                          ___________________________
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                              Icewind Dale II (PC)
                                 Items Listing
                          ___________________________
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

                               January 17, 2005
                                 Version  2.01

                        Written by:  Dan Simpson
                             Email:  dsimpson.faqs@gmail.com


  If emailing me, use this subject:  Icewind Dale II Items v 2.01

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


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


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

  http://www.gamefaqs.com/

Although I left most of the item descriptions in, I removed redundancies where
I could. For instance, I list the description for the FIRST "Long Sword", but
never again.  Also, many items in IWD2 have "better" versions, these also have
identical descriptions, which aren't listed.  These "better" versions are
generally acquired by playing the game in Heart of Fury mode, NOT by finding
someone to upgrade your sword.

Plot-related items are generally found in "Misc" rather than the category that
they might normally belong to. (Say, an important BOOK was a plot item, it
would most likely be found in Misc)

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2002-2005 by Dan Simpson
Icewind Dale II is Copyright 2002 by Black Isle/Interplay

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game.  This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it.  You may not charge for, or in any way profit from this FAQ.
-------------------------------------------------------------------------------


===============================================================================
                               Table of Contents
===============================================================================

  Cheating in IWD2

  Items

  Amulets
  Arrows
  Axes
  Bags
  Belts
  Blunt Weapons (Maces, Morningstars, Hammers)
  Bolts
  Books
  Boots
  Bows
  Bracers
  Bullets
  Chain Armor
  Cloaks
  Clubs
  Crossbows
  Daggers
  Darts
  Flails
  Gems
  Halberds
  Helmets
  Instruments
  Leather Armor
  Misc
  Plate Armor
  Potions
  Quarterstaffs
  Rings
  Robes
  Scrolls (non-spell)
  Shields
  Slings
  Spears
  Swords
  Wands

  Spell Scrolls

  Final Words...



===============================================================================
Cheating in IWD2
===============================================================================


  To get Cheating enabled, simply check the "Cheats" box in the Config program
  that first ran when you originally played the game.  You can also find the
  Config program in Start Menu > Black Isle > IWD2.

  Once cheats are active, in game press Ctrl + Tab to display the console 
  window and then you can enter the following codes:

  ctrlaltdelete:explorearea()           Show full map.

  ctrlaltdelete:Hans()                  Teleport party to pointer.

  ctrlaltdelete:SetCurrentXP([number])  Give selected characters indicated EXP.

  ctrlaltdelete:AddGold([number])       Add indicated gold to party total.

  ctrlaltdelete:Midas()                 Add 500 gold to party total.

  ctrlaltdelete:FirstAid()              5 healing potions, 5 antidotes, and
                                        1 Scroll Of Stone To Flesh.

  ctrlaltdelete:CreateItem("xxxxxx")    Creates an item

  ctrlaltdelete:enablecheatkeys()       Activates the Hot Key cheats

  Note:  It doesn't matter if you capitalize the cheats or not.

  Note:  If you are creating an item that can have multiples in one stack, use
         the CreateItem("xxxxxx", num) form.  So to create 300 Summon Cow
         scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300)

         To get the MAXIMUM number of something, use -1 as your quantity.
         This causes an integer overflow, and sends it back to the highest
         number possible (65,535).  Doesn't work with addgold().

  Example:  To create a Boots of Speed ("00boot01"), I would enter in the
            command line:

            ctrlaltdelete:createitem("00boot01")

            To create near-unlimited arrows:

            ctrlaltdelete:createitem("00arow01",-1)

  Hot Keys: (for use with the enablecheatkeys() cheat)

    CTRL+1 -- change the armor of the paper doll (the armor class doesn't
              change)
    CTRL+2 -- fades screen to black
    CTRL+3 -- fades screen to normal
    CTRL+4 -- highlight the background-interactive objects (such as script
              triggers, or anything you can click on for information)
    CTRL+6 -- shapeshift your character into the previous paper doll in list
    CTRL+7 -- shapeshift your character into the next paper doll in list
    CTRL+8 -- highlights the text boxes
    CTRL+9 -- highlight the sprites
    CTRL+A -- do a sprite animation (see CTRL+S)
    CTRL+B -- sets "speed" (speed of WHAT?)
    CTRL+C -- view Chapter Text
    CTRL+D -- display some strange numbers
    CTRL+F -- turn the character
    CTRL+J -- transport onto the position pointed by the cursor
    CTRL+M -- (Then press ENTER) DEBUG DUMP
    CTRL+Q -- Makes the creature at the mouse cursor join the party
    CTRL+R -- heals the party member whose portrait your mouse is currently
              over (doesn't have to be selected)
    CTRL+S -- select a sprite animation
    CTRL+X -- information on position (more)
    CTRL+Y -- hurts/kills person mouse cursor is over


    Caution:  Use Hot Keys at your own risk.  While CTRL-R and CTRL-Y are
              completely safe to use, CTRL-Q is not and might crash your game.



===============================================================================
Items Listing
===============================================================================



  Note:  If you're having trouble telling the difference between the LETTER O
         and the number 0 (zero), try changing the font to one where there is
         a / (slash) through the 0 (zero).  For example, FIXEDSYS will display
         the slash.




===============================================================================
Amulets
===============================================================================


00AMUL01

A necklace is a piece of ornamental metal jewelry usually made of silver, gold,
platinum, or other precious metal, and adorned with gems.  A necklace is always
worn on the neck and can be of any length.
Weight:  1 lb.

00AMUL02
00AMUL03
00AMUL04
00AMUL05
00AMUL06
00AMUL07
00AMUL08
00AMUL09
00AMUL10
00AMUL11


00AMUL12
Necklace of Missiles

This necklace creates a tiny magical bead that will fly unerringly towards its
target. Upon striking the target, the bead will burst into a fiery inferno,
burning anything caught within the blast area.

STATISTICS:

Range:  50 ft
Area of effect:  30 ft radius
Damage:  6d6 (Reflex save for half)
Weight: 1 lb.


00AMUL13
Amulet of Protection +1

Amulets are one the most favored items to enchant by wizards because of their
ability to be worn without interfering with the delicate rituals of spell
casting. This particular amulet has been infused with various magics that are
designed to protect the wearer from harm.

STATISTICS:

Deflection Bonus: +1
Saving Throw Bonus: +1
Weight: 1 lb.


00AMUL14
Shield Amulet

This Amulet can be activated by a simple command word and a touch with each use
acting as one charge.  The effect is a duplication of the 1st level wizard
spell 'Shield'.

STATISTICS:

Spell Power: Can cast the spell Shield
Weight: 1 lb.


00AMUL15
Amulet of Intellect

This amulet has been enchanted to improved the wearers learning capabilities.

STATISTICS:

Intelligence:  +1
Weight: 1 lb.


00AMUL30
Lucky Knucky

This barely recognizable lump of fish bone has been carried as a good luck
charm in Targos for almost twenty years.  The item's history started with the
sailor Young Ned of Lonelywood.  On one of his fishing trips near Targos, his
small boat capsized near the Maer Dualdon shore.  He held onto his prize catch,
an "unbelievably massive" knucklehead trout, despite being charged by a hungry
bear when he reached shore.  The bear snatched the majority of the trout away
from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked
the rest of the way to Targos and kept the head as evidence of his encounter.
Over time, Ned started to attribute his good fortune as a sailor to his "lucky
knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
in a rigged card game.  Ned was bitter over being cheated, but he wasn't
willing to stand up to Marg to get it back.  Marg later used the fish head as
currency to buy supplies as he hastily fled from Targos.  The man who received
the piece of bone held on to it for a few months before handing it off to a
friend at the docks.  In the years that followed up to the current date, Ned's
"lucky knucky" has been traded, won, or sold to over a dozen people in Targos
and, once, in Bremen.

STATISTICS:

Saving Throw Bonus: +1 to all saving throws
Weight: 0 lb.


00AMUL31
Yeti Skin Scarf

This is a scarf that is constructed from the fur of a Yeti.

STATISTICS:

Resistance: 1/- Cold Resistance
Weight: 2 lb.



00AMUL32
Winter Wolf Scarf

This is a scarf that is constructed from the fur of a Winter Wolf.

STATISTICS:

Resistance: 1/- Cold Resistance
Charisma: +1
Weight: 2 lb.



00AMULBT
Belib's Multiple Tool

Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who
believed in covering every angle of his tiny arse before leaving on grand
quests.  He created magical items that literally saturated the gamut of
possible situations that could arise from his high adventures.  These magical
items would have been the envy of all adventurers, had Belib been successful in
leaving his domicile with his equipment.

After many years of creating his incredible inventory of enchanted do-dads,
Belib finally gathered his wares into an immense backpack (naturally, it was
enchanted to carry far more than what would normally fit into a gnome's pack)
and set out to quest for the grandest quests.  Unfortunately for Belib, one of
his tiny feet tripped over his home's threshold and he was summarily crushed
under the enormous weight of his pack.  The backpack burst open and scattered
his enchanted wares all across his front yard.  One would like to think that
passing sentient beings would stop and help the crushed gnome, but the most
that passersby did was loot Belib's goods.

One of Belib's more popular goodies, especially with the vermin that make
stealing and looting a career, was Belib's Multiple Tool.  Disguised as an
ornate amulet, this tool would help make even the most inept rogue a master of
lock picking and trap disarming.  As is usually the case with items that aid in
the thieving arts, Belib's Multiple Tool has found its way into many greased
palms over the years.

STATISTICS:

Special:
 +1 to Open Lock skill
 +1 to Search skill
Weight: 1 lb.


00HFAMBT
Belib's Multiple Tool of Fortune

STATISTICS:

Special:
 Open Lock skill: +2
 Search skill: +2
 Saving Throw Bonus: +1 to all
Weight: 1 lb.



00AMULDS
Druid's Stone

These sand-colored stones were fashioned by druids watching the borders of the
Anauroch Desert.  The druids would often meditate while on their lonely vigils,
and the stones they wore would help them commune with the earth and stones
beneath their feet, telling them of the movements of desert creatures in the
surrounding area.  In times of danger, they could summon the strength of the
earth to their aid, causing their skin to become as hard as stone and giving
them some protection against attacks.

The reason for their vigil was unknown, but the druids vanished mysteriously
over fifty years ago, and no one knows what became of them.  Only their druid
stones remained, and the stones have told no stories.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Stoneskin once per day
Weight: 1 lb.



00HFAMDS
Druid's Stone of Thorns

Versions of these sand-colored stones were fashioned by druids watching the
borders of the Anauroch Desert, but this particular stone was worn by Theon,
who was believed to have organized the Anauroch vigil based on portents he had
received upon the winter winds.  When Atalacyls the Lost eventually crossed the
boundaries of the Anauroch desert, Theon gathered the druids to him and engaged
him in battle on the sands.  Despite the powers of their stones, Atalacyls
defeated them to a man and turned their bodies to sand, then made a small pile
of their druid stones as a warning to others not to follow him on his path.  He
continued his journey westwards until he was found by Old Duke Kholsa Ehld, and
the two of them met in battle over Atalacyls' crimes against the Weeping Queen.

While worn, this stone allows the druid to ask favors of the earth and stones
beneath their feet.  In times of danger, the stone can summon the strength of
the earth to their aid, causing rocky stalactites to erupt from the earth, the
area to blossom with spikes, or the wearer's skin to become as hard as stone
and giving them some protection against attacks.

STATISTICS:

Special:
 Spell Power:  Can cast spell Spike Growth once per day
 Spell Power:  Can cast the spell Stoneskin once per day
 Spell Power:  Can cast the spell Spike Stones once per day
Weight: 1 lb.


00AMULES
Eye of the Storm

In the howling north of Icewind Dale, it can be difficult to steady oneself
before battle... or even keep one's wit when surrounded by foes.  These simple
medallions carry a minor blessing that allows a soldier to achieve a measure of
peace even in the middle of combat, allowing him to steady himself to face the
trials ahead.  These medallions are highly prized by soldiers that deal with
the Uthgardt, especially when trading turns sour, and it seems blood is about
to be shed.

When the goblin horde sacked Bremen, this mysterious item was seized from a
dead merchant by one of the goblin shamans, who could find no use for it.  The
medallion was carried for several leagues until the amulet slipped from the
shaman's possession and was lost amongst the snows, only to resurface here.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Sanctuary twice per day
Weight: 1 lb.


00HFAMES
Calm Before the Storm

Among the many treasures unique to the North, are medallions called the Eyes of
the Storm.  These simple medallions carry a minor blessing that allows a
soldier to achieve a measure of peace even in the middle of combat, allowing
him to steady himself to face the trials ahead.  These medallions are highly
prized by soldiers that deal with the Uthgardt, especially when trading turns
sour, and it seems blood is about to be shed.

This medallion, however, predates them all, carrying additional enchantments
that allow a warrior to keep not only his wits, but his will, when fighting
barbarians, goblins, or worse, creatures of the North that attempt to break a
man's will.  Creatures that attempt to cage the mind of an opponent wearing
this medallion find their best spells and charms simply steam off the wearer's
mind like water off a polar worm's back.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Sanctuary twice per day
 Constant Effect: User under the effects of the spell Mind Blank while equipped
Weight: 1 lb.



00AMULFD
Flame Dance Talisman

Fire can be the bringer of life, or the harvester of death.  With the Flame
Dance Talisman, both scenarios are true.  Crafted by an unknown, yet clever
sorcerer, the Flame Dance Talisman gave its wearer added protection against all
sorts of melee attacks and had the power to launch a fireball once per day at
would-be attackers.

STATISTICS:

Armor Bonus:  +1 (generic)
Special:
 Spell Power:  Can cast the spell Fireball once per day
Weight: 1 lb.


00HFAMFD
Sunfire Talisman

Fire can be the bringer of life, or the harvester of death.  With the Sunfire
Talisman, both scenarios are true.  Crafted by an unknown, yet clever sorcerer,
the Sunfire Talisman gave its wearer added protection against all sorts of
melee attacks and had the power to ignite a sunfire fireball once per day at
surrounding would-be attackers.  In addition, if the would be attackers tried
to turn the tables and attack the sorcerer with their own fire weapons, the
Sunfire Talisman would grant its wearer added resistance to fire.

STATISTICS:

Armor Bonus:  +3 (generic)
Special:
 Spell Power:  Can cast the spell Sunfire once per day
 Resistance: 15/-  Fire Resistance
Weight: 1 lb.



00AMULGC
Gohoin's Charm

The kobold explorer Gohoin wore this lucky charm with him throughout most of
his life.  A rarity among kobolds, Gohoin was both brave and clever.  He worked
to undermine the efforts of the dwarves against his people for twenty years
before being slain in a dwarven rush on his tribe's home settlement.  As luck
would have it, the charm did not fall into the hands of the dwarves, but
bounced away into an underground river.  It was discovered decades later by a
goblin hunter who wore it for the rest of his days.  The nameless goblin is
believed to have died somewhere in the Spine of the World mountains.

STATISTICS:

Deflection Bonus: +3
Regeneration: 1 hit point every 10 rounds while equipped
Weight: 0 lb.


00AMULMP
Mirabel's Pendant

Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of
Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful
bald woman.  The cameo is held in place with an intricate silver frame that is,
in turn, fastened to the neck with a burgundy ribbon choker.  Engraved on the
back of the frame are the Mulhorandi letters for "A.L."

STATISTICS:

Knowedge (Arcana): +3
Weight: 0 lb.


00HFAMMP
Mirabel's Maleficent Pendant

STATISTICS:

Knowledge (Arcana): +3
Spell Power: Can cast the spell Malison 1/Day
Weight: 0 lb.


00AMULSL
Snow Leopard Charm

Shamans of many barbarian clans have long looked upon the snow leopard as one
of the most graceful and swift hunters of the frozen lands.  Many times the
warriors of these clans mimic the movements of the large, white cats during
fierce combat.  In addition, the barbarian shamans would sometimes create
spells that would temporarily imbue the warriors with the dexterity of the snow
leopards.  However, since these spells were temporary, often times the spell
would wear off at inopportune times.

It is said, however, that a group of barbarian shamans once congregated deep
within the Dales to find a way to better harness the swift agility of the snow
leopard.  For nearly a year the shamans remained out of sight from their home
clans, busily focusing their attentions towards the magic of the snow leopard.
Then one day, the shamans returned to their respective clans, each holding a
small necklace made of silver, with a pendant that resembled a snow leopard's
paw.  The shamans gave this pendant to their strongest warrior of each clan.
Once placed around the neck of the warrior, the dexterity of the snow leopard
filled their powerful bodies.  From then on, the Snow Leopard Charm, as it
became known, would become one of the most prized artifacts within barbarian
clans.  Only the mightiest warriors wore the amulet, and it became the goal of
all young warriors to one day be adorned with the Snow Leopard Charm.

STATISTICS:

Special:
 Dexterity: +2 bonus
Weight: 1 lb.


00HFAMSL
Heart of the Snow Leopard Charm

Shamans of many barbarian clans have long looked upon the snow leopard as one
of the most graceful and swift hunters of the frozen lands.  Many times the
warriors of these clans mimic the movements of the large, white cats during
fierce combat.  In addition, the barbarian shamans would sometimes create
spells that would temporarily imbue the warriors with the dexterity of the snow
leopards.  However, since these spells were temporary, often times the spell
would wear off at inopportune times.

It is said, however, that a group of barbarian shamans once congregated deep
within the Dales to find a way to better harness the swift agility of the snow
leopard.  For nearly a year the shamans remained out of sight from their home
clans, busily focusing their attentions towards the magic of the snow leopard.
Then one day, the shamans returned to their respective clans, each holding a
small necklace made of silver, with a pendant that resembled a snow leopard's
paw.  The shamans gave this pendant to their strongest warriors of each clan.
Once placed around the neck of the warrior, the dexterity of the snow leopard
filled their powerful bodies, as well as immunity to the cold that surrounded
the Dales.  From then on, the Heart of the Snow Leopard Charm, as it became
known, would become one of the most prized artifacts within barbarian clans.
Only the mightiest warriors wore the amulet, and it became the goal of all
young warriors to one day be adorned with the Heart of the Snow Leopard Charm.

STATISTICS:

Special:
 Dexterity: +4 bonus
 Resistance: 4/- Cold Resistance
Weight: 1 lb.



00HFAMGC
Gohoin's Secret Charm

The kobold explorer Gohoin wore this lucky charm with him throughout most of 
his life.  A rarity among kobolds, Gohoin was both brave and clever.  He worked 
to undermine the efforts of the dwarves against his people for twenty years 
before being slain in a dwarven rush on his tribe's home settlement.  As luck 
would have it, the charm did not fall into the hands of the dwarves, but 
bounced away into an underground river.  It was discovered decades later by a 
goblin hunter who wore it for the rest of his days.  The nameless goblin is 
believed to have died somewhere in the Spine of the World mountains.

Deflection Bonus: +3
Regeneration: 1 hit point every 10 rounds
Spell Power: Can cast the spell Improved Invisibility 1/Day
Weight: 0 lb.



00HFPNBI
Bile of the Damned

Fearless, ruthless, and reveling in the death and despair of others, the vile
Dreadmaster of Bane spreads his dogma of hate and strife on the land.  Nothing
makes a cleric of Bane happier than if the strife within the land is caused by
one of his disciples.

To help a Dreadmaster of Bane better serve his tyrannical god, a special 
amulet, dipped in the spilled blood of the innocent victims of a Dreadmaster's 
wrath, is (on rare occasions) made.  This elixir, once worn by a Dreadmaster of 
Bane, blesses the evil disciple with increased strength and wisdom to better 
exercise his dark plans.  No one is quite sure, except for very high-level Bane 
clerics, of all the ingredients that go into the Bile of the Damned amulet - 
but those that did find out soon became part of the amulet themselves.

STATISTICS:

Strength: +4
Wisdom: +4
Weight: 1 lb.


00POTNBI
Blood of the Innocent

STATISTICS:

Special:
 Strength: +2
Weight: 1 lb.


11AMULCM
Cleansing Medallion

This circular silver medallion allows a good-aligned priest or paladin to draw
upon the strength of their faith to heal the sick and injured.  It does not
appear to be tied to any faith or religion, but it does radiate an aura of 
well-being and comfort.

STATISTICS:

Spell Power: Casts Cure Light Wounds once per day
Weight: 0 lb.


11HFAMCM
Medallion of Dawn

STATISTICS:

Spell Power: Casts Heal once per day
Regeneration: Regain 1 hit point every 3 combat rounds
Weight: 0 lb.


11BARDWD
Pipes of the Wheezing Dragon

When the venerable (and senile) red dragon Craum Straug wandered into the
logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents
(wisely) fled in fear as the dragon began to belch flames, setting the camp on
fire and causing cries of alarm to spread throughout the countryside.  After 
the residents fled, Craum squatted his old bones down upon the blackened 
buildings, grumbling to himself and snorting flames from his nostrils.

A few hours and several miles away, the residents of Hornhollow finally decided
that someone must go negotiate with the dragon and see what it wanted.  When no
volunteers were forthcoming, a lottery was conducted - and the loser, a
traveling ministrel, Aznee Fraystrings, was given the dangerous task of
attempting to deal with the dragon.  Aznee had lived out his welcome in the 
camp many nights previous, and the loggers considered it no great loss if Aznee
gained a new home in the dragon's belly.

Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the
camp, and finally mustered the courage to speak with the dragon.  During the
(now-famous) exchange that followed, Aznee discovered that Craum, who was
somewhat far along in dragon years and in none too good health, was suffering
the draconic equivalent of a bad cough, and his hacking and wheezing masked his
plaintive attempts to try and find someone, anyone, who could help cure his 
fits of coughing.

Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a
sprig of Maiden's Milk flower, that when crushed and administered in a tea,
helped quell coughing in a matter of minutes.  Some could undoubtably be found
in the forest nearby, Aznee exclaimed, and he set about gathering up several
sprigs and preparing them for the dragon.  After lumping them into a great pot,
he administered the steaming cauldron to the dragon.

It is suspected that either Craug drank the mixture too fast, or else Aznee had
mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited
the mixture back out a few seconds later, setting fire to several acres of the
wood and torching poor Aznee where he stood.  After this vomitus belch, Craug
ran wild for almost an hour, trying to spit out the remainder of the 
concoction. At the end of his rampage, the venerable red dragon fell over dead, 
the sudden flurry of activity more than his old bones could stand.

When the loggers came to break down the dragon a day later, they discovered 
that Craum's bones still carried echoes of his coughing fits, and his entire 
skeleton creaked and wheezed, even after death.  They struck a deal with a 
local mage, who bought the dragon's bones and fashioned a series of musical 
instruments with them, dubbed the "Pipes of the Wheezing Dragon."  These yellow 
bone pipes are famous throughout the Realms and, when used by a bard, they can 
be used to spit bursts of flames at opponents.  Unfortunately, even when not in 
use, the pipes tend to creak and wheeze, attracting the attention of anyone 
nearby and making attempts at stealth and pick pocketing useless.

A thin cord made of dragon gut is strung through the pipes, so they can be worn
around the neck and can be easily played when danger threatens.  The cord looks
charred, as if it was burned recently, and is surprisingly tough.

STATISTICS:

Special:
  Can cast Burning Hands 3/Day
  Can cast Agannazar's Scorcher 1/Day
  Pick Pocket skill: -3
  Move Silently skill: -3
  Hide skill: -3
Weight: 1 lb.


11HFBDWD
Craum Straug's Pipes

STATISTICS:

Special:
  Can cast Fireball 3/Day
  Can cast Delayed Blast Fireball 1/Day
  Pick Pocket skill:  -3
  Move Silently skill:  -3
  Hide skill: -3
Weight: 1 lb.



11HFAMLK
Young Ned's Knucky

This barely recognizable lump of fish bone has been carried as good luck charm
in Targos for almost twenty years.  The item's history started with the sailor
Young Ned of Lonelywood.  On one of his fishing trips near Targos, his small
boat capsized near the Maer Dualdon shore.  He held onto his prize catch, an
"unbelievably massive" knucklehead trout, despite being charged by a hungry 
bear when he reached shore.  The bear snatched the majority of the trout away 
from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked 
the rest of the way to Targos and kept the head as evidence of his encounter.  
Over time, Ned started to attribute his good fortune as a sailor to his "lucky
knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
in a rigged card game.  Ned was bitter over being cheated, but he wasn't 
willing to stand up to Marg to get it back.  Marg later used the fish head as 
currency to buy supplies as he hastily fled from Targos.  The man who received 
the piece of bone held on to it for a few months before handing it off to a 
friend at the docks.  In the years that followed up to the current date, Ned's 
"lucky knucky" has been traded, won, or sold to over a dozen people in Targos 
and, once, in Bremen.

STATISTICS:

Luck: +2
Saving Throw Bonus: +2 to all saving throws
Weight: 0 lb.



12AMULHC
Houndstooth Collar

This filthy enchanted collar was stripped from the neck of Vghotan's dead worg
and bears the crude marks of goblin sorcery.  When worn around the neck, the
wearer gains the ability to call upon the strength and ferocity of a worg,
turning his hands into claws and raking opponents for
tremendous damage.

STATISTICS:

Wearer Immune to Panic and Fear
Spell Power: Can cast the spell Beast Claw 1/Day.
Weight: 0 lb.


12HFAMHC
Vghotan's Band

STATISTICS:

Strength:  +1
Constant Effect: User is under effect of the spell Freedom of Movement while
equipped
Wearer Immune to Panic and Fear
Spell Power: Can cast the spell Beast Claw 1/Day.
Weight: 0 lb.


53AMULHD
House of Despana Insignia

This small obsidian and adamantite amulet has a metal hoop near the top through
which a purple and pink ribbon passes.  The raised surface of the amulet
features the arrow and hexagon glyph of House Despana.  Malavon Despana crafted
the amulet for his brother, Ilmryn.  Legends state that when Malavon and his
allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face
his brother, then the Weapons Master of House Despana, in a pitched battle.
Just as Ilmryn gained the upper hand, Malavon uttered a secret word that
invoked an unknown power within the amulet.  Ilmryn was surrounded by a magical 
barrier that protected him from harm.  Since it was ostensibly a beneficial 
magical effect, Ilmryn's natural magic resistance did not help him resist the 
amulet's power.  When the Weapons Master emerged from the protective sphere, he 
found himself face to face with over a dozen of the most powerful tanar'ri he 
had ever seen.  He died screaming, cursing his brother's name.

STATISTICS:

Spell Power: Can cast Blur 1/Day
Spell Power: Can cast Melf's Acid Arrow 1/Day
Spell Power: Can cast Otiluke's Resilient Sphere 1/Day
Weight: 1 lb.


53AMULBS
Incandescent Blue Ioun Stone

This magical stone was crafted long ago somewhere beyond the astral plane,
though its exact age is hard to discern.  The stone was made by a githzerai
craftsman named Bashenee for a great monk of the githzerai race.  This unnamed
monk died in battle with githyanki foes and the stone drifted among their race
for years.  Somehow, the stone eventually was given to Oinchack'olp, a mind
flayer, who kept it as his prized possession.

STATISTICS:

Wisdom: +2
Weight: 1 lb.



===============================================================================
Arrows
===============================================================================


00AROW01
Arrows

Arrows are long straight wooden shafts that measure between 30 to 40 inches in
length with feathers located at the rear of the arrow and a pointed tip at the
front. Normally, arrows are launched from a bow of some sort.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Bow



00AROW02
Masterwork Arrows

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Bow



00AROW03
Arrows +1

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

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow



00AROW04
Arrow +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW05
Corrosive Arrows +1

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

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:  1d6 acid damage
Weight: 0 lb.
Launcher:  Bow



00AROW06
Arrow of Biting

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

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Venom: +2 points of poison damage every second for 24 seconds, Fortitude save
for none
Weight: 0 lb.
Launcher:  Bow



00AROW07
Arrows of Dispelling

The arrow of dispelling will remove the magical enchantments that its victim is
surrounded by.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:  Dispel Magic effecting target
Weight: 0 lb.
Launcher:  Bow



00AROW08
Arrow of Flame +1

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

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:  1d6 fire damage
Weight: 0 lb.
Launcher:  Bow



00AROW09
Frost Arrows +1

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

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Frost: +1d6 cold damage
Weight: 0 lb.
Launcher:  Bow



00AROW10
Arrows of Piercing

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

STATISTICS:

Damage:  1d6
Attack Bonus:  +4
Enchantment:  +3
Damage Type:  Missile (piercing)
Special:  +6 physical (piercing) damage (Fortitude save for none)
Weight: 0 lb.
Launcher:  Bow


00AROW14
Holdfast Arrows
Employed almost exclusively by Eldathyn rangers in the western heartlands of
Faerun, Holdfast Arrows are prized for their ability to subdue a target with
little harm.  The arrows are commonly used on rampaging animals but are quite
effective against malicious humanoids.  They are typically adorned with blue 
and green ribbons and flowers to show that they were created by the 
peacekeepers of Eldath.  This makes them somewhat less effective in combat.

STATISTICS:

Damage:  1d6 - 1
Attack Bonus:  -1 penalty
Damage Type:  Missile (piercing)
Special:  Entangle effect on the target for four rounds
Weight:  0 lb.
Launcher:  Bow


00AROW85
Arrows of Disruption +2

STATISTICS:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Disruption: 50% chance all undead and outsiders hit by weapon must make a
Fortitude save or be destroyed
Weight: 0 lb.
Launcher:  Bow


00AROW86
Returning Poison Tipped Arrow

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Returning: Returns to user
Weight: 0 lb.
Launcher:  Bow


00AROW87
Keen Arrows

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Keen: Increased chance of scoring a critical hit on target
Weight: 0 lb.
Launcher:  Bow


00AROW88
Stunning Arrows +1

STATISTICS:

Damage:  1d6  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save 
  to resist)
Weight: 0 lb.
Launcher:  Bow


00AROW89
Sure Strike Arrows

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
  of hitting creatures that require magical weapons to hit
Weight: 0 lb.
Launcher:  Bow


00AROW90
Arrows of Lesser Dispelling

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 0 lb.
Launcher:  Bow


00AROW91
Everlast Arrow

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Returning: Arrow returns to user
  Note: Other than the ability to return to its user the arrow has no other
magical properties.
Weight:  0 lb.
Launcher:  Bow


00AROW92
Arrows +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW93
Arrows +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW94
Arrows +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00AROW95
Impact Arrows +1

Besides its superb craftsmanship, tiny runes of power can be seen etched all
along the surface. It's obvious a lot of time and effort went into its creation
and although not apparent at first, a slight blue glow can be seen emanating
from the runes.

STATISTICS:

Damage:  1d6  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Crushing: +1d6 bludgeoning damage
Weight:  0 lb.
Launcher:  Bow


00AROW96
Hunting Arrows

These arrows have been fitted with a specially designed arrowhead. This type of
arrow is made in such a way that when an animal is struck, the arrow will slice
and widen the wound with each additional movement. This usually causes massive
bleeding making it easier for the hunter to track the wounded animal.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight:  0 lb.
Launcher:  Bow


00AROW97
Target Arrows

These are extremely well-made arrows. Crafted by the finest fletchers for the
purpose of competing in tournaments. Arrows of this type are designed for 
longer flight and increased accuracy. Unfortunately, they lack any kind of 
ability to pentrate armor or thick hides.

STATISTICS:

Damage:  1d4
Attack Bonus: +2
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Bow


00AROW98
Stunning Arrows +1

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Stunning: target is Stunned for 2 combat round (Fortitude save to resist)
Weight: 0 lb.
Launcher:  Bow


00AROW99
Sparking Arrows +1

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Shock: +1d6 electrical damage
Weight: 0 lb.
Launcher:  Bow


00CWARWB
Arrow of Flame +1

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

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:  1d6 fire damage
Weight: 0 lb.
Launcher:  Bow



00CWARWE
Arrows +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00CWARWF
Arrow +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow


00CWARWG
Arrows +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Weight: 0 lb.
Launcher:  Bow



===============================================================================
Axes
===============================================================================


00AX1H01
Battleaxe

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

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H02
Masterwork Battleaxe

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H03
Battleaxe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H04
Battleaxe +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H05
Throwing Axe

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

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type:  Melee (slashing)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H06
Returning Throwing Axe +2

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

STATISTICS:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type (melee):  Slashing
Damage Type (thrown):  Missile (piercing)
Special:
  Returning: Returns to user's hand once thrown
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H11
Handaxe

The handaxe is basically a smaller version of the battleaxe. With a smaller,
lighter head and a shortened shaft, the handaxe can be wielded with deadly 
speed and accuracy. Although it can be wielded as a primary weapon, its lighter 
size makes it an ideal secondary or off-handed weapon.

STATISTICS:

Damage:  1d6
Damage Type:  Slashing
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H12
Masterwork Handaxe

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Slashing
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1H72
Returning Acid Axe

The handaxe or throwing axe is also known as a hatchet.  The axe blade has a
sharp steel tip, counterbalanced by a pointed fluke.  The short handle has a
point on the bottom and the head may have a spike on the top. Runes of power
have been etched into the blade to further enhance it.

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Enchantment:  +5
Special:
  Returning: Returns to user
  Corrosion: 50% chance +1d6 acid damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of
hitting creatures that require magical weapons to hit
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H73
Throwing Axe of Disruption +1

STATISTICS:

Damage:  1d6 +1
Attack Bonus: +1
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Returning: Returns to owner
  Disruption: 50% chance of disruption.  All undead and outsiders hit by weapon
must make a Fortitude save or be destroyed
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H74
Keen Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Special:
  Keen: Increases chance of scoring a critical hit
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H75
Mage Killer Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Returning: Returns to user
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H76
Returning Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type: Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Returning: Returns to user
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H77
Throwing Axe +1

STATISTICS:

Damage:  1d6  +1
Attack bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H78
Keen Axe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Keen: Increases chance of scoring a critical hit
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H79
Ice Axe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Frost: 50% chance +1d6 cold damage
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H80
Corrosive Axe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Corrosion: 50% chance +1d6 acid damage
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H81
Axe of Displacement

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Spell Power: Can cast the spell Blur 1/day
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H82
Axe of Wounding

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H83
Battleaxe of Decay +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage type:  Slashing
Special:
  Venom: +8 points of poison damage per second for 6 seconds (Fortitude save 
   for none)
  Keen: Increases chance of scoring a critical hit
  Chaotic: +2d6 damage against lawful creatures
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H84
Battleaxe of Celerity

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Enchantment:  +5
Special:
  Speed: +3 attacks per combat round
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H85
Winter Axe +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage
  Charisma: +1
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H86
Battleaxe of Disruption +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Disruption: All undead and outsiders hit by weapon must make a Fortitude save
or be destroyed
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H87
Battleaxe of Fiery Defense +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage
  Deflection Bonus: +3
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H88
Battleaxe of Precision +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Slashing: +1d6 slashing damage
  Keen: Increases chance of scoring a critical hit
  Strength: +2
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H89
Throwing Axe of Shocking Burst

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Damage Type:  Melee (slashing)
Enchantment:  +5
Special:
  Returning: Returns to user's hand once thrown
  Shocking Burst:  +1d6 electrical damage and 10% chance of +1d10 extra
electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of
hitting creatures that require magical weapons to hit
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H90
Handaxe of Expertise +1

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H91
Battleaxe +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H92
Battleaxe +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
DamageType:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H93
Battleaxe +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H94
Battleaxe of Focus

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  Slashing
Special:
  Brilliant Energy: All attacks ignore targets Armor and Shield bonuses
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H95
Battleaxe of Burning

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Flame:
    50% chance +1d6 fire damage
    30% chance +2d6 fire damage
    15% chance +3d6 fire damage
      5% chance +5d6 fire damage
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H96
Masterwork Throwing Axe

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Damage Type: Missile (piercing)
Damage Type: Melee (slashing)
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H97
Battleaxe of the Defender +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Armor Bonus: +3 (Deflection)
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H98
Mystical Throwing Axe

STATISTICS:

Damage:  1d6
Damage Type:  Missile (piercing)
Enchantment:  +5
Special:
  Returning: Returns to user's hand once thrown
  Shocking Burst:  +1d6 electrical damage and 10% chance of +1d10 extra
   electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1H99
Battleaxe of Speed

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
 Speed: 1 extra attack per combat round
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HAS
Axe of the Souls

The origins of this axe have long been forgotten because every previous owner
eventually went insane. This axe has the ability to peer into the very recesses
of ones mind as well as that of his enemies. Not only must the user defeat an
enemy with brawn, but he must also match wits with the enemy at the same time.
Whoever wins this test of wills is rewarded with the life energy of the other.
Lose enough times and insanity will soon follow.

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
 Cursed: This item requires a Remove Curse spell to be unequipped
 Willpower: +1 bonus
 Vampiric: +1d4 hit points drained from target and temporarily added to wielder
  (Fortitude save for none)
 Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP,
  hit points hidden for the duration of the insanity
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HBA
Balance

Most weapons are a balance of power and accuracy. The more powerful the weapon,
the less accurate and harder it is to wield and vice versa.  This weapon allows
the user to customize this balance with a mere thought.

STATISTICS:

Enchantment:  +3
Special: Balance
 Damage:  1d8  +3
 Attack Bonus:  +3

Special: Power
 Damage:  1d8 + 6

Special: Accuracy
 Damage:  1d8
 Attack Bonus: +6

Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HCK
Cloudkiss

The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that 
he spent his entire life studying various blacksmithing techniques in 
preparation for creating this axe. Thirty days and thirty nights, Magmar
secluded himself in his shop with only the steady ringing of his hammer and the 
deafening roar of the furnace as company. On the thirtieth night Magmar 
completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored 
that although the utmost respect was offered by his fellow smiths during his 
funeral, titters of laughter could be heard behind muffled, closely held 
conversations. It seems that Magmar's final work was not the great work 
everyone was expecting, in fact it was rather plain and hardly worthy of a
Dwarven forged weapon let alone one forged by a master smith.

For many years this long forgotten weapon hung upon the walls of Clan 
Ironsmelt, until one fateful day a horde of goblins invaded. In the final 
moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation 
from its purchase and flung it at the approaching horde. To his surprise, 
Cloudkiss transformed into a lightning bolt and surged thru the throngs of 
goblins with deadly accuracy. As fast as he could throw the axe it would 
return, leaving smoldering corpses wherever it traveled. By any rights this 
should have been a tale of legend, but with any legend there has to be 
survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along 
with that unnamed dwarf.

STATISTICS:

Thrown:

Damage:  1d6  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Electrical
Special:
  Returning: Returns to user
  Lightning: Inflicts electrical damage to all objects in path of electrical
bolt

Melee:

Damage:  1d6  +3
Attack Bonus:  +3
Damage Type: Slashing
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXCK
Stormshifter

STATISTICS:

Thrown:

Damage:  2d6
Damage Type:  Electrical
Enchantment:  +5
Special:
  Returning: Returns to user
  Ball Lightning: Inflicts electrical damage to all objects within a 5' radius

Melee:

Damage:  1d6 +5
Attack Bonus: +5
Damage Type: Slashing
Weight: 4 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HSC
Screamer

The origin of this weapon is unknown, but it is believed to be the result of
some sort of joke.  Screamer appears to be a normal throwing axe.  However, 
once it is released from the hand it actually emits a high piercing "scream" as 
it travels towards its target. Upon a successful hit, the target will take
additional sonic damage.

Screamer is not a subtle weapon and should never be considered for any kind of
stealthy endeavors.  The one benefit of Screamer is that it confers immunity to
silence spells upon its wielder.

STATISTICS:

Damage: 1d6   +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type (melee):  Slashing
Damage Type (thrown):  Missile (piercing)
Special:
  Slashing:  50% chance of +1d6 Slashing damage
  Spellward: Immunity to silence spells
  Returning: Returns to wielder
Weight: 1 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXSC
Screaming Axe

STATISTICS:

Damage: 1d6 + 5
Attack Bonus: +5
Enchantment:  +5
Damage Type (melee):  Slashing
Damage Type (thrown):  Missile (piercing)
Special:
  Slashing: +3d6 Slashing damage
  Spellward: Immunity to silence spells
  Returning: Returns to weilder
Weight: 1 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX1HSP
00HFAXSP
Spiritcaller

Death's Ally was originally crafted as a gift for a dwarven general.  The
weapon was given the ability to heal wounds and raise fallen soldiers on the
field of battle.  Unfortunately the axe fell into the hands of the drow after
an unsuccessful skirmish near the underdark.

It is unknown what was done to warp the magic of the axe, but it is not the
weapon it once was.  The axe can now be used to cause wounds three times per
day, and summon spirits of the dead once per day.

STATISTICS:

Damage: 1d8   +2
Attack Bonus:  +2
Enchantment:  +2
DamageType: Slashing
Special:
  Spell Power: Can cast the spell Inflict Critical Wounds 3/day
  Spell Power: Can cast the spell Shadow Conjuration 1/day.
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00AX1HTA
Training Axe

Axes of this kind were often mass-produced for the sole purpose of training
soldiers. They were often times so shoddily made that after a year of use they
would have to be melted down and reforged. Tired of paying exorbitant prices to
reforge these weapons every year, Count Va' Suyen decided to hire a wizard to
cast minor enchantments on all his training weapons to make them more durable
and suitable for training. This particular axe carries two such enchantments.
The first hardens the axe so that any normal combat would not damage it. The
second enchantment dulls the edge of the axe so that his men would not be hurt
while training.

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00AX2H01
Greataxe

This mighty weapon consists of a haft several feet long, topped with a heavy
blade.  The axe may be double-bitted, with blades on both sides of the haft, or
it may only have a single blade.  It is an unwieldy weapon, but a skilled
warrior can strike blows of tremendous strength with it.

STATISTICS:

Damage:  1d12
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed



00AX2H85
Holy Greataxe of Justice +5

This mighty weapon consists of a four to five foot haft with a very heavy 
blade. The axe may be double-bitted, with blades on both sides of the haft, or 
it may only have a single blade.  It is an unwieldy weapon, but a skilled 
warrior can strike blows of tremendous strength with it. Dwarven runes have 
been etched into the giant blade to further enhance the axe.

STATISTICS:

Damage:  1d12 +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Spell Process: Target is under the effects of the spell Blindness (Fortitude
   save negates)
  Holy: +2d6 damage against evil creatures
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H86
Greataxe of Ice +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Frost Burst:  +2d6 cold damage and 10% chance of +2d10 extra cold damage
  Resistance: 5/- Cold Resistance
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H87
Greataxe of Blurred Visions +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Spell Process: While equipped, user is under the effects of the spell Blur
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H88
Greataxe +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H89
Greataxe +4

STATISTICS:

Damage:  1d12 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H90
Greataxe +3

STATISTICS:

Damage:  1d12 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H91
Greataxe +2

STATISTICS:

Damage:  1d12 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight:  10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H92
Greataxe +1

STATISTICS:

Damage:  1d12 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H93
Greataxe of Digestion +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Corrosive Burst:  +2d6 acid damage and 10% chance of +2d10 extra acid damage
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H94
Massive Greataxe of Flame +5

STATISTICS:

Damage:  2d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
   Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
Weight:  30 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed
Minimum Strength of 18 Required


00AX2H95
Greataxe of Might +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
 Strength: +1
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H96
Greataxe of Cleaving +5

STATISTICS:

Damage:  1d12 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Slashing: +2d6 slashing damage
Weight:  10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2H97
Masterwork Greataxe

STATISTICS:

Damage:  1d12
Attack Bonus: +1
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed



00AX2H98
Greataxe of Elemental Bursts

STATISTICS:

Damage:  1d12
Damage Type:  Slashing
Special:
  Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
  Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
  Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
   electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed
Minimum Strength of 18 required


00AX2H99
Greataxe of Vampiric Flame

STATISTICS:

Damage:  1d12
Damage Type:  Slashing
Enchantment:  +5
Special:
  Flaming Burst:  +2d6 fire damage and 10% chance of +1d10 extra fire damage
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
   (Fortitude save for none)
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight:  20 lb
Required Feat:  Martial Weapon, Axe
Type:  Two-handed
Minimum Strength of 18 Required


00AX2HBB
Backblighter

Backblighter is a weapon of incredible manufacturing techniques.  The double
bearded blade is crafted of the finest steel with a mithril edge.  The shaft is
hollowed oak with a reinforced steel center.  Along the shaft are a series of
glowing dwarven runes cast in gold.  The weapon is light, fast, and deadly.

The weapon was also crafted with two special enchantments.  On a successful 
hit, there is a chance that Backblighter will cast a fear and a slow spell upon 
the target, causing them to turn their back and slowly flee.  This allows
devastating attacks from an opponent's rear, thus the weapons name.

Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep.

STATISTICS:

Damage: 1d10 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Slashing
Special:
  Spell Process: 50% chance target succumbs to Fear (Will save)
  Spell Process: 50% chance target is Slowed (Will save)
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2HBD
Big Death

The gargantuan throwing axe known as Big Death is an orcish weapon through and
through.  Carried to the final battle of the Hand of Seldarine by the hulking
orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an
ogre mercenary's two-handed battle-axe.  After a particular vicious raid on a
dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead
dwarven marshal.  It seems that an ogre mercenary had impaled himself upon the
marshal's spear in a careless charge, but his last act had been to nearly 
cleave his killer's head in twain and, in trying to wrench the axe free for a 
second blow, shattering the haft before expiring in a bloody heap.

Prying the huge, black cold-iron blade from the base of the dwarf's skull,
Grubrun returned to his fortress at Nab-Nurog and had his shaman set to
enchanting it.  Not having considered fixing the shaft and finding it too heavy
and awkward to use in melee, Grubrun deigned to use the weapon as a throwing 
axe and demanded that it be ensorcelled to return to his hands after being 
hurled. The warlord found great delight in heaving the enormous weapon about, 
roaring with glee as Big Death came careening back to him, gleaming and 
gore-spattered, after lopping some poor enemy in two at the waist.

Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he
threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the
flying weapon, darted forward, and ran her own blade through the empty-handed
orc's belly.  Kaylessa was said to have then coolly ducked as Grubrun's own axe
came whirling back at him and cleanly severed his head, rotten yellow tusks and
all.

Big Death is an especially large axe - almost ridiculously so - and is only
identifiable as a throwing weapon because its short haft and the manner in 
which it's weighted.  In fact, the axe is so massive that it cannot be thrown 
with a single hand, requiring the wielder to grip it with both hands and hurl 
it sidelong with the strength of their entire body.

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Doom-Edged: 1d6 additional slashing damage
  Returning: returns to wielder's hand after being thrown
Weight: 10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00HFAXBD
Big Black Flying-Death

STATISTICS:

Damage:  1d10 + 3
Attack Bonus : +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Damage Type: Melee (slashing)
Special:
  Doom-Edged: 1d10 additional slashing damage
  Returning: returns to wielder's hand after being thrown
Weight: 10 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00AX2HWT
Widow-Through

Black Donald was a grim man with a twisted sense of humor.  Though not quite
malicious, he had little regard for human life.  When his adventuring band,
Winnowing Drake Company, asked him to fell an opponent, he did so without
question.  In addition to his wiry brawn and even temper, Donald was known for
his fastidious care of his weapons and armor.  He kept his great axe keen and
shining at all times.  When he waded into battle, crimson blood flew out in all
directions from the gleaming blade.  Donald's halfling friend, Tim Rootfield,
commented that the axe was so sharp that it would make widows out of half the
wives in Faerun.  Black Donald smiled at the halfling and said that his blade
was sharp enough to cut through the husband and back to village to get the wife
on the follow-through.

STATISTICS:

Damage:  1d12 + 1
Attack Bonus:  +1
Enchantment:  +1
Special:
  Keen: Increases chance of scoring a critical hit
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00HFAXWT
Grim Widow-Through

STATISTICS:

Damage: 1d12 + 3
Attack Bonus:  +3
Enchantment:  +3
  Keen: Increases chance of scoring a critical hit
  Chaotic: +2d6 damage against lawful creatures
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


00CWAXEB
Masterwork Battleaxe

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



00CWAXEC
Battleaxe +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXAS
Soul Stealer

The origins of this axe have long been forgotten because every previous owner
eventually went insane. This axe has the ability to peer into the very recesses
of ones mind as well as that of his enemies. Not only must the user defeat an
enemy with brawn, but he must also match wits with the enemy at the same time.
Whoever wins this test of wills is rewarded with the life energy of the other.
Lose enough times and insanity will soon follow.

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
 Cursed: This item requires a Remove Curse spell to be unequipped
 Willpower: +3 bonus
 Speed: +1 additional attack per combat round
 Vampiric: +1d4 hit points drained from target and temporarily added to wielder
  (Fortitude save for none)
 Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP,
hit points hidden for the duration of the insanity
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXBA
Scales of Balance

Most weapons are a balance of power and accuracy. The more powerful the weapon,
the less accurate and harder it is to wield and vice versa. This weapon allows
the user to customize this balance with a mere thought.

STATISTICS:

Enchantment:  +5
Special: Balance
 Damage:  1d8 + 5
 Attack Bonus:  +5
 Dispelling: 25% chance Dispel Magic on target (Will save)

Special: Power
 Damage:  1d8 + 10
  Wounding: Inflicts 2 additional points of damage per round for 10 rounds
(Fortitude negates)

Special: Accuracy
 Damage:  1d8
 Attack Bonus: +10
 Keen: Increases chance of a critical hit

Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


00HFAXBB
Cowards Flight

Cowards Flight is a weapon of incredible manufacturing techniques.  The double
bearded blade is crafted of the finest steel with a mithril edge.  The shaft is
hollowed oak with a reinforced steel center.  Along the shaft are a series of
glowing dwarven runes cast in gold.  The weapon is light, fast, and deadly.

The weapon was also crafted with two special enchantments.  On a successful 
hit, there is a chance that Cowards Flight will cast a fear and a slow spell 
upon the target, causing them to turn their back and slowly flee.  This allows
devastating attacks from an opponent's rear, thus the weapons name.

Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep.

STATISTICS:

Damage: 1d10 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type: Slashing
Special:
  Spell Process: 50% chance target succumbs to Fear
  Spell Process: 50% chance target is Slowed
  Keen: Increases chance of scoring a critical hit
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


11AX1HHO
Haft Over Head

There is little doubt that Dullcobble Tweed was the worst carpenter in the
history of the profession, and an even worse weaponsmith, but his continual
boasts of his great skill and insight eventually caused his fellows to challenge
him to make a throwing axe worthy of his boastful claims.  Dullcobble, realizing
he had to back his proud words, agreed heartily... but inside, he was struck
with fear that he would fail the test.

Dullcobble made several attempts to fashion a chopping axe, most of them ending
up as cordwood next to his fireplace.  In the day before his challenge was to be
called due, his only surviving weapon was a lop-sided axe whose haft was widely
overbalanced. Realizing that displaying such a weapon would make him the
laughing stock of the community, Dullcobble hired a wild mage to take his
misshapen axe and turn it into a serviceable weapon.  The mage shrugged, took
his payment, and promised the axe to Dullcobble on the dawn of the next day.
When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep,
unchanged, and he had no choice but to take the axe to his challengers... and
take his chances.

When Dullcobble brought it into the town's meeting hall, the axe's appearance
was greeted with derision and laughter.  Dullcobble, his face burning, became so
angry he threw it at his tormenters - and watched as the haft traveled over the
blade's head to smash into a pillar and shatter it, causing the roof to
collapse.  Dullcobble, slack-jawed with surprise, was knocked unconscious by a
falling timber, but the other challengers made it outside without injury.

Dullcobble's blow to the head was a serious one, and it turned him into the
village idiot - not much of a change from his previous lifestyle.  The axe
itself was tossed upon a merchant cart headed north, and it was never seen
again.  Whatever the enchantments the wild mage scrawled on the axe did, it
causes the haft to be the first to strike an opponent, doing crushing damage
instead of slashing damage.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Melee (bludgeoning)
Damage Type:  Missile (bludgeoning)
Special:
  Returning: Returns to wielder
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


11HFAXHO
Dullcobble's Axe

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Melee (bludgeoning)
Damage Type:  Missile (bludgeoning)
Special:
  Returning: Returns to wielder
Weight: 3 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



11AX1HKS
Kegsplitter

This worn-looking axe heralds from Shaengarne Ford, a small logging village to
the southwest of Targos that borders the Shaengarne River.  Although a 
fearsome-looking weapon, the axe looks like it was intended more for splitting 
kegs and chopping wood than for use in actual combat, and it looks like it has 
seen a healthy amount of use felling trees.

Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for
foodstuffs and supplies to last Shaengarne Ford through the season.  While the
axe's great size and weight make it slower than a conventional hand-axe, minor
wounding and ever-sharp enchantments have been carved into the haft of the axe,
allowing it to split kegs and goblins with ease.

STATISTICS:

Damage:  1d8 + 1
Damage Type:  Slashing
Special:
  +2 Damage vs. Constructs
  Slays Kegs
Weight: 9 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


11HFAXKS
Kegsplitter of Shaengarne Ford

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Strength: +1
  Slays Constructs
  Slays Kegs
Weight: 9 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


11AX2HEW
The Executioner's Wife

In the filthy port town of Luskan, executions are a daily occurrence and a
welcome relief from the monotony of town life.  This greataxe was the only
possession of the town executioner, who was reported to never let the blade
leave his side, giving it the name of the "Executioner's Wife."  As the years
passed, however, the town executioner eventually found a willing mistress in 
one of the town's brothels who seemed untroubled by his profession, and he paid 
her numerous visits over the following months.  When the town authorities came 
to arrest the harlot (who was actually an accomplished thief) for thefts within 
the city walls, they found the city executioner in her bed and the woman 
nowhere to be found.  The executioner was implicated in her escape, and his own 
axe was used to behead him in the town square.  The execution had a record 
turnout, and many agreed that the "executioner's wife" had had her final say on 
his adultery.

Damage:  1d12 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed


11HFAXEW
Tale of the Executioner's Wife

Damage:  1d12 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  20 lb.
Required Feat:  Martial Weapon, Axe
Type:  Two-handed



41AX1HAI
Aurilian Ice Axe

This appears to be a normal handaxe but is made completely from ice.  It bears
the snowflake-in-lozenge symbol of Auril.

STATISTICS:

Damage:  1d8
Damage Type:  cold
Weight: 5 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


51AX1HDF
Duergar-Forged Axe

Duergar master artisans forged this axe of dull gray steel.  Its balance is so
perfect and its exceptionally sharp blade so well-wrought that magic was surely
used in its making.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Special:
  Keen: Increases chance of scoring a critical hit
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


51HFAXDF
Duergar-Forged Doom Axe

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Special:
  Keen: Increases chance of scoring a critical hit
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


ZZH6AX
The Giant Cleaver

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures
   that require magical weapons to hit
  Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


ZZI6HFSC
Mighty Scalecleaver

This thin-bladed battleaxe holds a notched but wicked edge.  Thousands of years
old, the weapon was crafted for use in battles against the throngs of yuan-ti
that sought to dominate the world.  The styling of the blade is quite different
from the axes found in dwarven halls and barbarian hands throughout the north.
Throughout its long history, the weapon has killed hundreds of yuan-ti while in
the possession of many brave warriors.  When the yuan-ti finally had a chance 
to take the blade from their human adversaries, they seized the opportunity.

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Special:
  Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti
Damage type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed


ZZI6SC
Scalecleaver

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Special:
  Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti
Damage Type:  Slashing
Weight: 7 lb.
Required Feat:  Martial Weapon, Axe
Type:  One-handed



===============================================================================
Bags
===============================================================================



There are a lot of different codes for bags.  For instance, both 00GBAG05 and
00GBGA05 will produce the same bag.  (That is, if you use both codes, they'll
open into the same bag)  However, both gem bags and potion bags still have 20
different codes that produce entirely different bags.  Why they allow the "BAG"
and "BGA" codes at the same time (when they're the same exact thing) is beyond
me.


00HBAG01 or 00HBGA01
00HBGB01
Bag of Holding

00GBAG01 or 00GBGA01
00GBAG02
00GBAG03
00GBAG04
00GBAG05
00GBAG06
00GBAG07
00GBAG08
00GBAG09
00GBAG10
00GBGB01
00GBGB02
00GBGB03
00GBGB04
00GBGB05
00GBGB06
00GBGB07
00GBGB08
00GBGB09
00GBGB10
Gem Bag

00HBAG02 or 00HBGA02
00HBGB02
Mercenary's Sack

00PBAG01 or 00PBGA01
00PBAG02
00PBAG03
00PBAG04
00PBAG05
00PBAG06
00PBAG07
00PBAG08
00PBAG09
00PBAG10
00PBGB01
00PBGB02
00PBGB03
00PBGB04
00PBGB05
00PBGB06
00PBGB07
00PBGB08
00PBGB09
00PBGB10
Potion Bag



===============================================================================
Belts
===============================================================================


00BELT01
Girdle

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



00BELT02
Golden Girdle

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

STATISTICS:

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


00BELT03
Girdle of Bluntness

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

STATISTICS:

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


00BELT04
Girdle of Piercing

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

STATISTICS:

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


00BELT05
Girdle of Beatification

Priests of Helm in Berdusk consecrated this belt and gave it to the warrior 
Thom Wainwright, who had performed a number of great services for the church,
including the destruction of the Unseeing Eye and the cult that followed him,
the Blinded Acolytes.  Thom wore the girdle proudly until he fell into severe
debt in his later years.  To his undying regret, he auctioned it off to a well-
known priest of Mask.

STATISTICS:

Wearer is under the effects of a Bless spell while equipped
Weight: 2 lb.


00BELTAD
Arcs of Disredain

Disredain was an eccentric wizard who became enthralled with the manipulation 
of electricity.  In addition to the wands he created, Disredain made a number 
of experimental magic items during a fifteen-year period of frenzied research.
This belt was one of the items he did not think highly of.  Consisting of 
large, crescent-shaped slices of mottled copper sitting back to back, the belt 
is quite thick and unique in appearance.  A cleric of Talos named Ylkath wore 
the Arcs for three decades before he died of old age.  His companion, the 
Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three 
years before she was shot dead by pirates that survived one of her nautical 
attacks. The pirates sold the belt to a fence.  Its history past that point is 
unknown.

STATISTICS:

Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day
Resistance: 1/- Electrical Resistance
Weight: 3 lb.


00HFBTAD
Insulated Arcs of Disredain

STATISTICS:

Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day
Spell Power: Can cast the spell  Lightning Bolt 1/Day
Resistance: 2/- Electrical Resistance
Weight: 3 lb.


00BELTBG
Black Goat Girdle

Made by halflings, the Black Goat Girdle is sacred to all of their religious
sects.  Legends say that the Black Goat appeared to a nameless halfling village
that had been sacked by goblins during a terrible winter.  The tribe of 
warriors slew most of the halfling men, burned the fields, and took all of the 
town's livestock.  Broken but not hopeless, the villagers congregated for 
prayer in the burned chapel at the center of town.  Out of the smoke drifting 
over the edge of town, a black goat appeared with six kids, five black, one
white.  Over the course of six days, the kids grew, gave birth to more kids, 
and each previous generation died in the night.  The milk, meat, and hide 
provided by the goats helped the halflings survive through their harsh winter.  
After the six days of miracles had passed, the town tanner made a belt from the 
hide of the mother goat that had appeared out of the smoke.  Halfling tales 
often contain stories of halfling heroes wearing the Black Goat Girdle on their 
adventures, though no one has yet determined exactly where the legend truly 
originated.

STATISTICS:

Regeneration: Wearer heals 1 hit point every 3 rounds
Weight: 3 lb.


00HFBTBG
Blessed Black Goat Girdle

STATISTICS:

Regeneration: Wearer heals 1 hit point every 3 rounds
Saving Throw: +2 bonus
Weight: 3 lb.


00BELTDB
Dragon's Belt

A barbarian tribesman by the name of Edhan asked his shaman to enchant this 
belt for him.  Edhan risked his life hunting for young white dragons in the 
tundra north of Icewind Dale.  Though the risk was extreme, the foolhardy 
barbarian was wealthy beyond what most tribesmen can dream of.  As he aged, 
Edhan lost his edge.  The belt helped protect him in his later years.  
Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair 
of young whites. Barbarians from the Tribe of the Great Wyrm eventually 
recovered the warrior's body, but chose not to inter his body.  They traded his 
belt away with the rest of his equipment.

The front of the belt features a broad white dragon's chest scale.  Leather
lined with polar bear fur makes up the rest of the belt.

STATISTICS:

Saving Throw Bonus: +3 to Reflex saves
Weight: 3 lb.


00HFBTDB
Warded Dragon's Belt

STATISTICS:

Saving Throw Bonus: +3 to Reflex saves
Resistance: 6/- Cold Reistance
Weight: 3 lb.


00BELTLG
Little Giant

This belt of woven hair is a curious belt, and it is woven from a mix of red
dwarven hair and verbeeg giant hair.  It was originally worn as a substitute by
the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a
hundred giants after several raids by greedy verbeeg wiped out much of his
caravan trade from Upper Dorn's Deep.  Soon after his proclamation, the Little
Giant went in search of verbeeg camps, fighting them one after the other, until
he came across the Temple of the Forgotten God in the mountains bordering
Kuldahar.  It was said that he was brought into the Temple, and rather than 
risk more bloodshed, the priests agreed to reign in the verbeeg patrols from 
around Dorn's Deep and made reparations for the stolen goods.  Somewhat 
mollified, Burninghair left his woven belt in the hands of the Temple and swore 
peace with the verbeeg provided they kept their end of the bargain.  When the 
Temple was ransacked many years later, the strange belt was carried off by the 
attackers and lost in the North.

The Little Giant belt grants the wearer tremendous strength, most likely as a
side effect of the giant hair woven into the belt and the great anger that ran
deep in Burninghair's heart.  It is said that Burninghair's original belt that
predated the Little Giant was much more powerful, but he lost it while pursuing
a fleeing verbeeg across a river - apparently, the verbeeg was attempting to
carry off one of the Burninghair's ponies.  Furious over the loss of his
original belt, Burninghair simply added its loss to the list of crimes the
verbeeg would pay for.

STATISTICS:

Special:
 Strength: +4
Weight: 2 lb.



00BELTSS
Sash of Shadows

When this sash is tied about the waist, it seems to blend into the folds of
one's clothing so as to be almost invisible.  These sashes were initially worn
by stalkers in the service of Kresselack the Black Wolf on the day he sent them
out to search for a location for his final resting place... the sashes were
woven to prevent his enemies (and mages in the service of his enemies) from
learning of the movements of his stalkers.  Once the stalkers had found a tomb
worthy of Kresselack, he gave them deaths worthy of their station and took 
their sashes from them to line the walls of his tomb in the Vale of Shadows.

These sashes were carried from his tomb by fortune seekers many years past, and
they have since found their way to remote corners of the North.

STATISTICS:

Special:
 Constant Effect:  Non-detection while equipped.
Weight: 1 lb.


00HFBTSS
Sash of Hidden Shadows

STATISTICS:

Special:
 Hide skill:  +3
 Constant Effect:  Non-detection while equipped.
 Constant Effect:  Freedom of Movement while equipped.
Weight: 1 lb.



00HFBTLG
Dwarven Ogre

A masterwork any tailor would be proud of, the Dwarven Ogre is a thick leather
belt with a fringe of red dwarven hair and hill giant hair woven together to
grant the wearer great strength.  Fashioned by the dwarven giant slayer, the
Little Giant Hohn Burninghair, the buckle of this belt is actually the 
petrified eye of a firbolg shaman that Hohn fought during his travels.  In 
incorporating the eye into the belt, however, some of the essence of the shaman 
was transferred along with it, including the northern flu it had when 
Burninghair laid it low.  As a result, any creatures attempting to focus on the 
wearer will find tears springing to their eyes, clouding their vision, and find 
their heads begin to become stuffy and cold.  For some reason, this enchantment 
seems to interfere with the perceptions of dead creatures and constructs as 
well, but the reason for this is unknown.

Hohn lost this belt when he was attempting to wade across a stream in pursuit 
of a fleeing verbeeg giant who had made off with one of his ponies.  The belt 
was washed downstream and eventually ended up in the hands of a simple trapper, 
who traded the ugly thing to a wandering tinker.

This belt grants the wearer tremendous strength and also blurs the vision of
anyone looking at the wearer.  Due to the tears it causes in the eyes of anyone
looking at it, any warrior wearing one of these items is often told to take it
off by their companions.  When the belt wearer threatens to rip a tree out of
the ground and club the requester for asking, however, the matter is usually
dropped.

STATISTICS:

Special:
 Strength: +6 bonus
 Constant Effect:  Under the effects of the spell Blur while equipped.
Weight: 2 lb.



11BELTMK
Mercykiller's Belt

This belt is broad and thick, crafted from some otherworldly creature's hide 
and bound with strips of burnished copper.  Gleaming eerily from the center of 
the belt is a circular piece of polished green and cream malachite.  The emblem
shows, in bas-relief, a fanged, winged serpent with its open mouth facing
outward.  Small, thick copper loops run between the thick hide and the stone
emblem to hold it in place.  Two thick steel buckles hold the belt together at
the back of the wearer.

Investigation reveals that this belt was made four hundred years ago for Factor
Dom, a warden for the outer-planar Mercykillers faction.  Known throughout the
planes for their vicious definition and application of justice, the 
Mercykillers are strongest in planar cities like Sigil, the City of Doors.

Dom was a warden of the Prison, Sigil's dumping ground for criminals.  He 
became legendary within the organization after his involvement in the Great 
Break. Members of the rebellious Free League engineered the only mass escape 
from the Prison in its history.  Over one hundred prisoners managed to get out 
of the Prison and escape the Lady's Ward, though hundreds more were turned back 
to their cells or died in their escape.  Dom was stripped of his Factor rank in 
the Mercykillers for failing to stop the revolt.  In addition, he spent five 
years in the Prison himself.  When he was set free, he set out on a thirty-year 
quest to bring every escaped criminal to justice.  By the time Dom had 
captured, killed, or verified as dead eighty of the one hundred criminals, the 
remaining twenty banded together to evade him.

When Dom reached the age of sixty-seven, he had this belt made for him to
augment his failing strength.  Three years later, he finally captured the last
of the prisoners and brought them, kicking and screaming, all the way back to
the cell from which they had escaped thirty years earlier.  Dom reported to the
current warden, filled out the appropriate paperwork, and fell dead from
exhaustion within the hour.

STATISTICS:

Strength: +2
Weight: 3 lb.


11BELTSB
Sash of the Black Raven

The Sash of the Black Raven is rumored to be a symbol of one of the disciples 
of the Black Raven monastery, a sanctuary located deep within the heart of the
Spine of the World Mountains.  According to legend, the Black Raven is a near
mythical figure in Uthgardt legends, a punishing spirit from the underworld who
emerged on the surface world many years ago to teach the barbarians humility 
and break their arrogance.  Described as a dark-skinned man with burning eyes 
and bloodied chains hanging from his wrists, the stories that circle the Black 
Raven frequently tell of his epic struggles against slavers and injustice 
throughout the North and the southern kingdoms.  Some historians speculate that 
the Black Raven may have been a drow or half-drow, but others claim that he was 
a minor or quasi-deity dedicated to ending slavery and oppression.

This black sash is made of fine silk, perhaps spider silk, and it is worn 
looped around the waist.  While worn, it helps the wearer focus in combat, 
freeing his mind of all distractions and channeling his inner energies to 
defeat his foes. When worn by any class other than a monk, it immediately 
unknots itself and falls to the ground.


STATISTICS:

Special:
  +1 Attack Bonus to all attacks
  Immunity to Confusion and Feeblemind
Weight: 0 lb.


11HFBTSB
Binding Sash of the Black Raven

STATISTICS:

Special:
  +2 Attack Bonus to all attacks
  Spellward:  Immunity to the spells Confusion, Feeblemind, Sleep, 
   Charm Person, and Cloak of Fear
Weight: 0



===============================================================================
Blunt Weapons (Maces, Morningstars, Hammers)
===============================================================================


00CWBLUC
Flail +1

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

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed



00CWBLUE
Masterwork Mace

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

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00CWBLUF
Mace +1

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

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CWBLUG
Morningstar

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


00CWBLUH
Masterwork Morningstar

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00CWBLUI
Morningstar +1

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

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00CWDRI3
Mace +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CWHAMB
Masterwork Warhammer

Mounted knights cannot effectively use long pole weapons while on horseback, 
and as a result, many weapons have been fitted with shorter shafts so they may 
be wielded with just one hand.  Maces and flails are two previous examples of 
this - the warhammer is another.  The horseman's warhammer is the descendent of 
the Lucerne hammer.  It is made entirely of steel, with rondels protecting and
strengthening the grip.  Rondels are small disks of metal, often shaped into
decorative designs.  The shaft is about 18 inches long.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00CWHAMC
Warhammer +1

Like others of its type, this warhammer is made entirely of steel, with a bone-
crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a
small number of magical properties, however, thus making it more effective in
combat.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00CWHAME
Flaming Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: 50% chance of +1d6 fire damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM01
Warhammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM02
Masterwork Warhammer

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM03
Warhammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM04
Warhammer +2

This hammer is a by product of a gnomish inventors practical joke. Apparently,
an industrious little gnome was able to create a special alloy that was capable
of retaining a sizeable electric charge. He cleverly wove metal strands of this
alloy into his leather work gloves and greeted guests with hilariously shocking
results. That is until he shook the hands of a passing dwarven weaponsmith.
Rumors say, the shock was so intense that the poor fellows beard caught fire. 
In exchange for his life, the gnomish inventor relinquished the secret to his
special alloy to the dwarven weaponsmith, who now makes a comfortable living
fashioning various weapons using the alloy.

STATISTICS:

Damage:  1d8 + 2  (+1d4 electrical)
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM05
Warhammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM85
Warhammer +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM86
Warhammer +4

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM87
Warhammer +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM88
Hammer of Bludgeoning +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
   (Fortitude negates)
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM89
Stunning Frost Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Crushing
Special:
  Frost: 50% chance +1d6 cold damage
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
   to resist)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM90
Hammer of Dispelling +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM91
Corrosive Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Corrosion: 50% chance +1d6 acid damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM92
Biting Hammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Piercing: 50% chance +1d6 piercing damage
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM93
Lawful Hammer

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Lawful: 33% chance of +2d6 damage against chaotic creatures
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM94
Holy Hammer of Corrosive Burst +5

STATISTICS:

Damage:  1d8 +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Holy: +2d6 damage against evil creatures
  Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM95
Hammer of Dispelling +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Dispelling: Target must make a Will save or come under the effects of Dispel
Magic
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM96
Warhammer of Might +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast spell Draw Upon Holy Might 2/day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM97
Resistant Hammer of Liquidity

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage
  Resistance: 2/- Magic Resistance
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM98
Flaming Hammer +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: 50% chance of +1d6 fire damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMM99
Warhammer of Sparks

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Shock: 50% chance of +1d6 electrical damage
Weight: 8 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMMPH
Protean Hammer

This hammer was created by an ingenious gnomish inventor and wizard named Airon
Broune. Actually no one really knows if Airon is a gnome or not because no one
has actually seen him. Apparently overnight he had taken over an abandoned shop
at the edge of small town. One day the shop was vacant and then the next it was
boarded up tight with signs in every language telling passersby to go away.
Infuriated, the previous owner demanded he leave, but quickly relinquished his
claim to the shop when a large sack of gold appeared at his feet. The very next
day, mysterious notes began to appear all over town. They all contained the 
same message and read as follows:

**************************************

Bring potatoes. Will pay in gold.

-Airon Broun

**************************************

Intrigued, a few townspeople decided to take him up on his offer and delivered
sacks of potatoes to the shop. They would shove the potatoes into a delivery
chute located in the back of the shop and then soon after a small sack of gold
would appear, usually five times the going rate of the potatoes. The better the
quality of the potatoes the more gold would appear. News soon spread of this
wonderful offer and it was not long until every potato in town was sold to the
curious gnome. No matter how many potatoes one delivered, there always appeared
a sack of gold for payment.

Needless to say, every farm for miles around started growing potatoes. Each
farmer would try to outdo the other by producing the biggest and tastiest
potatoes. This continued on for years until finally, the quality of potatoes 
was so good that instead of gold appearing, magic items of all sorts would 
appear. Not realizing the magical nature of the items given, the farmers sold 
them to passing merchants in disgust and stopped farming potatoes altogether. 
This hammer is one such item. By inserting special enchanted plates into the 
head of the hammer, the user is able to modify the abilities of the hammer. 
This particular hammer comes with plates that will do extra acid, cold, or fire
damage.

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special 1:
  Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage
Special 2:
  Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
Special 3:
  Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HFHMPH
Masher

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special 1:
  Impact: Critical hit on rolls two lower than normal
  Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage
Special 2:
  Impact: Increases chance of scoring a critical hit
  Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage
Special 3:
  Impact: Critical hit on rolls two lower than normal
  Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMMSC
Stormcaller

This head of this heavy hammer is made from adamantine steel.  The haft is
carved from solid oak and wrapped in thick cured leather.  A mithril spike is
attached to the haft where it protrudes from the head.  When drawn, the weapon
glows with a soft blue luminance.

Stormcaller can call upon the elemental power of lightning.  Two times per day
the user can cast a shocking grasp spell, and once per day call lightning down
from the sky.  Stormcaller is another weapon crafted by the dwarven smith
Braegar of Dorn's Deep.

