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    Item List by DSimpson

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

                              ___________________________
                              ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                  Icewind Dale II (PC)
                                     Items Listing
                              ___________________________
                              ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
                                   January 17, 2005
                                     Version  2.01
    
                            Written by:  Dan Simpson
                                 Email:  dsimpson.faqs@gmail.com
    
    
      If emailing me, use this subject:  Icewind Dale II Items 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/
    
    Although I left most of the item descriptions in, I removed redundancies where
    I could. For instance, I list the description for the FIRST "Long Sword", but
    never again.  Also, many items in IWD2 have "better" versions, these also have
    identical descriptions, which aren't listed.  These "better" versions are
    generally acquired by playing the game in Heart of Fury mode, NOT by finding
    someone to upgrade your sword.
    
    Plot-related items are generally found in "Misc" rather than the category that
    they might normally belong to. (Say, an important BOOK was a plot item, it
    would most likely be found in Misc)
    
    This FAQ looks best in a fixed-width font, such as Courier New.
    
    This Document is Copyright 2002-2005 by Dan Simpson
    Icewind Dale II is Copyright 2002 by 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.
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
                                   Table of Contents
    ===============================================================================
    
      Cheating in IWD2
    
      Items
    
      Amulets
      Arrows
      Axes
      Bags
      Belts
      Blunt Weapons (Maces, Morningstars, Hammers)
      Bolts
      Books
      Boots
      Bows
      Bracers
      Bullets
      Chain Armor
      Cloaks
      Clubs
      Crossbows
      Daggers
      Darts
      Flails
      Gems
      Halberds
      Helmets
      Instruments
      Leather Armor
      Misc
      Plate Armor
      Potions
      Quarterstaffs
      Rings
      Robes
      Scrolls (non-spell)
      Shields
      Slings
      Spears
      Swords
      Wands
    
      Spell Scrolls
    
      Final Words...
    
    
    
    ===============================================================================
    Cheating in IWD2
    ===============================================================================
    
    
      To get Cheating enabled, simply check the "Cheats" box in the Config program
      that first ran when you originally played the game.  You can also find the
      Config program in Start Menu > Black Isle > IWD2.
    
      Once cheats are active, in game press Ctrl + Tab to display the console 
      window and then you can enter the following codes:
    
      ctrlaltdelete:explorearea()           Show full map.
    
      ctrlaltdelete:Hans()                  Teleport party to pointer.
    
      ctrlaltdelete:SetCurrentXP([number])  Give selected characters indicated EXP.
    
      ctrlaltdelete:AddGold([number])       Add indicated gold to party total.
    
      ctrlaltdelete:Midas()                 Add 500 gold to party total.
    
      ctrlaltdelete:FirstAid()              5 healing potions, 5 antidotes, and
                                            1 Scroll Of Stone To Flesh.
    
      ctrlaltdelete:CreateItem("xxxxxx")    Creates an item
    
      ctrlaltdelete:enablecheatkeys()       Activates the Hot Key cheats
    
      Note:  It doesn't matter if you capitalize the cheats or not.
    
      Note:  If you are creating an item that can have multiples in one stack, use
             the CreateItem("xxxxxx", num) form.  So to create 300 Summon Cow
             scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300)
    
             To get the MAXIMUM number of something, use -1 as your quantity.
             This causes an integer overflow, and sends it back to the highest
             number possible (65,535).  Doesn't work with addgold().
    
      Example:  To create a Boots of Speed ("00boot01"), I would enter in the
                command line:
    
                ctrlaltdelete:createitem("00boot01")
    
                To create near-unlimited arrows:
    
                ctrlaltdelete:createitem("00arow01",-1)
    
      Hot Keys: (for use with the enablecheatkeys() cheat)
    
