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    Items Listing by DSimpson

    Version: 2.01 | Updated: 01/17/05 | Printable Version | Search This Guide

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                         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                         Baldur's Gate II: Shadows of Amn (PC)
                         & Throne of Bhaal (BG2 Expansion, PC)
                                     Items Listing
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                         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
                                   January 17, 2005
                                     Version  2.01
    
                            Written by:  Dan Simpson
                                 Email:  dsimpson.faqs@gmail.com
    
      If emailing me, use this subject:  Baldur's Gate II v 2.01
    
      (Emails that don't use this subject will be deleted, avoid using all CAPS)
    
    
                                     Email Policy: (read before emailing me!)
                                     ŻŻŻŻŻŻŻŻŻŻŻŻŻ
              If you see any mistakes, or have anything that you want to add,
              please email me.  I will, of course, give you full credit for
              your addition, and be eternally grateful to you.  Email addresses
              are not posted in the guide, unless you specifically state that
              you want it to be.
    
    
                                          Notes
    -------------------------------------------------------------------------------
    You will find the most up to date version of this FAQ at:
    
      http://www.gamefaqs.com/
      http://www.gamewinners.com/
    
    This is just an Items listing for the game Baldur's Gate II.  I also have a
    complete FAQ/Walkthrough:
    
      http://www.gamefaqs.com/computer/doswin/game/25804.html
    
    Items are sorted first by type (Amulets, Armors, etc.), then by item code
    number (such as AMUL01 or PLAT01).  Items that have the exact the description
    as a previous item are not described.  Items that have a redundant description
    are not described (for example the item "Valygar's Body" has the description of
    "This is the body of Valygar").  Plot related items from the ORIGINAL Baldur's
    Gate are not covered.  Finally, books are mostly not described.
    
    All Throne of Bhaal items are noted as such, either as an entire section of
    ToB items, or by each individual items.  If you do not have Throne of Bhaal
    installed, then you cannot get these items.
    
    If you want to learn how to cheat to create these items, check out my
    FAQ/Walkthrough at GameFAQs.
    -------------------------------------------------------------------------------
    
    __________________
    Table of Contents:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Quick Item List (just the item codes)
    
      Full Item List (Item code plus full description)
    
      Amulets
      Arrows
      Axes
      Bags
      Belts
      Blunt Weapons (not hammers)
      Bolts
      Books
      Boots
      Bows
      Bracers
      Bullets
      Chainmails
      Cloaks & Robes
      Components for Cespenar (Throne of Bhaal)
      Crossbows
      Daggers
      Darts
      Drow Items
      Familiars
      Halberds
      Hammers
      Helmets
      Icewind Dale Items (from the Preorder CD)
      Keys
      Leather Armors
      Misc Items
      Plate Mails
      Plot Items (Throne of Bhaal)
      Potions
      Quivers (Throne of Bhaal)
      Rings
      Rods
      Dragon Scales
      Scrolls
      Secret Pantaloon Stuff (Throne of Bhaal)
      Shields
      Slings
      Staves
      Swords
      Torment Items (from the Collector's Edition)
      Two Handed Swords
      Wands
    
      Final Words...
    
    
    -------------------------------------------------------------------------------
    Quick Item List
    -------------------------------------------------------------------------------
    
        AMULETS:
    
        AMUL01 - Necklace of Missiles
        AMUL02 - Necklace
        AMUL04 - Studded Necklace with Zios Gems
        AMUL05 - Bluestone Necklace
        AMUL06 - Agni Mani Necklace
        AMUL07 - Rainbow Obsidian Necklace
        AMUL08 - Tiger Cowrie Shell Necklace
        AMUL09 - Silver Necklace
        AMUL10 - Gold Necklace
        AMUL11 - Pearl Necklace
        AMUL12 - Laeral's Tear Necklace (3000 gp)
        AMUL13 - Bloodstone Amulet
        AMUL14 - Amulet of Protection +1
        AMUL15 - Shield Amulet
        AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)
        AMUL17 - Greenstone Amulet
        AMUL18 - Wolfsbane Charm +2 vs Lycanthropes
        AMUL19 - Amulet of 5% Magic Resistance
        AMUL20 - Kaligun's Amulet of Magic Resistance
        AMUL21 - Amulet of Power
        AMUL22 - Periapt of Proof Against Poison
        AMUL23 - Periapt of Life Protection
        AMUL24 - Necklace of Form Stability
        AMUL25 - Amulet of Spell Warding
        AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal)
        AMUL27 - Amulet of Seldarine (Throne of Bhaal)
        AMUL28 - Amulet of the Master Harper (Throne of Bhaal)
    
        ARROWS:
    
        AROW01 - Arrow
        AROW02 - Arrow +1
        AROW03 - Arrow of Slaying
        AROW04 - Acid Arrow
        AROW05 - Arrow of Biting
        AROW06 - Arrow of Detonation
        AROW07 - Arrow or Dispelling
        AROW08 - Arrow of Fire
        AROW09 - Arrow of Ice
        AROW10 - Arrow of Piercing
        AROW11 - Arrow +2
        AROW12 - Arrow of Biting
        AROW1A - Arrow +2 (different picture)
        AROW15 - Arrow +3 (Throne of Bhaal)
    
        AXES:
    
        AX1H01 - Battle Axe
        AX1H02 - Battle Axe +1
        AX1H03 - Battle Axe +2
        AX1H04 - Throwing Axe
        AX1H05 - Throwing Axe +2
        AX1H06 - Throwing Axe +2
        AX1H07 - Bala's Axe (miscast magic)
        AX1H08 - Hangard's Axe +2
        AX1H09 - Rifthome Axe +3 (thrown)
        AX1H10 - Azuredge Axe +3
        AX1H11 - Battle Axe +2
        AX1H12 - Battle Axe +3, Stonefire
        AX1H13 - Battle Axe +3, Frostreaver
        AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal)
        AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal)
        AX1H16 - K'logarath +4 (Throne of Bhaal)
        AX1H17 - Battle Axe +3 (Throne of Bhaal)
    
        BAGS:
    
        BAG02  - Gem Bag (BAG02B-BAG02I also work)
        BAG03  - Scroll Case (BAG03B-BAG03I also work)
        BAG04  - Bag of Holding
        BAG05  - Ammo Belt (Throne of Bhaal)
        BAG06  - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work)
        BAG19  - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work)
        BAG20 to BAG31 - Bag of Holding (Throne of Bhaal)
    
        BELTS:
    
        BELT01 - Girdle
        BELT02 - Golden Girdle
        BELT03 - Girdle of Bluntness
        BELT04 - Girdle of Piercing
        BELT05 - Girdle of Masculinity/Femininity
        BELT06 - Girdle of Hill Giant Strength (19 STR)
        BELT07 - Girdle of Stone Giant Strength (20 STR)
        BELT08 - Girdle of Frost Giant Strength (21 STR)
        BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours)
        BELT10 - Belt of Inertial Barrier (resist damage)
        BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal, 22 STR)
        MEL01 - Imoen's Belt
    
        BLUNT WEAPONS:
    
        BLUN01 - Club
        BLUN02 - Flail
        BLUN03 - Flail +1
        BLUN04 - Mace
        BLUN05 - Mace +1
        BLUN06 - Morning Star
        BLUN07 - Morning Star +1
        BLUN08 - Flail
        BLUN09 - Kiel's Morningstar
        BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures
        BLUN11 - Mace
        BLUN12 - Mace of Disruption +1
        BLUN13 - Flail +2
        BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold)
        BLUN14A - Flail Head (Cold)
        BLUN14B - Flail Head (Fire)
        BLUN14C - Flail Head (Acid)
        BLUN14D - Flail of Ages (Fire + Cold)
        BLUN14E - Flail of Ages (Acid + Cold)
        BLUN14F - Flail of Ages (Fire + Acid)
        BLUN14G - Flail of Ages (Cold)
        BLUN14H - Flail of Ages (Fire)
        BLUN14I - Flail of Ages (Acid)
        BLUN15 - Morning Star +2
        BLUN16 - Morningstar + 2: The Sleeper
        BLUN17 - Morningstar +2: Wyvern's Tail
        BLUN18 - Mace +3: Skullcrusher
        BLUN19 - Mace +2: Mauler's Arm
        BLUN20 - Mace +1: Ardulia's Fall
        BLUN21 - Mace +2
        BLUN22 - Club +3, Blackblood
        BLUN23 - Bone Club +2, +3 vs. Undead
        BLUN24 - Club +2, Gnasher
        BLUN25 - Mace of Disruption +2
        BLUN26 - Club of Detonation +3 (Throne of Bhaal)
        BLUN27 - Club of Detonation +5 (Throne of Bhaal)
        BLUN28 - Storm Star +3 (Throne of Bhaal)
        BLUN29 - Storm Star +5 (Throne of Bhaal)
        BLUN30 - Flail of Ages +5 (Throne of Bhaal)
        BLUN30A - Flail Head (Poison) (Throne of Bhaal)
        BLUN30B - Flail Head (Electric) (Throne of Bhaal)
        BLUN30C - Flail of Ages +4 (Throne of Bhaal)
        BLUN30D - Flail of Ages +4 (Throne of Bhaal)
        BLUN31 - Club +3 (Throne of Bhaal)
        BLUN32 - Flail +3 (Throne of Bhaal)
        BLUN33 - Mace +3 (Throne of Bhaal)
        BLUN34 - Morning Star +3 (Throne of Bhaal)
        BLUN35 - Ice Star +4 (Throne of Bhaal)
    
        BOLTS:
    
        BOLT01 - Bolt
        BOLT02 - Bolt +1
        BOLT03 - Bolt of Lightning
        BOLT04 - Bolt of Biting
        BOLT05 - Bolt of Polymorphing
        BOLT06 - Bolt +2
        BOLT07 - Flasher Master Bruiser Mate (Jan Jansen)
        BOLT08 - Blessed Bolt
        BOLT09 - Bolt +3 (Throne of Bhaal)
    
        BOOKS:
    
        BOOK01 - Magical Book
        BOOK02 - Spell Book
        BOOK03 - Manual of Bodily Health +1 Con
        BOOK04 - Manual of Gainful Exercise +1 Str
        BOOK05 - Manual of Quickness of Action +1 Dex
        BOOK06 - Tome of Clear Thought +1 Int
        BOOK07 - Tome of Leadership and Influence +1 Chr
        BOOK08 - Tome of Understanding +1 Wis
        BOOK09 - Normal Book
        BOOK10
          |    - miscellaneous Histories
        BOOK67
        BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls
                 (must be Identified)
        BOOK70 - Yago's Book of Curses
        BOOK71
          |    - miscellaneous Dusty Books
        BOOK86
        BOOK87 - Balduran's Log Book
        BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir
        BOOK89 - The Book of Kaza
        BOOK90 - Golem Building Book
        BOOK91 - Tome of Amaunator
        BOOK92 - Merella's Journal
        BOOK93 - Orcish Cookbook
        BOOK94 - The Vapiricus Omnibus: Unabridged
        BOOK95 - Dea Vampir Becomos
        BOOK96 - Conjur Ota Servanta
        BOOK97 - Lellyn's Journal
        BOOK98 - Book of King Strohm III
        HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal)
    
        BOOTS:
    
        BOOT01 - Boots of Speed
        BOOT02 - Boots of Stealth
        BOOT03 - Boots of the North
        BOOT04 - Boots of Avoidance
        BOOT05 - Boots of Grounding
        BOOT06 - Worn Out Boots
        BOOT07 - Boots of Elvenkind
        BOOT08 - Boots of Phasing
        BOOT09 - Boots
        BOOT10 - Boots of Lightning Speed (double haste)
        BOOT11 - Boots of Etherealness
        BOOT12 - Gargoyle Boots (Throne of Bhaal)
        BOOTDRIZ - Drizzt's Boots of Speed
    
        BOWS:
    
        BOW01 - Composite Long Bow
        BOW02 - Composite Long Bow +1
        BOW03 - Long Bow
        BOW04 - Long Bow +1
        BOW05 - Short Bow
        BOW06 - Short Bow +1
        BOW07 - Long Bow of Marksmanship
        BOW08 - Eagle Bow (Short Bow +2)
        BOW09 - Ripper +2
        BOW10 - Heartseeker +3
        BOW11 - Strong Arm +2
        BOW12 - Elven Court Bow +3
        BOW13 - Mana Bow +4
        BOW14 - Tuigan Short Bow +1
        BOW15 - Tansheron's Short Bow +3 (needs no ammo)
        BOW16 - Composite Long Bow +2
        BOW17 - Long Bow +2
        BOW18 - Short Bow +2
        BOW19 - Short Bow of Gesen (needs no ammo)
        BOW19A - Gesen Bow Shaft
        BOW19B - Gesen Bow String
        BOW20 - Darkfire Bow +4 (Throne of Bhaal)
        BOW21 - Darkfire Bow +5 (Throne of Bhaal)
        BOW22 - Taralash +4 (Throne of Bhaal)
        BOW23 - Taralash +5 (Throne of Bhaal)
        BOW24 - Composite Long Bow +3 (Throne of Bhaal)
        BOW25 - Long Bow +3 (Throne of Bhaal)
        BOW26 - Short Bow +3 (Throne of Bhaal)
        BOW99 - Eagle Bow (short bow +2)
        NPBOW - Bow of Arvoreen (Mazzy)
    
        BRACERS:
    
        BRAC01 - Bracers of Defense AC 8
        BRAC02 - Bracers of Defense AC 7
        BRAC03 - Bracers of Defense AC 6
        BRAC04 - Bracers of Archery
        BRAC05 - Bracers
        BRAC06 - Gauntlets of Ogre Power
        BRAC07 - Gauntlets of Dexterity
        BRAC08 - Gauntlets of Fumbling
        BRAC09 - Gauntlets of Weapon Skill
        BRAC10 - Gauntlets of Weapon Expertise
        BRAC11 - Bracers of Binding (cursed item)
        BRAC12 - Bracers
        BRAC13 - Bracers of Defense AC 5
        BRAC14 - Bracers of Defense AC 4
        BRAC15 - Bracers of Defense AC 3
        BRAC16 - Bracers of Blinding Strike (improved haste once a day)
        BRAC17 - Gloves of Pick Pocketing
        BRAC18 - Gloves of Missile Snaring
        BRAC19 - Gauntlets of Crushing (extra fist damage)
        BRAC20 - Gloves of Healing
        BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal)
        BRAC22 - Paladin's Bracers (Throne of Bhaal)
        BRAC23 - Blessed Bracers (Throne of Bhaal)
        BRAC24 - Bard's Gloves (Throne of Bhaal)
        BRAC25 - Wondrous Gloves (Throne of Bhaal)
        BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal)
    
        BULLETS:
    
        BULL01 - Bullet
        BULL02 - Bullet +1
        BULL03 - Bullet +2
        BULL04 - Sunstone Bullet +1
        BULL05 - Bullet +3 (Throne of Bhaal)
        BULL06 - Bullet +4 (Throne of Bhaal)
    
        CHAINMAILS:
    
        CHAN01 - Chainmail
        CHAN02 - Chainmail +1
        CHAN03 - Chainmail +2
        CHAN04 - Splint Mail
        CHAN05 - Splint Mail +1
        CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail)
        CHAN07 - Chain Mail +3
        CHAN08 - Chain Mail +2
        CHAN09 - Darkmail +3
        CHAN10 - Jester's Chain +4
        CHAN11 - Crimson Chain +5
        CHAN12 - Elven Chain Mail
        CHAN13 - Elven Chain +1
        CHAN14 - Sylvan Chain +2
        CHAN15 - Melodic Chain +3
        CHAN16 - Bladesinger Chain +4
        CHAN17 - Ashen Scales +2
        CHAN18 - Armor of Faith +3
        CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal)
        CHAN20 - White Dragon Scale (Throne of Bhaal)
        CHAN21 - Chain Mail +3 (Throne of Bhaal)
        NPCHAN - Corthala Family Armor
    
        CLOAKS & ROBES:
    
        CLCK01 - Cloak of Protection +1
        CLCK02 - Cloak of Protection +2
        CLCK03 - Cloak of Displacement
        CLCK04 - Cloak of the Wolf
        CLCK05 - Cloak of Balduran
        CLCK06 - Cloak of Non-Detection
        CLCK07 - Nymph Cloak
        CLCK08 - Algernon's Cloak
        CLCK09 - Mage Robe of Cold Resistance
        CLCK10 - Mage Robe of Fire Resistance
        CLCK11 - Mage Robe of Electrical Resistance
        CLCK12 - Knave's Robe
        CLCK13 - Traveller's Robe
        CLCK14 - Adventurer's Robe
        CLCK15 - Robe of the Good Archmagi
        CLCK16 - Robe of the Neutral Archmagi
        CLCK17 - Robe of the Evil Archmagi
        CLCK18 - Knave's Robe
        CLCK19 - Robe of the Good Archmagi
        CLCK20 - Cloak of the Shield
        CLCK21 - Holy cloak
        CLCK22 - Shandalar's cloak
        CLCK23 - Cloak of Elvenkind (hide in shadows bonus)
        CLCK24 - Cloak of Reflection
        CLCK25 - Cloak of the Stars
        CLCK26 - Cloak of Mirroring
        CLCK27 - Cloak of the Sewers (AC +1)
        CLCK28 - Shadow Thief Cloak
        CLCK29 - Robe of the Apprenti
        CLCK30 - Cloak of Bravery
        CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal)
        CLCK32 - Montolio's Cloak (Throne of Bhaal)
        NPARM - Jansen AdventureWear
        NPCLCK - Cloak of the High Forest (Cernd)
    
        COMPONENTS FOR CESPENAR (Throne of Bhaal):
    
        COMPON01 - Liquid Mercury
        COMPON02 - Eye of Tyr
        COMPON03 - Fflar's Scabbard
        COMPON04 - Baalor's Claw
        COMPON05 - Roranach's Horn (also a working helmet)
        COMPON06 - Skull of the Lich
        COMPON07 - Hindo's Hand
        COMPON08 - Starfall Ore
        COMPON09 - Rune of Clangeddin
        COMPON10 - Bowstring of Gond
        COMPON11 - Montolio's Clasp
        COMPON12 - Horn (left)
        COMPON13 - Horn (right)
        COMPON14 - Nymph's Tear
        COMPON15 - Heart of the Damned
        COMPON16 - Montolio's Cloak
        COMPON17 - Circlet of Netheril
        COMPON18 - White Dragon Scales
        COMPON19 - Blue Dragon Scales
        TOME01 - Golem Manual
        TOME02 - Clay Golem Manual
        TOME02A - Clay Golem Page
        TOME03 - Stone Golem Manual
        TOME03A - Stone Golem Page
        TOME04 - Juggernaut Golem Manual
        TOME04A - Juggernaut Golem Page
    
        CROSSBOWS:
    
        XBOW01 - Heavy Crossbow
        XBOW02 - Heavy Crossbow +1
        XBOW03 - Heavy Crossbow of Accuracy
        XBOW04 - Light Crossbow
        XBOW05 - Light Crossbow +1
        XBOW06 - Light Crossbow of Speed
        XBOW07 - Heavy Crossbow +2
        XBOW08 - Giant Hair Crossbow +3
        XBOW09 - Light Crossbow +2
        XBOW10 - Necaradan's Crossbow +3
        XBOW12 - Flasher Launcher
        XBOW13 - Crossbow of Affliction +4
        XBOW14 - Heavy Crossbow of Searing +1
        XBOW15 - Firetooth +4 (Throne of Bhaal)
        XBOW16 - Firetooth +5 (Throne of Bhaal)
        XBOW17 - Heavy Crossbow +3 (Throne of Bhaal)
        XBOW18 - Light Crossbow +3 (Throne of Bhaal)
    
        DAGGERS:
    
        DAGG01 - Dagger
        DAGG02 - Dagger +1
        DAGG03 - Dagger +2
        DAGG04 - Dagger +2, Longtooth
        DAGG05 - Throwing Dagger
        DAGG06 - Nester's Dagger
        DAGG07 - Kylee's Dagger
        DAGG08 - Hentold's Dagger
        DAGG09 - Silver dagger - Werebane
        DAGG10 - Soultaker Dagger
        DAGG11 - Boomerang Dagger +2 (thrown, returns)
        DAGG12 - Dagger of Throwing +3 Firetooth
        DAGG13 - Pixie Prick +3
        DAGG14 - Dagger +4: 'BoneBlade'
        DAGG15 - Dagger +2
        DAGG16 - Poisoned Throwing Dagger
        DAGG17 - Stiletto of Demarchess +2
        DAGG18 - Shadow Thief Dagger
        DAGG19 - Dagger of <CHARNAME>
        DAGG20 - Dagger +4, Life-Stealer
        DAGG21 - Dagger of the Star +4 (Throne of Bhaal)
        DAGG22 - Dagger of the Star +5 (Throne of Bhaal)
        DAGG23 - Ixil's Spike (Throne of Bhaal)
        DAGG24 - Dagger +3 (Throne of Bhaal)
        NEBDAG - Neb's Nasty Cutter
        MISC75 - Dagger of Venom
    
        DARTS:
    
        DART01 - Dart
        DART02 - Dart +1
        DART03 - Dart of Stunning
        DART04 - Dart of Wounding
        DART05 - Asp's Nest (poison)
        DART06 - Giant Rock
        DART08 - Crimson Dart +3 (Throne of Bhaal)
        STARDART - Darts +5 (lasts for 4 hours)
    
        DROW ITEMS:
    
        DWBLUN01 - Drow Flail +3
        DWBOLT01 - Drow Bolt of Sleep
        DWBOLT02 - Drow Bolt of Stunning
        DWBOLT03 - Drow Bolt +1
        DWCHAN01 - Drow Elven Chain +3
        DWCHAN02 - Drow Adamantine Chain +5
        DWCLCK01 - Drow Piwafwi Cloak
        DWDUST - Adamantine Dust
        DWHALB01 - Drow Halberd +3
        DWPLAT01 - Drow Full Plate +5
        DWSHLD01 - Drow Shield +3
        DWSPER01 - Drow Lance +3
        DWSW1H01 - Drow Scimitar +3
        DWSW1H02 - Drow Longsword +3
        DWXBOW01 - Drow Crossbow of Speed
    
        FAMILIARS:
    
        FAMCAT - A familiar, cat
        FAMCAT25 - Upgraded Cat (Throne of Bhaal)
        FAMDUST - A familiar, dust mephit
        FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal)
        FAMFAIR - A familiar, fairy dragon
        FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal)
        FAMFER - A familiar, ferret
        FAMFER25 - Upgraded ferret (Throne of Bhaal)
        FAMIMP - A familiar, imp
        FAMIMP25 - Upgraded imp (Throne of Bhaal)
        FAMPSD - A familiar, pseudodragon
        FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal)
        FAMQUAS - A familiar, quasit
        FAMQUA25 - Upgraded quasit (Throne of Bhaal)
        FAMRAB - A familiar, rabbit
        FAMRAB25 - Upgraded rabbit (Throne of Bhaal)
    
        HALBERDS:
    
        HALB01 - Halberd
        HALB02 - Halberd +1
        HALB03 - Halberd +2
        HALB04 - Halberd +3: Dragon's Bane
        HALB05 - Halberd +4 Dragon's Breath
        HALB06 - Halberd +4 Blackmist
        HALB07 - Halberd +2
        HALB08 - Halberd +2, Duskblade
        HALB09 - Wave Halberd +4
        HALB09A & HALB09B - Wave Shaft & Blade
        HALB10 - Ravager +4 (Throne of Bhaal)
        HALB11 - Ravager +6 (Throne of Bhaal)
        HALB12 - Halberd +3 (Throne of Bhaal)
    
        HAMMERS:
    
        HAMM01 - War Hammer
        HAMM02 - War Hammer +1
        HAMM03 - War hammer +2
        HAMM04 - Warhammer +1,+4 vs giant humanoids
        HAMM05 - War Hammer +2
        HAMM06 - Dwarven Thrower +3
        HAMM07 - Dwarven Warhammer of Thunderbolts +3
        HAMM08 - War Hammer +2
        HAMM09 - Crom Faeyr (best weapon in the game)
        HAMM10 - Runehammer +4 (Throne of Bhaal)
        HAMM11 - Runehammer +5 (Throne of Bhaal)
        HAMM12 - War Hammer +3 (Throne of Bhaal)
    
        HELMS:
    
        HELM01 - Helmet
        HELM02 - Helm of Opposite Alignment
        HELM03 - Helm of Glory
        HELM04 - Helm of Defense
        HELM05 - Helm of Infravision
        HELM06 - Helm of Charm Protection
        HELM07 - Helm of Balduran
        HELM08 through HELM13, HELM15 - Helmet
        HELM14 - Kiel's Helmet
        HELM16 - Helm of Brilliance
        HELM17 - Skull of Death
        HELM18 - Pearly White Ioun Stone (regenerate HP)
        HELM19 - Dusty Rose Ioun Stone (AC +1)
        HELM20 - Pale Green Ioun Stone (bonus HP and THAC0)
        HELM21 - Dragon Helm
        HELM22 - Amnish Helmet
        HELM23 - Golden Ioun Stone (Throne of Bhaal)
        HELM24 - Obsidian Ioun Stone (Throne of Bhaal)
        HELM25 - Silver Ioun Stone (Throne of Bhaal)
        HELM26 - Lavender Ioun Stone (Throne of Bhaal)
        HELM27 - Bronze Ioun Stone (Throne of Bhaal)
        HELM28 - Circlet of Netheril (Throne of Bhaal)
        HELM29 - Thieves' Hood (Throne of Bhaal)
        HELM30 - Thieves' Hood (Throne of Bhaal)
        HELM31 - Helm of the Rock (Throne of Bhaal)
        HELM32 - Helm of the Rock (Throne of Bhaal)
        HELM33 - Gold Horned Helm (Throne of Bhaal)
        HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal)
    
        ICEWIND ITEMS (with the Preorder Bonus CD):
    
        WAAXE - Hrothgar's Axe +3
        WAFLAIL - Defender of Easthaven +2
        WAMACE - Jerrod's Mace
        WANINJA - Scarlet Ninja-To +3
        WAS2H - Joril's Dagger +3
        WASLING - Sling of Everard +5 (needs no ammo)
        WASPEAR - Spear of Kuldahar +3
        WASTAFF - Staff of Arundel
        WASTAR - Everard's Morning Star +2
        WAWAK - Kachiko's Wakizashi +3
    
        KEYS: (that aren't "MISC" codes)
    
        EDWINKEY - Mae'Var's Strongbox Key
        KEY01 - Cult Key
        KEY02 - Gaal's Key
        KEY03 - Planar Key
        KEY04 - Sun Ray Symbol
        KEY05 - Dawn's Light Symbol
        KEY06 - Lightstone Symbol
        KEY07 - Chapel Key
        KEY08 - Chain Key
        KEY09 - Firkraag Prison Key
        KEY10 - Keep Key
        KEY11 - Planar Prison Cell Key
        KEY12 - Key to Aran's Lair
        KEY13 - Shadow Thief Prison Key
        KEY14 - Piece of Burial Mask
        KEY15 - Piece of Burial Mask
        KEY16 - Piece of Burial Mask
        KEY17 - Piece of Burial Mask
        KEY18 - Piece of Burial Mask
        KEY19 - Piece of Burial Mask
        KEY20 - Burial Mask of King Strohm III
        KEY21 - Samia's Key
        KEY22 - Shadow Prison Key
        KEY23 - Symbol of Amaunator
        KEY24 - Sahuagin Treasury Key
        KEY25 - Despana Treasury Key
        KEY26 - Sekolah's Tooth
        KEY27 - Guildhouse Key
        KEY28 - Jon's Key
        KEY29 - Sewer Key
        SARKEY01 - Outer Jail Door Key (Throne of Bhaal)
        SARKEY02 - Secret Jail Door Key (Throne of Bhaal)
        SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal)
        SARKEY04 - Sewer Key, Saradush (Throne of Bhaal)
        SENKEY01 - Drow Guard's Key
        SENKEY02 - Drow Wardstone
        SENKEY03 - Sendai's Key
    
        LEATHER ARMORS:
    
        LEAT01 - Leather Armor
        LEAT02 - Leather Armor +1
        LEAT03 - Leather Armor +2
        LEAT04 - Studded Leather Armor
        LEAT05 - Studded Leather Armor +1
        LEAT06 - Studded Leather Armor +2, missile attraction
        LEAT07 - Studded Leather Armor +2
        LEAT08 - Shadow Armor (Studded Leather +3)
        LEAT09 - Leather Armor +3
        LEAT10 - Hide Armor
        LEAT11 - Leather Armor +2
        LEAT12 - Leather Armor +3
        LEAT13 - Skin of the Ghoul +4
        LEAT14 - The Night's Gift +5
        LEAT15 - Studded Leather Armor +2
        LEAT16 - Orc Leather +3
        LEAT17 - Armor of Deep Night +4
        LEAT18 - Armor of the Viper +5
        LEAT19 - Shadow Dragon Scale
        LEAT20 - Aeger's Hide +3
        LEAT21 - Human Flesh +5
        LEAT22 - Human Flesh (not finished)
        LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal)
        LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal)
    
        MISC:
    
        AERIEBAB - Aerie's Baby (Throne of Bhaal)
        AMSOUL01 - Malla's Soul Stone (Throne of Bhaal)
        BOTSMITH - Summons Cespenar (Throne of Bhaal)
        C6LANTHO - The Lanthorn
        DECK   - Deck of Many Things (Throne of Bhaal)
        FIGURE01 - Shakti Figurine (Throne of Bhaal)
        GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal)
        GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal)
        GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal)
        GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal)
                                                   All of these rings function as
                                              ___  if the spell had been cast
        MAGE01 - Ring of Invisibility            | which means magic resistance
        MAGE02 - Ring of Barkskin                | can stop the effects.  Ignore
        MAGE03 - Ring of Mirror Image            |_the fact that the titles of
        MAGE04 - Pseudo Ring of Blur             | these items may be missing from
        MAGE05 - Pseudo Ring of Free Action      | the descriptions and none of
        MAGE06 - Ring of Haste                ___| them have names as such - they
                                                   just look like scrolls. THEY DO
                 WORK !!!  You need to be careful though as the effects do not
                 carry over from saved games like the proper rings do.  This means
                 when you load a game you need to take the ring off and put it
                 back on again for the effect to work. But some of them are worth
                 it.
    
                 Exceptions:  The Pseudo rings do not function i.e. no bonuses at
                 all that I can detect.  But the ring of blur does change the
                 sprite of your character like the spell does (which I like).  The
                 other rings work fine.    (from Kelvin Groves)
    
        MISC01 - Winter Wolf Pelt
        MISC02 - Mirror
        MISC03 - Small Box
        MISC04 - Bassilus' Holy Symbol
        MISC07 - Gold Piece
        MISC12 - Ankheg Shell
        MISC13 - Samuel (body)
        MISC16 - Fire Agate Gem
        MISC17 - Lynx Eye Gem
        MISC18 - Sunstone Gem
        MISC19 - Turquoise Gem
        MISC1A - Bottle of Wine
        MISC1B - Butter Knife of Balduran
        MISC1C - Sea Charts
        MISC1E - Evan's Body
        MISC1F - Dradeel's Spell Book
        MISC1G - Farthing's Dolly
        MISC1H - Gong Mallet
        MISC1I - Belladonna flowers
        MISC1J - Glittering Beljuril Gemstone
        MISC20 - Bloodstone Gem
        MISC21 - Skydrop Gem
        MISC22 - Andar Gem
        MISC23 - Jasper Gem
        MISC24 - Tchazar Gem
        MISC25 - Zircon Gem
        MISC26 - Iol Gem
        MISC27 - Moonstone Gem
        MISC28 - Waterstar Gem
        MISC29 - Ziose Gem
        MISC2A - Doppelganger Wardstone
        MISC2B - Level 1 Exit Wardstone
        MISC2C - Islanne Wardstone
        MISC2D - Kiel Wardstone
        MISC2E - Fuernebol Wardstone
        MISC2F - Teleportation Wardstone
        MISC2G - Level 2 Exit Wardstone
        MISC2I - Wardstone Forgery
        MISC2K - Compass Wardstone
        MISC2L - Bone Wardstone
        MISC2M - Dwarven Rune 1 Wardstone
        MISC2N - Dwarven Rune 2 Wardstone
        MISC2O - Lock of hair from Kirinhale
        MISC2P - Harp of ?
        MISC30 - Chrysoberyl Gem
        MISC31 - Star Diopside Gem
        MISC32 - Shandon Gem
        MISC33 - Aquamarine Gem
        MISC34 - Garnet Gem
        MISC35 - Horn Coral Gem
        MISC36 - Pearl
        MISC37 - Sphene Gem
        MISC38 - Black Opal
        MISC39 - Water Opal
        MISC3A - Book of Infinite Spells (Fireball)
        MISC3A1 - Book of Infinite Spells (Invisibility)
        MISC3A2 - Book of Infinite Spells (Protection from Evil)
        MISC3A3 - Book of Infinite Spells (True Seeing)
        MISC3A4 - Book of Infinite Spells (Farsight)
        MISC3A5 - Book of Infinite Spells (Spell Turning)
        MISC3A6 - Book of Infinite Spells (Wyvern Call)
        MISC3A7 - Book of Infinite Spells (Stinking Cloud)
        MISC3A8 - Book of Infinite Spells (Lightning Bolt)
        MISC3A9 - Book of Infinite Spells (Burning Hands)
        MISC3C - Efreeti Bottle
        MISC3D - Golden Lion Figurine
        MISC3E - Black Spider Figurine
        MISC3F - Jade Hound
        MISC3H - Horn of Blasting
        MISC3I - Silver Horn of Valhalla
        MISC3J - Bronze Horn of Valhalla
        MISC3K - Iron Horn of Valhalla
        MISC3L - Horn of Silence
        MISC3M - Harp of Discord
        MISC3N - Azlaer's Harp
        MISC3O - Methild's Harp
        MISC3P - Glasses of Identification
        MISC40 - Moonbar Gem
        MISC41 - Star Sapphire
        MISC42 - Diamond
        MISC43 - Emerald
        MISC44 - Kings Tears
        MISC45 - Rogue Stone
        MISC47 - Golden Pantaloons
        MISC48 - Idol
        MISC49 - Melicamp the Chicken
        MISC4A - Activation Stone
        MISC4B - Jail Cell Key (Jaheira)
        MISC4C - Air Elemental Statue
        MISC4D - The Genie's Flask
        MISC4E - Energy Cells
        MISC4G - Portal Key
        MISC4H - Wand of Fire Key
        MISC4I - Wand of Frost Key
        MISC4J - Wand of Summoning Key
        MISC4K - Wand of Lightning Key
        MISC4L - Wand of Cloudkill Key
        MISC4M - Wand of Missiles Key
        MISC4N - Acorns
        MISC4O - Sewage Golem Key
        MISC4P - Key to Frennedan's Room
        MISC4Q - The Ogre's Sword
        MISC4R - Haegan's Key
        MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key)
        MISC4T - Letter of Transfer
        MISC4U - Embarl's Dagger
        MISC4V - Mae'Var's Letter
        MISC4W - Edwin's Documents
        MISC4X - Statuette of Lathander
        MISC4Y - Necklace of Talos
        MISC4Z - Beastmaster Key
        MISC50 - Skull
        MISC51 - Lock of Nymph's Hair
        MISC52 - Wyvern Head
        MISC53 - Bowl of Water Elemental Control
        MISC54 - Child's Body
        MISC55 - Duke Eltan's Body
        MISC56 - Broken Weapon
        MISC57 - Broken Shield
        MISC58 - Broken Armor
        MISC59 - Broken Miscellaneous
        MISC5A - Rift Device Part
        MISC5B - Rift Device Part 2
        MISC5C - Rift Device
        MISC5D - Harper Bird
        MISC5E - Harper Amulet
        MISC5F - Renfeld's Body
        MISC5G - Exotic Hide
        MISC5H - Guril Berries
        MISC5I - Am-si's Key
        MISC5J - Writ of Innocence
        MISC5K - Illithium Ore (200 pounds)
        MISC5L - Littleman The Stuffed Bear
        MISC5M - Inspector's Body
        MISC5N - Piece of Red Cloth
        MISC5O - Silver Pantaloons
        MISC5P - Ransom Note
        MISC5Q - Blood of Quallo's Friend
        MISC5R - The Lover's Ring
        MISC5S - Hand
        MISC5T - Shaman's Staff
        MISC5U - Montaron's Body
        MISC5V - Lock of Jaheira's Hair
        MISC5W - Keepsake Locket
        MISC5X - Harper Pin
        MISC5Y - Jaheira's Note
        MISC5Z - Rift Device (used)
        MISC60 - Spider Body
        MISC61 - Bottle of Wine
        MISC62 - Dead Cat
        MISC63 - Chew Toy
        MISC64 - Telescope
        MISC65 - Brage's Body
        MISC66 - Farmer Brun's son (DEAD)
        MISC67 - Brun's Dead Son
        MISC68 - Abela the Nymph
        MISC69 - Helshara's Artifact Fragment
        MISC6A - Tanner's Letter
        MISC6B - Dennis' Mother's Gong
        MISC6C - Guril Berries
        MISC6D - Solik Berries
        MISC6E - Oak Bark
        MISC6F - Quataris' Confession
        MISC6G - Bust of Sune
        MISC6H - Mekrath's Mirror
        MISC6I - Anarg's Cup
        MISC6J - Golem Head
        MISC6K - Golem Arm
        MISC6L - Golem Brain
        MISC6M - Demon Heart
        MISC6N - Sun Gem
        MISC6O - Sun Gem
        MISC6P - Shadow Dragon Wardstone
        MISC6Q - Amuana's Bones
        MISC6R - Note to Order
        MISC6S - Chunk of Illithium Alloy
        MISC6T - Planar Stone
        MISC6U - Firkraag's Challenge
        MISC6V - Smuggled Shipment
        MISC6W - Wooden Stake
        MISC6X - Portal Gem
        MISC6Y - Mimic's Blood
        MISC6Z - Beljuril
        MISC70 - Delorna's Statue
        MISC71 - Delorna's Spellbook
        MISC72 - The Claw of Kazgaroth
        MISC73 - The Horn of Kazgaroth
        MISC74 - The Candle
        MISC75 - Dagger of Venom
        MISC76 - The Dream Potion
        MISC77 - Skull of Kereph
        MISC78 - Invitation
        MISC79 - Female Body
        MISC7A - Chicken
        MISC7B - Chicken
        MISC7C - Contact's Note
        MISC7D - Barl's Antidote
        MISC7E - Fairy Dust
        MISC7F - Ti'Vael's Head
        MISC7G - Jaheira's note for <CHARNAME>
        MISC7H - Umar Witch Project Journal
        MISC7I - Chaos Tome
        MISC7J - Wand of Activation
        MISC7K - Head of Cotirso
        MISC7L - Valygar's Body
        MISC7M - Corthala Tax Notice
        MISC7N - Wand of Lightning
        MISC7O - Note (from Cragmoon)
        MISC7P - Tombelthen's Journal (first half)
        MISC7Q - Tombelthen's Journal (2nd half)
        MISC7R - Mithril Medallion
        MISC7S - Lord Tombelthen's Note
        MISC7T - Moon Dog Figurine
        MISC7U - Dog Stew
        MISC7V - Dog Meat
        MISC7W - Lavok's Tome
        MISC7X - Mastery Orb
        MISC7Y - Thrall Collar
        MISC7Z - Coal
        MISC80 - Male Body
        MISC82 - Ancient Armor
        MISC83 - Key to River Plug
        MISC84 - Boo
        MISC85 - Mulahey's Holy Symbol
        MISC86 - Bandit Scalp
        MISC87 - Contaminated Iron
        MISC88 - Rabbit's Foot
        MISC89 - Edwin's Amulet
        MISC8A - Note (for Shadow Thieves)
        MISC8B - Note (for Shadow Thieves 2)
        MISC8C - Morn Ritual
        MISC8D - Noontide Ritual
        MISC8E - Dusk Ritual
        MISC8F - Playhouse Deed
        MISC8G - Rune of Imprisonment
        MISC8H - Blood of a Silver Dragon
        MISC8I - Note from Imnesvale
        MISC8J - Boots of the West (CHA +1)
        MISC8K - Ihtafeer's head
        MISC8L - Mantle of Waukeen
        MISC8M - Trademeet Tomb Key
        MISC8N - Isaea's Financial Statements
        MISC8O - Isaea's Signet Ring
        MISC8P - Isaea's Slavery Document
        MISC8Q - Rebel's Orb
        MISC8R - Fake Rebel's Heart
        MISC8S - Rebel's Heart
        MISC8T - Cernd's Baby
        MISC8U - Silver Blade (Vorpal Sword piece)
        MISC8V - Wardstone for Asylum
        MISC8W - Opal Stone
        MISC8X - Ruby Stone
        MISC8Y - Sapphire Stone
        MISC8Z - Kurtulmak's Crystal Shard
        MISC90 - Chelak's Body
        MISC91 - Grapes
        MISC92 - Switch for engine
        MISC93 - Odd looking key
        MISC94 - Mallet head
        MISC95 - Mallet handle
        MISC96 - Peladon
        MISC97 - De'Tranion's Baalor ale
        MISC98 - Durlag's goblet
        MISC99 - Cursed Plate mail armor (belt icon)
        MISC9A - The Hand of Dace
        MISC9B - Vampire Stake
        MISC9C - Lium's Journal of Malevolent Magicks
        MISC9D - Giant Troll's Head
        MISC9E - Minotaur Horn
        MISC9F - Minotaur Horn 2
        MISC9G - Pirate Horn
        MISC9H - Neb's Head
        MISC9I - First journal of Jon Irenicus
        MISC9J - Second journal of Jon Irenicus
        MISC9K - Third journal of Irenicus
        MISC9L - Deed to the Windspear Hills
        MISC9M - Pipe
        MISC9N - Pendant
        MISC9O - Staff
        MISC9P - Helmet
        MISC9Q - Scimitar
        MISC9R - Light Gem
        MISC9S - Mind Amplification Device
        MISC9T - Dragon Eggs
        MISC9U - Fake Dragon Eggs (Phaere's)
        MISC9V - Fake Dragon Eggs (Solaufein)
        MISC9W - Drow Piwafwi Cloak (Solaufein's)
        MISC9X - Control Circlet
        MISC9Y - Brine Potion
        MISC9Z - Corrupted Tadpoles
        MISCA1 - Gem ?
        MISCA2 - Sulphurous Poison
        MISCA3 - Book of Rituals
        MISCA4 - Potion of Squirrel Change
        MISCA5 - Stoneshape Scroll
        MISCA6 - Patrol Leader's Helmet
        MISCA7 - Kuo-Toan's Blood
        MISCA8 - Eyestalk of an Elder Orb
        MISCA9 - Star Medallion
        MISCAA - Golden Circlet
        MISCAB - Jar of Water
        MISCAC - Sundial
        MISCAD - Sun Medallion
        MISCAE - Sword Medallion
        MISCAF - The Gagged Man
        MISCAG - Mirror
        MISCAH - Hourglass
        MISCAI - Worn Out Boots
        MISCAJ - Grinning Skull
        MISCAK - Warden's Note
        MISCAL - Mithril Token
        MISCAM - Galvena's Key
        MISCAN - Galvena's Medallion
        MISCAO - Mind Flayer Painting
        MISCAP - Umberhulk Painting
        MISCAQ - Troll Painting
        MISCAR - Djinni Painting
        MISCAS - Sleeping Draught
        MISCAT - Mug of Ale
        MISCAU - Elven Holy Water
        MISCAV - Golden Skull
        MISCAW - Golden Arm and Leg
        MISCAX - Golden Leg
        MISCAY - Golden Torso
        MISCAZ - Beholder Eye
        MISCB1 - Talisman of Rillifane
        MISCB2 - Golden Goblet of Life
        MISCB3 - Moonblade
        MISCB4 - Tree of Life Nuts
        MISCB5 - Tears of Bhaal
        MISCB6 - Tears of Bhaal
        MISCB7 - Tears of Bhaal
        MISCB8 - Tears of Bhaal
        MISCB9 - Tears of Bhaal
        MISCBA - Tears of Bhaal
        MISCBC - Blackrazor, Long Sword +3
        MISCBD - Dog Bones
        MISCBE - Gilded Rope
        MISCBF - Jae'llat Wardstone
        MISCBG - Lich's Tooth
        MISCBH - Deirex's Gem
        MISCBI - Magical Rope
        MISCBJ - Qilue's Brain
        MISCBK - Illithid Serum
        MISCBL - Aerie's Body
        MISCBM - Anomen's Body
        MISCBN - Jaheira's Body
        MISCBO - Viconia's Body
        MISCBP - Bodhi's Black Heart
        MISCBQ - Tree of Life Nuts (edible)
        MISCBR - Stone Harp
        MISCBS - Stone Horn
        MISCBT - Elven Priest Stone
        MISCBU - Yoshimo's Heart
        MISCBV - Elder Brain Blood
        MISCBW - Sahuagin Scribe's Notes
        MISCBX - Note (to Ployer)
        MISCBY - Tainted Dragon Eggs
        MISCBZ - Tizzak's Journal
        MISCCA - Demin's Note
        MISCCB - Bronze Pantalettes (Throne of Bhaal)
        MISCCC - Drow Note of Gate Sundering
        NPMISC1 - Jansen Spectroscopes
        NPMISC2 - Jansen Techno-Gloves
    
        PLATE & FULL PLATE ARMORS:
    
        PLAT01 - Plate Mail Armor
        PLAT02 - Plate Mail +1
        PLAT04 - Full Plate Mail
        PLAT05 - Full Plate Mail +1
        PLAT06 - Ankheg Plate Mail
        PLAT07 - Plate Mail
        PLAT08 - Plate Mail +3
        PLAT09 - Mithral Field Plate Armor +2
        PLAT10 - Plate Mail +1
        PLAT11 - Delver's Plate +2
        PLAT12 - Doomplate +3
        PLAT13 - Gorgon Plate +4
        PLAT14 - Full Plate Mail +1
        PLAT15 - Pride of the Legion +2
        PLAT16 - Armor of the Hart +3
        PLAT17 - T'rahcie's Plate +5
        PLAT18 - Red Dragon Scale
        PLAT19 - Full Plate + 2
        PLAT20 - Blue Dragon Plate (Throne of Bhaal)
        PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal)
        PLAT22 - Shuruppak's Plate (Throne of Bhaal)
        PLAT23 - Full Plate Mail +2 (Throne of Bhaal)
        NPPLAT - Firecam Full-Plate Armor (Keldorn)
    
        PLOT ITEMS: (Throne of Bhaal only!)
    
        BAZPLO01 - Abazigal's Wardstone
        BAZPL002 - Draconis' Head
        BAZPLO03 - Yellow Dragon Eggs
        BAZPLO04 - Breath Potion
        BAZPLO05 - Rope
        BAZPLO06 - Reversal Scroll
        BAZPLO07 - Empty Breath Potion Flask
        BAZPLO08 - Gauth Eyestalk
        HGHEART - Still Beating Heart
        HGHEART2 - Yaga Shura's Heart
        HGWARD01 - Flame Wardstone
        HGWARD02 - Skull Wardstone
        HGWARD03 - Hammer Wardstone
        HGWARD04 - Blood Wardstone
        LUM1 to LUM9 - Handwritten Notes
        PLOT01A - Ritual Scroll
        PLOT01B - Vigil Stone
        PLOT01C - Tattered Parchment
        PLOT01D - Tattered Parchment
        PLOT01E - Tattered Parchment
        PLOT01F - Candle
        PLOT01G - Holy Book
        PLOT01H - Bell
        PLOT01I - History of the Imprisoned One
        PLOT01J - Wardstone
        PLOT01K - Wardstone
        PLOT01L - Tinderbox
        PLOT01M - Handwritten Note
        PLOT01N - Scribbled Note
        PLOT01O - Key
        PLOT01P - Old Slippers
        PLOT01Q - Helm's Scroll
        PLOT02A - Scepter of Radiance
        PLOT02B - Scepter of Radiance (w/gems)
        PLOT02C - Scepter Gem
        PLOT02D - Scepter Gem
        PLOT02E - Scepter Gem
        PLOT02F - Madman's Journal
        PLOT02G - Journal
        PLOT02H - Deck of Many Things
        PLOT02I - Tahazzar's Heart
        PLOT02J - Ka'rashur's Heart
        PLOT03A - Air Scepter
        PLOT03B - Fire Scepter
        PLOT03C - Slime Scepter
        PLOT03D - Ice Scepter
        PLOT03E - Portal Key
        PLOT03F - Air Library Note
        PLOT03G - Fire Library Note
        PLOT03H - Slime Library Note
        PLOT03I - Ice Library Note
        PLOT03K - Key (slime library)
        PLOT04A - Blue Oil
        PLOT04B - Red Oil
        PLOT04C - Purple Oil
        PLOT04D - Crystal Mallet
        PLOT04E - Diary of Carston's Apprentice
        PLOT04F - Flint and Tinder
        PLOT04G - Illithid Rod
        PLOT04H - Illithid Rod
        PLOT04I - Illithid Rod (complete)
        PLOT04J - Carston's Journal
        PLOT05A - Heart Key
        PLOT05B - Mind Key
        PLOT05C - Spirit Key
        PLOT05D - Warrior's Skull
        PLOT16A - Bounty Notice
        PLOT16B - Note
        PLOT17A - Monastery Gate Key
        PLOT17B - Graveyard Key
        PLOT18A - Lazarus' Teleport Scroll
        PLOT18B - Lazarus' Spellbook
    
        POTIONS:
    
        POTN02 - Potion of Fire Resistance
        POTN03 - Potion of Hill Giant Strength
        POTN04 - Potion of Frost Giant Strength
        POTN05 - Potion of Fire Giant Strength
        POTN06 - Potion of Cloud Giant Strength
        POTN07 - Potion of Storm Giant Strength
        POTN08 - Potion of Healing
        POTN09 - Potion of Heroism
        POTN10 - Potion of Invisibility
        POTN11 - Potion of Invulnerability
        POTN12 - Potion of Stone Giant Strength
        POTN13 - Oil of Firey Burning
        POTN14 - Oil of Speed
        POTN15 - Red Potion
        POTN16 - Violet Potion
        POTN17 - Elixir of Health
        POTN18 - Potion of Absorption
        POTN19 - Potion of Agility
        POTN20 - Antidote
        POTN21 - Potion of Clarity
        POTN22 - Potion of Cold Resistance
        POTN23 - Oil of Speed
        POTN24 - Potion of Defense
        POTN25 - Potion of Healing
        POTN26 - Potion of Explosions
        POTN27 - Potion of Firebreath
        POTN28 - Potion of Fortitude
        POTN29 - Potion of Genius
        POTN30 - Potion of Infravision
        POTN31 - Potion of Insulation
        POTN32 - Antidote
        POTN33 - Potion of Magic Blocking
        POTN34 - Potion of Magic Protection
        POTN35 - Potion of Magic Shielding
        POTN36 - Potion of Master Thievery
        POTN37 - Potion of Mind Focusing
        POTN38 - Potion of Mirrored Eyes
        POTN39 - Potion of Perception
        POTN40 - Potion of Invulnerability
        POTN41 - Potion of Power
        POTN42 - Potion of Regeneration
        POTN43 - Potion of Insight
        POTN44 - Potion of Strength
        POTN45 - Potion of Freedom
        POTN46 - Potion of Stone Form
        POTN47 - Marek's Antidote (better than normal antidote)
        POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to
                 poison iron ore)
        POTN52 - Potion of Extra Healing
        POTN53 - Festule the Alchemist's Potion
        POTN54 - Empty Potion Bottle
        POTN55 - Potion of Superior Healing (Throne of Bhaal)
        POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal)
    
        QUIVERS: (Throne of Bhaal only!)
    
        QUIVER01 - Quiver of Plenty +1
        QUIVER02 - Case of Plenty +1
        QUIVER03 - Quiver of Plenty +2
        QUIVER04 - Case of Plenty +2
        QUIVER05 - Bag of Plenty +1
        QUIVER06 - Bag of Plenty +2
    
        RINGS:
    
        BELT12 - Holy Symbol of Lathander (Throne of Bhaal, yes it is a Ring)
        BELT13 - Holy Symbol of Helm (Throne of Bhaal)
        BELT14 - Holy Symbol of Talos (Throne of Bhaal)
        RING01 - Plain Ring
        RING02 - Ring of Fire Resistance
        RING03 - Ring of Animal Friendship
        RING04 - Ring of Clumsiness
        RING05 - Ring of Invisibility
        RING06 - Ring of Protection +1
        RING07 - Ring of Protection +2
        RING08 - Ring of Wizardry
        RING09 - Ring of Free Action
        RING10 - Gold Ring
        RING11 - Silver Ring
        RING12 - Onyx Ring
        RING13 - Jade Ring
        RING14 - Greenstone Ring
        RING15 - Bloodstone Ring
        RING16 - Angel Skin Ring
        RING17 - Flamedance Ring
        RING18 - Fire Opal Ring
        RING19 - Ruby Ring
        RING20 - Ring of Energy
        RING21 - Ring of Infravision
        RING22 - Ring of Holiness
        RING23 - Ring of Folly
        RING25 - Koveras' Ring of Protection (+1)
        RING26 - Ring of Djinni Summoning
        RING27 - Ring of Fire Control
        RING28 - Ring of Air Control
        RING29 - Ring of Earth Control
        RING30 - Ring of Human Influence
        RING31 - Ring of Regeneration
        RING32 - Ring
        RING33 - Ring of the Ram
        RING34 - Ring of Spell Turning
        RING35 - Ring of Lock Picks
        RING36 - Ring of Danger Sense
        RING37 - Storm Ring
        RING38 - Dawn Ring
        RING39 - Ring of Gaxx
        RING40 - Ring of Acuity
        RING41 - Ring of Protection +3 (Throne of Bhaal)
        RING42 - Ring of Improved Invisibility (Throne of Bhaal)
        RING43 - Oaken Ring (Throne of Bhaal)
        RING44 - Heartwood Ring (Throne of Bhaal)
        RING45 - Delryn Family Ring (Throne of Bhaal)
        RING46 - Ring of Anti-Venom (Throne of Bhaal)
        NPRING01 - D'Arnisse Signet Ring (Nalia)
    
        RODS:
    
        RODS01 - Rod of Absorption
        RODS02 - Rod of Lordly Might
        RODS03 - Rod of Resurrection
        RODS04 - Rod of Smiting
        RODS05 - Rod of Terror
        RODS06 - Rod of Reversal (Throne of Bhaal)
    
        DRAGON SCALES:
    
        SCALEB - Shadow Dragon Scales
        SCALER - Red Dragon Scales
    
        SCROLLS:
    
        RESTORE - Greater Restoration  
        SCRL02 - Spell Scroll
        SCRL03 - Protection from Acid
        SCRL04 - Protection from Cold
        SCRL05 - Protection from Electricity
        SCRL06 - Protection from Fire
        SCRL07 - Protection from Magic
        SCRL08 - Protection from Poison
        SCRL09 - Protection from Undead
        SCRL10 - Cursed Scroll of Weakness
        SCRL11 - Cursed Scroll of Clumsiness
        SCRL12 - Cursed Scroll of Foolishness
        SCRL13 - Cursed Scroll of Ugliness
        SCRL14 - Cursed Scroll of Summon Monster
        SCRL15 - Protection from Petrification
        SCRL16 - Cursed Scroll of Petrification
        SCRL17 - Cursed Scroll of Ailment
        SCRL18 - Cursed Scroll of Stupidity
        SCRL1B - Agannazar's Scorcher
        SCRL1C - Ghoul Touch
        SCRL1D - Clairvoyance
        SCRL1E - Dispel Magic
        SCRL1F - Flame Arrow
        SCRL1G - Fireball
        SCRL1H - Haste
        SCRL1I - Hold Person
        SCRL1J - Invisibility 10' radius
        SCRL1K - Lightning Bolt
        SCRL1L - Monster Summoning I
        SCRL1M - Non-Detection
        SCRL1N - Protection from Normal Missiles
        SCRL1O - Slow
        SCRL1P - Skull Trap
        SCRL1Q - Vampiric Touch
        SCRL1S - Dire Charm
        SCRL1T - Ghost Armor
        SCRL1U - Confusion
        SCRL1V - Stoneskin
        SCRL1W - Fireshield (Blue)
        SCRL1X - Ice Storm
        SCRL1Y - Improved Invisibility
        SCRL1Z - Minor Globe of Invulnerability
        SCRL2A - Monster Summoning II
        SCRL2B - Stoneskin
        SCRL2D - Animate Dead
        SCRL2E - Cloudkill
        SCRL2F - Cone of Cold
        SCRL2G - Monster Summoning III
        SCRL2H - Shadow Door
        SCRL2I-SCRL3F - Letters
        SCRL3G - Vocalize
        SCRL3H - Protection from Evil
        SCRL3I - Letter
        SCRL3Z - Letter
        SCRL56 - Cure Serious Wounds
        SCRL58 - Free Action
        SCRL59 - Neutralize Poison
        SCRL5A - Mental Domination
        SCRL5B - Defensive Harmony
        SCRL5C - Protection from Lightning
        SCRL5D - Protection from Evil 10' radius
        SCRL5E - Champion's Strength
        SCRL5F - Chaotic Commands
        SCRL5G - Remove Curse
        SCRL5H - Emotion
        SCRL5I, SCRL5W - Greater Malison
        SCRL5J - Otiluke's Resilient Sphere
        SCRL5K - Spirit Armor
        SCRL5L - Polymorph Other
        SCRL5M - Polymorph Self
        SCRL5N - Domination
        SCRL5O - Hold Monster
        SCRL5P - Chaos
        SCRL5Q - Feeblemind
        SCRL5T - Protection from Electricity
        SCRL5U - Reflected Image
        SCRL5Z - Fireball
        SCRL61 - Cure Critical Wounds
        SCRL62 - Flame Strike
        SCRL63 - Raise Dead
        SCRL66 - Grease
        SCRL67 - Armor
        SCRL68 - Burning Hands
        SCRL69 - Charm Person
        SCRL6D - Find Familiar
        SCRL6E - Power Word, Sleep
        SCRL6F - Ray of Enfeeblement
        SCRL6G - Minor Spell Deflection
        SCRL6H - Protection from Fire
        SCRL6I - Protection from Cold
        SCRL6J - Spell Thrust
        SCRL6K - Detect Illusion
        SCRL6L - Hold Undead
        SCRL6M - Enchanted Weapon
        SCRL6N - Fireshield (Red)
        SCRL6O - Secret Word
        SCRL6P - Minor Sequencer
        SCRL6Q - Teleport Field
        SCRL6R - Spider Spawn
        SCRL6S - Spell Immunity
        SCRL6T - Protection from Normal Weapons
        SCRL6U - Breach
        SCRL6V - Lower Resistance
        SCRL6W - Oracle
        SCRL6X - Conjure Lesser Fire Elemental
        SCRL6Y - Protection from Acid
        SCRL6Z - Phantom Blade
        SCRL70 - Color Spray
        SCRL71 - Blindness
        SCRL72 - Friends
        SCRL73 - Protection from Petrification
        SCRL75 - Identify
        SCRL76 - Infravision
        SCRL77 - Magic Missile
        SCRL78 - Protection from Evil
        SCRL79 - Shield
        SCRL7B - Conjure Lesser Air Elemental
        SCRL7C - Conjure Lesser Earth Elemental
        SCRL7D - Minor Spell Turning
        SCRL7E - Invisible Stalker
        SCRL7F - Globe of Invulnerability
        SCRL7G - Tenser's Transformation
        SCRL7H - Flesh to Stone
        SCRL7I - Death Spell
        SCRL7J - Protection from Magic
        SCRL7K - Mislead
        SCRL7L - Pierce Magic
        SCRL7M - True Sight
        SCRL7O - Protection from Magical Weapons
        SCRL7P - Power Word, Silence
        SCRL7Q - Improved Haste
        SCRL7R - Death Fog
        SCRL7S - Chain Lightning
        SCRL7T - Disintegrate
        SCRL7U - Contingency
        SCRL7V - Spell Deflection
        SCRL7W - Wyvern Call
        SCRL7X - Conjure Fire Elemental
        SCRL7Y - Conjure Air Elemental
        SCRL7Z - Conjure Earth Elemental
        SCRL80 - Shocking Grasp
        SCRL81 - Sleep
        SCRL82 - Chill Touch
        SCRL83 - Chromatic Orb
        SCRL84 - Larloch's Minor Drain
        SCRL85 - Blur
        SCRL86 - Detect Evil
        SCRL87 - Detect Invisibility
        SCRL89 - Horror
        SCRL8A - Carrion Summons
        SCRL8B - Summon Nishruu
        SCRL8C - Stone to Flesh
        SCRL8D - Spell Turning
        SCRL8E - Protection from the Elements
        SCRL8F - Project Image
        SCRL8G - Ruby Ray of Reversal
        SCRL8H - Khelben's Warding Whip
        SCRL8I - Cacofiend
        SCRL8J - Mantle
        SCRL8L - Spell Sequencer
        SCRL8M - Sphere of Chaos
        SCRL8N - Delayed Blast Fireball
        SCRL8O - Finger of Death
        SCRL8P - Prismatic Spray
        SCRL8Q - Power Word, Stun
        SCRL8R - Mordenkainen's Sword
        SCRL8S - Summon Efreeti
        SCRL8T - Summon Djinni
        SCRL8U - Summon Hakeashar
        SCRL8V - Control Undead
        SCRL8W - Mass Invisibility
        SCRL8X - Spell Shield
        SCRL8Y - Protection from Energy
        SCRL8Z - Simulacrum
        SCRL90 - Invisibility
        SCRL91 - Knock
        SCRL92 - Know Alignment
        SCRL93 - Luck
        SCRL94 - Resist Fear
        SCRL95 - Melf's Acid Arrow
        SCRL96 - Mirror Image
        SCRL97 - Stinking Cloud
        SCRL98 - Strength
        SCRL99 - Web
        SCRL9A - Pierce Shield
        SCRL9B - Summon Fiend
        SCRL9C - Improved Mantle
        SCRL9D - Spell Trigger
        SCRL9E - Incendiary Cloud
        SCRL9F - Symbol, Fear
        SCRL9G - Abi-Dalzim's Horrid Wilting
        SCRL9H - Maze
        SCRL9J - Power Word, Blind
        SCRL9L - Spell Trap
        SCRL9M - Spellstrike
        SCRL9N - Gate
        SCRL9P - Absolute Immunity
        SCRL9Q - Chain Contingency
        SCRL9R - Time Stop
        SCRL9S - Imprisonment
        SCRL9T - Meteor Swarm
        SCRL9U - Power Word, Kill
        SCRL9V - Wail of the Banshee
        SCRL9W - Energy Drain
        SCRL9X - Black Blade of Disaster
        SCRL9Y - Shapechange
        SCRL9Z - Freedom
        SCRLA1 - Wizard Eye
        SCRLA2 - Deafness
        SCRLA3 - Glitterdust
        SCRLA4 - Limited Wish
        SCRLA5 - Melf's Minute Meteors
        SCRLA6 - Spook
        SCRLA7 - Remove Magic
        SCRLA8 - Contagion
        SCRLAG - Scroll of Crom Faeyr
        SCRLAI - Ray of Enfeeblement
        SCRLAJ - Farsight
        SCRLAK - Remove Curse
        SCRLAL - Sunfire
        SCRLAM, SCRLAO - Symbol, Death
        SCRLAN - Symbol, Stun
        SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal)
        SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal)
        SCRLB4 - Wish (Throne of Bhaal)
        SCRLPET - Stone to Flesh
        SCRLSD - Greater Restoration
        SCRLZZ - Summon Cow
    
        SECRET PANTALOON STUFF: (Throne of Bhaal only!)
    
        SECRET01 - Big Metal Rod
        SECRET02 - Pulse Ammo
        SECRET03 - Frag Grenade
        SECRET04 - Scorcher Ammo
        SECRET05 - Big Metal Unit
    
        SHIELDS:
    
        SHLD01 - Small Shield
        SHLD02 - Small Shield +1
        SHLD03 - Medium Shield
        SHLD04 - Medium Shield +1
        SHLD05 - Large Shield
        SHLD06 - Large Shield +1
        SHLD07 - Large Shield +1, +4 vs Missiles
        SHLD08 - Buckler
        SHLD09 - Buckler
        SHLD10 - Buckler
        SHLD11 - Small Shield
        SHLD12 - Small Shield
        SHLD13 - Medium Shield
        SHLD14 - Medium Shield
        SHLD15 - Large Shield
        SHLD16 - Large Shield
        SHLD17 - Buckler +1
        SHLD18 - Large Shield
        SHLD19 - Large Shield +2
        SHLD20 - Kiel's Buckler
        SHLD21 - Dragon Scale Shield +2
        SHLD22 - Sentinel +4
        SHLD23 - Fortress Shield +3
        SHLD24 - Reflection Shield +1
        SHLD25 - Shield of Harmony +2
        SHLD26 - Shield of the Lost +2
        SHLD27 - Saving Grace +3
        SHLD28 - Small Shield +2
        SHLD29 - Medium Shield +2
        SHLD30 - Large Shield +2
        SHLD31 - Darksteel Shield +4 (Throne of Bhaal)
        SHLD32 - Shield of the Order +4 (Throne of Bhaal)
        NPSHLD - Delryn Family Shield (Anomen)
    
        SLINGS:
    
        SLNG01 - Sling
        SLNG02 - Sling +1
        SLNG03 - Sling +3
        SLNG04 - Sling +2
        SLNG05 - Sling +3 : 'Arla's Dragonbane'
        SLNG06 - Sling of Arvoreen +4
        SLNG07 - Sling of Seeking +2
        SLNG08 - Erinne Sling +4 (Throne of Bhaal)
        SLNG09 - Erinne Sling +5 (Throne of Bhaal)
        SLNG10 - Sling +3 (Throne of Bhaal)
    
        SPEARS:
    
        SPER01 - Spear
        SPER02 - Spear +1
        SPER03 - Spear +3, Backbiter
        SPER04 - Spear
        SPER05 - Spear +2
        SPER06 - Spear +3
        SPER07 - Spear of the Unicorn +2
        SPER08 - Spear +3, Impaler
        SPER09 - Spear +1, Halcyon
        SPER10 - Spear of Withering +4
        SPER11 - Ixil's Nail +4 (Throne of Bhaal)
        SPER12 - Ixil's Spike +6 (Throne of Bhaal)
    
        STAVES:
    
        AURSTAF - Staff of the Ram +4 (Throne of Bhaal)
        STAF01 - Quarterstaff
        STAF02 - Quarterstaff +1
        STAF03 - Quarterstaff
        STAF04 - Quarterstaff
        STAF05 - Staff of Striking
        STAF06 - Staff Mace
        STAF07 - Staff Spear +2
        STAF08 - Quarterstaff +3
        STAF09 - Staff of Command
        STAF10 - Staff of Curing
        STAF11 - Staff of the Magi
        STAF12 - Staff of Power
        STAF13 - Staff of Thunder and Lightning +2
        STAF14 - Staff of the Woodlands +4
        STAF15 - Staff of Air +2 (looks like a machinegun)
        STAF16 - Staff of Earth +2
        STAF17 - Staff of Fire +2
        STAF18 - Quarter Staff +2
        STAF19 - Cleric's Staff +3
        STAF20 - Staff of Rynn +4
        STAF21 - Staff of the Ram +4 (Throne of Bhaal)
        STAF22 - Staff of the Ram +6 (Throne of Bhaal)
        STAF23 - Serpent Shaft (Throne of Bhaal)
        STAF24 - Quarter Staff +3 (Throne of Bhaal)
        NPSTAF - Staff of the High Forest (Cernd)
    
        ONE HANDED SWORDS:
    
        SW1H01 - Bastard Sword
        SW1H02 - Bastard Sword +1
        SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters
        SW1H04 - Long Sword
        SW1H05 - Long Sword +1
        SW1H06 - Long Sword +2
        SW1H07 - Short Sword
        SW1H08 - Short Sword +1
        SW1H09 - Short Sword +2
        SW1H10 - Short Sword of Backstabbing
        SW1H11 - Odd Flame Sword (Creature Attack?)
        SW1H12 - Hull's Long Sword
        SW1H13 - Moonblade
        SW1H14 - Short Sword +1
        SW1H15 - Scimitar +3, Frostbrand
        SW1H16 - Scimitar +5, Defender
        SW1H17 - Perdue's Short Sword
        SW1H18 - Sword of Balduran
        SW1H19 - The Vampire's Revenge (cursed)
        SW1H20 - Scimitar
        SW1H21 - Short Sword
        SW1H22 - Scimitar +1
        SW1H23 - Scimitar +2
        SW1H24 - Long Sword +1, Flame Tongue
        SW1H25 - Kundane +2: Sword of Quickness
        SW1H26 - Ilbratha, Short Sword + 1
        SW1H27 - Arbane's Sword +2
        SW1H28 - Cutthroat +4
        SW1H29 - Short Sword +2
        SW1H30 - Scimitar of Speed +2: Belm
        SW1H31 - Sunblade: Daystar
        SW1H32 - Long sword +2:  Dragonslayer (Peridan)
        SW1H33 - Long Sword +2: Ras, The Dancing Blade
        SW1H34 - Bastard Sword +1: Albruin
        SW1H35 - Adjatha the Drinker, Long Sword +2
        SW1H36 - Namarra, Long Sword +2
        SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1
        SW1H38 - Jhor the Bleeder, Bastard Sword +2
        SW1H39 - Blade of Searing, Bastard Sword +3
        SW1H40 - Blade of Roses, Long Sword +3
        SW1H41 - Long Sword +2
        SW1H42 - Bastard Sword +2
        SW1H43 - Katana
        SW1H44 - Katana +1
        SW1H45 - Katana +2: Malakar
        SW1H46 - Wakizashi
        SW1H47 - Wakizashi +1
        SW1H48 - Ninja-To
        SW1H49 - Ninja-To +1
        SW1H50 - Scimitar +1, Shazzellim
        SW1H51 - Celestial Fury Katana +3
        SW1H52 - Scimitar +3: 'Water's Edge'
        SW1H53 - Sword of Flame +1
        SW1H54 - Long Sword: The Equalizer
        SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer
        SW1H55 - Katana +2
        SW1H56 - Scimitar
        SW1H58 - Short Sword of Mask +4 (Throne of Bhaal)
        SW1H59 - Short Sword of Mask +5 (Throne of Bhaal)
        SW1H60 - Angurvadal +4 (Throne of Bhaal)
        SW1H61 - Angurvadal +5 (Throne of Bhaal)
        SW1H62 - Foebane +3 (Throne of Bhaal)
        SW1H63 - Foebane +5 (Throne of Bhaal)
        SW1H64 - Purifier +4 (Throne of Bhaal)
        SW1H65 - Purifier +5 (Throne of Bhaal)
        SW1H66 - Yamato +4 (Throne of Bhaal)
        SW1H67 - Usuno's Blade +4 (Throne of Bhaal)
        SW1H68 - Spectral Brand +4 (Throne of Bhaal)
        SW1H69 - Spectral Brand +5 (Throne of Bhaal)
        SW1H70 - Hindo's Doom +3 (Throne of Bhaal)
        SW1H71 - Hindo's Doom +4 (Throne of Bhaal)
        SW1H72 - Bastard Sword +3 (Throne of Bhaal)
        SW1H73 - Long Sword +3 (Throne of Bhaal)
        SW1H74 - Short Sword +3 (Throne of Bhaal)
        SW1H75 - Katana +3 (Throne of Bhaal)
        SW1H76 - Scimitar +3 (Throne of Bhaal)
        SW1H77 - The Answerer +4 (Throne of Bhaal)
        NPSW01 - Sword of Arvoreen (Mazzy)
        NPSW02 - Katana +1 (Yoshimo)
        NPSW03 - Hallowed Redeemer +2 (Keldorn)
        NPSW04 - Corthala Family Blade +2 (Valygar)
        NPSW05 - Entropy (Haer'Dalis)
        NPSW06 - Chaos Blade (Haer'Dalis)
    
        TORMENT ITEMS (with Collector's Edition Bonus CD):
    
        WA2AMU - Sensate Amulet
        WA2DAK - Dak'kon's Zerth Blade
        WA2HALB - Harmonium Halberd
        WA2HARP - Harp of Pandemonium
        WA2HELM - Vhailor's Helm
        WA2PLAT - Plate of Balduran
        WA2RING - Mercykiller Ring
        WA2ROBE - Robe of Vecna
        WA2S1H - Sword of Balduran
        WA2SHIEL - Shield of Balduran
    
        TWO HANDED SWORDS:
    
        SW2H01 - Two Handed Sword
        SW2H02 - Two Handed Sword +1
        SW2H03 - Two Handed Sword, Berserking
        SW2H05 - Two Handed Sword (no image)
        SW2H06 - Spider's Bane
        SW2H07 - Two Handed Sword +3
        SW2H08 - Two Handed sword +2
        SW2H09 - Two Handed Sword +4, Warblade
        SW2H10 - Holy Avenger (Two Handed Sword +5)
        SW2H11 - Two Handed Sword +2
        SW2H12 - Two Handed Sword: Flame of the North + 2
        SW2H13 - Spider's Bane + 2
        SW2H14 - Lilarcor (Sentient Sword)
        SW2H15 - Silver Sword (Vorpal Sword)
        SW2H15A - Silver Hilt (piece of Vorpal Sword)
        SW2H16 - Sword of Chaos +2
        SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal)
        SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal)
        SW2H19 - Carsomyr +6 (Throne of Bhaal)
        SW2H20 - Two Handed Sword +3 (Throne of Bhaal)
        SW2H21 - Psion's Blade +5 (Throne of Bhaal)
        SW2H99 - Cursed Berserking Sword +3
        SW2HDEAT - Soul Reaver +4
    
        WANDS:
    
        WAND02 - Wand of Fear
        WAND03 - Wand of Magic Missiles
        WAND04 - Wand of Paralyzation
        WAND05 - Wand of Fire
        WAND06 - Wand of Frost
        WAND07 - Wand of Lightning
        WAND08 - Wand of Sleep
        WAND09 - Wand of Polymorphing
        WAND10 - Wand of Monster Summoning
        WAND11 - Wand of the Heavens
        WAND12 - Wand of Wonder
        WAND13 - Wand of Cloudkill
        WAND14 - Web Sack
        WAND15 - Wand of Apprenti
        WAND16 - Potion of Icedust
        WAND18 - Wand of Spell Striking (Throne of Bhaal)
        WAND19 - Wand of Cursing (Throne of Bhaal)
    
    
    -------------------------------------------------------------------------------
    AMULETS:
    -------------------------------------------------------------------------------
    
    AMUL01 - Necklace of Missiles
    
      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:
    
      Missile Blast :
       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 metals, and adorned with gems.  A necklace 
      is always worn on the neck and can be of any length.
    