STATISTICS:

Damage: 1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Bludgeoning
Special:
  Spell Power: Can cast the spell Shocking grasp twice per day
  Spell Power: Can cast the spell  Lightning Bolt once per day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HFHRSC
Hammer of Lightning

STATISTICS:

Damage: 1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast the spell Gedlee's Electric Loop twice per day
  Spell Power: Can cast the spell Chain Lightning once per day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT01
Throwing Hammer

Your typical throwing hammer consists of a thick, short handle fitted with a
heavy metal head. When thrown these weapons can strike with tremendous force.
Often times, enemies who try to block a thrown hammer with a shield will have
their arms broken from the impact.

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed



00HAMT02
Masterwork Throwing Hammer

STATISTICS:

Damage:  1d4
Attack Bonus: +1
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed



00HAMT03
Throwing Hammer +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT04
Throwing Hammer +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT05
Throwing Hammer +3

STATISTICS:

Damage:  1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT06
Throwing Hammer +4

STATISTICS:

Damage:  1d4 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT07
Throwing Hammer +5

STATISTICS:

Damage:  1d4 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT08
Returning Throwing Hammer

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Special:
 Returning: Returns to user
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT09
Returning Throwing Hammer +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Special:
 Returning: Returns to user
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00HAMT10
Throwing Hammer of Thunder +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Damage Type: Melee (bludgeoning)
Special:
 Returning: Returns to user
 Shock: +1d6 electric damage
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


00MACEAR
Azure Rod

An azure rod is not a unique item, but certainly a rare one.  Each is fashioned
from a durable silvery-white alloy and capped with a large, softly glowing
sphere of lapis lazuli.  Intricate designs wind their way around the azure
rod's shaft and head, but none serve to indicate who or what might have had a
hand in their creation.

An azure rod slowly draws in and collects the power of Goodness itself, using
the energy to both harm evil creatures and invigorate the rod's bearer.  Oddly
enough, though, the rod functions perfectly well in any hand, whether that of
the holiest of priests or darkest of scoundrels.

STATISTICS:

Damage:  1d4  +2
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Sacred: +1d6 damage to evil creatures
  Invigoration: +5 Max Hit Points when equipped
Weight: 5 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00HFMEAR
Glowing Azure Rod

STATISTICS:

Damage:  1d4  +4
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Sacred: +2d6 damage to evil creatures
  Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is
   struck
Weight: 5 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACECF
Clenched Fist

This rusty iron scepter has been shaped to resemble a hand curled into a fist,
and it has a slight miserly look about it.  It looks to be some ancient symbol
of office, but from what court or temple, you cannot tell - it may have been
hundreds of years ago in some forgotten province.  The scepter can easily be
wielded as a mace, and an effective one as well.

For some reason, when the wielder holds the mace in their left hand and puts
their right hand, palm upwards, beneath the head of the mace, the iron hand
uncurls and drops a gold piece into the owner's open palm.  This "gold blessing"
can be done only once per day.

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:  Create one gold piece 1/day.
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFMECF
Iron Hand of Ohanion

...

For some reason, when the wielder holds the mace in their left hand and puts
their right hand, palm upwards, beneath the head of the mace, the iron hand
uncurls and drops a gem into the owner's open palm.  This "blessing" can be 
done only once per day.

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +3
Damage Type:  Bludgeoning
Special:  Creates a gem 1/day.
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTRMG
Morning Glory

Morning Glory is a finely crafted weapon.  The head is constructed of mithril
with blunted steel spikes of a golden color.  The haft is fashioned from highly
polished oak with a reinforced steel center.  The pommel of the weapon is 
capped with a seal depicting the rising sun.

This was once the favored weapon of a priest of Lathander, the morning lord, 
the god of renewal and rebirth.  It is renowned for its healing abilities.  The
weapon can cure light wounds thrice per day or cure critical wounds once per
day.

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast Cure Light Wounds thrice per day
  Spell Power: Can cast Cure Critical Wounds once per day
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFMRMG
Lathander's Gift

Lathander's Gift is a finely crafted weapon.  The head is constructed of 
mithril with blunted steel spikes of a golden color.  The haft is fashioned 
from highly polished oak with a reinforced steel center.  The pommel of the 
weapon is capped with a seal depicting the rising sun.

This was once the favored weapon of a priest of Lathander, the morning lord, 
the god of renewal and rebirth.  It is renowned for its healing abilities.  The
weapon can cure moderate wounds thrice per day or heal once per day.

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast Cure Moderate Wounds thrice per day
  Spell Power: Can cast Heal once per day
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTRMS
Mountains of Selune

The head of this morningstar is made of some curious metal that seems to bend
and drink the light around it.  At night, it gives off a soft glow like the moon
Selune, and it seems to guide the wielder's hand in combat, like a lodestone
draws iron.  Its origins are a mystery, but its effectiveness in combat has been
proven on countless fields of battle.

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Spellward: Wielder immune to Blindness
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFMRMS
Mountains of Selune

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Spellward: Wielder immune to Blindness
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE01
Mace

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MACE02
Masterwork Mace

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MACE03
Mace +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE89
Mace of Bludgeoning +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE90
Mace of Opposing Elements

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Flame: 50% chance +1d6 fire damage
  Frost: 50% chance of +1d6 cold damage
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE91
Sure Strike Mace

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE92
Mace of Stunning Frost Burst

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Stunning: Fortitude save or target is stunned for 1/2 combat round
  Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE93
Mace of Evil Protection

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Spell Power: Casts Magic Circle Against Evil 2/day
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE94
Mace of Holy Smite

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Infrequent Spell: 33% chance target is affected by spell Holy Smite
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Holy: +2d6 damage to evil creatures
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE95
Flaming Burst Mace of Disruption

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
  Disruption: All undead and outsiders hit by weapon must make a Fortitude save
   or be destroyed
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE96
Mace +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE97
Mace +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE98
Mace +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MACE99
Mace +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR01
Morningstar

STATISTICS:

Damage: 1d8
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MSTR02
Masterwork Morningstar

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



00MSTR03
Morningstar +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR84
Lightning Star +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Shock: 50% chance +1d6 electric damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR85
Morningstar of Poisoned Thorns

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR86
Morningstar of Glory

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
  Impact: Increases chance of scoring a critical hit
  Crushing: +3d6 Bludgeoning damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR87
Morningstar +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR88
Morningstar +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR89
Morningstar +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR90
Morningstar +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR91
Stunning Star of Speed

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Speed: 2 additonal attack per combat round
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
  Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to
   resist)
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR92
Star of Quills +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple
   wounds are cumulative. (Fortitude negates)
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR93
Morningstar of the Eternal +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Vampiric: 25% chance of 2d4 hit points drained from target and added to
   wielder (Fortitude save for none)
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR94
Corrosive Star +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Corrosive: +1d6 acid damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR95
Morningstar of Thorns +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Piercing: +1d6 piercing damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR96
Flaming Star +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: +1d6 fire damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR97
Morningstar of Warding +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Deflection Bonus: +1
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR98
Static Star +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Shock: +1d6 Electrical damage
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00MSTR99
Holy Morningstar +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Holy: +2d6 damage to evil creatures
Weight: 8 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


11CLUBMK
Memories of Kuldahar

This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, 
a mighty oak far to the southeast of Targos.  The great oak is believed to be a
gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering
hundreds of feet into the sky and providing a great circle of warmth to all who
live beneath its sheltering limbs.  For many, the tree represents a peaceful
symbiosis between town and nature, and the tree is revered as a holy site by
druids throughout Faerun.

When the town of Kuldahar was laid siege by the great evil from the Spine of 
the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of
Kuldahar was buffeted by the great winds and howling storms blasting the 
region, causing its circle of warmth to recede and snapping off several limbs 
from the top of the tree.  These limbs were gathered up by the town's residents 
after the town of Kuldahar was saved, and they were kept in many houses as a 
symbol of the town's persistence in the face of adversity.  Some of these 
pieces of the great tree have found their way throughout the Ten-Towns, and the 
limbs still carry some of the warmth and enchantment of the great tree within 
them, making them powerful weapons.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Resistance: 2/- Cold Resistance
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


11HFCBMK
Branching Paths of Kuldahar

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Special:
  Resistance: 5/- Cold Resistance
  Resistance: 1/- Piercing Resistance
  Resistance: 2/- Bludgeoning Resistance
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


11HAMMCR
Craftsman's Hammer

This heavy-headed hammer looks like it was used for construction on the
Palisade, and it's possible that none of the workers were aware of its 
enchanted nature.  While this weapon is a little slower and heavier than a 
warhammer, its swing is true and does more damage when it hits.  A single tap 
from this hammer creates a clear, ringing note.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


11HFHRCR
Slow and Steady

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Special:
  Strength: +3
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


50CLUBBT
Belib's Everlasting Torch

Belib the Wary was arguably the best-equipped adventurer the realms had ever
known - or would have been, had he ever actually left his home on one.  Just 
one item from his astounding list of enchanted dungeoneering equipment is his
Everlasting Torch.  A magical lantern fashioned in the shape of an elaborate
wooden torch, the item burns with a bright orange flame that cannot be
extinguished - whether dunked in water, buried under several feet of rock, or
smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply
will not be put out.

When Belib finally finished the last of his items, he crammed them all into a
giant pack - enchanted to hold far more than Belib could normally carry 
himself, of course - and heaved it onto his shoulders, prepared for the 
adventure of a lifetime.  As Belib crossed the threshold of his dwelling he 
tripped... and the tiny gnome was instantly crushed beneath his enormous 
backpack.  The bag burst open, its contents scattering across the Waterdeep 
street where Belib had lived and rapidly vanishing into the hands of various 
good-for-nothing passersby.

Belib's corpse was eventually taken to a temple and raised by a kind-hearted
priestess, but by then the last of Belib's enchanted items... and most of the
contents of his home... were long gone.  Grateful but understandably upset,
Belib fashioned a number of unique magical items for the priestess before
returning to his family and homeland, forever vanishing from the surface world.

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Special:
  Flaming Burst:  +2d6 fire damage and 10% chance of +1d10 extra fire damage
Weight:  5 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


50HFCLBT
Belib's Amazing Everlasting Torch

STATISTICS:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Flame: 1d6 fire damage
  Ignition: 50% chance to cast Beltyn's Burning Blood on a struck target
Weight:  5 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


51HAMMDA
Hammer of Darkness

Duergar master artisans forged this hammer of dull gray steel.  Its head is
marked with a rune of terrible black power; even a single blow from the hammer
has a chance to swathe an enemy's eyes in darkness and blind them.

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
 Spell Process:  50% chance to Blind target (Fortitude save negates)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


51HFHRDA
Hammer of Utter Darkness

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Spell Process: 66% chance to Blind target (Fortitude save negates)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


51HAMMVA
Valorfoe

The Valorfoe is a frightful weapon, one forged to break an enemy's spirit as
well as their armor and bones.  It is ancient, its artisan's name long-lost 
even to the vast historical records of the gray dwarves.  Covered in runes of 
cruel power, the Valorfoe bears a single inscription in the tongue of ancient 
dwarves, now used only by the duergar:

"'Tis Not Death That Is Worthy of Dread, But The Fear of Death"

Every blow from the Valorfoe has the chance of striking terror into the 
target's heart, causing them to flee madly from the hammer's wielder.

STATISTICS:

Damage:  1d10 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Strike Terror: 33% chance target flees in fear (save vs Will)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


51HFHRVA
The Dire-Hammer Valorfoe

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Strike Terror: Target will flee in fear (save vs Will)
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed



63CLUBMP
Monkey Paw of Discipline

The neo-orog captain, Sprawg, is the current instructor of general battle
tactics for the new Legion of the Chimera recruits.  As such, he needed a tool
to keep his new recruits submissive and in line.  Thus, the Monkey Paw of
Discipline was created.

The Monkey Paw of Discipline looks exactly like the name describes.  It 
consists mainly of a large, petrified monkey's arm severed at the shoulder.  At
the shoulder joint, it looks like a one-handed grip was jammed into the bone 
and magically fused. At the opposite end, the paw is open and is the main 
dealer of pain.  Once someone is smacked with the paw, aside from the 
considerable damage, there is a chance that the recipient of the discipline 
will suffer from heightened fear and/or confusion.  Once these symptoms wear 
off, it is not likely that the recipient of the paw's discipline will ever be a 
problem in the future, especially while class is in session.

STATISTICS:

Damage:  1d6  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Speed:  One extra attack per round
  Spell Process: 15% chance of casting the spell Emotion: Fear on target per 
   hit
  Spell Process: 5% chance of casting the spell Confusion on target per hit.
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


63HFCBMP
Monkey Paw of Extreme Prejudice

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Speed:  Two extra attacks per round
  Spell Process: 15% chance of casting the spell Emotion: Fear on target per 
   hit
  Spell Process: 5% chance of casting the spell Confusion on target per hit
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


63HAMMBI
Brutal Impact

As one of the perks of being the Tyrannar (high cleric) of the Xvimian faith
within the Legion of the Chimera, Brutai Mar received the deadly warhammer,
Brutal Impact.

This hammer sports a finely etched shaft with images of Iyachtu Xvim fending 
off legions of paladins.  Its exquisitely crafted mithral hammer is much larger 
than most warhammers, yet seems no heavier.  Like many weapons made with the 
unholy enchantments of Iyachtu Xvim, the metal of the hammer seems to absorb 
light into its unending blackness.

On the few occasions that the Tyrannar Brutai Mar has used his weapon on his
foes, Brutai has felt increased strength and improved accuracy.  In addition,
some of the crushing blows were accompanied by bursts of Xvimian acid - the 
same acid that flows throw the waters within Severed Hand.

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Impact: Increases chance of scoring a critical hit
  Corrosive Burst:  33% chance +2d6 acid damage and 10% chance of +2d10 extra
   acid damage
  Strength: +2 bonus
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


63HFHRBI
Xvim's Brutal Impact

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Impact: Increases chance of scoring a critical hit
  Corrosive Burst:  33% chance +2d6 acid damage and 10% chance of +2d10 extra
   acid damage
  Strength: +5 bonus
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


ZZG6CT
Troll Killer

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end.
This simple weapon has been used since mankind first began using tools.  Anyone
can find a good stout piece of wood and swing it; hence the club's widespread
use.  With minute traces of acid along its striking end, coupled with its
unusually warm feel, one could surmise that this club would be especially
effective against all trolls.

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Enchantment:  +1
Special:
  Bane: +2 Attack Bonus vs Trolls and +2d6+2 damage vs Trolls
  Flame: 25% chance +1d6 fire damage
  Corrosion: 25% chance +1d6 acid damage
Required Feat:  Simple Weapon, Mace
Type:  One-handed


ZZH6DH
Dwarven Giant Slayer Hammer +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
 Bane: +2 Attack Bonus vs Giants and an additional 1d6+2 damage vs Giants
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Hammer
Type:  One-handed


ZZJ6HFMM
Selune's Blessing

Selune's Blessing appears to be a normal mace.  However, against spectral 
undead the weapon is quite deadly and inflicts additional damage.

Little is known of the origins of the mace, but it is believed to be the
creation of a priestess of Selune, the goddess of the moon.  Selunites deny 
this pointing out that worshipers of Selune are powerless against undead.  
Therefore, no priestess of Selune could creature such an item.  Scholars argue 
that this is exactly why the mace was made.  To grant the wielder a power over 
creatures that is not normally given.  Of course, this argument fails to 
explain how the mace could have been created.

STATISTICS:

Damage: 1d8  +5
Attack Bonus: +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead
Weight: 10 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


ZZJ6MM
Moon Maiden's Blessing

STATISTICS:

Damage: 1d8  +2
Attack Bonus: +2
Enchantment:  +4
Damage Type:  Bludgeoning
Special:
  Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead
Weight: 10 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


ZZL6MA
Mace of Goblin Slaying +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Bane: +2 Attack Bonus vs Goblins and +2d6+2 damage vs Goblins
Weight: 12 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed



===============================================================================
Bolts
===============================================================================


00BOLT01
Bolt

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

STATISTICS:

Damage:  1d8
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow



00BOLT02
Masterwork Bolt

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow



00BOLT03
Bolt +1

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

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow


00BOLT04
Bolt +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow


00BOLT05
Sparking Bolts +1

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Shock: +1d6 electrical damage
Weight:  0 lb.
Launcher:  Crossbow


00BOLT08
Tranquil Bolt

These crossbow bolts are easy for magic scholars to recognize because of their
purpose and their colorful decoration.  The infamous Band of the Key was a 
group of occultist fighters who dedicated themselves to taking evil magical 
texts out of the hands of those who would use them to cause harm.  The Band 
favored using crossbows over bows for their ability to remain cocked and ready 
for long periods of time.  The leader of the Band, a thin, mustachioed man 
named Heglyf, enlisted some Deneirian priests to craft these special bolts in 
large quantities.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (Piercing)
Special:
  Spell Process: Bolts cast Silence on target (Will save negates)
Weight:  0 lb.
Launcher:  Crossbow


00BOLT93
Stunning Bolts +1

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
 Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist)
Weight:  0 lb.
Launcher:  Crossbow


00BOLT94
Frost Bolts +1

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
 Frost: +1d6 cold damage
Weight:  0 lb.
Launcher:  Crossbow


00BOLT95
Flaming Bolts +1

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Flame: +1d6 fire damage
Weight:  0 lb.
Launcher:  Crossbow


00BOLT96
Corrosive Bolts +1

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Corrosion: +1d6 acid damage
Weight:  0 lb.
Launcher:  Crossbow


00BOLT97
Bolt +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow


00BOLT98
Bolt +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow


00BOLT99
Bolt +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow


00CWBLTA
Bolt +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight:  0 lb.
Launcher:  Crossbow



===============================================================================
Books
===============================================================================


00BOOK07        History of Calimshan
00BOOK08        History of Cormyr
00BOOK09        History of Dambrath
00BOOK10        History of Durpar and Var the Golden
00BOOK11        History of Estagund
00BOOK12        History of Gondegal the Lost King
00BOOK13        History of Halruaa
00BOOK14        History of Luiren
00BOOK15        History of Sembia
00BOOK16        History of Shadowdale
00BOOK17        History of Shadowdale
00BOOK18        History of Shadowdale
00BOOK19        History of Shadowdale
00BOOK20        History of Shadowdale
00BOOK21        History of Shadowdale
00BOOK22        History of Shadowdale
00BOOK23        History of Shadowdale
00BOOK24        History of Shadowdale
00BOOK25        History of Shadowdale
00BOOK26        History of Shadowdale
00BOOK27        History of Shadowdale
00BOOK28        History of Shadowdale
00BOOK29        History of Tethyr
00BOOK30        History of the Bell in the Depths
00BOOK31        History of the Chosen of Mystra
00BOOK32        History of the Dales and the Elven Court
00BOOK33        History of the Dead Three
00BOOK34        History of the Dragon Coast
00BOOK35        History of the Drow
00BOOK36        History of the Drow II
00BOOK37        History of the Fateful Coin
00BOOK38        History of the Last March of the Giants
00BOOK39        History of the Moonsea
00BOOK40        History of the North I
00BOOK41        History of the North II
00BOOK43        History of the North
00BOOK44        History of the North
00BOOK45        History of the North
00BOOK46        History of the North
00BOOK47        History of the North
00BOOK48        History of the North
00BOOK49        History of the North
00BOOK50        History of the Red Ravens
00BOOK51        History of the Sisters of Light and Darkness
00BOOK52        History of the Unicorn Run
00BOOK53        History of the Valley of the Gods
00BOOK54        History of the Vast
00BOOK55        History of the Western Heartlands
00BOOK56        History of the Zhentarim
00BOOK57        History of the Ulgarth
00BOOK58        History of Amn
00BOOK59        History of Waterdeep
00BOOK60        History of Waterdeep
00BOOK61        History of Waterdeep
00BOOK62        History of Waterdeep
00BOOK63        History of Waterdeep
00BOOK64        History of Waterdeep


00BOOK65
History of the Nether Scrolls
The writing in this text is completely indecipherable and resists any such
attempts at comprehension through normal magic or any other means.


00BOOK66
Yago's Book of Curses
The pages of this book are tattered and torn.  Various stains of unknown origin
abound on each page, along with what appears to be some kind of writing or
scribblings. The odd marks seem to be scribbled all over the pages rather
haphazardly and even sometimes flowing right off the edge of the page as if the
author didn't realize when to stop.  The odd markings seem to writhe and 
contort in agony as if in defiance of being read.

Weight: 2 lb.



00BOOK67
Animals Are Your Friend
An excerpt...

"One of the first steps towards living in harmony with animals is learning to
respect our ever-changing relationship with animals.  Many people think of
humans and demihumans as being superior to animals.  However, as I've already
stated, the criteria for 'superiority' is very subjective.  For this reason, we
must view our relationship with the animals of the wild on a personal and ever-
changing basis.  Give the creatures the respect they deserve, but always
remember that predators are predators, no matter how much you respect their
territory."

Weight:  2 lb.



00BOOK68        Lore of the Bladesingers
00BOOK69        Code of Training in the Seldarine's Hand



00BOOK70
Elameth's Compendium
By Elameth

This is a technical book containing sketches of various magical artifacts.  It
details some of the plans and processes used by the elven enchanter, Elameth,
and the dwarven smith, Karador during the time of cooperation between the two
races.

Weight:  2 lb.



00BOOK71
Ancient Lore on Corellon Larethian

By Master E. L. Boyd

  ...as the lore goes, many great battles were fought between Corellon and
Gruumsh.  As Corellon's blood flowed, it mingled with the tears Sehanine shed.
And in this mixture of blood and tears, Corellon's children, the Seldarine were
born.
  Corellon embodies the highest values of that which is elvenkind.  From the
gentle aspects of art and poetry to the hasher aspects of war and magic, he is
venerated by all the Fair Folk, except that of the drow.  Vigilant over his
creations, it is told that Corellon will wander the elven lands, observing his
people and defending what is theirs.

Weight:  4 lb.



00BOOK72        Engineering Manual
00BOOK73        Fish on the Sea of Fallen Stars
00BOOK74        The Folly of Fury
00BOOK75        Hippogriff Riders of the Hand
00BOOK76        Tending Ivy


00BOOK77
Ancient Lore on Labelas Enoreth

By Master E. L. Boyd

  Labelas Enoreth is the elven god of longevity and time.  At the creation of
the Fair Folk, Labelas blessed the elves with long lifespans and decreed that
their appearances would not be marked by the passage of time.  The lifegiver
cooperates with Sehanine in overseeing the lifespan of elves and their growth
away from and beyond the mortal realms.  He measures the lives of the Fair Folk
and decrees when they should be ended, allowing passage to Arvandor.  As Lord 
of the Continuum, Labelas governs the orderly passage of time and guards 
against those who would alter the path of history.  Labelas confers wisdom and 
teachings on young and old alike, and although he is rarely invoked, the 
Lifegiver is often praised.  The Lifegiver knows the future and past of every 
elf, faerie, or sylvan creature.  Labelas is worshiped by sages, historians, 
philosophers, librarians, and all those who measure the changes wrought by the 
passing of years.

Weight:  4 lb.



00BOOK78        Ancient Lore on Sehanine Moonbow
00BOOK79        Philosophy of Kara-Tur
00BOOK80        Great Pottery of Lurien
00BOOK81        "Rock Eaters", They are Not!
00BOOK82        Ancient Lore on Shevarash
00BOOK83        Ancient Lore on Solonor Thelandira
00BOOK84        Secret Societies
00BOOK85        Ecology of the Unicorn
00BOOK86        On Non-Violence
00BOOK87        Worship in the Hand of the Seldarine



11BOOKDE
Book of the Deserving

This great book details the dogma of Tempus, the Lord of Battles.  Inscribed
within are the tenets of the order:

"Tempus does not win battles - Tempus helps the deserving win battles.  War is
fair in that it oppresses all sides equally and that in any given battle, a
mortal may be slain or become a great leader among his or her companions.  War
should not be feared, but seen as a natural force, a human force, the storm 
that civilization brings by its very existence."

This book gains power when the passages within are read aloud by a priest of
Tempus, and it allows the priest to call upon his inner strength and use it in
the name of war.

STATISTICS:

Spell Power: Casts the spell Bless once per day

Weight: 1 lb.



11BOOKEA        The Ten-Towns:  Easthaven
11BOOKHK        History of Kuldahar
11BOOKHW        Heart of Winter
11BOOKLD        Legends of Icewind Dale



11BOOKLE
Book of Leaves

The covers of this heavy book are made of bark, and the pages are made of
pressed leaves.  It is not clear what is holding this book together, for you see
no bindings and no glue along the spine.

When this book is held in the hand of a druid and the druid is touching solid
ground, a sheath of bark will sprout from the earth and cover the wielder,
making his skin as tough as the skin of a great tree.

STATISTICS:

Spell Power: Casts the spell Barkskin
Weight:  1 lb.


11BOOKLO        The Ten-Towns:  Lonelywood
11BOOKST        Severed Ties, Severed Hand
11BOOKTG        Traveler's Guide to Icewind Dale


11HFBKDE
Tome of the Lord of Battles

This great book details the dogma of Tempus, the Lord of Battles.  Inscribed
within are the tenets of the order:

"Tempus does not win battles - Tempus helps the deserving win battles.  War is
fair in that it oppresses all sides equally and that in any given battle, a
mortal may be slain or become a great leader among his or her companions.  War
should not be feared, but seen as a natural force, a human force, the storm 
that civilization brings by its very existence."

This book gains power when the passages within are read aloud by a priest of
Tempus, and it allows the priest to call upon his inner strength and use it in
the name of war.

STATISTICS:

Spell Power: Casts the spell Champion's Strength once per day

Weight: 1 lb.



11HFBKHW
Heart of Winter

The Heart of Winter is often confused with the legendary Heartstone Gem, a
powerful scrying artifact that serves as the heart of the great tree community
of Kuldahar.  The Heart of Winter is not an object, but an expression 
frequently used by the Uthgart tribes of the north to refer to a warrior or 
creature that has rid itself of all except one driving focus - usually revenge 
or hatred.  The expression is often used to describe the barbarian lord, 
Wylfdene, who returned to lead the barbarian tribes in a campaign against the 
Ten-Towns in the Year of the Cold Soul (1281 Dale Reckoning).  According to 
legend, Wylfdene claimed to be the reincarnation of the shaman Jerrod, one of 
the barbarians greatest heroes and the one who sacrificed himself in the final 
battle against the archmage Arakon many hundreds of years ago.  Claiming that 
his body had become home to Jerrod's spirit, Wylfdene rallied the tribes of the 
North to war to retake the lands that he claimed had been seized by the 
southerners of the Ten-Towns. Establishing a great war camp in Bremen's Run, a 
narrow canyon under the shadow of Kelvin's Cairn, he fought several quick 
battles against the dwarves and townsfolk of the region until a small band of 
adventurers arrived in the town of Lonelywood to try to carve out a peace 
between the Ten-Towns and the barbarians. Their efforts at diplomacy are said 
to have failed, but they succeeded in defeating Wylfdene and saving the 
Ten-Towns from destruction.  It is believed that these adventurers are the only 
reason the Ten-Towns exist (and thrive) to this day.

What happened to these brave adventurers is unknown.  The last known record of
them is a sighting of them at the Whistling Gallows Inn in Lonelywood, where
they spoke with a halfling traveler who claimed to know of a place where great
riches could be found.  Shortly after this, the adventurers and the halfling
vanished and were never heard from again.

After reading the closing chapter of the book above, you notice that the top
letter in each of the chapters weave together to form a peculiar summoning
spell.  When a passage is recited from the book, it allows the reader to 
inflict the curse of the Heart of Winter upon foes, blinding them with its
power or even freezing them where they stand.

STATISTICS

Spell Power: Cast Otiluke's Freezing Sphere 3/Day
Spell Power: Cast Power Word: Blindness 3/Day

Weight: 1 lb.



11HFBKLD
Legends of Icewind Dale

The greatest legends can stem from the humblest beginnings, and so it was with
the band of adventurers that began their journey in the fishing community of
Easthaven thirty years ago, 1281 Dale Reckoning.  Meeting in the Winter's 
Cradle Tavern, this band of southerners had traveled north in search of 
adventure, and they were the first to join Hrothgar's expedition to investigate 
the rumor of troubles brewing in the great tree town of Kuldahar to the North, 
where a mighty oak, towering hundreds of feet high, sheltered a small town 
beneath its boughs with a life-giving warmth.

The misfortunes plaguing Icewind Dale led to the ambush of Hrothgar's 
expedition in the windswept Kuldahar Pass... and it left them the only 
survivors.  Pressing on against goblinoid raiders that filled the Pass, the 
small band finally reached Kuldahar, only to discover the great tree was being 
threatened by an unknown evil deep within the mountains - if this evil was not 
stopped, Kuldahar would be destroyed, and the North itself might soon share the 
town's fate.

The brave band of adventurers searched out this evil, their travels carrying
them from the crypts of the Vale of Shadows through the numerous ruins of the
North, including the decaying elven fortress of the Severed Hand and the lava-
filled caverns of Dragon's Eye.  Much of their journey has been lost, but there
is no doubt that their efforts led to the salvation of Kuldahar and the Ten-
Towns and their deeds are still spoken of in Easthaven and Kuldahar to this
day. Hrothgar himself has been laid to rest in a small glen near the town of
Kuldahar, in memory of his selflessness in coming to the aid of his neighbor in
a time when Easthaven itself was suffering troubles of its own.

Among their other acts of heroism, the adventurers are credited with the
discovery of the location of the tomb of Kresselack the Black Wolf, one of the
most infamous of the Northern generals, the discovery of the Severed Hand, and
numerous other monasteries and ruins believed lost to time and the snows of the
North.

After reading the closing chapter of the book above, you notice that the top
letter in each of the chapters weave together to form a peculiar summoning
spell.  When a passage is recited from the book, it summons the howling winds 
of Icewind Dale to the reader's aid.

STATISTICS:

Spell Power: Cast Whirlwind 3 times/Day
Spell Power: Cast Planar Binding: Air Elemental 3/Day

Weight: 1 lb.



11HFBKLE
Book of Leaves

The covers of this heavy book are made of bark, and the pages are made of
pressed leaves.  It is not clear what is holding this book together, for you 
see no bindings and no glue along the spine.

When this book is held in the hand of a druid and the druid is touching solid
ground, a sheath of bark will sprout from the earth and cover the wielder,
making his skin as tough as the skin of a great tree.

STATISTICS:

Spell Power: Casts the spell Barkskin
Spell Power: Casts the spell Shambler
Weight: 1


52BOOK89        Valas - The Black Raven


52BOOKAD
How To Be An Adventurer

This ludicrously huge and heavy book - more a compilation of volumes in a
single binding than anything else - claims to be an extensive manual on the
"the fine art of adventuring."  Its many chapters include:

 - Henchmen: Loyal Companions or Seedy Pack-Mules?
 - Making Your Kit Work for *You*
 - 101 Uses for a 10' Pole
 - Catapults: Yes, That's as Far as it Shoots
 - Getting the Most Out of Your Party's Thief
 - Today's Tinderbox - It's Not Just for Lighting Torches
   Anymore
 - Dungeons to Tackle:
     - Stinky Pieter's Halls o' Poorly Guarded Gold
     - The Caves of Soundly Sleeping Monsters
     - Archmage "Loose-Bowels" Wozley the Milksop's
       Enchanted Item Warehouse
     - The Wooden Citadel of Darmos the Old and Crippled
     - Uncle Fralin's Tool Shed
     - ...and more!
 - Dungeons To Avoid Like the Crotch-Rot:
     - The Iron Fortress of Blodax, Devourer of Souls
     - Dominara the Erinyes' Nine-Layered Brothel of
       Violent Emasculation (No Slaking... or Slating... allowed)
     - The Crimson Hell-Pit of One Billion Miserable Deaths
     - Uncle Fralin's Bedroom
     - ...and more!
 - Your Lantern and You
 - Twelve Uses for Twelve Iron Spikes
 - 99 Uses for That Little Hammer That Comes With Twelve
   Iron Spikes
 - Face It, You're Actually "Neutral Evil"
 - The King's Lovely Daughter: Look But Don't Touch
 - Don't Put Your Hand in That Dark Hole

...and over eighty more information-packed chapters covering all aspects of
adventuring, from hoarding to spell-casting and bold heroics to arse-saving
cowardice.

STATISTICS:

Special:
  Gives the reader 10,000 Experience Points.
  Disappears after use.
Weight: 8 lb.


52HFBKAD
How To Be An Adventurer (2nd Ed.)

STATISTICS:

Special:
  Gives the reader 20,000 Experience Points.
  Disappears after use.
Weight: 8 lb.



52BOOKDV
Tome of Deeds Valorous

The Tome of Deeds Valorous is filled with many tales of courage, from lyrical
tales of noble gallantry to almost chilling accounts of desperate self-
sacrifice.  The pages and very words themselves are soaked with magic, so that
when read aloud they serve to inspire the speaker and nearby companions.  
Thrice per day one may use the tome to dispel all fear and steel hearts against 
further trepidation.

STATISTICS:

Special:
  Can cast the spell Remove Fear 3/day
Weight: 2 lb.


52HFBKDV
Masterwork Tome of Deeds Valorous

STATISTICS:

Special:
  Can cast these spells simultaneously: Remove Fear, Emotion: Rage, and Armor of
Faith 3/day
Weight: 2 lb.


52BOOKGE
Tome of Glorious Exaltation

The Tome of Glorious Exaltation is filled with words to inspire and invigorate,
all hand-scribed with thrice-blessed golden ink upon sheets of the finest
vellum.  One may read the tome's text aloud once per day, cleansing and
protecting a single listener from the effects of fear, sleep, feeblemindedness,
unconsciousness, intoxication, as well as berserk, confused, and hopeless 
states of mind.

STATISTICS:

Special:
 Can cast the spell Exaltation 1/day.
Weight: 2 lb.


52HFBKGE
Masterwork Tome of Glorious Exaltation

STATISTICS:

Special:
  So long as the book is held, the bearer is under the effects of the 
  Exaltation spell.
Weight: 2 lb.


52BOOKOG
Mensel's Obscene Grimoire

Mensel of Cormyr, at one time the Lord of Immersea, was that rare sort of
nobleman, a fellow well known to be kind, generous, and humanitarian to a 
fault. He was much loved by his family, servants, and those that lived upon his 
lands. Well after the elderly Lord Mensel had passed away in his sleep, a 
secret vault was found hidden beneath his study.  Within the vault Mensel's 
heirs found a small hoard of treasure... and the Obscene Grimoire.

Though the origins of the grimoire and the identity of anyone associated with 
it - save the late Lord Mensel, of course - are still unknown, unwholesome 
rumors sprang up like mushrooms and still abound after nearly a century.  The 
worst of the scandalous claims involved a seer from Arabel, a pious young man 
that seemed saddened to explain that Lord Mensel had the grimoire fashioned for 
himself at great expense and then slew all those involved in its making - an 
assertion that did no less than bring ruin to Mensel's name and family.

The unsavory book was cast into a temple brazier but, to the astonishment of
numerous witnesses, it vanished in a cloud of foul-smelling vapor rather than
bursting into flames.  Since that day the Obscene Grimoire has appeared in many
places, never found intentionally and always disappearing again within a few
year's time.

The thick, black, leather-bound book is filled with painstakingly detailed
woodblock prints, each depicting a gruesome scene of violent perversion.  Even
the briefest of glances through its disturbing pages is enough to assure the
reader that no taboo is left unturned.  However, for those willing to carefully
peruse the disquieting work, there are dark runes and ritual directions hidden
amongst the illumination around each print.  Those so inclined are able to use
the power of Mensel's Obscene Grimoire to summon a cacofiend, bound to the
reader's service, one time before the book vanishes.

STATISTICS:

Special:
  Using the grimoire casts both Protection From Evil and Cacofiend.
  The Obscene Grimoire vanishes after a single use or when one attempts to
destroy it.
Weight: 2 lb.


52HFBKOG
Mensel's Vile Grimoire Pervertere

STATISTICS:

Special:
  Using the grimoire casts both Protection From Evil and Cacofiend.
  The Mensel's Vile Grimoire Pervertere vanishes when one attempts to destroy
it.
Weight: 2 lb.


52BOOKSU
Tome of the Supplicant

The Tome of the Supplicant is a heavy volume whose intricately illuminated
vellum pages contain numerous short prayers woven with words of power and
calling.  One may read aloud from the tome once per day, bestowing favor upon
the reader and his or her allies while cursing his or her enemies.

STATISTICS:

Special:
  Spell Power: Can cast the spell Prayer 1/day
Weight:  2 lb.


52HFBKSU
Masterwork Tome of the Supplicant

The Masterwork Tome of the Supplicantis a heavy volume whose intricately
illuminated vellum pages contain numerous short prayers woven with words of
power and calling.  One may read aloud from the tome once per day, bestowing
favor upon the reader and his or her allies while calling down the righteous
fury of the Plane of Brightness upon his or her enemies.

STATISTICS:

Special:
  Spell Power: Can simultaneously cast the spells Prayer and Holy Smite 1/day
Weight: 2 lb.


52BOOKSV
Tome of Sacred Verse

The Tome of Sacred Verse is a collection of hymns and lyrical prayers woven 
with words of power and calling, penned in the blood of a willing planar.  
Twice per day a reader may sing a passage aloud, the book's power making his or 
her voice as fine and clear as radiant crystal.  For the duration of the hymn, 
allies of the singer that hear the sound will be blessed with good fortune, 
while the singer's enemies will be cursed.

STATISTICS:

Special:
 Spell Power: Can cast the spell Chant 2/day
Weight: 2 lb.



52HFBKSV
Masterwork Tome of Sacred Verse

The Masterwork Tome of Sacred Verse is a collection of hymns and lyrical 
prayers woven with words of power and calling, penned in the blood of a willing 
planar. Thrice per day a reader may sing a passage aloud, the book's power 
making his or her voice as fine and clear as radiant crystal.  For the duration 
of the hymn, allies of the singer that hear the sound will be blessed with good 
fortune, while nearby enemies will find themselves dumbfounded and guilt-struck 
for opposing such a glorious figure.

STATISTICS:

Special:
  Spell Power: Can simultaneously cast the spells Chant and Emotion: Despair
   2/day
Weight: 2 lb.


53BOOKIG
A Treatise upon Flesh Golems

This large, hand-written tome details the efforts of the wizard Imphraili - a
specialist in the school of transmutation - to enhance what she refers to as 
the "languid, wholly inefficient flesh golems of our day."

Most of the book is filled with various alchemical formulae, surgical
procedures, chemical treatments and the like to be given to the inanimate golem
before it is awakened.  In the final chapter, however, she details the creation
of the Sanguis Anima, a fluid necessary in the animation of such an enhanced
golem.  Once the fluid is injected into the creature and the golem is blasted
with electricity, it will awaken to serve its new masters.  There is a warning,
however - the modified golem will not be able to stand the touch of direct
sunlight.

Using this tome and with the proper chemicals - the author mentions a variety 
of giant fungi spores in addition to other more typical reagents - and access 
to an alchemical laboratory, a skilled wizard or alchemist could probably 
concoct the Sanguis Anima.

Weight: 3 lb.



53BOOKIS
Imphraili's Transfusion Notes

These are the notes of the wizard Imphraili, a specialist in the school of
transmutation.  Their contents revolve largely around the theoretical
application of the Sanguis Anima - an alchemical fluid she uses in the process
of animating a flesh golem - as a means of physically invigorating or extending
the lifespan of a living creature.

Imphraili clearly states that the procedure would be insanely dangerous and 
that only a dedicated practitioner of the art of transmutation could carry it 
out; it requires the imbiber to magically alter the state of the Sanguis 
Anima - normally deadly poison to any mortal humanoid - as it courses through 
his or her blood.

Using these notes and with the proper chemicals - the Sanguis Anima in
particular - and access to an alchemical laboratory, a skilled transmuter with 
a taste for danger could probably perform the procedure.

Weight: 1 lb.



53BOOKIV
Progress Journal: Viciscamera

This is the progress journal for a project called "Viciscamera."  Scribbled in
painstakingly small, cryptic shorthand, it is for the most part entirely
illegible.

The most recent entries seem to revolve around the project's success, boasting
that the Viciscamera is entirely functional and now requires only the slightest
of biomagical alterations to perfect.  The writer seems particular proud of the
Viciscamera project's natural and magical defenses... with its tough,
ensorcelled hide and exhalation sacs of airborne corrosive gas, the thing seems
nigh indestructible.

Hastily scratched notes in a sidebar mention a possible weakness, however: one
could possibly create an enchanted poison that would turn the Viciscamera's
defenses upon itself, essentially forcing it to self-destruct.  In addition to
the required range of somewhat typical alchemical reagents, the author mentions
a variety of giant fungi spores and "a curious, silvery fluid similar in
consistency to mercury."

Using these notes and with the proper chemicals and access to an alchemical
laboratory, a skilled wizard, alchemist, or maker of poisons could probably
concoct a magical, specially-tailored conversion poison capable of destroying
the Viciscamera project.

Weight: 3 lb.



53BOOKMJ
Malavon's Journal

Malavon's journal is largely illegible, the greater portion of it being written
in a mix of ancient elven and a complex code he devised and perfected over a
century and a half ago.  One of the more recent decipherable entries, however,
is of some interest: Malavon wrote of the Z'hinda citadel, a drow stronghold
that fell into the hands of the illithid - mind flayers.

The citadel's gates are magically sealed, nigh impossible to open from without.
The drow had intended to assault the citadel's guards, prompting them to open
the gates to summon more thralls and thus expose the citadel interior.  
However, with the arrival of so many driders in the area, the gate guards 
withdrew into the citadel and have yet to return.

Malavon is certain that if the number of driders can be reduced, the citadel
guards will return to their position at Z'hinda's gates.  To this end, he
planned to find and destroy whatever it is that is responsible for the driders'
sudden increase in numbers.

Weight:  1 lb.


63BOOKGK
Diary of Garuk Katah

This is a small book filled with several hand written pages.  Most of the pages
are incomprehensible since the author seems to have unusually poor penmanship.
However, one passage does catch your attention.

"...  I finally got that promotion that I've worked so hard for.  I'm now a 
Ruin Lord and I've been placed among the guardians of the Globe of Essence, the 
gift of Iyachtu Xvim.  Of course, I had to backstab Drothan to get the 
promotion, but who cares?  Every now and then I stroll by the infirmary, wave 
my new holy symbol under his nose, and watch him turn purple. Ha Ha Ha!  Life 
is good..."

Weight:  2 lb.



63BOOKL1        The Last Alliance I: The Elves
63BOOKL2        The Last Alliance II: The Dwarves
63BOOKL3        The Last Alliance III: The Darkest Hour
63BOOKL4        The Last Alliance IV: The Dwarf Alliance
63BOOKL5        The Last Alliance V: Echoes of the Fall
63BOOKL6        The Last Alliance VI: The Fall


63BOOKOG
Orrick the Grey's Spellbook

This huge leather bound tome is the spellbook of Orrick the Grey.  Orrick is
best known for his research into ancient elven magics known as mythals.

Weight:  2 lb.



63BOOKOM
Orrick's Book of the Mythal

This tome is actually a collection of notes by Orrick the Grey.  In it are all
the known details of his extensive research into mythal magic.

Weight:  2 lb.



63BOOKTI
Tome of Ilmater

This dusty, but beautiful, heavy, red leather bound tome has all the tenets of
the Ilmater faith.  In addition, the tome has all the faith's rituals, 
including the Ilmater Sanctification Ritual.

Weight:  2 lb.



63BOOKZA
Diary of Zaem Astyr

This is a small book filled with several hand written pages.  Most of the pages
have been defaced or torn from the book.  A single blood stained entry remains.

"... creature has turned against me, for what reason I cannot fathom.  I know 
it stalks me now and intends me ill will.  I must be on guard until I can hunt 
the creature down and eliminate its threat.  Tomorrow I must..."

Weight:  2 lb.



===============================================================================
Boots
===============================================================================


10CICAT1
00BOOT01
Boots of Speed

These boots have been magically enhanced so that wearer is able to travel at
twice the normal speed. They are much prized by those whose profession involves
traveling long distances.

STATISTICS:

Special: Increased movement rate
Weight: 2 lb.


00BOOT02
Boots of Stealth

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

STATISTICS:

Hide skill:  +2
Weight:  4 lb.


00BOOT03
Boots of the North

These boots have been lovingly crafted out of the hides of some unknown beast.
Little is known about the cobbler who created these boots, but his skill with
leather is obvious. Upon putting on these boots, they seem to contort and twist
until they perfectly match the foot of the wearer. These boots provide superior
protection in cold weather and will keep one's feet warm and dry in the worst 
of conditions.

STATISTICS:

Resistance: 6/- Cold Resistance
Weight:  4 lb.


00BOOT04
Boots of Avoidance

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

STATISTICS:

Armor Bonus:  +5 vs. missile weapons
Weight:  4 lb.


00BOOT05
Boots of Grounding

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

STATISTICS:

Resistance: 6/- Electrical Resistance
Weight:  4 lb.


00BOOT09
Witherbranch Boots

The edges of these near-rotted leather boots still have dead vines and twigs
draped from them.  These magical boots were fashioned and enchanted by several
members of the Hosttower of the Arcane during their brief crusade against
various nature worshippers in the Icewind Dale region and passed along to their
agents scouting the region.  While the boots were known to cause any plant
touching them to wither instantly, it also left a noticeable trail through the
wilds of Icewind Dale... a trail that the druids followed in polar bear form 
and devoured the agents one by one.  These boots are all that remain.

These boots kill any vegetation they touch, and they cannot be worn by a ranger
or druid.

STATISTICS:

Wearer is immune to the spell Entangle.
Weight:  2 lb.


00BOOT14
Yeti Skin Boots

Boots are normally hand-made by cobblers.  Common boots are made by using a
form, but good boots are designed for the foot of an individual. These
particular boots have been fashioned from the hide of a Yeti.

STATISTICS:

Resistance: 1/- Cold Resistance
Weight:  4



00BOOT15
Winter Wolf Boots

Boots are normally hand-made by cobblers.  Common boots are made by using a
form, but good boots are designed for the foot of an individual. These
particular boots have been fashioned from the hide of a  Winter Wolf.

STATISTICS:

Resistance: 1/- Cold Resistance
Charisma: +1
Weight:  4


00BOOTCS
Chimandrae's Slippers

Crafted of fine red and black silk, soft cotton, and gold filigree, these
exquisite slippers could be worth a large sum of money even without their
enchantments.  The slippers were enchanted by the burglar and wizard Chimandrae
of Black Veils.  Chimandrae was legendary throughout the ancient empires of the
south.  Her powers of trickery, seduction, and acrobatics were praised and
cursed with equal frequency.  She wore these slippers in her home in case
unexpected visitors dropped in.  Chimandrae mysteriously disappeared in 742 DR,
leaving most of her possessions behind in her large Untherian estate.

STATISTICS:

Ability Score Modifier: +5 to Dexterity
Weight: 3 lb.


00HFBTCS
Chimandrae's Warded Slippers

STATISTICS:

Ability Score Modifier: +5 to Dexterity
Spellward: Immunity to the spells: Web, Entangle and Command
Resistance: +2 Spell Resistance
Weight: 3 lb.


00BOOTSB
Shifter's Boots

An unknown assassin who operated in the Moonsea, Thesk, and the Vast, used 
these boots on many of his missions.  His magical footwear made him extremely
difficult to capture.  Eventually, a league of merchants hired a pair of 
brother wizards, Dashrim and Balkat of Dragon Falls, to stop the assassin 
before he worked his way through their high council.  Dashrim and Balkat 
ambushed the assassin and dispelled his enchantments.  When they finally killed 
him, they pulled back the man's mask and found that his face had been horribly 
disfigured in a fire.  Strangely, divination revealed nothing about the man's 
history or clients.  The brothers kept the boots for a few years and eventually
sold them. Because they did not know the name of the man they had killed, they 
simply called the items "Shifter's Boots".

STATISTICS:

Spell Power: Can cast the spell Blink 1/Day
Weight: 3 lb.



00HFBTSB
Shifter's Nimble Boots

STATISTICS:

Spell Power: Can cast the spell Blink 1/Day
Constant Effect: User under the effects of the spell Freedom of Movement while
equipped
Weight: 3 lb.


10BOOTTB
Treadlightly Boots

These well-crafted doeskin boots are not magical, but the soles have been 
padded to reduce the amount of noise the user makes.

STATISTICS:

Move Silently skill: +1
Weight: 2 lb.


10HFBTTB
Boots of Hushed Whispers

STATISTICS:

Move Silently skill: +5
Weight: 2 lb.


50BOOT14
Wandering Hunter's Boots

Boots like these are painstakingly crafted for the use of the Wandering
Village's best young hunters.  The soft wolf's fur of the lining is enchanted 
to silence a hunter's footfalls while stalking prey.

STATISTICS:

Hide skill: +3
Weight:  4 lb.



===============================================================================
Bows
===============================================================================


00BOWC01
Composite Longbow

Composite bows are longbows or shortbows whose staves are made from more than
one type of material.  This gives greater flexibility, and thus better range.
These were developed after the normal longbow.

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +1
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWC02
Masterwork Composite Longbow

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWC04
Composite Longbow +1

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC92
Composite Longbow of Spell Resistance

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +1
Special:
  Resistance: 3/- Magic Resistance
Weight: 9 lb.Feat
Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC93
Composite Longbow of the Defender

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +1
Special:
  Deflection Bonus: +1
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC94
Composite Longbow of Empowerment

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +1
Special:
  Random +4 bonus to Strength, Constitution, Dexterity, Wisdom, Intelligence, 
   or Charisma when struck in melee combat. Effect lasts for 5 combat rounds. 
   User is immune to further bonuses until 1st bonus expires.
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC95
Composite Longbow of Dodging

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +1
Special:
  Resistance: 2/- Missile Resistance
  Dexterity: +1 bonus
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC96
Composite Longbow +5

STATISTICS:

Damage:  +7 (missile)
Attack Bonus:  +6
Weight: 3
Speed Factor: 6 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC97
Composite Longbow +4

STATISTICS:

Damage:  +6 (missile)
Attack Bonus:  +5
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC98
Composite Longbow +3

Damage:  +5 (missile)
Attack Bonus:  +4
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWC99
Composite Longbow +2

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +3
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWCAG
Arc of Gold

It can be argued that the Arc of Gold and its sister, the Mithral Arc, brought
about the end of the dwarven-elvish alliance in the North many years past, and
led to the destruction of the Severed Hand and the fall of Dorn's Deep.  Many
tragedies have occurred around these two items, and many are the deaths they
caused although no arrow was ever shot from them.

At the height of the dwarven-elvish alliance in the North, a disagreement arose
between the two races over the matter of trading enchanted weapons to the men 
of the south, who were beginning to establish a foothold in the North.  The 
dwarves were of the opinion that the many great works that had been built
through the joint efforts of the dwarves and elves should be offered up to man 
and the profits used to fill the coffers of both races.  This suggestion was 
not well- received by the elves nor by their leader, the arch-mage Larrel, and 
the matter was quickly dropped.

However, when the Arc of Gold, one of the items fashioned jointly by dwarven 
and elven weaponsmiths was found in the hands of an orcish war party not long 
after the debate in the alliance councils, the elves accused the dwarves of 
selling the weapons to the goblinoids out of greed.  The dwarves, insulted, 
broke the shafts of their hammers in the middle of the council and broke talks 
with the elves, returning to their halls in Dorn's Deep and never speaking to 
them again. The two races, now divided, were soon swallowed by the Dark Horde 
that was devouring the North beneath its banner.

At the time of the fall of the Severed Hand, the Arc of Gold was mounted within
the halls of Severed Hand as a reminder of the dwarven treachery and dwarven
greed.  When the Severed Hand fell, the Arc of Gold silently watched as the
goblinoids tore apart the elvish defenders and laid waste to tower after tower,
until the elvish archmage Larrel, in a desperate measure, brought about the
Mythal cataclysm that sealed the fate of the Severed Hand once and for all.

When the Mythal was cast, the Arc of Gold vanished from the halls of the 
Severed Hand and has not been seen since... until now.

STATISTICS:

Damage:  +6 (missile)
Attack Bonus:  +6
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL01
Longbow
The longbow is similar to the shortbow, except that the staff is about as high
as the archer is, usually 6 to 6.5 feet.  It has two advantages over the
shortbow: better range and hence, it is much more accurate.

STATISTICS:

Attack Bonus:  +1
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWL02
Masterwork Longbow

STATISTICS:

Attack Bonus:  +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWL03
Longbow +1

The longbow is similar to the shortbow, except that the staff is about as high
as the archer is, usually 6 to 6.5 feet.  It has two advantages over the
shortbow: better range and hence, it is much more accurate.  This one has been
enhanced with magical properties, giving it an air of perfection.

STATISTICS:

Damage:  +1 (missile)
Attack Bonus: +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL88
Longbow +5

STATISTICS:

Damage:  +5 (missile)
Attack Bonus: +6
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL89
Longbow +4

STATISTICS:

Damage:  +4 (missile)
Attack Bonus: +5
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL90
Longbow +3

STATISTICS:

Damage:  +3 (missile)
Attack Bonus: +4
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL91
Longbow +2

STATISTICS:

Damage:  +2 (missile)
Attack Bonus: +3
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL95
Spellward Longbow +2

STATISTICS:

Damage:  +2 (missile)
Attack Bonus: +3
Special:
  Spellward: Immunity to the spell Sleep
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL96
Longbow of Spell Resistance

STATISTICS:

Attack Bonus: +1
Special:
  Resistance: 3/- Magic Resistance
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL97
Longbow of the Shield

STATISTICS:

Attack Bonus: +1
Special:
  Spell Power: Can cast spell Shield 1/day
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL98
Longbow of Fire Resistance +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +2
Special:
  Resistance: 1/- Fire Resistance
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWL99
Longbow of Fortitude +5

STATISTICS:

Damage: +5 (missile)
Attack Bonus: +6
Special:
  Hit Point Bonus: +10 hit points
  Saves: +2 Save vs Fortitude
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWLSF
Sophias Flight

This longbow is the subject of legend among the squabbling citadels of the
Sword Coast, a legend fiercely debated in drinking halls and taverns in and 
along the storm-lashed coast.  According to the tale, the bow takes its name 
from its pivotal role in the escape of a young woman named Sophia, a typical 
maiden fair who was pledged to marry the son of Duke Hugh Gladegrin (the son is 
described as hideously ugly and of foul temperament, of course).  Sophia, 
however, believed she was destined to marry one of the Duke's archers, a 
dashing young golden- haired fellow who roamed the surrounding lands felling 
foul beasts with a single twang of his mighty bow.  As the tale goes, one of 
the court wizards (a transmuter) took pity on the young woman's plight and cast 
a spell that turned her into an arrow for an hour's time.  The transmuter 
arranged for Sophia to be fired from the castle wall to a ship waiting off the 
coast, where she could sail to freedom.

The tale then breaks down from here, as numerous accounts claim that Sophia did
not flee the coast safely, and that she transformed back into her normal body
while she was halfway across the water, plunging into the icy ocean.  Another
school claims that, while in arrow form, Sophia pierced the side of the ship,
then choked to death when she resumed her normal form with her neck embedded in
the ship's hull.  Still others claim that she was never even launched from the
bow, and that she resumed her normal form while inside the archer's quiver, and
she awoke, naked, wearing only the small band of leather about her body. When
this last argument is made, the discussion generally deteriorates into a steady
stream of sexual innuendos and the evening officially goes downhill.

Whatever the tale, the bow has a range unmatched by many other bows in the
realms, and the arrows launched from it strike far and true - unlike the story
surrounding the bow.

STATISTICS:

Damage:  +1 (missiles)
Attack Bonus:  +2
Special: Half again the range of a normal bow.
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00HFBLSF
Sophia's Arc

STATISTICS:

Damage:  +3 (missiles)
Attack Bonus:  +4
Special: Half again the range of a normal bow.
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWLSR
Sun-Reacher

The elves of Evereska are known for their isolationism as much as their skill
and bravery in battle.  One of their most well known warriors in human lands 
was the incredibly accurate archer Bariah Goldendown.  Though the elves will 
neither confirm nor deny the legend, some human tales state that keen-eyed 
Bariah never missed a target in battle.  His bow, crafted by his mother, was 
never given a name that was known outside of the family.  The humans that 
suffered under its power called it "Sun-Reacher," believing that Bariah's
arrows could reach into the heavens themselves.  In a battle that many 
Evereskans are bitter about to this day, Bariah's griffon mount was killed in 
the sky by the spells of invisible wizards that ambushed an elven patrol.  
Though only one mage escaped with his life, he did manage to take Sun-Reacher 
with him.

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00HFBLSR
Great Sun-Reacher

STATISTICS:

Damage: +4 (missiles)
Attack Bonus: +4
Spell Power: Can cast the spell Protection from Missiles 1/Day
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWP01
Composite Shortbow

Composite bows are made from laminated horn, wood, or bone and built with a
recurve, meaning that the bow remains bow-shaped even when unstrung.

STATISTICS:

Damage: +1 (missile)
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWP02
Composite Shortbow +1

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +1
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWP97
Composite Shortbow of Insight +5

STATISTICS:

Damage: +6 (missile)
Attack Bonus: +5
Special:
  Alchemy: +10 bonus
  Knowledge (Arcana): +10 bonus
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWP98
Composite Shortbow of Resistance

STATISTICS:

Damage:  +1 (missile)
Special:
  Resistance: 2/- Cold Resistance
  Resistance: 3/- Fire Resistance
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWP99
Composite Shortbow of Endurance +2

STATISTICS:

Damage:  +3 (missile)
Attack Bonus: +2
Special:
  Constitution: +4 bonus
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS01
Shortbow

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

STATISTICS:

Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWS02
Masterwork Shortbow

STATISTICS:

Attack Bonus: +1
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



00BOWS03
Shortbow +1

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +1
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS86
Shortbow of Spell Resistance +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Special:
  Resistance: 1/- Magic Resistance
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS87
Shortbow of Magic Resistance

STATISTICS:

Special:
 Resistance: 3/- Magic Resistance
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS88
Shortbow of Displacement +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Special:
  Spell Power: Can cast the spell Blur 1/day
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS89
Silenced Shortbow +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Special:
  Silenced: +2 to Move Silently skill
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS90
Shortbow of Shadows

STATISTICS:

Special:
 Shadowed: +2 to Hide skill
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS91
Shortbow of the Defender

STATISTICS:

Special:
  Deflection Bonus: +1
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS92
Shortbow of Spell Resistance +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Special:
  Resistance: 1/- Magic Resistance
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS93
Shortbow of Dodging +4

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +4
Special:
  Armor Bonus: +3 Armor vs Missiles
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS94
Shortbow of Life +2

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Special:
  Hit Point Bonus: +10 hit points
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS95
Shortbow of Health +1

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +1
Special:
  Hit Point Bonus: +5 to maximum hit points
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS96
Shortbow +5

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +5
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS97
Shortbow +4

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +4
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS98
Shortbow +3

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWS99
Shortbow +2

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWSEH
Eye of the Hunter

This small barbarian bow is foreign to the lands of Icewind Dale, having been
made by the distant warrior-priests of Vaasa.  Its history is not rich, having
been used by the chief hunter of a small tribe for decades.  The bow later fell
into the hands of invaders after the tribe was wiped out.  Its obvious
"barbarian" look could be unappealing to stylish urban adventurers.  Made of 
yew and wrapped with thin furs, the bow looks rugged and practical.  The grip 
of the bow has a chipped and faded painting of a large eye on each side.

STATISTICS:

Damage: +2 (missile)
Attack Bonus: +2
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00HFBSEH
Swift Eye of the Hunter

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Special:
  Dexterity: +3
  Strength:  +1
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWSRS
Rabbit Slayer

The famed halfling hunter Herrian Smallhill was well known for his ability to
fell large numbers of rabbits in a single day.  Though Herrian repeatedly was
challenged to displays of "real" hunting skill, he always returned to his home
near Corm Orp to provide rabbits for his community.  A noble elven hunter named
Shidan Imraith challenged the halfling to a hunting contest in 1197 DR.  When
Herrian emerged at the victor, the proud elf became so enraged that he ordered
his men to kill the halfling.  Though Imraith's house was disgraced for the
action and Shidan was brought to justice, Herrian's fine yew bow disappeared.

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00HFBSRS
Furious Rabbit Slayer

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Chameleon Power: +2 to Hide skill
Spell Power: Can cast the spell  Luck 1/Day
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00CWBOWB
Masterwork Shortbow

STATISTICS:

Attack Bonus: +1
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00CWBOWC
Shortbow +1

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +1
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00CWBOWE
Masterwork Composite Longbow

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00CWBOWF
Composite Longbow of the Hand

Made during the golden age between the elves of the Seldarine's Hand and the
dwarves of Dorn's Deep.

STATISTICS:
Damage: +2 (missile)
Attack Bonus: +2
Weight: 3
Speed Factor: 7
Proficiency Type: Bow
Type: 2-Handed
Minimum Strength of 15 required


00CWBOWH
Masterwork Longbow

STATISTICS:

Attack Bonus:  +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00CWBOWI
Longbow +1

STATISTICS:

Damage:  +1 (missile)
Attack Bonus: +2
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00HFBCAG
Mithril Arc

It can be argued that the Mithral Arc and its brother, the Arc of Gold, brought
about the end of the dwarven-elvish alliance in the North many years past, and
led to the destruction of the Severed Hand and the fall of Dorn's Deep.  Many
tragedies have occurred around these two items, and many are the deaths they
caused although no arrow was ever shot from them.

The Mithral Arc was developed at the height of the dwarven-elvish alliance, and
it was one of the many joint items developed by the dwarves and elves of the
Severed Hand before the destruction of the Severed Hand and the Fall of Dorn's
Deep.  Its accuracy was unparalleled, and the dwarves presented it to the elves
as a token of goodwill between the races. The string of the bow was said to 
have been blessed by the elvish archmage Larrel himself, with a range that
seemed to rival the horizon.  It was mounted in the halls of Severed Hand so 
that all visitors could see it, and see the achievements the dwarves and elves 
united could bring about.

When its brother, the Arc of Gold, was discovered in the hands of a band of 
orcs raiding in the forests north of Severed Hand, the elves became furious and
accused the dwarves of selling the relics the two races had jointly crafted to
their enemies.  The dwarves, enraged by the insult, seized the Mithral Arc and
returned to Dorn's Deep, cutting off all contact with the elves.

It is said that at the moment the alliance disbanded, the string of the Mithral
Arc broke with a final twang, and the bow, useless, remained deep within Lower
Dorn's Deep, silently watching as the dwarves were slowly driven deeper and
deeper into the Deep by the encroaching goblinoid hordes that had begun to 
swarm down from the North.  It was never seen and never taken by the Dark Horde 
that marched through Dorn's Deep, and the Mithral Arc remained there for 
countless years in the darkness with the dwarven dead piled around it, still
clutching their weapons.

How it came to be here is unknown, but the string of the Mithral Arc is 
restored and the bow is eager to be used.  Perhaps there is hope for the fallen 
elves and dwarves still... or at least the opportunity to reclaim their 
once-proud homeland from the goblin hordes that threaten it.

STATISTICS:

Damage:  +7 (missile)
Attack Bonus:  +7
Weight: 9 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00BOWLFK
Flamekiller

Rangers in the service of Auril are rare, terrible forces in the north.
Echolia was an Aurilite ranger who plagued foragers near the Ice Lakes for over
two years.  A bane to nomads and merchants alike, Echolia's arrows felled many
and drove off even more.  A number of druids came north from the High Moor to
deal with her, but they found her exceptionally difficult to dislodge from the
region.  The druids eventually killed the persistent ranger, but only at the
cost of several druids' lives.  Her bow was recovered and given to a Mielikkan
ranger who died a decade later in the Marsh of Chelimber.

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Resistance: 1/- Cold Resistance
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed


00HFBLFK
Triumphant Flamekiller

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Resistance: 3/- Cold Resistance
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Bow
Type:  Two-handed



===============================================================================
Bracers
===============================================================================


00BRAC01
Bracers

Bracers are thick bands of metal or leather that are strapped, belted, or tied
to a character's forearm. They are normally used for added support and
protection of the forearms and wrist areas of the body.



00BRAC02
Bracers of Defense +2

Normally bracers are used to add support and protection to forearm area of the
body. However, these bracers have been magically altered so that the wearer
receives armor like protection without the constraints of wearing armor.
Bracers such as these are highly prized by wizards and sorcerers who must have
complete freedom of movement to perform their magical arts.

STATISTICS:

Armor Bonus: +2
Weight: 2 lb.


00BRAC03
Bracers of Defense +3

STATISTICS:

Armor Bonus: +3
Weight: 2 lb.


00BRAC04
Bracers of Defense +4

STATISTICS:

Armor Bonus: +4
Weight: 2 lb.


00BRAC05
Bracers of Archery
'The Dale's Protector'

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

STATISTICS:

Attack Bonus:  +2 (missile weapons only)
Weight:  2 lb.


00BRAC08
Gauntlets of Fumbling

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

STATISTICS:

Attack Bonus:  -10 penalty
Dexterity:  -2 penalty
Special:  Can only be removed by a 'remove curse' spell
Weight:  2 lb.


00BRAC09
Gauntlets of Weapon Skill

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

STATISTICS:

Attack Bonus:  +1
Weight:  2 lb.


00BRAC10
Gauntlets of Weapon Expertise
'Legacy of the Masters'

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

STATISTICS:

Attack Bonus:  +1
Damage:  +2 bonus
Weight:  1 lb.


00BRAC11
Bracers of Icelandic Pearl

It is said that these magnificent bracers were constructed in the Spine of the
World Mountains, and not so long ago. On the coastline of the Sea of Moving
Ice, there dwelled Prashnak, an abjurer -- and a stubborn one at that. 
Apparently Prashnak was having a great deal of difficulty fending off a 
relentless scourge of trolls, who no doubt were interested in nothing more than 
his dug out, well stationed bower. Prashnak used storms of acid to keep the 
trolls at bay. However the young mage was tiring of the constant attacks, and 
the trolls were becoming bolder.

After several months of studying the various effects of wilting magic, 
elemental summoning, and magical methods of frosting, Prashnak was finally 
ready to try his experiment. After summoning a water elemental, Prashnak 
evaporated choice bodily components and then froze the hapless creature. This 
lead to the creation of truly horrific sculptures of ice. The trolls, as simple 
as they are, took extreme offense to these totems and reportedly fled the area. 
The experiment a gleaming success, the exultant Prashnak continues his woeful 
studies to this day. What manner of thief took hold of the bracers is unknown, 
but they have been missing for several years.

STATISTICS:

Armor Bonus:  +4
Dexterity:  -2
Special:
  Can cast Lesser Planar Binding: Water Elemental 1/day
  Can cast Cone of Cold 1/day
  Can cast Horrid Wilting 1/day
Weight:  3 lb.


00BRAC12
Elven Sewn Gloves

These gloves have been made from the highest quality cloth and furs available 
in the land.  Hand sewn by talented elven tailors, these gloves were very 
common among the people of the Seldarine's Hand.  Outsiders have also found 
them appealing as they provide ample warmth and protection from the harsh cold 
of the North.

STATISTICS:

Resistance: 1/- Cold Resistance
Weight: 2 lb.


00BRAC17
Yeti Skin Gloves

These fur lined gloves have been stitched together using the skins of a Yeti.

STATISTICS:

Resistance:  1/- Cold Resistance
Weight: 1 lb.


00BRAC18
Winter Wolf Gloves

These fur lined gloves have been stitched together using the skins of a Winter
Wolf.

STATISTICS:

Resistance: +1 Cold Resistance
Charisma: +1
Weight: 1 lb.


00BRACBB
Brazen Bands

These Brazen Bands are enchanted to draw an enemy's blows to them and cancel
their inertia, thereby providing protection equivalent to that of chain mail 
but without the inconveniences that wearing such heavy armor normally entails.

STATISTICS:

Armor Bonus +5 (non-magical)
Weight: 1 lb.


00BRACHF
Bands of Focus

In the surviving teachings of the Kamjin-Doh of Kara-Tur, it is written that a
true weapon master relies not on leather, chain, or plate, but on honing their
skills so that they are never struck at all... and this means a weapon master
must know their enemy's movements like the movements of their own hand.  But
such mastery lies in staying focused upon your enemy even in the heat of
battle... and these simple leather armbands are intended to do just that.

Initially used to help in the training of students at the Kamjin-Doh, these
Bands of Focus radiate a soft moonlight glow when the light of dusk falls upon
them.  While worn, they exert a slight calming influence on the mind of the
sword saint that wields them, heightening the warrior's perceptions and senses,
and allowing them to read the movements of their opponents easier.  On the rare
occasion when an enemy strikes a sword saint, these bands allow the wielder to
shrug off pain (which in the teachings of Kamjin-Doh are called, 
"distractions") and keep the pain where it belongs - on one's opponent.

Many of these bands were scattered throughout Faerun in the wake of the
destruction of the Kamjin-Doh at the hands of the Master of Razors.  It is
rumored that the Master of Razors possessed a set of these bands as well, but
their location remains a mystery.

STATISTICS:

Special
 Damage reduction 5/+1
Weight: 1 lb.


00HFBCHF
Bands of the Master

When the last kensai of Kamjin-Doh, the Master of Razors, was slain in the
fields of western Kara-Tur, these simple leather bands were ripped from his
arms... and his arms ripped from his shoulders... as punishment for his
destruction of the Kamjin-Doh.  The identities of those who defeated him are 
not known, but the rumors in Kara Tur were that his slayers were the spirits of
three sword saints of Kamjin-Doh, returned from death to end the crimes of the
renegade kensai.

It was discovered that these once-simple bands of focus that the Master of
Razors had worn as a student had become stained with blood and shame, and no
longer shone with the same light as it once had.  As the Master lost focus, his
bands of focus corroded, almost to rot away as they were wrapped upon his
bleeding arms.  Nonetheless, these tattered bands still hold the power,
strength, and viciousness of the Master of Razors... making the one who wields
them far more deadly.

If you wear these bands, never forget their purpose, never forget your focus,
and never forget the reach of your enemy.  Keep these three things in your
heart, and they will serve you well in battle.

STATISTICS:

Special:
 Damage reduction 15/+3
Weight: 1 lb.


00BRACLA
The Lions of Arkamadis

Between 910 and 946 DR, the lands east of the Spine of the World mountains were
often plagued by the minions of the archmage Arkamadis.  Believed to have had
contact with Arrakon, the would-be conqueror of Icewind Dale's barbarians,
Arkamadis was only slightly less dedicated to dominating the native people that
surrounded his tower, Whitestone Talon.

Arkamadis wore a pair of bracers during most of his time in the north.
Regardless of the disguises he used, he always kept the bracers as an
identifying feature.  The bracers were made of thick, polished bronze.  Though
not elaborate, the top of each bracer featured a lion rampant in relief, 
roaring towards his hands.  Arkamadis lost his bracers when dwarves from 
Citadel Adbar crushed his growing empire and demolished Whitestone Talon with 
siege engines.

STATISTICS:

Deflection Bonus: +3
Spell Power: Can cast the spell Bull's Strength 1/Day
Weight: 1 lb.


00HFBCLA
Great Lions of Arkamadis

STATISTICS:

Deflection Bonus: +5
Spell Power: Can cast the spell Bull's Strength 2/Day
Weight: 1 lb.


00BRACRB
Rakavik's Bracers

The invoker Rakavik Savell was a man of few words.  He kept company with thugs,
brigands, murderers, and criminals of all sorts, men and women who valued 
strong actions over a silver tongue.  Rakavik was a clever man, and devised 
these bracers knowing that most people assume bracers are for protection.  When
opponents thought Rakavik was out of spells, he never needed to pull out a wand
or staff to make a quick offensive action.  He simply made a non-threatening
gesture with his arms and activated these polished steel bracers.  Despite
being over two hundred years old, the large sections of black enamel on the 
bracers are still dark and shining.

Rakavik died in 1012 DR when he and his fellows botched an attempted burglary 
in Suzail.  The bracers have passed through many hands since that time.

STATISTICS:

Spell Power: Can cast the spell Magic Missile 2/Day
Spell Power: Can cast the spell Ice Dagger 1/Day
Weight: 1 lb.


00HFBCRB
Rakavik's Imbued Bracers

STATISTICS:

Spell Power: Can cast the spell Magic Missile 1/Day
Spell Power: Can cast the spell Mordenkainen's Force Missiles 1/Day
Spell Power: Can cast the spell Lance of Disruption 1/Day
Weight: 1 lb.


00BRACTB
Tamjan's Bracers

The Neverwinter wizard Tamjan Baker could have been an excellent mage, or so 
his teachers said.  Unfortunately, Tamjan was called upon repeatedly to assist 
his father in the expansion of their family bakery.  To establish a reputation 
among the cities of the north, Tamjan would magically preserve the freshness of 
his father's baked goods as he whisked them away to important events from 
Luskan to Silverymoon.  Tamjan hated assisting his father.  It made him the 
butt of jokes in wizardly circles across the north.  Tamjan eventually decided 
to hire a group of bandits to attack him and his father as they traveled to 
Luskan.  The young mage believed that the attack would scare his father into 
giving up his outlandish plan to establish bakeries across the north.  The
bandits became overzealous in the execution of their role.  Weeks later, all 
the Neverwinter scouts found were Tamjan's magical bracers lying in a puddle of 
slush.