        CTRL+1 -- change the armor of the paper doll (the armor class doesn't
                  change)
        CTRL+2 -- fades screen to black
        CTRL+3 -- fades screen to normal
        CTRL+4 -- highlight the background-interactive objects (such as script
                  triggers, or anything you can click on for information)
        CTRL+6 -- shapeshift your character into the previous paper doll in list
        CTRL+7 -- shapeshift your character into the next paper doll in list
        CTRL+8 -- highlights the text boxes
        CTRL+9 -- highlight the sprites
        CTRL+A -- do a sprite animation (see CTRL+S)
        CTRL+B -- sets "speed" (speed of WHAT?)
        CTRL+C -- view Chapter Text
        CTRL+D -- display some strange numbers
        CTRL+F -- turn the character
        CTRL+J -- transport onto the position pointed by the cursor
        CTRL+M -- (Then press ENTER) DEBUG DUMP
        CTRL+Q -- Makes the creature at the mouse cursor join the party
        CTRL+R -- heals the party member whose portrait your mouse is currently
                  over (doesn't have to be selected)
        CTRL+S -- select a sprite animation
        CTRL+X -- information on position (more)
        CTRL+Y -- hurts/kills person mouse cursor is over
    
    
        Caution:  Use Hot Keys at your own risk.  While CTRL-R and CTRL-Y are
                  completely safe to use, CTRL-Q is not and might crash your game.
    
    
    
    ===============================================================================
    Items Listing
    ===============================================================================
    
    
    
      Note:  If you're having trouble telling the difference between the LETTER O
             and the number 0 (zero), try changing the font to one where there is
             a / (slash) through the 0 (zero).  For example, FIXEDSYS will display
             the slash.
    
    
    
    
    ===============================================================================
    Amulets
    ===============================================================================
    
    
    00AMUL01
    
    A necklace is a piece of ornamental metal jewelry usually made of silver, gold,
    platinum, or other precious metal, and adorned with gems.  A necklace is always
    worn on the neck and can be of any length.
    Weight:  1 lb.
    
    00AMUL02
    00AMUL03
    00AMUL04
    00AMUL05
    00AMUL06
    00AMUL07
    00AMUL08
    00AMUL09
    00AMUL10
    00AMUL11
    
    
    00AMUL12
    Necklace of Missiles
    
    This necklace creates a tiny magical bead that will fly unerringly towards its
    target. Upon striking the target, the bead will burst into a fiery inferno,
    burning anything caught within the blast area.
    
    STATISTICS:
    
    Range:  50 ft
    Area of effect:  30 ft radius
    Damage:  6d6 (Reflex save for half)
    Weight: 1 lb.
    
    
    00AMUL13
    Amulet of Protection +1
    
    Amulets are one the most favored items to enchant by wizards because of their
    ability to be worn without interfering with the delicate rituals of spell
    casting. This particular amulet has been infused with various magics that are
    designed to protect the wearer from harm.
    
    STATISTICS:
    
    Deflection Bonus: +1
    Saving Throw Bonus: +1
    Weight: 1 lb.
    
    
    00AMUL14
    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'.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Shield
    Weight: 1 lb.
    
    
    00AMUL15
    Amulet of Intellect
    
    This amulet has been enchanted to improved the wearers learning capabilities.
    
    STATISTICS:
    
    Intelligence:  +1
    Weight: 1 lb.
    
    
    00AMUL30
    Lucky Knucky
    
    This barely recognizable lump of fish bone has been carried as a good luck
    charm in Targos for almost twenty years.  The item's history started with the
    sailor Young Ned of Lonelywood.  On one of his fishing trips near Targos, his
    small boat capsized near the Maer Dualdon shore.  He held onto his prize catch,
    an "unbelievably massive" knucklehead trout, despite being charged by a hungry
    bear when he reached shore.  The bear snatched the majority of the trout away
    from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked
    the rest of the way to Targos and kept the head as evidence of his encounter.
    Over time, Ned started to attribute his good fortune as a sailor to his "lucky
    knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
    in a rigged card game.  Ned was bitter over being cheated, but he wasn't
    willing to stand up to Marg to get it back.  Marg later used the fish head as
    currency to buy supplies as he hastily fled from Targos.  The man who received
    the piece of bone held on to it for a few months before handing it off to a
    friend at the docks.  In the years that followed up to the current date, Ned's
    "lucky knucky" has been traded, won, or sold to over a dozen people in Targos
    and, once, in Bremen.
    
    STATISTICS:
    
    Saving Throw Bonus: +1 to all saving throws
    Weight: 0 lb.
    
    
    00AMUL31
    Yeti Skin Scarf
    
    This is a scarf that is constructed from the fur of a Yeti.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Weight: 2 lb.
    
