@20000 = ~The Darkest Day,  v1.14~
@20001 = ~Registering GUI...~

@20003 = ~ Baldur's Gate<TM> and the Tales of the Sword Coast<TM> or play ~
@20004 = ~"Tortured Souls"~
@20005 = ~%separator%"The Darkest Day"~
@20006 = ~ with the new expansion(s): ~
@20007 = ~%separator%"Shadows Over Soubar"~
@20008 = ~%separator%"Neverending Journey"~
@20009 = ~%separator%"Big Picture"~
@20010 = ~%separator%"Check The Bodies"~
@200101 = ~%separator%"Region Of Terror"~
@20011 = ~Play%bgt%Shadows of Amn<TM>%separator2%%ts%%tdd%%sos%%nej%%bp%%ctb%%rot%~
@20012 = ~Updating Worldmap...~
@20013 = ~Snake Woods~
@20014 = ~Troll Mountains~
@20015 = ~Eshpurta~
@20016 = ~Hall of Knowledge Entrance~
@20017 = ~Riatavin~
@20018 = ~Deep Mir Forest~
@20019 = ~Haunted Forest~
@20020 = ~Trollford~
@20021 = ~Orgoth's Tower~
@20022 = ~Purskal~
@20023 = ~Rusted Scabbard Entrance~
@20024 = ~River Chionthar~
@20025 = ~Patching rulesets (2DA, IDS)...~
@20026 = ~Endless Search~
@20027 = ~You returned to your long-ago home of Candlekeep to see it dark and lonely. You get confused answers but also vital information from your friends there. Cyric is the cause of the troubles. The north provided you with a meeting with the great lady Alustriel, but even she could not aid your cause. You feel that hope is slipping away, but you take pride that Errtu is out of the equation. Surely, Ellesime must have answers... she is my only real hope.~
@20028 = ~Make sure you say thanks to the makers of the Darkest Day... They are residing at an inn next to a large lake.~
@20029 = ~Both Mary Magus and hlidskialf worked obscenely hard to get this conversion to you. So you better enjoy it!~
@20030 = ~Special thanks to Grjgori for his help in creating the ToB-compatible version of TDD, and to Yttrium, SimDing0, Petrell and Kagetora for their work in improving the in-game text!~

@20035 = ~The Staff of Law~
@20036 = ~Ritual of Desecration~
@20037 = ~Call Light~
@20038 = ~Call Darkness~
@20039 = ~Snow Storm~
@20040 = ~Thunderstorm~
@20041 = ~Visions Of Pain~
@20042 = ~Erebos~
@20043 = ~Erebos Fire Twins~
@20044 = ~Improved Invisibility~
@20045 = ~Spear of the Heavens~
@20046 = ~Lightning Bolt~
@20047 = ~Tuki Kiba~
@20048 = ~Time Stop~
@20049 = ~Carsomyr~
@20050 = ~Dispel Magic~
@20051 = ~Sword of Disruption~
@20052 = ~Spellstrike~
@20053 = ~Heavy Fog~
@20054 = ~Create Shadows~
@20055 = ~Exus Mitalbre~
@20056 = ~Bless~
@20057 = ~Cure Disease~
@20058 = ~Call Upon Faith~
@20059 = ~Moonlight~
@20060 = ~Detect Evil~
@20061 = ~Greymane of the Moors~
@20062 = ~Flash of Dark Light~
@20063 = ~Hammer of Quakes~
@20064 = ~Earthquake~
@20065 = ~Quost's Staff~
@20066 = ~Conjure Water Elemental~
@20067 = ~Conjure Fire Elemental~
@20068 = ~Simulacrum~
@20069 = ~Black Death~
@20070 = ~Wyrm Staff of the Ages~
@20071 = ~Black Dragon Breath~
@20072 = ~Silver Dragon Breath~
@20073 = ~Red Dragon Breath~
@20074 = ~Staff of Besieging~
@20075 = ~Lower Resistance~
@20076 = ~Blade of the Tyrant~
@20077 = ~Blindness~
@20078 = ~Disintegrate~
@20079 = ~Installing dialogues...~
@20080 = ~Installing scripts...~
@20081 = ~Installing areas...~
@20082 = ~Patching BG2 areas...~
@20083 = ~Installing new areas...~
@20084 = ~The Rusted Scabbard~
@20085 = ~Under the Table Inn~
@20086 = ~Riatavin Inn~
@20087 = ~Edheldor's Forge~
@20088 = ~Installing creatures...~
@20089 = ~Kagain~
@20090 = ~After fleeing problems he incured in Baldur's Gate by not protecting a duke's son, Kagain decided to head south and start over with a new mercenary company. Business has not been going well in Athkatla. The assumption that without the use of magic, merchants would need protection has proven to be very wrong. Kagain discovered that many merchants have found ways to avoid the sanctions against magic and so, don't need to hire mercenaries.

Kagain was thinking of closing this business and heading out to Saradush or Riatavin, both said to be having serious problems recently. Meeting up with <CHARNAME> has given him a chance to try something else for awhile. Hopefully for him, this will be much more profitable.~
@20091 = ~Kivan~
@20092 = ~Upon Sarevok's death and his revenge on Tazok, Kivan decided to travel south to seek mercenary work and find out about the rumors in Baldur's Gate dealing with an up-coming war with Amn. Since then, when he hasn't had a mission to complete, he foraged for himself and has nearly perfected his archery skills.~
@20093 = ~Montaron~
@20094 = ~When asked about his past, MONTARON openly threatens you with bodily harm. He seems quite dangerous, and more than willing to engage in gratuitous violence. It would appear that he cares little for life, including his own. He works grudgingly with Xzar, even though he obviously despises the man. Whoever their employers are, they must be powerful indeed. These two would likely kill each other without a presence over their heads preventing it. Montaron might be willing to discuss the whole matter with you, but you get the feeling that you probably would not wake up the next morning.~
@20095 = ~Shar-Teel~
@20096 = ~When asked about her past, SHAR-TEEL has very little to say.  From the little she speaks of it can be gleaned that she is an orphan. She also seems to harbor an intense dislike for Flaming Fist mercenaries, as well as an obvious disrespect for men in general. She seems to have something to prove, and likely her childhood was not of storybook quality.~
@20097 = ~Yeslick~
@20098 = ~When asked about his past, YESLICK quietly states that he was once a member of the dwarven clan Orothiar. For generations they used the iron mine in the center of Cloakwood as their home, but almost a century ago catastrophe struck. As skilled as they are underground, dwarves occasionally make mistakes.  One such incident cost them dearly. They apparently breached an underground river and the resulting flood claimed nearly all of the clan. Yeslick was one of the few survivors, and made his way to Sembia to start a new life. There he made the acquaintance of Rieltar, a member of the Iron Throne, and was hired as a personal smith. They became friends, and eventually Yeslick told of his past. This proved to be his undoing, as Rieltar used this information to formulate a plan to expand the Iron Throne power base in the Sword Coast.  Rieltar betrayed his supposed friend and forced him to reveal the location of the mines. Yeslick has been imprisoned ever since so as not to reveal the site to others. Now he wishes for nothing but the chance to right the wrongs that have been committed using his ancestral home.~
@20099 = ~Xzar~
@20100 = ~When asked about his past, XZAR has very few coherent things to say. His desire to determine the cause of the iron shortage seems benevolent enough, but his motives remain unclear. His ramblings seem disjointed, but his faculties are obviously in good enough order for him to be adept at magic. He mutters something about how he and his associate Montaron are in the employ of a powerful group, but when pressed for details he gets extremely agitated and does not speak for some time. He is obviously at least partially insane, and the network that would hire him must be dark indeed.~
@20101 = ~Patching BG2 creatures...~
@20102 = ~Correcting animations...~
@20103 = ~Installing new creatures...~
@20104 = ~Hobgoblin Archer~
@20105 = ~Hobgoblin Wizard~
@20106 = ~Kobold Captain~
@20107 = ~Kobold Commando~
@20108 = ~Kobold Shaman~
@20109 = ~Kobold Witch Doctor~
@20110 = ~Riatavin Elite Warrior~
@20111 = ~Studying Monk~
@20112 = ~Commoner~
@20113 = ~House Wife~
@20114 = ~Avrabar~
@20115 = ~Mercenary~
@20116 = ~Edheldor~
@20117 = ~Black Smith~
@20118 = ~Smithy~
@20119 = ~Wealthy Commoner~
@20120 = ~Snobby Noble Woman~
@20121 = ~Abe~
@20122 = ~Bellach~
@20123 = ~Acid Elemental~
@20124 = ~Suspicious Noble~
@20125 = ~Adario Kalvaras~
@20126 = ~Adario is and always has been a one man army in his treks across the realms surface. Very little is known of his birthplace but he was raised at a young age in the bustling city of Calimport. Still being so young, he lost his parents to the thugs and was taken by the guild to be raised as the next generation of thieves. With those memories too early in his life to remember, Adario was the perfect tool to train and obey every desire of his guild master.
    A decade or two later he had performed petty theft to many times to feel satisfied and was far more effective in combat to waste his time stealing for small profits. With his superior skills to others in the guild, he was not wasted and was honed into being a deadly assassin with the melee skill to deal with the deadliest of foe. Only a few years later he had taken the scalps of great mages and kings for huge bounties and was a most feared body on Faerun.
    With his surprisingly good looks and black greasy hair, he remained in Calimport no more and ventured north to other places of great wealth such as Waterdeep and Baldur's gate. His guild master wasn?t too pleased to lose his great assassin but he wouldn't dare argue with the now deadly arms master. Walking the streets of new towns, he was a perfect target for thugs, being slim and looking anything but deadly. They came in with confidence only to drop to their knees clenching the new smile on their throat. With a reputation all along the Sword Coast he is a headhunter with a perfect success rate. Assassination is not all that he requires though. He has personal goals and will trust, to a certain extent, others to achieve those goals. But the risk of accepting one of Adario?s kind into an adventuring group is a two-sided coin. It can turn good and just as easily turn bad~
@20127 = ~Air Spirit~
@20128 = ~Alagar~
@20129 = ~Alustriel~
@20130 = ~Flesh Golem~
@20131 = ~MerMan~
@20132 = ~Aramir Estel~
@20133 = ~Stone Soldier~
@20134 = ~Artemis Entreri~
@20135 = ~Kalvassa Guard~
@20136 = ~Avaunis Adelez~
@20137 = ~Fall back!~ [HMTW002]
@20138 = ~I would be honored.~ [HMTW008]
@20139 = ~There is no more to be gained this day.  Let us retire.~ [HMTW010]
@20140 = ~Why must we kill time when we could use it to our advantage?~ [HMTW012]
@20141 = ~Gods, grant me strength!~ [HMTW003]
@20142 = ~To victory!~ [HMTW004]
@20143 = ~Yield!~ [HMTW005]
@20144 = ~No quarter!~ [HMTW006]
@20145 = ~Your life is forfeit!~ [HMTW007]


@20148 = ~I fear I am wounded.~ [HMTW014]
@20149 = ~How can I help?~ [HMTW016]
@20150 = ~How can I serve?~ [HMTW017]
@20151 = ~Yes?~ [HMTW018]
@20152 = ~Speak your mind.~ [HMTW019]
@20153 = ~Your command?~ [HMTW020]
@20154 = ~I am here...~ [HMTW021]
@20155 = ~Of course.~ [HMTW023]
@20156 = ~It shall be done.~ [HMTW024]
@20157 = ~Very well.~ [HMTW025]
@20158 = ~Forward.~ [HMTW026]
@20159 = ~Agreed.~ [HMTW027]
@20160 = ~Onward.~ [HMTW028]
@20161 = ~At once.~ [HMTW029]
@20162 = ~Ready and waiting..~ [HMTW022]
@20163 = ~Your point?~ [HMTW032]

@20165 = ~Avaunis Adelez comes from a long family line of paladins.  He knows that some of his peers do not respect their titles since they never had to work hard to earn them.  However, for Avaunis, earning his knighthood has been a long trial for himself and his family.  His father past away many years ago and though the Radiant Heart has always assisted them, Avaunis was never sure if he would be accepted into the order without a sponsor.  So for many years he worked as a squire to the other knights.  His hard work and dedication to the order didn't go unnoticed.  When he was ready, the Prelate himself sponsored Avaunis.

Avaunis has just earned his knighthood and is hoping to find challenges that will bring honor to the order.  He believes that setting the right example for others will help change these troubled times, even if only in a small way.  The years of shining armor, polishing boots, and preparing the hall for ceremonies has taught him that no task is too small or humble to accept and accomplish with pride.~
@20166 = ~Barl~
@20167 = ~Banshee~
@20168 = ~Elven Demon~
@20169 = ~Barbarian Tribesman~
@20170 = ~Ornamus~
@20171 = ~Barbarian Armsman~
@20172 = ~Barbarian Healer~
@20173 = ~King Heafnall~
@20174 = ~Baurian Arathor~
@20175 = ~Bendalis~
@20176 = ~Boy~
@20177 = ~Peasant~
@20178 = ~Amroch~
@20179 = ~Riatavin Soldier~
@20180 = ~Rivaldo~
@20181 = ~Laelbor~
@20182 = ~Dilfin~
@20183 = ~Redandon~
@20184 = ~Nobleman~
@20185 = ~Noblewoman~
@20186 = ~Prison Guard~
@20187 = ~Araphor Carvel~
@20188 = ~Black Market Thief~
@20189 = ~Soldier~
@20190 = ~Sir Mardus~
@20191 = ~Stabbed Trader~
@20192 = ~Doorman~
@20193 = ~Reception Lady~
@20194 = ~Noble Guest~
@20195 = ~Lady Guest~
@20196 = ~Barbazu~
@20197 = ~Amnizu Wizard~
@20198 = ~Bugbear~
@20199 = ~Noble Efreeti~
@20200 = ~Efreeti~
@20201 = ~Noble Djinni~
@20202 = ~Monk~
@20203 = ~Giblan~
@20204 = ~Street Beggar~
@20205 = ~Arabic Thug~
@20206 = ~Store Guard~
@20207 = ~Priest of Waukeen~
@20208 = ~Wererat~
@20209 = ~Arab~
@20210 = ~Trader~
@20211 = ~Victim~
@20212 = ~Cobbleton~
@20213 = ~Brother Masoj~
@20214 = ~Brother Haunnas~
@20215 = ~Brother Entris~
@20216 = ~Brother Canidez~
@20217 = ~Brother Eviane~
@20218 = ~Brother Thael~
@20219 = ~Brother Alden~
@20220 = ~Gamesman~
@20221 = ~Corporeal Minion~
@20222 = ~Cyclops~
@20223 = ~Assassin Mage~
@20224 = ~Assassin Warrior~
@20225 = ~Calimport Messenger~
@20226 = ~Dark Mist~
@20227 = ~Berun~
@20228 = ~Giron~
@20229 = ~Yulur~
@20230 = ~Slurice~
@20231 = ~Arnie~
@20232 = ~Assassin of Cyric~
@20233 = ~Mayor's Assistant~
@20234 = ~Black Blade Assassin~
@20235 = ~Captain~
@20236 = ~Citizen~
@20237 = ~Manifest Lunatic~
@20238 = ~Larala~
@20239 = ~Farmer~
@20240 = ~Frost Giant~
@20241 = ~Man~
@20242 = ~Venonocanes Staff~
@20243 = ~<No Text>~
@20244 = ~General~
@20245 = ~Guard~
@20246 = ~Forp~
@20247 = ~Krent~
@20248 = ~Larala's Husband~
@20249 = ~Innkeeper~
@20250 = ~Jarlaxle~
@20251 = ~Kender~
@20252 = ~Girl~
@20253 = ~Manifest Archer~
@20254 = ~Manifest Peasant~
@20255 = ~Manifest Shadow~
@20256 = ~Mary Magus~
@20257 = ~Mayor~
@20258 = ~Traveller~
@20259 = ~Merchant~
@20260 = ~Ogre~
@20261 = ~Salesman~
@20262 = ~Weslun Tane~
@20263 = ~Monster~
@20264 = ~Little boy~
@20265 = ~Potencius~
@20266 = ~Arrellaxerrontoal~
@20267 = ~Sheina~
@20268 = ~Sick Man~
@20269 = ~Sick Woman~
@20270 = ~Scout~
@20271 = ~Manifest Spectre~
@20272 = ~Stable Boy~
@20273 = ~Battle Cleric~
@20274 = ~Tero~
@20275 = ~Wimblie~
@20276 = ~Elven Wizard~
@20277 = ~Woman~
@20278 = ~Yolkum~
@20279 = ~Baalor~
@20280 = ~Amnish Soldier~
@20281 = ~Nabassu~
@20282 = ~Pit Fiend~
@20283 = ~Dinan~
@20284 = ~Johanna~
@20285 = ~Shadow Thief~
@20286 = ~Knight of the Order~
@20287 = ~Rylock~
@20288 = ~Gnoll~
@20289 = ~Skeleton~
@20290 = ~Gibberling~
@20291 = ~Garlokantha~
@20292 = ~Linussaxanol~
@20293 = ~Tapanasacar~
@20294 = ~Icebraniken~
@20295 = ~Dread Warrior~
@20296 = ~Drow Warrior~
@20297 = ~Drow Wizard~
@20298 = ~Drow Priestess~
@20299 = ~Green Abishai Guardian~
@20300 = ~Duergar~
@20301 = ~Duergar Mage~
@20302 = ~Duergar Skeletal Conjurer~
@20303 = ~Ettin~
@20304 = ~Glabrezu~
@20305 = ~Balor~
@20306 = ~Blacksmith~
@20307 = ~Guardian Of Easthaven~
@20308 = ~Azim~
@20309 = ~Easthaven Priest~
@20310 = ~Easthaven Elite Warrior~
@20311 = ~Easthaven Mage~
@20312 = ~Greater Earth Elemental~
@20313 = ~Greater Fire Elemental~
@20314 = ~Elminster~
@20315 = ~Errtu~
@20316 = ~Elvenhair Firebead~
@20317 = ~Frost Worm~
@20318 = ~Gandar~
@20319 = ~Gelugon~
@20320 = ~Genie~
@20321 = ~Graz'zt~
@20322 = ~Green Abishai~
@20323 = ~Hammer~
@20324 = ~Harper~
@20325 = ~Horse~
@20326 = ~Water Elemental~
@20327 = ~Ice Golem~
@20328 = ~Ice Troll~
@20329 = ~Tomb Guardian~
@20330 = ~Branden~
@20331 = ~Kalvassa~
@20332 = ~Karan~
@20333 = ~Keris~
@20334 = ~Khelben~
@20335 = ~Knord~
@20336 = ~Lava Elemental~
@20337 = ~Lightening Elemental~
@20338 = ~Bregan D'aerth Assassin~
@20339 = ~Madeel~
@20340 = ~Minotaur~
@20341 = ~Elemental Guardian~
@20342 = ~Construct Golem~
@20343 = ~Woodland Spirit~
@20344 = ~Minto~
@20345 = ~Troglodyte~
@20346 = ~Mummy~
@20347 = ~Tutor~
@20348 = ~Nameless One~
@20349 = ~Night Hag~
@20350 = ~Night Walker~
@20351 = ~Orc Priest~
@20352 = ~Slave~
@20353 = ~Orgoth~
@20354 = ~Overgold Haeclar Dominit~
@20355 = ~Pasha Khazun~
@20356 = ~Paul the Cat~
@20357 = ~Shield Phantom~
@20358 = ~Phlydia~
@20359 = ~Pibble~
@20360 = ~Nethlander Pirate~
@20361 = ~Raurivyl Ornshield~
@20362 = ~Bahija Fair~
@20363 = ~Agal~
@20364 = ~Bird~
@20365 = ~Nielias~
@20366 = ~Ranas~
@20367 = ~Sorgeir~
@20368 = ~Hladvar~
@20369 = ~Finion~
@20370 = ~Dog~
@20371 = ~Branthor~
@20372 = ~Dindil~
@20373 = ~Horkvar~
@20374 = ~Ghostly Apparition~
@20375 = ~Scarlet Sending~
@20376 = ~Shadow Spectre~
@20377 = ~Kroldhir~
@20378 = ~Fjord~
@20379 = ~Bjodlaug~
@20380 = ~Village Lad~
@20381 = ~Beghael~
@20382 = ~Erolas~
@20383 = ~Marcus~
@20384 = ~Rane~
@20385 = ~Faith~
@20386 = ~Dillarin~
@20387 = ~Orfa~
@20388 = ~Deneron~
@20389 = ~Carval~
@20390 = ~Lich~
@20391 = ~Kiran~
@20392 = ~Tharam~
@20393 = ~Ralban~
@20394 = ~Rungad~
@20395 = ~Karnas~
@20396 = ~Sending~
@20397 = ~Light~
@20398 = ~Night~
@20399 = ~Prisoner~
@20400 = ~Cerebrilith~
@20401 = ~Mighty Dark Knight Lord~
@20402 = ~Elite Dark Knight~
@20403 = ~Psion~
@20404 = ~Andragore~
@20405 = ~Psion Warrior~
@20406 = ~Carlon Lendras~
@20407 = ~Hurgan~
@20408 = ~Makan~
@20409 = ~Chobenhair~
@20410 = ~Laras~
@20411 = ~Reno~
@20412 = ~Marco~
@20413 = ~Giant Troll~
@20414 = ~Reingard~
@20415 = ~Norin~
@20416 = ~Ronar~
@20417 = ~Rugnar~
@20418 = ~Hammel~
@20419 = ~-~
@20420 = ~Rezak the Arms Master~
@20421 = ~Red Abishai~
@20422 = ~Tolgerias~
@20423 = ~Myrin~
@20424 = ~Gatesman~
@20425 = ~Jailer~
@20426 = ~Guardian Mage~
@20427 = ~Guardian Ogre~
@20428 = ~Host Tower Archmage~
@20429 = ~Robillard~
@20430 = ~As a rejected mage from the great tower of arcane in Luskan, Robillard took his business south to the greater city of Waterdeep. Here he improved his skills in the magical arts, eventually accumulating money by doing favors for nobles. Very much in it for the money, Robillard was open to most tasks, but was certainly no assassin and would draw the line at tasks that his magic could perform. Eventually he was hired on a long term contract to be the Evoker aboard the lord-funded Sea Sprite, a rapid sailing schooner made for sinking pirate ships in the area, captained by Duerdemont. Over the years his immense fireballs burned the ships to ash before the rogues could even come close. The schooner could catch large ships in minutes with the magical winds he conjured into their sails. Years passed, life was easy and simple, but even a mage can't always get it right. Of late, the Sea Aprite was badly damaged by a misdirected lightning bolt and would require a few hard months to fix. In the meantime, as a very much marked man by the pirates of Waterdeep's filthy streets, Robillard went south to the Amn region to pass time and to avoid trouble from those who might seek to harm him. With little doubt, pirates would gather huge bounties to see his head on a stake, a fact that Robillard knows all too well.~
@20431 = ~Waterdeep Assassination Wizard~
@20432 = ~Rock Golem~
@20433 = ~Gorrek~
@20434 = ~Orc Archer~
@20435 = ~Orc Mage~
@20436 = ~Orc~
@20437 = ~Pasha Salam~
@20438 = ~Sandrain Durion~
@20439 = ~mist~
@20440 = ~Sentient~
@20441 = ~Shadow Demon~
@20442 = ~Shadow Fiend~
@20443 = ~Half Quallian Warrior~
@20444 = ~Tribal Warrior~
@20445 = ~Tribal Shaman~
@20446 = ~Tyrian~
@20447 = ~Silver Shadow~
@20448 = ~Skeleton Warrior~
@20449 = ~Yuan-Ti Mage~
@20450 = ~Greater Yuan-Ti~
@20451 = ~Sorovin~
@20452 = ~Rock Servant~
@20453 = ~Tanar'ri~
@20454 = ~Tartarus~
@20455 = ~Tethtoril~
@20456 = ~Thorknar~
@20457 = ~Duralerant~
@20458 = ~Tormentest~
@20459 = ~Calimport Guard~
@20460 = ~Calimport Apprentice~
@20461 = ~Calimport Archmage~
@20462 = ~Rotted Ice Troll~
@20463 = ~Umber Hulk~
@20464 = ~Vesine~
@20465 = ~When asked about her past, Vesine sighs heavily. She explains that she grew up near the Moonshai Islands with her Aquatic Elf brethren. During her time there, she was taught the ways of druids, treating all sea life with reverence, and devoting her life to preserving it.
When she came to age, Vesine set out with a party of friends in a trading exercise with the surface elves. After a few days had passed, her party was ambushed by bandits. Unable to defend themselves adequately, the group split up, running for cover.
Vesine escaped successfully, and was resting in a clearning when she was knocked unconcscious. When she awakened, most of her possessions were gone, and she was injured very badly.
Vesine says that she recovered by crawling into a nearby pond where her injuries would heal faster. Ever since then, she has been wandering the forests, too weak to go back to the her sea.
You ask her for more information, but she turns away as if she doesn't hear you.~
@20466 = ~Viconia~
@20467 = ~Silver Abishai~
@20468 = ~Virdei Forgebrand~
@20469 = ~Eris Elenaak~
@20470 = ~Greeter~
@20471 = ~Erinyes~
@20472 = ~Grand Mage~
@20473 = ~Strumpet~
@20474 = ~Winter Wolf~
@20475 = ~Crew Member~
@20476 = ~Yochlol~
@20477 = ~Marilith~
@20478 = ~Zombie~
@20479 = ~Installing spells...~
@20480 = ~Patching BG2 spells...~
@20481 = ~Dispel/Remove Magic workaround...~
@20482 = ~Installing new spells...~
@20483 = ~Conversion~
@20484 = ~Conversion (Alteration)
Priest Level: 6
Wizard Level: 7
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Area of Effect: 1 creature
Saving Throw: None

This spell allows the priest to change any creature's alignment to an alignment of caster's choosing. This spell can be helpful in the making of a party. Nothing is more volatile than a party that has very different beliefs.~
@20485 = ~Speed Planet Rotation: Call Light~
@20486 = ~Speed Planet Rotation: Call Darkness~
@20487 = ~Call Weather: Thunderstorm~
@20488 = ~Call Weather: Snow Storm~
@20489 = ~Blind Fighting~
@20490 = ~You have entered a state of blind fighting~
@20491 = ~Mind Rot~
@20492 = ~Mind Rot (Necromancy)
Level: 8
Range: 20 yards
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 target
Saving Throw: Special

This spell causes the mage to rot the actual mind of a pre-targeted creature. Upon uttering the necromantic words, the targeted creature must save vs. spells or the spell will take effect. Mind Rot will sap 1 point of intelligence every round as well as preventing spell casting. Eventually the target's mind is reduced to nothing but a pulp and he will drop dead as a brain-dead corpse. If the target makes a save, though, he will only lose 1 intelligence for 1 day and will avoid the slow death that can await him.~
@20493 = ~The targets mind has begun to rot at a rapid pace~
@20494 = ~Molecular Disjointment~
@20495 = ~Molecular Disjointment (Illusion/Phantasm)
Level: 9
Range: Self
Duration: 6 rounds
Casting Time: 6
Area of Effect: 1 target

This spell is an extremely dangerous spell that can however grant immense benefits to the caster. Upon uttering the phrases the mage sustains 1D10 hit points of damage but this is due to the fact that he has split the very molecules that form his present, upon them splitting he will appear little more than a blur and thoughtless attacks will pass straight through his blurry presence. However the spell is very dangerous, after the duration of 6 rounds the molecular structure of the mage will attempt to reform, this 75% of the time is successful but it can fail and if this happens the mage will simply drop dead in the form of what is left of his body. Also though, the spell will make make the recipient of the spell very open to magical attacks and will have a -40% magic resistance and receives more damage from magic despite his immunity to almost any physical attack.~
@20496 = ~You have disjointed your molecular structure~
@20497 = ~You have successfully reformed your molecular structure~
@20498 = ~You have failed to reform your molecular structure~
@20499 = ~Soul Rot~
@20500 = ~Soul Rot (Necromancy)
Level: 9
Range: 20 yards
Duration: 2 days
Casting Time: 6
Area of Effect: 1 target

It is said that the soul is the very centre of every living thing, without it the body will cease to exist and this spell is the mage's attempt to rid a creature of its soul. He will utter a passage that will effect the targets soul if they fail to make a save. The following chart displays the Saving Throws required and the consequences of a failed Save.

1: Save vs Death at -3 or loss of 1 level of experience
2: Save vs Death at -2 or loss of 2 levels of experience
3: Save vs Death at -1 or loss of 4 levels of experience
4: Save vs Death or loss of 8 levels of experience
5: Save vs Death at +1 or loss of 16 levels of experience
6: Save vs Death at +2 or loss of 32 levels of experience~
@20501 = ~The targets souls has been corrupted~
@20502 = ~Wall Of Force~
@20503 = ~Wall of Force (Evocation/Alteration)
Level: 9
Duration: 1 round/3 levels
Casting Time: 5
Area of effect: All enemies in 3 feet

This spells summons up a dome of immense electrical power that encases and separates the caster from his/her surroundings. The orb will move with the caster, damaging any who attack the caster with its electrical charge. It will also absorb electricity, making the caster invulnerable to electrical attacks.~
@20504 = ~Prismatic Sphere~
@20505 = ~Prismatic Sphere (Alteration)
Level: 9
Casting Time: 7
Duration: 1 round/3 levels
Area of effect: Self

This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him. The sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them. Any creature passing through the barrier receives the effect of several colors. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe.

Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on.

Prismatic Sphere Effects:
Color	Order	Effect of Color, Spell Negated By
--------------------------------------------------
Red	1st	inflicts 20 points of damage, save for half

Orange	2nd	inflicts 40 points of damage, save for half

Yellow	3rd	inflicts 80 points of damage, save for half

Green	4th	save vs. poison or die, survivors suffer
                20 points of damage

Blue	5th	save vs. petrification or turn to stone

Indigo	6th	save vs. wand or go insane

Violet	7th	save vs. spell or be sent to another plane~
@20506 = ~Mass Charm~
@20507 = ~Mass Charm (Enchantment/Charm)
Level: 8
Range: Visual sight of caster
Duration: 8 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Neg. 

A mass charm spell affects either persons or monsters just as a charm person or charm monster spell. The mass charm spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected creatures must be within the spell range and within a 30-feet cube. Note that the creatures' saving throws are unaffected by the number of recipients (see the charm person and charm monster spells), but all target creatures are subject to a penalty of -2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.~
@20508 = ~Dominated~
@20509 = ~Mystic Barrier~
@20510 = ~Mystic Barrier (Abjuration)
Level: 8
Range: 0 
Duration: 1 turn 
Casting Time: 4
Area of Effect: 5-feet-radius sphere 
Saving Throw: None

This spell creates a glowing orb of pure power that surrounds the caster and moves with him. It protects the caster from incoming spells, in varying degrees depending on the caster's level:
Level 12 - The orb makes level 3 spells totally useless when cast at the mage
Level 16 - The orb makes level 4 spells totally useless when cast at the mage
Level 20 - The orb makes level 5 spells totally useless when cast at the mage
Level 24 - The orb makes level 6 spells totally useless when cast at the mage

The orb does not protect the caster against spells of any level higher than 6.~
@20511 = ~Shielded~
@20512 = ~Globe Of Darkness~
@20513 = ~Globe Of Darkness (Illusion/Phantasm)
Level: 8
Range: Visual range of caster 
Duration: 4 rounds
Casting Time: 2
Area of Effect: 2 creatures
Saving Throw: None

This is the spell that was heavily used in the Drow ranks of Menzoberranzan on the underdark foe. The spell never blinds the target but does create a short lived globe of utter darkness over the target. The globe is totally dark and totally hinders the sight of he who stands in it. The spell always works but is short lived as it only fools the target for 4 rounds. In this time though he will suffer a 10 THAC0 penalty and will loose 5 points to his armour class.~
@20514 = ~Blinded~
@20515 = ~Instant Army~
@20516 = ~Instant Army (Conjuration/Summoning)
Level: 9
Range: 5 Yards
Duration: 2 turns per level
Casting Time: 10

By means of this spell, the caster is able to create an instant army, which rises from the ground in the form of earth, stone or sand soldiers.

The caster can summon one unit of 2 soldiers for every four levels he possesses (round all fractions down) up to 8 soldiers at level 16. The units must appear within a 250-feet radius, placed as the caster sees fit. When the spell duration expires, the surviving units vanish. At the base caster level, this means 40 soldiers will be created for 6 hours.

Soldier: AC 4; MV 3; HD 2; THAC0 19; #AT 1; Damage 1d6+2; SD +1 or better weapon to hit; MR 20%.
They are immune to all enchantment/charm spell; they serve only the summoner.~
@20517 = ~Create Minion~
@20518 = ~Create Minion (Necromancy)
Level: 9
Range: 10 Yards
Duration: 1 day
Casting Time: 10

This spell is used in conjunction with confer in order to create a quasimancer. When the minion is created, a corporeal undead minion is animated and reinstated with a portion of its former life essence, giving it artificial intelligence and spellcasting potential. In terms of physical traits, the minion becomes a wight, having all the abilities and statistics of that creature .

The minion is entitled to a saving throw vs. spell (as a 5 Hit Dice creature) to avoid falling under control of the caster. If it succeeds, it will do its best to escape and then go on a killing spree, resentful of the knowledge that its time of existence is limited. (Some created minions may try to find a wizard and force him to cast permanency upon them, thus negating the 1-20 days expiration of the spell.) If it fails, it falls under complete control of the caster and can act as its master's agent in the field. Its intelligence allows it to command other undead in its master's name, and it remains susceptible to the confer spell.

Created minions under control make all saving throws at the level of their master; they are immune to charm, sleep, enfeeblement, polymorph, electricity, insanity, cold, and death spell; they exude a fear aura, 5-feet radius, requiring a successful save vs. spell or flee for 2d4 rounds.

A living person subjected to this spell must make a successful save vs. death magic or die, becoming a created minion and entitled to the saving throw as detailed above.

The material components of this spell are the body to be raised and a bit of brain matter.~
@20519 = ~Black Mantle~
@20520 = ~Black Mantle (Necromancy)
Level: 6
Range: Self
Duration: 1 round/4 levels
Casting Time: Special
Area of Effect: all within 3 yards
Saving Throw: Neg

The Black Mantle spell creates a shimmering aura around the caster. The aura negates all healing and regeneration while the spell effect lasts so hitting the caster with this dark blanket is unwise. For instance, a potion of healing has no effect on a creature under the influence of a Black Mantle spell, a troll cannot regenerate lost hit points, and cure light wounds spell or staff of curing is useless.

If the saving throw is failed, the creature is affected for 1 turn per level of the caster. If the creature is still alive at the end of the spell's duration, any active curative forces will operate normally; for instance, a ring of regeneration resumes its function. Healing magic applied after the spell wears off works normally.

The material component for this spell is a small mummified animal, such as a mouse or a toad.~
@20521 = ~Null Healing Zone~
@20522 = ~Mordenkainen's Phantom Shield Maidens~
@20523 = ~Mordenkainen's Phantom Shield Maidens 
(Conjuration/Summoning)
Level: 4
Range: 20 yards 
Duration: 3 rounds/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None

This spell summons a pair of shimmering violet phantom beings that will stay on either side of the wizard and protect him from all attackers.

The shield maidens stay close enough to the caster for their shields to help cover the wizard. The shield of one maiden will provide the caster with a +1 Armor Class bonus. While the shield maidens can protect the caster from attacks from different directions, they will move no farther than 50 feet away from the caster, even if the wizard orders them to move away. They follow magically wherever the caster goes.~
@20524 = ~Genocide~
@20525 = ~Genocide (Conjuration/Summoning)
Level: 9
Area of Effect: Self
Duration: permanent
CastingTime: 3

This spell summons a powerful genie that has a direct link to the gods above. The genie will perform a deed for the caster that will prove fateful for the weak races of the lands. The genie will ask and the caster will tell him to eradicate every creature belonging to one weak race in the current area of visual range. Upon his quick cast the deed is done and a whole race drops to a silent death one by one with no chance of a save.~
@20526 = ~Animate Golem~
@20527 = ~Animate Golem (Necromancy)
Level: 9
Casting Time: 10
Duration: Until slain

This spell can be cast on any being that actually has a body. The creature chosen and subjected to the spell must save vs death or fall dead as the life is sucked in to the commanding power of the wizard. Shortly after his body parts will animate a flesh golem with varying strength and hit points. The hit points that the golem has depends on the creature that was used to create the beast. The beast will have the same hit points as the slain being and a THAC0 of 4 with 1.5 attacks per round.~
@20528 = ~Transmute Steel To Bone~
@20529 = ~Transmute Steel To Bone (Invocation/Evocation)
Level: 6
Range: 20 yards
Duration: 1 round/level
Casting Time: 6
Area of Effect: 1 boned creature 
Saving Throw: None

A wizard casting this spell makes any boned creature extremely resilient to physical attacks. All crushing, slashing and piercing attacks are reduced to 50% damage but the steel of the bone costs the recipient 2 THAC0 and it also slows then slightly for the duration.~
@20530 = ~Otiluke's Diamond Screen~
@20531 = ~Otiluke's Diamond Screen (Evocation)
Level: 6
Range: 20 yards
Duration: special
Casting Time: 6
Area of Effect: Creature touched 
Saving Throw: None 

This spell creates an immobile glittering disk of energy of any colour chosen by the caster. All creatures passing through the screen are attacked by a multitude of razor-sharp blades made of substance drawn from the Quasi-Plane of Mineral. Each creature suffers 3d20 points of damage no matter what its Armor Class.~
@20532 = ~Khelben's Blackstaff~
@20533 = ~Khelben's Blackstaff (Alteration)
Level: 9
Range: Self
Duration: 1 round/level
Casting Time: 3
Area of Effect: Self
Saving Throw: None 

This is the unique spell that gave its creator, the archmage Khelben Arunsun Waterdeep, his nickname. The magic causes any non-magical staff, club, piece of wood, or polearm held by the caster to shimmer with a black, crawling radiance.

A weapon enchanted with Khelben's Blackstaff has the following properties:

* It can never harm the caster or any other beings touching the staff during the casting of the spell
* It strikes as a +4 magical weapon to hit (no damage bonus)

Blackstaff Mental Damage

1d100  Effect
---------------------------
01-45  Target unaffected
46-65  Target confused (as the 4th-level wizard spell Confusion) for 1d4 rounds
66-75  Target stunned (as the 9th level Symbol spell) for 1d3 rounds
76-85  Target affected by Fear (as the 4th level wizard spell) for 1d2 rounds
86-95  Target affected by Repulsion
96-00  Target affected by Feeblemind~
@20534 = ~Vampiric Mist~
@20535 = ~Vampiric Mist (Invocation)
Level: 9
Range: 40 yards 
Duration: 1 turn
Casting Time: 5 
Area of Effect: 40' wide, 20' high, 20' deep cloud
Saving Throw: neg

This spell creates a deep cloud of horrific power that spells pure death. The cloud will feed on the experience of creatures caught in it and all that fail save vs death loose 2 levels of experience until they are restored.~
@20536 = ~Inaccuracy~
@20537 = ~Inaccuracy (Enchantment/Charm) 
Level: 3
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 5 
Area of Effect: 15-feet-radius sphere 
Saving Throw: Neg

Upon casting this spell, all targets caught in the blast are nailed with a  thick haze that makes their vision blurred and there head spin. Those that make a save shake of the nausea but others will loose 4 THAC0 to their ranged weapon skill for 1 round per caster level.~
@20538 = ~Animate Dread Warrior~
@20539 = ~Animate Dread Warrior (Conjuration/Summoning) 
Level: 6
Range: 5
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell animates the body of any acceptable fighter that lays dead in the area of the spells aura. The spell will animate a horrific human most likely decomposed and moss covered along with grubs and a simple club that it wields. The beast is a melee beast with a few innate spells past to it through the resurrection and the creature is very resistant to missile and piercing and slashing damage. If the spell is cast by a very experienced mage he may animate more than one body.~
@20540 = ~Wall of White Magic~
@20541 = ~Wall of White Magic (Evocation, Alteration)
Level: 7
Range: 0
Duration: 1 round/ 2 levels
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None 

This is very much a form of white magic when the damaging effects are accounted for. The mage casts his dweomer and a wall of blinding white flame raise to hum his body. The curtain does nothing for protection physically but it is an unpredictable casting machine. Any enemy that comes to melee range and strikes to caster while the wall is raised can be struck with any of the following spells. The spell that is cast is totally random and in some cases can be a hindrance to the caster as it may aid the attacker.
Spells:
Magic Missile
Burning Hands
Lightning Bolt
Cone Of Cold
Melf Acid Arrow
Flame Arrow
Stone Skin
Improved Haste
Mirror Image
Spirit Armour

The spell is most unpredictable indeed but with more harming effects than aiding it can help when surrounded and if you damage yourself the effects can pass over to yourself.~
@20542 = ~Emotion: Courage~
@20543 = ~Emotion: Courage (Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: 10-feet radius
Saving Throw: Neg.
This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary hit points (which can put them above their maximum hit points). This spell nullifies all fear effects within the area of effect at the time of casting.~
@20544 = ~Emotion: Fear~
@20545 = ~Emotion: Fear (Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 10-feet radius
Saving Throw: Neg.
This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds.~
@20546 = ~Emotion: Hope~
@20547 = ~Emotion: Hope (Enchantment/Charm)
Level: 4
Range: Sight of Caster
Duration: 5 turns
Casting Time: 4
Area of Effect: 10-feet radius
Saving Throw: Neg.
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost, and +2 on their saving throws, attack rolls and damage rolls.~
@20548 = ~Melf's Prismatic Shards~
@20549 = ~Melf's Prismatic Shards (Evocation, Alteration)
Level: 5
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: 1 target/meteor
Saving Throw: None

This spell enables the wizard to cast small magical bullets(1 for every round of experience) that are not so much meant for physical damage but for the magical effects that they can trigger. Each bullet strikes with only 1D2+3 damage and 50% of hits will only cause that damage alone. The other 50% of hits can also trigger a number of effects that follow:

41/50%= 1D4 Fire damage (no save)
31/40%= 1D4 Cold damage (no save)
26/30%= Stun for 2 rounds (save v spells to avoid)
21/25%= Slow for 3 rounds (save v spells to avoid)
16/20%= Poison for 2 rounds (save v spells to avoid)
11/15%= Silence for 2 rounds (save v spells to avoid)
6/10%= Lower Resistance (save v spells to avoid)
0/5%= Blindness for 3 rounds (save v spells to avoid)~
@20550 = ~Otiluke's Hold Fast~
@20551 = ~Otiluke's Hold Fast (Invocation)
Level: 6
Range: 60
Duration: 5 turns
Saving Throw: vs Spells negates
Area of Effect: 30 ft cube
Casting Time: 5

This spell causes the caster to project a magical ball that will magically freeze the ground within a 30 feet cube. All in that area must save vs spells or be held in ice for 5 rounds. A victim is not harmed but is open to deadly attacks as he waits helpless.

The cube will hold those that failed vs spell:
-3 for 1 rounds
-2 for 2 rounds
-1 for 5 rounds~
@20552 = ~Otiluke's Acid Cloud~
@20553 = ~Otiluke's Acid Cloud (Invocation)
Level: 8
Range: 60 yards
Duration: Special
Casting Time: 5
Area of Effect: 30 feet circle
Saving Throw: special

This spell summons a deadly could of acid that will explode in the area of the caster's choosing. When unleashed, the cloud will affect all those within its area of effect in the following ways:

1) Targets will take 1D4 acid damage per round with a successful Saving Throw, 1D8 if the ST fails.

2) Every round spent in the cloud will corrode and weaken the target's weapons, reducing their damage potential by 2. The corroding effect is temporary, lasting for 2 turns. This penalty cannot be avoided even if the Saving Throw is successful.