    AMUL04 - Studded Necklace with Zios Gems
    AMUL05 - Bluestone Necklace
    AMUL06 - Agni Mani Necklace
    AMUL07 - Rainbow Obsidian Necklace
    AMUL08 - Tiger Cowrie Shell Necklace
    AMUL09 - Silver Necklace
    AMUL10 - Gold Necklace
    AMUL11 - Pearl Necklace
    AMUL12 - Laeral's Tear Necklace
    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 at a time.
    
    
    AMUL14 - Amulet of Protection +1
    
      Amulet of Protection +1 : 'The Protector'
      The royal guard of King Pyronan, ruler of Impiltur, were given 'The 
      Protector' as an honorary show of status.  Unfortunately, members of the 
      guard had trouble coming to a consensus amongst themselves as to whom the
      amulet should go to.  After years of internal hostility, the item was lost 
      and the guards were replaced by less greedy individuals.
    
      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:
    
      Uses (1 Charge): Armor
       Range:  0
       Area of effect:  Self
       Armor Class:  Base set to 4
       Special:  Bonus +2 AC vs. missile attacks
       Duration:  5 turns
    
    
    AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)
    
      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
    
    
    AMUL17 - Greenstone Amulet
    
      This amulet contains a greenstone embedded within a gold setting.  When
      activated, the greenstone protects the wearer from all forms of mind attacks, 
      including psionics.  (note: it does not confer COMPLETE immunity to psionics)
    
      STATISTICS:
    
      Special Abilities:
      This amulet confers the wearer protection against all charm, confusion, fear, 
      domination, ESP, detect alignment, hold, stun, psionics, sleep and 
      feeblemind.  However the protection effect uses one charge each time it is 
      used and will only last for 1 turn.
    
    
    AMUL18 - Wolfsbane Charm +2 vs Lycanthropes
    
      A silver amulet containing powdered wolfsbane.
    
      STATISTICS:
    
      THACO:  +1 bonus vs. Lycanthropes
      Armor Class:  +1 bonus vs. Lycanthropes
      Weight:  3
      Not Usable by:
    
    
    AMUL19 - Amulet of 5% Magic Resistance
    
      Amulet of Magic Resistance
      Commissioners working for the Athkatla city council often wear these amulets 
      while searching for spell users.  The amulet provides some small protection 
      against devious mages who resist any efforts at being imprisoned or killed.
    
      STATISTICS
    
      Magic Resistance:  +5%
    
    
    AMUL20 - Kaligun's Amulet of Magic Resistance
    
      Kaligun's Amulet of Magic Resistance
      This particular amulet has the initials KP on its back surface.  KP, or 
      Kaligun Poonil was the general of a small force sent into the woodlands to
      clear out Red Wizards.  Being particularly fearful of magic he wore this 
      amulet into battle.  Overconfident in the protection offered by this amulet, 
      Kaligun finally died when he foolishly ambushed three high level Red Wizards 
      who lowered his magic resistance before destroying him with their spells.
    
      STATISTICS
    
      Magic Resistance: +10%
    
    
    AMUL21 - Amulet of Power
    
      Amulet of Power
      This amulet bears the signature enchantments of Conster Damon, an archmage 
      that fell in the Year of the Dracorage (1018DR).  The crispness of its 
      etchings may have faded with fire and time, but it still echoes his famous 
      defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes 
      swiftly!" "Take nothing from me!" It has seen much use, and changed hands 
      many times through blood and battle.
    
      STATISTICS
    
      While Equipped:
       Magic Resistance: +5%
       Vocalize
       Decrease Spell Casting Speed by 1
       Immunity to Level Drain
    
      Not Usable By:
       Thief
       Fighter
    
    
    AMUL22 - Periapt of Proof Against Poison
    
      Periapt of Proof Against Poison
      This periapt is a large gemstone hanging on a thick golden chain.  Eunuchs 
      from Kara-Tur would wear this particle periapt when sampling their emperor's 
      food.
    
      STATISTICS
    
      Special Abilities: Cure poison once per day
      Equipped Abilities: Immune to poison
    
    
    AMUL23 - Periapt of Life Protection
    
      Periapt of Life Protection
      A heart-sized sapphire sits at the end of a thin silver wire.  When worn this 
      periapt radiates life energy, infusing the wearer with power.  The 
      inscription on the back reads: 'Against Death we must all fail, but with this 
      gem we may still prevail!'
    
      STATISTICS
    
      Abilities: +3 Bonus to all saves vs. death
    
    
    AMUL24 - Necklace of Form Stability
    
      Necklace of Form Stability
      Dydaar'a of the Altered was a witch of great temper who rewarded the 
      slightest insult with harsh punishment.  Often this meant several weeks 
      transformed into some form of wild beast, which of course earned her many 
      enemies.  It is recorded that she once fought a mage named Maxell who had 
      previously suffered such a fate.  For his return he had prepared this 
      necklace, designed to prevent her changing his form, but he could not shield 
      those around him as well.  Apparently an impromptu army of 
      farmers-turned-bears eventually overwhelmed him.
    
      STATISTICS
    
      Special Abilities: +5 bonus to all saves vs. polymorph
    
    
    AMUL25 - Amulet of Spell Warding
    
      Amulet of Spell Warding
      A favorite item of protection for a mage entering a magical duel, this amulet 
      provides protection against spells, but does not interfere with the mage's 
      own spellcasting.
    
      STATISTICS
    
      Abilities: +2 bonus to all saves vs. spells
    
    AMUL26 - Amulet of Cheetah Speed (Throne of Bhaal)
    
      This amulet grants its wearer fleetness of foot.  Not surprisingly it is 
      popular among fleeing felons, travelers and cowards.
    
      STATISTICS
    
      Abilities: Increase movement rate by 2
         Casts Improved Haste  on the wearer once/day
    
    
    AMUL27 - Amulet of Seldarine (Throne of Bhaal)
    
      A reward from the Elven Queen Ellesime for saving the Tree of Life, this 
      amulet protects the wearer against all forms of enchantments and spells.
    
      STATISTICS:
        +10% to Magic Resistance
         +1 bonus to all saving throws
    
    
    AMUL28 - Amulet of the Master Harper (Throne of Bhaal)
    
      This medallion is highly sought after by both thieves and bards, though for 
      different reasons.  In addition to providing powerful magical protection 
      against physical attacks, the amulet increases the wearer's proficiency in 
      several rogue skills.  But even more valuable, from the bard's perspective, 
      is the amulet's ability to grant the wearer immunity to all forms of silence.
    
      STATISTICS:
    
      +20% to Find Traps and Pick Locks
      +3 bonus to AC
      Wearer is immune to silence
    
      Usable By:
       Bard
       Thief
    
    
    -------------------------------------------------------------------------------
    ARROWS:
    -------------------------------------------------------------------------------
    
    AROW01 - Arrow
    
      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 - Arrow +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.  Minor enchantments 
      guarantee magical arrows improved accuracy.
    
      STATISTICS:
    
      Damage:  1D6
      THACO:  +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 than 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 Arrow
    
      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
      THACO:  +1
      Damage type:  missile (piercing)
      Special:  1D3 acid damage
      Weight: 0
      Launcher:  Bow
      Not usable by:
       Cleric
       Druid
       Mage
    
    
    AROW05, 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 oft-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 - Arrow 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 affecting 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 - Arrow or Dispelling
    
      The Arrow of Dispelling will remove the magical enchantments that its victim 
      is surrounded by.
    
      STATISTICS:
    
      Special:  Dispel Magic affecting target
      Damage:  1D6
      Damage type:  missile (piercing)
      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 
      aflame.
    
      STATISTICS:
    
      Damage:  1D6
      Damage type:  missile (piercing)
      Special:  1D2 fire damage (save vs. spell for none)
      Weight: 0
      Launcher:  Bow
      Not usable by:
       Cleric
       Druid
       Mage
    
    
    AROW09, AROW15, AROW16 - Arrow 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:  1D2 cold damage (no save)
      Weight: 0
      Launcher:  Bow
      Not usable by:
       Cleric
       Druid
       Mage
    
    
    AROW10 - Arrow 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
      THACO:  +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, AROW1A - Arrow +2
    
      These arrows were enhanced through magical means when they were created.  
      They appear slightly straighter than the average arrow, almost alive as they 
      effortlessly leave your bow and streak towards their target with deadly 
      accuracy.
    
      STATISTICS:
    
      Damage:  1D6
      THACO:  +2
      Damage type:  missile (piercing)
      Weight: 0
      Launcher:  Bow
      Not usable by:
       Cleric
       Druid
       Mage
    
    
    AROW15 - Arrow +3 (Throne of Bhaal)
    
      These enchanted missiles far surpass the craftsmanship of any arrow, magical 
      or otherwise, you have ever seen.
    
      STATISTICS:
    
      Damage:  1D6
      THACO:  +3
      Damage type:  missile (piercing)
      Weight: 0
      Launcher:  Bow
      Not usable by:
       Cleric
       Druid
       Mage
    
    
    -------------------------------------------------------------------------------
    AXES:
    -------------------------------------------------------------------------------
    
    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
      Requires: 10 Strength
      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.  This is a magical axe.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Damage:  1D8 + 1
      Damage type:  slashing
      Weight: 7
      Speed Factor: 6
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H03, AX1H11 - Battle Axe +2
    
      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.  Magical battle axes are normally crafted by 
      dwarves to help defend their warriors against their harsher neighbors.  This 
      magical axe has seen many battles but its enchantments and craftsmanship make 
      it a very capable weapon still.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D8 +2
      Damage type:  slashing
      Weight: 5
      Speed Factor: 5
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      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: 5
      Speed Factor: 4
      Proficiency Type:  Axe
      Type:  1-handed
      Requires: 4 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H05, 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:
    
      THACO:  +2 bonus
      Damage:  1D6 + 3
      Damage type(melee):  slashing
      Damage type(thrown):  missile (piercing)
      Special:  Returns to users hand once thrown
      Weight: 3
      Speed Factor: 2
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 4 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H07 - Bala's Axe
    
      Bala's Axe - Wizard Slayer:
      Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by 
      a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly 
      traits of his race he was even more filthy and obnoxious than the average 
      gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and 
      cracked the elf's skull open. Although rumor has it that it was the dwarf's 
      stench that overcame the mage, it was, in fact, his enchanted axe that 
      dispelled the elf's magical defenses. It is obvious from the poor workmanship 
      that Bala himself crafted the axe. The mystery lies in where its power 
      originates. After a lengthy career of mage-slaying, Bala died, never having 
      revealed his secret to those who were willing to risk a lice infestation by 
      approaching him. Some say that the axe was powered by Bala's intense hatred 
      of wizards. The axe gives the owner the ability to dispel magic once a day.
    
      STATISTICS:
    
      Damage:  1D8
      Damage type:  slashing
    
      Special:  Miscast Magic affects victim on each successful hit
      Miscast Magic:    Any spellcasting creature that is affected by this spell 
      has its casting ability severely disabled.  When the creature attempts to 
      cast a spell it has an 80% chance of failure.  Creatures can save vs spells 
      to avoid the affect, but do so at -2.
    
      Weight: 6
      Speed Factor: 7
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 4 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H08 - Hangard's Axe +2
    
      Hangard's Axe of Hurling
      If this weapon had a lofty beginning, it has been overshadowed by the 
      exploits of its most famous owner, Hangard the dwarf.  Hangard made a habit 
      of trying to knock melons and apples off the heads of comrades.  He missed 
      more often than not, due in part to an unfortunate fondness for ale.
    
      STATISTICS:
    
      Combat Abilities: Axe returns to the wielder's hand instantly after an attack 
                        is made
      THACO:  +2 bonus
      Damage:  1D6 + 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
      Requires: 4 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H09 - Rifthome Axe +3
    
      Rifthome Axe
      This Axe of Hurling is one of the most heavily enchanted weapons of its type.
      Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has
      claimed a kinship with the maker.  This causes some to speculate that it may 
      not be the product of a terrestrial dwarven hand, rather some extra-planar 
      variant.  Dwarves laugh this off, of course, claiming the maker likely has no 
      time for nosey scholars.
    
      STATISTICS:
    
      Combat Abilities: Axe returns to the wielder's hand instantly after an attack 
                        is made
      THACO:  +3 bonus
      Damage:  1D6 + 3
      Damage type (melee):  slashing
      Damage type (thrown):  missile (piercing)
      Special:  Returns to user's hand once thrown
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 4 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H10 - Azuredge Axe +3
    
      Azuredge Axe +3
      Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe 
      expressly for reinforcing his claim to his namesake.  Blessed by a
      cross-section of gods, this weapon does phenomenal damage against creatures 
      unwisely rebelling against their deceased status, and can potentially destroy 
      them in a single blow.  Obviously Gulen no longer carries Azuredge, and it is 
      rumored that he died fighting a powerful vampire years ago, only to rise as 
      one himself.  This may have softened his stance regarding the undead, at the 
      very least prompting a change of name.
    
      STATISTICS
    
      Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving 
                      throw vs. death (-4 penalty) or be utterly destroyed
      Damage: 1D6
      Damage type (melee):  slashing
      Damage type (thrown):  missile (piercing)
      Special:  Returns to user's hand once thrown
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 4 Strength
      Not Usable By:
       Any Neutral or Evil Character
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H12 - Battle Axe +3, Stonefire
    
      Stonefire, Battle Axe +3
      The Stonefires were an old lineage of dwarves, and the eldest male of the
      line carried this axe, an heirloom of utmost importance.  Unfortunately they
      were decimated in 1150DR, falling in a mere two years to a mysterious plague.
      Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but
      he died several weeks later.  His body was found in the Cloakwood Forest, but
      the axe was missing.
    
      STATISTICS
    
      THAC0: +3 bonus
      Damage: 1D8 +3, +2 points fire damage to target
      Damage type (melee):  slashing
      Weight: 7
      Speed Factor: 4
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H13 - Battle Axe +3, Frostreaver
    
      Frostreaver, Battle Axe +3
      This was the axe of Illgarth, a Frost Giant that terrorized northern 
      communities long ago.  It is not known where he acquired the weapon, but he 
      took a perverse pleasure in unleashing it upon small folk, particularly 
      halflings.  Ice and acid maimed those not killed, and the giant would laugh 
      coldly if he recognized his handiwork from a previous visit.  Ultimately a 
      group did manage to kill him, and at the request of his victims Frostreaver 
      was buried with him.
    
      STATISTICS
    
      Combat Ability:
       + 1 point cold damage to target
       + 1 point acid damage to target
      THAC0: +3 bonus
      Damage: 1D8 +3
      Damage type:  slashing
      Weight: 7
      Speed Factor: 4
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal)
    
      This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging 
      dwarven hero who disappeared in the deepest caverns beneath the Marching 
      Mountains.
    
      STATISTICS
    
      Equipped Abilities:
        Improves AC by 1
        User regenerates 1 hp/round
      THAC0: +3 bonus
      Damage: 1D8 +3
      Damage type:  slashing
      Weight: 7
      Speed Factor: 4
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal)
    
      Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now 
      the most fearsome of weapons - a vorpal edged axe capable of severing an 
      opponents head with a single blow.
    
      STATISTICS
    
      Equipped Abilities:
        Improves AC by 1
        User regenerates 3 hp/round
        Increase user's constitution by +1
    
      Combat Abilities:
        10% chance of instantly killing an opponent by decapitation with each 
        successful attack
    
      THAC0: +5 bonus
      Damage: 1D8 +5
      Damage type:  slashing
      Weight: 5
      Speed Factor: 2
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H16 - K'logarath +4 (Throne of Bhaal)
    
      The origins of this throwing axe are known only to denizens of the Underdark.
      What is known is that clans of duergar have gone to war simply to possess
      this artifact.
    
      STATISTICS:
    
      Combat Abilities:
         Axe returns to the wielder's hand instantly after an attack is made
         Target must save vs death or be knocked down and take 2D6 extra damage 
         with each successful hit
    
      THACO:  +4 bonus
      Damage:  1D6 + 4
      Damage type (melee):  slashing
      Damage type (thrown):  missile (piercing)
      Special:  Returns to user's hand once thrown
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 4 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    AX1H17 - Battle Axe +3 (Throne of Bhaal)
    
      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.  Magical battle axes are normally crafted by 
      dwarves to help defend their warriors against their harsher neighbors.  This 
      magical axe has seen many battles but its enchantments and craftsmanship make 
      it a very capable weapon still.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    -------------------------------------------------------------------------------
    BAGS:
    -------------------------------------------------------------------------------
    
    BAG02  - Gem Bag (BAG02B-BAG02I also work)
    
      This small bag is ideally suited for holding gems.
    
    
    BAG03  - Scroll Case (BAG03B-BAG03I also work)
    
      This sturdy container allows dozens of scrolls to be placed in it, safe from 
      exposure to fire, rain, or lightning -- common hazards faced by any 
      adventuring wizard.
    
    
    BAG04  - Bag of Holding
    
      As with other magical bags, this one appears to be a common cloth sack of 
      about 2 feet by 4 feet size. The bag of holding opens into a nondimensional 
      space, and its inside is larger than its outside dimensions. Regardless of 
      what is put into this item, the bag always weighs a fixed amount.
    
    BAG05  - Ammo Belt (Throne of Bhaal)
    
      This shoulder belt is ideally suited for holding sling bullets, darts, arrows 
      or bolts.
    
    
    BAG06  - Potion Case (Throne of Bhaal, BAG06B-BAG06D also work)
    
      Typically carried by travelling healers, this leather case folds open and 
      allows the user to strap delicate potion bottles to its cushioned side with 
      numerous leather thongs for safe storage during travel.
    
      STATISTICS:
    
      Weight: 5
    
    
    BAG19  - Bag of Holding (Throne of Bhaal, BAG19A-BAG19E also work)
    BAG20 to BAG31 - Bag of Holding (Throne of Bhaal)
    
    
    -------------------------------------------------------------------------------
    BELTS:
    -------------------------------------------------------------------------------
    
    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
    
    
    BELT02 - Golden Girdle
    
      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
    
    
    BELT03 - Girdle of Bluntness
    
      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
    
    
    BELT04 - Girdle of Piercing
    
      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
    
    
    BELT05 - Girdle of Gender
    
      The cursed girdle of gender, a rare yet oft-discussed magical item, is 
      wrought with a most powerful magic. Anyone unfortunate enough to secure it 
      around their waist instantly finds their gender to be transformed. It is said 
      that, not fifty years past, a nameless court jester was beheaded for 
      presenting the girdle as a gift to Duke Lobelahn's lover.
    
    
    BELT06 - Girdle of Hill Giant Strength
    
      Girdle of Hill Giant Strength
      This plain belt makes the wearer as strong as a hill giant, but does not make 
      him or her giant size.  Many a cocky warrior has been surprised by a much 
      smaller opponent with remarkable strength.  More often than not a belt such 
      as this is the reason.
    
      STATISTICS
    
      Strength: set to 19
    
    
    BELT07 - Girdle of Stone Giant Strength
    
      Girdle of Stone Giant Strength
      As a young boy, Stewart Elttil was kidnapped by raiding kobolds after his 
      family was slain.  However, en route to their den the kobolds surprised a 
      family of stone giants.  These giants rescued Stewart and raised him as their 
      own.  It soon became apparent that the boy, no matter how hard he tried, 
      could not compete in the family rock throwing contests.  The stone giant 
      father bartered with a local wizard for this girdle, which made Stewart as
      strong as his brothers and sisters.  When Stewart met an untimely end, the 
      girdle was stolen away.
    
      STATISTICS
    
      Strength: set to 20
    
    
    BELT08 - Girdle of Frost Giant Strength (21 STR)
    
      Girdle of Frost Giant Strength
      This belt is actually the woven hair from a frost giant's beard.  When worn 
      the belt greatly increases the wearer's strength making them as strong as a 
      frost giant.
    
      STATISTICS
    
      Strength: set to 21
    
    
    BELT09 - Girdle of Fortitude
    
      Girdle of Fortitude
      This girdle greatly increases the wearer's constitution.  King Violos used it 
      when leading an expedition against marsh trolls.  He'd been severely sickened 
      the past winter and was no longer the healthy man he once was.  The belt gave 
      extra years to his life and inspired his men to renew their confidence in 
      their king once more.
    
      STATISTICS
    
      Special Abilities (once per day):
       Constitution: set to 18 (lasts for eight hours)
    
    
    BELT10 - Belt of Inertial Barrier
    
      Belt of Inertial Barrier
      When worn, this belt creates a dense curtain of air around the wearer.  This 
      curtain, or barrier provides superior protection against breath attacks as 
      well as magic.  By the scorch marks on the worn leather, it is obvious that 
      this belt has been worn at least once against a dragon.
    
      STATISTICS
    
      Abilities:
        + 5 to saves vs. breath weapons
        + 25% Resistance to Missile Damage (Missile Attacks will do three quarters
          of full damage)
        + 50% Resistance to Magic Damage (Magic Attacks  (Such as Magic Missile, 
          Abi Dalzim's Horrid Wilting, etc.) will do half of full damage)
    
    
    BELT11 - Girdle of Fire Giant Strength (Throne of Bhaal)
    
      This belt is actually the woven hair from a fire giant's beard.  When worn 
      the belt greatly increases the wearer's strength.
    
      STATISTICS
    
      Strength: set to 22
    
    
    MEL01 - Imoen's Belt
    
    
    -------------------------------------------------------------------------------
    BLUNT WEAPONS:
    -------------------------------------------------------------------------------
    
    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
      Requires: 5 Strength
      Not Usable By:
       Mage
    
    
    BLUN02, 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/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      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
      THACO:  +1
      Damage type:  crushing
      Weight: 12
      Speed Factor: 6
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN04, BLUN11 - 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
      Requires: 10 Strength
      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 
      pyramidal and seems to glow with an inner blue light, as it sits atop a 
      polished oak shaft.
    
      STATISTICS:
    
      THACO:  +1
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 8
      Speed Factor: 6
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      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: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN07 - Morning 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:
    
      THACO:  +1
      Damage:  2D4 +1
      Damage type:  crushing
      Weight: 10
      Speed Factor: 6
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN09 - Kiel's Morningstar
    
      Kiel's Morningstar:
      This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag 
      Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding 
      it in his final hour as he rushed to warn his father of the doppelgangers' 
      infiltration of their Clan-home. It is said that the intensity of his rage in 
      these final moments permanently imprinted itself upon the weapon. All who 
      wield it are overcome with this battle anger whenever an enemy is sighted.
    
      STATISTICS:
    
      Damage:  2D4+3
      THAC0: +3
      Damage type:  crushing
      Special:  This weapons is cursed and instills a berserker fury in its wielder
      Weight: 10
      Speed Factor: 4
      Proficiency Type: Spiked Weapons
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN10 - The Root of the Problem
    
      The Root of the Problem
      Club +1, +3 vs. unnatural creatures
      This enchanted club is said to have existed since the time of the fall of 
      Netheril and the birth of the great Anauroch Desert. While the toll on 
      civilization was great, the true victims were nature's creatures, condemned 
      to stand and watch as their homes decayed and died. As habitats receded, 
      those that remained were invaded by displaced hordes of creatures, the more 
      impatient of which marched on unspoiled land taking whatever they wished. 
      This particular weapon is said to have come from a dryad's tree, a final gift 
      to nature's cause from a woodland spirit that could not hold back the 
      invaders of her land. Hers was a bittersweet pain, as her wood might not have 
      suffered so if it had not been so strong and lush. Less respecting scholars 
      have since bestowed the item's ironic name, though the humor is not 
      appreciated among nature's more devout followers.
    
      STATISTICS:
    
      THAC0:  +1, +3 vs. unnatural creatures
      Damage:  1D6 +1, +3 vs. unnatural creatures, +1 acid damage
      Damage type:  crushing and acid
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Mage
    
    
    BLUN12 - Mace of Disruption +1
    
      Mace of Disruption +1
      This heavy mace was created for a very specific purpose: to slay undead.  Any 
      such creature hit by it not only feels the sting of weapon, but also has a 
      chance of being simply blasted from existence.  There are legends that speak 
      of a priest so holy a single glancing touch could send a vampire to oblivion, 
      but whether the weapon empowered her or she empowered it is a topic for 
      theologians.
    
      STATISTICS:
    
      Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving 
      throw vs. death (-4 penalty) or be utterly destroyed
      THACO:  +1
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 8
      Speed Factor: 6
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN13 - 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.  This particular flail has been magically 
      enhanced.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 12
      Speed Factor: 5
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14 - Flail of Ages +3
    
      This flail has been in the care of Lord Arnise for some time, a relic of his 
      adventuring youth. It has been kept disassembled, the individual pieces 
      stored in separate locations, and only used in the direst of emergencies. 
      Lord Arnise was likely concerned about the powerful magic that the weapon 
      radiated when compiled, and rightfully so. A trail of destruction has 
      followed it through history, leading straight back to the original owners. 
      The flail was the creation of the warlike Rakshasa, a race of vengeful 
      spirits that crave human meat, and used as an adaptable weapon that could 
      suit any battle. During a particularly violent hunt the flail was lost, only 
      to be returned when they used their affinity for magic to locate its powerful 
      aura. They discovered that the weapon had found its way into the hands of a 
      great human warrior, and the battle that followed was truly splendid. They 
      have since used the item as bait countless times, 'losing' it again and 
      again. Powerful items gravitate towards powerful people, and powerful people 
      yield the most glorious battles.
    
      STATISTICS:
    
      Combat Abilities: A chance each hit that target will be slowed (no saving
                        throw)
      THACO:  +3 bonus
      Damage:  1D6 + 4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 4
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14A - Flail Head (Cold)
    
      This is one of three flail heads belonging to Lord Arnise.  Not all three
      heads are required to assemble the flail.
    
    
    BLUN14B - Flail Head (Fire)
    BLUN14C - Flail Head (Acid)
    
    BLUN14D - Flail of Ages (Fire + Cold)
    
      This two-headed flail causes fire and cold damage.  If the other head for the
      Flail of Ages could be found, it would make this weapon more powerful.
    
      STATISTICS:
    
      Damage:  1D6 + 3, +1 Fire Damage, +1 Cold Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 7
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14E - Flail of Ages (Acid + Cold)
    
      This two-headed flail causes fire and cold damage.  If the other head for the 
      Flail of Ages could be found, it would make this weapon more powerful.
    
      STATISTICS:
    
      Damage:  1D6 + 3, +1 Acid Damage, +1 Cold Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 7
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14F - Flail of Ages (Fire + Acid)
    
      This two-headed flail causes acid and cold damage.  If the other head for the 
      Flail of Ages could be found, it would make this weapon more powerful.
    
      STATISTICS:
    
      Damage:  1D6 + 3, +1 Fire Damage, +1 Acid Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 7
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14G - Flail of Ages (Cold)
    
      This one-headed flail causes cold damage.  If the other heads for the Flail 
      of Ages could be found, they would make this weapon more powerful.
    
      STATISTICS:
    
      Damage:  1D6 + 2, +1 Cold Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 6
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14H - Flail of Ages (Fire)
    
      This one-headed flail causes fire damage.  If the other heads for the Flail 
      of Ages could be found, they would make this weapon more powerful.
    
      STATISTICS:
    
      Damage:  1D6 + 2, +1 Fire Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 6
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN14I - Flail of Ages (Acid)
    
      This one-headed flail causes acid damage.  If the other heads for the Flail 
      of Ages could be found, they would make this weapon more powerful.
    
      STATISTICS:
    
      Damage:  1D6 + 2, +1 Acid Damage
      Damage type:  crushing
      Weight: 10
      Speed Factor: 6
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN15 - Morning Star +2
    
      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.
      Enchantments have made this morning star lighter, faster, and far more deadly
      than a normal weapon of this kind.
    
      STATISTICS:
    
      THACO:  +2
      Damage:  2D4 +2
      Damage type:  crushing
      Weight: 9
      Speed Factor: 5
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN16 - Morningstar +2: The Sleeper
    
      Morningstar + 2: The Sleeper
      This belonged to Ssitalc, an uncharacteristically evil elf known as the 
      Slaver of the Sword Coast.  Until his sudden death several years ago, Ssitalc 
      commanded a large force of human, dwarf and gnomish brigands, using the 
      Sleeper to keep them in line.  It has a chance to incapacitate any human, 
      dwarf, gnome, or halfling by inducing deep slumber, though elves are 
      conveniently immune.
    
      STATISTICS
    
      Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper 
                      must save vs. poison with a +4 bonus or fall asleep for 18 
                      seconds.
      THACO:  +2 bonus
      Damage:  2D4 +2
      Damage type:  crushing
      Weight: 9
      Speed Factor: 5
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN17 - Morningstar +2: Wyvern's Tail
    
      Morningstar +2: Wyvern's Tail
      The large spike at the head of this morningstar is actually the lethal 
      stinger of a wyvern.  The mage-fighter Sedej created this weapon, using his 
      magical abilities to keep the stinger capable of producing poison.  The magic 
      he used has actually made the Wyvern's Tail a living weapon, that pulses with 
      life in the hands of its wielder.
    
      STATISTICS
    
      Combat Abilities: Victims must make a saving throw vs. poison or take 5 hit 
                        points of poison damage
      THACO:  +2
      Damage:  2D4 +2
      Damage type:  crushing
      Weight: 9
      Speed Factor: 5
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN18 - Mace +3: Skullcrusher
    
      Mace +3: Skullcrusher
      This mace is permanently bloodstained; a telltale trace of its many years 
      spent bashing heads.  The weapon would have been the bane of humanoids 
      throughout its history, but those that wielded it seem to have been purposely 
      left out of historic record.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D6 + 4, +2 extra damage to humanoid creatures
      Damage type:  crushing
      Weight: 6
      Speed Factor: 4
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN19 - Mace +2: Mauler's Arm
    
      Mace +2: Mauler's Arm
      Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would 
      be the last of his family to lead.  His son Kullen was sickly, and clearly 
      couldn't meet the traditional requirements of strength for a chieftain.  
      Jurrg knew that wise leadership took more than brawn, however, so he 
      bargained to enchant this mace such that it would cover Kullen's weakness.  
      Who Jurrg made the deal with is unknown, but the cost was apparently high.  
      Kullen came to rule soon after.
    
      STATISTICS:
    
      Equipped Ability:  Increases wielder's strength to 18
      THAC0: +2 bonus
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 7
      Speed Factor: 5
      Proficiency Type: Mace
      Type:  1-handed
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN20 - Mace +1: Ardulia's Fall
    
      Mace +1: Ardulia's Fall
      Ardulia the Agile was a man whose speed and skill at knife play made him 
      exceptionally lethal in battle, and he repeatedly proved it by leading raids 
      on settlements along the Sword Coast.  He would often challenge the village 
      leader for possession of the town, and with his speed, the duels were always 
      quickly decided in his favor.  Ardulia met his match one spring morn however, 
      when he battled the priest Itgan, who wielded this mace.  Ardulia seemed to 
      stagger under each blow, slowing his pace to recoup and regain his breath.  
      Without his speed, Ardulia was lost, and fell to the measured attacks of 
      Itgan.
    
      STATISTICS:
    
      Combat Ability: A creature hit by this mace must make a saving throw vs. 
                      spells at +3 or be slowed for 12 seconds
      THAC0: +1 bonus
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 8
      Speed Factor: 6
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN21 - Mace +2
    
      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.  The shaft of this magical 
      mace seems to guide the wielder, becoming an extension of his hand.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 7
      Speed Factor: 5
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN22 - Club +3, Blackblood
    
      Club +3: Blackblood
      This oak club is coated with darkened dried globs of a tar-like substance.  
      During battle this substance glows black with an inner light, and becomes 
      thick and fluid.  When the club strikes an opponent it delivers additional 
      acid damage from the liquid splashing over the victim.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D6 + 3, +3 acid damage
      Damage type:  crushing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
      Mage
    
    
    BLUN23 - Bone Club +2, +3 vs. Undead
    
      Bone Club +2, +3 vs. Undead
      This vicious club was created hundreds of years ago, reportedly by a shaman 
      on a quest for revenge.  His family had fallen to undead, and so personal was 
      his rage that he amputated his own leg, using the femur for the body of the 
      weapon.  Magical runes empower it, though it is likely the sheer force of his 
      hatred would have served on its own.
    
      STATISTICS:
    
      THAC0: +2, +3 vs. Undead
      Damage:  1D6 + 2, +3 vs. Undead
      Damage type:  crushing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
      Mage
    
    
    BLUN24 - Club +2, Gnasher
    
      Club +2: Gnasher
      Makal of the Pine, a devious druid, carved this club and bonded it with the 
      spirit of his wolverine companion.  Like that tenacious creature, Gnasher is 
      a dangerous weapon in the hands of a skilled user.  When the club strikes, 
      sharp splinters dig into the victim's flesh, causing extreme pain and even 
      extra damage that continues for some time after the blow.  Makal used the 
      club successfully on several occasions, earning the anger of orc loggers 
      threatening his forests.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds
      Damage type:  crushing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
      Mage
    
    
    BLUN25 - Mace of Disruption +2
    
      Mace of Disruption +2
      This heavy mace was created for a very specific purpose: to slay undead.  Any 
      such creature hit by it not only feels the sting of weapon, but also has a 
      chance of being simply blasted from existence.  There are legends that speak 
      of a priest so holy a single glancing touch could send a vampire to oblivion, 
      but whether the weapon empowered her or she empowered it is a topic for 
      theologians.
    
      Now that the mace has been coated with illithium, it is even more potent,
      conferring to its user immunity to the life-draining powers of the more 
      powerful undead.
    
      STATISTICS:
    
      Combat Abilities:
      2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 
      penalty) or be utterly destroyed
      Immunity to Level Drain
      THACO:  +2
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 8
      Speed Factor: 6
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HLOLTH - Handmaiden's Mace
    
      This mace has been crafted finely by the drow, and specially treated to 
      survive the glare of the sun.  It is made for surface raids by the 
      subterranean race... and its black metal glistens with a dark poison that 
      seems to be generated from within and causes incredible damage upon a 
      successful impact.
    
      The mace seems almost alive and warm to the touch, and slithers away from 
      those whom it does not like... namely drow or those who are similar enough to 
      not make a difference.  In the hands of anyone else, the mace becomes mere 
      dead weight.
    
      STATISTICS:
    
      Combat Ability: A creature hit by this mace must make a saving throw vs. 
                      poison or suffer 2 points of damage each round for 10 rounds.
      THAC0: +2 bonus
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 8
      Speed Factor: 6
      Proficiency Type: Mace
      Type:  1-handed
      Not Usable By:
       Any who are not either Elf or Half-Elf Evil Clerics
    
    
    BLUN26 - Club of Detonation +3 (Throne of Bhaal)
    
      This crude wooden club burns with the raging spirit of the demon forever 
      trapped within by the powerful enchantments placed on the weapon.  
      Occasionally, however, the demon's wrath escapes in a fiery blast.
    
      STATISTICS:
    
      Combat Abilities:
         20% chance target will take an additional 10 points of fire damage with 
         each successful attack
         7% chance a fireball will automatically detonate with each successful 
         attack
    
      THAC0: +3 bonus
      Damage:  1D6 + 3, +3 fire damage
      Damage type:  crushing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
      Mage
    
    
    BLUN27 - Club of Detonation +5 (Throne of Bhaal)
    
      The enchantments from the Ring of Fire resistance makes the demon spirit 
      trapped within this weapon easier to control - though the wrath of the 
      creature may occasionally still be released without warning.
    
      STATISTICS:
    
      Combat Abilities:
         30% chance target will take an additional 15 points of fire damage with 
         each successful attack
         5% chance a fireball will automatically detonate with each successful 
         attack
    
      THAC0: +5 bonus
      Damage:  1D6 + 5, +5 fire damage
      Damage type:  crushing
      Weight: 1
      Speed Factor: 4
      Proficiency Type: Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
      Mage
    
    
    BLUN28 - Storm Star +3 (Throne of Bhaal)
    
      This magical weapon is of ancient design, thought to have been devised in 
      Netheril.  It crackles with spectacular arcs of lightning when wielded.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D6 + 4, +1D6 electrical damage
      Damage type:  crushing
      Weight: 6
      Speed Factor: 4
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN29 - Storm Star +5 (Throne of Bhaal)
    
      Infused with the other worldly Starfall Ore, the powers of this already 
      formidable weapon are greatly enhanced.
    
      STATISTICS:
    
      Equipped Abilities:
         +20% to electrical resistance
      Combat Abilities:
         5% chance of casting chain lightning on target with each successful attack
    
      THACO:  +5 bonus
      Damage:  1D6 + 6, +1D6 electrical damage
      Damage type:  crushing
      Weight: 4
      Speed Factor: 2
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN30 - Flail of Ages +5 (Throne of Bhaal)
    
      With the addition of the fifth and final head to this weapon created by the 
      evil Rakshasa race the true potential of the Flail of Ages is finally 
      realized.
    
      STATISTICS:
    
      Equipped Abilities:
         Free Action
         5% bonus to Magic Resistance
    
      Combat Abilities:
         33% chance each hit that target will be slowed (no saving throw)
    
      THACO:  +5 bonus
      Damage:  1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison 
               Damage,  +2 Electrical Damage
      Damage type:  crushing
      Weight: 8
      Speed Factor: 2
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN30A - Flail Head (Poison) (Throne of Bhaal)
    BLUN30B - Flail Head (Electric) (Throne of Bhaal)
    
    BLUN30C - Flail of Ages +4 (Throne of Bhaal)
    
      This four-headed flail causes fire, cold, acid and poison damage.  If the 
      fifth head for the Flail of Ages could be found, it would make this awesome 
      weapon even more powerful.
    
      STATISTICS:
    
      Combat Abilities:
         33% chance with each successful attack that the target is slowed (No Save)
    
      THAC0: +4
      Damage:  1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Poison 
               Damage
      Damage type:  crushing
      Weight: 9
      Speed Factor: 3
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN30D - Flail of Ages +4 (Throne of Bhaal)
    
      This four-headed flail causes fire, cold, acid and electrical damage.  If the 
      fifth head for the Flail of Ages could be found, it would make this awesome 
      weapon even more powerful.
    
      STATISTICS:
    
      Combat Abilities:
         33% chance with each successful attack that the target is slowed (No Save)
    
      THAC0: +4
      Damage:  1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1
               Electrical Damage
      Damage type:  crushing
      Weight: 9
      Speed Factor: 3
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN31 - Club +3 (Throne of Bhaal)
    
      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.   This particular club has been magically enhanced.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D6 +3
      Damage type:  crushing
      Weight: 1
      Speed Factor: 1
      Proficiency Type:Club
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Mage
    
    
    BLUN32 - Flail +3 (Throne of Bhaal)
    
      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.  This particular flail has been magically 
      enhanced.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D6 + 4
      Damage type:  crushing
      Weight: 11
      Speed Factor: 4
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN33 - Mace +3 (Throne of Bhaal)
    
      The mace is a direct descendant of the basic club, being nothing more than a 
      wooden shaft with an iron head mounted on the end.  In this case, the head is 
      pyramidal and seems to glow with an inner blue light, as it sits atop a 
      polished oak shaft.
    
      STATISTICS:
    
      THACO:  +3
      Damage:  1D6 + 4
      Damage type:  crushing
      Weight: 6
      Speed Factor: 4
      Proficiency Type: Mace
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN34 - Morning Star +3 (Throne of Bhaal)
    
      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.
      Enchantments have made this morning star lighter, faster, and far more deadly
      than a normal weapon of this kind.
    
      STATISTICS:
    
      THACO:  +3
      Damage:  2D4 +3
      Damage type:  crushing
      Weight: 8
      Speed Factor: 4
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    BLUN35 - Ice Star +4 (Throne of Bhaal)
    
      The head of this morning star appears to be forged from unbreakable ice-blue 
      crystal.  The handle is chill to the touch, and the wielder is surrounded by 
      a soothing nimbus of cool air which protects against even magical fire.
    
      STATISTICS:
    
      +20% Fire Resistance
    
      THACO:  +4
      Damage:  2D4 +4 +1-4 extra cold damage
      Damage type:  crushing
      Weight: 8
      Speed Factor: 4
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    BOLTS:
    -------------------------------------------------------------------------------
    
    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
      THACO:  +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 
      electrical sulfuric smell.  As it hits there is a crackle as the energy 
      stored is released into the target's wound.
    
      STATISTICS:
    
      Damage:  1D8
      Damage type:  missile (piercing)
      Special:  4D4 electrical 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, it will infiltrate the bloodstream 
      of its victims causing agony and oft-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
      THACO:  +2
      Damage type:  missile (piercing)
      Weight:  0
      Launcher:  Crossbow
    
    
    BOLT07 - Flasher Master Bruiser Mate (Jan Jansen)
    
      This is the ammunition for Jan's crossbow (the Flasher Master Bruiser).  
      These skulls are filled with a special powder that does a little bit of 
      damage and has a chance to stun an opponent (saving throw vs. spells or be 
      stunned for 2 rounds).
    
      STATISTICS
    
      Special Ability: Stun opponent (save vs. spells) for 2 rounds
      THAC0: +1 bonus
      Damage: 1d2 + 1
    
    
    BOLT08 - Blessed Bolt
    
      This is a crossbow bolt that has been permanently enchanted with the spell 
      'Bless'.  The enchantment will remain until it is fired out of a crossbow at 
      which time the magic will fade.  It has been fabled that if a Raksasha is 
      stuck with this bolt it will die instantly.
    
      STATISTICS:
    
      Damage:  1D8 +1
      THACO:  +1
      Damage type:  missile (piercing)
      Weight:  0
      Launcher:  Crossbow
    
    
    KUOBOLT - Kuo-Toa Bolt
    
      This slender bolt is coated with a special poison, developed by Kuo-Toa 
      alchemists.  A target hit by this bolt must making a saving throw vs. spells 
      or be stunned for four rounds.
    
      STATISTICS:
    
      Combat Ability: target must save vs. spells or be stunned for four rounds
      Damage:  2D6
      Damage type:  missile (piercing)
      Weight:  1
      Launcher:  Crossbow
    
    
    SAHBOLT - Sahuagin's Paralytic Bolt
    
      Paralytic Bolt
    
      Any target hit by this bolt must making a saving throw or be paralyzed for 
      five rounds.
    
      STATISTICS:
    
      Combat Ability: target must save vs. paralyzation or be stunned for five 
                      rounds
      Damage:  1D10
      Damage type:  missile (piercing)
      Weight:  1
      Launcher:  Crossbow
    
    
    BOLT09 - Bolt +3 (Throne of Bhaal)
    
      These enchanted missiles far surpass the craftsmanship of any bolt, magical 
      or otherwise, you have ever seen.
    
      STATISTICS:
    
      Damage:  1D8
      THACO:  +3
      Damage type:  missile (piercing)
      Weight:  0
      Launcher:  Crossbow
    
    
    -------------------------------------------------------------------------------
    BOOKS:
    -------------------------------------------------------------------------------
    
    BOOK01 - Magical Book
    BOOK02 - Spell Book
    BOOK03 - Manual of Bodily Health +1 Con (unusable)
    BOOK04 - Manual of Gainful Exercise +1 Str (unusable)
    BOOK05 - Manual of Quickness of Action +1 Dex (unusable)
    BOOK06 - Tome of Clear Thought +1 Int (unusable)
    BOOK07 - Tome of Leadership and Influence +1 Chr (unusable)
    BOOK08 - Tome of Understanding +1 Wis (unusable)
    BOOK09 - Normal Book
    BOOK10
      |    - miscellaneous Histories
    BOOK67
    BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls
             (must be Identified)
    BOOK70 - Yago's Book of Curses
    BOOK71
      |    - miscellaneous Dusty Books
    BOOK86
    BOOK87 - Balduran's Log Book
    BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir
    BOOK89 - The Book of Kaza
    BOOK90 - Golem Building Book
    
      Finally, I have created a guardian Golem that is specially suited for the 
      challenging task of cleansing my sphere of planar creatures.  It is
      exceedingly efficient in combat, having just recently destroyed a score of 
      Dretch and Chasme demons, though it was damaged in the encounter.  These 
      notes will serve as a reminder to me on the proper method of constructing 
      the Golem should it be destroyed.
    
      Note to self: Avoid engaging other planar creatures.  The exercise is quite 
      difficult and better left to the Golem.
    
      A standard Golem requires two legs, two arms and a head.  Be wary that some 
      denizen of the Sphere does not steal any of my spare Golem pieces.  It would 
      be frustrating to have to actually track down the pieces myself.
    
      The most difficult task comes after the pieces are assembled in the workroom.
      To activate the Golem you must...
    
      (Unfortunately the pages past this point are burnt and their words can no
      longer be deciphered)
    
    
    BOOK91 - Tome of Amaunator
    
      Blessed be the light of Amaunator.
    
      The Temple of Amaunator shines like a beacon of radiance in the hills of 
      Umar.  Amaunator wards us from the shadows of evil.  Pilgrims come from areas 
      far off to be blessed by the beauty of Amaunator.  Amaunator is endless and 
      without equal.
    
      Yet our god serves us well, in that he is constantly on vigil against 
      shadows.  The Temple serves a further purpose towards this end.  Amaunator 
      keeps the casters of shadows from walking the land.  Any and all who dare to 
      taste of shadow magic should know that Amaunator and his most holy servants 
      will seek them out and cast them into chains within the Temple.
    
      Lightstone, Dawn's Light, and Sun Rays are Holy Symbols, guides in any 
      spiritual journey that a disciple of Amaunator may embark upon.
    
      Blessed be the light of Amaunator.
    
    
    BOOK92 - Merella's Journal
    
      You skip many of the entries of times and places far removed from your 
      current worries.
    
      Flamerule 7
      Kaatje came to visit again.  A sweet child, eager to learn my ways with the 
      wild creatures.
    
      Flamerule 12
      Dark creatures roam the forests.  Several townspeople have been slain by some
      unknown predator.  Everyone seems to have their own opinion of what is doing 
      the killing.  The strangest thing is that the bodies are disappearing in the 
      morning.  This leaves me baffled, for most signs point to a pack of wolves 
      that have been in the area for a long time.  Wolves don't steal bodies.
    
      Flamerule 13
      Or perhaps I should say wolf-like creatures.  At night while I've been 
      patrolling I've often caught shadowy glimpses of these 'wolves' running 
      alongside me.  I've tried to attract their attention but they ignore me.  I 
      find this most strange, as if the pack is being controlled by someone else.  
      Years ago I spoke with the pack leaders and they were cordial.  Now they 
      either flee from me, or, and I fear to say this, they stalk me.
    
      Flamerule  21
      It is near noon and still the wood outside my cabin seems full of shadows.  
      I've been hard pressed to hear birds and most of the larger animals have long 
      fled.  I plan to find the wolf's den (this afternoon). I've drawn a map to 
      it.  All signs point to them as being the culprits, but what wolves act like 
      these?  They are wolves with the cunning of men.
    
      And there is something else, a whispering in my mind.  It is faint now, in 
      the waking hours, but while I sleep I dream only of this voice and the face 
      behind it.  Whether it is connected to the voices, I do not know.  I suspect 
      by the time that the sun sets tonight I'll have answers to my questions.
    
    
    BOOK93 - Orcish Cookbook
    
      Slice Onion, crush garlic, peel chestnuts, and cut boar into tiny cubes.  In 
      a greatpot over large flame heat oil; when it begins to smell hot, toss in 
      the elk feces, then pour in horse urine.  Mmmmmm...can you smell great food 
      already?
    
      Maybe use different stuff for stew if boar not available.  Flesh of genies 
      from tomb would work well.  Could use wolf men in west dungeon.  Hmmm.  If 
      only I could avoid air monster in the well, then the well treasure would be 
      MINE!  Then could buy any stuff for stew I wanted!
    
    
    BOOK94 - The Vapiricus Omnibus: Unabridged
    
      Ending the Plague of Teeth
    
      This tome is quite ancient, and you do not recognize the tongue in which it 
      is written.  Fortunately, Bodhi has scrawled a translation of selected 
      passages in the margins, as well as further questions she apparently wished 
      to ask on the subject.
    
      Stuat tuo Gotha:
      The resolution:
      With the witch at the fore, long previous to her treachery, we did stride the
      hills of Umar seeking comfort in our hour of need.  The time had come for the 
      living to mourn no more, and the blades that were fettered by sentiment were 
      cut free, and it was decided that we would speak for our lives with the 
      sinews of our sword arms.  The honored dead that did take flight in the 
      darkness of shadow would no more receive sorrow from those of us that had 
      lost their friends and relatives to the plague of teeth.
    
      Mornat de'pas Golvana Fathorn:
      Battles when came the dead:
      There came we, the army of light, armed with faith and conviction, and we did 
      march unto the tombs of the restless dead during hours of day.  With wooden 
      edge we struck down master and slave, though many paid for each thrust with 
      their lives.  In the fallen there was the danger of a scourge anew, and many 
      of the newly infected seemed doomed to walk again with dire purpose.
    
      Aegato Davon:
      The plea:
      "No more" cried we!  No more would we lose to the plague.  These new fallen 
      could not be abandoned.  We had fought for our lives and theirs, and they 
      would not be taken.  To the Temple we went, to the god of Sun and Light.  
      Amaunator would save them.  Amaunator, whose touch turns shadows to fire.  In 
      the arms of the Sun god were the infected placed, and the hearts of their 
      dark masters were laid there with them.  Blood did burn, and the dead
      returned, but not as undead or unliving, but alive and freed from taint.  
      Many did walk the light side home, when last the plague did fall.
    
      Relevance of archaic worship of Amaunator?
      Origin of vampiric plague?
      Any link to a modern cure to be worried of?
      Historical document or historical fiction?
    
      A final note is scribbled...
    
      *Interrogate Oghma monk at Docks district temple about further information.  
      He should be able to provide more information on reversing vampirism*
    
    
    BOOK95 - Dea Vampir Becomos
    
      This book has been drenched in blood, ruining most of the pages within.  The 
      original ink, faded to begin with, is now thoroughly illegible.  A more 
      recent script handwritten in the margins has left an impression revealing a 
      few words here and there, just enough to decipher the nature of the tome.  
      This text apparently dealt with the process that one would go through to 
      become a vampire, though the little you can see gives no indication why 
      someone would want to do such a thing.  There is a stamp on the back of the 
      book suggesting that this tome was once archived and recorded by the 
      followers of Oghma.
    
    
    BOOK96 - Conjur Ota Servanta
    
      This text is written in a very old dialect of southern common that you are 
      not familiar with, though it does not appear to be a particularly ancient 
      tome.  It seems to be a section of the personal journal of a noble named
      Tomass Sangui, and deals with the acquiring and control of his most devoted 
      servants.  It is difficult to ascertain much more, though from the frequency 
      of certain words you are reasonably sure that Tomass was creating vampire 
      minions, if not some other creature that feeds on blood.  His knowledge on 
      the subject seems quite intimate indeed, and he details the long process of
      completely turning a victim.  Apparently, if the process is interrupted it 
      can be reversed, but the author does not say how.  There is a stamp on the 
      back of the book that indicates it was once archived and recorded by the 
      followers of Oghma.
    
    
    BOOK97 - Lellyn's Journal
    
      This journal was found on the body of the shadow slain warrior that you 
      stumbled upon near the entrance to the dark woods. The last entry is of 
      particular interest:
    
      "Nothing is as I'd imagined that it would be. I expected to become a hero 
      when I joined Mazzy Fentan's party. I expected that we would slay monsters 
      with ease and bask in the glory of victory as they do in the old tales. But 
      it is not as it seems.
    
      I did not expect the drudgery of the march, the casual horror of slaughter, 
      the smell of death everywhere. I swear I can taste it! We've killed so many 
      shadows and black wolves that my brain has become as numb as my arm. I am 
      covered in ichor but have not the energy to even clean myself.
    
      If not for Mazzy I think that I would be mad. She is a constant source of 
      strength and always reminds us of the innocents that these beasts have
      killed, of the horror that we must take upon ourselves to save the people who 
      have no defense. Mazzy is the hero here, not I.
    
      The battle has only just begun. Today we arrived at the entrance to the 
      ruined temple. It was crawling with shadows. Were it not for Mazzy's quick 
      thinking we would surely be dead. There were far too many to fight but Mazzy 
      used the stained glass of the ruins to reflect what light we had, 
      illuminating the entrance and sending the shades to their doom. While the 
      stained glass caught the light, we were able to find a pocket of safety. Any 
      shadows that came within were destroyed by the light.
    
      Tomorrow we will attempt to enter the temple and the darkness. I have never 
      felt such dread. I try to be as brave as Mazzy but cannot. I feel the
      horrible inescapable urge to run and when the battle is joined, I can only 
      hope that I will not."
    
    
    BOOK98 - Book of King Strohm III
    
      The ancient text is yellowed and crumbling, and written in a language that is 
      far-removed from modern-day Common.  Still, portions of it are translatable 
      with effort.  Overall, the book describes the burial of King Strohm III, and 
      how great efforts were made to keep his tomb safe from the graverobbers that 
      would surely follow once his kingdom fell due to treachery within.  The 
      King's son, Strohm IV, apparently commissioned the creation of a mask of his 
      father that would allow access to the tomb.  How it does so is not clear in 
      the text, although it is mentioned that the mask is kept in six seperate 
      pieces by six Guardians that had been summoned by Strohm's vizier... and that 
      these Guardians would only surrender the mask to one of Strohm's bloodline.
    
    
    HGBOOK1 - Yaga Shura's Journal (Throne of Bhaal)
    
      The large volume is almost too large to comfortably carry, but in giantish 
      hands would likely be little other than a small journal.  Its scribbled 
      contents were made with an unsteady hand and written in giantish, but are 
      still largely legible.  Some interesting notes contained within:
    
      "Finally found the little human Bhaalspawn who's been evading me for two 
      weeks in the Calim Desert.  Was almost a shame to eat his heart, but rules 
      are rules."
    
      "The wraiths that were loaned to me turned out to be useful.  I have the old 
      hag's heart, now, and she's helpless against Yaga-Shura!  Foolish, 
      presumptuous woman!  May she rot in that infernal swamp of hers!"
    
      "Most of the spawn that are left are collected in Saradush, now, where we 
      want them.  Only a few stragglers to pick off once the city walls are 
      overcome...which is only a matter of time."
    
      "Illasera was chosen to be the one to go after the powerful Bhaalspawn, the 
      straggler.  What is <PRO_HISHER> name?  <CHARNAME>?  Hmph.  Yaga-Shura should 
      have been the one chosen.  The fool would have stood no chance.  But now is 
      not the time to disobey orders.  Yaga-Shura can bide his time."
    
      The remainder of the journal contains information on the gathering of 
      Yaga-Shura's army and various tactical matters which, while interesting, are 
      not particularly relevant.
    
    
    -------------------------------------------------------------------------------
    BOOTS:
    -------------------------------------------------------------------------------
    
    BOOT01 - Boots of Speed
    
      Boots of Speed:  'The Paws of the Cheetah'
      These enchanted boots were once the property of a deadly assassin fond of 
      chasing down his prey.  He moved with such speed that his targets often 
      didn't have the opportunity to respond, even on horseback.  Over time the 
      assassin's fame spread, and though his name was never known, all knew to fear 
      the words last heard by his victims: "you can hide, but you cannot run!"
    
      STATISTICS
    
      Equipped Ability : increases movement rate
    
    
    BOOT02 - Boots of Stealth
    
      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:
    
      Move Silently Bonus:  +20%
      Hide in Shadows Bonus: +15%
      Weight:  4
      Not usable by:
       Fighter
       Mage
       Cleric
       Druid
    
    
    BOOT03 - Boots of the North
    
      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
    
      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. missile weapons
      Weight:  4
    
    
    BOOT05 - Boots of Grounding
    
      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
    
    
    BOOT07 - Boots of Elvenkind
    
      These soft boots make the wearer move as silently as the woodland elves.  
      Thieves love to get their hands on these boots, but the elves are reluctant 
      about exporting them, fearful that they may be used for illegal purposes.
    
      STATISTICS
    
      Abilities :
      Move Silently: +30% bonus
      Usable By
       Thieves
    
    
    BOOT08 - Boots of Phasing
    
      This item is cursed and can only be removed with a remove curse spell.  
      Whether by mistake or malicious purposes the creator of these boots enchanted 
      them with dangerous magic.  When worn the wearer is constantly teleported 
      from opponent to opponent, until either the wearer or all opponents in sight 
      are slain.  However, due to the boots' ability to phase the wearer receives 
      a +2 AC bonus.
    
      STATISTICS
    
      Wearer phases to a random enemy every 12 seconds (when an enemy is within
      sight)
    
      AC: +2 bonus
    
    
    BOOT09 - Boots
    
    BOOT10 - Boots of Lightning Speed (double haste)
    
      These modified boots of speed were originally intended to boost the wearer's 
      speed rating to even greater rates than normal boots of speed.  They make the
      wearer as fast as if a haste spell had been cast upon someone wearing boots 
      of speed.  Unfortunately the wearer cannot attack and the strain of rushing 
      around so fast quickly tires even the most stalwart of heroes.  Their 
      nick-name is 'Heel of the Coward', for that summarizes  their most obvious 
      use: running away.
    
      STATISTICS
    
      Equipped Abilities :
      Haste:
        Double-strength haste spell
        Penalties: unable to attack or cast spells
    
    
    BOOT11 - Boots of Etherealness
    
      Why these boots were ever made has long been the subject of speculation among 
      the sages of Candlekeep.  Some suggest that a certain noblewoman was gifted
      them by an ethereal lover, so that she could join him for a tryst.  Others 
      simply point out that the boots are useful for any mage to become intangible 
      to attacks while devastating an opponent with offensive magic.
    
      STATISTICS
    
      Use Abilities :
      Etherealness: These boots can make a wearer ethereal for 30 seconds (once per 
      day).  This makes the wearer immune to normal weapons.  Spells may still be 
      cast, and weapons may still be used.
    
    
    BOOT12 - Gargoyle Boots (Throne of Bhaal)
    
      Legend holds that the mage who created this magical footwear trapped the 
      spirit of an actual gargoyle within these boots.  Unfortunately, they 
      couldn't protect the nameless wizard from the vengeance of the gargoyle's 
      mate.
    
      STATISTICS:
    
         Stoneskin 2 times/day (2 skins per use)
         Immune to backstab
    
    
    BOOTDRIZ - Drizzt's Boots of Speed
    
      These enchanted boots were once the property of a deadly assassin fond of 
      chasing down his prey.  He moved with such speed that his targets often
      didn't have the opportunity to respond, even on horseback.  Over time the 
      assassin's fame spread, and though his name was never known, all knew to fear 
      the words last heard by his victims: "you can hide, but you cannot run!"
    
      STATISTICS
    
      Equipped Ability : increases movement rate
    
    
    -------------------------------------------------------------------------------
    BOWS:
    -------------------------------------------------------------------------------
    
    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 makes arrows 
      fired from this bow deliver more damage.  To wield such a powerful bow 
      requires a strength of 18.
    
      STATISTICS:
    
      THAC0:  +1 bonus
      Damage:  +1
      Weight: 10
      Speed Factor: 7
      Proficiency Type: Longbow
      Type:  2-handed
      Requires: 18 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    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.  This magical bow
      requires a strength of 18 to wield.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  +1 bonus
      Weight: 9
      Speed Factor: 6
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 18 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    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:
    
      THACO:  +1 bonus
      Weight: 3
      Speed Factor: 7
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    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:
    
      THACO: +2 bonus
      Weight: 3
      Speed Factor: 6
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 6 Strength
      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:
    
      Weight: 2
      Speed Factor: 6
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      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. This is a magical short-bow, giving the user an additional +1 to 
      hit.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Weight: 2
      Speed Factor: 5
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW07 - Long Bow of Marksmanship
    
      Long bow of marksmanship:  'The Dead Shot'
      Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided 
      to organize a private contest that would proclaim the better archer between 
      them.  Both boasted the power of their magical bows, but that wasn't enough 
      for Edwall Dest, Duke of Spandeliyon.  He arranged for the theft of his 
      opponent's bow, and on the day of the contest he couldn't help gloat in his 
      advantage.  The Duke of Delthuntle, known only as Raymond, demanded a 
      demonstration of Edwall's skill on a scarecrow that he had placed.  Edwall
      Dest drew his longbow and released the arrow with determination, not stopping 
      to think how uncannily the target resembled himself.  The missile split the 
      large voodoo doll's head in twain, and at that moment Edwall's head did much 
      the same.
    
      STATISTICS:
    
      THACO: +3
      Weight: 2
      Speed Factor: 5
      Proficiency Type: Bow Weapons
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW08, BOW99 - Eagle Bow (Short Bow +2)
    
      Short bow, 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
      Weight: 2
      Speed Factor: 4
      Proficiency Type: Bow Weapons
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW09 - Ripper +2
    
      Ripper +2
      This composite longbow was one of many made by a half-elven craftsman whose 
      name has been lost to history.  At one time there were several hundred in 
      use, a favorite of scouts who patrolled the Anauroch desert, but many have 
      been lost or destroyed.  Only a few are still known to exist, and they see
      little use due to the tremendous strength they require.
    
      STATISTICS:
    
      THACO:  +2
      Damage:  +2
      Proficiency Type: Longbow
      Weight: 8
      Requires: 18 Strength
      Speed Factor: 5
      Type:  2-handed
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    BOW10 - Heartseeker +3
    
      Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of 
      a Treant, though how he came to possess such material is unknown.  He 
      certainly did not anticipate the enchantment within, magic that makes the 
      archer's aim almost infallible for a short period every day.  Pinn claimed 
      his skill was responsible, but it is more likely that some aspect of the soul 
      of the Treant is still within the wood.  This bow requires a strength of 18 
      to use.
    
      STATISTICS:
    
      Combat Abilities: Once per day can increase bow's aim to an additional +7 to 
                        hit for nine seconds
      THACO:  +4
      Damage: +2
      Weight: 7
      Speed Factor: 4
      Proficiency Type: Longbow
      Type:  2-handed
      Requires: 18 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    BOW11 - Strong Arm +2
    
      This massive bow was the property of the ranger Bearpaw, who reportedly 
      received it from a strangely benevolent ogre.  The reason for the gift was 
      never discussed, but he earned the respect of everyone he met, and likely 
      befriended the creature while patrolling the Cloakwood Forest.  Bearpaw could 
      draw back the bow without the slightest effort, but when he died it was 
      bequeathed to his wife and sons, and not a one could draw the string even 
      halfway.  They eventually sold it to a merchant heading South.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  +3 bonus
      Weight: 7
      Speed Factor: 4
      Proficiency Type: Longbow
      Type:  2-handed
      Requires: 19 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    BOW12 - Elven Court Bow +3
    
      This yew bow is more a work of art than a weapon of war; fine engravings
      dance over the polished wood, and the bowstring gleams of gold, almost 
      singing when drawn.  This was a ceremonial bow in the Elven Court for a 
      thousand years, though that is scarcely a single lifetime in elven terms.  
      Every 50 years or so it was granted to someone who had performed a great 
      service, the recipient eventually choosing who would hold it next.  Two 
      centuries ago a human, Yin Pon, rescued an elven prince and was gifted the 
      bow, which he carried with him to Baldur's Gate, where it was subsequently 
      lost.
    
      STATISTICS:
    
      THACO: +4
      Weight: 2
      Speed Factor: 4
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW13 - Mana Bow +4
    
      Kestsa was given this longbow many years ago by the Cowled Wizards, as reward 
      for his exemplary service in the Athkatla city guard.  He was tireless in 
      bringing to justice those who unlawfully used magic.  The bow served him well
      in his cause, granting resistance to damage from arcane energy.
    
      STATISTICS:
    
      Equipped Abilities: +20% to resist magical damage
      THACO: +4
      Weight: 2
      Speed Factor: 3
      Proficiency Type: Longbow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW14 - Tuigan Short Bow +1
    
      The Tuigans are a nomadic people widely dispersed across the steppe regions 
      of Faerun but bound together by a common bloodline.  The bows they make are 
      especially tailored for their mobile warriors, and the process used is 
      carefully guarded, but the result is well known: any bow of Tuigan origin can 
      be fired faster than is possible with a normal one.
    
      STATISTICS:
    
      Combat Abilities: 3 shots per round
      THACO:  +1 bonus
      Damage:  +1
      Weight: 2
      Speed Factor: 5
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW15 - Tansheron's Short Bow +3 (needs no ammo)
    
      The thin, frayed string of this bow appears unusable, but when it is drawn a 
      solid but invisible arrow becomes tangible.  The lich Tansheron gave this bow 
      to his Watcher, the guardian of his keep who stood atop a tower with neither 
      entrance nor exit.  When anyone approached, down would fall a never-ending 
      rain of phantom arrows until they were dead or fled.  How this bow was
      wrested from the Watcher's hand is not known, but would probably make a great 
      tavern story.
    
      Note: avoid equipping normal arrows on your character, else the bow will fire 
      these instead of the phantom arrows.
    
      STATISTICS:
    
      Equipped Ability: This powerful bow requires no ammunition
      THACO:  +3 bonus
      Weight: 2
      Speed Factor: 3
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW16 - Composite Long Bow +2
    
      This long bow is marked with the seal of a sunburst.  It probably once was a 
      bow used by guards in the service of the god Amaunator.  These guards would 
      use the enchanted bows to keep the priests of that long dead faith safe.  Few 
      of these bows still exist, so they are sought after by many archers looking 
      to improve both their accuracy and their lethality.  This bow requires a 
      strength of 18 to use.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  +1 bonus
      Weight: 8
      Speed Factor: 5
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 18 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    BOW17 - Long Bow +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.  
      The smooth staff of this bow is warm to the touch, just a hint of the energy 
      that surges through the wood.
    
      STATISTICS:
    
      THACO: +2 bonus
      Weight: 3
      Speed Factor: 6
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW18 - Short Bow +2
    
      Short bows were the first bows 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.  This short 
      bow is the rival of any of the larger bows.  The magic inherent within it, 
      whether from the wood or the spellcasting of a mage, makes this bow more 
      accurate and damaging than a normal bow.
    
      STATISTICS:
    
      THACO:  +2
      Weight: 2
      Speed Factor: 5
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW19 - Short Bow of Gesen (needs no ammo)
    
      The finest bow crafted by Gesen Khan, this weapon draws energy from another
      plane, firing spears of lightning instead of arrows... and therefore never 
      requiring ammunition of any kind.  It is said that Gesen prepared to retire 
      from his craft after selling the invaluable weapon, only to have the bow 
      wrested from his grasp by a thief who used it to end Gesen's own life.  A 
      side effect of the bow bestows protection from electricity upon the user.
    
      STATISTICS:
    
      THAC0:  +4
      Damage: 2 piercing, 1-8 electrical
      Effects:  Grants user 20% resistance to electrical damage
      Weight: 2
      Speed Factor: 4
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW19A - Gesen Bow Shaft
    
      Part of the Gesen Bow
    
      This is one part of the Gesen Bow, a powerful short bow created by Gesen
      Khan... and used on its own creator when it was stolen by the Shadow Thieves.
      Legend relates that the bow fires bolts of lightning instead of arrows, and
      it has been highly sought in the past by Shadow Thieves for use by their
      assassins and by Cowled Wizards for study.
    
    
    BOW19B - Gesen Bow String
    
    BOW20 - Darkfire Bow +4 (Throne of Bhaal)
    
      Through arcane sorcery, the contradictory elements of fire and ice have been
      combined within this magnificent short bow.
    
      STATISTICS:
    
      Equipped Abilities:
        Once per day may cast Improved Haste
        5% bonus to Fire and Cold resistance
    
      THACO:  +4
      Weight: 1
      Speed Factor: 2
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW21 - Darkfire Bow +5 (Throne of Bhaal)
    
      The magical bowstring of Gond makes even this strongly enchanted short bow 
      more accurate and powerful.
    
      STATISTICS:
    
      Equipped Abilities:
        Once per day may cast Improved Haste
        5% bonus to Fire and Cold resistance
    
      THACO:  +5
      Weight: 1
      Speed Factor: 1
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    BOW22 - Taralash +4 (Throne of Bhaal)
    
      Taralash was a hunter reknowned for his ability to track down even the 
      fleetest of quarry by foot.  Few animals ever escaped once he had them in the 
      sights of his mighty longbow.
    
      STATISTICS:
    
      Equipped Abilities: Increase Movement Rate by 2
    
      THACO: +4
      Weight: 2
      Speed Factor: 3
      Proficiency Type: Longbow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW23 - Taralash +5 (Throne of Bhaal)
    
      The magical bowstring of Gond makes even the legendary longbow of Taralash 
      more accurate and powerful.
    
      STATISTICS:
    
      Equipped Abilities: Increase Movement Rate by 2
    
      THACO: +5
      Weight: 1
      Speed Factor: 2
      Proficiency Type: Longbow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW24 - Composite Long Bow +3 (Throne of Bhaal)
    
      This long bow is marked with the seal of a sunburst.  It probably once was a 
      bow used by guards in the service of the god Amaunator.  These guards would 
      use the enchanted bows to keep the priests of that long dead faith safe.  Few 
      of these bows still exist, so they are sought after by many archers looking 
      to improve both their accuracy and their lethality.  This bow requires a 
      strength of 18 to use.
    
      STATISTICS:
    
      THACO:  +4 bonus
      Damage:  +1 bonus
      Weight: 7
      Speed Factor: 4
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 18 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Bard
    
    
    BOW25 - Long Bow +3 (Throne of Bhaal)
    
      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.  
      The smooth staff of this bow is warm to the touch, just a hint of the energy 
      that surges through the wood.
    
      STATISTICS:
    
      THACO: +3 bonus
      Weight: 2
      Speed Factor: 5
      Proficiency Type: Long Bow
      Type:  2-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    BOW26 - Short Bow +3 (Throne of Bhaal)
    
      Short bows were the first bows 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.  This 
      short bow is the rival of any of the larger bows.  The magic inherent within 
      it, whether from the wood or the spellcasting of a mage, makes this bow more 
      accurate and damaging than a normal bow.
    
      STATISTICS:
    
      THACO:  +3
      Weight: 1
      Speed Factor: 3
      Proficiency Type: Short Bow
      Type:  2-handed
      Requires: 3 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    NPBOW - Bow of Arvoreen (Mazzy)
    
      This enchanted bow has been in Mazzy Fentan's possession for several years, 
      given to her by her god Arvoreen.  It is usable only by halflings, granting a 
      +2 bonus to hit rolls.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Weight: 2
      Speed Factor: 6
      Proficiency Type: Short Bow
      Type:  2-handed
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    -------------------------------------------------------------------------------
    BRACERS:
    -------------------------------------------------------------------------------
    
    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
    
    
    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
    
    
    BRAC03 - Bracers of Defense AC 6
    
      Bracers of Defense AC. 6:  'Bracers to the Death'
      These bracers were held for decades by an undefeated gladiator, and found 
      extensive use in arena combat.  The death of this champion marked the 
      disappearance of this magical item, but rumors persist that they are used to 
      this day in competitive combat across the lands.
    
      STATISTICS:
    
      Armor Class: 6
      Weight: 2
    
    
    BRAC04 - Bracers of Archery
    
      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:
    
      THACO:  +2 (missile weapons only)
      Weight:  2
      Not usable by:
      Druid
      Mage
      Cleric
    
    
    BRAC05, BRAC12 - Bracers
    
      Bracers are thick bands of metal or leather that are strapped, belted, or 
      tied to a character's forearm.
    