    
    
    00AMUL32
    Winter Wolf Scarf
    
    This is a scarf that is constructed from the fur of a Winter Wolf.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Charisma: +1
    Weight: 2 lb.
    
    
    
    00AMULBT
    Belib's Multiple Tool
    
    Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who
    believed in covering every angle of his tiny arse before leaving on grand
    quests.  He created magical items that literally saturated the gamut of
    possible situations that could arise from his high adventures.  These magical
    items would have been the envy of all adventurers, had Belib been successful in
    leaving his domicile with his equipment.
    
    After many years of creating his incredible inventory of enchanted do-dads,
    Belib finally gathered his wares into an immense backpack (naturally, it was
    enchanted to carry far more than what would normally fit into a gnome's pack)
    and set out to quest for the grandest quests.  Unfortunately for Belib, one of
    his tiny feet tripped over his home's threshold and he was summarily crushed
    under the enormous weight of his pack.  The backpack burst open and scattered
    his enchanted wares all across his front yard.  One would like to think that
    passing sentient beings would stop and help the crushed gnome, but the most
    that passersby did was loot Belib's goods.
    
    One of Belib's more popular goodies, especially with the vermin that make
    stealing and looting a career, was Belib's Multiple Tool.  Disguised as an
    ornate amulet, this tool would help make even the most inept rogue a master of
    lock picking and trap disarming.  As is usually the case with items that aid in
    the thieving arts, Belib's Multiple Tool has found its way into many greased
    palms over the years.
    
    STATISTICS:
    
    Special:
     +1 to Open Lock skill
     +1 to Search skill
    Weight: 1 lb.
    
    
    00HFAMBT
    Belib's Multiple Tool of Fortune
    
    STATISTICS:
    
    Special:
     Open Lock skill: +2
     Search skill: +2
     Saving Throw Bonus: +1 to all
    Weight: 1 lb.
    
    
    
    00AMULDS
    Druid's Stone
    
    These sand-colored stones were fashioned by druids watching the borders of the
    Anauroch Desert.  The druids would often meditate while on their lonely vigils,
    and the stones they wore would help them commune with the earth and stones
    beneath their feet, telling them of the movements of desert creatures in the
    surrounding area.  In times of danger, they could summon the strength of the
    earth to their aid, causing their skin to become as hard as stone and giving
    them some protection against attacks.
    
    The reason for their vigil was unknown, but the druids vanished mysteriously
    over fifty years ago, and no one knows what became of them.  Only their druid
    stones remained, and the stones have told no stories.
    
    STATISTICS:
    
    Special:
     Spell Power:  Can cast the spell Stoneskin once per day
    Weight: 1 lb.
    
    
    
    00HFAMDS
    Druid's Stone of Thorns
    
    Versions of these sand-colored stones were fashioned by druids watching the
    borders of the Anauroch Desert, but this particular stone was worn by Theon,
    who was believed to have organized the Anauroch vigil based on portents he had
    received upon the winter winds.  When Atalacyls the Lost eventually crossed the
    boundaries of the Anauroch desert, Theon gathered the druids to him and engaged
    him in battle on the sands.  Despite the powers of their stones, Atalacyls
    defeated them to a man and turned their bodies to sand, then made a small pile
    of their druid stones as a warning to others not to follow him on his path.  He
    continued his journey westwards until he was found by Old Duke Kholsa Ehld, and
    the two of them met in battle over Atalacyls' crimes against the Weeping Queen.
    
    While worn, this stone allows the druid to ask favors of the earth and stones
    beneath their feet.  In times of danger, the stone can summon the strength of
    the earth to their aid, causing rocky stalactites to erupt from the earth, the
    area to blossom with spikes, or the wearer's skin to become as hard as stone
    and giving them some protection against attacks.
    
    STATISTICS:
    
    Special:
     Spell Power:  Can cast spell Spike Growth once per day
     Spell Power:  Can cast the spell Stoneskin once per day
     Spell Power:  Can cast the spell Spike Stones once per day
    Weight: 1 lb.
    
    
    00AMULES
    Eye of the Storm
    
    In the howling north of Icewind Dale, it can be difficult to steady oneself
    before battle... or even keep one's wit when surrounded by foes.  These simple
    medallions carry a minor blessing that allows a soldier to achieve a measure of
    peace even in the middle of combat, allowing him to steady himself to face the
    trials ahead.  These medallions are highly prized by soldiers that deal with
    the Uthgardt, especially when trading turns sour, and it seems blood is about
    to be shed.
    