3) The targets' armour will be corroded as well, reducing their Armor Class by 1 for each round spent in the cloud (as above, the corroding effect is temporary, lasting for 2 turns). This penalty can be avoided with a successful Saving Throw.~
@20554 = ~Otiluke's Death Screen~
@20555 = ~Otiluke's Death Screen (Conjuration/Summoning)
Level: 7
Range: Sight of Caster
Duration: Special
Casting Time: 8
Area of Effect: 1 Creature
Saving Throw: Special
This spell creates a pitch-black scrren of magical energy that surrounds the target with its negative power. Each round the target remains trapped within the screen and fails a Saving Throw vs. Spells, he/she loses 25% of his current Hit Points. A successful Save will allow the target to breach the screen and halt its effects. The target receives the following adjustments to his/her Saving Throw vs. Spells:

1st round: -4 penalty
2nd round: -3 penalty
3rd round: -2 penalty
4th round: -1 penalty
5th round: no penalty or bonus
6th round: +1 bonus
7th round: +2 bonus~
@20556 = ~Otiluke's Force Helm~
@20557 = ~Otiluke's Force Helm (Invocation)
Level: 6
Range: Caster
Duration: 1 round/Level
Casting time: 6 

This spell creates a magical head shield that magically shields the caster from aerial attacks and cloud spells that raise high above head height. He gains 100% immunity to spells such as fire storm, ice storm, malison, cloud kill for the spell duration and prevents critical hits.~
@20558 = ~Otiluke's Radiant Sphere's~
@20559 = ~Otiluke's Radiant Sphere's (Evocation)
Level: 8
Range: 60
Casting Time: 6
Area of Effect: 12 feet cube
Duration: 1 round/3 levels
Saving throw: neg

This spell summons 1 of 4 random globes that sites in the area of the casters wishes. The globe is living wild magic and anyone, friendly or foe to go within 6 feet of the globe will  be hit by random magic, all offensive. Each globe lets off different spells and lasts for 1 round per 3 levels of experience.~
@20560 = ~Otiluke's Steaming Sphere~
@20561 = ~Otiluke's Steaming Sphere (Invocation)
Level: 7
Range: 60
Duration: Special

Otiluke's steaming sphere is a tiny 2 inch projectile that the caster summons and hurls to a location of his choice. Upon impact it flares in to a steaming cloud and all who are caught in the cloud are burned each round that they remain in the cloud for 4D4 fire damage with no save. Also they are disorientated and each round in the cloud requires are save vs spells or they are blinded for the rest of the round.~
@20562 = ~Khelben's Dweomerdoom~
@20563 = ~Khelben's Dweomerdoom (Invocation)
Level: 9
Casting time: 6
Duration: 1 day
Area of effect: 1 creature
Saving throw: vs Spells negates effects

This awesome spell may be the best spell known to man for mages facing off in battle. The target of the spell must be a wizard for the spell to take effect. The Dweomerdoom saps its target of spell levels equal to the caster's experience level, e.g. a Dweomerdoom cast by a 23rd-Level Mage could cause its target to lose two Level 9 spells and one Level 5 spell, or two Level 7 spells and nine Level 1 spells. The Dweomerdoom will always attempt to remove the highest-level spells from the target's memory. A successful Saving Throw vs. Spells with a -4 penalty will allow the target to avoid the effects of the Dweomerdoom.~
@20564 = ~Bigby's Clenched Fist~
@20565 = ~Bigby's Clenched Fist (Evocation)
Level: 8
Range: Visual range of caster
Duration: 4 Rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to four rounds. It initially smashes the target for 3D6 damage with no save. The target is held. In the second round, the target can save vs. paralyzation at -2 to escape. If they fail to save, the hand does 4D6 damage. The following round, the target can save vs. paralyzation with no penalty. If they make the save, they are free to move, if they fail, the spell does 6D6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic resistance will stop the spell.~
@20566 = ~Bigby's Crushing Hand~
@20567 = ~Bigby's Crushing Hand (Evocation)
Level: 9
Range: Visual range of caster
Duration: 3 Rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2D10 damage. The victim can save at -4 vs. paralyzation to avoid being pinned. If they fail, the hand does 3D10 damage the next round. The victim can again save vs. paralyzation at -2. If they fail to save, the hand does a final 4D10 damage and disappears.~
@20568 = ~Algarth's Embattlement~
@20569 = ~Algarth's Embattlement (Invocation/Evocation)
Level: 9
Range: 0 
Duration: Permanent
Casting Time: 11
Area of Effect: The caster 
Saving Throw: None 

This spell allows a mage to store up to 3 spells of up to level 8 in level and release them all upon a command word. The immense power of the spell is not at a free cost for the health of the caster is shattered for a short duration. His max health points are set to 20% upon unleashing the spell and will not return to the norm for a whole 8 rounds.~
@20570 = ~Arcane Surge~
@20571 = ~Arcane Surge(Invocation/Evocation)
Level: 9
Range: 0
Duration: Permanent
Casting Time: 11
Area of Effect: The caster
Saving Throw: None

This spell allows a mage to store only 1 spell of up to level 2 and release it upon a command word. The immense power and concentration of the spell is made through the casters concentration and though the one spell alone is released it parts the very magical residue of which the surge passes and those elements cling to the caster in a blanket protecting him from level 1,2,3 and 4th level spells. Also the energy creates a sudden wall of build Pressure that will absorb the next several physical attacks made against the caster.~
@20572 = ~Spell Trigger~
@20573 = ~Drowned Dead~
@20574 = ~Drowned Dead (Abjuration)
Level: 7
Range: 25
Duration: 6 Rounds
Casting Time: 5
Area of Effect: 1 Target
Saving Throw: Vs Spells to Negate

This spell will totally submerge a target in a think strangulating water bubble. This bubble will remain solid and unbreakable for the next six rounds and for each round it remains over the target the target will suffer 1D8 HP of damage per round and will become slowed as they attempt the wade through the bubble unaware that their efforts are futile and in the bubble casting is impossible.~
@20575 = ~Magic Fang~
@20576 = ~Magic Fang (Invocation)
Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1 
Area of effect: 1 Creature

This spell gives the target +1 to his weapon enchantment. The bonus enchantment will last for 1 turn at which the natural enchantment weakens and withers away.~
@20577 = ~Pass Without Trace~
@20578 = ~Pass Without Trace (Alteration)
Level: 1
Range: Touch
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature

This spell gives the druid the ability to move without the chance of detection, never leaving a trace or prints behind. During this period, the target will be under non-detection and can roam freely for the duration of the spell.~
@20579 = ~Invisible~
@20580 = ~Fearie Fire~
@20581 = ~Faerie Fire (Divination)
Level: 1
Range: 0
Duration: 4 turns
Casting Time: 2
Area of Effect: 70' radius
Saving Throw: None

When Faerie Fire is cast, the druid conjures a special, sacred substance that detects and outlines all creatures who are concealed within a 70' radius. The spell causes no harm to any creatures, but always reveals their presence in the area.~
@20582 = ~Resistance~
@20583 = ~Resistance (Abjuration)
Level: 1
Range: Touch
Area of Effect: 1 Creature
Casting Time: 3
Duration: 1 Turn

Resistance grants the target a mild boost to his or her saving throws. The bonus is short lived since the spell is a beginner spell and is usually classed as a cantrip. However, the bonuses are cumulative and can prevent certain spell effects when present.~
@20584 = ~Bane~
@20585 = ~Bane (Conjuration/Summoning)
Level: 1
Casting Time: 10
Duration: 1 turn
Range: 40 yards
Area of Effect: 40' radius
Saving Throw: None

This spell causes the caster to remove 1 point from all creature's saves against fear in the area along with a -1 attack roll penalty. There is no chance of a save with this spell and all creatures, including good, bad, and party members, are affected. So if used properly, it can be very affective.~
@20586 = ~Divine Favour~
@20587 = ~Divine Favour (Evocation)
Level: 1
Casting time: 1 round
Duration: 1 turn
Range: Touch
Area of Effect: Caster
Saving Throw: None

This spell causes the cleric to call upon the wisdom and strength of his deity. In turn, he will gain a +1 to his attack damage for every 3 levels of the caster. The effects of this spell are capped at +6 to attack damage (when cast by a caster of 18th Level or above). The spell does not increase spell damage.~
@20588 = ~Entropic Shield~
@20589 = ~Entropic Shield (Abjuration)
Level: 1
Area of effect: Self
Duration: 5 rounds/4 levels
Casting time: 1

This spells forms a magical residue that has a mild protection from all ranged attacks. The shield has a 20% chance of deflecting a missile attack away from the caster. This lasts for 5 rounds per 4 levels of the caster.~
@20590 = ~You have summoned an Entropic Shield~
@20591 = ~Freezing Hands~
@20592 = ~Freezing Hands (Alteration)
Level: 1
Range: 5 feet
Duration: Instantaneous 
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: 1/2

When the druid casts this spell a jet of freezing ice shoot out from the casters hands. The target will receive a random amount of damage that increases with experience. The target can save however to half the damage received. The spell is very useful in close up attacks as it can inflict great damage at this range. The caster does 1 extra damage for each level he has attained. So, at level 1, the caster does 2D4+1; at level 2, 2D4+2; at level 3, 2D4+3, up to level 10.~
@20593 = ~Acid Hands~
@20594 = ~Acid Hands (Alteration) 
Level: 1
Range: 5 feet
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: 1/2

When the druid casts this spell a plume of acid residue comes shooting forth from the the casters hands. The target will receive a random amount of acid burn damage that increases with experience. The target can save however for half the damage received. The spell is very useful in close up attacks as it can inflict great damage at this range. The caster does 1 extra damage for each level he has attained. So, at level 1, the caster does 2D4+1; at level 2, 2D4+2; at level 3, 2D4+3, up to level 10.~
@20595 = ~Virtue~
@20596 = ~Virtue (Transmutation)
Level: 1
Casting Time: 6
Range: Touch
Duration: 1 turn
Area of Effect: 1 Creature
Saving Throw: None

Quite simply, this spell will grant 1 temporary hit pont when cast. At level 10, that becomes 2 hit points, level 15, it becomes 3 and level 20 it becomes 4. These hit points will remain for 1 turn then the hit points remove themselves from the user's maximum.~
@20597 = ~Sun Scorch~
@20598 = ~Sun Scorch (Invocation)
Level: 1
Sphere: Sun
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2
When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice.  The victim is allowed a saving throw vs. spell to take half damage.  Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level.  Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per level of the caster.  In addition to sustaining damage, victims are also blinded for 3 rounds by the spell.~
@20599 = ~Delay Poison~
@20600 = ~Delay Poison (Conjuration/Summoning)
Level: 2
Range: Touch
Duration: 4 rounds per level up to level 16
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: None

This spell will temporarily make the recipient immune to all poisons that attempt to infect the body. The spell will last 4 rounds per level of the caster. It will not neutralize poisons that are already in the body before the spell is cast, however.~
@20601 = ~Heat Metal~
@20602 = ~Heat Metal (Alteration)
Level: 2
Duration: Instant
Casting Time: 1
Area of effect: 30 ft Radius
Saving Throw: vs. spells

This spell causes the druid to project a magical heat wave that will cause all weapons being held by anyone in range to heat to extreme temperatures. The creature's weapon will heat whether it is metal or wood, and if he fails to save vs. spells, he will drop his weapon due to the blistering heat. The spell will also cause 1D4 damage if the save is failed.~
@20603 = ~Bull's Strength~
@20604 = ~Bull's Strength (Alteration)
Level : 2
Range: Touch
Duration: 6 turns per level from level 8-16
Casting Time: 1
Area of Effect: Target Selected
Saving Throw: None

This spell grants the target a boost to his strength score. The spell will give a 1D4 strength bonus that will last for 6 turns for every level of the caster from level 8-16.~
@20605 = ~Greater Magic Fang~
@20606 = ~Greater Magic Fang (Invocation)
Level: 3
Range: 0
Duration: 1 turn every 3 levels starting at level 8
Casting time: 1
Area of Effect: 1 Creature

This spell gives the recipient +1 to his weapon enchantment for every 3 levels of the caster starting from level 8. The bonus enchantment will last for 1 turn at which the natural enchantment weakens and withers away. The max enchantment is +3.~
@20607 = ~Bestow Curse~
@20608 = ~Bestow Curse (Necromancy)
Level: 3
Range: Touch
Duration: Permanent (until dispelled or restored)
Casting time: 1
Saving Throw: Neg.

This spell causes the cleric to place a powerful curse on a chosen target. The curse's effects are random and will be permanent until restored by a priest or dispelled.
The effects that can occur are as follows:
  -6 to an ability score.
  -4 to the target's attack, enchantment and saving throws.~
@20609 = ~The target has lost 6 points of charisma.~
@20610 = ~The target has lost 6 points of dexterity.~
@20611 = ~The target has lost 6 points of strength.~
@20612 = ~The target has lost 6 points of constitution.~
@20613 = ~The target has lost 6 points of intelligence.~
@20614 = ~The target has lost 6 points of wisdom.~
@20615 = ~The target has lost 4 to his attack damage enchantment and 4 to all saving throws.~
@20616 = ~Magic Vestment~
@20617 = ~Magic Vestment (Conjuration/Summoning)
Level: 3
Range: Touch
Area of Effect: Self
Duration: 4 Rounds/4 levels
Casting Time: 1
Saving Throw: None

This spell conjures a magic field or vestment that hugs a piece of clothing, shielding or armor and increases the enchantment of that item for a set duration. The item will gain + 1 to its armor class bonus for every 4 rounds of the caster and will last for 4 rounds per every 4 levels of the casters experience. This will enchant the item to a max of +5.~
@20618 = ~Prayer~
@20619 = ~Prayer (Conjuration/Summoning)
Level: 3
Sphere: Combat
Range: Caster
Duration: 5 Rounds/5 caster levels
Casting Time: 6
Area of effect: Visible area
Saving Throw: None

A prayer bestows a blessing on the caster and his allies and a curse on all foes. All attacks, damage, and saving throws of friendly characters gain +1, while enemy attacks, damage rolls and saves are penalized by 1. Any creatures caught in the area of sight will be affected for the duration without a save.~
@20620 = ~Searing Light~
@20621 = ~Searing Light (Evocation)
Level: 3
Range: Within caster's visual range
Duration: Instant
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell enables the caster to summon the power of the sun which he will then use to produce a sudden light that flares to life right in front of a selected creature. The unexpected light will cause 1D8 points of unsavable damage for every 2 levels of the caster up to a maximum of 6D8. The light also does massive damage to undead, and can even slay them along with vampires and other night creatures.~
@20622 = ~Nymph's Aura~
@20623 = ~Nymph's Aura (Alteration)
Level: 3
Area of Effect: Self
Duration: 1 Turn
Casting Time: 3

This spell will effect a male or a female druid. It grants them the desirable features of the beautiful nymph that will change responses from the public considerably. The recipient will have his charisma boosted to a random 23, 24 or 25 depending on the time and the type of person that is to be deceived by the druids beauty or desirability.~
@20624 = ~You have gained the sexual desirability of the nymph race.~
@20625 = ~Dominate Animal~
@20626 = ~Dominate Animal (Enchantment/Charm)
Level: 3
Sphere: Animal
Range: Visual range of caster
Duration: 3 turns
Casting Time: 5
Area of Effect: 1 animal
Saving Throw: Neg.

This spell affects any single animal it is cast upon. The druids natural response to animals due to their ability to send psionic messages makes it impossible for the animal the resist the domination. The creature will remain dominated for 3 turns or until slain.~
@20627 = ~Iron Knuckles~
@20628 = ~Iron Knuckles (Alteration)
Level:3
Area of effect: Self
Duration: 1 turn
Casting Time: 1

This spell temporarily turns the druids fists to solid iron. They cause with each successful hit 2D10 damage and have a 10% chance of stunning to target for 2 rounds. There is no chance of as save against the stun and the fists will reform as normal flesh after 1 turn.~
@20629 = ~Your fists have turned to solid iron.~
@20630 = ~Cloak of Bravery~
@20631 = ~Cloak of Bravery (Enchantment/Charm)
Level: 3
Area of effect: Party
Range: Sight of caster
Duration: 1 Turn
Casting Time: 3

This spell makes the caster and all his party members temporarily immune to fear and morale failure. The benefits are short-lived, yet can help when facing creatures whose mere presence causes fear.~
@20632 = ~You and your party have gained a cloak of bravery.~
@20633 = ~Cause Disease~
@20634 = ~Cause Disease (Necromancy)
Level: 3
Sphere: Healing
Range: Touch
Duration: 8 hours
Casting Time: 10
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.  Cause Disease cannot be cast by good characters.~
@20635 = ~Moonblade~
@20636 = ~Moonblade (Invocation)
Level: 3
Sphere: Combat, Sun
Range: Caster
Duration: 2 turns
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell summons forth a silent, weightless sword-like construct made of moonlight that extends 4 feet from the caster's hand.  The moonblade is considered a +4 weapon for determining what creatures it can damage, though the bonus does not apply to THAC0.  In addition, due to the insubstantial nature of the moonblade, melee bonuses from strength do not apply.

The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible.  A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.~
@20637 = ~Storm Shell~
@20638 = ~Storm Shell (Abjuration)
Level: 3
Sphere: Protection, Weather
Range: Caster
Duration: 1 turn
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell surrounds the caster with a dark sphere of disruptive energy that moves with him.  The storm shell reduces all fire, cold, and electrical damage to the caster by 50%.~
@20639 = ~Bane of Beshaba~
@20640 = ~Bane of Beshaba (Abjuration)
Level: 3
Sphere: Combat
Range: Touch
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

This spell is the trademark of the god Beshaba. The spell requires the caster to touch a target, who is then affected by the spell with no Saving Throw. The target receives a -4 penalty to all Saving Throws the first and second rounds thereafter, -3 for the third and fourth rounds, -2 for the fifth and sixth rounds and -1 for the seventh and eighth rounds.~
@20641 = ~Favour of Tymora~
@20642 = ~Favour of Tymora (Abjuration)
Level: 3
Sphere: Combat
Range: Touch
Duration: Special 
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: None

This spell is the trademark of the god Tymora. The spell requires the caster to touch a target, who is then affected by the spell with no Saving Throw. The target receives a +4 bonus to all Saving Throws the first and second rounds thereafter, +3 for the third and fourth rounds, +2 for the fifth and sixth rounds and +1 for the seventh and eighth rounds.~
@20643 = ~Control Temperature (Freeze)~
@20644 = ~Control Temperature (Freeze)
Level: 4
Sphere: Weather
Range: 40 yards
Duration: 8 rounds
Casting Time: 4
Area of Effect: Party
Saving Throw: None

This spell causes the caster to control the weather of the area that he occupies. This spell will freeze the area to temperatures of extreme cold. The caster will have his resistance to fire increased by 50% and his party will gain 25% resistance to fire based attacks.~
@20645 = ~Control Temperature (Heat)~
@20646 = ~Control Temperature (Heat)
Level: 4
Sphere: Weather
Range: 40 yards
Duration: 8 rounds
Casting Time: 4
Area of Effect: Party
Saving Throw: None

This spell causes the caster to control the weather of the area that he occupies. This spell will heat the area to extreme temperatures. The caster will have his resistance to cold increased by 50% while his party will gain 25% resistance to cold based attacks.~
@20647 = ~Freedom of Movement~
@20648 = ~Freedom of Movement (Abjuration)
Level: 4
Range: Self
Area of effect: Self
Casting Time: 1
Duration: 2 turns
This spell envelopes the caster in a magical essence that prevents him from being held or impaired in anyway in relation to movement. It even denies the effects of the strongest spells and toughest conditions.~
@20649 = ~Air Pocket~
@20650 = ~Air Pocket (Conjuration/Summoning)
Level: 4
Range:1
Casting Time: 3
Area of effect: Self
Duration: 1 Turn

This spell calls the air around the druid to form a skin that traps air within a confined space. All abnormal gas-like substances cannot penetrate the bubble and the caster becomes free to enter vaporous clouds during this period.~
@20651 = ~Divine Power~
@20652 = ~Divine Power (Evocation)
Level: 4
Casting Time: 6
Duration: 2 rounds + 2 for every 3 levels of the caster up to level 18
Area of Effect: Self
Saving Throw: None

This spell gives the caster a boost to his abilities as a warrior. The target's strength is set to 18. If the target's current strength is over 18, it will be lowered. He will also gain +3 to his max hit points for the duration of 2 rounds for every 3 levels of the caster.~
@20653 = ~Tongues~
@20654 = ~Tongues (Divination)
Level: 4
Range: Self
Duration: 1 turn
Casting Time: 1
Saving Throw: None

This spell bestows upon the caster superior communication skills and boosts charisma to unearthly levels. The caster's charisma is set to 22 + 1 point every 3 caster's level, for the duration of the spell, to a maximum of 25. The caster is also immune to the effects of Silence and Deafness while the spell is in effect.~
@20655 = ~Increase Metabolism~
@20656 = ~Increase Metabolism (Alteration)
Level: 4
Duration: 2 rounds/4 levels
Casting Time: 2
Range: Touch
Area of Effect: Self

This spell speeds up the natural functions of the druid's body. They will move faster due to this and will heal naturally at a slow rate. The spell will last for 2 rounds per 4 levels of the druid. However, that is only for the natural speed; the regeneration will stop at a max of  3 rounds and the haste will continue.~
@20657 = ~You have increased your metabolism~
@20658 = ~Winds of Pandemonium~
@20659 = ~Winds of Pandemonium (Alteration)
Level: 4
Range: 25 feet
Duration: 3 rounds
Casting Time: 5
Area of Effect: 40' cube
Saving Throw: 1/2

When cast, a rush of air moves out, away from the caster, pushing everyone within the area 30 feet back. If the effected targets don't save vs spell, they will be confused for 3 rounds, and take 1D16 points of damage. Save vs spell again to  take only half damage.~
@20660 = ~Static Charge~
@20661 = ~Static Charge (Alteration)
Level: 4
Range: Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Sight of Caster
Saving Throw: 1/2

Static Charge is similar to Call Lightning, except that it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, doing 2-16 points of electrical damage, plus an additional 1-8 points for each of the caster's experience levels. The charge keeps going off, once every turn, for the duration of the spell. ~
@20662 = ~Cloud of Pestilence~
@20663 = ~Cloud of Pestilence (Alteration)
Level: 4
Sphere: Combat, Elemental (Air)
Range: Sight of Caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 20-feet radius
Saving Throw: Neg.

This spell transforms the air in a 20-feet radius into a sickening, grey-coloured mist. Every round of exposure to the disease-ridden air causes the loss of 3 points of Strength and Dexterity, 3 points of damage and blindness. These effects last 1 turn, and are cumulative.~
@20664 = ~Unfailing Endurance~
@20665 = ~Unfailing Endurance (Necromancy)
Level: 4
Sphere: Necromantic
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Target selected
Saving Throw: None

This spell restores the stamina of the creature touched, bringing back the energy lost from a day and a half of exertion.  Note that this may not be sufficient to bring a character out of the "fatigued" state.~
@20666 = ~Stone Form~
@20667 = ~Stone Form (Alteration)
Level: 4
Sphere: Protection
Range: Self
Duration: 3 rounds/1 level
Casting Time: 3
Area of Effect: Self
Saving Throw: None

By means of this spell, the recipient is transformed into living stone, not unlike a stone golem or stone guardian.  The spell has no effect if cast upon an unwilling target.  As a creature of magical stone, the subject receives an effective Armor Class or 5 or a +1 bonus to current Armor Class, whichever is greater, and a 50% immunity to non-magical attacks (such as acid, normal fire, normal weapons, and so on).  The drawback is that upon the spell ending the stone shattering will cause 4D6 damage to the recipient of the spell.~
@20668 = ~Chrome Skin~
@20669 = ~Chrome Skin (Alteration)
Level: 4
Sphere: Protection
Range: Self
Duration: 3 rounds/1 level
Casting Time: 3
Area of Effect: Self
Saving Throw: None

By means of this spell, the recipient is transformed into living chrome and becomes immune to many things coinciding to metallic properties. The recipient gains a 70% resistance to slashing and a 20% resistance to crushing, missile and piercing attacks. They also gain an 80% resistance to electricity. The only downfall is that upon casting the spell the recipient is slowed slightly for the duration due to his cramped muscles. Also they receive a -30resistance to cold attacks.~
@20670 = ~Marthammor's Thunderbolts~
@20671 = ~Marthammor's Thunderbolts (Abjuration)
Level: 4
Sphere: Combat
Range: 50
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1/2 targets
Saving Throw: 1/2

This spell enables the caster to simultaneously unleash twin thunderbolts either from both hands or both eyes. Each thunderbolt can be directed at a different target within range and inflicts 4d6 points of damage (save for half) to each target.

The twin thunderbolts begin at the caster and streak outward as far as the target selected by the caster, assuming she or he is within range.~
@20672 = ~Fist of Gond~
@20673 = ~Fist of Gond (Alteration)
Level: 4
Sphere: Combat
Range: Self 
Duration: 6 rounds
Casting Time: 3 
Area of Effect: Caster
Saving Throw: None 

This spell temporarily augments the might and hardness of one of the caster's arms, encasing it in an invisible field of force and raising its Strength to 22.  The caster's muscles and joints are magically bolstered so they are not torn when blows from the fist of Gond land.  Such blows can punch through armor and stone alike, striking at a +4 attack bonus, dealing 1d4+10 points of damage with a +4 thac0 and 1 extra attack per round, and forcing saving throws vs. crushing blow on all items they hit.~
@20674 = ~Death Mark~
@20675 = ~Death Mark (Necromancy)
Level: 5
Range: Touch
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 Creature

The person that the caster affects with this spell with has his saving throws vs death reduced by 4 and will have a 2D10 damage inflicted to them. Also they will be inflicted with a wilting disease that will eat away at them due to the death mark that opens up on the targets flesh. A wound opens and becomes septic, all bacteria and maggots soon enter the gash and disease in soon to follow. The target can save vs death -2 to negate all effects.~
@20676 = ~Wall Of Fire~
@20677 = ~Wall of Fire (Evocation)
Level: 5
Range: Self
Duration: 3 rounds + 1 per level
Casting Time: 4
Area of Effect: 1 creature

A mobile, blazing curtain of shimmering crimson flame bursts in to existence as the druid chants the words to this spell. The wall rises and curls around the caster surrounding him with the wall of flame. Any creatures who attempt to penetrate the wall will be damaged by the wall which will deal out small amount of damage each time the attempt is made. The wall will move with the caster granting him only protection from melee attacks, the wall is not as powerful as the mage spell as it grants no extra protection from fire.~
@20678 = ~Ice Storm~
@20679 = ~Ice Storm (Evocation)
Level: 5
Range: Visual range of caster
Duration:  4 rounds
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None 

When this spell is cast, great hail stones pound down for four rounds in a 60-feet diameter area and inflict 2d8 points of damage to any creatures within the area of effect.  Also, anyone that remains within the area of effect takes 2d8 damage each round for four rounds.~
@20680 = ~Summon Natures Ally V~
@20681 = ~Summon Natures Ally V
(Conjuration/Summoning)
Level: 5
Range: 25 yards
Duration: 2 Turns
Casting Time: 6
Casting Time: 1 round

This spell call forth a random creature from the woods to help the druid in combat. The creature will remain for 2 turns and will fight in the most ruthless of battles at the druid's command.

The random animals that can be summoned are:
  Leopard
  Cheetah
  Panther
  Lion
  Tiger
  Grizzly Bear

There is a small chance that more than 1 creature will come to the caster's aid after summoning.~
@20682 = ~Hallow~
@20683 = ~Hallow (Evocation)
Level: 5
Range: Self
Area of effect: The current area
Saving Throw: vs spells -2
Duration: 2 rounds for every 3 levels of caster up to level 18
Casting Time: 15

This spell calls for the cleric to cast a spell that declares an area to become a sacred holy venue. This will effect all evil creatures that are present in the area apart from possible evil party members. The spell will cause all evil and undead to receive a -3 to their attack damage and to hit rolls for a duration of 2 rounds for every 3 levels of the caster. They do get a chance of a save vs. spells at -2 which negates the penalty.~
@20684 = ~Scrying~
@20685 = ~Scrying (Divination)
Level: 5
Range: 30 yards
Casting Time: 9
Duration: 1 turn
Area of Effect: Special
Saving Throw: None

This spells allows the cleric to spy on an area from afar with the power of divination. He will use a mist to foresee his target which is well hidden from sight, and can give a surprise attack a boost with the knowledge of the enemy.~
@20686 = ~Call Upon Faith
Level: 5
Sphere: Invocation
Range: 1 yard
Duration: 8 Rounds
Casting Time: 1
Area of Effect: Self
Saving Throw: None

This spell causes the priest to call upon the leader of his faith to aid him in his defenses. It will grant the cleric +2 to his saves vs. death and spells. There is also a 50% chance that he will be granted +1 strength for the spell's duration.~
@20687 = ~Embalm~
@20688 = ~Embalm (Invocation/Evocation)
Level: 5
Sphere: Necromantic
Range: 5 yards
Casting Time: 6
Area of Effect: 1 creature
Saving Throw:  vs. death at -1

This spell is used to create undead Zombies to perform the summoner's biddings. The spell can slay any humanoid of a regular class (for example, a fighter/mage), Zombies, and weak creatures such as Kobolds, Gibberlings, Hobgoblins, etc. The spell sends a death curse that will slay the creature if it fails a Save vs. Death at a -1 penalty. Shortly after the casting, the priest covers the target's body with an embalming fluid via magical methods, preserving the corpse of the slain. It soon returns to serve the caster as a mindless Zombie. Even if the creature is one that is not affected by the spell, the cleric can embalm the nearby remains of the dead and reanimate them if the creature fails its Saving Throw.~
@20689 = ~Hero's Feast~
@20690 = ~Hero's Feast (Conjuration/Summoning)
Level: 5
Casting Time: 6
Duration: Special
Range: Self
Area of Effect: Party

When Hero's Feast is cast, a huge array of food and beverages are created to refresh and revive the party. The meal will cure all diseases, poisons, and will heal 1D4+4 points of damage, in addition to making the party immune to poisons, diseases, fear and feeblemindedness for the following 12 hours.~
@20691 = ~You and your party have enjoyed the magical feast provided by your priest~
@20692 = ~Wall of Thorns~
@20693 = ~Wall of Thorns (Evocation)
Level: 5
Range: Self
Duration: 3 rounds + 1 per level
Casting Time: 4
Area of Effect: 1 creature

This spell calls a mini swarm of thorns, brambles and other natural slashing objects to form a small cyclone and swirl around the caster at a lightning rate. The wall will damage all who come close and attempt to penetrate it. Some attacks may push thorns into you, but Damage to them is also certain.~
@20694 = ~Venom Plume~
@20695 = ~Venom Plume (Evocation)
Level: 5
Duration: Instant
Area of effect 30ft Radius
Save: negates poison
Casting Time: 6

This spell call the druid to conjure up a mass of natural toxins from the earth and make it explode out in all directions from his body along with explosive flames. All caught in the 30ft radius of the caster will sustain 6D6 damage and if they fail a save vs death/poison -1 they will be poisoned for 3 rounds, from the venom portion of the explosion.~
@20696 = ~Hammer of Tyr~
@20697 = ~Hammer of Tyr (Evocation)
Level: 5
Casting Time: 1 round
Duration: 1 round per level
Saving Throw: none

This spell calls forth a white hot hammer of oozing power that is mentally guided in to battle via the summoners will. The hammer strikes as a +2 weapon and attacks at a steady rate. The hammer can only sustain so much damage though and has a 65 point damage threshold before it crumbles. The hammer upon striking has a 15% chance of stunning a target for 4 rounds.~
@20698 = ~Celestial Protection~
@20699 = ~Celestial Protection (Abjuration) 
Level: 5
Range: Touch
Duration: 1 round/level
Casting Time: 6
Area of Effect: Target creature
Saving Throw: N/A

This spell allows a priest to channel the patron deity's power to mimic the protection a celestial being, such as a deva, has.

This protection is defined by the following:
·  Subject a 50% resistance from acid, cold, and electricity
·  Subject is immune to poison of all types
·  Subject can be struck only by weapons of +1 or better enchantment

This spell can be cast upon another or on the caster.~
@20700 = ~Animate Rocks~
@20701 = ~Animate Rocks (Conjuration/Summoning/Alteration)
Level: 6
Sphere: Animal 
Range: 20 Yards
Duration: 1 Turn 
Casting Time: 8
Saving Throw: Neg. 

This spell causes the druid to forge all stones and rocks in the area together to create small rock creatures to do their bidding. The spell is unpredictable though and can create between 0 and 5 creatures for 1 turn.~
@20702 = ~Summon Natures Ally VI~
@20703 = ~Summon Natures Ally VI
(Conjuration/Summoning)
Level: 6
Duration: 2 Turns
Range: 25
Casting Time: 1 Round

This spell call forth a random creature from the woods the help the druid in combat. The creature will remain for 2 turns and will fight in the most ruthless of battles at the druids command. The random animals that can be summoned are stronger and have more hit points than Summon Natures ally V and are as follows:
  Leopard
  Cheetah
  Panther
  Lion
  Tiger 
  Grizzly Bear

There is a small chance that more than 1 creature will come to your aid after summoning them.~
@20704 = ~Healing Circle~
@20705 = ~Healing Circle
Level: 6
Casting Time: 1 Round
Duration: permanent
Area of Effect: Party

This spell causes positive energy to fly out from the caster in all directions which heals all party members in the area. The spell cures 1D8 points off damage +1/level of caster to a max of +20.~
@20706 = ~Greater Dispelling~
@20707 = ~Greater Dispelling (Abjuration)
Level: 6
Range: Visual range of caster
Duration: Special
Casting Time: 5
Area of Effect: 30-feet cube
Saving Throw: Special

A casting of Greater Dispelling removes magical effects upon anyone within the area of effect.  This includes effects given from spells, potions and certain magical items such as wands. Also, unlike a regular forms of dispelling, this spell will also remove defensive magical effects such as stone skin, elemental protection, or magical armors and mantles.  It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%.  For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%.  For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.  However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure.  Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.  Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note:  while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.~
@20708 = ~Dispel Effects~
@20709 = ~Possession~
@20710 = ~Possession (Necromancy)
Level: 6
Sphere: Animal
Range: 1
Duration: 8 rounds
Casting Time: 2
Saving Throw: vs. Spells -1
Area of Effect: Target selected

This spell has the ability to let the caster step into the body of any creature. During the time of possession, the caster will have total control over the target. During this time, the caster's original body becomes defenseless, being only able to move around. An additional downside is that, if the target successfully Saves vs. Spells, the caster's spirit will still have left his/her body and will require 8 rounds to re-enter the caster's original body. During this time, the caster's body is hidden and extremely weak - his Hit Points are reduced to a minimum, but when his spirit re-enters his body, his health will be restored to 100% as part of the dominated creature's soul is carried back with him/her. As a result, the target, if it was successfully possessed, will take 1D10+20 blunt damage.~
@20711 = ~Moon Beam~
@20712 = ~Moon Beam (Evocation)
Level: 6
Range: 50
Targets: 1
Duration: Special
Casting Time: 8
Saving Throw: Neg.

This spell causes the caster to summon a beam of dullish light to come from the sky and land on a target.

The beam itself can cause the target to receive the following random effects:
 - Amplify phobias and cause a momentary insanity for 4 rounds (always unless target saves)
 - Reduce all types of protections by 30% (75%chance) for 8 rounds
 - Blind the target (50% chance) for 8 rounds
 - Cause heart attack due to amplification of greatest fears (a small 10% chance, but with no save)~
@20713 = ~Suffered a heart attack.~
@20714 = ~Drain Vitality~
@20715 = ~Drain Vitality (Necromancy)
Level: 6
Range: Touch
Area of Effect: 1 creature
Duration: 3 rounds, 5 rounds at lvl 15
Casting Time: Instant

This spell causes the druid the manipulate the powers of the bodies aura. He turns his hands to a draining weapon and when they cast at touching range they will drain vitality from the target. If they fail a save vs spells -1 they will loose 2 constitution and also have their max Hp reduced by 10 for 8 rounds. They will also loose the Hp via a loss of Constitution so they may loose as much as 20-25 Hp.~
@20716 = ~Visions of Pain~
@20717 = ~Visions of Pain (Necromancy)
Level: 6
Range: 30 yards
Casting time: 6
Duration: Special
Area of Effect: Target Selected
Saving Throw: vs. spells

This spell causes the caster to send horrific visions of death, torture and pain into the mind of the target. The target will have to save vs. spells or his soul will escape him, and he will fall to the floor as a soulless corpse. If the target does make a save, he will still lose 20 hit points due to the extreme level that his soul was pushed just to survive. Whether the target lives or dies, 5 hit points are gained by the caster to his max HP for 1 turn. The effect is cumulative.~
@20718 = ~Nature's Debilitating Charm~
@20719 = ~Nature's Debilitating Charm (Evocation)
Level: 6
Area of Effect: Self
Casting Time: 6
Duration: 5 rounds

This spell is an extreme blessing from nature to the druid. The spell, when cast, makes the druid strike with double damage with each successful hit. Thus, an extreme advantage when in melee, but the spell will prevent the caster from any spell-casting for the next turn.~
@20720 = ~Soul Merge~
@20721 = ~Soul Merge (Necromancy)
Level: 6
Range: Touch
Duration: 8 hours
Casting Time: 12
Area of Effect: One creature
Saving Throw: None

This spell is an example of the priest's ability and willingness to aid and help his allies the best that he can. Soul Merge involves touching the creature upon the forehead and chanting. Upon the last word, the priest will lose 10 HP from his maximum amount and will be added on to the max hit points of the target. The spell will last for 8 hours, at which point the point manipulated HP will return to their original places.~
@20722 = ~You have merged part of your soul with the targeted creature.~
@20723 = ~Deep Freeze~
@20724 = ~Deep Freeze (evocation)
Sphere: Weather
Level: 6
Range: 30 yards
Duration: Instant
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Halves damage

This spell calls the druid  to channel there energy in the controlling the weather in a very small area. They will cause the area to become a place of sub zero conditions and that area will become a blanket of freezing matter that covers the target in the area. The chill Causes 8D8 damage and 4D8 if the target saves.~
@20725 = ~Conversion (To the Light)~
@20726 = ~Conversion (To the Light) (Alteration)
Level: 6
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Area of Effect: 1 creature
Saving Throw: None

This spell allows the priest to change any creature's alignment alter so that it is completely of a lawful good nature. This spell can be helpful in the making of a party; nothing is more volatile than a party that has very different beliefs.~
@20727 = ~Conversion (To the Dark)~
@20728 = ~Conversion (To the Dark) (Alteration)
Level: 6
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Area of Effect: 1 creature
Saving Throw: None

This spell makes the priest able to make any creatures alignment alter so that he is completely of a chaotic evil nature. This spell can be good in the making of a party. Nothing is more volatile than a party that have very different beliefs.~
@20729 = ~Conjure Lightning Elemental~
@20730 = ~Conjure Lightning Elemental (Conjuration/Summoning)
Level: 6
Sphere: Elemental, Summoning
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None 

Upon casting this spell the caster will call forth to the heavens and he will be rewarded by all the static energy in the area forming a powerful lightning elemental. The creature is immune to many mental states and can rip through armies at haste dealing out shocking damage as he goes.~
@20731 = ~Entropy Shield~
@20732 = ~Entropy Shield (Abjuration)
Level: 6
Sphere: Protection
Range: Caster
Duration: 1 round/level (up to 12 rounds)
Casting Time: 9
Area of Effect: Caster
Saving Throw: None

When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to armor class and a 50% resistance to most attack forms: electricity, fire, cold, and so on. It also gives the caster +2 to all his/her saving throws and immunity to all missile-based attacks.~
@20733 = ~Symbol of Banishment~
@20734 = ~Symbol of Banishment (Conjuration/Summoning)
Sphere: Guardian
Level: 7
Range: 30 yards
Duration: Special
Casting Time: 9
Area of Effect: 30' radius
Saving Throw: Neg.

This spell calls forth a marked rune on the floor that contains the power of the negative outer planes. If stepped upon, the creature must make a save vs spells at -4 or it will be banished to an outerplane for a duration that is based upon its intelligence and wisdom.~
@20735 = ~Death Recall~
@20736 = ~Death Recall (Invocation)
Level: 7
Range: Visual sight of caster
Duration: 1 Turn
Casting Time: 5
Area of Effect: Selected Area

This spell is a true example of the deity bond that a cleric has. He has the ability to bless the current area for a short duration with the essence of life. This area will now prevent all from dying of a permanent death. All party members that are slain in the area during the spell's duration will be raised from the dead. This will only raise them, not heal, and they will be very weak, but they have a chance to be revived and continue in the fight. This spell, however, requires the aura of an elder or a god. If the child of Bhaal dies, his aura will also die, but if he lives, his aura will enable this spell once again.~
@20737 = ~Kiss of Death~
@20738 = ~Kiss of Death (Necromancy)
Level: 7
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: vs. Death at -1

This nasty spell is used by the druid  with venoms of nature taking effect on the target. The caster will leap to a target and get close enough to kiss the creature. This will transfer the deadliest of toxins, causing death if the target does not save vs. death. The toxins can be removed via a Neutralize Poison spell, but if the target does get infected, the poison will eat at his corpse so badly that resurrection will be impossible.~
@20739 = ~Conjure Lava Elemental~
@20740 = ~Conjure Lava Elemental (Conjuration/Summoning)
Level: 7
Sphere: Elemental, Summoning 
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special 
Saving Throw: None

Upon casting this spell, the caster will call forth the words that will form an elemental from the depths of the planet. Made completely of burning lava and magma, this elemental is a true danger to all. The creature strikes with bare hand attacks, and any creature hit must save vs. death or it will drop its weapons due to the immense heat. The creature will remain for 1 turn per level and has many mental immunities.~
@20741 = ~Conjure Water Elemental (Conjuration/Summoning)
Level: 7
Sphere: Elemental, Summoning
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the caster will call out phrases that will cause the water and condensation in the area to form a water elemental. The creature has immunities to cold and electricity and strikes with bare hands that can inflict bonus cold damage. As with all elementals, they are loyal to the summoner unless they are turned upon on.~
@20742 = ~Evolution~
@20743 = ~Evolution (Alteration)
Level: 7
Range: self
Duration: 1 Turn, tiny chance of a 20 turn duration
Casting Time: 4
Sphere: Animal

This spell causes the caster to chant a strange passage of druidic spell casting phrases in the hope that they will evolve a certain attribute of his/hers for a set duration. The spell is unpredictable and the amount that attributes can evolve also alters. There is also a tiny chance that one of the stats will evolve and remain for 20 turns~
@20744 = ~Your strength has evolved to 22~
@20745 = ~You have had a long lasting evolution in strength~
@20746 = ~You Dexterity has evolved to 24~
@20747 = ~You Have had a long lasting dexterity evolution~
@20748 = ~You have failed to evolved~
@20749 = ~You have evolved wisdom to 23~
@20750 = ~You have evolved a long lasting wisdom~
@20751 = ~You have evolved a 22 Constitution~
@20752 = ~You have evolved a long lasting Constitution~
@20753 = ~You have evolved a 19 score in all areas~
@20754 = ~Sun Beam~
@20755 = ~Sun Beam (Evocation)
Level: 8
Duration: Instantaneous
Casting Time: 3
Range: 50
Area of effect: 30 ft radius
Saving throw: Neg.

This spell causes the druid to choose a selected destination before summoning the sun to send a blinding light to that point. All creatures caught within 30 ft of the explosion must save vs spells at -2 or they will be blinded for 1 turn. They will lose 4 dexterity points and 4 strength points and have their THAC0 halved for the 10 rounds. The beam will also deal out 3D6 fire damage to all  despite any save.~
@20756 = ~Shapechange~
@20757 = ~Shapechange (Alteration)
Level: 9
Range: Touch
Duration: 5 turns
Casting Time: 9
Area of Effect: Caster
Saving Throw: None 

With this spell, a druid is able to assume the form of a powerful creature (mind flayer, iron golem, greater Wolfwere, earth elemental, fire elemental, or giant troll).  The spellcaster becomes the creature he wishes, and has almost all of its abilities. Thus, he can change into a mind flayer to stun his opponents and then become an earth elemental to crush his foes.  These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred.~
@20758 = ~Shapechange abilities have been added to your Special Abilities menu~
@20759 = ~Greater Scrying~
@20760 = ~Greater Scrying (Divination)
Level: 7
Casting Time: 8
Range: 40 yards
Duration: Instantaneous
Area of Effect: Current area

Greater Scrying uses the true power of divination and is perhaps the perfect example of the divination spell school. Upon the casting, it will reveal the mapping of the current terrain, will detect evil, dispel all illusions, and detect all invisible creatures.~
@20761 = ~Deity Bind~
@20762 = ~Deity Bind (Conjuration/Summoning)
Level: 7
Range: Touch
Duration: 12 rounds 
Casting Time: 16
Area of Effect: Caster
Saving Throw: None

This spell causes the priest to make a pledge of his soul to his/her patron deity. In exchange for the display of loyalty, the cleric will gain an array of benefits. The calling may be heard by one of the following from the patron deity's entourage; a demi-god, minor god or major god. Depending on which type hears the pledge, the caster will gain the following benefits:

Demi-god:
  +2 to all Saving Throws
  +2 to Strength
  Immunity to charm, hold and instant death

Minor God:
  +3 to all Saving Throws
  +2 to Strength
  Immunity to instant death
  +6 to max HP

Major God:
  +4 to all Saving Throws
  +3 to Strength
  Immunity to instant death
  +10 to max HP~
@20763 = ~You have been heard and accepted by a Demi God of your religion~
@20764 = ~You have been heard and accepted by a Minor God of your religion~
@20765 = ~You have been heard and accepted by a Major God of your religion~
@20766 = ~You have not been heard by a god of your religion and you have suffered physical deterioration due to your efforts~
@20767 = ~Assimilation~
@20768 = ~Assimilation (Alteration)
Level: 7
Range: Touch
Duration: 2 turns
Casting Time: 4
Area of Effect: Caster

This spell can potentially be of great aid to the caster - however, it can also produce undesirable results. The caster of this spell has one ability score set to the equivalent of a certain creature - the ten possible outcomes are listed below:

  Adamantine Golem (25 Strength)
  Earth Elemental (19 Strength)
  Fire Elemental (Immunity to Fire)
  Mind Flayer (25 Intelligence)
  Clay golem (Immune to slashing and piercing weapons)
  Tanar'ri (22 Constitution)
  Kobold (9 Strength)
  Xvart (9 Dexterity)
  Tarrasque (1 Intelligence)
  Beholder (3 Charisma)

Regardless of whether the consequences are beneficiary or harmful, the effects of this spell will last for 2 turns.~
@20769 = ~You have gained Adamantine strength~
@20770 = ~You have gained Elemental fire immunity~
@20771 = ~You have gained Kobold strength~
@20772 = ~You have gained Mind Flayer intelligence~
@20773 = ~You have gained Xvart Dexterity~
@20774 = ~You have gained Clay Golem blade immunity~
@20775 = ~You have gained Elemental strength~
@20776 = ~You have gained Tarrasque intelligence~
@20777 = ~You have gained Elder Orb charisma~
@20778 = ~You have gained Tanar'ri constitution~
@20779 = ~Mystra's Unraveling~
@20780 = ~Mystra's Unraveling (Abjuration, Alteration)
Level: 7
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Target Creature
Saving Throw: None 

At the culmination of this spell's casting, the caster launches a skein of magical power at a single target. The power automatically hits and surrounds the target, removing all physical and magical protection effects that the target may have, with no chance of a Saving Throw. This spell is extremely powerful and can be used to breach the defences of the most powerful of creatures, making them open to subsequent attacks.~
@20781 = ~Spell Protections Removed~
@20782 = ~Create Greater Undead~
@20783 = ~Create Greater Undead (Necromancy)
Level: 7
Casting Time: 2 rounds
Duration: 2 Turns
Range: 25 yards
Area of Effect: Area Selected
Saving Throw: None

This spell allows the cleric to use the evil side of his nature. When cast, he will summon the remainder of lingering souls of the slain that are in the current area. Once the long casting time is completed, he forges the mass of soul remains into a greater undead creature. 

The creature that is formed depends on the caster's level:
 Level 1 - Greater Mummy(50 HP)
 Level 17 - Spectre (60 HP)
 Level 21 - Vampire (65+  HP, haste)~
@20784 = ~Succour~
@20785 = ~Succour (Conjuration/Summoning)
Level: 7
Area of Effect: Self
Duration: Use within 5 Turns
Casting time: 1
Range: Touch
Area of Effect: Caster

This spell causes the mage to chant and place a surge of random offensive energy into a gemstone of some sort. The stone will remain charged for 5 turns, after which the power contained within will dissolve the stone itself.