    
    BRAC06 - Gauntlets of Ogre Power
    
      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
    
    
    BRAC07 - Gauntlets of Dexterity
    
      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
    
      Cursed 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:
    
      *CURSED*
      THACO:  -10 penalty
      Dexterity:  -2 penalty
      Weight:  2
      Special:  Can only be removed by a 'remove curse' spell
    
    
    BRAC09 - Gauntlets of Weapon Skill
    
      Gauntlets of Weapon Skill:  'Xarrnous' Second Sword Arm'
      Perhaps the most well known owner of these gauntlets was a mercenary, named 
      Xarrnous.  He specialized in smuggling, and frequently loaned these gauntlets 
      to clients if they were to travel with him.  In his eyes, an extra sword arm 
      was always handy.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Weight:  2
      Not usable by:
    
    
    BRAC10 - Gauntlets of Weapon Expertise
    
      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:
    
      THACO:  +1 bonus
      Damage:  +2 bonus
      Weight:  1
    
    
    BRAC11 - Bracers of Binding (cursed item)
    
      These bracers appear to be Bracers of Specialization but when donned, bind 
      the wearers wrists together, making it quite difficult to wield a weapon or 
      cast a spell. These bracers are sometimes offered as rewards for services 
      rendered by the drow. The recipient, believing them to be very powerful, will 
      often don them before examining them. At this point, the drow find it amusing 
      to conjure a hook horror.
    
      STATISTICS:
    
      Special:  Casting failure 75%
      THACO:  +5 penalty
      Damage:  -5 penalty
    
    
    BRAC13 - Bracers of Defense AC 5
    
      Baron Tiri of the North commanded ten of these bracers to be made, one for 
      each of his bodyguards.  The Baron thought it amusing when bandits - thinking 
      them easy targets for they wore no armor -- would attack him and his men as 
      they made excursions across the land.  The Guards of Tiri swiftly dealt with 
      the would be attackers.  Of course Baron Tiri himself never wore a set of 
      bracers and it was this unfortunate oversight that led to his death at the 
      hands of an assassin's poison dagger.
    
      STATISTICS:
    
      Armor Class: 5
      Weight: 2
    
    
    BRAC14 - Bracers of Defense AC 4
    
      Sometimes known as Gauntlets of Chain Mail, these bracers were first worn by 
      Tapid Gornoak.  He was still an active warrior at the age of seventy-five but 
      the weight of his armor was getting harder and harder to bear.  A companion, 
      the sorceress Nadalarin, created these bracers for him.  She also cast a 
      permanent illusion over him so that his men would think he still wore his 
      heavy chain.  Tapid died twenty years later, his hands wrapped around the 
      neck of an orc chief when old age took him.
    
      STATISTICS:
    
      Armor Class: 4
      Weight: 2
    
    
    BRAC15 - Bracers of Defense AC 3
    
      Grinning Glen, the Knight of Fools, wore these bracers while competing in 
      jousting tourneys.  With his skill, charm, and bravado -- no man other than 
      he would joust without armor -- he soon became a favorite to the ladies that
      watched the events.  Too much of a favorite it would seem, for one afternoon
      he was caught frolicking with a knight's betrothed.  A challenge was
      issued, but in his rush Glen forget to don his bracers.  Glen died with a 
      confused grin on his face as the knight's sword struck him, never knowing his 
      own folly.
    
      STATISTICS:
    
      Armor Class: 3
      Weight: 2
    
    
    BRAC16 - Bracers of Blinding Strike
    
      Knight Wesic of the Most Noble Order of the Radiant Heart often said 'Attack
      swiftly and your enemy will be so overwhelmed that the battle will be yours'.
      He lived this principle through these bracers.  Before engaging in righteous
      battle he would unlock the magic of the Blinding Strike and quickly rush at 
      his enemy.  More often than not his opponent would fall within the first few 
      seconds of battle.
    
      STATISTICS
      Abilities:  Improved Haste once per day for twenty seconds
    
    
    BRAC17 - Gloves of Pick Pocketing
    
      A few years back Fong Moo a famous cutpurse, known in both Baldur's Gate and 
      Athkatla, was found dead on the road between the Gate and Beregost.  Seems 
      he'd stolen an artifact from a powerful mage and tried escaping, with little 
      success.  His possessions went to a nephew, who took up the same trade as his
      uncle, and became especially good at pick pocketing.  Whether these gloves 
      were magical before falling into Fong's hands or if they are somehow imbued 
      with the master's essence is not known.
    
      STATISTICS
    
      Pick Pocketing:  +20% Bonus
    
    
    BRAC18 - Gloves of Missile Snaring
    
      Foik Morur demonstrated the effectiveness of these gloves at a community fair 
      near Beregost several years back.  He paid a local archer to fire arrows at 
      him.  As the arrows approached, Foik's hands would move of their own accord, 
      either knocking the arrow away or catching it.  He earned more than a few 
      pieces of gold for his troubles, and these earnings attracted some shadowy 
      figures to Foik's tent that evening.  The next morning Foik was found dead 
      and the gloves missing.
    
      STATISTICS
    
      AC: +2 bonus from missile attacks
    
    
    BRAC19 - Gauntlets of Crushing
    
      A foreigner from the east who went by the name of Floating Bear became well 
      known through the Sword Coast.  Unarmed and unarmored he bested many powerful 
      warriors.  One night, in the arms of a lady of the night he whispered his
      secret.  His martial arts training was supplemented by the thin gauntlets he 
      wore, which allowed him to hit more accurately and with harder punches than 
      bare fists would normally allow.  The woman stole the gloves and took the 
      next boat out.  Floating Bear soon left, returning to his homeland.
    
      STATISTICS
    
      THAC0: +4 bonus when attacking with fists
      Damage: +4 bonus when attacking with fists
    
    
    BRAC20 - Gloves of Healing
    
      These gloves are usually given to novices of the Most Noble Order of the 
      Radiant Heart who have yet to acquire the ability to cast spells.  For anyone 
      outside of the Order to wear these gloves is a rare honor.
    
      STATISTICS
    
      Special Abilities: Heal up to 10 hit points of damage and any poison effects, 
      once per day
    
    
    BRAC21 - Gauntlets of Extraordinary Specialization (Throne of Bhaal)
    
      These rarest of gauntlets are highly sought after by duelists, warriors, and 
      fighters of all kinds.
    
      STATISTICS:
        Adds one extra 1/2 attack/round
        THACO:  +1 bonus
        Damage:  +2 bonus
        Weight:  1
    
      Useable By:
      Fighters
      Paladins
      Rangers
    
    
    BRAC22 - Paladin's Bracers (Throne of Bhaal)
    
      Defenders of justice are ever eager to acquire another tool which may be used 
      to thwart the machinations of evil.  However, these particular gauntlets can 
      only be worn by a warrior of the purest heart.
    
      STATISTICS:
        +10 to maximum HP total while equipped
        Weight:  1
    
      Useable By:
      Paladins
    
    
    BRAC23 - Blessed Bracers (Throne of Bhaal)
    
      The willing sacrifice of a vast fortune in gold, combined with the holy 
      venerations of the sanctifying ceremony, have convinced the blessed powers to 
      transform these already formidable gauntlets into gloves of awesome righteous 
      power.
    
      STATISTICS:
        Cast Cure Critical Wounds once/day
        Cast Resurrection once/day
       +10 to maximum HP total while equipped
        Weight:  1
    
      Useable By:
      Paladins
    
    
    BRAC24 - Bard's Gloves (Throne of Bhaal)
    
      These leather gloves do not appear to have any special properties, though 
      they are quite fashionable.
    
      STATISTICS:
         Weight:  1
    
      Useable By:
      Bards
    
    
    BRAC25 - Wondrous Gloves (Throne of Bhaal)
    
      These gem-studded leather gloves are enchanted so as to augment the skills of 
      any bard.
    
      STATISTICS:
         +1 THAC0
         +1 Bonus to AC
         Bonus 2nd, 3rd and 4th level spell
         Weight:  1
    
      Useable By:
      Bards
    
    
    BRAC26 - Tzu-Zan's Bracers (Throne of Bhaal)
    
      Although monks traditionally shun armor, these gauntlets of Grand Master 
      Tzu-Zan are highly sought after by the practitioners of weaponless combat.
    
      STATISTICS:
         +15 to maximum Hit Point total
         +1 Bonus to AC
          Weight:  1
    
      Useable By:
      Monks
    
    
    NPMISC2 - Jansen Techno-Gloves
    
      Jansen-Brand Techno-Thieving Gadgetizer Gloves - (TM)
    
      This set of thieving tools gives Jan an additional bonus to both his lock 
      picking and pick pocketing.  He is the only one who can use the Gloves, as no 
      one else quite has the knack of it. Oddly, he seems to be able to actually 
      cast spells while wearing the things.  Must be because they got style.
    
      STATISTICS
    
      Lockpicking: +20%
      Pick Pockets: +20%
    
    
    -------------------------------------------------------------------------------
    BULLETS:
    -------------------------------------------------------------------------------
    
    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
      THACO:  +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
      THACO:  +2
      Damage type:  missile (piercing)
      Weight: 0
      Launcher:  sling
    
    
    BULL04 - Sunstone 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.  When the bullet 
      strikes an opponent it explodes in a flash of fire.
    
      STATISTICS:
    
      Damage:  1D4 + 2, +2 Fire Damage
      THACO:  +1
      Damage type:  missile (piercing)
      Weight: 0
      Launcher:  sling
    
    
    BULL05 - Bullet +3 (Throne of Bhaal)
    
      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 + 4
      THACO:  +3
      Damage type:  missile (piercing)
      Weight: 0
      Launcher:  sling
    
    
    BULL06 - Bullet +4 (Throne of Bhaal)
    
      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 + 5
      THACO:  +4
      Damage type:  missile (piercing)
      Weight: 0
      Launcher:  sling
    
    
    -------------------------------------------------------------------------------
    CHAINMAILS:
    -------------------------------------------------------------------------------
    
    CHAN01 - Chainmail
    
      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
      Requires: 8 Strength
      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.  Extra protection is given by magical enchantments placed on 
      this armor.
    
      STATISTICS:
    
      Armor Class: 4
      Weight: 10
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN03 - Chainmail +2
    
      Chain mail +2:  'Mail of the Dead'
      A mage can make an extremely effective assassin, as Vorusta illustrated over 
      400 years ago.  He would create skeleton warriors equipped with this 
      enchanted armor and a powerful blade, and give their circlet of power to the 
      target as a friendly gift.  When the killing machine was through with its 
      work, Vorusta retrieved the equipment and started the entire process over.
    
      STATISTICS:
    
      Armor Class: 3
      Weight: 10
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN04 - 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
      Requires: 8 Strength
      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.  This suit of armor is enchanted, granting the wearer a bonus of 
      +1 to their armor class.
    
      STATISTICS:
    
      Armor Class: 3
      Weight: 10
      Requires: 8 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    CHAN06 - Mithril Chain Mail +4
    
      Mithril Chain mail +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
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN07 - Chain Mail +3
    
      This perfectly crafted chain mail is the standard armor of deep dwarf elite 
      fighters. It is comprised of a mithril alloy and offers protection from all 
      but the most determined attackers.
    
      STATISTICS:
    
      Armor Class: 2
      Weight: 9
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN08 - Chain Mail +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.  Extra protection is given by magical enchantments placed on 
      this armor.
    
      STATISTICS:
    
      Armor Class: 4
      Weight: 10
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN09 - Darkmail +3
    
      Whether by design or through exposure to intense heat in battle, the chain 
      links of this armor are coal black throughout.  While legends usually speak 
      of knights in shining armor facing great beasts, the fire resistant 
      enchantment on this suit suggests equally great, if unheralded, battles with 
      fire breathing creatures.
    
      STATISTICS:
    
      Bonuses: +20% Resistance to fire damage
      Armor Class: 2
      Weight: 9
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN10 - Jester's Chain +4
    
      Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest 
      towns on the Sword Coast, gave him this suit of magical chain as a gift. The 
      chain mail was given to  protect Dekirh from the drunken spectators who often 
      threw rotting produce, chairs and even knives at Dekirh.  The bard 
      appreciated the gift but painted it with wild colors to better fit into his 
      show.
    
      STATISTICS:
    
      Armor Class: 1
      Weight: 8
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN11 - Crimson Chain +5
    
      The dark red metal used to make this chain is said to come from a hidden mine 
      in the Cloudpeaks.  At one time the Bloodway, a band of evil adventurers, all 
      wore armor of this kind, but the other suits have long been lost.
    
      STATISTICS:
    
      Armor Class: 0
      Weight: 7
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CHAN12 - Elven Chain Mail
    
      The delicate yet sturdy craftsmanship of the Elven races allows them to 
      design many beautiful yet utilitarian goods.  Among these is Elven chain 
      mail, which is so finely wrought that it can be worn under normal clothing 
      without revealing its presence.  This and its lightness allows it to be worn 
      by thieves and fighter/mages with few restrictions.
    
      STATISTICS:
    
      Armor Class: 5
      Weight: 7
      Requires: 5 Strength
      Not Usable By:
       Druid
       Mage
    
    
    CHAN13 - Elven Chain +1
    
      Woven by the finest of elven craftsmen, this mail feels more akin to cloth 
      than to metal. The armor may be worn by thieves with few penalties and by 
      fighter-mages without removing their spellcasting ability.
    
      STATISTICS:
    
      Armor Class: 4
      Weight: 8
      Requires: 5 Strength
      Not Usable By:
       Druid
       Mage
    
    
    CHAN14 - Sylvan Chain +2
    
      This light but strong mail is of Sylvan elf construction, and therefore its 
      elegance is only exceeded by its rarity.  Normally granted only to especially 
      brave elves, seldom is this armor be found outside of a wood elf tribe, and 
      rarer still on someone not of elven lineage.
    
      STATISTICS:
    
      Armor Class: 3
      Weight: 10
      Requires: 5 Strength
      Not Usable By:
       Druid
       Mage
    
    
    CHAN15 - Melodic Chain +3
    
      The Bards of Melody were a small band of half-elf bardic warriors who 
      entertained and defended scattered elven communities throughout Calimshan.  
      Enchantments allowed only minstrels to wear their armor, the magical links 
      sliding together to produce beautiful melodies as they danced or fought.  
      Unfortunately the Bards of Melody were disbanded hundreds of years ago, and
      the secret of 'playing' the armor faded with them.
    
      STATISTICS:
    
      Armor Class: 2
      Weight: 12
      Requires: 5 Strength
      Usable By:
       Bard
    
    
    CHAN16 - Bladesinger Chain +4
    
      The lore of this suit is difficult to determine, either due to the exotic 
      circumstances from which it sprang, or the wish of its previous owner to 
      conceal its location.  Secrecy would certainly be desirable, as even rumors 
      of such a mail as this could provoke deadly interest.  It is the pinnacle of 
      elven craft, and a truly blessed item.
    
      STATISTICS:
    
      Armor Class: 1
      Weight: 15
      Requires: 5 Strength
      Not Usable By:
      Druid
      Mage
    
    
    CHAN17 - Ashen Scales +2
    
      Instead of metal strips, this armor uses wyvern scales bound to a chain
      backing by means of a magical fire.  The resulting armor is ash grey in color 
      and more flexible than standard splint mail.  A ranger, Usher Skacan, made
      this armor after slaying several wyverns that were killing all the deer and 
      elk in his forest.
    
      STATISTICS:
    
      Armor Class: 2
      Weight: 18
      Requires: 8 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    CHAN18 - Armor of Faith +3
    
      This was the armor of Seffer Ekr, and a sign of the goddess Mielikii's favor.
      She had rewarded the ranger's loyalty with the promise that he would never
      die in battle, and he defied death for many years, holding orcish hordes back
      from his home forest.  A heart attack claimed him when his time was done, not
      an enemy's blade.
    
      STATISTICS
    
      Bonuses:  +1 bonuses to all saving throws
      Armor Class: 1
      Weight: 15
      Requires: 8 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    CHAN19 - Aslyferund Elven Chain +5 (Throne of Bhaal)
    
      While in exile from Myth Drannor, Aslyferund learned the secret of fashioning 
      powerful Elven armor by gilding and heavily enchanting normal Elven Chain.  
      Alas, his refusal to divulge the secret lead to his murder by a rival smith.
    
      STATISTICS:
    
      While worn, user is completely immune to all normal weapons.
    
      Armor Class: 0
      Weight: 15
      Requires: 5 Strength
      Not Usable By:
      Druid
      Mage
    
    
    CHAN20 - White Dragon Scale (Throne of Bhaal)
    
      Not surprisingly, this armor created from the scales of a young Ice Dragon 
      provides the wearer with protection from cold and ice.
    
      STATISTICS:
         +50% Resistance to Cold
         Cast Cone of Cold 3 times/day
    
      Armor Class: -2
      Weight: 15
      Requires: 8 Strength
      Not Usable By:
       Mage
    
    
    CHAN21 - Chain Mail +3 (Throne of Bhaal)
    
      Typical golden chainmail worn by Balthazar's Mercenaries.
    
      STATISTICS:
    
      Armor Class: 2
      Weight: 10
      Requires: 8 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    CLOLTH - Dark Elven Chain
    
      Woven by the finest of elven craftsmen, this mail feels more akin to cloth 
      than to metal. The armor may be worn by thieves with few penalties and by 
      fighter-mages without removing their spellcasting ability.
    
      STATISTICS:
    
      Armor Class: 4
      Weight: 8
      Requires: 5 Strength
      Not Usable By:
       Druid
       Mage
    
    
    NPCHAN - Corthala Family Armor
    
      This armor, long in the Corthala bloodline, protects the user against all 
      forms of attacks.  The armor is enchanted so that it grants a +3 bonus to 
      Valygar's armor class.  It also adds a bonus to resisting acid, fire and 
      magical damage.  The armor also makes Valygar immune to charm while he wears 
      it.  As it is specially fitted for Valygar, few other than he may wear it.
    
      STATISTICS:
    
      Equipped Abilities: Immune to Charm
      Bonuses: +25% Resistance to fire, acid, and magic damage
      Armor Class: 2
      Weight: 9
      Usable By:
       Valygar
    
    
    -------------------------------------------------------------------------------
    CLOAKS & ROBES:
    -------------------------------------------------------------------------------
    
    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
    
    
    CLCK02 - Cloak of Protection +2
    
      Cloak of Protection +2:  'The Spirit's Shield'
      This cloak is said to focus the energies of one's spirit into a force that 
      protects him or her.  Rumors of a vampire enslaved in the magical item are 
      ever-present, but they are impossible to prove without destroying the cloak.
    
      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. missile weapons
      Saving Throws (death, breath, wand):  +2 bonus
      Weight:  3
      Not usable by:
    
    
    CLCK04 - Cloak of the Wolf
    
      Cloak of the Wolf:  'Relair's Mistake'
      A great amount of irony surrounds the creation of this magical cloak.  Relair 
      was a mage who overestimated the amount of control he had over magic, and in 
      the course of creating this garment he apparently inflicted lycanthropy upon 
      himself.  The wearer can change form whenever he wishes.  Relair was not so 
      lucky.
    
      STATISTICS:
    
      Special:  Polymorph into wolf at will
      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
    
      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
    
    
    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.  This cloak 
      may be used to charm one person, once per day.
    
      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 Resistance
    
      Mage Robes of Cold Resistance are a common sight in the Sword Coast region, 
      especially as one travels north towards Neverwinter and the Icewind Dales. 
      Many young mages receive it as a gift from their instructors upon 
      successfully completing their first five years of study. As with other such 
      robes, they can only be worn by those of the wizardly profession.
    
      STATISTICS:
    
      Cold Resistance:  +20% bonus
      Weight:  3
      Only usable by:
      Mage (single, dual, & multi-class)
    
    
    CLCK10 - Mage Robe of Fire Resistance
    
      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 cannot 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 Resistance
    
      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
    
    
    CLCK20 - Cloak of the Shield
    
      This cloak projects a sphere of energy that protects the wearer from missile 
      weapons. It also slows melee weapons somewhat.
    
      STATISTICS:
    
      Special:  +5 Armor bonus vs. missile weapons
      Special:  +1 Armor bonus vs. all other weapons
      Duration:  1 turn
      Number of Charges:  Unknown
      Weight:  4
      Not Usable by:
    
    
    CLCK21 - Holy Cloak
    
      This cloak is a holy artifact of the inhabitants of the werewolf village.  An
      item with more symbolic value then actual enchantments, as it is a remnant
      from when they first arrived on the island.
    
    
    CLCK22 - Shandalar's cloak
    
      This cloak was originally stolen from Shandalar by the powerful mage Semia, 
      presumably for the powerful magics woven into the fabric.  Although, how it 
      has come to be in your possession and the fate of Semia are complete 
      mysteries, and ones not likely to be solved.  Much like the exact workings of 
      the cloak which would remain a mystery even to a powerful mage.
    
    
    CLCK23 - Cloak of Elvenkind
    
      This green cloak resembles a normal cloak.  Wearing it makes any person able 
      to hide in shadows with astonishing abilities.  As per the thief ability
      though, the moment the wearer attacks or otherwise makes his/her presence 
      known the wearer must leave the shadows.
    
      STATISTICS
    
      Hide in Shadows: bonus 50%
    
    
    CLCK24 - Cloak of Reflection
    
      Vorn Druidslayer crafted this cloak and used it with great success in his 
      campaign to eliminate the druids from all the woods south of Baldur's Gate.  
      His campaign ended abruptly when he encountered a flock of wyverns, who were 
      attracted by the cloak's sheen. They killed Vorn and used the cloak to cover 
      their nest, serving to protect their young during electrical storms.
    
      STATISTICS
    
      Special Abilities: Reflects all electrical damage back to the source
    
    
    CLCK25 - Cloak of the Stars
    
      Thalanta the Fair created many types of cloaks, all known as Cloaks of the
      Stars.  This particular version is simple, with three stars down each sleeve.
      Once per day each star can be removed and thrown as a dart.  The star
      disappears, only to return the next day.
    
      STATISTICS
    
      Special Abilities: Creates six +5 darts each day
    
    
    CLCK26 - Cloak of Mirroring
    
      Though it feels much like normal cloth, this shimmering cloak has on occasion
      been described as "woven water".  Its true enchantment becomes apparent when
      the wearer is attacked directly by magic, and all damage caused by spell 
      effects is returned to the caster.
    
      STATISTICS
    
      Special Abilities:  Reflects all spell damage back to the source.  This
      includes offensive spells like magic missile, but not disabling (non-damage)
      spells such as hold person.
    
    
    CLCK27 - Cloak of the Sewers
    
      For a sewer dweller like Ivan, survival meant going where others refused.  
      Hiding from thugs, Ivan went so deep into the sewers beneath Baldur's Gate, 
      that he found caverns of natural caves, some of which opened to the ocean.  
      Within one cave, Ivan discovered what he thought was a ruined cloak, all torn
      and stained.  He tossed it into the fire he started, but it would not burn.  
      Curious, he donned it and with some prying he discovered its hidden 
      abilities.  With the right command he could shift into a rat, a troll, or a 
      mustard jelly.
    
      STATISTICS
    
      AC: +1 bonus
      Special Abilities:
       Polymorph self: Once a day, the wearer can change into a rat, a troll, or a
       mustard jelly.
    
    
    CLCK28 - Shadow Thief Cloak
    
      This is the cloak that Bodhi has asked you to plant, along with a dagger, in 
      Vulova's home to frame the Shadow Thieves for his murder.
    
    
    CLCK29 - Robe of the Apprenti
    
      This robe was created by your apprentices, working busily away within the 
      Planar Sphere.
    
      STATISTICS
    
      AC: 3
    
    
    CLCK30 - Cloak of Bravery
    
      This cloak is an evil thing, albeit powerful. Made from the poorly stitched 
      together skin of innocent nymphs, this cloak grants the wearer immunity to 
      fear and panic.
    
      STATISTICS
    
      Equipped Abilities: Immunity to fear and panic
    
    
    CLCK31 - Improved Cloak of Protection +2 (Throne of Bhaal)
    
      The abilities conferred by this powerfully enchanted cloak attest to the fact 
      that protection can take many forms - including hiding from view and running 
      away.
    
      STATISTICS:
         Cast Improved Haste once/day
         Cast Improved Invisibility once/day
    
      Armor Class:  +2 bonus
      Saving Throw:  +2 bonus
      Weight:  3
    
    
    CLCK32 - Montolio's Cloak (Throne of Bhaal)
    
      This is the fabled cloak of Montolio DeBrouchee - the aged, blind mentor of 
      the dark elf ranger Drizzt Do'urden.  Like his famous pupil, Montolio was a 
      master at wielding two blades simultaneously.
    
      STATISTICS:
    
         +1 bonus to AC
         +1 bonus to all saving throws
         +2 THAC0 with off hand
    
      Usuable By:
      Rangers
    
    
    NPARM - Jansen AdventureWear
    
      Jansen-Brand Metal-Repellant AdventureWear - (patent pending)
    
      This strange armor is made of a foreign material, very supple but strong to 
      the touch.  Designed by and for Jan Jansen, only he may wear it.  The armor 
      does not give any bonuses to the base armor class, but it does grant a +25% 
      resistance to all physical damage and an additional +5 bonus to Jan's armor 
      class against missile weapons.  Jan may also cast spells while wearing this 
      armor. In addition, the armor is stylish.
    
      STATISTICS
    
      Equipped Abiltiies: 25% resistance to physical damage
      AC: +5 bonus to missile attacks
      Usable By:
       Jan Jansen
    
      Note: Dryclean only
    
    
    NPCLCK - Cloak of the High Forest
    
      When younger, Cernd spent a cycle of seasons meditating on his role within 
      nature.  He made no shelter, wanting to feel the land unhindered.  Nature may 
      have appreciated the intent, she also knows that, for all their dedication, 
      at times her children can be foolish.  Cernd found this cloak before the cold 
      season set in, seemingly woven to fit him from the very undergrowth.  The 
      message was clear: he can appreciate the rain while still seeking shelter 
      from it.  Only Cernd may use this cloak.
    
      STATISTICS:
    
      Armor Class:  +1 bonus
      Saving Throw:  +1 bonus
      Weight:  3
    
    
    -------------------------------------------------------------------------------
    COMPONENTS FOR CESPENAR (Throne of Bhaal ONLY):
    -------------------------------------------------------------------------------
    
    COMPON01 - Liquid Mercury
    
      Most smiths would be fascinated by the liquid metal in this vial.  At the 
      very least, a skilled craftsman could use the shimmering quicksilver to 
      augment an existing weapon.
    
    
    COMPON02 - Eye of Tyr
    
      A gift from the God of Justice, this pommel gem gleams with a holy fire.  If 
      the burning stone were to be set into the hilt of a weapon of virtue the 
      result would be a blade capable of carving a righteous swath through all the 
      evils that plague the Realms.
    
    
    COMPON03 - Fflar's Scabbard
    
      This scabbard is the companion to Fflar's enchanted blade Foebane, and like 
      the sword was rumored to have been lost when Myth Drannor fell.
    
    
    COMPON04 - Baalor's Claw
    
      This demon's hand pulses with evil power.  Though harmless enough in its 
      present state, there are rumors that the magic of a demon's claw can be 
      unleashed by combining the appendage with another powerful item of evil.
    
    
    COMPON05 - Roranach's Horn
    
      This helm is carved from the horn of a great ram.  Etchings on the horn 
      suggest the beast was once worshipped by ancient barbarian tribes.
    
      STATISTICS:
    
        +50% resistance to blunt weapons
    
      Not Usable By:
       Monk
       Mage
       Thief
       Bard
       Kensai
    
    
    COMPON06 - Skull of the Lich
    
      The malevolent empty eye sockets staring back at you fill you with an uneasy 
      dread.  Combining this conduit of necromancy with an item of similarly evil 
      essence could have interesting results.
    
    
    COMPON07 - Hindo's Hand
    
      The fact that someone bothered to preserve the mummified appendage of the 
      mighty Kara-Tur warrior is a testament to his legendary might.
    
    
    COMPON08 - Starfall Ore
    
      This strange material comes from the core of a meteorite which fell from the 
      heavens.  The malleable ore is surprisingly strong, and radiates an inner 
      heat.  Any item forged from the alien matter would undoubtedly possess 
      mysterious and unearthly properties.
    
    
    COMPON09 - Rune of Clangeddin
    
      The dwarven clan of Clangeddin were reknowned for their enchanted forges, and 
      the magical darksteel hammers which came from them.  There is a powerful aura 
      of magic on this rune etched stone, though by itself the stone has no obvious 
      use.
    
    
    COMPON10 - Bowstring of Gond
    
      Gond Wonderbringer, the God of invention and innovation, created this 
      enchanted bowstring to improve the accuracy of even the most powerful of 
      magical bows.
    
    
    COMPON11 - Montolio's Clasp
    
      This clasp belongs to the cloak of Montolio DeBrouchee, the blind teacher of
      the famous drow ranger Drizzt Do'urden.  It hums with powerful enchantments
      locked within.
    
    
    COMPON12 - Horn (left)
    
      Despite a strong dweomer of magic, this ornate animal horn has no apparent 
      use.
    
    
    COMPON13 - Horn (right)
    
    COMPON14 - Nymph's Tear
    
      Legend holds that Nymphs who die of a broken heart shed crystal tears. This 
      rare gem is as hauntingly beautiful as its name, and lends creedence to the 
      folklore by evoking sorrow and longing in all who view its solitary 
      perfection.
    
    
    COMPON15 - Heart of the Damned
    
      The Heart of the Damned is an ancient dried human heart. It takes its name 
      from the legend of the man that it came from. Legend has it that during a 
      war, the cause of which has long been forgotten, a keep was beseiged. The 
      Lord of the keep knew that his walls would soon be overrun and, rather than 
      have his people enslaved, he slew them all. When the besiegers next attacked, 
      they found the Lord standing amongst the slain.
    
      The Lord was burned at the stake and the legends say that his heart would not 
      burn. The Heart is an artifact of significant malevolent power and may be of 
      some use.
    
    
    COMPON16 - Montolio's Cloak
    
      The enchanted cloak of the man who trained the famous ranger Drizzt Do'Urden 
      undoubtedly possesses powerful abilities.  However, since this cloak is 
      missing the enchanted clasp which keeps it in place it is virtually useless.
    
    
    COMPON17 - Circlet of Netheril
    
      This thin circlet of gold appears too simple and plain to be a crown.  
      Although unadorned with gems, there are arcane and cryptic symbols etched
      along the surface - hinting at hidden power within the golden circlet.
    
    
    COMPON18 - White Dragon Scales
    
      There are a large number of frost covered scales salvaged from an ice wyrm.  
      Legend has it they can be magically forged into powerful armor.
    
    
    COMPON19 - Blue Dragon Scales
    
      The scales salvaged from the blue dragon crackle with static energy when 
      touched.  Legend has it they can be magically forged into powerful armor.
    
    
    TOME01 - Golem Manual
    
      This amazing tome contains theoretical musings on the construction and 
      control of golems.  It also explains how to use the manual to temporarily 
      conjure a servant of assembled flesh which will obey the creator without 
      question.  One must have a minimum Intelligence of 16 to understand the 
      contents.
    
      STATISTICS:
         Summon a Flesh Golem for 10 rounds once/day
    
      Usable By:
      Mages
      Bards
    
    
    TOME02 - Clay Golem Manual
    
      The restored page explains how to use the manual to temporarily conjure a 
      servant of molded clay which will obey the creator without question.  The 
      user needs a minimum Intelligence of 16 to understand the contents.
    
      STATISTICS:
         Summon a Clay Golem for 10 rounds once/day
    
      Usable By:
      Mages
      Bards
    
    
    TOME02A - Clay Golem Page
    
    TOME03 - Stone Golem Manual
    
      As clay is stronger than flesh, so is stone stronger than clay.  The new
      pages added to the manual have enhanced its magical properties significantly.
      The user needs an Intelligence of 16 or better to understand the contents.
    
      STATISTICS:
         Summon a Stone Golem for 10 rounds once/day
    
      Usable By:
      Mages
      Bards
    
    
    TOME03A - Stone Golem Page
    
    TOME04 - Juggernaut Golem Manual
    
      With the final page of the manual restored, the full scope of the 
      enchantments within the Manual of Golems can be unleashed.  The user must 
      have a minimum Intelligence of 16 to understand the contents of the tome.
    
      STATISTICS:
      Cast Juggernaut once/day (see below)
    
      This spell causes an Iron Golem to appear at the caster's side for 10 rounds. 
      The golem serves two purposes:
    
         First, it will attack any enemies it can see.
         Second, the golem acts as a magical shield for the wizard, absorbing all 
         melee damage inflicted on the caster for up to 5 blows.  If the caster is 
         struck 5 times the golem is dispelled.
    
      Juggernaut Golem:
      AC: -2, hit only by +2 or better weapons.
      HP: 99
      THAC0: -1, fists act as +2 weapons.
      Damage: 8D8, +2D6 and stunned if target fails save vs spell
    
      Usable By:
      Mages
      Bards
    
    
    TOME04A - Juggernaut Golem Page
    
    
    -------------------------------------------------------------------------------
    CROSSBOWS:
    -------------------------------------------------------------------------------
    
    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)
      Weight: 14
      Speed Factor: 10
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 12 Strength
      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).  This crossbow is magical.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Damage:  +3 (missile)
      Weight: 12
      Speed Factor: 9
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 12 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW03 - Heavy Crossbow of Accuracy
    
      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:
    
      THACO:  +5 bonus
      Damage:  +2 (missile)
      Weight: 10
      Speed Factor: 7
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 12 Strength
      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).  Light crossbows not only weigh less than 
      their heavy counterparts, they fire faster as well.
    
      STATISTICS:
    
      Weight: 7
      Speed Factor: 5
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 8 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       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). This light crossbow has been enchanted.
    
      STATISTICS:
    
      THAC0:  +1 bonus
      Damage:  +1 (missile)
      Weight: 6
      Speed Factor: 4
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 8 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW06 - Light Crossbow of Speed
    
      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:
    
      THACO:  +1 bonus
      Damage:  +1 (missile)
      Special:  1 extra attack per round
      Weight: 5
      Speed Factor: 3
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 8 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW07 - Heavy Crossbow +2
    
      A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually 
      made of ash or yew.  This particular weapon has been enchanted with an aspect 
      of life from the plane of air, harnessed by a master sorcerer.  The aspect 
      acts as a guiding hand, directing bolts to strike true and for more damage 
      than normal.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  +4 (missile)
      Weight: 11
      Speed Factor: 8
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 12 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW08 - Giant Hair Crossbow +3
    
      Though hard to verify, it is claimed that the bowstring of this crossbow is 
      made from the hair of a frost giant.  Whatever the truth, the weapon is 
      incredibly hard to draw, although its accuracy and subsequent damage are well 
      worth the strain required (strength of 15 or greater).
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  +5 (missile)
      Weight: 11
      Speed Factor: 7
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 15 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW09 - Light Crossbow +2
    
      A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
      called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
      a quarrel (also called a bolt).  This magical crossbow is elegant and light 
      in the hand, with little recoil.
    
      STATISTICS:
    
      THAC0:  +2 bonus
      Damage:  +2 (missile)
      Weight: 5
      Speed Factor: 3
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 8 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW10 - Necaradan's Crossbow +3
    
      Bower Necaradan crafted this masterpiece almost thirty years ago, lacing
      strong enchantments within both the wood and the string.  It is said he only 
      fired it once, just to see if it performed as true as he had hoped.  He was 
      reportedly not disappointed, but a local nobleman sought the bow soon after, 
      and it eventually fell into the hands of bandits.
    
      STATISTICS:
    
      THAC0:  +3 bonus
      Damage:  +3 (missile)
      Weight: 5
      Speed Factor: 2
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 8 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW12 - Flasher Launcher
    
      This is Jan Jansen's crossbow, and such is its complexity that only he can
      use it.  Likewise, only he can make the special ammunition it is capable of 
      firing.  Substantial tinkering on this launcher has made it especially 
      accurate.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Weight: 10
      Speed Factor: 3
      Proficiency Type: Crossbow
      Type:  2-handed
      Usable By:
       Jan Jansen
    
    
    XBOW13 - Crossbow of Affliction +4
    
      A devastating weapon, this crossbow unfortunately draws its power directly 
      from the wielder.  Some bowmen have used it regardless, and many to great 
      effect, but the drawbacks must be carefully considered.  Its most famous 
      owner, Guil de Lyons, made good use of it fighting bandits in remote areas of 
      Faerun, but he ultimately fell when he lacked the strength to defend against 
      a rare assailant that got within striking distance.
    
      STATISTICS:
    
      Equipped Penalties: -2 Strength penalty
      THAC0:  +4 bonus
      Damage:  +4 (missile)
      Weight: 9
      Speed Factor: 6
      Proficiency Type: Crossbow
      Type:  2-handed
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW14 - Heavy Crossbow of Searing +1
    
      A marvel of engineering, this crossbow covers bolts in oil and sets them 
      alight when fired.  It is enchanted as well, likely to keep the mechanism 
      working smoothly.  It bears the hallmarks of the inventor's god, Gond.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Damage:  +3 (missile), +2 fire damage
      Weight: 10
      Speed Factor: 9
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 12 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW15 - Firetooth +4 (Throne of Bhaal)
    
      One of the most powerful crossbows in the realms, Firetooth has no need for 
      ammunition as it automatically launches magical arrows of fire.
    
      STATISTICS:
    
      Automatically shoots +2 Fire Arrows
    
      THAC0:  +6 bonus (+4 crossbow, +2 Fire Arrow)
      Damage:  1D8+4, +2 Fire damage
      Weight: 5
      Speed Factor: 1
      Proficiency Type: Crossbow
      Type:  2-handed
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    XBOW16 - Firetooth +5 (Throne of Bhaal)
    
      The magical bowstring of Gond makes even the Firetooth Crossbow's enchanted 
      missiles more accurate and more powerful.   Firetooth will only fire these
      enchanted missiles, so there is no need for ammunition.
    
      STATISTICS:
    
      Automatically shoots +2 Fire Bolts
    
      THAC0:  +7 bonus (+5 crossbow, +2 Fire Bolts)
      Damage:  1D8+5, +2 Fire damage
      Weight: 5
      Speed Factor: 1
      Proficiency Type: Crossbow
      Type:  2-handed
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    XBOW17 - Heavy Crossbow +3 (Throne of Bhaal)
    
      A crossbow is a bow mounted crosswise on a wooden or metal shaft, and usually 
      made of ash or yew.  This particular weapon has been enchanted with an aspect 
      of life from the plane of air, harnessed by a master sorcerer.  The aspect 
      acts as a guiding hand, directing bolts to strike true and for more damage 
      than normal.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  +5 (missile)
      Weight: 10
      Speed Factor: 7
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 12 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    XBOW18 - Light Crossbow +3 (Throne of Bhaal)
    
      A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter 
      called a tiller.  The bow is usually made of ash or yew.  The crossbow fires 
      a quarrel (also called a bolt).  This magical crossbow is elegant and light 
      in the hand, with little recoil.
    
      STATISTICS:
    
      THAC0:  +3 bonus
      Damage:  +3 (missile)
      Weight: 4
      Speed Factor: 2
      Proficiency Type: Crossbow
      Type:  2-handed
      Requires: 8 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    -------------------------------------------------------------------------------
    DAGGERS:
    -------------------------------------------------------------------------------
    
    DAGG01 - 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: Dagger
      Type:  1-handed
      Requires:3 Strength
      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:
    
      THACO:  +1 bonus
      Damage:  1D4 + 1
      Damage type:  piercing
      Weight: 1
      Speed Factor: 1
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG03 - Dagger +2
    
      Dagger +2:  'Heart of the Golem'
      There are no records of this weapon's creator; nevertheless, its existence 
      can be traced back among thieves and murderers to before Dalereckoning.  Its 
      blackened blade was apparently forged from the arcane metals of an iron
      golem, giving the weapon an appearance as dark as its history.
    
      STATISTICS:
    
      Damage:  1D4 + 2
      THACO:  +2 bonus
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG04 - Dagger +2, Longtooth
    
      Dagger +2, longtooth:  'Grave Binder'
      Discovered relatively recently by adventurers in the south, the abilities of 
      this weapon went unknown for several years.  Magical tomes eventually 
      revealed its extensive history as an assassin's tool, and it was dubbed the 
      Grave Binder.  It was stolen soon after.
    
      STATISTICS:
    
      Damage:  1D6 +2
      THACO:  +2 bonus
      Damage type:  Piercing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      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: 1
      Speed Factor: 2
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG06 - Nester's Dagger
    
    DAGG07 - Kylee's Dagger
    
    DAGG08 - Hentold's Dagger
    
    DAGG09 - Silver dagger - Werebane
    
      This dagger acts as a +4 dagger vs. lycanthropes. Dynala Goldenhand, an elven 
      ranger who wished to rid her homeland of its were-jackal problem, forged the 
      dagger. She was killed by a tribe of orcs in the Greypeak Mountains as she 
      tracked the jackalwere leader.
    
      STATISTICS:
    
      Damage:  1D4+2 (+2 vs. Lycanthropes)
      Damage type:  piercing
      Weight: 1
      Speed Factor: 2
      Proficiency Type: Small Sword
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    DAGG10 - Soultaker Dagger
    
      This dagger weighs heavily in your hand, and is warm to the touch. Merely 
      having it on your person makes you feel uneasy for some reason. The gem 
      mounted in the hilt seems to have an inner light of some sort, though how it 
      can have such illuminations and still be so deathly black at its core, you do 
      not know.
    
      Damage:  1D4
      Damage type:  piercing
      Weight: 1
      Speed Factor: 2
      Proficiency Type: Small Sword
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG11 - Boomerang Dagger +2
    
      Fullen Woolspinner, an ambitious halfling from a well to do family, left his 
      home to spend several years adventuring.  During his travels he ended up 
      staying with a family of dwarven weaponsmiths.  Much impressed by their 
      throwing axes, which always returned to the hands of their wielder, Fullen 
      sought to make a dagger that could do the same.  With the help of his dwarven 
      friends he succeeded, creating several of the famous Fullen Boomerang 
      daggers.
    
      STATISTICS:
    
      Combat Abilities: dagger returns to the thrower
      THACO:  +2 bonus
      Damage:  2D4 + 2
      Damage type:  missile (piercing)
      Weight: 1
      Speed Factor: 1
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG12 - Dagger of Throwing +3 Firetooth
    
      This throwing knife is imbued with magical fire, and was supposedly carved 
      from an extracted red dragon tooth.  Tavern tales suggest that the beast is 
      still alive, her anger fueling the enchantment within the weapon.  Though 
      fanciful, the story is consistent, and it is said the dagger returns to the 
      thrower "as though on wings."
    
      STATISTICS:
    
      Combat Abilities: dagger returns to the thrower
      THACO:  +3 bonus, 1D2 fire damage
      Damage:  2D4 + 3
      Damage type:  missile (piercing)
      Weight: 1
      Speed Factor: 1
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG13 - Pixie Prick +3
    
      The Pixie Prick almost appears to be a toy, so fine and delicate is the
      workmanship of the blade and handle.  Yet when wielded and the command word 
      'Sleep' is intoned, the tiny dagger glows with a blue nimbus.  Upon striking 
      an opponent the Pixie Prick releases a surge of powerful magic, potentially 
      inducing a deep slumber.  Legends say that the ancient sprite knight, Alfonso 
      de Noble wielded the Pixie Prick, not as a dagger but as a two handed sword.
    
      STATISTICS:
    
      Combat Ability: Target must make a saving throw vs. poison or fall asleep for 
                      two rounds
      THACO:  +3 bonus
      Damage:  1D4 + 3
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG14 - Dagger +4: 'BoneBlade'
    
      This seemingly simple dagger, steel blade and bone handle, is an incredibly 
      powerful weapon. Forged by an unfortunate duergar smith centuries earlier, 
      the handle was carved from a tooth of a black dragon and the blade was 
      tempered in the blood of its creator. How it has made its way to you is 
      anyone's guess.
    
      STATISTICS:
    
      THACO:  +4 bonus
      Damage:  1D4 + 4
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG15 - Dagger +2
    
      The typical dagger has a pointed, double-edged blade, as opposed to a knife 
      which has a single edge and is a bit shorter.  This particular dagger is 
      magical, having special bonuses to its speed, accuracy, and damage it causes.
      Also, since it is magical, is it capable of striking opponents that are
      immune to normal weapons, such as vampires, elementals and mummies.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D4 +2
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Require: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG16 - Poisoned 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 
      perfectly.  A thin coating of poison has been applied to each poisoned 
      throwing dagger, making it a lethal tool in the hands of trained assassins.
    
      STATISTICS:
    
      Damage:  1D4
      Poison Damage: 2 hit points of damage per second
      Poison Duration: 10 seconds
      Damage type:   missile (piercing)
      Weight: 1
      Speed Factor: 2
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG17 - Stiletto of Demarchess +2
    
      Most who take up the trade of murder for hire do so for reasons other than 
      personal pleasure, but not so the Lady Demarche.  She took special pleasure 
      in the torture of her targets...which is why she made this dagger.  With but 
      one touch of its polished blade an opponent was rendered immobile, incapable 
      of so much as screaming, yet the victim could watch and feel all that 
      happened to them.  While her opponent was thus held, the Lady would slowly 
      bleed them, sometimes taking several hours before allowing her subject to 
      succumb to the final agony of death.  The Lady finally fell victim to her own 
      evil; disarmed by a rival and struck by her own Stiletto her fate was soon 
      sealed.
    
      STATISTICS
    
      Combat Abilities:
       Hold Person: a 20% chance each hit that the victim must save vs. death or be 
                    held for two rounds
      THAC0: +2 bonus
      Damage:  1D4 +2
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG18 - Shadow Thief Dagger
    
      This dagger is used by Shadow Thieves.
    
      STATISTICS:
    
      Damage:  1D4
      Damage type:  piercing
      Weight: 1
      Speed Factor: 1
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG19 - Dagger of <CHARNAME>
    
      This dagger was created for <CHARNAME> by <his or her> apprentices.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Damage:  1D4 +1
      Damage type:  piercing
      Weight: 1
      Speed Factor: 1
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG20 - Dagger +4, Life-Stealer
    
      This dagger weighs heavily in your hand, and is warm to the touch. Merely 
      having it on your person makes you feel uneasy for some reason. The gem 
      mounted in the hilt seems to have an inner light of some sort, though how it 
      can have such illuminations and still be so deathly black at its core, you do 
      not know.
    
      Damage:  1D4 +4
      THACO:  +4 bonus
      Effect:  15% Chance of Level Drain
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG21 - Dagger of the Star +4 (Throne of Bhaal)
    
      Rumored to have been dropped from the Heavens by a careless lesser deity, 
      this dagger is a favorite among thieves and assassins as it will sometimes 
      magically hide its user from the victim's sight.
    
      STATISTICS:
    
      Combat Abilities:  5% chance of making the user go invisible for 60 seconds 
                         after each successful attack.
    
      THACO:  +4 bonus
      Damage:  1D4 + 4
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG22 - Dagger of the Star +5 (Throne of Bhaal)
    
      With the Star Sapphires encrusting its hilt, this small blade is one of the 
      most dangerous weapons in the Realms.
    
      STATISTICS:
    
      Combat Abilities:
        15% chance of making the user go invisible for 60 seconds after each 
        successful attack.
        Star Bolt - each successful hit has a 5% chance of causing an extra 1D8 
        fire and 1D8 electrical damage.
    
      THACO:  +5 bonus
      Damage:  1D4 + 5
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG23 - Ixil's Spike (Throne of Bhaal)
    
      This "dagger" is actually the tip of Ixil's Nail - an artifact of almost 
      unimaginable power.  Even this small piece of the legendary spear is a fierce 
      weapon.
    
      STATISTICS:
    
      Damage:  1D4 + 2
      THACO:  +2 bonus
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
       Cleric
    
    
    DAGG24 - Dagger +3 (Throne of Bhaal)
    
      The typical dagger has a pointed, double-edged blade, as opposed to a knife
      which has a single edge and is a bit shorter.  This particular dagger is
      magical, having special bonuses to its speed, accuracy, and damage it causes.
      Also, since it is magical, is it capable of striking opponents that are
      immune to normal weapons, such as vampires, elementals and mummies.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D4 +3
      Damage type:  piercing
      Weight: 0
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Require: 3 Strength
      Not Usable By:
       Cleric
    
    
    NEBDAG - Neb's Nasty Cutter
    
      This is a vicious weapon used by Neb, covered with old blood and coated in a
      poison that is both quick-acting and extremely deadly.  Only the truly evil
      would dare to use this item on their own  Once the poison is used up,
      however, Neb's Cutter will act as a normal enchanted dagger.
    
      STATISTICS:
    
      Combat Ability: Target must make a saving throw vs. poison or suffer 2 points 
                      of damage per second for 10 seconds.
      THACO:  +2 bonus
      Damage:  1D4 + 2
      Damage type:  piercing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Dagger
      Type:  1-handed
      Not Usable By:
       Cleric
       Non-evil alignments
    
    
    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
      THACO:  +2 bonus
      Poison Damage:  6 points per round
       Up to a total of 15 damage
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Small Sword
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    -------------------------------------------------------------------------------
    DARTS:
    -------------------------------------------------------------------------------
    
    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: Dart
      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.  Magical darts, such as this one, 
      are sought after by thieves and mages.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Damage:  1D3 +1
      Damage type:  missile (piercing)
      Weight: 0
      Speed Factor: 1
      Proficiency Type: Dart
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    DART03 - Dart of Stunning
    
      The Dart of Stunning looks like any other dart other than 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:
    
      Combat Abilities:  Target must save vs. spell or be stunned for 7 rounds
      Damage:  1D3
      Damage type:  missile (piercing)
      Weight: 0
      Speed Factor: 2
      Proficiency Type: Dart
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    DART04 - Dart of Wounding
    
      This dart is coated in a deadly poison that will immediately seep into the 
      bloodstream if striking an opponent, with very deadly results.
    
      STATISTICS:
    
      Poison:  20 damage in 20 seconds (save vs. death for none)
      Damage:  1D3
      Damage type:  missile (piercing)
      Weight: 0
      Speed Factor: 2
      Proficiency Type: Dart
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    DART05 - Asp's Nest
    
      While working for the Shadow Thieves, Fargon Fol collected thousands of small 
      poisonous snakes to create the Asp's Nest.  Fargon took each snake and with 
      her powerful magic she made a dart of each.  She made the dart so that when 
      it strikes its opponent, the snake returns to life, biting and inflicting 
      poison damage on the target. The title Asp's Nest refers to the entire 
      collection of darts, most of which have vanished, either destroyed in use or 
      lost on a long forgotten battlefield.
    
      STATISTICS:
    
      Combat Ability: Poison
      1 hit point damage to target every 3 seconds until 40 hit points damage is 
      inflicted or a cure poison is cast
      THAC0: +1 bonus
      Damage:  1D3 +1
      Damage type:  missile (piercing)
      Weight: 0
      Speed Factor: 1
      Proficiency Type: Dart
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    DART06 - Giant Rock
    
    DART08 - Crimson Dart +3 (Throne of Bhaal)
    
      The small size of this weapon belies its great power.  Immediately after 
      striking its target, this dart reappears in the hand of the wielder, ready to 
      be hurled again.
    
      STATISTICS:
    
      Dart returns instantly to user's hand after being thrown.
    
      THAC0: +3 bonus
      Damage:  1D3 +3
      Damage type:  missile (piercing)
      Weight: 0
      Speed Factor: 0
      Proficiency Type: Dart
      Type:  1-handed
      Not Usable By:
       Cleric
    
    
    STARDART - Darts +5
    
      This magical dart was created using the Cloak of Stars.  The darts will only 
      last for twenty four hours.
    
    
    -------------------------------------------------------------------------------
    DROW ITEMS:
    -------------------------------------------------------------------------------
    
    DWBLUN01 - Drow 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 item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D6 +4
      Damage type:  crushing
      Weight: 15
      Speed Factor: 4
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    DWBOLT01 - Drow Bolt of Sleep
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.  A 
      target hit by this bolt must making a saving throw vs. poison or fall asleep 
      for four rounds.  The drow often use these bolts when capturing slaves.
    
      STATISTICS:
    
      Combat Ability: target must save vs. poison or sleep for four rounds
      Damage:  1D8 +1
      THACO:  +1
      Damage type:  missile (piercing)
      Weight:  0
      Launcher:  Crossbow
    
    
    DWBOLT02 - Drow Bolt of Stunning
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.  A 
      target hit by this bolt must making a saving throw vs. death or be stunned 
      for four rounds.
    
      STATISTICS:
    
      Combat Ability: target must save vs. death or be stunned for four rounds
      Damage:  1D8 +1
      THACO:  +1
      Damage type:  missile (piercing)
      Weight:  0
      Launcher:  Crossbow
    
    
    DWBOLT03 - Drow 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.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      Damage:  1D8 +1
      THACO:  +1
      Damage type:  missile (piercing)
      Weight:  0
      Launcher:  Crossbow
    
    
    DWCHAN01 - Drow Elven Chain +3
    
      The delicate yet sturdy craftsmanship of the Elven races allows them to 
      design many beautiful yet utilitarian goods.  Among these is Elven chain 
      mail, which is so finely wrought that it can be worn under normal clothing 
      without revealing its presence.  This and its lightness allows it to be worn 
      by thieves and fighter/mages with few restrictions.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      This magical drow chain mail gives the wearer a bonus of 5% to magic 
      resistance and takes 1 off of the speed factor of all spells cast by the 
      wearer of the armor.
    
      STATISTICS:
    
      Abilities:  +5 Magic Resistance
                  -1 to casting time of all spells
      Armor Class: 2
      Weight: 12
      Requires: 5 Strength
      Not Usable By:
       Druid
       Mage
       Kensai
    
    
    DWCHAN02 - Drow Adamantine Chain +5
    
      The sturdy craftsmanship of the Drow allows them to design many beautiful yet 
      utilitarian goods.  Among these is Drow chain mail, which is so finely 
      wrought that it can be worn under normal clothing without revealing its 
      presence.  This and its lightness allows it to be worn by thieves and 
      fighter/mages with few restrictions.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      Armor Class: 0
      Weight: 12
      Requires: 5 Strength
      Not Usable By:
       Mages
       Druid
       Kensai
    
    
    DWCLCK01 - Drow Piwafwi Cloak
    
      The cloak can be made in every possible shape with just about every type of 
      fabric.  The most common forms are a circular piece of fabric with a hole in 
      the center for the head, and fabric draped from neck, connected by a chain, 
      brooch, cord, or pins.  Talented drow weavers have woven strands of 
      adamantine into the cloak, thus rendering it useless if exposed to the 
      light -- the effect of which will turn the cloak to dust.
    
      STATISTICS
    
      Hide in Shadows : + 75%
      Move Silent : + 75%
      Saving Throw vs. Breath: +6
    
    
    DWDUST - Adamantine Dust
    
      This is a pile of Adamantine dust, most likely the end result of exposing a 
      Drow item to the light of day.
    
    
    DWHALB01 - Drow Halberd +3
    
      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.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  piercing
      Weight: 15
      Speed Factor: 6
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    DWPLAT01 - Drow Full Plate +5
    
      Full plate armor is the best armor a warrior can buy, both in appearance and 
      protection.  The perfectly fitted interlocking plates are specially angled to 
      deflect arrows and blows, and the entire suit is carefully adorned with rich 
      engraving and embossed detail.  This drow armor will dissolve to dust if 
      removed from the Underdark.
    
      STATISTICS:
    
      Armor Class: -4
      Weight: 70
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    DWSHLD01 - Drow Shield +3
    
      A medium shield is carried in the same manner as a small shield.  Unlike the 
      small shield, however, its weight prevents the character from using his 
      shield hand for anything other than carrying the medium shield.  Medium 
      shields are usually made of metal, range from 3'-4' in diameter, and can be 
      of any shape, from round to square to a spread dragon's wings.  A typical 
      medieval shield resembles a triangle with one point facing downward.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      Armor Class Bonus: 4
      Weight: 7
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    DWSPER01 - Drow Lance +3
    
      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.  
      This drow lance is a superior version of the traditional spear, often used by 
      drow foot soldiers.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D6 +3
      Damage type:  piercing
      Weight: 5
      Speed Factor: 3
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    DWSW1H01 - Drow Scimitar +3
    
      The long, curved, single edged blade is characteristic of both the sabre and 
      the scimitar, even though their origins lie in different parts of Faerun. 
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS
    
      Damage:  1D8 +4
      THAC0: +3
      Damage type:  slashing
      Weight:  3
      Speed Factor: 2
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    DWSW1H02 - Drow Longsword +3
    
      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. 
      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.
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight: 4
      Speed Factor: 2
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    DWXBOW01 - Drow 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).
    
      This item, like most drow equipment, is created using Adamantine, an alloy of 
      adamantite that quickly turns to dust if removed from the Underdark.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  +3 (missile)
      Special:  1 extra attack per round
      Weight: 5
      Speed Factor: 1
      Proficiency Type: Crossbow
      Type:  2-handed
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    FAMILIARS:
    -------------------------------------------------------------------------------
    
    FAMCAT - A familiar, cat
    
      This is your cat familiar, currently curled up and safe within your backpack.
      The cat familiar is a master scout, able to move in the shadows with the
      ability of a master thief.  It is also difficult to hit in combat, and the
      magic of the spell has made this cat resistant to both physical and magical
      attacks.
    
      Abilities:
      Armor Class: 0
      Hit Points: 24
      Magic Resistance: 50%
      Special abilities:  Has 99% in move silently and hide in shadows.
    
    
    FAMCAT25 - Upgraded Cat (Throne of Bhaal)
    
      This is your cat familiar, currently curled up and safe within your backpack.
      The cat familiar is a master scout, able to move in the shadows with the
      ability of a master thief.  It is also difficult to hit in combat, and the 
      magic of the spell has made this cat resistant to both physical and magical 
      attacks.
    
      Abilities:
      Armor Class: -4
      Hit Points: 48
      Magic Resistance: 65%
      Special abilities:  Has 99% in move silently and hide in shadows, 60% in 
                          finding and removing traps, 60% in detecting illusions & 
                          invisibility
    
    
    FAMDUST - A familiar, dust mephit
    
      This is your familiar, a dust mephit currently safe within your backpack.  
      The dust mephit is not strong in combat, but it is slightly resistant to 
      magical attack and has the ability to cast the spell 'glitterdust' twice per 
      day to assist its master.
    
      Abilities:
      Armor Class: 6
      Hit Points: 24
      Magic Resistance: 10%
      Special abilities:  Can cast 'Glassdust' 2 times/day.  Glitter dust 1 
                          time/day.
    
    
    FAMDUS25 - Upgraded Dust Mephit (Throne of Bhaal)
    
      This is your familiar, a dust mephit currently safe within your backpack.  
      The dust mephit is not strong in combat, but it is slightly resistant to 
      magical attack and has the ability to cast spells to assist its master.
    
      Abilities:
      Armor Class: 3
      Hit Points: 48
      Magic Resistance: 25%
      Special abilities:  Can cast 'Prismatic Spray' 1/day, can cast 'Stoneskins' 
                          1/day, immune to fire, 60% damage resistance (except vs. 
                          crushing)
    
    
    FAMFAIR - A familiar, fairy dragon
    
      This is your familiar, a fairy dragon, currently curled up and safe within 
      your backpack.  The mischievous fairy dragon is fairly resistant to magic... 
      and has the ability to both protect and obscure itself with illusionary magic 
      of its own.
    
      Abilities:
      Armor Class: 4
      Hit Points: 24
      Magic Resistance: 32%
      Special abilities:  Can cast Mirror Image and Invisibility 10' radius each 
                          1/day.
    
    
    FAMFAI25 - Upgraded fairy dragon (Throne of Bhaal)
    
      This is your familiar, a fairy dragon, currently curled up and safe within 
      your backpack.  The mischievous fairy dragon is fairly resistant to magic... 
      and has the ability to both protect and obscure itself with illusionary magic 
      of its own.
    
      Abilities:
      Armor Class: 0
      Hit Points: 48
      Magic Resistance: 45%
      Special abilities:  Can cast Mirror Image, Invisibility 10' radius and 
                          Improved Invisibility each 1/day.
    
    
    FAMFER - A familiar, ferret
    
      This is your familiar, a ferret, currently curled up and safe in your
      backpack.  The ferret is an incredibly quick and agile animal, hard to hit
      and magical made resistant to both damage and spells.  The ferret's uncanny
      ability to get into almost anything unseen makes it a handy pickpocket.
    
      Abilities:
      Armor Class: 0
      Hit Points: 24
      Magic Resistance: 50%
      Special abilities:  Has 75% pick pockets ability.  Has a 40% stealth ability.
                          He has detect traps 20%.
    
    
    FAMFER25 - Upgraded ferret (Throne of Bhaal)
    
      This is your familiar, a ferret, currently curled up and safe in your
      backpack.  The ferret is an incredibly quick and agile animal, hard to hit
      and magical made resistant to both damage and spells.  The ferret's uncanny
      ability to get into almost anything unseen makes it a handy pickpocket.
    
      Abilities:
      Armor Class: -4
      Hit Points: 48
      Magic Resistance: 65%
      Special abilities:  Has 95% pick pockets ability.  Has a 60% stealth ability.
                          He has find traps 60%.
    
    
    FAMIMP - A familiar, imp
    
      This is your familiar, an imp, currently grumpy yet safe within your 
      backpack.  The imp is an unusual creature that is fairly quick and quite 
      resistant to magical spells... and has the ability to cast its own spells on 
      behalf of its master.
    
      Abilities:
      Armor Class: 2
      Hit Points: 18
      Magic Resistance: 25%
      Special abilities:  Can cast the Polymorph spell.
    
    
    FAMIMP25 - Upgraded imp (Throne of Bhaal)
    
      This is your familiar, an imp, currently grumpy yet safe within your 
      backpack.  The imp is an unusual creature that is fairly quick and quite 
      resistant to magical spells... and has the ability to cast its own spells on 
      behalf of its master.
    
      Abilities:
      Armor Class: -2
      Hit Points: 48
      Magic Resistance: 35%
      Special abilities:  Can cast 'Polymorph Self' once per day, attack does 1d6 
                          damage with poison (save vs. death or die), regenerates 
                          1 HP per second
    
    
    FAMPSD - A familiar, pseudodragon
    
      This is your familiar, a pseudo-dragon, currently curled up and safe within
      your backpack.  The lizard-like creature is quite intelligent and fairly 
      well-armored and quick... it does not do much damage in combat, but its
      magical claws are able to render some enemies unconscious.  It is also quite 
      resistant to magical spells.  It can also cast blur.
    
      Abilities:
      Armor Class: -2
      Hit Points: 24
      Magic Resistance: 50%
      Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage.  Save or 
                         be rendered unconscious for 120 seconds.  It can also cast 
                         blur.
    
    
    FAMPSD25 - Upgraded pseudodragon (Throne of Bhaal)
    
      This is your familiar, a pseudo-dragon, currently curled up and safe within 
      your backpack.  The lizard-like creature is quite intelligent and fairly 
      well-armored and quick.
    
      Abilities:
      Armor Class: 0
      Hit Points: 48
      Magic Resistance: 35%
      Special abilities: 2 attacks per round at THACO 8 for 1d6 damage.  Save vs. 
                         death or be rendered unconscious for 120 seconds.  It can 
                         also cast 'Blur' and 'Ghost Armor' once per day and 
                         'Detect Illusions' twice per day.
    
    
    FAMQUAS - A familiar, quasit
    
      This is your familiar, a quasit, currently grumpy yet safe within your 
      backpack.  The quasit is a small, infernal creature that is fairly quick and 
      quite resistant to magical spells... and has the ability to cast its own 
      spells on behalf of its master.
    
      Abilities:
      Armor Class: 2
      Hit Points: 24
      Magic Resistance: 25%
      Special abilities:  Can cast Horror
    
    
    FAMQUA25 - Upgraded quasit (Throne of Bhaal)
    
      This is your familiar, a quasit, currently grumpy yet safe within your 
      backpack.  The quasit is a small, infernal creature that is fairly quick and 
      quite resistant to magical spells.
    
      Abilities:
      Armor Class: -2
      Hit Points: 48
      Magic Resistance: 35%
      Special abilities:  Can cast 'Horror' once per day; immune to fire, cold and 
                          electrical attacks; regenerates 1 HP per second; 3 
                          attacks per round, 1d6 dmg plus save vs. Death or -1 
                          Dexterity for 6 rounds.
    
    
    FAMRAB - A familiar, rabbit
    
      This is your familiar, a rabbit, currently curled up and safe within your 
      backpack.  The rabbit might not be one's first choice for a familiar, but 
      this creature is incredibly quick and difficult to hit in combat... and has 
      been augumented by magic to become quite resistant to physical harm as well 
      as spells.  The rabbit also has a keen nose for sniffing out traps on behalf 
      of its master.
    
      Abilities:
      Armor Class: -4
      Hit Points:  16
      Resistance to fire, cold, electricity: 75%
      Special abilities:  Has a 50% Detect Traps ability.  30% stealth ability.
    
    
    FAMRAB25 - Upgraded rabbit (Throne of Bhaal)
    
      This is your familiar, a rabbit, currently curled up and safe within your 
      backpack.  The rabbit might not be one's first choice for a familiar, but 
      this creature is incredibly quick and difficult to hit in combat  The rabbit 
      also has a keen nose for sniffing out traps on behalf of its master.
    
      Abilities:
      Armor Class: 1
      Hit Points:  48
      Magic Resistance: 65%
      Special abilities:  Has a 85% Detect Traps ability.  60% stealth ability. 50% 
                          detect illusions ability.  The rabbit moves as if under a 
                          constant 'Haste' spell.
    
    
    -------------------------------------------------------------------------------
    HALBERDS:
    -------------------------------------------------------------------------------
    
    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
      Requires: 13 Strength
      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:
    
      THACO:  +1 bonus
      Damage:  1D10 + 1
      Damage type:  piercing
      Weight: 14
      Speed Factor: 8
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB03 - Halberd +2
    
      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
      THACO:  +2 bonus
      Damage type:  piercing
      Weight: 12
      Speed Factor: 7
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB04 - Halberd +3: Dragon's Bane
    
      This was the weapon of Thorvin Dukal, one of seven self-proclaimed 
      Dragonslayers who spent years railing against what they called "an insidious 
      dragon infestation that threatened Faerun."  Thorvin had this weapon 
      enchanted at great expense and used it on many occasions, though of dragons 
      only a single white has fallen to it.  The Dragonslayers met their match in a 
      cantankerous ancient red who slew the entire group in an epic battle.  This 
      weapon did not end up in the beast's hoard however, as the creature returned
      to its lair to recuperate and when it emerged the field of combat was well
      scavenged.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D10 +3, +6 vs. dragons
      Damage type:  piercing
      Weight: 12
      Speed Factor: 9
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB05 - Halberd +4 Dragon's Breath
    
      Trying to profit from the strength of greater beings, many years ago the mage 
      Ullion founded a dragon-worshipping cult under the moniker "Son of Drago."  
      Attracting followers with promises of conquest, he sought to secure his
      authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold.
      When the Dragon's Breath strikes an opponent it releases the harsh flames of
      a red dragon, the poisonous vapor of the green dragon, the blue dragon's
      lightning bolt, a spray of a black dragon's acid, and the white dragon's
      penetrating cold.  Unfortunately, Ullion was the first to feel its effects,
      slain by the ambitious Jaramor who sought to rule.  There was no real power
      to be had without the mage, so the entire organization soon collapsed on
      itself.
    
      STATISTICS:
    
      Combat Abilities:
       + 1 point of cold damage
       + 1 point of fire damage
       + 1 point of electrical damage
       + 1 point of acid damage
       + 1 point of poison damage
      THAC0: +4 bonus
      Damage:  1D10
      Damage type:  piercing
      Weight: 12
      Speed Factor: 5
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB06 - Halberd +4 Blackmist
    
      This was the weapon of Dominique Harl, a sightless paladin who frequently 
      traveled Faerun.  When attacked, Dominique would unleash the black mist that 
      is this halberd's namesake, potentially blinding all within ten feet.  This 
      often gave him the advantage, for he lived in darkness all his life, seeing 
      only with the inner light of faith.  Dominique eventually fell, his body
      found in a dark forest, slain by a creature of the night even more at home in 
      the shadows than he.
    
      STATISTICS:
    
      Special Abilities:
      Blindness:
       Three times a day save vs. spells
       Area: 10 foot radius
    
      THACO:  +4 bonus
      Damage:  1D10 + 4
      Damage type:  piercing
      Weight: 10
      Speed Factor: 5
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB07 - Halberd +2
    
      Consisting of a cleaver-like axe blade mounted on a staff averaging six feet 
      in length, the halberd is the oldest and most often used pole-arm.  It is 
      best described as a cross between a spear and an axe.  Magic has been used to 
      forge this particular weapon, gifting it with enhanced abilities to slaughter 
      foes.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D10 +2
      Damage type:  piercing
      Weight: 12
      Speed Factor: 7
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB08 - Halberd +2, Duskblade
    
      Though once a simple halberd, this weapon spent many hundreds of years in a 
      tomb next to the soul phylactery of a powerful lich.  The creature was 
      eventually erased from existence, purportedly by another of its kind, but 
      such close proximity to that concentrated evil has imbued this blade with the 
      very essence of night and the chill of darkness, energy that becomes deadly 
      in combat.  It is a foul weapon, and a warrior should use it with caution.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D10 +2,  +2 points of cold damage
      Damage type:  piercing
      Weight: 12
      Speed Factor: 7
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB09 - Wave Halberd +4
    
      Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of 
      vengeance was designed to aid the cult's champion in retrieving a holy 
      artifact from the fire giants of the Storm Horn Mountains.  That was a lot of 
      hope to place in one champion, and unfortunately the Wave had been lost ever 
      since.
    
      STATISTICS:
    
      Combat Abilities:
      15% chance of draining victim of water (+15 damage)
      Slays Fire Elementals, Efreet, Salamaders (no save)
      THAC0: +4 bonus
      Damage:  1D10+4
      Damage type:  piercing
      Weight: 12
      Speed Factor: 5
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Monk
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB09A & HALB09B - Wave Shaft & Blade
    
      This is a piece of the Wave, a powerful halberd created as a weapon of 
      vengeance by a cult worshipping Umberlee.  It apparently draws water out of 
      its victims, and is able to slay creatures of fire almost instantly.  Tales 
      say the Wave was lost long ago to the fire giants of the Storm Horn
      Mountains, but was eventually found by the adventurer Arganon of the Long 
      Reach.  He either lost the weapon to a wager in the planar city of Sigil, or 
      it rests with his bones when his ship was sunk during a great storm in the
      Sea of Swords.  No one knows for sure.
    
    
    HALB10 - Ravager +4 (Throne of Bhaal)
    
      Taking the blood-soaked shaft of this weapon in hand brings a sudden chill 
      along your spine.  The origins of this gruesome halberd are unknown, though
      the very sight of it has been know to strike terror into the heart of an 
      opponent.
    
      STATISTICS:
    
      Cast Cloak of Fear twice/day
    
      THAC0: +4 bonus
      Damage:  1D10+4
      Damage type:  piercing
      Weight: 12
      Speed Factor: 5
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Monk
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB11 - Ravager +6 (Throne of Bhaal)
    
      Combined with the Serpent Shaft, this dark halberd has the ability to slay an 
      opponent with a single blow - unless they can survive the sudden loss of
      their head.
    
      STATISTICS:
    
      Cast Cloak of Fear three times/day
    
      Combat Abilities:
         3-18 bonus damage each hit unless target saves vs. poison
         10% chance each hit of decapitating opponent (no save)
    
      THAC0: +6 bonus
      Damage:  1D10+6
      Damage type:  piercing
      Weight: 10
      Speed Factor: 3
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Monk
       Druid
       Cleric
       Mage
       Thief
    
    
    HALB12 - Halberd +3 (Throne of Bhaal)
    
      Consisting of a cleaver-like axe blade mounted on a staff averaging six feet 
      in length, the halberd is the oldest and most often used pole-arm.  It is 
      best described as a cross between a spear and an axe.  Magic has been used to 
      forge this particular weapon, gifting it with enhanced abilities to slaughter 
      foes.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  piercing
      Weight: 11
      Speed Factor: 6
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    HAMMERS:
    -------------------------------------------------------------------------------
    
    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 a 
      descendant of the Lucerne hammer.  It is made entirely of steel, with rondels 
      protecting and strengthening the grip.  Rondels are small disks of metal, 
      often shaped into decorative designs.  The shaft is about 18 inches long.'
    
      STATISTICS:
    
      Damage:  1D4 + 1
      Damage type:  crushing
      Weight: 6
      Speed Factor: 4
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM02 - War Hammer +1
    
      Like others of its type, this war hammer 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:
    
      THACO:  +1 bonus
      Damage:  1D4 + 2
      Damage type:  crushing
      Weight: 6
      Speed Factor: 3
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM03 - War hammer +2
    
      War Hammer +2:  'Ashideena'
      Lady Ashideena was a remarkable strategist who honed her skills against the 
      orc armies in the Year of the Black Horde.  She met Dergat Wiltoon -- the
      warrior that wielded this weapon -- when he foiled an ambush led by the great 
      orc Varstok, and soon after made him her Field Captain.  After serving at 
      each other's side for the entirety of the war they fell in love and
      eventually married.  Historians report that Dergat named his war hammer after 
      his bride to remind himself of the love he fought to protect.  What Lady 
      Ashideena thought of this is unknown.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D4 +3, +1 electrical
      Damage type:  crushing
      Weight: 5
      Speed Factor: 2
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM04 - Warhammer +1,+4 vs giant humanoids
    
      The Knee-capper, or "The Capper", as it is affectionately known in dwarven 
      circles, is rumored to have been forged by Clangeddin himself. He gave it to 
      a small clan of homeless dwarves that they might carve a place for themselves 
      amongst the giants and ogres in their area. The hammer has been passed from 
      hero to hero, occasionally finding its way into non-dwarven hands.
    
