___________________________
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                               Icewind Dale (PC)
                                 Items Listing
                          ___________________________
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

                               January 17, 2005
                                 Version  0.91

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

  If emailing me, use this subject:  Icewind Dale Items v 0.91

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


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


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

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

This is just an Items listing for the game Icewind Dale.  I also have a
complete FAQ/Walkthrough:

  http://www.gamefaqs.com/computer/doswin/game/25590.html

-------------------------------------------------------------------------------

___________________
What's New in 0.91:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Changed my email address and updated the format slightly.

  Estimated Completion Level:  95.1%

  A complete version history can be found in the Final Words... section at the
  end of the FAQ.


-------------------------------------------------------------------------------
Table of Contents:
-------------------------------------------------------------------------------

  How to Create Items

  Items

    All the items are listed alphabetically based on their Item Code, the
    unique code that identified that item to the game.  For example, the code
    BELTSTR applies to the Girdle of Stromnos.  Once all the items are entered,
    then I will sort the items by type, placing similar items together, belts
    with belts daggers with daggers, etc.

  Final Words...


-------------------------------------------------------------------------------
How to Create Items
-------------------------------------------------------------------------------

  The first step to getting these cheats to work, is to download the latest
  patch here:

    http://www.interplay.com/icewind/

  Use a text editor to edit the "icewind.ini" file in the game directory.  Add
  the line "Cheats=1" under the "[Game Options]" section.  Start the game and
  press [Ctrl] + [Tab] to display the console window.

  Then in the console that appears you can type in the following code, where
  the "xxxxxx" is replaced by the unique Item Code.

  CHEATERSDOPROSPER:CreateItem("xxxxxx")
  This creates any item that you know the Item Code for.  Every item from
  Baldur's Gate is there (minus Drizzt's Defender), so you can get some Item
  Codes from my Baldur's Gate FAQ. (Tales of the Sword Coast items are NOT in
  IWD)

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


-------------------------------------------------------------------------------
Items
-------------------------------------------------------------------------------

Sample Item ------------------------------------------------------------------
  |                                                                           |
  | 2HAXE  <---- this is the Item Code                                        |
  |                                                                           |
  |   Two Handed Axe  <---- this is the name of the Item in question          |
  |                                                                           |
  |   This mighty weapon consists of a haft several feet long, topped with a  |
  |   heavy blade.  The axe may be double-bitted, with blades on both sides   |
  |   of the haft, or it may only have a single blade.  It is an unwieldy     |
  |   weapon, but a skilled warrior can strike blows of tremendous strength   |
  |   with it.                                                                |
  |       ^                                                 ^                 |
  |       |________ The description of the Item ____________|                 |
  |                                                                           |
  |   STATISTICS:                                                             |
  |                                                                           |
  |   Damage:  1D10   <---- Damage as represented by Dice.  A 1D10 means that |
  |                         you would roll 1, 10 sided dice.  So the range of |
  |                         damage would be 1-10.  If it were a 2D4 the range |
  |                         would be 2-8 and so forth.                        |
  |   Damage type:  Slashing                                                  |
  |   Weight:  10                                                             |
  |   Speed Factor:  9    <----  How fast the weapon is used, the lower the   |
  |   Proficiency Type:  Axe                              number the faster   |
  |   Type:  2-handed                                                         |
  |   Not Usable By:                                                          |
  |    Druid                                                                  |
  |    Cleric                                                                 |
  |    Mage                                                                   |
  |    Thief                                                                  |
   ---------------------------------------------------------------------------

ADISEASE

 Mummy's Tea

 Priests of Horus-Re in far off Mulhorand were the first to create this
 repellant but life-saving potion.  A foul smelling brew, it is made by
 boiling used mummy wrappings along with naturally desiccated animal remains.
 The resulting tea can then be consumed to neutralize the effects of disease.

 STATISTICS:
 Cure Disease


ALDETH

 Ring of Free Action

 Free Action (Abjuration)
 Level: 4
 Sphere: Charm
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 7
 Area of Effect: 1 creature
 Saving Throw: None
 This spell gives the affected creature an immunity to magic that impedes 
 movement (such as Grease, Web or Slow spells) and negates the effects of 
 paralysis and hold spells.


AMUL01

 Necklace of Missiles:  'The One Gift Lost'

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

 STATISTICS:

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


AMUL02

 Necklace

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


AMUL04

 Studded Necklace with Zios Gems

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


AMUL05

 Bluestone Necklace

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


AMUL06

 Agni Mani Necklace

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


AMUL07

 Rainbow Obsidian Necklace

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


AMUL08

 Tiger Cowrie Shell Necklace

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


AMUL09

 Silver Necklace

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


AMUL10

 Gold Necklace

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


AMUL11

 Pearl Necklace

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


AMUL12

 Laeral's Tear Necklace

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


AMUL13

 Bloodstone Amulet

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


AMUL14

 Amulet of Protection +1

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

 STATISTICS:

 Armor Class Bonus:  1
 Saving Throw Bonus:  1


AMUL15

 Shield Amulet

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

 STATISTICS:

 Range:  0
 Area of effect:  Self
 Armor Class:  Base set to 4
 Special:  Bonus +2 AC vs. missle attacks
 Duration:  5 turns


AMUL16

 Amulet of Metaspell Influence: 'The Amplifier'

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

 STATISTICS:

 Special:  Memorize one extra second level spell


AMULBAR

 Barrier Amulet

 This powerful amulet was crafted by the enchanter Celemon of Calimport in 
 727 DR.  He crafted ten such amulets on commission before jealous rivals 
 killed him and attempted to duplicate the procedure.  His colleagues were not 
 as talented as Celemon, and destroyed their laboratory and themselves when a 
 mishap occurred.  The formula was destroyed as well.  This particular amulet 
 was owned by the elven warrior-mage Pelan Rainwind.  It was lost when he was 
 killed by giants in the Spine of the World somewhere around 840 DR.

 STATISTICS:

 Simultaneously casts Stoneskin and Minor Globe of Invulnerability on the 
 user.
 Usable By:
   Mage (Single, Dual, and Multi)


AMULBRA

 Badge of the Brave

 This simple steel amulet was consecrated by priests of Tempus for use by a 
 warrior named Teln Graham.  Teln was a powerful warrior, but he was easily 
 unnerved in large battles.  This badge, which he wore over his heart, allowed
 him to overcome his sudden panic attacks during important conflicts.  It left 
 Teln's possession when the Tempurans decided that he was an unredeemable 
 coward.  Teln is believed to have retired from adventuring to become a 
 farmer.

 STATISTICS:

 Allows user to cast Emotion Control: Courage once per day.


AMULBRO

 Clasp of Bron's Cloak

 This small talisman was the clasp of a cloak owned by the notoriously tough 
 warrior known as Bron Balhon.  On at least ten different instances during 
 Bron's life, he was reported as dead after getting himself involved in some 
 horrible situation.  Some enemies shot him full of crossbow bolts and pushed 
 him into the ocean with lead weights only to be killed by him a month later 
 in a tavern four hundred miles away.  On another occasion, Bron's cowardly
 companions abandoned him when they were attacked by dire wolves in the 
 wilderness.  Two weeks later, Bron swaggered into their camp wearing
 wolfskins.  Whether all of the tales surrounding Bron are true or not, it is 
 known that Bron is believed to have met his end in the Spine of the World 
 mountains, fighting polar worms.

 STATISTICS:

 Gives the wearer 5% resistance to Piercing, Slashing, and Missile Attacks.


AMULDEF

 Scarab of Defense

 This type of amulet takes the form of a sculpted beetle, and is typically 
 only found in areas around Mulhorand.  This particular scarab was crafted in 
 Thay by Gulvak Anrak, a powerful enchanter of magical protective devices.  
 Gulvak gave this scarab to an apprentice, Alik Banom, who was killed by 
 Cormyrean soldiers in 1021 DR.  According to sages, Alik started a fight with 
 a Cormyrean knight who insulted Thay and the Red Wizards as a whole.  Even
 though Alik was powerful, he was no match for the throng of Purple Dragons 
 that came to the knight's aid.

 STATISTICS:

 Gives +2 save vs. Petrification and Polymorph


AMULFLE

 Amulet of Dark Flesh

 A horrible cursed item crafted by the Calishite necromancer Niri Eddin, the 
 Amulet of Dark Flesh is a token of disease and slow death.  Eddin gave the 
 item to his secret enemies as gifts and reclaimed it through his thief 
 servants when the sickness had run its course.  Niri is believed to still be 
 "alive" somewhere in the realms, despite the fact that he was a human born in 
 832 DR.

 STATISTICS:

 Upon donning this amulet, the wearer is paralyzed and diseased.


APPLEBN

 Applebane

 A small steel dagger with a shadowtop handle, Applebane was once owned by the
 halfling thief Peliwen Redgrass.  Peliwen was a kind but morose individual 
 who spent most of his time sitting in a large rocking chair that he took with 
 him on adventures.  Before important adventures, he would just sit in his 
 rocking chair and eat apples with the aid of his dagger.  Peliwen's blade was 
 so rarely used for combat that his comrades starting calling it "Applebane".

 STATISTICS:

 Damage:  1D4 +1
 THAC0:  +1
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


ARGENT

 The Argent Shield

 This silver shield once resided in the Hand of the Seldarine, where it was
 used to protect its bearer from harmful magic and attacks.  Because of its 
 racial attunement, the marauding orcs and goblins left it in the tower.  
 Maiden Ilmadia grabbed it from the ruins.

 STATISTICS:

 Armor Class Bonus: 3
 Resistance Bonus: +25% Magic Resistance
 Weight: 5
 Only Usable By:
  Elves
  Half-Elves
 Not Usable By:
  Druid
  Thief
  Mage
  Bard


ARHAND

 Arrows of the Hand

 Made during the golden age between the elves of the Seldarine's Hand and the
 dwarves of Dorn's Deep.  Any expert fletcher will find these to be some of
 the finest arrows ever made.  They are weighted and balanced perfectly and
 can pierce through the strongest armor

 STATISTICS:

 Damage:  1D6 +2
 THAC0:  +2
 Damage Type:  Missile (Piercing)
 Weight:  0
 Launcher:  Bow
 Not Usable By:
   Cleric
   Mage
   Druid


ARMPEN

 Studded Leather Armor

 This suit of heavy studded leather armor was a gift from Sister Calliana for 
 saving the soul of the Voice of Durdel Anatha.  It was originally worn by a 
 Tormish thief named Rendel to repent for his crimes.  The armor is made of 
 red leather and bronze studs.

 STATISTICS:

 Armor Class:  2
 Dexterity: -1
 Special:  -25% to all Thief skills
 Weight: 35
 Only Usable By:
  Thief (Single, Dual-, and Multi-Class)

AROW01

 Arrows

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

 STATISTICS:

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


AROW02

 Arrows +1

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

 STATISTICS:

 Damage:  1D6 + 1
 THAC0:  +1 bonus
 Damage Type:  Missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not Usable By:
  Cleric
  Druid
  Mage


AROW03

 Arrow of Slaying

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

 STATISTICS:

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


AROW04

 Acid Arrows

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

 STATISTICS:

 Damage:  1D6 + 1
 THAC0:  +1
 Damage type:  Missile (piercing)
 Special:  2D6 acid damage
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW05

 Arrow of Biting

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

 STATISTICS:

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


AROW06

 Arrows of Detonation

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

 STATISTICS:

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


AROW07

 Arrows of Dispelling

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

 STATISTICS:

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


AROW08

 Arrow of Fire

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

 STATISTICS:

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


AROW09

 Arrows of Ice

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

 STATISTICS:

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


AROW10

 Arrows of Piercing

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

 STATISTICS:

 Damage:  1D6
 THAC0:  +4
 Damage type:  Missile (piercing)
 Special:  +6 physical (piercing) damage (save vs. death for none)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW11

 Arrow +2

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

 STATISTICS:

 Damage:  1D6 + 2
 THAC0:  +2
 Damage type:  Missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROW12

 Arrow of Biting

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

 STATISTICS:

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


AROW15

 Arrows of Ice

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

 STATISTICS:

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


AROW16

 Arrows of Ice

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

 STATISTICS:

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


AROW1A

 Arrows +2

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

 STATISTICS:

 Damage:  1D6 + 2
 THAC0:  +2
 Damage type:  Missile (piercing)
 Weight: 0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


AROWKC

 Arrows of Fire

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

 STATISTICS:

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


AROWTRN

 Translocation Arrows

 These potentially dangerous arrows are exceedingly rare, typically only 
 appearing as individual items.  As weapons, they are abysmally poor.  As 
 strategic tools, they are quite useful.  These arrows were frequently used by 
 melee fighters with competent bow skills.  Once they had fired off their 
 Translocation Arrow, they could enter melee and finish a protected target at 
 close range.

 STATISTICS:

 Damage:  1D3
 THAC0:  -3
 Damage type:  Missile (Piercing)
 Special:  On a successful hit, the user is transported next to the target.
 Weight:  0
 Launcher:  Bow


AURIL

 Breath of Auril

 Kontik, servant of Auril, once wielded this blade. It has been enchanted with 
 several beneficial magics.

 STATISTICS:

 Damage:  1D4 +3
 THAC0: +3
 Intelligence: +1 bonus
 Charisma: -1 penalty
 Resistance: 100% Cold Resistance
 Resistance Penalty: -50% Fire Resistance
 Special:  2 charges of Cone of Cold per day
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


AX1H01

 Battle Axe

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

 STATISTICS:

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


AX1H02

 Battle Axe +1

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

 STATISTICS:

 Damage:  1D8 + 1
 Damage type:  Slashing
 Weight: 7
 Speed Factor: 6
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H03

 Battle Axe +2: 'Echoes of Dorn's Deep'

 Among the many weapons forged in the shadow of the Spine of World, several 
 bear the mark of dwarven smiths.  This magnificent battle axe is no 
 exception. Its steel and balance are testament to the work of a caring 
 weaponsmith, and the axe's edge is woven with enchantments that allow it to 
 wound even supernatural creatures. Like many weapons of dwarven manufacture, 
 the blade is light, allowing the user to swing the blade more quickly, and 
 the never-dulling edge ensures that the cut is always a clean one.  The 
 dwarven runes along the haft spell out the word "Dorn's," no doubt a smith's 
 mark indicating where the weapon was made.

 STATISTICS:

 Damage:  1D8 +2
 Damage type:  Slashing
 Weight: 5
 Speed Factor: 5
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H04

 Throwing Axe

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

 STATISTICS:

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


AX1H05

 Throwing Axe +2

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

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +2
 Damage type (melee):  Slashing
 Damage type (thrown):  Missile (piercing)
 Special:  Returns to user's hand once thrown
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


AX1H06

 Throwing Axe +2

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

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +2
 Damage type (melee):  Slashing
 Damage type (thrown):  Missile (piercing)
 Special:  Returns to user's hand once thrown
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BARDIC

 Bardic Horn of Valhalla

 This horn was created by the respected bard of a now-dead Reghed barbarian 
 tribe.  The bard was called Beogin, and his songs are sung by many of the 
 northern tribes.  He carried this horn with him when he observed many titanic 
 battles.  The chief of his tribe gave him the instrument with instructions to 
 blow it if he was ever in mortal danger.  Beogin, too proud to ever call on 
 his tribesmen for help, was killed in battle, the horn hidden under his 
 cloak.

 STATISTICS:

 Once a day, this horn will summon 2-4 berserkers who will attack the enemies 
 of the user.  It is only usable by bards.


BEETSHLD

 Rhino Beetle Shield

 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.

 STATISTICS:

 Armor Class Bonus: 1
 Special:  +1 vs. Missile Weapons
 Weight: 8
 Not Usable By:
  Bard
  Mage
  Thief


BELT01

 Girdle

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

 STATISTICS:

 Weight:  2
 Not usable by:


BELT02

 Golden Girdle:  'Golden girdle of Urnst'

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

 STATISTICS:

 Armor Class Bonus:  +3 vs. slashing weapons
 Weight:  2
 Not usable by:


BELT03

 Girdle of Bluntness:  'Destroyer of the Hills'

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

 STATISTICS:

 Armor Class Bonus:  +4 vs. blunt weapons
 Weight:  2
 Not usable by:


BELT04

 Girdle of Piercing:  'Elves' Bane'

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

 STATISTICS:

 Armor Class Bonus:  +3 vs. piercing weapons
 Weight:  2
 Not usable by:


BELTBEA

 Girdle of Beatification

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

 STATISTICS:

 Wearer is under the effects of a Bless spell while equipped


BELTGON

 Girdle of Gond

 Gond, god of invention and artifice, is a deity rarely worshipped by 
 traditional adventurers.  Some thieves, however, revere Gond for his role in 
 the development of locks, traps, and other complex machines.  One such thief 
 was the burglar Jurmar the Calm, who began his career as a locksmith.  Known 
 for his cool demeanor and steady hand, Jurmar paid priests of Gond to fashion 
 this tool belt for him.  Whenever Jurmar was stuck in a situation where he 
 didn't have the right tool for a job, one of the small pouches on the belt 
 would supply him with what he needed.

 STATISTICS:

 Special:
   +10 Open Locks
   +5 to Find/Remove Traps
 Only Usable By:
   Thief (Single, Dual-, and Multi-Class)


BELTSTO

 Belt of Stones

 This cursed item was created by the wicked sorcerer Valom of the Deep.  Valom 
 often hired lone mercenaries to collect magic item components for him.  When 
 the unlucky sellswords came on board Valom's floating laboratory, the Dim 
 Courser, Valom would give them the girdle as a reward for a job well done.  
 Once the victim would try on the girdle, Valom would kick them over the side 
 of the boat where they would quickly drown.  Valom's luck ran out when he 
 kicked Herred of Procampur into the Sea of Fallen Stars. Herred had a potion 
 of water breathing and a Helm of Underwater Action with him at the time.  
 When the huge, seaweed-covered form of Herred emerged near the docks where 
 Valom was resting, a local priest of Tyr immediately came to his aid.  Upon
 discovering what Valom had done, the priest of Tyr and three paladins 
 attempted to capture him.  Valom killed two of the paladins, but died in the 
 battle.  It is believed that the belt was later sold to a traveling collector 
 who specialized in cursed clothing.

 STATISTICS:

 Wearer's strength drops to 6 while equipped.


BELTSTR

 Girdle of Stromnos

 The enchanter Presdon of the Vast created this girdle several hundred years 
 ago for his bodyguard, Dendes the Wry.  He named the broad belt after a hill 
 giant who had almost killed him when he was looking for spell components.  
 Dendes died defending Presdon from rival mages near Ordulin.

 STATISTICS:

 Raises the user's Strength to 19
 Only Usable By:
   Fighters (Single, Dual-, and Multi-Class)
   Rangers (Singe, Dual-, and Multi-Class)
   Paladins


BERSERK

 Bone Marrow Belt

 This belt made of bone has an ugly color that is similar to what bone marrow 
 looks like.  The belt itself adjusts to fit around the wearer's waist and 
 imbues a magical sickly look on its user.  The magics in the belt protect its 
 wearer from slashing damage but make him a little more vulnerable to blunt 
 damage.

 STATISTICS:

 Armor Class Bonus: 1
 Charisma:  -2 Penalty
 Resistance Bonus: +50% Slashing Resistance
 Resistance Penalty: -15% Crushing Damage
 Weight: 2
 Not Usable by:
  Good Character


BIRDS

 A Cage of Exotic Birds

 Inside this cage are several exotic birds that look like they could use a new 
 home.


BISHOP

 White Bishop

 This chess piece is a white bishop, crafted from soapstone.  It is one of the 
 many lost pieces from the fabled Chess Sets of Niri Alud.  Niri Alud was a 
 conjurer from Tethyr who loved playing chess.  He frequently traveled with 
 chess sets on his numerous voyages.  He wanted the ability to summon allies 
 at a moment's notice without giving away his intention.  For that reason, he
 created a wide variety of chess sets of different colors that would summon 
 constructed, golem-like automatons to aid him in battle.  Almost all of Niri 
 Alud's chess sets were lost when he was attacked by desert raiders in 
 Calimshan.  The raiders, ignorant of the ways of magic, let most of the chess 
 sets sink into the desert sands.  The chess sets that were taken were soon 
 separated, pieces traveling through trade and theft over hundreds of miles.  
 Treasure hunters search for the pieces still.

 STATISTICS:

 Summons a priest-like ally to heal the party. Summoner has no control of the 
 Bishop. The Bishop will automatically heal injured party members until they 
 are at full health or when the Bishop no longer has any spells to cast.


BITEME

 Spear of Kerish

 This spear is of unusual construction. The haft is crystal clear and is made 
 of some unknown material. The spearhead itself appears to be an ice cycle 
 surrounded by an aura of frost. A fine mist of ice crystals surrounds the 
 entire weapon.

 STATISTICS:

 Damage:  1D8 +3
 THAC0:  +3
 Damage type:  Piercing
 Resistance Bonus: +10% fire resistance
 Special:  5% chance +1D6 cold damage
 Weight:  2
 Speed Factor:  3
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


BKNIGHT

 Black Knight

 This chess piece is a black knight, crafted from ebony.  It is one of the 
 many lost pieces from the fabled Chess Sets of Niri Alud.  Niri Alud was a 
 conjurer from Tethyr who loved playing chess.  He frequently traveled with 
 chess sets on his numerous voyages.  He wanted the ability to summon allies 
 at a moment's notice without giving away his intention.  For that reason, he 
 created a wide variety of chess sets of different colors that would summon 
 constructed, golem-like automatons to aid him in battle.  Almost all of Niri 
 Alud's chess sets were lost when he was attacked by desert raiders in 
 Calimshan.  The raiders, ignorant of the ways of magic, let most of the chess 
 sets sink into the desert sands.  The chess sets that were taken were soon 
 separated, pieces traveling through trade and theft over hundreds of miles.  
 Treasure hunters search for the pieces still.

 STATISTICS:

 Summons a warrior-like ally to attack enemies. Summoner has no control over 
 the Black Knight. The Black Knight will automatically attack the nearest 
 enemy target.


BLCKPLA

 Plate Mail Armor

 Plate mail is a combination of chain armor with metal plates covering the 
 vital areas such as the chest, abdomen and groin.  Similar in construction to 
 bronze plate mail, true plate mail comprises of chain and leather.

 STATISTICS:

 Armor Class: 3
 Weight: 50
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


BLCKSHD

 Large Shield +1

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

 STATISTICS:

 Armor Class Bonus: 2
 Special:  +1 vs. Missile Weapons
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


BLCKSWD

 Long Sword

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era. Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


BLOOD

 Bathed-In-Blood

 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
 Not Usable By:
  Druid
  Mage
  Thief
  Bard


BLRDECK

 Blur Deck

 The secret procedure for manufacturing these cards was only recently 
 recovered by the sorceress Haelia.  Blur Decks are thin ivory cards that are 
 typically kept in a strong metal case.  When the owner of the cards wishes to 
 use them, he or she simply needs to shuffle the cards and throw one up in the 
 air.  The value of the card (unknown to the user) determines the duration of 
 the effect. These cards used to be employed by the warrior minions of Porg 
 the Stout. Porg's reliance on the cards proved to be his downfall when a 
 group of adventurers, using his cards, killed him in his tower in 833 DR.

 STATISTICS:

 Blur effect on the user for 1-12 rounds.


BLUN01

 Club

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

 STATISTICS:

 Damage:  1D6
 Damage type:  Crushing
 Weight: 3
 Speed Factor: 4
 Proficiency Type: Club
 Type:  1-handed
 Not Usable By:
  Mage


BLUN02

 Flail

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

 STATISTICS:

 Damage:  1D6 +1
 Damage type:  Crushing
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flail
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BLUN03

 Flail +1

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

 STATISTICS:

 Damage:  1D6 + 2
 THAC0:  +1
 Damage type:  Crushing
 Weight: 13
 Speed Factor: 6
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BLUN04

 Mace

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

 STATISTICS:

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


BLUN05

 Mace +1

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

 STATISTICS:

 Damage:  1D6 + 2
 THAC0:  +1
 Damage type:  Crushing
 Weight: 8
 Speed Factor: 6
 Proficiency Type: Maces
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BLUN06

 Morning Star

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

 STATISTICS:

 Damage:  2D4
 Damage type:  Crushing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BLUN07

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

 STATISTICS:

 Damage:  2D4 +1
 THAC0:  +1
 Damage type:  Crushing
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BLUN08

 Flail

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

 STATISTICS:

 Damage:  1D6 +1
 Damage type:  Crushing
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flail
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


BOLT01

 Bolt

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

 STATISTICS:

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


BOLT02

 Bolt +1

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

 STATISTICS:

 Damage:  1D8 +1
 THAC0:  +1
 Damage type:  Missile (piercing)
 Weight:  0
 Launcher:  Crossbow


BOLT03

 Bolt of Lightning

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

 STATISTICS:

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


BOLT04

 Bolt of Biting

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

 STATISTICS:

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


BOLT05

 Bolt of Polymorphing

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

 STATISTICS:

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


BOLT06

 Bolt +2

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

 STATISTICS:

 Damage:  1D8 +2
 THAC0:  +2
 Damage type:  Missile (piercing)
 Weight:  0
 Launcher:  Crossbow


BONEAM

 Bone Talisman

 Bone talismans are highly coveted among practitioners of necromancy.  The 
 charm is created from a piece of bone taken from the remains of a slain 
 vampire.  Usually fashioned into a necklace or ring, the fey magic contained 
 within the talisman enables the wearer to drain the life force from any 
 living creature he or she touches.

 STATISTICS:
 Casts the mage spell, Vampiric Touch (5 charges)
 Weight: 3
 Not Usable by:
  Good Characters


BOOK03

 Manual of Bodily Health

 A typical manual of bodily health provides the reader with valuable 
 information regarding preventative medicine, basic first aid, and proper 
 muscle toning. As if this isn't enough, the manual is also magically 
 enhanced, thereby allowing an individual to raise his or her Constitution by 
 a single point. Unfortunately, the manual will disappear after a single use.

 STATISTICS:

 Consitution:  Raised by 1 point permanently
 Special:  The book is consumed upon use
 Usage:  Place into quick item slot


BOOK04

 Manual of Gainful Excercise

 A typical manual of gainful exercise provides the reader with a strictly 
 regimented routine of daily stretches and tests designed to increase muscle 
 bulk. As if this isn't enough, the manual is also magically enhanced, thereby 
 allowing an individual to raise his or her Strength by a single point. 
 Unfortunately, the manual will disappear after a single use

 STATISTICS:

 Strength:  Raised by 1 point permanently
 Special:  The book is consumed upon use
 Usage:  Place into quick item slot.


BOOK05

 Manual of Quickness of Action

 A typical manual of quickness of action provides the reader with a wide 
 variety of tips and pointers regarding the motion and coordination of one's 
 hands and feet. This small tome is much in demand by people from many walks 
 of life, including rogues wishing to improve their slight-of-hand and 
 paladins wanting to perfect their thrust and parry. The secret of such a 
 manual lies in its magical nature, as it permits an individual to raise his 
 or her Dexterity by a single point. Unfortunately, the manual will disappear 
 after a single use.

 STATISTICS:

 Dexterity:  Raised by 1 point permanently
 Special:  The book is consumed upon use
 Usage:  Place into quick item slot


BOOK06

 Tome of Clear Thought

 A typical tome of clear thought contains a collection of esoteric and 
 scholarly literature, often involving obscure mathematical or algebraic 
 formulae or the occasional reference to inter-planar biology. Such tomes are 
 usually magically enhanced, thereby allowing an individual to raise his or 
 her Intelligence by a single point. Unfortunately, the manual will disappear 
 after a single use.

 STATISTICS:

 Intelligence:  Raised by 1 point permanently
 Special:  The book is consumed upon use
 Usage:  Place into quick item slot


BOOK07

 Tome of Leadership and Influence

 One of the most popular recent tomes of leadership and influence is the 
 cynically entitled book "How to Win Friends and Influence People." Like 
 others of its ilk, it peddles a philosophy of personal ascendancy and 
 manipulation by charisma alone. The authors and advocates of such tomes claim 
 that, by drawing on the most recent theories in sociology and interpersonal 
 psychology, it is possible to raise an individual's charisma by a single 
 point. In truth, such increases in personal charisma are the product of 
 magical spells placed on the text as it is in the writing process. These same 
 spells also cause the tome to disappear after their first use. An excellent 
 marketing strategy, you must concede...

 STATISTICS:

 Charisma:  Raised by 1 point permanently
 Special:  The book is consumed upon use
 Usage:  Place into quick item slot


BOOK08

 Tome of Understanding

 A typical tome of understanding contains a sober, if dry analysis of legal 
 battles, historic events, government policies, philosophical treatises, and 
 theories of magic and metaphysics. While rarely interesting to anyone outside
 of their already well-educated niche market, it is said that some such tomes 
 have even added a single point to the Wisdom of certain half-ogres. Such 
 marvels, however, are the product of a potent magic placed upon the tome as 
 it is being written. Unfortunately, this same magic causes the tome to 
 disappear after a single use.

 STATISTICS:

 Wisdom:  Raised by 1 point permanently
 Special:  The book is consumed upon use
 Usage:  Place into quick item slot


BOOK10

 History of Calimshan:

 Calimshan is older than either of the other Empires of the Sands, first 
 settled over 7,000 years ago by the Djen, a humanoid race from the Elemental 
 Plane of Air. These Djen were known to be very magical, and during the course 
 of their rule they developed many new spells previously not available in the 
 Plane of Air.

 The Djen prospered for over 1,000 years in Calimshan, but their reign was 
 ended by an invasion of creatures and minions from the Plane of Fire.  Some 
 say this is where the bitter hatred between djinni and efreeti started, 
 though others contend this was just a result of a hatred that was already 
 there. Whatever the cause, the battle was long and bloody, and took over 100 
 years to complete. The Djen finally routed the attackers, but were greatly 
 weakened in the attempt. They slowly declined, and the last mention of the 
 Djen is just under 6,000 years old.

 For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. 
 Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, 
 even Amn and Cormyr - took turns dominating, only to be conquered by the 
 next, nearly identical tribe.

 Slowly, the nomadic nature of Calimshan began to change.  As explorers and 
 traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, 
 some tribes began to settle down and develop new means of support, like 
 fishing, farming, or trading. These communities began to band together for 
 mutual protection, and soon a civilization was born.  It was only 1,300 years 
 ago that the Shoon Empire (now called Iltkazar) came into being.

 The Shoons were a grand and glorious empire, and their excesses were the 
 foundation of Calishite snobbery today. They grew wise and powerful in the 
 ways of magic, and ships and caravans bearing the Shoon flag traveled across 
 the Forgotten Realms.  Shoon himself, a particularly powerful mage, created a 
 book of great power during this time called the Tome of the Unicorn.  The 
 exact location of the Tome has been lost in time, but since the book is 2' by 
 3' and made of pure metal, it is likely to still be around... somewhere.

 900 years ago the Shoon empire abruptly vanished. A great magical upheaval 
 was suspected at first, but learned mages of other lands dispute the claim.   
 A force that great, they say, would have disturbed magical powers and beings
 throughout the Realms, and that didn't happen.  Sages who have studied the 
 Shoon at great length have reached no definite conclusions, but the most 
 popular theories today center around a plague or disease that decimated the
 population.

 Today, the Shoon impact on Calimshan is still great. The grandeur of that 
 empire is responsible, more than anything else, for the strong national 
 character of Calimshan today. The ruins of the Shoon's greatest city, 
 Monrativi Teshy Mir, can still be found in the wilderness to the west of the 
 edge of the Forest of Mir (see below for more on Monrativi Teshy Mir).

 Since the fall of Shoon, no force or people has risen to soley dominate the 
 land.  There are a half dozen or so major cities, each of which exerts its 
 power over its own area.  About 170 years ago, a man in Calimport amassed a 
 large army and declared himself "Pasha" over the land.  Before that army 
 could march, however, the representatives of each major city met and agreed 
 to recognize the Pasha's authority in limited areas, and to pay a small 
 tribute to him; enough to pay for the works the Pasha was expected to do.  
 The oldest son of each Pasha inherits the title; if there is no son, the 
 mayors of each large city select a new one.  The current Pasha, Rashid 
 Djenispool, has ruled for over 18 years, and is the grandson of a pasha 
 elected by the mayors of Calimshan 44 years ago.


BOOK11

 History of Cormyr:

 Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, 
 the first of the noble houses and the line of its kings.  For the bulk of 
 this time, Cormyr was little more than a single city (Suzail) and a few 
 fortified outposts.  At times the monarch was forced by rebellion and 
 intrigue to rule from those outposts instead of from the throne.  King Azoun 
 is the fourth of his name and the 71st of his line.

 The land has been officially at peace for many years - since Rhigaerd 
 overthrew the last of the border raiders.  However, Cormyrean armies have 
 taken part in many actions in nearby regions, recently mustering its forces 
 to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of 
 the Dalelands; and to lead a crusade against the great Tuigan horde invading 
 from the east.  One wit has noted that "Yes, the land is at peace, but the 
 army has to keep busy."  In addition to pursuing major actions, Cormyrean 
 patrols often skirmish with bandits on the roads in the north and west, and 
 are at present battling orcs and other creatures north and east of Cormyr in 
 Tilver's Gap and Shadow Gap.  Both of these areas are threatened by raiders 
 who will menace Cormyr itself if they ever overrun Tilverton.  Cormyr has 
 built a fortress, Castle Crag, to defend the kingdom from attacks from that 
 quarter, and maintains the High Horn to protect against attacks from the 
 West.


BOOK12

 History of Dambrath:

 The nation of Dambrath was formed out of a barbarian kingdom almost a 
 half-millennium ago by a powerful alliance of priestesses of Loviatar and the 
 drow from the city of T'lindhet.

 In 211 DR, fleeing from the destruction of the homeland by the then-great 
 kingdoms of Unther and Muhlorand, four tribes of barbarians entered Dambrath.  
 They found a coast where the dolphins danced and plains where the grass was
 long.  They roamed from the borders of the Walls of Halruaa as far east as 
 the current borders of Estagund.  They soon became known as the Arkaiun, or 
 people of the wind.

 In 545 DR a great warchief, Reinhar, arose to lead the tribes.  The halflings 
 of Luiren were quickly enslaved, and several of the coastal cities of Durpar 
 were captured or razed.  Estagund fell to his rule, and  eventually Reinhar 
 turned his attention to Halruaa.

 An army of 40,000 horsemen and a fleet of 50 ships mounted a coordinated 
 attack, and even though Reinhar was able to get beyond the Walls of Halruaa 
 and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to 
 be more than a match for the invaders.  Reinhar was finally defeated in a 
 great battle at Sulaziir by the archmage Mycontil and his troop of wizards.

 Reinhar's son, Reinhar II, took command of the army and set out on a two 
 month overland retreat.  He arrived home with a thousand surviving fighting 
 men and no shaman.  Reinhar II proved to be as good a ruler in defeat as his 
 father was in war.  He consolidated his forces and pulled home almost all of 
 his troops, as he knew that the defeat made them tempting prey for raiders 
 and encroaching monsters.  This action allowed for the safe developement of 
 his peoples.

 By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and 
 lazy.  Reinhar IX, or Reinhar the Foolish as he is more commonly known, 
 insisted on expanding his nation to gain more gold to finance his military 
 campaigns.  He ordered the mining of many rich lodes of silver and electrum 
 in the Gnollwatch mountains, but before his plans of expansion could begin, 
 the miners encountered the drow of T'lindher.  The drow were outraged and 
 began a steady series of raids and attacks on the Arkaiun strongholds.  Whole 
 villages were destroyed overnight, and no trace of the invaders could be 
 found.

 Reinhar IX committed the foolhardy action of attacking the drow in 
 retaliation.  While the Arkaiuns managed to get a force into the drow city, 
 this action only succeeded in uniting the normally chaotic drow.  For once, 
 the full power of a drow city was turned against an enemy.

 The battle quickly moved back to the surface.  Reinhar's raiders were wiped 
 out, leaving Reinhar with only a small portion of his original military.  
 This was not enough for the drow, who demanded total enslavement of the 
 entire surface nation.  The Arkaiuns resisted valiantly, and the war went on 
 for three decades at tremendous cost in life to both sides.

 Finally, the drow had the Arkaiun forces cornered at Malduir.  Almost without 
 hope, the defenders were overjoyed when a group of half-elven pilgrims 
 appeared on the scene.  The high priestess, Cathtyr Shintar, offered the aid 
 of her clerics to help defend the city, and Reinhar took this to be an omen 
 from the gods.  A priestess was placed with almost every company.

 Within a tenday the drow struck.  The priestesses did indeed prove to be of 
 great aid, but to the drow.  Every priestess turned on the Arkaiuns, and 
 Cathtyr herself slew Reinhar.  The drow were still weakened by the battle, 
 and only the presence of the priestesses enabled them to win.  Cathtyr, 
 realizing the unique advantage she possessed, made a deal that even the 
 suspicious drow embraced.  Her priestesses would rule the land, and in 
 exchange they would provide access to the surface for the drow, trading
 weapons, slaves, and supplies.

 The drow were delighted with this brazen offer from a surface dweller.   
 Reinhar had been slain and the insult avenged, and after 30 years of war the 
 drow were not particularly interested in Dambrath.  They did insist, however, 
 on taking the best captured males as slaves.  Cathtyr quickly agreed to this, 
 seeing the males as an obstacle to her own power.

 Cathtyr ruled for 205 years.  She fulfilled her promise to make Dambrath, or 
 "The Nation of Pain," a bastion of evil in the Realms.  In her time, Cathtyr 
 saw the priesthood of Loviatar expand to thousands, and faith in the 
 Beastlords previously worshiped by the Arkaiuns was nearly eradicated.  Many 
 of the Arkaiuns were able to escape their new mistresses and flee to the 
 Swagdar.  There they resumed their almost forgotten nomadic life.

 The priestesses of Loviatar continued to enjoy good relations with the drow, 
 and some even took mates, creating a race of drow half-elves.  These dark 
 half-elves became known as the Crintri, or "noble ones."  Most are pristesses 
 of Loviatar, though many are mages as well.  They consolidated their power, 
 learning much of the area from the Shebali, or "lower ones," as the Arkaiuns 
 are now called.  The capital of Dambrath was established at Cathtyr, built 
 after Cathtyr's passing and named in her honor.  Her death came at the hands 
 of her daughter, Filina, who had grown tired of waiting for her mother to 
 die. Filina ruled for only five years, however, before her own daughter, 
 Cathakay, assumed the throne in the same fashion.  Cathakay ruled for 54 
 years, eventually falling in battle against a gold dragon.  She died 
 childless, and her niece Melanith assumed the throne.

 Melanith faced an increasing population, and unrest among males who longed 
 for a return to their prestige of old.  Melanith did not return their 
 previous status, but she did make use of them.  Fearing that the great 
 nations of Mulhorand and Unther might rise again, she decided that mundane 
 tasks, such as the defense of the kingdom, would be handled by men.  She was 
 the first to name a male to the post of warchief.  Sadalar, a Crintri, became 
 the queen's consort.  His term as warchief was characterized by widespread 
 bribery and corruption.  He was, however, responsible for getting many 
 privileges returned to the Arkaiuns.  After Melanith's rule,  the Shebali 
 were considered second class citizens, rather than slaves.

 Though males were granted more power during her rule, Melanith also 
 solidified the split beween the sexes.  While the rulers of Dambarth had been 
 females for over two centuries, it was more because of competence than 
 gender.  Melanith, however, decreed that men could have no authority except 
 over other men.  The female-led hierarchy of Loviatar was quick to back this 
 move.

 Many of the bravest and best men of the kingdom perished in raids on 
 Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that 
 had returned to the Gnollwarch mountains.  Some even fought at the side of 
 the drow in their battle with the svirfneblin city of Aventine.  The deep 
 gnomes were destroyed, but so were the Shebali.  The drow and the Crintri 
 were largely unharmed, and for their aid, the Crintri were rewarded with a 
 number of drow males to breed in to their race.  Melanith took a drow male as 
 her consort to replace Sadalar, who had perished in the conflict.  The drow, 
 Nym Inthigg, fathered three daughters and a son.  It was at this time that 
 Melantih began the isolationist policy that Dambrath still follows today.

 Melanith ruled for 156 years; her daughter Ausitil for 125.  The current 
 queen of Dambrath is Yenandra; she is known there as the "Pirate Queen," for 
 she has sailed as far south as Zakhara on pillaging raids.  Yenandra has been 
 ruling for 71 years, and is beginning to show signs of age.  She has three 
 daughters as well, named Luatharyn, Meltruil, and Hasafir.  While she does 
 remain extremely popular, especially to the Crintri, the children of leaders 
 in this land are not known to patiently wait their turn.


BOOK13

 History of Durpar and Var the Golden:

 Durpar and Var the Golden share a common history.  Over three-thousand years 
 ago, these countries were both subject to the great kingdom of Raurin.  When 
 Raurin fell in 2488DR, the countries of Durpar and Var barely survived the 
 destruction.

 Rioting, mass destruction, and hatred of nobility were rampant, and the two 
 countries descended into barbarism for over two millennia.  Finally, after 
 most of the barbarian tribes were wiped out by the great empire of Mulhorand, 
 a leader emerged.  Satama, a mere trader, experienced a divine revelation and 
 formulated a new philosophy  All things in the world were connected, were 
 part of a single creation spirit, and all of the gods of the Realms were 
 merely parts of the same entity.  Soon all the Shining Lands embraced the 
 teachings of Satama, and the seeds of civilization were laid in what came to 
 be known as the Lands of the One.

 Since the Lands of the One had many natural resources, trade with Mulhorand 
 and Luiren became a way of life.  Merchants were honored above all.  In time, 
 the Maharajah of Durpar and the Rajah of Var were replaced with a Council of 
 Merchants.  During this time the land suffered occasional raiding attacks 
 from the horsewomen of Dambrath, and had many skirmishes with the neighboring
 countries of Estagund and Ulgarth.

 In 1023 DR, after an armed peace had been worked out with Ulgarth, the 
 Council of Merchants decided that something needed to done about the raiders 
 from Estagund who were hurting trade with other countries.  War was an
 inconvenience, but interrupting trade was life-threatening.

 Jeradeem, the richest merchant in the lands, was given power to negotiate a 
 settlement.  During these negotiations he proved, at least in the eyes of the 
 Durparians, that he was indeed the master trader he seemed.  Estagund had 
 just tried a foolish invasion of Dambrath.  The vengeful female leaders of 
 that land wiped out nearly every ablebodied fighting man they sent.  The 
 monsters of Veldorn were causing problems, and Estagund was going through a 
 famine.

 It was here that Jeradeem showed his fine merchant's instincts.  He could not 
 pass up such an advantage, and began bargaining the most outrageous trade of 
 all time.  He met with the leaders of Estagund, a fearful king and his 
 nobles, and explained the advantages of Durparian life and the philosophy of 
 the Adama, the oneness of all things.  He bargained for days until finally 
 the king made the trade.  He purchased the whole of Estagund for the 
 countries of Durpar and Var at the price of 24 gems.  He also promised 
 protection, and help for their integration into the Durparian way of life.  
 Thus were formed the Shining Lands.

 Within a hundred years, the three countries shared a common way of life, and 
 with the added strength and resources of Estagund, Durparian merchants 
 increased their trading range.  They roamed as far east as Kara Tur, as far 
 north as the Sea of Fallen Stars, and west to Dambrath and Halruaa.  At the 
 present time, with the newly discovered lands of Maztica and Zaakhara
 beckoning, the future looks bright.


BOOK14

 History of Estagund:

 Estagund history follows a different path than those of Durpar and Var.  The 
 Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of 
 Dambrath.  Estagund regained its independence when Reinhar was slain by the 
 Halruan archmage Mycontil, though the country soon degenerated into a group 
 of small independent city states.

 Skirmishes with Var, and between the city-states, continued for several 
 centuries until a king once again united the country.  King Bornial was a 
 skilled ruler, and under him Estagund began to prosper.  His descendants did 
 not share his wisdom, and in 1053 DR, King Selkarin more than illustrated 
 this.  He had failed to conquer Durpar, and Veldorn resisted his challenges.  
 An avowed mysogynist, Selkarin turned his attentions to the matriarchy of 
 Dambrath.  He led a large fleet to attack Dambrath, taking extreme losses, 
 including his own life.  Selkarin died childless, so his brother Seltarir was 
 crowned King.  The new ruler faced a country with most of its fighting men 
 gone, and an unforseen problem: famine.  The famine was caused by a blight 
 that wiped out nearly all the year's crops in Estagund.  This made him eager 
 for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade 
 the entire country of Estagund was sold.  Contrary to popular rumor, Seltarir 
 did not trade away the country for 24 pearls.  In actuality he received
 diamonds worth almost a million gold pieces.  The sudden wealth gave him an 
 instant seat on the Council of Merchants, so he retained a measure of rule in
 addition to his fortune.  Chaka Seltarir is still the richest chaka in
 Estagund to this day.  In the years that followed, the Gunders began 
 rebuilding their lives under their new circumstance, and now they compete on 
 equal footing with the merchants of Durpar and Var.


BOOK15

 History of Gondegal the Lost King:

 Arabel, long under the dominion of Cormyr, for a time became the center of a 
 swordsman's empire.  This swordsman was Gondegal, the Lost King, who in the 
 Year of the Dragon (1352 DR) attempted to carve a kingdom for himself 
 centered on Arabel.  It was to extend north to the Desertsmouth Mountains; 
 south and west of Wyvernwater and the farms outlying from Eveningstar; and 
 east to Tilver's Gap and the mountain passes.

 In the years following, people would say that Gondegal's reach was no longer 
 than his blade.  He could not hold any of the territory against the might of 
 Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dales -all of 
 whom he drew the blood and ire of in the making of his throne.

 Gondegal ruled for less than a season, though he reigned officially for 
 scarcely eight days.  The remainder of his rule was spent fighting here and 
 there against one foe or another in the lands he claimed.  His troops were 
 largely mercenary, and his treasury of seized goods was small and soon gone.  
 One night Gondegal's force simply melted away before the advancing troops of 
 Cormyr, and was gone.  King Azoun IV retook Arabel on that morn without 
 wetting a blade.

 No one has ever found the body of Gondegal; he is known to have fled north 
 and then east via Teshwave, but then his fate becomes a matter of conflicting
 rumor and legend.  Some believe he still lives with a score or more of loyal 
 followers, keeping court in the wilds somewhere, a careful and ruthless 
 bandit who takes care that none survive his attacks to carry tales anywhere.  
 When entire caravans vanish at times anywhere between the High Dale and 
 far-off Impiltur, he is blamed by talk in the taverns.

 Gondegal was said to be a tall, gray-haired warrior of considerable personal 
 skill and intelligence.  His badge was a gray wolf's head, face on, with red 
 eyes.  Caravan guards often warn merchants to beef up the escort on a 
 particular caravan, "else thy gold'll soon be gilding Gondegal's throne."  
 Gondegal was an impeccable swordsman and somewhat chaotic in his self 
 professed neutral alignment.  If he does indeed yet live, the magic or 
 treasure he carries, and who his allies might be, are all unknown.

 Gondegal's reign had a great influence on the King of Cormyr, at that time in 
 his second decade of rule.  Not only was Azoun forced to put down an 
 effective rebellion in his own country, he was forced to pay more attention 
 to matters outside Suzail, to become the ruler of a nation as opposed to a 
 city-state. Further, the bloodless assault on Arabel was Azoun's first true 
 experience at the head of his army, and the joy of "freeing" the people of 
 Arabel is one that remains with him.


BOOK16

 History of Halruaa:

 Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was 
 to become the Anauroch desert.  The first wizards came in unique flying ships 
 invented by the Netheril, and found a beautiful and rich country settled only 
 by shepherds and large herds of aurochs and wild rothe.  It was here that the 
 wizards decided to make a stand, should the Phaerimm follow.  The Phaerimm 
 never did, but Halruaa has had to defend itself from attacks by all of its 
 neighbors since then.

 Over the centuries Dambrath has attacked and raided Halruaa's ports and 
 borders multiple times.  Once, led by a magic resistant barbarian, the 
 Dambraii occupied all of the country south of Lake Halruaa.  They were 
 defeated in battle by the great archmage Mycontil, who slew their barbarian 
 leader.  Forty-thousand Dambraii attacked, and were stopped by 500 Halruans.  
 More than 200 Halruan wizards, including Mycontil, died in the battle.

 The last attack upon Halruaa was less than 100 years ago, through the Telath 
 Pass by the power hungry king of Lapaliiya.  He had allied with bandits from 
 the wastes, though this time the Halruans were able to field a larger force, 
 including fighting men as well as wizards in their skyships.  The attackers 
 were easily routed.

 Halruaa also suffered through a civil war about five centuries ago, when a 
 number of mages advocated beginning new experiments in magic, ones which even 
 the Netheril didn't approve of.  The renegades were driven from the region, 
 but went on to found the land of Thay, or so it is said in Halruaa.

 Since then, Halruaa has been at peace (they have had no declared wars), 
 though it still suffers raids from Dambraii pirates, bandits of the wastes, 
 savages from the Mhair Jungles, and any other pirate, raider, or hungry 
 wizard who thinks that magic and wealth grow on trees in Halruaa.

 This constant raiding has made the Halruans very defensive, warlike and 
 traditional.  The people say that since wizards have always led them, wizards 
 always will.


BOOK17

 History of Luiren, Land of the Halflings:

 The halflings of Luiren claim that it is the original homeland of halflings 
 in the Realms.  Although other halflings may disagree with this, it is true 
 that Luiren was settled hundreds, perhaps thousands, of years ago.

 Luiren's history is one of conquerors and subjugation.  Throughout the 
 centuries the halflings have been conquered by the barbarians who used to 
 inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters 
 of Beldorn.  In every case, the invaders were eventually defeated because 
 they made the mistake of underestimating the halflings due to their small 
 stature. A good bit of mischief, mayhem, and general trouble-making by the 
 halflings also helped end the occupations.

 Currently, Luiren is enjoying unprecedented prosperity.  The halflings are 
 currently taking advantage of their relationship with the nation of Durpar; 
 their biggest customer and greatest competitor.  Also, through these close 
 ties with Durpar, Luiren has protected itself against another Dambraii 
 invasion.  The rulers of Dambrath must know that if they begin to expand to
 the east, they will arouse the ire of Durpar, as well as Var and Esagund.  
 The threat of a trade embargo and/or military consequences have kept this
 aggressive nation away from the Luireners.


BOOK18

 History of Sembia:

 The land of Sembia was settled by humans coming to the Sea of Fallen Stars 
 from the south, and was originally chosen for its stands of huge, 
 high-quality iliyr-wood timber so prized in shipbuilding.  However, as the 
 forests were cleared over the years, the treecutters came into increasing 
 conflict with elves who feared the loss of their entire wood.  This would 
 undoubtedly have occurred, had not the hastily gathered mercenary troops of 
 the fledgling land been defeated by the elves at Singing Arrows (884 DR).  
 This battle convinced distant Chondath to abandon its holdings in the region 
 and allow the immigrant Sembians to establish their independence (though as 
 little more than a collection of rival city-states, much like the Moonsea or 
 Vast of today).  It also set the stage for the appearance of the Raven.

 The young country grew strong as farms prospered in the newly cleared lands.  
 Craftsmen arrived from the south to take advantage of this chance to acquire 
 land and wealth, bringing their trades with them.  Rauthauvyr the Raven 
 unified the city-states and towns in the face of the continuing "elven 
 menace," and insisted on maintaining a standing army, which he kept in 
 practice by policing Sembia's borders and improving its roads.  At this time 
 (913 DR), Sembia became as a true nation.

 The Moonsea's (Dragon Sea's) mineral wealth was discovered by humankind at
 about this time, and pressure began to grow for a trade road through the 
 elven woods to make Sembia the world's gateway to all these riches.  The 
 Raven went alone as an envoy to the Elven Court.  There, he asked the elders 
 of their Council to approve a road, open to humans, linking Sembia to the 
 shores of the Dragon Sea (an earlier road had been destroyed during the 
 conflict and was now overgrown).  Raven proposed that the elves choose the 
 route and retain control of it and the woods around it, so that no 
 woodcutting or human settlement would occur.  The elves had earlier made 
 similar arrangements with the Dalesmen and had no difficulty with the concept 
 of such an agreement. However, the inhabitants of Velarsdale (now Harrowdale) 
 refused the proposal, not wanting or needing such a road at that time 
 (curious, since later a ruler of Harrowdale commissioned the disastrous 
 Halfaxe Trail). The elves, not wishing to offend long-time allies, refused 
 Raven's request.

 Rebuffed, the Raven then threatened to exterminate the isolated elves in
 Amothoi, the last embattled remnant of the elves in Sembia, if the Elven 
 Court did not cooperate.  If the road was built, however, they would be free 
 to trade, or not trade, as they wished.  The elves agreed under this 
 pressure, and Sembia's financial future was secured. Hillsfar, on the shores 
 of the Dragon Sea, became a commercial meeting ground between humankind and 
 elves, as did Elventree.  The route the elves chose ran past the base of the 
 Standing Stone as a reminder of earlier, less-hostile dealings between humans 
 and elves.  Over the years the elves of Amothoi came north to join their 
 brethren or slipped away to seek Evermeet, leaving their wood to gradually 
 disappear.

 Sembia grew rich under merchant leaders of increasing wisdom, such as Saer
 (for whom Saerb was named) and Selgar (for whom Chancelgaunt was renamed as
 Selgaunt).  Before his death, Rauthauvyr the Raven saw that these merchants
 had a strong standing council of merchant elders to advise them and to ensure
 that no ruler could hold onto power by force of arms.  Then this farsighted
 man, creator of a nation, now halfblind and infirm from old war wounds, rode
 north into the elven woods and disappeared.  None know what happened to him
 or where his bones lie, save perhaps some few elder elves.


BOOK19

 History of Shadowdale - The Fall of Azmaer, Last Drow Marshall of the Twisted 
 Tower:

 The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when 
 the increased human population in the area brought the dark elves into 
 conflict with their now more numerous neighbors.  The humans were the 
 Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace 
 with the elves of Myth Drannor, settling at the borders of the great woods 
 that was the elven home.  The drow soon found themselves under continual 
 attack, and most of those who held overground settlements retreated back 
 below.  The last powerful drow leader was Azmaer, the marshall of the Twisted 
 Tower in its last drow-held days.  Azmaer oversaw the last retreat of the 
 drow holdings in the face of a human uprising, and held the citadel against a 
 year-long siege. With supplies and slaves brought up from the Underdark 
 directly into the tower, the drow could have conceivably held out forever; 
 however, a human slave (family histories in the Dales indicate a number of 
 possible individuals) poisoned the well in the Tower and the citadel was 
 easily overrun.  Azmaer's body was not found among the dead, leading some to 
 believe that he escaped back into the depths to rejoin his people.  Noting 
 the fact that he would have had to explain to his matriarch how he lost 
 Shadowdale, it is much more likely that, should Azmaer have survived, he went 
 into voluntary exile, hiding from both human and drow.  Given that this 
 occurred only 400 years ago, it is certainly possible that Azmaer still 
 lives.


BOOK20

 History of Shadowdale - Ashaba Becomes First Lord of Shadowdale:

 Upon taking the Twisted Tower and removing the drowish yoke from the people, 
 the Dalesmen had fully established the Dale of Shadowdale, with its seat of 
 power in the tower itself.  Its first lord was a water wizard who had aided 
 in the final attack;  Ashaba, who was great in age when he ascended, and 
 ruled peacefully for 40 years thereafter.  It is said that Ashaba realized he 
 was dying and turned himself to water, merging with the river.  Since that 
 time, the river, the ford, and the Twisted Tower all bear his name.  Before 
 passing on, Ashaba chose one of his trusted lieutenants as the new lord of 
 Shadowdale. Presented to the people of the Dale, he was made the new lord by 
 acclamation. In an additional honor, the pendant worn by Ashaba was 
 thereafter recognized as a symbol of the lordship in the Dalelands, and was 
 possessed by each of the successive lords following.


BOOK21

 History of Shadowdale -  Joadath and the Tyrist Massacre:

 The past hundred years have been an example of the best and worst of the 
 lords of Shadowdale.  All have been nonnative to the Dalelands, though all 
 made the land their home.  A century ago the lord of the Dales was one 
 Joadath, a stiff-necked agnostic who denied the power of any god, good or 
 evil, and used force to back up his beliefs.  During this time there was a 
 great deal of religious persecution, including a massacre of Tyrists on 
 Watcher's Knoll. Joadath was eventually killed by a beast of the nether 
 planes summoned by parties unknown, which then proceeded to rampage through 
 the Dale.  The beast was killed and Shadowdale rescued by the spellcasters 
 Aumry and Sylune.  Aumry was proclaimed lord by acclamation.


BOOK22

 History of Shadowdale -  Aumry Rules in Peace:

 The longest period of peaceful rule was by Lord Aumry and his wife Sylune 
 (better known as the Witch of Shadowdale).  They ruled over the community for 
 forty years, a period of extended peace with their neighboring dales, 
 nations, and the elven peoples.  It was this very peace and power which made 
 the Dale the target for attacks and sabotage by the Black Network 
 (Zhentarim).  They sought (and still seek) to control the trade from the 
 Moonsea to the Sword coast, and desired to make Shadowdale a vassal state of 
 Zhentil Keep.  Lord Aumry's rule ended tragically when he was assassinated by 
 Zhentish agents.


BOOK23

 History of Shadowdale -  Jyordhan the False Lord:

 Lord Aumry was assassinated by Zhentarim agents, who in turn were captured 
 and killed by the warrior Jyordhan.  Jyordhan, with the Pendant of Ashaba in 
 hand (the symbol of the lordship in the Dales), proceeded to present himself 
 as the new lord, and was so acclaimed by the people.  It was unknown to the 
 people that Jyordhan was also an agent of the Zhentarim, and that the entire
 proceeding had actually been a ruse.

 Jyordhan abandoned the Twisted Tower, instead establishing himself in Castle 
 Krag east of Shadowdale.  His court was soon overrun with agents of the Black 
 Network.  When the people eventually revolted, Zhentil Keep sent 
 peace-keeping forces to maintain Jyordhan's rule.  Sylune, Lord Aumry's 
 widow, now aware of the deception but a firm pacifist, did her best to keep 
 the Dale healthy and intact during Jyordhan's evil rule.


BOOK24

 History of Shadowdale -  Khelben Kills Jyordhan:

 Lord Jyordhan's rule of Shadowdale ended when he encountered Khelben Arunsun, 
 also called the Blackstaff.  The story at the time was that Jyordhan accepted 
 an invitation from Khelben to visit Waterdeep, and there he took ill and 
 died. In reality, Jyordhan ambushed Khelben as the mage was leaving 
 Shadowdale, and the Blackstaff killed him.  In either case, Khelben took hold 
 of the Pendant of Ashaba (the symbol of the lordship in the Dales) and 
 returned to Waterdeep with it, promising to send a suitable candidate for 
 lordship to the Dales. Jyordhan had ruled for five years, and without his 
 advocacy, Castle Krag was abandoned and the Zhentil Keep troops routed.  
 Jyordhan's previously chosen successor was a Melvauntan named Lyran, but 
 without the Pendant this individual was considered a pretender to the throne.


BOOK25

 History of Shadowdale - Lords Accepted by Acclamation:

 This acclamation of the people has formed the basis for choosing the lord of 
 Shadowdale since the routing of the evil Lord Jyordhan by Khelben Blackstaff.  
 Usually a predecessor will step down as opposed to dying in office, and his 
 chosen successor will be approved by the populace at large.  This system has 
 had its drawbacks, as will be shown below, but in general, it has served the 
 independent, self-willed people of the Dale very well.  They have avoided the 
 "genetic lottery of which good bureaucracies and bad kingships are made" (a 
 quote from the venerable Elminster).  The symbol of the lordship is the 
 Pendant of Ashaba, a device owned by the original wizard, and used to 
 determine the rightful lord of the Dale.


BOOK26

 History of Shadowdale - The Time of No Lords:

 During the period when Khelben Blackstaff held the Pendant of Ashaba (the 
 symbol of the lordship in the Dales), Sylune (widow of the murdered Lord 
 Aumry) was the de facto ruler of Shadowdale, though these years were known as 
 the Time of No Lords.  Sylune and an adventuring company known as Mane's Band 
 were responsible for driving out the Zhentil Keep forces and keeping at bay 
 the monsters in the area.  The Twisted Tower, the traditional seat of 
 leadership, remained uninhabited following its abandonment by the evil Lord
 Jyordhan, and neither Sylune nor the companions of Mane's Band wished to 
 assume the mantle of leader.  With time, Mane's Band passed on to other lands 
 and adventures.


BOOK27

 History of Shadowdale - Doust Sulwood Becomes Lord of Shadowdale:

 Three winters following his defeat of the evil Lord Jyordhan, Khelben  
 Blackstaff found a suitable candidate to assume leadership of the Dales, or 
 rather a group of candidates.  They were the Knights of Myth Drannor, so 
 named to show their interest in the elven territories and their connection 
 with the elven peoples, and Khelben gave them the Pendant of Ashaba (the 
 symbol of the Lordship) in return for services rendered to himself and to 
 Shadowdale.  Their leader, the ranger Florin Falconhand, refused the honor of 
 the lordship.  It was therefore passed to Doust Sulwood, who was made the new 
 lord with the support of Florin and Sylune (wife of the murdered Lord Aumry), 
 and apparently also the secret support of Khelben as well.

 Doust reoccupied the Twisted Tower, driving out the last agents of the Black 
 Network.  He also reinstituted many of Ashaba's democratic ideals, including 
 the Lord's Court where all citizens may speak freely and air their grievances 
 without threat of reprisal.  Doust ruled for five years and proved to be a 
 capable ruler, beloved by the people.  The regular presence of the Knights of 
 Myth Drannor did much to ensure the protection of the area, particularly 
 against incursions by Lyran Nanther the Pretender.  Lyran was to have been 
 Jyordhan's named replacement, but with the Zhentarim routed there was little 
 validity to the claim.


