//tp2 Instructions
BACKUP ~DSotSC/backup~ 
AUTHOR ~Sir_BillyBob~

BEGIN ~DSotSC for BGT-BP v1.6 Mod~

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//  Copy the bams   //
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COPY ~DSotSC\BAM~	~override~

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//  Copy Spells       //
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COPY ~DSOTSC\SPL/SPINDS1.SPL~ ~override/SPINDS1.SPL~
  SAY NAME1 ~The Shadow Wolf~

COPY ~DSOTSC\SPL/SPINDS2.SPL~ ~override/SPINDS2.SPL~

COPY ~DSOTSC\SPL/SPINDS3.SPL~ ~override/SPINDS3.SPL~
  SAY NAME1 ~Disciple of Light~

COPY ~DSotSC\SPL/SPPR145.spl~             ~override/SPPR145.spl~        
  SAY NAME1 ~Cause Light Wounds~ 
  SAY UNIDENTIFIED_DESC ~Cause Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg

This is the reverse of the Cure Light Wounds spell. The creature touched loses 1-8 hit points unless a save vs. spells is made. Caused wounds may be healed or cured normally.~ 

COPY ~DSotSC\SPL/SPPR146.spl~             ~override/SPPR146.spl~        
  SAY NAME1 ~Fire Bolt~ 
  SAY UNIDENTIFIED_DESC ~Fire Bolt (Evocation)
Level: 1
Sphere: Elemental Fire
Range: Line of Sight
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special

The caster summons fire and forms it into a small projectile which travels to the target causing 1D3 fire damage. The target creature must make a Save vs. spell at -2 or suffer a further 1D3 fire damge.~ 

COPY ~DSotSC\SPL/SPPR147.spl~             ~override/SPPR147.spl~        
  SAY NAME1 ~Armor Melt~ 
  SAY UNIDENTIFIED_DESC ~Armor Melt (Alteration)
Level: 1
Sphere: Combat
Range: Line of Sight
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2

Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 8 point loss in armor class. Save vs spells for 1/2.~ 

COPY ~DSotSC\SPL/SPPR245.spl~             ~override/SPPR245.spl~        
  SAY NAME1 ~Cure Moderate Wounds~ 
  SAY UNIDENTIFIED_DESC ~Cure Moderate Wounds
(Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When casting this spell and laying his hands upon a creature, the priest heals 12 hit points of damage to the creature's body. This spell has no effect on undead or extraplanar creatures.~ 
  SAY 0x12e ~Healed~

COPY ~DSotSC\SPL/SPPR246.spl~             ~override/SPPR246.spl~        
  SAY NAME1 ~Sparks~ 
  SAY UNIDENTIFIED_DESC ~Sparks (Evocation)
Level: 2
Sphere: Combat, Weather
Range: Line of Sight
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2

The druid summons up the electricity from the air around him and hurdles it at the target causing 4D6 electrical damage, save vs. spell to half.~ 

COPY ~DSotSC\SPL/SPPR247.spl~             ~override/SPPR247.spl~        
  SAY NAME1 ~Ward of Protection~ 
  SAY UNIDENTIFIED_DESC ~Ward of Protection (Evocation)
Level: 2
Sphere: Protection
Range: Self
Duration: 2 turns
Casting Time: 2
Area of Effect: Caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front of the caster. It sets the caster's base armor class to 3.~ 
  SAY 0xce ~Shielded~

COPY ~DSotSC\SPL/SPPR345.spl~             ~override/SPPR345.spl~        
  SAY NAME1 ~Pain~ 
  SAY UNIDENTIFIED_DESC ~Pain (Enchantment/Charm)
Level: 3
Sphere: Charm
Range: Visual range of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15' radius
Saving Throw: Neg

This spell causes excruciating pain in all hostile creatures within the area of effect. The spell does no damage, but those who fail a saving throw vs. spells at -2 will suffer a -2 to dexterity and a -2 to all attack rolls for one turn.  Creatures that do not normally feel pain (such as undead) are unaffected by this spell.~ 

COPY ~DSotSC\SPL/SPPR346.spl~             ~override/SPPR346.spl~        
  SAY NAME1 ~Armor of Darkness~ 
  SAY UNIDENTIFIED_DESC ~Armor of Darkness (Conjuration)
Level: 3
Sphere: Protection, Sun
Range: Touch
Duration: 1 round/level (1 turn maximum)
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

The goddess of the night Shar grants clerics the power to call forth a shroud of mystical darkness that envelops the target of the spell. While encased in this the subject's Armor Class improves by 2 and saving throws vs. spells are made at a +2 bonus. The target also gains infravison and is unaffected by blindness. Due to the evil nature of this spell the caster takes 3 hit points of damage when the spell is cast.~ 

COPY ~DSotSC\SPL/SPPR347.spl~             ~override/SPPR347.spl~        
  SAY UNIDENTIFIED_DESC ~Stoneskin (Alteration) 
Level: 3
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None 

When a druid casts this powerful spell upon himself, an outer skin of stone will move up from the ground completely covering him.  This skin is of course magical and will hinder the druid in no way.  The effect of this is to protect the druid from physical attacks such as melee weapons and projectiles.  For every 2 levels of the caster an additional skin is gained upon casting, for example a 10th level druid would receive 5 skins while a 20th level druid would receive 10.  For each skin the druid possesses the spell will stop one attack, so a 10th level druid would be protected from the first 5 attacks made against him, but the sixth would affect him normally.  The skins will remain on the druid until he is affected by a dispel magic, all of the skins are removed due to physical attacks, or the spell duration expires.  It is important to note that this will not protect the druid from any magical attacks such as fireball, however it will protect him from physical magical attacks such as magic missle.~ 

COPY ~DSotSC\SPL/SPPR445.spl~             ~override/SPPR445.spl~        
  SAY NAME1 ~Poison Spray~ 
  SAY UNIDENTIFIED_DESC ~Poison Spray (Necromancy)
Level: 4
Sphere: Plant
Range: 15 ft
Duration: 8 rounds
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2

The Druid summons the poisons from the area around them and sprays them at the target creature bathing it in the spray doing 4 points of damage per round up to a total of 32, damage can be halved with a successful save vs. death.~ 

COPY ~DSotSC\SPL/SPPR446.spl~             ~override/SPPR446.spl~        
  SAY NAME1 ~Mielikki's Blade~ 
  SAY UNIDENTIFIED_DESC ~Mielikki's Blade (Evocation)
Level: 4
Sphere: Combat, Nature
Range: Self
Duration: 6 rounds + 1 round/level (12 round maximum)
Casting Time: 4
Area of Effect: 3' long blade
Saving Throw: None

This spell conjures a magical weapon symbolic of the goddess Mielikki - a great scimitar that blazes with a cold blue fire. The blade is wielded as a +4 magical weapon dealing 1-8 points of damage, and any creature struck must make a saving throw or suffer an additional 1-6 cold damage from the flames. Mielikki's blade also grants the druid a resistance to fire for as long as it exists.~ 

COPY ~DSotSC\SPL/SPPR545.spl~             ~override/SPPR545.spl~        
  SAY NAME1 ~Blades~ 
  SAY UNIDENTIFIED_DESC ~Blades (Alteration)
Level: 5
Sphere: Combat
Range: Line of Sight
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: 1/2

The Druid conjurers up a swarming circle of small sharp blades that are launched at the target creature slicing them for 4D8 damage, damage is reduced by half with a successful save.~ 

COPY ~DSotSC\SPL/SPPR546.spl~             ~override/SPPR546.spl~        
  SAY UNIDENTIFIED_DESC ~Selune's Blessing (Abjuration)
Level: 5
Sphere: Protection
Range: 0
Duration: 2 turns
Casting Time: 7
Area of Effect: 5' radius sphere
Saving Throw: None

This spell invokes the power of the goddess Selune to protect the priest from physical or magical harm. The caster is surrounded by a shimmering field that improves his or her armor class by a full 4 factors, and also prevents the effects of any 1st through 4th level spells. As with the mage spell Globe of Invulnerability, spells may still be cast out of the area of effect with no penalty.~ 

COPY ~DSotSC\SPL/SPPR547.spl~             ~override/SPPR547.spl~        
  SAY NAME1 ~Call Undead~ 
  SAY UNIDENTIFIED_DESC ~Call Undead (Necromancy)
Level: 5
Sphere: Necromantic, Summoning
Range: 10 yards
Duration: 5 turns
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Upon the casting of this spell 3 to 6 ghouls and 0 to 2 ghasts will claw their way out of the earth to serve the caster. The creatures can understand simple commands and will remain for 5 turns unless destroyed or turned.~ 

COPY ~DSotSC\SPL/SPPR548.spl~             ~override/SPPR548.spl~        
  SAY NAME1 ~Transport via Plants~ 
  SAY UNIDENTIFIED_DESC ~Transport via Plants (Alteration)
Level: 5
Sphere: Plant
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster only
Saving Throw: None

By means of this spell the caster can effectively teleport by stepping into any living plant, and emerging instantly from any other within visual range.~ 

COPY ~DSotSC\SPL/SPPR645.spl~             ~override/SPPR645.spl~        
  SAY UNIDENTIFIED_DESC ~Hold Monster (Enchantment/Charm)
Level: 6
Sphere: Charm, Law
Range: Visual range of caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 60 foot cube
Saving Throw: Neg

This spell holds 1d4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spells is made with a -2 penalty. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also effected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.~ 

COPY ~DSotSC\SPL/SPPR646.spl~             ~override/SPPR646.spl~        
  SAY UNIDENTIFIED_DESC ~Tenser's Transformation (Alteration/Evocation)
Level: 6
Sphere: Protection
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster only
Saving Throw: None

The priest casting this dweomer undergoes a startling transformation, their size and strength increasing to heroic proportions so they become a formidible fighting machine. The priests hit points double and their armor class improves a full 4 factors. All attacks are made as if the priest is a fighter of equal level. Each attack is made at +2 and each successful hit in combat inflicts an additional 2 points of damge. All bonuses will be lost when the spell ends or is dispelled including the hit point bonus.
Note: This spell does not give the caster any extra attacks.~ 

COPY ~DSotSC\SPL/SPPR647.spl~             ~override/SPPR647.spl~        
  SAY UNIDENTIFIED_DESC ~Flesh to Stone (Alteration)
Level: 6
Sphere: Elemental Earth
Range: Sight of Caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg

The target of this spell must make a saving throw vs. petrification or be turned to stone. Likewise, all possessions on the person will be petrified and be rendered unremovable unless a Stone to Flesh spell is cast. Any successful hit on a petrified creature will shatter it, killing it irrevocably.~ 

COPY ~DSotSC\SPL/SPPR648.spl~             ~override/SPPR648.spl~        
  SAY UNIDENTIFIED_DESC ~Stone to Flesh (Alteration)
Level: 6
Sphere: Elemental Earth
Range: Touch
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

By use of this spell the caster can restore a petrified creature to living flesh provided his stone body is still intact. The recipient will be physically drained by his time as a statue and will have only 1 hit point upon restoration.  Cure spells or rest will recover the lost health.~ 

COPY ~DSotSC\SPL/SPPR649.spl~             ~override/SPPR649.spl~        
  SAY NAME1 ~Choking Vines~ 
  SAY UNIDENTIFIED_DESC ~Choking Vines (Alteration)
Level: 6
Sphere: Plant
Range: Line of Sight
Duration: 3 rounds
Casting Time: 7
Area of Effect: 20 square yards
Saving Throw: Special

The Druid summons up the powers of the earth to form a vine which grabs all creatures in the target area crushing them for 3 rounds. Any creature caught by the vine will be slowed and takes 4D5 damage when the vine attacks and must make a saving throw at -2 or suffer the same damage one round later.~ 

COPY ~DSotSC\SPL/SPPR650.spl~             ~override/SPPR650.spl~        
  SAY NAME1 ~Life Steal~ 
  SAY UNIDENTIFIED_DESC ~Life Steal (Necromancy)
Level: 6
Sphere: Necromantic, Healing
Range: Line of Sight
Duration: Instantaneous
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg

The caster prays for divine aid and attempts to steal the very life force from the target creature. The target creature suffers 6D5 points of damage, half with successful save. The caster then absorbs the life force healing up to 27 points.~ 
  SAY 0x18e ~Healed~

COPY ~DSotSC\SPL/SPPR738.spl~             ~override/SPPR738.spl~        
  SAY UNIDENTIFIED_DESC ~Confusion (Enchantment/Charm)
Level: 7
Sphere: Charm, Law
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6
Casting Time: 4
Area of Effect: Up to 60-foot cube 
Saving Throw: Special

This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with - 2 penalties.  Those successfully saving are unaffected by the spell. The spell lasts for two rounds plus one round for each level of the caster.  Those who fail their saving throws will either go berserk, stand confused or wander about for the duration of the spell.
Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.).  Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.~ 
  SAY 0x176 ~Confused~
  SAY 0x296 ~Confused~
  SAY 0x3b6 ~Confused~
  SAY 0x4d6 ~Confused~

COPY ~DSotSC\SPL/SPPR739.spl~             ~override/SPPR739.spl~        
  SAY NAME1 ~Aura of Protection~ 
  SAY UNIDENTIFIED_DESC ~Aura of Protection
(Conjuration/Summoning)
Level: 7
Sphere: Protection
Range: Party
Duration: 10 turns
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: None

The caster calls favor from his God upon his party. While Aura of Protection is in effect all party members are granted a base armor class of 1.~ 

COPY ~DSotSC\SPL/SPPR740.spl~             ~override/SPPR740.spl~        
  SAY NAME1 ~Dark Ritual~ 
  SAY UNIDENTIFIED_DESC ~Dark Ritual (Alteration)
Level: 9
Sphere: Protection
Range: Touch
Duraation: 15 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Thow: None

This spell provides the protection of the dark deities. This evil spell provides 12 full hit points and armor class lowered by 4. Due to the evil nature of this spell strength is reduced by 1 for the duration.~ 

COPY ~DSotSC\SPL/sppr755.spl~             ~override/sppr755.spl~        
  SAY NAME1 ~Summon Sirine~ 
  SAY UNIDENTIFIED_DESC ~Summon Sirine
(Conjuration/Summoning)
Level: 9
Sphere: Summoning
Range: Visual range of caster
Duration: 2 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor. They will stop at nothing to destroy all the opponents currently on the screen.~ 

COPY ~DSotSC\SPL/SPPR756.spl~             ~override/SPPR756.spl~        
  SAY NAME1 ~Thunder Bolt~ 
  SAY UNIDENTIFIED_DESC ~Thunder Bolt (Evocation)
Level: 7
Sphere: Combat
Range: 150 feet
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

This spell is similar to the Wizard level 3 spell Lighting Bolt but any creature hit by the bolt suffers 12d4 electrical damage with a saving throw for half.~ 

COPY ~DSotSC\SPL/SPPR757.spl~             ~override/SPPR757.spl~        
  SAY UNIDENTIFIED_DESC ~Selune's Curse (Evocation)
Level: 7
Sphere: Charm, Combat
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20' radius
Saving Throw: 1/2

This powerful incantation calls down the wrath of Selune upon the cleric's enemies. The spell creates an explosion of cold blue flames that deal 6d10 damage to all creatures within the area of effect. A failed saving throw results in the victim suffering the full effects of the blast, while those who succeed manage to avoid the worst, only taking 1/2 damage.~ 

COPY ~DSotSC\SPL/DSSPWI11.SPL~ ~override/DSSPWI11.SPL~
  SAY NAME1 ~Orb of Air~ 
  SAY UNIDENTIFIED_DESC ~Orb of Air (Alteration) 
Level: 1   
Range: 40 Feet  
Duration: 4 Rounds   
Casting Time: 2   
Area of Effect: Special  
Saving throw: Save vs. Spell  

This spell allows the mage to turn a target into a puff of smoke for a limited amount of time.~ 

COPY ~DSotSC\SPL/DSSPWI21.SPL~ ~override/DSSPWI21.SPL~
  SAY NAME1 ~Thunderslap~ 
  SAY UNIDENTIFIED_DESC ~Thunderslap (Conjuration/Summoning)
Level: 2
Range: 0 
Duration: 0 Rounds 
Casting Time: 1 
Area of Effect: The caster 
Saving Throw: None 

When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is Stunned for 10 rounds and takes damage.~ 

COPY ~DSotSC\SPL/DSSPWI22.SPL~ ~override/DSSPWI22.SPL~
  SAY NAME1 ~Icebolt~ 
  SAY UNIDENTIFIED_DESC ~Icebolt (Evocation) 
Level:  2 
Range:  
10 yards 
Duration:  Instantaneous 
Casting Time:  2 
Area of Effect:  One creature 
Saving Throw:  None 

Upon uttering this dweomer a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target.  The Icebolt deals 2d10 damage with no saving throw allowed, however magic or cold resistance can negate it's effects.~ 

COPY ~DSotSC\SPL/DSSPWI23.SPL~ ~override/DSSPWI23.SPL~
  SAY NAME1 ~Minor Globe of Darkness~ 
  SAY UNIDENTIFIED_DESC ~Minor Globe of Darkness 
Level:  2
Range: 10 yds/level 
Duration: 1 turn + 1rd./level 
Area of Effect: 15-ft. radius 
Casting Time: 2 secs 
Saving Throw: None  

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless.  Neither normal nor magical light works unless a "light" or "continual light" spell is used. In the former event, the Globe of Darkness spell is negated by the "light" spell, and vice versa.~ 

COPY ~DSotSC\SPL/DSSPWI31.SPL~ ~override/DSSPWI31.SPL~
  SAY NAME1 ~Ray of Frost~ 
  SAY UNIDENTIFIED_DESC ~Ray of Frost (Evocation) 
Level: 3 
Range:  20 yards 
Duration:  Instantaneous 
Casting Time:  3 
Area of Effect:  1 creature 
Saving Throw:  Special 

Upon casting this spell a 2 foot by 60 foot jet of incredibly cold frost bursts from the caster's hands.  The Ray inflicts 5d6 points of damage and is so cold that the target creature must save vs. spell or be unable to move or fight at full capacity until it shakes off the chill.  Cold or magic resistance may negate these effects.~ 

COPY ~DSotSC\SPL/DSSPWI32.SPL~ ~override/DSSPWI32.SPL~
  SAY NAME1 ~Army of One~ 
  SAY UNIDENTIFIED_DESC ~Army of One (Illusion/Phantasm) 
Level: 3 
Range: 0 
Duration: 1 Turn 
Casting Time: 5 
Area of Effect: Self 
Saving Throw: Neg.  

This spell causes the caster to seem to become an army unto himself, many but one.~ 

COPY ~DSotSC\spl/DSSPWI34.spl~ ~override/DSSPWI34.spl~        
  SAY UNIDENTIFIED_DESC ~Wraith Form (Alteration, Illusion) 
Level: 3
Range: 0 
Duration: 2 rounds/level 
Casting Time: 1 
Area of Effect: The caster 
Saving Throw: None 
When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.  The wizard also gains a 25% magic resistance.  While in wraith form the caster is unable to cast spells.~ 

COPY ~DSotSC\SPL/DSSPWI41.SPL~ ~override/DSSPWI41.SPL~
  SAY NAME1 ~Ettin's Healing~ 
  SAY UNIDENTIFIED_DESC ~Ettin's Healing (Necromancy) 
Level: 4 
Range: Caster 
Duration:  10 rounds 
Casting Time: 7 
Area of Effect:  Special 
Saving Throw: None 

Ettin, a monk who lived during the Time of the Ancients, was also an adept herbalist who found many ways to heal the body.~ 

COPY ~DSotSC\SPL/DSSPWI42.SPL~ ~override/DSSPWI42.SPL~
  SAY NAME1 ~Ajandurah's Ice Shard~ 
  SAY UNIDENTIFIED_DESC ~Ajandurah's Ice Shard (Conjuration/Summoning) 
Level: 4    
Range: Visual range of caster    
Duration: 1 round     
Casting Time: 2   
Area of Effect: One Creature   
Saving Throw: None     

This spell summons a burning shard of magical ice that flies unerringly toward its target inflicting cold damage on that target as if 3 arrows had in actual fact struck.~ 

COPY ~DSotSC\SPL/DSSPWI51.SPL~ ~override/DSSPWI51.SPL~
  SAY NAME1 ~Melf's Explosive Meteors~ 
  SAY UNIDENTIFIED_DESC ~Melf's Explosive Meteors (Evocation) 
Level: 5 
Range:  Caster only 
Duration:  1 minute 
Casting Time:  5 
Area of Effect:  Special 
Saving Throw:  Special 

This evocation is the same as the third level mage spell Melf's Minute Meteors, except that the missiles created explode violently on impact.  All creatures within 20' of the point of impact will be showered with flaming shrapnel inflicting 2-12 points of damage.  A successful saving throw will allow the affected creature to avoid the worst effects, reducing the damage taken by half.~ 

COPY ~DSotSC\SPL/DSSPWI61.SPL~ ~override/DSSPWI61.SPL~
  SAY NAME1 ~Geas~ 
  SAY UNIDENTIFIED_DESC ~Geas (Enchantment/Charm) 
Level: 6 
Sphere: Creature 
Range: Visual range of the caster 
Duration: Permanent 
Casting Time: 5 
Area of Effect: 1 single target 
Saving Throw: Save vs Spells 

This spell will effect any single creature cast upon. The targets include all known creatures upon the land. The person receives a Save vs. Spells roll to avoid the effect without adjustments of wisdom. If the saving throw fails, the target regards the caster as his/her new master. The caster may give the target orders, and the charmed character will carry them out as quickly as possible.~ 

COPY ~DSotSC\SPL/DSSPWI62.SPL~ ~override/DSSPWI62.SPL~
  SAY NAME1 ~Anti-Magic Shell~ 
  SAY UNIDENTIFIED_DESC ~Anti-Magic Shell (Abjuration) 
Level: 6 
Range:  Caster only 
Duration:  2 turns 
Casting Time:  2 
Area of Effect:  Caster only 
Saving Throw:  None 

By means of this spell, the caster surrounds himself with a shimmering barrier that moves with him.  The area within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of any and all spells, harmful or beneficial alike.  Likewise it prevents any spellcasting within its confines and magic affecting the wizard when this spell is cast is immediately dispelled.  Breath weapons, gaze or voice attacks, and similar special attack forms also cannot penetrate the barrier.  Dispel Magic does not remove the spell.~ 

COPY ~DSotSC\SPL/DSSPWI63.SPL~ ~override/DSSPWI63.SPL~
  SAY NAME1 ~Resurrection~ 
  SAY UNIDENTIFIED_DESC ~Resurrection (Necromancy)
Level: 6
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature Touched
Saving Throw: None

Like the 5th level Priest spell Raise Dead, Resurrection will return a character back to life.  However, Resurrection also heals the character so that they are ready for the adventuring life once more.~ 

COPY ~DSotSC\SPL/DSSPWI71.SPL~ ~override/DSSPWI71.SPL~
  SAY NAME1 ~Sphere of Dissipation~ 
  SAY UNIDENTIFIED_DESC ~Sphere of Energy Dissipation (Abjuration)  
Level: 7 
Range: 0 
Duration:180 seconds 
Casting Time: 4 
Area of Effect: Self 
Saving Throw: None 

Otiluke derives great amusement from the fact that many mages use his resilient sphere spell when in fact it was merely a mistake test spell from the making of this spell his sphere of energy dissipation. A powerful spell for the adventuring arch mage it creates a powerful sphere of energy around the caster that absorbs the energy from all the attacks made against the caster rendering them harmless. Only the most potent of spells or magical weapons could hope to pierce this shield making it very useful when wandering the planes or backstreets of Toril.~ 

COPY ~DSotSC\SPL/DSSPWI72.SPL~ ~override/DSSPWI72.SPL~
  SAY NAME1 ~Mass Charm~ 
  SAY UNIDENTIFIED_DESC ~Mass Charm (Enchantment/Charm)
Level: 7
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 2
Area of Effect: 20' radius sphere
Saving Throw: None

This spell affects any people within an area of 20' from where it is cast. The term person in all humanoid creatures who will be charmed for 30 seconds. Humanoid creatures include: humans, dryads, dwarfs, elves, brownies, gnomes, goblins, half-elves, hobgoblins etc. but does not include larger creatures eg ogres. All creatures make a saving throw vs. spells to negate the effects.~ 

COPY ~DSotSC\SPL/DSSPWI73.SPL~ ~override/DSSPWI73.SPL~
  SAY NAME1 ~Fire Storm~ 
  SAY UNIDENTIFIED_DESC ~Fire Storm (Invocation)  
Level: 7  
Range: 0  
Duration: Instant   
Casting Time: 4  
Area of Effect: Large  
Saving Throw: None   

For the average Archmage a fireball is simply not enough. This spell from the time of Nethril fills this void. It requires a great deal of skill to cast and even then it is slightly unstable. The effects however are truly devastating. A initial spell is released that might appear to a fire ball however after its detonation there are many more explosions of equal or greater power consuming the battle field in a storm of fire.~ 

COPY ~DSotSC\SPL/DSSPWI74.SPL~ ~override/DSSPWI74.SPL~
  SAY NAME1 ~Vestcakes Floating Curse~ 
  SAY UNIDENTIFIED_DESC ~Vestcakes Floating Curse (Invocation) 
Level: 7  
Target: Area 
Duration: 30 Seconds 
Range: 150 foot 

This powerful curse creates a cloud of boiling gas that spreads around the battle ground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continual detrimental effects as the energy discharges on to them over the clouds duration.~ 

COPY ~DSotSC\SPL/DSSPWI81.SPL~ ~override/DSSPWI81.SPL~
  SAY NAME1 ~Infernal Combustion Enigma~ 
  SAY UNIDENTIFIED_DESC ~Infernal Combustion Enigma (Invocation)     
Level: 8    
Range:50 foot    
Duration: Instantaneous     
Casting Time: 3     
Area of Effect: 30-foot radius     
Saving Throw: 1/2     

The Infernal Combustion Enigma was the creation of the powerful yet insane ArchMage, better known as the Arch-Astronomer, in the time of Nethril. This mage had an addiction to fire and made this spell to accommodate to all of his needs (It is noted that this mage died shortly after completing the spell probably from its effects). Nearly all of modern fire spells are included in this cocktail of spells and as such this spell is capable incinerating many a noble adventurer. However, it is a unpredictable spell so it is considered a prime example of spells to be launched from afar.~ 

COPY ~DSotSC\SPL/DSSPWI82.SPL~ ~override/DSSPWI82.SPL~
  SAY NAME1 ~Insanity~ 
  SAY UNIDENTIFIED_DESC ~Insanity (Enchantment/Charm)   
Level: 8  
Range: 50 feet  
Duration: Permanent   
Casting Time: 5  
Area of Effect: Single Target   
Saving Throw: None  

This spell causes the Mage to send forth his will into the mind of his target completely destroying that mind in the process leaving the victim completely insane but still dangerous. The effect is permanent and the victim will walk around dazed or confused or run madly into battle with anyone close to him. The process by which this spell works is iffy at best so there is a 50 percent chance the spell will work.~ 

COPY ~DSotSC\SPL/DSSPWI83.SPL~ ~override/DSSPWI83.SPL~
  SAY NAME1 ~Miasma~ 
  SAY UNIDENTIFIED_DESC ~Miasma (Evocation)   
Level: 8  
Range: 100 yards   
Duration: 30 seconds  
Casting Time: 4  
Area of Effect: 40' wide, 20' high, 20' deep cloud   
Saving Throw: Several  

This powerful spell summons forth a acidic cloud of deadly vapors that envelop all around them. The acidity of the vapors increases through out the duration of this spell so the damage done every 5 seconds increases up to a max of 7d 6. Anyone caught in the cloud even if they leave it are covered in the acid and continue to suffer the effects as if they were still in the cloud. This effect can however be dispelled if done fast enough. The acid damage done is normally quite easy to save against however the cloud carries one greater effect. If a person is trapped in the cloud there is a 25% chance that they will be reduced to a puddle of slime due to the corrosive nature of the acidic fumes(with no saving throw).~ 

COPY ~DSotSC\SPL/DSSPWI84.SPL~ ~override/DSSPWI84.SPL~
  SAY NAME1 ~Thunder Bolt~ 
  SAY UNIDENTIFIED_DESC ~Thunder Bolt (Evocation) 
Level: 8
Range: 150 yards
Duration: Instantaneous 
Casting Time: 5
Area of Effect: Special 
Saving Throw: none

In some circles of Archmages it is considered rather pathetic to cast a lightning bolt like a weak little mage. So the thunder bolt was developed. While looking to all intensive purposes like a lightning bolt it is however charged a great deal more and capable of doing vast amounts of damage to anything it strikes, including its caster! The bolt will rebound back and forth until all its power is lost and there are few beings which can withstand a hit from this spell.~ 

COPY ~DSotSC\SPL/DSSPWI85.SPL~ ~override/DSSPWI85.SPL~
  SAY NAME1 ~Varashar's Life Drain~ 
  SAY UNIDENTIFIED_DESC ~Varashar's Life Drain (Necromancy) 
Level:  8 
Range:  30 feet 
Duration:  Special 
Casting Time:   1 
Area of Effect:  Single Target 
Saving Throw:  None 

The Mage King Varashar, according to rumor, used this spell to extend his life many times during his 120 year reign.~ 

COPY ~DSotSC\SPL/DSSPWI91.SPL~ ~override/DSSPWI91.SPL~
  SAY NAME1 ~Arc of Death~ 
  SAY UNIDENTIFIED_DESC ~Arc of Death (Necromancy) 
Level: 9 
Range:  50 feet 
Duraation:  Instant 
Casting Time: 8 
Area of Effect: 1 creature 
Saving Thow: None 

By casting this spell, the wizard causes massive, but highly variable damage to a single target.~ 

COPY ~DSotSC\SPL/DSSPWI92.SPL~ ~override/DSSPWI92.SPL~
  SAY NAME1 ~Azuth's Rune of Utter Negativity~ 
  SAY UNIDENTIFIED_DESC ~Azuth's Rune of Utter Negativity (Invocation)
Level: 9
Target: One Target
Area of effect: One Creature
Range: 100 feet
Casting time: 7 

Before perhaps the greatest mage of all time rose to godhood as Mystra's consort, he created this spell. A devastatingly powerful spell which can truly be called a deity kill spell for its power is unsurpassed in all the planes. The Archmage (for great power and skill is needed to cast this spell) stretches forth his hand and calls on the very powers of reality that hold the universe together. Huge bolts of energy spin in front of him and as he releases the spell a bolt of pure energy ripples down from the sky and destroys the spells target.

No save, this spell will even overcome magic resistance.~ 

COPY ~DSotSC\SPL/DSSPWI93.SPL~ ~override/DSSPWI93.SPL~
  SAY NAME1 ~Heal~ 
  SAY UNIDENTIFIED_DESC ~Heal (Divination)
Level: 9
Range: 10 yards
Duration: Permanent
Area of Effect: 1 single target
Saving Throw: None

When cast, this spell removes poison and will restore all hit points of the current target. There is no saving throw so magical defense and protection will not stop the effects of the spell.~ 
  SAY 0xfe ~Healed~ 

PRINT ~Spells installed.~

///////////////////////
//  Copy Items
///////////////////////

// Crowns, helm, etc.

COPY ~DSOTSC\ITM/DSCDRUID.itm~ ~override/DSCDRUID.itm~ 
  SAY NAME1 ~Crown~ 
  SAY NAME2 ~Crown of the Archdruid~ 
  SAY UNIDENTIFIED_DESC ~Crowns not only exist for decoration, some of them offer head protection as well.

STATISTICS: 

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable by:
 Warrior
 Thief~ 
  SAY DESC ~This crown was owned by the Leader of the "Druids of The Black Woods" over 13 generations ago. However after an orc invasion crushed this druidic community, this crown has changed its owner very often.

STATISTICS:

Special:  Protection against critical hit
          1 extra spell from level 1 to 3
Special:  Charm animal unless save vs. wands
Range:  40 ft
Area:  1 animal
Duration:  10 turns
Weight: 2
Only usable by:
 Druid~ 

COPY ~DSOTSC\ITM/DSCROWN1.itm~ ~override/DSCROWN1.itm~ 
  SAY NAME1 ~Crown~ 
  SAY NAME2 ~Crown of the Shar'DuKha~ 
  SAY UNIDENTIFIED_DESC ~Crowns not only exist for decoration, some of them offer head protection as well.

STATISTICS: 

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable by:
 Warrior
 Thief~ 
  SAY DESC ~Crown of the Shar'DuKha 'The Wizard's Helm'
This crown is from the Shar'DuKha, the Elemental Templers.  Crafted for users of magic it offers them protections they usually have to abandon in pursuit of their art.

STATISTICS:

Armor Class Bonus:  +1
Special:  Resists certain mental attacks 
Special:  +1 Saving Throws 
Special:  Protects Against Critical Hits
Weight: 2
Usable only By:
 Mage (Single, Dual, or Multi Class)~ 

COPY ~DSOTSC\ITM/DSHAT01.itm~ ~override/DSHAT01.itm~ 
  SAY NAME1 ~Hat~ 
  SAY NAME2 ~Rogue's Hat~ 
  SAY UNIDENTIFIED_DESC ~The felt hat is a favorite of the bards, though they offer little in the way of protection they are decorative at times.  On rare occasions one is discovered that was enchanted with some magic. 

Usable Only By:
 Bard
 Thief~ 
  SAY DESC ~This hat has been enchanted, though it appears as flimsy as the typical cloth or felt cap, it has the resilience to withstand a good blow. 

STATISTICS: 

Armor Class Bonus:  None 
Special:  Protects Against Critical Hits 
Weight: 2 
Usable Only By:
 Bard
 Thief~ 

COPY ~DSOTSC\ITM/DSTDRUID.itm~ ~override/DSTDRUID.itm~       
  SAY NAME1 ~Tiara~ 
  SAY NAME2 ~Tiara of the Chanah'Rea~ 
  SAY UNIDENTIFIED_DESC ~This class of decorative tiara, made of beads or metal, is worn on the head. They are usually decorated with jewels or other precious items and commonly worn by Warlocks.  

STATISTICS:

Armor Class Bonus:  None
Weight: 2
Not Usable By:~ 
  SAY DESC ~Tiara of the Chanah'Rea
Where most tiaras are ornamental items, this one is enchanted by the High Priests of the Chanah'Rea.  It is believed that the stone that graces its front is from Stone Hedge itself.

STATISTICS:

Special:  Resists certain mental attacks 
Special:  +1 Saving Throws 
Special:  Protects Against Critical Hits
Weight: 2
Usable only By:
 Druid~ 

COPY ~DSOTSC\ITM/DSFEHELM.itm~ ~override/DSFEHELM.itm~       
  SAY NAME1 ~Helmet~ 
  SAY NAME2 ~Ferthgil's Helmet~ 
  SAY UNIDENTIFIED_DESC ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended.  

STATISTICS:

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable By:
 Mage
 Bard
 Thief~ 
  SAY DESC ~Ferthgil's Helmet: This is the helmet worn by Ferthgil Trollslayer, son of Breachin Trollslayer. This helmet was given to Ferthgil by the Stoneheath Clan during his stay with them after his father died. Gulmoth Stonehearth, Ferthgil's mentor placed the blessing of Clanngedin upon it, to help Ferthgil channel all of his thoughts at the times that he really needs to, especially in battle.

STATISTICS: 

Armor Class Bonus:  None 
Special:  Protects Against Critical Hits 
Special:  Protects Against all forms of charms, panic and holds. 
Weight: 2 
Usable Only By:
 Ferthgil Trollslayer~ 

COPY ~DSOTSC\ITM/DSEBHELM.itm~ ~override/DSEBHELM.itm~       
  SAY NAME1 ~Helmet~ 
  SAY NAME2 ~Ebon Helm~ 
  SAY UNIDENTIFIED_DESC ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended.  