      STATISTICS:
    
      THACO:  +1 bonus, +4 vs. giants
      Damage:  1D4 + 2, +5 vs. giants
      Damage type:  crushing
      Weight: 8
      Speed Factor: 2
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM05 - War Hammer +2
    
      War Hammer +2, +1 electrical: 'Borok's Fist'
      Borok Thundercracker was a dwarven hero that led several campaigns against 
      giants and other "tall vermin" that had plagued his people in a number of 
      their communities.  This hammer was his blessed weapon, which his elven 
      allies called his "little iron fist", though not to his face.
    
      STATISTICS:
    
      Combat Abilities: +1 electricity damage
      THAC0: +2 bonus
      Damage:  1D4 + 3
      Damage type:  crushing
      Weight: 5
      Speed Factor: 2
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM06 - Dwarven Thrower +3
    
      Dwarven Thrower, War Hammer +3,
      This hammer -- not to be confused with the elven made Dwarf Thrower -- is 
      only usable by dwarves.  In the capable hands of a dwarven warrior the hammer
      may be thrown at an opponent.  The magic in the hammer draws it back to the 
      hand of its wielder.  If it hits an opponent it does double the normal damage 
      that a hammer would normally do.  Against giants and ogres the hammer does an 
      additional +8 damage, due to the special hatred that dwarves hold against 
      these races.
    
      STATISTICS:
    
      Combat Abilities: Returns to thrower
      THAC0: +3 bonus
      Damage:  2D4 + 3, + 8 damage to giants and ogres
      Damage type:  crushing
      Weight: 4
      Speed Factor: 1
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
      Non-dwarves
       Druid
       Mage
       Thief
    
    
    HAMM07 - Dwarven Warhammer of Thunderbolts +3
    
      A dwarven smith, Silverblade, forged this hammer and two other items; a 
      girdle of giant strength and gauntlets of ogre power.  His intention was to 
      gift them to his son, who was then a high officer in the dwarven armies, 
      fighting the giant and ogre tribes of the area.  Unfortunately Silverblade's 
      son died just after the completion of the three items and before they could 
      be gifted to him.  In grief Silverblade himself donned the girdle and the 
      gauntlets.  Taking up the Hammer of Thunderbolts he went to battle against 
      the giant folk.  He died valiantly.
    
      Alone, the Hammer of Thunderbolts is a powerful magical weapon but when 
      merged with the gauntlets of ogre power and a girdle of giant strength the
      hammer is transformed.  This transformation requires magical assistance.  The 
      Hammer of Thunderbolts is then capable of doing an additional +8 damage as 
      well as instantly killing any giant or ogre that it strikes.
    
      STATISTICS:
    
      Thac0: +3 bonus
      Damage:  2D4 + 3
      Damage type:  crushing
      Weight: 4
      Speed Factor: 1
      Proficiency Type: Warhammer
      Type:  1-handed
      Requires: 18 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM08 - War Hammer +2
    
      Mounted knights cannot effectively use pole arms while on horseback, and as a 
      result, many weapons have been altered so they may be used one-handed.  The 
      horseman's war hammer is made entirely of steel, and has a shaft about 18 
      inches long.  Powerful magical energy flows through this weapon, though its 
      origins are nondescript.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D4 +3
      Damage type:  crushing
      Weight: 5
      Speed Factor: 2
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM09 - Crom Faeyr
    
      This is the true name that the dwarven weaponsmith, Silverblade, gave to the 
      weapon he intended to create for his son.  Alas, his son died before the 
      weapon was ever completed, but here it stands complete... forged from the 
      combined magic of the original hammer with the Gauntlets of Ogre Power and a 
      Girdle of Frost Giant Strength.  Crom Faeyr gifts its users with all the 
      powers of the original Hammer of Thunderbolts, in addition to enormous 
      strength and the ability to kill golems, ettins and trolls in one blow.
    
      STATISTICS:
    
      Special Abilities:
        grants 25 Strength
        kills Stone Golems, Clay Golems, Ettins and Trolls
      Thac0: +5 bonus
      Damage:  2D4 + 3
      Damage type:  crushing
      Weight: 4
      Speed Factor: 1
      Proficiency Type: War Hammer
      Type:  1-handed
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM10 - Runehammer +4 (Throne of Bhaal)
    
      This darksteel hammer has a rune of power inscribed upon its head, and has 
      many of the powers of a Mace of Disruption.
    
      STATISTICS:
    
      Equipped Abilities: Negative Plane Protection
    
      Combat Abilities:4-16 +8 damage to Undead, plus they must make a saving throw 
      vs. death (-4 penalty) or be utterly destroyed
    
      Thac0: +4 bonus
      Damage:  2D4 + 4
      Damage type:  crushing
      Weight: 3
      Speed Factor: 0
      Proficiency Type: Warhammer
      Type:  1-handed
      Requires: 16 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM11 - Runehammer +5 (Throne of Bhaal)
    
      The Rune of Clangeddin is now inscribed on the head of this hammer, granting 
      even greater powers to any who wield the weapon.
    
      STATISTICS:
    
      Equipped Abilities: Negative Plane Protection
         Immunity to Fear
         Fire Giant Strength once/day
         Mass Cure once/day
    
      Combat Abilities:  4-16 +10 damage to Undead, plus they must make a saving
      throw vs. death (-4 penalty) or be utterly destroyed
    
      Thac0: +5 bonus
      Damage:  2D4 + 5
      Damage type:  crushing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Warhammer
      Type:  1-handed
      Requires: 16 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    HAMM12 - War Hammer +3 (Throne of Bhaal)
    
      Mounted knights cannot effectively use pole arms while on horseback, and as a 
      result, many weapons have been altered so they may be used one-handed.  The 
      horseman's war hammer is made entirely of steel, and has a shaft about 18 
      inches long.  Powerful magical energy flows through this weapon, though its 
      origins are nondescript.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D4 +4
      Damage type:  crushing
      Weight: 4
      Speed Factor: 1
      Proficiency Type: War Hammer
      Type:  1-handed
      Requires: 9 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    HELMS:
    -------------------------------------------------------------------------------
    
    HELM01 - 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 - Helm 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 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
    
      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 a 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
    
      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 attribute 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
      THACO:  +1 bonus
      Special:  Protects Against Critical Hits
      Weight: 1
      Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELM08 through HELM13, HELM15 - Helmet
    
    HELM14 - Kiel's Helmet
    
      This is the helmet worn by Kiel the Legion-Killer, first-born son of Durlag 
      Trollkiller and Clan-prince of his father's ill-fated tower. It is said that 
      anyone who wears it is granted immunity to all forms of fear and panic, be 
      their origins natural or magical.
    
      STATISTICS:
    
      Armor Class Bonus:  None
      Special:  Protects Against Critical Hits
      Special:  Protects Against all forms of panic and boosts moral
      Weight: 2
      Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELM16 - Helm of Brilliance
    
      This helm is made of polished steel and set with diamonds, rubies and fire 
      opals.  The gems glow with an internal light, the source of which can only be 
      magical.  The helm makes the wearer resistant to fire as well as giving the 
      wearer some spell abilities.  These include fireball, prismatic spray and the 
      sunray.
    
      STATISTICS:
    
      Equipped Abilities:
      Protects Against Critical Hits
      Fire Resistance
    
      Special Abilities (once per day):
      Ability  1 :
      Effect: Fireball
      Damage:  6D6 (save vs. wands for half)
      Range:  90 ft
      Area:  30 ft radius
    
      Ability 2 :
      Effect: Prismatic Spray
       Effects vary as per 7th Level Wizard spell
    
      Ability 3 :
      Effect: Sunray
      Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
      Undead: an additional 1d6 points of damage per level of caster (save vs.
              spells or be destroyed)
      Range: 20 ft
      Area: 20 ft radius
    
      Armor Class Bonus:  None
      Weight: 2
      Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELM17 - Skull of Death
    
      The mad necromancer-lich N'Ashtar Nikadeemus forged this helmet from the 
      bones of his own parents.  His highest ranked general would wear it when he 
      rode into battle, using it to instantly slay the commanders of the opposing 
      army.  After that the skeletal armies of N'Ashtar would overrun their 
      demoralized enemies.  When N'Ashtar finally fell the Skull of Death was 
      supposedly destroyed.
    
      STATISTICS:
    
      Abilities:
      Effect: Death Spell
      Damage: Death
      Range: 10 yards
      Area: 30ft Cube
      Armor Class Bonus: None
      Weight:  2
      Not Usable By:
       Mage
       Bard
       Thief
    
    
    HELM18 - Pearly White Ioun Stone
    
      Legend tells us that this particular type of ioun stone is crafted with the 
      enslaved soul of a troll.  This pearly white ioun stone will grant the wearer 
      the ability to regenerate at a rate of 2 hit points per minute.
    
      Abilities: Regenerate 2 hit points every minute
      Armor Class Bonus: None
      Weight: 2
      Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELM19 - Dusty Rose Ioun Stone
    
      This Ioun stone glows with a dusty rose hue, hinting at calming images and 
      sensations.  While pleasing, it does not appear to enhance the basic 
      protection enchantment upon it.
    
      STATISTICS
    
      Armor Class Bonus: +1
      Weight: 2
      Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELM20 - Pale Green Ioun Stone (bonus HP and THAC0)
    
      On his deathbed, aged hero Rigar TrueBlood begged one last request of his
      mage companion Spectorial: that his skill and fortitude as a warrior live on.
      The reluctant friend consented and transferred these traits to an item,
      knowing the warrior's soul would then be lacking them.  This pale green Ioun
      stone now holds these essences, and grants the owner TrueBlood's health and
      skill.
    
      STATISTICS
    
      Equipped Abilities:
      +10 % bonus to hit points
      +1 bonus to THAC0
      Armor Class Bonus: None
      Weight: 2
      Not Usable By:
       Mage
       Bard
       Thief
    
    
    HELM21 - Dragon Helm
    
      The skillful hand of the warlock Wormsor carefully worked several dragon 
      scales into this powerful helmet.  Red, white and green scales overlap, 
      protecting the wearer from normal blows as well as fire, cold and 
      electricity.  It is hard to determine whether the benefits originate within 
      the scales or the spells of the mage.
    
      Abilities: Sets fire, cold and electrical resistance to 25%
      Armor Class Bonus: None
      Weight: 2
      Not Usable By:
       Mage
       Bard
       Thief
    
    
    HELM22 - Amnish Helmnet
    
      This class of decorative helmet, made of reinforced leather or metal, covers 
      the face and head. Eye slits and breathing holes come highly recommended.
      This is the standard helm used by  Amnish soldiers.
    
      STATISTICS:
    
      Armor Class Bonus:  None
      Special:  Protects Against Critical Hits
      Weight: 2
      Not Usable By:
      Mage
      Bard
      Thief
    
    
    HELM23 - Golden Ioun Stone (Throne of Bhaal)
    
      Highly sought out by wizards and mages, this ioun stone raises the 
      intelligence of those who possess it.
    
      STATISTICS:
         +1 to Intelligence when equipped
    
    
    HELM24 - Obsidian Ioun Stone (Throne of Bhaal)
    
      The tough obsidian stone imbues its owner with a similar hardiness.
    
      STATISTICS:
         +1 to Constitution when equipped
    
    
    HELM25 - Silver Ioun Stone (Throne of Bhaal)
    
      Perhaps the silver and gray in this stone hints at the knowledge that only 
      comes with age and experience.
    
      STATISTICS:
    
         +1 to Wisdom when equipped
    
    
    HELM26 - Lavender Ioun Stone (Throne of Bhaal)
    
      The bright lavender hue of this stone dances and sparkles, as if the stone 
      itself were alive.
    
      STATISTICS:
         +1 bonus to AC
         +4 to all saves vs death
    
    
    HELM27 - Bronze Ioun Stone (Throne of Bhaal)
    
      The powerful enchantments on this ioun stone make it a treasure eagerly 
      sought after by wizards and mages.
    
      STATISTICS:
    
         Memorize a bonus 7th level spell when equipped.
    
      Usuable by:
      Mage
      Bard
    
    
    HELM28 - Circlet of Netheril (Throne of Bhaal)
    
      Combined with the Bronze Ioun Stone, the Circlet of Netheril is a great boon 
      to any practitioner of the arcane arts.  Of course, something so valuable is 
      likely to attract unwanted attention from rival mages...
    
      STATISTICS:
    
         +10 to maximum Hit Points
         Memorize one additional 7th and 8th level spell
    
      Usable By:
      Mage
    
    
    HELM29 - Thieves' Hood (Throne of Bhaal)
    
      Although this hood does not confer any noticeable advantages on its wearer, 
      it does have an aura of latent magic.
    
      Usable by:
      Thieves
    
    
    HELM30 - Thieves' Hood (Throne of Bhaal)
    
      There is no honor among thieves.  Perhaps that is why the Thieves' Hood has 
      been imbued with magical properties to protect the wearer from their own ilk.
    
      STATISTICS:
    
      Equipped Abilities:
         Immunity to backstab and poison
         Cast True Sight 3 times per day
    
      Usable by:
      Thieves
    
    
    HELM31 - Helm of the Rock (Throne of Bhaal)
    
      This helm grants a warrior immunities far beyond mere physical protections.  
      It is obvious there once used to be a set of horns protruding from the metal 
      cap, though the horns and any magic associated with them have long since 
      disappeared.
    
      STATISTICS:
         +25% resistance to fire, cold, acid, poison and electricity
    
      Usable By:
      Fighter
    
    
    HELM32 - Helm of the Rock (Throne of Bhaal)
    
      With the addition of the horns, the Helm of the Rock is even more powerful.  
      Generals and military leaders can command both fear and respect simply by 
      wearing this helm.
    
      STATISTICS:
         +25% resistance to fire, cold, acid, poison and electricity
         - Cast Aura of Command 3 times per day (enemies save vs spell at -2 or 
           flee in terror)
    
      Usable By:
      Fighter
    
    
    HELM33 - Gold Horned Helm (Throne of Bhaal)
    
      A typical golden helm used by Balthazar's Mercenaries.
    
    
    HELM34 - Wong Fei's Ioun Stone (Throne of Bhaal)
    
      This Ioun Stone was said to be a gift given to the Shou-ling monk, Wong Fei 
      Hung by the Kara Turan god of war, Chan Cheng. The god came down in the form 
      of a dragon and fought Wong Fei for three days and three nights. Chan Cheng 
      was so impressed by the monk's prowess that he bestowed the Ioun Stone upon 
      him. The stone disappeared when Wong Fei died.
    
      STATISTICS:
      Armor Class: +1 Bonus
      Equipped Abilities:
        +15 to Max Hit Points
         Wearer Regenerates 1 hit point every 6 seconds
    
      Usable By:
       Monk
       Fighter
       Kensai
    
    
    NPMISC1 - Jansen Spectroscopes
    
      Jansen-Brand Micro-Macro Spectroscopes - (Official Spectroscopes of the 
      Purple Brotherhood)
    
      Another one of Jan Jansen's inventions, these glasses allow Jan to detect 
      invisibility once per day.  They also give Jan an additional +25% to his 
      detect and disarm traps abilities. Various lenses on the contraption increase 
      Jan's ability to detect illusions by 20%. The style of the Spectroscopes is 
      so obvious it hardly needs to be mentioned.
    
      STATISTICS
    
      Special Abilities: detect invisibility once per day
      Disarm Traps: +25%
      Detect Traps: +25%
      Detect Illusions: +20%
    
    
    -------------------------------------------------------------------------------
    ICEWIND ITEMS (with the Preorder Bonus CD):
    -------------------------------------------------------------------------------
    
    WAAXE - Hrothgar's Axe +3
    
      This axe was wielded by an adventurer who lived within the town of Easthaven 
      in Icewind Dale.  He died about a century ago trying to rescue his town from 
      the ancient demon Balhifet.
    
      STATISTICS:
    
      Equipped Abilities:
      +1 Charisma
      +1 Wisdom
      THAC0: +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight: 5
      Speed Factor: 4
      Proficiency Type: Axe
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    WAFLAIL - Defender of Easthaven +2
    
      This flail was created a century ago to commerate the defeat of the demon 
      Balhifet.  It was meant to always remain within the town of Easthaven to 
      remind the people of the great evil that had been barely defeated.
    
      STATISTICS:
    
      Equipped Abilities:
       +1 AC bonus
       +20% resistance to slashing, piercing, and blunt damage
      THACO:  +2 bonus
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 12
      Speed Factor: 5
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    WAMACE - Jerrod's Mace
    
      This was the favored weapon of the priest of Tempus named Jerrod.  Jerrod 
      sacrificed his life to save the town of Easthaven from the powerful demon 
      known as Balhifet.
    
      STATISTICS:
    
      THACO:  +2 bonus, +5 vs. demons
      Damage:  1D6 + 3, +5 vs. demons
      Damage type:  crushing
      Weight: 7
      Speed Factor: 5
      Proficiency Type: Mace
      Type:  1-handed
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    WANINJA - Scarlet Ninja-To +3
    
      Ninja-To of the Scarlet Brotherhood
      When a member of the Scarlet Brotherhood kills one of that organization's
      'great enemies', they are often rewarded with this sword.  How this sword 
      made its way from the world of Greyhawk (where the Brotherhood is based) to 
      Faerun is a mystery.  When unsheathed the ninja-to will glow blood red.
    
      STATISTICS
    
      Equipped Ability: one extra attack per round
      Combat Ability: Poison damage of 6 hit-points per round, for two rounds, if 
                      target fails a saving throw versus poison
      THAC0: +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight:  2
      Speed Factor: 1
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 6 Strength
      Usable By:
       Monks
    
    
    WAS2H - Joril's Dagger +3
    
      Joril's Dagger (Two Handed Sword +3)
      Joril was a powerful Frost giant that lived with his clan in the Spine of the 
      World.  His magic dagger was lost when he was killed by a band of 
      adventurers.  Eventually the dagger wound up in the town of Kuldahar where it 
      was reforged so that it could be used as a Two handed sword.
    
      STATISTICS
    
      Combat Abilities:
       25% chance of each hit confusing an opponent for three rounds (save vs. 
       spells to negate effect)
      THAC0: +3 bonus
      Damage:  1D10 +3,  +1 cold damage
      Damage type:  slashing
      Weight:  10
      Speed Factor: 7
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 13 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    WASLING - Sling of Everard +5
    
      The sling of Everard was a holy weapon created by the god Tempus and given to 
      Everard to help him defeat the enemies of Icewind Dale.
    
      STATISTICS:
    
      Equipped Ability: does not require bullets
      THACO:  +5 bonus
      Damage:  +2 (missile damage)
      Weight: 0
      Speed Factor: 0
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
    
    
    WASPEAR - Spear of Kuldahar +3
    
      This spear was forged by the druids who dwelt close to the great tree of 
      Kuldahar.  It was meant to be used by the warrior who was appointed as 
      Kuldahar's defender.
    
      STATISTICS:
    
      Equipped Ability: +8 to max hit points
      THAC0: +3 bonus
      Damage:  1D6 +3
      Damage type:  piercing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    WASTAFF - Staff of Arundel
    
      This was a lesser version of the Staff of the Woodlands.  It was created by 
      Arundel, an arch druid that lived in the city of Kuldahar before he was 
      killed by the demon Belhifet.
    
      STATISTICS:
    
      Equipped Abilities:
       +10% Resistance to fire and cold
       Wielder memorizes one extra fifth and one extra sixth level spell
    
      THACO:  +3 bonus
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 3
      Speed Factor: 0
      Type:  2-handed
      Requires: 9 Dexterity
      Usable By:
       Druids
    
    
    WASTAR - Everard's Morning Star +2
    
      This morning star was the personal weapon of the cleric Everard.  Everard was 
      a powerful priest of Tempus who sacrificed his life in the battle against the
      demon Balhifet.
    
      STATISTICS:
    
      Combat Ability: 50% chance per hit of making targeted spellcaster lose one 
                      spell from memory
      THACO:  +2 bonus
      Damage:  2D4 +2
      Damage type:  crushing
      Weight: 9
      Speed Factor: 5
      Proficiency Type: Flail/Morningstar
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Mage
       Thief
    
    
    WAWAK - Kachiko's Wakizashi +3
    
      This sword was the favored weapon of a female warrior named Kachiko.  Not 
      much was known about her other than that she hailed from the far eastern 
      lands in Kara-Tur.
    
      STATISTICS
    
      Combat Ability: drains 2 points of target's wisdom (lasts two rounds) on each
                      hit. Target may save vs. death to avoid wisdom loss.
      THAC0: +3 bonus
      Damage:  1D8 +3
      Damage type:  piercing
      Weight:  2
      Speed Factor: 0
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    -------------------------------------------------------------------------------
    KEYS:
    -------------------------------------------------------------------------------
    
    EDWINKEY - Mae'Var's Strongbox Key
    
      This is a metal key of unique design. Judging from its shape, the lock that 
      it fits must be impossible to pick.
    
    
    KEY01 - Cult Key
    
      This is the key given to you by Gaal. It will open the door to the lower 
      levels of the dungeon where you can find one half of the rift device.
    
    
    KEY02 - Gaal's Key
    
      This is the key given to you by Gaal. It will open the door to the lower 
      levels of the dungeon where you can find one half of the rift device.
    
    
    KEY03 - Planar Key
    
      This thin bar vibrates softly in your hand.  It looks as if it could be used 
      as either a key or a lever.
    
    
    KEY04 - Sun Ray Symbol
    
      A holy symbol is a physical representation of a god's power. This symbol 
      depicts a worshipper raising his hands to the sky. A beam of light envelops 
      the worshipper. This piece seems to be one third of a circle. If you find the 
      other two pieces you will have the complete symbol.
    
    
    KEY05 - Dawn's Light Symbol
    
      A holy symbol is a physical representation of a god's power. This symbol 
      depicts a stylized sun rise. This piece seems to be one third of a circle. If 
      you find the other two pieces you will have the complete symbol.
    
    
    KEY06 - Lightstone Symbol
    
      A holy symbol is a physical representation of a god's power. This symbol 
      depicts a lightstone on a pedestal. The rays from the lightstone destroy 
      creatures of shadow. This piece seems to be one third of a circle. If you 
      find the other two pieces you will have the complete symbol.
    
    
    KEY07 - Chapel Key
    
      This is the key that you found in the ruined chapel of the complex in the 
      Windspear Hills.
    
    
    KEY08 - Chain Key
    
      Once the Ogre's Sword was returned to Aerie, the illusion was dispelled.  You
      can now see the sword for what it actually is: the key to Aerie's chains.
    
    
    KEY09 - Firkraag Prison Key
    
      This key will allow you to open the doors to the prison in which Garren's 
      child is held.
    
    
    KEY10 - Keep Key
    
      This is the master key to Nalia's keep. It should open most of the doors in
      the fortress.
    
    
    KEY11 - Planar Prison Cell Key
    
      This rod is actually a key of strange design. This key was found on the 
      Warden's Body in the strange extra-planar prison the Raelis and Haer'Dalis 
      were taken to. It is most likely the key to the prisoners' cell.
    
    
    KEY12 - Key to Aran's Lair
    
      This odd key fits a secret door in the Shadow Thief Lair. This door leads to 
      the Shadow Master, Aran Linvail's, abode.
    
    
    KEY13 - Shadow Thief Prison Key
    
      This key was found on the shadow thief jailor, Booter. It most likely is the 
      key to the cells.
    
    
    KEY14 - Piece of Burial Mask
    
      At first look this seems to be just a shattered piece of pottery.  Closer 
      examination reveals that this is a single piece of King Strohm the third's 
      burial mask.  With all of the pieces it would be possible to reconstruct the 
      mask.  What good this would do, you do not know.
    
    
    KEY15 - Piece of Burial Mask
    
    KEY16 - Piece of Burial Mask
    
    KEY17 - Piece of Burial Mask
    
    KEY18 - Piece of Burial Mask
    
    KEY19 - Piece of Burial Mask
    
    KEY20 - Burial Mask of King Strohm III
    
      This is the reconstructed mask of King Strohm the third.  When you place it 
      on your face, the entire world becomes tinted with odd colors.  Perhaps this 
      mask will allow you to see something that you hadn't been able to before, but 
      its use beyond that seems questionable.
    
    
    KEY21 - Samia's Key
    
      This is the key to the tomb of King Strohm III.
    
    
    KEY22 - Shadow Prison Key
    
      This key was obtained from the Shadow Jailor. It can be used to open the 
      prison cells in the Shadow Dungeon.
    
    
    KEY23 - Symbol of Amaunator
    
      The three holy symbols connected to form this disc, the Symbol of Amaunator.
    
    
    KEY24 - Sahuagin Treasury Key
    
      This ornate key will open the door to the Royal Treasury.
    
    
    KEY25 - Despana Treasury Key
    
      This key, obtained from Phaere, will give you access to the Despana Treasury 
      room.
    
    
    KEY26 - Sekolah's Tooth
    
      Only this gigantic shark tooth, said to have been left by the sahuagin god 
      Sekolah, can open the way to the Rebel Prince's base.
    
    
    KEY27 - Guildhouse Key
    
      This is the key to the lower levels of Lady Galvena's Festhall, the 
      Courtesan's Guild.
    
    
    KEY28 - Jon's Key
    
      Jon Irenicus' key. This will allow access to the escape route in the basement 
      of the Asylum.
    
    
    KEY29 - Sewer Key
    
      This key has a faint but foul odor clinging to it, like that of the sewers. 
      There are no sewers within the halls where you found the key. The lock that 
      this key opens will have to be found elsewhere.
    
    
    MISC4B - Jail Cell Key
    
      A typical cell key that one might find in any jail. This one may fit 
      Jaheira's cell.
    
    
    MISC4G - Portal Key
    
      An intricate key, presumably once owned by the lover of your captor.
    
    
    MISC4H - Wand of Fire Key
    
      A strange key.
    
    
    MISC4I - Wand of Frost Key
    
      A strange key that feels cold to the touch.
    
    
    MISC4J - Wand of Summoning Key
    
      This key seems to squirm in your hand as if it is alive.
    
    
    MISC4K - Wand of Lightning Key
    
      This key gives you a small shock when you touch it.
    
    
    MISC4L - Wand of Cloudkill Key
    
      This key gives off a foul odor.
    
    
    MISC4M - Wand of Missiles Key
    
      This key resembles a tiny Wand of Magic Missles.
    
    
    MISC4O - Sewage Golem Key
    
      This key can open the sewage doors in the dungeon.
    
    
    MISC4P - Key to Frennedan's Room
    
      This key fits the door to the glass room that Frennedan is locked in.
    
    
    MISC4Q - The Ogre's Sword
    
      An ogre with a woman's voice has asked for this sword, claiming that it will 
      break the illusion cast over her.
    
    
    MISC4R - Haegan's Key
    
      This is the key to the captive chambers in the Slaver Compound. It was found
      on the body of Captain Haegan and should open all of the doors in the
      building.
    
    
    MISC4S - Key to Shadow Thieves Cellar
    
      This key will allow you to open a secret door that leads to the Shadow Thief
      headquarters, which you will need to find.  The secret door is located on the
      ground floor of the Shadow thief guild, on the north east wall.
    
    
    MISC4Z - Beastmaster Key
    
      The Beastmaster's key should open the cells of the gladiators.
    
    
    MISC8M - Trademeet Tomb Key
    
      This key will open the sealed tomb in the Trademeet Cemetary. The tomb used
      to be the place of burial for Trademeet's elite but has been sealed off for
      many years because of 'trouble' from within.
    
    
    MISCAM - Galvena's Key
    
      This is the Lady Galvena's personal skeleton key to the festhall. It will
      allow access to the prison area.
    
    
    SARKEY01 - Outer Jail Door Key (Throne of Bhaal)
    SARKEY02 - Secret Jail Door Key (Throne of Bhaal)
    SARKEY03 - Sealed Door Key, Saradush Prison (Throne of Bhaal)
    SARKEY04 - Sewer Key, Saradush (Throne of Bhaal)
    SENKEY01 - Drow Guard's Key
    SENKEY02 - Drow Wardstone
    SENKEY03 - Sendai's Key
    
    
    -------------------------------------------------------------------------------
    LEATHER ARMORS:
    -------------------------------------------------------------------------------
    
    LEAT01 - Leather Armor
    
      Basic armor made of thick, wax or water-hardened leather.  It is sturdy 
      protection, not supple like boots or a cloak.  Soft garment leathers like 
      that would offer no more protection than common clothing.
    
      STATISTICS:
    
      Armor Class: 8
      Weight: 15
      Requires: 4 Strength
      Not Usable By:
       Mage
    
    
    LEAT02 - Leather Armor +1
    
      Basic armor made of thick, wax or water-hardened leather.  It is sturdy 
      protection, not supple like boots or a cloak.  Soft garment leathers like
      that would offer no more protection than common clothing.  Magical 
      enchantments have improved the protective abilities of this particular suit.
    
      STATISTICS:
    
      Armor Class: 7
      Weight: 15
      Requires: 4 Strength
      Not Usable By:
       Mage
    
    
    LEAT03 - Leather Armor +2
    
      Leather armor +2:  'Protector of the Second'
    
      The Mist of Shadows was an elite company of elven rangers that roamed the 
      Cormanthor wood, the bane of bandit and monster alike.  This particular armor 
      belonged to Indeera Lakhan, the group's most decorated officer and second in 
      command.  The suit is named for her, though how it came to part her company 
      in unknown.
    
      STATISTICS:
    
      Armor Class: 6
      Weight: 5
      Requires: 4 Strength
      Not Usable By:
       Mage
    
    
    LEAT04 - Studded Leather Armor
    
      Studded leather armor has little in common with normal leather armor.  
      Instead of a hardened shell, studded leather offers hundreds of metal rivets 
      affixed to a supple backing.  The numerous studs form a flexible coat of 
      metal that helps to turn aside slashing and cutting attacks, while the 
      leather is little more than a means of securing the rivets in place.
    
      STATISTICS:
    
      Armor Class: 7
      Weight: 25
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT05 - Studded Leather Armor +1
    
      Studded leather armor has little in common with normal leather armor.  
      Instead of a hardened shell, studded leather offers hundreds of metal rivets
      affixed to a supple backing.  The numerous studs form a flexible coat of 
      metal that helps to turn aside slashing and cutting attacks, while the 
      leather is little more than a means of securing the rivets in place.
    
      STATISTICS:
    
      Armor Class: 6
      Weight: 15
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT06 - Studded Leather Armor +2, missile attraction
    
      Cursed Studded Leather
      This odd looking suit of studded leather cannot be removed once put on, 
      except under intervention by a sorcerer.  While improving the protection 
      against all melee weapons, this armor actually becomes a target for missile 
      weapons, and hence so does its wearer.  The choice is simple, deadly arrows 
      or deadly swords.
    
      STATISTICS:
    
      Armor Class: 5  (15 vs. missile weapons)
      Weight: 8
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT07 - Studded Leather Armor +2
    
      This armor is the standard armor given out to griffin riders and other 
      warriors who use mounted steeds.  It is lightweight but offers good
      protection, especially with the extra magical protections crafted upon it.
    
      STATISTICS:
    
      Armor Class: 5
      Weight: 8
      Requires: 6 Strength
      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
      Requires: 6 Strength
      Only Usable By:
      Thief (single, multi and dual class)
    
    
    LEAT09 - Karajah's Leather Armor
    
      Leather Armor +3: Karajah's Life and Death
      Karajah was Calimshan's champion of pit fighting for a full decade, and 
      seemingly unbeatable.  His success, or so he claimed, was due to the mobility 
      that his light armor afforded him.  He may well have been unaware of the 
      suit's other qualities, but his peers ignored his claims of ignorance when 
      enchantments were discovered.  The armor survived the subsequent beating, 
      whereas Karajah did not.
    
      STATISTICS:
    
      Armor Class: 5
      Weight: 4
      Requires: 3 Strength
      Not usable by:
       Mage
    
    
    LEAT10 - Hide Armor
    
      Hide Armor is made from the thick skin of large animals (elephants, for 
      example) or layers of thinner, more common leather.  It is considered too 
      cumbersome for use in advanced human cultures, but is common among more 
      barbaric humanoids.  It offers better protection than normal leather, but can
      be hard to maintain, often resulting in an offensive odor or shoddy 
      appearance that prevents effective use.  Thieves can wear this armor, but it 
      has a negative effect on their abilities.
    
      STATISTICS:
    
      Armor Class: 6
      Move Silently: -20
      Lock Picking: -10
      Find/Remove Traps: -10
      Pick Pockets: -10
      Weight: 40
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT11 - Leather Armor +2
    
      Basic armor made of thick, wax or water-hardened leather.  It is sturdy 
      protection, not supple like boots or a cloak.  Soft garment leathers like 
      that would offer no more protection than common clothing.  Magical 
      enchantments have improved the protective abilities of this particular suit.
    
      STATISTICS:
    
      Armor Class: 6
      Weight: 5
      Requires: 4 Strength
      Not Usable By:
       Mage
    
    
    LEAT12 - Leather Armor +3
    
      Basic armor made of thick, wax or water-hardened leather.  It is sturdy 
      protection, not supple like boots or a cloak.  Soft garment leathers like 
      that would offer no more protection than common clothing.  Magical 
      enchantments have improved the protective abilities of this particular suit.
    
      STATISTICS:
    
      Armor Class: 5
      Weight: 4
      Requires: 3 Strength
      Not Usable By:
       Mage
    
    
    LEAT13 - Skin of the Ghoul +4
    
      A clever thief, Damien Oneknife always tried to gain from the assets of his 
      enemies, no matter the circumstances.  After an intense battle with several 
      ghouls in which two of his companions perished, Damien decided to even the 
      odds in future encounters.  He skinned one of the undead creatures and 
      brought the hide to a halfling armorer talented in enchanting leather.  When 
      the suit was finished it was magically protective against physical attacks 
      and paralyzation.  Not very epic perhaps, but practical.
    
      STATISTICS:
    
      Bonuses: +3 bonus to all saves vs. paralyzation/poison
      Armor Class: 4
      Weight: 4
      Requires: 3 Strength
      Not Usable By:
       Mage
    
    
    LEAT14 - The Night's Gift +5
    
      Originally blessed by Shar, this armor has a long and interesting history.  
      Only the greatest of thieves have ever owned this heavily enchanted armor.  
      The essence of night has been woven into the dark set of armor so that it
      feels like normal armor but encloses the wearer in a mass of twisting 
      shadows.
    
      STATISTICS:
    
      Bonuses: +20% to hide in shadows
      Armor Class: 3
      Weight: 5
      Requires: 3 Strength
      Not Usable By:
       Mage
    
    
    LEAT15 - Studded Leather Armor +2
    
      This armor is the standard armor given out to griffin riders and other 
      warriors who use mounted steeds.  It is lightweight but offers good 
      protection, especially with the extra magical protections crafted upon it.
    
      STATISTICS:
    
      Armor Class: 5
      Weight: 8
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT16 - Orc Leather +3
    
      This ghastly armor was taken from an orc camp destroyed by barbarians.  
      Instead of standard metal rivets, like normal studded leather, this orc 
      leather is instead laced with hundreds of fire hardened bones.  Finger bones, 
      ribs, and skulls cover the armor, acting much like the traditional metal 
      rivets.  Powerful orcish enchantments give the armor special resistance to 
      missile attacks, but the repulsiveness of the armor reduces the wearers 
      charisma.
    
      STATISTICS:
    
      Bonuses: +10% Resistance to missile attacks
      Penalties: -1 to Charisma
      Armor Class: 4
      Weight: 7
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT17 - Armor of Deep Night +4
    
      Enchanted ebony rivets adorn the black leather of this armor.  Umberlee the 
      Sea Queen granted this armor to Dami Darn, a rogue who slew the conjurer 
      Looxil.  The assassination pleased  Umberlee, for Looxil had betrayed her in 
      years past. Dami Darn died years later, a knife to the back from her 
      successor in the thieves' guild.
    
      STATISTICS:
    
      Armor Class: 3
      Weight: 7
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT18 - Armor of the Viper +5
    
      This armor's namesake is a serpent only in manner, referring to the Drow 
      assassin Raroh.  Poison was his trademark, and when he discovered this suit's 
      susceptibility to venom, he gifted it to Avlorm, a promising novice assassin
      within his own guild.  When Avlorm's power eventually threatened his own, 
      Raroh easily dispatched him, thanks to the weakness of the armor he still 
      wore.
    
      STATISTICS:
    
      Penalties: -2 penalty to all saves vs. poison/paralyzation
      Armor Class: 2
      Weight: 6
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT19 - Shadow Dragon Scale
    
      This suit of armor is formed from interlocking shadow dragon scales.  Elegant 
      workmanship and practical considerations make this armor both beautiful and 
      useful.  The shadow dragon scales grant the wearer extra protection from 
      acid.
    
      STATISTICS:
    
      Bonuses: +50% Resistance to Acid
      Armor Class: 1
      Weight: 10
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT20 - Aeger's Hide +3
    
      This heavy and thick bear hide is all that remains of the fabled Aeger.  
      Several hundred years ago the Aeger, a giant bear, terrorized hundreds of
      small villages up and down the Sword Coast.  The bear was invulnerable to 
      fire, cold or acid.  Finally the young men and women of several villages 
      banded together, forming a militia almost two hundred people strong.  The 
      Aeger was surrounded and finally slain.  Less than a dozen villagers 
      survived, and they carved the Aeger's hide amongst themselves.  Out of one of 
      the pieces this armor was created.
    
      STATISTICS:
    
      Bonuses: +15% resistance to fire, cold, and acid
                      Immune to Confusion
      Armor Class: 3
      Weight: 35
      Requires: 6 Strength
      Not Usable By:
       Mage
    
    
    LEAT21 - Human Flesh +5
    
      Made from human skin and treated with the blood of a noble dragon, this armor 
      emits the stench of bitter death. The malevolent armor can only be used by a 
      truly evil person.
    
      STATISTICS:
    
      Armor Class: 3
      Saving Throws:  +4 bonus
      Magic Resistance:  20% bonus
      Weight: 5
      Requires: 3 Strength
      Not usable by:
       Mage
       Non-Evil Characters
    
    
    LEAT22 - Human Flesh
    
      This is a tunic made from the badly sewn together human flesh that you took
      from the Tanner's house in the Bridge District. If completed it may make 
      serviceable armor, albeit only the most evil of humans could wear such a vile 
      item.
    
    
    LEAT23 - Studded Leather of Thorns +6 (Throne of Bhaal)
    
      Fashioned by the Hierophant Wassalia before she chose to forever dwell on the 
      Elemental Plane of Fire, this suit of armor is not covered by typical metal 
      studs but by heavy red thorns.
    
      STATISTICS:
      Thorn Damage - each successful hit on the wearer inflicts 1d4 points of fire 
      damage to the attacker
    
      Armor Class: 1
      Weight: 5
      Requires: 6 Strength
      Not Usable By:
       Mage
       Monk
    
    
    LEAT24 - Grandmaster's Armor +6 (Throne of Bhaal)
    
      Created for the Grandmaster Assassin Vita Muerte, this suit not only provided 
      protection but also enabled Vita to better pursue her fleeing victims... as 
      the unfortunate wizard who fashioned this item for the ruthless killer soon 
      learned.
    
      STATISTICS:
    
      Abilities: Increase movement rate as Boots of Speed
    
      Armor Class: 1
      Weight: 5
      Requires: 6 Strength
      Not Usable By:
       Mage
       Monk
    
    
    -------------------------------------------------------------------------------
    MISC:
    -------------------------------------------------------------------------------
    
    AERIEBAB - Aerie's Baby (Throne of Bhaal)
    AMSOUL01 - Malla's Soul Stone (Throne of Bhaal)
    BOTSMITH - Summons Cespenar (Throne of Bhaal)
    
    DECK   - Deck of Many Things (Throne of Bhaal)
    
      Each card in this deck is a metallic plate, each adorned with a distinct 
      portrait of its own.  The card shimmers with power, and while each Deck of 
      Many Things is different, all legends agree that this kind of artifact holds 
      great power and is not to be used lightly.  The exact contents and powers of 
      the deck cannot be known unless the cards are drawn...but once drawn, the 
      effect on the user is irreversible.  Supposedly, a Deck of Many Things can 
      only be used so many times until it disappears and moves elsewhere in the 
      multiverse...for what reason, no-one knows.
    
    
    FIGURE01 - Shakti Figurine (Throne of Bhaal)
    
      This statue is a replica of a fierce gladiator, wielding a blade in each 
      hand.  By invoking this figurine, the user temporarily transforms themselves 
      into a blue armored warrior wielding a magical shortsword.
    
      STATISTICS:
    
      Usable once per day
      Duration: 4 rounds
      Set AC to -5
      Hastes user
      Attack twice per round with a +4 shortsword as if possessing 2 proficiency 
      slots in shortsword
    
      Not Usable By:
      Fighters
    
    
    GLOBBLU1 to GLOBBLU4 - Blue Globes (Throne of Bhaal)
    GLOBRED1 to GLOBRED4 - Red Globes (Throne of Bhaal)
    GLOBGRE1 to GLOBGRE4 - Green Globes (Throne of Bhaal)
    GLOBPUR1 to GLOBPUR4 - Purple Globes (Throne of Bhaal)
    
    C6LANTHO - The Lanthorn
    
      The Rhynn Lanthorn is an artifact from ruined Myth Rhynn. It was highly 
      prized by the city's rulers as it shone through all falsehoods and illusions.
      The device, with the lenses in place, can dispel the illusions that hide 
      Suldanessellar.
    
    
                                               All of these rings function as
                                          ___  if the spell had been cast
    MAGE01 - Ring of Invisibility            | which means magic resistance
    MAGE02 - Ring of Barkskin                | can stop the effects.  Ignore
    MAGE03 - Ring of Mirror Image            |_the fact that the titles of
    MAGE04 - Pseudo Ring of Blur             | these items may be missing from
    MAGE05 - Pseudo Ring of Free Action      | the descriptions and none of
    MAGE06 - Ring of Haste                ___| them have names as such - they
                                               just look like scrolls. THEY DO
             WORK !!!  You need to be careful though as the effects do not
             carry over from saved games like the proper rings do.  This means
             when you load a game you need to take the ring off and put it
             back on again for the effect to work. But some of them are worth
             it.
    
             Exceptions:  The Pseudo rings do not function i.e. no bonuses at
             all that I can detect.  But the ring of blur does change the
             sprite of your character like the spell does (which I like).  The
             other rings work fine.    (from Kelvin Groves)
    
    MISC01 - Winter Wolf Pelt
    MISC02 - Mirror
    MISC03 - Small Box
    MISC04 - Bassilus' Holy Symbol
    MISC07 - Gold Piece
    MISC12 - Ankheg Shell
    MISC13 - Samuel (body)
    MISC16 - Fire Agate Gem
    MISC17 - Lynx Eye Gem
    MISC18 - Sunstone Gem
    MISC19 - Turquoise Gem
    MISC1A - Bottle of Wine
    MISC1B - Butter Knife of Balduran
    MISC1C - Sea Charts
    MISC1E - Evan's Body
    MISC1F - Dradeel's Spell Book
    MISC1G - Farthing's Dolly
    MISC1H - Gong Mallet
    MISC1I - Belladonna flowers
    MISC1J - Glittering Beljuril Gemstone
    MISC20 - Bloodstone Gem
    MISC21 - Skydrop Gem
    MISC22 - Andar Gem
    MISC23 - Jasper Gem
    MISC24 - Tchazar Gem
    MISC25 - Zircon Gem
    MISC26 - Iol Gem
    MISC27 - Moonstone Gem
    MISC28 - Waterstar Gem
    MISC29 - Ziose Gem
    MISC2A - Doppelganger Wardstone
    MISC2B - Level 1 Exit Wardstone
    MISC2C - Islanne Wardstone
    MISC2D - Kiel Wardstone
    MISC2E - Fuernebol Wardstone
    MISC2F - Teleportation Wardstone
    MISC2G - Level 2 Exit Wardstone
    MISC2I - Wardstone Forgery
    MISC2K - Compass Wardstone
    MISC2L - Bone Wardstone
    MISC2M - Dwarven Rune 1 Wardstone
    MISC2N - Dwarven Rune 2 Wardstone
    MISC2O - Lock of hair from Kirinhale
    MISC2P - Harp of ?
    MISC30 - Chrysoberyl Gem
    MISC31 - Star Diopside Gem
    MISC32 - Shandon Gem
    MISC33 - Aquamarine Gem
    MISC34 - Garnet Gem
    MISC35 - Horn Coral Gem
    MISC36 - Pearl
    MISC37 - Sphene Gem
    MISC38 - Black Opal
    MISC39 - Water Opal
    MISC3A - Book of Infinite Spells (Fireball)
    MISC3A1 - Book of Infinite Spells (Invisibility)
    MISC3A2 - Book of Infinite Spells (Protection from Evil)
    MISC3A3 - Book of Infinite Spells (True Seeing)
    MISC3A4 - Book of Infinite Spells (Farsight)
    MISC3A5 - Book of Infinite Spells (Spell Turning)
    MISC3A6 - Book of Infinite Spells (Wyvern Call)
    MISC3A7 - Book of Infinite Spells (Stinking Cloud)
    MISC3A8 - Book of Infinite Spells (Lightning Bolt)
    MISC3A9 - Book of Infinite Spells (Burning Hands)
    
    MISC3C - Efreeti Bottle
    
      When this bottle is rubbed an efreeti will appear.  The efreeti will attack 
      any enemies of the user, staying for up to ten rounds.
    
      STATISTICS:
    
      Special Abilities:  Summons an Efreeti once a day
    
    
    MISC3D - Golden Lion Figurine
    
      This small figurine is a perfect replication, in miniature of a lion.  When 
      the command word is spoken, the lion grows to normal proportions, becoming a
      living, breathing giant cat.  The lion obeys the summoner's commands.  The 
      lion remains for five minutes, or until slain, at which point it once again 
      becomes a figurine.
    
      STATISTICS
    
      Special Abilities:  Summons a lion for five minutes, once each day
    
    
    MISC3E - Black Spider Figurine
    
      This black spider figurine fits in the palm of your hand.  When the command 
      word is spoken the figurine comes to life as a semi-intelligent spider called
      Kitthix.  The spider will obey its master's commands for the duration of the 
      spell or until slain.  After five minutes, regardless of whether the spider 
      lived or died, the figurine returns.  It takes a day to recharge the 
      figurine.
    
      STATISTICS
    
      Special Abilities: Summons a huge spider for five minutes, once each day. The 
      spider can Phase during combat. Kitthix can also use it's Web Tangle ability, 
      which sprays a stream of webbing at one target. If the target fails its save, 
      it will be held by the webbing for 2 rounds. Kitthix's melee attack is 
      poisonous.
    
    
    MISC3F - Jade Hound
    
      The origin of this item is tied to a melancholy ode popular in human taverns, 
      about a young elven boy lost in a great wood. A spirit supposedly befriended 
      him, providing companionship through the astral hound summoned by this 
      figurine, but the boy eventually succumbed to loneliness anyway. Critics may 
      ask how an elf could get lost in his own wood, but that and other 
      discrepancies have not stopped the story from being retold. The item's real
      history has been buried beneath the fiction.
    
      STATISTICS
    
      Special Abilities: Summon Astral Hound for five minutes, once each day, with 
      the following abilities:
       1 and 1/2 attacks per round for 2d4, 20% chance to Level Drain, 20% chance to
       Slow, non-cumulative.
    
    
    MISC3H - Horn of Blasting
    
      While many army engineers spent their time perfecting siege equipment, Julius
      Baggar delved into magical tomes for his engineering insights.  Therein he 
      found ancient scriptures that detailed how to make, control, and wield sound 
      waves.  The Horn of Blasting was his first and only attempt at taking the 
      theoretical magical knowledge to create a practical new technology.  An 
      apprentice blew through the Horn, aimed in the direction of Julius who 
      insisted on a 'useful experiment'.  The resulting shockwave that emanated 
      from the horn, first stunned and then tore poor Julius apart.
    
      STATISTICS
    
      Special Abilities (once per day): Sonic wave, everyone in area takes 2-20 hit 
      points damage and are stunned for two rounds (save vs. paralyzation for half 
      and to avoid being stunned)
    
    
    MISC3I - Silver Horn of Valhalla
    
      In the halls of Valhalla rest the most valiant of warriors.  Their service to 
      war during their lives has rewarded them with honored positions in Valhalla.  
      As part of their service these warriors must offer their service to any who 
      blow a horn of Valhalla.  This horn will summon forth a fifth level berserk 
      warrior who will fight for the summoner for one minute.  The horn may be used 
      once per day.
    
    
    MISC3J - Bronze Horn of Valhalla
    
      In the halls of Valhalla rest the most valiant of warriors.  Their service to 
      war during their lives has rewarded them with honored positions in Valhalla.
      As part of their service these warriors must offer their service to any who 
      blow a horn of Valhalla.  This horn will summon forth a seventh level berserk 
      warrior who will fight for the summoner for one minute.  The horn may be used 
      once per day.
    
    
    MISC3K - Iron Horn of Valhalla
    
      In the halls of Valhalla rest the most valiant of warriors.  Their service to 
      war during their lives has rewarded them with honored positions in Valhalla.
      As part of their service these warriors must offer their service to any who 
      blow a horn of Valhalla.  This horn will summon forth a ninth level berserk 
      warrior who will fight for the summoner for one minute. The horn may be used 
      once per day.
    
    
    MISC3L - Horn of Silence
    
      When this odd horn is blown no sound issues forth, making most people discard 
      it as being useless.  However if the proper command word is known the horn is 
      capable of silencing all within the area of  effect, providing that they fail 
      a saving throw versus breath weapons.  This horn may be used three times a 
      day.  The most common use of the Horn of Silence is a weapon against mages.
      Fighters often employ the horn, silencing enemy mages and drastically 
      improving their own chances of success against the frail magic users.
    
      STATISTICS
    
      Special Abilities: Silence everyone in area (unless they make a saving throw
      vs. breath weapon) for one minute
    
    
    MISC3M - Harp of Discord
    
      Even the most talented bard cannot get this harp to play in tune.  Each 
      stroke of the harp's strings results in a harsh, off-key note.  If the bard 
      attempts to play a proper ballad upon the harp, its magical effects are 
      released.  All creatures, other than the bard and his/her party must make a 
      saving throw vs. spells or be confused for thirty seconds.
    
      STATISTICS
    
      Special Abilities:  3 times a day can cause confusion to all creatures within 
      listening range (save vs. spells to avoid the confusion).  The bard and 
      fellow party members are not affected by the confusion.
    
      Usable By
       Bards
    
    
    MISC3N - Azlaer's Harp
    
      In the twisted court of Azlaer a bizarre ritual was enacted every night of 
      the full moon.  Within Azlaer's massive palace lay an courtyard open to the 
      sky above.  This courtyard housed a large pool full of man eating sharks.  
      For amusement Azlaer would invite well known citizens from nearby towns to 
      his estate for an evening of dining and entertainment.
    
      This entertainment consisted of Azlaer playing this harp, the effects of 
      which removed any fear from his guests.  Randomly Azlaer would single out a 
      guest and have him or her walk into the shark filled pool.  When in a 
      particularly sadistic mood Azlaer would first toss in blood, inciting the 
      sharks into a frenzy that ended with the death of the helpless guest.
    
      Devotees of Helm finally lashed out against Azlaer and his cruel practices, 
      destroying the estate, slaying Azlaer and appropriating the harp for more 
      beneficial uses.
    
      STATISTICS
    
      Special Abilities:  Dispel Fear
       Area of Effect: 30 foot radius
      Usable By
       Bards
    
    
    MISC3O - Methild's Harp
    
      In a valley far from most civilized lands there once was a tiny kingdom 
      called Chilldion.  One winter evening a trio of evil witches overtook the 
      valley and imprisoned the royal family by casting spells of holding upon
      them.  The witches planned to eat the family one by one.  Later that evening, 
      the witches were exhausted after a hard day of slaying innocents and 
      desecrating the palace, so they called for the court bard to play them a 
      song.  Methild the bard was loyal to his king and the king's family and so he 
      used the special powers of his magic harp.
    
      As he played he focussed his attention first on the king.  As the song played 
      on, the spell of holding upon the king dissipated, and the noble liege slowly 
      crept away.  One by one Methild freed his patrons, being careful to keep the 
      witches attention drawn his way.  Finally, once all the family was free, the 
      bard could play no longer and the witches saw his treachery.  Poor Methild, 
      unlike his lieges, did not escape and was served on the supper table in their 
      place.
    
      STATISTICS
    
      Special Abilities:  Three times a day the harp can dispel hold-like effects 
                          on a single target.
      Usable By
       Bards
    
    
    MISC3P - Glasses of Identification
    
      Wearing these glasses allows the user to see magical items as they truly are.
      The proper instructions to activate the object appear like floating words
      before the wearer of these glasses.  The glasses may be used three times per 
      day.  The glasses act much like a scroll of identify, in that to identify an 
      item you right-click on that item.  A menu will appear and from here you
      choose the 'scroll' option.  The item will now be identified.
    
    
    MISC40 - Moonbar Gem
    MISC41 - Star Sapphire
    MISC42 - Diamond
    MISC43 - Emerald
    MISC44 - Kings Tears
    MISC45 - Rogue Stone
    MISC47 - Golden Pantaloons
    MISC48 - Idol
    MISC49 - Melicamp the Chicken
    MISC4A - Activation Stone
    MISC4C - Air Elemental Statue
    MISC4D - The Genie's Flask
    MISC4E - Energy Cells
    MISC4N - Acorns
    
      These are the dryads' magical acorns that you've obtained off of the duergar 
      leader, Ilyich.
    
    
    MISC4T - Letter of Transfer
    
      This is a letter given to you by Renal Bloodscalp. It will gain access to 
      Mae'Var's guildhouse so that you may infiltrate his guild and find proof of 
      his treachery.
    
    
    MISC4U - Embarl's Dagger
    
      Embarl's Dagger will prove to Mae'Var that Embarl has been 'dealt with.'
    
    
    MISC4V - Mae'Var's Letter
    
      A letter from Mae'Var to the Night Knives assassins requesting the death of 
      Renal Bloodscalp. This is just the kind of proof that Renal requires.
    
    
    MISC4W - Edwin's Documents
    
      These documents were obtained from a merchant called Marcus at the request of 
      Edwin. Edwin has made it clear that the contents are none of your business.
    
    
    MISC4X - Statuette of Lathander
    
      A beautiful depiction of the Morninglord. The statue is primarily silver 
      adorned with sunstones and emeralds.
    
    
    MISC4Y - Necklace of Talos
    
      This necklace is made of heavy discs strung together with wire. The central 
      disk is made of silver and inlaid with the symbol of chaos.
    
    
    MISC50 - Skull
    MISC51 - Lock of Nymph's Hair
    MISC52 - Wyvern Head
    MISC53 - Bowl of Water Elemental Control
    MISC54 - Child's Body
    MISC55 - Duke Eltan's Body
    MISC56 - Broken Weapon
    MISC57 - Broken Shield
    MISC58 - Broken Armor
    MISC59 - Broken Miscellaneous
    
    MISC5A - Rift Device Part
    
      This is the first part of the Rift Device rod. This section of the rod is 
      highly coveted by the Unseeing Eye.
    
    
    MISC5B - Rift Device Part 2
    
      This is the second half of the Rift Device Rod. The completed Rod may be used 
      for the destruction of the Unseeing Eye.
    
    
    MISC5C - Rift Device
    
      The mysterious Rift Device.
      This rod is said to be so destructive that it was cursed by the gods and 
      buried deep within the Earth. The ancient god Amaunator and his worshippers 
      were charged with the task of guarding it. Amaunator's fading Avatar has 
      allowed you to use it with the expressed purpose of destroying the Unseeing 
      Eye. The Avatar asked that you return it when your task is done, as it would 
      be exceptionally dangerous to bring this device above ground.
    
    
    MISC5D - Harper Bird
    
      From what the Spectral Harpists have said, you gather that this bird was once 
      poor Montaron. This would be what Xzar is looking for.
    
    
    MISC5E - Harper Amulet
    
      All of the Harpers that you have met in this area were wearing one of these 
      amulets. Perhaps it somehow identifies one as being a Harper. Could there be 
      a section of this building that can only be accessed by Harpers?
    
    
    MISC5F - Renfeld's Body
    
      Renfeld asked that you take him or his remains to a man named Rylock in the
      Docks District.
    
    
    MISC5G - Exotic Hide
    
      This leather is thick and coarse, unlike even the heaviest hide from a cow or 
      another domesticated animal.  The creature this came off of must be exotic 
      indeed.
    
    
    MISC5H - Guril Berries
    
      These berries are a potential clue to solving the murders in the Bridge 
      District. Take them to Rose Bouquet to see if she recognizes the smell.
    
    
    MISC5I - Am-si's Key
    
      This is the key that was found on Am-si's body. You suspect that it opens the 
      door to his dwelling.
    
    
    MISC5J - Writ of Innocence
    
      This Writ decrees the innocence of Haer'Dalis in the murder of Acton Balthis. 
      It is signed by Chief Inspector Brega. You may use it to obtain Haer-Dalis' 
      freedom from the city jail.
    
    
    MISC5K - Illithium Ore (200 pounds)
    
      This is 200 stones of pure illithium ore. Illithium is renowned for both its 
      luster and its unique property of never becoming soiled.
    
    
    MISC5L - Littleman The Stuffed Bear
    
      This is a simple stuffed children's bear. It depicts the mischevious 
      Littleman from halfling legend.
    
    
    MISC5M - Inspector's Body
    
      It's somewhat difficult to tell but you suspect that this is the body of 
      Inspector Aegisfield. It looks as if the tanner caught him off guard when the 
      inspector entered the house to investigate your findings.
    
    
    MISC5N - Piece of Red Cloth
    
      This is a piece of red cloth that Tirdir claimed to have torn off of his 
      captor's clothing. Perhaps you should keep watch for a man in red as you move 
      through the city.
    
    
    MISC5O - Silver Pantaloons
    
      A high quality pair of silver pantaloons. This was the ransom paid by Welther 
      for the release of Lady Elgea.
    
    
    MISC5P - Ransom Note
    
      We will honor your demands in exchange for the release of the Lady Elgea. As 
      per your request, I will meet you in front of the Copper Coronet after 
      nightfall and I will bring the ransom.
    
      Welther
    
    
    MISC5Q - Blood of Quallo's Friend
    
      A vial of blood collected from Quallo's pet carrion crawler. You can't help 
      feeling guilty for having had to kill his true friend.
    
    
    MISC5R - The Lover's Ring
    
      This is the ring that you've obtained from two entwined skeletons. It was on 
      the finger of the woman's remains.
    
    
    MISC5S - Hand
    
      This is a desiccated hand that you found in the sewers. Despite the moisture 
      the flesh has not rotted away.
    
    
    MISC5T - Shaman's Staff
    
      This is a Staff of Goodberries that belonged to the Kobold Shaman in the 
      sewers below the slums.
    
      STATISTICS
    
      Abilities
       Create Goodberries once per day
      Damage:  1D6
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
    
    
    MISC5U - Montaron's Body
    
      This is the body of Montaron, the compatriot of Xzar the wizard. It looks as 
      if the Harpers hid it so that they could trick Xzar into taking the bird that 
      became his demise.
    
    
    MISC5V - Lock of Jaheira's Hair
    
      This is a lock of Jaheira's hair. Somehow, this was used by the Baron to 
      curse her.
    
    
    MISC5W - Keepsake Locket
    
      This is a well-crafted locket, obviously made with care, and typical of 
      keepsake items often given to loved ones. A minor enchantment has attempted 
      to capture the likeness of both <CHARNAME> and Jaheira within, making it a 
      thoughtful gift of remembrance. One side has suffered some smudging, but it 
      is a sweet gift nonetheless.
    
    
    MISC5X - Harper Pin
    
      A Harper Pin is a treasured item, signifying that the bearer is an honored
      and trusted member of the Harpers. It grants the wearer exceptional 
      protection against many different kinds of attacks. They are not attuned to 
      any particular person, but you would be hard pressed to find someone that 
      would lend such an item or even let it out of their sight. It is quite 
      literally a badge of honor.
    
      STATISTICS
    
      Equipped Abilities:
        +5 bonus on saves vs. spells
        Non-Detection
        Immune to Magic Missile
        100% Resistance to Electricity
    
    
    MISC5Y - Jaheira's Note
    
    MISC5Z - Rift Device (used)
    
      After having used the Rift Device, it cannot be used again due to the curse 
      put upon it. The Avatar who gave it to you asked that you return it to him 
      when you have used it to help defeat the Unseeing Eye.
    
    
    MISC60 - Spider Body
    MISC61 - Bottle of Wine
    MISC62 - Dead Cat
    MISC63 - Chew Toy
    MISC64 - Telescope
    MISC65 - Brage's Body
    MISC66 - Farmer Brun's son (DEAD)
    MISC67 - Brun's Dead Son
    MISC68 - Abela the Nymph
    MISC69 - Helshara's Artifact Fragment
    
    MISC6A - Tanner's Letter
    
      I am bid to write this by those we serve.
      You who carry out the work, I am your humble servant. When at last you need 
      the final ingredient for the grand project, I shall be the one that brings it 
      to you. Seek me out in the hills of Umar, and signal your identity with the 
      purchase of the book, The History of the Zhentarim. This will identify you, 
      for I do not know your name, nor should I. The need for security is 
      paramount, so you must also utter my secret name, constructed from the name 
      of your immediate master. There will be no mistake with this method.
    
      Our names are the same in their scale and their cut.
      The last of his begins just as the first of mine.
      The second of my first is the second of his first, though regressed a full 
      four steps.
      The third of my first is four more than the last of his first.
      The entire last of my first is the last of his first, except the first one of 
      these is the first of my last.
      The first of his last is mine plus one.
      The next of my last is the last of his first plus one.
      The last of my last are third and second, coming in first for him.
    
      I am sorry for such games, but it is certain that only you shall know this. I
      await your arrival.
    
    
    MISC6B - Dennis' Mother's Gong
    
      This gong has seen better days. It's covered with a thin layer of cow dung 
      that you can never seem to wash off. It does have a pleasant ring despite the 
      manure.
    
    
    MISC6C - Guril Berries
    
      These are one of the two types of berries that you have obtained from Bel 
      Dalemark. Rose Bouquet has said that the berries smell something like a man 
      who may be the murderer that stalks the Bridge District. She would like to 
      smell them again to be sure.
    
    
    MISC6D - Solik Berries
    
      These are one of the two types of berries that you have obtained from Bel 
      Dalemark. Rose Bouquet has said that the berries smell something like a man 
      who may be the murderer that stalks the Bridge District. She would like to 
      smell them again to be sure.
    
    
    MISC6E - Oak Bark
    
      This is a wide piece of oak bark. Bel Dalemark has mentioned that oak bark is
      used to make tannin, a necessary ingredient in the tanning of animal hides.
    
    
    MISC6F - Quataris' Confession
    
      This scroll contains a brief confession written by Quataris. You can use this 
      confession to have Haer'Dalis cleared. The scroll reads like this:
    
      "I, Quataris, do hearby swear that I have, with Malice and Forethought, 
      framed one Haer'Dalis for the Theft of a certain Bust of Sune. I obtained the 
      services of one Janos to steal the Bust for me. In doing so, he took the 
      Appearance of Haer'Dalis and, without my knowledge or consent, most foully 
      Murdered the Owner of the Bust, the gentleman Acton Balthis. I swear the 
      Events within this Letter to be True and Clear."
    
      The scroll is signed in the cramped quill-work of Quataris.
    
    
    MISC6G - Bust of Sune
    
      A small but exquisite bust depicting the goddess, Sune. It was found in the 
      possession of a shady art dealer called Quataris.
    
    
    MISC6H - Mekrath's Mirror
    
      An elegant, gold-framed mirror. This mirror, although broken, still exudes an 
      aura of power. It is obviously the mirror that Mekrath has asked you to 
      obtain.
    
    
    MISC6I - Anarg's Cup
    
      The golden finish of this large goblet shines brightly as you turn the cup 
      over in your hands.  The cold metal bears a simple inscription, 'Anarg the 
      Fearless'.  The cup had been presented to him for faithful service to the 
      Most Noble Order of the Radiant Heart.  It is a badge of honor for Anarg and 
      losing it was a blow to his pride, only serving to further fuel his anger 
      over losing his paladin status.
    
    
    MISC6J - Golem Head
    
      This is a humanoid head made of darkened iron.
    
    
    MISC6K - Golem Arm
    
      This is a long, iron arm. It is useless without a body.
    
    
    MISC6L - Golem Brain
    
      This is effectively the 'brain' for an iron golem. It is actually an 
      enchanted artifact that whirls and hums with a life of its own.
    
    
    MISC6M - Demon Heart
    
      No one said that demon hearts were supposed to be pretty, but you certainly 
      weren't expecting this mushy, fleshy bag of vileness.  Heavy and wet, the 
      organ still beats, and even stuffed away with your belongings you hear the 
      dreadful thub-dub.  Every now and then you must check to make sure it has not 
      bounced free of your pack.
    
    
    MISC6N, MISC6O - Sun Gem
    
      This round and polished stone glows with a fierce light and seems to dispel 
      the shadows around you.
    
    
    MISC6P - Shadow Dragon Wardstone
    
      This wardstone is a virtual area of darkness, and seems to suck the very 
      light from space around it. The shape of the stone is hard to discern, 
      cloaked in shadow as it is.
    
    
    MISC6Q - Amuana's Bones
    
      These are the bones of the child-prophetess Amuana. The bones have been 
      defiled and gnawed-upon by the shadow wolves.
    
    
    MISC6R - Note to Order
    
      Here in this note I beseech the noble knights of the Most Radiant Heart to 
      answer my call of desperation. There are, at this moment, beasts of huge size 
      and ferocity rampaging on my lands. Ogres and their fell kin have killed my 
      peoples and tenants, and I have not the means to rout them. For all that is 
      good, will you decend upon them with your righteousness?  I await your 
      response.
    
      Lord Jierdan Firkraag
    
    
    MISC6S - Chunk of Illithium Alloy
    
      This chunk of alloy was created for you by Jerlia the Ore Merchant. You hope 
      that it will do in the stead of real ore which is nearly impossible to 
      obtain. Jerlia assures you that Sir Sarles will not tell the difference. As 
      to the alloy itself, it has an... interesting shape that looks vaguely like 
      something though you can't put your finger on what that something might be.
    
    
    MISC6T - Planar Stone
    
      This is a Planar Stone, an item of some power. The gem can open a lesser 
      conduit between the planes for those that know how to use it. However, planar 
      travel by this means isn't as safe as spells of similar nature. Raelis Shai 
      from the Five Flagons Tavern in the Bridge District is said to desire the gem 
      and will reward whomever brings it to her.
    
    
    MISC6U - Firkraag's Challenge
    
      <CHARNAME>, I give you the opportunity to earn back your honor, and more. 
      This game is interesting, but it drags on and on. Come, let us meet and 
      decide who is the better 'person.' In the Northeast is our battleground. You 
      will know it to see it. Yes, I think you will know.
    
    
    MISC6V - Smuggled Shipment
    
      This is the shipment that Bodhi has asked you to procure for her. The crate 
      is filled with sharpened wooden stakes. Each stake comes with a vial of what 
      seems to be mere water. Why anyone would smuggle these things into the city 
      remains a mystery. Why they would need them at all is even more of a puzzle.
    
    
    MISC6W - Wooden Stake
    
      A sharpened, wooden stake that is marked with the holy symbols of Selune.  
      Legend has it that staking a vampire will put them permanently to rest... 
      although likely the vampire would have to be immobile (at rest) in order to 
      do so properly.
    
    
    MISC6X - Portal Gem
    
      A portal gem is used to open up portals between the planes. Few know how to 
      use these gems and they are said to occasionally have undesirable side 
      effects. This particular gem was found on an altar in the house of Mekrath.
    
    
    MISC6Y - Mimic's Blood
    
      The blood of a mimic which you have killed. Mimic's blood is often used in 
      the creation of golems.
    
    
    MISC6Z - Beljuril
    
      Normally a deep, pleasant seawater green, beljurils periodically blaze with a 
      glittering, winking, flashing light.  Although this particular stone has a 
      slightly different hue, perhaps a new strain, rarely if ever seen before.  It 
      looks incredibly valuable.
    
    
    MISC70 - Delorna's Statue
    MISC71 - Delorna's Spellbook
    
    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
    MISC76 - The Dream Potion
    MISC77 - Skull of Kereph
    MISC78 - Invitation
    MISC79 - Female Body
    
      This is the discarded skin of the Tiris' girl Raissa. The skin dancers stole 
      it from her and attempted to disguise themselves to hide their crimes.
    
    
    MISC7A - Chicken
    MISC7B - Chicken
    MISC7C - Contact's Note
    
      Gracen,
    
      You have been given all the funds necessary for your duties, so you are to
      act without hesitation. The coin we have offered to the grave keeper should
      be more than sufficient to keep him out of the crypts. Funds must also be
      offered to keep the city exterminators from hunting the spiders. If they find
      that blasted Pai'Na and her pets, they cannot help but find us as well. See
      to these instructions with all haste.
    
      Lassal
    
    
    MISC7D - Barl's Antidote
    MISC7E - Fairy Dust
    MISC7F - Ti'Vael's Head
    
    MISC7G - Jaheira's note for <CHARNAME>
    
      <CHARNAME>,
    
      Goodbye. No sappy farewells or crying over how things must be; I do neither 
      of these things well, nor would I wish to. I have made a decision; one that 
      is not ideal, but it is necessary. I can go nowhere without this shadow, and 
      I wish to leave it behind. I am returning to the Harper Hold that I might 
      face judgement there. I will plead the case as we saw it for whatever they 
      accuse, and if they do not see reason then I will suffer what I must. 
      Galvarey had detractors as well as allies, so I believe I can end this in my 
      favor. If not, at least it will be an end.
    
      I do not ask you to follow. I do this for myself, and there will be little or 
      no gain for you. You may still be a target of violence, but perhaps their 
      interest in you will wither beside the capture of a 'traitor.'
    
      For better or worse, I am taking control once more. I hope to see you again 
      in better times.
    
      With Nature's love and mine,
      Jaheira
    
    
    MISC7H - Umar Witch Project Journal
    
      This journal seems to be that of an apprentice mage, telling the tale of her 
      expedition into the Umar Hills with two other apprentices in the search for 
      evidence of the fabled witch.  The tale is hard to believe, but seems to 
      relate the group's horror at getting lost and being hounded by an unseen 
      predator during the nights.  The script is in a panicky, feminine hand and 
      the last page can barely be made out as follows:
    
      "...sorry to Joshellus' mother. I'm sorry about what happened to Michaelus. 
      There's something out here with us. We thought it to be peasants but peasants 
      aren't this clever. Joshellus says its the witch.  I hear her when I sleep. I 
      don't want to sleep. I don't want to sleep. I don't want..."
    
      The journal ends here.
    
    
    MISC7I - Chaos Tome
    MISC7J - Wand of Activation
    MISC7K - Head of Cotirso
    MISC7L - Valygar's Body
    
    MISC7M - Corthala Tax Notice
    
      This is a tax assessment for one Valygar Corthala. It lists holdings in the 
      city of Athkatla and a cabin in the Umar Hills.
    
    
    MISC7N - Wand of Lightning
    
      The possessor of the wand can discharge six bolts of lightning.  As it passes 
      through a creature, each bolt does 3d6 points of damage, with a save vs. wand 
      for half damage.  The bolts will continue through the target and proceed to 
      'rebound' until expended.  The wand may target up to six different enemies.
    
      STATISTICS:
    
      Effect:  Lightning bolt
      Damage:  3D6 (save vs. wands for half)
      Range:  100ft
      Area:  Path of bolt
      Not usable by:
      Fighter
      Cleric
      Druid
      Thief
    
    
    MISC7O - Note (from Cragmoon)
    
      Dear Strachan,
    
      I am writing this as a warning, as one friend to another.  I may be too old
      to take part in all this adventuring business you young ones go on, but I can 
      still be of some use.
    
      There be a man/woman in Athkatla by the name of <CHARNAME>...
      he/she's proven to be a danger to those that use magic, and has turned
      me in to the authorities here without provocation.  I am to be taken by the 
      Cowled Wizards, but I will try to make my escape this eve.
    
      Heed this warning, and don't believe a word the fool says if you meet 
      him/her.  And use your better judgement this time, boy.  Don't go and do
      something stupid, like seeking this <CHARNAME> out.  It's not worth it.  Just 
      keep yourself safe.
    
                                Your friend,
                                     Cragmoon
    
    
    MISC7P - Tombelthen's Journal (first half)
    
      This is half of a page of parchment, yellowed with age.  Its ink is faded but 
      still legible, and reads:
    
      "This land near the Umar Hills is rich with mithril deposits, and I notice 
      many other prospectors have joined me here to plunder its riches.  So, too, 
      have scoundrels and bandits been attracted to the area, and they prey 
      mercilessly upon us.  I have found an excellent hiding place for my mithril 
      cache, one which even those thieves will never be able to locate.  It is far 
      to the east of the Imnesvale village, in a forest --"
    
      Beneath this section, the page is torn and jagged as if it has been ripped 
      from its other half.
    