    When the goblin horde sacked Bremen, this mysterious item was seized from a
    dead merchant by one of the goblin shamans, who could find no use for it.  The
    medallion was carried for several leagues until the amulet slipped from the
    shaman's possession and was lost amongst the snows, only to resurface here.
    
    STATISTICS:
    
    Special:
     Spell Power:  Can cast the spell Sanctuary twice per day
    Weight: 1 lb.
    
    
    00HFAMES
    Calm Before the Storm
    
    Among the many treasures unique to the North, are medallions called the Eyes of
    the Storm.  These simple medallions carry a minor blessing that allows a
    soldier to achieve a measure of peace even in the middle of combat, allowing
    him to steady himself to face the trials ahead.  These medallions are highly
    prized by soldiers that deal with the Uthgardt, especially when trading turns
    sour, and it seems blood is about to be shed.
    
    This medallion, however, predates them all, carrying additional enchantments
    that allow a warrior to keep not only his wits, but his will, when fighting
    barbarians, goblins, or worse, creatures of the North that attempt to break a
    man's will.  Creatures that attempt to cage the mind of an opponent wearing
    this medallion find their best spells and charms simply steam off the wearer's
    mind like water off a polar worm's back.
    
    STATISTICS:
    
    Special:
     Spell Power:  Can cast the spell Sanctuary twice per day
     Constant Effect: User under the effects of the spell Mind Blank while equipped
    Weight: 1 lb.
    
    
    
    00AMULFD
    Flame Dance Talisman
    
    Fire can be the bringer of life, or the harvester of death.  With the Flame
    Dance Talisman, both scenarios are true.  Crafted by an unknown, yet clever
    sorcerer, the Flame Dance Talisman gave its wearer added protection against all
    sorts of melee attacks and had the power to launch a fireball once per day at
    would-be attackers.
    
    STATISTICS:
    
    Armor Bonus:  +1 (generic)
    Special:
     Spell Power:  Can cast the spell Fireball once per day
    Weight: 1 lb.
    
    
    00HFAMFD
    Sunfire Talisman
    
    Fire can be the bringer of life, or the harvester of death.  With the Sunfire
    Talisman, both scenarios are true.  Crafted by an unknown, yet clever sorcerer,
    the Sunfire Talisman gave its wearer added protection against all sorts of
    melee attacks and had the power to ignite a sunfire fireball once per day at
    surrounding would-be attackers.  In addition, if the would be attackers tried
    to turn the tables and attack the sorcerer with their own fire weapons, the
    Sunfire Talisman would grant its wearer added resistance to fire.
    
    STATISTICS:
    
    Armor Bonus:  +3 (generic)
    Special:
     Spell Power:  Can cast the spell Sunfire once per day
     Resistance: 15/-  Fire Resistance
    Weight: 1 lb.
    
    
    
    00AMULGC
    Gohoin's Charm
    
    The kobold explorer Gohoin wore this lucky charm with him throughout most of
    his life.  A rarity among kobolds, Gohoin was both brave and clever.  He worked
    to undermine the efforts of the dwarves against his people for twenty years
    before being slain in a dwarven rush on his tribe's home settlement.  As luck
    would have it, the charm did not fall into the hands of the dwarves, but
    bounced away into an underground river.  It was discovered decades later by a
    goblin hunter who wore it for the rest of his days.  The nameless goblin is
    believed to have died somewhere in the Spine of the World mountains.
    
    STATISTICS:
    
    Deflection Bonus: +3
    Regeneration: 1 hit point every 10 rounds while equipped
    Weight: 0 lb.
    
    
    00AMULMP
    Mirabel's Pendant
    
    Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of
    Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful
    bald woman.  The cameo is held in place with an intricate silver frame that is,
    in turn, fastened to the neck with a burgundy ribbon choker.  Engraved on the
    back of the frame are the Mulhorandi letters for "A.L."
    
    STATISTICS:
    
    Knowedge (Arcana): +3
    Weight: 0 lb.
    
    
    00HFAMMP
    Mirabel's Maleficent Pendant
    
    STATISTICS:
    
    Knowledge (Arcana): +3
    Spell Power: Can cast the spell Malison 1/Day
    Weight: 0 lb.
    
