All
 of the bolts will streak towards the target of the spell.


SCRL1G - Fireball

 Fireball (Evocation)
 Level: 3
 Range: Visual range of caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 30-foot radius
 Saving Throw: 1/2

 A fireball is an explosive burst of flame, which detonates with a low roar
 and delivers damage proportional to the level of the wizard who cast it - 1d6
 points of damage for each level of experience of the spellcaster (up to a
 maximum of 10d6). The wizard points his finger and speaks the range (distance
 and height) at which the fireball is to burst. A streak flashes from the
 pointing digit and, unless it impacts upon a material body or solid barrier
 prior to attaining the prescribed range, blossoms into the fireball (an early
 impact results in an early detonation). Creatures failing their saving throws
 each suffer full damage from the blast. Those who roll successful saving
 throws manage to dodge, fall flat, or roll aside, each receiving half.


SCRL1H - Haste

 Haste (Alteration)
 Level: 3
 Range: Visual range of caster
 Duration: 3 rounds + 1 round/level
 Casting Time: 3
 Area of Effect: 40' cube, 1 creature/level
 Saving Throw: None

 When this spell is cast, all creatures affected function at double their
 normal movement rate, gain a -2 initiative bonus, and receive an extra attack
 each round. Thus, a creature moving at 6 and attacking once per round would
 move at 12 and attack twice per round. At the instant the spell is completed,
 it affects all ally creatures in a 40-foot cube centered on a point selected
 by the caster (thus, creatures leaving the area are still subject to the
 spell's effect; those entering the area after the casting is completed are
 not). Note that affected creatures expend as much energy during this spell as
 they would normally in a whole day, significantly raising their fatigue
 level. This spell is not cumulative with itself or with other similar magic.
 Spellcasting and spell effects are not affected. Note that this spell negates
 the effects of a slow spell.


SCRL1I - Hold Person

 Hold Person (Enchantment/Charm)
 Level: 3
 Range: Visual range of caster
 Duration: 1 turn
 Casting Time: 3
 Area of Effect: special
 Saving Throw: Neg.

 This spell holds one or more humans, demihumans, or humanoid creatures
 rigidly immobile and in place for 1 turn.  This includes brownies, dryads,
 dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs,
 hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites,
 troglodytes, and others. Thus, a 10th-level fighter could be held, while an
 ogre could not.

 The effect is centered on the victim selected by the caster.  Every enemy
 within 5 feet of the target is also affected.  Those who succeed on their
 saving throws are totally unaffected by the spell. Undead creatures cannot be
 held.

 Held creatures cannot move or speak, but they remain aware of events around
 them.  Time passes for the held creature at the same rate as if they were not
 held, even though they cannot move or even speak.  In other words, being held
 does not prevent the worsening of the subjects' condition due to wounds,
 disease, or poison.


SCRL1J - Invisibility 10' radius

 Invisibility 10' radius
 (Illusion/Phantasm)
 Level: 3
 Range: 0
 Duration: Special
 Casting Time: 1 round
 Area of Effect: 10' radius
 Saving Throw: None

 This spell causes all creatures within 10' of the caster to vanish from sight
 and be undetectable by normal vision or even infravision. Of course, the
 invisible creature(s) are not magically silenced, and certain other
 conditions can render the creature(s) detectable. Even allies cannot see the
 invisible creature(s) or their gear, unless these allies can normally see
 invisible things or employ magic to do so.  Items dropped or put down by the
 invisible creature(s) become visible, items picked up disappear if tucked
 into the clothing or pouches worn by the creature(s). The spell remains in
 effect until it is magically broken or dispelled, until the wizard or
 recipient cancels it, until the recipient attacks any creature, or until 24
 hours have passed. The  invisible being(s) cannot open doors, talk, eat,
 climb stairs, etc. If they attack, they immediately become visible, although
 the invisibility enables them to attack first.


SCRL1K - Lightning Bolt

 Lightning Bolt (Evocation)
 Level: 3
 Range: 40 yards + 10 yards/level
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: 1/2

 Upon casting this spell, the wizard releases a powerful stroke of electrical
 energy that inflicts 1d6 points of damage per level of the spellcaster
 (maximum damage of 10d6) to each creature within its area of effect. A
 successful saving throw vs. spell reduces this damage to half (round
 fractions down). The bolt begins at a range and height decided by the caster
 and streaks outward in a direct line from the casting wizard (e.g., if a
 40-foot bolt was started at 180 feet from the wizard, the far end of bolt
 would reach 220 feet (180 + 40).  If the lightning bolt intersects with a
 wall it will bounce until it reaches its full length.


SCRL1L - Monster Summoning I

 Monster Summoning I
 (Conjuration/Summoning)
 Level: 3
 Range: 40 yards
 Duration: 2 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: None

 With the casting of this spell, the wizard summons a random selection of 3 HD
 monsters.  There is a 60% chance of receiving one monster and a 40% chance of
 receiving two monsters.  The monster(s) appear within spell range and attack
 the spellcaster's opponents until the spell duration expires or until they
 are slain.


SCRL1M - Non-Detection

 Non-Detection (Abjuration)
 Level: 3
 Range: Touch
 Duration: 20 turns
 Casting Time: 3
 Area of Effect: 1 creature or item
 Saving Throw: None

 By casting this spell, the wizard makes the creature or object touched
 undetectable by divination spells such as Clairaudience, Clairvoyance, Locate
 Object, ESP, and detect spells including Invisibility Purge.  It also
 prevents location by such magical items as crystal balls and ESP medallions.
 It does not affect the know alignment spell.


SCRL1N - Protection from Normal Missiles

 Protection From Normal Missiles
 (Abjuration)
 Level: 3
 Range: Touch
 Duration: 5 turns
 Casting Time: 3
 Area of Effect: Creature touched
 Saving Throw: None

 By means of this spell, the wizard bestows total invulnerability to
 non-magical hurled and projected missiles such as arrows, axes, bolts,
 javelins, and sling stones.  Note, however, that this spell does not convey
 any protection from such magical attacks as Fireballs, Lightning Bolts, Magic
 Missiles, or magical missiles such as arrows +1.


SCRL1O - Slow

 Slow (Alteration)
 Level: 3
 Range: Visual range of the caster
 Duration: 1 turn
 Casting Time: 3
 Area of Effect:  40' cube
 Saving Throw: Neg.

 A slow spell causes creatures to move and attack at half of their normal
 rates unless a save vs. spells is made with a -4 penalty.  It negates haste,
 but does not otherwise affect magically speeded or slowed creatures.  Slowed
 creatures have an armor class penalty of +4, and an attack penalty of -4.


SCRL1P - Skull Trap

 Skull Trap (necromantic)
 Level: 3
 Range: 20 yards
 Duration:  Until triggered
 Casting Time: 3
 Area of Effect: 30 foot radius
 Saving Throw: 1/2

 Upon casting this spell, a skull is thrown by the caster at the target area.
 The skull floats in the area until a creature comes within 20 feet of it.
 When this happens the skull is triggered and explodes, damaging everyone
 within a 30 foot radius.  The damage inflicted is equal to 1d6 hit points per
 level of the caster, or half with a successful save vs. spell.  When casting
 this spell it is wise to set it far away from the party, lest they set it off
 accidentally.


SCRL1Q - Vampiric Touch

 Vampiric Touch
 (Necromancy)
 Level: 3
 Range: Touch
 Duration: Instant
 Casting Time: 3
 Area of Effect: Target creature
 Saving Throw: None

 When this spell is cast, the target loses 1-6 hit points for every two caster
 levels, to a maximum drain of 6-36 for a 12th level caster.  These hit points
 are added to the caster's current hit points, with any hit points over the
 caster's normal maximum treated as temporary additional hit points.  The
 temporary hit points last for 5 turns.

 Note: This spell may not be cast multiple times to radically increase the
 caster's hit-points.  The caster must wait for the first vampiric touch spell
 to run its course before casting another.


SCRL1S - Dire Charm

 Dire Charm
 (Enchantment/Charm)
 Level: 3
 Range: 20 yards
 Duration: 5 rounds
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: Neg.

 This spell works in the exact same manner as charm person, with one
 difference; there is no saving throw bonus.  Dire charm affects any single
 person it is cast upon. The term person includes any bipedal human,
 demihuman, or humanoid of man-size or smaller, such as brownies, dryads,
 dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs,
 hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites,
 troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an
 ogre could not. The person receives a saving throw vs. spell to avoid the
 effect.

 If the spell recipient fails his saving throw, he regards the caster as a
 trusted friend and ally to be heeded and protected.  The caster may give him
 orders, and the charmed individual will carry them out as quickly as
 possible.

 If the caster harms, or attempts to harm, the charmed person by some overt
 action, or if a dispel magic spell is successfully cast upon the charmed
 person, the charm spell is broken.

 If two or more charm effects simultaneously affect a creature, the most
 recent charm takes precedence.  Note that the subject has full memory of the
 events that took place while he was charmed.

 Also note that you cannot have a charmed creature leave the area where he was
 charmed.


SCRL1T - Ghost Armor

 Ghost Armor
 (Conjuration/Summoning)
 Level: 3
 Range:  0
 Duration: 5 turns
 Casting Time: 1
 Area of Effect: The caster
 Saving Throw: None

 By means of this spell, the wizard creates a magical field of force that
 serves as if it were field plate armor (AC 2). It is cumulative with
 Dexterity and, in the case of fighter/mages, with the shield bonus. The armor
 spell does not hinder movement, adds no weight or encumbrance, nor does it
 prevent spellcasting. It lasts until successfully dispelled or until the
 duration runs out.


SCRL1U - Confusion

 Confusion (Enchantment/Charm)
 Level: 4
 Range: Visual range of the caster
 Duration: 5 rounds + 1 round/6 levels
 Casting Time: 4
 Area of Effect: Up to 60-foot cube
 Saving Throw: Special

 This spell causes confusion in one or more creatures within the area,
 creating indecision and the inability to take effective action.  All
 creatures within the area of effect are allowed save vs. spell with a -2
 penalty.  Those successfully saving are unaffected by the spell.

 The spell lasts for five rounds plus one round for every 6 levels of the
 caster.  Those who fail their saving throws will either go berserk, stand
 confused, or wander about for the duration of the spell.

 Wandering creatures move as far from the caster as possible, according to
 their most typical mode of movement (characters walk, fish swim, bats fly,
 etc.).  Any confused creature that is attacked perceives the attacker as an
 enemy and acts according to its basic nature.


SCRL1V, SCRL2B - Stoneskin

 Stoneskin (Alteration)
 Level: 4
 Range: 0
 Duration: 12 hours
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None

 When a wizard casts this powerful spell upon himself, an outer skin of stone
 will move up from the ground completely covering him.  This skin is of course
 magical and will hinder the wizard in no way.  The effect of this is to
 protect the wizard from physical attacks such as melee weapons and
 projectiles.  For every 2 levels of the caster an additional skin is gained
 upon casting, for example a 10th level wizard would receive 5 skins while
 a 20th level wizard would receive 10.  For each skin the wizard possesses the
 spell will stop one attack, so a 10th level wizard would be protected from
 the first 5 attacks made against him, but the sixth would affect him
 normally.  The skins will remain on the wizard until he is affected by a
 dispel magic, all of the skins are removed due to physical attacks, or the
 spell duration expires.  It is important to note that this will not protect
 the wizard from any magical attacks such as fireball, however it will protect
 him from physical magical attacks such as magic missle.


SCRL1W - Fireshield (Blue)

 Fireshield (Blue) (Evocation, Alteration)
 Level: 4
 Range: 0
 Duration: 3 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: The Caster
 Saving Throw: None
</pre><pre id="faqspan-10">
 The blue fireshield protects the user from cold damage by surrounding the
 caster with a shield of ice flame.  This shield not only grants the user 50%
 cold resistance, but also protects the caster from attacks made within a 5'
 radius around the caster.  An opponent that hits the caster with any weapons
 or spells within this radius suffers 1d8 +2 cold damage.


SCRL1X - Ice Storm

 Ice Storm (Evocation)
 Level: 4
 Range: Visual range of caster
 Duration:  4 rounds
 Casting Time: 4
 Area of Effect: 30' radius
 Saving Throw: None

 When this spell is cast, great hail stones pound down for four rounds in a
 60-foot-diameter area and inflict 2d8 points of damage to any creatures
 within the area of effect.  Also, anyone that remains within the area of
 effect takes 2d8 damage each round for four rounds.


SCRL1Y - Improved Invisibility

 Improved Invisibility
 (Illusion/Phantasm)
 Level: 4
 Range: Touch
 Duration: 3 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Creature touched
 Saving Throw: None

 This spell is similar to the invisibility spell, but the recipient is able to
 attack, either by missile discharge, melee combat, or spellcasting, and
 remain unseen. Note, however, that there are sometimes telltale traces, a
 shimmering, so that an observant opponent can attack the invisible spell
 recipient. These traces are only noticeable when specifically looked for
 (after the invisible character has made his presence known). Attacks against
 the invisible character suffer -4 penalties to the attack rolls, and the
 invisible character's saving throws are made with a +4 bonus.

 Note: after making an attack the mage is no longer completely invisible.
 Opponents can target the mage.


SCRL1Z - Minor Globe of Invulnerability

 Minor Globe of Invulnerability
 (Abjuration)
 Level: 4
 Range: 0
 Duration: 1 round/level
 Casting Time: 4
 Area of Effect: 5-foot-radius sphere
 Saving Throw: None

 This spell creates a faintly shimmering magical sphere around the caster that
 prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e.,
 the area of effect of any such spells does not include the area of the minor
 globe of invulnerability). This includes innate abilities and effects from
 devices. However, any type of spell can be cast out of the magical sphere,
 and these pass from the caster of the globe to their subject without
 affecting the minor globe. Fourth and higher level spells are not affected by
 the globe. The globe can be brought down by a successful dispel magic spell.


SCRL2A - Monster Summoning II

 Monster Summoning II
 (Conjuration/Summoning)
 Level: 4
 Range: 40 yards
 Duration: 3 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: None

 This spell is much like the 3rd-level monster summoning I spell, except that
 this spell summons 4 HD monsters. There is a 60% chance of receiving one
 monster and a 40% chance of receiving two monsters.  These monster(s) appear
 within spell range and attack the caster's opponents until the spell duration
 expires, or until they are slain.


SCRL2D - Animate Dead

 Animate Dead (Necromancy)
 Level: 5
 Range: 10 yards
 Duration: 8 hours
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 This spell creates 1-2 undead monsters to rise and serve the wizard under any
 conditions.  One undead servant automatically rises and there is a 5% chance
 per level of the caster that another will rise and join the first.  However,
 at 15th level the caster will be able to summon a Skeleton Warrior (only
 one), a very powerful ally indeed.

 The undead can follow the caster, remain in an area and attack any creature
 (or just a specific type of creature) entering the place, etc. The undead
 remain animated until they are destroyed in combat, 8 hours pass, or are
 turned.  The magic cannot be dispelled.


SCRL2E - Cloudkill

 Cloudkill (Evocation)
 Level: 5
 Range: 10 yards
 Duration: 1 turn
 Casting Time: 5
 Area of Effect: 40' wide, 20' high,
 20' deep cloud
 Saving Throw: None

 This spell generates a billowing cloud of ghastly, yellowish green vapors
 that is so toxic as to slay any creature with fewer than 4 +1 Hit Dice, and
 cause creatures with 4 +1 to 6 Hit Dice to roll saving throws vs. poison
 with - 4 penalties or be slain.  Holding one's breath has no effect on the
 lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the
 cloud immediately, or suffer 1d10 points of poison damage each round while in
 the area of effect.


SCRL2F - Cone of Cold

 Cone of Cold (Evocation)
 Level: 5
 Range: 0
 Duration: Instantaneous
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: 1/2

 When this spell is cast, it causes a cone-shaped area of extreme cold,
 originating at the wizard's hand and extending outward in a cone five feet
 long and one foot in diameter per level of the caster. It drains heat and
 causes 1d4 + 1 points of damage per level of experience of the wizard. For
 example, a 10th-level wizard would cast a cone of cold 10 feet in diameter
 and 50 feet long, causing 10d4 + 10 points of damage.


SCRL2G - Monster Summoning III

 Monster Summoning III
 (Conjuration/Summoning)
 Level: 5
 Range: 40 yards
 Duration: 4 rounds + 1 round/level
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: None

 This spell is much like the 3rd-level monster summoning I spell, except that
 this spell summons 5 HD monsters. There is a 60% chance of receiving one
 monster and a 40% chance of receiving two monsters.  These monster(s) appear
 within spell range and attack the caster's opponents until the spell duration
 expires, or until they are slain.


SCRL2H - Shadow Door

 Shadow Door (Illusion/Phantasm)
 Level: 5
 Range: 10 yards
 Duration: 1 round/level
 Casting Time: 2
 Area of Effect: Special
 Saving Throw: None

 By means of this spell, the wizard creates the illusion of a door. The
 illusion also permits the wizard to appear to step through this "door" and
 disappear. In reality he has darted aside and can flee, totally invisible (as
 per the Improved Invisibility spell), for the spell duration. A true seeing
 spell, a gem of seeing, or similar magical means can discover the wizard.


SCRL2I-SCRL3F - Letters

SCRL3G - Vocalize

 Vocalize (Alteration)
 Level: 2
 Range: 0
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: Caster
 Saving Throw: None

 The recipient of this spell can cast spells with a verbal component without
 having to make any noise.  Effectively, this spell cancels the effect of
 silence and makes the recipient immune to it for the spell's duration.  This
 spell has no effect on other noises or speech - it simply removes a spell's
 verbal component.


SCRL3H - Protection from Evil

 Protection From Evil (Abjuration)
 Level: 1
 Range: Touch
 Duration: 2 rounds/level
 Casting Time: 1
 Area of Effect: Creature touched
 Saving Throw: None

 When this spell is cast, it creates a magical barrier around the recipient at
 a distance of one foot. The barrier moves with the recipient and has two
 major effects: First, all attacks made by evil or evilly enchanted creatures
 against the protected creature receive a penalty of - 2 to each attack roll,
 and second, any saving throws caused by such attacks are made by the
 protected creature with a +2 bonus.


SCRL3I - Letter
SCRL3Z - Letter

SCRL56 - Cure Serious Wounds

 Cure Serious Wounds (Necromancy)
 Level: 4
 Sphere: Healing
 Range: Touch
 Duration: Permanent
 Casting Time: 7
 Area of Effect: Creature touched
 Saving Throw: None

 This spell is a more potent version of the cure light wounds spell. When
 laying his hand upon a creature, the priest heals 17 points of wound or other
 injury damage to the creature's body. This healing cannot affect
 noncorporeal, nonliving, or extraplanar creatures.


SCRL58 - Free Action

 Free Action (Abjuration)
 Level: 4
 Sphere: Charm
 Range: Touch
 Duration: 1 turn + 1 round/level
 Casting Time: 5
 Area of Effect: Creature touched
 Saving Throw: None

 While under the effects of this spell, the recipient becomes immune to
 anything that limits his movement.  This includes the effects of web, hold
 person, grease and entangle.


SCRL59 - Neutralize Poison

 Neutralize Poison (Necromancy)
 Level: 4
 Sphere: Healing
 Range: Touch
 Duration: Instant
 Casting Time: 1
 Area of Effect: Creature touched
 Saving Throw: None

 This spell removes all toxins from the body, both natural and magical in
 nature.  When this spell is cast upon a poisoned individual, it immediately
 neutralizes any poison and restores 10 lost hit points.   This spell will
 also cure any diseases that the target may be suffering from, as well as
 blindness and deafness.


SCRL5A - Mental Domination

 Mental Domination
 (Enchantment/Charm)
 Level: 4
 Sphere: Thought
 Range: Visual sight of caster
 Duration: 8 rounds
 Casting Time: 4
 Area of Effect: 1 creature
 Saving Throw: Neg.

 When cast upon a subject, he must make a save vs. spell at a -2 penalty in
 order to avoid the priest entering his mind.  The effects of this spell are
 similar to the wizard spell domination, with a few minor differences.  Most
 notably, this spell gives the priest no access to the subject's thoughts,
 memory, or sensory apparatus.  The priest simply is able to command the
 subject to perform certain tasks or functions during the spell duration.  To
 control the subject, the priest must be within range and must be able to see
 the subject.  This control will last until dispelled or for the duration of
 the spell.


SCRL5B - Defensive Harmony

 Defensive Harmony
 (Enchantment/Charm)
 Level: 4
 Sphere: Law
 Range: Caster
 Duration: 6 rounds
 Casting Time: 1
 Area of Effect: 10' radius
 Saving Throw: None

 Defensive Harmony grants affected creatures a defensive bonus by bestowing an
 enchanted coordination of their attacks and defenses.  This allows a group of
 creatures to act as a single unit for a single battle or encounter.  The
 effect is always centered on the caster, but affects all those within a 10
 foot radius.  The affected can move outside of this after the spell is cast
 and still enjoy the benefits of the harmony.  While the spell is in effect,
 each affected creature gains a +2 bonus to his armor class.  This lasts for 6
 rounds or until successfully dispelled.


SCRL5C - Protection from Lightning

 Protection From Lightning (Abjuration)
 Level: 4
 Sphere: Protection, Weather
 Range: Touch
 Duration: 5 rounds/level
 Casting Time: 7
 Area of Effect: Creature touched
 Saving Throw: None

 When the spell is cast, it confers complete invulnerability to electrical
 attack such as magical attacks (lightning bolt, shocking grasp etc..)  The
 protection will last for the duration of the spell or until successfully
 dispelled.


SCRL5D - Protection from Evil 10' radius

 Protection From Evil 10' Radius
 (Abjuration)
 Level: 4
 Sphere: Protection
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 7
 Area of Effect: 10' radius
 Saving Throw: None

 When this spell is cast, all creatures within a 10' radius are affected
 individually by 'protection from evil'.  It creates a magical barrier around
 the recipients at a distance of one foot. The barrier moves with the
 recipient and has two major effects: First, all attacks made by evil or
 evilly enchanted creatures against the protected creature receive a penalty
 of - 2 to each attack roll, and second, any saving throws caused by such
 attacks are made by the protected creature with a +2 bonus.


SCRL5E - Champion's Strength

 Champion's Strength (Alteration)
 Level: 5
 Sphere:  Law
 Range:  Visual sight of caster
 Duration: 3 rounds/level
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None

 When this spell is cast, the priest effectively draws on the strength of his
 god and lends it to the target creature, in effect creating a champion.  The
 target gains a bonus to his THAC0 at a rate of 1 for every 3 levels of the
 caster.  So a 9th level priest would confer a THAC0 bonus of 3 to the target,
 and so on.  Also, the target's strength is set to 18/00 for the duration of
 the spell, with all the bonuses to hit and damage that this strength confers.
 Note that if the targets strength is above 18/00, it will actually be reduced
 to this value.

 The drawback to this is that the priest must concentrate on the connection
 between the target and his god for the duration of the spell, hence losing
 the ability to cast any spells during this time.  The effect lasts for 3
 rounds for every level of the caster or until dispelled.


SCRL5F - Chaotic Commands

 Chaotic Commands (Enchantment/Charm)
 Level: 5
 Sphere: Chaos
 Range:  Visual sight of caster
 Duration: 1 turn/level
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None

 Chaotic Commands renders a creature immune to magical commands.  Suggestion,
 Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that
 fit into this category.  This spell also protects the target from psionic
 blast.  This spell affects only one creature and lasts for the duration or
 until dispelled.


SCRL5G - Remove Curse

 Remove Curse (Abjuration)
 Level: 4
 Range: Touch
 Duration: Permanent
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: Special

 Upon casting this spell, the wizard is usually able to remove a curse on an
 object, on a person, or in the form of some undesired sending or evil
 presence. Note that the remove curse spell does not remove the curse from a
 cursed shield, weapon, or suit of armor, for example, although the spell
 typically enables the person afflicted with any such cursed item to get rid
 of it. Certain special curses may not be countered by this spell, or may be
 countered only by a caster of a certain level or more.


SCRL5H - Emotion

 Emotion (Enchantment/Charm)
 Level: 4
 Range: Visual range of the caster
 Duration: 2 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Up to 60-foot cube
 Saving Throw: Special

 When this spell is cast the wizard can disturb the emotional state of those
 around him.  The effect of this is to inflict a feeling of hopelessness upon
 the enemies within the visual sight of the caster.  Upon a failed save vs.
 spell, the affected will lie down where they stand and give over all their
 will to a higher power.  Sometimes they can be heard to exclaim things such
 as 'I lay down and die', or 'I'm going home'.  This will last for the
 duration of the spell upon which they will return to normal.

 The secondary effect of this spell is to instill upon the caster the feeling
 of courage.  This will remove any effects of panic and restore his morale, as
 well as prevent the above from creeping forth into his psyche.  There is no
 save vs. this and it will last for the duration of the spell.  It will,
 however, be affected by magic resistance and other such things.


SCRL5I, SCRL5W - Greater Malison

 Greater Malison (Enchantment/Charm)
 Level: 4
 Range: Visual range of the caster
 Duration: 2 rounds/level
 Casting Time: 4
 Area of Effect: Up to 60-foot cube
 Saving Throw: None

 The spell allows the caster to adversely affect all the saving throws of his
 enemies.  The effect is applied to all hostile creatures within the area of
 effect.  Opponents under the influence of this spell make all saving throws
 at a penalty of -4.


SCRL5J - Otiluke's Resilient Sphere

 Otiluke's Resilient Sphere (Alteration)
 Level: 4
 Range: 0
 Duration: 1 turn
 Casting Time: 1
 Area of Effect: Target creature
 Saving Throw: Neg.

 When this spell is cast, the result is a globe of shimmering force that
 encloses the subject creature-if it fails to successfully save vs. spell.
 The resilient sphere will contain its subject for the duration of the spell.
 The sphere is completely immune to all damage.  Actually, the only method of
 removing the sphere is a successful dispel magic.  Hence the creature caught
 inside the globe is completely safe from all attacks, but at the same time is
 completely unable to affect the outside world.


SCRL5K - Spirit Armor

 Spirit Armor (Necromancy)
 Level: 4
 Range:  Touch
 Duration: 10 turns
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None

 This spell is very similar to the 3rd level spell Ghost Armor in that it
 creates a corporeal barrier around the targets body for the duration of the
 spell.  This spell taps the target's life force in order to create the
 barrier.  The armor itself is weightless, and does not hinder movement or
 spellcasting at all.

 The spirit armor does not work cumulatively with any other armor, however
 dexterity bonus' still apply as well as magic rings and a shield.  While in
 effect the AC (armor class) of the recipient will be 1, as if he was wearing
 full plate.  Also, due to the magical nature of the spell, he will also
 receive a +3 bonus to save vs. magical attacks.

 There is a danger however, as when the spell runs out the external portion of
 the spirit is temporarily lost, inflicting 2d4 points of damage upon the
 target, unless the creature makes a saving throw vs. spell.


SCRL5L - Polymorph Other

 Polymorph Other (Alteration)
 Level: 4
 Range: Visual sight of caster
 Duration: Permanent
 Casting Time: 4
 Area of Effect: 1 creature
 Saving Throw: Neg.

 The Polymorph Other spell is a powerful magic that permanently alters the
 form of the creature affected.  Mental attributes are not affected, and the
 target does not receive the special abilities of the new form.  However most
 physical attributes are changed to adhere to the new form.  This is a
 specific version of the spell in that the recipient will be transformed into
 a squirrel unless a save vs. petrification/polymorph is made successfully.
 The transformation is instant and permanent until a dispel magic is cast
 successfully upon the affected creature.  All clothes and equipment that the
 target was wearing will mold into the new form.


SCRL5M - Polymorph Self

 Polymorph Self (Alteration)
 Level: 4
 Range: 0
 Duration: 1 turn + 3 rounds/level
 Casting Time: 4
 Area of Effect: self
 Saving Throw: None

 When this spell is cast, the wizard is able to assume the form of another
 creature.  The caster also gains the physical mode of locomotion and
 breathing as well.  This spell does not give the new form's other abilities
 such as special attacks and magic, nor does it run the risk of the wizard
 changing personality and mentality.

 When the spell is cast, for the duration of the spell the caster may
 transform into any of the new forms at any time, and as many times as he
 wishes.  The caster gains the natural attacks of the new form in some cases
 and may use weapons in others.  The mental attributes of the wizard remain
 the same, however all the physical attributes are attained from the new form.
 Also, any natural protections that the new form offer are conferred to the
 wizard, such as the resistance to missile and blunt weapons possessed by the
 slime form.

 The possible forms given by polymorph self are:
 (1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an
     enchanted weapon +3)
 (2) Mustard Jelly: capable of slowing opponents (if they fail a save when
     hit).
 (3) Ogre: capable of causing massive damage with its fists
 (4) Spider: causes poison damage when it hits an opponent

 In addition the caster may choose the form of brown bear, black bear or wolf.


SCRL5N - Domination

 Domination
 (Enchantment/Charm)
 Level: 5
 Range: Visual sight of caster
 Duration: 8 rounds
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: Neg.

 The domination spell enables the caster to control the actions of any
 creature while the spell is in effect.  This control is maintained through a
 telepathic link between the caster and the victim.  Unlike the 4th level
 priest spell Mental Domination, the target has no option for release, even if
 made to do something against his morals.  This effect can only be reversed by
 dispel magic.  The target gets a saving throw vs. spell at -2 in order to
 avoid the effect.