    
    MISC7Q - Tombelthen's Journal (2nd half)
    
      This is half of a page of parchment, yellowed and crumbling with age and 
      speckled with old stains.  The top of the page is torn and jagged, as if 
      ripped from its other part.  Its ink is faded but still legible, however, and 
      reads:
    
      "-- clearing in the south of the area, placed carefully within a standing 
      column of rock.  These columns are common in this area, and this column is 
      different only in that its clearing is surrounded by a copse of trees.
      I intend to send this journal on to my family, so that if I happen not to 
      make it home, one of them might track down my cache and benefit from it.
    
        Idras Tombelthen"
    
    
    MISC7R - Mithril Medallion
    
      This is a simple and craftless medallion made of pure mithril, obviously 
      melted down and formed into this crude shape.  It is certainly no piece of 
      art but its composition indicates some worth.
    
    
    MISC7S - Lord Tombelthen's Note
    
      This is a simple note on old parchment that almost crumbles at the slightest 
      touch.  The faded ink can still be read, however:
    
      "The mithril in this place is almost gone, and after all my years of 
      prospecting, this is all I have to show for it.  My family will be 
      disappointed.  I have heard of a new cache that has been discovered in one of 
      the old local temples, and will take one more look before I journey back to 
      the city.
    
                                                                  Idras Tombelthen"
    
    
    MISC7T - Moon Dog Figurine
    
      This Figurine of Wondrous Power that calls forth from the ether the moon dog 
      Cerebus. Cerebus will obey the owner of the figurine if he so chooses. Unlike 
      similar figurines, Cerebus serves through his desire to combat evil and 
      forward the cause of righteousness and is not bound by the magic of the 
      figurine.
    
      STATISTICS
    
      Special Abilities:
      Cerebus may be summoned once per day, for five minutes, and has the following 
      innate powers:
      Moon Dog Howl: used once per summoning, the howl damages and instills fear in 
      enemies who are evil, while also dispelling fear and casting Protection from 
      Evil on party members.
      Healing Lick: heals 8 HP of damage and cures Disease, Deafness, Blindness and
      Poison.
      Moon Dog Sight: the moon dog can see through (and therefore dispel) all forms 
      of illusion and invisibility, detecting traps and evil in the vicinity.
      Improved Invisibility: as per the spell
      Mirror Image: three times per day, as per the spell
    
    
    MISC7U - Dog Stew
    
      Poor Rex, Sparky, Rover and Spot gave their lives so that this stew might be 
      made. You've heard that dog meat is a favorite food of umber hulks.
    
    
    MISC7V - Dog Meat
    
      A bloody piece of dog meat.
    
    
    MISC7W - Lavok's Tome
    
      The tome is a mishmash of ideas, sketches and scribbles. One section on Iron 
      Golem Creation draws your eye:
    
      "I am sick to the stomach with travelling the planes! Nearly every place I 
      stop I manage to pick up some dangerous passenger that dents my guardian here
      when he goes to throw them out. Don't these demons and their ilk realize that 
      iron golems are tedious to maintain? Regardless, he's nearly fixed now. If I 
      can only remember where I've placed the arm and the head. I haven't really 
      been feeling like myself lately. It's probably nothing.
    
      Note to self: once the other two golem parts are found, REMEMBER to START the 
      FURNACE. Get some damned coal! Recall the unfortunate week spent dodging the 
      baalor whilst agonizing over why the cursed activation machine wouldn't run!"
    
      The tome continues for a few more pages although the writing makes less and 
      less sense. Lavok seems to have been going mad.
    
    
    MISC7X - Mastery Orb
    
      If one only knew how to use it, this mastery orb would give power over any 
      who wear a thrall collar. As it is, the only thing that you could do would be 
      to find some way to destroy the orb and free the thralls.
    
    
    MISC7Y - Thrall Collar
    
      This collar is used to dominate and enslave any individual who wears it. The 
      slaves, or thralls, are usually controlled by the bearer of the Mastery Orb. 
      Once worn, the collar's power cannot be broken except through the use of a 
      Remove Curse spell or the destruction of the mastery orb.
    
    
    MISC7Z - Coal
    MISC80 - Male Body
    MISC82 - Ancient Armor
    MISC83 - Key to River Plug
    
    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
    MISC86 - Bandit Scalp
    MISC87 - Contaminated Iron
    MISC88 - Rabbit's Foot
    
    MISC89 - Edwin's Amulet
    
      This is Edwin's birthright, inlaid with his family stone.
    
    
    MISC8A - Note (for Shadow Thieves)
    
      Proclamation of warning to all guild members:
      The Shadow Council itself decrees that all chapters should be on their guard 
      against the upstart assassins' guild usurping our membership. The lure of
      coin is naught but bait, and it is suspected that the end of those that have 
      defected has been most bloody. No guild can rival the Shadow Thieves, so any 
      that claim as such must have darker motives.
      You have been warned of the cost of treachery.
    
    
    MISC8B - Note (for Shadow Thieves 2)
    
      The Shadow Thieves weaken day by day, and cannot even protect their own 
      members from the night they claim to know so well. What do your guild dues 
      pay for, besides the opulence of the Shadow Council? Join with us and receive 
      what you know you are worth. We meet when the night is half past. You know 
      the place.
    
    
    MISC8C - Morn Ritual
    
      This scroll is a tutorial for the morning prayer ritual of a follower of the 
      Sun God Amaunator.
    
      Know, my children, that when the holy rays strike the earth and dawn flows 
      across the land like music, thou must offer the Morn Ritual that is pleasing 
      to mine eyes and ears. Malign the Ritual at thy peril. Perform it only as I 
      have written.
    
      (The first part of the ritual is smudged out. Perhaps you could deduce the 
      action if you had the scrolls for the noon and evening rituals.)
    
      2) Hold the Holy Tome up to the Sun and my Power shall bless it.
      3) Reflect as thou perceive the victory of Light over the Dark.
    
      These are the things that please me.
    
    
    MISC8D - Noontide Ritual
    
      This scroll is a tutorial for the noon prayer ritual of a follower of the Sun
      God Amaunator.
    
      Know, my children, that when the Sun displays the Marvel of my Work and rides 
      high in the firmament above, thou must offer the Noontide Ritual which is 
      pleasing to mine eyes and ears. Malign the Ritual at thy peril. Perform it 
      only as I have written.
    
      1) Let thy voices sound the glorious songs of thy Lord.
    
      (The second part of the ritual has been inked out by the blackest of inks. 
      Perhaps you could deduce the action by comparing this scroll with the rituals 
      for morning and night.)
    
      3) Rejoice on the Glory of the Light as it reigns over the Dark.
    
      These are the things that please me.
    
    
    MISC8E - Dusk Ritual
    
      This scroll is a tutorial for the evening prayer ritual of a follower of the 
      Sun God Amaunator.
    
      Know, my children, that when the sun at last moves on and the foul darkness 
      engulfs the land, thou must offer the Ritual that is pleasing to mine eyes 
      and ears. Do this that I should allow the Sun to rise again. Malign the 
      Ritual if thou would live forever in darkness. Perform it only as I have 
      written.
    
      1) Recite the Tenets of the Faith. They shall give you strength until I come 
      again.
      2) Hold high your children that they may longer see the Sun before it slips 
      beyond this realm. The Sun shall give them courage against the fears of the 
      Night.
    
      (The third part of the ritual has been torn away. Perhaps you could deduce 
      the action required from the morning and noon rituals.)
    
    
    MISC8F - Playhouse Deed
    
      This deed gives the holder ownership of the playhouse found beneath the Five 
      Flagons.
    
    
    MISC8G - Rune of Imprisonment
    
      This rune has had a special enchantment placed upon it, allowing a mage to 
      cast a very special version of the Imprisonment spell. This item is 
      specifically attuned to Lord Ketlaar Argrim, and will function against him 
      and him alone.
    
    
    MISC8H - Blood of a Silver Dragon
    
      This is a flask of blood taken from the body of a silver dragon. The blood is 
      unusually heavy and swirls in a peculiar manner.
    
    
    MISC8I - Note from Imnesvale
    
      This is a note left at your cabin on behalf of the citizens of Imnesvale.
    
      'Dear <CHARNAME>,
    
      Our sincere thanks for all that you have done for us. We gratefully offer you 
      these meager gifts which you shall find about the cabin. It is our humble 
      wish that you shall make this place your home and offer your considerable 
      talents as our new ranger.
    
      We are in your debt,'
    
      The note is signed by Minister Lloyd and various others citizens of the 
      village.
    
    
    MISC8J - Boots of the West
    
      These are the boots that were once owned by the famous woodsman, Randy of the 
      West.
    
      STATISTICS
    
      Increase Charisma by one point
      Protection from Disease
    
    
    MISC8K - Ihtafeer's head
    
    MISC8L - Mantle of Waukeen
    
      A golden circlet found within the sealed tomb in Trademeet's cemetary. The 
      circlet is tarnished with age but one can still make out Waukeen's symbol on 
      the circlet.
    
    
    MISC8N - Isaea's Financial Statements
    
      This is a ledger of income for the last season, marking major purchases and 
      trades within Isaea's household. It details a number of gem and jewel 
      transactions, though not from any local dealer. On inspection, the 
      importation prices are far below market value, and while you are no 
      accountant, it would seem that an effort has been made to get around local 
      tariffs. This could be documented smuggling, or it could just be sloppy 
      clerical work.
    
    
    MISC8O - Isaea's Signet Ring
    
      This ring bears the greater crest of the family Roenall, along with the 
      individualized markings of Isaea Roenall specifically.
    
    
    MISC8P - Isaea's Slavery Document
    
      This document contains a register of slaves recently sold to this outpost of 
      Slave Lords located in the Temple District. It also bears a signature in wax, 
      pressed by a signet ring. It is the greater crest of the family Roenal, along 
      with the individualized markings of Isaea Roenal. This is damning evidence if 
      it is to be believed.
    
    
    MISC8Q - Rebel's Orb
    
      This Orb was given to you by the sahuagin Royal High Priestess. You can gain 
      an audience with the Rebel Prince if you take the Orb to their encampment.
    
    
    MISC8R - Fake Rebel's Heart
    
      This is a fresh sahuagin heart. With luck, the king will accept it as that of 
      the prince.
    
    
    MISC8S - Rebel's Heart
    
      This is the heart of the Sahuagin Prince Villynatny.
    
    
    MISC8T - Cernd's Baby
    
      This is Cernd's child. The child is healthy and well fed despite Deril's 
      apparent distaste for the boy.
    
    
    MISC8U - Silver Blade
    
      Part of a Silver Sword
      This is a piece of a Silver Sword, a vorpal two-handed sword used by the 
      githyanki and considered holy by them.  It is magically sharp and can sever 
      limbs and heads with ease.  If the whole weapon could be found, it could be 
      magically re-forged.
    
    
    MISC8V - Wardstone for Asylum
    
      This is the wardstone obtained from Perth the Adept. It should lower the 
      wards that keep you from entering Spellhold.
    
    
    MISC8W - Opal Stone
    
      This stone has a certain energy about it. It may come in useful although, at 
      this point, you aren't sure where.
    
    
    MISC8X - Ruby Stone
    MISC8Y - Sapphire Stone
    
    MISC8Z - Kurtulmak's Crystal Shard
    
      This is the crystal shard obtained from the avatar of Kurtulmak's whose 
      essence was trapped within a large crystal. The kobolds seemed to worship it.
    
    
    MISC90 - Chelak's Body
    MISC91 - Grapes
    MISC92 - Switch for engine
    MISC93 - Odd looking key
    MISC94 - Mallet head
    MISC95 - Mallet handle
    MISC96 - Peladon
    MISC97 - De'Tranion's Baalor ale
    MISC98 - Blood of Quallo's Friend
    
      Scratched deep into the side of this cursed goblet are the words "Taste My 
      Fear."  It is said that one can regain lost health from the dark blood that 
      lurks within its pewter depths, but it comes at a price.  All who drink of 
      the blood become cursed with the fear it brings, an effect that will last up 
      to 12 hours or until dispelled.
    
      STATISTICS:
    
      Special:  Heal imbiber by 5 hit points
      Special:  Cause imbiber to run at the first sign of trouble
      Duration:  12 hours
    
    
    MISC99 - Cursed Plate mail armor (belt icon)
    MISC9A - The Hand of Dace
    MISC9B - Vampire Stake
    
    MISC9C - Lium's Journal of Malevolent Magicks
    
      The journal lists a number of experiments, apparently conducted by a mage 
      known as Lium the Lucky. The section dealing with the machine in front of you 
      draws your eye:
    
      "What a wondrous contraption! It creates, enchants, and dispenses magical 
      equipment of no small power by pulling these six levers in the correct order. 
      The ranking of the levers seems to change daily and pulling them in the 
      incorrect order results in painful and instant death, as I've deduced from 
      the bloodstains on the floor. I've gotten the order correct for the last few 
      days and sent the items home with Pooky. It is well that I found the machine 
      when I did for it hasn't much life left. Each item it creates damages the 
      inner workings further and soon I fear it shall fall apart. The previous 
      order was:
      1) Ruby
      2) Jade
      3) Mithril
      4) Onyx
      5) Emerald
      6) Sandalwood.
    
      I've taken apart what pieces of the machine I could, and found the device 
      that sets the ranking of the levers. With it, as stated, the order for the 
      past several days was clear. Now the cursed thing has broken and I've 
      garnered hardly any information from it at all. This is what I *have* 
      discovered:
      A) The Jade Lever's change in ranking was the greatest of the six levers.
      B) The product of the Onyx Lever's rankings for the two days (when
         multiplied) is same as the product of the Sandalwood Lever's last two 
         rankings when multiplied.
      C) None of the levers are ever in the exact same place in line as they were 
         yesterday.
      D) Obviously, due to the change in the Jade Lever's order, there are only two 
         possibility's regarding the change in the orders of the Onyx and 
         Sandalwood Levers, one of which contradicts another clue.
      E) It is likely that the Mithril lever moved the same number of rankings as
         the Sandalwood Lever.
    
      Quite the dilemma and the guesswork is risky. However, the items I've 
      obtained are worth the risk and, with logic, I'm sure that I'll discover the 
      correct order for today."
    
      The journal says no more.
    
    
    MISC9D - Giant Troll's Head
    MISC9E - Minotaur Horn
    MISC9F - Minotaur Horn 2
    
    MISC9G - Pirate Horn
    
      This horn can be blown to signal the harbor guards. They will open the sea 
      gates to allow a ship through. Without the horn, a ship would never leave the 
      harbor.
    
    
    MISC9H - Neb's Head
    
      This is the head of Neb the Dwarf. Rarely has a more despicable being roamed 
      the land.
    
    
    MISC9I - First journal of Jon Irenicus
    
      No doubt these texts will prove to be an embarrassing legacy, but I must 
      order my thoughts herein, lest they spill from my accursed mind.
    
      Spellhold is in my control. Once recovered from my torpor I made short work 
      of what defenses there were. Coordinator Wanev conveniently removed himself, 
      suffering a peculiar reaction to a spell of mine. I forget what it was; 
      perhaps something I heard in the temples of Suldanessellar... does it even 
      matter now?
    
      My condition grows worse, and what I remember of my 'home' is fleeting. I see 
      images of family whose names I cannot recall, and dream of emotions I no 
      longer feel as vividly.  On occasion I sense nature as if she is my mother, 
      as though never removed from her bosom, but such moments are few. I bear the 
      hallmarks of senility with the rage and power of a young elf to lament it.
    
      Bodhi endured the curse much better than I do now, but she was more focused 
      and, more importantly, undead. She is now thoroughly seduced by her vampiric 
      condition, despite its previous failure to counteract the death sentence she 
      was under. She had embraced her mortality, excited by the urgency of it, but 
      now she is confused. Imoen's soul has restored her, but her motives remain 
      transparent, even simplistic. She revels in her carnal nature, even as the 
      elf within despises the creature she has become.
    
      I would pity my 'sister' if I was capable, but emotions come to me only in 
      violent outbursts. Ellesime has taken my ability to truly feel, and I am left 
      with the threadbare heart of a human, or some other short-lived vermin. I 
      will not suffer this much longer.
    
      Spellhold has met my needs quite well. They had made a practice of
      experimenting on inmates here for quite some time, though in a barbaric 
      fashion. I refined their instruments, and have finished preparing the 
      necessary rituals. I am quite through with Imoen, though she can still serve 
      as bait. I am certain <CHARNAME> will make an appearance sooner or later.
    
      Bodhi has delivered more assassins than I had asked for. I disposed of some 
      in advance, but it seems such a waste. I think she has done this on purpose, 
      as she has taken to releasing the extras in the maze below and hunting at her 
      leisure. I marvel at her hunger, and how she seems so *alive* in her undeath. 
      Perhaps it is the soul of Imoen. Soon I shall see for myself. <CHARNAME> had 
      best hurry.
    
    
    MISC9J - Second journal of Jon Irenicus
    
      Victory! I am restored! <CHARNAME> has given exactly what I needed, exactly 
      as I demanded, and now I see where Bodhi has found such fire! I feel the 
      essence of the gods within me! Damn Ellesime's curse for the weak minded 
      spell that it was; now I am free. <CHARNAME> did not make proper use of the 
      heritage given <PRO_HIMHER>.
    
      Now comes the time of retribution. I will not allow such a crime to go
      unpunished. The audacity of Ellesime, claiming my punishment was just, and 
      the hypocrisy of 'my' people, accepting such an act while decrying mine. I 
      will not let this rest. I will take what I intended, and those that would 
      stand before me will fall as they should. Today is a much better day. I will 
      act at my leisure.
    
    
    MISC9K - Third journal of Irenicus
    
      The plan to come, about drow and stuff.
    
    
    MISC9L - Deed to the Windspear Hills
    
      This is an official Amnish Title Deed for the land in and about the Windspear
      Hills. The current name on the deed is Garren Windspear's.
    
    
    MISC9M - Pipe
    
      This is a dark and delicately-crafted meerschaum pipe used for smoking 
      particular roots and odorous plants.  It appears to have been carved from 
      felsul root, itself, and smells faintly of brimstone and cinnamon.
    
    
    MISC9N - Pendant
    
      This is a small and fairly unremarkable silver pendant in the shape of a 
      miniature sword, hanging on a delicate chain and meant to be worn around the
      neck and next to the skin.
    
    
    MISC9O - Staff
    
      This is a long staff made of thick, sturdy oak.  It is crawling with a 
      strange, black radiance and feels quite warm and tingly to the touch.  Small 
      runes of arcane origin have been carved in various places at both ends.
    
      STATISTICS:
    
      Damage:  1D6
      Damage type:  crushing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Staff
      Type:  2-handed
      Not Usable By:
    
    
    MISC9P - Helmet
    
      This helmet is black and lustrous, its metal brought to a shine that nearly
      matches the small gems that have been placed around the faceplate.  A black 
      veil hangs down the open front of the helmet, obviously meant to completely 
      obscure the face of whomever wears the item.
    
    
    MISC9Q - Scimitar
    
      This curved scimitar is light and appears well-used.  It shimmers slightly 
      with a cool blue hue, and the sparse gems along its pommel sparkle with a 
      pale light that makes it appear to be almost made of ice.  A quality weapon.
    
      STATISTICS:
    
      Damage:  1D8
      Damage type:  slashing
      Weight: 4
      Speed Factor: 5
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    MISC9R - Light Gem
    
      This is the Light Gem obtained from the svirfneblin king. The light that it 
      brings forth seems powerful enough to dispel any darkness.
    
    
    MISC9S - Mind Amplification Device
    
      A circlet of alien metal that dominates even the most powerful of minds and 
      leaves them defenceless. Perhaps this item could be used to control a mind
      flayer and make him help you escape from this hellish prison.
    
    
    MISC9T - Dragon Eggs
    
      These are the eggs of the silver dragon, Adalon. They were stolen by the drow 
      for some evil purpose.
    
    
    MISC9U - Fake Dragon Eggs (Phaere's)
    
      These are the false dragon eggs given to you by Phaere.
    
    
    MISC9V - Fake Dragon Eggs (Solaufein)
    
      These are the false dragon eggs given to you by Solaufein.
    
    
    MISC9W - Drow Piwafwi Cloak (Solaufein's)
    
      This cloak belongs to Solaufein, the drow warrior.  It increases the wearer's 
      hide in shadows and move silently abilities.  Talented drow weavers have 
      woven strands of adamantine into this cloak, thus rendering it useless if 
      exposed to the light -- the effect of which will turn the cloak to dust.
    
      STATISTICS
    
      Hide in Shadows : + 75%
      Move Silent : + 75%
      Saving Throw vs. Breath: +6
    
    
    MISC9X - Control Circlet
    
      A circlet of alien metal that dominates even the most powerful of minds and 
      leaves them defenceless. Perhaps this item could be used to control a mind 
      flayer and make him help you escape from this hellish prison.
    
    
    MISC9Y - Brine Potion
    
      A potion obtained from a briny pool in which young illithids, tadpole like 
      creatures, live and grow. When used, the potion will temporarily make the 
      user immune to psionics.
    
    
    MISC9Z - Corrupted Tadpoles
    
      These are the kuotoan tadpoles taken from the corrupted birthing pool. They 
      appear to be diseased and were most likely placed here to avoid corrupting 
      the healthy tadpoles. If such a thing were done, the adult kuotoans would be 
      weakened.
    
    
    MISCA1 - Gem ?
    
    MISCA2 - Sulphurous Poison
    
      This is the poison given to you by Lord Khellon. He suggests that you find 
      the Holy Font of the Druid Grove and pour the poison into it so that the 
      druids will be weakened and easy to kill.
    
    
    MISCA3 - Book of Rituals
    
      This is a book of Elemental Rituals that is the possession of a mage called 
      Vithal. It is of little use to any other person.
    
    
    MISCA4 - Potion of Squirrel Change
    
    MISCA5 - Stoneshape Scroll
    
      This scroll -- given to you by the svifneblin king -- gives you the ability 
      to shape stone.  The scroll is specifically attuned to the recent earthworks
      of the gnomes that broke through into the prison of the beast that threatens 
      the town. Use this scroll to reseal the hole.
    
    
    MISCA6 - Patrol Leader's Helmet
    
      This is the helmet of the Svirfneblin Patrol Leader that you were sent to 
      kill. It will act as proof that you have succeeded in your mission.
    
    
    MISCA7 - Kuo-Toan's Blood
    MISCA8 - Eyestalk of an Elder Orb
    MISCA9 - Star Medallion
    MISCAA - Golden Circlet
    MISCAB - Jar of Water
    MISCAC - Sundial
    MISCAD - Sun Medallion
    MISCAE - Sword Medallion
    MISCAF - The Gagged Man
    MISCAG - Mirror
    MISCAH - Hourglass
    MISCAI - Worn Out Boots
    MISCAJ - Grinning Skull
    
    MISCAK - Warden's Note
    
      The scroll reads as follows:
    
      'Heed this, inmate!
    
      The true test of madness is the simple measurement of the mind's precision. 
      The cured shall be rewarded. The afflicted shall wander without recourse.'
    
    
    MISCAL - Mithril Token
    
      This is a small mithril disk with jagged edges. There is nothing on the disk
      that hints at its use.
    
    
    MISCAN - Galvena's Medallion
    
      This is one of the medallions worn by the employees of Galvena's Festhall. It 
      is used for identification.
    
    
    MISCAO - Mind Flayer Painting
    MISCAP - Umberhulk Painting
    MISCAQ - Troll Painting
    MISCAR - Djinni Painting
    
    MISCAS - Sleeping Draught
    
      A bottle of sleeping draught used by Galvena's courtesans to aid in robbing 
      clients.
    
    
    MISCAT - Mug of Ale
    
    MISCAU - Elven Holy Water
    
      Holy water blessed by the Elven god Rillifane. The water is specially made to 
      combat vampires.
    
    
    MISCAV - Golden Skull
    
    MISCAW - Golden Arm and Leg
    
      The leg and arm bones of a skeleton made of solid gold. An unmistakable sense 
      of evil pollutes the very air around the bones.
    
    
    MISCAX - Golden Leg
    
    MISCAY - Golden Torso
    
      A skeletal torso made of pure gold. A palpable sense of evil pollutes the 
      very air around the bones.
    
    
    MISCAZ - Beholder Eye
    
      This is the central eye obtained from the beholder of the Twisted Rune.
    
    
    MISCB1 - Talisman of Rillifane
    
      This is the holy symbol of the Elven god Rillifane.
    
    
    MISCB2 - Golden Goblet of Life
    
      An intricate gilded cup. This is one of the crown jewels of Ellesime, the 
      Queen of Suldanessellar. The Goblet is a powerful symbol of the Elven people.
    
    
    MISCB3 - Moonblade
    
      A powerful Moonblade, this weapon has become one of the most basic symbols of 
      Suldanessellar.  It is truly ancient, and said to have been wielded by the 
      founder of long ruined Myth Rhynn.  It can be used only by its 'chosen', a 
      citizen of the city that has proven their worth in a series of mysterious 
      tests unknown to any outsider.
    
    
    MISCB4 - Tree of Life Nuts
    
      A small hardened fruit harvested from a section of the Tree of Life that grew 
      into the palace. There is no obvious use for the smaller fruits but they have 
      power and should be kept.
    
    
    MISCB5 - Tears of Bhaal
    
      A teardrop shaped gemstone of a deep, oddly unsettling color. The Tear is one 
      of the keys required to open the Watcher's Door.
    
    
    MISCB6 - Tears of Bhaal
    MISCB7 - Tears of Bhaal
    MISCB8 - Tears of Bhaal
    MISCB9 - Tears of Bhaal
    MISCBA - Tears of Bhaal
    
    MISCBD - Dog Bones
    
      A collection of bones that once made up the skeleton of a dog. They have been 
      gnawed upon by something large.
    
    
    MISCBE - Gilded Rope
    
      A length of smooth golden rope, braided into a miniature pair of shackles. 
      Visaj said that the rope would protect you from the effects of the lich 
      Deirex's magic.
    
    
    MISCBF - Jae'llat Wardstone
    
      This is the wardstone that will allow you access to the House Jae'llat. 
      Without the stone, the wards make the place impenetrable.
    
    
    MISCBG - Lich's Tooth
    
      This is a tooth from the drow lich Deirex. The tooth acts as a key for many 
      of the lich's doors.  It will also open his treasure vault at the top of his
      tower.
    
    
    MISCBH - Deirex's Gem
    
      hese are the gems in which the lich Deirex stores imprisoned souls of his 
      enemies.
    
    
    MISCBI - Magical Rope
    
      This enchanted rope allows the user to descend or ascend any height. It will 
      stretch to any length and still maintain its strength. It can be used to 
      descend into the Underdark through the hole that the sahuagin guard.
    
    
    MISCBJ - Qilue's Brain
    
    MISCBK - Illithid Serum
    
      This is a heavy, metallic liquid that rolls into beads when spilled out onto 
      the palm of your hand.  Whenever the flask containing the oil is opened a 
      sickly, rotten-egg smell almost overwhelms you.  While disgusting, the odor 
      alone serves to heighten your senses.
    
    
    MISCBL - Aerie's Body
    
      Aerie was captured by Bodhi and infected with vampirism, forcing you to slay 
      her. There may be some way to revive her, though you don't know what it would 
      be.
    
    
    MISCBM - Anomen's Body
    MISCBN - Jaheira's Body
    MISCBO - Viconia's Body
    MISCBP - Bodhi's Black Heart
    
    MISCBQ - Tree of Life Nuts (edible)
    
      A beautiful glittering fruit taken from the section of the Tree of Life that 
      grows through the palace. The fruit has a tantalizing smell and looks ripe 
      enough to eat.
    
    
    MISCBR - Stone Harp
    
      An elegantly carved stone harp. The harp appears to have been part of a 
      larger carving but has obviously been torn away from it.
    
    
    MISCBS - Stone Horn
    
      An elegantly carved stone horn. The horn appears to have been part of a 
      larger carving but has obviously been torn away from it.
    
    
    MISCBT - Elven Priest Stone
    
      This a Holy Stone used by priests of the Elven god Rillifane. A piece of 
      ritual is written on the back:
    
      From Corellan, all began. Rillifane grew
      From the branches of Rillifane the Water flowed,
      Granting life to the Tree
      Suldanessellar owes all to the Tree.
    
    
    MISCBU - Yoshimo's Heart
    
      The heart of Yoshimo is to be taken to a priest of Ilmater to remove the geas 
      and grant the thief peace in death.
    
    
    MISCBV - Elder Brain Blood
    
      This is the blood of an Elder Brain.  Squishy brain matter floats in the dark 
      bloody substance.
    
    
    MISCBW - Sahuagin Scribe's Notes
    
      This scroll seems to be a collection of stories about Great Wars of the 
      Sahuagin. They mention planned offensives against land dwellers all along the 
      Sword Coast as well as tales of past offensives. The Sahuagin appear to be a 
      particularly warlike race, constantly planning full-fledged invasions of the 
      shores but rarely following through due to incessant infighting. The events 
      that you have seen in this particular settlement would seem to bear that out. 
      An interesting insight into Sahuagin culture.
    
    
    MISCBX - Note (to Ployer)
    
      Mr. Ployer,
      We have prepared the necessary spells and await your order.  Our normal 
      efficiency has been forgone in favor of, as you said, "increased pain and 
      suffering".  Your payment was received, and though it should have been more, 
      given your continued financial difficulty it will suffice for now.  We will 
      strike when you have located her.
                       Terrece.
    
    
    MISCBY - Tainted Dragon Eggs
    
      The demon's touch has fouled these eggs, killing the unborn dragons within.
    
    
    MISCBZ - Tizzak's Journal
    
      This paper seems to be the hastily scribbled journal of the thief Tizzak. One 
      passage draws your eye:
    
      I have discovered that Aran's inner sanctum is protected by two magical 
      doors. They can be neither picked nor bashed. The first requires a button, 
      the second, a key.
    
      The button can be found somewhere to the north, at the end of a heavily  
      trapped hallway.
    
      As to the key, I know not where it is but I do know that Aran's most trusted 
      advisor is a wizard called Haz. He may have a key if he is in the compound.
    
    
    MISCCA - Demin's Note
    
      Rillifane sleeps while his children suffer!
    
      The Exile has taken Queen Ellesime and his minions will murder us all!
    
      We need to wake Rillifane but the Temple has been breached and the artifacts 
      scattered. The Dragon holds the Goblet of Life and none can stand against his 
      hideous strength. I know not where the Moonblade and the Talisman of 
      Rillifane lie. Even should we find them, there is no one capable of fighting 
      through the Temple and placing the artifacts on the altar. Rillifane cannot 
      be awakened in any other way!
    
    MISCCB - Bronze Pantalettes (Throne of Bhaal)
    
      The pinnacle of style and the epitome of fashion, those of discerning taste 
      would rather wear nothing at all than substitute inferior apparel for the 
      Bronze Pantalettes.
    
    
    MISCCC - Drow Note
    
      Upon this note are written Drow runes of sundering.  These powerful magic 
      runes can dispel Drow gate seals.
    
    
    -------------------------------------------------------------------------------
    PLATE & FULL PLATE ARMORS:
    -------------------------------------------------------------------------------
    
    PLAT01, PLAT07 - 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
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT02, PLAT10 - 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
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT04 - Full Plate Mail
    
      Full plate armor is the best armor a warrior can buy, both in appearance and 
      protection.  The perfectly fitted interlocking plates are specially angled to 
      deflect arrows and blows, and the entire suit is carefully adorned with rich 
      engraving and embossed detail.
    
      STATISTICS:
    
      Armor Class: 1
      Weight: 70
      Requires: 15 Strength
      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
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT06 - Ankheg Plate Mail
    
      This plate mail has been expertly crafted. 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
      Requires: 8 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT08 - Plate Mail +3
    
    PLAT09 - Mithral 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: 1
      Weight: 70
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT11 - Delver's Plate +2
    
      This armor has been worn by many a fine soldier, but among the best known, 
      and for whom it was named, was Delver Kinlake.  He was a vagabond whose 
      strong sword-arm and keen wits made him a respected general to the Lords of 
      Waterdeep.  A gift from Lord Baeron, the armor served Delver well for thirty 
      years, and after his death, it passed to his eldest son.  It has since made 
      its way into the hands of a variety of adventurers.
    
      STATISTICS:
    
      Armor Class: 1
      Weight: 25
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT12 - Doomplate +3
    
      Named by Adarius Shin, the Doomplate is deserving of its foreboding title.
      He had hoped to strike fear in his enemies, but Adarius set a grim precedent 
      when he mysteriously died soon after donning the suit, just as every 
      adventurer who has worn it since has done.  It might be said, however, that 
      most adventurers die in their armor and are not known for their longevity.
    
      STATISTICS:
    
      Armor Class: 0
      Weight: 27
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT13 - Gorgon Plate +4
    
      Hunting Gorgons is a highly dangerous drow sport.  Often, after a successful 
      hunt, the blood of the Gorgon is taken and used in the creation of a new suit 
      of plate.  This special type of drow plate is actually able to withstand the 
      light of the surface world.
    
      STATISTICS:
    
      Armor Class: -1
      Bonus:  15% resistance to fire and acid
      Weight: 30
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
    
    
    PLAT14 - Full Plate Mail +1 (different picture, same stats)
    
    PLAT15 - Pride of the Legion +2
    
      Not many suits of this armor, originally used by the legions of Unther, 
      remain in use today. The few suits that exist are usually in the hands of 
      rich collectors.  Simply finding a suit of this armor is enough to earn an 
      adventurer a small fortune.
    
      STATISTICS:
    
      Armor Class: -1
      Weight: 40
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT16 - Armor of the Hart +3
    
      Few suits of armor in all the Realms are the equal of this full plate.  All 
      that remains of the origin of the Hart are folktales and legends.  The most 
      popular of these is that an impossible battle was once fought against an army 
      of orcs surging through the Three Trees Pass.  Arngor of the Oak led the 
      armies of men and elves and it is said that he dueled with the orc commander 
      till the sun set and the land was bathed in a bloody mist.  Finally the orc 
      fell but Arngor had sustained wounds too vast for any to save him.  His blood 
      soaked through the armor he wore, infusing it with his courage and nobility.  
      Thus the Armor of the Hart became known to men.
    
      STATISTICS:
    
      Armor Class: -2
      Weight: 45
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT17 - T'rahcie's Plate +5
    
      In his aging years, Baron T'rachie coveted the wife of the lowly foot soldier 
      Libol.  Instead of openly pursuing her and causing a scandal, he instead 
      created this suit of armor.  He gifted it to the soldier.  This armor's curse 
      sickened Libol and hideously disfigured him, and his wife fled from him in 
      disgust.  Libol, trapped in the armor but not certain of T'rachie's treachery 
      asked to be sent to the wastes for a dangerous tour of duty against marauding 
      ogres.  He never returned and Baron T'rachie was free to pursue Libol's 
      widow.  This armor is cursed and requires powerful magic to remove.
    
      STATISTICS:
    
      Penalties: Cursed.
                 Reduces Charisma by 5 points and Constitution by 2 points
      Armor Class: -2
      Weight: 35
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT18 - Red Dragon Scale
    
      Dragon Scale armor is light of weight, strong, and resistant to fire.  
      Because of these properties it is much sought after, but finding, let alone 
      slaying, a powerful ancient dragon is near impossible.  It is usually easier
      to search for an existing suit, such as this one.  One should be careful 
      wearing it near dragons, however, particularly red ones.
    
      STATISTICS:
    
      Bonuses: +50% Fire Resistance
      Armor Class: -1
      Weight: 30
      Requires: 8 Strength
      Not Usable By:
       Bard
       Mage
       Thief
    
    
    PLAT19 - Full Plate +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.  This +2 armor was created with the limited 
      wish spell.
    
      STATISTICS:
    
      Armor Class: -1
      Weight: 50
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT20 - Blue Dragon Plate (Throne of Bhaal)
    
      The light but durable scales of the Blue Dragon provide excellent protection 
      against weapons and all forms of electricity.
    
      STATISTICS:
         +90% resistance to all lightning and electrical attacks
    
      Armor Class: -1
      Weight: 20
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT21 - Enkidu's Full Plate +3 (Throne of Bhaal)
    
      This armor was created for Enkidu, a famed warrior from Kara-Tur.  While none 
      dared challenge him in fair combat, Enkidu was often subject to cowardly 
      sneak attacks from assassins, ninjas and Wu-Jen.
    
      STATISTICS:
         Immune to backstab while equipped
         +5% Magic Resistance
    
      Armor Class: -2
      Weight: 45
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT22 - Shuruppak's Plate (Throne of Bhaal)
    
      Shuruppak, the infamous right hand of the now dead god Gilgeam, earned the 
      title of "Reaper" for his savage butchery of any who opposed him... an 
      identity the bloodthirsty madman eagerly embraced.  Before Gilgeam's 
      destruction, the god presented Shuruppak with an enchanted suit of armor, to 
      better enable the Reaper to slaughter his foes.
    
      Shuruppak's plate is surprisingly light and grants the wearer an unnatural 
      quickness and grace.  It is not known how Shuruppak lost this treasured item, 
      but one could safely assume he is still looking for it...
    
      STATISTICS:
         +1 to Dexterity
         +20% Fire Resistance
    
      Armor Class: -2
      Weight: 15
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    PLAT23 - Full Plate Mail +2 (Throne of Bhaal)
    
      Full plate armor is the best armor a warrior can buy, both in appearance and 
      protection, and the enchantments on this suit are particularly powerful.  The 
      intricate engraving and spectacular embossing adorning the suit are of 
      indeterminate origin, as is the armor itself.
    
      STATISTICS:
    
      Armor Class: -1
      Weight: 50
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    NPPLAT - Firecam Full-Plate Armor (Keldorn)
    
      Full plate armor is the best armor a warrior can buy, both in appearance and 
      protection.  This armor increases the wearer's armor class by one above that 
      of normal Full-Plate.  While equipped the suit provides the wearer with a +1 
      bonus to all saving throws and grants the wearer with free action (able to 
      pass through webs and other effects).  This suit was designed for Keldorn and 
      few other than he can wear it.
    
      STATISTICS:
    
      Armor Class: 0
      Weight: 70
      Requires: Only wearable by Keldorn
    
    
    -------------------------------------------------------------------------------
    PLOT ITEMS: (Throne of Bhaal only!)
    -------------------------------------------------------------------------------
    
    BAZPLO01 - Abazigal's Wardstone
    BAZPL002 - Draconis' Head
    BAZPLO03 - Yellow Dragon Eggs
    BAZPLO04 - Breath Potion
    BAZPLO05 - Rope
    BAZPLO06 - Reversal Scroll
    BAZPLO07 - Empty Breath Potion Flask
    BAZPLO08 - Gauth Eyestalk
    HGHEART - Still Beating Heart
    HGHEART2 - Yaga Shura's Heart
    HGWARD01 - Flame Wardstone
    HGWARD02 - Skull Wardstone
    HGWARD03 - Hammer Wardstone
    HGWARD04 - Blood Wardstone
    LUM1 to LUM9 - Handwritten Notes
    PLOT01A - Ritual Scroll
    PLOT01B - Vigil Stone
    PLOT01C - Tattered Parchment
    PLOT01D - Tattered Parchment
    PLOT01E - Tattered Parchment
    PLOT01F - Candle
    PLOT01G - Holy Book
    PLOT01H - Bell
    PLOT01I - History of the Imprisoned One
    PLOT01J - Wardstone
    PLOT01K - Wardstone
    PLOT01L - Tinderbox
    PLOT01M - Handwritten Note
    PLOT01N - Scribbled Note
    PLOT01O - Key
    PLOT01P - Old Slippers
    PLOT01Q - Helm's Scroll
    PLOT02A - Scepter of Radiance
    PLOT02B - Scepter of Radiance (w/gems)
    PLOT02C - Scepter Gem
    PLOT02D - Scepter Gem
    PLOT02E - Scepter Gem
    PLOT02F - Madman's Journal
    PLOT02G - Journal
    PLOT02H - Deck of Many Things
    PLOT02I - Tahazzar's Heart
    PLOT02J - Ka'rashur's Heart
    PLOT03A - Air Scepter
    PLOT03B - Fire Scepter
    PLOT03C - Slime Scepter
    PLOT03D - Ice Scepter
    PLOT03E - Portal Key
    PLOT03F - Air Library Note
    PLOT03G - Fire Library Note
    PLOT03H - Slime Library Note
    PLOT03I - Ice Library Note
    PLOT03K - Key (slime library)
    PLOT04A - Blue Oil
    PLOT04B - Red Oil
    PLOT04C - Purple Oil
    PLOT04D - Crystal Mallet
    PLOT04E - Diary of Carston's Apprentice
    PLOT04F - Flint and Tinder
    PLOT04G - Illithid Rod
    PLOT04H - Illithid Rod
    PLOT04I - Illithid Rod (complete)
    PLOT04J - Carston's Journal
    PLOT05A - Heart Key
    PLOT05B - Mind Key
    PLOT05C - Spirit Key
    PLOT05D - Warrior's Skull
    PLOT16A - Bounty Notice
    PLOT16B - Note
    PLOT17A - Monastery Gate Key
    PLOT17B - Graveyard Key
    PLOT18A - Lazarus' Teleport Scroll
    PLOT18B - Lazarus' Spellbook
    
    
    -------------------------------------------------------------------------------
    POTIONS:
    -------------------------------------------------------------------------------
    
    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)
      THACO:  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 Firey 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.  
      Movement rate is doubled and the user of this oil gains one extra attack per 
      round.  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 sorcerer's dream, but that would depend entirely on whom 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 Absorption
    
      This potion, as would be expected, will absorb external attacks once it has 
      been consumed.  All blunt attacks made against the imbiber are cushioned, so 
      that only the strongest get through.  Also there is 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, affecting 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 imbiber 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
    
      This oddly murky oil would appear to 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
    
      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
    
      The potion of firebreath magically transforms the throat so that it is 
      capable of a giant breath of fire spewing forth in an arc.  The user does not
      drink this potion, but instead uses it on an enemy.  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 drinker's 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 imbue the person drinking it with 50% resistance to 
      electrical damage.  The effect will last for 10 turns or until dispelled.
    
    
    POTN32 - Antidote
    
      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 embider.  The effect will only last for 5 rounds 
      however, so careful timing is necessary.
    
    
    POTN34 - Potion of Magic Protection
    
      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 imbues 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 affected are picking locks and picking pockets, which are 
      increased significantly.  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.  Only thieves gain any benefit from 
      this potion.
    
      STATISTICS:
    
      Find/Remove traps:  +20% bonus
      Pick pockets:  +20% bonus
      Pick locks:  +20% bonus
      Hide in shadows:  +20% bonus
      Duration:  6 hours
    
    
    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.  The liquid in the potion has a strange murky 
      quality to it that you haven't noticed in other potions.
    
      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 imbibers 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:
    
      THACO:  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 Antidote (better than normal 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 (used in Nashkel mines to poison iron ore)
    
    POTN52 - Potion of Extra Healing
    
      When wholly consumed, this potion restores 27 hit points to the person.  The 
      effect is instantaneous and the potion is destroyed in the process.
    
    
    POTN53 - Festule the Alchemist's Potion
    
      This potion will supposedly incapacitate an ogre.  The small handwritten 
      label warns against feeding it to anything other than an ogre, as the taste 
      has been perfectly designed to appeal to said race.  In other words the 
      potion is disgusting and will induce vomiting in anyone other than an ogre.
    
    
    POTN54 - Empty Potion Bottle
    
    POTN55 - Potion of Superior Healing (Throne of Bhaal)
    
      When consumed, this potion restores 40 hit points to the imbiber.  The effect 
      is instantaneous, and the potion is destroyed in the process.
    
    
    POTN56 - Rogue's Potion of Frost Giant Strength (Throne of Bhaal)
    
      This potion can be used only by thieves or bards.  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)
    
    
    -------------------------------------------------------------------------------
    QUIVERS: (Throne of Bhaal only!)
    -------------------------------------------------------------------------------
    
    QUIVER01 - Quiver of Plenty +1
    
      The history of this magical quiver has been long forgotten, though it likely 
      had something to do with the inexplicable but well documented shortage of 
      competent fletchers during the Time of Troubles.
    
      STATISTICS:
    
      Unlimited +1 Arrows
    
    
    QUIVER02 - Case of Plenty +1
    
      The history of this magical case has been long forgotten, though it likely 
      had something to do with the inexplicable but well documented shortage of 
      competent fletchers during the Time of Troubles.
    
      STATISTICS:
    
      Unlimited +1 Bolts
    
    
    QUIVER03 - Quiver of Plenty +2
    
      The money and resources you invested in the Quiver of Plenty have resulted in 
      an item of even greater magical properties.
    
      STATISTICS:
    
      Unlimited +2 arrows
    
    
    QUIVER04 - Case of Plenty +2
    
      The money and resources you invested in the Case of Plenty have resulted in 
      an item of even greater magical properties.
    
      STATISTICS:
    
      Unlimited +2 Bolts
    
    
    QUIVER05 - Bag of Plenty +1
    
      Although this soft cloth pouch is empty right now, there is still a powerful 
      aura of magic surrounding it.
    
      STATISTICS:
    
      Unlimited +1 sling bullets
    
    
    QUIVER06 - Bag of Plenty +2
    
      The money and resources you invested in the Bag of Plenty have resulted in an 
      item of even greater magical properties.
    
      STATISTICS:
    
      Unlimited +2 sling bullets
    
    
    -------------------------------------------------------------------------------
    RINGS:
    -------------------------------------------------------------------------------
    
    BELT12 - Holy Symbol of Lathander (Throne of Bhaal)
    
      Only those most worthy and devoted servants of the Dawnbringer are granted 
      these powerful holy symbols.
    
      STATISTICS:
    
         Grants an additional 6th and 7th level spell.
         5% Magic Resistance while worn
         +1 to Strength while worn
    
      Usuable By:
      Good Clerics
    
    
    BELT13 - Holy Symbol of Helm (Throne of Bhaal, same as above, but Neutral)
    BELT14 - Holy Symbol of Talos (Throne of Bhaal, same as above, but Evil)
    
    RING01, RING32 - Plain 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
    
      Ring of Fire Resistance:  'Batalista's Passport'
      The grand mage Batalista intended this item to aid in his travels in the 
      plane of fire, and it is said he repeatedly summoned a Salamander from that 
      realm to aid in the construction of this ring.  Not being known for their 
      patience, it is likely he should not have pestered his "instructor" quite so 
      much.  The finger bearing the finished ring was indeed untouched by the 
      inferno that claimed his tower.  Had that finger still been attached, 
      Batalista himself might have fared better.
    
      STATISTICS:
    
      Fire Resistance:  +40%
      Not usable by:
    
    
    RING03 - Ring of Animal Friendship
    
      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
    
      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
    
      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.  This ability may
                be used once per day.
    
    
    RING06 - Ring of Protection +1
    
      Ring of Protection +1:  'Ring of the Princes'
      This ring and several of its type were originally crafted to protect the sons 
      of King Castter De'wess, though who uttered the enchantment is unknown.  
      History records that the rings remained within that family for at least 13 
      generations, though they were all apparently lost within the space of one.  
      Enmity between the King and the family of the creator may be to blame.
    
      STATISTICS:
    
      Armor Class:  +1 bonus
      Saving Throws:  +1 bonus
    
    
    RING07 - Ring of Protection +2
    
      Ring of Protection +2:  'The Guard's Ring'
      The Guard was an immortal sentry assigned to protect a tomb that sheltered 
      the body of a princess of the Akanal.  Over millennia respect for the grave 
      disappeared with the memory of the royal family, and adventurers began to try 
      their luck with the Guard.  It was inevitable that he would eventually be 
      bested, and when he was, the ring he wore was one of many treasures taken 
      from the tomb.
    
      STATISTICS:
    
      Armor Class:  +2 bonus
      Saving Throws:  +2 bonus
    
    
    RING08 - Ring of Wizardry
    
      Ring of Wizardry:  'Reaching Ring'
      This ring is masterfully enchanted, allowing the wearer to memorize more 
      spells than normally possible.  It was originally commissioned by spellcaster 
      <CHARNAME>, apparently at great monetary and personal cost.
    
      STATISTICS:
    
      Spells:  Gives one extra fifth level spell, one extra sixth level spell and 
               one extra seventh level spell
    
      Only usable by:
       Mage
    
    
    RING09 - Ring of Free Action
    
      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" Yenandra 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 
                affects mobility in any way.  This includes haste and slow spells.
    
    
    RING10 - Gold Ring
    RING11 - Silver Ring
    RING12 - Onyx Ring
    RING13 - Jade Ring
    RING14 - Greenstone Ring
    RING15 - Bloodstone Ring
    RING16 - Angel Skin Ring
    RING17 - Flamedance Ring
    RING18 - Fire Opal Ring
    RING19 - Ruby Ring
    
    RING20 - Ring of Energy
    
      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
    
      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
    
      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
    
      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 a feeblemind that can only be removed with 
                a 'remove curse' spell
    
    
    RING25 - Koveras' Ring of Protection (+1)
    
      Ring of Protection +1:  'Ring of the Princes'
      This ring and several of its type were originally crafted to protect the sons 
      of King Castter De'wess, though who uttered the enchantment is unknown.  
      History records that the rings remained within that family for at least 13 
      generations, though they were all apparently lost within the space of one.  
      Enmity between the King and the family of the creator may be to blame.
    
      STATISTICS:
    
      Armor Class:  +1 bonus
      Saving Throws:  +1 bonus
    
    
    RING26 - Ring of Djinni Summoning
    
      An item out of fables, the Djinni ring is highly sought after.  Once a day 
      the wearer of this beautiful ring can summon a Djinni who will do as the ring
      wearer commands.  If the Djinni should die in service of its master the ring 
      will be destroyed.
    
      STATISTICS:
    
      Special Abilities:  Summons a Djinni once a day
    
    
    RING27 - Ring of Fire Control
    
      Ring of Fire Control
      This burnished red ring is engraved with depictions of flames and lava coils.
      Mages and other planar travelers use these rings to protect themselves while
      visiting the Elemental Plane of Fire and to command fire elementals to do
      their bidding.
    
      STATISTICS:
    
      Equipped Abilities:
       50% Fire Resistance
    
      Special Abilities:
       Charm Fire Elemental (+2 bonus to elementals saving throw)
    
       Casts Burning Hands once per day
        Damage:  1D3 +2
        Range:  0
        Area:  The caster
    
       Flamestrike once per day
        Damage: 6d8
        Range: 60 yards
        Area: 5-foot radius by 30-foot column
    
    
    RING28 - Ring of Air Control
    
      Ring of Air Elemental Command
      Air elementals make for powerful foes but with this ring they can become 
      valuable allies.  Dark tales tell of groups of Red Wizards all with rings of 
      elemental command descending upon small villages with no warning and 
      destroying every living thing in sight.  Although the truth of these rumors 
      is questionable the fact remains that a ring of this power in the wrong hands 
      is dangerous.
    
      STATISTICS:
    
      Special Abilities:
    
       Charm Air Elemental (+2 bonus to elementals saving throw)
    
       Improved Invisibility once per day
        Duration: 10 rounds
        Area:  1 creature
    
    
    RING29 - Ring of Earth Control
    
      Ring of Earth Elemental Command
      If the songs of bards are correct, all one must do is wear this ring and they
      will gain the ability to control earth elementals at will.  Of course earth 
      elementals are not easily controlled and care must be taken when commanding 
      one.  An angry earth elemental can make short work of an inept adventurer.
    
      STATISTICS:
    
      Equipped Abilities:
       AC: +1 bonus
    
      Special Abilities (once per day):
    
       Charm Earth Elemental
          Save: (+2 bonus to elemental's saving throw)
          Duration: 45 seconds
       Stone to Flesh
          Save: None
    
    
    RING30 - Ring of Human Influence
    
      For seven years Count Fisfnilt searched the Realms for a suitable bride for 
      his son Ewnin.  Unfortunately all the women that Fisfnilt found were not up 
      to the standards set by Ewnin, an impossibly spoiled man.  Desiring an heir 
      and impatient with his son, the Count had the court mage fashion this ring.  
      He gifted the ring to a woman of no small courtly influence and Ewnin was 
      instantly smitten.  They wed three weeks later.
    
      STATISTICS:
    
      Equipped Abilities:  Raises wielder's charisma to 18
      Special Abilities: Charm person once per day
    
    
    RING31 - Ring of Regeneration
    
      A lowly ranked Red Mage named Huhhus is said to have discovered the perfect 
      way to distill troll flesh to make a potion that provided the same 
      regenerative ability as that of the troll.  Few were willing to drink the 
      vile liquid however and decades later a student of Huhhus created this ring, 
      building upon the foundations of knowledge laid by Huhhus.  Within the hollow 
      cavity of the jade ring floats the ichor and brains of a troll, providing a 
      limited regenerative capability to the wearer.
    
      STATISTICS
    
      Equipped Abilities: Wearer regenerates 1 hit point every 6 seconds
    
    
    RING33 - Ring of the Ram
    
      Also known as the Breaker of Castles, with one word this ring can unleash 
      fantastic and deadly powers.  When it is triggered, a barely discernible 
      ram-like shape billows forth from the ring.  This force can potentially knock 
      opponents off of walls, destroy castle gates, or crush enemies, but it is 
      damaging as well, in its own right.
    
      STATISTICS
    
      Damage: Once per day, 5-30 hit points of damage to an opponent.
    
    
    RING34 - Ring of Spell Turning
    
      A gift to Derek Poodon, apprentice warrior, this ring was his salvation when
      he stumbled upon two Red Wizards traveling the Cloakwood Forest.  Enraged at 
      being disturbed, the mages unleashed a score of Magic Missiles at the 
      seemingly helpless Derek, but to their brief surprise, the assault reflected 
      back and killed them both.  Thereafter, without having lifted his blade, 
      Derek was rather sheepishly known as Derek the Red Slayer.
    
      STATISTICS
    
      Special Abilities: Cast minor spell turning once per day
    
    
    RING35 - Ring of Lock Picks
    
      Derek Drak, one of the most talented burglars in the Shadow Thieve's guild, 
      wore this ring on many of his scores.  The ring enhanced Derek's already 
      impressive lock picking abilities.  In the city of Athkatla there wasn't a 
      door that could not be unlocked by Derek.  To activate the ring, the proper
      command word must be known at which point the garnet stone on the ring will 
      polymorph into the shape of a key that closely fits the lock.
    
      STATISTICS
    
      Special Abilities:  +25% to lock picking
      Usable By:
       Thief
    
    
    RING36 - Ring of Danger Sense
    
      Nizzuf's Maze was a grand hedge maze created by the arch-mage Nizzuf for his 
      amusement.  The maze boasted hundreds of magical traps, most of them 
      extremely lethal.  Nizzuf posted a reward big enough to buy a kingdom to the 
      man or woman brave enough to enter the maze and reach its core.  Thousands 
      tried and died.  But one, Oteg Verm completed the maze, thanks mainly to this 
      ring which let him 'see' where the traps were hidden.
    
      STATISTICS
    
      Special Abilities: +25% to trap detection
    
    
    RING37 - Storm Ring
    
      This ring is worn by followers of the Storm Lord Talos, whose disciples await 
      their god's wrath and welcome it eagerly.  The ability to wreak havoc and 
      ruin are the principle ideals that Talos desires to see in his subjects.
    
    
    RING38 - Dawn Ring
    
      These rings are often found in possession of those who worship Lathander the 
      Morninglord.  Lathander espouses the principles of creativity and prosperity 
      and believes that pride is a sinful trait that requires smothering.
    
    
    RING39 - Ring of Gaxx
    
      This ring is relatively unadorned, but the vile magic within radiates intense 
      evil.  Indeed, its creator, Kangaxx, was no less evil himself, even before 
      millennia of undeath honed his power.  It is said that a cadre of Netheril 
      mages fought and imprisoned the demilich once, but being unable to truly 
      destroy him they became liches themselves to stand guard over his remains.  
      The construction of the ring may have led to their enmity, as each of the 
      gem's nine facets was supposedly empowered by sacrifice and death.
    
      STATISTICS
    
      Armor Class:  +2 Bonus
      Saving Throws:  +2 Bonus
      Magic Resistance:  +10% Bonus
      Special Abilities:  Immunity to Disease and Poison
      Equipped Abilities: Wearer regenerates 1 hit point every 3 seconds
      Special Use:  Invisibility, once per day
                    Improved Haste, three time per day
    
    
    RING40 - Ring of Acuity
    
      The origins of this ring are unclear, and while its enchantments share 
      similarities with historical examples of Rings of Wizardry, there is 
      something strange in how it feels, either in the weight of the metal or in 
      the aura it projects, and it does not function the same.  It was likely found 
      on some distant plane, and as such, its maker will remain a mystery to you.
    
      STATISTICS:
    
      Spells:  Gives two extra second level spells, one extra third level spell and 
               one extra fourth level spell
    
      Only usable by:
      Mage
    
    
    RING41 - Ring of Protection +3 (Throne of Bhaal)
    
      The Warder's Signet
      Legend holds that this plain gold band was a gift from Ao to Helm as a reward 
      for the God's stalwart service during the Time of Troubles.  Helm in turn 
      passed the gift on to his mortal followers.
    
      STATISTICS:
    
      Armor Class:  +3 bonus
      Saving Throws:  +3 bonus
    
    
    RING42 - Ring of Improved Invisibility (Throne of Bhaal)
    
      The Specter's Ring
      A ruthless assassin of Tethyr known only as the Specter used this ring to 
      great effect many years ago.  Striking completely unseen, his victims'
      demises were often attributed to angry ghosts and spirits.
    
      STATISTICS:
    
      Special:  Cast Improved Invisibility on the wearer once/day
    
    
    RING43 - Oaken Ring (Throne of Bhaal)
    
      This ring is fashioned not from gold or precious metal, but from simple oak.
    
      Useable By:
      Druids
    
    
    RING44 - Heartwood Ring (Throne of Bhaal)
    
      Combined with the Nymph's Tear, this simple band of oak allows a druid to 
      draw upon the natural energies of the world around them.
    
      STATISTICS:
         Memorize one additional 6th and 7th level Druid Spell
    
      Useable By:
      Druids
    
    
    RING45 - Delryn Family Ring (Throne of Bhaal)
    
      This simple band, though not of great material value, is a Delryn family 
      heirloom.  Once worn by his dear sister Moira, Anomen has given this ring to 
      you as a symbol of the love you share.
    
    
    RING46 - Ring of Anti-Venom (Throne of Bhaal)
    
      This ring is an unadorned silver band.  However, its plain appearance belies
      the powerful magic within.  A Ring of Anti-Venom is eagerly sought after by 
      royalty, influential political figures and other potential assassination 
      targets.
    
      STATISTICS:
    
      Wearer is immune to all poison.
    
    
    NPRING01 - D'Arnisse Signet Ring
    
      This ring was given to Nalia by her father upon her ascension to adulthood.
      Bonded to her blood as it is, the ring may not be removed from Nalia, nor its
      powers used by anyone else.  The ring grants a +2 bonus to all saving throws,
      +2 armor class bonus, and 50% resistance to fire.
    
    
    -------------------------------------------------------------------------------
    RODS:
    -------------------------------------------------------------------------------
    
    RODS01 - Rod of Absorption
    
      This rod acts as a magnet, drawing magic spells of any nature (priest or 
      wizard) into itself. It then nullifies their effects. The magic absorbed must 
      have been directed at the character possessing the rod.  To activate this 
      absorption ability the user must use the wand after which time they will be 
      protected for four rounds or until the absorption disappears.
    
      The rod will absorb nine levels of spells (and can defend against spells up 
      to ninth level in power).  Each use of the rod expends one charge.
    
      STATISTICS
    
      Special Abilities (one charge): Spell absorption for four rounds
      Usable By:
       Cleric
       Mage
    
    
    RODS02 - Rod of Lordly Might
    
      Also called The Wrath of Three Kings, though not associated with any named 
      king in particular, this rod was likely made in 1090DR.  It saw use during 
      The Battle of the Bones, but for which side is uncertain as it was found 
      amongst the dead after a larger skirmish.  Three buttons unlock the rod's 
      magic: the first transforms it into a fearsome enchanted Mace; the second, a 
      hypnotic Flaming Blade; the third, a barbed Spear.  Only warriors can 
      properly use its exotic mix of weaponry.
    
      STATISTICS
    
      This rod may transform into any of the following weapons when used.  Each 
      weapon may also change back into the rod at will.
    
      Mace +2
       Special Abilities: Target must save vs. spells (+5 bonus) or be affected by 
                          fear for four rounds
       THAC0: +2 bonus
       Damage: +2
    
      Flaming Long Sword +1
       Special Abilities: Target must save vs. spells (+5 bonus) or be held for 
                          five rounds
       THACO: +1 bonus
       Damage: +1
    
      Spear +3
       Special Abilities: Target must save vs. spells (+6 bonus) or take 2d4 points 
                          of magical damage
       THAC0: +3
       Damage: +3
    
      Usable By:
       Warriors
    
    
    RODS03 - Rod of Resurrection
    
      This rod enables anyone to resurrect the dead as if they were of high enough 
      level to cast the resurrection spell and if they were a priest. No rest is 
      required, as the rod bestows the life giving effects.  Each use of the rod 
      expends one charge.
    
      STATISTICS
    
      Special Abilities (one charge):  Resurrection
    
    
    RODS04 - Rod of Smiting
    
      This long, thin rod can be wielded as a staff.  This rod has been designed to 
      destroy golems.  Any golem struck by the rod must make a saving throw or be 
      destroyed.  In the hands of any other than a cleric or mage the rod becomes 
      unusable.
    
      STATISTICS
    
      Combat Abilities: If a golem is struck by the rod, the golem must make a 
      saving throw vs. death or be destroyed.
      Thac0: +3 bonus
      Damage:  1D8 + 3, +10 vs. Golems
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Usable By:
       Mage
       Cleric
    
    
    RODS05 - Rod of Terror
    
      When activated this rod may be used as a staff +3.  Any creature hit by the 
      rod must make a saving throw vs. spells or flee in terror, fearing the 
      wielder as if he or she were a flesh eating demon from the Abyss.  There is a 
      drawback to using this rod however.  Each time the rod is used there is a 20% 
      chance that the wielder loses one point of Charisma permanently.
    
      STATISTICS
    
      Combat Abilities: Target must make a saving throw vs. spells (+4 bonus) or 
      flee in terror (lasts four rounds)
      Thac0: +3 bonus
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Not Usable By:
    
    
    RODS06 - Rod of Reversal (Throne of Bhaal)
    
      This powerful item allows a warrior to quickly remove the magical defenses of 
      an enemy mage.  It is particularly prized by Wizard Slayers.
    
      STATISTICS:
    
         Cast Ruby Ray of Reversal (1 charge/use)
    
      Usable By:
      Fighters
      Rangers
      Paladins
    
    
    -------------------------------------------------------------------------------
    DRAGON SCALES:
    -------------------------------------------------------------------------------
    
    SCALEB - Shadow Dragon Scales
    
      These heavy scales glisten under the light and are warm to the touch.  There 
      are a significant number of them salvaged from the corpse of the shadow 
      dragon... perhaps they might be useful in the formation of some kind of 
      shield or armor.
    
    
    SCALER - Red Dragon Scales
    
      There are a large number of scales salvaged from the red dragon.  Legend has 
      it they can be magically forged into powerful armor.
    
    
    (White and Blue scales, Throne of Bhaal items, can be found in the Components
    section)
    
    
    -------------------------------------------------------------------------------
    SCROLLS:
    -------------------------------------------------------------------------------
    
    RESTORE, SCRLSD - Greater Restoration
    
      Greater Restoration (Necromancy)
      Level: 7
      Sphere:  Necromantic
      Range: Touch
      Duration: Permanent
      Casting Time: 3
      Area of Effect: Target Creature
      Saving Throw: None
    
      When this spell is cast, the life energy level of the recipient is raised.  
      This reverses any previous life energy level drain of the creature by a force 
      or monster.  A restoration spell will also restore the intelligence of a 
      creature affected by a feeblemind spell.  It also negates any form of 
      insanity such as confusion or berserk, fully heals the target, and cures any 
      disease or poisons.  The casting of this spell is very draining on the priest 
      and she will likely require rest immediately afterwards, as it will cause 
      days worth of fatigue almost instantaneously.
    
    
    SCRL02 - Spell Scroll
    
    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 affect the target
      Special:  Removes poison already in the target's 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:  10 turns
      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
    SCRL12 - Cursed Scroll of Foolishness
    SCRL13 - Cursed Scroll of Ugliness
    SCRL14 - Cursed Scroll of Summon Monster
    
    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
    SCRL17 - Cursed Scroll of Ailment
    SCRL18 - Cursed Scroll of Stupidity
    
    SCRL1B - Agannazar's Scorcher
    
      Agannazar's Scorcher (Evocation)
      Level: 2
      Range: 20 yards
      Duration:  Instant
      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 
      bursts out toward one target of the caster's choice. That target will be hit
      by this flame for 3-18 points of damage.  There is no saving throw against 
      this spell, though anti-fire capabilities such as fire resistance will apply 
      and may reduce or eliminate the damage.
    
    
    SCRL1C - Ghoul Touch
    
      Ghoul touch (Necromancy)
      Level: 2
      Range: 0
      Duration: 5 rounds
      Casting Time: 1
      Area of Effect: The caster
      Saving Throw: Neg.
    
      When the caster completes this spell, a red glow encompasses his hand.  When 
      the wizard makes a successful melee attack against a creature, that creature 
      is paralyzed by the negative energy.  The touched creature must make a saving
      throw vs. spell or be paralyzed for 5 rounds.
    
    
    SCRL1D - Clairvoyance
    
      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.
    
    
    SCRL1E - Dispel Magic
    
      Dispel Magic (Abjuration)
      Level: 3
      Sphere: Protection
      Range: Visual range of caster
      Duration: Special
      Casting Time: 6
      Area of Effect: 30-foot cube
      Saving Throw: Special
    
      A dispel magic removes magical effects upon anyone within the area.  This 
      includes effects given from spells, potions and certain magical items such as 
      wands.  It does not, however, affect enchanted magical items or spell 
      protections such as Spell Turning, and Spell Deflection.  The chance of the 
      dispel succeeding is determined by the level of the caster and the level of 
      the magic being dispelled. The base chance of successfully dispelling is 50%.
      For every level that the caster of the dispel magic is above the original
      caster, his chance of success increases by 5%.  For every level that the
      caster of dispel magic is below the original caster, his chance of success
      decreases by 10%.  However, despite the difference in levels, there is always
      at least a 1% chance of success or failure. Thus, if a caster is 10 levels
      higher than the magic he is trying to dispel, there is only a 1% chance of
      failure.  Similarly if the caster is 4 levels lower than the magic he is
      trying to dispel, there is only a 10% chance of success.  Intuitively, this
      spell is almost useless if the target is 5 or more levels higher than the
      caster.
    
      Note:  while this spell dispels the individual effects of grease, web,
      stinking cloud and other such spells, it does not dispel the area of effect.
    
    
    SCRL1F - Flame Arrow
    
      Flame Arrow (Conjuration/Summoning)
      Level: 3
      Range: Visual range of caster
      Duration: 1 round
      Casting Time: 3
      Area of Effect: Special
      Saving Throw: None
    
      This spell enables the caster to hurl fiery bolts at opponents within range.
      Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire
      damage. Only half of the fire damage is inflicted if the creature struck
      saves vs. spell. The caster receives one bolt for every five experience
      levels beyond 5th (two bolts at 10th level, three at 15th level, etc.).  All
      of the bolts will streak towards the target of the spell.
    
    
    SCRL1G - Fireball
    
      Fireball (Evocation)
      Level: 3
      Range: Visual range of caster
      Duration: Instantaneous
      Casting Time: 3
      Area of Effect: 30-foot radius
      Saving Throw: 1/2
    
      A fireball is an explosive burst of flame, which detonates with a low roar 
      and delivers damage proportional to the level of the wizard who cast it - 1d6 
      points of damage for each level of experience of the spellcaster (up to a 
      maximum of 10d6). 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). Creatures failing their saving throws 
      each suffer full damage from the blast. Those who roll successful saving 
      throws manage to dodge, fall flat, or roll aside, each receiving half.
    
    
    SCRL1H - Haste
    
      Haste (Alteration)
      Level: 3
      Range: Visual range of caster
      Duration: 3 rounds + 1 round/level
      Casting Time: 3
      Area of Effect: 40' cube, 1 creature/level
      Saving Throw: None
    
      When this spell is cast, all creatures affected function at double their 
      normal movement rate, gain a -2 initiative bonus, and receive an extra attack 
      each round. Thus, a creature moving at 6 and attacking once per round would 
      move at 12 and attack twice per round. At the instant the spell is completed, 
      it affects all ally creatures in a 40-foot cube centered on a point selected 
      by the caster (thus, creatures leaving the area are still subject to the 
      spell's effect; those entering the area after the casting is completed are 
      not). Note that affected creatures expend as much energy during this spell as 
      they would normally in a whole day, significantly raising their fatigue 
      level. This spell is not cumulative with itself or with other similar magic.
      Spellcasting and spell effects are not affected. Note that this spell negates
      the effects of a slow spell.
    
    
    SCRL1I - Hold Person
    
      Hold Person (Enchantment/Charm)
      Level: 3
      Range: Visual range of caster
      Duration: 1 turn
      Casting Time: 3
      Area of Effect: special
      Saving Throw: Neg.
    
      This spell holds one or more humans, demihumans, or humanoid creatures 
      rigidly immobile and in place for 1 turn.  This includes brownies, dryads, 
      dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, 
      hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, 
      troglodytes, and others. Thus, a 10th-level fighter could be held, while an 
      ogre could not.
    
      The effect is centered on the victim selected by the caster.  Every enemy 
      within 5 feet of the target is also affected.  Those who succeed on their 
      saving throws are totally unaffected by the spell. Undead creatures cannot be 
      held.
    
      Held creatures cannot move or speak, but they remain aware of events around 
      them.  Time passes for the held creature at the same rate as if they were not 
      held, even though they cannot move or even speak.  In other words, being held 
      does not prevent the worsening of the subjects' condition due to wounds, 
      disease, or poison.
    
    
    SCRL1J - Invisibility 10' radius
    
      Invisibility 10' radius
      (Illusion/Phantasm)
      Level: 3
      Range: 0
      Duration: Special
      Casting Time: 1 round
      Area of Effect: 10' radius
      Saving Throw: None
    
      This spell causes all creatures within 10' of the caster to vanish from sight 
      and be undetectable by normal vision or even infravision. Of course, the 
      invisible creature(s) are not magically silenced, and certain other 
      conditions can render the creature(s) detectable. Even allies cannot see the 
      invisible creature(s) or their gear, unless these allies can normally see 
      invisible things or employ magic to do so.  Items dropped or put down by the 
      invisible creature(s) become visible, items picked up disappear if tucked 
      into the clothing or pouches worn by the creature(s). The spell remains in 
      effect until it is magically broken or dispelled, until the wizard or 
      recipient cancels it, until the recipient attacks any creature, or until 24 
      hours have passed. The  invisible being(s) cannot open doors, talk, eat, 
      climb stairs, etc. If they attack, they immediately become visible, although 
      the invisibility enables them to attack first.
    
    
    SCRL1K - Lightning Bolt
    
      Lightning Bolt (Evocation)
      Level: 3
      Range: 40 yards + 10 yards/level
      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 1d6 points of damage per level of the spellcaster 
      (maximum damage of 10d6) to each creature within its area of effect. A 
      successful saving throw vs. spell reduces this damage to half (round 
      fractions down). The bolt begins at a range and height decided by the caster
      and streaks outward in a direct line from the casting wizard (e.g., if a 
      40-foot bolt was started at 180 feet from the wizard, the far end of bolt 
      would reach 220 feet (180 + 40).  If the lightning bolt intersects with a 
      wall it will bounce until it reaches its full length.
    
    
    SCRL1L - Monster Summoning I
    
      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 a random selection of 3 HD 
      monsters.  There is a 60% chance of receiving one monster and a 40% chance of 
      receiving two monsters.  The monster(s) appear within spell range and attack 
      the spellcaster's opponents until the spell duration expires or until they 
      are slain.
    
    
    SCRL1M - Non-Detection
    
      Non-Detection (Abjuration)
      Level: 3
      Range: Touch
      Duration: 20 turns
      Casting Time: 3
      Area of Effect: 1 creature or item
      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 including Invisibility Purge.  It also
      prevents location by such magical items as crystal balls and ESP medallions. 
      It does not affect the know alignment spell.
    
    
    SCRL1N - Protection from Normal Missiles
    
      Protection From Normal Missiles
      (Abjuration)
      Level: 3
      Range: Touch
      Duration: 5 turns
      Casting Time: 3
      Area of Effect: Creature touched
      Saving Throw: None
    
      By means of this spell, the wizard bestows total invulnerability to 
      non-magical hurled and projected missiles such as arrows, axes, bolts, 
      javelins, and sling stones.  Note, however, that this spell does not convey 
      any protection from such magical attacks as Fireballs, Lightning Bolts, Magic 
      Missiles, or magical missiles such as arrows +1.
    
    
    SCRL1O - Slow
    
      Slow (Alteration)
      Level: 3
      Range: Visual range of the caster
      Duration: 1 turn
      Casting Time: 3
      Area of Effect:  40' cube
      Saving Throw: Neg.
    