BOOK28

 History of Shadowdale - Elminster Moves to Shadowdale:

 It is of note that during the time that Doust Sulwood of the Knights of Myth 
 Drannor assumed the role of Lord of Shadowdale, Elminster took up residence 
 in the area.  A semi-regular visitor up to that time, he took possession of a
 low, abandoned tower at the foot of the Old Skull, and declared himself to be 
 officially in retirement.  The nature of that retirement varies from active 
 involvement in local affairs to long-term vacations on other planes.  The 
 natives of the Dale have come to the understanding that they cannot always 
 count on the powerful mage being in residence in times of need or danger, but 
 when he is present in these circumstances his aid is usually given.


BOOK29

 History of Shadowdale - Doust Chooses Mourngrym Amcathra to Succeed Him:

 Doust Sulwood, recommended to the position by Khelben Blackstaff, ruled 
 Shadowdale as lord for five years.  "Seems like a millennium," he was oft 
 known to have reported, and the tedium of court life and the lure of 
 adventure eventually caused him to retire his position and rejoin the Knights 
 of Myth Drannor in regular adventuring.  He handed the Pendant of Ashaba 
 (symbol of the Lordship) on to one of the younger Knights, a Waterdhavian 
 noble named Mourngrym Amcathra.  Mourngrym had been dispatched by Khelben 
 from Waterdeep for other purposes, but Doust liked both the young man's 
 straightforward honesty and his willingness to shoulder the burden of 
 protecting the small community from myriad dangers.  Time has proven this 
 choice a wise one.


BOOK30

 History of Shadowdale - Shaerl and Mourngrym Meet and Marry:

 The implications of Khelben "Blackstaff" Arunsun "choosing" the last two 
 lords of Shadowdale (Doust Sulwood and Mourngrym Amcathra) were not lost on 
 the Dale's powerful neighbor to the south, Cormyr. An agent was sent 
 northward to divine Mourngrym's true intentions and to guarantee the Dale's 
 continued good relationship with the throne of the Purple Dragon.  The agent 
 was a rogue named Shaerl Rowanmantle, sent by Vangerdahast (though all 
 paperwork on this matter has been curiously incinerated in Suzail, so all is 
 hearsay and tale). Shaerl discovered more than she intended and fell in love 
 with young Mourngrym.  The two married and became the lord and lady of 
 Shadowdale. Shaerl's loyalty is now to her husband and to the land they 
 co-rule.  This was probably not the intention of the Cormyreans.


BOOK31

 History of Shadowdale -  Mourngrym's Rule:

 Since being recommended to the position by outgoing Lord Doust Sulwood, Lord 
 Mourngrym Amcathra's rule of Shadowdale has been less peaceful than he had 
 hoped.  The First Battle of Shadowdale occurred in the Year of the Prince 
 (1357 DR), and involved Daleland forces routing those of Lyran the Pretender.
 Lyran has made repeated attempts to gain the Lordship, as was intended by the 
 former Zhentish puppet, Lord Jyordhan.  While significant, this battle pales 
 when compared to the larger battle fought on the same site between Bane-led 
 Zhentil Keep forces and the Dales during the Time of Troubles (1358 DR/0 PR).  
 When the Battle of Shadowdale is referred to (without a number), it usually 
 means this second battle.  In addition, Mourngrym has had to deal with a 
 large number of skirmishes, incursions, a possible invasion from below, 
 explosions, and other sundry disasters.

 Mourngrym and Shaerl have one child, Scotti, who is now nine winters old.  By 
 the customs of the area, he is not considered the heir apparent, and another 
 suitable warrior or mage may take the reins of power of the small community.  
 Most feel that Mourngrym will hold the Pendant until his son has reached his 
 maturity, then abdicate in young Scotti's favor once he takes his grown name.  
 If this happens, it will be the first occasion of the lordship of Shadowdale 
 passing down through a family.


BOOK32

 History of Tethyr:

 For the past 1500 years, Tethyr has had a single, strong royal family ruling 
 with absolute power.  When a king died or became incapacitated, his oldest 
 son took the throne.  As the family trees of those close to power became more
 intertwined and complicated, there were the inevitable wars of succession and 
 bickering over which second cousin was the "true" heir to the throne.  Civil 
 wars were brief, however, and once the fighting was over the system returned 
 to normal (until the next major dispute in a few hundred years or so).

 The established re-occuring cycle was broken 10 years ago.  The current 
 ruling family had been in power for over 350 years, so long that they had 
 dropped their own family name centuries ago (no one even remembers it now) 
 and simply called themselves Tethyr.  King Alemander IV was comfortably 
 ruling from Castle Tethyr, and the country seemed happy enough, but there was 
 a broad current of dissatisfaction among the people of Tethyr.  Non-humans 
 were forbidden by law to own land, and since most rights and privileges 
 accorded citizens were based on land ownership, they became second-class 
 citizens as well. Things were especially bad for elves, who were driven deep
 into the Forest of Tethir by royal armies.  Alemander IV took land away from 
 rightful owners and gave it to nobles who promised larger contributions to 
 the royal treasury.  These social and economic inequities, coupled with 
 several harsh winters and bad harvests in a row, made the time ripe for a 
 change.

 It takes more than just a couple of lousy winters to depose a king however, 
 it takes treachery as well.  In the case of the fall of House Tethyr it took 
 an ambitious general and an impatient royal heir.  Prince Alemander grew 
 tired of waiting for the robust Alemander IV to make room for him, so he 
 struck a deal with General Nashram Sharboneth, commander of the king's 
 largest army.  While Sharboneth marched his army toward Tethyr, bringing 
 along a sizable group of angry peasants recruited with the promise of land 
 reform, the would-be Alemander V downplayed alarming reports from the king's 
 spies and advisors, silencing the most persistent permanently through murder 
 or exile.  By the time Sharboneth's army arrived and laid seige to Castle 
 Tethyr, it was too late for loyalists to help.

 As Sharboneth launched a direct assault on the castle (using the expendable 
 peasants as shock troops), a handful of elite soldiers let in a secret
 entrance by the prince would eliminate key guards and open the gates.  At the
 same time, the prince (one of the few people allowed to see the king 
 directly) would murder his father.  A fire set by the elite troops would 
 destroy evidence of treachery; the general and the prince would emerge from 
 the conflagration and announce a new, joint government.

 The plan was executed perfectly, but only up to a point.  Sharboneth 
 double-crossed the prince; his men were much too efficient in setting the 
 castle ablaze, and Prince Alemander (along with most of his fellow 
 conspirators) died horribly in the fire.  At about the same time, a spy 
 planted on the general's inner staff by the equally duplicitous Alemander 
 murdered the general and dissolved his body with a powerful acid before 
 anyone could come to his aid.

 To make matters worse, everyone had underestimated the resentment the people 
 felt for the royal family.  Once Castle Tethyr began to fall, there was no 
 holding back the mob.  In one night, the proudest, strongest castle in all 
 the country was reduced to a smoking ruin.  Everything of value - fine 
 tapestries, plates and silverware, furniture, jewelry, weapons, clothes, 
 armor, paintings, statues, etc.- was either stolen, burned, or just ripped
 apart and stomped into the dust.

 As news of the fall of the royal family spread, so did the chaos.  In what is 
 now known as the "Ten Black Days of Eleint," anyone known (or even suspected) 
 of blood connection to the royal family was put to the sword.  This led to 
 some darkly humorous moments, as social climbers who had bragged just a week 
 before of being a sixth cousin twice removed of a royal aunt tried in vain to 
 convince an angry mob that they were "only kidding."

 The nobles who were the biggest supporters of the royal family also came 
 under attack, and some baronial keeps fell.  Local leaders who had adequately
 distanced themselves from the Tethyr family, or were popular enough (or 
 feared/strong enough), survived.  These surviving nobles became the initial 
 players in the fight to decide the fate of Tethyr.

 One thing was certain; any leader or type of government that too closely 
 resembled rule under the Tethyrs would not be accepted.  "Royalist" became a 
 dirty word in Tethyr society.  The power struggle continues to this day, and 
 there is no sign of it ending anytime soon.


BOOK33

 History of the Bell in the Depths:

 One of the great and mysterious sites in the Moonsea area, the Bell in the 
 Depths, is connected with legendary Northkeep, an island kingdom that was the 
 first great citadel of humankind in these cold lands.  Northkeep was a great 
 and magical city, and it was under the protection of these magics that 
 humanity first began to press back the orc hordes and take command of the 
 sea.

 The power of Northkeep made it an obvious target for orcs, giants, and other 
 evil races.  However, these creatures were not inclined towards sea actions, 
 and Northkeep seemed safe until the day when (according to legend) 40,000 
 inhuman mages, shamans, witch doctors, and priests of all foul races gathered 
 on the northern shore of the Moonsea and began to chant, bringing the 
 vengeance of their gods down upon the human interlopers.  The gods (at least 
 some of them) came and destroyed their priests for disturbing them, but also
 sank Northkeep beneath the waves.

 The upper reaches of Northkeep - its slender, now-broken spires - can be seen 
 beneath the water by boats that sail nearby.  This is not attempted often, 
 however, as the region is said to be haunted by the original defenders of 
 Northkeep, seeking company in their watch over the Cold Lands.  On fog-ridden 
 nights the bells of the tallest towers, despite being submerged, can be heard 
 as far away as Hillsfar.


BOOK34

 History of the Chosen of Mystra:

 The reason why Mystra, the Goddess of Magic, invested a portion of her divine 
 might in mortals is not known.  One of the more popular theories, and one 
 that is gaining more support in light of the goddess' other actions during 
 that period, is that Mystra foresaw the Time of Troubles (and her own passing 
 at the hands of Helm) and chose to give some of her power to mortals in order 
 to ensure that her successor (the female mage Midnight, as it turned out) 
 would have a number of nearly immortal allies in the struggle against the 
 schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated 
 the Time of Troubles by stealing the Tablets of Fate.  The theory goes on to 
 suggest that Mystra informed Azuth at approximately the Year of the Rising 
 Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of 
 her power must be put into the hands of mortals who would then become known 
 as Mystra's Chosen.  This power would sleep within the bodies of those 
 mortals, allowing Mystra to call on it only with their permission.  It would 
 give the Chosen the innate ability to heal quickly, and would give them life 
 spans far greater than those of ordinary mortals.  Mystra speculated that 
 these mortals might be able to call on her power and thereby gain some 
 special abilities, but that these powers would not rival those of a deity. 
 (See "Powers" below.)

 The Goddess of All Magic then began to select mortals she thought to be 
 suitable.  One of the first was the young mage Elminster, and she also 
 singled out a promising wizard named Khelben Arunsun.  Both have proved to be 
 worthy and capable receptacles of her power, but Mystra's other early 
 attempts to invest her power in living humans were unsuccessful, and she came 
 to realize that only very few mortals were of stern enough substance to 
 contain such power within themselves without being destroyed or corrupted.  
 Even though some people aside from Elminster and Khelben may have possessed 
 the requisite strength, it is possible that having lived for years prior to 
 being visited by Mystra had set them on a path from which they were not able 
 to deviate. Whatever the reason, the problem needed to be solved.  To get 
 around the difficulty, Mystra devised a plan to use herself as a vessel to 
 breed individuals who could be nurtured and acclimated to her power from the 
 very beginnings of their lives.

 For the father of these individuals, she picked the best example of human 
 stock she could find: Dornal Silverhand, a nobleman and a former Harper who 
 lived near Neverwinter.  Mystra then possessed the body of Elue Shundar, a 
 half-elven sorceress whom Dornal was already attracted to.  Mystra revealed 
 her presence and her plan to Elue, who happily and eagerly agreed to have the 
 goddess share her body.  Elue had been reluctant, but under the influence of 
 Mystra the woman became a seductress, and Dornal found his advances being 
 suddenly returned with great fervor.

 Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR).  The
 first of seven daughters, Anastra Sylune, was born the following winter.  
 Sylune's six sisters emerged at one-year intervals thereafter: Endue 
 Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" 
 these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), 
 and Er'sseae Qilue.  These siblings have become known in Realmsian lore as 
 the Seven Sisters.

 Dornal, who had been kept in the dark about his wife's true nature through 
 the years (presumably because Mystra didn't want to risk losing his 
 services), was disappointed and nearly distraught by the time his sixth child 
 was born; he had always wanted sons as well as daughters.  More importantly, 
 he was seeing his wife deteriorate right before his eyes. The strain of 
 coexisting with the goddess all these years had turned Elue into a withered 
 shell - in essence a lich, clinging to life only because Mystra's power was 
 within her.

 When Elue was carrying the seventh child, Dornal consulted a priest who told 
 him his wife had been possessed by an entity of great magical power.  To 
 spare both of them any further agony, he attempted to slay his wife's 
 physical form by severing her head from her body.

 As soon as he had done this, Mystra was forced to reveal herself to him, and 
 she went on to explain her scheme.  Just as she had worried would happen, 
 Dornal was aghast at how he and his wife had been used by the goddess.  He 
 turned his back on the corpse of his wife, abandoned his lands and his 
 children, and vanished into the North.  Mystra bore him no ill will, and in 
 fact protected him for the final 30 years of his life.  When Dornal finally 
 did meet his end he called out to Mystra, and the goddess granted him 
 continued existence as her servant.  Now known as the Watcher, Dornal 
 Silverhand travels the world unseen by mortals on a continuing mission to
 locate candidates to swell the ranks of the Chosen and to identify possible 
 threats to Mystra and her minions.


BOOK35

 History of the Dales and the Elven Court:

 The founding of the Dalelands long preceded the creation of any of the 
 existing Dales by hundreds of years, and the year numbering system known as 
 Dalereckoning is actually a commemoration of humankind being given permission 
 to settle in the lands north and west of the Inner Sea.  Most of the current 
 Dales are relative newcomers, the older having been abandoned, destroyed, or 
 overrun long ago.  In those ancient days, when Suzail and Chondathan (now 
 called Saerloon) were mere coastal trading posts, the elves who ruled this 
 forest entertained a request from settlers from the East; refugees and 
 farmers from far-off Impiltur and Damara.  This request was to farm and 
 settle the borders of the great forest Cormanthor, in particular the rich 
 delves and dales along the rivers Arkhen and Ashaba.  These newcomers did not 
 wish to lumber or clear the inhabited forest, but only to settle on the rich
 territories on its edges, and unlike some other settlers (early Sembia comes 
 to mind) were willing to ask permission.

 The lords of the Elven Court granted that request in retum for aid from these 
 new Dalelanders against outside aggression, both monstrous (orcs and goblins 
 from the lands of Thar) and human (the rising powers in Cormyr and Sembia).  
 In commemoration of this pact, humans and elves raised the Standing Stone 
 that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road 
 from Essembra to Hillsfar.  It is from the date of the raising of this stone 
 that Dalereckoning is counted.  According to the pact made, the Dalesmen 
 would only settle those regions that were unforested or unclaimed by the 
 elves.  As the elven woods receded under the axes of further invaders and 
 settlers, old Dales perished and new ones came into being along the borders 
 of the woods.  People, both good and bad, have raised petty nations in the 
 Dalelands since, though any one Dale that turned against the pact would have 
 to deal with the others. Each of the Dales is a large swath of farms and 
 fields, with a few scattered settlements and usually one central marketplace, 
 capital, or Dale center. These centers are often, but not always, named after 
 the Dales they are in, adding to the confusion as to what is a Daleland's 
 territory.

 The Dales are not city-states, for their largest groupings of population rate 
 as towns at best, and they lack the defensive walls common throughout the 
 Heartlands.  They are neither true nations in the fashion of Cormyr or
 Sembia, and occupy a gray middle ground wherein they are nothing more, or 
 less, than Dales.

 Each Dale has slightly different laws, customs, and military organizations.  
 Many rely on the work of charismatic heroes and adventuring companies for aid 
 in times of trouble, and a large number of these individuals use the region 
 as a base.  This attraction for adventurers is further increased by the large
 number of elven and pre-elven ruins in the area and the departure of the 
 Elven Court for Evermeet, leaving the woods open for exploration and 
 exploitation.

 The history of the Dales is filled with battles and attacks on its various 
 members.  In the Year of the Worm (1356 DR), Scardale, under the command of
 Lashan Aumersair, launched a number of swift attacks, conquering a number of
 the surrounding Dales.  A coalition of forces from the others, as well as
 Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale.
 During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by 
 Zhentil Keep.  More recently, the Dalelands have committed forces to a 
 unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion 
 (1360 DR).


BOOK36

 History of the Dead Three: 'KNUCKLEBONES, SKULL BOWLING, & THE EMPTY THRONE'

 In ages past there was but one god of strife, death, and the dead, and he was 
 known as Jergal, Lord of the End of Everything.  Jergal fomented and fed on 
 the discord among mortals and powers alike.  When beings slew each other in 
 their quest for power or in their hatred, he welcomed them into his shadowy 
 kingdom of eternal gloom.  As all things died, everything came to him 
 eventually, and over time he built his power into a kingdom unchallenged by 
 any other god.  Eventually, however, he grew tired of his duties for he knew 
 them too well.  Without challenge there is nothing, and in nothingness there 
 is only gloom.  In such a state, the difference between absolute power and 
 absolute powerlessness is undetectable.

 During this dark era, there arose three powerful mortals - Bane, Bhaal, and 
 Myrkul - who lusted after the power Jergal wielded.  The trio forged an 
 unholy pact, agreeing that they would dare to seek such ultimate power or die 
 in the attempt.  Over the length and breadth of the Realms they strode, 
 seeking powerful magic and spells and defying death at every turn.  No matter 
 what monster they confronted or what spells they braved, the three mortals 
 emerged unscathed at every turn.  Eventually the trio destroyed one of the
 Seven Lost Gods, and they each seized a portion of his divine essence for 
 themselves.

 The trio then journeyed into the Gray Waste and sought out the Castle of 
 Bone. Through armies of skeletons, legions of zombies, hordes of noncorporeal
 undead, and a gauntlet of liches they battled.  Eventually they reached the 
 object of their lifelong quest - the Bone Throne.

 "I claim this throne of evil," shouted Bane the tyrant. "I'll destroy you
 before you can raise a finger," threatened Bhaal the assassin. "And I shall
 imprison your essence for eternity," promised Myrkul the necromancer.

 Jergal arose from his throne with a weary expression and said, "The Throne is
 yours. I have grown weary of this empty power. Take it if you wish - I
 promise to serve and guide you as your seneschal until you grow comfortable 
 with the position." Before the stunned trio could react, the Lord of the Dead
 continued: "Who among you shall rule?"

 The trio immediately fell to fighting amongst themselves while Jergal looked 
 on with indifference. When eventually it appeared that either they would all
 die of exhaustion or battle on for an eternity, the Lord of the End of 
 Everything intervened. "After all you have sacrificed, would you come away
 with nothing? Why don't you divide the portfolios of the office and engage in
 a game of skill for them?" asked Jergal.

 Bane, Bhaal, and Myrkul considered the god's offer and agreed. Jergal took
 the heads of his three most powerful liches and gave them to the trio that 
 they would compete by bowling the skulls. Each mortal rolled a skull across
 the Gray Waste, having agreed that the winner would be he who bowled the 
 farthest.

 Malar the Beastlord arrived to visit Jergal at this moment. After quickly
 ascertaining that the winner of the contest would get all of Jergal's power, 
 he chased off after the three skulls to make sure that the contest would be 
 halted until he had a chance to participate for part of the prize.  Bane, 
 Bhaal, and Myrkul again fell to fighting as it was obvious their sport was 
 ruined, and again Jergal intervened. "Why don't you allow Lady Luck to decide
 so you don't have to share with the Beast?"

 The trio agreed, and Jergal broke off his skeletal finger bones and gave them 
 to the players. When Malar returned from chasing the skulls, he found that
 the trio had just finished a game of knucklebones.

 Bane cried out triumphantly, "As winner, I choose to rule for all eternity as 
 the ultimate tyrant.  I can induce hatred and strife at my whim, and all will 
 bow down before me while in my kingdom."

 Myrkul, who had won second place, declared, "But I choose the dead, and by 
 doing so I truly win, because all you are lord over, Bane, will eventually be 
 mine. All things must die - even gods."

 Bhaal, who finished third, demurred, "I choose death, and it is by my hand 
 that all that you rule Lord Bane will eventually pass to Lord Myrkul. Both of
 you must pay honor to me and obey my wishes, since I can destroy your kingdom, 
 Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by 
 staying my hand."

 Malar growled in frustration, but could do nothing, and yet again only the 
 beasts were left for him.

 And Jergal merely smiled, for he had been delivered.


BOOK37

 History of the Dragon Coast:

 The history of the Dragon Coast is the history of money, particularly the 
 darker side of the coin. Situated on the main trade routes between the Inner
 Sea and the Sword Coast, these lands never coalesced into a solid, coherent 
 nation, like Cormyr or Sembia. Instead small petty city-states have risen and 
 fallen, powered by greed and the most powerful merchant or pirate faction of 
 the day.

 As a result, the Dragon Coast has always been the home of the smuggler, the 
 pirate, the rogue, and the hired killer. It has been the place where those 
 seeking to skirt the laws of more civilized nations to the north make 
 landfall.  It is here that the Red Wizards gain their access to the Western 
 Heartlands, and where the Cult of the Dragon launches its plots to the south.
 And it is here that independent secret societies and assassin guilds have 
 their greatest power.

 The last semblance of organized resistance to this trend was the reign of 
 Verovan, last of the kings of Westgate. The monarchy of Westgate had long
 worked closely with the various mercantile and pirate factions, but Verovan 
 attempted to stem the growing power of the merchant houses and petty lords.  
 His sudden and mysterious death without acceptable heirs in 1248 DR opened 
 the door for much of what now is commonplace in the Dragon Coast - corruption 
 and treachery.

 It should be noted that while Verovan's name is still venerated in these 
 lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash 
 and flamboyant rogue who united a pirate fleet beneath him and ruled from 
 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good
 people are venerated, but the power of darker rogues is imitated.


BOOK38

 History of the Drow, The Descent:

 We know very little of the Ilythiiri, or "Elves of the South," before this 
 crucial event.  Even then they were known as "Dark Elves," for the hue of 
 their skins.  They dwelt in the jungles and hot forests of the South.  A 
 proud, warlike, culturally advanced (some sages of other elven peoples say 
 "decadent") folk, the Ilythiiri attacked all neighbors, including other elven 
 tribes.  Their cruel raids and depredations, ordered by warlike nobility and 
 the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, 
 humans, dwarves, and others to ally against them.

 Defeated in a series of titanic magical battles, the dark elves fled into 
 underground warrens they had earlier discovered.  This event, known as "the 
 Descent," marked the end of the drow as a surface-dwelling race.


BOOK39

 History of the Drow, The Dark Wars:

 The warlike drow nature did not change when they escaped their surface foes 
 during The Descent.  In fact, they immediately launched a series of wars to 
 establish territories in the Underdark. They began by stealing and seizing
 dwarven magical items, and using them against the dwarves - establishing an 
 enmity that is still strong today.

 The drow then fought among themselves, noble against noble, priest against 
 priestess, for rule of their new realm.  This all-out war ended amid great 
 magical explosions that brought down the roof of the largest dwarven cavern 
 they had seized, great Bhaerynden.  The ceiling collapsed entirely, burying 
 many drow and the shattered dwarven cities.  The cavern, now open to the sky, 
 became known as The Great Rift.  The surviving drow nobles gathered what 
 people, slaves, and equipment they could seize, and fled into the Underdark 
 in search of places to dwell. "The Scattering" brought about the many rival,
 self-interested cities where most drow live today.


BOOK40

 History of the Fateful Coin:

 Old tales tell that luck plays a crucial role in each person's life. When
 each new-born baby enters into the Realms, Tymora flips a coin formed from 
 the remnants of the original goddess of luck, Tyche.  Beshaba calls it in the
 air - the moon (heads) or the cloak (tails). If Beshaba is right, that person
 is cursed with misfortune for the rest of his or her days.  If she's wrong, 
 Lady Luck smiles on that child for the rest of his or her life. For some rare
 beings, the coin lands edge on - and these luckless few can forge their own 
 fates, for they have more freedom over their destinies than the powers
 themselves.


BOOK41

 History of the Last March of the Giants:

 East of the Great Rift in the Eastern Shaar once stood a land of the titans.  
 This empire rose at the dawn of time in Faerun, and its lords thought to 
 challenge the gods in their arrogance.  In punishment, the powers cursed the 
 reigning monarch of the land with fascination and his brethren with devotion.  
 The powers then dropped a star onto the land. The impact of the fallen star
 created a huge valley later known as the Sea of Fallen Stars. Slowly picking
 up speed, the ball rolled through the titan nation and onward to the south.

 Unable to contain his curiosity, the titan king ran off after the bouncing 
 sphere and his devoted followers dutifully followed his tracks. The meteorite
 rolled on and on until it reached the Great Sea and vanished into the depths.  
 The monarch dove into the sea, and, lemminglike, the entire titan race dove 
 in after him, never to be seen again.

 Ashamed at the destruction they had wrought, the powers vowed to keep both 
 curiosity and loyalty firmly in check to avoid such disasters in the future.  
 They have done so to this day, preventing both new ideas from being pursued 
 with any speed and the intelligent races of Toril from ever fully 
 cooperating.


BOOK42

 History of the Moonsea:

 The Moonsea has a long history as the border between the elven lands to the 
 south and the darker, more sinister lands of the Ride and Thar, home of 
 dragons and giant and ogre tribes in great multitudes.  The deep sea was an 
 excellent barrier to the raiders, as those tribes who sought invasion had to 
 detour around and through the lands that would eventually hold Yulash, 
 Zhentil Keep, and Hillsfar.

 The first true settlement in Moonsea was Northkeep, a shining citadel 
 established as a beacon of civilization and a jumping-off point for merchants 
 seeking trade with the dwarves of the North - including not only Tethyamar, 
 but the clans of the Cold Lands - who traded their metalwork and craft for 
 much-needed magic. In the end, Northkeep was sunk beneath the icy waters of
 the Moonsea by the inhuman forces, and humankind suffered one of many 
 setbacks in the region.

 So has been the nature of human habitation of this region since the 
 beginning. Human settlements thrive for a few years, usually through sheer 
 willpower and on the strength of a sharp sword, and then are overrun by 
 goblins, orcs, dragons, beholders, or giants.  Phlan has fallen and risen 
 again. Yulash is a ruin where a decade ago there was a thriving town. Hulburg 
 and Sulasspryn are empty hulks.  Each of the cities of the Moonsea seems 
 threatened with extinction in its turn, then is rebuilt.

 This cycle may be the reason that only the strongest and the most savage 
 survive, even prosper, in the lands of the Moonsea. The greatest cities -
 Hillsfar, Mulmaster, and the impenetrable Zhentil Keep - are all ruled by 
 evil people who control their lands with iron grips.  The lesser cities, 
 Elventree, Phlan, and Thentia, may be less evil, but have a strong, 
 independent, almost chaotic nature. In many ways the Moonsea is a frontier, 
 with a frontier mentality.


BOOK43

 History of the North - The First Flowering:

 For millennia, gold elves dwelt in Illefarn (where Waterdeep now stands) and 
 Eaerlann (along the River Shining). From their ornate forest cities they
 traded with emerging human nations like Netheril and Illusk and repulsed the 
 attacks of the goblin races. Meanwhile, dwarven clans united as the nation of
 Delzoun, named for the dwarf who forged the union. The nation, existing
 primarily underground, extended from the Ice Mountains to the Nether 
 Mountains.  Silver Moon Pass was its western border and the Narrow Sea its 
 eastern shore. Orcs came from north of the Spine of the World but were turned
 back in great slaughter by the elves.  To this day, this is the homeland and 
 stronghold for orcs and similar races.


BOOK44

 History of the North - The Crown Wars:

 Humans immigrated in bands from the Shining Sea and up to the Sword Coast.  
 They became seafarers, striking out across the waves to the Moonshaes, 
 Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing
 war against each other with the humans and orcs taking over the resulting
 ruins.  Perhaps the greatest calamity to befall the Fair Folk was the Dark 
 Disaster, a killing magic that took the form of a dark, burning cloud.  It 
 enshrouded the kingdom of Mieyritar, and when it faded away some months 
 later, not an elf lived - nor were trees left; only an open, blasted moor: 
 the High Moor.

 All was not dark for the elves. Although in retreat, as barbarian humans and 
 orc hordes grew in strength, their power rose in the Elven Court and Evereska 
 (remaining a stronghold to this day).  They conceived of cooperation between 
 dwarves, kindly humans, and other elves for mutual survival against orcs, 
 marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, 
 gnolls, and other nonhuman creatures) led by the rising power of giants.  
 Astonishingly, in at least three places - the Fallen Kingdoms and the cities 
 of Silverymoon and Myth Drannor - they succeeded with shining grace.

 To the east, on the sandy shores of the calm and shining Narrow Sea, human 
 fishing villages grew into small towns and then joined together as the nation 
 of Netheril. Sages believe the fishing towns were unified by a powerful human
 wizard who had discovered a book of great magic power that had survived from 
 the Days of Thunder - a book that legend calls the Nether Scrolls. Under this
 nameless wizard and those who followed, Netheril rose in power and glory, 
 becoming both the first human land in the North and the most powerful.  Some 
 say this discovery marked the birth of human wizardry, since before then, 
 mankind had only shamans and witch doctors.  For over 3,000 years Netheril 
 dominated the North, but even its legendary wizards were unable to stop their 
 final doom.


BOOK45

 History of the North - Recent History of the North:

 In the waning summer months of 1367, an immense orc horde descended from the 
 Spine of the World, intent on winding its way south into the trade lands of 
 the North. This force of orcs, led by King Greneire, surged its way south 
 between the Moonwood and the Cold Wood, stopping just outside the Citadel of 
 Many Arrows.

 King Obould, orc ruler of the Citadel of Many Arrows, was terrified at the 
 prospect of another orc horde, despite the fact that he knew they should be 
 working together against the humans of the North and the spawn of Hellgate 
 Keep. His tribal shamans, however, had been predicting a treacherous fall of 
 the citadel - and they'd told the king that he'd be deposed by other orcs.

 Thus, it was a dark day when King Greneire and his horde of 150,000 orcs 
 appeared on the plains outside the Citadel of Many Arrows. King Obould 
 announced to his followers that this horde had been sent to dislodge them 
 from their home and send them out to be scavengers among the plains. He vowed 
 that, with Gruumsh as his witness, the Citadel of Many Arrows would slaughter 
 these treacherous orcs "like elves during a festival."

 For four months, the 40,000 orcs within the citadel held their ground. 
 Assault after assault was mounted against the high walls of the garrison, but 
 the attacking orcs were losing far more than the defenders. Still, the living
 conditions within the walls - never too good to begin with - created losses 
 of their own.

 The battle for the Citadel of Many Arrows culminated during the first week of
 Uktar. As another light blanket of snow sought to bury the gathered orcs, 
 King Greneire threw his entire remaining army at the citadel, bursting its 
 gates and pitting orc against orc in a flurry of swords. As the two orc kings 
 sought one another out along the ramparts, the citadel began to burn.

 The orcs that survive the battle still speak of the superhuman prowess of the 
 two kings as they battled one another before their troops. Finally, however, 
 King Obould ran Greneire through with his long sword, but Obould was severely 
 wounded by the time Greneire had breathed his last breath. The orcs erupted 
 into battle once again, and no one is quite certain what became of King 
 Obould.

 It was through the smoke and snow that the victors of the conflict emerged: 
 the dwarves of Clan Warcrown along with a contingent of troops from 
 Silverymoon. Charging in through the shattered gates, these new attackers 
 quickly routed the exhausted orcs of the citadel, sending them scurrying off 
 into the wilderness.

 King Emerus Warcrown now rules the Citadel of Many Arrows, though the dwarves 
 now call the city by its old name of Felbarr. Most in the North still tend to 
 refer to the city as the Citadel, however, waiting to see if it can withstand 
 the next orc horde. King Warcrown has put out a call for all dwarves to help 
 defend the citadel, and news of a new vein of gold and silver is spreading 
 rapidly through dwarven communities.


BOOK46

 History of the North -  The Elven Exodus:

 This era left behind elven strongholds ripe for pillaging by humans and orcs. 
 When elves chose to leave the North and travel to Evermeet, their works 
 quickly disappeared, leaving only places like the Old Road and a ruined port 
 in the High Forest to mark Eaerlann's passing. And yet it was not only the 
 elves who would disappear from their long-held homes; the human nation of 
 Netheril also stood on the brink of history.

 Doom for Netheril came in the form of a desert, devouring the Narrow Sea and 
 spreading to fill its banks with dry dust and blowing sand. Legend states 
 when the great wizards of Netheril realized their land was lost, they 
 abandoned it and their countrymen, fleeing to all corners of the world and 
 taking the secrets of wizardry with them. More likely, this was a slow 
 migration that began 3,000 years ago and reached its conclusion 1,500 years 
 later.

 Whatever the truth, wizards no longer dwelled in Netheril. To the north, the 
 once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the 
 orcs struck. Orcs have always been foes in the North, surging out of their 
 holes every few tens of generations when their normal haunts can no longer 
 support their burgeoning numbers. This time they charged out of their caverns 
 in the Spine of the World, poured out of abandoned mines in the Graypeaks, 
 screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt 
 complexes in the Nether Mountains, and stormed upward from the bowels of the 
 High Moon Mountains. Never before or since has there been such an outpouring 
 of orcs. Delzoun crumbled before this onslaught and was driven in on itself. 
 Netheril, without its wizards, was wiped from the face of history. The 
 Eaerlann elves alone withstood the onslaught, and with the aid of the treants 
 of Turlang and other unnamed allies, were able to stave off the final days of 
 their land for yet a few centuries more.

 In the east, Eaerlann built the fortress of Ascalhorn and turned it over to 
 refugees from Netheril as Netherese followers built the town of Karse in the 
 High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others 
 wandered the mountains, hills, and moors north and west of the High Forest, 
 becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and 
 Sundabar.


BOOK47

 History of the North - The Spread of Humankind:

 The adaptable humans made use of magic they could seize or learn from the 
 Proud Peoples to defeat all enemies, breaking (for a time) the power of 
 giants and orcs. Waterdeep was founded. The last of the pure blood elves died 
 out, a result of continued marriages with humans.

 In the far west, men also dwelled - wise, clever primitives called the Ice 
 Hunters. They lived simple lives on the coast since time beyond reckoning, 
 countless generations before Netheril's first founders set foot on the Narrow 
 Sea's western shore. Yet this peaceful folk fell prey to another invasion 
 from the south: crude longships that carried a tall, fair-haired, warlike 
 race who displaced the Ice Hunters from their ancestral lands.

 This race, known as the Northmen, spread farms and villages along the coast 
 from the banks of the Winding Water to the gorges of the Mirar. Northmen 
 warriors drove the simple Ice Hunters farther and farther north, forced the 
 goblinkin back into their mountain haunts, and instigated the last Council of
 Illefarn. Within 500 years of the Northmen's arrival, Illefarn was no more - 
 its residents had migrated to Evermeet.

 From the Coast, Northmen sailed westward, claiming and establishing colonies 
 on the major western islands of Ruathym and Gundarlun, eventually spreading 
 to all the islands in the northern sea. Others migrated northward, past the 
 Spine of the World, and became the truly savage barbarians of Icewind Dale.

 In the centuries that followed, Ascalhom became Hellgate Keep when it fell 
 into the hands of fiends, and Eaerlann collapsed under the attack of a new 
 orc horde. The elves fled southeast, joining with Northmen, Netherese 
 descendants, and dwarves to form what would later be known as the Fallen 
 Kingdom. This realm was short-lived and collapsed under the next orcish 
 invasion - though in dying, it dealt the goblin races a blow from which they 
 have yet to recover.


BOOK48

 History of the North - The Might of Men:

 Along the coast, in what was once the elven community of Illefarn, humanity 
 was once again rising in power. Merchants from the south, tribesmen from the 
 North, and seafarers from western islands had created a village around a 
 trading post on a deep-water harbor, first known as Nimoar's Hold after the 
 Uthgardt chieftain whose tribe seized and fortified the ramshackle village. 
 Nimoar and his successors, known as War Lords, led the men of Waterdeep (as 
 it had become known to ship captains) in a slowly losing battle against the
 trolls. In a final, climactic battle, the trolls breached the aging palisade 
 and all seemed lost - until the magic of Ahghairon of Silverymoon turned luck
 against the trolls, destroying and scattering them.

 Ahghairon, heir to the heritage and learning of Netheril, stayed in 
 Waterdeep, and in his 112th year he again saved the city - this time from 
 itself. In so doing, he created the Lords of Waterdeep. The city grew into 
 the greatest in the North, possibly in all Faerun.  With Waterdeep as a firm 
 anchor, civilization forged cautiously into the wilderness. Illuskan (now 
 Luskan) was taken from the orcs. Loudwater, Llorkh, Triboar, Longsaddle, 
 Secomber, and other towns were settled by pioneers from Waterdeep, sponsored 
 by Waterdhavian merchant families.

 Though it's been centuries since the last orc invasion, there's still 
 constant strife. Barbarians harass merchants, travelers, and towns, the seas 
 swim with Northmen pirates, and wars have marred the land in recent years. 
 Luskan, now a fierce merchant city known to harbor - and support - pirates, 
 waged a war with the island realm of Ruathym over an act of piracy against 
 one of the few legitimate Luskan merchant ships. The war raged for nearly a 
 year, with Ruathym slowly losing ground. When it appeared Luskan would 
 finally win the naval war and land on the island itself, the Lords' Alliance 
 entered the fray. They threatened war against Luskan if the skirmishes didn't 
 stop immediately. Unable to fight a two-front war efficiently, Luskan 
 canceled its invasion plans.

 Tensions between Luskan and Ruathym are still high, and their ships are often 
 seen taking potshots at each other as they pass, often just a wave or two 
 away from each other. The government of Ruathym has recently been sending
 adventurers into the hills of its island realm, looking for mercenaries who 
 are killing merchants, farmers, and woodsmen. Ruathym believes Luskan still 
 has a presence on the island, trying to win through subversion and terrorism
 what it could not accomplish through war.

 To the far north, the Ten Towns have finished rebuilding after being nearly 
 destroyed by the monstrous forces of Akar Kessel. With help from the tundra 
 barbarians living nearby, they've built and repaired their cities, replanted 
 the sparse foliage, and - most importantly - replenished the morale of their 
 citizens. A recent trader who passed through the area carrying 17 wagons of 
 rare oak lumber said that it was nearly impossible to determine who's a 
 barbarian and who isn't. "They're living together!" he reported in amazement.


BOOK49

 History of the North - 1368, Year of the Banner:

 As the dwarves settled in for the winter in their reclaimed city of Felbarr, 
 a group of Zhentarim-sponsored adventurers broke into Great Worm Cavern, 
 slaying Elrem the Wise, shaman leader of the Great Worm tribe. As the tribe's
 warriors descended into the ranks of the evil adventurers, teleportation 
 magic spirited at least three of those responsible - as well as a vast amount 
 of treasure stolen from Elrem - to safety.

 According to Themrin, the tribe's present shaman, Elrem promised to "watch 
 over the tribe in spirit now that my mortal form is destroyed." Despite the 
 reassuring words of Elrem, the tribe suffered through an oppressive winter 
 that included both heavy snow, scarce game, and low morale.

 Trusted visitors to the barbarian encampment report that Themrin and Gweshen 
 "Ironhand" Talistars are wearing some form of armor made from the scales of
 Elrem. This use of their former shaman's body as "protection" was supposedly 
 ordained through a dream vision. The armor appears as little more than a 
 supple leather armor, but seems to deflect blows and protect as well as full 
 plate mail.

 Nesme reported a drastic rise in the number of troll attacks in the 
 Evermoors, and various sources confirm that something is driving the trolls 
 out of the moors. Whatever is behind the trolls' exodus is destined to remain 
 a mystery for the remainder of the year, as adventuring parties expend 
 themselves against the never-ending supply of trolls that are fleeing the 
 bog.

 In the most surprising move of the year, the Blue Bear Tribe, led by the 
 shaman/chieftain Tanta Hagara, marched on the fiend-ridden fortress of 
 Hellgate Keep. While a brief struggle for political control of the city was 
 reported by various sources, Tanta Hagara emerged as the new ruler of the 
 city.


BOOK50

 History of the North - 1369, Year of the Gauntlet:

 The tumultuous climate of Hellgate Keep continued to provide adventuring 
 activity. A group of Harpers infiltrated the city using cloaking magic and 
 revealed that Tanta Hagara was actually an annis. This revelation did nothing 
 to hamper the Blue Bear's respect for their powerful chieftain however, and 
 the city responded to the unmasking by attacking caravans en route to 
 Sundabar. In addition, a few expeditionary forces of tanar'ri were sent to 
 harass the Citadel of the Mists, Sundabar, and Silverymoon. Tanta Hagara
 informed her "loyal troops" that gates existed in these cities that could 
 allow other tanar'ri to "join us in the glorious battles to come as we take 
 control of all of the North!"

 Alustriel cast powerful magical spells in the defense of Silverymoon against 
 the raiding tanar'ri, and the city itself suffered no damage from their 
 attack. The Mistmaster of the Citadel of the Mists likewise aided in the 
 defense of his citadel, though reports still rage about the assistance of the 
 treants of the High Forest.

 Sundabar suffered from Hellgate Keep's attack, as the fiends broke through 
 the walls and raised havoc along the city streets. While adventurers battled 
 the fiends, Helm Dwarfriend led a large contingent of the city guard to drive 
 the remainder from Sundabar. Still, the fiends from Hellgate Keep left the 
 city with the satisfaction of knowing that it was burning in their wake. 
 Within two days, however, the fires were extinguished, and Sundabar has since 
 rebuilt from the attack.

 By mid Eleasias, rumors that Turlang, the powerful treant who resides in the 
 northern High Forest, was actively defending the woodlands near the Citadel 
 of the Mists reached the ears of Tanta Hagara, the hag-ruler of Hellgate 
 Keep. News that Turlang was aiding the Mistmaster did not escape her notice, 
 and the belief that the Citadel of the Mists was holding an extra-planar 
 artifact only added to the hag's interest.

 Tanta assembled a large force consisting of more than 100 tanar'ri and other 
 fiends as well as 500 members of the Blue Bear tribe to raze the Citadel of 
 the Mists. But as the evil forces marched their way into the High Forest, the 
 Mistmaster put his own plan into motion. Two Harper agents, a bard named
 Cryshana Fireglen and a priest of Mystra known as Spellviper, infiltrated 
 Hellgate Keep disguised as members of the Blue Bear tribe. Each carried with 
 them part of an extra-planar artifact called the Gatekeeper's Crystal.

 The Gatekeeper's Crystal is an artifact shaped like a three-pointed star that 
 is made of onyx and an unknown metal that entwines itself through the gem. 
 Each point of the star is a separate piece that can be combined together to 
 create the artifact or separated to form three powerful magical items. While 
 the crystal can be used in different manners, it was primarily created to 
 bring down wards, including mythals and other powerful protections. According 
 to legend, it was created by a powerful lich who used it to render clerics 
 powerless, stripping them of their ability to turn undead and nullifying 
 necromantic magic within a 50-mile radius.

 The Mistmaster had a different use for the Gatekeeper's Crystal, but he 
 needed volunteers to aid him in placing two shards of the crystal at precise
 locations within the warded city of Hellgate Keep. In particular, he needed 
 two people who would be willing to trade their lives to exterminate the 
 fiends of Hellgate Keep forever. Spellviper and Cryshana agreed to the 
 suicide mission.  Holding the pieces of the crystal, the two Harpers waited 
 for the Mistmaster to activate the magic with his third piece, initiating the 
 magic that would tear Hellgate Keep asunder. When a blazing beam of purple 
 energy illuminated the skies over the keep, no one within the fiend's 
 stronghold had time to wonder what was happening.

 The power of the Gatekeeper's Crystal forced the wards to cascade upon the 
 city, causing an implosion that shook the ground for more than 100 miles. As 
 quickly as the wards surrounding Hellgate Keep collapsed, the crystal 
 released the magical energy in an explosion that leveled every building in 
 the city, leaving nothing but fist-sized chunks of rocks where Hellgate Keep 
 once stood. Not a living creature stirred in the remains; all was silent and 
 lifeless.

 The force of tanar'ri from Hellgate Keep was unsure what had happened but had 
 felt the tremor when the Gatekeeper's Crystal had been activated. They were 
 fighting for their own lives, however, as the treants, korred, centaurs, 
 satyrs, dryads, and other creatures of the High Forest - including defenders 
 of the Citadel of the Mists - battered them into the moist earth. One of the 
 North's most notable rulers fell in the battle, however, but he took at least 
 six tanar'ri with him to his grave. Faurael Blackhammer, the lord protector 
 of Triboar, fell alongside his troops near the conclusion of the conflict.

 Within weeks after the final battle with Hellgate Keep, treants blocked 
 passage farther north at the joining of the Heart-blood and Delimbiyr rivers.
 While the treants care little for hunters and adventurers passing through the 
 area, all caravans seeking passage north to Sundabar have been repulsed - and 
 this is not a matter that the treants wish to negotiate.

 In another mishap blamed on Turlang, Tumstone Pass was blocked by a 
 tremendous avalanche. This final calamity sealed the Upvale from any major 
 force of men. Travel into the area formerly occupied by Hellgate Keep is now 
 limited to adventurers and other brave travelers.

 The Mistmaster has been questioned repeatedly by some of the most powerful 
 wizards in the Realms, including Elminster of Shadowdale and Khelben Arunsun, 
 about the current location of the Gatekeeper's Crystal. Most sources claim 
 that the pieces of the crystal have been scattered amongst the planes again, 
 but no one is certain.

 Near Nesme, the source of the trolls' exodus is revealed. Fog and cloud 
 giants have taken up residence in the moor, driving the trolls from the 
 giants' new "homeland."  While it's unknown how many giants have taken up 
 residence in the High Moor, estimates range up to several hundred. A thick 
 mist continually hangs in the air of the Evermoors now, even more persistent 
 and thick than the mist before the giants' arrival. Many believe that these 
 new mists are the work of the cloud giants, but none can be certain.

 Alustriel of Silverymoon sent a detachment of guards to investigate the 
 eastern borders of the moor, and the guards returned with news that a 
 gathering of around 20 fog giants who were "of good nature and quite 
 friendly" had taken up residence in a formerly troll-infested area.

 Guards from neighboring Nesme were not so fortunate, however, running into a 
 clan of violent, boulder-hurling fog and cloud giants who nearly decimated 
 their unit. In addition, a group of adventurers crawled into Nesme with 
 terrible burns, reporting that they had run into a black dragon at a fog 
 giant encampment. Overall, it appears that both good and evil giants now call 
 the moor their home.


BOOK51

 History of the North - Return of the Beast (1367 - ?):

 Sages, philosophers, historians, and priests alike feel an ill-boding in the 
 chill air. They predict a slow change over the next decade, but within the 
 lifetime of men born on the first day of this age. They believe that the 
 beasts that once ruled the land plan to return to claim what's rightfully
 theirs, imprisoning and enslaving the crowns. Where elves once reigned, men 
 now rule, but their hold - as true for all civilizations before - is tenuous 
 at best.


BOOK52

 History of the North - 137O, Year of the Tankard:

 Even before spring has graced the Savage North, reports of treants massing in 
 the High Forest have reached all of the northern cities. It seems that all of 
 the creatures of the forest have mobilized to restore the High Forest after 
 the fall of Hellgate Keep. Something must still reside below the ruins of 
 Hellgate Keep, however, for the Company of the Jaded Heart never emerged from
 the depths below the city. The treants have since blocked entrance into the 
 ruins, sealing whatever evil still lurks within far below the sight of man.

 But there is other activity in the North as well. Luskan still flirts with 
 war, tempting neighboring cities and yet staying just below the wrath of 
 Waterdeep. The barbarians still brew in the north, quick to take offense at 
 innocent incursions into their sacred holdings. Rumors of Zhentarim agents 
 scouring the Fallen Lands for powerful magic from long-lost Netheril continue 
 to circulate. And adventurers still abound in the Savage Frontier.


BOOK53

 History of the Red Ravens:

 One of the few long-standing mercenary companies that operate in Cormyr, the 
 Red Ravens have a strength on paper of 110 swords, but can easily triple that 
 number with new hires if they get a sufficiently large contract.  They have 
 been kept on retainer by the government of Cormyr with the stated purpose of 
 cleaning out the Stonelands to the north.  They have been moderately 
 successful in this goal, but the Stonelands are still far from being a safe 
 territory.

 The Red Ravens are commanded by Rayanna the Rose, a veteran of the Horde 
 crusade. They are noted for their honesty and trustworthiness, as they do not
 wish to jeopardize their royal charter. Most of their troops are armed with
 studded leather and carry long swords. They charge 200 gold pieces per week
 for the services of their 110-being unit. Their symbol is a red raven amulet.


BOOK54

 History of the Sisters of Light and Darkness:

 This was the birth of the world and the heavens.  After Lord Ao created 
 Realmspace, there was a period of timeless nothingness, a misty realm of 
 shadows before light and dark were separate entities.  Within this dim chaos 
 stalked 13 lords of shadow, the Shadevari - whether they came form elsewhere 
 or are children of the shadow itself, none can say.

 Eventually this primordial essence coalesced into twin beautiful goddesses 
 who were yin and yang to each other; they were so close they thought of 
 themselves as one being. The Two-Faced Goddess created the heavenly bodies of 
 the crystal sphere and together infused them with life to form the 
 Earthmother, Chauntea. (Although Chauntea has since contracted her essence to 
 encompass only Abeir-Toril, in the beginning she embodied all matter in 
 Realmspace.) This new universe was lit by the face of the silver-haired 
 goddess, who called herself Selune, and darkened by the welcoming tresses of 
 the raven-haired goddess, Shar, but no heat or fire existed within it.

 Chauntea begged for warmth so that she could nurture life and living 
 creatures upon the planets that were her body and limbs, and the two
 sisters-Who-Were-One become divided, as for the first time they were of two 
 minds. Silvery Selune contested with her dark sister over wheter or not to
 bring further life to the worlds.  During this great conflagration, the gods 
 of war, disease, murder, and death, among others, were created from residues 
 of the deific battle. At one point during the battle, Selune seized the
 advantage and reached across time and space to a land of eternal fire.  
 Fighting the pain of the blaze, which burned her sorely, she broke off a 
 fragment of that ever-living flame and ignited one of the heavenly bodies so 
 that it burned in the sky and warmed Chauntea.

 Incensed, Shar redoubled her attack on her injured twin and began to snuff 
 out all light and heat throughout the crystal sphere. Again Selune gave of
 herself and tore the divine essence of magic from her body, flinging it 
 desperately at her sister in defense of life in the sphere. This essence
 entered Shar, ripped an equal portion of energy from her, and reformed behind 
 her as the goddess of magic, known now as Mystra, but then as Mystryl. Though
 Mystryl was composed of both light and dark magic, she favored her first 
 mother Selune initially, allowing the silver goddess to win an uneasy truce 
 with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar
 vowed eternal revenge.

 The twin goddesses contested for eons as life struggled into existence on 
 Toril and the other planets under Chauntea's watchful gaze. Shar remained
 powerful, but bitterly alone, while Selune waxed and waned i power, often
 drawing strength from her allied Daughters and sons and like-minded immigrant 
 deities. Over time, Shar grew strong again, aided by the shadevari who
 preferred night to blinding light and who stalked the Realms seeking to meld 
 light and dark into shadowy chaos once again. Shar's plot to reform the world
 after her own desires was undone when Azuth, the High One, formerly the 
 greatest of all mortal spellcasters and now consort to Mystra (incarnate 
 successor to Mystryl), found a way to imprison the shadevari in a 
 pocket-sized crystal sphere located beyond the edges of the world by creating 
 the illusion of a realm of shadows. The Lords of Shadow were drawn to 
 investigate, and before they discovered the trick, Azuth imprisoned the 
 shadevari with the Shadowstar, a key of shadows forged by Gond. The High
 Lord then hurled the key into the endless reaches of the cosmos allowing life
 to flourish on in Chauntea's loving hands.


BOOK55

 History of the Unicorn Run:

 Bards and sages pass down the tale that the headwaters of the Unicorn Run 
 are, in truth, the Font of Life, and a cradle of fecundity. Each natural race 
 is said to have emerged from the womb of Chauntea onto Toril at the river's
 source, and then traveled down the Unicorn Run to the outside world. Some say
 that a daughter of Chauntea resides at the river's source to usher the 
 newborns into the world, while others claim that Shialla midwifes the 
 process.

 Regardless of the truth, the elves, korreds, and halflings all agree that the 
 Unicorn Run is sacred to life and a site of incredible purity. As a result,
 all three races have strong taboos about extended trips up the run, for if 
 the river is ever fouled, then no new races will ever be born on Toril again.


BOOK56

 History of the Valley of the Gods:

 It is said that even the powers must cavort and amuse themselves once in a 
 great while. Far to the north of the Spine of the World is the Valley of the
 Gods. A paradise unequaled on this world or in the planes, this playground of
 the gods is not meant for mortals. Any mortal who reaches the Valley becomes
 a deity, for only deities may exist in the Valley. Far too many mortals with
 delusions of grandeur have thrown away the pleasures of this side of the 
 Spine and their kingdoms in this world, only to break their backs searching 
 for the legendary Valley of the Gods.


BOOK57

 History of the Vast:

 Two millennia ago the Vast was Vastar, the orcish lands. These were the 
 breeding grounds of the goblin hordes that would spill eastward and cross the 
 Dragon Reach in ramshackle boats to raid the elves. The orcs were overthrown 
 by invading dwarves, who established the Realm of the Glimmering Swords. It 
 was during this time that the first humans came to the Vast, including the
 mage Maskyr.

 The rule of the dwarves occurred against a backdrop of constant war with the 
 orcs, such that there were perhaps only 40 years of true peace for the Realm 
 of the Glimmering Swords. The dwarves were overrun by the orcs, and they 
 escaped extinction only through the aid of human and elven allies. The 
 remaining dwarves left the region to the newly arriving humans and retreated 
 to the east, to the south, and to isolated and hidden communities within the 
 Vast.

 The most successful of the humans were the adventurers whose hunger was sated 
 by gold and whose thirst was slaked by great deeds. This was the Time of the 
 Glorious Fools, and there are those who will argue that it is still that age, 
 as adventurers still rule the cities of Calaunt and Ravens Bluff. The orcs 
 today are contained, if not conquered, and trade has grown up in the lands of 
 the Vast. However, for many individuals with adventuring blood, it is still a 
 wilderness in which one may prove one's worth.


BOOK58

 History of the Western Heartlands:

 The history of the Western Heartlands is a history of endless battles and
 destroyed empires. In ancient times these were the lands of the Fallen 
 Kingdom of Illefarn, the Lost Kingdom of Man, and rumored Netheril. In more 
 recent history, the land has been fertilized with blood and bone as forces 
 from the Empires of the Sands surged northward, the evil peoples within 
 Dragonspear and the Goblin Marches spilled forth, and mercenary companies 
 moved to and fro in the service of one petty warlord after another. Recent 
 battles leveled the Way Inn and threatened Daggerford. Even the Time of 
 Troubles did not leave this desolate land unmarked - Bhaal himself perished 
 at Boareskyr Bridge, and the waters it passes over have remained poisoned to 
 this day.

 The cities of the Western Heartlands are strong, independent, and varied.
 They are also strongly motivated by trade, and listen harder to the ringing 
 of gold than the call of battle. But something else prospers in the open 
 land - freedom and opportunity. No nation lays claim on the Westem Heartlands
 to land beyond that which their armies can control, and no warlord can make 
 demands beyond the swing of his axe. Small holds and castles regularly spring 
 up, only to be knocked down by invading forces, or abandoned after a 
 generation or two. Lost dungeons and secret citadels lie scattered throughout 
 the land, and this rugged frontier presents more than enough opportunities 
 for adventurers.


BOOK59

 History of the Zhentarim, Two Zhents' Worth:

 Much confusion exists in the Realms regarding Zhentil Keep and the (not-so) 
 secret society known as the Black Network or Zhentarim.  The two are closely
 tied, such that a speaker may refer to one when meaning the other and still 
 be clearly understood.  In general, both mean trouble.

 Zhentil Keep is a walled, independent city on the western shores of the 
 Moonsea.  It is one of the most evil cities in the Realms, a blight on the 
 North, and a haven for Evil groups, plotting manipulators, dark religions, 
 and foul practices.  Its rulers seek to dominate the lands around it, 
 including the Dragonspine Mountains, Yulash, Voonlar, and the neighboring 
 Dales. The city of Zhentil Keep and its armies (known as the Zhentilar, to 
 make matters more confusing) have destroyed Teshendale, come close to 
 destroying Daggerdale, and for a long time had an agent ruling Shadowdale.

 The Zhentarim is an organization of evil priests, wizards, and inhuman 
 creatures bent on controlling all the trade and power between the Sword Coast 
 (meaning Baldur's Gate and Waterdeep) and the Moonsea (including the 
 intervening lands of Cormyr and Anauroch).  Its aims in the Moonsea area are 
 the same as Zhentil Keep's, and the two factions work hand-in-glove, often 
 sharing the same membership.  The Zhentarim have a more far-reaching effect 
 than Zhentil Keep, though, and have agents throughout the North.

 In addition, the Zhentarim are not limited to Zhentil Keep itself, and 
 maintain a number of fortified outposts.  Their rulership has spread with the 
 passing years.  In addition to being the dominant force in Zhentil Keep, the 
 Zhentarim control the Citadel of the Raven and Darkhold, two important castle 
 complexes.  Over the years, more power has been moving away from Zhentil Keep 
 (filled with a lot of unknown and untrustworthy flunkies) and into these more 
 secure areas.

 Within the Dalelands area, Zhentarim smells of Zhentil Keep and vice versa, 
 but in reality not every Keeper (yet another name for a native of Zhentil 
 Keep) is of the Black Network, and not every agent of the Zhentarim is from 
 Zhentil Keep.  Adventurers should watch who they trust as a result.


BOOK60

 History of Ulgarth:

 Ulgarth was settled by the great empire of Raurin, in the height of its 
 power. When the empire was destroyed, it endured centuries of barbarism. 
 Warchiefs united the country several times during this period. They fought 
 many skirmishes with other barbarians, particularly those in Durpar and Var 
 the Golden. In 202 DR, the barbarian tribes were nearly wiped out by the 
 forces of Mulhorand.

 In 348 DR, a group of outlaws, fleeing the justice of the priest-kings of 
 Mulhorand, came to Ulgarth. There they found a fertile, almost unoccupied
 land.  They settled down, and began raising children and crops.  This new 
 society in Ulgarth gradually grew in power, while its neighbors grew apace.  
 But while Durpar grew as a result of its commerce and its philosophy of 
 balance, Ulgarth concentrated on agrarian pursuits. The Ulgarthians developed
 a highly structured caste system of lords and peasants. In 1002 DR, the
 centuries' long skirmishes between Durpar and Ulgarth came to an end, as the 
 two countries finally reached a balance of power. There were too many
 centuries of warfare between the countries for them to completely trust each 
 other.  With their mutual border well defended on both sides, both countries 
 have given up on the idea of conquering the other.

 Trade between the Ulgarth and the Shining Lands has become a vital factor to 
 both nations.  Ulgarth produces many of the items that Durparians trade 
 throughout the world.  In return, Durpar trades many exotic items to Ulgarth.  
 Of course, the Durparian merchants usually get the better of any trade. The
 current king, Drasna the Fortunate, has continued his predecessor's policy of 
 non-aggression with the Durparians.


BOOK61

 History of Amn:

 Amn has the good fortune to have abundant natural resources; some would say 
 Amn is the richest land on the continent. This has worked in Amn's favor for 
 generations, because even if they were conquered, the new masters would be 
 gentle, looking to gain wealth from the land, rather than to put it to the 
 torch.

 Amn has been a center of trade and commerce for as long as anyone can 
 remember. Oral traditions handed down from father to son tend to support the 
 theory that Amn has been a trade center for at least 800 years. 
 Unfortunately, written records are difficult to find and often incomplete. It 
 would seem the typical Amnish citizen was too busy trying to fill their 
 coffers to write down events of the day.

 Amn has always been more interested in the present and the future than the 
 past, and this makes an accurate history difficult. The best records, the 
 business papers of the oldest trading companies, are jealously guarded.  The 
 fear of revealing "trade secrets" is stronger than the call of history, so 
 the average citizen knows very little about Amn's past.

 It appears that the Amn of 100 years ago was very much like the Calimshan of 
 today.  Each major city was basically an independent entity, banding together 
 for defense when necessary, and fighting for control of territory and 
 profitable trade routes the rest of the time.  A particularly brutal trade 
 war began 24 years ago, with each city exacting prohibitive tariffs on goods
 imported from the others. The trade war escalated, and city troops began to 
 raid caravans sponsored by other cities. In a matter of months commerce was 
 brought to a halt, a number of cities were under siege, and war threatened to
 engulf the entire region.

 Into the breach stepped a young merchant named Thayze Selemchant. Thayze was 
 smart, charismatic, and very well connected (the Selemchant trading house was 
 one of the oldest and richest in Athkatla.) He secretly contacted 
 representatives of the five other richest merchant houses in Amn, and started 
 to plan.

 The first part of the plan involved the careful sprinkling of rumors about 
 outside threats.  One involved a pirate invasion from the Nelanther, another 
 was about a massing of orcs just on the other side of the Cloud Peaks. Thayze 
 even started a rumor about an elf army in the Forest of Tethir, ready to 
 pounce on a divided Amn.  None of the rumors were true, but they began to 
 turn people's thoughts toward unity, not war.

