@0 = ~Garrison~

@1 = ~The Forest of Forgotten Souls~

@2 = ~Scroll Case~

@3 = ~Bag of Holding~

@4 = ~Erdane~

@5 = ~Trungle~

@6 = ~Arofria's Hammer~

@7 = ~This goblet appears to be quite old.~

@8 = ~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"~

@9 = ~Creature Item~

@10 = ~Amulet~

@11 = ~Cursed Amulet~

@12 = ~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 worn around the neck.~

@13 = ~This item is cursed. It would be unwise to wear it, as its effects could prove fatal.~

@14 = ~Amulet of Faith~

@15 = ~Amulet of Faith
There are many similar items throughout the Realms that possess 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:

Equipped abilities:
 Armor Class: +1
 Save vs. Death: +1
 Grants 1 extra priest spell of 1st level~

@16 = ~The true nature of this amulet is unknown. It seems to hold great power.

STATISTICS:

Equipped abilities:
 Unknown~

@17 = ~Segoy Signet Amulet~

@18 = ~Segoy Signet Amulet
This amulet bears the trademark symbol of the Segoy, a ruthless band of assassins. Evil seems almost to radiate from the amulet as you hold it in your hands. This particular piece is enchanted with magic that serves as a protective charm, though you can sense that there is a limit to its powers.

STATISTICS:

Equipped abilities:
 Fire resistance~

@19 = ~Heart of the Woods~

@20 = ~Heart of the Woods
The carvings on this amulet speak of life and power drawn from Silvanus. There is one unmistakable runic mark: the symbol of Kuldahar, a famed druidic shrine in the far north. Though clearly ancient, the charm still glistens like it was new. Its power must lie within its resilience. Upon closer inspection, you note some small signs of wear; perhaps its power is not as eternal as the god it pays homage to.

STATISTICS:

Equipped abilities:
 Acid resistance~

@21 = ~Necklace~

@22 = ~Bluestone Necklace of Dexterity~

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

@24 = ~Bluestone Necklace of Dexterity
You are a very lucky adventurer indeed. This bluestone necklace increases your dexterity and improves your aim! Just don't let it fall into the wrong hands...

STATISTICS:

Equipped abilities:
 THAC0: +2
 Dexterity: +2~

@25 = ~Quarterstaff~

@26 = ~Staff of the Ancients +2~

@27 = ~The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging from six to nine feet in length. High-quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.

STATISTICS:

Damage: 1d6 (crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires:
 5 Strength
Weight: 4~

@28 = ~Staff of the Ancients
This powerful staff was created by a race called the Ancients, who died in the centuries following the Sundering. Few relics from that time period exist today, and even the descendants of the Ancients, scattered in the regions surrounding the High Forest, know little of the artifacts or those who made them.

STATISTICS:

Equipped abilities:
 Armor Class: +1

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

@29 = ~Arrow~

@30 = ~Arrow of Striking +3~

@31 = ~The flight arrow, as its name implies, is built for distance. It is an especially lightweight arrow and is often used for hunting. Most flight arrows are made of ash or birch and are 30 to 40 inches long.

STATISTICS:

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0~

@32 = ~Arrow of Striking
This arrow is a brilliant blue, with a bright gold tip. It radiates magic, and is lighter and smaller then normal arrows. It is the preferred arrow of the Order of the Red Falcon.

STATISTICS:

Damage: 1d6+3, +2d3 magical damage on successful hit
Damage Type: Missile
Launcher: Bow

Weight: 0~

@33 = ~Studded Leather~

@34 = ~Armor of Thorns +4~

@35 = ~Studded leather armor has little in common with normal leather armor. While leather armor is a hardened shell, studded leather armor is soft and supple, with hundreds of metal rivets. These rivets form a flexible coating of hard metal that turns aside slashing and cutting attacks. The soft leather backing is little more than a means of securing the rivets in place.

STATISTICS:

Armor Class: 7
Requires: 7 strength

Weight: 25~

@36 = ~Armor of Thorns
Upon closer inspection, one discovers that this armor is not made from leather at all, but from an intricate weave of vines and thorn bush branches. The armor was a gift from the nymphs to the druids, a token of admiration for their endless protection of the forests.

STATISTICS:

Equipped abilities:
 Saving Throws: +1

Armor Class: 3
Requires: 4 strength

Weight: 6~

@37 = ~Battle Axe~

@38 = ~Minotaur Axe +2~

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

STATISTICS:

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

Weight: 7~

@40 = ~Minotaur Axe
Axes such as these bear powerful enchantments weaved by minotaur sorcerers during a lengthy process known only to them. They are light where they should be heavy, and can slice through metal armor as easily as they slice through cloth.

STATISTICS:

THAC0: +2
Damage: 2d4+2 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: 1-handed
Requires:
 10 strength

Weight: 5~

@41 = ~Screaming Death +2~

@42 = ~Screaming Death
This axe dates back to the Clan Wars, a dark period in which the dwarven clans made war upon one another. Forged by Thordar of the Vale, it was intended for his son Kelvin to use in battle. Kelvin was never much of a warrior, and the axe was enchanted to compensate for his weaknesses. The name was coined during 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:

Equipped abilities:
 Dexterity: +1

THAC0: +2
Damage: 1D8+2, +2d3 backswing damage (Save vs. Death for half damage)
Speed Factor: 3
Proficiency Type: Axe
Type: 1-handed
Requires:
 10 Strength

Weight: 5~

@43 = ~Black Blade of Disaster~

@44 = ~Ring~

@45 = ~Bard's Ring~

@46 = ~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.~

@47 = ~Bard's Ring
This ring once belonged to the famous bard Morridin. The Mage King Varashar, a descendent of the Netherese mages, held a seven-year contest to find the most accomplished bard in both magic and music. When Morridin finally overcame his competitors with his own variation of a simple cantrip, Varashar awarded him with the title of Court Bard and this ring.

STATISTICS:

Equipped abilities:
 Grants 1 extra bard spell from 1st to 4th levels~

@48 = ~Boots~

@49 = ~Boots of Valor~

@50 = ~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~

@51 = ~Thunderfoot
The enchantment on these boots was specifically created to aid the wearer in resisting bludgeoning attacks. They plant the wearer's feet firmly on the ground, giving the wearer the ability to withstand heavy blows.

STATISTICS:

Equipped abilities:
 Armor Class: +4 vs. blunt weapons

Weight: 18~

@52 = ~Nirel's Boots of Protection~

@53 = ~Nirel's Boots of Protection
Little is now known of Nirel, a powerful cleric who could resist the spells of his enemies. However, history does record that he was a vile zealot whose hatred for followers of other faiths knew almost no bounds. It is said that he kept the heads of his victims as trophies and was personally responsible for defiling over one hundred temples of other faiths.

STATISTICS:

Equipped abilities:
 Saving Throws: +1
 Magic Resistance: 50%

Weight: 3~

@54 = ~Longbow~

@55 = ~Bow of the Falcon +2~

@56 = ~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, greater accuracy.

STATISTICS:

THAC0: +1
Speed Factor: 7
Proficiency Type: Longbows
Type: 2-handed
Requires:
 6 Strength

Weight: 3~

@57 = ~Sawtooth
Sawtooth, probably so named for its jagged appearance, sports an array of teeth, pointing outward like barbs along its outer length. This weapon was used by the head of the Order of the Red Falcon until his death during the Time of Troubles, as he followed the avatar of the Red Knight in battle in Tethyr.

STATISTICS:

THAC0: +3
Damage: +2

Speed Factor: 4
Proficiency Type: Longbows
Type: 2-handed
Requires:
 6 Strength

Weight: 2~

@58 = ~Vibradeath +3~

@59 = ~Vibradeath
Crafted from a bone of an ice dragon by a barbarian tribe in Vaasa, this powerful longbow provides increased strength, damage and accuracy. The resonant, low hum produced after it is shot gave birth to its name.

STATISTICS:

Equipped abilities:
 Strength: +1

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

Weight: 2~

@60 = ~Bracers~

@61 = ~Otrad Atwah: Gloves of the Magi~

@62 = ~Bracers are thick bands of metal or leather that are strapped, belted or tied to a person's forearm.  Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury, or improve chances to strike at an opponent. Exceptions do exist, however, and more are found each day.~

@63 = ~Otrad Atwah
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 be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Increased attacks
 Increased saving throws

Weight: 2~

@64 = ~Gift of the Woods~

@65 = ~Gift of the Woods
Throughout time druids and rangers have struggled to protect the wild from the ever-encroaching dangers of civilization. On occasion the dwellers of the forests grant these zealots with favors to aid them in their endeavors to protect the wilds.

STATISTICS:

Equipped abilities:
 Armor Class: +2
Special:
 Increased attacks
 Increased Saving Throw vs. Petrification

Weight: 2~

@66 = ~Gauntlets~

@67 = ~Gauntlets of Dexterity: The Brawling Hands~

@68 = ~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.~

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

STATISTICS:

Equipped abilities:
 Dexterity: +2

Weight: 2~

@70 = ~Gauntlets of the Faithful Warrior~

@71 = ~Gauntlets of the Faithful Warrior
Many deities grant boons to their followers through the creation of blessed items. Though the exact origins of these gauntlets are unknown, that must surely be the case with this particular set.

STATISTICS:

Equipped abilities:
 THAC0: +2
 Damage: +2

Weight: 1~

@72 = ~Bruenor's Battle Axe +3~

@73 = ~Bruenor Battlehammer's Axe
This exceedingly well-balanced axe was forged by the famed Bruenor Battlehammer's own hand shortly after he arrived in Icewind Dale.

STATISTICS:

THAC0: +3 bonus
Damage: 1D8+3 (slashing)
Speed Factor: 4
Proficiency Type: Axe
Type: 1-handed
Requires:
 10 Strength

Weight: 2~

@74 = ~Helmet~

@75 = ~Bruenor's Helmet~

@76 = ~Bruenor Battlehammer's Helmet
This class of open-face helmet, made of reinforced leather or metal, covers most of the head save the face and neck. These helmets commonly provide protection for the nose.

STATISTICS:

Equipped abilities:
 Protects against critical hits

Weight: 2~

@77 = ~This helmet is quite dented, and even has one horn partially broken, but it still provides Bruenor with excellent protection.

STATISTICS:

Equipped abilities:
 THAC0: +1
 Armor Class: +1
 Saving Throws: +1

Weight: 1~

@78 = ~Plate Mail~

@79 = ~Bruenor's Armor +2~

@80 = ~Plate mail is a combination of chain armor and metal plates that cover the vital areas such as the chest, abdomen and groin. Similar in construction to bronze plate mail, true plate mail comprises chain and leather.

STATISTICS:

Armor Class: 3
Requires:
 12 Strength

Weight: 50~

@81 = ~Bruenor Battlehammer's Armor
This finely crafted set of armor, designed to withstand all but the heaviest of blows, was forged at the same time as Bruenor's shield and axe.

STATISTICS:

Equipped abilities:
 Constitution: +1

Armor Class: -2
Requires:
 12 Strength

Weight: 5~

@82 = ~Small Shield~

@83 = ~Bruenor's Shield +1~

@84 = ~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 users to carry other items in that hand, although they cannot wield or carry other weapons.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 No protection against missile attacks

Requires:
 4 Strength

Weight: 3~

@85 = ~Bruenor Battlehammer's Shield
One of Bruenor's early creations as a young smith, this shield has seen much use, as one can see by the dents.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 No protection against missile attacks

Requires:
 4 Strength

Weight: 3~

@86 = ~Bullet~

@87 = ~Sky Stone +3~

@88 = ~A bullet is simply a rounded, well-balanced stone.

STATISTICS:

Damage: 1d4+1
Damage Type: Missile
Weight: 0
Launcher: Sling~

@89 = ~Sky Stone
These bullets are made from fragments of meteorites, and they seem to almost glow with a subtle heat.

STATISTICS:

THAC0: +3
Damage: 1d4+3, +4 fire damage
Damage Type: Missile
Launcher: Sling~

@90 = ~Bullet of Holy Water +2~

@91 = ~Bullet of Holy Water
Magical currents embedded in these stones make them more balanced and lighter, and they almost seem to jump toward opponents. They are also soaked in holy water, thus causing extra damage to undead creatures.

STATISTICS:

THAC0: +1
Damage: 1d4+2, +2d3 to undead creatures
Damage Type: Missile
Launcher: Sling~

@92 = ~Bullet of Detonation +1~

@93 = ~Bullet of Detonation
This bullet has a particularly debilitating effect on its victims as, upon impact, it explodes into a huge ball of fire and shrapnel, severely harming all within its range.

STATISTICS:

Damage: 1d4+1, +6d6 explosion upon impact (Save vs. Spell for half)
Damage Type: Missile
Launcher: Sling~

@94 = ~Arrows~

@95 = ~Quiver of Anariel~

@96 = ~Quiver of Anariel
Originally a gift from Lady Anariel to Clan Battlehammer, this powerfully enchanted quiver continually replenishes its supply of ammunition. The magical arrows themselves are crafted from alchemical silver and can pierce even stone.

STATISTICS:

THAC0: +1
Damage: 1d6+1
Damage Type: Missile
Weight: 0
Launcher: Bow~

@97 = ~Shortbow~

@98 = ~Taulmaril +2~

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

STATISTICS:

Speed Factor: 6
Proficiency Type: Shortbow
Type: 2-handed
Requires:
 6 Strength

Weight: 2~

@100 = ~Heartseeker
A famed artifact given as a gift to Clan Battlehammer in the frozen wastes of Icewind Dale, the bow more commonly known as Heartseeker was recovered by the Companions of the Hall and has since been renowned as the favored weapon of Catti-brie Battlehammer. She wielded Heartseeker in numerous battles, firing streaks of silver with an intensity and speed rarely matched in the Realms.

STATISTICS:

THAC0: +2
Damage: +2
Speed Factor: 2
Proficiency Type: Shortbow
Weapons Type: 2-handed
Requires:
 6 Strength

Weight: 2~

@101 = ~Long Sword~

@102 = ~Khazid'hea +3~

@103 = ~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 has been known to take up 40 inches of the total length. Long swords may also have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 4~

@104 = ~Khazid'hea
A highly chaotic vorpal weapon, Khazid'hea, or Cutter in the drow tongue, is a sentient blade originally wielded by Dantrag Baenre of Menzoberranan, who was bested in battle by the famed Drizzt Do'Urden. Passed to Catti-brie, it sought to dominate her will before accepting her as its new master. The sword continually seeks to find the greatest warrior to wield it, making you wonder what will happen now that you possess it...

STATISTICS:

THAC0: +3 bonus
Damage: 1d8+3 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 2~

@105 = ~Crown~

@106 = ~Crown of the Archdruid~

@107 = ~This class of decorative crown, made of beads or metal, is worn on the head. They are usually decorated with jewels or other precious items and are commonly worn by mages.

STATISTICS:

Weight: 2~

@108 = ~Crown of the Archdruid
Worn by the leader of the druids of the Black Woods over thirteen generations ago, this artifact was lost when an orcish invasion crushed the druidic community. It has since changed owners often, usually through violent means.

STATISTICS:

Equipped abilities:
 Protection against critical hits
 Grants 1 druid spell from 1st to 3rd levels
 Charm animal (Save vs. Wands negates)
  Range: 40 ft.
  Area of Effect: 1 animal
  Duration: 10 turns

Weight: 2~

@109 = ~Ornate Bastard Sword~

@110 = ~Champion's Sword~

@111 = ~Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.

STATISTICS:

Damage: 2d4 (slashing)
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: 1-handed
Requires:
 11 Strength

Weight: 10~

@112 = ~Champion's Sword
Golden swords such as this are bestowed upon the highest-ranking members of the Order of the Most Radiant Heart by Helm himself.

STATISTICS:

Special abilities:
 Casts the spell Aid on user

THAC0: +2
Damage: 2D4+2 (slashing)
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: 1-handed

Weight: 10~

@113 = ~Chain Mail~

@114 = ~Blessed Mail +2~

@115 = ~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
Requires:
 8 Strength

Weight: 40~

@116 = ~Blessed Mail
This magical mail is often worn by priests who are on quests for their faiths. When equipped, the wearer is blessed with an aid spell.

STATISTICS:

Armor Class: 3
Requires:
 8 Strength

Weight: 10~

@117 = ~Splint Mail~

@118 = ~Falcon Armor +3~

@119 = ~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
Requires:
 8 Strength

Weight: 40~

@120 = ~Falcon Armor
Worn by the members of the Order of the Red Falcon, these suits of armor possess great magic. Boasting of never having been completely defeated in battle, the order includes some of the greatest strategic minds in the Sword Coast. This trademark armor, with its emblem proudly displayed on the chest, is as brash and bold as its wearers.

STATISTICS:

Equipped abilities:
 Protection from poison

Armor Class: 1
Requires:
 8 Strength

Weight: 18~

@121 = ~Jet'laya's Chainmail~

@122 = ~Jet'laya's Elven Chainmail +1~

@123 = ~Jet'laya's Elven Chainmail
Elven chain is highly praised for its capability of allowing the casting of mage spells while worn.

STATISTICS:

Armor Class: 4
Requires:
 8 Strength

Weight: 10~

@124 = ~Tiara~

@125 = ~Tiara of the Chanah'Rea~

@126 = ~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 are commonly worn by warlocks.

STATISTICS:

Weight: 2~

@127 = ~Tiara of the Chanah'Rea
Where most tiaras are simply ornamental items, this powerful artifact was worn by the High Priests of the Chanah'Rea. It is believed that the stone that graces its center is a fragment of the Standing Stone in the Dalelands.

STATISTICS:

Equipped abilities:
 Resistance to certain mental attacks
 Saving Throws: +1
 Protects against critical hits

Weight: 2~

@128 = ~Mage Robe~

@129 = ~Robe of the Grand Wizard~

@130 = ~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.~

@131 = ~Robe of the Grand Wizard
This powerful robe is rumored to have a dark history. Supposedly created by the archmage Halaster to torment young magelings, it has sown chaos in its travels through the Realms, leaving murder and betrayal in its wake. Despite boasting potent protective enchantments, it has rarely remained with a single owner for long, and some whisper that the robe itself desires nothing less than the destruction of any who seek to claim it.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Saving Throws: +3
 Magic Resistance: +25%

Weight: 6~

@132 = ~Robe of the High Templar~

@133 = ~Robe of the High Templar
While not as well-known as their counterparts who worship Helm or Torm, the paladins who serve Mystra wield equal power. Seeking to protect her servants, the head of the order commissioned a small number of these robes and offered them to several of the most influential mages in the Moonsea region. How this one came to be in the Sword Coast, you know not.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Saving Throws: +3
 Magic Resistance: +25%

Weight: 6~

@134 = ~Robes of Sorcery~

@135 = ~Robes of Sorcery
Though few are left in existence, robes such as these are occasionally still found by adventurers in ruins dotting the borders of Anauroch. Designed by Netherese archmages, they shield the wearers in powerful protective magic. Unfortunately, they did little to save the mages themselves from the destruction of Netheril.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Saving Throws: +3
 Magic Resistance: +25%

Weight: 6~

@136 = ~Sorcerer's Robe~

@137 = ~Sorcerer's Robe
This mage robe has been made for the more advanced caster who has ended his apprenticeship and travels alone through the wilds of the Realms. Its protective magic and spell-granting ability allow mages to better equip themselves for such journeys.

STATISTICS:

Equipped abilities:
 Armor Class: 8
 Grants one bonus arcane spell of 1st and 2nd levels

Weight: 3~

@138 = ~Cloak~

@139 = ~Cloak of the Woods~

@140 = ~Cloaks 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.~

@141 = ~Cloak of the Woods
Stolen from the shrine of Kuldahar in Icewind Dale, this cloak was recovered by druid Yarrow when she sought out her revenge against those who defaced sacred site. It is said that the cloak was given to her son Shephesh as a gift, after which time it was lost to the history books, understandable given the nature of its enchantment.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Increased stealth
 Non-detection

Weight: 3~

@142 = ~Mace~

@143 = ~Mace of Contrition +3~

@144 = ~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 with pyramidal knobs.

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Mace
Type: 1-handed
Requires:
 10 Strength

Weight: 10~

@145 = ~Mace of Contrition
This powerful weapon was crafted by a zealot named Parias, who planned to use it to "bring the heathens into the light." However, overzealous in his quest to the point of madness, he killed his wife and family for their perceived sins. Realizing what he had done, he buried the mace and starved himself, weeping, at his wife's grave. Uncovered years later, it was named the Mace of Contrition in recognition of the zealot's repentance.

STATISTICS:

Combat abilities:
 Bonus damage vs. undead

Damage: 1D6+4 (crushing)
THAC0: +3
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires:
 10 Strength

Weight: 7~

@146 = ~Crystal Plate Mail +2~

@147 = ~Crystal Plate Mail
Crafted from magical crystals mined from a now-abandoned dwarven mine, armor such as this is exceedingly rare, as the location of the mine itself has long since been lost. The crystals, found only in a single vein, possess a natural resistance to the elements.

STATISTICS:

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

Armor Class: 1
Requires:
 12 Strength

Weight: 20~

@148 = ~Crystal Helm~

@149 = ~Crystal Helm
Crafted from magical crystals mined from a now-abandoned dwarven mine, armor such as this is exceedingly rare, as the location of the mine itself has long since been lost. The crystals, found only in a single vein, possess a natural resistance to the elements.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Cold Resistance: +20%
 Fire Resistance: +20%
 Protects against critical hits

Weight: 2~

@150 = ~Ferium's Necklace~

@151 = ~Ferium's Necklace
This necklace was given to Ferium by her chosen, Ken'lan. The inscription on the back reads "My love to thee till the moon doth fade."

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

@152 = ~Holy Amulet of Sehanine Moonbow~

@153 = ~Holy Amulet of Sehanine Moonbow
This holy symbol marks followers of Sehanine Moonbow. A full moon topped by a crescent-shaped haze, it is worn around the neck on a mithril chain. As the elven goddess of mysteries and one of the most powerful members of the Seldarine, Sehanine is revered by nearly all of the surface-dwelling elves.~

@154 = ~Arrow of Dragon Slaying~

@155 = ~Twisted and black, this arrow radiates an evil as if possessed by a dark spirit. It was created specifically to pierce the mighty, armor-like scales of a single creature: the dragon. Even should it fail to do so in a single strike, its dark magic causes great pain in the beasts. Arrows such as this have even been known to slay the most notorious threat to elvens forests, the green forest dragon.

STATISTICS:

Combat abilities:
 30% chance of slaying minor dragons and wyverns on contact
 5% chance of slaying forest dragons
 +4 THAC0 vs. all dragons and wyverns
 +4 damage vs. all dragons and wyverns

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0~

@156 = ~Deth Stik~

@157 = ~Deth Stik
These arrows are not of an exceptional quality in respect to their manufacture. They are, in fact, quite crude. However, they have been soaked in a deadly toxin that makes them dangerous to victim and wielder alike.

STATISTICS:

Special: 15% chance that wielder will prick self for 4 poison damage
Damage: 1d6, +6 poison damage (Save vs. Poison for half)
Damage Type: Missile
Launcher: Bow

Weight: 0~

@158 = ~Enrager +3~

@159 = ~Enrager
The history of this weapon is unknown, but one look at it is enough to tell that it is a very fine axe crafted by dwarven hands. The weapon seems to call to you to wield it and charge into battle.