      A slow spell causes creatures to move and attack at half of their normal 
      rates unless a save vs. spells is made with a -4 penalty.  It negates haste, 
      but does not otherwise affect magically speeded or slowed creatures.  Slowed 
      creatures have an armor class penalty of +4, and an attack penalty of -4.
    
    
    SCRL1P - Skull Trap
    
      Skull Trap (necromantic)
      Level: 3
      Range: 20 yards
      Duration:  Until triggered
      Casting Time: 3
      Area of Effect: 30 foot radius
      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 20 feet of it.  
      When this happens the skull is triggered and explodes, damaging everyone 
      within a 30 foot radius.  The damage inflicted is equal to 1d6 hit points per 
      level of the caster, or half with a successful save vs. spell.  When casting 
      this spell it is wise to set it far away from the party, lest they set it off 
      accidentally.
    
    
    SCRL1Q - Vampiric Touch
    
      Vampiric Touch
      (Necromancy)
      Level: 3
      Range: Touch
      Duration: Instant
      Casting Time: 3
      Area of Effect: Target creature
      Saving Throw: None
    
      When this spell is cast, the target 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 current hit points, with any hit points over the 
      caster's normal maximum treated as temporary additional hit points.  The 
      temporary hit points last for 5 turns.
    
      Note: This spell may not be cast multiple times to radically increase the 
      caster's hit-points.  The caster must wait for the first vampiric touch spell 
      to run its course before casting another.
    
    
    SCRL1S - Dire Charm
    
      Dire Charm
      (Enchantment/Charm)
      Level: 3
      Range: 20 yards
      Duration: 5 rounds
      Casting Time: 3
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      This spell works in the exact same manner as charm person, with one
      difference; there is no saving throw bonus.  Dire charm 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.
    
    
    SCRL1T - Ghost Armor
    
      Ghost Armor
      (Conjuration/Summoning)
      Level: 3
      Range:  0
      Duration: 5 turns
      Casting Time: 1
      Area of Effect: The caster
      Saving Throw: None
    
      By means of this spell, the wizard creates a magical field of force that 
      serves as if it were field plate armor (AC 2). 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.
    
    
    SCRL1U - Confusion
    
      Confusion (Enchantment/Charm)
      Level: 4
      Range: Visual range of the caster
      Duration: 5 rounds + 1 round/6 levels
      Casting Time: 4
      Area of Effect: Up to 60-foot cube
      Saving Throw: Special
    
      This spell causes confusion in one or more creatures within the area, 
      creating indecision and the inability to take effective action.  All
      creatures within the area of effect are allowed save vs. spell with a -2 
      penalty.  Those successfully saving are unaffected by the spell.
    
      The spell lasts for five rounds plus one round for every 6 levels of the 
      caster.  Those who fail their saving throws will either go berserk, stand 
      confused, or wander about for the duration of the spell.
    
      Wandering creatures move as far from the caster as possible, according to 
      their most typical mode of movement (characters walk, fish swim, bats fly, 
      etc.).  Any confused creature that is attacked perceives the attacker as an 
      enemy and acts according to its basic nature.
    
    
    SCRL1V, SCRL2B - Stoneskin
    
      Stoneskin (Alteration)
      Level: 4
      Range: 0
      Duration: 12 hours
      Casting Time: 1
      Area of Effect: Caster
      Saving Throw: None
    
      When a wizard casts this powerful spell upon himself, an outer skin of stone 
      will move up from the ground completely covering him.  This skin is of course 
      magical and will hinder the wizard in no way.  The effect of this is to 
      protect the wizard from physical attacks such as melee weapons and 
      projectiles.  For every 2 levels of the caster an additional skin is gained 
      upon casting, for example a 10th level wizard would receive 5 skins while 
      a 20th level wizard would receive 10.  For each skin the wizard possesses the 
      spell will stop one attack, so a 10th level wizard would be protected from 
      the first 5 attacks made against him, but the sixth would affect him 
      normally.  The skins will remain on the wizard until he is affected by a 
      dispel magic, all of the skins are removed due to physical attacks, or the 
      spell duration expires.  It is important to note that this will not protect 
      the wizard from any magical attacks such as fireball, however it will protect 
      him from physical magical attacks such as magic missle.
    
    
    SCRL1W - Fireshield (Blue)
    
      Fireshield (Blue) (Evocation, Alteration)
      Level: 4
      Range: 0
      Duration: 3 rounds + 1 round/level
      Casting Time: 4
      Area of Effect: The Caster
      Saving Throw: None
    
      The blue fireshield protects the user from cold damage by surrounding the 
      caster with a shield of ice flame.  This shield not only grants the user 50% 
      cold resistance, but also protects the caster from attacks made within a 5' 
      radius around the caster.  An opponent that hits the caster with any weapons 
      or spells within this radius suffers 1d8 +2 cold damage.
    
    
    SCRL1X - Ice Storm
    
      Ice Storm (Evocation)
      Level: 4
      Range: Visual range of caster
      Duration:  4 rounds
      Casting Time: 4
      Area of Effect: 30' radius
      Saving Throw: None
    
      When this spell is cast, great hail stones pound down for four rounds in a 
      60-foot-diameter area and inflict 2d8 points of damage to any creatures 
      within the area of effect.  Also, anyone that remains within the area of 
      effect takes 2d8 damage each round for four rounds.
    
    
    SCRL1Y - Improved Invisibility
    
      Improved Invisibility
      (Illusion/Phantasm)
      Level: 4
      Range: Touch
      Duration: 3 rounds + 1 round/level
      Casting Time: 4
      Area of Effect: Creature touched
      Saving Throw: None
    
      This spell is similar to the invisibility spell, but the recipient is able to 
      attack, either by missile discharge, melee combat, or spellcasting, and 
      remain unseen. Note, however, that there are sometimes telltale traces, a 
      shimmering, so that an observant opponent can attack the invisible spell 
      recipient. These traces are only noticeable when specifically looked for 
      (after the invisible character has made his presence known). Attacks against 
      the invisible character suffer -4 penalties to the attack rolls, and the 
      invisible character's saving throws are made with a +4 bonus.
    
      Note: after making an attack the mage is no longer completely invisible.  
      Opponents can target the mage.
    
    
    SCRL1Z - Minor Globe of Invulnerability
    
      Minor Globe of Invulnerability
      (Abjuration)
      Level: 4
      Range: 0
      Duration: 1 round/level
      Casting Time: 4
      Area of Effect: 5-foot-radius sphere
      Saving Throw: None
    
      This spell creates a 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 spells 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, 
      and these pass from the caster of the globe to their subject without 
      affecting the minor globe. Fourth and higher level spells are not affected by 
      the globe. The globe can be brought down by a successful dispel magic spell.
    
    
    SCRL2A - Monster Summoning II
    
      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
    
      This spell is much like the 3rd-level monster summoning I spell, except that 
      this spell summons 4 HD monsters. There is a 60% chance of receiving one 
      monster and a 40% chance of receiving two monsters.  These monster(s) appear 
      within spell range and attack the caster's opponents until the spell duration 
      expires, or until they are slain.
    
    
    SCRL2D - Animate Dead
    
      Animate Dead (Necromancy)
      Level: 5
      Range: 10 yards
      Duration: 8 hours
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      This spell creates 1-2 undead monsters to rise and serve the wizard under any 
      conditions.  One undead servant automatically rises and there is a 5% chance 
      per level of the caster that another will rise and join the first.  However,
      at 15th level the caster will be able to summon a Skeleton Warrior (only 
      one), a very powerful ally indeed.
    
      The undead can follow the caster, remain in an area and attack any creature 
      (or just a specific type of creature) entering the place, etc. The undead 
      remain animated until they are destroyed in combat, 8 hours pass, or are 
      turned.  The magic cannot be dispelled.
    
    
    SCRL2E - Cloudkill
    
      Cloudkill (Evocation)
      Level: 5
      Range: 10 yards
      Duration: 1 turn
      Casting Time: 5
      Area of Effect: 40' wide, 20' high,
      20' deep cloud
      Saving Throw: None
    
      This spell generates a billowing cloud of ghastly, yellowish green vapors 
      that is so toxic as to slay any creature with fewer than 4 +1 Hit Dice, and 
      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
    
      Cone of Cold (Evocation)
      Level: 5
      Range: 0
      Duration: Instantaneous
      Casting Time: 5
      Area of Effect: Special
      Saving Throw: 1/2
    
      When this spell is cast, it causes a cone-shaped area of extreme cold, 
      originating at the wizard's hand and extending outward in a cone five feet 
      long and one foot in diameter per level of the caster. It drains heat and 
      causes 1d4 + 1 points of damage per level of experience of the wizard. For 
      example, a 10th-level wizard would cast a cone of cold 10 feet in diameter 
      and 50 feet long, causing 10d4 + 10 points of damage.
    
    
    SCRL2G - Monster Summoning III
    
      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
    
      This spell is much like the 3rd-level monster summoning I spell, except that 
      this spell summons 5 HD monsters. There is a 60% chance of receiving one 
      monster and a 40% chance of receiving two monsters.  These monster(s) appear 
      within spell range and attack the caster's opponents until the spell duration 
      expires, or until they are slain.
    
    
    SCRL2H - Shadow Door
    
      Shadow Door (Illusion/Phantasm)
      Level: 5
      Range: 10 yards
      Duration: 1 round/level
      Casting Time: 2
      Area of Effect: Special
      Saving Throw: None
    
      By means of this spell, the wizard creates the illusion of a door. The 
      illusion also permits the wizard to appear to step through this "door" and 
      disappear. In reality he has darted aside and can flee, totally invisible (as 
      per the Improved Invisibility spell), for the spell duration. A true seeing 
      spell, a gem of seeing, or similar magical means can discover the wizard.
    
    
    SCRL2I-SCRL3F - Letters
    
    SCRL3G - Vocalize
    
      Vocalize (Alteration)
      Level: 2
      Range: 0
      Duration: 1 turn
      Casting Time: 2
      Area of Effect: Caster
      Saving Throw: None
    
      The recipient of this spell can cast spells with a verbal component without 
      having to make any noise.  Effectively, this spell cancels the effect of 
      silence and makes the recipient immune to it for the spell's duration.  This 
      spell has no effect on other noises or speech - it simply removes a spell's 
      verbal component.
    
    
    SCRL3H - Protection from Evil
    
      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 - Letter
    SCRL3Z - Letter
    
    SCRL56 - Cure Serious Wounds
    
      Cure Serious Wounds (Necromancy)
      Level: 4
      Sphere: Healing
      Range: Touch
      Duration: Permanent
      Casting Time: 7
      Area of Effect: Creature touched
      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 wound or other 
      injury damage to the creature's body. This healing cannot affect 
      noncorporeal, nonliving, or extraplanar creatures.
    
    
    SCRL58 - Free Action
    
      Free Action (Abjuration)
      Level: 4
      Sphere: Charm
      Range: Touch
      Duration: 1 turn + 1 round/level
      Casting Time: 5
      Area of Effect: Creature touched
      Saving Throw: None
    
      While under the effects of this spell, the recipient becomes immune to 
      anything that limits his movement.  This includes the effects of web, hold 
      person, grease and entangle.
    
    
    SCRL59 - Neutralize Poison
    
      Neutralize Poison (Necromancy)
      Level: 4
      Sphere: Healing
      Range: Touch
      Duration: Instant
      Casting Time: 1
      Area of Effect: Creature touched
      Saving Throw: None
    
      This spell removes all toxins from the body, both natural and magical in 
      nature.  When this spell is cast upon a poisoned individual, it immediately 
      neutralizes any poison and restores 10 lost hit points.   This spell will 
      also cure any diseases that the target may be suffering from, as well as 
      blindness and deafness.
    
    
    SCRL5A - Mental Domination
    
      Mental Domination
      (Enchantment/Charm)
      Level: 4
      Sphere: Thought
      Range: Visual sight of caster
      Duration: 8 rounds
      Casting Time: 4
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      When cast upon a subject, he must make a save vs. spell at a -2 penalty in 
      order to avoid the priest entering his mind.  The effects of this spell are 
      similar to the wizard spell domination, with a few minor differences.  Most 
      notably, this spell gives the priest no access to the subject's thoughts, 
      memory, or sensory apparatus.  The priest simply is able to command the 
      subject to perform certain tasks or functions during the spell duration.  To 
      control the subject, the priest must be within range and must be able to see 
      the subject.  This control will last until dispelled or for the duration of 
      the spell.
    
    
    SCRL5B - Defensive Harmony
    
      Defensive Harmony
      (Enchantment/Charm)
      Level: 4
      Sphere: Law
      Range: Caster
      Duration: 6 rounds
      Casting Time: 1
      Area of Effect: 10' radius
      Saving Throw: None
    
      Defensive Harmony grants affected creatures a defensive bonus by bestowing an 
      enchanted coordination of their attacks and defenses.  This allows a group of 
      creatures to act as a single unit for a single battle or encounter.  The 
      effect is always centered on the caster, but affects all those within a 10 
      foot radius.  The affected can move outside of this after the spell is cast 
      and still enjoy the benefits of the harmony.  While the spell is in effect,
      each affected creature gains a +2 bonus to his armor class.  This lasts for 6 
      rounds or until successfully dispelled.
    
    
    SCRL5C - Protection from Lightning
    
      Protection From Lightning (Abjuration)
      Level: 4
      Sphere: Protection, Weather
      Range: Touch
      Duration: 5 rounds/level
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: None
    
      When the spell is cast, it confers complete invulnerability to electrical 
      attack such as magical attacks (lightning bolt, shocking grasp etc..)  The 
      protection will last for the duration of the spell or until successfully 
      dispelled.
    
    
    SCRL5D - Protection from Evil 10' radius
    
      Protection From Evil 10' Radius
      (Abjuration)
      Level: 4
      Sphere: Protection
      Range: Touch
      Duration: 1 turn/level
      Casting Time: 7
      Area of Effect: 10' radius
      Saving Throw: None
    
      When this spell is cast, all creatures within a 10' radius are affected 
      individually by 'protection from evil'.  It creates a magical barrier around 
      the recipients 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.
    
    
    SCRL5E - Champion's Strength
    
      Champion's Strength (Alteration)
      Level: 5
      Sphere:  Law
      Range:  Visual sight of caster
      Duration: 3 rounds/level
      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 gains a bonus to his THAC0 at a rate of 1 for every 3 levels of the
      caster.  So a 9th level priest would confer a THAC0 bonus of 3 to the target,
      and so on.  Also, the target's strength is set to 18/00 for the duration of
      the spell, with all the bonuses to hit and damage that this strength confers.
      Note that if the targets strength is above 18/00, it will actually be reduced
      to this value.
    
      The drawback to this 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 spells during this time.  The effect lasts for 3 
      rounds for every level of the caster or until dispelled.
    
    
    SCRL5F - Chaotic Commands
    
      Chaotic Commands (Enchantment/Charm)
      Level: 5
      Sphere: Chaos
      Range:  Visual sight of caster
      Duration: 1 turn/level
      Casting Time: 3
      Area of Effect: 1 creature
      Saving Throw: None
    
      Chaotic Commands renders a creature immune to magical commands.  Suggestion, 
      Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that 
      fit into this category.  This spell also protects the target from psionic
      blast.  This spell affects only one creature and lasts for the duration or 
      until dispelled.
    
    
    SCRL5G - Remove Curse
    
      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 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.
    
    
    SCRL5H - Emotion
    
      Emotion (Enchantment/Charm)
      Level: 4
      Range: Visual range of the caster
      Duration: 2 rounds + 1 round/level
      Casting Time: 4
      Area of Effect: Up to 60-foot cube
      Saving Throw: Special
    
      When this spell is cast the wizard can disturb the emotional state of those 
      around him.  The effect of this is to inflict a feeling of hopelessness upon 
      the enemies within the visual sight of the caster.  Upon a failed save vs. 
      spell, the affected will lie down where they stand and give over all their
      will to a higher power.  Sometimes they can be heard to exclaim things such 
      as 'I lay down and die', or 'I'm going home'.  This will last for the 
      duration of the spell upon which they will return to normal.
    
      The secondary effect of this spell is to instill upon the caster the feeling 
      of courage.  This will remove any effects of panic and restore his morale, as 
      well as prevent the above from creeping forth into his psyche.  There is no 
      save vs. this and it will last for the duration of the spell.  It will, 
      however, be affected by magic resistance and other such things.
    
    
    SCRL5I, SCRL5W - Greater Malison
    
      Greater Malison (Enchantment/Charm)
      Level: 4
      Range: Visual range of the caster
      Duration: 2 rounds/level
      Casting Time: 4
      Area of Effect: Up to 60-foot cube
      Saving Throw: None
    
      The spell allows the caster to adversely affect all the saving throws of his  
      enemies.  The effect is applied to all hostile creatures within the area of 
      effect.  Opponents under the influence of this spell make all saving throws 
      at a penalty of -4.
    
    
    SCRL5J - Otiluke's Resilient Sphere
    
      Otiluke's Resilient Sphere (Alteration)
      Level: 4
      Range: 0
      Duration: 1 turn
      Casting Time: 1
      Area of Effect: Target 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.  Actually, the only method of 
      removing the sphere is a successful dispel magic.  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.
    
    
    SCRL5K - Spirit Armor
    
      Spirit Armor (Necromancy)
      Level: 4
      Range:  Touch
      Duration: 10 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 taps the target's life force in order to create the 
      barrier.  The armor itself is weightless, and does not hinder movement or 
      spellcasting 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 
      full plate.  Also, due to the magical nature of the spell, he will also 
      receive 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, unless the creature makes a saving throw vs. spell.
    
    
    SCRL5L - Polymorph Other
    
      Polymorph Other (Alteration)
      Level: 4
      Range: Visual sight of caster
      Duration: Permanent
      Casting Time: 4
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      The Polymorph Other spell is a powerful magic that permanently alters the 
      form of the creature affected.  Mental attributes are not affected, and the 
      target does not receive the special abilities of the new form.  However most 
      physical attributes are changed to adhere to the new form.  This is a 
      specific version of the spell in that the recipient will be transformed into 
      a squirrel unless a save vs. petrification/polymorph is made successfully.  
      The transformation is instant and permanent until a dispel magic is cast
      successfully upon the affected creature.  All clothes and equipment that the 
      target was wearing will mold into the new form.
    
    
    SCRL5M - Polymorph Self
    
      Polymorph Self (Alteration)
      Level: 4
      Range: 0
      Duration: 1 turn + 3 rounds/level
      Casting Time: 4
      Area of Effect: self
      Saving Throw: None
    
      When this spell is cast, the wizard is able to assume the form of another 
      creature.  The caster also gains the physical mode of locomotion and 
      breathing as well.  This spell does not give the new form's other abilities 
      such as special attacks and magic, nor does it run the risk of the wizard 
      changing personality and mentality.
    
      When the spell is cast, for the duration of the spell the caster may 
      transform into any of the new forms at any time, and as many times as he 
      wishes.  The caster gains the natural attacks of the new form in some cases 
      and may use weapons in others.  The mental attributes of the wizard remain 
      the same, however all the physical attributes are attained from the new form.
      Also, any natural protections that the new form offer are conferred to the
      wizard, such as the resistance to missile and blunt weapons possessed by the
      slime form.
    
      The possible forms given by polymorph self are:
      (1) Gnoll: wields a magical halberd (+1 fire damage and strikes as an
          enchanted weapon +3)
      (2) Mustard Jelly: capable of slowing opponents (if they fail a save when
          hit).
      (3) Ogre: capable of causing massive damage with its fists
      (4) Spider: causes poison damage when it hits an opponent
    
      In addition the caster may choose the form of brown bear, black bear or wolf.
    
    
    SCRL5N - Domination
    
      Domination
      (Enchantment/Charm)
      Level: 5
      Range: Visual sight of caster
      Duration: 8 rounds
      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.  This effect can only be reversed by 
      dispel magic.  The target gets a saving throw vs. spell at -2 in order to 
      avoid the effect.
    
    
    SCRL5O - Hold Monster
    
      Hold Monster
      (Enchantment/Charm)
      Level: 5
      Range: Visual range of caster
      Duration: 1 round/level
      Casting Time: 5
      Area of Effect: 5 foot radius around target
      Saving Throw: Neg.
    
      This spell holds 1d4 creatures of any type rigidly immobile and in place for 
      nine or more rounds, unless a save vs. spells is made with a -2 penalty.
    
      The effect is centered on the victim selected by the caster.  Any enemies 
      within 5 feet of the target are also affected.  Those who succeed on their 
      saving throws are totally unaffected by the spell. Undead creatures cannot be 
      held.
    
      Held creatures cannot move or speak, but they remain aware of events around 
      them and can use abilities not requiring motion or speech.  Being held does 
      not prevent the worsening of the subjects' condition due to wounds, disease, 
      or poison.
    
    
    SCRL5P - Chaos
    
      Chaos (Enchantment/Charm)
      Level: 5
      Range: Visual range of the caster
      Duration: 5 rounds + 1 round/6 levels
      Casting Time: 4
      Area of Effect: Up to 60-foot cube
      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.
    
    
    SCRL5Q - Feeblemind
    
      Feeblemind (Enchantment/Charm)
      Level: 5
      Range: Visual range of the caster
      Duration: Permanent
      Casting Time: 5
      Area of Effect: 1 creature
      Saving Throw: Neg
    
      Feeblemind causes the subject's intellect to degenerate into that of a simple 
      beast of burden.  The subject remains in this state until a successful dispel 
      magic is cast upon him.  The victim must make a save vs. spell at -2 in order 
      to avoid the effect.
    
    
    SCRL5T - Protection from Electricity
    
      Protection From Electricity
      (Abjuration)
      Level: 5
      Range: Touch
      Duration: 1 turn /level
      Casting Time: 5
      Area of Effect: Creature touched
      Saving Throw: None
    
      When the spell is cast it confers complete invulnerability to all electrical 
      based attacks whether magical or non-magical such as lightning bolt or breath 
      weapons.  This effect lasts for the duration of the spell or until dispelled.
    
    
    SCRL5U - Reflected Image
    
      Reflected Image (Illusion/Phantasm)
      Level: 1
      Range: 0
      Duration: 3 rounds + 1 round/level
      Casting Time: 1
      Area of Effect: Caster
      Saving Throw: None
    
      Upon casting this spell the wizard creates 1 image of himself that will 
      travel along beside him.  The image will perform all of the actions that the 
      wizard does so that if any enemies are trying to attack the wizard they will 
      not know which one is real.  There is a 50% chance that an attacker will 
      attack the image and a 50% chance that he will attack the caster.  The image 
      will disappear with a successful dispel magic, when attacked or when the 
      spell duration runs out.
    
    
    SCRL5Z - Fireball
    
      Fireball (Evocation)
      Level: 3
      Range: Visual range of caster
      Duration: Instantaneous
      Casting Time: 3
      Area of Effect: 30-foot radius
      Saving Throw: 1/2
    
      A fireball is an explosive burst of flame, which detonates with a low roar 
      and delivers damage proportional to the level of the wizard who cast it - 1d6 
      points of damage for each level of experience of the spellcaster (up to a 
      maximum of 10d6). 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). Creatures failing their saving throws 
      each suffer full damage from the blast. Those who roll successful saving
      throws manage to dodge, fall flat, or roll aside, each receiving half.
    
    
    SCRL61 - Cure Critical Wounds
    
      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 very 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
    
      Flame Strike (Evocation)
      Level: 5
      Sphere: Combat
      Range: Visual range of caster
      Duration: Instantaneous
      Casting Time: 8
      Area of Effect: Target creature
      Saving Throw: 1/2
    
      When the priest calls down a flame strike spell, a vertical column of fire 
      roars downward striking the exact location called for by the caster. The 
      target must roll a saving throw vs. spell. Failure means the creature 
      sustains 1d8 points of damage per level of the caster; otherwise, the damage 
      is halved.
    
    
    SCRL63 - Raise Dead
    
      Raise Dead (Necromancy)
      Level: 5
      Sphere: Necromantic
      Range: Sight of the caster
      Duration: Permanent
      Casting Time: 1 round
      Area of Effect: 1 person
      Saving Throw: Special
    
      When the priest casts a raise dead spell, he can restore life to a dwarf, 
      gnome, half-elf, halfling, elf, half-orc or human.
    
      Note that the body of the person must be whole, otherwise missing parts are 
      still missing when the person is brought back to life.  The person has but 1 
      hit point when raised and must regain the rest by natural healing or curative 
      magic.
    
    
    SCRL66 - Grease
    
      Grease (Conjuration)
      Level: 1
      Range: 10 yards
      Duration: 3 rounds + 1 round/level
      Casting Time: 1
      Area of Effect: 30' x 30' square area
      Saving Throw: Special
    
      A grease spell covers a material surface 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 or slip and skid, unable to move quickly.  Those 
      who successfully save can reach the nearest non-greased surface by the end of 
      the round. Those who remain in the area are allowed a saving throw each round 
      until they escape the area.
    
    
    SCRL67 - Armor
    
      Armor (Conjuration)
      Level: 1
      Range: 0
      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
    
      Burning Hands (Alteration)
      Level: 1
      Range: 5 feet
      Duration: Instantaneous
      Casting Time: 1
      Area of Effect: 60 degree arc
      Saving Throw: 1/2
    
      When the wizard casts this spell, a jet of searing flame shoots from his
      fingertips. His hands must be held so as to send forth a fanlike sheet of
      flames: the wizard's thumbs must touch each other and fingers must be spread.
      The burning hands send out flame jets of five-foot length in a horizontal arc
      of about 60 degrees in front of the wizard. Any creature in the area of the
      flames suffers 1d3 hit points of damage, plus 2 points for each level of the
      spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those
      successfully saving vs. spell receive half damage.
    
    
    SCRL69 - Charm Person
    
      Charm Person (Enchantment/Charm)
      Level: 1
      Range: Visual range of caster
      Duration: 5 rounds
      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 (of which he receives a +3 
      modifier), 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.
    
    
    SCRL6D - Find Familiar
    
      Find Familiar
      (Conjuration/Summoning)
      Level: 1
      Range: n/a
      Duration: Special
      Casting Time: 1 round
      Area of Effect: 1 familiar
      Saving Throw: Special
    
      This spell enables the caster to attempt to summon a familiar to act as his 
      aide and companion.  Familiars are typically small creatures.  A creature 
      acting as a familiar can benefit a wizard, conveying its sensory powers to 
      its master, conversing with him, and serving as a guard/scout/spy as well.  A 
      wizard can have only one familiar at a time, and he has no control over what 
      sort of creature answers the summoning, if any come at all.
    
      (Note:This spell may only be cast by the protagonist.)
    
      The creature is always more intelligent than others of its type (typically by 
      2 or 3 Intelligence points), and its bond with the wizard confers upon it an 
      exceptionally long life.
    
      The wizard has an empathic link with the familiar and can issue it mental 
      commands.
    
      The caster receives half the familiars total hit points as bonus hit points.  
      However the caster must take care to treat his familiar well, for if the 
      familiar should die, the caster loses the bonus hit-points and half the 
      familiar's hit-points again as damage.  Also when a familiar dies, the caster 
      loses 1 point of constitution PERMANENTLY.
    
      Example: A mage has 12 hit points and casts find familiar. The imp summoned 
      has 18 hit points, so the caster gets a bonus of 9 hit points.  The caster 
      now has 21 hit points.  If the familiar dies the caster loses those 9 hit 
      points (putting him back at 12), 1 point of constitution permanently (which
      may cause additional hit point loss), and takes 9 damage.
    
      Here is a list of the familiars that the player receives according to 
      alignment:
    
      LAWFUL GOOD, NEUTRAL GOOD:  Pseudo Dragon
      Armor Class: -2
      Hit Points: 24
      Magic Resistance: 50%
      Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage.  Save or 
      be rendered unconscious for 2 turns.
    
      LAWFUL NEUTRAL:  Ferret
      Armor Class: 0
      Hit Points: 24
      Magic Resistance: 50%
      Special abilities:  Has 75% pick pockets ability, 40% Hide in Shadows/Move 
      Silently, and 20% Detect Traps.
    
      LAWFUL EVIL:  Imp
      Armor Class: 2
      Hit Points: 18
      Magic Resistance: 25%
      Special abilities:  Can cast the Polymorph self spell.
    
      NEUTRAL:  Rabbit
      Armor Class: -4
      Hit Points:  24
      Magic Resistance: 75%
      Special abilities:  Has a 50% Detect Traps, and 30% Hide in Shadows/Move 
      Silently.
    
      NEUTRAL EVIL:  Dust Mephit
      Armor Class: 6
      Hit Points: 24
      Magic Resistance: 10%
      Special abilities:  Can cast glitter dust 2 times per day.
    
      CHAOTIC GOOD:  Fairy Dragon
      Armor Class: 4
      Hit Points: 24
      Magic Resistance: 32%
      Special abilities:  Can cast mirror image and invisibility 10' radius.
    
      CHAOTIC NEUTRAL:  Cat
      Armor Class: 0
      Hit Points: 24
      Magic Resistance: 50%
      Special abilities:  Has a 99% in Move Silently and Hide in Shadows.
    
      CHAOTIC EVIL:  Quasit
      Armor Class: 2
      Hit Points: 24
      Magic Resistance: 25%
      Special abilities:  Can cast Horror and Blur.
    
      Note: Each familiar has the Pick Pockets ability with varying degrees of 
      proficiency.
    
    
    SCRL6E - Power Word, Sleep
    
      Power Word, Sleep (Conjuration/Summoning)
      Level: 2
      Range: 30 yards
      Duration: 5 rounds
      Casting Time: 1
      Area of Effect: 1 creature
      Saving Throw: None
    
      When a wizard calls upon a Power Word, Sleep spell, he causes a comatose 
      slumber to come upon one creature (other than undead and certain other 
      creatures specifically excluded from the spell's effects).  The creature 
      targeted must have less than 20 hit points and gets no saving throw.
      Magically sleeping opponents can be attacked with substantial bonuses.  The 
      sleep effect will last for 5 rounds.  This spell has no effect on creatures 
      with more than 20 hit points.
    
    
    SCRL6F - Ray of Enfeeblement
    
      Ray of Enfeeblement (Enchantment/Charm)
      Level: 2
      Range: Visual sight of caster
      Duration: 1 round/level
      Casting Time: 2
      Area of Effect:  1 creature
      Saving Throw: Neg.
    
      By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its 
      Strength and thereby the attacks that rely upon it.  The victim is reduced to 
      a strength of 5 for the duration of the spell, unless a save vs. spell is 
      made.  This spell does not affect combat bonuses due to magical items, and 
      those conferring increased Strength function normally.  However the target 
      receives all of the penalties for a 5 strength such as attack and damage 
      penalties as well as lower weight allowance.
    
    
    SCRL6G - Minor Spell Deflection
    
      Minor Spell Deflection (Abjuration)
      Level: 3
      Range: 0
      Duration: 3 rounds/level
      Casting Time: 3
      Area of Effect: The caster
      Saving Throw: None
    
      This spell is similar to the 6th-level Spell Deflection, which causes the 
      spells cast against the wizard to be absorbed and consumed.  This affects a 
      total of 4 spell levels.  This includes spells cast from scrolls and innate
      spell-like abilities, but excludes the following: area effects that are not 
      centered directly upon the wizard as well as area effects that are stationary 
      such as cloud kill and stinking cloud.  As long as the spell is cast directly 
      at the wizard it will be absorbed.  This spell will only affect up to 7th 
      level spells, but if it tries to absorb a spell that goes over its limit, the 
      spell will fail and the spell deflection will be canceled.  For example if 
      there is only 1 level left and a 3rd-level spell is cast at the wizard, the 
      spell will be absorbed while canceling the spell deflection.
    
    
    SCRL6H - Protection from Fire
    
      Protection From Fire (Abjuration)
      Level: 3
      Range: Touch
      Duration: 1 turn/level
      Casting Time: 3
      Area of Effect: Creature touched
      Saving Throw: None
    
      The spell lasts no longer than one turn per caster level.  When the spell is 
      cast, it confers complete invulnerability to normal fires (torches, bonfires, 
      oil fires, and the like) and partial protection from exposure to magical 
      fires such as fiery dragon breath, spells such as burning hands, fireball, 
      fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyrohydra 
      breath, etc., absorbing 50% of all the damage dealt by such magical sources.
    
    
    SCRL6I - Protection from Cold
    
      Protection From Cold (Abjuration)
      Level: 3
      Range: Touch
      Duration: 1 turn/level
      Casting Time: 3
      Area of Effect: Creature touched
      Saving Throw: None
    
      The spell lasts no longer than one turn per caster level.  When the spell is 
      cast it confers complete invulnerability to normal cold attacks, and partial 
      protection from exposure to magical cold such as Icy dragon breath, spells 
      such as Cone of cold, Wand of Frost, etc., absorbing 50% of all the damage 
      dealt by such magical sources.
    
    
    SCRL6J - Spell Thrust
    
      Spell Thrust (Abjuration)
      Level: 3
      Range: Visual sight of caster
      Duration: Instant
      Casting Time: 3
      Area of Effect: Target creature
      Saving Throw: None
    
      When this spell is cast at a target creature it will dispel all of the spell 
      protections of 5th level and lower.  This includes the following spells: 
      Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and 
      Minor Spell Turning.  The target's magic resistance, if any, does not affect 
      this spell.
    
    
    SCRL6K - Detect Illusion
    
      Detect Illusion (Divination)
      Level: 3
      Range: 0
      Duration: Instant
      Casting Time:3
      Area of Effect: 20' radius
      Saving Throw: None
    
      When cast at a point designated by the wizard this spell will cancel all 
      illusion/phantasm spells of 3rd level and lower in the area.  The spells that
      are affected by this are Refected Image, Invisibility, Mirror Image, and 
      Non-detection.  It is important to note that the caster can control just who 
      this spell affects.  Therefor, it will affect only creatures that are not in 
      the caster's party.  The area of effect is roughly a 20' radius around the 
      target.  The target's magic resistance, if any, does not come into effect 
      with this spell.
    
    
    SCRL6L - Hold Undead
    
      Hold Undead (Necromancy)
      Level: 3
      Range: Visual range of caster
      Duration: 2 rounds/level
      Casting Time: 3
      Area of Effect: special
      Saving Throw: Neg.
    
      This spell holds 1d4 undead creatures rigidly immobile and in place for 
      twelve or more rounds.  The effect is centered on the victim selected by the 
      caster.  Any enemies within 5 feet of the target are also affected.  Those 
      who succeed on their saving throws are totally unaffected by the spell.
    
      Held creatures cannot move or speak, but they remain aware of events around 
      them and can use abilities not requiring motion or speech. Being held does 
      not prevent the worsening of the subjects' condition due to wounds.
    
    
    SCRL6M - Enchanted Weapon
    
      Enchanted Weapon (Enchantment/Charm)
      Level: 4
      Range: 0
      Duration: 1 day
      Casting Time: 4
      Area of Effect: Special
      Saving Throw: None
    
      This spell conjures forth a +3 enchanted weapon that may be used by anyone.  
      The weapon may be either a mace, axe, long sword or short sword.  The weapon 
      stays in existence for no longer than a day.
    
    
    SCRL6N - Fireshield (Red)
    
      Fireshield (Red) (Evocation, Alteration)
      Level: 4
      Range: 0
      Duration: 3 rounds + 1 round/level
      Casting Time: 4
      Area of Effect: The Caster
      Saving Throw: None
    
      The red fireshield protects the user from fire damage by surrounding the 
      caster with a shield of flame.  This shield not only grants the user 50% fire 
      resistance, but also protects the caster from attacks made within a 5' radius 
      around the caster.  An opponent that hits the caster with any weapons or 
      spells within this radius suffers 1d8 +2 fire damage.
    
    
    SCRL6O - Secret Word
    
      Secret Word (Abjuration)
      Level: 4
      Range: Visual sight of caster
      Duration: Instant
      Casting Time: 4
      Area of Effect: Target creature
      Saving Throw: None
    
      When this spell is cast at a target creature it will dispel one spell 
      protection of 8th level or lower.  The spells that are affected by this are: 
      Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell 
      Deflection, Spell Turning, and Spell Shield.  The target's magic resistance,
      if any, does not affect this spell.
    
    
    SCRL6P - Minor Sequencer
    
      Minor Sequencer (Invocation/Evocation)
      Level: 4
      Range: 0
      Duration: Permanent
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      This spell allows a mage to store spells and access them from his special 
      ability button.  This ability, the sequencer, can store two spells to be 
      released simultaneously,  both of which must be of 2nd level or lower.  A 
      mage can only possess one minor spell sequencer at a time, and the sequencer 
      may not be given to other players.  Once the sequencer is used, the special 
      ability icon disappears.
    
    
    SCRL6Q - Teleport Field
    
      Teleport Field (Alteration)
      Level: 4
      Range: Visual sight of caster
      Duration: 1 turn
      Casting Time: 4
      Area of Effect: 30' radius
      Saving Throw: Neg.
    
      With this spell, the wizard instigates a teleportation effect as far as the 
      wizard can see.  All enemies in this area are randomly teleported for the 
      duration of the spell.  This spell is best used against multiple enemies, 
      serving to confuse them and allowing the wizard to concentrate on activating 
      her defenses.
    
    
    SCRL6R - Spider Spawn
    
      Spider Spawn (Conjuration/Summoning)
      Level: 4
      Range: 40 yards
      Duration: 6 rounds + 1 round/level
      Casting Time: 6
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting this spell the wizard conjurs several spider eggs into 
      existence, quickly producing fully grown spiders that remain under the 
      wizard's telepathic control.  The type of spiders that appear depend upon the 
      level of the wizard casting the spell.
      7th : giant spider
      9th : phase spider
      12th+ : sword spider
      When the spell is cast there is a 20% chance that two spiders of the proper 
      type will appear instead of just one.  These spider(s) will remain under the 
      wizard's control until slain, or the spell duration expires.
    
    
    SCRL6S - Spell Immunity
    
      Spell Immunity (Abjuration)
      Level: 5
      Range: 0
      Duration: 1 round / level
      Casting Time: 5
      Area of Effect: Special
      Saving Throw: None
    
      Casting this spell grants the wizard protection from one spell school of her 
      choice.  After the spell is cast, the wizard must choose the school she 
      wishes to be protected from.  All spells of this school will not be able to 
      harm or aid the caster for the duration of this spell.  This includes all
      spells from this school, including any priest spells that might benefit the 
      caster.
    
    
    SCRL6T - Protection from Normal Weapons
    
      Protection from Normal Weapons (Abjuration)
      Level: 5
      Range: Self
      Duration: 1 round/level
      Casting Time: 2
      Area of Effect: Self
      Saving Throw: None
    
      When the spell is cast it confers complete invulnerability to all non-magical 
      weapons.  This does not include weapons that are blessed or enchanted. This 
      spell may not be cast on someone who is protected from magical weapons.  This 
      effect lasts for the duration of the spell or until dispelled.
    
    
    SCRL6U - Breach
    
      Breach (Abjuration)
      Level: 5
      Range: Visual sight of caster
      Duration: Instant
      Casting Time: 5
      Area of Effect: Target Creature
      Saving Throw: None
    
      When this spell is cast at a creature, it breaches and dispels all of the 
      specific and combat protections on the target creature.  Here is a complete 
      list of all the specific protection spells that are dispelled by breach:  
      Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, 
      Fireshield, Protection From Acid, Protection From Electricity, Protection
      From Magic Energy, Protection From The Elements, and Protection From Energy.
      The combat protection spells dispelled by this spell are: Protection From
      Normal Missiles, Protection From Normal Weapons, Protection From Magic 
      Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, 
      Mantle, and Improved Mantle.  The target's magic resistance, if he has any, 
      does not affect this spell.
    
    
    SCRL6V - Lower Resistance
    
      Lower Resistance (Abjuration,Alteration)
      Level: 5
      Range: Visual sight of caster
      Duration: 1 round/level
      Casting Time: 5
      Area of Effect: Target creature
      Saving Throw: None
    
      When cast upon a target creature this spell will lower the magic resistance 
      of this creature by 10% + 1% per level of the caster.  There is no saving 
      throw vs. this spell and magic resistance is ignored.  For example if a 
      creature has 60% magic resistance and this spell is cast on it by a 15th 
      level mage then its magic resistance would be lowered by 25% automatically.  
      This effect is cumulative for each casting of this spell.  If this spell was 
      cast upon this same creature again the creatures magic resistance would be 
      60% - 25% (initial casting) - 25% (current casting) which would leave the 
      creature with 10% magic resistance after both spells have been cast.  This 
      spell will last until the spell duration expires.  Something to note is that 
      this spell is not affected by dispel magic.  Once it has been cast there is 
      no way to cancel the effects until the spell expires.
    
    
    SCRL6W - Oracle
    
      Oracle (Divination)
      Level: 5
      Range: 0
      Duration: Instant
      Casting Time: 5
      Area of Effect: 60' radius
      Saving Throw: None
    
      When cast by the wizard this spell will cancel all illusion/phantasm spells 
      of 5th level and lower in the area.  The spells that are affected by this are 
      Reflected Image, Invisibility, Mirror Image, Non-detection, Improved 
      Invisibility, and Shadow Door.  It is important to note that the caster can 
      control just who this spell affects.  Therefore, it will affect only 
      creatures that are not in the caster's party.  The area of effect is roughly 
      a 60' radius around the caster.
    
    
    SCRL6X - Conjure Lesser Fire Elemental
    
      Conjure Lesser Fire Elemental
      (Conjuration/Summoning)
      Level: 5
      Range: 15 yards
      Duration: 1 turn +1 round/level
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      A caster who performs a conjure lesser fire elemental spell summons a fire 
      elemental to do his bidding.  The elemental is 8 Hit Dice and will serve the 
      caster's every whim until banished back to its home plane, the spell duration 
      expires, or upon the elementals death.  However, every time this spell is 
      cast there is a 15% chance that the elemental will escape the instructions of 
      the caster upon which it will go berserk attacking the mage who dared summon 
      it.  If it can't reach the summoner it will fight its way towards him.  This 
      berserking elemental will also remain until slain, or the spell duration 
      expires.  This spell requires three rounds of concentration after the casting 
      in order to implant control in the summoned creatures psyche.  The elemental 
      is locked into a psychic contest with the caster for three rounds after being 
      summoned.  At the end of this time if the caster has won he has control of 
      the elemental.  However, if he has lost, the elemental goes berserk and tries 
      to kill him.  This does not prevent the use of other charm type spells cast
      afterwards if the contest was lost.  It might be good to note that if charm 
      spells are used before the contest is over they will have no effect on the 
      outcome.
    
    
    SCRL6Y - Protection from Acid
    
      Protection From Acid (Abjuration)
      Level: 5
      Range: Touch
      Duration: 1 turn/level
      Casting Time: 6
      Area of Effect: Creature touched
      Saving Throw: None
    
      When the spell is cast it confers complete invulnerability to all acid based 
      attacks whether magical or non-magical such as acid arrow or creature special 
      attacks.  This effect lasts for the duration of the spell or until dispelled.
    
    
    SCRL6Z - Phantom Blade
    
      Phantom Blade (Evocation)
      Level: 5
      Range: 0
      Duration: 3 rounds + 1 round/level
      Casting Time: 5
      Area of Effect: Special
      Saving Throw: None
    
      This spell creates a translucent, shadowlike, weightless area of magical 
      force extending from the fingers of one of the caster's hands.  This silent 
      construct is blade-shaped.  Its cutting edges inflict damage just as do those 
      of a real sword.  The caster wields the phantom blade as if proficient with 
      this weapon, at her normal THACO.
    
      The phantom blade acts as a +3 magical sword in terms of hit and damage
      bonuses as well as the type of creatures it can hit.  However, due to its 
      etheric nature it causes an extra +10 damage against undead.  This sword can 
      only be used by the caster and remains in her hand for the duration or until 
      dispelled.
    
    
    SCRL70 - Color Spray
    
      Color Spray (Alteration)
      Level: 1
      Range: 30 feet
      Duration: Special
      Casting Time: 1
      Area of Effect: 60 degree arc
      Saving Throw: Special
    
      Upon casting this spell, the wizard causes a vivid, fan-shaped spray of 
      clashing colors to spring forth from his hand. From one to six creatures 
      (1d6) within the area are affected in order of increasing distance from the 
      wizard.  All creatures in the area of effect that are 4th or less must make a 
      saving throw or be rendered unconscious for five rounds.
    
    
    SCRL71 - Blindness
    
      Blindness
      (Illusion/Phantasm)
      Level: 1
      Range: Visual range of caster
      Duration: 10 turns
      Casting Time: 2
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      This first level spell temporarily 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 hit on his attack rolls, and has a 4 point armor
      penalty.
    
    
    SCRL72 - Friends
    
      Friends (Enchantment/Charm)
      Level: 1
      Range: 0
      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 6 points of Charisma. 
      Those who view the caster tend to be very impressed with the spellcaster and 
      make an effort to be his friends and help him, as appropriate to the 
      situation. Officious bureaucrats might decide to become helpful; surly gate 
      guards might wax informative; attacking orcs might spare the caster's life, 
      taking him captive instead.
    
    
    SCRL73 - Protection from Petrification
    
      Protection from Petrification
      (Abjuration)
      Level: 1
      Range: 0
      Duration:  5 turns
      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
    
      Identify (Divination)
      Level: 1
      Range: 0
      Duration: Instantaneous
      Casting Time: Special
      Area of Effect: 1 item
      Saving Throw: None
    
      When this spell is memorized, go to the history page of an unidentified item 
      and press the identify button.  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
    
      Infravision (Divination)
      Level: 1
      Range: Visual range of caster
      Duration: 10 turns
      Casting Time: Special
      Area of Effect: 1 Creature
      Saving Throw: None
    
      Upon the casting of this spell the recipient gains the ability to see with 
      infravision, just as an elf or dwarf would.   This effect lasts for the 
      duration of the spell or until dispelled.
    
    
    SCRL77 - Magic Missile
    
      Magic Missile (Evocation)
      Level: 1
      Range: Visual range 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, and 
      a maximum of five missiles at 9th level.
    
    
    SCRL78 - Protection from Evil
    
      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
    
      Shield (Evocation)
      Level: 1
      Range: 0
      Duration: 5 turns
      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 wizard's armor class to 4 against all melee weapons, 
      and 2 against missile weapons.  It also grants the wizard immunity from the 
      spell Magic Missile.  The effect lasts for the duration of the spell or until 
      dispelled.
    
    
    SCRL7B - Conjure Lesser Air Elemental
    
      Conjure Lesser Air Elemental
      (Conjuration/Summoning)
      Level: 5
      Range: 15 yards
      Duration: 1 turn +1 round/level
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      A caster who performs a conjure lesser air elemental spell summons an air
      elemental to do his bidding.  The elemental is 8 Hit Dice and will serve the
      casters every whim until banished back to its home plane, the spell duration
      expires, or upon the elementals death.  However, every time this spell is
      cast there is a 15% chance that the elemental will escape the instructions of
      the caster upon which it will go berserk attacking the mage who dared summon
      it.  If it can't reach the summoner it will fight its way towards him.
      This berserking elemental will also remain until slain, or the spell duration
      expires.  This spell requires rigid concentration after the casting in order
      to implant control in the summoned creatures psyche.  The elemental is locked
      into a psychic contest with the caster for three rounds after being summoned.
      At the end of this time if the caster has won he has control of the
      elemental.  However, if he has lost, the elemental goes berserk and tries to
      kill him.  This does not prevent the use of other charm type spells cast
      afterwards if the contest was lost.  It might be good to note that if charm
      spells are used before the contest is over they will have no effect on the
      outcome.
    
    
    SCRL7C - Conjure Lesser Earth Elemental
    
      Conjure Lesser Earth Elemental
      (Conjuration/Summoning)
      Level: 5
      Range: 15 yards
      Duration: 1 turn +1 round/level
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      A caster who performs a conjure lesser earth elemental spell summons a earth
      elemental to do his bidding.  The elemental is 8 Hit Dice and will serve the
      casters every whim until banished back to its home plane, the spell duration
      expires or upon the elementals death.  However, every time this spell is cast
      there is a 15% chance that the elemental will escape the instructions of the
      caster upon which it will go berserk attacking the mage who dared summon it.
      If it can't reach the summoner it will fight its way towards him.  This
      berserking elemental will also remain until slain, or the spell duration
      expires.  This spell requires rigid concentration after the casting in order
      to implant control in the summoned creatures psyche.  The elemental is locked
      into a psychic contest with the caster for three rounds after being summoned.
      At the end of this time if the caster has won he has control of the
      elemental.  However, if he has lost, the elemental goes berserk and tries to 
      kill him.  This does not prevent the use of other charm type spells cast 
      afterwards if the contest was lost.  It might be good to note that if charm 
      spells are used before the contest is over they will have no effect on the 
      outcome.
    
    
    SCRL7D - Minor Spell Turning
    
      Minor Spell Turning (Abjuration)
      Level: 5
      Range: 0
      Duration: 3 rounds/level
      Casting Time: 5
      Area of Effect: The caster
      Saving Throw: None
    
      This spell is similar to the 7th-level Spell Turning, which causes the spells 
      cast against the wizard to rebound upon the original caster.  This affects a 
      total of 4 spell levels.  This includes spells cast from scrolls and innate 
      spell-like abilities, but excludes the following: area effects that are not 
      centered directly upon the wizard as well as area effects that are stationary 
      such as cloud kill and stinking cloud.  As long as the spell is cast directly 
      at the wizard it will be reflected back upon the caster.  This spell will 
      only affect up to 4th level spells, but as long as there are levels remaining 
      then the spell will be reflected.  For example if there is only 1 level left 
      and a 3rd-level spell is cast at the wizard, the spell will be reflected 
      while canceling the spell turning.
    
      This spell will not protect the caster from dispel magic.  However, it will 
      not be affected by dispel magic either.
    
    
    SCRL7E - Invisible Stalker
    
      Invisible Stalker
      (Conjuration/Summoning)
      Level: 6
      Range: 40 yards
      Duration: 9 hours
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      This spell summons an invisible stalker from the elemental plane of Air.  
      This 8 hit dice monster obeys and serves the spellcaster in performing 
      whatever tasks are set before it, even if this means being sent to certain 
      death.  The creature remains under the casters control for 9 hours or until 
      it is killed -- at which point it will return to its native plane, only 
      slightly annoyed at having to serve a mortal.
    
    
    SCRL7F - Globe of Invulnerability
    
      Globe of Invulnerability (Abjuration)
      Level: 6
      Range: 0
      Duration: 1 round/level
      Casting Time: 6
      Area of Effect: 5-foot-radius sphere
      Saving Throw: None
    
      This spell creates an immobile, faintly shimmering magical sphere around the 
      caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from 
      penetrating (i.e., the area of effect of any such spells does not include the 
      area of the globe of invulnerability). This includes innate abilities and 
      effects from devices. However, any type of spell can be cast out of the 
      magical sphere, and these pass from the caster of the globe to their subject 
      without affecting the globe. Fifth and higher level spells are not affected 
      by the globe. The globe can be brought down by a successful dispel magic 
      spell, as well as other forms of magical attack such as Spellstrike and 
      Pierce Magic.
    
    
    SCRL7G - Tenser's Transformation
    
      Tenser's Transformation (Alteration)
      Level: 6
      Range: 0
      Duration: 1 round/ level
      Casting Time: 6
      Area of Effect: Caster
      Saving Throw: None
    
      Tenser's transformation is a sight guaranteed to astound any creature not 
      aware of its power.  For when the wizard casts the spell, he undergoes a 
      startling transformation.  The size and strength of the wizard increase to 
      heroic preportions, so he becomes a formidable fighting machine.  The spell 
      causes the caster to become a berserk fighter.
    
      The wizard's hit points double, and all damage he sustains comes first from 
      the magical points gained.  The armor class of the wizard is 4 better than he 
      possessed prior casting the spell, up to a maximum armor class of -10.
    
      All attacks are as a fighter of the same level as the wizard (i.e. the wizard 
      uses the combat values normally reserved for fighters).  As well, each attack 
      is made at +2, and each successful hit in combat inflicts an additional 2 
      points of damage.  The effect lasts for the duration or until dispelled.  
      NOTE: This spell does not give the caster any extra attacks.
    
    
    SCRL7H - Flesh to Stone
    
      Flesh to Stone (Alteration)
      Level: 6
      Range: Visual range of the caster
      Duration: Permanent
      Casting Time: 6
      Area of Effect:  1 creature
      Saving Throw: Neg.
    
      This spell turns flesh of any sort to stone.  All possessions on the person 
      of the creature likewise turn to stone.  The intended subject of the spell 
      receives a saving throw vs. spell to avoid the effect.  If a statue created 
      by this spell is subjected to attacks of any sort it will shatter into tiny 
      pieces making it impossible for the creature to be returned to flesh.  The 
      reverse of this spell may be cast upon the victim in order to restore life, 
      but this is the only way.
    
    
    SCRL7I - Death Spell
    
      Death Spell (Necromancy)
      Level: 6
      Range: Visual sight of caster
      Duration: Instant
      Casting Time: 6
      Area of Effect: 30' radius
      Saving Throw: None
    
      When a death spell is cast, it snuffs out the life forces of creatures in the 
      area of effect instantly and irrevocably. Such creatures cannot be raised or 
      resurrected, but an individual slain in this manner might be brought back via 
      a wish.  Creatures with more than 8 hit dice are immune to this spell, with 
      the exception of summoned creatures, which are slain automatically.  Only 
      enemies are affected by this spell.
    
    
    SCRL7J - Protection from Magic
    
      Protection From Magic Energy (Abjuration)
      Level: 6
      Range: Touch
      Duration: 1 turn /level
      Casting Time: 6
      Area of Effect: Creature touched
      Saving Throw: None
    
      When the spell is cast it confers 100% invulnerability to all magic based 
      attacks such as magic missle or Abi Dalzim's Horrid Wilting.  This effect 
      lasts for the duration of the spell or until dispelled.
    
    
    SCRL7K - Mislead
    
      Mislead (Illusion/Phantasm)
      Level: 6
      Range: 0
      Duration: 1 round/level
      Casting Time: 1
      Area of Effect: Special
      Saving Throw: None
    
      When this spell is cast the wizard is affected with an Improved Invisibility 
      spell and is teleported a few feet away from his original position.  
      Meanwhile an exact image of the caster is created where he used to be with 
      exactly the same hit points as the caster.  The image cannot perform any 
      actions at all such as attacking or casting spells.  It can, however, move 
      around and act as a decoy for the invisible mage.  The image will remain 
      under the control of the caster until it is reduced to 0 hit points, or until 
      it is affected by a dispel magic or a spell that destroys illusions such as 
      True Sight.
    
    
    SCRL7L - Pierce Magic
    
      Pierce Magic (Abjuration)
      Level: 6
      Range: Visual sight of caster
      Duration: Special
      Casting Time: 6
      Area of Effect: Target Creature
      Saving Throw: Special
    
      When this spell is cast upon a target creature there will be two major
      effects.  The first is that the creatures magic resistance will be lowered by 
      1% per level of the caster.  The second is that it will cancel one spell 
      protection of 8th level or lower on the creature.  For example if this spell 
      was cast by a 15th level wizard the target creature would lose 15% magic 
      resistance from his current total reducing it to 0 if less than that remains, 
      as well as cancelling one 8th level or lower spell protection.  The list of 
      spells that this includes is: Minor Spell Deflection, Minor Spell Turning, 
      Spell Deflection, Spell Turning, Minor Globe Of Invulnerability, Spell 
      Immunity, and Globe Of Invulnerability.  Magic resistance does not effect 
      this spell, nor do any of the spell protections.  The resistance remains 
      lowered for 1 round per level of the caster.
    
    
    SCRL7M - True Sight
    
      True Sight (Divination)
      Level: 6
      Range: 0
      Duration: 1 turn
      Casting Time: 8
      Area of Effect: 70' radius
      Saving Throw: None
    
      When this spell is cast, an area roughly 70 feet in radius around the caster 
      will be effected.  Instantly and once each round for 1 turn after this spell 
      is cast, all hostile illusion/phantasm spells in the area of effect will be 
      dispelled.  The spells that are affected by this are: Refected Image, 
      Invisibility, Mirror Image, Non-detection, Improved Invisibility, Shadow 
      Door, Mislead, Project Image, and Simulacrum.  The area of effect is roughly 
      a 70' radius around the caster.  The target's magic resistance, if any, does 
      not come into effect with this spell.  This spell only affects enemies, thus 
      it is unable to dispel the invisibility from a party member.
    
    
    SCRL7O - Protection from Magical Weapons
    
      Protection from Magical Weapons (Abjuration)
      Level: 6
      Range: Self
      Duration: 4 rounds
      Casting Time: 1
      Area of Effect: Self
      Saving Throw: None
    
      When the spell is cast it confers complete invulnerability to all magical 
      weapons.  This includes weapons that are blessed or enchanted. The attacks of 
      powerful monsters are also considered magical weapons.  This spell cannot be 
      cast on anyone who is protected from normal weapons as well as anyone 
      protected by mantle, improved mantle, or absolute immunity.  Due to the 
      nature of this spell with the short speed factor and duration it is mainly 
      used to buy the wizard a few rounds in the thick of combat.  This effect 
      lasts for the duration of the spell or until dispelled.
    
    
    SCRL7P - Power Word, Silence
    
      Power Word, Silence (conjuration/summoning)
      Level: 6
      Range: 30 yards
      Duration: 7 rounds
      Casting Time: 1
      Area of Effect: 1 creature
      Saving Throw: None
    
      In using this spell the wizard points at an individual and utters the power 
      word.  For the next seven rounds, that creature cannot make any sound.  This 
      silence completely foils any spells that require verbal components.  The only 
      counter to this spell is a dispel magic and vocalize.  There is no saving 
      throw.
    
    
    SCRL7Q - Improved Haste
    
      Improved Haste (Alteration)
      Level: 6
      Range: Visual range of caster
      Duration: 3 rounds + 1 round/level
      Casting Time: 3
      Area of Effect: Target Creature
      Saving Throw: None
    
      Each affected creature functions at double its normal movement and attack 
      rates. A hasted creature gains a - 2 initiative bonus. Thus, a creature 
      moving at 6 and attacking once per round would move at 12 and attack twice 
      per round. Spellcasting and spell effects are not sped up.  There are three 
      major differences between the third level wizard spell haste and this spell.  
      The first major difference is that there is no period of fatigue following 
      the expiration of the spell.  The second major difference is that this spell 
      will only affect one creature.  Third and finally, this haste spell actually 
      doubles the number of attacks for the hasted creature.  Note that this 
      spell negates the effects of a slow spell.  This spell is not cumulative with 
      itself or with other similar magic.  This spell lasts for the duration or 
      until dispelled.
    
    
    SCRL7R - Death Fog
    
      Death Fog (Evocation)
      Level: 6
      Range: 10 yards
      Duration: 1 turn
      Casting Time: 6
      Area of Effect: 30' radius
      Saving Throw: None
    
      The casting of a death fog spell creates an area of solid fog that has the 
      additional property of being highly acidic.  All animal life not immune to 
      acid suffers 8 points of damage for each round they are exposed to the vapors 
      of the death fog.  Death fog will also instantly kill all summoned creatures, 
      regardless of hit dice or immunities.
    
    
    SCRL7S - Chain Lightning
    
      Chain Lightning (Invocation/Evocation)
      Level: 6
      Range: Visual range of caster
      Duration: Instant
      Casting Time: 5
      Area of Effect: Special
      Saving Throw: Half
    
      When the wizard casts chain lightning, arcs of electrical energy burst from 
      his fingertips.  These brilliant arcs of lightning leap at all enemies near 
      the caster, burning them with electrical damage.  The lightning causes 1d6 
      points of damage for every two levels of the caster. If the target of the 
      lightning saves against spells only half damage is inflicted.  Thus, a 12th 
      level wizard will cause 6d6 damage to a victim (3d6 if the victim makes his 
      saving throw vs. spells).
    
    
    SCRL7T - Disintegrate
    
      Disintegrate (Alteration)
      Level: 6
      Range: Visual sight of caster
      Duration: Instantaneous
      Casting Time: 6
      Area of Effect: Target Creature
      Saving Throw: Neg.
    
      Upon casting this spell at another creature a thin green ray is shot out.  
      Upon contact the creature must make a saving throw vs. spells or be 
      transformed into dust.  This transformation is instantaneous and 
      irreversible.  There is also a good chance that this will destroy some if not 
      all of the items that the creature is carrying.
    
    
    SCRL7U - Contingency
    
      Contingency (Evocation)
      Level: 6
      Range: Visual range of caster
      Duration: 1 day/level
      Casting Time: 1 turn
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting this spell the wizard is allowed to choose a spell out of his 
      repertoire of known spells.  One spell level for every three levels of the 
      caster is allowed up to 18th level or 6th level spells.  Once the spell is 
      chosen the caster is allowed to choose a condition of some kind from the 
      list provided.  The starting condition can be anything from reaching 10% of 
      his/her hit points to an enemy being sighted.  Once this starting condition 
      is satisfied the spell that was chosen will be cast automatically.  For 
      example a 12th level wizard could place the spell stoneskin in a contingency 
      with the starting condition being 'the wizard reaches 50% of his hit points'.
      Then in combat once the wizard is reduced to 50% of his hit points or below,
      stoneskin would be immediately cast upon him.  This requires no action by the
      wizard, it happens automatically and instantaneously.  The limitation of this
      spell is that the target of the spell placed in the contingency must be the
      caster.  Therefor it cannot be an offensive spell and cannot target any other
      party members.
    
    
    SCRL7V - Spell Deflection
    
      Spell Deflection (Abjuration)
      Level: 6
      Range: 0
      Duration: 3 rounds/level
      Casting Time: 6
      Area of Effect: The caster
      Saving Throw: None
    
      This powerful abjuration spell causes any spells cast against the wizard to 
      be absorbed and consumed.  This affects a total of 10 spell levels.  This 
      includes spells cast from scrolls and innate spell-like abilities, but 
      excludes the following: area effects that are not centered directly upon the 
      wizard as well as area effects that are stationary such as cloud kill and 
      stinking cloud.  As long as the spell is cast directly at the wizard it will 
      be absorbed.  Something to note is that as long as there are levels remaining 
      then the spell will be absorbed.  For example if there is only 1 level left 
      and a 3rd-level spell is cast at the wizard, the spell will be absorbed while 
      canceling the spell deflection.  It is not affected by a dispel magic.
    
    
    SCRL7W - Wyvern Call
    
      Wyvern Call (Conjuration/Summoning)
      Level: 6
      Range: 40 yards
      Duration: 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      When this spell is cast the wizard opens up a magical channel that will 
      summon a wyvern to his aid.  This creature will be totally under his mental 
      control with no chance of it turning on him except, of course, through 
      magical means like charm monster.  The creature will remain under the 
      wizard's control, and will live and die at his command until the spell 
      duration expires.
    
    
    SCRL7X - Conjure Fire Elemental
    
      Conjure Fire Elemental
      (Conjuration/Summoning)
      Level: 6
      Range: Visual sight of caster
      Duration: 1 turn/level
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting a conjure fire elemental spell, the caster opens a special gate 
      to the elemental plane of Fire, and a fire elemental is summoned to the 
      vicinity of the spellcaster.  It is 60% likely that a 12 hit dice elemental 
      appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that 
      a 24 hit dice elemental appears.  Once the elemental appears the caster must 
      concentrate on the creature for 3 rounds in order to assure that the 
      elemental will not turn on him (15% chance the elemental will attack the 
      caster).  However, after this period has passed the elemental will do the 
      bidding of the caster until it is slain, or the duration of the spell runs 
      out.  All of the commands given to the elemental are done telepathically, so 
      there is no time lost due to miscommunication and no need to know the 
      language of the summoned creature.
    
    
    SCRL7Y - Conjure Air Elemental
    
      Conjure Air Elemental
      (Conjuration/Summoning)
      Level: 6
      Range: Visual sight of caster
      Duration: 1 turn/level
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting a conjure air elemental spell, the caster opens a special gate 
      to the elemental plane of Air, and an air elemental is summoned to the 
      vicinity of the spellcaster.  It is 60% likely that a 12 hit dice elemental 
      appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that 
      a 24 hit dice elemental appears.  Once the elemental appears the caster must 
      concentrate on the creature for 3 rounds in order to assure that the 
      elemental will not turn on him (there is a 15% chance of losing control).  
      However, after this period has passed the elemental will do the bidding of 
      the caster until it is slain, or the duration of the spell runs out.  All of 
      the commands given to the elemental are done so telepathically, so there is 
      no time lost due to miscommunication, and it is not necessary to know the 
      language of the summoned creature.
    
    
    SCRL7Z - Conjure Earth Elemental
    
      Conjure Earth Elemental
      (Conjuration/Summoning)
      Level: 6
      Range: Visual sight of caster
      Duration: 1 turn/level
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting a conjure earth elemental spell, the caster opens a special gate 
      to the elemental plane of Earth, and an earth elemental is summoned to the 
      vicinity of the spellcaster.  It is 60% likely that a 12 hit dice elemental
      appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that 
      a 24 hit dice elemental appears.  Once the elemental appears the caster 
      must concentrate on the creature for 3 rounds in order to assure that the 
      elemental will not turn on him (15% chance that the elemental will turn on 
      the caster).  However, after this period has passed the elemental will do the 
      bidding of the caster until it is slain, or the duration of the spell runs 
      out.  All of the commands given to the elemental are done so telepathically, 
      so there is no time lost due to miscommunication, and it is not necessary to 
      know the language of the summoned creature.
    
    
    SCRL80 - Shocking Grasp
    
      Shocking Grasp (Alteration)
      Level: 1
      Range: Touch
      Duration: Special
      Casting Time: 1
      Area of Effect: Touched creature
      Saving Throw: None
    
      When the wizard touches a creature while this spell is in effect, an 
      electrical charge will deal 1d8 damage + 1 per level of the caster to the 
      creature touched.   The wizard only has one charge, and once an opponent has 
      been touched the spell's energies have been used.  If the mage misses, then 
      the spell is wasted.  The wizard has 1 round per level in order to touch the 
      target creature.
    
    
    SCRL81 - Sleep
    
      Sleep (Enchantment/Charm)
      Level: 1
      Range: 30 yards
      Duration: 5 rounds/level
      Casting Time: 1
      Area of Effect: Special
      Saving Throw: Neg
    
      When a wizard casts a sleep spell, he causes a comatose slumber to come upon 
      one or more 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.  Creatures in the 
      area of effect must make a saving throw at a -3 penalty or fall asleep.   
      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.  Magically sleeping opponents can be attacked with substantial 
      bonuses.
    
    
    SCRL82 - Chill Touch
    
      Chill touch (Necromancy)
      Level: 1
      Range: 0
      Duration: 1 turn
      Casting Time: 1
      Area of Effect: The caster
      Saving Throw: Neg.
    
      When the caster completes this spell, a blue glow encompasses his hand.  This 
      energy attacks the life force of any living creature upon which the wizard 
      makes a successful melee attack.  The touched creature must make a saving 
      throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to 
      its THAC0.
    
    
    SCRL83 - Chromatic Orb
    
      Chromatic Orb
      (Evocation)
      Level: 1
      Range: 30 yards
      Duration: special
      Casting Time: 1
      Area of Effect: One creature
      Saving Throw: Special
    
      This spell causes a 2-foot-diameter sphere to appear in the caster's hand.  
      When thrown, the sphere heads unerringly to its target.  The effect the orb 
      has upon the target varies with the level of the mage who casts the spell.  
      Each orb will do damage to the target against which there is no save and an 
      effect against which the target must save vs. spells at +6.  At first-level, 
      the sphere inflicts 1-4 damage and blinds the target for one round.  At 
      second-level, the sphere inflicts 1-4 damage and inflicts pain upon the 
      victim.  At third-level, the sphere deals 1-6 damage and burns the victim.  
      At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 
      turn.  At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 
      rounds.  At sixth-level, the sphere deals 1-8 damage and causes weakness in 
      the victim.  At seventh level, the sphere deals 1-10 damage and paralyzes the 
      victim for 2 turns.  At 10th level, the sphere causes 1-12 acid damage and 
      turns the victim to stone.  At 12th level, the sphere will inflict 2-16 
      points of acid damage and instantly kill the victim.
    
      NOTE: The victim saves vs spells at +6 against all the effects and gets no 
      save against the damage.
    
    
    SCRL84 - Larloch's Minor Drain
    
      Larloch's minor drain
      (Necromancy)
      Level: 1
      Range: 30 yards
      Duration: Special
      Casting Time: 1
      Area of Effect: Target creature
      Saving Throw: None
    
      With this spell, the wizard drains the life force from a target and adds it 
      to his own.  The target creature suffers 4 damage, while the mage gains 4 hit
      points.  If the mage goes over his maximum hit point total with this spell, 
      he loses it after 1 turn.
    
    
    SCRL85 - Blur
    
      Blur (Illusion/Phantasm)
      Level: 2
      Range: 0
      Duration:  4 rounds + 2 rounds/level
      Casting Time: 2
      Area of Effect: The caster
      Saving Throw: None
    
      When a blur spell is cast, the wizard causes the outline of his form to 
      become blurred, shifting and wavering.  This distortion causes all missile 
      and melee combat attacks against the caster to be made with -3 penalties.  
      The wizard also gains a +1 to all of his saving throws.
    
    
    SCRL86 - Detect Evil
    
      Detect Evil (Divination)
      Level: 1
      Range: Visual range of caster
      Duration: Instant
      Casting Time: 2
      Area of Effect: Sight
      Saving Throw: None
    
      This spell discovers emanations of evil from any creature. Any evil creature 
      within the range of the spell will glow red briefly.
    
    
    SCRL87 - Detect Invisibility
    
      Detect Invisibility (Divination)
      Level: 2
      Range: 0
      Duration: Instant
      Casting Time: 2
      Area of Effect: 70 foot radius
      Saving Throw: None
    
      When the wizard casts a detect invisibility spell, he is able to see clearly 
      any objects or beings that are invisible, as well as any that are astral, 
      ethereal, or out of phase. In addition, it enables the wizard to detect 
      hidden or concealed creatures (e.g., thieves in shadows, halflings in 
      underbrush, and so on). It does not reveal the method of concealment or 
      invisibility, except in the case of astral travelers (where the silver cord 
      can be seen). It does not reveal illusions or enable the caster to see 
      through physical objects.  Note:  if an invisible creature enters the area of 
      effect after the spell has already been cast, then the creature will remain 
      invisible.
    
    
    SCRL89 - Horror
    
      Horror (Necromancy)
      Level: 2
      Range: 25 yards
      Duration: 1 turn
      Casting Time: 2
      Area of Effect: 30 foot cube
      Saving Throw: Neg.
    
      All enemies within the area of effect when this spell is cast must save vs. 
      spells or flee in terror.  Certain creatures are immune to the effects of 
      fear, including all undead.
    
    
    SCRL8A - Carrion Summons
    
      Carrion Summons (Conjuration/Summoning)
      Level: 6
      Range: 40 yards
      Duration: 7 rounds + 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      There are two parts to this spell.  When cast the first part is to open up a 
      small portal which will summon 1 or 2 carrion crawlers to a point designated 
      by the wizard.  The second part of the magic mutates the carrion crawlers 
      into larger more vicious versions of themselves.  The result is that the 
      wizard now has control over these creature(s) until they are slain, or the 
      spell duration expires.  When the spell is cast there is a 35% chance that 
      two will be summoned instead of just one.
    
    
    SCRL8B - Summon Nishruu
    
      Summon Nishruu (Conjuration/Summoning)
      Level: 6
      Range: 40 yards
      Duration: 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      By casting the summon nishruu spell the wizard calls into existence a magical 
      being of considerable power, the Nishruu.  At first glance this appears to be 
      some sort of mist, but upon closer examination this boiling churning red mass 
      of vapors and shapes moves with a life of its own.  Drawn towards magic like 
      a moth to the flame, the nishruu feed on the energies surrounding and used by 
      wizards.  Luckily, there is no question as to the loyalty of the creature and 
      it will not attack its summoner even though it would like nothing better.  
      The nishruu have no physical attacks at all.  However, they can be hurt by 
      physical attacks.  Each time a nishruu touches a target wizard and wraps its 
      tendrils around him there are two major effects.  First all magical items 
      with charges that the target possesses will be drained by one charge,
      destroying them if only one remains.  The second is it causes the wizard to 
      lose one memorized spell.  This is chosen at random, however, it will consume 
      the highest level possible.  The nishruu is completely immune to magic 
      (except for death spell), and not only that, but magic will actually heal 
      this creature.  The creature will remain under the wizards control until 
      reduced to 0 hit points, or the spell duration expires.
    
    
    SCRL8C - Stone to Flesh
    
      Stone to Flesh (Alteration)
      Level: 6
      Range: Visual range of the caster
      Duration: Permanent
      Casting Time: 6
      Area of Effect:  1 creature
      Saving Throw: None
    
      This spell is the reverse of Flesh to Stone and will return any creature that 
      has been turned to stone back into flesh.  All possessions on the creature 
      likewise will return to normal.  The effect is instantaneous and there is no 
      saving throw or system shock check required.
    