    
    00AMULSL
    Snow Leopard Charm
    
    Shamans of many barbarian clans have long looked upon the snow leopard as one
    of the most graceful and swift hunters of the frozen lands.  Many times the
    warriors of these clans mimic the movements of the large, white cats during
    fierce combat.  In addition, the barbarian shamans would sometimes create
    spells that would temporarily imbue the warriors with the dexterity of the snow
    leopards.  However, since these spells were temporary, often times the spell
    would wear off at inopportune times.
    
    It is said, however, that a group of barbarian shamans once congregated deep
    within the Dales to find a way to better harness the swift agility of the snow
    leopard.  For nearly a year the shamans remained out of sight from their home
    clans, busily focusing their attentions towards the magic of the snow leopard.
    Then one day, the shamans returned to their respective clans, each holding a
    small necklace made of silver, with a pendant that resembled a snow leopard's
    paw.  The shamans gave this pendant to their strongest warrior of each clan.
    Once placed around the neck of the warrior, the dexterity of the snow leopard
    filled their powerful bodies.  From then on, the Snow Leopard Charm, as it
    became known, would become one of the most prized artifacts within barbarian
    clans.  Only the mightiest warriors wore the amulet, and it became the goal of
    all young warriors to one day be adorned with the Snow Leopard Charm.
    
    STATISTICS:
    
    Special:
     Dexterity: +2 bonus
    Weight: 1 lb.
    
    
    00HFAMSL
    Heart of the Snow Leopard Charm
    
    Shamans of many barbarian clans have long looked upon the snow leopard as one
    of the most graceful and swift hunters of the frozen lands.  Many times the
    warriors of these clans mimic the movements of the large, white cats during
    fierce combat.  In addition, the barbarian shamans would sometimes create
    spells that would temporarily imbue the warriors with the dexterity of the snow
    leopards.  However, since these spells were temporary, often times the spell
    would wear off at inopportune times.
    
    It is said, however, that a group of barbarian shamans once congregated deep
    within the Dales to find a way to better harness the swift agility of the snow
    leopard.  For nearly a year the shamans remained out of sight from their home
    clans, busily focusing their attentions towards the magic of the snow leopard.
    Then one day, the shamans returned to their respective clans, each holding a
    small necklace made of silver, with a pendant that resembled a snow leopard's
    paw.  The shamans gave this pendant to their strongest warriors of each clan.
    Once placed around the neck of the warrior, the dexterity of the snow leopard
    filled their powerful bodies, as well as immunity to the cold that surrounded
    the Dales.  From then on, the Heart of the Snow Leopard Charm, as it became
    known, would become one of the most prized artifacts within barbarian clans.
    Only the mightiest warriors wore the amulet, and it became the goal of all
    young warriors to one day be adorned with the Heart of the Snow Leopard Charm.
    
    STATISTICS:
    
    Special:
     Dexterity: +4 bonus
     Resistance: 4/- Cold Resistance
    Weight: 1 lb.
    
    
    
    00HFAMGC
    Gohoin's Secret Charm
    
    The kobold explorer Gohoin wore this lucky charm with him throughout most of 
    his life.  A rarity among kobolds, Gohoin was both brave and clever.  He worked 
    to undermine the efforts of the dwarves against his people for twenty years 
    before being slain in a dwarven rush on his tribe's home settlement.  As luck 
    would have it, the charm did not fall into the hands of the dwarves, but 
    bounced away into an underground river.  It was discovered decades later by a 
    goblin hunter who wore it for the rest of his days.  The nameless goblin is 
    believed to have died somewhere in the Spine of the World mountains.
    
    Deflection Bonus: +3
    Regeneration: 1 hit point every 10 rounds
    Spell Power: Can cast the spell Improved Invisibility 1/Day
    Weight: 0 lb.
    
    
    
    00HFPNBI
    Bile of the Damned
    
    Fearless, ruthless, and reveling in the death and despair of others, the vile
    Dreadmaster of Bane spreads his dogma of hate and strife on the land.  Nothing
    makes a cleric of Bane happier than if the strife within the land is caused by
    one of his disciples.
    