The bracers are made of fine pinewood and leather with steel reinforcements.
They feature very little ornamentation, the graceful curve of the steel being
the notable exception.

STATISTICS:

Deflection Bonus: +1
Weight: 1 lb.


00HFBCTB
Tamjan's Bolstered Bracers

STATISTICS:

Deflection Bonus: +5
Weight: 1 lb.


00BRACTC
Thunder Clap

When a high level monk hits someone, the victims often say it was like getting
hit by a bolt of lightning.

The bracers known as Thunder Clap are a prized possession of the monks that own
them.  Being that monks rarely use weapons other than their own hands and feet,
these bracers offer an edge in battle that is rarely seen in the Realms.  These
bracers allow the skilled monk to increase the speed of their attacks.  The
added speed dished out by these bracers have, on several occasions, evened the
odds against would be bandits that try to outnumber their monk victims.

STATISTICS:

Special
 Speed:  One extra attack per round
Weight: 1 lb.


00HFBCBB
Indomitable Bands

These Indomitable Bands are enchanted to draw an enemy's blows to them and
cancel their inertia, thereby providing protection equivalent to that of chain
mail but without the inconveniences that wearing such heavy armor normally
entails.

STATISTICS:

Armor Bonus +5 (non-magical, stacks with everything)
Special:
 Damage reduction 10/+2
Weight: 1 lb.


===============================================================================
Bullets
===============================================================================


00BULL01
Bullet

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

STATISTICS:

Damage:  1d4
Damage Type: Missile (crushing)
Weight: 0 lb.
Launcher:  Sling


00BULL02
Bullet +1

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

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Weight: 0 lb.
Launcher:  Sling


00BULL03
Bullet +2

STATISTICS:

Damage:  1d4  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (bludgeoning)
Weight: 0 lb.
Launcher:  Sling


00BULL04
Force Bullet

A popular weapon among priests, Force Bullets allow the user to restrain
opponents without causing excessive harm.  They are particularly well liked by
the churches of Helm, Eldath and Ilmater.

STATISTICS:

Damage:  1d4  +2
Damage Type:  Missile (crushing)
Enchantment:  +2
Special:  Target must make a Reflex save or be affected by Otiluke's Resilient
Sphere
Weight:  0 lb.
Launcher:  Sling


00BULL86
Returning Flame Bullet +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Returning: Returns to user
  Flame: 50% chance +1d6
Weight: 0 lb.
Launcher:  Sling


00BULL87
Bullets of Disruption +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Disruption: All undead and outsiders hit by weapon must make a Fortitude save
or be destroyed
Weight: 0 lb.
Launcher:  Sling


00BULL88
Stun Bullets +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
   to resist)
Weight: 0 lb.
Launcher:  Sling


00BULL89
Bullets of Corrosive Burst

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Special:
  Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
Weight: 0 lb.
Launcher:  Sling


00BULL90
Bullets of Wounding

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Special:
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight: 0 lb.
Launcher:  Sling


00BULL91
Sure Strike Bullets

STATISTICS:

Damage:  1d4
Damage Type:  Missile (bludgeoning)
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 0 lb.
Launcher:  Sling


00BULL92
Stunning Bullets +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist)
Weight: 0 lb.
Launcher:  Sling


00BULL93
Sparking Bullets +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Shock: +1d6 electrical damage
Weight: 0 lb.
Launcher:  Sling


00BULL94
Frost Bullets +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Frost: +1d6 cold damage
Weight: 0 lb.
Launcher:  Sling


00BULL95
Flaming Bullets +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Flame: +1d6 fire damage
Weight: 0 lb.
Launcher:  Sling


00BULL96
Corrosive Bullets +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (bludgeoning)
Special:
  Corrosion: +1d6 acid damage
Weight: 0 lb.
Launcher:  Sling


00BULL97
Bullet +5

STATISTICS:

Damage:  1d4  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (bludgeoning)
Weight: 0 lb.
Launcher:  Sling


00BULL98
Bullet +4

STATISTICS:

Damage:  1d4  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (bludgeoning)
Weight: 0 lb.
Launcher:  Sling


00BULL99
Bullet +3

STATISTICS:

Damage:  1d4  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (bludgeoning)
Weight: 0 lb.
Launcher:  Sling



===============================================================================
Chain Armor
===============================================================================



00ARMCH
Armageddon Chain Mail of theTester

Uber-Chain for critical path testing only! Do not use to test play balance. If 
you do, you will be abducted by aliens and probed with cold instruments.


00CHAN01
Chainmail Armor

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

STATISTICS:

Medium Armor
Armor Bonus: +5
Max Dex Bonus:  +2
Armor Check Penalty:  -5
Arcane Spell Failure:  30%
Weight: 40 lb.


00CHAN02
Chainmail +1

Chain mail is made of interlocking metal rings.  It is always worn over a layer
of padded fabric or soft leather to prevent chafing and lessen the impact of
blows. A faint blue glow can be seen emanating from the armor.

STATISTICS:

Medium Armor
Armor Bonus: +6
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Weight: 35 lb.


00CHAN03
Chainmail +2

STATISTICS:

Medium Armor
Armor Bonus: +7
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Weight: 35 lb.


00CHAN04
Splint Mail

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

STATISTICS:

Heavy Armor
Armor Bonus: +6
Max Dex Bonus:  +0
Armor Check Penalty:  -7
Arcane Spell Failure:  40%
Weight: 45 lb.



00CHAN05
Splint Mail +1

Splint mail is a variant of banded mail in which the metal strips are applied
vertically to the backing of chain, leather, or cloth rather than horizontally
as in banded mail.  Since the human body does not swivel in mid-torso as much 
as it flexes back to front, splint mail is more restrictive in battle. This
particular suit of armor has been magically enchanted for increased durability
and protection.

STATISTICS:

Heavy Armor
Armor Bonus: +7
Max Dex Bonus:  +0
Armor Check Penalty:  -7
Arcane Spell Failure:  40%
Weight: 45 lb.


00CHAN06
Baleful Mail

This armor was crafted in 1221 DR by a duergar smith working for a vengeful
priest of Bane named Alerri of West Waterdeep.  During Alerri's early days in
the priesthood, he frequently provoked and attacked agents of Sune.
Unfortunately for Alerri, Lady Firehair's followers employed charm magic to
cease the Banite's antics.  Once he had been charmed, Alerri was commanded to
perform all sorts of embarrassing actions in the streets of Waterdeep.  After
many years, Alerri decided to honor his god of hate by creating a suit of armor
that would protect him from charm magic.  He communed with the spiritual 
minions of Bane to discover the materials and rituals necessary for the suit's 
creation. Following his master's instructions, he murdered thirteen married 
couples and had their wedding rings woven into the hem of the mail.  He then 
killed thirteen elves and bathed in their blood, uttering prayers for thirteen 
hours.  When he was finished, his armor protected him from the magic of the
Sunites and filled him with irrepressible hate.  Alerri went on a crusade 
against the agents of Sune, Llira, and Hanali Celanil for three years.  His 
killing spree ended when elven archers and priests of Corellon Larethian laid a 
trap for him on a road going north from Waterdeep.

STATISTICS:

Medium Armor
Armor Bonus: +7
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Special:
  Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking,
   -2 Charisma while worn
Weight: 40 lb.


00CHAN07
Elven Chainmail of the Hand +3

During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves
of Dorn Deep, special version of the illustrious elven chainmail were made that
added protection against the harsh weather conditions of the north.

STATISTICS:

Light Armor
Armor Bonus: +8
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Resistance Bonus: +10% Cold Resistance
Weight: 15 lb.


00CHAN08
Mail of Life

This armor was crafted from meteoric iron by dwarven and elven smiths during 
the Time of Cooperation.  A high priest of Moradin and a high priest of Labelas
Enoreth enchanted the armor with its powers.  Unfortunately, no elven or 
dwarven warrior ever wore the chain mail.  When troubles arose between the Hand 
of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, 
refusing to use anything the elves had a hand in creating.

STATISTICS:

Medium Armor
Armor Bonus: +8
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Special:
  +10 Hit Points
  Wearer Regenerates 1 hit point per turn
Weight: 40 lb.


00CHAN09
Ogien's Scale

The great barbarian hero Ogien wore this armor during his many legendary
conquests.  Ogien was said to be a bear of a man, taller than his fellow
barbarians and a good deal wider.  It is said by some of the barbarians that
Ogien would wrestle with wolves for amusement, and it is known that he was
haunted by a prophecy that he would die "under white paws."  When he was killed
fighting polar bears on the tundra of Icewind Dale, his armor was buried with
him.  Despite its power, it is not distinctive in its appearance.

STATISTICS:

Medium Armor
Armor Bonus: +8
Max Dex Bonus:  +3
Armor Check Penalty:  -3
Arcane Spell Failure:  25%
Special: Wearer can incite Animal Rage 3/Day
Weight: 25 lb.


00CHANML
Mercenary's Lot

The mercenary's lot has been a difficult one in the lands of Icewind Dale, for
there is little to occupy one's fighting skills in the far north... at least
until recently.  This armor was worn by a mercenary company called the Silver
Band who was driven from the north after a heated debate at the Ten-Towns
council (a debate that barred further mercenary service from most of the Ten-
Towns for a period not exceeding three seasons).   According to the debate, the
mercenaries were not seen as effective combatants, and certainly not worth the
gold they were paid for their meager weapon skills.

In order to pay for their passage back south, the Silver Band was forced to 
sell several suits of their armor in order to transport their mounts and siege
engines, and the Band swore they would never return to the North, even if the
region perished under an avalanche of goblins and other freakish monsters.
Apparently, their ability to predict the future was not listed in their company
annals.

This armor is valued in the far north due to its ability to protect the wielder
from the elements as well as being light enough to allow for greater freedom of
movement.

STATISTICS:

Medium Armor
Armor Bonus: +5
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Special:
 Light Weight: Armor weighs half as much as ordinary chainmail
 Resistance: 1/- Cold Resistance
 Resistance: 1/- Fire Resistance
Weight: 20 lb.


60CHANCD
Chain of Drakkas

Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder.  At a
very young age, Drakkas was kidnapped by a Drow raiding party and brought up by
the Drow to be a pit fighter.  At first he fought his fellow kidnap victims in
the pits.  However, over time, his fellow abductees died from their wounds and
poor treatment, thus leaving Drakkas alone to eventually fight monsters of the
Drow's choosing.  Drakkas persevered, fueled by his ever-growing hatred for his
captors, the hopes of one day escaping and then taking revenge on his
kidnappers.

One day Drakkas got his wish - he was able to escape by stealing his jail cell
keys from his lazy night guard, and then stealthfully slipping out into the
unforgiving Underdark.  He managed to steal a couple of scimitars on his way
out, which he put to good use while circumventing the twisted corridors of the
Underdark.  When he emerged on the surface, he immediately sought out his Moon
Elf kin.

Unfortunately, when he found his kin, they ostracized him due to his horrendous
battle scars.  Embittered and outcast, he made it his mission in life to exact
the most painful revenge possible on his kidnappers.  Drakkas diligently 
trained in the dark magics, and continued his formidable weapons training as 
well.  When he got to the point where he felt he was ready, he began to sell 
his services as a mercenary to earn coin and buy better equipment.  One thing 
in particular he eventually wanted was lightweight chain mail that would not 
interfere with his spell casting.  Luck was with him the day he found a Dwarven 
armorsmith who could accommodate Drakkas' needs.  It was not long after until 
the armor was finished and Drakkas was ready for his mission of revenge.

Drakkas disappeared from the people who knew him and utilized his mercenary
services, and ventured into the depths of the Underdark, where he was never
heard from again.  However, his special armor did somehow make it out of the
Underdark.  No one knows how, but speculation has it that the return of 
Drakkas' chain mail to the surface world was a subtle message from the Drow.  
The message, of course, was left to the imagination of the interpreter.

STATISTICS:

No Armor Proficiency Required
Armor Bonus: +7
Max Dex Bonus:  None
Armor Check Penalty:  -0
Arcane Spell Failure:  0%
Special:
 Spellcasting and Thieving abilities can be performed without penalties from
wearing armor.
Weight: 30 lb.


60HFCNCD
Chain of Drakkas' Fury

STATISTICS:

No Armor Proficiency Required
Armor Bonus: +8
Max Dex Bonus:  None
Armor Check Penalty:  -0
Arcane Spell Failure:  0%
Special:
  Spellcasting and Thieving abilities can be performed without penalties from
wearing armor.
  Attack Bonus: +3 bonus
  Speed: 1 additional attack per combat round
Weight: 30 lb.



===============================================================================
Cloaks
===============================================================================


00CLCKFC
Farmer's Cloak

On the farms in the Dalelands west of the Moonsea, most of the men and women
who work the fields lead simple, humble lives.  It is out of one such simple
life that the legend of Behem Farmer of Mistledale emerged.  However, the
circumstances surrounding his legend are far from typical.  While tending his
farm near Sword Creek, bandit riders from the east rode forth and told him to
surrender his land.  Behem was overcome with grief and could not answer them.
The leader of the bandits told Behem that he had until dawn of the next morning
to vacate the land.  The bandits then rode towards other farms and told them
the same thing.  At dusk, as the farmers cleared out their homes and prepared
to fall back to defensible ground, some of the families saw the silhouette of
Behem standing in his field, leaning upon his hoe, his head hung low.

In the evening, three farmers approached Behem's field and saw the farmer
asleep in his field.  More shocking was the apparition of a woman, believed to
be the spirit of Chauntea, wrapping Behem's loose cloak around him.  The
farmers returned to their families and told everyone what they had witnessed.
Bolstered by the belief that Chauntea had blessed Behem for staying on his
farm, the farmers gathered up their families and marched back to their farms.
Unfortunately, their bravery had returned a few moments too late.  Behem had
just been killed by the bandits for refusing to leave.  Before the eyes of the
farmers, thick vines erupted from the field the bandits stood upon.  The
vegetation not only held the bandits firmly in place, but also thrashed and
choked them into unconsciousness.  The farmers rushed forward and drove off the
bandits who remained.  Though Behem's body disappeared with the vines, his
bloodstained, tattered cloak remained behind.

STATISTICS:

Deflection Bonus: +3
Weight: 3 lb.


00HFCKFC
Blessed Farmer's Cloak

STATISTICS:

Deflection Bonus: +3
Spell Power: Can cast the spell Entangle 1/Day
Spell Power: Can cast the spell Sunscorch 1/Day
Spell Power: Can cast the spell Aid 1/Day
Weight: 3 lb.


00CLCKMB
Cloak of Mystra

Even though wizards can harbor powerful spells, their main weakness is the fact
that they cannot wear any sort of armor without suffering severe limitations to
their casting abilities.  Although with proper training wizards may overcome
these restrictions, wizards will normally choose to enchant their robes or a
ring to have deflective properties so as to remain unfettered by bulky armor.
But if by chance a talented fighter, or a skilled bowman connected with their
weapon, the wizard would not have the fortitude to last long.

Clerics of Mystra, seeing this dilemma that fell upon the wizards of the land,
made cloaks blessed by Mystra herself.  These cloaks granted the wizard special
damage resistances where most, if not all, the damage that was dealt out from a
weapon would be negated.  Needless to say that wizards who acquired the cloaks,
which eventually were called Mystra's Blessing, felt even more powerful, if not
invulnerable.

STATISTICS:

Special:
 Damage Reduction:  5/+1
Weight: 1 lb.


00HFCKMB
Mystra's Embrace

STATISTICS:

Special:
 Damage Reduction:  10/+2
 Spell Power:  Can cast the spell Stoneskin once per day
Weight: 1 lb.


00CLCKNV
Nature's Vengeance

The avengers are members of a special sect within a druidic order.  They are
devoted to fighting those who defile nature, and these cloaks were sometimes
worn by members of their sect when embarking on their crusades against those
who had inflicted grievous wounds upon the land.  It is reported that several
of these cloaks were worn by druids who followed the trail of the Dark Horde
many long years ago during their attack on the elven fortress of the Severed
Hand.  The Horde had felled many trees and laid waste to vast sections of the
North while building siege engines, and the avengers declared war on them,
attempting to use turn the power of nature against its attackers.  Although the
avengers were eventually slain by an orcish clan along the Spine of the World,
their cloaks remain and occasionally resurface across the North.

When worn by a druid, these cloaks have a chance of cursing any enemy who dares
to commit violence upon the wearer.  It has stayed the hand of many a foe...
only to have them die with an avenger's blade in their throat.

STATISTICS:

Special:
 Retribution: 10% chance of inflicting the spell Bane whenever the attacking
              enemy successfully hits wearer of Nature's Vengeance.
Weight: 2 lb.


00HFCKNV
Nature's Fury

Everard rarely lost his temper, but nature itself did when it was struck by the
Auril priests and the combined might of the evil that threatened Icewind Dale.
It is said that a wind tore through Everard's home after the events twenty years
past and hurled his cloak into the upper branches of the Kuldahar Oak, where it
was lashed and beaten by the icy winds for days, and ultimately lifted up and
carried upon the storms for nearly a month.  When it settled down, it was taken
up by a wandering druid, who wore the cloak and used it to crush a sect of
Aurilites in the ice shadowed delves of Slow Cedric's Gallop three years ago.
Once his task was accomplished, the cloak was taken up by the wind again, and
carried northward to be used against those that threaten the Balance once again.

It is intended to avenge those who disrupt the Balance with violence, and to
remind aggressors that one may not defeat nature, only anger it.

STATISTICS:

Special:
 Retribution: 20% chance of inflicting the spell Bane whenever the attacking
enemy successfully hits wearer of Nature's Vengeance
 Retribution: 10% chance of inflicting the spell Call Lightning whenever the
attacking enemy successfully hits wearer of Nature's Vengeance.
Weight: 2 lb.


00CLCKSB
The Shroud of Bankao

Believed to be the burial shroud of a mysterious eastern warlord, the Shroud of
Bankao has been worn by some of the most notorious thugs and murderers on the
Sword Coast.  Its coarse black fabric has grown coal gray over many years of
use.  Its last known owner was Polger Carallo, an extortionist who operated in
the worst parts of Waterdeep.  Polger made his living shaking down the
residents of the poor districts of the city.  A priest of Bane told Polger that
he owed the church a tribute for his success.  Polger refused the priest's
offer and died at the end of the Banite's morningstar.

STATISTICS:

Spell Power: Can cast the spell Ghoul Touch 1/Day
Spellward: Immunity to the spells Skull Trap and Glyph of Warding
Weight: 2 lb.


00HFCKSB
Death Shroud of Bankao

STATISTICS:

Constitution: +3 bonus
Spell Power: Can cast the spell Ghoul Touch 1/Day
Spell Power: Can cast the spell  Bull's Strength 1/Day
Spellward: Immunity to the spells Skull Trap and Glyph of Warding
Weight: 2 lb.


00CIROBA
Aurilite Ceremonial Robe

This robe, worn by the priests and priestesses of Auril, is ice-white in color
with blue piping, and cinched at the waist by a very wide silver belt.


00CLCK01
Cloak of Protection +1

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

STATISTICS:

Deflection Bonus:  +1
Saving Throw:  +1 bonus
Weight:  3 lb.


00CLCK02
Cloak of Protection +2

STATISTICS:

Deflection Bonus:  +2
Saving Throw:  +2 bonus
Weight:  3 lb.


00CLCK03
Cloak of Displacement

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

STATISTICS:

Armor Bonus:  +4 vs. missile weapons
Saving Throws (Fortitude and Reflex):  +2 bonus
Weight:  3 lb.


00CLCK04
Cloak of Non-Detection

Reportedly created for a lineage of the greatest burglars ever to walk the
night, this cloak was apparently a success.  No record exists of previous
owners.

STATISTICS:

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


00CLCK17
Yeti Skin Cloak

The cloak can be made in every possible shape with just about every type of
fabric.  The most common forms are a circular piece of fabric with a hole in 
the center for the head, and fabric draped from neck, connected by a chain, 
brooch, cord, or pins. This cloak appears to be constructed from the skins of a 
Yeti.

STATISTICS:

Resistance: 1/- Cold Resistance
Weight: 3 lb.


00CLCK18
Winter Wolf Cloak

The cloak can be made in every possible shape with just about every type of
fabric.  The most common forms are a circular piece of fabric with a hole in 
the center for the head, and fabric draped from neck, connected by a chain,
brooch, cord, or pins. This cloak appears to be constructed from the skins of a
Winter Wolf.

STATISTICS:

Resistance: 1/- Cold Resistance
Charisma: +1
Weight: 3 lb.


00CLCKBC
Berywel's Cloak

The notorious halfling rogue and prankster Berywel Elmroot wore this cloak
during his most well known streak of burglaries in Western Heartlands.  After
being incarcerated for twelve years in Berdusk, Berywel decided to do something
to prevent the priests of Helm in that city from capturing him again.  His
gnomish friend, Chester Spindle, created this muted green and brown cloak in
exchange for a case of wine stolen from a temple of Ilmater.  Under its
protection, Berywel slipped out of Berdusk at least ten times despite having
priests of Helm in hot pursuit.  When Berywel retired in Baldur's Gate, he sold
the cloak to a friend.

STATISTICS:

Spellward: Immunity to the spells Command and Bane
Weight: 4 lb.


00HFCKBC
Berywel's Fantastic Cloak

STATISTICS:

Spellward: Immunity to the spells Command, Bane, Hold Person, Doom and Greater
Command
Weight: 4 lb.


00CLCKWC
Woodland Cloak

The leaves that fall from the great oak of Kuldahar are surprisingly flexible,
much like cloth, and when treated with special druidic magics, can be fashioned
as cloaks.  When worn, the cloaks make no sound, and they provide the wearer
with a minor chameleon effect, allowing them to blend into the natural
surroundings and avoid the notice of those that would do the wearer harm.
Furthermore, in times of danger, the wearer may wrap the cloak around his body,
making his skin as hard as wood and helping to protect him against attack

STATISTICS:

Special:
 Hide skill: +1
 Spell Power:  Can cast the spell Barkskin once per day
Weight: 1 lb.


00HFCKWC
Deep Woods Cloak

This enchanted cloak is a powerful garment indeed, and was fashioned by the
Archdruid of Kuldahar, Everard, many years ago.  It is fashioned from the
molting bark of the great tree and has been specially enchanted so that it may
be worn as a cloak.  When worn, this cloaks makes no sound, and provides the
wearer with a greater chameleon effect, allowing them to blend into the natural
surroundings and avoid the notice of those that would do the wearer harm.
Furthermore, in times of danger, the wearer may wrap the cloak around his body,
making his skin as hard as the Great Oak itself, making him almost immune to
damage.

STATISTICS:

Special:
 Hide skill: +4
 Spell Power:  Can cast the spell Ironskin once per day
Weight: 1 lb.


50CLCK17
Wandering Hunter's Cloak

Cloaks like this one are painstakingly crafted for the use of the Wandering
Village's best young hunters.  The soft wolf's fur is enchanted to mask a
hunter's scent and help him or her to hide from prey in the shadows.

STATISTICS:

Hide skill: +2
Weight:  3 lb.


53CLCKHD
House of Despana Piwafwi

This fine cloak is made from spider silk with amazingly flexible adamantite
filigree.  The arrow and hexagon glyph of House Despana is featured prominently
on the back and the stitching near the hems follows the same arrow pattern.
Three small holes, surrounded by almost-vanished bloodstains, sit squarely in
the back of the cloak.  The cloak used to belong to Malfeem, ill-fated Weapons
Master and short-lived Patron of House Despana.  Malfeem was the father of
Malavon Despana, Master of Rilauven's Sorcere Academy of Magic.  Malfeem died 
in an attack on a rival house fifty years ago.  Rumors within Rilauven state 
that the daughters of House Despana engineered Malfeem's death because he had 
gained too much influence over their Matron Mother.  The cloak has rested in 
the House Despana treasury since he died.  Forty years ago, it was worn for a 
single night by Matron Despana's new Patron, who fancied himself the finest 
warrior in Rilauven.  The sentimentality of the Matron for Malfeem had not 
faded, and the Patron was flayed to death on the spot.

STATISTICS:

Resistance: 2/- Fire Resistance
Hide skill: +2
Weight:  1 lb.



===============================================================================
Clubs
===============================================================================


00CLUB01
Club

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

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Weight: 3lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB81
Cold Flame Club +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Frost: 25% chance +1d6 cold damage
  Flame: 25% chance +1d6 fire damage
Weight:  3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB82
Stun Club +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
   to resist)
Weight:  3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB83
Sure Strike Shock Club

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Shock: 50% chance +1d6 electrical damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight:  3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB84
Vampiric Club

STATISTICS:

Damage:  1d6
Special:
  Vampiric: 50% chance 1d4 hit points drained from target and temporarily added
to wielder (Fortitude save for none)
Damage Type:  Bludgeoning
Weight:  3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB85
Club +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight:  3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB86
Club of Freezing Flames +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Flame: +1d6 fire damage
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
  Frost: +1d6 Cold Damage
  Frost Burst:  +1d6 frost damage and 10% chance of +1d10 extra frost damage
Weight:  3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB87
Club of Destiny +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Process: User is under the effect of the spell Luck while equipped
  Charisma: +1
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB88
Club of Enlightenment +5

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Strength: +1
  Dexterity: +1
  Constitution: +1
  Intelligence: +1
  Wisdom: +1
  Charisma: +2
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB89
Club of Punishing +5

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Lawful: +2d6 damage against chaotic creatures
  Charisma: +3
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB90
Club of Dazing +5

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Stunning: Fortitude save or target is stunned for 1/2 combat round
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB91
Walloping Club +5

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Impact:  Increases chance of scoring a critical hit
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB92
Club of Disruption

STATISTICS:

Damage:  1d6  +3
Attack Bonus:  +3
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Disruption: All undead and outsiders hit by weapon must make a Fortitude or 
   be destroyed
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB93
Club +2

STATISTICS:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB94
Masterwork Club

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB95
Club of Immolation

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Flaming Burst: +3d6 fire damage and 10% chance of +2d10 extra fire damage
  Resistance: 5/- Magic Resistance
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB96
Static Club +5

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
electrical damage
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB97
Club +5

STATISTICS:

Damage:  1d6  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB98
Corrosive Club +2

STATISTICS:

Damage:  1d6  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Corrosion: +1d6 acid damage
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUB99
Frost Club

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Special:
  Frost: 50% chance of +1d6 cold damage
Weight: 3 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00CLUBHK
Headknocker

Headknocker was crafted by the ogress Shavauntea as a "gift" for her husband,
Grothak the Stupid.  Her hope was that the club could be used to "knock sense
into empty head."  Shavauntea was quite surprised to find that the weapon had
the opposite effect when she brought it down upon her husband's unsuspecting
head.  The club was thought to have been destroyed in the battle between the
two lovers after Grothak regained his senses.  Obviously, this was not the
case.

STATISTICS:

Damage: 1d6  +3
Attack Bonus: +3
Enchantment:  +3
Damage Type: Bludgeoning
Special:
  Crushing: 33% chance target takes +1d6 Crushing damage to the head
  Spell Process: 20% chance target becomes Confused
Weight: 6 lb.
Required Feat:  Simple Weapon, Mace
Type:  One-handed


00HFCBHK
Club of Confusion

The Club of Confusion was crafted by the ogress Shavauntea as a "gift" for her
husband, Grothak the Stupid.  Her hope was that the club could be used to 
"knock sense into empty head."  Shavauntea was quite surprised to find that the 
weapon had the opposite effect when she brought it down upon her husband's
unsuspecting head.  The club was thought to have been destroyed in the battle 
between the two lovers after Grothak regained his senses.  Obviously, this was 
not the case.

STATISTICS:

Damage: 1d6  +5
Attack Bonus: +5
Enchantment:  +5
Damage Type: Bludgeoning
Special:
  Crushing: 99% chance target takes +2d6 Bludgeoning damage to the head
  Spell Process: 50% chance target becomes Confused
  Impact: Increased chance of scoring  a critical hit on target
Weight: 6 lb.
Required Feat:  Martial Weapon, Flail (?)
Type:  One-handed



===============================================================================
Crossbows
===============================================================================


00BWHX01
Heavy Crossbow

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

STATISTICS:

Damage:  +2 (missile)
Attack Bonus: +2
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX02
Masterwork Heavy Crossbow

STATISTICS:

Damage:  +2 (missile)
Attack Bonus: +3
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX03
Heavy Crossbow +1

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX04
Heavy Crossbow of Accuracy

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

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +7
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX91
Heavy Crossbow +5

STATISTICS:

Damage:  +7 (missile)
Attack Bonus:  +7
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX92
Heavy Crossbow +4

STATISTICS:

Damage:  +6 (missile)
Attack Bonus:  +6
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX93
Heavy Crossbow +3

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +5
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX94
Heavy Crossbow +2

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +4
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX95
Heavy Crossbow of Health +2

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +4
Special:
  Hit Point Bonus: +5 to Max Hit Points
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX96
Heavy Crossbow of Defense +1

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Special:
  Deflection Bonus: +1
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX97
Spellward Heavy Crossbow

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Special:
  Spellward: Immunity to the spell Charm Person
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX98
Heavy Crossbow of Speed +5

STATISTICS:

Damage:  +7 (missile)
Attack Bonus:  +7
Special:
  Speed: 1 additional attack per combat round
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHX99
Heavy Crossbow of Accuracy +4

STATISTICS:

Damage:  +6 (missile)
Attack Bonus:  +10
Weight: 9 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHXGE
Geloise

A human adventurer from the Dalelands named Arioth Cooper used this heavy
crossbow on many of his journeys.  Arioth had lived in a small community near
the edge of Anauroch, the great desert.  When a mysterious force emerged from
the sands to destroy the village, Arioth's wife was killed.  Through
circumstance, Arioth became a wandering mercenary.  Over time, Arioth became a
great hero and champion for the innocents of Cormyr and the Dalelands, though 
he shied away from such praise.  His worn, heavy crossbow was named after his 
dead wife, Geloise.  When Arioth died of old age, his wishes were that his 
equipment be sold off at an auction in Essembra, Battledale, and the proceeds 
given to the citizens of that village.

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Weight: 10 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFHXGE
Beloved Geloise

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Freedom of Movement: Wielder is immune to effects that impede movement
Weight: 10 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHXHF
Hagnen's Folly

This heavy crossbow was named, not by its dwarven designer, Hagnen Odestone, 
but by his wife Miraenna, who was responsible for stringing the crossbow with 
dragon gut and then checking its aim and speed of fire.  There was apparently 
no love lost between the couple, and their arguments on everything from 
maintaining the home to maintaining the accounts were legendary within the clan 
halls.  Shortly after Hagnen was crushed to death in the great quake of 
1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of 
uncompleted work) to rest by finishing the last of a series of enchanted 
weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's 
name.  After finishing the last of his weapons, Miraenna apparently left the 
dwarven clan home and traveled southwards, gladly ridding herself of the 
Odestone name and creations.

Among Hagnen's other creations is a light crossbow that also bears his name -
it has been sighted within the North on many occasions.

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Weight: 10 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLXHF
Hagnen's Foolishness

Damage:  +1 (missile)
Attack Bonus:  +3
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFLXHF
Foolishness of Hagnen Odestone

Damage:  +3 (missile)
Attack Bonus:  +5
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFHXHF
Folly of Hagnen Odestone

STATISTICS:

Damage:  +5 (missile)
Attacl Bonus:  +5
Weight: 10 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHXIA
Iron Arbalest

An assassin's greatest ally, besides his skill in his craft, is his weapon.  In
fact, an assassin is best if his weapon of choice, such as a crossbow, is used
at the longest possible range with deadly accuracy.  However, even the best of
assassins need all the help they can get when it comes to long-range attacks.
That is why the Iron Arbalest, and crossbows like it, are usually the best
choice for would be assassins.  The Iron Arbalest has been enchanted to enhance
the assassin's crossbow skill and actually improve their chance to hit their
mark.  In skilled hands, the Iron Arbalest could drop a mark long before they
could ever reach the assassin and exact revenge.

STATISTICS:

Damage:  +6 (missile)
Attack Bonus: +6
Weight: 14 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFHXIA
Mithril Arbalest

STATISTICS:

Damage:  +7 (missile)
Attack Bonus: +7
Special:
 Hide: +3
Weight: 14 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWHXMR
Mailripper

An arbalest of dwarven manufacture, Mailripper has been seen in use across
Icewind Dale for at least a hundred years.  On the rare occasions that groups 
of dwarves appear on the tundra, they are typically gathered for battle.   The
leader of the Warcrest clan always kept a keen-eyed warrior armed with
Mailripper by his side.  The warrior's instructions were simple: shoot the most
heavily armored opponent you see approaching the king.

When the Warcrest clan was wiped out in a woeful conflict with barbarians, some
warriors from Bryn Shander used it for idle target practice before they died en
route to Redwaters.

STATISTICS:

Damage: +2 (missile)
Attack Bonus: +2
Weight: 10 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFHXMR
Shielded Mailripper

STATISTICS:

Damage: +4 (missile)
Attack Bonus: +4
Deflection Bonus: +2
Weight: 10 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX01
Light Crossbow

STATISTICS:

Attack Bonus: +2
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX02
Masterwork Light Crossbow

STATISTICS:

Attack Bonus: +3
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX03
Light Crossbow +1

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +3
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX04
Light Crossbow of Speed +1

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

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +3
Special:  1 extra attack per round
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX91
Light Crossbow of the Defender +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus:  +3
Special:
  Deflection Bonus: +1
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX92
Light Crossbow +5

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +7
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX93
Light Crossbow +4

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +6
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX94
Light Crossbow +3

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +5
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX95
Light Crossbow +2

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +4
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX96
Light Crossbow of Spell Resistance +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus:  +3
Special:
  Resistance: 1/- Magic Resistance
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX97
Light Crossbow of Health

STATISTICS:

Attack Bonus:  +2
Special:
  Hit Point Bonus: +5 to Max Hit Points
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX98
Eagle Eye Light Crossbow +3

STATISTICS:

Damage: +3 (missile)
Attack Bonus:  +8
Special:
  Speed: 1 extra attack per combat round
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLX99
Light Crossbow of Accuracy

STATISTICS:

Attack Bonus:  +4
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLXIM
Iron Mary's Reply

"Iron" Mary of Tantras was a woman of stunning beauty and deadly serious
resolve.  Iron Mary was easily spotted among her dark-haired mercenary company.
Not deigning to wear a helmet, she knew her long blonde hair was visible from
across a battlefield.  Mary was often hired to track down groups of criminals 
in lawless lands and put an end to their activities.  After five years,
troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was 
on their heels, they had angered someone of considerable importance.  Instead 
of putting up a proper fight, many outlaws would attempt to surrender.  Iron 
Mary never accepted surrender, so her reply was always a crossbow bolt shot 
into the forehead of the fool who dared to try talking his or her way out of 
impending doom.

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFLXIM
Iron Mary's Bold Reply

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Spellward: Immunity to the spells Ice Storm, Snilloc's Snowball Swarm,
Agannazar's Scorcher
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00BWLXMB
Makavail's Bane

This weapon is not named for its user, but rather the person against whom it 
was used.  Makavail was a scheming, lying, manipulative cheat who operated near 
the city of Westgate on the Lake of Dragons.  Among the many enemies he made 
was a soldier from Teziir named Ricarl of the Mark.  Ricarl wanted to get
Makavail in trouble without letting his target know it was he who was 
responsible.  When Makavail was exiting Westgate with chests full of stolen 
goods, Ricarl shot the leg of one of the horses pulling Makavail's wagon.  The 
horse bolted and overturned the wagon.  Guards rushed to the scene and 
discovered what Makavail was up to.  He was thrown in prison and died only a 
year later.  He never knew who had fired the fateful bolt that caused his
downfall.

STATISTICS:

Damage: +2 (missile)
Attack Bonus: +2
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


00HFLXMB
Makavail's Swift Bane

STATISTICS:

Damage: +2 (missile)
Attack Bonus: +2
Speed:  +1 attack per combat round
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


51BWHXDB
Doom Bolter

The creation of the diabolical duergar master artisan Dragu Ironbreaker, the
doom bolter is a complex and heavy device barely recognizable as some sort of
crossbow.  Its bow is of a pliant metal alloy, the tiller is covered with an
array of gears, levers, springs, and studs, and a cylindrical case of hard
leather and a rotating steel shaft sit along the top of the weapon.  Despite
this, the doom bolter is actually the more simple, easily produced variant of
the overly intricate and expensive hell bolter, another of Dragu's
inventions.

The doom bolter fires twice as quickly as the typical heavy crossbow, spewing a
hail of quarrels from the ammunition container affixed along the tiller.

STATISTICS:

Damage:  +2 (missile)
Attack Bonus: +3
Special:
  Speed: 2 attacks per combat round
Weight: 18 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


51BWHXHB
Hell Bolter

The creation of the diabolical duergar master artisan Dragu Ironbreaker, the
hell bolter is a complex and heavy device barely recognizable as some sort of
crossbow.  Its bow is of a pliant metal alloy, the tiller is covered with an
array of gears, levers, springs, and studs, and a cylindrical case of hard
leather and a rotating steel shaft sit along the top of the weapon.

An attempt to create a missile weapon that would allow gray dwarf soldiers to
slay many times their number from afar, the hell bolter is an overly complex 
and terribly expensive device unsuitable for the equipping of an entire army.  
It is, however, frightfully effective - the hell bolter fires three times as
quickly as the typical heavy crossbow, spewing a storm of quarrels from the
ammunition container affixed along the tiller.

STATISTICS:

Damage: +2 (missile)
Attack Bonus: +3
Special:
   Speed: 3 attacks per combat round
Weight: 20 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


51HFHXDB
Dragu's Doom Bolter

STATISTICS:

Damage:  +3 (missile)
Attack Bonus: +4
Special:
  Speed: 3 attacks per combat round
Weight: 18 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed


51HFHXHB
Dragu's Hell Bolter

STATISTICS:

Damage:  +3 (missile)
Attack Bonus: +4
Special:
  Speed: 4 attacks per combat round
Weight: 20 lb.
Feat Requirement:  Simple Weapon, Crossbow
Type:  Two-handed



===============================================================================
Daggers
===============================================================================


00CWDAGF
Dagger +1

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

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
DamageTtype:  Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG01
Dagger

STATISTICS:

Damage:  1d4
Damage Type:  Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG02
Masterwork Dagger

STATISTICS:

Damage:  1d4
Attack Bonus: +1
Damage Type:  Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG03
Dagger +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
DamageTtype:  Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG04
Dagger +2

This is an extremely well crafted dagger. Special enchantments have been placed
on it to keep the edge from dulling. A person could chip through stone with 
this dagger and the edge would still remain razor sharp. There is a slight 
warmth to the handle and when used, the dagger will adjust its weight and 
balance to each individual user.

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG05
Dagger +2, Longtooth

Daggers of this type are very uncommon and are mostly used by specialists. They
are easily identified as they are much longer than ordinary daggers.

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Weight: 2 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG06
Throwing Dagger

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

STATISTICS:

Damage:  1d4
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed



00DAGG81
Returning Fire Dagger +1

The typical throwing dagger has a pointed, usually double-edged blade, as
opposed to a knife, which has a single edge and is a bit shorter than the
dagger.  Unlike a dagger, this one has a smaller handle and is balanced
differently. Runes of power have been etched into the blade and glow ominously.

STATISTICS:

Damage:  1d4 + 1
Attack Bonus: +1
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Returning: Returns to user
  Flame: 50% chance +1d6 fire damage
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG82
Stun Throwing Dagger +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to
resist)
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG83
Acid Tipped Throwing Dagger

STATISTICS:

Damage:  1d4
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Corrosion: +1d6 acid damage
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG84
Throwing Daggers +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG85
Throwing Dagger +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG86
Sure Strike Throwing Dagger

STATISTICS:

Damage:  1d4
Enchantment:  +5
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG87
Dagger +5

STATISTICS:

Damage:  1d4 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type: Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG88
Dagger +4

STATISTICS:

Damage:  1d4 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type: Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG89
Dagger +3

STATISTICS:

Damage:  1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type: Piercing
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG90
Viper's Fang +2

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG91
Ice Pick +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Frost: 50% chance +1d6 cold damage
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG92
Vampire's Fang +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Vampiric: 50% chance for 1d4 hit points drained from target and temporarily
added to wielder (Fortitude save for none)
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG93
Knife of Flame

STATISTICS:

Damage:  1d4
Damage Type:  Piercing
Special:
  Resistance: 1/- Magic Resistance
  Flame: 50% chance +1d6 fire damage
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG94
Dagger of Resistance

STATISTICS:

Damage:  1d4
Damage Type:  Piercing
Special:
  Resistance: 1/- Magic Resistance
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG95
Dagger of Warding

STATISTICS:

Damage:  1d4
Enchantment:  +5
Damage Type:  Piercing
Special:
  Defending: +3 Deflection Bonus
  Keen: Increases chance of scoring a critical hit
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG96
Cat's Paw Dagger +3

STATISTICS:

Damage:  1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Shadowed: +8 to Hide skill
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG97
Dagger of the Mind's Eye +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Spell Power: Can cast Blur 2/day
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG98
Vampiric Dagger +1

STATISTICS:

Damage:  1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGG99
Venomous Dagger

STATISTICS:

Damage:  1d4
Damage Type:  Piercing
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGGFW
Final Word

Inscribed upon the blade of this dagger is the word "Enough!"  Judging by the
skill of the craftsman and the enchantments on the blade, it may have its
origins within some fierce school of debate in Cormyr or elsewhere, perhaps as 
a way to signal the end of a debate, or to end an argument by other, bloodier,
means.  When hurled, the dagger's accuracy and swift flight enchantments cause
it to fly far and true into whatever target the wielder wishes. It doesn't look
to have seen much use or combat, so it may have been intended as a purely
ornamental weapon.

STATISTICS:

Damage: 1d4 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Spell Process:  10% chance of Silencing target
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00HFDGFW
Dagger of Closing Arguments

STATISTICS:

Damage: 1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Spell Process:  25% chance of Silencing target
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00DAGGPF
Poisonfang

Ysha Poisonfang was a minor but very successful assassin.  She preferred to
strike at her targets from a distance and relied on poison to deal the fatal
blow.  Ysha was an abused and twisted young woman who enjoyed the suffering of
others.  She rarely used fast acting poisons and reveled in the screams of 
agony as her victims slowly perished.  After a series of successful 
assassinations she was given an enchanted dagger by her guild.  She promptly 
named the blade Poisonfang and took the name for her surname as well.

Poisonfang is a throwing dagger with several enchantments.  The weapons 
accuracy has been enhanced, has a chance to inflict the victim with a virulent 
poison, and then returns to its user.

STATISTICS:

Damage:  1d4 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Returning: Returns to user
  Venom: 50% chance of +2 points of poison damage every second for 6 seconds,
Fortitude save for none
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00HFDGPF
Ysha's Sting

STATISTICS:

Damage:  1d4 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Returning: Returns to user
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


52DAGGSH
Sulo's Hook

No one knows where this enchanted parrying dagger first came from, though it
gained its fame in the service of the notorious corsair captain "Baron" Sulo of
Luskan.  When Sulo and crew made to steal the Leberm family jewels from a small
transport ship off the coast of Port Llast, they found themselves confronted by
a group of experienced adventurers hired on as guards.  One in particular 
fought like a devil, wielding a matched set of finely wrought dueling blades.  
The unnamed adventurer slew many of Sulo's men and, coming to clash with the 
corsair captain himself, severed Sulo's left hand.  "Baron" Sulo would have 
died that day were it not for a stray ballista round from the Leberm ship - the
enormous spear struck the unlucky swordsman squarely and carried him over the 
side of Sulo's ship in a flash.  All that remained of him was his elaborate 
parrying blade, left spinning on the deck as if he'd never been there.

Sulo elected to graft the swordsman's parrying blade to the stump of his left
wrist in the place of a common hook.  When Sulo was killed some nine years
later, the blade was interned with him in a concealed tomb along with a
substantial quantity of gems and coins.  Despite the "secret" nature of Sulo's
final resting place, the site was quickly plundered and Sulo's Hook passed into
hands of other men.

STATISTICS:

Damage:  1d4
Attack Bonus: -2 penalty
Damage Type:  Piercing
Special:
 Deflection Bonus: +3
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


52HFDGSH
"Baron" Sulo's Hook

STATISTICS:

Damage:  1d4 + 1
Attack Bonus: -1 penalty
Enchantment:  +1
Damage Type:  Piercing
Special:
  Deflection Bonus: +3
  Saving Throw: +1 bonus
  Resistance: 5/- Magic Resistance
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


61DAGGWS
Wyvern Stinger

This sharp organ was once connected to a wyvern's poison gland.  It contains a
small amount of unspent poison that could be safely extracted with the proper
equipment.  It can also be wielded as a weapon.

STATISTICS:

Damage:  1d4
Damage Type:  Piercing
Special:
  Venom: 20% chance of +2 points of poison damage every second for 6 seconds,
Fortitude for none
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


62DAGGXF
Xvimian Fang

As gratitude and a show of good faith towards Saablic Tan for joining with the
Legion of the Chimera, Isair and Madae gave Saablic the Xvimian Fang dagger.

Forged from the finest metals and enchanted with the darkest magics akin to
Xvimian lore, the Xvimian Fang reflects no light from its blackened steel.  The
blade is so black, in fact, that any details that usually stand out from a
curved dagger blade are completely absent.  It is as if the blade actually
absorbs light.

Saablic Tan always keeps the Xvimian Fang close, not just because the dagger 
has the awesome power to potentially turn individuals to stone when attacked,
but because the dagger actually increases the wielder's intellect - truly a 
powerful weapon befitting a powerful wizard.

STATISTICS:

Damage:  1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit
  Stat Bonus: +2 to Intelligence while equipped
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


62HFDGXF
Xvimian Fang of Despair

STATISTICS:

Damage:  1d4 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Special:
  Spell Process:  5% chance of casting the spell Flesh to Stone on target / hit
               20% chance of casting the spell Emotion: Despair on target / hit
  Stat Bonus: +4 to Intelligence while equipped
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZJ5GT
Grievance Tear

This unusually heavy silver blade has been enchanted with the tear you obtained
from the spirit in the Weeping Widow.  The tear apparently still holds some of
her anger toward you and anguish over her banishment from the Inn and may be 
the reason for the weapon's great weight.  The hells hath no fury like a spirit
banished, it seems, but as long as it gets you a valuable magic weapon in the
process, a little spectral fury is a small price to pay.

STATISTICS:

Damage:  1d4 + 1, +2 vs. Spectral Undead
Attack Bonus:  +1, +2 vs Spectral Undead
Enchantment:  +2
Damage Type:  Piercing
Special:  5% chance for an additional 1 point of magic damage when hitting the
target, Cursed
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZJ5HF
Veira's Grievance

STATISTICS:

Damage:  1d4 + 3, +4 vs. Spectral Undead
Attack Bonus:  +3, +4 vs Spectral Undead
Enchantment:  +4
Damage Type:  Piercing
Special:
  25% chance for an additional 10 points of magic damage when hitting the 
  target 
  Cursed
Weight: 5 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZJ5HO
Veira's Sorrow

This ghostly silver blade has been enchanted with the tear you obtained from
Veira in the Weeping Widow.  The tear apparently still has some of her sorrow
and her relief within it, and these emotions have seeped into the blade.  When
it strikes an opponent, it has a chance of transferring that anguish onto them.

STATISTICS:

Damage:  1d4 + 3, +4 vs. Spectral Undead
Attack Bonus:  +3, +4 vs. Spectral Undead
Enchantment:  +4
DamageType:  Piercing
Special:  25% chance for an additional 10 points of magic damage when target is
hit
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZJ5ST
Sorrow's Tear

STATISTICS:

Damage:  1d4 + 1, +2 vs. Spectral Undead
Attack Bonus:  +1, +2 vs. Spectral Undead
Enchantment:  +2
DamageType:  Piercing
Special:  5% chance for an additional 1 point of magic damage when target hit
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZL6GH
Goblin Hunter

This pearl-handled dagger was crafted by the enchantress Elytharra as 
protection against the frequent goblin raids that plague Icewind Dale.  It 
looks more like a fine, familiar hunting knife than a weapon of war, but its 
keen edge bites deep into goblin hide.  Elytharra claims to have only used the 
knife on a small number of occasions.

STATISTICS:

Damage:  1d4, +2 vs. Goblins
Attack Bonus: +2 vs. Goblins
Enchantment:  +2
Damage Type:  Piercing
Weight:  2 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed



===============================================================================
Darts
===============================================================================


00CWDRTA
Dart +1

The dart is a small, easily concealable missile weapon that is thrown rather
than fired from a bow or other launcher. Lines of power have been carefully
scribed into the shaft of the weapon.

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART01
Dart

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART02
Dart +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART03
Dart of Stunning

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

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Special:  Fortitude save or be stunned for 1 round
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART04
Dart of Wounding

This dart has many sharp barbs that are designed to rip and tear at any
inflicted wounds.

STATISTICS:

Damage:  1D4
Damage Type:  Missile (piercing)
Special:
 Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART05
Zilzanzer's Magnificent Dart

The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon,
was also the creator of a number of small magical missile weapons.
"Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues.  
Unlike many of Zilzanzer's other creations, his darts actually performed as he 
intended them to.  He created a great number of the darts before his untimely 
demise.

STATISTICS:

Damage:  1D4 +2
Damage Type:  Missile (piercing)
Enchantment:  +1
Special:
  Speed: +2 attacks per combat round
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART83
Returning Stun Dart +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
 Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to
resist)
  Returning: Returns to user
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART84
Returning Poison Tipped Dart

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Special:
 Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
 Returning: Returns to user
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART85
Flaming Dart +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
 Flame: 50% chance +1d6 fire damage
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART86
Returning Frost Dart

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Special:
 Frost: 25% chance +1d6 cold damage
 Returning: Returns to user
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART87
Shock Darts

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Special:
 Shock: 25% chance +1d6 electric damage
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART88
Sure Strike Darts

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Enchantment:  +5
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART89
Masterwork Dart

STATISTICS:

Damage:  1d4
Attack Bonus: +1
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART90
Dart +5

STATISTICS:

Damage:  1d4 +5
Attack Bonus: +5
Enchantment:  +5
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART91
Dart +4

STATISTICS:

Damage:  1d4  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART92
Dart +3

STATISTICS:

Damage:  1d4  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART93
Dart +2

STATISTICS:

Damage:  1d4  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART94
Glacial Darts +4

STATISTICS:

Damage:  1d4  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Missile (piercing)
Special:
 Frost: +1d6 cold damage
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART95
Glass Darts +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
 Slashing: +3d4 Slashing damage
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART96
Darts of Infatuation +1

STATISTICS:

Damage:  1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
 Spell Process: Attempts to place target under the effects of a charm spell
(Will save negates)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART97
Darts of Flame +5

STATISTICS:

Damage:  1d4  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (piercing)
Special:
 Flame: +2d6 fire damage
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART98
Keen Flaming Burst Darts

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Special:
 Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
 Keen: Increased chance of scoring a critical hit on target
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DART99
Acid Tipped Darts

STATISTICS:

Damage:  1d4
Damage Type:  Missile (piercing)
Special:
 Corrosion: +1d6 acid damage
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DARTAT
Adron's Theorems

The sage Adron's passion for arguing was matched only by his love of driving 
the final point home as forcefully as possible.  As a joke, several of his 
students inscribed many of his theorems and oft-quoted passages on a string of 
darts and presented it to the aged instructor on the day of his retirement.  
This proved to be a gift of questionable wisdom, as Adron was quick to anger, 
and he promptly began to fling the darts at his students - only to find that 
the theorems had given the darts a sage-like accuracy when making their points.
Fortunately for the students, they were as good at dodging darts as they were 
in dodging their studies, so except for a few pairs of soiled robes, there was
little damage done.

Adron's darts were encased in a special case at the school, only to be stolen 
as a university prank many years later.  Since then, the darts have been 
sighted throughout the realms, carrying Adron's theorems and quotes wherever 
they go.

STATISTICS:

Damage:  1d4  +2
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Missile (piercing)
Special:
  Spell Process: 1% chance of target succumbing to the effects of Feeblemind
when struck
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00HFDTAT
Adron's Long-Winded Theorems

STATISTICS:

Damage:  1d4  +5
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Missile (piercing)
Special:
  Spell Process: 10% chance of target succumbing to the effects of Feeblemind
when struck
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DARTDD
Delnar's Dart of Dispelling

Delnar was a timid mage who never was one for adventure.  He spent most of his
life in quiet study, living with his mother, trying to learn the art of 
crafting magical items.  For his first attempt, Delnar decided to create a dart 
that would be a mage's best friend.  The weapon would unerringly strike a 
target, dispel any magical protection, and then return to its user.

Unfortunately, just as he was placing the final enchantments on the item,
Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll
put an eye out with that."  Much to his dismay, his mother's words became a part
of the enchantment.  The dart did seem to work as intended, but occasionally
would strike the user blind upon its return.

STATISTICS:

Damage:  1d4  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Missile (piercing)
Special:
  Dispelling: 50% chance Dispel Magic on target (Will save to resist)
  Spell Process: 10% chance of blindness on wielder (Fortitude save to resist)
  Returning: Returns to user
Weight: 1 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00HFDTDD
Delnar's Eye Gouger

STATISTICS:

Damage:  1d4  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Missile (piercing)
Special:
  Dispelling: 90% chance Dispel Magic on target (Will save to resist)
  Spell Process: 5% chance of blindness on wielder (Fortitude save to resist)
  Returning: Returns to user
Weight: 1 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00DARTPD
Plague Darts

Devised forty years ago by the ambitious Talonite necromancer-priestess Presio,
these devices only started gaining popularity among the church of Talona in the
past six or seven years.  Presio was well known in certain circles throughout
the north, though her presence often went unnoticed by those who would dread 
it. Around 1280, Presio became involved in a strange demonic plot in the Spine 
of the World mountains.  Only a few of her fellows followed her on her journey.
Though she and her allies were slain in the volcano of Dragon's Eye, the many
recipes and formulae for her potions and magical weapons survived.

STATISTICS:

Damage: 1d4  +1
Attack Bonus:  +1
Enchantment:  +1
Special:  40% chance of Insect Plague upon striking a target
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed


00HFDTPD
Dire Plague Darts

STATISTICS:

Damage: 1d4  +3
Attack Bonus:  +3
Enchantment:  +3
 Casts Insect Plague upon striking a target
Damage Type:  Missile (piercing)
Weight: 0 lb.
Required Feat:  Simple Weapons, Missile
Type:  One-handed



===============================================================================
Flails
===============================================================================


00FLAL01
Flail

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Weight: 5 lb
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL02
Flail +1

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

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL03
SkullFlail

Skullflail, or "The Flail of Teeth" as it is more commonly known, was
constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in 
the northern wastes which became known as Hallowed Pass, Wychgar lost his three
brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and
during the night he wandered the battlefield looking for their bodies to take
away for proper burial. He stumbled across them and was visited by the 
brothers' spirits who were trapped between the land of the living and the land 
of the dead. Unable to help them leave he had their souls stored in the flail 
with the help of a shaman.

The three heads of the flail are his brother's skulls, which are attached to 
the shaft by silver chains. The three skull-heads grin maniacally at their new 
life. When the flail is used in combat the three heads bite the target, tearing 
and rendering flesh.

STATISTICS:

Damage:  1d8 +4, and +1d4 piercing from the biting skulls
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Special: 10% chance of an additional 1d6 piercing damage
Weight:  4 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL85
Poisoned Blood Flail +2

STATISTICS:

Damage:  1d8 +2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL86
Flail of Shocking Cold +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Shock: 50% chance +1d6 electric damage
  Frost: 50% chance +1d6 cold damage
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL87
Stun Flail +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save 
   to resist)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL88
Flail of the Defender +1

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Deflection Bonus: +1
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL89
Flail of Corrosive Spikes

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Corrosive: 50% chance +1d6 acid damage
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL90
Vampiric Flail

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Special:
  Vampiric: 50% chance for 1d4 hit points drained from target and temporarily
added to wielder (Fortitude save for none)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL91
Flail +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL92
Flail +4

STATISTICS:

Damage:  1d8  +4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL93
Flail +3

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL94
Flail +2

STATISTICS:

Damage:  1d8  +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL95
Flail of Flame +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +4
Damage Type:  Bludgeoning
Special:
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL96
Wounding Flail of the Elements +5

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Flame: +1d6 fire damage
  Frost: +1d6 cold damage
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL97
Flail of the Elements

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Flame: +1d6 fire damage
  Frost: +1d6 cold damage
  Shock: +1d6 electric damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 5 lb
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL98
Brilliant Flail of Wounding

STATISTICS:

Damage:  1d8
Damage Type:  Bludgeoning
Enchantment:  +5
Special:
  Brilliant Energy: All attacks ignore targets Armor and Shield bonuses
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLAL99
Masterwork Flail

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLALFV
Flail of Veranon

Veranon is a priest long forgotten by time.  Some say he was human, others 
demi-human, and still others claim he was of demonic origin.  No one knows for 
sure. The only surviving clue to his identity can be found in his flail.

Veranon's Flail is a vile looking weapon.  The haft is crafted from jet black
onyx with a pulsating red core.  Fiery runes writhe along the length of the
haft, almost as if they have a mind of their own.  The haft is capped with a
pommel stone, a blood red garnet.  The weapon sports two heads, each the visage
of an unknown but demonic looking creature.  The eyes of the heads glow red and
a sulpherous odor seems to emanate from the mouths.  The heads appear to be
crafted from lumps of coal, and yet are as hard as steel.

The weapon can only be wielded by those of evil alignment.  In the hands of 
such an individual, Veranon's Flail has been known to immolate its intended 
target. Otherwise it acts as any other flail.

STATISTICS:

Damage: 1d8  +3
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
(10% chance for each of the two heads)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00HFFLFV
Demon's Breath Flail

STATISTICS:

Damage: 1d8   +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
(10% chance for each of the two heads)
  Resistance:  10/- Fire Resistance
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00FLALSR
The Shackles of Roa

Lady Roa was a woman thrice betrayed.  First by her lord father, who married 
her to Duke Sorim for political gain despite knowing that he would relentlessly
torment young Roa.  Second by her abusive husband the duke, who planted
assassins amongst her handmaidens... when Roa visited her dearest brother Remin
- a powerful baron - the assassins murdered him as he slept and so his lands
passed to the duke.  The third and final betrayal was at the hands of her 
sister Rana, who longed to take the duke, his riches, and eventually the royal 
crown for her own.  Rana entwined herself in a plot with Duke Sorim to slay the 
king, discredit the true heir as his bastard child with Roa, and thereby steal 
the throne.

Roa, still less than sixteen summers old, was bound with a ball and chain and
cast into the duke's infamous dungeons to await the completion of her husband
and sister's terrible scheme.  She sobbed and moaned day and night, her voice
echoing through the keep's halls.   The duke soon grew incensed at her constant
wailing and sent one of his Ducal Guard to beat little Roa into silence.  When
the man arrived at the cell, he struck her across the face, shoved her to the
ground and made to kick at her belly - but quick as that, Roa sprung up and
strangled the man with her chains.

Moments later the willowy young girl burst into the duke's court and attacked
him savagely.  His guards pelted her with bolts from their crossbows, but
onwards she charged.  When she reached the Ducal Throne she tossed Sorim's
champion aside like a broken doll, swinging the iron ball of her shackles with
such strength that it stove in the shocked duke's thrice-enchanted breastplate
of meteoric iron, driving shards of shattered ribs into his lungs and heart and
killing him instantly.

No one is clear as to how the tale ends - some say that Roa then expired on the
spot, her chest and back bristling with bolts, while others describe how her
sister Rana leapt up and killed her with a dagger... a few optimistic souls 
even claim that Roa lived and spent the rest of her days in peaceful bliss.  
Whatever the case, her shackles remain as a testament to her story.

The chains of Roa's shackles have been looped and wound together in such a way
that one can wield them as a flail.  Crudely etched into the soft iron of the
ball are the words "In Righteousness Lies My Strength."

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  33% chance of  +2 Strength on wielder when struck (melee only / non
cumulative)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00HFFLSR
Chains of Righteous Strength

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  50% chance of  +4 Strength on wielder when struck (melee only / non
cumulative)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00HFMRSS
Skirling Svirfneblin Skull

The Skirling Svirfneblin Skull, thought to be of deep gnome manufacture, is a
flail of notably unusual design: a three-foot long wooden shaft topped with a
stone head carved to resemble a skull and crowned with long, glimmering shards
of impossibly hard crystal.

When the enchanted crystals strike an object they vibrate and emit a keening
wail - these unnatural harmonics can rend magical auras and dispel whatever
sorcery surrounds the target.  The same ringing tone also has a chance of
deafening the target and wielder both.

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Dispelling: 50% chance Dispel Magic on target (Will save)
  Wail: 66% chance to deafen struck target (Fortitude save)
        25% chance to deafen bearer when a target is struck (Fortitude save)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


00MSTRSS
The Skirling Skull

STATISTICS:

Damage:  1d8  +1
Attack Bonus:  +1
Damage Type:  Bludgeoning
Special:
  Dispelling: 25% chance Dispel Magic on target (Will save)
  Wail: 33% chance to deafen struck target (Fortitude save)
        33% chance to deafen bearer when a target is struck (Fortitude save)
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


11FLALBC
Black Chimes

This heavy flail is composed of an iron rod with three hollow metal tubes
secured to it by thin black iron chains.  When held, the chimes ring together,
as if stirred by the wind, and no amount of padding or wrapping seems to 
silence the flail's chiming.  When swung in combat, the chimes clash like 
thunder, having a chance of deafening anyone struck by it.

This weapon is all that remains of Slow Cedric's Gallop, a small frontier
settlement located in the Southern Pass of the Spine of the World Mountains.
The settlement is believed to have been overrun by a tribe of orcs in the great
winter of 1170 DR, and when the cold season passed, the settlement and the
bodies of the townsfolk had been buried beneath great mountains of snow.  When
the first travelers braved the Pass in the spring season, they found only the
top of the settlement's great stone belltower peeking through the mountainous
drifts.  This odd-looking flail was found lying upon the tower's bloodied stone
floor, surrounded by the frost-dusted bodies of several dead orcs.

According to tales, the Black Chimes were a symbol of office of the 
settlement's Bell Warden, whose duty was two-fold - to ring the warning bell 
when an enemy was sighted in the pass, and after the warning bell had been 
rung, to defend the pass with his life.  It is believed the first Bell Warden 
of Slow Cedric's Gallop was the original creator of the Black Chimes, an 
enchanted flail that would ring to warn the town of danger at the same time as 
he leapt into battle against his foes.

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Enchantment;  +1
Damage Type:  Bludgeoning
Special:
  For the purposes of hitting enchanted creatures this weapon is considered a 
   +1 weapon
  25% chance target is Deafened (Fortitude save negates)
  Penalty:  -1 to Move Silently skill
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


11HFFLBC
Black Chimes of the Bell Warden

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  50% chance target is Deafened (Fortitude save negates)
  Spellward: Immunity to the spells, Power Word Silence and Silence
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


63CWPUS1
Pustule's Flail

Pustule the Sick is one-half of the duo that makes up the skilled torturers at
Severed Hand.  He is a half-orc who is about as bright as a failing candle and
unkempt as a homeless goblin living in an overused sewer.  Those that have met
Pustule the Sick feel the unquenchable urge to immediately bathe because of his
disturbingly filthy and disease covered state.  Even Pustule's weapon of choice,
a large, grotesque flail, secretes filth and disease.

Pustule's Flail does not have a clean spot anywhere.  Every square inch is
covered with weeping sores and green tinted muck.  This probably explains why
whenever Pustule the Sick uses his flail in battle, the disease that covers 
both him and his weapon transfers to the victim of the flail's impact.  And, if 
by some extraordinary reason the recipient of the flail's fury does not get
diseased, then they will most surely get poisoned.  Never has a weapon so
perfectly matched its wielder as Pustule's Flail.  It's almost as if Pustule 
the Sick was born with it.

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Spell Process: 15% chance of casting the spell Contagion on target per hit
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Charisma:  -5 penalty
  Cursed: Can only be removed by a 'Remove Curse' spell
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


63CWPUS2
Pustule's Flail of Boils

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on
target per hit
  Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay
on target per hit
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Charisma:  -5 penalty
  Cursed: Can only be removed by a 'Remove Curse' spell
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


63FLALPF
Pustule's Flail

STATISTICS:

Damage:  1d8  +3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Spell Process: 15% chance of casting the spell Contagion on target per hit
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Charisma:  -5 penalty
  Cursed: Can only be removed by a 'Remove Curse' spell
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed


63HFFLPF
Pustule's Flail of Boils

STATISTICS:

Damage:  1d8  +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on
target per hit
  Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay
on target per hit
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Charisma:  -5 penalty
  Cursed: Can only be removed by a 'Remove Curse' spell
Weight: 5 lb.
Required Feat:  Martial Weapon, Flail
Type:  One-handed



===============================================================================
Gems
===============================================================================


00GEM01  Fire Agate Gem
00GEM02  Lynx Eye Gem
00GEM03  Turquoise Gem
00GEM04  Sunstone Gem
00GEM05  Andar Gem
00GEM06  Jasper Gem
00GEM07  Tchazar Gem
00GEM08  Skydrop Gem
00GEM09  Iol Gem
00GEM10  Zircon Gem
00GEM11  Bloodstone Gem
00GEM12  Moonstone Gem
00GEM13  Ziose Gem
00GEM14  Waterstar Gem
00GEM15  Chrysoberyl Gem
00GEM16  Shandon Gem
00GEM17  Star Diopside Gem
00GEM18  Horn Coral Gem
00GEM19  Aquamarine Gem
00GEM20  Garnet Gem
00GEM21  Pearl
00GEM22  Sphene Gem
00GEM23  Black Opal
00GEM24  Water Opal
00GEM25  Moonbar Gem
00GEM26  Diamond
00GEM27  Emerald
00GEM28  Star Sapphire
00GEM29  King's Tears
00GEM30  Rogue Stone



===============================================================================
Halberds
===============================================================================


00HALB01
00CWHALB
Halberd

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

STATISTICS:

Damage:  1d10
Attack Bonus: +1
Damage Type:  Piercing
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00CWHALC
Halberd +1

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

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00CWHALD
Halberd of Corrosive Fire +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Corrosion: 25% chance +1d6 acid damage
  Flame: 25% chance of +1d6 fire damage
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB02
Masterwork Halberd

STATISTICS:

Damage:  1d10
Attack Bonus: +1
Damage Type:  Piercing
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB03
Halberd +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB04
Halberd +2

STATISTICS:

Damage:  1d10 + 2
Attack Bonus:  +2
Enchantment:  +1
Damage Type:  Piercing
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB89
Halberd +3

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB88
Halberd +4

STATISTICS:

Damage:  1d10 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB87
Halberd +5

STATISTICS:

Damage:  1d10 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB91
Keen Halberd of Expertise

STATISTICS:

Damage:  1d10
Enchantment:  +5
Damage Type:  Piercing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Keen: Increases chance of scoring a critical hit
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB92
Halberd of Corrosive Fire +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Corrosion: 25% chance +1d6 acid damage
  Flame: 25% chance of +1d6 fire damage
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB93
Halberd of Willpower

STATISTICS:

Damage:  1d10
Damage Type:  Piercing
Special:
  Spellward: Immunity to the spell Charm
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB94
Halberd of the North

STATISTICS:

Damage: 1d10
Enchantment:  +5
Damage Type: Piercing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Frost: +2d6 cold damage
  Frost Burst:  +1d6 cold damage and 10% chance of +1d10 extra cold damage
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB95
Infernal Halberd of the Defender

STATISTICS:

Damage:  1d10
Enchantment:  +5
Damage Type:  Piercing
Special:
  Deflection Bonus: +1
  Flaming Burst:  +2d6 fire damage and 10% chance of +2d10 extra fire damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB96
Massive Halberd of Hate +4

STATISTICS:

Damage:  2d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Special:
  Evil: +2d6 damage against good creatures
  Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude
save for none)
Weight: 28 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed
Minimum Strength of 18 required


00HALB97
Halberd of Speed +5

STATISTICS:

Damage:  1d10 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Special:
  Speed: 1 additional attack per combat round
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB98
Halberd of Horror +4

STATISTICS:

Damage:  1d10 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Special:
  Spell Process: 50% chance target is affected by the spell Horror
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALB99
Flaming Halberd +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Flame: 50% chance of +1D6 fire damage
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALBDC
Dredging Claw

This halberd has a core of iron within its shaft, and looks like it was 
intended to hook onto the sides of enemy ships and lock them in place to allow 
them to be boarded.  It is quite light and quick for a halberd, and the hook on 
the end makes it easy to latch onto structures. It doesn't look like it's seen 
much combat use, although it would be perfect for lancing goblins from a 
distance.

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Weight: 10 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HFHBDC
Hand of the Buccaneer

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Weight: 10 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HALBHL
The Hammer of Lucerne

This odd pole-arm appears to be a cross between a halberd and a warhammer,
fitted with a four-pronged hammerhead and a long thrusting spike.

Its creation was the result of a blunder made during the commission of an
enchanted item for Lodur the Brave (alternately known as Lodur Iron-Bollocks,
Lodur the Foolhardy, and Lodur the Dullard), a powerful but none-to-bright
cleric.  Lodur had of heard rumors of a mighty long-hafted hammer, possibly
wielded by a hero known as Lucerne, or perhaps that's where it was made, which
may or may not have had to do with a land or king or deity called Swizaria, or
Switzlund, or "something of that nature, I am most certain."

"Oh," he had then added, "and pray thee bless it as well... thou dost know, 
that one where it explodes undead and what-not, so that I might smite things 
most explosively."

Lodur's fierce demeanor, violent reputation, and sacks of gold begged quiet
compliance, and so the dwarven arms-master simply nodded and sent the cleric on
his way, promising the weapon in two months' time.  The arm-master consulted
with his clan's lore-master and sure enough, there *was* word of such a weapon:
it came from a trader in Sigil by way of an exceptionally well-traveled plane-
walker.  The arms-master dutifully copied the weapon's function and form,
working runes of power into its haft and head just as Lodur had asked for.

When Lodur the Brave returned to the dwarven stronghold to pick up his new
hammer, he found instead a spiked pole-arm whose use was forbidden by his
religion.  The cleric ranted and gnashed his teeth and swore up and down the
halls of the clan before stomping off in disgust, leaving his payment and the
somewhat inappropriately named "Lucerne Hammer" behind.

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Disruption: all undead and outsiders struck must make a Fortitude save or be
destroyed
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HFHBHL
Holy Swizarnian Hammer of Lucerne

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Disruption: all undead and outsiders struck must make a Fortitude save or be
destroyed
  Spell Process: 25% chance of casting a variant Holy Smite on target with each
successful hit
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00HFSRIM
Life's Blood Drinker

Life's Blood Drinker is a beautiful weapon to behold.  The spear sports an
eighteen inch head with a serrated blade fashioned from adamantine steel.  Upon
each face of the blade are small openings that appear to lead within the haft 
of the weapon.  The blade is also etched with glowing silver runes.  The haft 
of the weapon measures six feet in length.  It is constructed of highly 
polished oak reinforced with mithril bands along its length.  The haft is 
hollow.

Life's Blood Drinker is vicious in combat.  The spear is a wounding weapon 
(make a Fortitude save or suffer bleeding damage each round) and vampiric (make 
a Fortitude save or suffer 1d4 additional damage which is temporarily 
transferred to the wielder).  The accuracy of the weapon has been enhanced as 
well.

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Special:
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
  Vampiric: 1d4+2 hit points drained from target and temporarily added to
wielder (Fortitude save for none)
Weight: 6 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


63HALBPB
Pudu's Blight

Captain Pudu, the Captain of the Guard of the Legion of the Chimera, is
undoubtedly a master of overkill.  Typical of half-goblins, Pudu felt the need
to wield the largest weapon physically possible for the vertically challenged
half-breeds, the halberd.

Naturally, not satisfied with any ordinary halberd, Pudu commissioned for
particularly nasty weapon enchantments on his weapon of choice.  In line with
the position Pudu held within the Legion of the Chimera, his new halberd, which
he affectionately called Pudu's Blight, caused excessive fire damage on those
who were unfortunate enough to be on the receiving end of the red glowing 
blade. In addition, the halberd has been known to stun the opponent, rendering 
the target unable to fend off Pudu's attack.  An opponent that cannot fight 
back is indeed Pudu's favorite type of opponent - just don't tell that to Pudu.