STATISTICS:

THAC0: +3
Damage: 1d8+3 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: 1-handed
Requires:
 10 Strength

Weight: 7~

@160 = ~Throwing Axe~

@161 = ~The Furnace +2~

@162 = ~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 (missile)
Speed Factor: 4
Proficiency Type: Axe
Type: 1-handed
Requires:
 4 Strength

Weight: 5~

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

STATISTICS:

Combat abilities:
 Returns to wielder's hand once thrown
 Grants 1 extra attack per round

THAC0: +2
Damage: 1d6+2, 2d3 fire damage
Damage Type (melee): Slashing
Damage Type (thrown): Missile
Speed Factor: 6
Proficiency Type: Axe
Type: 1-handed
Requires:
 4 Strength

Weight: 3~

@164 = ~Ferthgil Trollslayer's Battle Axe +3~

@165 = ~Ferthgil Trollslayer's Battle Axe
This battle axe belonged to Ferthgil's father, Breachin Trollslayer. Breachin lost his life when Ferthgil was a mere youth, protecting his son from a patrol of verbeegs. Ferthgil has since only used this battle axe in battle and refuses to use any other weapon, claiming that he carries his father's honor onto the battlefield.

STATISTICS:

THACO: +3
Damage: 1d8+3 (slashing)
Speed Factor: 5
Proficiency Type: Axe
Type: 1-handed
Requires:
 10 Strength

Weight: 5~

@166 = ~Bolt~

@167 = ~Bolt of Dispelling +1~

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

STATISTICS:

Damage: 1d8 (missile)
Launcher: Crossbow

Weight: 0~

@169 = ~Bolt of Dispelling
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, which enhances its flight, almost as if it were being guided towards its target.

STATISTICS:

Combat abilities:
 Dispels magic on successful hit

THAC0: +2
Damage: 1d8+1 (missile)

Weight: 0
Launcher: Crossbow~

@170 = ~History of the Dark Side~

@171 = ~History of the Dark Side

Long ago, a wise mage by the name of Roach encountered the young elf CúChoinneach. Roach saw in this young elf the true spirit of adventure and proceeded to invite him on a long journey. This journey descended into the mysteries that lie hidden in the caves and forests of Sword Coast. Roach knew that there was much more to these wilds 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 idyllic 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 exist, or if it did, that it was 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 their 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 was not a baker. No one really knows how he got that name. To this day, he is often found in the Jovial Juggler in Beregost, usually after a victory by a mysterious adventuring party known only as Team Baldur's Gate. Ken, as most called him, also believed that many mysteries were hidden in the Sword Coast and formed his own party of hexers to begin research into these mysteries.  Among these hexers were enchanters, illusionists, and representatives from every other school.

One of these individuals went simply by the name of Banelord. He guided CúChoinneach in the art of hexing, delving ever deeper into their mysteries, but he soon vanished, never to return. Rumors abounded as to the reason for his sudden departure, but nothing was ever confirmed.

Years later, the cast of mages grew even further as the journey continued...and still continues to this day.

Credits:

Original concept: Roach
Story development: CúChoinneach and Roach
Areas and creature design and hexing: CúChoinneach
Dark Side logo: WoRm
Items creation: Too many hexers to list (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.)
Sound editing for Jet'laya, Keiria Silverstring and Conchobhair Strongblade: Grog
Jet'laya concept: Grog
Other NPC concepts: CúChoinneach
Ferthgil Trollslayer voice and bio: Gothmog of the Stonehearth Clan
Original icons for some items: WoRm
Website and publicity: 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 Montessi, who has been a major contributor of editors and other programs that made 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 DSCotSC.

My last thank you goes to you: the adventurer 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, ya greedy goblins!

CúChoinneach~

@172 = ~Manual~

@173 = ~Grun'lerthkin's Tome of Greater Wizardry~

@174 = ~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.~

@175 = ~Grun'lerthkin's Tome of Greater Wizardry
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 mystical script, you feel your knowledge and understanding expand, and you 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~

@176 = ~Crusader's Armor +2~

@177 = ~Crusader's Armor
This splint mail is the preferred armor for crusaders, elite warriors within the priestly spread across the Realms. Though often accused of being religious zealots, these warriors fight strongly and with great faith in the causes that they boldly defend.

STATISTICS:

Equipped abilities:
 Saving Throws: +1

Armor Class: 2
Requires:
 8 Strength

Weight: 20~

@178 = ~Mithril Chain Mail +3~

@179 = ~Mithril Chain Mail
This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. Comprising a mithril alloy that causes it to weight less than one quarter the weight of normal chain mail, it offers protection from all but the most determined attackers.

STATISTICS:

Armor Class: 2
Requires:
 8 Strength

Weight: 9~

@180 = ~Skeezer Lumpkin's Mage Robe~

@181 = ~Skeezer Lumpkin's Mage Robe
Colorful, bright and...colorful...Skeezer's robe could aptly be described as a riot of red, particularly when adorned with the many trinkets he holds in high regard. The gnome claims that he invented a new kind of fabric when creating it, one that protects from the withering breath of dragons, the insidious tentacles of mind flayers and the magical blasts of beholders. From what you can tell, the robe would have a difficult time stopping the dagger of a lame kobold. Nonetheless, given Skeezer's skill as a mage, you have no doubt that it carries at least some magical protection.

STATISTICS:

Equipped abilities:
 Magic Resistance: +5%
 Saving Throws: +1

Armor Class: 5

Weight: 6~

@182 = ~Shadow Wolf Claws~

@183 = ~Dagger~

@184 = ~Nome Stikkah~

@185 = ~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 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: 1-handed
Requires:
 3 Strength

Weight: 1~

@186 = ~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 its deadly cut, one that can be as dangerous to the wielder as the target.

STATISTICS:

Special: 15% chance of cutting the wielder for 4 poison damage

Melee: 1d4, +6 poison damage (Save vs. Poison for half)
Damage type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires:
 3 Strength

Weight: 2~

@187 = ~Goodberry~

@188 = ~Created by the Goodberry spell, these simple-looking blueberries will heal one point of damage for each handful of berries eaten.~

@189 = ~Dwarven War Hammer~

@190 = ~Tearlac Truehammer's War Hammer +1: Giant Feller~

@191 = ~Dwarven warriors and clerics are particularly prone to use war hammers in battle, and some of the finest-made war hammers are dwarven in origin. Typically made entirely of steel or mithril alloy, many possess decorative rondels that protect and strengthen the grip. This particular hammer also exhibits decorative dwarven runes on the shaft.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency Type: War Hammer
Type: 1-handed
Requires:
 6 Strength

Weight: 8~

@192 = ~Giant Feller
The personal war hammer of Tearlac Truehammer, son of Otho Truehammer, this mighty mithril weapon was forged by Tearlac himself after many years of training under the watchful eye of his father. Some consider Otho to be one of, if not the, finest smith in the Sword Coast, and the quality of the weapons suggests that Tearlac may be second only to his father. Tearlac carved decorative runes on the oaken shaft to proudly display his heritage, and decorative mithril rondels protect and strengthen the grip.

STATISTICS:

THAC0: +1 (+4 vs. giant humanoids)
Damage: 1d4+2 (+4 vs. giant humanoids)
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: 1-handed
Requires:
 6 Strength

Weight: 8~

@193 = ~Skeezer Lumpkin's "Dwarven" War Helmet~

@194 = ~Skeezer Lumpkin's "Dwarven" War Helmet
This sturdy, steel-banded helm is of dwarven construction. Dwarven runes are set into the metal above the brow.

STATISTICS:

Combat abilities:
 Protects against critical hits

Weight: 2~

@195 = ~Skeezer Lumpkin's "Dwarven" War Helmet
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 the gnome saved Gothmog's life. Gothmog was ambushed by a patrol of duergar, who made their way to the surface one moonless night to seek out prey. Skeezer, camping nearby, witnessed the attack and thrust his staff into the ground, causing the sky to become as bright as any midday and sending the duergar running. From that day on, Gothmog and Skeezer became close friends. Gothmog even became interested in his gnomish friend's magical abilities, and in secret tried out a few small spells when making the helm, knowing of course that his clan would frown upon such activities.

Though Skeezer claims the helm is blessed with all the powers of Clangeddin himself, the prominent horns jutting from its sides impress you far more, particularly when one nearly pierces your arm. Thankfully, he seems to don it only when anticipating battle.

STATISTICS:

Equipped abilities:
 Intelligence: +2
 Protects against critical hits
 Protects against all forms of panic and boosts morale

Weight: 2~

@196 = ~Conchobhair's Helmet of Courage~

@197 = ~Conchobhair's Helmet of Courage
Like others of its type, this helmet has been enchanted to provide some protection against mind attacks and fear by boosting the courage of the wearer.

STATISTICS:

Equipped abilities:
 Protects against critical hits
 Protects against fear and certain mind attacks

Weight: 2~

@198 = ~Ferthgil's Helmet~

@199 = ~Ferthgil's Helmet
This helmet was forged especially for Ferthgil Trollslayer, son of Breachin Trollslayer. Given to Ferthgil by the Stoneheath Clan during his stay with them after his father died, it fits the dwarf perfectly. Gulmoth Stonehearth, Ferthgil's mentor, placed the blessing of Clanggedin upon it to help Ferthgil channel all of his emotions when needed, especially in battle.

STATISTICS:

Equipped abilities:
 Protects against critical hits
 Protects against all forms of charm, panic and hold

Weight: 4~

@200 = ~Thorfinn's Helmet~

@201 = ~Thorfinn's Helmet
This helm grants immunity to all forms of fear and panic, whether natural or magical.

STATISTICS:

Equipped abilities:
 Protects against critical hits
 Protects against all forms of panic and boosts morale

Weight: 2~

@202 = ~Vessel~

@203 = ~Phylactery of Koroval Na'Krugen~

@204 = ~Vessels such as this are generally used to hold potions and other magical liquids. They are most often made from ceramic, crystal, glass or metal.~

@205 = ~Phylactery of Koroval Na'Krugen
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. Liches spend their entire existences seeking to gain further mastery over the magic that they were unable to obtain in their mortal forms--the very reason most choose such a horrid existence.

To destroy the Dark One, you must have possession of this phylactery, preventing the lich from resurrecting itself.~

@206 = ~Vial~

@207 = ~Magic Jar~

@208 = ~Vessels such as this are generally used to hold potions and other magical liquids. They are most often made from ceramic, crystal, glass or metal.~

@209 = ~Magic Jar
This vial is one of six that contains the life essence of the former companions and one-time friends of the lich known as the Dark One.

These vials must be returned to the phantoms to grant them their freedom.~

@210 = ~Jules' Antique Pearl Necklace~

@211 = ~CúChoinneach's Leather Armor +4~

@212 = ~CúChoinneach's Leather Armor
CúChoinneach constructed this armor for himself during his days as a ranger.

STATISTICS:

Equipped abilities:
 Hide in Shadows: +15%
 Save vs. Death: +2

Armor Class: 4
Requires:
 4 Strength

Weight: 8~

@213 = ~Hide Armor~

@214 = ~Thorfinn's Hide Armor~

@215 = ~Hide Armor is made from the thick hide of a very large animal (an elephant for example) or from many layers of normal leather from common animals, like cows. Hide armor is far too bulky, inflexible and heavy to be used much in advanced human cultures. However, among the barbaric humanoid masses that live throughout the dark forests and misty jungles of the world, hide armor is common. Even though it does offer more protection then leather armor, one must get by the offensive odor and sometimes shoddy appearance in order to wear it. Although thieves can wear this armor, it has negatively impacts their abilities.

STATISTICS:

Armor Class: 6

Weight: 40~

@216 = ~Thorfinn's Hide Armor
This is the personal hide armor of Thorfinn Hauskluniff. Though it does not possess any magical abilities, it is a well-constructed piece, almost appearing to be traditional leather due to its cut and design. A snarling wolf emblazoned on the breast evokes its wilder origins.

STATISTICS:

Armor Class: 6
Weight: 3~

@217 = ~Keiria's Bard Armor +1~

@218 = ~Keiria's Bard Armor +1
Keiria has maintained close ties to her elven heritage, and as a result has been able to obtain a few enchanted items from her long-lived kin. Among them is this studded leather armor, magically imbued with protective spells and in turn designed to allow the wearer more freedom when casting spells.

STATISTICS:

Armor Class: 6
Requires:
 7 Strength

Weight: 10~

@219 = ~Letter~

@220 = ~Otho my friend,

These are the brave adventurers I spoke of whom I spoke. I would be grateful 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~

@221 = ~Friends,

You acted bravely and honorably. With your help we stopped Daerthmac from spreading terror any further. But I must now depart, for my mission is not yet ended. Other evils still threaten the Sword Coast and beyond, and I fear that we may not have heard the last of the vampire or his ilk. 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~

@222 = ~Lord Daerthmac,

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

Yours for eternity,
Clairis~

@223 = ~Friends,

You acted bravely and honorable. With your help we stopped 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. But I must now depart, for my mission is not yet ended. Other evils still threaten the Sword Coast and beyond, and I fear that we may not have heard the last of the vampire or his ilk. 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~

@224 = ~Letter to Thomic~

@225 = ~Thomic,

You left the shopping list at home again. Don't 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 not to stop at every bar between here and there.

Katerin~

@226 = ~Davaeorn,

My sources have told me that a small band of mercenaries, some of whom may be members of the Harpers, were in the area of the Friendly Arm Inn. I sent Tarnesh to investigate and stop them, but I have not heard back from him. I suggest you send Drasus and Genthore to the Friendly Arm Inn immediately, and notify Tazok of the situation.

Rieltar~

@227 = ~Otho Truehammer's Mace +1~

@228 = ~Otho Truehammer's Mace
Otho has created this finely-crafted mace for you. Despite the iron shortage, most smithies have kept a small amount of fine iron on hand for special projects. Otho used much of his supply to craft this weapon, and he also had a small enchantment placed upon it to strengthen its blows.

STATISTICS:

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

Weight: 8~

@229 = ~Otho Truehammer's Mace +1 (Enchanted)~

@230 = ~Otho Truehammer's Mace (Enchanted)
Elminster the Sage has placed a very powerful enchantment on the mace that Otho created for you, giving it special powers to defeat the evil undead. You notice that the mace now glows with a faint blue light.

STATISTICS:

THAC0: +1 (+4 vs. undead)
Damage: 1D6+2 (+4 against undead)
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires:
 10 Strength

Weight: 8~

@231 = ~Mace of Disruption~

@232 = ~After Morninglord Jarent placed the blessings of Lathander upon the mace, it almost appears to breathe with a life of its own. You can feel the power surge through your hands as you wield it, eager to seek out undead!

STATISTICS:

Combat abilities:
 Destroys most undead on contact

THAC0: +4
Damage: 1d6+5 (crushing)
Speed Factor: 4
Proficiency Type: Mace
Type: 1-handed
Requires:
 10 Strength

Weight: 8~

@233 = ~Doom Sword~

@234 = ~Melf's Meteors~

@235 = ~Ferthgil's Mithril Battle Armor +5~

@236 = ~Ferthgil's Mithril Battle Armor
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 a worthy smith, but prefers the battlefield to the forge. However, though no magic or enchantments were utilized in its creation, the near-perfect manufacture makes it the equivalent of a powerfully-enchanted armor.

STATISTICS:

Equipped abilities:
 Constitution: +2

Armor Class: -2
Requires:
 12 Strength

Weight: 30~

@237 = ~Conchobhair's Blessed Plate Armor +3~

@238 = ~Conchobhair's Blessed Plate Armor
This powerful suit of full plate mail has been blessed to provide extra protection when fighting against giant enemies and monsters. Conchobhair finds perfectly suited for his chosen path of dragonslayer, giving him good protection while allowing freedom of movement.

STATISTICS:

Armor Class: -2
Requires:
 15 Strength

Weight: 45~

@239 = ~Plate Mail +3: The Practical Defense~

@240 = ~The Practical Defense
The traveling adventurer could ask for no better a suit of armor in all the land. Specially commissioned by Bolhur "Thunderaxe" at GREAT expense, this suit was his most prized, even if not his most ornate. Eminently practical, Bolhur demanded armor that would offer superior protection while hampering him the least. By "hampering" he did not just mean in movement or weight, though this suit is just over one-third the weight of normal plate mail: His ideal suit should also be able to withstand the rigors of his wanderings with little maintenance. This is not to say that Bolhur "Thunderaxe" neglected his armors (to say as such would get your ears boxed), but the regime of spit and polish required for a "gentleman's" suit was beyond his caring. Save the tassels and gilding of full plate for kings and heads of state; a working dwarf cares more for utility than looks.

STATISTICS:

Armor Class: 0
Requires:
 12 Strength

Weight: 18~

@241 = ~Ancient Relic of Lathander~

@242 = ~Ancient Relic of Lathander
This is the relic that you seek.~

@243 = ~CúChoinneach's Small Shield +3: The Moon~

@244 = ~The Moon
CúChoinneach created this shield for himself after receiving the scimitar Mairail from Sehanine Moonbow. Blessed by a priestess of the goddess, it is fashioned of mithril and reinforced by the hardest woods of the forest.

STATISTICS:

Equipped abilities:
 Armor Class: +4
 No missile weapon protection

Requires:
 4 Strength

Weight: 3~

@245 = ~Staff~

@246 = ~Skeezer's Staff of Unpredicability +2~

@247 = ~Skeezer's Staff of Unpredicability
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. The result is a weapon that produces an entirely random effect on anything that Skeezer uses it on.

STATISTICS:

Combat abilities:
 Unknown

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

Weight: 4~

@248 = ~Apprentice's Ring~

@249 = ~Apprentice's Ring
These rings are often gifted to apprentices who show exceptional skill or merit in the arcane arts.

STATISTICS:

Equipped abilities:
 Grants two extra 1st level spells, one extra 2nd level
 spell, and one extra 3rd level spell~

@250 = ~Scimitar~

@251 = ~Mairial +3: The Death Hunter~

@252 = ~The long, curved, single edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different part of Faerûn. Where as the saber was intended mainly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir", as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. The effect of this is that it is slightly slower but tends to be more effective and deadly in combat.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 4~

@253 = ~The Death Hunter
This is the personal scimitar of CúChoinneach. Forged of pure mithril bathed in the light of a full moon, it was given to him by Sehanine Moonbow, the elven goddess of the moon, stars and heavens. Shortly after his chosen, Fia'nna, had been slain by a horde of undead led by a vampire, CúChoinneach was visited by Sehanine in a dream. Whispering of vengeance, she told the ranger that he would become the hunter, chosen by her to hunt down the most evil undead of the Realms. When he awoke, the crescent blade, the symbol of the goddess, lay beside him. A powerful weapon, its arcane powers are largely unknown, even to its wielder.

STATISTICS:

Combat abilities: Special powers against the undead (full extent unknown)

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

Weight: 3~

@254 = ~Two-handed Sword~

@255 = ~Conchobhair's Dragonslayer +2~

@256 = ~The two-handed sword is a derivative of the long sword. Weapon smiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended, and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 10
Proficiency Type: Two-handed Sword
Type: 2-handed
Requires:
 14 Strength

Weight: 15~

@257 = ~Dragonslayer
Imbued with very strong enchantments, this mighty blade is also shielded by a cloaking spell, preventing any attempts at discerning its true nature. Its origin and history are thus largely unknown, though it is rumored that the sword chooses its wielder, and will prevent any other from using it. Those who have attempted to forcibly control the weapon have found their wills sapped, or worse...

STATISTICS:

Combat abilities:
 Slight chance of slaying any dragon on contact
 Acid Resistance: 50%
 Fire Resistance: 50%
 Aura of Protection
 Save vs. Breath Weapons: +2

Damage: 1d10+2 (+4 vs. dragons)
Damage Type: Slashing
Speed Factor: 6
Proficiency Type: Two-handed Sword
Type: 2-handed
Requires:
 14 Strength

Weight: 15~

@258 = ~Two-handed Sword +2~

@259 = ~Two-handed Sword +2

The two-handed sword is a derivative of the long sword. Weapon smiths 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. This particular example bears elven enchantments that further enhance its utility in battle.

STATISTICS:

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 10
Proficiency Type: Two-handed Sword
Sword Type: 2-handed
Requires:
 14 Strength

Weight: 15~

@260 = ~Cutlass~

@261 = ~Cutlass +2: O-Tokne's Fang~

@262 = ~The long, curved, single-edged blade is characteristic of both the cutlass and the scimitar, even though their origins lie in different part of Faerûn. The cutlass, because of its lighter frame, is the choice of many a thief and brigand.

STATISTICS:

Damage: 1d8 (slashing)
Speed Factor: 5
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 4~

@263 = ~O-Tokne's Fang
Fashioned from the fang of a small dragon famed for his speed, this cutlass appears to seek out its targets as if hungering for blood. Its added grace and balance enable the wielder to attack with greater frequency.

STATISTICS:

Combat abilities:
 Increased number of attacks

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 3~

@264 = ~Cutlass +2: Scorcher~

@265 = ~Scorcher
Forged of layers of red metal, laid upon one another so as to make it appear wrinkled, this cutlass is unusually cold to the touch. Runic carvings near the hilt, reminiscent of the tribal languages of the northern reaches of Vaasa, give the blade its name. Its appearance and apparent lack of enchantment have caused many an adventurer to mistake it as useless. Those more with more inquisitive minds, who carry it along just to be sure, are always pleasantly surprised. Once in motion in battle, swinging toward its target, Scorcher's name becomes clear, as it ignites with a burning flame.

STATISTICS:

THAC0: +2
Damage: 1d8+2, +2d3 fire damage
Damage Type: Slashing
Speed Factor: 3
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 3~

@266 = ~Cutlass +2: Ghost Blade~

@267 = ~Ghost Blade
As any warrior can attest, swing a blade swiftly enough, and traces of its shape appear to arc through the air. Ghost Blade is no different to the naked eye, but unlike an average sword, its ghostly images can also cut. The weapon was fashioned by a rather porkish, lazy fellow named Bordger, who was rumored to have acquired magical training before turning to thievery. Given the effectiveness of this enchantment, perhaps he would have been better served remaining a mage.

STATISTICS:

THAC0: +2
Damage: 1D8+2, +2d3 extra slashing damage
Speed Factor: 3
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 3~

@268 = ~Cutlass +2: Sparks~

@269 = ~Sparks
Humming with electrical energy, it's easy to see how this cutlass got its name. Though most details of its origin are shrouded in mystery, stories of a strange land always accompany any recounting of the blade's history. The first known owner was a pirate who had just returned to port from the Chultan peninsula. Murdered while in a drunken stupor, under rather suspicious circumstances, his name and story remains as much a mystery as the sword.

STATISTICS:

THAC0: +2
Damage: 1d8+2, +2d3 electrical damage
Damage Type: Slashing
Speed Factor: 3
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 3~

@270 = ~Keiria Silverstring's Light Crossbow of Speed~

@271 = ~This light crossbow has no extra enchantments to distinguish it from others of its type. The only difference is its color, as Keiria strives always to remain fashionable, even on the battlefield.

STATISTICS:

Combat abilities:
 1 extra attack per round

THAC0: +1
Damage: +1
Speed Factor: 3
Proficiency Type: Crossbow
Type: 2-handed
Requires:
 10 Strength

Weight: 5~

@272 = ~Long Sword +2: Khal Abbil~

@273 = ~Khal Abbil
Created by a powerful drow mage in the famed city of Menzoberranzan, Khal Abbil ("trusted friend") was a product of the paranoia and betrayal prevalent in drow society. The mage, realizing that he had little protect him from straightforward attacks such as those of warriors, crafted the blade as a magical bodyguard. Although golems and other magical constructs were powerful fighters, he sought unobtrusive protection that could follow him wherever he went and strike at enemies in the blink of an eye. Khal Abbil, though no different from other drow blades in appearance, can float in the air and attack any enemies with a simple spoken command.