The actual effect of the stone's power is the equivalent of one of the following: Chromatic Orb, Magic Missile or Monster Summoning 3.~
@20786 = ~You have contained a Magic Missile stone in the stone.~
@20787 = ~You have contained a Monster Summoning 3 spell in the stone.~
@20788 = ~You have created a stone containing a Chromatic Orb.~
@20789 = ~You have failed to channel energy to the stone.~
@20790 = ~Dragon Flesh~
@20791 = ~Dragon Flesh (Alteration)
Level: 7
Casting time: 8
Duration: 6 rounds
Range: Touch
Area of Effect: Self
Saving Throw: None

This fantastic spell causes the druid to convulse in temporary agony, but after the short period his flesh sprouts plates of solid dragon flesh. The flesh can be of any possible eight or so random dragons, all of which have their own special benefits. Such benefits are the AC bonus, magical, and elemental resistances amongst others. Such an immense spell though requires a huge amount of concentration and physical stesses.The spell will last for only 6 rounds.~
@20792 = ~You have sprouted adamantite armour from the rarest of dragons. You now have a -4 Ac base and +2 vs slashing and crushing~
@20793 = ~You have sprouted brown dragon flesh. You now have a mild 2 base Ac, a 50% magic resistance as well but lost 2 charisma.~
@20794 = ~You have sprouted Crimson dragon flesh. You have a 50% fire immunity, a 20% magic resistance and a -1 base armour class, you also have -25% cold resistance and -3 charisma.~
@20795 = ~You have sprouted The flesh of a mighty DeathWrym dragon. You have a base Ac of -5 and immunity to level drain.~
@20796 = ~You have sprouted The flesh of an Electrum Dragon. You have a base Ac of -1, a 50% electricity resistance but a -40 cold resistance.~
@20797 = ~You have sprouted The flesh of an Elemental Dragon.You have a base Ac of 0 ,you have gained a 25% resistance to cold, fire and electrical attacks but lost 25% magic resistance.~
@20798 = ~You have sprouted mithril dragon scales. You have a 100% resistance to magic and a base Ac of 1.~
@20799 = ~Devolution~
@20800 = ~Devolution (Abjuration/Alteration)
Level: 7
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 7
Area of Effect: Target Creature
Saving Throw: vs. spells

This spell is an example of the power of true nature. The spell calls upon the power of all biological matter to actually reverse the target creature's evolutionary development. When cast, the potentially cruel spell will attempt to decrease each statistic by 1. It will attempt to do this for one round only. If the target fails vs. spells, he will lose one stat from his characteristics for one day. Also, due to the body's immense struggle to prevent the devolution for the next 3 rounds, the creature will have to save vs. spells each time or become more and more fatigued.~
@20801 = ~The target has de-evolved~
@20802 = ~Trollish Fortitude~
@20803 = ~Trollish Fortitude (Alteration)
Level: 7
Casting time: 8
Area of effect: Self
Duration: 8 rounds

This highly unattractive spell causes the druid to give her body a resemblence similar to a giant troll in regard to how it responds to things. The druid will not gain any statistical benefits but what they will gain is the ability to resist death for the duration of the spell. This can be enough time for a getaway, but spells are also disabled during this period.~
@20804 = ~Eyes Of Wrath~
@20805 = ~Eyes Of Wrath (Abjuration)
Level: 8
Range: Self
Duration: 6 Rounds
Casting Time: 3
Area of Effect: Within 3 Feet
Saving Throw: Vs Spells to Negate

This spells brings forth seven eyes that are called from the elemental and demi planes. These eyes have many destructive qualities and these qualities are brought out upon touch on an enemy creature. Any creature to come within touching distance of the eyes will be struck, if they fail save they will be effected depending on which eye struck, The Eyes are as follows:

Eye of Icing Death: If this eye strikes the creature must save vs spells or be hit with 3D6 cold damage

Eye of Cinder: This eye causes 3D6 fire damage to a target

Eye of Phasing: This eye deals out 3D6 lightening damage

Eye of Stunning: This eye will disable the target by stunning them for 4 rounds

Eye of Sapping: This eye draws blood and hence 3 points if strength from the target for 8 rounds

Eye of Death: This eye simply causes instant death through means of visions of pain (save vs. death will negate it as well)

Eye of Stone Death: This eye encases the target in stone for them to suffer eternal damnation (save vs. death will negate it as well)~
@20806 = ~Eye of Icing Death~
@20807 = ~Eye of Phasing~
@20808 = ~Eye of Cinder~
@20809 = ~Eye of Stunning~
@20810 = ~Eye of Sapping~
@20811 = ~Eye of Death~
@20812 = ~Eye of Stone Death~
@20813 = ~Topaz Dragon Breath~
@20814 = ~Frightful Moan~
@20815 = ~Daelomin's Drastic Dromedary~
@20816 = ~Daelomin's Drastic Dromedary (Alteration)
Level: 9
Range: Special
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 Target
Saving Throw: Special

This spell is powerful indeed, instantly drawing all water from the targeted individual, reducing the target to a statue of dried flesh.  A saving throw vs. petrification is allowed and, if made, the target still takes 6d6 points of cold damage, as the spell was able to draw some, but not all, the moisture from the target's body.  This drawing of moisture also reduces the constitution of the target by 50% for 6 rounds.~
@20817 = ~Malygnus' Shattering Obelisk~
@20818 = ~Malygnus' Shattering Obelisk (Necromancy)
Level: 9
Range: 20 Yards
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 Target
Saving Throw: Special

This spell encases the victim in an obelisk, which then shatters, destroying both the body and the soul of the victim.  If the victim successfully makes the saving throw vs spells he can avoid the level drain, other wise the victim is drained 1 level for every 4 levels of the caster, to a maximum drain of 10 levels.  Finally, once the level drain is complete, the victim must suffer 5d4 points of damage from the explosion of the obelisk.~
@20819 = ~Otiluke's Freezing Sphere~
@20820 = ~Otiluke's Freezing Sphere (Alteration/Evocation)
Level: 6
Range: Sight of caster
Casting Time: 6
Saving throw: Neg

This spell throws a mass of freezing matter at a target which does 3D6 damage per Level of the caster. A saving throw means the target dodged the orb.~
@20821 = ~Azragan's Channeling~
@20822 = ~Azragan's Chanelling (Unknown)
Level: 1
Range: 30
Casting time: 2
Targets: 1

This spell is much like a cantrip, the magic of the apprentice learning his trade. It has a totally random effect on the target, but the effects are always of an offensive nature.  Such spells are learned by the apprentices of the mage world since casting specific spells can be very tough at such a low level of wizardry.~
@20823 = ~Physical Agility~
@20824 = ~Physical Agility (Alteration)
Level: 1
Range: Touch
Casting Time: 4
Duration: 5 rounds
Area of Effect: Caster
Saving Throw: None

When cast, magic-user's ability in melee combat is improved. Unlike Tenser's Transformation, this does not improve strength or enable spell casting, but raises the caster's THAC0 by 8 for a short duration, thus making him as accurate with his strikes as a warrior.~
@20825 = ~True Strike~
@20826 = ~True Strike (Divination)
Level: 1
Range: 5 yards
Casting Time: 1
Duration: 2 Rounds
Area of Effect: 1 creature
Saving Throw: None

This spell gives the target a magical boost to his accuracy in battle. This boost will only last for 2 rounds, but for this duration, the recipient gains +10 to his attack accuracy. This is especially useful when it is imperative to hit the target quickly.~
@20827 = ~Torment~
@20828 = ~Torment (Conjuration/Summoning)
Level: 2
Duration: 4 rounds
Casting Time: 1
Range: 3 yards

This spells calls forth an extremely quick, nearly indestructible shadow from another plane. The shadow, however, is not an offensive weapon. Its main task is to disrupt a spell caster since he is extremely accurate, and to torment him with his prodding. The creature will only remain for 4 rounds, but that is enough time to get his job done.~
@20829 = ~Steam~
@20830 = ~Steam (Evocation)
Level: 2
Range: 40
Casting Time: 3
Duration: 5 rounds

This spell sends a boiling steam cloud to engulf the victim causing 1D10+10 points of heat damage and can cause the target to lose all accuracy for the duration due to burns to the eyes. It is a quick fire spell and can render an expert weapon user next to useless as the burns to his eyes make him unable to attack with accuracy.

Damage: If the target fails a save, he is blinded and receives a -4 THAC0 penalty for the duration. 1D10+10 fire damage is dealt with no save.~
@20831 = ~Endurance~
@20832 = ~Endurance (Alteration)
Level: 2
Range: 1
Casting Time: 1
Area of Effect: 1 creature
Duration: 6 turns per level from level 8-16

This spell will grant 1 target a boost to his natural constitution. It will gain a random enhancement from 1-4 that will last for 6 turns per level of the caster through level 8-16. The max duration is 48 turns.~
@20833 = ~Thunderclap~
@20834 = ~Thunderclap (Invocation/Evocation)
Level: 2
Casting Time: 0 (one word)
Range: Touch
Area of Effect: Target Selected
Saving Throw: None

Thunderclap is a spell meant to be cast in the thick of battle, and it reflects so in its short casting time and range. Upon uttering the one word needed for this spell, the caster hits the target with a blast of electricity. Thunderslap will deal 2D4+1 damage at level 1, +5 extra damage every 5 levels up to level 20. In addition, the target will be stunned for one round without save.~
@20835 = ~Aura of Focus~
@20836 = ~Aura of Focus (Abjuration)
Level: 3
Range: 3
Casting Time: 3
Duration: 4 rounds
Area of Effect: Self
Saving Throw: None

This spell forces the caster into 4 rounds of utter concentration and mental focus. This enables him to cast spells without disruption from melee or ranged attacks. However, magical damage will disrupt his focus.~
@20837 = ~Ice Lance~
@20838 = ~Ice Lance (Evocation)
Level : 3
Range: Sight of Caster
Duration: Instant
Casting Time: 3
Area of Effect: Target Selected
Saving Throw: Special

Ice Lance creates a magical spear or lance of cold magical ice that the mage thrusts at a selected target. The lance causes 5-30 hit points of damage, and the target must make a save vs spells at -1 or be stunned for 4 rounds.~
@20839 = ~Adrenaline Rush~
@20840 = ~Adrenalin Rush (Alteration)
Level: 3
Range: 30 yards 
Casting time: 1
Duration: 5 rounds
Area of Effect: All within 15' radius of caster
Saving Throw: None

This spell gives the caster and his party a momentary blood rush of adrenalin which raises AC, constitution, and dexterity by 2 for 5 rounds. The rush can improve the user's chances when in melee combat or in a moment of panic.~
@20841 = ~Ice Shard~
@20842 = ~Ice Shard (Evocation)
Level: 4
Duration: Instant
Casting time: 2
Range: 60 yards
Area of Effect: 1 creature

This spell is similar to flame arrow, the the difference being that the caster propels a cold shard of ice that strikes with the power of three enchanted arrows. With a rapid casting time, the spell is excellent for getting the first strike.~
@20843 = ~Weaken~
@20844 = ~Weaken (Divination)
Level: 4
Range: Line of sight
Duration 1 Turn
Casting time: 4
Saving Throw: vs. spells at -2 (Neg.)

The caster saps 5 strength points  from the target who can prevent it if he saves vs. spells at -2. The spell can be devastating, reducing the strongest of creatures to weak prey.~
@20845 = ~Beltyn's Burning Blood~
@20846 = ~Beltyn's Burning Blood (Necromancy)
Level: 4
Range: Sight of caster
Duration: 2 rounds
Casting Time: 4
Area of Effect: 1 Target
Saving Throw: Special

This spell turns a target's blood to flame, doing 3-12 hit points of damage every round.  The target gets to save vs. spell every round at -3; if successful, the spell is cancelled.  If the targeted creature is resistant to fire, this resistance will lower or nullify the damage from this spell.~
@20847 = ~Daer'Ragh's Aura Cleansing~
@20848 = ~Daer'Ragh's Aura Cleansing (Metamagic)
Level: 4
Range: Self
Casting time: 4
Duration: 1 round + 2 rounds/4 levels up to level 20

The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession.

Daer'Ragh's Aura Cleaning removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting.~
@20849 = ~Heavy Fog (Alteration)
Level: 5
Casting Time: 3
Range: Visual range of caster
Area of Effect: 30' radius
Saving Throw: None

This spell is useful should the caster be overwhelmed with foes. The spell projects a haze of fog, blinding any hostile creatures caught in the area of effect for 5 rounds. The caster and his party, on the other hand, will turn invisible for 3 rounds - enough for a quick getaway, rally or counterattack.~
@20850 = ~Mass Teleport~
@20851 = ~Mass Teleport (Alteration)
Level: 6
Casting Time: 6
Range: Special
Duration: Instantaneous
Area of Effect: Area Selected

This spell opens up a temporary passage to another plane that all members of a party can step through. They can then choose a previously visited area up to a set distance to reappear in. The distance of the other party members from the destination is not a factor, but the caster must be within 50 yards of it.~
@20852 = ~Assimilation (Alteration)
Level: 7
Range: Touch
Duration: 2 turns
Casting Time: 4
Area of Effect: Caster
Saving Throw: None

This spell has the ability to be a great aid to the caster. On the other hand, it can cause nothing but complete negativity. The spell causes the caster to chant a sacred passage that will result in him gaining the main attribute of 1 creature out of 10.

The creatures that he will gain the attributes of are:
  Adamantine Golem (25 strength)
  Earth Elemental (19 strength)
  Fire Elemental (Fire immunity)
  Mind Flayer (25 intelligence)
  Clay golem (immune to blades)
  Tanar'ri (22 Constitution)
  Kobold (9 Strength)
  Xvart (9 Dexterity)
  Tarrasque (1 Intelligence)
  Beholder (3 Charisma)

If the assimilation is either positive or negative, its effects will last for 2 turns.~
@20853 = ~You have gained adamantine strength~
@20854 = ~You have gained Elemental Fire Immunity~
@20855 = ~You have gained Mind Flayer Intelligence~
@20856 = ~You have gained Elemental Strength~
@20857 = ~You have gained Tarrasque Intelligence~
@20858 = ~You have gained Elder Orb Charisma~
@20859 = ~You have gained Tanar'ri Constitution~
@20860 = ~Black Death (Necromancy)
Level: 7
Casting Time: 8
Range: 50 yards
Duration: Special

Effects:
  Causes rapid eating disease
  50% chance of slowing target
  15% chance of death
  -4 to AC
  All effects last for 6 rounds except for disease which lasts for only 3

This spell can target one enemy only, but the effects can be fatal to the foe. The spell causes a plague to spawn in the opponent which can make him sick, affect his speed, his AC, and can even cause death.~
@20861 = ~Raging Bull~
@20862 = ~Raging Bull (Conjuration/Summoning)
Level: 7
Casting Time: 8
Range: 30 yards
Duration: 8 rounds
Area of Effect: Area Selected
Saving Throw: None

This spell opens a hole in the ground and summons two to three powerful minotaurs to serve the caster for a short duration. All three wield a huge axe and are very effective in melee combat. In the heat of battle, such allies may be invaluable.~
@20863 = ~Frost Bite~
@20864 = ~Frost Bite (Evocation)
Level: 7
Casting Time: 4
Range: 50 yards
Duration: Instantaneous
Area of Effect: Target Selected
Saving Throw: vs. spells at -3 (half)

This is a projectile of liquid nitrogen that inflicts huge amounts of damage from a 5D10 roll. The cold liquid can freeze the victim, causing him to shatter in two pieces. The target does get a save vs spells at -3 for a save which will halve the damage.~
@20865 = ~Armor Melt~
@20866 = ~Armor Melt (Alteration)
Level: 7
Range: Line of sight
Duration: 1 turn
Casting Time: 4
Area of effect: 1 creature
Saving throw: Special

This spell, if successful, causes the target to have a 5 point armor class penalty which could make him open to melee attacks. The spell allows a saving throw vs spells at -3 which will reduce the effects to a -1 AC penalty.~
@20867 = ~The target has lost 1 AC~
@20868 = ~The target has lost 5 AC~
@20869 = ~Execution~
@20870 = ~Execution (Evocation)
Level: 7
Range: 80 yards
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: vs. spells at -3 (half)

This spell calls forth the power of lightning and throws it as a projectile at a target. It then surrounds the target with electricity and inflicts a potentially huge amount of damage. The target gets the chance to save vs. spells at -3 to halve the damage.~
@20871 = ~Monster Summoning IV~
@20872 = ~Monster Summoning IV (Conjuration/Summoning)
Level: 7
Range: 20 yards
Duration: 13 Rounds
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell summons 7 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters.  These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain. The monsters include a vampire wolf, a Umber Hulk and a githyanki.~
@20873 = ~Orcish Horde~
@20874 = ~Orcish Horde (Conjuration/Summoning)
Level: 8
Casting Time: 6
Range: 30 yards
Duration: 7 rounds

This spell summons 4 advanced orc warriors to do the casters bidding. Two of the orcs will be proficient with bows and can inflict great damage at a rapid rate, and the other two will use axes and will run in to battle enraged, ready to fight to the death.~
@20875 = ~Hemophilia~
@20876 = ~Hemophilia (Necromancy)
Level: 8
Range: Visual sight of caster
Duration: 6 rounds
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: none

This terrible necromantic spell sends a terrible soul of a skin dancer into the body of a target which causes him to bleed profusely from all orifices for a sustained duration. This cruel spell has a save vs. death at -3 and the bleeding damage will be slow, but will continue for 6 rounds.

Damage: 1 point of bleeding damage per second for 6 rounds.~
@20877 = ~Soul of Kalan-Zhar~
@20878 = ~Soul of Kalan-Zhar (Alteration) 
Level: 8
Range: Sight of caster
Duration: 8 rounds
Casting Time: 7
Area of Effect: Target Selected

This spell calls forth a spirit of a legendary Planewalker archer from the heavens, who bestows upon the target the same special abilities that he once had. The recipien will have his/her Dexterity set to 25, as well as receive a +8 THAC0 bonus with all ranged weapons for the next 8 rounds.~
@20879 = ~Rary's Mnemonic Negator~
@20880 = ~Rary's Mnemonic Negator (Evocation)
Level: 8
Area of Effect: 1 creature
Duration: 1 day
Casting Time: 4
Saving Throw: vs. spells at -4

This spell has the ability to reduce the capacity of one's mind for a duration of 1 day. The spell will randomly reduce the amount of spells that the affected creature can remember.

The patterns that the spell reduces memory by are as follows:
 1 -- 1 6th,7th,8th level spell
 2 -- 1  7th,8th and 9th level spell
 3 -- 2 level 8 spells
 4 -- 2 level 9 spells
 5 -- 3 1st and 2nd level spells~
@20881 = ~You have erased the creatures ability to remember 1 6th, 1 7th and 1 8th level spell~
@20882 = ~You have erased the creatures ability to remember 1 7th, 1 8th and 1 9th level spell~
@20883 = ~You have erased the creatures ability to remember 2 level 8 spells~
@20884 = ~You have erased the creatures ability to remember 2 level 9 spells~
@20885 = ~You have erased enough memory from the creature to disable his remembering ability of 3 1st level and 2nd level spells~
@20886 = ~Sun Burst~
@20887 = ~Sun Burst (Evocation)
Level: 8
Casting Time: 3
Duration: Instantaneous
Range: 40 yards
Area of effect: 30' radius
Saving throw: Neg.

This spell causes the mage to choose a selected destination before summoning the sun to send a blinding light to that point. All creatures caught within 30 feet of the explosion must save vs spells at -2 or they will be blinded for 1 turn, will lose 4 dexterity, and 4 strength points and have their THAC0 halved for 10 rounds. The beam will also deal out 3D6 fire damage to all  despite any save.~
@20888 = ~Suffocation~
@20889 = ~Suffocation (Evocation)
Level: 8
Range: 30 yards
Casting Time: 6
Duration: Special
Area of Effect: 1 creature
Saving Throw: Neg.

This spell can be extremely cruel and also useful against all spell users. The caster will chant his passage and will cause the air the create a vacuum around the throat region of the target's neck which is so extreme that it simulates a chain being wrapped around his throat. The vacuum will compress tightly causing intense strangulation to the target. The target must save vs. spells at -2 or become silenced for the next 8 rounds . He will be silenced for the first 2 rounds if he saves or not. He must also save vs. death at -2 or the crushing to his throat will cause 2D6 crushing damage each round for the next 6 rounds.~
@20890 = ~Gravity~
@20891 = ~Gravity (Abjuration)
Level: 8
Range: Sight of caster
Casting Time: 8
Area of effect: all creatures in the area
Saving throw: Negates

This spell calls the mage to tamper with the natural gravity force that pulls our bodies to the ground. His aim is to immensely increase this force for all people in the current area but his party. However the spell has a small chance of making gravity less applicable and speeding all others in the area. The targets have to save vs spells -1 or they will be slowed for 7 rounds. If the target saves or not they will be slowed for 1 round whatever.~
@20892 = ~Monster Summoning V~
@20893 = ~Monster Summoning V (Conjuration/Summoning) 
Level: 8
Range: 20 yards 
Duration: 13 Rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell summons 7 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters.  These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain. The monsters include a troll, a greater werewolf, and a greater wraith.~
@20894 = ~Weird~
@20895 = ~Weird (Illusion/Phantasm)
Level: 9
Range: 100 yards
Casting Time: 1
Duration:
Area of Effect: 3 Individual Targets

This spell is an improved version of the Phantasmal Killer. The mage sends a message to the demi-plane, and a creature in the form of all the targets' greatest fears to arrive and stalk the target. Only the target can see the creature of fear. He will see the creature and must save vs. death at -2 or drop dead with sheer fright. Even if he makes the save, there is still 3D6 damage inflicted and the creature loses 2 strength for 10 turns. The target must also save vs. petrification at -4 or be stunned for 12 rounds. He must also save vs. spells at -4 or lose 2 dexterity for 10 turns due to the shivering caused by his fright.~
@20896 = ~Anti-Magic Cloud~
@20897 = ~Anti-Magic Cloud (Invocation)
Level: 9
Range: 40 yards
Duration: 1 turn
Casting Time: 5
Area of Effect: 40' wide, 20' high,
20' deep cloud
Saving Throw: None

This spell generates a billowing cloud of ghastly, yellowish-green vapors that fume with a magical aura. The cloud actually drains magical residue from the bodies of those who are in the clouds. Those affected will lose 5% magical resistance for each round that they stand in the cloud. There is no chance of save.~
@20898 = ~Monster Summoning VI~
@20899 = ~Monster Summoning VI (Conjuration/Summoning) 
Level: 9
Range: 20 yards
Duration: 13 Rounds
Casting Time: 3
Area of Effect: Special
Saving Throw: None 

This spell summons 9-10 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters.  These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain. The monsters include an Ettin, a Kua-Toa, or a vampire.~
@20900 = ~Army of Darkness~
@20901 = ~Army Of Darkness (Conjuration/Summoning)
Level: 9
Casting Time: 10
Range: 20 yards
Duration: 40 turns
Area of Effect: Area Selected
Saving Throw: None

This spell is only for the most learned wizards who can control their surroundings with great skill. It is an advanced variation of Animate Dead, but the wizard can call an army of undead after a simple, majestic wave of his hands. The spell calls forth 3 skeleton warriors. Toughened and ready to serve the caster, the creatures remain for a very long duration and are immune to all spells that affect the brain.~
@20902 = ~Tattoo~
@20903 = ~Tattoo (Alteration)
Level: 9
Casting Time: 2
Range: 1 yards
Duration: 40 turns
Area of Effect: Target Selected
Saving Throw: vs. spells at -3

This spell causes the caster to summon forth a curses symbol that contains a random negative effect. The caster will summon the tattoo and place it upon the skin of a target. The tattoo will affect the creature in many different ways, and each effect will last for 40 turns. The effects are as follows.
  Symbol of Pain (Reduces the target's AC, Strength, and Constitution by 2)
  Symbol of Co-ordination (Will reduce the THAC0 of the target by 5 and dexterity by 2)
  Symbol of Knowledge (Reduces the target's wisdom, Intelligence, and charisma all by 2)
All effects can be avoided by a saving throw vs. spells at -3.~
@20904 = ~You have cursed the target with a Symbol of Pain~
@20905 = ~You have cursed the target with a Symbol of Coordination~
@20906 = ~You have cursed the target with a Symbol of Intelligence~
@20907 = ~Life Warping~
@20908 = ~Life Warping (Necromancy)
Level: 9
Range: 20 Yards
Casting Time: 8
Duration: Permanent
Saving Throw: vs. spells at -4
Area of Effect: 1 Creature

This spell causes the caster to actually touch and alter the strength of an individual's soul. The spell inflicts just 20 hit points of damage, but the 20 hit points are permanently removed from the target's maximum and cannot be healed. The target does get a saving throw vs spells at -4 to negate the effects of the spell. Such a spell can warp the strongest of souls into submission and can be the factor that decides any do-or-die battle.~
@20909 = ~Shatter Bones~
@20910 = ~Shatter Bones (Evocation)
Level: 9
Range: 1 yard
Casting Time: 2
Duration: Special
Saving Throw: vs. death at -3 for major fractures and -2 for minor fractures
Area of effect: 1 Creature

This spell can cause devastating effects on the affected creature. The mage conjures an extreme amount of power in his hands that, upon touching a target, can send huge shock waves through his body that can fracture or break bones in numerous ways. The spell has a save vs paralyzation -2 to negate the effects. If the target fails the save, one of the following effects are possible:
  Minor leg fracture (Slowed for 3 rounds)
  Major leg fracture(Slowed for 6 rounds)
  Minor arm fracture(THAC0 reduced by 3 for 6 rounds)
  Major arm fracture (Reduce THAC0 by 6 for 6 rounds)
  Minor skull fracture (Confused for 3 rounds)
  Major skull fracture (Confused for 6 rounds)
  Minor rib fracture (-2 AC for 5 rounds)
  Major rib fracture (-4 AC for 5 rounds)
  Minor Spine Fracture (Stunned for 3 rounds)
  Major Spine fracture (Stunned for 6 rounds)
  Total Skeletal Shattering (Death)~
@20911 = ~The target has suffered a minor leg fracture~
@20912 = ~The target has suffered a major rib fracture~
@20913 = ~The target has suffered a major arm fracture~
@20914 = ~The target has suffered a major spinal fracture~
@20915 = ~The target has suffered a major leg fracture ~
@20916 = ~The target has suffered a minor spinal fracture~
@20917 = ~The target has suffered a minor skull fracture~
@20918 = ~The target has suffered a major skull fracture~
@20919 = ~The target has suffered a minor rib fracture~
@20920 = ~The targets skeletal structure has shattered~
@20921 = ~Sacrificial Transfer~
@20922 = ~Sacrificial Transfer (Necromancy)
Level: 9
Range: Touch
Casting time: 10
Duration: Permanent
Area of effect: 1 creature
Saving Throw: None

This spell is a sacrifice that the mage makes to better another member of his party. The mage will actually tap into his life source, removing a tiny section of it. He then channels this energy to another member of his party. The spell will permanently remove 1 HP of the mage's max HP, but will transfer that to the recipient who will gain +1 HP to his max.~
@20923 = ~Arcane Runes~
@20924 = ~Arcane Runes (Invocation)
Level: 9
Range: Touch
Duration: 20 Turns
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

This spell calls the wizard to summon on the arcane magic to grant him a random protective rune. The rune will be random in its type and degree of protection. The rune will remain with the caster for 20 turns. After that it will dematerialize back into the magical residue from which it was formed. The rune must be placed around the neck of the carrier for the power to be effective. 

The runes that will be granted are as follows:

  Magical Protection Rune (25%, 50%)
  Elements Protective rune (25%, 50%)
  Mental stability Rune (50%, 100%)
  Protection from Weapons rune (protects from all 0-4 enchanted weapons)
  Normal Weapons (0, 0; +1,0; +1 and +2; 0, +1, +2, and +3 enchanted)~
@20925 = ~You have created a Weak Protective Rune~
@20926 = ~You have created a Mild Protective Rune~
@20927 = ~You have created a Powerful Protective Rune~
@20928 = ~You have created an Extreme Protective Rune~
@20929 = ~You have created a Magical Rune~
@20930 = ~You have created an Extreme Magical Rune~
@20931 = ~You have created an Elemental Rune~
@20932 = ~You have created an Extreme Elemental Rune~
@20933 = ~You have created a Mental Clarity Rune~
@20934 = ~You have created an Extreme Mental Clarity Rune~
@20935 = ~Rary's Mnemonic Enhancer~
@20936 = ~Rary's Mnemonic Enhancer (Invocation)
Level: 9
Range: Touch
Casting Time: 4
Duration: One day
Area of Effect: Caster
Saving Throw: None

This spell has the ability to expand the mage's memory capacity for the duration of one day. The spell will randomly free up space in the mage's mind to memorize extra high level spells in random combinations.
The combinations are as follows:
  1 6th, 7th, 8th level spell
  1 7th, 8th and 9th level spell
  2 level 8 spells
  2 level 9 spells
  3 1st and 2nd level spells~
@20937 = ~You have gained the mental capacity to memorize an extra 6th, 7th and 8th level spell~
@20938 = ~You have gained the mental capacity to memorize an extra 7th, 8th and 9th level spell~
@20939 = ~You have gained the mental capacity to memorize an extra 2  8th level spells~
@20940 = ~You have gained the mental capacity to memorize an extra 2  9th level spells~
@20941 = ~You have gained the mental capacity to memorize an extra 3 1st level and 2nd level spells~
@20942 = ~Cat's Grace~
@20943 = ~Cat's Grace (Alteration)
Level: 2
Range: 1 creature
Duration: 6 turns per level at levels 8-16
Casting Time: 1
Area of Effect: Target Selected
Saving Throw: None

This spell grants the recipient a boost to his dexterity score. The spell will grant a random bonus from 1-4 which will stay with the recipient for 6 turns per level of the caster which takes effect through levels 8-16 with a max duration of 48 turns.~
@20944 = ~Mordenkainen's Force Missiles~
@20945 = ~Mordenkainen's Force Missiles (Evocation) 
Level: 4
Range: Visual range of caster 
Duration: Instantaneous
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: None vs missile (save vs spells negates bonus concussive damage)

This spell creates a brilliant globe of magical energy, which streaks forth from the caster's hand to unerringly strike its target, much like a Magic Missile spell. The target must be seen or otherwise detected.

The wizard creates one missile at 7th level, and an additional missile at every third level after 7th--in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level.

Each missile inflicts 2d4 points of impact damage upon the target creature, and then bursts in a concussive blast that inflicts 1 point of damage per level of the caster to all within a 3 feet radius. For example, a 12th level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage. A target creature that makes a successful saving throw vs. spell negates the concussion damage, but the impact of the missile itself allows no saving throw. If at a level where the caster projects 7 missiles (lv25) and the target fails save 7 times (very unlikely a powerful foe will fail save even once let alone 7 times) the hit can cause an immense max of around 231 hit points of damage.~
@20946 = ~Anti-Magic Shell~
@20947 = ~Anti-Magic Shell (Abjuration)
Level: 6
Range: Caster
Casting Time: 1
Duration: 5 Turns
Area of Effect: Caster
Saving Throw: None

This spell surrounds the caster with an invisible shell made of unknown materials. What is known is that the shell will protect the caster from all spell effects, but will prevent him from casting out of the shell.~
@20948 = ~Iron Body~
@20949 = ~Iron Body (Alteration)
Level: 8
Casting Time: 4
Duration: 9 turns
Range: Touch
Area of Effect: Self
Saving Throw: None

This spell gives the mage's body all the properties of iron. He gains all the advantages of the metal substance, but also receives the disadvantages which are as follows.

ADVANTAGES:
Is immune to:
  Electricity
  Stunning
  Deafness
  Poison
  Disease
  Blindness
  50% reduced damage from fire and acid
  Gains 6 to his current strength
  
DISADVANTAGES:
  Has a -6 dexterity penalty
  Has his attack rate reduced to 1 per round
  Has a -2 vs. crushing attacks
  Has his spell casting speed reduced~
@20950 = ~Mind Blank~
@20951 = ~Mind Blank (Abjuration)
Level: 8
Range: 25 ft
Area of Effect: 1 Creature
Duration: 1 day
Casting time: 3

This spell is a very powerful incantation that grants the recipient total immunity to all effects that will harm his mind. The target also gains protection from scrying and is under the effects of non-detection during this period. The spell will last for the duration of 1 day.~
@20952 = ~Patching BG2 items...~
@20953 = ~Installing new items...~
@20954 = ~The Bleeder~
@20955 = ~This axe is built for the most powerful of warriors. It's vicious nature also's the wielder to drop a target as they would a sapling. The blade enter's with such force, that the wound bleeds extensively, weakening the victim with each passing moment. Only the most powerful and brutal of warriors may wield this axe.

STATISTICS:

Damage: 1D8 + 3
THAC0: +2 bonus
Special:
  30% of hits will cause 1D4 bleeding damage for the next 4 rounds if the target fails save.
Damage Type:  slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Axe
Type:  1-handed
Requires: 16 Strength

Usable By:
 Single Class Warriors~
@20956 = ~Attack~
@20957 = ~Acid Rasp~
@20958 = ~This blade has the most unusual ability to react to the cry of battle. Under normal conditions, the blade would rest in its sheath as cold as a steel plate, but when the cry of battle comes to rise, the blade heats to an immense temperature and will burn through the armor of a target as if acid. As the battle ends, the wielder can again sheath the weapon; it cools as if it never even changed. Such an enchantment more than likely involved the usage of ankheg parts due to their overwhelming similarities.

STATISTICS:

Damage: 1D8 + 2
THAC0: +3
Special: 
  1D4 acid damage per hit
  The wielder receives a 25% resistance to acid
Damage Type:  slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage 
 Thief
 Monk
 Beast Master~
@20959 = ~Bracers Of Dual Malice~
@20960 = ~These bracers were crafted by the greatest of enchanters to complement the fighting prowess of the melee warrior. Their most recent owner, the assassin Adario Kalvaras, excelled in the art of dual swordplay. The bracers' enchantment further improved his already impressive command of the twin blades.

STATISTICS:

Special Abilities: Grants the wearer a +3 THAC0 bonus in melee combat
Weight: 2

Usable by:
 Adario Kalvaras~
@20961 = ~Dark Feeder~
@20962 = ~The blade that was pulled from the treasure hordes of a rival guild of Adario. The short sword  was such a splendid weapon that he found an appropriate name for it in no time. He  named it so for it seemed to rejuvenate him and even give him an adrenalin rush when he plunged it through the flesh of another being. When paired with his second blade, one can only say that beauty and evil lead his attack.

STATISTICS:

Damage: 1D6 + 2
THAC0 Bonus: +2
Special:
  35% chance of gaining 2 HP upon striking along with Improved Haste for 3 rounds that also doubles attacks
Damage type:  piercing
Speed Factor: 1
Weight:  2
Proficiency Type: Short Sword
Type:  1-handed
Requires: 5 Strength

Usable By:
 Adario Kalvaras~
@20963 = ~Hasted~
@20964 = ~Aegis of Torment~
@20965 = ~Rows and rows of minute skulls line the outer edge of this ring. It is crowned by an over-sized skull with fire-red gems that serves as its eyes. This ring is the physical manifestation of the suffering of the tormented slaves of Dahnthur. It was their ultimate wish to gain protection from their oppressors, and with this magical ring, their wish was finally realized. Even with the fiery red gems, a royal purple hue continually emanates outward.

STATISTICS:

Special:
  +3 to Constitution
  +15 to Base Hit Points
  +3 to Armor Class
Weight: 0

Not Usable By:
 Wizard Slayer~
@20966 = ~Necklace~
@20967 = ~Rapier~
@20968 = ~Amaros~
@20969 = ~The rapier is a light weapon with a straight, double-edged, pointed blade. It is designed to be a light, thrusting sword. The term rapier is often used to describe a civilian weapon, as opposed to the heavier and deadlier swords of soldiers and mercenaries. Rapiers are fashionable among nobles and gentlemen.

As a new art of fighting evolved with emphasis on thrusting with the blade as opposed to slashing, a new weapon was required. This art is known as fencing, and it requires a rapier. As the sport grew in popularity, the rapier was required to be narrower and lighter. It became not a slashing weapon at all, but a weapon purely for thrusting.

The early rapier handles have straight quillons (cross guards), side guards, and knuckle bows. The later versions have shell guards, similar to the basket hilts of the broad sword and cutlass. As a result, the rapier wielder enjoys the same Parry and punching bonuses outlined earlier.

STATISTICS:

Damage:  1D8 + 1
Damage Type:  Piercing
Weight: 4
Speed Factor: 4
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Monk
 Beast Master~
@20970 = ~This light single-edged blade is named Amaros after its previous human owner. Amaros was a well-known teacher of noble kin in the arts of fencing and self defense, and the blade complimented his style in every way. He was able to manipulate this blade so quickly that he often held an advantage while fending off a dual wielding opponent. The blade's razor sharp edge can carve the innards of an unsuspecting opponent upon a successful thrust.

STATISTICS:

Damage:  1D8 + 4
THAC0: +3
Special:
 40% chance of extra 1D4 slashing damage on hit
 Wielder receives an extra half an attack per round
Damage Type:  Piercing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword/Rapier
Type:  1-handed
Requires: 6 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Monk
 Beast Master~
@20971 = ~Smoldering Mace of Ember~
@20972 = ~With a dark and uncertain past, little is known about this mace. Rumour has it that this mace was forged by the god of magma himself; Kossus. The intense heat given off by this weapon leads some historians to believe that the head of this mace is actually a rock of molten lava.

STATISTICS:

Damage: 1D6 + 2 (+5 vs. cold or frozen base creatures)
THAC0: +3 (+6 vs. cold or frozen)
Special: 50% chance of 1D4 fire damage
Weight: 7
Speed Factor: 6
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@20973 = ~Crystal Chill~
@20974 = ~This blade is made from a sheet of well sub zero temperature ice. The blade his heavily enchanted and can be wielded with no fear of the blade breaking. The blade deals out cold damage when the cold ice touches the flesh of another and against fire based elementals it will slay them with an instant hit due to its overpowering coldness. The blade is suited to an aquatic druid as they have enough resistance to cold to wield it safely where as others may well do more harm to themselves than to the enemy.

STATISTICS:

Damage: 1D8 + 2
THAC0 Bonus: +3
Special: 
  50% chance of 1D6 cold damage
  The blade will slay a fire elemental on contact
Damage Type:  slashing
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Weight: 7
Speed Factor: 5
Requires: 10 Strength

Usable By:
 Aquatic Druid
 Other Selected Druids~
@20975 = ~Staff of Aramis~
@20976 = ~This long black wooden staff has a large blue crystal at its tip that radiates electricity. The staff was created by the powerful mage, Aramis, who lived upon an isle somewhere in the Sea of Rains. However the staff was not seen for many generations due to a massive natural disaster that rocked the island.

STATISTICS:

Damage: 1D6 + 2
THAC0 Bonus: +2
Special:
  The staff has a 50% chance of dealing out 1D8 electrical damage if the blue gem strikes
  The wielder of the staff receives a 50% resistance to electricity based attacks
  The staff has one chain lightning charge per day
Damage Type:  crushing
Weight: 7
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength

Not Usable By:
 Monk~
@20977 = ~Ring of Aravorn~
@20978 = ~Little is know about the history behind this ancient artifact. The ring was one of the few remaining artifacts of crypt robbers. The ring, however, was taken and worn by an adventurer named Aravorn. Soon after he gained tremendous knowledge, knowledge of concepts and ideas that had previously eluded him. Thus he became a priest to be reckoned with.

STATISTICS:

Increases wearer's Wisdom by 1 when worn
+25% to Magic Resistance
Adds one spell slot to 4th, 5th, 6th and 7th level Priest spells

Usable by:
 Clerics and Druids~
@20979 = ~Armour of the Dead +3~
@20980 = ~At first glance these tattered rags would be far from regarded as a fine piece of craftsmanship. The leather is worn out to the point of having holes in certain areas. However, the armour is an ancient garment; many owners have benefited from its gifts. The armour has a curse placed on it that retains the souls of those who die wearing it. These tormented souls are what give the armor its magical properties. Those with Lawful Good alignment are unable to don the armour, finding the thought of a myriad souls trapped in it unbearable.

STATISTICS:

Armor Class: 4
Special:
  Makes the user immune to all forms of domination and charm spells
  Grants +2 to Saving Throws vs. Death
  Can cast Visions of Pain once per day (this causes the recipient to lose 25 HP and Save vs. Death or lose its soul due to the horrific visions projected to his mind. The caster absorbs part of the soul and gains 10 HP, with those exceeding his maximum counting as temporary Hit Points)
Weight: 25
Requires: 6 Strength

Not Usable By:
 Mage
 Monk
 Shapeshifter
 Avenger
 Kensai
 Characters of Good alignment~
@20981 = ~Venom Shot~
@20982 = ~This arrow is extremely accurate and can cause an extremely fast poisoning venom to penetrate the target

STATISTICS:

Damage: 1D6 + 5
THAC0: +10
Special: rapid venom for 2 rounds if no save vs death/poison~
@20983 = ~Axe of Arquin~
@20984 = ~This axe has a basic, sturdy ironwood handle with a sharp single edged head. The axe has a distinctive mark at the base of the handle which consists of three parallel wavy lines, this is the mark of the Warrior Bolas from the Eastern Empire. The axe was lost at sea and was never found by there oriental creators. The axe was found and stolen by the Urdain dwarves and used by their king Arquin who later ruled the Eastern Empire.

STATISTICS:

Damage: 1D6 + 3(melee)
Damage: 1D6 + 5(ranged)
THAC0: +4 bonus
Damage type (melee): slashing
Damage type (thrown): missile (piercing)
Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made
Weight: 2
Speed Factor: 1
Proficiency Type: Axe
Type:  1-handed
Requires: 12 Strength

Usable By:
 Dwarves~
@20985 = ~Ice Breaker~
@20986 = ~The hammer of choice for the priests of Auril. This heavy duty mallet has a medium length black wood shaft which upon its end sits a head made of magical ice. The mallets' head can deal out additional damage but it also has the ability to stun the target due to the extreme temperature of cold ice on flesh  upon contact with human flesh. The weapon is safe to a priest of Auril but to others it may inflict as much harm to them as it would the target.

STATISTICS:

Damage: 1D4 + 2
THAC0 Bonus: +4
Special:
  25% chance of 1D6 cold Damage
  25% chance of cold stunning the target for 4 rounds, they receive a save vs. death to avoid this
Damage type : crushing
Weight: 16
Speed Factor: 3
Proficiency Type: War Hammer
Type:  1-handed
Requires: 9 Strength

Usable By:
 Evil Clerics~
@20987 = ~Blood Seeker~
@20988 = ~This magical knife has the ability to strike with great accuracy when thrown at a target and always returns to the thrower's hand after reaching its target. The blade is also reasonably effective in melee combat, making it the ideal all-purpose weapon for the Knife Bearer.

STATISTICS:

Damage: 1D4 + 2 (melee) / 2D4 + 3 (thrown)
THAC0: +2 (melee) / +5 (thrown)
Damage Type: Missile (piercing)
Combat Abilities: returns to thrower's hand after each attack
Weight: 1
Speed Factor: 1
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength, 18 Dexterity

Usable By:
 Knife Bearer~
@20989 = ~Girdle of Storm Giant Strength~
@20990 = ~This belt was created by the great minds of the Arcane in the northern city of Luskan. There giants are plentiful but storm giants are as rare as a Drow on the surface. This belt provides the wearer with a huge strength bonus but comes with a penalty of a -2 AC due to it bulk an hindrance to the wearer in defensive situations.

STATISTICS:

Weight:  2
Strength: set to 24
AC: -2

Not Usable By:
 Wizard Slayer~
@20991 = ~Blade of Tremors~
@20992 = ~This massive broad sword is perfectly suited and deliberately crafted for the large frame of the Sellsword. The blade weighs an immense amount and requires great strength in order to handle effectively.  Due to the momentum from the immense weight, huge vibrations are sent screaming through the target's skeletal frame, and may cause him to drop his weapons due to the shock of the blow.

STATISTICS:

Damage: 1D10 + 4
THAC0: +2
Special: 15% chance of either 2D8 vibration damage or the target drops their weapon
Damage Type:  slashing
Weight: 68
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 16 strength

Only Usable by:
 Fighter single-/multi-/-dual classes~
@20993 = ~Bathed in Blood~
@20994 = ~Kheros the Red wore this blood-red suit of plate mail through many of the years that he fought for the church of Tempus.  He was born as the son of humble farmers near Calaunt.  When he was a young man, he set off for the city to hire himself out as a mercenary.  After a number of successful endeavors, Kheros became a short-term member of many adventuring companies.  Along the way, despite his many victories, Kheros became disgusted and terrified by the sight of blood.

His fear eventually spiraled out of control, consuming him with madness.  Priests of Tempus found the huge warrior and took him into safe-keeping.  The priests believed that they could cure Kheros of his fear.  Over several years, Kheros learned the ways of the Tempuran religion, eventually becoming a priest.  His final step in overcoming his fear was being submerged in a tub of blood until he almost Drowned.  All the time he was held down, he never struggled, flinched or tried to escape.  In his later years, he had a suit of armor made to remind him of his past.

STATISTICS:

Armor Class: -1
Weight: 55
Requires: 12 Strength

Not Usable By:
  Mage
  Thief
  Druid
  Bard
  Archer
  Stalker
  Barbarian
  Beast Master
  Kensai
  Monk~
@20995 = ~Blood Mallet~
@20996 = ~This heavy mallet is made of solid enchanted ruby. The mallet is said to absorb the blood of its victims upon skin breaching impact and the blood causes the mallet to release a healing aura thus healing the wielder. The ruby is a much treasured item of the gnomish race and is of the highest prize for such a warrior profession.

STATISTICS:

Damage: 1D4 + 3
THAC0 bonus: +3
Special: a 25% chance of healing 1D4 hit points the wielder upon striking a target
Weight: 21
Speed Factor: 3
Proficiency Type: War Hammer
Type:  1-handed
Requires: 9 Strength

Usable By:
 Gnomes
 Fighters
 Clerics~
@20997 = ~Precious Moments~
@20998 = ~When one fastens on this small, unremarkable pair of earrings, the world suddenly shifts out of focus, and all sounds and colors take on a strange character, as though drawn out. It is as if time itself now gives the wearer some leeway, allowing him to see exactly one second into the future. The earrings will not make one a prophet, but they do help to sense and dodge minor threats, as well as land in a blow just when "time is right". There is no indication of where this tarnished copper set came from, but such unusual magic is likely to be of an extraplanar origin.

STATISTICS:

Grants +1 to Armor Class
Grants +2 to THAC0

Usable By:
 Blade Master
 Selected other fighters~
@20999 = ~Blood Eagle~
@21000 = ~Waves of rich crimson splash and collide within the filigreed blade of this long yet nimble weapon. Legend tells that the weapon owes its color to the rivers of blood it has spilled at the hands of Neidall Jerias, a one-time captain of the Black Talons mercenary company. The sword has served the grim Blademaster for many years, eventually gathering power of its own. In battle, it draws the wielder's hand to slash through his opponents' vitals, rending and tearing into nerves, tendons, windpipes, veins and arteries alike, and somehow hardens its owner's body as well. Jerias met his doom at the mauling fists of a berserk Clay Golem. The Talons' new captain gambled the weapon away soon afterwards. Interestingly, the company's decline was quick to follow.

STATISTICS:

Damage: 1D8 + 3
THAC0: +3
Damage Type: Slashing
Special:
  1D4 additional Slashing damage per hit
  Grants +1 to AC
Weight: 3
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 9 Strength

Only Usable by:
 Single Class Fighter~
@21001 = ~Bone Mask~
@21002 = ~This skull-faced mask is usually crafted from the craniums of powerful human clerics. Usable only by the evil of the land, when placed upon the head the mask grants many bonuses. It was well-known from its constant appearance on the head of Fzoul Chembryl.

STATISTICS:

Advantages:
  Wearer is immune to level draining
  Wearer is immune to instant death
  Once per day the wearer can animate the dead
  Once per day the wearer can summon an invisible stalker

Disadvantages:
 -3 to charisma while worn
Weight:  2

Usable by:
  Evil alignment only~
@21003 = ~Mezakain's Enchanted Abode~
@21004 = ~This magical bottle is an artifact enchanted by the powerful diviner, Mezakain. The bottle is a place where time does not exist and no enemy can breach. Once per day the user and his party can use the abode. This will allow them to rest for several hours but in real time no time will actually pass, they will return several hours later in their mind, but in the eye of the world they were never gone.

STATISTICS:

This magical bottle can allow the party to rest in its magical abode for several hours but in real time no time passes, this will remove fatigue and allow spells to be memorized, but will not physically heal the party. Unlike other items, this does not recharge once the party rests. The bottle will be removed from the party until 1 full day has passed at which time it will reappear in the user's backpack.~
@21005 = ~Boulder~
@21006 = ~This is the type of rock that a giant hurls at the unfortunate. It can cause great damage, as well as knock the victim unconscious. A character of giant-class strength is able to hurl these as well...

STATISTICS:

Range: 80 yards
Damage: 3-18
Special: Save vs. Breath Weapon at -4, or be knocked unconscious for one round, and stunned for the next round.
Requires: 19 Strength~
@21007 = ~The Penetrator~
@21008 = ~This mallet is especially made for gnomes and dwarven warriors because of their small stocky build. The mallet has all their knowledge and magic poured into the making stages. The mallet is a living dispelling tool. Upon contact the hammer has the ability to dispel all forms of protections that the target has cast upon themselves. Such a weapon could make the most powerful of spell casters vulnerable to open melee attacks and would make the greatest of foes seemingly less great.

STATISTICS:

Damage:  1D4 + 3
THAC0:  +3 bonus
Special: 30% chance of removing all spell protections that the struck target has cast on them
Damage Type:  crushing
Weight: 6
Speed Factor: 3
Proficiency Type: War Hammer
Type:  1-handed
Requires: 10 Strength

Usable By:
 Fighters (single and multi-classed)
 Dwarves
 Gnomes~
@21009 = ~The targets defenses have been breached~
@21010 = ~Breath Seeper~
@21011 = ~This composite bow is a fine piece of craftsmanship. This bow generates such power that it can knock the wind clean out of targets. This is most useful for the bow user as he seeks to disable targets before going in for the kill, and such a weapon suits his tasks perfectly. It is also quite light, so the user can still use his stealth to the max without having it impaired by the bulky bow.