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to
resist)
  Flaming Burst:  50% chance each hit does +2d6 fire damage and 10% chance of+
2d10 extra fire damage
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


63HFHBPB
Pudu's Fiery Blight

STATISTICS:

Damage:  1d10 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Special:
  Stunning: 25% chance Save vs Fortitude or target is stunned for 1/2 combat
round
  Flaming Burst:  +2d6 fire damage and 10% chance of +2d10 extra fire damage
  Spell Process: 5% chance of casting the spell Lower Resistance on target per
hit
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


ZZM6UC
Unholy Halberd of Chaos

STATISTICS:

Damage:  1d10
Enchantment:  +2
Damage Type:  Piercing
Special:
  Unholy: +2d6 damage vs Good creatures
  Chaotic: +2d6 damage vs Lawful creatures
  Bane: +2 Attack Bonus vs Elves and +2d6+2 vs Elves
  Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude
save for none)
Weight: 14 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed



===============================================================================
Helmets
===============================================================================


00CIHELA
00CIHELB
00CIHELC
00CIHELD
00CIHELE
Helmet

This class of open-face helmet, made of reinforced leather or metal, covers 
most of the head, save the face and neck.  These helmets commonly provide 
protection for the nose.

STATISTICS:

Armor Bonus:  None
Weight: 2 lb.


00HELM01
00HELM02
00HELM03
00HELM04
00HELM05
00HELM06
Helmet


00HELM07
Helmet of Charm Protection

As its name suggests, the Helm of Charm Protection protects its wearer from any
magical attempts at emotional manipulation. As a precaution, some high-profile
mercenary groups regularly equip their members with such helmets to ensure that
they can perform their prescribed duties without external interference.

STATISTICS:

Armor Bonus:  None
Special:
  Wearer is immune to Charm Person, Charm Person or Animal and Dire Charm
Weight: 4 lb.


00HELM18
Yeti Skin Hat
This is a furry hat crafted from the skin of the Yeti.

STATISTICS:

Special:
  Resistance: 1/- Cold Resistance
Weight: 1 lb.



00HELM19
Winter Wolf Hat
This is furry hat crafted from the skin of the Winter Wolf.

STATISTICS:

Special:
  Resistance: 1/- Cold Resistance
 Charisma: +1
Weight: 1 lb.



00HELMBH
The Black Hands of Shelgoth

Shelgoth, a powerful lich "living" in the wake of Netheril's fall, was a terror
to bands of Netherese refugees who wandered around the area near the area once
known as Moander's Footstep.  His undead warriors and animals were dreadful to
behold on their rocky perches.  It took the concerted effort of over a hundred
invaders to defeat the lich.  Once the terror had been dispatched, some
arcanists-turned-wizards decided to use the magic-laced skeletal hands in the
construction of a helm.  Some historians mutter in the margins of their 
writings that the wizards may have been attempting to construct an item similar 
to the ill-fated Crown of Horns.  The helm's history post-creation is unknown.

STATISTICS:

Special:
  Constant Effect: User under the effects of the spell Death Ward
  Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day
Weight: 1 lb.


00HFHMBH
Horrific Black Hands of Shelgoth

STATISTICS:

Special:
  Constant Effect: User under the effects of the spell Death Ward while equipped
  Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day
  Spell Power: Can cast the spell Cloud of Pestilence 1/Day
Weight: 1 lb.


00HELMDS
Dragon Sight

A small dragon's head has been mounted to the top of this helm, giving the
wearer a most fearsome countenance.  Within the eye sockets of the dragon's
skull are two magical gems that glow ominously, making it appear to watch
whoever beholds it.

STATISTICS:

Armor Bonus:  None
Special:
  Can cast the Wizard spell See Invisibility 1/day
  Charisma: -1 penalty
Weight:  2 lb.


00HFHMDS
Dragon's Gaze

STATISTICS:

Armor Bonus:  None
Special:
  Can cast the spell Seven Eyes 1/day
  Charisma: -1 penalty
Weight:  2 lb.


00HELMSC
School Cap

Worn by wizards and scholars across Faerun, the distinctive small, round school
caps come in a variety of colors.  The colors often correspond to scholastic
colors or the color associated with a particular school of magic.  This
particular cap was worn by the wizard Vedri of Silverymoon.  On a sightseeing
tour of Icewind Dale, his skiff capsized on Maer Dualdon.  Fishermen later
recovered his body.  They sold the cap as compensation for sending his body 
back to his family.

This particular cap is a faded shade of purple, representing the school of
illusion.

STATISTICS:

Intelligence: +1
Weight: 1 lb.


00HFHMSC
Intriguing School Cap

STATISTICS:

Intelligence: +3
Knowledge (Arcana): +2
Weight: 1 lb.


00HELMSM
Swing from the Masts

Aeryl Goldenbeard was a particularly flamboyant pirate that sailed the seas off
the coast of Amn.  He was the captain of the pirate warship, The Bouncing
Rhonda; a twenty gun cutter that was considered one of the fastest vessels on
the high seas.  Those unfortunate merchant ships that crossed paths with The
Bouncing Rhonda were never able to outrun the cutter, were summarily boarded 
and their merchandise stolen.

Now, the fact that Captain Aeryl Goldenbeard and his hearty men of The Bouncing
Rhonda successfully pirated ships was not so unusual.  No, the unusual part was
that after the men of The Bouncing Rhonda successfully seized a merchant 
vessel, Captain Aeryl Goldenbeard would come gallantly swinging, via rope, down 
from the ship's mast and land elegantly upon the deck of the merchant ship.  At 
almost the same time Captain Aeryl Goldenbeard's feet touched the merchant 
ship's deck, the captured crew took an instant liking to the pirate captain.  
In fact, it was not uncommon for a majority of the captured crews to beg for a 
commission on The Bouncing Rhonda.  However, the instant the pirate captain and 
his crew left the merchant ship (along with its cargo), the remaining merchant
ship's crew immediately resumed their hatred for the pirate captain.

No one knew why or how Captain Aeryl Goldenbeard managed to charm his victims 
so well.  That is, not until one day, while the good pirate captain was making 
one of his famous entrances via rope and mast, his colorful bandana flew off 
his near balding head.  The second his foot touched the deck, all the former
merchant crews that went along with the pirate ship instantly came to their
senses and summarily beat the pirate captain to death.  It did not take long 
for those around to realize that the pirate captain's bandana held magical
properties that made him seem more charming.

Unfortunately for the remaining pirate and merchant crew, the bandana flew into
the sea.  However, rumors would pop up from time to time that a particularly
dashing swashbuckler had the uncanny ability to charm his way out of trouble
and liked to swing from mast ropes - and that he wore a very colorful bandana.

STATISTICS:

Armor Bonus: +1 (generic)
Special:
 Charisma: +2 bonus
Weight: 1 lb.


00HFHMSM
Crow's Nest

STATISTICS:

Armor Bonus: +3 (generic)
Special:
 Charisma: +3 bonus
 Spell Power: Can cast the spell Charm Person twice per day
Weight: 1 lb.


51HELMWM
Wyrm's Maw

Kellem Longeyes was a noted ranger in the town of Bremen, trekking far and wide
across the Savage North in pursuit of his prey.  Kellem hunted wyverns, drakes,
and other wyrms of all sorts, especially those that made to attack the Ten-
Towns or their outlying settlements.  The grizzled ranger took many trophies - 
in time, little of his equipment was not adorned with one kind of wyrm or 
another.

Kellem's most prized trophy, though, was from Frostmaw, a great white wyrm 
whose size and ferocity matched that of a true dragon's.  While in its death-
throes, Frostmaw's jaws and icy breath took Kellem's left eye and ear - for 
this, the grim ranger swore vengeance on all its cursed ilk.  Upon his return 
to civilization, Kellem had Frostmaw's wide jaws fashioned into an elaborate 
helm and imbued with the white wyrm's deadly breath.  This helm the ranger 
christened "Wyrm's Maw."

Alas, in time Kellem grew old as all men do, and one day set out on a dangerous
hunt in the peaks of the Spine of the World never to return.  Until now, none 
of his equipment has ever been found.

Kellem's helm is made from thick hide, bone, and heavy gray-white scales.  It
covers the face and head entirely.  Aside from cutting a dashing figure, the
helm's bearer may bellow out a roaring blast of deadly cold once per day.

STATISTICS:

Armor Bonus:  None
Special:
  White Wyrm's Breath: breathe a cone of frost for 6-24 point of cold damage
1/day
Weight: 3 lb.


51HFHMWM
Great White Wyrm's Maw

STATISTICS:

Deflection Bonus:  +1
Special:
  Resistance: +5 Cold Resistance
  White Wyrm's Breath: breathe a cone of frost for 30-75 point of cold damage
1/day
Weight: 3 lb.



===============================================================================
Instruments
===============================================================================


00BARD01
Bardic Horn of Valhalla

This horn was created by the respected bard of a now-dead Reghed barbarian
tribe.  The bard was called Beogin, and his songs are sung by many of the
northern tribes.  He carried this horn with him when he observed many titanic
battles.  The chief of his tribe gave him the instrument with instructions to
blow it if he was ever in mortal danger.  Beogin, too proud to ever call on his
tribesmen for help, was killed in battle, the horn hidden under his cloak.

STATISTICS:

Once a day, this horn will summon 2-4 berserkers who will attack the enemies of
the user.

Weight:  1 lb.


00HFBD01
Raging Winds

STATISTICS:

Once a day, this horn will summon 3-6 berserkers who will attack the enemies of
the user.

Weight:  1 lb.


00BARD02
The Cittern of War

One of the only musical instruments actively approved of by the church of
Tempus, the Cittern of War was constructed by a halfling instrument maker named
Relias Blackseed.  Priests of Arvoreen the Defender blessed the cittern with 
its impressive power.  Relias never intended to play his magnificent creation.
He eventually sold the ruddy instrument to a bard named Gallow Deely.  Gallow
was a lanky, slender man often found in the company of adventurers.  Though
ill-suited for battle, Gallow was exceptionally gifted at putting tales of
heroism to music.  With the aid of the cittern, he helped the Company of Frozen
Trees defeat a young green dragon in 1013 DR.  His song, commemorating the
occasion, was a rollicking tune called "The Fight of Green Thirteen."  It is
played in central and western taverns to this day.

STATISTICS:

This cittern casts Emotion: Hope, centered on the user.

Weight:  3 lb.


00HFBD02
Masterwork Cittern of War

STATISTICS:

This cittern casts Emotion: Hope and Chaos, centered on the user.

Weight:  3 lb.


00BARD03
The Unstrung Harp

The instrument of a beatified saint of the church of Ilmater, this harp once
belonged to Sephica of Ordulin.  Sephica was a bard, but she did not worship 
the lord of songs, Milil.  Instead, she devoted herself to performing ballads 
to the suffering throngs of Ilmaterians everywhere.  She was traveling with a 
group of Ilmaterian pilgrims when they were attacked by bandits.  The bandits 
killed and severely injured many of the pilgrims, and they cut the strings of 
Sephica's harp when she tried to soothe the injured travelers.  After the 
bandits had left, Sephica prayed to Ilmater for help in a time of crisis.  When 
she plucked at her harp strings with her eyes closed in prayer, music 
miraculously poured forth and healed every person who heard it.  The next day, 
the bandits arrived and killed Sephica for healing the pilgrims.  Though she 
was killed, the pilgrims kept the memory of her miracle alive.  Their community 
attempted to have her accepted as an Ilmaterian saint.  They succeeded in 
1218 DR.

STATISTICS:

This harp can cast Heal 1/Day.  It can only be played by a bard of exceptional
virtue, wisdom, and talent.

Minimum Wisdom of 13 required
Weight:  3 lb.


00HFBD03
Sephica's Prayer

STATISTICS:

This harp can cast Heal or Resurrection 1/Day.  It can only be played by a bard
of exceptional virtue, wisdom, and talent.

Minimum Wisdom of 13 required
Weight: 3 lb.


00BARD04
Lyre of Progression

The Lyre of Progression was created by the bard Sedini Paletto.  Sedini was a
teacher of young aspiring bards during difficult times.  This instrument, held
close at all times, helped Sedini fight off those who would attack him or his
students.  When Sedini grew old, he passed it on to his best student, Galwen
Alaman.  Galwen continued teaching for a few years before setting out into the
wilderness on a life of adventure.  It is believed that he lost the lyre when 
he accidentally dropped it in a marsh.

STATISTICS:

Strength:  +3
Weight:  2 lb.


00HFBD04
Lyre of Inner Focus

STATISTICS:

Strength: +3
Constitution:  +2

Weight:  2 lb.


00BARD05
The Merry Shorthorn

The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire.
She took the small instrument everywhere.  Despite its rather meager powers,
the Merry Shorthorn is among one of the most well traveled magic items in
Faerun. It is believed that Prophia took it with her on a number of Elemental
Planes, to Elysium and Baator, and from the Spine of the World to the distant
reaches of Wa.  It entertained pashas in Calimshan, quelled the anger of holy
slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars.
The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in
the great desert Anauroch.

STATISTICS:

When played, this instrument casts Bless, centered on the player.
Can be used once per day.

Weight:  1 lb.


00HFBD05
Prophia's Merry Shorthorn

STATISTICS:

When played, this instrument casts Prayer, centered on the player.
Can be used once per day.

Weight:  1 lb.


00BARD06
The Dire Old Lute of Pellon Kay

Pellon Kay would never appear in history books for his musical talents.  If it
wasn't for his famous lute, no one would have remembered him at all.  Born in
Sembia and raised in a musical family, Pellon Kay never took his performances
seriously.  Kay made dozens of enemies everywhere he went because of his acidic
wit and appetite for confrontation.  Sages believe that Milil frowned upon
Pellon's antics, but that Talos found Pellon's attitude to be quite amusing.
The avatar of Talos watched Pellon start a fight with over twenty men in a bar
one night.  As a gift for such destructive entertainment, Talos touched the
lute that was laying next to Pellon's unconscious body.  After that night,
Pellon discovered that he could make men go berserk just by playing his lute in
their direction.  He took great delight in setting mercenaries and sailors
against each other for several weeks.  Eventually, Pellon Kay was laid low by a
grim-featured warrior with a crossbow who didn't let Pellon get close enough to
employ his magical lute.  The unknown warrior threw the lute into the Sea of
Fallen Stars.

STATISTICS:

Can cast the spell Dire Charm once per day

Weight:  2 lb.


00HFBD06
Strings of Discord

STATISTICS:

Can cast the spell Dire Charm or Dominate Person once per day.

Weight:  2 lb.


00BARD07
Owain's Lullabye

Owain's Lullabye was created by a disturbed bard named Owain Piper.  Piper was
a worshipper of Auril, born in the town of Silverymoon and raised to embrace
the frigid environment of his homeland.  He traveled extensively in the
Moonsea, where he met a mage named Pelham of the Moor.  Owain and Pelham became
good friends and stayed in contact for over a decade.  Pelham eventually
enchanted Owain's Lullabye for the bard in exchange for a small sum of money.
Owain rarely used the instrument in battle, typically employing it when he
found late-migrating geese lounging on a lake.  He would blow the horn in such
a way that the geese heard it as the sound of their cousins heading south for
the winter. As the geese would attempt to take flight, Owain's horn would
freeze them in mid-stroke, where he would leave them to die.

STATISTICS:

When played, this instrument casts Cone of Cold

Weight:  2 lb.


00HFBD07
Sweet Auril's Kiss

STATISTICS:

When played, this instrument casts Cone of Cold and Elemental Barrier
simultaneously

Weight:  2 lb.


00BARD08
Viol of the Hollow Men

This instrument is also known as "Tallow's Violin," but that moniker is rarely
spoken among musicians, as mentioning the name of Nikolai Tallow is considered
bad luck.  Nikolai was born in The Vast, near High Haspur, the son of a
chandler.  Because of the intermittent traffic through the region, Nikolai was
introduced to many different cultures.  One of the travelers he met was an 
elven musician named Relev Thinriver.  Relev introduced Nikolai to the violin 
and taught him for several years as he wandered through the area.  Relev knew 
that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, 
and a passion for all things in the world.  Relev also recognized that Nikolai 
was exceedingly proud and arrogant.  In spite of Nikolai's shortcomings, Relev
taught him everything he knew.

After Relev was killed by a band of orcs, Nikolai began to practice on his own
throughout the Vast.  Despite his travels, he always returned to the isolate
peaks of his mountain birthplace.  He became famed throughout the Vast, the
southern Moonsea and Sembia for his incredible talent and passionate
performances.  Eventually, news of the proud young virtuoso spread to the ears
of a nearby thug from Calaunt named Tremble Ghon.  When Tremble and his gang
traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and
demanded a performance from Nikolai, who happened to be present and eating
dinner with his father at the time.

Nikolai refused to perform for Tremble and his men.  He called them stinking
oafs and attempted to leave with dignity.  Tremble assaulted Nikolai's pride by
claiming that Nikolai was afraid of performing because he'd be heckled out of
the inn for his incompetence.  Nikolai shot back that his skill with the violin
was so great that he could raise the dead from their graves.  Satisfied with a
proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed 
him in the heart.  When a number of other villagers attempted to intervene, 
they were also killed by the bandits.

Tremble defiantly stood over Nikolai's dead father and said, "Where's your big
mouth now, fiddle player?"  Without a word, Nikolai pulled his violin and bow
out from underneath his arms and began to play a melody that none of the
residents of High Haspur had ever heard before, and no one in Faerun would ever
hear again.  Nikolai played with unbridled passion and fervor.  Onlookers later
remarked that he appeared to be a madman, thrashing about in ways that people
didn't think were possible.  At the climax of his frenzied piece, Tremble and
his gang watched in horror as the souls of the men and women they had just
killed rose from their corpses and dove, shrieking, at their murderers.  The
bandits died horrible deaths, chilled by the shadows of their victims.  Nikolai
himself continued playing, dancing through the streets and back pastures of his
alpine home until every man, woman, child, and beast ever buried in the region
rose from its resting place and milled about until Nikolai and his music
disappeared into a far off valley, shrouded in a mysterious fog that vanished 
as quickly as it had appeared.

Legends say that on misty nights, the ghost of Nikolai Tallow returns to his
homeland, playing a phantom violin with a host of dancing dead trailing behind
him in the moonlight.

STATISTICS:

Summons 1D4 Shadows to attack a target, once per day.

Weight:  3 lb.


00HFBD08
Tallow's Violin

STATISTICS:

Casts the spell Soul Eater 1/day

Weight:  3 lb.


00BARDRS
Retching Serpent

The serpent is a wind instrument.  It usually is made of a long, conical wooden
tube of over six feet in length that is coiled in much the same way as a snake;
thus the name. Six holes along its length help the player alter the pitch in
much the same way as a cornet.

This particular instrument produces a low sonorous sound that can be felt to 
the very bones of all those within range. In the hands of a skilled bard, this
instrument can produce a Stinking Cloud and direct it at one's enemies.

STATISTICS:

Cast cast the spell Stinking Cloud 2/day

Weight: 5 lb.


00HFBDRS
Serpent's Stomach

STATISTICS:

Cast cast the spell Acid Fog 2/day

Weight: 5 lb.



===============================================================================
Leather Armor
===============================================================================


00HIDE01
Shark Skin Armor

Sharkskin armor is used almost exclusively by sahuagin.  It is the equivalent 
of leather armor in protection.  However, it also adds a bonus of +10% fire and
acid resistances.  The armor is not very supple and feels very constrictive 
when used by non-aquatic creatures.

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  +10% Fire Resistance
  +10% Acid Resistance
  -1 to Dexterity
Weight: 20 lb.


00HIDE02
Shark Skin and Coral Armor

Shark skin and coral armor is used almost exclusively by sahuagin.  It is
constructed of shark skin with hard coral studs in strategic places.  It is the
equivalent of studded leather armor in protection.  However, it also adds a
bonus of +10% to fire and acid resistances.  The armor is not very supple and
feels very constrictive when used by non-aquatic creatures.

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +5
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Special:
  +10% Fire Resistance
  +10% Acid Resistance
  -2 to Dexterity
Weight: 25 lb.


00HIDE05
Black Dragon Scale

This armor was crafted by the dwarven smiths and priests of Clan Battlehammer
when one of their own, Bruenhal, led a band of heroes in the defeat of a black
dragon far to the south.  Some dwarves turn up their noses at the thought of
wearing armor made from the remains of a dragon, but Bruenhal proudly wore the
armor until the end of his days.

STATISTICS:

Light Armor
Armor Bonus:  +6
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Resistance Bonus:
  2/-  Acid Resistance
  +2 on Reflex saves
Weight: 10 lb.


00HIDE06
Hide Armor

Hide armor is made from multiple layers of leather armor.  Though stiff and 
hard to move in, it is relatively simple to make and provides a good barrier 
against cold weather.  It is most commonly seen on the warriors and huntsmen of 
northern barbarian tribes.

STATISTICS:

Medium Armor
Armor Bonus: +3
Max Dex Bonus:  +4
Armor Check Penalty:  -3
Arcane Spell Failure:  20%
Weight: 25 lb.


00LEAT01
Leather Armor

Leather armor, despite the popular misconception, is not soft and supple like
the leather used to make a ranger's boots or a druid's robe.  That kind of
leather offers no better protection than common clothing.

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Weight: 15 lb.


00LEAT02
Leather Armor +1

Leather armor, despite the popular misconception, is not soft and supple like
the leather used to make a ranger's boots or a druid's robe.  That kind of
leather offers no better protection than common clothing.  Magical enchantments
enhance the protective abilities of this leather armor.

STATISTICS:

Light Armor
Armor Bonus: +3
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Weight: 10 lb.


00LEAT03
Leather Armor +2

At first glance this appears to be an ordinary suit of leather armor, a closer
inspection reveals subtle clues of various arcane enhancements. The rivets
holding the various pieces together shine brightly as if polished. The leather
pieces are soft and supple to the touch, but instantly become rigid when struck
with a heavy blow. And when worn, the creaking and stretching noises normally
associated with such armors are mysteriously absent.

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Weight: 10 lb.


00LEAT04
Studded Leather Armor

Studded leather armor has little in common with normal leather armor.  While
leather armor is a hardened shell, studded leather armor is soft and supple 
with hundreds of metal rivets affixed.  The rivets are so close together that 
they form a flexible coating of hard metal that turns aside slashing and 
cutting attacks.  The soft leather backing is little more than a means of 
securing the rivets in place.

STATISTICS:

Light Armor
Armor Bonus: +3
Max Dex Bonus:  +5
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 20 lb.


00LEAT05
Studded Leather Armor +1

Studded leather armor has little in common with normal leather armor.  While
leather armor is a hardened shell, studded leather armor is soft and supple 
with hundreds of metal rivets affixed.  The rivets are so close together that 
they form a flexible coating of hard metal that turns aside slashing and 
cutting attacks.  The soft leather backing is little more than a means of 
securing the rivets in place. This suit of armor has been magically enhanced to 
provide better durability and protection.

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 15 lb.


00LEAT06
Studded Leather +2: Missile Attractor

This odd-looking suit of studded leather cannot be removed once put on, except
under intervention of a magic user.  While improving the protection against all
melee weapons, this armor actually becomes a target for missile weapons, and
hence so does its wearer.  The choice is simple, deadly arrows or deadly 
swords.

STATISTICS:

Light Armor
Armor Bonus: +5
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Armor Penalty: -10 vs. missile weapons
Weight: 20 lb.


00LEAT07
Studded Leather Armor +2

STATISTICS:

Light Armor
Armor Bonus: +5
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 15 lb.


00LEAT08
Mourner's Armor

This unique suit of armor is of foreign design, created for a Kara-Turian
samurai from the Baika Clan.   The armor, crafted from thin, stiff leather, is
dyed black, but features the insignia of the plum blossom, the mon of the Baika
Clan.  It was only worn into battle once, when Baika Himuro fought a hopeless
battle against the enemy samurai that flooded into his ancestral estate.  It is
believed that the enemy clan captured the armor and later traded it for siege
equipment.

STATISTICS:

Light Armor
Armor Bonus: +6
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special: Once donned, this armor cannot be removed without a Remove Curse 
 spell. While it is equipped, the wearer is unaware of his or her current hit 
 points. However, the wearer does receive a number of bonuses as well.  He or 
 she is at +25 hit points and has a 15/- resistance to Missile weapons.  In 
 addition, the wearer receives -1 to all of their thieving skills while it is 
 equipped.
Weight: 20 lb.


00LEAT86
Leather Armor of Providence

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Spellward: Immunity to the spell Circle of Death
Weight: 10 lb.


00LEAT87
Studded Leather of Luck

STATISTICS:

Light Armor
Armor Bonus: +3
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Saving Throw Bonus: +1 to all Saves
Weight: 15 lb.


00LEAT88
Leather Armor of Fire Resistance

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Resistance: 2/- Fire Resistance
Weight: 10 lb.


00LEAT89
Shadowed Studded Leather +1

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Shadowed: +2 to Hide skill
Weight: 15 lb.


00LEAT90
Studded Leather of the Shield

STATISTICS:

Light Armor
Armor Bonus: +3
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Spell Power: Can cast the spell Shield 2/day
Weight: 15 lb.


00LEAT91
Studded Leather Armor of Fortitude

STATISTICS:

Light Armor
Armor Bonus: +3
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Hit Point Bonus: +10 to Max Hit Points
Weight: 15 lb.


00LEAT92
Studded Leather Armor of Horror

STATISTICS:

Light Armor
Armor Bonus: +3
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Spellward: Immunity to the spell Horror
Weight: 15 lb.


00LEAT93
Leather Armor of Luck

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Saving Throw Bonus: +1 to all Saves
Weight: 10 lb.


00LEAT94
Leather Armor of Movement

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Spellward: Immunity to the spell Hold Person
Weight: 10 lb.


00LEAT95
Leather Armor of Dexterity

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Dexterity: +1
Weight: 10 lb.


00LEAT96
Leather Armor of Fortitude

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Hit Point Bonus: +5 to Max Hit Points
Weight: 10 lb.


00LEAT97
Leather Armor of Lesser Spell Resistance

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Resistance: 2/- Magic Resistance
Weight: 10 lb.


00LEAT98
Shadowed Leather Armor

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Shadowed: +2 to Hide skill
Weight: 10 lb.


00LEAT99
Leather Armor

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Spellward: Immunity to the spell Charm
Weight: 10 lb.


10HFLTUB
Uthgar's Blessing

Crafted by the finest Barbarian armorer and proudly embroidered with Uthgar's
large, beast totem spirit, the Blue Bear, this style of leather armor became 
the mainstay of the Blue Bear tribal warriors.

This particular Uthgardt armor was once worn by the Blue Bear tribe's fiercest
warrior, Stogar Bearclaw.  It is said that once, during a very horrendous 
battle with an enemy tribe, Stogar Bearclaw actually grew stronger in the 
middle of combat.  With his newfound strength, he managed to literally blast 
through his opponents without so much as getting a scratch on his body. When 
all was said and done, two hundred men lay dead at Stogar's mighty feet.  
Stogar looked at his accomplishment and burst out in praise of Uthgar and his 
Blue Bear Spirit. Since then, Stogar always referred to his armor as Uthgar's 
Great Blessing and wore it daily until the moment of his passing.

It was Stogar's final wish that Uthgar's Great Blessing be passed on to another
worthy warrior.  For generations the armor passed from warrior to warrior,
granting extra strength to those who wore it.

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Strength +3
  Hit Point Bonus: +15 to Max Hit Points
Weight: 15 lb.


10LEATUB
Uthgar's Blessing

STATISTICS:

Light Armor
Armor Bonus: +2
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  10%
Special:
  Strength: +1
Weight: 15 lb.


50HIDEAH
Abishai Hide Armor

There is great mystery surrounding this leather armor. No one knows how or 
where it came into existence.  What is known is that the leather was cut from 
the hide of an abishai, although it is impossible to tell what color abishai 
since the armor is colored a deep black.  In addition, it has an unusual, very
light, vinegary smell.

Those that have worn the Abishai Hide were bestowed with a slight
invulnerability to non-magical weapons.

STATISTICS:

Medium Armor
Armor Bonus: +3
Max Dex Bonus:  +4
Armor Check Penalty:  -2
Arcane Spell Failure:  20%
Special:
  Damage reduction 5/+1
Weight: 15 lb.


50HFHEAH
Cornugan Hide Armor

STATISTICS:

Medium Armor
Armor Bonus: +4
Max Dex Bonus:  +4
Armor Check Penalty:  -2
Arcane Spell Failure:  20%
Special:
  Damage reduction 10/+2
Regeneration: User Regenerates 1 hit point ever 10 combat rounds
Weight: 15 lb.


50HFLTMS
Milton Sixtoes' Armor of Absolute Self

Mental Oneness started out as very ordinary studded leather armor worn by an
even more ordinary thief named Milton Sixtoes (so named since he had six toes 
on his left foot).  Milton belonged to a local thieves guild in the mining city 
of Mirabar, and thus was tasked with petty thievery of coin purses and the
occasional gem.

All was well enough by Milton's ordinary standards, until one day when a thief
of notable magical prowess transferred to Milton's guild.  The guild master
assigned this new thief to be Milton's partner in crime, aiding him in his
petty, but profitable dirty deeds.  Little did Milton know that his new partner
was not satisfied with petty thievery.  In fact, it was his partner's higher
ambition that almost got Milton in trouble with the local authorities.  During
thieving assignments with his new partner, Milton began to perform very risky
acts of larceny, and not through his own will.  It was as if someone else had
control of Milton's body and used him to carry out the acts.  Luckily for
Milton, he was able to perform the higher risk activities, but he knew that one
day his luck would run out.

So, one day when Milton was feeling more proactive than usual, he took the day
off from thieving and ventured to a Dwarven armorsmith who resided in one of 
the upper Mirabar mining tunnels.  There, with his extra earnings from 
unwillingly performing his more dangerous thieving, he commissioned the dwarf 
to upgrade his studded leather and give it the power to ward off other's 
charms.  The dwarf complied and ended up upgrading Milton's ordinary studded 
leather into fine, extra tough studded leather that made the wearer immune to 
just about every spell that affected the mind.

Not long after Milton began wearing the armor, he discovered his new partner 
was the one who cast the spell Charm Person on him and made him take all the 
extra risks.  The last time his partner tried to charm Milton, he (Milton) 
played along as if he were charmed, snuck up behind his partner, and slit his 
throat with an ordinary, poisoned dagger.  From then on, Milton was very 
pleased to go back to ordinary, petty thievery, though no more partners were 
ever assigned to Milton Sixtoes.

STATISTICS:

Light Armor
Armor Bonus: +5
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Wearer under the effects of the spell Mind Blank
Weight: 20 lb.


50LEATMS
Milton Sixtoes' Armor of Absolute Self

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Spellward: Immune to the spell Charm Person
Weight: 20 lb.


50HIDE06
Wandering Hunter's Armor

Armor like this is painstakingly crafted for the use of the Wandering Village's
best young hunters.  It is lined with fur of the great white wolves of Fell
Wood, and enchanted to resist winter's cold.

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +4
Armor Check Penalty:  -2
Arcane Spell Failure:  10%
Special:
  Resistance: 2/- Cold Resistance
Weight: 30 lb.


60HFLTIN
Silent Interloper

One of the greatest skills a scout can have is the ability to sneak about
undetected.  For many years a scout will hone their craft in the arts of hiding
in shadows and moving silently, just so they may attain one of the most 
valuable resources in the realm - information.

While a skilled scout may be able to slink undetected around a camp of regular
soldiers and bandits with ease, the same cannot be said if the camp the scout 
is observing is protected by detection magics.  It is because of this very 
reason that the armor known as Silent Interloper was created.

Many generations ago, skilled wood elf craftsman perfected a technique that was
able to combine powerful non-detection magic into leather armor. Using this
armor, wood elf scouts could infiltrate even the most well protected campsites
without fear of being discovered by any magical means. Unfortunately, one of 
the scouts grew careless and was captured as he was spying on a drow raiding 
party. After days of torturing their prisoner, the drow were able to learn how 
the scouts were able to infiltrate their camps and even the location of the 
village at which these special armors were being made. Needless to say, every 
man, woman and child in that village was ruthlessly slaughtered...except one. 
This particular Silent Interloper armor managed to survive only because the
individual who wore it was away from the wood elf community the day the drow
attacked.

STATISTICS:

Light Armor
Armor Bonus: +6
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Wearer is under the effect of the 3rd level Mage spell Nondetection
  Shadowed: +4 to Move Silently skill
Weight: 15 lb.


60LEATIN
Interloper

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Wearer is under the effect of the 3rd level Mage spell Nondetection.
Weight: 15 lb.


60HFLTZU
Zuvembie's Impunity

In order to overcome the overwhelming powers of a necromancer, Mizelle Krillor,
a wild elf ranger who resided in the outlining wilderness of Kuldahar, along
with the help of an unknown witch doctor, created the studded leather armor
known as Zuvembie's Impunity.

Cut from the enchanted flesh of a zombie, studded with silver and blessed by 
the witch doctor, Mizelle donned the unusual armor and immediately felt 
increased magical resistance.  Unfortunately, one of the side effects of 
Mizelle's new armor was a zombie curse that made her very socially unappealing.
However, she was so desperate to destroy the necromancer, she did not care.
With the ability to resist the necromancer's death spells, she cut him down
with the ferocity of a demon.  Soon afterwards, she went to a cleric of Sune 
and had the cursed armor removed, never to be used again by the wild elf 
ranger.

STATISTICS:

Light Armor
Armor Bonus: +6
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Cursed: Once donned, this armor cannot be removed without a Remove Curse
spell.
  Charisma: -3
  Wearer under the effects of the spell Death Ward
  Freedom of Movement: The wearer is immune to everything, magical and
otherwise, that affects mobility in any way, although can still be hasted.  Be
aware, however, this will also protect the wearer from beneficial effects such
as those received from the boots of speed.
Weight: 20 lb.


60LEATZU
Zuvembie

STATISTICS:

Light Armor
Armor Bonus: +6
Max Dex Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Cursed: Once donned, this armor cannot be removed without a Remove Curse 
   spell
  Charisma: -2
  Wearer under the effects of the spell Death Ward
Weight: 20 lb.


62HFLTDB
Nasty Bits

It is often said that a person does not choose a profession, the profession
chooses the person.  So was the case with Nasty Phil, the local corpse cleaner
for the Ten Towns many years ago.  Nasty Phil, you see, was no undertaker - no,
it was his responsibility, after a party of adventurers dispatched with a
monster (or monsters) that was terrorizing a local community, to clean up the
mess that was left over.

The truly 'nasty' thing about Phil and the reason he got his nickname was that
he relished his job.  He specially crafted this armor from the hides of
different creatures so that he could delve even deeper into the more gruesome
clean-up jobs.  In fact, it was not unusual for Nasty Phil to not clean himself
after one of his jobs and prance around town covered in stinking, rotting 
flesh. Bits and pieces of unidentified particles could be seen dangling off 
Nasty Phil's leather, prompting the locals to name his leather armor, Nasty 
Bits.

Over time, his leather armor developed immunities to certain things just from
absorbing the years of monster mess that was never washed off.  Even though
Nasty Bits has been cleaned from time to time, it still has bits of 
unidentified 'stuff' that seem to have fused itself to the armor, helping it to 
retain its dirty name.

STATISTICS:

Light Armor
Armor Bonus: +6
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Saving Throw Bonus: +4 to Fortitude saves
  Resistance: 1/- Acid Resistance
  Resistance: 1/- Cold Resistance
Weight: 25 lb.


62LEATDB
Dirty Bits

STATISTICS:

Light Armor
Armor Bonus: +4
Max Dex Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Special:
  Saving Throw Bonus: +2 to Fortitude saves
  Resistance: 1/- Acid Resistance
Weight: 25 lb.



===============================================================================
Misc
===============================================================================


Note:  There are some SPOILER type items in the MISC section.  Be warned.


00GENKS
Strange Object

It appears to be some kind of basin of some sort. Strange metal ornaments are
attached to the rim in what looks to be a spigot and some levers. Although this
item appears to be of the highest quality, some fool has drilled a hole at the
bottom making it quite useless.

Weight: 10


00GENMP
Mossy Poultice

The druids of the Moonshae Isles carried these small urns with them as they 
walked with the war bands of the Moonshae.  The urns were reported to carry 
moss that had grown on the field of battle, and when the poultice was applied 
to the wounds of warriors and adventurers, it aided their recovery.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Cure Critical Wounds once per day
Weight: 2


00HFGNMP
Moldy Poultice

The druids of the Moonshae Isles carried these small urns with them as they
walked with the war bands of the Moonshae.  The urns were reported to carry moss
that had grown on the field of battle, and when the poultice was applied to the
wounds of warriors and adventurers, it aided their recovery.

This urn looks like it has been left in a cold, dank place too long, for mold
has grown across the exterior.  This mold, however, is an even more potent
version of the poultice it once contained, and given additional enchantments
under the light of Selune beneath the Moonshae Isles.  It is capable of not only
healing wounds, but restoring the breath of life to a fallen warrior.

STATISTICS:

Special:
 Spell Power:  Can cast the spell Cure Critical Wounds once per day
 Spell Power:  Can cast the spell Resurrection once per day
Weight: 2 lb.


00GENOD
Oagla'ta's Dead Cat Snack

Half-orcs are well known for their strange dietary tastes, and Oagla'ta is no
exception.  When Oagla'ta feels hunger pangs, or when she feels a bit on edge,
she'll take out her trusty, pungent, slightly gnawed upon dead cat.  Horrified
onlookers watch in dismay as Oagla'ta chews on the end of the dead cat, much 
the same way a cow chews its cud.  What most people fail to notice, however, is 
that the cat carcass never seems to deteriorate, even after long periods of
chewing. However, it does seem to provide Oagla'ta with some healthful benefit, 
as she usually seems very refreshed after gnawing on the dead cat snack.

STATISTICS:

Heals 3 Hit Points.
Usable 3 times per day.
Only usable by half-orcs
Weight: 10


00HFMC38
Circlet of the Tribe of the Wolf

This is a smallish, silver wolf's head charm of the sort sometimes fashioned by
Rashemen shamans of the Tribe of the Wolf.  By gripping the charm tightly and
howling towards the heavens, one may summon a fierce gray wolf to aid him or 
her in battle.  Such charms are said to tarnish as their power wanes, and 
eventually disintegrate into silvery powder when the last of their summoning 
energy has been consumed.

STATISTICS:

Summon Werewolf  x 3
Weight: 1 lb.


00MISC38
Howling Wolf Charm

This is a smallish, silver wolf's head charm of the sort sometimes fashioned by
Rashemen shamans of the Tribe of the Wolf.  By gripping the charm tightly and
howling towards the heavens, one may summon a fierce gray wolf to aid him or 
her in battle.  Such charms are said to tarnish as their power wanes, and 
eventually disintegrate into silvery powder when the last of their summoning 
energy has been consumed.

STATISTICS:

Summon Wolf  x 3
Weight: 1 lb.


00MISC01
A Cage of Exotic Birds

Inside this cage are several exotic birds that look like they could use a new
home.

Weight: 2 lb.


00MISC02
Dead Cat

This appears to be a dead cat. It is extremely well preserved and looks as if
it is sleeping.

Weight: 10 lb.


00MISC03
Knucklehead Trout

A knucklehead trout.  Found only in the lakes of Icewind Dale, the bones of
these enormous fish yield precious scrimshaw that is used to make elegant
carvings and sculptures.

Weight: 1 lb.


00MISC04
Holy Symbol of Myrkul

This holy symbol depicts a white human skull face-on against a black field. The
skull appears to be carved ivory and it is set into a black onyx field.

Weight: 0 lb.


00MISC05
Barrel of Holy Water

This barrel contains water which has been blessed by the priests of the
Seldarine's Hand.

Weight: 25 lb.


00MISC06
Rotted Honey Leather

This used to be a highly prized piece of honey leather.  Honey leather is a
really light canvas used by the elves to protect against rain and dampness.
Although it tears very easily, elves use it to make tents and to protect their
camping gear.

Weight: 5 lb.


00MISC07
Skull


00MISC08
Bottle of Wine

The label on this wine bottle reads "Marsember Blush - Fine Vintage" and claims
to be a fruity blend of spices and dew-flower fragrances. The vineyards of
Marsember are well known for their firm grapes which draw their flavor from the
fragrant salt air of the Sea of Fallen Stars.

Weight: 1 lb.


00MISC09
Telescope

While the physics behind a telescope have been well-known for some time, the
glass-grinding skills required to actually construct one are still quite
specialized. The lenses of this telescope are finely made, however, and its
collapsible tubing has obviously been wrought by someone well-versed in the
delicate art of jewel-setting and metalwork.

Weight: 1 lb.


00MISC10
The Candle


00MISC11
Sack of Potatoes


00MISC12
Seeds

These seeds come from some of the rarest of tropical plants that seem to be 
able to grow in very unfavorable climates and conditions.

Weight: 0 lb.


00MISC13
A Cage of Squirrels

Within this cage are two cramped squirrels.

Weight: 2 lb.


00MISC14
Holy Symbol of Helm

This finely crafted holy symbol is sacred to the god Helm. The symbol depicts 
an upright war gauntlet with a staring eye on the front. The gauntlet itself is
crafted from the finest platinum, the white of the eye is carved from mother of
pearl, and a blue sapphire has been used for the pupil.

Weight: 0 lb.


00MISC15
Moth Ridden Thistledown

This used to be a very fine quality, grayish material before the moths began to
eat through it. Thistledown is a high prized material from which cloaks of
elvenkind are fashioned. It is very light and does not snag easily on branches.
Due to its high quality, the elves had very little trouble enchanting it.

Weight: 5 lb.


00MISC16
Barrel of Pure Water

This barrel contains some of the purest water in the land.  Melted from ice, it
contains no impurities that would be found in normal sources of water.

Weight: 25 lb.


00MISC17
Bottle of Wine

This weather-beaten bottle of wine has an unrecognizable stamp on it, but it
looks strong enough to keep the chill off your bones.  It looks like it might 
be worth a gold or two to anyone looking to stock up their supply for the 
winter.

Weight: 1 lb.


00MISC18
Broken weapon

This once fine weapon now lies in a jumbled heap of metal shards before you.

Weight: 1 lb.


00MISC19
Broken Shield

A mighty blow from some unknown weapon has shattered this shield into many
pieces.

Weight: 5 lb.


00MISC20
Broken Armor

This suit of armor, once a prized possession, is no longer fit for even a
skeleton. It has been pierced in several places and crushed in others. The
wearer could not have survived the blows that caused such damage.

Weight: 20 lb.


00MISC21
Broken Miscellaneous

Whatever this once was, it is now mangled beyond recognition.

Weight: 5 lb.


00MISC22
Ancient Armor

This rusted set of armor must be centuries old.  From what you make of it, it
must have once been a magnificent set of plate armor.

Weight: 15 lb.


00MISC23
Rhino Beetle Shell

This is a portion of the carapace of a dead rhino beetle.  Their natural body
armor is known for its incredible resilience.

Weight: 85 lb.


00MISC24
Umber Hulk Hide

This umber hulk hide consists of chitin plates and tough skin of a dark brown
hue.  Even off of the umber hulk's body, it looks thick and impenetrable.

Weight: 25 lb.


00MISC25
Winter Wolf Pelt

The pure white pelt of the winter wolf is soft and luxurious. It is often sewn
into garments as diverse as the rugged vests of the northern Uthgardt 
Barbarians and the delicate and fashionable winter stoles worn by noblewomen 
throughout the Sword Coast region.

Weight: 5 lb.


00MISC26
Yeti Pelt

These thick pelts are valued for their incredible durability and warmth.  
Locals from the Ten-Towns pay good money for the pelts, as few would be so bold 
as to hunt the yeti in their homeland.  Some of the Reghedmen barbarians hunt 
yeti as a rite of passage into manhood.

Weight: 15 lb.


00MISC27
Child's Body
Weight: 110 lb.


00MISC28
Spider Body

These gigantic spiders are even more disgusting dead than alive. Their bulbous,
crystalline eyes stare vacantly in your direction and, every now and then, one
of their eight chitinous legs twitches spasmodically.

Weight: 25 lb.


00MISC29
Female Body
Weight: 130 lb.


00MISC30
Male Body
Weight 185 lb.


00MISC31
Lamp Oil

This container contains lamp oil, usually used for lanterns and such. This
particular container has a rag soaked in oil attached to it so that it can be
ignited and thrown at an opponent.

STATISTICS:

Damage: 2D8 Fire damage to a single opponent. (Reflex save for 1/2 damage)
Weight: 0 lb.


00MISC32
Flaming Oil

Inside of this glass pot is an expensive mixture of oil and other chemicals.
When this mixture is set ablaze, it burns for several seconds at a very hot
temperature.  Flaming oil is sometimes difficult to use because it takes a long
time for the user to properly throw it.  Adventurers often carry oil with them
to deal with trolls in the unfortunate event that they are encountered.

STATISTICS:

When thrown at a target, the glass pot breaks, spreading flaming oil over
everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save 
for 1/2 damage)
Weight: 0 lb.


00MISC37
Xainlaphar's Flying Skull

Xainlaphar, a mad Red Wizard of Thay, was known for turning the skulls of his
slain enemies into weapons.  His most common weapon was known as the "Flying
Skull."  In essence, the item is not much different from the spell Skull Trap,
but it is meant to be used offensively instead of defensively.  Xainlaphar died
in 913 DR, long before he had time to use even half of his enchanted skulls.
They were claimed by his foes, a paladin and priest of Helm.  They intended to
destroy the items, but at least forty were stolen by crafty thieves on the way
back to Sembia.

STATISTICS:

When thrown at a target, the skulls streak forth and explode for 4d8 damage,
harming everyone within 5'.  Victims can make a Reflex save to take half 
damage.
Weight: 1 lb.


00MISC39
Boring Beetle Shell

This is the rigid outer shell of the Boring Beetle.

Weight: 50 lb.



00MISC40
White Wyrm Egg

This gigantic egg is from the nest of a great white wyrm.

Weight: 10 lb.


10GENCRW
Wooden Crane Wheel

This finely-carved wooden wheel looks like it'll get the Targos crane back in
working condition.

Weight: 3 lb.


10GENDON
Ship Prow

This is the prow of a small fishing vessel, carved into the shape of a woman
gazing out ahead of her.  It looks many years old, and the stinging, briny 
smell of Maer Dualdon still clings to it.  Inscribed beneath the prow is the 
name, "Veira's Gaze."

Weight: 5 lb.


10GENGBO
Ghost-Touched Bottle

This flask is made of a glass so translucent as to be almost invisible, almost
ghostly.  The stopper of the flask looks as if it has melted into the glass
itself, and a misty liquid drifts within.

The liquid within this bottle is nothing but water, but it appears that the
bottle itself is magical.  The bottle carries the "ghost-touched" enchantment,
which allows pieces of the ethereal plane to be held within it.  What the
container's original purpose was is unknown, but you have no idea what Cahl-
Hyred (or you) would do with such a thing.

Weight: 0 lb.


10GENVBO
Veira's Bottle

This flask is made of a glass so translucent as to be almost invisible, almost
ghostly.  Within the flask is one of Veira's ghostly tears, suspended in the
center as if frozen there.

Weight: 0 lb.


10VELLUM
Expended Teleportation Scroll

This charred vellum scroll looks like it was once a teleportation scroll, but
the spell has either been exhausted or was miscast when it was used.  The 
scroll smells faintly of ash, brimstone, and an eye-watering variety of goblin 
smells.

Weight: 0 lb.


11GENBV
Expended Teleportation Scroll

This brittle, ash-blanketed vellum scroll looks like it was once a 
teleportation scroll, but the spell has either been exhausted or was miscast 
when it was used. It smells faintly of brimstone and ash, and you suspect that 
Phaen already cast whatever spell was on this scroll.

Weight: 0 lb.


11GENDEN
Denham's Letters

These letters are written on parchment similar to Garradun's with similar wax
seals.  One is addressed to the commander of the Luskan relief forces and the
other is addressed to Captain Mariner of the Neverwinter relief forces.  Denham
told you that if Captain Mariner did not respect the false Garradun's wishes
about passing the letter on to his beloved, he would be in for a "fiery
surprise."

Weight: 0 lb.


11GENDIH
Dreisbach's Iron Hoop

This magical hoop looks like it belongs around a barrel, and chances are, it
probably once was.  There are numerous tales (most of them false) about the
hoop's origins, but the most common tale says that the hoop was born in the
Elfsong Tavern in Baldur's Gate, and that it was the result of an angry wager
between two men, one, a quiet wild mage by the name of Dreisbach, and the other,
a passionate stevedore by the name of Geithman.  Geithman claimed that magic 
was no substitute for raw strength and determination, and when Dreisbach begged 
to differ, the bet was decided: whoever could load the most barrels into one of 
the port warehouses from dawn to dusk would be declared the winner.

According to the tale, Dreisbach fashioned the hoop in a single night, and when
he arrived at the warehouse the next morning, he drew forth the hoop and spun
it on the ground - with every spin, a barrel would suddenly appear in the
warehouse.  Dreisbach spun the hoop for an hour, until hundreds of barrels were
stacked up in the warehouse at a height several lengths of a man, so much so
that Dreisbach could no longer be seen behind the walls of barrels.  Geithman
could not compete with the summoned barrels, and he was about to concede the
contest in disgust, when Dreisbach suddenly let out a cry, and there was a 
clang as the iron hoop clattered to the ground.  When Geithman and the 
onlookers navigated the maze of barrels to the space where Dreisbach had been 
standing, there was no trace of the mage.  Only the hoop remained, lying 
innocently on the floor.

None of those gathered to watch the outcome of the bet dared to touch the hoop.
While Dreisbach was declared the winner, every man gathered there that day
conceded that Tymora had smiled upon Geithman instead.  The warehouse was
quickly locked up, and the men quickly retreated to the Elfsong to talk of 
other things.

Where the barrels the hoop summons come from is unknown, but it is recommended
that the user exercise caution in the summoning... or else the barrels will 
have their vengeance.

STATISTICS:

Special: Summons a keg once per day.  The kegs frequently contain something of
value.
Weight:  3 lb.


11HFGNDH
Geithman's Iron-Ringed Wager

STATISTICS:

Special: Summons a keg once per day.  The kegs frequently contain something of
value.
Weight:  3 lb.


11GENGLE
Garradun's Letter

This letter is written on weathered parchment and sealed with wax.  The 
exterior contains the following text, written with a shaky hand: "From Garradun 
Tanner, to my beloved Raina, care of Captain Mariner, Neverwinter"

Weight: 0 lb.


11GENGOL
Garradun's Opened Letter

This letter is written on parchment in a strong, brisk hand.  The text is brief
and to the point, as follows:

Targos: Three or fewer ships, perhaps a few dozen infantry and archers.  Two
priests at the temple pavilion, with recruits drawn in from Luskan.  The
goblin's seizure of the waterways seems to have closed off the passage of
further reinforcements.  I have heard no mention of planned reinforcements from
elsewhere into the city.  The diviner in Targos should be taken care of by our
friends from Luskan.

Bremen: The city should fall soon.  Targos is unable to move ships across the
bay thanks to our scrag allies.  According to wounded soldiers from Bremen, 
they will not be able to hold out.  You should be able to pull in forces from 
the north without worrying about attacks from Bremen.

Bryn Shander: With our forces in the field and the Shaengarne Ford held, the
capital is unable to effectively provide the peripheral towns with supplies.
The bugbears' use of hit and run tactics against caravans moving between the
Ten-Towns has made it almost impossible for them to reinforce each other.
Lonelywood has sent almost all of its able-bodied men south to Bryn Shander
instead of sending them to Targos.  The same has happened in Easthaven.  Both
towns should be ripe for taking should we choose to enlarge our grasp of the
region.  Perhaps three to four hundred men wait in Bryn Shander along with a
handful of volunteers from Clan Battlehammer.  Most of those are militia, with 
a few experienced mercenaries among them.  We need not worry about Silverymoon 
and the other communities to the east.  Only two volunteers have arrived, and 
those are already out of the action.

Weight: 0 lb.


11GENVS
Valin's Scroll

Thank the gods your band numbers a Luskan cutpurse.  I see you doubt this note
was intended for your band - do not.  I divined that you would sail in on the
Wicked Wench and would make your way here to the Pavilion, and one of your
number would search my pockets while I lay here.

In a short while, I shall attempt to use the Sight to determine the location of
the goblin fortress, and I am writing this note out of fear that obtaining a
vision of such a place may tax my spirit greatly, preventing me from returning
to the waking world.  I have not told the Lady Elytharra of my attempt at
divination, for she would surely stop me... and if any others were to know my
intentions, they might seek to poison me, for I fear there are traitors within
the town that even now turn their eyes to my destruction.  For now, my safety -
and Targos' safety - lies in silence.

If you're reading this and I still breathe, then it's not too late to awaken me.
Now that you have found this scroll, I need you to find a flask of braehg which
you can purchase from a river trader named Guthewulfe in the Salty Dog Tavern.
He should have brought some weapons and other supplies from Shaengarne, but
among his inventory will be a flask of braehg which you may purchase.*  Bring it
to me and place a single drop on my tongue, and within a few minutes, I should
awaken from my stupor.

Please make haste.  I will reward you for your efforts, of course, and even cast
your fortunes should you desire it.  The reward and my castings will not be
forthcoming until I regain consciousness, however.

* (Something about "picking Guthewulfe's pockets as you did mine," looks like it
was scrawled here, but it looks like Valin had second thoughts and scratched it
out.)

Weight: 0 lb.


11KEYWW2
Weeping Widow Key

This small iron key unlocks the upstairs room in the Weeping Widow Inn.

Weight: 0 lb.


11SCRLPS
Phaen's Vellum Scroll

This heavy vellum scroll has been rolled up and tied with a thin rag.  It looks
to be a spell scroll or protection scroll of some sort, but you've never seen
anything like it before.  It looks like it is activated simply by pulling the
rag loose and unrolling the scroll.

STATISTICS:

Weight: 1


21GENWP
Wood Planks

This is a pile of wood planks. They may prove useful for something.

Weight: 10 lb.


22KEYHG1
Highland Gate Key

This is a plain iron key.  It unlocks the highland gate in Shaengarne Woods.

Weight: 0 lb.


30BSTONE
Black Ward Stone

This small stone disk looks to be fashioned of some sort of igneous rock.  Its
smooth black surface contains a single etched glyph on each
side.

Weight: 1 lb.


30GENTB
Tamjan's Bracers Debris

This pile of torn leather and crumpled metal is all that remains of Tamjan's
bracers.  The battle must have been too much for them.

Weight: 5 lb.


30ISTONE
Iron Ward Stone

This small disk is made of poorly smelt iron and contains many imperfections.
Its rough surface contains a single etched glyph on each side.

Weight: 3 lb.


30KEYDGU
Door Guard's Key

This fairly standard looking key was recovered from a hobgoblin.  He was
stationed near the barred iron door at the entrance to the Goblin Warrens.

Weight: 0 lb.


30KEYWAR
Warren Key

This large key was recovered from the body of an Orc Shaman near the Horde
Fortress.  Although roughly hewn, it appears to fit a very intricate lock.

Weight: 0 lb.


30SSTONE
Silvered Ward Stone

This small stone disk is made of a greenish sandstone.  Carved into its surface
on each side is a glyph which has been inlaid with silver.

Weight: 1 lb.


30WSPIDQ
Wooly Spider Queen Body

The body of the Wooly Spider Queen.

Weight: 25 lb.


30WSPIDR
Wooly Spider Body

The body of a large wooly spider.

Weight: 20 lb.


30YQMES
Message to Yquog

This is a hand written note, in a jagged freehand script.  It does not look 
like any writing style or language you have ever seen before.  However, the 
longer you look at the writing, the more uneasy you begin to feel.


31KEY01
Key

A small iron key.

Weight: 0 lb.


40BOOKOS
Oswald's Spellbook

This loosely bound tome appears to be one of the many spellbooks belonging to
Oswald Fiddlebender.  It contains the enchantments and components necessary to
cast his mending spell as follows:

Components:

Fresh spider silk (preferably extracted in the lab from a spider at the time of
death)
A bottle of thrym extract
Belladonna paste (the belladonna plant *should* turn into paste when exposed to
the thrym)
A smidgen of iron ore (most normal weapons should do)
One, no, make that TWO diamonds
Some wood (but only if the ship is badly damaged)

Assemble the components on the table in the airship, invoke the incantation,
then wait a few days - results should be forthcoming.

-Oswald (with invaluable assistance from Maralie).

Weight:  1 lb.


40GENBE
Belladonna

This poisonous plant of the nightshade family has purple bell-shaped flowers,
glossy black berries, and root and leaves that yield atropine.  It is one of 
the components of Oswald's Mending spell.

Weight: 0 lb.


40GENCY
Captain Yurst's Note

This rough and uneven message was written on a torn piece of cloth in what
appears to be human blood:

Comrade,

Despite your valiant efforts, I still feel myself slipping away, but wanted to
use my last breath to record my thoughts before they were lost forever - I fear
some of my wounds are so severe they refuse to heal.

As mentioned, the rangers and druids living here have littered these foothills
with traps - I heard some of those murderous giants complaining about them, but
I know not why.  The only other thing I've heard is that something called 
Andorahas a magical barrier that's flawed in such a way as to allow safe 
passage to any creature that can resist Auril's breath - some of my gear may 
assist you in that regard.

Lastly, if I could be so bold as to make one last request, it would be thus:

AVENGE ME...

Your friend eternally,

Ca - Captain Y-

Weight: 0 lb.


40GENON
Oswald's Goodbye Note

This thin piece of wood that you rescued from a mound of dust and debris
contains a message to you from Oswald that's been seared into its surface:

Traveling companions,

Regrettably, I could not remain until we declared our farewells and bid each
other pleasant journeys.  Good Nathaniel was in a fretful hurry to warn the 
Ten-Towns about the peril they face at the hands of the Legion of the Chimera, 
so we took to the skies once able.  I did, however, have time to quickly whip 
together a nice beverage - I hope you can make good use of it.

Take care, my friends, and travel swifter than the wind!

-Oswald.

Weight: 0 lb.


40GENPWC
Periapt of Wound Closure

This magical stone looks exactly the same as the others of this ilk.  The
person possessing it need never fear open, bleeding wounds because the periapt 
prevents them.  In addition, the periapt doubles the normal rate of healing, or 
allows normal healing of wounds that would not do so normally.

STATISTICS:

Special:
 While equipped it will prevent ongoing blood loss from weapons that cause the
Wounding effect.
 Increased regeneration rate while equipped
Weight: 1


40GENSS
Fresh Spider Silk

This filament appears to have been extracted from a fresh spider.  It is one of
the components of Oswald's Mending spell.

Weight: 0 lb.


40GENWP
Wood Pile

This is a small pile of wood.  It is one of the components of Oswald's Mending
spell.

Weight: 5 lb.


41AMULHS
Aurilite Holy Symbol

This medallion is made of pure ice and fashioned in the shape of Auril's emblem
- a gray heraldic lozenge with a white border surrounding a white snowflake.

STATISTICS:

Weight: 1 lb.


41BOOKLJ
High Priestess Lysara's Journal

This journal, bound in exotic, jewel-encrusted leather and written with fine 
ink on parchment made from spider silk, reads as follows:

Where to begin...?  It hath been a tough life, to be sure - even from birth.
Being part of conjoined triplets, separated at the brink of death, has its 
boons and banes - as does any aspect of life I suppose.  I can hear my sisters'
thoughts and feel their pain, but never have I known what it means to be 
alone - truly alone...

Luskan was a gruff town - unforgiving, even if viewed in its best light.  'Tis
certainly no place for three innocent, little women, but the bond we shared 
kept us together and alive.  Our parents were never around - always chasing the
latest job offer or most-favorable rumor just to make ends meet.  With 
ruffians, bandits, and creatures of the night lurking in every shadowy corner, 
there were no individuals we could respect... except one - Lysan...

Lysan, a priestess of Auril and fellow Luskanite, shone like a celestial beacon
across a sea of eternal darkness, and became our idol and inspiration with
little effort.  Her goodwill and fortitude we adored - her adventurousness we
admired.  What greatness the four of us would hath achieved - how noble our
exploits would hath been in spreading our seeds of compassion throughout the
winter land, only to watch them blossom into flowers of love come spring!  The
goal was as clear as a crystal trapped within a drop of ice, until...

Where was I when the news pierced our hearts like a javelin hurled from the 
Nine Hells Itself...?  Lysan... poor, sweet Lysan was slaughtered, like a 
diseased goblin, in Kresselack's Tomb by a band of villains in heroes' 
clothing.  Why?! Because of her beliefs?!  Thirty years hath passed, yet the 
pain lingers.  At that moment a new goal emerged - her path was now ours, and
we immediately joined the church of Auril in town...

Our ambition quickly dwarfed that small temple, so we headed east to join
Auril's Breath in Glister.  Ironically that congregation proved too large for
us, so we headed north to establish a church of our own, as well as retrace the
steps of our martyr, Lysan.  Reinforcing our decision to travel north, we had
also heard that the mysterious demon twins we knew of in Luskan were also in
that area, so we undoubtedly had to see if those rumors were true...

En route we stumbled upon an envoy from the Legion of the Chimera and were
eventually led to Madae.  Despite our humanity, the four of us became instant,
though reserved, friends, and 'twas soon obvious that her wants, needs, and
desires complimented our own...

The deal was simple - if we guarded the Western Pass against reinforcements to
the Ten-Towns, they would destroy Kuldahar and give us its precious Heartstone
Gem.  The pieces of our plan were falling into place - all we needed was the
right time to seal them together...

That time came during our Coming Storm festival when my sisters and I led our
newly formed congregation of one hundred strong in a prayer so profound, Auril
Herself blessed us with Her embrace.  The glacier was thus born.  All that
remained was the temple's creation - *our* temple - which Nickademus, arch-
architect, honored guest and former lover of Oria accomplished with impressive
speed and skill...

What an oddity - this temple of his.  Even *I* get lost from time to time.  The
dais is an interesting concept, but why must I turn it left north, then right
all the way around again just to unleash the abishai to do my bidding?  Still,
no effort is too great in pleasing Great Auril by sacrificing prisoners to her
to keep the glacier from melting...

Time is short, so the painting - though it seems to possess a mind of its 
own - is useful when I must quickly cleanse myself before speaking to the
Frostmaiden...

The prism is a dangerous device, but what Lady Sherincal wants she
gets - still, it keeps prying eyes away from Mother Winter and our treasury, so 
perchance I judge it too harshly...

Oria's Game Room is a waste of time to me - I hath no time for meaningless
combat and see no reason to enter the ethereal realm while confined to its
limited boundary.  And *why* Nickademus would install a Mirror of Life Trapping
eludes all logic and common sense...!

Nickademus... I wish I could trust him - he does not walk our path.  For his
sake, I hope he does not betray us again...

Weight:  5 lb.


41GENIN
Note To Lord Brisbaine

This carefully written note reads as follows:

Lord Brisbaine:

My assistant, Nathaniel, has not returned from the Western Pass.  From what
we've observed the situation worsens by the hour there, and we fear he may've
been captured.  Your task is to find him and escort him back to Kuldahar.  The
best of luck to you and the hearty band of adventurers you call Talisman.

In faith,

-Iselore

Weight:  0 lb.


41GENML
Note From The Master Of Locks

This hastily written and partially concealed note, written by someone called
The Master Of Locks, reads as follows:

To whom it may concern,

Beware of this temple!  She's filled with all manners of tricks, traps, and
temptations that'll make your head spin one way and your neck another!  It's
enough to drive a mad man sane!  In fact, one of these little niceties is a 
dais High Priestess Lysara uses in that ritual of hers - not sure what that 
ritual is, but I bet I'll soon find out!  Oh yes - the dais... so far I've 
found that it can be rotated clockwise by pushing on its right side, and 
rotated the opposite direction by pushing on its left.  Unfortunately I'll need 
to sneak away a few more times to figure out what in Nine Hells that maddening 
thing actually does!

Weight:  0 lb.


41GENOR
Oria's Note

It's difficult to tell but this badly burned note was carefully written on a
piece of fine parchment.  It reads as follows:

Thagro:

Once you've read this message distribute it to your workers:

The queen has been acting strangely as of late - I believe her mating season 
may be approaching.  Ergo, from now on keep all males away from her until 
further notice.  Have her guard the blockade if you'd like.

Regarding the males, keep training them to dig through the ice.  We'll need to
excavate larger areas while Nickademus regains his strength so he can build
Legionnaire outposts.  Always remember to keep them well rested and well fed;
otherwise they'll be useless to us, and may pose a serious threat.  Feel free 
to train one of them to attack or follow you if you feel in need of protection.

Furthermore, my DELICATE crystal golems are rather expensive and are NOT 
sources of your amusement!  If I catch ANY of your frosttouches launching rocks 
at them again you'll have to answer to me personally!

One last thing - stay alert!  According to Sherincal, those Malarite bastards
failed us at Shaengarne River, so opposition may strike at any moment.

In Auril's name,

Oria.

Weight:  0 lb.


41GENRP
Rock Pile

This pile of rocks is used in a deadfall trap to inflict severe crushing damage
on the victims below.

Weight: 10 lb.


41GENZB
Zack BoosenBurry's Note

Someone with small fingers hastily wrote this note.  It reads as follows:

Help - stuck - dark - can't get out!

Z... a... c... k

Weight:  0 lb.


41HBAGNA
Nathaniel's Bag Of Holding

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

This bag of holding has the word "Nathaniel" stitched into one side of it.

STATISTICS:

Weight: 35 lb.


41HFRGRA
Nathaniel's Ring of the Ram

This ring has been slightly modified by Nathaniel from Kuldahar.  Its wearer 
can use it to cast one of the following spells once per day:

STATISTICS:

Can cast the spell Confusion 1/day
Can cast the spell Holy Power 1/day
Can Cast the spell Shout 1/day
Weight: 0 lb.


41KEYCT
High Priestess Cathin's Temple Key

This elaborate key made of enchanted ice belongs to Aurilite High Priestess
Cathin.

Weight: 0 lb.


41KEYLT
High Priestess Lysara's Temple Key

This elaborate key made of enchanted ice belongs to Aurilite High Priestess
Lysara.

Weight: 0 lb.


41KEYOT
High Priestess Oria's Temple Key

This elaborate key made of enchanted ice belongs to Aurilite High Priestess
Oria.

Weight: 0 lb.


41RINGRA
Nathaniel's Ring of the Ram

This ring has been slightly modified by Nathaniel from Kuldahar.  Its wearer 
can use it to cast one of the following spells once per day:

STATISTICS:

Can cast the spell Knock 1/day
Can cast the spell Bull's Strength 1/day
Can Cast the spell Alicorn Lance 1/day
Weight: 0 lb.


41ROBEAC
Aurilite Ceremonial Robe

This robe, worn by the priests and priestesses of Auril, is ice-white in color
with blue piping, and cinched at the waist by a very wide silver belt.


50BOOK88
Thvara's Journal

This small book is the journal of Thvara Baelm, a cleric of Auril.  This must 
be the most recent of several journals, as only a few pages in the beginning 
are filled out.

It recounts how Cathin, the priestess in charge of the clerics of the ice
temple, sent Thvara to the Ice Lakes to gather whatever Auril-fearing 
barbarians she could.  The barbarians were to serve as additional troops to man 
the glacier wall as well as live sacrifices to Auril, should the priestesses 
start running low on warm bodies.

Weight:  2 lb.


50GENAD
Avarine Decanter

The avarine decanter is the prison - or perhaps merely the home - of Bashshar 
al Rachid, likely the wealthiest djinni in all of Toril.  His greed and 
arrogance are legendary; adventurers have been known to receive aid from the 
djinni... but always at a price.

The decanter is crafted of blue, translucent glass as hard as hammered mithril;
its lower half resembles the dour face of Bashshar al Rachid himself.

Weight: 1 lb.


50GENDH
Drinking Horn

This majestic drinking horn is sheathed in intricately carved gold and studded
with blue-white semi-precious stones.

Weight: 1 lb.


50GENFRO
Frostrose

This rare herb appears as a single, fragile stem with a small bud that peeks
above the snow.  When it blooms, the tiny flower is a brilliant scarlet.

Weight: 0 lb.


50GENFWR
Fell Wood Remains

These are the remains of the Fell Wood dead, released from their torment when
you destroyed the will o-wisps that lured them all to their deaths.

Weight: 5 lb.


50GENID
Avarine Decanter

The avarine decanter is the prison - or perhaps merely the home - of Bashshar 
al Rachid, likely the wealthiest djinni in all of Toril.  His greed and 
arrogance are legendary; adventurers have been known to receive aid from the 
djinni... but always at a price.

The decanter is crafted of blue, translucent glass as hard as hammered mithril;
its lower half resembles the dour face of Bashshar al Rachid himself.

Weight: 1 lb.


50MISC38
Hemp Rope

This is fifty feet of strong hemp rope.

Weight: 10 lb.


50POTN56
Venla's Medicine

This potent herbal remedy's most powerful ingredient is the extract of 
frostrose that you found for Venla.  When wholly consumed, this potion restores 
9 hit points to the person and removes all traces of poison or disease.

STATISTICS:

Removes poison and disease
Weight: 1 lb.


51KEYDU
Duergar Key

This heavy key appears to be forged of gray steel.

Weight: 1 lb.


51KEYRG
Raven Gate Key

This black iron key is emblazoned with the symbol of a stylized raven.

Weight: 0 lb.


51MISC39
Mining Tools

A set of mining tools - pick, shovel, and so on - that allows one to burrow
through earth and stone.

Weight: 10 lb.


52GENDOL
Dolon's Letters

This is a set of letters to the Legion of the Chimera envoy Dolon Daemba, each
marked with the Legion's seal.

One of them refers to a plot to disrupt the monastery's activities by turning
Aruma Blane, the standing archimandrite, against Ormis Dohor, the current
archimandrite who is now away visiting the Legion of the Chimera capitol at the
Severed Hand.  When Ormis refused to side with the Legion of the Chimera, Dolon
was commanded to seduce and corrupt Aruma and then see to it that the monastery
kept out of the Legion's affairs.

Weight:  0 lb.


52KEYDC
Dolon's Chamber Key

This black iron key is emblazoned with the symbol of a stylized raven.

Weight: 0 lb.


52KEYRT
Raven Tomb Key

This black iron key is emblazoned with the symbol of a stylized raven.

Weight: 0


52KEYST
Storeroom Key

This key opens the storeroom on the first level of the Black Raven Monastery.

Weight: 0 lb.


52RINGNO
Nonin's Ring

This gold ring is set with a small ruby.  The initials "NN" are carved on its
inner surface.

Weight: 0 lb.


53MISCIG
Sanguis Anima

This vial holds a single dose of the magical Sanguis Anima - a fluid necessary
in the animation of an enhanced flesh golem - that you made in Imphraili's
alchemical laboratory.

Weight: 1 lb.


53MISCIM
Vial of Silvery Fluid

This vial holds strange substance with the appearance of liquid webbing and
molten metal.  The viscous liquid does not give off any heat.

Weight: 1 lb.


53MISCIS
Vial of Spores

This vial holds a large number of mushroom spores, most likely gathered from 
the giant fungi that grow in abundance throughout these caverns.

Weight: 1 lb.


53MISCIV
Conversion Poison

This vial holds the enchanted conversion poison that you concocted specifically
to destroy the Viciscamera.

Weight: 1 lb.


60CLCKIR
Initiates Robe

This voluminous white robe is lined with green silk.  The hems bear silver
snakes crawling along the edges of the fabric.  The folds of the robe and cowl
are so large and bulky that they conceal almost every feature of the wearer.
Even close visual inspection would be unlikely to penetrate the obfuscating
properties of the garment.

If one wished to use these robes as a disguise, it looks like they could...
provided that all the wearer's companions were similarly cloaked.

STATISTICS:

Disguises wearer
Weight:  3 lb.


60GENVH
Visions of Hierpherus

Hiepherus Note:

This scrap of parchment, burned around the edges and smelling faintly of
bloodweed incense, seems to be a daily log of some sort:

- - -

The visions began when I pledged Bane's strength to Isair and Madae, and I now
know Bane has placed a test before me - to test my devotion to his cause 
against my service to the Legion of the Chimera.  Could it be he thinks I hold 
Isair and Madae's words with more weight than his doctrines...? I MUST prove 
him wrong. The visions show an ancient blade that has slain six... six 
companions of vile hearts who were once in Bane's service in the distant past.  
The six were known as the Lost Followers, and from what I can see in my 
visions, they now lie in screaming prisons upon the Ethereal Plane.  If they 
are to be set free, the blade MUST be recovered and destroyed... if I cannot 
find it, then I fear I shall join them in their undead prisons.

- - -

I have come to the glen shown to me in the visions, but the accursed blade that
murdered the Lost Followers eludes me! Something within Kuldahar is preventing
my scrying efforts, and without the visions to guide me, I cannot hope to
recover the consecration medallion and tear the blade from the graves within 
the Glen... whichever damned one it is! Give me something to KILL as my 
challenge, not this endless hunting and searching, and I will prove that I 
serve Bane's will!

- - -

In a fit of rage, I have raised many dead in the Glen to do my will and used my
powers to tear answers from them, but of the blade and the medallion's fate, 
the dead know *nothing*... but speak much of the serpents that have passed 
through the valley of late.  Could it be that somehow Cedra or one of her
half-breed minions secured the medallion and even now hold it in one of their 
chambers, unaware of its true purpose?!  If so, I may need to wrest it from 
them by force... which would break my allegiance to the Chimera and destroy 
everything that we have worked for.  Is it Bane's will that the Chimera's spine 
be broken? But the potential of their strength... allied with Bane, of 
course... would bring the North and the lands beyond to its knees! The elves, 
dwarves, humans, all crushed, burned, their ashes scattered to the winds! But, 
I must be mindful - the will of the Black Lord is not for me to question... or 
to know.