STATISTICS:

Combat abilities: Khal Abbil can be commanded to "dance." It will attack enemies designated by its wielder for 2 full rounds before teleporting back.

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 2~

@274 = ~Robe of Dh'arlome~

@275 = ~Robe of Dh'arlome
The famed relic, sought by mages, warriors and rogues alike, was created in the fabled land of Halruaa. Its eponym, Dh'arlome, was not in fact the mage who enchanted it, but rather his child. Born to one of the most powerful families in Halruaa, Dh'arlome had the misfortune of inheriting none of his forebear's abilities. Seeking to ensure that he would not be an easy target of rival families, his father cast a powerful enchantment on the robe as a means of protecting him. The spell worked even better than anticipated, but had an unfortunate side effect: Dh'arlome could not remove it. Hearing of the robe, a family enemy murdered the boy to gain its power, but was in turn struck down by the father, who cast the robe away in grief. It has since been shunned by many for fear that others will seek to acquire it by any means necessary.

STATISTICS:

Special: Can only be removed with a Remove Curse spell

Equipped abilities:
 Armor Class: +3
 Magic Resistance: +25%
 Immune to 1st, 2nd & 3rd level spells
 Immune to all non-magical weapons

Weight: 6~

@276 = ~Ancient Goblet~

@277 = ~Holy Goblet~

@278 = ~Spear~

@279 = ~Spear +3: Dragon Scepter~

@280 = ~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, weapon smiths began experimenting with different types of spear heads, thus leading to the development of certain pole arm types.

STATISTICS:

Damage: 1d6 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: 2-handed
Requires:
 5 Strength

Weight: 5~

@281 = ~Dragon Scepter
Named so because of the dragons ornately carved into the shaft of the spear, the Dragon Scepter's exact origins remain unknown. However, an ancient script on the blade has led some scholars to believe that it is extremely old, possibly even dating to the Sundering.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 5
Proficiency Type: Spear
Type: 2-handed
Requires:
 5 Strength

Weight: 5~

@282 = ~Sword of Balduran~

@283 = ~This ornate, but poorly balanced, bastard sword was found within the wreck of Balduran's ship. Gold weapons are not known to be useful in combat, but legends say that only weapons forged of gold can harm such dread creatures as the Loup Garou.

STATISTICS:

THAC0: +4 vs. Lycanthropes
Damage: 2d4 (+4 vs. Lycanthropes)
Damage type: Slashing
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: 1-handed
Requires:
 11 Strength

Weight: 12~

@284 = ~Robe of the Abyss~

@285 = ~Robe of the Abyss
A foul artifact woven from the fabric of the Abyss itself, this powerful robe was a gift to a poor young mage by the demon lord Pazuzu. Seeking in vain to gain the power necessary to overthrow the tyrannical ruler of his small city in Damara, the young spellcaster delved into dark, arcane texts he had discovered in nearby ruins. Calling to what he believed to be a spirit named Pazrael, he wished for the means to destroy the tyrant and was granted the robe. Unbeknownst to him, the demon lord would exact a heavy price: The mage slowly fell into corruption as the robe sapped at his strength and will, and he became a force far more evil than the lord he had overthrown. When Pazuzu finally revealed his true nature, the young wizard eagerly formed a dark cult, sacrificing innocents and committing atrocities to appease his new master. History does not record what became of the mage, but the robe continued to be sighted in the centuries that followed, often in some of the darkest places and times in the Realms.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Magic Resistance: 25%
 Saving Throws: +2
 Constitution: -30%
 Wearer does not require sleep
 Grants 3 extra mage spells from 1st to 5th levels and 1 extra mage spell from 6th to 8th levels

Weight: 6~

@286 = ~D'Raavhen's Fang +4~

@287 = ~D'Raavhen's Fang
The mere sight of this dark dagger causes unease, leading you to wonder if it possesses a will of its own. Pulsing with aura of pure evil, the twisted, blackened blade bears no resemblance to conventional weapons, and it appears to be forged from a metal not found anywhere in the Realms. The dagger is as dark and foreboding as its first master, the warlock Lorik D'Raavhen.

STATISTICS:

Combat abilities:
 Vampiric

THAC0: +4
Damage: 1d4+4
Speed Factor: 2
Proficiency Type: Dagger
Type: 1-handed
Requires:
 3 Strength

Weight: 1~

@288 = ~Dragonskin Bracers~

@289 = ~Dragonskin Bracers
Cut from the extremely tough skin of an ancient wyrm, these bracers offer exceptional protection. Similar items are made by druidic craftsmen on the rare occasion of an old dragon's death.

STATISTICS:

Equipped abilities:
 Armor Class: +4

Weight: 2~

@290 = ~Scimitar +2: Jagged Lightning~

@291 = ~Scimitar
The scimitar is closely related to the saber, a single-edged curved sword with a protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown. However, they have been very popular in the southern regions of the Realms.

STATISTICS:

Damage: 1d8 (slashing)
Proficiency type: Scimitar
Speed Factor: 5
Type: 1-handed
Requires:
 10 Strength

Weight: 4~

@292 = ~Jagged Lightning
The mithril blade of this scimitar is serrated, causing it to resemble a slightly curved lightning bolt. Created in ancient Calimshan by a cult of Bhaelros, the sword was used by its holy warriors in their battles against rivals. Electricity flows through the blade, and small surges of energy cause small lightning bolts to flicker along its serrated edge, attracting energy directed at the wielder. The weapon's magic, combined with its lightness, enable quick, well-placed strikes against opponents.

STATISTICS:

Equipped abilities:
 Resistance to Electricity: +25%

THAC0: +2
Damage: 1d8+2, +1d4 lightning damage
Damage Type: Slashing
Proficiency type: Scimitar
Speed Factor: N/A
Type: 1-handed
Requires:
 10 Strength

Weight: 3~

@293 = ~Drow Bolts~

@294 = ~Drow Bolts
Although these small bolts inflict only a small amount of damage, they are coated with a very powerful poison that renders victims unconscious for a short time.

STATISTICS:

Combat abilities: Sleep for 60 seconds on successful hit (Save vs. Poison with -4 penalty for no effect)
Damage: 1d3 (missile)
Launcher: Crossbow

Weight: 0~

@295 = ~Adamantite Mesh Armor +1~

@296 = ~Drow Adamantite Mesh Armor
Drow often wear finely-crafted, lightweight black mesh armor such as this. Forged from a special alloy of steel containing adamantite, the armor shares the properties of enchanted chainmail, but does not radiate magic.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it loses its protective properties and rots, becoming totally worthless.

STATISTICS:

Armor Class: 4

Weight: 7
Requires:
 7 Strength~

@297 = ~Adamantite Mesh Armor +2~

@298 = ~Superior Adamantite Mesh Armor
Drow often wear finely-crafted, lightweight black mesh armor such as this. Forged from a special alloy of steel containing adamantite, the armor shares the properties of enchanted chainmail, but does not radiate magic.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it loses its protective properties and rots, becoming totally worthless.

STATISTICS:

Armor Class: 3
Requires:
 7 Strength

Weight: 7~

@299 = ~Exceptional Adamantite Mesh Armor +3~

@300 = ~Exceptional Drow Adamantite Mesh Armor
Drow often wear finely-crafted, lightweight black mesh armor such as this. Forged from a special alloy of steel containing adamantite, the armor shares the properties of enchanted chainmail, but does not radiate magic.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it loses its protective properties and rots, becoming totally worthless.

STATISTICS:

Armor Class: 2
Requires: 7 Strength

Weight: 7~

@301 = ~Drow Mage Cloak~

@302 = ~Drow Mage Cloak
Powerful drow mages are often seen wearing fine cloaks that cause them to blend into their surroundings, making it quite difficult to face them in battle. The material used to make these cloaks does not cut easily and is fire resistant.

Because of the nature of drow cloth, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Equipped abilities:
 Armor Class: 3
 Intelligence +2
 Save vs. Breath Weapon: +6
 Fire Resistance: +75%
 Non-detection
 Memorize one extra spell from 1st to 9th levels

Weight: 3~

@303 = ~Superior Drow Mage Cloak
Powerful drow mages are often seen wearing fine cloaks that cause them to blend into their surroundings, making it quite difficult to face them in battle. The material used to make these cloaks does not cut easily and is fire resistant.

Because of the nature of drow cloth, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Equipped abilities:
 Armor Class: 1
 Intelligence +2
 Save vs. Breath Weapon: +6
 Fire Resistance: +75%
 Non-detection
 Memorize one extra spell from 1st to 9th levels

Weight: 3~

@304 = ~Exceptional Drow Mage Cloak
Powerful drow mages are often seen wearing fine cloaks that cause them to blend into their surroundings, making it quite difficult to face them in battle. The material used to make these cloaks does not cut easily and is fire resistant.

Because of the nature of drow cloth, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Equipped abilities:
 Armor Class: 0
 Intelligence +2
 Save vs. Breath Weapon: +6
 Fire Resistance: +75%
 Non-detection
 Memorize one extra spell from 1st to 9th levels

Weight: 3~

@305 = ~Adamantite Dagger +1~

@306 = ~Adamantite Dagger
Most drow carry daggers forged from adamantite alloy and reinforced with enchantments. Some are even coated with one of the several types of drow poisons, allowing them to be well-prepared to deal with assassins, a constant danger in drow society. Of course, the daggers are also used just as frequently by the assassins themselves...

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

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

Weight: 1~

@307 = ~Adamantite Dagger +2~

@308 = ~Superior Adamantite Dagger
Most drow carry daggers forged from adamantite alloy and reinforced with enchantments. Some are even coated with one of the several types of drow poisons, allowing them to be well-prepared to deal with assassins, a constant danger in drow society. Of course, the daggers are also used just as frequently by the assassins themselves...

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

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

Weight: 1~

@309 = ~Adamantite Dagger +3~

@310 = ~Exceptional Adamantite Dagger
Most drow carry daggers forged from adamantite alloy and reinforced with enchantments. Some are even coated with one of the several types of drow poisons, allowing them to be well-prepared to deal with assassins, a constant danger in drow society. Of course, the daggers are also used just as frequently by the assassins themselves...

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

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

Weight: 1~

@311 = ~War Helmet of Lolth +1~

@312 = ~War Helmet of Lolth
Elite drow warriors wear helmets made of adamantite alloy. Imbued with enchantments, they protect wearers from most blows.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Protects against critical hits

Weight: 1~

@313 = ~War Helmet of Lolth +2~

@314 = ~Superior War Helmet of Lolth
Elite drow warriors wear helmets made of adamantite alloy. Imbued with enchantments, they protect wearers from most blows.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Protects against critical hits

Weight: 1~

@315 = ~Adamantite Mace +2~

@316 = ~Adamantite Mace
While the serpent-headed whips are undoubtedly the favored weapons of the spider goddess Lolth's elite priestesses, lesser drow clerics must make due with magical adamantine maces. This is not to denigrate their power, of course, as the maces bear enchantments that enhace a wielder's blows.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

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

Weight: 8~

@317 = ~Adamantite Mace +3~

@318 = ~Superior Adamantite Mace
While the serpent-headed whips are undoubtedly the favored weapons of the spider goddess Lolth's elite priestesses, lesser drow clerics must make due with magical adamantine maces. This is not to denigrate their power, of course, as the maces bear enchantments that enhace a wielder's blows.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 6
Proficiency Type: Maces
Type: 1-handed
Requires:
 10 Strength

Weight: 8~

@319 = ~Adamantite Plate Armor +3~

@320 = ~Adamantite Plate Armor
Seen far less than mesh armor among the drow populace due to their slight frames, drow plate armor offers superior protection. To offset the loss in mobility, drow smiths temper the adamantite with special cantrips, lessening its weight for the wearer while still making it undetectable by magical divination. Due to its rarity, only the strongest drow warriors are typically seen wearing adamantite plate in battle.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Armor Class: 0
Requires:
 12 Strength

Weight: 20~

@321 = ~Adamantite Plate Armor +4~

@322 = ~Superior Adamantite Plate Armor
Seen far less than mesh armor among the drow populace due to their slight frames, drow plate armor offers superior protection. To offset the loss in mobility, drow smiths temper the adamantite with special cantrips, lessening its weight for the wearer while still making it undetectable by magical divination. Due to its rarity, only the strongest drow warriors are typically seen wearing adamantite plate in battle.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Armor Class: -1
Requires:
 12 Strength

Weight: 20~

@323 = ~Adamantite Plate Armor +5~

@324 = ~Exceptional Adamantite Plate Armor
Seen far less than mesh armor among the drow populace due to their slight frames, drow plate armor offers superior protection. To offset the loss in mobility, drow smiths temper the adamantite with special cantrips, lessening its weight for the wearer while still making it undetectable by magical divination. Due to its rarity, only the strongest drow warriors are typically seen wearing adamantite plate in battle.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Armor Class: -2
Requires:
 12 Strength

Weight: 20~

@325 = ~Adamantite Buckler +1~

@326 = ~Adamantite Buckler
Other than the excellent quality and use of adamantite, there is little to distinguish this drow buckler from others on the surface.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Armor Class: +1
Requires:
 4 Strength

Weight: 2~

@327 = ~Adamantite Buckler +2~

@328 = ~Superior Adamantite Buckler
Other than the excellent quality and use of adamantite, there is little to distinguish this drow buckler from others on the surface.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Armor Class: +2
Requires:
 4 Strength

Weight: 2~

@329 = ~Adamantite Buckler +3~

@330 = ~Exceptional Adamantite Buckler
Other than the excellent quality and use of adamantite, there is little to distinguish this drow buckler from others on the surface.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Armor Class: +3
Requires:
 4 Strength

Weight: 2~

@331 = ~Adamantite Spear +2~

@332 = ~Adamantite Spear
Though most drow warriors favor the long sword when battling others of their kind, they often use adamantite spears during raids or when going to war. Cruel barbs run down the length of the blade, designed to puncture armor and skin, and maximize damage when pulling it out. Most drow also coat the tips in a powerful sleep poison.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

Combat abilities: 30 poison damage over 15 seconds unless a successful Save vs. Poison with a -4 penalty is made. The victim is also rendered unconscious for 60 seconds.

THAC0: +2 bonus
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Spear
Type: 2-handed
Requires:
 5 Strength

Weight: 2~

@333 = ~Adamantite Short Sword +1~

@334 = ~Adamantite Short Sword
Given the prevalance of the two-weapon fighting style among the drow, many of their warriors carry a short sword as a secondary weapon. Forged from adamantite like most other drow weapons, the balance and design of the blade is exceptional.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

THAC0: +1
Damage: 1d6+1 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: 1-handed
Requires:
 3 Strength

Weight: 2~

@335 = ~Adamantite Short Sword +2~

@336 = ~Superior Adamantite Short Sword
Given the prevalance of the two-weapon fighting style among the drow, many of their warriors carry a short sword as a secondary weapon. Forged from adamantite like most other drow weapons, the balance and design of the blade is exceptional.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

THAC0: +2
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: 1-handed
Requires:
 3 Strength

Weight: 2~

@337 = ~Adamantite Short Sword +3~

@338 = ~Exceptional Adamantite Short Sword
Given the prevalance of the two-weapon fighting style among the drow, many of their warriors carry a short sword as a secondary weapon. Forged from adamantite like most other drow weapons, the balance and design of the blade is exceptional.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

THAC0: +3
Damage: 1d6+3 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: 1-handed
Requires:
 3 Strength

Weight: 2~

@339 = ~Drow Light Crossbow~

@340 = ~Drow Light Crossbow
Crafted with a design unseen outside the Underdark, drow light crossbows are mounted on the wrist and fire small bolts coated in a powerful sleep poison. Reinforced with adamantite, the weapon enables the drow to fire accurately and with great speed. Enemies who engage them in battle quickly learn to fear its telltale click.

Because of the nature of adamantite, if exposed to sunlight, irreversible decay begins. Within two to twelve days, it will lose its protective properties and rot, becoming totally worthless.

STATISTICS:

THAC0: +1
Damage: +1
Speed Factor: 3
Proficiency Type: Missile Weapon
Type: 2-handed
Requires:
 10 Strength

Weight: 5~

@341 = ~Ebon Helm~

@342 = ~Ebon Helm
This ebon helm features demonic wings and runes that a basic divination spell reveal to be abyssal in nature. Its dark energies appear designed to protect the wearer from mental attacks.

STATISTICS:

Equipped abilities:
 Protects against critical hits
 Protects against charm

Weight: 2~

@343 = ~Full Plate Mail~

@344 = ~Ebon Plate +1: The Gaping Maw~

@345 = ~Dark in appearance and carved with sinister runes, this full plate armor appears designed to intimidate and terrify. Though marred by marks of battle, a dark shape can be discerned on the breast, an indistinct image of a two-headed beast. The armor clearly offers superb protection.

STATISTICS:

Armor Class: 1
Requires:
 15 Strength

Weight: 70~

@346 = ~The Gaping Maw

The twisted runes carved into this dark armor translate as "The Gaping Maw" in the abyssal tongue. Though you know little of that hellish plane, you recall that the term refers to the 88th layer of the Abyss. How or why armor of this nature came to be in the Sword Coast is a mystery, one that disturbs you greatly.

STATISTICS:

Armor Class: 0
Requires:
 15 Strength

Weight: 35~

@347 = ~Club~

@348 = ~Elgenon's Bramble: The Branch of Many Thorns~

@349 = ~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 (crushing)
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires:
 5 Strength

Weight: 3~

@350 = ~The Branch of Many Thorns
Crafted by nymphs for the keepers of the wood, this bramble bush branch is enchanted with thorns that shoot from its surface and grow anew upon use. After being gifted to Elgenon the Wise, the leader of a small druidic tribe in the forests of Amn, it passed on through the centuries to druids who proved their worth as protectors of nature.

STATISTICS:

Combat abilities: On successful hit, target loses 10% of maximum hit points within 20 seconds unless Save vs. Death is made

THAC0: +1
Damage: 1d6+2, +1d4+1 missile damage
Damage Type: Crushing
Speed Factor: 3
Proficiency Type: Club
Type: 1-handed
Requires:
 5 Strength

Weight: 3~

@351 = ~Ethric~

@352 = ~Ethric
Capped with a smooth, black crown, and carved with grotesque etching of blood and death, this staff radiates dark magic. While close examination and spells can reveal some of its nature, its powerful enchantments resist any further divination, leading you to suspect that it may have other hidden powers.

STATISTICS:

Equipped abilities: Immunity to non-magical weapons

THAC0: +1
Damage: 2d3+1 (crushing)
Speed Factor: 3
Proficiency Type: Staff
Type: 2-handed

Weight: 4~

@353 = ~Wand~

@354 = ~Ettin's Wand~

@355 = ~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.~

@356 = ~Ettin's Wand
A monk from an small order near the city of Hillsfar, Ettin proved to be a very adept herbalist in addition to his priestly duties. When cataloguing the flora near his monastery, he discovered three rare herbs native to the Moonsea region that, when combined, paralyzed living creatures for a short time and also proved poisonous to some. Ettin's knowledge was later discovered by a mage, who was able to replicate the effect using enchanted spheres delivered through a wand.

STATISTICS:

Effect: Stuns target
Special: 30% chance to poison target

Range: 100 ft
Area: 1 creature
Duration: 10 rounds~

@357 = ~Cloak of Fading~

@358 = ~Cloak of Fading
One of the more eccentric, and absolutely insane, members of the already-eccentric Harpell family, Noober Harpell adored elves, frequently accosting them as they passed the family mansion. Fascinated by their flowing cloaks, he created this imitation. When donned, it blends into the surroundings, allowing the wearer to almost entirely fade from sight.

A small patch sewn into the lining reads "Property of Noober, son of Noober."

STATISTICS:

Equipped abilities:
 +75% invisibility

Weight: 3~

@359 = ~Boots of the Forest~

@360 = ~Boots of the Forest
These boots, woven from slim, supple branches with such expertise so as to appear made of leather, the Boots of the Forst are one of the many gifts bestowed upon the protectors of the forests. Such individuals swear that the boots not only allow them to travel at a greater pace, but also provide them with a much greater sensitivity to their surroundings.

STATISTICS:

Equipped abilities:
 Stealth: +15%
 Grants Free Action

Weight: 4~

@361 = ~Goblin's Bane~

@362 = ~Goblin's Bane
Named so for its purpose, this style of bow is frequently used by elves in the defense of their homes against the ravaging goblin hordes of the northern reaches. Although it is not enchanted, the superb elven craftsmanship enhances its accuracy and damage.

STATISTICS:

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

Weight: 2~

@363 = ~Berrto Ghastkill~

@364 = ~Gnomish Workman's Leather~

@365 = ~Gnomish Workman's Leather +2~

@366 = ~Gnomish workman's leather armor is a variation of the typically high-quality gnomish leather. Adorned with dozens of tiny tool holders and pouches, it is often filled with a bizarre collection of coins, nails, tools, weapons, widgets and sprockets by wearers. Thus, despite its suppleness, a set of gnomish workman's leather provides protection, albeit unorthodox, identical to studded leather armor.

STATISTICS:

Armor Class: 7
Requires:
 7 Strength

Weight: 25~

@367 = ~Gnomish Workman's Leather +2
Created by a gnomish master craftsman, this enchanted armor offers better protection against unforeseen accidents. The tools and equipment stored in the armor make finding traps and picking locks easier.

STATISTICS:

Equipped abilities:
 Find traps: +15%
 Lock picking: +15%

Armor Class: 5
Requires:
 7 Strength

Weight: 8~

@368 = ~Hat~

@369 = ~Rogue's Hat~

@370 = ~Felt hats such as this are favorites of bards. Though they offer little in the way of protection, their fashionable appearance matters more to those who wear them. On rare occasions one is discovered that bears enchantments.

STATISTICS:

Weight: 2~

@371 = ~Rogue's Hat
Though it appears as flimsy as a common felt cap, this hat has the resilience to withstand a good blow, and it also instill confidence in the wearer.

STATISTICS:

Equipped abilities:
 Protects against critical hits
 Protection from fear

Weight: 2~

@372 = ~Helm of the Falcon~

@373 = ~Helm of the Falcon
Bold and elaborately ornamented, this helm looks to be more of a show piece then a source of protection. Looks, however, can be very deceiving. Enchanted by the priests of the Red Knight, it provides the wearer with the strength of mind to resist all forms of temptation.

STATISTICS:

Equipped abilities:
 Protects against critical hits
 Protects against mental attacks

Weight: 2~

@374 = ~Lute~

@375 = ~Hirsuhnite's Lute: The Quiet Audience~

@376 = ~This delicately crafted lute's silvery strings contrast with a deeply stained wooden frame with gold inlays. The craftsmanship appears exquisite, and almost inhuman, so much so that even inexperienced fingers playing the strings seem to strike the most beautiful chords. Oddly enough, it never seems to require tuning. ~

@377 = ~The Quiet Audience
Famed among the steppes of Kara-Tur in the far east, this stunning instrument it is said to be the true cause of sleep. Hirsuhnite, among the most talented bards to ever cross the Realms, was rumored to have captured the quiet and stillness of the night in the creation of the lute.