    To help a Dreadmaster of Bane better serve his tyrannical god, a special 
    amulet, dipped in the spilled blood of the innocent victims of a Dreadmaster's 
    wrath, is (on rare occasions) made.  This elixir, once worn by a Dreadmaster of 
    Bane, blesses the evil disciple with increased strength and wisdom to better 
    exercise his dark plans.  No one is quite sure, except for very high-level Bane 
    clerics, of all the ingredients that go into the Bile of the Damned amulet - 
    but those that did find out soon became part of the amulet themselves.
    
    STATISTICS:
    
    Strength: +4
    Wisdom: +4
    Weight: 1 lb.
    
    
    00POTNBI
    Blood of the Innocent
    
    STATISTICS:
    
    Special:
     Strength: +2
    Weight: 1 lb.
    
    
    11AMULCM
    Cleansing Medallion
    
    This circular silver medallion allows a good-aligned priest or paladin to draw
    upon the strength of their faith to heal the sick and injured.  It does not
    appear to be tied to any faith or religion, but it does radiate an aura of 
    well-being and comfort.
    
    STATISTICS:
    
    Spell Power: Casts Cure Light Wounds once per day
    Weight: 0 lb.
    
    
    11HFAMCM
    Medallion of Dawn
    
    STATISTICS:
    
    Spell Power: Casts Heal once per day
    Regeneration: Regain 1 hit point every 3 combat rounds
    Weight: 0 lb.
    
    
    11BARDWD
    Pipes of the Wheezing Dragon
    
    When the venerable (and senile) red dragon Craum Straug wandered into the
    logging camp of Hornhollow at the edge of Wood of Sharp Teeth, the residents
    (wisely) fled in fear as the dragon began to belch flames, setting the camp on
    fire and causing cries of alarm to spread throughout the countryside.  After 
    the residents fled, Craum squatted his old bones down upon the blackened 
    buildings, grumbling to himself and snorting flames from his nostrils.
    
    A few hours and several miles away, the residents of Hornhollow finally decided
    that someone must go negotiate with the dragon and see what it wanted.  When no
    volunteers were forthcoming, a lottery was conducted - and the loser, a
    traveling ministrel, Aznee Fraystrings, was given the dangerous task of
    attempting to deal with the dragon.  Aznee had lived out his welcome in the 
    camp many nights previous, and the loggers considered it no great loss if Aznee
    gained a new home in the dragon's belly.
    
    Aznee, somewhat absent-minded but of a brave heart, stumbled his way into the
    camp, and finally mustered the courage to speak with the dragon.  During the
    (now-famous) exchange that followed, Aznee discovered that Craum, who was
    somewhat far along in dragon years and in none too good health, was suffering
    the draconic equivalent of a bad cough, and his hacking and wheezing masked his
    plaintive attempts to try and find someone, anyone, who could help cure his 
    fits of coughing.
    
    Seeing a solution, Aznee offered a cure that helped an elderly uncle of his - a
    sprig of Maiden's Milk flower, that when crushed and administered in a tea,
    helped quell coughing in a matter of minutes.  Some could undoubtably be found
    in the forest nearby, Aznee exclaimed, and he set about gathering up several
    sprigs and preparing them for the dragon.  After lumping them into a great pot,
    he administered the steaming cauldron to the dragon.
    
    It is suspected that either Craug drank the mixture too fast, or else Aznee had
    mistaken Bellows Root for Maiden's Milk, but whatever the reason, Craug vomited
    the mixture back out a few seconds later, setting fire to several acres of the
    wood and torching poor Aznee where he stood.  After this vomitus belch, Craug
    ran wild for almost an hour, trying to spit out the remainder of the 
    concoction. At the end of his rampage, the venerable red dragon fell over dead, 
    the sudden flurry of activity more than his old bones could stand.
    
    When the loggers came to break down the dragon a day later, they discovered 
    that Craum's bones still carried echoes of his coughing fits, and his entire 
    skeleton creaked and wheezed, even after death.  They struck a deal with a 
    local mage, who bought the dragon's bones and fashioned a series of musical 
    instruments with them, dubbed the "Pipes of the Wheezing Dragon."  These yellow 
    bone pipes are famous throughout the Realms and, when used by a bard, they can 
    be used to spit bursts of flames at opponents.  Unfortunately, even when not in 
    use, the pipes tend to creak and wheeze, attracting the attention of anyone 
    nearby and making attempts at stealth and pick pocketing useless.
    