- - -

It has been many days, and I have sent the dead into the Valley to slay 
whatever humans they can find.  Yet... with every day that passes in the Glen, 
I can feel the presence of the Lost Followers, clawing at the material plane, 
waiting to be freed.  I fear that simply finding the blade will bring them 
howling to this place... and they may be beyond all reason when they are 
summoned.  If so, then I had best have Bane's protections about me, or else the 
Six will level Kuldahar and the lands around in revenge for dying at the 
blade's hands.  I may be forced to destroy them against my Lord's will.  Could 
that be my challenge? Whatever the reason, I MUST find the blade, and find it 
soon, before its powers are unearthed by one who stands against the Legion of 
the Chimera... and Bane... and if the blade should find its way into the hands 
of a holy warrior, then ALL is lost.

Blood in the Black Lord's name,

Hiepherus, D- *

*You notice that where the title "Dreadmaster of Bane" would be next to
Hiepherus' name, the parchment has been blackened to ash, as if it was held 
over a candle... or exposed to the far-seeing eye of Bane's disfavor.

Weight:  0 lb.


60HEART1
60HEART2
60HEART3
60HEART4
60HEART5
60HEART6
60HEART7
60HEART8
Desiccated Heart

This brownish-red lump of hard flesh appears to be a human heart.  Though the
muscle is tight and dry, it does not appear to have decayed.  Magical or
alchemical means may have been used to preserve the object.

Weight: 0 lb.


60KEY
Key

This crude looking key bears numberous scratch marks around its edges. It looks
like it's intended for a jail or watchtower.

Weight: 0 lb.


60STELE1
60STELE2
60STELE3
60STELE4
60STELE5
Religious Stele

This stout pillar of stone is separated into short cylinders bearing religious
writing.  The object appears to be ancient, commemorating the imprisonment of
some powerful beast.  The beast itself is represented symbolically.  Perhaps 
the makers of this object feared to inscribe the image of the creature they had
subdued.

Weight: 0 lb.


61AMULLF
Medallion of the Lost Followers

Perhaps the yuan-ti did not know what they held in depths of Dragon's Eye, but
simply holding this item reveals its long history to you, and its saga is a 
long and bloody one indeed.   One only needs to hold the medallion close to 
them, close their eyes and concentrate upon it, and the chronicle of the 
medallion scrolls through your mind.

This notched stone was once set into the pommel of the ancient blade Cera 
Sumat, a Holy Avenger wielded by old Duke Kholsa Ehld as he walked upon the 
path of the Lost Followers, challenging them to answer for their crimes in the 
Barbed Kingdom.  Inscribed upon the stone is the chronicle of his search for 
the six Lost Followers, and the circumstances surrounding their deaths.  The 
medallion tells of the six:

Ehld met Inhein-Who-Was-Taken as she slept beneath the earth on the Battle of
Bones and asked her to follow him to the Barbed Kingdom to be judged.  Her
laughter was a storm of bladed whispers, and she cursed the old man, hurling
spells of death and flame upon him... she surrounded herself with mighty magics
and swirling blades, daring the old man to come close, but he simply bowed his
head and took shelter within the spiritual shield of his holy blade.  In fury,
she risked much and began to raise the dead from the Battle of Bones to destroy
the Duke, but the shield around him prevented them from getting close.  The
undead, furious at their summoner for putting them to an impossible task, 
turned upon their mistress and tore her apart.  Ehld took what was left in a 
small metal cask and took it to the highest hill at daybreak, and let the sun 
shine down upon Inhein's remains until they were dust.

Broken Khree, one of the only monks to fight the Black Raven in combat and
survive with only his legs shattered and his jaw splintered, was the next of 
the six, and he was not hard to find.  He had gathered together a band of 
slaves captured from a number of small farming hamlets and had them build a
temple in Bane's name.  Khree was a master of unarmed combat, with eyes and 
reflexes so quick that he could dodge most missiles and spells before they 
stood a chance of touching him - and he had sent many archers and mages to 
their graves.  In hand to hand combat, he was a terror, for his bones and body 
were one with the elements, ignoring fire, cold, lightning, and weather's other 
displeasures, and while his skin could be stabbed or cut, his bones had the 
strength of the earth about them, preventing them from being broken or crushed 
by all but the most powerful of attacks.  Ehld knew this, and when he found the 
bloody monk, the two traded no words, but attacked each other immediately.  It 
was all Ehld could do to dodge Khree's attacks, but in a dangerous stratagem, 
Ehld tricked Khree into collapsing the newly-erected temple of Bane around 
them, causing Khree's arms to become pinned by the falling masonry.  The monk 
died as the falling crossbeams of the temple pierced his chest, and in the last 
minute of his life, he spat his defiance against Ehld and told him he would 
fight his way back from death to destroy him.

Kaervas Death's Head was the lord of an empire deep within the earth, and he 
sat upon his lava-red throne of rock and lava, his skin so thick with calluses 
and black enchantments that no mortal weapon could pierce or cut it.  Ehld 
traveled many leagues beneath the surface of Faerun and demanded an audience 
with the black rock king.  Kaervas, amused by the old human's challenge, agreed 
to fight him, but found Ehld's strength and holy avenger an equal match for his 
strength and skill.  Finding it almost impossible to strike a mortal blow 
against Kaervas with even his holy avenger, Ehld parried one of Kaervas' 
strikes and turned the momentum of Kaervas' own axe back on its owner, causing 
the blunt end of his mighty axe to sink into the dwarf's skull, splintering the 
bone beneath the skin into fragments.  The Duergar allowed the human who had 
slain their king to leave unmolested, and they sealed Kaervas' body in the 
throne room where he died.

Atalaclys the Lost traveled upon the great sands of Anarouch, hoping to unearth
some of the ancient magics buried within the desert to stave off the rotting
disease which had claimed him.  Ehld tracked him down through the shifting
desert, meeting him in the sandy square of a dead town.  With no living 
creature as their witness, the two of them fought for days, spell against blade 
for days, until at the height of the fourth day, Atalaclys's rotting throat 
cracked in the desert heat.  Unable to utter a spell to carry him away, Ehld
left him in the desert, where his corpse lay, fed upon the flies and beetles of 
Anarouch.

Jaiger of the Fanged Season had once been one of four Uthgart brothers whose
father had blessed each of them with a binding of the elements.  Jaiger had 
been bound to the Elemental Plane of Air, and such was his power that he could
harness the wind to pull his bowstring - and cause the missiles and spells of
his enemies to go astray.  Jaiger was serving as a mercenary in one of the many
southern kingdoms, his bow firing out a stream of arrows so fast and sure that
he was said to bring a Rain of Death wherever he traveled.  Ehld found the
toothless barbarian within the brothels of a southern port, half-drunk and
belligerent.  When confronted, Jaiger was too deep in his cups to realize who
Ehld was, and once it suddenly sunk in the old man had come to capture him,
Jaiger tried to fight back with his bow - only to find it much more difficult 
to fire with his opponent standing almost on top of him than it was when the
opponent was a horizon's distance away.  Although Jaiger sunk many arrows into
his opponent, Ehld was able to best him with a whirling strike that severed
Jaiger's bow... and the barbarian's throat.

Veddion Kairne, the Hunched Lord, was the last and most difficult of Ehld's
challenges.  Kairne was said to be the spawn of a storm giant and a demon,
combining the great strength of his father with the cunning and 
bloodthirstiness of his mother.  No fork of lightning could touch him, no fire 
could burn him, and it was said that he bathed in acid and frost as if it were 
water.  The two bloods coursing through him had given him a tremendous 
resistance to magic, but it prevented him from using magic himself, forcing him 
to walk the face of Faerun whenever he wished to travel the land.  Instead of 
awaiting his death, however, he sought out Ehld as he was traveling upon the 
Spine of the World Mountains and tasked the old paladin with proving him guilty 
of the slaughter in the Barbed Kingdom.  The two of them dueled with words for 
many hours atop the Spine of the World Mountains until Ehld finally tricked 
Kairne into admitting his guilt... and the Hunched Lord laughed and their 
battle begin.  Hurling jagged boulders at the elderly warrior, Kairne buried 
Ehld under an ever-growing mountain of rubble, then lifted up his hammer to 
drive the tombstone into the makeshift cairn around the old warrior... only to 
have the cairn collapse beneath him, causing an avalanche and crushing him 
beneath its great weight. Ehld, who had been crouching within the cairn and
using his sword as a brace against the precarious balance of rocks, had slipped 
free and let weight and gravity take their course.  With Kairne, the last of 
the six had been silenced, and Ehld returned home to his Queen.

When he arrived in the court of the Barbed Kingdom, Ehld detached the medallion
from the pommel of his Holy Avenger and gave it to his Queen to wear as a
reminder of the many evils of the world... but if one's heart is true and one's
path is righteous, one may triumph against any number of evils.

If this medallion could somehow be brought to the resting place of Ehld's Holy
Avenger, the blade will rise from the ground, ready to be taken up against the
forces of evil once again.

Weight: 0 lb.


61GENDN
D'hey-jazerrion's Notes

This long scroll of parchment contains the alchemical notes of D'hey-jazerrion.
The notes are quite extensive, but there are four items of interest:

- D'hey-jazerrion seems to have had some recent trouble restoring the lever in
the southern section of the ziggurat chamber, which is vital to all the
alchemical operations below.  There is some indication that he intends to 
return soon to fix it, and it looks like he is the only one who can.  There 
haven't been any notes made in the past few days, so he may be due back soon... 
it looks like all one can do is wait for him to return to fix the lever.

- D'hey-jazerrion has numerous notes on the creation of "wyvern poison," and 
the process appears simple enough for even an unskilled alchemist to perform.  
Take a wyvern's stinger, lay it upon the westernmost bench in the lab, then 
proceed to the lever (mentioned above) south of the ziggurat in the chamber 
north of the lab.  From there, simply pulling the lever will cause the 
stinger's venom to be distilled into the various beakers in the lab.  After 
half a minute, the procedure will finish and the alchemist can unlock the 
distiller with the lever - if the lever is not unlocked, green lights
(signifying the distillation procedure is still active) will flash around the 
tables, and the labs cannot be accessed.  When the process is complete, every 
stinger placed upon the bench should be distilled into a bottle of wyvern 
poison.  D'hey-jazerrion appears to perform this process frequently... but 
there is no mention of why he does this.

- The notes also contain a great deal of D'hey-jazerrion's schedule.
Apparently, he is not always within the lab, and he prefers to let some of his
mixtures sit for several days to ensure their purity, whether they need it or
not.

- Most interesting is the steps required to create the yuan-ti histachii, or
"brood guards."  The majority of the steps detail the creation of a histachii
brew that transforms a humanoid into the creature.  With these notes, a skilled
alchemist could perform the procedure in the lab where they were found.  The
alchemist would have to execute the operation themselves to ensure the reagents
are pure, but the procedure is quite simple.  Mandrake root must be placed on a
prepared distilling table (which, according to the notes, seems to be the
easternmost table in the center of the lab - it should already have a number of
histachii potions on it).  Once that has been done, the alchemist must pull the
lever (mentioned above) in the southern part of the ziggurat chamber that lies
north of the lab to activate the distiller.  After half a minute, the procedure
will finish and the alchemist can unlock the distiller with the lever.  The
histachii brew can then be removed from the table.

Because only a portion of the mandrake is used, a single sample can create many
fully potent brews.

NOTE: While distilling the wyvern poison can be done with no training, only a
character possessing these notes and above a 15 Alchemy skill can successfully
distill the histachii brew; otherwise the player must enlist the services of
someone skilled with the procedure to distill the brew... either by 
intimidating or tricking them.  It also looks like the lever in the ziggurat 
chamber to the north must wait for D'hey-jazzerion to return to fix it before 
any of the alchemical processes can take place.

Weight:  0 lb.


61GENMM
Modified Mandrake Root

This herb is a member of the nightshade family and has ovate leaves, yellowish
or purple flowers, and a large forked root traditionally credited with human
attributes.

Nheero Fhutma has carefully grown and cultivated this plant in such a way as to
render its natural toxicity almost nonexistent.  If eaten the consumer will
receive the following effects for one turn, after which their body will succumb
to intense weakness and fatigue until rested. Each cutting of the root may only
be used once in this manner.

STATISTICS:

User becomes intoxicated
Resistance: 1/- Slashing Resistance
Resistance: 1/- Bludgeoning Resistance
Resistance: 1/- Piercing Resistance
Resistance: 1/- Missile Resistance
Resistance: 1/- Poison Resistance
Weight: 0 lb.


61GENMR
Mandrake Root

This herb is a member of the nightshade family and has ovate leaves, yellowish
or purple flowers, and a large forked root traditionally credited with human
attributes.

If eaten and a Fortitude save is failed, the victim will lapse into a coma for
one turn.  If the saving throw is successful, the consumer will receive the
following effects for one turn, after which their body will succumb to intense
weakness and fatigue until rested. Each cutting of the root may only be used
once in this manner.

STATISTICS:

User becomes intoxicated
Resistance: 1/- Slashing Resistance
Resistance: 1/- Bludgeoning Resistance
Resistance: 1/- Piercing Resistance
Resistance: 1/- Missile Resistance
Resistance: 1/- Poison Resistance
Weight: 0 lb.


61GENWP
Wyvern Poison

This bottle contains the unspent poison that has been extracted from a wyvern's
stinger.  With the proper equipment, this contagion could be used to anoint a
dagger or longsword, or in the construction of an antidote or potion of delay
poison.

Weight: 1 lb.


61HFDGWS
Wyvern Stinger

This sharp organ was once connected to a wyvern's poison gland.  It contains a
small amount of unspent poison that could be safely extracted with the proper
equipment.  It can also be wielded as a weapon.

STATISTICS:

Damage:  1d4
Damage Type:  Piercing
Special:
  Venom: 99% chance of +8 points of poison damage every second for 6 seconds,
Fortitude save for none
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


61HFGNMM
Modified Mandrake Root

This herb is a member of the nightshade family and has ovate leaves, yellowish
or purple flowers, and a large forked root traditionally credited with human
attributes.

Nheero Fhutma has carefully grown and cultivated this plant in such a way as to
render its natural toxicity almost nonexistent.  If eaten the consumer will
receive the following effects for one turn, after which their body will succumb
to intense weakness and fatigue until rested. Each cutting of the root may only
be used once in this manner.

STATISTICS:

User becomes intoxicated
Resistance: 2/- Slashing Resistance
Resistance: 2/- Bludgeoning Resistance
Resistance: 2/- Piercing Resistance
Resistance: 2/- Missile Resistance
Resistance: 2/- Poison Resistance
Resistance: 2/- Acid Resistance
Resistance: 2/- Fire Resistance
Resistance: 2/- Electrical Resistance
Resistance: 2/- Magic Resistance
Weight: 0 lb.


61HFGNMR
Mandrake Root

This herb is a member of the nightshade family and has ovate leaves, yellowish
or purple flowers, and a large forked root traditionally credited with human
attributes.

If eaten and a Fortitude save is failed, the victim will lapse into a coma and
die in one turn.  If the saving throw is successful, the consumer will receive
the following effects for one turn, after which their body will succumb to
intense weakness and fatigue until rested.  Each cutting of the root may only 
be used once in this manner.

STATISTICS:

User becomes intoxicated
Resistance: 2/- Slashing Resistance
Resistance: 2/- Bludgeoning Resistance
Resistance: 2/- Piercing Resistance
Resistance: 2/- Missile Resistance
Resistance: 2/- Poison Resistance
Resistance: 2/- Acid Resistance
Resistance: 2/- Fire Resistance
Resistance: 2/- Electrical Resistance
Resistance: 2/- Magic Resistance
Weight: 0 lb.


62GENHW
Vial of Elven Holy Water

An elaborately decorated vial of elven holy water.

Weight: 0 lb.


62KEYBC
Orc Encampment Bone Key

A simple bone key.

Weight: 0 lb.


63AMULIS
Ilmater Holy Symbol

This amulet has a dull, unimpressive chain attached to a fist-sized steel
pendant.  On the pendant is the engraving of two hands bound together by a red
cord - the only actual color on the amulet.

Weight: 1 lb.


63AMULIX
Iyachtu Xvim Holy Symbol

This amulet has a barbed, black metal chain attached to a fist-sized, hand-
shaped, obsidian pendant.  Two green, glowing, hateful looking eyes contrast 
the endless blackness of the pendant's face.

Weight: 1 lb.


63GENAP
Altered Severed Hand Plans

These are detailed construction plans for renovations to the first floor of the
Severed Hand.  They have been magically altered by Kav Lathram to remove one of
the bedroom suites.

Weight:  0 lb.


63GENBA
Bonding Agent

This small vial contains a clear viscous liquid.  A bonding agent is used to
force reagents that normally would not mix to bond and form a potion or a
poison.

Weight: 1 lb.


63GENBF
Bonds of the Faithful

These red straps, or bonds, are generally worn by Ilmater clerics around their
wrists as a symbol of their devotion.

Weight: 0 lb.


63GENCF
Bundle of *Create Food* Scrolls

A bundle of what looks like a dozen *Create Food* magical scrolls.

Weight: 2 lb.


63GENCL
Holy Water of Corellon Larethian

This is a vial of water blessed by Corellon Larethian, ruler of the elven
pantheon.

Weight: 1 lb.


63GENDB
Demon's Blood

This small vial contains demon's blood.  Such reagents are often used in the
creation of unusual potions or poisons.

Weight: 1 lb.


63GENDP
Severed Hand Delegate Pass

This diplomatic pass is normally given to those who are invited to Severed Hand
and would like safe, unquestioned access to most of the areas in the facility -
except those areas that are strictly forbidden to visitors not affiliated to 
the Legion of the Chimera.

Weight: 0 lb.


63GENHP
Severed Hand Plans

These are detailed construction plans for renovations to the first floor of the
Severed Hand.

Weight: 0 lb.


63GENLB
Larrel's Bones

These are the remains of Larrel, elven mage of the Hand of the Seldarine (now
known as the Severed Hand).

Larrel was given the duty of protecting the Hand from an invading orcish horde.
In the final moments of battle, as enemy forces began to overrun the fortress,
all appeared lost.  Out of desperation, Larrel attempted to cast a mythal of
protection.  Unfortunately, the spell failed with catastrophic results.  Enemy
and defender alike were warped into undead, Larrel himself transforming into a
baelnorn.

Eventually Larrel and his brethren were laid to rest.  Larrel was forgiven his
transgression by Labelas Enoreth, elven god of longevity and time, and at last
received peace.  As his spirit left to travel to Arvandor, his physical form
crumbled to dust and bone.

Weight: 10 lb.


63GENLP
Lethal Virulent Poison

This small vial contains a sickly green liquid.  It smells horrid and is quite
deadly.  The poison must be ingested to be effective.

Weight: 1 lb.


63GENMA
Monk's Antidote

This small, glass bottle contains the antidote to transform the imprisoned 
monk, Ormis Dohor, back into his natural form.

Weight: 1


63GENMC
Potion of Mental Clarity

This small vial contains a clear viscous liquid.

Weight: 1 lb.


63GENNG
Note to Guards

This is a hand written note, in a flowing freehand script.  It reads as 
follows:

"Zigma,

You worthless worm, read well what I have written here.  I've been approached 
by her ladyship and told of a group of adventurers on their way to the Hand.
They're not to be allowed entry under any circumstances.  Understand?  No one
gets in under any circumstances!

Furthermore, you're to call a meeting of all the lieutenants.  Be sure to give
them the description of the adventurers, and put the fortress on alert.  Oh, 
and while you're at it, call out all additional guards, including the reserves.
Fifty soldiers should be able to handle a group of wannabe heroes.

You screw this up, worm, and it's your arse, not mine.  I'll personally hand 
you to her ladyship on a platter.  You got that?

Pudu
Captain of the Guard

Weight:  0 lb.


63GENSP
Virulent Sleeping Poison

This small vial contains a milky white liquid.  Anyone ingesting this poison
will sleep the sleep of the dead.  However, the victim should eventually awaken
with little or no ill effects.

Weight: 1 lb.


63GENTB
Tainted Demon's Blood

This small vial contains impure demon's blood.  Such reagents are often used in
the creation of unusual potions or poisons.

Weight: 1 lb.


63GENTS
Tears of Suffering

These are the tears from one of the Severed Hand slaves.

Weight: 0 lb.


63GENVA
Virulent Agent

This small vial contains a reagent often used in the creation of fast acting
poisons.

Weight: 1 lb.


63KEYCP
Captain Pudu's Key

This copper plated key belongs to the Captain of the Guard, Captain Pudu, and 
is the only key that opens the gate that allows access to the landing pad on 
top of the War Tower.

Weight: 0 lb.


63KEYWT
War Tower Prison Key

This common steel key belongs to the large orog captain and is used to open the
jail cells in the War Tower.

Weight: 0 lb.


63RINGRS
Ring of Nourishment

This ring continually provides its wearer with life-sustaining nourishment. 
This alleviates the need for the wearer to eat or drink to remain healthy.

Weight:  0 lb.


67GENSN
Stubnok's Note

This is a hand written note, in a flowing freehand script.  It reads as 
follows:

"Stubnok,

I know your tiny brain has trouble with the written word, so I'll keep this
brief.  I am entertaining a lady friend of mine on the top floor of the Officer
Tower.  I am not to be disturbed, unless it is an emergency.  If I deem it not
an emergency, I'll see to it that you are flensed, and your useless remains
given to the lemurs.

Pudu
Captain of the Guard

p.s.  And I will never let you have the key to the gate that leads to the War
Tower aerie.  You are too stupid, and I hate you.

Weight:  0 lb.


FSEEDS
Fire Seeds

Created through the Fire Seeds spell, these innocuous seeds are imbued with
explosive fiery magic.

STATISTICS:

When thrown, all creatures within 5 feet of the point of impact take 5d8 points
of damage, with a saving throw for half damage.


GBERRY
GOODBER
Goodberry

Created by the Goodberry spell, these simple looking blueberries will heal five
points of damage for each bunch of berries eaten.


MISC07
Gold

Gold is the standard of currency, commonly called Golden Lions throughout the
Realms, though only the Cormyan coins carry the figure of the lion on the coin
(Sembian gold coin designs vary from year to year but always retain a five-
sided shape).  The most common in the southern regions are the Amnite danter, 
though there are a number of other golder coins from Tethyr and Thay, as well 
as a number of private mints (including some adventuring parties).


SUPASTAF
Acorns



===============================================================================
Plate Armor
===============================================================================


00HFCNML
Mercenary's End

This armor was worn by the commander of a mercenary company called the Silver
Band who was driven from the Ten-Towns after a fierce debate on the merits of
their weapon skills (and the amount of gold that would change hands in order to
see these weapon skills in combat).  The commander apparently was killed in a
drunken brawl by a warrior with a bizarre title before the rest of his band 
fled south, and this armor was taken by the local authorities in Bryn Shander.  
It was since released and has passed through the hands of several merchants in 
the far north.

This armor is valued in the far north due to its ability to protect the wielder
from the elements as well as being light enough to allow for greater freedom of
movement.  Furthermore, the wearer of this armor never tires or becomes
exhausted, and he can dispel exhaustion from his entire party once per day.

STATISTICS:

Medium Armor
Armor Bonus: +7
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Special:
 Resistance: 2/- Cold Resistance
 Resistance: 2/- Fire Resistance
 Dispel Party Fatigue once per day
 Light Weight: Armor weighs 1/4th its normal weight
Weight: 10 lb.


00HIDE03
Coral Plate Armor

Coral plate armor is used almost exclusively by sahuagin.  It is constructed of
shark skin with hard coral plates at the shoulders, chest, and wrist.  It is 
the equivalent of splint mail armor in protection.  However, it also adds a
bonus of +15% to acid and fire resistances  The armor is heavy, not very 
supple, and feels very constrictive when used by non-aquatic creatures.

STATISTICS:

Medium Armor
Armor Bonus: +7
Max Dex Bonus:  +0
Armor Check Penalty:  -7
Arcane Spell Failure:  40%
Special:
  +15% Fire Resistance
  +15% Acid Resistance
  -2 to Dexterity
Weight: 50 lb.


00HIDE04
Umber Hulk Plate

The hard plates that protect umber hulks are reasonably easy to craft into
humanoid armor.  This dark suit of armor was fashioned into plate mail by
duergar smiths.  The dark dwarves, skilled in handling umber hulk exoskeletons,
cured and reinforced the armor.

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +1
Armor Check Penalty:  -6
Arcane Spell Failure:  35%
Special:  +1 vs. Slashing Weapons
Weight: 40 lb.


00PLAT01
Half-plate Armor

This armor is a combination of chainmail with metal plates covering vital 
areas. Buckles and straps hold the whole suit together and distribute the 
weight, but the armor still hangs more loosely than full plate.

STATISTICS:

Heavy Armor
Armor Bonus: +7
Max Dex Bonus:  +0
Armor Check Penalty:  -7
Arcane Spell Failure:  40%
Weight: 50 lb.


00PLAT02
Plate Mail +1

This armor is a combination of chainmail with metal plates covering vital 
areas. Buckles and straps hold the whole suit together and distribute the 
weight, but the armor still hangs more loosely than full plate.  In addition, 
this suit of half-plate mail is enchanted and gives additional bonuses to the 
wearer's armor class.

STATISTICS:

Heavy Armor
Armor Bonus:  +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Weight: 40 lb.


00PLAT03
Mithral Field Plate Armor +2

Field plate is actually a more commonly used form of full plate armor. It
consists of shaped and fitted metal plates riveted and interlocked to cover the
entire body. This suit is made of mithral and has been magically enhanced for
added protection and durability.

STATISTICS:

Medium Armor
Armor Bonus: +10
Max Dex Bonus:  +2
Armor Check Penalty:  -4
Arcane Spell Failure:  30%
Weight: 25 lb.


00PLAT04
Full Plate Mail +1

Full plate armor is the best armor a warrior can buy, both in appearance and
protection.  The perfectly fitted interlocking plates are specially angled to
deflect arrows and blows, and the entire suit is carefully adorned with rich
engraving and embossed detail.  With its magical enchantments, this suit of 
full plate is ideal for warriors.

STATISTICS:

Heavy Armor
Armor Bonus: +9
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Weight: 45 lb.


00PLAT10
1/4 Weight Half-plate Mail

This half-plate armor is fashioned from strips of cured Boring Beetle Shell. It
is extremely lightweight.

STATISTICS:

Heavy Armor
Armor Bonus: +6
Max Dex Bonus:  +0
Armor Check Penalty:  -7
Arcane Spell Failure:  40%
Weight: 12 lb.


00PLAT11
1/4 Weight Field Plate

Field plate is actually a more commonly used form of full plate armor. It
consists of shaped and fitted metal plates riveted and interlocked to cover the
entire body. This particular set of armor has been carefully fashioned from
cured Boring Beetle Shell.

STATISTICS:

Heavy Armor
Armor Bonus: +7
Max Dex Bonus:  +1
Armor Check Penalty:  -6
Arcane Spell Failure:  35%
Weight: 17 lb.


00PLAT12
1/4 Weight Full Plate Mail

Full plate armor is the best armor a warrior can buy, both in appearance and
protection.  The perfectly fitted interlocking plates are specially angled to
deflect arrows and blows, and the entire suit is carefully adorned with rich
engraving and embossed detail. This suit of armor appears to be fashioned from
the shell of the Boring Beetle.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +1
Armor Check Penalty:  -6
Arcane Spell Failure:  35%
Weight: 17 lb.


51HFPT10
Duergar-Forged Armor of Warding

Duergar master artisans forged this armor of dull gray steel.  Runes cunningly
worked into its surface reflect spells as well as blows, and the armor weighs
only half as much as a typical suit of plate mail.

STATISTICS:

Heavy Armor
Armor  Bonus: +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Resistance: 5/- Magic Resistance
  Light Weight
Weight: 20 lb.


51PLAT10
Armor of Warding

STATISTICS:

Heavy Armor
Armor Bonus: +7
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Resistance: 2/- Magic Resistance
  Light Weight
Weight: 20 lb.


60CHANGR
Glacial Resilience

Kyndor Icehammer was a mighty Dwarven warrior who loved the cold of the Dales.
Not only did Kyndor call Icewind Dale his home, but he also had a special
connection to the Dales - it was a part of him - not just a part of his body,
but of his very soul.

Kyndor was also a remarkable armor and weaponsmith.  Everything he forged had
some kind of connection to Icewind Dale.  In fact, his very armor, forged by
his own hands, seemed to have its own life, and that life was very protective 
of Kyndor.  Often times, during battle, his armor seemed to harness the 
elements of the Dales and retaliate against Kyndor's attackers.

Over time, Kyndor's armor attained the nickname of Glacial Resislience, due to
the fact that all who wore the armor seemed as impenetrable as a glacier and
just as deadly cold.

STATISTICS:

Heavy Armor
Armor Bonus: +6
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Retribution: 15% chance attacker suffers 1D6 cold damage per successful hit 
   on wearer of Glacial Resilience (melee only)
Weight: 40 lb.


60HFCNGR
Glacial Storm

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Retribution: 20% chance attacker suffers 2D6 cold damage per successful hit 
   on wearer of Glacial Storm (melee only)
  Resistance:  2/- Cold Resistance
Weight: 40 lb.


60CHANSA
Sanctity

Maya Selvinis was a solitary half-elf ranger who lived on the outskirts of
Neverwinter.  Feeling different and un-whole due to her breeding, she rarely 
had any interaction with other people except when she was summoned to aid in a
crisis.  Although she did not care for the company of others, she was more than
eager to aid those in peril.  However, after helping others, she would quickly
return to her solitary ways, despite the general tolerance exhibited by the
locals in Neverwinter.

One special event that called for her ranger skills came and changed her life
forever.  An elderly female cleric of Eilistraee came to Maya and asked her aid
in tracking down and destroying a demon that was tormenting her flock.  Maya
eagerly accepted the quest, put on her splint mail armor, secured her sword, 
and followed the cleric through the woods.  After a day's travel, the cleric 
stopped at a small clearing between four towering trees.  In the middle of the 
clearing was a small pond of water no wider than a yard.  The cleric turned to 
Maya and said that the demon could be seen in the pond.  Doubting, Maya 
approached the pond and peered in.  The only thing Maya saw was her own 
reflection, and she stated that fact rather tersely to the cleric.  The cleric 
smirked a bit and replied by saying that the demon was her reflection.  In 
fact, the cleric pointed out that the demon was responsible for Maya's solitude 
and self-pity, and that the only one who was concerned about Maya's mixed 
breeding was Maya.

Maya scoffed at the cleric, told her that she did not know what she was talking
about, turned and started to head back in the direction they came.  The cleric
shouted back, which startled Maya, and declared that she understood more than
Maya could ever know.  It was at that point that the elderly cleric revealed
herself to be Maya's mother.  Maya again scoffed, stating that her mother died
long ago.  The cleric bowed her head and replied that yes, she did die, but 
that she was granted the grace of Eilistaee to seek out Maya and aid her - aid 
her in destroying the demon of self-pity and solitude.  The cleric then went on 
to say that Maya would never find sanctuary by alienating herself from the 
company of others, but that sanctuary comes from within.  Once Maya could 
accept who she was, what she was, and the fact that there were many out in the 
world like her and who were willing to embrace her, then sanctuary would follow 
her, always. Then, in a brief flash of light, the cleric was gone, leaving Maya 
to stew with the wisdom of the old cleric - her mother.

Maya thought on what her mother said, and soon tried to implement her mother's
wisdom.  After a few months, Maya found her inner sanctuary, and became more
powerful because of it.  In fact, that power was also absorbed by her splint
mail armor.  All those who donned Maya's splint mail felt a peace flow through
their being.  People found their own personal sanctuary within that armor,
which soon became known as Sanctity.

STATISTICS:

Heavy Armor
Armor Bonus: +7
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Spell Power:  Can cast the spell Sanctuary once per day.
Weight: 40 lb.


60HFCNSA
Sanctity of Being

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Spell Power:  Can cast the spell Sanctuary twice per day.
  Spellward:  Immunity to Cloak of Fear, Horror and Charm Person spells
Weight: 40 lb.


60CHANTM
Armor of Tuqak Mauler

A talented, gnome smith, who went by the name of Boopie Silvermallet, made this
armor to the exacting specifications of a half-orc barbarian named Tuqak 
Mauler. Forged from the finest metals and enchanted with Boopie's secret recipe 
magics, Tuqak's new armor looked more like a museum showpiece rather than
practical combat armor.  The steel strips shone with a silver brilliance and 
each rivet sparkled like fresh cut diamonds.  When Tuqak put the armor on, he 
immediately felt more vigorous and alive.  Unfortunately for Tuqak, this new 
armor also made him overconfident, which summarily caused his demise in a later 
battle.

So, wearer be warned - even though you feel like you can take on the world 
while wearing Tuqak's armor, you will still have to rely on combat skill to 
carry you through... alive.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Hit Point Bonus:  +5 to Max Hit Points
Weight: 40 lb.


60HFCNTM
Armor of Tuqak Mauler the Fierce

STATISTICS:

Heavy Armor
Armor Bonus: +10
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Hit Point Bonus:  +15 to Max Hit Points
  Wearer is under the effects of the spell Death Ward
Weight: 40 lb.


60PLATAA
Aasimar's Aura

Aasimars are direct offspring from a union between mortal and celestial minion.
While normally carrying innate powers, it is not unusual for an Aasimar to don
blessed armor.  Such is the case for this unique armor known as Aasimar's Aura.
The armor shimmers with a silvery glow and is adorned with exquisite blue
etchings across the breast.  One look at the armor and it is simple to see that
it possesses powerful protections.

Long ago, the Blood War between the Baazetu and the Tanar'ri spilled over to the
material plane.  Luckily for most of the world, the battle was far away from any
major towns or cities.  However, this was still no comfort for the Celestial
beings that watched over the material plane.  So, it was quickly decided to
amass as many Celestial and Aasimar beings as possible and drive the Blood War
back into its own abyssal planes.  However, because of the great numbers of
Tanar'ri and Baazetu, the Celestial beings permanently blessed all the Aasimars'
armor with Protection from Evil.  This spell allowed the Aasimars to get in
close to the evil creatures without getting attacked.  Once all the Aasimars
were in position, the Celestials gave the order to attack, which completely
surprised the hordes of Baazetu and Tanar'ri.  The ensuing battle raged for
days, with high casualties on both sides, but eventually the evil hordes were
pushed back into their abyssal planes.

As a result of the high Aasimar casualties, it was not uncommon for looters to
take the armor off the dead.  So, from time to time, a set of Aasimar's Aura
will pop up in a shop, or on an adventurer who could afford the high purchase
price.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
  Wearer is under the effect of the spell Protection from Evil
Weight: 50 lb.


60HFPTAA
Celestial Aura

STATISTICS:

Heavy Armor
Armor Bonus: +10
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
  Wearer is under the effect of the 1st level Mage spell Protection from Evil
  Resistance: 20/- Fire Resistance
  Saving Throw Bonus: +5 to Fortitude saves
Weight: 50 lb.


60PLATAG
Air Genesi Armor

There is no debating that Air Genesi make talented fighters, as
do most all Genesi.  So, it is not surprising that the armor Air Genesi have
made carry some of the same innate magical protections as their own bodies.

Air Genesi full plate not only gives the excellent protection of normal full
plate, but also gives its wearer the added protection of fending off most air
spells and effects.

A fighter wearing Air Genesi armor is easy to spot since the armor glows a 
light blue and is decorated with hundreds of finely etched swirls covering 
every inch of the finely crafted full plate.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
  Saving Throw Bonus:  +1 to Reflex saves
Weight: 50 lb.


60HFPTAG
Air Genesi Gail Armor

STATISTICS:

Heavy Armor
Armor Bonus: +11
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
  Spellward: Immunity to Stinking Cloud, Cloudkill, Acid Fog, Suffocate, Cloud
of Pestilence and Whirlwind
  Dexterity:  +2
Weight: 70 lb.


60PLATDC
Diamond Cut

Plate and full plate are arguably the toughest armor in any realm.  However, no
one can deny that full plate is susceptible to crushing damage.  In fact, most
bludgeoning weapons were created with the intention of blowing through full
plate armor.

With this thought in mind, the armor known as Diamond Cut was forged.  No one 
is exactly sure how Diamond Cut came into existence, but what is known is that 
the renowned Mirabar armorsmith, Cutter Boomstock, one day unveiled the armor 
to a well-to-do knight who traveled all the way from Amn.  Diamond Cut 
glistened in the firelight like a thousand diamonds, almost blinding was the 
intensity of the sheen.  And, in a remarkable demonstration, Cutter Boomstock 
lifted his anvil high in the air and struck the armor.  To everyone's 
amazement, the strike left no mark on the sparkling armor.

The knight happily took the armor and left Mirabar forever, never to be seen
again.  However, his armor, Diamond Cut, has been seen from time to time,
leading people to speculate that the elaborate knight met an untimely death.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
  Resistance: 1/- Bludgeoning
Weight: 50 lb.


60HFPTDC
Diamond Cutter

STATISTICS:

Heavy Armor
Armor Bonus: +10
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
  Resistance: 1/- resistance to bludgeoning/slashing/piercing damage.
  Constitution: +2
Weight: 50 lb.


60PLATKC
Armor of the Clerics of Myrkul

Clerics of Myrkul center their whole existence on endeavors that aid the dead
and dying.  They make it their responsibility to organize funerals, burials,
settling the dead's unfinished affairs and enacting wills.

Common to these clerics are their amazing plate mail armor that grants them
several advantages over necromantic spells such as Paralyze and Death Magic.
Clerics of Myrkul may make it their practice to aid in the affairs of the dead,
but they have no desire to prematurely die themselves.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Saving Throw Bonus:  +1 to Fortitude saves
Weight: 50 lb.


60HFPTKC
Blessed Armor of the Clerics of Myrkul

STATISTICS:

Heavy Armor
Armor Bonus: +10
Max Dex Bonus:  +1
Armor Check Penalty:  -5
Arcane Spell Failure:  35%
Special:
Saving Throw Bonus:  +1 to Fortitude saves
Spell Power:  Can cast 5th level Priest Spell Raise Dead once per day.
Weight: 50 lb.


60PLATOF
Owl's Feather

Usually plate mail is reserved for those strong enough to wear it.  It did not
matter that there were many fine warriors in the land who could benefit from 
the extra protection that plate mail could lend them.  Those unfortunate enough 
to be of the slender side were reserved to use nothing heavier than chain mail.
That is until a resourceful young armorsmith happened on an owl's feather
enchantment that helped her to create plate mail that weighed half as much as
regular plate mail.  Needless to say, that particular armorsmith became very
popular with the slender warriors of the region.

STATISTICS:

Heavy Armor
Armor Bonus: +7
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Lightweight: Armor is half normal weight of half-plate mail.
Weight: 25 lb.


60HFPTOF
Hawk's Feather

STATISTICS:

Heavy Armor
Armor Bonus: +9
Max Dex Bonus:  +1
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Lightweight: Armor is half normal weight of half-plate mail
  Strength: +4
Weight: 25 lb.


60PLATPF
Plate of the Pit Fiend

No one is certain where the Plate of the Pit Fiend came from, or how it was
created.  Its spiky red scaled plates radiate a fiery red glow at all times,
convincing those who look upon it that the plate mail is certainly 
otherworldly.

Those that equip the Plate of the Pit Fiend find that the plate has a deadly
natural defense when struck too many times.  If an enemy is too successful with
their strikes against the wearer of the Plate of the Pit Fiend, the plate will
emit an explosive burst of flame in all directions around itself.  This flame
mortally wounds everyone caught within its wake, except for the wearer of the
unusual plate mail.

It is rumored that the Plate of the Pit Fiend is actually the hide of a Pit
Fiend, killed and skinned by someone, or something, more powerful than a 
Greater Baatezu.  If this rumor is true, pray to the gods that the creature 
capable of killing and skinning a Pit Fiend never comes to the material plane.

STATISTICS:

Heavy Armor
Armor Bonus: +8
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Retribution: 10% chance of casting the spell Sunfire whenever the attacking
enemy successfully hits wearer of Plate of the Pit Fiend (melee only)
Weight: 50 lb.


60HFPTPF
Plate of the Balor

STATISTICS:

Heavy Armor
Armor Bonus: +9
Max Dex Bonus:  +0
Armor Check Penalty:  -6
Arcane Spell Failure:  40%
Special:
  Retribution: 10% chance of casting the spell Sunfire whenever the attacking
enemy successfully hits wearer of Plate of the Balor.
  Retribution: 10% chance of casting the spell Cloak of Fear whenever the
attacking enemy successfully hits wearer of Plate of the Balor.
  Spellward: Immunity to Cloak of Fear, Horror, Charm Person, Dire Charm, and
Confusion
Weight: 50 lb.



===============================================================================
Potions
===============================================================================


00CIKEG1
Potion of Firebreath

By drinking the potion of firebreath, it magically transforms the throat so 
that it is capable of a giant breath of fire spewing forth in an arc.  The
effect does 3D6 damage to the target with a Reflex save for half.

Note:  This potion must be used from the quick item slot for proper effect.
Failure to follow these instructions will result in severe indigestion.

STATISTICS:

3D6 fire damage (Reflex save for 1/2 damage)
Weight: 1 lb.


00CIKEG2
Flaming Oil

Once exposed to air, this oil will immediately burst into flame, inflicting 5D6
points of damage (Reflex save for half) to all within the immediate area around
the potion.  It can be hurled up to around 40', at which point it hits the
ground and immediately explodes into a ball of fire.

STATISTICS:

5D6 fire damage (Reflex save for 1/2 damage)
Area of Effect: 20-foot radius
Range: 40'
Weight:  1 lb.


00CIKEG3
Flaming Oil

Inside of this glass pot is an expensive mixture of oil and other chemicals.
When this mixture is set ablaze, it burns for several seconds at a very hot
temperature.  Flaming oil is sometimes difficult to use because it takes a long
time for the user to properly throw it.  Adventurers often carry oil with them
to deal with trolls in the unfortunate event that they are encountered.

STATISTICS:

When thrown at a target, the glass pot breaks, spreading flaming oil over
everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save 
for 1/2 damage)
Weight: 0 lb.


00GENIR
Iron Rations

Unlike normal rations, iron rations contain dried foodstuffs that can be stored
for extended periods of time without spoiling. Combined with a ten-foot pole 
and fifty feet of rope, they round out an old school adventurer's backpack 
nicely.

STATISTICS:

Heals 3 Hit Points.
Weight: 1


00HFPN55
Bottle of Braehg

Braehg is a vile concoction of wild boar's blood mixed with milk and a
smattering of rare herbs.  Quaffing an entire flask of the stuff at once gives
the brave imbiber a burst of physical power... but is nearly certain to sicken
them as well.

STATISTICS:

Slow poison when imbibed
Strength: +4
Duration: 3 hours
Weight: 1 lb.


00POTN01
Mummy's Tea

Priests of Horus-Re in far off Mulhorand were the first to create this life-
saving potion.  A foul smelling brew, it is made by boiling used mummy 
wrappings along with naturally desiccated animal remains.  The resulting tea 
can then be consumed to neutralize the effects of disease.

STATISTICS:

Cures Disease
Weight: 1 lb.


00POTN02
Philter of Purification

This elven concoction will purify the drinker of any diseases spreading through
his body.

STATISTICS:

Removes Disease
Weight: 1 lb.


00POTN03
Elixir of Health

The Elixir of Health is a powerful healing mixture designed to cleanse the body
of all impurities.  First it cures all poisons, then once the system has been
purged, the imbibed is cured by 10 hit points to speed the recovery process.

STATISTICS:

Heals 10 points of damage
Weight: 1 lb.


00POTN04
Potion of Healing

When wholly consumed, this potion restores 9 hit points to the person.  The
effect is instantaneous and the potion is destroyed in the process.

STATISTICS:

Heals 9 points of damage
Weight: 1 lb.


00POTN05
Potion of Extra Healing

When wholly consumed, this potion restores 18 hit points to the person.  The
effect is instantaneous and the potion is destroyed in the process.

STATISTICS:

Heals 18 points of damage
Weight: 1 lb.


00POTN06
Elven Healing Wine

This bottle of elven wine also has the properties of a healing potion.  During
one of the elven festivals, the priests of the Seldarine's Hand imbibed too much
that day and accidentally added a barrel of elven wine to a mixture that was
intended for healing potions.

STATISTICS:

Heals 2D8 hit points
Weight: 1 lb.


00POTN07
Spirit Essence

This valuable potion is made by capturing and distilling the spirits of trolls.
Normally only attempted by powerful necromancers and enchanters, the process
results in a powerful healing potion able to instantly regenerate even severe
wounds.

STATISTICS:

Heals 25 hit points
Weight: 1 lb.


00POTN10
Antidote

As the name implies, this potion will neutralize any poison of which the 
imbiber is currently suffering the effects.  The cleansing is instant and the 
potion may only be used once.

STATISTICS:

Cures poison
Weight: 1 lb.


00POTN11
Antidote (tainted)

As the name implies, this potion appears to neutralize any poison of which the
imbiber is currently suffering the effects.  The cleansing is instant and the
potion may only be used once.  Although the color seems strange somehow.

STATISTICS:

Cures poison
Weight: 1 lb.


00POTN19
Potion of Freedom

This potion acts like the spell Freedom of Movement when consumed.  The drinker
becomes completely immune to any effects that hinder action or movement whether
it is magical in origin or not.  The duration of the potion is 10 turns.

STATISTICS:

Imbiber under the effects of the spell Freedom of Movement
Weight: 1 lb.


00POTN20
Potion of Strength

This potion will give the drinker a surge of energy such that the muscles will
seem to ripple and bulge, coursing with magical energy. The effect lasts
approximately 20 turns.

STATISTICS:

Strength: +1
Weight: 1 lb.


00POTN21
Potion of Hill Giant Strength

When a giant strength potion is consumed, the individual gains great strength
and attack bonuses and damage while using any hand-held or thrown weapon.  The
effect lasts for 10 turns.

STATISTICS:

Strength: +2
Weight: 1 lb.


00POTN22
Potion of Stone Giant Strength

STATISTICS:

Strength:  +3
Weight: 1 lb.


00POTN23
Potion of Frost Giant Strength

STATISTICS:

Strength:  +4
Weight: 1 lb.


00POTN24
Potion of Fire Giant Strength

STATISTICS:

Strength:  +5
Weight: 1 lb.


00POTN25
Potion of Cloud Giant Strength

STATISTICS:

Strength:  +6
Weight: 1 lb.


00POTN26
Potion of Storm Giant Strength

STATISTICS:

Strength: +7
Weight: 1 lb.


00POTN29
Potion of Agility

This potion will raise the dexterity of the imbiber, effecting armor class and
missile attack adjustment for the duration of the effect, in this case 15 
turns.

STATISTICS:

Dexterity: +1
Weight: 1 lb.


00POTN33
Potion of Heroism

This potion is imbued with a powerful enchantment, which will simulate a
temporary increase in level.  The effect lasts for 10 turns which makes this
potion a powerful ally in a deadly combat.  This potion may only be used by
warriors.

STATISTICS:

Hit Points:  +10
Attack Bonus:  +2
Duration:  10 turns
Weight:  1 lb.


00POTN34
Potion of Invisibility

This potion confers invisibility similar to the second level wizard spell of 
the same name.  Actions involving combat cause termination of the invisible 
state. Barring combat, the effects will last for 12 hours.

STATISTICS:

Imbiber is under the effects of the spell Invisibility
Weight: 1 lb.


00POTN36
Potion of Absorption

This potion, as would be expected, will absorb external attacks once it has 
been consumed.  All blunt attacks made against the imbiber are cushioned, so 
that only the strongest get through.  Also there is +10 electrical resistance 
for the duration of the effect, which in this case is 10 turns.

STATISTICS:

Armor Class:  +10 bonus vs. crushing attacks
Resistance:  2/- Electrical Resistance
Duration:  10 turns
Weight: 1 lb.


00POTN45
Potion of Invulnerability (tainted)

This potion confers very high resistance to all attacks, while giving bonuses 
to all saving throws.  The effects of the elixir last for 5 turns but can only 
be used by warriors. A strange odor can be smelled from the sealed bottle.

STATISTICS:

Armor Bonus +10
Saving Throws:  +5 bonus
Weight: 1 lb.


00POTN47
Potion of Master Thievery

This potion temporarily transforms the drinker into a master thief,
significantly increasing the character's skill with picking locks and picking
pockets.  The effect will last for 3 hours.

STATISTICS:

Open Lock skill:  +8
Pick Pocket skill:  +8
Duration:  3 hours
Weight: 1 lb.


00POTN50
Thrym Extract

This thick liquid is harvested and distilled from the glands of dead polar
worms.  It is the substance that helps keep the huge creatures warm in the
desolate north.  Drinking the liquid straight from the creature's body is 
almost always fatal, so alchemists attempt to distill the substance until it is
relatively safe to consume.  Even in its current state, however, it can still
be deadly.

STATISTICS:

User takes 8d6 fire damage (Fortitude -4 negates) in addition user gains 20/-
cold resistance for 4 rounds.
Weight: 1 lb.


00POTN52
Oil of Fiery Burning

Once exposed to air, this oil will immediately burst into flame, inflicting 5D6
points of damage (Reflex save for half) to all within the immediate area around
the potion.  It can be hurled up to around 40', at which point it hits the
ground and immediately explodes into a ball of fire.

STATISTICS:

5D6 fire damage (Reflex save for 1/2 damage)
Area of Effect: 20-foot radius
Range: 40'
Weight:  1 lb.


00POTN53
Potion of Explosions

This potion is a vial of pain as it will explode into a burning ball of fire
upon impact.  Keep it in a safe place lest ye meet an untimely end.

STATISTICS:

Damage:  6D6  (Reflex save for half)
Area:  20 ft radius
Weight: 1 lb.


00POTN54
Potion of Firebreath

By drinking the potion of firebreath, it magically transforms the throat so 
that it is capable of a giant breath of fire spewing forth in an arc.  The 
effect does 3D6 damage to the target with a Reflex save for half.

Note:  This potion must be used from the quick item slot for proper effect.
Failure to follow these instructions will result in severe indigestion.

STATISTICS:

3D6 fire damage (Reflex save for 1/2 damage)
Weight: 1 lb.


00POTN55
Flask of Braehg

Braehg is a vile concoction of wild boar's blood mixed with milk and a
smattering of rare herbs.  Quaffing an entire flask of the stuff at once gives
the brave imbiber a burst of physical power... but is nearly certain to sicken
them as well.

STATISTICS:

Slow poison when imbibed
Strength: +2
Duration: 3 hours
Weight: 1 lb.


00POTN66
Greater Restoration Potion

Potions are typically found in ceramic, crystal, glass, or metal flasks or
vials.  Flasks or other containers generally contain enough fluid to provide one
person with one complete dose to achieve the effects of the potion.

STATISTICS:

User under the effects of the spell Greater Restoration
Weight: 1 lb.


00POTN67
Lesser Restoration Potion

STATISTICS:

User under the effects of the spell Lesser Restoration
Weight: 1 lb.


00POTN68
Potion of Remove Curse

STATISTICS:

User under the effects of the spell Remove Curse
Weight: 1 lb.


00POTN69
Delay Poison Potion

STATISTICS:

User under the effects of the spell Delay Poison
Weight: 1 lb.


00POTN70
Bark Skin Potion

STATISTICS:

User under the effects of the spell Bark Skin
Weight: 1 lb.


00POTN71
Holy Might Potion

STATISTICS:

User under the effects of the spell Draw Upon Holy Might
Weight: 1 lb.


00POTN72
Potion of Minor Elemental Barrier

STATISTICS:

User under the effects of the spell Minor Elemental Barrier
Weight: 1 lb.


00POTN73
Potion of Aid

STATISTICS:

User under the effects of the spell Aid
Weight: 1 lb.


00POTN74
Sanctuary Potion

STATISTICS:

User under the effects of the spell Sanctuary
Weight: 1 lb.


00POTN75
Armor of Faith Potion

STATISTICS:

User under the effects of the spell Armor of Faith
Weight: 1 lb.


00POTN76
Potion of Magic Dispelling

STATISTICS:

User under the effects of the spell Dispel Magic
Weight: 1 lb.


00POTN77
Potion of Ghost Armor

STATISTICS:

User under the effects of the spell Ghost Armor
Weight: 1 lb.


00POTN78
Vampiric Touch Potion

STATISTICS:

User under the effects of the spell Vampiric Touch
Weight: 1 lb.


00POTN79
Potion of Luck

STATISTICS:

User under the effects of the spell Luck
Weight: 1 lb.


00POTN80
Ghoul Touch Potion

STATISTICS:

User under the effects of the spell Ghoul Touch
Weight: 1 lb.


00POTN81
See Invisibility Potion

STATISTICS:

User under the effects of the spell See Invisibility
Weight: 1 lb.


00POTN82
Cat's Grace Potion

STATISTICS:

User under the effects of the spell Cat's Grace
Weight: 1 lb.


00POTN83
Protection from Petrification Potion

STATISTICS:

User under the effects of the spell Protection from Petrification
Weight: 1 lb.


00POTN84
Minor Mirror Image Potion

STATISTICS:

User under the effects of the spell Minor Mirror Image
Weight: 1 lb.


00POTN85
Potion of Shocking Grasp

STATISTICS:

User under the effects of the spell Shocking Grasp
Weight: 1 lb.


00POTN86
Potion of Shield

STATISTICS:

User under the effects of the spell Shield
Weight: 1 lb.


00POTN87
Potion of Evil Protection

STATISTICS:

User under the effects of the spell Protection from Evil
Weight: 1 lb.


00POTN88
Vocalize Potion

STATISTICS:

User under the effects of the spell Vocalize
Weight: 1 lb.


00POTN89
Potion of Holy Transference

STATISTICS:

Permanent +2 Wisdom
Permanent -1 Dexterity
Weight:  1 lb.


00POTN90
Potion of Aura Enhancement

STATISTICS:

Permanent +1 Intelligence
Permanent 1/- Magic Resistance
Weight:  1 lb.


00POTN91
Potion of Life Transference

STATISTICS:

Permanent +1 Strength
Permanent -1 Constitution
Weight:  1 lb.


00POTN92
Potion of Arcane Absorption

STATISTICS:

Permanent 2/- Magic Resistance
Weight:  1 lb.


00POTN93
Potion of Strength Transference

STATISTICS:

Permanent +1 Dexterity
Permanent -1 Strength
Weight:  1 lb.


00POTN94
Potion of Constitution

STATISTICS:

Permanent +1 Constitution
Weight:  1 lb.


00POTN95
Potion of Magical Resistance

STATISTICS:

Permanent 1/- Magic Resistance
Weight:  1 lb.


00POTN96
Potion of Greater Resistance

STATISTICS:

Permanent 1/- Slashing Resistance
Permanent 1/- Piercing Resistance
Weight:  1 lb.


00POTN97
Potion of Resistance

STATISTICS:

Permanent 1/- Bludgeoning Resistance
Weight:  1 lb.


00POTN98
Potion of Action Transference

STATISTICS:

Permanent +1 Charisma
Permanent -1 Dexterity
Weight:  1 lb.


00POTN99
Potion of Clear Purpose

Very few of these potions were ever manufactured, and the methods by which they
were has been lost.  Created during the times of Netheril for the upper 
echelons of the churches, these potions would strip one of fortitude for an 
increase in priestly abilities.

STATISTICS:

Constitution: -2
Wisdom: +1
Duration:  Permanent
Weight:  1 lb.


61POTNHB
Histachii Brew

This liquid, specially prepared by one of the yuan-ti priestesses, is the
concoction of yuan-ti venom and various herbs and roots, including mandrake
root.

STATISTICS:

Humans who drink this potion will have to roll a save vs. fortitude with a -4
penalty.  A successful save vs. fortitude roll causes the imbiber to become
violently ill. Death will soon follow if the poison is not removed via a
Neutralize Poison spell or an antidote of some kind. Failure to make a 
Fortitude save will result in the user being transformed into a yuan-ti
histachii.  Only thru the use of such powerful spells as Dispel Magic and the 
like can this transformation be reversed. This process is very traumatic and 
incurs a permanent loss of 1 intelligence point.

Nonhumans who drink this brew must also make a Fortitude save with -4 penalty. 
A successful roll will cause the user to fall unconcious and become deathly ill
for 1 turn. Those who fail their saving throw will succumb to the many toxins
contained in the potion and fall over dead.

Weight: 1 lb.


61POTNSB
Sabotaged Histachii Brew

This liquid, specially prepared by one of the yuan-ti priestesses, is the
concoction of yuan-ti venom and various herbs and roots, including the modified
mandrake root that you planted.

STATISTICS:

This enchanted broth transforms anyone who ingests it into a special yuan-ti
histachii for a period of four hours.  While transformed, the imbiber maintains
mental clarity and control over their facilities, but is otherwise
indistinguishable from regular histachii.

Weight: 1 lb.


61POTNUB
Unenchanted Histachii Brew

This liquid, specially prepared by one of the yuan-ti priestesses, is the
concoction of yuan-ti venom and various herbs and roots, including mandrake
root.  It has lost its enchantment and potency.

STATISTICS:

This broth makes those who consume it ill for 3 rounds if a Fortitude saving
throw is failed, but otherwise has no effect.

Weight: 1 lb.



===============================================================================
Quarterstaffs
===============================================================================


00STAF01
Quarterstaff

The simplest and humblest of staff weapons, the quarterstaff is a length of 
wood ranging six to nine feet in length.  Masterwork quarterstaffs are made of 
stout oak and are shod with metal at both ends.  The quarterstaff must be 
wielded with both hands.

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF02
00CWSTAB
Quarterstaff +1

The simplest and humblest of staff weapons, the quarterstaff is a length of 
wood ranging six to nine feet in length.  Masterwork quarterstaffs are made of 
stout oak and are shod with metal at both ends.  This one is particularly
special as it has been imbued with magical properties.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAFDD
Delnar's Delight

Delnar was a timid mage who never was one for adventure.  He spent most of his
life in quiet study, living with his mother, trying to learn the art of crafting
magical items.  Unfortunately, his mother had a habit of interrupting him at
crucial points during the enchantment process, often with disastrous results.
Delnar's Delight is so named because of the lack of interruptions during its
construction (and may well be the only item made by Delnar that functions as
intended).

This magical quarterstaff allows the user to cast Protection from Normal
Missiles twice per day.  The weapon is also enchanted for accuracy and enhanced
damage.

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast  Protection from Normal Missiles twice per day
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00HFSFDD
Delnar's Lightning Stave

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast the spell Ball Lightning twice per day
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF03
Staff of Nature's Wrath

A particularly militant group of Silvanite druids created this iron-shod staff
to mete out nature's punishment on those who defile forests and show disrespect
towards druidic orders.  Silvanites typically used the staff on priests of 
Malar and the other Gods of Fury.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
 Spell Power: Can cast Entangle or Flame Strike
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF05
Staff of the Hanged Men's Glee

This grim staff, of a most despicable repute, was originally carved from the
wood of Dead Man's Tree: an ancient black willow that stood on the outskirts of
a forgotten hamlet of the Moonshae's, from which criminals were hung. All 
manner of bandits, murderers, rapists, and other worthies were left dangling
from its knotty limbs; and all to the delight of the grave-digger Mordigan. For 
Mordigan, a secret practitioner of the necromantic arts, saw ample opportunity 
in which to ply his trade. Interring the remains of the evil men within close 
proximity of the tree, Mordigan called upon the dark powers of the negative 
material to perform a baleful act upon the black willow. It was given a sort of 
semi- sentience, and the ability to feed upon the remains of those who had so 
recently swung from its branches. Black roots descended into rotting flesh; and 
alarmingly enough, the tortured visages of the slain began to appear in the
twisted knots of the black willow's bole before its burning. But, to the
surprise of the villagers, the potently ensorcelled staff carved by the hands 
of the evil Mordigan did indeed prove to be their undoing. And thus did the 
hanged men of Dead Man's Tree have their revenge.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type: Bludgeoning
Special:  Casts the spell Animate Dead 3/day
Charisma:  -2
Weight: 2 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF80
Bruiser Staff

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
   (Fortitude negates)
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save
   to resist)
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF81
Staff of Invisibility +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast wizard spell Invisibility 1/day
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF82
Staff of the Elements +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Flame: 25% chance +1d6 fire damage
  Frost: 25% chance +1d6 cold damage
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF83
Staff of the Defender +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Deflection Bonus: +1
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF84
Dispelling Staff

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Special:
  Dispelling: 25% chance Dispel Magic on target (Will save to resist)
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF85
Spellward Staff

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Special:
  Spellward: Immunity to the spell Sleep
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF86
Phantom Staff + 5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Phantom: Projects a ghostly image of the weapon that can strike an opponent
   from a distance of up to 15 feet.
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF87
Staff of the Defender +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Deflection Bonus +3
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF88
Incendiary Staff +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Special:
  Flame: +1d6 fire damage
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF89
Staff of Fireballs +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast Fireball 2/day
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF90
Staff of Greater Spell Resistance +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Special:
  Resistance: 3/- Magic Resistance
  Venom: +2 points of poison damage every second for 6 seconds (Fortitude save
for none)
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF91
Resilient Quarterstaff +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  Hit Point Bonus: +15 to max hit points
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF92
Staff of Invisibility

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Special:
  Spell Power: Can cast Invisibility 2/day
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF93
Mage Staff +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Intelligence: +1
  Resistance: 1/- Magic Resistance
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF94
Staff of Corrosion

STATISTICS:

Damage:  1d6
Damage Type:  Bludgeoning
Special:
  Corrosion: 50% chance of +1d6 acid damage
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF95
Masterwork Quarterstaff

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF96
Quarterstaff +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF97
Quarterstaff +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF98
Quarterstaff +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


00STAF99
Quarterstaff +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Bludgeoning
Weight: 4 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


11STAFPI
Phaen's Ironshod Staff

Phaen's oaken staff is capped with two iron bands of iron at the top and bottom,
the bottom band carved to resemble the hoof of a horse or satyr, while the top
band has been carved into a snarling bear with a spiked collar.  The staff
carries a minor enchantment that allows the user to strike more accurately and
allows the staff to harm creatures immune to normal weapons.

STATISTICS:

Damage:  1d6
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  Considered a +1 weapon for purposes of hitting creatures
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


11HFSFPI
Iron-Banded Staff

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +5
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
 Intelligence:  +3
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


12STAFWS
Whispering Staff

This ironwood staff was once held by the goblin sorcerer Caballus, and it still
bears the stink of his touch.  Trails of runes encircle the staff like snakes,
and aside from a single minor rune of accuracy and another of wounding, the rest
appear to be nonsense syllables and bunk.  The staff is surprisingly light and
well-balanced for its size, and it can be held easily in one hand.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Bludgeoning
Special:
  +1 to Move Silently skill
  1% chance target is Silenced when struck
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  One-handed


12HFSFWS
Caballus' Whispering Staff

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Bludgeoning
Special:
  +5 to Move Silently skill
  Target is silenced upon successful hit  (Will save negates)
  Spell Power: Can cast the spell Invisibility Sphere 1/day
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  One-handed


51HFSFRH
Ryomaru's Harmless Tanuki Staff

Ryomaru was one of the greatest spies and assassins of the Kumo clan of 
Kozakura in Kara-Tur, and his Harmless Staff is anything but.  Most of its 
hollowed length consists of a series of compartments holding poisonous powders, 
spring-loaded darts, weighted chains, jutting spikes, entangling hooks, and 
various other concealed weapons.  When used in combat there is always a chance 
that one or more of the staff's nasty little "tricks" will be sprung upon an 
unwary opponent.  However, great care must be taken in its use - the weapon can 
easily harm the casual wielder.

Ryomaru himself carried the staff on only three missions, eventually leaving it
in the care of the Hojori Temple - a Kumo clan front - and moving on to even
more cunning and dangerous weapons.  When the renowned thief "Chicken" Wu Wei -
so named for the falcon tattoo on his chest - burglarized the temple, the Kumo
were quick to uncover his involvement and track him back to his homeland in
Shou Lung.  Wu Wei was forced to flee across the sea to escape their wrath, 
prompting the dispatch of three more bands of Kumo assassins: one to cross the 
Eastern Ocean to find Wu Wei, a second to slay the original group that had 
failed to catch him in Shou Lung, and a third to torture and then execute Wu 
Wei's every living relative.

"Chicken" Wu Wei retired comfortably on the coast of the Western Heartlands,
running a small tobacco shop and only occasionally thinking of his father in
Shou Lung, a gambling drunkard who'd beaten Wu Wei's mother and only sister to
death when he was a child.  When the Kumo assassins at last caught up with Wu
Wei, there was naught but a tombstone - the Daring Chicken had sold every last
bit of stolen Kumo treasure and died a happy old man.

STATISTICS:

Damage: 1d6 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type: Bludgeoning
Special:
Three-Jade Mist:
     20% chance of poisoning struck target (Fortitude save)
       1% chance of poisoning wielder (Fortitude save)
Flying Eight Darts:
     10% chance of inflicting 1d4 Piercing damage
Iron Octopus:
     10% chance of inflicting 1d8 Bludgeoning damage
        1% chance of inflicting 1d6 Bludgeoning damage on wielder
Sage Closes Fan:
     15% chance of inflicting 1d6 Piercing damage
        1% chance of inflicting 1d4 Piercing damage on wielder
Bothersome Child:
     10% chance of stunning struck target (Fortitude save)
Double Happiness:
     10% chance of inflicting 1d6 Bludgeoning Damage
Spitting Crone:
     10% chance of inflicting 1d4 Acid damage
       1% chance of inflicting 1d4 Acid damage on wielder
Four Demon Hell Murder:
     10% chance of casting Slay Living on struck target
Morning Fog:
     5% chance of +1 Armor Bonus (self, 2 combat rounds)
     10% to Blind struck target (Fortitude save)
       1% chance to Blind wielder (Fortitude save)
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed


51STAFRH
Ryomaru's Harmless Staff

STATISTICS:

Damage: 1d6
Damage Type: Bludgeoning
Special:
 Three-Jade Mist:
     15% chance of poisoning struck target (Fortitude save)
       1% chance of poisoning wielder (Fortitude save)
 Flying Eight Darts:
      5% chance of inflicting 1d4 Piercing damage
 Iron Octopus:
      5% chance of inflicting 1d8 Bludgeoning damage
      1% chance of inflicting 1d6 Bludgeoning damage on wielder
 Sage Closes Fan:
     10% chance of inflicting 1d6 Piercing damage
       1% chance of inflicting 1d4 Piercing damage on wielder
 Bothersome Child:
       5% chance of stunning struck target (Fortitude save)
 Double Happiness:
     10% chance of inflicting 1d6 Bludgeoning Damage
 Spitting Crone:
        5% chance of inflicting 1d4 Acid damage
        1% chance of inflicting 1d4 Acid damage on wielder
 Four Demon Hell Murder:
        1% chance of casting Slay Living on struck target
Weight: 6 lb.
Feat Requirement:  Simple Weapon, Quarterstaff
Type:  Two-handed



===============================================================================
Rings
===============================================================================


00RINGAR
Aramite Ring

These silver and ebony rings were worn by followers of a charismatic wizard
named Aramite of the Northern Wind.  Hundreds of years ago, Aramite started a
cult that revered the rulers of ancient Netheril.  Seeking to recreate Netherese
culture, Aramite and his followers attempted to overtake and excavate a large
number of ruins across Faerun.  Aramite successfully recovered many ancient
Netherese writings and artifacts that were thought to be long lost.  Rumors
state that the Netherese lich king, Larloch, eventually put an end to Aramite
and his entire cult.  These rings are among the only items that remain from
their organization.

STATISTICS:

Deflection Bonus: +1
Weight: 1 lb.


00HFRGAR
Aramite Cult Leader Ring

STATISTICS:

Deflection Bonus: +3
Resistance: 2/- Magic Resistance
Weight: 1 lb.


00RINGCR
Cold Reflection

Few have heard of the (literally) short-lived underground movement against the
Hosttower of the Arcane called the Circle of Ice - nor the rings that came to
mark the members of the organization, both in life and in death.

The Circle of Ice was sponsored by a merchant from Waterdeep whose name has 
been burned from recorded history by the Hosttower.  Apparently, after being 
forced to debase himself before the Hosttower during a trading agreement in 
Luskan (and being forced to surrender much of his cargo), the merchant became 
obsessed with wiping the Hosttower from the face of Faerun.  Commissioning 
wizards in Waterdeep to fashion a score of rings for him, he set about using 
the last of his remaining wealth to hire a band of wizard slayers to bring 
about the downfall of the Hosttower.  These twenty wizard slayers made 
arrangements to travel north on their own and rendezvous with the merchant in 
Luskan.

Ironically enough, the merchant never wore one of these rings, which was key in
exposing and defeating the movement.  As soon as he returned to Luskan, his 
mind picked apart by telepaths and his movements scried, and each wizard slayer 
and accomplice were noted, identified, and ultimately led into deathtraps where
their rings proved no match against the summoned monsters and arrows of slaying
wielded by the ambush parties.  It is rumored that only one wizard slayer,
Martek, escaped the Hosttower, and to this day, he has never been found, which
has been a constant source of irritation to the mages.

In any event, the Circle of Ice died a quick, silent death in Luskan, but the
merchant lived on as a toy of the Hosttower, serving them until death, at which
point, his corpse was stored in their laboratories.  It is most likely his
preserved body will end up as the left arm of a flesh golem named Bok many
years from now.

These small bands of Cold Reflection appear to be made of crystallized ice,
very cold to the touch, and they cannot be seen by a wizard unless the wizard
knows they are there.

If your band contains one that fancies him or herself a wizard slayer, perhaps
these rings may be used for the purpose they were intended... but without the
shortsightedness of foolish merchants handicapping your efforts.

STATISTICS:

Special:
 Resistance: 4/- Magic Resistance
Weight: 0 lb.


00HFRGCR
Cold Steel Reflection

During the formation of the Circle of Ice resistance movement against the
wizards of the Hosttower of the Arcane, many special rings were forged for the
wizard slayers of the organization to help them fend off the magical powers of
their opponents.

The organization and the forging of the rings was sponsored by a merchant from
Waterdeep whose name has been burned from the annals of history by the
Hosttower.  Apparently, after being forced to debase himself before the
Hosttower during a trading agreement in Luskan (and being forced to surrender
much of his cargo), the merchant became obsessed with wiping the Hosttower from
the face of Faerun.  Commissioning wizards in Waterdeep to fashion a score of
rings for him, he set about using the last of his remaining wealth to hire a
band of wizard slayers to bring about the downfall of the Hosttower.  These
twenty wizard slayers made arrangements to travel north on their own and
rendezvous with the merchant in Luskan.

There was one wizard slayer named Martek, however, who ignored the rings
offered by the merchant, and knowing the danger and guile of the Hosttower, 
instead commissioned a special ring from a dwarven ally that would provide him
additional wards against spells and charms.  Once the other members of the
Circle of Ice began to be murdered in Luskan after the Hosttower learned their
identities, Martek used the power of his enhanced ring to shield himself from
the scrying of the Hosttower wizards and escape southwards.  He eventually
returned the ring to his dwarven ally, who sold it to a merchant making his way
for Bryn Shander.

This Cold Steel Reflection ring differs from the other Circle of Ice rings in
that it seems to have a ring of steel beneath the icy exterior of the ring -
much like Martek himself.

STATISTICS:

Special:
  Resistance: 5/-  Magic Resistance
  Spell Power:  Can cast the 6th level Wizard Spell Globe of Invulnerability
once per day
Weight: 0 lb.


00RINGHR
Harshom's Ring of Freedom

This ring was fashioned from a piece of smooth, dark-stained oak.  Twin rings of
gold line the outer edges of the wooden torus.  In all other respects, the ring
appears to be well kept but mundane.  It previously belonged to the self-titled
Beastlord Harshom, a member of Luskan's Hosttower of the Arcane.

STATISTICS:

User is under the effects of the spell Freedom of Movement while equipped.
Weight: 1 lb.


00HFRGHR
Harshom's Arcane Ring

STATISTICS:

Immunity to the effects of Silence
User is under the effects of the spell Freedom of Movement while equipped
Weight: 1 lb.


00RINGTB
Tyrannar's Band

Previously worn by the half-drow Tyrannar Brutai Mar, this thick steel ring is
pockmarked and scratched in many places.  Other than its brutalized appearance,
it has no distinctive features.

STATISTICS:

Wisdom:  +2 bonus
Charisma:  +2 bonus
Weight: 1 lb.


00HFRGTB
High Tyrannar's Band

STATISTICS:

Wisdom:  +4 bonus
Charisma:  +4 bonus
Weight: 1 lb.


00RING01        Silver Ring
00RING02        Ring
00RING03        Greenstone ring
00RING04        Gold Ring
00RING05        Onyx Ring
00RING06        Jade Ring
00RING07        Bloodstone Ring
00RING08        Angel Skin Ring
00RING09        Flamedance Ring
00RING10        Fire Opal Ring
00RING11        Ruby Ring


00RING15
Ring of Fire Resistance

This magical ring grants the wearer partial immunity to damage by fire.