STATISTICS:

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable By:
 Mage
 Bard
 Thief~ 
  SAY DESC ~Part of the standard equipment given to the soldiers of the cult of The Ebon Hand.  The helm allowed one of the Hand to perform their prescribed duties without external interference.

STATISTICS:

Armor Class Bonus: none 
Special:  Protects Against Critical Hits   
          Wearer is immune to charm 
Weight: 4 
Not usable by:  
 Mage  
 Bard  
 Thief~ 

COPY ~DSOTSC\ITM/DSCOHELM.itm~ ~override/DSCOHELM.itm~ 
  SAY NAME1 ~Helmet~ 
  SAY NAME2 ~Conchobhair Strongblade's Helmet of Courage~ 
  SAY UNIDENTIFIED_DESC ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended.  

STATISTICS:

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable By:
 Mage
 Bard
 Thief~ 
  SAY DESC ~This helmet has been enchanted to provide some protection against mind attacks and fear. It always boosts the courage of the wearer.

STATISTICS:  

Armor Class Bonus:  None 
Special:  Protects Against Critical Hits 
Special: Protects Against Fear and Certain Mind Attacks 
Weight: 2 
Not Usable By:
 Mage
 Bard
 Thief~ 

COPY ~DSOTSC\ITM/DSCRYHLM.itm~ ~override/DSCRYHLM.itm~ 
  SAY NAME1 ~Helmet~ 
  SAY NAME2 ~Crystal Helm~ 
  SAY UNIDENTIFIED_DESC ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended.  

STATISTICS:

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable By:
 Mage
 Bard
 Thief~ 
  SAY DESC ~Crafted from magical crystals from a now abandoned Dwarven Mine.  The crystals have a natural resistance to heat and cold. 

STATISTICS:

Armor Class Bonus:  +1
Special:  Protects Against Critical Hits
          +20% Fire Resistance
          +20% Cold Resistance
Weight: 2
Not Usable By:
 Mage
 Bard
 Thief~ 

COPY ~DSOTSC\ITM/DSSKHELM.itm~ ~override/DSSKHELM.itm~ 
  SAY NAME1 ~Helmet~ 
  SAY NAME2 ~Skeezer Lumpkin's 'Dwarven' War Helmet~ 
  SAY UNIDENTIFIED_DESC ~This sturdy, steel-banded helm is of dwarven construction. Dwarven runes are set into the metal above the brow. 

STATISTICS:  

Armor Class Bonus:  None 
Special:  Protects Against Critical Hits 
Weight: 2 
Not Usable By:
 Mage
 Bard
 Thief~ 
  SAY DESC ~Skeezer was given this helmet by his good friend, Gothmog Stonehearth, a dwarven skald of the Stonehearth clan. Skeezer and Gothmog became good friends after Skeezer had saved Gothmog's life one night. Gothmog was ambushed by a patrol of duergar, who made their way to the surface one moonless night to seek out prey. When Skeezer saw this, he thrust his staff onto the ground, causing the sky to become as bright as any brightly lit midday sky.  This of course sent the duergar running. From that day on, Gothmog and Skeezer became close friends, and Gothmog had even become interested in his Gnomish friends magical abilities, and perhaps in secret has tried out a few small spells, knowing of course that his clan would frown upon such activities.  

STATISTICS: 

Armor Class Bonus:  None 
Special:  Protects Against Critical Hits 
Special:  Protects Against all forms of panic and boosts morale 
Weight: 2 
Usable Only By:
 Skeezer Lumpkin VI~ 

COPY ~DSOTSC\ITM/DSHELM01.itm~ ~override/DSHELM01.itm~ 
  SAY NAME1 ~Helmet~ 
  SAY NAME2 ~Helm of the Holy Guard~ 
  SAY UNIDENTIFIED_DESC ~This class of decorative helmet, made of reinforced leather or metal, covers the face and head. Eye slits and breathing holes come highly recommended.  

STATISTICS:

Armor Class Bonus:  None
Special:  Protects Against Critical Hits
Weight: 2
Not Usable By:
 Mage
 Bard
 Thief~ 
  SAY DESC ~Helm of the Holy Guard. 
Bold and ornamental this helm looks to be more of a show piece then a source of protection; looks however can be very deceiving.  Enchanted by the high priests of the Sukien, it provides the wearer with the strength of mind to resist all forms of temptation.

STATISTICS:

Armor Class Bonus: None
Special:  Protects Against Critical Hits
Special:  Protects Against Mental Attacks 
Weight: 2

Usable Only By:
Paladin~ 

// Armor

COPY ~DSOTSC\ITM/DSTHRARM.itm~ ~override/DSTHRARM.itm~       
  SAY NAME1 ~Studded Leather~ 
  SAY NAME2 ~Armor of Thorns~ 
  SAY UNIDENTIFIED_DESC ~Studded leather armor has little in common with normal leather armor.  Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing.  The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place.  

STATISTICS:

Armor Class: 7
Weight: 25
Requires: 6 Strength
Not Usable By:
 Mage~ 
  SAY DESC ~Upon closer inspection, one discovers that the armor is not made from leather at all, but from an intricate weave of vines and thorn bush branches.  The armor is a gift from the nymphs to the druids, a token of admiration for their endless protection of the forests.

STATISTICS: 

Armor Class:  3 
Saving Throws:  +1 bonus 
Weight:  4
Only usable by:
 Druid (single, dual, & multi-class)~ 

COPY ~DSOTSC\ITM/DSWRKARM.itm~ ~override/DSWRKARM.itm~       
  SAY NAME1 ~Studded Leather~ 
  SAY NAME2 ~Stormcloud~ 
  SAY UNIDENTIFIED_DESC ~Studded leather armor has little in common with normal leather armor.  Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing.  The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place.  

STATISTICS:

Armor Class: 7
Weight: 25
Requires: 6 Strength
Not Usable By:
 Mage~ 
  SAY DESC ~Stormcloud 'Kraken's Bane'  
This leather was fashioned from the charred remains of a dragon struck down by lightning.  Last known to be worn by Shrethu Reogher, the warlock.  One must hope that he is dead, for if it were removed from him while he was still alive he is sure to come looking for it.

STATISTICS:

Armor Class:  0 
Saving Throws:  +3 bonus  
Special: Resist Electricity
Weight:  4
Only usable by:
 Druid~ 

COPY ~DSOTSC\ITM/DSFEARM.itm~ ~override/DSFEARM.itm~       
  SAY NAME1 ~Plate Mail Armor~ 
  SAY NAME2 ~Ferthgil's Dwarven Mithril Plate Battle Armor~ 
  SAY UNIDENTIFIED_DESC ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin.  Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. 

STATISTICS:

Armor Class: 3
Weight: 50
Not Usable By:
 Bard 
 Druid
 Mage
 Thief~ 
  SAY DESC ~This plate armor, made of strong plates of mithril alloy, was crafted by Fergil Trollslayer under the tutelage of Otho Truehammer, master smithy, leader of Clan Truehammer and father of his best friend Tearlac Truehammer.  Ferthgil has shown himself quite a worthy smithy, but prefers the battlefield to the forge. This armor has the equivalent abilities of normal plate mail that has been enchanted to give it a +5 armor class bonus. However, no magic or enchantments were utilized in the creation of this armor.

STATISTICS:  

Armor Class: -2 
Weight: 20 
Usable Only By: 
 Dwarves and Gnomes~ 

COPY ~DSOTSC\ITM/DSCOARM.itm~ ~override/DSCOARM.itm~ 
  SAY NAME1 ~Plate Mail Armor~ 
  SAY NAME2 ~Conchobhair Strongblade's Blessed Plate Mail Armor~ 
  SAY UNIDENTIFIED_DESC ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin.  Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. 

STATISTICS:

Armor Class: 3
Weight: 50
Not Usable By:
 Bard 
 Druid
 Mage
 Thief~ 
  SAY DESC ~This plate mail has been blessed to provide extra protection when fighting against large enemies and monsters. Conchobhair find's it to be just perfect for his chosen path of Dragonslayer, giving him good protection and allowing a certain degree of freedom of movement.

STATISTICS:

Armor Class: -2 
Weight: 50 
Usable By: 
 Paladin Only~ 

COPY ~DSOTSC\ITM/DSCRYARM.itm~ ~override/DSCRYARM.itm~ 
  SAY NAME1 ~Plate Mail Armor~ 
  SAY NAME2 ~Crystal Plate Mail~ 
  SAY UNIDENTIFIED_DESC ~Plate mail is a combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin.  Similar in construction to bronze plate mail, true plate mail comprises of chain and leather. 

STATISTICS:

Armor Class: 3
Weight: 50
Not Usable By:
 Bard 
 Druid
 Mage
 Thief~ 
  SAY DESC ~Forged from magical crystals mined from a now abandoned Dwarven mine.  The crystals have a natural resistance to fire and cold. 

STATISTICS:

Armor Class: 2
Special:  +20% Fire Resistance
          +20% Cold Resistance 
Weight: 20 
Not Usable By:
 Bard 
 Druid
 Mage
 Thief~ 

COPY ~DSOTSC\ITM/DSEBPLAT.itm~ ~override/DSEBPLAT.itm~ 
  SAY NAME1 ~Full Plate Mail~ 
  SAY NAME2 ~Ebon Plate~ 
  SAY UNIDENTIFIED_DESC ~Full plate armor is the best armor a warrior can buy, both in appearance and protection.  The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail.  

STATISTICS:

Armor Class: 1
Weight: 70
Requires: 15 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 
  SAY DESC ~Full plate armor +1:  'Ebon Plate' 
Lord Scrakin, Chief General of the Ebon Hand, wore this piece of armor for nearly 50 years.  During this time he was rumored to dwell in a castle somewhere within the Earthfast Mountains.  How his armor moved to other lands without him is not certain, though the separation of the two was surely unusual.

STATISTICS:

Armor Class: 1
Weight: 70
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 

COPY ~DSOTSC\ITM/DSCHAN01.itm~ ~override/DSCHAN01.itm~ 
  SAY NAME1 ~Chainmail Armor~ 
  SAY NAME2 ~Chainmail +3~ 
  SAY UNIDENTIFIED_DESC ~Chain mail is made of interlocking metal rings.  It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows.

STATISTICS:

Armor Class: 5
Weight: 40
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~Chain Mail +3: This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers. 

STATISTICS:  

Armor Class: 2 
Weight: 9 
Not Usable By: 
 Druid  
 Mage  
 Thief~ 

COPY ~DSOTSC\ITM/DSCHAN02.itm~ ~override/DSCHAN02.itm~ 
  SAY NAME1 ~Splint Mail~ 
  SAY NAME2 ~Crusader's Armor~ 
  SAY UNIDENTIFIED_DESC ~Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail.  Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS:

Armor Class: 4
Weight: 40
Requires: 8 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 
  SAY DESC ~The Splint Mail is the preferred armor of the crusader class warrior, also know as the paladin.  Often called religious zealots these warriors fight strongly with great faith in the laws that they boldly defend. 

STATISTICS:

Armor Class: 0
Weight: 20
 Usable Only By:
 Paladin 
 Cleric (Lawful Good Only)~ 

COPY ~DSOTSC\ITM/DSCHAN03.itm~ ~override/DSCHAN03.itm~ 
  SAY NAME1 ~Chainmail Armor~ 
  SAY NAME2 ~Chainmail +2 'Blessed Chain Mail'~ 
  SAY UNIDENTIFIED_DESC ~Chain mail is made of interlocking metal rings.  It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows.

STATISTICS:

Armor Class: 5
Weight: 40
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~This +2 Chain is often worn by priests who are on quests for their faiths. When worn, the priest is blessed with an aid spell. 

STATISTICS:

Armor Class: 3
Weight: 10
Not Usable By:
 Druid 
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSCHAN04.itm~ ~override/DSCHAN04.itm~ 
  SAY NAME1 ~Splint Mail~ 
  SAY NAME2 ~Sukien Holy Armor~ 
  SAY UNIDENTIFIED_DESC ~Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail.  Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS:

Armor Class: 4
Weight: 40
Requires: 8 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 
  SAY DESC ~Sukien Holy Armor, worn by the Holy Guard of the Sukien Temple, this mail possess great magic.  Boasting of never being defeated in battle, the Holy Guard are staunch zealots with a will to win that is believed by many to be a gift from the very heavens.  This trademark armor with its emblem proudly displayed on the chest is as brash and bold as its wearers. 

STATISTICS: 

Armor Class: -1 
Special: Protection from Poison 
Weight: 18 
Usable Only By: 
 Paladin~ 

COPY ~DSOTSC\ITM/DSJEARM.itm~ ~override/DSJEARM.itm~ 
  SAY NAME1 ~Chainmail Armor~ 
  SAY NAME2 ~Jet'laya's Chainmail~ 
  SAY UNIDENTIFIED_DESC ~Chain mail is made of interlocking metal rings.  It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows.

STATISTICS:

Armor Class: 5
Weight: 40
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~This is Jet'laya's personal set of chainmail.   It was forged for her by her twin brother, Rennar.  Despite the unusual coloration, it appears to be a normal set of elven chainmail.

STATISTICS:

Armor Class: 4
Weight: 15
Usable Only By:
  Jet'laya~ 

COPY ~DSOTSC\ITM/DSKORIM.itm~ ~override/DSKORIM.itm~ 
  SAY NAME1 ~Splint Mail~ 
  SAY NAME2 ~Splint Mail Armor +4 - Korim's Skin~ 
  SAY UNIDENTIFIED_DESC ~Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail.  Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. 

STATISTICS:

Armor Class: 4
Weight: 40
Requires: 8 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 
  SAY DESC ~Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet nearly impervious to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer.  

STATISTICS:

Armor Class: -1
Special Abilities: Regeneration 1hp every 2 rounds  
Regeneration  
Mage Skills Unimpaired 
Weight: 5
Not usable by
 Monk
 Kensai~ 

COPY ~DSOTSC\ITM/DSCUARM.itm~ ~override/DSCUARM.itm~  
  SAY NAME1 ~Studded Leather~ 
  SAY NAME2 ~CúChoinneach Personal Leather Armor +4~ 
  SAY UNIDENTIFIED_DESC ~Studded leather armor has little in common with normal leather armor.  Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing.  The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place.  

STATISTICS:

Armor Class: 7
Weight: 25
Requires: 6 Strength
Not Usable By:
 Mage~ 
  SAY DESC ~CúChoinneach made this armor for himself during his days as a ranger.  

STATISTICS: 

Armor Class: 3 
Special:  +15% Hide in Shadows 
Weight: 8 
Only Usable By:
 CúChoinneach~ 

COPY ~DSOTSC\ITM/DSKEARM.itm~ ~override/DSKEARM.itm~  
  SAY NAME1 ~Studded Leather~ 
  SAY NAME2 ~Keiria Silverstring's Studded Leather Bard Armor +1~ 
  SAY UNIDENTIFIED_DESC ~Studded leather armor has little in common with normal leather armor.  Instead of a hardened shell, studded leather offers hundreds of metal rivets affixed to a supple backing.  The numerous studs form a flexible coat of metal that helps to turn aside slashing and cutting attacks, while the leather is little more than a means of securing the rivets in place.  

STATISTICS:

Armor Class: 7
Weight: 25
Requires: 6 Strength
Not Usable By:
 Mage~ 
  SAY DESC ~Keiria has maintained close ties to her elven heritage and as a result has been able to obtain a few elven enchanted items by her kin. One of those items is this leather armor. It provides her with good leather +1 protection and allows her the ability to cast spells while being worn. 

STATISTICS:  

Armor Class: 6 
Weight: 15 
Usable Only By: 
 Keiria Silverstring~ 

COPY ~DSOTSC\ITM/DSLEAT01.itm~ ~override/DSLEAT01.itm~  
  SAY NAME1 ~Gnomish Workmans Leather~ 
  SAY NAME2 ~Gnomish Workmans Leather +2~ 
  SAY UNIDENTIFIED_DESC ~Gnomish workman´s leather armor is a variation of high-quality gnomish leather armor. Gnomish workman´s leather is adorned with dozens of tiny tool holders and pouches,  typically filled with the most bizarre collection of coins, nails , tools, weapons, widgets and sprockets ever assembled on one body. For this reason, a set of gnomish workman´s leather provides the protection identical to studded leather armor. 

STATISTICS:

Armor Class: 7
Weight: 25
Only usable by: 
 Thief~ 
  SAY DESC ~Gnomish Workmans Leather +2 
This set of armor was created by a gnomish master craftsman and enchanted to offer better protection against unforeseen accidents. The tools and equipment stored in the armor makes finding and picking locks easier.   

STATISTICS:

Armor Class: 5
Weight: 8
Only usable by:
 Thief~ 

COPY ~DSOTSC\ITM/DSSKROBE.itm~ ~override/DSSKROBE.itm~ 
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Skeezer Lumpkin's Mage Robe~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. 

STATISTICS:  

Armor Class:  5 
Magic Resistance:  5% 
Saving Throw:  +1 bonus 
Weight:  6 
Only usable by:
 Skeezer Lumpkin VI~ 

COPY ~DSOTSC\ITM/DSROBESO.itm~ ~override/DSROBESO.itm~       
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Sorcerer's Robe~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This Mage Robe has been made for the more advanced mage who has ended his apprentice time and goes at it alone. Its armor class and spell bonus make him better equipped for traveling. 

STATISTICS:

Armor Class:  8
1 Bonus Spell on level 1 and level 2
Weight:  3
Only usable by:
 Mage (single, dual, & multi-class]
 Bard~

COPY ~DSOTSC\ITM/DSROBE02.itm~ ~override/DSROBE02.itm~       
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Robe of the Grand Wizard~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws.  Due to the nature of its enchantment, it can only be worn by mages of evil alignment.

STATISTICS:

Armor Class:  +2 Bonus
Magic Resistance:  25%
Saving Throw:  +3 bonus
Weight:  6
Only usable by:
Mage (single, dual, & multi-class)
Evil-aligned character~ 

COPY ~DSOTSC\ITM/DSROBE03.itm~ ~override/DSROBE03.itm~ 
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Robe of Dh'arlo'me~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse.

STATISTICS:

Armor Class:  3
Magic Resistance:  50%
Special:  Immune to 1st, 2nd & 3rd level spells
          +4 to 1st, 2nd & 3rd level spells
          Set Intelligence and Wisdom to 19
          Increase spell casting speed
          Immune to all non-magical weapons
Weight:  6
Usable by:
 All~ 

COPY ~DSOTSC\ITM/DSROBE04.itm~ ~override/DSROBE04.itm~ 
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Drakelor's Robe~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This robe was originally a present from the famous mage Drakelor to a friend, who had to go on a long and dangerous journey. Unfortunately, the robe was stolen as the friend rested in an inn after a tiring walk. The thief, who knew well about his loot's value, but not about its origin, arranged a meeting with the most powerful mage he knew. Drakelor, however, recognized his work and immediately understood what had happened. The thief's fate does not need further description.  

STATISTICS:

Armor Class: +1 bonus 
Saving Throws: +2 bonus 
Weight: 3 
Only Usable By:
 Mages (Single, dual, and multi-class)~ 

COPY ~DSOTSC\ITM/DSROBE05.itm~ ~override/DSROBE05.itm~       
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Drow Mage Robe~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~High level drow mages wear a robe that provides a 75% chance of remaining undetected in shadows. The material used to make these robes does not cut easily and is fire resistant; giving the robe a +6 bonus to saving throws vs. fire. These robes can only be worn by those of elven size and build.  Because of the nature of drow cloth, if exposed to sunlight, irreversible decay begins. Within 2 to 12 days, it will lose all its protective properties and rot, becoming totally worthless. 

STATISTICS: 

Armor Class: 3 
Special:  Raises Intelligence by 2 
Special:  Memorize one extra spell per level thru 9 
Special:  +6 Save vs. Breath Weapon 
Special:  75% Non-Detection 
Weight: 1 
Usable Only By: 
 Mage (Single, dual, and Multi-classed)~ 

COPY ~DSOTSC\ITM/DSROBE06.itm~ ~override/DSROBE06.itm~       
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Robe of the Abyss~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~A foul artifact indeed.  Woven from the fabric of the Abyss itself, these powerful robes offer 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 origin, it can only be worn by mages of evil alignment.

STATISTICS:

Armor Class:  +5 Bonus
Magic Resistance:  25%
Saving Throw:  +5 bonus 
Bonus Spells: +3(Lv 1-5)
              +1(Lv 6-8) 
Constitution: -30% 
Special: Never Need Sleep
Weight:  6
Only usable by:
Mage (single, dual, & multi-class)
Evil-aligned character~ 

COPY ~DSOTSC\ITM/DSROBE07.itm~ ~override/DSROBE07.itm~ 
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Robe of the High Templar~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment.

STATISTICS:

Armor Class:  +2 Bonus 
Magic Resistance:  25% 
Saving Throw:  +3 bonus 
Weight:  6 
Only usable by: 
 Mage (single, dual, & multi-class) 
 Good-aligned character~ 

COPY ~DSOTSC\ITM/DSROBE08.itm~ ~override/DSROBE08.itm~ 
  SAY NAME1 ~Mage Robe~ 
  SAY NAME2 ~Robes of Sorcery~ 
  SAY UNIDENTIFIED_DESC ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage. Due to their magical heritage, however, only single-, dual-, and multi-class mages may wear these enchanted robes.~ 
  SAY DESC ~This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of neutral alignment.

STATISTICS:

Armor Class: +2 Bonus
Magic Resistance: 25%
Saving Throw: +3 bonus
Weight: 6
Only Usable By:
 Mage (single, dual, & multi-class)
 Neutral-aligned character~ 

// Belts

COPY ~DSOTSC\ITM/DSBELT01.itm~ ~override/DSBELT01.itm~       
  SAY NAME1 ~Girdle~ 
  SAY NAME2 ~Holy Belt of Speed~ 
  SAY UNIDENTIFIED_DESC ~Girdles are generally similar to belts.  Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like.  

STATISTICS:

Weight:  2
Not usable by:~ 
  SAY DESC ~Holy Belt of Speed 
Ornate and holy this belt bears the mark of the Sukien Holy Guard.  Long known to have the ability to attack with great fervor it was always believed to be a natural ability from within.  How clever of the guard to hide their secret for so long.

STATISTICS:

Armor Class Bonus:  +3 vs. piercing weapons 
Special: Haste 
Weight:  2
Usable Only by:
 Paladin~ 

COPY ~DSOTSC\ITM/DSCLCK01.itm~ ~override/DSCLCK01.itm~ 
  SAY NAME1 ~Cloak~ 
  SAY NAME2 ~Morridin's Cloak~ 
  SAY UNIDENTIFIED_DESC ~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.  ~ 
  SAY DESC ~This cloak once belonging to the famous bard Morridin.  The cloak, which despite the lavish gold weaved into it, Morridin said was only "...a simple cloak that offers modest protection against the elements".  The cloak, along with many other personal items of Morridin became a topic of discussion among many. 

STATISTICS: 

Armor Class:  +1 bonus 
Special:  +1 charisma 
Weight:  3 
Usable Only By:  
 Bard~ 

COPY ~DSOTSC\ITM/DSCLCK02.itm~ ~override/DSCLCK02.itm~ 
  SAY NAME1 ~Cloak~ 
  SAY NAME2 ~Faded Cloak~ 
  SAY UNIDENTIFIED_DESC ~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.  ~ 
  SAY DESC ~This cloak was crafted by the now mad Lord Sorcerer Noober Harpell. Fond of the elven cloaks he saw during his travels, he made this as a similar replica. When worn, it fades the owner almost completely from sight, allowing moving about almost with impunity.  Inside the cloak is sewn 'Property of Noober, son of Noober' 

STATISTICS:

Special: Fades wearer 75% (similar to invisibility)
Weight:  3
Not usable by:
 WizardSlayer~ 

COPY ~DSOTSC\ITM/DSCLCK03.itm~ ~override/DSCLCK03.itm~ 
  SAY NAME1 ~Cloak~ 
  SAY NAME2 ~Cloak of the Woods~ 
  SAY UNIDENTIFIED_DESC ~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.  ~ 
  SAY DESC ~Cloak of the Woods
Stolen from the temple of Erreth-Akbe, the cloak was recovered by Archdruid Yarrow when he sought out his revenge against those who defaced his temple.  It was rumored that the cloak was given to his son Shephesh as a gift.

STATISTICS:

Armor Class: +2 Bonus 

Special: Increased Stealth 
Special: Non Detection
Weight:  3
Usable Only By: 
 Ranger~ 

COPY ~DSOTSC\ITM/DSCLCK04.itm~ ~override/DSCLCK04.itm~ 
  SAY NAME1 ~Cloak~ 
  SAY NAME2 ~Cloak of Protection +3~ 
  SAY UNIDENTIFIED_DESC ~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.  ~ 
  SAY DESC ~Cloak of Protection +3:  'Mystra's Cloak'
These cloaks are said to be given only to a chosen few of Mystra's most worthy priests.  Although, due to some of these priests 'untimely' demise, a few cloaks have been seen outside the ranks of this religious organization.  The cloak gives the wearer bonuses to physical and magical attacks as well as protection from undead attacks.

STATISTICS:

Armor Class:  +3 bonus
Saving Throw:  +2 bonus 
Special: Protection from Undead
Weight:  3
Not usable by
 WizardSlayer~ 

// Bracers, Gauntlets, Gloves

COPY ~DSOTSC\ITM/DSDRGSKN.itm~ ~override/DSDRGSKN.itm~       
  SAY NAME1 ~Bracers~ 
  SAY NAME2 ~Dragon Skin Bracers~ 
  SAY UNIDENTIFIED_DESC ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. ~ 
  SAY DESC ~These bracers are made of dragon skin leather.   Similar items are made by druidic craftsmen on rare occasions such as the death of an old dragon of a dragon whelp.

STATISTICS:

Armor Class: 2
Weight: 2
Not Usable By: 
 Wizardslayer 
 Kensai~

COPY ~DSOTSC\ITM/DSBRACDX.itm~ ~override/DSBRACDX.itm~       
  SAY NAME1 ~Gauntlets~ 
  SAY NAME2 ~Gauntlets of Dexterity~ 
  SAY UNIDENTIFIED_DESC ~Gauntlets are armored gloves.  They can be made of leather, metal plates, or chain mail.  Every suit of armor is assumed to include gauntlets of an appropriate type.  Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties.~ 
  SAY DESC ~Gauntlets of dexterity:  'The Brawling Hands'
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts.  Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy. 

STATISTICS:

Dexterity:  +2 Bonus to Dexterity 
Weight: 2
Not usable by:
 Wizardslayer~

COPY ~DSOTSC\ITM/DSBRAC01.itm~ ~override/DSBRAC01.itm~       
  SAY NAME1 ~Bracers~ 
  SAY NAME2 ~Otrad Atwah: 'Gloves of the Magi'~ 
  SAY UNIDENTIFIED_DESC ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. ~ 
  SAY DESC ~Otrad Atwah: 'Gloves of the Magi'
Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent.  It was for just these times that Sharga commissioned these gloves to be made.  They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat. 

STATISTICS:

Armor Class: 0 
Special: Increased Attacks 
Special: Increased Saving Throws
Weight: 2
Usable Only By:
 Mage (Single Class Only)~

COPY ~DSOTSC\ITM/DSBRAC02.itm~ ~override/DSBRAC02.itm~       
  SAY NAME1 ~Bracers~ 
  SAY NAME2 ~Gift of the Woods~ 
  SAY UNIDENTIFIED_DESC ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. ~ 
  SAY DESC ~Gift of the Woods
Throughout time druids and rangers have struggled to protect the wild from the ever encroaching civilization.  On occasion the dwellers of the wild do grant these zealots with favors to aid them in their endeavors to protect them. 

STATISTICS:

Armor Class: 2 
Special: Increased Attacks 
Special: Increased Resistance to Petrification
Weight: 2
Usable Only By:
 Druids
 Rangers~

COPY ~DSOTSC\ITM/DSBRAC03.itm~ ~override/DSBRAC03.itm~       
  SAY NAME1 ~Bracers~ 
  SAY NAME2 ~Mage's Bracers~ 
  SAY UNIDENTIFIED_DESC ~Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. ~ 
  SAY DESC ~The exact origin of these bracers in unknown.  Throughout history, there have been numerous rumors to its current whereabouts and its origins.   Dispute their age the enchantments placed upon these bracers is still very strong, unlike many artifacts of a similar age. 

STATISTICS:

Armor Class:  +2
Special:  Increase Spell Casting Speed
Weight:  2
Only usable by:
 Mage
 Bard~


COPY ~DSOTSC\ITM/DSBRAC04.itm~ ~override/DSBRAC04.itm~       
  SAY NAME1 ~Gauntlets~ 
  SAY NAME2 ~Gauntlets of the Faithful Warrior~ 
  SAY UNIDENTIFIED_DESC ~Gauntlets are armored gloves.  They can be made of leather, metal plates, or chain mail.  Every suit of armor is assumed to include gauntlets of an appropriate type.  Magical gauntlets tend to be finer, lighter, and more easily worn than normal varieties.~ 
  SAY DESC ~Throughout time, many deities have been know to grant boons to their followers in the way of blessed items.  Even though the exact origins of these gauntlets are unknown that must surely be the case with this particular set. 

STATISTICS: 

THACO:   +3 bonus 
Damage:  +3 bonus 
Weight: 1 
Usable Only By:  
 Cleric (single and multi-classed)~

// Rings

COPY ~DSOTSC\ITM/DSZRNG03.itm~ ~override/DSZRNG03.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Ring of Free Action~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Ring of Free Action.
This ring was given to the reef scavenger and hunter known only as Edventar, by a group of aquatic elves long his friends.  His help in routing the "Pirate Queen" of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land.

STATISTICS:

Special:  The wearer is immune to everything, magical and otherwise, that effects mobility in any way, although can still be hasted.   This ring has been enchanted so that beneficial effects such as those received from the boots of speed still function while wearing the ring.~ 

COPY ~DSOTSC\ITM/DSRNG01.itm~ ~override/DSRNG01.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Ring of the Ancients~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Created by a race known as the Ancients.  Many of the abilities and uses of the relics that remain from that time are unknown to even the descendants of the Ancients.

STATISTICS: 

Adds one mage and one priest spell per level for levels 1 through 4.

Usable By: 
 Mage/cleric (multiclass only)~ 

COPY ~DSOTSC\ITM/DSRNG02.itm~ ~override/DSRNG02.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Apprentice's Ring~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Similar rings are often given to apprentice's that show exceptional skill or merit. 

STATISTICS: 

Special:  adds two 1st, one 2nd, and one 3rd level spells 

Usable By: 
 Mage
 Bard~ 

COPY ~DSOTSC\ITM/DSRNG03.itm~ ~override/DSRNG03.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Ghaunadaur Priest Ring~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~A special ring for any priest. Immunity to poison.

Usable by: 
 Cleric 
 Druid 
 Paladin 
 Ranger~ 

COPY ~DSOTSC\ITM/DSRNG04.itm~ ~override/DSRNG04.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Ghaunadaur Priest Ring~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~An improved version of the Ghaunadaur Priest Ring. This one provides immunity to poison and acid.

Usable by:
 Cleric
 Druid
 Paladin
 Ranger~ 

COPY ~DSOTSC\ITM/DSRNG05.itm~ ~override/DSRNG05.itm~ 
  SAY NAME1 ~Wardstone~ 
  SAY NAME2 ~Mopap's Lucky Rune Wardstone~ 
  SAY UNIDENTIFIED_DESC ~Often marked with magical glyphs, runes, or symbols, wardstones are powerfully enchanted items intended to grant their bearer passage through magically guarded areas. As most wardstones are quite unique and specific in their nature, it is rare to find one with more than one purpose.~ 
  SAY DESC ~Mopap's Lucky Rune Wardstone
Many rumors have been passed around the Sword Coast about a chirping squirrel that has a lucky wardstone. However, no one has been able to confirm these rumors. 

STATISTICS: 

+1 to Luck~ 

COPY ~DSOTSC\ITM/DSRNG06.itm~ ~override/DSRNG06.itm~ 
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Mystic Ring~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~The exact origins of this ring are unknown, however, it is believed that this ring was in the possession of an older mage living in a small village and acting as their 'wise man' before he died. 

STATISTICS:

Spells:  adds one 2nd, 3rd, and 4th level spells
Usable By: 
 Mage
 Bard~ 

COPY ~DSOTSC\ITM/DSRNG07.itm~ ~override/DSRNG07.itm~ 
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~The Unfailing Missile Deflector~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Ring:  'The Unfailing Missile Deflector' 
This ring creates an invisible force field around its wearer that deflects missiles. Even a perfectly aimed missile will deflect to miss the ringwearer or even stop in mid-flight and drop to the ground. 

STATISTICS: 

Special: Gives the wearer complete protection from non-magic missile weapons.~ 

COPY ~DSOTSC\ITM/DSRNG08.itm~ ~override/DSRNG08.itm~ 
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Traveler’s Ring~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Personal ring of the famous bard Morridin.  It is missing a stone.  When asked how his ring came to lose its setting, Morridin simply replied, "It fell out while I was traveling."  His ring quickly became known as the Traveler’s ring.  Since Morridin never told anyone what the ring did, the exact nature of the enchantments upon it are unknown. 

STATISTICS: 

Unknown
Usable by:
 Bard Only~ 

COPY ~DSOTSC\ITM/DSBARDR.itm~ ~override/DSBARDR.itm~        
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Bard's Ring~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~While the exact origins of this ring are unknown, many believe it was created around 200 years ago. 

It is set with a single stone of an unknown type that radiates a slight glow.  Though the ring is cold to the touch, the chill is strangely comforting.

STATISTICS:

Special:
   Memorize 1 Additional 1st Level Spell
   Memorize 1 Additional 3rd Level Spell
   Memorize 1 Additional 5th Level Spell
Weight: 0
Usable only by:
 Bards~ 

COPY ~DSOTSC\ITM/DSRNG103.itm~ ~override/DSRNG103.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Signet Ring of the Sukien~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Signet Ring of the Sukien.  Enchanted with magic by the High Priests of the Sukien Temple, this ring is worn by all those who protect the temple from evil.

STATISTICS:

Armor Class:  +1 bonus
Saving Throws:  +2 bonus 
Special: Gain Protection from Petrification
Usable Only by: 
 Paladin~ 

COPY ~DSOTSC\ITM/DSRNGFSH.itm~ ~override/DSRNGFSH.itm~       
  SAY NAME1 ~Ring~ 
  SAY NAME2 ~Ring of Fire Shielding~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Ring of Fire Shielding, "Charvirak's Glow"
Since the dawn of time Warlocks have used the elements around them to both attack and defend.  This ring was the handiwork of a great warlock Charvirak of Corymer.  It is said that he stole the essence of a fire golem and trapped it within the ring.

STATISTICS:

Armor Class Bonus +4 
Special: Resistance to Non-Magical Weapons 
Only usable by:
 Druid~ 

COPY ~DSOTSC\ITM/DSRNGJET.itm~ ~override/DSRNGJET.itm~       
  SAY NAME1 ~Jet'laya's Ring~ 
  SAY NAME2 ~Jet'laya's Ring~ 
  SAY UNIDENTIFIED_DESC ~This ring belonged to Jet'laya's mother.~ 
  SAY DESC ~This ring belonged to Jet'laya's mother.~ 

// Misc, books, scrolls, etc

COPY ~DSOTSC\ITM/DSMISC01.itm~ ~override/DSMISC01.itm~       
  SAY NAME1 ~Letter~ 
  SAY NAME2 ~Letter~ 
  SAY UNIDENTIFIED_DESC ~Davaeorn, 
My sources have told me that a small band of mercenaries, some of which may be members of the Harpers were in the area of the Friendly Arm Inn.  I sent Tarnesh to investigate and stop whoever it is, but I have not heard back from him.  I suggest you send Drasus and Genthore to the Friendly Arm Inn immediately.  Notify Tazok of the situation.