    A thin cord made of dragon gut is strung through the pipes, so they can be worn
    around the neck and can be easily played when danger threatens.  The cord looks
    charred, as if it was burned recently, and is surprisingly tough.
    
    STATISTICS:
    
    Special:
      Can cast Burning Hands 3/Day
      Can cast Agannazar's Scorcher 1/Day
      Pick Pocket skill: -3
      Move Silently skill: -3
      Hide skill: -3
    Weight: 1 lb.
    
    
    11HFBDWD
    Craum Straug's Pipes
    
    STATISTICS:
    
    Special:
      Can cast Fireball 3/Day
      Can cast Delayed Blast Fireball 1/Day
      Pick Pocket skill:  -3
      Move Silently skill:  -3
      Hide skill: -3
    Weight: 1 lb.
    
    
    
    11HFAMLK
    Young Ned's Knucky
    
    This barely recognizable lump of fish bone has been carried as good luck charm
    in Targos for almost twenty years.  The item's history started with the sailor
    Young Ned of Lonelywood.  On one of his fishing trips near Targos, his small
    boat capsized near the Maer Dualdon shore.  He held onto his prize catch, an
    "unbelievably massive" knucklehead trout, despite being charged by a hungry 
    bear when he reached shore.  The bear snatched the majority of the trout away 
    from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked 
    the rest of the way to Targos and kept the head as evidence of his encounter.  
    Over time, Ned started to attribute his good fortune as a sailor to his "lucky
    knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
    in a rigged card game.  Ned was bitter over being cheated, but he wasn't 
    willing to stand up to Marg to get it back.  Marg later used the fish head as 
    currency to buy supplies as he hastily fled from Targos.  The man who received 
    the piece of bone held on to it for a few months before handing it off to a 
    friend at the docks.  In the years that followed up to the current date, Ned's 
    "lucky knucky" has been traded, won, or sold to over a dozen people in Targos 
    and, once, in Bremen.
    
    STATISTICS:
    
    Luck: +2
    Saving Throw Bonus: +2 to all saving throws
    Weight: 0 lb.
    
    
    
    12AMULHC
    Houndstooth Collar
    
    This filthy enchanted collar was stripped from the neck of Vghotan's dead worg
    and bears the crude marks of goblin sorcery.  When worn around the neck, the
    wearer gains the ability to call upon the strength and ferocity of a worg,
    turning his hands into claws and raking opponents for
    tremendous damage.
    
    STATISTICS:
    
    Wearer Immune to Panic and Fear
    Spell Power: Can cast the spell Beast Claw 1/Day.
    Weight: 0 lb.
    
    
    12HFAMHC
    Vghotan's Band
    
    STATISTICS:
    
    Strength:  +1
    Constant Effect: User is under effect of the spell Freedom of Movement while
    equipped
    Wearer Immune to Panic and Fear
    Spell Power: Can cast the spell Beast Claw 1/Day.
    Weight: 0 lb.
    
    
    53AMULHD
    House of Despana Insignia
    
    This small obsidian and adamantite amulet has a metal hoop near the top through
    which a purple and pink ribbon passes.  The raised surface of the amulet
    features the arrow and hexagon glyph of House Despana.  Malavon Despana crafted
    the amulet for his brother, Ilmryn.  Legends state that when Malavon and his
    allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face
    his brother, then the Weapons Master of House Despana, in a pitched battle.
    Just as Ilmryn gained the upper hand, Malavon uttered a secret word that
    invoked an unknown power within the amulet.  Ilmryn was surrounded by a magical 
    barrier that protected him from harm.  Since it was ostensibly a beneficial 
    magical effect, Ilmryn's natural magic resistance did not help him resist the 
    amulet's power.  When the Weapons Master emerged from the protective sphere, he 
    found himself face to face with over a dozen of the most powerful tanar'ri he 
    had ever seen.  He died screaming, cursing his brother's name.
    
    STATISTICS:
    
    Spell Power: Can cast Blur 1/Day
    Spell Power: Can cast Melf's Acid Arrow 1/Day
    Spell Power: Can cast Otiluke's Resilient Sphere 1/Day
    Weight: 1 lb.
    