STATISTICS:

Special: Target is rendered unconscious
Duration: 2 Rounds

Weight: 3~

@378 = ~Horn~

@379 = ~Battle Cry~

@380 = ~This imposing silver horn is decorated with red ribbons and runic carvings.~

@381 = ~Battle Cry
Neshum Serret, a general of the northern city of Mirabar, frequently led his troops against the marauding orc hordes inhabiting the Spine of the World. When recruiting volunteers for a campaign during a particularly savage winter, a quiet young bard answered his call for volunteers. Though Serret thought little of the man, believing him too weak to survive a single battle, his opinion soon changed. In the very first clash, the bard raised the horn to his lips and blew a single discordant note, causing the orcs to break ranks and flee. In every subsequent battle to the time of his death, the mysterious bard was seen at Serret's side.

STATISTICS:

Charge abilities:
 Fear (Save vs. Spells negates effect)
 Range: 100 ft
 Area: 20 ft radius
 Duration: 15 rounds~

@382 = ~Potion~

@383 = ~Berserk~

@384 = ~An unknown liquid is contained within this potion bottle.~

@385 = ~Berserk (Innate ability)
A berserker has the ability to go nearly mad in battle, turning himself into an unstoppable killing machine. A person in this state gains 2 points of both strength and constitution, and 15 extra hit points.  Attacks become frenzied, granting the berserker one extra attack per turn. The berserker is immune to fear and does not check for morale.  When the berserk state passes all bonuses will be lost, and if the berserker is below 15 hit points at this time he will die. Any spell caster who berserks will be unable to work magic until the battle rage passes.~

@386 = ~Create Poisoned Arrows~

@387 = ~Create Poisoned Arrows (Innate ability)
This is a knowledge of venoms that allows the creation of up to 5 poisoned arrows per day. The arrows created are normal in all other regards.~

@388 = ~Create Poisoned Bolts~

@389 = ~Create Poisoned Bolts (Innate ability)
This is a knowledge of venoms that allows the creation of up to 5 poisoned crossbow quarrels per day. The bolts created are normal in all other regards.~

@390 = ~Shapeshift Wolf (Magical)~

@391 = ~Shapeshift Wolf (Magical innate ability)
This is the magical ability to take the form of a large wolf.~

@392 = ~Shapeshift Black Bear (Magical)~

@393 = ~Shapeshift Black Bear (Magical innate ability)
This is the magical ability to take the form of a black bear.~

@394 = ~Shapeshift Brown Bear (Magical)~

@395 = ~Shapeshift Brown Bear (Magical innate ability)
This is the magical ability to take the form of a brown bear.~

@396 = ~Shapeshift Flind~

@397 = ~Shapeshift Flind (Innate ability)
This is the ability to take the form of a flind.~

@398 = ~Shapeshift Ogre~

@399 = ~Shapeshift Ogre (Innate ability)
This is the ability to take the form of a huge ogre.~

@400 = ~Shapeshift Sword Spider~

@401 = ~Shapeshift Sword Spider (Innate ability)
This is the ability to take the form of a sword spider.~

@402 = ~Shapeshift Mustard Jelly~

@403 = ~Shapeshift Mustard Jelly (Innate ability)
This is the ability to take the form of a mustard jelly.~

@404 = ~Lycanthropy~

@405 = ~Lycanthropy (Innate ability)
A lycanthrope is a human inflicted with a supernatural disease that causes him to transform into a raging beast. There are many different strains of the lycanthropic disease, this particular one being werewolf. The werewolf is fast and powerful, having inhuman strength and constitution.  Like other lycanthropes, the werewolf can only be hit by magical or silver weapons when in beast form. The greatest tragedy of the werewolf is its inability to control its animal instincts. In combat the creature tends to go nearly mad and will attack anyone, friend or foe, who comes too near its slashing claws.  Even experienced werewolves will eventually harm or kill their own friends and allies no matter how hard they try to control themselves. For this reason, most werewolves are lone creatures, only occasionally banding together even with their own kind.~

@406 = ~Shapeshift Spider~

@407 = ~Shapeshift Spider (Innate ability)
This is the ability to transform into a giant spider once per day.  The spider can cast up to three Webs, to which it is of course immune.~

@408 = ~Bag~

@409 = ~A bag...~

@410 = ~A bag of holding has infinite space to hold items. This particular bag will only hold small items such as jewels, jewelry, scrolls, bolts, bullets, slings and similar-sized objects. It will not hold larger items such as wands, swords, armor, shields and helmets.

STATISTICS:

Place this bag in your quick slot and select it from the main screen to access its contents.~

@411 = ~Bone~

@412 = ~Club of Displacement +3~

@415 = ~This appears to be nothing more than the crudely altered bone of an animal, perhaps a monstrous cat. In a pinch it could be used as a primitive club.

STATISTICS:

Damage: 1d6 (crushing)
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires:
 5 Strength

Weight: 3~

@416 = ~Club of Displacement
Though a rarity in the Realms, adventurers still occasionally sight displacer beasts, monstrous cat-like creatures from the Feywild. Gifted with innate magical abilities, they can project their images a few feet from their bodies, deceiving prey and attackers alike. Judging from the size of this bone, the beast from which it was taken must have been abnormally large.

STATISTICS:

Equipped abilities:
 Saving Throws: +1
 Blur (per 2nd level mage spell)

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

Weight: 3~

@417 = ~Flail~

@418 = ~Flail +3: Justice~

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

STATISTICS:

Damage: 1d6+1 (crushing)
Speed Factor: 7
Proficiency Type: Flail
Type: 1-handed
Requires:
 13 Strength

Weight: 15~

@420 = ~Justice
During the Time of Troubles, when Torm appeared in the city of Tantras, many of his more overzealous followers began persecuting believers of other faiths. Barriltar Bhandraddon, later to become Torm's pontiff, numbered among the few who took a stand against their own bretheren. When a crowd of fanatics attacked a temple of Ilmater, Barriltar seized the nearest weapon, a simple flail, and stood fast against them, refusing to give ground. Stunned by his conviction and lack of fear, the group dispersed. Those who have seen the flail in battle since claim that it glows with a holy light when held by one of pure heart and purpose.

STATISTICS:

THAC0: +3
Damage: 2d4+3 (crushing)
Speed Factor: 6
Proficiency Type: Flail
Type: 1-Handed
Requires:
 13 Strength

Weight: 12~

@421 = ~Katana~

@422 = ~Katana +2: Masamune~

@423 = ~The katana is an eastern-style sword with a slightly curved, single-edge blade on the outside edge of the curve and a tanto tip. Typical designs carry blade lengths anywhere from 24 to 29 inches (60.9 to 73.6 cm) depending upon their era in real-world history. They exhibit many of the same design characteristics as other swords including a blade, crossguard, and handle with one notable difference; the pommel is distinctly smaller if not lacking entirely. The reason is the weapon is crafted with such precise balance as to minimize if not negate the need for a large counterbalance.

STATISTICS:

Damage: 1d10 (slashing)
Proficiency type: Katana
Speed Factor: 5
Type: 2-handed
Requires:
 6 Strength

Weight: 10~

@424 = ~Named for its maker, the famed Kara-Turan smith Masamune, this katana is impeccably balanced. In addition to its fine make, it bears enchantments that cause it to practically dance in its wielder's hand, helping to block incoming strikes.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Dexterity: +1

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: 2-handed
Requires:
 6 Strength

Weight: 8~

@425 = ~Katana +4: Muramasa~

@426 = ~Though a powerful weapon, Muramasa bears a dark history. Owned by a wandering, nameless ronin of Wa, it saw many battles over the years, retaining its sharpness even as its wielder grew old and bitter. When passing through a small municipality, the ronin was accosted by the local lord, whom he slew in anger. Fleeing to the mainland, he pressed westward, earning his keep as a sellsword, murdering innocents and stealing from the poor. When his final hours came, the ronin cursed himself and took his own life with the katana, transferring all of his rage and hatred into the blade. Since that time, any who use it wrestle against a compulsion to commit acts of unspeakable violence against friend and foe alike.

STATISTICS:

Cursed: 40% chance of wielder going berserk on successful hit

THAC0: +4
Damage: 1d10+4 (slashing)
Proficiency type: Katana
Speed Factor: 3
Type: 2-handed
Requires:
 6 Strength

Weight: 10~

@427 = ~Splint Mail Armor +4: Korim's Skin~

@428 = ~Korim's Skin
Curiously tinged with green, this heavily enchanted armor is unusually light and supple for splint mail. Constructed by the Netherese sorcerer and ranger Korim, it allowed him far greater protection than robes while also enabling him to take full advantage of his range of casting ability.

STATISTICS:

Equipped abilities:
 Does not impair casting ability

Armor Class: 2
Requires:
 8 Strength

Weight: 7~

@429 = ~Amulet of the Learned~

@430 = ~Gifts similar to this amulet are often bestowed upon apprentices who have finished or are close to finishing their apprenticeships with full mages.

STATISTICS:

Equipped abilities:
 Grants 1 extra spell of 1st level, 2 extra spells of 2nd level, and 3 extra spells of 3rd level~

@431 = ~Improved Shadow Armor~

@432 = ~Shadow armor is studded leather armor created for use by the Shadowmasters of Amn, who rank as the highest order within the Shadow Thief hierarchy. The heavily enchanted studded leather armor melds into shadows. This particular armor has been improved upon by a notorious thief of the Realms. No mention of his name accompanies stories of the armor, however, as he was so talented that no one ever saw him unless they were about to depart to the hereafter!

STATISTICS:

Equipped abilities:
 Hide in Shadows: +15%

Armor Class: 2
Requires:
 7 Strength

Weight: 1~

@433 = ~Studded Leather Armor +3~

@434 = ~This armor was the property of the famous Snow Barbarian Prince, Corbus Denolx of Greyhawk. How or why it left his possession is not known.

STATISTICS:

Armor Class: 4
Requires:
 7 Strength

Weight: 8~

@435 = ~Lesser Fire~

@436 = ~Lich's Cloak~

@437 = ~This dark, ragged cloak was worn by a powerful lich. Enchanted with numerous spells, it unfortunately resists any magical attempts to discern its true nature.

STATISTICS:

Unknown~

@438 = ~Lich's Dagger~

@439 = ~Lich's Sceptre~

@440 = ~Lich's Sceptre
Though appearing to be a normal wooden staff to the naked eye, this weapon gives off a very faint aura of alteration magic. Upon identification of the command word, the staff takes on the attributes of a mace, allowing it to be wielded with one hand. Designed for priestly warriors, it also has the ability to cast animate dead, skull trap, vampiric touch, and horror.

STATISTICS:

Combat abilities:
 10% chance target will die on successful hit
 Allows user to cast the following spells at will
  Animate Dead
  Horror
  Skull Trap
  Vampiric Touch

THAC0: +2 bonus
Damage: 2d4+1 (crushing)
Speed Factor: 2
Proficiency Type: Mace
Type: 1-handed
Requires:
 10 Strength

Weight: 4~

@441 = ~Wardstone~

@442 = ~Mopap's Lucky Rune Wardstone~

@443 = ~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.~

@444 = ~Mopap's Lucky Rune Wardstone
Many rumors are passed around the Sword Coast about a chirping squirrel that guards a lucky wardstone. However, no one had ever been able to confirm these rumors until now.

STATISTICS:

+1 to Luck~

@445 = ~Song of the Nyriad~

@446 = ~While the origins of this lute are not known, its creator took an old adage, "Music has charms to soothe the savage beast," to an entirely new level. When played by a skilled musician, the instrument produces a sound that can cause the listener to fall into a trance-like state, willing to do anything.

STATISTICS:

Special: Dire Charm
Range: 100 ft
Area: 1 creature~

@447 = ~Mace +3: Defiler~

@448 = ~Defiler
Little is now known of Nirel, a powerful cleric who could resist the spells of his enemies. However, history does record that he was a vile zealot whose hatred for followers of other faiths knew almost no bounds. It is said that he kept the heads of his victims as trophies and was personally responsible for defiling over one hundred temples of other faiths. In the centuries since, his mace has appeared in the hands of evil clerics across the Realms.

STATISTICS:

THAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires:
 10 Strength

Weight: 7~

@449 = ~Scroll~

@450 = ~Orb of Air~

@451 = ~Orb of Air
(Alteration)

Level: 1
Range: 40 ft.
Duration: 4 rounds
Casting Time: 2
Area of Effect: Special
Saving throw: Negates

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

@452 = ~Globe of Darkness~

@453 = ~Globe of Darkness
(Alteration)

Level: 2
Range: 5 ft./level
Duration: 1 turn + 3 rounds/level
Area of Effect: 15 ft. radius
Casting Time: 2
Saving Throw: None

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless, and neither normal nor magical light works with the exception of the Light or Continual Light spells. If the former, the Globe of Darkness is negated by the light spell, and vice versa.~

@454 = ~Icebolt~

@455 = ~Icebolt
(Evocation)

Level: 2
Range: 15 ft.
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: None

When this dweomer is cast, 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 its effects.~

@456 = ~Thunderslap~

@457 = ~Thunderslap
(Conjuration/Summoning)

Level: 2
Range: Touch
Duration: Instantaneuos
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Shocking Grasp, but is more powerful. When the wizard makes a successful melee attack against a creature, that creature is stunned for 1 round and takes 2d6 damage.~

@458 = ~Invisibility 10' Radius~

@459 = ~Invisibility 10' Radius
(Illusion/Phantasm)

Level: 3
Range: Touch
Duration: Special
Casting Time: 4
Area of Effect: 10' radius
Saving Throw: None
This spell is the same as the second-level mage spell Invisibility, but it affects all party members within 10' of the caster. The recipients of the spell may move out of the area of effect after the spell is cast and remain invisible, though with the same limitations as the second-level spell.~

@460 = ~Invisible~

@461 = ~Melf's Minute Meteors~

@462 = ~Melf's Minute Meteors
(Evocation)

Level: 3
Range: Caster
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the wizard to cast small globes of fire (one for each experience level they have attained) at a target, inflicting 1d4 points of damage. They are treated as missiles hurled by the wizard with a +5 bonus to attack rolls. Each meteor inflicts 3 missile damage, and an additional 3 fire damage.~

@463 = ~Ray of Frost~

@464 = ~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.~

@465 = ~Army of One~

@466 = ~Army of One
(Illusion/Phantasm)

Level: 3
Range: Touch
Duration: 1 turn
Casting Time: 5
Area of Effect: One person
Saving Throw: Neg

With this spell the caster can cause a person to become an army unto himself. Strength, constitution and dexterity are increased by 2, allowing the target to take on heroic proportions.~

@467 = ~Ice Storm~

@468 = ~Ice Storm
(Evocation)

Level: 4
Range: Visual range of caster
Duration: 1 round/level
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: Negates

When this spell is cast, great hail stones pound down in a 60-foot-diameter area and inflict 2d8 points of damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes an additional 2d8 damage each round until the storm passes.~

@469 = ~Stoneskin~

@470 = ~Stoneskin
(Alteration)

Level: 4
Range: Caster
Duration: 5 turns
Casting Time: 2
Area of Effect: Self
Saving Throw: None

By use of this spell the caster transforms into something akin to a living statue. The mage's skin becomes a hard, stone-like substance that is very difficult to penetrate with normal weapons. While under the influence of this spell the caster's armor class is set to 0 and weapon attacks will only deal 1/4 normal damage. The stone is not as flexible as normal flesh, however, and the mage will receive a -3 penalty to dexterity for the spell's duration.~

@471 = ~Stoneskin
(Alteration)

Level: 3
Range: Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: Self
Saving Throw: None

The caster calls upon the power of the earth and transforms his or her skin into stone. This alteration drops the caster's base armor class to 0, increases saving throws by 2 and reduces dexterity by 3.~

@472 = ~Ettin's Healing~

@473 = ~Ettin's Healing
(Necromancy)

Level: 4
Range: Caster
Duration: 16 turns
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Ettin, a monk who lived near the city of Hillsfar, was also an adept herbalist who found many ways to heal the body, including this spell. When cast, the target can regenerate up to 16 hit points, 1 per turn.~

@474 = ~Daer'Ragh's Aura Cleansing~

@475 = ~Daer'Ragh's Aura Clensing
(Abjuration)

Level: 4
Range: Caster
Duration: 1 hour
Casting Time: 8
Area of Effect: Self
Saving Throw: None

The use of magic causes a collection of magical residue around the caster. It is this residue which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleaning removes the residue of spell casting as the next spell casting begins. This allows a greatly increased rate of spell casting.~

@476 = ~Spider Spawn~

@477 = ~Spider Spawn
(Conjuration/Summoning)

Level: 4
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Upon casting this spell the wizard conjures several spider eggs into existence, quickly producing fully grown spiders that remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell.
 7th: Giant spider
 9th: Phase spider
 12th+: Sword spider
When the spell is cast there is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizard's control until slain, or the spell duration expires.~

@478 = ~Protection From Normal Weapons~

@479 = ~Protection from Normal Weapons
(Abjuration)

Level: 5
Range: Touch
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 Creature
Saving Throw: None

When the spell is cast it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.~

@480 = ~Protection From Electricity~

@481 = ~Protection From Electricity
(Abjuration)

Level: 5
Range: Touch
Duration: 1 turn /level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When the spell is cast it confers complete invulnerability to all electrical based attacks whether magical or non-magical such as lightning bolt or breath weapons. This effect lasts for the duration of the spell or until dispelled.~

@482 = ~Conjure Lesser Fire Elemental~

@483 = ~Conjure Lesser Fire Elemental
(Conjuration, Summoning)

Level: 5
Range: Visual sight of caster
Duration: 1 turn + 1round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster conjures a lesser fire elemental to do his or her bidding. The elemental is 8 Hit Dice and will serve the casters whim until it is destroyed or the spell duration runs out. After one round there is a 15% chance that the elemental will go berserk.~

@484 = ~Protection from Acid~

@485 = ~Protection from Acid
(Abjuration)

Level: 5
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

When the spell is cast it confers complete invulnerability to all acid based attacks whether magical or non-magical such as acid arrow or creature special attacks. This effect lasts for the duration of the spell or until dispelled.~

@486 = ~Melf's Explosive Meteors~

@487 = ~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.~

@488 = ~Invisible Stalker~

@489 = ~Invisible Stalker
(Conjuration/Summoning)

Level: 6
Range: 10 yards
Duration: 1 hour
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell will summon an invisible stalker from the elemental plane of air. This 8 hit dice monster will aid and defend the caster until slain or the duration expires. If there are no enemies present, the summoner can command the creature to perform other tasks.~

@490 = ~Globe of Invulnerability~

@491 = ~Globe of Invulnerability
(Abjuration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5' radius
Saving Throw: None

This spell is the same as the fourth level spell Minor Globe of Invulnerability, except as regards casting time and the fact that it prevents the functioning of first through fourth level spells affecting the mage within the globe. Spells can still be readily cast from within.~

@492 = ~Tenser's Transformation~

@493 = ~Tenser's Transformation
(Alteration/Evocation)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster only
Saving Throw: None

The mage casting this dweomer undergoes a startling transformation, his size and strength increasing to heroic proportions so he becomes a formidable fighting machine. The wizards hit points double and his armor class improves a full 4 factors. All attacks are made as if the mage is a fighter of equal level. Each attack is made at +2 and each successful hit in combat inflicts an additional 2 points of damage. 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.~

@494 = ~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.~

@495 = ~Flesh to Stone~

@496 = ~Flesh to Stone
(Alteration)

Level: 6
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.~

@497 = ~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.~

@498 = ~Death Spell~

@499 = ~Death Spell
(Necromantic)

Level: 6
Range: 30 yards
Duration: Instantaneous
Casting Time: 6
Area of Effect: 30' circle
Saving Throw: None

When the Death Spell is cast it slays all creatures at level 5 and below. Hordes of weaker enemies can be brought down by this spell, whereas fewer of the more powerful creatures can be affected. The Death Spell does not affect extraplanar beings or certain other unnatural creatures.~

@500 = ~Death Spell
(Necromancy)

Level: 6
Range: 30
Duration: Instantaneous
Casting Time: 6
Area of Effect: 30
Saving Throw: Neg

When the Death Spell is cast it slays all creatures at level three and below unless they make a saving throw vs. death at -2. Hordes of weaker enemies can be brought down by this spell, whereas fewer of the more powerful creatures can be affected. The Death Spell does not affect extraplanar beings or certain other unnatural creatures.~

@501 = ~Stone to Flesh~

@502 = ~Stone to Flesh
(Alteration)

Level: 6
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 their stone body is still intact. The recipient will be physically drained during their time as a statue and will have only 1 hit point upon restoration. Cure spells or rest will recover the lost health.~

@503 = ~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 their stone body is still intact. The recipient will be physically drained during their time as a statue and will have only 1 hit point upon restoration. Cure spells or rest will recover the lost health.~

@504 = ~Anti-Magic Shell~

@505 = ~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 spell casting 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.~

@506 = ~Disintegrate~

@507 = ~Disintegrate
(Alteration)

Level: 6
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 6
Area of Effect: Target Creature
Saving Throw: Special

Upon casting this spell at another creature a stream of energy is shot out. Upon contact the creature must make a saving throw vs. spells or die instantly. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.~

@508 = ~Monster Summoning IV~

@509 = ~Monster Summoning IV
(Conjuration/Summoning)

Level: 6
Range: 40 yards
Duration: 5 rounds + 1 round/level
Casting Time: 6
Area of Effect: 60 yard radius
Saving Throw: None

This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 20 Hit Dice of monsters and the summoning peresists for a longer time.~

@510 = ~Control Undead~

@511 = ~Control Undead
(Necromancy)

Level: 7
Range: Visual sight of caster
Duration: 6 rounds + 1 round/level
Casting Time: 7
Area of Effect: 1-4 creatures
Saving Throw: Special

The control undead spell allows the caster to take control of 1-4 undead creatures within the area of effect. This creates a telepathic link between the caster and the undead allowing complete control. If the undead have 3 Hit Dice or less then there is no saving throw allowed, however if they have 4 Hit Dice or more a save vs. spells is allowed to negate the effect. The undead remain under control of the caster for the duration of the spell or until they are affected by a dispel magic.~

@512 = ~Vestcakes Floating Curse~

@513 = ~Vestcakes Floating Curse
(Invocation)

Level: 7
Range: 30
Duration: 1 round/level
Casting Time: 5
Area of Effect: 30' circle

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.~

@514 = ~Mass Invisibility~

@515 = ~Mass Invisibility
(Illusion/Phantasm)

Level: 7
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: None

Upon casting this spell the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.~

@516 = ~Mass Invisibility
(Illusion/Phantasm)

Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 7
Area of Effect: 30-foot radius
Saving Throw: None

An improved version of invisibility with battlefield applications, Mass Invisibility can hide all creatures within its area of effect. Unlike improved invisibility, the invisibility is broken as soon as a target attacks.~

@517 = ~Prismatic Spray~

@518 = ~Prismatic Spray
(Conjuration/Summoning)

Level: 7
Range: 20 yards
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70 x 15-foot spray.
Saving Throw: Special

When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hands in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide. It includes all colors of the visible spectrum; each ray has a different power and purpose. Any creature below level 5 struck by a ray is blinded for 5 rounds, regardless of any other effect. Any creature in the area of effect will be touched by the rays. The effects are as follows:
 Red: Creatures above level 16 suffer 20 points of damage, save vs. spell for half.
 Orange: Creatures between levels 12 and 15 suffer 30 points of damage, save vs. spell for half.
 Yellow: Creatures between levels 10 and 11 suffer 40 points of damage, save vs. spell for half.
 Indigo: Creatures between level 8 and 9 have to save vs. wand or suffer feeblemindeness.
 Blue: Creatures between levels 6 and 7 have to save vs. petrification or be turned to stone.
 Green: Creatures between levels 4 and 5 have to save vs. death or die; survivors suffer 8 points of damage.
 Violet: Creatures below level 3 have to save vs. spell or be sent to another plane.~