SCRL5O - Hold Monster

 Hold Monster
 (Enchantment/Charm)
 Level: 5
 Range: Visual range of caster
 Duration: 1 round/level
 Casting Time: 5
 Area of Effect: 5 foot radius around target
 Saving Throw: Neg.

 This spell holds 1d4 creatures of any type rigidly immobile and in place for
 nine or more rounds, unless a save vs. spells is made with a -2 penalty.

 The effect is centered on the victim selected by the caster.  Any enemies
 within 5 feet of the target are also affected.  Those who succeed on their
 saving throws are totally unaffected by the spell. Undead creatures cannot be
 held.

 Held creatures cannot move or speak, but they remain aware of events around
 them and can use abilities not requiring motion or speech.  Being held does
 not prevent the worsening of the subjects' condition due to wounds, disease,
 or poison.


SCRL5P - Chaos

 Chaos (Enchantment/Charm)
 Level: 5
 Range: Visual range of the caster
 Duration: 5 rounds + 1 round/6 levels
 Casting Time: 4
 Area of Effect: Up to 60-foot cube
 Saving Throw: Special

 The effects of this spell are identical to the 4th level spell confusion in
 all respects.   The victims wander around as if in a daze, sometimes
 wandering away, sometimes attacking, either friend or foe.  If the victim is
 4th level or lower, he does not receive a saving throw versus the effects.
 However, if the victim is 5th level or higher, he receives a save vs. spell
 at -4.  The spell lasts for the duration or until a successful dispel magic
 is cast.


SCRL5Q - Feeblemind

 Feeblemind (Enchantment/Charm)
 Level: 5
 Range: Visual range of the caster
 Duration: Permanent
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: Neg

 Feeblemind causes the subject's intellect to degenerate into that of a simple
 beast of burden.  The subject remains in this state until a successful dispel
 magic is cast upon him.  The victim must make a save vs. spell at -2 in order
 to avoid the effect.


SCRL5T - Protection from Electricity

 Protection From Electricity
 (Abjuration)
 Level: 5
 Range: Touch
 Duration: 1 turn /level
 Casting Time: 5
 Area of Effect: Creature touched
 Saving Throw: None

 When the spell is cast it confers complete invulnerability to all electrical
 based attacks whether magical or non-magical such as lightning bolt or breath
 weapons.  This effect lasts for the duration of the spell or until dispelled.


SCRL5U - Reflected Image

 Reflected Image (Illusion/Phantasm)
 Level: 1
 Range: 0
 Duration: 3 rounds + 1 round/level
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None

 Upon casting this spell the wizard creates 1 image of himself that will
 travel along beside him.  The image will perform all of the actions that the
 wizard does so that if any enemies are trying to attack the wizard they will
 not know which one is real.  There is a 50% chance that an attacker will
 attack the image and a 50% chance that he will attack the caster.  The image
 will disappear with a successful dispel magic, when attacked or when the
 spell duration runs out.


SCRL5Z - Fireball

 Fireball (Evocation)
 Level: 3
 Range: Visual range of caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 30-foot radius
 Saving Throw: 1/2

 A fireball is an explosive burst of flame, which detonates with a low roar
 and delivers damage proportional to the level of the wizard who cast it - 1d6
 points of damage for each level of experience of the spellcaster (up to a
 maximum of 10d6). The wizard points his finger and speaks the range (distance
 and height) at which the fireball is to burst. A streak flashes from the
 pointing digit and, unless it impacts upon a material body or solid barrier
 prior to attaining the prescribed range, blossoms into the fireball (an early
 impact results in an early detonation). Creatures failing their saving throws
 each suffer full damage from the blast. Those who roll successful saving
 throws manage to dodge, fall flat, or roll aside, each receiving half.


SCRL61 - Cure Critical Wounds

 Cure Critical Wounds (Necromancy)
 Level: 5
 Sphere: Healing
 Range: Touch
 Duration: Permanent
 Casting Time: 8
 Area of Effect: Creature Touched
 Saving Throw: None

 The cure critical wounds spell is a very potent version of the cure light
 wounds spell.  The priest lays his hands upon a creature and heals 27 points
 of damage from wounds or other injuries.  The spell does not affect creatures
 without corporeal bodies, those of extraplanar origin, or those not living.


SCRL62 - Flame Strike

 Flame Strike (Evocation)
 Level: 5
 Sphere: Combat
 Range: Visual range of caster
 Duration: Instantaneous
 Casting Time: 8
 Area of Effect: Target creature
 Saving Throw: 1/2

 When the priest calls down a flame strike spell, a vertical column of fire
 roars downward striking the exact location called for by the caster. The
 target must roll a saving throw vs. spell. Failure means the creature
 sustains 1d8 points of damage per level of the caster; otherwise, the damage
 is halved.


SCRL63 - Raise Dead

 Raise Dead (Necromancy)
 Level: 5
 Sphere: Necromantic
 Range: Sight of the caster
 Duration: Permanent
 Casting Time: 1 round
 Area of Effect: 1 person
 Saving Throw: Special

 When the priest casts a raise dead spell, he can restore life to a dwarf,
 gnome, half-elf, halfling, elf, half-orc or human.

 Note that the body of the person must be whole, otherwise missing parts are
 still missing when the person is brought back to life.  The person has but 1
 hit point when raised and must regain the rest by natural healing or curative
 magic.


SCRL66 - Grease

 Grease (Conjuration)
 Level: 1
 Range: 10 yards
 Duration: 3 rounds + 1 round/level
 Casting Time: 1
 Area of Effect: 30' x 30' square area
 Saving Throw: Special

 A grease spell covers a material surface with a slippery layer of a fatty,
 greasy nature. Any creature entering the area or caught in it when the spell
 is cast must save vs. spell or slip and skid, unable to move quickly.  Those
 who successfully save can reach the nearest non-greased surface by the end of
 the round. Those who remain in the area are allowed a saving throw each round
 until they escape the area.


SCRL67 - Armor

 Armor (Conjuration)
 Level: 1
 Range: 0
 Duration: 9 hours
 Casting Time: 1 round
 Area of Effect: caster
 Saving Throw: None

 By means of this spell, the wizard creates a magical field of force that
 serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity
 and, in the case of fighter/mages, with the shield bonus. The armor spell
 does not hinder movement, adds no weight or encumbrance, nor does it prevent
 spellcasting. It lasts until successfully dispelled or until the duration
 runs out.


SCRL68 - Burning Hands

 Burning Hands (Alteration)
 Level: 1
 Range: 5 feet
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 60 degree arc
 Saving Throw: 1/2

 When the wizard casts this spell, a jet of searing flame shoots from his
 fingertips. His hands must be held so as to send forth a fanlike sheet of
 flames: the wizard's thumbs must touch each other and fingers must be spread.
 The burning hands send out flame jets of five-foot length in a horizontal arc
 of about 60 degrees in front of the wizard. Any creature in the area of the
 flames suffers 1d3 hit points of damage, plus 2 points for each level of the
 spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those
 successfully saving vs. spell receive half damage.


SCRL69 - Charm Person

 Charm Person (Enchantment/Charm)
 Level: 1
 Range: Visual range of caster
 Duration: 5 rounds
 Casting Time: 1
 Area of Effect: 1 person
 Saving Throw: Neg.

 This spell affects any single person it is cast upon. The term person
 includes any bipedal human, demihuman, or humanoid of man-size or smaller,
 such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
 half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men,
 nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level
 fighter could be charmed, but an ogre could not. The person receives a saving
 throw vs. spell to avoid the effect.

 If the spell recipient fails his saving throw (of which he receives a +3
 modifier), he regards the caster as a trusted friend and ally to be heeded
 and protected.  The caster may give him orders, and the charmed individual
 will carry them out as quickly as possible.

 If the caster harms, or attempts to harm, the charmed person by some overt
 action, or if a dispel magic spell is successfully cast upon the charmed
 person, the charm spell is broken. If two or more charm effects
 simultaneously affect a creature, the most recent charm takes precedence.
 Note that the subject has full memory of the events that took place while he
 was charmed.

 Also note that you cannot have a charmed creature leave the area where he was
 charmed.


SCRL6D - Find Familiar

 Find Familiar
 (Conjuration/Summoning)
 Level: 1
 Range: n/a
 Duration: Special
 Casting Time: 1 round
 Area of Effect: 1 familiar
 Saving Throw: Special

 This spell enables the caster to attempt to summon a familiar to act as his
 aide and companion.  Familiars are typically small creatures.  A creature
 acting as a familiar can benefit a wizard, conveying its sensory powers to
 its master, conversing with him, and serving as a guard/scout/spy as well.  A
 wizard can have only one familiar at a time, and he has no control over what
 sort of creature answers the summoning, if any come at all.

 (Note:This spell may only be cast by the protagonist.)

 The creature is always more intelligent than others of its type (typically by
 2 or 3 Intelligence points), and its bond with the wizard confers upon it an
 exceptionally long life.

 The wizard has an empathic link with the familiar and can issue it mental
 commands.

 The caster receives half the familiars total hit points as bonus hit points.
 However the caster must take care to treat his familiar well, for if the
 familiar should die, the caster loses the bonus hit-points and half the
 familiar's hit-points again as damage.  Also when a familiar dies, the caster
 loses 1 point of constitution PERMANENTLY.

 Example: A mage has 12 hit points and casts find familiar. The imp summoned
 has 18 hit points, so the caster gets a bonus of 9 hit points.  The caster
 now has 21 hit points.  If the familiar dies the caster loses those 9 hit
 points (putting him back at 12), 1 point of constitution permanently (which
 may cause additional hit point loss), and takes 9 damage.

 Here is a list of the familiars that the player receives according to
 alignment:

 LAWFUL GOOD, NEUTRAL GOOD:  Pseudo Dragon
 Armor Class: -2
 Hit Points: 24
 Magic Resistance: 50%
 Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage.  Save or
 be rendered unconscious for 2 turns.

 LAWFUL NEUTRAL:  Ferret
 Armor Class: 0
 Hit Points: 24
 Magic Resistance: 50%
 Special abilities:  Has 75% pick pockets ability, 40% Hide in Shadows/Move
 Silently, and 20% Detect Traps.

 LAWFUL EVIL:  Imp
 Armor Class: 2
 Hit Points: 18
 Magic Resistance: 25%
 Special abilities:  Can cast the Polymorph self spell.

 NEUTRAL:  Rabbit
 Armor Class: -4
 Hit Points:  24
 Magic Resistance: 75%
 Special abilities:  Has a 50% Detect Traps, and 30% Hide in Shadows/Move
 Silently.

 NEUTRAL EVIL:  Dust Mephit
 Armor Class: 6
 Hit Points: 24
 Magic Resistance: 10%
 Special abilities:  Can cast glitter dust 2 times per day.

 CHAOTIC GOOD:  Fairy Dragon
 Armor Class: 4
 Hit Points: 24
 Magic Resistance: 32%
 Special abilities:  Can cast mirror image and invisibility 10' radius.

 CHAOTIC NEUTRAL:  Cat
 Armor Class: 0
 Hit Points: 24
 Magic Resistance: 50%
 Special abilities:  Has a 99% in Move Silently and Hide in Shadows.

 CHAOTIC EVIL:  Quasit
 Armor Class: 2
 Hit Points: 24
 Magic Resistance: 25%
 Special abilities:  Can cast Horror and Blur.

 Note: Each familiar has the Pick Pockets ability with varying degrees of
 proficiency.


SCRL6E - Power Word, Sleep

 Power Word, Sleep (Conjuration/Summoning)
 Level: 2
 Range: 30 yards
 Duration: 5 rounds
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None

 When a wizard calls upon a Power Word, Sleep spell, he causes a comatose
 slumber to come upon one creature (other than undead and certain other
 creatures specifically excluded from the spell's effects).  The creature
 targeted must have less than 20 hit points and gets no saving throw.
 Magically sleeping opponents can be attacked with substantial bonuses.  The
 sleep effect will last for 5 rounds.  This spell has no effect on creatures
 with more than 20 hit points.


SCRL6F - Ray of Enfeeblement

 Ray of Enfeeblement (Enchantment/Charm)
 Level: 2
 Range: Visual sight of caster
 Duration: 1 round/level
 Casting Time: 2
 Area of Effect:  1 creature
 Saving Throw: Neg.

 By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its
 Strength and thereby the attacks that rely upon it.  The victim is reduced to
 a strength of 5 for the duration of the spell, unless a save vs. spell is
 made.  This spell does not affect combat bonuses due to magical items, and
 those conferring increased Strength function normally.  However the target
 receives all of the penalties for a 5 strength such as attack and damage
 penalties as well as lower weight allowance.


SCRL6G - Minor Spell Deflection

 Minor Spell Deflection (Abjuration)
 Level: 3
 Range: 0
 Duration: 3 rounds/level
 Casting Time: 3
 Area of Effect: The caster
 Saving Throw: None

 This spell is similar to the 6th-level Spell Deflection, which causes the
 spells cast against the wizard to be absorbed and consumed.  This affects a
 total of 4 spell levels.  This includes spells cast from scrolls and innate
 spell-like abilities, but excludes the following: area effects that are not
 centered directly upon the wizard as well as area effects that are stationary
 such as cloud kill and stinking cloud.  As long as the spell is cast directly
 at the wizard it will be absorbed.  This spell will only affect up to 7th
 level spells, but if it tries to absorb a spell that goes over its limit, the
 spell will fail and the spell deflection will be canceled.  For example if
 there is only 1 level left and a 3rd-level spell is cast at the wizard, the
 spell will be absorbed while canceling the spell deflection.


SCRL6H - Protection from Fire

 Protection From Fire (Abjuration)
 Level: 3
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 3
 Area of Effect: Creature touched
 Saving Throw: None

 The spell lasts no longer than one turn per caster level.  When the spell is
 cast, it confers complete invulnerability to normal fires (torches, bonfires,
 oil fires, and the like) and partial protection from exposure to magical
 fires such as fiery dragon breath, spells such as burning hands, fireball,
 fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyrohydra
 breath, etc., absorbing 50% of all the damage dealt by such magical sources.


SCRL6I - Protection from Cold

 Protection From Cold (Abjuration)
 Level: 3
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 3
 Area of Effect: Creature touched
 Saving Throw: None

 The spell lasts no longer than one turn per caster level.  When the spell is
 cast it confers complete invulnerability to normal cold attacks, and partial
 protection from exposure to magical cold such as Icy dragon breath, spells
 such as Cone of cold, Wand of Frost, etc., absorbing 50% of all the damage
 dealt by such magical sources.


SCRL6J - Spell Thrust

 Spell Thrust (Abjuration)
 Level: 3
 Range: Visual sight of caster
 Duration: Instant
 Casting Time: 3
 Area of Effect: Target creature
 Saving Throw: None

 When this spell is cast at a target creature it will dispel all of the spell
 protections of 5th level and lower.  This includes the following spells:
 Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and
 Minor Spell Turning.  The target's magic resistance, if any, does not affect
 this spell.


SCRL6K - Detect Illusion

 Detect Illusion (Divination)
 Level: 3
 Range: 0
 Duration: Instant
 Casting Time:3
 Area of Effect: 20' radius
 Saving Throw: None

 When cast at a point designated by the wizard this spell will cancel all
 illusion/phantasm spells of 3rd level and lower in the area.  The spells that
 are affected by this are Refected Image, Invisibility, Mirror Image, and
 Non-detection.  It is important to note that the caster can control just who
 this spell affects.  Therefor, it will affect only creatures that are not in
 the caster's party.  The area of effect is roughly a 20' radius around the
 target.  The target's magic resistance, if any, does not come into effect
 with this spell.


SCRL6L - Hold Undead

 Hold Undead (Necromancy)
 Level: 3
 Range: Visual range of caster
 Duration: 2 rounds/level
 Casting Time: 3
 Area of Effect: special
 Saving Throw: Neg.

 This spell holds 1d4 undead creatures rigidly immobile and in place for
 twelve or more rounds.  The effect is centered on the victim selected by the
 caster.  Any enemies within 5 feet of the target are also affected.  Those
 who succeed on their saving throws are totally unaffected by the spell.

 Held creatures cannot move or speak, but they remain aware of events around
 them and can use abilities not requiring motion or speech. Being held does
 not prevent the worsening of the subjects' condition due to wounds.


SCRL6M - Enchanted Weapon

 Enchanted Weapon (Enchantment/Charm)
 Level: 4
 Range: 0
 Duration: 1 day
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: None

 This spell conjures forth a +3 enchanted weapon that may be used by anyone.
 The weapon may be either a mace, axe, long sword or short sword.  The weapon
 stays in existence for no longer than a day.


SCRL6N - Fireshield (Red)

 Fireshield (Red) (Evocation, Alteration)
 Level: 4
 Range: 0
 Duration: 3 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: The Caster
 Saving Throw: None

 The red fireshield protects the user from fire damage by surrounding the
 caster with a shield of flame.  This shield not only grants the user 50% fire
 resistance, but also protects the caster from attacks made within a 5' radius
 around the caster.  An opponent that hits the caster with any weapons or
 spells within this radius suffers 1d8 +2 fire damage.


SCRL6O - Secret Word

 Secret Word (Abjuration)
 Level: 4
 Range: Visual sight of caster
 Duration: Instant
 Casting Time: 4
 Area of Effect: Target creature
 Saving Throw: None

 When this spell is cast at a target creature it will dispel one spell
 protection of 8th level or lower.  The spells that are affected by this are:
 Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell
 Deflection, Spell Turning, and Spell Shield.  The target's magic resistance,
 if any, does not affect this spell.


SCRL6P - Minor Sequencer

 Minor Sequencer (Invocation/Evocation)
 Level: 4
 Range: 0
 Duration: Permanent
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 This spell allows a mage to store spells and access them from his special
 ability button.  This ability, the sequencer, can store two spells to be
 released simultaneously,  both of which must be of 2nd level or lower.  A
 mage can only possess one minor spell sequencer at a time, and the sequencer
 may not be given to other players.  Once the sequencer is used, the special
 ability icon disappears.


SCRL6Q - Teleport Field

 Teleport Field (Alteration)
 Level: 4
 Range: Visual sight of caster
 Duration: 1 turn
 Casting Time: 4
 Area of Effect: 30' radius
 Saving Throw: Neg.

 With this spell, the wizard instigates a teleportation effect as far as the
 wizard can see.  All enemies in this area are randomly teleported for the
 duration of the spell.  This spell is best used against multiple enemies,
 serving to confuse them and allowing the wizard to concentrate on activating
 her defenses.


SCRL6R - Spider Spawn

 Spider Spawn (Conjuration/Summoning)
 Level: 4
 Range: 40 yards
 Duration: 6 rounds + 1 round/level
 Casting Time: 6
 Area of Effect: Special
 Saving Throw: None

 Upon casting this spell the wizard conjurs several spider eggs into
 existence, quickly producing fully grown spiders that remain under the
 wizard's telepathic control.  The type of spiders that appear depend upon the
 level of the wizard casting the spell.
 7th : giant spider
 9th : phase spider
 12th+ : sword spider
 When the spell is cast there is a 20% chance that two spiders of the proper
 type will appear instead of just one.  These spider(s) will remain under the
 wizard's control until slain, or the spell duration expires.


SCRL6S - Spell Immunity

 Spell Immunity (Abjuration)
 Level: 5
 Range: 0
 Duration: 1 round / level
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: None

 Casting this spell grants the wizard protection from one spell school of her
 choice.  After the spell is cast, the wizard must choose the school she
 wishes to be protected from.  All spells of this school will not be able to
 harm or aid the caster for the duration of this spell.  This includes all
 spells from this school, including any priest spells that might benefit the
 caster.


SCRL6T - Protection from Normal Weapons

 Protection from Normal Weapons (Abjuration)
 Level: 5
 Range: Self
 Duration: 1 round/level
 Casting Time: 2
 Area of Effect: Self
 Saving Throw: None

 When the spell is cast it confers complete invulnerability to all non-magical
 weapons.  This does not include weapons that are blessed or enchanted. This
 spell may not be cast on someone who is protected from magical weapons.  This
 effect lasts for the duration of the spell or until dispelled.


SCRL6U - Breach

 Breach (Abjuration)
 Level: 5
 Range: Visual sight of caster
 Duration: Instant
 Casting Time: 5
 Area of Effect: Target Creature
 Saving Throw: None

 When this spell is cast at a creature, it breaches and dispels all of the
 specific and combat protections on the target creature.  Here is a complete
 list of all the specific protection spells that are dispelled by breach:
 Shield, Protection Circle, Resist Fear, Protection From Fire/Cold,
 Fireshield, Protection From Acid, Protection From Electricity, Protection
 From Magic Energy, Protection From The Elements, and Protection From Energy.
 The combat protection spells dispelled by this spell are: Protection From
 Normal Missiles, Protection From Normal Weapons, Protection From Magic
 Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity,
 Mantle, and Improved Mantle.  The target's magic resistance, if he has any,
 does not affect this spell.


SCRL6V - Lower Resistance

 Lower Resistance (Abjuration,Alteration)
 Level: 5
 Range: Visual sight of caster
 Duration: 1 round/level
 Casting Time: 5
 Area of Effect: Target creature
 Saving Throw: None

 When cast upon a target creature this spell will lower the magic resistance
 of this creature by 10% + 1% per level of the caster.  There is no saving
 throw vs. this spell and magic resistance is ignored.  For example if a
 creature has 60% magic resistance and this spell is cast on it by a 15th
 level mage then its magic resistance would be lowered by 25% automatically.
 This effect is cumulative for each casting of this spell.  If this spell was
 cast upon this same creature again the creatures magic resistance would be
 60% - 25% (initial casting) - 25% (current casting) which would leave the
 creature with 10% magic resistance after both spells have been cast.  This
 spell will last until the spell duration expires.  Something to note is that
 this spell is not affected by dispel magic.  Once it has been cast there is
 no way to cancel the effects until the spell expires.


SCRL6W - Oracle

 Oracle (Divination)
 Level: 5
 Range: 0
 Duration: Instant
 Casting Time: 5
 Area of Effect: 60' radius
 Saving Throw: None

 When cast by the wizard this spell will cancel all illusion/phantasm spells
 of 5th level and lower in the area.  The spells that are affected by this are
 Reflected Image, Invisibility, Mirror Image, Non-detection, Improved
 Invisibility, and Shadow Door.  It is important to note that the caster can
 control just who this spell affects.  Therefore, it will affect only
 creatures that are not in the caster's party.  The area of effect is roughly
 a 60' radius around the caster.


SCRL6X - Conjure Lesser Fire Elemental

 Conjure Lesser Fire Elemental
 (Conjuration/Summoning)
 Level: 5
 Range: 15 yards
 Duration: 1 turn +1 round/level
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 A caster who performs a conjure lesser fire elemental spell summons a fire
 elemental to do his bidding.  The elemental is 8 Hit Dice and will serve the
 caster's every whim until banished back to its home plane, the spell duration
 expires, or upon the elementals death.  However, every time this spell is
 cast there is a 15% chance that the elemental will escape the instructions of
 the caster upon which it will go berserk attacking the mage who dared summon
 it.  If it can't reach the summoner it will fight its way towards him.  This
 berserking elemental will also remain until slain, or the spell duration
 expires.  This spell requires three rounds of concentration after the casting
 in order to implant control in the summoned creatures psyche.  The elemental
 is locked into a psychic contest with the caster for three rounds after being
 summoned.  At the end of this time if the caster has won he has control of
 the elemental.  However, if he has lost, the elemental goes berserk and tries
 to kill him.  This does not prevent the use of other charm type spells cast
 afterwards if the contest was lost.  It might be good to note that if charm
 spells are used before the contest is over they will have no effect on the
 outcome.


SCRL6Y - Protection from Acid

 Protection From Acid (Abjuration)
 Level: 5
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 6
 Area of Effect: Creature touched
 Saving Throw: None

 When the spell is cast it confers complete invulnerability to all acid based
 attacks whether magical or non-magical such as acid arrow or creature special
 attacks.  This effect lasts for the duration of the spell or until dispelled.


SCRL6Z - Phantom Blade

 Phantom Blade (Evocation)
 Level: 5
 Range: 0
 Duration: 3 rounds + 1 round/level
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: None

 This spell creates a translucent, shadowlike, weightless area of magical
 force extending from the fingers of one of the caster's hands.  This silent
 construct is blade-shaped.  Its cutting edges inflict damage just as do those
 of a real sword.  The caster wields the phantom blade as if proficient with
 this weapon, at her normal THACO.

 The phantom blade acts as a +3 magical sword in terms of hit and damage
 bonuses as well as the type of creatures it can hit.  However, due to its
 etheric nature it causes an extra +10 damage against undead.  This sword can
 only be used by the caster and remains in her hand for the duration or until
 dispelled.


SCRL70 - Color Spray

 Color Spray (Alteration)
 Level: 1
 Range: 30 feet
 Duration: Special
 Casting Time: 1
 Area of Effect: 60 degree arc
 Saving Throw: Special

 Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
 clashing colors to spring forth from his hand. From one to six creatures
 (1d6) within the area are affected in order of increasing distance from the
 wizard.  All creatures in the area of effect that are 4th or less must make a
 saving throw or be rendered unconscious for five rounds.


SCRL71 - Blindness

 Blindness
 (Illusion/Phantasm)
 Level: 1
 Range: Visual range of caster
 Duration: 10 turns
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: Neg.

 This first level spell temporarily blinds its target.  A saving throw is
 allowed, and if successful there are no harmful effects.  If a victim is
 blinded he receives -4 to hit on his attack rolls, and has a 4 point armor
 penalty.


SCRL72 - Friends

 Friends (Enchantment/Charm)
 Level: 1
 Range: 0</pre><pre id="faqspan-11">
 Duration: 1d4 rounds + 1 round/level
 Casting Time: 1
 Area of Effect: caster
 Saving Throw: Special

 A friends spell causes the wizard to temporarily gain 6 points of Charisma.
 Those who view the caster tend to be very impressed with the spellcaster and
 make an effort to be his friends and help him, as appropriate to the
 situation. Officious bureaucrats might decide to become helpful; surly gate
 guards might wax informative; attacking orcs might spare the caster's life,
 taking him captive instead.


SCRL73 - Protection from Petrification

 Protection from Petrification
 (Abjuration)
 Level: 1
 Range: 0
 Duration:  5 turns
 Casting Time: 1
 Area of Effect: Target
 Saving Throw: None

 This spell grants the recipient immunity to all petrification attacks.  This
 includes basilisk and medusa gaze, cursed scrolls of petrification, etc.


SCRL75 - Identify

 Identify (Divination)
 Level: 1
 Range: 0
 Duration: Instantaneous
 Casting Time: Special
 Area of Effect: 1 item
 Saving Throw: None

 When this spell is memorized, go to the history page of an unidentified item
 and press the identify button.  The chance of identifying the item is 100%.
 The spell identifies the item's name, what it does, and if it is cursed.


SCRL76 - Infravision

 Infravision (Divination)
 Level: 1
 Range: Visual range of caster
 Duration: 10 turns
 Casting Time: Special
 Area of Effect: 1 Creature
 Saving Throw: None

 Upon the casting of this spell the recipient gains the ability to see with
 infravision, just as an elf or dwarf would.   This effect lasts for the
 duration of the spell or until dispelled.


SCRL77 - Magic Missile

 Magic Missile (Evocation)
 Level: 1
 Range: Visual range of caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None

 Use of the Magic Missile spell, one of the most popular first level spells,
 creates up to five missiles of magical energy that dart forth from the
 wizard's fingertip and unerringly strike their target, which must be a
 creature of some sort. Each missile inflicts 1d4+1 points of damage. For
 every two extra levels of experience, the wizard gains an additional
 missile - he has two at 3rd level, three at 5th level, four at 7th level, and
 a maximum of five missiles at 9th level.


SCRL78 - Protection from Evil

 Protection From Evil (Abjuration)
 Level: 1
 Range: Touch
 Duration: 2 rounds/level
 Casting Time: 1
 Area of Effect: Creature touched
 Saving Throw: None

 When this spell is cast, it creates a magical barrier around the recipient at
 a distance of one foot. The barrier moves with the recipient and has two
 major effects: First, all attacks made by evil or evilly enchanted creatures
 against the protected creature receive a penalty of - 2 to each attack roll,
 and second, any saving throws caused by such attacks are made by the
 protected creature with a +2 bonus.


SCRL79 - Shield

 Shield (Evocation)
 Level: 1
 Range: 0
 Duration: 5 turns
 Casting Time: 1
 Area of Effect: caster
 Saving Throw: None

 When this spell is cast, an invisible barrier comes into being in front of
 the wizard.  It sets the wizard's armor class to 4 against all melee weapons,
 and 2 against missile weapons.  It also grants the wizard immunity from the
 spell Magic Missile.  The effect lasts for the duration of the spell or until
 dispelled.


SCRL7B - Conjure Lesser Air Elemental

 Conjure Lesser Air Elemental
 (Conjuration/Summoning)
 Level: 5
 Range: 15 yards
 Duration: 1 turn +1 round/level
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 A caster who performs a conjure lesser air elemental spell summons an air
 elemental to do his bidding.  The elemental is 8 Hit Dice and will serve the
 casters every whim until banished back to its home plane, the spell duration
 expires, or upon the elementals death.  However, every time this spell is
 cast there is a 15% chance that the elemental will escape the instructions of
 the caster upon which it will go berserk attacking the mage who dared summon
 it.  If it can't reach the summoner it will fight its way towards him.
 This berserking elemental will also remain until slain, or the spell duration
 expires.  This spell requires rigid concentration after the casting in order
 to implant control in the summoned creatures psyche.  The elemental is locked
 into a psychic contest with the caster for three rounds after being summoned.
 At the end of this time if the caster has won he has control of the
 elemental.  However, if he has lost, the elemental goes berserk and tries to
 kill him.  This does not prevent the use of other charm type spells cast
 afterwards if the contest was lost.  It might be good to note that if charm
 spells are used before the contest is over they will have no effect on the
 outcome.