STATISTICS:

Damage: +3
THAC0 Bonus: +3
Special: 30% chance of slowing a target for 5 rounds if they fail save vs. death
Weight: 8
Requires: 18 Strength

Not Usable By:
 Druid
 Cleric
 Mage 
 Thief
 Bard
 Monk
 Kensai
 Cavalier~
@21012 = ~Mirathar~
@21013 = ~Fine strands of mithril and enchanted adamantine bind this armor together. The scales themselves are light as leaves, silvery and almost translucent, and the shoulders are inset with plates of engraved bronze. Only elves could have made something so gorgeous, and elven artifacts are rarely left un-enchanted. Made specifically for Bladesingers, Mirathar was the name of an elite sentinel brigade in the fabulous Myth Drannor. Whether this suit truly hails from so ancient a past or only honors the fallen defenders' memory, the armor improves its wearer's magical aptitude. Of course, this may owe as much to the inspiration one feels wearing something as regal, as to the enchantments themselves.

STATISTICS:

Armor Class: 4
AC bonus vs. Slashing attacks: +4
AC bonus vs. Crushing attacks: -2
Special:
  Grants 25% Magic Resistance
  Speeds up casting time
Weight: 35

Usable by:
  Bladesinger~
@21014 = ~Hero's Blessing~
@21015 = ~This lightweight and heavily blessed rapier was made for the buccaneer as a gift for their fierce battle antics in aid of villages and towns in need. The blade has the ability to cause a blessing to come over the wielder as the towns folk and priest blessed to blade in a coronation to grant the buccaneer luck whilst in his battles. The blade is also effective at parrying away stabbing, piercing blows and is very quick to respond with.

STATISTICS:

Damage: 1D8 + 2
THAC0 Bonus: +4
Special:
  The wielder has bless cast upon him while wielding the blade
  The wielder gains +2 AC vs. piercing attacks whilst wielding
Damage Type:  slashing
Weight: 2
Speed Factor: 2
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength

Usable By:
  Buccaneer~
@21016 = ~Budgie~
@21017 = ~This is a caged budgie usually used for entering deep mines.~
@21018 = ~Painted Stone~
@21019 = ~Black Wolf Talisman~
@21020 = ~This is a flat piece of stone with an animal paw painted on it. It is a rather crudely done piece.~
@21021 = ~This crude talisman appears to be nothing more that a flat piece of stone with a wolf's paw painted on it. Despite its simple appearance, the Black Wolf Talisman contains powerful beneficial magic.

STATISTICS:

Armor Class Bonus: 1
Special: +10 to Max Hit Points
Resistance Bonuses
  +10% Cold Resistance
  +1 Save vs. Breath
Weight: 1

Not Usable By:
  Wizard Slayer~
@21022 = ~Cairn Blade~
@21023 = ~The Cairn Blade was used by the mercenary Adal Kerrn, a highly skilled heavy infantryman.  He and his company, "Kerrn's Breakers",  were hired by various warlords, bandits, wizards, and religious leaders, often fighting for each side during a prolonged conflict.  "Kerrn's Breakers" were typically placed at the front of the battlefield where they would intercept charging heavy cavalry units and break their formation.  Kerrn died in 1054 DR when he accidentally killed the horse of a heavily armored foe.  The horse fell on top of Kerrn, crushing him.  In the madness of the battle that followed, most of his comrades were routed.  Though Kerrn's body was never found, his employer the church of Helm, recovered his trademark sword.

STATISTICS:

Damage:  1D10 + 4
THAC0:  +4
Damage Type:  Slashing
Weight: 20
Speed Factor: 10
Proficiency Type:  Great Sword
Type:  2-handed
Requires: 14 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21024 = ~Heart~
@21025 = ~This is the heart of a horse.~
@21026 = ~The Celebrants Blade~
@21027 = ~This wonderful blade was forged by a Briath Silverhand, a worshipper of Moradin. He was eventually recognized as forger of great weapons and had a statue built in Dorn's Deep in the planes of Icewind Dale to remember him by. This fine blade, regarded as his greatest work  was placed in the monument so it could be used, only if needed.

STATISTICS:

Damage: 1D8 + 4
THAC0: +4
Damage Type: Slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21028 = ~Mail of Celebros~
@21029 = ~This full dressing of splint was the armor of elite paladin Celebros. Known for his ability to travel from one end of Faerun to the other in order, to aid the needy. He wore the mail as he traveled via horse back. This mail protected him from many situations including the effects of fatigue and he wore the garment to the day he finally lay to rest. The piece is a most valuable piece that has been unfound for many years.

STATISTICS:

Armor Class: 2
Special:
  Wearer is immune to fatigue
  The mail grants +1 charisma
Weight: 10
Requires: 8 Strength

Not Usable By:
 Bard
 Druid
 Mage
 Thief
 Monk
 Shapeshifter
 Kensai
 Stalker
 Archer
 Beast Master~
@21030 = ~Psionic Denial~
@21031 = ~This heavy-set two-handed sword is intended for use by the mentally-trained Cerebral Knight, though other Paladins should be able to wield it as well. When used against an abuser of psionics and mind-affecting magic, the blade will emanate a tangible aura - as if in rage - slaying any Illithids, Ulitharids and Umber Hulks in its path with a single blow.

STATISTICS:

Damage: 1D10 + 2
THAC0: +3
Special:
  50% chance of slaying Umber Hulks, Illithids or Ulitharids upon contact
Damage Type: Slashing
Weight: 24
Speed Factor: 10
Proficiency Type: Two Handed Sword
Type: 2-handed
Requires: 13 Strength

Usable by:
  Paladins~
@21032 = ~Lose Intelligence~
@21033 = ~Tribal Blood Horn~
@21034 = ~This very weapon represents the greatest day in the history of the chanter tribes. The weapon itself took many hundreds of lives to be sacrificed in order the gain the very horn that makes the weapon. Upon waiting several hundred years the land  again had the magical beast that is the Tarrasque roaming its lands. Several hundred years prior the chanter tribes were just about extinct due to the mighty Tarrasque's mindless slaughter, they made a pledge that when the creature awoke many centuries later they would kill it at whatever costs, when the time came hoards of the tribe came to slay the beast and hundred, maybe thousands were trampled and eaten but the numbers of many finally weakened the creature to the point where a native priest cast a wish and the Tarrasque's roam of terror was at an end. The mighty beasts horn sits upon the head of the club.

STATISTICS:

Damage: 1D6 + 3
THAC0 Bonus: +3
Special:
  33% chance of 1D8 Piercing
  10% chance that the struck creature will become horrified
Damage Type:  crushing
Weight: 28
Speed Factor: 4
Proficiency Type: Club
Type:  1-handed
Requires: 15 Strength

Usable by:
 Chanters~
@21035 = ~Cittern Of Attraction~
@21036 = ~Harps are stringed instruments often used by bards.  This small harp is ideal for the traveling warbler or tales and ballads.~
@21037 = ~This cittern is a very common instrument used by the bard to play to along with his tales. This horn liven's his tales and allows the bard to express true passion while recalling the adventures. This cittern will grant him a better audience and make him more appealing to be with and talk to.

STATISTICS:

Special Abilities: once per day the harp can strike a chord that attracts all listeners and grants himself +3 to his charisma

Usable By:
 Bards~
@21038 = ~Cloak of Burdened Spirits~
@21039 = ~This incredibly heavy cloak was a gift from Sister Calliana for saving the soul of the Durdel Anatha.  It was originally worn by a pentient necromancer who was ashamed at how he had abused the souls of the dead.  The cloak is dark grey and made of five layers of thick, heavy wool.

STATISTICS:

Weight: 80
Wisdom: +1

Only Usable By:
  Good characters~
@21040 = ~Contagon's Disk~
@21041 = ~This pole arm has a disk that is sharp enough to penetrate adamantite plate and is diseased enough to drop a dragon. The plate is crawling with disease and if it draws blood, only the most fortunate will avoid the bluster it brings.

STATISTICS:

Damage:  1D10 + 2
THACO:  +1 bonus
Special:
  33% chance of hits will cause infection. If the target fails save, they receive a -3 to his AC, strength, constitution and THAC0 for 8 rounds
Damage type:  piercing
Weight: 14
Speed Factor: 8
Proficiency Type: Halberd
Type:  2-handed
Requires: 13 Strength

Not Usable By:
 Good
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21042 = ~Bow of Creation~
@21043 = ~This mysterious bow was the weapon of choice for a ranger while stalking his prey in the woodlands. The bow was blessed by the power of nature and was granted the ability to create arrows at will. With no need to nock arrows into position, the archer that used such a weapon was quick and deadly and few could better such a bow. The fletcher of this weapon remains a mystery to date. There is one blemish that faintly leaves the mark of a unicorn. This leads many to believe that the great ranger who lived in the woods of the northland blind for the latter years wielded this. Montolio's legacy to all rangers alike.

STATISTICS:

Damage:  +1 bonus
THAC0:  +3 bonus
Special:
  Needs no ammo
  Can create one Arrow of Detonation per day
Weight: 8
Speed Factor: 5
Proficiency Type: Long Bow
Type:  2-handed
Requires: 18 Strength

Only Usable By:
  Rangers~
@21044 = ~Crypt Charm~
@21045 = ~This charm is from a high priest that has been responsible for many resurrections and rebirths. This charm is the finger bone of the priest. Taken from his crypt, this bone contains the aura that embodied a cleric with the ability to cheat death.

STATISTICS:

Special: He who snaps the finger will receive a +2 bonus to his saves vs. death permanently
Range:  100 ft
Area:  20 ft radius
Duration:  15 rounds

Not Usable By:
 Fighter
 Thief
 Wizard Slayer~
@21046 = ~You have been blessed from beyond the crypt.~
@21047 = ~Asp's Tooth~
@21048 = ~This blade is coated with the deadliest of venoms. When the target is struck the venom slowly seeps into the wound with a 15% chance of inducing a massive heart attack and eventual death.

Damage: 1D4 + 3
THAC0: +5
Special:
  50% chance of slow poison
  15% chance of heart attack
Damage Type: piercing
Weight: 3
Speed Factor: 2
Proficiency Type: Daggers
Type:  1-handed
Requires: 3 Strength

Not Usable By:
 Cleric
 Beast Master~
@21049 = ~Hammer of Retribution~
@21050 = ~This hammer is the main weapon of choice for the dark knight. The weapon has an extremely high enchantment and is very accurate but its main ability is that it can send huge amounts of deity messages into the mind of the target. Such an overflow of gods causes them to instinctively think hard about their beliefs and become immensely confused.

STATISTICS:

Damage:  1D4 + 4
THAC0 Bonus: +3
Special:
  25% chance that the target becomes feeble for 6 rounds if they fail save vs. spells
Damage Type:  crushing
Weight: 17
Speed Factor: 4
Proficiency Type: War Hammer
Type:  1-handed
Requires: 13 Strength

Usable By:
  Dark Knight~
@21051 = ~Dark Light~
@21052 = ~The blade of choice for surface elves in battle with their most hated kin, the Drow. The blade was forged to be close to perfection, and it radiates a rich blue light used as a guide through the tunnels of the Underdark.

STATISTICS:

Damage:  1D8 + 3 (+5 vs. Elves and Drow)
THAC0: +3 (+6 vs. Elves and Drow)
Special: 
  Grants +30% magic resistance
Damage type: slashing
Weight: 3
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 8 Strength

Not Usable By:
 Non-Elven
 Cleric~
@21053 = ~Cold Pot~
@21054 = ~Cyric Weapon Mage~
@21055 = ~Cyric Weapon Fighter~
@21056 = ~History of the Darkest Day~
@21057 = ~The Council of Mystra, some of the greatest users of magic in all of Faerun, one day banded together to conjure a new experience for the visitors of the realms. All was going well until there was a disruption in the spells of the group. Turmoil ensued, and many of the group were lost to the mystery of the magic.

  Two emerged from the chaos: Potencius, an archmage of great renown, and Minto, one of the strongest fighters and mages in all the land. The two realized that the conjuration contrived by the original Council of Mystra was no longer an option, and so went about things in their own way.

  The two went into seclusion for many months, plotting and planning the new conjuration. Eventually, after bypassing many hardships endured during the making, the spells were finished, and the final product was almost ready.

  Others in high standing were informed of the results of Minto and Potencius' work, and were more than eager to see it perfected. Together, they worked until it was near perfect and ready for the release to the villagers.

  On the day of release, dark magic scattered about the product, magical particles flying every which way. It was time for the ritual and final casting A mistake was made in the incantations. The ground shattered and the sky turned to black. The Darkest Day became the product of the Council of Mystra, Potencius and Minto.~
@21058 = ~Earth Pot~
@21059 = ~Fire Pot~
@21060 = ~Waterstar is also called achroite or colourless tourmaline and is rare in the Realms.  This stone is riddled with flaws and inclusions and hence only a small portion is fit for cutting.

This particular gem, however, is an illusion created specifically for the game concocted by the Riddler. It has no monetary value.~
@21061 = ~Garnet is a general class of crystals ranging from deep red to violet in colour.  A typical cut for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides being known from time to time. It is rumored that a 48-sided garnet exists although none have ever been able to track down its location. 

This particular gem, however, is an illusion meant only for the game concocted by the Riddler. It has no real value.~
@21062 = ~Bloodstone is a dark greenish gray variety of quartz flecked with red crystal impurities.  Ninety percent of the bloodstones in the Realms come from the Galena Mountains in Damara, and most of those from a single mine in Bloodstone Pass.  The border pass is heavily fortified and guarded as bloodstones are the chief export for this region.

This particular gem, however, is an illusion meant only for the game concocted by the Riddler. It has no real value.~
@21063 = ~Cold Marker~
@21064 = ~Electricity Marker~
@21065 = ~Fire Marker~
@21066 = ~Magic Marker~
@21067 = ~Letter~
@21068 = ~Rainbow Pot~
@21069 = ~Manifest Shadow Weapon~
@21070 = ~Manifest Archer Weapon~
@21071 = ~Map~
@21072 = ~This map appears to show a few sketched areas to the west of Athkatla. Eshpurta is marked the most clearly with a huge arrow pointing to it. The kender obviously liked that town.~
@21073 = ~Change Name~
@21074 = ~When examined closely, this map is obviously not worth the price you paid for it. The only visible town on it is marked as Purskal. From what you can make out, it appears to be a small mining village.~
@21075 = ~Kind Sire,

I regret that I cannot call you by your formal name. It seems that the cause of your lapse in memory is beyond my means to cure.

Do you remember me, even now? My name is Weslun Tane, and a friend brought you to me at the Temple of Lathander, in Athkatla. I am a renowned healer in the ailments of the mind, but your condition was beyond my ability to mend. As I told you at our last meeting, I will continue to consult the ancient tomes and see if I can find some sort of precedent for this condition. Return to me, in a few days' time, if your condition has not been reversed. I may have discovered something by then.

I sincerely hope ye do not lose this parchment; it may be your last chance of having your former life restored unto ye.

My deepest regrets, and fondest hopes,

Weslun Tane, Master Healer~
@21076 = ~Wardstone~
@21077 = ~What are you talking about?~
@21078 = ~Bottle of Magical Salve~
@21079 = ~When thrown at a target, this bottle of magical salve will do two things. Firstly, it will shatter on the target, causing 1D5 piercing damage from the glass. Secondly, the healing salve will splash over the target, healing him for 4D5 Hit Points. This bottle can be thrown at a target up to 20 yards away.~
@21080 = ~Bottle of Vitriol~
@21081 = ~When thrown at a target, the acidic substance inside this bottle will do damage. If the bottle is thrown accurately, then there is a chance that the target may be blinded, as well.

STATISTICS:

Damage: 3D5+1
Special: 25% chance of blindness for 3 rounds~
@21082 = ~Candle~
@21083 = ~Priestly Candle of Knowledge~
@21084 = ~A Candle of Knowledge is simply burned and the user sits and inhales the fumes while meditating. From this the magical properties of the candle are realized and it allows one to gain access to prayers that was previously unattainable by the individual. These candles are generally only used by those associated with divine magics and can be specially restricted to particular types like Paladins, Rangers, Priests, or Druids.
This candle bestows the Priest and Paladin only Prayer called Lesser Restoration.~
@21085 = ~Potion~
@21086 = ~Possessed~
@21087 = ~Raver Attack~
@21088 = ~The Relic~
@21089 = ~This is the infamous relic prized by Cyric. With this in his power, he had the power to bring himself back to Faerun to walk the land. You, however, have no idea how to use it.~
@21090 = ~Ring of Battle Skill~
@21091 = ~This ring gives a magical boost to the wearer's precision. While wearing this ring, he is more likely to hit the target.

STATISTICS:

THAC0: +2 Bonus

Not usable by:
  Wizard Slayer~
@21092 = ~Staff of Fleet +5~
@21093 = ~Upon identification, this staff reveals its history, closely intertwined with its original owner, Fleet Dragonfriend's, life. Fleet, orphaned during her early childhood, and taken in and raised by a community of dragons, was probably one of the quickest, most agile humans ever to grace Faerun. Legends say that she could run almost as fast a dragon could fly, though these tales are mostly likely blown out of proportion.

  Once Fleet reached an old enough age, she set out on her own. However, before she left, the dragons of her community gifted her with this staff which further enhanced her already phenomenal abilities.

  It is well-known that Fleet is not dead, so it is a mystery to you how she parted with her staff.

STATISTICS:

Damage:  1D6 + 3
THAC0 bonus: +3
Special:
  Attacks per round set to 4
  +1 to movement rate
Damage Type:  crushing
Weight: 2
Speed Factor: 1
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength

Not Usable By:
 Monk~
@21094 = ~Blade of Sandglass~
@21095 = ~The Blade of Sandglass's history dates back to when the Elves first began settling in the sea.
Originally just a opaque piece of glass, the hilt of the blade was forged by a reclusive sea elf. Upon his death, the blade was found by Vesine's family, and has been handed down to each generation ever since. The weapon has formed a bond with Vesine's family alone.

Unlike most weapons, the Blade of Sandglass grants a bonus to spellcasting. While equipped, the wielder's aura is cleansed.

STATISTICS:

Damage:  1D6 + 2
THAC0: +2 bonus
Special: Wielder's aura is cleansed while equipped
Damage Type:  piercing
Weight: 3
Speed Factor: 3
Proficiency Type: Short Sword
Type:  1-handed
Requires: 5 Strength

Only Usable By:
 Vesine~
@21096 = ~Vesine's Ring~
@21097 = ~This particular ring was gifted to Vesine by the mage who saved and revived her. This ring, while wearing it, supplies Vesine with a magical aura of water that preserves her above the surface. Without this ring, Vesine could only survive for a few days.

STATISTICS:
 +5% Fire Resistance
Usable Only By:
 Vesine~
@21098 = ~Book~
@21099 = ~Book of the Dead~
@21100 = ~This book known as the 'Necronomicon' contains masses of knowledge poured from the minds of hundreds of the lands greatest casters of the past. The book gives knowledge of cheating death and also causing it. Such information is not only written in the magical book but as soon as one reads the first word the knowledge instantly passes to the mind of the reader.

STATISTICS:

Special: That who reads the book will gain +1 intelligence and +1 saves vs. death~
@21101 = ~You have absorbed the knowledge of the Necronomicon~
@21102 = ~Death Reborn~
@21103 = ~This blade is crafted from solid mithril but its main property is that the blade is so heavily enchanted towards certain dead that it heats up and emanates a bright white light when it senses danger. The blade was made to act effectively against creatures that have been created from older dead bodies. Such creatures are skeletons and the powerful lich. The blade will brand and  attack with great accuracy and damage vs. those enemies.

STATISTICS:

Damage: 2D4 + 2 (+5 vs. Liches and Skeletons)
THAC0 Bonus: +2 (+5 vs. Liches and Skeletons)
Weight: 10
Speed Factor: 8
Proficiency Type: Bastard Sword
Type:  1-handed
Requires: 14 Strength

Usable By:
 Paladins~
@21104 = ~Flesh Screw~
@21105 = ~This dagger is intended by design on causing as much physical as possible, by ripping and tearing flesh. The dagger will cause a sudden spurt of bleeding damage if it succeeds in ripping flesh.

STATISTICS:

Damage: 1D4 + 2
Special:
  20% chance of 3 hp of bleeding damage for the next 4 rounds
THAC0 Bonus: +4
Weight: 1
Speed Factor: 2
Proficiency Type: Daggers
Type:  1-handed
Requires: 3 Strength

Not Usable By:
 Cleric
 Beast Master~
@21106 = ~The claw of the demon spawn~
@21107 = ~The talon of the demon spawn. The talon can't grant wishes to the caster but its use is most limited.~
@21108 = ~Demonic Ward~
@21109 = ~An impoverished band of adventurers turned in this talisman only a few weeks ago, claiming to have recovered it from a charred corpse they stumbled upon during an unfortunate trek into the Abyss. The body was beyond recognition, but, blowing off the soot, you can make out the letters "...r d'Aphali...". A good guess would be this is all that remains of Tobeir d'Aphalil, an infamously rush paladin from Suzail. Young and fervent, Tobeir became obsessed with cleansing the Multiverse of fiends after he had seen his sister, also a paladin, torn apart by an escaped Glabrezu. Not satisfied with slaying demons just in Faerun, Tobeir has led an expedition of other hotheads into the very depths of the Abyss. This happened five years ago, and the group hasn't been heard from ever since. How Tobeir survived all those years and what terrible fate he had finally met with will, most likely, never be known. The talisman, fashioned by a friendly wizard to help the knight on his quest, still retains its magic and is sure to lend strength to any sword arm in a battle with fiends.

STATISTICS:

The wearer gains +3 damage vs. all strikes to a demonic creature

Usable by:
 Demon Slayer
 and a few other select paladins~
@21110 = ~Hemolust~
@21111 = ~This evil staff is the foul creation of the warlock clans that roam Faerun. It has a series of unbreakable glass tubes flowing around its body that circulate blood which is drawn from the victims that it strikes. As the staff sucks and circulates the blood, the wielder is physically replenished and also receives a boost a strength.

STATISTICS:

Damage:  1D6 + 2
THAC0:  +4 bonus
Special:
   20% chance of drawing blood for 1D4 damage
   If blood is drawn, then the wielder is healed with 1D4 health
   If blood is drawn, then the wielder will gain 1 strength for 1 turn
Damage type:  crushing
Weight: 3
Speed Factor: 0
Type:  2-handed
Requires: 9 Dexterity

Usable By:
 Evil Clerics~
@21112 = ~Rage Horn~
@21113 = ~This horn is used by the female dwarves to signal the charge of dwarven warriors into battle. The horn sends a blast of confidence and adrenaline through the warriors that give them extreme bonuses on the battle field. The horn simply amplifies the natural anger and rage that every battle raging dwarf possesses.

STATISTICS:

Special Abilities: 
 Once per day, the horn can be blown to grant +1 Strength to all the team members and make them immune to fear for 1 turn

Usable By:
 Dwarves~
@21114 = ~Spell Diver~
@21115 = ~The sellsword Naradon of Thesk was known for his immense speed and ability to dispense practitioners of magic.  He earned this reputation with the help of three items: Potions of Speed, Boots of Speed, and his trusted short sword, 'Spell Diver'.  Unlike many other magical weapons, Spell Diver does not have a dark, murderous history.  Naradon retired from adventuring when he was thirty-two.  His fondness for Potions of Speed caught up with him when he died of old age four years later.  His only heir had no desires to be an adventurer.  He sold the weapon to a known cat burglar a few years after his father's death.  The sword can be recognized by the kingfisher stamped into the ricasso.

STATISTICS:

Damage:  1D6 + 2
THAC0:  +2
Damage Type:  Piercing
Special:
  50% of all hits nullify the target's ability to cast spells for 2 rounds
Resistance Bonuses:
  +1 to Save vs. Spells
  +5% Magic Resistance
Weight:  1
Speed Factor:  1
Proficiency Type:  Small Sword
Type:  1-handed
Requires: 5 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Beast Master~
@21116 = ~Helm of Shar-Sheel-Dorath~
@21117 = ~This is the helm of a once great king who was blessed with the helmet to protect him against the hoards of ghouls. Despite the great defense of the helmet they were overthrown upon one gloomy day when the whole world seemed to be made of ghouls for him and his army. The helmet was lost among the slain bodies until the present day when it was retrieved from his corpse which was finally laid to rest.

STATISTICS:

AC Bonus: +2
Saving Throws bonus: +2
Weight: 2

Not usable by:
 Mage
 Bard
 Thief
 Monk
 Kensai~
@21118 = ~Three White Doves~
@21119 = ~An extremely unusual mace, Three White Doves was created by an Ilmaterian priest named Alledec in 850 DR.  Alledec had been a fighting priest for the order for twenty years, and he decided it was time to leave a legacy for the church to use after he had passed away.  This ivory-headed mace was the result.  The shaft of the weapon is made from black-enameled steel, with the handle being crafted of carved ivory.  Gold bands lock the head and the handle into place.  The head itself is the most unusual part of the mace.  It is carved from pure ivory and it resembles three white doves facing the center of the weapon.  The flared wings of the doves form the flanges.

Alledec died in his sleep three years after completing the mace.  It was given to a traveling fighter in service of the church of Ilmater.  The fighter later passed the weapon on to a priest of Ilmater named Recken the Bold.  Recken lost the weapon when he was fighting a powerful vampire near Trollbark Forest.  Recken was eventually victorious over the vampire, but he never recovered the mace.

STATISTICS:

Damage: 1D6 + 4
THAC0:  +3
Special:
  Double damage against undead and outer planar creatures
  Undead:
   1-4 Hit Dice: Automatically Destroyed
   5 Hit Dice: 95% chance of being Destroyed
   6 Hit Dice: 80%
   7 Hit Dice: 65%
   8-9 Hit Dice: 50%
   10 Hit Dice: 35%
   11+ Hit Dice: 20%
  Outer Planar Creatures:
   5% chance of being Destroyed
Damage Type:  Crushing
Weight:  5
Speed Factor:  4
Proficiency Type:  Mace
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Evil Characters
 Druid
 Mage
 Thief
 Monk~
@21120 = ~Silver Dragon Bracers~
@21121 = ~These bracers are made from a mixture if high quality leather and the scales of a silver dragon. The magical residue from the bracers grant the wearer 30% protection from fire, ice and lightening and 15% resistance to magic.

STATISTICS:

Equipped Abilities:
  Grants 30% resistance to fire, ice and lightening damage and a 15% resistance to magic
Weight: 2

Usable by:
  Paladins~
@21122 = ~Blood Drawer~
@21123 = ~One of the few known halfling vampires, Benjara Longweed has terrorized her village of Asplake for many months, always disappearing at the first rays of dawn. The hamlet encircled by cliffs, searching for her lair proved hopeless, and no adventurer wished to have anything to do with a "midget bloodsucker". Laughing, they would move on and leave the funny little people to their worries. The desperate halflings burned the bodies of Benjara's victims so they would escape her fate, and a pillar of smoke and ashes now always swayed over the village. The inhabitants' numbers dwindled.

One morning, Benjara's own sister, Amenin, came to the priest of Yondalla, who has been powerless to help, and showed him bite marks on her neck. "Look," she said. "My little sister paid me a visit this night. We can't rely on your goddess to intervene, or on adventurers, but I will not go without a fight." With these words, she gave the priest a small knife stained with something dark. "Somehow, I wounded her. Her blood is on the blade. Ask your goddess for a blessing, so we can find Benjara with it." The priest disappeared behind curtains and when he returned, the knife was glowing faintly.

Gathering the villagers, Amenin tossed the knife up in the air. It didn't fall, but hovered and spun around like a vane, showing the way. Following the weapon, the halflings found Benjara's hideout when the sun was about to set. Amenin had to slay her own sister and, though the nightmare was over, she soon traded the knife away, hating its sight. The weapon is most effective when thrown, seeking out opponents' blood relentlessly, but performs well in melee as well.

STATISTICS:

Damage: 1D6 + 3
THAC0: +3
Special: 
  15% of hits will heal 8 HP and give +1 strength for 5 rounds
Weight: 9
Speed Factor: 4
Proficiency Type: Spear
Type:  2-handed
Requires: 5 Strength
Only Usable By:
 Evil-aligned characters

Not Usable By:
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21124 = ~Healed~
@21125 = ~Ethereal Dream~
@21126 = ~The spirits of those we love are never gone forever. This was the lesson Rosheila the druid learned when her grove on the northern slopes of the Cloudpeak Mountains had gotten in the way of an orcish invasion in 1282 DR. At the time only 18, Rosheila mourned the loss of her kind mentor Ellageri, passed away earlier that summer. Rosheila didn't have anyone more dear to her than Ellageri. Depressed, she questioned her beliefs. "What is the point of caring for these trees and bears, and worshipping the sky, and tending the sacred pools if those we know still abandon us?" she would ask herself, sitting by the older woman's grave. "I'm wasting my time here."

She was about to abandon the grove, when first reports trickled in of a large orcish horde gone off the peaks and heading north. There was little hope the orcs wouldn't stop by to desolate the grove, believing the druids to be spies for Nashkel below. Because of her condition, Rosheila was left to tend the grove, while every other druid left to fend off the orcs. Alas, luck was not on their side and most of them perished. When Rosheila saw columns of orcs snaking down, she realized what had happened and had no more will to live. Determined to die but take the orcs with her, she called upon powers beyond her ability, summoning a landslide that swept away the orcs. 

With boulders falling all around her, Rosheila took one last look at the world, when suddenly she felt someone take her hand. Ellageri's vague form quietly smiled to her, and Rosheila felt herself become light as a feather, immaterial, and saw the rain of stones go on right through her, causing no harm. When it was over, Ellageri vanished, still without a word. The grove was saved and eventually restored. Rosheila, now certain she was not alone, grew up to become an Arch Druid. Necklaces such as this were made by her apprentices to be used in meditations on immortality, and imbued with some magic as well.

STATISTICS:

Equipped Abilities: 
 The necklace makes the wearer ethereal and blurred in the eyes of others. This grants a +2 armor class bonus and a 15% magic resistance bonus to the wearer

Usable By:
 Druids~
@21127 = ~Dark Scimitar~
@21128 = ~This one handed scimitar is the perfect weapon for the wild warrior. Due to their charging attacks and their need to strike fast, this one-handed machete is ideal, being lightweight and yet allowing deadly blows due to the shape of the blade. This weapon's ease of use will improve the wielder's agility, often allowing its user to land the first blow.

STATISTICS:

Damage: 1D8 + 3
THAC0 Bonus: +3
Special:
  Weapon attack speed increased by 3
Damage Type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 12 Strength

Usable by:
  Fighters (single class)
  Chaotic alignments~
@21129 = ~5 Headed Serpent~
@21130 = ~This wicked weapon from the Underdark was made for the high priests of the Drow nations for use in combat. The flail consists of 5 separate heads swinging from sturdy chains, each having its own special property - such as fire or acid. In adition to crushing damage from the flail itself, each head will affect the target and cause additional damage of its own. Needless to say, this weapon is truly an instrument of all-round destruction.

STATISTICS:

Damage: 1D6 + 3
THAC0: +2
Damage Type: Crushing
Special:
  5% chance that one of the heads will inflict additional 1D8 damage
Weight: 24
Speed Factor: 6
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength

Usable By:
 Drow Cleric
 Other select evil priests~
@21131 = ~Drow Seeker~
@21132 = ~This immensely lethal weapon has a point tough enough to penetrate solid plate armor with ease. The blade is immensely light and can be deadly accurate when wielded with skill, also the immense tip will cause bonus piercing damage. The blade is however made from natural materials and can be wielded in the presence of sunlight.

STATISTICS:

Damage: 1D4 + 2
THAC0: +5
Damage Type: Piercing
Special:
  1D6 piercing damage per hit
Weight: 1
Speed Factor: 2
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength

Usable by:
 Drow Assassin~
@21133 = ~Disembowler~
@21134 = ~This long sword was made with the cruel intent of ripping a target's entrails out after impaling it with the blade. Only Evil-aligned wielders would allow themselves to use such a cruel weapon. The blade, when wielded, can dice and rip apart the deadliest of creatures in an eyeblink, making it an ideal weapon for the elite among evil warriors.

STATISTICS:

Damage: 1D8 + 3
THAC0: +3
Special:
  +1D6 Slashing damage per hit
Damage Type: Slashing
Weight: 14
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 12 Strength

Usable by
 Evil Fighters
 Evil Bards~
@21135 = ~Rock Cleaver~
@21136 = ~Such axes are used by the native Duergar dwarves to help in the tunnelling of their underground cities. They also double up as excellent fighting weapons. The axe is made of an unknown stone-like material that resembles polished metal. This axe's blade can - occasionally - petrify a struck target, turning it into an ironically life-like statue.

STATISTICS:

Damage: 1D8 + 4
THAC0 Bonus: +2
Special:
  15% chance of turning target to stone if they fail save vs. death
Damage Type: Slashing
Weight: 32
Speed Factor: 7
Proficiency Type: Axe
Type: 1-handed
Requires: 9 Strength

Usable by:
 Evil Dwarven Fighters~
@21137 = ~Highland Pride~
@21138 = ~This axe is a fine example of what necessity can accomplish. Year 1335 DR is remembered for blizzards and extreme cold all across the North. In cities, streets were frozen white and finding shelter became the matter of life and death. Yet in the wilderness winter raged harder still. A small village high up the Spine of the World had been cut off by snowfalls and avalanches. For three months, the highlanders were silent and presumed dead by those below. When the uncertain Mirtul brought in some sunshine and Auril the Frostmaiden began her dignified retreat, a merchant climbed up the slopes, resolved to either trade with the villagers or, in the worst case, search the hamlet for valuables winter had spared.

How surprised was he to find the village living as usual! Not only did the highlanders survive the great winter, they even found an alternative to steel weapons and tools, easily shattered in the cold. Using unknown magic, they would enchant ice items to give them edge, sturdiness and the ability to withstand the warmth indoors. Curious, the merchant bought an axe of that kind, eventually selling it to a weapons collector. The axe had seen many museums since, most recently the Hall of Wonders in Baldur's Gate. The Hall is known for not selling its items, so the weapon's appearance in Copper Coronet is probably less than legal.

STATISTICS:

Damage: 1D8 + 2
THAC0: +3
Special: 
  +1D6 Cold damage per hit
Weight: 9
Speed Factor: 7
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21139 = ~Elshukar~
@21140 = ~This staff was the creation of an ancient druid weaponsmith. The weapon uses all the druids knowledge of lethal  natural substances that can render a target useless. The staff is coated in  venom and upon command the user, project a cloud of paralyzing venoms.

STATISTICS:

Damage: 1D6 + 3
THAC0 Bonus: +2
Special:
  3 times a day can shoot a paralyzing agent over the target who will stay stunned for 4 rounds unless they save vs. spells -1
Weight: 4
Speed Factor: 4
Type: 2-handed
Requires: 5 strength

Not Usable By:
 Monk~
@21141 = ~Huntsman's Soft Touch~
@21142 = ~This short bow is made of tightly woven vines and has a heavy enchantment of accuracy placed upon it from the high elves. The bow rarely misses a target, but also has no deadly force behind its strikes. The weapon is perfect for a thief that requires to hit his target with 100% certainty and make a getaway.

STATISTICS:

THAC0: +6 bonus
Weight: 2
Speed Factor: 5
Proficiency Type: Short Bow
Type:  2-handed
Requires: 3 Strength

Usable By:
  Rangers~
@21143 = ~Entreri Saber~
@21144 = ~Entreri Jeweled Dagger~
@21145 = ~Entropic Robe~
@21146 = ~This robe is an excellent display of the superior craftmanship of the finest elven seamstresses. The cloak has an incredibly  powerful and constant entropic shield that surrounds it. This field will reflect all arrows and other propelled weapons back at the attacker.

STATISTICS:

Special:
  Reflects missiles back at the caster
Saving Throw: +1 bonus
Weight:  3

Not Usable By:
 Wizard Slayer~
@21147 = ~Erebos, a great warrior, was greatly respected for his courage and power for he was the slayer of many things evil in his day. He was the protector of his village, but alas, others controlled it, and those others found Erebos' popularity a detriment to themselves. Seeking a way to rid themselves of him, the rulers of the village sent Erebos on a quest to slay a creature. They, however, did not reveal the true race of that creature. On arrival at the cave, Erebos entered with confidence, but was completely overwhelmed by monsters of fire and brimstone. Although the village leaders thought they had succeeded, those creatures came to the village shortly after and killed them all. Would they have had a hero such as Erebos to protect them, the event would not have occurred. The soul of Erebos was captured in the blade that he wielded, imbuing it with magical properties. The blade can split into two fire demons with the soul of Erebos within. They will fight to the bitter end as Erebos always did.

STATISTICS:

Equipped Abilities: 
 The blade can transform into a twin fire demons for 2 turns and after 2 turns, whether the demons remain or not, the soul of Erebos will return and reform the blade

Damage:  1D8 + 3
THAC0:  +3 bonus
Damage Type:  slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type:  1-handed
Requires: 6 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Beast Master~
@21148 = ~Erebos has reformed the blade in you inventory~
@21149 = ~Alustriel's Ring Of Masking~
@21150 = ~The ring was given to you to make you appear as a balor. Errtu will see you as his minion and you should play along to gain what you need. Wise to wear the ring upon leaving the village.~
@21151 = ~Mace of the Faithful~
@21152 = ~This mace is a weapon granted to Protectors of the Faith to aid them in their duties. The mace is enchanted so that it blesses the wielder and any allies while equipped, as well as granting the wielder a +1 bonus to all Saving Throws.

STATISTICS:

Damage: 1D6 + 3
THAC0: +3
Special:
  Blesses wielder and allies while equipped
  +1 bonus to all Saving Throws
Damage Type: Crushing
Weight: 21
Speed Factor: 7
Proficiency Type: Mace
Type: 1-handed
Requires: 9 Wisdom

Usable by:
 Protectors of the Faith and a few other selected Cleric classes~
@21153 = ~Figurine of the Black Mist~
@21154 = ~This is a holder of a spectral guard from the evil deity of priesthood. The symbol will call forth a black creature that will serve its evil matter without any objections. The beast will attack all in melee that threatens his master and can inflict painful diseases and wounds.

STATISTICS:

 One charge per day the mist will follow and aid the user for 3 turns
 
Usable By:
 Evil aligned Priests~
@21155 = ~You have summoned forth the Dark Mist of the Void~
@21156 = ~Figurine of the White Sentient~
@21157 = ~This is a holder of a spectral guard from the general good alignment deities. Upon releasing the being it will move free on its own accord but will serve you, it will follow your protagonist and will heal any seriously injured party member up to 4 times with Cure serious wounds, and in the face of danger it will rush in to battle.

STATISTICS:

  One charge per day the sentient will follow and aid the user for 3 turns

Usable By:
 Good aligned Priests~
@21158 = ~You have summoned forth the Sentient of White Light~
@21159 = ~Figurine of the Silver Shadow~
@21160 = ~This symbol holds the creature of the neutral deities. The creatures appears as a silver figure and has no great offensive or defensive benefits but a bit of both. The creature will protect the protagonist and will fight all the enemies that are present to the death

STATISTICS:

 One charge per day the mist will follow and aid the user for 3 turns

Usable By:
 Neutral aligned Priests~
@21161 = ~You have summoned forth the Silver Shadow~
@21162 = ~Plate of Smoldering~
@21163 = ~At its earliest stages, the Plate of Smoldering was submerged in unimaginable heat and powerful magic. Now, it constantly retains the smell and heat of newly-forged metal. The magical enchantments placed on the armor prevent it from injuring you, but may be very harmful to your enemies.

STATISTICS:

Armor Class: 0
Special:
  The plate randomly burns 1D6 fire damage into those who hit the wearer
  Grants 75% fire resistance
Weight: 55
Requires: 12 Strength

Not Usable By:
 Bard
 Druid
 Mage
 Thief
 Monk
 Archer
 Stalker
 Barbarian
 Beast Master
 Kensai~
@21164 = ~Woodland Fury~
@21165 = ~This hammer is the primitive but most effective product of the fighting woodland gnomes. It has a solid stone head which rests upon a 3 feet shaft of solid oak. Although this weapon has been blessed and enchanted by the shamans of the pack and is a very effective magical weapon despite its looks, it also contains some elements of the woods that can aid the wielder.

STATISTICS:

Damage: 1D4 + 3
THAC0 Bonus: +3
Special:
  The wielder is immune to poisons and diseases
  The wielder can create shadows once per day
Damage Type: Crushing
Weight: 17
Speed Factor: 3
Proficiency Type: Mace
Type: 1-handed
Requires: 9 Strength

Usable By:
  Forest Gnome
  Other select warrior gnomes~
@21166 = ~Elven Tracking Boots~
@21167 = ~These boots are made for the use of a stealthy character. They as with most elven items are heavily enchanted with the magic of the elves of Suldenesselar. The boots will grant a 25% bonus to stealth and also will grant immunity to poisons due to their aura of nature. Last of all they have 2 charges a day that can create shadows.

STATISTICS:

 25% bonus to stealth
 immunity to poisons
 2 charges a day that can cast Improved Invisibility
Weight:  4

Not Usable By:
 Wizard Slayer~
@21168 = ~Dark Emissary~
@21169 = ~This magical blade has an extreme enchantment vs. the creatures of the night and other undead foe. The blade emanates and obsidian black amber which comes from the runes forged in the blade itself. The blade if a most desired weapon for any hunter of the undead as it grants many offensive and defensive bonuses as its forger and wielder proved. Stalking through the deep catacombs of the realms he decimated ranks of undead souls with this great weapon which he wielded through his long career.

STATISTICS:

Damage: 1D8 + 3(+6 vs. undead)
THAC0 Bonus: +3(+6 vs. undead)
Special:
  Immunity to level drain
  Has a 5% chance of slaying vampires and skeletons
Weight: 12
Speed Factor: 4
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength

Not usable by:
  Any Evil creatures
  Mage
  Druid
  Cleric
  Beast Master~
@21170 = ~Giant's Grace~
@21171 = ~This fine two-handed broad sword was once the blade of the famous giant slayer, Erbain Trueblade. The sword took the lives of more giants than he ever cared to count, and along its path of destruction, the blade seemed to absorb the strength of the giants that it had helped slay, increasing its effectiveness in battle.

STATISTICS:

Damage: 1D10 + 3
THAC0: +3
Special:
  +1D4 additional Crushing damage per hit
  Grants +1 to Strength
Damage Type: Slashing
Weight: 53
Speed Factor: 10
Proficiency Type: Two Handed Sword
Type: 2-handed
Requires: 14 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21172 = ~The Glory of Suffering~
@21173 = ~This armor was a gift from Sister Calliana for saving the soul of the Voice of Durdel Anatha.  It was once worn by a humble paladin of Ilmater named Idstan the Simple.  Donning the armor is a painful process, as it drives small spikes into the flesh of the wearer and weighs an incredible amount.  In exchange for this sacrifice, the armor protects the wearer from attacks on his or her person.  The armor is shining silver, but there is always fresh blood staining its surface, even when it is not being worn.

STATISTICS:

Armor Class: -3
Special:
  The wearer's maximum hit points are reduced by 25%
  While wearing the armor, the wearer has a +10% bonus to resist all Slashing, Piercing, Bludgeoning, and Missile attacks
Weight: 80
Requires: 12 Strength

Not Usable By:
 Evil or Neutral characters
 Druid
 Mage
 Thief
 Bard
 Monk
 Archer
 Stalker
 Barbarian
 Beast Master
 Kensai~
@21174 = ~Lavok's Journal~
@21175 = ~I am nearly done, I have taken pride in collecting the parts, but my flesh golem is nearly complete, I have the brain, the body parts of my unfortunate but necessary slaughters, the limbs of great warriors and the skull of an ogre, I keep the heart by my side for it was only taken 1 day ago, I shall begin compiling my own flesh golem upon meeting the other four items with this heart.~
@21176 = ~Broad Impaler~
@21177 = ~This blade was designed to be wielded by Half-Orc Grunts. Its large size and considerable weight require a powerful wielder to use effectively, and will hamper agility, though a successful hit will deal unforgiving damage to a target.

STATISTICS:

Damage: 1D12 + 4
THAC0: +1
Special:
  10% chance of additional 1D10 Slashing damage per hit
  Reduces the wielder's Dexterity by 1
Damage Type: Slashing
Weight: 73
Speed Factor: 10
Proficiency Type: Two Handed Sword
Type: 2-handed
Requires: 14 Strength

Usable by:
 Half-Orc Warrior classes
 Human Warrior classes~
@21178 = ~Soul Guard~
@21179 = ~This shield was the gift granted to a keeps greatest warrior from his king, the shield was intended to protect the guardian from death when storming a mage in the opposing force. The shield will protect the wielder from any instant death spell and also grants a good protection from all other types of damage.

STATISTICS:

Armor Class Bonus: +3, +4 vs missile
Special:
  Prevents instant death
Weight: 24
Requires: 9 Strength

Usable by:
  Guardians
  Certain selected fighters~
@21180 = ~Hammer of Force~
@21181 = ~This hammer is a very effective weapon for winding the enemy. It is believed to be enchanted by a group of dwarven clerics seeking to rid their home of monsters, but the rumors have never been confirmed. Upon hit, the hammer has a chance to slow, stun, and fatigue the target. This weapon is regarded as being enchanted +3.

STATISTICS:

Damage: 1D4 + 4
THAC0: +4
Special:
  30% chance of causing fatigue
  20% chance the target is slowed
  20% chance the target is stunned
Damage Type:  crushing
Weight: 6
Speed Factor: 1
Proficiency Type: War Hammer
Type:  1-handed
Requires: 9 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21182 = ~King Heafnall's Body~
@21183 = ~This is the weakened body of the badly beaten king Heafnall. You should return him to his tribe as soon as possible.~
@21184 = ~Life's Blessing~
@21185 = ~This robe is a garment made for people who dedicate their time to healing and aiding others and is proudly handed out to the healers of the priest community. The robe is made of a soft velvet and contains the blessings of all the towns people and high priests that chanted during the ceremony that granted its powers.

STATISTICS:

AC: 2
 It grants the effects of a chant to the wearer whilst it is worn, it also grants the wearer +2 to his saves vs death

Usable by:
  Healers~
@21186 = ~This weapon has completely unknown roots.  However, whoever created it gave it the ability to radiate electricity through its shaft. The spear can both shock an opponent on touch but also fire an electric charge to fire at a target. The weapon is very useful to an Aerial Druid as they have enough immunity to electricity to wield it safely where as others may succumb to its power.

STATISTICS:

Damage: 1D6 + 2
THAC0: +3
Special:
  50% chance of 1D4 electrical damage
Weight: 5
Speed Factor: 6
Proficiency Type: Spear
Type:  2-handed
Requires: 5 Strength

Usable by:
 Druids~
@21187 = ~Hellpick~
@21188 = ~A sturdy hammer with a good deal of battlefield experience, Hellpick was used by the dwarven warrior Durlow Ironbar.  Durlow's hammer, like many dwarven weapons, was forged and blessed with power by priests of Moradin.  It earned its name in Durlow's service, where he used it to drive back Drow wizards and their summoned abyssal allies.  Legends say that Durlow even defeated one of the dreaded Yochlol, the "Handmaidens of Lolth."  Durlow met his end when the Drow employed treachery to defeat him.  Under magical disguise, Drow assassins visited Durlow's fortified city as human ambassadors from Tethyr.  They then poisoned Durlow's food, which he ate in front of them.  Durlow eventually realized what was happening and managed to stumble to his room and grab Hellpick.  In the resulting battle, Durlow managed to kill four of the five assassins before he fell victim to the effects of the poison.  The fifth assassin is believed to have escaped.