@519 = ~Power Word: Stun~

@520 = ~Power Word: Stun
(Conjuration/Summoning)

Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is another of the words of power. When uttered, it stuns all creatures below level 5 for 1 turn. Creatures between level 6 and 10 are stunned for 8 rounds. Creatures between level 11 and 15 are stunned for 5 rounds. Creatures above level 16 are unaffected.~

@521 = ~Mordenkainen's Sword~

@522 = ~Mordenkainen's Sword
(Evocation)

Level: 7
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. It can hit creatures normally hit only by +2 weapons or greater. The sword acts as a +4 weapon and inflicts 5-20 hit points with every strike.~

@523 = ~Infernal Combustion Enigma ~

@524 = ~Infernal Combustion Enigma
(Evocation)

Level: 8
Range: 25 yards
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30ft radius
Saving Throw: Special

The Infernal Combustion Enigma was the creation of a powerful yet insane Archmage, better known in the time of Netheril as the Arch-Astronomer. This mage had an addiction to fire and made this spell to accommodate all of his needs (It is noted that this mage died shortly after completing the spell probably from its effects). Nearly all of the modern fire spells are included in this cocktail of spells and as such this spell is capable of incinerating many a noble adventurer. However, it is an unpredictable spell so it is considered a prime example of spells to be lauched from afar. Anyone caught within the area of the blast suffers 6D6 fire damage and a further 2D6 if a saving throw fails.~

@525 = ~Incendiary Cloud~

@526 = ~Incendiary Cloud
(Evocation)

Level: 8
Range: Visual Sight of Caster
Duration: 1 turn
Casting Time: 8
Area of Effect: 30' radius cloud
Saving Throw: 1/2

This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately, or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect with a save vs. spells for half.~

@527 = ~Thunder Bolt~

@528 = ~Thunder Bolt
(Invocation)

Level: 8
Range: 150 yards
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

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. Any creature hit by the bolt suffers 12D4 electrical damage with a saving throw for half.~

@529 = ~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.~

@530 = ~Power Word: Blind~

@531 = ~Power Word: Blind
(Conjuration/Summoning)

Level: 8
Range: Visual sight of caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None

When a Power Word: Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 10 foot radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims such as a penalty to hit and to AC. As well the visibility range of the afflicted character is decreased.~

@532 = ~Blinded~

@533 = ~Varashar's Life Drain~

@534 = ~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. Similar to the spell Larloch's Minor Drain the wizard drains the life force from a target and adds it to his own. The target creature suffers 5-20 damage, while the mage gains an increase of 25% in hit points. If the mage goes over his maximum hit point total with this spell, he loses it after 4 turns.~

@535 = ~Mass Charm~

@536 = ~Mass Charm
(Enchantment/Charm)

Level: 8
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 2
Area of Effect: 20' radius sphere
Saving Throw: None

This spell effects 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: humand, 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.~

@537 = ~Power Word: Kill~

@538 = ~Power Word: Kill
(Conjuration)

Level: 9
Range: Visual sight of caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When a Power Word: Kill spell is uttered, one creature within the spell range is slain. The power word slays any creature below level 12. There is no saving throw. This spell has no effect if the target is above level 12.~

@539 = ~Wail of the Banshee~

@540 = ~Wail of the Banshee
(Necromancy)

Level: 9
Range: 0
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30-ft. radius
Saving Throw: Special

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a saving throw vs. death magic die instantly. The caster and companions are immune to the effects of the wail.~

@541 = ~Black Blade of Disaster
(Evocation)

Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell enables the caster to create a black, blade-shaped planar rift, about three feet long. It jumps into the casters hand and is used as a normal sword, remaining there for the duration of the spell. The sword acts as a +5 weapon and deals 2-20 damage to its victims. Also, every time this hits a target, the victim must make a save vs. death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 hit points.~

@542 = ~Gate~

@543 = ~Gate
(Conjuration, Summoning)

Level: 9
Range: Visual sight of caster
Duration: 8 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls a creature from the abyss to aid the party. The creature summoned in is a Doomsayer, one of the most powerful demons. The creature arrives in a berserk state so it is best to use this spell as a last resort.~

@544 = ~Mage's Bracers~

@545 = ~Mage's Bracers
Though considered one of the more powerful casters of his day, Eradain faced a significant obstacle in achieving true greatness. He was exceedingly clumsy for a mage, unable to cast even the simplest of spells without carefully practicing every step beforehand. Frustrated by his inability to overcome this, he sought out another enchanter, Hilather, and commissioned these bracers. Unfortunately for Eradain, Hilather chose to keep the bracers for himself, and Eradain faded into obscurity. Hilather, on the other hand, went on to become one of the most notorious mages to ever walk the Realms...

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Increases spell casting speed

Weight: 2
Only usable by:
 BARD
 MAGE~

@546 = ~Mielikki's Blade~

@547 = ~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.~

@548 = ~The Unfailing Missile Deflector~

@549 = ~The Unfailing Missile Deflector'
Created by a gnomish enchanter who had grown frustrated by his apprentices throwing books at the back of his head, this ring creates a invisible force field around its wearer that deflects missiles. Even a perfectly aimed arrow will either change in mid-flight to avoid the wearer or drop to the ground before reaching the target.

STATISTICS:

Equipped abilities:
 Immune to normal missile damage~

@550 = ~Morridin's Cloak~

@551 = ~Morridin's Cloak
Once the property of the bard Morridin, this lavish cloak was described by its famed owner as "a simple cloak that offers modest protection against the elements." Woven with delicate golden thread and rich fabric, its eye-catching appearance perhaps provides a clue to Morridin's success.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Charisma: +1

Weight: 3~

@552 = ~Traveler's Ring~

@553 = ~Traveler's Ring
One of the few remaining artifacts formerly belonging to the bard Morridin, this ring is missing a stone. When asked how it was lost, Morridin simply replied, "It fell out while I was traveling." After his death, it quickly became known as the Traveler's Ring. Unlike other artifacts, the exact nature of the enchantments on the ring are still unknown.

STATISTICS:

Unknown~

@554 = ~Mystic Ring~

@555 = ~Mystic Ring
Named by the superstitious villagers in the small town of Feather Falls, this distinctive ring belonged to their "wise man," an old mage who served as their healer. Though they claimed he had quietly lived in the village for years, he occasionally received visits from some of the most famed wizards of the Dalelands, including Elminster himself. Upon his death, the ring was taken by a hooded visitor, only to reappear in the Sword Coast years later.

STATISTICS:

Equipped abilities:
 Grants one extra mage spell from 2nd to 4th levels~

@556 = ~Cloak of Dawn~

@557 = ~Cloak of Dawn
Granted to high-ranking members of the Order of the Aster, a group that serves the Morninglord, these powerful cloaks are occasionally seen in the hands of others when their owners fall in battle. Given the frequency in which the order engages in battle against enemies of Lathander, this is not an uncommon occurrence. In addition to their protective enchantments, the cloaks are invaluable to those who seek to face the most powerful forms of undead.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Saving Throw: +1
 Protection from Undead

Weight: 3~

@558 = ~Sack of Never-ending Bullets~

@559 = ~This sack appears to contain a large number of rocks.~

@560 = ~Sack of Never-ending Bullets
A light enchantment ensures that this sack never runs out of ammunition, as it continually replenishes itself. The bullets themselves feel more balanced and lighter than most, allowing greater accuracy.

STATISTICS:

THAC0: +1
Damage: 1d4+2 (missile)
Launcher: Sling

Weight: 0~

@561 = ~Pole Axe~

@562 = ~Pole Axe +2: Kilther~

@563 = ~Like the halberd, pole axes were created weapons to combat mounted opponents. However, they differ in that they have no tip, instead appearing to simply be enormous axes. They are behemoths on the battlefield and can cause great amounts of damage.

STATISTICS:

Damage: 1d12 (slashing)
Speed Factor: 12
Proficiency Type: Axe
Type: 2-handed
Requires:
 14 Strength

Weight: 20~

@564 = ~Kilther
A general in command of an elite unit during the Orcfastings War several centuries ago, Kilther gained posthumous fame for his role in the eventual victory. During the Battle of Burning Cliffs, he prevented an orc horde from flanking the main human force. Anticipating the orcish strategies from the previous battles, Kilther forced his men to march on foot, equipped with bows, halberds and pole axes. When the orcish forces raced out of the forest on the backs of wargs, the humans' weapons brought the charge to an abrupt halt. The orcs were decimated, while the Silver Knights lost only 19 men, including Kilther himself. With their victory at the Battle of Burning Cliffs, the humans used the momentum to turn the tide of the war.

STATISTICS:

THAC0: +2
Damage: 1d12+2 (slashing)
Speed Factor: 9
Proficiency Type: Axe
Type: 2-handed
Requires:
 14 Strength

Weight: 10~

@565 = ~Poison Arrows~

@566 = ~Poison Arrows
Other than the coating of fast-acting poison on the barbs, these arrows are normal in other respects.

STATISTICS:

Damage: 1d6 (missile)
Special: Poison
Launcher: Bow

Weight: 0~

@567 = ~Poisoned Bolts~

@568 = ~Other than the coating of fast-acting poison on the shafts, these bolts are normal in other respects.

STATISTICS:

Damage: 1d8 (missile)
Special: Poison
Launcher: Crossbow

Weight: 0~

@569 = ~Dart~

@570 = ~Poison-tipped Dart~

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

STATISTICS:

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: 1-handed

Weight: 0~

@572 = ~Laced with a powerful venom, milked from a viper native to to Chult, these darts can incapacitate unwary opponents.

STATISTICS:

Combat effects: 
 Poisons target for 10 rounds on successful hit

Damage: 1d3 (missile)
Speed Factor: 2
Proficiency Type: Dart
Type: 1-handed

Weight: 0~

@573 = ~Water~

@574 = ~Holy Water~

@575 = ~This is a vial of water.~

@576 = ~The water in this vial has been blessed by a priest of Lathander. When thrown on undead creatures, it acts as an acid would to any living creature.

Combat abilities:
 1d8 acid damage on successful hit vs. undead~

@577 = ~Greater Potion of Healing~

@578 = ~Potions are typically found in ceramic, crystal, glass, or metal flasks or vials. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects of the potion.~

@579 = ~When wholly consumed, this potion restores 24 hit points to the person. The effect is instantaneous and the potion is destroyed in the process.~

@580 = ~Ruby Pendant~

@581 = ~Ruby Pendant
Stolen by Regis from Pasha Pook, the head of the thieves' guild in Calimport, this pendant allows the user to charm a person or mammal.

STATISTICS:

Special: Charm Person or Mammal
 Range: 50 ft~

@582 = ~Regis' Mace~

@583 = ~Regis' Mace
A small, light mace, Regis' personal weapon nonetheless bears a strong enchantment, making it much more powerful than it appears.

STATISTICS:

THACO: +3
Damage: 1d6+4 (crushing)
Speed Factor: 3
Proficiency Type: Mace
Type: 1-handed
Requires:
 8 Strength

Weight: 5~

@584 = ~Signet Ring of the Falcon~

@585 = ~Signet Ring of the Falcon
When a horde of monsters invaded Tethyr during the Time of Troubles, several of the knights who followed their the Red Knight into battle were petrified by basilisks and medusas. Devastated by the loss of many of their finest warriors, her priests enchanted these rings to protect members of the order in their battles throughout the Sword Coast.

STATISTICS:

Equipped abilities:
 Protection from petrification
 Saving Throws: +1~

@586 = ~Ring of Fire Shielding: Charvirak's Glow~

@587 = ~Charvirak's Glow
During the invasion of the Black Horde, in which even the southern nations were overrun, the druid Charvirak sought desperately to protect the Forest of Tethir from the fires started by rampaging orcs and goblins. Capturing the essence of an efreeti in this ring, he used it to walk directly through the flames of the burning trees, putting them out before they could cause any lasting damage.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Fire Resistance: +50%~

@588 = ~Ring of Ghaunadaur~

@589 = ~A highly unpredictable deity, Ghaunadaur often rewards his loyal followers with boons and gifts, including rings such as this. On the other hand, he just as often rewards those zealots with torture and death.

Equipped abilities:
 Immunity to poison and acid~

@590 = ~Sapphire Wand~

@591 = ~Infamous for their cruelty, the magelords of ancient Athalantar held little pity for their subjects. Dealing punishment to criminals and innocents alike, they frequently sought to inflict the greatest possible suffering. According to stories, Algron--one of the more notorious magelords--created this wand to dispense "justice" in his court. When pronoucing judgment, he purportedly declared, "Your amount of guilt will determine your amount of pain."

STATISTICS:

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

@592 = ~Scroll Case~

@593 = ~Scroll Case
This case can be used to hold letters and scrolls, including those used to scribe spells.

STATISTICS:

Place the Scroll Case in your Quick slot and select it from the main screen to access its contents.~

@594 = ~Selune's Blade~

@595 = ~Crown of the Alarphon~

@596 = ~Crown of the Alarphon
Within the ranks of the famed War Wizards of Corymr there exists an order of mages who ensure that none of the wizards betray their nation or king. Spying on their fellow War Wizards, the members of the Alarphon are unknown even to one another. Many wear crowns similar to this to prevent others of knowing their affiliation.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Saving Throws: +1
 Protects against critical hits
 Resists certain mental attacks

Weight: 2~

@597 = ~Light Crossbow~

@598 = ~Shadow Crossbow~

@599 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel (also called a bolt).

STATISTICS:

Speed Factor: 5
Proficiency Type: Crossbow
Type: 2-handed

Weight: 7~

@600 = ~Shadow Crossbow
Named for the dark ash wood used in their construction, shadow crossbows typically bear minor enchantments to enhance their aim and striking force. They are often found in the hands of rogues throughout the Realms.

STATISTICS:

THAC0: +1
Damage: +1 (missile)
Speed Factor: 2
Proficiency Type: Crossbow
Type: 2-handed

Weight: 4~

@601 = ~Small Shield +2: Sun Shield~

@602 = ~Sun Shield
Though the sun god Amaunator purportedly perished following the fall of Netheril, many of the artifacts created in his name still exist throughout the Realms. The Sun Shield, one such item, was designed to protect his followers against creatures of cold and ice, thought its great heat also makes its wielder susceptible to spells of fire.

STATISTICS:

Equipped abilities:
 Armor Class: +3
 Cold Resistance: +30%
 Fire Resistance: -25%

Requires:
 4 Strength

Weight: 3~

@603 = ~Medium Shield~

@604 = ~Medium Shield +2~

@605 = ~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:

Equipped abilities:
 Armor Class: +1

Requires:
 9 Strength

Weight: 7~

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

STATISTICS:

Equipped abilities:
 Armor Class: +3

Requires:
 9 Strength

Weight: 6~

@607 = ~Heart of the Dragon
A unknown knight, Neshum was never too swift of mind. When traveling through the frozen north, he came upon a battle between several warriors and a dragon. Deciding that the battle was unfair, he took up arms in defense of the dragon, helping it defeat the knights. Benderesk, the dragon, repaid the Neshum's aid by giving him a shield imbued with the strength of a dragon's heart. Benderesk retrieved his gift some years later when Neshum was hired by villagers to rid them of a troublesome dragon named Benderesk...

STATISTICS:

Equipped abilities:
 Armor Class: +3
 Hit Points: +?
 Magic Resistance: +5%

Requires:
 9 Strength

Weight: 6~

@608 = ~Large Shield~

@609 = ~Large Shield +2: The Wall~

@610 = ~The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. It must be firmly fastened to the forearm, and the shield hand must firmly grip it at all times. Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Equipped abilities:
 Armor Class: +1, +2 vs. Missile Weapons

Requires:
 15 Strength

Weight: 15~

@611 = ~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 to fight.

STATISTICS:

Equipped abilities:
 Armor Class: +3, +7 vs. Missile Weapons

Requires:
 15 Strength

Weight: 20~

@612 = ~Small Shield +2~

@613 = ~The personal shield of Jet'laya, it bears powerful enchantments to protect against the touch of the undead. The wood used in its creation was cut from a holy tree in Cormanthor, and the metal bracing was forged in holy water. Thus, simply being in the presence of the shield causes all but the strongest of undead to shy away from its wielder.

STATISTICS:

Equipped abilities:
 Armor Class: +3
 THAC0: +X vs. Undead

Requires:
 4 Strength

Weight: 3~

@614 = ~Jet'laya's Ring~

@615 = ~This ring belonged to Jet'laya's mother.~

@616 = ~Jet'laya's personal chain mail was forged for her by her twin brother, Rennar. Despite the unusual coloration, it appears to be a normal set of elven chain.

STATISTICS:

Equipped abilities:
 Protection from Disease

Armor Class: 5
Requires:
 8 Strength

Weight: 15~

@617 = ~Spear +2: Firebrand~

@618 = ~Firebrand
Forged from basalt, this spear would be too fragile to use in battle were it not for the enchantments it bears. When creating the spear, magic was clearly used to capture the heat of volcanoes, causing each blow to release intense heat that burns the victim.

STATISTICS:

THAC0: +2
Damage: 1d6+2, +1d6 fire damage
Damage Type: Piercing
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires:
 5 Strength

Weight: 3~

@619 = ~Glowing Hammer~

@620 = ~The Spirit of One~

@621 = ~The Spirit of One
Though it was created with the best of intentions, this hammer proved to be the doom of its creator. Seeking to forge a weapon that would not only turn the undead, but also destroy them instantaneously, the cleric Baltraine attempted to meld arcane magic with his priestly spells. Lacking full knowledge of the necessary components, the spell misfired, trapping his soul within the weapon. Beltraine's spirit has inhabited the hammer for centuries, slowly descending into madness even while fueling the its power.

STATISTICS:

Special: Can only be removed with a Remove Curse spell

THAC0: +4
Damage: 1d6 +4 (crushing)
Speed Factor: 3
Proficiency Type: War Hammer
Type: 1-handed
Requires:
 6 Strength

Weight: 3~

@622 = ~Staff of Life~

@623 = ~Staff of Life
A rarity among the scheming mages of the Arcane Brotherhood, Nestius was beloved by the poor in Luskan for his generosity, though it gained him few admirers in the Host Tower. In appreciation of his kindness, a priest of Ilmater offered him this staff, blessed with protective and healing spells. The staff unfortunately did little to protect Nestius himself, as he was murdered by a rival a short time later.

STATISTICS:

Equipped abilities:
 Armor Class: +2
 Protection from 1st level spells

Special: Creates a potion of healing

THAC0: +2
Damage: 2d2+2 (crushing)
Speed Factor: 6
Proficiency Type: Quarterstaff
Type: 2-handed
Requires:
 5 Strength

Weight: 3~

@624 = ~Quarter Staff +2: Bonebreaker~

@625 = ~Bonebreaker
While most mages are presumed to be slight in stature, Estarriol was especially slight even compared to his fellow mages. Fearing that her student would never survive any conflict, the archmage Heleth Otrad crafted this staff for him. Enchanted with the ability to deliver staggering blows, it slowed opponents, giving the fragile Estarriol a fighting chance. In time he grew to be not only powerful in magic, but also in stature, at which time he discarded his former master's gift.

STATISTICS:

Combat abilities:
 Target is slowed on succesful hit (Save vs. Spell negates)

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

Weight: 4~

@626 = ~Quarterstaff +1: Luonne~

@627 = ~Luonne
While most druidic orders exclusively worship Silvanus, Mielikki or other deities of nature, one small group in Shilmista Forest distinguished itself by also venerating Deneir, a god of knowledge. In recognition of the druids' efforts to preserve and protect knowledge of the woodlands, the clerics of the Edificant Library gifted them with Luonne. Passed down within their order for the next two centuries, the powerful staff was lost during the invasion of Shilmista by the forces of Castle Trinity.

STATISTICS:

Equipped abilities:
 Hit Points: +10
 Lore: +10

THAC0: +1
Damage: 2d3+1 (crushing)
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires:
 5 Strength

Weight: 4~

@628 = ~Nemmerle's Blade~

@629 = ~Nemmerle's Blade
A talented eldritch knight, Nemmerle sought to overcome the difficulties of simultaneously casting spells and engaging in melee combat. In addition to crafting his own light-weight armor, he also designed this staff to enable the quick use of battle spells while facing opponents in close quarters. Because he favored bladed weapons, Nemmerle used alteration magic to bind an enchanted razor-sharp blade into the staff. Until his death in 1285 DR, he proved to be the bane of evil mages and fighters alike along the Coast Way.

STATISTICS:

Combat abilities:
 Casts Horror?
  Duration: 1 turn

THAC0: +1
Damage: 2d3+2 (slashing)
Speed Factor: 3
Proficiency Type: Quarterstaff
Type: 2-handed
Requires:
 5 Strength

Weight: 3~

@630 = ~Scimitar +1~

@631 = ~The long, curved, single edged blade is characteristic of both the saber and the scimitar, even though their origins lie in different part of Faerûn. Where as the saber was intended mainly for horsemen, mainly due to its versatility, the scimitar has a heavier oriental influence. The "shamshir", as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. The effect of this is that it is slightly slower but tends to be more effective and deadly in combat. This particular weapon has been enhanced magically to complement the skill of the wielder, providing more accurate, damaging attacks, a faster attack speed factor, and the ability to strike opponents that are immune to normal weapons.

STATISTICS:

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

Weight: 3~

@632 = ~Rashad's Talon
Named for Prince Rashad, former ruler of a minor principality in the East, this blade and many of the prince's possessions were taken by disgruntled palace guards after his death. The role of the guards in the unfortunate affair was never determined, but rumor has it that all died within a year, slain by this very weapon.

STATISTICS:

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar/Wakizashi/Ninjato
Type: One-handed
Requires:
 10 Strength

Weight: 3~

@633 = ~Blademaster's Sword~

@634 = ~Arkerym +3~

@635 = ~These weapons are specially created for those who have mastered the art of swordplay. Fashioned for individuals, no two blades of this type are alike, and many bear personalized markings or symbols.

STATISTICS:

Damage: 2d4 (slashing)
Speed Factor: 6
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 8~

@636 = ~Arkerym
Based on the ancient runes adorning the blade, which identify it simply as "Great Sword" in ancient elvish, this weapon once belonged to a prince in the ancient elvish kingdom of Miyeritar. During the Dark Disaster, many such artifacts were buried in ruins, only to be unearthed hundreds or even thousands of years later.

STATISTICS:

THAC0: +3
Damage: 2d4+3 (slashing)
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 7~

@637 = ~Gorgorath~

@638 = ~These weapons are specially created for those who have mastered the art of swordplay. Fashioned for individuals, no two blades of this type are alike, and many bear personalized markings or symbols.

STATISTICS:

Damage: 1d10 (slashing)
Speed Factor: 8
Proficiency Type: ??
Type: 1-handed

Weight: 10~

@639 = ~Gorgorath
A massive elven warblade, Gorgorath is surprisingly light given its size, allowing it to be wielded with one hand. Markings of Cormanthyr adorn the hilt, and the blade is inscribed with runes that identify its original owner, the commander of the Shield of Myth Drannor. Lost when the entire company was annihilated in the battle at Helmgrove, it was recovered by one of the survivors of the Weeping War and brought to Evereska, where it was kept as a reminder of the lost kingdom until recent years.