Reiltar~ 
  SAY DESC ~Davaeorn, 
My sources have told me that a small band of mercenaries, some of which may be members of the Harpers were in the area of the Friendly Arm Inn.  I sent Tarnesh to investigate and stop whoever it is, but I have not heard back from him.  I suggest you send Drasus and Genthore to the Friendly Arm Inn immediately.  Notify Tazok of the situation.

Reiltar~

COPY ~DSOTSC\ITM/DSMISC02.itm~ ~override/DSMISC02.itm~       
  SAY NAME1 ~Letter~ 
  SAY NAME2 ~Letter~ 
  SAY UNIDENTIFIED_DESC ~Otho my friend, 

Here are the brave adventurers that I told ye about. I would appreciate it if you would create for them a mace of the finest quality and strength. They performed a great service for me and have proved themselves worthy. The weapon will be very important to them in the very near future. 

Your friend,
 Lennan~ 
  SAY DESC ~Otho my friend, 

Here are the brave adventurers that I told ye about. I would appreciate it if you would create for them a mace of the finest quality and strength. They performed a great service for me and have proved themselves worthy. The weapon will be very important to them in the very near future. 

Your friend,
 Lennan~

COPY ~DSOTSC\ITM/DSMISC03.itm~ ~override/DSMISC03.itm~       
  SAY NAME1 ~Letter~ 
  SAY NAME2 ~Letter~ 
  SAY UNIDENTIFIED_DESC ~Lord Daerthmac,

I devote my body, soul and mind to serve ye and love thee as I have never known.

Yours for eternity,
 Clairis~ 
  SAY DESC ~Lord Daerthmac,

I devote my body, soul and mind to serve ye and love thee as I have never known.

Yours for eternity,
 Clairis~ 

COPY ~DSOTSC\ITM/DSMISC04.itm~ ~override/DSMISC04.itm~       
  SAY NAME1 ~Letter~ 
  SAY NAME2 ~Letter~ 
  SAY UNIDENTIFIED_DESC ~Friends, 
You acted bravely and honorable. With your help we stopped Lord Daerthmac from spreading terror any further. I regret that so many of you have lost your lives. I should have never endangered you in a fight that was mine alone. I leave now because that is the way of my life. However, if I were to ever adventure with a group again, I would hope that they are as brave and honorable as you.  

Fare thee well, 
 CúChoinneach agus Madadh n'Sgàil~ 
  SAY DESC ~Friends, 
You acted bravely and honorable. With your help we stopped Lord Daerthmac from spreading terror any further. I regret that so many of you have lost your lives. I should have never endangered you in a fight that was mine alone. I leave now because that is the way of my life. However, if I were to ever adventure with a group again, I would hope that they are as brave and honorable as you.  

Fare thee well, 
 CúChoinneach agus Madadh n'Sgàil~

COPY ~DSOTSC\ITM/DSMISC05.itm~ ~override/DSMISC05.itm~       
  SAY NAME1 ~Letter to Thomic~ 
  SAY NAME2 ~Letter to Thomic~ 
  SAY UNIDENTIFIED_DESC ~Thomic, 
You left the shopping list at home again.  Do not forget to bring these goods with you when you come home. 

Bread 
Milk 
Chicken 

Make sure they are fresh. Also did you bring your rain tunic? It looks like it may rain. 

Hurry back and try no to stop at every bar between here and there. 

Katerin~ 
  SAY DESC ~Thomic, 
You left the shopping list at home again.  Do not forget to bring these goods with you when you come home. 

Bread 
Milk 
Chicken 

Make sure they are fresh. Also did you bring your rain tunic? It looks like it may rain. 

Hurry back and try no to stop at every bar between here and there. 

Katerin~ 

COPY ~DSOTSC\ITM/DSMISC07.itm~ ~override/DSMISC07.itm~       
  SAY NAME1 ~Berrto Ghaskill~ 
  SAY NAME2 ~Berrto Ghaskill~ 
  SAY UNIDENTIFIED_DESC ~Berrto Ghaskill~ 
  SAY DESC ~Berrto Ghaskill~

COPY ~DSOTSC\ITM/DSMISC08.itm~ ~override/DSMISC08.itm~       
  SAY NAME1 ~Magic Jar~ 
  SAY NAME2 ~Magic Jar~ 
  SAY UNIDENTIFIED_DESC ~This vial is one of six that contains the life essence of the former companions and one time friends of the mage turned lich, known as the Dark One. 

Return these vials to the phantoms to give them their freedom.~ 
  SAY DESC ~This vial is one of six that contains the life essence of the former companions and one time friends of the mage turned lich, known as the Dark One. 

Return these vials to the phantoms to give them their freedom.~

COPY ~DSOTSC\ITM/DSMISC09.itm~ ~override/DSMISC09.itm~       
  SAY NAME1 ~Phylactery of Koroval Na'Krugen~ 
  SAY NAME2 ~Phylactery of Koroval Na'Krugen~ 
  SAY UNIDENTIFIED_DESC ~This vessel contains the life essence of the Dark One, formerly known as Koroval Na'Krugen.  Through a very evil ritual, he was able to transform himself into a very powerful undead being known as a lich. A Lich will spend their entire existence discovering more powerful magics that they were able to obtain in their mortal form. This is usually the reason that a mage chooses to take such a horrid form of existence.

To destroy the Lich known as the Dark One, you must have possession of this Phylactery. This will prohibit the lich from resurrecting himself.~ 
  SAY DESC ~This vessel contains the life essence of the Dark One, formerly known as Koroval Na'Krugen.  Through a very evil ritual, he was able to transform himself into a very powerful undead being known as a lich. A Lich will spend their entire existence discovering more powerful magics that they were able to obtain in their mortal form. This is usually the reason that a mage chooses to take such a horrid form of existence.

To destroy the Lich known as the Dark One, you must have possession of this Phylactery. This will prohibit the lich from resurrecting himself.~

COPY ~DSOTSC\ITM/DSMISC10.itm~ ~override/DSMISC10.itm~ 
  SAY NAME1 ~Ancient Relic of Lathander~ 
  SAY NAME2 ~Ancient Relic of Lathander~ 
  SAY UNIDENTIFIED_DESC ~This is the relic that you seek.~ 
  SAY DESC ~This is the relic that you seek.~

COPY ~DSOTSC\ITM/DSMISC11.itm~ ~override/DSMISC11.itm~ 
  SAY NAME1 ~Ancient Goblet~ 
  SAY NAME2 ~Holy Goblet~ 
  SAY UNIDENTIFIED_DESC ~This goblet appears to be quite old.~ 
  SAY DESC ~It is said that those who drink from this most holy goblet are truly blessed.  The engraving on the goblet reads: "Those who walketh in the Light are most surely blessed" 

Special:  Grants innate ability: 
         'Disciple of Light'
Usable by:
 Paladin
 Cleric (Good Aligned Only)~

COPY ~DSOTSC\ITM/DSHORN01.itm~ ~override/DSHORN01.itm~ 
  SAY NAME1 ~Horn~ 
  SAY NAME2 ~Battle Cry~ 
  SAY UNIDENTIFIED_DESC ~This delicately crafted horn is decorated with reb ribbons and runic carvings.~ 
  SAY DESC ~When Neshum Serret was leading his forces against the orcs he brought with him a young bard whom he gave a gift, a horn enchanted with great power.  At the start of each battle the bard would play Battle Cry, the strange and menacing sound it made struck fear into the hearts of many on the opposing side.

STATISTICS:

Special:  Cause enemies to run in fear unless they save vs. spells
Range:  100 ft
Area:  20 ft radius
Duration:  15 rounds
Usable Only By:
 Bard~ 

COPY ~DSOTSC\ITM/DSBAG01.itm~ ~override/DSBAG01.itm~ 
  SAY NAME1 ~Bag of Holding~ 
  SAY NAME2 ~Bag of Holding~ 
  SAY UNIDENTIFIED_DESC ~As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount~ 
  SAY DESC ~As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount~ 

COPY ~DSOTSC\ITM/DSLUTE01.itm~ ~override/DSLUTE01.itm~ 
  SAY NAME1 ~Lute~ 
  SAY NAME2 ~Song of the Nyriad~ 
  SAY UNIDENTIFIED_DESC ~This delicately crafted Lute has silvery strings strung into a deeply stained wooden frame inlaid with gold.  The craftsmanship appears exquisite, perfect, and almost inhuman.  So much so in fact that even inexperienced fingers playing across the strings seem to strike the most beautiful chords.  Oddly enough, there is no visible method for tuning, as if it wasn't necessary. A feeling of awe begins to creep up your spine as you observe all the intricacies of this beautiful instrument.~ 
  SAY DESC ~The origins of this lute are not known, its creator however did seem to take that old adage "Music has charms..." to a new level.  When played by a skilled musician this instrument produces a sound that can leave the target audience totally beholding. 

STATISTICS: 

Special:  Dire Charm 
Range: 100 ft 
Area:  1 creature 
Usable Only By:
 Bard~ 

COPY ~DSOTSC\ITM/SCRLDS01.itm~ ~override/SCRLDS01.itm~       
  SAY NAME1 ~Protection Scroll~ 
  SAY NAME2 ~Cursed Scroll of Ailment~ 
  SAY UNIDENTIFIED_DESC ~A protection scroll is a set of magical runes imprinted on enchanted parchment. These scrolls are unique in that any class of character can read them, whether adept in magic or not. When the runes are read aloud the protective magic is released upon the target of the reader's choice. These scrolls can have a wide variety of beneficial effects, though care should be taken with scrolls gained from suspicious sources.~ 
  SAY DESC ~This scroll is cursed.  It would be unwise to read it, as the effects could prove fatal.~ 

COPY ~DSOTSC\ITM/SCRLDS11.itm~ ~override/SCRLDS11.itm~       
  SAY NAME1 ~Orb of Air~ 
  SAY NAME2 ~Orb of Air~ 
  SAY UNIDENTIFIED_DESC ~Orb of Air (Alteration) 
Level: 1   
Range: 40 Feet  
Duration: 4 Rounds   
Casting Time: 2   
Area of Effect: Special  
Saving throw: Save vs. Spell  

This spell allows the mage to turn a target into a puff of smoke for a limited amount of time.~ 
  SAY DESC ~Orb of Air (Alteration) 
Level: 1   
Range: 40 Feet  
Duration: 4 Rounds   
Casting Time: 2   
Area of Effect: Special  
Saving throw: Save vs. Spell  

This spell allows the mage to turn a target into a puff of smoke for a limited amount of time.~ 

COPY ~DSOTSC\ITM/SCRLDS21.itm~ ~override/SCRLDS21.itm~ 
  SAY NAME1 ~Thunderslap~ 
  SAY NAME2 ~Thunderslap~ 
  SAY UNIDENTIFIED_DESC ~Thunderslap (Conjuration/Summoning)
Level: 2
Range: 0 
Duration: 0 Rounds 
Casting Time: 1 
Area of Effect: The caster 
Saving Throw: None 

When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is Stunned for 10 rounds and takes damage.~ 
  SAY DESC ~Thunderslap (Conjuration/Summoning)
Level: 2
Range: 0 
Duration: 0 Rounds 
Casting Time: 1 
Area of Effect: The caster 
Saving Throw: None 

When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is Stunned for 10 rounds and takes damage.~ 

COPY ~DSOTSC\ITM/SCRLDS22.itm~ ~override/SCRLDS22.itm~ 
  SAY NAME1 ~Icebolt~ 
  SAY NAME2 ~Icebolt~ 
  SAY UNIDENTIFIED_DESC ~Icebolt (Evocation) 
Level:  2 
Range:  
10 yards 
Duration:  Instantaneous 
Casting Time:  2 
Area of Effect:  One creature 
Saving Throw:  None 

Upon uttering this dweomer a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target.  The Icebolt deals 2d10 damage with no saving throw allowed, however magic or cold resistance can negate it's effects.~ 
  SAY DESC ~Icebolt (Evocation) 
Level:  2 
Range:  
10 yards 
Duration:  Instantaneous 
Casting Time:  2 
Area of Effect:  One creature 
Saving Throw:  None 

Upon uttering this dweomer a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target.  The Icebolt deals 2d10 damage with no saving throw allowed, however magic or cold resistance can negate it's effects.~ 

COPY ~DSOTSC\ITM/SCRLDS23.itm~ ~override/SCRLDS23.itm~ 
  SAY NAME1 ~Minor Globe of Darkness~ 
  SAY NAME2 ~Minor Globe of Darkness~ 
  SAY UNIDENTIFIED_DESC ~Minor Globe of Darkness 
Level:  2
Range: 10 yds/level 
Duration: 1 turn + 1rd./level 
Area of Effect: 15-ft. radius 
Casting Time: 2 secs 
Saving Throw: None  

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless.  Neither normal nor magical light works unless a "light" or "continual light" spell is used. In the former event, the Globe of Darkness spell is negated by the "light" spell, and vice versa.~ 
  SAY DESC ~Minor Globe of Darkness 
Level:  2
Range: 10 yds/level 
Duration: 1 turn + 1rd./level 
Area of Effect: 15-ft. radius 
Casting Time: 2 secs 
Saving Throw: None  

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless.  Neither normal nor magical light works unless a "light" or "continual light" spell is used. In the former event, the Globe of Darkness spell is negated by the "light" spell, and vice versa.~ 

COPY ~DSOTSC\ITM/SCRLDS31.itm~ ~override/SCRLDS31.itm~       
  SAY NAME1 ~Ray of Frost~ 
  SAY NAME2 ~Ray of Frost~ 
  SAY UNIDENTIFIED_DESC ~Ray of Frost (Evocation) 
Level: 3 
Range:  20 yards 
Duration:  Instantaneous 
Casting Time:  3 
Area of Effect:  1 creature 
Saving Throw:  Special 

Upon casting this spell a 2 foot by 60 foot jet of incredibly cold frost bursts from the caster's hands.  The Ray inflicts 5d6 points of damage and is so cold that the target creature must save vs. spell or be unable to move or fight at full capacity until it shakes off the chill.  Cold or magic resistance may negate these effects.~ 
  SAY DESC ~Ray of Frost (Evocation) 
Level: 3 
Range:  20 yards 
Duration:  Instantaneous 
Casting Time:  3 
Area of Effect:  1 creature 
Saving Throw:  Special 

Upon casting this spell a 2 foot by 60 foot jet of incredibly cold frost bursts from the caster's hands.  The Ray inflicts 5d6 points of damage and is so cold that the target creature must save vs. spell or be unable to move or fight at full capacity until it shakes off the chill.  Cold or magic resistance may negate these effects.~ 

COPY ~DSOTSC\ITM/SCRLDS32.itm~ ~override/SCRLDS32.itm~ 
  SAY NAME1 ~Army of One~ 
  SAY NAME2 ~Army of One~ 
  SAY UNIDENTIFIED_DESC ~Army of One (Illusion/Phantasm) 
Level: 3 
Range: 0 
Duration: 1 Turn 
Casting Time: 5 
Area of Effect: Self 
Saving Throw: Neg.  

This spell causes the caster to seem to become an army unto himself, many but one.~ 
  SAY DESC ~Army of One (Illusion/Phantasm) 
Level: 3 
Range: 0 
Duration: 1 Turn 
Casting Time: 5 
Area of Effect: Self 
Saving Throw: Neg.  

This spell causes the caster to seem to become an army unto himself, many but one.~ 

COPY ~DSotsc\itm/SCRLDS34.ITM~ ~override/SCRLDS34.ITM~       
  SAY NAME1 ~Wraith Form~
  SAY NAME2 ~Wraith Form~
  SAY UNIDENTIFIED_DESC ~Wraithform (Alteration, Illusion) 
Level: 3
Range: 0 
Duration: 2 rounds/level 
Casting Time: 1 
Area of Effect: The caster 
Saving Throw: None 

When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.  The wizard also gains a 25% magic resistance.  While in wraith form the caster is unable to cast spells.~
  SAY DESC ~Wraithform (Alteration, Illusion) 
Level: 3
Range: 0 
Duration: 2 rounds/level 
Casting Time: 1 
Area of Effect: The caster 
Saving Throw: None 

When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.  The wizard also gains a 25% magic resistance.  While in wraith form the caster is unable to cast spells.~

COPY ~DSOTSC\ITM/SCRLDS41.itm~ ~override/SCRLDS41.itm~ 
  SAY NAME1 ~Ettin's Healing~ 
  SAY NAME2 ~Ettin's Healing~ 
  SAY UNIDENTIFIED_DESC ~Ettin's Healing (Necromancy) 
Level: 4 
Range: Caster 
Duration:  10 rounds 
Casting Time: 7 
Area of Effect:  Special 
Saving Throw: None 

Ettin, a monk who lived during the Time of the Ancients, was also an adept herbalist who found many ways to heal the body.~ 
  SAY DESC ~Ettin's Healing (Necromancy) 
Level: 4 
Range: Caster 
Duration:  10 rounds 
Casting Time: 7 
Area of Effect:  Special 
Saving Throw: None 

Ettin, a monk who lived during the Time of the Ancients, was also an adept herbalist who found many ways to heal the body.~ 

COPY ~DSOTSC\ITM/SCRLDS42.itm~ ~override/SCRLDS42.itm~ 
  SAY NAME1 ~Ajandurah's Ice Shard~ 
  SAY NAME2 ~Ajandurah's Ice Shard~ 
  SAY UNIDENTIFIED_DESC ~Ajandurah's Ice Shard (Conjuration/Summoning) 
Level: 4    
Range: Visual range of caster    
Duration: 1 round     
Casting Time: 2   
Area of Effect: One Creature   
Saving Throw: None     

This spell summons a burning shard of magical ice that flies unerringly toward its target inflicting cold damage on that target as if 3 arrows had in actual fact struck.~ 
  SAY DESC ~Ajandurah's Ice Shard (Conjuration/Summoning) 
Level: 4    
Range: Visual range of caster    
Duration: 1 round     
Casting Time: 2   
Area of Effect: One Creature   
Saving Throw: None     

This spell summons a burning shard of magical ice that flies unerringly toward its target inflicting cold damage on that target as if 3 arrows had in actual fact struck.~ 

COPY ~DSOTSC\ITM/SCRLDS51.itm~ ~override/SCRLDS51.itm~ 
  SAY NAME1 ~Melf's Explosive Meteors~ 
  SAY NAME2 ~Melf's Explosive Meteors~ 
  SAY UNIDENTIFIED_DESC ~Melf's Explosive Meteors (Evocation) 
Level: 5 
Range:  Caster only 

Duration:  1 minute 
Casting Time:  5 
Area of Effect:  Special 
Saving Throw:  Special 

This evocation is the same as the third level mage spell Melf's Minute Meteors, except that the missiles created explode violently on impact.  All creatures within 20' of the point of impact will be showered with flaming shrapnel inflicting 2-12 points of damage.  A successful saving throw will allow the affected creature to avoid the worst effects, reducing the damage taken by half.~ 
  SAY DESC ~Melf's Explosive Meteors (Evocation) 
Level: 5 
Range:  Caster only 
Duration:  1 minute 
Casting Time:  5 
Area of Effect:  Special 
Saving Throw:  Special 

This evocation is the same as the third level mage spell Melf's Minute Meteors, except that the missiles created explode violently on impact.  All creatures within 20' of the point of impact will be showered with flaming shrapnel inflicting 2-12 points of damage.  A successful saving throw will allow the affected creature to avoid the worst effects, reducing the damage taken by half.~ 

COPY ~DSOTSC\ITM/SCRLDS61.itm~ ~override/SCRLDS61.itm~ 
  SAY NAME1 ~Geas~ 
  SAY NAME2 ~Geas~ 
  SAY UNIDENTIFIED_DESC ~Geas (Enchantment/Charm) 
Level: 6 
Sphere: Creature 
Range: Visual range of the caster 
Duration: Permanent 
Casting Time: 5 
Area of Effect: 1 single target 
Saving Throw: Save vs Spells 

This spell will effect any single creature cast upon. The targets include all known creatures upon the land. The person receives a Save vs. Spells roll to avoid the effect without adjustments of wisdom. If the saving throw fails, the target regards the caster as his/her new master. The caster may give the target orders, and the charmed character will carry them out as quickly as possible.~ 
  SAY DESC ~Geas (Enchantment/Charm) 
Level: 6 
Sphere: Creature 
Range: Visual range of the caster 
Duration: Permanent 
Casting Time: 5 
Area of Effect: 1 single target 
Saving Throw: Save vs Spells 

This spell will effect any single creature cast upon. The targets include all known creatures upon the land. The person receives a Save vs. Spells roll to avoid the effect without adjustments of wisdom. If the saving throw fails, the target regards the caster as his/her new master. The caster may give the target orders, and the charmed character will carry them out as quickly as possible.~ 

COPY ~DSOTSC\ITM/SCRLDS62.itm~ ~override/SCRLDS62.itm~ 
  SAY NAME1 ~Anti-Magic Shell~ 
  SAY NAME2 ~Anti-Magic Shell~ 
  SAY UNIDENTIFIED_DESC ~Anti-Magic Shell (Abjuration) 
Level: 6 
Range:  Caster only 
Duration:  2 turns 
Casting Time:  2 
Area of Effect:  Caster only 
Saving Throw:  None 

By means of this spell, the caster surrounds himself with a shimmering barrier that moves with him.  The area within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of any and all spells, harmful or beneficial alike.  Likewise it prevents any spellcasting within its confines and magic affecting the wizard when this spell is cast is immediately dispelled.  Breath weapons, gaze or voice attacks, and similar special attack forms also cannot penetrate the barrier.  Dispel Magic does not remove the spell.~ 
  SAY DESC ~Anti-Magic Shell (Abjuration) 
Level: 6 
Range:  Caster only 
Duration:  2 turns 
Casting Time:  2 
Area of Effect:  Caster only 
Saving Throw:  None 

By means of this spell, the caster surrounds himself with a shimmering barrier that moves with him.  The area within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of any and all spells, harmful or beneficial alike.  Likewise it prevents any spellcasting within its confines and magic affecting the wizard when this spell is cast is immediately dispelled.  Breath weapons, gaze or voice attacks, and similar special attack forms also cannot penetrate the barrier.  Dispel Magic does not remove the spell.~ 

COPY ~DSOTSC\ITM/SCRLDS71.itm~ ~override/SCRLDS71.itm~ 
  SAY NAME1 ~Sphere of Dissipation~ 
  SAY NAME2 ~Sphere of Dissipation~ 
  SAY UNIDENTIFIED_DESC ~Sphere of Energy Dissipation (Abjuration)  
Level: 7 
Range: 0 
Duration:180 seconds 
Casting Time: 4 
Area of Effect: Self 
Saving Throw: None 

Otiluke derives great amusement from the fact that many mages use his resilient sphere spell when in fact it was merely a mistake test spell from the making of this spell his sphere of energy dissipation. A powerful spell for the adventuring arch mage it creates a powerful sphere of energy around the caster that absorbs the energy from all the attacks made against the caster rendering them harmless. Only the most potent of spells or magical weapons could hope to pierce this shield making it very useful when wandering the planes or backstreets of Toril.~ 
  SAY DESC ~Sphere of Energy Dissipation (Abjuration)  
Level: 7 
Range: 0 
Duration: 180 seconds 
Casting Time: 4 
Area of Effect: Self 
Saving Throw: None 

Otiluke derives great amusement from the fact that many mages use his resilient sphere spell when in fact it was merely a mistake test spell from the making of this spell his sphere of energy dissipation. A powerful spell for the adventuring arch mage it creates a powerful sphere of energy around the caster that absorbs the energy from all the attacks made against the caster rendering them harmless. Only the most potent of spells or magical weapons could hope to pierce this shield making it very useful when wandering the planes or backstreets of Toril.~ 

COPY ~DSOTSC\ITM/SCRLDS72.itm~ ~override/SCRLDS72.itm~ 
  SAY NAME1 ~Mass Charm~ 
  SAY NAME2 ~Mass Charm~ 
  SAY UNIDENTIFIED_DESC ~Mass Charm (Enchantment/Charm)
Level: 7
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 2
Area of Effect: 20' radius sphere
Saving Throw: None

This spell affects any people within an area of 20' from where it is cast. The term person in all humanoid creatures who will be charmed for 30 seconds. Humanoid creatures include: humans, dryads, dwarfs, elves, brownies, gnomes, goblins, half-elves, hobgoblins etc. but does not include larger creatures eg ogres. All creatures make a saving throw vs. spells to negate the effects.~ 
  SAY DESC ~Mass Charm (Enchantment/Charm)
Level: 7
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 2
Area of Effect: 20' radius sphere
Saving Throw: None

This spell affects any people within an area of 20' from where it is cast. The term person in all humanoid creatures who will be charmed for 30 seconds. Humanoid creatures include: humans, dryads, dwarfs, elves, brownies, gnomes, goblins, half-elves, hobgoblins etc. but does not include larger creatures eg ogres. All creatures make a saving throw vs. spells to negate the effects.~ 

COPY ~DSOTSC\ITM/SCRLDS73.itm~ ~override/SCRLDS73.itm~ 
  SAY NAME1 ~FireStorm~ 
  SAY NAME2 ~FireStorm~ 
  SAY UNIDENTIFIED_DESC ~Fire Storm (Invocation)  
Level: 7  
Range: 0  
Duration: Instant   
Casting Time: 4  
Area of Effect: Large  
Saving Throw: None   

For the average Archmage a fireball is simply not enough. This spell from the time of Nethril fills this void. It requires a great deal of skill to cast and even then it is slightly unstable. The effects however are truly devastating. A initial spell is released that might appear to a fire ball however after its detonation there are many more explosions of equal or greater power consuming the battle field in a storm of fire.  Damage: The initial explosion does very little however all ensuing explosions do damage equivalent to the damage done by a 3rd level fireball.~ 
  SAY DESC ~Fire Storm (Invocation)  
Level: 7  
Range: 0  
Duration: Instant   
Casting Time: 4  
Area of Effect: Large  
Saving Throw: None   

For the average Archmage a fireball is simply not enough. This spell from the time of Nethril fills this void. It requires a great deal of skill to cast and even then it is slightly unstable. The effects however are truly devastating. A initial spell is released that might appear to a fire ball however after its detonation there are many more explosions of equal or greater power consuming the battle field in a storm of fire.  Damage: The initial explosion does very little however all ensuing explosions do damage equivalent to the damage done by a 3rd level fireball.~ 

COPY ~DSOTSC\ITM/SCRLDS74.itm~ ~override/SCRLDS74.itm~       
  SAY NAME1 ~Vestcakes Floating Curse~ 
  SAY NAME2 ~Vestcakes Floating Curse~ 
  SAY UNIDENTIFIED_DESC ~Vestcakes Floating Curse (Invocation) 
Target: Area 
Duration: 30 Seconds 
Range: 150 foot 

This powerful curse creates a cloud of boiling gas that spreads around the battle ground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continual detrimental effects as the energy discharges on to them over the clouds duration.~ 
  SAY DESC ~Vestcakes Floating Curse (Invocation) 
Target: Area 
Duration: 30 Seconds 
Range: 150 foot 

This powerful curse creates a cloud of boiling gas that spreads around the battle ground. The cloud crackles with energy and small lightning bolts leap around in it. The cloud is so highly charged with electricity that any creature caught in the cloud will suffer continual detrimental effects as the energy discharges on to them over the clouds duration.~ 

COPY ~DSotSC\ITM/scrlds75.itm~            ~override/scrlds75.itm~       
  SAY NAME1 ~Selune's Curse~ 
  SAY NAME2 ~Selune's Curse~ 
  SAY UNIDENTIFIED_DESC ~Selune's Curse (Evocation)
Level: 7
Sphere: Charm, Combat
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20' radius
Saving Throw: 1/2

This powerful incantation calls down the wrath of Selune upon the cleric's enemies. The spell creates an explosion of cold blue flames that deal 6d10 damage to all creatures within the area of effect. A failed saving throw results in the victim suffering the full effects of the blast, while those who succeed manage to avoid the worst, only taking 1/2 damage.~ 
  SAY DESC ~Selune's Curse (Evocation)
Level: 7
Sphere: Charm, Combat
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20' radius
Saving Throw: 1/2

This powerful incantation calls down the wrath of Selune upon the cleric's enemies. The spell creates an explosion of cold blue flames that deal 6d10 damage to all creatures within the area of effect. A failed saving throw results in the victim suffering the full effects of the blast, while those who succeed manage to avoid the worst, only taking 1/2 damage.~ 

COPY ~DSotSC\ITM/scrlds76.itm~            ~override/scrlds76.itm~       
  SAY NAME1 ~Summon Sirine~ 
  SAY NAME2 ~Summon Sirine~ 
  SAY UNIDENTIFIED_DESC ~Summon Sirine
(Conjuration/Summoning)
Level: 9
Sphere: Summoning
Range: Visual range of caster
Duration: 2 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor. They will stop at nothing to destroy all the opponents currently on the screen.~ 
  SAY DESC ~Summon Sirine
(Conjuration/Summoning)
Level: 9
Sphere: Summoning
Range: Visual range of caster
Duration: 2 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor. They will stop at nothing to destroy all the opponents currently on the screen.~ 

COPY ~DSotSC\ITM/scrlds77.itm~            ~override/scrlds77.itm~       
  SAY NAME1 ~Thunder Bolt~ 
  SAY NAME2 ~Thunder Bolt~ 
  SAY UNIDENTIFIED_DESC ~Thunder Bolt (Evocation)
Level: 7
Sphere: Combat
Range: 150 feet
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

This spell is similar to the Wizard level 3 spell Lighting Bolt but any creature hit by the bolt suffers 12d4 electrical damage with a saving throw for half.~ 
  SAY DESC ~Thunder Bolt (Evocation)
Level: 7
Sphere: Combat
Range: 150 feet
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

This spell is similar to the Wizard level 3 spell Lighting Bolt but any creature hit by the bolt suffers 12d4 electrical damage with a saving throw for half.~ 

COPY ~DSOTSC\ITM/SCRLDS81.itm~ ~override/SCRLDS81.itm~       
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Infernal Combustion Enigma~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Infernal Combustion Enigma (Invocation)     
Level: 8    
Range:50 foot    
Duration: Instantaneous     
Casting Time: 3     
Area of Effect: 30-foot radius     
Saving Throw: 1/2     

The Infernal Combustion Enigma was the creation of the powerful yet insane ArchMage, better known as the Arch-Astronomer, in the time of Nethril. This mage had an addiction to fire and made this spell to accommodate to all of his needs (It is noted that this mage died shortly after completing the spell probably from its effects). Nearly all of modern fire spells are included in this cocktail of spells and as such this spell is capable incinerating many a noble adventurer. However, it is a unpredictable spell so it is considered a prime example of spells to be launched from afar.~ 

COPY ~DSOTSC\ITM/SCRLDS82.itm~ ~override/SCRLDS82.itm~       
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Insanity~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Insanity (Enchantment/Charm)   
Level: 8  
Range: 50 feet  
Duration: Permanent   
Casting Time: 5  
Area of Effect: Single Target   
Saving Throw: None  

This spell causes the Mage to send forth his will into the mind of his target completely destroying that mind in the process leaving the victim completely insane but still dangerous. The effect is permanent and the victim will walk around dazed or confused or run madly into battle with anyone close to him. The process by which this spell works is iffy at best so there is a 50 percent chance the spell will work.~ 

COPY ~DSOTSC\ITM/SCRLDS83.itm~ ~override/SCRLDS83.itm~       
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Miasma~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Miasma (Evocation)   
Level: 8  
Range: 100 yards   
Duration: 30 seconds  
Casting Time: 4  
Area of Effect: 40' wide, 20' high,   20' deep cloud   
Saving Throw: Several  

This powerful spell summons forth a acidic cloud of deadly vapors that envelop all around them. The acidity of the vapors increases through out the duration of this spell so the damage done every 5 seconds increases up to a max of 7d 6. Anyone caught in the cloud even if they leave it are covered in the acid and continue to suffer the effects as if they were still in the cloud. This effect can however be dispelled if done fast enough. The acid damage done is normally quite easy to save against however the cloud carries one greater effect. If a person is trapped in the cloud there is a 25% chance that they will be reduced to a puddle of slime due to the corrosive nature of the acidic fumes(with no saving throw).~ 

COPY ~DSOTSC\ITM/SCRLDS84.itm~ ~override/SCRLDS84.itm~ 
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Thunder Bolt~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Thunder Bolt (Evocation) 
Level: 8
Range: 150 yards
Duration: Instantaneous 
Casting Time: 5
Area of Effect: Special 
Saving Throw: none

In some circles of Archmages it is considered rather pathetic to cast a lightning bolt like a weak little mage. So the thunder bolt was developed. While looking to all intensive purposes like a lightning bolt it is however charged a great deal more and capable of doing vast amounts of damage to anything it strikes, including its caster! The bolt will rebound back and forth until all its power is lost and there are few beings which can withstand a hit from this spell.~ 

COPY ~DSOTSC\ITM/SCRLDS85.itm~ ~override/SCRLDS85.itm~ 
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Varashar's Life Drain~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Varashar's Life Drain (Necromancy) 
Level:  8 
Range:  30 feet 
Duration:  Special 
Casting Time:   1 
Area of Effect:  Single Target 
Saving Throw:  None 

The Mage King Varashar, according to rumor, used this spell to extend his life many times during his 120 year reign.~ 

COPY ~DSOTSC\ITM/SCRLDS91.itm~ ~override/SCRLDS91.itm~       
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Arc of Death~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Arc of Death (Necromancy) 
Level: 9 
Range:  50 feet 
Duraation:  Instant 
Casting Time: 8 
Area of Effect: 1 creature 
Saving Thow: None 

By casting this spell, the wizard causes massive, but highly variable damage to a single target.~ 

COPY ~DSOTSC\ITM/SCRLDS92.itm~ ~override/SCRLDS92.itm~       
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Azuth's Rune of Utter Negativity~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Azuth's Rune of Utter Negativity (Invocation)
Level Needed: 19
Target: One Target
Area of effect: One Creature
Range: 100 feet
Casting time: 7 

Before perhaps the greatest mage of all time rose to godhood as Mystra's consort, he created this spell. A devastatingly powerful spell which can truly be called a deity kill spell for its power is unsurpassed in all the planes. The Archmage (for great power and skill is needed to cast this spell) stretches forth his hand and calls on the very powers of reality that hold the universe together. Huge bolts of energy spin in front of him and as he releases the spell a bolt of pure energy ripples down from the sky and destroys the spells target.

No save, this spell will even overcome magic resistance.~ 

COPY ~DSOTSC\ITM/SCRLDS93.itm~ ~override/SCRLDS93.itm~       
  SAY NAME1 ~Scroll~ 
  SAY NAME2 ~Heal~ 
  SAY UNIDENTIFIED_DESC ~Scroll~ 
  SAY DESC ~Heal (Divination)
Level: 9
Range: 10 yards
Duration: Permanent
Area of Effect: 1 single target
Saving Throw: None

When cast, this spell removes poison and will restore all hit points of the current target. There is no saving throw so magical defense and protection will not stop the effects of the spell.~ 

COPY ~DSOTSC\ITM/DSBOOK01.itm~ ~override/DSBOOK01.itm~       
  SAY NAME1 ~Manual~ 
  SAY NAME2 ~Grun'lerthkin's Tome of the Greater Wizard~ 
  SAY UNIDENTIFIED_DESC ~Judging by the arcane symbols printed on its cover, it is clear that this book is imbued with magical properties of one sort or another. Until you attempt to either read or identify it, however, its precise nature will remain unknown to you.~ 
  SAY DESC ~This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage with twice the experience of your former self. 