 Thayze knew that if he and the other members of his council were to take 
 control of Amn, they would need broad-based popular support. Tensions between 
 cities and merchant houses were still high, so to get that support, 
 Selemchant and the others agreed to drop their family names and never use 
 them again.

 When news of a "Council of Six" spread throughout the land, many people 
 accepted their rule.  A group that would unite Amn under one rule, governing 
 for the benefit of all instead of one city or trading company over another, 
 was indeed a welcome change.  The Council raised an army (at great personal 
 expense) to quell the few pockets of resistance that remained, and have been 
 in total control of Amn for the past 22 years.


BOOK62

 History of Waterdeep:

 Waterdeep was used as a trading site for trade activities between northern 
 tribesmen and southern merchants more than two millennia ago. By 1,000 years 
 ago, permanent farms had sprung up in the area. The first mention of a 
 Waterdeep (not as a city, but as a collection of warlords) occurs only 400 
 years ago. The city was truly established as a going concern by 1032 DR, the 
 year Ahghairon became the first Lord of Waterdeep, and the date from which 
 Northreckoning is counted. The city grew spectacularly, such that by 1248 DR 
 both the City of the Dead and the guilds had been developed. The guildmasters 
 seized control soon afterwards, ushering in a period of unrest and bitter 
 conflict known as the Guildwars. The Guildwars ended only when the two 
 surviving guildmasters brought in their own period of misrule. It was only in 
 1273 DR that the present system of government (or lack thereof) was 
 instituted. This was the year that the Magisters were established and the 
 secret Lords of Waterdeep were firmly reestablished. Since that time, the 
 city has continued to grow and prosper. Humankind and other races come from 
 all over the Realms to earn hard coin in the City of Splendors. Over the 
 years these successful merchants have set up guilds and themselves become 
 nobility, supporting the secretive Lords of Waterdeep who police the city 
 fairly, yet with a light hand, by means of the superb city guard (soldiers), 
 city watch (police), and over 20 black-robed magistrates. As a result, 
 Waterdeep is a place tolerant of different races, religions, and lifestyles. 
 This in turn has encouraged commerce, and Waterdeep has grown into a huge, 
 eclectic city.


BOOK63

 History of Waterdeep -  Age 0, Tuabemoots and Pioneers:

 Few now know the true history of this great city, which had its beginnings 
 over a thousand years ago, when the North was truly what Southerners still 
 sneeringly call it: "the Savage North." In those days, most of the North was 
 covered with vast, tall forests of ancient green, and inhabited by dwarves 
 and goblinkind (in the most northern mountains and foothills) and elves (in 
 widely scattered forest enclaves everywhere else). A few primitive human 
 tribes lived along the Sword Coast, fishing, hunting and gathering in spring 
 and fall to trade their furs with vessels sailing in from the south for 
 merchant's jewelry, metal tools, and the occasionally-available weapon or 
 two. In the spring, these vessels came primarily to cut and take huge trees 
 for shipbuilding, trees being no longer available in such large sizes farther
 south.

 In the fall, the vessels came in to cut timber for their own repairs, or to 
 take on a cargo of wood if the misfortunes of trading had left their holds 
 low or empty. Most of these trademoots were at a certain place where there 
 was a great natural deepwater harbor, protected from the sea by a rocky spur 
 of land, an arm of an isolated coastal crag, or a rocky island beyond it.


BOOK64

 History of Waterdeep -  Age I, The Rise of the Warlords:

 Over the years, the forest was cut back farther and farther from the shore, 
 and tribes began to stay most of the year there, farming the cleared land. 
 The wiser among them claimed and controlled some of the timber in order to 
 trade for more weaponry and tools. Such claims angered many who found the 
 squatters rich from frequent trade, and brought attacks from land and sea, 
 the more warlike tribes slaughtering the more sedentary settlers. Noted among 
 these tribes was that led by Nimoar, a chieftain who ordered his people to 
 seize the farms, crude wooden docks, trading sheds, and storage barns built 
 up around the bay. They settled there themselves, and erected a log palisade 
 within an earthen embankment to protect the holdings.  After several abortive 
 pirate and tribal raids, Nimoar's people thrived in their new home, a 
 fledgling town referred to as "the town of Water-deep."

 Farther north, orc tribes had outgrown their mountain strongholds. Attempts 
 to expand underground met with fierce dwarven resistance (although many small
 gnomish colonies were overwhelmed and wiped out), and the orcs spread out on 
 the surface of the land, coming south and down out of the mountains, hurling 
 their seemingly endless numbers against all who stood in their path. Here and 
 there elven enclaves held out, but the push southward displaced many other 
 northern inhabitants, including the "everlasting ones" (trolls), who came 
 down into the newly-cleared lands northeast of Nimoar's Hold, those lands now 
 known as the Trollmoors.  Nimoar died of old age during this time of 
 increasing danger. Younger War Lords led the men of Waterdeep (for so the 
 ship-captains called the harbor) in battles against the trolls. There were 
 many bloody struggles between men and trolls for a decade, until the magic of 
 a Northem youth named Ahghairon turned the fortunes of war against the 
 trolls, and the "everlasting ones" were destroyed or scattered. Ahghairon 
 rose slowly in skill and power with the passage of years, until he became a 
 great mage. He discovered a supply of potions of longevity (or learned the 
 art of making such), for he lived on, still physically a man in his prime, 
 for decade upon decade.

 Fearing further attacks, the men of Waterdeep raised a small keep on the 
 slopes of Mount Waterdeep above their farms, where fire arrows from on high 
 could defend against attacking trolls. Many outlying tribes who had come to 
 the settlement for safety from the trolls stayed, and expanded the walls with 
 new farms several times. War Lords ruled the Free City of Waterdeep, holding 
 it independent and increasingly wealthy as years passed.


BOOK65

 History of Waterdeep -  Age III, The Bloody Reign of the Guildmasters:

 There was great turmoil in the City as the Guildmasters argued amongst 
 themselves as to who should govern the City, and more than one merchant of 
 power was found murdered. Groups of liveried bodyguards appeared openly armed 
 on the streets, accompanying their masters, and two very troubled months 
 passed as they bickered and parleyed (and occasionally dueled in the 
 streets). At last, they decided that all Masters should rule Waterdeep 
 together, in a council. The lesser nobles and many townsfolk protested, 
 saying that the Lords ruled by right and by the people's consent.  The 
 Guildmasters, however, said that the Lords had not been seen since 
 Ahghairon's death, and that they must have been golems or zombies, controlled 
 by Ahghairon to conceal his lone rule -- and indeed, the Lords were silent 
 and unseen, and continued to be so.

 In truth, the Lords were real men and women whose identities had been 
 compromised, over the years, by certain curious Guildmasters who had ordered
 them slain by their own closemouthed, loyal servants following Ahghairon's 
 death. The only Lords still surviving (those who had remained secret) were 
 Baeron, a woodworker, and Shilam, an apprentice wizard. These surviving Lords 
 kept very quiet, and waited. The Guildmasters thought all the living Lords of 
 the City had been eliminated, and took firm rule over Waterdeep.

 The Guildmasters ruled Waterdeep for only six years ere their self-interested 
 squabbling led to bloodshed. Open quarrels and a few murders quickly erupted 
 into a brief but vicious series of street fights and midnight attacks. This 
 strife, oftimes termed "the Guildwars" by sages (although it was never as 
 long-drawn-out or so formal as to be called a "war" when it was taking 
 place), left all but two Guildmasters dead, most of the City's best minds 
 stilled, and much of the City's gold wasted or plundered with the Guilds in 
 disarray.

 The surviving Guildmasters were Lhorar Gildeggh of the Shipwrights and Ehlemm 
 Zoar of the Gemcutters. These two - ruthless manipulators both - were 
 well-matched and could not overcome each other, though their private armies 
 clashed often in the streets. At length, they sickened of bloodshed, after 
 many from both families were dead in the gutters, and agreed to rule together. 
 Two thrones were set up in Castle Waterdeep, and from then the two argued 
 bitterly over this and that, and the City was a place of tension and fear. 
 All matters, including the recognition of new Guildmasters to rule the 
 "headless" guilds, had to come before the Two Lords Magister, as Lhorar and 
 Ehlemm were called. Few matters were settled.


BOOK66

 History of Waterdeep - Age II, The Lords' Rule Begins:

 In his 112th winter, Ahghairon had a sharp disagreement with Raurlor, who was 
 then Warlord of Waterdeep. Raurlor wanted to use Waterdeep's acquired wealth 
 and strength-of-arms to create a Northern empire, with Waterdeep its capital 
 (and Raurlor its ruler), and gathered armies for the purpose. Ahghairon 
 defied him before all the people, and Raurlor ordered the mage to be chained.
 Ahghairon magically struck aside all who sought to lay hands on him. In a 
 fury Raurlor struck at the mage with his own blade. Ahghairon rose into the 
 air, just out of reach, and, as the infuriated Warlord slashed repeatedly at 
 his rising feet, gestured. Raurlor's blade transmuted in his hand, from steel 
 into a hissing serpent, which promptly bit him. The Warlord died of the venom
 before the shocked people assembled there. Ahghairon then gathered all the 
 captains of Waterdeep's army, and all the seniors of the families of 
 Waterdeep. While runners sought to bring them to the Castle, flames roared 
 and crackled in the Warlord's empty chair-of-state at Ahghairon's bidding, so 
 that no one sat there. Then at a gesture from the mage, the flames were gone 
 as though they had never been, leaving the chair unmarked. Ahghairon seated
 himself, then, and proclaimed himself the first Lord of Waterdeep, saying 
 that henceforth wisdom and not armed might would rule in the city. He would 
 gather some few - in secret - to rule as Lords with him, masked and disguised 
 when they appeared to the people, but equal to him in authority and free of
 coercion by any, himself included. These Lords were to be drawn from all 
 walks of life in the city, and could serve as long as they wished.

 The people heard, and agreed, and for the next two hundred years, Ahghairon 
 ruled Waterdeep with his unknown fellow Lords.  Over the years, the masked 
 Lords were a group of sometimes five, six, or seven, who appeared seldom and 
 said little. Some whispered that they were Ahghairon's servants, or even 
 magical automatons controlled by the Old Mage. Still, Ahghairon's justice was
 swift and fair, his laws good, his guardsmen polite and just as ready to help 
 as apprehend, and the people approved. The years passed in peace and 
 prosperity. The North was opened to humans. Roads built under Ahghairon's 
 direction linked it together, from the ruins of "the Fallen Kingdom," which 
 had been shattered by goblin races' attacks before men were numerous in the 
 North, to the cities that would later become Amn. Waterdeep grew fivefold in 
 size and wealth. From all over the Realms, folk began to come to the "Crown 
 of the North," drawn by money - and among them came those who rob, cheat, and
 steal. When word of doings extending beyond simple theft to 
 deception-in-workmanship and the appearance of many fly-by-night impostor 
 craftsmen reached Ahghairon's ears, he called together the senior merchants, 
 "the Noble Ones," and suggested that they form guilds as was done in the far 
 South to police the unscrupulous of their own professions. Some resisted, or 
 were furious, but most saw the advantages of such an arrangement, 
 particularly if they were free to set matters up themselves, and not have 
 less favorable arrangements forced upon them. The Guilds were created 
 forthwith. Twice more the city walls were expanded, as Waterdeep continued to 
 grow in size and prosperity.  Its merchants traveled the world over, bringing
 back exotic goods from afar, and spreading word of the city's wealth to 
 remote lands. In the South, some listened with an eye to conquest or at least 
 plunder, but swords were already out in those southern lands in a time of 
 widespread strife, and no invaders came.

 Ahghairon's health eventually failed and he died. He was buried with ceremony 
 in his tower, which was secured against thieves and fools. Those who learned 
 the arts arcane from the Old Mage cast the most potent protective magics 
 known upon his home and resting-place (which, many believe, remains inviolate
 today).


BOOK67

 History of Waterdeep - Age lV, The Return of the Lords:

 One day to the Courts of the Lord Magister came two people masked and robed 
 as the Lords of Waterdeep of old. Where they came from no one knew, but they
 appeared in the Castle's Great Hall where the Courts were, and commanded the 
 Lords Magister to leave the city forthwith. Laughing, the Lords Magister 
 refused, whereupon the shorter of the masked intruders (the lady Shilam, 
 apprentice to Ahghairon and his undeclared heir as first Lord of the City) 
 blasted them with lightning and fire, and their very thrones were shattered 
 and toppled.

 The taller of the two intruders (Baeron) then called for the heads of the 
 noble houses to come to them, or leave the city forthwith and forever, if 
 they cared not to come by nightfall. All in the Courts heard, and the news 
 was cried in the streets.

 The surviving nobles came, reluctantly and with bodyguards, expecting such a 
 summons to be a trap. Baeron spoke to them and the crowd of curious townsfolk 
 that had also come, saying, "this must not happen again." If Waterdeep was to 
 be safe once more, he told them, all must support what he and his fellow Lord 
 now planned, as they had supported Ahghairon in the past. The two would 
 choose others to be Lords as before, he said, and they would rule in secret, 
 as before - save for himself. He removed his mask, and said, "I am Baeron. I
 would be Lord as Ahghairon was before. I would be safe in this my city 
 again." And the folk of Waterdeep there agreed. Shilarn, still masked, 
 commanded that the houses of the Two Lords Magister be Outcast. There was 
 protest, and she raised her hands that had blasted the thrones, and it was 
 still again. And the house of Gildeggh and of Zoar were outcast.

 Peace returned to the city, and Waterdhavians to their labors. To inhibit 
 discovery of who the Lords were, Baeron selected certain men of character 
 whom he knew well, and appointed them Magisters ("Black Robes," they were 
 soon called, from their robes of office) under the Lords, to judge and apply 
 the laws of Waterdeep in daily affairs. These Magisters he paid well, to 
 raise them from temptation, and gave lodgings to those who feared for safety 
 to dwell among the people. To so serve, he told the city, was a burden, not a
 proud misuse of authority, and if any wished to no longer serve, or were 
 found wanting, they were not to be vilified, but accorded respect. And over 
 the Magisters the Lords sat in their Court, to correct and overrule the 
 judgments of the Magisters. Baeron told the people that none were to decry or 
 belittle any judgments of Magisters that the Lord saw fit to alter or cast 
 aside. If any thought ill of the offices or those who held them they could 
 turn back to the rule of sword and whim, and perish as had those before them. 
 Before the Lord's Court Baeron encouraged people to speak freely for the 
 length of a short candle's burning, without fear of chastisement or reproach 
 from the Lords for anything said, as long as they spoke openly and answered 
 questions or opposing views put to them by any there. Thus, he held, just 
 grievances of folk would be heard, no matter how small the matter or lowly 
 the speaker. And so it was. Slow to take hold, until people knew it for 
 careful justice, but enduring beyond Baeron's time, and beyond Shilarn's 
 time, and beyond the time of their daughter Lhestyn "The Masked Lady," who 
 wed Zelphar Arunsun of Neverwinter, and was mother to Khelben "Blackstaff' 
 Arunsun, a Lord of Waterdeep today, who knows the secrets of long years as 
 Ahghairon did. And as the years have passed, Waterdeep has grown in size and 
 variety, flourishing with good trade under the tolerance and protection of 
 strong defenders and good government. The years passed not without troubles, 
 varying from the Godswar (when Waterdeep played host to gods dying and 
 ascending) to such occurrences as a green dragon assailing the Field of 
 Triumph (part of a plot by the Knights of the Shield to overthrow the Lords' 
 Rule), but the city and her peoples survived and prevailed against all 
 strife. The Lords' Alliance provides continued safety for all the settlements 
 of the northern Sword Coast and those inland, with Waterdeep as the heart of
 the alliance. Though it can be matched in size or commerce, there is no city 
 the Realms over that compares to the sheer variety of life and experiences
 found in fair Waterdeep, Crown of the North.


BOOK68

 History of the Nether Scrolls

 The writing in this text is completely indecipherable and resists any such 
 attempts at comprehension through normal magic or any other means.


BOOK70

 Yago's book of curses


BOOKANI

 Animals Are Your Friend

 An excerpt...

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


BOOKBLA

 Lore of the Bladesingers
 By McComb and Pryor

 An elite group of elven fighter mages, the blade-singers are dedicated to the 
 defense of the elven nation, and many of them journey back to Faerun to help 
 defend those elves who stayed behind or have yet to join the Retreat.
 
 Bladesingers are terrifying weapons experts and spellcasters. On Evermeet
 they are organized into small warrior lodges, each specializing in a 
 different weapon. They are even more dedicated to the ancient ways and styles 
 of dress than other Silver elves. They often tattoo themselves with old runes 
 and symbols and their armor and weapon are all of great antiquity and 
 beautiful craftsmanship.


BOOKCOD

 Code of Training in the Seldarine's Hand
 By Kaylessa

 The Code

             Death to all who oppose our cause
               Battle is the test above all
        Bring glory to the Hand of the Seldarine

 -----------------------------------------------------------------------------

 Every person under my tutelage will be instructed as follows:

 You will learn every aspect of the melee weapons I present to you. You will
 become familiar with the strengths and weaknesses of each weapon and learn 
 how to utilize it effectively.

 You will also learn the ways of archery. Patience, discipline, and focus will
 be your guide. This promise will be your commitment to hitting any target no
 matter the difficulty.

 As a soldier serving the Seldarine's Hand, you will conduct yourself in a 
 proper manner befitting an elf at all times. Disobedience will not be
 tolerated.

 -----------------------------------------------------------------------------

 My Oath

 What these values represent is your commitment to the Seldarine's Hand and 
 yourself.

 The promise I make is to hone your skills, both physical and mental, to bring 
 honor to our brothers and sisters.

 For the glory of the Hand,
 Kaylessa

BOOKCOM

 Elameth's Compendium
 By Elameth

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


BOOKCOR

 Ancient Lore on Corellon Larethian
 By Master E. L. Boyd

 ...as the lore goes, many great battles were fought between Corellon and 
 Gruumsh. As Corellon's blood flowed, it mingled with the tears Sehanine shed.
 And in this mixture of blood and tears, Corellon's children, the Seldarine 
 were born.

 Corellon embodies the highest values of that which is elvenkind. From the
 gentle aspects of art and poetry to the hasher aspects of war and magic, he 
 is venerated by all the Fair Folk, except that of the drow. Vigilant over his
 creations, it is told that Corellon will wander the elven lands, observing 
 his people and defending what is theirs.


BOOKENG

 Engineering Manual

 This ancient work is a treatise on dwarven engineering techniques. Although 
 it is written entirely in the dwarven language, someone has inserted 
 translated notes in several places throughout the book. This particular 
 volume contains a detailed analysis on the construction of suspension 
 bridges.


BOOKEVA

 Diary of Evayne

 ...so it has come to this.  The orc and goblin forces grow stronger with each 
 victory. Where they attained the weapons of the alliance is still a mystery,
 but I believe in my heart that it was not through the dwarves. We have
 succeeded in stifling their advances but it wont hold for long. We have taken
 severe casualties and our forces are dwindling rapidly.

 Negotiations are over with our former friends. We are now in open conflict
 with them. As much as I love my father, I blame him for this. Ever since we
 found the weapons in the horde's possession, father has been completely 
 irrational. Any discussions had with our former friends ended in bitter
 accusations and resentment. He adamantly believes that the dwarves betrayed
 us and listens to nothing they have to say in their defense.

 Am I the only one who sees that both sides are going to die horribly if this 
 continues? Father does not see reason in putting aside hostilities with the
 dwarves so that we may unite against our common enemy. I spoke to him of
 going Dorn's Deep to approach our old friends. He lashed out at me in anger
 and sent me out of the astrolabe.

 I now make preparations to leave home and ride to Dorn's Deep myself. I know
 in my heart what must be done and this is the only way. Perhaps I have more
 of my father's stubbornness than I thought.


BOOKFIS

 Fish on the Sea of Fallen Stars

 An excerpt...

 "The Grand Raik is easily recognizable by its distinctive hooked jaw and the 
 blue and white spots on its fins. Typically the size of a human adolescent,
 Grand Raiks are capable of putting up a great fight against the fishermen who 
 seek them out. Unlike Lesser Raiks, Grand Raiks are very aggressive towards
 fellow fish in their territory, rarely stopping until they die or the 
 intruders have fled. Grand Raiks have been known to attack fish three times
 their size. One fisherman from Selgaunt even claimed that he saw a Grand Raik
 attack and kill a Mottled Sidi Octopus..."


BOOKFOL

 The Folly of Fury

 An excerpt...

 "... our principle stance is one of rejection. The fundamental beliefs of the
 churches of fury are anathema to our own. The Gods of Fury stress everything
 that is selfish, physically abusive, and destructive. The Malarites care only
 for proving their temporal power through the senseless butchering of animals.  
 The Aurilites seem to delight in causing death by freezing whenever possible, 
 removing every shred of heat from their domains. Priests of Talos simply
 revel in destruction for its own sake and their own personal pleasure. Our
 brothers and sisters in the church of Umberlee cause havoc with the waves for 
 the sole reason of terrifying travelers and fishermen into bowing before 
 their childish god. As much as we Eldathyn might denounce the beliefs of 
 these religions, there is an even greater question to be asked. What kind of
 afterlife can these self-serving priests expect to find in the domains of 
 their self-serving gods?"


BOOKHIP

 Hippogriff Riders of the Hand

 Stationed atop Sheverash Tower are the proud hippogriffs of the Seldarine's 
 Hand. Along with their riders, these mounts serve primarily as scouts but are
 sometimes used for missions requiring the utmost of speed.

 Both rider and mount are trained rigorously to work as a team. Upon hatching,
 hippogriffs are domesticated to be used as mounts. They are trained in what
 to eat, various combat routines involving aerial and ground attacks, and to 
 respond to the commands of its rider. The riders are educated in the ways of
 grooming and caring for its mount, how to work effectively with his 
 hippogriff, and also in the ways of aerial and ground combat.

 As a unit, they have proven excellent aerial support in our ground battles 
 and are a proud symbol of the Seldarine.


BOOKIVY

 Tending Ivy

 An excerpt...

 "I am simply an amateur when it comes to botany, but I dare say that I know 
 my way around a patch of ivy better than the next man.  Most botanists will
 attempt to tell you 'rules' about how one should care for their ivy.  
 Unfortunately, these bumbling buffoons haven't spent enough time researching 
 all of the different types of ivy to learn their subtle differences. Why,
 just the other day, some fool on the hill told me that Jangling Bell Ivy
 should be planted in relatively moist soil next to Blossoming Garters. As any
 ivy scholar worth his weight in dirt knows, Blossoming Garters require such a 
 huge amount of water that one would drown the Jangling Bell just by tending 
 to the Garters. 'Moist' does not mean 'soaked.' I ask you, what will it take 
 to educate these comical jesters of the scientific community?"


BOOKLAB

 Ancient Lore on Labelas Enoreth
 By Master E. L. Boyd

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


BOOKMOO

 Ancient Lore on Sehanine Moonbow
 By Master E. L. Boyd

 ...Sehanine Moonbow is the elven goddess of the moon or, more specifically, 
 the full moon. She governs divinations, omens, and subtle magics and protects
 against madness. She watches over the dreams of the elves, keeping them from
 harm while in reverie and sending omens to protect them from future dangers.  
 Sehanine watches over the passage of the elven spirits from the world, and 
 she is protectress of the dead...

 ...Alternately called the wife and daughter of Corellon, Sehanine is the 
 mightiest of the female powers in the elven pantheon. Identified with the
 mystic power of the moon, Sehanine's tears are said to have mingled with 
 Corellon's blood and given life to the elven race.


BOOKMYT

 Mythal Theory
 By Schend and Melka

 ... Aside from the High Mages, none are certain about the true nature of 
 mythals, no matter how well versed they are in ancient elven lore of old or 
 current debates on magical theory. Many agree that a mythal is alive, and is
 a huge web of magical forces woven together by magic and the lifeforces of 
 the casters. The mythal is believed to be sustained by the natural mechanisms
 within and around it, from the wind to the current of a brook or a 
 temperature shift from the energy of sunlight. Given the ties to life and 
 Faerun, mythals can hardly be common wizardry, no matter what may have been 
 said in the past. The mythals and their magic are tied directly to the Weave, 
 the source of all Torillian magic...

BOOKPK

 Philosophy of Kara-Tur

 A story...

 "Two chaste shukenja were walking down the road in the rain when they came 
 across a beautiful young woman taking shelter under a tree. She called out to
 the monks to carry her across a small stream. The first monk immediately
 moved to help the woman while the second silently protested. The first monk
 scooped the beautiful lady up in his arms and carried her across the stream, 
 promptly setting her down and continuing on his way. The second monk remained
 silent for several minutes as the woman disappeared from view. Finally he
 spoke to his brother.

 'We shukenja are not supposed to have contact with women! Why did you pick
 that woman up so casually and carry her across the stream?'

 The first monk replied,

 'Brother, I set the woman down long ago.  Why is it that you have not?'"


BOOKPOT

 Great Pottery of Lurien

 An excerpt...

 "... the industrious halflings, however, see nothing wrong with this. To
 them, utility is the chief purpose of their craft. It must be stated that the
 discovery of very elaborate Lurien pottery set with lapis and malachite is 
 exceedingly rare. Most of these pieces are believed to have originated from a
 specific period in Lurien history around 750-830 DR. In general, the halfings
 of Lurien make simple pots that are bottom heavy and constructed of common 
 brown-red clay. Glaze, when used, is typically ochre or bright green in
 hue... "


BOOKROC

 "Rock Eaters", They are Not

 ...contrary to popular belief, our Dwarven friends do not exist on a diet of 
 rocks and dirt. I was recently invited to visit their wonderful stronghold,
 Dorn's Deep. In this architectural wonder, hidden away in one of the most
 beautiful forests in the North, I entered figuring to be covered in soot from 
 some filthy underground mine unbefitting a High Elf of my stature.  Much to 
 my surprise, my eyes were instead treated to amazing works of beauty and 
 craftsmanship. Our Dwarven friends proceeded to take me on a tour, pointing
 out each piece in thorough detail. I smiled.  Impressed that one of the
 lesser races had such talent in them to create such works. Of course, they
 paled in comparison to what our Elven artisan's can do, but this was not the 
 time to point out their flaws...


BOOKSHE

 Ancient Lore on Shevarash
 By Master E. L. Boyd

 Shevarash, who embodies the hatred the Fair Folk hold for the drow, is the 
 elven god of vengeance and military crusades. He is venerated by the elves
 and half-elves who have suffered the loss of loved ones through violence, 
 particularly those who burn with revenge against the drow, and by those who 
 have sworn to destroy the Spider Queen and the other evil gods of the dark 
 elves. Some elven theologians speculate that Shevarash serves to gather in
 the bitterness and hatred that has riven the elven race since the Crown Wars, 
 thus keeping the contagious evil of the Spider Queen from spreading to the 
 elven population at large.


BOOKSOL

 Ancient Lore on Solonor Thelandira
 By Master E. L. Boyd

 Solonor Thelandira is the elven god of hunting, archery, and survival in wild 
 and harsh places. The Great Archer's prowess with the bow is unmatched by any
 other power venerated in the Realms. Solonor is concerned with the integrity
 of nature and the balance between exploitation and agriculture on one hand 
 and fallow, wild terrains on the other...

 ...He instructs the Fair Folk in the art of hiding in and moving through
 natural foliage so as not to be detected as well as the art of archery and 
 hunting.  Solonor is primarily revered by elven and half-elven rangers, 
 hunters, woodsmen, and fighters.  In particular, elven hunters appeal to him 
 for better catches of game and elven warriors trapped in hostile territory 
 call on him for aid...


BOOKSS

 Secret Societies

 An excerpt...

 "The Kraken Society

 Recently established near the Ruins of Ascale, the Kraken Society is a group 
 of criminal information gatherers spread across the north. Their organization
 is said to consist mostly of thieves and priests of Umberlee who work for a 
 mysterious overlord.  Often referred to as the 'Heralds of the Sea,' the 
 Kraken Society employs torture, kidnappings, and assassination in its efforts 
 to be in the know. Their symbol is a many-tentacled purple squid."


BOOKUNI

 Ecology of the Unicorn

 Unicorns are herbivores, living on tender leaves and grasses.  Their only 
 enemies are griffons and those creatures that destroy forests, in particular
 red dragons and orcs.

 The life span of unicorns has never been recorded but is known to surpass 
 1,000 years.  They are believed to maintain their youth until death is only 
 weeks away.  The secret to this longevity is the strong magical nature of the 
 horn.  Unicorn horns are maliciously sought after, since possession of one is
 a sovereign remedy against all poisons.


BOOKVIO

 On Non-Violence

 An excerpt...

 "... we Eldathyn believe that the only real way to live honestly is to resist 
 the temptation to strike out in anger when things are against us.  Violence 
 arises from suffering and, as a result, can do nothing but cause more 
 suffering in its occurrence. Some of our critics point to the state of nature
 to invalidate our philosophy. Some believe that the existence of storms and
 tremors in nature proves that nature is inherently violent.

 There is a simple argument against this, however. Nature is a gift from the
 gods, but it functions as an independent system, a science, if you will.  
 Nature is not inherently violent because disposition towards violence is a 
 property only thinking beings possess.  While there are violent acts in 
 nature, nature is not inherently violent.  Nature is simply nature... "


BOOKWOR

 Worship in the Hand of the Seldarine
 By Denaini

 ...day in and day out, the Elves of the Hand worked diligently to further the
 cause of the Alliance. Although dedicated to their work, they always remained
 devout to the elven gods. A shrine was created within Solonar Tower that
 would allow us elves to offer simple worship with what spare moments were 
 available.

 A beautiful flower garden can be found on one end of this level. With care,
 an elf would take a flower from the garden, approach the appropriate statue 
 of the god they wished to pray to, place the flower in the statue's pond, and
 pray for however long they had.


BOOT01, BOOTDRIZ

 Boots of Speed

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


BOOT02

 Boots of Stealth:  'Worn Whispers'

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

 STATISTICS:

 Stealth bonus:  +35%
 Weight:  4
 Not usable by:
  Fighter
  Mage
  Bard
  Cleric
  Druid


BOOT03

 Boots of the North:  'The Frost's Embrace'

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

 STATISTICS:

 Cold resistance:  +50%
 Weight:  4


BOOT04

 Boots of Avoidance:  'Senses of the Cat'

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

 STATISTICS:

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


BOOT05

 Boots of grounding:  'Talos' Gift'

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

 STATISTICS:

 Electricity resistance:  +50%
 Weight:  4


BOOT06

 Worn Out Boots

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

 STATISTICS:

 Weight:  4


BOOTFOR

 Boots of the Forgotten Ones

 These wrinkled, rough boots were made from the scalps of dead orc shamans 
 from the Stinking Paw tribe. The power hungry religious leader of the tribe,
 Algrash Who-Watches-In-Darkness, ordered his underlings to make the boots by 
 digging up the corpses of his predecessors. Algrash was killed when he
 provoked a fight with a gang of ogres. His boots were left at the scene of
 the battle.

 STATISTICS:

 Allows the wearer to cast 2 extra first level spells and 1 extra second level 
 spell.
 Only usable by:
  Cleric (single, dual, & multi-class)
  Druid (single, dual, & multi-class)


BOOTFOX

 Boots of the Fox

 These gaudy red and green boots were worn by the rogue Elpham of Perrywine.  
 Elpham was a pickpocket of exceptional talent who pressed his luck by 
 taunting his victims shortly after taking their loot. After being caught 
 twice, Elpham invested his money in having these boots made. Of course, 
 Elpham came to an untimely end when he picked the pocket of the notoriously 
 ill-tempered Red Wizard of Thay, Xain Morobdel. Elpham stole a pouch full of 
 gems off of Xain's waist and danced off into the crowd shouting, "Why don't 
 you try to chase me back to the Priador, baldy?  Ha ha!" Xain, quietly 
 fuming, promptly summoned four invisible stalkers and commanded them to, 
 "Kill the idiot in the red and green boots."

 STATISTICS:

 Increases the wearer's movement rate by 40%.
 +1 Bonus to Armor Class


BOOTMAN

 Boots of the Many Paths

 Created by a gnomish illusionist in 931 DR, the Boots of Many Paths have been 
 worn by a number of adventurers who have sold the items through legitimate 
 means for many, many years. According to their maker, Weldy Baker, the boots
 rely not only on the power of illusion, but the power of "potential time 
 weave cutting and microscopic changes to minutiae in the environment that 
 have macroscopic effects."

 STATISTICS:

 User can cast Blur on themselves once per day.


BOOTMOA

 Boots of Moander

 These patchwork boots of red and black leather were created by cultists of 
 Moander, an ancient god of rot and decay. The boots were used by a number of
 the Darkbringer's faithful when they fought against Moander's numerous foes, 
 many of whom worshipped nature deities. The boots were last claimed by
 Aldarra of Chauntea, who in turn gave them to a half-elven ranger friend, 
 Liberon Twelvetrees.

 STATISTICS:

 Wearer is immune to Entangle.


BOOTQUI

 Quiet Boots

 These well-worn leather boots were frequently used by the thug and part-time 
 killer Renny the Fist.  Renny, a former escape artist, liked to tell people 
 that all he needed to kill them was a reason and "some quiet boots." He would
 then raise his boot up to eye level and say, "I'm already halfway there.  
 Don't push me."  Renny stopped doing this when a quick-thinking dwarf slammed 
 his war club into the thug's groin.  While Renny writhed on the ground, the 
 dwarf removed the "quiet boots" and quickly left town.

 STATISTICS:

 +7% Bonus to Stealth
 Only Usable By:
   Ranger (Single, Dual-, Multi-Class)
   Thief (Single, Dual-, Multi-Class)


BOW01

 Composite Long Bow

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

 STATISTICS:

 Damage:  +2
 To Hit Bonus:  +1
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 15 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW02

 Composite Long Bow +1

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

 STATISTICS:

 THAC0:  +2
 Damage:  +3
 Weight: 9
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 15 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW03

 Long Bow

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

 STATISTICS:

 Damage:
 THAC0:  +1
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW04

 Long Bow +1

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

 STATISTICS:

 THAC0: +2
 Damage:  +1 (missile)
 Weight: 3
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW05

 Short Bow

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

 STATISTICS:

 Damage:
 Weight: 2
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


BOW06

 Short Bow +1

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

 STATISTICS:

 THAC0:  +1
 Damage:  +1
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Bow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


BOW07

 Long Bow of Marksmanship

 This bow is enchanted to enhance its damage and boosts the users aim.

 STATISTICS:

 THAC0: +3
 Damage: +2
 Weight: 2
 Speed Factor: 5
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOW08, BOW99

 Eagle Bow:  'Protector of the Dryads'

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

 STATISTICS:

 THAC0:  +2
 Damage: +2
 Weight: 2
 Speed Factor: 4
 Proficiency Type: Bow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


BOW09, BOWNON

 Long Bow

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

 STATISTICS:

 Damage:
 THAC0:  +1
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BOWMESS

 Messenger of Sseth

 This wicked bow was crafted thousands of years ago for a powerful yuan-ti 
 archer named Apali. The number of men, women, and children Apali killed with
 the aid of the bow is almost unbelievable, as the soldier waged war against 
 humans for hundreds of years before he was finally laid low in Chessenta by a 
 priest of Assuran, god of vengeance. Apali had killed the priest's
 great-great grandfather in Chult over a hundred years earlier. The item is
 easily recognized because of the red and black banding on the grip and the 
 carved snake heads at the ends of the bow. The red and black bandings
 represent Apali's family, from a caste of priests. The snake heads represent
 Sseth, the god of the yuan-ti.

 STATISTICS:

 Damage:  +1
 THAC0:  +2
 Special:  Extremely fast
 Weight:  3
 Speed Factor:  3
 Proficiency Type:  Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


BRAC01

 Bracers of Defense AC 8

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

 STATISTICS:

 Armor Class: 8
 Weight: 2
 Not Usable By:


BRAC02

 Bracers of Defense AC 7

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

 STATISTICS:

 Armor Class: 7
 Weight: 2
 Not Usable By:


BRAC03

 Bracers of Defense AC 6

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

 STATISTICS:

 Armor Class: 6
 Weight: 2
 Not Usable By:


BRAC04

 Bracers of Archery:  'The Dale's Protector'

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

 STATISTICS:

 THAC0:  +2 (missle weapons only)
 Weight:  2
 Not usable by:
 Druid
 Mage
 Cleric


BRAC05

 Bracers

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


BRAC06

 Gauntlets of Ogre Power:  'Hands of Takkok'

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

 STATISTICS:

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


BRAC07

 Gauntlets of Dexterity:  'The Brawling Hands'

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

 STATISTICS:

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


BRAC08

 Gauntlets of Fumbling:  'Elander's Gloves of Misplacement'

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

 STATISTICS:

 THAC0:  -10 penalty
 Dexterity:  -2 penalty
 Weight:  2
 Special:  Can only be removed by a 'remove curse' spell


BRAC09

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

 STATISTICS:

 THAC0:  +1 bonus
 Weight:  2
 Not usable by:


BRAC10

 Gauntlets of Weapon Expertise:  'Legacy of the Masters'

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

 STATISTICS:

 THAC0:  +1 bonus
 Damage:  +2 bonus
 Weight:  1
 Not usable by:


BRIATH

 Briath's Journal

 The great monument was completed today, and it is a wonder to see.  If there 
 is any doubt to the significance of my role within the Dorn community, let it 
 now be laid to rest!  There are those who find pride and glory in the chase, 
 traveling above and underground to ensure the good fortune of our home, but I 
 am not one of them. I must admit, I too would take up the arms should my name
 be called to protect those around me, but until that day, I feel myself far 
 more resourceful creating the weapons than wielding them.

 In honor of our new marvel, I have created a special blade that I will place 
 with the other items commissioned for the monument receptacle. Should the day
 come the our way of life is defended by a sole survivor, he will fight with 
 the will of many knowing that I have provided him with weapon worthy of such 
 an honor.  May this blade never be weilded, and if one day it is, may it 
 server its owner well.


BULL01

 Bullet

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

 STATISTICS:

 Damage:  1D4 + 1
 Damage type: Missile (piercing)
 Weight: 0
 Launcher:  Sling


BULL02

 Bullet +1

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

 STATISTICS:

 Damage:  1D4 + 2
 THAC0:  +1
 Damage type:  Missile (piercing)
 Weight: 0
 Launcher:  Sling


BULL03

 Bullet +2

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

 STATISTICS:

 Damage:  1D4 + 3
 THAC0:  +2
 Damage type:  Missile (piercing)
 Weight: 0
 Launcher:  Sling


BWTALIS

 Black Wolf Talisman

 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


CAIRN

 Cairn Blade

 Named for its ability to lay warriors low, the Cairn Blade was used by the 
 mercenary Adal Kerrn. Kerrn was a skilled heavy infantryman.  He and his
 company, Kerrn's Breakers, hired themselves out to all sorts of warlords, 
 bandits, wizards, and religious leaders. They 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,
 killing him. In the madness of the battle that followed, most of his comrades
 were routed. Though Kerrn's body was never found, the group that had employed
 him at the time, the church of Helm, recovered his distinctive sword.

 STATISTICS:

 Damage:  1D10 +4
 THAC0:  +4
 Damage type:  Slashing
 Weight: 20
 Speed Factor:  6
 Proficiency Type:  Great Sword
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


CAT

 Dead Cat

 This appears to be a dead cat. It is extremely well preserved and looks as if 
 it is sleeping. Hopefully, this animal was already dead before it was put 
 into the bag, as living animals tend not to fare very well within the magical
 confines of the bag.


CATTAC1

 Two Handed Sword

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

 STATISTICS:

 Damage: 1D10
 Damage type: Slashing
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


CELEBRA

 The Celebrant's Blade

 This beautiful axe was carefully made by Briath Silverhand, a master 
 craftsman and devoted worshipper of Moradin. Briath created the weapon to 
 celebrate the completion of a glorious monument to his god, the father of the 
 dwarven race. He placed it in the monument should a hero need it to liberate 
 Dorn's Deep at some future date.

 STATISTICS:

 Damage:  1D8 +4
 THAC0:  +4
 Damage Type: Slashing
 Weight: 5
 Speed Factor: 3
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


CHAINBM

 Baleful Mail

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

 STATISTICS:

 Armor Class: 3
 Special:
   Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking,
    -2 Charisma while worn
 Weight: 45
 Not Usable By:
  Good Characters
  Druid
  Mage
  Thief


CHAN01

 Chainmail Armor

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

 STATISTICS:

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


CHAN02

 Chainmail +1

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

 STATISTICS:

 Armor Class: 4
 Weight: 20
 Not Usable By:
  Druid
  Mage
  Thief


CHAN03

 Chainmail +2

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

 STATISTICS:

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


CHAN04, CHAN99

 Splint Mail

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

 STATISTICS:

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


CHAN05

 Splint Mail +1

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

 STATISTICS:

 Armor Class: 3
 Weight: 20
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


CHAN06

 Mithril Chainmail +4

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

 STATISTICS:

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


CITTERN

 The Cittern of War

 One of the only musical instruments actively approved of by the church of 
 Tempus, the Cittern of War was constructed by a halfling instrument maker 
 named Relias Blackseed.  Priests of Arvoreen the Defender blessed the cittern 
 with its impressive power.  Relias never intended to play his magnificent 
 creation.  He eventually sold the ruddy instrument to a bard named Gallow 
 Deely.  Gallow was a lanky, slender man often found in the company of 
 adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at
 putting tales of heroism to music. With the aid of the cittern, he helped the
 Company of Frozen Trees defeat a young green dragon in 1013 DR.  His song, 
 commemorating the occasion, was a rollicking tune called "The Fight of Green 
 Thirteen."  It is played in central and western taverns to this day.

 STATISTICS:

 This cittern casts Emotion: Courage, centered on the user.

 Only Usable By:
   Bard


CLBHAND

 Composite Long Bow of the Hand

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

 STATISTICS:
 Damage: +2 (missile)
 THAC0: +2
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type: 2-Handed
 Minimum Strength of 15 required
 Not Usable By:
  Thief
  Cleric
  Mage
  Druid


CLCK01

 Cloak of Protection +1

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

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throw:  +1 bonus
 Weight:  3
 Not usable by:


CLCK02

 Cloak of Protection +2

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

 STATISTICS:

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


CLCK03

 Cloak of Displacement

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

 STATISTICS:

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


CLCK05

 Cloak of Balduran

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

 STATISTICS:

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


CLCK06

 Cloak of Non-Detection:  'Whispers of Silence'

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

 STATISTICS:

 Special:  Non-detectable by magical means such as detect invisibility and 
           scrying.
 Weight:  3
 Not usable by:


CLCK07

 Nymph Cloak

 The fabled Nymph Cloak is renowned for its ability to increase the Charisma 
 of even the most surly dwarf. A Cormyrean noble hoping to make her 
 politically convenient marriage more palatable apparently went to great 
 expense to obtain one for herself and another for her husband.

 STATISTICS:

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


CLCK08

 Algernon's Cloak

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

 STATISTICS:

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


CLCK09

 Mage Robe of Cold Resistence

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

 STATISTICS:

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


CLCK10

 Mage Robe of Fire Resistence

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

 STATISTICS:

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


CLCK11

 Mage Robe of Electrical Resistence

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

 STATISTICS:

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


CLCK12, CLCK18

 Knave's Robe

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

 STATISTICS:

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


CLCK13

 Traveller's Robe

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

 STATISTICS:

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


CLCK14

 Adventurer's Robe

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

 STATISTICS:

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


CLCK15, CLCK19

 Robe of the Good Archmagi

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

 STATISTICS:

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


CLCK16

 Robe of the Neutral Archmagi

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

 STATISTICS:

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


CLCK17

 Robe of the Evil Archmagi

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

 STATISTICS:

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


CLCKBS

 Cloak of Burdened Spirits

 This incredibly heavy cloak was a gift from Sister Calliana for saving the 
 soul of the Voice of Durdel Anatha.  It was originally worn by a penitent 
 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


CLOAKMI

 Mithran's Cloak

 This elven cloak, woven from silk and wool, was worn by a powerful wizard 
 from Myth Nantar named Mithran Lightpetal. Mithran was well known for his 
 love of travel and his acceptance of the "N'TelQuessir," or "not people," the
 non-elven people of the world.  The cloak was actually the cause of his doom, 
 for it was woven and enchanted by his dark elf lover, Rauva Vrinn.  The style 
 of the black and midnight-blue cloak was so obviously non-elven that his 
 associates became suspicious.

 Eventually, an acquaintance of Mithran, an elven drow-hunter named Gaedel, 
 discovered Rauva's secluded hiding spot in the forests surrounding Myth 
 Nantar. With a small band of warriors, Gaedel stormed her hut and quickly
 killed her.  When Mithran discovered what had happened, he went berserk with 
 fury. The mad mage assaulted the hunting lodge of Gaedel and his brothers,
 killing them all and leveling the lodge. Gaedel's family eventually attempted
 to take vengeance for the act, killing Mithran at loss of most of their 
 house. Mithran's cloak was recovered by his close friend, the dwarven warrior 
 Hael Bronzelake. Had it not been, it would have been swallowed up under the 
 waves with Myth Nantar when that proud city was drowned in the Sea of Fallen 
 Stars several years later.

 STATISTICS:

 Armor Class Bonus: 3
 Saving Throw Bonus: +2


COFFEE

 Berduskan Black Brew

 This dark drink was named after the merchants from Berdusk, who concocted 
 this brew. Berduskan merchants were always in a hurry to complete their 
 various deals and felt hampered by the effects of fatigue and the need to 
 sleep. Upon drinking this brew, the effects of fatigue and weariness 
 disappear, letting the drinker continue with whatever he was doing.

 STATISTICS:

 Removes fatigue as if user has had a full nights sleep.


CONTRACT

 Caravan Contract

 This wrinkled piece of parchment appears to be a written contract of sorts:

 Balin,

 Deliver these five crates of supplies to the emporium in Easthaven. Make sure
 to get a fair price from that unscrupulous Calishite weasel, Pomab. Use the
 profit to aquire three barrels of uncarved scrimshaw from Gaspar's warehouse 
 there in Easthaven. Return to Caer-Dinival with the three barrels and you
 shall have your agreed upon payment. Keep your eyes to the tundra. There
 have been reports of orcs in the hills outside of Easthaven. It might be wise
 to use your advance payment to hire on some extra caravan guards.

 Safe journey,

 Ilmus Gallaway of Caer Dinval


CORELLO

 Symbol of Corellon Larethian

 This magical symbol of the elven god, Corellon Larethian was given to many of 
 the warriors in the Hand of the Seldarine. This symbol is a reminder of the
 epic battle Corellon fought against Gruumsh One-Eye. Anyone wearing this will
 find special focus while battling orcs.

 STATISTICS:

 THAC0: +2


DAGG01, DAGGSHIT

 Dagger

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

 STATISTICS:

 Damage:  1D4
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG02

 Dagger +1

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

 STATISTICS:

 Damage:  1D4 + 1
 THAC0:  +1 bonus
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 1
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG03

 Dagger +2

 This is an extremely well crafted dagger. Special enchantments have been 
 placed on it to keep the edge from dulling. A person could chip thru stone 
 with this dagger and the edge would still remain razor sharp. There is a 
 slight warmth to the handle and when used, the dagger will adjust its weight 
 and balance to each individual user.

 STATISTICS:

 Damage:  1D4 + 2
 Damage Type: Piercing
 THAC0:  +2 bonus
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG04

 Dagger +2, Longtooth

 Daggers of this type are very uncommon and are mostly used by specialists. 
 They are easily identified as they are much longer than ordinary daggers.

 STATISTICS:

 Damage:  1D6 +2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG05

 Throwing Dagger

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

 STATISTICS:

 Damage:  1D4
 Damage type: Missle (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG06

 Nester's Dagger

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

 STATISTICS:

 Damage:  1D4
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG07

 Kylee's Dagger

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

 STATISTICS:

 Damage:  1D4
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DAGG08

 Hentold's Dagger

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

 STATISTICS:

 Damage:  1D4
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


DART01

 Dart

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

 STATISTICS:

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


DART02

 Dart +1

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

 STATISTICS:

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


DART03

 Dart of Stunning

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

 STATISTICS:

 Damage:  1D3
 Special:  Save vs. spell or be stunned for 7 rounds
 Damage type:  Missile (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


DART04

 Dart of Wounding

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

 STATISTICS:

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


DAYS

 The Sword of Days

 This short sword was crafted by highly skilled halfling weapon smiths in 
 conjunction with three priests of Urogalan, the Black Hound.  The priests of 
 the god of the dead commissioned and enchanted the sword for a famous 
 halfling adventurer named Eriadon Oakhollow.  Eriadon was well known for his 
 fight against those who would defile the tombs of his people.  The sword has 
 a dull, even blade with deep engraving on one side.  The engraving is in 
 Thorass and lists, in various tables, all of the days of a tenday, months of 
 the year, cycles of the moon, major halfling festivals and observances, and 
 the years of Eriadon's life.   The other side of the blade simply features 
 the maker's mark, a black hound's head, and the words "THE SWORD OF DAYS."  
 Tarnished silver in the engraving lines keeps the words and images dark.  
 Upon Eriadon's death, the sword was passed on to a traveling priest of 
 Arvoreen the Defender who is believed to have died fighting goblins in the 
 High Moor.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Piercing
 Special:
   Wielder immune to Haste and Slow
   25% chance target is Slowed
 Weight:  3
 Speed Factor:  1
 Proficiency Type:  Short Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


DAZER

 Dazer

 A powerful weapon created by the wizard Retland of Westgate, Dazer was
 typically used by thugs in said wizard's employ.  Despite Retland's high 
 education, he was little more than a racketeering boss and thug.  His gang, 
 the Cobble Boys, intimidated and oppressed various neighborhoods of Westgate 
 for a decade until a wizard in service of Tyr, Alistar Lavell, rallied his 
 allies against Retland's cronies.  When Alistar defeated Retland and his 
 gang, he turned Dazer over to the church of Tyr, where it was given to a 
 traveling priest.

 STATISTICS:

 Damage:  1D6 +1
 THACO:  +1
 Special: 5% chance to Stun target on hit
 Damage type:  Crushing
 Weight:  3
 Speed Factor:  4
 Proficiency Type: Clubs
 Type:  1-handed
 Not Usable By:
  Mage


DBONE

 Ring of Dwarven Bone

 These rings are commonly found among one of the more twisted orcish clans in 
 the north.  Orc shamans would gather dwarven remains, take some bone, and 
 carve a ring out of it.  They then enchanted it with darker magics that would 
 grant its wearer a boon of strength.

 STATISTICS:
 Strength: +1
 Not Usable By:
  Good Characters


DIVER

 Spell Diver

 The sellsword Naradon of Thesk was known for his ability to quickly and 
 efficiently defeat enemy mages even when outnumbered.  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 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
 Not Usable By:
  Druid
  Cleric
  Mage


DRAGARM

 Black Dragon Scale

 This armor was crafted by the dwarven smiths and priests of Clan Battlehammer 
 when one of their own, Bruenhal, led a band of heroes in the defeat of a 
 black dragon far to the south.  Some dwarves turn up their noses at the 
 thought of wearing armor made from the remains of a dragon, but Bruenhal 
 proudly wore the armor until the end of his days.

 STATISTICS:

 Armor Class:  4
 Resistance Bonus:
   +25% Acid Resistance
   +2 Save vs. Spells
 Weight: 10
 Not Usable By:
  Mage


DVER

 Dver's Note

 This trap has left me for dead, but it's just as well.  I have felt the evil 
 within me since the moment I stepped foot in this crypt.  My actions no 
 longer my own, my thoughts confused, my will gone.  Perhaps another will 
 discover the disturbance before it manages to overcome them.

 I found another route through a gaping hole in one the prison cells in the 
 orog infested area above this chamber, but that led to yet more of their foul 
 kind and a large, grotesque beast that I could have sworn was speaking with 
 me.  Perhaps the evil was within my mind even then.


EHDAG

 Apsel's Dagger

 This dagger was created by Apsel the Scrimshander, a resident of Easthaven.  
 The dagger has a keen edge and the grip is made of intricately carved 
 Knucklehead Trout bone.

 STATISTICS:

 Damage:  1D4
 THAC0:  +1
 Damage type:  Piercing
 Weight:  1
 Speed Factor:  1
 Proficiency Type:  Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


EIDANRNG

 Eidan's Legacy Ring

 This simple silver ring bears an inscription on the interior. It looks like 
 the inscripton was carved there by an expert silversmith. "To the people of 
 Kuldahar; should evening fall upon me, and my life be no more, I leave the 
 Evening Shade to you. Please care for her as I did - Eidan, last of the line 
 of Kaivon."


ELFBOOT

 Elven Sewn Boots

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

 STATISTICS:

 Resistance Bonus:  +5% Cold Resistance
 Weight: 3


ELFCHAN

 Elven Chainmail of the Hand +3

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

 STATISTICS:

 Armor Class: 2
 Resitance Bonus: +20% Cold Resistance
 Weight: 15
 Not Usable By:
  Druid
  Mage


ELFCLCK

 Elven Sewn Cloak

 This cloak has been made from the highest quality cloth and furs available in 
 the land.  Hand sewn by talented elven tailors, this cloak was very common 
 among the people of the Seldarine's Hand.  Outsiders have also found it 
 appealing as they provide ample warmth and protection from the harsh cold of
 the North.

 STATISTICS:

 Resistance Bonus: +5% Cold Resistance
 Weight: 3


ELFGLOV

 Elven Sewn Gloves

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

 STATISTICS:

 Resistance Bonus: +5% Cold Resistance
 Weight: 2


ELFWINE

 Elven Healing Wine

 This bottle of elven wine also has the properties of a healing potion.  
 During one of the elven festivals, the priests of the Seldarine's Hand 
 imbibed too much that day and accidentally added a barrel of elven wine to a 
 mixture that was intended for healing potions.

 STATISTICS:

 Heals 2D8 hit points


ELIGEM

 Elisia's Token of Faith

 These clear, teardrop shaped gems streamed from Elisia's hands like water 
 when you asked for a physical token of her good intentions.  The gems seem to 
 ripple in the light, and their color reminds you of Elisia's skin.


ELROBE

 Robe of the Hand

 Created during the golden age of the elves of the Seldarine's Hand and the 
 dwarves of Dorn's Deep, it was worn by the elven wizards of Hand.  Although a 
 very cumbersome robe, it provided its wearer protection against the elements 
 of Cold, Fire, and Electricity.

 STATISTICS:

 Armor Class:  9
 Dexterity: -2 penalty
 Resistance Bonuses:
   +40% Cold Resistance
   +40% Fire Resistance
   +40% Electrical Resistance
 Weight:  10
 Only usable by:
 Mage (single, dual, & multi-class)


EREJOUR

 Erevain's Journal

 An excerpt...

 "Tomorrow I will attempt to climb through the mountains near Kuldahar Pass.  
 In a way, I feel like I should help Hrothgar and the others in their 
 investigation.  After all, they have very little protection should monsters 
 be in the area.  Bah!  Perhaps my brothers are right.  We elves were not 
 meant to interfere in the world of men.  These lands may once have belonged 
 to our people, but that was long ago.  It is the territory of the wild Reghed 
 barbarians and the Ten Towns now.  Why resist the tide against us?  Those who 
 do often turn to the darkness of war and conquest to reclaim the lands that 
 we once ruled.  It is an endeavor doomed to failure.  Oh, there I go again.  
 Corellon help me, I'm starting to sound like cousin Xan!"


EREVAIN

 Erevain's Broad Sword

 This broad sword used to belong to Erevain Blacksheaf, a wandering elf from 
 Evereska.  It was made in 1221 DR by Evereskan Greycloaks.  Erevain's sword 
 was unusual among his people, who normally favor lighter swords.

 STATISTICS:

 Damage:  2D4 +2
 THAC0:  +2
 Damage Type: Slashing
 Resistance Bonus:
  +2 Save vs. Wands
  +10% Acid Resistance
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Swords
 Type: 1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


EVAJOUR

 Journal of Evayne

 The last few weeks have been a blur but I will recount as best as I can.

 Arriving at Dorn's Deep in the middle of the night did not lead to a warm 
 welcome by the dwarves, especially with what had come to past between both 
 our races.  As expected, the dwarves were very apprehensive to what I had to 
 say.  There were too many fresh and open wounds between both our people.  
 Situations like this are never easy but I consider myself as good a diplomat 
 as father, perhaps better.

 Each day spent in council did not end until late evening and always in pure 
 exhaustion.  We argued and bickered over the recent past events.  Athough we 
 still continued to spend countless hours in council, the dwarves began to 
 trust that I hid no maliciousness behind my words.  The dwarves agreed to a 
 treaty in the name of the greater good for both our races later that week.  I 
 had been successful in my part.  I saw hope for the first time in many 
 months.

 The only thing left was to return home and convince my own people that this 
 was our only chance at true salvation.  The hardest part would be to convince 
 father but he will listen.  He must listen; else let our people face death.

 The next morning almost made the last few weeks' work in vain.  A dwarven 
 scout arrived and told of the largest orcish army he had ever seen was only 
 hours away.  With little time to prepare, our defenses were overrun and the 
 orcs began to pour into Dorn's Deep.

 We began our retreat into the depths of Dorn's Deep.   Key passages were
 collapsed to cover our movements and buy us time.  Even in such dire 
 conditions, this allowed the dwarves to control when and where we would 
 fight.  Every battle cost the orcs dearly as the dwarves fought on their 
 terms but we were still being driven farther and farther back.  Even now, we 
 make preparations to retreat further into Wyrm's Tooth Glacier.

 Even as grim as this sounds, I still hold hope.  Hope that I will tell father 
 of how I fought side by side with our dwarven friends as in days of old.  
 Hope that he will hear the tales of the dwarves who sacrificed their lives so 
 that I may return home someday to reunite both our people.  Hope to see my 
 father's stubborn face once again.

 For my people and the Seldarine's Hand,
 Evayne


EXTHEAL

 Potion of Extra Healing

 When wholly consumed, this potion restores 18 hit points to the person.  The 
 effect is instantaneous and the potion is destroyed in the process.


FIREKIS

 Fire Kiss

 This thick blade was originally crafted by derro deep beneath the surface of 
 Faerun.  Owned by Savant Dabant, Fire Kiss was rarely put to use.  Dabant 
 relied upon magical traps and torture to amuse himself instead.  Eventually, 
 Dabant was killed by a mob of hook horrors who kept the dagger in a pile with 
 all of their other refuse.  Thirty years later, mind flayers destroyed the 
 hook horrors and took the dagger back to their community.  The merchant Nym 
 traded deep gnome slaves to the mind flayers in exchange for the dagger, 
 which was eventually sold to Malavon.

 STATISTICS:

 Damage:  1D4+3
 THAC0:  +3
 Special: 5% chance the target is hit with Shroud of Flame
 Damage type:  Piercing
 Weight:  1
 Speed Factor:  1
 Proficiency Type:  Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


FISH

 Knucklehead Trout

 A knucklehead trout.  Found only in the lakes of Icewind Dale, the bones of 
 these enormous fish yield precious scrimshaw that is used to make elegant 
 carvings and sculptures.


FKEY

 Forge Key

 This bronze key is extremely worn with age and heat, and actually feels very
 warm to the touch.  A deep inscription at the base of the key reads "Tooth".


FKILLER

 Faith Killer

 This deceptively mundane looking battle axe has a short but strange history.  
 According to philosophers of magic, Faith Killer was enchanted by the 
 non-belief of its owner, the warrior Erion the Skeptic.  A rarity in Faerun, 
 Erion was a man who denied the existence of holy magic and the gods 
 themselves.  He was known for his attempts to prove that priests were 
 charlatans and holy magic was, in actuality, a different form of standard 
 magic.  Sages believe that Erion's intense opposition to holy men and women 
 actually generated sympathetic magical powers in his weapon.  Priests of 
 Selune in Westgate confiscated the axe when they killed Erion in 
 self-defense.  It is currently believed that Erion is one of the unbelievers 
 used as a building block in Myrkul's Bone Castle.

 STATISTICS:

 Damage:  1D8 +2
 THAC0:  +2
 Damage Type: Slashing
 Special:  5% chance to Dispel Magic on a successful hit
 Resistance Bonus: + 5% Magic Resistance
 Weight: 5
 Speed Factor: 5
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


FLAMOIL

 Flaming Oil

 Inside of this glass pot is an expensive mixture of oil and other chemicals.  
 When this mixture is set ablaze, it burns for several seconds at a very hot 
 temperature.  Flaming oil is sometimes difficult to use because it takes a 
 long time for the user to properly throw it.  Adventurers often carry oil 
 with them to deal with trolls in the unfortunate event that they are 
 encountered.

 STATISTICS:

 When thrown at a target, the glass pot breaks, spreading flaming oil over 
 everything within a 5' radius, doing 2-16 points of fire damage.


FSEEDS

 Fire Seeds

 Created through the Fire Seeds spell, these innocuous seeds are imbued with 
 explosive fiery magic.

 STATISTICS:

 When thrown, all creatures within 5 feet of the point of impact take 2-16 
 points of damage, with a saving throw for half damage.


GAUNTEM

 Gauntlets of Elven Might

 These slender steel gauntlets were crafted by the elven smith Idrial Ashleaf 
 and enchanted by his brother, Beldan.  The pair gave the gauntlets to their 
 cousin, Galain, when he alone returned from a failed quest to destroy a 
 venerable green dragon in the forests of what are now known as Amn.  The 
 three elves made a pact to avenge their kin in ten years time.  The 
 subsequent adventures of the trio were immortalized in Merador of Waterdeep's 
 epic "Three Avengers" ballads.  The songs, sixteen in number, tell all of the 
 adventures that the group went on.  From the Ballad of the Goblin King to the 
 Ballad of Green Night, every deed is retold.  Unfortunately, the history of 
 Galain's gauntlets end with the final bars of Green Night.  The rest is 
 shrouded in mystery.