    
    SCRL8D - Spell Turning
    
      Spell Turning (Abjuration)
      Level: 7
      Range: 0
      Duration: 3 rounds/level
      Casting Time: 7
      Area of Effect: The caster
      Saving Throw: None
    
      This powerful abjuration spell causes the spells cast against the wizard to 
      rebound upon the original caster.  This effects a total of 12 spell levels, 
      for example 4 3rd-level, or 1 6th and 1 7th-level, etc..  This includes
      spells cast from scrolls and innate spell-like abilities, but excludes the 
      following: area effects that are not centered directly upon the wizard as 
      well as area effects that are stationary such as cloud kill and stinking 
      cloud.  As long as the spell is cast directly at the wizard it will be 
      reflected back upon the caster.  Something to note is that as long as there 
      are levels remaining then the spell will be reflected.  For example if there 
      is only 1 level left and a 3rd-level spell is cast at the wizard, the spell 
      will be reflected while canceling the spell turning.  This spell will not 
      protect the caster from dispel magic.  However it will not be affected by 
      dispel magic either.
    
    
    SCRL8E - Protection from the Elements
    
      Protection from the Elements (Abjuration)
      Level: 7
      Range: Touch
      Duration: 1 round /level
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: None
    
      The effect of a protection from the Elements spell lasts no longer than one 
      round per caster level.  When the spell is cast it confers 75% immunity all 
      elemental attacks such as fire, cold and electricity whether magical or non 
      magical such as spells, weapons, wands, breath weapons, etc.  This effect 
      lasts for the duration of the spell or until dispelled.
    
    
    SCRL8F - Project Image
    
      Project Image (Illusion/Phantasm)
      Level: 7
      Range: 0
      Duration: 1 round/level
      Casting Time: 1
      Area of Effect: caster
      Saving Throw: None
    
      When this spell is cast there is a illusionary copy made of the casting 
      wizard which steps out of his body.  This copy can move around, it has the 
      same hit points and can cast the same spells however it cannot make any 
      physical attacks.  If the image is destroyed then the spell ends and the 
      caster can move again.  Also if during this time the caster takes any damage, 
      the image will disappear and the caster can move around again.  Otherwise the 
      image will remain for the duration of the spell or until affected by a dispel 
      magic or anything that dispels illusions such as True Sight.
    
    
    SCRL8G - Ruby Ray of Reversal
    
      Ruby Ray of Reversal (Alteration)
      Level: 7
      Range: Visual sight of caster
      Duration: Instantaneous
      Casting Time: 5
      Area of Effect: Target creature
      Saving Throw: None
    
      When this spell is cast on the target creature it will dispel one spell 
      protection of any level.  The spells that are affected by this are: Minor 
      Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of 
      Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell 
      Deflection, and Spell Trap.  The target's magic resistance, if any, does not 
      affect this spell.  This will always dispel the highest level of spell 
      protection on the target, and if there are two protecting a mage that are the 
      same level the choice is random.
    
    
    SCRL8H - Khelben's Warding Whip
    
      Khelben's Warding Whip (Abjuration)
      Level: 7
      Range: 10 yards
      Duration: 3 rounds
      Casting Time: 7
      Area of Effect: Special
      Saving Throw: None
    
      When this spell is cast on the target creature it will dispel one spell 
      protection of up to 8th level in strength.  Every round thereafter, till the 
      duration of the spell expires, another spell protection will be removed from 
      the target.  The spells that are affected by this are: Minor Spell Turning, 
      Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability, 
      Minor Spell Deflection, Spell Turning, Spell Deflection, Spell Shield, and 
      Spell Invulnerability.  The target's magic resistance, if any, does not 
      affect this spell.  This will always dispel the highest level of spell 
      protection on the target, and if there are two protecting a mage that are the 
      same level the choice is random.
    
    
    SCRL8I - Cacofiend
    
      Cacofiend (Conjuration/Summoning)
      Level: 7
      Range: Visual sight of caster
      Duration: 15 rounds
      Casting Time: Special
      Area of Effect: Special
      Saving Throw: None
    
      When this spell is cast it will teleport in a powerful demon that will go on 
      a rampage, attacking and killing everything in sight.  Anyone protected from 
      evil, as per the spell, will not be targeted by the demon.  This is a 
      dangerous spell to invoke, best saved for desparate times.
    
    
    SCRL8J - Mantle
    
      Mantle (Abjuration)
      Level: 7
      Range: 0
      Duration: 4 rounds
      Casting Time: 1
      Area of Effect: Caster
      Saving Throw: None
    
      When the spell is cast it confers complete invulnerability to all weapons 
      except for those of +3 or better enchantment.  This spell is incredibly 
      powerful yet has a very short duration, and this combined with the very short 
      casting time makes this spell useful only in the thick of intense combat.  It 
      is also important to note that this spell will not work in conjuction with 
      protection from magic weapons.  This effect lasts for the duration of the 
      spell or until dispelled.
    
    
    SCRL8L - Spell Sequencer
    
      Spell Sequencer (Invocation/Evocation)
      Level: 7
      Range: 0
      Duration: Permanent
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      This spell allows a mage to store spells and access them from his special 
      ability button.  After choosing the spells for the sequencer, the wizard 
      creates a special ability that will release the power contained within the 
      spells simultaneously.  This ability, the sequencer, can store three spells, 
      all of which must be of 4th level or lower.  A mage can only possess one 
      spell sequencer at a time, and the sequencer may not be given to other 
      players.  Once the sequencer is used, the special ability icon disappears.
    
    
    SCRL8M - Sphere of Chaos
    
      Sphere of Chaos (Alteration)
      Level: 7
      Range: Visual sight of caster
      Duration: 1 turn
      Casting Time: 7
      Area of Effect: 30' radius
      Saving Throw: Special
    
      All enemies within the area of effect must make a save vs. spells every round 
      that they remain in the sphere, and if the save is failed one of the 
      following random effects occurs:  polymorphed into a squirrel, confused, 
      burst into flames, paralyzed, disintegrated, healed 20 hit points, randomly 
      teleported, rendered unconcious or hasted.
    
    
    SCRL8N - Delayed Blast Fireball
    
      Delayed Blast Fireball (Invocation/Evocation)
      Level: 7
      Range: Visual range of caster
      Duration: Special
      Casting Time: 7
      Area of Effect: 30' radius
      Saving Throw: 1/2
    
      This spell creates a fireball that hovers at a point determined by the 
      caster.  The fireball will stay in position until someone walks too close to 
      it.  At which point it will explode for 15d6 points of damage with a save vs. 
      spell for half damage.
    
    
    SCRL8O - Finger of Death
    
      Finger of Death (Necromancy)
      Level: 7
      Range: Visual sight of caster
      Duration: Permanent
      Casting Time: 5
      Area of Effect: 1 Creature
      Saving Throw: Neg
    
      The finger of death spell snuffs out the victim's life force.  The caster 
      points his finger at the victim after the incantation is complete, 
      effectively ripping the life out of his body unless a save vs. spells is made 
      at -2.  A creature that successfully saves still receives 2d8 +1 points of 
      damage.
    
    
    SCRL8P - Prismatic Spray
    
      Prismatic Spray (Conjuration/Summoning)
      Level: 7
      Range: 20 yards
      Duration: Instantaneous
      Casting Time: 7
      Area of Effect: 70' long cone
      Saving Throw: Special
    
      When this spell is cast, the wizard causes seven shimmering, multil colored 
      rays of light to flash from his hand.  These include all colors of the 
      visible spectrum; each ray has a different power and purpose.  Any creature 
      with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, 
      regardless of any other effect.  Any creature that is caught within the area 
      of effect will be touched by one or two of the rays.  The effects of the rays 
      are listed below.
    
      Red  -  Inflicts 20 hit points of damage, save vs. spell for half
      Orange  -  Inflicts 40 hit points of damage, save. vs. spell for half
      Yellow  -  Inflicts 80 hit points of damage, save vs. spell for half
      Green  -  save vs. poison or die, if survive suffer 20 points of poison 
                damage
      Blue  -  save vs. petrification or be turned to stone
      Indigo  -  save vs. wands or be feebleminded
      Violet  -  save vs. spell or be disintegrated
    
    
    SCRL8Q - Power Word, Stun
    
      Power Word, Stun (conjuration,summoning)
      Level: 7
      Range: Visual sight of caster
      Duration: Special
      Casting Time: 1
      Area of Effect: 1 creature
      Saving Throw: None
    
      When a Power Word, Stun spell is uttered, any creature of the mage's choice 
      whithin visual range is stunned for the duration depending on its current hit 
      points.  Creatures with 1 to 29 hit points are stunned for 4d4 rounds, those 
      with 30 to 59 are stunned for 2d4 rounds, those with 60 to 89 are stunned for 
      1d4 rounds, and those with 90 or over are not affected.  Note that if a 
      creature is weakened so that its hit points are below its usual maximum, the 
      current number of hit points is used.
    
    
    SCRL8R - Mordenkainen's Sword
    
      Mordenkainen's Sword (Evocation)
      Level: 7
      Range: 0
      Duration: 1 round/level
      Casting Time: 7
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting this spell, the wizard brings into being a shimmering, swordlike 
      plane of force that leaps into the wizards hands.  The sword acts as a +4 
      weapon in all respects, as well it inflicts 5-20 damage when a successful 
      attack is made in combat.  Once the spell is cast the sword will float in the 
      air completely under the control of the caster.  Note that this does not 
      prevent the caster from doing any other actions during the spell duration.
    
    
    SCRL8S - Summon Efreeti
    
      Summon Efreeti (Conjuration/Summoning)
      Level: 7
      Range: 40 yards
      Duration: 8 rounds + 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      With this spell, the conjurer can cajole an efreeti, a massive genie with 
      powerful abilities, to leave the elemental plane of fire and enter the Prime 
      Material.  The efreeti will serve for the duration indicated above, attacking 
      the enemies of the conjurer.  Mages are warned to be careful of this spell, 
      for a mistreated efreeti will turn on his master at the first available 
      opportunity.
    
    
    SCRL8T - Summon Djinni
    
      Summon Djinni (Conjuration/Summoning)
      Level: 7
      Range: 40 yards
      Duration: 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      With this spell, the conjurer can cajole a djinni, a massive genie with 
      powerful abilities, to leave the elemental plane of air and enter the Prime 
      Material.  The djinni will serve for the duration indicated above, attacking 
      the enemies of the conjurer.  Mages are warned to be careful of this spell, 
      for a mistreated djinni will turn on his master at the first available 
      opportunity.
    
    
    SCRL8U - Summon Hakeashar
    
      Summon Hakeashar (Conjuration/Summoning)
      Level: 7
      Range: 40 yards
      Duration: 8 rounds + 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      This spell is similar to the 6th level wizard spell, Summon Nishruu.  The 
      Hakeashar is a more powerful version of the Nishruu, having more hit points, 
      better attacks, and immunity to normal weapons.
    
      By casting the summon hakeashar spell the wizard calls into being a magical 
      being of considerable power, the Hakeashar.  At first glance this appears to 
      be some sort of mist but upon closer examination this boiling churning grey 
      mass of vapors and shapes moves with a life of its own.  Drawn towards magic 
      like a moth to the flame, this creature feeds on the energies surrounding and 
      used by wizards (and other spellcasters).  Luckily, there is no question as 
      to the loyalty of the creature and it will not attack its summoner even 
      though it would like nothing better.  The hakeashar has no physical attacks 
      at all.  However, it can be hurt by physical attacks.  Each time the creature 
      touches a target wizard and wraps its tendrils around him there are two major 
      effects.  First, all magical items with charges that the target possesses 
      will be drained by one charge, destroying them if only one remains.  The 
      second is it causes the wizard to lose one memorized spell.  This is chosen 
      at random, however it will consume the highest level possible.  The hakeashar
      is completely immune to magic, and not only that, but magic will actually
      heal this creature.  The creature will remain under the wizards control until
      reduced to 0 hit points, or the spell duration expires.
    
    
    SCRL8V - Control Undead
    
      Control Undead (Necromancy)
      Level: 7
      Range: Visual sight of caster
      Duration: 6 rounds + 1 round/level
      Casting Time: 7
      Area of Effect: 1-4 creatures
      Saving Throw: Special
    
      The control undead spell allows the caster to take control of 1-4 undead 
      creatures within the area of effect.  This creates a telepathic link between 
      the caster and the undead allowing complete control.  If the undead have 3 
      Hit Dice or less then there is no saving throw allowed, however if they have 
      4 Hit Dice or more a save vs. spells is allowed to negate the effect.  The 
      undead remain under control of the caster for the duration of the spell or 
      until they are affected by a dispel magic.
    
    
    SCRL8W - Mass Invisibility
    
      Mass Invisibility
      (Illusion/Phantasm)
      Level: 7
      Range: Visual sight of caster
      Duration: 1 round/level
      Casting Time: 7
      Area of Effect: 30' radius
      Saving Throw: None
    
      Upon casting this spell the wizard causes all friendly creatures within the 
      area of effect to be affected by the spell Improved Invisibility.  This spell 
      is similar to the invisibility spell, but the recipient is able to attack,
      either by missile discharge, melee combat, or spellcasting, and remain 
      unseen. Note, however, that there are sometimes telltale traces, a 
      shimmering, so that an observant opponent can attack the invisible spell 
      recipient. These traces are only noticeable when specifically looked for 
      (after the invisible character has made his presence known).  Attacks against 
      the invisible character suffer -4 penalties to the attack rolls, and the 
      invisible character's saving throws are made with a +4 bonus.
    
    
    SCRL8X - Spell Shield
    
      Spell Shield (Abjuration)
      Level: 5
      Range: 0
      Duration: 3 rounds/level
      Casting Time: 8
      Area of Effect: The caster
      Saving Throw: None
    
      When this spell is cast the wizard is protected from the next magical attack 
      against him.  The spells that this protects the wizard from are: Spell 
      Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, 
      Warding Whip, Pierce Shield, and Spellstrike.  If one of these spells is cast 
      at the wizard this spell activates and absorbs the attack.  However, this 
      only works once as this spell is consumed in the process.  Otherwise, it will 
      last for the duration.
    
    
    SCRL8Y - Protection from Energy
    
      Protection From Energy (Abjuration)
      Level: 8
      Range: Touch
      Duration: 1 round /level
      Casting Time: 8
      Area of Effect: Creature touched
      Saving Throw: None
    
      When the spell is cast it confers 75% immunity against all energy attacks 
      such as fire, cold, acid, magic and electricity whether magical or 
      non-magical such as spells, weapons, wands, breath weapons, etc.  This 
      excludes any physical attacks and spell-created weapons, such as Enchanted 
      weapon and Spiritual Hammer.  In other words, any physical damage such as 
      piercing, blunt or slashing will get through.  This effect lasts for the 
      duration of the spell or until dispelled.
    
    
    SCRL8Z - Simulacrum
    
      Simulacrum (Illusion/Phantasm)
      Level: 8
      Range: 0
      Duration: 1 round/level
      Casting Time: 9
      Area of Effect: Special
      Saving Throw: None
    
      A duplicate of the caster is created when this spell is cast.  The duplicate
      is almost identical to the caster, making the duplicate a very powerful ally.
      The simulacrum is created at 60% of the level at which the caster is
      currently on.  It has all the spells and abilities that the caster would have
      at that level.  It also has 60% of the hit points of the caster.  The
      simulacrum is fully under the control of the caster.
    
    
    SCRL90 - Invisibility
    
      Invisibility (Illusion/Phantasm)
      Level: 2
      Range: Touch
      Duration: Special
      Casting Time: 2
      Area of Effect: Creature touched
      Saving Throw: None
    
      This spell causes the creature touched to vanish from sight and be 
      undetectable by normal vision or even infravision. Of course, the invisible 
      creature is not magically silenced, and certain other conditions can render 
      the creature detectable. Even allies cannot see the invisible creature or his 
      gear, unless these allies can normally see invisible things or employ magic 
      to do so.  Items dropped or put down by the invisible creature become 
      visible, items picked up disappear if tucked into the clothing or pouches 
      worn by the creature. The spell remains in effect until it is magically 
      broken or dispelled, until the recipient attacks any creature, or until 24 
      hours have passed. The caster cannot perform any actions that manipulate the 
      environment around him such as opening doors, disarming a trap, or opening a 
      chest.  He can, however, cast defensive spells on himself and fellow party 
      members.  And if he attacks, he immediately becomes visible, although the 
      invisibility enables him to attack first.
    
    
    SCRL91 - Knock
    
      Knock (Alteration)
      Level: 2
      Range: Visual range of caster
      Duration: Instant
      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
    
      Know Alignment (Divination)
      Level: 2
      Range: 10 yards
      Duration: instant
      Casting Time: 1 round
      Area of Effect: 1 creature
      Saving Throw: None
    
      A know alignment spell enables the mage to exactly read the aura of a 
      creature.  If the creature rolls a successful saving throw vs. spell, the 
      caster learns nothing about that particular creature from the casting.  When 
      a character is hit by this spell, he will glow red if he's evil, green if 
      he's good, and white if he's neutral.
    
    
    SCRL93 - Luck
    
      Luck (Enchantment/Charm)
      Level: 2
      Range: 10 yards
      Duration: 3 rounds
      Casting Time: 2
      Area of Effect: 1 creature
      Saving Throw: None
    
      The recipient of this spell is lucky in everything that he does for the next
      3 rounds. He receives a 5% bonus to any of his actions.  This includes saving 
      throws, to hit chances, thieving skills, etc.
    
    
    SCRL94 - Resist Fear
    
      Resist Fear
      (Abjuration)
      Level: 2
      Range: 10 yards
      Duration: 1 hour
      Casting Time: 1
      Area of Effect: 30' radius
      Saving Throw: Special
    
      The wizard instills courage in the spell recipients, raising their morale to 
      its highest.  The recipients' morale will gradually reset to normal as the 
      duration runs out.  If the recipients are affected by magical fear, they will 
      regain their composure.
    
    
    SCRL95 - Melf's Acid Arrow
    
      Melf's Acid Arrow (Conjuration)
      Level: 2
      Range: Visual range of caster
      Duration: Special
      Casting Time: 2
      Area of Effect: 1 target
      Saving Throw: Special
    
      By means of this spell, the wizard creates a magical arrow that speeds to its 
      target unerringly.  The arrow has no attack or damage bonus, but it inflicts 
      2d4 points of acid damage. (There is no splash damage.) For every three 
      levels that the caster has achieved, the acid lasts for another round, unless 
      somehow dispelled, inflicting another 2d4 points of damage each round. So at 
      3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts
      for three rounds, etc.
    
    
    SCRL96 - Mirror Image
    
      Mirror Image (Illusion/Phantasm)
      Level: 2
      Range: 0
      Duration: 3 rounds + 1 round/level
      Casting Time: 1
      Area of Effect: Special
      Saving Throw: None
    
      When a mirror image spell is invoked, the spellcaster causes from two to 
      eight exact 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 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 they are struck.  However, it 
      is important to note that this will not protect the caster against every 
      attack as it is possible for an enemy to choose the real caster amongst all 
      the images.
    
    
    SCRL97 - Stinking Cloud
    
      Stinking Cloud (Evocation)
      Level: 2
      Range: 30 yards
      Duration: 1 turn
      Casting Time: 2
      Area of Effect: 30-foot radius
      Saving Throw: Special
    
      When a stinking cloud is cast, the wizard creates a billowing mass of 
      nauseous vapors up to 30 yards away from his position. Any creature caught
      within the cloud must roll a successful saving throw vs. poison or be sent 
      reeling and fall down for 1-2 rounds.  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 each round.  A dispel magic will 
      remove the nasea on a particular character, but if they remain in the cloud 
      then they are still subject to its effects.
    
    
    SCRL98 - Strength
    
      Strength (Alteration)
      Level: 2
      Range: Touch
      Duration: 1 turn/level
      Casting Time: 1 round
      Area of Effect: Target creature
      Saving Throw: None
    
      Application of this spell increases the Strength of the character to 18 and 
      then adds 50% bonus on top of this.   The character receives any strength 
      bonuses appropriate.  For example, if a character has between 18/50 and 18/00 
      strength, then his strength will just be set to 18/00.  If a character has a 
      strength between 18/01 and 18/50, then his strength will become 18/50 
      +original percentage.  If his strength is less then 18, then it will just 
      become 18/50.  However, this spell will actually lower a character's strength 
      if it is already 19 or more.
    
    
    SCRL99 - Web
    
      Web (Evocation)
      Level: 2
      Range: Visual sight of caster
      Duration: 1 turn
      Casting Time: 2
      Area of Effect: Special
      Saving Throw: Special
    
      A web spell creates a many-layered mass of strong, sticky strands similar to 
      spider webs but far larger and tougher. The web spell covers a maximum area 
      of about 30 feet in radius (roughly the same size as a fireball). Creatures 
      caught within webs, or simply touching them, become stuck among the gluey 
      fibers.
    
      Anyone in the area when the spell is cast must roll a saving throw vs. spell 
      with a -2 penalty. If the saving throw is successful, then the creature is 
      free to move out of the area.  A failed saving throw means the creature is 
      stuck in the webs, unable to move.  Each round that a creature remains in the 
      web, he must make a saving throw or be unable to move.
    
    
    SCRL9A - Pierce Shield
    
      Pierce Shield (Abjuration)
      Level: 8
      Range: Visual sight of caster
      Duration: Instantaneous
      Casting Time: 8
      Area of Effect: Special
      Saving Throw: None
    
      When this spell is cast it launches a massive attack on an enemy wizard's 
      spell defenses.  The target's magic resistance will be lowered by 10% + 1% 
      per level of the caster.  Next pierce shield will cancel one spell protection 
      of any level.  For example if this spell was cast by a 15th level wizard the 
      target creature would lose 25% magic resistance from his current total 
      reducing it to 0 if less than that remains as well as cancelling one spell 
      protection if the mage currently has one.  The list of spells that this 
      includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, 
      Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, 
      Spell Turning, Spell Shield, and Spell Trap.  Magic resistance does not 
      effect this spell, nor do any of the spell protections.  The resistance 
      remains lowered for 1 round per level of the caster.  It cannot be dispelled.
    
    
    SCRL9B - Summon Fiend
    
      Summon Fiend (Conjuration/Summoning)
      Level: 8
      Range: Visual sight of caster
      Duration: 15 rounds
      Casting Time: 9
      Area of Effect: None
      Saving Throw: None
    
      More powerful than the 7th level variant, casting this cacofiend spell 
      summons a frenzied demon.  This demon will attack everyone in the area who is 
      not protected by a protection from evil spell.  Only desperate or suicidal 
      mages use this spell.
    
    
    SCRL9C - Improved Mantle
    
      Improved Mantle (Abjuration)
      Level: 8
      Range: 0
      Duration: 4 rounds
      Casting Time: 1
      Area of Effect: Caster
      Saving Throw: None
    
      When the spell is cast it confers complete invulnerability to all weapons 
      except for those of +4 or better enchantment.  This spell is incredibly 
      powerful hence the duration is so short.  However, the casting time is also 
      very short making this spell incredibly useful in the thick of combat where 
      buying a few seconds can mean the difference between life or death.  It is 
      important to note that this spell does not work in combination with 
      protection from magic weapons.  This spell lasts for the duration or until 
      dispelled.
    
    
    SCRL9D - Spell Trigger
    
      Spell Trigger (Invocation/Evocation)
      Level: 8
      Range: 0
      Duration: Permanent
      Casting Time: 1 round
      Area of Effect: The caster
      Saving Throw: None
    
      This spell allows a mage to store spells in a magical ability (accessed via 
      the special ability button) that is created by the spell.  This item, the 
      trigger, can store three spells to be released simultaneously, all of which 
      must be of 6th level or lower.  A mage can only possess one spell trigger at 
      a time, and the trigger may not be given to other players.  Once the spell 
      trigger is used the icon will disappear from the special ability.
    
    
    SCRL9E - Incendiary Cloud
    
      Incendiary Cloud (Evocation)
      Level: 8
      Range: Visual Sight of Caster
      Duration: 1 turn
      Casting Time: 8
      Area of Effect: 30' radius cloud
      Saving Throw: 1/2
    
      This spell creates a billowing cloud of roaring flame.  Any in the area of 
      the spell must leave the cloud immediately, or suffer 1-4 points of fire 
      damage per level of the caster each round while in the area of effect with a 
      save vs. spells for half.
    
    
    SCRL9F - Symbol, Fear
    
      Symbol, Fear
      (Conjuration,Summoning)
      Level: 8
      Range: 30 yards
      Duration: Special
      Casting Time: 1 round
      Area of Effect: 30' radius
      Saving Throw: Neg.
    
      Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a 
      symbol on the ground or any other surface.  The symbol will remain there 
      until someone comes too close, at which point it will explode, causing all 
      those within the area to make a save vs. spells at a -4 penalty or be 
      affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
    
    
    SCRL9G - Abi-Dalzim's Horrid Wilting
    
      Abi-Dalzim's Horrid Wilting (Necromancy)
      Level: 8
      Range: Visual sight of caster
      Duration: Instantaneous
      Casting Time: 8
      Area of Effect: 30-ft. cube
      Saving Throw: Half
    
      This spell evaporates moisture from the bodies of every living creature 
      within the area of effect, inflicting 1d8 damage per level of the caster.  
      Affected creatures are allowed a saving throw vs. spell for half damage.  
      This spell is especially devastating to water elementals and plant creatures, 
      who receive a penalty of -2 to their saving throws.  This spell will not harm 
      party members.
    
    
    SCRL9H - Maze
    
      Maze (conjuration,summoning)
      Level: 8
      Range: Touch
      Duration: Special
      Casting Time: 3
      Area of Effect: 1 creature
      Saving Throw: None
    
      An extradimensional space is brought into being upon utterance of a maze 
      spell.  The subject vanishes into the shifting labyrinth of force planes for 
      a period of time that is totally dependent upon its intelligence.
    
      Intelligence of Target   --    Time trapped in maze
        under 3  -- 2d4 turns
        3 to 5   -- 1d4 turns
        6 to 8   -- 5d4 rounds
        9 to 11  -- 4d4 rounds
        12 to 14  -- 3d4 rounds
        15 to 17  -- 2d4 rounds
        18 and up  -- 1d4 rounds
    
      Note that if the 9th level spell freedom is cast in the area where a creature 
      is mazed, it will effectively bring him back to this plane ending the spell 
      prematurely.  Otherwise it will last for the duration of the spell.  Note a 
      mazed creature is not freed through dispel magic.
    
    
    SCRL9J - Power Word, Blind
    
      Power Word, Blind (conjuration/summoning)
      Level: 8
      Range: Visual sight of caster
      Duration: 6 rounds
      Casting Time: 1
      Area of Effect: 10' radius
      Saving Throw: None
    
      When a Power Word, Blind spell is cast, one or more creatures within the area 
      of effect become sightless.  The spellcaster selects one creature as the
      target center, and the effect spreads outward from the center, affecting all 
      within a 10 foot radius.  This lasts for 6 rounds or until dispelled.  All of 
      the effects of blindness apply to the victims such as a penalty to hit and to 
      AC.  As well the visibility range of the afflicted character is decreased.
    
    
    SCRL9L - Spell Trap
    
      Spell Trap (Abjuration)
      Level: 9
      Range: 0
      Duration: 1 round/level
      Casting Time: 9
      Area of Effect: The caster
      Saving Throw: None
    
      This powerful spell creates a barrier of magical protection around the 
      spellcaster.  Every spell that hits the barrier is absorbed by the power of 
      the spell trap -- making the caster recall a previously cast spell.  For 
      example, a wizard shields himself with spell trap and is then hit by a Flame 
      Arrow (3rd level spell).  He gets three spell levels back -- he will regain 
      one spell, up to 3rd level in power.
    
      The spell trap protects against 30 levels of protection (i.e., ten flame 
      arrows or five finger's of death).  The spell trap can absorb any level of 
      spell, from one to nine.
    
    
    SCRL9M - Spellstrike
    
      Spellstrike (Abjuration, Alteration)
      Level: 9
      Range: Visual sight of caster
      Duration: Instantaneous
      Casting Time: 5
      Area of Effect: Target Creature
      Saving Throw: None
    
      When this spell is cast at a target creature, it will dispel all of the 
      magical protections that surround that creature.  This includes: Minor Spell 
      Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of 
      Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell 
      Defection, Spell Invulnerability, and Spell Trap.  The target's magic 
      resistance, if any, does not affect this spell.
    
    
    SCRL9N - Gate
    
      Gate (Conjuration, Summoning)
      Level: 9
      Range: Visual sight of caster
      Duration: 33 rounds
      Casting Time: 9
      Area of Effect: Special
      Saving Throw: None
    
      By means of this spell, the caster calls an outer planar creature to attack 
      her foes and herself if not careful.  The creature summoned in is a Pit 
      Fiend, one of the most powerful demons.  This Pit Fiend will attack anyone 
      not protected from evil, including the caster and her party.
    
    
    SCRL9P - Absolute Immunity
    
      Absolute Immunity (Abjuration)
      Level: 9
      Range: 0
      Duration: 4 rounds
      Casting Time: 1
      Area of Effect: Caster
      Saving Throw: None
    
      When the spell is cast, it confers complete invulnerability to all weapons 
      except for those of greater than +5  enchantment.  This spell is incredibly
      powerful, hence the short duration.  However the casting time is also very 
      short making this spell incredibly useful in the thick of combat where buying 
      a few seconds can mean the difference between life or death.  It is important 
      to note that this spell does not work in combination with protection from 
      magic weapons.  This spell lasts for the duration or until dispelled.
    
    
    SCRL9Q - Chain Contingency
    
      Chain Contingency (Evocation)
      Level: 9
      Range: 0
      Duration: Special
      Casting Time: 1 turn
      Area of Effect: The Caster
      Saving Throw: None
    
      Chain contingency channels some of the magical energy of the mage and 
      releases it only under certain circumstances.  Basically, the mage chooses 
      three spells, which will be released under certain conditions such as being 
      hit by an enemy.  When this condition occurs all three spells are cast 
      immediately.  Spells of any level may be used in the contingency.
    
    
    SCRL9R - Time Stop
    
      Time Stop (Alteration)
      Level: 9
      Range: 0
      Duration: Special
      Casting Time: 9
      Area of Effect: Special
      Saving Throw: None
    
      Upon casting a time stop spell, the wizard causes the flow of time to stop 
      for one round in the area of effect.  Inside the sphere, the caster is free 
      to act for three rounds of apparent time. The wizard can move and act freely
      within the area where time is stopped, but all other creatures are frozen in 
      their actions, for they are literally between ticks of the time clock. (The 
      spell duration is subjective to the caster.) Nothing can enter the area of 
      effect without being stopped in time also.  When the spell duration ceases, 
      the wizard is again operating in normal time.  Note that all spells cast 
      during the timestop will take effect immediately after time returns to 
      normal.
    
    
    SCRL9S - Imprisonment
    
      Imprisonment (Abjuration)
      Level: 9
      Range:  Touch
      Duration: Permanent
      Casting Time: 9
      Area of Effect: 1 creature
      Saving Throw: None
    
      When the imprisonment spell is cast and the victim is touched, the recipient 
      is entombed in a state of suspended animation in a small sphere far beneath 
      the surface of the earth.  The victim remains there unless a reverse of the 
      spell, freedom, is cast.  Otherwise, the victim will remain there as long as 
      the earth exists, rather a horrible fate, actually.  If a freedom spell is 
      cast in the area where the creature was imprisoned then he will reappear 
      exactly where he was last standing.  Dispel magic will not free creatures 
      trapped in this manner.  There is no saving throw.
    
    
    SCRL9T - Meteor Swarm
    
      Meteor Swarm (Evocation)
      Level: 9
      Range: 90 yards
      Duration: 4 rounds
      Casting Time: 9
      Area of Effect:  30' radius
      Saving Throw: None
    
      When the caster utters the words to this powerful spell, he calls upon 
      powerful forces indeed.  These forces pull down meteors from above, hurling 
      them randomly at any in the area of effect.  Any caught in the destructive 
      path of the meteors --whether friend or foe-- will suffer 4-40 points of d
      amage, with no saving throw.  The caster is well advised to be careful in his 
      use of this spell.
    
    
    SCRL9U - Power Word, Kill
    
      Power Word, Kill (conjuration,summoning)
      Level: 9
      Range: Visual sight of caster
      Duration: Instant
      Casting Time: 1
      Area of Effect: 1 creature
      Saving Throw: None
    
      When a Power Word, Kill spell is uttered, one creature within the spell range 
      is slain.  The power word slays a creature with up to 60 hit points.  Even if 
      the creature's maximum hit points are higher than 60, the current hit points 
      are used for this determination.  There is no saving throw.  This spell has 
      no effect if the target has more than 60 hit points.
    
    
    SCRL9V - Wail of the Banshee
    
      Wail of the Banshee (Necromancy)
      Level: 9
      Range: 0
      Duration: Instantaneous
      Casting Time: 9
      Area of Effect: 30-ft. radius
      Saving Throw: Neg.
    
      At the culmination of this dreadful spell, the wizard screams like a banshee 
      (groaning spirit).  Everyone in the area of effect hears the awful cry.  
      Those who fail a saving throw vs. death magic die instantly.  The caster and 
      companions are immune to the effects of the wail.
    
    
    SCRL9W - Energy Drain
    
      Energy Drain (Necromancy)
      Level: 9
      Range: Touch
      Duration: Permanent
      Casting Time: 3
      Area of Effect: Target Creature
      Saving Throw: None
    
      The casting of this spell opens a channel between the caster's plane and the 
      Negative Energy plane.  The caster of the spell acts as a conduit between the 
      two planes, sucking life from a victim and transferring it to the Negative 
      energy plane, draining him of 2 levels of experience.  The target of this 
      spell loses levels, Hit Dice, hit points, and abilities permanently.  These 
      levels can only be restored by a priest's restoration spell.
    
    
    SCRL9X - Black Blade of Disaster
    
      Black Blade of Disaster (Evocation)
      Level: 9
      Range: 0
      Duration: 1 round/level
      Casting Time: 9
      Area of Effect: Special
      Saving Throw: None
    
      This spell enables the caster to create a black, blade-shaped planar rift, 
      about three feet long.  It jumps into the casters hand and is used as a 
      normal sword, remaining there for the duration of the spell.  The caster is
      considered to be proficient in this weapon.  The sword acts as a +5 weapon 
      and deals 2-24 damage to its victims.  While using this weapon, the wizard 
      uses the THACO of a fighter of half his level.  For example, if this is cast 
      by an 18th level wizard, he would use combat tables for a 9th level fighter 
      and hence his base THACO would be 12.  Also, every time this hits a target, 
      the victim must make a save vs. death at +4 or be disintegrated.
    
    
    SCRL9Y - Shapechange
    
      Shapechange (Alteration)
      Level: 9
      Range: 0
      Duration: 5 turns
      Casting Time: 9
      Area of Effect: Caster
      Saving Throw: None
    
      With this spell, a wizard is able to assume the form of a powerful creature 
      (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, 
      or giant troll).  The spellcaster becomes the creature he wishes, and has 
      almost all of its abilities. Thus, he can change into a mind flayer to stun 
      his opponents and then become an earth elemental to crush his foes.  These 
      creatures have whatever hit points the wizard had at the time of the shape 
      change. Each alteration in form requires only a second, and no system shock 
      is incurred.
    
    
    SCRL9Z - Freedom
    
      Freedom (Abjuration)
      Level: 9
      Range:  Special
      Duration: Instantaneous
      Casting Time: 9
      Area of Effect: Special
      Saving Throw: None
    
      NOTE:  Cast this spell in an area where you know someone is imprisoned and 
      they will be released.
    
      This is the reverse of the spell imprisonment.  When a creature is 
      imprisoned, he is trapped in a sphere far beneath the surface of the earth.  
      If this spell is cast in the area where he was imprisoned, it will instantly 
      free him and he will reappear exactly where he was standing when he was 
      imprisoned.  This spell will also cancel the effects of the spell maze and 
      return any characters trapped in the labyrinth of planes.
    
    
    SCRLA1 - Wizard Eye
    
      Wizard Eye (Divination, Alteration)
      Level: 4
      Range: 0
      Duration: 1 round/level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
    
      When this spell is employed, the wizard creates an invisible sensory organ 
      that sends him visual information. The wizard eye can see with normal vision 
      up to 60 feet away in brightly lit areas. The wizard eye can travel in any 
      direction as long as the spell lasts. It has substance and a form that can be 
      detected (by a detect invisibility spell, for instance). Solid barriers 
      prevent the passage of a wizard eye.  The powers of the eye cannot be 
      enhanced by other spells or items. The caster is subject to any gaze attack 
      met by the eye. A successful dispel cast on the wizard or eye ends the spell.
    
    
    SCRLA2 - Deafness
    
      Deafness (Illusion/Phantasm)
      Level: 2
      Range: 60 yds.
      Duration: Special
      Casting Time: 2
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      The deafness spell causes the recipient to become totally deaf and unable to 
      hear any sounds. The victim is allowed a saving throw vs. spell.  Deafened 
      spellcasters have a 50% chance to miscast any spell. This deafness can be 
      done away with by means of a dispel magic spell or a cure disease spell.
    
    
    SCRLA3 - Glitterdust
    
      Glitterdust (Conjuration/Summoning)
      Level: 2
      Range: 10 yds.
      Duration: 4 rounds
      Casting Time: 2
      Area of Effect: 20 ft
      Saving Throw: Special
    
      This spell creates a cloud of glittering golden particles within the area of 
      effect. All enemies in the area must roll a successful saving throw vs. spell 
      or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) 
      for 4 rounds. In addition, all within the area are covered by the dust, which 
      cannot be removed and continues to sparkle until it fades. Note that this 
      reveals invisible creatures. The dust fades in 4 rounds.
    
    
    SCRLA4 - Limited Wish
    
      Limited Wish
      (Conjuration/Summoning, Invocation/Evocation)
      Level: 7
      Range: Unlimited
      Duration: Special
      Casting Time: 9
      Area of Effect: Special
      Saving Throw: Special
    
      The limited wish is a very potent but difficult spell. It will fulfill 
      literally, but only partially or for a limited duration, the utterance of the 
      spellcaster. Thus, the actuality of the past, present, or future might be 
      altered (but possibly only for the wizard unless the wording of the spell is 
      most carefully stated) in some limited manner. The use of a limited wish will 
      not substantially change major realities. The spell can, for example, restore 
      some hit points lost by the wizard.  Greedy desires usually end in disaster 
      for the wisher.  Lastly, the wiser the wizard, the better chance that he will 
      choose the right wording.  Wizards with low wisdom will more often than not 
      meet with disaster when asking for a wish.
    
    
    SCRLA5 - Melf's Minute Meteors
    
      Melf's Minute Meteors (Evocation, Alteration)
      Level: 3
      Range: 70 yds
      Duration: Special
      Casting Time: 3
      Area of Effect: 1 target/meteor
      Saving Throw: None
    
      This spell enables the wizard to cast small globes of fire (one for each 
      experience level she has attained), each of which bursts into a 
      1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the 
      creature struck. It can also ignite combustible materials (even solid 
      planks). The meteors are treated as missiles hurled by the wizard with a +5 
      bonus to the attack rolls and with no penalty for range. Each meteor inflicts 
      +3 damage, and an additional +3 fire damage.
    
      The wizard may discharge up to five missiles per round.
    
    
    SCRLA6 - Spook
    
      Spook
      (Illusion/Phantasm)
      Level: 1
      Range: 30 ft.
      Duration: 3 rounds
      Casting Time: 1
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      A spook spell enables the wizard to play upon natural fears to cause the 
      target creature to perceive the spellcaster as someone or something inimical 
      which then appears to advance upon it in a threatening manner. If the 
      creature does not make a successful saving throw vs. spell, it turns and 
      flees at maximum speed as far from the wizard as possible. The creature has a 
      saving throw penalty of -1 (to save against this spell) for every two 
      experience levels of the caster, to a maximum of -6 at 12th level.  Although 
      the caster does not actually pursue the fleeing creature, a phantasm from its 
      own mind does. In any event, the spell functions only against creatures with 
      Intelligences of 2 or more, and undead are not affected at all.
    
    
    SCRLA7 - Remove Magic
    
      Remove Magic (Abjuration)
      Level: 3
      Range: Visual range of caster
      Duration: Special
      Casting Time: 3
      Area of Effect: 30-foot cube
      Saving Throw: Special
    
      This is the combat version of dispel magic, it will only affect opponents.  A 
      remove magic dispels the magical effects upon any enemies within the area.  
      This includes effects given from spells, potions and certain magical items 
      such as wands.  It does not, however, affect enchanted magical items.  The 
      chance of the dispel succeeding is determined by the level of the caster and
      the level of the magic being dispelled. The base chance of successfully 
      dispelling is 50%.  For every level that the caster of the dispel magic is 
      above the original caster, his chance of success increases by 5%.  For every 
      level that the caster of dispel magic is below the original caster, his 
      chance of success decreases by 10%.  However, despite the difference in 
      levels, there is always at least a 1% chance of success or failure. Thus, if 
      a caster is 10 levels higher than the magic he is trying to dispel, there is 
      only a 1% chance of failure.  Similarly if the caster is 4 levels lower than 
      the magic he is trying to dispel, there is only a 10% chance of success.  
      Intuitively, this spell is almost useless if the target is 5 or more levels 
      higher than the caster.
    
      Note:  while this spell dispels the individual effects of grease, web, 
      stinking cloud and other such spells, it does not dispel the area of effect.
    
      NOTE: this spell will ONLY affect ENEMIES.
    
    
    SCRLA8 - Contagion
    
      Contagion (Necromancy)
      Level: 4
      Range: 30 yds.
      Duration: Permanent
      Casting Time: 4
      Area of Effect: 1 creature
      Saving Throw: Neg.
    
      This spell causes a major disease and weakness in a creature. The afflicted 
      individual is immediately stricken with painful and distracting symptoms: 
      boils, blotches, lesions, seeping abscesses, and so on.  Strength, dexterity, 
      and charisma are reduced by 2. The afflicted character is also slowed. These 
      effects persist until the character receives a Cure Disease spell.
    
    
    SCRLAG - Scroll of Crom Faeyr
    
      This yellowed sheet of parchment describes the process used by the ancient 
      dwarven smith Silverblade to forge the original Hammer of Thunderbolts, as 
      well as the means by which he intended to continue to shape the weapon into 
      its ultimate form.  By the combining of the Hammer of Thunderbolts, Gauntlets 
      of Ogre Power and a Girdle of Frost Giant Strength... and using the power of 
      the hammer's true name "Crom Faeyr"... an ultimate weapon of destruction 
      could still be completed using this scroll.
    
    
    SCRLAI - Ray of Enfeeblement
    
      Ray of Enfeeblement (Enchantment/Charm)
      Level: 2
      Range: Visual sight of caster
      Duration: 1 round/level
      Casting Time: 2
      Area of Effect:  1 creature
      Saving Throw: Neg.
    
      By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its 
      Strength and thereby the attacks that rely upon it.  The victim is reduced to 
      a strength of 5 for the duration of the spell, unless a save vs. spell is 
      made.  This spell does not affect combat bonuses due to magical items, and 
      those conferring increased Strength function normally.  However the target 
      receives all of the penalties for a 5 strength such as attack and damage 
      penalties as well as lower weight allowance.
    
    
    SCRLAJ - Farsight
    
      Farsight (Divination)
      Level: 4
      Range: Special
      Duration: 3 rounds + 1 round/level
      Casting Time: 4
      Area of Effect: Special
      Saving Throw: None
    
      When Farsight is cast, the caster is able to view an area of an unexplored 
      map.  After casting the spell, simply click on a section of the map that you 
      want to view.  For the duration of the spell, the caster can spy on that 
      area, noting creatures and fortifications.
    
    
    SCRLAK - Remove Curse
    
      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 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.
    
    
    SCRLAL - Sunfire
    
      Sunfire (Evocation)
      Level: 5
      Range: Caster
      Duration: Instantaneous
      Casting Time: 3
      Area of Effect: 30-foot radius
      Saving Throw: 1/2
    
      A sunfire is like a fireball -- an explosive burst of flame, which detonates
      with a low roar and delivers damage proportional to the level of the wizard 
      who cast it - 1d6 points of damage for each level of experience of the 
      spellcaster (up to a maximum of 15d6). The wizard gestures with his hand and 
      the entire area around him erupts in flames, striking all except for the 
      caster.  Creatures failing their saving throws each suffer full damage from 
      the blast. Those who roll successful saving throws manage to dodge, fall 
      flat, or roll aside, each receiving half.
    
    
    SCRLAM, SCRLAO - Symbol, Death
    
      Symbol, Death
      (Conjuration,Summoning)
      Level: 8
      Range: 30 yards
      Duration: Special
      Casting Time: 1 round
      Area of Effect: 30' radius
      Saving Throw: Neg.
    
      Symbol, Death is a powerful enchantment that allows the wizard to inscribe a 
      symbol on the ground or any other surface.  The symbol will remain there 
      until someone comes too close, at which point it will explode, causing all 
      those within the area to make a save vs. death or die.  Creatures with more 
      than 60 current hit points are immune to this effect.
    
    
    SCRLAN - Symbol, Stun
    
      Symbol, Stun
      (Conjuration,Summoning)
      Level: 8
      Range: 30 yards
      Duration: Special
      Casting Time: 1 round
      Area of Effect: 30' radius
      Saving Throw: Neg.
    
      Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a 
      symbol on the ground or any other surface.  The symbol will remain there 
      until someone comes too close, at which point it will explode, causing all 
      those within the area to make a save vs. spells at a -4 penalty or be stunned 
      for 2 rounds + 1 round for every 3 levels of the caster.
    
    
    SCRLB1 - Bigby's Clenched Fist (Throne of Bhaal)
    
      Bigby's Clenched Fist (Evocation)
      Level: 8
      Range: Visual range of caster
      Duration: 4 Rounds
      Casting Time: 8
      Area of Effect: 1 creature
      Saving Throw: Special
    
      This spell causes a giant disembodied hand to squeeze and constrict the 
      target once per round for up to four rounds. It initially smashes the target 
      for 3D6 damage with no save. The target is held. In the second round, the 
      target can save vs. paralyzation at -2 to escape. If they fail to save, the 
      hand does 4D6 damage. The following round, the target can save vs. 
      paralyzation with no penalty. If they make the save, they are free to move, 
      if they fail, the spell does 6D6 damage and holds them for 2 rounds. After 
      the 4th round, the spell is finished. Magic resistance will stop the spell.
    
    
    SCRLB2 - Bigby's Crushing Hand (Throne of Bhaal)
    
      Bigby's Crushing Hand (Evocation)
      Level: 9
      Range: Visual range of caster
      Duration: 3 Rounds
      Casting Time: 9
      Area of Effect: 1 creature
      Saving Throw: Special
    
      This spell creates a huge disembodied fist that crushes the target and pins 
      them to the ground. In the first round, the spell does 2D10 damage. The 
      victim can save at -4 vs. paralyzation to avoid being pinned. If they fail, 
      the hand does 3D10 damage the next round. The victim can again save vs. 
      paralyzation at -2. If they fail to save, the hand does a final 4D10 damage 
      and disappears.
    
    
    SCRLB4 - Wish (Throne of Bhaal)
    
      Wish
      (Conjuration/Summoning, Invocation/Evocation)
      Level: 9
      Range: Unlimited
      Duration: Special
      Casting Time: 5
      Area of Effect: Special
      Saving Throw: Special
    
      Wish is a more potent version of the Limited Wish spell. It will fulfill 
      literally, the utterance of the spellcaster. Thus, the actuality of the past, 
      present, or future might be altered (but possibly only for the wizard unless 
      the wording of the spell is most carefully stated) in some limited manner. 
      Greedy desires usually end in disaster for the wisher.  Lastly, the wiser the 
      wizard, the better chance that he will choose the right wording.  Wizards 
      with low wisdom will more often than not meet with disaster when asking for a 
      wish.
    
    
    SCRLPET - Stone to Flesh
    
      This scroll will remove the effects of petrification from anyone afflicted by 
      such an unfortunate condition.  Simply approach the victim who has been 
      turned to stone, read the scroll and target the statue.
    
    
    SCRLZZ - Summon Cow
    
      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!
    
    
    -------------------------------------------------------------------------------
    SECRET PANTALOON STUFF: (Throne of Bhaal only!)
    -------------------------------------------------------------------------------
    
    SECRET01 - Big Metal Rod
    
      The Big Metal Rod was designed to be used with the Big Metal Unit. It has 
      several types of ammunition that can be launched at your enemies... or 
      friends...
    
    
    SECRET02 - Pulse Ammo
    
      This Pulse Ammunition allows you to shoot small balls of pure energy at a 
      frightening pace from the Big Metal Rod.
    
    
    SECRET03 - Frag Grenade
    
      This skull can be launched at your enemies via the Big Metal Rod. It will 
      explode into fragments when an enemy approaches it and damage everyone within 
      the radius of the explosion.
    
    
    SECRET04 - Scorcher Ammo
    
      This ammunition for the Big Metal Rod will allow you to shoot a jet of flame 
      at an enemy
    
    
    SECRET05 - Big Metal Unit
    
      Found within a long forgotten pocket of our collected pantology, herein tales 
      the lie of the Metal "Unit".
    
      Gargantua was self-proclaimed lord of his immeasurable lower regions until 
      his son, Pantagruel, questioned the accuracy of the ruler. With his s
      hortcomings exposed, great Gargantua lay prostrate upon the ground while
      Pantagruel sought to cover his cuirass in case his now governing body lost 
      its sway. He was warned that the people would cut him no slacks, but he never 
      listened, and had burned his britches behind him. Undaunted, he fulfilled his 
      animus with the robes of his father, as uncomfortable as that might sound, 
      and shaped the Metal "Unit" with his own hands.
    
      The rule of Pantagruel was a discommoding morass, his armor eventually 
      suffering a breach in the breech that proved his undoing. As his basket left 
      the pantry, so to speak, his regime fell to insurrection, and so complete was 
      the sacking that not even his Metal "Unit" could be found. The component 
      pieces, a pantaloon triumvirate, were lost in the annals of time.
    
      You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, 
      seams like reality, pockets of resistance, the seat of power, and legs as 
      flared as your temper. Polish it well; the onus is now on you.
    
    
    -------------------------------------------------------------------------------
    SHIELDS:
    -------------------------------------------------------------------------------
    
    SHLD01, SHLD11, SHLD12 - 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
      Requires: 4 Strength
      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.  This magical shield grants an extra bonus of +1 against 
      attacks.
    
      STATISTICS:
    
      Armor Class Bonus: 2
      Special:  No  Missile Weapon Protection
      Weight: 3
      Requires: 4 Strength
      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
      Requires: 12 Strength
      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.  This 
      penaltly is offset by the fact that this shield is magical, granting an 
      additional +1 protection to its wearer.
    
      STATISTICS:
    
      Armor Class Bonus: 2
      Weight: 6
      Requires: 12 Strength
      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
      Requires: 15 Strength
      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
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD07 - Large Shield +1, +4 vs Missiles
    
      Large Shield +1, +4 vs. Missiles:  'Shield of the Falling Stars'
    
      Ilmater himself enchanted this shield upon seeing a young squire's 
      willingness to endure untold agony for the wellbeing of his mount.  During a 
      fierce battle between a human cavalry division and a hobgoblin horde, the 
      young man was sent for reinforcements.  He was beset by a cascade of arrows 
      that nearly blocked out the sun, and he knew that even if he avoided the 
      arrows himself, should his horse fall he would surely be doomed.  With his 
      shield and body he positioned himself to take the brunt of the onslaught, and 
      was mortally wounded for it.  His horse remained unscathed allowing for their 
      escape, and his body was carried back to the nearest town, where he was 
      resurrected from death.
    
      STATISTICS:
    
      Armor Class: +1 bonus, +4 vs. Missile Weapons
      Weight: 12
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD08, SHLD09, SHLD10 - Buckler
    
      A buckler, also known as a target shield, is a small shield of wood or metal 
      that fastens to the forearm.  Because of its size it is light and can be worn 
      with very little restriction to movement.
    
      STATISTICS:
    
      Armor Class Bonus:  1
      Special:  No Missile/Piercing Attack Protection
      Weight:  2
      Requires: 4 Strength
      Unusable By:
      Mage
    
    
    SHLD17 - Buckler +1
    
      A buckler is a small shield of wood or metal that fastens to the forearm.
      Because of its size it is light and can be worn with very little restriction 
      to movement.  This buckler has some form of generic enchantment, making it 
      more resistant to blows.
    
      STATISTICS:
    
      Armor Class Bonus:  2
      Special:  No Missile/Piercing Attack Protection
      Weight:  2
      Requires: 4 Strength
      Unusable By:
       Mage
    
    
    SHLD19 - Large Shield +2
    
      This dwarven-made shield was commissioned by Pellan of Tyr, a brash paladin 
      known for unquestioning courage and an almost total lack of common sense.
      Upon hearing that a red dragon was ravaging the countryside, Pellan mounted 
      his horse and rode off to do battle.  As it happened, Pellan and his armor 
      digested readily enough, but the shield gave the dragon severe stomach 
      cramps.  Subsequently coughed up, it lay in a hoard for years until retrieved 
      by Pellan's son, a warrior who knew when to sneak.
    
      Superior craftsmanship is supplemented by a permanent lightness spell, which 
      makes the shield very easy to wield.
    
      STATISTICS:
    
      Armor Class Bonus: 3
      Special: +1 vs. Missile Weapons
      Weight: 10
      Requires: 10 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD20 - Kiel's Buckler
    
      This is the buckler of Kiel the Legion-Killer, first-born son of Durlag 
      Trollkiller and Clan-prince of his father's ill-fated tower. Its light weight 
      and excellent craftmanship increase the dexterity of all who bear it by a 
      single point.
    
      STATISTICS:
    
      Armor Class Bonus:  1
      Special:  No Missile/Piercing Attack Protection
      Special:  +1 Dexterity while equipped
      Weight:  2
      Requires: 4 Strength
      Unusable By:
      Mage
    
    
    SHLD21 - Dragon Scale Shield +2
    
      Another powerful item created by the warlock Wormsor, this shield consists of 
      red dragon skin stretched over a steel frame.  Green and white dragon scales 
      adorn the red background in a pattern that, when looked in the right way, 
      reveals the face of an ancient dragon.
    
      STATISTICS:
    
      Abilities:  Sets fire, cold and electrical resistance to 25%
      Armor Class Bonus: 3
      Weight: 5
      Requires: 12 Strength
      Not Usable By:
      Bard
      Druid
      Mage
      Thief
    
    
    SHLD22 - Sentinel +4
    
      A century ago, astronomers noted an unexpected comet coming to earth offshore 
      of the Sword Coast.  An odd occurrence, it was made stranger by the 
      lightweight fragments of metal found days later by blacksmith Huffum Fuiruim, 
      who cared little about celestial events.  He fashioned the bulk of it into 
      this shield, though the forging took months and the aid of several 
      enchanters.  "From the heavens?  Nay, from my hammer!"
    
      STATISTICS:
    
      Armor Class Bonus: 5
      Weight: 3
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD23 - Fortress Shield +3
    
      This shield, as tall as a man, is aptly named.  With it, Phil Pious, a 
      paladin of the Most Noble Order of the Radiant Heart, once held a marauding 
      battalion of hobgoblin and kobold archers at bay till they exhausted their 
      arrows.  As the shield is almost as useful in melee as it is at range, he 
      then slew each and every creature.
    
      STATISTICS:
    
      Special:  +7 AC bonus vs. missile weapons
      Armor Class Bonus: 4
      Weight: 3
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD24 - Reflection Shield +1
    
      Thought only a decoration from some forgotten festhall, this shield 
      languished in the backroom of a shop until a young noble purchased it as 
      parade armor.  Its dormant enchantments were discovered when a later attempt 
      on his life was foiled as the shield reflected each attack back at the 
      would-be assassins.  Subsequent study has linked it to Myth Rhynn, or perhaps 
      some other ancient excavation.
    
      STATISTICS:
    
      Ability:  Reflects missile weapons back to their user
      Armor Class Bonus: 2
      Weight: 3
      Requires: 4 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD25 - Shield of Harmony +2
    
      Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield 
      for most of his life.  It protects the bearer from most forms of mind 
      control, a benefit for a wizard who needed warrior allies to stay faithfully 
      at his side.  Both Kekkim and Audn have long since returned to the earth, 
      leaving the shield to whomever might recover it from Kekkim's tower.
    
      STATISTICS:
    
      Abilities: Immunity to charm, confusion, domination, and hold person
      Armor Class Bonus: 3
      Weight: 2
      Requires: 4 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD26 - Shield of the Lost +2
    
      This odd shield was constructed by nomads that once inhabited the forest of
      Mir, a group long since absorbed into "civilized" society and forgotten.  
      Examination reveals fine weaving of animal and human hair bound together by 
      enchantment, though how this was done is lost to time.
    
      STATISTICS:
    
      Armor Class Bonus: 3
      Special: +5% magical resistance
      Weight: 5
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD27 - Saving Grace +3
    
      Once a very powerful shield used by the clerics of Bane, most of the 
      enchantments fled with their god's demise.  The basic magical protection of 
      still remains, making it useful for any adventurer.
    
      STATISTICS:
    
      Armor Class Bonus: 4
      Weight: 5
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD28 - Small Shield +2
    
      Despite the effectiveness of the enchantments on this shield, it is otherwise 
      nondescript and defies precise identification.  Such standardization makes it 
      likely that it is from the militia of some forgotten barony, though it is 
      hard to be certain.
    
      STATISTICS:
    
      Armor Class Bonus: 3
      Special:  No  Missile Weapon Protection
      Weight: 2
      Requires: 4 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD29 - Medium Shield +2
    
      A standard magical shield given to elite troops and bodyguards, this 
      particular shield is relatively new.  Forged recently by Taerom Fuiruim of 
      Beregost, this shield has few stories to tell.  Perhaps it will take a brave 
      young warrior to perform legendary deeds while wearing it, to finally give it 
      a history.
    
      STATISTICS:
    
      Armor Class Bonus: 3
      Weight: 5
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD30 - Large Shield +2
    
      A shield of the elite Calimport Standing Dragoons mercenary company, a group 
      long since disbanded due to political backstabbing.  Having the best of 
      equipment, their shields were extremely light and powerfully protective in 
      combat.  The size of the shield precludes the use of the shield hand for 
      anything else.
    
      STATISTICS:
    
      Armor Class Bonus: 3
      Special:  +1 vs. Missile Weapons
      Weight: 4
      Requires: 10 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD31 - Darksteel Shield +4 (Throne of Bhaal)
    
      Fashioned from dwarven darksteel, this heavily enchanted shield provides more 
      protection than most suits of armor.  Legend holds that it was meant to be 
      presented as a gift to the dwarvish hero Glimred Heavyhand, but he 
      disappeared on his ill fated quest into the bowels of the Marching Mountains
      before the work was completed.  With Glimred gone, the shield was sold to the 
      highest bidder - though the dwarven smiths refused to divulge the mysterious 
      buyer's identity.
    
      STATISTICS:
         +10% resistance to fire, cold, acid and poison
    
      Armor Class Bonus: 5
      Weight: 8
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    SHLD32 - Shield of the Order +4 (Throne of Bhaal)
    
      Peragath the Valiant, a great champion of the Order of the Radiant Heart, 
      carried this shield into battle against a horde of invading Tanar'ri pouring 
      through a gate to the Astral Plane.  Gripped by holy fervor, the mighty 
      paladin single handedly drove back the horde, then foolishly leapt through t
      he Astral gate to finish them off.  The gate collapsed, and both Peragath and 
      the shield were forever lost in the Planes.
    
      STATISTICS:
         +1 bonus to all saving throws
    
      Armor Class Bonus: 5
      Weight: 8
      Requires: 9 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    NPSHLD - Delryn Family Shield
    
      This is Anomen's family shield, given to him by his father.  In addition to 
      the magical protection the shield radiates an aura that grants the wielder 
      fire and cold resistance.  To protect against ranged attacks, Anomen can use 
      the shield to erect a field of energy.  This protection from normal missiles 
      can be used three times per day.
    
      STATISTICS
    
      AC Bonus : +2
      Fire Resistance: + 30%
      Cold Resistance: + 30%
    
      Abilities: 3 times per day can cast protection from missiles on bearer
    
    
    -------------------------------------------------------------------------------
    SLINGS:
    -------------------------------------------------------------------------------
    
    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: Sling
      Type:  1-handed
      Requires: 3 Strength
      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:
    
      THACO:  +1 bonus
      Damage:  +1 (missile damage)
      Weight: 0
      Speed Factor: 5
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    SLNG03 - Sling +3
    
    SLNG04 - Sling +2
    
      Magical slings are the hallmark of stout halfling warriors.  Usually their 
      mothers or a talented aunt will create this sling for the halfling lad or 
      lass who is about to embark on their second great adventure.  The reason that 
      the sling is given on the second adventure and not the first is that many 
      halflings decide not to pursue the life of an adventurer after getting a 
      taste of it.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  +2 (missile damage)
      Weight: 0
      Speed Factor: 4
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    SLNG05 - Sling +3 : 'Arla's Dragonbane'
    
      None know better than Halflings the value of a well-placed stone when 
      confronting a larger foe.  This particular weapon was the property of a young 
      woman named Arla Surestep, one of the few small-folk that leave the hearth to 
      seek adventure.  Legend speaks of the diminutive Arla using this sling to 
      place a well-sharpened pebble through the skull of a green dragon in 
      mid-flight, though the same tale in another tavern places the stone squarely 
      in the creature's hindquarters for more humorous than lethal effect.  It 
      would seem that Halflings prefer entertainment over accuracy when it comes to 
      their history.
    
      STATISTICS:
    
      Damage:  +3 (missile damage)
      THACO:  +3
      Weight: 0
      Speed Factor: 3
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
    
    
    SLNG06 - Sling of Arvoreen +4
    
      This sling is blessed by the Halfling goddess Arvoreen. The weapon was 
      granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in 
      which an invading army of Yuan-ti were slain by Lettleworp's forces, saving 
      his halfling village.
    
      The sling has the ability to rend the senses of the wielders enemies with a 
      wall of sound said to be the voice of the goddess herself.
    
      STATISTICS:
    
      Combat Abilities: Sonic boom once per day.  Must save vs. spell or be stunned 
      for three rounds
       Area: 60 feet
    
      THACO:  +4 bonus
      Damage:  +4 (missile damage)
      Weight: 0
      Speed Factor: 2
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    SLNG07 - Sling of Seeking +2
    
      Unlike most other slings, the Sling of Seeking is capable of throwing stones 
      and allowing a strength bonus to be applied to the damage it inflicts.  
      Although the sling is magical, giving it a bonus to hit and to damage, it is 
      capable of inflicting strength damage due to its design, not magic.
    
      STATISTICS:
    
      THACO:  +2
      Damage:  +2 (missile damage), plus Strength bonus
      Weight: 0
      Speed Factor: 4
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    SLNG08 - Erinne Sling +4 (Throne of Bhaal)
    
      The gnomish village of Erinne was long protected by a single guardian, armed 
      only with a magical sling created by the sorceress for which the town was
      named.  When the village was overrun by orcs, the sling disappeared.
    
      STATISTICS:
    
      Equipped Abilities:  Can create 5 +4 bullets once/day
    
      THACO:  +4 bonus
      Damage:  +4 (missile damage)
      Weight: 0
      Speed Factor: 0
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    SLNG09 - Erinne Sling +5 (Throne of Bhaal)
    
      The modifications to the Erinne sling have made significant improvements to 
      its already deadly accuracy.
    
      STATISTICS:
    
      Equipped Abilities:  Can create 5 +4 bullets once/day
    
      THACO:  +5 bonus
      Damage:  +5 (missile damage)
      Weight: 0
      Speed Factor: 0
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    SLNG10 - Sling +3 (Throne of Bhaal)
    
      Magical slings are the hallmark of stout halfling warriors.  Usually their 
      mothers or a talented aunt will create this sling for the halfling lad or 
      lass who is about to embark on their second great adventure.  The reason that 
      the sling is given on the second adventure and not the first is that many 
      halflings decide not to pursue the life of an adventurer after getting a 
      taste of it.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  +3 (missile damage)
      Weight: 0
      Speed Factor: 3
      Proficiency Type: Sling
      Type:  1-handed
      Requires: 3 Strength
      Not Usable By:
    
    
    -------------------------------------------------------------------------------
    SPEARS:
    -------------------------------------------------------------------------------
    
    SPER01, SPER04 - 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
      Requires: 5 Strength
      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:
    
      THACO:  +1 bonus
      Damage:  1D6 +1
      Damage type:  piercing
      Weight: 5
      Speed Factor: 5
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER03 - 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:
    
      *CURSED*
      THACO:  +3
      Damage:  1D6 +3
      Damage type:  piercing
      Special:  3 (piercing) damage inflicted upon the wielder upon every 
                successful hit
      Weight: 5
      Speed Factor: 6
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER05 - Spear +2
    
      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.  Another 
      line of tinkering led to the integration of magic with spears.  Tribal shaman 
      would enchant the spears so that they would hit more often and do greater 
      damage to their wielder's opponents.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER06 - Spear +3
    
      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.  This 
      spear trembles from the powerful magic used in its creation.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D6 +3
      Damage type:  piercing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER07 - Spear of the Unicorn +2
    
      This graceful spear is carved to resemble the elongated horn of the unicorn.  
      Wielders of this spear are immune to charm and hold spells, just as a unicorn 
      might be.  Whether the horn is or isn't an actual unicorn horn is the subject 
      of much debate.
    
      STATISTICS
    
      Equipped Abilities:
       Immunity to charm and hold person
       +3 to all saves vs. death
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER08 - Spear +3, Impaler
    
      The Impaler has a palpable aura of magic that hints at the vicious nature of 
      the weapon and why it has been a favorite of several powerful orc chieftains 
      in the past.  When a victim is struck they are, as one would guess, very 
      nearly impaled, run through as the massive enchantment does its dirty work.
    
      STATISTICS
    
      THAC0: +3 bonus
      Damage:  1D6 +3, +10 piercing damage
      Damage type:  piercing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER09 - Spear +1, Halcyon
    
      The electrum plated shaft of this weapon hums with magical power.  
      Occasionally blue bolts of energy run down the length of the spear, charging 
      it.  In battle when it hits an opponent it strikes for additional electricity 
      damage.
    
      STATISTICS
    
      THAC0: +1 bonus
      Damage:  1D6 +1, +1 electricity damage
      Damage type:  piercing
      Weight: 3
      Speed Factor: 5
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER10 - Spear of Withering +4
    
      Carved from the heart of a rotten Treant, this spear smells of death.  When 
      held in your hands it groans a little as if reluctant to allow a living thing 
      to touch it.  In battle the Spear of Withering spits a foul poison into its 
      target upon each succesful hit.
    
      STATISTICS:
    
      THAC0: + 4 bonus
      Damage:  1D6 + 4, + 4 poison damage
      Damage type:  piercing
      Weight: 5
      Speed Factor: 6
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER11 - Ixil's Nail +4 (Throne of Bhaal)
    
      For many generations this magical shaft has been separated from Ixil's Spike,
      the enchanted head of the legendary spear.  However, even incomplete, this 
      artifact is still a weapon of great power.
    
      STATISTICS:
    
      THAC0: + 4 bonus
      Damage:  1D6 + 4
      Damage type:  piercing
      Weight: 5
      Speed Factor: 6
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SPER12 - Ixil's Spike +6 (Throne of Bhaal)
    
      With shaft and tip reunited, Ixil's Spike is a fearsome weapon.  During the 
      battle the head can detach to pin opponents to the ground even as a new head 
      magically reforms on the end of the spear.
    
      STATISTICS:
    
      Equipped Abilities: Permanent Free Action
    
      Combat Abilities:  With each successful hit, the opponent must save or be 
      pinned for 3 rounds, taking an additional 1D6+5 damage each round.
    
      THAC0: + 6 bonus
      Damage:  1D6 + 6
      Damage type:  piercing
      Weight: 5
      Speed Factor: 2
      Proficiency Type: Spear
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    STAVES:
    -------------------------------------------------------------------------------
    
    AURSTAF - Staff of the Ram +4 (Throne of Bhaal)
    
      Likely created by the same unknown Archmage who is responsible for the Ring 
      of the Ram, this Staff of Striking does not use charges and will never become 
      useless.
    
      STATISTICS:
    
      Combat Abilites:
        10 % Chance opponent is knocked back and stunned.
    
      Large creatures such as a dragons or giants will not be knocked back or 
      stunned.
    
      THACO:  +4 bonus
      Damage:  1D6 + 10
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Staff
      Type: Two-handed
      Requires: 5 Strength
    
    
    STAF01, STAF03, STAF04 - Quarterstaff
    
      The simplest and humblest of staff weapons, the quarterstaff is a length of 
      wood ranging six to nine feet in length.  High quality quarterstaves are made 
      of stout oak and are shod with metal at both ends.  The quarterstaff must be 
      wielded with both hands.
    
      STATISTICS:
    
      Damage:  1D6
      Damage type:  crushing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Staff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF02 - Quarterstaff +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
      THACO:  +1
      Damage type:  crushing
      Weight: 4
      Speed Factor: 3
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF05 - Staff of Striking
    
      Staffs of Striking are made by the Gold Elves of Drelagara on Evermeet. The 
      staffs have a life of their own and jump to attack in their bearer's hands. 
      The elven craftsmen rarely sell them to other races but these powerful melee 
      weapons do surface occasionally in Faerun.  However, each attack made with 
      the staff uses a charge, hence causing it to consume itself when no charges 
      remain.
    
      STATISTICS:
    
      Damage:  1D6 + 9
      Weight: 4
      Speed Factor: 1
      Proficiency Type: Staff
      Type: Two-handed
      Requires: 5 Strength
    
    
    STAF06 - Staff Mace
    
      This weapon appears to be a normal large walking staff, but it has a faint 
      aura of alteration magic.  Uttering the command word causes the staff to 
      assume the attributes of a mace, allowing it to be wielded with one hand.  
      This was likely designed for priests or druids, though that does not preclude 
      use by most others.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  2D4 + 2
      Weight: 4
      Speed Factor: 2
      Damage type:  Bludgeon
      Proficiency Type: Quarterstaff
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Monks
    
    
    STAF07 - Staff Spear +2
    
      If examined, this quarterstaff has an aura of alteration, and a long sharp 
      spearhead extends from its upper end on command.  Likely made by a wizard or 
      priest hoping to increase their melee abilities, it can be used by anyone 
      capable of handling a staff.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D8 + 3
      Damage type:  Piercing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Staff
      Type:  two handed
      Requires: 5 Strength
      Not Usable By:
       Monk
    
    
    STAF08 - Quarterstaff +3
    
      This humble staff radiates powerful magic, and was likely the simple-seeming 
      weapon of a traveling mage or cleric.  It would certainly prove more than 
      ample for dealing with most threats encountered on the road.
    
      STATISTICS:
    
      THACO:  +3
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 4
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF09 - Staff of Command
    
      The staff allows the user to dominate another creature, each use draining one 
      charge.  This item is of the kind used by nefarious people seeking to sway 
      others to follow their ways.
    
      STATISTICS
    
      Abilities (one charge): Domination
    
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
      Not Usable by:
       Monk
    
    
    STAF10 - Staff of Curing
    
      Torm is said to manifest these items during times of great trouble, granting 
      them to priests who care for the wounded, diseased, and poisoned.  It is not 
      to be taken for granted however, as the enchantment, though useful, is 
      fleeting.  It must be used with all due care.
    
      STATISTICS
    
      Abilities (one charge):
       Cure: 3 - 18 +3 hit points, Disease and Poison
    
      AC: +2 bonus
      THAC0: +1 bonus
      Damage:  1D6 +1
      Damage type:  crushing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
      Not Usable By:
       Thief
       Fighter
       Mage
    
    
    STAF11 - Staff of the Magi
    
      This type of staff is thoroughly linked of the image of the spellcasting
      profession, rare though it is.  It is among the most powerful tools that a
      wizard can possess, the culmination of complex enchantment and endless study.
      This particular example is good in melee, grants Invisibility, and offers
      protection from Charms and Evil.  It can also cast a Spell Trap, launch a 
      Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage 
      item.
    
      STATISTICS
      Armor Class: +2 bonus
      Saving Throws: +2 bonus
      Equipped Abilities:
       Invisibility
       Immunity to Charm
       Protection From Evil
    
        Fireball-Lightning
         Damage: combined lightning and fireball damage
         Range: 150 feet
         Use: Three times a day
    
      Abilities: Trap Spell
         Duration: 8 hours or until 30 spell levels have been trapped
         Use: Once a day
    
      Combat Ability (each hit): Dispel Magic
      THAC0: +1 bonus  (strikes as a +5 weapon)
      Damage:  1D6 +1
      Damage type:  crushing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
      Usable By
       Mages
    
    
    STAF12 - Staff of Power
    
      A mage's staff is far more than just a gilded walking stick, most being
      enchanted to an impressive degree.  This one is no exception, and whoever the 
      previous owner was, they were powerful indeed.  It enables a mage to better 
      escape hostile magic and avoid physical blows, and can erect a Globe of 
      Invulnerability (one charge).  Offensively it can be used in melee very well, 
      and cast a Lightning Bolt (one charge).
    
      STATISTICS
    
      Saving Throws: +2 bonus
      Armor Class: +2 bonus
      Abilities (one charge):
    
      Globe of Invulnerability
       Duration: 1 round/level
       Range: User
       Area: 5-foot-radius sphere
       Grants immunity to 1st to 4th level spells.
    