STATISTICS: 

Doubles all experience points upon reading 
Special:  The book is consumed upon use 
Usage:  Place into quick item slot 
Usable by:
 Mage (Single Class Only)~ 

COPY ~DSOTSC\ITM/DSBOOK.itm~ ~override/DSBOOK.itm~       
  SAY NAME1 ~History of the Dark Side~ 
  SAY NAME2 ~History of the Dark Side~ 
  SAY UNIDENTIFIED_DESC ~History of the Dark Side

A long time ago a wise mage by the name Roach happened upon the young elf CúChoinneach.  Roach saw in this young elf the true spirit of adventure and proceeded to ask him to take a long journey.  This journey descended into the mysteries that lie hidden in the Swordcoast.  Roach knew that there was much more here than met the eye.  With Roach's guidance and encouragement, CúChoinneach begin to uncover the many dark stories that still lie hidden beneath the surface of the idealic setting of the Coast Road Way.  He spent many a sleepless night trying to cast just the right Hex to reveal yet another mystery.  Sometimes he would succeed, much to his surprise. Yet, other times his failure would be miserable and disheartening.  He also had to deal with the fact that many said the Dark Side didn't exists, or if it does, it's better left to a more seasoned adventurer.  But, CúChoinneach paid them no mind and continued the search. 

During his journey, CúChoinneach met a range of unique individuals that, in thier own way, had contributed to Roach and CúChoinneach's discoveries. Among these colorful denizens of the Sword Coast was a man known simply as Ken the Baker, though he is not a Baker, no one really knows how he got that name.  He is often found in the Jovial Juggler in Beregost, usually right after a big victory by Team Baldur's Gate. Ken, as some call him, too believed that many mysteries lie hidden in the Sword Coast and started his team of "Hexers" to begin research of these mysteries. Among these hexers were enchanters, illustionist, and representatives from just about every school. 

One of these individuals went simply by the name of Banelord.  He was able to show CúChoinneach some of the finer points of Hexing, but a short time after that Banelord faded from the scene.  Rumours abound as to the reason for his quick departure, but nothing has ever been confirmed. 

The list continues to grow as the journey continues...  

Credits: 
Original Concept by Roach 
Story Development by CúChoinneach and Roach 
Areas and Creatures Designed and Hexed by CúChoinneach 
Darkside Logo created WoRm 
Items created by a large number of hexers that is too numerous to list here....(Also, CúChoinneach doesn't wish to leave anyone out. But if you go to the TeamBG site you can visit the TeamBG partner sites and find the creator of your favorite item.)
Sounds for Jet'Laya, Keiria Silverstring and Conchobhair Strongblade, edited by Grog
NPC Jet'Laya was created by Grog 
All other NPC's were created by CúChoinneach 
Voice and Bio for Ferthgil Trollslayer provided by Gothmog of the Stonehearth Clan. 
Original Iconsfor some of the items were created by WoRm Website and Publicity by Ken Baker.

None of this would not have been possible if it weren't for Ken Baker and the creation of TeamBG.  TeamBG allowed the coming together of minds and provided the ingredients necessary for a successful brew! 

Finally a quick thank you to Gustov Montessie who has been a major contributor of editors and other programs that make it possible to create a number of the items and spells. And thanks to all the TeamBG Partners. 

Special thanks to Black Isle Studios, Bioware Corp., Interplay Productions, and all of the individuals who were involved in the creation of Baldur's Gate and Tales of the Sword Coast. Without any doubt the greatest CRPG ever created, and without which I would not have created DSotSC.  

My last thank you goes to you! The adventurer that who is reading this and was able to find it stashed in a bookcase somewhere in the Dark Side of the Sword Coast.  Now get out there and bust some heads ye "Greedy Goblins!" 

CúChoinneach~ 
  SAY DESC ~History of the Dark Side

A long time ago a wise mage by the name Roach happened upon the young elf CúChoinneach.  Roach saw in this young elf the true spirit of adventure and proceeded to ask him to take a long journey.  This journey descended into the mysteries that lie hidden in the Swordcoast.  Roach knew that there was much more here than met the eye.  With Roach's guidance and encouragement, CúChoinneach begin to uncover the many dark stories that still lie hidden beneath the surface of the idealic setting of the Coast Road Way.  He spent many a sleepless night trying to cast just the right Hex to reveal yet another mystery.  Sometimes he would succeed, much to his surprise. Yet, other times his failure would be miserable and disheartening.  He also had to deal with the fact that many said the Dark Side didn't exists, or if it does, it's better left to a more seasoned adventurer.  But, CúChoinneach paid them no mind and continued the search. 

During his journey, CúChoinneach met a range of unique individuals that, in thier own way, had contributed to Roach and CúChoinneach's discoveries. Among these colorful denizens of the Sword Coast was a man known simply as Ken the Baker, though he is not a Baker, no one really knows how he got that name.  He is often found in the Jovial Juggler in Beregost, usually right after a big victory by Team Baldur's Gate. Ken, as some call him, too believed that many mysteries lie hidden in the Sword Coast and started his team of "Hexers" to begin research of these mysteries. Among these hexers were enchanters, illustionist, and representatives from just about every school. 

One of these individuals went simply by the name of Banelord.  He was able to show CúChoinneach some of the finer points of Hexing, but a short time after that Banelord faded from the scene.  Rumours abound as to the reason for his quick departure, but nothing has ever been confirmed. 

The list continues to grow as the journey continues...  

Credits: 
Original Concept by Roach 
Story Development by CúChoinneach and Roach 
Areas and Creatures Designed and Hexed by CúChoinneach 
Darkside Logo created WoRm 
Items created by a large number of hexers that is too numerous to list here....(Also, CúChoinneach doesn't wish to leave anyone out. But if you go to the TeamBG site you can visit the TeamBG partner sites and find the creator of your favorite item.)
Sounds for Jet'Laya, Keiria Silverstring and Conchobhair Strongblade, edited by Grog
NPC Jet'Laya was created by Grog 
All other NPC's were created by CúChoinneach 
Voice and Bio for Ferthgil Trollslayer provided by Gothmog of the Stonehearth Clan. 
Original Iconsfor some of the items were created by WoRm Website and Publicity by Ken Baker.

None of this would not have been possible if it weren't for Ken Baker and the creation of TeamBG.  TeamBG allowed the coming together of minds and provided the ingredients necessary for a successful brew! 

Finally a quick thank you to Gustov Montessie who has been a major contributor of editors and other programs that make it possible to create a number of the items and spells. And thanks to all the TeamBG Partners. 

Special thanks to Black Isle Studios, Bioware Corp., Interplay Productions, and all of the individuals who were involved in the creation of Baldur's Gate and Tales of the Sword Coast. Without any doubt the greatest CRPG ever created, and without which I would not have created DSotSC.  

My last thank you goes to you! The adventurer that who is reading this and was able to find it stashed in a bookcase somewhere in the Dark Side of the Sword Coast.  Now get out there and bust some heads ye "Greedy Goblins!" 

CúChoinneach~ 

COPY ~DSOTSC\ITM/DSPOTN01.itm~ ~override/DSPOTN01.itm~       
  SAY NAME1 ~Holy Water~ 
  SAY NAME2 ~Holy Water~ 
  SAY UNIDENTIFIED_DESC ~The water in this vial has been blessed and when thrown on any undead creature will do 1d8 equivalent acid damage.~ 
  SAY DESC ~The water in this vial has been blessed and when thrown on any undead creature will do 1d8 equivalent acid damage.~ 

// Amulets, Necklaces

COPY ~DSOTSC\ITM/DSAMUL01.itm~ ~override/DSAMUL01.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Heart of the Woods~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~The carvings on the amulet speak of life and power from the mother goddess.  There is one unmistakable runic mark, the symbol of Erreth-Akbe, the great northern druid’s temple.  Though clearly ancient the charm still glistens like it was new, its power must lie within its resilience.  Upon a closer inspection you note some small signs of wear; perhaps its power is not as eternal as the goddess it pays homage to.   

STATISTICS:  

Special:  Gain Protection from Acid 
Usable Only By:
 Neutral Alignment~ 

COPY ~DSOTSC\ITM/DSAMUL02.itm~ ~override/DSAMUL02.itm~       
  SAY NAME1 ~Necklace~ 
  SAY NAME2 ~Ferium's Necklace~ 
  SAY UNIDENTIFIED_DESC ~A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems.  A necklace is always worn on the neck and can be of any length.  ~ 
  SAY DESC ~This necklace was given to Ferium by her chosen, Ken'lan. The inscription on the back reads "My love to thee 'til the moon doth fade."

Jet'Laya has suggested to take this to Lennan, her uncle who is waiting at the Jovial Juggler in Beregost.~

COPY ~DSOTSC\ITM/DSAMUL03.itm~ ~override/DSAMUL03.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Holy Amulet of Sehanin Moonbow~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~This is the holy amulet of followers of Sehanin Moonbow.  A moonbar crystal in the shape of small flat disk, (aprox 3 inches in diameter) worn around neck on a mithril chain.

STATISTICS:

Special: Double all 1, 2, and 3rd
         level priest spells.
         +1 on all saves.

Usuable by:
 Cleric
 Druid
 Ranger
 Paladin
 Non-evil aligned~ 

COPY ~DSOTSC\ITM/DSAMUL04.itm~ ~override/DSAMUL04.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Amulet~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~The true nature of this amulet is unknown. It seems to be of great power.

STATISTICS:

Special:  ?????????~ 

COPY ~DSOTSC\ITM/DSAMUL06.itm~ ~override/DSAMUL06.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Segoy Signet Amulet~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~This amulet bares the trademark symbol of the Segoy, a ruthless band of assassins.  The evil seems almost to radiate from the amulet as you hold it in your hands.  This particular one is enchanted with magics providing a protective charm, although you can sense that there is a limit to its powers.

STATISTICS:

Special:  Gain Protection from Fire 
Usable Only By: 
 Evil Alignment~ 

COPY ~DSOTSC\ITM/DSAMUL07.itm~ ~override/DSAMUL07.itm~       
  SAY NAME1 ~Necklace~ 
  SAY NAME2 ~Bluestone Necklace of Dexterity~ 
  SAY UNIDENTIFIED_DESC ~A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems.  A necklace is always worn on the neck and can be of any length.  ~ 
  SAY DESC ~You are a very lucky adventurer indeed.  This Bluestone Necklace increases your Dexterity and gives you a +3 THACO bonus!  Just don't let it fall into the wrong hands.....  

Special:  +3 Dexterity Bonus and +3 THACO while wearing.~

COPY ~DSOTSC\ITM/DSAMUL08.itm~ ~override/DSAMUL08.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Amulet of Faith~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~There are many similar items throughout the realms, those that have a more symbolic purpose rather than a practical one.  Most commonly such items are used to express one's belief in a certain deity. 

STATISTICS:

Armor Class Bonus:  1
Save vs Death: +1 
Special: +1 first level priest spell~ 

COPY ~DSOTSC\ITM/DSAMUL09.itm~ ~override/DSAMUL09.itm~       
  SAY NAME1 ~Necklace~ 
  SAY NAME2 ~Jules Antique Pearl Necklace~ 
  SAY UNIDENTIFIED_DESC ~A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metals, and adorned with gems.  A necklace is always worn on the neck and can be of any length.  ~ 
  SAY DESC ~Jules Antique Pearl Necklace~

COPY ~DSOTSC\ITM/DSAMUL10.itm~ ~override/DSAMUL10.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Amulet of the Learned~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~Similar gifts are often bestowed upon apprentice's that have finished or are close to finishing their apprenticeship with a mage. 

STATISTICS: 

Spells:  adds one 1st, two 2nd, and 3rd level spells 
Usable By: 
 Mage
 Bard~

COPY ~DSOTSC\ITM/DSAMUL11.itm~ ~override/DSAMUL11.itm~       
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Amulet of Non-Detection~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~A variation of the amulet of proof against detection and location this particular amulet is highly sought after, especially by spies, thieves, and assassins, almost as much as the amulet it was copied after. 

STATISTICS: 

Grants non-dection to its wearer.~

COPY ~DSOTSC\ITM/DSAMUL12.itm~ ~override/DSAMUL12.itm~ 
  SAY NAME1 ~Amulet~ 
  SAY NAME2 ~Amulet of Great Foresight~ 
  SAY UNIDENTIFIED_DESC ~Amulets are usually magical devices that are commonly worn around the neck, suspended from a chain.  The type of chain that comes with an amulet generally increases the item's aesthetic value, not its magical properties.  Only one amulet can be dangled from the neck at a time.  ~ 
  SAY DESC ~Amulet of Great Foresight  Known for its ability to enhance the vision of its wearer, the Amulet of Great Foresight  is highly sought after by leaders of great armies since they are able to see things from miles away and react to enemy strategies. Its origin and recent history are unknown. 

STATISTICS: 

Special: Provides the user with improved vision 
        (Clairvoyance)~

// Arrows, Bolts, Bullets, Darts, etc

COPY ~DSOTSC\ITM/DSARROW1.itm~ ~override/DSARROW1.itm~       
  SAY NAME1 ~Arrow~ 
  SAY NAME2 ~Arrow of Dragon Slaying~ 
  SAY UNIDENTIFIED_DESC ~The flight arrow, as its name implies, is built for distance.  These are lightweight arrows and are often used for hunting.  Most of these arrows are made of ash or birch and are 30 to 40 inches long.   

STATISTICS:  

Damage:  1D6 
Damage type:  missile (piercing) 
Weight:  0 
Launcher:  Bow 
Not usable by: 
 Cleric 
 Druid 
 Mage~ 
  SAY DESC ~This arrow is twisted and black, almost radiating evil as if possessed by something larger then itself.  It was made specifically to pierce the mighty armor-like scales to kill one type of creature and one type only.  In this case the ever feared dragon. This arrow will kill any minor dragon or wyvern outright, does extra damage larger dragons and wyrms and has a greater chance of slaying one of the greatest threats to elven forest, the Green or Forest Dragon.  

STATISTICS:

Damage:  1D6 
Damage type:  missile (piercing) 
Special:  Slay Minor Dragons and Wyvern upon contact 
   +3 Damage/+3 To Hit all Dragons 
   10% chance to slay all Dragons 
Weight: 0 
Launcher:  Bow 
Not usable by: 
 Cleric 
 Druid 
 Mage~

COPY ~DSOTSC\ITM/DSARROW2.itm~ ~override/DSARROW2.itm~       
  SAY NAME1 ~Arrows~ 
  SAY NAME2 ~Arrows 'Deth Stik'~ 
  SAY UNIDENTIFIED_DESC ~The flight arrow, as its name implies, is built for distance.  These are lightweight arrows and are often used for hunting.  Most of these arrows are made of ash or birch and are 30 to 40 inches long. 

STATISTICS:

Damage:  1D6
Damage type:  missile (piercing)
Weight:  0
Launcher:  Bow
Not usable by:
 Cleric
 Druid
 Mage~ 
  SAY DESC ~These arrows, are not of an exceptional quality and in fact are quite crude in thier construction. However they have been soak in a deadly toxin that makes the arrow especially dangerous to victim and wielder alike. 

STATISTICS: 

Damage:  1D6 (+6 poison save for half) 
Damage type:  missile (piercing) 
Weight:  0 
Launcher:  Bow 
Not usable by: 
 Cleric 
 Druid 
 Mage 

15% Chance that wielder will stick self for 4 poison damage~

COPY ~DSOTSC\ITM/AROW50.itm~ ~override/AROW50.itm~       
  SAY NAME1 ~Arrows~ 
  SAY NAME2 ~Arrow of Striking~ 
  SAY UNIDENTIFIED_DESC ~The flight arrow, as its name implies, is built for distance.  These are lightweight arrows and are often used for hunting.  Most of these arrows are made of ash or birch and are 30 to 40 inches long. 

STATISTICS:

Damage:  1D6
Damage type:  missile (piercing)
Weight:  0
Launcher:  Bow
Not usable by:
 Cleric
 Druid
 Mage~ 
  SAY DESC ~This arrow is brilliant and blue with a bright gold tip.  It radiates with magic and is lighter and smaller then normal arrows.  It is the preferred arrow of the Holy Guard of the Sukien, who are rumored to possess a bow that can create them. 

STATISTICS: 

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

COPY ~DSOTSC\ITM/DSBOLT01.itm~ ~override/DSBOLT01.itm~       
  SAY NAME1 ~Bolts~ 
  SAY NAME2 ~Bolt +1 of Dispelling~ 
  SAY UNIDENTIFIED_DESC ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size.

STATISTICS:

Damage:  1D8
Damage type:  missile (piercing)
Weight:  0
Launcher: 
 Crossbow~ 
  SAY DESC ~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 
THACO:  +1 
Special: dispel magic 
Damage type:  missile (piercing) 
Weight:  0 
Launcher: 
 Crossbow~

COPY ~DSOTSC\ITM/DSBULL01.itm~ ~override/DSBULL01.itm~       
  SAY NAME1 ~Bullet~ 
  SAY NAME2 ~Bullet of Detonation~ 
  SAY UNIDENTIFIED_DESC ~A bullet is simply a rounded, well-balanced stone. 

STATISTICS:

Damage:  1D4 + 1
Damage type:  missile (piercing)
Weight: 0
Launcher: 
 sling~ 
  SAY DESC ~This bullet has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel effecting all within the area. 

STATISTICS:  

Damage:  1D4 +1 
Damage type:  missile (piercing) 
Special:  6D6 explosion upon impact (save vs. spell for half) 
Weight: 0 
Launcher: 
 sling~

COPY ~DSOTSC\ITM/DSBULL02.itm~ ~override/DSBULL02.itm~       
  SAY NAME1 ~Bullet~ 
  SAY NAME2 ~Bullet of Holy Water~ 
  SAY UNIDENTIFIED_DESC ~A bullet is simply a rounded, well-balanced stone. 

STATISTICS:

Damage:  1D4 + 1
Damage type:  missile (piercing)
Weight: 0
Launcher: 
 sling~ 
  SAY DESC ~This bullet not only embedded with magical currents so to be a little more balanced and lighter as it jumps towards an opponent, but it is also soaked in holy water, thus providing extra damage to undead creatures.

STATISTICS:

Damage: 1D4 + 2 
Special: 2D3 to undead creatures
THAC0: +1
Damage type: missle (piercing)
Launcher: 
 sling~

COPY ~DSOTSC\ITM/DSMETEOR.itm~ ~override/DSMETEOR.itm~       
  SAY NAME1 ~Melf's Minute Meteors~ 
  SAY NAME2 ~Melf's Minute Meteors~ 
  SAY UNIDENTIFIED_DESC ~Melf's Minute Meteors~ 
  SAY DESC ~Melf's Minute Meteors~

// Boots

COPY ~DSOTSC\ITM/DSBOOT01.itm~ ~override/DSBOOT01.itm~       
  SAY NAME1 ~Boots~ 
  SAY NAME2 ~Boots of the Forest~ 
  SAY UNIDENTIFIED_DESC ~Boots are normally hand-made by cobblers.  Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS:

Weight:  4~ 
  SAY DESC ~Boots of the Forest, one of the many gifts bestowed upon the protectors of the forests, these boots provide the wearer with a little extra speed, stealth, and an ability to avoid getting trapped.
STATISTICS:  

Usable Only By:
 Druid (Signle Class Only)
 Ranger (Single Class Only)~ 

COPY ~DSOTSC\ITM/DSBOOT02.itm~ ~override/DSBOOT02.itm~       
  SAY NAME1 ~Boots~ 
  SAY NAME2 ~Boots of Valor~ 
  SAY UNIDENTIFIED_DESC ~Boots are normally hand-made by cobblers.  Common boots are made by using a form, but good boots are designed for the foot of an individual. 

STATISTICS:

Weight:  4~ 
  SAY DESC ~Boots of Valor:  'Thunderfoot'
The magic of these boots was specifically designed to aid the wearer in resisting bludgeoning attacks.  They plant the wearer’s feet firmly on the ground giving them the ability to withstand the blow.

STATISTICS:  

Armor Class bonus:  +5 vs. blunt weapons 
Weight: 18  
Not Usable By: 
 Bard  
 Druid 
 Mage 
 Thief~

// Shields

COPY ~DSOTSC\ITM/DSSHLD02.itm~ ~override/DSSHLD02.itm~ 
  SAY NAME1 ~Large Shield~ 
  SAY NAME2 ~Large Shield +2~ 
  SAY UNIDENTIFIED_DESC ~A large shield inlaid with a golden griffin.  This shield, also known as the kite or tower shield, is a massive metal shield reaching nearly from the chin to the toe of the user.  It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times.  Naturally, this precludes use of the shield hand for anything but holding the body shield in place.  Strangely enough, this shield feels unusually light for its size.

STATISTICS: 

Armor Class Bonus: 1 
Special:  +1 vs. Missile Weapons 
Weight: 15 
Not Usable By: 
 Bard 
 Druid 
 Mage 
 Thief~ 
  SAY DESC ~Large Shield +2: This shield was commissioned from the finest dwarven smiths by Pellan of Tyr, a renowned paladin who was known for his unquestioning courage and total lack of common sense. Upon hearing that a red dragon was ravaging the countryside, Pellan mounted his horse and rode off to do battle. Pellan and his armor digested readily but the shield gave the dragon severe stomach cramps. He coughed it up and it lay in his treasure pile for several years until it was retrieved by Pellan's son, a paladin who knew when to sneak.  The superior craftsmanship is supplemented by a permanent lightness spell, which makes the shield very easy to wield.

STATISTICS: 

Armor Class Bonus: 3 
Special:  +1 vs. Missile Weapons 
Weight: 4 
Not Usable By: 
 Bard 
 Druid 
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSCUSHLD.itm~ ~override/DSCUSHLD.itm~       
  SAY NAME1 ~Small Shield~ 
  SAY NAME2 ~CúChoinneach's Small Shield +3 'The Moon'~ 
  SAY UNIDENTIFIED_DESC ~A small shield is usually round and is carried on the forearm, gripped with the shield hand.  Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon.

STATISTICS:  

Armor Class Bonus: 1 
Special:  No Missile Weapon Protection 
Weight: 3 
Not Usable By: 
 Bard 
 Druid 
 Mage  
 Thief~ 
  SAY DESC ~CúChoinneach created this shield for himself after receiving the scimitar 'Mairail' from Sehanin Moonbow. It is fashioned of mithril and the hardest wood of the forest.

STATISTICS:  

Armor Class Bonus: 4 
Special:  No Missile Weapon Protection 
Weight: 3  
Only Usable By:
 CúChoinneach~ 

COPY ~DSOTSC\ITM/DSJESHLD.itm~ ~override/DSJESHLD.itm~       
  SAY NAME1 ~Small Shield~ 
  SAY NAME2 ~Small Shield +2~ 
  SAY UNIDENTIFIED_DESC ~A small shield is usually round and is carried on the forearm, gripped with the shield hand.  Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon.

STATISTICS:  

Armor Class Bonus: 1 
Special:  No Missile Weapon Protection 
Weight: 3 
Not Usable By: 
 Bard 
 Druid 
 Mage  
 Thief~ 
  SAY DESC ~This is the personal shield of Jet'laya.  The wood that the shield is made from was cut from a tree in a holy forest, and the metal used in the construction of the shield was forged in holy water.  Thus, just being in the presence of this shield causes all but the strongest of undead to shy away from its wielder.

STATISTICS:

Armor Class Bonus: 3
Special:  No Missile Weapon Protection
          Bonus THACO vs. Undead
Weight: 3
Usable By:
 Jet'laya~ 

COPY ~DSOTSC\ITM/DSSHLD51.itm~ ~override/DSSHLD51.itm~       
  SAY NAME1 ~Small Shield~ 
  SAY NAME2 ~Small Shield +2 'Sun Shield'~ 
  SAY UNIDENTIFIED_DESC ~A small shield is usually round and is carried on the forearm, gripped with the shield hand.  Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon.

STATISTICS:  

Armor Class Bonus: 1 
Special:  No Missile Weapon Protection 
Weight: 3 
Not Usable By: 
 Bard 
 Druid 
 Mage  
 Thief~ 
  SAY DESC ~Small Shield +2 'Sun Shield' This shield is warm to the touch as if a fire was burning deep within it.  The origins of the shield are unknown and much of its secrets remain just that.  

STATISTICS:

Armor Class Bonus: 3
Special:  Increased Resistance to Cold
Weight: 3
Not Usable By:
 Bard
 Druid
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSSHLD52.itm~ ~override/DSSHLD52.itm~       
  SAY NAME1 ~Medium Shield~ 
  SAY NAME2 ~Medium Shield +2~ 
  SAY UNIDENTIFIED_DESC ~A medium shield is carried in the same manner as a small shield.  Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield.  Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings.  A typical medieval shield resembles a triangle with one point facing downward. 

STATISTICS:

Armor Class Bonus: 1
Weight: 7
Requires: 12 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 
  SAY DESC ~A medium shield is carried in the same manner as a small shield.  Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield.  Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings.  A typical medieval shield resembles a triangle with one point facing downward. 

STATISTICS:


Armor Class Bonus: 3
Weight: 6
Requires: 12 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 

COPY ~DSOTSC\ITM/DSSHLD53.itm~ ~override/DSSHLD53.itm~       
  SAY NAME1 ~Medium Shield~ 
  SAY NAME2 ~Medium Shield +2 'Heart of the Dragon'~ 
  SAY UNIDENTIFIED_DESC ~A medium shield is carried in the same manner as a small shield.  Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield.  Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings.  A typical medieval shield resembles a triangle with one point facing downward. 

STATISTICS:

Armor Class Bonus: 1
Weight: 7
Requires: 12 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 
  SAY DESC ~Medium Sheld +2 'Heart of the Dragon'
A relatively unknown knight, Neshum was never to swift of the mind.  When traveling through the north he came upon a battle, before him were several warriors and a dragon.  Neshum decided that the battle was unfair, and took arms in defense of the dragon.  Neshum's aid was the turning point and the warriors were defeated.  Benderesk, the dragon, repaid the knight's aid by giving him a shield which he bestowed with the strength of a dragon's heart.  Benderesk retrieved his gift some years later when Neshum was hired by the same village as the warrior to rid them of this troublesome dragon. 

STATISTICS:

Armor Class Bonus: 3 
Special: Increased Hit Points
         Magic Resistance: +5%
Weight: 6
Not Usable By:
 Bard
 Druid
 Mage
 Thief~ 

COPY ~DSOTSC\ITM/DSSHLD54.itm~ ~override/DSSHLD54.itm~       
  SAY NAME1 ~Large Shield~ 
  SAY NAME2 ~Large Shield +2, +7 vs. Missiles~ 
  SAY UNIDENTIFIED_DESC ~The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user.  It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times.  Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:  

Armor Class Bonus: 1 
Special:  +1 vs. Missile Weapons 
Weight: 15 
Not Usable By: 
 Bard 
 Druid 
 Mage 
 Thief~ 
  SAY DESC ~Large shield +2, +7 vs. missiles:  'The Wall'
In the first days of the battle over Selidor, Kelub's army was besieged by a sea of arrows that blackened the skies.  Kelub ordered his finest smiths to make a shield such that his army might be led by a row of them through the onslaught.  The smiths worked feverishly and produced a dozen of these shields.  They worked splendidly against the arrows, however, when his troops reached the enemy the front row was to exhausted too fight.

STATISTICS:  

Armor Class: +3 bonus, +7 vs. Missile Weapons 
Weight: 20 
Not Usable By: 
 Bard 
 Druid 
 Mage 
 Thief~

COPY ~DSOTSC\ITM/DSSHLD01.itm~ ~override/DSSHLD01.itm~       
  SAY NAME1 ~Buckler~ 
  SAY NAME2 ~Drow Adamantite Buckler +1 ~ 
  SAY UNIDENTIFIED_DESC ~A buckler, also known as a target shield, is a small shield of wood or metal that fastens to the forearm.  Because of its size it is light and can be worn with very little restriction to movement.

STATISTICS:

Armor Class Bonus:  1
Special:  No Missile/Piercing Attack Protection
Weight:  2
Requires: 4 Strength
Unusable By:
Mage~ 
  SAY DESC ~Drow carry shields (bucklers) fashioned from adamantite. Like drow armor, these special shields may be +1 to +3.  Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within 2 to 12 days, it will lose all its protective properties and rot, becoming totally worthless.  

STATISTICS: 

Armor Class: +1 Bonus 
Weight: 2 
Not Usable By:~
 Monk


// Weapons

COPY ~DSOTSC\ITM/DSKATAN1.itm~ ~override/DSKATAN1.itm~       
  SAY NAME1 ~Katana~ 
  SAY NAME2 ~Katana +2 'Masamune'~ 
  SAY UNIDENTIFIED_DESC ~Katana
The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process, that is more art form than anything else.  This blade is an important facet of Kara-Tur culture.  To touch or wield a samurai's katana is to insult the samurai and to incite his wrath.  For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.

STATISTICS:

Damage:  1D10

Damage type:  slashing
Weight:  6
Speed Factor: 4
Proficiency Type: Katana
Type:  1-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~This katana was forged by famous katana-creater Masamune. Just like any katanas made by him, you can easily understand this is a "Masterpiece", the King of all Blades.

STATISTICS:

Damage:  2D5 + 2 
THACO: +2 bonus 
Special:  +1 Armor Class bonus
          +1 Dexterity 
Damage type:  Slashing 
Weight:  8 
Proficiency type:  Katana 
Speed Factor:  2 
Type:  1-handed 
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage~

COPY ~DSOTSC\ITM/DSKATAN2.itm~ ~override/DSKATAN2.itm~       
  SAY NAME1 ~Katana~ 
  SAY NAME2 ~Katana +3,  'Muramasa'~ 
  SAY UNIDENTIFIED_DESC ~Katana
The katana is a single-edged, slightly curved sword that ends with a chisel point. The katana is perhaps one of the finest swords ever made, the steps to its creation a long and secret process, that is more art form than anything else.  This blade is an important facet of Kara-Tur culture.  To touch or wield a samurai's katana is to insult the samurai and to incite his wrath.  For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either the gaijin is a greatly honored friend of an important minister, or the gaijin has murdered a samurai.

STATISTICS:

Damage:  1D10
Damage type:  slashing
Weight:  6
Speed Factor: 4
Proficiency Type: Katana
Type:  1-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~This is an excellent katana. However, some say it's "cursed", and others think this sword has its own mind, no doubt a dark brood thirsty mind. When this sword tastes blood, the wielder has a possibility to become berserkes, as he is controlled by the sword. 

STATISTICS: 

Damage:  2D5 + 3 
THACO:  +3 bonus 
Damage type:  Slashing 
Weight:  10 
Proficiency type:  Katana 
Speed Factor:  3 
Type:  1-handed 
Special: 40% chance of wielder go into berserk upon successful hit 
Not Usable By:
 Druid
 Cleric
 Mage~

COPY ~DSOTSC\ITM/DSTEARS.itm~ ~override/DSTEARS.itm~       
  SAY NAME1 ~Scimitar~ 
  SAY NAME2 ~Scimitar +3, 'Yarrow's Tears'~ 
  SAY UNIDENTIFIED_DESC ~The Scimitar is closely related to the saber, a single edged curved sword with protective hilt.  A Scimitar has a greater curve and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown, though they have proven popular in the southern region of the Forgotten Realms.

STATISTICS:

Damage:  1D8
Damage type:  Slashing
Weight:  4
Proficiency type: Scimitar/Wakizashi/Ninja-To
Speed Factor:  5
Type:  1-handed
Requires: 8 Strength
Not usable by:
Mage
Cleric
Thief~ 
  SAY DESC ~Scimitar +5, 'Yarrow's Tears' 
It was just after the fall of the temple of Erreth-Akbe, the Archdruid Yarrow had just returned from a trip to discover his temple ravaged in his absence.  The powerful druid pleaded to the Gods for revenge, and then cried; his tears falling upon his scimitar.  The tears empowered his scimitar with his grief and longing for revenge.  

STATISTICS:  

THACO:  +3 bonus 
Damage:  1D8 +3 
Armor Class: +2 Bonus 
Special: Cast Charm Person or Mammal 
Special: Stun target unless save vs. Spell 
Damage type:  slashing 
Weight: 3 
Speed Factor: 2 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Usable Only By:   
 Druid~ 

COPY ~DSOTSC\ITM/DSCOSWD.itm~ ~override/DSCOSWD.itm~       
  SAY NAME1 ~Two Handed Sword~ 
  SAY NAME2 ~Conchobhair's Dragonslayer~ 
  SAY UNIDENTIFIED_DESC ~The two-handed sword is a derivative of the long sword.  Weaponsmiths have always looked for ways to improve existing weapons.  In an effort to improve the long sword, the blade was lengthened.  Eventually, the handle had to be extended and two hands became necessary to properly swing the sword.  The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. 

STATISTICS:

Damage:  1D10
Damage type:  slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
 Druid
 Cleric
 Mage 
 Thief~ 
  SAY DESC ~This sword is imbued with a very strong enchantment and any attempts to see into the true nature of this sword is shielded by very strong magic.  It's origin and history is unknown.  The sword 'chooses' it handler, and thus will prevent any but the chosen to wield it.  Any attempt to control the weapon will find themselves subdued by it or worse.

STATISTICS:  

Damage:  1D10+4 (+4 to All Dragons and Lesser Dragons) 
Special: Has a slight chance of slaying any dragon on contact. 
Special: Provides 50% Resistance to Fire and Acid
         Provides an Aura of Protection
         +2 Bonus to Save vs. Breath Weapons 
Damage type:  slashing 
Armor Class Bonus: +1 
Weight: 15 
Speed Factor: 6 
Proficiency Type: Two Handed sword 
Type:  2-handed 
Usable Only By: 
 Conchobhair Strongblade~ 

COPY ~DSOTSC\ITM/DSSWD01.itm~ ~override/DSSWD01.itm~       
  SAY NAME1 ~Scimitar~ 
  SAY NAME2 ~Scimitar +2: 'The Jagged Lightning'~ 
  SAY UNIDENTIFIED_DESC ~The Scimitar is closely related to the saber, a single edged curved sword with protective hilt.  A Scimitar has a greater curve and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown, though they have proven popular in the southern region of the Forgotten Realms.

STATISTICS:

Damage:  1D8
Damage type:  Slashing
Weight:  4
Proficiency type: Scimitar/Wakizashi/Ninja-To
Speed Factor:  5
Type:  1-handed
Requires: 8 Strength
Not usable by:
Mage
Cleric
Thief~ 
  SAY DESC ~Scimitar +2: 'The Jagged Lightning' 
The mithril blade of this scimitar is serrated so that it resembles a slightly curved lightning bolt. The scimitar was created in Calimshan in ancient times by a religious cult worshipping a thunder god. It was used by holy warriors of the cult on special, holy missions.  Electricity flows through the blade and small surges of energy cause little lightning bolts to flicker along its serrated edge. Some of the electric energy directed at its wielder will be absorbed by the scimitar. The magic of the scimitar also allows its wielder to strike first in any combat situation. 