SCRL7C - Conjure Lesser Earth Elemental

 Conjure Lesser Earth Elemental
 (Conjuration/Summoning)
 Level: 5
 Range: 15 yards
 Duration: 1 turn +1 round/level
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 A caster who performs a conjure lesser earth elemental spell summons a earth
 elemental to do his bidding.  The elemental is 8 Hit Dice and will serve the
 casters every whim until banished back to its home plane, the spell duration
 expires or upon the elementals death.  However, every time this spell is cast
 there is a 15% chance that the elemental will escape the instructions of the
 caster upon which it will go berserk attacking the mage who dared summon it.
 If it can't reach the summoner it will fight its way towards him.  This
 berserking elemental will also remain until slain, or the spell duration
 expires.  This spell requires rigid concentration after the casting in order
 to implant control in the summoned creatures psyche.  The elemental is locked
 into a psychic contest with the caster for three rounds after being summoned.
 At the end of this time if the caster has won he has control of the
 elemental.  However, if he has lost, the elemental goes berserk and tries to
 kill him.  This does not prevent the use of other charm type spells cast
 afterwards if the contest was lost.  It might be good to note that if charm
 spells are used before the contest is over they will have no effect on the
 outcome.


SCRL7D - Minor Spell Turning

 Minor Spell Turning (Abjuration)
 Level: 5
 Range: 0
 Duration: 3 rounds/level
 Casting Time: 5
 Area of Effect: The caster
 Saving Throw: None

 This spell is similar to the 7th-level Spell Turning, which causes the spells
 cast against the wizard to rebound upon the original caster.  This affects a
 total of 4 spell levels.  This includes spells cast from scrolls and innate
 spell-like abilities, but excludes the following: area effects that are not
 centered directly upon the wizard as well as area effects that are stationary
 such as cloud kill and stinking cloud.  As long as the spell is cast directly
 at the wizard it will be reflected back upon the caster.  This spell will
 only affect up to 4th level spells, but as long as there are levels remaining
 then the spell will be reflected.  For example if there is only 1 level left
 and a 3rd-level spell is cast at the wizard, the spell will be reflected
 while canceling the spell turning.

 This spell will not protect the caster from dispel magic.  However, it will
 not be affected by dispel magic either.


SCRL7E - Invisible Stalker

 Invisible Stalker
 (Conjuration/Summoning)
 Level: 6
 Range: 40 yards
 Duration: 9 hours
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 This spell summons an invisible stalker from the elemental plane of Air.
 This 8 hit dice monster obeys and serves the spellcaster in performing
 whatever tasks are set before it, even if this means being sent to certain
 death.  The creature remains under the casters control for 9 hours or until
 it is killed -- at which point it will return to its native plane, only
 slightly annoyed at having to serve a mortal.


SCRL7F - Globe of Invulnerability

 Globe of Invulnerability (Abjuration)
 Level: 6
 Range: 0
 Duration: 1 round/level
 Casting Time: 6
 Area of Effect: 5-foot-radius sphere
 Saving Throw: None

 This spell creates an immobile, faintly shimmering magical sphere around the
 caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from
 penetrating (i.e., the area of effect of any such spells does not include the
 area of the globe of invulnerability). This includes innate abilities and
 effects from devices. However, any type of spell can be cast out of the
 magical sphere, and these pass from the caster of the globe to their subject
 without affecting the globe. Fifth and higher level spells are not affected
 by the globe. The globe can be brought down by a successful dispel magic
 spell, as well as other forms of magical attack such as Spellstrike and
 Pierce Magic.


SCRL7G - Tenser's Transformation

 Tenser's Transformation (Alteration)
 Level: 6
 Range: 0
 Duration: 1 round/ level
 Casting Time: 6
 Area of Effect: Caster
 Saving Throw: None

 Tenser's transformation is a sight guaranteed to astound any creature not
 aware of its power.  For when the wizard casts the spell, he undergoes a
 startling transformation.  The size and strength of the wizard increase to
 heroic preportions, so he becomes a formidable fighting machine.  The spell
 causes the caster to become a berserk fighter.

 The wizard's hit points double, and all damage he sustains comes first from
 the magical points gained.  The armor class of the wizard is 4 better than he
 possessed prior casting the spell, up to a maximum armor class of -10.

 All attacks are as a fighter of the same level as the wizard (i.e. the wizard
 uses the combat values normally reserved for fighters).  As well, each attack
 is made at +2, and each successful hit in combat inflicts an additional 2
 points of damage.  The effect lasts for the duration or until dispelled.
 NOTE: This spell does not give the caster any extra attacks.


SCRL7H - Flesh to Stone

 Flesh to Stone (Alteration)
 Level: 6
 Range: Visual range of the caster
 Duration: Permanent
 Casting Time: 6
 Area of Effect:  1 creature
 Saving Throw: Neg.

 This spell turns flesh of any sort to stone.  All possessions on the person
 of the creature likewise turn to stone.  The intended subject of the spell
 receives a saving throw vs. spell to avoid the effect.  If a statue created
 by this spell is subjected to attacks of any sort it will shatter into tiny
 pieces making it impossible for the creature to be returned to flesh.  The
 reverse of this spell may be cast upon the victim in order to restore life,
 but this is the only way.


SCRL7I - Death Spell

 Death Spell (Necromancy)
 Level: 6
 Range: Visual sight of caster
 Duration: Instant
 Casting Time: 6
 Area of Effect: 30' radius
 Saving Throw: None

 When a death spell is cast, it snuffs out the life forces of creatures in the
 area of effect instantly and irrevocably. Such creatures cannot be raised or
 resurrected, but an individual slain in this manner might be brought back via
 a wish.  Creatures with more than 8 hit dice are immune to this spell, with
 the exception of summoned creatures, which are slain automatically.  Only
 enemies are affected by this spell.


SCRL7J - Protection from Magic

 Protection From Magic Energy (Abjuration)
 Level: 6
 Range: Touch
 Duration: 1 turn /level
 Casting Time: 6
 Area of Effect: Creature touched
 Saving Throw: None

 When the spell is cast it confers 100% invulnerability to all magic based
 attacks such as magic missle or Abi Dalzim's Horrid Wilting.  This effect
 lasts for the duration of the spell or until dispelled.


SCRL7K - Mislead

 Mislead (Illusion/Phantasm)
 Level: 6
 Range: 0
 Duration: 1 round/level
 Casting Time: 1
 Area of Effect: Special
 Saving Throw: None

 When this spell is cast the wizard is affected with an Improved Invisibility
 spell and is teleported a few feet away from his original position.
 Meanwhile an exact image of the caster is created where he used to be with
 exactly the same hit points as the caster.  The image cannot perform any
 actions at all such as attacking or casting spells.  It can, however, move
 around and act as a decoy for the invisible mage.  The image will remain
 under the control of the caster until it is reduced to 0 hit points, or until
 it is affected by a dispel magic or a spell that destroys illusions such as
 True Sight.


SCRL7L - Pierce Magic

 Pierce Magic (Abjuration)
 Level: 6
 Range: Visual sight of caster
 Duration: Special
 Casting Time: 6
 Area of Effect: Target Creature
 Saving Throw: Special

 When this spell is cast upon a target creature there will be two major
 effects.  The first is that the creatures magic resistance will be lowered by
 1% per level of the caster.  The second is that it will cancel one spell
 protection of 8th level or lower on the creature.  For example if this spell
 was cast by a 15th level wizard the target creature would lose 15% magic
 resistance from his current total reducing it to 0 if less than that remains,
 as well as cancelling one 8th level or lower spell protection.  The list of
 spells that this includes is: Minor Spell Deflection, Minor Spell Turning,
 Spell Deflection, Spell Turning, Minor Globe Of Invulnerability, Spell
 Immunity, and Globe Of Invulnerability.  Magic resistance does not effect
 this spell, nor do any of the spell protections.  The resistance remains
 lowered for 1 round per level of the caster.


SCRL7M - True Sight

 True Sight (Divination)
 Level: 6
 Range: 0
 Duration: 1 turn
 Casting Time: 8
 Area of Effect: 70' radius
 Saving Throw: None

 When this spell is cast, an area roughly 70 feet in radius around the caster
 will be effected.  Instantly and once each round for 1 turn after this spell
 is cast, all hostile illusion/phantasm spells in the area of effect will be
 dispelled.  The spells that are affected by this are: Refected Image,
 Invisibility, Mirror Image, Non-detection, Improved Invisibility, Shadow
 Door, Mislead, Project Image, and Simulacrum.  The area of effect is roughly
 a 70' radius around the caster.  The target's magic resistance, if any, does
 not come into effect with this spell.  This spell only affects enemies, thus
 it is unable to dispel the invisibility from a party member.


SCRL7O - Protection from Magical Weapons

 Protection from Magical Weapons (Abjuration)
 Level: 6
 Range: Self
 Duration: 4 rounds
 Casting Time: 1
 Area of Effect: Self
 Saving Throw: None

 When the spell is cast it confers complete invulnerability to all magical
 weapons.  This includes weapons that are blessed or enchanted. The attacks of
 powerful monsters are also considered magical weapons.  This spell cannot be
 cast on anyone who is protected from normal weapons as well as anyone
 protected by mantle, improved mantle, or absolute immunity.  Due to the
 nature of this spell with the short speed factor and duration it is mainly
 used to buy the wizard a few rounds in the thick of combat.  This effect
 lasts for the duration of the spell or until dispelled.


SCRL7P - Power Word, Silence

 Power Word, Silence (conjuration/summoning)
 Level: 6
 Range: 30 yards
 Duration: 7 rounds
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None

 In using this spell the wizard points at an individual and utters the power
 word.  For the next seven rounds, that creature cannot make any sound.  This
 silence completely foils any spells that require verbal components.  The only
 counter to this spell is a dispel magic and vocalize.  There is no saving
 throw.


SCRL7Q - Improved Haste

 Improved Haste (Alteration)
 Level: 6
 Range: Visual range of caster
 Duration: 3 rounds + 1 round/level
 Casting Time: 3
 Area of Effect: Target Creature
 Saving Throw: None

 Each affected creature functions at double its normal movement and attack
 rates. A hasted creature gains a - 2 initiative bonus. Thus, a creature
 moving at 6 and attacking once per round would move at 12 and attack twice
 per round. Spellcasting and spell effects are not sped up.  There are three
 major differences between the third level wizard spell haste and this spell.
 The first major difference is that there is no period of fatigue following
 the expiration of the spell.  The second major difference is that this spell
 will only affect one creature.  Third and finally, this haste spell actually
 doubles the number of attacks for the hasted creature.  Note that this
 spell negates the effects of a slow spell.  This spell is not cumulative with
 itself or with other similar magic.  This spell lasts for the duration or
 until dispelled.


SCRL7R - Death Fog

 Death Fog (Evocation)
 Level: 6
 Range: 10 yards
 Duration: 1 turn
 Casting Time: 6
 Area of Effect: 30' radius
 Saving Throw: None

 The casting of a death fog spell creates an area of solid fog that has the
 additional property of being highly acidic.  All animal life not immune to
 acid suffers 8 points of damage for each round they are exposed to the vapors
 of the death fog.  Death fog will also instantly kill all summoned creatures,
 regardless of hit dice or immunities.


SCRL7S - Chain Lightning

 Chain Lightning (Invocation/Evocation)
 Level: 6
 Range: Visual range of caster
 Duration: Instant
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: Half

 When the wizard casts chain lightning, arcs of electrical energy burst from
 his fingertips.  These brilliant arcs of lightning leap at all enemies near
 the caster, burning them with electrical damage.  The lightning causes 1d6
 points of damage for every two levels of the caster. If the target of the
 lightning saves against spells only half damage is inflicted.  Thus, a 12th
 level wizard will cause 6d6 damage to a victim (3d6 if the victim makes his
 saving throw vs. spells).


SCRL7T - Disintegrate

 Disintegrate (Alteration)
 Level: 6
 Range: Visual sight of caster
 Duration: Instantaneous
 Casting Time: 6
 Area of Effect: Target Creature
 Saving Throw: Neg.

 Upon casting this spell at another creature a thin green ray is shot out.
 Upon contact the creature must make a saving throw vs. spells or be
 transformed into dust.  This transformation is instantaneous and
 irreversible.  There is also a good chance that this will destroy some if not
 all of the items that the creature is carrying.


SCRL7U - Contingency

 Contingency (Evocation)
 Level: 6
 Range: Visual range of caster
 Duration: 1 day/level
 Casting Time: 1 turn
 Area of Effect: Special
 Saving Throw: None

 Upon casting this spell the wizard is allowed to choose a spell out of his
 repertoire of known spells.  One spell level for every three levels of the
 caster is allowed up to 18th level or 6th level spells.  Once the spell is
 chosen the caster is allowed to choose a condition of some kind from the
 list provided.  The starting condition can be anything from reaching 10% of
 his/her hit points to an enemy being sighted.  Once this starting condition
 is satisfied the spell that was chosen will be cast automatically.  For
 example a 12th level wizard could place the spell stoneskin in a contingency
 with the starting condition being 'the wizard reaches 50% of his hit points'.
 Then in combat once the wizard is reduced to 50% of his hit points or below,
 stoneskin would be immediately cast upon him.  This requires no action by the
 wizard, it happens automatically and instantaneously.  The limitation of this
 spell is that the target of the spell placed in the contingency must be the
 caster.  Therefor it cannot be an offensive spell and cannot target any other
 party members.


SCRL7V - Spell Deflection

 Spell Deflection (Abjuration)
 Level: 6
 Range: 0
 Duration: 3 rounds/level
 Casting Time: 6
 Area of Effect: The caster
 Saving Throw: None

 This powerful abjuration spell causes any spells cast against the wizard to
 be absorbed and consumed.  This affects a total of 10 spell levels.  This
 includes spells cast from scrolls and innate spell-like abilities, but
 excludes the following: area effects that are not centered directly upon the
 wizard as well as area effects that are stationary such as cloud kill and
 stinking cloud.  As long as the spell is cast directly at the wizard it will
 be absorbed.  Something to note is that as long as there are levels remaining
 then the spell will be absorbed.  For example if there is only 1 level left
 and a 3rd-level spell is cast at the wizard, the spell will be absorbed while
 canceling the spell deflection.  It is not affected by a dispel magic.


SCRL7W - Wyvern Call

 Wyvern Call (Conjuration/Summoning)
 Level: 6
 Range: 40 yards
 Duration: 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 When this spell is cast the wizard opens up a magical channel that will
 summon a wyvern to his aid.  This creature will be totally under his mental
 control with no chance of it turning on him except, of course, through
 magical means like charm monster.  The creature will remain under the
 wizard's control, and will live and die at his command until the spell
 duration expires.


SCRL7X - Conjure Fire Elemental

 Conjure Fire Elemental
 (Conjuration/Summoning)
 Level: 6
 Range: Visual sight of caster
 Duration: 1 turn/level
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 Upon casting a conjure fire elemental spell, the caster opens a special gate
 to the elemental plane of Fire, and a fire elemental is summoned to the
 vicinity of the spellcaster.  It is 60% likely that a 12 hit dice elemental
 appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that
 a 24 hit dice elemental appears.  Once the elemental appears the caster must
 concentrate on the creature for 3 rounds in order to assure that the
 elemental will not turn on him (15% chance the elemental will attack the
 caster).  However, after this period has passed the elemental will do the
 bidding of the caster until it is slain, or the duration of the spell runs
 out.  All of the commands given to the elemental are done telepathically, so
 there is no time lost due to miscommunication and no need to know the
 language of the summoned creature.


SCRL7Y - Conjure Air Elemental

 Conjure Air Elemental
 (Conjuration/Summoning)
 Level: 6
 Range: Visual sight of caster
 Duration: 1 turn/level
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 Upon casting a conjure air elemental spell, the caster opens a special gate
 to the elemental plane of Air, and an air elemental is summoned to the
 vicinity of the spellcaster.  It is 60% likely that a 12 hit dice elemental
 appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that
 a 24 hit dice elemental appears.  Once the elemental appears the caster must
 concentrate on the creature for 3 rounds in order to assure that the
 elemental will not turn on him (there is a 15% chance of losing control).
 However, after this period has passed the elemental will do the bidding of
 the caster until it is slain, or the duration of the spell runs out.  All of
 the commands given to the elemental are done so telepathically, so there is
 no time lost due to miscommunication, and it is not necessary to know the
 language of the summoned creature.


SCRL7Z - Conjure Earth Elemental

 Conjure Earth Elemental
 (Conjuration/Summoning)
 Level: 6
 Range: Visual sight of caster
 Duration: 1 turn/level
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 Upon casting a conjure earth elemental spell, the caster opens a special gate
 to the elemental plane of Earth, and an earth elemental is summoned to the
 vicinity of the spellcaster.  It is 60% likely that a 12 hit dice elemental
 appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that
 a 24 hit dice elemental appears.  Once the elemental appears the caster
 must concentrate on the creature for 3 rounds in order to assure that the
 elemental will not turn on him (15% chance that the elemental will turn on
 the caster).  However, after this period has passed the elemental will do the
 bidding of the caster until it is slain, or the duration of the spell runs
 out.  All of the commands given to the elemental are done so telepathically,
 so there is no time lost due to miscommunication, and it is not necessary to
 know the language of the summoned creature.


SCRL80 - Shocking Grasp

 Shocking Grasp (Alteration)
 Level: 1
 Range: Touch
 Duration: Special
 Casting Time: 1
 Area of Effect: Touched creature
 Saving Throw: None

 When the wizard touches a creature while this spell is in effect, an
 electrical charge will deal 1d8 damage + 1 per level of the caster to the
 creature touched.   The wizard only has one charge, and once an opponent has
 been touched the spell's energies have been used.  If the mage misses, then
 the spell is wasted.  The wizard has 1 round per level in order to touch the
 target creature.


SCRL81 - Sleep

 Sleep (Enchantment/Charm)
 Level: 1
 Range: 30 yards
 Duration: 5 rounds/level
 Casting Time: 1
 Area of Effect: Special
 Saving Throw: Neg

 When a wizard casts a sleep spell, he causes a comatose slumber to come upon
 one or more creatures (other than undead and certain other creatures
 specifically excluded from the spell's effects). All creatures to be affected
 by the sleep spell must be within 30 feet of each other.  Creatures in the
 area of effect must make a saving throw at a -3 penalty or fall asleep.
 Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are
 unaffected. The center of the area of effect is determined by the
 spellcaster.  Magically sleeping opponents can be attacked with substantial
 bonuses.


SCRL82 - Chill Touch

 Chill touch (Necromancy)
 Level: 1
 Range: 0
 Duration: 1 turn
 Casting Time: 1
 Area of Effect: The caster
 Saving Throw: Neg.

 When the caster completes this spell, a blue glow encompasses his hand.  This
 energy attacks the life force of any living creature upon which the wizard
 makes a successful melee attack.  The touched creature must make a saving
 throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to
 its THAC0.


SCRL83 - Chromatic Orb

 Chromatic Orb
 (Evocation)
 Level: 1
 Range: 30 yards
 Duration: special
 Casting Time: 1
 Area of Effect: One creature
 Saving Throw: Special

 This spell causes a 2-foot-diameter sphere to appear in the caster's hand.
 When thrown, the sphere heads unerringly to its target.  The effect the orb
 has upon the target varies with the level of the mage who casts the spell.
 Each orb will do damage to the target against which there is no save and an
 effect against which the target must save vs. spells at +6.  At first-level,
 the sphere inflicts 1-4 damage and blinds the target for one round.  At
 second-level, the sphere inflicts 1-4 damage and inflicts pain upon the
 victim.  At third-level, the sphere deals 1-6 damage and burns the victim.
 At fourth-level, the sphere deals 1-6 damage and blinds the target for 1
 turn.  At fifth-level, the sphere deals 1-8 damage and stuns the target for 3
 rounds.  At sixth-level, the sphere deals 1-8 damage and causes weakness in
 the victim.  At seventh level, the sphere deals 1-10 damage and paralyzes the
 victim for 2 turns.  At 10th level, the sphere causes 1-12 acid damage and
 turns the victim to stone.  At 12th level, the sphere will inflict 2-16
 points of acid damage and instantly kill the victim.

 NOTE: The victim saves vs spells at +6 against all the effects and gets no
 save against the damage.


SCRL84 - Larloch's Minor Drain

 Larloch's minor drain
 (Necromancy)
 Level: 1
 Range: 30 yards
 Duration: Special
 Casting Time: 1
 Area of Effect: Target creature
 Saving Throw: None

 With this spell, the wizard drains the life force from a target and adds it
 to his own.  The target creature suffers 4 damage, while the mage gains 4 hit
 points.  If the mage goes over his maximum hit point total with this spell,
 he loses it after 1 turn.


SCRL85 - Blur

 Blur (Illusion/Phantasm)
 Level: 2
 Range: 0
 Duration:  4 rounds + 2 rounds/level
 Casting Time: 2
 Area of Effect: The caster
 Saving Throw: None

 When a blur spell is cast, the wizard causes the outline of his form to
 become blurred, shifting and wavering.  This distortion causes all missile
 and melee combat attacks against the caster to be made with -3 penalties.
 The wizard also gains a +1 to all of his saving throws.


SCRL86 - Detect Evil

 Detect Evil (Divination)
 Level: 1
 Range: Visual range of caster
 Duration: Instant
 Casting Time: 2
 Area of Effect: Sight
 Saving Throw: None

 This spell discovers emanations of evil from any creature. Any evil creature
 within the range of the spell will glow red briefly.


SCRL87 - Detect Invisibility

 Detect Invisibility (Divination)
 Level: 2
 Range: 0
 Duration: Instant
 Casting Time: 2
 Area of Effect: 70 foot radius
 Saving Throw: None

 When the wizard casts a detect invisibility spell, he is able to see clearly
 any objects or beings that are invisible, as well as any that are astral,
 ethereal, or out of phase. In addition, it enables the wizard to detect
 hidden or concealed creatures (e.g., thieves in shadows, halflings in
 underbrush, and so on). It does not reveal the method of concealment or
 invisibility, except in the case of astral travelers (where the silver cord
 can be seen). It does not reveal illusions or enable the caster to see
 through physical objects.  Note:  if an invisible creature enters the area of
 effect after the spell has already been cast, then the creature will remain
 invisible.


SCRL89 - Horror

 Horror (Necromancy)
 Level: 2
 Range: 25 yards
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: 30 foot cube
 Saving Throw: Neg.

 All enemies within the area of effect when this spell is cast must save vs.
 spells or flee in terror.  Certain creatures are immune to the effects of
 fear, including all undead.


SCRL8A - Carrion Summons

 Carrion Summons (Conjuration/Summoning)
 Level: 6
 Range: 40 yards
 Duration: 7 rounds + 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 There are two parts to this spell.  When cast the first part is to open up a
 small portal which will summon 1 or 2 carrion crawlers to a point designated
 by the wizard.  The second part of the magic mutates the carrion crawlers
 into larger more vicious versions of themselves.  The result is that the
 wizard now has control over these creature(s) until they are slain, or the
 spell duration expires.  When the spell is cast there is a 35% chance that
 two will be summoned instead of just one.


SCRL8B - Summon Nishruu

 Summon Nishruu (Conjuration/Summoning)
 Level: 6
 Range: 40 yards
 Duration: 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 By casting the summon nishruu spell the wizard calls into existence a magical
 being of considerable power, the Nishruu.  At first glance this appears to be
 some sort of mist, but upon closer examination this boiling churning red mass
 of vapors and shapes moves with a life of its own.  Drawn towards magic like
 a moth to the flame, the nishruu feed on the energies surrounding and used by
 wizards.  Luckily, there is no question as to the loyalty of the creature and
 it will not attack its summoner even though it would like nothing better.
 The nishruu have no physical attacks at all.  However, they can be hurt by
 physical attacks.  Each time a nishruu touches a target wizard and wraps its
 tendrils around him there are two major effects.  First all magical items
 with charges that the target possesses will be drained by one charge,
 destroying them if only one remains.  The second is it causes the wizard to
 lose one memorized spell.  This is chosen at random, however, it will consume
 the highest level possible.  The nishruu is completely immune to magic
 (except for death spell), and not only that, but magic will actually heal
 this creature.  The creature will remain under the wizards control until
 reduced to 0 hit points, or the spell duration expires.


SCRL8C - Stone to Flesh

 Stone to Flesh (Alteration)
 Level: 6
 Range: Visual range of the caster
 Duration: Permanent
 Casting Time: 6
 Area of Effect:  1 creature
 Saving Throw: None

 This spell is the reverse of Flesh to Stone and will return any creature that
 has been turned to stone back into flesh.  All possessions on the creature
 likewise will return to normal.  The effect is instantaneous and there is no
 saving throw or system shock check required.


SCRL8D - Spell Turning

 Spell Turning (Abjuration)
 Level: 7
 Range: 0
 Duration: 3 rounds/level
 Casting Time: 7
 Area of Effect: The caster
 Saving Throw: None

 This powerful abjuration spell causes the spells cast against the wizard to
 rebound upon the original caster.  This effects a total of 12 spell levels,
 for example 4 3rd-level, or 1 6th and 1 7th-level, etc..  This includes
 spells cast from scrolls and innate spell-like abilities, but excludes the
 following: area effects that are not centered directly upon the wizard as
 well as area effects that are stationary such as cloud kill and stinking
 cloud.  As long as the spell is cast directly at the wizard it will be
 reflected back upon the caster.  Something to note is that as long as there
 are levels remaining then the spell will be reflected.  For example if there
 is only 1 level left and a 3rd-level spell is cast at the wizard, the spell
 will be reflected while canceling the spell turning.  This spell will not
 protect the caster from dispel magic.  However it will not be affected by
 dispel magic either.


SCRL8E - Protection from the Elements

 Protection from the Elements (Abjuration)
 Level: 7
 Range: Touch
 Duration: 1 round /level
 Casting Time: 7
 Area of Effect: Creature touched
 Saving Throw: None

 The effect of a protection from the Elements spell lasts no longer than one
 round per caster level.  When the spell is cast it confers 75% immunity all
 elemental attacks such as fire, cold and electricity whether magical or non
 magical such as spells, weapons, wands, breath weapons, etc.  This effect
 lasts for the duration of the spell or until dispelled.


SCRL8F - Project Image

 Project Image (Illusion/Phantasm)
 Level: 7
 Range: 0
 Duration: 1 round/level
 Casting Time: 1
 Area of Effect: caster
 Saving Throw: None

 When this spell is cast there is a illusionary copy made of the casting
 wizard which steps out of his body.  This copy can move around, it has the
 same hit points and can cast the same spells however it cannot make any
 physical attacks.  If the image is destroyed then the spell ends and the
 caster can move again.  Also if during this time the caster takes any damage,
 the image will disappear and the caster can move around again.  Otherwise the
 image will remain for the duration of the spell or until affected by a dispel
 magic or anything that dispels illusions such as True Sight.


SCRL8G - Ruby Ray of Reversal

 Ruby Ray of Reversal (Alteration)
 Level: 7
 Range: Visual sight of caster
 Duration: Instantaneous
 Casting Time: 5
 Area of Effect: Target creature
 Saving Throw: None

 When this spell is cast on the target creature it will dispel one spell
 protection of any level.  The spells that are affected by this are: Minor
 Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of
 Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell
 Deflection, and Spell Trap.  The target's magic resistance, if any, does not
 affect this spell.  This will always dispel the highest level of spell
 protection on the target, and if there are two protecting a mage that are the
 same level the choice is random.


SCRL8H - Khelben's Warding Whip

 Khelben's Warding Whip (Abjuration)
 Level: 7
 Range: 10 yards
 Duration: 3 rounds
 Casting Time: 7
 Area of Effect: Special
 Saving Throw: None

 When this spell is cast on the target creature it will dispel one spell
 protection of up to 8th level in strength.  Every round thereafter, till the
 duration of the spell expires, another spell protection will be removed from
 the target.  The spells that are affected by this are: Minor Spell Turning,
 Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability,
 Minor Spell Deflection, Spell Turning, Spell Deflection, Spell Shield, and
 Spell Invulnerability.  The target's magic resistance, if any, does not
 affect this spell.  This will always dispel the highest level of spell
 protection on the target, and if there are two protecting a mage that are the
 same level the choice is random.


SCRL8I - Cacofiend

 Cacofiend (Conjuration/Summoning)
 Level: 7
 Range: Visual sight of caster
 Duration: 15 rounds
 Casting Time: Special
 Area of Effect: Special
 Saving Throw: None

 When this spell is cast it will teleport in a powerful demon that will go on
 a rampage, attacking and killing everything in sight.  Anyone protected from
 evil, as per the spell, will not be targeted by the demon.  This is a
 dangerous spell to invoke, best saved for desparate times.


SCRL8J - Mantle

 Mantle (Abjuration)
 Level: 7
 Range: 0
 Duration: 4 rounds
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None

 When the spell is cast it confers complete invulnerability to all weapons
 except for those of +3 or better enchantment.  This spell is incredibly
 powerful yet has a very short duration, and this combined with the very short
 casting time makes this spell useful only in the thick of intense combat.  It
 is also important to note that this spell will not work in conjuction with
 protection from magic weapons.  This effect lasts for the duration of the
 spell or until dispelled.