STATISTICS:

Damage: 1D4 + 4
THAC0:  +4
Damage Type:  Crushing
Weight:  6
Speed Factor:  1
Proficiency Type:  Hammers
Type:  1-handed
Requires: 9 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21189 = ~Dead Man's Face~
@21190 = ~These ancient helms were once common among the Reghedmen barbarians who came to what is now known as Icewind Dale.  The design of the armor is relatively simple: a plain iron helm with a hinged faceplate.  Once the basic construction of the helm had been finished, craftsmen would tool the image of a dead warrior onto the faceplate.  The name of the warrior and a one word description of his death were carved into the forehead of the mask.  The helm was then left in the dead warrior's funeral pyre.  The priests believed that the mask would hide the dead man's fear of the afterlife when he was judged by Tempos.  After a month had passed, the helms of particularly valiant warriors were recovered by the priests.  Over the next few years, the priests praised the valiant warriors by name in their daily rituals.  According to legend, if Tempos found the warrior to be truly valiant, the helm would gain the power to make the wearer immune to fear.  This particular helm bears the ancient name "Siglef" and the word "Axe".

STATISTICS:

Armor Class Bonus:  1
Special:
  Protects Against Critical Hits
  Immune to the spells Horror and Cloak of Fear
  -2 Charisma while worn
Weight:  3

Not Usable By:
 Mage
 Bard
 Thief
 Monk
 Kensai~
@21191 = ~Helmet of the Trusted Defender~
@21192 = ~This helmet was worn for four hundred years by halflings and gnomes in the small and virtually unknown community of Shepherd's Valley.  Each dawn, the night guardsman would hand the helmet over the day guardsman and each dusk, the day guardsman returned the helm top his counterpart. This cycle continued without fail until Pheldon Tock, a night guardsman, decided to trade in the helm for another.  The helmet probably would have remained in Gibling Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't bought it and set it on his mantle in distant lands.

STATISTICS:

Armor Class Bonus:  3
Special:  
  User is immune to Sleep and never suffers from Fatigue
Weight:  2

Not Usable By:
 Mage
 Bard
 Thief
 Monk
 Kensai

Only Usable By:
 Halflings
 Gnomes~
@21193 = ~Ice Plate~
@21194 = ~This is an extremely unusual piece of armour. It was found deep in the icy peaks of Icewind Dale and appears consist completely of ice, though how exactly such a thing could be possible is unknown. The armour grants immunity to cold and fire and retains its form in all conditions.

STATISTICS:

Armor Class: 0
Special:
  Grants 100% Cold resistance
  Grants 40% Fire resistance
Weight: 40
Requires: 12 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Bard
 Monk
 Archer
 Stalker
 Barbarian
 Beast Master
 Kensai~
@21195 = ~Tredyhedron of the Mind~
@21196 = ~A stone of the mind grants extra focus and concentration in moments that require it the most. The wearer will be blessed with a bonus wisdom score as long as the stone is held at his head.

Abilities: Wearer is granted a +1 wisdom bonus
Armor Class Bonus: 0
Weight: 2

Not Usable By:
 Mage
 Thief
 Bard~
@21197 = ~Ioun Stone Of Hard Skin~
@21198 = ~This magical stone will hover above one's head and grant that person a magical armor white armor that acts as simple leather. The armor will cling to the body as long as the stone remains.

Abilities: Wearer is coated with simple white leather
Armor Class Bonus: 0 (base 7)
Weight: 2

Usable By:
  All~
@21199 = ~Static Stone~
@21200 = ~This heavily enchanted ioun stone, originating in the Elemental Plane of Air, was brought to the Prime Material Plane by Svirfneblin summoners abusing their powers. The stone is charged with magical powers that will protect the user from electricity.

Abilities: Wearer is set to 100% resistance to lightning and electricity
Armor Class Bonus: 0
Weight: 2

Not Usable By:
  Mage
  Bard
  Thief~
@21201 = ~Force Stone~
@21202 = ~This magical stone was made and enchanted for the vicious melee Battleragers of the dwarven society. The stone despite opening their defenses increased the damage that their savage attacks caused which fell great foe in half the time.

Abilities: Wearer inflicts +6 more damage points per hit
Armor Class Penalty: -1
Weight: 2

Usable By:
  All~
@21203 = ~Spear of Sacred Oak~
@21204 = ~This 6 feet long spear is made from the most ancient and wood from the most magical forests in Faerun. Despite its shaft being made of wood, the spear is virtually unbreakable and deal serious damage to the target it strikes. The enchanted tip of the spear can pierce the toughest of armors with ease, making it the ideal weapon for spear-wielding warrior druids, especially Justifiers.

STATISTICS:

Damage: 1D6 + 4
THAC0 Bonus: +2
Special:
  25% chance of additional 1D4 piercing damage upon hit
  Grants 15% magic Resistance
Weight: 8
Damage Type:  Piercing
Speed Factor:  10
Proficiency Type:  Spear
Type:  2-handed
Requires: 5 Strength

Usable By:
  Justifiers~
@21205 = ~Body of Keris~
@21206 = ~The tired body of Keris, Dinan's girl friend.~
@21207 = ~Prison Key~
@21208 = ~This key is the means to open the prison cells in the hill ruins.~
@21209 = ~Wardstone for Orgoth's Tower~
@21210 = ~This is the wardstone obtained from Perth the Adept. It should lower the wards that keep you from entering Spellhold.~
@21211 = ~This is the wardstone obtained from Avrabar, archmage of Riatavin. The stone is kept in his hands to stop the foolish from entering the potentially lethal mage tower of the long dead Orgoth. The stone will open all the doors that were magically sealed for good reasons.~
@21212 = ~This is the wardstone obtained from Avrabar, archmage of Riatavin. The stone is kept in his hands to stop the foolish from entering the potentially lethal mage tower of the long dead Orgoth. The stone will open the most enchanted door of the house, the main door. The ward will most likely be so powerful that the stone may crumble upon use.~
@21213 = ~The Moon Fang, Tuki Kiba is a potential weapon forged by Tzu-jin, the god of the moon in the pantheon of the right million, gods of the distant Kozakura. Traditionally, Tzu-Jin is recognized as the divine protector of those mortals who choose to travel by moonlight. Tzu-Jin is also responsible for the reckoning of the months. During the gods' war, Tzu-Jin banished the nightlord Hattsu and his Hannya consort, incurring the wrath of the powerful allies in the Konishi ninja clan. Consequently, Tzu-Jin was hunted by the goddess Chirasu, patron of the clan Konishi. The two gods met at Itzuhachi, where Tzu-Jin, badly wounded, was able to escape only with the help of his nephew, Hachiman. Such was the severity of his wounds incurred by Tzu-Jin at the hands of Chirasu. The moon god has yet to recover his former strength. Furthermore, during battle, Tzu-Jin was forced to relinquish his sword, Tuki Kiba, the Moon Fang. After the gods' war, Chirasu entrusted Tuki Kiba to Lao-Zhu, head of clan Konishi. The recent history of the Moon Fang and how it came to be in the possession of Kojiro Sasaki is shrouded in mystery. Much of the power of Tuki Kiba is derived from the moon. Consequently, its powers are much diminished in daylight.

STATISTICS:

Damage: 1D10 + 4 (night, +8 vs. vampires and Lycanthropes)
        1D10 + 2 (day)
THAC0: +4 bonus (night)
       +2 bonus (day)
Special:
  Wielder is blessed with Free Action
  The wielder can cast Time Stop once per day
Damage Type:  slashing
Weight:  3
Speed Factor: 2
Proficiency Type: Katana
Type:  1-handed
Requires: 5 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Beast Master~
@21214 = ~Winter King's Plate~
@21215 = ~This armor was crafted from some kind of unusual leather  The hide of the creature is extremely thick and tough, but surprisingly light.  It is very unusual in its appearance, colored white with blue accents.

STATISTICS:

Armor Class: 3
Weight: 25
Requires: 12 Strength

Not Usable By:
 Bard
 Mage
 Thief
 Monk
 Shapeshifter
 Avenger
 Stalker
 Archer
 Kensai~
@21216 = ~This armor was crafted from the hide of the most powerful polar worm in Icewind Dale, known by the natives as the "Winter King."  The hide of the creature is extremely thick and tough, but surprisingly light.  It is very unusual in its appearance, colored white with blue accents.

STATISTICS:

Armor Class: 3
Special:
  +35% Resist Cold and Fire
Weight: 25
Requires: 12 Strength

Not Usable By:
 Bard
 Mage
 Thief
 Monk
 Shapeshifter
 Avenger
 Stalker
 Archer
 Kensai~
@21217 = ~Lifeless~
@21218 = ~This mucky green blade has the reeking curse of death all about it. The blade almost seems soft and unsolid but on impact the visual nature of the blade is passed into the target. The blade hit and the target is coated in a rapid growing moss and bacteria that eats away at them. The axe is most evil indeed and only the evil may wield it.

STATISTICS:

Damage:  1D8 + 2
THAC0: +2 bonus
Special:
  10% of hits passes the deadly fungus to the target. They have no save and they will receive 1D6 damage, slowness, and a -5 THAC0 for 5 rounds
Damage Type:  slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Good, Neutral
 Druid
 Cleric
 Mage 
 Thief
 Monk
 Beast Master~
@21219 = ~Lohvar~
@21220 = ~This +3 broadsword has the properties to be classed as vorpal blade. The blade is named after Lohvar, the a legendary headless plainsman now nothing more than a ghost which haunts the night. The blade due to its extreme edge will cause extra slicing damage and can even inflict double damage with a successful hit.

STATISTICS:

Damage: 1D10 + 2
THAC0 Bonus: +2
Special:
  1D4 extra crushing damage per hit
  7% chance of the double damage with a successful hit
Damage Type:  slashing
Weight: 18
Speed Factor: 10
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21221 = ~Royal Blood~
@21222 = ~This large, heavily weighted blade has been passed down through generations of noble Paladins. Legend has it that the former owner would bathe the blade in his own blood, granting the blade magical powers that would protect the next one to wield it.

STATISTICS:

Damage: 1D12 + 3
THAC0: +3
Special:
  +1 bonus to all Saving Throws
  15% chance of healing wielder for 1D8 HP upon each successful hit
Weight: 52
Speed Factor: 10
Proficiency Type: Two Handed Sword
Type: 2-handed
Requires: 17 Strength

Usable by:
  Lords~
@21223 = ~Dale Lotus Leaf~
@21224 = ~A very rare leaf that is used in many healing potions.~
@21225 = ~The Holy Avenger: Carsomyr~
@21226 = ~Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerun, though its origin and history is thought purposefully forgotten, such that the sword itself never overshadow the importance of the struggles that must be fought today.  It is infused with the very essence of virtue, and requires as much from any paladin that would hope to wield it.  The evils of the Realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease.  Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle.

STATISTICS:

Damage:  1D12 + 5
THAC0: +5 bonus

Equipped Abilities:
    50% Magic Resistance
    Dispel magic 3 times per day
Combat Abilities:
    +5 damage to chaotic evil opponents in addition to other bonuses
    Dispels magic whenever the sword strikes an opponent
Damage type:  slashing
Weight:  7
Speed Factor: 5
Proficiency Type: Two handed sword
Type:  2-handed
Requires: 14 Strength

Usable By:
 Paladins~
@21227 = ~Enchanted Beverage~
@21228 = ~This magical bottle has the enchantment of the enchanter's touch. Once per day it can fill itself up with a magical fluid. Such a fluid will heal 3D10 hit points and cleanses the body of poisons.

STATISTICS:

Special: When imbibed, 3D10 HP are healed and all poisons neutralized~
@21229 = ~Dwarven Malice~
@21230 = ~This most storied axe was sought after by all dwarves. The axe was given to the warrior who struck down the most enemies in their battles. With possession of this axe came elevation in rank of the dwarven pack. The axe itself is a fine piece of craftsmanship and has a protective rune in the grip that grants the wielder defensive bonuses.

STATISTICS:

Damage: 1D8 + 4
THAC0: +4
Special:
  +1 to constitution
  +1 to all saves
Damage Type: Slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength

Usable By:
 Dwarven Fighters~
@21231 = ~Bow of Elegance +4~
@21232 = ~This bow is made of extremely rare material, graphite, and a genuine dragon tendon serves it as a string. It has obviously seen much use. A series of ancient, barely noticeable runes seems to tell a legend you've never heard before, something about Lord Tempus, God of War, deciding to test the martial prowess of mankind in the days of old. To that end, he had his warrior-priests fashion three weapons of power: a sword, a spear and a bow. Only Toril's best warriors could ever hope to wield those weapons, and... Alas, here the runes become completely indecipherable, and the rest of the story is lost. The inscription seems to suggest this is the bow from the set, but it's unclear whether wielding the weapon proves the character to be the greatest archer, or with a bow such as this anyone can achieve greatness. "Does equipment make the hero?" remains a question for anyone using magical weaponry.

STATISTICS:

Damage: +4
THAC0: +2 bonus
Weight: 10
Speed Factor: 7
Proficiency Type: Long Bow
Type: 2-handed
Requires: 18 Strength

Not Usable By:
 Druid
 Cleric
 Mage 
 Thief
 Bard
 Monk
 Kensai
 Cavalier~
@21233 = ~Quiver of Mielikki~
@21234 = ~This magical quiver has the same magical properties as the bottomless sack or the enchanted abode, the ability to create space where none in the material plane exists. This quiver has the ability to grant 3 arrows at any time the user requires them. The sack can be used up to 200 times per day and will provide for any lawful ranger.~
@21235 = ~Figurine Of the Guardian~
@21236 = ~This figurine enables a druid to call upon an elemental guardian to aid him in times of need. The guardian is a huge elemental that exists partly in the material plane and partly in the elemental plane so it appears as ethereal. The creature will serve the druid for up to 5 turns or until slain.

STATISTICS:

This item can be used once per day. Upon its use, a powerful elemental will be summoned to serve the druid for 5 turns or until slain.

Usable by:
  Druids~
@21237 = ~This appears to be a heart of fresh health. Although it's unknown why this heart is here it appears that it is intended to be used for some experiment or ritual.~
@21238 = ~Arms and Legs~
@21239 = ~Yet more body parts magically bonded, again the parts seem to be from different bodies, it seems that again they are fresh from the poor victims.~
@21240 = ~Brain~
@21241 = ~Here is a very of colour brain that is starved of oxygen. The brain is still firm and clearly is fresh from the creature that it belonged to.~
@21242 = ~Figurine of the Construct~
@21243 = ~This figurine has mysteriously appeared in conjunction with the body parts disappearing in a flash, the figurine seems to be in the form of a squatting creature and also has a inscribed passage. Reading this passage no doubt will give the answer to what this figurine does.

STATISTICS:

This item can be used once per day. Upon using it a flesh golem will be created to serve his masters party, the creature will not turn and is totally loyal. The beast will remain for 5 turns or until destroyed, either way it returns to the figurine to revive itself after that.

Usable By:
 Mages~
@21244 = ~Body~
@21245 = ~This is the strong bone structure of what appears to be many human beings, they have already been randomly placed in some strange order linked by magical bonds.~
@21246 = ~Skull~
@21247 = ~Here seems to be a skull very fresh from it's victim, In fact blood still stains it surface. Clearly many have died to produce these parts but their purpose is not clear.~
@21248 = ~Mirror Of Planar Passage~
@21249 = ~This mirror is the key to opening a portal from the material plane to the demi plane, this enables one to call the creature known as the woodland spirit from it slumber to aid him in times of need. The creature waits, watching over the woods and its people eager for the call of its master and willing to serve.

STATISTICS:

This item can be used once per day. Upon using it a woodland spirit will pass into the world for 5 turns, during this time he will serve his master and even if he dies he will regenerate in his world when he returns.

Usable By:
  Rangers~
@21250 = ~Misery's Herald~
@21251 = ~This flail was consecrated by priests of the great orc god Gruumsh, for use against the various elven and dwarven foes that his armies fought against.  It was held by the high priest of the Bone Legion until he fell while leading his people against the elven forces at the Hand of the Seldarine.  The flail is simple in design.  The shaft is crafted to resemble an elven femur, wrapped in tanned elf skin.  A stout chain connects the shaft to a spiked ball.  The entire creation is forged out of meteoric iron.  It is a testament to the potential of orcish craftsmanship.

STATISTICS:

Damage: 1D6 + 4, +5 vs. Elves
THAC0: +3, +4 vs. Elves
Special:
  Causes horror on 15% of hits
Weight: 13
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21252 = ~Cloak of the Evening Mist~
@21253 = ~This magical cloak was made originally for Afairian Mistwolf, leader of the Mistwolf Rangers of the Crescent Mountains.  The cloak and hood is dark and velvety soft to the touch. The cloak can aid any wearer in the moment of dire need as it contains the power to summon great mists.

STATISTICS:

 - can cast Heavy Fog twice per day
 - can cast Create Shadows twice per day

Weight:  3

Not Usable By:
  Wizard Slayer~
@21254 = ~This immense blade is the highest quality of weapon that any warrior could wish to wield. The blade shines the reflection of those that gaze in its mirrored finish. The blade is very much made for the good of the land and can't be wielded by the evil. The weapon was said to have been forged by the great weaponsmith Lathidus in a time when magical weapons were of the very highest of standards. The mighty blade is  extremely powerful in melee in addition to its many magical and holy benefits bestowed upon the wielder.

STATISTICS:

Damage: 1D10 + 5
THAC0: +5
Special:
  Bless twice a day
  Cure Disease 5 times a day
  Permanent Protection From Evil
  20% magic resistance
  Can Call Upon Faith once per day
  +5 saves vs. death
Damage Type: Slashing
Weight: 35
Speed Factor: 10
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 16 Strength

Usable by:
 Paladin~
@21255 = ~This scroll teaches a spellcaster the Spell of Conversion.

Conversion (Alteration)
Priest Level: 6
Wizard Level: 7
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Area of Effect: 1 creature
Saving Throw: None

This spell allows the priest to change any creature's alignment to an alignment of caster's choosing. This spell can be helpful in the making of a party. Nothing is more volatile than a party that has very different beliefs.~
@21256 = ~Mace of Mongovia~
@21257 = ~The magical mace was forged by a wizard by the name of Dranik Mongovia during his many years trapped in a prison of the outer planes. After realizing that he would serve several lifetimes in the prison where he would not age, and with no chance of escape, he spent his time perfecting a weapon that he would use upon his banisher to make them feel the pain that he had been forced to endure. Using the powers of his art, he waited as the decades past, as the centuries past, but when revenge finally came, it was oh so sweet.

STATISTICS:

Damage:  1D6 + 4
THAC0:  +3
Special:
  Upon a successful hit there is a 20% chance that the target will be imprisoned, save vs spells -2
Damage type:  crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21258 = ~Phantom Blade~
@21259 = ~This mithril blade was given its name from its creator for the light blue that it emanated. At night it would light the surrounding areas in the same aura as the full moon and was a clear indicator of its power. The blade was also made on the night of a solar eclipse that seemed to have a say in the power the blade was blessed with. Upon it seeing its first action the blade saw the blood and flesh of a vile wererat and the blade detested the creature of the night cutting in to it and ending its existence with ease. The vile vampires of the land found its power most damaging as well for it tarnished their flesh like few blades have done before.

STATISTICS:

Damage:  1D8 + 3 (+7 vs. lycanthropes, +5 vs. undead)
THAC0:  +3 bonus (+7 vs. lycanthropes, +5 vs. undead)

Special:
  1: The blade makes the wielder immune to blindness
  2: The blade can cast Detect Evil 3 times a day

Weight:  4
Proficiency type: Scimitar/Wakizashi/Ninja-To
Speed Factor:  2
Type:  1-handed
Requires: 8 Strength

Not Usable By:
  Evil
  Mage
  Cleric
  Beast Master~
@21260 = ~This evil claymore is named for the dull greyish light that it emits.  No shadow or light can reflect from the weapon. The weapon has the ability to inflict the target with a slow eating disease which will last for many turns unless cured by magical means. The blade can also effect all that stare at it to its gaze.

STATISTICS:

Damage: 1D8 + 3
THAC0 Bonus: +2
Special:
  - has a 40% chance of inflicting disease if the target fails save vs. death, the disease lasts for 3 rounds and will remove 1 hit point per second
  - twice per day the blade can let of a Flash of Dark Light, all enemies in the area will receive -2 to their THAC0 and armor class if they fail vs. spells
Weight: 12
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength

Usable by:
 Evil alignment

Not Usable by:
 Cleric
 Druid
 Mage
 Beast Master~
@21261 = ~Shuriken of the Hand~
@21262 = ~This magical weapon is favoured by the "Ninja" assassins of the East for its accuracy and silent lethality. This Shuriken is bestowed with an enchantment that returns it to the thrower's palm after hitting - or missing - its target.

STATISTICS:

Damage: 1D6 + 2
THAC0: +3
Weight: 0
Speed Factor: 1
Proficiency Type: Darts
Requires: 9 Dexterity

Usable By:
 Thieves~
@21263 = ~Fire Wood~
@21264 = ~This is fire wood that will provide light for you in the mines of Purskal.~
@21265 = ~Body of Prison Slave~
@21266 = ~The tired body of the slave of Orgoth. I should take this to the experiment chamber and place him in a tube.
  
STATISTICS:

Weight: 130~
@21267 = ~Healing Salve~
@21268 = ~A potion that can rejuvenate a body after a long period of suspended animation.~
@21269 = ~Orrick's Rhino Beetle Shield~
@21270 = ~This shield was crafted from the tough exoskeleton of a giant rhinoceros beetle.  Naturally tough, it has been cured and reinforced by skilled duergar craftsmen.  It looks and functions like a tower shield crafted from wood and metal, though it weighs much less.  Orrick, a wizard from Kuldahar, enchanted this shield to withstand an incredible assault.

STATISTICS:

Armor Class Bonus: 4
Special:  +1 vs. Missile Weapons
Weight: 5

Not Usable By:
 Bard
 Mage
 Thief
 Druid
 Monk
 Kensai~
@21271 = ~Pit Gloves~
@21272 = ~These nasty offensive weapons are especially made for use by Pit Fighters. Worn as bracers, they sport concealed vicious claws that can be extended with a flick of the wrist.

STATISTICS:

AC Bonus: +1
Special:
 The wearer can extract the claws for 1 turn and use them as a melee weapon, inflicting 1D6+2 damage, with 1D6 additional Slashing damage per hit
Weight: 2

Usable by:
 Single Class Fighters~
@21273 = ~Dagger of Portals~
@21274 = ~This dagger was made from the planewalker's knowledge of far away places known only to him. He has manipulated the fabric of the realm to open portals to make this weapon with the properties that it contains. The dagger is unpredictable but still a most deadly ability to open a sudden portal when drawing blood. If this happens, the chance that the target will be sucked into oblivion is high to say the least.

STATISTICS:

Damage: 1D4 + 3
THAC0 Bonus: +4
Special:
  15% chance of imprisoning a target if he fails a save vs. death
Damage type:  Piercing
Speed Factor: 2
Proficiency Type: Dagger
Requires: 12 Charisma, 9 Dexterity
Weight: 2

Usable By:
 Assassins of neutral alignment and Planewalker Thieves~
@21275 = ~Planar Guardian~
@21276 = ~This mace was created by Ezekiel Rathamon, a great mage back in the days when  demons appeared from other planes on a regular basis. The mace deals out greater damage against these creatures, and is commonly used by guards of planar portals.

STATISTICS:

Damage:  1D6 + 2 (+5 vs outer planar creatures: demons, elementals, tieflings, Githyanki etc.)
THAC0:  +2 (+5 vs outer planar creatures: demons, elementals, tieflings, Githyanki etc.)
Damage type:  crushing
Weight: 17
Speed Factor: 6
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21277 = ~Blue Dragon Scale~
@21278 = ~This suit of armor is formed from interlocking Topaz dragon scales.  Elegant workmanship has turned the great beasts scales in the a lightweight armor that grants great immunity to all forms of cold. The wearer of such an armor gains instant respect, few that meat dragons ever return and one that wears its scales is elevated in the respect ranks.

STATISTICS:

Armor Class: 1
Bonuses: +50% Resistance to Cold
Weight: 10
Requires: 6 Strength

Not Usable By:
 Mage
 Monk
 Kensai
 Shapeshifter
 Avenger~
@21279 = ~Dungeon Key~
@21280 = ~Poison Ivy~
@21281 = ~This staff defines the very essence of the Shaman. It is made of heavily enchanted wood with venomous spines. These spines will poison all creatures whose skin is pierced. Also, the staff grants a 15% resistance to fire and ice. Overall, it is suited to the druid and can be a devastating offensive weapon, as well as a proven defensive one.

STATISTICS:

Damage:  1D6 + 3
THAC0:  +3 bonus
Special:
 Grants +15% Resistance to fire and cold while equipped
Damage Type:  crushing
Weight: 3
Speed Factor: 0
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength

Usable By:
 Druids~
@21282 = ~This staff is of odd design. Perhaps it is from another part of the world?~
@21283 = ~Staff of Law

History:

The Staff of Law was forged by Berek Halfhand, Earthfriend, Lord Fatherer, Seer, and Prophet in a time when the entire land was One Forest, and humans were one and the same with their surroundings.

Berek made the staff from a branch of the One Tree, metal shods imbued with Earthpower, and the knowledge that this staff would help preserve the Law of the Land.

When the day came that Berek died, the Staff of Law was passed on to his son, Kevin. Kevin, in the centuries that he lived, became the most powerful and wise lord in history. With the Staff of Law in his possession, it was believed that all was good and nothing could go wrong. But ever so slowly, Corruption, Lord Foul The Despiser, crept into Kevin's life. Lord Foul disguised himself as one of the Lords and won Kevin's friendship. The Despiser then provoked him into performing the Ritual of Desecration; this Ritual being perhaps the most heinous act one could commit against the land. Rather than see the land he loved corrupted, Kevin agreed. The combination of Lord Foul and the Staff of Law made for a Ritual of Desecration greater than any other before, destroying and altering a large portion of the land. Kevin died during the Ritual, and the staff was believed to be lost forever. Kevin was renamed by those of later generations: Landwaster.

Millennia later, the staff fell into the hands of a demented Cavewight. He used it to alter the weather for his own (or Lord Foul's) ambitions. Thomas Covenant retrieved the Staff of Law from the Cavewight, killing him in the process, and returned it to Revelstone. It rested there for 47 years.

The next to wield it was the High Lord Elena in the fight against Lord Foul. She was believed by many to be the most righteous Lord since Kevin Landwaster. However, both corruption and an unearthly malice took root within her. In looking for a way to kill Foul, she summoned dead Kevin, told him to fight and defeat the Despiser. Kevin was easily mastered with the Illearth Stone and was sent back to decimate High Lord Elena. A great battle raged on for days; Kevin could not be killed for he was already dead. And Elena... Elena was preserved only by her will and the pure power of the Staff of Law. Eventually, though, a sonic boom resounded through the land. Elena was dead and the Staff of Law destroyed along with her.

The heels of the Staff of Law were later found by one Urvile named Vain. With the help of the Elohim, Findail, the new Staff of Law, which you now possess, was forged.

How it came to rest in this part of the world, however, is unknown to you.

STATISTICS:

Damage: 1D6 + 1 (+5 Enchanted)
        1D3 Magic Damage
THAC0: +1 Bonus
Damage Type:  crushing
Special: 
  Gives Protection from Fear, Confusion, Petrification, and Miscast Magic
  Gives AC bonus of 1
  Can perform Ritual of Desecration on a lesser scale
  Can control weather and time of day (Call Light, Call Darkness, Snow Storm, Thunderstorm)
  When Snow Storm is cast, a Deep Freeze will take effect on enemies
  When Thunderstorm is cast, up to three enemies will be struck be lightning over a period of time
Weight: 4
Speed Factor: 1
Proficiency Type: Quaterstaff
Type: 2-handed
Requires: 5 Strength

Not Usable By:
 Monk

IMPORTANT!!! READ BELOW!!!

The commands that control day and night also have other abilities...
When cast, it automatically dispels all effects such as a floating skull from the Level 3 Mage spell Skull Trap, and will also remove any enemies / actors in the area that are not usually there at night / day. Additionally, when these abilities are invoked, your party is immediately teleported to the area around the Staff's wielder.~
@21284 = ~Prismatic Shard~
@21285 = ~This glowing rock is a product of a Prismatic Shard spell.~
@21286 = ~This magical 2 handed hammer is made of a cracked crystal head an unknown type of magically enhanced wood. The hammer was created for Grashad Ironsplitter of the lost dwarven hills of Grimmersore. It was found deep in a catacomb clenched in the fist of Ironsplitters skeletal hand, the hammer on removal clearly displayed his name on the pommel. Due to the rich history and prestige associated with this all powerful dwarven hero, this weapon is highly sought after by all.

STATISTICS:

Damage:  2D4 + 3
         25% chance of additional 1D6 crushing
THAC0:  +3 bonus
Special:
  - user is immune to all forms of petrification and paralyzation
  - user gains +1 constitution
  - can cast Earthquake by hitting the ground once per day
Damage Type:  crushing
Weight: 6
Speed Factor: 3
Proficiency Type: War Hammer
Type:  2-handed
Requires: 9 Strength

Usable By:
 Dwarves~
@21287 = ~Quost's Staff of the Elements~
@21288 = ~The wizard Quost Curion was the creator of this staff.  He was a mercenary mage who loved summoning allies to dole out punishment against his enemies.  Often, however, he found that he was running out of spells at a time when he needed them the most.  At great personal expense, Quost created this staff over a period of seven years.  His staff was very effective until he went into battle with an abjurer who was prepared to deal with his summoned monsters.  Quost was killed in battle in 1063 and his staff was claimed by his killer, Balder Renold.

STATISTICS:

Damage:  1D6 + 4
THAC0:  +4
Special:
  Can cast Conjure Fire Elemental or Conjure Water Elemental 1/day
Damage Type:  Crushing
Weight:  3
Speed Factor:  1
Proficiency Type:  Quarter Staves
Type:  2-handed
Requires: 5 Strength

Only Usable By:
  Mage (Single-, Dual-, and Multi-Class)~
@21289 = ~Swift Guardian~
@21290 = ~This blade is made with a more sturdy material than is usually encountered on a short rapier. The blade is very effective for parrying and protecting the rhythm warrior from onslaught. Such a weapon may be preferred as it grants defense that the rhythm warrior lacks.

STATISTICS:

Damage: 1D6 + 1
THAC0 Bonus: +1
Special:
  Grants +1 to AC and +2 to saves vs. Death
Damage Type:  Piercing
Weight: 4
Speed Factor: 3
Proficiency Type: Short Sword
Type: 1-handed
Requires: 10 Strength

Usable By:
  Fighter and most fighter sub-classes and kits~
@21291 = ~Ring of the Water Sphere~
@21292 = ~This powerful ring was a gift from the lords of Waterdeep as a form of protection from the potentially savage seas. As a vital crew member of the pirate sinker schooner, the ring could save him if he was thrown over board. The ring grants 100% immunity to cold attacks and prevented him from Drowning.

STATISTICS:

Cold Resistance: +100%

Usable By:
  Robillard~
@21293 = ~Ring of the Messiah~
@21294 = ~This ring has the ability to expand the mages memory and thus gaining bonus spells for high level spells. As many of the magical garments in the realms, it is a product of the great magical powers in the host tower of luskan where magic rules.

STATISTICS:

Spells:  Gives two extra fifth level spells, two extra sixth level spells, two extra seventh level spells and two extra eighth level spells

Only usable by:
 Mage~
@21295 = ~High Quality Robe~
@21296 = ~Robe of Holy Magic~
@21297 = ~This robe was created for only the most accomplished of casters. It grants a small AC bonus but provides great magic resistance bonuses and can cast Simulacrum and Black Death once a day.

STATISTICS:

AC Bonus: 2
Magic Resistance Bonus: 25%
Saving throws: +3 to all

Usable by: 
  Mages~
@21298 = ~Hat~
@21299 = ~Rogue's Cowl~
@21300 = ~Magical hats may actually be almost any type of headgear.  They shrink or expand to fit any size head.  Contemporary fashion and profession often dictate the shape and style of magical hats.~
@21301 = ~This dark brown cowl is meant to be worn on the head and over the shoulders as a broad hood.  It was crafted by the gnomish thief and illusionist Brein Chestnut.  Brein used the cowl on his own adventures for several years before his childhood sweetheart convinced him to settle down.  He gave the cowl to his nephew, Chirchet, who in turn sold the item for a large stretch of farmland.

STATISTICS:

Armor Class Bonus:  +2
Special:  +50% to Stealth
Weight:  2

Only Usable By:
 Thief (Single, Dual-, and Multi-Class)
 Ranger (Single, Dual-, and Multi-Class)
 Bard~
@21302 = ~Weak Protective Rune~
@21303 = ~This rune will protect he who wears it  from all normal unenchanted weapons.~
@21304 = ~Extreme Stability Rune~
@21305 = ~This rune will protect the wearer from all abnormal mental states with a success rate of 100%.~
@21306 = ~Mild Enchanted Rune~
@21307 = ~This rune contains enough power to protect the wearer from all normal and +1 enchanted weapons.~
@21308 = ~Powerful Protective Rune~
@21309 = ~This rune will protect the wearer against all unenchanted weapons as well as +1 and +2 weapons.~
@21310 = ~Extremely Enchanted Protective Rune~
@21311 = ~This rune will protect the wearer against all unenchanted weapons as well as +1, +2 and +3 weapons.~
@21312 = ~Enchanted Magical Rune~
@21313 = ~This rune has a 25% chance of protecting the user from all magical attacks.~
@21314 = ~This rune has a 50% chance of protecting the user from all magical attacks.~
@21315 = ~Elemental Rune~
@21316 = ~This rune will protect the wearer from all the elements with a 25% success rate.~
@21317 = ~Strong Elemental Rune~
@21318 = ~This rune will protect the wearer from all the elements with a 50% success rate.~
@21319 = ~Stability Rune~
@21320 = ~This rune will protect the wearer from all abnormal mental states with a success rate of 50%.~
@21321 = ~Samurai Armour~
@21322 = ~Steel bands have been masterfully interlaced with strips of hardened leather for this light yet resilient suit of armor. Many Amnish armorsmiths would give an eye for the know-how of this process, but their Kara-Tur counterparts guard the secret closely. The suit, meant for a noble samurai, honor-bound warrior of Kara-Tur, appears large and unwieldy. Once put on, however, it actually adds to the wearer's agility somewhat. How any samurai equipment could make it from so far away to Amn is anyone's guess. Still, recent rumors speak of a nameless samurai come to Athkatla on a mission, ambushed by slavers and killed fighting, his gear subsequently sold.

STATISTICS:

Armor Class: 2
Special: 
  Grants a bonus 1 to dexterity

Weight: 14

Usable By:
  Samurai~
@21323 = ~Samurai Bracers~
@21324 = ~These superbly strong bracers are made of an extremely light but durable material. They are intended to parry slashing attacks and missile weapons away from the wielder, and are quite effective in this function. If these are worn with all other special items, the wearer would be a true threat to any foe.

STATISTICS:

 +2 Armor Class bonus vs. missile weapons
 +2 Armor Class bonus vs. slashing weapons

Weight: 2

Usable by:
  Samurai~
@21325 = ~Samurai Kabuto Helmet~
@21326 = ~This helmet is part of the traditional samurai full armor set. It grants the wearer protection from all critical hits and displays the great craftsmanship the east once again. The helmet also prevents the samurai from losing morale, becoming feebleminded or dominated.

STATISTICS:

 Protection from Critical Hits
 Wearer gains immunity to fear, feeblemind and domination

Weight: 3

Usable by: 
  Samurai~
@21327 = ~Sapphire Mace~
@21328 = ~This weapon's shaft is carved from ebony, and elaborately accentuated with mystical symbols. Its head is a single massive sapphire gem, shaped just enough to provide a smoothed oval shape. The jewel is an eye-catching and intense blue, though its depths are slightly clouded. Faint veils seem to shift and twist like smoke within when the stone is studied intently. The sinews of some exotic beast twine around the sapphire, enchanted to hold it tightly in place.

The mace was brought back to Amn by one Ethan, a soldier and worshipper of Helm. He returned to the City of Coin as the last survivor of his unit. The mace was quietly donated to the church, and Ethan himself became a postulant of Ilmater soon afterwards; he never explained the details of Sapphire's capture, but whispered speculation held that the massive gem making up the weapon's business end would cloud the mind of those who looked into it too long.

Careful testing and translation have unlocked some of the secrets of the mace's enchantment. It provides some additional protection from elemental damage, appropriate to a weapon once wielded by a half-naked savage. The craftsmanship is so superior that the weapon seems nearly like an extension of the arm; its unusual composition makes it preternaturally light and swift.

STATISTICS:

Damage: 1D6 + 3 (+4 enchanted)
THAC0: +3
Special:
 Grants a 15% resistance to fire, ice, lightning and magic
 10% chance of stunning target for 3 rounds
 Can be used by classes that refuse to use metal arms, the mace is made of solid sapphire
Damage Type:  crushing
Weight: 16
Speed Factor: 7
Proficiency Type: Mace
Type:  1-handed
Requires: 10 strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk~
@21329 = ~Shimmering Sash~
@21330 = ~One of many beautiful enchanted sashes created in the southern reaches of Zakhara, this luxurious silk item was created to aid its wearers in evading attacks.  The Brotherhood of the True Sun, a society of holy slayers, granted these sashes to their most devout servants.  This particular sash was most recently in the possession of the holy slayer Khamu Bedi.  A string of delicate black characters on the red silk read, "Be swift, powerful, and deadly.  But above all else, be moral."

STATISTICS:

AC Bonus: +3
Wearer is under the effects of Blur

Weight: 2

Only Usable By:
  Good Characters~
@21331 = ~Blue Dragon Scales~
@21332 = ~These are scales from the hide of a mighty topaz dragon. The scales carry the cold resisting properties of the dragon and it has been heard that experienced forgers can make useful items from such things.~
@21333 = ~Crimson Ember~
@21334 = ~This scimitar was found lying in the remains of a great battle when the evil archmage debraken open the gates from Baator to the native plane of the forgotten realms. Great beasts stepped through the portal that day but the united forces were greater and the natives of Baator fell one by one as did their deadly weapons. This blade was one of the weapons that kept its properties unlike the others that dissolved. The blade has a razor edge and the blade detests the cold glowing a great red and heating in those conditions. The blade also reacts to action and only becomes dangerously hot when it senses its wielders emotions.

STATISTICS:

Damage:  1D8 + 3
THAC0:  +3 bonus
Special:
  Grants a 50% resistance to the cold
Damage Type:  Slashing
Weight:  4
Proficiency type: Scimitar/Wakizashi/Ninja-To
Speed Factor:  2
Type:  1-handed
Requires: 8 Strength

Not Usable By:
 Mage
 Cleric
 Beast Master~
@21336 = ~Hemophilia (Necromancy)
Level: 8
Range: Visual sight of caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 1 creature 
Saving Throw: none

This terrible necromantic spell sends a terrible soul of a skin dancer into the body of a target which causes him to bleed profusely from all orifices for a sustained duration. This cruel spell has a save vs. death at -3 and the bleeding damage will be slow, but will continue for 6 rounds.

Damage: 1 point of bleeding damage per second for 6 rounds.~
@21337 = ~Rary's Mnemonic Enhancer (Invocation)
Level: 9
Range: Touch
Casting Time: 4
Duration: One day
Area of Effect: Caster
Saving Throw: None

This spell has the ability to expand the mage's memory capacity for the duration of one day. The spell will randomly free up space in the mage's mind to memorize extra high level spells in random combinations. 
The combinations are as follows:
  1 6th, 7th, 8th level spell
  1 7th, 8th and 9th level spell
  2 level 8 spells
  2 level 9 spells
  3 1st and 2nd level spells~
@21338 = ~Mass Charm (Enchantment/Charm)
Level: 8
Range: Visual sight of caster
Duration: 8 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Neg.

A mass charm spell affects either persons or monsters just as a charm person or charm monster spell. The mass charm spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected creatures must be within the spell range and within a 30-feet cube. Note that the creatures' saving throws are unaffected by the number of recipients (see the charm person and charm monster spells), but all target creatures are subject to a penalty of -2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.~
@21339 = ~Mystic Barrier (Abjuration)
Level: 8
Range: 0
Duration: 1 turn 
Casting Time: 4
Area of Effect: 5-feet-radius sphere 
Saving Throw: None

This spell creates a glowing orb of pure power that surrounds the caster and moves with him. It protects the caster from incoming spells, in varying degrees depending on the caster's level:
Level 12 - The orb makes level 3 spells totally useless when cast at the mage
Level 16 - The orb makes level 4 spells totally useless when cast at the mage
Level 20 - The orb makes level 5 spells totally useless when cast at the mage
Level 24 - The orb makes level 6 spells totally useless when cast at the mage

The orb does not protect the caster against spells of any level higher than 6.~
@21340 = ~Otiluke's Diamond Screen (Evocation)
Level: 6
Range: 20 yards
Duration: special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None 

This spell creates an immobile glittering disk of energy of any colour chosen by the caster. All creatures passing through the screen are attacked by a multitude of razor-sharp blades made of substance drawn from the Quasi-Plane of Mineral. Each creature suffers 3d20 points of damage no matter what its Armor Class.~
@21341 = ~Shadow Cane~
@21342 = ~It is said that all things have their doubles in the Demi-Plane of Shadow, but such copies are never exact. Places get shifted around, familiar faces belong to malicious strangers and all colors and emotions are smothered. The Shadow Cane is another item sold to Copper Coronet by a destitute party of adventurers fresh from a taxing journey across the planes.

The staff is grey to the degree that the looker for a moment forgets the very idea of vivacity, and has no weight. Careful investigation reveals it to be the shade equivalent of a Staff of Fire, though here, too, the relation is far from precise: instead of summoning Fire Elementals and controlling other igneous forces, it may cause the victim to burst into shadow flames.

STATISTICS:

Damage: 1D6 + 3
THAC0: +3
Special:
  Has a 10% chance of combusting a target on impact if they fail save vs. death
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength

Usable by:
  Druids
  Mages~
@21343 = ~Blade Master Leather~
@21344 = ~This lightweight leather effects the movements of the agile blade master in no way, and with Shar-Teel's single weapon style, time is of the essence. The leather is magically branded on to Shar-Teel and any means or removal is certainly not clear. The colors represent her vicious battle style and grants Shar-Teel immunity to all holding magics.

STATISTICS:

Armor Class: 0
Special:
  Immunity to holding magics

Weight: 0
Requires: 6 Strength

Usable By:
  Shar-Teel~
@21345 = ~Trident of Shar~
@21346 = ~This weapon has been made especially for the followers of Shar, the goddess of darkness and loss. The weapon has a sturdy wooden handle upon which swing three small spines hanging from a small linked chain. These spines each have their own additional effects, which will affect the target upon contact. This includes blindness, paralysis and slowing, due to the various poisons that the spines are soaked in.

STATISTICS:

Damage: 1D6 + 2
THAC0 Bonus: +3
Special: 
  20% chance of either slowing the target for 4 rounds, paralyzing them for 4 rounds or blinding them for 8 rounds. Each effect can be avoided if the target succeeds in a Save Throw vs. Death.
Damage type:  crushing
Weight: 12
Speed Factor: 4
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 12 Strength

Usable By:
  Priests of Shar~
@21347 = ~The Red Knight's Shield~
@21348 = ~Divination about this item reveals little, save that it once belonged to a woman called the Red Knight, a devoted worshipper and soldier of Tempus.  A cult to the Red Knight exists in a few places around Faerun.  The little information that is known about the religion indicates that the Red Knight is a quasi-deity representing strategy and tactics in war.  The faith consists entirely of a small groups of Tempurans who favor the Red Knight's emphasis of military structure and order.  The shield is plain in design and construction, with a small icon of a horse's head carved into the back rim of the item.

STATISTICS:

Armor Class Bonus: 4
Weight: 4

Not Usable By:
 Chaotic Creatures
 Druid
 Thief
 Mage
 Bard
 Monk
 Kensai~
@21349 = ~Staff of Shoon~
@21350 = ~This eight feet long staff from afar appears to be a slim white birch carving. Upon closer inspection, however, it is easily identified as something closer to ivory. It is made of several long and interwoven horns. In the past, Shoon VII disguised the staff's true construction with an illusion that made this appear as a slim crystal staff topped by a Sapphire. During the nine centuries it has rested in Sharpfang's lair, the illusion has worn off and the staff now appears in its true form.

STATISTICS:

Damage:  1D6 + 2
THAC0: +2
Special:
  Can cast Heal once per day
  Can Teleport once per day
  Can cast Magic Missile twice per day
  The user is immune to Magic Missile, Poisons, Sleep, Charm, and Hold
Damage type:  crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength

Not Usable By:
 Monk~
@21351 = ~Silent Blade~
@21352 = ~This dagger is an artifact collected from a defeated guild of Calimport. The dagger was one of many treasures fenced from the burning remains but it had properties that can elevate an assassin to great heights. The dagger at request can send the wielder in to a deadly stealth mode and hide him from the eyes of onlookers. This is great for the assassin but a nightmare for his target.

STATISTICS:

Damage:  1D4 + 2/+6 vs. good
THAC0:  +2 bonus/+6 vs. good
Special:
  the dagger can send the wielder invisible 2 times per day for up to 1 turn
Damage Type:  piercing
Weight: 1
Speed Factor: 1
Proficiency Type: Dagger
Type:  1-handed
Requires: 3 Strength

Not Usable By:
 Cleric~
@21353 = ~Sinker~
@21354 = ~This vampiric short sword, upon a successful hit, will act just like the fiend of the night and drink the blood of its victim. In addition to damage caused by the attack, each hit will drain the targets maximum HP by 1 and may heal the wielder by 1 hp. The origin of the weapon is not known, though it surely must have been created by a malicious forger with an evil intent.

STATISTICS:

Damage: 1D6 + 3
THAC0: +3
Special:
  Each hit will reduce the target's maximum HP by 1 for 8 hours and has a 25% chance of healing the wielder for 1 HP
Damage Type:  slashing
Weight: 8
Speed Factor: 3
Proficiency Type: Short Sword
Type: 1-handed
Requires: 6 Strength

Not Usable By:
 Lawful creatures
 Druid
 Cleric
 Mage
 Beast Master~
@21355 = ~Lava Bullet~
@21356 = ~Inflicts a 1D10 Of fire damage with no chance of a save.~
@21357 = ~Venom Bullet~
@21358 = ~Causes the target to become poisoned for 3 rounds.~
@21359 = ~Stunning Bullet~
@21360 = ~The shot stuns a target for 2 rounds with no save.~
@21361 = ~Stunning Bola~
@21362 = ~This bola sling is immensely bandy with intent of building up huge amounts of momentum to fire projectiles at pace. The sling can project bullets at such a rate that they can stun a target if it strikes them in the head. Such a weapon also has a greater firing range than a regular sling so it is most effective when used by an expert.

STATISTICS:

Damage: +3
THAC0 Bonus: +3
Special: 
  20% chance of stunning the target for 3 rounds if they fail save vs. death
Weight : 2

Usable By:
  Slinger~
@21363 = ~Forest Map~
@21364 = ~This map displays a series of routes that will further your journey through to the troll mountains. The map is a true source but the route promises no safe travel, what lays ahead only you can tell.~
@21365 = ~The Predator~
@21366 = ~This black bow of the night is perfect for the stealthy type who seeks to get of a shot without anyone knowing he was ever there. The night bow grants the user protection from Detect Invisibility and Non-Detection so he can go about his business against the strongest of magic-users. It also has extremely well-strung gut which contains a huge amount of force via the massive tension. The weapon is regarded as the ultimate weapon for a Sniper.