      Lightning Bolt of Paralyzation
       Damage: 10d6
       Range: 140 yards
       Saving throw: for half damage
          Also stuns (no save) the target for 5 rounds
    
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
      Usable By
       Mages
    
    
    STAF13 - Staff of Thunder and Lightning +2
    
      There are stories that tell of these staves sprouting in the growth around
      druid groves when the forest is threatened.  Fanciful tales, but truth or
      not, this staff is a powerful tool.  It draws energy from storms, and there
      is a chance that any blow may trigger a thunderclap that knocks enemies down.
      It casts Lightning Bolt, and if circumstances warrant it, it can summon a
      lighting storm to blast enemies to dust.  Some abilities are limited by 
      charges.
    
      STATISTICS
    
      Abilities (one charge):
      Lightning Bolt
       Damage: 10d6
       Range: 140 yards
       Saving throw: Spells for half damage
    
      Call Lightning
       Lightning strike hits the target
       Damage: 3d8 per strike
    
      Melee :
      Thunderclap (10% chance on a successful strike)
       Range: Melee
       Saving Throw: Save vs. spells or be stunned for two rounds
    
      THACO: +2 bonus
      Damage:  1D6 +2
      Damage type:  crushing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Staff
      Type:  2-handed
      Requires: 5 Strength
      Usable By:
       Clerics
       Druids
    
    
    STAF14 - Staff of the Woodlands +4
    
      Known only as the "Wild Man of the Wood", the man that carried this staff was 
      a legendary figure near Trademeet until the day he died and returned to the
      soil.  Those who saw him remember his dark, bark-like skin, a feature that 
      would fade if the staff were set aside.  He would harass irresponsible 
      loggers and poachers, and old-timers tell of mercenaries chasing him with a 
      dozen hunting dogs or more.  The animals seemed ready to rip the poor druid 
      to pieces, but he quickly turned them on their former masters.  Rushing 
      forward in hopes of ending his influence, the men-at-arms saw the final power 
      of the staff, and as the vegetation trembled with the "Wild Man's" magical 
      calling, there formed a green, rotting mix of life and death that shambled 
      overtop of the terrified soldiers, killing them all.
    
      STATISTICS
    
      AC: +3 bonus
      Equipped Abilities: Barkskin (AC 3)
    
      Use Abilities (cost 1 charge)
      Summon Shambling Mound
    
      Enhanced Charm Animal
       Duration: 5 minutes
       Saving throw: save vs. spells with a -4 penalty
    
      THAC0: +4 bonus
      Damage:  1D6 +4
      Damage type:  crushing
      Weight: 2
      Speed Factor: 1
      Type:  2-handed
      Requires: 5 Strength
      Usable By
       Druids
    
    
    STAF15 - Staff of Air +2
    
      This staff seems to draw from eleven artistic traditions, though tied less to 
      the forest than is usually customary.  It was apparently designed to control
      air elementals, being able to summon one as a servant to the wielder, and 
      potentially destroying creatures of the same type in a single blow.  When 
      necessary, it can also spawn a cloud of gas causing anyone within the area of 
      effect to fall into a deep slumber.  Some effects are limited by charges.
    
      STATISTICS
    
      Combat Abilities: If an air elemental is hit it must save vs. spells or be 
      destroyed
      Abilities: (cost 1 charge)
      Summon an 8hd Air Elemental
       Duration: 1 hour
    
      Sleep Cloud
       Range: 40 feet
       Duration: 3 rounds
    
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF16 - Staff of Earth +2
    
      Linked to the Plane of Earth, this staff may have been fashioned by an 
      ancient druidic sect.  It can summon an Earth Elemental, though it also has
      the potential to slay such creatures in a single blow, possibly hinting at 
      how difficult it is to control them.  It can also free a person from the 
      earth by casting Stone to Flesh.  Some abilities are limited by charges.
    
      STATISTICS
    
      Combat Abilities: If an earth elemental is hit it must save vs. spells or be 
      destroyed
      Abilities: (one charge)
       Summon an 8 hit dice Earth Elemental
        Duration: 1 hour
      Stone to Flesh
        Revert effects of a petrification attack
    
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF17 - Staff of Fire +2
    
      This staff bears an ancient rune that may link it to the wizards of faraway 
      Halruaa, but it is impossible to be certain.  Drawing from the Plane of Fire 
      it can erupt in a Fire Shield that damages attackers, it can summon a Fire 
      Elemental under the control of the wielder, and it can potentially draw all 
      the energy from any fire elemental that it hits, destroying them instantly.  
      Some abilities are limited with charges however.
    
      STATISTICS
    
      Combat Abilities: If a fire elemental is hit it must save vs. spells or be 
      destroyed
      Abilities: (one charge)
      Summon an 8 hit dice Fire Elemental
       Duration: 1 hour
      Fire Shield (Red)
       A protective shield that surrounds the wielder of the staff as per the 4th 
       level wizard spell Fire Shield (Red).
    
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF18 - Quarter Staff +2
    
      The simplest of staff weapons is the quarterstaff, a length of wood six to 
      nine feet in length.  High quality quarterstaves are made of stout oak and 
      are shod with metal at both ends.  Powerful enchantments during the making of 
      this staff have improved its accuracy and the damage it can cause, but they 
      bear no signature.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF19 - Cleric's Staff +3
    
      This simple staff radiates a powerful enchantment, though its plain design 
      suggests a simple origin.  It reflects the quiet strength that faith brings, 
      and was likely the modest weapon of a priest or cleric.
    
      STATISTICS:
    
      THACO:  +3
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF20 - Staff of Rynn +4
    
      There was a time when magic was distrusted even more so than now, and the 
      burning of "heretics" was woefully common.  Delmarey, a witch from the 
      swamplands near Myth Rynn, faced just such a fate when she was blamed for an 
      unseasonable drought.  Taken by surprise and sentenced by a mob, she was put 
      to the torch in the Village Square.  With her dying breath she uttered a foul 
      curse, fueling the fire to an unstoppable magnitude.  By dawn, the entire 
      village was reduced to black coal, save the burnt remnant of the pole Delmary 
      had been bound to.  This staff has been imbued with some remnants of 
      Delmarey's power, making it a highly enchanted weapon.
    
      STATISTICS:
    
      THACO:  +4 bonus
      Damage:  1D6 + 4
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF21 - Staff of the Ram +4 (Throne of Bhaal)
    
      Likely created by the same unknown Archmage who is responsible for the Ring 
      of the Ram, this Staff of Striking does not use charges and will never become 
      useless.
    
      STATISTICS:
    
      Combat Abilites:
        10 % Chance opponent is knocked back and stunned.
    
      Large creatures such as a dragons or giants will not be knocked back or 
      stunned.
    
      THACO:  +4 bonus
      Damage:  1D6 + 10
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Staff
      Type: Two-handed
      Requires: 5 Strength
    
    
    STAF22 - Staff of the Ram +6 (Throne of Bhaal)
    
      Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, 
      creating a weapon few opponents are able to stand against.
    
      STATISTICS:
    
      Combat Abilites:
          15% Chance opponent is knocked back and stunned.
    
      Large creatures such as a dragons or giants will not be knocked back or 
      stunned.
    
      THACO:  +6 bonus
      Damage:  1D6 + 12 crushing, +1D4 piercing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Staff
      Type: Two-handed
      Requires: 5 Strength
    
    
    STAF23 - Serpent Shaft (Throne of Bhaal)
    
      Adorned with serpentine designs, this powerful quarter staff has a chance to 
      release a lethal toxin against its opponents with every blow.
    
      STATISTICS:
    
      Combat Abilities:
        50% chance of poisoning opponents with every successful attack.  The poison 
        lasts for 1 round, and does 2 hp of damage/second unless the target makes a 
        save vs death.
    
      THACO:  +2 bonus
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    STAF24 - Quarter Staff +3 (Throne of Bhaal)
    
      The simplest of staff weapons is the quarterstaff, a length of wood six to 
      nine feet in length.  High quality quarterstaves are made of stout oak and 
      are shod with metal at both ends.  Powerful enchantments during the making of 
      this staff have improved its accuracy and the damage it can cause, but they 
      bear no signature.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D6 + 3
      Damage type:  crushing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Quarterstaff
      Type:  2-handed
      Requires: 5 Strength
    
    
    NPSTAF - Staff of the High Forest
    
      This staff was the culmination of a cycle of seasons in which Cernd meditated 
      on his role within nature.  His perch for this personal journey was next to a 
      sapling, a young oak that was a particular interest of study; it seemed odd, 
      and yet somehow wonderfully ordered.  At the coming of spring Cernd examined 
      it one last time, and it came loose in his hands, a living staff, granted as 
      boon from nature herself.  It has grown to fit his grip, and few others may 
      wield it.
    
      STATISTICS:
    
      Equipped Abilities: Regenerate 1 hit point every 12 seconds
    
      THACO:  +2 bonus
      Damage:  1D6 + 2
      Damage type:  crushing
      Weight: 3
      Speed Factor: 1
      Type:  2-handed
    
      Usable By:
       Cernd
    
    
    -------------------------------------------------------------------------------
    ONE HANDED SWORDS:
    -------------------------------------------------------------------------------
    
    KILLSW01, SW1H06 - Long Sword +2
    
      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
      THACO:  +2 bonus
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    MISCBC - Blackrazor, Long Sword +3
    
      This sword radiates evil like a sour odor, and the owner never knows if he
      wields the weapon, or if it wields him.  In addition to its combat abilities,
      Blackrazor slowly regenerates its owner with the drained strength of
      opponents.
    
      STATISTICS:
    
      Equipped Ability :
        Regeneration: 1 hp every 5 seconds
        Immunity to Charm and Fear
        With every hit it has a 15% chance of draining 4 levels, healing the
        wielder by 20 hit points, and hasting him for 20 seconds as well as
        increasing his strength by 3 points for 20 seconds.
      THAC0: +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight: 4
      Speed Factor: 2
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    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: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      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. This is a magical bastard sword.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Damage:  2D4 + 1
      Damage type:  slashing
      Weight:  9
      Speed Factor: 7
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters
    
      Bastard sword +1, +3 vs. Shapeshifters:  'Kondar'
      At 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:
    
      THACO:  +1 bonus
      Damage:  2D4 +1, +3 vs. Shapeshifters
      Damage type:  slashing
      Weight: 8
      Speed Factor: 7
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      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: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      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.  The blade hums slightly in your hand, the only overt 
      evidence that magic runs through it.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Damage:  1D8 +1
      Damage type:  slashing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      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: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H08, SW1H14 - 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.  This short blade is magical, 
      improving accuracy and damage.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Damage:  1D6 +1
      Damage type:  piercing
      Speed Factor: 2
      Weight:  3
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H09 - Short Sword +2
    
      This short sword has been forged by hands both magical and highly skilled.  
      Neither nick nor stain mar the flawless blade.  When used in battle the blade 
      radiates magic and gifts the wielder with increased skill.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Speed Factor: 1
      Weight:  2
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H10 - Short Sword of Backstabbing
    
      Short Sword of Backstabbing:  'The Shadow's Blade'
      The Shadow's Blade was created to be the perfect assassin's tool.  It is 
      highly sought after by any who settle differences with a blade, and many that 
      possess it do not do so for long.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D6 +3
      Damage type piercing
      Weight: 3
      Speed Factor: 0
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H11 - Odd Flame Sword
    SW1H12 - Hull's Long Sword
    
    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
    
    
    SW1H15 - Scimitar +3, Frostbrand
    
      This is the magical scimitar +3, Frostbrand.  It is one of Drizzt's personal 
      weapons.
    
      STATISTICS:
    
      Damage:  1D8 + 3
      THACO:  +3 bonus
      Damage type:  Slashing
      Weight:  4
      Proficiency type:  Scimitar
      Speed Factor:  2
      Type:  1-handed
      Requires: 8 Strength
      Not usable by:
      Mage
      Cleric
    
    
    SW1H16 - Scimitar +5, Defender
    
      This is the magical scimitar +5 Defender that bears the name "Twinkle."  It 
      is one of the personal weapons of Drizzt.  Due to its magical nature, only 
      those pure of heart can use it.
    
      STATISTICS:
    
      Damage:  1D8 + 3
      THACO:  +3 bonus
      Special:  +2  Armor Class bonus
      Damage type:  Slashing
      Weight:  4
      Proficiency type:  Scimitar
      Speed Factor:  2
      Type:  1-handed
      Requires: 8 Strength
      Not usable by:
      Evil or Neutral Alignment
      Mage
      Cleric
    
    
    SW1H17 - Perdue's Short Sword
    
    SW1H18 - Sword of Balduran
    
      This ornate, but poorly balanced, weapon was found beside Balduran's remains.
    
      STATISTICS:
    
      Damage:  2D4
      Damage type:  slashing
      Weight: 12
      Speed Factor: 8
      Proficiency Type: Large Sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H19 - The Vampire's Revenge (cursed)
    
      It would seem that the very speculation of this weapon's existence has 
      conspired to pull it from the realm of fantasy and into the everyday, though, 
      as with all things that come from dreams, it is not as it truly seems. The 
      blade is indeed vampiric, as the name would suggest; though not in the manner 
      the finder might have hoped. It is rumored that the blade, instead of 
      performing as one might think a vampiric blade would, was actually 
      constructed by vampires as a trap for those that could eventually oppose 
      them. These incredibly clever fiends have apparently fashioned numerous 
      versions of these unfortunate blades over time, and they are the bane of all 
      right-thinking adventurers. Each swing actually inflicts damage upon the 
      wielder, as his life energies are drained in order to heal his intended 
      victim. Were this not enough, the weapon is cursed so as to prevent it's 
      removal, and the user is smitten with a wasting of the mind, that he might 
      not even think of trying to rid himself of it. This may be among the few 
      magical treasures that are simply not worth the trouble of seeking, and one 
      might better spend ones time having a lovely beverage, rather than 
      gallivanting about the wilderness with a pack full of rubbish chasing 
      phantoms.
    
      STATISTICS:
    
      Damage:  1D8 +1
      THACO:  +1 bonus
      Special: Inflicts damage upon the wielder and heals the target.
      Special: Affects intelligence in a negative manner...I think...duhhhhhh
      Damage type:  slashing
      Weight: 4
      Speed Factor: 4
      Proficiency Type: Large Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       The Lucky Ones
       Druid
       Cleric
       Mage
    
    
    SW1H20 - Scimitar
    
      The long, curved, single-edged blade is characteristic of both the sabre and 
      the scimitar, even though their origins lie in different parts of Faerun.  
      Where as the sabre was intented mainly for horsemen, mainly due to its 
      versatility, the scimitar has a heavier oriental influence.  The "shamshir", 
      as it was originally called, is larger, has a greater curve to it, and is 
      tapered to an elongated, sharp point.  The effect of this is that it is 
      slightly slower but tends to be more effective and deadly in combat.
    
      STATISTICS:
    
      Damage:  1D8
      Damage type:  slashing
      Weight: 4
      Speed Factor: 5
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H22 - Scimitar +1
    
      The scimitar, or "shamshir" as it was originally called, has a single-edged 
      blade with a significant curve, and is tapered to an elongated, sharp point.  
      It is perhaps slower than other weapons of the same type, though it 
      compensates by the amount of damage it is capable of.  This particular weapon 
      has been enhanced magically to compliment the skill of the wielder.
    
      STATISTICS:
    
      THACO:  +1 bonus
      Damage:  1D8 +1
      Damage type:  slashing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H23 - Scimitar +2
    
      Scimitar +2: 'Rashad's Talon'
      Named for Prince Rashad, former ruler of a minor principality to the East, 
      this blade and many of the Prince's possessions were taken by disgruntled 
      palace guards after his death. The role of the guards in the unfortunate 
      affair was never determined, but rumor has it that all died within a year, 
      slain by this very weapon.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D8 +2
      Damage type:  slashing
      Weight: 4
      Speed Factor: 3
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H24 - Long Sword +1, Flame Tongue
    
      There was a time before Neverwinter was warm and before the great Anauroch 
      was dry...or so it is said.  Few relics remain to prove such an age existed, 
      and fewer still have an identifiable purpose.  "The Burning Earth" seems 
      straightforward enough -it burns a victim with magical fire, and a cryptic 
      rune seems to suggest that the power comes from the ground itself- but 
      whomever constructed it remains a mystery.  It looks a perfectly serviceable 
      weapon, but something in the balance or grip is...wrong.  It strains the 
      forearm a touch, and does not fit the hand just right.  It doesn't seem to 
      hurt a warrior's performance, aside from the nagging doubt that the blade was 
      not made for him...or any other humanoid.
    
      STATISTICS:
    
      Damage:  1D8 +1, +2 vs. regenerating creatures, +3 vs. cold/fire creatures, 
               +4 vs. undead
      Damage type:  slashing
      Weight: 4
      Speed Factor: 3
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H25 - Kundane +2: Sword of Quickness
    
      Disfigured as a child, Dramnek Olk was ostracized and ridiculed by his peers.
      In his loneliness he spent many hours alone on the hills overlooking
      Trademeet.  A nearby wizard, Galloma discovered the youth and found in him a 
      kindred soul.  The two fast became friends; master and apprentice.  Galloma 
      died before Dramnek's tutorage could be completed however and the youth found 
      himself once more alone in the world.  Eventually he made his way to the 
      streets of Athkatla.  There he became a cutpurse, augmenting his thieving 
      skills with the little magic he'd learned from Galloma.  Eventually he 
      crafted this sword, which enhanced Dramnek's weak physical body.  This weapon 
      has no speed factor.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H26 - Ilbratha, Short Sword + 1
    
      This ancient bronze sword is set with six matching bloodstones, and was 
      apparently forged for Azoun the First, a long dead king of Cormyr.  It saw 
      little use, and eventually found its way to a favored of the king's guards.  
      Despite the aid of its illusionary magic, that unnamed soldier fell in a 
      later battle, and the sword was lost to brigands or scavengers.
    
      STATISTICS:
    
      Special Abilities: Casts Mirror Image once per day
      THACO:  +1 bonus
      Damage:  1D6 +1
      Damage type:  piercing
      Weight: 2
      Speed Factor: 2
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H27 - Arbane's Sword +2
    
      Arbane's Sword of Agility
      One of many created in the name of the mage who first discovered how to
      enchant a blade in this manner, this was the weapon of the outlaw Garno, and 
      many a cleric died at its edge.  Garno became disillusioned with the gods 
      when his family was put to the torch by clerics of Loviatar, and spent his 
      life seeking revenge.  Despite his focussed hatred of the devout, it is 
      thought that one of the gods of chaos had a hand in Garno's acquisition of 
      this sword, delighting in the havoc that followed the young man.
    
      STATISTICS:
    
      Equipped Abilities: Wearer is immune to hold person
      Special Abilities: Once per day can haste the character for 12 seconds
      THACO:  +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H28 - Cutthroat +4
    
      This weapon has a bloody history, having been used to exercise its namesake 
      many times.  Popular among the assassin trade for its size and enchantment, 
      it has been in the possession of many of the Realms' more dangerous citizens, 
      though seldom remaining in one place any length of time.
    
      STATISTICS:
    
      THACO:  +4 bonus
      Damage:  1D6 +4
      Damage type:  piercing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H29 - Short Sword +2
    
      The term "short sword" does not exist in sword classifications, but has come 
      describe the earliest type of sword, a double-edged blade about two feet in 
      length.  There are etched runes on the surface of this weapon that glow 
      during combat, indicating it has undergone some form of enchantment, but no 
      identifying marks can be recognized.
    
      STATISTICS:
    
      Damage:  1D6 +2
      THACO:  +2 bonus
      Damage type:  piercing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H30 - Scimitar of Speed +2: Belm
    
      This enchanted scimitar bears the mark of Taka Kobe, an honored swordsmith of 
      Kara-Tur, though how it came to be here is unknown.  Perfectly balanced, it 
      affords quick recovery in combat and even allows the wielder time for an 
      additional attack.
    
      STATISTICS:
    
      Combat Abilities: sets attacks to +1 per round
      THACO:  +2 bonus
      Damage:  1D8 +2
      Damage type:  slashing
      Weight: 3
      Speed Factor: 0
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H31 - Sunblade: Daystar
    
      Whether created specifically for use in the service of Torm or appropriated 
      at some point in the long history of the church, Paladins of the Loyal Fury 
      have made good use of Daystar in their battles against evil undead.  Through 
      magic or blessing it is empowered with the Sunray, a force of pure life 
      energy so potent that it slays both living and unliving.
    
      STATISTICS:
      Special Abilities (once per day):
      Sunray
       Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
       Undead: an additional 1d6 points of damage per level of caster (save vs. 
       spells or be destroyed)
       Range: 20 ft
       Area: 20 ft radius
    
      THACO:  +2 bonus, +4 vs. evil creatures
      Damage:  1D8 +2, +4 vs. evil creatures, does double damage against undead
      Damage type:  slashing
      Weight: 2
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H32 - Long sword +2:  Dragonslayer
    
      Long sword +2:  Dragonslayer (Peridan)
      Few dare to create items such as this, for who does not fear the wrath of
      dragons, and what action would more tempt their reckoning?  Yet, at a time
      lost in Faerun's past, there was a need, and this sword was forged in answer.
      Tempered by a wizard's skill, this blade protects the wielder from the fear
      they should rightly feel while staring down a dragon's maw.  It also bolsters 
      with regeneration, dispels the trickery of illusions, and dares to do double 
      damage against the greatest creatures of the Realms.
    
      STATISTICS:
    
      Equipped Abilities:
       Immunity to Fear
       Regenerate 1 hit point every 10 rounds
    
      Special Abilities (once per day):
       Detect Invisible
    
      THACO:  +2 bonus
      Damage:  1D8 +2, double damage against dragons
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H33 - Long Sword +2: Ras, The Dancing Blade
    
      Beroalf was a barbarian who traveled from the cold north in search of 
      adventure.  He sought treasures and glory, but soon all he wanted were 
      companions to share in the excitement of battle, much like those he had left 
      behind in his faraway village.  Unfortunately, his coarse remarks and 
      rudimentary hygiene repelled most travelers he met, until he expressed his 
      thoughts to a sympathetic mage.  The mage, for a price, constructed Ras, the 
      dancing blade.  Though not quite what Beroalf had in mind, he was thrilled 
      nonetheless, and wielded the sword for many years.  How they were ultimately 
      separated is not known.
    
      STATISTICS:
    
      Special Abilities: Dancing sword can attack on its own for 4 rounds.
      THACO:  +2 bonus
      Damage:  1D8 +2
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H34 - Bastard Sword +1: Albruin
    
      Basalin was a large man, rumored, far from his hearing, to be a were-bear.  
      He long wielded the sword Albruin in the protection of his village, slaying 
      giant spiders that plagued the area.  The sword protected him from their 
      poison and also allowed him to see invisible Red Wizards who controlled some 
      of the more fantastic variants. The reason for their enmity is unknown.
    
      STATISTICS:
    
      Special Abilities:
       Detect Invisibility once per day
       Protection from poison while wielded
      THACO:  +1 bonus
      Damage:  2D4 + 3
      Damage type:  slashing
      Weight:  8
      Speed Factor: 7
      Proficiency Type: Bastard sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H35 - Adjatha the Drinker, Long Sword +2
    
      This blade belonged to Dabbar, a long dead servant of Bhaal that exercised 
      control over his minions in the most brutal of ways.  In addition to 
      strengthening the mind against the guile of others, the sword absorbs life 
      energy from an opponent with each successful hit, healing the user.  Dabbar 
      considered it a failure of his officers if he returned from battle in less 
      than perfect health, and as the rest of the company watched, he would 
      administer beatings until fully healed.
    
      STATISTICS:
    
      Equipped Abilities: Wielder immune to charm and domination spells
      Special Abilities: Each hit heals the wielder of 1 hit-point damage
      THACO:  +2 bonus
      Damage:  1D8 +2
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H36 - Namarra, Long Sword +2
    
      Also known as Neversleep, this ancient blade is thought to have been present 
      at some of the most influential conflicts in Faerun's history.  Sightings 
      have been noted as far north as Thay and as south as the jungles of Chult, 
      though documentation is oddly lacking regarding the details.  It is perhaps a 
      result of the sword's ability to silence all sound within a large radius, 
      removing the effectiveness of attacking mages but also preventing any
      discussion that might have followed.
    
      STATISTICS:
    
      Special Abilities: Casts Silence 15' radius three times a day
      THACO:  +2 bonus
      Damage:  1D8 +4
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1
    
      Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in 
      the ruins of the ancient sorcerer Kullon's haunt, for it would save his life 
      that very day.  The ghost of Kullon himself attacked the intruder, but the 
      flames that followed only singed, absorbed into the glowing Bloodbrand.  
      Concealing himself, Lehorgan watched in amazement as the ancient sorcerer 
      tried to divine his location and again the sword protected him.  Surviving 
      this brush with death, the young man used this second chance and the gold 
      from selling the blade to, as he put it, "get the hell out of adventuring."
    
      STATISTICS:
    
      Equipped Abilities:
       50% fire resistance
       Non-detection
      Damage:  2D4 + 1
      THACO:  +1 bonus
      Damage type:  slashing
      Weight: 7
      Speed Factor: 7
      Proficiency Type: Bastard sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H38 - Jhor the Bleeder, Bastard Sword +2
    
      This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious 
      service at court throughout Faerun.  Skilled in "persuasion", he would use 
      this sword to perform the "Death Of A Thousand Cuts", an ancient ritual from 
      his homeland involving a lengthy series of small, painful incisions.  The 
      properties of the blade prevent blood from clotting, and the victim slowly 
      bleeds to death.  The sword was stolen, and its whereabouts have been a 
      mystery until now.
    
      STATISTICS:
    
      Combat Abilities: 2 extra hit points damage every round, until 10 hit points 
      of damage done
      THACO:  +2 bonus
      Damage:  2D4 + 2
      Damage type:  slashing
      Weight: 7
      Speed Factor: 6
      Proficiency Type: Bastard sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H39 - Blade of Searing, Bastard Sword +3
    
      The benefits inherent in this sword are plain to see; it is exceptionally 
      accurate, and a lick of flame follows every blow, searing the target in 
      addition to the normal damage received.  It is an efficient troll-killer, 
      though it has not yet been heralded as such in song or legend.
    
      STATISTICS:
    
      Combat Abilities: 1 extra point of fire damage
      THACO:  +3 bonus
      Damage:  2D4 + 3
      Damage type:  slashing
      Weight: 5
      Speed Factor: 5
      Proficiency Type: Bastard sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H40 - Blade of Roses, Long Sword +3
    
      This blade possesses an unearthly splendor, and it is likely that Sune, the 
      goddess of beauty and passion, had a hand in its creation.  The effect it has 
      on the wielder is immediate, and more than once in its history has this sword 
      has been the secret behind a lackluster soldier's sudden elevation at court.
    
      STATISTICS:
    
      Equipped Abilities:
       Charisma: +2 bonus
      THACO:  +3 bonus
      Damage:  2D4 + 3
      Damage type:  slashing
      Weight: 3
      Speed Factor: 2
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H41 - Long Sword +2
    
      A sword of standardized enchantment, powerful though it is.  The great 
      southern nations are said to have once had legions of their soldiers armed in 
      such a fashion, a force that must have appeared truly imposing on the 
      battlefield. The days of such extravagance are long past though.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  1D8 + 2
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H42 - Bastard Sword +2
    
      Not only has a smith made this sword so that it is better balanced and more 
      durable than a standard blade, powerful enchantments have also been placed on 
      it.  It is faster, more accurate, and hits for far more damage than the 
      standard of its type.
    
      STATISTICS:
    
      THACO:  +2 bonus
      Damage:  2D4 + 2
      Damage type:  slashing
      Weight:  7
      Speed Factor: 6
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H43 - Katana
    
      The katana is a single-edged, slightly curved sword that ends with a chisel 
      point. The katana is perhaps one of the finest swords ever made, the steps to 
      its creation a long and secret process, that is more art form than anything 
      else.  This blade is an important facet of Kara-Tur culture.  To touch or 
      wield a samurai's katana is to insult the samurai and to incite his wrath.  
      For a gaijin, or foreigner, to own such a blade is a rare occurrence. Either 
      the gaijin is a greatly honored friend of an important minister, or the 
      gaijin has murdered a samurai.
    
      STATISTICS:
    
      Damage:  1D10
      Damage type:  slashing
      Weight:  6
      Speed Factor: 4
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H44 - Katana +1
    
      To enchant a katana is no simple process.  Unlike conventional weapons, the 
      katana is already a near-perfect fighting sword.  To improve it usually 
      requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse 
      his fighting spirit into the spirit of the katana.  The wielder of an 
      enchanted katana, such as this one, must respect the customs of Kara-Tur and 
      of the samurai who once carried this blade into battle.  Not doing so could 
      drastically change one's luck for the worse.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Damage:  1D10 +1
      Damage type:  slashing
      Weight:  5
      Speed Factor: 3
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H45 - Katana +2: Malakar
    
      This sleek katana radiates magical energy when carried.  The Malakar, or 
      'Dueling Steel', was used by a less-than-honorable samurai during duels 
      against other samurai.  As if of its own volition it will swoop down and 
      deflect the slashing attacks of other weapons.  It is perfect for the warrior 
      concerned about defense as well as offense.
    
      STATISTICS
    
      THAC0: +2 bonus
      AC: +2 bonus against slashing weapons
      Damage:  1D10 +2
      Damage type:  slashing
      Weight:  4
      Speed Factor: 2
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H46 - Wakizashi
    
      The wakizashi, or companion sword is extremely important to samurai.  It is 
      worn at all times, even indoors, and is near the samurai when he sleeps at 
      night.  As finely made as the katana, the wakizashi, a shorter sword with a 
      length between 12 and 24 inches, is a dangerous weapon in the hands of a 
      skilled user.
    
      STATISTICS
    
      Damage:  1D8
      Damage type:  piercing
      Weight:  3
      Speed Factor: 3
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H47 - Wakizashi +1
    
      The wakizashi, or companion sword, is extremely important to the samurai.  It 
      is worn at all times, even indoors, and is near the samurai when he sleeps at 
      night.  Wu Jen masters have concealed within this wakishashi great power, 
      unleashed only when the wielder is in the thick of battle.  How or why this 
      wakizashi made it to Faerun is unknown, but if the samurai who owned it still 
      lives, he will certainly be looking for it.
    
      STATISTICS
    
      THAC0: +1 bonus
      Damage:  1D8 +1
      Damage type:  piercing
      Weight:  2
      Speed Factor: 2
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H48 - Ninja-To
    
      The sword of the ninja, the ninja-to, is of lower quality than other Kara-Tur 
      blades such as the katana.  The ninja-to is short with a straight blade, 
      making it ideal for the subterfuge of the ninja.  The ninja-to is also more 
      suited to fighting in closed places, sometimes giving the ninja an advantage 
      over the longer blades that the samurai used.
    
      STATISTICS
    
      Damage:  1D8
      Damage type:  slashing
      Weight:  5
      Speed Factor: 4
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H49 - Ninja-To +1
    
      Saito Kagizu or 'Cat of the East' as the thieves of Athkatla called him, 
      brought several of these ninja swords with him when he arrived in Faerun.  
      They were part of his personal collection, ninja-to that he either 
      'collected' from rivals or designed himself.  When he died, his mistress gave 
      away the swords to her other lovers, all of them powerful thieves in their 
      own right.
    
      STATISTICS
    
      THAC0: +1 bonus
      Damage:  1D8 +1
      Damage type:  slashing
      Weight:  4
      Speed Factor: 3
      Proficiency Type: Scimitar/Wakishashi/Ninja-To
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H50 - Scimitar +1, Shazzellim
    
      This scimitar is of rather poor quality but beneath its surface lies great 
      power and evil.  Created for the sole purpose of slaying Harpers, Shazzellim 
      is more than capable of that task.  With one strike of the blade a bard must 
      make a saving throw vs. spells or die.  Crafted by a Red Wizard of Thay, the 
      sword also has the ability to vocalize, which is why it was often given to 
      fighter-mages in the service of the Wizards.  Needless to say, possession of 
      this sword would not be looked upon very highly by Harpers.
    
      STATISTICS
    
      Equipped Abilities:
       Vocalize
    
      Combat Abilities:
       Any bard hit must make saving throw vs. spells with a -4 penalty or die
    
      Damage:  1D8 +1
      THAC0: +1
      Damage type:  slashing
      Weight:  3
      Speed Factor: 4
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H51 - Celestial Fury Katana +3
    
      To enchant a katana is no simple process.  Unlike conventional weapons, the 
      katana is already a near-perfect fighting sword.  To improve it usually 
      requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse 
      his fighting spirit into the spirit of the katana.  The wielder of an 
      enchanted katana, such as this one, must respect the customs of Kara-Tur and 
      of the samurai who once carried this blade into battle.  Not doing so could 
      drastically change one's luck for the worse.
    
      STATISTICS:
    
      Equipped Abilities:
          Lightning Strike:  Once per day
          Blindness:  Once per day
      Combat Abilities:
          Booming Thunder whenever the sword strikes an opponent
          (Stun, Save vs. Spell)
          Shocking Blow chance when sword strikes an opponent
          (5% chance of 20 additional electrical damage)
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  slashing
      Weight:  3
      Speed Factor: 1
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H52 - Scimitar +3: 'Water's Edge'
    
      The blade of this weapon seems to shimmer, revealing a fluid, razor edge. 
      Truly there was great skill involved in its construction, as well as a 
      blessing or two from some well-meaning eye above, even though the hilt is 
      comparatively almost clumsily adorned.
    
      STATISTICS:
    
      Damage:  1D8 +3
      THAC0: +3
      Damage type: slashing
      Weight: 3
      Speed Factor: 4
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 8 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H53 - Sword of Flame +1
    
      This blade burns with a magical fire, and a charring blast is released 
      whenever a hit is scored.  "Meta Infernum" is etched on the hilt, though it 
      appears somewhat faded and may not be original to the sword.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Damage:  1D8 +1, +1 fire damage
      Damage type:  slashing
      Weight: 4
      Speed Factor: 5
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H54 - Long Sword: The Equalizer
    
      Such is the age of this sword that its true origin has been lost to time, but 
      markings hint that it was possibly forged in the service of Helm.  Also 
      called the "Sword of Neutrality", it seems designed to seek and terminate 
      extremes, to shift the universe closer to harmonious equilibrium.  The 
      further the behavior of a target from true balance, the more potent the 
      damage they suffer.
    
      STATISTICS:
    
      Always considered +3 when determining what it can hit.
      THACO & Damage:
        vs True Neutral: +0 to hit, +0 damage
        vs Chaotic Neutral, Lawful Neutral  +1 to hit, +2 damage
        vs Neutral Good, Neutral Evil: +2 to hit, +4 damage
        vs other alignments: +3 to hit, +6 damage
      Damage type:  slashing
      Equipped Abilities:
           Immune to Charm and Confusion
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer
    
    
      This is a part of the Equalizer, a great long sword forged long ago as a tool
      for balancing the powers of the universe.  Also known as the 'sword of
      neutrality', it did greater damage the further the target's alignment was 
      from True Neutral.  The Equalizer was last rumored to have been wielded by 
      the elven hero Alaine Greenleaf, who was lost during a voyage to the 
      Underdark.  Other rumors have, however, proposed that the blade's pommel gem 
      was stolen by an escaped slave who returned to the surface world.
    
    
    SW1H55 - Katana +2
    
      To enchant a katana is no simple process.  Unlike conventional weapons, the 
      katana is already a near-perfect fighting sword.  To improve it usually 
      requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse 
      his fighting spirit into the spirit of the katana.  The wielder of an 
      enchanted katana, such as this one, must respect the customs of Kara-Tur and 
      of the samurai who once carried this blade into battle.  Not doing so could 
      drastically change one's luck for the worse.
    
      STATISTICS:
    
      THAC0: +2 bonus
      Damage:  1D10 +2
      Damage type:  slashing
      Weight:  4
      Speed Factor: 2
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H58 - Short Sword of Mask +4 (Throne of Bhaal)
    
      This blade is highly prized by those who serve the Shadowlord, as well as any 
      who engage in shadowy business.
    
      STATISTICS:
      Combat Abilities: 15% chance with every hit that opponent is entangled for 24 
      seconds, no save
    
      THACO:  +4 bonus
      Damage:  1D6 +4
      Damage type piercing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H59 - Short Sword of Mask +5 (Throne of Bhaal)
    
      Combined with the Heart of the Damned into a single lethal weapon, this 
      deadly blade is the preferred tool of assassins and thieves.
    
      STATISTICS:
      Combat Abilities:
      15% chance to drain 1 level from opponent with every hit
      15% chance with every hit that opponent is entangled for 24 seconds, no save
    
      THACO:  +5 bonus
      Damage:  1D6 +5
      Damage type piercing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H60 - Angurvadal +4 (Throne of Bhaal)
    
      Also known as the Stream of Anguish, this is the legendary burning blade of 
      Frithiof.
    
      STATISTICS:
      Special Abilities:
      Once per day increase user's strength to 22 for 60 seconds.
    
      THAC0: +4 bonus
      Damage:  1D8 +4, +1 fire damage
      Damage type:  slashing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H61 - Angurvadal +5 (Throne of Bhaal)
    
      The true power of Frithior's blazing sword has been unleashed by the Liquid 
      Mercury.
    
      STATISTICS:
      Special Abilities:
      Increase strength to 22 when equipped.
      User is immune to level drain when equipped.
    
      THAC0: +5 bonus
      Damage:  1D8 +5, 1d4+1 fire damage
      Damage type:  slashing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H62 - Foebane +3 (Throne of Bhaal)
    
      The Archmage Demron created this powerful blade for Captain Fflar of Myth 
      Drannor.  When the elven city fell, the sword was lost beneath the rubble of 
      the once great metropolis.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  2D4 + 3, +6 damage vs. undead, shapeshifters, and all extra-planar 
               beings (demons, planetars, etc.)
      Damage type:  slashing
      Weight:  7
      Speed Factor: 5
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H63 - Foebane +5 (Throne of Bhaal)
    
      Reunited with Fflar's Scabbard, Foebane is an even greater weapon than the 
      legends claimed.
    
      STATISTICS:
      Special Abilities: +1 bonus to all saving throws when equipped
      Combat Abilities: Each successful hit casts Larloch's Minor Drain on the 
      target (no save)
    
      THACO:  +5 bonus
      Damage:  2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar 
               beings (demons, planetars, etc.)
      Damage type:  slashing
      Weight:  5
      Speed Factor: 3
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H64 - Purifier +4 (Throne of Bhaal)
    
      This single handed weapon is infused with the very essence of virtue, and is 
      rumored to be the sanctified blade of the famous paladin Sir Wediyer.  The 
      weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar 
      rift.  Neither the fiend nor Sir Wediyer ever returned.
    
      STATISTICS
    
      Equipped Abilities:
          20% Magic Resistance
      Combat Abilities:
          Additional +4 damage versus chaotic evil opponents
    
      THACO:  +4 bonus
      Damage:  2D4 + 4
      Damage type:  slashing
      Weight:  6
      Speed Factor: 4
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Usable By:
      Paladins
    
    
    SW1H65 - Purifier +5 (Throne of Bhaal)
    
      With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest 
      single instrument of holy justice on the face of Faerun.
    
      STATISTICS
    
      Equipped Abilities:
         30% Magic Resistance
         Cast Dispel Magic twice per day
         Cast Mass Cure once per day
    
      Combat Abilities:
          Additional +5 damage versus chaotic evil opponents
    
      THACO:  +5 bonus
      Damage:  2D4 + 5
      Damage type:  slashing
      Weight:  5
      Speed Factor: 3
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Usable By:
      Paladins
    
    
    SW1H66 - Yamato +4 (Throne of Bhaal)
    
      The name of the mighty Wu Jen who fashioned this "companion sword" is long 
      forgotten.  However, the name Yamato, loosely translated, means "Guardian" or 
      "Defender".
    
      STATISTICS
    
      Special Abilities:
         Grants a +1 bonus to AC when equipped
    
      THAC0: +4 bonus
      Damage:  1D8 +4
      Damage type:  piercing
      Weight:  1
      Speed Factor: 0
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H67 - Usuno's Blade +4 (Throne of Bhaal)
    
      The daughter of a high ranking official within the bureaucratic society of 
      Kara-Tur, Usuno rejected her family's station and carved a legend for herself 
      among the Yakuza of the underworld.
    
      The blade of this enchanted ninja-to crackles with electrical energy.
    
      STATISTICS
    
      Special Abilities:
         10% chance of doing 2d10 electrical damage with each hit (save for half)
    
      THAC0: +4 bonus
      Damage:  1D8 +4
      Damage type:  slashing
      Weight: 1
      Speed Factor: 0
      Proficiency Type: Scimitar/Wakishashi/Ninja-To
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H68 - Spectral Brand +4 (Throne of Bhaal)
    
      Legend has it that the the souls of those who fall beneath this dark blade 
      are forever enslaved, and can be summoned to fight invisibly at the side of 
      the very one who defeated them.
    
      STATISTICS:
    
      Special Abilities:
    
      Summon spectral blade once/day.  This dancing sword fights on behalf of the 
      one who wields Spectral Brand for 4 rounds, attacking once per round and 
      doing 1D8+3 damage with each hit.
    
      Damage:  1D8 +4, +1D4 cold damage
      THAC0: +4
      Damage type: slashing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 8 Strength
      Not Usable By:
       Cleric
       Mage
    
    
    SW1H69 - Spectral Brand +5 (Throne of Bhaal)
    
      Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an 
      instrument of unholy death that should never have been unleashed upon the 
      Realms.
    
      STATISTICS:
    
      Special Abilities:
         Negative Plane Protection while equipped.
         Summon spectral blade once/day.  This dancing sword fights on behalf of 
         the one who wields Spectral Brand for 4 rounds, attacking once per round 
         and doing 1D8+3 damage with each hit.
    
      Combat Abilities:
         Armor Piercing Strike once/day.  Raises the THAC0 bonus to +10 for 3 
         rounds.
    
      Damage:  1D8 +5, +1D6 cold damage
      THAC0: +5
      Damage type: slashing
      Weight: 2
      Speed Factor: 1
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 8 Strength
      Not Usable By:
       Cleric
       Mage
    
    
    SW1H70 - Hindo's Doom +3 (Throne of Bhaal)
    
      Hindo was a samurai of great reknown, a staunch defender of his people 
      against the evil undead that often ravaged his homelands.
    
      STATISTICS
    
      Special Abilities:
         Cast Lesser Restoration once/day
    
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  slashing
      Weight:  3
      Speed Factor: 1
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H71 - Hindo's Doom +4 (Throne of Bhaal)
    
      Reunited with the hand of its original owner, Hindo's Doom is a katana worthy 
      of the greatest of Samurai.
    
      STATISTICS
    
      Special Abilities:
         Cast Greater Restoration once/day
         10% Magic Resistance when equipped
          Immunity to all forms of death magic when equipped
    
      THAC0: +4 bonus
      Damage:  1D10 +4
      Damage type:  slashing
      Weight:  2
      Speed Factor: 0
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H72 - Bastard Sword +3 (Throne of Bhaal)
    
      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. This is a magical bastard sword.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  2D4 + 3
      Damage type:  slashing
      Weight:  7
      Speed Factor: 5
      Proficiency Type: Bastard Sword
      Type:  1-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW1H73 - Long Sword +3 (Throne of Bhaal)
    
      These swords are usually referred to as doubled-edged swords, war swords, or 
      military swords.  The blade hums slightly in your hand, the only overt 
      evidence that magic runs through it.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight: 2
      Speed Factor: 2
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H74 - Short Sword +3 (Throne of Bhaal)
    
      This short sword has been forged by hands both magical and highly skilled.  
      Neither nick nor stain mar the flawless blade.  When used in battle the blade 
      radiates magic and gifts the wielder with increased skill.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D6 +3
      Damage type:  piercing
      Speed Factor: 0
      Weight:  1
      Proficiency Type: Short Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H75 - Katana +3 (Throne of Bhaal)
    
      To enchant a katana is no simple process.  Unlike conventional weapons, the 
      katana is already a near-perfect fighting sword.  To improve it usually 
      requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse 
      his fighting spirit into the spirit of the katana.  The wielder of an 
      enchanted katana, such as this one, must respect the customs of Kara-Tur and 
      of the samurai who once carried this blade into battle.  Not doing so could 
      drastically change one's luck for the worse.
    
      STATISTICS:
    
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  slashing
      Weight:  3
      Speed Factor: 1
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    SW1H76 - Scimitar +3 (Throne of Bhaal)
    
      The scimitar, or "shamshir" as it was originally called, has a single-edged 
      blade with a significant curve, and is tapered to an elongated, sharp point. 
      It is perhaps slower than other weapons of the same type, though it 
      compensates by the amount of damage it is capable of.  This particular weapon 
      has been enhanced magically to compliment the skill of the wielder.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D8 +3
      Damage type:  slashing
      Weight: 1
      Speed Factor: 2
      Proficiency Type: Scimitar/Wakizashi/Ninja-To
      Type:  1-handed
      Requires: 10 Strength
      Not Usable By:
       Cleric
       Mage
       Thief
    
    
    SW1H77 - The Answerer +4 (Throne of Bhaal)
    
      The last swing of a battle is more important than the first.  Such is the 
      philosophy embodied in this powerful weapon.  Although the strange design of 
      The Answerer makes it difficult to take the initiative in combat, with each 
      hit it makes an opponent more vulnerable to subsequent attacks.
    
      STATISTICS:
    
      Each hit lowers opponents' Magic Resistance by 15%
      Each hit applies a penalty of -2 to opponents' AC
    
      THACO:  +4 bonus
      Damage:  1D8 +4
      Damage type:  slashing
      Weight: 2
      Speed Factor: 9
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    NPSW01 - Sword of Arvoreen
    
      Another gift to Mazzy from Arvoreen, this short sword may only be used by 
      halflings.  The enchantments that exist within this sword give it the ability 
      to slow any opponent struck by it.
    
      STATISTICS:
    
      Abilities: Target must save vs. wand or have movement rated slowed by 2 (for 
      45 seconds).  Wielder of the sword is immune to slow and stun effects.
      THAC0: +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 3
      Speed Factor: 1
      Proficiency Type: Short Sword
      Type:  1-handed
      Usable By:
       Halflings
    
    
    NPSW02 - Katana +1
    
      Yoshimo's Katana +1
      This blade, although only lightly enchanted, has achieved a semblance of 
      awareness, enough so that it allows only the thief known as Yoshimo to wield 
      it.  Any other than he cannot use this flawless katana in battle.
    
      STATISTICS:
    
      THAC0: +1 bonus
      Damage:  1D10 +1
      Damage type:  slashing
      Weight:  5
      Speed Factor: 3
      Proficiency Type: Katana
      Type:  1-handed
      Usable By:
       Yoshimo
    
    
    NPSW03 - Hallowed Redeemer +2
    
      Keldorn distinguished himself early in his career as a paladin, and received 
      this blade as a boon from Torm.  It is exceptionally accurate, but also 
      protects him in battle with a special Fireshield, and any that strike him 
      while he wields it suffer Torm's wrath in the form of magical damage. None 
      but Keldorn may use this sword.
    
      STATISTICS:
    
      Equipped Abilities: 5 points of magic damage to any who deal out any damage 
      to the wielder.
    
      THACO:  +2 bonus
      Damage:  1D10 + 2
      Damage type:  slashing
      Weight: 8
      Speed Factor: 8
      Proficiency Type: Two Handed Sword
      Type:  2-handed
      Usable By:
       Keldorn
    
    
    NPSW04 - Corthala Family Blade +2
    
      This fine katana radiates magical energy when wielded by Valygar.  The blade 
      was designed to respond only to those with the blood of the family Corthala 
      flowing through their veins.  This +2 blade causes additional bleeding damage 
      when it strikes an opponent.
    
      STATISTICS
    
      Abilities: 2 points of additional bleeding damage on target every round for 
      2 rounds
      THAC0: +2 bonus
      AC: +2 bonus against slashing weapons
      Damage:  1D10 +2
      Damage type:  slashing
      Weight:  4
      Speed Factor: 2
      Proficiency Type: Katana
      Type:  1-handed
      Usable By:
       Valygar
    
    
    NPSW05 - Entropy
    
      This +2 abyssal greensteel blade is one of Haer'Dalis' favorite weapons.  
      This shortsword is capable of inflicting an additional three points of poison 
      damage if the target fails a saving throw.  This blade may only be used by 
      tieflings.
    
      STATISTICS:
    
      Special Abilities: 3 points of poison damage if target fails save
      THACO:  +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Short Sword
      Type:  1-handed
      Usable By:
        Tieflings
    
    
    NPSW06 - Chaos Blade
    
      Chaos is a +2 short-sword usable only by tieflings.  Everytime it strikes an 
      opponent, he or she loses 2 points of dexterity (for 30 seconds).  Haer'Dalis 
      prefers using Chaos with its partner -- Entropy.  When dual wielding these 
      two blades, Haer'Dalis is a dangerous opponent.
    
      STATISTICS:
    
      Special Abilities: Target loses 2 points of dexterity each hit (duration: 30 
      seconds)
      THACO:  +2 bonus
      Damage:  1D6 +2
      Damage type:  piercing
      Weight: 2
      Speed Factor: 0
      Proficiency Type: Short Sword
      Type:  1-handed
      Usable By:
        Tieflings
    
    
    -------------------------------------------------------------------------------
    TORMENT ITEMS (with Collector's Edition Bonus CD):
    -------------------------------------------------------------------------------
    
    WA2AMU - Sensate Amulet
    
      This amulet originates in the city of Sigil where is was forged the by the 
      Society of Sensation.  It was given out to the most loyal sensates, to 
      protect them when they traveled the Planes looking for new experiences.
    
      STATISTICS
    
      While Equipped:
      +5 bonus to hit points
      +2 bonus to charisma
      Permanent protection from evil
    
      Usable By:
       Cleric
    
    
    WA2DAK - Dak'kon's Zerth Blade
    
      This sword was the weapon of choice of the famous githzerai Dak'kon.  Dak'kon 
      was killed by a powerful entity while working for a creature known as the 
      'Nameless One'.
    
      STATISTICS:
    
      Equipped Abilities:
      +1 AC bonus
      able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell
    
      THAC0: +2 bonus
      Damage:  1D10 +2
      Damage type:  slashing
      Weight:  4
      Speed Factor: 2
      Proficiency Type: Katana
      Type:  1-handed
      Requires: 6 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    WA2HALB - Harmonium Halberd
    
      This weapon is a powerful weapon usually given out to the most important of 
      Harmonium captains.  The Harmonium is an faction based out of the planar city 
      known as 'Sigil'.
    
      STATISTICS:
    
      Equipped Abilities:
       +1 strength
       -1 Intelligence
       -1 Wisdom
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  piercing
      Weight: 12
      Speed Factor: 9
      Proficiency Type: Halberd
      Type:  2-handed
      Requires: 11 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    WA2HARP - Harp of Pandemonium
    
      Ravel's Harp of Pandemonium
      Ravel was a powerful night hag that lived in the city of Sigil.  Somehow she 
      angered the Lady of Pain, a powerful godlike figure that rules the city of 
      Sigil.  The Lady of Pain imprisoned Ravel within a magical maze, where the 
      night hag would be trapped for all time.  The  harp was one of the many 
      artifacts that Ravel left behind in Sigil when she was imprisoned.
    
      STATISTICS
    
      Special Abilities:  3 times a day can cause Pandemonium: all enemies must 
      make a saving throw vs. spells or be tossed away from the bard as well as 
      confused for three rounds.
    
      Usable By
       Bards
    
    
    WA2HELM - Vhailor's Helm
    
      This helmet was worn by a mysterious warrior named Vhailor.  The warrior was 
      destroyed while helping a creature known as the 'Nameless one'.
    
      STATISTICS:
    
      Special Abilities (once per day): cast simulacrum
      Armor Class Bonus: 1
      Weight:  2
      Not Usable By:
       Mage
       Bard
       Thief
    
    
    WA2PLAT - Plate of Balduran
    
      This plate was worn by the famous hero Balduran.  It is part of a set of 
      weapons and armor that was stolen from the museum in the city of Baldur's 
      Gate.
    
      STATISTICS:
    
      Equipped Abilities:
       +4 hit points
       +1 Charisma bonus
      Armor Class: -1
      Weight: 50
      Requires: 15 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    WA2RING - Mercykiller Ring
    
      The Mercykillers are a powerful faction based out of the planar city of 
      Sigil. This ring is given out to Mercykiller assassins when they are sent out 
      to punish those who have broken the laws of Sigil.  Often these assassins 
      will roam as far as the Prime Material plane.
    
      STATISTICS
    
      Equipped Abilities:
      +20% to set snares
      +20% to hide in shadows
      +20% to move silently
    
      Usable By:
       Thief
    
    
    WA2ROBE - Robe of Vecna
    
      This robe doesn't even have close to the power that the two famous artifacts, 
      the Hand and Eye of Vecna possess.  Still, from simply being worn by the 
      powerful lich, the robe absorbed enough magical energies to become a potent 
      magic item.
    
      STATISTICS:
    
      Equipped Abilities:
      AC: base set to 5
      Improves casting speed by 4
      +10% Magic Resistance
      Weight:  3
      Only usable by:
      Mage (single, dual, & multi-class)
    
    
    WA2S1H - Sword of Balduran
    
      The Sword of Balduran was the favored weapon of the famous adventurer who 
      founded the city of Baldur's Gate.   It is part of a set of weapons and armor 
      that was stolen from the museum in the city of Baldur's Gate.
    
      STATISTICS:
    
      Equipped Abilities:
      +10% to lore
      +10% Magic Resistance
      Damage:  1D8 +2
      THACO:  +2 bonus
      Damage type:  slashing
      Weight: 3
      Speed Factor: 3
      Proficiency Type: Long Sword
      Type:  1-handed
      Requires: 5 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
    
    
    WA2SHIEL - Shield of Balduran
    
      This shield was worn by the hero Balduran.  It is part of a set of weapons 
      and armor that was stolen from the museum in the city of Baldur's Gate.
    
      STATISTICS:
    
      Equipped Abilities:
       Reflects beholder rays
       -1 Penalty to Strength
      Armor Class Bonus: 4
      Weight: 5
      Requires: 12 Strength
      Not Usable By:
       Bard
       Druid
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    TWO HANDED SWORDS:
    -------------------------------------------------------------------------------
    
    SW2H01 - 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: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      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:
    
      THACO:  +1 bonus
      Damage:  1D10 +1
      Damage type:  slashing
      Weight: 12
      Speed Factor: 9
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H03 - Two Handed Sword, Berserking
    
      Two-Handed Sword, Cursed Berserking +3
      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 
      unconscious.  A very powerful sword, but one must decide whether or not it is 
      worth the risk.  Even after the battle-fury has ended, this sword can only be 
      removed via an exorcism using a remove curse spell.
    
      STATISTICS:
    
      THACO:  +3 bonus
      Damage:  1D10 +3
      Damage type:  slashing
      Special:
          Causes the wielder to go berserk
          Can only be removed with a 'remove curse' spell
      Weight: 15
      Speed Factor: 10
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      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
      THACO:  +2 bonus
      Special:  Free Action (while equipped) - protects the wielder from any magics 
                that affect movement such as hold and web.
      Damage Type:  slashing
      Weight:  10
      Speed Factor:  8
      Proficiency Type:  Large Sword
      Type:  2-handed
      Requires: 14 Strength
      Not usable by:
      Druid
      Cleric
      Mage
      Thief
    
    
    SW2H07 - Two Handed Sword +3
    
      Two Handed Sword +3: Harbinger
      When the hero Trueblood destroyed the Harbinger, a demon gorging itself on 
      the blood of peasant folk near Luskan, he bound its essence in the only 
      vessel capable of holding it, his fabled sword, Deliverance.  Though the evil
      creature was dominated by the will of the semi-sentient blade, it was not 
      truly defeated, and it transformed the weapon from within.  Now it acts much 
      like any other enchanted weapon, but when it strikes, there is a small chance 
      that a fireball erupts, a sign that the demon within still rages at its 
      imprisonment.  There is also a chance that any ogre it hits will be turned to 
      stone.  Whether this is an ability of the demon or a vestigial power of the 
      original blade is not known.
    
      STATISTICS
    
      Combat Abilities: Fireball
       There is a 5% chance per hit that a 10d6 fireball explodes, centered on the 
       target
      Flesh to Stone
       All ogres when hit must save vs. spells or be turned to stone
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  slashing
      Weight:  10
      Speed Factor: 7
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H09 - Two Handed Sword +4, Warblade
    
      This large sword is an enchanted version of the barbaric swords of the 
      Northern tribes. Forged during battle and dipped in the blood of the brave 
      fallen, the enchantment granted to the blade by the barbarian gods is 
      incredible.
    
      STATISTICS
    
      THAC0: +4 bonus
      Damage:  1D12 +4
      Damage type:  slashing
      Weight:  11
      Speed Factor: 6
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H10 - Holy Avenger
    
      The Holy Avenger: Carsomyr
      Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever 
      forged on Faerun, though its origin and history is thought purposefully 
      forgotten, such that the sword itself never overshadow the importance of the 
      struggles that must be fought today.  It is infused with the very essence of 
      virtue, and requires as much from any paladin that would hope to wield it.  
      The evils of the Realms must truly stand aside when this weapon is brought to 
      bear, their magic dispelled with a word, steadfastly resisted with ease.  
      Carsomyr also harbors a special distaste for the forces of evil and chaos, 
      and such creatures must fear additional damage from its touch in battle.
    
      STATISTICS
    
      Equipped Abilities:
          50% Magic Resistance
          Dispel magic 3 times per day
      Combat Abilities:
          +5 damage to chaotic evil opponents in addition to other bonuses.
          Dispels magic whenever the sword strikes an opponent
      THAC0: +5 bonus
      Damage:  1D12 +5
      Damage type:  slashing
      Weight:  7
      Speed Factor: 5
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Usable By:
       Paladins
    
    
    SW2H11 - Two Handed Sword +2
    
      A derivative of the long sword, the two-handed sword is significantly longer, 
      both in blade and hilt.  Its primary function is cleaving mounted knights and
      breaking up pike formations.  This magical version is even more capable of 
      such functions, serving as a fearful reminder of what comes of the union 
      between weapons and sorcery.
    
      STATISTICS:
    
      Damage:  1D10 +2
      THAC0: +2 bonus
      Damage type:  slashing
      Weight: 10
      Speed Factor: 8
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H12 - Two Handed Sword: Flame of the North + 2
    
      Two Handed Sword: Flame of the North
      The title does not refer to the blade itself, but rather to the woman who 
      originally wielded it in the icy hinterlands of Faerun.  Her name was 
      Carerra, and she was a veritable firestorm that swept across arctic trolls 
      and the northern orcish tribes.  She was a hated enemy of many a shaman whose 
      magic often floundered against her fury. After a lifetime of raucous battle, 
      it was old age that eventually claimed her.  The sword was passed to her 
      granddaughter, an adventurer, who presumably brought it to Amn.
    
      STATISTICS:
    
      Equipped Abilities: 10% magic resistance
      THAC0: +2 bonus
      Damage:  1D10 +2, +4 extra damage to chaotic evil opponents
      Damage type:  slashing
      Weight: 10
      Speed Factor: 8
      Proficiency Type: Two-handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H14 - Lilarcor
    
      Lawrence Lilarcor was well known, not for being brave, but as an idiot.  As 
      the tale goes, the boastful Lilarcor left his village at the urging of his 
      friends so that the "great hero" could do battle with a devious Treant.  He 
      walked for days in the dead of winter until, feverish, he found his target 
      and began an epic wrestling match.  Unfortunately (or perhaps luckily), the 
      "Treant" was nothing more than a craggy old normal oak.  His friends had been 
      jesting, not actually expecting that Lilarcor would go fight the fictitiously 
      dangerous tree.  That might have been the end of it, but Lilarcor, not really 
      knowing what a Treant was in the first, didn't realize the truth.  He 
      eventually uprooted the oak and, marching proudly home, he declared himself a 
      hero.  Thus was born a laughing stock of epic proportions, and over time the 
      name of Lilarcor became the sacrificial fool in many tales of "less than 
      brilliance".
    
      It is not known whether this enchanted weapon is Lilarcor himself, perhaps 
      imprisoned by an evil mage or some other odd coincidence of fate, but it 
      certainly acts in a manner consistent with his level of competence.  If it is 
      he, he has never bemoaned his captivity.  He might not realize, or care, that 
      he is no longer a human.
    
      As a weapon, Lilarcor has its uses, but many a warrior has eventually given 
      it away.  Banter such as "Ouch, that musta hurt", "Oh yeah!  Got 'im good", 
      and "Beware my bite for it might...might...might really hurt or something" is 
      a constant barrage on a warrior's psyche.
    
      STATISTICS:
    
      Damage:  1D10 +3
      THAC0: +3 bonus
      Damage type:  slashing
      Equipped Abilities:
          Immunity to Charm
          Immunity to Confusion
      Weight: 10
      Speed Factor: 8
      Proficiency Type: Two Handed Sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H15 - Silver Sword
    
      This Vorpal Silver Sword radiates a dark aura when you examine it, and the 
      blade is so finely sharpened it could likely sever a head in a single blow.
    
      STATISTICS:
    
      Combat Abilities:
       25% chance each hit that target must make a saving throw vs death (-2 
       penalty) or die.
    
      THAC0: +3 bonus
      Damage:  1D10 +3
      Damage type:  slashing
      Weight: 15
      Speed Factor: 10
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H15A - Silver Blade
    
      Part of a Silver Sword
      This is a piece of a Silver Sword, a vorpal two-handed sword used by the 
      githyanki and considered holy by them.  It is magically sharp and can sever 
      limbs and heads with ease.  If the whole weapon could be found, it could be 
      magically re-forged.
    
    
    SW2H16 - Sword of Chaos +2
    
      Sarevok's Sword of Chaos
      The blade of Sarevok, brother of <CHARNAME>, used in the battle they fought 
      in faraway Baldur's Gate.  <CHARNAME> prevailed, destroying Sarevok's plans 
      and rescuing the Sword Coast from the brink of war.  The sword itself defies 
      identification, likely forged specifically for Sarevok to best focus the 
      infernal energy he hoped to control.  Much of its power died with him.
    
      STATISTICS:
    
      Abilities: each hit drains one hit point from the target and transfers it to 
      the wielder.  This will not heal beyond the wielder's maximum.
    
      Damage:  1D10 +2
      THAC0: +2 bonus
      Damage type:  slashing
      Weight: 10
      Speed Factor: 8
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Monk
    
    
    SW2HDEAT, SW2H08 - Soul Reaver +4
    
      Two Handed Sword +4: Soul Reaver
      A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir 
      to a warrior king.  Though they seemed of even skill, Andor grew oddly weaker 
      with each hit of the Baron's family blade.  Panicking, he bade his bodyguards 
      kill Eeirk.  Despite his claims of morality, some noted that the young noble 
      had positioned his men before the duel was even underway, and though he 
      professed disdain for its dark magic, Andor made a tidy fortune off the sale 
      of the evil blade.
    
      STATISTICS
    
      Combat Abilities: Each hit makes the target receive a cumulative 2 point 
      penalty to their THAC0
       Duration: 20 rounds
      THAC0: +4 bonus
      Damage:  1D10 +4
      Damage type:  slashing
      Weight:  10
      Speed Factor: 6
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
       Good characters
    
    
    SW2H17 - Gram the Sword of Grief +5 (Throne of Bhaal)
    
      This is one of the many weapons of the great hero Siegfried.  The blade is 
      particularly sharp and well balanced, and in a certain light one can see the 
      faint image of a serpent within the hilt.
    
      STATISTICS
    
      Combat Abilities:  10% Chance of 2d12 poison damage
    
      THAC0: +5 bonus
      Damage:  1D10 +5
      Damage type:  slashing
      Weight:  9
      Speed Factor: 5
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H18 - Gram the Sword of Grief +5 (Throne of Bhaal)
    
      Siegfried's fearsome blade is even more powerful with the Heart of the Damned 
      set into its pommel.
    
      STATISTICS
    
      Special Abilities:
        5% Magic Resistance when equipped
    
      Combat Abilities:
        10% Chance of 2d12 poison damage
        Each hit target must save vs. death (with a -5 penalty) or lose 1 level
    
      THAC0: +5 bonus
      Damage:  1D10 +5
      Damage type:  slashing
      Weight:  9
      Speed Factor: 5
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H19 - Carsomyr +6 (Throne of Bhaal)
    
      Even a Holy Relic as powerful as Carsomyr is made even greater when combined 
      with the Eye of Tyr.
    
      STATISTICS
    
      Equipped Abilities:
          50% Magic Resistance
          Dispel magic 3 times per day
      Combat Abilities:
          +6 damage to chaotic evil opponents in addition to other bonuses.
          Dispels magic whenever the sword strikes an opponent
      THAC0: +6 bonus
      Damage:  1D12 +6
      Damage type:  slashing
      Weight:  6
      Speed Factor: 4
      Proficiency Type: Two handed sword
      Type:  2-handed
      Requires: 14 Strength
      Usable By:
       Paladins
    
    
    SW2H20 - Two Handed Sword +3 (Throne of Bhaal)
    
      A derivative of the long sword, the two-handed sword is significantly longer, 
      both in blade and hilt.  Its primary function is cleaving mounted knights and 
      breaking up pike formations.  This magical version is even more capable of 
      such functions, serving as a fearful reminder of what comes of the union 
      between weapons and sorcery.
    
      STATISTICS:
    
      Damage:  1D10 +3
      THAC0: +3 bonus
      Damage type:  slashing
      Weight: 9
      Speed Factor: 7
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    SW2H21 - Psion's Blade +5 (Throne of Bhaal)
    
      ome believe this massive blade to be of Drow origin, though others dispute 
      this claim.  However, all agree this great sword was fashioned with a single 
      purpose... to rid the world of the Illithid. Those who wield the Psion's 
      Blade are immune to the Mind Flayer's psionic attacks.  The bewildering gaze 
      of Umber Hulks, often found serving the Illithid, are similarly rendered 
      harmless.
    
      STATISTICS:
    
      Grants immunity to confusion and all Psionic attacks when wielded.
    
      Damage:  1D10 +5
      THAC0: +5 bonus
      Damage type:  slashing
      Weight: 9
      Speed Factor: 5
      Proficiency Type: Two Handed sword
      Type:  2-handed
      Requires: 14 Strength
      Not Usable By:
       Druid
       Cleric
       Mage
       Thief
    
    
    -------------------------------------------------------------------------------
    WANDS:
    -------------------------------------------------------------------------------
    
    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
    
    
    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 - Wand of Lightning
    
      The possessor of the wand can discharge six bolts of lightning.  As it passes 
      through a creature, each bolt does 3d6 points of damage, with a save vs. wand 
      for half damage.  The bolts will continue through the target and proceed to 
      'rebound' until expended.  The wand may target up to six different enemies.
    
      STATISTICS:
    
      Effect:  Lightning bolt
      Damage:  3D6 (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', affecting a 40' cube.  If the target creatures fail 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:
    
    
    WAND09 - Wand of Polymorphing
    
      This wand emits a thin, green beam that darts forth to a nearby target.  Any 
      creature touched by this beam must make a save vs. wands or be polymorphed 
      into a squirrel.
    
      STATISTICS:
    
      Effects:  Polymorph target into squirrel unless save vs. wands
      Range:  5
      Area:  1 creature
      Duration:  permanent until dispelled
      Not usable by:
      Fighter
      Cleric
      Druid
      Thief
    
    
    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 8D6 damage to the target 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:  8D6 (save vs. wands for half)
      Range:  120 ft
      Area:  1 creature
      Not usable by:
      Fighter
      Mage
      Bard
      Thief
    
    
    WAND12 - Wand of Wonder
    
      Only those with a gambling streak dare use this wand in battle.  When 
      triggered it is, at best, unpredictable and, at worst, suicidal.  The 
      whimsical mage Malimak created it as a gift for a rival, though more as a 
      prank than with hurtful intent.  The recipient's reaction is not known, 
      though Malimak relocated shortly thereafter.  It should be used with caution, 
      or not at all.
    
      STATISTICS
    
      Special Abilities:  Random effects appear each time the wand is used.
    
    
    WAND13 - Wand of Cloudkill
    
      This wand emits a vapor bubble that travels towards the target exploding into 
      a deadly cloud of noxious gas that expands to fill an area roughly 20 feet in 
      radius.  The cloud will instantly kill any creature with 4 HD or less with no 
      saving throw.  Any creature within 5 to 6 HD must make a saving throw or be 
      slain.  Creatures with greater than 6 HD simply take 1-10 damage for every 
      round that they remain within the cloud.  The cloud will dissipate after 
      approximately 1 turn.
    
      STATISTICS:
    
      Effects:  1-10 damage per round
        1-4 HD : Instant death no save
        5-6 HD : save vs. spell or instant death
      Range:  60 ft.
      Area:  20' radius
      Duration:  1d4 turns
      Not usable by:
      Fighter
      Cleric
      Druid
      Thief
    
    
    WAND14 - Web Sack
    
      Wands are 1 1/4 feet long and slender.  They are made of ivory, bone, or wood 
      and are usually tipped with something - metal, crystal, stone, etc.  They are 
      fragile and tend to break easily.  Because of this, they are often kept in 
      cases.
    
      Wands are powered by charges, each use costing one or more charges (depending 
      on the item).  When a wand runs out of charges, it is consumed and destroyed.
    
    
    WAND15 - Wand of Apprenti
    
      This wand was created for you by your apprentices, and will randomly cast a 
      variety of three spells, each from a separate elemental source.  It 
      apparently has 50 charges.
    
    
    WAND18 - Wand of Spell Striking (Throne of Bhaal)
    
      Ironically, these wands are both prized and hated by wizards.  They can tear 
      down an enemy mage's defenses, but of course every mage knows the wands can 
      also be turned against themselves.
    
      Cast Breach (uses 1 charge)
      Cast Pierce Magic (uses 1 charge)
    
      Usable By:
      Mage
      Bard
    
    
    WAND19 - Wand of Cursing (Throne of Bhaal)
    
      This wand instantly afflicts targets with blindess, deafness and renders them 
      mute.  But perhaps the most dangerous aspect of this terrible device is that 
      anyone can use it.
    
      STATISTICS:
    
        Cast Blindness, Deafness and Silence on target, 1 charge (save negates all
        effects)
    
    
    ===============================================================================
                         < < < < < Final Words.... > > > > >
    ===============================================================================
    
    This FAQ was written entirely using the GWD Text Editor:  (shareware)
      http://www.gwdsoft.com/
    
    _________________________
    Shameless Self Promotion:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
    
        NES:      Disney Adventures in the Magic Kingdom
                  Final Fantasy -- Magic FAQ
                  The Legend of Zelda
        SNES:     Aerobiz
                  Aerobiz Supersonic
                  Utopia: Creation of a Nation
        Genesis:  StarFlight
        PSX:      Thousand Arms -- Walkthrough
                                -- Forging/Dating FAQ
        PS2:      Madden NFL 2001
        XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                      -- Influence Guide
        PC:       AD&D Rules FAQ, 2nd and 3rd Editions
                  Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                              NPC List
                                                              Creature List
                  Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                     -- Items List
                                                     -- Class FAQ
                                                     -- Creature List
                  Civilization III (incomplete)
                  Colonization -- the Single Colony Strategy Guide
                               -- the Cheat Guide
                  Drakan: Order of the Flame
                  Dungeon Hack
                  Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                    Items List
                                                    Kresselack's Tomb Map (JPG)
                                                    Burial Isle Map (JPG)
                                                    Shattered Hand Map (JPG)
                  Icewind Dale II                -- Items List
                  Master of Magic (revision)
                  Messiah
                  Pharaoh (currently being edited by Red Phoenix)
                  Planescape: Torment  -- FAQ/Walkthrough
                                          Items Listing
                  Rollercoaster Tycoon
                  Sid Meier's Alpha Centauri
                  The Sims
                  Ultima 4: Quest of the Avatar
                  Ultima 7: The Black Gate
                  Ultima 7 Part 2: Serpent Isle
                  Ultima Underworld -- Keyboard Commands
                  Ultima Underworld II -- Keyboard Commands
                                       -- Spell List
      All of my FAQs can be found at:
        http://www.gamefaqs.com/features/recognition/2203.html
        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    ________________
    Version History:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Version 1.0  October 26, 2000  577k
    
        Original Version.
    
      Version 1.1  November 26, 2000  577k
    
        Fixed one small mistake.
    
      Version 1.2  June 1, 2001  620k
    
        Moved the "Quick Item List" from my BG2 walkthrough to this guide.
    
      Version 2.0  June 28, 2001  718k
    
        Added all the Throne of Bhaal items into the list.
    
      Version 2.01  January 17, 2005  719k
    
        Changed my email address, and updated some small things.
    
    
    ________
    Stinger:
    ŻŻŻŻŻŻŻŻ
      Jan:  Greetings, everyone.  Sorry, no gifts or souvenirs this time but I'll
            keep you all in mind the next time I'm gone.  Oh, Keldorn: the gods say
            'hi' and that you should wash your underwear more thoroughly.  Everyone
            ready? Let's go adventuring.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This Document is Copyright 2000-2005 by Dan Simpson
    Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
    
    I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
    anything to do with the creation of this game.  This FAQ may be posted on any
    site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
    posting it.  You may not charge for, or in any way profit from this FAQ.