SCRL8L - Spell Sequencer

 Spell Sequencer (Invocation/Evocation)
 Level: 7
 Range: 0
 Duration: Permanent
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 This spell allows a mage to store spells and access them from his special
 ability button.  After choosing the spells for the sequencer, the wizard
 creates a special ability that will release the power contained within the
 spells simultaneously.  This ability, the sequencer, can store three spells,
 all of which must be of 4th level or lower.  A mage can only possess one
 spell sequencer at a time, and the sequencer may not be given to other
 players.  Once the sequencer is used, the special ability icon disappears.


SCRL8M - Sphere of Chaos

 Sphere of Chaos (Alteration)
 Level: 7
 Range: Visual sight of caster
 Duration: 1 turn
 Casting Time: 7
 Area of Effect: 30' radius
 Saving Throw: Special

 All enemies within the area of effect must make a save vs. spells every round
 that they remain in the sphere, and if the save is failed one of the
 following random effects occurs:  polymorphed into a squirrel, confused,
 burst into flames, paralyzed, disintegrated, healed 20 hit points, randomly
 teleported, rendered unconcious or hasted.


SCRL8N - Delayed Blast Fireball

 Delayed Blast Fireball (Invocation/Evocation)
 Level: 7
 Range: Visual range of caster
 Duration: Special
 Casting Time: 7
 Area of Effect: 30' radius
 Saving Throw: 1/2

 This spell creates a fireball that hovers at a point determined by the
 caster.  The fireball will stay in position until someone walks too close to
 it.  At which point it will explode for 15d6 points of damage with a save vs.
 spell for half damage.


SCRL8O - Finger of Death

 Finger of Death (Necromancy)
 Level: 7
 Range: Visual sight of caster
 Duration: Permanent
 Casting Time: 5
 Area of Effect: 1 Creature
 Saving Throw: Neg

 The finger of death spell snuffs out the victim's life force.  The caster
 points his finger at the victim after the incantation is complete,
 effectively ripping the life out of his body unless a save vs. spells is made
 at -2.  A creature that successfully saves still receives 2d8 +1 points of
 damage.


SCRL8P - Prismatic Spray

 Prismatic Spray (Conjuration/Summoning)
 Level: 7
 Range: 20 yards
 Duration: Instantaneous
 Casting Time: 7
 Area of Effect: 70' long cone
 Saving Throw: Special

 When this spell is cast, the wizard causes seven shimmering, multil colored
 rays of light to flash from his hand.  These include all colors of the
 visible spectrum; each ray has a different power and purpose.  Any creature
 with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds,
 regardless of any other effect.  Any creature that is caught within the area
 of effect will be touched by one or two of the rays.  The effects of the rays
 are listed below.

 Red  -  Inflicts 20 hit points of damage, save vs. spell for half
 Orange  -  Inflicts 40 hit points of damage, save. vs. spell for half
 Yellow  -  Inflicts 80 hit points of damage, save vs. spell for half
 Green  -  save vs. poison or die, if survive suffer 20 points of poison
           damage
 Blue  -  save vs. petrification or be turned to stone
 Indigo  -  save vs. wands or be feebleminded
 Violet  -  save vs. spell or be disintegrated


SCRL8Q - Power Word, Stun

 Power Word, Stun (conjuration,summoning)
 Level: 7
 Range: Visual sight of caster
 Duration: Special
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None

 When a Power Word, Stun spell is uttered, any creature of the mage's choice
 whithin visual range is stunned for the duration depending on its current hit
 points.  Creatures with 1 to 29 hit points are stunned for 4d4 rounds, those
 with 30 to 59 are stunned for 2d4 rounds, those with 60 to 89 are stunned for
 1d4 rounds, and those with 90 or over are not affected.  Note that if a
 creature is weakened so that its hit points are below its usual maximum, the
 current number of hit points is used.


SCRL8R - Mordenkainen's Sword

 Mordenkainen's Sword (Evocation)
 Level: 7
 Range: 0
 Duration: 1 round/level
 Casting Time: 7
 Area of Effect: Special
 Saving Throw: None

 Upon casting this spell, the wizard brings into being a shimmering, swordlike
 plane of force that leaps into the wizards hands.  The sword acts as a +4
 weapon in all respects, as well it inflicts 5-20 damage when a successful
 attack is made in combat.  Once the spell is cast the sword will float in the
 air completely under the control of the caster.  Note that this does not
 prevent the caster from doing any other actions during the spell duration.


SCRL8S - Summon Efreeti

 Summon Efreeti (Conjuration/Summoning)
 Level: 7
 Range: 40 yards
 Duration: 8 rounds + 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 With this spell, the conjurer can cajole an efreeti, a massive genie with
 powerful abilities, to leave the elemental plane of fire and enter the Prime
 Material.  The efreeti will serve for the duration indicated above, attacking
 the enemies of the conjurer.  Mages are warned to be careful of this spell,
 for a mistreated efreeti will turn on his master at the first available
 opportunity.


SCRL8T - Summon Djinni

 Summon Djinni (Conjuration/Summoning)
 Level: 7
 Range: 40 yards
 Duration: 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 With this spell, the conjurer can cajole a djinni, a massive genie with
 powerful abilities, to leave the elemental plane of air and enter the Prime
 Material.  The djinni will serve for the duration indicated above, attacking
 the enemies of the conjurer.  Mages are warned to be careful of this spell,
 for a mistreated djinni will turn on his master at the first available
 opportunity.


SCRL8U - Summon Hakeashar

 Summon Hakeashar (Conjuration/Summoning)
 Level: 7
 Range: 40 yards
 Duration: 8 rounds + 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 This spell is similar to the 6th level wizard spell, Summon Nishruu.  The
 Hakeashar is a more powerful version of the Nishruu, having more hit points,
 better attacks, and immunity to normal weapons.

 By casting the summon hakeashar spell the wizard calls into being a magical
 being of considerable power, the Hakeashar.  At first glance this appears to
 be some sort of mist but upon closer examination this boiling churning grey
 mass of vapors and shapes moves with a life of its own.  Drawn towards magic
 like a moth to the flame, this creature feeds on the energies surrounding and
 used by wizards (and other spellcasters).  Luckily, there is no question as
 to the loyalty of the creature and it will not attack its summoner even
 though it would like nothing better.  The hakeashar has no physical attacks
 at all.  However, it can be hurt by physical attacks.  Each time the creature
 touches a target wizard and wraps its tendrils around him there are two major
 effects.  First, all magical items with charges that the target possesses
 will be drained by one charge, destroying them if only one remains.  The
 second is it causes the wizard to lose one memorized spell.  This is chosen
 at random, however it will consume the highest level possible.  The hakeashar
 is completely immune to magic, and not only that, but magic will actually
 heal this creature.  The creature will remain under the wizards control until
 reduced to 0 hit points, or the spell duration expires.


SCRL8V - Control Undead

 Control Undead (Necromancy)
 Level: 7
 Range: Visual sight of caster
 Duration: 6 rounds + 1 round/level
 Casting Time: 7
 Area of Effect: 1-4 creatures
 Saving Throw: Special

 The control undead spell allows the caster to take control of 1-4 undead
 creatures within the area of effect.  This creates a telepathic link between
 the caster and the undead allowing complete control.  If the undead have 3
 Hit Dice or less then there is no saving throw allowed, however if they have
 4 Hit Dice or more a save vs. spells is allowed to negate the effect.  The
 undead remain under control of the caster for the duration of the spell or
 until they are affected by a dispel magic.


SCRL8W - Mass Invisibility

 Mass Invisibility
 (Illusion/Phantasm)
 Level: 7
 Range: Visual sight of caster
 Duration: 1 round/level
 Casting Time: 7
 Area of Effect: 30' radius
 Saving Throw: None

 Upon casting this spell the wizard causes all friendly creatures within the
 area of effect to be affected by the spell Improved Invisibility.  This spell
 is similar to the invisibility spell, but the recipient is able to attack,
 either by missile discharge, melee combat, or spellcasting, and remain
 unseen. Note, however, that there are sometimes telltale traces, a
 shimmering, so that an observant opponent can attack the invisible spell
 recipient. These traces are only noticeable when specifically looked for
 (after the invisible character has made his presence known).  Attacks against
 the invisible character suffer -4 penalties to the attack rolls, and the
 invisible character's saving throws are made with a +4 bonus.


SCRL8X - Spell Shield

 Spell Shield (Abjuration)
 Level: 5
 Range: 0
 Duration: 3 rounds/level
 Casting Time: 8
 Area of Effect: The caster
 Saving Throw: None

 When this spell is cast the wizard is protected from the next magical attack
 against him.  The spells that this protects the wizard from are: Spell
 Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray,
 Warding Whip, Pierce Shield, and Spellstrike.  If one of these spells is cast
 at the wizard this spell activates and absorbs the attack.  However, this
 only works once as this spell is consumed in the process.  Otherwise, it will
 last for the duration.


SCRL8Y - Protection from Energy

 Protection From Energy (Abjuration)
 Level: 8
 Range: Touch
 Duration: 1 round /level
 Casting Time: 8
 Area of Effect: Creature touched
 Saving Throw: None

 When the spell is cast it confers 75% immunity against all energy attacks
 such as fire, cold, acid, magic and electricity whether magical or
 non-magical such as spells, weapons, wands, breath weapons, etc.  This
 excludes any physical attacks and spell-created weapons, such as Enchanted
 weapon and Spiritual Hammer.  In other words, any physical damage such as
 piercing, blunt or slashing will get through.  This effect lasts for the
 duration of the spell or until dispelled.


SCRL8Z - Simulacrum

 Simulacrum (Illusion/Phantasm)
 Level: 8
 Range: 0
 Duration: 1 round/level
 Casting Time: 9
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 Saving Throw: None

 A duplicate of the caster is created when this spell is cast.  The duplicate
 is almost identical to the caster, making the duplicate a very powerful ally.
 The simulacrum is created at 60% of the level at which the caster is
 currently on.  It has all the spells and abilities that the caster would have
 at that level.  It also has 60% of the hit points of the caster.  The
 simulacrum is fully under the control of the caster.


SCRL90 - Invisibility

 Invisibility (Illusion/Phantasm)
 Level: 2
 Range: Touch
 Duration: Special
 Casting Time: 2
 Area of Effect: Creature touched
 Saving Throw: None

 This spell causes the creature touched to vanish from sight and be
 undetectable by normal vision or even infravision. Of course, the invisible
 creature is not magically silenced, and certain other conditions can render
 the creature detectable. Even allies cannot see the invisible creature or his
 gear, unless these allies can normally see invisible things or employ magic
 to do so.  Items dropped or put down by the invisible creature become
 visible, items picked up disappear if tucked into the clothing or pouches
 worn by the creature. The spell remains in effect until it is magically
 broken or dispelled, until the recipient attacks any creature, or until 24
 hours have passed. The caster cannot perform any actions that manipulate the
 environment around him such as opening doors, disarming a trap, or opening a
 chest.  He can, however, cast defensive spells on himself and fellow party
 members.  And if he attacks, he immediately becomes visible, although the
 invisibility enables him to attack first.


SCRL91 - Knock

 Knock (Alteration)
 Level: 2
 Range: Visual range of caster
 Duration: Instant
 Casting Time: 1
 Area of Effect: Locked door or chest
 Saving Throw: None

 The knock spell opens locked, held or wizard-locked doors.  It opens secret
 doors, as well as locked boxes or chests.  It does not raise barred gates or
 similar impediments.


SCRL92 - Know Alignment

 Know Alignment (Divination)
 Level: 2
 Range: 10 yards
 Duration: instant
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: None

 A know alignment spell enables the mage to exactly read the aura of a
 creature.  If the creature rolls a successful saving throw vs. spell, the
 caster learns nothing about that particular creature from the casting.  When
 a character is hit by this spell, he will glow red if he's evil, green if
 he's good, and white if he's neutral.


SCRL93 - Luck

 Luck (Enchantment/Charm)
 Level: 2
 Range: 10 yards
 Duration: 3 rounds
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None

 The recipient of this spell is lucky in everything that he does for the next
 3 rounds. He receives a 5% bonus to any of his actions.  This includes saving
 throws, to hit chances, thieving skills, etc.


SCRL94 - Resist Fear

 Resist Fear
 (Abjuration)
 Level: 2
 Range: 10 yards
 Duration: 1 hour
 Casting Time: 1
 Area of Effect: 30' radius
 Saving Throw: Special

 The wizard instills courage in the spell recipients, raising their morale to
 its highest.  The recipients' morale will gradually reset to normal as the
 duration runs out.  If the recipients are affected by magical fear, they will
 regain their composure.


SCRL95 - Melf's Acid Arrow

 Melf's Acid Arrow (Conjuration)
 Level: 2
 Range: Visual range of caster
 Duration: Special
 Casting Time: 2
 Area of Effect: 1 target
 Saving Throw: Special

 By means of this spell, the wizard creates a magical arrow that speeds to its
 target unerringly.  The arrow has no attack or damage bonus, but it inflicts
 2d4 points of acid damage. (There is no splash damage.) For every three
 levels that the caster has achieved, the acid lasts for another round, unless
 somehow dispelled, inflicting another 2d4 points of damage each round. So at
 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts
 for three rounds, etc.


SCRL96 - Mirror Image

 Mirror Image (Illusion/Phantasm)
 Level: 2
 Range: 0
 Duration: 3 rounds + 1 round/level
 Casting Time: 1
 Area of Effect: Special
 Saving Throw: None

 When a mirror image spell is invoked, the spellcaster causes from two to
 eight exact duplicates of himself to come into being around him. These images
 do exactly what the wizard does. Since the spell causes a blurring and slight
 distortion when it is cast, it is impossible for opponents to be certain
 which are the illusions and which is the actual wizard. When an image is
 struck by a melee or missile attack, magical or otherwise, it disappears, but
 any other existing images remain intact until they are struck.  However, it
 is important to note that this will not protect the caster against every
 attack as it is possible for an enemy to choose the real caster amongst all
 the images.


SCRL97 - Stinking Cloud

 Stinking Cloud (Evocation)
 Level: 2
 Range: 30 yards
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: 30-foot radius
 Saving Throw: Special

 When a stinking cloud is cast, the wizard creates a billowing mass of
 nauseous vapors up to 30 yards away from his position. Any creature caught
 within the cloud must roll a successful saving throw vs. poison or be sent
 reeling and fall down for 1-2 rounds.  Those who make successful saving
 throws can leave the cloud without suffering any ill effects, although those
 remaining in the cloud must continue to save each round.  A dispel magic will
 remove the nasea on a particular character, but if they remain in the cloud
 then they are still subject to its effects.


SCRL98 - Strength

 Strength (Alteration)
 Level: 2
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 1 round
 Area of Effect: Target creature
 Saving Throw: None

 Application of this spell increases the Strength of the character to 18 and
 then adds 50% bonus on top of this.   The character receives any strength
 bonuses appropriate.  For example, if a character has between 18/50 and 18/00
 strength, then his strength will just be set to 18/00.  If a character has a
 strength between 18/01 and 18/50, then his strength will become 18/50
 +original percentage.  If his strength is less then 18, then it will just
 become 18/50.  However, this spell will actually lower a character's strength
 if it is already 19 or more.


SCRL99 - Web

 Web (Evocation)
 Level: 2
 Range: Visual sight of caster
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: Special
 Saving Throw: Special

 A web spell creates a many-layered mass of strong, sticky strands similar to
 spider webs but far larger and tougher. The web spell covers a maximum area
 of about 30 feet in radius (roughly the same size as a fireball). Creatures
 caught within webs, or simply touching them, become stuck among the gluey
 fibers.

 Anyone in the area when the spell is cast must roll a saving throw vs. spell
 with a -2 penalty. If the saving throw is successful, then the creature is
 free to move out of the area.  A failed saving throw means the creature is
 stuck in the webs, unable to move.  Each round that a creature remains in the
 web, he must make a saving throw or be unable to move.


SCRL9A - Pierce Shield

 Pierce Shield (Abjuration)
 Level: 8
 Range: Visual sight of caster
 Duration: Instantaneous
 Casting Time: 8
 Area of Effect: Special
 Saving Throw: None

 When this spell is cast it launches a massive attack on an enemy wizard's
 spell defenses.  The target's magic resistance will be lowered by 10% + 1%
 per level of the caster.  Next pierce shield will cancel one spell protection
 of any level.  For example if this spell was cast by a 15th level wizard the
 target creature would lose 25% magic resistance from his current total
 reducing it to 0 if less than that remains as well as cancelling one spell
 protection if the mage currently has one.  The list of spells that this
 includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection,
 Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability,
 Spell Turning, Spell Shield, and Spell Trap.  Magic resistance does not
 effect this spell, nor do any of the spell protections.  The resistance
 remains lowered for 1 round per level of the caster.  It cannot be dispelled.


SCRL9B - Summon Fiend

 Summon Fiend (Conjuration/Summoning)
 Level: 8
 Range: Visual sight of caster
 Duration: 15 rounds
 Casting Time: 9
 Area of Effect: None
 Saving Throw: None

 More powerful than the 7th level variant, casting this cacofiend spell
 summons a frenzied demon.  This demon will attack everyone in the area who is
 not protected by a protection from evil spell.  Only desperate or suicidal
 mages use this spell.


SCRL9C - Improved Mantle

 Improved Mantle (Abjuration)
 Level: 8
 Range: 0
 Duration: 4 rounds
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None

 When the spell is cast it confers complete invulnerability to all weapons
 except for those of +4 or better enchantment.  This spell is incredibly
 powerful hence the duration is so short.  However, the casting time is also
 very short making this spell incredibly useful in the thick of combat where
 buying a few seconds can mean the difference between life or death.  It is
 important to note that this spell does not work in combination with
 protection from magic weapons.  This spell lasts for the duration or until
 dispelled.


SCRL9D - Spell Trigger

 Spell Trigger (Invocation/Evocation)
 Level: 8
 Range: 0
 Duration: Permanent
 Casting Time: 1 round
 Area of Effect: The caster
 Saving Throw: None

 This spell allows a mage to store spells in a magical ability (accessed via
 the special ability button) that is created by the spell.  This item, the
 trigger, can store three spells to be released simultaneously, all of which
 must be of 6th level or lower.  A mage can only possess one spell trigger at
 a time, and the trigger may not be given to other players.  Once the spell
 trigger is used the icon will disappear from the special ability.


SCRL9E - Incendiary Cloud

 Incendiary Cloud (Evocation)
 Level: 8
 Range: Visual Sight of Caster
 Duration: 1 turn
 Casting Time: 8
 Area of Effect: 30' radius cloud
 Saving Throw: 1/2

 This spell creates a billowing cloud of roaring flame.  Any in the area of
 the spell must leave the cloud immediately, or suffer 1-4 points of fire
 damage per level of the caster each round while in the area of effect with a
 save vs. spells for half.


SCRL9F - Symbol, Fear

 Symbol, Fear
 (Conjuration,Summoning)
 Level: 8
 Range: 30 yards
 Duration: Special
 Casting Time: 1 round
 Area of Effect: 30' radius
 Saving Throw: Neg.

 Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a
 symbol on the ground or any other surface.  The symbol will remain there
 until someone comes too close, at which point it will explode, causing all
 those within the area to make a save vs. spells at a -4 penalty or be
 affected by fear for 2 rounds + 1 round for every 3 levels of the caster.


SCRL9G - Abi-Dalzim's Horrid Wilting

 Abi-Dalzim's Horrid Wilting (Necromancy)
 Level: 8
 Range: Visual sight of caster
 Duration: Instantaneous
 Casting Time: 8
 Area of Effect: 30-ft. cube
 Saving Throw: Half

 This spell evaporates moisture from the bodies of every living creature
 within the area of effect, inflicting 1d8 damage per level of the caster.
 Affected creatures are allowed a saving throw vs. spell for half damage.
 This spell is especially devastating to water elementals and plant creatures,
 who receive a penalty of -2 to their saving throws.  This spell will not harm
 party members.


SCRL9H - Maze

 Maze (conjuration,summoning)
 Level: 8
 Range: Touch
 Duration: Special
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None

 An extradimensional space is brought into being upon utterance of a maze
 spell.  The subject vanishes into the shifting labyrinth of force planes for
 a period of time that is totally dependent upon its intelligence.

 Intelligence of Target   --    Time trapped in maze
   under 3  -- 2d4 turns
   3 to 5   -- 1d4 turns
   6 to 8   -- 5d4 rounds
   9 to 11  -- 4d4 rounds
   12 to 14  -- 3d4 rounds
   15 to 17  -- 2d4 rounds
   18 and up  -- 1d4 rounds

 Note that if the 9th level spell freedom is cast in the area where a creature
 is mazed, it will effectively bring him back to this plane ending the spell
 prematurely.  Otherwise it will last for the duration of the spell.  Note a
 mazed creature is not freed through dispel magic.


SCRL9J - Power Word, Blind

 Power Word, Blind (conjuration/summoning)
 Level: 8
 Range: Visual sight of caster
 Duration: 6 rounds
 Casting Time: 1
 Area of Effect: 10' radius
 Saving Throw: None

 When a Power Word, Blind spell is cast, one or more creatures within the area
 of effect become sightless.  The spellcaster selects one creature as the
 target center, and the effect spreads outward from the center, affecting all
 within a 10 foot radius.  This lasts for 6 rounds or until dispelled.  All of
 the effects of blindness apply to the victims such as a penalty to hit and to
 AC.  As well the visibility range of the afflicted character is decreased.


SCRL9L - Spell Trap

 Spell Trap (Abjuration)
 Level: 9
 Range: 0
 Duration: 1 round/level
 Casting Time: 9
 Area of Effect: The caster
 Saving Throw: None

 This powerful spell creates a barrier of magical protection around the
 spellcaster.  Every spell that hits the barrier is absorbed by the power of
 the spell trap -- making the caster recall a previously cast spell.  For
 example, a wizard shields himself with spell trap and is then hit by a Flame
 Arrow (3rd level spell).  He gets three spell levels back -- he will regain
 one spell, up to 3rd level in power.

 The spell trap protects against 30 levels of protection (i.e., ten flame
 arrows or five finger's of death).  The spell trap can absorb any level of
 spell, from one to nine.


SCRL9M - Spellstrike

 Spellstrike (Abjuration, Alteration)
 Level: 9
 Range: Visual sight of caster
 Duration: Instantaneous
 Casting Time: 5
 Area of Effect: Target Creature
 Saving Throw: None

 When this spell is cast at a target creature, it will dispel all of the
 magical protections that surround that creature.  This includes: Minor Spell
 Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of
 Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell
 Defection, Spell Invulnerability, and Spell Trap.  The target's magic
 resistance, if any, does not affect this spell.


SCRL9N - Gate

 Gate (Conjuration, Summoning)
 Level: 9
 Range: Visual sight of caster
 Duration: 33 rounds
 Casting Time: 9
 Area of Effect: Special
 Saving Throw: None

 By means of this spell, the caster calls an outer planar creature to attack
 her foes and herself if not careful.  The creature summoned in is a Pit
 Fiend, one of the most powerful demons.  This Pit Fiend will attack anyone
 not protected from evil, including the caster and her party.


SCRL9P - Absolute Immunity

 Absolute Immunity (Abjuration)
 Level: 9
 Range: 0
 Duration: 4 rounds
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None

 When the spell is cast, it confers complete invulnerability to all weapons
 except for those of greater than +5  enchantment.  This spell is incredibly
 powerful, hence the short duration.  However the casting time is also very
 short making this spell incredibly useful in the thick of combat where buying
 a few seconds can mean the difference between life or death.  It is important
 to note that this spell does not work in combination with protection from
 magic weapons.  This spell lasts for the duration or until dispelled.


SCRL9Q - Chain Contingency

 Chain Contingency (Evocation)
 Level: 9
 Range: 0
 Duration: Special
 Casting Time: 1 turn
 Area of Effect: The Caster
 Saving Throw: None

 Chain contingency channels some of the magical energy of the mage and
 releases it only under certain circumstances.  Basically, the mage chooses
 three spells, which will be released under certain conditions such as being
 hit by an enemy.  When this condition occurs all three spells are cast
 immediately.  Spells of any level may be used in the contingency.


SCRL9R - Time Stop

 Time Stop (Alteration)
 Level: 9
 Range: 0
 Duration: Special
 Casting Time: 9
 Area of Effect: Special
 Saving Throw: None

 Upon casting a time stop spell, the wizard causes the flow of time to stop
 for one round in the area of effect.  Inside the sphere, the caster is free
 to act for three rounds of apparent time. The wizard can move and act freely
 within the area where time is stopped, but all other creatures are frozen in
 their actions, for they are literally between ticks of the time clock. (The
 spell duration is subjective to the caster.) Nothing can enter the area of
 effect without being stopped in time also.  When the spell duration ceases,
 the wizard is again operating in normal time.  Note that all spells cast
 during the timestop will take effect immediately after time returns to
 normal.


SCRL9S - Imprisonment

 Imprisonment (Abjuration)
 Level: 9
 Range:  Touch
 Duration: Permanent
 Casting Time: 9
 Area of Effect: 1 creature
 Saving Throw: None

 When the imprisonment spell is cast and the victim is touched, the recipient
 is entombed in a state of suspended animation in a small sphere far beneath
 the surface of the earth.  The victim remains there unless a reverse of the
 spell, freedom, is cast.  Otherwise, the victim will remain there as long as
 the earth exists, rather a horrible fate, actually.  If a freedom spell is
 cast in the area where the creature was imprisoned then he will reappear
 exactly where he was last standing.  Dispel magic will not free creatures
 trapped in this manner.  There is no saving throw.


SCRL9T - Meteor Swarm

 Meteor Swarm (Evocation)
 Level: 9
 Range: 90 yards
 Duration: 4 rounds
 Casting Time: 9
 Area of Effect:  30' radius
 Saving Throw: None

 When the caster utters the words to this powerful spell, he calls upon
 powerful forces indeed.  These forces pull down meteors from above, hurling
 them randomly at any in the area of effect.  Any caught in the destructive
 path of the meteors --whether friend or foe-- will suffer 4-40 points of d
 amage, with no saving throw.  The caster is well advised to be careful in his
 use of this spell.


SCRL9U - Power Word, Kill

 Power Word, Kill (conjuration,summoning)
 Level: 9
 Range: Visual sight of caster
 Duration: Instant
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None

 When a Power Word, Kill spell is uttered, one creature within the spell range
 is slain.  The power word slays a creature with up to 60 hit points.  Even if
 the creature's maximum hit points are higher than 60, the current hit points
 are used for this determination.  There is no saving throw.  This spell has
 no effect if the target has more than 60 hit points.


SCRL9V - Wail of the Banshee

 Wail of the Banshee (Necromancy)
 Level: 9
 Range: 0
 Duration: Instantaneous
 Casting Time: 9
 Area of Effect: 30-ft. radius
 Saving Throw: Neg.

 At the culmination of this dreadful spell, the wizard screams like a banshee
 (groaning spirit).  Everyone in the area of effect hears the awful cry.
 Those who fail a saving throw vs. death magic die instantly.  The caster and
 companions are immune to the effects of the wail.


SCRL9W - Energy Drain

 Energy Drain (Necromancy)
 Level: 9
 Range: Touch
 Duration: Permanent
 Casting Time: 3
 Area of Effect: Target Creature
 Saving Throw: None

 The casting of this spell opens a channel between the caster's plane and the
 Negative Energy plane.  The caster of the spell acts as a conduit between the
 two planes, sucking life from a victim and transferring it to the Negative
 energy plane, draining him of 2 levels of experience.  The target of this
 spell loses levels, Hit Dice, hit points, and abilities permanently.  These
 levels can only be restored by a priest's restoration spell.


SCRL9X - Black Blade of Disaster

 Black Blade of Disaster (Evocation)
 Level: 9
 Range: 0
 Duration: 1 round/level
 Casting Time: 9
 Area of Effect: Special
 Saving Throw: None

 This spell enables the caster to create a black, blade-shaped planar rift,
 about three feet long.  It jumps into the casters hand and is used as a
 normal sword, remaining there for the duration of the spell.  The caster is
 considered to be proficient in this weapon.  The sword acts as a +5 weapon
 and deals 2-24 damage to its victims.  While using this weapon, the wizard
 uses the THACO of a fighter of half his level.  For example, if this is cast
 by an 18th level wizard, he would use combat tables for a 9th level fighter
 and hence his base THACO would be 12.  Also, every time this hits a target,
 the victim must make a save vs. death at +4 or be disintegrated.


SCRL9Y - Shapechange

 Shapechange (Alteration)
 Level: 9
 Range: 0
 Duration: 5 turns
 Casting Time: 9
 Area of Effect: Caster
 Saving Throw: None

 With this spell, a wizard is able to assume the form of a powerful creature
 (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental,
 or giant troll).  The spellcaster becomes the creature he wishes, and has
 almost all of its abilities. Thus, he can change into a mind flayer to stun
 his opponents and then become an earth elemental to crush his foes.  These
 creatures have whatever hit points the wizard had at the time of the shape
 change. Each alteration in form requires only a second, and no system shock
 is incurred.


SCRL9Z - Freedom

 Freedom (Abjuration)
 Level: 9
 Range:  Special
 Duration: Instantaneous
 Casting Time: 9
 Area of Effect: Special
 Saving Throw: None

 NOTE:  Cast this spell in an area where you know someone is imprisoned and
 they will be released.