 STATISTICS:

 Armor Class Bonus: 1
 Strength: 18/51
 Saving Throws: +1
 Only Usable By:
  Multi or Dual Classed Fighters


GAUNTID

 Gauntlets of Infernal Damnation

 Cursed by a malefic priestess of Beshaba, goddess of bad luck, these hard 
 black leather gloves affix themselves to whoever tries them on.  Despite the 
 extremely nasty nature of the gloves, wealthy adventurers sometimes buy the 
 distinctive gauntlets to place in their treasure hordes, waiting for a greedy 
 thief to try them on.

 STATISTICS:

 Cursed
 Shroud of Flame on the wearer


GBERRY, GOODBER

 Goodberry

 Created by the Goodberry spell, these simple looking blueberries will heal
 five points of damage for each bunch of berries eaten.


GENEK

 Genek's Journal

 I have occupied this empty tomb for several days now, and I will be 
 attempting to cross the cemetery once again tomorrow morning.  The door to 
 the outside passage is locked, and I know the key rests within in a container
 built into the side of the forge monument.  With some stroke of luck or 
 higher intervention, I was able to avoid the attention of that dreadful lich 
 on my last trip across, but upon inspection of the forge I was able to locate 
 the receptacle.  It seems likely that the monument will need to be restored
 to its original working state before the container's whereabouts could be 
 determined, but I have been unable to locate anything remotely resembling a 
 switch, lever or the like that would activate it.  I can only assume that the 
 lich is responsible, and as long as he is present within these chambers I 
 will be unable to find the key, and unable to escape.  I have found powerful
 magics within these tombs, but even if by some amazing stroke of luck I was 
 able to dispatch the foul creature, he undoubtedly hidden his life force 
 container beyond these walls.  Without its destruction, his absence from this 
 world is purely temporary, and upon returning I do not dare dwell on the 
 horrible fate that would be stalking me.


GIVING

 The Giving Star

 This black and silver morning star was created by a Cormyrean necromancer 
 called Dameth the Wan.  Although it appears to be a sinister weapon, the 
 unadorned surfaces of the morning star mask its dreadful power.  The weapon 
 was sold to a priest of Myrkul who put it to good use in his battles against 
 adventurers.  Eventually, however, the priest was overcome by a paladin of 
 Lathander who confiscated the item.  When the mountain temple where the 
 morning star was contained was sacked by giants in 1190 DR, the history of 
 the weapon ended.

 STATISTICS:

 Damage:  2D4 +3
 THAC0: +3
 Special: 10% of all hits cast Cure Light Wounds on the user and give a +1 
          bonus to Strength for 5 rounds.
 Damage type:  Crushing
 Weight: 9
 Speed Factor: 4
 Proficiency Type:  Mace
 Type:  1-handed
 Not Usable By:
  Good characters
  Druid
  Mage
  Thief


GLIMGLM

 Glimglam's Cloak

 This heavy cloak was once owned by the gnomish warrior Glimglam.  A rare hero 
 among his people, Glimglam scoured gnomish lands for giants and goblins, 
 felling them all wherever he found them.  This particular cloak was made for 
 him by his wife, Enetta, and blessed by the church of Garl Glittergold.  When 
 Glimglam was killed by a Fire Giant king, Enetta stitched a crude red heart 
 onto the breast of the cloak.  He was buried with it.  Twenty years after 
 Glimglam died, human thieves robbed his grave and stole the cloak.  Those 
 thieves later sold the cloak to ogres in exchange for wine and traveling 
 rights through a particularly dangerous portion of the High Moor.

 STATISTICS:

 Armor Class Bonus:  1
 Saving Throw:  +1 bonus
 Weight:  4


GLORY

 The Glory of Suffering

 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
 Not Usable By:
  Evil or Neutral characters
  Druid
  Mage
  Thief
  Bard


GORGON

 Ring of the Gorgon

 A powerful mage enchanted this ring to prevent petrification under the breath 
 of his prized herd of gorgons.  Zilzanzer the Magificent raised gorgons for 
 their blood, which he sold to safety-conscious castle owners who used it to 
 block ethereal travel.  Zilzanzer was petrified over a dozen times, each time 
 being brought back by his faithful assistant's use of Stone to Flesh scrolls.  
 Zilzanzer eventually decided that he should make an item to protect him from 
 petrification.  The result was the Ring of the Gorgon.  Sages believe that 
 Beshaba must have smiled upon Zilzanzer when he was born, for he was turned 
 to stone when he put on the ring.  His assistant dutifully read the Stone to 
 Flesh scroll, bringing Zilzanzer out of his stone form.  Unfortunately, 
 Zilzanzer died in the process, this time forever.

 STATISTICS:

 Wearer is turned to stone


GSLEEP

 Giant's Sleep

 This weapon was used by the human ranger Althax Grom.  Althax hated the 
 giants that plagued his homeland and was trained to exterminate them from a 
 young age.  Although Althax originally fought his foes using the sword and 
 bow, he quickly decided that those weapons were not effective enough against 
 his huge foes.  His druid friend, Eladan, enchanted this large hammer for 
 him.  The reputation of the weapon grew as legends of Althax grew.  Even 
 though the warhammer has passed through many hands since Althax's untimely 
 demise, Giant's Sleep will always be remembered as the weapon of that 
 powerful warrior.

 STATISTICS:

 Damage:  1D4 +3
 THAC0:  +4
 Damage type:  Crushing
 Weight:  5
 Speed Factor:  1
 Proficiency Type:  Hammer
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HALB01

 Halberd

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

 STATISTICS:

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


HALB02

 Halberd +1

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

 STATISTICS:

 Damage:  1D10 + 1
 THAC0:  +1
 Damage type:  Piercing
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberd
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALB03

 Halberd +2:  'Suryris' Blade'

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

 STATISTICS:

 Damage:  1D10 + 2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Halberd
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HALBRD01

 Halberd (?)

 This cursed spear will appear as a magical spear, however when a combat 
 situation arises, the wielder will attack an enemy and backbiter will attack 
 the wielder.  For every attack made, backbiter will attack the foe and also 
 the wielder.  This is a powerful spear, but one must ask if it is worth it in 
 the end.  The only way that backbiter can be removed is by a Remove Curse 
 spell.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Piercing
 Special:  3 (piercing) damage inflicted upon the wielder upon every 
           successful hit
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


HAMM01

 War Hammer

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

 STATISTICS:

 Damage:  1D4 + 1
 Damage type:  Crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HAMM02

 War Hammer +1

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

 STATISTICS:

 Damage:  1D4 + 2
 THAC0:  +1 bonus
 Damage type:  Crushing
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HAMM03

 War Hammer +2

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

 STATISTICS:

 Damage:  1D4 +3  (+1 electrical)
 THAC0:  +2 bonus
 Damage type:  Crushing
 Weight: 5
 Speed Factor: 2
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HEARTGM

 The Heartstone Gem

 A large, amber colored gem the size of a child's head.  The Heartstone Gem is 
 allegedly a Silvanite artifact that used to rest in the town of Kuldahar.  It 
 reputedly has great powers of divination, but you have no idea how to use it.


HELM01, HELM08, HELM09, HELM10, HELM11, HELM12, HELM13

 Helmet

 This class of open-face helmet, made of reinforced leather or metal, covers 
 most of the head, save the face and neck.  These helmets commonly provide 
 protection for the nose.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM02

 Helmet of Opposite Alignment

 The cursed Helm of Alignment Change is a truly fearsome item. As its name 
 suggests, it has the power to alter the fundamental ethical framework, nay, 
 the very identity of anyone unlucky enough to wear it. It can ruin homes, 
 friendships, even entire cities or nations. Should the legions of evil ever 
 force one onto the head of a benevolent Solar, the multiverse, as we know it, 
 will surely meet an abrupt and painful end.

 STATISTICS:

 Armor Class Bonus:  none
 Special:
     Alignment will become opposite
     Protects against critical hits
     Can only be removed by a 'remove curse' spell
 Weight:  2


HELM03

 Helm of Glory:  'Helm of the Noble'

 Named for its original owner, Sir Tain the Noble, this helm saw many great 
 battles in his possession.  It was eventually passed on to Sir Tain's squire, 
 who had served him faithfully for almost ten years.  Alas, the young man had 
 neither the strength, nor the skill to uphold his master's legacy.  It is 
 rumored he lost his life in the pursuit of a worthy, but ultimately futile 
 cause, and the helm has had many owners since.

 STATISTICS:

 Armor Class: +1 bonus
 Charisma:  +1 bonus
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELM04

 Helm of Defense:  'Gift of Peace'

 Prized for its noble origin as much as for its benefits to the wearer, this 
 helm was originally intended to be a simple gift.  There was no great crisis 
 at hand, nor dangerous evil to be overthrown; just a wish for friend to give 
 a gift to another.  It could just have easily been a good book or bottle of 
 wine, but adventurers are eminently more practical in their gift giving.  The 
 helm has seen many great battles since its creation, but the simple virtue at 
 its core is what has always been remembered.

 STATISTICS:

 Armor Class Bonus:  none
 Saving Throws:  +1 bonus
 Electrical resistance:  +20%
 Cold resistance:  +20%
 Fire resistance:  +20%
 Special:  Protects Against Critical Hits
 Weight: 3
 Not Usable By:
 Mage
 Bard
 Thief


HELM05

 Helm of Infravision:  'The Eyes of Truth'

 Being a scavenger of a sort, Babette Maelestrom had this helm created to aid 
 her in her dungeon excursions.  She would later attributed her gathered 
 wealth solely to its power, though likely it was as much her keen eyes as 
 anything.

 STATISTICS:

 Armor Class Bonus:  None
 Special:
   Protects Against Critical Hits
   Grants wearer infravision up to 120 ft
 Weight: 3
 Not Usable By:
 Mage
 Bard
 Thief


HELM06

 Helm of Charm Protection

 As its name suggests, the Helm of Charm Protection protects its wearer from 
 any magical attempts at emotional manipulation. As a precaution, some 
 high-profile mercenary groups regularly equip their members with such helmets 
 to ensure that they can perform their prescribed duties without external 
 interference.

 STATISTICS:

 Armor Class Bonus:  None
 Special:
     Protects Against Critical Hits
     Wearer is immune to charm
 Weight: 4
 Not Usable By:
 Mage
 Bard
 Thief


HELM07

 Helm of Balduran

 The fabled helm of Balduran, legendary founder of Baldur's Gate, has long 
 been rumored to wield powerful protective magic. The exact nature of this 
 magic, however, has not yet been determined.

 STATISTICS:

 Armor Class Bonus:  1
 Hit Point Max:  +5
 Saving Throws:  +1 bonus
 THAC0:  +1 bonus
 Special:  Protects Against Critical Hits
 Weight: 1
 Not Usable By:
 Mage
 Bard
 Thief


HELMBLK

 This class of open-face helmet, made of reinforced leather or metal, covers 
 most of the head, save the face and neck.  These helmets commonly provide 
 protection for the nose.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


HELMDED

 Dead Man's Face

 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


HELMDEF

 Helm of the Trusted Defender

 This helmet was worn for four hundred years by halflings and gnomes in the 
 small and virtually unknown community called Shepherd's Valley.  Each dawn, 
 the Night Watch captain would hand the helmet over the Day Watch captain.  
 Each dusk, the Day Watch captain returned the helm.  This cycle continued 
 without fail until Pheldon Tock, a Night Watch captain, 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
 Only Usable By:
  Halflings
  Gnomes


HELMHUN

 Ilian's Hunting Helm

 This helm was worn by the great elven hunter Illian Willowdusk.  It was 
 constructed by a group of well-intentioned halflings when Illian hunted down 
 and killed a priest of Malar and his bloodthirsty trained animals who had 
 been plaguing the halfling shire.  The helm served Illian well until he went 
 hunting a great stag on Cinnaelos'Cor, an elven holiday.  When the stag leapt 
 into a thick patch of vines and briars, Illian followed.  As Illian leapt 
 through the tangle, the huge horns of the helm became caught, jerking his 
 head violently.  He was found dead the next day with a broken neck.

 STATISTICS:

 Armor Class Bonus:  2
 Weight:  3
 Not Usable By:
  Mage
  Bard
  Thief


HELMLA

 Blessed Helm of Lathander

 This well-crafted helmet has a short history.  A priestess of Lathander named 
 Iraeni of Suzail had it constructed for the champion of her church, a warrior 
 named Beldan Miller.  Beldan employed the helm frequently, as Iraeni was 
 often attacked by agents of Myrkul.  After twenty years of serving Lathander, 
 Iraeni decided to step down from her office, as did Beldan.  They were 
 married shortly after.  Beldan gave the helm to an errant paladin of 
 Lathander, who is believed to have died fighting a lich near the Battle of 
 the Bones.

 STATISTICS:

 Armor Class Bonus: 2
 Special:  User can cast Cure Moderate Wounds, Neutralize Poison, and Remove 
           Paralysis once a day.
 Weight:  2
 Not Usable By:
  Mage
  Bard
  Thief
 Only Useable By:
  Good Characters


HELMPAT

 Patriot Helm

 This helm was worn by the dwarven warrior Danel Silverfrost, king and martyr 
 of the lost dwarven city-state of Silverrock.  Danel's deeds are not as 
 well-known as those of many other heroic dwarves, but that is perhaps because 
 his kingdom died with him.  His nation suffered heavy losses when trolls and 
 giants attacked it over a thousand years ago in the nearly-forgotten "War of 
 Curdling Blood."  The war between the tribes of monsters and the kingdom of 
 Silverrock was waged over fifteen years.  Danel never attempted to flee his 
 kingdom, seek the aid of neighboring countries, or abandon his people.  
 Despite the fact that many of his subjects did, indeed, flee, Danel remained 
 in Silverrock until the very end.  Before the final battle of the terrible 
 war, Danel told his people, "When ye see this plume on me head fall, I want 
 ye to make sure that our people don't bow, like gold, but that they break, 
 like iron."

 Almost as soon as the battle was joined, Danel charged to the front of the 
 fray and leapt into the talons of a dozen trolls. The moment his plume
 disappeared from sight, every man, woman, and child remaining in Silverrock 
 poured out of the fortified caverns and dragged down as many trolls and 
 giants as they could. Barrels of flaming oil were dumped all over Danel's 
 palace and the common areas of the city, consuming as many dwarves as trolls 
 and terrible frost giants. In the end, the monsters had achieved a Pyrrhic 
 victory. The dwarven city was a smoldering ruin from which little treasure, 
 no slaves, and no food, could be taken. Many trolls died of starvation that 
 winter, and when they turned on their giant allies for sustenance, the entire 
 army fell into disarray forever.

 STATISTICS:

 Armor Class Bonus: 2
 Weight: 4
 Not Usable By:
  Mage
  Bard
  Thief


HELMSUN

 Sune's Laurel of Favor

 This wreath of laurel leaves and roses was a gift from the church of Sune to 
 the priestesses of Hanali Celanil at the Hand of the Seldarine.  The 
 representatives of the human goddess of love and beauty were well received 
 and the high priestess of Hanali Celanil wore the laurel whenever humans were 
 visiting the Hand.  The orcs discarded the laurel as useless trash when they 
 sacked the priests' tower.

 STATISTICS:

 Armor Class Bonus: 1
 Special:  +1 Charisma while worn
 Weight:  1
 Not Usable By:


HIDEBEE

 Rhino Beetle Shell

 This is a portion of the carapace of a dead rhino beetle.  Their natural body 
 armor is known for its incredible resilience.


HIDEUMB

 Umber Hulk Hide

 This umber hulk hide consists of chitin plates and tough skin of a dark brown 
 hue.  Even off of the umber hulk's body, it looks thick and impenetrable.


HLYDECK

 Holy Chaos! Deck

 "Holy Chaos!" is a little-known card game played between priests of chaotic 
 gods.  Priests of Tymora and Umberlee are particularly fond of it.  The game 
 features four suits: Smiling Ladies, Black Bessies, Storm Queens, and Joy 
 Bringers.  The "rules" of the game are incredibly complex and are revised 
 every year in an edict by the church of Beshaba.  Winners of annual 
 tournaments receive magical versions of the deck, such as this one.  The 
 decks are despised by the churches of Tyr and Helm.

 STATISTICS:

 Casts a random beneficial spell, centered on the user.

 Not Usable By:
   Lawful Characters


HOLDFAST, HOLDFST

 Holdfast Arrows

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

STATISTICS:

Damage:  1D6-1
THAC0:  -1
Damage type:  Missile (Piercing)
Special:  Entangle effect on the target for four rounds
Weight:  0
Launcher:  Bow


HOLDING

 Jester's Bag of Holding

 A bag of holding is an ordinary bag that has been enchanted so that the 
 interior of the bag opens on a nondimensional space. This nondimensional 
 space is considerably larger than interior of the bag and allows the user to 
 store and retrieve objects without becoming encumbered. Bags such as these 
 are rare and are especially useful for adventurers for obvious reasons. 
 Unfortunately, the magic on this bag is failing and any attempt to put an 
 item into the bag fails. However, violently shaking the bag seems to cause 
 various items to fall out of it.

 STATISTICS:

 When used a random object will appear in inventory.
 Bag may only be used once per day.
 Must have an empty inventory slot to be used.


HOLYSYM

 Holy Symbol of Myrkul

 This holy symbol depicts a white human skull face-on against a black field. 
 The skull appears to be carved ivory and it is set into a black onyx field.


HOLYWAT

 Barrel of Holy Water

 This barrel contains water which has been blessed by the priests of the 
 Seldarine's Hand.


HONEYLT

 Rotted Honey Leather

 This used to be a highly prized piece of honey leather.  Honey leather is a 
 really light canvas used by the elves to protect against rain and dampness.  
 Although it tears very easily, elves use it to make tents and to protect 
 their camping gear.


HQ2HSWD

 High Quality Two Handed Long Sword

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

 STATISTICS:

 Damage:  1D10
 THAC0: +1
 Damage type:  Slashing
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQAROW

 High Quality Arrows

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

 STATISTICS:

 Damage:  1D6
 THAC0: +1
 Damage type:  Missile (piercing)
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


HQAXE

 High Quality Battle Axe

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

 STATISTICS:

 Damage:  1D8
 THAC0: +1
 Damage type:  Slashing
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQBOLT

 High Quality Bolt

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

 STATISTICS:

 Damage:  1D8
 THAC0: +1
 Damage type:  Missile (piercing)
 Weight:  0
 Launcher:  Crossbow


HQBSWRD

 High Quality Bastard Sword

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

 STATISTICS:

 Damage:  2D4
 THAC0: +1
 Damage type:  Slashing
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQCBOW

 High Quality Composite Long Bow

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

 STATISTICS:

 Damage:  +2
 To Hit Bonus:  +2
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 15 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQDAGG

 High Quality Dagger

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

 STATISTICS:

 Damage:  1D4
 THAC0: +1
 Damage type:  Piercing
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


HQHALB

 High Quality Halberd

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

 STATISTICS:

 Damage:  1D10
 THAC0: +1
 Damage type:  Piercing
 Weight: 15
 Speed Factor: 9
 Proficiency Type: Halberd
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQHAMM

 High Quality War Hammer

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

 STATISTICS:

 Damage:  1D4 + 1
 THAC0: +1
 Damage type:  Crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HQHXBOW

 High Quality Heavy Crossbow

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

 STATISTICS:

 Damage:  +2 (missile)
 THAC0: +3 bonus
 Weight: 14
 Speed Factor: 10
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQLBOW

 High Quality Long Bow

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

 STATISTICS:

 Damage:
 THAC0:  +2
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQLSWRD

 High Quality Long Sword

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8
 THAC0: +1
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


HQLXBOW

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

 STATISTICS:

 THAC0: +3 bonus
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


HQMACE

 High Quality Mace

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

 STATISTICS:

 Damage:  1D6 + 1
 THAC0: +1
 Damage type:  Crushing
 Weight: 8
 Speed Factor: 7
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HQMSTAR

 High Quality Morning Star

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

 STATISTICS:

 Damage:  2D4
 THAC0: +1
 Damage type:  Crushing
 Weight: 12
 Speed Factor: 7
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


HQSBOW

 High Quality Short Bow

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

 STATISTICS:

 Damage:
 THAC0: +1
 Weight: 2
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage


HQSSWRD

 High Quality Short Sword

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6
 THAC0: +1
 Damage type:  Piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


IAROW01

 Arrows

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

 STATISTICS:

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


IAX1H01

 Battle Axe

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

 STATISTICS:

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


IBLUN04

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

 STATISTICS:

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


IBOW03

 Long Bow

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

 STATISTICS:

 Damage:
 THAC0:  +1
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ICHAN01

 Chainmail Armor

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

 STATISTICS:

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


ICHAN04

 Splint Mail

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

 STATISTICS:

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


IDART01

 Dart

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

 STATISTICS:

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


IHAMM01

 War Hammer

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

 STATISTICS:

 Damage:  1D4 + 1
 Damage type:  Crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


IHELM01

 Helmet

 This class of open-face helmet, made of reinforced leather or metal, covers 
 most of the head, save the face and neck.  These helmets commonly provide 
 protection for the nose.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


IHELM10

 Helmet

 This class of decorative helmet, made of reinforced leather or metal, covers 
 the face and head. Eye slits and breathing holes come highly recommended.

 STATISTICS:

 Armor Class Bonus:  None
 Special:  Protects Against Critical Hits
 Weight: 2
 Not Usable By:
 Mage
 Bard
 Thief


ILEAT04

 Studded Leather Armor

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 7
 Weight: 25
 Not Usable By:
  Mage


INTRCES

 Intercession

 This long sword was crafted for the well-traveled ranger Kelhanion of Soubar 
 in 1272.  Wearing light armor and no shield, Kelhanion wanted a weapon that 
 would protect him in combat.  Intercession was made for him by an 
 acquaintance, the wizard Peth of Elturel.  The weapon itself is rather 
 mundane in appearance, which is exactly how Kelhanion wanted it to look.  It 
 has a plain steel blade that meets a similar guard.  The grip of the weapon 
 is wrapped in dark, oiled ogre skin.  The sword has a mild form of empathetic 
 instinct, turning in the wielder's hand to impose itself in the path of melee 
 weapons.  Intercession was lost with Kelhanion when he was slaughtered by 
 over a dozen trolls in the Trollbark Forest.

 STATISTICS:

 Damage:  1D8 +1
 THAC0:  +1
 Damage Type:  Slashing
 Special:  +2 to AC (except Missile)
 Weight:  4
 Speed Factor:  4
 Proficiency Type:  Large Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


IPLAT01

 Plate Mail Armor

 Plate mail is a combination of chain armor with metal plates covering the 
 vital areas such as the chest, abdomen and groin.  Similar in construction to 
 bronze plate mail, true plate mail comprises of chain and leather.

 STATISTICS:

 Armor Class: 3
 Weight: 50
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


IPLAT05 (cursed, can't be removed)

 Full Plate Mail +1

 Full plate armor is the best armor a warrior can buy, both in appearance and 
 protection.  The perfectly fitted interlocking plates are specially angled to 
 deflect arrows and blows, and the entire suit is carefully adorned with rich 
 engraving and embossed detail.  With its magical enchantments, this suit of 
 full plate is ideal for warriors.

 STATISTICS:

 Armor Class: 0
 Weight: 35
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


IPOTN08

 Potion of Healing

 When wholly consumed, this potion restores 9 hit points to the person.  The 
 effect is instantaneous and the potion is destroyed in the process.


ISHLD02 (strangely can't be equipped)

 Small Shield +1

 A small shield is usually round and is carried on the forearm, gripped with 
 the shield hand.  Its light weight as compared to a medium shield permits the 
 user to carry other items in that hand, although he cannot wield or carry 
 another weapon.

 STATISTICS:

 Armor Class Bonus: 2
 Special:  No  Missile Weapon Protection
 Weight: 3
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


ISHLD03

 Medium Shield

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

 STATISTICS:

 Armor Class Bonus: 1
 Weight: 7
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


ISW1H07

 Short Sword

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6
 Damage type:  Piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


J2HAXE

 Joril's Axe

 This mighty weapon consists of a five- to six-foot haft with a very heavy 
 blade.  The axe is double-bitted, with blades on both sides of the haft.  It 
 is an unwieldy weapon, but a skilled warrior can strike blows of tremendous 
 strength with it.

 Joril Frostbeard, the frost giant leader, wielded this axe. The weapon has 
 been enchanted with several beneficial magics.

 STATISTICS:

 Damage:  1D12 +3
 THAC0: +3
 Constituion: +1 bonus
 Dexterity: -1 penalty
 Damage type:  Slashing
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


JHOSWD1

 Shattered Blade of Aihonen
 
 This shattered blade lay in the breast of Icasaracht, the last of the white 
 dragon matriarchs that ruled the Spine of the World.  It was wielded by 
 Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword 
 has lain at the bottom of the lake for almost a century, waiting to be 
 returned to one of its wielder's bloodline.

 STATISTICS:

 Weight: 3


JHOSWD2

 Restored Blade of Aihonen

 This once-shattered blade lay in the breast of Icasaracht, the last of the 
 white dragon matriarchs that ruled the Spine of the World.  It was wielded by 
 Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword 
 has lain at the bottom of the lake for almost a century, waiting to be 
 returned to one of its wielder's bloodline.  How it has been restored to its 
 original state is unknown, but whatever the reason, it looks like a powerful 
 weapon that can help you free Easthaven from Brother Poquelin.

 The blade seems to draw its strength from Lac Dinneshere itself.  As long as 
 the wielder is within a dragon's flight distance of the lake, the blade is a 
 fearsome weapon.

 STATISTICS:

 Damage:  1D8 +1, +5 within a dragon's flight distance of Lac Dinneshere
 THACO:  +1, +5 within a dragon's flight distance of Lac Dinneshere
 Damage Type: Slashing
 Special: +5 Maximum Hit Points within a dragon's flight distance of Lac 
          Dinneshere
 Resistance Bonuses:
  +25% Cold Resistance
  +25% Fire Resistance,
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Large Swords
 Type: 1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


JORIL

 Joril's Badge

 This black steel plate bears a gold engraving of Joril's sigil, the double 
 bladed axe.


KALABAC

 Kalabac's Journal

 I'm afraid I may have been duped.  Bandoth indicated where I might find the 
 door to the forge, but I was unable to find any trace of it.  I was prepared 
 to search later on this evening, but a group of Ettins have encamped in the 
 passage north of where I am now, and I am in no condition to be running past 
 them.  Hopefully I will get another opportunity to search the old meeting 
 hall of the dwarves.  Earlier I uncovered some writings regarding a room 
 within these walls that leads to the lower segments of this complex, and I 
 can only assume that this room lies behind the door I have yet to find.  To 
 make matters worse, the same writings inferred that this room contained a 
 puzzle that was designed to keep the invaders from discovering and 
 desecrating the Cemetary and Forge.  Perhaps Bandoth can provide some more 
 assistance.


KAYBOW

 Kaylessa's Bow

 This bow belonged to Kaylessa, weapons master of the Seldarine's Hand.  Her 
 prowess in archery only bested by her beauty, Kaylessa was devoted to hone
 the battle skills of any elf under her.  If there were any heroes at the 
 Battle of Seldarine's Hand, Kaylessa was one of them.  She was a shining 
 example of courage in the face of impending doom as she fearlessly led her 
 people against orc and goblin hordes.  Even after the fall of the Hand, her
 commitment to battle and her people remained strong.  Her last wish was to 
 die in glorious battle.

 STATISTICS:

 Damage: +3
 To Hit Bonus: +3
 Dexterity: +1 Bonus
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type: 2-handed
 Minimum Strength of 15 required
 Not Usable By:
  Thief
  Cleric
  Mage
  Druid


KAYCHAI

 Chainmail Armor

 This armor was worn by Kaylessa, weapons master of the Seldarine's Hand.  Her
 prowess in archery only bested by her beauty, Kaylessa was devoted to hone 
 the battle skills of any elf under her.  If there were any heroes at the 
 Battle of Seldarine's Hand, Kaylessa was one of them.  She was a shining 
 example of courage in the face of impending doom as she fearlessly led her 
 people against orc and goblin hordes.  Even after the fall of the Hand, her
 commitment to battle and her people remained strong in her.  Her last wish 
 was to die in glorious battle.

 STATISTICS:

 Armor Class: 2
 Dexterity: +1 Bonus
 Resistance Bonus: +20% Cold Resistance
 Weight:15
 Not usable by:
  Druid
  Mage


KAYGLOV

 Kaylessa's Gloves

 Worn by Kaylessa, weapons master of the Seldarine's Hand.  Her prowess in 
 archery only bested by her beauty, Kaylessa was devoted to hone the battle 
 skills of any elf under her.  If there were any heroes at the Battle of 
 Seldarine's Hand, Kaylessa was one of them.  She was a shining example of 
 courage in the face of impending doom as she fearlessy led her people against 
 orc and goblin hordes.  Even after the fall of the Hand, her commitment to
 battle and her people remained strong.  Her last wish was to die in glorious 
 battle.

 STATISTICS:

 Armor Class Bonus: 1
 Dexterity: +1 Bonus
 Weight: 3
 Not usable by:
  Cleric
  Mage


KAYRING

 Kaylessa's Ring

 This ring belonged to Kaylessa of the Seldarine's Hand.  Her prowess in 
 archery only bested by her beauty, Kaylessa was devoted to hone the battle 
 skills of any elf under her.  If there were any heroes at the Battle of 
 Seldarine's Hand, Kaylessa was one of them.  She was a shining example of 
 courage in the face of impending doom as she fearlessly led her people 
 against orc and goblin hordes.  Even after the fall of the Hand, her
 commitment to battle and her people remained strong.  Her last wish was to 
 die in glorious battle.

 STATISTICS:

 +15% to Hide in Shadows Skill
 Only Usable By:
  Rangers


KEDL

 Silver Bracers of Kedl

 This mage, who made his home in Phlan, was known as "Kedl of the Three 
 Rings," for it was said that he perfected a technique whereby he could wear 
 three magical rings simultaneously.  An enchanter of items, he was well known 
 for his discriminating taste in clothing, jewelry, and other accessories.  
 His polished silver bracers were a constant part of his wardrobe.  Kedl 
 eventually sold his bracers when he needed the money for some powerful rings.  
 Unfortunately, Kedl died in an orc attack on Phlan several years later.

 STATISTICS:

 Armor Class: 2
 Weight: 2
 Not Usable By:


KEYALBI

 Albion's Key

 This large steel key used to belong to Albion.


KEYCON

 Conlan's Key

 This iron key used to belong to Conlan, a blacksmith from Kuldahar.


KEYDUG

 Dugmaren's Key

 This is a plain silver key with a compass embossed on the hilt.


KEYGATE

 Gate Key

 This is a large iron key. It appears worn with age and shows signs of rust.


KEYMAUS

 Mausoleum Key

 This key is carved from yellow ivory. The handle is shaped into a human skull 
 with two small red gems for the eyes.


KEYNRM

 Plain Key

 This is a key. It is quite unremarkable.


KEYPRST

 Priest's Key

 This is an ornate golden key with a black onyx gemstone in the handle. Closer 
 inspection reveals a small skull has been carved into the gem.


KEYSANC

 Sanctum Key

 This is an ornate silver key with a red gemstone in the handle. Closer 
 inspection reveals a small skull has been carved into the gem.


KEYWATC

 Watchtower Key

 This huge iron key used to belong to Fengla, a deep gnome slave girl.


KRESSSW

 Kresselack's Sword

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

 This sword was once wielded by Kresselack, the barbarian king. The weapon has 
 been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1 bonus
 Special: Cold Resistance
 Damage type:  Slashing
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


KRESWRD

 Kresselack's Sword

 Kresselack, the barbarian king, once wielded this sword to aid him in his 
 conquest of the northern lands. It is not known, however, how he originally 
 acquired the weapon. Most scholars believe Kresselack simply found the weapon 
 in one of his many conquests. However, rumors do persist that the sword was 
 the creation of some powerful wizard and was commissioned by Kresselack 
 himself. The truth of the matter will never be known.

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1 Bonus
 Damage type:  Slashing
 Resistance Bonus: +10% Cold Resistance
 Weight: 12
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


KRILAG

 Krilag's Badge

 This black steel plate bears a red engraving of Krilag's sigil, an open palm 
 with a sphere levitating directly above.


KRIS

 Bone Kris of Black Ichor

 Oddly enough, this shard of bone is shaped in a form similar to a Kris.  What 
 is even more unique is that the hilt of the Kris will occasionally secrete a 
 black poisonous ichor.

 STATISTICS:

 Damage: 1D4 +2
 THAC0: +2
 Damage type: Piercing
 Special: Upon the player scoring a hit with this weapon, there will be a 20% 
          chance that the target will be poisoned. Save vs. paralyze, poison, 
          or death magic to counter effects.
 Weight: 3
 Speed Factor: 2
 Proficiency Type: Dagger
 Not Usable by:
  Paladin
  Ranger
  Cleric


LABELAS

 Symbol of Labelas Enoreth

 Created during the golden age between of the elves of the Seldarine's Hand 
 and the dwarves of Dorn's Deep. This ring was created to empower young 
 wizards with greater focus to cast their spells more effectively. Although 
 the elder wizards of the Hand were some of the most powerful in the realm,
 they were always involved in various research or experiments that prevented 
 them from joining less critical battles or expeditions.

 STATISTICS:

 Intelligence: +1 Bonus

 Only usable by:
 Mage (single, dual, & multi-class)


LABELT

 Girdle of Labelas

 A remnant from the holy shrine of Star Mausoleum in Myth Glaurach, this 
 girdle was blessed by the avatar of Labelas Enoreth, elven god of time and 
 longevity.  The high priest of Labelas typically wore the girdle in 
 day-to-day activities as well as battle.  Made of alternating bands of bronze 
 and gold, the fine belt was a prize even without its magical properties.  
 When orcs sacked Myth Glaurach, this girdle was one of the most prominent 
 items stolen.

 STATISTICS:

 Free Action on the wearer
 Haste on self once per day


LEAT01, LEAT99

 Leather Armor

 Leather armor, despite the popular misconception, is not soft and supple like 
 the leather used to make a ranger's boots or a druid's robe.  That kind of 
 leather offers no better protection than common clothing.

 STATISTICS:

 Armor Class: 8
 Weight: 15
 Not Usable By:
  Mage


LEAT02

 Leather Armor +1

 Leather armor, despite the popular misconception, is not soft and supple like 
 the leather used to make a ranger's boots or a druid's robe.  That kind of 
 leather offers no better protection than common clothing.  Magical 
 enchantments enhance the protective abilities of this leather armor.

 STATISTICS:

 Armor Class: 7
 Weight: 10
 Not Usable By:
  Mage


LEAT03

 Leather Armor +2

 At first glance this appears to be an ordinary suit of leather armor, a 
 closer inspection reveals subtle clues of various arcane enhancements. The 
 rivets holding the various pieces together shine brightly as if polished. The 
 leather pieces are soft and supple to the touch, but instantly become rigid 
 when struck with a heavy blow. And when worn, the creaking and stretching 
 noises normally associated with such armors are mysteriously absent.

 STATISTICS:

 Armor Class: 6
 Weight: 5
 Not Usable By:
  Mage


LEAT04

 Studded Leather Armor

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 7
 Weight: 25
 Not Usable By:
  Mage


LEAT05

 Studded Leather Armor +1

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 6
 Weight: 15
 Not Usable By:
  Mage


LEAT06

 Studded Leather +2: Missile Attractor

 This odd looking suit of studded leather cannot be removed once put on, 
 except under intervention by a sorceror.  While improving the protection 
 against all melee weapons, this armor actually becomes a target for missle 
 weapons, and hence so does its wearer.  The choice is simple, deadly arrows 
 or deadly swords.

 STATISTICS:

 Armor Class: 5  (15 vs. missle weapons)
 Weight: 8
 Not Usable By:
  Mage


LEAT07

 Studded Leather +2

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 5
 Weight: 8
 Not Usable By:
  Mage


LEAT08

 Shadow Armor

 Shadow armor is studded leather armor created for use by the Shadowmasters of 
 Amn.  The Shadowmasters are of the highest order within the Shadow Thief 
 hierarchy.  It is +3 studded leather armor that melds into shadows.

 STATISTICS:

 Armor Class: 4
 Special:  +15% Hide in Shadows
 Weight: 8
 Only Usable By:
 Thief (single, multi and dual class)


LIST

 SUPPLY LIST

 This plain piece of parchment contains a list of equipment ranging from 
 lengths of rope, to rations and torches.  A short note has been scribbled on 
 the back of the list:

 Pomab,

 Seeing as you have seen fit to "volunteer" to outfit our expedition to 
 Kuldahar, I have written down a list of items we will be needing.  I trust 
 the equipment you will provide will be of quality, unlike the shoddy junk you 
 foisted off on my last expedition.

 - Hrothgar


LONESOM

 Lonesome Road

 This was the weapon of a cursed soul, doomed to wander the length and breadth 
 of Faerun for his crimes against the elves of Myth Drannor.  Denell Harband 
 was a human involved with the creation of the "Halfaxe Trail."  Under the 
 orders of his commander, Halvan the Dark, he forged ahead through elven 
 forests despite protests and repeated attacks.  When he was finally captured 
 by the elves, he stated emphatically that he was free of guilt because he was 
 just following his orders.  The elven council deemed that Denell be placed 
 under a High Geas to carry his axe from the Sword Coast of Faerun to its 
 borders in the east, and from the Great Glacier to Lurien.  It took Denell 
 thirty years to complete his task.  When he finished, he was an accomplished 
 warrior, weathered and beaten by years on foreign roads.  On his way back to 
 his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark 
 raised proudly in a small town square.  With a single-handed blow, he lodged 
 his huge axe into Halvan's forehead.  Never breaking stride, he returned to 
 his hut where he lived out the rest of his days as a reclusive farmer.

 STATISTICS:

 Damage:  1D10 +3
 THAC0:  +3
 Special:  +1 to Constitution while equipped
 Damage type:  Slashing
 Weight:  10
 Speed Factor:  6
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief

LONGCLEV

 Long Cleaver

 This weapon was commissioned by the eccentric nobleman Pelp Cadari.  Pelp was 
 a friend of all chaotic priesthoods, frequently donating money to whomever he 
 fancied at any given time.  His associates and servants always kept their 
 distance, as his wild mood swings could take him from joyous euphoria to 
 miserable melancholy or furious rage at any moment.  He paid over forty 
 thousand gold pieces to have this halberd made, despite the fact that he only 
 used the item to "cut" his fowl at his long dinner table.  When Pelp died, he 
 left the weapon to his pet goat, Azuth.  In case of Azuth's death, the weapon 
 would then be passed on to the first girl wearing a blue dress who entered 
 his study.  Twelve years after Azuth died, Pelp's niece, Amara, went into his 
 study to find a book.  The chamberlain of Pelp's mansion gave Long Cleaver to 
 Amara when she turned sixteen.  She sold the weapon to finance her entry into 
 an academy of magic.

 STATISTICS:

 Damage:  1D10 + 4
 THAC0: +4
 Damage type:  Slashing
 Weight: 15
 Speed Factor:  5
 Proficiency Type:  Halberd
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


LSHAND

 Long Sword of the Hand

 Made during the golden age between the elves of the Seldarine's Hand and the 
 dwarves of Dorn's Deep.  The swordsman of the Seldarine's Hand wielded this 
 weapon with pride, as it was a symbol of strength and unity between the two 
 races.

 STATISTICS:

 Damage: 1D8+3
 THAC0: +3
 Damage type: Slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Sword
 Type: 1-handed
 Not Usable By:
  Cleric
  Mage
  Druid


LXBOWBM

 Bren Muller's Crossbow

 Not much is known about the owner of this weapon, save that sages believe it 
 is from another world, called "Eibrancha."  Plane-traveling wizards who have 
 investigated life on "Eibrancha" report that it is dull, commonplace, and 
 ordinary in the extreme, a place where heroes are rare and the populace is, 
 by and large, incredibly average.  This might explain the virtually 
 non-existent body of recorded information about the place.  The only thing 
 known about the weapon's owner is that he was an educated man. The purple 
 wood that the crossbow is constructed from is believed to be from a unique 
 type of tree in Eibrancha.

 STATISTICS:

 Damage: +2
 THAC0: +5 bonus
 Weight: 7
 Speed Factor:  4
 Proficiency Type:  Crossbow
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


LYRE

 Lyre of Progression

 The Lyre of Progression was created by the bard Sedini Paletto.  Sedini was a 
 teacher of young aspiring bards during difficult times.  This instrument, 
 held close at all times, helped Sedini fight off those who would attack him 
 or his students.  When Sedini grew old, he passed it on to his best student, 
 Galwen Alaman.  Galwen continued teaching for a few years before setting out 
 into the wilderness on a life of adventure.  It is believed that he lost the 
 lyre when he accidentally dropped it in a marsh.

 STATISTICS:

 Held under the left arm, this instrument allows a bard to memorize two extra 
 second level spells and an extra third level spell.

 Only Usable By:
   Bard


MAGE01

 Ring of Invisibilty

 Invisibility (Illusion/Phantasm)
 Level: 2
 Range: Touch
 Duration: Special
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None
 This spell turns a creature invisible and makes it undetectable by normal 
 vision or infravision. Items dropped or put down by the invisible creature 
 become visible, items picked up disappear if tucked into the clothing or 
 pouches worn by the creature. The spell remains in effect until it is 
 magically broken or dispelled, until the recipient talks to or attacks any 
 creature, or until 4 hours have passed. Thus the invisible being can open 
 doors, eat, climb stairs, etc., but if he attacks or casts a spell, he 
 immediately becomes visible (although the invisibility enables him to attack 
 first).


MAGE02

 Ring of Barkskin

 Barkskin (Alteration)
 Level: 2
 Sphere: Protection, Plant
 Range: Touch
 Duration: 4 rounds + 1 round/level
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: None
 Barkskin causes a creature's skin to become as tough as bark, increasing its 
 base Armor Class to AC 6, plus 1 AC for every four levels of the priest: 
 Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on.  In addition, 
 saving throw rolls vs. all attack forms except magic gain a +1 bonus.


MAGE03

 Ring of Mirror Image

 Mirror Image (Illusion/Phantasm)
 Level: 2
 Range: Caster
 Duration: 3 rounds/level
 Casting Time: 1
 Area of Effect: 6-foot radius
 Saving Throw: None
 When a Mirror Image spell is invoked, the spellcaster causes two to eight
 duplicates of himself to come into being around him. These images do exactly 
 what the wizard does. Since the spell causes a blurring and slight distortion 
 when it is cast, it is impossible for opponents to be certain which ones are 
 the illusions and which is the actual wizard. When an image is struck by a 
 melee or missile attack, magical or otherwise, it disappears, but any other 
 existing images remain intact until struck. The images shift from round to 
 round so that an enemy must first hit every image before being able to hit 
 the wizard.


MAGE04

 Ring of Blur

 Blur (Illusion/Phantasm)
 Level: 2
 Range: Caster
 Duration: 3 rounds + 1 round/level
 Casting Time: 2
 Area of Effect: Caster
 Saving Throw: None
 Blur causes the wizard's body to become blurred, shifting and wavering. This 
 distortion gives the wizard +1 to all saving throws, and all missile and 
 melee attacks have a -3 to hit him.


MAGE05

 Ring of Free Action

 Free Action (Abjuration)
 Level: 4
 Sphere: Charm
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 7
 Area of Effect: 1 creature
 Saving Throw: None
 This spell gives the affected creature an immunity to magic that impedes 
 movement (such as Grease, Web or Slow spells) and negates the effects of 
 paralysis and hold spells.


MAGE06

 Ring of Haste (the description here is false)

 Ring of free action:  'Edventar's Gift'
 This ring was given to the reef scavenger and hunter known only as Edventar, 
 by a group of aquatic elves long his friends.  His help in routing the 
 "Pirate Queen" of Dambrath was instrumental in their survival, though 
 Yenandra continues to be feared anywhere the water meets land.

 STATISTICS:

 Special:  The wearer is immune to everything, magical and otherwise, that 
 effects mobility in any way, although can still be hasted.  Be aware, 
 however, this will also protect the wearer from beneficial effects such as
 those received from the boots of speed.


MAGEAMUL

 Necklace

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


MAGEBRAC

 Bracers

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


MAIDEN

 Maiden Ilmadia's Badge

 This black steel plate bears a green engraving of Maiden Ilmadia's sigil, the 
 unicorn head.


MAILLIF

 Mail of Life

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

 STATISTICS:

 Armor Class: 2
 Weight: 40
 Special:
   +10 Hit Points
   Wearer Regenerates 1 hit point per turn
 Not Usable By:
  Druid
  Mage
  Thief


MALAVON

 Malavon's Badge

 This black steel plate bears a red engraving of Malavon's sigil, the 
 unsleeping eye.


MANTLECS

 Mantle of the Coming Storm

 This seemingly threadbare robe had become "dormant" upon Lysan's command, so
 as not to expose herself as a priestess of Auril. When as much as a single 
 snowflake falls upon the robe, it transforms into a scintillating cloak of 
 white that allows the wielder to float above snow drifts and walk through 
 even raging rivers with ease. Most merchants will not wish to purchase this 
 item, or will do so at a very low price, as they see it as a sacred item of 
 Auril the Frost-Maiden and likely to attract her followers... and her 
 displeasure.

 Created during the ceremonies of the Coming Storm (the onset of winter) to 
 Auril, these robes are specially created to resist flames and allow the 
 wearer to resist any attempt to stop or hold them. Although the priestesses 
 of Auril are naturally resistant to cold and can move through snow and icy 
 rivers with ease, these cloaks amplify the protection of the goddess, 
 allowing the wearer additional cold resistance (which allows a wearer already 
 immune to cold to absorb its power) and even goes so far as to leach the heat 
 from fire attacks directed at the wearer. In addition, the robe may be 
 invoked to allow the wearer to pass over or through any obstacle designed to 
 hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the 
 like.

 STATISTICS:

 Special: Casts 'Free Action' (3 Charges)
 Armor Class Bonus: 1
 Resistance Bonuses:
   +1 Save vs. Paralyzation
   +30% Cold Resistance
   +30% Fire Resistance
 Weight:  1
 Not usable by:


MANTLEHF

 Mantle of Hell's Furnace

 An extremely vivid piece of clothing, the Mantle of Hell's Furnace was woven 
 from the beards of fiery Azer.  It was worn by a high priest of Kossuth named 
 Ullabem for fifteen years before he was killed fighting a priestess of 
 Ishitia.  When the priestess attempted to destroy it, efreet allies of 
 Ullabem tracked her down and killed her.  One of the efreeti kept the cloak 
 until it was requested of him by a clever thief who summoned the genie out of 
 an enchanted block of sandalwood.  It is believed that the cloak retains its 
 powers until they are used a certain number of times.  Once that point is 
 reached, the cloak is summoned back to the elemental plane of fire.

 STATISTICS:

 Allows the user to cast Agannazar's Scorcher, Burning Hands, or Charm 
 Elemental Kin.


MARKETH

 Marketh's Badge

 This black steel plate bears a gold engraving of Marketh's sigil, the miner's 
 pick.


MAUL

 War Hammer

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

 STATISTICS:

 Damage:  1D4 + 1
 Damage type:  Crushing
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


MHORN

 The Merry Shorthorn

 The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire.  
 She took the small instrument everywhere.  Despite its rather meager powers, 
 the Merry Shorthorn is among of the most well traveled magic items in Faerun. 
 It is believed that Prophia took it with her on a number of Elemental Planes, 
 to Elysium and Baator, and from the Spine of the World to the distant reaches 
 of Wa.  It entertained pashas in Calimshan, quelled the anger of holy slayers 
 in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars.  The 
 Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in 
 the great desert Anauroch.

 STATISTICS:

 When played, this instrument casts Bless, centered on the player.
 Can be used once per day.

 Only Usable By:
   Bard


MIELIKK

 Cradle of Mielikki

 A lesser-known weapon, historically only used by rangers serving Mielikki, 
 this blade has a very humble and simple background.  The Cradle of Mielikki
 was originally blessed by a triumvirate of druids for a ranger named Kell 
 Pathwalker.  Kell led a peaceful life, fending off the occasional orc or 
 goblin who might wander into his lands.  When he died of old age, the druids 
 had no one to pass the blade on to.  The oldest of them, Bimon, held onto the 
 scimitar, but never used it in battle.  When Bimon and his associates left 
 their grove for an extended period of time, a wandering mercenary robbed the 
 hollow tree of its riches.  He carried the scimitar north to the Spine of the 
 World, where he died of exposure.

 STATISTICS:

 Damage:  1D8 +1
 THAC0:  +1
 Damage type:  Slashing
 Weight:  4
 Proficiency type:  Large Sword
 Speed Factor:  4
 Type:  1-handed
 Not usable by:
   Mage
   Cleric


MIREKQI

 Mirek's Family Heirloom

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


MISC01

 Winter Wolf Pelt

 The pure white pelt of the winter wolf is soft and luxurious. It is often 
 sewn into garments as diverse as the rugged vests of the northern Uthgardt 
 Barbarians and the delicate and fashionable winter stoles worn by noblewomen 
 throughout the Sword Coast region.


MISC02

 Mirror

 Friendly Arm Inn


MISC03

 Small Box

 Friendly Arm Inn


MISC04

 Bassilus' Holy Symbol

 Bassilus' Holy Symbol, a depiction of the evil god Cyric.


MISC07

 Gold Piece

 Gold is the standard of currency, commonly called Golden Lions throughout the 
 Realms, though only the Cormyan coins carry the figure of the lion on the 
 coin (Sembian gold coin designs vary from year to year but always retain a 
 five-sided shape).  The most common in the southern regions are the Amnite 
 danter, though there are a number of other golder coins from Tethyr and Thay, 
 as well as a number of private mints (including some adventuring parties).


MISC12

 Ankheg Shell

 The Ankheg is a burrowing insect-like creature between 10 and 20 feet long, 
 found mainly in forests or choice agricultural land.  They are covered with 
 plates or shells made out of a substance called chitin which is extremely 
 tough and very light.  The size, weight and strength of the shells make them 
 highly sought after in many situations, including the creation of armor.


MISC13

 Samuel

 This is the body of Samuel.


MISC16

 Fire Agate Gem

 Fire Agate is the name given to chalcedony which contains thin lines of 
 iridescent goethite.  When properly cut, the iridescence displays red, brown, 
 gold, and green hues, and the finest specimens are partly translucent.


MISC17

 Lynx Eye Gem

 Lynx Eye is a specific type of labradorite (a feldspar gemstone).  
 Labradorite as a class of stones is pale to dark gray and has patches of 
 colored reflections.  This "flash" is most commonly blue but can be of all 
 shades.  "Green flash" labradorite is called lynx eye in the Realms.


MISC18

 Sunstone Gem

 Sunstone is a feldspar gem, closely related to moonstone, and more properly 
 known as oligoclase.  Sunstone can be colorless or faintly greenish and of 
 facet grade, but most common by far is its softer (cabochon) variety.  This 
 yields gemstones that have bright red or orange spangles (minute crystals) 
 suspended in a nearly colorless background in a parallel fashion, giving the 
 whole a rich golden or redish brown color.


MISC19

 Turquiose Gem

 Turquoise is an opaque aqua stone with darker mottlings, and is found in the 
 more arid reaches of the Realms.  Horsemen will often place a sliver of this 
 stone in a horse's harness as a sign of good luck.


MISC20

 Bloodstone Gem

 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.


MISC21

 Skydrop Gem

 Skydrop is the common name given to clear or lightly colored tektite 
 material; fragments of glass of celestial (meteoric) origin, found in the 
 vast shifting sands of Anauroch and other deserts.


MISC22

 Andar Gem

 Andar is hard and durable, yielding translucent gems ("Andars") that flash 
 green-red or brown-red when properly faceted.


MISC23

 Jasper Gem

 Jasper is an opaque quartz found in reds, browns, and blacks.  Very rare 
 specimens are blue or have bands of blue against the other colours.  Jasper 
 can be crushed and used in making potions and magical devices which protect 
 against poison.


MISC24

 Tchazar Gem

 Tchazar is the common name given to aragonite, a straw-yellow gemstone found 
 in elongated, prism-shaped crystal form.  It is soft and fragile, and 
 requires skilled cutting to yield faceted gems.


MISC25

 Zircon Gem

 Zircon is a brownish crystal found in igneous (volcanic) rocks.  Zircon 
 attains its pale blue shade with heating and cutting (usually facet-cut).


MISC26

 Iol Gem

 Iol is actually short for Iolite (cordierite), although a common nickname is 
 "violet stone" even though its overall hue is usually blue. Iols are usually 
 cut into faceted gems to best display the stone's color change as it is 
 viewed from different directions. Small, cut iols can be clear, but larger 
 specimens usually contain silky inclusions of another substance such as 
 hemitite crystals, which give the same rich golden flash of color as in 
 sunstones.


MISC27

 Moonstone Gem

 Moonstone is an opaque, white feldspar gem polished to a bluish sheen.  Old 
 legends say that the sight of a moonstone would cause a lycanthrope to revert 
 to his animal form.  Whether or not this is true is unknown as anyone close 
 enough to find out apparently hasn't lived to tell the tale.  However 
 moonstones have been used in spells that effect this particular curse.


MISC28

 Waterstar Gem

 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.


MISC29

 Ziose Gem

 Ziose is the name given by sages to a particular facet-grade variety of 
 ziosite; a rare mineral that yields cut stones that flash three vivid hues 
 depending on how the light catches them; purple, blue, and red, or purple, 
 green, and red.  Very large (fist- or foot-sized) gems are found and are 
 prized for use in pendants and brooches.


MISC30

 Chrysoberyl Gem

 Chrysoberyl is a hard, transparent, green gem which is usually facet- cut.
 It is said that Chrysoberyl has ties to the outer planes and hence its use
 with battling demonic possession and the undead.


MISC31

 Star Diopside Gem

 Star Diopside is the most prized form of a hard, durable gemstone that is 
 rarely found in attractive colours.  It is usually too dark for beauty, 
 however mountain and streambed-pebble crystals of a pale green hue make 
 attractive stones such as diopside.  When a gem is found that is darker green 
 it can be cut in such a fashion so to produce four- or six-rayed stars.


MISC32

 Shandon Gem

 Shandon is another name for natrolite in the Realms; its slender, colourless 
 crystals yield tiny faceted gems used often in veils and robes in order to 
 capture the beading effect of water glistening upon the material.


MISC33

 Aquamarine Gem
 
 Aquamarine is a hard, transparent form of beryl, blue-green in colour.  These 
 sought after gems are found primarily in the barbarian tribes that roam the 
 northern tundra.


MISC34

 Garnet Gem

 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.


MISC35

 Horn Coral Gem

 Horn Coral, which is also called night coral, is a deep black coral, similar 
 to angel's skin save for its solid color.  It is incredibly difficult to work 
 with, and is used in jewelry as a polished twig or branch of material, or is 
 cut cabochon.


MISC36

 Pearl

 Pearls consist of layers of aragonite agonizingly formed around a bit of grit 
 or other irritant inside oysters and other mollusks.  The resulting pearl has 
 a rich, deep luster.  Most pearls in the realms are white, but there are
 rarer varieties, such as rainbow and black.


MISC37

 Sphene Gem

 Sphene is a soft, brittle gemstone (and, like scapra, easily worked by 
 unskilled cutters) of various yellow to green shades, the most prized of 
 these being a fine emerald green.


MISC38

 Black Opal

 Black Opal has a greenish hue with black mottling and gold flecks.  Usually 
 found in ancient hot springs, the gem is tumbled smooth and cut cabochon.  
 The phrase in the north "Black as an opal" is used as a subtle form of praise 
 for kind-hearted rogues and the like.


MISC39

 Water Opal

 Water Opal is a colourless, clear opal with a play of colour.  It is rare and 
 valuable in the Realms, where it is used in scrying devices.


MISC40

 Moonbar Gem

 Moonbar is a pearly white, opaque gemstone, usually pale blue with green and 
 gold mottling.  Related in type to fire and black opals, but is only slightly 
 more common.


MISC41

 Star Sapphire

 Star Sapphire is a precious variation of the sapphire, however is more
 translucent, with a white star highlighted in its center.  A star sapphire
 has been known to ornament devices which protect against magic.


MISC42

 Diamond

 Diamond is a hard clear gem which can be clear blue-white, rich blue, yellow 
 or pink.  The hardest of all the gemstones, and among the most valuable.  
 Diamonds are usually found in the northern mountains by underground races, 
 and then traded to the surface world.


MISC43

 Emerald

 An Emerald is a brilliant green beryl, cleaved along straight box like lines, 
 with rectangular cutting in the finished gem.  Emeralds are often connected 
 with health, and so are used ornamentally for such a purpose.


MISC44

 King's Tears

 King's Tears are very rare and found only in the Realms where they are 
 sometimes called frozen tears.  Clear, teardrop-shaped, smooth surfaced, and 
 totally unbreakable so far by any means.  These stones are said to be the 
 crystallized tears of long-dead necromancer kings.  In each gem can be seen 
 that which the weeping king loved long ago.  Their true nature is unknown but 
 suffice it to say that sages prize these gems above all others.


MISC45

 Rogue Stone

 A small, shifting, rainbow coloured, irridecent gemstone.  The fluid shades 
 of colour appear almost liquid under normal sunlight, it is truly a beautiful 
 sight to behold.  Rogue stones are extremely rare and are used for the 
 gemjump spell, hence one of the most sought after gems in the Realms.


MISC47

 Golden Pantaloons

 The Golden Pantaloons did surely see the very beginnings of our realm; though 
 I must press that they "saw" this formative time by their simple presence, 
 and not through some vestigial eyes that might have erupted through a rear 
 pocket perhaps concealing teeth and other improbable extremities. I am sure 
 that the various owners of the pantaloons can attest to the general lack of 
 animated digits or ocular sensors, as evidenced by the continued sanctity and 
 privacy maintained by their respective buttocks.

 Lyric pantoums of an age long since out of print speak of "trousers that were 
 as metal, though soft about the shanks." While it might be easy to jump to 
 the seemingly inevitable conclusion that the trousers rose while Netheril 
 fell, it is doubtful that the pantaloons were the garments of which they 
 speak. One must clarify these oft-misquoted verses with knowledge of the 
 Pantechnicon, an ancient bazaar once prized for Silver Pantalets. Fine these 
 may have been, but golden they were not. Nickel Panties are also said to be
 currently available, though the dockside establishments that claim to offer 
 these products are beyond my meager experience, and thus I can make no 
 report.

 The purpose of the Pantaloons is as mysterious as ever, and will likely 
 remain so until the Pantocrator himself returns, though some properties can 
 be divined though intimate observation. The "uplifting" properties of the 
 gusset very nearly defy gravity, shaping quite nicely both the front and
 rear. This improved contour would likely increase self-esteem for a wearer of 
 either sex. I would hazard a guess, however, that this continuing self 
 delusion might actually hamper cognitive functions, and care should be taken 
 in the wearing of any pantaloons of golden nature.


MISC48

 Idol
 
 This idol depicts Kozah the Stormstar, a long-extinct god who was venerated 
 and feared among the less-powerful strata of ancient Netherese society. 
 Worship of this god of storms, earthquakes, strife, and rebellion was 
 outlawed by many of the civilization's powerful archwizards. Many Kozahyn 
 shrines and temples were therefore built in secretive, underground locations 
 where the devout were better able to escape detection.


MISC49

 Melicamp the Chicken

 Chickens are flightless, domesticated birds valued not only for their tender 
 meat but also for their eggs, a daily morning delicacy in many farms and 
 cities throughout the Sword Coast region.


MISC50

 Skull

 This appears to be the skull of another human being.


MISC51

 Lock of Nymph's Hair

 While nymph's hair has no magical properties of its own, it is an important 
 component in a variety of charisma-related spells and items, not the least of 
 which is the fabled Nymph's Cloak.


MISC52

 Wyvern Head

 The severed head of a wyvern is both a fearsome and a reassuring sight. 
 Gruesome as its fanged maw and blazing eyes may be, there is consolation in 
 the knowledge that they can be conquered by mere and lowly mortals.


MISC53

 Bowl of Water Elemental Control

 This magical bowl holds great power in that it grants the owner a certain 
 degree of control over magical creatures known as water elementals. As is the
 case with all elemental forces, this control can be turned towards either 
 good or evil, law or chaos. One would therefore be well advised to use 
 discretion when dealing with any such creatures.


MISC54

 Child's Body

 This is the body of a child.


MISC55

 Duke Eltan's Body

 Duke Eltan is extremely weak and lies here unconcious.


MISC56

 Broken Weapon

 The iron crisis sweeping across the Sword Coast region seemingly knows no 
 mercy. This once fine weapon now lies in a jumbled heap of metal shards 
 before you.


MISC57

 Broken Shield

 The iron crisis sweeping across the Sword Coast region seemingly knows no 
 mercy. This once fine shield now lies in a mangled heap of wood and metal 
 before you.


MISC58

 Broken Armor

 This suit of armor, once a prized possession, is no longer fit for even a 
 skeleton. It has been pierced in several places and crushed in others. The
 wearer could not have survived the blows that caused such damage.


MISC59

 Broken Miscellaneous

 Whatever this once was, it is now mangled beyond recognition.


MISC60

 Spider's Body

 These gigantic spiders are even more disgusting dead than alive. Their
 bulbuous, crystalline eyes stare vacantly in your direction and, every now 
 and then, one of their eight chitinous legs twitches spasmodically.


MISC61

 Bottle of Wine

 The label on this wine bottle reads "Marsember Blush - Fine Vintage" and 
 claims to be a fruity blend of spices and dew-flower fragrances. The vinyards 
 of Marsember are well known for their firm grapes which draw their flavor 
 from the fragrant salt air of the Sea of Fallen Stars.