STATISTICS:

Resistance:  3/- Fire Resistance
Weight: 0 lb.


00RING16
Ring of Animal Friendship

'Druid's Ring'
A druid order in Cormanthor is said to cautiously guard the secret to the
construction of these rings, which have never been seen in the possession of
anyone outside their immediate membership.  How this particular ring escaped
the protection of their forest is unknown, but there are rumors that an outcast
could have brought it into exile with him.

STATISTICS:

Special:  Charm animal unless target makes a Will save 1/day
Range:  40 ft
Area:  1 animal
Duration:  10 turns
Weight: 0 lb.


00RING17
Ring of Clumsiness

'The Jester's Folly'
The most notorious owner of this ring made a substantial living exploiting its
cursed nature.  Gregoria the Foole, a jester by trade, would use his
incomparable sleight of hand to switch this ring with that of a patsy taken 
from his audience.  The rest of his performance would involve the mocking of 
the newly clumsy individual, much to the delight of their comrades.  The ring 
was removed (by a method known only to the wily Jester) only once the stooge 
had promised no reprisals for the treatment he had received; though Gregoria
frequently still had to make a hasty retreat.  His last known performance was
rumored to have been an ill-humored mage in Zhentil Keep; a show from which he
did not flee quite fast enough.

STATISTICS:

Dexterity:  reduced by 50%
Spells:  75% casting failure
Special:  can only be removed by a 'remove curse' spell
Weight: 0 lb.


00RING18
Ring of Invisibility

Held by a master thief for the better part of a generation, this ring was put 
to bold use in the markets of Waterdeep.  Working a crowd in broad daylight, 
the rogue would steal countless numbers of purses from nobles, replacing them 
with bags of sand so the theft would go unnoticed.  His identity was never 
known, but the name "Sandthief" was cursed loudly in its stead.  It is rumored 
he retired, and now lives among the nobles he used to rob.

STATISTICS:

Can cast the spell Invisibility 1/day
Weight: 0 lb.


00RING19
Ring of Protection +1

This magical ring provides the wearer with additional protection.

STATISTICS:

Deflection Bonus :  +1
Weight: 0 lb.


00RING20
Ring of Protection +2

STATISTICS:

Deflection Bonus:  +2
Weight: 0 lb.


00RING21
Wizards Ring

Created by magic long forgotten, rings such as these are much sought after by
those who dabble in the arcane arts.  The creators of this ring have instilled
wards into this ring so that only those who practice the arts may use it.

STATISTICS:

Intelligence:  +1
Weight: 0 lb.


00RING22
Ring of Freedom of Movement

This ring is one of seven and was given by Lord Sennel to those entrusted to
guarding his treasury.  These rings allowed the wearer to pass through the
paralysis field protecting the vault.  Unfortunately, the lure of riches proved
too much for the guards and they made off with contents of the treasury.

STATISTICS:

Special:  The wearer is immune to everything, magical and otherwise, that
effects mobility in any way, although you can still be hasted.
Weight: 0 lb.


00RING23
Ring of Energy

Crafted by Drow mages of the Underdark, this weapon was used in an arranged
battle between two rival houses.  Each combatant was allowed to use a single
magic item to aid his efforts.  This ring was the weapon used by the victor of
the contest, though he never laid hands on it.  It was worn by his sibling and
fired from the crowd, striking his opponent squarely in the back.  Everyone
witnessing agreed it was a brilliant interpretation of the rules.

STATISTICS:

Usage: May be used once per day
Damage:  2d6 (no save)
Range:  120 ft
Area: 1 creature
Weight: 0 lb.


00RING25
Every God Ring

Rings such as these are one of the most well kept secrets among the pious.  For
in order for these rings to be created they must be blessed by all the known
gods.  This can cause problems, especially for those faiths that conflict with
each other.  It's not surprising that those who choose to don the ring refuse 
to reveal its origins for fear of being persecuted by their own brethren.

STATISTICS:

Wisdom:  +5
Weight: 0 lb.


00RING67
Ring of Magic Missiles

A ring is a small band of precious metal that is used as jewelry.  Some rare
rings have had enchantments placed upon them that confer various magical
abilities.  These rings are highly sought after, especially by those of the
adventuring profession. For no apparent reason, this ring feels warm to the
touch.

STATISTICS:

Spell Power: Can cast the spell Magic Missile 3/day
Weight: 0 lb.


00RING68
Bard's Ring

A ring is a small band of precious metal that is used as jewelry.  Some rare
rings have had enchantments placed upon them that confer various magical
abilities.  These rings are highly sought after, especially by those of the
adventuring profession. This particular ring looks very whimsical and seems to
hum slightly.

STATISTICS:

Dexterity: +1
Knowledge (Arcana): +2
Weight: 0 lb.


00RING69
Ring of Charm

STATISTICS:

Charisma: +2
Spell Power: Can cast the spell Charm Person 1/day
Weight: 0 lb.


00RING70
Petrification Protection Ring

STATISTICS:

Spell Power: Can cast the spell Protection from Petrification 3/day
Weight: 0 lb.


00RING71
Ring of Hearty Strength

Some rings look to be of very rugged construction, befitting those who are 
stout of body.  These rare rings have had enchantments placed upon them that 
confer various magical abilities.  These rings are highly sought after, 
especially by those of the warrior profession.

STATISTICS:

Constitution: +1
Strength: +1
Weight: 0 lb.


00RING72
Holy Might Ring

A ring is a small band of precious metal that is used as jewelry.  Some rare
rings have had holy enchantments placed upon them that confer various blessed
abilities.  These rings are highly sought after, especially by those of the
adventuring profession. This ring conveys a feeling of strength.

STATISTICS:

Spell Power: Can cast the spell Draw Upon Holy Might 2/day
Weight: 0 lb.


00RING73
Shield Ring

A ring is a small band of precious metal that is used as jewelry.  Some rare
rings have had protection enchantments placed upon them that shield its wearer
from the hardships of battle.  These rings are highly sought after, especially
by those adventurers who need extra protection.  This rings seems to emit an
aura of security.

STATISTICS:

Spell Power: Can cast the spell Shield 2/day
Weight: 0 lb.


00RING74
Protection from Evil Ring

STATISTICS:

Spell Power: Can cast the spell Protection from Evil 2/day
Weight: 0 lb.


00RING75
Chameleon Ring of Dexterity

A ring is a small band of precious metal that is used as jewelry.  This sleek
ring is made from an unknown, black ore, and, quite remarkably, is difficult to
focus one's eyes upon.  It is said that some rare rings have had dark
enchantments placed upon them that confer various speed and stealth abilities.
These rings are highly sought after, especially by those of the thieving
profession.

STATISTICS:

Shadowed: +1 to Hide skill
Dexterity: +1
Weight: 0 lb.


00RING76
Charm Immunity Ring

STATISTICS:

Spellward: Immune to the spell Charm
Weight: 0 lb.


00RING77
Sleep Immunity Ring

A ring is a small band of precious metal that is used as jewelry.  Some rare
rings have had magical mental enchantments placed upon them that confer various
magical immunities.  These rings are highly sought after, especially by those
of the adventuring profession.  This particular ring conveys a sense of
alertness.

STATISTICS:

Spellward: Immune to the spell Sleep
Weight: 0 lb.


00RING78
Ring of Mage Armor

A ring is a small band of precious metal that is used as jewelry.  Some rare
rings have had enchantments placed upon them that allow its wearer to cast
certain spells.  These rings are highly sought after, especially by those of 
the adventuring profession. This ring seems to be forged with the same
technique and strength one would find in full plate mail.  In fact, it even 
feels a bit heavier than a ring of its size should.

STATISTICS:

Spell Power: Can cast the spell Mage Armor 1/day
Weight: 0 lb.


00RING79
Bane Immunity Ring

STATISTICS:

Spellward: Immunity to the spell Bane
Weight: 0 lb.


00RING80
Ring of the Wise

STATISTICS:

Wisdom: +1
Weight: 0 lb.


00RING81
Tymora's Loop

This ring has received the blessings of Tymora and will bring good luck to 
those who wear it.

STATISTICS:

Luck:  +3
Weight: 0 lb.


00RING82
Ring of Spell Resistance

STATISTICS:

Spell Resistance: 2/- Magic Resistance
Weight: 0 lb.


00RING83
Ring of Knowledge

STATISTICS:

Knowledge (Arcana): +1
Alchemy: +1
Weight: 0 lb.


00RING84
Ring of Knowing

STATISTICS:

Knowledge (Arcana): +1
Weight: 0 lb.


00RING85
Ring of Lesser Resistance

STATISTICS:

Spell Resistance: 1/- Magic Resistance
Weight: 0 lb.


00RING86
Ring of Beauty

This ring has received the blessings of Sune, the goddess of beauty, love, and
passion.

STATISTICS:

Charisma:  +1
Weight: 0 lb.


00RING87
Lesser Chameleon Ring

STATISTICS:

Shadowed: +1 to Hide skill
Weight: 0 lb.


00RING88
Winter Ring

This ring appears to be made from ice and yet it does not melt.  A slight inner
glow beneath the surface betrays the magical nature of this ring.

STATISTICS:

Resistance:  7/- Cold Resistance
Weight: 0 lb.


00RING89
Ring of Greater Regeneration

STATISTICS:

Regeneration: User Regenerates 1 hit point ever 3 combat rounds
Weight: 0 lb.


00RING90
Ring of Shock Resistance

STATISTICS:

Resistance: 3/- Electrical Resistance
Weight: 0 lb.


00RING91
Ring of Protection +3

STATISTICS:

Deflection Bonus: +3
Weight: 0 lb.


00RING92
Ring of Information

STATISTICS:

Knowledge (Arcana): +2
Alchemy: +2
Weight: 0 lb.


00RING93
Ring of Greater Spell Resistance

STATISTICS:

Spell Resistance: 3/- Magic Resistance
Weight: 0 lb.


00RING94
Ring of Frost Resistance

STATISTICS:

Resistance: 3/- Cold Resistance
Weight: 0 lb.


00RING95
Ring of Acid Resistance

STATISTICS:

Resistance: 3/- Acid Resistance
Weight: 0 lb.


00RING96
Greater Chameleon ring

STATISTICS:

Hide skill: +3
Weight: 0 lb.


00RING97
Ring of Regeneration

STATISTICS:

Regeneration: Regain 1 hit point every 10 combat rounds
Weight: 0 lb.


00RING98
Chameleon Ring

STATISTICS:

Hide skill: +2
Weight: 0 lb.


00RING99
Ring of the Warrior

STATISTICS:

Attack Bonus: +1
Weight: 0 lb.



===============================================================================
Robes
===============================================================================


00ROBEMR
Master's Robe

Several of these robes were created for the short-lived Michell Academy near
Berdusk.  The masters of the school wore distinctive robes that enhanced their
spellcasting ability.  Unfortuntely, Michell and his staff were too arrogant 
and confrontational for a nearby Loviatan temple.  The mistresses of the temple
organized an attack on the school that lasted only an hour.  Despite the 
brevity of the battle, some historians claim that the torture inflicted upon 
the wizards lasted for weeks.  This particular robe was worn by Jamal Briars, a 
professor of alchemy.  The Loviatans decided to make a pun of his name; they 
had air elementals drag the man through thorny briars until he bled to death.

STATISTICS:

Intelligence:  +2
Charisma:  +3
Weight:  3 lb.


00HFRBMR
High Master's Robe

STATISTICS:

Intelligence:  +3
Charisma:  +3
Alchemy:  +6
Knowledge (Arcana):  +6
Weight:  3 lb.


00ROBERA
Robe of Absorption

The adventuring sorceress Fain of Five Towers often found herself engaged in
melee combat with well-equipped warriors of high skill.  She discovered that no
matter what protective magic she used, the warriors would eventually penetrate
the armor she crafted for herself.  Fain decided to craft a robe that would
lessen the damage done to her instead of relying on the traditional method of
preventing blows from landing.  Fain's robe is ragged and patched in many
places, having served her well for over twenty years.  Fain and her comrades
eventually retired.  She sold her robe to a more foolhardy wizard who died five
years later in the Battle of the Bones.

STATISTICS:

Damage Resistance: 1/- Slashing, Piercing, Bludgeoning
Weight:  3 lb.


00HFRBRA
Imbued Robe of Absorption

STATISTICS:

Damage Resistance: 1/- Slashing, Piercing, Bludgeoning
Spell Power: Can cast the spell Stoneskin 1/Day
Weight:  3 lb.


00ROBE01
Wizard Robe of Cold Resistance

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

STATISTICS:

Resistance:  4/- Cold Resistance
Weight:  3 lb.


00ROBE02
Knave's Robe

A favorite among thief-wizards, the Knave's Robe has been enchanted to shield
its wearer from the blades and poisons of any darkened alley.

STATISTICS:

Armor Bonus:  +1 vs. Slashing
Saving Throw Bonus: +1 on Fortitude saves
Weight:  4 lb.


00ROBE03
Traveler's Robe

This Traveler's Robe has been perfected for use by any rambling, itinerant
wizard that travels from town to town. Its enchantments provide protection from
the bandit's arrow and from the jealous thief-wizard that lies in ambush with
his Stinking Cloud.

STATISTICS:

Armor Bonus: +1 vs. missile
Saving Throw Bonus:  +1 on Fortitude saves
Weight:  4 lb.


00ROBE04
Adventurer's Robe

This robe has been specially enchanted to meet the eclectic needs of the
adventuring wizard. Aside from protecting the wearer from various forms of
crushing damage, it also provides protection from the basilisk's petrifying 
gaze and polymorphing powers of rival wizards.

STATISTICS:

Armor Bonus:  +1 vs. Bludgeoning
Saving Throw Bonus:  +1 on Fortitude saves
Weight:  4 lb.


00ROBE05
Robe of the Good Archmagi

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

STATISTICS:

Deflection Bonus:  +5
Resistance:  1/- Magic Resistance
Saving Throw:  +1 bonus
Weight:  6 lb.


00ROBE06
Robe of the Neutral Archmagi

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

STATISTICS:

Deflection Bonus: +5
Resistance:  1/- Magic Resistance
Saving Throw:  +1 bonus
Weight:  6 lb.


00ROBE07
Robe of the Evil Archmagi

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

STATISTICS:

Deflection Bonus:  +5
Spell Resistance:  1/- Magic Resistance
Saving Throw:  +1 bonus
Weight:  6 lb.


00ROBE15
Wizard Robe of Fire Resistance

Due to the extremely volatile nature of most magics, Wizard Robes of Fire
Resistance are not uncommon among young acolytes and their wizardly tutors.

STATISTICS:

Resistance:  4/- Fire Resistance
Weight:  3 lb.


00ROBE16
Wizard Robe of Electrical Resistance

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

STATISTICS:

Resistance:  4/- Electrical Resistance
Weight:  3 lb.


00ROBE99
Robe of Enfusing

STATISTICS:

Deflection Bonus: +2
Resistance : 1/- Magical Resistance
Knowledge (Arcana): +5 bonus
Intelligence:  +1
Weight:  4 lb.


11ROBEPR
Phaen's Robe of Rags

Phaen's robe is made of hundreds of ragged strips of cloth, and it looks more
like something one would find on a beggar on the streets of Luskan than on a
wizard.  Despite its mangy appearance, however, a closer examination reveals
that some magic has been woven into the cloth itself, so subtle it would be
difficult for even an accomplished mage to detect the enchantments.  The
interior of the robe of rags appears to be lined with the pelt of a great bear,
but despite its bulk, it's surprisingly light and warm, and it seems ideally
suited to the Targos climate.

STATISTICS:

Deflection Bonus: +2
Resistance: 3/- Cold Resistance
Weight:  3 lb.


11HFRBPR
Phaen's Tattered Robes

STATISTICS:

Deflection Bonus: +4
Resistance: 5/- Cold Resistance
Resistance: 1/- Piercing Resistance
Resistance: 1/- Bludgeoning Resistance
Weight:  3 lb.



===============================================================================
Scrolls (non-spell)
===============================================================================


00SCRL01
Protection from Acid

A Protection from Acid scroll offers protection to the target from all forms of
acid, be they of a natural or magical nature. The effect is not permanent,
however, and will wear off after 12 hours.

STATISTICS:

Resistance:  3/- Acid Resistance
Range:  30 ft
Area:  1 creature
Duration:  12 hours


00SCRL02
Protection from Cold

A Protection from Cold scroll offers protection to the target from all forms of
cold, be they of a natural or magical nature.  This effect is not permanent,
however, and will wear off after 12 hours.

STATISTICS:

Resistance:  3/- Cold Resistance
Range:  30 ft
Area:  1 creature
Duration:  12 hours


00SCRL03
Protection from Electricity

A Protection from Electricity scroll offers protection to the target from all
forms of electrical damage, be it of a natural or magical nature.  The effect 
is not permanent, however, and will wear off after 12 hours.

STATISTICS:

Resistance:  3/- Electrical Resistance
Range:  30 ft
Area:  1 creature
Duration:  12 hours


00SCRL04
Protection from Fire

A protection from fire scroll offers protection to the target from all forms of
fire, even that of magical or elemental nature. The effect is not permanent,
however, and will wear off after 12 hours.

STATISTICS:

Resistance:  3/- Fire Resistance
Range:  30 ft
Area:  1 creature
Duration:  12 hours


00SCRL05
Protection from Magic

A Protection from Magic scroll invokes a very powerful, invisible globe of 
anti-magic in a 3' radius from the target. No form of magic can pass into or 
out of it but physical matter is not hindered.  This will remove spell effects 
that the caster is currently under.  The effect is not permanent, however, and 
will wear off within 10 turns.

STATISTICS:

Spells:  Cannot be cast
Magic:  Does not function within sphere, with the exception of magical weapons.
Special:  Dispel all current magical effects upon casting
Range:  30 ft
Area:  1 creature
Duration:  10 turns


00SCRL06
Protection from Poison

A Protection from Poison scroll offers protection to the target from all forms
of poison, be they of a natural or magical nature. The effect is not permanent,
however, and will wear off after 6 hours.

STATISTICS:

Poison:  Will not effect the target
Special:  Removes poison already in the targets system
Range:  30 ft
Area:  1 creature
Duration:  6 hours


00SCRL08
Protection from Petrification

A Protection from Petrification scroll offers protection to the reader from all
forms of attack, magical or otherwise, that turn flesh into stone. The effect 
is not permanent, however, and will wear off with the passage of 6 hours.

STATISTICS:

Special:  Target is immune to petrification
Range:  30 ft
Area:  1 creature
Duration:  12 hours


00SCRL09
Stone to Flesh Scroll

This scroll will remove the effects of petrification from anyone who has been
afflicted by such an unfortunate condition. Simply return to the area where the
victim has been turned to stone, read the scroll and target the portrait of the
afflicted person.

STATISTICS:

Removes effects of petrification


00SCRL10
Stone to Flesh Scroll

STATISTICS:

Removes effects of petrification


00SCRL11        Cursed Scroll of Weakness
00SCRL12        Cursed Scroll of Clumsiness
00SCRL13        Cursed Scroll of Foolishness
00SCRL14        Cursed Scroll of Ugliness
00SCRL15        Cursed Scroll of Petrification
00SCRL16        Cursed Scroll of Ailment
00SCRL17        Cursed Scroll of Stupidity



===============================================================================
Shields
===============================================================================


12HFSdTS
Mooncalf's Shield

This shield bears the symbol of a half-moon on its face, and it is surprisingly
light and easy to hold.  It is obvious a great deal of care went into its
construction, and it looks like it has never seen battle.

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +1 vs. missile weapons
Special:
  Constant Effect:  User under the effect of the spell Protection from Arrows
                    while equipped
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 10 lb.


12ShldTS
Tabard's Shield

This shield bears the symbol of a half-moon on its face, and it is surprisingly
light and easy to hold.  It is obvious a great deal of care went into its
construction, and it looks like it has never seen battle.

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -2
Arcane Spell Failure:  15%
Weight: 10 lb.


00SHLDBU
Black Urchin

Black Urchin is a shield of duergar manufacture, styled after the infamous
blackblood urchins of the Underdark seas: it is of rusty black iron, its face
studded with scores of corroded metal spines.

Each time the shield's bearer is struck in combat, there is a chance that his or
her foe - no matter how far away - will be "pricked" by the Black Urchin and
infected with its vile toxins.

STATISTICS:

Shield Bonus: +1
Armor Bonus:  +1 vs. missile weapons
Special:
  Retribution: 25% chance attacker will succumb to the effects of the spell
Poison (Melee Only)
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 6 lb.


00HFSDBU
Spiny Black Urchin

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +1 vs. missile weapons
Special:
  Retribution: 50% chance attacker will succumb to the effects of the spell
Poison  when struck (Melee Only)
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLDFF
Footman's Folly

This small, smooth metal shield has been worn by warriors of the north for
decades.  For generations, it was given as a badge of honor to particularly
valiant soldiers from Neverwinter.  Unfortunately, the shield has an unlucky
history.  Many of its owners believed that the minor magical powers of the
shield would protect them against overwhelming odds.  The shield failed to live
up to proud soldiers' expectations and, by legend, arrived with its current
name.

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 6 lb.


00HFSDFF
Footman's Incredibly Ridiculous Folly

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Special:
  Dexterity: +2
  Resistance: 2/- Magic Resistance
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLDFV
Flank of the Virgin

It is rare that the residents of the Ten-Towns willingly interfere in the
affairs of the native barbarians.  Occasionally, the townsmen cannot help but
come across a landmark or religious site that the barbarians erected.  Twenty
years ago, Sammel Colger of Bremen was fishing near the Sea of Moving Ice when
he discovered the remnants of a small barbarian ship.  He was drawn to a
particular piece of the hull that had a colorful painting on the side.  As he
pulled the wood from the water, a polar bear leapt up from the depths and struck
at the young man's head.  Instinctively, he pulled the wood towards his face.
The bear's huge talons were deflected.  Amazingly, the creature slipped and fell
back into the cold water.  Not hesitating to see what the bear would do, Sammel
rushed back to his small ship and returned to Bremen.  A priest of Tempus later
told the young man that the painting was of a sacrificial virgin.  He believed
that the small boat must have drifted all the way from Maer Dualdon to the Sea
of Moving Ice, where it was smashed to pieces.  Sammel had the wood fashioned
into a shield, which he took with him on his far-reaching fishing trips until
the end of his days.

STATISTICS:

Shield Bonus: +2
Dexterity: +1 bonus
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 15 lb.


00HFSDFV
Blessed Flank of the Virgin

STATISTICS:

Shield Bonus: +4
Dexterity: +3 bonus
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLDMM
Myo-Myo's Gong

Myo-Myo was a famous ghost hunter from T'u Lung in Kara Tur, and made her 
living by slaying or banishing all manner of demons and foul spirits.  
Myo-Myo's so- called gong is but one of her many pieces of fantastic equipment, 
a round black shield ringed with geometric patterns and infused with sacred 
power by the seven stone monks of Seven Stone Monk Temple.  Once per day the 
shield's bearer may strike his or her weapon against Myo-Myo's gong, the
resulting "CLASH!" sending out a wave of spiritual energy that rends at the 
forms of any evil creatures.

STATISTICS:

Shield Bonus: +2
Special:
  Spell Power: Can cast the spell Holy Smite 1/day
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 15 lb.


00HFSDMM
Myo-Myo's Holy Gong

STATISTICS:

Shield Bonus: +3
Special:
  Spell Power: Can cast the spell Holy Smite 1/day
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLDRF
Red Fang's Tomb

This red iron tower shield reaches nearly from the chin to the toe of the user.
It is heavy even for a shield of its size, much of the weight coming from a
large sculpted dragon's head set into its face - the head, wrought in the same
red metal as the rest of the shield, protrudes almost like a gargoyle from a
castle wall.

The head is the likeness of Red Fang, one-time mount of a tyrannical warrior-
king from a land long ago forgotten.  When Red Fang was slain in battle, the
warrior-king had the beast's soul bound to this shield so that the faithful
dragon could still accompany him into battle.  Once per day Red Fang's iron 
head can breathe a gout of searing flame at the shield-bearer's command.

The warrior-king was eventually slain himself by a trio of brave heroes.  
Though his shield has been sighted numerous times throughout the realms, his 
great horned helm and mighty golden axe have yet to be rediscovered.

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +1 vs. missile weapons
Special:
  Spell Power: Can cast the spell Agannazar's Scorcher 1/day
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 30 lb.


00HFSDRF
The Death Adder's Dragon-Shield

STATISTICS:

Shield Bonus: +5
Armor Bonus:  +1 vs. missile weapons
Special:
  Spell Power: Can cast the spell  Agannazar's Scorcher 1/day
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 30 lb.


00SHLD01
00SHLD02
00SHLD03
Buckler

A buckler, also known as a target shield, is a small round shield of wood or
metal that fastens to the forearm.  Because of its size it is light and can be
worn with very little restriction to movement.

STATISTICS:

Shield Bonus:  +1
Armor Check Penalty:  -1
Arcane Spell Failure:  5%
Weight:  5 lb.


00SHLD04
00SHLD05
Small Shield

A small shield is usually round and is carried on the forearm, gripped with the
shield hand.  Its light weight as compared to a large shield allows for greater
maneuverability without sacrificing too much in the way of protection.

STATISTICS:

Shield Bonus: +1
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -1
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLD07
Small Shield +1

A small shield is usually round and is carried on the forearm, gripped with the
shield hand.  Its light weight as compared to a large shield allows for greater
maneuverability without sacrificing too much in the way of protection. This
shield has runes scribed onto it that glow eerily in dim light.

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -1
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLD08
00SHLD09
00SHLD10
Large Shield

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

STATISTICS:

Shield Bonus: +2
Armor Check Penalty:  -2
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLD11
Large Shield +1

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

STATISTICS:

Shield Bonus: +3
Armor Check Penalty:  -2
Arcane Spell Failure:  15%
Weight: 15


00SHLD12
00SHLD13
00SHLD14
00SHLD15
Tower Shield

This massive shield is nearly as tall as the wielder. Basically, it is a
portable wall meant to provide cover. It can provide up to total cover,
depending on how far you come out from behind it. A tower shield, however, does
not provide cover against targeted spells; a spellcaster can cast a spell on
you by targeting the shield you are holding.

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -10
Arcane Spell Failure:  50%
Weight: 25 lb.


00SHLD16
Tower Shield +1

This massive shield is nearly as tall as the wielder. Basically, it is a
portable wall meant to provide cover. It can provide up to total cover,
depending on how far you come out from behind it. A tower shield, however, does
not provide cover against targeted spells; a spellcaster can cast a spell on 
you by targeting the shield you are holding. This shield has runes scribed onto 
it that glow eerily in dim light.

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 25 lb.


00SHLD17
Tower Shield +1, +4 vs. Missiles

Tower shield +1, +4 vs. missiles: This tower shield has been enchanted to
protect the wearer against missiles of all types.

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +4 vs. missile weapons
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 20 lb.


00SHLD85
Tower Shield of Spell Resistance +1

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +1 vs. missile weapons
Special:
  Resistance: 2/- Magic resistance
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 25 lb.


00SHLD86
Tower Shield of Charm Protection +1

STATISTICS:

Shield Bonus: +3
Armor Bonus:  +1 vs. missile weapons
Special:
  Spellward: Immunity to the spell Charm Person and Charm Person or Animal
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 25 lb.


00SHLD87
Tower Shield of Spell Resistance

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Special:
  Resistance: 1/- Magic resistance
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 25 lb.


00SHLD88
Large Shield of Luck +1

STATISTICS:

Shield Bonus: +3
Special:
  Saving Throw Bonus: +1 to all Saves
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLD89
Large Shield of Luck

STATISTICS:

Shield Bonus: +2
Special:
  Saving Throw Bonus: +1 to all Saves
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLD90
Barbarian Shield

STATISTICS:

Shield Bonus: +2
Special:
  Constitution: +1
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLD91
Small Shield of Invisibility +1

STATISTICS:

Shield Bonus: +2
Armor Bonus:  +1 vs. missile weapons
Special:
  Spell Power: Can cast the spell Invisibility 1/day
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLD92
Small Shield of Increased Fortitude

STATISTICS:

Shield Bonus: +1
Armor Bonus:  +1 vs. missile weapons
Special:
  Hit Point Bonus: +10 to Max Hit Points
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLD93
Small Shield of Fortitude

STATISTICS:

Shield Bonus: +1
Armor Bonus:  +1 vs. missile weapons
Special:
  Hit Point Bonus: +5 to Max Hit Points
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight: 6 lb.


00SHLD94
Buckler of Denial

A buckler, also known as a target shield, is a small round shield of wood or
metal that fastens to the forearm.  Because of its size it is light and can be
worn with very little restriction to movement. This particular buckler is
slightly warm to the touch.

STATISTICS:

Shield Bonus:  +1
Special:
  Spellward: Immunity to the spell Circle of Death
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  5 lb.


00SHLD95
Sanctuary Buckler +1

STATISTICS:

Shield Bonus:  +2
Special:
  Spell Power: Can cast the spell Sanctuary 1/day
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  5 lb.


00SHLD96
Buckler of Dexterity

STATISTICS:

Shield Bonus:  +1
Special:
  Dexterity: +1
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  5 lb.


00SHLD97
Tower Shield +2

STATISTICS:

Shield Bonus: +4
Armor Bonus:  +1 vs. missile weapons
Armor Check Penalty:  -9
Arcane Spell Failure:  50%
Weight: 25 lb.


00SHLD98
Large Shield +2

STATISTICS:

Shield Bonus: +4
Armor Check Penalty:  -1
Arcane Spell Failure:  15%
Weight: 15 lb.


00SHLD99
Buckler +1

STATISTICS:

Shield Bonus:  +2
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  5 lb.


12SHLDCT
Cliffs of Targos

This weather-worn wooden buckler looks like it was once part of a much larger
shield, but repeated blows with an axe or sword has chopped away the edges,
leaving only a light-weight buckler in its place.  Upon the surface of the
shield is a faded symbol of the Targos Guard, depicting the great cliffs rising
over the waters of Maer Dualdon.  Due to its natural origins, this buckler may
be used by druids.

Shield Bonus:  +2
Armor Check Penalty:  -1
Arcane Spell Failure:  5%
Weight: 3 lb.


12HFSDCT
Cliffs over Maer Dualdon

Shield Bonus:  +4
Armor Check Penalty:  -1
Arcane Spell Failure:  5%
Weight: 3 lb.


12SHLDKD
Knucklehead

This amazing ivory-white buckler has been carved from the head of a giant
knucklehead trout.  It is sturdy as bone, and light as well, and it makes an
effective shield.  The craftsmanship of the buckler is truly extraordinary, and
the worker's symbol inscribed at the bottom spells out the name, "Apsel."  Due
to its natural origins, this buckler may be used by druids.

The temptation to go 'knuck, knuck, knuck' while wearing this shield is
extremely high.

STATISTICS:

Shield Bonus:  +3
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight:  2 lb.


12HFSDKD
Apsel's Rolly-Polly Knuckledheaded Shield

STATISTICS:

Shield Bonus:  +5
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  2 lb.


12SHLDSG
Sad Giant's Cap

This bent-looking buckler was fashioned as a replacement kneecap for a deaf-mute
stone giant named Gohji who lived in the Sunset Mountains many decades ago.
Gohji was a peaceful sort, avoiding trouble when he could and only occasionally
straying from his cave to gather new stones to shore up his home and forage for
food.  It was during one of his foraging expeditions that he surprised a group
of dwarven miners of the Brueghor Clan who were new to the region.  Before Gohji
could raise his hands to show he meant them no harm, an enchanted warhammer
shattered his knee, causing him to plummet to the ground.  When the dwarves
advanced to finish him off, they were brought up short by the giant's tears and
they found they could not bear to kill their now-helpless foe.  They brought a
healer to mend his wounds, and then took Gohji (now dubbed the "Sad Giant") back
to his cave.  Over the next several weeks, the dwarves brought him food and
forged a magical cap for his knee to help him walk again - they called it the
"Sad Giant's Cap," and the friendship between the Brueghor Clan and Gohji was
mortared in history.

Gohji and many of the Brueghor Clan were eventually slain during an invasion of
gnolls and ogres into the Sunset Mountains, and the Sad Giant's Cap was pried
from his bloody body by the gnolls of the Burning Eye Clan.  The cap has
resurfaced in the North in the hands of a merchant from Bremen, kept as a
novelty, and then was lost again when goblinoids sacked Bremen and advanced
south to Targos.

STATISTICS:

Shield Bonus:  +4
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  3 lb.


12HFSDSG
Sad Gohji's Cap

STATISTICS:

Shield Bonus:  +6
Armor Check Penalty:  -0
Arcane Spell Failure:  5%
Weight:  3 lb.


51HFSDFO
Shield of Duergar Fortitude

Duergar master artisans forged this shield of dull gray steel.  Invigorating
energy pulses through the shield and into the wielder, steeling him or her for
battle.

STATISTICS:

Shield Bonus: +3
Special: +15 Hit Points
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 15 lb.


51SHLDFO
Shield of Fortitude

STATISTICS:

Shield Bonus: +2
Special: +10 Hit Points
Armor Check Penalty:  -0
Arcane Spell Failure:  15%
Weight: 15 lb.



===============================================================================
Slings
===============================================================================


00SLNGCT
Cat-tail

This small leather sling has the embossed image of a cat on its back.  It was
crafted for a small, wily thief from Waterdeep named Pesker the Cat.  The spry,
energetic man kept the sling tucked into the back of his breeches wherever he
went.  To onlookers, it often appeared to be a small tail dancing behind him as
he skipped along.  When Pesker heard the image described to him, he decided to
have the cat embossed on the sling's leather.  Pesker had to flee enemies in
Waterdeep in 1211 DR.  He left most of his belongings behind, including this
sling.

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Dexterity: +1 bonus
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00HFSGCT
Nimble Cat-tail

STATISTICS:

Damage: +3 (missile)
Attack Bonus: +3
Dexterity: +3 bonus
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNGSS
Sparrow

This leather sling has dyed patterns on its surface that resemble the feathers
of a sparrow.  It was owned and used by a priestess of Lathander named Galaida.
She wandered the Western Heartlands of Faerun tending to the sick and troubled
people that lived in those vast expanses of farmland.  Though not a pacifist,
Galaida disliked battle and sought to avoid it whenever possible.  Her light
mace and sling were her only two weapons against the bandits, ogres, and
villains that occasionally reared their heads in the small villages she 
visited. Despite all of her goodwill and peaceful intentions, a band of 
adventurers eventually set an ambush for her in a barn.  She was killed quickly 
and the adventurers escaped into the wilderness.

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00HFSGSS
Sun-kissed Sparrow

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +5
Special:
 Spell Power: Can cast the spell Cure Moderate Wounds 1/Day
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG01
Sling

Slings have existed since the beginning of recorded history.  The basic sling
consists of a leather or fabric strap with a pouch for holding the missile.  
The weapon is held by both ends of the strap and twirled around the wielder's
head. When top speed is attained, the missile is launched by releasing one of 
the strap's ends.

STATISTICS:

Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG02
Sling +1

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +1
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG88
Sling of Greater Resistance +5

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +5
Special:
  Resistance: 3/- Magic Resistance
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


000SLNG8
Sling of Resistance +1

STATISTICS:

Damage:  +1 (missile damage)
Attack Bonus:  +1
Special:
  Resistance: 1/- Magic Resistance
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG90
Sling of Pain +5

STATISTICS:

Damage: +9 (missile)
Attack Bonus: +5
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG91
Sling of Accuracy +5

STATISTICS:

Damage: +5 (missile)
Attack Bonus: +7
Special:
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG92
Sling of Dexterity +3

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Special:
  Dexterity: +1
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG93
Sling of the Defender +1

STATISTICS:

Damage: +1 (missile)
Attack Bonus: +1
Special:
  Defending: +2 Deflection Bonus
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG94
Sling of Spell Resistance

STATISTICS:

Special:
  Resistance: 1/- Magic Resistance
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG95
Masterwork Sling

STATISTICS:

Attack Bonus: +1
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG96
Sling +5

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +5
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG97
Sling +4

STATISTICS:

Damage:  +4 (missile)
Attack Bonus:  +4
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG98
Sling +3

STATISTICS:

Damage:  +3 (missile)
Attack Bonus:  +3
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


00SLNG99
Sling +2

STATISTICS:

Damage:  +2 (missile)
Attack Bonus:  +2
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


11HFSGLH
Rol-Sayid's Left Hand of Darkness

To the northeast of the great tree-town of Kuldahar lies the Vale of Shadows, a
valley of crypts and tombs where Kresselack the Black Wolf is said to be 
buried. Almost thirty years past, a band of adventurers entered the Vale of 
Shadows and returned with many relics and treasures taken from the tombs there.
Rol-Sayid's Left Hand of Darkness is one such item, though its true purpose was
not realized when it was discovered.  Considered nothing more than the cast-off
bandage of a mummy, it had been used to wrap a gold necklace lying in one of
the sarcophagi in the tombs.

The necklace's wrapping was discarded as soon as the band of adventurers
returned to Kuldahar, and as they cast it away, the adventurers joked that it
could serve some little boy as a sling if need be.  One of the children of
Kuldahar was quick to pick up on this comment, and he kept the sling both for
hunting and as a good luck charm for several years.  It is not known if he knew
if the wrapping was magical or not, and he attributed the accuracy of the 
stones cast from it as his own natural ability rather than that of the sling.

In truth, Rol-Sayid's Left Hand of Darkness is one of the wrappings from the
left hand of one of Kresselack's lieutenants, who had been resurrected as a
mummy within the tomb of his lord and served as a guardian against trespassers.
When a stone is placed within the wrapping and spun with great force, the stone
will fly straight and true at an enemy.  Furthermore, as long as the wrapping 
is held in the hand, the wielder is immune to diseases, both magical and 
mundane.

STATISTICS:

Damage:  +5 (missile)
Attack Bonus:  +5
Special:
  Wielder is immune to Disease when equipped
  Spell Power: Can cast the spell Remove Disease 6/day
  Spell Power: Can cast the spell Symbol of Hopelessness 1/day
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed


11SLNGLH
The Left Hand of Darkness

STATISTICS:

Damage:  +1 (missile)
Attack Bonus:  +1
Special: Wielder is immune to Disease when equipped
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Missile
Type:  One-handed



===============================================================================
Spears
===============================================================================


00CWSPEB
Spear +1

One of man's earliest weapons, dating back to the most primitive of times, the
first spears were simply wooden poles or sticks sharpened at one end.  When man
mastered metals, spearheads were made from iron and steel.  Having reached this
end, weaponers began experimenting with different types of spear heads, thus
leading to the development of certain polearm types.  This spear is slightly
different though, as it has been imbued with certain magical properties.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER01
Spear

STATISTICS:

Damage:  1d8
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER02
Spear +1

One of man's earliest weapons, dating back to the most primitive of times, the
first spears were simply wooden poles or sticks sharpened at one end.  When man
mastered metals, spearheads were made from iron and steel.  Having reached this
end, weaponers began experimenting with different types of spear heads, thus
leading to the development of certain polearm types.  This spear is slightly
different though, as it has been imbued with certain magical properties.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER08
Spear of Sorrows

Pergad the Red-Handed was a famous barbarian warrior near Silverymoon in the
11th century, Dale Reckoning.  His tribe's battles against hordes of orcs,
goblins, and hill giants are legendary throughout the north.  Unfortunately for
Pergad, the other tribes of the region decided to move south or settle in the
cities of the north rather than fight against the seemingly endless waves of
foes.  Pergad's tribe, the Tribe of Dead Trees, was the last to make a stand.
Though Pergad emerged victorious in a series of difficult battles, his tribe
dwindled as quickly as the horde grew.  At the Battle of Surbrin Shallows in
1014 DR, Pergad's tribe finally came to its end under cruel ogre clubs and
giant-hurled rocks.  Legend states that when Pergad finally realized that his
tribe was doomed, he drove his trusted spear into the Surbrin riverbed, cursing
all the goblins who crossed over the water that his people once thrived on.
Orcish shamans claim that the spot where his spear penetrated the rock bled for
days.  A year later, two tribes of goblins were wiped out by a plague that
spread among them after they settled in the Surbrin river valley.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Weight:  2 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER89
Spear of Stunning +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Special:
  Stunning: Fortitude save or target is stunned for 1/2 combat round
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER90
Spear of Perpetual Bleeding +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER91
Lightning Spear

STATISTICS:

Damage:  1d8
Damage Type:  Piercing
Special:
  Shock: 50% chance +1d6 electric damage
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER92
Fiery Spear +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Special:
  Penetration: Increases chance of scoring a critical hit
  Flame: +2d6 fire damage
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER93
Ice Spear +4

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Special:
  Spell Power: Can cast Icelance 1/day
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER94
Spear of Wounding

STATISTICS:

Damage:  1d8
Damage Type:  Piercing
Special:
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER95
Masterwork Spear

One of man's earliest weapons, dating back to the most primitive of times, the
first spears were simply wooden poles or sticks sharpened at one end.  When man
mastered metals, spearheads were made from iron and steel.  Having reached this
end, weaponers began experimenting with different types of spear heads, thus
leading to the development of certain polearm types. This particular spear is of
exceptional quality and was obviously made by a master weaponsmith.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER96
Spear +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER97
Spear +4

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER98
Spear +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPER99
Spear +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


00SPERIM
Impaler

Impaler is a beautiful weapon to behold.  The spear sports an eighteen inch 
head with a serrated blade fashioned from adamantine steel.  Upon each face of 
the blade are small openings that appear to lead within the haft of the weapon.
The blade is also etched with glowing silver runes.  The haft of the weapon
measures six feet in length.  It is constructed of highly polished oak
reinforced with mithril bands along its length.  The haft is hollow.

Impaler is  vicious in combat.  The spear is a wounding weapon (make a
Fortitude save or suffer bleeding damage each round) and vampiric (make a
Fortitude save or suffer 1d4 additional damage which is temporarily
transferred to the wielder).  The accuracy of the weapon has been enhanced as
well.

STATISTICS:

Damage:  1d8 +2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Special:
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight: 6 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


11HFSRNP
Twelve Paces

This long spear is made of a thick shaft of oak, and it looks like it has been
used extensively in hunting arctic boars.  It bears numerous sigils and runes
along its haft to help it strike straight and true, and when held in a life or
death situation, the spear can lash out at an opponent up to five lengths from
the wielder, taking the victim down before they can even enter close combat.

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Special:
  Reach of 5 lengths, rather than 2
  Spell Power: Can cast Lance of Disruption 3/day
  Spell Power: Can cast Lower Resistance 3/day
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


11SPERNP
Nine Paces

STATISTICS:

Damage:  1d8
Attack Bonus:  +1
Damage Type:  Piercing
Special:
  Reach of 3 lengths, rather than 2.
  For the purposes of hitting enchanted creatures this weapon is considered +1
weapon
Weight: 7 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


50HFSRKS
Kyosti's Hunting Spear

Kyosti spent many moons working with the artisans of the Wandering Village in
the creation of this enchanted hunter's spear.  Like the man himself, though 
the weapon is bereft of extravagant ornamentation it always flies straight and 
true. Some say that the weapon actually seeks the heart of its target...

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Special: +1d8 piercing damage and 33% chance of inflicting +1d10 extra piercing
damage
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed


50SPERKS
Kyosti's Spear

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Piercing
Special: +1d6 piercing damage and 10% chance of +1d10 extra piercing damage
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Polearm
Type:  Two-handed



===============================================================================
Swords
===============================================================================


00ARMBL2
Armageddon Blade 2002

The Armageddon Blade 2002 is the new and improved version of the Armageddon
Blade of the Critical Path Tester. This sword basically does the same stuff as
the other one - only in the 3E rule-set.

*Not to be used to test play balancing. Failure to comply will result in an
alien abduction and intensive probing by cold instruments.


00CWDRI2
Longsword +1

These swords are usually referred to as doubled-edged swords, war swords, or
military swords.  In many cases, the longsword has a single-edged blade. There
is no single version of the longsword; the design and length vary from culture
to culture, and may vary within the same culture depending on the era.  Among
the most common characteristics of all longswords is their length, which ranges
from 35 inches to 47 inches.  In the latter case, the blade is known to take up
40 inches of the total length.  Most longswords have a double-edged blade and a
sharp point at the tip.  Despite the tip, the longsword is designed for
slashing, not thrusting.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00CWSKX1
Greatsword of the Soulless +5

The Slayer Knights of Xvim are considered one of the deadliest warriors in any
kingdom.  One of the things that makes them so deadly, besides being demon kin,
is their skill with their specially forged greatswords; the Greatsword of the
Soulless.  Being the common weapon of knights, the primary function of
greatswords is cleaving mounted knights and breaking up pike formations.
However, in the efficient hands of a Slayer Knight of Xvim, this particular
greatsword will cleave through the bodies of their targets, and literally suck
out the target's lifeblood.  The Greatsword of the Soulless is the primary
weapon of the Slayer Knights of Xvim.

STATISTICS:

Damage:  2d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Vampiric: 2d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00CWSWDB
Masterwork Longsword

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00CWSWDC
Longsword +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00CWSWDE
Masterwork Bastard Sword

Also known as the hand-and-a-half sword, the bastard sword derives its name 
from the fact that it is halfway between the greatsword and the longsword. The
bastard sword has a double-edged blade and a long grip, which can accommodate
both hands if preferred.  The overall length of the bastard sword ranges 
between four feet and four feet ten inches.

STATISTICS:

Damage:  1d10
Attack Bonus: +1
Damage Type:  Slashing
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00CWSWDF
Bastard Sword +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00CWSWDH
Masterwork Short Sword

The short sword is the first type of sword to come into existence.  In the
simplest of terms, a short sword can be considered a dagger with a blade so 
long that it can no longer be called a dagger.  The term short sword does not 
exist in sword classifications.  However, it has come to be used to describe a 
double-edged blade about two feet in length.  The sword tip is usually pointed, 
ideal for thrusting.

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Piercing
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00CWSWDI
Short Sword +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00CWSWDK
Masterwork Greatsword

STATISTICS:

Damage:  2d6
Attack Bonus: +1
Damage Type:  Slashing
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00CWSWDL
Greatsword +1

The greatsword is a derivative of the longsword.  Weaponsmiths have always
looked for ways to improve existing weapons.  In an effort to improve the
longsword, the blade was lengthened.  Eventually, the handle had to be extended
and two hands became necessary to properly swing the sword.  The primary
function of greatswords is cleaving mounted knights and breaking up pike
formations.  This one is particularly good at its job as it has been enchanted
with a few magical properties.

STATISTICS:

Damage:  2d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00CWWIT2
Wight's Blade

Barrow wights are distinguished from other, lesser wights in numerous ways.
Perhaps most important to the typical adventurer is that the barrow wight
generally prefers to wield whatever weapon it carried in life rather than using
its life-draining touch in battle.

However, in rare instances the seething hatred and unnatural power of a barrow
wight somehow seeps into the weapon it carries.  Such items can be especially
dangerous as the wight's curse is added to whatever enchantments the weapon may
already possess.  This is one such blade.

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Spell Process: 66% chance of casting Bane on target
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDBBS
Bastard's Son

The great warlord of the North, Kresselack the Black Wolf, is said to have 
sired many children during his long reign, and so it came that one of these, a 
sickly young man by the name of Thomas, sought out his father after his mother 
died and bequeathed an ugly sword of iron to Thomas in her legacy.  Upon the 
blade was inscribed "Know thy family," and Thomas took the motto to heart.  
Bolstered by the sword and his mother's loss, he became determined to find
Kresselack - whether out of a need for a new family to belong to or to take 
revenge on Kresselack for abandoning his mother, it is not known.

When he found the Black Wolf, Kresselack spurned the young man, claiming that
the sickly and weak-looking Thomas shared no blood with him, then ordered him
beaten and left beneath the shadow of Kelvin's Cairn to die.  After two days in
the freezing cold, Thomas was rescued by a tribe of Uthgart barbarians fleeing
Kresselack's army.  Nursing the man back to health, the barbarians adopted
Thomas into their tribe and he eventually became one of their greatest hunters.
When he passed away from winter chill many years later, he left his sword to 
his youngest son to help him find his way in the world.

STATISTICS:

Damage:  1d10 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00HFSBBS
Know Thy Family

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDBRC
Rage of Chaos

This weapon is a sight to behold.  The blade is crafted of red-gold with a
silver edge.  The guard is finely polished platinum, and the wire wound hilt is
crafted of black adamantine.  When drawn, the blade radiates a rainbow of
colors.

This weapon has been considered both a curse and a blessing by those who wield
it.  Against lawful creatures it does devastating damage and attacks are made
with an uncanny accuracy.  Rage of Chaos has been known to turn the tide in 
many a battle.  Unfortunately, the wielder loses control of his or her 
faculties and flies into a berserk rage upon drawing the weapon.  The blade is 
also believed to be cursed.  Once held, it cannot be relinquished.

The history of Rage of Chaos is unknown.  The weapon has appeared throughout 
the realms in various battles over the centuries only to be lost once again.

STATISTICS:

Damage: 1d10 + 3
Attack Bonus: +3
Enchantment:  +3
Damage Type: Slashing
Special:
  Cursed: Once equipped can only be removed by a Remove Curse spell
  Berserk: During battle, user may become berserk
  Chaotic: +2d6 damage to lawful creatures
Weight: 8 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  Two-handed


00HFSBRC
Order's Nemesis

STATISTICS:

Damage: 1d10 + 5
Attack Bonus: +5
Enchantment:  +5
Damage Type: Slashing
Special:
  Cursed: Once equipped, can only be removed by a Remove Curse spell
  Berserk: During battle, user may become berserk
  Chaotic: +2d6 damage to lawful creatures
  Spellward: Immunity to the spells, Sleep, Power Word: Sleep, Hold Person,
   Cloak of Fear and Dire Charm
Weight: 8 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  Two-handed


00SWDBWR
Wroth

"It was during Borab the Reaver's sacking of the Blue Citadel that Alemis
Peacemaker - youngest son of Earl Marimor Peacemaker, lord of the Blue
Citadel - stole into the locked vault his father had thought so well-hidden.  
There, alone in the cavernous chamber, were Wroth, Hateful, and Furious - the 
dread sword, axe, and armor of Hurom, ancient ancestor of Alemis, once known as 
the Bloody Juggernaut before he broke his cursed iron's spell and took the 
Peacemaker name."

"Alemis, a mere boy, donned the fell armor and took Wroth and Hateful in hand.
Alone he cut his way through Borab's motley horde of humanoid raiders until he
faced the towering half-giant himself, hacking him down and scattering his army
to the wind.  His family - father, mother, brothers and sisters alike - had all
died by then, but Alemis no longer cared.  He stalked the realms, eyes ablaze
with madness, slaying monsters and brigands wherever he found them.  But as the
years passed and Alemis found no more of such wheat to thresh, he took to
turning his thirsting blades on all who crossed his path... and so, once more,
the Bloody Juggernaut had returned."

  -- from "Master Pelib's Bedtime Tales"

This heavy, unadorned bastard sword of dull gray steel is a cursed thing, only
showing its true form when the wielder is wounded in battle.  It is then that
the hilt sprouts crimson tendrils that bury themselves in the wielder's 
forearm; drinking his or her blood, the demon-sword opens the three glaring 
eyes along its twisting, dripping blade and drives the wielder mad with lust 
for bloodshed.

Should a warrior carry Wroth along with its brothers Hateful and Furious, his 
or her soul would be lost to the hell-forged arms and armor.  To wield even 
Wroth alone might be construed as insanity... but there will always be those 
for whom it may be just the weapon they're looking for.

STATISTICS:

Damage:  1d10 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Cursed: Can only be unequipped with a Remove Curse spell
  Wrathful Blood: 25% of casting Blood Rage on the wielder each time he or she
is wounded (melee only)
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00HFSBWR
Bloody Wroth

STATISTICS:

Damage:  1d10 + 3
Attack Bonus: +3 bonus
Enchantment:  +3
Damage Type:  Slashing
Special:
  Cursed: Can only be unequipped with a Remove Curse spell
  Wrathful Blood: 66% of casting Blood Rage on the wielder each time he or she
   is wounded
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDCCS
Caernach's Sickle

The arch-druid Caernach was known to carry a good many enchanted items, most of
which he crafted with his own hands.  Most famous were his boots, "Breath-of-
Life," which left flowers and tiny saplings sprouting from the earth where
Caernach strode.  Still, the arch-druid's "lesser possessions" were nothing to
scoff at - take, for instance, his silver sickle, fashioned to gather sacred
mistletoe and the heads of enemies alike.  This unusual weapon is actually a
cross between a sickle and a proper sword, resembling a scimitar more than
anything else.  Both the oaken haft and silver blade are engraved with
decorative swirls and patterns.  Once per day the sickle may be used to scratch
a small circle into the earth; digging in the spot so marked will reveal a
handful of healing berries just beneath the soil's surface.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Spell Power: Can cast the spell Goodberry 1/day
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00HFSCCS
Caernach's Silver Sickle

STATISTICS:

Damage:  1d6 + 3
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Spell Power: Can cast the spell Goodberry 1/day
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDTCL
Cleaver

Cleaver is not a fancy weapon.  It was crafted with a single purpose in mind:
the felling of ones enemies.  The four foot blade is crafted of plain steel.
The hilt and guard are unadorned and purely functional.  Overall, Cleaver
appears cheap and inconsequential.

The true beauty of Cleaver is discovered in battle.  Despite its large size,
the weapon is surprisingly light and easy to wield.  The enchanted blade
bypasses all armor and strikes directly at the life force of its target.
Unfortunately, it is incapable of affecting any creature without said life
force.  Therefore, undead and constructs are immune.

Cleaver was originally crafted for Dwelnar the Pious, a warrior who aspired to
become a paladin.  He demanded that the blade be plain and unobtrusive,
reflecting his own humility.  Only in battle would the weapon show its worth.
Unfortunately his enemies soon learned the nature of the blade and unleashed a
horde of undead against him.  Dwelnar quickly fell in battle and the sword was
lost.

STATISTICS:

Damage: 2d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type: slashing
Special:
  Brilliant Energy: All attacks ignore targets shield and armor bonuses
Weight: 10 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00HFSTCL
00HFSDTC
Dwelnar's Folly

STATISTICS:

Damage: 2d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type: slashing
Special:
  Brilliant Energy: All attacks ignore target's shield and armor bonuses
Weight: 10 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDLDB
Death's Bane

Delnar was a timid mage who never was one for adventure.  He spent most of his
life in quiet study, living with his mother, trying to learn the art of
crafting magical items.  Unfortunately, his mother had a habit of interrupting
him at crucial points during the enchantment process, often with disastrous
results. Death's Bane is another botched attempt by Delnar to construct
something of use.

This weapon is truly an enigma.  When used in battle it does little to no
damage, instead healing the intended target.  However, the healing is miniscule
at best and hardly worth the effort required to swing the blade.  In any case,
it has been given the name 'Death's Bane' because of its inability to slay a
target.

What purpose Delnar originally intended this weapon to serve is unknown.  There
are some who argue that it functions as intended, while others laugh at the
absurdity of this.

STATISTICS:

Damage:  None
Attack Bonus:  -4
Damage Type:  None
Special:  Heals 1d4 points of damage per hit
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00HFSLDB
Delnar's Healing Blade

STATISTICS:

Damage:  None
Attack Bonus:  +1
Enchantment:  +5
Damage Type:  None
Special:  Heals 2d4 points of damage per hit
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDLDY
Dykhast Longsword

Ancient dwarven legends tell of a time when the noblest of metals was not
dwarven steel, nor meteoric iron, nor mithril, but dykhast - an alloy so strong
that a blade's edge would never dull with toil or battle, and with a surface so
perfect and gleaming that its shimmering surface could be seen a dragon's 
flight away.  The oldest of dwarves speak of dykhast blades with tears of fond
remembrance in their eyes, and callously spit at the mention of the "sundry 
weak and piddling'" metals that today's arms and armor are fashioned from.

There are rumors, though, of an ancient and secret temple called Chogoh 
Kyn - it is there, the tales say, that blades of dykhast are still made in the 
fashion of days long past.  The price may be high, but for the true 
connoisseur, there is no matching the glory, the perfection, the utter joy... 
of dykhast.

STATISTICS:

Damage:  1d8 + 4
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Blade of Gleaming Dykhast: 1% chance to blind target (Fortitude save negates)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00HFSLDY
Sword of Gleaming Dykhast

STATISTICS:

Damage:  1d8 + 6
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Blade of Gleaming Dykhast: 5% chance to blind target (Fortitude save negates)
Weight: 6 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDSLS
Lolth's Sting

Blades such as this are often gifts to capable assassins in the service of
Lolth.  The entire weapon is as black as pitch and reflects no light; its grip
is textured with a delicate web pattern while hundreds of tiny spiders are
engraved along the two-foot blade.  The short sword's dark magic not only
protects the wielder from the effects of magical webs, but can entangle a
target with webs of its own as well.

An assassin typically uses the weapon to seal a target in a cocoon of silk,
stepping away from their thrashing foe to complete the murder with a poisoned
dart or wrist-crossbow bolt.  Such weapons have also helped many a would-be
assassin flee from something that they've backstabbed but failed to kill with a
single blow.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Lolth's Blessing: Immunity to Web spells
  Lolth's Curse: 33% chance to Web target
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00HFSSLS
Lolth's Cruel Sting

STATISTICS:

Damage:  1d6 + 3
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Lolth's Blessing: Immunity to Web spells
  Lolth's Curse: 33% chance to Poison and Web target
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDSSK
Silentkiller

The story of Silentkiller is a common tale that may, or may not, be true.  The
story tells of two brothers who vied for the attention, and throne, of their
ailing father.  When the elder brother was named king by his dying sire, the
younger was furious and vowed to take the throne as his own.  To this end he
commissioned the making of Silentkiller to aid him in his brother's murder.

Many such tales exist throughout the realms and history.  Who is to say if they
are fact or fiction?  In any case, Silentkiller is indeed a weapon of
assassination.  The blade grants its wielder the ability to blend into the
shadows and move as quiet as a cat stalking its prey.

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type: Piercing
Special:
  Move Silently: +2
  Hide: +2
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00HFSSSK
Assassin's Blade

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type: Piercing
Special:
  Move Silently: +4
  Hide: +4
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDSTD
Thy-Dunag Blade

"Thy-Dunag" is an expression used in the distant realms of Kara-Tur to signify
"more respect than is due," and this expression has been inscribed upon the 
hilt of this sword so that it may be seen even while the blade is sheathed.  
This blade was reputedly given to a local warlord who sought to challenge the
shogun, but the shogun was so contemptuous of the warlord's pretensions of 
being a threat that he invited him to his court and gave him the blade to both 
insult the man and as a warning for him to know his place.

When drawn, this short, silvered blade has a broad base that tapers to a sharp
point, but despite its apparent lightness, it is actually quite heavy.  It
always looks like it is standing at attention and it has a curious way of
drawing the eye in combat, unbalancing and distracting any opponents it meets 
in combat.

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +2
Enchantment:  +1
Damage Type:  Piercing
Weight:  5 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00HFSSTD
Shame of Thy-Dunag

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +5
Enchantment:  +3
Damage Type:  Piercing
Weight:  5 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDB01
Bastard Sword

STATISTICS:

Damage:  1d10
Damage Type:  Slashing
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB02
Masterwork Bastard Sword

STATISTICS:

Damage:  1d10
Attack Bonus: +1
Damage Type:  Slashing
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB03
Bastard Sword +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB86
Bastard Sword +5

STATISTICS:

Damage:  1d10 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB87
Bastard Sword +4

STATISTICS:

Damage:  1d10 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB88
Bastard Sword +3

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB89
Bastard Sword +2

STATISTICS:

Damage:  1d10 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB91
Icy Bastard Sword +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Frost: +1d6 Cold damage
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB92
Static Bastard Sword

STATISTICS:

Damage:  1d10
Damage Type:  Slashing
Special:
  Shock: 50% chance +1d6 electrical damage
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB93
Bastard Sword of Heroism

STATISTICS:

Damage:  1d10 + 3
Attack Bonus: +3
Enchantment:  +5
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Keen: Increases chance of scoring a critical hit
  Slashing: +3d6 Slashing damage
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB94
Miasmic Bastard Sword

STATISTICS:

Damage:  1d10
Enchantment:  +5
Damage Type:  Slashing
Special:
  Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
  Venom: +2 points of poison damage every second for 6 seconds (Fortitude save
   for none)
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
  Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save
   for none)
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB95
Bastard Sword of Wrath

STATISTICS:

Damage:  1d10
Enchantment:  +5
Damage Type:  Slashing
Special:
  Flaming Burst:  +2d6 fire damage and 10% chance of +2d10 extra fire damage
  Strength: +2
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB96
Bastard Sword +3: Cold Fire

STATISTICS:

Damage:  1d10 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Frost: +1d6 Cold damage
  Flame: +1d6 Fire damage
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB97
Bastard Sword +2: Black Adder

STATISTICS:

Damage:  1d10 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
  Keen: Increases chance of scoring a critical hit
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB98
Bastard Sword of Frost +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Frost: +1d6 Cold damage
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDB99
Fang

This uniquely made Bastard Sword is imbued with an ever present supply of 
acidic venom.  While not poisonous, the venom will burn upon contact if it 
contacts directly with flesh.

STATISTICS:

Damage:  1d10
Damage Type:  Slashing
Special:
  Corrosiion: 25% chance +1d3 acid damage
Weight: 10 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


00SWDC01
Scimitar

The scimitar is closely related to the sabre, a single edged curved sword with
protective hilt. The blade has a greater curve to it and is tapered to an
elongated, sharp point. The origins of the scimitar are largely unknown however
they have been very popular in the southern region of the Forgotten Realms.

STATISTICS:

Damage:  1d6
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC87
Scimitar of Acid +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Corrosion: 50% chance +1d6 acid damage
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC88
Scimitar of the Defender +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Deflection Bonus: +1
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC89
Scimitar of Entanglement

STATISTICS:

Damage:  1d6
Damage Type:  Slashing
Special:
  Spell Power: Can cast the spell Entangle 1/day
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC90
Scimitar: Blood Trails

STATISTICS:

Damage:  1d6
Enchantment:  +5
Damage Type:  Slashing
Special:
  Wounding: Inflicts 5 additional points of damage per round for 10 rounds
   (Fortitude negates)
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Slashing: +1d6 slashing damage
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC91
Scimitar of Defense +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus: +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Deflection Bonus: +3
  Shock: +2d6 electrical damage
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC92
Scimitar of Hell's Fire

STATISTICS:

Damage:  1d6
Enchantment:  +5
Damage Type:  Slashing
Special:
  Flame: +3d6 fire damage
  Resistance: 1/- Magic Resistance
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC93
Scimitar+4: Ichor

STATISTICS:

Damage:  1d6 + 4
Attack Bonus: +4
Enchantment:  +4
Damage Type:  Slashing
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC94
Masterwork Scimitar

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC95
Scimitar +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus: +5
Enchantment:  +5
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC96
Scimitar +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus: +4
Enchantment:  +4
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC97
Scimitar +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC98
Scimitar +2

STATISTICS:

Damage:  1d6 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDC99
Scimitar +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL01
Longsword

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL02
Masterwork Longsword

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL03
Longsword +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL04
Longsword +2

STATISTICS:

Damage: 1d8 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Special: +1 cold damage
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL07
The Sword of Myrloch Vale

It is believed that fae creatures helped create this beautiful sword, and
legends say that it was forged in the cool depths of Myrloch, the large lake at
the center of Gwynneth in the Moonshaes.  The weapon has an unearthly look to
it, and it is believed to be quite old.  The only individual known to have
carried the weapon was a half-elven bard named Daen Winterbrush.  It is said by
some that after he found the sword, quite by accident, that he was blessed with
exceptional creativity and powerful sensitivity to the world around him.  He
traveled for forty years and is known for some of the most unique, haunting
melodies in Faerun.  It is believed that Daen eventually became too melancholy
at the sights of misery and oppression that he encountered in his travels, and
that the fae smiths of the Moonshae Isles welcomed him into the breast of
Myrloch.

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special
  Knowledge (Arcana): +20 bonus
Weight:  4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL09
Moonblade of Selune

The blade of this sword is constructed of a pale white material.  It is 
slightly translucent and appears to glow in dim light.  The edge of the blade
appears dull and unable to cut even the softest of materials.  When used in
combat, however, a moonblade is a formidable weapon.A moonblade bypasses armor 
and strikes at a target directly.  The weapon drains life force and leaves no
visible wounds, unless the creature is undead.  Undead suffer terrible wounds
from a moonblade.  Their substance actually seems to boil away, and they suffer
double damage.

Moonblade's of Selune are the favored weapons of the priestesses of Selune.
They are usually granted only to priestesses who serve the church beyond the
call of duty.  This weapon was given to Emma Moonblade for her unswerving
dedication to the church.

Due to the nature of the blade, this blade cannot be used as a sneak attack
weapon.

STATISTICS:

Damage:  1d8 + 2
Attack Bonus: +2
Enchantment:  +4
Damage Type:  Magic (does not allow Strength damage)
Special: Double damage to undead
Weight: 2 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL80
Stunning Longsword +2

STATISTICS:

Damage:  1D8 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to
resist)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL81
Corrosive Frost Longsword +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Frost: 25% chance +1d6 cold damage
  Corrosion: 25% chance +1d6 acid damage
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL82
Longsword of Wounding +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Damage Type:  Slashing
Special:
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL83
Longsword of Electric Fire +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Flame: 25% chance +1d6 fire damage
  Shock: 25% chance +1d6 electric damage
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL84
Spellward Longsword

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Spellward: Immune to the effects of Charm Person
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL85
Venomous Longsword

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
for none
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL86
Longsword +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL87
Longsword +4

STATISTICS:

Damage:  1D8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL88
Longsword +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL89
Bhaal's Fire

STATISTICS:

Damage:  1d8 + 3 (+2d4 fire)
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special: 15% chance target is Stunned
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL90
Flaming Sword of the Defender +5

STATISTICS:

Damage:  1d8 +5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Defending: +3 Deflection Bonus
  Flame: +1d6 fire damage
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL91
Stunning Longsword of Corrosion +3

STATISTICS:

Damage:  1d8 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Corrosion: 50% chance of +2d6 acid damage
  Stunning: Fortitude save or target is stunned for 1/2 combat round
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL92
Longsword of Acidic Fury

STATISTICS:

Damage:  1d8
Enchantment:  +5
Damage Type:  Slashing
Special:
  Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage
  Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
   for none
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
   of hitting creatures that require magical weapons to hit
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL93
Longsword of Frost +5

STATISTICS:

Damage:  1d8 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Frost: +1d6 cold damage
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL94
Vampiric Longsword +4

STATISTICS:

Damage:  1d8 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Slashing
Special:
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL95
Longsword of Speed +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Damage Type:  Slashing
Special:
  Speed: 1 additional attack per combat round
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL96
Longsword +1: Bloodletting

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude
save for none)
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL97
Lightning Longsword +2

STATISTICS:

Damage:  1d8 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Shock: 50% chance of +1d6 electrical damage
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL98
Longsword of Resistance +1

STATISTICS:

Damage:  1d8 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Resistance: 1/- Magic Resistance
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDL99
Vampiric Long Sword

STATISTICS:

Damage:  1d8
Damage Type:  Slashing
Special:
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


00SWDS01
Short Sword

STATISTICS:

Damage:  1d6
Damage Type:  Piercing
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS02
Masterwork Short Sword

STATISTICS:

Damage:  1d6
Attack Bonus: +1
Damage Type:  Piercing
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS03
Short Sword +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS04
Short Sword +2

'The Whistling Sword'
Amidst the plains of the Eastern Shaar there lived a small human blacksmith,
whose nearly dwarven height did not do his soul justice.  Though a skilled
weaponsmith, his true gift was his ability to whistle a heartfelt song that
could cause a grown man to cry like a newborn.  Only a reclusive mage shared 
and enjoyed time with the diminutive man, however, as others could only see his
small size as a source of amusement.  Deaf to the smith's song because of their
own prejudices, their ridicule slowly grew into cruel torment which eventually
persuaded the light-hearted man to leave his home forever.  Before he left he
forged this weapon as a gift for his one friend, who also enchanted it during
the making.  Thus the blade sweetly whistles to its wielder when unsheathed.  
It was not long after that the mage also deserted the small town in disgust, 
taking the sword with him on his journeys.

STATISTICS:

Damage:  1d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Piercing
Weight: 2 lb
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS05
Short Sword of Backstabbing

'The Shadow's Blade'
The Shadow's Blade was created to be the perfect assassin's tool.  It is highly
sought after by any who settle differences with a blade, and many that possess
it do not do so for long.

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS85
Reflective Short Sword +1

STATISTICS:

Damage:  1d6+1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Spell Power: Can cast the spell, Minor Mirror Image 1/day
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS86
Wounding Sword of Shadows +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Shadowed: +2 to Hide skill
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS87
Short Sword of Sanctuary +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Piercing
Special:
  Spell Power: Can cast the spell Sanctuary 1/day
  Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to
resist)
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS88
Short Sword +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS89
Short Sword +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS90
Short Sword +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS91
Sure Striking Short Sword +1

STATISTICS:

Damage:  1d6 + 1
Attack Bonus: +1
Enchantment:  +5
Damage Type:  Piercing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS92
Frostblade

STATISTICS:

Damage:  1d6
Damage Type:  Piercing
Special:
  Frost: 50% chance +1d6 cold damage
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS93
Vampiric Short Sword

STATISTICS:

Damage:  1d6
Damage Type:  Piercing
Special:
  Vampiric: 1d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS94
Charged Short Sword of Wounding +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Special:
  Shocking Burst:  +2d6 electric damage and 10% chance of +2d10 extra electric
damage
  Wounding: Inflicts 1 additional point of damage per round for 10 rounds
(Fortitude negates)
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS95
Brilliant Short Sword +5

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Piercing
Special:
  Brilliant Energy: All attacks ignore targets shield and armor bonuses
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS96
Short Sword of Flurry +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Speed: 1 additional attack per combat round
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS97
Bleeding Short Sword +4

STATISTICS:

Damage:  1d6 + 4
Attack Bonus:  +4
Enchantment:  +4
Damage Type:  Piercing
Special:
  Wounding: Inflicts 2 additional points of damage per round for 10 rounds
(Fortitude negates)
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS98
Short Sword of Stealth +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Shadowed: +4 to Hide skill
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDS99
Short Sword of Shadows

STATISTICS:

Damage:  1d6
Damage Type:  Piercing
Special:
  Shadowed: +2 to Hide skill
Weight:  3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


00SWDT01
Greatsword

The greatsword is a derivative of the longsword.  Weaponsmiths have always
looked for ways to improve existing weapons.  In an effort to improve the
longsword, the blade was lengthened.  Eventually, the handle had to be extended
and two hands became necessary to properly swing the sword.  The primary
function of greatswords is cleaving mounted knights and breaking up pike
formations.

STATISTICS:

Damage: 2d6
Damage Type: Slashing
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT02
Masterwork Greatsword

STATISTICS:

Damage:  2d6
Attack Bonus: +1
Damage Type:  Slashing
Weight: 15 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT03
Greatsword +1

The greatsword is a derivative of the longsword.  Weaponsmiths have always
looked for ways to improve existing weapons.  In an effort to improve the
longsword, the blade was lengthened.  Eventually, the handle had to be extended
and two hands became necessary to properly swing the sword.  The primary
function of greatswords is cleaving mounted knights and breaking up pike
formations.  This one is particularly good at its job as it has been enchanted
with a few magical properties.

STATISTICS:

Damage:  2d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT86
Greatsword +5

STATISTICS:

Damage:  2d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT87
Greatsword +4

STATISTICS:

Damage:  2d6 + 4
Attack Bonus:  +4
Enchanment:  +4
Damage Type:  Slashing
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT88
Greatsword +3

STATISTICS:

Damage:  2d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT89
Greatsword +2

STATISTICS:

Damage:  2d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT90
Blessed Greatsword +2

STATISTICS:

Damage:  2d6 + 2
Attack Bonus: +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Spell Power: Can cast the spell Bless 1/day
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT91
Greatsword of Flame +1

STATISTICS:

Damage:  2d6 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Flame: 50% chance +1d6 fire damage
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT92
Sure Strike Greatsword

STATISTICS:

Damage:  2d6
Enchantment:  +5
Damage Type:  Slashing
Special:
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT93
Greatsword of the Soulless +5

The Slayer Knights of Xvim are considered one of the deadliest warriors in any
kingdom.  One of the things that makes them so deadly, besides being demon kin,
is their skill with their specially forged greatswords; the Greatsword of the
Soulless.  Being the common weapon of knights, the primary function of
greatswords is cleaving mounted knights and breaking up pike formations.
However, in the efficient hands of a Slayer Knight of Xvim, this particular
greatsword will cleave through the bodies of their targets, and literally suck
out the target's lifeblood.  The Greatsword of the Soulless is the primary
weapon of the Slayer Knights of Xvim.