 This is the reverse of the spell imprisonment.  When a creature is
 imprisoned, he is trapped in a sphere far beneath the surface of the earth.
 If this spell is cast in the area where he was imprisoned, it will instantly
 free him and he will reappear exactly where he was standing when he was
 imprisoned.  This spell will also cancel the effects of the spell maze and
 return any characters trapped in the labyrinth of planes.


SCRLA1 - Wizard Eye

 Wizard Eye (Divination, Alteration)
 Level: 4
 Range: 0
 Duration: 1 round/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None

 When this spell is employed, the wizard creates an invisible sensory organ
 that sends him visual information. The wizard eye can see with normal vision
 up to 60 feet away in brightly lit areas. The wizard eye can travel in any
 direction as long as the spell lasts. It has substance and a form that can be
 detected (by a detect invisibility spell, for instance). Solid barriers
 prevent the passage of a wizard eye.  The powers of the eye cannot be
 enhanced by other spells or items. The caster is subject to any gaze attack
 met by the eye. A successful dispel cast on the wizard or eye ends the spell.


SCRLA2 - Deafness

 Deafness (Illusion/Phantasm)
 Level: 2
 Range: 60 yds.
 Duration: Special
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: Neg.

 The deafness spell causes the recipient to become totally deaf and unable to
 hear any sounds. The victim is allowed a saving throw vs. spell.  Deafened
 spellcasters have a 50% chance to miscast any spell. This deafness can be
 done away with by means of a dispel magic spell or a cure disease spell.


SCRLA3 - Glitterdust

 Glitterdust (Conjuration/Summoning)
 Level: 2
 Range: 10 yds.
 Duration: 4 rounds
 Casting Time: 2
 Area of Effect: 20 ft
 Saving Throw: Special

 This spell creates a cloud of glittering golden particles within the area of
 effect. All enemies in the area must roll a successful saving throw vs. spell
 or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class)
 for 4 rounds. In addition, all within the area are covered by the dust, which
 cannot be removed and continues to sparkle until it fades. Note that this
 reveals invisible creatures. The dust fades in 4 rounds.


SCRLA4 - Limited Wish

 Limited Wish
 (Conjuration/Summoning, Invocation/Evocation)
 Level: 7
 Range: Unlimited
 Duration: Special
 Casting Time: 9
 Area of Effect: Special
 Saving Throw: Special

 The limited wish is a very potent but difficult spell. It will fulfill
 literally, but only partially or for a limited duration, the utterance of the
 spellcaster. Thus, the actuality of the past, present, or future might be
 altered (but possibly only for the wizard unless the wording of the spell is
 most carefully stated) in some limited manner. The use of a limited wish will
 not substantially change major realities. The spell can, for example, restore
 some hit points lost by the wizard.  Greedy desires usually end in disaster
 for the wisher.  Lastly, the wiser the wizard, the better chance that he will
 choose the right wording.  Wizards with low wisdom will more often than not
 meet with disaster when asking for a wish.


SCRLA5 - Melf's Minute Meteors

 Melf's Minute Meteors (Evocation, Alteration)
 Level: 3
 Range: 70 yds
 Duration: Special
 Casting Time: 3
 Area of Effect: 1 target/meteor
 Saving Throw: None

 This spell enables the wizard to cast small globes of fire (one for each
 experience level she has attained), each of which bursts into a
 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the
 creature struck. It can also ignite combustible materials (even solid
 planks). The meteors are treated as missiles hurled by the wizard with a +5
 bonus to the attack rolls and with no penalty for range. Each meteor inflicts
 +3 damage, and an additional +3 fire damage.

 The wizard may discharge up to five missiles per round.


SCRLA6 - Spook

 Spook
 (Illusion/Phantasm)
 Level: 1
 Range: 30 ft.
 Duration: 3 rounds
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.

 A spook spell enables the wizard to play upon natural fears to cause the
 target creature to perceive the spellcaster as someone or something inimical
 which then appears to advance upon it in a threatening manner. If the
 creature does not make a successful saving throw vs. spell, it turns and
 flees at maximum speed as far from the wizard as possible. The creature has a
 saving throw penalty of -1 (to save against this spell) for every two
 experience levels of the caster, to a maximum of -6 at 12th level.  Although
 the caster does not actually pursue the fleeing creature, a phantasm from its
 own mind does. In any event, the spell functions only against creatures with
 Intelligences of 2 or more, and undead are not affected at all.


SCRLA7 - Remove Magic

 Remove Magic (Abjuration)
 Level: 3
 Range: Visual range of caster
 Duration: Special
 Casting Time: 3
 Area of Effect: 30-foot cube
 Saving Throw: Special

 This is the combat version of dispel magic, it will only affect opponents.  A
 remove magic dispels the magical effects upon any enemies within the area.
 This includes effects given from spells, potions and certain magical items
 such as wands.  It does not, however, affect enchanted magical items.  The
 chance of the dispel succeeding is determined by the level of the caster and
 the level of the magic being dispelled. The base chance of successfully
 dispelling is 50%.  For every level that the caster of the dispel magic is
 above the original caster, his chance of success increases by 5%.  For every
 level that the caster of dispel magic is below the original caster, his
 chance of success decreases by 10%.  However, despite the difference in
 levels, there is always at least a 1% chance of success or failure. Thus, if
 a caster is 10 levels higher than the magic he is trying to dispel, there is
 only a 1% chance of failure.  Similarly if the caster is 4 levels lower than
 the magic he is trying to dispel, there is only a 10% chance of success.
 Intuitively, this spell is almost useless if the target is 5 or more levels
 higher than the caster.

 Note:  while this spell dispels the individual effects of grease, web,
 stinking cloud and other such spells, it does not dispel the area of effect.

 NOTE: this spell will ONLY affect ENEMIES.


SCRLA8 - Contagion

 Contagion (Necromancy)
 Level: 4
 Range: 30 yds.
 Duration: Permanent
 Casting Time: 4
 Area of Effect: 1 creature
 Saving Throw: Neg.

 This spell causes a major disease and weakness in a creature. The afflicted
 individual is immediately stricken with painful and distracting symptoms:
 boils, blotches, lesions, seeping abscesses, and so on.  Strength, dexterity,
 and charisma are reduced by 2. The afflicted character is also slowed. These
 effects persist until the character receives a Cure Disease spell.


SCRLAG - Scroll of Crom Faeyr

 This yellowed sheet of parchment describes the process used by the ancient
 dwarven smith Silverblade to forge the original Hammer of Thunderbolts, as
 well as the means by which he intended to continue to shape the weapon into
 its ultimate form.  By the combining of the Hammer of Thunderbolts, Gauntlets
 of Ogre Power and a Girdle of Frost Giant Strength... and using the power of
 the hammer's true name "Crom Faeyr"... an ultimate weapon of destruction
 could still be completed using this scroll.


SCRLAI - Ray of Enfeeblement

 Ray of Enfeeblement (Enchantment/Charm)
 Level: 2
 Range: Visual sight of caster
 Duration: 1 round/level
 Casting Time: 2
 Area of Effect:  1 creature
 Saving Throw: Neg.

 By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its
 Strength and thereby the attacks that rely upon it.  The victim is reduced to
 a strength of 5 for the duration of the spell, unless a save vs. spell is
 made.  This spell does not affect combat bonuses due to magical items, and
 those conferring increased Strength function normally.  However the target
 receives all of the penalties for a 5 strength such as attack and damage
 penalties as well as lower weight allowance.


SCRLAJ - Farsight

 Farsight (Divination)
 Level: 4
 Range: Special
 Duration: 3 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: None

 When Farsight is cast, the caster is able to view an area of an unexplored
 map.  After casting the spell, simply click on a section of the map that you
 want to view.  For the duration of the spell, the caster can spy on that
 area, noting creatures and fortifications.


SCRLAK - Remove Curse

 Remove Curse (Abjuration)
 Level: 4
 Range: Touch
 Duration: Permanent
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: Special

 Upon casting this spell, the wizard is usually able to remove a curse on an
 object, on a person, or in the form of some undesired sending or evil
 presence. Note that the remove curse spell does not remove the curse from a
 cursed shield, weapon, or suit of armor, for example, although the spell
 typically enables the person afflicted with any such cursed item to get rid
 of it. Certain special curses may not be countered by this spell, or may be
 countered only by a caster of a certain level or more.


SCRLAL - Sunfire

 Sunfire (Evocation)
 Level: 5
 Range: Caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 30-foot radius
 Saving Throw: 1/2

 A sunfire is like a fireball -- an explosive burst of flame, which detonates
 with a low roar and delivers damage proportional to the level of the wizard
 who cast it - 1d6 points of damage for each level of experience of the
 spellcaster (up to a maximum of 15d6). The wizard gestures with his hand and
 the entire area around him erupts in flames, striking all except for the
 caster.  Creatures failing their saving throws each suffer full damage from
 the blast. Those who roll successful saving throws manage to dodge, fall
 flat, or roll aside, each receiving half.


SCRLAM, SCRLAO - Symbol, Death

 Symbol, Death
 (Conjuration,Summoning)
 Level: 8
 Range: 30 yards
 Duration: Special
 Casting Time: 1 round
 Area of Effect: 30' radius
 Saving Throw: Neg.

 Symbol, Death is a powerful enchantment that allows the wizard to inscribe a
 symbol on the ground or any other surface.  The symbol will remain there
 until someone comes too close, at which point it will explode, causing all
 those within the area to make a save vs. death or die.  Creatures with more
 than 60 current hit points are immune to this effect.


SCRLAN - Symbol, Stun

 Symbol, Stun
 (Conjuration,Summoning)
 Level: 8
 Range: 30 yards
 Duration: Special
 Casting Time: 1 round
 Area of Effect: 30' radius
 Saving Throw: Neg.

 Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a
 symbol on the ground or any other surface.  The symbol will remain there
 until someone comes too close, at which point it will explode, causing all
 those within the area to make a save vs. spells at a -4 penalty or be stunned
 for 2 rounds + 1 round for every 3 levels of the caster.


SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal)

 Bigby's Clenched Fist (Evocation)
 Level: 8
 Range: Visual range of caster
 Duration: 4 Rounds
 Casting Time: 8
 Area of Effect: 1 creature
 Saving Throw: Special

 This spell causes a giant disembodied hand to squeeze and constrict the
 target once per round for up to four rounds. It initially smashes the target
 for 3D6 damage with no save. The target is held. In the second round, the
 target can save vs. paralyzation at -2 to escape. If they fail to save, the
 hand does 4D6 damage. The following round, the target can save vs.
 paralyzation with no penalty. If they make the save, they are free to move,
 if they fail, the spell does 6D6 damage and holds them for 2 rounds. After
 the 4th round, the spell is finished. Magic resistance will stop the spell.


SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal)

 Bigby's Crushing Hand (Evocation)
 Level: 9
 Range: Visual range of caster
 Duration: 3 Rounds
 Casting Time: 9
 Area of Effect: 1 creature
 Saving Throw: Special

 This spell creates a huge disembodied fist that crushes the target and pins
 them to the ground. In the first round, the spell does 2D10 damage. The
 victim can save at -4 vs. paralyzation to avoid being pinned. If they fail,
 the hand does 3D10 damage the next round. The victim can again save vs.
 paralyzation at -2. If they fail to save, the hand does a final 4D10 damage
 and disappears.


SCRLB4 - Wish (Throne of Bhaal)

 Wish
 (Conjuration/Summoning, Invocation/Evocation)
 Level: 9
 Range: Unlimited
 Duration: Special
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: Special

 Wish is a more potent version of the Limited Wish spell. It will fulfill
 literally, the utterance of the spellcaster. Thus, the actuality of the past,
 present, or future might be altered (but possibly only for the wizard unless
 the wording of the spell is most carefully stated) in some limited manner.
 Greedy desires usually end in disaster for the wisher.  Lastly, the wiser the
 wizard, the better chance that he will choose the right wording.  Wizards
 with low wisdom will more often than not meet with disaster when asking for a
 wish.


SCRLPET - Stone to Flesh

 This scroll will remove the effects of petrification from anyone afflicted by
 such an unfortunate condition.  Simply approach the victim who has been
 turned to stone, read the scroll and target the statue.


SCRLZZ - Summon Cow

 Summon Cow (Summoning)
 Level: 2
 Range: Visual range of the caster
 Duration: Instant
 Casting Time: 1
 Area of Effect: 1 Creature
 Saving Throw: None
 The spell speaks for itself baby!


-------------------------------------------------------------------------------
SECRET PANTALOON STUFF: (Throne of Bhaal only!)
-------------------------------------------------------------------------------

SECRET01 - Big Metal Rod

 The Big Metal Rod was designed to be used with the Big Metal Unit. It has
 several types of ammunition that can be launched at your enemies... or
 friends...


SECRET02 - Pulse Ammo

 This Pulse Ammunition allows you to shoot small balls of pure energy at a
 frightening pace from the Big Metal Rod.


SECRET03 - Frag Grenade

 This skull can be launched at your enemies via the Big Metal Rod. It will
 explode into fragments when an enemy approaches it and damage everyone within
 the radius of the explosion.


SECRET04 - Scorcher Ammo

 This ammunition for the Big Metal Rod will allow you to shoot a jet of flame
 at an enemy


SECRET05 - Big Metal Unit

 Found within a long forgotten pocket of our collected pantology, herein tales
 the lie of the Metal "Unit".

 Gargantua was self-proclaimed lord of his immeasurable lower regions until
 his son, Pantagruel, questioned the accuracy of the ruler. With his s
 hortcomings exposed, great Gargantua lay prostrate upon the ground while
 Pantagruel sought to cover his cuirass in case his now governing body lost
 its sway. He was warned that the people would cut him no slacks, but he never
 listened, and had burned his britches behind him. Undaunted, he fulfilled his
 animus with the robes of his father, as uncomfortable as that might sound,
 and shaped the Metal "Unit" with his own hands.

 The rule of Pantagruel was a discommoding morass, his armor eventually
 suffering a breach in the breech that proved his undoing. As his basket left
 the pantry, so to speak, his regime fell to insurrection, and so complete was
 the sacking that not even his Metal "Unit" could be found. The component
 pieces, a pantaloon triumvirate, were lost in the annals of time.

 You now bear the awesome responsibility of the Metal "Unit". Gussets of wind,
 seams like reality, pockets of resistance, the seat of power, and legs as
 flared as your temper. Polish it well; the onus is now on you.


-------------------------------------------------------------------------------
SHIELDS:
-------------------------------------------------------------------------------

SHLD01, SHLD11, SHLD12 - Small Shield

 A small shield is usually round and is carried on the forearm, gripped with
 the shield hand.  Its light weight as compared to a medium shield permits the
 user to carry other items in that hand, although he cannot wield or carry
 another weapon.

 STATISTICS:

 Armor Class Bonus: 1
 Special:  No  Missile Weapon Protection
 Weight: 3
 Requires: 4 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD02 - Small Shield +1

 A small shield is usually round and is carried on the forearm, gripped with
 the shield hand.  Its light weight as compared to a medium shield permits the
 user to carry other items in that hand, although he cannot wield or carry
 another weapon.  This magical shield grants an extra bonus of +1 against
 attacks.

 STATISTICS:

 Armor Class Bonus: 2
 Special:  No  Missile Weapon Protection
 Weight: 3
 Requires: 4 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD03, SHLD13, SHLD14 - Medium Shield

 A medium shield is carried in the same manner as a small shield.  Unlike the
 small shield, however, its weight prevents the character from using his
 shield hand for anything other than carrying the medium shield.  Medium
 shields are usually made of metal, range from 3'-4' in diameter, and can be
 of any shape, from round to square to a spread dragon's wings.  A typical
 medieval shield resembles a triangle with one point facing downward.

 STATISTICS:

 Armor Class Bonus: 1
 Weight: 7
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD04 - Medium Shield +1

 A medium shield is carried in the same manner as a small shield.  Unlike the
 small shield, however, its weight prevents the character from using his
 shield hand for anything other than carrying the medium shield.  This
 penaltly is offset by the fact that this shield is magical, granting an
 additional +1 protection to its wearer.

 STATISTICS:

 Armor Class Bonus: 2
 Weight: 6
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD05, SHLD15, SHLD16, SHLD18 - Large Shield

 The body shield, also known as the kite or tower shield, is a massive metal
 or wooden shield reaching nearly from the chin to the toe of the user.  It
 must be firmly fastened to the forearm and the shield hand must firmly grip
 it at all times.  Naturally, this precludes use of the shield hand for
 anything but holding the body shield in place.

 STATISTICS:

 Armor Class Bonus: 1
 Special:  +1 vs. Missile Weapons
 Weight: 15
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD06 - Large Shield +1

 The body shield, also known as the kite or tower shield, is a massive metal
 or wooden shield reaching nearly from the chin to the toe of the user.  It
 must be firmly fastened to the forearm and the shield hand must firmly grip
 it at all times.  Naturally, this precludes use of the shield hand for
 anything but holding the body shield in place.

 STATISTICS:

 Armor Class Bonus: 2
 Special:  +1 vs. Missile Weapons
 Weight: 12
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD07 - Large Shield +1, +4 vs Missiles

 Large Shield +1, +4 vs. Missiles:  'Shield of the Falling Stars'

 Ilmater himself enchanted this shield upon seeing a young squire's
 willingness to endure untold agony for the wellbeing of his mount.  During a
 fierce battle between a human cavalry division and a hobgoblin horde, the
 young man was sent for reinforcements.  He was beset by a cascade of arrows
 that nearly blocked out the sun, and he knew that even if he avoided the
 arrows himself, should his horse fall he would surely be doomed.  With his
 shield and body he positioned himself to take the brunt of the onslaught, and
 was mortally wounded for it.  His horse remained unscathed allowing for their
 escape, and his body was carried back to the nearest town, where he was
 resurrected from death.

 STATISTICS:

 Armor Class: +1 bonus, +4 vs. Missile Weapons
 Weight: 12
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD08, SHLD09, SHLD10 - Buckler

 A buckler, also known as a target shield, is a small shield of wood or metal
 that fastens to the forearm.  Because of its size it is light and can be worn
 with very little restriction to movement.

 STATISTICS:

 Armor Class Bonus:  1
 Special:  No Missile/Piercing Attack Protection
 Weight:  2
 Requires: 4 Strength
 Unusable By:
 Mage


SHLD17 - Buckler +1

 A buckler is a small shield of wood or metal that fastens to the forearm.
 Because of its size it is light and can be worn with very little restriction
 to movement.  This buckler has some form of generic enchantment, making it
 more resistant to blows.

 STATISTICS:

 Armor Class Bonus:  2
 Special:  No Missile/Piercing Attack Protection
 Weight:  2
 Requires: 4 Strength
 Unusable By:
  Mage


SHLD19 - Large Shield +2

 This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin
 known for unquestioning courage and an almost total lack of common sense.
 Upon hearing that a red dragon was ravaging the countryside, Pellan mounted
 his horse and rode off to do battle.  As it happened, Pellan and his armor
 digested readily enough, but the shield gave the dragon severe stomach
 cramps.  Subsequently coughed up, it lay in a hoard for years until retrieved
 by Pellan's son, a warrior who knew when to sneak.

 Superior craftsmanship is supplemented by a permanent lightness spell, which
 makes the shield very easy to wield.

 STATISTICS:

 Armor Class Bonus: 3
 Special: +1 vs. Missile Weapons
 Weight: 10
 Requires: 10 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD20 - Kiel's Buckler

 This is the buckler of Kiel the Legion-Killer, first-born son of Durlag
 Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight
 and excellent craftmanship increase the dexterity of all who bear it by a
 single point.

 STATISTICS:

 Armor Class Bonus:  1
 Special:  No Missile/Piercing Attack Protection
 Special:  +1 Dexterity while equipped
 Weight:  2
 Requires: 4 Strength
 Unusable By:
 Mage


SHLD21 - Dragon Scale Shield +2

 Another powerful item created by the warlock Wormsor, this shield consists of
 red dragon skin stretched over a steel frame.  Green and white dragon scales
 adorn the red background in a pattern that, when looked in the right way,
 reveals the face of an ancient dragon.

 STATISTICS:

 Abilities:  Sets fire, cold and electrical resistance to 25%
 Armor Class Bonus: 3
 Weight: 5
 Requires: 12 Strength
 Not Usable By:
 Bard
 Druid
 Mage
 Thief


SHLD22 - Sentinel +4

 A century ago, astronomers noted an unexpected comet coming to earth offshore
 of the Sword Coast.  An odd occurrence, it was made stranger by the
 lightweight fragments of metal found days later by blacksmith Huffum Fuiruim,
 who cared little about celestial events.  He fashioned the bulk of it into
 this shield, though the forging took months and the aid of several
 enchanters.  "From the heavens?  Nay, from my hammer!"

 STATISTICS:

 Armor Class Bonus: 5
 Weight: 3
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD23 - Fortress Shield +3

 This shield, as tall as a man, is aptly named.  With it, Phil Pious, a
 paladin of the Most Noble Order of the Radiant Heart, once held a marauding
 battalion of hobgoblin and kobold archers at bay till they exhausted their
 arrows.  As the shield is almost as useful in melee as it is at range, he
 then slew each and every creature.

 STATISTICS:

 Special:  +7 AC bonus vs. missile weapons
 Armor Class Bonus: 4
 Weight: 3
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD24 - Reflection Shield +1

 Thought only a decoration from some forgotten festhall, this shield
 languished in the backroom of a shop until a young noble purchased it as
 parade armor.  Its dormant enchantments were discovered when a later attempt
 on his life was foiled as the shield reflected each attack back at the
 would-be assassins.  Subsequent study has linked it to Myth Rhynn, or perhaps
 some other ancient excavation.

 STATISTICS:

 Ability:  Reflects missile weapons back to their user
 Armor Class Bonus: 2
 Weight: 3
 Requires: 4 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD25 - Shield of Harmony +2

 Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield
 for most of his life.  It protects the bearer from most forms of mind
 control, a benefit for a wizard who needed warrior allies to stay faithfully
 at his side.  Both Kekkim and Audn have long since returned to the earth,
 leaving the shield to whomever might recover it from Kekkim's tower.

 STATISTICS:

 Abilities: Immunity to charm, confusion, domination, and hold person
 Armor Class Bonus: 3
 Weight: 2
 Requires: 4 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD26 - Shield of the Lost +2

 This odd shield was constructed by nomads that once inhabited the forest of
 Mir, a group long since absorbed into "civilized" society and forgotten.
 Examination reveals fine weaving of animal and human hair bound together by
 enchantment, though how this was done is lost to time.

 STATISTICS:

 Armor Class Bonus: 3
 Special: +5% magical resistance
 Weight: 5
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD27 - Saving Grace +3

 Once a very powerful shield used by the clerics of Bane, most of the
 enchantments fled with their god's demise.  The basic magical protection of
 still remains, making it useful for any adventurer.

 STATISTICS:

 Armor Class Bonus: 4
 Weight: 5
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD28 - Small Shield +2

 Despite the effectiveness of the enchantments on this shield, it is otherwise
 nondescript and defies precise identification.  Such standardization makes it
 likely that it is from the militia of some forgotten barony, though it is
 hard to be certain.

 STATISTICS:

 Armor Class Bonus: 3
 Special:  No  Missile Weapon Protection
 Weight: 2
 Requires: 4 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD29 - Medium Shield +2
</pre><pre id="faqspan-13">
 A standard magical shield given to elite troops and bodyguards, this
 particular shield is relatively new.  Forged recently by Taerom Fuiruim of
 Beregost, this shield has few stories to tell.  Perhaps it will take a brave
 young warrior to perform legendary deeds while wearing it, to finally give it
 a history.

 STATISTICS:

 Armor Class Bonus: 3
 Weight: 5
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD30 - Large Shield +2

 A shield of the elite Calimport Standing Dragoons mercenary company, a group
 long since disbanded due to political backstabbing.  Having the best of
 equipment, their shields were extremely light and powerfully protective in
 combat.  The size of the shield precludes the use of the shield hand for
 anything else.

 STATISTICS:

 Armor Class Bonus: 3
 Special:  +1 vs. Missile Weapons
 Weight: 4
 Requires: 10 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD31 - Darksteel Shield +4 (Throne of Bhaal)

 Fashioned from dwarven darksteel, this heavily enchanted shield provides more
 protection than most suits of armor.  Legend holds that it was meant to be
 presented as a gift to the dwarvish hero Glimred Heavyhand, but he
 disappeared on his ill fated quest into the bowels of the Marching Mountains
 before the work was completed.  With Glimred gone, the shield was sold to the
 highest bidder - though the dwarven smiths refused to divulge the mysterious
 buyer's identity.

 STATISTICS:
    +10% resistance to fire, cold, acid and poison

 Armor Class Bonus: 5
 Weight: 8
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD32 - Shield of the Order +4 (Throne of Bhaal)

 Peragath the Valiant, a great champion of the Order of the Radiant Heart,
 carried this shield into battle against a horde of invading Tanar'ri pouring
 through a gate to the Astral Plane.  Gripped by holy fervor, the mighty
 paladin single handedly drove back the horde, then foolishly leapt through t
 he Astral gate to finish them off.  The gate collapsed, and both Peragath and
 the shield were forever lost in the Planes.

 STATISTICS:
    +1 bonus to all saving throws

 Armor Class Bonus: 5
 Weight: 8
 Requires: 9 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


NPSHLD - Delryn Family Shield

 This is Anomen's family shield, given to him by his father.  In addition to
 the magical protection the shield radiates an aura that grants the wielder
 fire and cold resistance.  To protect against ranged attacks, Anomen can use
 the shield to erect a field of energy.  This protection from normal missiles
 can be used three times per day.

 STATISTICS

 AC Bonus : +2
 Fire Resistance: + 30%
 Cold Resistance: + 30%

 Abilities: 3 times per day can cast protection from missiles on bearer


-------------------------------------------------------------------------------
SLINGS:
-------------------------------------------------------------------------------

SLNG01 - Sling

 Slings have existed since the beginning of recorded history.  The basic sling
 consists of a leather or fabric strap with a pouch for holding the missile.
 The weapon is held by both ends of the strap and twirled around the wielder's
 head.  When top speed is attained, the missile is launched by releasing one
 of the strap's ends.

 STATISTICS:

 Weight: 0
 Speed Factor: 6
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG02 - Sling +1

 Slings have existed since the beginning of recorded history.  The basic sling
 consists of a leather or fabric strap with a pouch for holding the missile,
 however this one has been imbued with a small magical enchantment.  The
 weapon is held by both ends of the strap and twirled around the wielder's
 head.  When top speed is attained, the missile is launched by releasing one
 of the strap's ends.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  +1 (missile damage)
 Weight: 0
 Speed Factor: 5
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG03 - Sling +3

SLNG04 - Sling +2

 Magical slings are the hallmark of stout halfling warriors.  Usually their
 mothers or a talented aunt will create this sling for the halfling lad or
 lass who is about to embark on their second great adventure.  The reason that
 the sling is given on the second adventure and not the first is that many
 halflings decide not to pursue the life of an adventurer after getting a
 taste of it.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  +2 (missile damage)
 Weight: 0
 Speed Factor: 4
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG05 - Sling +3 : 'Arla's Dragonbane'

 None know better than Halflings the value of a well-placed stone when
 confronting a larger foe.  This particular weapon was the property of a young
 woman named Arla Surestep, one of the few small-folk that leave the hearth to
 seek adventure.  Legend speaks of the diminutive Arla using this sling to
 place a well-sharpened pebble through the skull of a green dragon in
 mid-flight, though the same tale in another tavern places the stone squarely
 in the creature's hindquarters for more humorous than lethal effect.  It
 would seem that Halflings prefer entertainment over accuracy when it comes to
 their history.

 STATISTICS:

 Damage:  +3 (missile damage)
 THACO:  +3
 Weight: 0
 Speed Factor: 3
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength


SLNG06 - Sling of Arvoreen +4

 This sling is blessed by the Halfling goddess Arvoreen. The weapon was
 granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in
 which an invading army of Yuan-ti were slain by Lettleworp's forces, saving
 his halfling village.

 The sling has the ability to rend the senses of the wielders enemies with a
 wall of sound said to be the voice of the goddess herself.

 STATISTICS:

 Combat Abilities: Sonic boom once per day.  Must save vs. spell or be stunned
 for three rounds
  Area: 60 feet

 THACO:  +4 bonus
 Damage:  +4 (missile damage)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG07 - Sling of Seeking +2

 Unlike most other slings, the Sling of Seeking is capable of throwing stones
 and allowing a strength bonus to be applied to the damage it inflicts.
 Although the sling is magical, giving it a bonus to hit and to damage, it is
 capable of inflicting strength damage due to its design, not magic.

 STATISTICS:

 THACO:  +2
 Damage:  +2 (missile damage), plus Strength bonus
 Weight: 0
 Speed Factor: 4
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG08 - Erinne Sling +4 (Throne of Bhaal)

 The gnomish village of Erinne was long protected by a single guardian, armed
 only with a magical sling created by the sorceress for which the town was
 named.  When the village was overrun by orcs, the sling disappeared.

 STATISTICS:

 Equipped Abilities:  Can create 5 +4 bullets once/day

 THACO:  +4 bonus
 Damage:  +4 (missile damage)
 Weight: 0
 Speed Factor: 0
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG09 - Erinne Sling +5 (Throne of Bhaal)

 The modifications to the Erinne sling have made significant improvements to
 its already deadly accuracy.