STATISTICS: 

Damage:  1D8 + 2 
THACO:  +2 bonus 
Damage type:  
Slashing Weight:  4 
Proficiency type:  Scimitar/Wakizashi/Ninja-To 
Speed Factor:  n/a 
Type:  1-handed 
Special:  It grants 50% resistance to electricity 
          Does +1d4 Lightning damage 
Not usable by:
 Mage
 Cleric~ 

COPY ~DSOTSC\ITM/DSSWD02.itm~ ~override/DSSWD02.itm~       
  SAY NAME1 ~Two Handed Sword~ 
  SAY NAME2 ~Thorn - Sword of the 'Champion of the Green'~ 
  SAY UNIDENTIFIED_DESC ~The two-handed sword is a derivative of the long sword.  Weaponsmiths have always looked for ways to improve existing weapons.  In an effort to improve the long sword, the blade was lengthened.  Eventually, the handle had to be extended and two hands became necessary to properly swing the sword.  The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. 

STATISTICS:

Damage:  1D10
Damage type:  slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
 Druid
 Cleric
 Mage 
 Thief~ 
  SAY DESC ~In the lost days of Netheril, the necromancer J'K"Voorkan attempted to engender a reign of undeath. Onslaught after onslaught of the walking dead threatened to engulf the Realms, until the Hierophant Druid, L'Orax, called to the gods for aid. They caused the Tree of Life to produce a single thorn, which L'Orax took. In a grueling ordeal of fasting, prayer, meditation, and spellcasting from one new moon to the next, the Great Circle produced Thorn. Thorn was presented to one of the key leaders of the forces of Light and Life - S'Mokye, called "The Bear" by his troops for his relentless resistance to the dead. He became the first Ranger, and the first Champion of the Green. Thorn is passed to each new Champion upon his ascension. Such is the power of Thorn that the very plants of the earth may be called upon for aid by the wielder. 

STATISTICS: 

Damage:  1D10 + 2 
THACO:   +2 bonus 
Special:  bonus damage and THACO against undead 
          Wielder may cast "Entangle" at will 
Damage type:  Slashing 
Weight:  4 
Proficiency type:  Two Handed Sword 
Speed Factor:  2 
Type:  2-handed 
Usable by:
 Rangers

From Suryiel's Forg~ 

COPY ~DSOTSC\ITM/DSSWD03.itm~ ~override/DSSWD03.itm~       
  SAY NAME1 ~Cutlass~ 
  SAY NAME2 ~Cutlass +2  'O-Tokne's Fang'~ 
  SAY UNIDENTIFIED_DESC ~The long, curved, single edged blade is characteristic of both the cutlass and the scimitar, even though their origins lie in different part of Faerun.  The cutlass, because of its lighter frame, is the choice of many a thief and brigand. 

STATISTICS:  

Damage:  3D3 
Damage type:  slashing 
Weight: 4 
Speed Factor: 5 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 
  SAY DESC ~Cutlass +2  'O-Tokne's Fang'
Fashioned from the fang of a dragon, this cutlass seems to almost guide itself at the target.  Its added grace gives new energy to the wielder enabling them to attack more often. 

STATISTICS:  

THACO:  +2 bonus 
Damage:  3D3 +2 
Special: Increased Attacks 
Damage type:  slashing 
Weight: 3 
Speed Factor: 3 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 

COPY ~DSOTSC\ITM/DSSWD04.itm~ ~override/DSSWD04.itm~       
  SAY NAME1 ~Cutlass~ 
  SAY NAME2 ~Cutlass +2 'Scorcher'~ 
  SAY UNIDENTIFIED_DESC ~The long, curved, single edged blade is characteristic of both the cutlass and the scimitar, even though their origins lie in different part of Faerun.  The cutlass, because of its lighter frame, is the choice of many a thief and brigand. 

STATISTICS:  

Damage:  3D3 
Damage type:  slashing 
Weight: 4 
Speed Factor: 5 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 
  SAY DESC ~Cutlass +2 'Scorcher'
Wrinkled and red this cutlass is cold to the touch; the runic carvings only say 'Scorcher'.  Its appearance has caused many an adventurer to mistaken it as worn-out, old, or useless.  Those more inquisitive adventurers who carried it along just to be sure were always pleasantly surprised.  You see scorcher does not get hot until swung, but once it is in motion heading for a target its name becomes clearly correct. 

STATISTICS: 

THACO:  +2 bonus 
Damage:  3D3 +2 
Special: 2D3 Fire Damage 
Damage type:  slashing 
Weight: 3 
Speed Factor: 3 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 

COPY ~DSOTSC\ITM/DSSWD05.itm~ ~override/DSSWD05.itm~       
  SAY NAME1 ~Cutlass~ 
  SAY NAME2 ~Cutlass +3  'Ghost Blade'~ 
  SAY UNIDENTIFIED_DESC ~The long, curved, single edged blade is characteristic of both the cutlass and the scimitar, even though their origins lie in different part of Faerun.  The cutlass, because of its lighter frame, is the choice of many a thief and brigand. 

STATISTICS:  

Damage:  3D3 
Damage type:  slashing 
Weight: 4 
Speed Factor: 5 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 
  SAY DESC ~Cutlass +3  'Ghost Blade' 
Anytime a swordsman swings their blade they can see slight images of it tracing along behind.  This blade is no different it what is seen, but unlike any average blade it seems the ghostly images of this one also can cut.  It was originally owned by a rather porkish and lazy fellow named Bordger who was rumored to have some history of magical training before he had become a thief.  Given how well this blades enchantment works he might have been better served to stay a mage. 

STATISTICS:  

THACO:  +3 bonus 
Damage:  3D3 +3 
Special: 2D3 Slashing Damage 
Damage type:  slashing 
Weight: 3 
Speed Factor: 3 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 

COPY ~DSOTSC\ITM/DSSWD06.itm~ ~override/DSSWD06.itm~       
  SAY NAME1 ~Cutlass~ 
  SAY NAME2 ~Cutlass +2 'Sparks'~ 
  SAY UNIDENTIFIED_DESC ~The long, curved, single edged blade is characteristic of both the cutlass and the scimitar, even though their origins lie in different part of Faerun.  The cutlass, because of its lighter frame, is the choice of many a thief and brigand. 

STATISTICS:  

Damage:  3D3 
Damage type:  slashing 
Weight: 4 
Speed Factor: 5 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 
  SAY DESC ~Cutlass +3 'Sparks'
Humming with electrical energy, it is easy to see how this cutlass got its name.  The origins of it are not known, but stories of a strange land always accompany any recount of this blade.  The first known owner was a pirate just returned to port.  He was robbed and killed while in a drunken stupor and even his name remains as much a mystery as this sword.. 

STATISTICS: 

THACO:  +2 bonus 
Damage:  3D3 +3 
Special: 2D3 Electrical Damage 
Damage type:  slashing 
Weight: 3 
Speed Factor: 3 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed 
Not Usable By: 
 Bard 
 Cleric 
 Druid 
 Mage 
 Paladin~ 

COPY ~DSOTSC\ITM/DSSWD07.itm~ ~override/DSSWD07.itm~       
  SAY NAME1 ~Long Sword~ 
  SAY NAME2 ~Deceiver's Blade~ 
  SAY UNIDENTIFIED_DESC ~These swords are usually referred to as doubled-edged swords, war swords, or military swords.  In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era.  Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches.  In the latter case, the blade is known to take up 40 inches of the total length.  Most long swords have a double-edged blade and a sharp point at the tip.  Despite the tip, the long sword is designed for slashing, not thrusting. 

STATISTICS:

Damage:  1D8
Damage type:  slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~Denat "the deceiver" was once a very famous bard. He told not only tales of heroes, but also his adventures, he always claimed he was the best swordsman in the realm. At the end of his tales he would dual the best swordsman of his listeners and always wins. His downfall came when he mistakenly used a normal sword instead of this heavily enchanted one. 

STATISTICS: 

Damage:  1D8 +1 
THACO:  +5 bonus 
Damage type:  slashing 
Weight: 4 
Speed Factor: 2 
Proficiency Type: Long Sword 
Type:  1-handed 
Special dexterity bonus +2 
        AC bonus +3
        1 extra attacks per round 
Only Usable By: 
 Bard~ 

COPY ~DSOTSC\ITM/DSSWD08.itm~ ~override/DSSWD08.itm~ 
  SAY NAME1 ~Bastard Sword~ 
  SAY NAME2 ~Champion Sword~ 
  SAY UNIDENTIFIED_DESC ~Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred.  The overall length of the bastard sword ranges between four feet and four feet ten inches.   

STATISTICS:

Damage:  2D4 
Damage type:  slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Bastard Sword
Type:  1-handed
Requires: 11 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~ 
  SAY DESC ~This is the golden sword given to the highest ranking members of the 'Order of the Most Radiant Heart' by Helm. 

STATISTICS: 

Damage:  2D4 +2 
THACO:  +2 
Special:  Cast the spell "Aid' on user 
Damage type:  slashing 
Weight: 12 
Speed Factor: 5 
Proficiency Type: Bastard Sword 
Type:  1-handed 
Usable By:  
 Paladin~ 

COPY ~DSOTSC\ITM/DSSWD09.itm~ ~override/DSSWD09.itm~       
  SAY NAME1 ~Long Sword~ 
  SAY NAME2 ~Sword of Evil's Bane~ 
  SAY UNIDENTIFIED_DESC ~These swords are usually referred to as doubled-edged swords, war swords, or military swords.  In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era.  Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches.  In the latter case, the blade is known to take up 40 inches of the total length.  Most long swords have a double-edged blade and a sharp point at the tip.  Despite the tip, the long sword is designed for slashing, not thrusting. 

STATISTICS:

Damage:  1D8
Damage type:  slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~A mythical sword in the elven inhabited province of Hyilia, this sword was said to have vanquished the evil wizard Ganondorf.  Legends say it was the sword that brought the tri-force back to the powers of good. 

 STATISTICS: 

Damage:  1D10 + 1 
THAC0 bonus: +1 
Damage type:  slashing 
Weight: 7 
Speed Factor: 10 
Proficiency Type: Long Sword 
Type:  1-handed 
Requires: 11 Strength
Not Usable By: 
 Druid 
 Cleric 
 Mage 
 Thief~ 

COPY ~DSOTSC/ITM/DSSWD10.itm~         ~override/DSSWD10.itm~        
  SAY NAME1 ~Long Sword~ 
  SAY NAME2 ~Long Sword +2 'Khal Abbil'~ 
  SAY UNIDENTIFIED_DESC ~These swords are usually referred to as doubled-edged swords, war swords, or military swords.  In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era.  Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches.  In the latter case, the blade is known to take up 40 inches of the total length.  Most long swords have a double-edged blade and a sharp point at the tip.  Despite the tip, the long sword is designed for slashing, not thrusting. 

STATISTICS:

Damage:  1D8
Damage type:  slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~Long Sword +2: 'Khal Abbil'
Khal Abbil was created in the drow city of Menzoberanzan deep in the Underdark by a mage of great power. Although powerful, the mage realized that he might need a bodyguard to protect him from the more straightforward attacks of for example a fighter. Since drow are a race that thrives on betrayal and hidden agendas the mage decided to create a magiacal bodyguard. Golems are powerful fighters, but the mage wanted a bodyguard that he could bring with him wherever he went and one that he could call forth to defend him in the blink of an eye. He created a sword that would float in the air and attack any enemies he commanded it to strike. 'Khal Abbil' means 
'trusted Friend' in the drow tongue.

STATISTICS:

Damage:  1D8 +2
THACO:  +2 bonus
Damage type:  slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long Sword
Type:  1-handed
Special: The sword can be commanded to "dance". It will attack enemies indicated by its owner and it will fight for 2 full rounds.
Not Usable By:
 Druid
 Cleric
 Mage~ 

COPY ~DSOTSC\ITM/DSCUSWD.itm~ ~override/DSCUSWD.itm~       
  SAY NAME1 ~Scimitar~ 
  SAY NAME2 ~Mairial 'The Death Hunter'~ 
  SAY UNIDENTIFIED_DESC ~The Scimitar is closely related to the saber, a single edged curved sword with protective hilt.  A Scimitar has a greater curve and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown, though they have proven popular in the southern region of the Forgotten Realms.

STATISTICS:

Damage:  1D8
Damage type:  Slashing
Weight:  4
Proficiency type: Scimitar/Wakizashi/Ninja-To
Speed Factor:  5
Type:  1-handed
Requires: 8 Strength
Not usable by:
Mage
Cleric
Thief~ 
  SAY DESC ~This is the personal scimitar of CúChoinneach. Made of pure mithril that has been bathed in the light of the full moon, it was given to him by Sehanin Moonbow, the elven goddess of mysticism, dreams, death, journeys, transcendence, the moon, the stars, and the heavens. She came to him in a dream a short time after his chosen, Fia'nna, had been killed by army of undead, led by a vampire. Sehanin told CúChoinneach that he would be the hunter, that he was chosen by her to hunt down the most evil undead of the realms. When he awoke he found this scimitar by his side. Sehanin's symbol is the crescent moon. She gave him the blade as a symbol and to remind him of her support. The powers that are bound to the blade are unknown, even to CúChoinneach.

STATISTICS:  

Damage:  1D8+4 
THACO: +4 
Damage type:  slashing 
Special: Special powers against the undead. Its complete powers are unknown. 
Weight: 4 
Speed Factor: 3 
Proficiency Type: Scimitar/Wakizashi/Ninja-To 
Type:  1-handed  
Only Usable By: 
 CúChoinneach~ 

COPY ~DSOTSC\ITM/DSNEMSTF.itm~ ~override/DSNEMSTF.itm~ 
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Nemmerle's Revenge~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~Nemmerle's Revenge:  In a classic battle of good vs. evil the Archmage Nemmerle saw his defeat was inevitable and summoned what was left of his dark magic to enchant his staff and teleported it to his fledgling apprentice.  Only in the end did he realize what was needed to win the day, and lacking the strength to accomplish it himself, he saw to it that even in defeat he might grasp some small victory.  Gensher had enchanted his robes to withstand any crushing blows, evenly matched in magic he knew the battle would end in close combat and had outwitted the evil sage. The staff gives off a very faint aura of alteration magic.  Upon identification of the command word, the staff takes on the attributes of a halberd, which allows it to do slashing damage.

STATISTICS:  

THACO:  +2 bonus 
Damage:  2D6 + 2 
Weight: 4 
Speed Factor: 2 
Damage type:  Slashing 
Proficiency Type: Staff 
Type:  2-handed 
Not Usable By: 
 Good or Neutral Alignment~ 

COPY ~DSOTSC\ITM/DSVFLAIL.itm~ ~override/DSVFLAIL.itm~       
  SAY NAME1 ~Flail~ 
  SAY NAME2 ~Chaos Flail~ 
  SAY UNIDENTIFIED_DESC ~The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link.  The weapon was originally used as a tool for threshing grain.  

STATISTICS:

Damage:  1D6 +1
Damage type:  crushing
Weight: 15
Speed Factor: 7
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
 Druid
 Mage 
 Thief~ 
  SAY DESC ~The Chaos Flail is an essence of the Abyss that was formed into a weapon.  The magics and origin are unknown.  What is speculated is that the souls of vampires have been permeated into the weapon's substance and the item will drink an opponent’s life force before the wielders eyes.  This weapon also grafts itself to its new owner and can only be removed via a remove curse.  It is said the wielder of the weapon also will glow with the vampiric force that now impregnates them as well as the weapon!

STATISTICS:  

Damage:  1D6 + 3 
THACO:  +2 
Damage type:  crushing 
Weight: 7 
Speed Factor: 3 
Proficiency Type: Flail/Morningstar 
Type:  1-handed 
Only Usable By:  
 Evil alignment~ 

COPY ~DSOTSC\ITM/DSFLAIL1.itm~ ~override/DSFLAIL1.itm~       
  SAY NAME1 ~Flail~ 
  SAY NAME2 ~Justice~ 
  SAY UNIDENTIFIED_DESC ~The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link.  The weapon was originally used as a tool for threshing grain.  

STATISTICS:

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

  SAY DESC ~Given to a High Priest during the time of the Ancients, Justice has been a paladin or cleric's most powerful weapon in the fight against evil.  Justice is as an ordinary flail to most, but when equipped by "one pure of heart" the entire weapon shines with a golden light.  It was believed that Justice's wielder was blessed of the gods. 

STATISTICS: 

Damage: 2d4 +4 
Damage Type: Crushing 
Weight: 12 
Speed Factor: 7 
Proficiency Type: Flail/Morningstar 
Type: 1-Handed 
Usable By:  
 Paladin  
 Lawful Good Cleric~ 

COPY ~DSOTSC\ITM/DSFEAXE.itm~ ~override/DSFEAXE.itm~       
  SAY NAME1 ~Battle Axe~ 
  SAY NAME2 ~Ferthgil Trollslayer's Battle Axe +3~ 
  SAY UNIDENTIFIED_DESC ~The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.  Battle axes are also called broad axes. 

STATISTICS:

Damage:  1D8
Damage type:  slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Cleric
 Mage 
 Thief~ 
  SAY DESC ~This battle axe belonged to Ferthgil's father, Breachin Trollslayer. Breachin lost his life, while Ferthgil was a teenager, protecting him from a patrol of verbeegs. Ferthgil has since only used this battle axe in battle and refuses to use any other weapon carrying his father’s honor onto the battlefield.

STATISTICS:  

Damage:  1D8+3 
Damage type:  slashing 
Weight: 5 
Speed Factor: 5 
Proficiency Type: Axe 
Type:  1-handed 
Only Usable By: 
 Ferthgil Trollslayer~

COPY ~DSOTSC\ITM/DSAXE01.itm~ ~override/DSAXE01.itm~       
  SAY NAME1 ~Battle Axe~ 
  SAY NAME2 ~Battle Axe +2 'Enrager'~ 
  SAY UNIDENTIFIED_DESC ~The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.  Battle axes are also called broad axes.

STATISTICS:  

Damage:  1D8 
Damage type:  slashing 
Weight: 7 
Speed Factor: 7 
Proficiency Type: Axe 
Type:  1-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage  
 Thief~ 
  SAY DESC ~The history of this weapon is unknown, but one look at it and it is easy to tell that it is a very fine axe created by dwarven hands. The weapon seems to call to you to wield it and charge into battle.

STATISTICS: 

THACO:  +2 bonus 
Damage:  1D8 + 2 
Damage type:  slashing 
Weight: 7 
Speed Factor: 6 
Proficiency Type: Axe 
Type:  1-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage  
 Thief~

COPY ~DSOTSC\ITM/DSAXE02.itm~ ~override/DSAXE02.itm~       
  SAY NAME1 ~Battle Axe~ 
  SAY NAME2 ~Minotaur Axe~ 
  SAY UNIDENTIFIED_DESC ~The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.  Battle axes are also called broad axes.

STATISTICS:  

Damage:  1D8 
Damage type:  slashing 
Weight: 7 
Speed Factor: 7 
Proficiency Type: Axe 
Type:  1-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage  
 Thief~ 
  SAY DESC ~Minotaur Axe
These axes are powerfully enchanted by Minotaur sorcerers in a process known only to them. They are light where they should be heavy, and slice through metal armor as easy as they slice through cloth. 

STATISTICS:  

THACO:  +2 bonus 
Damage:  2D4 +2 
Damage type:  slashing 
Weight: 5 
Speed Factor: 2 
Proficiency Type: Axe 
Type:  1-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage  
 Thief ~

COPY ~DSOTSC\ITM/DSAXE03.itm~ ~override/DSAXE03.itm~       
  SAY NAME1 ~Pole Axe~ 
  SAY NAME2 ~Dwarven War Axe +2 'Screaming Death'~ 
  SAY UNIDENTIFIED_DESC ~Like the Halberd, pole axes is created as an anti-horseman weapon. However, pole axes have no tip. They are behemoths on the battlefield, which can deal great damage. 

STATISTICS:  

Damage:  1D12 
Damage type:  slashing 
Weight: 20 
Speed Factor: 12 
Proficiency Type: Axe 
Type:  2-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage 
 Thief~ 
  SAY DESC ~Dwarven War Axe +2 'Screaming Death'
This axe dates back to the clan wars, it was made by Thordar of The Vale for his son Kelvin to use in battle. Kelvin was never much of a warrior, and the axe was made to assist him in his weaknesses.  The name comes from the battle of Wyvern Falls, the first time Kelvin used it in battle.  Each time he struck down an opponent, Kelvin would scream in disbelief, hence the name 'Screaming Death.' 

STATISTICS: 

Damage:  1D8 +2 
Special Damage:  1D6 Backswing Damage. 
                 Save v. death for half damage 
THACO:  +2 bonus 
Dexterity: +1 bonus 
Armor: +1 bonus 
Special: Increased attacks 
Damage type:  slashing 
Weight: 5 
Speed Factor: 1 
Proficiency Type: Axe 
Type:  2-handed 
Usable Only By: 
 Dwarfs (Fighter or Fighter-Thief)~

COPY ~DSOTSC\ITM/DSAXE04.itm~ ~override/DSAXE04.itm~       
  SAY NAME1 ~Battle Axe~ 
  SAY NAME2 ~Battle Axe +3 'Skull Splitter'~ 
  SAY UNIDENTIFIED_DESC ~The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.  Battle axes are also called broad axes.

STATISTICS:  

Damage:  1D8 
Damage type:  slashing 
Weight: 7 
Speed Factor: 7 
Proficiency Type: Axe 
Type:  1-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage  
 Thief~ 
  SAY DESC ~Battle axe +3 'Skull Splitter'
In the battle over Skull Pass, the necromancers brought out all of the zombies they could gather, even taking control of fallen warriors on the battlefield.  Farley Malistone, the high priest of the clan, used all of the magic and prayer he could muster up and enchanted the axe of the clans most reverent warrior with a gift to do greater damage against the undead.  In a cruel twist of fate Farley was slain on the battlefield, taken under control by the necromancers, and then slain again by the axe of his own creation. 

STATISTICS:  

Damage:  1D8 +3 (+5 vs. Undead) 
THACO:  +3 bonus (+5 vs. Undead) 
Damage type:  slashing 
Weight: 5 
Speed Factor: 5 
Proficiency Type: Axe 
Type:  1-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage  
 Thief~

COPY ~DSOTSC\ITM/DSAXE05.itm~ ~override/DSAXE05.itm~ 
  SAY NAME1 ~Pole Axe~ 
  SAY NAME2 ~Pole axe +2  'Kilther'~ 
  SAY UNIDENTIFIED_DESC ~Like the Halberd, pole axes is created as an anti-horseman weapon. However, pole axes have no tip. They are behemoths on the battlefield, which can deal great damage. 

STATISTICS:  

Damage:  1D12 
Damage type:  slashing 
Weight: 20 
Speed Factor: 12 
Proficiency Type: Axe 
Type:  2-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage 
 Thief~ 
  SAY DESC ~Pole axe +2  'Kilther' 
Kilther was the general of "Silver Knights" . When they were invaded by a Huge Orc Cavalry, all of his knights wanted to ride mounts into the orc hoards. But, Kilther banned this. He forced his men to walk on foot, equipped with bow, halberd or pole axe. He chose this particular one. When fighting began, the poles stopped the orcs advance. Showers of arrows were launched and the axes brought the Orcs mounts to a halt. The Orcs lost thousands while the Silver Knights lost only 19 men, including Kilther. 

STATISTICS: 

Damage:  1D12 +2 
THACO:  +2 bonus 
Damage type:  slashing 
Weight: 10 
Speed Factor: 9 
Proficiency Type: Axe 
Type:  2-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage 
 Thief~

COPY ~DSOTSC\ITM/DSAXE06.itm~ ~override/DSAXE06.itm~       
  SAY NAME1 ~Throwing Axe~ 
  SAY NAME2 ~Dwarven Throwing Axe +2 'The Furnace'~ 
  SAY UNIDENTIFIED_DESC ~The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top.

STATISTICS:

Damage: 1D6 +1
Damage type: missile (piercing)
Weight: 5
Speed Factor: 4
Proficiency Type: Axe
Type: 1-handed
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~ 
  SAY DESC ~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 +1
THAC0: +2
Damage type(melee): slashing
Damage type(thrown): missile (piercing)
Special:
 Returns to users hand once thrown and gives one extra attack per round.
 2D6 Fire Damage
Weight: 3
Speed Factor: 2
Proficiency Type: Axe
Type: 1-handed
Only Usable By:
 Dwarves or Gnomes
 Warriors~

COPY ~DSOTSC\ITM/DSSTAF01.itm~ ~override/DSSTAF01.itm~       
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Staff of Life~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4

Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~Staff of Life
White and gold, pulsing with great power this staff was formed at the dawn of time by the first ray of the sun as it glistened off of a pure body of water.  Offering little in the way of offense, this staff does provide its wielder with powerful protections. 

STATISTICS:  

Damage:  2D2 + 2 
THACO:  +2 
Armor Class: +2 Bonus 
Special: Creates potion of healing 
Special: Protection from level 1 spells 
Damage type:  crushing 
Weight: 3 
Speed Factor: 6 
Proficiency Type: Staff 
Type:  2-handed 
Only usable by:
 Mage (single, dual, & multi-class)
 Good-aligned characters~

COPY ~DSOTSC\ITM/DSSTAF02.itm~ ~override/DSSTAF02.itm~       
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Staff of the Ancients~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~Staff created by a race called the Ancients, who lived many centuries ago.  Few relics from that time period exist today and even the decendants of the Ancients know very little about the artifacts.

STATISTICS: 

Damage: 2d4 +1 
THACO +3 
Special : +1 AC 
Weight: 3 
Speed Factor: 1 
Damage type: crushing
Proficiency Type: Staff
Type: 2-handed 
Usable By:
 Mage
 Cleric~

COPY ~DSOTSC\ITM/DSSTAF03.itm~ ~override/DSSTAF03.itm~ 
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Ethric~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~This staff grants immunity to non-magical weapons.   This is a powerful staff that has a very powerful evil enchantment. All of its properties are unknown. 

STATISTICS:  

Damage:  2D8 +1 
THACO:  +1 
Damage type:  piercing 
Special:  Unknown 
Special:  Immunity to Non-Magical Weapons 
Weight: 5 
Speed Factor: 8 
Proficiency Type: Staff  
Type:  2-handed 
Only usable by:
 Mage (single, dual, & multi-class)
 Evil-aligned character~

COPY ~DSOTSC\ITM/DSWRLSTF.itm~ ~override/DSWRLSTF.itm~ 
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Chitiruhkha - Warlock's Staff +4~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~Chitiruhkha - Warlock's Staff +4
This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning. 

STATISTICS:

Damage:  1D8 + 3
THACO:  +3
Special: AC Bonus +2
Special: 3D4 + 1 Electrical Damage
Special: Launch a bolt of lightning
Damage: (Lightning bolt) 6D6 Electrical Damage half if save vs. wands
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Staff
Type:  2-handed
Usable Only By:
 Druids~ 

COPY ~DSOTSC\ITM/DSSTAF05.itm~ ~override/DSSTAF05.itm~       
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Lich's Sceptre~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~This clerical weapon appears to be a normal wooden staff of the type used when trekking in the wilderness. It gives off a very faint aura of alteration magic.  Upon identification of the command word, the staff takes on the attributes of a mace, which allow it to be wielded with one hand.  This was designed for both priests and druids. This particular staff has the ability to cast animate dead, skull trap, vampiric touch, and horror. 

STATISTICS: 

THACO:  +2 bonus 
Damage:  2D4 + 2 (with 10% chance of instantaneous death) 
Special: Allows user to cast the following spells at will  
  Animate Dead 
  Skull Trap 
  Vampiric Touch 
  Horror 
Weight: 4 
Speed Factor: 2 
Damage type:  crushing 
Proficiency Type: Staff 
Type:  1-handed 
Not Usable By:~

COPY ~DSOTSC\ITM/DSSTAF06.itm~ ~override/DSSTAF06.itm~       
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Quarter Staff +2  'Bonebreaker'~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~While most mages are slight in stature, Estaroil was slight when compared to a mage.  His master, the Archmage Heleth Otrad, feared that her student would never survive any conflict and crafted him this staff.  Heleth enchanted it with the ability to shatter bones on impact, hence slowing the opponent and giving the fragile Estaroil some chance.  In time Estaroil grew to be not only a powerful mage, but also in stature and eventually discarded his former master’s gift.  It has not been seen since.  

STATISTICS: 

Damage:  1D6 + 2 
THACO:  +2 
Special: Target is slowed unless save vs. spell 
Damage type:  crushing 
Weight: 4 
Speed Factor: 3 
Proficiency Type: Staff 
Type:  2-handed 
Not Usable By:
 Monk~

COPY ~DSOTSC\ITM/DSSTAF07.itm~ ~override/DSSTAF07.itm~ 
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Staff Of Nature~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~Staff Of Nature: 'Natures Protector' 
This staff has been used by a tribe of Druids for many centuries now. Passed down from leader to leader on the tribe of archdruids in the land of Kazgard. It is said that this staff was forged by nature itself and it glows green to show this staff truly is off natures power. This staff is very powerful and the passed owners of this staff were very powerful people indeed. 

STATISTICS: 

THACO:  +2 bonus 
Damage:  2D3 + 2 
Special: +15 max Hitpoints 
Lore: +20 bonus 
Weight: 2 
Speed Factor: 2 
Damage type:  crushing 
Proficiency Type: Staff 
Type:  2-handed 
Usable By: 
 Druid Only~ 

COPY ~DSOTSC\ITM/DSSKSTAF.itm~ ~override/DSSKSTAF.itm~       
  SAY NAME1 ~Quarterstaff~ 
  SAY NAME2 ~Skeezer's Staff of Unpredicability~ 
  SAY UNIDENTIFIED_DESC ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  The quarterstaff must be wielded with both hands.  

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength~ 
  SAY DESC ~Skeezer created this staff to aid him in his travels. While in the process of creating it he became distracted and lost track of the enchantments that he had placed on the staff. This resulted in a staff that has a very random effect on anything that Skeezer uses it on. 

STATISTICS:  

Damage:  1D6+3 
Special: Unknown 
Damage type:  crushing 
Weight: 4 
Speed Factor: 1 
Proficiency Type: Staff 
Type:  2-handed 
Usable Only By:
 Gnome Magic Users~

COPY ~DSOTSC\ITM/DSHAMM01.itm~ ~override/DSHAMM01.itm~       
  SAY NAME1 ~War Hammer~ 
  SAY NAME2 ~Tearlac Truehammer's  War Hammer 'Giant Feller'~ 
  SAY UNIDENTIFIED_DESC ~Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand.  Maces and flails are two previous examples of this - the war hammer is another.  The horseman's war hammer is a descendant of the Lucerne hammer.  It is made entirely of steel, with rondels protecting and strengthening the grip.  Rondels are small disks of metal, often shaped into decorative designs.  The shaft is about 18 inches long.'

STATISTICS:

Damage:  1D4 + 1
Damage type:  crushing
Weight: 6
Speed Factor: 4
Proficiency Type: War Hammer
Type:  1-handed
Requires: 9 Strength
Not Usable By:
 Druid
 Mage 
 Thief~ 
  SAY DESC ~This war hammer is the personal war hammer of Tearlac Truehammer, son of Otho Truehammer. He forged this weapon himself after many years of training under the watchful eye of his father. Some consider Otho, to be one of the finest, if not the finest smithy on the Sword Coast and the quality of the weapon shows that Tearlac may just be second only to his father. Tearlac carved decorative runes on the shaft to display his heritage proudly. This war hammer is made of mithril alloy, with rondels protecting and strengthening the grip.  Rondels are small disks of metal, often shaped into decorative designs.  The shaft is made of very strong oak and is about 18 inches long.

STATISTICS:  

THACO: +1 Bonus (+4 vs. giant humanoids) 
Damage:  1D4 + 2 (+5 vs. giant humanoids) 
Damage type:  crushing 
Weight: 6 
Speed Factor: 2 
Proficiency Type: War Hammer 
Type:  1-handed 
Not Usable By: 
 Druid 
 Mage  
 Thief~ 

COPY ~DSOTSC\ITM/DSHAMM02.itm~ ~override/DSHAMM02.itm~       
  SAY NAME1 ~War Hammer~ 
  SAY NAME2 ~Mageton Hammer~ 
  SAY UNIDENTIFIED_DESC ~Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand.  Maces and flails are two previous examples of this - the war hammer is another.  The horseman's war hammer is a descendant of the Lucerne hammer.  It is made entirely of steel, with rondels protecting and strengthening the grip.  Rondels are small disks of metal, often shaped into decorative designs.  The shaft is about 18 inches long.'

STATISTICS:

Damage:  1D4 + 1
Damage type:  crushing
Weight: 6
Speed Factor: 4
Proficiency Type: War Hammer
Type:  1-handed
Requires: 9 Strength
Not Usable By:
 Druid
 Mage 
 Thief~ 
  SAY DESC ~It is believed that this weapon was crafted by the smiths of ancient Myth Drannor.  It is also believed that it was enchanted by an extremely powerful cleric for the fight against evil.  The hammer is surprisingly easy top swing despite its immense weight.

STATISTICS:

Damage: 3d6 +1
THAC0 + 4
Damage Type: Crushing
Weight: 44
Speed Factor: 2
Proficiency Type: Blunt Weapons
Type: 1-Handed
Not Usable By
 Mage
 Fighter
 Thief
 Bard
 Evil-aligned character~ 

COPY ~DSOTSC\ITM/DSSPERF.itm~ ~override/DSSPERF.itm~       
  SAY NAME1 ~Spear~ 
  SAY NAME2 ~Spear of Fire~ 
  SAY UNIDENTIFIED_DESC ~One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end.  When man mastered metals, spearheads were made from iron and steel.  Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types.  

STATISTICS:  

Damage:  1D6 
Damage type:  piercing 
Weight: 5 
Speed Factor: 6 
Proficiency Type: Spear  
Type:  2-handed 
Not Usable By: 
 Cleric 
 Mage 
 Thief~ 
  SAY DESC ~This Spear's head is magically burning, which make this spear very deadly in combat.

STATISTICS:  

Damage:  1D6 +2 

THACO:  +2 
Damage type:  piercing 
Special:  1d6 fire damage 
Weight: 3 
Speed Factor: 3 
Proficiency Type: Spear  
Type:  2-handed 
Not Usable By: 
 Cleric 
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSSPERD.itm~ ~override/DSSPERD.itm~       
  SAY NAME1 ~Spear~ 
  SAY NAME2 ~Spear +3: 'Dragon Scepter'~ 
  SAY UNIDENTIFIED_DESC ~One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end.  When man mastered metals, spearheads were made from iron and steel.  Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types.  

STATISTICS:  

Damage:  1D6 
Damage type:  piercing 
Weight: 5 
Speed Factor: 6 
Proficiency Type: Spear  
Type:  2-handed 
Not Usable By: 
 Cleric 
 Mage 
 Thief~ 
  SAY DESC ~Spear +3:  'Dragon Scepter'
Named so because of the dragons ornately carved into the shaft of the spear.  Its exact origins remain unknown. 

STATISTICS:  

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

COPY ~DSOTSC\ITM/DSMACE01.itm~ ~override/DSMACE01.itm~       
  SAY NAME1 ~Mace~ 
  SAY NAME2 ~Otho Truehammer's Mace +1~ 
  SAY UNIDENTIFIED_DESC ~The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end.  The head design varies; some being spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage:  1D6 + 1
Damage type:  crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~Otho has created this finely crafted mace for you. 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 made of the finest Iron, as it sits atop a polished oak shaft.    Even though there is an iron shortage all smithys keep on hand a small amount of fine iron for "special" purposes. 