STATISTICS:

Damage: +3 (+3 enchanted)
THAC0: +4 bonus
Special: 
  User is under non-detection and cannot be scryed or detected
Weight: 8
Requires: 9 Dexterity

Usable by: 
  Thieves~
@21367 = ~Spinal Tap~
@21368 = ~This blade or stabbing tool is straight from the Underdark. The blade is the high quality tool that they use to tunnel through tough material when burrowing their dens in the underworld. The blade is highly enchanted and will never bend or blemish, this fact makes it have a still immensely sharp point that can deal out large amount of piercing damage at any one puncturing blow.

STATISTICS:

Damage: 1D4 + 2
THAC0 Bonus: +4
Special:
  50% chance of additional 1d6 piercing damage
Damage Type: Piercing
Weight: 7
Speed Factor: 2
Proficiency Type: Daggers
Type:  1-handed
Requires: 3 Strength

Usable by:
  Gnome Fighters
  Gnome Thieves~
@21369 = ~Spirit Essence~
@21370 = ~This valuable potion is made by capturing and distilling the spirits of trolls.  Normally only attempted by powerful necromancers and enchanters, the process results in a powerful healing potion able to instantly regenerate even severe wounds.

STATISTICS:

Heals 25 hit points

Not Usable By:
  Wizard Slayer~
@21371 = ~Gulp!~
@21372 = ~This ancient staff was made in the days when dragons roamed the lands of Faerun in great packs. Their abilities were captured by the skilled eyes of Dargan Merciful. He made the staff to grant several abilities of many dragonkin.

STATISTICS:

Damage:  1D6 + 2
THAC0:  +2
Special:
  Grants 35% resistance to magic, fire, cold and electricity
  Once per day use a Dragon Breath spell, but the spell will cause them to have their health maximum reduced for 1 turn as the summon is so stressful on the body.

  The dragon breaths are as follows:
    Black Dragon Breath:
     This causes 24D10 fire damage with a save vs. breath weapon to half the damage. This penalizes the casters hit points to 35% for 1 turn

    Silver Dragon Breath:
     This causes 24D10 cold damage with a save vs. breath weapon to half the damage. This penalizes the casters hit points to 35% for 1 turn

    Red Dragon Breath:
     This causes 16D10 magic damage with a save vs. breath weapon to half the damage and reduces the caster's max hit points to 50% for 1 turn

  These spells are so powerful that they sap the breath and strength from the casters and hence he has his hit points reduced for 1 turn.

Damage type:  crushing
Weight: 4
Speed Factor: 3
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength

Not Usable by:
  Monk~
@21373 = ~A favorite among transmuters, this particular staff was created by a wizard named Gulph the Tiny.  A diminutive human mage, Gulph didn't want to be stuck in a situation where he would have to rely on his physical abilities.  This staff helped him have the upper hand in magical duels.  Gulph met his end when he foolishly went looking for Ibenian Mushrooms in a grove full of quicklings.  The staff remained among the quicklings for several years until a passing party of adventurers slaughtered the evil faerie creatures and took the staff as their own.

STATISTICS:

Damage:  1D6 + 2
THAC0:  +2
Special:
  Can cast Dispel Magic and Lower Resistance 1/Day
Damage Type:  Crushing
Weight:  3
Speed Factor:  3
Proficiency Type:  Quarter Staves
Type:  2-handed
Requires: 5 Strength

Only Usable By:
  Mage (Single-, Dual-, and Multi-Class)~
@21374 = ~Starym Moonblade~
@21375 = ~This dark-hued blade is a true testament to fine elven craftsmanship and emanates a star blue shine. The blade however was created by corrupted elves, almost resembling the Drow mythal the blade has a small spider carving at the hilt along with several ancient language symbols translating as, amoral, spirit stealer, flee and Banshee. The blade was clearly made to inflict great pain upon half elves and human kin and is only usable by the chaotic evil elves of the land.

STATISTICS:

Damage:  2D4 + 3, +6 vs. humans and half elves
THAC0:  +3, +6 vs. humans and half elves
Damage Type:  slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength

Usable By:
  Chaotic Evil Elves~
@21376 = ~A Stone produced via Succor~
@21377 = ~This stone has in it a magical swarm of magical missiles. They will cause a 6D6 damage to the target.

Damage: 6D6
Duration before disintegration of stone: 5 turns.~
@21378 = ~This stone has in it a magically contained Creature Summoning 3.

Duration before disintegration of stone: 5 turns.~
@21379 = ~This stone has in it a magically contained Chromatic Orb.

Duration before disintegration of stone: 5 turns.~
@21380 = ~Svian's Club~
@21381 = ~A massive club, this weapon used to belong to the powerful barbarian warrior Svian of the Elk Tribe.  Svian was a grim man, tall and wiry, who was known throughout the north for his dire disposition and serious manner.  In battle, unlike his kin, he rarely became excited or panicked.  He simply held his ground and destroyed everyone that came near him.  It is said that when Svian was mortally wounded, he simply walked over to a nearby rock and sat down, never indicating that he was suffering.  It was several hours before his kinsmen realized that he was dead.

STATISTICS:

Damage:  1D6 + 5
THAC0:  +5
Damage Type:  Crushing
Weight:  4
Speed Factor:  1
Proficiency Type:  Club
Type:  1-handed
Requires: 5 Strength

Not Usable By:
  Mage~
@21382 = ~Black Swan Armor~
@21383 = ~This armor was made by the dwarven smith Karador and an elven enchanter known as Elameth of Five Trees.  During the time of cooperation between the Hand of the Seldarine and Dorn's Deep, many wondrous items were produced.  This suit of armor was one of them.  Exceptionally light and beautiful, the armor was originally worn by a female elven marshal in the Severed Hand, which is why the orcs didn't take it when they sacked the towers.  The armor was later stolen from the Hand by Maiden Ilmadia.

STATISTICS:

Armor Class: 1
Charisma: +1 bonus
Resistance Bonuses:
  +10% Fire Resistance
  +10% Cold Resistance
  +10% Electrical Resistance
  +10% Acid Resistance
Weight: 20
Requires: 12 Strength

Not Usable By:
 Bard 
 Druid 
 Mage
 Thief
 Archer
 Stalker
 Barbarian
 Beast Master
 Kensai
 Monk~
@21384 = ~Necklace of Shadows~
@21385 = ~This necklace has a most unusual effect cast upon the swindler when it is used. They become impossible to be focused in on, this makes their slight of hand very much improved and also their ability to slip off on to the shadows. The amulet is a compliment to their cheating and thieving ways and can make them good enough to fence the best of goods.

STATISTICS:

1 Charge per day the Swindler can have his pick pocketing skills raised by 80 and he also has a +2 bonus to his THAC0

Usable By:
  Swindler~
@21386 = ~Elemental Life~
@21387 = ~This katana was forged by a very powerful monk, and was designed to protect the wielder against the elements. Upon creation of "Elemental Life," the monk also created its opposing twin, "Elemental Death," with the intention to wield both in deadly combat.

STATISTICS:

Damage: 1D10 + 2
THAC0: +3
Special:
 25% Magic, Fire and Cold resistance
 Immune to poison
 Free action
Once per day:
 Heal Critical wounds
 Casts Improved Haste
 Casts Adrenaline Rush
 Casts Invisibility
Damage Type:  slashing
Weight:  5
Speed Factor: 3
Proficiency Type: Katana
Type:  1-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Beast Master~
@21388 = ~Elemental Death~
@21389 = ~This is the brother blade of "Elemental Life". Made later in life after a change in faith from Lathander to Talos, the monk forged the blade with offensive strength in mind. Paired with its defensive half, they would be unstoppable.

STATISTICS:

Damage: 1D10 + 4
THAC0: +4
Special:
  Casts Simulacrum once per day
  Casts Fire Shield Red once per day
  5% chance of slaying the target on hit if a save vs. death is not made
Damage Type:  slashing
Weight:  5
Speed Factor: 3
Proficiency Type: Katana
Type:  1-handed
Requires: 6 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Beast Master~
@21390 = ~Nature's Anchor~
@21391 = ~This weapon is made from ancient wood cut deep in the heart of unpopulated forests. The wood contains the ability to make man-altered weapons and armor return to their natural state. A priest of Silvanus can wield the weapon with confidence that a heavily-armored creature can soon be exposed to large amounts of damage.

STATISTICS:

Damage: 1D6 + 3
THAC0 Bonus: +2
Special:
  10% chance of either removing 1 enchantment point from the target's weapon and adding it to yours or removing 1 AC point from the target's, thereby adding it to yours
Damage Type:  crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type:  1-handed
Requires: 5 Strength

Only Usable By:
  Druid single-/multi-dual- classes~
@21392 = ~The targets weapon has lost enchantment~
@21393 = ~The targets armor has lost enchantment~
@21394 = ~Blackjack~
@21395 = ~This weapon is used by thugs the hit over the back of a targets head. The Blackjack has a heavy metal substance in it that has the potential to knock a target out for a short duration. The weapon is also concealable so it is a perfect little weapon for a thug as they use the knocking out method to rob their foe.

The Blackjack can be used at any time for 5 rounds, during this time any hit will cause 1D4 damage and knock the target out for 5 rounds if they fail save vs. death.

STATISTICS:

Armor Class: 8
Weight: 2

Usable By:
  Thugs~
@21396 = ~Tombsweeper~
@21397 = ~The quick-witted warrior Seldon Mirai was known for his cool demeanor and his light-hearted comments in the midst of trying circumstances.  He was especially well known for his lack of fear of the undead.  He considered undead to be, in his words, "Unoriginal, tired old jokes."  "After the hundredth skeleton," he would say, "what's to be afraid of?  They all march at you like horses to water, and you just hack them down one at a time.  I'm supposed to be scared of that?"  He would wade into tombs with his trusted flail and smash apart any undead that he found, joking all the way.  Eventually, Seldon's lack of respect for the necromantic arts earned him an enemy in the form of Tiron, a lich of no small power.  Tiron captured Seldon and paralyzed him, letting a group of skeletons beat him to death.  Seldon's friends later recovered his body and had him raised from the dead.  He was not as light-hearted about the walking dead after that.

STATISTICS:

Damage:  1D6 + 4
THAC0:  +3
Damage Type:  Crushing
Weight: 5
Speed Factor: 3
Proficiency Type: Flails
Type:  1-handed
Requires: 13 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21398 = ~Gold Dragons Tooth~
@21399 = ~This is a large fang from the mouth of a chromatic gold dragon. The tooth is almost good enough to wield as a dagger and certainly as well tipped. The tooth is most treasured as the material is resistant to many thing such as heat and all corrosive materials.~
@21400 = ~Bronze Dragons Tooth~
@21401 = ~This is a large fang from the mouth of a chromatic bronze dragon. The tooth is almost good enough to wield as a dagger and certainly as well tipped. The tooth is most treasured as the material is resistant to many thing such as electricity and all deadly gasses materials.~
@21402 = ~Dracolich Tooth~
@21403 = ~This is the far from perfect tooth of an ancient dracolich. If the tooth was taken from the beasts slain body then his slayers have achieved a feat that very few have and even fewer ever will.~
@21404 = ~Dragon Eyeball~
@21405 = ~Troll Flesh~
@21406 = ~This armor was made from an expert armourer and is sewn from a very rare mixture of troll skins. It's primarily greater troll flesh but also has parts from the ice troll. The armor actually grants the wearer the bonuses and minuses from the troll, in all a very good armor for the Trollslayer to possess.

STATISTICS:

Armor Class: -2
Weight: 45
Requires: 9 Strength

Special:
  Grants 70% resistance to the cold
  Puts a penalty of -15% resistance to fire and acid
  -2 charisma

Usable by:
  Chaotic
   Fighters
   Clerics
   Rangers
   Paladins~
@21407 = ~Troll Cinder~
@21408 = ~This axe was created for the use of passing through the deadly Evermoor Woods of the north. The blade was granted the properties of fire as soon as the great weakness of the troll was discovered. The axe connects with a biting cut and a burning scorch that clings to the troll's flesh like bugs to a corpse and ignites the troll.

STATISTICS:

Damage:  1D8 + 2, +5 vs. trolls
THAC0: +2, +5 vs. trolls
Special: 
  1D4 fire damage per hit
Damage Type:  slashing
Weight: 17
Speed Factor: 6
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage 
 Thief
 Monk
 Beast Master~
@21409 = ~Rapier of Bliss~
@21410 = ~This light weight elegant weapon is perfectly suited to the skills of the troubadour. The blade is easily concealed and when drawn for action it is more than capable of helping the troubadour to victories against the greatest of foe. The blade is made for quickness and accuracy and it does just that, all in all it is the ideal weapon for such a class as the troubadour.

STATISTICS:

Damage: 1D6 + 2
THAC0 Bonus: +4
Special:
  The wielder gains a +2 THAC0 bonus
Damage Type:  piercing
Weight: 3
Speed Factor: 1
Proficiency Type: Short Sword
Type:  1-handed
Requires: 5 Strength

Usable by:
  Troubadours~
@21411 = ~Diseased Reckoning~
@21412 = ~This evil weapon, by design, is made of an ancient material similar to green oak. The true nastiness is that inside of the oak, lives a red mass of flesh that reeks with diseases. Upon contact with flesh, the disease can rapidly pass to the target eating them from inside out. Priests of evil deities can wield the weapon with no fear as he has enough immunities to diseases, but all others are at great risk when the weapon is targeted at them.

STATISTICS:

Damage: 1D6 + 3
THAC0: +3 bonus
Special:
  10% chance of dealing out rapid disease for a mix of either 2-3-4 rounds no save
Damage Type:  crushing
Weight: 4
Speed Factor: 7
Proficiency Type: Mace
Type:  1-handed
Requires: 9 Wisdom

Usable By:
  Evil Clerics~
@21413 = ~This immense blade is usable only by the evil alignments of Faerun. It has the ability to disintegrate an opponent. The blade itself glows despite being a deep black color, and peasants spread rumors that the sword actually radiates pure evil. The sword was discovered in a place of great evil, and is said to have been the property of the demon prince, Graz'zt. As the demon was vanquished and sent back to his plane, his sword, the Blade of the Tyrant, remained.

STATISTICS:

Damage:  1D12 + 4
THAC0: +4 bonus
Damage Type:  slashing
Special: 
  Casts Disintegrate twice per day
  Casts Blindness 3 times per day
Weight:  11
Speed Factor: 6
Proficiency Type: Two-handed sword 
Type:  2-handed
Requires: 14 Strength

Not Usable By:
 Non Evil characters
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21414 = ~Poisonous Battle Axe +2~
@21415 = ~Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

STATISTICS:

Damage: 1D8 + 2
THAC0: +2
Special:
  25% chance target is Poisoned
Damage Type:  Slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Good Alignment
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21416 = ~Two Handed Axe~
@21417 = ~Two Handed Axe of Resistance +3~
@21418 = ~This mighty weapon consists of a haft several feet long, topped with a heavy blade.  The axe may be double-headed, with blades on both sides of the haft, or it may only have a single blade.  It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it.

STATISTICS:

Damage:  1D10
Damage Type:  Slashing
Weight:  10
Speed Factor:  9
Proficiency Type:  Axe
Type:  2-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21419 = ~This mighty weapon consists of a four- to five-feet haft with a very heavy blade.  The axe may be double-headed, with blades on both sides of the haft, or it may only have a single blade.  It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe.

STATISTICS:

Damage:  1D10 + 3
THAC0: +3 bonus
Resistance Bonuses:
  +10% Magic Resistance
  +10% Slashing Resistance
  +10% Piercing Resistance
  +10% Crushing Resistance
  +10% Missile Resistance
  +2 to all saving throws
Damage Type:  Slashing
Weight:  10
Speed Factor:  9
Proficiency Type:  Axe
Type:  2-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21420 = ~Mage Dagger +4~
@21421 = ~Like most typical daggers, this dagger has a pointed, double-edged blade.  It has also been imbued with magical abilities which have increased its usefulness.

STATISTICS:

Damage:  1D4 + 4
THAC0: +4
Memorization Bonuses:
   +1 1st Level Mage Spell
   +1 2nd Level Mage Spell
   +1 3rd Level Mage Spell
Armor Class Bonus: 2
Resistance Bonuses:
   +3 Save vs. Spells
   +15% Magical Resistance
Damage Type:  Piercing
Weight: 1
Speed Factor: 2
Proficiency Type: Dagger
Type:  1-handed
Requires: 3 Strength

Only usable by:
   Mage (single, dual, & multi-class)~
@21422 = ~Tundra Halberd +4~
@21423 = ~Like others of its type, this halberd consists of a cleaver-like blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor.

STATISTICS:

Damage: 1D10 + 4
THAC0: +4
Special:
  50% chance +2D3 acid damage
Resistance Bonus: 
  +10% Magic Resistance
Damage type: Piercing
Weight: 14
Speed Factor: 8
Proficiency Type: Halberds
Type:  2-handed
Requires: 13 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21424 = ~Static Star +3~
@21425 = ~The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath.  Morning stars have an overall length of about four feet.  This particular one is mounted with a golden head that has been magically enhanced, thus hardening the gold to the strength of iron.

STATISTICS:

Damage:  2D4 + 3
THAC0:  +3
Special:
  15% chance target is Slowed
  25% chance +2d3 electrical damage
Damage type:  Crushing
Weight: 10
Speed Factor: 6
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 11 Strength

Not Usable By:
 Druid
 Mage 
 Thief
 Monk
 Beast Master~
@21426 = ~Morning Star of Action +4~
@21427 = ~The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath.  Morning stars have an overall length of about four feet.  This particular one is mounted with a golden head that has been magically enhanced thus hardening the gold to the strength of iron.

STATISTICS:

Damage:  2D4 + 4
THAC0:  +4
Special:
  5% chance target is Stunned
  1 additional attack per round
Damage Type:  Crushing
Weight: 10
Speed Factor: 6
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 11 Strength

Not Usable By:
 Druid
 Mage 
 Thief
 Monk
 Beast Master~
@21428 = ~Storming Shield +3~
@21429 = ~The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user.  It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times.  Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Armor Class Bonus: 4
THAC0: -2 penalty
Special: 
  +1 AC vs. Missile Weapons
Resistance Bonuses:
  +15% Slashing Resistance
  +15% Crushing Resistance
  +15% Piercing Resistance
Weight: 18
Minimum Strength of 18 required

Not Usable By:
 Bard
 Druid
 Mage
 Thief
 Monk
 Kensai~
@21430 = ~Valiant~
@21431 = ~This legendary blade was wielded for a short time by the warrior Ilban of Elturel.  It is from his exploits in Calimshan that the weapon gained its name.  Before Ilban, however, Valiant was in the possession of a holy slayer from distant Zakhara.  According to sages, the light sword was crafted to serve an order of assassins.  Valiant's owners survived through many incredible ordeals, mostly because of the magic of the weapon.  The weapon was lost in Calimshan when a holy slayer pursued a pasha's blasphemous agents to Calimport.  The scimitar remained in the hands of Baris Cabal for about a dozen years before the band was broken up by Ilban and his companions.  Ilban's exploits took Valiant into battle against sandmen, giant scorpions, desert raiders, evil sorcerers and the demonic servants of Celan Harad.

STATISTICS:

Damage:  1D8 + 2
THAC0:  +3
Special:  
  Extra Attack Per Round
Damage Type:  Slashing
Weight:  4
Proficiency type:  Scimitar
Speed Factor:  0
Type:  1-handed
Requires: 8 Strength

Not Usable By:
  Mage
  Cleric
  Beast Master~
@21432 = ~Viola of Tranquility~
@21433 = ~This most delicate of instruments is made of the finest of woods with the finest of nymph hairs that form the strings. When played, even in short duration, the viola can place all creatures in the area into a deep thrall as they listen to the enchanting music.

STATISTICS:

Special Abilities: 
  Twice per  day the viola can be played with an enchanting tone that will stun all creatures in the area for 24 seconds except for the party if they fail save vs. breath weapons

Usable By:
  Bards~
@21434 = ~Vitality Drain~
@21435 = ~Blood of a Wererat~
@21436 = ~This is the blood of an extremely lethal wererat. They are most common in the busy streets of Calimport.~
@21437 = ~Waukeen's Defender~
@21438 = ~A number of these shields can be found in Waukeenar temples throughout Faerun.  The church crafts these shields to sell to enterprising adventurers.  In exchange for the powers of the device, the bearer is required to keep the front of the shield uncovered and in its original state.  If the owner does not comply, the shield's powers fail.  In this way, dozens of adventurers walk the realms bearing the golden face of Waukeen on their arm.

STATISTICS:

Armor Class Bonus: 3
Special:
  No Missile Weapon Protection
  +2 Saving Throw Bonus
Magic Resistance: 10%
Weight: 4

Not Usable By:
 Druid
 Thief
 Mage
 Bard
 Monk
 Kensai~
@21439 = ~Dream Weaver~
@21440 = ~This sword is of the same mystical origin as the elven moonblade. It was created by and especially for elves to wield in combat as it possesses fierce mind-controlling abilities. The blade is made of an unknown material, as is the hilt. The hilt conceals the runes that grant the mind protecting effects and an array of offense-minded attacks.

STATISTICS:

Damage:  1D8 + 3
THAC0:  +4 bonus
Special:
  Protects the user from most harmful mental states
Damage Type:  slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long Sword
Type:  1-handed
Requires: 5 Strength

Not Usable By:
 All mages, paladins, clerics, and druids of a non-elven race~
@21441 = ~Wyvern Crown of Cormyr~
@21442 = ~This crown was created for the royal family of Cormyr and specifically for the warrior queen Enchara. The crown was created with six ioun stones crafted in to its rim which grant huge bonuses to the wearer. Each stone grants a bonus to every ability score. The pale blue rhomboid grants +1 strength, the scarlet and blue sphere grants +1 intelligence, the deep red grants +1 Dexterity, the pink rhomboid gives +1 constitution, the incandescent blue gives +1 wisdom and the green gives +1 charisma.

STATISTICS:

Armor Class Bonus:  +1
Special: 
  +1 to Strength, Dexterity, Constitution, Wisdom, Intelligence and Charisma
Weight:  2

Not Usable By:
  Wizard Slayer~
@21443 = ~Young Rage~
@21444 = ~This axe was crafted for a powerful young barbarian warrior named Hegelfden.  He was born into the Tribe of the Elk and the shamans prophesied that he would be a powerful warrior.  Hegelfden grew up believing that he was special, important, and somehow better than those around him.  By the age of seventeen, Hegelfden was an accomplished warrior.  Huge, fast, and cunning, he was more than a match for his kinsmen.  On a journey into the Spine of the World, Hegelfden captured two dwarves that he came across in a cave.  He refused to let the two workers go until they created a magnificent axe for him.  The two dwarves reluctantly agreed, creating a stout battle axe with a keen blade and a thick handle.  When the dwarves asked to be released, Hegelfden denied their request.  He wanted to keep them as servants.  The dwarves then laid a curse upon Hegelfden.  They told him that the fruit of his abuse would be the end of him.  Hegelfden laughed at the dwarves' claim and continued on with his life.  The next day, in a battle with a rival tribe, Hegelfden went berserk with blood lust, slaying every creature he came across.  His kin, convinced that he had gone mad, cut him down where he stood.  The axe was left on the field when the warriors brought Hegelfden's body back to the camp.  When they arrived, the dwarves were nowhere to be found.

STATISTICS:

Damage:  1D8 + 5
THAC0:  +5
Special:
  5% chance per hit that the wielder goes berserk for 10 rounds
Damage Type: Slashing
Weight: 6
Speed Factor: 3
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage 
 Thief
 Monk
 Beast Master~
@21445 = ~Zhentarim Battle Gorget~
@21446 = ~One item that Manshoon of the Zhentarim always wears is a battle gorget. The bracer fits around the neck as a collar of overlapping plates that protect the throat. It was made to stop throat attacks and quick kill assassinations and was most valuable as this occurred often. The collar also protects the wearer from general attacks via piercing weapons.

STATISTICS:

AC Bonus: +1
Special:
  Once per day for 4 rounds the wearer can become almost immune to stabbing attacks as 95% of them pass through the wearer via a magical enchantment placed on the item
  Once per day the wearer can cause 600 pounds or more pressure to come down onto a target. They must save vs. spells or they will be slowed for 5 rounds and open to the wearer's will
  The wearer once per day can also cause a repulsive wave over an area. Those that fail save will become repulsed by the wearer and will flee for 6 rounds
  Protection from Instant Death
Weight: 1

Usable By:
  Mages~
@21447 = ~Inconsequence~
@21448 = ~This hammer was made by a self-styled prophet of providential rejection.  His name was Phellep, and he believed that the actions of the individual were of no consequence to the fate of humanity as a whole.  As a result, he rejected concepts of good and evil, instead adopting an attitude of enforced indifference and abstention from social, moral, and political activity.  The hammer he carried with him was used to pound on the doors of churches, which he called, "the dens of fools and home of mindless men."

STATISTICS:

Damage:  1D4 + 4, +5 vs. Good and Evil creatures
THAC0:  +3, +4 vs. Good and Evil creatures
Damage Type:  Crushing
Weight:  4
Speed Factor:  1
Proficiency Type:  Hammers
Type:  1-handed
Requires: 9 Strength

Not Usable By:
 Druid
 Mage
 Thief
 Monk
 Beast Master~
@21449 = ~Trollslayer~
@21450 = ~The wizard "Epp the Foolhardy" crafted this blade for his trusted companion, Farl Greenbog.  Farl was a brilliant ranger who had dedicated his life to eradicating trolls from the northern reaches of Faerun.  With Epp to help him, Farl was very successful at driving the beasts south.  Farl was killed when a group of troll shamans caught him by surprise.  Epp responded to Farl's cries for help only moments too late.  The wizard avenged his friend's death but only reclaimed this sword from the deep pits of the marsh.

STATISTICS:

Damage:  2D4 + 1, +5 vs. Trolls
THAC0: +1, +5 vs. Trolls
Special:
  Additional 1D4 fire damage
Damage Type:  Slashing
Weight:  8
Speed Factor:  6
Proficiency Type:  Bastard Sword
Type:  1-handed
Requires: 11 Strength

Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Beast Master~
@21451 = ~Guktok's Chopper~
@21452 = ~This huge axe belonged to Guktok, an orc chieftain.  Guktok was infamous among his kind for his victories against several dwarven outposts in the north.  He was also known for his extreme cruelty that he expressed if any dwarf was unlucky enough to be his captive.  He met a horrible end when the dwarves of Dorn's Deep ambushed and annihilated his clan.  They captured Guktok, beheaded him, and placed his head on a pike as a warning to any orcs entering the region.

STATISTICS:

Damage: 1D8 +2, +4 vs. Dwarves
THAC0: +2, +4 vs. Dwarves
Damage Type:  Slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Axe
Type: Battle Axe
Requires: 10 Strength

Not Usable By:
 Good Characters
 Cleric
 Thief
 Mage
 Druid
 Monk
 Beast Master~
@21453 = ~Bigby's Crushing Hand (Evocation) 
Level: 9
Range: Visual range of caster
Duration: 3 Rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2D10 damage. The victim can save at -4 vs. paralyzation to avoid being pinned. If they fail, the hand does 3D10 damage the next round. The victim can again save vs. paralyzation at -2. If they fail to save, the hand does a final 4D10 damage and disappears.~
@21454 = ~Axe of Caged Souls~
@21455 = ~Like many prominent dwarven weapons, this axe was enchanted by the prayers and devotion of dwarven priests.  The Axe of Caged Souls was created as a defense against the resuscitated corpses of  dark elven foes.  It was used in combat by Jamoth Stonetree at the Battle of the Dead, where a group of twenty veteran dwarven warriors held off ten Drow Mages and their army of zombies, ghouls, and wights.

An inscription along the eternally sharp blade reads, "With each stroke, liberation."

STATISTICS:

Damage:  1D8 +3, +5 vs. Cadaverous Undead (zombies, ghouls, mummies etc)
THAC0:  +3, +5 vs. Cadaverous Undead
Damage Type: Slashing
Weight: 5
Speed Factor: 4
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength

Not Usable By:
 Druid
 Cleric
 Mage 
 Thief
 Monk
 Beast Master~
@21456 = ~Patching BG2 stores...~
@21457 = ~Installing new stores...~
@21458 = ~Magic Shop~
@21459 = ~Copper Coronet Extras~
@21460 = ~Potencius Inn~
@21461 = ~Temple Store~
@21462 = ~Madeel's Store~
@21463 = ~Shrine of Waukeen~
@21464 = ~Cures~
@21465 = ~Store~
@21466 = ~Sandrain~

//******************************************************************************************
//******************************************************************************************
//******************************************************************************************
//******************************************************************************************
@21467 = ~TDD Character Kits~
@21468 = ~You have to have TDD Main Package installed~
@214680 = ~You must not have "RoT Kit Pack" installed to activate TDD kits successfully~

@21469 = ~mage hunter~
@214690 = ~Mage Hunter~
@21470 = ~MAGE HUNTER:
  The Mage Hunter is a fighter similar to a Wizard Slayer. He is immune to death magic and disintegration. He saves vs. magic at +1, and acquires magic resistance. He can kick a wizard Slayer's butt, try him and see...

ADVANTAGES: Lots of pluses against mages and their magicks.

DISADVANTAGES: None that can be seen at first glance.~
@21471 = ~Spell Turning~
@21472 = ~Protected by Spell Turning~
@21473 = ~This blade is gained to the Mage Hunter when he achieves 21st level of experience.

STATISTICS:

DAMAGE: 1d8 + 5
THAC0: + 5
Special:
  can cast Spellstrike
Damage Type:  Slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength

Usable By:
 Mage Hunter~
@21474 = ~bladesinger~
@214740 = ~Bladesinger~
@21475 = ~BLADESINGER:
  The Bladesinger is a highly admired elven warrior who, from youth, chooses a particular type of bladed, one-handed weapon, and concentrates all his effort upon learning and mastering it. This, however, detracts from other traditional warrior skills. This unique focus on a single weapon allows the bladesinger to parry attacks, and this, combined with his famous ability to cast several low level mage spells and his increased reaction rate, makes the Bladesinger a foe to be reckoned with in combat. Also, spell casting in melee combat can be achieved during a period of parrying. His spell casting is a huge advantage, but his casting time is slightly slower than that of a pure mage.

ADVANTAGES:
-  Can achieve Grand Mastery with any 1-handed blade-type weapon category
-  Gains Mage spells from level 8 and above
-  Gains +2 to AC at level 16
-  Gains +2 to THAC0 at level 16
-  Receives a permanent +1 damage modifier
-  Has the ability to Disarm four times per day (This allows to knock the target's weapon out of its hands if an attack at -5 is successful and if the target fails a save vs death at -5. Disarming can be attempted for 2 rounds per use of the ability.)
-  Gains a special Parrying move at levels 2, 7, 10 and 13

DISADVANTAGES:
-  Must be Elven
-  Wears no armour greater than Studded Leather or Elven Chain
-  Has fighting skills in 1-handed weapon style only, as is traditional of the Bladesinger
-  Receives a penalty to spellcasting time~
@21476 = ~Parry~
@21477 = ~Disarm~
@21478 = ~Disarming Strike~
@21479 = ~frost dweller~
@214790 = ~Frost Dweller~
@21480 = ~FROST DWELLER:
  The Frost Dwellers are members of a barbaric tribe that live in the icy peaks of the Ten Towns region. Being raised in such hostile conditions has given them the ability to resist sub-zero temperatures, as well as increasing their lung capacity. However, they are anti-social, and not greatly intelligent. They are also less apt at learning new skills - while they are proficient with some weapons, they will be clumsy when wielding any that were not available to them during their upbringing.

ADVANTAGES:
-  Has 25% resistance to cold, which increases to 50% at level 14, 75% at 18, and 100% at level 22
-  Receives +1 to maximum Constitution
-  Gains innate ability to cast Freezing Sphere at lvl 12, 15, and 18
-  Gains innate ability to cast Frost Bite at lvl 16 and 22
-  Has a natural movement-speed bonus
-  Is immune to diseases

DISADVANTAGES:
-  Has -20% to fire resistance
-  Must be of a Chaotic alignment
-  Receives -1 to maximum Intelligence
-  Has a maximum Charisma of 5
-  Has no skill with ranged weapons
-  Has no skill with swords, halberds, katanas, and scimitars
-  Must be Human, Dwarf, or Half-Orc~
@21481 = ~vampire hunter~
@214810 = ~Vampire Hunter~
@21482 = ~VAMPIRE HUNTER:
  The Vampire Hunter has been raised from birth to hunt down and slay the demons of the night. He is driven by an insatiable hatred for the undead, and his loathing of this abomination of life gives him exceptional combat bonuses against vampires and their kin. His long exposure to vampires has made their life-draining attacks innocuous to him. The very nature of this profession demands extraordinary endurance; all vampire slayers gain a bonus to their constitution as a result of their outstanding stamina. 
  The long and arduous training with piercing weapons (which are the most effective against the undead) which they are forced to undergo leaves them with little time to hone their skills in other areas. As a result of this, the Vampire Hunter is only able to achieve Grand Mastery with weapons that deliver piercing damage. It is a prerequisite of vampire slaying that the candidate be of a good alignment.

ADVANTAGES:
-  Immune to Level-Draining attacks and effects
-  Receives +3 to THAC0 and +3 to damage against undead creatures
-  Gains innate ability to Create Shadows at levels 1, 10, 14, and 18 (This ability causes Vampire Hunter to blend into the surroundings and disappear, and is similar to the Improved Invisibility spell)
-  Receives +1 to maximum Constitution
-  Can create a stake weapon at levels 10, 12, 14 and 16 (This weapon lasts for 4 rounds and has a 25% chance of slaying a vampire on a successful hit. It deals out 1D10+2 damage)

DISADVANTAGES:
-  Can only achieve Grand Mastery with piercing weapons; all other weapon types are limited to 3 proficiency slots maximum
-  Requires 17 Strength and Constitution
-  Cannot Dual Class
-  Must be of Good alignment~
@21483 = ~Vampire Slayer~
@21484 = ~A stake created with all the skill and knowledge of the slayer. It has a 25% chance of slaying a vampire upon contact.

Damage: 1D10 + 2
Special: 
  25% chance of a vampire slaying
  
Usable By:
  Vampire Hunter~
@21485 = ~marksman~
@214850 = ~Marksman~
@21486 = ~MARKSMAN:
  The Marksman is a true master of the bow and the arrow because he has concentrated the vast majority of his efforts toward this since youth. He excels in creating his own special arrows which cause various different effects to the target, such as blinding, poisoning, stunning, or even slaying them instantly. Moreover, his already considerable skills increase dramatically with time, and at the zenith of his experience, he can weave fantastically powerful enchantments into an ordinary bow to devastating effect. One of the more famous of the Marksman's abilities is to shoot at a target with deadly force at almost point-blank range; rather than close enemies being a handicap to him, as with most ranged attackers, the Marksman revels in this, dealing significant damage to a close target. However, assuming the target is still alive after this deadly shot, the Marksman must change to melee weapons to finish his enemy off. The Marksman's lifestyle demands that he is strong of body and extremely agile. This, combined with his god-like skill with the bow, serves to make him an unstoppable force on the field of battle.
  However, his intense training has left the Marksman with little experience in melee weapons, and his style of attacking demands that he cannot be hindered by any armour. Also, only the most dedicated followers of the light amongst the Elven race may become a Marksman, for they would never use their skills against innocents, for evil, or for malicious ends.

ADVANTAGES:
-  Can create a Heart Shot arrow (target dies instantly if it fails a Save vs. Death) at levels 12 and 16
-  Can create a Venom Shot (target is inflicted with a fast-acting poison for 3 rounds if it fails a Save vs. Poison) at levels 1, 10 and 13
-  Can create a Mace Shot (target is blinded for 5 rounds and receives a -6 penalty to its THAC0, effects last for 3 rounds, no Saving Throw) at levels 1, 11 and 14
-  Receives a +1 bonus to THAC0 and damage when using ranged weapons several times as he gains experience
-  Receives +1 to maximum Dexterity

DISADVANTAGES:
-  Wears no armour
-  Requires 19 Dexterity and 15 Strength
-  Can devote only 2 slots to non-missile weapons
-  Can only gain slots in Single Weapon style
-  Must be an Elf~
@21487 = ~Heart Shot~
@21488 = ~Mace Shot~
@21489 = ~Arrows~
@21490 = ~This arrow will strike the heart of the target and, if a save vs death fails, will kill the target instantly.~
@21491 = ~This arrow will poison the target with a rapid venom for 3 rounds.~
@21492 = ~This shot hits a target and covers it with a mace substance that lowers target's THAC0 by 6 and blinds the target with no save.~
@21493 = ~sellsword~
@214930 = ~Sellsword~
@21494 = ~SELLSWORD:
  The Sellsword is a mercenary who hires out his services to the highest bidder. Inevitably, this sort of lifestyle involves a great deal of violence and physical exertion. Superhuman strength and stamina are vital characteristics for the Sellsword. As a result, his frame dwarfs that of the average human. His enormous strength is evocative of the might of the Cloud Giants, and allows him to perform extraordinary feats of valour in combat. Unfortunately, due to his enormous size, the Sellsword's manoeuvrability suffers, and his agility and dexterity are penalized. Due to his outstanding physical prowess, the Sellsword concentrates exclusively on the use of 2-handed weapons. His tremendous size grants the Sellsword a natural armour class bonus, which increases as he gains more experience. Furthermore, this allows him to withstand damage from crushing and slashing weapons to some degree. Only humans and half-orcs possess the necessary strength and constitution to become Sellswords.

ADVANTAGES:
-  Gains +1 to AC at levels 13 and 16
-  Gains +1 to THAC0 at levels 1, 13, and 16
-  Receives 25% resistance to Slashing and Crushing damage
-  Receives +1 to maximum Strength

DISADVANTAGES:
-  Can only gain proficiency slots in 2-Handed Weapon style
-  Receives -3 to maximum Dexterity
-  Must be a Human or Half-Orc~
@21495 = ~grunt~
@214950 = ~Grunt~
@21496 = ~GRUNT:
  Grunts are Half-Orcs with many more orc characteristics in them than most others that share their heritage. They are probably one of the least intelligent and repulsive humanoids one may meet, and are hardly to communicate in Common; if they do speak, it is usually emitted in the form of barely audible mumblings, more likely to frustrate a listener than to convey meaning. This leads to other humanoids dismissing them as the equivalent of semi-sentient animals, an assumption that some do not live to regret.
  What Grunts lack in social skills, they more than make up for in the heat of battle. They are often referred to as living siege engines, their abnormally thick skin and outstanding endurance allowing them to withstand the strongest of blows. Grunts are just as impressive on the offensive as on the defensive, as is realized amidst agony by those foolhardy enough to comment on their lack of intellect.

ADVANTAGES:
-  Gains 1 extra HP per level from levels 10 to 30
-  Receives +1 to maximum Strength
-  Receives +1 to maximum Constitution
-  Has 40% resistance to Crushing damage

DISADVANTAGES:
-  Wears no armour heavier than Splint Mail
-  Receives -1 to maximum Dexterity
-  Receives -10 to maximum Charisma
-  Must be of Chaotic alignment
-  Must be a Half-Orc
-  Can only have 2 slots in any weapon proficiency~
@21497 = ~pit fighter~
@214970 = ~Pit Fighter~
@21498 = ~PIT FIGHTER:
  These hardened gladiators have honed their combat skills and endurance in the vicious fighting pits found in the seedier parts of Faerun. Years of brutal fighting and rigorous training have improved their stamina, giving them a considerable boost to their constitution. Exposure to such constant violence has hardened the bodies of these embittered warriors to the point where they are able to recover from wounds at a rate far beyond that of a normal human being. The gladiatorial arenas have taught the Pit Fighters not only the need for strength and endurance, but also the importance of speed and agility. As a result, Pit Fighters can move and strike faster than an ordinary adventurer. Only the very best fighters survive past their first few brutal fights. These extraordinary men eventually gain the ability to Cause Serious Wounds on their opponents through sheer force of will.
  However, only humans, dwarves and half-orcs have the physical potential to become Pit Fighters, who are chosen among those with outstanding strength, stamina and agility. Whilst Pit Fighters are brutal warriors, they are rarely given the opportunity to hone their skill with any one weapon, being forced to train and fight with whatever instrument is nearby. As a result, Pit Fighters may only become proficient in Two Weapon Style and Sword and Shield Style. Similarly, due to their lack of familiarity with ranged weapons in the arena, Pit Fighters are unable to use them in combat. Because agility is a fundamental attribute of Pit Fighters, they are unable to wear full plate armour which is far too restrictive to their fighting style.

ADVANTAGES:
-  Regenerates slowly
-  Has a naturally high movement rate
-  Gains Cure Serious Wounds at levels 1 and 12

DISADVANTAGES:
-  Requires 16 Strength, Dexterity, and Constitution
-  Must be a Human, Half-Orc, or Dwarf
-  Can only be proficient with Sword and Shield Style or Two Weapon Style
-  Wears no armour heavier than Splint Mail
-  Does not use ranged weapons with any skill
-  Can only place up to 3 proficiency points in a single weapon proficiency
-  Cannot be of Lawful Good alignment~
@21499 = ~duergar warrior~
@214990 = ~Duergar Warrior~
@21500 = ~DUERGAR WARRIOR:
  The Duergar are a race of evil dwarves who have chaos and violence infused into their very being. This, combined with a far greater penalty to Charisma than dwarves normally have, make duergar unsurprisingly poor conversationalists ("Kill them all!" are the only words they are normally able to muster). And, as a result, the majority of races hate Duergar. The odd Duergar is spotted on the surface, but as with Drow, they are usually killed quickly or driven back to their Underdark fortresses, where they constantly war with other dwarves, Drow, and other foul denizens of the Underdark.
  Nevertheless, Duergar are undeniably warriors of the first order, having high constitution as well as excellent training in the Sword and Shield fighting style, though they are poor with the use of ranged weapons. However, most dreaded of all is their ability to dramatically increase their fighting skills for a short while, making their attacks almost impossible to repel.

ADVANTAGES:
-  Receives +1 to maximum Constitution
-  Gains Offensive Rush at levels 1, 12, and 16 (a large increase in number of attacks per round for 3 rounds)

DISADVANTAGES:
-  Must be of Evil alignment
-  Must be a Dwarf
-  Uses only warhammers, axes and maces with any skill
-  Receives -6 to maximum Charisma
-  Can only devote 1 proficiency slot to ranged weapons~
@21501 = ~Offensive Rush~
@21502 = ~guardian~
@215020 = ~Guardian~
@21503 = ~GUARDIAN: 
  The Guardian is a warrior who is hired to protect artifacts and buildings, although an occasional rich noble will hire them as personal bodyguards, a task which they perform exceptionally well. Guardians are very well rounded fighters, though they cannot use two-handed weapons and can only use the crossbow as a ranged weapon. However, this is more than compensated for by their aptitude in the Sword and Shield technique, and they are very proficient in avoiding physical attacks, especially missile ones.
  The profession of Guardian does not require much in the way of brains, which is quite fortunate since they are not particularly well endowed in that department.

ADVANTAGES:
-  Gains +2 to AC bonus at level 12
-  Has +2 to AC bonus vs missiles

DISADVANTAGES
-  Is not proficient with 2-handed weapons
-  Cannot gain skill in ranged weapons other than crossbows
-  Receives -2 to maximum Intelligence
-  Cannot be of a Chaotic alignment
-  Must be a Human or Dwarf~
@21504 = ~ravager~
@215040 = ~Ravager~
@21505 = ~RAVAGER:
  The aptly named Ravagers are the hunters and defenders of Gnomish villages. These unusually (for Gnomes, at least) vicious fighters are raised from birth to defend the homes and lives of their fellow Gnomes. The constant training and difficult conditions bestow upon them extraordinary endurance alien to the gnomish race. Many an unwary traveller has been surprised by a band of roving gnomish Ravagers who display fighting skills far beyond those of the average Gnome. The most proficient ravagers gain an innate berserk ability which allows them to withstand great hardships and inflict tremendous amounts of damage on those who are foolish enough to stand in their way.
  The Ravagers, however, incur a penalty to their Intelligence as a result of forgoing their studies in favour of physical training. They invariably prefer to use blunt weapons, gaining high levels of specialization with the flail, mace, and similar crushing implements. The training of ravagers concentrates exclusively on melee combat and prevents them from being able to use ranged weapons with any sort of success.

ADVANTAGES:
-  Receives +1 to maximum Constitution
-  Gains Barbarian Rage at levels 1, 12, and 15
-  Has a +1 damage and THAC0 bonus

DISADVANTAGES:
-  Must be a Gnome
-  Receives -1 to maximum Intelligence
-  Is only skilled with blunt weapons
-  Cannot use ranged weapons~
@215050 = ~drow warrior~
@215051 = ~Drow Warrior~
@21506 = ~DROW WARRIOR:
  The Drow Warriors are looked down upon by the elitist nobility of the dark elves. However, the other noble races tremble in fear of these dreaded fighters. Charging into battle clad in adamantite armour, the Drow warrior wields fearsome two-handed weapons that can easily cleave a grow man in two. Their vicious training allows them to far exceed the skill of the average warrior with these weapons. These terrifying warriors bear an innate resistance to magic which grows with their experience and skill. As a result of constant exposure to magical attacks in the vanguard of the Drow forces, they develop immunity to spells faster than their Drow brethren. Through the divine favour of Lolth, her foot soldiers gain the ability to call down unholy fire upon their foes and use the shadows to escape dangerous situations.
  However, the cumbersome armour and bulky weapons which these Drow bear prevent them from using any sort of ranged weapons. Unlike the other Drow, the warriors do not benefit from their inborn agility as it is hampered by the heavy equipment they are forced to bear.

ADVANTAGES:
-  Gains Burning Hands innate ability at levels 1 and 12
-  Gains Shadow Door innate ability at levels 1 and 12
-  Gains 5% magic resistance per level up to level 10, then they gain 5% every 2 levels up to level 18

DISADVANTAGES:
-  Not proficient with ranged weapons
-  Receives -10 to maximum Charisma
-  Must be of Evil alignment
-  Must be an Elf
-  Can devote only 4 slots, not 5, to all weapons
-  Requires 16 Strength and 10 Intelligence
-  Suffers a -2 THAC0 and AC penalty in the sunlight
-  As a Drow, is often subject to raids from racial enemies~
@21507 = ~drow battle monger~
@215070 = ~Drow Battle Monger~
@21508 = ~DROW BATTLE MONGER:
  These are the wild, fearless, warriors of the Drow ranks. They are barbaric in their fighting mentality and enter into battle with no fear. Even against hopeless odds, these awe-inspiring warriors have never been known to turn and run. They are killing machines pure and true, as well as being extremely fast. They rely on this speed during combat, so they will not wear any armour or aiding garments that can restrict their movement. Moreover, they despise heavy two-handed weapons, and their barbarism considerably limits the level of intellectual development they are able to attain.