 STATISTICS:

 Equipped Abilities:  Can create 5 +4 bullets once/day

 THACO:  +5 bonus
 Damage:  +5 (missile damage)
 Weight: 0
 Speed Factor: 0
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


SLNG10 - Sling +3 (Throne of Bhaal)

 Magical slings are the hallmark of stout halfling warriors.  Usually their
 mothers or a talented aunt will create this sling for the halfling lad or
 lass who is about to embark on their second great adventure.  The reason that
 the sling is given on the second adventure and not the first is that many
 halflings decide not to pursue the life of an adventurer after getting a
 taste of it.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  +3 (missile damage)
 Weight: 0
 Speed Factor: 3
 Proficiency Type: Sling
 Type:  1-handed
 Requires: 3 Strength
 Not Usable By:


-------------------------------------------------------------------------------
SPEARS:
-------------------------------------------------------------------------------

SPER01, SPER04 - Spear

 One of man's earliest weapons, dating back to the most primitive of times,
 the first spears were simply wooden poles or sticks sharpened at one end.
 When man mastered metals, spearheads were made from iron and steel.  Having
 reached this end, weaponers began experimenting with different types of spear
 heads, thus leading to the development of certain polearm types.

 STATISTICS:

 Damage:  1D6
 Damage type:  piercing
 Weight: 5
 Speed Factor: 6
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER02 - Spear +1

 One of man's earliest weapons, dating back to the most primitive of times,
 the first spears were simply wooden poles or sticks sharpened at one end.
 When man mastered metals, spearheads were made from iron and steel.  Having
 reached this end, weaponers began experimenting with different types of spear
 heads, thus leading to the development of certain polearm types.  This spear
 is slightly different though, as it has been imbued with certain magical
 properties.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D6 +1
 Damage type:  piercing
 Weight: 5
 Speed Factor: 5
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER03 - Spear +3, Backbiter

 This cursed spear will appear as a magical spear, however when a combat
 situation arises, the wielder will attack an enemy and Backbiter will attack
 the wielder.  For every attack made, Backbiter will attack the foe and also
 the wielder.  This is a powerful spear, but one must ask if it is worth it in
 the end.  The only way that Backbiter can be removed is by a remove curse
 spell.

 STATISTICS:

 *CURSED*
 THACO:  +3
 Damage:  1D6 +3
 Damage type:  piercing
 Special:  3 (piercing) damage inflicted upon the wielder upon every
           successful hit
 Weight: 5
 Speed Factor: 6
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER05 - Spear +2

 One of man's earliest weapons, dating back to the most primitive of times,
 the first spears were simply wooden poles or sticks sharpened at one end.
 When man mastered metals, spearheads were made from iron and steel.  Having
 reached this end, weaponers began experimenting with different types of spear
 heads, thus leading to the development of certain polearm types.  Another
 line of tinkering led to the integration of magic with spears.  Tribal shaman
 would enchant the spears so that they would hit more often and do greater
 damage to their wielder's opponents.

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER06 - Spear +3

 One of man's earliest weapons, dating back to the most primitive of times,
 the first spears were simply wooden poles or sticks sharpened at one end.
 When man mastered metals, spearheads were made from iron and steel.  This
 spear trembles from the powerful magic used in its creation.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D6 +3
 Damage type:  piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER07 - Spear of the Unicorn +2

 This graceful spear is carved to resemble the elongated horn of the unicorn.
 Wielders of this spear are immune to charm and hold spells, just as a unicorn
 might be.  Whether the horn is or isn't an actual unicorn horn is the subject
 of much debate.

 STATISTICS

 Equipped Abilities:
  Immunity to charm and hold person
  +3 to all saves vs. death
 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER08 - Spear +3, Impaler

 The Impaler has a palpable aura of magic that hints at the vicious nature of
 the weapon and why it has been a favorite of several powerful orc chieftains
 in the past.  When a victim is struck they are, as one would guess, very
 nearly impaled, run through as the massive enchantment does its dirty work.

 STATISTICS

 THAC0: +3 bonus
 Damage:  1D6 +3, +10 piercing damage
 Damage type:  piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER09 - Spear +1, Halcyon

 The electrum plated shaft of this weapon hums with magical power.
 Occasionally blue bolts of energy run down the length of the spear, charging
 it.  In battle when it hits an opponent it strikes for additional electricity
 damage.

 STATISTICS

 THAC0: +1 bonus
 Damage:  1D6 +1, +1 electricity damage
 Damage type:  piercing
 Weight: 3
 Speed Factor: 5
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER10 - Spear of Withering +4

 Carved from the heart of a rotten Treant, this spear smells of death.  When
 held in your hands it groans a little as if reluctant to allow a living thing
 to touch it.  In battle the Spear of Withering spits a foul poison into its
 target upon each succesful hit.

 STATISTICS:

 THAC0: + 4 bonus
 Damage:  1D6 + 4, + 4 poison damage
 Damage type:  piercing
 Weight: 5
 Speed Factor: 6
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER11 - Ixil's Nail +4 (Throne of Bhaal)

 For many generations this magical shaft has been separated from Ixil's Spike,
 the enchanted head of the legendary spear.  However, even incomplete, this
 artifact is still a weapon of great power.

 STATISTICS:

 THAC0: + 4 bonus
 Damage:  1D6 + 4
 Damage type:  piercing
 Weight: 5
 Speed Factor: 6
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SPER12 - Ixil's Spike +6 (Throne of Bhaal)

 With shaft and tip reunited, Ixil's Spike is a fearsome weapon.  During the
 battle the head can detach to pin opponents to the ground even as a new head
 magically reforms on the end of the spear.

 STATISTICS:

 Equipped Abilities: Permanent Free Action

 Combat Abilities:  With each successful hit, the opponent must save or be
 pinned for 3 rounds, taking an additional 1D6+5 damage each round.

 THAC0: + 6 bonus
 Damage:  1D6 + 6
 Damage type:  piercing
 Weight: 5
 Speed Factor: 2
 Proficiency Type: Spear
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


-------------------------------------------------------------------------------
STAVES:
-------------------------------------------------------------------------------

AURSTAF - Staff of the Ram +4 (Throne of Bhaal)

 Likely created by the same unknown Archmage who is responsible for the Ring
 of the Ram, this Staff of Striking does not use charges and will never become
 useless.

 STATISTICS:

 Combat Abilites:
   10 % Chance opponent is knocked back and stunned.

 Large creatures such as a dragons or giants will not be knocked back or
 stunned.

 THACO:  +4 bonus
 Damage:  1D6 + 10
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Staff
 Type: Two-handed
 Requires: 5 Strength


STAF01, STAF03, STAF04 - Quarterstaff

 The simplest and humblest of staff weapons, the quarterstaff is a length of
 wood ranging six to nine feet in length.  High quality quarterstaves are made
 of stout oak and are shod with metal at both ends.  The quarterstaff must be
 wielded with both hands.

 STATISTICS:

 Damage:  1D6
 Damage type:  crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Staff
 Type:  2-handed
 Requires: 5 Strength


STAF02 - Quarterstaff +1

 The simplest and humblest of staff weapons, the quarterstaff is a length of
 wood ranging six to nine feet in length.  High quality quarterstaves are made
 of stout oak and are shod with metal at both ends.  This one is particularly
 special as it has been imbued with magical properties.

 STATISTICS:

 Damage:  1D6 + 1
 THACO:  +1
 Damage type:  crushing
 Weight: 4
 Speed Factor: 3
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF05 - Staff of Striking

 Staffs of Striking are made by the Gold Elves of Drelagara on Evermeet. The
 staffs have a life of their own and jump to attack in their bearer's hands.
 The elven craftsmen rarely sell them to other races but these powerful melee
 weapons do surface occasionally in Faerun.  However, each attack made with
 the staff uses a charge, hence causing it to consume itself when no charges
 remain.

 STATISTICS:

 Damage:  1D6 + 9
 Weight: 4
 Speed Factor: 1
 Proficiency Type: Staff
 Type: Two-handed
 Requires: 5 Strength


STAF06 - Staff Mace

 This weapon appears to be a normal large walking staff, but it has a faint
 aura of alteration magic.  Uttering the command word causes the staff to
 assume the attributes of a mace, allowing it to be wielded with one hand.
 This was likely designed for priests or druids, though that does not preclude
 use by most others.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  2D4 + 2
 Weight: 4
 Speed Factor: 2
 Damage type:  Bludgeon
 Proficiency Type: Quarterstaff
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Monks


STAF07 - Staff Spear +2

 If examined, this quarterstaff has an aura of alteration, and a long sharp
 spearhead extends from its upper end on command.  Likely made by a wizard or
 priest hoping to increase their melee abilities, it can be used by anyone
 capable of handling a staff.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D8 + 3
 Damage type:  Piercing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Staff
 Type:  two handed
 Requires: 5 Strength
 Not Usable By:
  Monk


STAF08 - Quarterstaff +3

 This humble staff radiates powerful magic, and was likely the simple-seeming
 weapon of a traveling mage or cleric.  It would certainly prove more than
 ample for dealing with most threats encountered on the road.

 STATISTICS:

 THACO:  +3
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 4
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF09 - Staff of Command

 The staff allows the user to dominate another creature, each use draining one
 charge.  This item is of the kind used by nefarious people seeking to sway
 others to follow their ways.

 STATISTICS

 Abilities (one charge): Domination

 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength
 Not Usable by:
  Monk


STAF10 - Staff of Curing

 Torm is said to manifest these items during times of great trouble, granting
 them to priests who care for the wounded, diseased, and poisoned.  It is not
 to be taken for granted however, as the enchantment, though useful, is
 fleeting.  It must be used with all due care.

 STATISTICS

 Abilities (one charge):
  Cure: 3 - 18 +3 hit points, Disease and Poison

 AC: +2 bonus
 THAC0: +1 bonus
 Damage:  1D6 +1
 Damage type:  crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength
 Not Usable By:
  Thief
  Fighter
  Mage


STAF11 - Staff of the Magi

 This type of staff is thoroughly linked of the image of the spellcasting
 profession, rare though it is.  It is among the most powerful tools that a
 wizard can possess, the culmination of complex enchantment and endless study.
 This particular example is good in melee, grants Invisibility, and offers
 protection from Charms and Evil.  It can also cast a Spell Trap, launch a
 Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage
 item.

 STATISTICS
 Armor Class: +2 bonus
 Saving Throws: +2 bonus
 Equipped Abilities:
  Invisibility
  Immunity to Charm
  Protection From Evil

   Fireball-Lightning
    Damage: combined lightning and fireball damage
    Range: 150 feet
    Use: Three times a day

 Abilities: Trap Spell
    Duration: 8 hours or until 30 spell levels have been trapped
    Use: Once a day

 Combat Ability (each hit): Dispel Magic
 THAC0: +1 bonus  (strikes as a +5 weapon)
 Damage:  1D6 +1
 Damage type:  crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength
 Usable By
  Mages


STAF12 - Staff of Power

 A mage's staff is far more than just a gilded walking stick, most being
 enchanted to an impressive degree.  This one is no exception, and whoever the
 previous owner was, they were powerful indeed.  It enables a mage to better
 escape hostile magic and avoid physical blows, and can erect a Globe of
 Invulnerability (one charge).  Offensively it can be used in melee very well,
 and cast a Lightning Bolt (one charge).

 STATISTICS

 Saving Throws: +2 bonus
 Armor Class: +2 bonus
 Abilities (one charge):

 Globe of Invulnerability
  Duration: 1 round/level
  Range: User
  Area: 5-foot-radius sphere
  Grants immunity to 1st to 4th level spells.

 Lightning Bolt of Paralyzation
  Damage: 10d6
  Range: 140 yards
  Saving throw: for half damage
     Also stuns (no save) the target for 5 rounds

 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength
 Usable By
  Mages


STAF13 - Staff of Thunder and Lightning +2

 There are stories that tell of these staves sprouting in the growth around
 druid groves when the forest is threatened.  Fanciful tales, but truth or
 not, this staff is a powerful tool.  It draws energy from storms, and there
 is a chance that any blow may trigger a thunderclap that knocks enemies down.
 It casts Lightning Bolt, and if circumstances warrant it, it can summon a
 lighting storm to blast enemies to dust.  Some abilities are limited by
 charges.

 STATISTICS

 Abilities (one charge):
 Lightning Bolt
  Damage: 10d6
  Range: 140 yards
  Saving throw: Spells for half damage

 Call Lightning
  Lightning strike hits the target
  Damage: 3d8 per strike

 Melee :
 Thunderclap (10% chance on a successful strike)
  Range: Melee
  Saving Throw: Save vs. spells or be stunned for two rounds

 THACO: +2 bonus
 Damage:  1D6 +2
 Damage type:  crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Staff
 Type:  2-handed
 Requires: 5 Strength
 Usable By:
  Clerics
  Druids


STAF14 - Staff of the Woodlands +4

 Known only as the "Wild Man of the Wood", the man that carried this staff was
 a legendary figure near Trademeet until the day he died and returned to the
 soil.  Those who saw him remember his dark, bark-like skin, a feature that
 would fade if the staff were set aside.  He would harass irresponsible
 loggers and poachers, and old-timers tell of mercenaries chasing him with a
 dozen hunting dogs or more.  The animals seemed ready to rip the poor druid
 to pieces, but he quickly turned them on their former masters.  Rushing
 forward in hopes of ending his influence, the men-at-arms saw the final power
 of the staff, and as the vegetation trembled with the "Wild Man's" magical
 calling, there formed a green, rotting mix of life and death that shambled
 overtop of the terrified soldiers, killing them all.

 STATISTICS

 AC: +3 bonus
 Equipped Abilities: Barkskin (AC 3)

 Use Abilities (cost 1 charge)
 Summon Shambling Mound

 Enhanced Charm Animal
  Duration: 5 minutes
  Saving throw: save vs. spells with a -4 penalty

 THAC0: +4 bonus
 Damage:  1D6 +4
 Damage type:  crushing
 Weight: 2
 Speed Factor: 1
 Type:  2-handed
 Requires: 5 Strength
 Usable By
  Druids


STAF15 - Staff of Air +2

 This staff seems to draw from eleven artistic traditions, though tied less to
 the forest than is usually customary.  It was apparently designed to control
 air elementals, being able to summon one as a servant to the wielder, and
 potentially destroying creatures of the same type in a single blow.  When
 necessary, it can also spawn a cloud of gas causing anyone within the area of
 effect to fall into a deep slumber.  Some effects are limited by charges.

 STATISTICS

 Combat Abilities: If an air elemental is hit it must save vs. spells or be
 destroyed
 Abilities: (cost 1 charge)
 Summon an 8hd Air Elemental
  Duration: 1 hour

 Sleep Cloud
  Range: 40 feet
  Duration: 3 rounds

 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF16 - Staff of Earth +2

 Linked to the Plane of Earth, this staff may have been fashioned by an
 ancient druidic sect.  It can summon an Earth Elemental, though it also has
 the potential to slay such creatures in a single blow, possibly hinting at
 how difficult it is to control them.  It can also free a person from the
 earth by casting Stone to Flesh.  Some abilities are limited by charges.

 STATISTICS

 Combat Abilities: If an earth elemental is hit it must save vs. spells or be
 destroyed
 Abilities: (one charge)
  Summon an 8 hit dice Earth Elemental
   Duration: 1 hour
 Stone to Flesh
   Revert effects of a petrification attack

 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF17 - Staff of Fire +2

 This staff bears an ancient rune that may link it to the wizards of faraway
 Halruaa, but it is impossible to be certain.  Drawing from the Plane of Fire
 it can erupt in a Fire Shield that damages attackers, it can summon a Fire
 Elemental under the control of the wielder, and it can potentially draw all
 the energy from any fire elemental that it hits, destroying them instantly.
 Some abilities are limited with charges however.

 STATISTICS

 Combat Abilities: If a fire elemental is hit it must save vs. spells or be
 destroyed
 Abilities: (one charge)
 Summon an 8 hit dice Fire Elemental
  Duration: 1 hour
 Fire Shield (Red)
  A protective shield that surrounds the wielder of the staff as per the 4th
  level wizard spell Fire Shield (Red).

 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF18 - Quarter Staff +2

 The simplest of staff weapons is the quarterstaff, a length of wood six to
 nine feet in length.  High quality quarterstaves are made of stout oak and
 are shod with metal at both ends.  Powerful enchantments during the making of
 this staff have improved its accuracy and the damage it can cause, but they
 bear no signature.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF19 - Cleric's Staff +3

 This simple staff radiates a powerful enchantment, though its plain design
 suggests a simple origin.  It reflects the quiet strength that faith brings,
 and was likely the modest weapon of a priest or cleric.

 STATISTICS:

 THACO:  +3
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF20 - Staff of Rynn +4

 There was a time when magic was distrusted even more so than now, and the
 burning of "heretics" was woefully common.  Delmarey, a witch from the
 swamplands near Myth Rynn, faced just such a fate when she was blamed for an
 unseasonable drought.  Taken by surprise and sentenced by a mob, she was put
 to the torch in the Village Square.  With her dying breath she uttered a foul
 curse, fueling the fire to an unstoppable magnitude.  By dawn, the entire
 village was reduced to black coal, save the burnt remnant of the pole Delmary
 had been bound to.  This staff has been imbued with some remnants of
 Delmarey's power, making it a highly enchanted weapon.

 STATISTICS:

 THACO:  +4 bonus
 Damage:  1D6 + 4
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF21 - Staff of the Ram +4 (Throne of Bhaal)

 Likely created by the same unknown Archmage who is responsible for the Ring
 of the Ram, this Staff of Striking does not use charges and will never become
 useless.

 STATISTICS:

 Combat Abilites:
   10 % Chance opponent is knocked back and stunned.

 Large creatures such as a dragons or giants will not be knocked back or
 stunned.

 THACO:  +4 bonus
 Damage:  1D6 + 10
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Staff
 Type: Two-handed
 Requires: 5 Strength


STAF22 - Staff of the Ram +6 (Throne of Bhaal)

 Roranach's Horn augments the Staff of the Ram's already noteworthy abilities,
 creating a weapon few opponents are able to stand against.

 STATISTICS:

 Combat Abilites:
     15% Chance opponent is knocked back and stunned.

 Large creatures such as a dragons or giants will not be knocked back or
 stunned.

 THACO:  +6 bonus
 Damage:  1D6 + 12 crushing, +1D4 piercing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Staff
 Type: Two-handed
 Requires: 5 Strength


STAF23 - Serpent Shaft (Throne of Bhaal)

 Adorned with serpentine designs, this powerful quarter staff has a chance to
 release a lethal toxin against its opponents with every blow.

 STATISTICS:

 Combat Abilities:
   50% chance of poisoning opponents with every successful attack.  The poison
   lasts for 1 round, and does 2 hp of damage/second unless the target makes a
   save vs death.

 THACO:  +2 bonus
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


STAF24 - Quarter Staff +3 (Throne of Bhaal)

 The simplest of staff weapons is the quarterstaff, a length of wood six to
 nine feet in length.  High quality quarterstaves are made of stout oak and
 are shod with metal at both ends.  Powerful enchantments during the making of
 this staff have improved its accuracy and the damage it can cause, but they
 bear no signature.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D6 + 3
 Damage type:  crushing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Quarterstaff
 Type:  2-handed
 Requires: 5 Strength


NPSTAF - Staff of the High Forest

 This staff was the culmination of a cycle of seasons in which Cernd meditated
 on his role within nature.  His perch for this personal journey was next to a
 sapling, a young oak that was a particular interest of study; it seemed odd,
 and yet somehow wonderfully ordered.  At the coming of spring Cernd examined
 it one last time, and it came loose in his hands, a living staff, granted as
 boon from nature herself.  It has grown to fit his grip, and few others may
 wield it.

 STATISTICS:

 Equipped Abilities: Regenerate 1 hit point every 12 seconds

 THACO:  +2 bonus
 Damage:  1D6 + 2
 Damage type:  crushing
 Weight: 3
 Speed Factor: 1
 Type:  2-handed

 Usable By:
  Cernd


-------------------------------------------------------------------------------
ONE HANDED SWORDS:
-------------------------------------------------------------------------------

KILLSW01, SW1H06 - Long Sword +2

 Long Sword +2: Varscona

 Blades of this type were long used by Sharran priests during the sacrificial
 rites of "Feast of the Moon" ceremonies.  Legends say that, when she passed
 on, the remains of this sword's wielder were mummified and the blade was
 placed within her chest as a symbol of power.  In the first stage of a long
 forgotten ritual, she was to have been exhumed in a season, born again in
 some new form.  Unfortunately, cult wars killed the few that knew of her
 existence; her tomb became a prison where she was forgotten, and there she
 developed a rage that bordered on insanity.  Her grave was eventually found,
 but it was deserted and gave no indication of her whereabouts.  Some venture
 to say that her anger was so concentrated, she became one with the very blade
 of her weapon.  Regardless, after hundreds of years surrounded by constant
 hate, the sword harvested a power of its own.  It is now exceedingly deadly
 in combat.

 STATISTICS:

 Damage:  1D8 +2
 Special:  +1 Cold damage
 THACO:  +2 bonus
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


MISCBC - Blackrazor, Long Sword +3

 This sword radiates evil like a sour odor, and the owner never knows if he
 wields the weapon, or if it wields him.  In addition to its combat abilities,
 Blackrazor slowly regenerates its owner with the drained strength of
 opponents.

 STATISTICS:

 Equipped Ability :
   Regeneration: 1 hp every 5 seconds
   Immunity to Charm and Fear
   With every hit it has a 15% chance of draining 4 levels, healing the
   wielder by 20 hit points, and hasting him for 20 seconds as well as
   increasing his strength by 3 points for 20 seconds.
 THAC0: +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight: 4
 Speed Factor: 2
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H01 - Bastard Sword

 Also known as the hand-and-a-half sword, the bastard sword derives its name
 from the fact that it is halfway between the two-handed sword and the long
 sword. The bastard sword has a double-edged blade and a long grip, which can
 accommodate both hands if preferred.  The overall length of the bastard sword
 ranges between four feet and four feet ten inches.

 STATISTICS:

 Damage:  2D4
 Damage type:  slashing
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H02 - Bastard Sword +1

 Also known as the hand-and-a-half sword, the bastard sword derives its name
 from the fact that it is halfway between the two-handed sword and the long
 sword. This is a magical bastard sword.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  2D4 + 1
 Damage type:  slashing
 Weight:  9
 Speed Factor: 7
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters

 Bastard sword +1, +3 vs. Shapeshifters:  'Kondar'
 At first glance, this sword appears much like any other.  In the presence of
 any shapeshifting creature however, the blade becomes warm as its power
 stirs.  Its namesake was the original owner of the weapon, and his tale,
 though mostly long forgotten, was wrought with treachery and deceit.  Rumors
 persist that he paid a fearsome price for this blade, but with it he revealed
 the true identities of those that sought to betray him.  Their names and
 crimes however, are long since lost to history.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  2D4 +1, +3 vs. Shapeshifters
 Damage type:  slashing
 Weight: 8
 Speed Factor: 7
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H04 - Long Sword

 These swords are usually referred to as doubled-edged swords, war swords, or
 military swords.  In many cases, the long sword has a single-edged blade.
 There is no single version of the long sword; the design and length vary from
 culture to culture, and may vary within the same culture depending on the
 era.  Among the most common characteristics of all long swords is their
 length, which ranges from 35 inches to 47 inches.  In the latter case, the
 blade is known to take up 40 inches of the total length.  Most long swords
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8
 Damage type:  slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H05 - Long Sword +1

 These swords are usually referred to as doubled-edged swords, war swords, or
 military swords.  The blade hums slightly in your hand, the only overt
 evidence that magic runs through it.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D8 +1
 Damage type:  slashing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H07 - Short Sword

 The short sword is the first type of sword to come into existence.  In the
 simplest of terms, a short sword can be considered a dagger with a blade so
 long that it can no longer be called a dagger.  The term short sword does not
 exist in sword classifications.  However, it has come to be used to describe
 a double-edged blade about two feet in length.  The sword tip is usually
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6
 Damage type:  piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H08, SW1H14 - Short Sword +1

 The short sword is the first type of sword to come into existence.  In the
 simplest of terms, a short sword can be considered a dagger with a blade so
 long that it can no longer be called a dagger.  This short blade is magical,
 improving accuracy and damage.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D6 +1
 Damage type:  piercing
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H09 - Short Sword +2

 This short sword has been forged by hands both magical and highly skilled.
 Neither nick nor stain mar the flawless blade.  When used in battle the blade
 radiates magic and gifts the wielder with increased skill.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Speed Factor: 1
 Weight:  2
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H10 - Short Sword of Backstabbing

 Short Sword of Backstabbing:  'The Shadow's Blade'
 The Shadow's Blade was created to be the perfect assassin's tool.  It is
 highly sought after by any who settle differences with a blade, and many that
 possess it do not do so for long.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D6 +3
 Damage type piercing
 Weight: 3
 Speed Factor: 0
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H11 - Odd Flame Sword
SW1H12 - Hull's Long Sword

SW1H13 - Moonblade

 This potent weapon was created by the smiths of ancient Myth Drannor.
 Moonblades are used in the long process of selecting a ruler for the isle of
 Evermeet.  A Moonblade chooses its owner, and in the case of this sword it
 has chosen the elf, Xan.  Only Xan can use this blade, anyone else who tries
 will find themselves unable to lift the sword.  This particular Moonblade
 gives resistance to fire and gives its user a bonus to his armor class.

 STATISTICS:

 Damage:  1D8
 Damage type:  slashing
 Bonus to hit:  3
 Bonus to damage:  3
 Special:
  +1 bonus to Armor Class
  +50% Fire Resistance
 Weight: 4
 Speed Factor: 5
 Proficiency Type:  Small Sword
 Type:  1-handed
 Not Usable By:
  Everyone but Xan


SW1H15 - Scimitar +3, Frostbrand

 This is the magical scimitar +3, Frostbrand.  It is one of Drizzt's personal
 weapons.

 STATISTICS:

 Damage:  1D8 + 3
 THACO:  +3 bonus
 Damage type:  Slashing
 Weight:  4
 Proficiency type:  Scimitar
 Speed Factor:  2
 Type:  1-handed
 Requires: 8 Strength
 Not usable by:
 Mage
 Cleric


SW1H16 - Scimitar +5, Defender

 This is the magical scimitar +5 Defender that bears the name "Twinkle."  It
 is one of the personal weapons of Drizzt.  Due to its magical nature, only
 those pure of heart can use it.

 STATISTICS:

 Damage:  1D8 + 3
 THACO:  +3 bonus
 Special:  +2  Armor Class bonus
 Damage type:  Slashing
 Weight:  4
 Proficiency type:  Scimitar
 Speed Factor:  2
 Type:  1-handed
 Requires: 8 Strength
 Not usable by:
 Evil or Neutral Alignment
 Mage
 Cleric


SW1H17 - Perdue's Short Sword

SW1H18 - Sword of Balduran

 This ornate, but poorly balanced, weapon was found beside Balduran's remains.

 STATISTICS:

 Damage:  2D4
 Damage type:  slashing
 Weight: 12
 Speed Factor: 8
 Proficiency Type: Large Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H19 - The Vampire's Revenge (cursed)

 It would seem that the very speculation of this weapon's existence has
 conspired to pull it from the realm of fantasy and into the everyday, though,
 as with all things that come from dreams, it is not as it truly seems. The
 blade is indeed vampiric, as the name would suggest; though not in the manner
 the finder might have hoped. It is rumored that the blade, instead of
 performing as one might think a vampiric blade would, was actually
 constructed by vampires as a trap for those that could eventually oppose
 them. These incredibly clever fiends have apparently fashioned numerous
 versions of these unfortunate blades over time, and they are the bane of all
 right-thinking adventurers. Each swing actually inflicts damage upon the
 wielder, as his life energies are drained in order to heal his intended
 victim. Were this not enough, the weapon is cursed so as to prevent it's
 removal, and the user is smitten with a wasting of the mind, that he might
 not even think of trying to rid himself of it. This may be among the few
 magical treasures that are simply not worth the trouble of seeking, and one
 might better spend ones time having a lovely beverage, rather than
 gallivanting about the wilderness with a pack full of rubbish chasing
 phantoms.

 STATISTICS:

 Damage:  1D8 +1
 THACO:  +1 bonus
 Special: Inflicts damage upon the wielder and heals the target.
 Special: Affects intelligence in a negative manner...I think...duhhhhhh
 Damage type:  slashing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  The Lucky Ones
  Druid
  Cleric
  Mage


SW1H20 - Scimitar

 The long, curved, single-edged blade is characteristic of both the sabre and
 the scimitar, even though their origins lie in different parts of Faerun.
 Where as the sabre was intented mainly for horsemen, mainly due to its
 versatility, the scimitar has a heavier oriental influence.  The "shamshir",
 as it was originally called, is larger, has a greater curve to it, and is
 tapered to an elongated, sharp point.  The effect of this is that it is
 slightly slower but tends to be more effective and deadly in combat.

 STATISTICS:

 Damage:  1D8
 Damage type:  slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H22 - Scimitar +1

 The scimitar, or "shamshir" as it was originally called, has a single-edged
 blade with a significant curve, and is tapered to an elongated, sharp point.
 It is perhaps slower than other weapons of the same type, though it
 compensates by the amount of damage it is capable of.  This particular weapon
 has been enhanced magically to compliment the skill of the wielder.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D8 +1
 Damage type:  slashing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H23 - Scimitar +2

 Scimitar +2: 'Rashad's Talon'
 Named for Prince Rashad, former ruler of a minor principality to the East,
 this blade and many of the Prince's possessions were taken by disgruntled
 palace guards after his death. The role of the guards in the unfortunate
 affair was never determined, but rumor has it that all died within a year,
 slain by this very weapon.