STATISTICS:

Damage:  2d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Vampiric: 2d4 hit points drained from target and temporarily added to wielder
(Fortitude save for none)
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT94
Greatsword of Rage +5

STATISTICS:

Damage:  2d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Slashing: +1d6 Slashing damage
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT95
Greatsword of Righteousness +2

STATISTICS:

Damage:  2d6 + 2
Attack Bonus:  +2
Enchantment:  +2
Damage Type:  Slashing
Special:
  Holy: +2d6 damage to evil creatures
  Lawful: +2d6 damage to chaotic creatures
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed
Minimum Strength of 18 Required


00SWDT96
Greatsword of Virtue

STATISTICS:

Damage:  2d6
Enchantment:  +5
Damage Type:  Slashing
Special:
  Lawful: +2d6 damage to chaotic creatures
  Holy: +2d6 damage to evil creatures
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
  Flame: +1d6 fire damage
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT97
Greatsword: Frost Defender

STATISTICS:

Damage:  2d6
Enchantment:  +5
Damage Type:  Slashing
Special:
  Deflection Bonus: +3
  Frost: +2d6 cold damage
  Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
   of hitting creatures that require magical weapons to hit
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed
Minimum Strength of 16 Required


00SWDT98
Greatsword of Flame +3

STATISTICS:

Damage:  2d6 + 3
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Flame: +1d6 fire damage
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


00SWDT99
Greatsword of the Defender

STATISTICS:

Damage:  2d6
Damage Type:  Slashing
Special:
  Deflection Bonus: +1
Weight: 12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed
Minimum Strength of 18 Required


11HFDGGH
Goblin Slayer

This pearl-handled dagger was crafted by the enchantress Elytharra as 
protection against the frequent goblin raids that plague Icewind Dale.  It 
looks more like a fine, familiar hunting knife than a weapon of war, but its 
keen edge bites deep into goblin hide.  Elytharra claims to have only used the 
knife only on a small number of occasions.

STATISTICS:

Damage:  1d4 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Piercing
Special:
  Slays goblins instantly
Weight:  2 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


11SWDLHE
Heart of <CHARNAME>

You have no idea where this dwarven-forged blade came from, but clearly etched
on its blade is "<CHARNAME>."  You're sure you've never seen it before, yet it
feels strangely familiar when you hold it in your hand.  The blade looks 
several generations old and bears numerous nicks and scratches, and radiates a 
faint chill.  You have no idea how it came to bear your name.

STATISTICS:

Damage:  1d8
Attack Bonus: +1
Damage Type:  Slashing
Special:
  Resistance: 1/- Cold Resistance
Weight: 3 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


11HFSLHE
Golden Heart of <CHARNAME>

You have no idea where this dwarven-forged blade came from, but clearly etched
on its blade is <CHARNAME>.  You're sure you've never seen it before, yet it
feels strangely familiar when you hold it in your hand.  The blade looks 
several generations old and bears numerous nicks and scratches, and radiates a 
faint chill.

This sword was left behind by a previous party when they retook the Severed 
Hand from the forces of the Chimera, and it has been empowered with all of 
their wealth and experiences.  It was intended for you to aid you in 
slaughtering your way through the legions.

STATISTICS:

Damage:  1d8 + 5
Attack Bonus: + 5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Strength: +2
  Dexterity: +2
  Hit Point Bonus: +25 Maximum Hit Points
  Constant Effect: Freedom of Movement while equipped
  Constant Effect: Haste while equipped
Weight: 1 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


11HFSTWS
Saga of Wandering Sky

The saga of Wandering Sky is a tale of hearth and home told by many skalds of
the North.  The tale exemplifies the persistence and strength of the barbarian
spirit.

When the legions of Arakon the Arch-Mage swept across Icewind Dale, the Tribe 
of the Bear was among the first of the tribes to meet his assault.  Overwhelmed 
by the superior forces, the barbarians fought bravely, but they were no match 
for Arakon's forces.  One of the tribe's eldest hunters and warriors, Hreidgar, 
was knocked unconscious during the battle, and he awoke to the sky tearing at 
his face and the remains of his fellows around him.  Of his wife and children, 
there was no trace, and without a word, Hreidgar took up his great sword and 
followed the path of Arakon's army, determined to reclaim them and avenge the 
fallen.

Hreidgar was among the first to pledge his blade to the barbarian shaman Jerrod
when he united the tribes against Arakon, and he served tirelessly in the great
battles ahead, even on the darkest day when Arakon unleashed armies of the 
hells against Jerrod and the tribes.  In every battle, Hreidgar and his 
greatsword were as one, howling like the wind as he drove his enemies back... 
and to their deaths.  But when Arakon was at last defeated, no trace of 
Hreidgar's wife and child were to be found.

Hreidgar continued his search, and his journey of many years is said to have
taken him across the great cliffs of the Reghed Glacier during the Season of
Raining Spears, upon the Sea of Moving Ice where he sailed with the Tribe of 
the Great Whale and fought slavers from the south, and then to his final
destination, the small town of Enholm's Point, where he stood with the handful
of the town's defenders against the army of Kresselack the Black Wolf.  It is
said Hreidgar fought so fiercely that Kresselack conceded the field in honor of
the warrior - but not before striking the fatal blow that would end the
warrior's life.

Bleeding from numerous wounds, Hreidgar is said to have wandered north from
Enholm's Point, traveling for many miles before collapsing to his knees.  With
the last of his strength, the old warrior plunged his blade into the ice and
said he had finally found what he had been seeking.  "Let the sky wander," he
proclaimed, "for my travels are done."

When the townsfolk of Enholm's Point returned the next day to carry his body
away, they found Hreidgar, but his blade had vanished.  It is said that the
blade now wanders as the sky wanders, finding its way to others with long
journeys before them... and guiding them to their final destination, whatever 
it may be.

STATISTICS:

Damage: 2d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Target is under the effects of the spell Doom upon successful hit
  Spellward: Wielder is immune to the spell Slay Living, Harm, and Finger of
Death
Weight:  12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


11SWDTWS
Wandering Sky

STATISTICS:

Damage: 2d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Spell Power: Can cast Doom once
Weight:  12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


50DAGGLT
Lamia's Tongue

This wicked-looking throwing knife is part of a set of items once belonging to
Suhailah el Khaba - the Black Lamia - an infamous sell-sword from Calimport.
The unverified rumors regarding her final fate are many, running the gamut from
"imprisoned beneath the earth by a vengeful wizard whose niece she'd murdered"
to "fell in love with a nobleman from Thay and went into hiding."  What is 
known for certain is that the murderous woman is long gone and her belongings 
have been found scattered here and there throughout the realms ever since.

Forged of dull black steel, the blade is engraved in the fashion of a barbed
tongue while the handle is textured with minute scales.  Because the enchanted
dagger whips back to the thrower's hand once it has struck a solid object, its
barbs can do horrendous damage to a target.  Many a bravo were felled by the
Lamia's Tongue before coming within ten paces of her, their last breaths
escaping through a burbling, crimson hole in their throats.

STATISTICS:

Damage:  1d4
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Barbed: +1d6 additional slashing damage
  Returning: Returns to wielder
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


50HFDGLT
The Black Lamia's Tongue

STATISTICS:

Damage:  1d4+2
Attack Bonus: +2
Damage Type: Missile (piercing)
Damage Type: Melee (piercing)
Special:
  Barbed: 1d6 additional slashing damage
  Wounding: Inflicts 1 additional point of damge per round for 10 rounds
(Fortitude negates)
  Returning: Returns to wielder
Weight: 0 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


50HFSLWB
Barrow Wight's Blade

STATISTICS:

Damage:  1d8 + 3
Attack Bonus: +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Spell Process:  Target under the effects of the spell Bane upon successful 
   hit (Will negates)
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


50SWDLWB
Wight's Blade

STATISTICS:

Damage:  1d8 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Spell Process: 66% chance of casting Bane on target
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


60HFSLHA
Light of Cera Sumat

The holy avenger is the paladin's ultimate weapon against the forces of evil.
There are few creatures on the Lower Planes that would not hesitate to confront
a holy warrior wielding such a weapon... and this one, perhaps more so than
others.  Once, it was nothing more than a simple iron sword, but through the
courage and faith of one man, it became something more.

The blade of this holy avenger glows with a soft golden light.  Inscribed upon
the hilt in flowing gold letters is "Cera Sumat," which translates into "Six,
now Silenced."  Cera Sumat earned its name through the labors of elderly duke
Kholsa Ehld, a man cresting nearly eighty years of age, who vowed to complete a
task that the greatest warriors of three kingdoms feared to do... all because 
of the weeping of a child.

The times in which Old Duke Ehld lived were ones of great upheaval, and the
servitors of Bane were strong, crushing all that stood in their way.  Entire
kingdoms feared their wrath, and to speak out against them meant death, so many
remained silent and turned their eyes from the evils of Bane and his servants.

During these dark times, the most terrible of Bane's minions were six who 
called themselves the Lost Followers.  Their souls were storms of avarice and 
hate, and mighty were the powers at their command.  They reveled in strife and 
tyranny... and for all the blood they shed, it was never enough.

Together, the Lost Followers brought about the downfall of the Silver Court,
slaying its king upon his throne and renaming his once-beautiful nation the
Barbed Kingdom.  After animating his decapitated corpse and having it march
through the streets slaying anyone it could find, they brought a rain of fire
down upon the city and the lands around, leaving it a barren wasteland.  It is
said that they dined in the capital's great hall that night as the land burned,
and they raised their wine glasses as the screams of the dying reached their
peak.

There was only one survivor.  In their last act of malice, the Lost Followers
left the king's only daughter, barely five years old, alive to reign as "Queen"
over the burned kingdom.  They called her the Weeping Queen and cast wards 
about her so that she might never leave the empty capital, and then left her to
starve.  Their appetite momentarily slaked, the Lost Followers parted ways and
went upon their separate roads of damnation, sowing strife in the Bane's Name.

Old Duke Ehld was the first one to cross the wards of the Barbed Kingdom and
seek out the Weeping Queen upon her father's throne.  When he found the small
girl, he approached, kneeled before her, and told her he had come to pledge his
life in her service.  In stiff, formal words, he said he had brought food and
water and apologized for his lateness, but his bones were old and it had taken
him some time to reach this place.  The near-starving child stared at him as he
pledged his worn blade and his honor to seeing that the ones who had done this
terrible crime answered for their actions, if his Queen wished it.  After a
long, stunned silence, the Weeping Queen found the words to thank him.

From the moment Ehld left the throne room in search of the Lost Followers, the
weeping of the queen ended, and she never wept again.

Over six years, Ehld traveled the lands of Faerun and across the planes
themselves, seeking the Six, and asking them to answer for their crimes.  Each
scoffed at the old man and his worn-looking blade, only to find him a dangerous
opponent... and in the end, the victor.  He recorded the events of their death
upon a stone set into the pommel of his blade, and there was even regret in his
writings that he had not been able to enlighten the Lost Followers to turn from
their path before it came to its end.

When the last of the Six had answered for their crimes upon the edge of the
Cera Sumat blade, Ehld returned to the Weeping Queen and laid the blade at her 
feet. Where once it had been a tarnished blade, it shone as brightly as the 
sun, and the stone in the pommel was covered with the writing of his journeys.  
He detached the stone, and set into a chain, and he gave the Weeping Queen.  
Ehld told her to keep the chain to wear as a reminder of the many evils of the 
world and that they are never far from one's heart... but if one's heart is 
true and one's path is righteous, one may triumph against any number of evils.

Duke Ehld outlived his queen, living to the age of 107, at which point Ehld 
took his Cera Sumat and left the Barbed Kingdom... and is said to have traveled
north.  In time, the Barbed Kingdom rose to its former glory and its name was
changed, and with it, the fate of Cera Sumat and the Medallion of the Lost
Followers was forgotten... until your arrival in Kuldahar and the medallion and
the Holy Avenger were united once again to meet the Lost Followers in battle 
one final time.

But the story of Ehld and Cera Sumat was a story of another time, and of the
adventures of another hero.  This is now your time, and your epic.  If your 
band counts a paladin among its number, then this ancient blade is yours to 
wield against the forces of evil...

And perhaps, if your heart is true, save a land from destruction once again.

STATISTICS:

Damage:  1d8 + 10
Attack Bonus: +10
Enchantment:  +5
Damage Type:  Slashing
Special:
 Holy: +2d6 against evil creatures.
 Resistance: +30 Spell Resistance
 Spell Power: Can cast the spell Dispel Magic, No Limit per Day
Weight:  5 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


60SWDLHA
"Cera Sumat," Holy Avenger

STATISTICS:

Damage:  1d8 + 5
Attack Bonus: +5
Enchantment:  +5
Damage Type:  Slashing
Special:
 Holy: +2d6 against evil creatures.
 Resistance: +15 Spell Resistance
 Spell Power: Can cast the spell Dispel Magic, No Limit per Day
Weight:  5 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


63HFSCSS
Scimitar of the Soulless +5

In honor of Iyachtu Xvim, Madae had one of her most skilled weapon smiths 
create a replica of Iyachtu Xvim's scimitar, the Scimitar of Souls, and called 
it the Scimitar of the Soulless.  When it was complete, she had it put into the 
hands of Iyachtu Xvim's statue, in the hopes that if one day Iyachtu Xvim 
materialized as one of his avatars, he would use the weapon she had made for 
him in battle.

The mainstay weapon of Iyachtu Xvim, the Scimitar of Souls has the power to
literally suck the life out from its victims, as does this replica.  Its large,
black polished blade is serrated on the back side of its curve, wraps around 
the lethal tip, and etches its jagged way one quarter the blade's length down 
the sharpened side.

The brutal looks and size of the finely forged Scimitar of the Soulless
compliments Iyachtu Xvim's foreboding presence and intimidating scowl.  In the
hands of Iyachtu Xvim's avatar, even this copy of the original sword would 
yield the dark god an immense advantage in battle - let alone if a mortal were 
to wield it.

STATISTICS:

Damage:  1d6 + 5
Attack Bonus:  +5
Enchantment:  +5
Damage Type:  Slashing
Special:
  Dispelling: Dispel Magic on target (Will save)
  Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points
(Fortitude save -4) on target
  Corrosive: 25% chance +2d6 acid damage per hit
Weight: 5 lb
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


63SWDCSS
Scimitar of Souls +3

STATISTICS:

Damage:  1d6 + 3
Attack Bonus:  +3
Enchantment:  +3
Damage Type:  Slashing
Special:
  Dispelling: Dispel Magic on target (Will save)
  Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points
(Fortitude -2 to save)
Weight: 5 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed


ZZ35LS
Letto's Scar

This enchanted short sword has been carved from a single piece of shale, its
surface smeared with venom drawn from the tongue of a desert serpent.  The
venom never dries, giving the sword an unhealthy sheen.

This short sword is an evil weapon, said to have caused many lingering deaths
over the years.  Its name comes from its last known owner, an infamous
buccaneer named Letto who preyed on ships traveling upon the Sea of Moving Ice.
It is said that he was caught by the Tribe of the Great Whale in the shadow of
Hehnhold's Iceberg, where his ship was hacked apart by the barbarians' great
axes and the crew set aflame with burning pitch.  When the battle was over, 
only driftwood remained.  One of the pieces of his ship's hull found its way 
south and the wood was used in the construction of one of the rooms in the 
upper story of the Weeping Widow Inn.  The short sword has been buried within 
the timber for almost thirty or more years, waiting for someone to find it 
again and use it in Letto's name.

STATISTICS:

Damage:  1d6 + 1, +2 vs. Good Creatures
Attack Bonus:  +1, +2 vs. Good Creatures
Enchantment:  +1
Damage Type:  slashing
Special:  10% Chance of Poisoning Target, -1 Penalty to Fortitude save When 
          Held
Weight: 3 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZ36LS
Letto's End

STATISTICS:

Damage:  1d6 + 3, +5 vs. Good Creatures
Attack Bonus:  +3, +5 vs. Good Creatures
Enchantment:  +5
Damage Type:  Slashing
Special:
  25% Chance of Poisoning Target
  Immune to Poison while equipped
Weight: 1 lb.
Feat Requirement:  Simple Weapon, Small Blade
Type:  One-handed


ZZJ6BS
Bastard Sword of the Undead Slayer +1

STATISTICS:

Damage:  1d10 + 1
Attack Bonus: +1
Enchantment:  +1
Damage Type:  Slashing
Special:
  Bane: +2 Attack Bonus and +2d6+2 vs Undead
Weight:  9 lb.
Feat Requirement:  Exotic Weapon, Bastard Sword
Type:  One-handed


ZZJ6US
Greatsword: Undead Slayer +2

STATISTICS:

Damage:  2d6 + 2
Attack Bonus: +2
Enchantment:  +4
Damage Type:  Slashing
Special:
  Bane: +2 Attack Bonus and +2d6+2 damage vs Undead
  Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
Weight: 12 lb
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


ZZR6HFWB
Thunder's Shock

This massive sword, fashioned to be wielded by a person of great strength, is 
as elegant as it is repulsive.  Though coated in metal, its blade has been
reinforced with human bones.  Its hilt, and accompanying scabbard, have been
stylishly made from tanned human flesh and skin.

Little is known about the origins of this weapon, but it is rumored to have 
been passed down from generation to generation by human Mulhorandi woman.  
According to legend, whenever these women gave birth to a girl while being 
forced into slavery, they would, on the night of the first full moon, pray to 
the ancient pharaoh Tyrish for guidance.  Hearing their prayers, Tyrish would 
send "floating down from the heavens" this sword, and the woman would use it to 
severely disfigure their children.  Once the deed was done, the sword would 
float away as gracefully as it had arrived.  These children, now deemed 
undesirable by their slavers, would be sold for a quick profit, thus sparing 
them the horrors of slavery.

STATISTICS:

Damage:  2d6 + 1
Attack Bonus:  +1
Enchantment:  +3
Damage Type:  Slashing
Special
  Bane: +3 Attack Bonus vs Humans and +2d6+3 vs Humans
  Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
electrical damage
Weight:  12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


ZZR6WB
Winged Blight

This massive sword, presumably fashioned to be wielded by a person of great
strength, is as elegant as it is repulsive.  Though coated in metal, its blade
has been reinforced with human bones.  Furthermore its hilt, and accompanying
scabbard, have been stylishly made from tanned human flesh and skin.

Little is known about the origins of this sword, but Mulhorandi aristocrats 
have passed its rumor from generation to generation.  According to legend, 
whenever a human Mulhorandi woman gave birth to a girl after having been forced 
into slavery, she would, on the night of the first full moon, pray to the 
ancient pharaoh Tyrish for guidance.  Hearing her prayers, Tyrish would send 
"floating down from the heavens" this weapon, originally no larger than a 
stiletto, and the woman would use it to severely disfigure her child.  Once the 
deed was done, the weapon would enlarge slightly before floating away as 
gracefully as it had arrived.  These "marked" children, now deemed undesirable 
by their male overseers, would be allowed to purchase their freedom, thus 
sparing them the horrors of slavery.  The scars inflicted upon these 
children - those physical in nature at least - would eventually heal over time.

STATISTICS:

Damage:  2d6 + 1
Attack Bonus:  +1
Enchantment:  +1
Damage Type:  Slashing
Special
  Bane: +3 Attack Bonus vs Humans and +2d6+3 Damage Bonus vs Humans
Weight:  12 lb.
Feat Requirement:  Martial Weapon, Great Sword
Type:  Two-handed


ZZZ6BS
Bane Scimitar of Flame

STATISTICS:

Damage:  1d6
Enchantment:  +2
Damage Type:  Slashing
Special:
  Bane: +2 Attack Bonus vs Skeletal Undead and +2d6+2 vs Skeletal Undead
  Flame: 50% chance of +1d6 fire damage
Weight: 4 lb.
Feat Requirement:  Martial Weapon, Large Sword
Type:  One-handed



===============================================================================
Wands
===============================================================================


00WAND01
Wand of Fear

A Wand of Fear strikes terror into the heart of any creature within its target
area. This panic is not universal, however, as the stout of heart have been
known to resist its magic. Like all wands, the Wand of Fear can only be used a
limited number of times before it is destroyed.

STATISTICS:

Special:  Cause enemies to run in fear unless they make a Will save
Range:  100 ft
Area:  10 ft radius
Duration:  15 rounds
Weight: 1 lb.


00WAND02
Wand of Magic Missiles

When activated, the wand will eject a missile of magical energy that darts 
forth and unerringly strike its target. This includes enemy creatures in a 
melee. The target creature must be seen or otherwise detected to be hit, 
however, so near- total concealment, such as that offered by arrow slits, can
render the spell ineffective.  Against a creature, the missile will inflict 
1d4+1 points of damage.

STATISTICS:

Special:  1 magic missile will strike target
Damage:  1D4 +1
Range: 100 ft
Area:  1 creature
Weight: 1 lb.


00WAND03
Wand of Paralyzation

When used, this wand shoots forth a thin ray of bluish color to a maximum range
of 60'.  When a creature is touched by the ray, it must make a Fortitude save 
in order to avoid being stunned for 10 rounds.

STATISTICS:

Effect:  Target stunned unless a Fortitude save with a -4 penalty is made
Range:  100 ft
Area:  1 creature
Duration:  10 rounds
Weight: 1 lb.


00WAND04
Wand of Fire

The wand will cough forth a huge, burning ball of fire that streaks out to the
desired range (to a maximum of 120') and bursts in a fiery, violent blast, just
like the fireball spell.  The fireball inflicts 6d6 points of damage, but all 
1s rolled are counted as 2s.  The victim(s) must make a Reflex save  to take 
half damage.  The second ability of the wand is akin to the spell 'Agannazar's
Scorcher' in that a column of flame will streak towards the victim inflicting
6D6 +6 damage, with a Reflex save for half.

STATISTICS:

Ability 1:
Effect:  shoots out a Fireball
Damage:  6D6 (Reflex save for half)
Range:  90 ft
Area 30 ft radius

Ability 2:
Effect:  Agannazar's scorcher
Damage:  6D6 +6 (Reflex for half)
Range:  90 ft
Area:  1 creature
Weight: 1 lb.


00WAND05
Wand of Lightning

The possessor of the wand can discharge a bolt of lightning.  As it passes
through a creature, it does 6d6 points of damage (treating 1s rolled as 2s),
with a Reflex for half damage.  When the lightning bolt intersects with a wall
it will fizzle out.

STATISTICS:

Effect:  Lightning bolt
Damage:  6D6 (Reflex save for half)
Range:  100ft
Area:  Path of bolt
Weight: 1 lb.


00WAND06
Wand of Sleep

Wands are 1 1/4 feet long and slender.  They are made of ivory, bone, or wood
and are usually tipped with something - metal, crystal, stone, etc.  They are
fragile and tend to break easily.  Because of this, they are often kept in
cases.

Wands are powered by charges, each use costing one or more charges (depending 
on the item).  When a wand runs out of charges, it is consumed and destroyed.

STATISTICS:

Can cast the spell Sleep
Weight: 1 lb.


00WAND07
Wand of Summon Monster

STATISTICS:

Can cast the spell Summon Monster II
Weight: 1 lb.


00WAND08
Wand of the Heavens

This wand will cause a pillar of flame to shoot out of the sky and strike the
target of the invoker.  The flames will do 9D6 damage to the target, unless the
target makes a Reflex save in which case it will take half.  The wand only has 
a certain amount of charges and will be destroyed when they are used.

STATISTICS:

Effect:  Flamestrike
Damage:  9d6 (Reflex save for half)
Range:  120 ft
Area:  10 ft radius
Weight: 1 lb.


00WAND13
Wand of Trap Detection

This wand was once in the possession of the half-elven rogue mage Illep the
Watchful.  Illep, a native of Myth Drannor, used the slender ebon wand to 
locate the snares and springblades he often encountered during numerous 
burglaries. Illep was well liked by most people, but a human warrior named 
Brammel took offense to Illep's foppish manner in a tavern one night.  Despite 
Illep's skill with daggers, the lithe rogue could do little to recover from the 
axe wound to the upper chest and neck that Brammel dealt him.  Brammel was 
arrested by town guards and the wand was to be returned to Illep's family in 
Myth Drannor.  The small caravan transporting the wand was sacked by human 
bandits and disappeared from history.

STATISTICS:

This wand can be used to cast Find Traps for the wielder.
Duration:  10 rounds
Weight: 1 lb.


00WAND14
Wand of Grease

Elytharra of Neverwinter created this wand to slow and frustrate attackers on
those rare occasions when she was called upon to do battle.  The wand is a fat
piece of knotted driftwood that appears conspicuously mundane.

STATISTICS;

Special:  Can cast Grease
Weight: 1 lb.


00WAND15        Wand of Stinking Cloud
00WAND16        Wand of Horror
00WAND18        Wand of Animate Dead
00WAND19        Spider Spawn Wand
00WAND20        Wand of Chill Touch
00WAND21        Wand of Burning Hands
00WAND22        Wand of Mage Armor
00WAND23        Chromatic Orb Wand
00WAND24        Color Spray Wand
00WAND25        Wand of the Spider's Web
00WAND26        Cat's Grace Wand
00WAND27        Wand of Blur
00WAND28        Wand of Melf's Acid Arrow
00WAND29        Wand of Enfeeblement
00WAND30        Wand of Entanglement
00WAND31        Wand of Evil Protection
00WAND32        Sunscorch Wand
00WAND33        Bane Wand
00WAND34        Sanctuary Wand
00WAND35        Wand of Holy Might
00WAND36        Hold Person Wand
00WAND37        Wand of Silence
00WAND38        Wand of Aid
00WAND39        Wand of Charm Person or Animal


00WAND40
Wand of Dismissal

When this potent wand is pointed at a summoned creature and the command word
uttered, the creature must make a Will save to avoid being prematurely 
dismissed and sent back to its home plane.

STATISTICS:

Can cast the spell Dismissal
Weight: 1 lb.


00WAND41
Wand of Alicorn Lance

This wand is carved to look similar to a unicorn's horn.  Close inspection
reveals that it has actually been made from dense elm wood.  The wand smells
faintly of rain-drenched soil.  When used, the wand duplicates the effects of
the priest spell Alicorn Lance.

STATISTICS:

Can cast the spell Alicorn Lance
Weight: 1 lb.


00WAND42
Wand of Cure Moderate Wounds

This strangely shaped ivory and gold wand is covered with symbols of Lathander,
the god of renewal.  The wand becomes blade-like towards the end.  A single
peacock feather is held within an oval space near the flat tip.  When used, the
wand duplicates the effects of the priest spell Cure Moderate Wounds.

STATISTICS:

Can cast Cure Moderate Wounds
Weight: 1 lb.


00WAND43
Wand of Spell Shield

Looking like an archetypal wand, this slender black ebony rod is tipped with a
gold star similar to the stars found in the holy symbol of Mystra, goddess of
magic.  When used, the wand duplicates the effects of the priest spell Spell
Shield.

STATISTICS:

Can cast the spell Spell Shield
Weight: 1 lb.


00WAND44
Wand of Remove Paralysis

This wand is striking, being crafted from solid silver.  At each end, a small
glass globe rests within a four-armed silver prong.  When used, the wand
duplicates the effects of the priest spell Remove Paralysis.

STATISTICS:

Can cast the spell Remove Paralysis
Weight: 1 lb.


00WAND45
Wand of Bull's Strength

This wand looks very little like traditional wands.  In fact, it appears to be
crafted from a material similar to muscle.  The strands of muscle spread out
from their wooden handle like a macabre cat-o-nine tails.  When the handle is
gripped and the command word is spoken, the strands of muscle lash out and wrap
around the hand of the user, enveloping it.  Within the next few moments, the
user can invoke the effects of the wizard spell Strength.

STATISTICS:

Can cast the spell: Bull's Strength
Weight: 1 lb.



===============================================================================
Spell Scrolls
===============================================================================



SPPR103Z
Cure Light Wounds  (Conjuration) 
Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 2
Range: Touch 
Duration: Instantaneous  
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: None 

When casting this spell and laying his hand upon a living creature, the caster 
heals 1d8 points of damage +1 per caster level  (up to +5).


SPPR105Z
Entangle (Transmutation) 
Level: Drd 1, Rgr 1
Range: Sight of Caster
Duration: 10 rounds 
Casting Time: 4 
Area of Effect: 20-foot radius
Saving Throw: Reflex partial

When an Entangle spell is cast, it must be cast outside, otherwise it will not 
work and the spell is wasted.  It causes vines to sprout forth from the ground 
to wrap, twist, and entwine any creatures in the area of effect, preventing 
movement.  Creatures must make a Reflex save every round in order to move 
through the entangled area.  Entangled creatures can still perform normal 
actions but cannot move and suffer a -2 penalty to attack rolls and a -4 
penalty to dexterity.  All creatures within the area of effect who make their 
Reflex save move at half rate.


SPPR108Z
Remove Fear (Abjuration) 
Level: Clr 1
Range: Close
Duration: 10 minutes
Casting Time: 1 
Area of Effect: 30-foot radius
Saving Throw: None

This spell instills courage within allies in the area of effect, yielding 
increased morale.  Demoralized troops will once again regain their courage and 
return to battle.  If the subject is suffering from a fear effect when 
receiving the spell, those effects will be removed.  In addition, any person 
under the effects of Remove Fear will be immune to spells that cause fear for 
the duration of the spell.


SPPR112Z
Inflict Light Wounds (Necromancy) 
Level: Clr 1
Range: Touch
Duration: Special
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: Will half

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack deals 1d8 + 1 
point of magic damage per caster level (maximum of 1d8 +5).  This spell has no 
affect on undead or constructs.


SPPR113Z
Sunscorch (Evocation)
Level: Drd 1, Rgr 1, Lathander 1, Selune 1
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Reflex half

Upon completion of this spell, a brilliant ray of scorching heat fires down 
from the sky and burns the target creature for 1d6 + 1 fire damage per level of 
the caster (to a maximum of 1d6 + 15).  Undead creatures and monsters 
vulnerable to bright light take 1d6 + 2 fire damage per level of the caster (to 
a maximum of 1d6 + 30).  Victims must make a successful Fortitude save or be 
blinded for 3 rounds.  Drow and gray dwarves are blinded from the spell for 3 
rounds (no save).


SPPR114Z
Doom (Enchantment) 
Level: Clr 1, Talos 1
Range: Sight of Caster
Duration: 1 minute / level
Casting Time: 1 round 
Area of Effect: 1 creature
Saving Throw: Will negates 

This spell causes a feeling of doom to overwhelm the target.  For the duration 
of the spell the target receives a -2 penalty to attack bonus and saving 
throws.


SPPR115Z
Armor of Faith (Abjuration) 
Level: Clr 1, Helm 1
Range: Caster
Duration: 3 rounds + 1 round/level 
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

The armor of faith is a force of energy that absorbs a portion of the damage 
intended for the caster.  The caster gains a damage reduction of +1/-  to all 
forms of damage for the duration of the spell.


SPPR116Z
Faerie Fire (Evocation)
Level: Drd 1, Lathander 1, Selune 1
Range: Sight of Caster
Duration: 1 minute / level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell outlines a creature with a pale glow, making its position and 
movements easily visible - this has the effect of an armor bonus penalty of 2.


SPPR117Z
Frost Fingers (Transmutation) 
Level: Drd 1
Range: Caster
Duration: Instantaneous 
Casting Time: 1 
Area of Effect: 5-foot long, 120 degree arc
Saving Throw: Reflex half

Upon completion of this spell, chilling frost emanates from the caster's hands 
in the shape of a wedge in front of her.  Any creature caught in the area of 
effect suffers 1d3 + 1 cold damage per caster level, to a maximum of 1d3 + 10 
cold damage.  In addition, the creature is slowed for 2 rounds.  A successful 
Reflex save halves the damage and negates the slow effect.


SPPR201Z
Aid (Enchantment)
Level: Clr 2, Ilmater 2
Range: Touch 
Duration: 10 rounds/level
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: None 

The recipient of this spell gains +1 attack bonus, +1 to saving throws, and 8 
temporary hit points for the duration of the spell.  These bonus hit points can 
exceed a character's maximum hit points.


SPPR203Z
Chant (Conjuration) 
Level: Clr 2, Tempus 2
Range: Caster
Duration: 10 rounds
Casting Time: 1 round 
Area of Effect: 30-foot radius 
Saving Throw: None 

By means of the Chant spell, the cleric brings special favor upon himself and 
his party, and causes harm to his enemies.  When the Chant spell is completed, 
all the cleric's allies in the area of effect gain +1 to attack, damage, and 
saving throws, while the cleric's enemies suffer a -1 penalty to their attacks, 
damage and saves.  Multiple Chants are not cumulative.  This spell requires a 
moderate amount of concentration by the caster, so the cleric cannot cast any 
spells for the Chant's duration, and his movement is slowed by half.


SPPR205Z
Find Traps (Divination) 
Level: Clr 2, Oghma 3
Range: Sight of Caster
Duration: 10 rounds 
Casting Time: 5 
Area of Effect: Caster
Saving Throw: None 

This spell imbues the caster with a heightened awareness for danger around him 
or her.  For the duration, he or she gains a +4 bonus to his or her Search 
skill.


SPPR210Z
Minor Elemental Barrier (Abjuration) 
Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2, Ilmater 1
Range: Touch 
Duration: 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: None 

This spell toughens the target creature's body to withstand fire and cold, 
granting a 4/- fire and cold resistance bonus for the duration of the spell.


SPPR211Z
Silence (Illusion) 
Level: Brd 2, Clr 2, Bane 2
Range: Sight of Caster
Duration: 2 rounds/level 
Casting Time: Instant
Area of Effect: 15-ft.-radius
Saving Throw: Will negates

Upon casting this spell, silence prevails in the affected area.  If cast upon 
an unwilling creature, the creature can make a Will save to negate the spell's
effects.


SPPR212Z
Delay Poison (Conjuration) 
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Range: Touch 
Duration: Instantaneous
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

This spell will drastically slow the effects of poisons in a poisoned creature, 
increasing its chances of survival so there is time to find curative magic at a 
temple or from some other healers.  This spell will also sober up a character 
that has drunken himself into a stupor.


SPPR214Z
Cure Moderate Wounds (Conjuration)
Level: Brd 2, Clr 2, Drd 3, Pal 3, Rng 3
Range: Touch 
Duration: Instantaneous 
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When casting this spell and laying his hand upon a creature, the cleric heals 
2d8 + 1 point/level of damage (maximum 2d8 + 10) to the creature's body.


SPPR216Z
Alicorn Lance (Evocation)
Level: Drd 2, Rgr 2, Ilmater 2, Selune 2
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Reflex half

This spell creates a silver-hued, partially ethereal lance shaped in the form 
of an alicorn (a unicorn horn).  The spellcaster chooses a target and the 
alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing
damage, with a saving throw for half damage.  Although the alicorn lance 
dissipates after it strikes, it leaves a silvery radiance around the target 
that makes it easier to see and hit, giving it a -2 armor bonus for 3 rounds.


SPPR217Z
Beast Claw (Transmutation)
Level: Drd 2, Rgr 2
Range: Caster
Duration: 10 rounds
Casting Time: 5
Area of Effect: Caster
Saving Throw: None

This spell transforms the caster's arms into the claws of a mighty beast, 
giving the caster a +4 bonus to strength and the ability to rake an opponent 
for 2d4 (+ strength bonus) points of slashing damage.  The caster can attack 
twice per round with the beast claws.


SPPR218Z
Inflict Moderate Wounds (Necromancy) 
Level: Clr 2
Range: Touch 
Duration: Special
Casting Time: 5 
Area of Effect: 1 creature

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack deals 2d8 + 1 
point per caster level of magic damage (maximum of 2d8 +10).  This spell has no 
effect on undead or constructs.


SPPR219Z
Spell Shield (Abjuration) 
Level: Clr 2, Helm 2
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

This spell grants a +3 bonus to Will saves for the duration of the spell.


SPPR221Z
Rainstorm (Evocation)
Level: Drd 2, Rgr 3
Range: Sight of Caster
Duration: 2 rounds
Casting Time: 6
Area of Effect: 30-foot radius
Saving Throw: Reflex half

This spell, which may only be cast outdoors, brings forth a magical rain that 
saturates the area of effect.  All cold and fire-using/dwelling creatures take 
2d3 points of magic damage per round.  In addition, all creatures in the area 
of effect have a 50% chance per round of being struck by bolts of lightning 
that deal 2d6 electricity damage, with a Reflex save for half damage.  Flame 
Blade spells, Shroud of Flame, and salamander auras are also extinguished.


SPPR222Z
Tortoise Shell (Abjuration) 
Level: Drd 3
Range: Close
Duration: 10 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

Upon completion of this spell, a large hemispherical shell resembling that of a 
tortoise encases the target creature, shielding it from the outside world.  The
creature encased can take no action but in turn is impervious to all effects.  
The tortoise shell has 100 hit points.


SPPR304Z
Glyph of Warding (Abjuration) 
Level: Clr 3, Helm 3
Range: Sight of Caster
Duration: Special
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: Reflex negates

A Glyph of Warding is a powerful inscription, magically drawn to prevent 
unauthorized or hostile creatures from passing, entering, or opening.  It can 
be used to guard a small bridge, to ward an entry, or as a trap on a chest or 
box. Any creature violating the warded area sets off the glyph.  A successful 
Reflex save enables the creature to escape the effects, but if the save is 
failed, the glyph deals 1-4 points of electrical damage/level of the caster to 
the victim.


SPPR306Z
Protection from Fire (Abjuration)
Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Selune 3
Range: Touch 
Duration: 3 rounds/level
Casting Time: 6 
Area of Effect: 1 creature
Saving Throw: None 

This spell grants a damage resistance of 7/- against fire if the caster targets 
herself, or a 5/- fire damage resistance for anyone else.  The effects lasts 
for the duration of the spell.


SPPR308Z
Remove Paralysis (Conjuration) 
Level: Clr 2, Pal 2
Range: Close
Duration: Permanent 
Casting Time: 6 
Area of Effect: 25' Radius
Saving Throw: None 

The caster can free creatures from the effects of any paralyzation or related 
magic (such as a ghoul touch, or a Hold Person spell). The spell does not 
restore ability scores reduced by penalties, damage, or loss.


SPPR313Z
Prayer (Conjuration)
Level: Clr 3, Pal 3, Tempus 3
Range: Caster
Duration: 1 round/level 
Casting Time: 6
Area of Effect: 60-foot radius
Saving Throw: None

Prayer bestows favor on the caster and his allies, and curses their enemies. 
All attacks, damage, and saving throws by friendly characters gain +1, while 
enemy attacks, damage rolls and saves are all penalized by 1. Any creatures 
caught in the area of effect when the spell is cast will continue to be 
affected by the spell when they leave the area, so if the fighters want to 
chase down that fleeing goblin, the effects of the Prayer will last for the 
duration of the spell.


SPPR314Z
Remove Disease (Abjuration)
Level: Brd 3, Clr 3, Drd 3, Rgr 3
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

When this spell is placed on a diseased individual, it immediately cures them 
and restores 5 lost hit points.


SPPR316Z
Exaltation (Abjuration)
Level: Clr 3, Helm 3
Range: Touch
Duration: 10 rounds
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

This spell enables a cleric to aid and protect any one being other than the 
cleric.  By touch, the caster removes the effects of fear, sleep, 
feeblemindedness, unconsciousness, intoxication, as well as berserk, confused, 
and hopeless states of mind.  In addition, the recipient is protected against 
spells and other attacks that cause these effects for the duration of the 
spell.


SPPR318Z
Moonblade (Evocation)
Level: Drd 3, Selune 3
Range: Caster
Duration: 20 rounds
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell summons forth a silent, weightless sword-like construct made of 
moonlight that extends 4 feet from the caster's hand.  The moonblade is 
considered a +4 weapon for determining what creatures it can damage, though the 
bonus does not apply to attack bonus.  In addition, due to the insubstantial
nature of the moonblade, melee bonuses from strength do not apply.

The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points 
of damage, and an additional 1d12 points to undead, who are particularly 
susceptible.  A successful strike also temporarily scrambles magic, causing any 
spells the target casts in the next round to fail.


SPPR319Z
Circle of Bones (Necromancy)
Level: Clr 3
Range: Caster
Duration: 3 rounds
Casting Time: 3
Area of Effect: 3-foot radius
Saving Throw: None

This spell conjures forth a barrier of floating bones that spin rapidly around 
the caster.  Anyone entering their path takes 1d6 bludgeoning damage and 1d6 
slashing damage per round.  The caster cannot move for the duration of the 
spell.


SPPR320Z
Spike Growth (Transmutation)
Level: Drd 3
Range: Sight of Caster 
Duration: 20 rounds
Casting Time: 6
Area of Effect: 20-foot radius
Saving Throw: Reflex partial

This spell transforms the surrounding terrain into spiky plants.  Any creature 
entering the area takes 1d4 points of piercing damage and must make a Reflex 
save or suffer injuries to the feet that slow the character's speed by one-
third.


SPPR322Z
Mold Touch (Transmutation)
Level: Drd 3
Range: Touch
Duration: Special
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Fortitude half

This spell infects the target creature with a rapidly-spreading brown mold.  
The infected creature receives a Fortitude save - if the saving throw is 
failed, the infection is severe and the creature takes damage as follows:

1st round: 4d6 damage
2nd round: 3d6 damage
3rd round: 2d6 damage
4th round: 1d6 damage

If the saving throw is successful, the damage is reduced:

1st round: 2d6 damage
2nd round: 1d6 damage

Each round after the first, the nearest creature within ten feet of the victim 
must make a Fortitude save or be infected by the mold at full strength.  This 
process continues until the mold fails to infect a suitable host in time.  
Creatures already under the effects of the mold cannot contract it again.  The 
brown mold quickly dies once the spell expires.


SPPR323Z
Storm Shell (Abjuration)
Level: Drd 3, Rgr 3, Talos 3
Range: Caster
Duration: 10 rounds
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell surrounds the caster with a dark sphere of disruptive energy that 
moves with him.  The storm shell grants a 15/- resistance bonus to fire, cold, 
and electricity.


SPPR324Z
Holy Smite (Necromancy) [Good]
Level: Ilmater 4, Lathander 4
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: Reflex half

This spell calls upon energy from the Plane of Brilliance and opens a channel 
between it and the targets.  Any evil creatures within the area of effect take 
1d8 damage for every 2 levels of the caster with a Reflex save for half 
(maximum 5d8 damage).  In addition, if victims fail their Reflex save, they are 
blinded for 1 round.


SPPR325Z
Unholy Blight (Evocation) [Evil]
Level: Clr 4, Mask 5
Range: Medium
Duration: Instantaneous
Casting Time: 3 
Area of Effect: 20-foot radius
Saving Throw: Fortitude partial

This spell calls upon unholy power to smite your enemies.  Any creatures of 
good alignment within the area of effect take 1d8 damage (maximum 5d8) per two 
caster levels and nauseates them for 1d4 rounds, which gives them a -2 to their 
attack bonus, AC, and saving throws.  A successful Fortitude save reduces
damage to half and negates the nauseating effect.  Neutral creatures take half 
damage and are not sickened.


SPPR326Z
Negative Energy Protection (Abjuration) 
Level: Clr 3, Lathander 3
Range: Touch
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None 

This spell employs positive energy to ward off the effects of negative energy 
from attacks such as those employed by wights, spectres and vampires.  The 
target creature is immune to energy drain for the duration of the spell.


SPPR401Z
Cure Serious Wounds (Conjuration) 
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Ilmater 3
Range: Touch 
Duration: Instantaneous
Casting Time: 7 
Area of Effect: 1 creature
Saving Throw: None 

When casting this spell and laying his hand upon a creature, the cleric heals 
3d8  points of damge + 1 point per caster level (up to +15) to the creature's 
body.


SPPR403Z
Freedom of Movement (Abjuration) 
Level: Clr 4, Drd 4, Pal 4, Rgr 4
Range: Touch 
Duration: 10 rounds / level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None 

This spell gives the affected creature an immunity to magic that impedes 
movement (such as Grease, Web or Slow spells) and negates the effects of 
paralysis and hold spells.


SPPR404Z
Neutralize Poison (Conjuration) 
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Range: Touch 
Duration: Instantaneous
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is placed upon a poisoned individual, it immediately 
neutralizes any poison.


SPPR407Z
Protection from Lightning (Abjuration) 
Level: Clr 4, Drd 4, Rgr 3, Sor/Wiz 4
Range: Touch 
Duration: 5 rounds/level
Casting Time: 7 
Area of Effect: 1 creature
Saving Throw: None 

This spell grants a 6/- electricity resistance bonus to the target creature 
that lasts for the duration of the spell.


SPPR408Z
Mage Circle Against Evil (Abjuration) [Good]
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 3, Ilmater 3
Range: Touch
Duration: 10 rounds / level
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: None

When this spell is cast, all creatures within a 10' radius are affected
individually by Protection from Evil, giving them +2 to deflection bonus to AC,
+2 to Saving Throws and immunity to all control based spells against attack 
from evil creatures.


SPPR415Z
Blood Rage (Transmutation)
Level: Sor/Wiz 4, Tempus 4
Range: Sight of Caster
Duration: 20 rounds
Casting Time: 7
Area of Effect: 1 allied creature
Saving Throw: None

This spell works only on player characters or allied creatures.  When cast, the 
target of this spell goes berserk, attacking the nearest creature until that 
creature is dead, then moving to the next target.  While under Blood Rage, the 
target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, 
symbol spells, and related effects.  In addition, the target gains +6 strength,
+2 constitution, and a bonus to his/her movement rate.  The spell has several 
disadvantages, however.  The hit points of the target are masked for the 
duration of the spell, and the target cannot benefit from any effect that heals 
hit points.  At the end of the spell's duration, the target becomes fatigued 
and their Strength drops to 3 for 2 turns.  Blood Rage cannot affect creatures 
of lawful alignment.


SPPR416Z
Inflict Serious Wounds (Necromancy)
Level: Clr 3
Range: Touch 
Duration: Special
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: Will half

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack deals 3d8 + 1 
point per caster level of magic damage (maximum 3d8 + 15).  This spell has no 
affect on undead or constructs.


SPPR417Z
Cloud of Pestilence (Transmutation) [Evil]
Level: Clr 4
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Fortitude negates

This spell transforms the air in a 20-foot radius into sickening, grayish 
mists. The caster and non-living creatures are immune to the effects of the 
cloud. Every round of exposure to the disease-ridden air causes the loss of 3 
points of strength and dexterity, 3 points of damage, and blindness. Creatures 
within the afflicted area must make a Fortitude save every round to avoid the
debilitating effects of the cloud. The effects will last 1 turn.  Cloud of
Pestilence can only be cast by evil characters.


SPPR418Z
Poison (Necromancy)
Level: Clr 4, Drd 3
Range: Touch
Duration: 20 seconds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Fortitude negates

This spell grants the caster the ability to touch a creature and instantly 
poison them.  The poison deals 20 points of damage over 20 seconds, then 
dissipates from the target's body.  A successful Fortitude save negates any 
effect.


SPPR420Z
Star Metal Cudgel (Conjuration)
Level: Drd 4, Rgr 4
Range: Caster
Duration: 30 rounds
Casting Time: 7
Area of Effect: Caster
Saving Throw: None

This spell creates a meteoric iron magical club (1d6) that has +2 attack bonus 
and damage, and is treated as a +4 weapon for purposes of what it can hit.  
Proficiency, strength, and specialization bonuses and penalties apply.  It does 
an additional 2d6 points of bludgeoning damage against undead and constructs.


SPPR421Z
Smashing Wave (Evocation)
Level: Drd 5, Rgr 5
Range: 40 feet
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 5-foot wide wave
Saving Throw: Reflex half

This spell summons a wave of water that moves in the direction willed by the 
caster, striking all in its path with massive force.  The wave deals 1d8 
crushing damage per caster level (maximum 15d8), and in addition, there is a 
25% chance a creature struck is stunned for 2 rounds, and a 5% chance the 
creature is knocked unconscious.  If the creature struck makes a successful 
Reflex save, the damage is reduced by half and the creature avoids being 
stunned or knocked unconscious.


SPPR422Z
Thorn Spray (Transmutation)
Level: Drd 4
Range: Special
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot long, 25-foot wide cone
Saving Throw: Reflex half

By means of this spell, the caster can cause a spray of barbs, spikes, thorns, 
and spines to spring forth from his hand.  The thorn spray inflicts 6d10 
piercing damage to all creatures within the area of effect with a Reflex save 
for half damage.


SPPR423Z
Wall of Moonlight (Evocation)
Level: Drd 4, Selune 5
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 7
Area of Effect: 20-foot long, 5-foot wide wall
Saving Throw: None

This spell invokes a shimmering tapestry of blue-white force.  This wall is 
intangible, requiring no physical anchor, and can easily be passed through.  
Evil creatures passing through the wall take 2d10 magic damage.  Undead 
creatures passing through the wall take 5d10 magic damage.  A creature that has 
passed through the wall can only take damage from it once.  Only one Wall of 
Moonlight may be in effect at any time.


SPPR424Z
Death Ward (Necromancy) 
Level: Clr 4, Drd 5, Pal 4, Helm 4
Range: Touch
Duration: 10 minutes / level
Casting Time: 1 round 
Area of Effect: 1 creature
Saving Throw: None 

This spell protects the target from all forms of death magic for the duration 
of the spell.  This includes but is not limited to Power Word Kill, Death Spell 
and Finger of Death.


SPPR425Z
Holy Power (Evocation) 
Level: Clr 4, Pal 4, Ilmater 5
Range: None
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

Through this spell, the caster channels the power of his god throughout his 
entire being, amplifying the damage done by his attacks.  The caster gains a +4 
damage bonus for the duration of the spell.


SPPR426Z
Restoration (Conjuration)
Level: Clr 4
Range: Touch
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell restores levels lost due to energy drain and dispels any effects
that reduce ability scores, including but not limited to feeblemind, contagion, 
and enfeeblement.


SPPR427Z
Wall of Fire (Evocation) 
Level: Drd 5, Sor/Wiz 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 20-foot long, 5-foot wide wall
Saving Throw: None 

This spell brings into existence an immobile, blazing curtain of shimmering 
fire.  Any creature passing through the wall takes 2d6 + 1 fire damage per 
caster level to a maximum of 2d6 + 20 fire damage.  Only one wall of fire may 
be active at any one time.


SPPR428Z
Ice Blade (Evocation) 
Level: Clr 4, Drd 3
Range: Caster
Duration: 4 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Caster
Saving Throw: Reflex 

This spell creates a segment of deep chilling cold that springs forth from the 
casters hand, taking the shape of a scimitar and wielded as one.  Attacks with 
the Ice Blade are melee touch attacks.  The blade deals 1d8 + 6 cold damage and 
the victim must make a Reflex save or be slowed for 2 rounds.  The Ice Blade 
does not gain the caster's strength bonus to damage because it is immaterial.


SPPR502Z
Cure Critical Wounds (Conjuration)
Level: Brd 4, Clr 4, Drd 5
Range: Touch 
Duration: Instantaneous 
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

When casting this spell and laying his hand upon a creature, the cleric heals 
4d8 points of damage +1 point per caster level (up to +20) to the creature's 
body. 


SPPR503Z
Flame Strike (Evocation) 
Level: Clr 5, Drd 4, Rgr 4, Lathander 5
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 8 
Area of Effect: 10-foot radius
Saving Throw: Reflex half

When the caster evokes Flame Strike, a vertical column of fire blasts downward 
into the area of effect.  All creatures caught in the area of effect take 1d6 
fire damage per caster level (maximum 15d6), with a Reflex save for half 
damage.


SPPR504Z
Raise Dead (Necromancy) 
Level: Clr 5, Lathander 5
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1 round 
Area of Effect: 1 creature
Saving Throw: None

The person has but 1 hit point when raised and must regain the rest by natural 
healing or curative magic.  Raise Dead will not work on someone killed by a 
Death Spell, Finger of Death, Destruction, or Disintegrate.

Note that when this spell is inscribed on a scroll, its power is diminished.  A 
scroll of Raise Dead may not work unless invoked at the place where the target 
died.


SPPR507Z
Champion's Strength (Transmutation) 
Level: Clr 5, Pal 5, Tempus 5
Range: Sight of Caster
Duration: 10 minutes/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the caster effectively draws on the strength of his 
god and lends it to the target creature, in effect creating a champion.  The 
target gains a 4+1d4 strength bonus for the duration of the spell.  The effect 
lasts for 10 minutes/level of the caster or until dispelled.


SPPR510Z
Insect Plague (Conjuration)
Level: Clr 5, Drd 5, Rgr 5
Range: Sight of Caster
Duration: 2 rounds / level
Casting Time: 1 round
Area of Effect: 25-foot radius
Saving Throw: None

This spell summons a swarm of creeping, hopping, and flying insects. All 
creatures within the swarm suffer 1 hit point of damage every round, spell-
casting is impossible, and any creatures of 2 Hit Dice or less will immediately 
attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or 
less must make a Will save to remain with the swarm.  Undead and constructs are 
unaffected by insect plague.


SPPR512Z
Spike Stones (Transmutation)
Level: Drd 4
Range: Sight of Caster 
Duration: 12 rounds
Casting Time: 6
Area of Effect: 15-foot radius
Saving Throw: Reflex half

This spell warps the surrounding rock, reshaping the terrain into spiked 
projections that blend into the background. Any creature entering the area 
takes 1d8 hit points of piercing damage per round and must make a Reflex save 
or have its movement rate reduced by half.


SPPR513Z
Inflict Critical Wounds (Necromancy) 
Level: Clr 4
Range: Touch 
Duration: Special
Casting Time: 8 
Area of Effect: 1 creature
Saving Throw: Will half

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack deals 4d8 + 1 
point per level of the caster of magic damage (maximum of 4d8 +20).  This spell 
has no affect on undead or constructs.


SPPR514Z
Shield of Lathander (Conjuration) [Good]
Level: Clr 5, Lathander 4
Range: Touch
Duration: 2 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

This spell grants the target a 3/- damage resistance bonus to bludgeoning, 
slashing, piercing, fire, cold, acid, and electricity damage for the duration 
of the spell.


SPPR515Z
Slay Living (Necromancy) 
Level: Clr 5, Talos 5
Range: Touch 
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Fortitude partial

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack will instantly 
slay a living creature unless a Fortitude save is made, in which case the 
creature takes 3d6 + 1/level points of magic damage instead.  This spell has no 
affect on undead or constructs.


SPPR516Z
Undead Ward (Necromancy)
Level: Clr 5, Pal 5, Selune 5
Range: Caster
Duration: 10 rounds
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: None

This spell amplifies the influence the caster has over undead, though it is
tied to the area surrounding the caster where cast and does not move.  Any
undead creature entering the area of effect is affected as if turned by the
caster that invoked this spell.  If the turning fails, the undead creature is
immune to further turning attempts by the spell unless it leaves and reenters
the area of effect.


SPPR517Z
Animal Rage (Enchantment)
Level:  Drd 4, Rgr 5
Range: Touch
Duration: 15 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

This spell imbues the target creature with animal ferocity. The target creature
gains +4 strength, +4 constitution, +20% movement, and +2 to all saving throws.
The target loses the ability to cast spells while Animal Rage is in effect. He
or she can be controlled normally unless enemies are within sight, at which 
time the target immediately attacks in melee, using whatever is in hand.  There 
is a 5% chance per round that the target will go berserk, attacking friend and 
foe alike.


SPPR518Z
Greater Command (Enchantment)
Level: Clr 5, Helm 5, Bane 5, Oghma 5
Range: Sight of Caster 
Duration: 1 round/level
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: Will negates

Similar to the first level spell 'Command', this spell enables the cleric to 
command all enemy creatures within the area of effect to "die" (sleep).  They
are allowed a Will save to negate the effects.  Sleeping creatures that take 
damage will be awakened from their catatonic state and return to normal.


SPPR519Z
Spell Resistance (Transmutation) 
Level: Clr 5, Pal 5
Range: Touch
Duration: 1 minute / level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None 

This spell grants the recipient a spell resistance of 12 + 1 per level of the 
caster.  This effect will last for the duration of the spell or, ironically 
enough, until dispelled.  This spell will replace whatever spell resistance 
that the creature already has, so it is possible that the recipient could have 
his spell resistance lowered by the spell. This spell may be cast only on party
members and allies of the caster.


SPPR520Z
Iron Skins (Transmutation) 
Level: Clr 5, Rgr 5
Range: Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None 

This spell provides the caster with a damage reduction of 10/- to bludgeoning, 
piercing, and slashing damage.  This resistance bonus only applies to a number 
of attacks equal to 1 attack for every 2 levels of the caster up to a maximum 
of 8, after which the spell will dissipate.  This spell is not cumulative with
itself or similar magicks (such as the 4th level wizard spell Stoneskin).


SPPR521Z
Healing Circle (Conjuration) 
Level: Brd 5, Clr 5, Drd 6
Range: Caster
Duration: Instantaneous
Casting Time: 5 
Area of Effect: 30-foot radius
Saving Throw: None 

This spell heals all friendly creatures within the area of effect by 1d8 + 1 
point/level (maximum of 1d8 + 20).


SPPR524Z
Snakebite (Transmutation)
Level: Drd 3, Rgr 4
Range: Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: Fortitude negates

This spell transforms the caster's hands and arms into snakes which can be 
employed in combat, attacking twice per round.  Each attack deals 1d3 piercing 
damage and the target must make a Fortitude save or be poisoned - the poison 
paralyzes and deals 6 poison damage per round over the next 4 rounds.


SPPR606Z
Fire Seeds (Conjuration) 
Level: Drd 6
Range: Caster
Duration: 10 rounds
Casting Time: 1 round 
Area of Effect: Special
Saving Throw: Reflex half

This spell creates one explosive seed in the caster's inventory for every five 
levels (2 at 10th level, 3 at 15th level, etc...).  When hurled, the seeds 
explode, doing 5d8 points of damage to everything within a five-foot radius.  
Creatures have a Reflex save for half damage.


SPPR607Z
Heal (Conjuration)
Level: Clr 6, Drd 7, Lathander 6
Range: Touch
Duration: Instantaneous
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: None

Heal wipes away disease and injury from a target creature.  It cures blindness, 
diseases, feeblemind and restores the target to maximum hit points if they have 
been injured.  There is no effect when used on the Undead.


SPPR608Z
Sol's Searing Orb (Evocation)
Level: Clr 6, Drd 6, Rgr 6
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Fortitude half

Upon completion of this spell the caster hurls a brilliant, blazing sphere at a 
target creature.  When it hits it explodes in a flash of light, blinding the
target creature and dealing 6d12 points of fire damage.  A successful Fortitude 
save avoids the blindness and halves the damage.  Drow and gray dwarves must 
make their Fortitude against blindness at a -4 penalty.  Undead creatures are 
particularly vulnerable to this spell and take double damage.


SPPR610Z
Circle of Blades (Evocation)
Level: Clr 6, Pal 6, Helm 6, Tempus 6
Range: Caster
Duration: 2 rounds
Casting Time: 9
Area of Effect: 3-foot radius
Saving Throw: Reflex half

This spell conjures forth a wall of circling, razor-sharp blades that whirl and 
flash around the caster, creating an immobile barrier.  Any creature attempting 
to pass through the blade barrier suffers 8d8 points of damage, with a 
successful Reflex save for half damage.  The caster is immobile for the 
duration of the spell.


SPPR611Z
Harm (Necromancy) 
Level: Clr 6, Drd 7, Ilmater 6
Range: Touch
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Fortitude negates

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack deals magic damage 
equal to all but 1d4 of the target's current hit points. This spell has no
affect on undead or constructs.


SPPR612Z
Spiritual Wrath (Evocation)
Level: Drd 6, Pal 6, Helm 7, Tempus 6
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: Reflex half

Upon completion of this spell, the caster becomes a focus of spiritual energy, 
which then shoots out from the caster in four directions, like lightning bolts.
The caster specifies the direction of one of the bolts and the other bolts
shoot opposite and perpendicular to that direction, completing a cross-shaped
pattern. All creatures in the bolts' path take 4d10 + 2 points of magic damage,
Reflex save for half.  Creatures of the same moral alignment (good, neutral,
evil) as the caster are unaffected by the spell.


SPPR613Z
Whirlwind (Evocation)
Level: Drd 8, Talos 6
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: Reflex partial

This spell creates a small whirlwind near the caster, which the caster can 
direct to a location within his sight. Once the whirlwind reaches its 
destination, the caster will lose control and the whirlwind will fly around 
randomly, harming friend and foe alike. The caster is immune to his/her own 
spell, and elementals and other huge creatures are also unaffected. If a 
creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 
2d8 slashing damage, and must make a successful reflex save or be stunned for 2
rounds. Creatures with 2 hit dice or less are automatically killed by this 
spell. A maximum of 8 targets may be affected, after which the whirlwind will 
dissipate.


SPPR615Z
Conjure Animals (Conjuration) 
Level: Drd 5, Rgr 6
Range: Sight of Caster
Duration: 40 rounds
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

This spell summons forth a massive mountain bear that will obey commands from
the caster for the duration of the spell.


SPPR616Z
Dolorous Decay (Necromancy) 
Level: Clr 6
Range: Sight of Caster 
Duration: 10 rounds
Casting Time: 9
Area of Effect: 1 creature 
Saving Throw: Fortitude negates

Dolorous decay is a rotting and withering of the body that spreads quickly and 
painfully throughout the afflicted creature.  Afflicted creatures take 1 point 
of damage per second (up to a maximum of 60 points of damage) and are slowed 
for the duration of the spell.  The target creature can resist the disease with 
a successful Fortitude save at a -2 penalty.


SPPR704Z
Creeping Doom (Conjuration)
Level: Drd 7
Range: Sight of Caster
Duration: 1 minute / level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Creeping Doom summons a horde of insects composed of various small beetles, 
spiders and other creatures.  The swarm is capable of dealing devastating 
damage in a short period of time but is in turn fragile and easily killed.


SPPR705Z
Fire Storm (Evocation)
Level: Clr 8, Drd 7, Lathander 6, Talos 8
Range: Sight of Caster
Duration: 1 round
Casting Time: 1 round
Area of Effect: 20-foot radius
Saving Throw: Reflex half

This spell causes the area of effect to be covered in roaring flames - all 
creatures caught in the area of effect take 1d6 fire damage (max 20d6) per
level of the caster. A successful Reflex save halves the damage.  This spell 
blinds drow and gray dwarves if a Fortitude save is failed.


SPPR707Z
Sunbeam (Evocation)
Level: Drd 7, Lathander 7
Range: Sight of Caster 
Duration: 4 rounds
Casting Time: 4
Area of Effect: 15-foot radius
Saving Throw: Reflex negates and half

This spell allows the caster to evoke dazzling beams of intensely hot light.  
All creatures in the beam are blinded and take 3d6 points of damage.  A 
successful Reflex save negates the blindness and reduces the damage by half.  
Undead creatures, fungi, mold, oozes, slimes and other fungoid creatures caught 
in the ray suffer 1d6 points of damage per caster level (maximum 20d6).


SPPR712Z
Resurrection (Conjuration)
Level: Clr 7, Lathander 8
Range: Touch 
Duration: Instantaneous 
Casting Time: 10 rounds
Area of Effect: 1 creature
Saving Throw: None

As Raise Dead, except you are able to restore life and complete strength to a
deceased character.  The deceased character must be in the party for the spell 
to work.  Upon completion of the spell, the creature is immediately restored to 
full hit points, vigor and health.  The ordeal however causes the character to 
lose one level during the process.

Note that when this spell is inscribed on a scroll, its power and range is 
diminished.  A scroll of Resurrection only works when invoked at the place 
where the target died; if the caster leaves the area and attempts to resurrect 
his companion, the scroll will not work.


SPPR714Z
Symbol of Pain (All)
Level: Clr 8, Sor/Wiz 8, Ilmater 8
Range: Sight of Caster
Duration: 10 minutes / level
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that 
channels its effects through any enemy creatures capable of seeing it.  
Creatures affected will suffer wracking pains throughout their body, reducing 
their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill 
checks and ability checks (Fortitude negates).


SPPR715Z
Symbol of Hopelessness (All)
Level: Clr 8, Sor/Wiz 8, Oghma 7
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Will negates

This spell conjures forth a glyph imbued with magical power that channels its
effects through any enemy creatures capable of seeing it.  Creatures affected 
will be overwhelmed by dejection and remain motionless or will lose all hope of 
winning in combat and flee.  A successful Will save will resist the effects.


SPPR717Z
Destruction (Necromancy)
Level: Clr 7, Talos 7
Range: Close
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Fortitude partial

This spell imbues the caster's hands with destructive negative energy that will 
release when a successful touch attack is made.  This attack will instantly
destroy a target, blasting it into small chunks.  A Fortitude saving throw is 
allowed and if successful the target takes 10d6 magic damage instead of being 
destroyed.  This spell has no affect on undead or constructs.  Note that a 
character struck with a Destruction spell cannot be raised from the dead with a 
Raise Dead or Resurrection spell.


SPPR718Z
Greater Shield of Lathander (Conjuration) [Good]
Level: Clr 7
Range: Touch
Duration: 3 rounds
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

This spell grants a target spell resistance of +40 and a damage reduction of 
30/- to all forms of damage for the duration of the spell.


SPPR719Z
Tremor (Transmutation)
Level: Clr 8, Drd 9, Talos 7
Range: Caster
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: Reflex negates

This spell causes a local tremor to rip through the ground.  Enemies within 
sight of the caster suffer 4d10+2 points of bludgeoning damage and must make a 
Reflex save or be knocked unconscious for 3 rounds.


SPPR720Z
Mist of Eldath (Evocation) [Good]
Level: Drd 7
Range: Sight of Caster
Duration: 1 round
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: None

This spell blankets the area of effect with a green mist - any creature within 
the mist will be cured of disease, poison, and healed of 25 points of damage.


SPPR721Z
Holy Word (Conjuration) [Good]
Level: Clr 7, Ilmater 7
Range: Caster
Duration: Special
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None

When uttered, this spell turns the cleric into a bridge between his god and the 
Material Plane, allowing him to funnel magical energy to smite all creatures of
non-good alignment in the area of effect.  The effects differ according to the 
target's level:

  Less than 4 - Death  
  4 to 7 - Stunned for 10 rounds  
  8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round.  
  12 and up - Stunned for 1 round.

There is no saving throw, and the effects last for the duration of the spell or 
until dispelled.  This spell may only be cast by good characters.


SPPR722Z
Blasphemy (Conjuration) [Evil]
Level: Clr 7, Mask 8
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None
When uttered, this spell turns the cleric into a bridge between his god and the 
Prime Material Plane, allowing him to funnel magical energy to smite all 
creatures of non-evil alignment in the area of effect.  The effects differ 
according to the target's level:

  Less than 4 - Death
  4 to 7 - Stunned for 10 rounds
  8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round.
  12 and up - Stunned for 1 round.

There is no saving throw, and the effects last for the duration of the spell or 
until dispelled.  This spell may only be cast by evil characters.


SPPR725Z
Greater Restoration (Necromancy)
Level: Clr 7, Lathander 7
Range: Touch
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell will cure a creature of all of the following ailments: energy drain, 
feeblemind, any form of insanity such as confusion or berserk states of mind, 
charm, domination, hopelessness, despair, panic, and artificially induced 
sleep.


SPPR726Z
Symbol of Death (All)
Level: Clr 8, Sor/Wiz 8, Oghma 8
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius 
Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that 
channels its effects through anyone capable of seeing it.  Creatures must make 
a Fortitude save or die.  One or more creatures within the radius, whose 
combined total hit points do not exceed 150, are susceptible to the symbol's 
effects.


SPPR727Z
Symbol of Fear (All) 
Level: Clr 8, Sor/Wiz 8, Oghma 6
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 3
Area of Effect: 30-foot radius 
Saving Throw: Will negates

This spell conjures forth a magical glyph imbued with magical power that 
channels its effects through anyone capable of seeing it.  Creatures are
allowed a Will save to resist this spell.  If failed, creatures will be 
affected by a powerful version of the Fear spell.


SPPR728Z
Symbol of Stunning (All) 
Level: Clr 8, Sor/Wiz 8
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 3
Area of Effect: 30-foot radius 
Saving Throw: Fortitude negates

This spell conjures forth a magical glyph imbued with magical power that 
channels its effects through anyone capable of seeing it.  One or more 
creatures with the radius whose total hit points do not exceed 250 become 
stunned (Fortitude negates).  A stunned creature can't act and loses any 
Dexterity bonuses to AC.  Attackers gain +2 bonuses to attack it.


SPPR729Z
Aura of Vitality (Transmutation)
Level: Drd 7, Lathander 8
Range: Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 5-foot radius
Saving Throw: None 

Upon casting this spell, the caster exudes magical energy that imbues all 
allies in the area of effect with healthy vigor.  This allows them to perform
tremendous physical feats well beyond their normal capabilities.  All allies in
the area of effect gain a +4 bonus to strength, dexterity and constitution for
the duration of the spell.


SPWI101Z
Grease (Conjuration) 
Level: Brd 1, Sor/Wiz 1
Range: Sight of Caster 
Duration: 1 round / level
Casting Time: 1 
Area of Effect: 5-foot radius 
Saving Throw: Reflex half 

A Grease spell covers the ground with a slippery layer of a fatty, greasy 
nature. Any creature entering the area or caught in it when the spell is cast 
must make a Reflex save every round or have their movement rate slowed to a 
crawl as long as they are in the area of effect. Those who successfully save 
still move at half their normal speed while in the area covered by grease.


SPWI102Z
Mage Armor (Conjuration) 
Level: Brd 1, Sor/Wiz 1
Range: Touch
Duration: 1 hour / level
Casting Time: 1 round 
Area of Effect: Creature touched
Saving Throw: None 

By means of this spell, the wizard creates a magical field of force that serves 
as if it were scale mail armor (Armor Bonus: 4). It is cumulative with 
Dexterity and with a shield bonus. The armor spell does not hinder movement, 
adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until
successfully dispelled or until the duration runs out.


SPWI103Z
Burning Hands (Transmutation) 
Level: Sor/Wiz 1
Range: Caster
Duration: Instantaneous 
Casting Time: 1 
Area of Effect: Burst of flames 10ft. long, centered on caster's hands
Saving Throw: Reflex half

When the wizard casts this spell, a jet of searing flame shoots from his 
fingertips. The flame jets are five feet in length and spread out in a 
horizontal arc of about 120 degrees in front of the wizard. Any creature in the 
area of effect suffers 1d4 points of damage per caster level (maximum of 5d4).  
A successful Reflex save halves the damage.


SPWI104Z
Charm Person (Enchantment) 
Level: Brd 1, Sor/Wiz 1, Oghma 2
Range: Sight of Caster
Duration: 3 rounds + 1 / level
Casting Time: 1 
Area of Effect: Humanoid of Medium-size or smaller
Saving Throw: Will negates 

This spell affects any single person it is cast upon. The term person includes 
any bipedal human, demihuman, or humanoid of man-size or smaller, such as 
brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, 
halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, 
pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be 
charmed, but an ogre could not. The person receives a Will save to avoid the 
effect.  If the spell recipient fails his saving throw, he regards the caster 
as a trusted friend and ally to be heeded and protected.  The caster may give 
him orders, and the charmed individual will carry them out as quickly as 
possible. If the caster harms, or attempts to harm, the charmed person by some 
overt action, or if a dispel magic spell is successfully cast upon the charmed 
person, the charm spell is broken.  If two or more charm effects simultaneously 
affect a creature, the most recent charm takes precedence.  Note that the 
subject has full memory of the events that took place while he was charmed. 
Also note that you cannot have a charmed creature leave the area where he was 
charmed.


SPWI105Z
Color Spray (Illusion)
Level: Brd 1, Sor/Wiz 1
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5' x 20' x 20' wedge 
Saving Throw: Will negates 

This spell creates a vivid, fan-shaped spray of clashing colors to spring forth 
from the caster's hand. The spell affects each creature caught in the area of 
effect according to its hit dice:

Up to 2: Unconscious for 5 rounds
3 or 4: Blinded for 3 rounds
5 or more: Stunned for 1 round

Blind creatures are not affected by color spray.


SPWI107Z
Eagle's Splendor (Transmutation) 
Level: Brd 2, Sor/Wiz 2, Oghma 1
Range: Caster
Duration: 10 rounds / level
Casting Time: 1 
Target: Creature touched
Saving Throw: None 

The transmutated creature becomes more poised, articulate, and personally 
forceful.  The spell grants an enhancement bonus to Charisma of 1d4+1 points, 
adding the usual benefits of Charisma-based skills and abilities. 


SPWI108Z
Protection From Petrification (Abjuration)
Level: Sor/Wiz 1
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Target
Saving Throw: None

This spell grants the recipient immunity to all petrification attacks.  This 
includes basilisk and medusa gaze, etc.


SPWI110Z
Identify (Divination) 
Level: Brd 1, Sor/Wiz 1, Oghma 1
Range: Touch
Duration: Instantaneous
Casting Time: Special 
Area of Effect: 1 item
Saving Throw: None 

When this spell is memorized, the caster may identify the magical properties of 
one item in the caster's inventory.  Go to the history page of an unidentified 
item and press the identify button to use the spell.  The chance of identifying 
the item is 100%.  The spell identifies the item's name, what it does, and if 
it is cursed.