STATISTICS: 

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

COPY ~DSOTSC\ITM/DSMACE02.itm~ ~override/DSMACE02.itm~ 
  SAY NAME1 ~Mace~ 
  SAY NAME2 ~Otho Truehammer's Mace +1/ Enchanted (+4 to Undead)~ 
  SAY UNIDENTIFIED_DESC ~The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end.  The head design varies; some being spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage:  1D6 + 1
Damage type:  crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~Elminster the Sage has placed a very powerful enchantment on this mace that Otho created for you giving it special powers to defeat evil undead creatures. You notice that the mace now glows with an inner blue light. 

STATISTICS: 

Damage:  1D6 + 2 
THAC0: +1 
Damage type:  crushing 
Special: +4 to Damage to Undead, +4 to Hit Undead 
Weight: 8 
Speed Factor: 7 
Proficiency Type: Mace 
Type:  1-handed  
Not Usable By: 
 Druid 
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSMACE03.itm~ ~override/DSMACE03.itm~ 
  SAY NAME1 ~Mace~ 
  SAY NAME2 ~Mace of Disruption - Blessed~ 
  SAY UNIDENTIFIED_DESC ~The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end.  The head design varies; some being spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage:  1D6 + 1
Damage type:  crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~After Morninglord Jarent gave the mace the blessing of Lathander you notice that it seems to almost breathe with a life of its own. You can feel the power surge through your hands as you wield it. It seems to call to you...eager to seek out the undead! 

STATISTICS: 

Damage:  1D6 + 2 
THACO:  +2 
Special: (+4 Damage to Undead / +4 To Hit Undead)
         Will destroy most undead on contact. 
Damage type:  crushing 
Weight: 8 
Speed Factor: 6 
Proficiency Type: Mace 
Type:  1-handed 
Not Usable By:
 Any Evil 
 Druid 
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSMACE04.itm~ ~override/DSMACE04.itm~ 
  SAY NAME1 ~Mace~ 
  SAY NAME2 ~Mace of Contrition~ 
  SAY UNIDENTIFIED_DESC ~The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end.  The head design varies; some being spiked, others flanged, and still others have pyramidal knobs.

STATISTICS:

Damage:  1D6 + 1
Damage type:  crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Mage
 Thief~ 
  SAY DESC ~This mace was crafted by a zealot named Parias.  With it he planned to "bring the heathens into the light."  However, he was so over zealous in his quest that he killed his wife and family for not "walking in the light."  After realizing what he had done, he buried the mace, confessed his sins, and starved himself weeping at his wife’s grave.  The mace was later found and named the Mace of Contrition since his sins had grieved Parias so. 

STATISTICS: 

Damage:  1D6 + 4 
THACO:  +3 
Special:  Bonus Damage vs Undead 
Damage type:  crushing 
Weight: 7 
Speed Factor: 6 
Proficiency Type: Mace 
Type:  1-handed
Usable Only By:
 Jet'laya~ 

COPY ~DSOTSC\ITM/DSDAGG01.itm~ ~override/DSDAGG01.itm~ 
  SAY NAME1 ~Dagger~ 
  SAY NAME2 ~Dagger +3: 'AdderSting'~ 
  SAY UNIDENTIFIED_DESC ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. 

STATISTICS:

Damage:  1D4 
Damage type:  piercing
Weight: 1
Speed Factor: 2 
Proficiency Type: Dagger
Type:  1-handed
Requires:3 Strength
Not Usable By:
 Cleric~ 
  SAY DESC ~Dagger +3: 'AdderSting'
Created by an insane mage thief, this tool was used but briefly by it's creator.  The exact circumstances of his death are unknown, but the dagger appeared soon after in the hands of a well known assassin.  This jet black blade is split in the middle and ends in two razor sharp points.  In addition, the blade secretes a greenish poison that inflicts painful wounds on any it so much as scratches.  Of course, the wielder is not immune to this poison and even the careful owner has been known to nick himself on occasion. 

STATISTICS: 

Melee:  1d4+3 (plus 8 poison; save for half) 
Missile: 1d4 +3 (plus 8 poison; save for half) 
THACO:  +3 bonus 
Damage type:  piercing 
Weight: 2
Speed Factor: 0 
Proficiency Type: Dagger 
Type:  1-handed  
Special: 5% chance of nicking yourself (4 poison; no save) 
         Returns when thrown  
Not Usable By:
 Cleric~ 

COPY ~DSOTSC\ITM/DSDAGG03.itm~ ~override/DSDAGG03.itm~ 
  SAY NAME1 ~Dagger~ 
  SAY NAME2 ~Drow Adamantite Dagger +3~ 
  SAY UNIDENTIFIED_DESC ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. 

STATISTICS:

Damage:  1D4 
Damage type:  piercing
Weight: 1
Speed Factor: 2 
Proficiency Type: Dagger
Type:  1-handed
Requires:3 Strength
Not Usable By:
 Cleric~ 
  SAY DESC ~Most drow carry daggers made of adamantite alloy. These daggers can have a +1 to +3 bonus. This particular one is coated with a powerful sleep poison.  Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within 2 to 12 days, it will lose all its protective properties and rot, becoming totally worthless. 

STATISTICS:

Damage: 1d4+3 
Special: Poison, 30 damage in 15 seconds unless a successful save v. poison with a -4 penalty is made. Renders the victim unconscious for 30 seconds. 
Weight: 1 
Usable By:
 Non-cleric
 Evil Aligned~ 

COPY ~DSOTSC\ITM/DSDAGG02.itm~ ~override/DSDAGG02.itm~ 
  SAY NAME1 ~Dagger~ 
  SAY NAME2 ~D'Raavhen's Fang~ 
  SAY UNIDENTIFIED_DESC ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. 

STATISTICS:

Damage:  1D4 
Damage type:  piercing
Weight: 1
Speed Factor: 2 
Proficiency Type: Dagger
Type:  1-handed
Requires:3 Strength
Not Usable By:
 Cleric~ 
  SAY DESC ~Vampiric dagger of Lorik D'Raavhen. The mere sight of this dark blade strikes a fear in you that is beyond description.  It pulses with such an aura of pure evil, your first, and only thought is to run until your body collapses from exhaustion.   Its blackened blade was apparently forged from the arcane substance of the Abyss, giving the weapon an appearance as dark and foreboding as its master. 

STATISTICS: 

Damage:  1D4 + 4 
THACO:  +4 bonus 
Special: Vampiric 
Weight: 1 
Speed Factor: 0 
Proficiency Type: Dagger 
Type:  1-handed 
Usable By: 
 Non-cleric
 Evil Aligned~ 

COPY ~DSOTSC\ITM/DSDAGG04.itm~ ~override/DSDAGG04.itm~ 
  SAY NAME1 ~Dagger~ 
  SAY NAME2 ~Dagger "Nome Stikkah"~ 
  SAY UNIDENTIFIED_DESC ~The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. 

STATISTICS:

Damage:  1D4 
Damage type:  piercing
Weight: 1
Speed Factor: 2 
Proficiency Type: Dagger
Type:  1-handed
Requires:3 Strength
Not Usable By:
 Cleric~ 
  SAY DESC ~Dagger "Nome Stikkah"
Though kobolds do not normally wield poison daggers, it is evident that they have been given the means to make these.  The crudeness of the construction of this weapon however, does not lessen the deadliness of it. In fact it can be just as deadly to the wielder as it is to the victim.   

STATISTICS:

Melee:  1D4 (+ 6 poison; save for half)
15% chance of nicking yourself (4 poison; no save)
Damage type:  Piercing
Weight: 2
Speed Factor: 0
Proficiency Type: Dagger
Type:  1-handed
Not Usable By:
 Cleric~ 

COPY ~DSOTSC\ITM/DSKEXBOW.itm~ ~override/DSKEXBOW.itm~ 
  SAY NAME1 ~Light Crossbow~ 
  SAY NAME2 ~Keiria Silverstring's Light Crossbow of Speed~ 
  SAY UNIDENTIFIED_DESC ~A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller.  The bow is usually made of ash or yew.  The crossbow fires a quarrel (also called a bolt).  Light crossbows not only weigh less than their heavy counterparts, they fire faster as well.

STATISTICS:

Weight: 7
Speed Factor: 5
Proficiency Type: Crossbow
Type:  2-handed
Requires: 8 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~This light crossbow has no more abilities than a normal Crossbow of Speed. The only difference is its color as Keiria strives always to remain fashionable, even on the battlefield. 

STATISTICS:  

Damage:  +1 (missile) 
THACO:  +1 bonus 
Special:  1 extra attack per round 
Weight: 5 
Speed Factor: 3 
Proficiency Type: Crossbow 
Type:  2-handed 
Usable Only By: 
 Keiria Silverstring~ 

COPY ~DSOTSC\ITM/DSXBOW01.itm~ ~override/DSXBOW01.itm~ 
  SAY NAME1 ~Light Crossbow~ 
  SAY NAME2 ~Shadow Crossbow~ 
  SAY UNIDENTIFIED_DESC ~A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller.  The bow is usually made of ash or yew.  The crossbow fires a quarrel (also called a bolt).  Light crossbows not only weigh less than their heavy counterparts, they fire faster as well.

STATISTICS:

Weight: 7
Speed Factor: 5
Proficiency Type: Crossbow
Type:  2-handed
Requires: 8 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller.  The bow is usually made of ash or yew.  The crossbow fires a quarrel (also called a bolt). This particular crossbow is used by thieves of the realms. But no place, like Calimport, city of intrigue! Beware the deadliness of these crossbows. 

STATISTICS:  

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

COPY ~DSOTSC\ITM/DSGBBOW.itm~ ~override/DSGBBOW.itm~ 
  SAY NAME1 ~Short Bow~ 
  SAY NAME2 ~Elven Bow, Goblin Bane~ 
  SAY UNIDENTIFIED_DESC ~Short bows were the first to be developed, although they were not called such.  This is more of a default term that refers to anything which is not a long bow.  Short bow staves are about 5 feet long on the average.  As the years passed, attempts were made to increase bow ranges.  Bows were either given longer staves or flexibility was increased with no change to the length.  The former resulted in what is now called the long bow.  

STATISTICS:

Weight: 2
Speed Factor: 6
Proficiency Type: Short Bow
Type:  2-handed
Requires: 3 Strength
Not Usable By:
 Druid
 Cleric
 Mage~ 
  SAY DESC ~This bow was created to be used by elves in defense of their forests from goblins and hobgoblins, though there is no special ability against goblins or hobgoblins. 

STATISTICS: 

THAC0:  +2 
Damage: +2 
Weight: 2 
Speed Factor: 3 
Proficiency Type: Short Bow 
Type:  2-handed 
Not Usable By: 
 anyone except Elves 
 Evil or Chaotic Alignment~ 

COPY ~DSOTSC\ITM/DSBOW01.itm~ ~override/DSBOW01.itm~ 
  SAY NAME1 ~Long Bow~ 
  SAY NAME2 ~Strength Long Bow +3 'Vibradeath'~ 
  SAY UNIDENTIFIED_DESC ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the short bow: better range and hence, it is much more accurate.  

STATISTICS:

THACO:  +1 bonus
Weight: 3
Speed Factor: 7
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~ 
  SAY DESC ~Strength Long Bow +3  'Vibradeath'
Crafted by forest elves for the Snow Barbarian Prince, Corbus Denox, this bow provides increased strength, damage and accuracy. The resonant low hum after it is shot gave birth to its name. 

STATISTICS:  

THACO: +3 
Damage: +3  
Special: +1 Strength 
Weight: 2 
Speed Factor: 5 
Proficiency Type: Long Bow 
Type:  2-handed 
Not Usable By: 
 Druid 
 Cleric 
 Mage 
 Thief~ 

COPY ~DSOTSC\ITM/DSBOW02.itm~ ~override/DSBOW02.itm~ 
  SAY NAME1 ~Long Bow~ 
  SAY NAME2 ~Holy Bow of the Sukien~ 
  SAY UNIDENTIFIED_DESC ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet.  It has two advantages over the short bow: better range and hence, it is much more accurate.  

STATISTICS:

THACO:  +1 bonus
Weight: 3
Speed Factor: 7
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~ 
  SAY DESC ~Holy Bow of the Sukien 'Saw Tooth' 
Saw Tooth, probably so named from its appearance, sporting an array of tooth like barbs along its outer length.  Only seen in the temple of the Sukien, this is the weapon of a Holy Guard.  Runic carvings indicate a command word that when activated creates a block of 5 Arrows of Striking. 

STATISTICS: 

THACO: +2 
Damage: +3 
Special: Create Arrows of Striking  
Weight: 2 
Speed Factor: 5 
Proficiency Type: Long Bow 
Type:  2-handed 
Usable Only By: 
 Paladin~ 

COPY ~DSOTSC\ITM/DSWAND01.itm~ ~override/DSWAND01.itm~ 
  SAY NAME1 ~Wand~ 
  SAY NAME2 ~Ettin's Wand~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Ettin was monk from the time of the Ancients.  Aside from his priestly duties he was a very adept herbalist.  He discovered three magical herbs that when, combined have the effect of paralyzing the user for a short period of time.  There is also a small chance of being poisoned when using these herbs.  Ettin's knowledge was later discovered by a mage who found a way to deliver the herbs from a distance by coating magical spheres with the herbs.  

STATISTICS:

Effect:  Stuns Target 
Special:  30% chance to poison target
Range:  100 ft
Area:  1 creature
Duration:  10 rounds
Not usable by:
 Fighter
 Druid
 Cleric
 Thief~ 

COPY ~DSOTSC\ITM/DSWAND02.itm~ ~override/DSWAND02.itm~ 
  SAY NAME1 ~Wand~ 
  SAY NAME2 ~Sapphire Wand~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~Used by the Mage King Varashar while he was holding audience, or court.  He used the wand as a form of punishment after he had past judgment.  According to most stories he said "Your amount of guilt will determine your amount of pain." 

STATISTICS: 

Damage:  2d4  
Special:  Possibility of additional damage for the next 3 rounds.~ 

COPY ~DSOTSC\ITM/DSWAND03.itm~ ~override/DSWAND03.itm~ 
  SAY NAME1 ~Wand~ 
  SAY NAME2 ~Wand of Chain Lightning~ 
  SAY UNIDENTIFIED_DESC ~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.~ 
  SAY DESC ~When activated, the wand will eject a ball of electrical energy that darts forth to target area. When the ball reaches the target is discharges in a 20 yard area doing 6D6 +6 electrical damage to all creatures within that area, half with successful save vs. wand.

STATISTICS:

Special:  Ball of Electrical Energy
Damage:  6D6 +6
Range: 100 ft
Area:  20 yards
Not usable by:
 Fighter 
 Cleric 
 Druid 
 Thief~ 

COPY ~DSOTSC\ITM/DSCLUB01.itm~ ~override/DSCLUB01.itm~ 
  SAY NAME1 ~Club~ 
  SAY NAME2 ~Elgenon's Bramble - 'The Branch of Many Thorns'~ 
  SAY UNIDENTIFIED_DESC ~Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end.  This simple weapon has been used since mankind first began using tools.  Anyone can find a good stout piece of wood and swing it; hence the club's widespread use.

STATISTICS:

Damage:  1D6
Damage type:  crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type:  1-handed
Requires: 5 Strength
Not Usable By:
 Mage~ 
  SAY DESC ~Elgenon's Bramble - 'The Branch of Many Thorns' 
Crafted by nymphs for the keepers of the wood this bramble bush branch is enchanted with thorns that grow anew upon use.  Originally gifted to Elgenon the Wise, protector of the Tree of Wisdom, it has since been passed on to druids who have proven their worth as protectors of the wood. 

STATISTICS: 

Damage:  1D8 +1 
THACO: +1 
Damage type:  crushing (Melee) 
Damage type:  piercing (Missle) 
Poison Damage:  2 points per round 
                Up to a total of 30 damage 
Weight: 3 
Speed Factor: 1 
Proficiency Type: Club 
Type:  1-handed 
Usable Only By: 
 Druid (Single, Dual, & Multiclass)~ 

COPY ~DSOTSC\ITM/DSCLUB02.itm~ ~override/DSCLUB02.itm~ 
  SAY NAME1 ~Club~ 
  SAY NAME2 ~Ass' Jawbone~ 
  SAY UNIDENTIFIED_DESC ~This appears to be nothing more than the jawbone of an animal, perhaps a donkey or mule.  In a pinch this could be used as a primitive club..... 

STATISTICS: 

Damage:  1D6
Damage type:  crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type:  1-handed
Requires: 5 Strength
Not Usable By:
 Mage~ 
  SAY DESC ~This is the jawbone of a donkey that the Nazerite warrior/priest Samson used to kill 600 Philistines in one day.  A formidable weapon of humble origin. 

STATISTICS: 

Damage:  1D6 +3 
THAC0:  +3 
Special: +1 to Saves 
Special:  Upon equipping weapon character is blurred as per the 2nd level mage spell. 
Damage type:  crushing 
Weight: 3 
Speed Factor: 2 
Proficiency Type: Club 
Type:  1-handed 
Not Usable By: 
 Mage~ 

COPY ~DSOTSC\ITM/miel.itm~                ~override/miel.itm~           
  SAY NAME1 ~Mielikki's Blade~ 
  SAY NAME2 ~Mielikki's Blade~ 

// Items needed by creatures

COPY ~DSOTSC\ITM/DSBANSHE.itm~ ~override/DSBANSHE.itm~ 

COPY ~DSOTSC\ITM/DSCOOSHE.itm~ ~override/DSCOOSHE.itm~ 

COPY ~DSOTSC\ITM/DSLICHRO.ITM~ ~override/DSLICHRO.ITM~

COPY ~DSOTSC\ITM/DSPHANTM.ITM~ ~override/DSPHANTM.ITM~

COPY ~DSOTSC\ITM/DSCUCW01.ITM~ ~override/DSCUCW01.ITM~

// Stores

COPY ~DSOTSC\ITM/DSTRUNGL.STO~ ~override/DSTRUNGL.STO~
  SAY 0x00c ~Trungle's Supplies~

COPY_EXISTING ~FRIEND.STO~ ~override~
  ADD_STORE_ITEM ~DSLEAT01~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~CHAN05~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~LEAT05~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~SLNG02~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~SW1H20~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~XBOW05~ #0 #0 #0 ~IDENTIFIED~ #2 

COPY_EXISTING ~HIGHHEDG.STO~ ~override~
  ADD_STORE_ITEM ~DSROBE07~ #0 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~DSROBESO~ #0 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~DSZRNG03~ #0 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~SCRL1J~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRL7G~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLA5~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS11~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS21~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS22~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS23~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS31~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS32~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS41~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS42~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLX11~ #0 #0 #0 ~IDENTIFIED~ #2 

COPY ~DSOTSC\ITM/INN3304.STO~ ~override/INN3304.STO~

COPY_EXISTING ~INN3351.STO~ ~override~
  ADD_STORE_ITEM ~XBOW02~ #0 #0 #0 ~IDENTIFIED~ #2 

COPY_EXISTING ~STO0703.STO~ ~override~
  ADD_STORE_ITEM ~DSBOLT01~ #10 #0 #0 ~IDENTIFIED~ #10 
  ADD_STORE_ITEM ~DSBULL01~ #5 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~DSWAND01~ #10 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~QUIVER05~ #0 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~SCRL8P~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRL9J~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS34~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS51~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS71~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLDS93~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLX11~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRLX16~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~WAND09~ #20 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~WAND13~ #20 #0 #0 ~IDENTIFIED~ #1 

COPY_EXISTING ~STO3201.STO~ ~override~
  ADD_STORE_ITEM ~SCRL1X~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRL1Y~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRL7G~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SCRL8W~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~WAND13~ #20 #0 #0 ~IDENTIFIED~ #2 

COPY_EXISTING ~STO4803.STO~ ~override~
  ADD_STORE_ITEM ~BOW04~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SLNG02~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~SW1H20~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~SW1H22~ #0 #0 #0 ~IDENTIFIED~ #2 

COPY_EXISTING ~STO4909.STO~ ~override~
  ADD_STORE_ITEM ~AROW05~ #10 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~DSBULL01~ #5 #0 #0 ~IDENTIFIED~ #5 

COPY_EXISTING ~STOBLACK.STO~ ~override~
  ADD_STORE_ITEM ~SPER02~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~SW1H20~ #0 #0 #0 ~IDENTIFIED~ #2 

COPY_EXISTING ~STOSILEN.STO~ ~override~
  ADD_STORE_ITEM ~DSHAT01~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~HELMSUN~ #0 #0 #0 ~IDENTIFIED~ #1 

COPY_EXISTING ~TAERUM.STO~ ~override~
  ADD_STORE_ITEM ~AROW10~ #10 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~AX1H05~ #0 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~CHAN05~ #0 #0 #0 ~IDENTIFIED~ #2 
  ADD_STORE_ITEM ~HELM06~ #0 #0 #0 ~IDENTIFIED~ #1 
  ADD_STORE_ITEM ~SW1H20~ #0 #0 #0 ~IDENTIFIED~ #5 
  ADD_STORE_ITEM ~SW1H22~ #0 #0 #0 ~IDENTIFIED~ #4 

COPY ~DSOTSC\ITM/TEM0131.STO~ ~override/TEM0131.STO~

COPY ~DSOTSC\ITM/TEM0132.STO~ ~override/TEM0132.STO~

COPY ~DSOTSC\ITM/TEM0149.STO~ ~override/TEM0149.STO~

COPY ~DSOTSC\ITM/TEM0609.STO~ ~override/TEM0609.STO~

COPY ~DSOTSC\ITM/TEM2304.STO~ ~override/TEM2304.STO~

COPY ~DSOTSC\ITM/TEM2601.STO~ ~override/TEM2601.STO~

COPY ~DSOTSC\ITM/TEM3402.STO~ ~override/TEM3402.STO~

COPY ~DSOTSC\ITM/TEM4802.STO~ ~override/TEM4802.STO~

COPY ~DSOTSC\ITM/ULGOTH.STO~ ~override/ULGOTH.STO~

COPY ~DSOTSC\ITM/DSBAG01.STO~ ~override/DSBAG01.STO~

PRINT ~New items and stores installed.~

/////////////////////////
//  Creatures to copy  //
/////////////////////////

COPY_EXISTING ~AMARAN.cre~ ~override~ 
  WRITE_SHORT 0x14 ~4500~ //XP
  WRITE_SHORT 0x24 ~85~
  WRITE_SHORT 0x26 ~85~
  WRITE_SHORT 0x52 ~13~
  WRITE_SHORT 0x234 ~14~
  WRITE_ASCII 0x250 ~druid12a~// class
  WRITE_ASCII 0x280 ~AMARAN~
  ADD_CRE_ITEM ~DSCDRUID~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~DSTHRARM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSDRGSKN~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSZRNG03~ #0 #0 #0 ~UNSTEALABLE~ ~INV1~
  ADD_CRE_ITEM ~DSWRLSTF~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~POTN52~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~

COPY_EXISTING ~ANDRIS.cre~ ~override~ 
  WRITE_SHORT 0x14 ~6500~ //XP
  WRITE_SHORT 0x24 ~55~ //HP
  WRITE_SHORT 0x26 ~55~
  WRITE_SHORT 0x52 ~15~
  WRITE_SHORT 0x234 ~15~ //first class level
  ADD_CRE_ITEM ~DSROBE06~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~MAGEBRAC~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSSTAF02~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~POTN02~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~
  ADD_CRE_ITEM ~SCRLDS91~ #0 #0 #0 ~UNSTEALABLE~ ~INV1~
  ADD_CRE_ITEM ~SCRLDS31~ #0 #0 #0 ~UNSTEALABLE~ ~INV5~

COPY ~DSotSC\CRE/DSARCHDR.cre~ ~override/DSARCHDR.cre~ 
  SAY NAME1 ~The Arch Druid~ 
  SAY NAME2 ~The Arch Druid~ 

COPY_EXISTING ~ARLIN.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1800~ //XP
  WRITE_SHORT 0x24 ~27~ //HP
  WRITE_SHORT 0x26 ~27~ //max HP
  WRITE_SHORT 0x52 ~15~ //THAC0
  WRITE_SHORT 0x54 ~10~ //ST vs Death
  WRITE_SHORT 0x55 ~5~  //ST vs Wands
  WRITE_SHORT 0x56 ~7~  //ST vs Poly
  WRITE_SHORT 0x57 ~9~  //ST vs Breath
  WRITE_SHORT 0x58 ~6~  //ST vs Spell
  ADD_CRE_ITEM ~DSROBESO~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~STAF02~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~POTN02~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~
  ADD_CRE_ITEM ~SCRLDS91~ #0 #0 #0 ~UNSTEALABLE~ ~INV1~
  ADD_CRE_ITEM ~SCRLDS31~ #0 #0 #0 ~UNSTEALABLE~ ~INV5~

COPY ~DSotSC\CRE/DSBANSHE.cre~ ~override/DSBANSHE.cre~ 
  SAY NAME1 ~Banshee~ 
  SAY NAME2 ~Banshee~ 

COPY ~DSotSC\CRE/DSBARDO.cre~ ~override/DSBARDO.cre~ 
  SAY NAME1 ~Bardo Furfoot~ 
  SAY NAME2 ~Bardo Furfoot~ 

COPY ~DSotSC\CRE/DSBLANE.cre~ ~override/DSBLANE.cre~ 
  SAY NAME1 ~Dawn Priest Blane~ 
  SAY NAME2 ~Dawn Priest Blane~ 

COPY_EXISTING ~BOR.cre~ ~override~ 
  ADD_CRE_ITEM ~HELM01~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~PLAT05~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAXE01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY_EXISTING ~BRUNOS.cre~ ~override~ 
  ADD_CRE_ITEM ~CHAN05~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSSHLD54~ #0 #0 #0 ~UNSTEALABLE~ ~SHIELD~
  ADD_CRE_ITEM ~DSBRACDX~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSBOOT02~ #0 #0 #0 ~UNSTEALABLE~ ~BOOTS~
  ADD_CRE_ITEM ~DSKATAN1~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSBUB.cre~ ~override/DSBUB.cre~ 
  SAY NAME1 ~Bub Snikt~ 
  SAY NAME2 ~Bub Snikt~ 

COPY ~DSotSC\CRE/DSBUB6.cre~ ~override/DSBUB6.cre~ 
  SAY NAME1 ~Bub Snikt~ 
  SAY NAME2 ~Bub Snikt~ 

COPY ~DSotSC\CRE/DSCLARS.cre~ ~override/DSCLARS.cre~ 
  SAY NAME1 ~Clairis~ 
  SAY NAME2 ~Clairis~ 
  SAY 0xa4 ~Help me!~ [GLANM04] 
  SAY 0xec ~[GLANMARIE 3]~ [GLANM03] 

COPY_EXISTING ~COKSMTH.cre~ ~override~ 
  WRITE_SHORT 0x24 ~61~ //HP
  WRITE_SHORT 0x26 ~61~ //max HP
  WRITE_SHORT 0x71 ~2~ //Spear Prof
  WRITE_SHORT 0x74 ~2~  //Axe Prof
  WRITE_SHORT 0x234 ~9~ //first class level
  ADD_CRE_ITEM ~LEAT09~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAXE05~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~DSBOW01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON2~
  ADD_CRE_ITEM ~POTN52~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~

COPY ~DSotSC\CRE/DSCONCH5.cre~ ~override/DSCONCH5.cre~ 
  SAY NAME1 ~Conchobhair Strongblade~ 
  SAY NAME2 ~Conchobhair Strongblade~ 
  SAY 0xa4 ~~ [CONCHO01] 
  SAY 0xa8 ~~ [CONCHO02] 
  SAY 0xac ~~ [CONCHO04] 
  SAY 0xb0 ~~ [CONCHO05] 
  SAY 0xb4 ~~ [CONCHO06] 
  SAY 0xb8 ~~ [CONCHO07] 
  SAY 0xbc ~~ [CONCHO04] 
  SAY 0xc0 ~~ [CONCHO09] 
  SAY 0xc4 ~~ [CONCHO10] 
  SAY 0xc8 ~~ [CONCHO03] 
  SAY 0xec ~~ [CONCHO38] 
  SAY 0xf0 ~~ [CONCHO39] 
  SAY 0xf4 ~~ [CONCHO11] 
  SAY 0xfc ~~ [CONCHO13] 
  SAY 0x100 ~~ [CONCHO14] 
  SAY 0x104 ~~ [CONCHO15] 
  SAY 0x108 ~~ [CONCHO16] 
  SAY 0x10c ~~ [CONCHO17] 
  SAY 0x110 ~~ [CONCHO18] 
  SAY 0x114 ~~ [CONCHO19] 
  SAY 0x124 ~~ [CONCHO20] 
  SAY 0x128 ~~ [CONCHO21] 
  SAY 0x12c ~~ [CONCHO22] 
  SAY 0x130 ~~ [CONCHO23] 
  SAY 0x134 ~~ [CONCHO24] 
  SAY 0x138 ~~ [CONCHO25] 
  SAY 0x13c ~~ [CONCHO26] 
  SAY 0x140 ~~ [CONCHO27] 
  SAY 0x144 ~~ [CONCHO28] 
  SAY 0x148 ~~ [CONCHO29] 
  SAY 0x14c ~~ [CONCHO30] 
  SAY 0x150 ~~ [CONCHO31] 
  SAY 0x154 ~~ [CONCHO37] 
  SAY 0x160 ~~ [CONCHO35] 
  SAY 0x16c ~~ [CONCHO36] 
  SAY 0x178 ~~ [CONCHO40] 
  SAY 0x17c ~~ [CONCHO40] 
  SAY 0x18c ~~ [CONCHO32] 
  SAY 0x190 ~~ [CONCHO33] 
  SAY 0x1cc ~Conchobhair originally hails from Waterdeep. He is the youngest of four sons of the very influential Strongblade family in Waterdeep. However, being the youngest he had little hope of inheriting much of the family's holdings, so he set out to make a life for himself when he reached the age of twenty. He started his training as a paladin and spent a few years living the virtuous life of the paladin. However, he eventually felt to restricted with the discipline and wished from something with more glory. On one of his treks from Waterdeep to Baldur's Gate, he met a warrior by the name of Fergus Ravenskill. Fergus was a very valiant warrior and had spent most of his fifty-six years on the battlefield. Conchobhair had spent a few months on the road with Ravenskill and his tales of great battles intrigued him. However, it was not until Fergus told him of his encounter with a blue dragon, that Conchobhair decided to make a life change. He asked Fergus to train and teach him everything that he knew. He spent six years training with Fergus in the ways of a seasoned warrior and even took positions as mercenaries for a few of the larger cities in the area.  However, one fateful day, brought Fergus and Conchobhair face to face with a Red Dragon. This was a dragon that Fergus had encountered some twenty years prior, in which Fergus had injured it by blinding it in one eye. The dragon was bent on seeking his revenge and the opportunity presented itself. Fergus died in the attack, suffering multiple burns from the blazing breathweapon and Conchobhair escaped with minor burns and wounds. It was on this day that he vowed to destroy any dragon that presented a threat to realms and to find the dragon that killed his friend and mentor.~ 

COPY ~DSotSC\CRE/DSCONCH7.cre~ ~override/DSCONCH7.cre~ 
  SAY NAME1 ~Conchobhair Strongblade~ 
  SAY NAME2 ~Conchobhair Strongblade~ 
  SAY 0xa4 ~~ [CONCHO01] 
  SAY 0xa8 ~~ [CONCHO02] 
  SAY 0xac ~~ [CONCHO04] 
  SAY 0xb0 ~~ [CONCHO05] 
  SAY 0xb4 ~~ [CONCHO06] 
  SAY 0xb8 ~~ [CONCHO07] 
  SAY 0xbc ~~ [CONCHO04] 
  SAY 0xc0 ~~ [CONCHO09] 
  SAY 0xc4 ~~ [CONCHO10] 
  SAY 0xc8 ~~ [CONCHO03] 
  SAY 0xec ~~ [CONCHO38] 
  SAY 0xf0 ~~ [CONCHO39] 
  SAY 0xf4 ~~ [CONCHO11] 
  SAY 0xfc ~~ [CONCHO13] 
  SAY 0x100 ~~ [CONCHO14] 
  SAY 0x104 ~~ [CONCHO15] 
  SAY 0x108 ~~ [CONCHO16] 
  SAY 0x10c ~~ [CONCHO17] 
  SAY 0x110 ~~ [CONCHO18] 
  SAY 0x114 ~~ [CONCHO19] 
  SAY 0x124 ~~ [CONCHO20] 
  SAY 0x128 ~~ [CONCHO21] 
  SAY 0x12c ~~ [CONCHO22] 
  SAY 0x130 ~~ [CONCHO23] 
  SAY 0x134 ~~ [CONCHO24] 
  SAY 0x138 ~~ [CONCHO25] 
  SAY 0x13c ~~ [CONCHO26] 
  SAY 0x140 ~~ [CONCHO27] 
  SAY 0x144 ~~ [CONCHO28] 
  SAY 0x148 ~~ [CONCHO29] 
  SAY 0x14c ~~ [CONCHO30] 
  SAY 0x150 ~~ [CONCHO31] 
  SAY 0x154 ~~ [CONCHO37] 
  SAY 0x160 ~~ [CONCHO35] 
  SAY 0x16c ~~ [CONCHO36] 
  SAY 0x178 ~~ [CONCHO40] 
  SAY 0x17c ~~ [CONCHO40] 
  SAY 0x18c ~~ [CONCHO32] 
  SAY 0x190 ~~ [CONCHO33] 
  SAY 0x1cc ~Conchobhair originally hails from Waterdeep. He is the youngest of four sons of the very influential Strongblade family in Waterdeep. However, being the youngest he had little hope of inheriting much of the family's holdings, so he set out to make a life for himself when he reached the age of twenty. He started his training as a paladin and spent a few years living the virtuous life of the paladin. However, he eventually felt to restricted with the discipline and wished from something with more glory. On one of his treks from Waterdeep to Baldur's Gate, he met a warrior by the name of Fergus Ravenskill. Fergus was a very valiant warrior and had spent most of his fifty-six years on the battlefield. Conchobhair had spent a few months on the road with Ravenskill and his tales of great battles intrigued him. However, it was not until Fergus told him of his encounter with a blue dragon, that Conchobhair decided to make a life change. He asked Fergus to train and teach him everything that he knew. He spent six years training with Fergus in the ways of a seasoned warrior and even took positions as mercenaries for a few of the larger cities in the area.  However, one fateful day, brought Fergus and Conchobhair face to face with a Red Dragon. This was a dragon that Fergus had encountered some twenty years prior, in which Fergus had injured it by blinding it in one eye. The dragon was bent on seeking his revenge and the opportunity presented itself. Fergus died in the attack, suffering multiple burns from the blazing breathweapon and Conchobhair escaped with minor burns and wounds. It was on this day that he vowed to destroy any dragon that presented a threat to realms and to find the dragon that killed his friend and mentor.~ 

COPY ~DSotSC\CRE/DSCOOSHE.cre~ ~override/DSCOOSHE.cre~ 
  SAY NAME1 ~Cooshee~ 
  SAY NAME2 ~Cooshee~ 