ADVANTAGES:
-  Receives a +2 AC bonus
-  Has a mild speed boost
-  Attack speed increases with experience
-  Receives +1 to maximum Dexterity
-  Gains 5% magic resistance per level up to level 10, then 5% every 2 levels up to level 18

DISADVANTAGES:
-  Must be Chaotic Evil
-  Must be an Elf
-  Wears no armour or bracers
-  Cannot be proficient with 2-handed weapons
-  Receives -2 to maximum Intelligence
-  Receives -10 to maximum Charisma
-  Only proficient with the crossbow as a ranged weapon
-  Suffers a -2 THAC0 and AC penalty in the sunlight
-  As a Drow, is often subject to raids from racial enemies~
@21509 = ~troll slayer~
@215090 = ~Troll Slayer~
@21510 = ~TROLL SLAYER:
  The enmity between dwarves and trolls is famous, born of a racial hatred that stretches back to the dawn of time, when the races of Faerun were created. The Trollslayers are fearsome warriors driven by an insatiable hatred of all trolls, whom they see as a perversion of nature and an abomination of life. As a result, they are fully dedicated to the complete eradication of these fell creatures, and they have devoted countless hours of training to perfect their skills.
  One of the most powerful of the Trollslayers' abilities is the ability to craft a powerful weapon which will deal significant damage to all trolls, knocking them out with one blow. Moreover, their extensive studies of the ugly forms of trolls has gifted them with the ability to strike them more easily and with more damage than other creatures. They also excel in using the sword and shield fighting style, and are able to achieve high levels of skill with this.
  However, the amazing abilities that Trollslayers possess comes at a cost. They cannot use any ranged weapons at all, and have an impaired skill in all other melee weapons than the battle axe, which is their weapon of choice. Trollslayers are inherently Chaotic creatures, though they may be of a Good, Neutral, or Evil alignment. Often Trollslayers proudly tote 'aromatic' necklaces of troll ears as proof of their valor and skill, skill which is denied by none. Trollslayers are, without a doubt, the most ruthless and violent breed of dwarves that exist in the world.

Advantages:
-  Able to forge a weapon at level 10 that can slay or knock out a troll out on impact
-  Can have 5 proficiency slots devoted to the sword and shield style

Disadvantages:
-  Is not proficient with swords
-  Is not proficient with ranged weapons~
@21511 = ~This weapon is heavily enchanted but the effects are only effective against trolls.  Against any other foe the weapon is not effective at all but will slay a troll on impact or beat it badly

STATISTICS:

Damage:  1D4 (+7 vs trolls), 40% chance to slay Trolls
THACO: +7 vs trolls
Damage type:  crushing
Weight: 5
Speed Factor: 2
Proficiency Type: War Hammer
Type:  1-handed
Requires: 9 Strength

Usable By:
 Troll Slayer~
@21512 = ~forest gnome~
@215120 = ~Forest Gnome~
@21513 = ~FOREST GNOME:
  This forest fighter Gnome is not the most effective fighter, but does possess several tricks, which can make up for his fighting deficits, that he has learned from his time in the forests. The Forest Gnome has learned much from his time with nature, and has an affinity with the animals of the forest. He has the ability to use the shadows to hide or stalk his enemies, and is unusually resiliant to spells. He also uses his small frame to his advantage when fighting larger creatures; this increases his movement rate considerably, making him an extremely challenging opponent for larger, more cumbersome creatures.

ADVANTAGES:
-  Receives +1 to maximum Dexterity
-  Receives +1 to maximum Wisdom
-  Can use his Taunt tactic at levels 1, 12, and 16 (This causes him to speed up considerably for 5 rounds, granting him a substantial armour class bonus, which makes him almost unhittable by slower creatures)
-  Can Create Shadows 4 times per day
-  Can Charm Animal 2 times per day

DISADVANTAGES:
-  Receives -1 to maximum Strength
-  Receives -1 to maximum Intelligence
-  Can only devote 4 proficiency slots to any weapon
-  Must be a Gnome~
@21514 = ~Taunt~
@21515 = ~breach gnome~
@215150 = ~Breach Gnome~
@21516 = ~BREACH GNOME:
  The Breach Gnome battles at the front line of any gnomish force. Renowned for their furious fighting style, these vicious Gnomes are, without a doubt, the most feared of all gnomish ranks. Clad in extremely bulky armour to protect them from enemy onslaughts, the breach Gnome is able to stand extraordinary amounts of damage and punishment. Trained to fight with a sword and a shield, the breach Gnome excel in this style of combat. Despite the heavy encumbrance of their armour, they are never the superb at shattering all types of defences, magical as well as physical. Their uncanny abilities are supplemented with a select array of penetrating spells which strike fear into the hearts of even the most well-protected spellcasters. Able to crush even the most resilient defences, the power of the breach Gnome is legendary amongst their own folk.

ADVANTAGES:
-  Has a +2 THAC0 bonus
-  Gains Breach and Pierce Magic at levels 1 and 14
-  Gains Spellstrike at level 18

DISADVANTAGES:
-  Cannot be of Lawful Neutral, true neutal or Chaotic neutal alignment
-  Can only devote 3 proficiency slots to any weapon
-  Does not use ranged weapons with any skill
-  Does not use swords with any skill
-  Must be a Gnome~
@21517 = ~halfling archer~
@215170 = ~Halfling Archer~
@21518 = ~HALFLING ARCHER:
  The Halfling Archer is very much an all-around fighter, but has developed exceptional proficiency with all bows. His melee combat is as good as any, and despite his racial strength deficit, gains bonus dexterity on top of racial bonuses. With a ranged weapon they gain the ability to inflict more damage and with greater accuracy the more experienced they become. But, as good as they are, they are not nearly as specialized or devoted as a true archer ranger. Because of their need for agaility when using the bow, Halfling Archers never wear heavy armours, and their training with melee weapons has not been as extensive as that of other fighters.

ADVANTAGES:
-  Gain +1 THAC0 and damage with ranged weapons at levels 1, 12 and 16
-  Receives +1 to maximum Dexterity

DISADVANTAGES:
-  Wears no armour greater than splint mail
-  Can devote a maximum of 3 proficiency slots to melee weapons
-  Requires 14 Dexterity
-  Must be a Halfling~
@21519 = ~tactician~
@215190 = ~Tactician~
@21520 = ~TACTICIAN:
  The Tactician is a warrior that, due to his lack of physical attributes, uses the power of foresight and divination to aid him. They have learned to gain access to divination spells via memory, but such mental training prevents them from perfecting their skills with weapons. Tacticians are often employed by nobles and army leaders before battle to help them plan their strategies; as such, they are greatly respected throughout the Realms, particularly amongst military leaders, in spite of the fact that their combat skills are not as good as those of other fighters.

ADVANTAGES:
-  Has access to innate divination spells, gaining 1 per level from levels 8 to 13
-  Can Create Shadows at levels 10 and 14

DISADVANTAGES:
-  Wears no armour greater than splint mail
-  Can achieve only 3 proficiency slots in any weapon
-  Requires 12 Intelligence
-  Must be a Gnome of Halfling~
@21521 = ~blademaster~
@215210 = ~Blademaster~
@21522 = ~BLADEMASTER:
  While the Blademaster is of no higher status than a regular fighter, he has learned to specialize in a certain, specific group of weapons in his upbringing. He is an expert in dual-wielding and also has reactions of unmatched speed. He has learned to use this advantage to enter into a state of blind fighting, in which he uses his sense of hearing to attack his enemy, instead of sight. This makes him increasingly open to attacks, but also makes him a far more deadly opponent in melee. The Blademaster's specialisation limits the weapons he is able to use, and his requirement of speed dictates that he will never wear heavy armour.

ADVANTAGES:
-  Has a +1 bonus to hit
-  Has a +2 bonus to damage
-  Can enter a state of Blind Fighting at levels 10, 13 and 16 (This state will penalize his AC by 2, but will grant him 25 Dexterity and a +3 THAC0 bonus, for 5 rounds)
-  Receives +1 to maximum Dexterity

DISADVANTAGES:
-  Receives -1 to maximum Strength
-  Uses only the following weapons with any skill: Dagger, spear, quarterstaff, longbow, bastard sword, long sword, and 2-handed sword
-  Wears no armour greater than studded leather
-  Must be Human, Halfling or Half-Elf~
@21523 = ~rhythm warrior~
@215230 = ~Rhythm Warrior~
@21524 = ~RHYTHM WARRIOR:
  These are warriors of the pakari, well versed in armed and unarmed combat. They use jumps, feints, dodging and other dexterous manoeuvers to their maximum advantage. When in combat, to an outsider it almost seems that the are fighting to music as they move fluently and to an unheard rhythm. They are a true threat when they have mastered their trade at a high level. Because armour or heavy weapons would hinder the fluid movement of the Rhythm Warrior, they avoid their use; the physical prowess required by their movements is also unusually high.

ADVANTAGES:
-  Gains +1 to his AC every odd level, up to level 15
-  Gains an extra 1/2 attack every 4 levels, up to level 16
-  Gains increased damage at levels 6, 12 and 15
-  Can Create Shadows twice per day
-  Receives +1 to maximum Dexterity

DISADVANTAGES:
-  Wears no armour or bracers
-  Only uses the following weapons with any skill: dagger, dart, spear, quarterstaff, sling and short sword
-  Requires 10 Strength, 14 Dexterity, and 12 Constitution
-  Must be Lawful
-  Must be an Elf, Half-Elf or Halfling
-  Rolls 1d8 instead of 1d10 for for hit points~
@21525 = ~vindicator~
@215250 = ~Vindicator~
@21526 = ~VINDICATOR:
  The Vindicator has used his training time to discover and memorize the weaknesses of all undead creatures, to aid him in his unending quest to rid the land of such evil foe. Undead are abominations of nature, and as a result, the Vindicator will be hailed as a hero in almost any good community; their hatred for the undead is unmatched, as is their prowess in destroying them. A Vindicator is capable of creating a weapon, using his skill and knowledge, that is most effective against undead; this represents the pinnacle of the Vindicator's skill, and demonstrates his vast knowledge of the weak points of undead creatures.

ADVANTAGES:
-  Has a +1 to hit vs. undead creatures
-  At level 10 is immune to level drain
-  At level 10 is immune to energy drain
-  Can create the Death Reaper blade at level 14 (This is a long sword that causes 1D8 base damage; however, against all undead, it acts as a +12 weapon)

DISADVANTAGES:
-  Requires 13 Strength and Dexterity, and 14 Constitution and Wisdom
-  Wears no armour greater than splint mail
-  Must be of Good alignment
-  Must be a Gnome, Half-Elf or Halfling~
@21527 = ~The Death Reaper~
@21528 = ~This blade is the product off all the Vindicator's knowledge of the undead's weaknesses. As a regular weapon it is a 1D8 but against undead it is a 1D8+12 weapon, it also can slay the undead on strike.

STATISTICS:

Damage: 1D8 +3, +12 vs. undead
THAC0 Bonus: 4

Usable By:
  Vindicator~
@21529 = ~holy fighter~
@215290 = ~Holy Fighter~
@21530 = ~HOLY FIGHTER:
  The Holy Fighters are a branch of believers who are most dedicated to their god, but are destined to carry out the physical, rather than spiritual, tasks of their deities. They have little time to practice their magical abilities, but are familiar with minor aiding spells taught to them by the higher-ranking and more experienced priests of their deity. They are just as proficient with weaponry as a regular fighter, but choose to practice only with the weapons considered acceptable by their order of priesthood; these include all blunt weapons, but excludes bladed weapons. They are bound to a Lawful alignment; they can be devoted to any god but are always Lawful to that god.

ADVANTAGES:
-  Can advance to Grand Mastery, but only with weapons usable by clerics
-  Gains Prayer ability at levels 8 and 10
-  Gains Cure Serious Wounds at levels 10 and 14
-  At level 10, gains +2 damage with a weapon of his choice
-  Gains immunity to disease at level 5

DISADVANTAGES:
-  Requires 17 Strength, 14 Constitution, and 14 Wisdom
-  Must be of Lawful alignment
-  Wears no armour greater than splint mail
-  Must be a Half-Orc~
@21531 = ~Cure Serious Wounds~
@21532 = ~erinyes tiefling~
@215320 = ~Erinyes Tiefling~
@21533 = ~ERINYES TIEFLING:
  This race of Half-elven tieflings are the only type that are known for peaceful behavior, but there are still exceptions. They are well known for their godlike looks. They have pale white skin that glows very faintly and pointed ears. At first, these features grab the attention of onlookers, but they soon discard this feature and are overwhelmed with the Erinyes' beauty. As a small race of tiefling, they do not possess all of the powers that tieflings are known to have, but they are still immensely powerful for their small physical frame. They have a natural strength greater than most races that are socially acceptable in Faerun. Their means of residing in Faerun is unknown; they are part of an extra-planar race, but the fact they are offspring of a Half-elven race may suggest that a passing tiefling from the outer planes was responsible. Despite this race of tiefling being very strong, they have unbelievably soft and delicate skin that is easily bruised and damaged. Their natural constitution therefore suffers. As much as that is an annoyance, they do possess a very unusual skill: the ability to temporarily adapt and evolve a physical attribute to help them in certain situations. In doing this, though, they lose a random skill point from 2 other categories. The temporary sacrifice, however, usually pays off.

ADVANTAGES:
-  Maximum natural Strength of 20
-  Maximum natural Charisma of 20
-  Can release pheromones 3 times per day (Attracts people and gives 25 Charisma for 1 turn)
-  Has 25% resistance to magic
-  At levels 10, 12 and 15 they can adapt their Strength, Dexterity or Constitution for 2 turns (this increases the chosen ability by 2 while penalizing two others by 1)

DISADVANTAGES:
-  Receives -1 to maximum Wisdom
-  Receives -1 to maximum Intelligence
-  Receives -1 to maximum Constitution
-  Wears no armour greater than splint mail
-  Has -2 AC vs slashing weapons
-  Must be a Half-Elf~
@21534 = ~Release Pheromones~
@21535 = ~You have released natural Pheromones~
@21536 = ~Adapt Strength~
@21537 = ~You have adapted your Strength but lost 1 Constitution and Wisdom~
@21538 = ~You have adapted your Strength but lost 1 Dexterity and Intelligence~
@21539 = ~You have adapted your Strength but lost 1 Dexterity and Constitution~
@21540 = ~Adapt Constitution~
@21541 = ~You have adapted your Constitution but lost 1 Strength and Wisdom~
@21542 = ~You have adapted your Constitution but lost 1 Wisdom and Intelligence~
@21543 = ~You have adapted your Constitution but lost 1 Dexterity and Charisma~
@21544 = ~Adapt Dexterity~
@21545 = ~You have adapted your Dexterity but lost 1 Constitution and Charisma~
@21546 = ~You have adapted your Dexterity but lost 1 Wisdom and Intelligence~
@21547 = ~You have adapted your Dexterity but lost 1 Strength and Charisma~
@21548 = ~amazon~
@215480 = ~Amazon~
@21549 = ~AMAZON:
  Amazons are female warriors in a male-dominated world. Their civilization may have been created by a deity who likes women, they might have been women who rebelled against male domination and decided to rule themselves, or they might simply have been matriarchal societies from long before recorded history.
  Whatever their origin, they now live in civilizations or communities where women occupy the positions and roles traditionally held by men, especially the role of warriors and adventurers.
  An Amazon culture may be small (a single town or island) or large (an entire country or continent), very advanced or very primitive. Some Amazon cultures keep men as servants and slaves, a stern reversal of the former status; others have no men in their communities, and take long holidays in order to visit friendly neighbouring tribes of men; others perpetuate their kind by being very hospitable to adventurers passing through their territory.
  Amazons are generally respected as highly proficient warriors, their weapons of choice being spears and bows. They also have a knowledge of poisons, and a mild affinity with the natural world. Due to their female status, Amazons are often greatly underestimated, and they are quick to use this, along with any other, advantage in battle.

ADVANTAGES:
-  Can poison weapons such as spears at level 10
-  Can charm animals once every 4 levels
-  Can use their female status to an advantage by using First Strike at levels 1, 10 and 14 (This grants them +3 damage and a superb bonus to their THAC0 for the first or second hit)
-  Gain 1D10+1 hit points as opposed to 1D10

DISADVANTAGES:
-  Cannot be of Lawful alignment
-  Can only use spears, swords, axes, clubs and bows with any skill
-  Can obtain Grand Mastery only with spears and the longbow
-  Wears no armour greater than splint mail
-  Must be a Half-Elf~
@21550 = ~First Strike~
@21551 = ~chanter~
@215510 = ~Chanter~
@21552 = ~CHANTER:
  The Chanter is one of the most unusual of all the bard classes, drawn from one of the many barbarian tribes that inhabit the northern reaches of Faerun. The Chanter is a strange mixture of the Barbarian and the Bard, though he manages to combine the characteristics of both to become an awesome opponent on the field of battle. The Chanter possesses many invaluable skills, particularly the ability to enrage himself, though he can also move much quicker than other creatures and is a very effective fighter. However, the most formidable of all his skills is the ability to grant his party immunity to fear whilst playing his battle song. Moreover, since the Chanter has Barbarian blood coursing through his veins, he is much tougher and more resilient than other Bard classes.
  However, only Humans and Half-Elves possess the necessary attributes to become a Chanter, and because he was never trained as a true warrior with the rest of his tribe, he is unable to use any ranged weapons with any skill. Also, the Chanter must be strong of arm and body to survive, and his training in weapons and battle skills has left him with a lesser skill in Lore and Pickpocketing than other Bard classes.

ADVANTAGES:
-  Can be of any alignment
-  Has a natural movement speed bonus
-  Gains Barbarian Rage at levels 1, 13, and 18
-  Sings the Bard Song "Tales of Curran Strongheart", which grants immunity to fear, rigid thinking and feeblemindedness, and additional bonuses at higher experience levels

DISADVANTAGES:
-  Cannot use ranged weapons with any skill
-  Uses only certain weapons in which he was trained with any skill
-  Requires 15 Strength~
@21553 = ~chronicler~
@215530 = ~Chronicler~
@21554 = ~CHRONICLER:
  The Chronicler is a Bard with a taste for adventure and battle. He has the ability to aid his companions in battle with his famous war chant; it said that those under the influence of the Chronicler's chant are transformed into mighty fighting machines, gaining significant combat bonuses. The Chronicler is also a useful fighter himself, since the lifestyle he has chosen has led to a far greater proficiency in combat than other Bard classes. However, due to this combat-orientated lifestyle, the Chronicler is far less capable at picking pockets than a common Bard.

ADVANTAGES:
-  Receives a +1 bonus to THAC0 and +1 bonus to damage with all weapons
-  Sings the "War Chant of Syth" Bard Song (this song grants 10% resistance to Slashing, Crushing, Piercing and Missile damage as well as a +2 AC bonus. It also regenerates allies of 1 HP per round. These bonuses improve as the Chronicler achieves higher experience levels)
-  Can use True Seeing three times a day
-  Receives +1 to maximum Constitution
-  Can devote 2 proficiency slots to Swords and Axes

DISADVANTAGES:
-  Requires 15 Strength and Constitution
-  Receives only 1/4 of pickpocketing skill compared to a normal Bard
-  Receives -1 to maximum Dexterity
-  Cannot use ranged weapons with any skill
-  Must be of Chaotic alignment~
@21555 = ~minstrel~
@215550 = ~Minstrel~
@21556 = ~MINSTREL:
  Of all the many different Bard specialities, the Minstrel is surely the most respected. They are most commonly found in castles and the halls of great lords, entertaining the rich and powerful with their songs. As a result, the song of the Minstrel is often used to charm any drunken creatures who take an unhealthy interest in the Minstrel, though it does not have any of the specific combat abilities of the normal bard song. Minstrels rely on their wit and charisma to survive most situations, making them far more intelligent and even more charismatic than most, including fellow Bards.
  However, the characteristically florid red and purple outfit and silver tongue of the Minstrel should not disguise the fact that he is still a rogue, born and bred. In fact, the charming and colourful exterior conceals a highly devious and cunning mind which excels in using other peoples' high regard of them to his own advantage, although Minstrels are not inherently evil or greedy characters. As a result, the Minstrel is highly skilled in pickpocketing and his wide experience of the world has imbued him with a wide knowledge of magical items and lore.
  The Minstrel is no real fighter, relying on his charming nature and beguiling tongue to outwit or humiliate any would-be opponents. The Minstrel is weaker in strength than other bards, and cannot use any two-handed weapons, as this would adversely affect his appearance (something that is, of course, a source of great pride to the Minstrel). Moreover, he refuses as a matter of personal pride to wear any other clothes apart from red and purple, and although he is a rogue, he is essentially a benevolent one, and so must be of a Good alignment. The Minstrel must, of course, be highly charismatic as well as slim and agile. An overweight Minstrel would be mocked, and no doubt labeled a buffoon.

ADVANTAGES:
-  Receives +4 to maximum Charisma
-  Has +30% bonus to Pick Pocket skill
-  Can use an innate ability to charm people. If the target fails a Saving Throw vs Spells, it is charmed for 60 seconds.

DISADVANTAGES:
-  Does not use 2-handed weapons with any skill
-  Must be of Good alignment
-  Receives -1 to maximum Strength
-  Requires 16 Strength and 17 Charisma~
@21557 = ~Minstrel Charm~
@21558 = ~troubadour~
@215580 = ~Troubadour~
@21559 = ~TROUBADOUR:
  The Troubadour is a bard who has concentated his efforts on mastering a one-handed weapon of his choice, and as a result, is formidable when wielding this type of weapon. Moreover, not only is the Troubadour an expert in his one-handed weapon, but he is also an expert at dual-wielding. The Troubadour has also developed a special bard song which increases his allies' aggressiveness and raises their number of attacks per round. However, the Troubadour has several key drawbacks, the main one being the fact that concentrating on weaponskill has kept his pickpocket skill from being fully developed, and as such, is severely restricted. Another drawback of this is that although the Troubadour can use other weapons, he has absolutely no training at all with ranged weapons, and thus cannot use them with any skill.

ADVANTAGES:
-  Can gain 3 proficiency slots with any one-handed weapon
-  Can have 2 proficiency slots in Two Weapon Style
-  Has a bard song called "Scarlet Rush" (This song causes a slight blood rush in allies and cause them to gain 1 extra attack per round; the effectiveness of the song increases at higher levels)

DISADVANTAGES:
-  Has no skill with ranged weapons
-  Has only 1/4 Pick Pocket skill
-  Cannot be of Lawful or Evil alignment~
@21560 = ~buccaneer~
@215600 = ~Buccaneer~
@21561 = ~BUCCANEER:
  Throughout the realms, Buccaneers are also known as 'battle bards'. Exceeding all their roguish brethren in sword skills and combat techniques, the prowess of a buccaneer in battle is unrivalled among bards. Their easy-going nature and charismatic attitude naturally predisposes them to a Good alignment. Similarly they are much loved by the general public and their ready storehouse of bawdy tales and humorous anecdotes makes them a welcome addition to any party. However, this superficial appearence should not lead to underestimation of the Buccaneer; they are still deadly warriors. Skilled with ranged weapons, especially the short bow, buccaneers are also able to inflict injuries upon their foes from afar.
  However, due to the heavy weapons training required to become a true Buccaneer, they lack a specialized bard song. Likewise, their thieving skills suffer through lack of practice and preparation. Nevertheless, the Buccaneer's skill in battle and his ready wit render him a valuable member to any group of hearty adventurers.

ADVANTAGES:
-  Can have 2 proficiency slots devoted to a short bow
-  Can have 3 proficiency slots devoted to long or short sword
-  Gains +1 AC at levels 1 and 4

DISADVANTAGES:
-  Must be of Good alignment
-  Has no speciality bard song
-  Does not use 2-handed or blunt weapons with any skill
-  Has only 1/4 of normal pickpocketing skills~
@21562 = ~musician~
@215620 = ~Musician~
@21563 = ~MUSICIAN:
  The Musician's skill with musical instruments is absolutely unrivalled by any within the Realms. His ability to manipulate others with his exceptional skills is nothing short of magical. He is able to use the power of his voice and his harp to channel the subtle emotional currents that underlie the behaviour of all living things. As he becomes more proficient, he gains phenomenal abilities which allow him not only to aid his party, but also to inflict grievous harm upon his foes. The countless hours of practice which are needed to maintain his musical skills inevitably force him to neglect his weapons training. As a result, whilst he is competent enough with a sword, he much rather prefers to use his music to affect the outcome of a battle. The musician never uses any sort of bows for fear that these crude weapons will damage his delicate playing hands.

ADVANTAGES:
-  Can be of any alignment
-  Has the bard song of "Rholanda's Blessing" (This grants +2 to all saving throws and +1 luck while the song is played, improving at higher levels)
-  Can hit Deaf Tone at levels 1, 12 and 16 (All enemies in a 30 ft radius must save vs breath at -1 or be deafened for 8 rounds)
-  Can hit Disruption Tone at level 12 (All enemies in a 30 ft radius must save vs breath at -1 or become feeble, 30 ft radius)
-  Can hit Charm Tone at levels 1, 12 and 16 (All enemies in a 30 ft radius must save vs breath at -1 or be charmed for 8 rounds, 30 ft radius)

DISADVANTAGES:
-  Has only 1/2 pick pocket skills
-  Has only 1/2 of normal bard lore
-  Is only effective with the sling as a ranged weapon~
@21564 = ~Deaf Tone~
@21565 = ~Disruption Tone~
@21566 = ~Charm Tone~
@21567 = ~shaman~
@215670 = ~Shaman~
@21568 = ~SHAMAN:
  The Shaman is a druid who, through many years of patient study and exploration, has established a mystical connection with the land and the spiritual power of the worlds beyond. He is able to call upon the spirits of the land and the powers of ghosts to aid him in combat. The shaman's spiritual connection with nature and its elements allows him to conjure elementals in times of need. The most experienced shamans are able to call upon the ghosts of former druids (which have been reincarnated as shadows) to defend the natural balance of the universe. However, despite his innate abilities, the shaman is not inherently a magic user. His strength has been sapped by years of spiritual meditation and rigorous initiation rituals. The shaman does not wear any armour as it disturbs the natural rhythm of the intricate dances which are involved in the summoning rituals.

ADVANTAGES:
-  Gains the ability to conjure Fire and Air Elementals at levels 12 and 16
-  Gains the innate ability Cure Light Wounds at levels 1, 5, and 10
-  Has permanent 25% magic and fire resistance, which increase to 50% at level 17
-  Gains the ability to Create Shadows twice per day at level 21

DISADVANTAGES:
-  Wears no armour
-  Does not use ranged weapons with any skill
-  Receives -5 to maximum Strength
-  Requires 17 Wisdom and 16 Charisma~
@21569 = ~Conjure Air Elemental~
@21570 = ~shadow master~
@215700 = ~Shadow Master~
@21571 = ~SHADOW MASTER:
  Weaving an intricate dance of light and shadow, the Shadow Master is the most mysterious and reclusive of druids. Serving the needs of nature and neutrality within the shadows of the woods, the Shadow Master gains fearsome and enigmatic abilities as he becomes more experienced. He possesses innate abilities which allow him to manipulate and conjure shadows to defend himself or protect the natural balance. The Shadow Master is able to call upon the shadows of the wood to aid him in combat, and, upon reaching the rank of High Druid, can conjure the formidable Greater Shadow. Similarly, the Shadow Master is able to envelop himself in a cloak of darkness which acts effectively as a suit of armour, deflecting and absorbing blows from even the most daunting enemies. The Shadow Master's mysterious powers also enable him to escape from dangerous situations by conjuring a shadow portal.
  However, the Shadow Master's unique skills come at a cost. Unlike most Druids, he is unable to shapeshift, and only the most hardy and agile of humans and half-elves may aspire to this most secretive, enigmatic class.

ADVANTAGES:
-  Can be of any Neutral alignment
-  Can Summon a Greater Shadow at levels 12, 15, and 19
-  Can Create Shadows 5 times a day
-  Can cast Shadow Door at levels 1, 10, 14, and 18
-  Can cast Shadow Armour once per day

DISADVANTAGES:
-  Does not shapeshift
-  Requires 17 Dexterity and Constitution~
@21572 = ~Summon Shadow~
@21573 = ~Shadow Armor~
@21574 = ~Armor~
@21575 = ~aerial druid~
@215750 = ~Aerial Druid~
@21576 = ~AERIAL DRUID:
  Aerial Druids were, in the past, capable of flight. Such a gift gave them abilities to see places and tread ground that very few races will ever be able to. Traveling in such hosile places and at heights where the weather can be extremely hazardous, they have acquired limited resistance to electricity, as they are frequently the victims of lightning strikes. Aerial Druids have retained much of the power they wielded when they were capable of flight, and are still unable to wear armour, which they find too restrictive in comparison with the freedom of the skies.

ADVANTAGES:
-  Has +3 to Save Throws vs Breath Weapons
-  Has +3 to Save Throws vs Spells
-  Has 25% resistance to electricity
-  Can shapechange in to a powerful Air Elemental at levels 10 and 14
-  Has an improved natural movement rate

DISADVANTAGES:
-  Wears no armour
-  Can only use the following weapons with any skill: Sling, Staff, Club, Dagger, and Spear.~
@21577 = ~Elemental Morph~
@21578 = ~aquatic druid~
@215780 = ~Aquatic Druid~
@21579 = ~AQUATIC DRUID:
  As the title suggests, the Aquatic Druid is a druid that has spent much of her time underwater, where she makes her home. Aquatic Druids are highly unusual creatures, though their dedication to the defence and preservation of their home is unmatched amongst intelligent beings. Often aquatic druids have parentage one-half sea nymph or merman, and the other half a human fisherman or fishwife, and a life spent in their watery domains have given them many special innate abilities both for defence and offence. For example, an Aquatic Druid possesses a substantial cold resistance, and has several water-based spells, such as Water Shield and Stunning Spray at her disposal. They also have special gills on their bodies, which, apart from looking strange and giving them the ability to breathe water, also expel any offensive gases, so they are completely immune to any cloud or gaseous attacks.
  However, the Aquatic Druid's strange appearance penalizes the reaction they gain from others, and they cannot use any ranged weapons due to the uselessness of such weapons in the water. They also cannot wear any armour at all as this would suffocate their highly sensitive skin. All fire-based attacks will deal increased damage to the Aquatic Druid. The Aquatic Druid also does not have any other shapeshifting abilities apart from the Great White Shark, and like the other highly specialized druids, she cannot cast any of the normal druid spells. Even in the watery domain of the Aquatic Druid, the balance that nature dictates holds true, and the Aquatic Druid must be of a Neutral Alignment as a result.

ADVANTAGES:
-  Has 25% resistance to cold
-  Can shapechange into a Sea Guard at levels 10 and 14
-  Is not affected by the majority of vaporous gases

DISADVANTAGES:
-  Does not use ranged weapons with any skill
-  Wears no armour~
@21580 = ~Water Guard~
@21581 = ~justifier~
@215810 = ~Justifier~
@21582 = ~JUSTIFIER:
  The Justifiers are the most feared druids throughout the realms. Dedicating themselves to the protection of nature through armed combat, their extensive weapons training renders them a terrifying force in battle. Whilst most druids shun open combat, the justifiers believe that, ultimately, the natural balance justifies their violent conduct, hence their titles. Their fearsome skills in melee combat bestow upon them a Dexterity bonus, but due to the poor sustenance and harsh surroundings which they endure in their forest homes, their strength and constitution is considerably sapped. The Justifiers rely heavily on their shape-shifting abilities to aid them in battle; they possess many forms ranging from wild bears to werewolves.

ADVANTAGES:
-  Receives +2 to maximum Dexterity
-  Can have 3 proficiency slots devoted to the sling
-  Has a large array of shapeshifting abilities, ranging from bears to werewolves
-  Can be of any Neutral alignment

DISADVANTAGES:
-  Receives -1 to maximum Strength
-  Receives -2 to maximum Constitution
-  Must be a Half-Elf~
@21583 = ~dream walker~
@215830 = ~Dream Walker~
@21584 = ~DREAM WALKER:
  Harnessing the power of light and illusion, the Dreamwalker twines together the threads of fantasy and reality, creating an intricate tapestry of phantom images through which he may dominate and destroy the minds of his foes. A master of the illusionary magic, the Dreamwalker is able to harness the power of illusion in order to maintain the grater balance, whilst deceiving and confusing his enemies.
  An added bonus of his immense knowledge of the illusionary and mind bending magic he possesses is the fact that the Dreamwalker is completely immune to all mind control spells, much like the Cerebral Knight. He is also more charismatic than most Druids, though his skills with the twisted images of light and shadow come at a high price. Unlike other druids, the Dreamwalker cannot shapeshift at all, and his strength has been seriously impaired by the immense concentration required to create the phantoms with which he battles the enemies of nature.

ADVANTAGES:
-  Receives +1 to maximum Charisma
-  Gains Visions of Pain at level 14
-  Gains Domination at level 1, 12, and 16
-  Gains Feeblemind at level 12 and 16
-  Is immune to malignant mind-effecting spells

DISADVANTAGES:
-  Unable to shapeshift
-  Receives -1 to maximum Strength~
@21585 = ~anti-paladin~
@215850 = ~Anti-Paladin~
@21586 = ~ANTI-PALADIN:
  The Anti-Paladin is the lowest of the low, a true abomination to all that is good and holy in the world. They are utterly selfish, completely self-absorbed, and have no consideration for others. As the complete opposite of everything that is noble about a Paladin, the Anti-Paladins are the truest servants of evil, though their fall into depravity has granted them many unique abilities. They have twisted powers that cause painful diseases combined with a uncanny ability to control undead and all but the most powerful of demons. Moreover, they are immune to all kinds of curses and diseases and can cast many destructive priest spells upon their foes.

ADVANTAGES:
-  Receives a +2 bonus to all Saving Throws
-  Is immune to all diseases and curses
-  Gains Cause Critical Wounds at levels 1, 12, and 18
-  Gains Dolorous Decay at levels 1, 12 and 21
-  Can control undead and demons at levels 12, 15, and 18
-  Gains low-level offensive magical spells starting at level 9
-  Can use Withering Touch once per day (the opposite of Lay on Hands; it removes 2 hit points per level of experience to the target, with no Saving Throw)

DISADVANTAGES:
-  Does not gain the true benefits of being an Anti-Paladin until level 8. If he breaks the laws of Paladinhood before this, he will face the same penalties as a Fallen Paladin.
-  Is only skilled with swords
-  Has no skill in Sword and Shield fighting style
-  Cannot use ranged weapons
-  Has a maximum Charisma of 3
-  Requires 16 Strength, 15 Wisdom and 14 Intelligence~
@21587 = ~Cause Critical Wounds~
@21588 = ~Withering Touch~
@21589 = ~Drained~
@21590 = ~Dolorous Decay~
@21591 = ~Dominate the Dead~
@21592 = ~Dominate Monster~
@21593 = ~Chromatic Orb~
@21594 = ~Stun~
@21595 = ~Petrified~
@21596 = ~Silence 15' Radius~
@21597 = ~Silence~
@21598 = ~Animate Dead~
@21599 = ~Magic Stone~
@21600 = ~Two-Handed Sword~
@21601 = ~Dark Justice~
@21602 = ~This immense blade has to power to age a target that is struck by the evil blade. If this happens they will lose 10 hit points from their max and loose 1 strength for one day. Such a blade is granted to an anti paladin as he has his beliefs and a god to worship, he is as loyal to his god as others are to their, the blade is a gift for his work.

STATISTICS:

Damage: 1D10+3
THAC0 bonus: +3
Special : ages target
Damage Type:  slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two-Handed Sword
Type:  2-handed
Requires: 14 Strength
Usable By:
 Anti-Paladin~
@21603 = ~cerebral knight~
@216030 = ~Cerebral Knight~
@21604 = ~CEREBRAL KNIGHT:
  One of the most highly specialized of all Paladins, the Cerebral Knight has, since his youth, trained his mind to such a high level that he is able to resist all mental and psionic assaults on him. Moreover, his training has allowed him to use his incredible mental powers to harm others, though he would never turn his powers against his allies. The Cerebral Knight is often tasked with purging Mind Flayer lairs, though his resistances have been known to help combat various spellcasters.
  This exclusive concentration on the powers of the mind, impressive as it is, comes at a cost for the Cerebral Knight. Unlike most Paladins, he possesses no Lay on Hands ability and his lack of training in combat with weapons has left him lacking in melee prowess. Nevertheless, the Cerebral Knight's combination of physical and psionic strengths is a force to be reckoned with.

ADVANTAGES:
-  Is immune to nearly all harmful mental attacks
-  Can Detect Illusions 5 times per day
-  Receives a +2 THAC0 bonus at level 17
-  Can cast Feeblemindedness at levels 1-13
-  Can cast Mind Blow at levels 13 and 16 (This spell will cause the victim to crumble from vibrations if they fail a Saving Throw vs. Death)
-  Can cast Chaotic Commands several times per day

DISADVANTAGES:
-  Has no Lay on Hands ability
-  Is only skilled with sword-type weapon categories
-  Cannot cast regular priest spells
-  Cannot use ranged weapons with any skill
-  Requires 15 Wisdom, 13 Strength and Constitution, and 12 Intelligence
-  Does not gain innate abilities as a regular Paladin~
@21605 = ~Mind Blow~
@21606 = ~lord~
@216060 = ~Lord~
@21607 = ~LORD:
  One of the most common of Paladins amongst older men in position of power in Faerun, a Lord is a Paladin who is the leader of a paladin stronghold. Lords are highly respected amongst the upper classes of many communities, particularly large human settlements, for their nobility and Charisma. Years of experience have brought him strength and Charisma, as well as significant training in the use of the two-handed sword and the crossbow, though his comparative age and his large size tend to reduce his mobility and a lack of skill with other weapons. Regardless, Lords are extremely effective fighters, even compared to so-called 'pure' warriors.

ADVANTAGES:
-  Can obtain Grand Mastery with the 2-handed sword and cross bow
-  Has +1 to max Charisma

DISADVANTAGES:
-  Receives -2 to maximum Dexterity
-  Is not proficient with light, 1-handed weapons
-  Requires 17 Strength~
@21608 = ~dragon slayer~
@216080 = ~Dragon Slayer~
@21609 = ~DRAGON SLAYER:
  The Dragon Slayer is a paladin who has spent his life in the pursuit of one particular quarry: dragons. As such, they have honed their abilities to resist many of the more fearsome attacks of the dragon-kind, as well as possessing an extremely powerful magical weapon that does significant damage to all dragon-kin. The chief abilities of Dragon Slayers are their immunity to fear, their resistance to a dragon's Wing Buffet attack, and their much-famed ability to create dragon-slaying arrows. Many of the most famous heroes in the history of Faerun have been Dragon Slayers, and their mark is left in the many fire-resistant and dragon-slaying items that are scattered across the land.
  However, unlike most other paladins, the Dragon Slayer has no Lay on Hands ability. He is also less skilled than most paladins in the majority of weapons, having honed his skill in those that are most adept at slaying dragons. Their skill in these chosen weapons far surpasses that of other paladins. Few creatures have failed to be amazed at the sight of a Dragon Slayer in close combat with a gigantic dragon, the Dragon Slayer miraculously resisting most attacks before emerging victorious.

ADVANTAGES:
-  Is granted a magical dragon slaying blade at level 14
-  Is immune to fear
-  Can create 5 Arrows of Dragon Slaying once per day
-  Can resist Wing Buffets
-  Can achieve Grand Mastery with 2-handed weapons

DISADVANTAGES:
-  Requires 17 Strength
-  Requires 15 Constitution
-  Is only skilled with 2-handed weapons in melee
-  Has no Lay on Hands ability~
@21610 = ~Slayer Arrows~
@21611 = ~Arrows of Dragon Slaying~
@21612 = ~These arrows again have dweomers placed on them strictly made for the need of dragon slaying. They are not enchanted vs normal foe but have +3 damage and to hit vs the hide of the wyrm and can aid in getting early damage in of the evil beasts.

STATISTICS:

Damage: 1D6, +3 vs dragons
THAC0 Bonuses: +3 vs dragons
Damage type:  missile (piercing)~
@21613 = ~Dragon Ripper~
@21614 = ~This blade as marvelous as it is acts poor against all enemies except for the dragon where it shows exceptional power. The blade has a combination of runes and enchantments placed on it intent on toppling the evil dragons of the land.

STATISTICS:

Damage:  1D10 + 9 vs dragons
THAC0 Bonus : +9 vs dragons
Damage type:  slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength

Usable By:
 Dragon Slayer~
@21615 = ~demon slayer~
@216150 = ~Demon Slayer~
@21616 = ~DEMON SLAYER:
  The Demon Slayer is perhaps the most dedicated of all paladins. Haunted by the spectre of demonic evil throughout his life, he is driven by an all-abiding hatred and loathing of these spawns of evil. Clad in a tunic of blinding white, emblazoned with a crimson cross, the Demon Slayer travels the realms, and his coming is like the advent of the angel of death. Wielding a sword of holy fire, he seeks to abolish all remnants of evil throughout the land. Trained especially for combat against demonic creatures, he strikes with great vengeance and furious anger driving the hordes of hell before him. His unshakable faith bestows upon him protection from demon fear. This wondrous immunity coupled with his extensive weapons training (which allows him to achieve mastery in all weapons) renders the Demon Slayer an unstoppable force of goodness and light.
  The Demon Slayer's dedication, however, leads to little time for socializing, and as a result, he incurs a penalty to Charisma. In addition, due to the questionable effectiveness of ranged weapons against creatures of demonic nature, the Demon Slayer avoids these in combat.

ADVANTAGES:
-  Has a +3 to hit and damage vs all demonic creatures
-  Is immune to Demon Fear
-  Can devote 3 slots to all available weapons
-  Receives +1 to maximum Dexterity

DISADVANTAGES:
-  Has no Lay on Hands ability
-  Cannot use ranged weapons
-  Receives -1 to maximum Charisma
-  Only receives +1 to saves, unlike +2 as other Paladins do~
@21617 = ~saurial paladin~
@216170 = ~Saurial Paladin~
@21618 = ~SAURIAL PALADIN:
  The Saurial Paladin is the weapons expert of the holy order. Such warriors are often found forming the brunt of the fighting force of a holy army. He has forgone any mental training, preferring instead to use weapons in combat; due to this, he lacks the Lay on Hands ability and has no Protection From Evil. To compensate for this, the Saurial Paladin is unrivalled in his expertise in dual-wielding 1-handed weapons. He is always of a Lawful Good alignment and serves the order to the end.

Advantages:
- Can have 3 slots devoted to 1-handed weapons
- Can have 4 slots devoted to dual-wielding

Disadvantages:
- Has no Lay on Hands ability
- Has no Protection From Evil
- Can devote only 1 slot to all ranged weapons~
@21619 = ~dark knight~
@216190 = ~Dark Knight~
@21620 = ~DARK KNIGHT:
  A Dark Knight lacks the significant dedication and motivation of a regular paladin. They are not bound to be of Good alignment, but are not necessarily entirely evil either (a misinterpretation often resulting from the title bestowed upon them). They have some small dedication to priesthood, and as a result, are able to harness a few, minor spells from this sphere. Their clerical ways have also led them to their choice of blunt melee weapons in combat; they can still use blades, but a lack of training means that they do not do so with any skill. In addition, because they lack the motivation of goodness of a normal paladin, they gain no enchantments to protect themselves from the forces of evil.

ADVANTAGES:
-  Has access to several minor cleric spells, including Prayer, Bane, Entropic Field, and Call Upon Faith
-  Has no Charisma requirement

DISADVANTAGES:
-  Is only effective with blunt melee weapons
-  Can only be Lawful Evil or Neutral Evil
-  Does not gain Protection from Evil innate ability
-  Requires 13 Strength and 12 Wisdom~
@21621 = ~You and your party have gained a Cloak of Bravery~
@21622 = ~healer~
@216220 = ~Healer~
@21623 = ~HEALER:
  The Healer is a cleric who specializes in caring for and healing people. Healers are one of the most common of the priest niches due to the fact that they are not only immune to every sort of physical ailment, be it from poison, disease, even magically-based diseases, but also due to their god-like skill in healing. Moreover, Healers can cast all normal priest spells, and the gods themselves have blessed them with an exceptional bonus to constitution and wisdom, allowing them to stand longer in battle whilst healing others. They also gain many extra 'bonus' priest spells. Healers make invaluable additions to any adventuring party.
  On the other hand, however, the Healer's concentration on healing has left him with little in the way of fighting skills, and although he can use the same weapons as other priests, he cannot gain more than proficient status with them. Also, because of minimum physical training during his formative years, the strength and dexterity of a Healer suffer, though his god-given high constitution does something to compensate for this. Healers must also naturally be of lawful good alignment.

ADVANTAGES:
-  Gains Cure Poison and Cure Disease at levels 10, 13, and 16
-  Gains Cure Serious Wounds at levels 13 and 16
-  Gains Heal at levels 15 and 18
-  Is immune to poison and diseases
-  Gains +2 to Save vs Death at levels 12, 14 and 16

DISADVANTAGES:
-  Must be of Lawful Good alignment
-  Gains no fighting style bonuses
-  Receives -3 to maximum Strength and Dexterity
-  Requires 17 Wisdom and 16 Constitution
-  Must be a Gnome, Half-Elf, Half-Orc or Dwarf~
@21624 = ~priest of selune~
@216240 = ~Priest of Selune~
@21625 = ~PRIEST OF SELUNE:
  The priests of the Lady of Silver (as Selune is known) are a powerful force for goodness in the Forgotten Realms. However, their chaotic nature makes them somewhat unpredictable and wilful. The patronage of Selune bestows upon her clerics a upon her Clerics a resistance to malicious spells cast their way. A mystical bond that exists between Selune and her chosen allows the clerics to create a faint nimbus of moonlight around them which permits them to see in the dark. This ability is analogous to infravision which is an innate capacity of the non-human races in Faerun. The clerics' devotion to their goddess allows them to cast a number of low level spells. However, their spell selection is largely restricted by their alignment, and the majority of these are of a healing or supporting nature. The clerics are able to wear armour and use a shield to protect themselves from enemies, but are restricted to the same weapon types as the majority of magic-users in Faerun.

ADVANTAGES:
-  Receives +2 to Saving Throws vs. Spells
-  Has Infravision ability
-  Can devote 3 weapon proficiency slots to the Sling
-  Gains Moon Shield at levels 8, 12, and 16 (This creates a faint shimmering shield that grants +1 to Saving Throws vs. Death and fear, and prevents Level Draining; it lasts for 1 round per 2 levels of experience, up to a maximum of two turns)
-  Gains Moon Fire at levels 1, 12, and 16  (does 2D4 +2 damage per level of the caster up to a max of 2D+20)
-  Can create a Moon Blade at level 14 that will last for 1 round per experience level. As the blade is made of moonlight, they may wield it without breaking the laws of priesthood. The blade grants a +3 bonus to THAC0 and inflicts 1D12+4 damage against undead.
-  Gains a number of low level mage spells as innate abilities

DISADVANTAGES:
-  Must be of Chaotic Good alignment
-  Must be a Human, Elf, Half-Elf or Halfling
-  Requires 17 Wisdom and 15 Intelligence
-  Only proficient with the Quarterstaff and Sling
-  Cannot allot weapon proficiency points to fighting style categories
-  Wears no armour heavier than studded leather~
@21626 = ~Blur~
@21627 = ~Mirror Image~
@21628 = ~Haste~
@21629 = ~Invisibility 10' Radius~
@21630 = ~Stoneskin~
@21631 = ~Conjure Moon Blade~
@21632 = ~You have summoned a Moon Blade~
@21633 = ~Moon Shield~
@21634 = ~Moon Fire~
@21635 = ~This immense blade is a sign of good will and ancient power. It will be effective against al foe but will be especially effective against undead creatures, it will inflict greater damage and with more accuracy against these foe.

Damage: 1D12+4
THAC0 Bonus: 4
Special: +3 to hit and damage vs all undead~
@21636 = ~priest of malar~
@216360 = ~Priest of Malar~
@21637 = ~PRIEST OF MALAR:
  Malar, also known as the Stalker or the Beastlord, is a chaotic evil deity who makes his home in the plane of Tartarus, but often roams the Prime Material Plane, possessing the bodies of his devout in berserker frenzy. Malar is the god of marauding beasts, of the savage wild, of bloodlust, and the hunt.  With Umberlee and Auril, he is one of the Gods of Fury who serve Talos.  Weakened with the growing strength of Talos, he has found new worshippers among the non-human tribes.  His symbol is a taloned, bestial claw.
  Priests of Malar will seek out and attempt to destroy druids, regardless of the faith that the druid professes.  Because druids fight to maintain a balance, they are the antithesis of the single-minded Malarites. Druid organizations, including the Harpers and followers of Mielikki, also try to seek out and destroy Malar strongholds.