SPWI112Z
Magic Missile (Evocation) 
Level: Sor/Wiz 1
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular first level spells,
creates up to five missiles of magical energy that dart forth from the wizard's
fingertip and unerringly strike their target, which must be a creature of some
sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels
of experience, the wizard gains an additional missile - he has two at 3rd 
level, three at 5th level, four at 7th level, etc., up to a maximum of five 
missiles at 9th level.


SPWI113Z
Protection From Evil (Abjuration) 
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, Ilmater 1, Helm 1
Range: Touch 
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Creature touched 
Saving Throw: None 

When this spell is cast, it creates a magical barrier around the recipient at a 
distance of one foot. The barrier moves with the recipient and has two major 
effects: first, all attacks made by evil or evilly enchanted creatures against 
the protected creature receive an attack bonus of - 2 to each attack roll, and 
second, any saving throws caused by such attacks are made by the protected 
creature with a +2 bonus.


SPWI114Z
Shield (Abjuration)
Level: Sor/Wiz 1
Range: Caster
Duration: 5 rounds/level
Casting Time: 1 
Area of Effect: Caster
Saving Throw: None

Shield creates an invisible, mobile disk of force that hovers in front of the 
caster.  It negates Magic Missile attacks directed at the caster.  The disk 
also intercepts attacks, providing a +7 armor bonus.


SPWI115Z
Shocking Grasp (Transmutation) 
Level: Sor/Wiz 1, Talos 1
Range: Touch
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: None

This spell imbues the caster's hands with a powerful electrical charge that 
will release when a successful touch attack is made.  The attack deals 1d8 
points of electrical damage +1 point per caster level.

The electrical charge is sufficient for one successful attack, and once an
opponent has been touched, the spell's energy is used up.


SPWI116Z
Sleep (Enchantment)
Level: Brd 1, Rgr 2, Sor/Wiz 1, Mask 1
Range: Sight of Caster
Duration: 5 rounds/level 
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: None

A Sleep spell causes a comatose slumber to come upon creatures in the area of 
effect.  A maximum of 2d4 hit dice of living creatures are affected, though 
creatures with 5 or more hit dice are immune.  Sleeping creatures are helpless, 
but will awaken upon taking damage.


SPWI117Z
Chill Touch (Necromancy) 
Level: Sor/Wiz 1
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 1 
Area of Effect: Caster
Saving Throw: Fortitude negates

When the caster completes this spell, a blue glow encompasses his hand. This 
energy attacks the life force of any creature upon which the wizard makes a 
successful melee attack. The touched creature must make a Fortitude save or 
suffer 1-4 points of cold damage and receive a -1 attack bonus modifier for one 
hour after being struck. If the creature is an undead creature, they are 
affected by panic (Will negates) for 10 rounds . Undead suffer no damage or 
attack bonus penalty from Chill Touch. 


SPWI118Z
Chromatic Orb (Evocation) 
Level: Brd 1, Sor/Wiz 1
Range: Sight of Caster
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: Reflex negates

This spell creates a 4-inch-diameter sphere that can be hurled unerringly to 
its target. The orb's effect depends on the level of the wizard: a 1st-level 
sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level 
sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level 
sphere deals 1-8 damage and burns the victim for 1-3 fire damage. A 4th-level 
sphere deals 1-10 damage and blinds the target for four rounds. A 5th to 6th-
level sphere deals 1-12 damage and stuns the target for three rounds. The 7th 
to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds.


SPWI119Z
Larloch's Minor Drain (Necromancy)
Level: Sor/Wiz 1
Range: Sight of Caster
Duration: 1 hour
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to
his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit
points.  The extra hit points will disappear in an hour.


SPWI120Z
Minor Mirror Image (Illusion) 
Level: Brd 1, Sor/Wiz 1, Mask 1
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None 

Upon casting this spell, the caster creates 1 image of himself that will travel 
along beside him.  The image will perform all of the actions that the caster 
does so that if any enemies are trying to attack the caster they will not know 
which one is real.  The image will disappear with a successful Dispel Magic, 
when attacked or when the spell duration runs out.


SPWI122Z
Ice Dagger (Evocation) 
Level: Sor/Wiz 1
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: None 

Upon completion of this spell, the caster hurls a magical shard of ice imbued 
with deep freezing cold, dealing 1d4 cold damage to the target creature per 
caster level (5d4 maximum) and 1 cold damage to every creature in a 5-foot 
radius.


SPWI124Z
Summon Monster I (Conjuration) 
Level: Brd 1, Clr 1, Sor/Wiz 1
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.


SPWI201Z
Blur (Illusion)  
Level: Brd 2, Sor/Wiz 2, Mask 2
Range: Caster
Duration: 1 minute / level 
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

Blur causes the wizard's body to become blurred, shifting and wavering. This 
distortion gives the caster's attackers a 20% miss chance when trying to hit 
him.


SPWI203Z
See Invisibility (Divination) 
Level: Brd 2, Sor/Wiz 2, Oghma 2
Range: Sight of Caster
Duration: Instant
Casting Time: 2 
Area of Effect: Sight of Caster
Saving Throw: None 

When the wizard casts a See Invisibility spell, he dispels any invisibility and 
reveals any hidden characters in the area of effect (i.e., thieves using
stealth). Note: if an invisible creature enters the area of effect after the
spell has already been cast, the creature will remain invisible.


SPWI205Z
Horror (Necromancy)
Level: Brd 2, Sor/Wiz 2, Bane 2
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 2
Area of Effect: 15-foot radius
Saving Throw: Will negates

All enemies within the area of effect must make a Will save (at a +3 bonus) or
flee in terror. Certain creatures, such as undead, are immune to this spell.


SPWI206Z
Invisibility (Illusion)
Level: Brd 2, Sor/Wiz 2
Range: Touch
Duration: 10 minutes / level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell turns a creature invisible and makes it undetectable by normal 
vision or darkvision. The spell remains in effect until the duration has 
expired, it is magically broken or dispelled, or until the recipient talks to 
or attacks any creature. Thus the invisible being can open doors, eat, climb
stairs, etc., but if he attacks or casts a spell, he immediately becomes
visible (although the invisibility enables him to attack first).


SPWI207Z
Knock (Transmutation)
Level: Sor/Wiz 2
Range: Sight of Caster
Duration: Special 
Casting Time: 1 
Area of Effect: Locked door or chest 
Saving Throw: None

The Knock spell opens locked, held or arcane locked doors.  It opens secret 
doors, as well as locked boxes or chests.  It does not raise barred gates or 
similar impediments.


SPWI209Z
Luck (Enchantment) 
Level: Brd 2, Sor/Wiz 2
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 2 
Area of Effect: 1 creature
Saving Throw: None 

The recipient of this spell gains a +1 bonus to luck for the duration of the 
spell.  Luck weights die rolls in a character's favor - with a +1 bonus to 
luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1 becomes 
2, a roll of 4 becomes 5, and a roll of 8 stays at 8.  Most importantly luck
influences damage dice rolls, attack bonuses, saving throws, and skill checks, 
but luck also works in more subtle ways.  This spell is not cumulative with 
repeat castings.


SPWI211Z
Melf's Acid Arrow (Conjuration) 
Level: Sor/Wiz 2
Range: Sight of Caster
Duration: Special 
Casting Time: 2 
Area of Effect: 1 creature
Saving Throw: None

This spell creates a magical arrow that speeds to its target. The arrow has no 
attack or damage bonus, but it inflicts 2-8 points of acid damage.  There is no 
splash damage.  For every three levels the caster has achieved, the acid lasts 
another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, 
the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc.


SPWI212Z
Mirror Image (Illusion) 
Level: Brd 2, Sor/Wiz 2, Mask 3
Range: Caster
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

When a Mirror Image spell is invoked, the spellcaster causes two to eight 
duplicates of himself to come into being around him. These images do exactly 
what the wizard does. Since the spell causes a blurring and slight distortion 
when it is cast, it is impossible for opponents to be certain which ones are 
the illusions and which is the actual wizard. When an image is struck by a 
melee or missile attack, magical or otherwise, it disappears, but any other 
existing images remain intact until struck. The images shift from round to 
round so that an enemy must first hit every image before being able to hit the 
wizard.


SPWI213Z
Stinking Cloud (Conjuration)
Level Sor/Wiz 3
Range: Medium
Duration: 1 round/level
Casting Time: 2 
Area of Effect: 30-foot radius
Saving Throw: Fortitude negates

Stinking Cloud creates a billowing mass of noxious vapors up to 30 feet away 
from the wizard.  Any living creature caught within the cloud must roll a 
successful Fortitude save or become nauseated, making them unable to attack, 
cast spells, concentrate on spells, and so on.  These effects last for as long 
as the character remains in the cloud.


SPWI214Z
Bull's Strength (Transmutation) 
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2
Range: Touch 
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None 

This spell grants the target creature a 1d4 + 1 strength bonus for the duration 
of the spell.


SPWI215Z
Web (Conjuration) 
Level: Sor/Wiz 2
Range: Sight of Caster
Duration: 15 rounds
Casting Time: 2 
Area of Effect: 15-foot radius
Saving Throw: Reflex negates

Web creates a many-layered mass of strong, sticky strands, similar to spider
webs, but much larger and tougher.  Creatures within the area of effect who 
fail a Reflex save suffer a -2 penalty to attack rolls, -4 penalty to 
Dexterity, and can't move.  An entangled character who attempts to cast a spell 
must make a Concentration check or lose the spell.


SPWI217Z
Agannazar's Scorcher (Evocation) 
Level: Sor/Wiz 2, Lathander 3
Range: Sight of Caster
Duration:  1 round
Casting Time: 2
Area of Effect: 2-foot by 60-foot jet. 
Saving Throw: Reflex Half

Upon completion of this spell, a jet of flame shoots from the caster's 
fingertips toward the target creature.  The stream of fire is continuous and 
deals 3d6 fire damage to the target twice over the course of a round with no 
saving throw for a total of 6d6 fire damage.  In addition, anyone that is 
caught in the flame's path takes 2d8 fire damage with a Reflex save for half 
damage. The caster must concentrate to maintain the flame and is thus immobile 
for the duration of the spell.


SPWI218Z
Ghoul Touch (Necromancy) 
Level: Sor/Wiz 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: Living humanoid
Saving Throw: Fortitude negates 

This spell brings the power of the ghoul to the caster's hands - when a 
successful touch attack is made, the victim must make a successful Fortitude 
save or be paralyzed and be covered with an awful carrion stench for 5 rounds.  
All creatures within a 10-foot radius of the victim, with the exception of the
caster, suffer extreme nausea and are at a penalty of 2 for attack bonuses, 
damage, and saving throws.  This penalty can be resisted with a successful 
Fortitude save every round a creature remains within 10 feet of the victim.  
Non-living creatures are unaffected by this spell.


SPWI219Z
Vocalize (Transmutation) 
Level: Brd 2, Sor/Wiz 2
Range: Touch 
Duration: 10 rounds
Casting Time: 2 
Area of Effect: 1 creature
Saving Throw: None 

The recipient of this spell can cast spells with a verbal component without 
having to make any noise, so long as the casting takes place entirely within 
the duration of the Vocalize spell. This spell has no effect on other noises or
speech - it simply removes a spell's verbal component. This spell is a great 
counter for Silence.


SPWI220Z
Snilloc's Snowball Swarm (Evocation)
Level: Sor/Wiz 2
Range: Sight of caster 
Duration: Instantaneous
Casting Time: 2
Area of Effect: 10-foot radius burst
Saving Throw: Reflex half

This spell causes a flurry of snowballs to erupt from a point within range. The 
swarm of snowballs deals 2d6 points of cold damage.  For every two caster 
levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 
5d6 at 9th level or higher.  Fire-based creatures suffer double damage if they 
fail their save.


SPWI221Z
Decastave (Evocation)
Level: Sor/Wiz 2
Range: Caster 
Duration: 1 round/level 
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

This spell creates a staff of force in the caster's hand which can be wielded 
as a weapon - weapon proficiency bonuses or penalties apply.  The Decastave 
deals 1d8 bludgeoning damage per hit, and can hit creatures immune to normal 
weapons. The staff also drains an additional 1d2 hit points per strike that is
transferred over to the wielder's own hit points.  These extra hit points can
take the wielder over his maximum hit points, but any hit points gained in such
a manner are temporary and will dissipate in a turn.


SPWI222Z
Blindness (Transmutation)
Level: Brd 2, Clr 3, Sor/Wiz 2, Mask 2
Range: Sight of Caster
Duration: 8 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Fortitude negates

This spell blinds one creature.  Blind creatures are at a significant
disadvantage in combat, with a -2 penalty to AC, no AC bonus from dexterity,
and attacks by the blind creature are 50% likely to outright miss (all 
opponents have full concealment).


SPWI223Z
Cat's Grace (Transmutation) 
Level: Brd 2, Sor/Wiz 2
Range: Touch 
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

This spell grants the target creature a 1d4 + 1 dexterity bonus for the 
duration of the spell.


SPWI224Z
Deafness (Transmutation)
Level: Brd 2, Sor/Wiz 2
Range: Sight of Caster
Duration: 1 day
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Fortitude negates

This spell will make the target totally deaf.  Deafened spellcasters are 20%
more likely to miscast any spell.  This deafness can be done away with by a
dispel magic spell and similar effects.


SPWI225Z
Power Word Sleep (Conjuration) 
Level: Brd 2, Sor/Wiz 2
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: Will negates

When a wizard calls upon a Power Word Sleep spell, he forces a comatose slumber 
upon a creature who must resist with a Will save or fall asleep.  The creature 
will wake up if injured.


SPWI226Z
Ray of Enfeeblement (Necromancy)
Level: Sor/Wiz 2
Range: Sight of Caster
Duration: 1 minute / level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Fortitude negates

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its
strength and therefore the attacks that rely upon it.  The victim's strength is
reduced by 15 for the duration of the spell, unless a Fortitude save is made.
Any associated penalties with having a reduced strength apply.  The effects of
this spell are not cumulative with repeat castings.


SPWI227Z
Gedlee's Electric Loop (Evocation)
Level: Sor/Wiz 2, Talos 2
Range: Close
Duration: Instantaneous
Casting Time: 2
Area of Effect: 5-foot radius
Saving Throw: Reflex half

Upon completion of this spell a ring of electricity erupts from the caster, 
dealing 1d6 electricity damage per every two caster levels (maximum 5d6 
electricity damage) to every creature within the area of effect.  In addition, 
creatures struck by the ring are stunned for 1 round.  A successful Reflex save 
halves the damage and negates the stunning effect.


SPWI228Z
Death Armor (Necromancy) 
Level: Sor/Wiz 2, Talos 2
Range: Caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

This spell surrounds the caster with crackling black energy from the negative 
energy plane.  The Death Armor will damage anyone who strikes the caster in 
melee, dealing 1d4 + 1 per 2 caster levels (maximum of 1d4 + 5) magic damage.  
Other non-living creatures such as constructs and golems are unaffected.


SPWI230Z
Summon Monster II (Conjuration) 
Level: Brd 2, Clr 2, Sor/Wiz 2
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI302Z
Dispel Magic (Abjuration) 
Level: Brd 3, Clr 3, Drd 4, Pal 3, Sor/Wiz 3, Oghma 3
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 3 
Area of Effect: 15-foot radius
Saving Throw: Will negates

A Dispel Magic spell removes magical effects upon anyone within the area of 
effect. This includes the effects of spells, potions and magical items. It does 
not, however, affect magical items themselves.  Enemy creatures are allowed a
Will save to resist, friendly creatures are automatically affected.


SPWI303Z
Flame Arrow (Conjuration) 
Level: Sor/Wiz 3
Range: Sight of Caster
Duration: Instant
Casting Time: 3 
Area of Effect: 1 Creature
Saving Throw: Reflex half 

This spell enables the caster to hurl fiery arrows at his enemies. Each bolt 
inflicts 4-24 points of fire damage. Only half of the fire damage is inflicted 
if the creature rolls a successful Reflex save. The caster can fire one bolt 
for every four experience levels (two bolts at 8th level, three at 12th level,
etc.).


SPWI304Z
Fireball (Evocation)
Level: Sor/Wiz 3
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: Reflex half

Upon completion of this spell the caster hurls a fireball at the target,
exploding upon impact and dealing 1d6 fire damage per caster level (maximum 
10d6 fire damage) to all creatures in the area of effect.  A successful Reflex 
save halves the damage.


SPWI305Z
Haste (Transmutation)
Level: Brd 3, Sor/Wiz 3
Range: Sight of Caster
Duration: 1 round/level 
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

A creature affected by Haste gains an extra attack every round, a +4 armor 
bonus, and moves at double its base movement rate.  Haste dispels and counters 
slow and is not cumulative with itself or with other similar magic.


SPWI306Z
Hold Person (Enchantment) 
Level: Brd 2, Clr 2, Sor/Wiz 3, Helm 2
Range: Sight of Caster
Duration: 1 round/level 
Casting Time: 3 
Area of Effect: Special
Saving Throw: Will negates 

This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for 
five rounds or longer. The Hold Person spell affects any bipedal human, 
demihuman, or humanoid of man size or smaller, including dwarves, elves, 
gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, 
lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be 
held, while an ogre could not. The effect selects the enemies closest to the 
target and holds them. Enemies making their Will saves are totally unaffected 
by the spell. Undead creatures cannot be held. Held creatures cannot move or 
speak, but they remain aware of events around them and can use abilities not 
requiring motion or speech. Being held does not prevent the worsening of the 
subject's condition due to wounds, disease, or poison.  A successful Will save 
negates any effect.


SPWI308Z
Lightning Bolt (Evocation) 
Level: Sor/Wiz 3, Talos 3
Range: Line of Sight
Duration: Instantaneous 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: Reflex half

Upon casting this spell, the wizard releases a powerful stroke of electrical 
energy that inflicts 1-6 points of damage per level of the spellcaster to each 
creature within its area of effect (maximum damage of 10-60). A successful 
Reflex save reduces this damage to half (round fractions down). When the 
lightning bolt intersects with a wall it will fizzle out.


SPWI309Z
Summon Monster III (Conjuration) 
Level: Brd 3, Clr 3, Sor/Wiz 3
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI310Z
Non-Detection (Abjuration) 
Level: Rgr 4, Sor/Wiz 3
Range: Touch 
Duration: 1 hour / level
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

By casting this spell, the wizard makes the creature touched undetectable by
divination spells that reveal a hidden or invisible creature (such as See 
Invisibility and Invisibility Purge).


SPWI311Z
Protection From Arrows (Abjuration) 
Level: Sor/Wiz 2
Range: Touch 
Duration: 10 minutes / level
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

This spell grants the target a damage reduction of 10/+1 against missiles for 
the duration of the spell.  The damage reduction increases with the level of 
the caster to 10/+2 at 5th level, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 
20th.


SPWI312Z
Slow (Transmutation) 
Level: Brd 3, Sor/Wiz 3
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 3
Area of Effect:  20-foot radius
Saving Throw: Will negates

A creature affected by Slow loses an attack every round (but will not drop 
below 1 attack per round), is at -2 attack rolls, -2 to AC, -2 to damage rolls, 
-2 to reflex saves, and moves at half its base movement rate.  Slow dispels and
counters Haste and is not cumulative with itself or with other similar magic.


SPWI313Z
Skull Trap (Necromancy)
Level: Sor/Wiz 3
Range: Sight of Caster 
Duration:  Special
Casting Time: 3 
Area of Effect: Special
Saving Throw: Reflex half

Upon casting this spell, a skull is thrown by the caster at the target area. 
The skull floats in the area until a creature comes within 5 feet of it. When 
this happens, the skull is triggered and explodes, damaging everyone within a 
10-foot radius. The damage inflicted is equal to 1-6 hit points per level of 
the caster. When casting this spell, it is wise to set it far away from the 
party, lest they set it off accidentally.  Leaving the area the Skull Trap is 
in will make it disappear harmlessly.  A successful Reflex save will do half 
damage.


SPWI314Z
Vampiric Touch (Necromancy) 
Level: Sor/Wiz 3
Range: Touch
Duration: Special
Casting Time: 3 
Area of Effect: Living creature touched
Saving Throw: None 

This spell imbues the caster's hands with the ability to drain life.  When a 
successful melee touch attack is made, the victim loses 1d6 hit points for 
every two caster levels (maximum 10d6). These hit points are added to the 
caster, with any hit points over the caster's normal maximum total treated as 
temporary bonus hit points. The temporary hit points disappear after 1 hour.


SPWI316Z
Dire Charm (Enchantment) 
Level: Brd 2, Sor/Wiz 3, Bane 3
Range: Sight of Caster
Duration: 20 rounds
Casting Time: 3 
Area of Effect: 1 Humanoid Medium-sized or smaller
Saving Throw: Will negates 

This spell is similar to the Charm Person spell. However, the affected creature 
goes into a berserk state, wanting no one to harm his master (the spell 
caster). Thus, the creature will fight enemies of the caster, even former 
allies. The spell is limited in the same manner as Charm Person Spell. The 
spell can affect any humanoid medium-sized or smaller. Thus, a 10th-level 
fighter could be charmed, but an ogre could not.  A successful Will save will 
negate any effect.


SPWI317Z
Ghost Armor (Conjuration)
Level: Brd 3, Sor/Wiz 3, Selune 4
Range: Touch
Duration: 5 rounds/level
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

This spell creates a magical field of force with the strength of chainmail 
armor (deflection bonus +5). It is cumulative with Dexterity effects, armor 
bonuses and shield bonuses. The Ghost Armor spell does not hinder movement, 
adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until
dispelled or until the duration runs out.


SPWI318Z
Icelance (Evocation)
Level: Sor/Wiz 3
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Fortitude half

This spell fires a magical lance of ice at a target of the caster's choosing.  
It automatically hits, inflicting 5-30 points of damage and forcing the target 
to make a Fortitude save or be stunned for 1-4 rounds. 


SPWI319Z
Lance of Disruption (Evocation)
Level: Sor/Wiz 3
Range: 60 feet
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: Reflex half

This spell creates a lance of force, extending from the caster to a specified 
point 60 feet in the distance.  Any creatures in the lance's path take 5d4 
points of crushing damage, +2 points of damage per level of the caster (maximum 
of +30).  Victims can Reflex save for half damage.


SPWI320Z
Halt Undead (Necromancy) 
Level: Clr 3
Range: Sight of Caster
Duration: 2 rounds/level 
Casting Time: 3 
Area of Effect: 20-foot radius 
Saving Throw: Will negates 

This spell halts 1d4 undead creatures in the area of effect if they fail a Will 
save.


SPWI321Z
Invisibility Sphere (Illusion) 
Level: Brd 3, Sor/Wiz 3, Mask 3
Range: Caster
Duration: 10 minutes / level
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: None 

This spell causes all creatures within 10' of the caster to vanish from sight 
and be undetectable by normal vision or even darkvision.  Of course, the 
invisible creature is not magically silenced, and certain other conditions can 
render the creature detectable. Even allies cannot see the invisible creature 
or his gear, unless these allies can normally see invisible things or employ 
magic to do so.  Items dropped or put down by the invisible creature become 
visible, items picked up disappear if tucked into the clothing or pouches worn 
by the creature. The spell remains in effect until it is magically broken or 
dispelled, until the wizard or recipient cancels it, until the recipient 
attacks any creature, or until the duration has expired. Thus the invisible 
being can open doors, talk, eat, climb stairs, etc., but if he attacks, he 
immediately becomes visible, although the invisibility enables him to attack 
first.


SPWI322Z
Melf's Minute Meteors (Evocation) 
Level: Sor/Wiz 3
Range: Caster
Duration: 8 hours 
Casting Time: 3
Area of Effect: Caster
Saving Throw: Reflex half

This spell enables the wizard to cast one small meteor for each level of the 
caster. Each meteor bursts into a 1-foot-diameter sphere upon impact and 
inflicts 1d4+3 points of damage and +3 points of fire damage to the creature 
struck. The meteors are treated as missiles hurled by the wizard with a +5 
bonus to attack rolls and no penalty for range. The wizard may discharge up to 
five missiles per round.


SPWI323Z
Blink (Transmutation)
Level: Brd 3, Sor/Wiz 3
Range: Caster
Duration: 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

Through this spell, the caster is able to enter a state where she is constantly 
phasing between the material and ethereal planes.  While in this state attacks 
against the caster are 50% likely to outright fail, but the caster's attacks 
also suffer and are 20% likely to fail.  In addition, spellcasting is 20% 
likely to fail when under the effects of this spell.


SPWI401Z
Confusion (Enchantment/Charm) 
Level: Brd 3, Sor/Wiz 4
Range: Sight of Caster 
Duration: 1 round/level 
Casting Time: 4
Area of Effect: 30-foot radius
Saving Throw: Will negates

This spell causes confusion in one or more creatures within the area of effect, 
creating indecision and the inability to take effective action. All creatures 
within the area of effect are allowed a saving throw vs. spell with a -2 
penalty to resist the spell effects.  Confused creatures either go berserk, 
stand confused, or wander about for the duration of the spell.


SPWI404Z
Ice Storm (Evocation)
Level: Drd 5, Sor/Wiz 4
Range: Sight of caster
Duration: Special
Casting Time: 4
Area of Effect: 20-foot radius
Saving Throw: None

When this spell is cast, shards of ice smash down on all targets in the area of
effect, doing 3-30 points of cold damage.


SPWI405Z
Improved Invisibility (Illusion) 
Level: Brd 4, Sor/Wiz 4, Mask 4
Range: Touch 
Duration: 1 minute / level
Casting Time: 4 
Area of Effect: 1 creature
Saving Throw: None 

This spell is similar to the Invisibility spell, but the recipient is able to 
attack, either with missile, melee weapons or spells, and remain unseen. 
However, telltale traces, a shimmering, allow an observant opponent to attack 
the invisible spell recipient. These traces are only noticeable when 
specifically looked for (after the invisible character has made his presence 
known).


SPWI406Z
Minor Globe of Invulnerability (Abjuration) 
Level: Sor/Wiz 4
Range: Caster
Duration: 1 round/level 
Casting Time: 4 
Area of Effect: Caster
Saving Throw: None 

This spell creates an immobile, faintly shimmering magical sphere around the 
caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from affecting
the caster. This includes innate abilities and effects from devices. However, 
any type of spell can be cast out of the magical sphere with no penalty. The 
globe can be brought down by a successful Dispel Magic spell.


SPWI407Z
Summon Monster IV (Conjuration) 
Level: Brd 4, Clr 4, Sor/Wiz 4
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6 
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI408Z
Stoneskin (Abjuration)
Level: Sor/Wiz 4, Ilmater 6
Range: Touch
Duration: 10 minutes/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

The warded creature gains resistance to blows, cuts, stabs, and slashes.  The 
subject gains damage reduction 10/+5.  (It ignores the first 10 points of 
damage, though a weapon with a +5 enhancement bonus or any magical attack 
bypasses the reduction.)  Once the spell has prevented a total of 10 points of 
damage per caster level (maximum 150 points), it is discharged.


SPWI410Z
Remove Curse (Abjuration)
Level: Brd 3, Clr 3, Sor/Wiz 4
Range: Touch 
Duration: Permanent 
Casting Time: 4
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the caster is usually able to remove a curse on an 
object, on a person, or in the form of some undesired sending or evil presence. 
Note that the Remove Curse does not remove the curse from a cursed shield, 
weapon, or suit of armor, although the spell typically enables the person 
afflicted with the cursed item to get rid of it. Certain special curses may not 
be countered by this spell, or may be countered only by a caster of a certain 
level or more.


SPWI411Z
Emotion: Despair (Enchantment)
Level: Brd 3, Sor/Wiz 4, Bane 4, Mask 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: Living creatures in 15' radius
Saving Throw: Will negates

This spell creates the emotion of despair within the area of effect. All
creatures affected by the spell gain a -2 on their saving throws, attack 
bonuses, and damage rolls.


SPWI412Z
Malison (Enchantment) 
Level: Sor/Wiz 4, Oghma 4
Range: Sight of Caster
Duration: 2 rounds/level 
Casting Time: 4 
Area of Effect: 30-foot radius
Saving Throw: None

This spell causes all enemy targets in the area of effect to suffer a -2 on all 
their saving throws as long as the spell is in effect.


SPWI413Z
Otiluke's Resilient Sphere (Evocation) 
Level: Sor/Wiz 4
Range: Sight of Caster
Duration: 1 round / level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Reflex negates

When this spell is cast, the result is a globe of shimmering force that 
encloses the subject creature (if it fails to make a successful Reflex save). 
The resilient sphere will contain its subject for the duration of the spell. 
The sphere is completely immune to all damage; the only method of removing the
sphere is by the use of a Dispel Magic spell. Hence the creature caught inside 
the globe is completely safe from all attacks, but at the same time is 
completely unable to affect the outside world.


SPWI414Z
Spirit Armor (Necromancy)
Level: Brd 4, Sor/Wiz 4
Range: Touch
Duration: 5 rounds/level
Casting Time: 3 
Area of Effect: 1 creature 
Saving Throw: None

This spell creates a corporeal barrier around the target's body by tapping into 
the target's life force. The armor itself is weightless, and does not hinder 
movement or spell casting. In addition, the Spirit Armor will not work 
cumulatively with any other armor, however, dexterity, deflection, and shield
bonuses still apply.  While in effect, the armor bonus is +6, as if he were 
wearing splint mail.  Also, due to the magical nature of the spell, the 
recipient will receive a +3 bonus to Fortitude saves. There is a danger to 
using the target's life force to power the spell, as when the spell expires, 
the external portion of the spirit is temporarily lost and 2d4 points of damage 
is incurred.


SPWI417Z
Beltyn's Burning Blood (Necromancy)
Level: Sor/Wiz 4
Range: Sight of Caster
Duration: 1 round/2 levels
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Fortitude negates

This spell turns a target's blood to flame, doing 3-12 hit points of damage 
every round and driving the victim berserk with pain. The target gets to make a 
Fortitude save every round; if successful, the damage and berserk state are 
negated.  This spell does not work against creatures that do not have blood, 
such as the undead, elementals, and plants. If the creature is resistant to 
fire, this resistance will lower or nullify the damage from this spell.


SPWI418Z
Shadow Conjuration (Illusion)
Level: Brd 5, Sor/Wiz 4, Mask 5
Range: Sight of Caster 
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell shapes material from the Demiplane of Shadow into an illusionary 
monster under control of the caster.  More powerful shadow creatures are 
summoned at higher caster levels.


SPWI419Z
Emotion: Rage (Enchantment)
Level: Brd 3, Sor/Wiz 4, Selune 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 10-foot radius
Saving Throw: None

This spell creates the emotion of rage within the area of effect. All creatures 
affected by the spell gain +2 to Strength and Constitution, a +1 bonus to Will 
Saves, and a -1 penalty to AC. This spell does not stack with barbarian rage.


SPWI420Z
Emotion: Fear (Enchantment)
Level: Brd 3, Sor/Wiz 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: Living creatures in 15' radius
Saving Throw: Will negates

This spell creates the emotion of fear within the area of effect. All creatures
affected by the spell flee for 5 rounds. 


SPWI421Z
Emotion: Hope (Enchantment)
Level: Brd 3, Sor/Wiz 4, Ilmater 4, Selune 4
Range: Sight of Caster
Duration: 50 rounds
Casting Time: 4
Area of Effect: Living creatures in 15' radius
Saving Throw: None

This spell creates the emotion of hope within the area of effect. All creatures 
affected by the spell gain a +2 on their saving throws, attack bonuses, and 
damage rolls. 


SPWI422Z
Mordenkainen's Force Missiles (Evocation)
Level: Sor/Wiz 4
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 4
Area of Effect: Special
Saving Throw: Special

This spell creates a brilliant globe of magical energy that streaks forth from 
the caster's hand to unerringly strike its target, much like a Magic Missile 
spell.  The wizard creates one missile at 7th level, and an additional missile 
at every third level after 7th - in other words, two missiles at 10th level, 
three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th 
level.  Each missile inflicts 2d4 points of damage to the target and then 
bursts in a 5-foot radius concussive blast that inflicts 1 point of damage per 
level of the caster - for example, a 12th-level wizard could conjure two force 
missiles, each of which strikes for 2d4+12 points of damage.  Creatures taking 
damage may attempt a Reflex save to negate the concussion damage, but those 
struck directly by a force missile receive no saves and will receive full 
damage.  The 1st level wizard spell Shield will absorb the force missiles 
harmlessly, including the concussion damage.


SPWI423Z
Shout (Evocation)
Level: Brd 4, Sor/Wiz 4, Oghma 4
Range: Close (30 ft. long, 10 ft. diameter)
Duration: Instantaneous 
Casting Time: 1 
Area: Cone
Saving Throw: Fortitude partial (see text)

The caster emits an ear-splitting yell that deafens and damages creatures in 
its path.  Any creature within the area of effect is deafened for 2d6 rounds 
and takes 2d6 points of damage.  A successful save negates the deafness and 
reduces the damage by half.


SPWI424Z
Vitriolic Sphere (Conjuration)
Level: Sor/Wiz 4
Range: Sight of Caster
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Reflex half

This spell conjures a sphere of glowing emerald acid that the caster can direct 
to strike any target within range.  When it reaches its target, the sphere 
explodes and drenches the victim in potent acid.  The victim suffers 1d4 points 
of acid damage per caster level, to a maximum of 12d4 points of damage (Reflex 
half).  After the initial damage, the victim must make a Reflex save every 
round which will reduce the damage for that round by half and also stop any 
further acid damage.  If unsuccessful, the victim continues to suffer acid 
damage in the following rounds, sustaining two less dice of damage each round.  
For example, an 8th-level wizard inflicts 8d4 damage with this spell on the 
first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth 
round, and the spell ends on the fifth round.  Each round the victim is 
entitled to a Reflex save to avoid further damage in any remaining rounds.  The 
vitriolic sphere also splashes acid in a 5-foot radius around the primary 
target.  Any creatures within the splash radius must make a Reflex save or 
suffer a splash hit that inflicts 1d4 points of damage per every five levels of 
the caster.  Splash hits do not cause continuing damage.


SPWI425Z
Contagion (Necromancy)
Level: Clr 3, Drd 3, Sor/Wiz 4
Range: Sight of Caster 
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature 
Saving Throw: Fortitude negates 

This spell causes a major disease and weakness in a creature.  The afflicted 
individual is immediately stricken with painful and distracting symptoms: 
boils, blotches, lesions, seeping abscesses, and so on.  Strength, Dexterity, 
and Charisma are reduced by 2.  The afflicted creature is also slowed.  These
effects persist until the character receives a remove disease spell.  A 
Fortitude save will negate the effects. 


SPWI426Z
Fire Shield (Blue) (Evocation)
Level: Sor/Wiz 4
Range: Caster
Duration: 1 round/level
Casting Time: 4 
Area of Effect: Caster
Saving Throw: None

The Blue Fireshield protects the user from fire damage by surrounding the 
caster with a shield of ice flames, which reduce all fire damage taken by 50%.
Opponents striking the caster with melee attacks also suffer 1d6 + 1 point per 
level cold damage per hit.


SPWI427Z
Fire Shield (Red) (Evocation)
Level: Sor/Wiz 4, Lathander 4
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Caster
Saving Throw: None 

The Red Fire Shield protects the user from cold damage by surrounding the 
caster with a shield of burning flames, which reduce all cold damage taken by 
50%. Opponents striking the caster with melee attacks suffer 1d6 + 1 point per 
level fire damage per hit.


SPWI428Z
Spider Spawn (Conjuration) 
Level: Sor/Wiz 4
Range: Sight of Caster
Duration: 5 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell conjures a large spider which is brought under the caster's 
telepathic control.  The type of spider that appears depends upon the level of 
the caster:

7th : Giant spider
9th : Phase spider
12th+ : Sword spider


SPWI501Z
Animate Dead (Necromancy) 
Level: Clr 3, Sor/Wiz 5, Tempus 3
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

This spell brings forth a long-dead skeleton or zombie from deep within the 
earth and reanimates it to serve the caster.  The higher the level of the
caster, the more powerful the skeleton or zombie summoned by this spell.

WARNING: At higher levels, the Zombie Lords and Festering Drowned Dead summoned 
by this spell have powerful supernatural auras.  The effects of their auras may 
harm your own party members if they fall within the area of affect.


SPWI503Z
Cloudkill (Conjuration) 
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 5 
Area of Effect: 15-foot radius
Saving Throw: Fortitude negates 

This spell generates a billowing cloud of ghastly yellowish green vapors that 
is so toxic as to slay any creature with fewer than 4 Hit Dice, cause creatures
with 4  to 6 Hit Dice to roll a Fortitude save or be slain. Holding one's 
breath has no effect on the lethality of the spell. All creatures with 4 Hit 
Dice or above must leave the cloud immediately or suffer 1d10 points of poison 
damage each round while in the area of effect with no save.


SPWI504Z
Cone of Cold (Evocation) 
Level: Sor/Wiz 5
Range: Caster
Duration: Instantaneous 
Casting Time: 5 
Area of Effect: Cone
Saving Throw: Reflex half

This spell releases a cone-shaped blast of extreme cold from the caster, doing 
1d6 hit points of cold damage per level of the caster (15d6 maximum).


SPWI505Z
Summon Monster V (Conjuration) 
Level: Brd 5, Clr 5, Sor/Wiz 5
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI507Z
Dominate Person (Enchantment) 
Level: Brd 4, Sor/Wiz 5, Bane 5
Range: Sight of Caster
Duration: 1 minutes / level
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: Will negates 

The domination spell enables the caster to control the actions of any creature
while the spell is in effect.  This control is maintained through a telepathic 
link between the caster and the victim.  The target gets a Will save at -2 in 
order to avoid the effect.


SPWI508Z
Hold Monster (Enchantment) 
Level: Brd 4, Sor/Wiz 5
Range: Sight of Caster
Duration: 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature
Saving Throw: Will negates

This spell freezes the target in place, unable to take any action or defend 
itself in any way.  Undead creatures are unaffected by this spell.


SPWI509Z
Chaos (Enchantment) 
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5 
Area of Effect: 20-foot radius
Saving Throw: Will negates

The effects of this spell are identical to the 4th level spell Confusion in all 
respects.  The victims wander around as if in a daze, sometimes wandering away, 
sometimes attacking, either friend or foe.  If the victim is 4th level or 
lower, he does not receive a saving throw versus the effects.  However if the 
victim is 5th level or higher, he receives a Will save at -4.  The spell lasts 
for the duration or until a successful dispel magic is cast.


SPWI510Z
Feeblemind (Enchantment) 
Level: Sor/Wiz 5, Ilmater 5, Bane 6
Range: Sight of Caster
Duration: 20 rounds
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: Will negates

This spell turns a target into a gibbering idiot for the duration of the spell.
The victim is allowed a Will save at -2 to resist being stupefied. Feebleminded
individuals cannot cast spells.


SPWI511Z
Shroud of Flame (Evocation)
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Reflex negates

This spell causes a creature to burst into flames if it fails a Reflex save. 
The creature will burn for 3d6 points of damage every round, and gouts of flame
erupt from the burning target, causing any creatures within ten feet of the
target to take 1d6 points of damage from the flames.  Anyone hit by the 
victim's flames must also make a Reflex save to avoid contracting the shroud 
themselves.


SPWI512Z
Greater Shadow Conjuration (Illusion)
Level: Brd 6, Sor/Wiz 5, Mask 6
Range: Sight of Caster 
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell shapes material from the Demiplane of Shadow into an illusionary 
monster under control of the caster.  More powerful shadow creatures are 
summoned at higher caster levels.


SPWI513Z
Summon Shadow (Necromancy)
Level: Brd 5, Sor/Wiz 5
Range: Sight of Caster
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell summons a creature of living darkness, a Shadow, which will obey the
will of the caster for the duration of the spell.  The higher the caster level,
the more powerful the Shadow summoned.


SPWI514Z
Lesser Planar Binding: Fire Elemental (Conjuration) 
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

This spell summons an 8 hit dice fire elemental to serve the caster for the 
duration of the spell.  The elemental is initially hostile to the caster.  Any 
creature not under the effects of Protection from Evil will be subject to the 
elemental's attacks.


SPWI515Z
Lesser Planar Binding: Earth Elemental (Conjuration) 
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

This spell summons an 8 hit dice earth elemental to serve the caster for the 
duration of the spell.  The elemental is initially hostile to the caster.  Any
creature not under the effects of Protection from Evil will be subject to the 
elemental's attacks.


SPWI516Z
Lesser Planar Binding: Water Elemental (Conjuration) 
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None

This spell summons an 8 hit dice water elemental to serve the caster for the 
duration of the spell.  The elemental is initially hostile to the caster.  Any 
creature not under the effects of Protection from Evil will be subject to the 
elemental's attacks.


SPWI518Z
Lower Resistance (Transmutation) 
Level: Pal 5, Sor/Wiz 5
Range: Sight of Caster 
Duration: 20 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

Using this spell, a wizard may attempt to reduce the spell resistance of a 
target creature.  The spell resistance of the victim works against the Lower 
Resistance spell itself, but at only half its normal value.  There is no saving 
throw.  If the victim does not resist the effects of this spell, his spell 
resistance is reduced by 1 for every two levels of the caster.


SPWI519Z
Sunfire (Evocation)
Level: Sor/Wiz 5
Range: Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Reflex half

A sunfire is an explosive burst of flame similar to a fireball, but centered on 
the caster.  All creatures in the area of effect except for the caster are 
burned for 1d6 fire damage per caster level (to a maximum of 15d6 fire damage).
A successful Reflex save halves the damage.  This spell blinds drow and gray
dwarves if a Fortitude save is failed.


SPWI520Z
Lesser Planar Binding: Air Elemental (Conjuration)
Level: Sor/Wiz 5
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell summons an 8 hit dice air elemental to serve the caster for the
duration of the spell.  The elemental is initially hostile to the caster.  Any
creature not under the effects of Protection from Evil will be subject to the
elemental's attacks.


SPWI521Z
Phantom Blade (Evocation)
Level: Brd 5, Sor/Wiz 5, Mask 6
Range: Caster
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell creates a translucent, shadowlike, weightless area of magical force 
extending from the fingers of one of the caster's hands.  This silent construct 
is blade-shaped.  It has cutting edges that inflict damage just as do those of 
a real sword.  The caster wields the phantom blade as if proficient with this
weapon.

The phantom blade acts as a +3 magical longsword in terms of attack and damage
bonuses as well as the type of creatures it can hit.  Due to its etheric nature
it deals an extra +10 magic damage against undead.  This sword can only be used 
by the caster and remains in her hand for the duration or until dispelled.


SPWI522Z
Protection from Acid (Abjuration) 
Level: Sor/Wiz 5
Range: Touch 
Duration: 10 rounds / level
Casting Time: 6
Area of Effect: 1 creature 
Saving Throw: None 

This spell grants a damage resistance of 10/- against acid damage for the
duration of the spell.


SPWI523Z
Protection from Electricity (Abjuration) 
Level: Sor/Wiz 5, Talos 4
Range: Touch 
Duration: 10 rounds / level
Casting Time: 6
Area of Effect: 1 creature 
Saving Throw: None 

This spell grants a damage resistance of 10/-  against electrical damage for 
the duration of the spell.


SPWI524Z
Dismissal (Abjuration) 
Level: Brd 4, Clr 4, Sor/Wiz 5, Helm 5
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature 
Saving Throw: Will negates

Upon completion of this spell the target summoned creature must make a Will 
save or be returned to the place it came from. The creatures Hit Dice is added 
to his Will save, while the caster's level is subtracted from it.  This spell 
has no effect on creatures that are not summoned.


SPWI525Z
Ball Lightning (Evocation)
Level: Sor/Wiz 5, Talos 5
Range: Caster 
Duration: 1 round/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None

Through this spell, the caster creates tiny balls of electricity that can be 
hurled in combat.  The caster can hurl 5 per round - upon a successful ranged 
touch attack (e.g. an attack that ignores armor bonuses) the ball will burst 
and deal 2d6 electricity damage to all creatures in a 5-foot radius.  If the 
caster fails her attack bonus, the ball will dissipate harmlessly.  This spell 
creates 1 ball per two caster levels up to a maximum of 8.


SPWI526Z
Lutzaen's Frequent Jaunt (Transmutation) 
Level: Sor/Wiz 5
Range: Caster
Duration: 1 round / level
Casting Time: Instant
Area of Effect: Caster
Saving Throw: None 

Similar to Dimension Door, this spell allows the caster to instantaneously jump 
to another location within visual sight.  In addition, the caster gains the 
special ability to jump a number of additional times, once for every 3 caster 
levels.


SPWI601Z
Antimagic Field (Abjuration)
Level: Clr 8, Sor/Wiz 6, Selune 6
Range: Caster 
Duration: 10 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

This spell surrounds the caster with an invisible barrier that moves with him. 
This barrier makes the wizard immune to any magical attacks, but it prevents 
the wizard from casting spells out of the field.


SPWI603Z
Chain Lightning (Evocation)
Level: Sor/Wiz 6, Talos 6
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 5
Area of Effect: Special
Saving Throw: Reflex half

This spell releases a burst of electrical energy at a target; unlike the 
Lightning Bolt spell, however, once the bolt strikes the initial target, the 
electricity then jumps to the next nearest enemy doing significant, but less 
damage. The bolt initially inflicts 1-6 hit points of electrical damage/level 
of the caster, to a maximum of 20d6 points of damage. The bolt will jump to a
number of other monsters equal to the caster's level inflicting half as much
possible damage.  A 19th level caster will hit the initial target for 19d6 
worth of damage, while all subsequent targets will take 9d6 points of damage.


SPWI605Z
Acid Fog (Conjuration)
Level: Sor/Wiz 6
Range: Sight of Caster 
Duration: 10 rounds
Casting Time: 6
Area of Effect: 15-foot radius
Saving Throw: none

This spell brings forth a billowing cloud of acidic fog.  The thick fog limits 
movement to 50% of a creature's current movement rate.  In addition, all 
creatures caught within the fog take 2D6 points of acid damage per round.


SPWI606Z
Circle of Death (Necromancy)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 6
Area of Effect: 30-foot radius
Saving Throw: Fortitude negates

This spell snuffs out the lives of creatures in the area of effect killing them 
instantly (Fortitude negates). The number of creatures affected is equal to 1d4 
Hit Dice per caster level.  However, creatures over 9 Hit Dice are not affected 
by the spell.


SPWI607Z
Disintegrate (Transmutation)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: Instantaneous 
Casting Time: 6
Area of Effect: 1 Creature
Saving Throw: Fortitude partial

The spell makes a creature... vanish. When cast, a ball of green energy shoots 
forth from the caster to the target, who will be disintegrated unless they make
a Fortitude save. This spell works on undead creatures. Even on a successful 
save the creature will still take 5d6 points of damage.


SPWI608Z
Globe of Invulnerability (Abjuration) 
Level: Sor/Wiz 6, Helm 6
Range: Caster
Duration: 1 round/level 
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None 

This spell is similar to the 4th level wizard spell, Minor Globe of 
Invulnerability, except that it protects the caster from 4th level spells as 
well.


SPWI609Z
Summon Invisible Stalker (Conjuration)
Level: Brd 6, Sor/Wiz 6
Range: Sight of Caster
Duration: 2 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell summons an invisible stalker, a creature native to the Elemental 
Plane of Air. This creature will obey the orders of the caster and remain until 
the spell duration expires or it is slain.


SPWI610Z
Lich Touch (Necromancy)
Level: Sor/Wiz 6
Range: Touch 
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: Fortitude half

This spell confers the powers of a lich's touch and a lich's immunities upon 
the caster. The wizard gains immunity to paralysis and fear while the spell is 
in effect, and his hands are imbued with a chilling force of negative energy.
Successful touch attacks deal 1d10 cold damage and victims must make a 
Fortitude save or be paralyzed for 1 turn.  The touch attack is not effective 
against undead.


SPWI611Z
Summon Monster VI (Conjuration) 
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI612Z
Otiluke's Freezing Sphere (Evocation)
Level: Sor/Wiz 6
Range: Sight of Caster 
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Reflex negates

This spell fires an orb of cold at a creature that inflicts 1d6 points of cold 
damage/level of the caster (maximum of 20d6). If the target makes its saving
throw, however, they have dodged the orb and avoided all damage.


SPWI613Z
Shades (Illusion)
Level: Brd 6, Sor/Wiz 6, Mask 7
Range: Sight of Caster 
Duration: 1 round/level 
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell shapes material from the Demiplane of Shadow into an illusionary 
monster under control of the caster.  This shadowy creature has only 60% of the 
hit points of its real-world counterpart, although its attacks do full damage.  
More powerful shadow creatures are summoned at higher caster levels.


SPWI614Z
Stone to Flesh (Transmutation) 
Level: Sor/Wiz 6
Range: Medium
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell turns a petrified creature back to normal.  If one of your 
companions has been victimized by a basilisk or a medusa, this spell will 
restore them to normal health.  The creature must succeed at a Fortitude save 
to survive the process however.


SPWI615Z
Flesh to Stone (Transmutation) 
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Fortitude negates

This spell turns a creature to stone.  They are allowed a Fortitude save to 
avoid the effect.  The effects of this spell may be reversed with the 6th level 
wizard spell, Stone to Flesh.


SPWI616Z
Tenser's Transformation (Transmutation)
Level: Sor/Wiz 6
Range: Caster 
Duration: 1 round/level 
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

The caster becomes a virtual fighting machine -- stronger, tougher, faster, and 
more skilled in combat.  The caster's mindset changes so that he relishes 
combat and can't cast spells.  The caster gains 1d6 temporary hit points per 
caster level, a +4 natural armor bonus to AC, +2d4 Strength, +2d4 Dexterity, +1 
base attack bonus per two caster levels (which may give you an extra attack) 
and a +5 bonus to Fortitude saves.  The caster attacks opponents with melee or 
ranged weapons, even resorting to unarmed attacks if that's all he can do.


SPWI617Z
Power Word: Silence (Conjuration)
Level: Brd 5, Sor/Wiz 6, Oghma 5, Bane 6
Range: Sight of Caster
Duration: 2 rounds
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: None

This spell allows the caster to utter one of the words of power. When spoken, 
Power Word: Silence can be invoked against any creature in range, preventing 
them from making a sound.  No saving throw is allowed.


SPWI618Z
Darts of Bone (Necromancy)
Level: Sor/Wiz 6
Range: Caster
Duration: 5 rounds
Casting Time: 5
Area of Effect: Caster
Saving Throw: Fortitude negates

This spell creates nine darts that can be used by the caster and cannot be 
unequipped so long as the spell is in effect.  The darts are +3, do 1d4 damage, 
and a creature struck by a dart must make a Fortitude save or take another 2d6 
damage and have its strength reduced by 1d4+1 for 5 rounds.  The caster's 
weapon proficiency with darts (or lack thereof) has no effect on the darts' 
chances to hit a target.


SPWI619Z
Soul Eater (Necromancy)
Level: Sor/Wiz 6, Mask 7
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10-foot radius
Saving Throw: Fortitude negates

This spell deals 3d8 damage to all living creatures within a 10-foot radius.  
Any creatures that die as a result of this damage are obliterated and their 
essence is transformed into a 3 hit dice skeleton under control of the caster.  
Also, for each creature that dies in this manner the caster receives a +1 bonus 
to strength, dexterity, and constitution for 1 turn. Soul Eater has no effect
on undead, constructs, and elemental creatures.


SPWI620Z
Trollish Fortitude (Necromancy)
Level: Sor/Wiz 6
Range: Caster
Duration: 20 rounds
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell imbues the caster with the resilience of a troll, allowing the 
caster to regenerate 5 hit points per round up to his/her maximum hit points.


SPWI621Z
Carrion Summons (Conjuration)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: 7 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell conjures forth a mutated carrion crawler of enormous size that is
under the caster's control.  There is a 35% chance this spell will summon two
carrion crawlers instead of just one.


SPWI622Z
Planar Binding: Air Elemental (Conjuration)
Level: Sor/Wiz 6, Selune 7
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows the caster to summon a 16 Hit Dice elemental from the 
Elemental Plane of Air.  The elemental is initially hostile to the caster.  Any 
creature not under the effects of Protection from Evil will be subject to the 
elemental's attacks.


SPWI623Z
Improved Haste (Transmutation)
Level: Brd 6, Sor/Wiz 6
Range: Sight of Caster
Duration: 3 rounds + 1 round/level 
Casting Time: 3 
Area of Effect: 20-foot radius
Saving Throw: None 

For all allies in the area of effect, Improved Haste doubles their base 
movement and attack rate for the duration of the spell (spellcasting and spell 
effects are not sped up).  Improved Haste is not cumulative with itself or with 
other similar magic and will negate and cancel out the effects of a Slow spell.


SPWI626Z
Wyvern Call (Conjuration)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard opens up a magical channel that will summon
a wyvern to his aid.  The wyvern will remain under the wizard's control and 
will live and die at his command until the spell duration expires.


SPWI627Z
Planar Binding: Fire Elemental (Conjuration)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows the caster to summon a 16 Hit Dice elemental from the 
Elemental Plane of Fire.  The elemental is initially hostile to the caster.  
Any creature not under the effects of Protection from Evil will be subject to 
the elemental's attacks.


SPWI628Z
Planar Binding: Earth Elemental (Conjuration)
Level: Sor/Wiz 6
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows the caster to summon a 16 Hit Dice elemental from the 
Elemental Plane of Earth.  The elemental is initially hostile to the caster.  
Any creature not under the effects of Protection from Evil will be subject to 
the elemental's attacks.


SPWI629Z
Planar Binding: Water Elemental (Conjuration)
Level: Sor/Wiz 6, Selune 7
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell allows the caster to summon a 16 Hit Dice elemental from the 
Elemental Plane of Water.  The elemental is initially hostile to the caster.  
Any creature not under the effects of Protection from Evil will be subject to 
the elemental's attacks.


SPWI702Z
FFinger of Deat (Necromancy)
Level: Drd 8, Sor/Wiz 7
Range: Sight of Caster 
Duration: Permanent 
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Fortitude partial

The caster utters the finger of death incantation, points his index finger at 
the creature to be slain, and unless the victim makes a Fortitude save, the 
victim dies instantly.  Even if the save is successful, however, the brush with 
death still inflicts 3d6 + 1 point/level of damage.  Characters slain by a 
Finger of Death cannot be resurrected - they are gone forever.


SPWI703Z
Summon Monster VII (Conjuration) 
Level: Clr 7, Sor/Wiz 7, Tempus 7
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI704Z
Mordenkainen's Sword (Evocation)
Level: Sor/Wiz 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell summons a shimmering sword of force that can be mentally wielded by
the caster. Despite the fact it is held in the hand, it can hit creatures
anywhere within the sight of the caster. The sword has a bonus to attack equal
to the caster's level plus 4 and damages its target for 4d6+3 points of damage.
It is a considered a +3 weapon, so it can damage creatures normally that are
resistant to damage from lesser magical items.


SPWI705Z
Power Word: Stun (Conjuration)
Level: Sor/Wiz 7, Oghma 6, Tempus 8
Range: Sight of Caster
Duration: Special 
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is 
another of the words of power. Creatures with less than 50 hit points are 
stunned for 4-16 rounds, those with 51 to 100 hit points are stunned for 2-8 
rounds, those with 101 to 150 hit points are stunned for 1-4 rounds, and those 
with more than 151 hit points are unaffected. The spell checks the creature's 
current hit points, not their maximum, so even the toughest creatures can be 
affected by this spell if they are wounded.


SPWI706Z
Prismatic Spray (Evocation)
Level: Brd 7, Sor/Wiz 7, Selune 9
Range: Caster 
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70 x 15-foot spray
Saving Throw: Special

This spell causes shimmering rays of light to flash from the wizard's hand, in 
a cone 70 feet long and 15 wide at its end. Any creature touched by the rays 
may be inflicted with a random effect depending on the color (see below), but 
any creature with 8 hit dice or less is blinded for 2-8 rounds, regardless of 
any additional effect. The colors of the prismatic spray do the following: red
(inflicts 20 hit points of fire damage, Reflex for half), orange (40 hit points
of acid damage, Reflex save for half), yellow (80 hit points of electrical
damage, Reflex for half), green (Fortitude save or die - survivors still take 
20 hit points of poison damage), blue (Fortitude or turn to stone), indigo 
(Will save or go insane), or violet (Will save or be warped to another plane 
and back again instantaneously with the lasting effects of having 5 levels 
drained). There is also an equal chance that any creature within the area of 
the spell will be hit by two of the beams.


SPWI707Z
Malavon's Rage (Evocation)
Level: Sor/Wiz 7
Range: Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: Reflex half

Malavon's Rage was created by the dark elf sorcerer Malavon.  It shoots darts 
of pure energy out from the caster's body in all directions, harming friend and 
foe alike.  The small wedges of magic do 20-80 points of piercing damage to
everything caught in their path.  This spell is especially useful when a mage 
is surrounded by enemies.  A successful Reflex save will reduce the damage done 
by the spell by 50%.


SPWI708Z
Acid Storm (Evocation)
Level: Sor/Wiz 6, Talos 8
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Reflex half

You cause acid to rain downward.  The acid deals 1d6 points of acid damage per 
caster level (maximum 15d6).


SPWI709Z
Mass Invisibility (Illusion)
Level: Brd 7, Sor/Wiz 7, Mask 8
Range: Sight of Caster 
Duration: 10 minutes / level
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: None

Mass Invisibility hides all allied creatures within its area of effect as per 
the Invisibility spell.


SPWI710Z
Seven Eyes (Abjuration)
Level: Sor/Wiz 7, Helm 8
Range: Caster
Duration: 20 rounds
Casting Time: 7
Area of Effect: Caster
Saving Throw: None

This spell conjures forth seven magical orbs that float in a ring above the 
caster's head.  Each eye has a defensive and offensive ability, though once 
either one is used the eye will lose its power.  Any subsequent castings of 
Seven Eyes will fail if cast before the expiration time, whether or not any 
eyes remain.  The powers of each eye are described below.

Eye of the Mind - This orb protects the caster against mental attacks, such as
charm, emotion, and fear.  The eye may be expended as the 1st level wizard 
spell Charm Person.

Eye of the Sword - This eye deflects the first physical damaging attack that 
strikes the caster.  The eye may be expended as the 1st level wizard spell 
Magic Missile (5 missiles).

Eye of the Mage - This eye absorbs one manifestation of fire, electrical, cold,
or acid damage.  The eye can also be expended as the 3rd level wizard spell
Lightning Bolt (4d8 damage).

Eye of Venom - This eye halts any one attack or effect that could poison the
caster.  The eye can also be used to poison one creature, dealing 30 points of
damage over a period of 30 seconds.

Eye of the Spirit - This eye blocks one instant-death magic attack (Death 
Spell, Finger of Death, Power Word Kill, Slay Living, Destruction).  The wizard 
may instead choose to expend the eye's power similar to a Ray of Enfeeblement,
dropping a target's strength by -10, reducing its chance to hit, and the damage
it deals.

Eye of Fortitude - This eye blocks one stunning, deafness, blindness, or 
silence effect.  It may alternatively be expended as the 4th level wizard 
spell, Shout.

Eye of Stone - This eye shields the caster from a single petrification attack.  
It can also be used as the spell, Hold Person.

Any subsequent castings of Seven Eyes will fail if cast before the original 
spell expires, whether or not any eyes remain.


SPWI711Z
Suffocate (Transmutation)
Level: Sor/Wiz 7, Bane 7
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: Fortitude half

This spell draws the breath out of all creatures within the area of effect. 
Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 
to armor bonus, -4 attack bonus, -6 to dexterity, half movement rate, and take 
4d8 points of damage per round. A successful Fortitude save negates all effects 
but 2d8 points of damage for one round. The effects begin to fade when the 
creature moves out of the area of effect, although it may take a round for a 
character to catch their second wind.


SPWI712Z
Elemental Barrier (Abjuration) 
Level: Clr 7, Drd 7, Sor/Wiz 7
Range: Touch 
Duration: 1 round/level
Casting Time: 7
Area 'of Effect: 1 creature
Saving Throw: None 

This spell confers damage resistance of 15/- to acid, fire, cold and electrical 
damage.  This effect lasts for the duration of the spell or until dispelled.


SPWI713Z
Cacofiend (Conjuration) 
Level: Sor/Wiz 7
Range: Sight of Caster
Duration: 15 rounds
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

When this spell is cast, it will create a demon that will go on a rampage 
attacking and killing everything in sight.  Anyone protected from evil will not 
be targeted by the demon.  This is a dangerous spell to invoke, saved best for 
desperate times.


SPWI714Z
Delayed Blast Fireball (Evocation) 
Level: Sor/Wiz 7
Range: Sight of Caster
Duration: Special
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: Reflex half

This spell creates a fireball that hovers at a point determined by the caster.  
The fireball will stay in position until someone walks too close to it, at 
which point it will explode for 1d8 points of damage per caster level. (Reflex 
save for half damage).


SPWI715Z
Summon Efreeti (Conjuration) 
Level: Brd 7, Sor/Wiz 7
Range: Sight of Caster
Duration: 8 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

With this spell, the conjurer can cajole an efreeti, a massive genie with 
powerful abilities, to leave the Elemental Plane of Fire and enter the Prime 
Material plane.  The efreeti will serve for the duration indicated above, 
attacking the enemies of the caster.  The caster is warned to be careful of 
this spell, for a mistreated efreeti will turn on its master at the first 
available opportunity.  The efreeti does not provide wishes to the caster.


SPWI716Z
Summon Djinni (Conjuration) 
Level: Brd 7, Sor/Wiz 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

With this spell, the conjurer can cajole a djinni, a massive genie with 
powerful abilities, to leave the Elemental Plane of Air and enter the Prime 
Material plane.  The djinni will serve for the duration indicated above, 
attacking the enemies of the caster.  Casters are warned to be careful of this 
spell for a mistreated djinni will turn on his master at the first available 
opportunity. The summoned djinni does not offer wishes to the caster.


SPWI717Z
Control Undead (Necromancy) 
Level: Sor/Wiz 7
Range: Sight of Caster
Duration: 1 minute / level
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: Will negates

The control undead spell allows the caster to take control of 1-4 undead 
creatures within the area of effect.  A Will save is allowed to negate the 
effect.  The undead remain under control of the caster for the duration of the 
spell or until they are affected by a dispel magic.


SPWI718Z
Banishment (Abjuration) 
Level: Clr 6, Sor/Wiz 7, Helm 9
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: Will negates

Upon completion of this spell, all summoned creatures in the area of effect 
must make a Will save or be returned to the place they came from.  This spell 
has no effect on creatures that are not summoned.


SPWI719Z
Vipergout (Conjuration) 
Level: Sor/Wiz 7
Range: Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: None 

This spell summons vipers which leap forth from the caster's mouth to attack 
her enemies.  Starting on the round the spell is completed, the caster spits 
forth one viper each round for the duration of the spell.  Spat vipers land at 
the caster's feet and stay for 3 rounds.  Until the caster has brought forth 
all the snakes summoned by this spell, she cannot cast spells.


SPWI802Z
Fiery Cloud (Conjuration)
Level: Sor/Wiz 8
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: Reflex half

This spell brings forth a thin, smoky cloud that fills the area of effect and
initially appears harmless.  However, one round later it sparks and flames,
dealing 6d6 points of fire damage to anyone caught in the area of effect.  The
cloud will continue to flare at regular one round intervals for the duration of
the spell.


SPWI803Z
Summon Monster VIII (Conjuration) 
Level: Clr 8, Sor/Wiz 8
Range: Sight of Caster
Duration: 3 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special 
Saving Throw: None 

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI804Z
Mind Blank (Abjuration)
Level: Sor/Wiz 8
Range: 10 ft.
Duration: 1 Day 
Casting Time: 1
Area of Effect: One Creature
Saving Throw: None

In the interests of one's self-control and privacy, Mind Blank shields a 
creature's mind from almost any mental effect - Charm, Command, Dominate 
Person, Fear, Feeblemind, and any scrying by crystal balls or other divination 
methods.


SPWI805Z
Horrid Wilting (Necromancy) 
Level: Sor/Wiz 8, Ilmater 9, Talos 9
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-foot radius
Saving Throw: Fortitude half

This spell evaporates moisture from the bodies of every living creature within 
the area of effect, inflicting 1d8 points of damage per caster level (Maximum 
25d8).  Affected creatures are allowed a Fortitude save for half damage.  Water 
based creatures are especially vulnerable to this spell and receive a -2 
penalty to their saving throws.


SPWI806Z
Great Shout (Evocation)
Level: Brd 6, Sor/Wiz 8, Oghma 7
Range: Caster
Duration: Instantaneous 
Casting Time: 1 
Area of Effect: 30-feet long, 10-foot diameter
Saving Throw: Fortitude half

Upon uttering the Great Shout, the caster releases a stunning force from his 
mouth in a 30-foot long, 10-foot diameter cone.  Creatures within the area of 
effect must make a Fortitude save.  Those who fail the save are stunned for 2 
rounds, deafened for 4 rounds, and suffer 2d6 points of damage.  Those who make 
the save are stunned for 1 round, deafened for 2 rounds, and suffer no damage.


SPWI807Z
Iron Body (Transmutation)
Level: Sor/Wiz 8, Helm 8
Range: Caster
Duration: 10 rounds/level
Casting Time: 8
Area of Effect: Caster
Saving Throw: None

This spell transforms the caster's body into living iron, granting him several 
powerful resistances and abilities.  While the spell is in effect, the caster 
has a 50/+3 damage reduction, takes half damage from fire and acid and is 
immune to electricity.  Spells that affect respiration or the physiology of the 
caster are ignored completely, such as poison, blindness, deafness, and disease 
to name a few.  In addition, the caster gains a +6 strength bonus, a -6 
dexterity penalty, and the caster can attack with iron fists for 1d6 crushing 
damage + strength bonuses.  Unfortunately, the caster's movement becomes slow 
and awkward under the weight of his new body, setting his movement rate to half 
its normal rate, and he receives an 80% chance to fail at casting spells.


SPWI808Z
Power Word, Blind (Conjuration) 
Level: Brd 8, Sor/Wiz 8, Tempus 7, Bane 8 
Range: Sight of Caster
Duration: Special
Casting Time: 1 
Area of Effect: 10-foot radius
Saving Throw: None

This spell blinds enemy creatures within the area of effect.  The duration of 
the blindness depends on the Hit Dice of the creature.  Creatures of 9 or less 
Hit Dice are blinded permanently, those greater than 9 HD but less than 20 are 
blinded for 1d4 +1 minutes, while those having 20 or greater Hit Dice are 
blinded for 1d4+1 rounds.


SPWI809Z
Summon Fiend (Conjuration) 
Level: Sor/Wiz 8
Range: Sight of Caster
Duration: 15 rounds
Casting Time: 1 round
Area of Effect: Special 
Saving Throw: None 

More powerful than the 7th level variant, casting this spell summons a frenzied 
demon.  This demon will attack everyone in the area who is not protected by a 
Protection from Evil spell.  Only desperate or suicidal mages use this spell.


SPWI810Z
Flaying (Necromancy) 
Level: Sor/Wiz 8, Bane 8
Range: Sight of Caster
Duration: 10 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Fortitude half

This horrid spell strips the flesh from a target.  The target creature takes 
1d4 slashing damage per caster level.  In addition, the creature is afflicted 
with a magically induced bleeding wound that deals 1 damage for every 5 caster 
levels per round for the duration of the spell.  A successful Fortitude save 
will halve the initial damage and negate the bleeding wound.


SPWI902Z
Summon Monster IX (Conjuration)
Level: Clr 9, Sor/Wiz 9
Range: Sight of Caster
Duration: 3 rounds + 1 round/level 
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell summons a monster who will aid the caster for the duration of the 
spell.  The type of creature that comes is random.  The creature summoned is 
more powerful than creatures summoned by lesser versions of this spell.


SPWI903Z
Power Word: Kill (Conjuration)
Level: Sor/Wiz 9, Oghma 8, Tempus 9
Range: Sight of Caster
Duration: Permanent 
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: None

Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is 
perhaps the deadliest word of power. It kills one creature with up to 100 hit 
points, or multiple creatures with 20 or fewer hit points, up to a maximum of 
200 hit points. The hit point checks are done against the creature's current 
hit points, not their maximum, so it will affect extremely tough creatures that 
have been wounded.


SPWI905Z
Gate (Conjuration) 
Level: Clr 9, Sor/Wiz 9, Bane 7
Range: Sight of Caster
Duration: 33 rounds
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls an outer planar creature to attack his 
foes and himself if he's not careful.  Any creature not under the effects of 
Protection from Evil will be subject to the demon's attacks.  If the caster 
fails to protect himself in this manner, the demon will tear the caster and his 
companions apart, piece by piece and then feast on the remains.


SPWI906Z
Wail of the Banshee (Necromancy) 
Level: Brd 8, Sor/Wiz 9, Oghma 9, Talos 9
Range: Caster
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30-foot radius
Saving Throw: Fortitude negates

The caster emits a terrible scream that kills creatures who hear it (except for 
the caster).  The spell affects up to one creature per caster level.


SPWI907Z
Black Blade of Disaster (Conjuration) 
Level: Sor/Wiz 9, Mask 9
Range: Caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: Fortitude negates

This spell enables the caster to create a black, blade-shaped, planar rift, 
about three feet long.  It jumps into the caster's hand and is used as a normal 
sword, remaining there for the duration of the spell.  The caster is considered 
to be proficient in this weapon and gains a +10 attack bonus.  The sword acts 
as a +5 weapon and deals 2d12 damage per strike and the victim must make a
Fortitude save at +4 or be disintegrated.


SPWI908Z
Meteor Swarm (Evocation) 
Level: Sor/Wiz 9, Lathander 9
Range: Sight of Caster
Duration: 1 round
Casting Time: 9
Area of Effect: 30-foot radius
Saving Throw: Reflex half

Upon completion of this spell, meteors bombard the area of effect, dealing 
devastating damage to friend or foe.  All creatures in the area effect take 
24d6 fire damage with a Reflex save for half damage.  The caster is well 
advised to be careful in his use of this spell.


SPWI909Z
Aegis (Abjuration)
Level: Sor/Wiz 9, Helm 9
Range: Caster 
Duration: 10 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None 

This spell grants the caster a 15/- bonus to acid, cold, fire, and electricity 
resistance, a +5 deflection bonus, +3 spell resistance, +2 to all saves, and 
the effects of Stoneskin, Minor Globe of Invulnerability, and Freedom of 
Movement for the duration of the spell.


SPWI910Z
Executioner's Eyes (Divination) 
Level: Sor/Wiz 9, Oghma 9, Mask 9
Range: Caster
Duration: 10 rounds
Casting Time: 1
Area of Effect: 15-foot radius
Saving Throw: None

This spell enhances the vision of allies, allowing them to see the hidden 
weaknesses of all creatures.  The divination grants a +4 attack bonus and a +4 
bonus to critical hits (if you critical hit on a natural roll of 20, you now
critically hit on any roll from 16-20) to all allies within the area of effect 
for the duration of the spell.


SPWI911Z
Mass Dominate (Enchantment)
Level: Brd 8, Sor/Wiz 9, Bane 9
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: 20-foot radius
Saving Throw: Will negates

This spell forces all creatures not allied with the caster in the area of
effect to Will save or be dominated as if affected by the 5th level spell
Dominate Person.  Undead are unaffected by this spell.




===============================================================================
                     < < < < < Final Words.... > > > > >
===============================================================================


This FAQ was written entirely using the GWD Text Editor:  (shareware)
  http://www.gwdsoft.com/

Spiffy Links:

  Planet Baldur's Gate   -- http://www.planetbaldursgate.com/
  TeamBG                 -- http://www.teambg.com/
  GameFAQs               -- http://www.gamefaqs.com/
  Baldurdash             -- http://members.home.net/mrkevvy/
  Fantasy Name Generator -- http://spitfire.ausys.se/johan/names/default.htm



_________________________
Shameless Self Promotion:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:

    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PS2:      Madden NFL 2001
    XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                  -- Influence Guide
    PC:       AD&D Rules FAQ, 2nd and 3rd Editions
              Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                 -- Items List
                                                 -- Class FAQ
                                                 -- Creature List
              Civilization III (incomplete)
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                Items List
                                                Kresselack's Tomb Map (JPG)
                                                Burial Isle Map (JPG)
                                                Shattered Hand Map (JPG)
              Icewind Dale II                -- Items List
              Master of Magic (revision)
              Messiah
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:
    http://www.gamefaqs.com/features/recognition/2203.html
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
________________
Version History:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Version 1.0  September 16, 2002  885k

  Version 1.5  September 27, 2002  831k

    Fixed the format a bit.  Deleted more redundant item descriptions, and
    sorted items to be closer to similar items.  Added the "Bags" in their
    very own section.

  Version 2.0  September 28, 2002  764k

    Finished reducing the size of the List.

  Version 2.01  January 17, 2005  765k

    Changed my email address and updated the format slightly.


_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This Document is Copyright 2002-2005 by Dan Simpson
Icewind Dale II is Copyright 2002 by Black Isle/Interplay

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game.  This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it.  You may not charge for, or in any way profit from this FAQ.