MISC62

 Dead Cat

 This unfortunate cat appears to have ventured too close to the tumultuous 
 waterfall in which you found it. Its wet and battered form is devoid of all 
 signs of life.


MISC63

 Chew Toy

 Rufie's chew toy consists of moist and ragged scraps of flesh hanging from a 
 mangled bone of undiscernable origin. You think you can detect a few metal
 fragments amidst the gore but it is hard to be sure.


MISC64

 Telescope

 While the physics behind a telescope have been well-known for some time, the 
 glass-grinding skills required to actually construct one are still quite 
 specialized. The lenses of this telescope are finely made, however, and its 
 collapsible tubing has obviously been wrought by someone well-versed in the 
 delicate art of jewel-setting and metalwork.


MISC65

 Brage's Body


MISC66

 Farmer Brun's son (DEAD)


MISC67

 Brun's Dead Son


MISC68

 Abela the Nymph


MISC69

 Helshara's Artifact Fragment

 This item is a spell component required to create a Halruaan Skyship.


MISC70

 Delorna's Statue

 This item is a spell component required to create a Halruaan Skyship.


MISC71

 Delorna's Spellbook

 This item is a spell component required to create a Halruaan Skyship.


MISC72

 The Claw of Kazgaroth

 Little is known about this item, other than that the claw itself was taken 
 from the corpse of the great beast Kazgaroth.  It has multiple enchantments 
 that all become activated when the claw is worn as a ring.  The image of the 
 wearer become blurred and more difficult to hit with weapons or target with 
 spells.  It has one drawback however, as it seems to fuel its power with the 
 blood of its wearer.  Because of this, the wearer of the claw will often be 
 more sickly and therefore more susceptible to poisons.

 STATISTICS:

 Armor Class:  +1 bonus
 Missile Armor Class bonus:  +4 bonus
 Save vs Death:  -4 penalty
 Save vs Wands:  +3 bonus
 Save vs Polymorph:  +3 bonus
 Save vs Breath: +3 bonus
 Save vs Spells:  +3 bonus
 Constitution modifier:  -2 penalty


MISC73

 The Horn of Kazgaroth

 This horn is thought to be made from one of the tusks of the great beast 
 Kazgaroth.  Who imbued it with enchantments is unknown, but it is a very 
 potent item.  When blown upon, no sound issues from the horn.  Instead the 
 user of the horn is incased in a globe of power for a short duration.  The
 bubble gives the user partial magic resistance and a saving throw bonus, as 
 well as partially deflecting incoming missile attacks.  The effect only lasts 
 18 seconds, and the horn draws from the life force of the user everytime it 
 is used.

 STATISTICS:

 Immunity to first and second level spells
 Save vs Death:  +2
 Save vs Wands:  +2
 Save vs Polymorph:  +2
 Save vs Breath:  +2
 Save vs Spells:  +2
 Armor Class bonus vs missile attacks:  +5
 Damage done to user:  unknown
 Not Usable By:
   Cleric (any combination of cleric or druid cannot use this item)
   Druid
   Thief


MISC74

 The Candle


MISC75

 Dagger of Venom

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

 STATISTICS:

 Damage:  1D4 + 2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Poison Damage:  6 points per round
  Up to a total of 15 damage
 Weight: 2
 Speed Factor: 0
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


MISC76

 The Dream Potion

 Very few of these potions were ever manufactured, and the methods by which 
 they were has been lost.  Created during the times of Netheril for the upper 
 echelons of the churches, these potions would strip one of fortitude for an 
 increase in priestly abilities.

 STATISTICS:

 Constitution: -2
 Wisdom: +1
 Duration:  Permanent
 Only usable by:
  Clerics and Cleric Sub-Classes


MISC77, MISC81

 Skull of Kereph


MISC78

 Invitation

 This is an invitation to the Inauguration of the newest Grand Duke of 
 Baldur's Gate.  It will be held at the Duchal Palace.  Present this
 invitation to the guard at the gate and you will be allowed entrance.

 (This looks to be an important note, one that you should hold on to.)


MISC79

 Female Body

 This is a dead body.


MISC80

 Male Body

 This is a dead body.


MISC82

 Ancient Armor

 This rusted set of armor must be centuries old.  From what you make of it, it 
 must have once been a magnificent set of plate armor.


MISC83

 Key to River Plug

 This key is a magical instrument used to bypass the arcane glyphs that seal 
 the river plug on the first level of the mines.


MISC84

 Boo

 Boo is a fuzzy little hamster.  While Minsc believes that Boo is a miniature 
 giant space hamster, you are rather certain that the tiny rodent is just a 
 normal hamster.


MISC85

 Mulahey's Holy Symbol.

 Mulahey's Holy Symbol.  The symbol is a representation of the god Cyric.


MISC86

 Bandit Scalp

 This is the scalp of a bandit.  Perhaps worth money to the right person.


MISC87

 Contaminated Iron

 This iron looks to be coated in some sort of toxic substance.  Though just 
 speculation, you wonder if this could be what's been contaminating the iron 
 of the region.


MISC88

 Rabbit's Foot

 This is Alora's lucky rabbit's foot.


MISC89

 Edwin's Amulet

 This is Edwin's birthright, inlaid with his family stone.


MISC90

 Chelak's Body

 This is the body of Chelak


MISC99

 Plate Mail Armor (looks like a Girdle, equips as armor)

 This cursed spear will appear as a magical spear, however when a combat 
 situation arises, the wielder will attack an enemy and backbiter will attack 
 the wielder.  For every attack made, backbiter will attack the foe and also
 the wielder.  This is a powerful spear, but one must ask if it is worth it in 
 the end.  The only way that backbiter can be removed is by a Remove Curse
 spell.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Piercing
 Special:  3 (piercing) damage inflicted upon the wielder upon every 
           successful hit
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


MOONBOW

 Symbol of Sehanine Moonbow

 This magical symbol of the elven goddess, Sehanine Moonbow was given to those 
 elves of the Hand of the Seldarine who explored various nearby areas.  The
 wearer has the limited ability to cast divine magic, traps, and discern the 
 alignment of anyone or anything in the area.

 STATISTICS:

 5 charges of Find Traps
 5 charges of Know Alignment

 Not Usable By:


MORADIN

 Staff of Moradin's Breath

 This staff was used sparingly by priests of Moradin during their darkest
 hours.  Enchanted by several high priests, the Staff of Moradin's Breath has 
 resurrected some of the greatest dwarven heroes of Dorn's Deep.  It was last 
 used to resurrect Creed Dorn, killed by elven archers and mages during a 
 battle near Kuldahar Pass. The staff was hidden in Lower Dorn's Deep to 
 prevent it from being stolen by orcs when they finally overran the dwarven 
 defenses.

 STATISTICS:

 Damage:  1D6+2
 THAC0:  +2
 Damage type:  Crushing
 Special:  Can cast Resurrect
 Weight:  3
 Speed Factor:  3
 Proficiency Type:  Quarter Staves
 Type:  2-handed
 Only Usable By:
   Cleric


MSWORD

 Mordenkainen's Sword (the only spell effect that I've listed)


MYSTERY

 Mystery of the Dead

 This front of this huge steel shield is decorated with black enameled 
 patterns and a single skull set in the center.  The interior of the shield is 
 etched with encrypted ancient writings.  The only legible words are at the 
 top, and read, "AND WHAT OF THE DEAD?"  The history of the item is completely 
 hidden from divination.

 STATISTICS:

 Armor Class Bonus: 4
 Special:
  +1 vs. Missile Weapons
  Special: Bearer is immune to Finger of Death and Power Word: Kill
 Weight: 20
 Only Usable By:
  Humans
  Half-Elves
 Not Usable By:
  Druid
  Thief
  Mage
  Bard


NATURE

 Staff of Nature's Wrath

 A particularly militant group of Silvanite druids created this iron-shod
 staff to mete out nature's punishment on those who defile forests and show 
 disrespect towards druidic orders.  Silvanites typically used the staff on 
 priests of Malar and the other Gods of Fury.

 STATISTICS:

 Damage:  1D6 +1
 THAC0:  +1
 Damage type:  Crushing
 Special:  Can cast Entangle or Flame Strike
 Weight:  3
 Speed Factor:  3
 Proficiency Type: Quarter Staves
 Type:  2-handed
 Only Usable By:
   Druid


NOTEKER

 Note to Kerish

 Kerish

 Kreg Frostbeard is dead, no thanks to you, and I now hold his badge of 
 office.  I, Joril Frostbeard, am now numbered among the six chosen of the 
 master! Once my plans have come to bear fruit I will have access to the 
 master himself. You would do well to remember that from this day forward, 
 worm.

 Also know that your lack of aid has not gone unnoticed.  Only your silence in 
 not reporting this to the master has kept you alive.  When the time is right 
 *I* will tell the master that I have taken my father's throne.  Until then 
 you will remain silent or you will die.  Those walls you hide behind will not 
 save you from my wrath. Betray me and I will crumble them about you and crush 
 the life from you!

 Joril


NOTEKRI

 Note to Krilag

 Chief Krilag

 As you know by now, your master and creator is gone.  Malavon, Saablic's 
 associate, will now be handling all magical affairs in the dome north of the 
 Artisan's District.  You are the strongest of your kind, and thus it is to 
 you that I extend Saablic's badge of lieutenancy.  Use it as a symbol of the 
 authority that I have loaned to you.  If ever you and the others need to have 
 audience with me, you must bring your badge with you.  Think of it as a 
 key -- one of six keys to a lock.  Do not lose it.

 I am placing you and the other orogs in charge of defending the upper reaches 
 of Dorn's Deep.  It is your new home.  Do with it what you wish, but always 
 submit to my will and to the will of Ilmater.  Your nearest peer is Kreg 
 Frostbeard in Wyrm's Tooth.  If you are in need of assistance, call upon him
 and his kin for aid.  Defend the stronghold with your lives, for if you 
 survive in failure, your suffering will be monumental.

 If you have trouble understanding any portion of this letter, have Adinirahc 
 or one of the other drow mercenaries explain it to you.

 In the Blood of Our Father,
 RBP


NYMDAGG

 Nym's Dagger

 Nym had this dagger made with nineteen others just like it when he brought a 
 bundle of unicorn horns, or alicorns, to a powerful dark elf enchanter in 
 Menzoberranzan.  The dark blue blade has no hilt, but the pommel is a large, 
 silver skull.  Dyed black illithid skin is wrapped around the handle, and 
 small sapphires are set into the skull's eyes.

 STATISTICS:

 Damage:  1D4+2
 THAC0:  +2
 Damage type:  Piercing
 Weight:  1
 Speed Factor:  1
 Proficiency Type:  Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


NYMSHLD

 Nym's Rhino Beetle Shield

 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.  Dark elven sorcerers have also added 
 enchantments to this particular shield, making it exceptionally resistant to
 blows and fire.

 STATISTICS:

 Armor Class Bonus: 3
 Special:  +1 vs. Missile Weapons
 Resistance Bonus: +15% Fire Resistance
 Weight: 5
 Not Usable By:
  Bard
  Mage
  Thief


ORRSHLD

 Orrick's Rhino Beetle Shield

 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


PEACEKE

 Peackeeper

 A tough bartender in Westgate named Righteous Tad commissioned the creation
 of this weapon to deal with his rowdier patrons.  Tad would normally pound 
 the club against the bar if things got out of hand, but he frequently had to 
 join the brawl to restore "order."  He is said to have clubbed so many 
 thieves over the head with the stick that no major criminal in Westgate could 
 honestly claim they had never felt Peacekeeper's sting.  One such criminal, a
 thug named Hellpin, took offense at the beating he received.  Hellpin trained 
 his dogs on Righteous Tad one foggy night.  Tad managed to kill more than 
 half of the canines before he was overborne and done in.  Hellpin kept the 
 club as a trophy in his hangout as a warning to those who might cross him.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Crushing
 Weight:  1
 Speed Factor:  2
 Proficiency Type:  Clubs
 Type:  1-handed
 Not Usable By:
  Mage


PEASREW

 Peasant's Reward

 While serving Lord Geldon Adari at the Battle of Hollow Hills, an untrained 
 peasant soldier named Kallin fought bravely to overtake and capture an
 important enemy wizard at extremely high risk to his personal safety.  As a 
 reward for such incredible, selfless daring on Kallin's part, Lord Adari had 
 an ally enchant a magical halberd for Kallin.  The soldier also received a 
 small plot of land, which he oversaw as yeoman for the rest of his days.  
 When Kallin turned sixty, he passed the magical weapon to his young nephew,
 Vergarash.

 Statistics:

 Damage:  1D10 +2
 THAC0: +2
 Damage type:  Slashing
 Weight: 15
 Speed Factor:  7
 Proficiency Type:  Halberd
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


PELLON

 The Dire Old Lute of Pellon Kay

 Pellon Kay would never appear in history books for his musical talents.  If 
 it wasn't for his famous lute, no one would have remembered him at all.  Born
 in Sembia and raised in a musical family, Pellon Kay never took his 
 performances seriously.  Kay made dozens of enemies everywhere he went 
 because of his acidic wit and appetite for confrontation.  Sages believe that 
 Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to 
 be quite amusing.  The avatar of Talos watched Pellon start a fight with over
 twenty men in a bar one night.  As a gift for such destructive entertainment, 
 Talos touched the lute that was laying next to Pellon's unconscious body.  
 After that night, Pellon discovered that he could make men go berserk just by 
 playing his lute in their direction.  He took great delight in setting 
 mercenaries and sailors against each other for several weeks.  Eventually, 
 Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't 
 let Pellon get close enough to employ his magical lute.  The unknown warrior
 threw the lute into the Sea of Fallen Stars.

 STATISTICS:

 When played at a target, this lute casts Dire Charm.

 Only Usable By:
   Bard


PERDIEM

 Brother Perdiem's Badge

 This black steel plate bears a silver engraving of Brother Perdiem's sigil, 
 the dove.


PHILTER

 Philter of Purification

 This elven concoction will purify the drinker of any diseases spreading 
 through his body.

 STATISTICS:

 Cures Disease


PIECE1

 Piece of Broken Machinery

 This seems to be a broken piece of some elaborate machine.

 STATISTICS:

 Weight:  25


PIECE2

 Piece of Broken Machinery

 This seems to be a broken piece of some elaborate machine.

 STATISTICS:

 Weight:  25


PIECE3

 Piece of Broken Machinery

 This seems to be a broken piece of some elaborate machine.

 STATISTICS:

 Weight:  25


PIECE4

 Piece of Broken Machinery

 This seems to be a broken piece of some elaborate machine.

 STATISTICS:

 Weight:  25


PLAT01, PLAT07, PLAT97, PLAT98, PLAT99, PLATBLK, PLATRED

 Plate Mail Armor

 Plate mail is a combination of chain armor with metal plates covering the 
 vital areas such as the chest, abdomen and groin.  Similar in construction to
 bronze plate mail, true plate mail comprises of chain and leather.

 STATISTICS:

 Armor Class: 3
 Weight: 50
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT02

 Plate Mail +1

 Plate mail is a combination of chain armor with metal plates covering the 
 vital areas such as the chest, abdomen and groin.  Similar in construction to 
 bronze plate mail, true plate mail comprises of chain and leather.  In 
 addition, this suit of plate mail is enchanted and gives additional bonuses 
 to the wearer's armor class.

 STATISTICS:

 Armor Class: 2
 Weight: 20
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT04

 Mithril Field Plate Armor +2

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

 STATISTICS:

 Armor Class: 0
 Weight: 70
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT05

 Full Plate Mail +1

 Full plate armor is the best armor a warrior can buy, both in appearance and 
 protection.  The perfectly fitted interlocking plates are specially angled to 
 deflect arrows and blows, and the entire suit is carefully adorned with rich 
 engraving and embossed detail.  With its magical enchantments, this suit of 
 full plate is ideal for warriors.

 STATISTICS:

 Armor Class: 0
 Weight: 35
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PLAT06

 Ankheg Plate Mail

 This plate mail has been expertly crafted for you by Taerom Fuiruim of 
 Beregost. Sheathed in the chitinous scales of the ankheg, it provides a 
 greater degree of protection than traditional plate mail and is not
 succeptible to rust. As any world-weary adventurer will tell you, however, 
 the best appreciated aspect of ankheg mail is its light weight and low 
 encumbrance. Monsters come and go but fatigue is a constant enemy.

 STATISTICS:

 Armor Class: 1
 Weight: 25
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


PNULL

 Oil of Null Effect

 This potion is the result of derro savants meddling in magical unguents.  
 When it is smeared over the body of a living creature, it will nullify all 
 magical effects, including all curses, contingencies, and geas spells.


POISON

 Vial of Mysterious Liquid

 This small, green vial contains a small quantity of an unidentifiable liquid.
 The thick and syrupy fluid seems to be somewhat congealed, yet is both 
 colorless and odorless.


POKER

 Puny's Poker

 Puny was the smallest goblin of one of the most pathetic goblin tribes know 
 to ever exist.

 Although short, he made up for his lack of height in his cleverness.  During
 a goblin raid of a merchant caravan, he found a magic spear within one of the 
 wagons.  He took the spear and made some modifications that would inflict 
 deeper wounds upon striking its target.

 STATISTICS:

 Damage: 1D6 +3
 THAC0: +3
 Damage type: Piercing
 Weight: 5
 Speed Factor: 6
 Proficiency Type: Spear
 Type: Spear
 Not Usable By:
  Cleric
  Thief
  Mage


PORTRAIT

 Portrait of Marketh

 This is a rolled up portrait of Marketh done in charcoal.  His pose is that 
 of an elegant statesman.


POTATOES

 Sack of Potatoes

 This sack of potatoes was taken from the palace in Dorn's Deep.  The potatoes 
 have a few eyes sprouting from them, but otherwise look edible.


POTN02

 Potion of Fire Resistance

 This potion bestows upon the person drinking it magical resistance to all
 forms of fire.  All damage that is applied from any fiery effect is reduced
 by an extra 50%.  This is on top of any other resistance the person might
 have.  The effect lasts for 10 turns, or until dispelled.


POTN03

 Potion of Hill Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is 
 consumed, the individual gains great strength and bonuses to hit and damage 
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  19 (Hill Giant Strength)


POTN04

 Potion of Frost Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is 
 consumed, the individual gains great strength and bonuses to hit and damage 
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  21 (Frost Giant Strength)


POTN05

 Potion of Fire Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is 
 consumed, the individual gains great strength and bonuses to hit and damage 
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  22  (Fire Giant Strength)


POTN06

 Potion of Cloud Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is 
 consumed, the individual gains great strength and bonuses to hit and damage 
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  23  (Cloud Giant Strength)


POTN07

 Potion of Storm Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is 
 consumed, the individual gains great strength and bonuses to hit and damage 
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  24  (Storm Giant Strength)


POTN08

 Potion of Healing

 When wholly consumed, this potion restores 9 hit points to the person.  The 
 effect is instantaneous and the potion is destroyed in the process.


POTN09

 Potion of Heroism

 This potion is imbued with a powerful enchantment, which will simulate a 
 temporary increase in level.  The effect lasts for 10 turns which makes this 
 potion a powerful ally in a deadly combat.  This potion may only be used by 
 warriors.

 STATISTICS:

 Hit Points:  +10% (base only)
 THAC0:  Set to 90% of current base
 Duration:  10 turns
 Only usable by:
  Warriors and warrior subclasses (multi and dual also)


POTN10

 Potion of Invisibility

 This potion confers invisibility similar to the second level wizard spell of 
 the same name.  Actions involving combat cause termination of the invisible 
 state.  Barring combat, the effects will last for 12 hours.


POTN11

 Potion of Invulnerability

 This potion confers very high resistance to all attacks, while giving bonuses 
 to all saving throws.  The effects of the elixir last for 5 turns but can 
 only be used by warriors.

 STATISTICS:

 Armor Class:  set to 0
 Saving Throws:  +5 bonus


POTN12

 Potion of Stone Giant Strength

 This potion can be used only by warriors.  When a giant strength potion is 
 consumed, the individual gains great strength and bonuses to hit and damage 
 while using any hand-held or thrown weapon.  The effect lasts for 10 turns.

 STATISTICS:

 Strength:  20  (Stone Giant Strength)


POTN13

 Oil of Fiery Burning

 Once exposed to air, this oil will immediately burst into flame, inflicting 
 5D6 points of damage (save vs. breath for half) to all within the immediate 
 area around the potion.  It can be hurled up to around 40', at which point it 
 hits the ground and immediately explodes into a ball of fire.


POTN14

 Oil of Speed

 This oil increases the movement and combat capabilities of the imbiber by 
 100%.  Thus, a movement rate of 9, becomes 18, and a character normally able 
 to attack once in a round attacks twice.  This does not reduce spellcasting 
 time however.  The duration of the effect is 5 turns.


POTN15

 Red Potion

 Close examination reveals this liquid to be very peculiar in nature. It could
 be a sorcerors dream, but that would depend entirely on who you asked.  After 
 ingesting the mixture,  the drinker becomes the weakest, most unwise, yet 
 incredibly intelligent person to have ever lived, with an innate 50% magic 
 resistance as well.  The effects remain for an entire 24 hours, so think 
 carefully before unplugging the cork.

 STATISTICS:

 Intelligence:  set to 25
 Wisdom:  set to 3
 Strength:  set to 3
 Special:  +50% resistance to all magical damage
 Duration:  24 hours


POTN16

 Violet Potion

 This is one of the oddest potions you have ever examined. Once drank, this 
 mixture causes one's muscles to immediately bulge to completely inhuman 
 proportions, titan like actually, while dexterity and constitution are both 
 reduced essentially to that of a slug.  The effect lasts for a full 24 hours, 
 so think carefully before quaffing this suspect drink.

 STATISTICS:

 Strength:  set to 25
 Dexterity:  set to 3
 Constitution:  set to 3
 Duration:  24 hours


POTN17

 Elixir of Health

 The Elixir of Health is a powerful healing mixture designed to cleanse the 
 body of all impurities.  First it cures all poisons, then once the system has 
 been purged, the imbibed is cured by 10 hit points to speed the recovery 
 process.


POTN18

 Potion of Absorbtion

 This potion, as would be expected, will absorb external attacks once it has 
 been consumed.  All blunt attacks made against the imbiber are cushioned, so 
 that only the strongest get through.  Also there is 100% immunity to all 
 electrical based attacks for the duration of the effect, which in this case 
 is 10 turns.

 STATISTICS:

 Armor Class:  +10 bonus to crushing attacks
 Electrical Resistance:  100% immunity
 Duration:  10 turns


POTN19

 Potion of Agility

 This potion will raise the dexterity of the imbiber to 18, effecting armor 
 class and missle attack adjustment for the duration of the effect, in this 
 case 15 turns.


POTN20

 Antidote

 As the name implies, this potion will neutralize any poison of which the 
 imbiber is currently suffering the effects.  The cleansing is instant and the 
 potion may only be used once.


POTN21

 Potion of Clarity

 This potion will maintain clarity and order from encroaching chaos and 
 insanity.  After drinking this potion, the embiber feels an overwhelming 
 feeling of calm and purpose, such that he will be unaffected by threatening 
 influences such as feeblemind, confusion and charm.  This feeling will last 
 for the duration of the enchantment or until dispelled.

 STATISTICS:

 Special:  Prevents feeblemind, confusion, fear, and charm
 Duration:  5 turns


POTN22

 Potion of Cold Resistance

 This potion will confer to the imbiber a 50% resistance to all cold based
 attacks for the duration of the enchantment, in this case 10 turns.


POTN23

 Oil of Speed (cursed)

 This oddly murky oil would appear increase the movement and combat 
 capabilities of the imbiber by 100%.  Thus, a movement rate of 9, becomes 18, 
 and a character normally able to attack once in a round attacks twice.  This 
 does not reduce spellcasting time however.  The duration of the effect is 5 
 turns.


POTN24

 Potion of Defense

 This potion is similar to the potion of invulnerability in that it improves 
 the armor class of the imbiber.  The effect lasts for 10 turns.

 STATISTICS:

 Armor Class:  set to 0
 Duration:  10 turns


POTN25

 Potion of Healing (cursed)

 When wholly consumed, this oddly murky potion appears to restore 9 hit points 
 to the person.  The effect is instantaneous and the potion is destroyed in 
 the process.


POTN26

 Potion of Explosions

 This potion is a vial of pain as it will explode into a burning ball of fire 
 upon impact.  Keep it in a safe place lest ye meet an untimely end.

 STATISTICS:

 Damage:  6D6  (save vs. spell for half)
 Area:  40 ft radius


POTN27

 Potion of Firebreath

 By drinking the potion of firebreath, it magically transforms the throat so 
 that it is capable of a giant breath of fire spewing forth in an arc.  The 
 effect does 6D10 damage to the target with a save vs. breath weapon for half.


POTN28

 Potion of Fortitude

 Once consumed, this potion will cause a surge of energy to travel through the 
 body raising the drinkers constitution to 18.  This provides all the bonuses 
 of having a high consitution such as hit points for the duration of the 
 effect, which is 15 turns.


POTN29

 Potion of Genius

 Very much as the name implies, this potion will increase the intelligence of 
 the imbiber by 4 points up to a maximum of 25.  The effect will last the full 
 duration which is 15 turns, or until dispelled.


POTN30

 Potion of Infravision

 This potion will grant the person drinking it the ability to see in the 
 infrared spectrum up to 120 ft, namely infravision.  The effect will last for 
 20 turns or until dispelled.


POTN31

 Potion of Insulation

 This potion will embue the person drinking it with 50% resistance to 
 electrical damage.  The effect will last for 10 turns or until dispelled.


POTN32

 Antidote (cursed)

 As the name implies, this potion appears to neutralize any poison of which 
 the imbiber is currently suffering the effects.  The cleansing is instant and 
 the potion may only be used once.  Although the color seems strange somehow.


POTN33

 Potion of Magic Blocking

 This powerful elixir imbues the drinker with immunity to all spells up to and 
 including 5th level.   At the same time all spell effects of 5th level and 
 lower are removed from the embiber.  The effect will only last for 5 rounds 
 however, so careful timing is necessary.


POTN34

 Potion of Magic Shielding

 This potion will leave the drinker with 50% resistance to all magic, which
 can be a blessing or a curse.  The effect will last for 10 turns or until
 dispelled.


POTN35

 Potion of Magic Shielding

 This powerful elixir embues the drinker with 50% resistance to all forms of 
 magical damage.  The effect lasts for 3 turns, making this potion slightly 
 more battle specific.

 STATISTICS:

 Damage:  +50% resistance to all forms of magical non-physical damage
 Special:  All saving throws are made automatically
 Duration:  3 turns


POTN36

 Potion of Master Thievery

 This potion will temporarily transform the drinker into a master thief.  The 
 skills that are effected are picking locks and picking pockets, which are 
 increased signifigantly.  The effect will last for 3 hours, however only 
 thieves and bards may use this potion.

 STATISTICS:

 Lock Picking:  +40% bonus
 Pick Pockets:  +40% bonus
 Duration:  3 hours


POTN37

 Potion of Mind Focusing

 This potion will imbue the drinker with the ability to focus the mind 
 unerringly towards any task that needs to be performed.

 STATISTICS:

 Intelligence:  +3 bonus
 Dexterity:  +3 bonus
 Duration:  12 hours


POTN38

 Potion of Mirrored Eyes

 This potion will protect the drinker from all forms of petrification 
 including gaze attacks.  The effect will last for 10 rounds or until 
 dispelled.


POTN39

 Potion of Perception

 This potion heightens the sensory perception of the drinker, which allows 
 delicate tasks to be performed better.  The effect is to make certain 
 thieving skills more likely to succeed.

 STATISTICS:

 Find/Remove traps:  +20% bonus
 Pick pockets:  +20% bonus
 Pick locks:  +20% bonus
 Hide in shadows:  +20% bonus
 Duration:  6 hours
 Only Usable By:
  Thief(Single, Multi, Dual)


POTN40

 Potion of Invulnerability

 This potion confers very high resistance to all attacks, while giving bonuses 
 to all saving throws.  The effects of the elixir last for 5 turns but can 
 only be used by warriors.

 STATISTICS:

 Armor Class:  set to 0
 Saving Throws:  +5 bonus


POTN41

 Potion of Power

 This powerful elixir is similar to the potion of heroism in that it 
 effectively raises the embibers level and it can be used by all character 
 classes.  This affects hit points, THACO and thieving abilities although it 
 does not raise the backstab multiplier.  This effect is applied to the base, 
 before any attribute modifiers are added.

 STATISTICS:

 THAC0:  Set to 80% of current base
 Hit Points:  +20% temporary (base only)
 Hide in shadows:  +20% (base only)
 Pick pockets:  +20% (base only)
 Pick locks:  +20% (base only)
 Find/Remove traps:  +20% (base only)
 Duration:  4 turns
 Not usable by:


POTN42

 Potion of Regeneration

 This is a powerful elixir that imbues the drinker with the regeneration 
 ability similar to that of a troll, wounds literally closing over and healing 
 as you watch.  The effect, which lasts for 3 turns, is to regenerate 2 hit 
 points per round.


POTN43

 Potion of Insight

 It will be as if a higher being had stepped into the drinkers head, filling 
 it with intuitive thoughts and amazing insights.  The effect is to raise the 
 wisdom of the person to 18 for approximately 6 hours or until dispelled.


POTN44

 Potion of Strength

 This potion will give the drinker a surge of energy such that the muscles 
 will seem to ripple and bulge, coursing with magical energy.  The effect is 
 to raise the strength of the imbiber to 18 for approximately 20 turns, or
 until dispelled.


POTN45

 Potion of Freedom

 This potion acts like the spell free action when consumed.  The drinker 
 becomes completely immune to any effects which hinder action or movement 
 whether it is magical in origin or not.  The duration of the potion is 10 
 turns.


POTN46

 Potion of Stone Form

 Drinking this potion is much like the transformation one would go through if 
 she were turned to stone.  Skin color, stiffness, even the feeling that is 
 received from the body, stone.

 STATISTICS:

 Armor Class:  set to 0
 Saving Throws:  +3 bonus
 Dexterity:  -3 penalty
 Duration:  5 turns


POTN47

 Marek's Potion of Antidote

 Marek's potion looks to have 10 uses.  More powerful than a normal potion of 
 antidote, this potion would neutralize even the most lethal of poisons.


POTN48

 Vial of Mysterious Liquid

 This potion contains a strange green substance similar to residue you have 
 seen in some of the mining carts. The liquid inside appears to very slightly 
 discolor iron that it comes in contact with, and is likely related to the 
 mysterious "plague" that renders smelted weapons and tools brittle. The 
 Kobolds you killed must have tainted all the ore leaving the mine, though it 
 is unlikely they would have concocted this plan themselves.


POTNCLR1

 Potion of Clear Purpose

 Very few of these potions were ever manufactured, and the methods by which 
 they were has been lost.  Created during the times of Netheril for the upper 
 echelons of the churches, these potions would strip one of fortitude for an 
 increase in priestly abilities.

 STATISTICS:

 Constitution: -2
 Wisdom: +1
 Duration:  Permanent
 Only usable by:
  Clerics and Cleric Sub-Classes


POTNMARE

 Marek's Potion of Antidote

 Marek's potion looks to have 10 uses.  More powerful than a normal potion of 
 antidote, this potion would neutralize even the most lethal of poisons.


PRESDAG

 Presio's Dagger

 Presio's dagger was obviously only for ceremonial functions, as her unholy 
 vows prohibited her from using edged weapons in combat.  She received this 
 weapon as a gift upon attaining the rank of Most Debilitating Holiness.  The 
 blade has been enchanted to make it especially sharp and venomous.

 STATISTICS:

 Damage:  1D4 +2
 THAC0: +2 bonus
 Damage type:  Piercing
 Special: Target is poisoned when struck (Save vs. Death none)
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric
  Paladin


PRESROB

 Necromancer's Robe

 This robe's plain nature hides the power that the item imparts to its wearer.  
 The Necromancer's Robe was previously owned by a wizard from Luskan who was a 
 member of the Host Tower of the Arcane.  He created the item to protect him 
 as he went in search of exotic items for his research.  Its power did not 
 save him when he got into an argument with a high-ranking member of the
 Plague Rats, an organization of vile thieves and assassins in service of 
 Talona.  Presio bought the robe from the murderer several years later.

 STATISTICS:

 Armor Class: 8
 Magic Resistance: 3%
 Saving Throw:  +3 bonus vs. paralyze/poison/death magic
 Weight:  6
 Only usable by:
 Mage (single, dual, & multi-class)


PTION2K

 Potion of Power, Wizard (these tend to crash the game!)


PTION2L

 Potion of Power, Priest


PTION2M

 Potion of Power, Rogue


PTION2N

 Potion of Power, Warrior


PTION41

 Potion of Power


PWARJ

 Presio's War Journal

 A list of scribbled notes...

 * Marketh - Leader of an unconfirmed slave force.  Formerly a thief and 
   assassin occasionally working for various mercenary companies.
 * Malavon (Many Eyes?) - Sorceror of great power.  Usurper.  Drow?
 * Shikata - Beast from the elemental plane of fire.  Relationship unknown.
 * Arundel - Spiritual "leader" of Kuldahar.  Archdruid.  To be removed before 
   he seeks aid.
 * Hrothgar - Effective leader of Easthaven.  Could be trouble.  Suspect Old 
   Enemy may remove him.
 * Everard - Priest of Tempus in Easthaven.  Hard to read.  May need to 
   remove.  Could incite barbarians and locals to fight.
 * Frost Giants - Relationship unknown.  Believed to be making deal with Old 
   Enemy.
 * Maiden Ilmadia - Elven warrior (virgin?)  Strange.  Seen skulking by the 
   Severed Hand.
 * Orrick - Mage from Kuldahar.  Secretive.  Probably no threat.
 * Brother Poquelin - Traveling priest of Ilmater.  Strange icons on clothes.  
   Relationship unknown.

 Roster: 1 score lizardmen, 1 score trolls. 3 score cold wights, 5 undead 
 lieutenants, 5 histachii, et al.


RAZOR

 Container of Razorvine Extract

 This container is almost completely pitch black, with a slight translucency 
 that reveals what appears to be an equally dark liquid contained inside.  An 
 inscription, barely readable from wear to the bottle reads "Container of 
 Razorvine Extract / Property of Mourns-for-Trees".


REAVER

 The Snow Maiden's Reaver

 The only material parts of this icy weapon are the hilt, grip, and pommel, 
 wrought from shining silver and steel.  It was created in 1099 DR by the 
 chosen of Auril, Ihanora the Merciful.  Ihanora roamed the north, leading 
 ruthless attacks against all those who attempted to find solace from the cold 
 or fight its effects.  She traveled with a motley crew of yetis, polar worms, 
 frost giants, and a white dragon, freezing everything in her wake.  Ihanora 
 was defeated in 1108 DR by the notorious Red Mask Brigade, headed by the
 ruthless killer known as Bitter Harley.

 STATISTICS:

 Damage:  2D4 +2
 THAC0: +2
 Special: 2% chance of turning the target to solid ice
 Damage Type:  Cold
 Weight:  10
 Speed Factor:  6
 Proficiency Type:  Great Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


REDEMT

 War Hammer: 'Redemption'

 This war hammer was enchanted by the church of Torm to return charmed wayward 
 combatants to their standard allegiance.  High priests of Torm typically held 
 the hammer in battle, keeping an eye out for anyone who might be swayed to 
 attack his or her comrades through magic.  Redemption was lost when the last 
 high priest to hold the weapon, Ardo Meller, was killed in the Battle of 
 Black Lawns, 1230 DR.  It is believed that agents of the draconic god 
 Tchazzar dragged the weapon from the scene.

 STATISTICS:

 Damage:  1D4 +5
 THAC0:  +4
 Damage type:  Crushing
 Special:  Dispels Charm and Dire Charm effects on creatures hit
 Weight:  6
 Speed Factor:  1
 Proficiency Type:  Hammer
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


REZNATH

 Reznath's Journal

 I knew not of fear until today.  It was not taught in my youth, nor acquired 
 through my years.  Yet, somehow, it has suddenly arrived at my door, ready to 
 consume all that which I have valued, and all that I have loved.  The humans, 
 the elves... only they capable of such character, only they able to bend when 
 those around them needed them the most, only they.  I cannot face my people
 now, for I am a changed man, and I will not return to accept that of which I 
 am undeserving.  Please forgive me.


RING01, RING94, RING95, RING97, RING98, RING99, RINGKORA

 Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession.


RING02

 Ring of Fire Resistance
 
 This magical ring grants the wearer partial immunity to damage by fire.

 STATISTICS:

 Fire Resistance:  +40%
 Not usable by:


RING03

 Ring of Animal Friendship:  'Druid's Ring'

 A druid order in Cormanthor is said to cautiously guard the secret to the 
 construction of these rings, which have never been seen in the possession of 
 anyone outside their immediate membership.  How this particular ring escaped 
 the protection of their forest is unknown, but there are rumors that an
 outcast could have brought it into exile with him.

 STATISTICS:

 Special:  Charm animal unless save vs. wands
 Range:  40 ft
 Area:  1 animal
 Duration:  10 turns


RING04

 Ring of Clumsiness:  'The Jester's Folly'

 The most notorious owner of this ring made a substantial living exploiting 
 its cursed nature.  Gregoria the Foole, a jester by trade, would use his 
 incomparable sleight of hand to switch this ring with that of a patsy taken 
 from his audience.  The rest of his performance would involve the mocking of 
 the newly clumsy individual, much to the delight of their comrades.  The ring 
 was removed (by a method known only to the wily Jester) only once the stooge 
 had promised no reprisals for the treatment he had received; though Gregoria 
 frequently still had to make a hasty retreat.  His last known performance was 
 rumored to have been an ill-humored mage in Zhentil Keep; a show from which 
 he did not flee quite fast enough.

 STATISTICS:

 Dexterity:  reduced by 50%
 Stealth:  reduced by 50%
 Spells:  75% casting failure
 Special:  can only be removed by a 'remove curse' spell


RING05

 Ring of Invisibility:  'Sandthief's Ring'

 Held by a master thief for the better part of a generation, this ring was put 
 to bold use in the markets of Waterdeep. Working a crowd in broad daylight,
 the rogue would steal countless numbers of purses from nobles, replacing them 
 with bags of sand so the theft would go unnoticed. His identity was never
 known, but the name "Sandthief" was cursed loudly in its stead. It is rumored
 he retired, and now lives among the nobles he used to rob.

 STATISTICS:

 Special:  Wearer becomes invisible until an attack is made, then the ring must
 be removed and put on to become invisible again.
 Not usable by:


RING06

 Ring of Protection +1

 This magical ring provides the wearer with additional protection.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throws:  +1 bonus
 Not usable by:


RING07

 Ring of Protection +2
 
 This magical ring provides the wearer with additional protection.

 STATISTICS:

 Armor Class:  +2 bonus
 Saving Throws:  +2 bonus
 Not usable by:


RING08

 Ring of Wizardry:  'Evermemory'

 Long ago, a grand wizard from Amn was rumored to have defied Mystra's
 limitations on the magical arts.  Legends spoke of this wizard being able to 
 cast spells without the limitation of memorization.  In the end it was found 
 that his powers stemmed from the several magical rings that he had made for 
 himself.  His proclaimed "everlasting memory" was a hoax, though his rings 
 continue to be one of the most sought after items in the Realms.

 STATISTICS:

 Spells:  Doubles the amount of 1st level spells a mage can memorize
 Only usable by:
 Mage


RING09

 Ring of Free Action:  'Edventar's Gift'

 This ring was given to the reef scavenger and hunter known only as Edventar, 
 by a group of aquatic elves long his friends.  His help in routing the 
 "Pirate Queen" of Dambrath was instrumental in their survival, though 
 Yenandra continues to be feared anywhere the water meets land.

 STATISTICS:

 Special:  The wearer is immune to everything,  magical and otherwise, that 
           effects mobility in any way, although can still be hasted.  Be 
           aware, however, this will also protect the wearer from beneficial 
           effects such as those received from the boots of speed.


RING10

 Gold Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession.


RING11

 Silver Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING12

 Onyx Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING13

 Jade Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING14

 Greenstone Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING15

 Bloodstone Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING16

 Angel Skin Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING17

 Flamedance Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING18

 Fire Opal Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING19

 Ruby Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RING20

 Ring of Energy:  'The Victor'

 Crafted by Drow mages of the Underdark, this weapon was used in an arranged 
 battle between two rival houses.  Each combatant was allowed to use a single 
 magic item to aid his efforts.  This ring was the weapon used by the victor 
 of the contest, though he never laid hands on it.  It was worn by his sibling 
 and fired from the crowd, striking his opponent squarely in the back.  
 Everyone witnessing agreed it was a brilliant interpretation of the rules.

 STATISTICS:

 Damage:  2D6 (no save)
 Range:  120 ft
 Area: 1 creature


RING21

 Ring of Infravision:  'Topsider's Crutch'

 Merchants that dare the risks of trading with the Drow of the Great Rift are 
 often given these items to aid in their movements underground.

 STATISTICS:

 Special:  The wearer gains the ability of infravision up to 120 ft


RING22

 Ring of Holiness:  'Honorary Ring of Sune'

 Rings of this type were given to faithful priests of Sune who demonstrated 
 actions of astounding integrity and kindness.

 STATISTICS:

 Spells:  Grants an extra spell of each level from 1st to 4th
 Only usable by:
 Cleric
 Druid


RING23

 Ring of Folly:  'Discipliner'

 Oft the bane of the careless mage, this ring was actually used to promote 
 humility.  Hergat Norin, a grand wizard of Narfell, would give the 
 Discipliner to his most skilled, and most egotistical, students.  Through 
 their blind arrogance they would mistake the ring as a reward for their 
 "obvious brilliance," and not the punishment of a disapproving teacher.

 STATISTICS:

 Intelligence:  set to 3
 Wisdom:  set to 3
 Special:  infects the wearer with feeblemind
   can only be removed with a 'remove curse' spell


RING25

 Koveras' Ring of Protection

 Ring of protection +1:  This magical ring provides the wearer with additional 
 protection.

 STATISTICS:

 Armor Class:  +1 bonus
 Saving Throws:  +1 bonus
 Not usable by:


RINGCOP

 Copy of Marketh's Ring

 This ring is almost identical to one that Marketh wears.  It was constructed 
 by Norl, a hobbled gem cutter in Dorn's Deep.


RINGELF

 The Elfbone Ring of Kiran-Hai

 Upon cursory examination, this ring appears to be made of ivory.  Study 
 reveals that the thick band is actually made of well-tooled elf bone.  It 
 bears the repeating angular geometric patterns that the long-dead craftsmen 
 of Myth Lharast were known for.  Considered plain by modern elven standards, 
 the ring was a gift to Kiran-Hai, Circle Singer of Angharradh and Ward 
 Mistress of the Arboreal Tombs in Myth Lahl.  The name of its creator has 
 been lost.  It is believed to have been stolen from the Arboreal Tombs some 
 time after Myth Lharast fell.

 STATISTICS:

 +2 to Save vs. Paralyze, Poison, and Death Magic
 Immunity to Finger of Death and Death Spell
 Not usable by:
   Evil Characters


RINGFIR

 Ring of Fire Resistance
 
 This magical ring grants the wearer partial immunity to damage by fire.

 STATISTICS:

 Fire Resistance:  +40%
 Not usable by:


RINGJOIA

 Joia's Flamedance Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RINGJOS

 Joseph's Greenstone Ring

 A ring is a small band of precious metal that is used as jewelry.  Some rare
 rings have had enchantments placed upon them that confer various magical
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession.


RINGKON

 Kontik's Ring of Wizardry

 Kontik, a powerful wizard in the service of Auril, claimed this ring from a 
 defeated enemy wizard, Nill the Infernal.  An archmage who specialized in 
 fire magic, Nill created the ring over a period of five years.  The powerful 
 item aided Nill in his far-ranging travels.  Unfortunately for Nill, it did 
 not protect him from Kontik's powerful minions and spells.  It is constructed 
 of an extremely unusual grayish-white metal called tungsten.

 STATISTICS:

 Doubles the amount of 1st level spells a mage can memorize
 Doubles the amount of 2nd level spells a mage can memorize
 Only usable by:
   Mage (Single, Dual-, and Multi-)


RINGPAN

 Ring of Pain Amplification

 This cursed ring fuses itself to the wearer's finger, only coming off if a 
 Remove Curse spell is used on the wearer.  While it is in use, the wearer 
 suffers extra damage from all melee attacks.  Lovitarians are known to create 
 these items and distribute them throughout the realms for their own 
 amusement.

 STATISTICS:

 Resistance Penalties:
   -20% Slashing Resistance
   -20% Piercing Resistance
   -20% Crushing Resistance


ROBEANG

 Robe of Agony

 These heavy robes were a gift from Sister Calliana for saving the soul of the 
 Voice of Durdel Anatha.  They were originally worn by a repentant evil 
 sorcerer who had destroyed a village for his own dark purposes.  They are as 
 white as snow and appear soft and supple.

 STATISTICS:

 Armor Class:  5
 Special:  User is always under the effects of a Symbol of Pain, as though 
           being pierced by thorns at all times.  +15 hit points while 
           equipped.
 Weight: 35
 Only Usable By:
  Good characters
  Cleric (Single, Dual-, and Multi-)
  Mage (Single, Dual-, and Multi-)


ROBEINV

 Robe of the Good Archmagi

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

 STATISTICS:

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


SCACID

 Acid Storm
 (Evocation)
 Level: 7
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 7
 Area of Effect: 20-foot radius
 Saving Throw: 1/2
 This spell unleashes an acidic downpour on the area of effect, doing 1-4 hit 
 points of damage each round for the first three rounds, 1-6 hit points for
 the next three rounds, and 1-8 hit points for each round thereafter. Moving 
 out of the area of effect does not stop the damage - the acid adheres to the 
 skin, and any creatures in the area of effect when the Acid Storm is cast 
 continue to suffer damage as long as the spell duration lasts. Creatures make 
 a saving throw vs. spell every round after they have been hit by the 
 cloud - if successful, they only take half-damage (for that round only).


SCAMS

 Antimagic Shell
 (Abjuration)
 Level: 6
 Range: Caster
 Duration: 1 turn/level
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None
 This spell surrounds the caster with an invisible barrier that moves with 
 him. This barrier makes the wizard immune to any magical attacks, but it 
 prevents the wizard from casting spells out of the shell.


SCBLANK

 Mind Blank (Abjuration)
 Level: 8
 Range: Caster
 Duration: 1 Day
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None
 In the interests of one's self-control and privacy, Mind Blank shields a 
 creature's mind from almost any mental effect - Charm, Command, Domination, 
 Fear, Feeblemind, and any scrying by crystal balls or other divination 
 methods.


SCBLOO

 Beltyn's Burning Blood
 (Necromancy)
 Level: 4
 Range: Sight of Caster
 Duration: 2 rounds
 Casting Time: 4
 Area of Effect: 1 creature
 Saving Throw: Neg.
 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. This spell does not work against undead 
 or extraplanar creatures that do not have blood (such as elementals). If the 
 creature is resistant to fire, this resistance will lower or nullify the 
 damage from this spell.


SCCEE

 Conjure Earth Elemental
 (Conjuration/Summoning)
 Level: 5
 Range: Sight of Caster
 Duration: 1 turn/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None
 This spell allows the caster to summon an elemental from the Elemental Plane 
 of Earth and bind it to his will. This elemental will fight on behalf of the 
 caster until the spell duration expires or the elemental is destroyed.


SCCFE

 Conjure Fire Elemental
 (Conjuration/Summoning)
 Level: 5
 Range: Sight of Caster
 Duration: 1 turn/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None
 This spell allows the caster to summon an elemental from the Elemental Plane 
 of Fire and bind it to his will. This elemental will fight on behalf of the 
 caster until the spell duration expires or the elemental is destroyed.


SCCHAO

 Chaos (Enchantment/Charm)
 Level: 5
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 5
 Area of Effect: 20-foot radius
 Saving Throw: Special
 The effects of this spell are identical to the 4th level spell Confusion in 
 all respects.  The victims wander around as if in a daze, sometimes wandering 
 away, sometimes attacking, either friend or foe.  If the victim is 4th level 
 or lower, he does not receive a saving throw versus the effects.  However if 
 the victim is 5th level or higher, he receives a save vs. spell at -4.  The 
 spell lasts for the duration or until a successful dispel magic is cast.


SCCLITE

 Chain Lightning
 (Evocation)
 Level: 6
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: 1/2
 This spell releases a burst of electrical energy at a target; unlike the 
 Lightning Bolt spell, however, once the bolt strikes the initial target, the 
 electricity then jumps to the next nearest creature (friend or foe), losing a 
 small amount of energy with each additional strike until it is expended. The 
 bolt initially inflicts 1-6 hit points of electrical damage/level of the 
 caster, to a maximum of 12-72 points of damage. Each 'jump' the bolt makes 
 reduces the damage by 1-6. Each creature that is hit is allowed a saving 
 throw vs. spell for half damage.


SCCOUR

 Emotion: Courage
 (Enchantment/Charm)
 Level: 4
 Range: Sight of Caster
 Duration: 5 turns
 Casting Time: 4
 Area of Effect: 10-foot 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.


SCCWE

 Conjure Water Elemental
 (Conjuration/Summoning)
 Level: 5
 Range: Sight of Caster
 Duration: 1 turn/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None
 This spell allows the caster to summon an elemental from the Elemental Plane 
 of Water and bind it to his will. This elemental will fight on behalf of the 
 caster until the spell duration expires or the elemental is destroyed.


SCDECA

 Decastave
 (Evocation)
 Level: 2
 Range: Caster
 Duration: 1 round/level
 Casting Time: 2
 Area of Effect: Caster
 Saving Throw: None
 This spell creates a staff of force in the caster's hand. It is treated as a 
 magical weapon, doing 1-6 hit points of damage per hit, and it can hit 
 creatures immune to normal weapons. It is a staff, however, so if the caster 
 does not have a proficiency in staff weapons, then the Decastave is used at a 
 penalty. The staff also has the power to drain a target of 1-2 hit points on 
 the first strike. These hit points are added to the caster's, but they can 
 only heal damage the caster has taken; they will not raise his hit points 
 beyond his normal maximum.


SCDFOG

 Death Fog
 (Alteration, Evocation)
 Level: 6
 Range: Sight of Caster
 Duration: 15 rounds
 Casting Time: 6
 Area of Effect: 20-foot radius Fog
 Saving Throw: None
 This spell brings forth a billowing cloud of acidic fog. This fog does one 
 hit point of acid damage to creatures (living or dead) on the first round of 
 contact, two hit points on the second round, four on the third, and eight on 
 the fourth and succeeding rounds. Any creature caught in the area effect that 
 fails its saving throw moves at 1/2 speed until they exit the cloud.


SCDISI

 Disintegrate (Alteration)
 Level: 6
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 6
 Area of Effect: 1 Creature
 Saving Throw: Neg.
 The spell makes a creature... vanish. When cast, a thin green ray shoots 
 forth from the caster to the target, who will be disintegrated unless they 
 make a saving throw vs. spell. This spell works on undead creatures. 
 Disintegrated characters cannot be resurrected - they are gone forever.


SCDMS

 Demi-Shadow Monsters
 (Illusion/Phantasm)
 Level: 5
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 5
 Area of Effect: 20-foot cube
 Saving Throw: None
 This spell is similar to the 4th level wizard spell, Shadow Monsters, except 
 the summoned creatures are much more powerful, with 40% of the hit points of
 their real-world counterpart.


SCDOMI

 Domination
 (Enchantment/Charm)
 Level: 5
 Range: Sight of Caster
 Duration: 12 hours
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: Neg.
 The domination spell enables the caster to control the actions of any 
 creature while the spell is in effect.  This control is maintained through a 
 telepathic link between the caster and the victim.  Unlike the 4th level 
 priest spell mental domination, the target has no option for release, even if 
 made to do something against his morals, except of course a dispel magic.  
 The target gets a saving throw vs. spell at -2 in order to avoid the effect.


SCDSPEL

 Death Spell
 (Necromancy)
 Level: 6
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 6
 Area of Effect: 30-foot radius
 Saving Throw: None
 This spell snuffs out the lives of creatures in the area of effect. The 
 weaker the creatures, the more are affected. For example, this spell could 
 kill 4-80 goblins within the area of effect, 2-40 lizard men, 2-8 ogres, or 
 1-4 trolls. This spell does not affect undead creatures. Characters slain by 
 a Death Spell cannot be resurrected - they are gone forever.


SCEMOT

 Emotion: Hope
 (Enchantment/Charm)
 Level: 4
 Range: Sight of Caster
 Duration: 5 turns
 Casting Time: 4
 Area of Effect: 10-foot 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.


SCFEAR

 Emotion: Fear
 (Enchantment/Charm)
 Level: 4
 Range: Sight of Caster
 Duration: 5 rounds
 Casting Time: 4
 Area of Effect: 10-foot 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.


SCFEEB

 Feeblemind (Enchantment/Charm)
 Level: 5
 Range: Sight of Caster
 Duration: Permanent
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: Neg
 This spell turns a target into a gibbering idiot,which lasts until a Dispel
 Magic is cast upon him.  The victim is allowed a saving throw vs. spells at 
 -2 to resist being stupefied.  Feebleminded individuals cannot cast spells.  
 The priest spell Heal will remove Feeblemind from an afflicted character.


SCFING

 Finger of Death
 (Necromancy)
 Level: 7
 Range: Sight of Caster
 Duration: Permanent
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: Neg.
 The caster utters the finger of death incantation, points his index finger at 
 the creature to be slain, and unless the victim fails a saving throw vs. 
 spells, the victim dies instantly.  Even if the save is successful, however, 
 the brush with death still inflicts 3-17 points of damage.  Characters slain 
 by a Finger of Death cannot be resurrected - they are gone forever.


SCFTS

 Flesh to Stone (Evocation)
 Level: 6
 Range: Sight of Caster
 Duration: Permanent
 Casting Time: 6
 Area of Effect: 1 creature
 Saving Throw: Neg.
 This spell turns a creature to stone.  They are allowed a saving throw vs. 
 spell to avoid the effect.  The effects of this spell may be reversed with 
 the 6th level wizard spell, Stone to Flesh.  This spell works on undead 
 creatures.


SCGLOB

 Globe of Invulnerability (Abjuration)
 Level: 6
 Range: Caster
 Duration: 1 round/level
 Casting Time: 1 round
 Area of Effect: Caster
 Saving Throw: None
 This spell is similar to the 4th level wizard spell, Minor Globe of
 Invulnerability, except that it protects the caster from 4th level spells as
 well.


SCHMON

 Hold Monster
 (Enchantment/Charm)
 Level: 5
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 5
 Area of Effect: 20-foot radius
 Saving Throw: Neg.
 This spell holds 1-4 creatures of any type (except for undead creatures) in 
 place unless they make a save vs.spells.  The effect is centered on a point 
 on the ground selected by the caster, and any other creatures within 5 feet 
 of the target has a chance to be affected as well.While paralyzed, the target 
 is helpless and cannot defend themselves from attacks.


SCHOPE

 Emotion: Hopelessness
 (Enchantment/Charm)
 Level: 4
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 4
 Area of Effect: 10-foot radius
 Saving Throw: Neg.
 This spell creates the emotion of hopelessness within the area of effect. All 
 creatures affected by the spell just stand and do nothing for the duration of 
 the spell.


SCICE

 Icelance (Evocation)
 Level: 3
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: Special
 This spell fires a magical lance of ice at a target of the caster's choosing.  
 It automatically hits, inflicting 5-30 points of damage and forcing the 
 target to make a saving throw vs. spell or be stunned for 1-4 rounds.


SCIMITA

 Scimitar

 The scimitar is closely related to the sabre, a single edged curved sword 
 with protective hilt. The blade has a greater curve to it and is tapered to 
 an elongated, sharp point. The origins of the scimitar are largely unknown 
 however they have been very popular in the southern region of the Forgotten 
 Realms.

 STATISTICS:

 Damage:  1D8
 Damage type:  Slashing
 Weight:  4
 Proficiency type:  Large Swords
 Speed Factor:  5
 Type:  1-handed
 Not usable by:
   Mage
   Cleric


SCINCIN

 Incendiary Cloud
 (Alteration, Evocation)
 Level: 8
 Range: Sight of Caster
 Duration: 4 rounds + 1-6 rounds
 Casting Time: 2
 Area of Effect: 10-foot radius
 Saving Throw: 1/2
 This spell brings forth a dense, smoky cloud in a 10-foot radius. For the
 first two rounds it's harmless, but on the third round, it begins to spark 
 and flame, doing 1-2 hit points of damage/level of the caster. On the fourth
 round, it inflicts 1-4 hit points/level of the caster, then drops back to 1-2 
 hit points per level on the fifth round. If creatures make a saving throw vs. 
 spell, they take only half-damage from the cloud's effects.


SCISTAL

 Invisible Stalker
 (Conjuration/Summoning)
 Level: 6
 Range: Sight of Caster
 Duration: 2 hours
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None
 This spell summons an invisible stalker, a creature native to the Elemental 
 Plane of Air. This creature will obey the orders of the caster and remain 
 until the spell duration expires or it is slain.


SCKILL

 Power Word: Kill
 (Conjuration/Summoning)
 Level: 9
 Range: Sight of Caster
 Duration: Permanent
 Casting Time: 1
 Area of Effect: 10-foot radius
 Saving Throw: None
 Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is 
 perhaps the deadliest word of power. It kills one creature with up to 60 hit 
 points, or multiple creatures with 30 or fewer hit points, up to a maximum of 
 120 hit points. The hit point checks are done against the creature's current 
 hit points, not their maximum, so it will affect extremely tough creatures 
 that have been wounded.


SCLICH

 Lich Touch
 (Necromancy)
 Level: 6
 Range: Touch
 Duration: 1 round/level
 Casting Time: 6
 Area of Effect: Caster
 Saving Throw: Special
 This spell confers the powers of a lich's touch and a lich's immunities upon 
 the caster. The wizard gains immunity to paralysis and fear while the spell 
 is in effect, and his hands glow with an unearthly green radiance that does 
 1-10 hit points of damage to a target and paralyzes them unless a saving
 throw vs. paralyzation is made. This spell has no effect on undead.


SCMALA

 Malavon's Rage
 (Evocation)
 Level: 7
 Range: Caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 15-foot radius
 Saving Throw: 1/2
 Malavon's Rage was created by the dark elf sorcerer Malavon.  It shoots darts 
 of pure energy out from the caster's body in all directions, harming friend 
 and foe alike.  The small wedges of magic do 20-80 points of piercing damage 
 to everything caught in their path.  This spell is especially useful when a 
 mage is surrounded by enemies.


SCMALI

 Greater Malison (Enchantment/Charm)
 Level: 4
 Range: Sight of Caster
 Duration: 2 rounds/level
 Casting Time: 4
 Area of Effect: 30-foot radius
 Saving Throw: None
 This spell causes all enemy targets in the area of effect to suffer a -2 on
 all their saving throws as long as the spell is in effect.


SCMINVI

 Mass Invisibility
 (Illusion/Phantasm)
 Level: 7
 Range: Sight of Caster
 Duration: Special
 Casting Time: 7
 Area of Effect: 30-foot radius
  Saving Throw: None
 An improved version of invisibility with battlefield applications, Mass 
 Invisiblility can hide all creatures within its area of effect. Unlike 
 improved invisibility, the invisibility is broken as soon as a target 
 attacks.


SCMORD

 Mordenkainen's Sword
 (Evocation)
 Level: 7
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 7
 Area of Effect: Special
 Saving Throw: None
 This spell summons a shimmering sword of force that can be mentally wielded 
 by the caster. It strikes as if it were being used by a fighter at half the 
 level of the caster, and despite the fact it is held in the hand, it can hit 
 creatures anywhere within the sight of the caster. Although the sword has no 
 bonus to attack, it can hit creatures normally hit only by +2 weapons or 
 greater and inflicts 5-30 hit points with every strike.


SCMSIV

 Monster Summoning IV
 (Conjuration/Summoning)
 Level: 6
 Range: 40 yards
 Duration: 5 rounds + 1 round/level
 Casting Time: 6
 Area of Effect: Special
 Saving Throw: None
 With the casting of this spell the wizard summons 1-3 4th level monsters.  
 These appear within spell range and may be commanded to attack the caster's 
 opponents until the spell duration expires or the monsters are slain.


SCMSV

 Monster Summoning V
 (Conjuration/Summoning)
 Level: 7
 Range: 40 yards
 Duration: 6 rounds + 1 round/level
 Casting Time: 6
 Area of Effect: Special
 Saving Throw: None
 With the casting of this spell the wizard summons 1-3 5th level monsters.  
 These appear within spell range and may be commanded to attack the caster's 
 opponents until the spell duration expires or the monsters are slain.


SCMSVI

 Monster Summoning VI
 (Conjuration/Summoning)
 Level: 8
 Range: 40 yards
 Duration: 7 rounds + 1 round/level
 Casting Time: 8
 Area of Effect: Special
 Saving Throw: None
 With the casting of this spell the wizard summons 1-3 6th level monsters.  
 These appear within spell range and may be commanded to attack the caster's 
 opponents until the spell duration expires or the monsters are slain.


SCMSVII

 Monster Summoning VII
 (Conjuration/Summoning)
 Level: 9
 Range: Special
 Duration: 7 rounds + 1 round/level
 Casting Time: 9
 Area of Effect: 80 yard radius
 Saving Throw: None
 With the casting of this spell the wizard summons 1-2 7th or 8th level 
 monsters.  These appear within spell range and may be commanded to attack the 
 caster's opponents until the spell duration expires or the monsters are 
 slain.