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D8 +2
 Damage type:  slashing
 Weight: 4
 Speed Factor: 3
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H24 - Long Sword +1, Flame Tongue

 There was a time before Neverwinter was warm and before the great Anauroch
 was dry...or so it is said.  Few relics remain to prove such an age existed,
 and fewer still have an identifiable purpose.  "The Burning Earth" seems
 straightforward enough -it burns a victim with magical fire, and a cryptic
 rune seems to suggest that the power comes from the ground itself- but
 whomever constructed it remains a mystery.  It looks a perfectly serviceable
 weapon, but something in the balance or grip is...wrong.  It strains the
 forearm a touch, and does not fit the hand just right.  It doesn't seem to
 hurt a warrior's performance, aside from the nagging doubt that the blade was
 not made for him...or any other humanoid.

 STATISTICS:

 Damage:  1D8 +1, +2 vs. regenerating creatures, +3 vs. cold/fire creatures,
          +4 vs. undead
 Damage type:  slashing
 Weight: 4
 Speed Factor: 3
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H25 - Kundane +2: Sword of Quickness

 Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers.
 In his loneliness he spent many hours alone on the hills overlooking
 Trademeet.  A nearby wizard, Galloma discovered the youth and found in him a
 kindred soul.  The two fast became friends; master and apprentice.  Galloma
 died before Dramnek's tutorage could be completed however and the youth found
 himself once more alone in the world.  Eventually he made his way to the
 streets of Athkatla.  There he became a cutpurse, augmenting his thieving
 skills with the little magic he'd learned from Galloma.  Eventually he
 crafted this sword, which enhanced Dramnek's weak physical body.  This weapon
 has no speed factor.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H26 - Ilbratha, Short Sword + 1

 This ancient bronze sword is set with six matching bloodstones, and was
 apparently forged for Azoun the First, a long dead king of Cormyr.  It saw
 little use, and eventually found its way to a favored of the king's guards.
 Despite the aid of its illusionary magic, that unnamed soldier fell in a
 later battle, and the sword was lost to brigands or scavengers.

 STATISTICS:

 Special Abilities: Casts Mirror Image once per day
 THACO:  +1 bonus
 Damage:  1D6 +1
 Damage type:  piercing
 Weight: 2
 Speed Factor: 2
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H27 - Arbane's Sword +2

 Arbane's Sword of Agility
 One of many created in the name of the mage who first discovered how to
 enchant a blade in this manner, this was the weapon of the outlaw Garno, and
 many a cleric died at its edge.  Garno became disillusioned with the gods
 when his family was put to the torch by clerics of Loviatar, and spent his
 life seeking revenge.  Despite his focussed hatred of the devout, it is
 thought that one of the gods of chaos had a hand in Garno's acquisition of
 this sword, delighting in the havoc that followed the young man.

 STATISTICS:

 Equipped Abilities: Wearer is immune to hold person
 Special Abilities: Once per day can haste the character for 12 seconds
 THACO:  +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 2
 Speed Factor: 1</pre><pre id="faqspan-14">
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H28 - Cutthroat +4

 This weapon has a bloody history, having been used to exercise its namesake
 many times.  Popular among the assassin trade for its size and enchantment,
 it has been in the possession of many of the Realms' more dangerous citizens,
 though seldom remaining in one place any length of time.

 STATISTICS:

 THACO:  +4 bonus
 Damage:  1D6 +4
 Damage type:  piercing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H29 - Short Sword +2

 The term "short sword" does not exist in sword classifications, but has come
 describe the earliest type of sword, a double-edged blade about two feet in
 length.  There are etched runes on the surface of this weapon that glow
 during combat, indicating it has undergone some form of enchantment, but no
 identifying marks can be recognized.

 STATISTICS:

 Damage:  1D6 +2
 THACO:  +2 bonus
 Damage type:  piercing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H30 - Scimitar of Speed +2: Belm

 This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of
 Kara-Tur, though how it came to be here is unknown.  Perfectly balanced, it
 affords quick recovery in combat and even allows the wielder time for an
 additional attack.

 STATISTICS:

 Combat Abilities: sets attacks to +1 per round
 THACO:  +2 bonus
 Damage:  1D8 +2
 Damage type:  slashing
 Weight: 3
 Speed Factor: 0
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H31 - Sunblade: Daystar

 Whether created specifically for use in the service of Torm or appropriated
 at some point in the long history of the church, Paladins of the Loyal Fury
 have made good use of Daystar in their battles against evil undead.  Through
 magic or blessing it is empowered with the Sunray, a force of pure life
 energy so potent that it slays both living and unliving.

 STATISTICS:
 Special Abilities (once per day):
 Sunray
  Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
  Undead: an additional 1d6 points of damage per level of caster (save vs.
  spells or be destroyed)
  Range: 20 ft
  Area: 20 ft radius

 THACO:  +2 bonus, +4 vs. evil creatures
 Damage:  1D8 +2, +4 vs. evil creatures, does double damage against undead
 Damage type:  slashing
 Weight: 2
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H32 - Long sword +2:  Dragonslayer

 Long sword +2:  Dragonslayer (Peridan)
 Few dare to create items such as this, for who does not fear the wrath of
 dragons, and what action would more tempt their reckoning?  Yet, at a time
 lost in Faerun's past, there was a need, and this sword was forged in answer.
 Tempered by a wizard's skill, this blade protects the wielder from the fear
 they should rightly feel while staring down a dragon's maw.  It also bolsters
 with regeneration, dispels the trickery of illusions, and dares to do double
 damage against the greatest creatures of the Realms.

 STATISTICS:

 Equipped Abilities:
  Immunity to Fear
  Regenerate 1 hit point every 10 rounds

 Special Abilities (once per day):
  Detect Invisible

 THACO:  +2 bonus
 Damage:  1D8 +2, double damage against dragons
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H33 - Long Sword +2: Ras, The Dancing Blade

 Beroalf was a barbarian who traveled from the cold north in search of
 adventure.  He sought treasures and glory, but soon all he wanted were
 companions to share in the excitement of battle, much like those he had left
 behind in his faraway village.  Unfortunately, his coarse remarks and
 rudimentary hygiene repelled most travelers he met, until he expressed his
 thoughts to a sympathetic mage.  The mage, for a price, constructed Ras, the
 dancing blade.  Though not quite what Beroalf had in mind, he was thrilled
 nonetheless, and wielded the sword for many years.  How they were ultimately
 separated is not known.

 STATISTICS:

 Special Abilities: Dancing sword can attack on its own for 4 rounds.
 THACO:  +2 bonus
 Damage:  1D8 +2
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H34 - Bastard Sword +1: Albruin

 Basalin was a large man, rumored, far from his hearing, to be a were-bear.
 He long wielded the sword Albruin in the protection of his village, slaying
 giant spiders that plagued the area.  The sword protected him from their
 poison and also allowed him to see invisible Red Wizards who controlled some
 of the more fantastic variants. The reason for their enmity is unknown.

 STATISTICS:

 Special Abilities:
  Detect Invisibility once per day
  Protection from poison while wielded
 THACO:  +1 bonus
 Damage:  2D4 + 3
 Damage type:  slashing
 Weight:  8
 Speed Factor: 7
 Proficiency Type: Bastard sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H35 - Adjatha the Drinker, Long Sword +2

 This blade belonged to Dabbar, a long dead servant of Bhaal that exercised
 control over his minions in the most brutal of ways.  In addition to
 strengthening the mind against the guile of others, the sword absorbs life
 energy from an opponent with each successful hit, healing the user.  Dabbar
 considered it a failure of his officers if he returned from battle in less
 than perfect health, and as the rest of the company watched, he would
 administer beatings until fully healed.

 STATISTICS:

 Equipped Abilities: Wielder immune to charm and domination spells
 Special Abilities: Each hit heals the wielder of 1 hit-point damage
 THACO:  +2 bonus
 Damage:  1D8 +2
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H36 - Namarra, Long Sword +2

 Also known as Neversleep, this ancient blade is thought to have been present
 at some of the most influential conflicts in Faerun's history.  Sightings
 have been noted as far north as Thay and as south as the jungles of Chult,
 though documentation is oddly lacking regarding the details.  It is perhaps a
 result of the sword's ability to silence all sound within a large radius,
 removing the effectiveness of attacking mages but also preventing any
 discussion that might have followed.

 STATISTICS:

 Special Abilities: Casts Silence 15' radius three times a day
 THACO:  +2 bonus
 Damage:  1D8 +4
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1

 Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in
 the ruins of the ancient sorcerer Kullon's haunt, for it would save his life
 that very day.  The ghost of Kullon himself attacked the intruder, but the
 flames that followed only singed, absorbed into the glowing Bloodbrand.
 Concealing himself, Lehorgan watched in amazement as the ancient sorcerer
 tried to divine his location and again the sword protected him.  Surviving
 this brush with death, the young man used this second chance and the gold
 from selling the blade to, as he put it, "get the hell out of adventuring."

 STATISTICS:

 Equipped Abilities:
  50% fire resistance
  Non-detection
 Damage:  2D4 + 1
 THACO:  +1 bonus
 Damage type:  slashing
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Bastard sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H38 - Jhor the Bleeder, Bastard Sword +2

 This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious
 service at court throughout Faerun.  Skilled in "persuasion", he would use
 this sword to perform the "Death Of A Thousand Cuts", an ancient ritual from
 his homeland involving a lengthy series of small, painful incisions.  The
 properties of the blade prevent blood from clotting, and the victim slowly
 bleeds to death.  The sword was stolen, and its whereabouts have been a
 mystery until now.

 STATISTICS:

 Combat Abilities: 2 extra hit points damage every round, until 10 hit points
 of damage done
 THACO:  +2 bonus
 Damage:  2D4 + 2
 Damage type:  slashing
 Weight: 7
 Speed Factor: 6
 Proficiency Type: Bastard sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H39 - Blade of Searing, Bastard Sword +3

 The benefits inherent in this sword are plain to see; it is exceptionally
 accurate, and a lick of flame follows every blow, searing the target in
 addition to the normal damage received.  It is an efficient troll-killer,
 though it has not yet been heralded as such in song or legend.

 STATISTICS:

 Combat Abilities: 1 extra point of fire damage
 THACO:  +3 bonus
 Damage:  2D4 + 3
 Damage type:  slashing
 Weight: 5
 Speed Factor: 5
 Proficiency Type: Bastard sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H40 - Blade of Roses, Long Sword +3

 This blade possesses an unearthly splendor, and it is likely that Sune, the
 goddess of beauty and passion, had a hand in its creation.  The effect it has
 on the wielder is immediate, and more than once in its history has this sword
 has been the secret behind a lackluster soldier's sudden elevation at court.

 STATISTICS:

 Equipped Abilities:
  Charisma: +2 bonus
 THACO:  +3 bonus
 Damage:  2D4 + 3
 Damage type:  slashing
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H41 - Long Sword +2

 A sword of standardized enchantment, powerful though it is.  The great
 southern nations are said to have once had legions of their soldiers armed in
 such a fashion, a force that must have appeared truly imposing on the
 battlefield. The days of such extravagance are long past though.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  1D8 + 2
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H42 - Bastard Sword +2

 Not only has a smith made this sword so that it is better balanced and more
 durable than a standard blade, powerful enchantments have also been placed on
 it.  It is faster, more accurate, and hits for far more damage than the
 standard of its type.

 STATISTICS:

 THACO:  +2 bonus
 Damage:  2D4 + 2
 Damage type:  slashing
 Weight:  7
 Speed Factor: 6
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H43 - Katana

 The katana is a single-edged, slightly curved sword that ends with a chisel
 point. The katana is perhaps one of the finest swords ever made, the steps to
 its creation a long and secret process, that is more art form than anything
 else.  This blade is an important facet of Kara-Tur culture.  To touch or
 wield a samurai's katana is to insult the samurai and to incite his wrath.
 For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either
 the gaijin is a greatly honored friend of an important minister, or the
 gaijin has murdered a samurai.

 STATISTICS:

 Damage:  1D10
 Damage type:  slashing
 Weight:  6
 Speed Factor: 4
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H44 - Katana +1

 To enchant a katana is no simple process.  Unlike conventional weapons, the
 katana is already a near-perfect fighting sword.  To improve it usually
 requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse
 his fighting spirit into the spirit of the katana.  The wielder of an
 enchanted katana, such as this one, must respect the customs of Kara-Tur and
 of the samurai who once carried this blade into battle.  Not doing so could
 drastically change one's luck for the worse.

 STATISTICS:

 THAC0: +1 bonus
 Damage:  1D10 +1
 Damage type:  slashing
 Weight:  5
 Speed Factor: 3
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H45 - Katana +2: Malakar

 This sleek katana radiates magical energy when carried.  The Malakar, or
 'Dueling Steel', was used by a less-than-honorable samurai during duels
 against other samurai.  As if of its own volition it will swoop down and
 deflect the slashing attacks of other weapons.  It is perfect for the warrior
 concerned about defense as well as offense.

 STATISTICS

 THAC0: +2 bonus
 AC: +2 bonus against slashing weapons
 Damage:  1D10 +2
 Damage type:  slashing
 Weight:  4
 Speed Factor: 2
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H46 - Wakizashi

 The wakizashi, or companion sword is extremely important to samurai.  It is
 worn at all times, even indoors, and is near the samurai when he sleeps at
 night.  As finely made as the katana, the wakizashi, a shorter sword with a
 length between 12 and 24 inches, is a dangerous weapon in the hands of a
 skilled user.

 STATISTICS

 Damage:  1D8
 Damage type:  piercing
 Weight:  3
 Speed Factor: 3
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H47 - Wakizashi +1

 The wakizashi, or companion sword, is extremely important to the samurai.  It
 is worn at all times, even indoors, and is near the samurai when he sleeps at
 night.  Wu Jen masters have concealed within this wakishashi great power,
 unleashed only when the wielder is in the thick of battle.  How or why this
 wakizashi made it to Faerun is unknown, but if the samurai who owned it still
 lives, he will certainly be looking for it.

 STATISTICS

 THAC0: +1 bonus
 Damage:  1D8 +1
 Damage type:  piercing
 Weight:  2
 Speed Factor: 2
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H48 - Ninja-To

 The sword of the ninja, the ninja-to, is of lower quality than other Kara-Tur
 blades such as the katana.  The ninja-to is short with a straight blade,
 making it ideal for the subterfuge of the ninja.  The ninja-to is also more
 suited to fighting in closed places, sometimes giving the ninja an advantage
 over the longer blades that the samurai used.

 STATISTICS

 Damage:  1D8
 Damage type:  slashing
 Weight:  5
 Speed Factor: 4
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H49 - Ninja-To +1

 Saito Kagizu or 'Cat of the East' as the thieves of Athkatla called him,
 brought several of these ninja swords with him when he arrived in Faerun.
 They were part of his personal collection, ninja-to that he either
 'collected' from rivals or designed himself.  When he died, his mistress gave
 away the swords to her other lovers, all of them powerful thieves in their
 own right.

 STATISTICS

 THAC0: +1 bonus
 Damage:  1D8 +1
 Damage type:  slashing
 Weight:  4
 Speed Factor: 3
 Proficiency Type: Scimitar/Wakishashi/Ninja-To
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H50 - Scimitar +1, Shazzellim

 This scimitar is of rather poor quality but beneath its surface lies great
 power and evil.  Created for the sole purpose of slaying Harpers, Shazzellim
 is more than capable of that task.  With one strike of the blade a bard must
 make a saving throw vs. spells or die.  Crafted by a Red Wizard of Thay, the
 sword also has the ability to vocalize, which is why it was often given to
 fighter-mages in the service of the Wizards.  Needless to say, possession of
 this sword would not be looked upon very highly by Harpers.

 STATISTICS

 Equipped Abilities:
  Vocalize

 Combat Abilities:
  Any bard hit must make saving throw vs. spells with a -4 penalty or die

 Damage:  1D8 +1
 THAC0: +1
 Damage type:  slashing
 Weight:  3
 Speed Factor: 4
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H51 - Celestial Fury Katana +3

 To enchant a katana is no simple process.  Unlike conventional weapons, the
 katana is already a near-perfect fighting sword.  To improve it usually
 requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse
 his fighting spirit into the spirit of the katana.  The wielder of an
 enchanted katana, such as this one, must respect the customs of Kara-Tur and
 of the samurai who once carried this blade into battle.  Not doing so could
 drastically change one's luck for the worse.

 STATISTICS:

 Equipped Abilities:
     Lightning Strike:  Once per day
     Blindness:  Once per day
 Combat Abilities:
     Booming Thunder whenever the sword strikes an opponent
     (Stun, Save vs. Spell)
     Shocking Blow chance when sword strikes an opponent
     (5% chance of 20 additional electrical damage)
 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  slashing
 Weight:  3
 Speed Factor: 1
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H52 - Scimitar +3: 'Water's Edge'

 The blade of this weapon seems to shimmer, revealing a fluid, razor edge.
 Truly there was great skill involved in its construction, as well as a
 blessing or two from some well-meaning eye above, even though the hilt is
 comparatively almost clumsily adorned.

 STATISTICS:

 Damage:  1D8 +3
 THAC0: +3
 Damage type: slashing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 8 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H53 - Sword of Flame +1

 This blade burns with a magical fire, and a charring blast is released
 whenever a hit is scored.  "Meta Infernum" is etched on the hilt, though it
 appears somewhat faded and may not be original to the sword.

 STATISTICS:

 THAC0: +1 bonus
 Damage:  1D8 +1, +1 fire damage
 Damage type:  slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H54 - Long Sword: The Equalizer

 Such is the age of this sword that its true origin has been lost to time, but
 markings hint that it was possibly forged in the service of Helm.  Also
 called the "Sword of Neutrality", it seems designed to seek and terminate
 extremes, to shift the universe closer to harmonious equilibrium.  The
 further the behavior of a target from true balance, the more potent the
 damage they suffer.

 STATISTICS:

 Always considered +3 when determining what it can hit.
 THACO & Damage:
   vs True Neutral: +0 to hit, +0 damage
   vs Chaotic Neutral, Lawful Neutral  +1 to hit, +2 damage
   vs Neutral Good, Neutral Evil: +2 to hit, +4 damage
   vs other alignments: +3 to hit, +6 damage
 Damage type:  slashing
 Equipped Abilities:
      Immune to Charm and Confusion
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer


 This is a part of the Equalizer, a great long sword forged long ago as a tool
 for balancing the powers of the universe.  Also known as the 'sword of
 neutrality', it did greater damage the further the target's alignment was
 from True Neutral.  The Equalizer was last rumored to have been wielded by
 the elven hero Alaine Greenleaf, who was lost during a voyage to the
 Underdark.  Other rumors have, however, proposed that the blade's pommel gem
 was stolen by an escaped slave who returned to the surface world.


SW1H55 - Katana +2

 To enchant a katana is no simple process.  Unlike conventional weapons, the
 katana is already a near-perfect fighting sword.  To improve it usually
 requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse
 his fighting spirit into the spirit of the katana.  The wielder of an
 enchanted katana, such as this one, must respect the customs of Kara-Tur and
 of the samurai who once carried this blade into battle.  Not doing so could
 drastically change one's luck for the worse.

 STATISTICS:

 THAC0: +2 bonus
 Damage:  1D10 +2
 Damage type:  slashing
 Weight:  4
 Speed Factor: 2
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H58 - Short Sword of Mask +4 (Throne of Bhaal)

 This blade is highly prized by those who serve the Shadowlord, as well as any
 who engage in shadowy business.

 STATISTICS:
 Combat Abilities: 15% chance with every hit that opponent is entangled for 24
 seconds, no save

 THACO:  +4 bonus
 Damage:  1D6 +4
 Damage type piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H59 - Short Sword of Mask +5 (Throne of Bhaal)

 Combined with the Heart of the Damned into a single lethal weapon, this
 deadly blade is the preferred tool of assassins and thieves.

 STATISTICS:
 Combat Abilities:
 15% chance to drain 1 level from opponent with every hit
 15% chance with every hit that opponent is entangled for 24 seconds, no save

 THACO:  +5 bonus
 Damage:  1D6 +5
 Damage type piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H60 - Angurvadal +4 (Throne of Bhaal)

 Also known as the Stream of Anguish, this is the legendary burning blade of
 Frithiof.

 STATISTICS:
 Special Abilities:
 Once per day increase user's strength to 22 for 60 seconds.

 THAC0: +4 bonus
 Damage:  1D8 +4, +1 fire damage
 Damage type:  slashing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H61 - Angurvadal +5 (Throne of Bhaal)

 The true power of Frithior's blazing sword has been unleashed by the Liquid
 Mercury.

 STATISTICS:
 Special Abilities:
 Increase strength to 22 when equipped.
 User is immune to level drain when equipped.

 THAC0: +5 bonus
 Damage:  1D8 +5, 1d4+1 fire damage
 Damage type:  slashing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H62 - Foebane +3 (Throne of Bhaal)

 The Archmage Demron created this powerful blade for Captain Fflar of Myth
 Drannor.  When the elven city fell, the sword was lost beneath the rubble of
 the once great metropolis.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  2D4 + 3, +6 damage vs. undead, shapeshifters, and all extra-planar
          beings (demons, planetars, etc.)
 Damage type:  slashing
 Weight:  7
 Speed Factor: 5
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H63 - Foebane +5 (Throne of Bhaal)

 Reunited with Fflar's Scabbard, Foebane is an even greater weapon than the
 legends claimed.

 STATISTICS:
 Special Abilities: +1 bonus to all saving throws when equipped
 Combat Abilities: Each successful hit casts Larloch's Minor Drain on the
 target (no save)

 THACO:  +5 bonus
 Damage:  2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar
          beings (demons, planetars, etc.)
 Damage type:  slashing
 Weight:  5
 Speed Factor: 3
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H64 - Purifier +4 (Throne of Bhaal)

 This single handed weapon is infused with the very essence of virtue, and is
 rumored to be the sanctified blade of the famous paladin Sir Wediyer.  The
 weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar
 rift.  Neither the fiend nor Sir Wediyer ever returned.

 STATISTICS

 Equipped Abilities:
     20% Magic Resistance
 Combat Abilities:
     Additional +4 damage versus chaotic evil opponents

 THACO:  +4 bonus
 Damage:  2D4 + 4
 Damage type:  slashing
 Weight:  6
 Speed Factor: 4
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Usable By:
 Paladins


SW1H65 - Purifier +5 (Throne of Bhaal)

 With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest
 single instrument of holy justice on the face of Faerun.

 STATISTICS

 Equipped Abilities:
    30% Magic Resistance
    Cast Dispel Magic twice per day
    Cast Mass Cure once per day

 Combat Abilities:
     Additional +5 damage versus chaotic evil opponents

 THACO:  +5 bonus
 Damage:  2D4 + 5
 Damage type:  slashing
 Weight:  5
 Speed Factor: 3
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Usable By:
 Paladins


SW1H66 - Yamato +4 (Throne of Bhaal)

 The name of the mighty Wu Jen who fashioned this "companion sword" is long
 forgotten.  However, the name Yamato, loosely translated, means "Guardian" or
 "Defender".

 STATISTICS

 Special Abilities:
    Grants a +1 bonus to AC when equipped

 THAC0: +4 bonus
 Damage:  1D8 +4
 Damage type:  piercing
 Weight:  1
 Speed Factor: 0
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H67 - Usuno's Blade +4 (Throne of Bhaal)

 The daughter of a high ranking official within the bureaucratic society of
 Kara-Tur, Usuno rejected her family's station and carved a legend for herself
 among the Yakuza of the underworld.

 The blade of this enchanted ninja-to crackles with electrical energy.

 STATISTICS

 Special Abilities:
    10% chance of doing 2d10 electrical damage with each hit (save for half)

 THAC0: +4 bonus
 Damage:  1D8 +4
 Damage type:  slashing
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Scimitar/Wakishashi/Ninja-To
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H68 - Spectral Brand +4 (Throne of Bhaal)

 Legend has it that the the souls of those who fall beneath this dark blade
 are forever enslaved, and can be summoned to fight invisibly at the side of
 the very one who defeated them.

 STATISTICS:

 Special Abilities:

 Summon spectral blade once/day.  This dancing sword fights on behalf of the
 one who wields Spectral Brand for 4 rounds, attacking once per round and
 doing 1D8+3 damage with each hit.

 Damage:  1D8 +4, +1D4 cold damage
 THAC0: +4
 Damage type: slashing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 8 Strength
 Not Usable By:
  Cleric
  Mage


SW1H69 - Spectral Brand +5 (Throne of Bhaal)

 Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an
 instrument of unholy death that should never have been unleashed upon the
 Realms.

 STATISTICS:

 Special Abilities:
    Negative Plane Protection while equipped.
    Summon spectral blade once/day.  This dancing sword fights on behalf of
    the one who wields Spectral Brand for 4 rounds, attacking once per round
    and doing 1D8+3 damage with each hit.

 Combat Abilities:
    Armor Piercing Strike once/day.  Raises the THAC0 bonus to +10 for 3
    rounds.

 Damage:  1D8 +5, +1D6 cold damage
 THAC0: +5
 Damage type: slashing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 8 Strength
 Not Usable By:
  Cleric
  Mage


SW1H70 - Hindo's Doom +3 (Throne of Bhaal)

 Hindo was a samurai of great reknown, a staunch defender of his people
 against the evil undead that often ravaged his homelands.

 STATISTICS

 Special Abilities:
    Cast Lesser Restoration once/day

 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  slashing
 Weight:  3
 Speed Factor: 1
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H71 - Hindo's Doom +4 (Throne of Bhaal)

 Reunited with the hand of its original owner, Hindo's Doom is a katana worthy
 of the greatest of Samurai.

 STATISTICS

 Special Abilities:
    Cast Greater Restoration once/day
    10% Magic Resistance when equipped
     Immunity to all forms of death magic when equipped

 THAC0: +4 bonus
 Damage:  1D10 +4
 Damage type:  slashing
 Weight:  2
 Speed Factor: 0
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H72 - Bastard Sword +3 (Throne of Bhaal)

 Also known as the hand-and-a-half sword, the bastard sword derives its name
 from the fact that it is halfway between the two-handed sword and the long
 sword. This is a magical bastard sword.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  2D4 + 3
 Damage type:  slashing
 Weight:  7
 Speed Factor: 5
 Proficiency Type: Bastard Sword
 Type:  1-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H73 - Long Sword +3 (Throne of Bhaal)

 These swords are usually referred to as doubled-edged swords, war swords, or
 military swords.  The blade hums slightly in your hand, the only overt
 evidence that magic runs through it.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight: 2
 Speed Factor: 2
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H74 - Short Sword +3 (Throne of Bhaal)

 This short sword has been forged by hands both magical and highly skilled.
 Neither nick nor stain mar the flawless blade.  When used in battle the blade
 radiates magic and gifts the wielder with increased skill.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D6 +3
 Damage type:  piercing
 Speed Factor: 0
 Weight:  1
 Proficiency Type: Short Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H75 - Katana +3 (Throne of Bhaal)

 To enchant a katana is no simple process.  Unlike conventional weapons, the
 katana is already a near-perfect fighting sword.  To improve it usually
 requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse
 his fighting spirit into the spirit of the katana.  The wielder of an
 enchanted katana, such as this one, must respect the customs of Kara-Tur and
 of the samurai who once carried this blade into battle.  Not doing so could
 drastically change one's luck for the worse.

 STATISTICS:

 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  slashing
 Weight:  3
 Speed Factor: 1
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H76 - Scimitar +3 (Throne of Bhaal)

 The scimitar, or "shamshir" as it was originally called, has a single-edged
 blade with a significant curve, and is tapered to an elongated, sharp point.
 It is perhaps slower than other weapons of the same type, though it
 compensates by the amount of damage it is capable of.  This particular weapon
 has been enhanced magically to compliment the skill of the wielder.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D8 +3
 Damage type:  slashing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Scimitar/Wakizashi/Ninja-To
 Type:  1-handed
 Requires: 10 Strength
 Not Usable By:
  Cleric
  Mage
  Thief


SW1H77 - The Answerer +4 (Throne of Bhaal)

 The last swing of a battle is more important than the first.  Such is the
 philosophy embodied in this powerful weapon.  Although the strange design of
 The Answerer makes it difficult to take the initiative in combat, with each
 hit it makes an opponent more vulnerable to subsequent attacks.

 STATISTICS:

 Each hit lowers opponents' Magic Resistance by 15%
 Each hit applies a penalty of -2 to opponents' AC

 THACO:  +4 bonus
 Damage:  1D8 +4
 Damage type:  slashing
 Weight: 2
 Speed Factor: 9
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


NPSW01 - Sword of Arvoreen

 Another gift to Mazzy from Arvoreen, this short sword may only be used by
 halflings.  The enchantments that exist within this sword give it the ability
 to slow any opponent struck by it.

 STATISTICS:

 Abilities: Target must save vs. wand or have movement rated slowed by 2 (for
 45 seconds).  Wielder of the sword is immune to slow and stun effects.
 THAC0: +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 3
 Speed Factor: 1
 Proficiency Type: Short Sword
 Type:  1-handed
 Usable By:
  Halflings


NPSW02 - Katana +1

 Yoshimo's Katana +1
 This blade, although only lightly enchanted, has achieved a semblance of
 awareness, enough so that it allows only the thief known as Yoshimo to wield
 it.  Any other than he cannot use this flawless katana in battle.