STATISTICS:

THAC0: +2
Damage: 1d10+3 (slashing)
Speed Factor: 9
Proficiency Type: ??
Type: 1-handed

Weight: 8~

@640 = ~Deceiver's Blade~

@641 = ~Deceiver's Blade
Denat "The Deceiver" gained fame in the cities of the Savage Frontier for all the wrong reasons. Telling fantastical tales of dragons, demons and grand battles, he always cast himself as the triumphant hero. His outrageous claims naturally drew derision from many listeners, but when challenged to duels, Denat's uncanny speed with a blade silenced every critic. The reason for his frequent successes became clear when he had a bit too much to drink in a Waterdeep tavern and mistakenly raised a common long sword rather than his own blade.

STATISTICS:

Equipped abilities:
 Dexterity: +1
 Grants 1 extra attack per round

THAC0: +1 bonus
Damage: 1d8+1 (slashing)
Speed Factor: 4
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 3~

@642 = ~Drakelor's Robe~

@643 = ~Drakelor's Robe
Originally a present from the archmage Drakelor to a fellow wizard, the robe was stolen as his friend rested in an inn after a tiring journey. The thief, who knew he had stumbled on a powerful prize, had no way to determine its value. Seeking to gain more information before fencing it, he arranged a meeting with the most powerful mage he knew. Drakelor recognized his work and immediately guessed what had happened. The thief's fate does not need further description.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Saving Throws: +2

Weight: 4~

@644 = ~Scimitar +2: Yarrow's Tears~

@645 = ~Yarrow's Tears
During the invasion of Kuldahar, the druid Yarrow had traveled to the southlands to meet with representatives of the Emerald Enclave. Upon returning and witnessing the devastation, she cried out to Silvanus for vengeance as her tears fell upon her scimitar. Hearing her plea, the god blessed her tears, enchanting the scimitar with powerful magic.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Stuns target on successful hit (Save vs. Spell negates)

THAC0: +2
Damage: 1d8+2 (slashing)
Speed Factor: 3
Proficiency Type: Scimitar
Type: 1-handed
Requires:
 10 Strength

Weight: 4~

@646 = ~Wooden Sword~

@647 = ~Two-handed Sword +2: Thorn~

@648 = ~This appears to be a wooden practice sword of the two-handed variety. Though it would be useless in true battle, the craftsmanship and balance are exquisite.~

@649 = ~Thorn
When the Netherese wizard Wulgreth corrupted Ascalhorn, transforming it into Hellgate Keep, the druidic order in the High Forest desperately sought the means to protect their refuge from the ravaging demons and undead. Praying to the nature spirits, they received a vision of the ancient Grandfather Tree. When the archdruid approached the tree, a single branch, shaped like a blade, fell at his feet. Wielding it in battle, he and his fellow druids succesfully prevented the destruction of their home.

STATISTICS:

Equipped abilities:
 Bonus damage and THAC0 vs. undead
 Casts Entangle at will

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 6
Proficiency Type: Two-handed Sword
Type: 2-handed
Requires:
 14 Strength

Weight: 9~

@650 = ~Valarius~

@651 = ~Valarius
Crafted by the magelord Algron for the commander of his knights, Valarius was designed with a single purpose: to instill fear in foes. The sword quickly became notorious for its ability to cut through any defense, and entire legions were known to flee the battlefield when they sighted the legendary blade.

STATISTICS:

Combat abilities:
 Inflicts Horror on successful hit

THAC0: +8
Damage: 1d8 (slashing)
Speed: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 3~

@652 = ~Quarter Staff +3: Vlos~

@653 = ~Vlos
Adin'vyll, a drow noted for his cruelty even by the standards of his dark kin, loved nothing more than spreading chaos and suffering. Always seeking new ways to torture his slaves and captured foes, he began delving into necromancy, exploring the dark secrets of vampirism. His experiments culminated in this dark staff, designed to heal its wielder while sucking the life from those it struck. Adin'vyll himself vanished in the Underdark when he was banished from Ched Nasad for crossing one of the more powerful ruling families.

STATISTICS:

Combat abilities:
 Vampiric

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

Weight: 3~

@654 = ~Chaos Flail +3~

@655 = ~Chaos Flail
Formed from the stuff of the Abyss, this powerful weapon contains all the malevolence and evil of that plane within it. The long, black shaft is topped by five heads that resemble the tentacles of a beastly, alien creature, and its blows cause sickness in those it strikes. While undoubtedly effective in combat, it also latches on to those who wield it, slowly draining them of life.

STATISTICS:

Special: Can only be removed with a Remove Curse spell

THAC0: +3
Damage: 1d8+2 (crushing)
Speed Factor: 3
Proficiency Type: Flail
Type: 1-handed
Requires:
 13 Strength

Weight: 7~

@656 = ~Long Sword +3: Ultrin Ktonos~

@657 = ~Ultrin Ktonos
Translating as "supreme slayer" in the drow tongue, this mighty weapon is aptly named. A vorpal blade, it warps in and out of the Prime Material Plane, insubstantial one moment and materializing the next. With precise timing, the insubstantial blade can slip through any armor and materialize inside, scoring a vicious hit and often piercing the heart of an opponent or severing the neck.

STATISTICS:

Combat abilities:
 5% chance of instant kill on successful hit (no saving throw)

THAC0: +3 bonus
Damage: 1d8+3 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires:
 6 Strength

Weight: 3~

@658 = ~Wand of Chain Lightning~

@659 = ~When activated, this deadly wand ejects a ball of electrical energy that darts forth toward the target. Those unfortunate enough to be near it when it strikes receive a powerful shock that spreads to others in the vicinity.

STATISTICS:

Charge abilities:
 Ball of Electrical Energy
  Damage: 6d6 +6 (Save vs. Wand for half damage)
  Range: 100 ft
  Area: 20 yards~

@660 = ~Leather Armor +2: Bhaelros' Bane~

@661 = ~Bhaelros' Bane
Though druidic orders were traditionally rare in the harsh climate of Calimshan, a small number could be found near the Marching Mountains. Persecuted and ridiculed by the Calishites, they often came under attack by priests of Bhaelros. To protect the members of their order, suits of armor such as these were created, allowing the druids to brush aside the lightning spells of the evil clerics. Unfortunately, they could not provide the same protection for the trees, and they fled when their home was destroyed.

STATISTICS:

Equipped abilities:
 Saving Throws: +3
 Resist Electricity

Armor Class: 6
Requires:
 4 Strength

Weight: 6~

@662 = ~Fur Armor~

@663 = ~Wulfgar's Fur Armor~

@664 = ~Fur armor is simply tanned leather. Used mainly by barbarians and frontiersmen, it provides slightly more protection than regular clothing, but not as much as other types of armor.

STATISTICS:

Armor Class: 9
Requires:
 4 Strength

Weight: 5~

@665 = ~Wulfgar's Fur Armor
Fashioned from the pelts of winter wolves, this fur armor provides extraordinary protection. The barbarians of Icewind Dale are unusually skilled in their crafting methods, providing a lightweight alternative to traditional armor. Of course, it helps that the animals from which the armor was made are as tough as nails, too.

STATISTICS:

Armor Class: 6
Requires:
 4 Strength

Weight: 3~

@666 = ~Staff of Lightning +1~

@667 = ~Staff of Lightning
A relatively common weapon for druids, this type of staff is fashioned from the branch of a sacred tree that has been struck by lightning. By harnessing the natural energy of such an event, druids can create a powerful tool in their fight to protect the forests of the Realms.

STATISTICS:

Combat abilities:
 Lightning bolt: 2d3 electrical damage (Save vs. Wand for half damage)

Equipped abilities:
 Armor Class: +1

THAC0: +1
Damage: 1d6+1, +1d3 electrical damage
Damage type: Crushing
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength

Weight: 3~

@668 = ~War hammer~

@669 = ~Aegis-Fang~

@670 = ~A war hammer is an overly large carpentry hammer that is five percent shaft and ninety-five percent head. They are smithied to exacting standards and are formidable bludgeoning weapons.~

@671 = ~Aegis-Fang
Crafted by Bruenor Battlehammer for his adopted son, Wulfgar, this exquisite hammer is a mixture of mithril, adamantite and a diamond coating. Inscribed with magical runes and the symbols of the dwarven god Dumathoin, it is an incredibly powerful weapon, particularly in Wulfgar's hands.

THAC0: +1
Damage: 2d4+2 (crushing)
Speed Factor: 2
Proficiency type: War Hammer
Type: 1-handed
Requires:
 12 Strength

Weight: 8~

@672 = ~Dagger +3: Adder Sting~

@673 = ~Adder Sting"
Created by an insane mage-thief, this tool was used only briefly by its creator before appearing soon after in the hands of a well-known Fire Knife assassin. The jet black blade is split in the middle and ends in two razor sharp points that secrete a greenish poison that inflicts painful wounds. Of course, the wielder is not immune to this poison, and even the careful owner has been known to nick himself on occasion.

STATISTICS:

Special:
 5% chance that wielder will nick self for 4 poison damage (no saving throw)
 Returns when thrown

THAC0: +3
Damage: 1d4+3, +8 poison damage (Save vs. Poison for half damage)
Damage Type: Piercing
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires:
 3 Strength

Weight: 2~

@674 = ~War Hammer +2: Dwarven Thunder~

@675 = ~This hammer is obviously of dwarven craftsmanship. The head and upper shaft are made entirely of metal, while the grip is made of what appears to be ironwood. Steel studs along the handle provide a sure grip. This weapon may be used with one or two hands, and seems to be balanced for throwing as well.

STATISTICS:

Damage: 1d4+1 (crushing)
Speed Factor: 4
Proficiency type: War Hammer
Type: 1-handed
Requires:
 6 Strength

Weight: 6~

@676 = ~Dwarven Thunder
Each year the dwarven king of Citadel Adbar commissions a single magical weapon that he awards to one of his greatest warriors. In recognition of the bravery of one of his commanders, who single-handedly held one of the citadel's small gates against a batallion of orcs during one of their infrequent sieges, this weapon was crafted. Inscribed with the symbol of Clangeddin, it harnesses the power of the sky, sending surges of lightning through the ranks of foes.

STATISTICS:

Equipped abilities:
 Electrical Resistance: 50%
 Returns to hand when thrown

THAC0: +2
Damage: 1d4+3, +1 electrical damage
Damage Type: Crushing
Weight: 4
Speed Factor: 2
Proficiency Type: War Hammer
Type: 1-handed
Requires: 6 Strength~

@677 = ~A Dusty Tome~

@678 = ~History of the Dark Side Part 2~

@679 = ~An old book containing knowledge.~

@680 = ~A fighter/mage of Mystra, known by many names but is now called Solaufein, came upon a new empire known as TeamBG. He hid in the shadows observing this empire, to see what knowledge could be learned from them. He soon learned about the release of the secrets of the Sword Coast called The Dark Side of the Sword Coast. After many years of learning knowledge from this vast empire, Solaufein decided to create a temple called The Chosen of Mystra, dedicated to the magical Goddess Mystra.

Many have come and gone through the Temple doors. Grog had joined and become one of the Chosen. Grog was one of the "Originals" who revealed the secrets of The Dark Side. Raven, the witch/bard became one with the Chosen with her expert magical skills. Red Carnelian came and joined the Chosen with his many talents of the voice, sight and his expertise with the use of magic. Hlidskialf, a master of the magic of all things mod, came and tested the new spells of magic over The Dark Side.

The day came when Solaufein had the idea of revealing the secrets of The Dark Side but using new magic, like the powerful spell known as Weidu. With the help of Grog, Red Carnelian, Hlidskialf and Raven a new spell was cast over The Dark Side, making it more powerful and an enjoyable learning experiance.

Credits

Grog
Original DS modder
Item revamp and fixes
2DA file fixes

Red Carnelian
Sounds rebuild
BAM rebuild
Spells rebuild and fixes
Beta Tester

Gabrielle/Raven
Dialogue conversion

Solaufein
Mod packaging
Area, scripts work
Spell checking
Forum support and hosting

Hlidskialf
Beta tester and bug killer.~

@681 = ~Blue Ray~

@682 = ~Green Ray~

@683 = ~Indigo Ray~

@684 = ~Orange Ray~

@685 = ~Red Ray~

@686 = ~Violet Ray~

@687 = ~Yellow Ray~

@688 = ~Shapeshifts Natural Form~

@689 = ~Shapeshift Spider (Innate ability)
This is the ability to transform into a giant spider once per day. The spider has the innate ability to cast a web.~

@690 = ~Cause Serious Wounds~

@691 = ~Spirit Lash~

@692 = ~Hold Undead~

@693 = ~Hold Undead

Level: 2
Range: Visual range of caster
Duration: 10 rounds
Casting Time: 5
Area of Effect: target, and anyone within 5 feet.
Saving Throw: Neg

This spell holds a single human, demihuman, or humanoid creature rigidly immobile and in place for five or more rounds. The hold person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on the victim selected by the caster.  Every enemy within 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.~
@694 = ~Healer's Touch~

@695 = ~Healed~

@696 = ~Negative Plane Protection~

@697 = ~Negative Plane Protection
(Abjuration)

Sphere: Protection, Necromantic
Range: Touch
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy plane.~

@698 = ~Cause Critical Wounds~

@699 = ~Acid Breath~

@700 = ~Invisibility Purge~

@701 = ~Invisibility Purge
(Divination)

Level: 3
Sphere: Divination
Range: Visual range of caster
Duration: instant
Casting Time: 8
Area of Effect: 30 foot radius
Saving Throw: None

Any invisible creatures within the area of effect have their invisibility dispelled.  This includes creatures that are in sanctuary, improved invisibility, shadow door invisibility, misled, etc.~

@702 = ~Invisibility Purge
(Abjuration)

Level: 3
Sphere: Wards
Range: Visual range of caster
Duration: instant
Casting Time: 8
Area of Effect: 30 foot radius
Saving Throw: None

Any invisible creatures within the area of effect have their invisibility dispelled.  This includes creatures that are in sanctuary, improved invisibility, shadow door invisibility, misled, etc.~

@703 = ~Entangle~

@704 = ~Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 40' radius
Saving Throw: neg

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. A creature that rolls a successful saving throw vs. spell avoids entanglement. All creatures have a +3 bonus to their saves. An entangled creature can still attack.~

@705 = ~The Shadow Wolf~

@706 = ~Summons Guenhwyvar~

@707 = ~Summon Vampiric Wolves~

@708 = ~Teleport Without Error~

@709 = ~Energy Drain~

@710 = ~Domination~

@711 = ~Domination
(Enchantment/Charm)

Level: 5
Range: line of sight of caster
Duration: 12 hours
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The domination spell enables the caster to control the actions of any creature while the spell is in effect.  This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell mental domination, the target has no option for release, even if made to do something against his morals, except of course a dispel magic. The target gets a saving throw vs. spell at -2 in order to avoid the effect.~

@712 = ~Death Keen...~

@713 = ~Fear~

@714 = ~Horror

(Necromancy)
Level: 2
Range: 25 yards
Duration: 10 rounds
Casting Time: 2
Area of Effect: 30 foot cube
Saving Throw: Neg.

All enemies within the area of effect when this spell is cast must save vs spells or flee in terror. Certain creatures are immune to the effects of fear, including all undead.~

@715 = ~Larloch's Minor Drain~

@716 = ~Larloch's Minor Drain
(Necromancy)

Level: 1
Range: 30 yards
Duration: Instant
Casting Time: 1
Area of Effect: Target creature
Saving Throw: None
With this spell the wizard drains the life force from a target and adds it to his own.  The target creature suffers 1-4 damage, while the mage gains 1-4 life.  If the mage goes over his maximum hit point total with this spell, he loses it after 10 rounds.~

@717 = ~Gate Lesser Demon~

@718 = ~Calm Before Storm~

@719 = ~Clairis Doom~

@720 = ~Summon Effreeti~

@721 = ~Lich Res1~

@722 = ~Lich Res2~

@723 = ~Lich Res3~

@724 = ~Bad Omen~

@725 = ~Mage Sap~

@726 = ~Fighter Sap~

@727 = ~Bard Sap~

@728 = ~Ranger Sap~

@729 = ~Electricity violently surges through you body...it is punishing you! You are not its owner!!~

@730 = ~The sword releases a chilling touch that sends shudders through you body...it is punishing you! You are not its owner!!~

@731 = ~The handle of the sword becomes searing, burning your flesh!~

@732 = ~Your attempts to weild the weapon prove fatal as it strikes you dead with all the wrath of the gods!~

@733 = ~Aura of Protection~

@734 = ~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.~

@735 = ~Unholy Death~

@736 = ~Bless~

@737 = ~Bless 
(Conjuration/Summoning)

Level: 1
Sphere: All
Range: 60 yards
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving Throw: None

Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by + 1. Furthermore, it raises their attack dice rolls by +1. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).~

@738 = ~Detect Evil~

@739 = ~Detect Evil
(Divination)

Level: 1
Sphere: Divination
Range: Visual range of caster
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Sight
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.~

@740 = ~Protection From Evil~

@741 = ~Protection From Evil
(Abjuration)

Level: 1
Sphere: Protection
Range: Touch
Duration: 10 rounds
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second any saving throws caused by such attacks are made by the protected creature with a +2 bonus.~

@742 = ~Protected from Evil~

@743 = ~Remove Fear~

@744 = ~Remove Fear
(Abjuration)

Level: 1
Sphere: Charm
Range: 10 yards
Duration: 1 hour
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Special

The priest instills courage in the spell recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.~

@745 = ~Faerie Fire~

@746 = ~Faerie Fire
(Alteration)

Level: 1
Sphere: Weather
Range: 240 Feet
Duration: 4 rounds + 1 round/level
Casting Time: 4
Area Of Effect: 15' radius
Saving Throw: None

This spell enables the caster to outline one or more creatures with a pale glowing light. Outlined objects are visible for 240 feet. Outlined creatures are easier to strike; thus opponents gain a +2 bonus to attack rolls. The Faerie Fire does not harm the creature~

@747 = ~Cause Light Wounds~

@748 = ~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.~

@749 = ~Blight~

@750 = ~Blight
(Conjuration)

Level: 1
Sphere: All
Range: Visual range of caster
Duration: 6 rounds
Casting Time: 6
Area of Effect: 50' cube
Saving Throw: Neg

The reverse of the first level Bless spell invokes the displeasure of the cleric's deity upon all hostile creatures in the area of effect. Affected creatures will have their morale and any saving throws vs. fear reduced by 1, and all attack rolls will be made at a -1 penalty. A successful save vs. spells will negate the effects of the Blight.~

@751 = ~Fire Bolt~

@752 = ~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.~

@753 = ~Armor Melt~

@754 = ~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.~

@755 = ~Aid~

@756 = ~Aid
(Necromancy, Conjuration)

Level: 2
Sphere: Combat, Necromantic
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell gains the benefit of a bless spell (+ 1 to attack rolls and saving throws) and a special bonus of 1D8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. Example: A 1st-level fighter has 8 hit points, suffers 2 points of damage (8 - 2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 3 of which are temporary. If he is then hit for 7 points of damage, 4 normal hit points and all 3 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.~

@757 = ~Barkskin~

@758 = ~Barkskin
(Alteration)

Level: 2
Sphere: Plant
Range: Touch
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a + 1 bonus. This spell can be placed on the caster or on any other creature he touches.~

@759 = ~Bark Skin~

@760 = ~Chant~

@761 = ~Chant
(Conjuration/Summoning)

Level: 2
Sphere: All
Range: 0
Duration: 5 rounds
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: None

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain + 1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple chants are not cumulative.~

@762 = ~Flame Blade~

@763 = ~Flame Blade
(Evocation)

Level: 2
Sphere: Elemental Fire
Range: 0
Duration: 4 rounds + 1 round/2 levels
Casting Time: 4
Area of Effect: 3' long, sword-like blade
Saving Throw: None

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1D4 +4 points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1D4 +2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function underwater.~

@764 = ~Good Berries~

@765 = ~Goodberry
(Alteration, Evocation)

Level: 2
Sphere: Plant
Range: Touch
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with him. These berries cure one point of physical damage for each one eaten.~

@766 = ~Hold Person~

@767 = ~Hold Person
(Enchantment/Charm)

Level: 2
Sphere: Charm, Law
Range: 20 ft
Duration: 10 rounds
Casting Time: 5
Area of Effect: target, and anyone within 5 feet.
Saving Throw: Neg

This spell holds a single human, demihuman, or humanoid creature rigidly immobile and in place for five or more rounds. The hold person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on the victim selected by the caster.  Every enemy within 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.~

@768 = ~Know Alignment~

@769 = ~Know Alignment
(Divination)

Level: 2
Sphere: Divination
Range: 10 yards
Duration: 1 turn
Casting time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg

A know alignment spell enables the priest to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell.~

@770 = ~Detect Alignment~

@771 = ~Resist Fire/Cold~

@772 = ~Resist Fire/Resist Cold
(Alteration)

Level: 2
Sphere: Protection
Range: Touch
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.~

@773 = ~Resist Cold~

@774 = ~Resist Fire~

@775 = ~Draw Upon Holy Might~

@776 = ~Draw Upon Holy Might
(Invocation)

Level: 2
Sphere: Combat
Range: 0
Duration: 10 rounds
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

The priest calls upon his god to grant him power for a short period. When he does this his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster. A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.~

@777 = ~Strength Modification~

@778 = ~Sparks~

@779 = ~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.~

@780 = ~Cure Moderate Wounds~

@781 = ~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.~

@782 = ~Ward of Protection~

@783 = ~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.~

@784 = ~Shielded~

@785 = ~Animate Dead~

@786 = ~Animate Dead
(Necromancy)

Level: 3
Sphere: Necromantic
Range: 10 yards
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demi-humans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat, 8 hours pass, or are turned; the magic cannot be dispelled. The priest can animate one skeleton for each experience level he has attained.~

@787 = ~Call Lightning~

@788 = ~Call lightning
(Alteration)

Level: 3
Sphere: Weather
Range: 80
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 360-foot radius
Saving Throw: 1/2

When a call lightning spell is cast, it must be cast outside, otherwise it will not work and the spell is wasted. The caster is able to call down bolts of lightning. The caster can call down one bolt per turn. The spell has a duration of one turn per caster level. Each bolt causes 2D8 points of electrical damage, plus an additional 1D8 points for each of the caster's experience levels. Thus, a 4th-level caster calls down a 6D8 bolt (2D8 + 4D8).
The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The caster does not choose the targets of the spell, though the lighting will not strike any of his allies.~

@789 = ~Dispel Magic~

@790 = ~Dispel Magic
(Abjuration)

Level: 3
Sphere: All
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: None

A dispel magic removes the magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 11 or higher on 1D20. If the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is lower level, then the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.
Note: while this spell dispels the effects of grease, web and stinking cloud, it does not dispel the area of effect.~

@791 = ~Dispel Effects~

@792 = ~Protection From Fire~

@793 = ~Protection From Fire
(Abjuration)

Level: 3
Sphere: Elemental Fire
Range: Touch
Duration: Special
Casting Time: 6
Area 'of Effect: Creature touched
Saving Throw: None

The effect of a protection from fire spell differs according to the recipient of the magic - either the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.  When the spell is cast it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyrohydra breath, etc., absorbing 80% of all the damage dealt by such magical sources.~

@794 = ~Protected from Fire~

@795 = ~Remove Curse~

@796 = ~Remove Curse
(Abjuration)

Level: 3
Sphere: All
Range: Touch
Duration: Permanent
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.~

@797 = ~Remove Paralysis~

@798 = ~Remove Paralysis
(Abjuration)

Level: 3
Sphere: Necromantic, Protection
Range: 10 yards/level
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

By the use of this spell, the priest can free one creatures from the effects of any paralyzation or related magic (such as a ghoul touch, or a hold spell).~

@799 = ~Dispel Invisible~

@800 = ~Miscast Magic~

@801 = ~Miscast Magic
(Enchantment/Charm)

Level: 3
Sphere: Chaos
Range: Visual range of caster
Duration: 1 turn
Casting Time: 5
Area of Effect: One target
Saving Throw: Neg

Any spell casting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell it has an 80% chance of failure. Creatures can save vs spells to avoid the affect, but do so at -2.~

@802 = ~Miscast magic~

@803 = ~Rigid Thinking~

@804 = ~Rigid Thinking
(Enchantment/Charm)

Level: 3
Sphere: Law
Range: Visual range of the caster
Duration: 10 rounds
Casting Time: 5
Area of Effect: 1 person or mammal
Saving Throw: Neg

The target of this spell must make a saving throw vs spell or come under its effects. When under the effects of the rigid thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.~

@805 = ~Strength of One~

@806 = ~Strength of One
(Alteration)

Level: 3
Sphere: Law
Range: 0
Duration: 1 turn
Casting Time: 3
Area of Effect: The party
Saving Throw: None

When this spell is cast the entire party is given an 18/75 strength. If a party member has a strength higher than this (either naturally, or through a magical item) then his strength is lowered to 18/75. The spell lasts for a single turn, whereupon everyone's strength returns to normal.~

@807 = ~Pain~

@808 = ~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.~

@809 = ~Cure Disease~

@810 = ~Cure Disease
(Abjuration)

Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

By laying their hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.~

@811 = ~Armor of Darkness~

@812 = ~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.~

@813 = ~Cause Disease~

@814 = ~Cause Disease
(Necromancy)

Level: 3
Sphere: Healing
Range: Touch
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.