SCOFS

 Otiluke's Freezing Sphere
 (Alteration, Evocation)
 Level: 6
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 6
 Area of Effect: 1 creature
 Saving Throw: Neg.
 This spell fires an orb of cold at a creature that inflicts 3-6 points of 
 cold damage/level of the caster. If the target makes its saving throw, 
 however, they have dodged the orb and avoided all damage.


SCOTIL

 Otiluke's Resilient Sphere (Alteration)
 Level: 4
 Range: Sight of Caster
 Duration: 7 rounds
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 When this spell is cast, the result is a globe of shimmering force that 
 encloses the subject creature (if it fails to successfully save vs. spell). 
 The resilient sphere will contain its subject for the duration of the spell. 
 The sphere is completely immune to all damage; the only method of removing 
 the sphere is by the use of a Dispel Magic spell. Hence the creature caught 
 inside the globe is completely safe from all attacks, but at the same time is 
 completely unable to affect the outside world.


SCPRISM

 Prismatic Spray
 (Conjuration/Summoning)
 Level: 7
 Range: Caster
 Duration: Instantaneous
 Casting Time: 7
 Area of Effect: 70 x 15-foot spray
 Saving Throw: Special
 This spell causes shimmering rays of light to flash from the wizard's hand, 
 in a cone 70 feet long and 15 wide at its end. Any creature touched by the 
 rays may be inflicted with a random effect depending on the color (see 
 below), but any creature less than 8 hit dice is blinded for 2-8 rounds, 
 regardless of any additional effect. The colors of the prismatic spray do the 
 following: red (inflicts 20 hit points of damage, save vs. spell for half), 
 orange (40 hit points of damage, save vs. spell for half), yellow (80 hit 
 points of damage, save vs. spell for half), green (save vs. poison or 
 die - survivors still take 20 hit points of poison damage), blue (save vs. 
 petrification or turn to stone), or indigo (save vs. wand or go insane).


SCPWS

 Power Word: Silence
 (Conjuration/Summoning)
 Level: 6
 Range: Sight of Caster
 Duration: 2 rounds
 Casting Time: 1
 Area of Effect: 1 Creature
 Saving Throw: None
 This spell allows the caster to utter one of the words of power. When spoken, 
 Power Word: Silence can be invoked against any creature in range, preventing 
 them from making a sound.  No saving throw is allowed.


SCREM

 Remove Curse (Abjuration)
 Level: 4
 Range: Touch
 Duration: Permanent
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: Special
 Upon casting this spell, the wizard is usually able to remove a curse on an 
 object, on a person, or in the form of some undesired sending or evil 
 presence. Note that the Remove Curse does not remove the curse from a cursed 
 shield, weapon, or suit of armor, although the spell typically enables the 
 person afflicted with the cursed item to get rid of it. Certain special 
 curses may not be countered by this spell, or may be countered only by a 
 caster of a certain level or more.


SCRL03

 Protection from Acid

 A Protection from Acid scroll offers protection to the target from all forms 
 of acid, be they of a natural or magical nature. The effect is not permanent,
 however, and will wear off after 12 hours.

 STATISTICS:

 Acid Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL04

 Protection from Cold

 A Protection from Cold scroll offers protection to the target from all forms 
 of cold, be they of a natural or magical nature.  This effect is not 
 permanent, however, and will wear off after 12 hours.

 STATISTICS:

 Cold Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL05

 Protection from Electricity

 A Protection from Electricity scroll offers protection to the target from all 
 forms of electrical damage, be it of a natural or magical nature.  The effect 
 is not permanent, however, and will wear off after 12 hours.

 STATISTICS:

 Electricity Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL06

 Protection from Fire

 A protection from fire scroll offers protection to the target from all forms 
 of fire, even that of magical or elemental nature. The effect is not 
 permanent, however, and will wear off after 12 hours.

 STATISTICS:

 Fire Resistance:  +50% bonus
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL07

 Protection from Magic

 A Protection from Magic scroll invokes a very powerful, invisible globe of 
 anti-magic in a 3' radius from the target. No form of magic can pass into or 
 out of it but physical matter is not hindered.  This will remove spell 
 effects that the caster is currently under.  The effect is not permanent, 
 however, and will wear off within 10 turns.

 STATISTICS:

 Spells:  Cannot be cast
 Magic:  Does not funtion within sphere, with the exception of magical 
         weapons.
 Special:  Dispel all current magical effects upon casting
 Range:  30 ft
 Area:  1 creature
 Duration:  10 turns
 Not usable by:


SCRL08

 Protection from Poison

 A Protection from Poison scroll offers protection to the target from all 
 forms of poison, be they of a natural or magical nature. The effect is not 
 permanent, however, and will wear off after 6 hours.

 STATISTICS:

 Poison:  Will not effect the target
 Special:  Removes poison already in the targets system
 Range:  30 ft
 Area:  1 creature
 Duration:  6 hours
 Not usable by:


SCRL09

 Protection from Undead

 A Protection from Undead scroll invokes a 3' radius circle of protection 
 around the target. It protects the person within from all physical attacks 
 made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, 
 etc. It does not offer any protection from magical attacks, however, and will 
 wear off with the passage of 10 turns.

 STATISTICS:

 Special:  Immune to all undead
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL10

 Cursed Scroll of Weakness

 This scroll is cursed.  It would be unwise to read it, as the effects could 
 prove fatal.


SCRL11

 Cursed Scroll of Clumsiness

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.


SCRL12

 Cursed Scroll of Foolishness

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.


SCRL13

 Cursed Scroll of Ugliness

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.


SCRL15

 Protection from Petrification

 A Protection from Petrification scroll offers protection to the reader from 
 all forms of attack, magical or otherwise, that turn flesh into stone. The 
 effect is not permanent, however, and will wear off with the passage of 6 
 hours.

 STATISTICS:

 Special:  Target is immune to petrification
 Range:  30 ft
 Area:  1 creature
 Duration:  12 hours
 Not usable by:


SCRL16

 Cursed Scroll of Petrification

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.


SCRL17

 Cursed Scroll of Ailment

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.


SCRL18

 Cursed Scroll of Stupidity

 This scroll is cursed.  It would be unwise to read it, as the effects could
 prove fatal.


SCRL1B

 Agannazar's Scorcher (Evocation)
 Level: 2
 Range: Sight of Caster
 Duration:  Instantaneous
 Casting Time: 3
 Area of Effect: 2-foot by 60-foot jet.
 Saving Throw: None
 Upon casting this spell a jet of flame appears at the caster's fingertips and 
 shoots toward a target of the caster's choice. The flame causes 3-18 points 
 of fire damage to the target, no saving throw allowed -- anyone in the 
 flame's path takes 2-16, but they are allowed a saving throw vs. spells for 
 half damage.


SCRL1C

 Ghoul touch (Necromancy)
 Level: 2
 Range: Caster
 Duration: 6 rounds
 Casting Time: 2
 Area of Effect: Caster
 Saving Throw: Neg.
 When the caster completes this spell, a green glow encompasses his hand. If 
 the wizard makes a successful melee attack against a creature, the creature
 must make a saving throw vs. spell or be paralyzed for six rounds.


SCRL1D

 Clairvoyance (Divination)
 Level: 3
 Range: Special
 Duration: Instant
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: None
 The Clairvoyance spell empowers the wizard to see in his mind the 
 geographical features and buildings of the region he is currently exploring.  
 It extends to a great range, but cannot reveal creatures or their movements. 
 This spell does not function indoors or underground.


SCRL1E

 Dispel Magic (Abjuration)
 Level: 3
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 15-foot radius
 Saving Throw: None
 A Dispel Magic spell removes magical effects upon anyone within the area of 
 effect. This includes the effects of spells, potions and magical items. It 
 does not, however, affect magical items themselves.


SCRL1F

 Flame Arrow (Conjuration/Summoning)
 Level: 3
 Range: Sight of Caster
 Duration: 1 round
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: None
 This spell enables the caster to hurl fiery arrows at his enemies. Each bolt 
 inflicts 1-6 points of piercing damage, plus 4-24 points of fire damage. Only 
 half of the fire damage is inflicted if the creature struck saves vs. spell. 
 The caster can fire one bolt for every five experience levels (two bolts at 
 10th level, three at 15th level, etc.).


SCRL1G

 Fireball (Evocation)
 Level: 3
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 20-foot radius
 Saving Throw: 1/2
 Fireball is one of the reasons that mages gained acceptance in the field of 
 adventuring. To cast it, the wizard points his finger and speaks the range 
 (distance and height) at which the fireball is to burst. A streak flashes 
 from the pointing digit and, unless it impacts upon a material body or solid 
 barrier prior to attaining the prescribed range, blossoms into the fireball 
 (an early impact results in an early detonation), delivering damage 
 proportional to the level of the wizard who cast it: 1-6 points of damage for 
 each level of the spellcaster (up to a maximum of 10-60). Those who roll 
 successful saving throws manage to dodge, fall flat, or roll aside, taking 
 only half damage.


SCRL1H

 Haste (Alteration)
 Level: 3
 Range: Sight of Caster
 Duration: 3 rounds + 1 round/level
 Casting Time: 3
 Area of Effect: 20-foot radius
 Saving Throw: None
 Haste doubles the base movement and attack rates of all friendly creatures 
 within the area of effect. (Spellcasting and spell effects are not sped up.) 
 All affected by the Haste spell must be in the designated area of effect. 
 Note that this spell negates the effects of a Slow spell. This spell is not 
 cumulative with itself or with other similar magic.


SCRL1I

 Hold Person (Enchantment/Charm)
 Level: 3
 Range: Sight of Caster
 Duration: 2 rounds/level
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: Neg.
 This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for 
 five rounds or longer. The Hold Person spell affects any bipedal human, 
 demihuman, or humanoid of mansize or smaller, including dwarves, elves, 
 gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, 
 humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter 
 could be held, while an ogre could not. The effect selects the enemies 
 closest to the target and holds them. Enemies making their saving throws are 
 totally unaffected by the spell. Undead creatures cannot be held. Held 
 creatures cannot move or speak, but they remain aware of events around them 
 and can use abilities not requiring motion or speech. Being held does not 
 prevent the worsening of the subject's condition due to wounds, disease, or 
 poison.


SCRL1K

 Lightning Bolt (Evocation)
 Level: 3
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: 1/2
 Upon casting this spell, the wizard releases a powerful stroke of electrical 
 energy that inflicts 1-6 points of damage per level of the spellcaster to 
 each creature within its area of effect (maximum damage of 10-60). A 
 successful saving throw vs. spell reduces this damage to half (round 
 fractions down). When the lightning bolt intersects with a wall it will 
 rebound until it reaches its full length - hitting the same enemy multiple 
 times, or even members of your own party.


SCRL1L

 Monster Summoning I
 (Conjuration/Summoning)
 Level: 3
 Range: 40 yards
 Duration: 2 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: None
 With the casting of this spell the wizard summons 2-8 1st level monsters.  
 These appear within spell range and may be commanded to attack the caster's 
 opponents until the spell duration expires or the monsters are slain.


SCRL1M

 Non-Detection (Abjuration)
 Level: 3
 Range: Touch
 Duration: 7 turns/level
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None
 By casting this spell, the wizard makes the creature or object touched 
 undetectable by divination spells such as Clairaudience, Clairvoyance, Locate 
 Object, ESP, and detect spells. It also prevents spells that reveal a hidden 
 or invisible (such as Detect Invisibility and Invisibility Purge) from 
 working on the target.


SCRL1N

 Protection From Normal Missiles
 (Abjuration)
 Level: 3
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None
 This spell gives a target total invulnerability to hurled and projected 
 missiles including arrows, axes, bolts, javelins, small stones, and spears. 
 This spell does not provide protection from magical attacks such as 
 Fireballs, Lightning Bolts, or Magic Missiles.


SCRL1O

 Slow (Alteration)
 Level: 3
 Range: Sight of Caster
 Duration: 3 rounds + 1 round/level
 Casting Time: 3
 Area of Effect:  20-foot radius
 Saving Throw: Neg.
 Slow causes creatures to move and attack at 1/2 of their normal rates. It 
 negates Haste, but does not otherwise affect magically speeded or slowed 
 creatures. Slowed creatures gain +4 penalty to AC, and suffer a -4 to attack.
 To make matters worse, creatures save at -4 vs. this spell.


SCRL1P

 Skull Trap (necromantic)
 Level: 3
 Range: Sight of Caster
 Duration:  Special
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: 1/2
 Upon casting this spell, a skull is thrown by the caster at the target area. 
 The skull floats in the area until a creature comes within 5 feet of it. When 
 this happens the skull is triggered and explodes, damaging everyone within a 
 10-foot radius. The damage inflicted is equal to 1-6 hit points per level of 
 the caster. When casting this spell it is wise to set it far away from the 
 party, lest they set it off accidentally.  Resting or leaving the area 
 the Skull Trap is in will make it disappear harmlessly.


SCRL1Q

 Vampiric Touch
 (Necromancy)
 Level: 3
 Range: Touch
 Duration: Instantaneous
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None
 When the caster successfully touches an opponent in melee, the opponent loses
 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a
 12th-level caster. These hit points are added to the caster's total, with any
 hit points over the caster's normal maximum total treated as temporary bonus
 hit points. The temporary hit points last for an hour.


SCRL1S

 Dire Charm
 (Enchantment/Charm)
 Level: 3
 Range: Sight of Caster
 Duration: 2 turns
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: Neg.
 This spell is similar to the Charm Person spell. However, the affected 
 creature goes into a berserk state, wanting no one to harm his master (the 
 spell caster). Thus, the creature will fight enemies of the caster, even 
 former allies. The spell is limited in the same manner as Charm Person Spell. 
 The spell can affect any bipedal human, demihuman, or humanoid of man-size or 
 smaller, such as dwarves, elves, gnolls, gnomes, goblins, half-elves, 
 halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and 
 others. Thus, a 10th-level fighter could be charmed, but an ogre could not.


SCRL1T

 Ghost Armor
 (Conjuration/Summoning)
 Level: 3
 Range: Touch
 Duration: 1 round/level
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 This spell creates a magical field of force with the strength of plate armor 
 (AC 3). It is cumulative with Dexterity effects and, in the case of 
 fighter/mages, with the shield bonus. The Ghost Armor spell does not hinder 
 movement, adds no weight or encumbrance, nor does it prevent spellcasting. It 
 lasts until dispelled or until the duration runs out.


SCRL1U

 Confusion (Enchantment/Charm)
 Level: 4
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 4
 Area of Effect: 30-foot radius
 Saving Throw: Special
 This spell causes confusion in one or more creatures within the area, 
 creating indecision and the inability to take effective action. All creatures 
 within the area of affect are allowed saving throws vs. spell with a -2 
 penalty. Those successfully saving are unaffected by the spell. Those who 
 fail either go berserk, stand confused, or wander about for the duration of 
 the spell. Wandering creatures move as far from the caster as possible; any 
 confused creature that is attacked perceives the attacker as an enemy and 
 reacts accordingly.


SCRL1V

 Dimension Door (Alteration)
 Level: 4
 Range: Caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None
 This spell transports the caster to any place within the visual range of the 
 caster. When the spell is cast a dimensional portal opens up in front of the 
 caster, which he immediately steps through.


SCRL1Y

 Improved Invisibility
 (Illusion/Phantasm)
 Level: 4
 Range: Touch
 Duration: 4 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: 1 creature
 Saving Throw: None
 This spell is similar to the Invisibility spell, but the recipient is able to 
 attack, either with missile, melee weapons or spells, and remain unseen. 
 However, telltale traces, a shimmering, allow an observant opponent to attack 
 the invisible spell recipient. These traces are only noticeable when 
 specifically looked for (after the invisible character has made his presence 
 known). Attacks against the invisible character suffer a -4 penalty to attack 
 rolls, and the invisible character's saving throws are made with a +4 bonus.


SCRL1Z

 Minor Globe of Invulnerability
 (Abjuration)
 Level: 4
 Range: Caster
 Duration: 1 round/level
 Casting Time: 4
 Area of Effect: Caster
 Saving Throw: None
 This spell creates an immobile, faintly shimmering magical sphere around the 
 caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from 
 penetrating (i.e., the area of effect of any such spell does not include the 
 area of the Minor Globe of Invulnerability). This includes innate abilities 
 and effects from devices. However, any type of spell can be cast out of the 
 magical sphere with no penalty. The globe can be brought down by a successful 
 Dispel Magic spell.


SCRL2A

 Monster Summoning II
 (Conjuration/Summoning)
 Level: 4
 Range: 40 yards
 Duration: 3 rounds + 1 round/level
 Casting Time: 4
 Area of Effect: Special
 Saving Throw: None
 With the casting of this spell the wizard summons 1-6 2nd level monsters.  
 These appear within spell range and may be commanded to attack the caster's 
 opponents until the spell duration expires or the monsters are slain.


SCRL2D

 Animate Dead (Necromancy)
 Level: 5
 Range: Sight of Caster
 Duration: 8 hours
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None
 This spell creates the lowest of the undead monsters,skeletons or zombies, 
 usually from the bones or bodies of dead humans, demihumans, or humanoids.
 The spell causes these remains to become animated and obey the simple verbal 
 commands of the caster.The undead remain animated until they are destroyed in 
 combat or are turned; they cannot be dispelled.  The caster can animate one 
 skeleton or one zombie for each experience level he has attained.


SCRL2E

 Cloudkill (Evocation)
 Level: 5
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 5
 Area of Effect: 15-foot radius
 Saving Throw: None
 This spell generates a billowing cloud of ghastly yellowish green vapors that 
 is so toxic as to slay any creature with fewer than 4 + 1 Hit Dice, cause 
 creatures with 4 + 1 to 6 Hit Dice to roll saving throws vs. poison with - 4 
 penalties or be slain.  Holding one's breath has no effect on the lethality 
 of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud 
 immediately or suffer 1d10 points of poison damage each round while in the 
 area of effect.


SCRL2F

 Cone of Cold (Evocation)
 Level: 5
 Range: Caster
 Duration: Instantaneous
 Casting Time: 5
 Area of Effect: 35 feet long, 20 foot diameter
 Saving Throw: 1/2
 This spell releases a cone-shaped blast of extreme cold from the caster, 
 doing 2-5 hit points of cold damage per level of the caster.  The cone is 35 
 feet long and 20 feet in diameter.


SCRL2G

 Monster Summoning III
 (Conjuration/Summoning)
 Level: 5
 Range: 40 yards
 Duration: 4 rounds + 1 round/level
 Casting Time: 5
 Area of Effect: Special
 Saving Throw: None
 With the casting of this spell the wizard summons 1-4 3rd level monsters.  
 These appear within spell range and may be commanded to attack the caster's
 opponents until the spell duration expires or the monsters are slain.


SCRL2I

 Letter

 [Clue in library]Why does a chair have arms and legs like a man but cannot
 walk or hold things.


SCRL2J

 Gorion's Note

 [Gorion's Note]Hello <CHARNAME>,
 If you are reading this, it means I have met an untimely death.  I would tell 
 you not to grieve for me, but I feel much better thinking that you would.  
 There are things I must tell you in this letter that I might have told you 
 before.  However, if my death came too soon then I would have never been 
 given the chance.  First off, I am not your biological father, for that 
 distinction lies with an entity known as Bhaal.  The Bhaal that I speak of is 
 the one you know of as a divinity.  In the crisis known as the Time of 
 Troubles, when the Gods walked Faerun, Bhaal was also forced into a mortal 
 shell.  He was somehow forewarned of the death that awaited him during this 
 time.  For reasons unknown to me, he sought out women of every race and 
 forced himself upon them.  Your mother was one of those women, and as you 
 know, she died in childbirth. I had been her friend and on occasion, lover.  
 I felt obligated to raise you as my own.  I have always thought of you as my 
 child and I hope you still think of me as your father.  You are a special 
 child.  The blood of the Gods runs through your veins.  If you make use of 
 our extensive library you will find that our founder, Alaundo, has many 
 prophecies concerning the coming of the spawn of Bhaal.  There are many who 
 will want to use you for their own purposes.  One, a man who calls himself 
 Sarevok, is the worst danger.  He has studied here at Candlekeep and thus 
 knows a great deal about your history and who you are.

 Gorion


SCRL2K

 [Letter from Sarevok to Slythe]
 
 Slythe,
 The time to strike is now.  When the party commences on the night of my 
 coronation, you will join up with my doppelganger assassins at the sewer 
 entrance to the palace.  You are to insinuate yourself into the crowd in the 
 ballroom.  When I am finished my speech you will strike.  If you aren't there 
 my doppelgangers will proceed without you, and your payment will be forfeit.  
 Make sure to keep a leash on your little bitch of a wife.  An invitation to 
 the party is included with this note.

 Sarevok.

 (This looks to be an important note, one that you should hold on to.)


SCRL2L

 [Letter from Slythe to Sarevok 1]
 
 Sarevok,

 I have received your letter and am quite overjoyed by your proposition.  I 
 have told my wife, and she is as excited as I am.  I accept your mission and 
 think that your payment is very adequate.  This will be our greatest feat 
 yet!  To kill three Grand Dukes of Baldur's Gate!  We will be arriving in 
 Baldur's Gate within a week, and should be taking up our usual residence at 
 the Undercellar.  If you wish to contact us, you will find us there.  Use 
 the access points through the sewers.

 Joyfully yours,
 Slythe.


SCRL2M

 [Letter from Slythe to Sarevok 2]
 
 Sarevok,

 I must say that our first victim was not the challenge that my wife and I had 
 expected.  The foppish idiot had only the most token of defense.  However, I 
 can assure you that Entar screamed quite deliciously all the way to the end.  
 I hope that this next mission is much more difficult; from what you have told 
 me it would seem to be.  Assassinating two Grand Dukes in their own palace, 
 while they harangue the high nobles of Baldur's Gate no less!  I can't wait!  
 You still know where to find us.  You should come down and enjoy the 
 pleasures of the Undercellar for yourself; but if I know you, that'll never 
 happen.

 Your obedient servant,
 Slythe.


SCRL2N

 [Message from Sarevok to Prat]
 
 Prat,

 My schemes have come together in a most satisfying manner.  The mercenaries 
 who have plagued my every step are now imprisoned, accused with the murder of 
 Reiltar, Brunos and Thaldorn.  Learn as much as you can about the fate of the 
 mercenaries and then meet me back at Baldur's Gate.  I apologize for leaving 
 you here alone, but it was necessary to return to the city so as to take 
 Rieltar's position as chief of operations.  If things proceed smoothly I will 
 be a Grand Duke within a few weeks.

 Sarevok.


SCRL2O

 [Message from Sarevok to Zorl 1]
 
 Shalak,

 I am glad to hear that you were successful in disposing of Zorl.  With his 
 identity you should be able to infiltrate more of your kindred into the 
 Merchant's League.  Kill Irlentree as soon as possible and then that fop 
 Aldeth.

 Your Friend


SCRL2P

 [Message from Sarevok to Zorl 2]
 
 Shalak,

 As long as Aldeth lives he is a great threat to all of us.  He is friends 
 with the mercenaries who have been stirring up so much trouble in the south.  
 If he were to confide his fears with them, it could be disastrous.  Kill him, 
 soon!

 Your Friend


SCRL2Q

 [Message from Sarevok to Zorl 3]
 
 Shalak,

 It pleases me that you now count Irlentree among your number, but you must
 kill Aldeth Sashenstar.  He is a foppish dilettante, with no skill and little 
 intellect.  It confuses me that you have not killed him yet; have your skills 
 withered?  Write back soon - when you have killed Aldeth.

 Your Friend.


SCRL2R

 [Message from Sarevok to Rashad the doppelganger]
 
 Kizska,

 I must commend you for a job well done.  Without your careful ministrations, 
 Eltan would have remained my most potent foe.  I must now ask for another 
 favor.  Some of your brethren are gathering at the sewer entrance to the 
 palace; they are preparing to assassinate Grand Duchess Liia Jannath, and 
 Grand Duke Belt.  I need you to assist them in their efforts, for you are the 
 craftiest of your kind.  This is the moment I have long waited for, as I hope 
 you have as well.  The bloodshed that will result when I declare war on Amn 
 will be most glorious.  Meet Krystin and Slythe at the Undercellars, they are 
 my best assassins.  There are many access points to the Undercellars through 
 the sewers.

 Sarevok.


SCRL2S

 [Note for Daveaorn 1]
 
 Davaeorn,

 I have received your request for extra slaves.  They will be sent as soon as 
 possible.  Events go well in Baldur's Gate.  We have purchased one of the 
 western noble estates to use as our base of operations.  It is an ancient 
 building, most likely constructed before the erection of the second wall.
 Its construction makes it very defensible against those who would thieve it.  
 Remember to ask Yeslick if he enjoys his new accommodations.

 Rieltar.
 Alturiak, 1367


SCRL2T

 [Note for Daveaorn 2]
 
 Davaeorn,

 Our plans go smoothly.  Sarevok has arrived from our headquarters in Ordulin.  
 He brings news from our superiors; they are pleased with our progress so far.  
 I plan to place Sarevok as the commander of our mercenary forces in the 
 region.  He has already sent his subordinate, Tazok, to the Wood of Sharp 
 Teeth to take command of the forces located there.  Things go apace here in 
 Baldur's Gate.  We have placed our first agent among the ranks of the Seven 
 Suns trading coster.

 Rieltar.
 Flamerule, 1368


SCRL2U

 [Note for Daveaorn 3]
 
 Davaeorn,

 As you have probably heard, the iron poison has begun to take affect around 
 the coast.  With the majority of iron imports being disrupted by Tazok, 
 almost all of it comes from the tainted source in Nashkel.  The Sythillisian 
 uprising in Amn has ensured that no forces from that nation will be able to 
 take action against our mercenary forces.  However, the Flaming Fist has 
 caught several of the Black Talon mercenaries.  All of those captured have
 claimed allegiance with the Zhentarim and have thus shifted any suspicion 
 away from the Iron Throne.  I have sent Tranzig to work with the mercenaries 
 in transporting the iron to your base in Cloakwood.  He has brought several 
 bags of holding so that he, alone, will make trips into Cloakwood, thereby 
 lessening the chance that Flaming Fist trackers might find your stronghold.

 Rieltar.
 Elient, 1370


SCRL2V

 [Note for Mulahey 1]
 
 My servant Mulahey,

 Your progress in disrupting the flow of iron ore does not go as well as it 
 should.  How stupid can you be to allow your kobolds to murder the miners? !   
 With your presence revealed you should be wary of enemies sent to stop your 
 operation.  Your task is a very simple one; if you continue to show that you 
 can't do the job, you will be replaced.  I will not send the kobolds you have 
 requested as I need all the troops I possess to stop the flow of iron into 
 this region.  With this message I have sent more of the mineral poison that 
 you require.  If you have any problems then send a message to my new contact 
 in Beregost.  His name is Tranzig, and he'll be staying at Feldpost's inn.

 TAZOK


SCRL2W

 [Note for Mulahey 2]
 
 My servant Mulahey,

 I have sent you the kobolds and mineral poison that you require.  Your task 
 is to poison any iron ore that leaves this mine.  Don't reveal your presence
 to the miners or you will find yourself swamped by soldiers from the local 
 Amnish garrison.  My superiors have recently hired on the services of the 
 Black talon mercenaries and the Chill.  With these soldiers at my disposal, I 
 should be able to destroy any iron caravans entering the region from the 
 south and east.  I don't want to deal with iron coming from the Nashkel mines 
 so don't fail in your duty.

 TAZOK


SCRL2X

 [Note for Tranzig]
 
 Tranzig,

 I am perplexed as to why Mulahey has not communicated with us in some while.  
 You are to go to the mines and find out the condition of his operation.  You 
 are also to collect any iron that may have been stolen by the kobolds.  Our 
 next raid will most likely take place at Peldvale, or Larswood, so visit 
 either of those areas and track us back to our camp.

 TAZOK


SCRL2Y

 [Note from Davaeorn to Tazok 1]
 
 Tazok,

 I hope that everything moves along smoothly.  I have written to give you 
 instructions from our superiors.  I have been told that a small band of 
 mercenaries might cause the Iron Throne some trouble in the future.  You are 
 to insure that they don't live to upset our operations.  Obtain the services 
 of the assassin Nimbul, he should serve you well.

 DAVAEORN


SCRL2Z

 [Note from Davaeorn to Tazok 2]
 
 Tazok,

 I have noticed that your shipments of iron have slowed as of late.  It is 
 imperative that we receive another ton of ore.  Step up your raids, and get a 
 shipment to our base in Cloakwood within the next week.  We need to stockpile 
 as much ore as possible before our ultimatum is given.   Also, Sarevok wants 
 to know what has happened with the band of mercenaries.  Have they been 
 killed?  You had better insure that they have been, as Sarevok will not take 
 kindly to any other news.

 DAVAEORN


SCRL3A

 [Note from Sarevok to Reiltar]
 
 Father,

 I received your letter, and I can assure you that the mercenaries led by 
 <CHARNAME> will no longer trouble our operations.  I have dealt with them 
 personally.  Before dying, they were most forthcoming in their revelations; 
 it is as you had surmised; they were agents of the Zhentarim.  I am also 
 writing to tell you that I cannot attend the meeting at Candlekeep.  Some 
 problems have arisen with The Chill and the Black Talons.  They have had 
 trouble working with each other, and I am needed there to smooth over any 
 dissension.  I am sorry that I will not be at your side.

 SAREVOK


SCRL3B

 [Note from Tazok to Nimbul]
 
 Nimbul,

 The money you have received from Tranzig should cover your usual fee. Your 
 assignment is a difficult one, but I'm sure that you are up to the task. 
 There is a group of mercenaries who should be coming through Nashkel in the 
 next few days. They are led by a whelp named <CHARNAME>. You are to kill 
 <CHARNAME>, and all that travel with them. I warn you; they might not look 
 like much, but they are very dangerous. Good hunting!

 TAZOK


SCRL3C

 [Note from Tuth to Reiltar]
 
 Reiltar,

 My superiors are intrigued by your proposal.  I would like to discuss it 
 further, but not through correspondence such as this.  The Harpers and Zhents 
 have been very active in this region as of late; it would be very unfortunate 
 if they tried to disrupt an alliance between our two organizations.  If you, 
 Bruno, and Thaldorn were to meet with us in the safety of Candlekeep, my 
 superiors would be much relieved.  Please send a response ASAP.

 TUTH


SCRL3D

 [Prophecy found in library book]

 During the days of the Avatars, the Lord of Murder will spawn a score of 
 mortal progeny.  These offspring will be aligned good and evil, but chaos 
 will flow through them all.  When the Beast's bastard children come of age, 
 they will bring havoc to the lands of the Sword Coast.  One of these children 
 must rise above the rest and claim their father's legacy.  This inheritor 
 will shape the history of the Sword Coast for centuries to come......


SCRL3E

 [Prophecy found in library]
 
 The spawn of the Lord of Murder are fated to come into their inheritance 
 through bloodshed and misery.  It is the hope of their father that only one 
 shall remain alive to inherit his legacy.  I foresee that the children of 
 Bhaal shall kill each other in a bloody massacre.


SCRL3F

 [The Personal Diary of Sarevok] Diary

 14th of Eleint, 1367:  Today Cormyr has instituted a ban against the Iron 
 Throne from operating within their borders.  While this is a great blow to 
 the Iron Throne, it is the perfect opportunity for Reiltar to approach the
 Throne high council with his proposal.  If things go well, we could begin the 
 operation within the year.

 25th of Marpenoth, 1367:  Davaeorn has sent a message to Reiltar, informing
 him that the mines at Cloakwood have been drained and are ready for use.  
 This revelation should help greatly in convincing the Throne high council.

 2nd of Nightal, 1367:  The Iron Throne council has agreed to support 
 Reiltar's plan.  He has been given all the resources he needs, as well as 
 leadership of the project.  I have expressed interest to my 'father', and he
 had promised to include me within the operations along the Sword Coast.  He
 mentioned mother in our conversation: how I wasn't to be unfaithful to him as
 she had.  He made it clear that I would suffer her fate if I was.  His
 threats are weak and hollow, and I shall listen to them for only so long.  I
 have decided to take this time to make my visit to Candlekeep.  I have waited
 a long time to research the prophecies of Alaundo, and I must know if the
 dreams speak the truth.  I will not believe the words of phantoms without
 proof, and the Priest of Bhaal I confronted gave me nothing. He was old and
 died quickly in my grasp.  If the words are true, I shall surely groom
 stronger acolytes than this.

 11th of Ches, 1368:  My research has gone well.  The monks here at Candlekeep
 have been quite helpful.  From what I have read, it would seem certain that
 the blood of Bhaal does indeed flow through my veins.  His prophecies are (of
 course) ambiguous, but I think I understand them.  He foresaw his coming
 death, and seeded his essence across the land. The children born as a result
 bear the marks of chaos, have power with no direction, and shall feel the
 blood of a god within them. The deaths they bring shall awaken the father,
 and through them he will rise. It does not explicitly say, but obviously this
 means that death wrought by the children will cause them to ascend. Fitting,
 and since the father was the Lord of Murder, proving one's worth must involve
 an act in accordance with his portfolio.  I begin to see what I must do.
 Death on a god-like scale.

 3rd of Tarsahk, 1368:  The monk Gorion troubles me.  He seems to have taken
 an interest in my readings.  I must be careful to be more clandestine in my
 research.  I wish I could simply kill him, but I doubt I could safely murder
 him within this damnable library.

 11th of Tarsahk, 1368:  I had a dream this night.  My mother was talking to
 me, but as she did her face became bloated and discolored.  Her voice became
 weaker as she spoke to me, telling me to save her from Reiltar.  I could see
 the garrote cutting into her neck, but I did nothing.  It was only a dream.

 27th of Tarsahk, 1368:  I take my leave of Candlekeep now, and not a moment
 too soon, for I am sure that Gorion has perceived my heritage.  One thing
 that I am certain of: <CHARNAME> is, in actuality, one of Bhaal's brood as
 well.  <CHARNAME> has all the markings, and it would explain Gorion's
 curiosity of my studies.  Though there is nothing I can do now, I will have
 to make certain to return and kill the little brat.  It would be foolish of
 me to let one of my siblings live, especially one being brought up by the
 Harpers (and I am sure that is where Gorion's allegiances lay).

 5th of Mirtul, 1368:  Today I met with Reiltar in Baldur's Gate.  The fool
 still insists on calling me his son, and for now I will let him.  He assumes
 that I am loyal to him because he raised me.  Well, loyal I am, but only as
 long as he is useful.  He's set up a base in the mansion of a destitute noble
 family and says that everything is running smoothly.  Mulahey has established
 himself at the mines of Nashkel, and his kobold minions should be already
 busily contaminating the iron ore.  Only a few slaves have begun to mine out
 the ore at Cloakwood, though Reiltar assures me that once the bandit raids
 begin we'll have a steady supply of new slaves.

 8th of Hammer, 1369:  I met with the leaders of the Chill, and Black Talons.
 I have little liking for Ardenor, the leader of the Chill, but Taugosz seems
 to be a man of his word.  It is a good thing, as I'll have to work with these
 mercenaries for the rest of the year.

 3rd of Tarsahk, 1370:  Everything proceeds well.  The ore coming from Nashkel
 has started to deteriorate, and my mercenaries have been doing a fine job at
 destroying any iron caravans on route to Baldur's Gate.  Though some of my
 mercenaries have been captured, most think they work for the Zhents, so no
 trouble has fallen on the Iron Throne.  I am sure that the Zhents at Darkhold
 won't be pleased to know that their name has been falsely used.  I will have
 to be wary for Zhentish agents in the coming months.

 28th of Tarsahk, 1370:  I think I now have the time to deal with that old
 codger Gorion, and his little whelp.  I will have to inform my men that I'll
 be gone for the next few weeks.

 ? of Myrtle
 No time to write, but I must not neglect my journals so.  The future dead
 must know of how the Lord of Murder again came to them.  I shall hire a
 scribe when time allows.  Things have not gone completely as I have planned,
 but I will still be able to salvage the situation.  <CHARNAME> is on the move
 to Baldur's Gate; if I could maneuver the whelp to Candlekeep, then I would
 have the perfect scapegoat for my plan.  My mortal 'father,' Rieltar, is
 there to meet with the Knights of the Shield.  He has been blocking all my
 attempts to escalate the hostilities between Amn and Baldur's Gate, and these
 meetings will only serve to smooth relations.  I must rid myself of them all
 and assume control of the Iron Throne myself.  I cannot allow petty business
 and monetary concerns to interfere.  Terribly sorry, 'father,' but my true
 parentage calls and you are in my way.  I shall be sure to instruct the
 dopplegangers in the exact manner Reiltar should die.  I think a garrote
 would be perfect for the task.

 This diary looks to be important.  You should probably keep it on your
 person.


SCRL3G

 Vocalize (Alteration)
 Level: 2
 Range: Touch
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None
 The recipient of this spell can cast spells with a verbal component without 
 having to make any noise, so long as the casting takes place entirely within 
 the duration of the Vocalize spell. This spell has no effect on other noises 
 or speech - it simply removes a spell's verbal component. This spell is a 
 great counter for Silence 15' Radius.


SCRL3H

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


SCRL3I

 Scroll

 My dearest Mirianne,
    The road has been difficult but I have arrived safely here in Amn. I think 
    it would be wisest if I returned by sea, however, perhaps sometime after 
    the first snows have fallen. I trust this letter reaches you. The halfling 
    I hired to carry it struck me as an honest enough chap.
                  Always and forever,
                         Roe...


SCRL3Z

 Gorion's Scroll

 My friend Gorion,

 Please forgive the abruptness with which I now write, but time is short and 
 there is much to be done.  What we have long feared may soon come to pass, 
 though not in the manner foretold, and certainly not in the proper time 
 frame.  As we both know, forecasting these events has proved increasingly 
 difficult, leaving little option other than a leap of faith.  We have done 
 what we can for those in thy care, but the time nears when we must step back 
 and let matters take what course they will.  We have, perhaps, been a touch 
 too sheltering to this point.

 Despite my desire to remain neutral in this matter, I could not, in good 
 conscience, let events proceed without some measure of warning.  The other 
 side will move very soon, and I urge thee to leave Candlekeep this very 
 night, if possible.  The darkness may seem equally threatening, but a moving 
 target is much harder to hit, regardless of how sparse the cover.  A fighting 
 chance is all that can be asked for at this point

 Should anything go awry, do not hesitate to seek aid from travelers along the 
 way.  I do not need to remind thee that it is a dangerous land, even without 
 our current concerns, and a party is stronger than an individual in all 
 respects.  Should additional assistance be required, I understand that 
 Jaheira and Khalid are currently at the Friendly Arm Inn.  They know little 
 of what has passed, but they are ever thy friends and will no doubt help 
 however they can.

 Luck be with us all.
 I'm getting too old for this.


                E


SCRL56

 Cure Serious Wounds (Necromancy)
 Level: 4
 Sphere: Healing
 Range: Touch
 Duration: Instantaneous
 Casting Time: 7
 Area of Effect: 1 creature
 Saving Throw: None
 This spell is a more potent version of the Cure Light Wounds spell.  When 
 laying his hand upon a creature, the priest heals 17 points of damage.  This 
 healing cannot affect undead or extraplanar creatures.


SCRL58

 Free Action (Abjuration)
 Level: 4
 Sphere: Charm
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 7
 Area of Effect: 1 creature
 Saving Throw: None
 This spell gives the affected creature an immunity to magic that impedes 
 movement (such as Grease, Web or Slow spells) and negates the effects of 
 paralysis and hold spells.


SCRL59

 Neutralize Poison (Necromancy)
 Level: 4
 Sphere: Healing
 Range: Touch
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 When this spell is placed upon a poisoned individual, it immediately 
 neutralizes any poison and restores 10 lost hit points.


SCRL61

 Cure Critical Wounds (Necromancy)
 Level: 5
 Sphere: Healing
 Range: Touch
 Duration: Permanent
 Casting Time: 8
 Area of Effect: Creature Touched
 Saving Throw: None
 The Cure Critical Wounds spell is a potent version of the Cure Light Wounds 
 spell.  The priest lays his hands upon a creature and heals 27 points of 
 damage from wounds or other injuries.  The spell does not affect creatures 
 without corporeal bodies, those of extraplanar origin, or those not living.


SCRL62

 Flame Strike (Evocation)
 Level: 5
 Sphere: Combat
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 8
 Area of Effect: 5-foot radius
 Saving Throw: 1/2
 When the priest casts Flame Strike, a vertical column of fire roars downward 
 onto a victim chosen by the caster.  The target must roll a saving throw vs. 
 spell.  Failure means the creature sustains 6-48 points of fire damage; 
 otherwise, the damage is halved.


SCRL63

 Raise Dead (Necromancy)
 Level: 5
 Sphere: Necromantic
 Range: Sight of the Caster
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: Special
 When the priest casts a Raise Dead spell, he can restore life to one of his 
 companions.  Note that this spell does not work on elven characters, and the
 corpse to be raised must be intact (if the party member suffered an explosive 
 death, then raising is impossible).  The person has but 1 hit point when 
 raised and must regain the rest by natural healing or curative magic.  Raise 
 Dead will not work on someone killed by a Death Spell, Finger of Death, or 
 Disintegrate.

 Note that when this spell is inscribed on a scroll, its power and range is 
 diminished.  A scroll of Raise Dead only works when invoked at the place 
 where the target died; if the caster leaves the area and attempts to Raise 
 his companion, the scroll will not work.


SCRL66

 Grease (Conjuration)
 Level: 1
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 1
 Area of Effect: 5-foot radius
 Saving Throw: Special
 A Grease spell covers the ground with a slippery layer of a fatty, greasy 
 nature. Any creature entering the area or caught in it when the spell is cast 
 must save vs. spell every round or have their movement rate slowed to a crawl 
 as long as they are in the area of effect. Those who successfully save can 
 move normally.


SCRL67

 Armor (Conjuration)
 Level: 1
 Range: Caster
 Duration: 9 hours
 Casting Time: 1 round
 Area of Effect: Caster
 Saving Throw: None
 By means of this spell, the wizard creates a magical field of force that 
 serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity 
 and, in the case of fighter/mages, with the shield bonus. The armor spell 
 does not hinder movement, adds no weight or encumbrance, nor does it prevent 
 spellcasting. It lasts until successfully dispelled or until the duration 
 runs out.


SCRL68

 Burning Hands (Alteration)
 Level: 1
 Range: Caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: 1/2
 When the wizard casts this spell, a jet of searing flame shoots from his 
 fingertips. The flame jets are five feet in length and spread out in a 
 horizontal arc of about 120 degrees in front of the wizard. Any creature in 
 the area of effect suffers 1-3 hit points of damage, plus 2 points per level 
 of experience of the spellcaster, to a maximum of 1-3 + 20 points of fire 
 damage. If the target saves vs. spell, they only take half damage.


SCRL69

 Charm Person (Enchantment/Charm)
 Level: 1
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 1
 Area of Effect: 1 person
 Saving Throw: Neg.
 This spell affects any single person it is cast upon. The term person includes 
 any bipedal human, demihuman, or humanoid of man-size or smaller, such as 
 brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves,
 halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, 
 pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be 
 charmed, but an ogre could not. The person receives a saving throw vs. spell 
 to avoid the effect.  If the spell recipient fails his saving throw, he 
 regards the caster as a trusted friend and ally to be heeded and protected.  
 The caster may give him orders, and the charmed individual will carry them 
 out as quickly as possible.

 If the caster harms, or attempts to harm, the charmed person by some overt 
 action, or if a dispel magic spell is successfully cast upon the charmed 
 person, the charm spell is broken.  If two or more charm effects 
 simultaneously affect a creature, the most recent charm takes precedence.  
 Note that the subject has full memory of the events that took place while he 
 was charmed. Also note that you cannot have a charmed creature leave the area 
 where he was charmed.


SCRL70

 Color Spray (Alteration)
 Level: 1
 Range: Caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 5' x 20' x 20' wedge
 Saving Throw: Special
 This spell creates a vivid, fan-shaped spray of clashing colors to spring 
 forth from the caster's hand. From one to six creatures within the area are 
 affected in order of increasing distance from the wizard. All creatures in 
 the area above the level of the caster or ones that have greater than 6 Hit 
 Dice (or are greater than 5th level) must make a saving throw vs. spells. The 
 spell's effects depend on the caster - creatures with Hit Dice/levels less 
 than or equal to the caster are knocked unconscious for 2-8 turns, those with 
 Hit Dice/levels one or two greater than the wizard are blinded for 1-4 turns, 
 and any other creatures are stunned for 1 turn.


SCRL71

 Blindness
 (Illusion/Phantasm)
 Level: 2
 Range: Sight of Caster
 Duration: 8 hours
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: Neg.
 This spell blinds its target. A saving throw is allowed, and if successful, 
 there are no harmful effects. If a victim is blinded he receives -4 to his 
 attack rolls, and a -4 to his Armor Class.


SCRL72

 Friends (Enchantment/Charm)
 Level: 1
 Range: Caster
 Duration: 1d4 rounds + 1 round/level
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: Special
 A Friends spell causes the wizard to temporarily gain 5 points of Charisma.  
 While cast, those who view the caster tend to be very impressed and will 
 generally make an effort to help him.


SCRL73

 Protection from Petrification
 (Abjuration)
 Level: 2
 Range: Touch
 Duration: 3 rounds/level
 Casting Time: 1
 Area of Effect: Target
 Saving Throw: None
 This spell grants the recipient immunity to all petrification attacks.  This 
 includes basilisk and medusa gaze, cursed scrolls of petrification, etc.


SCRL75

 Identify (Divination)
 Level: 1
 Range: Touch
 Duration: Instantaneous
 Casting Time: Special
 Area of Effect: 1 item
 Saving Throw: None
 When this spell is memorized, the caster may identify the magical properties 
 of one item in the caster's inventory.  Go to the history page of an 
 unidentified item and press the identify button to use the spell.  The chance 
 of identifying the item is 100%.  The spell identifies the item's name, what 
 it does, and if it is cursed.


SCRL76

 Infravision (Divination)
 Level: 1
 Range: Touch
 Duration: 8 hours
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 The recipient of this spell gains the ability to see with infravision, just 
 as an elf or dwarf.


SCRL77

 Magic Missile (Evocation)
 Level: 1
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Use of the Magic Missile spell, one of the most popular first level spells, 
 creates up to five missiles of magical energy that dart forth from the 
 wizard's fingertip and unerringly strike their target, which must be a 
 creature of some sort. Each missile inflicts 1d4+1 points of damage. For 
 every two extra levels of experience, the wizard gains an additional 
 missile - he has two at 3rd level, three at 5th level, four at 7th level, 
 etc., up to a maximum of five missiles at 9th level.


SCRL78

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


SCRL79

 Shield (Evocation)
 Level: 1
 Range: Caster
 Duration: 5 rounds/level
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None
 When this spell is cast, an invisible barrier comes into being in front of 
 the wizard. It sets the caster's Armor Class to 4 against normal weapons, 2 
 against missile weapons and makes the wizard immune to any magical missiles 
 cast at him.


SCRL80

 Shocking Grasp (Alteration)
 Level: 1
 Range: Touch
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 When the wizard touches a creature while this spell is in effect, an 
 electrical charge will deal 1-8 + 1/level of the caster damage to the 
 creature. The wizard only has one charge, and once an opponent has been 
 touched the spell's energies have been used. The spell always hits unless the 
 mage is disrupted.


SCRL81

 Sleep (Enchantment/Charm)
 Level: 1
 Range: Sight of Caster
 Duration: 5 rounds/level
 Casting Time: 1
 Area of Effect: 15-foot radius
 Saving Throw: Neg
 Sleep causes a comatose slumber to come upon 2-8 hit dice/levels of creatures
 (other than undead and certain other creatures specifically excluded from the 
 spell's effects). All creatures to be affected by the Sleep spell must be 
 within 30 feet of each other. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 
 hit points) or more are unaffected. The center of the area of effect is
 determined by the spellcaster. Though it's not the stuff of which legends are 
 made, magically sleeping opponents can be attacked with substantial 
 bonuses - although they will awaken after the first hit.


SCRL82

 Chill Touch (Necromancy)
 Level: 1
 Range: Touch
 Duration: 3 rounds + 1 round/level
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: Neg.
 When the caster completes this spell, a blue glow encompasses his hand. This 
 energy attacks the life force of any creature upon which the wizard makes a 
 successful melee attack. The touched creature must make a saving throw vs. 
 spell or suffer 1-4 points of cold damage and receive a -1 THACO modifier for 
 one hour after being struck. If the creature is an undead creature, they are 
 affected by panic for 1-4 + 1 turns per level of the caster. Undead suffer no 
 damage or to hit penalty from Chill Touch.


SCRL83

 Chromatic Orb (Evocation)
 Level: 1
 Range: Sight of Caster
 Duration: Special
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 This spell creates a 4-inch-diameter sphere that can be hurled unerringly to
 its target. The orb's effect depends on the level of the wizard: a 1st-level 
 sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level 
 sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level 
 sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 
 damage and blinds the target for four turns. A 5th to 6th-level sphere deals 
 1-12 damage and stuns the target for three rounds. The 7th to 9th-level 
 sphere deals 2-16 damage and paralyzes the victim for 13 rounds. A 10th to 
 11th level sphere turns the target to stone if they fail their saving throw, 
 and slows them for five rounds if they succeed. A 12th level sphere causes 
 death if the target fails their saving throw, or paralysis for four rounds if 
 they succeed. Unless stated otherwise in the above description, a save 
 against this spell negates both the damage and the other effects.


SCRL84

 Larloch's Minor Drain
 (Necromancy)
 Level: 1
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 With this spell the wizard drains the life force from a target and adds it to 
 his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 
 hit points. If the wizard goes over his maximum hit point total with this 
 spell, he loses them after a turn.


SCRL85

 Blur (Illusion/Phantasm)
 Level: 2
 Range: Caster
 Duration: 3 rounds + 1 round/level
 Casting Time: 2
 Area of Effect: Caster
 Saving Throw: None
 Blur causes the wizard's body to become blurred, shifting and wavering. This 
 distortion gives the wizard +1 to all saving throws, and all missile and 
 melee attacks have a -3 to hit him.


SCRL86

 Detect Evil (Divination)
 Level: 1
 Range: Current Area
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: Sight of Caster
 Saving Throw: None
 This spell is similar to the 1st level priest spell, Detect Evil. Any evil 
 creature within the range of the spell will glow red briefly.


SCRL87

 Detect Invisibility (Divination)
 Level: 2
 Range: Sight of Caster
 Duration: 5 rounds/level
 Casting Time: 2
 Area of Effect: Sight of Caster
 Saving Throw: None
 When the wizard casts a Detect Invisibility spell, he dispels any 
 invisibility and reveals any hidden characters in the area of effect (i.e., 
 thieves using stealth). Note: if an invisible creature enters the area of 
 effect after the spell has already been cast, the creature will remain 
 invisible.


SCRL89

 Horror (Necromancy)
 Level: 2
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: 15-foot radius
 Saving Throw: Neg.
 All enemies within the area of effect must save vs. spell or flee in terror. 
 Certain creatures, such as undead, are immune to this spell.


SCRL90

 Invisibility (Illusion/Phantasm)
 Level: 2
 Range: Touch
 Duration: Special
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None
 This spell turns a creature invisible and makes it undetectable by normal 
 vision or infravision. Items dropped or put down by the invisible creature 
 become visible, items picked up disappear if tucked into the clothing or 
 pouches worn by the creature. The spell remains in effect until it is 
 magically broken or dispelled, until the recipient talks to or attacks any 
 creature, or until 4 hours have passed. Thus the invisible being can open 
 doors, eat, climb stairs, etc., but if he attacks or casts a spell, he 
 immediately becomes visible (although the invisibility enables him to attack 
 first).


SCRL91

 Knock (Alteration)
 Level: 2
 Range: Sight of Caster
 Duration: Special
 Casting Time: 1
 Area of Effect: Locked door or chest
 Saving Throw: None
 The Knock spell opens locked, held or wizard locked doors.  It opens secret 
 doors, as well as locked boxes or chests.  It does not raise barred gates or 
 similar impediments.


SCRL92

 Know Alignment (Divination)
 Level: 2
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: Neg.
 A Know Alignment spell enables the mage to read a creature's aura. If the 
 creature rolls a successful saving throw vs. spell, the caster learns nothing 
 about that particular creature from the casting. Certain magical devices 
 negate the power of the Know Alignment spell. Evil creatures will glow red, 
 neutrals blue, and friendly creatures will glow green for a brief period.


SCRL93

 Luck (Enchantment/Charm)
 Level: 2
 Range: Sight of Caster
 Duration: 3 rounds
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None
 The recipient of this spell gains superhuman luck for the next 3 rounds. He 
 receives a +1 bonus to his saving throws, attack rolls, thieving skills, etc.


SCRL94

 Resist Fear
 (Abjuration)
 Level: 2
 Range: Sight of Caster
 Duration: 1 hour
 Casting Time: 1
 Area of Effect: 30-foot radius
 Saving Throw: Special
 This mage spell instills courage in the spell's recipients, raising their 
 morale to maximum. The recipients' morale will gradually reset to normal as 
 the duration runs out. If the recipients are under the effects of magical 
 fear, the effect is negated.


SCRL95

 Melf's Acid Arrow (Conjuration)
 Level: 2
 Range: Sight of Caster
 Duration: Special
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: Special
 This spell creates a magical arrow that speeds unerringly to its target. The 
 arrow has no attack or damage bonus, but it inflicts 2-8 points of acid 
 damage. (There is no splash damage.) For every three levels the caster has 
 achieved, the acid lasts another 1 round, inflicting another 2-8 points of 
 damage. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the 
 acid lasts for 3 rounds, etc.


SCRL96

 Mirror Image (Illusion/Phantasm)
 Level: 2
 Range: Caster
 Duration: 3 rounds/level
 Casting Time: 1
 Area of Effect: 6-foot radius
 Saving Throw: None
 When a Mirror Image spell is invoked, the spellcaster causes two to eight 
 duplicates of himself to come into being around him. These images do exactly 
 what the wizard does. Since the spell causes a blurring and slight distortion 
 when it is cast, it is impossible for opponents to be certain which ones are 
 the illusions and which is the actual wizard. When an image is struck by a 
 melee or missile attack, magical or otherwise, it disappears, but any other 
 existing images remain intact until struck. The images shift from round to 
 round so that an enemy must first hit every image before being able to hit 
 the wizard.


SCRL97

 Stinking Cloud (Evocation)
 Level: 2
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: 10-foot radius
 Saving Throw: Special
 Stinking Cloud creates a billowing mass of nauseous vapors up to 30 yards 
 away from the wizard. Any creature caught within the cloud must roll a 
 successful saving throw vs. poison or be reeling and fall unconscious for the 
 next round. Those who make successful saving throws can leave the cloud 
 without suffering any ill effects, although those remaining in the cloud must 
 continue to save every round.


SCRL98

 Strength (Alteration)
 Level: 2
 Range: Touch
 Duration: 1 hour/level
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: None
 Upon application of this spell the target's strength is magically increased 
 by an amount depending on its class.  Clerics and Thieves gain 1-6 points, 
 Fighters gain 1-8 points, and Mages gain 1-4 points.  For Fighters only, all 
 points above a strength of 18 are converted into a 10% bonus for each extra 
 point, to a maximum of an 18/00 strength.  For other classes 18 strength is 
 the maximum.


SCRL99

 Web (Evocation)
 Level: 2
 Range: Sight of Caster
 Duration: 15 rounds
 Casting Time: 2
 Area of Effect: 15-foot radius
 Saving Throw: Special
 Web creates a many-layered mass of strong, sticky strands, similar to spider 
 webs, but much larger and tougher. Anyone in the area when the spell is cast 
 must roll a saving throw vs. spells every round. If failed, the creature is 
 paralyzed for one round. If the saving throw is successful, then the creature 
 may move normally.


SCRLAUTO

 Autograph

 To <CHARNAME> and friends, with love.





 Larry, Darryl, and Darryl.


SCRLDRA

 Scroll

 We have need of your services yet again, Drasus.

 We are expecting an incursion at our mine location in the Cloakwood.

 You are to accompany Daveorn to the site and prevent entry or assault by 
 anyone that is foolish enough to challenge you.

 Your standard fee shall be doubled in this instance.  If all goes well you 
 should look forward to more of the same.

 Reiltar


SCRLJALA

 Geas Removal Scroll


SCRLKAR

 BOUNTY NOTICE

 Be it known to all those of evil intent, that a bounty has been placed upon 
 the head of <CHARNAME>, the foster child of Gorion.

 Last seen in the area of Candlekeep, this person is to be killed in quick 
 order.

 This offer has been extended to all appropriate guilds.

 Those returning with proof of the deed shall receive no less than three 
 hundred and fifty coins of gold.

 As always, any that reveal these plans to the forces of law shall join the 
 target in their fate.


SCRLNEI

 BOUNTY NOTICE

 Be it known to all those of evil intent, that a bounty has been placed upon 
 the head of <CHARNAME>, the foster child of Gorion.

 Last seen in the region of Beregost, this person is to be killed in quick 
 order.

 The subject is to be considered a formidable foe, and is likely to have 
 well-equipped traveling companions.

 This offer has been extended to all appropriate guilds.

 Those returning with proof of the deed shall receive no less than six hundred 
 and eighty coins of gold.

 As always, any that reveal these plans to the forces of law shall join the
 target in their fate.


SCRLPET

 Stone to Flesh Scroll

 This scroll will remove the effects of petrification from anyone to be
 afflicted by such an unfortunate condition. Simply return to the area where 
 the victim has been turned to stone, read the scroll and target the portrait 
 of the afflicted person.


SCRLTAR

 BOUNTY NOTICE

 Be it known to all those of evil intent, that a bounty has been placed upon 
 the head of <CHARNAME>, the foster child of Gorion.

 Last seen in the area of Candlekeep, this person is to be killed in quick
 order.

 Those returning with proof of the deed shall receive no less than two hundred
 coins of gold.

 As always, any that reveal these plans to the forces of law shall join the
 target in their fate.


SCRLVAIL

 Letter

 I enter battle tomorrow with a heavy heart, knowing I may well not survive. 
 Such is life, and many a fool has risked as much for less gold than I will be 
 paid. Still, I cannot bear the possibility of losing the treasures I have 
 worked so hard for. To prevent this, I write this note to myself as a 
 reminder in case I suffer an injury that would impair my faculties. Any 
 battle against a mage always carries such a risk.

 Quenash, my beautiful fallen saint, holds my cloak as a reminder of me. My 
 helm I will trust only to my guile in hiding it. It rests where people rest, 
 in a building that may as well have been named for the purpose. The cloak 
 should be with it, but that would only be expected. I shall not make their
 theft easy.


SCRLZHA

 Scroll

 I have a task for you and those you have selected.

 You, the first of the faithful, are to stand ground in my stead.

 Be assured that I would not belittle your devotion with simple guard duty.  
 This chore is of particular interest to me, and thus, to you.

 <CHARNAME> has become as a thorn in my side.  I wish it removed.

 Do so, and you shall please me greatly.

 Such is your charge.

 Do not fail in this.

 Sarevok


SCRLZY, SCRLZZ

 Summon Cow (Summoning)
 Level: 2
 Range: Visual range of the caster
 Duration: Instant
 Casting Time: 1
 Area of Effect: 1 Creature
 Saving Throw: None
 The spell speaks for itself baby!


SCRNOTE

 SCRIBBLED NOTE

 If you are reading this note, then obviously you are a thief come to rob me 
 of my hard won riches.  Sorry to disappoint you.  Did you really think I 
 would keep my valuables in such an obvious and unguarded place?  Consider 
 this note a warning.  I do not care much for those who would poke their nose 
 where it doesn't belong, and anyone caught practicing thievery in the town of 
 Easthaven shall answer to me.

 - Hrothgar


SCSHAD

 Shadow Monsters
 (Illusion/Phantasm)
 Level: 4
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 4
 Area of Effect: 20-foot cube
 Saving Throw: Special
 This spell shapes material from the Demiplane of Shadow into illusionary 
 monsters. These monsters are randomly summoned one by one with Hit Dice 
 between 1 and the level of the spellcaster, until the summoned creatures' Hit 
 Dice total the spellcaster's level. (For example, a 15th level wizard could 
 summon a 10th level creature one round, then the next round the next creature 
 appearing would have 1 through 5 Hit Dice, and so on.) These shadowy 
 creatures have only 20% of the hit points of their real-world counterparts, 
 although their attacks do full damage.


SCSHDS

 Shades (Illusion/Phantasm)
 Level: 6
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 6
 Area of Effect: 20-foot cube
 Saving Throw: None
 Shades is similar to Shadow Monsters and Demishadow Monsters - it allows the 
 caster to shape material from the Demiplane of Shadow into illusionary 
 creatures. These shadows are tougher than the shadows summoned by Shadow 
 Monsters and Demishadow Monsters, and they will obey the caster until the 
 spell expires or they are slain.


SCSHRO

 Shroud of Flame
 (Evocation)
 Level: 5
 Range: Sight of Caster
 Duration: 1 round/level
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: Neg.
 This spell causes a creature to burst into flames if they fail a saving throw 
 vs. spells. The creature will burn for 2-12 points of damage every round 
 (although they are allowed a new saving throw every round after the first to 
 avoid taking further damage) and as long as the spell is in effect, gouts 
 of flame erupt from the burning target causing any creatures within ten feet 
 of the burning creature take 1-4 hit points of damage from the flames. This 
 spell is particularly useful in dispersing packs of trolls and frost 
 salamanders.


SCSNILL

 Snilloc's Snowball Swarm
 (Evocation)
 Level: 2
 Range: Sight of caster
 Duration: Instantaneous
 Casting Time:2
 Area of Effect: 25-foot radius
 Saving Throw: 1/2 Damage
 This spell causes a flurry of snowballs to erupt from a point within range. 
 These snowballs will hit everything within the area of effect, doing 1-3 hit 
 points/level, up to a maximum of 8-24 hit points at level 8. Against 
 fire-using or fire-dwelling creatures, it inflicts 1-6 hit points/level.