 STATISTICS:

 THAC0: +1 bonus
 Damage:  1D10 +1
 Damage type:  slashing
 Weight:  5
 Speed Factor: 3
 Proficiency Type: Katana
 Type:  1-handed
 Usable By:
  Yoshimo


NPSW03 - Hallowed Redeemer +2

 Keldorn distinguished himself early in his career as a paladin, and received
 this blade as a boon from Torm.  It is exceptionally accurate, but also
 protects him in battle with a special Fireshield, and any that strike him
 while he wields it suffer Torm's wrath in the form of magical damage. None
 but Keldorn may use this sword.

 STATISTICS:

 Equipped Abilities: 5 points of magic damage to any who deal out any damage
 to the wielder.

 THACO:  +2 bonus
 Damage:  1D10 + 2
 Damage type:  slashing
 Weight: 8
 Speed Factor: 8
 Proficiency Type: Two Handed Sword
 Type:  2-handed
 Usable By:
  Keldorn


NPSW04 - Corthala Family Blade +2

 This fine katana radiates magical energy when wielded by Valygar.  The blade
 was designed to respond only to those with the blood of the family Corthala
 flowing through their veins.  This +2 blade causes additional bleeding damage
 when it strikes an opponent.

 STATISTICS

 Abilities: 2 points of additional bleeding damage on target every round for
 2 rounds
 THAC0: +2 bonus
 AC: +2 bonus against slashing weapons
 Damage:  1D10 +2
 Damage type:  slashing
 Weight:  4
 Speed Factor: 2
 Proficiency Type: Katana
 Type:  1-handed
 Usable By:
  Valygar


NPSW05 - Entropy

 This +2 abyssal greensteel blade is one of Haer'Dalis' favorite weapons.
 This shortsword is capable of inflicting an additional three points of poison
 damage if the target fails a saving throw.  This blade may only be used by
 tieflings.

 STATISTICS:

 Special Abilities: 3 points of poison damage if target fails save
 THACO:  +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Short Sword
 Type:  1-handed
 Usable By:
   Tieflings


NPSW06 - Chaos Blade

 Chaos is a +2 short-sword usable only by tieflings.  Everytime it strikes an
 opponent, he or she loses 2 points of dexterity (for 30 seconds).  Haer'Dalis
 prefers using Chaos with its partner -- Entropy.  When dual wielding these
 two blades, Haer'Dalis is a dangerous opponent.

 STATISTICS:

 Special Abilities: Target loses 2 points of dexterity each hit (duration: 30
 seconds)
 THACO:  +2 bonus
 Damage:  1D6 +2
 Damage type:  piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Short Sword
 Type:  1-handed
 Usable By:
   Tieflings


-------------------------------------------------------------------------------
TORMENT ITEMS (with Collector's Edition Bonus CD):
-------------------------------------------------------------------------------

WA2AMU - Sensate Amulet

 This amulet originates in the city of Sigil where is was forged the by the
 Society of Sensation.  It was given out to the most loyal sensates, to
 protect them when they traveled the Planes looking for new experiences.

 STATISTICS

 While Equipped:
 +5 bonus to hit points
 +2 bonus to charisma
 Permanent protection from evil

 Usable By:
  Cleric


WA2DAK - Dak'kon's Zerth Blade

 This sword was the weapon of choice of the famous githzerai Dak'kon.  Dak'kon
 was killed by a powerful entity while working for a creature known as the
 'Nameless One'.

 STATISTICS:

 Equipped Abilities:
 +1 AC bonus
 able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell

 THAC0: +2 bonus
 Damage:  1D10 +2
 Damage type:  slashing
 Weight:  4
 Speed Factor: 2
 Proficiency Type: Katana
 Type:  1-handed
 Requires: 6 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


WA2HALB - Harmonium Halberd

 This weapon is a powerful weapon usually given out to the most important of
 Harmonium captains.  The Harmonium is an faction based out of the planar city
 known as 'Sigil'.

 STATISTICS:

 Equipped Abilities:
  +1 strength
  -1 Intelligence
  -1 Wisdom
 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  piercing
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Halberd
 Type:  2-handed
 Requires: 11 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


WA2HARP - Harp of Pandemonium

 Ravel's Harp of Pandemonium
 Ravel was a powerful night hag that lived in the city of Sigil.  Somehow she
 angered the Lady of Pain, a powerful godlike figure that rules the city of
 Sigil.  The Lady of Pain imprisoned Ravel within a magical maze, where the
 night hag would be trapped for all time.  The  harp was one of the many
 artifacts that Ravel left behind in Sigil when she was imprisoned.

 STATISTICS

 Special Abilities:  3 times a day can cause Pandemonium: all enemies must
 make a saving throw vs. spells or be tossed away from the bard as well as
 confused for three rounds.

 Usable By
  Bards


WA2HELM - Vhailor's Helm

 This helmet was worn by a mysterious warrior named Vhailor.  The warrior was
 destroyed while helping a creature known as the 'Nameless one'.

 STATISTICS:

 Special Abilities (once per day): cast simulacrum
 Armor Class Bonus: 1
 Weight:  2
 Not Usable By:
  Mage
  Bard
  Thief


WA2PLAT - Plate of Balduran

 This plate was worn by the famous hero Balduran.  It is part of a set of
 weapons and armor that was stolen from the museum in the city of Baldur's
 Gate.

 STATISTICS:

 Equipped Abilities:
  +4 hit points
  +1 Charisma bonus
 Armor Class: -1
 Weight: 50
 Requires: 15 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


WA2RING - Mercykiller Ring

 The Mercykillers are a powerful faction based out of the planar city of
 Sigil. This ring is given out to Mercykiller assassins when they are sent out
 to punish those who have broken the laws of Sigil.  Often these assassins
 will roam as far as the Prime Material plane.

 STATISTICS

 Equipped Abilities:
 +20% to set snares
 +20% to hide in shadows
 +20% to move silently

 Usable By:
  Thief


WA2ROBE - Robe of Vecna

 This robe doesn't even have close to the power that the two famous artifacts,
 the Hand and Eye of Vecna possess.  Still, from simply being worn by the
 powerful lich, the robe absorbed enough magical energies to become a potent
 magic item.

 STATISTICS:

 Equipped Abilities:
 AC: base set to 5
 Improves casting speed by 4
 +10% Magic Resistance
 Weight:  3
 Only usable by:
 Mage (single, dual, & multi-class)


WA2S1H - Sword of Balduran

 The Sword of Balduran was the favored weapon of the famous adventurer who
 founded the city of Baldur's Gate.   It is part of a set of weapons and armor
 that was stolen from the museum in the city of Baldur's Gate.

 STATISTICS:

 Equipped Abilities:
 +10% to lore
 +10% Magic Resistance
 Damage:  1D8 +2
 THACO:  +2 bonus
 Damage type:  slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Long Sword
 Type:  1-handed
 Requires: 5 Strength
 Not Usable By:
  Druid
  Cleric
  Mage


WA2SHIEL - Shield of Balduran

 This shield was worn by the hero Balduran.  It is part of a set of weapons
 and armor that was stolen from the museum in the city of Baldur's Gate.

 STATISTICS:

 Equipped Abilities:
  Reflects beholder rays
  -1 Penalty to Strength
 Armor Class Bonus: 4
 Weight: 5
 Requires: 12 Strength
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


-------------------------------------------------------------------------------
TWO HANDED SWORDS:
-------------------------------------------------------------------------------

SW2H01 - Two Handed Sword

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have
 always looked for ways to improve existing weapons.  In an effort to improve
 the long sword, the blade was lengthened.  Eventually, the handle had to be
 extended and two hands became necessary to properly swing the sword.  The
 primary function of two-handed swords is cleaving mounted knights and
 breaking up pike formations.

 STATISTICS:

 Damage:  1D10
 Damage type:  slashing
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H02 - Two Handed Sword +1

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have
 always looked for ways to improve existing weapons.  In an effort to improve
 the long sword, the blade was lengthened.  Eventually, the handle had to be
 extended and two hands became necessary to properly swing the sword.  The
 primary function of two-handed swords is cleaving mounted knights and
 breaking up pike formations.  This one is particularly good at its job as it
 has been enchanted with a few magical properties.

 STATISTICS:

 THACO:  +1 bonus
 Damage:  1D10 +1
 Damage type:  slashing
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H03 - Two Handed Sword, Berserking

 Two-Handed Sword, Cursed Berserking +3
 This is a cursed sword which performs perfectly under every test, save the
 heat of battle.  Upon entering combat, the wielder will immediately go
 berserk, killing everything within reach until either calming down or falling
 unconscious.  A very powerful sword, but one must decide whether or not it is
 worth the risk.  Even after the battle-fury has ended, this sword can only be
 removed via an exorcism using a remove curse spell.

 STATISTICS:

 THACO:  +3 bonus
 Damage:  1D10 +3
 Damage type:  slashing
 Special:
     Causes the wielder to go berserk
     Can only be removed with a 'remove curse' spell
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H06 - Spider's Bane

 Spider's Bane was originally forged by the dwarves of the Orothiar tribe in
 Cloakwood.  They created the blade to help foster good will between them and
 the Grand Dukes of Baldur's Gate.  Wielded by the Grand Dukes for about a
 century, the sword was eventually lost, ironically in a fight against
 ettercaps and spiders.  Who wields the blade is now unknown, but its recovery
 would aid greatly in fighting the current spider infestation that plagues the
 Cloakwood.

 STATISTICS:

 Damage:  1D10  +2
 THACO:  +2 bonus
 Special:  Free Action (while equipped) - protects the wielder from any magics
           that affect movement such as hold and web.
 Damage Type:  slashing
 Weight:  10
 Speed Factor:  8
 Proficiency Type:  Large Sword
 Type:  2-handed
 Requires: 14 Strength
 Not usable by:
 Druid
 Cleric
 Mage
 Thief


SW2H07 - Two Handed Sword +3

 Two Handed Sword +3: Harbinger
 When the hero Trueblood destroyed the Harbinger, a demon gorging itself on
 the blood of peasant folk near Luskan, he bound its essence in the only
 vessel capable of holding it, his fabled sword, Deliverance.  Though the evil
 creature was dominated by the will of the semi-sentient blade, it was not
 truly defeated, and it transformed the weapon from within.  Now it acts much
 like any other enchanted weapon, but when it strikes, there is a small chance
 that a fireball erupts, a sign that the demon within still rages at its
 imprisonment.  There is also a chance that any ogre it hits will be turned to
 stone.  Whether this is an ability of the demon or a vestigial power of the
 original blade is not known.

 STATISTICS

 Combat Abilities: Fireball
  There is a 5% chance per hit that a 10d6 fireball explodes, centered on the
  target
 Flesh to Stone
  All ogres when hit must save vs. spells or be turned to stone
 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  slashing
 Weight:  10
 Speed Factor: 7
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H09 - Two Handed Sword +4, Warblade

 This large sword is an enchanted version of the barbaric swords of the
 Northern tribes. Forged during battle and dipped in the blood of the brave
 fallen, the enchantment granted to the blade by the barbarian gods is
 incredible.

 STATISTICS

 THAC0: +4 bonus
 Damage:  1D12 +4
 Damage type:  slashing
 Weight:  11
 Speed Factor: 6
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H10 - Holy Avenger

 The Holy Avenger: Carsomyr
 Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever
 forged on Faerun, though its origin and history is thought purposefully
 forgotten, such that the sword itself never overshadow the importance of the
 struggles that must be fought today.  It is infused with the very essence of
 virtue, and requires as much from any paladin that would hope to wield it.
 The evils of the Realms must truly stand aside when this weapon is brought to
 bear, their magic dispelled with a word, steadfastly resisted with ease.
 Carsomyr also harbors a special distaste for the forces of evil and chaos,
 and such creatures must fear additional damage from its touch in battle.

 STATISTICS

 Equipped Abilities:
     50% Magic Resistance
     Dispel magic 3 times per day
 Combat Abilities:
     +5 damage to chaotic evil opponents in addition to other bonuses.
     Dispels magic whenever the sword strikes an opponent
 THAC0: +5 bonus
 Damage:  1D12 +5
 Damage type:  slashing
 Weight:  7
 Speed Factor: 5
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Usable By:
  Paladins


SW2H11 - Two Handed Sword +2

 A derivative of the long sword, the two-handed sword is significantly longer,
 both in blade and hilt.  Its primary function is cleaving mounted knights and
 breaking up pike formations.  This magical version is even more capable of
 such functions, serving as a fearful reminder of what comes of the union
 between weapons and sorcery.

 STATISTICS:

 Damage:  1D10 +2
 THAC0: +2 bonus
 Damage type:  slashing
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H12 - Two Handed Sword: Flame of the North + 2

 Two Handed Sword: Flame of the North
 The title does not refer to the blade itself, but rather to the woman who
 originally wielded it in the icy hinterlands of Faerun.  Her name was
 Carerra, and she was a veritable firestorm that swept across arctic trolls
 and the northern orcish tribes.  She was a hated enemy of many a shaman whose
 magic often floundered against her fury. After a lifetime of raucous battle,
 it was old age that eventually claimed her.  The sword was passed to her
 granddaughter, an adventurer, who presumably brought it to Amn.

 STATISTICS:

 Equipped Abilities: 10% magic resistance</pre><pre id="faqspan-15">
 THAC0: +2 bonus
 Damage:  1D10 +2, +4 extra damage to chaotic evil opponents
 Damage type:  slashing
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Two-handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H14 - Lilarcor

 Lawrence Lilarcor was well known, not for being brave, but as an idiot.  As
 the tale goes, the boastful Lilarcor left his village at the urging of his
 friends so that the "great hero" could do battle with a devious Treant.  He
 walked for days in the dead of winter until, feverish, he found his target
 and began an epic wrestling match.  Unfortunately (or perhaps luckily), the
 "Treant" was nothing more than a craggy old normal oak.  His friends had been
 jesting, not actually expecting that Lilarcor would go fight the fictitiously
 dangerous tree.  That might have been the end of it, but Lilarcor, not really
 knowing what a Treant was in the first, didn't realize the truth.  He
 eventually uprooted the oak and, marching proudly home, he declared himself a
 hero.  Thus was born a laughing stock of epic proportions, and over time the
 name of Lilarcor became the sacrificial fool in many tales of "less than
 brilliance".

 It is not known whether this enchanted weapon is Lilarcor himself, perhaps
 imprisoned by an evil mage or some other odd coincidence of fate, but it
 certainly acts in a manner consistent with his level of competence.  If it is
 he, he has never bemoaned his captivity.  He might not realize, or care, that
 he is no longer a human.

 As a weapon, Lilarcor has its uses, but many a warrior has eventually given
 it away.  Banter such as "Ouch, that musta hurt", "Oh yeah!  Got 'im good",
 and "Beware my bite for it might...might...might really hurt or something" is
 a constant barrage on a warrior's psyche.

 STATISTICS:

 Damage:  1D10 +3
 THAC0: +3 bonus
 Damage type:  slashing
 Equipped Abilities:
     Immunity to Charm
     Immunity to Confusion
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Two Handed Sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H15 - Silver Sword

 This Vorpal Silver Sword radiates a dark aura when you examine it, and the
 blade is so finely sharpened it could likely sever a head in a single blow.

 STATISTICS:

 Combat Abilities:
  25% chance each hit that target must make a saving throw vs death (-2
  penalty) or die.

 THAC0: +3 bonus
 Damage:  1D10 +3
 Damage type:  slashing
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H15A - Silver Blade

 Part of a Silver Sword
 This is a piece of a Silver Sword, a vorpal two-handed sword used by the
 githyanki and considered holy by them.  It is magically sharp and can sever
 limbs and heads with ease.  If the whole weapon could be found, it could be
 magically re-forged.


SW2H16 - Sword of Chaos +2

 Sarevok's Sword of Chaos
 The blade of Sarevok, brother of <CHARNAME>, used in the battle they fought
 in faraway Baldur's Gate.  <CHARNAME> prevailed, destroying Sarevok's plans
 and rescuing the Sword Coast from the brink of war.  The sword itself defies
 identification, likely forged specifically for Sarevok to best focus the
 infernal energy he hoped to control.  Much of its power died with him.

 STATISTICS:

 Abilities: each hit drains one hit point from the target and transfers it to
 the wielder.  This will not heal beyond the wielder's maximum.

 Damage:  1D10 +2
 THAC0: +2 bonus
 Damage type:  slashing
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Monk


SW2HDEAT, SW2H08 - Soul Reaver +4

 Two Handed Sword +4: Soul Reaver
 A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir
 to a warrior king.  Though they seemed of even skill, Andor grew oddly weaker
 with each hit of the Baron's family blade.  Panicking, he bade his bodyguards
 kill Eeirk.  Despite his claims of morality, some noted that the young noble
 had positioned his men before the duel was even underway, and though he
 professed disdain for its dark magic, Andor made a tidy fortune off the sale
 of the evil blade.

 STATISTICS

 Combat Abilities: Each hit makes the target receive a cumulative 2 point
 penalty to their THAC0
  Duration: 20 rounds
 THAC0: +4 bonus
 Damage:  1D10 +4
 Damage type:  slashing
 Weight:  10
 Speed Factor: 6
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief
  Good characters


SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal)

 This is one of the many weapons of the great hero Siegfried.  The blade is
 particularly sharp and well balanced, and in a certain light one can see the
 faint image of a serpent within the hilt.

 STATISTICS

 Combat Abilities:  10% Chance of 2d12 poison damage

 THAC0: +5 bonus
 Damage:  1D10 +5
 Damage type:  slashing
 Weight:  9
 Speed Factor: 5
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal)

 Siegfried's fearsome blade is even more powerful with the Heart of the Damned
 set into its pommel.

 STATISTICS

 Special Abilities:
   5% Magic Resistance when equipped

 Combat Abilities:
   10% Chance of 2d12 poison damage
   Each hit target must save vs. death (with a -5 penalty) or lose 1 level

 THAC0: +5 bonus
 Damage:  1D10 +5
 Damage type:  slashing
 Weight:  9
 Speed Factor: 5
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H19 - Carsomyr +6 (Throne of Bhaal)

 Even a Holy Relic as powerful as Carsomyr is made even greater when combined
 with the Eye of Tyr.

 STATISTICS

 Equipped Abilities:
     50% Magic Resistance
     Dispel magic 3 times per day
 Combat Abilities:
     +6 damage to chaotic evil opponents in addition to other bonuses.
     Dispels magic whenever the sword strikes an opponent
 THAC0: +6 bonus
 Damage:  1D12 +6
 Damage type:  slashing
 Weight:  6
 Speed Factor: 4
 Proficiency Type: Two handed sword
 Type:  2-handed
 Requires: 14 Strength
 Usable By:
  Paladins


SW2H20 - Two Handed Sword +3 (Throne of Bhaal)

 A derivative of the long sword, the two-handed sword is significantly longer,
 both in blade and hilt.  Its primary function is cleaving mounted knights and
 breaking up pike formations.  This magical version is even more capable of
 such functions, serving as a fearful reminder of what comes of the union
 between weapons and sorcery.

 STATISTICS:

 Damage:  1D10 +3
 THAC0: +3 bonus
 Damage type:  slashing
 Weight: 9
 Speed Factor: 7
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H21 - Psion's Blade +5 (Throne of Bhaal)

 ome believe this massive blade to be of Drow origin, though others dispute
 this claim.  However, all agree this great sword was fashioned with a single
 purpose... to rid the world of the Illithid. Those who wield the Psion's
 Blade are immune to the Mind Flayer's psionic attacks.  The bewildering gaze
 of Umber Hulks, often found serving the Illithid, are similarly rendered
 harmless.

 STATISTICS:

 Grants immunity to confusion and all Psionic attacks when wielded.

 Damage:  1D10 +5
 THAC0: +5 bonus
 Damage type:  slashing
 Weight: 9
 Speed Factor: 5
 Proficiency Type: Two Handed sword
 Type:  2-handed
 Requires: 14 Strength
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


-------------------------------------------------------------------------------
WANDS:
-------------------------------------------------------------------------------

WAND02 - Wand of Fear

 A Wand of Fear strikes terror into the heart of any creature within its
 target area. This panic is not universal, however, as the stout of heart have
 been known to resist its magic. Like all wands, the Wand of Fear can only be
 used a limited number of times before it is destroyed.

 STATISTICS:

 Special:  Cause enemies to run in fear unless they save vs. spells
 Range:  100 ft
 Area:  20 ft radius
 Duration:  15 rounds
 Not usable by:
 Fighter
 Thief


WAND03 - Wand of Magic Missiles

 When activated, the wand will eject a missile of magical energy that darts
 forth and unerringly strike its target. This includes enemy creatures in a
 melee. The target creature must be seen or otherwise detected to be hit,
 however, so near-total concealment, such as that offered by arrow slits, can
 render the spell ineffective.  Against a creature, the missile will inflict
 1d4+1 points of damage.

 STATISTICS:

 Special:  1 magic missile will strike target
 Damage:  1D4 +1
 Range: 100 ft
 Area:  1 creature


WAND04 - Wand of Paralyzation

 When used, this wand shoots forth a thin ray of bluish color to a maximum
 range of 60'.  When a creature is touched by the ray, it must roll a save vs.
 wands in order to avoid being stunned for 10 rounds.

 STATISTICS:

 Effect:  Stun target unless save vs. wands with -4 penalty
 Range:  100 ft
 Area:  1 creature
 Duration:  10 rounds
 Not usable by:
 Fighter
 Druid
 Cleric
 Thief


WAND05 - Wand of Fire

 The wand will cough forth a huge, burning ball of fire that streaks out to
 the desired range (to a maximum of 120') and bursts in a fiery, violent
 blast, just like the fireball spell.  The fireball inflicts 6d6 points of
 damage, but all 1s rolled are counted as 2s.  The victim(s) may make a save
 vs. wands in order to take only half damage.  The second ability of the wand
 is akin to the spell 'Agannazar's Scorcher' in that a column of flame will
 streak towards the victim inflicting 6D6 +6 damage, with a save vs. wands for
 half.

 STATISTICS:

 Ability  1:
 Effect:  shoots out a Fireball
 Damage:  6D6 (save vs. wands for half)
 Range:  90 ft
 Area 30 ft radius

 Ability  2:
 Effect:  Agannazar's scorcher
 Damage:  6D6 +6 (save vs. wands for half)
 Range:  90 ft
 Area:  1 creature

 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND06 - Wand of Frost

 White crystalline motes spray forth from the wand in a column towards the
 victim striking square in the chest with numbing force.  The temperature
 inside the column is deadly, and damage is 8d6 (treating all 1s rolled as
 2s), with a save vs. wands for half.

 STATISTICS:

 Effect:  Column of Ice
 Damage:  8D6 (save vs. wands for half)
 Range:  100
 Area:  1 creature
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND07 - Wand of Lightning

 The possessor of the wand can discharge six bolts of lightning.  As it passes
 through a creature, each bolt does 3d6 points of damage, with a save vs. wand
 for half damage.  The bolts will continue through the target and proceed to
 'rebound' until expended.  The wand may target up to six different enemies.

 STATISTICS:

 Effect:  Lightning bolt
 Damage:  3D6 (save vs. wands for half)
 Range:  100ft
 Area:  Path of bolt
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND08 - Wand of Sleep

 This wand will emit a gold beam of energy at its targets up to a maximum
 range of 60', affecting a 40' cube.  If the target creatures fail their save
 vs. wands, they will fall into a deep, comatose sleep for 5 turns.

 STATISTICS:

 Effect:  Sleep unless victim saves vs. wands
 Range:  90 ft
 Area: 20 ft radius
 Duration:  2 turns
 Not usable by:


WAND09 - Wand of Polymorphing

 This wand emits a thin, green beam that darts forth to a nearby target.  Any
 creature touched by this beam must make a save vs. wands or be polymorphed
 into a squirrel.

 STATISTICS:

 Effects:  Polymorph target into squirrel unless save vs. wands
 Range:  5
 Area:  1 creature
 Duration:  permanent until dispelled
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND10 - Wand of Monster Summoning

 This wand will summon 12 HD of  monsters, which appear within the area of
 effect and attack the user's enemies. They remain until the spell duration
 expires, or the monsters are slain. These creatures vanish when slain. If no
 opponent exists to fight and the wizard can communicate with them, the
 summoned monsters can perform other services for the summoning wizard.

 STATISTICS:

 Effect:  Summon 12 HD of monsters
 Range:  20 ft
 Duration:  2 turns
 Not usable by:
  Fighter
  Cleric
  Druid
  Thief


WAND11 - Wand of the Heavens

 This wand will cause a pillar of flame to shoot out of the sky and strike the
 target of the invoker.  The flames will do 8D6 damage to the target unless
 the target makes a save vs. wands in which case it will take half.  The wand
 only has a certain amount of charges and will be destroyed when they are
 used.

 STATISTICS:

 Effect:  Flamestrike
 Damage:  8D6 (save vs. wands for half)
 Range:  120 ft
 Area:  1 creature
 Not usable by:
 Fighter
 Mage
 Bard
 Thief


WAND12 - Wand of Wonder

 Only those with a gambling streak dare use this wand in battle.  When
 triggered it is, at best, unpredictable and, at worst, suicidal.  The
 whimsical mage Malimak created it as a gift for a rival, though more as a
 prank than with hurtful intent.  The recipient's reaction is not known,
 though Malimak relocated shortly thereafter.  It should be used with caution,
 or not at all.

 STATISTICS

 Special Abilities:  Random effects appear each time the wand is used.


WAND13 - Wand of Cloudkill

 This wand emits a vapor bubble that travels towards the target exploding into
 a deadly cloud of noxious gas that expands to fill an area roughly 20 feet in
 radius.  The cloud will instantly kill any creature with 4 HD or less with no
 saving throw.  Any creature within 5 to 6 HD must make a saving throw or be
 slain.  Creatures with greater than 6 HD simply take 1-10 damage for every
 round that they remain within the cloud.  The cloud will dissipate after
 approximately 1 turn.

 STATISTICS:

 Effects:  1-10 damage per round
   1-4 HD : Instant death no save
   5-6 HD : save vs. spell or instant death
 Range:  60 ft.
 Area:  20' radius
 Duration:  1d4 turns
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND14 - Web Sack

 Wands are 1 1/4 feet long and slender.  They are made of ivory, bone, or wood
 and are usually tipped with something - metal, crystal, stone, etc.  They are
 fragile and tend to break easily.  Because of this, they are often kept in
 cases.

 Wands are powered by charges, each use costing one or more charges (depending
 on the item).  When a wand runs out of charges, it is consumed and destroyed.


WAND15 - Wand of Apprenti

 This wand was created for you by your apprentices, and will randomly cast a
 variety of three spells, each from a separate elemental source.  It
 apparently has 50 charges.


WAND18 - Wand of Spell Striking (Throne of Bhaal)

 Ironically, these wands are both prized and hated by wizards.  They can tear
 down an enemy mage's defenses, but of course every mage knows the wands can
 also be turned against themselves.

 Cast Breach (uses 1 charge)
 Cast Pierce Magic (uses 1 charge)

 Usable By:
 Mage
 Bard


WAND19 - Wand of Cursing (Throne of Bhaal)

 This wand instantly afflicts targets with blindess, deafness and renders them
 mute.  But perhaps the most dangerous aspect of this terrible device is that
 anyone can use it.

 STATISTICS:

   Cast Blindness, Deafness and Silence on target, 1 charge (save negates all
   effects)


===============================================================================
                    < < < < < Final Words.... > > > > >
===============================================================================

This FAQ was written entirely using the GWD Text Editor:  (shareware)
 http://www.gwdsoft.com/

_________________________
Shameless Self Promotion:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 I am Dan Simpson ([email protected]) and have also written FAQs for:

   NES:      Disney Adventures in the Magic Kingdom
             Final Fantasy -- Magic FAQ
             The Legend of Zelda
   SNES:     Aerobiz
             Aerobiz Supersonic
             Utopia: Creation of a Nation
   Genesis:  StarFlight
   PSX:      Thousand Arms -- Walkthrough
                           -- Forging/Dating FAQ
   PS2:      Madden NFL 2001
   XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                 -- Influence Guide
   PC:       AD&D Rules FAQ, 2nd and 3rd Editions
             Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                         NPC List
                                                         Creature List
             Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                -- Items List
                                                -- Class FAQ
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             Icewind Dale & Heart of Winter -- FAQ/Walkthrough
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             Master of Magic (revision)
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             Planescape: Torment  -- FAQ/Walkthrough
                                     Items Listing
             Rollercoaster Tycoon
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             The Sims
             Ultima 4: Quest of the Avatar
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             Ultima Underworld -- Keyboard Commands
             Ultima Underworld II -- Keyboard Commands
                                  -- Spell List
 All of my FAQs can be found at:
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   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Version 1.0  October 26, 2000  577k

   Original Version.

 Version 1.1  November 26, 2000  577k

   Fixed one small mistake.

 Version 1.2  June 1, 2001  620k

   Moved the "Quick Item List" from my BG2 walkthrough to this guide.

 Version 2.0  June 28, 2001  718k

   Added all the Throne of Bhaal items into the list.

 Version 2.01  January 17, 2005  719k

   Changed my email address, and updated some small things.


________
Stinger:
¯¯¯¯¯¯¯¯
 Jan:  Greetings, everyone.  Sorry, no gifts or souvenirs this time but I'll
       keep you all in mind the next time I'm gone.  Oh, Keldorn: the gods say
       'hi' and that you should wash your underwear more thoroughly.  Everyone
       ready? Let's go adventuring.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This Document is Copyright 2000-2005 by Dan Simpson
Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game.  This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it.  You may not charge for, or in any way profit from this FAQ.