This spell afflicts one creature the priest touches with a disease that saps the target of 5-20 points of strength. A saving throw vs. spell will negate the effects. This spell has no affect on undead, constructs, or extraplanar creatures. ~

@815 = ~Free Action~

@816 = ~Free Action
(Abjuration)

Level: 4
Sphere: Charm
Range: Touch
Duration: 5 rounds + 1 round/level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

While under the effects of this spell, the recipient becomes immune to anything that limits his movement. This includes the effects of web, hold person, grease and entangle.~

@817 = ~Neutralize Poison~

@818 = ~Neutralize Poison
(Necromancy)

Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

When this spell is placed upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost hit points.~

@819 = ~Defensive Harmony~

@820 = ~Defensive Harmony
(Enchantment/Charm)

Level: 4
Sphere: Protection
Range: Caster
Duration: 7 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster but affects all those within a 10 foot radius.  The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his armor class. This lasts for 10 rounds or until successfully dispelled.~

@821 = ~Protection from Lightning~

@822 = ~Protection From Lightning
(Abjuration)
Level: 4

Sphere: Weather
Range: Touch
Duration: 5 rounds\level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

When the spell is cast it confers complete invulnerability to Electrical attack such as Lightning bolt, Thunder Bolt, Shocking Grasp etc.. The protection will last for the duration of the spell or until successfully dispelled.~

@823 = ~Poison Spray~

@824 = ~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.~

@825 = ~Death Ward~

@826 = ~Death Ward
(Necromancy)

Level: 4
Sphere: Necromantic, Protection
Range: 30'
Duration: 1 turn/level of caster
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate, Power Word: Kill, Death Spell and Finger of Death.~

@827 = ~Greater Command~

@828 = ~Greater Command
(Enchantment/Charm)

Level: 5
Sphere: Charm
Range: 35 feet
Duration: 1 round/level of caster
Casting Time: 1
Area of Effect: 20 ' radius
Saving Throw: Negates

As with the first level spell 'Command', this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last for one round per caster level. At the end of the round the creature(s) awaken and are unharmed. The area of effect is similar to that of a stinking cloud or a fireball.~

@829 = ~Chaotic Commands~

@830 = ~Chaotic Commands
(Enchantment/Charm)

Level: 5
Sphere: Chaos
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

Chaotic Commands renders a creature immune to magical commands. Suggestion, charm, domination, command, sleep, confusion are all spells that fit into this category. The spells affects only one creature and lasts for the duration or until dispelled.~

@831 = ~Selune's Blessing~

@832 = ~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.~

@833 = ~Call Undead~

@834 = ~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.~

@835 = ~Transport via Plants~

@836 = ~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.~

@837 = ~Blades~

@838 = ~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.~

@839 = ~Deep Freeze~

@840 = ~Deep Freeze
(Invocation)

Level: 5
Sphere: Elemental (Ice)
Range: Line of Sight
Duration: 3 rounds
Casting Time: 8
Area of Effect: 20 yards
Saving Throw: Spell

The caster invokes the elements and projects a freezing ball of energy to the target area. The ball explodes once the target is reached and freezes all creatures within the affected area in place for 1 round. As the cold penetrates the creatures affected suffer 2D6 points of cold damage per round, half with a successful save.~

@841 = ~Mass Cure~

@842 = ~Mass Cure
(Necromancy)

Level: 5
Sphere: Healing
Range: Sight of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 20 foot radius
Saving Throw: None

When casting this spell the priest must picture the faces of his fellow party members clearly and focus on the unity of the group. Upon completion all members in the party are healed 1D8 + 1/level hit points. This works regardless of where the party is in relation to one another.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

@843 = ~Aerial Servant~

@844 = ~Aerial Servant
(Conjuration/Summoning)

Level: 6
Sphere: Summoning
Range: Visual range of caster
Duration: 5 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell conjures a powerful being from the elemental plane of Air to serve and protect the caster. Aerial Servants are not normally detectable by non-magical means and can only be hit by enchanted weapons. They also wield great power over their native element and are immune to sleep, charm, hold, and electrical spells. The Servant will remain until slain or the spell expires, at which time it will return to its plane of origin.~

@845 = ~Hold Monster~

@846 = ~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.~

@847 = ~Heal~

@848 = ~Heal
(Necromantic)

Level: 6
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the cleric to wipe away diseases and injury in the creature who receives the benefits of this spell. It will completely cure any and all poisons affecting the recipient and heal all damage suffered due to wounds or injury. The spell will also counter the effects of any sort of paralysis (a ghoul's touch, Hold Person, etc).  Naturally the effects can be negated by later damage or poisoning.~

@849 = ~Harm~

@850 = ~Harm
(Necromancy)

Level: 6
Sphere: Necromantic, Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Special

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 2 hit points. Two rounds later the target creature suffers the same effect unless a saving throw is achieved.~

@851 = ~Choking Vines~

@852 = ~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.~

@853 = ~Life Steal~

@854 = ~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.~

@855 = ~Selune's Curse~

@856 = ~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.~

@857 = ~Resurrection~

@858 = ~Resurrection
(Necromancy)

Level: 5
Sphere: Necromantic
Range: Sight of the caster
Duration: Instant
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None

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

@859 = ~Confusion~

@860 = ~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.~

@861 = ~Confusion
(Enchantment/Charm)

Level: 4
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.~

@862 = ~Confused~

@863 = ~Dark Ritual~

@864 = ~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.~

@865 = ~Summon Sirine~

@866 = ~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.~

@867 = ~Fire Storm~

@868 = ~Fire Storm (Evocation)

Level: 7
Sphere: Elemental Fire
Range: 25 yards
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30ft radius
Saving Throw: Special

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Anyone caught within the area of the blast suffers 6D6 fire damage and a further 2D6 if a saving throw fails.~

@869 = ~Arrow of Biting~

@870 = ~Chromatic Orb~

@871 = ~Chromatic Orb
(Evocation)

Level: 1
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.

This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell. A first-level sphere inflicts 1-4 damage and blinds the target for one round. A second-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A third-level sphere deals 1-8 damage and burns the victim. A fourth-level sphere deals 1-10 damage and blinds the target for 10 rounds. A fifth-level sphere deals 1-12 damage and stuns the target for 3 rounds. The sixth-level sphere deals 2-16 damage and causes weakness in the victim. The seventh level sphere deals 2-16 damage and paralyzes the victim for 20 rounds. A save against this spell negates both the damage and the other effects.~

@872 = ~Blindness~

@873 = ~Stun~

@874 = ~Contingency Fireball~

@875 = ~Wraith Form~

@876 = ~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.~

@877 = ~Wraith-formed~

@878 = ~Dragon's Breath~

@879 = ~Enchantment~

@880 = ~Andris~

@881 = ~Fear my wrath, for it is great indeed.~ [GENMT09]

@882 = ~You meddling fools! Your victory shall be short-lived.~ [DAVEO02]

@883 = ~[DAVEORN 8]~ [DAVEO08]

@884 = ~[DAVEORN 9]~ [DAVEO09]

@885 = ~You should have left when you had the chance!  Now we will bury your lifeless corpses in the deepest caves!~

@886 = ~The Archdruid~

@887 = ~Aec'Letec~

@888 = ~[TANAR'RI 01]~ [TANAR01]

@889 = ~[TANAR'RI 02]~ [TANAR02]

@890 = ~[TANAR'RI 03]~ [TANAR03]

@891 = ~[TANAR'RI 05]~ [TANAR05]

@892 = ~[TANAR'RI 06]~ [TANAR06]

@893 = ~[TANAR'RI 04]~ [TANAR04]

@894 = ~Banshee~

@895 = ~Bardo Furfoot~

@896 = ~Though Bardo resembles his fellow halflings in appearance, he speaks with quiet brevity very unlike his kin. Born in the sleepy village of Gullykin, he claims to have lived a discontented childhood. Although he loved his home, he always felt restless, imagining that one day he would leave his quiet life behind and travel the lengths of Faerûn. His greatest wish was to experience exciting journeys like the ones he read about in books and heard from adventurers passing through his village.

The inhabitants of Gullykin always found him daydreaming, shirking his duties and wandering the nearby hills. To him, adventuring was everything. His wish was finally granted one day when his village was beset with a flurry of activity: A forest dragon had been sighted, traveling near Gullykin. Gandolar Luckyfoot organized a group to battle the dragon before it could approach the village and Bardo eagerly joined the effort, anxious to finally experience some adventure. You sense that his wanderlust is still strong, and that he is willing to follow you into danger without question. ~

@897 = ~[Bird Song1]~ [AMB_E05D]

@898 = ~[Bird Song2]~ [AMB_E05E]

@899 = ~[Bird Song3]~ [AMB_E05F]

@900 = ~[Bird Song4]~ [AMB_E05G]

@901 = ~[Bird Song5]~ [AMB_E05H]

@902 = ~Dawn Priest Blane~

@903 = ~Brendan~

@904 = ~Sorry friend, but you've got a date down under.~ [GENMT05]

@905 = ~[EDWIN 38]~ [EDWIN38]

@906 = ~[EDWIN 39]~ [EDWIN39]

@907 = ~Brigand~

@908 = ~Bruenor Battlehammer~

@909 = ~Bugbear~

@910 = ~Bugbear Elite~

@911 = ~Bugbear Chief~

@912 = ~Bugbear Chieftain~

@913 = ~Bugbear Shaman~

@914 = ~Bugbear Veteran~

@915 = ~Clairis~

@916 = ~Conchobhair Strongblade~

@917 = ~[Concho01]~ [DS#CON01]

@918 = ~[Concho02]~ [DS#CON02]

@919 = ~[Concho04]~ [DS#CON04]

@920 = ~[Concho05]~ [DS#CON05]

@921 = ~[Concho06]~ [DS#CON06]

@922 = ~[Concho07]~ [DS#CON07]

@923 = ~[Concho09]~ [DS#CON09]

@924 = ~[Concho10]~ [DS#CON10]

@925 = ~[Concho03]~ [DS#CON03]

@926 = ~[Concho38]~ [DS#CON38]

@927 = ~[Concho39]~ [DS#CON39]

@928 = ~[Concho11]~ [DS#CON11]

@929 = ~[Concho13]~ [DS#CON13]

@930 = ~[Concho14]~ [DS#CON14]

@931 = ~[Concho15]~ [DS#CON15]

@932 = ~[Concho16]~ [DS#CON16]

@933 = ~[Concho17]~ [DS#CON17]

@934 = ~[Concho18]~ [DS#CON18]

@935 = ~[Concho19]~ [DS#CON19]

@936 = ~[Concho20]~

@937 = ~[Concho21]~ [DS#CON21]

@938 = ~[Concho22]~ [DS#CON22]

@939 = ~[Concho23]~ [DS#CON23]

@940 = ~[Concho24]~

@941 = ~[Concho25]~ [DS#CON25]

@942 = ~[Concho26]~ [DS#CON26]

@943 = ~[Concho27]~ [DS#CON27]

@944 = ~[Concho28]~

@945 = ~[Concho29]~ [DS#CON29]

@946 = ~[Concho30]~ [DS#CON30]

@947 = ~[Concho31]~ [DS#CON31]

@948 = ~[Concho37]~ [DS#CON37]

@949 = ~[Concho35]~ [DS#CON35]

@950 = ~[Concho36]~

@951 = ~[Concho40]~

@952 = ~[Concho32]~

@953 = ~[Concho33]~ [DS#CON33]

@954 = ~As you engage Conchobhair in conversation, he quietly walks alongside you, peering intently at the path ahead as he speaks. Originally from Waterdeep, Conch is a member of the influential Strongblade family. Being the youngest of the four sons, he had little hope of inheriting any significant part of the family's holdings, so he instead set out at the age of twenty to find his own fortune.

First training as a paladin, Conch felt restricted by the discipline and dreamed of personal glory. This changed during one of his treks from Waterdeep to Baldur's Gate, where he met Fergus Ravenskill. A grizzled warrior of fifty-six, Fergus had spent most of his life on the battlefield, and he regaled Conch with tales of war and conquest as they traveled together. It was his story of an encounter with a red dragon that inspired Conch to change his life. Entreating Fergus to teach him, he spent the next six years training, even taking a position as a mercenary in the cities of the Sword Coast.

It was ill fate that brought Fergus and Conchobhair face to face with the same red dragon that the old veteran had encountered twenty years prior. Blinded in one eye from that battle, the wyrm was bent on revenge and attacked in a fury. While Conch escaped with minor wounds, Fergus perished, having suffered severe burns from the dragon's fiery breath. Mourning the loss of his mentor, Conch swore to destroy any dragon that threatened the Realms, and to find the wyrm that murdered his friend. Despite his youthful appearance, Conch exudes a dangerous air, and you imagine he would be a deadly opponent.~

@955 = ~Cooshee~

@956 = ~CúChoinneach~

@957 = ~[CuCh01]~ [DS#CUC01]

@958 = ~[CuCh02]~ [DS#CUC02]

@959 = ~[CuCh04]~ [DS#CUC04]

@960 = ~[CuCh05]~ [DS#CUC05]

@961 = ~[CuCh06]~ [DS#CUC06]

@962 = ~[CuCh07]~

@963 = ~[CuCh08]~ [DS#CUC08]

@964 = ~[CuCh09]~ [DS#CUC09]

@965 = ~[CuCh10]~ [DS#CUC10]

@966 = ~[CuCh03]~

@967 = ~[CuCh38]~ [DS#CUC38]

@968 = ~[CuCh39]~

@969 = ~[CuCh11]~

@970 = ~[CuCh12]~ [DS#CUC12]

@971 = ~[CuCh13]~ [DS#CUC13]

@972 = ~[CuCh14]~ [DS#CUC14]

@973 = ~[CuCh15]~

@974 = ~[CuCh16]~ [DS#CUC16]

@975 = ~[CuCh17]~ [DS#CUC17]

@976 = ~[CuCh18]~ [DS#CUC18]

@977 = ~[CuCh19]~

@978 = ~[CuCh20]~ [DS#CUC20]

@979 = ~[CuCh21]~ [DS#CUC21]

@980 = ~[CuCh22]~ [DS#CUC22]

@981 = ~[CuCh23]~

@982 = ~[CuCh24]~ [DS#CUC24]

@983 = ~[CuCh25]~ [DS#CUC25]

@984 = ~[CuCh26]~ [DS#CUC26]

@985 = ~When you approach CúChoinneach, your voice falters as he stares with his piercing blue eyes. Though you know nothing of him, nor of the shadow wolf that prowls by his side, you sense that he possesses an unwavering will, one that is directed toward something—or someone—unknown. For an elf, he appears to harbor a dark side and finds little pleasure in life. From the amulet of Sehanine Moonbow clasped at his neck and crescent-shaped blade to the many scars that cross his face, CúChoinneach remains a mystery.~

@986 = ~Khal Abbil~

@987 = ~Davaeorn~

@988 = ~So, the stoic adventurers have found their way down to my lair.~ [DAVEO01]

@989 = ~Die, insolent whelps!~ [DAVEO03]

@990 = ~Ahahahahaha!~ [DAVEO04]

@991 = ~Your efforts are futile!~ [DAVEO05]

@992 = ~Tremble before the might of my sorcery!~ [DAVEO06]

@993 = ~Your feeble skills are no match for my magic!~ [DAVEO07]

@994 = ~Deazle~

@995 = ~Doomsayer~

@996 = ~Kiaaaa!~ [OGREM03]

@997 = ~Die, cattle!~ [OGREM04]

@998 = ~[OGRE MAGE 08]~ [OGREM08]

@999 = ~[OGRE MAGE 09]~ [OGREM09]

@1000 = ~Hoo hahahahaha.~ [OGREM01]

@1001 = ~You shall die for your impudence...~ [OGREM02]

@1002 = ~Diana~

@1003 = ~Best you make peace with your demons before I send you to meet them.~ [GENFT03]

@1004 = ~[ITHMEERA 3]~ [ITHMR03]

@1005 = ~[ITHMEERA 4]~ [ITHMR04]

@1006 = ~Drow Elite~

@1007 = ~Drow Warrior~

@1008 = ~Drow Priestess~

@1009 = ~Drow Weapon Master~

@1010 = ~Duergar Cleric~

@1011 = ~Duergar Fighter~

@1012 = ~Duergar Thief~

@1013 = ~Duergar Elite~

@1014 = ~Duergar Scout~

@1015 = ~Dwarf~

@1016 = ~Efreeti~

@1017 = ~Ferthgil Trollslayer~

@1018 = ~[Ferthg01]~ [DS#FER01]

@1019 = ~[Ferthg02]~ [DS#FER02]

@1020 = ~[Ferthg04]~

@1021 = ~[Ferthg05]~ [DS#FER05]

@1022 = ~[Ferthg06]~ [DS#FER06]

@1023 = ~[Ferthg07]~ [DS#FER07]

@1024 = ~[Ferthg08]~

@1025 = ~[Ferthg09]~ [DS#FER09]

@1026 = ~[Ferthg10]~ [DS#FER10]

@1027 = ~[Ferthg03]~ [DS#FER03]

@1028 = ~[Ferthg38]~ [DS#FER38]

@1029 = ~[Ferthg39]~ [DS#FER39]

@1030 = ~[Ferthg11]~ [DS#FER11]

@1031 = ~[Ferthg12]~

@1032 = ~[Ferthg13]~ [DS#FER13]

@1033 = ~[Ferthg14]~ [DS#FER14]

@1034 = ~[Ferthg15]~ [DS#FER15]

@1035 = ~[Ferthg16]~

@1036 = ~[Ferthg17]~ [DS#FER17]

@1037 = ~[Ferthg18]~ [DS#FER18]

@1038 = ~[Ferthg19]~ [DS#FER19]

@1039 = ~[Ferthg20]~

@1040 = ~[Ferthg21]~ [DS#FER21]

@1041 = ~[Ferthg22]~ [DS#FER22]

@1042 = ~[Ferthg23]~ [DS#FER23]

@1043 = ~[Ferthg24]~

@1044 = ~[Ferthg25]~ [DS#FER25]

@1045 = ~[Ferthg26]~ [DS#FER26]

@1046 = ~[Ferthg27]~ [DS#FER27]

@1047 = ~[Ferthg28]~

@1048 = ~[Ferthg29]~ [DS#FER29]

@1049 = ~[Ferthg30]~ [DS#FER30]

@1050 = ~[Ferthg31]~ [DS#FER31]

@1051 = ~[Ferthg37]~ [DS#FER37]

@1052 = ~[Ferthg35]~ [DS#FER35]

@1053 = ~[Ferthg36]~

@1054 = ~[Ferthg40]~

@1055 = ~[Ferthg41]~ [DS#FER41]

@1056 = ~[Ferthg34]~ [DS#FER34]

@1057 = ~[Ferthg32]~

@1058 = ~[Ferthg33]~ [DS#FER33]

@1059 = ~When you ask about his past, Ferthgil barks at you to keep quiet, but he eventually reveals more of himself. Born to the small gold dwarf clan in the Cloudpeak Mountains, he spent his early years with his father, Breachin Trollslayer. A wandering ironsmith, Breachin plied his trade in the many small villages along the Sword Coast. When he met an unfortunate end, defending his son from a patrol of verbeeg, Ferthgil wandered for several lonely days through the mountains, clutching his father's axe.

Gulmoth Stonehearth, an Alaghor (priest) of Clanggedin Silverbeard, discovered the young dwarf, half-starved and exhausted. Looking past the anger in Ferthgil, Gulmoth sensed quiet strength and nobility—and the potential for greatness. Gulmoth trained the lad at Stonehearth Keep, where Ferthgil learned to channel his rage in the service of the God of War. Having inherited his father's wanderlust, however, Ferthgil eventually left the safety and seclusion of the dwarven haven, and returned to the Sword Coast before meeting Tearlac, of Clan Truehammer. A true friend and lifelong companion, Tearlac provided Ferthgil with a sense of belonging and purpose, and Ferthgil was soon informally adopted by the clan.