COPY_EXISTING ~CORSONE.cre~ ~override~ 
  ADD_CRE_ITEM ~LEAT12~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBOOT01~ #0 #0 #0 ~UNSTEALABLE~ ~BOOTS~
  ADD_CRE_ITEM ~DSSPERF~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSCUCH5.cre~ ~override/DSCUCH5.cre~ 
  SAY NAME1 ~CúChoinneach~ 
  SAY NAME2 ~CúChoinneach~ 
  SAY 0xa4 ~~ [CUCH01] 
  SAY 0xa8 ~~ [CUCH02] 
  SAY 0xac ~~ [CUCH04] 
  SAY 0xb0 ~~ [CUCH05] 
  SAY 0xb4 ~~ [CUCH06] 
  SAY 0xb8 ~~ [CUCH07] 
  SAY 0xbc ~~ [CUCH08] 
  SAY 0xc0 ~~ [CUCH09] 
  SAY 0xc4 ~~ [CUCH10] 
  SAY 0xc8 ~~ [CUCH03] 
  SAY 0xec ~~ [CUCH38] 
  SAY 0xf0 ~~ [CUCH39] 
  SAY 0xf4 ~~ [CUCH11] 
  SAY 0xf8 ~~ [CUCH12] 
  SAY 0xfc ~~ [CUCH13] 
  SAY 0x100 ~~ [CUCH14] 
  SAY 0x104 ~~ [CUCH15] 
  SAY 0x108 ~~ [CUCH16] 
  SAY 0x10c ~~ [CUCH17] 
  SAY 0x110 ~~ [CUCH18] 
  SAY 0x114 ~~ [CUCH19] 
  SAY 0x124 ~~ [CUCH20] 
  SAY 0x128 ~~ [CUCH21] 
  SAY 0x12c ~~ [CUCH22] 
  SAY 0x130 ~~ [CUCH23] 
  SAY 0x134 ~~ [CUCH24] 
  SAY 0x138 ~~ [CUCH25] 
  SAY 0x13c ~~ [CUCH26] 
  SAY 0x1cc ~You know very little about CúChoinneach and his shadow wolf. You know not where he comes from or where he is going to. He says very little and asks far less. For an elf you notice that he harbors a dark side. He has lost all the normal lust for life that most elves have and seems focused on one thing. The destruction of Lord Daerthmac!~ 

COPY ~DSotSC\CRE/DSCUCH7.cre~ ~override/DSCUCH7.cre~ 
  SAY NAME1 ~CúChoinneach~ 
  SAY NAME2 ~CúChoinneach~ 
  SAY 0xa4 ~~ [CUCH01] 
  SAY 0xa8 ~~ [CUCH02] 
  SAY 0xac ~~ [CUCH04] 
  SAY 0xb0 ~~ [CUCH05] 
  SAY 0xb4 ~~ [CUCH06] 
  SAY 0xb8 ~~ [CUCH07] 
  SAY 0xbc ~~ [CUCH08] 
  SAY 0xc0 ~~ [CUCH09] 
  SAY 0xc4 ~~ [CUCH10] 
  SAY 0xc8 ~~ [CUCH03] 
  SAY 0xec ~~ [CUCH38] 
  SAY 0xf0 ~~ [CUCH39] 
  SAY 0xf4 ~~ [CUCH11] 
  SAY 0xf8 ~~ [CUCH12] 
  SAY 0xfc ~~ [CUCH13] 
  SAY 0x100 ~~ [CUCH14] 
  SAY 0x104 ~~ [CUCH15] 
  SAY 0x108 ~~ [CUCH16] 
  SAY 0x10c ~~ [CUCH17] 
  SAY 0x110 ~~ [CUCH18] 
  SAY 0x114 ~~ [CUCH19] 
  SAY 0x124 ~~ [CUCH20] 
  SAY 0x128 ~~ [CUCH21] 
  SAY 0x12c ~~ [CUCH22] 
  SAY 0x130 ~~ [CUCH23] 
  SAY 0x134 ~~ [CUCH24] 
  SAY 0x138 ~~ [CUCH25] 
  SAY 0x13c ~~ [CUCH26] 
  SAY 0x1cc ~You know very little about CúChoinneach and his shadow wolf. You know not where he comes from or where he is going to. He says very little and asks far less. For an elf you notice that he harbors a dark side. He has lost all the normal lust for life that most elves have and seems focused on one thing. The destruction of Lord Daerthmac!~ 

COPY ~DSotSC\CRE\DSDANCER.CRE~ ~override/DSDANCER.CRE~
  SAY NAME1 ~Khal Abbil~
  SAY NAME2 ~Khal Abbil~

COPY ~DSotSC\CRE/DSDEAZLE.cre~ ~override/DSDEAZLE.cre~ 
  SAY NAME1 ~Deazle~ 
  SAY NAME2 ~Deazle~ 

COPY_EXISTING ~DENAK.cre~ ~override~ 
  WRITE_SHORT 0x14 ~3750~ //XP
  WRITE_SHORT 0x24 ~35~ //HP
  WRITE_SHORT 0x26 ~35~ //max HP
  WRITE_ASCII 0x34 ~None~ //Portrait
  WRITE_ASCII 0x3c ~None~ //Portrait
  WRITE_SHORT 0x52 ~17~ //THAC0
  WRITE_SHORT 0x54 ~11~ //ST vs Death
  WRITE_SHORT 0x55 ~7~  //ST vs Wands
  WRITE_SHORT 0x56 ~9~  //ST vs Poly
  WRITE_SHORT 0x57 ~13~  //ST vs Breath
  WRITE_SHORT 0x58 ~3~  //ST vs Spell
  WRITE_SHORT 0x234 ~11~ //first class level
  ADD_CRE_ITEM ~DSROBESO~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~STAF07~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY_EXISTING ~DRAKAR.cre~ ~override~ 
  WRITE_SHORT 0x14 ~2200~ //XP
  WRITE_SHORT 0x24 ~52~ //HP
  WRITE_SHORT 0x26 ~52~ //max HP
  WRITE_SHORT 0x52 ~13~ //THAC0
  WRITE_SHORT 0x54 ~9~ //ST vs Death
  WRITE_SHORT 0x55 ~10~  //ST vs Wands
  WRITE_SHORT 0x56 ~9~  //ST vs Poly
  WRITE_SHORT 0x57 ~9~  //ST vs Breath
  WRITE_SHORT 0x58 ~10~  //ST vs Spell
  ADD_CRE_ITEM ~DSEBHELM~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~DSEBPLAT~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSSHLD51~ #0 #0 #0 ~UNSTEALABLE~ ~SHIELD~
  ADD_CRE_ITEM ~POTN14~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~
  ADD_CRE_ITEM ~POTN52~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM2~

COPY ~DSotSC\CRE/DSDROW01.cre~ ~override/DSDROW01.cre~ 
  SAY NAME1 ~Drow Weapons Master~ 
  SAY NAME2 ~Drow Weapons Master~ 

COPY ~DSotSC\CRE/DSDROW02.cre~ ~override/DSDROW02.cre~ 
  SAY NAME1 ~Drow Mage~ 
  SAY NAME2 ~Drow Mage~ 

COPY ~DSotSC\CRE/DSDROW03.cre~ ~override/DSDROW03.cre~ 
  SAY NAME1 ~Drow Warrior~ 
  SAY NAME2 ~Drow Warrior~ 

COPY ~DSotSC\CRE/DSDROW04.cre~ ~override/DSDROW04.cre~ 
  SAY NAME1 ~Drow Elite~ 
  SAY NAME2 ~Drow Elite~ 

COPY_EXISTING ~DRASUS.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1700~ //XP
  WRITE_SHORT 0x24 ~86~ //HP
  WRITE_SHORT 0x26 ~86~ //max HP
  WRITE_SHORT 0x52 ~10~ //THAC0
  WRITE_SHORT 0x54 ~7~ //ST vs Death
  WRITE_SHORT 0x55 ~9~  //ST vs Wands
  WRITE_SHORT 0x56 ~8~  //ST vs Poly
  WRITE_SHORT 0x57 ~8~  //ST vs Breath
  WRITE_SHORT 0x58 ~10~  //ST vs Spell
  ADD_CRE_ITEM ~CHAN05~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSSHLD53~ #0 #0 #0 ~UNSTEALABLE~ ~SHIELD~
  ADD_CRE_ITEM ~DSVFLAIL~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~POTN52~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~

COPY ~DSotSC\CRE/DSDUEGM1.cre~ ~override/DSDUEGM1.cre~ 
  SAY NAME1 ~Duergar Fighter~ 
  SAY NAME2 ~Duergar Fighter~ 

COPY ~DSotSC\CRE/DSDUEGMA.cre~ ~override/DSDUEGMA.cre~ 
  SAY NAME1 ~Duergar Mage~ 
  SAY NAME2 ~Duergar Mage~ 

COPY ~DSotSC\CRE/DSDUEGSK.cre~ ~override/DSDUEGSK.cre~ 
  SAY NAME1 ~Duergar Skeletal Conjurer~ 
  SAY NAME2 ~Duergar Skeletal Conjurer~ 

COPY ~DSotSC\CRE/DSDUERG1.cre~ ~override/DSDUERG1.cre~ 
  SAY NAME1 ~Duergar Thief~ 
  SAY NAME2 ~Duergar Thief~ 

COPY ~DSotSC\CRE/DSDUERG2.cre~ ~override/DSDUERG2.cre~ 
  SAY NAME1 ~Duergar Guard~ 
  SAY NAME2 ~Duergar Guard~ 

COPY ~DSotSC\CRE/DSDUERG3.cre~ ~override/DSDUERG3.cre~ 
  SAY NAME1 ~Duergar Priest~ 
  SAY NAME2 ~Duergar Priest~ 

COPY ~DSotSC\CRE/DSDUERGA.cre~ ~override/DSDUERGA.cre~ 
  SAY NAME1 ~Duergar Miner~ 
  SAY NAME2 ~Duergar Miner~ 

COPY ~DSotSC\CRE/DSFERTH.cre~ ~override/DSFERTH.cre~ 
  SAY NAME1 ~Ferthgil Trollslayer~ 
  SAY NAME2 ~Ferthgil Trollslayer~ 
  SAY 0xa4 ~~ [FERTHG01] 
  SAY 0xa8 ~~ [FERTHG02] 
  SAY 0xac ~~ [FERTHG04] 
  SAY 0xb0 ~~ [FERTHG05] 
  SAY 0xb4 ~~ [FERTHG06] 
  SAY 0xb8 ~~ [FERTHG07] 
  SAY 0xbc ~~ [FERTHG08] 
  SAY 0xc0 ~~ [FERTHG09] 
  SAY 0xc4 ~~ [FERTHG10] 
  SAY 0xc8 ~~ [FERTHG03] 
  SAY 0xec ~~ [FERTHG38] 
  SAY 0xf0 ~~ [FERTHG39] 
  SAY 0xf4 ~~ [FERTHG11] 
  SAY 0xf8 ~~ [FERTHG12] 
  SAY 0xfc ~~ [FERTHG13] 
  SAY 0x100 ~~ [FERTHG14] 
  SAY 0x104 ~~ [FERTHG15] 
  SAY 0x108 ~~ [FERTHG16] 
  SAY 0x10c ~~ [FERTHG17] 
  SAY 0x110 ~~ [FERTHG18] 
  SAY 0x114 ~~ [FERTHG19] 
  SAY 0x124 ~~ [FERTHG20] 
  SAY 0x128 ~~ [FERTHG21] 
  SAY 0x12c ~~ [FERTHG22] 
  SAY 0x130 ~~ [FERTHG23] 
  SAY 0x134 ~~ [FERTHG24] 
  SAY 0x138 ~~ [FERTHG25] 
  SAY 0x13c ~~ [FERTHG26] 
  SAY 0x140 ~~ [FERTHG27] 
  SAY 0x144 ~~ [FERTHG28] 
  SAY 0x148 ~~ [FERTHG29] 
  SAY 0x14c ~~ [FERTHG30] 
  SAY 0x150 ~~ [FERTHG31] 
  SAY 0x154 ~~ [FERTHG37] 
  SAY 0x160 ~~ [FERTHG35] 
  SAY 0x164 ~~ [FERTHG36] 
  SAY 0x16c ~~ [FERTHG36] 
  SAY 0x178 ~~ [FERTHG40] 
  SAY 0x17c ~~ [FERTHG41] 
  SAY 0x180 ~~ [FERTHG34] 
  SAY 0x18c ~~ [FERTHG32] 
  SAY 0x190 ~~ [FERTHG33] 
  SAY 0x1cc ~FERTHGIL TROLLSLAYER

Ferthgil was raised by gold dwarves in the Cloudpeak mountains, his father Breachin Trollslayer had been a wandering Ironsmith, who plied his trade in the numerous small villages which dot up and down the sword coast.  However, Breachin met an unfortunate end defending his son from a patrol of Verbeegs in the Cloudpeak mountains, and young Ferthgil (only in his teens) wandered, helpless and lonely for days carrying only his father's axe.
It was at this time that he was found by a certain Gulmoth Stonehearth an Alaghor (priest) of Clanggedin Silverbeard.  
Gulmoth saw all the rage and frustration in Ferthgil, but also saw the potential nobility that the young lad had.  Gulmoth trained the lad at Stonehearth keep a haven for dwarves in the Southern Sword Coast, and here Ferthgil learned to channel his rage in the service of the God of War.

However Ferthgil, had inherited from his father a desire to see the world, and could not stay long in one place, so one morning Ferthgil left the haven and seclusion of Stonehearth Keep and went on his way.

Ferthgil was clanless, homeless, and more importantly penniless, but on the way to Velen in the South he met with someone who was to become his life long companion, Tearlac Truehammer, of Clan Truehammer in the North.
Tearlac and Ferthgil became firm friends and before long, Ferthgil began to feel he belonged somewhere.  Although not officially, he was considered as part of the Truehammer clan.
Ferthgil will on first meeting look average enough, and indeed will strike you as a particularly cantankerous dwarf, but through his training from Gulmoth, he has learnt to channel his rage against the enemies of Clanggedin.  For those who have never seen this, the change is startling, Ferthgil becomes a mighty adversary, and his battle cries have been known to reach the ears of Clanngedin himself all the way to in his fortress in Arcadia….~ 

COPY ~DSotSC\CRE/DSFEYDO.cre~ ~override/DSFEYDO.cre~ 
  SAY NAME1 ~Fey'doch~ 
  SAY NAME2 ~Fey'doch~ 

COPY ~DSotSC\CRE/DSFORDRG.cre~ ~override/DSFORDRG.cre~ 
  SAY NAME1 ~Forest Dragon~ 
  SAY NAME2 ~Forest Dragon~ 
  SAY 0xb8 ~~ [BAZDR306] 
  SAY 0xc8 ~~ [BAZDR302] 
  SAY 0xcc ~ Burn and die, puny fools!~ [BAZDR303] 
  SAY 0xec ~~ [BAZDR304] 
  SAY 0xf0 ~~ [BAZDR305] 
  SAY 0x10c ~~ [BAZDR301] 

COPY ~DSotSC\CRE/DSFRDRGB.cre~ ~override/DSFRDRGB.cre~ 
  SAY NAME1 ~Baby Forest Dragon~ 
  SAY NAME2 ~Baby Forest Dragon~ 

COPY_EXISTING ~GALDOR.cre~ ~override~ 
  WRITE_SHORT 0x14 ~12000~ //XP
  WRITE_SHORT 0x24 ~112~ //HP
  WRITE_SHORT 0x26 ~112~ //max HP
  WRITE_SHORT 0x52 ~6~ //THAC0
  WRITE_SHORT 0x54 ~9~ //ST vs Death
  WRITE_SHORT 0x55 ~5~  //ST vs Wands
  WRITE_SHORT 0x56 ~6~  //ST vs Poly
  WRITE_SHORT 0x57 ~9~  //ST vs Breath
  WRITE_SHORT 0x58 ~5~  //ST vs Spell
  WRITE_SHORT 0x234 ~18~
  ADD_CRE_ITEM ~DSKORIM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBOW01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSGILIAN.cre~ ~override/DSGILIAN.cre~ 
  SAY NAME1 ~Gillian Ghastkill~ 
  SAY NAME2 ~Gillian Ghastkill~ 

COPY ~DSotSC\CRE/DSGNOLLC.cre~ ~override/DSGNOLLC.cre~ 
  SAY NAME1 ~Gnoll Chieftan~ 
  SAY NAME2 ~Gnoll Chieftan~ 
  SAY 0xc8 ~~ [GNOLL03] 
  SAY 0xcc ~Die scum !~ [GNOLL04] 
  SAY 0xec ~~ [GNOLL08] 
  SAY 0xf0 ~~ [GNOLL09] 
  SAY 0x10c ~~ [GNOLL01] 
  SAY 0x110 ~~ [GNOLL02] 

COPY ~DSotSC\CRE/DSGOBCHF.cre~ ~override/DSGOBCHF.cre~ 
  SAY NAME1 ~Goblin Chief~ 
  SAY NAME2 ~Goblin Chief~ 

COPY ~DSotSC\CRE/DSGRUNK.cre~ ~override/DSGRUNK.cre~ 
  SAY NAME1 ~Grog~ 
  SAY NAME2 ~Grog~ 

COPY ~DSotSC\CRE/DSHALF01.cre~ ~override/DSHALF01.cre~ 
  SAY NAME1 ~Gandolar Luckyfoot~ 
  SAY NAME2 ~Gandolar Luckyfoot~ 
  SAY 0xa4 ~Well met, traveler.  Gandolar Luckyfoot, at your disposal.~ [GANDL01] 
  SAY 0xec ~~ [GANDL03]
  SAY 0xf0 ~~ [GANDL04]
  SAY 0x10c ~Gullykin is our pride and joy.  Treat her well.~ [GANDL02]

COPY ~DSotSC\CRE/DSHALF02.cre~ ~override/DSHALF02.cre~ 
  SAY NAME1 ~Halfling Fighter~ 
  SAY NAME2 ~Halfling Fighter~ 

COPY ~DSotSC\CRE/DSHALF03.cre~ ~override/DSHALF03.cre~ 
  SAY NAME1 ~Halfling Fighter~ 
  SAY NAME2 ~Halfling Fighter~ 

COPY ~DSotSC\CRE/DSHALF04.cre~ ~override/DSHALF04.cre~ 
  SAY NAME1 ~Halfling Thief~ 
  SAY NAME2 ~Halfling Thief~ 

COPY ~DSotSC\CRE/DSHALF05.cre~ ~override/DSHALF05.cre~ 
  SAY NAME1 ~Halfling Thief~ 
  SAY NAME2 ~Halfling Thief~ 

COPY ~DSotSC\CRE/DSHALFD2.cre~ ~override/DSHALFD2.cre~ 
  SAY NAME1 ~Halfling Fighter~ 
  SAY NAME2 ~Halfling Fighter~ 

COPY ~DSotSC\CRE/DSHALFDD.cre~ ~override/DSHALFDD.cre~ 
  SAY NAME1 ~Halfling Fighter~ 
  SAY NAME2 ~Halfling Fighter~ 

COPY_EXISTING ~IZEFIA.cre~ ~override~ 
  WRITE_SHORT 0x14 ~2000~ //XP
  WRITE_SHORT 0x24 ~68~ //HP
  WRITE_SHORT 0x26 ~68~ //max HP
  WRITE_SHORT 0x52 ~11~ //THAC0
  WRITE_SHORT 0x54 ~6~ //ST vs Death
  WRITE_SHORT 0x55 ~10~  //ST vs Wands
  WRITE_SHORT 0x56 ~9~  //ST vs Poly
  WRITE_SHORT 0x57 ~12~  //ST vs Breath
  WRITE_SHORT 0x58 ~11~  //ST vs Spell
  WRITE_SHORT 0x234 ~10~
  WRITE_ASCII 0x250 ~DRUID14T~
  WRITE_ASCII 0x280 ~IZEFIA~
  ADD_CRE_ITEM ~DSTHRARM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAMUL01~ #0 #0 #0 ~UNSTEALABLE~ ~AMULET~
  ADD_CRE_ITEM ~DSSPERF~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSJABB.cre~ ~override/DSJABB.cre~ 
  SAY NAME1 ~Jabress Xaendrassa Auvryndar~ 
  SAY NAME2 ~Jabress Xaendrassa Auvryndar~ 

COPY ~DSotSC\CRE/DSJAREN.cre~ ~override/DSJAREN.cre~ 
  SAY NAME1 ~Morninglord Jarent of Lathander~ 
  SAY NAME2 ~Morninglord Jarent of Lathander~ 

COPY ~DSotSC\CRE/DSJEREMY.cre~ ~override/DSJEREMY.cre~ 
  SAY NAME1 ~Jeremy~ 
  SAY NAME2 ~Jeremy~ 

COPY ~DSotSC\CRE/DSJETLAY.cre~ ~override/DSJETLAY.cre~ 
  SAY NAME1 ~Jet'laya~ 
  SAY NAME2 ~Jet'laya~ 
  SAY 0xa4 ~~ [JETLA01] 
  SAY 0xa8 ~~ [JETLA02] 
  SAY 0xac ~~ [JETLA04] 
  SAY 0xb0 ~~ [JETLA05] 
  SAY 0xb4 ~~ [JETLA06] 
  SAY 0xb8 ~~ [JETLA07] 
  SAY 0xbc ~~ [JETLA08] 
  SAY 0xc0 ~~ [JETLA09] 
  SAY 0xc4 ~~ [JETLA10] 
  SAY 0xc8 ~~ [JETLA03] 
  SAY 0xec ~~ [JETLA38] 
  SAY 0xf0 ~~ [JETLA39] 
  SAY 0xf4 ~~ [JETLA11] 
  SAY 0xf8 ~~ [JETLA12] 
  SAY 0xfc ~~ [JETLA13] 
  SAY 0x100 ~~ [JETLA14] 
  SAY 0x104 ~~ [JETLA15] 
  SAY 0x108 ~~ [JETLA16] 
  SAY 0x10c ~~ [JETLA17] 
  SAY 0x110 ~~ [JETLA18] 
  SAY 0x114 ~~ [JETLA19] 
  SAY 0x124 ~~ [JETLA20] 
  SAY 0x128 ~~ [JETLA21] 
  SAY 0x12c ~~ [JETLA22] 
  SAY 0x130 ~~ [JETLA23] 
  SAY 0x134 ~~ [JETLA24] 
  SAY 0x138 ~~ [JETLA25] 
  SAY 0x13c ~~ [JETLA26] 
  SAY 0x140 ~~ [JETLA27] 
  SAY 0x144 ~~ [JETLA28] 
  SAY 0x148 ~~ [JETLA29] 
  SAY 0x14c ~~ [JETLA30] 
  SAY 0x150 ~~ [JETLA31] 
  SAY 0x154 ~~ [JETLA34] 
  SAY 0x158 ~~ [JETLA35] 
  SAY 0x160 ~~ [JETLA36] 
  SAY 0x178 ~~ [JETLA38] 
  SAY 0x17c ~~ [JETLA39] 
  SAY 0x18c ~~ [JETLA32] 
  SAY 0x190 ~~ [JETLA33] 
  SAY 0x194 ~~ [JETLA34] 
  SAY 0x1cc ~Being of noble birth Jet'laya's "uncle" went out into the world seeking adventure. Upon his journey he meet and had his life saved a few time by Jet'laya's future father, Torvin. After traveling together for some time and becoming to be close friends, her father and "uncle" returned to Cormanthor. Once in the city, Lennan (Le*non) introduced Torvin to his father, a wealthy and powerful noble. Being quite impressed with Torvin and being thankful for his saving his son's life, he fought to get Torvin, accepted into the city. He won. Torvin quickly became liked by most, and fell in love with Jet'laya's mother, who was one of Cormanthor's healers. Their marriage was looked down upon by several members in the society, forcing them to live near the edge of the forest. 
    When Jet'laya and her twin brother were six, Cormanthor was attacked by a group of undead, led by a young, brash Vampire. She, her brother and older sister, were hidden in safety, while the elves defended the city. The entire group of attackers were killed except the for their leader, he managed to escape and has not been heard from since.  However, the elves incurred several casualties, including Jet'laya's parents. Her older sister was wounded and was never able to recover fully from the attack.  She suffered for many years. Seeing her parents killed was a constant source of nightmares for Jet'laya, and she vowed revenge for her parents death upon all undead. Despite the best efforts of her uncle and her twin, who seemed less effected by his parents' death, she could not be swayed from her path and left as soon as her training, as she called it, was complete.~ 

COPY ~DSotSC\CRE/DSJETLA9.cre~ ~override/DSJETLA9.cre~ 
  SAY NAME1 ~Jet'laya~ 
  SAY NAME2 ~Jet'laya~ 
  SAY 0xa4 ~~ [JETLA01] 
  SAY 0xa8 ~~ [JETLA02] 
  SAY 0xac ~~ [JETLA04] 
  SAY 0xb0 ~~ [JETLA05] 
  SAY 0xb4 ~~ [JETLA06] 
  SAY 0xb8 ~~ [JETLA07] 
  SAY 0xbc ~~ [JETLA08] 
  SAY 0xc0 ~~ [JETLA09] 
  SAY 0xc4 ~~ [JETLA10] 
  SAY 0xc8 ~~ [JETLA03] 
  SAY 0xec ~~ [JETLA38] 
  SAY 0xf0 ~~ [JETLA39] 
  SAY 0xf4 ~~ [JETLA11] 
  SAY 0xf8 ~~ [JETLA12] 
  SAY 0xfc ~~ [JETLA13] 
  SAY 0x100 ~~ [JETLA14] 
  SAY 0x104 ~~ [JETLA15] 
  SAY 0x108 ~~ [JETLA16] 
  SAY 0x10c ~~ [JETLA17] 
  SAY 0x110 ~~ [JETLA18] 
  SAY 0x114 ~~ [JETLA19] 
  SAY 0x124 ~~ [JETLA20] 
  SAY 0x128 ~~ [JETLA21] 
  SAY 0x12c ~~ [JETLA22] 
  SAY 0x130 ~~ [JETLA23] 
  SAY 0x134 ~~ [JETLA24] 
  SAY 0x138 ~~ [JETLA25] 
  SAY 0x13c ~~ [JETLA26] 
  SAY 0x140 ~~ [JETLA27] 
  SAY 0x144 ~~ [JETLA28] 
  SAY 0x148 ~~ [JETLA29] 
  SAY 0x14c ~~ [JETLA30] 
  SAY 0x150 ~~ [JETLA31] 
  SAY 0x154 ~~ [JETLA34] 
  SAY 0x158 ~~ [JETLA35] 
  SAY 0x160 ~~ [JETLA36] 
  SAY 0x178 ~~ [JETLA38] 
  SAY 0x17c ~~ [JETLA39] 
  SAY 0x18c ~~ [JETLA32] 
  SAY 0x190 ~~ [JETLA33] 
  SAY 0x194 ~~ [JETLA34] 
  SAY 0x1cc ~Being of noble birth Jet'laya's "uncle" went out into the world seeking adventure. Upon his journey he meet and had his life saved a few time by Jet'laya's future father, Torvin. After traveling together for some time and becoming to be close friends, her father and "uncle" returned to Cormanthor. Once in the city, Lennan (Le*non) introduced Torvin to his father, a wealthy and powerful noble. Being quite impressed with Torvin and being thankful for his saving his son's life, he fought to get Torvin, accepted into the city. He won. Torvin quickly became liked by most, and fell in love with Jet'laya's mother, who was one of Cormanthor's healers. Their marriage was looked down upon by several members in the society, forcing them to live near the edge of the forest. 
    When Jet'laya and her twin brother were six, Cormanthor was attacked by a group of undead, led by a young, brash Vampire. She, her brother and older sister, were hidden in safety, while the elves defended the city. The entire group of attackers were killed except the for their leader, he managed to escape and has not been heard from since.  However, the elves incurred several casualties, including Jet'laya's parents. Her older sister was wounded and was never able to recover fully from the attack.  She suffered for many years. Seeing her parents killed was a constant source of nightmares for Jet'laya, and she vowed revenge for her parents death upon all undead. Despite the best efforts of her uncle and her twin, who seemed less effected by his parents' death, she could not be swayed from her path and left as soon as her training, as she called it, was complete.~ 

COPY ~DSotSC\CRE/DSJULES.cre~ ~override/DSJULES.cre~ 
  SAY NAME1 ~Jules~ 
  SAY NAME2 ~Jules~ 

COPY_EXISTING ~KAHRK.cre~ ~override~ 
  WRITE_ASCII 0x34 ~None~ //Portrait
  WRITE_ASCII 0x3c ~None~ //Portrait
  ADD_CRE_ITEM ~SCRL8Q~ #0 #0 #0 ~UNSTEALABLE~ ~INV5~

COPY ~DSotSC\CRE/DSKALANN.cre~ ~override/DSKALANN.cre~ 
  SAY NAME1 ~Kalannar~ 
  SAY NAME2 ~Kalannar~ 

COPY ~DSotSC\CRE/DSKATERI.cre~ ~override/DSKATERI.cre~ 
  SAY NAME1 ~Katerin~ 
  SAY NAME2 ~Katerin~ 

COPY ~DSotSC\CRE/DSKEIRI5.cre~ ~override/DSKEIRI5.cre~ 
  SAY NAME1 ~Keiria Silverstring~ 
  SAY NAME2 ~Keiria Silverstring~ 
  SAY 0xa4 ~~ [KEIRI01] 
  SAY 0xa8 ~~ [KEIRI34] 
  SAY 0xac ~~ [KEIRI04] 
  SAY 0xb0 ~~ [KEIRI05] 
  SAY 0xb4 ~~ [KEIRI06] 
  SAY 0xb8 ~~ [KEIRI07] 
  SAY 0xbc ~~ [KEIRI08] 
  SAY 0xc0 ~~ [KEIRI09] 
  SAY 0xc4 ~~ [KEIRI10] 
  SAY 0xc8 ~~ [KEIRI03] 
  SAY 0xec ~~ [KEIRI38] 
  SAY 0xf0 ~~ [KEIRI39] 
  SAY 0xf4 ~~ [KEIRI11] 
  SAY 0xf8 ~~ [KEIRI12] 
  SAY 0xfc ~~ [KEIRI13] 
  SAY 0x100 ~~ [KEIRI14] 
  SAY 0x104 ~~ [KEIRI13] 
  SAY 0x108 ~~ [KEIRI16] 
  SAY 0x10c ~~ [KEIRI17] 
  SAY 0x110 ~~ [KEIRI18] 
  SAY 0x114 ~~ [KEIRI19] 
  SAY 0x124 ~~ [KEIRI20] 
  SAY 0x128 ~~ [KEIRI21] 
  SAY 0x12c ~~ [KEIRI22] 
  SAY 0x130 ~~ [KEIRI23] 
  SAY 0x134 ~~ [KEIRI24] 
  SAY 0x138 ~~ [KEIRI25] 
  SAY 0x13c ~~ [KEIRI26] 
  SAY 0x140 ~~ [KEIRI27] 
  SAY 0x144 ~~ [KEIRI28] 
  SAY 0x148 ~~ [KEIRI29] 
  SAY 0x14c ~~ [KEIRI30] 
  SAY 0x150 ~~ [KEIRI31] 
  SAY 0x154 ~~ [KEIRI37] 
  SAY 0x158 ~~ [KEIRI37] 
  SAY 0x160 ~~ [KEIRI36] 
  SAY 0x178 ~~ [KEIRI40] 
  SAY 0x17c ~~ [KEIRI41] 
  SAY 0x18c ~~ [KEIRI32] 
  SAY 0x190 ~~ [KEIRI33] 
  SAY 0x1cc ~Keiria Silverstring comes from a musically talented family. Both her father and mother are long time members of the Harpers, and Keiria has gained much of her outlook on life from her parents and their association with the Harpers. Keiria is a very talented songstress and actress. She has appeared in venues from Silverymoon to Athakla. However, aside from her charming personality, half-elven beauty and long flowing red locks, she is also a very adept fighter and can hold her own in any battle. She even prefers the life of adventuring to life on the stage. She says it makes her feel alive to experience adventure and danger.~ 

COPY ~DSotSC\CRE/DSKEIRI7.cre~ ~override/DSKEIRI7.cre~ 
  SAY NAME1 ~Keiria Silverstring~ 
  SAY NAME2 ~Keiria Silverstring~ 
  SAY 0xa4 ~~ [KEIRI01] 
  SAY 0xa8 ~~ [KEIRI34] 
  SAY 0xac ~~ [KEIRI04] 
  SAY 0xb0 ~~ [KEIRI05] 
  SAY 0xb4 ~~ [KEIRI06] 
  SAY 0xb8 ~~ [KEIRI07] 
  SAY 0xbc ~~ [KEIRI08] 
  SAY 0xc0 ~~ [KEIRI09] 
  SAY 0xc4 ~~ [KEIRI10] 
  SAY 0xc8 ~~ [KEIRI03] 
  SAY 0xec ~~ [KEIRI38] 
  SAY 0xf0 ~~ [KEIRI39] 
  SAY 0xf4 ~~ [KEIRI11] 
  SAY 0xf8 ~~ [KEIRI12] 
  SAY 0xfc ~~ [KEIRI13] 
  SAY 0x100 ~~ [KEIRI14] 
  SAY 0x104 ~~ [KEIRI13] 
  SAY 0x108 ~~ [KEIRI16] 
  SAY 0x10c ~~ [KEIRI17] 
  SAY 0x110 ~~ [KEIRI18] 
  SAY 0x114 ~~ [KEIRI19] 
  SAY 0x124 ~~ [KEIRI20] 
  SAY 0x128 ~~ [KEIRI21] 
  SAY 0x12c ~~ [KEIRI22] 
  SAY 0x130 ~~ [KEIRI23] 
  SAY 0x134 ~~ [KEIRI24] 
  SAY 0x138 ~~ [KEIRI25] 
  SAY 0x13c ~~ [KEIRI26] 
  SAY 0x140 ~~ [KEIRI27] 
  SAY 0x144 ~~ [KEIRI28] 
  SAY 0x148 ~~ [KEIRI29] 
  SAY 0x14c ~~ [KEIRI30] 
  SAY 0x150 ~~ [KEIRI31] 
  SAY 0x154 ~~ [KEIRI37] 
  SAY 0x158 ~~ [KEIRI37] 
  SAY 0x160 ~~ [KEIRI36] 
  SAY 0x178 ~~ [KEIRI40] 
  SAY 0x17c ~~ [KEIRI41] 
  SAY 0x18c ~~ [KEIRI32] 
  SAY 0x190 ~~ [KEIRI33] 
  SAY 0x1cc ~Keiria Silverstring comes from a musically talented family. Both her father and mother are long time members of the Harpers, and Keiria has gained much of her outlook on life from her parents and their association with the Harpers. Keiria is a very talented songstress and actress. She has appeared in venues from Silverymoon to Athakla. However, aside from her charming personality, half-elven beauty and long flowing red locks, she is also a very adept fighter and can hold her own in any battle. She even prefers the life of adventuring to life on the stage. She says it makes her feel alive to experience adventure and danger.~ 

COPY ~DSotSC\CRE/DSKENB.cre~ ~override/DSKENB.cre~ 
  SAY NAME1 ~Ken the Baker~ 
  SAY NAME2 ~Ken the Baker~ 

COPY_EXISTING ~KESTOR.cre~ ~override~ 
  WRITE_SHORT 0x14 ~2300~ //XP
  WRITE_SHORT 0x24 ~56~ //HP
  WRITE_SHORT 0x26 ~56~ //max HP
  WRITE_SHORT 0x234 ~12~ //first class level
  ADD_CRE_ITEM ~LEAT08~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~

COPY_EXISTING ~KRYSTI.cre~ ~override~ 
  WRITE_SHORT 0x14 ~4750~ //XP
  WRITE_SHORT 0x24 ~63~ //HP
  WRITE_SHORT 0x26 ~63~ //max HP
  WRITE_SHORT 0x52 ~12~ //THAC0
  WRITE_SHORT 0x234 ~16~ //first class level
  ADD_CRE_ITEM ~DSDAGG01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~DSBULL01~ #10 #0 #0 ~UNSTEALABLE~ ~QUIVER3~
  ADD_CRE_ITEM ~SCRLA5~ #0 #0 #0 ~UNSTEALABLE~ ~INV5~