ADVANTAGES:
-  Gains a number of offensive mage spells
-  Gains Beast Claw at levels 1, 10, and 13 (provides the caster with a barehanded attack that causes 4D4+4 damage and gives 1 extra attack per round, lasting for 6 rounds)
-  Can cast Blood Lust 3 times per day (makes all party members immune to fear and grants them a +1 damage bonus for 6 rounds)
-  Gains Rage at levels 8 and 12 (increases one target's Strength to 18, grants him a +2 bonus to all Saving Throws and increases his number of attacks by one; lasts for 8 rounds)

DISADVANTAGES:
-  Must be of Chaotic Evil alignment
-  Cannot allot weapon proficiency points to fighting style categories
-  Only proficient with the Quarterstaff and Sling
-  Requires 17 Wisdom and 15 Intelligence
-  Cannot be a Half-Elf~
@21638 = ~Agannazar's Scorcher~
@21639 = ~Melf's Acid Arrow~
@21640 = ~Slow~
@21641 = ~Slowed~
@21642 = ~Vampiric Touch~
@21643 = ~Domination~
@21644 = ~Beast Claw~
@21645 = ~Blood Lust~
@21646 = ~Rage~
@21647 = ~priest of auril~
@216470 = ~Priest of Auril~
@21648 = ~PRIEST OF AURIL:
  The Priests of Auril are followers of the Goddess of Cold Fury. They are loyal to their goddess in a very fierce manner, and any suggestion of insult to their deity will instantly spark rage in their hearts. They are usually of Neutral Evil alignment. A Priest of Auril gains several offensive and defensive abilities based on the manipulation of ice and cold.

ADVANTAGES:
-  Has a permanent 50% resistance to Cold-induced damage
-  Gains Fire Shield Blue at levels 10 and 16
-  Gains Ice Storm at level 10
-  Gains Cone of Cold at level 10
-  Can cast Freezing Hands once per day (a Cold-based version of Burning Hands)
-  Gains Heart of Ice at levels 12 and 15 (causes a target to be stunned, frozen, turn black and shatter if it fails a Saving Throw vs. Death)

DISADVANTAGES:
-  Must be of Neutral Evil alignment
-  Must be a Human or Half-Elf
-  Cannot use ranged weapons with any skill
-  Wears no armour Heavier than Studded Leather~
@21649 = ~Heart of Ice~
@21650 = ~You hands have turned to a death cold state.~
@21651 = ~The target's heart has frozen~
@21652 = ~warlock~
@216520 = ~Warlock~
@21653 = ~WARLOCK:
  The Warlock is a priest who has turned his spiritual power to evil and selfish use. Through years of study and concentration, he has learned to use necromancy and conjuration spells in order to destroy those foolish enough to stand in his way, as well as to protect himself from those who would benefit from his demise. His study of dark magics has allowed him to gain control over the demonic underworld and, at high levels, a Warlock can summon a Tanar'ri demon to do his bidding. Ultimately, when a Warlock reaches these dizzying heights of power, he becomes totally immune to all necromantic spells.
  However, due to his constant magical study, the Warlock's physical attributes suffer, his constitution and stamina heavily penalized. Only the most evil of clerics have the potential to become a Warlock.

ADVANTAGES:
-  Gains innate necromancy and conjuration spells at levels 9 through 16
-  At level 18, can summon a Tanar'ri demon for 1 turn
-  Gains immunity to necromantic spells at level 18

DISADVANTAGES
-  May only use staves, but can have 3 proficiency slots devoted to them
-  Receives -1 to maximum Constitution
-  Receives -5 to maximum Strength
-  Must be of Evil alignment
-  Must be Human
-  Requires 16 Intelligence~
@21654 = ~Ghoul Touch~
@21655 = ~Contagion~
@21656 = ~Stricken by a foul disease~
@21657 = ~Monster Summoning III~
@21658 = ~Summon Tanar'ri~
@21659 = ~protector of the faith~
@216590 = ~Protector of the Faith~
@21660 = ~PROTECTOR OF THE FAITH:
  A Protector of the Faith is a battle priest that is the front line of the holy guard. Protectors of the Faith are entirely dedicated to the god to whom they have pledged their devotion, and have sworn to defend the name of their deity at all costs. They have much better fighting skills than regular clerics, but have poor Wisdom as they spend most of their time perfecting their weapon skills. This has the result that while their combat skills are vastly superior to other priests, their spellcasting skills have suffered greatly. Overall, however, a fighter such as this is an asses to any group or organisation.

ADVANTAGES:
-  Can devote 3 slots to the Flail, Mace, and Warhammer
-  Gains +2 THAC0 bonus at level 14

DISADVANTAGES:
-  Receives -5 to maximum Wisdom
-  Can only be of a Good alignment
-  Cannot be a Human, Elf or Half-Elf~
@21661 = ~drow priest~
@216610 = ~Drow Priest~
@21662 = ~DROW PRIEST:
  The life of all Drow revolves around the worship of their fearsome spider goddess, Lolth. As such, the Drow Priest is a figure of fear and respect in all cities of the Underdark. The Drow warlike nature is reflected in the priest's skill with the flail and morningstar. However, despite his military skill, the priest's strength has been sapped through neglect of physical training. Instead, the priest devotes himself to the worship of Lolth, an occupation through which the he strives to become the chosen of the dark deity. Like all Drow, the priest has an inherent resistance to magic, and can also afflict his enemies with Visions of Pain with the aid of Lolth.

ADVANTAGES:
-  Gains 5% magic resistance per level up to level 10, then 5% every 2 levels up to level 18
-  Can achieve mastery with flail/morningstar
-  Gains Visions of Pain once per day at level 14
-  Gains Spider Spawn at levels 10, 13 and 16
-  Gains Know Alignment and Dispel Magic once per day
-  Gains Acid Bolt at levels 11 and 15
-  Receives +1 to maximum Intelligence
-  Gains Cloak of Gaer at levels 13 and 16 (13-17 rounds after casting this, the recipient will be healed 4D8 hit points)

DISADVANTAGES:
-  Receives -10 to maximum Charisma
-  Receives -1 to maximum Strength
-  Has no skill with ranged weapons
-  Wears no armour greater than studded leather
-  Must be of Evil alignment
-  Must be an Elf
-  Suffers a -2 THAC0 and AC penalty in the sunlight
-  As a Drow, is often subject to raids from racial enemies~
@21663 = ~priest of Silvanus~
@216630 = ~Priest of Silvanus~
@21664 = ~PRIEST OF SILVANUS:
  Silvanus is the most powerful of the wild nature gods of the Realms, and is of equal power to Chauntea, who represents a more ordered nature. The two are on good terms, as are most of the good and neutral nature deities. Silvanus is served by Mielikki, and many of the followers of one deity venerate the other as well.  Silvanus takes pride in his true neutrality, and can be found on the plane of Concordant Opposition, the plane of neutrality. Nature and its perfect balance is the dogma of Silvanus, who measures out both flood and drought, fire and ice, life and death, in the wilderness. As such, Priests of Silvanus have an affinity with nature, and their power is largely based upon the manipulation of it.

ADVANTAGES:
-  Gains Fire Ward at levels 10 and 12 (This grants the party complete immunity to fire damage for 1 round per 2 levels of the priest)
-  Gains Mulch at levels 10 and 12 (This warps wood and weapon handles within a 30ft radius; creatures may drop the weapons due to the painful handle disfiguration)
-  Can cast Barkskin once per day
-  Can cast Good Berries twice per day
-  Can cast Thorn Spray twice per day (Low damage thorns that disrupt spell casting, and can be cast at multiple targets)
-  Gains Protection From Electricity at levels 10 and 14
-  Regenerates very slowly

DISADVANTAGES:
-  Receives -1 to maximum Strength
-  Receives -1 to maximum Constitution
-  Must be Human~
@21665 = ~Fire Ward~
@21666 = ~Mulch~
@21667 = ~Barkskin~
@21668 = ~Good Berries~
@21669 = ~Protection From Electricity~
@21670 = ~Thorn Spray~
@21671 = ~priest of Tybboch~
@216710 = ~Priest of Tybboch~
@21672 = ~PRIEST OF TYBBOCH:
  Priests of Tybboch are often malicious and mostly insane men who have had their minds tainted by the corrupt touch of their god. When they make the decision to serve the god of disease, Tybboch, they are bound to this choice, and cannot change classes thereafter. Any attempt to Dual Class would result in a slow, steady death caused by a disease sent by Tyboch himself. Priest of Tybboch tend to prefer small towns with small populations. In particular, they look for towns or villages that have been touched by disease and death. A Priest of Tybboch feels that it is his job to finish the chaos that his god has begun. Followers of Tybboch are universally male, but there have been reported exceptions. They set up their temples or churches in broken old buildings and squats to reduce the attention from outsiders. The priests themselves mainly ignore each other unless they face a powerful enemy. More often than not they will plot against each other to gain favour with their god.

ADVANTAGES:
-  Has a bonus +6 HPs
-  Can Dominate Undead at levels 10 and 14 (Dominated for 2 rounds if they fail save vs spells at -1)
-  Gains Cure Light Wounds at levels 10 and 12
-  Gains +1 to THAC0 every 3 levels from levels 7 to 19
-  Can cause decaying at levels 12, 14 and 16
-  Is immune to disease

DISADVANTAGES:
-  Receives -1 to maximum Wisdom
-  Cannot Dual Class
-  Must be Lawful Evil or Neutral Evil
-  Must be a Human, Half-orc or Dwarf~
@21673 = ~Dominate Undead~
@21674 = ~priest of Tempus~
@216740 = ~Priest of Tempus~
@21675 = ~PRIEST OF TEMPUS:
  The Battle Guards of Tempus are a warrior race of priests that have dedicated themselves to intense physical and mental training. Their spell casting ability is equal to that of any regular priest, even gaining some additional abilities. They are often seen wielding a holy weapon: a flail which they create with their own power. Such a weapon has a mental link with the user and, when summoned, draws some of its power from the user. The more experienced the caster is, the more power that the flail will contain. Battle Guards of Tempus are greatly feared and respected in battle for their subtantial melee ability; however, they are not capable of using ranged weapons, and their agressive combat approach comes at the cost of their Dexterity.

ADVANTAGES:
-  Can create a Hero's Feast once per day
-  Gains Blade Curse at level 8, 10 and 12 (This curses the blades of nearby foe, causing it to lose 1 point from its enchantment)
-  Can create a Holy Flail for 2 turns at level 10 (The flail is a 1D6 + 3 weapon, which gains a +1 enchantment for every 3 levels of experience)
-  Can use Reveal 5 times per day (Shows all hidden creatures and detects traps)
-  Gains Barbarian Rage at level 10

DISADVANTAGES:
-  Receives -1 to maximum Dexterity
-  Cannot use ranged weapons
-  Must be Chaotic Neutral
-  Cannot be Human~
@21676 = ~Reveal~
@21677 = ~Blade Curse~
@21678 = ~Create Holy Flail~
@21679 = ~Holy Flail~
@21680 = ~priest of Amaunator~
@216800 = ~Priest of Amaunator~
@21681 = ~PRIEST OF AMAUNATOR:
  The Priests of Amaunator are believers and worshippers of the great god of the sun, Amaunator. They are universally known to be of a good alignment and nature. Some people have found that they are not always this way, but these cases are extremely rare. In exchange for their worship, they gain many benefits from the god of the sun; mostly based upon the power of the sun itself. The benefits range from offensive or defensive aids to even allowing the priest to replicate the material form of Amaunator. Such powerful aid from a god in exchange for worship certainly explains why some chose such a deity in which to worship.

ADVANTAGES:
-  Can cast Amaunator's Uncertainty 2 times per day (Makes all creatures in the current area lose quickness of judgement and stuns them for three rounds)
-  Can create a Sun Sceptre at levels 12 and 16 for 1 turn (This spell creates a weapon of sun fire that causes 1D12+3 damage and 1D4 fire damage, and has a 15% chance of dominating the target for 2 turns; if they are dominated, they are fully healed)
-  Has a permanent 50% fire resistance
-  Can Ignite at levels 14-18 for 1 turn (This will ignite the priest in a ball of ember; he will inflict 2D8+3 damage and 1D4 fire damage with his bare hands, as well as gaining an extra 25% fire resistance)

DISADVANTAGES:
-  Can only be of Chaotic Good or Chaotic Neutral alignment
-  Receives increased damage from cold and acid based attacks
-  Receives -2 to maximum Wisdom
-  Receives -1 to maximum Constitution
-  Wears no armour greater than splint mail
-  Must be a Dwarf, Gnome, Half-Elf or Half-Orc~
@21682 = ~Amaunator's Uncertainty~
@21683 = ~Sun Scepter~
@21684 = ~Ignite~
@21685 = ~You have become engulfed with flames.~
@21686 = ~priest of Shar~
@216860 = ~Priest of Shar~
@21687 = ~PRIEST OF SHAR:
  Shar is the goddess of darkness, night, loss, and forgetfulness.  She resides in the extradimensional plane of Hades. Shar is an unusual power in that she seems to have multiple aspects that have different alignments; the most obvious example is Sharess, who gained enough of a following to break away from Shar and become a separate entity. An aspect of Shar that deals with forgetfulness has a following of priests intent on maintaining their neutrality. Shar's main aspect, on the other hand, is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

ADVANTAGES:
-  Can Cast Armour of Darkness once per day (This will last for 1 round/level of the caster, and for every 4 levels of exp it will grant a +1 bonus to AC up to a max of +4)
-  Can summon creatures of darkness at levels 14 and 16 (Summons 1 or 2 creatures capable of draining ability scores for 8 rounds)
-  Gains Dark Bolt at levels 10, 12 and 14 (This inflicts 3D4 damage, paralyses the target if it fails a save vs death, poisons and silences it if it fails a save vs spells)
-  Has a +3 bonus to saves vs death

DISADVANTAGES:
-  Must be of a Neutral Evil alignment
-  Must be an Elf or Half-Elf
-  Receives -5 to maximum Charisma
-  Wears no armour greater than studded leather
-  Gains THAC0 slightly more slowly than a normal priest~
@21688 = ~Armour of Darkness~
@21689 = ~Creatures of Darkness~
@21690 = ~Dark Bolt~
@21691 = ~priest of Tyr~
@216910 = ~Priest of Tyr~
@21692 = ~PRIEST OF TYR:
  Tyr Grimjaws, Tyr the Even-Handed, Wounded Tyr, the Maimed God, and Blind Tyr. All of these names represent the Realms' god of justice. Tyr appears as a noble warrior missing his right hand, lost in proving his resilience and strength of spirit. In recent years, he has been shown blinded as well, a fatality of the Time of Troubles and the Avatars.  He is the only greater power to be of Lawful Good alignment, and is said to make his home in the lower slopes of the great mountain that is the Seven Heavens.  Tyr's symbol is the scales resting upon a warhammer, and shows his nature: Justice through the strength to enforce that justice. Tyr is served by the lesser god Torm.
  Tyr and his followers are devoted to the cause of justice, to the righting of wrongs and the deliverance of vengeance. This is not necessarily equality or fairness, as some make the maimed god out to represent, but rather the discovery of truth and the punishment of the guilty. Tyr's followers tend to be stiff-necked about theology, and see matters in black and white terms. He is most popular with bureaucrats, judges, and merchants who make the entire system move efficiently.

ADVANTAGES:
-  Can devote 2 slots to the warhammer
-  Has a +1 bonus to damage with the warhammer
-  Can cast Boon of the God at level 12 (This fully restores the priest to normal and 100% health; it also grants him +10 hit points to his max, but blinds him and lowers his THAC0 by 1 for 2 turns)
-  Can cast Fire of Justice at levels 10, 12 and 15 (This does 1D4 damage, +1 extra damage per level of experience up to a maximum of +10)

DISADVANTAGES:
-  Requires 14 Strength and 16 Wisdom
-  Must be a Gnome or Halfling~
@21693 = ~Fire of Justice~
@21694 = ~Boon of the God~
@21695 = ~priest of Mystra~
@216950 = ~Priest of Mystra~
@21696 = ~PRIEST OF MYSTRA:
  Mystra is the goddess of magic, which makes her one of the most powerful deities in the Realms. Known also as the Lady of Mysteries, she is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic.
  During the Time of Troubles, Mystra was destroyed and replaced by a mortal named Midnight who took the mantle of goddesshood and the goddess's portfolio. At this time, Mystra's stated alignment shifted from Lawful Neutral, maintaining the balance in use of magic, to Neutral Good, reflecting the mortal's attitudes towards the uses and purpose of magic. In the field, all priests of Mystra wear armour, and bear the symbol of Mystra on their shields as a display of their faith.  They can use all bludgeoning weapons and the same magical items allowed by both clerics and wizards, except wizard scrolls.

ADVANTAGES:
-  Can cast wizard spells from the school of evocation
-  Has a +2 bonus to saves vs death

DISADVANTAGES:
-  Must be of Neutral Good alignment
-  Must be a Human, Elf or Half-Elf
-  Requires 14 Intelligence and 12 Wisdom
-  Wears no armour greater than splint mail~
@21697 = ~Ice Lance (Evocation)
Level : 3
Range: Sight of Caster
Duration: Instant
Casting Time: 3
Area of Effect: Target Selected
Saving Throw: Special

Ice Lance creates a magical spear or lance of cold magical ice that the mage thrusts at the selected target. The lance causes 5-30 hit points of damage, and the target must make a save vs spells at -1 or be stunned for 4 rounds.~
@21698 = ~wilderness protector~
@216980 = ~Wilderness Protector~
@21699 = ~WILDERNESS PROTECTOR:
  The Wilderness Protector is a Ranger who spends almost all of his time alone in woodland areas. In doing so, the Wilderness Protector has learned to bond with animals. In addition to calling animals as allies, he can also summon darker beings as he gains experience. Due to the amounts of time he spends in woodland areas, heavier armour causes great problems for the Wilderness Protector, and as a result, he will never wear anything heavier than Studded Leather armour. Since the Wilderness Protector is not often involved in combat, he will only wield weapons which he uses in everyday survival in the forest. These solitary Rangers do not spend a great deal of time socializing with other people, and as a result of this, they are not known for being particularly charismatic.

ADVANTAGES:
-  Can call on any animal in sight to aid him (with no Saving Throw) at levels 1 and 12
-  Gains Monster Summoning IV at level 13, Monster Summoning V at level 16, and Monster Summoning VI at level 19
-  Has +40% to Move Silently and Hide in Shadows skills

DISADVANTAGES:
-  Wears no armour heavier than Studded Leather
-  Receives -6 to maximum Charisma
-  Has melee skills with only the following weapons: axes, clubs, spears and quarterstaves
-  Cannot have more than 1 proficiency slot devoted to any melee weapon~
@21700 = ~Call Allies~
@21701 = ~samurai~
@217010 = ~Samurai~
@21702 = ~SAMURAI:
  An ideal Samurai is a stoic warrior who follows an unwritten code of conduct known as the Bushido which holds bravery, honour and personal loyalty above life itself. A true Samurai is a grand master of the katana and wakizashi. His mastery of these blades is unparalleled, and the deadly precision with which he wields them strikes fear in the heart of even the most determined foe. The samurai invariably bears both his blades in combat and the amount of strict training and meditation needed to achieve this sort of skill grants him exceptional bonuses to his dexterity. His total dedication to the katana and wakizashi means that the samurai is unable to wield ranged weapons. However, his lightning-fast reflexes and super-human agility have granted him the ability to deflect missiles.
  The Samurai's total commitment to his chosen weaponry prevents him from specializing in any other weapons than the katana and wakizashi. His Wisdom and constitution are penalized due to the restrictive training dictated by the Bushido. The Samurai does not wear any armour greater than studded leather as it impedes his agility and hence his ability to fight with both blades. Ultimately, only the most agile and dexterous of humans possess the necessary physical attributes to become a true Samurai.

ADVANTAGES:
-  Have a +4 AC vs. missiles
-  Can use the Kuatoray Technique at levels 8, 12, and 15 for 6 rounds (This technique allows them to wield their weapon with an extremely light-handed grip. When they swing their weapon, the grip is so loose that the blade will practically fly out of their hands at the opponent. This technique increases the number of attacks per round to the maximum due to the slinging style. There is a +2 bonus to accuracy, but 4 less damage is done with every hit since the samurai does not hit with full force)
-  Can have 5 proficiency slots devoted to katanas and scimitars
-  Receives +2 to maximum Dexterity

DISADVANTAGES:
-  Has weapon skills only with katanas and scimitars
-  Receives -1 to maximum Wisdom and Constitution
-  Wears no armour greater than studded leather
-  Uses no ranged weapon with any skill
-  Casts no druidic spells, does not charm animals
-  Requires 17 Dexterity
-  Must be a Human of Lawful alignment~
@21703 = ~Kuatoray Technique~
@21704 = ~shadow elf~
@217040 = ~Shadow Elf~
@21705 = ~SHADOW ELF:
  The Shadow Elf is an elven ranger that has spent a large amount if of his time learning to cast spells from tomes of arcane. Shadow Elves are greatly respected amongst the elven community for their intelligence and skill, and greatly feared amongst the servants of evil for their power and stealth. With the ability to cast spells from memory, the Shadow Elf limits himself to studded leather armour as anything greater would hinder his casting. In addition, the Shadow Elf does not use ranged weapons effectively due to lack of practice, but they are capable of making excellent use of darkness and shadow to hide from their foes.

ADVANTAGES:
-  They gain the following innate spells:
        level 10 - Dispel Magic, Cure Disease
        level 12 - x2 Cure Light Wounds
        level 14 - x2 Fireball
        level 16 - Protection From the Elements
        level 18 - Resurrection
-  Has +40% to Move Silently and Hide in Shadows skills

DISADVANTAGES:
-  Wears no armour greater than studded leather
-  Requires 15 Intelligence
-  Does not use ranged weapons with any skill
-  Must be an Elf~
@21706 = ~Fireball~
@21707 = ~Protection From The Elements~
@21708 = ~Resurrection~
@21709 = ~drow ranger~
@217090 = ~Drow Ranger~
@21710 = ~DROW RANGER:
  The Drow Ranger's most important task is the pursuit and execution of the Drow enemies. All Drow Rangers are expert in the use of swords and excel in the use of these weapons far beyond their distant elven cousins. Like all Drow, the rangers have a natural resistance to magic, which improves with their skill and experience. The rangers possess a number of spells which allow them to execute their duties with the utmost efficiency. These deadly, shadowy hunters prize agility and nimbleness above all other traits. They shun the protection offered by the heavier suits of Drow adamantite armour which inevitably curtails their mobility. Lolth favours her lethal hunters above the other warriors, granting them the ability to scatter their enemies with unholy fire.

ADVANTAGES:
-  Gains 5% magic resistance per level up to level 10, then 5% every 2 levels up to level 18
-  Receives +1 to maximum Dexterity
-  Gains Shadow Door at levels 1 and 12
-  Gains Burning Hands at levels 1 and 12
-  Can cast Know Alignment and Dispel Magic once per day
-  Can have 3 proficiency slots devoted to a sword of any type

DISADVANTAGES:
-  Receives -8 to maximum Charisma
-  Must be of Evil alignment
-  Must be an Elf
-  Wears no armour greater than studded leather, and cannot wear enchanted elven chainmail due to their banishment from the elven community
-  Suffers a -2 THAC0 and AC penalty in the sunlight
-  As a Drow, is often subject to raids from racial enemies~
@21711 = ~tracker~
@217110 = ~Tracker~
@21712 = ~TRACKER:
  The Tracker is much like the Stalker. He receives bonuses to his stealth skills due to his woodland camouflage. Unlike the Stalker, however, the Tracker does his hunting for himself, not for contracts. He specializes in taking out his target with minimal struggle and prefers to paralyze or disarm the target before the kill. He is an expert in the use of disabling drugs and expelling foreign substances from his body before they can take affect. Because of his reliance on stealth, and his aversion to direct combat, the Tracker will avoid wearing heavy armour. He is also very specific in his choice of weapons, and will rarely choose swords or larger weapons to attack with, as they are not ideal for a quick kill.

ADVANTAGES:
-  Has +40% to Hide in Shadows and Move Silently skills
-  Can devote 3 proficiency slots to all ranged weapons
-  Can create 3 stun arrows per day (save vs paralyze)
-  Can have 3 proficiency slots devoted to axe skills
-  Gains Web at levels 1, 12 and 16
-  Can cast Hold Monster and Hold Person once per day
-  Is immune to diseases and poisons

DISADVANTAGES:
-  Wears no armour greater than studded leather
-  Must be Neutral
-  Does not use swords or two-handed weapons with any skill~
@21713 = ~Web~
@21714 = ~Hold Person~
@21715 = ~Hold Undead~
@21716 = ~Stun Shot~
@21717 = ~This arrow is of the finest craftmanship. Tipped with an extremely potent paralyzing agent, upon contact it can cause the target to freeze. This arrow is considered by many to be the calling card of the Tracker.~
@21718 = ~giant reaper~
@217180 = ~Giant Reaper~
@21719 = ~GIANT REAPER:
  The Giant Reapers are sworn to cleanse Faerun of their mortal enemies, the Giant Kin. As a result of the Giant Reaper's secrecy, it is difficult to fathom the reasons behind their hatred of the Giants. However, it is clear that these grim-faced and aloof men are driven by a desire for wrath and vengeance. They are a bleak and dour breed, but their mastery in battle against the giant kin is unmatched in all of Faerun. After years of combat against the giants, the reapers have developed a curious fighting style of their own. Having learnt the futility of facing these dread creatures with a sword and shield, most giant reapers shun this combination in combat; they have also learned the ineffectivness of ranged weapons in combat, and will rarely choose these. Giant Reapers have very little need of good speed or reflexes, as the opponents they deal with are far slower than them. Their all-pervading hatred of the giant kin and their single-minded dedication to their profession allows these fearless warriors to achieve a state of berserker-like fury, within which they are truly a fearsome sight to behold.

ADVANTAGES:
-  Has +5 damage and +4 THACO vs Giant Kin (includes ogres, golems, efreeti, djinni, fire and air elementals)
-  Gains Berserker Rage at levels 1, 12, and 16

DISADVANTAGES:
-  Can have only 1 proficiency slot devoted to ranged weapons
-  Has no skill in sword and shield style
-  Receives -1 to maximum Dexterity
-  Has a very slow casting time, having been trained mostly in melee
-  Wears no armour greater than splint mail~
@21720 = ~slayer of the eye~
@217200 = ~Slayer of the Eye~
@21721 = ~SLAYER OF THE EYE:
  The Slayer of the Eye has devoted his time in learning how to slay and resist the effects of the beholder. Their grudge against the elder orbs in not clear but they have poured all their physical resources in to resisting the effect of their ray. They can even slash and reflect the rays back at the beholder which gives a huge advantage over many others that try to face an elder orb in combat. Slayers of the Eye are often hired to clear out infestations of beholders, succeeding against the deadly beasts where many others had failed. However, their ability to resist the attacks of beholders comes at a cost, and they have honed their fighting style to the optimum for destroying the beasts; as a result of this, they do not use ranged weapons, and do not wear heavier forms of armour, preferring quick movement to firm protection when fighting eye tyrants. Slayers of the Eye are not subtle in the methods they use to tackle beholders, and as such, have limited experience in applying stealth to combat.

ADVANTAGES:
-  Is able to reflect rays fired by beholders once per day for 3 turns
-  Is particularly proficient with scimitars and long swords and can devote 4 proficiency slots to either
-  Is immune to the Imprisonment that elders use on their foe

DISADVANTAGES:
-  Does not use ranged weapons with any skill
-  Has a -30% penalty to stealth skill
-  Wears no armour greater than splint mail
-  Must be a Human or Half-Elf~
@21722 = ~Elder Parry~
@21723 = ~elven forest warrior~
@217230 = ~Elven Forest Warrior~
@21724 = ~ELVEN FOREST WARRIOR:
  The Elven Forest Warrior is an ancient sacred race of rangers, charged to defend the elven community in the forests in which the dwell. They are extremely secretive, and little is known of their skills, even amongst their own elven people. They possess the unique and highly secret ability to call animal totem magic to aid them in their journeys. They also choose to limit their armour to studded leather as some of the advantages gained via the totem magic can be restricted by heavy bulky armour. They also shunned the use of swords in the upbringing, and as a result do not wield swords with any skill except for the katana.

ADVANTAGES:
-  Has a x2 backstab multiplier
-  Can summon the spirits of animals to aid them via sacred elven totem magic; the totems are as follows:
    Level 10 -- Bear (+2 Strength for 2 turns)
    Level 10 -- Coyote (-1 THAC0, -1 strength, -1 AC to target for 1 turn)
    Level 12 -- Eagle (+1 to missile THAC0 for 1 turn)
    Level 12 -- Fox (+25% stealth skill)
    Level 14 -- Horse (+2 to speed for 6 rounds)
    Level 14 -- Squirrel (+ 2 Dexterity for 1 turn)
    Level 16 -- Tortoise (+2 AC for 1 turn)

DISADVANTAGES:
-  Wears no armour greater than studded leather
-  Uses no swords with any skill except for the katana
-  Rolls 1D8 instead of 1D10 for his initial hit points
-  Must be an Elf or Half-Elf~
@21725 = ~Totem Bear~
@21726 = ~Totem Coyote~
@21727 = ~Totem Eagle~
@21728 = ~Totem Fox~
@21729 = ~Totem Horse~
@21730 = ~Totem Squirrel~
@21731 = ~Totem Tortoise~
@21732 = ~slinger~
@217320 = ~Slinger~
@21733 = ~SLINGER:
  The Slingers are antisocial people who band together and survive in groups in woodland areas. Each one is a master with a sling, as it is the weapon that he uses to bring down the animals that he hunts. While they are far from sociable, Slingers are not despised amongst some societies as certain other groups are. Slingers also have a knowledge of chemicals and natural substances, and are able to create certain bullets that can effect a target in many different ways. However, Slingers have little experience with other weapons, particularly other ranged weapons, and their woodland lifestyle dictates that they wear no greater than studded leather armour.

ADVANTAGES:
-  Can have 5 proficiency slots devoted to the sling
-  Can create 1 venom, lava, and stunning bullet per day
-  Gains +1 THAC0 and damage with the sling at levels 1, 8, 12, 15, 18 and 21

DISADVANTAGES:
-  Wears no armour greater than studded leather
-  Does not use other ranged weapon with any degree of skill
-  Must be a Human or Half-Elf~
@21734 = ~Create Bullets~
@21735 = ~ninja~
@217350 = ~Ninja~
@21736 = ~NINJA:
  The Ninja is a curious hybrid of the thief and the fighter. Many creatures, however, never live long enough to learn much more of these stealthy fighters. The Ninja is highly agile, gaining a significant bonus to his dexterity as well as his speed. He is highly skilled in evading all kinds of harm. Many a time a Ninja has walked out only slightly singed from a powerful explosion that would have killed creatures many times his strength. His ability of Harm Evasion is one of his best-kept secrets.  Moreover, the Ninja can specialize to the level of Grand Mastery with a blade of his choice, though his preferred weapon is the rare and deadly katana which is especially prized for its use as a backstabbing weapon; a skill in which the Ninja also receives a significant bonus. At the peak of his experience, however, the Ninja is much weaker in strength and constitution than most thieves and fighters, for his speciality is in lurking in the shadows, dealing out a silent death to all who cross him. Other thief skills apart from the backstab ability also suffer as a result of less training during his youth in the "traditional" thieving skills. Additionally, the only ranged weapon that the Ninja may use is the dart, though he can reach a level of Mastery with this weapon to compensate for this.

ADVANTAGES:
-  Receives +2 to maximum Dexterity
-  Able to reach Grand Mastery with a blade-type weapon category of choice
-  Gains Harm Evasion at levels 1, 10, and 14
-  Gains Mirror Image at levels 12 and 18
-  Gains +1 AC bonus at levels 1 and 16
-  THAC0 improves at a rate inbetween a Thief and a Fighter

DISADVANTAGES:
-  Gains only 15 thieving skill points per level
-  Cannot be of Good alignment
-  Receives -2 to maximum Strength
-  Receives -1 to maximum Constitution
-  Cannot use ranged weapons except the dart with any skill
-  Cannot set snares~
@21737 = ~Harm Evasion~
@21738 = ~knife bearer~
@217380 = ~Knife Bearer~
@21739 = ~KNIFE BEARER:
  The Knife Bearer has trained for most of his life in the use of knives and throwing knives, and other small blades, and as a result of this, is able to use these weapons with exceptional skill. The skill required for such deadly use of these weapons requires to Knife Bearer to be unusually quick and dextrous. The accuracy of his attacks, and the damage that the Knife Bearer is able to cause with his weapons, increases as he becomes even more experienced. Unfortunately, the Knife Bearer's dedication to such a specific group of weapons has led to a complete lack of proficiency in the use of other weapons, particularly of the more cumbersome type.

ADVANTAGES:
-  Can be of any alignment
-  Receives +1 to hit and damage with his throwing knives at levels 1, 7, 10, 12, 15, 18, and 20
-  Receives +1 to maximum Dexterity
-  Can achieve Grand Mastery with knives

DISADVANTAGES:
-  Requires 18 Dexterity
-  Only proficient with knives and short swords
-  Sets no snares
-  Must be a Halfling~
@21740 = ~sniper~
@217400 = ~Sniper~
@21741 = ~SNIPER:
  The Sniper is a thief who has gained extraordinary levels of proficiency with the bow, and is deadly when using such a weapon from a range, unseen by his enemies. Whilst their skill in the art of archery cannot parallel that of a true archer, the sniper's thieving skills render him an invaluable addition to any party. Due to the long hours of training with the bow and arrow, the sniper's melee ability has been neglected. Whilst he is still a deft hand with the dagger, the sniper cannot use any other melee weapon at all. Similarly, his backstabbing skills have suffered and he cannot deal out as much damage as other thieves.

ADVANTAGES:
-  Gains bonus damage and accuracy with the bow, but not to the extent of the archer
-  Can create a Venom Shot once per day (+10 THAC0, rapid poison for 2 rounds if save vs death/poison is failed)
-  Can have 5 proficiency slots devoted to the short bow, short sword, dagger, and crossbow

DISADVANTAGES:
-  Has no backstab multiplier
-  Can only be effective with daggers, short swords, crossbows, and bows
-  Sets no snares
-  Must be a Halfling or an Elf~
@21742 = ~svirfneblin~
@217420 = ~Svirfneblin~
@21743 = ~SVIRFNEBLIN:
  These underground Gnomes live side by side with the fearsome dark elves known as Drow. Generations of persecution by the Drow have taught the Svirfneblin potentially life-saving illusion skills which allow them to elude their deadly Drow enemies and confuse their foes. The Svirfneblin have harnessed the power of illusion to its fullest extent, and are known throughout Faerun as masters of deception. Being forced to rely on their hunting skills for many hundreds of years, the Svirfneblin have become masters of the dagger. Many an unsuspecting traveler has fallen pray to these surprisingly vicious and dangerous Gnomes. However, their aversion to the company of other races invariably incurs a penalty to their Charisma, and their thieving skills suffer as a result of a lack of advanced training.

Advantages:
-  Can devote 5 slots to the dagger
-  Gains Mirror Image at levels 1 and 12
-  Gains Mass Invisibility at levels 12 and 16
-  Gains Blur and Blindness once per day
-  Has an AC base of 2
-  Base 20% magic resistance +5% every level after 7 to a max of 70%
-  Receives +1 to maximum Wisdom and Dexterity

Disadvantages:
-  Cannot be of Evil alignment
-  Must be a Gnome
-  Require 15 Dexterity
-  Receives -1 to maximum Charisma
-  Receives -1 to maimum Intelligence
-  Gains only 20 theiving points per level
-  Cannot set traps~
@21744 = ~Mass Invisibility~
@21745 = ~drow assassin~
@217450 = ~Drow Assassin~
@21746 = ~DROW ASSASSIN:
  Agility, dexterity and grace. These words epitomize the deadly skill of the Drow Assassin. Like all Drow, the assassin is absolutely and totally ruthless. His dexterity is unmatched amongst all the races and the very mention of his name will strike fear into the most dauntless hearts. What the assassin lacks in brute strength, he makes up for in stealth and suppleness. As he gains skill and experience the assassin is able to create poison darts, weapons which can bring down even the strongest of foes. The assassin also possesses a degree of magic resistance and a small arsenal of magic spells, abilities which make this dark Elf a silent and terrifying killing machine.
  The Drow Assassian's dependancy on speed and stealth have left little need for sheer brute strength or hardiness, and, as an assassin, his thieving skills are not as advanced as the more common theives.

ADVANTAGES:
-  Can create 1 Poisoned Dart and 1 Diseased Dart at levels 1, 12 and 16
-  Has a +1 to hit and damage
-  Gains 5% magic resistance per level up to level 10, then 5% every 2 levels up to level 18
-  Gains Shadow Door innate ability at levels 1 and 12
-  Can use Crippling Strike at levels 8 and 10 (This 2 handed attack to a target's spine will stun the target for 5 rounds if they fail save vs death)
-  Receives +1 to maximum Intelligence

DISADVANTAGES:
-  Receives only 15 thieving points per level
-  Sets no snares
-  Must be of Evil alignment
-  Must be an Elf
-  Receives -10 to maximum Charisma
-  Receives -1 to maximum Strength and Constitution
-  Suffers a -2 THAC0 and AC penalty in the sunlight
-  As a Drow, is often subject to raids from racial enemies~
@21747 = ~Crippling Strike~
@21748 = ~You have stunned the target with a spinal blow~
@21749 = ~burglar~
@217490 = ~Burglar~
@21750 = ~BURGLAR:
  The Burglar is the undisputed master of robbery and larceny. Expert in the art of lock picking, the Burglar is capable of gaining entry to all but the most heavily guarded compounds. Having honed his skills on the streets since his childhood, theft has become the Burglar's way of life. His skills are constantly in use and as a result his pick pocketing abilities are endowed with great bonuses. The most skilled Burglars can become adept in the art of mugging, being able to send their prospective victim into a deep sleep resembling a coma. However, the Burglar, unlike other thieves, is unable to set traps. Such a skill is redundant in his line of work, and as a result, the Burglar devotes no time to learning this skill.
  Unfortunately, the burglar's stealthy and secretive training has left his physical strength neclected, as a results of a lack of vigorous exercise; this leads to incurrence of a penalty to his strength. Gnomes and Halflings possess the necessary agility and Dexterity to become Burglars, and have the ideal size and build for the required tasks, though Half-elves are also fast and agile enough for the profession.

ADVANTAGES:
-  Has +50 to pick pockets skill
-  Receives +1 to maximum Dexterity
-  Gains Deep Sleep at levels 1, 12 and 16 (This will send the target in to a standing coma if it fails save vs spells at -1)

DISADVANTAGES:
-  Sets no snares
-  Receives -1 to maximum Strength
-  Cannot be of Lawful or Good alignment
-  Must be a Gnome, Halfling or Half-Elf~
@21751 = ~Deep Sleep~
@21752 = ~planewalker thief~
@217520 = ~Planewalker Thief~
@21753 = ~PLANEWALKER THIEF:
  The Planewalker Thief possesses strange and fearsome innate abilities. He is truly a mercenary in terms of his outlook on life, and will stop at nothing in order to complete a contract. Whether he is hired to assassinate a demon lord or to simply steal an artefact of ancient power, the Planewalker faces all challenges in a ruthless, unemotional and cold-blooded manner. At higher levels, the Planewalker is able to call upon allies from the planes of air, fire, and shadow. In times of need, the Planewalker can summon a greater air elemental, a shadow lord, or even the most powerful creature of all, a Tanar'ri demon, to aid him in battle. The Planewalker uses wormholes in the fabric of reality to swiftly travel from one point in the Realms to another.
  However, the Planewalker is unable to become proficient in any sort of ranged weapons. Similarly, his thieving skills and trap setting abilities suffer as a result of the long hours of magical study required to master the skills of outer-planar travel.

ADVANTAGES:
-  Can have 2 proficiency slots devoted to the dagger
-  Can have 3 proficiency slots in 2-weapon style
-  Gains Call Outerplane Ally at levels 15 and 21
-  Can cast Shadow Door 3 times per day

DISADVANTAGES:
-  Cannot be Good or Evil
-  Does not use ranged weapons with any skill
-  Gains only 15 thieving skill points per level
-  Requires 12 Charisma
-  Sets no snares
-  Is only skilled with daggers and short swords
-  Must be a Human, Elf, Half-Elf or Halfling~
@21754 = ~Call Outerplane Ally~
@21755 = ~thug~
@217550 = ~Thug~
@21756 = ~THUG:
  The Thug is a nothing more than a violent, ruthless, and sadistic criminal who inhabits the deprived areas of Faerun, awaiting the next victim like an unthinking animal. Relying on brute force and sheer strength to batter his victims senseless, the Thug forms a stark picture in contrast to the graceful assassin. The Thug is aided in the tasks he performs by the fact that he is larger, stronger and possesses much more stamina than the common thief. He also excels in the use of weapons, able to achieve higher levels of skill than his more common brethren, especially with the dagger, since years of stabbing people in the guts has enabled the thug to become a master of this weapon.
  Thugs are invariably of Evil alignment, as this line of work requires an especially twisted and sadistic mind, geared to causing the most amount of damage to another creature, and even taking a depraved pleasure in it.
  However, their crude manners and boorish conduct incurs a serious penalty to their Charisma, since in their line of work, being charming and friendly does not offer much opportunity for progression. They also are unable to set traps, since they lack both the patience and dedication to the task at hand.

ADVANTAGES:
-  Can gain 2 proficiency slots with any melee weapons usable by theives
-  Can gain 3 proficiency slots with the dagger
-  Has a bonus 10 HP at level 1

DISADVANTAGES:
-  Can only be of Neutral Evil or Chaotic Evil alignments
-  Receives -6 to maximum Charisma
-  Gains only 15 thieving skill points per level
-  Sets no snares~
@21757 = ~huntsman~
@217570 = ~Huntsman~
@21758 = ~HUNTSMAN:
  The Huntsman is an elven thief whose skills were honed in the native forests of the elves, hence allowing him to gain skills beyond those of the average thief. His extensive knowledge of herbal lore and natural medicines allows him to create a number of poisons and ointments which can be used to incapacitate his opponents. Whilst his thieving skills are not equal to the likes of the burglar, he is nevertheless capable of performing all but the most demanding thieving tasks. His elven heritage allows him to specialize in bows, transcending the skills of most thieves with this ranged weapon. The Huntsman is able to entrap his prey using a thick web: a fearsome ability which has proven the downfall of many haughty foes. However, the Huntsman's elusive nature and his tendency to remain aloof from others incurs a penalty to his Charisma. Likewise, due to the emphasis which is placed on dexterity and agility, the Huntsman's strength is sapped through his neglect of rigorous training.

ADVANTAGES:
-  Can create 3 stun arrows per day
-  Can have 2 proficiency slots devoted to bows
-  Can cast Web at levels 1 and 12
-  Receives +1 to maximum Dexterity

DISADVANTAGES:
-  Cannot be of Good alignment
-  Gains only 15 thieving skill points per level
-  Receives -3 to maximum Charisma
-  Receives -1 to maximum Strength
-  Must be an Elf~
@21759 = ~delver~
@217590 = ~Delver~
@21760 = ~DELVER:
  While the Delver is something of a jack-of-all-trades, priding himself on posessing the abilities of a fighter, mage, rogue and cleric, he is primarily a thief. He has greater physical advantages than a regular rogue, is quite capable of gaining significant proficiency in any of the weapons used by thieves. He is extremely well fitted to a new adventuring party as he provides advantages of many other classes. He does however lack the skill of theft and his pick pocketing skills are somewhat worse than that of an average thief. As the saying goes, the Delver is a jack-of-all-trades, but a master of none.

ADVANTAGES:
-  Can be of any alignment
-  Gains an extra 2 HP per level from levels 10 to 12, and 1 HP per level from 13 to 16
-  Can Bind Wounds twice per day (1D(level)+1 up to a max of 1D20 +1)
-  Can Cure Poison and Disease once per day
-  Can cast 1st level mage spells, gaining a new one as an innate ability at levels 1, 8, 10 and 13
-  Can have 3 proficiency slots devoted to any thief weapon

DISADVANTAGES:
-  Has no backstab multiplier
-  Has a -50 penalty to pickpocketing
-  Requires 9 Intelligence and 14 Strength
-  Cannot Dual Class
-  Sets no snares
-  Cannot be an Elf or Halfling~
@21761 = ~Bind Wounds~
@217610 = ~merchant~
@217611 = ~Merchant~
@21762 = ~MERCHANT:
  The Merchant is far from a fighter, but more of a cunning thief. The Merchant uses his charismatic personality, and skills of persuasion and decption to abuse the trust people place in him, and obtain the goods and supplies he requires to sustain his lifestyle. As such, the Merchant is capable of entering a state in which he is able to convince almost anyone to accept almost any offer made to them. He also has the ability to create a special bag to hold his goods; the bag has no concept of space so all that he takes can be placed can be concealed however big it is. He, as a thief, is as good as any, but his physical benefits suffer and he has no special talents when backstabbing.

ADVANTAGES:
-  Can enter into bartering mode once per day (25 Charisma for 1 turn)
-  Can create his own carry bag at level 10
-  Can enter into awareness mode once per day (Gains a bonus 100 points to pickpocketing skill)

DISADVANTAGES:
-  Cannot be of Good alignment
-  Has no backstab multiplier
-  Receives -1 to maximum Strength
-  Requires 13 Charisma and Intelligence
-  Cannot be an Elf or Halfling~
@21763 = ~Barter~
@21764 = ~Awareness~
@21765 = ~Merchant's Bag of Holding~
@21766 = ~swindler~
@217660 = ~Swindler~
@21767 = ~SWINDLER:
  The Swindler is a thief who thinks only about making money, and will use any means to achieve this goal. He usually gambles, but if he ends up losing, he will use his pick pocketing skills to get even; as a result of this, Swindlers are often one of the most hated types of rogues in any community. He also has skills with throwing weapons, using these skills to earn himself money. He has the ability of a fast getaway and can run very fast to prevent confrontation. The Swindler is not, however, known for hiding, and prefers a quick getaway to a stealthy retreat.

ADVANTAGES:
-  Can be of any alignment
-  Has +50 to pick pocketing skill
-  Can haste without fatigue at levels 1 and 12
-  Has +1 to damage and THAC0 with throwing weapons at level 1, +2 at level 12, and +3 at level 15

DISADVGANTAGES:
-  Requires 14 Intelligence and Dexterity
-  Has no skills with bows, but can use crossbows with a small degree of skill
-  Has -50% to Hide in Shadows skill
-  Gains only 20 thieving skill points per level
-  Must be a Human~
@21768 = ~Create Assassin Darts~
@21769 = ~Acid Bolt~
@21770 = ~Spider Spawn~
@21771 = ~Cloak of Gaer~
@21772 = ~Know Alignment~
@21773 = ~Burning Hands~
@21774 = ~Disease Cured~
@21775 = ~Heal~
@21776 = ~Dart~
@21777 = ~Diseased Dart~
@21778 = ~STATISTICS:

Damage: 1D6 + 2
THAC0: +5
Special: Diseases the target for 2 rounds causing 1 point of damage per second
Saving Throw: vs spells -3~
@21779 = ~Poisoned Dart~
@21780 = ~STATISTICS:

Damage: 1D6 + 2
THAC0: +5
Special: Poisons target for 1 point per second for 2 rounds
Saving throw: vs death -3~

@21781 = ~Bobbin~
@21782 = ~<CHARNAME> the Excessively Flamboyant~
@21783 = ~<CHARNAME> the Excessively Flamboyant~