Though he strikes you as being a typical dwarf, as quick-tempered as his kin, Ferthgil has used his training to channel his rage against the enemies of Clanggedin. For those who have never witnessed him in battle, the change is startling. Furiously wielding his axe, Ferthgil transforms into a mighty adversary, and his battle cries are said to reach the ears of Clanggedin himself in Arcadia.~

@1060 = ~Fey'doch~

@1061 = ~Lesser Tanar'ri~

@1062 = ~[GIBBERLING 03]~ [GIBER03]

@1063 = ~[GIBBERLING 04]~ [GIBER04]

@1064 = ~[GIBBERLING 05]~ [GIBER05]

@1065 = ~[GIBBERLING 06]~ [GIBER06]

@1066 = ~[GIBBERLING 08]~ [GIBER08]

@1067 = ~[GIBBERLING 09]~ [GIBER09]

@1068 = ~[GIBBERLING 01]~ [GIBER01]

@1069 = ~[GIBBERLING 02]~ [GIBER02]

@1070 = ~Fire Elemental~

@1071 = ~Forest Dragon~

@1072 = ~[SPIDER, HUGE 04]~ [HSPID04]

@1073 = ~[SPIDER, HUGE 05]~ [HSPID05]

@1074 = ~[SPIDER, PHASE 09]~ [PSPID09]

@1075 = ~[SPIDER, PHASE 06]~ [PSPID06]

@1076 = ~Greater Ghast~

@1077 = ~Greater Ghoul~

@1078 = ~Gillian Ghastkill~

@1079 = ~Gnoll Chieftan~

@1080 = ~Goblin~

@1081 = ~Goblin Elite~

@1082 = ~Goblin Chief~

@1083 = ~Goblin Shaman~

@1084 = ~Goblin Lieutenant~

@1085 = ~Grog~

@1086 = ~Guenhwyvar~

@1087 = ~Halfling Fighter~

@1088 = ~Halfling Cleric~

@1089 = ~Halfling Thief~

@1090 = ~Hell Hound~

@1091 = ~Jabress Xaendrassa Auvryndar~

@1092 = ~Morninglord Jarent of Lathander~

@1093 = ~Jeremy~

@1094 = ~Jet'laya~

@1095 = ~[Jetla01]~ [DS#JET01]

@1096 = ~[Jetla02]~ [DS#JET02]

@1097 = ~[Jetla04]~

@1098 = ~[Jetla05]~ [DS#JET05]

@1099 = ~[Jetla06]~ [DS#JET06]

@1100 = ~[Jetla07]~ [DS#JET07]

@1101 = ~[Jetla08]~

@1102 = ~[Jetla09]~ [DS#JET09]

@1103 = ~[Jetla10]~ [DS#JET10]

@1104 = ~[Jetla03]~ [DS#JET03]

@1105 = ~[Jetla38]~ [DS#JET38]

@1106 = ~[Jetla39]~ [DS#JET39]

@1107 = ~[Jetla11]~ [DS#JET11]

@1108 = ~[Jetla12]~

@1109 = ~[Jetla13]~ [DS#JET13]

@1110 = ~[Jetla14]~ [DS#JET14]

@1111 = ~[Jetla15]~ [DS#JET15]

@1112 = ~[Jetla16]~

@1113 = ~[Jetla17]~ [DS#JET17]

@1114 = ~[Jetla18]~ [DS#JET18]

@1115 = ~[Jetla19]~ [DS#JET19]

@1116 = ~[Jetla20]~

@1117 = ~[Jetla21]~ [DS#JET21]

@1118 = ~[Jetla22]~ [DS#JET22]

@1119 = ~[Jetla23]~ [DS#JET23]

@1120 = ~[Jetla24]~

@1121 = ~[Jetla25]~ [DS#JET25]

@1122 = ~[Jetla26]~ [DS#JET26]

@1123 = ~[Jetla27]~ [DS#JET27]

@1124 = ~[Jetla28]~

@1125 = ~[Jetla29]~ [DS#JET29]

@1126 = ~[Jetla30]~ [DS#JET30]

@1127 = ~[Jetla31]~ [DS#JET31]

@1128 = ~[Jetla34]~ [DS#JET34]

@1129 = ~[Jetla35]~ [DS#JET35]

@1130 = ~[Jetla36]~

@1131 = ~[Jetla32]~

@1132 = ~[Jetla33]~ [DS#JET33]

@1133 = ~Jet'laya quietly speaks of her family when you engage her in conversation, and her sad story belies her inner strength. In his youth, her father Torvin met Lennan, the elf she later knew as her “uncle.” A noble of Cormanthor, Lennan had defied his family's wishes by leaving his homeland in search of danger and excitement. As they shared adventures spanning the lengths of Faerûn, Torvin saved his friend's life more than a few times, and Lennan later invited him to return with him to the fabled elven city. 

It was there that Torvin met Jet'laya's mother, a healer, and fell in love with her. Although he was accepted in Cormanthor due to the support of Lennan and his father, Torvin and his new bride lived near the edge of the forest, avoiding the stares and harsh words of the traditionalists. After having a daughter, the eldest of the children, they received the gift of twins with Jet'laya and her brother.

Their peaceful existence was shattered when Jet'laya and her brother were six. Led by a young, brash vampire, a horde of undead attacked the city. While the elves rallied the warriors and mages, throwing their strength against the throng, Jet'laya's parents hid the children away and defended their home. Though the attackers were utterly destroyed, no trace of the vampire was found, and the casualties numbered in the dozens, including Jet'laya's parents.

Since that day, she claims to have had continual nightmares, having witnessed the violent deaths of her parents through the floorboards. Despite the protestations of her brother and uncle, Jet'laya dedicated herself to martial training, learning to combat the undead. Upon completing her studies, she left Cormanthor, seeking word of the mysterious vampire who had led the attack.~

@1134 = ~Jules~

@1135 = ~Kahrk~

@1136 = ~[OGRE MAGE 01]~ [OGREM01]

@1137 = ~Kalannar~

@1138 = ~Karoug~

@1139 = ~Here my rule. Here you behave, obey.~ [KAROU_01]

@1140 = ~Your blood will salt my dinner!~ [KAROU_03]

@1141 = ~[KAROUG 05]~ [KAROU_05]

@1142 = ~[KAROUG 06]~ [KAROU_06]

@1143 = ~Give me excuse to tear your limbs.~ [KAROU_04]

@1144 = ~Keiria Silverstring~

@1145 = ~[Keiri01]~ [DS#KEI01]

@1146 = ~[Keiri34]~

@1147 = ~[Keiri04]~ [DS#KEI04]

@1148 = ~[Keiri05]~

@1149 = ~[Keiri06]~ [DS#KEI06]

@1150 = ~[Keiri07]~ [DS#KEI07]

@1151 = ~[Keiri08]~ [DS#KEI08]

@1152 = ~[Keiri09]~ [DS#KEI09]

@1153 = ~[Keiri10]~ [DS#KEI10]

@1154 = ~[Keiri03]~ [DS#KEI03]

@1155 = ~[Keiri38]~

@1156 = ~[Keiri39]~ [DS#KEI39]

@1157 = ~[Keiri11]~ [DS#KEI11]

@1158 = ~[Keiri12]~ [DS#KEI12]

@1159 = ~[Keiri13]~

@1160 = ~[Keiri14]~ [DS#KEI14]

@1161 = ~[Keiri16]~ [DS#KEI16]

@1162 = ~[Keiri17]~ [DS#KEI17]

@1163 = ~[Keiri18]~

@1164 = ~[Keiri19]~ [DS#KEI19]

@1165 = ~[Keiri20]~ [DS#KEI20]

@1166 = ~[Keiri21]~ [DS#KEI21]

@1167 = ~[Keiri22]~

@1168 = ~[Keiri23]~ [DS#KEI23]

@1169 = ~[Keiri24]~ [DS#KEI24]

@1170 = ~[Keiri25]~ [DS#KEI25]

@1171 = ~[Keiri26]~

@1172 = ~[Keiri27]~ [DS#KEI27]

@1173 = ~[Keiri28]~ [DS#KEI28]

@1174 = ~[Keiri29]~ [DS#KEI29]

@1175 = ~[Keiri30]~

@1176 = ~[Keiri31]~ [DS#KEI31]

@1177 = ~[Keiri37]~ [DS#KEI37]

@1178 = ~[Keiri36]~ [DS#KEI36]

@1179 = ~[Keiri40]~ [DS#KEI40]

@1180 = ~[Keiri41]~ [DS#KEI41]

@1181 = ~[Keiri32]~ [DS#KEI32]

@1182 = ~[Keiri33]~ [DS#KEI33]

@1183 = ~You are immediately enchanted by Keiria's laughter as she responds to your questions. Born to a musically talented family, both her mother and father are long-time members of the Harpers, a force for good in the Realms. She has gained much of her outlook from that association, and makes it clear that she supports the preservation of balance. Keiria also claims to be very talented songstress and actress, having appeared in venues from Silverymoon to Athakla. However, aside from her charming personality, half-elven beauty and flowing red locks, she is clearly a very adept fighter and can hold her own in any battle. She even prefers the life of adventuring to life on the stage, claiming danger and travel make her feel alive.~

@1184 = ~Ken the Baker~

@1185 = ~Kirinhale~

@1186 = ~Kobold Chieftain~

@1187 = ~Kobold Guard~

@1188 = ~Kobold Shaman~

@1189 = ~Lasala~

@1190 = ~Methinks you'll be pushing up daisies before the eve is through.~ [GENFT05]

@1191 = ~[KRYSTIN 8]~ [KRYST08]

@1192 = ~[KRYSTIN 9]~ [KRYST09]

@1193 = ~Lennan~

@1194 = ~The Dark One~

@1195 = ~[LICH1]~ [DS#LICH1]

@1196 = ~[LICH2]~ [DS#LICH2]

@1197 = ~Greater Werewolf~

@1198 = ~I will bury you all!~ [GWERE01]

@1199 = ~[WEREWOLF, GREATER 03]~ [GWERE03]

@1200 = ~[WEREWOLF, GREATER 04]~ [GWERE04]

@1201 = ~[WEREWOLF, GREATER 05]~ [GWERE05]

@1202 = ~[WEREWOLF, GREATER 06]~ [GWERE06]

@1203 = ~Megan~

@1204 = ~Mopap the Chirping Squirrel~

@1205 = ~[Rat Squeak 1]~ [AMB_E45A]

@1206 = ~[Rat Squeak 2]~ [AMB_E45B]

@1207 = ~[Rat Squeak 3]~ [AMB_E45C]

@1208 = ~Mortius~

@1209 = ~I don't have time to associate with drivel.~ [RIELT01]

@1210 = ~Your arrogance is most distasteful!~ [RIELT02]

@1211 = ~[RIELTAR 3]~ [RIELT03]

@1212 = ~[RIELTAR 4]~ [RIELT04]

@1213 = ~You'll pay for what you've done!~

@1214 = ~Lord Norby Boozluck~

@1215 = ~Orc~

@1216 = ~Orc Guard~

@1217 = ~Orc Chief~

@1218 = ~Orc Elite~

@1219 = ~Orc Shaman~

@1220 = ~Otho Truehammer~

@1221 = ~Phantom~

@1222 = ~[GHOST1]~ [DS#GHOT1]

@1223 = ~[GHOST2]~ [DS#GHOT2]

@1224 = ~[GHOST3]~ [DS#GHOT3]

@1225 = ~[GHOST4]~ [DS#GHOT4]

@1226 = ~Flind~

@1227 = ~Ogre~

@1228 = ~Sword Spider~

@1229 = ~Regis~

@1230 = ~Rieltar~

@1231 = ~Atr'Jkslad'Roa'Ch~

@1232 = ~Stone Golem~

@1233 = ~Shadow~

@1234 = ~Shar Nadal~

@1235 = ~What!? How'd you get in here?~ [MULAH01]

@1236 = ~I yield, I yield to thee!~ [MULAH02]

@1237 = ~Fools, you would turn your back on a servant of Cyric?~ [MULAH03]

@1238 = ~You'll not have me! You'll not, you'll not!!~ [MULAH06]

@1239 = ~Help my minions, help!~ [MULAH07]

@1240 = ~[MULAHEY 8]~ [MULAH08]

@1241 = ~[MULAHEY 9]~ [MULAH09]

@1242 = ~[MULAHEY 4]~ [MULAH04]

@1243 = ~[MULAHEY 5]~ [MULAH05]

@1244 = ~I'll have your skulls for coming here! You'll ruin everything!~

@1245 = ~Skeezer Lumpkin VI~

@1246 = ~When you speak to Skeezer, he blinks several times and begins what sounds like a recitation of his life history. Skeezer Lumpkin the VI is from a gnome settlement on Krynn, beneath Mount Nevermind. However, for the past 75 years he has been living in Athakla in Amn, where he has dedicated his years to finding the perfect combination of technology and magic—research he claims could result in the ultimate tinker creation. Frequent failures for that entire period appear to have not deterred him in the slightest. A few of his creations have resulted in limited success, including “The Automatic (Systematic) Articulated Mop and Spring-Loaded Broom-Driven Pie Tin Flier and Egg Dropper" (or ASAMSLBPTFED for short), a boyhood obsession that numbered among his first inventions. It sent eggs flying at very high speeds, but had no other discernible purpose.

Despite his fascination with technology, Skeezer has recently shied away from the normal way of the tinkers in search of a greater understanding of magic, a field in which he has had greater success. He claims that his greatest desire in all of Faerûn is to see a beautiful skyship, a dream that has brought him to Baldur's Gate.~

@1247 = ~[Skezr01]~ [DS#SKE01]

@1248 = ~[Skezr08]~

@1249 = ~[Skezr09]~ [DS#SKE09]

@1250 = ~[Skezr10]~ [DS#SKE10]

@1251 = ~[Skezr03]~ [DS#SKE03]

@1252 = ~[Skezr38]~ [DS#SKE38]

@1253 = ~[Skezr39]~ [DS#SKE39]

@1254 = ~[Skezr11]~ [DS#SKE11]

@1255 = ~[Skezr12]~

@1256 = ~[Skezr13]~ [DS#SKE13]

@1257 = ~[Skezr14]~ [DS#SKE14]

@1258 = ~[Skezr15]~ [DS#SKE15]

@1259 = ~[Skezr16]~

@1260 = ~[Skezr17]~ [DS#SKE17]

@1261 = ~[Skezr18]~ [DS#SKE18]

@1262 = ~[Skezr19]~ [DS#SKE19]

@1263 = ~[Skezr20]~

@1264 = ~[Skezr21]~ [DS#SKE21]

@1265 = ~[Skezr22]~ [DS#SKE22]

@1266 = ~[Skezr23]~ [DS#SKE23]

@1267 = ~[Skezr24]~

@1268 = ~[Skezr25]~ [DS#SKE25]

@1269 = ~[Skezr26]~ [DS#SKE26]

@1270 = ~[Skezr40]~ [DS#SKE40]

@1271 = ~Skeleton Knight~

@1272 = ~Skeleton Lord~

@1273 = ~Spec~

@1274 = ~Spectre~

@1275 = ~[WIND GUST 1]~ [AMB_E04a]

@1276 = ~[WIND GUST 2]~ [AMB_E04b]

@1277 = ~[WIND GUST 3]~ [AMB_M35b]

@1278 = ~[WIND GUST 4]~ [AMB_M35d]

@1279 = ~[WOLF, WINTER 07]~ [WWOLF07]

@1280 = ~[WOLF, DREAD 03]~ [RWOLF03]

@1281 = ~Thomic~

@1282 = ~Thorfinn Hauskluniff~

@1283 = ~Thorfinn's story spans the length of the Sword Coast, and it's clear that the young warrior draws strength from his experiences. Born on the island of Ruathym, his life started badly as he was offered as a sacrifice to Umberlee to quell a series of ferocious storms. Placed on a small raft by the priestesses, he was pushed into the Trackless Sea, where the strong southern currents carried him to the Moonshae Isles. He was found by a fisherman on the island of Moray after drifting for days, and was raised by his new-found family.

Working the fishing boats in his youth, Thorfinn learned the intricacies of the sea and developed into a tall, strong man from the hard labor. At sixteen, he joined the navy with the blessings of his adopted father and began learning the art of swordplay as he defended merchant ships from pirate raids. Adept at swinging fishermen's tools with massive strength, he soon learned to wield a sword with equal force—an ability not lost on the marauders.

Since leaving the navy several years before, Thorfinn has offered his blade as a mercenary, often protecting merchants who travel the caravan routes along the Sword Coast. On one of his recent travels, he heard tales of an iron crisis and set off toward Baldur's Gate, seeking a wealthy benefactor who may need protection from thieves and scavengers.~

@1284 = ~Torquil~

@1285 = ~Troll~

@1286 = ~Troll Elite~

@1287 = ~Bub Snikt~

@1288 = ~When you ask about his past, Bub pulls a pipe from beneath his leather tunic and lights it before answering. Born in Daggerford, a village situated on the Trade Way between Baldur's Gate and Waterdeep, he was the seventh son of a farmer. The favorite of the family, he followed in his father's footsteps, living a simple life and learning to hunt with his brothers. His keen eye soon became apparent, as his archery skills soon matched those of castle guards. As the years passed, Bub would occasionally join his brothers in the town militia, defending the local farmsteads from marauding lizard folk. In other respects, life on the farm was unchanged.

However, shortly after one Higharvestide, as he made his customary visit to Daggerford to sell the family's produce, the castle issued a call to arms. A band of ogres had sneaked through the Misty Forest from the High Moor and were pillaging the farmsteads, killing all they encountered. Abandoning the wagon, Bub leaped onto the horse and galloped the three leagues to his home. Upon arriving, a shiver of fear rushed over his body as he focused on several massive ogres battling his brothers. Bub remembers little of what happened next. Clasping the symbol of Tempus—a gift from his father—he joined his brothers in a fury, wielding an old sword with the speed and strength of ten men, cutting down all of the ogres in the span of minutes as his family watched in awe.

Bub claims to have lost interest in following in his father's path after that day. He traveled to Baldur's Gate and offered his services as a hired blade. In the years since he has aided farmers in the Beregost area, protecting their homes from ogres and other unwanted guests. While he may be simple in manner, you sense that Bub is a wily veteran of the battlefield.~

@1289 = ~Vampiress~

@1290 = ~Lord Daerthmac~

@1291 = ~Wood Elf Warrior~

@1292 = ~Wood Elf Elite~

@1293 = ~Wight~

@1294 = ~Madadh n'Sgàil~

@1295 = ~Katerin~

@1296 = ~Wraith~

@1297 = ~Air Aspect~

@1298 = ~Forest of Forgotten Souls~

@1299 = ~Castle Daerthmac~

@1300 = ~The Dark Side of the Sword Coast~

@1301 = ~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 "Darkside of the Sword Coast."~ [DS#OTSC]

@1302 = ~Experience points doubled~

@1303 = ~Dark Side of the Sword Coast for Baldur's Gate (Tales of the Sword Coast) Version 1.04~

@1304 = ~*       This file will install          *~

@1305 = ~*        in your BG directory           *~

@1306 = ~Tales of the Sword Coast is not installed. Installation of Dark Side of the Sword Coast will not continue.~

@1307 = ~Install Level 40 Rule Pack?~

@1308 = ~(Do not install if you have another rule pack installed.)~

// New text for BGEE

@1400 = ~Amulet of Great Foresight~
@1401 = ~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)~
  
  @1402 = ~Morridin's Sword~
  @1403 = ~Morridin was the subject of many a joke about his sword.  Many jested that such a little man could not wield such a large sword.  However those who laughed didn't laugh long or ever again due to the deadly accuarcy and deftness with which he handled his sword.

STATISTICS:

Damage: 1d10 +1
THACO: +1
Special: +3 dexerity
Damage Type: slashing
Weight: 5
Speed Factor: 7
Proficiency Type: Two-handed Sword
Type: 2-handed~
  
@1404 = ~Amulet of Non-Detection~
@1405 = ~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.~

@1406 = ~Ring of the Ancients~
@1407 = ~Created by a race known as the Ancients.  Many of the abilites and uses of the relics that remain from that time are unkown to even the decendants of the Ancients.

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

@1408 = ~Girdle~
@1409 = ~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:~
@1410 = ~Holy Belt of Speed~
@1411 = ~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 ferver it was always believed to be a natural ability from within. How clever of the guard to hide thier secret for so long.

STATISTICS:

Armor Class Bonus:  +3 vs. piercing weapons
Special: Gain Haste 
Weight: 2~

@1412 = ~Girdle of Frost Giant Strength~
@1413 = ~Girdle of Frost Giant Strength
This belt is actually the woven hair from a frost giant's beard. When worn the belt greatly increases the wearer's strength making them as strong as a frost giant.

STATISTICS

Strength: set to 21~

@1414 = ~Plate Mail Armor~
@1415 = ~Conchobhair Strongblade's Blessed Plate Mail Armor~
@1416 = ~Blessed Plate Mail Armor
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: 0
Requires: 12 Strength

Weight: 18~

@1417 = ~Helmet~
@1418 = ~Helm of the Noble +1~
@1419 = ~Helm of Glory: Helm of the Noble
Named for its original owner, Sir Tain the Noble, this helm saw many great battles in his possession. It was eventually passed on to Sir Tain's squire, who had served him faithfully for almost ten years. Alas, the young man had neither the strength, nor the skill to uphold his master's legacy. It is rumored he lost his life in the pursuit of a worthy, but ultimately futile cause, and the helm has had many owners since.

STATISTICS:

Equipped abilities:
 Armor Class: +1
 Charisma: +1
 Protects against critical hits

Weight: 2~
@1420 = ~Jet'laya's Feather Cloak~
@1421 = ~Jet'laya's Feather Cloak~
@1422 = ~Jet'laya's mother gained this azure cloak while in the service of the elven goddess Aerdrie Faenya. Blessed by the priestesses of the Lady of Air and Wind, the cloak provides some protection from the elements. Although it appears to be a solid blue from a distance, a closer inspection reveals an ornate pattern of interlocking feathers woven through the fabric. Jet'laya cloack is the color azure as is proper for a Feywarden of Corellon.

STATISTICS:

Armor Class Bonus: 1
Equipped Ability: Electrical Resistance +10%
Weight: 3~

@1423 = ~Jet'laya's Elven Chainmail +1~
@1424 = ~This is Jet'laya's personal set of chainmail. This extremely light chainmail is made of very fine mithral links and was forged for her by her twin brother, Rennar.

STATISTICS:

Armor Class: 4 (2 vs. slashing, 6 vs. crushing)
Weight: 7~

@1425 = ~Jet'laya's Small Shield +1~
@1426 = ~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:

Equipped abilities
 Armor Class: +2
 No Missile Weapon Protection
 THAC0 +2 Bonus vs. Undead
 Encases user in Sanctuary if Hit Points are below 10%, critically wounded or rendered helpless

Weight: 3 ~

@1427 = ~Mace~
@1428 = ~Mace of Contrition~
@1429 = ~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 (+4 vs. Undead)
THAC0: +3 (+3 vs. Undead)
Special:  
  Bonus Damage vs Undead
  Extra Attack
Damage type: crushing
Weight: 7
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed ~

@1430 = ~Jet'laya's Ring~
@1431 = ~This ring belonged to Jet'laya's mother. It is of elven origin and contains a strong enchantment that protects Jet'laya from coming under the influence of charm spells and effects.

STATISTICS: 

Special:
  Immunity from Charm and Dire Charm~
  
@1432 = ~Elven Holy Water~
@1433 = ~Elven Holy Water
Holy water that has been blessed by Jet'laya, a Feywarden of Corellon. The water is very powerful in combat against undead.
~
@1434 = ~Jar of Water~
@1435 = ~A plain glass jar filled with crystal clear water.~
@1436 = ~Large Shield~
@1437 = ~Laeral's Spell Shield~
@1438 = ~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:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks

Requires:
 10 Strength

Weight: 4~
@1439 = ~Laeral's spell shield is a large magic steel shield named after the creator of the first item of this type, Laeral Silverhand. It gives its bearer a moderate resistance against spells and can reach around 9000 gold pieces in trades.

STATISTICS:

Equipped abilities:
– Armor Class: +1, an extra +1 vs. missile attacks
5% Spell resistance

Requires:
 10 Strength

Weight: 4~

@1440 = ~Dagger~
@1441 = ~Dagger of Defiance~
@1442 = ~he 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 (piercing)
Speed Factor: 2
Proficiency Type: Dagger
Type: 1-handed
Requires:
 3 Strength

Weight: 1~
@1443 = ~A dagger of defiance is a magical dagger, first created in Myth Drannor, that grants the wielder an immunity to fear and repulsion, and enables the wielder to more easily resist the effects of enchantments, charms, polymorphs and petrification. Such a weapon requires a standard dagger, doppleganger blood, distilled essence of xorn flesh, and the casting of fear and repulsion spells. As of 1368 DR, the value of such a dagger was around 1,000 gold pieces. By 1372 DR, this was around 12,000 gold pieces.

STATISTICS:

Equipped abilities:
User is immune to panic and confusion

Damage: 1d4 (piercing)
THAC0: +1
Speed Factor: 2
Proficiency Type: Dagger
Type: 1-handed
Requires:
 3 Strength~
 
@1444 = ~Wulfgar~ 