SCSPIR

 Spirit Armor (Necromancy)
 Level: 4
 Range: Touch
 Duration: 3 turns
 Casting Time: 3
 Area of Effect: 1 creature
 Saving Throw: None
 This spell is very similar to the 3rd level spell Ghost Armor in that it 
 creates a corporeal barrier around the targets body for the duration of the 
 spell.  This spell however, actually taps in to the targets life force in 
 order to create the barrier.  The armor itself is weightless, and does not 
 hinder movement or spell casting at all. The Spirit Armor does not work 
 cumulatively with any other armor, however dexterity bonus' still apply as 
 well as magic rings and a shield.  While in effect the AC (armor class) 
 of the recipient will be 1, as if he was wearing plate mail.  Also, due to 
 the magical nature of the spell, he will also recieve a +3 bonus to save vs. 
 magical attacks. There is a danger however, as when the spell runs out the 
 external portion of the spirit is temporarily lost, inflicting 2d4 points of 
 damage upon the target.


SCSSHA

 Summon Shadow
 (Conjuration/Summoning, Necromancy)
 Level: 5
 Range: Sight of Caster
 Duration: 1 round + 1 round/level
 Casting Time: 5
 Area of Effect: 10-foot cube
 Saving Throw: None
 This spell summons one shadow for every three levels of the caster. This 
 shadow will obey the orders of the caster, attacking his enemies or 
 performing tasks until the spell expires or the shadows are slain.


SCSTF

 Stone to Flesh (Evocation)
 Level: 6
 Range: Sight of Caster
 Duration: Permanent
 Casting Time: 6
 Area of Effect: 1 creature
 Saving Throw: None
 This spell turns a petrified creature back to normal.  If one of your 
 companions has been victimized by a basilisk or a medusa, this spell will 
 restore them to normal health.


SCSTON

 Stoneskin (Evocation)
 Level: 4
 Range: Caster
 Duration: Special
 Casting Time: 1
 Area of Effect: Caster
 Saving Throw: None
 Arguably one of the best defensive spells ever, Stoneskin makes the affected
 creature virtually immune to any cut, blow, projectile or the like (although 
 spells and spell damage will still affect the creature as normal). The next 1 
 to 4 attacks (+1 attack/2 levels of the caster) that strike the creature will 
 simply bounce off with no effect. Casting this spell multiple times does not 
 have a cumulative effect.


SCSTOR

 Ice Storm
 (Evocation)
 Level: 4
 Range: Sight of caster
 Duration: Special
 Casting Time: 4
 Area of Effect: 20-foot radius
 Saving Throw: None
 When this spell is cast, shards of ice smash down on all targets in the area 
 of effect, doing 3-30 points of cold damage.


SCSTUN

 Power Word: Stun
 (Conjuration/Summoning)
 Level: 7
 Range: Sight of Caster
 Duration: Special
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is 
 another of the words of power. When uttered, it stuns any creature the caster 
 targets, causing them to reel and be unable to think coherently. Creatures 
 with less than 31 hit points are stunned for 4-16 rounds, those with 31 to 60 
 hit points are stunned for 2-8 rounds, those with 61 to 90 hit points are 
 stunned for 1-4 rounds, and those more than 90 hit points are unaffected. The
 spell checks the creature's current hit points, not their maximum, so even 
 the toughest creatures can be affected by this spell if they are wounded.


SCTENS

 Tenser's Transformation
 (Alteration, Evocation)
 Level: 6
 Range: Caster
 Duration: 1 round/level
 Casting Time: 6
 Area of Effect: Caster
 Saving Throw: None
 Mages need not always be mages -- Tenser's Transformation changes the caster 
 into a heroic fighter, doubling the wizard's hit points, and gives him a +4 
 bonus to his armor class. All damage the caster sustains takes away from the 
 bonus hit points first. All the wizard's attacks have the same chance to hit 
 as a fighter of the same level, and the wizard is allowed to attack twice a 
 round with +2 damage per attack.


SEEDS

 Seeds

 These seeds come from some of the rarest of tropical plants that seem to be 
 able to grow in very unfavorable climates and conditions.


SERPSCA

 Oil of the Serpent's Scales

 The creation of this useful oil is quite dangerous, involving the extraction 
 of venom from five live ophidians and the removal of twenty or more scales 
 from each of the same.  The scales are left to soak in a mixture of venom,
 ground poppies, and a variety of other strange ingredients for a full month.  
 At the end of this time, the scales are burned and rolled in another mixture 
 of oils and powders until it takes on the consistency of thick butter.  A 
 variety of spells are then cast upon the mixture to give the oil its full 
 powers.  When used, the target's skin becomes tough, green, and scaly.  While 
 the oil is extremely useful, it takes a full round to adequately smear it 
 over the recipient's body.

 STATISTICS:

 Target has +2 AC for six rounds (non-cumulative)
 Takes a full round to use


SERRATE

 Serrated Bone Blade

 Emanating a faint blue aura, this gigantic weapon is a serrated two-handed 
 sword made of bone.  It will occasionally strike with a shocking force of 
 cold, chilling the player to the bone.

 STATISTICS:

 Damage: 1D10+3
 THAC0: +3
 Damage type: Slashing
 Special: 20% chance +1D10 cold damage
 Weight: 25
 Speed Factor: 10
 Proficiency Type: Great Swords
 Type: 2-Handed
 Note Usable By:
  Cleric
  Mage
  Druid
  Thief


SHADOWS

 Ring of Shadows

 Priests of Mask made this plain silver ring in order to help their more 
 generous worshippers.  In return, the thieves who borrowed the ring gave a 
 portion of their earnings to churches of Mask.  The ring left the church's 
 ownership when an ungrateful thief name Jennick decided to run away with the 
 prized item.  The church of Mask hired assassins to hunt down the man and 
 kill him, but he was never captured.  It is believed that Jennick retired in 
 Waterdeep and lived out the rest of his days in peace.

 STATISTICS:

 Special:
   +15% Stealth Skill
   Wearer under the effect of the spell, Non-Detection
 Only usable by:
   Ranger
   Thief


SHAWM

 Owain's Lullabye

 Owain's Lullabye was created by a disturbed bard named Owain Piper.  Piper 
 was a worshipper of Auril, born in the town of Silverymoon and raised to 
 embrace the frigid environment of his homeland.  He traveled extensively in 
 the Moonsea, where he met a mage named Pelham of the Moor.  Owain and Pelham 
 became good friends and stayed in contact for over a decade.  Pelham 
 eventually enchanted Owain's Lullabye for the bard in exchange for a small 
 sum of money.  Owain rarely used the instrument in battle, typically 
 employing it when he found late-migrating geese lounging on a lake.  He would 
 blow the horn in such a way that the geese heard it as the sound of their
 cousins heading south for the winter.  As the geese would attempt to take 
 flight, Owain's horn would freeze them in mid-stroke, where he would leave 
 them to die.

 STATISTICS:

 When played, this instrument casts Cone of Cold for 10d4+10 points of damage.

 Only Usable By:
   Bard


SHBOOTS

 Shadowed Boots

 Upon closer inspection of these boots, the fabric seems to be made of some 
 corporeal material.  Wearing these boots causes the user to take on an almost 
 shadowed or ghostly appearance. Additionaly, sound becomes eerily muffled as 
 if heard from a distance.

 STATISTICS:

 Armor Class Bonus: 1
 Special: +15% Stealth Skill
 Weight: 5
 Only usable by:
 Thief (single, dual, & multi-class)


SHCLOAK

 Shadowed Cloak

 Upon closer look at this cloak, it is more of a shroud that consists of an 
 unknown corporeal material instead of fabric.  Upon it being worn, it will 
 make the wearer appear as shadowed as the cloak is.

 STATISTICS:

 Special: +15% Hide in Shadows
 Weight: 5
 Only usable by:
 Thief (single, dual, & multi-class)


SHEVARA

 Symbol of Shevarash

 This magical symbol of the demipower, Solonar Thelandira was given to those 
 who would do battle for the Hand in the dead of night.  The wearer would be 
 given infravision stronger than normal elven eyes.

 STATISTICS:

 Infravision


SHLD01, SHLD11, SHLD12, SHLD99

 Small Shield

 A small shield is usually round and is carried on the forearm, gripped with 
 the shield hand.  Its light weight as compared to a medium shield permits the 
 user to carry other items in that hand, although he cannot wield or carry 
 another weapon.

 STATISTICS:

 Armor Class Bonus: 1
 Special:  No  Missile Weapon Protection
 Weight: 3
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD02

 Small Shield +1

 A small shield is usually round and is carried on the forearm, gripped with 
 the shield hand.  Its light weight as compared to a medium shield permits the 
 user to carry other items in that hand, although he cannot wield or carry 
 another weapon.

 STATISTICS:

 Armor Class Bonus: 2
 Special:  No  Missile Weapon Protection
 Weight: 3
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD03, SHLD13, SHLD14

 Medium Shield

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

 STATISTICS:

 Armor Class Bonus: 1
 Weight: 7
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD04

 Medium Shield +1

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

 STATISTICS:

 Armor Class Bonus: 2
 Weight: 6
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD05, SHLD15, SHLD16, SHLD18

 Large Shield

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

 STATISTICS:

 Armor Class Bonus: 1
 Special:  +1 vs. Missile Weapons
 Weight: 15
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD06

 Large Shield +1

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

 STATISTICS:

 Armor Class Bonus: 2
 Special:  +1 vs. Missile Weapons
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD07

 Large Shield +1, +4 vs. Missiles

 This large shield has been enchanted to protect the wearer against missiles
 of all types.

 STATISTICS:

 Armor Class: +2 bonus, +5 vs. Missile Weapons
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHLD08, SHLD09, SHLD10

 Buckler

 A buckler, also known as a target shield, is a small round shield of wood or 
 metal that fastens to the forearm.  Because of it's size it is light and can 
 be worn with very little restriction to movement.

 STATISTICS:

 Armor Class Bonus:  1
 Special:  No Missile/Piercing Attack Protection
 Weight:  2
 Unusable By:
 Mage


SHLDBCH

 The Bitch Queen's Envoy

 Representatives of Umberlee, the so-called Bitch Queen, were given this 
 shield to display to the court of Ishtishia on trips to the Elemental Plane 
 of Water.  It protected its bearers on numerous occasions.  The envoys of the 
 Queen of the Sea rarely abused the powers of the device, but it only took one 
 mischievous priest to lose the item.  Legends say that Herren of Umberlee 
 used the shield's sanctuary to attack and destroy a number of elementals 
 before the water lord Ishtishia shifted the priest to the paraelemental plane 
 of ice, where he froze to death.  From there, it is believed that the shield 
 floated around the planes for many years, only recently resurfacing in 
 Faerun.

 STATISTICS:

 Armor Class Bonus: 3
 Special: Water Elementals ignore the bearer in combat
 Weight: 4
 Not Usable By:
  Lawful Creatures
  Bard
  Druid
  Mage
  Thief


SHLDRED

 The Red Knight's Shield

 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


SHLDRNG

 Shield Ring

 This highly prized ring is made from simple jade to hide its powerful magic.  
 Crafted by the wizard Bil, the shield ring is plain and functional.  Bil, a 
 sardonic mage of otherwise small repute (creator of such spells as Bil's 
 Fantastic Ale and Bil's Blasting Ball), found the ring to be incredibly 
 useful against the enemy mages he frequently fought.  When Bil disappeared 
 from the Realms twenty years ago, his ring was one of many items he left 
 behind to his friends and associates.  Because many of his friends and 
 associates were larcenous thugs, it is assumed that the ring was sold to the 
 highest bidder as soon as possible.

 STATISTICS:

 Shield spell on wearer
 Only usable by:
   Mage
   Mage/Thief
   Cleric/Mage


SHPLATE

 Plate Mail Armor

 Upon closer look at this suit of plate mail, its metal seems to be in a 
 corporeal state, hence its shadowed look.  Upon it being worn, it will make 
 the wearer appear as shadowed as the armor is.  It will also provide extra 
 protection against missile weapons while the wearer is in its shadowed state.

 STATISTICS:

 Armor Class: 0
 Special: +3 AC vs. missiles
 Weight: 20
 Not usable by:
  Bard
  Druid
  Mage
  Thief
  Ranger


SHROBE

 Shadowed Robe

 This robe is made up of some unknown corporeal material that gives its wearer 
 a shadowed look.  Besides giving excellent protection, it also provides some 
 resistance against magic.

 STATISTICS:

 AC: 4
 +15% Magic Resistance
 Weight: 5
 Only usable by:
 Mage (single, dual, & multi-class)


SHSHLD

 Shield of the Hand

 Made during the golden age between the elves of the Seldarine's Hand and the 
 dwarves of Dorn's Deep.  Etched with elven runes across its face, this shield 
 was made from some of the strongest metals to ever come from Dorn's Deep.  
 Any bearer of this shield is confident in the fact that this shield will 
 deflect any blow brought upon it.

 STATISTICS:

 Armor Class Bonus: 3
 Special:  +1 vs. Missile Weapons
 Weight: 8
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SHSSWRD

 Short Sword of the Hand

 Made during the golden age between the elves of the Seldarine's Hand and the 
 dwarves of Dorn's Deep.  The craftsmanship of this short sword is of 
 exceptional dwarven quality and is laden with elvish runes across its glowing 
 blade.  There were swordsman within the Seldarine's Hand who preferred the
 quickness and balance of a short sword.  This was made to accommodate those 
 swordsmen who preferred to deliver death through quickness and grace rather 
 than brute strength.

 STATISTICS:

 Damage: 1D6 +3
 THAC0: +3
 Damage type: Piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Small Sword
 Type: 1-handed
 Not Usable By:
  Druid
  Mage
  Cleric


SHSTAFF

 Staff of the Hand

 Made during the golden age between the elves of the Seldarine's Hand and the 
 dwarves of Dorn's Deep.  This staff was carved and shaped with the utmost 
 care, and then etched with elvish runes across its length.  Although most of 
 the Hand's wizards chose not to engage in melee combat, they wielded this 
 staff as a symbol of power and unity.

 STATISTICS:

 Damage: 1D6 +3
 THAC0: +3
 Damage type: Crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Quarter Staves
 Type: 2-handed
 Not Usable By:


SLAYER

 Slayer

 A fallen paladin called Matthain "Blackwatch" used this weapon to kill one 
 hundred and one knights of his former king.  Matthain's family, Chamberlain, 
 had a long tradition of producing paladins of Tyr.  Matthain's father, 
 Garlan, slew a powerful high priest of Bane who had been posing a threat to 
 the kingdom.  The priest's evil magic brought him back from the dead.  This 
 priest, called "The Chamberlain Haunt," cursed the Chamberlain family to only 
 produce stillborn children until he had been appeased.  Matthain, as the heir 
 to the family, took it upon himself to remove the curse.  The Chamberlain 
 Haunt told Matthain that he must kill one hundred and one knights of the 
 king.

 Matthain began his grim task, slaughtering every knight he came across.  He 
 brought the skull and shield of each warrior to the Chamberlain Haunt as 
 proof of his deed.  The king dispatched bands of knights and heroes to kill 
 Matthain, but he proved too difficult a foe.  Finally, after three years of 
 murdering, Matthain had killed one hundred knights.  He told the Chamberlain 
 Haunt that it was time to end the curse.  The Chamberlain Haunt corrected 
 him, reminding the fallen paladin that he had to kill one hundred and one 
 knights of the king.

 Overcome with misery and regret, Matthain nodded and immediately threw 
 himself on his own spear.  With Matthain and Garlan dead, and the letter of 
 his requirements fulfilled, the curse was ended and the Chamberlain Haunt was 
 called to Acheron by Bane, screaming all the way.

 STATISTICS:

 Damage:  1D6 +5
 THAC0:  +5
 Damage type:  Piercing
 Weight:  2
 Speed Factor:  1
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


SLINGED

 Edley's Sling

 The halfling warrior-rogue Edley Bramble was the owner of this fine weapon.  
 Edley was a villain to some, but a hero to many more.  Despite the fact that 
 most halflings publicly regard Edley as a scoundrel and bad influence on 
 halfling culture, many secretly revere and admire him.  Edley's pranks and 
 adventures among humans and elves are recorded in some of the folksongs 
 created by Waren Blackbird.

 STATISTICS:

 Damage:  +2 (Missile Damage)
 THAC0:  +3
 Weight:  0
 Speed Factor:  4
 Proficiency Type:  Missile Weapons
 Type:  1-handed
 Not Usable By:


SLNG01

 Sling

 Slings have existed since the beginning of recorded history.  The basic sling 
 consists of a leather or fabric strap with a pouch for holding the missile.  
 The weapon is held by both ends of the strap and twirled around the wielder's 
 head.  When top speed is attained, the missile is launched by releasing one 
 of the strap's ends.

 STATISTICS:

 Weight: 0
 Speed Factor: 6
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:


SLNG02

 Sling +1

 Slings have existed since the beginning of recorded history.  The basic sling 
 consists of a leather or fabric strap with a pouch for holding the missile, 
 however this one has been imbued with a small magical enchantment.  The 
 weapon is held by both ends of the strap and twirled around the wielder's 
 head.  When top speed is attained, the missile is launched by releasing one 
 of the strap's ends.

 STATISTICS:

 Damage:  +1 (missile damage)
 THAC0:  +1
 Weight: 0
 Speed Factor: 5
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:


SOLONOR

 Symbol of Solonar Thelandira

 This magical symbol of the elven god Solonar Thelandira was given to many of 
 the archers in the Hand of the Seldarine.  Wearing it would increase the 
 archer's prowess to strike true on its target.

 STATISTICS:

 THAC0: +2 (Missile Weapons Only)

 Not Usable By:
  Cleric
  Mage


SPENSTAF

 Spendelard's Protector

 The wizard Spendelard was famous for his extremely utilitarian spells.  While 
 he was not threatened a great deal during his life, his rare but far-reaching 
 travels often took him into dangerous situations.  A staff of his making 
 protected him on those occasions.  He eventually acquired a staff, which he 
 found more to his liking and sold his worn Protector to a traveling druid of 
 Chauntea.

 STATISTICS:

 Damage:  1D6+1
 THAC0:  +1
 Damage type:  Crushing
 Armor Class Bonus: 1
 Resistance Bonus +1 Save vs. Spells
 Weight:  3
 Speed Factor:  3
 Proficiency Type:  Quarter Staves
 Type:  2-handed
 Not Usable By:


SPER01

 Spear

 One of man's earliest weapons, dating back to the most primitive of times, 
 the first spears were simply wooden poles or sticks sharpened at one end.  
 When man mastered metals, spearheads were made from iron and steel.  Having 
 reached this end, weaponers began experimenting with different types of spear 
 heads, thus leading to the development of certain polearm types.

 STATISTICS:

 Damage:  1D6
 Damage type:  Piercing
 Weight: 5
 Speed Factor: 6
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


SPER02

 Spear +1

 One of man's earliest weapons, dating back to the most primitive of times, 
 the first spears were simply wooden poles or sticks sharpened at one end.  
 When man mastered metals, spearheads were made from iron and steel.  Having 
 reached this end, weaponers began experimenting with different types of spear
 heads, thus leading to the development of certain polearm types.  This spear 
 is slightly different though, as it has been imbued with certain magical 
 properties.

 STATISTICS:

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


SPER03, SPER04

 Spear +3, Backbiter

 This cursed spear will appear as a magical spear, however when a combat 
 situation arises, the wielder will attack an enemy and backbiter will attack 
 the wielder.  For every attack made, backbiter will attack the foe and also 
 the wielder.  This is a powerful spear, but one must ask if it is worth it in 
 the end.  The only way that backbiter can be removed is by a Remove Curse 
 spell.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Piercing
 Special:  3 (piercing) damage inflicted upon the wielder upon every 
           successful hit
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


SPINE

 Spinesheath

 The ghastly name of this weapon is taken from its first owner's fondness for 
 burying it in the backs of his enemies.  The long stiletto blade of this 
 weapon was designed specifically to punch through armor.  The assassin 
 Beledor of Calimport used this weapon to kill dozens of people before he 
 succumbed to the poison of an easily bribed servant.

 STATISTICS:

 Damage:  1D4+1
 THAC0:  +5
 Damage type:  Piercing
 Weight:  1
 Speed Factor:  1
 Proficiency Type:  Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


SPIRIT

 Spirit Essence

 This valuable potion is made by capturing and distilling the spirits of 
 trolls.  Normally only attempted by powerful necromancers and enchanters, the 
 process results in a powerful healing potion able to instantly regenerate 
 even severe wounds.

 STATISTICS:

 Heals 25 hit points


SPPR103C

 Cure Light Wounds (Necromancy)
 Level: 1
 Sphere: Healing
 Range: Touch
 Duration: Permanent
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: None
 When casting this spell and laying his hand upon a creature, the priest heals 
 8 points of damage to the creature's body.  This spell has no affect on 
 undead or extraplanar creatures.


SPPR105C

 Entangle (Alteration)
 Level: 1
 Sphere: Plant
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 4
 Area of Effect: 20-foot radius
 Saving Throw: Neg.
 When this spell is cast, grasses, weeds, bushes, and even trees wrap, twist, 
 and entwine about any creatures in the area of effect, holding them fast for
 the duration of the spell.  A creature that rolls a successful saving throw 
 vs. spell avoids entanglement.  Entangled creature can still attack, even 
 though they can't move.


SPPR108C

 Remove Fear (Abjuration)
 Level: 1
 Sphere: Charm
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 1
 Area of Effect: 30-foot radius
 Saving Throw: None
 The priest instills courage in the spell recipients, raising their morale to 
 its highest.  The recipient's morale will gradually reset to normal as the 
 duration runs out.  If the recipients are affected by magical fear, this is 
 negated.


SPPR201C

 Aid (Necromancy, Conjuration)
 Level: 2
 Sphere: Necromantic
 Range: Touch
 Duration: 1 round + 1 round/level
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: None
 The recipient of this spell gains the benefit of a Bless spell (+1 to attack 
 rolls and saving throws) and 1-8 bonus hit points for the duration of the 
 spell.  These bonus hit points can exceed a character's maximum hit points, 
 but the bonus hit points are lost when the recipient takes damage; they 
 cannot be regained by curative magic.


SPPR203C

 Chant (Conjuration/Summoning)
 Level: 2
 Sphere: Combat
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 1 round
 Area of Effect: 30-foot radius
 Saving Throw: None
 By means of the Chant spell, the priest brings special favor upon himself and 
 his party, and causes harm to his enemies.  When the Chant spell is 
 completed, all the priest's allies in the area of effect gain +1 to attack, 
 damage, and saving throws, while the priest's enemies suffer a -1 penalty to 
 their attacks, damage and saves.  Multiple Chants are not cumulative.  This 
 spell requires a moderate amount of concentration by the caster, so the 
 priest cannot cast any spells for the Chant's duration, and his movement is 
 slowed by half.


SPPR205C

 Find Traps (Divination)
 Level: 2
 Sphere: Divination
 Range: 10-foot path
 Duration: 3 turns
 Casting Time: 5
 Area of Effect: Caster
 Saving Throw: None
 When a priest casts a Find Traps spell, all traps - concealed normally or 
 magically, of magical or mechanical nature - become apparent to him, as if he 
 or she were a thief.


SPPR208C

 Hold Person (Enchantment/Charm)
 Level: 2
 Sphere: Charm
 Range: Sight of Caster
 Duration: 2 rounds/level
 Casting Time: 3
 Area of Effect: Special
 Saving Throw: Neg.
 This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for 
 five rounds or longer. The Hold Person spell affects any bipedal human, 
 demihuman, or humanoid of mansize or smaller, including dwarves, elves, 
 gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, 
 humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter 
 could be held, while an ogre could not. The effect selects the enemies 
 closest to the target and holds them. Enemies making their saving throws are 
 totally unaffected by the spell. Undead creatures cannot be held. Held 
 creatures cannot move or speak, but they remain aware of events around them 
 and can use abilities not requiring motion or speech. Being held does not 
 prevent the worsening of the subject's condition due to wounds, disease, or 
 poison.


SPPR211C

 Silence, 15' Radius (Alteration)
 Level: 2
 Sphere: Guardian
 Range: Sight of Caster
 Duration: 2 rounds/level
 Casting Time: 5
 Area of Effect: 15-foot-radius
 Saving Throw: Neg.
 Upon casting this spell, complete silence prevails in the affected area. All 
 sound is stopped: conversation is impossible and spells cannot be cast.  Each 
 creature in the area must make a saving throw vs. spells; if the save is 
 failed then they are silenced for the duration of the spell.  Note that this
 spell does not continue to affect the area after being cast; only those in 
 the area at the time of the casting are affected by the silence.


SPPR212C

 Slow Poison (Necromancy)
 Level: 2
 Sphere: Healing
 Range: Touch
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 When this spell is placed upon a poisoned individual, it slows the effects of 
 venom.  This spell does not neutralize the poison, just slows it down enough 
 so you can get real healing at a temple or from your party's priest.


SPPR214C

 Cure Moderate Wounds
 (Necromancy)
 Sphere: Healing
 Level: 2
 Range: Touch
 Duration: Instantaneous
 Casting Time: 5
 Area of Effect: 1 creature
 Saving Throw: None
 A stronger version of the 1st level priest spell Cure Light Wounds, Cure 
 Moderate Wounds heals 11 points of damage to a living creature.


SPPR303C

 Dispel Magic (Abjuration)
 Level: 3
 Sphere: Protection
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 6
 Area of Effect: 15-foot radius
 Saving Throw: None
 A Dispel Magic spell removes magical effects upon anyone within the area of 
 effect. This includes the effects of spells, potions and magical items. It 
 does not, however, affect magical items themselves.


SPPR304C

 Glyph of Warding
 (Abjuration, Evocation)
 Level: 3
 Sphere: Guardian
 Range: Sight of Caster
 Duration: Special
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: Special
 A Glyph of Warding is a powerful inscription, magically drawn to prevent 
 unauthorized or hostile creatures from passing, entering, or opening.  It can 
 be used to guard a small bridge, to ward an entry, or as a trap on a chest or 
 box.  Any creature violating the warded area sets off the glyph.  A 
 successful saving throw vs. spell enables the creature to escape the effects, 
 but if the save is failed, the glyph deals 1-4 points of electrical 
 damage/level of the caster to the victim.  Resting or leaving the area the 
 Glyph of Warding is in will make it disappear harmlessly.


SPPR306C

 Protection From Fire (Abjuration)
 Level: 3
 Sphere: Protection, Elemental (Fire)
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 6
 Area 'of Effect: 1 creature
 Saving Throw: None
 When the spell is cast, it confers complete invulnerability to normal fires 
 (torches, bonfires, oil fires, and the like) and significant resistance to 
 exposure to magical fires such as fiery dragon breath, spells such as Burning 
 Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, etc., absorbing 80% of 
 all the damage dealt by such magical sources.


SPPR307C

 Remove Curse (Abjuration)
 Level: 3
 Sphere: Protection
 Range: Touch
 Duration: Permanent
 Casting Time: 6
 Area of Effect: Special
 Saving Throw: Special
 Upon casting this spell, the priest is usually able to remove a curse on an 
 object, on a person, or in the form of some undesired sending or evil 
 presence. Note that the Remove Curse spell does not remove the curse from a 
 cursed shield, weapon, or suit of armor, for example, although the spell 
 typically enables the person afflicted with any such cursed item to get rid 
 of it. Certain special curses may not be countered by this spell, or may be 
 countered only by a caster of a certain level or more.


SPPR308C

 Remove Paralysis (Abjuration)
 Level: 3
 Sphere: Protection
 Range: Sight of Caster
 Duration: Permanent
 Casting Time: 6
 Area of Effect: 1 creature
 Saving Throw: None
 By the use of this spell, the priest can free one creatures from the effects 
 of any paralyzation or related magic (such as a ghoul touch, or a Hold Person 
 spell).


SPPR313C

 Prayer (Conjuration/Summoning)
 Level: 3
 Sphere: Combat
 Range: Caster
 Duration: 1 round/level
 Casting Time: 6
 Area of Effect: 60-foot radius
 Saving Throw: None
 Prayer bestows favor on the priest and his allies, and curses their enemies. 
 All attacks, damage, and saving throws by friendly characters gain +1, while 
 enemy attacks, damage rolls and saves are all penalized by 1. Any creatures 
 caught in the area of effect when the spell is cast will continue to be 
 affected by the spell when they leave the area, so if the fighters want to 
 chase down that fleeing goblin, the effects of the Prayer will follow him.


SPPR314C

 Cure Disease (Abjuration)
 Level: 3
 Range: Touch
 Sphere: Necromantic
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: None
 When this spell is placed on a diseased individual, it immediately cures them 
 and restores 5 lost hit points.


SPPR404C

 Neutralize Poison (Necromancy)
 Level: 4
 Sphere: Healing
 Range: Touch
 Duration: Instantaneous
 Casting Time: 1
 Area of Effect: 1 creature
 Saving Throw: None
 When this spell is placed upon a poisoned individual, it immediately 
 neutralizes any poison and restores 10 lost hit points.


SPPR407C

 Protection From Lightning (Abjuration)
 Level: 4
 Sphere: Protection, Weather
 Range: Touch
 Duration: 5 rounds/level
 Casting Time: 7
 Area 'of Effect: 1 creature
 Saving Throw: None
 When the spell is cast it confers complete invulnerability to electrical 
 attacks such as dragon breath or magical attacks such as Lightning Bolt, 
 Shocking Grasp etc.  The protection will last for the duration of the spell 
 or until successfully dispelled.


SPPR412C

 Static Charge (Alteration)
 Level: 4
 Sphere: Weather
 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 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.


SPPR504C

 Raise Dead (Necromancy)
 Level: 5
 Sphere: Necromantic
 Range: Sight of the Caster
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: Special
 When the priest casts a Raise Dead spell, he can restore life to one of his 
 companions.  Note that this spell does not work on elven characters, and the 
 corpse to be raised must be intact (if the party member suffered an explosive 
 death, then raising is impossible).  The person has but 1 hit point when 
 raised and must regain the rest by natural healing or curative magic.  Raise 
 Dead will not work on someone killed by a Death Spell, Finger of Death, or 
 Disintegrate.

 Note that when this spell is inscribed on a scroll, its power and range is 
 diminished.  A scroll of Raise Dead only works when invoked at the place 
 where the target died; if the caster leaves the area and attempts to Raise 
 his companion, the scroll will not work.


SPPR507C

 Champion's Strength (Alteration)
 Level: 5
 Sphere: Law
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 2
 Area of Effect: 1 creature
 Saving Throw: None
 When this spell is cast,the priest effectively draws on the strength of his 
 god and lends it to the target creature, in effect creating a champion.  The 
 target's strength is increased to 20-23 for 1 turn.  As soon as the spell is 
 cast, the spellcaster becomes fatigued, suffering a penalty to all his/her 
 rolls. The drawback to this spell is that the priest must concentrate on the 
 connection between the target and his god for the duration of the spell, 
 hence losing the ability to cast any additional spells during this time.  The 
 effect lasts for one turn or until dispelled.


SPPR510C

 Insect Plague (Conjuration/Summoning)
 Level: 5
 Sphere: Combat
 Range: Sight of Caster
 Duration: 15 rounds
 Casting Time: 1 round
 Area of Effect: 25-foot radius
 Saving Throw: None
 This spell summons a swarm of creeping, hopping, and flying insects. All 
 creatures within the swarm suffer 1 hit point of damage every round, 
 spell-casting is impossible, and any creatures of 2 Hit Dice or less will 
 immediately attempt to flee the cloud as quickly as possible - creatures of 5 
 Hit Dice or less must make a morale check to remain with the swarm.


SPPR512C

 Spike Stones
 (Alteration, Enchantment)
 Level: 5
 Sphere: Elemental (Earth)
 Range: Sight of Caster
 Duration: 12 rounds
 Casting Time: 6
 Area of Effect: 15-foot radius
 Saving Throw: None
 This spell warps the surrounding rock, reshaping the terrain into spiked 
 projections that blend into the background. Any creature entering the area 
 takes 2-8 hit points of damage every round.


SPPR606C

 Fire Seeds (Conjuration)
 Level: 6
 Sphere: Elemental
 Range: Touch
 Duration: 1 turn/level
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: 1/2
 This spell creates four grenade-like missiles in the priest's inventory that 
 can be hurled at any target up to 40 yards away.  (These missiles last only 
 for the spells duration, so don't horde them.)  When they land, the seed 
 explode, doing 2-16 points of damage to everything within a five-foot radius.  
 A creature struck directly by the seeds receives no saving throw, but 
 creatures hit by the splash damage are allowed to make a saving throw vs. 
 spell for half-damage.


SPPR607C

 Heal (Necromancy)
 Level: 6
 Sphere: Healing
 Range: Touch
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: None
 Heal wipes away disease and injury from a target creature.  It cures 
 blindness, diseases, feeblemind and restores the target to maximum hit points 
 if they have been injured.


SPPR608C

 Sol's Searing Orb (Invocation)
 Level: 6
 Sphere: Sun
 Range: Sight of Caster
 Duration: Instantaneous
 Casting Time: 6
 Area of Effect: 1 creature
 Saving Throw: Special
 This spell allows the caster to hurl a brilliant, searing flash at a target. 
 When it hits, it explodes in a flash of light, doing 6-36 of fire damage to 
 the target and blinding him for 1-6 rounds if a saving throw vs. spells is 
 failed. If the saving throw is made, the target only takes half damage and is 
 not blinded. Undead creatures are particularly vulnerable to this spell - 
 they take double damage and are blinded for twice the duration as other 
 creatures, even if they make their saving throw.


SPPR704C

 Creeping Doom (Conjuration/Summoning)
 Level: 7
 Sphere: Animal, Summoning
 Range: Sight of Caster
 Duration: 1 turn
 Casting Time: 1 round
 Area of Effect: Special
 Saving Throw: None
 Creeping Doom summons a mass of insects in a 20 foot square area that will 
 promptly spread out and attack the player's enemies. The swarm is composed of 
 various beetles, spiders and other creatures, each of one will sting once and 
 die - as a result, the swarm will generally kill any creature not immune to 
 normal attacks before the swarm is destroyed.


SPPR705C

 Fire Storm (Evocation)
 Level: 7
 Sphere: Elemental (Fire)
 Range: Sight of Caster
 Duration: 1 round
 Casting Time: 1 round
 Area of Effect: 25-foot radius
 Saving Throw: 1/2
 This spell causes the area of effect to be covered in roaring flames, doing 
 2-16 +1 hit point/level of the priest to anything within the area of effect. 
 Creatures are allowed a saving throw vs. spells to take half-damage from the 
 blast.


SPPR707C

 Sunray (Evocation,Alteration)
 Level: 7
 Sphere: Sun
 Range: Sight of Caster
 Duration: 4 rounds
 Casting Time: 4
 Area of Effect: 15-foot radius
 Saving Throw: None
 This spell allows the caster to evoke a dazzling beam of light from the sky 
 that lasts 4 rounds. Creatures in the area of effect must make a saving throw 
 vs. spells or be blinded for 1-3 rounds.  Undead or fungoid creatures in the 
 area of effect also take 8-48 points of damage (half damage if they make a 
 saving throw vs. spell).


SPPR712C

 Resurrection (Necromancy)
 Level: 7
 Sphere: Necromantic
 Range: Touch
 Duration: Instantaneous
 Casting Time: 1 round
 Area of Effect: 1 creature
 Saving Throw: None
 Restoring life to the dead is one of the priest's most powerful spells. 
 Resurrection can restore a character to life with full hit points; the 
 deceased character must be in the party for this spell to work. Resurrection 
 will not work on someone killed by a Death Spell, Finger of Death, or 
 Disintegrate. Unlike Raise Dead, Resurrection will work on elven characters.

 Note that when this spell is inscribed on a scroll, its power and range is 
 diminished.  A scroll of Resurrection only works when invoked at the place 
 where the target died; if the caster leaves the area and attempts to 
 Resurrect his companion, the scroll will not work.


SPPR714C

 Symbol of Pain
 (Conjuration/Summoning)
 Level: 7
 Sphere: Guardian
 Range: Sight of Caster
 Duration: 2-20 turns
 Casting Time: 3
 Area of Effect: 60-foot radius
 Saving Throw: Neg.
 All creatures within 60 feet of the Symbol of Pain when it's invoked must 
 make a saving throw vs. spell. If failed, they are overwhelmed by pain, 
 suffering a -4 to their attack rolls, a -2 to Dexterity and a -2 to their 
 Armor Class.


SQUIREL

 A Cage of Squirrels

 With this cage are two cramped squirrels.


SRING

 Ring of Sanctuary

 Created during the golden age between the elves of the Seldarine Hand and the 
 dwarves of Dorn's Deep, it was given to those clerics that were sent into 
 battle against the orc and goblin hordes.  Its power provided sanctuary to 
 the cleric while he was calling forth the power of his faith.

 STATISTICS:

 Special: Casts the Priest spell, Sanctuary x 5

 Usable by:
  Cleric
  Druid


STAF01, STAF03, STAF04

 Quarter Staff

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

 STATISTICS:

 Damage:  1D6
 Damage type:  Crushing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Quarter Staves
 Type:  2-handed
 Not Usable By:


STAF02

 Quarter Staff +1

 The simplest and humblest of staff weapons, the quarterstaff is a length of 
 wood ranging six to nine feet in length.  High quality quarterstaves are made 
 of stout oak and are shod with metal at both ends.  This one is particularly 
 special as it has been imbued with magical properties.

 STATISTICS:

 Damage:  1D6 + 1
 THAC0:  +1
 Damage type:  Crushing
 Weight: 4
 Speed Factor: 3
 Proficiency Type: Quarter Staves
 Type:  2-handed
 Not Usable By:


STAFSUM

 The Summoner's Staff

 A powerful weapon and tool, this staff was created by the powerful archmage 
 Ubath of the Celestial Sign.  Originally of Algarond, Ubath commanded great 
 respect for his skills as a summoner of beasts and elementals.  
 Unfortunately, Ubath's desire for power drove him to extreme lengths.  His 
 conjuring of extremely powerful entities from the lower planes is what 
 eventually did him in.  This staff is his most prominent legacy.  It was left 
 behind, slightly blackened, when he was dragged away to Acheron.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Crushing
 Special:  Allows the user to cast Monster Summoning IV or Invisible Stalker
 Weight:  3
 Speed Factor:  1
 Proficiency Type:  Quarter Staves
 Type:  2-handed
 Not Usable By:
  Mage(Single, Dual, Multi)


STOUT

 Stoutward

 This small shield was created as a gift from the leader of Clan Battlehammer 
 to one of his trusted servants.  The servant, Wurdar Stoutbrew, protected the 
 clan leader's family from being killed and eaten by yeti.  Wurdar wore the
 shield proudly for ten years before he was killed by orcs in the Spine of the 
 World.  His sacrifice allowed a few key members of the Battlehammer clan to 
 escape to safety.

 STATISTICS:

 Armor Class Bonus:  2
 Special:  No  Missile Weapon Protection
 Weight:  4
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


SW1H01

 Bastard Sword

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

 STATISTICS:

 Damage:  2D4
 Damage type:  Slashing
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H02

 Bastard Sword +1

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

 STATISTICS:

 Damage:  2D4 + 1
 THAC0:  +1 bonus
 Damage type:  Slashing
 Weight:  9
 Speed Factor: 7
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H03

 Bastard Sword +1, +3 vs. Shapeshifters:  'Kondar'

 At a first glance, this sword appears much like any other.  In the presence 
 of any shapeshifting creature however, the blade becomes warm as its power 
 stirs.  Its namesake was the original owner of the weapon, and his tale,
 though mostly long forgotten, was wrought with treachery and deceit.  Rumors 
 persist that he paid a fearsome price for this blade, but with it he revealed 
 the true identities of those that sought to betray him.  Their names and 
 crimes however, are long since lost to history.

 STATISTICS:

 Damage:  2D4 +1, +3 vs. Shape Shifters
 THAC0:  +1 bonus
 Damage type:  Slashing
 Weight: 8
 Speed Factor: 7
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW1H04

 Long Sword

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H05

 Long Sword +1

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8 +1
 THAC0:  +1 bonus
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H06

 Long Sword +2:  'Varscona'

 Blades of this type were long used by Sharran priests during the sacrificial
 rites of "Feast of the Moon" ceremonies.  Legends say that, when she passed 
 on, the remains of this sword's wielder were mummified and the blade was 
 placed within her chest as a symbol of power.  In the first stage of a long 
 forgotten ritual, she was to have been exhumed in a season, born again in 
 some new form.  Unfortunately, cult wars killed the few that knew of her 
 existence; her tomb became a prison where she was forgotten, and there she 
 developed a rage that bordered on insanity.  Her grave was eventually found, 
 but it was deserted and gave no indication of her whereabouts.  Some venture 
 to say that her anger was so concentrated, she became one with the very blade 
 of her weapon.  Regardless, after hundreds of years surrounded by constant 
 hate, the sword harvested a power of its own.  It is now exceedingly deadly 
 in combat.

 STATISTICS:

 Damage:  1D8 +2
 Special:  +1 Cold damage
 THAC0:  +2 bonus
 Damage type:  Slashing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H07

 Short Sword

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6
 Damage type:  Piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H08

 Short Sword +1

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6 +1
 THAC0:  +1 bonus
 Damage type:  Piercing
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H09

 Short Sword +2:  'The Whistling Sword'

 Amidst the plains of the Eastern Shaar there lived a small human blacksmith, 
 whose nearly dwarven height did not do his soul justice.  Though a skilled 
 weaponsmith, his true gift was his ability to whistle a heartfelt song that 
 could cause a grown man to cry like a newborn.  Only a reclusive mage shared 
 and enjoyed time with the diminutive man, however, as others could only see 
 his small size as a source of amusement.  Deaf to the smith's song because of 
 their own prejudices, their ridicule slowly grew into cruel torment which 
 eventually persuaded the light-hearted man to leave his home forever.  Before 
 he left he forged this weapon as a gift for his one friend, who also 
 enchanted it during the making.  Thus the blade sweetly whistles to its 
 wielder when unsheathed.  It was not long after that the mage also deserted 
 the small town in disgust, taking the sword with him on his journeys.

 STATISTICS:

 Damage:  1D6 +2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Weight: 2
 Speed Factor: 1
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H10

 Short Sword of Back Stabbing:  'The Shadow's Blade'

 The Shadow's Blade was created to be the perfect assassin's tool.  It is 
 highly sought after by any who settle differences with a blade, and many that 
 possess it do not do so for long.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3 bonus
 Damage type:  Piercing
 Weight: 3
 Speed Factor: 0
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H11

 Flame Blade (spell effect)


SW1H12

 Hull's Long Sword

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H13

 Moonblade

 This potent weapon was created by the smiths of ancient Myth Drannor.  
 Moonblades are used in the long process of selecting a ruler for the isle of 
 Evermeet.  A Moonblade chooses its owner, and in the case of this sword it 
 has chosen the elf, Xan.  Only Xan can use this blade, anyone else who tries
 will find themselves unable to lift the sword.  This particular Moonblade 
 gives resistance to fire and gives its user a bonus to his armor class.

 STATISTICS:

 Damage:  1D8
 Damage type:  Slashing
 Bonus to hit:  3
 Bonus to damage:  3
 Special:
  +1 bonus to Armor Class
  +50% Fire Resistance
 Weight: 4
 Speed Factor: 5
 Proficiency Type:  Small Sword
 Type:  1-handed
 Not Usable By:
  Everyone but Xan


SW1H14, SW1H98

 Short Sword +1

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6 +1
 THAC0:  +1 bonus
 Damage type:  Piercing
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H15

 Scimitar +3, Frostbrand

 The scimitar is closely related to the sabre, a single edged curved sword 
 with protective hilt.  The blade has a greater curve to it and is tapered to 
 an elongated, sharp point.The origins of the scimitar are largely unknown 
 however they have been very popular in the southern region of the Forgotten 
 Realms.  This is the magical scimitar +3, Frostbrand.

 STATISTICS:

 Damage:  1D8 + 3
 THAC0:  +3 bonus
 Damage type:  Slashing
 Weight:  4
 Proficiency type:  Large Swords
 Speed Factor:  2
 Type:  1-handed
 Not usable by:
 Mage
 Cleric


SW1H17

 Perdue's Short Sword

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting.

 STATISTICS:

 Damage:  1D6
 Damage type:  Piercing
 Weight: 3
 Speed Factor: 3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


SW1H99

 Sword of Chaos 
 
 (not usable)


SW1HTEMP

 Sword of Balduran

 (invisible, can't use?)


SW2H01, SW2H01B, SW2H05

 Two Handed Sword

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

 STATISTICS:

 Damage: 1D10
 Damage type: Slashing
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H02

 Two Handed Sword +1

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1 bonus
 Damage type:  Slashing
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H03

 Two Handed Sword +3, "Berserker"

 This is a cursed sword which performs perfectly under every test, save the 
 heat of battle.  Upon entering combat, the wielder will immediately go 
 berserk, killing everything within reach until either calming down or falling 
 unconcious.  A very powerful sword, but one must decide whether or not it is 
 worth the risk.  Even once the battle-fury has ended, this sword can only be 
 removed via an exorcism using a remove curse spell.

 STATISTICS:

 Damage:  1D10 +3
 THAC0:  +3 bonus
 Damage type:  Slashing
 Special:
     Causes the wielder to go berserk
     Can only be removed with a 'remove curse' spell
 Weight: 5
 Speed Factor: 7
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SW2H06

 Spider's Bane

 Spider's Bane was originally forged by the dwarves of the Orothiar tribe in 
 Cloakwood.  They created the blade to help foster good will between them and 
 the Grand Dukes of Baldur's Gate.  Wielded by the Grand Dukes for about a 
 century, the sword was eventually lost, ironically in a fight against 
 ettercaps and spiders.  Who wields the blade is now unknown, but its recovery 
 would aid greatly in fighting the current spider infestation that plagues the 
 Cloakwood.

 STATISTICS:

 Damage:  1D10  +2
 THAC0:  +2 bonus
 Special:  Free Action (while equipped) -  protects the wielder from any 
           magics that effect movement such as hold and web.
 Damage Type:  Slashing
 Weight:  10
 Speed Factor:  8
 Proficiency Type: Great Swords
 Type:  2-handed
 Not usable by:
 Druid
 Cleric
 Mage
 Thief


SW2H99

 Two Handed Sword +3, Berserker (?)

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

 STATISTICS:

 Damage: 1D10
 Damage type: Slashing
 Weight: 15
 Speed Factor: 10
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


SWANARM

 Black Swan Armor

 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
 Weight: 20
 Charisma: +1 bonus
 Resistance Bonuses:
   +10% Fire Resistance
   +10% Cold Resistance
   +10% Electrical Resistance
   +10% Acid Resistance
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


TERIKAN

 Terikan's Phylactery

 This phylactery stores the life force of Terikan, the evil lich that has 
 disturbed the dwarven cemetery in Upper Dorn's Deep.  Most liches create 
 phylacteries to store their life forces, protecting themselves from 
 annihilation should harm come to their physical form.  Merely possessing this 
 item brings an overwhelming sense of dread to the holder.


THISTLE

 Moth Ridden Thistledown

 This used to be a very fine quality, grayish material before the moths began 
 to eat through it. Thistledown is a high prized material from which cloaks of 
 elvenkind are fashioned. It is very light and does not snag easily on
 branches.  Due to its high quality, the elves had very little trouble 
 enchanting it.


TJOURN

 Terikan's Journal

 Evening Nineteen

 This portion of the Deep has been a pleasant surprise, to say the least.  Not 
 only do the ancient dwarven deterrents provide me much seclusion for my work, 
 I have gained the ability to have their spirits become my unwilling servants 
 in knowledge.  Soon I will begin my final transcendence, and my ascended 
 existence within this region will ensure that my power is without challenge.  
 My new minions, unable to ever find their peace as long as my thoughts occupy 
 what is left of their minds.

 Morning Twenty-Three

 A curious experience today.  I finally managed to open the door to Jamoth's 
 tomb, and upon entering I was overcome with fatigue.  At first I felt as 
 though I may have unintentionally sprung a trap, but upon revisiting the tomb 
 later I discounted that possibility.  I felt as though life itself was
 leaving my body, and twisting my coherence.  I will need to investigate this 
 room further in the future, and exercise caution.  I feel as though there may 
 be something within those chambers that would challenge my occupation of 
 these halls.

 Morning Twenty-Six

 I have given up attempting to open the door to Wyrm's Tooth.  I'd hoped to 
 have visited the area to gather some necessities for my rite of passage, but 
 it appears to be impossible to move the door in any way without its key.  I 
 know from my readings of the lore scattered about here that the key was 
 placed in or around the dwarven monument outside of the cemetery, but its 
 hiding place appears to be impossible to find in the forge's current state.
 I'm afraid that without certain resources, the process will render me weaker 
 than I'd originally intended, but I appear to have no choice but to use what 
 I have.


TKEY

 Terikan's Key

 This key is made of a translucent metal and feels extremely cold to the 
 touch.  There is an odd curving towards the end of it that appears to be 
 shaped like a fingerbone.


TONGUE

 The Salamander's Tongue

 A wicked-looking dagger with a dark history, the Salamander's Tongue is 
 prized both for its use as a weapon and its hidden magical powers.  The blade 
 appears to be an exotic looking dagger with a kris-like wavy blade ending in 
 two small points.  A small portion of a slimy, bright red living salamander's 
 tongue is somehow embedded in the heart of the blade, near the grip.  It 
 pulses and writhes randomly without intervention from the owner.

 The exact origins of the blade are unknown, but it is believed that the first 
 owner of the weapon was a respected and feared gnomish thief and assassin 
 from Westgate named Turlam Shallowhill.  Turlam was killed in a fight with a 
 rival, a halfling called Deder Seven Fingers.  Deder kept the weapon as a 
 trophy, not knowing its powers until after it was stolen by an underling, a 
 fellow halfling named Kreshinal Blackhound.  Kreshinal fled to Selgaunt with 
 the dagger for five years, relying on its powers to hide him from divination.  
 Kreshinal lost the dagger in a botched gambling scam, and was killed by 
 Deder's agents within the month.  Deder attempted to reclaim the dagger from 
 the Sembian criminals who had captured it.  He succeeded at routing the 
 thieves and reclaiming his dagger, but he focused so much attention on the 
 blade that he didn't notice that the Sembian criminals had employed a priest
 of Mask to infiltrate and break down his interests in Westgate.  The ensuing 
 war between the Westgate and Selgaunt factions ended when the priest of Mask, 
 Pieter the Feeble, made the two sides so paranoid that they ate themselves 
 away from the inside.  Pieter grabbed the dagger when he had the opportunity 
 and escaped to Hillsfar, confident that the unorganized demihuman supporters 
 of the late Deder Seven Fingers wouldn't follow him to a place so hostile to 
 their kind.

 In yet another scam, Pieter sold the blade to a Mulmaster Hawk while luring 
 other potential buyers to an auction in Hillsfar.  Pieter and his associates 
 murdered the buyers at the fake auction and made off with the cash, hiding 
 under the cover of an Amulet of Non-Detection.  The Mulmaster Hawk who 
 purchased the blade was supposedly killed by priestesses of Umberlee who were 
 angry at the assassin's refusal to pay tribute to the Bitch Queen.  Years of 
 factional fighting between the Umberlants are believed to have transported 
 the blade as much as three thousand miles away from its humble beginnings in 
 Sembia.  The whereabouts of Pieter the Feeble and his goons are currently 
 unknown.

 Damage:  1D4 +3
 THAC0: +3 bonus
 Damage type:  Piercing
 Resistance Bonuses:
   +10% Fire Resistance
   +3 Save vs. Poison
 Special:
   20% of all hits do +1D4 fire damage
   User under the effects of the spell, Non-Detection
 Weight: 1
 Speed Factor: 0
 Proficiency Type: Daggers
 Type:  1-handed
 Not Usable By:
  Cleric


TRNBOLT

 Tranquil Bolt

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

 STATISTICS:

 Damage:  1D8+1
 THAC0:  +1
 Damage type:  Missile (Piercing)
 Special:  Bolts cast Silence on target
 Weight:  0
 Launcher:  Crossbow


TURODAH

 Turodahel

 Crafted in 1021 DR for the warrior Makael the Lean, Turodahel has a bloody 
 military history.  Makael was a mercenary who sold his services to anyone 
 with the right amount of coin.  Shrewd and crafty by reputation, Makael 
 applied his skills and the power of Turodahel carefully for over three 
 decades.  It wasn't until after Makael died of a magical disease that legends 
 about the man started to spring up.  It is believed by modern sages that 
 Makael is likely to have killed over five hundred men with his sword over the 
 years.  It was widely known that Makael was neither especially strong nor 
 tough.  People assumed that it must have been the power of the sword that did 
 his deeds.  Makael's grave was robbed within a few years of his burial.

 For the next few decades, warriors and thieves from all over the Moonsea and 
 Dalelands schemed and murdered to get hold of Makael's legendary sword.  One 
 priest of Bane, curious about the sword's powers, stole Makael's skull for 
 divination.  When questioned about the magical abilities of the weapon, 
 Makael's spirit answered from beyond the grave with one word, "turodahel."  
 The Banite searched through his books for months before he discovered the 
 origins of the word in a Netherese lexicon.  Roughly translated, "turodahel" 
 is a compound noun meaning "the power of discretion."

 STATISTICS:

 Damage:  1D8 +2
 THAC0:  +2
 Damage Type:  Slashing
 Special:  +1 to Intelligence
 Weight:  5
 Speed Factor:  3
 Proficiency Type:  Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


U1HAM2A

 Sanctified War Hammer +1

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

 STATISTICS:

 Damage:  1D4 +2
 THAC0:  +1
 Damage type:  Crushing
 Special: Memorize 1 additional 1st level Priest spell
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Only usable by:
 Cleric (single, dual, & multi-class)


U1HAM3A

 Corrosive Hammer

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

 STATISTICS:

 Damage:  1D4 +3
 THAC0:  +2
 Damage type:  Crushing
 Special: 30% chance +1D4 acid damage
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U1HAM3B

 War Hammer of Sparks +2

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

 STATISTICS:

 Damage:  1D4 +3
 THAC0:  +2
 Damage type:  Crushing
 Special:
   50% chance +1D3 electric damage
   10% chance target is Stunned
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U1HAM4A

 War Hammer +3: Life Giver

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

 STATISTICS:

 Damage:  1D4 +4
 THAC0:  +3
 Damage type:  Crushing
 Special: 20% chance to Heal 1D4 to self
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U1HAM4B

 Sanctified War Hammer +3

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

 STATISTICS:

 Damage:  1D4 +4
 THAC0:  +3
 Damage type:  Crushing
 Special:
   Memorize 2 additional 1st level Priest spells
   Memorize 1 additional 2nd level Priest spell
   Memorize 1 additional 3rd level Priest spell
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Only usable by:
 Cleric (single, dual, & multi-class)


U1HAM5A

 War Hammer of Greater Phasing +3

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

 STATISTICS:

 Damage:  1D4 +4
 THAC0:  +3
 Damage type:  Crushing
 Special:
   15% chance of target being Phased
   25% chance +1D4 cold damage
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U1HAM5B

 War Hammer +4: Defender

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

 STATISTICS:

 Damage:  1D4 +5
 THAC0:  +4
 Damage type:  Crushing
 Armor Class Bonus: 2
 Resistance Bonuses:
   +15% Piercing Resistance
   +15% Slashing Resistance
   +15% Crushing Resistance
   +15% Magic Resistance
   +3 Save vs. Spells
 Weight: 6
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U1HAX1A

 Flawless Battle Axe

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

 STATISTICS:

 Damage:  1D8
 THAC0: +2
 Damage type:  Slashing
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U1HAX2A

 Charged Battle Axe +2

 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
 Damage type:  Slashing
 Special:
   50% chance +1D3 electrical
   15% chance target is Stunned
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U1HAX3A

 Poisonous Battle Axe +2

 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
 Damage type:  Slashing
 Special: 25% chance target is Poisoned
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Good Alignment
  Druid
  Cleric
  Mage
  Thief


U1HAX3B

 Battle Axe +2: Defender

 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
 Damage type:  Slashing
 Armor Class Bonus: 2
 Resistance Bonus: +10% Missile Resistance
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U1HAX4A

 Battle Axe +3: Fatigue

 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+3
 THAC0: +3
 Damage type:  Slashing
 Special: 20% chance target is Slowed
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U1HAX4B

 Benorg's Truth

 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+4 (+1D6 crushing)
 THAC0: +4
 Damage type:  Slashing
 Armor Class Bonus: 1
 Special: 10% chance target is Stunned
 Weight: 7
 Speed Factor: 7
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAM2A

 Massive War Hammer

 Like others of its type, this warhammer is made entirely of steel, with a 
 bone-crushing hammer mounted upon an 18" shaft.

 STATISTICS:

 Damage:  1D4 +3
 THAC0:  -2 penalty
 Damage type:  Crushing
 Weight:  15
 Speed Factor:  4
 Proficiency Type:  Hammer
 Type:  1-handed
 Minimum Strength of 18 required
 Not Usable By:
  Druid
  Mage
  Thief


U2HAM3A

 Sanctified War Hammer +2

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

 STATISTICS:

 Damage:  1D4 +3
 THAC0:  +2
 Damage type:  Crushing
 Special:
   Memorize 2 additional 1st level Priest spells
   Memorize 1 additional 2nd level Priest spell
 Weight:  6
 Speed Factor:  3
 Proficiency Type:  Hammer
 Type:  1-handed
 Only usable by:
 Cleric (single, dual, & multi-class)


U2HAM4A

 Star Forged War Hammer +4

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

 STATISTICS:

 Damage:  1D4 +5
 THAC0:  +4 bonus
 Damage type:  Crushing
 Resistance Bonuses:
   +10% Magical Resistance
   +2 Save vs. Spells
 Weight:  6
 Speed Factor:  4
 Proficiency Type:  Hammer
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U2HAM4B

 War Hammer of Phasing +2

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

 STATISTICS:

 Damage:  1D4 +3
 THAC0:  +2 bonus
 Damage type:  Crushing
 Special:
   10% chance target is infected with Disease
   15% chance +1D4 cold damage
 Weight:  6
 Speed Factor:  3
 Proficiency Type:  Hammer
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


U2HAM5A

 Demon's Breath

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

 STATISTICS:

 Damage:  1D4 +4
 THAC0:  +3 bonus
 Damage type:  Crushing
 Special:
   20% chance to cast the Mage spell, Fireball
   50% chance +2D3 fire
 Resistance Bonus: +50% Fire Resistance
 Weight:  6
 Speed Factor:  3
 Proficiency Type:  Hammer
 Type:  1-handed
 Not Usable By:
  Good Characters
  Druid
  Mage
  Thief


U2HAX1A

 Flawless Two Handed Axe

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

 STATISTICS:

 Damage:  1D10
 THAC0: +2 bonus
 Damage type:  Slashing
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAX2A

 Two Handed Fire Axe +1

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

 STATISTICS:

 Damage:  1D10 +1
 THAC0: +1 bonus
 Damage type:  Slashing
 Special: 50% chance +1D3 fire damage
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAX3A

 Infected Two Handed Axe +2

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

 STATISTICS:

 Damage:  1D10 +2
 THAC0: +2 bonus
 Damage type:  Slashing
 Special: 15% target is infected with Disease
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAX3B

 Two Handed Axe +2: Life Giver

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

 STATISTICS:

 Damage:  1D10 +2
 THAC0: +2 bonus
 Damage type:  Slashing
 Special: 10% chance to heal +2D3 hit points to self
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAX4A

 Two Handed Axe of Greater Phasing +2

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

 STATISTICS:

 Damage:  1D10 +2
 THAC0: +2 bonus
 Damage type:  Slashing
 Special:
   15% chance of target being Phased
   25% chance +1D4 cold damage
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAX4B

 Two Handed Axe of Resistence +3

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

 STATISTICS:

 Damage:  1D10 +3
 THAC0: +3 bonus
 Damage type:  Slashing
 Resistance Bonuses:
   +10% Magic Resistance
   +10% Slashing Resistance
   +10% Piercing Resistance
   +10% Crushing Resistance
   +10% Missile Resistance
   +2 to all saving throws
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


U2HAX5A

 Foe's Fate

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

 STATISTICS:

 Damage:  1D10 +4
 THAC0: +4 bonus
 Damage type:  Slashing
 Special:
   25% chance target goes Berserk
   25% +1D6 electric damage
 Weight:  10
 Speed Factor:  9
 Proficiency Type:  Axe
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UAROW2A

 Hammer Arrows

 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:  1D2 (+1D6 crushing)
 Damage type:  Missile (piercing)
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


UAROW3A

 Confusion Arrows +3

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

 STATISTICS:

 Damage:  1D6 +3
 THAC0: +3
 Damage type:  Missile (piercing)
 Special: 10% chance target becomes Confused
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


UAROW3B

 Hammer Arrow +1

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

 STATISTICS:

 Damage:  1D2 (+1D10 crushing)
 THAC0: -5
 Damage type:  Missile (piercing)
 Special: 10% chance target is Stunned
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


UAROW3C

 Piercing Arrows +1

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

 STATISTICS:

 Damage:  1D6+1 (+4D2 piercing)
 THAC0: +5
 Damage type:  Missile (piercing)
 Special: Targets resistance to piercing reduced by 15% for inflicted damage
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


UAROW4A

 Inferno Arrows +2

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

 STATISTICS:

 Damage:  1D6+2 (+1D10 fire)
 THAC0: +2
 Damage type:  Missile (piercing)
 Weight:  0
 Launcher:  Bow
 Not usable by:
  Cleric
  Druid
  Mage


UBSWD1A

 Fang

 This uniquely made Bastard Sword is imbued with an ever present supply of
 acidic venom.  While not poisonous, the venom will burn upon contact if it 
 contacts directly with flesh.