COPY_EXISTING ~LAUREL.cre~ ~override~ 
  WRITE_ASCII 0x280 ~LAUREL~ //death variable

COPY_EXISTING ~LASALA.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1350~ //XP
  WRITE_SHORT 0x24 ~27~ //HP
  WRITE_SHORT 0x26 ~27~ //max HP
  WRITE_ASCII 0x34 ~None~
  WRITE_ASCII 0x3c ~None~
  WRITE_SHORT 0x52 ~16~ //THAC0
  WRITE_SHORT 0x54 ~13~ //ST vs Death
  WRITE_SHORT 0x55 ~9~  //ST vs Wands
  WRITE_SHORT 0x56 ~11~  //ST vs Poly
  WRITE_SHORT 0x57 ~13~  //ST vs Breath
  WRITE_SHORT 0x58 ~10~  //ST vs Spell
  WRITE_SHORT 0x234 ~9~

COPY_EXISTING ~LASKAL.cre~ ~override~ 
  WRITE_SHORT 0x14 ~2650~ //XP
  WRITE_SHORT 0x24 ~71~ //HP
  WRITE_SHORT 0x26 ~71~ //max HP
  WRITE_SHORT 0x52 ~15~ //THAC0
  WRITE_SHORT 0x54 ~5~ //ST vs Death
  WRITE_SHORT 0x55 ~9~  //ST vs Wands
  WRITE_SHORT 0x56 ~8~  //ST vs Poly
  WRITE_SHORT 0x57 ~11~  //ST vs Breath
  WRITE_SHORT 0x58 ~10~  //ST vs Spell
  WRITE_SHORT 0x234 ~12~
  WRITE_ASCII 0x258 ~DRUID14T~
  ADD_CRE_ITEM ~DSTDRUID~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~DSTHRARM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSSTAF01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~DSSWD02~ #0 #0 #0 ~UNSTEALABLE~ ~INV1~

COPY ~DSotSC\CRE/DSLENNAN.cre~ ~override/DSLENNAN.cre~ 
  SAY NAME1 ~Lennan~ 
  SAY NAME2 ~Lennan~ 

COPY ~DSotSC\CRE/DSLICH.cre~ ~override/DSLICH.cre~ 
  SAY NAME1 ~The Dark One~ 
  SAY NAME2 ~The Dark One~ 
  SAY 0xa4 ~~ [LICH1] 
  SAY 0x100 ~~ [LICH2] 

COPY ~DSotSC\CRE/DSLICH1.cre~ ~override/DSLICH1.cre~ 
  SAY NAME1 ~The Dark One~ 
  SAY NAME2 ~The Dark One~ 
  SAY 0x100 ~~ [LICH2] 

COPY ~DSotSC\CRE/DSLICH2.cre~ ~override/DSLICH2.cre~ 
  SAY NAME1 ~The Dark One~ 
  SAY NAME2 ~The Dark One~ 
  SAY 0x100 ~~ [LICH2] 

COPY ~DSotSC\CRE/DSLICH3.cre~ ~override/DSLICH3.cre~ 
  SAY NAME1 ~The Dark One~ 
  SAY NAME2 ~The Dark One~ 
  SAY 0x100 ~~ [LICH2] 

COPY ~DSotSC\CRE/DSMAID.cre~ ~override/DSMAID.cre~ 
  SAY NAME1 ~Cook~ 
  SAY NAME2 ~Cook~ 

COPY ~DSotSC\CRE/DSMEGAN.cre~ ~override/DSMEGAN.cre~ 
  SAY NAME1 ~Megan~ 
  SAY NAME2 ~Megan~ 

COPY_EXISTING ~MOLKAR.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1900~ //XP
  WRITE_SHORT 0x24 ~70~ //HP
  WRITE_SHORT 0x26 ~70~ //max HP
  WRITE_SHORT 0x52 ~13~ //THAC0
  WRITE_SHORT 0x54 ~8~ //ST vs Death
  WRITE_SHORT 0x55 ~10~  //ST vs Wands
  WRITE_SHORT 0x56 ~9~  //ST vs Poly
  WRITE_SHORT 0x57 ~9~  //ST vs Breath
  WRITE_SHORT 0x58 ~11~  //ST vs Spell
  WRITE_SHORT 0x234 ~9~
  ADD_CRE_ITEM ~DSSWD03~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSMOPPY.cre~ ~override/DSMOPPY.cre~ 
  SAY NAME1 ~Mopap the Chirping Squirrel~ 
  SAY NAME2 ~Mopap the Chirping Squirrel~ 

COPY ~DSotSC\CRE/DSMORTUS.cre~ ~override/DSMORTUS.cre~ 
  SAY NAME1 ~Mortius~ 
  SAY NAME2 ~Mortius~ 

COPY_EXISTING ~MORVIN.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1250~ //XP
  WRITE_SHORT 0x24 ~78~ //HP
  WRITE_SHORT 0x26 ~78~ //max HP
  WRITE_SHORT 0x54 ~7~ //ST vs Death
  WRITE_SHORT 0x55 ~11~  //ST vs Wands
  WRITE_SHORT 0x56 ~10~  //ST vs Poly
  WRITE_SHORT 0x57 ~13~  //ST vs Breath
  WRITE_SHORT 0x58 ~12~  //ST vs Spell
  WRITE_SHORT 0x234 ~9~
  ADD_CRE_ITEM ~DSCRYHLM~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~DSCRYARM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBRACDX~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSAXE03~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY_EXISTING ~MULAHE.cre~ ~override~ 
  WRITE_SHORT 0x14 ~750~ //XP
  WRITE_SHORT 0x24 ~41~ //HP
  WRITE_SHORT 0x26 ~41~ //max HP
  ADD_CRE_ITEM ~CHAN04~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBRAC04~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~BLUN05~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSNORBY.cre~ ~override/DSNORBY.cre~ 
  SAY NAME1 ~Lord Norby Boozluck~ 
  SAY NAME2 ~Lord Norby Boozluck~ 

COPY ~DSotSC\CRE/DSORC01.cre~ ~override/DSORC01.cre~ 
  SAY NAME1 ~Orc~ 
  SAY NAME2 ~Orc~ 

COPY_EXISTING ~OGRECO.cre~ ~override~ 
  WRITE_ASCII 0x280 ~OGRECO~

COPY_EXISTING ~OSMADI.cre~ ~override~ 
  WRITE_SHORT 0x14 ~2500~ //XP
  WRITE_SHORT 0x24 ~59~ //HP
  WRITE_SHORT 0x26 ~59~ //max HP
  WRITE_SHORT 0x52 ~16~ //THAC0
  WRITE_SHORT 0x54 ~5~ //ST vs Death
  WRITE_SHORT 0x55 ~9~  //ST vs Wands
  WRITE_SHORT 0x56 ~8~  //ST vs Poly
  WRITE_SHORT 0x57 ~11~  //ST vs Breath
  WRITE_SHORT 0x58 ~10~  //ST vs Spell
  WRITE_SHORT 0x234 ~11~
  WRITE_ASCII 0x258 ~DRUID14T~
  ADD_CRE_ITEM ~LEAT15~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBRAC02~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSCLUB01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSOTHO.cre~ ~override/DSOTHO.cre~ 
  SAY NAME1 ~Otho Truehammer~ 
  SAY NAME2 ~Otho Truehammer~ 

COPY ~DSotSC\CRE/DSPHANT1.cre~ ~override/DSPHANT1.cre~ 
  SAY NAME1 ~Phantom~ 
  SAY NAME2 ~Phantom~ 

COPY ~DSotSC\CRE/DSPHANT2.cre~ ~override/DSPHANT2.cre~ 
  SAY NAME1 ~Phantom~ 
  SAY NAME2 ~Phantom~ 

COPY ~DSotSC\CRE/DSPHANT3.cre~ ~override/DSPHANT3.cre~ 
  SAY NAME1 ~Phantom~ 
  SAY NAME2 ~Phantom~ 

COPY ~DSotSC\CRE/DSPHANT4.cre~ ~override/DSPHANT4.cre~ 
  SAY NAME1 ~Phantom~ 
  SAY NAME2 ~Phantom~ 

COPY ~DSotSC\CRE/DSPHANT5.cre~ ~override/DSPHANT5.cre~ 
  SAY NAME1 ~Phantom~ 
  SAY NAME2 ~Phantom~ 

COPY ~DSotSC\CRE/DSPHANT6.cre~ ~override/DSPHANT6.cre~ 
  SAY NAME1 ~Phantom~ 
  SAY NAME2 ~Phantom~ 

COPY_EXISTING ~RAGEFA.cre~ ~override~ 
  WRITE_SHORT 0x14 ~4000~ //XP
  WRITE_SHORT 0x24 ~42~ //HP
  WRITE_SHORT 0x26 ~42~ //max HP
  WRITE_SHORT 0x52 ~15~ //THAC0
  WRITE_SHORT 0x54 ~10~ //ST vs Death
  WRITE_SHORT 0x55 ~5~  //ST vs Wands
  WRITE_SHORT 0x56 ~7~  //ST vs Poly
  WRITE_SHORT 0x57 ~9~  //ST vs Breath
  WRITE_SHORT 0x58 ~6~  //ST vs Spell
  WRITE_SHORT 0x234 ~14~
  ADD_CRE_ITEM ~DSROBE04~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAMUL10~ #0 #0 #0 ~UNSTEALABLE~ ~AMULET~
  ADD_CRE_ITEM ~DAGG02~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~SCRL9N~ #0 #0 #0 ~UNSTEALABLE~ ~INV1~

COPY_EXISTING ~RIELTA.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1200~ //XP
  WRITE_SHORT 0x24 ~66~ //HP
  WRITE_SHORT 0x26 ~66~ //max HP
  WRITE_SHORT 0x52 ~16~ //THAC0
  WRITE_SHORT 0x54 ~10~ //ST vs Death
  WRITE_SHORT 0x55 ~5~  //ST vs Wands
  WRITE_SHORT 0x56 ~7~  //ST vs Poly
  WRITE_SHORT 0x57 ~9~  //ST vs Breath
  WRITE_SHORT 0x58 ~6~  //ST vs Spell
  WRITE_SHORT 0x234 ~16~
  ADD_CRE_ITEM ~DSCROWN1~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~DSKORIM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBRAC01~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSRNG06~ #0 #0 #0 ~UNSTEALABLE~ ~LRING~
  ADD_CRE_ITEM ~DSAMUL07~ #0 #0 #0 ~UNSTEALABLE~ ~AMULET~
  ADD_CRE_ITEM ~DSDAGG03~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~SCRL9U~ #0 #0 #0 ~UNSTEALABLE~ ~INV1~

COPY ~DSotSC\CRE/DSROACH.cre~ ~override/DSROACH.cre~ 
  SAY NAME1 ~Atr'Jkslad'Roa'CH~ 
  SAY NAME2 ~Atr'Jkslad'Roa'CH~ 

COPY_EXISTING ~SEMAJ.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1000~ //XP
  WRITE_SHORT 0x24 ~62~ //HP
  WRITE_SHORT 0x26 ~62~ //max HP
  WRITE_ASCII 0x34 ~None~
  WRITE_ASCII 0x3c ~None~
  WRITE_SHORT 0x52 ~13~ //THAC0
  WRITE_SHORT 0x54 ~3~ //ST vs Death
  WRITE_SHORT 0x55 ~1~  //ST vs Wands
  WRITE_SHORT 0x56 ~1~  //ST vs Poly
  WRITE_SHORT 0x57 ~2~  //ST vs Breath
  WRITE_SHORT 0x58 ~4~  //ST vs Spell
  WRITE_SHORT 0x234 ~14~
  ADD_CRE_ITEM ~DSCROWN1~ #0 #0 #0 ~UNSTEALABLE~ ~HELMET~
  ADD_CRE_ITEM ~DSROBE06~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSNEMSTF~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSSHAR.cre~ ~override/DSSHAR.cre~ 
  SAY NAME1 ~Shar Nadal~ 
  SAY NAME2 ~Shar Nadal~ 

COPY ~DSotSC\CRE/DSSKEEZ.cre~ ~override/DSSKEEZ.cre~ 
  SAY NAME1 ~Skeezer Lumpkin VI~ 
  SAY NAME2 ~Skeezer Lumpkin VI~ 
  SAY 0xa4 ~~ [SKEZR01] 
  SAY 0xbc ~~ [SKEZR08] 
  SAY 0xc0 ~~ [SKEZR09] 
  SAY 0xc4 ~~ [SKEZR10] 
  SAY 0xc8 ~~ [SKEZR03] 
  SAY 0xec ~~ [SKEZR38] 
  SAY 0xf0 ~~ [SKEZR39] 
  SAY 0xf4 ~~ [SKEZR11] 
  SAY 0xf8 ~~ [SKEZR12] 
  SAY 0xfc ~~ [SKEZR13] 
  SAY 0x100 ~~ [SKEZR14] 
  SAY 0x104 ~~ [SKEZR15] 
  SAY 0x108 ~~ [SKEZR16] 
  SAY 0x10c ~~ [SKEZR17] 
  SAY 0x110 ~~ [SKEZR18] 
  SAY 0x114 ~~ [SKEZR19] 
  SAY 0x124 ~~ [SKEZR20] 
  SAY 0x128 ~~ [SKEZR21] 
  SAY 0x12c ~~ [SKEZR22] 
  SAY 0x130 ~~ [SKEZR23] 
  SAY 0x134 ~~ [SKEZR24] 
  SAY 0x138 ~~ [SKEZR25] 
  SAY 0x13c ~~ [SKEZR26] 
  SAY 0x178 ~~ [SKEZR40] 
  SAY 0x1cc ~Skeezer Lumpkin the VI is from the gnome settlement on Krynn, beneath Mount Nevermind. However, for the past 75 years he has been living in Athakla in Amn. He has spent his whole life trying to find the perfect combination of technology and magic. He feels that this could result in the ultimate tinker creation. He has of yet been able to do so.  He has shied away from the normal way of the tinker gnome in search of a greater understanding of magic. His creations so far have resulted in limited success.  One of his earliest creations he created when he was a boy was one named 'The Automatic (Systematic) Articulated Mop and Spring-Loaded Broom-Driven Pie Tin Flier and Egg Dropper" (or ASAMSLBPTFED for short). It would send eggs flying at very high speeds. But it had no real purpose. One of Skeezer's greatest desires in all of Faerun is to see the beautiful SkyShips. He has heard a great many tales of such ships and wishes nothing than to see the SkyShips that are being presented in Baldur's Gate.~ 

COPY ~DSotSC\CRE/DSSKEEZ6.cre~ ~override/DSSKEEZ6.cre~ 
  SAY NAME1 ~Skeezer Lumpkin VI~ 
  SAY NAME2 ~Skeezer Lumpkin VI~ 
  SAY 0xa4 ~~ [SKEZR01] 
  SAY 0xbc ~~ [SKEZR08] 
  SAY 0xc0 ~~ [SKEZR09] 
  SAY 0xc4 ~~ [SKEZR10] 
  SAY 0xc8 ~~ [SKEZR03] 
  SAY 0xec ~~ [SKEZR38] 
  SAY 0xf0 ~~ [SKEZR39] 
  SAY 0xf4 ~~ [SKEZR11] 
  SAY 0xf8 ~~ [SKEZR12] 
  SAY 0xfc ~~ [SKEZR13] 
  SAY 0x100 ~~ [SKEZR14] 
  SAY 0x104 ~~ [SKEZR15] 
  SAY 0x108 ~~ [SKEZR16] 
  SAY 0x10c ~~ [SKEZR17] 
  SAY 0x110 ~~ [SKEZR18] 
  SAY 0x114 ~~ [SKEZR19] 
  SAY 0x124 ~~ [SKEZR20] 
  SAY 0x128 ~~ [SKEZR21] 
  SAY 0x12c ~~ [SKEZR22] 
  SAY 0x130 ~~ [SKEZR23] 
  SAY 0x134 ~~ [SKEZR24] 
  SAY 0x138 ~~ [SKEZR25] 
  SAY 0x13c ~~ [SKEZR26] 
  SAY 0x178 ~~ [SKEZR40] 
  SAY 0x1cc ~Skeezer Lumpkin the VI is from the gnome settlement on Krynn, beneath Mount Nevermind. However, for the past 75 years he has been living in Athakla in Amn. He has spent his whole life trying to find the perfect combination of technology and magic. He feels that this could result in the ultimate tinker creation. He has of yet been able to do so.  He has shied away from the normal way of the tinker gnome in search of a greater understanding of magic. His creations so far have resulted in limited success.  One of his earliest creations he created when he was a boy was one named 'The Automatic (Systematic) Articulated Mop and Spring-Loaded Broom-Driven Pie Tin Flier and Egg Dropper" (or ASAMSLBPTFED for short). It would send eggs flying at very high speeds. But it had no real purpose. One of Skeezer's greatest desires in all of Faerun is to see the beautiful SkyShips. He has heard a great many tales of such ships and wishes nothing than to see the SkyShips that are being presented in Baldur's Gate.~ 

COPY_EXISTING ~SLYTHE.cre~ ~override~ 
  WRITE_SHORT 0x14 ~6000~ //XP
  WRITE_SHORT 0x24 ~115~ //HP
  WRITE_SHORT 0x26 ~115~ //max HP
  WRITE_SHORT 0x54 ~5~ //ST vs Death
  WRITE_SHORT 0x55 ~6~  //ST vs Wands
  WRITE_SHORT 0x56 ~6~  //ST vs Poly
  WRITE_SHORT 0x57 ~5~  //ST vs Breath
  WRITE_SHORT 0x58 ~6~  //ST vs Spell
  ADD_CRE_ITEM ~LEAT08~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAMUL06~ #0 #0 #0 ~UNSTEALABLE~ ~AMULET~
  ADD_CRE_ITEM ~DSSWD01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~DSXBOW01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON2~
  ADD_CRE_ITEM ~BOLT04~ #20 #0 #0 ~UNSTEALABLE~ ~QUIVER1~
  ADD_CRE_ITEM ~DSBOLT01~ #20 #0 #0 ~UNSTEALABLE~ ~QUIVER2~

COPY ~DSotSC\CRE/DSSPEC.cre~ ~override/DSSPEC.cre~ 
  SAY NAME1 ~Spec~ 
  SAY NAME2 ~Spec~ 

COPY_EXISTING ~TAKIYAH.cre~ ~override~ 
  WRITE_SHORT 0x14 ~1000~ //XP
  WRITE_SHORT 0x24 ~68~ //HP
  WRITE_SHORT 0x26 ~68~ //max HP
  WRITE_SHORT 0x234 ~10~
  WRITE_ASCII 0x280 ~TAKIYAH~
  ADD_CRE_ITEM ~DSTHRARM~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSBOOT01~ #0 #0 #0 ~UNSTEALABLE~ ~BOOTS~
  ADD_CRE_ITEM ~DSSPERF~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSTHOMIC.cre~ ~override/DSTHOMIC.cre~ 
  SAY NAME1 ~Thomic~ 
  SAY NAME2 ~Thomic~ 

COPY ~DSotSC\CRE/DSTORQUI.cre~ ~override/DSTORQUI.cre~ 
  SAY NAME1 ~Torquil~ 
  SAY NAME2 ~Torquil~ 

COPY ~DSotSC\CRE/DSTRUNGL.cre~ ~override/DSTRUNGL.cre~ 
  SAY NAME1 ~Trungle~ 
  SAY NAME2 ~Trungle~ 

COPY_EXISTING ~VAX.cre~ ~override~ 
  ADD_CRE_ITEM ~DSAXE02~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP

COPY ~DSotSC\CRE/DSVAMPF1.cre~ ~override/DSVAMPF1.cre~ 
  SAY NAME1 ~Fledgling Vampire~ 
  SAY NAME2 ~Fledgling Vampire~ 

COPY ~DSotSC\CRE/DSVAMPF2.cre~ ~override/DSVAMPF2.cre~ 
  SAY NAME1 ~Fledgling Vampire~ 
  SAY NAME2 ~Fledgling Vampire~ 

COPY ~DSotSC\CRE/DSVAMPM.cre~ ~override/DSVAMPM.cre~ 
  SAY NAME1 ~Lord Daerthmac~ 
  SAY NAME2 ~Lord Daerthmac~ 

COPY ~DSotSC\CRE/DSWELF1.cre~ ~override/DSWELF1.cre~ 
  SAY NAME1 ~Wood Elf Warrior~ 
  SAY NAME2 ~Wood Elf Warrior~ 

COPY ~DSotSC\CRE/DSWELF1E.cre~ ~override/DSWELF1E.cre~ 
  SAY NAME1 ~Wood Elf Elite~ 
  SAY NAME2 ~Wood Elf Elite~ 

COPY ~DSotSC\CRE/DSWELF2.cre~ ~override/DSWELF2.cre~ 
  SAY NAME1 ~Wood Elf Warrior~ 
  SAY NAME2 ~Wood Elf Warrior~ 

COPY ~DSotSC\CRE/DSWELF2E.cre~ ~override/DSWELF2E.cre~ 
  SAY NAME1 ~Wood Elf Elite~ 
  SAY NAME2 ~Wood Elf Elite~ 

COPY ~DSotSC\CRE/DSWOLF1.cre~ ~override/DSWOLF1.cre~ 
  SAY NAME1 ~Madadh n'Sgàil~ 
  SAY NAME2 ~Madadh n'Sgàil~ 

COPY_EXISTING ~ZAL.cre~ ~override~ 
  ADD_CRE_ITEM ~DSSPERD~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON4~

COPY_EXISTING ~ZEELA.cre~ ~override~ 
  ADD_CRE_ITEM ~PLAT01~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~BRAC02~ #0 #0 #0 ~UNSTEALABLE~ ~GLOVES~
  ADD_CRE_ITEM ~DSSTAF06~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON2~
  ADD_CRE_ITEM ~POTN08~ #0 #0 #0 ~UNSTEALABLE~ ~QITEM1~

COPY ~DSotSC\CRE/SKELLORD.cre~ ~override/SKELLORD.cre~ 
  SAY NAME1 ~Skeleton Lord~ 
  SAY NAME2 ~Skeleton Lord~ 

COPY ~DSotSC\CRE/KOBLDGD.cre~ ~override/KOBLDGD.cre~ 
  SAY NAME1 ~Kobold Guard~ 
  SAY NAME2 ~Kobold Guard~ 

PRINT ~New creatures installed.~

/////////////////////////
// Dialogs to compile  //
/////////////////////////

COMPILE ~DSotSC\D~ 

PRINT ~Dialogs installed.~

////////////////////////////////////
//   Copy over the sound files    //
////////////////////////////////////

COPY ~DSotSC\WAV~ ~override~ 

///////////////////////////
//   Build new areas     //
///////////////////////////

COPY ~DSotSC\AREA~ ~override~ 

COPY ~DSotSC/DSC001.are~ ~override/DSC001.are~         
  SAY 0x1390 ~Wood of Sharp Teeth~ 
  SAY 0x2fac ~Exit~
  SAY 0x2fe0 ~Exit~

COPY ~DSotSC/DSC002.are~ ~override/DSC002.are~         
  SAY 0x1888 ~Exit~
  SAY 0x18bc ~Exit~

COPY ~DSotSC/DSC004.are~ ~override/DSC004.are~         
  SAY 0x13b8 ~Exit~

COPY ~DSotSC/DSC010.are~ ~override/DSC010.are~         
  SAY 0x1f4c ~Castle Daerthmac~ 

PRINT ~New areas installed.~

//////////////////////////////////////
// Compile and append scripts       //
//////////////////////////////////////

EXTEND_BOTTOM ~AR3200.bcs~ ~DSotSC/BAF/Area/AR3200.BCS~

COPY_EXISTING ~AR3400.are~ ~override/AR3400.are~
WRITE_ASCII 0x94 ~AR3400~
EXTEND_BOTTOM ~AR3400.BCS~ ~DSotSC/BAF/Area/AR3400.BCS~

EXTEND_BOTTOM ~AR3499.bcs~ ~DSotSC/BAF/Area/AR3499.BCS~
EXTEND_BOTTOM ~AR3498.bcs~ ~DSotSC/BAF/Area/AR3498.BCS~
EXTEND_BOTTOM ~AR3700.bcs~ ~DSotSC/BAF/Area/AR3700.BCS~

COPY_EXISTING ~AR3701.are~ ~override/AR3701.are~
WRITE_ASCII 0x94 ~AR3701~
EXTEND_BOTTOM ~AR3701.bcs~ ~DSotSC/BAF/Area/AR3701.BCS~

COPY_EXISTING ~AR3704.are~ ~override/AR3704.are~
WRITE_ASCII 0x94 ~AR3704~
EXTEND_BOTTOM ~AR3704.bcs~ ~DSotSC/BAF/Area/AR3704.BCS~

COPY_EXISTING ~AR3705.are~ ~override/AR3705.are~
WRITE_ASCII 0x94 ~AR3705~
EXTEND_BOTTOM ~AR3705.bcs~ ~DSotSC/BAF/Area/AR3705.BCS~

EXTEND_BOTTOM ~AR3800.BCS~ ~DSotSC/BAF/Area/AR3800.BCS~

COPY_EXISTING ~AR4403.are~ ~override/AR4403.are~
WRITE_ASCII 0x94 ~AR4403~
EXTEND_BOTTOM ~AR4403.BCS~ ~DSotSC/BAF/Area/AR4403.BCS~

EXTEND_BOTTOM ~AR4405.BCS~ ~DSotSC/BAF/Area/AR4405.BCS~
EXTEND_BOTTOM ~AR4600.bcs~ ~DSotSC/BAF/Area/AR4600.BCS~

COPY_EXISTING ~AR6515.are~ ~override/AR6515.are~
WRITE_ASCII 0x94 ~AR6515~
EXTEND_BOTTOM ~AR6515.bcs~ ~DSotSC/BAF/Area/AR6515.BCS~

EXTEND_BOTTOM ~AR6600.bcs~ ~DSotSC/BAF/Area/AR6600.BCS~
EXTEND_BOTTOM ~AR6700.bcs~ ~DSotSC/BAF/Area/AR6700.BCS~

COPY_EXISTING ~AR6701.are~ ~override/AR6701.are~
WRITE_ASCII 0x94 ~AR6701~
EXTEND_BOTTOM ~AR6701.bcs~ ~DSotSC/BAF/Area/AR6701.BCS~

EXTEND_BOTTOM ~AR6704.bcs~ ~DSotSC/BAF/Area/AR6704.BCS~

COPY_EXISTING ~AR6707.are~ ~override/AR6707.are~
WRITE_ASCII 0x94 ~AR6707~
EXTEND_BOTTOM ~AR6707.bcs~ ~DSotSC/BAF/Area/AR6707.BCS~

EXTEND_BOTTOM ~AR6757.bcs~ ~DSotSC/BAF/Area/AR6757.BCS~

EXTEND_BOTTOM ~AR6800.bcs~ ~DSotSC/BAF/Area/AR6800.BCS~
 REPLACE ~999999~ ~As if the problems that plague the Sword Coast did not seem troubled enough already, you begin to wonder if there is in fact more taking place here than what would at first appear.  A feeling of horror and anxiety surges through your body and it is then that you begin to feel that darker forces are at work in this small part of Faerûn that you call home.  Yet, at this time you do not have a full understanding of just how dark those forces are.Your chance meeting with the elf Jet'Laya, from Cormanthor... Just maybe, was not by chance at all.  The possibility is that you were guided to this point somehow. But, for what reason and why you?  Who or what has selected you to face such darkness?  A darkness that somehow seems centered on the very lifeline between Baldur's Gate and Amn, the main artery that pulses with the lifeblood of the Sword Coast, the Coast Way Road.You, who up until recently had spent most of your years within the safety and quiet confounds of the walls of Candlekeep, now seems to have been thrust into the darkness of a great unknown.  What lies ahead for you and your companions as you continue your journey.  You fear that your answer will come only too soon as you descend into the "Dark Side of the Sword Coast."~

EXTEND_BOTTOM ~AR7211.bcs~ ~DSotSC/BAF/Area/AR7211.BCS~
EXTEND_BOTTOM ~AR7407.bcs~ ~DSotSC/BAF/Area/AR7407.BCS~
EXTEND_BOTTOM ~AR7408.bcs~ ~DSotSC/BAF/Area/AR7408.BCS~
EXTEND_BOTTOM ~AR8400.bcs~ ~DSotSC/BAF/Area/AR8400.BCS~
EXTEND_BOTTOM ~AR8401.bcs~ ~DSotSC/BAF/Area/AR8401.BCS~
EXTEND_BOTTOM ~AR8402.bcs~ ~DSotSC/BAF/Area/AR8402.BCS~
EXTEND_BOTTOM ~AR8600.bcs~ ~DSotSC/BAF/Area/AR8600.BCS~
EXTEND_BOTTOM ~AR8602.bcs~ ~DSotSC/BAF/Area/AR8602.BCS~
EXTEND_BOTTOM ~AR8603.bcs~ ~DSotSC/BAF/Area/AR8603.BCS~
EXTEND_BOTTOM ~AR8605.bcs~ ~DSotSC/BAF/Area/AR8605.BCS~
EXTEND_BOTTOM ~AR8700.bcs~ ~DSotSC/BAF/Area/AR8700.BCS~
EXTEND_BOTTOM ~AR8900.bcs~ ~DSotSC/BAF/Area/AR8900.BCS~

COPY_EXISTING ~AR9200.are~ ~override/AR9200.are~
WRITE_ASCII 0x94 ~AR9200~
EXTEND_BOTTOM ~AR9200.bcs~ ~DSotSC/BAF/Area/AR9200.BCS~

EXTEND_BOTTOM ~AR9302.bcs~ ~DSotSC/BAF/Area/AR9302.BCS~
EXTEND_BOTTOM ~AR9501.bcs~ ~DSotSC/BAF/Area/AR9501.BCS~
EXTEND_BOTTOM ~AR9600.bcs~ ~DSotSC/BAF/Area/AR9600.BCS~
EXTEND_BOTTOM ~AR9700.BCS~ ~DSotSC/BAF/Area/AR9700.BCS~

COMPILE ~DSotSC\BAF~

//  Add areas

APPEND ~mastarea.2da~
~DSC001  value
DSC002  value
DSC003  value
DSC004  value
DSC005  value
DSC006  value
DSC007  value
DSC009  value
DSC010  value
DSC011  value
DSC012  value
DSC013  value
DSC014  value
DSC015  value
DSC016  value
DSC017  value
DSC018  value
DSC019  value
DSC020  value
DSC021  value
DSC023  value
DSC024  value
DSC025  value
DSC026  value
DSC027  value
DSC028  value
DSC029  value
DSC030  value
DSC031  value
DSC032  value
DSC033  value
DSC034  value
DSC035  value
DSC036  value
AR3499  value
AR3498  value
AR3497  value~
UNLESS ~DSC001~

//////////////////////////////////
//   Other 2DA files to update  //
//////////////////////////////////

APPEND ~NPCLEVEL.2DA~
~Jetlaya DSJetlay DSJetlay DSJetlay DSJetlay DSJetlay DSJetlay DSJetlay DSJetlay DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9 DSJetla9
CuChoinneach DSCuch5 DSCuch5 DSCuch5 DSCuch5 DSCuch5 DSCuch5 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7 DSCuch7
Conchobhair DSConch5 DSConch5 DSConch5 DSConch5 DSConch5 DSConch5 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7 DSConch7
Ferthgil DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth DSFerth
Skeezer DSSkeez DSSkeez DSSkeez DSSkeez DSSkeez DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6 DSSkeez6
Bardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo DSBardo
DSBub DSBub DSBub DSBub DSBub DSBub DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6 DSBub6
Keiria DSKeiri5 DSKeiri5 DSKeiri5 DSKeiri5 DSKeiri5 DSKeiri5 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7 DSKeiri7~
UNLESS ~Jetlaya~

APPEND ~INTERDIA.2DA~
~CUCHOINNEACH BCUCHOI NONE
CONCHOBHAIR BCONCHO NONE
FERTHGIL BFERTHG NONE
SKEEZER BSKEEZE NONE
BARDO BBARDO NONE
DSBUB BBUB NONE
KEIRIA BKEIRIA NONE~
UNLESS ~CUCHOINNEACH~

APPEND ~PDIALOG.2DA~
~JETLAYA      JETLAP     JETLAJ   *** *** *** *** *** 
CUCHOINNEACH CUCHOINP   CUCHOINJ *** *** *** *** *** 
CONCHOBHAIR  CONCHOP    CONCHOJ  *** *** *** *** *** 
FERTHGIL     FERTHP     FERTHJ   *** *** *** *** *** 
SKEEZER      SKEEZP     SKEEZJ   *** *** *** *** *** 
BARDO        BARDOP     BARDOJ   *** *** *** *** *** 
DSBUB        BUBP       BUBJ     *** *** *** *** *** 
KEIRIA       KEIRIP     KEIRIJ   *** *** *** *** ***~
UNLESS ~JETLAYA~

COPY_EXISTING ~TOOLTIP.2DA~ ~override/TOOLTIP.2DA~
APPEND ~TOOLTIP.2DA~
~DSCLUB01   6919       6701       -1         -1         -1         -1         -1	        -1         -1         -1~
 UNLESS ~DSCLUB01~

COPY ~dsotsc\chptxt-9.2DA~ ~override~
 REPLACE ~99990~ ~The Dark Side of the Sword Coast~
 REPLACE ~99991~ ~As if the problems that plague the Sword Coast did not seem troubled enough already, you begin to wonder if there is in fact more taking place here than what would at first appear.  A feeling of horror and anxiety surges through your body and it is then that you begin to feel that darker forces are at work in this small part of Faerûn that you call home.  Yet, at this time you do not have a full understanding of just how dark those forces are.Your chance meeting with the elf Jet'Laya, from Cormanthor... Just maybe, was not by chance at all.  The possibility is that you were guided to this point somehow. But, for what reason and why you?  Who or what has selected you to face such darkness?  A darkness that somehow seems centered on the very lifeline between Baldur's Gate and Amn, the main artery that pulses with the lifeblood of the Sword Coast, the Coast Way Road.You, who up until recently had spent most of your years within the safety and quiet confounds of the walls of Candlekeep, now seems to have been thrust into the darkness of a great unknown.  What lies ahead for you and your companions as you continue your journey.  You fear that your answer will come only too soon as you descend into the "Dark Side of the Sword Coast."~ [DSOTSC]


///////////////////////////////////////////////////////////////////////////////////////
//                                                                                   //
// Tileset decompressing blatantly ripped off from Hlid who ripped it from Ghreyfain //
//                                                                                   //
///////////////////////////////////////////////////////////////////////////////////////
BEGIN ~Now for the decompression of area .tis files.~

// You MUST install this for the mod to work. This will take a while so don't panic!

//////////////////////////////
// Makin' the Areas         //
//       &                  //
// File Conversions         //
//////////////////////////////
COPY ~dsotsc\tisunpack.exe~ ~override\tisunpack.exe~
COPY ~dsotsc\DSAreas.bat~ ~Install_DS_Areas.bat~
COPY ~dsotsc\DSUninstaller.bat~ ~Uninstall_DS_Areas.bat~
COPY ~dsotsc\DSotSC-Biff.bat~ ~DSotSC-Biff.bat~ 
AT_INTERACTIVE_EXIT ~Install_DS_Areas.bat~
AT_INTERACTIVE_UNINSTALL ~dsotsc\DSUninstaller.bat~