 STATISTICS:

 Damage:  2D4
 Damage type:  Slashing
 Special: 25% chance +1D3 acid damage
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD2A

 Phasing Bastard Sword +1

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

 STATISTICS:

 Damage:  2D4 +1
 THAC0: +1
 Damage type:  Slashing
 Special: 15% chance of target being Phased
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD2B

 Flaming Bastard Sword +1

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

 STATISTICS:

 Damage:  2D4 +1
 THAC0: +1
 Damage type:  Slashing
 Special: 25% chance +2D3 fire damage
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD3A

 Bastard Sword +2: Life Giver

 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:  2D4 +2
 THAC0: +2
 Damage type:  Slashing
 Special: 5% chance of healing 1D10 hit points to self
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD3B

 Bastard Sword of Action +1

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

 STATISTICS:

 Damage:  2D4 +1
 THAC0: +1
 Damage type:  Slashing
 Special: 1 extra attack per round
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD4A

 Bastard Sword +3 Defender

 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:  2D4 +3
 THAC0: +3
 Damage type:  Slashing
 Armor Class Bonus: 2
 Resistance Bonuses:
   +10% Slashing Resistance
   +10% Piercing Resistance
   +10% Crushing Resistance
   +10% Missile Resistance
   +1 to all saving throws
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD4B

 Bastard Sword of Greater Phasing

 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:  2D4 +3
 THAC0: +3
 Damage type:  Slashing
 Special: 15% chance of target being Phased
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD4C

 Bastard Sword +2: Conflagration

 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:  2D4 +2
 THAC0: +2
 Damage type:  Slashing
 Special: 10% Chance a 5HD Fire Ball is released
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBSWD5A

 Cancerous Bastard Sword +4

 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:  2D4 +4
 THAC0: +4
 Damage type:  Slashing
 Special: 15% chance target is infeceted with Disease
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Good Alignment
  Druid
  Cleric
  Mage
  Thief


UBSWD5B

 Bastard Sword +3: Incinerator

 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:  2D4 +3
 THAC0: +3
 Damage type:  Slashing
 Special:
   50% chance +1D8 fire damage
   10% chance target is Stunned
 Weight: 10
 Speed Factor: 8
 Proficiency Type: Great Swords
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UBULL4A

 Bullets of Fire +2

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

 STATISTICS:

 Damage:  1D4 +2, +2
 Damage type:  Missile
 Special:
  50% Chance of 2D6 fire damage (save vs. spell for none)
 Weight: 0
 Speed Factor:
 Proficiency Type:
 Not Usable By:


UDAGG1A

 Fire Dagger

 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
 THAC0: +2
 Damage type:  Piercing
 Special: 15% chance +1D4 fire damage
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


UDAGG1B

 Phase Dagger

 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
 Damage type:  Piercing
 Special: 15% chance of target being Phased
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


UDAGG2A

 Static Dagger +1

 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 +1
 THAC0: +1
 Damage type:  Piercing
 Special: 50% chance +1D3 electrical damage
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


UDAGG2B

 Mage Dagger +1

 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 +1
 THAC0: +1
 Damage type:  Piercing
 Memorization Bonus: +1 1st Level Mage Spell
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Only usable by:
    Mage (single, dual, & multi-class)


UDAGG3A

 Fire Dagger +2

 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 +2
 THAC0: +2
 Damage type:  Piercing
 Special:  50% chance +1D4 fire damage
 Armor Class Bonus: 1
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


UDAGG3B

 Mage Dagger +2

 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 +2
 THAC0: +2
 Damage type:  Piercing
 Armor Class Bonus: 1
 Memorization Bonus:
    +1 1st Level Mage Spell
    +1 2nd Level Mage Spell
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Only usable by:
    Mage (single, dual, & multi-class)


UDAGG3C

 Life Dagger +2

 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 +2
 THAC0: +2
 Damage type:  Piercing
 Special:
  15% chance to Heal 1D6 hit points to self
  +5 hit points
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


UDAGG4A

 Chaos Dagger +3

 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 +3
 THAC0: +3
 Damage type:  Piercing
 Special: 20% chance target is infected by Disease
 Armor Class Bonus: 1
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Not Usable By:
   Cleric
   Lawful Characters


UDAGG4B

 Mage Dagger +3

 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 +3
 THAC0: +3
 Damage type:  Piercing
 Memorization Bonuses:
    +1 1st Level Mage Spell
    +1 2nd Level Mage Spell
    +1 3rd Level Mage Spell
 Resistance Bonuses:
    +20% to Normal and Magical Fire
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Only usable by:
    Mage (single, dual, & multi-class)


UDAGG5A

 Mage Dagger +4

 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 +2
 THAC0: +2
 Damage type:  Piercing
 Memorization Bonuses:
    +1 1st Level Mage Spell
    +1 2nd Level Mage Spell
    +1 3rd Level Mage Spell
 Resistance Bonuses:
    +3 Save vs. Spells
    +15% Magical Resistance
 Weight: 1
 Speed Factor: 2
 Proficiency Type: Dagger
 Type:  1-handed
 Only usable by:
    Mage (single, dual, & multi-class)


UDART1A

 Hammer Darts

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

 STATISTICS:

 Damage:  1D3
 THAC0: +1
 Damage type:  Missile (piercing)
 Special: 15% chance target is Stunned
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


UDART2A

 Berserker Darts

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

 STATISTICS:

 Damage:  1D3
 THAC0: +2
 Damage type:  Missile (piercing)
 Special: 10% chance of going Beserk
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


UDART3A

 Fire Darts +2

 The dart is a small, easily concealable missile weapon that is thrown rather 
 than fired from a bow or other launcher. Tiny silver runes have been carved 
 into the surface to enhance the performance of these darts.

 STATISTICS:

 Damage:  1D3 +2 (+1D4 fire)
 THAC0: +2
 Damage type:  Missile (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


UDART3B

 Blinding Darts +2

 The dart is a small, easily concealable missile weapon that is thrown rather 
 than fired from a bow or other launcher. Tiny silver runes have been carved 
 into the surface to enhance the performance of these darts.

 STATISTICS:

 Damage:  1D3 +2
 THAC0: +2
 Damage type:  Missile (piercing)
 Special: 25% chance target is Blinded
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


UDART4A

 Static Darts +3

 The dart is a small, easily concealable missile weapon that is thrown rather 
 than fired from a bow or other launcher. Tiny silver runes have been carved 
 into the surface to enhance the performance of these darts.

 STATISTICS:

 Damage:  1D3 +3 (+2D3 electric)
 THAC0: +3
 Damage type:  Missile (piercing)
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


UDART5A

 Inferno Darts +4

 The dart is a small, easily concealable missile weapon that is thrown rather
 than fired from a bow or other launcher. Tiny silver runes have been carved 
 into the surface to enhance the performance of these darts.

 STATISTICS:

 Damage:  1D3 +4
 THAC0: +4
 Damage type:  Missile (piercing)
 Special: 20% chance +2d6 fire damage
 Weight: 0
 Speed Factor: 2
 Proficiency Type: Missile Weapons
 Type:  1-handed
 Not Usable By:
  Cleric


UFLAL2A

 Crooked Flail

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

 STATISTICS:

 Damage:  1D6 +1
 THAC0: +1
 Damage type:  Crushing
 Special: 50% chance +1D4 piercing damage
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UFLAL2B

 Hammer Flail +2

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
 with spikes, or a spiked iron ball. Between the handle and its implement is 
 either a hinge or chain link.  The weapon was originally used as a tool for 
 threshing grain. This flail has been enhanced magically. Runes can be seen 
 glowing on every surface.

 STATISTICS:

 Damage:  1D6 +3
 THAC0: +2
 Damage type:  Crushing
 Special: 15% chance target is Stunned
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UFLAL3A

 Fast Flail +2

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
 with spikes, or a spiked iron ball. Between the handle and its implement is
 either a hinge or chain link.  The weapon was originally used as a tool for 
 threshing grain. This flail has been enhanced magically. Runes can be seen 
 glowing on every surface.

 STATISTICS:

 Damage:  1D6 +3
 THAC0: +2
 Damage type:  Crushing
 Special: 1 bonus attack per round
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UFLAL4A

 Fire Flail +3

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod 
 with spikes, or a spiked iron ball. Between the handle and its implement is 
 either a hinge or chain link.  The weapon was originally used as a tool for 
 threshing grain. This flail has been enhanced magically. Runes can be seen 
 glowing on every surface.

 STATISTICS:

 Damage:  1D6 +4
 THAC0: +3
 Damage type:  Crushing
 Special: 50% chance +2D6 fire damage
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UFLAL5A

 Shocking Flail +4

 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod
 with spikes, or a spiked iron ball. Between the handle and its implement is 
 either a hinge or chain link.  The weapon was originally used as a tool for 
 threshing grain. This flail has been enhanced magically. Runes can be seen 
 glowing on every surface.

 STATISTICS:

 Damage:  1D6 +5
 THAC0: +4
 Damage type:  Crushing
 Armor Class Bonus: 1
 Special:
   50% chance +2D3 electrical damage
   20% chance target is Stunned
 Weight: 15
 Speed Factor: 7
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UHALB1A

 Halberd of Sparks +1

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

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1
 Damage type:  Piercing
 Special: 15% chance +1D10 electric damage
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB2A

 Diseased Halberd +1

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

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1
 Damage type:  Piercing
 Special: 10% target is infected with Disease
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Good Characters
  Druid
  Cleric
  Mage
  Thief


UHALB2B

 Finest Halberd

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

 STATISTICS:

 Damage:  1D10
 THAC0:  +2
 Damage type:  Piercing
 Resistance Bonus: +10% Slashing Resistance
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Good Characters
  Druid
  Cleric
  Mage
  Thief


UHALB2C

 Giant Halberd

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

 STATISTICS:

 Damage:  2D8
 THAC0:  -1
 Armor Class Penalty: 2
 Damage type:  Piercing
 Weight: 21
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Minimum Strength of 18 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB3A

 Halberd +1: Defender

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

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1
 Damage type:  Piercing
 Armor Class Bonus: 1
 Resistance Bonuses:
   +10% Piercing Resistance
   +10% Slashing Resistance
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB3B

 Darig's Rest

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

 STATISTICS:

 Damage: 1D10 +2
 THAC0: +2
 Damage type: Piercing
 Special: +10% chance target will Sleep
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB3C

 Life Halberd +2

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

 STATISTICS:

 Damage: 1D10 +2
 THAC0: +2
 Damage type: Piercing
 Special: 10% chance to heal 1D6 hit points to self
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB4A

 Doom Halberd +3

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

 STATISTICS:

 Damage: 1D10 +3
 THAC0: +3
 Damage type: Piercing
 Special:
   50% chance +2D3 fire damage
   15% chance target is Stunned
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB4B

 Star Forged Halberd +3

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

 STATISTICS:

 Damage: 1D10 +3
 THAC0: +3
 Damage type: Piercing
 Dexterity: +1 bonus
 Special: 15% chance target is Stunned
 Resistance Bonuses
   +5% Slashing Resistance
   +5% Piercing Resistance
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHALB5A

 Great Halberd +4

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

 STATISTICS:

 Damage: 1D10 +4
 THAC0: +4
 Damage type: Piercing
 Special: 50% chance +2D3 acid damage
 Resistance Bonus: +10% Magic Resistance
 Weight: 14
 Speed Factor: 8
 Proficiency Type: Halberds
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHXBW2A

 Finest Heavy Crossbow

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

 STATISTICS:

 Damage:  +2 (missile)
 THAC0: +4 bonus
 Weight: 14
 Speed Factor: 10
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHXBW3A

 Heavy Crossbow of Defense

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage:  +4 (missile)
 THAC0:  +4 bonus
 Armor Class Bonus: 1
 Resistance Bonus: +10% Missile Resistance
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHXBW3B

 Heavy Crossbow of Speed

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage:  +4 (missile)
 THAC0:  +4 bonus
 Special: 2 attacks per round
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHXBW4A

 Reinforced Heavy Crossbow

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage:  +7 (missile)
 THAC0:  +4 bonus
 Special: 2 attacks per round
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Crossbows
 Type:  2-handed
 Minimum Strength of 18 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UHXBW5A

 Repeating Heavy Crossbow

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage:  +5 (missile)
 THAC0:  +5 bonus
 Special: 3 attacks per round
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW1A

 Huge Long Bow

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

 STATISTICS:

 Damage:  +3 (missile)
 Armor Class Penalty: 1
 Weight: 3
 Speed Factor: 7
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 18 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW2A

 Long Bow +1: Protector

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

 STATISTICS:

 Damage:  +1 (missile)
 THAC0: +2
 Armor Class Bonus: 1
 Weight: 3
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW2B

 Long Bow +2: Defender

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

 STATISTICS:

 Damage:  +2 (missile)
 THAC0: +3
 Armor Class Bonus: 2
 Resistance Bonus: +2 Save vs Spells
 Weight: 3
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW3A

 Long Bow +2: Protector
 
 The long bow is similar to the short bow, except that the staff is about as 
 high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is
 slightly slower then the short bow, it has more range and is more accurate.  
 This one has been enhanced with magical properties, giving it an air of 
 perfection.

 STATISTICS:

 Damage:  +2 (missile)
 THAC0: +3
 Resistance Bonuses:
   +15% Missile Resistance
   +5% Magic Resistance
 Weight: 3
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW3C

 Long Bow of Action +2

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

 STATISTICS:

 Damage:  +2 (missile)
 THAC0: +3
 Dexterity: +1 bonus
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW4A

 Long Bow +3: Repeater

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

 STATISTICS:

 Damage:  +3 (missile)
 THAC0: +4
 Special: 3 attacks per round
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW4B

 Long Bow +3: Defender

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

 STATISTICS:

 Damage:  +3 (missile)
 THAC0: +4
 Armor Class Bonus: 1
 Resistance Bonuses:
   +3 Save vs Spells
   +15% Missile Resistance
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULBOW5A

 Long Bow +4: Hammer

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

 STATISTICS:

 Damage:  +4 (missile)
 THAC0: +5
 Armor Class Bonus: 1
 Special: 4 attacks per round
 Speed Factor: 6
 Proficiency Type: Bow
 Type:  2-handed
 Minimum Dexterity of 17 required
 Minimum Strength of 12 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULSWD1A

 Finest Long Sword

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting.

 STATISTICS:

 Damage:  1D8
 THAC0: +2
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 5
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD2A

 Fine Long Sword +1

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +1
 THAC0:  +2 bonus
 Damage type:  Slashing
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD2B

 Spiked Long Sword +1

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +1
 THAC0:  +1 bonus
 Damage type:  Slashing
 Special: 25% chance +2D6 piercing damage
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD3A

 Flaming Long Sword +2

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +2 (+1D3 fire)
 THAC0:  +2 bonus
 Damage type:  Slashing
 Bonus Resistance: +10% Fire Resistance
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD3B

 Long Sword of Confusion +2

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +2
 THAC0:  +2 bonus
 Damage type:  Slashing
 Special: 25% chance target becomes Confused
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD3C

 Life's Gift

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +2
 THAC0:  +2 bonus
 Damage type:  Slashing
 Special: 15% chance to heal +1D3 hit points to self
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD3D

 Long Sword of Action +2

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +2
 THAC0:  +2 bonus
 Damage type:  Slashing
 Dexterity: +1 bonus
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD4A

 Hold Fast

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +3
 THAC0:  +3 bonus
 Damage type:  Slashing
 Armor Class: +1 bonus
 Special: 15% chance of casting Hold Person
 Resistance Bonus: +15% Slashing Resistance
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD4B

 Long Sword +3: Enforcer

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +3
 THAC0:  +3 bonus
 Damage type:  Slashing
 Resistance Bonus: +5% Magic Resistance
 Special:
   Memorize 1 additional 1st level Mage spell
   Memorize 1 additional 2nd level Mage spell
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Only Usable By:
  Fighter/Mage


ULSWD5A

 Long Sword of Action +4

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +4
 THAC0:  +4 bonus
 Damage type:  Slashing
 Armor Class Bonus: 1
 Resistance Bonus: +15% Slashing Resistance
 Special: +1 bonus attack per round
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ULSWD5B

 Bhaal's Fire

 These swords are usually referred to as doubled-edged swords, war swords, or 
 military swords.  In many cases, the long sword has a single-edged blade. 
 There is no single version of the long sword; the design and length vary from 
 culture to culture, and may vary within the same culture depending on the 
 era.  Among the most common characteristics of all long swords is their 
 length, which ranges from 35 inches to 47 inches.  In the latter case, the 
 blade is known to take up 40 inches of the total length.  Most long swords 
 have a double-edged blade and a sharp point at the tip.  Despite the tip, the 
 long sword is designed for slashing, not thrusting. The blade of this sword 
 is covered with all sorts of arcane symbols.

 STATISTICS:

 Damage:  1D8 +3 (2D4 fire)
 THAC0:  +3 bonus
 Damage type:  Slashing
 Special: 15% chance target is Stunned
 Weight: 4
 Speed Factor: 4
 Proficiency Type: Large Sword
 Type:  1-handed
 Not Usable By:
  Good Characters
  Druid
  Cleric
  Mage


ULXBW2A

 Finest Light Crossbow

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

 STATISTICS:

 THAC0: +4 bonus
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULXBW3A

 Light Crossbow of Defense

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage: +2 (missile)
 THAC0: +4 bonus
 Armor Class Bonus: 1
 Resistance Bonus: +10% Missile Resistance
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULXBW3B

 Light Crossbow of Speed

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage: +2 (missile)
 THAC0: +4
 Special: 2 attacks per round
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ULXBW5A

 Repeating Light Crossbow

 A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
 called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
 a quarrel (also called a bolt). A slight blue glow can be seen emanating from 
 the crossbar.

 STATISTICS:

 Damage: +3 (missile)
 THAC0: +5
 Special: 3 attacks per round
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UMHULK

 Umber Hulk Plate

 The hard plates that protect umber hulks are reasonably easy to craft into 
 humanoid armor.  This dark suit of armor was fashioned into plate mail by 
 duergar smiths.  The dark dwarves, skilled in handling umber hulk 
 exoskeletons, cured and reinforced the armor.

 Armor Class: 2
 Special:  +1 vs. Slashing Weapons
 Weight: 40
 Not Usable By:
  Bard
  Mage
  Thief


UMSTR2A

 Morning Star of Confusion +1

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

 STATISTICS:

 Damage:  2D4 +1
 THAC0:  +1
 Damage type:  Crushing
 Special: 10% chance target becomes Confused
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UMSTR2B

 Lesser Static Star +1

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

 STATISTICS:

 Damage:  2D4 +1
 THAC0:  +1
 Damage type:  Crushing
 Special:
    50% chance +1D3 electrical damage
    10% chance target is Stunned
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UMSTR3A

 Morning Star +2: Hammer

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

 STATISTICS:

 Damage:  2D4 +2
 THAC0:  +2
 Damage type:  Crushing
 Special: 20% chance target is Stunned
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UMSTR3B

 Sanctified Morning Star +3

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

 STATISTICS:

 Damage:  2D4 +3
 THAC0:  +3
 Damage type:  Crushing
 Special: Memorize 2 additional 1st level Priest spells
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Only Usable By:
  Cleric (single, dual, & multi-class)


UMSTR3C

 Morning Star of Lesser Phasing

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

 STATISTICS:

 Damage:  2D4 +2
 THAC0:  +2
 Damage type:  Crushing
 Special:
   15% chance of target being Phased
   25% chance of +1d3 cold damage
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UMSTR4A

 Morning Star of the Gods

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

 STATISTICS:

 Damage:  2D4 +3
 THAC0:  +3
 Damage type:  Crushing
 Armor Class Bonus: 1
 Wisdom: +1 bonus
 Memorize 2 additional 1st level Priest spells
 Memorize 1 additional 2nd level Priest spell
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Only Usable By:
  Cleric (single, dual, & multi-class)


UMSTR4B

 Static Star +3

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

 STATISTICS:

 Damage:  2D4 +3
 THAC0:  +3
 Damage type:  Crushing
 Special:
   15% chance target is Slowed
   25% chance +2d3 electrical damage
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UMSTR5A

 Morning Star of Action +4

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

 STATISTICS:

 Damage:  2D4 +4
 THAC0:  +4
 Damage type:  Crushing
 Special:
   15% chance target is Stunned
   1 additional attack per round
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


UMSTR5B

 Morning Star +4: Defender

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

 STATISTICS:

 Damage:  2D4 +4
 THAC0:  +4
 Damage type:  Crushing
 Armor Class Bonus: 2
 Resistance Bonuses:
   +15% Magic Resistance
   +20% Slashing Resistance
   +20% Piercing Resistance
 Weight: 10
 Speed Factor: 6
 Proficiency Type: Mace
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


URING1A

 Ring of the Warrior

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 THAC0: +1


URING1B

 Ring of Lesser Resistence

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Resistance Bonus: +2 Save vs. Spells


URING2A

 Greater Ring of the Warrior

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 THAC0: +1
 Armor Class Bonus: 1


URING2B

 Ring of Missile Deflection

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Resistance Bonus: +10% Missile Resistance


URING3A

 Ring of Resistence

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Resistance Bonuses:
  +10% Missile Resistance
  +10% Fire Resistance


URING3B

 Ring of Strength

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Strength: +1 bonus
 Dexterity: -1 penalty


URING3C

 Ring of Intelligence

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Intelligence: +1 bonus
 Constitution: -1 penalty


URING4A

 Ring of Reckless Action

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Armor Class Penalty: 2
 Special: 1 additional attack per round


URING4B

 Ring of the Protector +2

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Armor Class Bonus: 2
 Resistance Bonus: +10% Magic Resistance


URING4C

 Ring of Aura Transfusion

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Special: Increased Regeneration
 Resistance Penalties:
  -5% Magic Resistance
  -2 Save vs Spells
 Only Usable By:
 Mage (single, dual, & multi-class)


URING5A

 Ring of Greater Resistence

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Armor Class Bonus: 2
 Resistance Bonuses:
  +25% Crushing Resistance
  +3 Save vs. Spells


URING5B

 Ring of the Warrior Thief

 A ring is a small band of precious metal that is used as jewelry.  Some rare 
 rings have had enchantments placed upon them that confer various magical 
 abilities.  These rings are highly sought after, especially by those of the 
 adventuring profession. For no apparent reason, this ring feels warm to the 
 touch.

 STATISTICS:

 Strength: +1 bonus
 Special: 1 additional attack per round
 Only Usable By:
 Thief (single, dual, & multi-class)


UROBE1A

 Robe of Enfusing

 Since the age of Netheril, mages have learned to bestow a wide variety of 
 magical properties upon the everyday objects that surround them. A favorite 
 item of such enchantment is the common robe. It is lightweight, affordable, 
 and holds its enchantment well, thereby making it ideal equipment for a mage. 
 Due to their magical heritage, however, only single-, dual-, and multi-class 
 mages may wear these enchanted robes.

 STATISTICS:

 Armor Class Bonus: 2
 Resistance Bonus: +5% Magical Resistance
 Lore Bonus: +5
 Special: Memorize +1 additional 1st Level Mage Spell
 Weight:  4
 Only usable by:
 Mage (single, dual, & multi-class)


USHLD2A

 Reinforced Large Shield +1

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

 STATISTICS:

 Armor Class Bonus: 2
 Special:  +1 AC vs. Missile Weapons
 Resistance Bonus: +10% Slashing Resistance
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


USHLD2B

 Large Shield +1 of Missile Detection

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

 STATISTICS:

 Armor Class Bonus: 2
 Special:  +1 AC vs. Missile Weapons
 Resistance Bonus: +10% Slashing Resistance
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


USHLD3A

 Reinforced Large Shield +2

 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: 3
 Special: +1 AC vs. Missile Weapons
 Resistance Bonuses:
   +15% Fire Resistance
   +15% Crushing Resistance
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


USHLD3B

 Great Shield +3

 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


USHLD4A

 Large Shield of Strength +1

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

 STATISTICS:

 Armor Class Bonus: 2
 Strength: +1 bonus
 Special: +1 AC vs. Missile Weapons
 Resistance Bonus:
   +10% Slashing Resistance
   +10% Piercing Resistance
 Weight: 12
 Not Usable By:
  Bard
  Druid
  Mage
  Thief


USLTR01

 Studded Leather +1: Shadowed

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 6
 Special: +15% Stealth Skill
 Resistance Bonus: +5% Magic Resistance
 Weight: 15
 Only usable by:
  Thief
  Ranger


USLTR2A

 Reinforced Leather +1

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 6
 Resistance Bonus: +35% Crushing Resistance
 Weight: 15
 Not Usable By:
  Mage


USLTR3A

 Studded Leather +2: Shadowed

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 5
 Special: +20% Stealth Skill
 Resistance Bonuses:
   +15% Piercing Resistance
   +15% Slashing Resistance
 Weight: 15
 Only usable by:
  Thief
  Ranger


USLTR4A

 Studded Leather of Resistence +3

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 4
 Resistance Bonuses:
   +15% Piercing Resistance
   +15% Slashing Resistance
   +15% Fire Resistance
   +15% Electrical Reisistance
   +2 Save vs. Spells
 Weight: 15
 Not Usable By:
  Mage


USLTR5A

 Studded Leather +4: Shadowed

 Studded leather armor has little in common with normal leather armor.  While 
 leather armor is a hardened shell, studded leather armor is soft and supple 
 with hundreds of metal rivets affixed.  The rivets are so close together that 
 they form a flexible coating of hard metal that turns aside slashing and 
 cutting attacks.  The soft leather backing is little more than a means of 
 securing the rivets in place.

 STATISTICS:

 Armor Class: 3
 Special: +30% Stealth Skill
 Resistance Bonus:
   +20% Piercing Resistance
   +20% Slashing Resistance
   +20% Fire Resistance
   +20% Electrical Resistance
 Weight: 15
 Only usable by:
  Thief
  Ranger


USPOT1A

 Potion of Action Transference

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

 STATISTICS:

 Permanent +1 Charisma
 Permanent -1 Dexterity


USPOT2A

 Potion of Resistence

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

 STATISTICS:

 Permanent +5% Crushing Resistance


USPOT2B

 Potion of Greater Resistence

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

 STATISTICS:

 Permanent +5% Slashing Resistance
 Permanent +5% Piercing Resistance


USPOT3A

 Potion of Magical Resistence

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

 STATISTICS:

 Permanent +5% Magic Resistance


USPOT3B

 Potion of Constitution

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

 STATISTICS:

 Permanent +1 Constitution


USPOT3C

 Potion of Strength Transference

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

 STATISTICS:

 Permanent +1 Dexterity
 Permanent -1 Strength


USPOT4A

 Potion of Arcane Absorbtion

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

 STATISTICS:

 Permanent +10% Magic Resistance


USPOT4B

 Potion of Life Transference

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

 STATISTICS:

 Permanent +1 Strength
 Permanent -1 Constitution


USPOT4C

 Potion of Aura Enhancement

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

 STATISTICS:

 Permanent +1 Intelligence
 Permanent +5% Magic Resistance


USPOT5A

 Potion of Dissipation

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

 STATISTICS:

 Permanent +15% Magic Resistance


USPOT5B

 Potion of Holy Transference

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

 STATISTICS:

 Permanent +2 Wisdom
 Permanent -1 Dexterity


USSWD2A

 Flaming Short Sword +1

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +1
 THAC0:  +1 bonus
 Damage type:  Piercing
 Special 50% chance +1D3 fire damage
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD2B

 Short Sword of Lesser Phasing

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +1 (+1D2 cold)
 THAC0:  +1 bonus
 Damage type:  Piercing
 Special: 10% chance of target being Phased
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD3A

 Sloth

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Special: 10% chance  target is Slowed
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD3B

 Some God's Lesser Promise

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Special: 5% chance to heal +1D6 hit points to self
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD3C

 Short Sword of Action +2

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +2
 THAC0:  +2 bonus
 Damage type:  Piercing
 Dexterity: +1 bonus
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD4A

 Short Sword of Shadows +3

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3 bonus
 Damage type:  Piercing
 Armor Class Bonus: 2
 Special: +15% to Stealth Skill
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Only usable by:
 Thief (single, dual, & multi-class)


USSWD4B

 Static Short Sword +3

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +3 (+1D4 electric)
 THAC0:  +3 bonus
 Damage type:  Piercing
 Armor Class: +1 bonus
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD5A

 Short Sword of Health +4

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not 
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +4
 THAC0:  +4 bonus
 Damage type:  Piercing
 Special: 15% chance to heal +1D6 hit points to self
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


USSWD5B

 Short Sword +4: Hammer

 The short sword is the first type of sword to come into existence.  In the 
 simplest of terms, a short sword can be considered a dagger with a blade so 
 long that it can no longer be called a dagger.  The term short sword does not
 exist in sword classifications.  However, it has come to be used to describe 
 a double-edged blade about two feet in length.  The sword tip is usually 
 pointed, ideal for thrusting. Inscriptions of power can be seen etched on the 
 surface of the blade.

 STATISTICS:

 Damage:  1D6 +4 (1D3 crushing)
 THAC0:  +4 bonus
 Damage type:  Piercing
 Special: 20% chance target is Stunned
 Speed Factor: 2
 Weight:  3
 Proficiency Type: Small Sword
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


UTSWD1A

 Flawless Two Handed Sword

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

 STATISTICS:

 Damage:  1D10
 THAC0:  +2 bonus
 Damage type:  Slashing
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD2A

 Giant Two Handed Sword

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +4
 THAC0:  -1 penalty
 Damage type:  Slashing
 Armor Class Penalty: 1
 Weight: 18
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Minimum Strength of 18 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD2B

 Two Handed Sword +1: Hammering

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1 bonus
 Damage type:  Slashing
 Special: 20% chance target is Stunned
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD2C

 Two Handed Sword of Resistence +1

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +1
 THAC0:  +1 bonus
 Damage type:  Slashing
 Resistance Bonuses:
   +5% Magic Resistance
   +1 Save vs Spells
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD3A

 Two Handed Sword +2: Hammering

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +2
 THAC0:  +2 bonus
 Damage type:  Slashing
 Special: 20% chance target is Stunned
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Minimum Strength of 18 required
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD3B

 Two Handed Sword +2: Defender

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +2
 THAC0:  +2 bonus
 Damage type:  Slashing
 Armor Class Bonus: 1
 Resistance Bonus: +10% Slashing Resistance
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD4A

 Two Handed Sword +4: Backbiter

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +4 (+1D6 piercing)
 THAC0:  +4 bonus
 Damage type:  Slashing
 Special: 25% chance user takes +1D4 piercing damage
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD4B

 Two Handed Sword +3: Bane

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +3
 THAC0:  +3 bonus
 Damage type:  Slashing
 Special: 25% chance target is infected with Disease
 Resistance Bonus: +10% Magic Resistance
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Good Characters
  Druid
  Cleric
  Mage
  Thief


UTSWD5A

 Static Two Handed Sword +4

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be 
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +4
 THAC0:  +4 bonus
 Damage type:  Slashing
 Special:
   50% chance +2D3 electrical damage
   25% chance target is Stunned
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


UTSWD5B

 Two Handed Sword +4: Life Giver

 The two-handed sword is a derivative of the long sword.  Weaponsmiths have 
 always looked for ways to improve existing weapons.  In an effort to improve 
 the long sword, the blade was lengthened.  Eventually, the handle had to be
 extended and two hands became necessary to properly swing the sword.  The 
 primary function of two-handed swords is cleaving mounted knights and 
 breaking up pike formations.  This one is particularly good at its job as it 
 has been enchanted with a few magical properties.

 STATISTICS:

 Damage:  1D10 +4
 THAC0  +4 bonus
 Damage type:  Slashing
 Special:
   Increased Regeneration rate
   5% chance to heal 1D20 hit points to self
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


VALIANT

 Valiant

 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:  +2
 Special:  Extra Attack Per Round
 Damage type:  Slashing
 Weight:  4
 Proficiency type:  Large Swords
 Speed Factor:  0
 Type:  1-handed
 Not usable by:
   Mage
   Cleric


VIOLIN

 Viol of the Hollow Men

 This instrument is also known as "Tallow's Violin," but that moniker is 
 rarely spoken among musicians, as mentioning the name of Nikolai Tallow is 
 considered bad luck.  Nikolai was born in The Vast, near High Haspur, the son 
 of a chandler.  Because of the intermittent traffic through the region, 
 Nikolai was introduced to many different cultures.  One of the travelers he 
 met was an elven musician named Relev Thinriver.  Relev introduced Nikolai to 
 the violin and taught him for several years as he wandered through the area.  
 Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a 
 keen mind, and a passion for all things in the world.  Relev also recognized 
 that Nikolai was exceedingly proud and arrogant.  In spite of Nikolai's 
 shortcomings, Relev taught him everything he knew.

 After Relev was killed by a band of orcs, Nikolai began to practice on his 
 own throughout the Vast.  Despite his travels, he always returned to the 
 isolate peaks of his mountain birthplace.  He became famed throughout the
 Vast, the southern Moonsea and Sembia for his incredible talent and 
 passionate performances.  Eventually, news of the proud young virtuoso spread 
 to the ears of a nearby thug from Calaunt named Tremble Ghon.  When Tremble 
 and his gang traveled through the Elvenblood Pass, they stopped at the Elf in 
 Armor Inn and demanded a performance from Nikolai, who happened to be present 
 and eating dinner with his father at the time.

 Nikolai refused to perform for Tremble and his men.  He called them stinking 
 oafs and attempted to leave with dignity.  Tremble assaulted Nikolai's pride 
 by claiming that Nikolai was afraid of performing because he'd be heckled out 
 of the inn for his incompetence.  Nikolai shot back that his skill with the 
 violin was so great that he could raise the dead from their graves.  
 Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's 
 father and stabbed him in the heart.  When a number of other villagers 
 attempted to intervene, they were also killed by the bandits.

 Tremble defiantly stood over Nikolai's dead father and said, "Where's your 
 big mouth now, fiddle player?"  Without a word, Nikolai pulled his violin and 
 bow out from underneath his arms and began to play a melody that none of the 
 residents of High Haspur had ever heard before, and no one in Faerun would 
 ever hear again.  Nikolai played with unbridled passion and fervor.  
 Onlookers later remarked that he appeared to be a madman, thrashing about in 
 ways that people didn't think were possible.  At the climax of his frenzied 
 piece, Tremble and his gang watched in horror as the souls of the men and 
 women they had just killed rose from their corpses and dove, shrieking, at 
 their murderers.  The bandits died horrible deaths, chilled by the shadows of 
 their victims.  Nikolai himself continued playing, dancing through the 
 streets and back pastures of his alpine home until every man, woman, child, 
 and beast ever buried in the region rose from its resting place and milled 
 about until Nikolai and his music disappeared into a far off valley, shrouded 
 in a mysterious fog that vanished as quickly as it had appeared.

 Legends say that on misty nights, the ghost of Nikolai Tallow returns to his 
 homeland, playing a phantom violin with a host of dancing dead trailing 
 behind him in the moonlight.

 STATISTICS:

 Summons 1D4 Shadows to attack a target, once per day.

 Only Usable By:
   Bard


VOICEBN

 The Voice's Bones

 These are the mortal remains of the Tormish paladin who became the Voice of 
 Durdel Anatha.


WAND02

 Wand of Fear

 A Wand of Fear strikes terror into the heart of any creature within its 
 target area. This panic is not universal, however, as the stout of heart have 
 been known to resist its magic. Like all wands, the Wand of Fear can only be 
 used a limited number of times before it is destroyed.

 STATISTICS:

 Special:  Cause enemies to run in fear unless they save vs. spells
 Range:  100 ft
 Area:  20 ft radius
 Duration:  15 rounds
 Not usable by:
 Fighter
 Thief


WAND03

 Wand of Magic Missiles

 When activated, the wand will eject a missile of magical energy that darts 
 forth and unerringly strike its target. This includes enemy creatures in a 
 melee. The target creature must be seen or otherwise detected to be hit, 
 however, so near-total concealment, such as that offered by arrow slits, can 
 render the spell ineffective.  Against a creature, the missile will inflict 
 1d4+1 points of damage.

 STATISTICS:

 Special:  1 magic missile will strike target
 Damage:  1D4 +1
 Range: 100 ft
 Area:  1 creature
 Not usable by:


WAND04

 Wand of Paralyzation

 When used, this wand shoots forth a thin ray of bluish color to a maximum 
 range of 60'.  When a creature is touched by the ray, it must roll a save vs. 
 wands in order to avoid being stunned for 10 rounds.

 STATISTICS:

 Effect:  Stun target unless save vs. wands with -4 penalty
 Range:  100 ft
 Area:  1 creature
 Duration:  10 rounds
 Not usable by:
 Fighter
 Druid
 Cleric
 Thief


WAND05

 Wand of Fire

 The wand will cough forth a huge, burning ball of fire that streaks out to 
 the desired range (to a maximum of 120') and bursts in a fiery, violent 
 blast, just like the fireball spell.  The fireball inflicts 6d6 points of 
 damage, but all 1s rolled are counted as 2s.  The victim(s) may make a save 
 vs. wands in order to take only half damage.  The second ability of the wand 
 is akin to the spell 'Agannazar's Scorcher' in that a column of flame will 
 streak towards the victim inflicting 6D6 +6 damage, with a save vs. wands for 
 half.

 STATISTICS:

 Ability  1:
 Effect:  shoots out a Fireball
 Damage:  6D6 (save vs. wands for half)
 Range:  90 ft
 Area 30 ft radius

 Ability  2:
 Effect:  Agannazar's scorcher
 Damage:  6D6 +6 (save vs. wands for half)
 Range:  90 ft
 Area:  1 creature

 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND06

 Wand of Frost

 White crystalline motes spray forth from the wand in a column towards the 
 victim striking square in the chest with numbing force.  The temperature 
 inside the column is deadly, and damage is 8d6 (treating all 1s rolled as 
 2s), with a save vs. wands for half.

 STATISTICS:

 Effect:  Column of Ice
 Damage:  8D6 (save vs. wands for half)
 Range:  100
 Area:  1 creature
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND07, WANDFAK, WANDREA

 Wand of Lightning

 The possessor of the wand can discharge a bolt of lightning.  As it passes 
 through a creature, it does 6d6 points of damage (treating 1s rolled as 2s), 
 with a save vs. wand for half damage.  The bolt will continue through the 
 target and proceed  to 'rebound' until expended.

 STATISTICS:

 Effect:  Lightning bolt
 Damage:  6D6 (save vs. wands for half)
 Range:  100ft
 Area:  Path of bolt
 Not usable by:
 Fighter
 Cleric
 Druid
 Thief


WAND08

 Wand of Sleep

 This wand will emit a gold beam of energy at its targets up to a maximum 
 range of 60', effecting a 40' cube.  If the target creatures fails their save 
 vs. wands, they will fall into a deep, comatose sleep for 5 turns.

 STATISTICS:

 Effect:  Sleep unless victim saves vs. wands
 Range:  90 ft
 Area: 20 ft radius
 Duration:  2 turns
 Not usable by:


WAND10

 Wand of Monster Summoning

 This wand will summon 12 HD of  monsters, which appear within the area of 
 effect and attack the user's enemies. They remain until the spell duration 
 expires, or the monsters are slain. These creatures vanish when slain. If no 
 opponent exists to fight and the wizard can communicate with them, the 
 summoned monsters can perform other services for the summoning wizard.

 STATISTICS:

 Effect:  Summon 12 HD of monsters
 Range:  20 ft
 Duration:  2 turns
 Not usable by:
  Fighter
  Cleric
  Druid
  Thief


WAND11

 Wand of the Heavens

 This wand will cause a pillar of flame to shoot out of the sky and strike the 
 target of the invoker.  The flames will do 6D8 damage to the target (with 1s 
 taken as 2s), unless the target makes a save vs. wands in which case it will 
 take half.  The wand only has a certain amount of charges and will be 
 destroyed when they are used.

 STATISTICS:

 Effect:  Flamestrike
 Damage:  6D8 (save vs. wands for half)
 Range:  120 ft
 Area:  1 creature
 Not usable by:
 Fighter
 Mage
 Bard
 Thief


WAND12

 Wand of Magic Missiles

 When activated, the wand will eject a missile of magical energy that darts 
 forth and unerringly strike its target. This includes enemy creatures in a
 melee. The target creature must be seen or otherwise detected to be hit, 
 however, so near-total concealment, such as that offered by arrow slits, can 
 render the spell ineffective.  Against a creature, the missile will inflict 
 1d4+1 points of damage.

 STATISTICS:

 Special:  1 magic missile will strike target
 Damage:  1D4 +1
 Range: 100 ft
 Area:  1 creature
 Not usable by:


WANDARM

 Wand of Armory

 Often confused with another wand of the same name, the Wand of Armory is used 
 to cast protective spells on the user.  Unfortunately for the creator of this 
 Wand of Armory, trolls are persistent creatures.

 STATISTICS:

 This wand can be used to cast Shield or Ghost Armor on the user.
 Not Usable By:
  Fighter
  Druid
  Cleric
  Thief


WANDCOR

 Wand of Corrosion

 A trio of wizards worked on this wand using a number of material components
 they had available to them and more that were relatively easy to acquire.  
 Otterly the Rotund, Mabdek of the Seventh Star, and Yrgon the Moron only 
 crafted the wand so they could sell it.  Their long-term goal was the 
 construction of a vast magical research facility based on the designs of the 
 Naturalist Guild in Myth Drannor.  Their wand was a greater success than 
 their research facility.

 STATISTICS:

 The user of this wand has the choice of casting Death Fog or Acid Storm.


WANDFRE

 Wand of Freezing Death

 This deadly wand was crafted by the wizard Hegthen to protect him from his 
 rival's fire-using minions.  Hegthen made frequent use of the wand during his 
 protracted war with his enemy.  After ten years of hounding, Hegthen decided 
 to take the battle to his rival, defeating him in one of the most spectacular 
 magical duels ever seen in Suzail's history.  As his terms of victory, 
 Hethgen demanded that his enemy's name be magically snuffed out of the memory 
 of all who knew him.  His enemy accepted, and later went on to become the 
 Cloaked Flame, a dangerous terrorist, killed by Cormyrean Purple Dragons and 
 War Wizards in 1212 DR.

 STATISTICS:

 The user of this wand has the choice of casting Snilloc's Snowball Swarm, 
 Icelance, and Ice Storm.


WANDMIS

 Pemby's Wand of Many Missiles

 Merry by reputation and promiscuous by nature, the half-elven enchantress
 Pemby Cloudsilk created a great number of wands and staves in her time on 
 Faerun.  Pemby kept this wand for herself for personal protection.  When she 
 was killed by a jealous lover in 1103 DR, she left the wand to one of her 
 many other suitors, the thief Tamlock of Waterdeep.  Tamlock avenged Pemby's 
 death several years later when he killed her murderer with an imperceptibly 
 poisoned blade in a duel.

 STATISTICS:

 This wand casts Magic Missile at a target of the user's choice.


WANDTRP

 Wand of Trap Detection

 This wand was once in the possession of the half-elven rogue mage Illep the 
 Watchful.  Illep, a native of Myth Drannor, used the slender ebon wand to 
 locate the snares and springblades he often encountered during numerous 
 burglaries.  Illep was well liked by most people, but a human warrior named 
 Brammel took offense to Illep's foppish manner in a tavern one night.  
 Despite Illep's skill with daggers, the lithe rogue could do little to 
 recover from the axe wound to the upper chest and neck that Brammel dealt 
 him.  Brammel was arrested by town guards and the wand was to be returned to 
 Illep's family in Myth Drannor.  The small caravan transporting the wand was 
 sacked by human bandits and disappeared from history.

 STATISTICS:

 This wand can be used to cast Find Traps for the wielder.

 Not usable by:
  Fighter
  Druid
  Cleric
  Thief


WATCHER

 Robe of the Watcher

 Made for a dark elf wizard from Rilauven, the Robe of the Watcher is 
 recognized among drow as a sign of great power.  It is traditionally worn by 
 the most talented practitioner of divination magic in Rilauven's academy of 
 sorcery.  Malavon was awarded the robe when he was still in good graces with 
 his city.

 STATISTICS:

 Armor Class:  3
 Magic Resistance:  +10% bonus
 Saving Throw:  +2 vs. Spell
 Special:
   Non-Detection
   Immunity to Umber Hulk Gaze
 Weight:  5
 Only usable by:
 Mage (single, dual, & multi-class)


WATER

 Barrel of Pure Water

 This barrel contains some of the purest water in the land.  Melted from ice, 
 it contains no impurities that would be found in normal sources of water.


WHTASH

 Spear of White Ash

 Consecrated by Malarite priests hundreds of years ago, this spear was used on
 High Hunts in preparation for their bloody feasts.  It was last in the hands 
 of Old Hunter Wellin, who is believed to have died when he foolishly hunted 
 dryads near the Cloakwood.  The weapon is made from a single piece of ash 
 wood topped with a cruel spearhead.

 STATISTICS:

 Damage:  1D6 +3
 THAC0:  +3
 Damage type:  Piercing
 Special:  5% of all hits cause an additional 1d6 points of damage from the 
           barbs on the spearhead
 Weight:  2
 Speed Factor:  3
 Proficiency Type: Spear
 Type:  2-handed
 Not Usable By:
  Cleric
  Mage
  Thief


WINE

 Bottle of Wine

 This is a local brand of wine made and used by the local residents of 
 Easthaven. The actual ingredients are a mystery, but the liquid contained in 
 the bottle has a slightly fishy smell to it.


WITHERY

 Ol' Withery

 The original name of this odd blade is lost in the murky depths of the Sea of 
 Swords.  Crafted of magically-strengthened sahuagin bone, the weapon is
 believed to have been used by kuo-toa in bizarre rituals.  The handle is 
 crafted from coral wrapped in sahuagin skin.  At one time, it was owned by 
 Lockhart, a prominent adventuring thief and smuggler on the Sword Coast.  It 
 was he who gave the blade its current name.

 STATISTICS:

 Damage:  1D4+2
 THAC0:  +2
 Damage type:  Piercing
 Special:  2% chance of casting Finger of Death on target
 Weight:  1
 Speed Factor:  1
 Proficiency Type:  Dagger
 Type:  1-handed
 Not Usable By:
  Cleric


XBOW01

 Heavy Crossbow

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

 STATISTICS:

 Damage:  +2 (missile)
 THAC0: +2 bonus
 Weight: 14
 Speed Factor: 10
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW02

 Heavy Crossbow +1

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

 STATISTICS:

 Damage:  +3 (missile)
 THAC0:  +3
 Weight: 12
 Speed Factor: 9
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW03

 Heavy Crossbow of Accuracy:  'The Guide'

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

 STATISTICS:

 Damage:  +2 (missile)
 THAC0:  +7 bonus
 Weight: 10
 Speed Factor: 7
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW04

 Light Crossbow

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

 STATISTICS:

 THAC0: +2 bonus
 Weight: 7
 Speed Factor: 5
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW05

 Light Crossbow +1

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

 STATISTICS:

 Damage:  +1 (missile)
 THAC0:  +3
 Weight: 6
 Speed Factor: 4
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


XBOW06

 Light Crossbow of Speed:  'The Army Scythe'

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

 STATISTICS:

 Damage:  +1 (missile)
 THAC0:  +3 bonus
 Special:  1 extra attack per round
 Weight: 5
 Speed Factor: 3
 Proficiency Type: Crossbows
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


YETI

 Yeti Pelt

 These thick pelts are valued for their incredible durability and warmth.  
 Locals from the Ten Towns pay good money for the pelts, as few would be so 
 bold as to hunt the yeti in their homeland.  Some of the Reghedmen barbarians 
 hunt yeti as a rite of passage into manhood.


ZZ05WE

 Mace of Weal and Woe

 Even without magical enchantment, this particular piece of weaponry could 
 fetch a healthy price for its exquisite craftsmanship.  The shaft of the mace 
 is a bronze cylinder reinforced with a steel bar down the center and six thin 
 bands of polished steel, three above the haft and three below the head.  The 
 head itself is egg-shaped and made of red-stained cherry wood reinforced by 
 decorative arcing bronze bands.  Steel flanges stick out from the head in an 
 asymmetrical pattern.  The two largest flanges bear extensive etching.  One 
 is a classical image of Tymora with the word "WEAL" in Thorass.  The other is
 an image of Beshaba with the word "WOE."  Despite the delicate materials used 
 in the mace's construction, it is exceptionally sturdy.  The history of the 
 mace is largely a mystery.

 STATISTICS:

 Damage:  1D6 + 2, +3 vs. Lawful Creatures
 THAC0:  +1, +2 vs. Lawful Creatures
 Damage type:  Crushing
 Special:  +1 to all Saving Throws, 13% of all hits cause Curse
 Weight:  7
 Speed Factor:  6
 Proficiency Type:  Mace
 Type:  1-handed
 Not Usable By:
  Lawful Characters
  Paladin
  Druid
  Mage
  Thief


ZZ57PJ

 Pale Justice

 This sword was made with one purpose: to destroy evil.  Though a powerful 
 weapon, Pale Justice has humble beginnings.  The plain sword was crafted by a 
 devout worshipper of Tyr named Renold.  Renold spent thirty years of his life 
 perfecting the metalworking techniques that allowed him to craft an almost 
 flawless blade.  As soon as Renold had completed the unadorned weapon, he 
 turned it over to the church of Tyr.  The priest who received it placed the 
 naked blade on his monastery's altar.  He asked his brothers to join him in 
 praying to Tyr to ask their god to bless the weapon with holy power.  The 
 brothers never touched the blade, nor did they speak of it.  After ten years, 
 despite the fact that all of the other brothers lost faith in the blade ever 
 becoming enchanted, the original priest, Edan, continued his prayers in
 silence.  Another twenty years passed, and there was still no sign from Tyr. 
 Visiting priests of Helm scoffed at Edan's blind devotion to the blade.   It 
 was then that, without warning, Edan walked up to the altar and gently 
 removed the dust-covered blade from the altar.

 The priest of Helm asked Edan if he had finally come to his senses.  Edan 
 replied that he had, that he had been expecting the wrong thing from Tyr the 
 entire time.  He stated that Tyr had done his work long ago.

 The priest of Helm laughed out loud at Edan's claim and asked his bodyguard 
 to draw his sword.  The magnificent weapon in the hand of the Helmite had a 
 gilded guard set with pearls.  Runes were etched along the blade, with a 
 small cluster of fine rubies set in the ricasso.  The priest of Helm laughed 
 again and spoke.  "This is truly a sword blessed by the gods.  Your weapon 
 looks like an ordinary soldier's blade.  It pales in comparison."

 Edan calmly grabbed the blade by the tang and swatted at the guard's weapon.  
 The priest of Helm's laughter cut off quickly as he stared down at his 
 retainer's broken weapon.  He stood there speechless as Edan set the blade 
 down and began to reply.

 "Justice always pales in comparison to vanity and ostentatious displays of 
 power.  I expected Tyr to manifest his divine will in this blade with 
 lightning and fire.  I should have remembered how the blade was given to 
 me... with simple charity and humility.  Justice is the right of every man, 
 no matter how rich or poor, no matter how educated or ignorant.  It should be 
 found as often in the fields of farmers as it is in the fields of battle."

 Edan took the blade to a local weapon smith and had him put a wooden, leather 
 wrapped grip on it.  He then gave it to a fledgling paladin and asked him to 
 always remember the potential for charity and kindness in the human race.

 STATISTICS:

 Damage:  1D8 +4, +7 vs. Evil Creatures
 THAC0:  +4, +7 vs. Evil Creatures
 Damage Type: Slashing
 Special:  Immune to Cloak of Fear, Horror, Dire Charm and Symbol of 
           Hopelessness
 Weight: 5
 Speed Factor: 1
 Proficiency Type: Large Sword
 Type: 1-handed
 Only Usable By:
  Paladin


ZZA7CH

 Conlan's Hammer: 'Anvil's Twin'

 This seemingly ordinary workhammer is imbued with a specialized enchanment 
 that enhances its ability to shape metal, particularly the treated ore used 
 by mages to create iron golems.  Originally intended as a tool to be used in 
 the creation of such guardians, it is equally proficient in dismantling them 
 should the need arise.

 STATISTICS:

 Damage:  1D4 +2, +5 vs Iron Golems
 THAC0 Bonus:  +1, +4 vs Iron Golems
 Special: Able to hit all creatures that require magical weapons to hit
 Damage type:  Crushing
 Weight: 4
 Speed Factor: 3
 Proficiency Type: Hammers
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


ZZF6AL

 Alamion

 This long sword is part of a matched pair of weapons, the other being the
 short sword Malamion.  Alamion's blade is slightly thinner than a typical 
 long sword blade and features a thin fuller down the center.  Acid-etched 
 snowflake patterns are scattered along the length of the blade, most of them 
 concentrated towards the hilt.  The hilt of the sword is made of bronze 
 sandwiched between two off-white pieces of ivory carved to show clouds 
 unleashing winds and snow.  The grip is covered with mother-of-pearl lashed 
 securely into place with bronze wire.  The pommel of the weapon is a solid 
 bronze globe with the snowflake lozenge of Auril etched into the bottom.

 The full history of this blade and its brother have been well documented.  
 Roughly two hundred years ago, a wizard from Shannath named Obren the 
 Left-Handed was hired to make a pair of swords for the glory of Auril.  Obren 
 reluctantly did so, producing Alamion ("Frost Daddy") and Malamion ("Frost 
 Baby") over a five year period.  After a dispute about Obren's fee, priests 
 of Auril tried to take the sword from him by force.  The exact outcome of the 
 battle is unclear, but Obren's swords did not end up in the hands of Auril's 
 faithful.  Thirty years later, a warrior named Berdino in Procampur bragged 
 that he had a blade that could kill demons in a single strike.  Berdino was 
 found dead on the shore two tendays later, the victim of many poisoned 
 crossbow bolts.

 The new owner of Alamion was a vain, egotistical thief called Pellas the 
 Fair.  Pellas had acquired Malamion, quite by accident, fourteen years 
 earlier and strongly desired its brother when he learned of its existence.  
 Pellas held onto the swords until he died at the hands of a paladin named 
 Garijon Renold of Torm.  Garijon found the blades invaluable in his battles 
 against the fiery denizens of the outer planes and the two swords were passed 
 on for generations from paladin to paladin.

 Heleban of Ithmong, a paladin of Tyr, was the last warrior known to have used 
 the swords.  His battles against slavers and pirates on the Sword Coast are 
 believed to have brought him to an untimely end.

 STATISTICS:

 Damage:  1D8 +3, +5 vs. Salamanders
 THAC0:  +3, +5 vs. Salamanders
 Damage Type: Slashing
 Resistance Bonus:  +10% Fire Resistance
 Resistance Penalty:  -5% Resist Cold
 Weight: 5
 Speed Factor: 2
 Proficiency Type: Large Swords
 Type: 1-handed
 Not Usable By:
  Druid
  Cleric
  Mage


ZZH8GK

 Giant Killer

 A halfling warrior named Kim Marchwatch used this potent weapon against the 
 giants that frequently plagued his homeland, hitting them in the head with so 
 many rocks that they fell over in pain or ran away.  When Kim was replaced as 
 shire-reeve of his homeland, he became a reluctant adventurer.  He is 
 believed to have been swallowed up by the dreaded Fen Mists of Acallo in 
 760 DR.

 STATISTICS:

 Damage:  +1, +4 vs. Giants
 THAC0:  +1, +4 vs. Giants
 Weight:  0
 Speed Factor:  5
 Proficiency Type:  Missile Weapons
 Type:  1-handed
 Not Usable By:


ZZJ6SP

 Selune's Promise

 A weapon once owned by a grief-stricken high priestess of the Moonmaiden, 
 Selune's Promise has a short and sad history.  Fassa the Melancholy (as she 
 is now known) was the head of a band of Selunite adventurers dedicated to 
 destroying undead wherever they found them.  The band was initially quite 
 successful, rarely suffering any casualties.  Tymora's luck could not stay 
 with them forever, though.

 In 1156, Fassa and her band entered the Sepulcher of the Dim.  The band knew 
 the Sepulcher was rumored to contain a "leak" to the Negative Material Plane, 
 but they had no idea just how many undead creations were inside.  Mixed in 
 with the seemingly harmless poltergeists and phantoms were powerful spectres 
 and wraiths.  Over a short and chillingly quiet period of several minutes, 
 almost all of Fassa's allies had their vital energy drained away.  Fassa and 
 her remaining companions fled and tried to form a plan of attack.  When they 
 returned on the following night, all of Fassa's former companions had been 
 turned into slave spectres under the control of the master.  She and her few 
 remaining comrades destroyed the master spectre and eventually destroyed the 
 souls of her tormented bretheren.  In the end, Fassa was the only one left 
 alive.

 Fassa returned to her temple in misery and prayed to Selune that she never 
 forget the agony of that night.  Selune granted her request by causing a 
 ghostly white and blue mace to appear on her bed when the next full moon 
 rose.  Carved into the shaft of the weapon were two words: Never Forget.

 Fassa became almost fanatical in her undead hunting in later years.  At the 
 age of thirty-three, tired and bitter, Fassa fell into decline.  On the night 
 of a full moon, she renounced her faith to Selune in front of her superiors 
 and fellow clergy.  Hours later, she threw herself into the Moonsea from a 
 high cliff.  The mace was found in her room and reluctantly kept in the 
 church.  Many years later, the new high priest of the temple decided that the
 weapon had an unpleasant legacy and should be thrown into the Moonsea.  The 
 history of the mace ends with this event.

 STATISTICS:

 Damage:  1D6 +2, +4 vs. Spectral Undead
 THAC0:  +1, +3 vs. Spectral Undead
 Damage type:  Crushing
 Special:  2% of all hits cause Morale Failure in the wielder.
 Weight:  7
 Speed Factor:  6
 Proficiency Type: Maces
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


ZZM5MH

 Misery's Herald

 This flail was consecrated by priests of the great orc god Grummsh 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
 Damage type:  Crushing
 Special:  Causes Horror on 10% of all hits, Cold Iron
 Weight: 13
 Speed Factor: 5
 Proficiency Type: Flails
 Type:  1-handed
 Not Usable By:
  Druid
  Mage
  Thief


ZZN6GC

 Guktok's Chopper

 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
 Not Usable By:
  Good Characters
  Cleric
  Thief
  Mage
  Druid


ZZTOP

 Trollkiller, Longsword +1, +5 vs. Trolls


ZZU6CS

 Axe of Caged Souls

 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 their foes and allies that dark 
 elven sorcerers and priestesses would continually drive at dwarven defenses.  
 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
 THACO:  +3, +5 vs. Cadaverous Undead
 Damage Type: Slashing
 Weight: 5
 Speed Factor: 4
 Proficiency Type: Axe
 Type:  1-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief


ZZZ6BC

 Bonecleaver

 Priests of Lathander created this weapon to fight the hordes of undead
 created by Myrkulites across Faerun.  The massive blade has changed hands
 frequently as it is needed in different regions at different times.
 Somewhere along its history, the notched sword fell into the hands of a
 Zhentilar soldier who was, not surprisingly, unwilling to return it to the
 church of Lathander.  The heretofore nameless soldier used the blade to
 defend himself against rival priests of Bane and wizards in the Zhentarim
 until he was killed in battle by a triad of wizards.  They sold the weapon to
 the highest bidder a month after his death.

 STATISTICS:

 Damage:  1D10 +1, +3 vs. Skeletal Undead
 THAC0: +1, +3 vs. Skeletal Undead
 Damage type:  Slashing
 Weight:  14
 Speed Factor:  9
 Proficiency Type: Great Swords
 Type:  2-handed
 Not Usable By:
  Druid
  Cleric
  Mage
  Thief



-------------------------------------------------------------------------------
Final Words...
-------------------------------------------------------------------------------

This FAQ was written entirely using the GWD Text Editor:  (shareware)
  http://www.gwdsoft.com/

_________________________
Special Thanks: (Credits)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
  CJayC for posting this FAQ
  Anyone who emails me with nice things to say, you are appreciated!
  Black Isle for making such a great little game!

_________________________
Shameless Self Promotion:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:

    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
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                            -- Forging/Dating FAQ
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              Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                 -- Items List
                                                 -- Class FAQ
                                                 -- Creature List
              Civilization III (incomplete)
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                Items List
                                                Kresselack's Tomb Map (JPG)
                                                Burial Isle Map (JPG)
                                                Shattered Hand Map (JPG)
              Icewind Dale II                -- Items List
              Master of Magic (revision)
              Messiah
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:
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    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

________________
Version History:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Version  0.1  August 9, 2000  247k

  Version  0.2  August 9, 2000  252k

    Finished filling in all the Item Codes, which just leaves a LOT of Item
    Descriptions to be filled in.  Moved the right margin in by one character.

  Version  0.3  August 11, 2000  337k

    Added more item descriptions.  Although I'm into the M items now, I'm not
    halfway finished since S has the most of any letter (what with the magic
    scrolls).

  Version 0.4  August 13, 2000  378k

    Added more item descriptions, getting into the P's now.

  Version 0.5  August 14, 2000  526k

    Added more item descriptions, and am now all the way into the Priest
    spells.

  Version 0.6  August 19, 2000  559k

    Changed a few item descriptions, one was just inaccurate, while others
    needed some extra information.

    Added a few new items, from the Priest spells to the standard 1 handed
    swords.

  Version 0.9  September 16, 2000  703k

    Finished filling in all of the items, all that is left now is to start
    sorting the items.

  Version 0.91  January 17, 2005  690k

    Changed my email address and updated the format slightly.


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This Document is Copyright 2000-2005 by Dan Simpson
Icewind Dale is Copyright 2000 by Black Isle/Interplay

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