    
    53AMULBS
    Incandescent Blue Ioun Stone
    
    This magical stone was crafted long ago somewhere beyond the astral plane,
    though its exact age is hard to discern.  The stone was made by a githzerai
    craftsman named Bashenee for a great monk of the githzerai race.  This unnamed
    monk died in battle with githyanki foes and the stone drifted among their race
    for years.  Somehow, the stone eventually was given to Oinchack'olp, a mind
    flayer, who kept it as his prized possession.
    
    STATISTICS:
    
    Wisdom: +2
    Weight: 1 lb.
    
    
    
    ===============================================================================
    Arrows
    ===============================================================================
    
    
    00AROW01
    Arrows
    
    Arrows are long straight wooden shafts that measure between 30 to 40 inches in
    length with feathers located at the rear of the arrow and a pointed tip at the
    front. Normally, arrows are launched from a bow of some sort.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Bow
    
    
    
    00AROW02
    Masterwork Arrows
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus: +1
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Bow
    
    
    
    00AROW03
    Arrows +1
    
    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 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00AROW04
    Arrow +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW05
    Corrosive Arrows +1
    
    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
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:  1d6 acid damage
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00AROW06
    Arrow of Biting
    
    The arrow of biting was designed as a deadly compliment to the archer.  With
    the barbed arrow tip coated in a nasty poison that will infiltrate the
    bloodstream of its victims causing agony and often times, death.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Venom: +2 points of poison damage every second for 24 seconds, Fortitude save
    for none
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00AROW07
    Arrows of Dispelling
    
    The arrow of dispelling will remove the magical enchantments that its victim is
    surrounded by.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:  Dispel Magic effecting target
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00AROW08
    Arrow of Flame +1
    
    The arrow of fire is a magical arrow that will burst into flames as it is fired
    at an enemy.  The effect is similar to an arrow doused in oil and set to flame.
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:  1d6 fire damage
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00AROW09
    Frost Arrows +1
    
    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
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Frost: +1d6 cold damage
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00AROW10
    Arrows of Piercing
    
    The arrow of piercing is long and thin, imbued with magical properties that
    allow it to 'push' itself through armor, striking out towards the heart of the
    victim.
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +4
    Enchantment:  +3
    Damage Type:  Missile (piercing)
    Special:  +6 physical (piercing) damage (Fortitude save for none)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW14
    Holdfast Arrows
    Employed almost exclusively by Eldathyn rangers in the western heartlands of
    Faerun, Holdfast Arrows are prized for their ability to subdue a target with
    little harm.  The arrows are commonly used on rampaging animals but are quite
    effective against malicious humanoids.  They are typically adorned with blue 
    and green ribbons and flowers to show that they were created by the 
    peacekeepers of Eldath.  This makes them somewhat less effective in combat.
    
    STATISTICS:
    
    Damage:  1d6 - 1
    Attack Bonus:  -1 penalty
    Damage Type:  Missile (piercing)
    Special:  Entangle effect on the target for four rounds
    Weight:  0 lb.
    Launcher:  Bow
    
    
    00AROW85
    Arrows of Disruption +2
    
    STATISTICS:
    
    Damage:  1d6  +2
    Attack Bonus:  +2
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Disruption: 50% chance all undead and outsiders hit by weapon must make a
    Fortitude save or be destroyed
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW86
    Returning Poison Tipped Arrow
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Returning: Returns to user
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW87
    Keen Arrows
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Keen: Increased chance of scoring a critical hit on target
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW88
    Stunning Arrows +1
    
    STATISTICS:
    
    Damage:  1d6  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save 
      to resist)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW89
    Sure Strike Arrows
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Enchantment:  +5
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
      of hitting creatures that require magical weapons to hit
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW90
    Arrows of Lesser Dispelling
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Dispelling: 25% chance Dispel Magic on target (Will save to resist)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW91
    Everlast Arrow
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Returning: Arrow returns to user
      Note: Other than the ability to return to its user the arrow has no other
    magical properties.
    Weight:  0 lb.
    Launcher:  Bow
    
    
    00AROW92
    Arrows +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW93
    Arrows +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW94
    Arrows +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW95
    Impact Arrows +1
    
    Besides its superb craftsmanship, tiny runes of power can be seen etched all
    along the surface. It's obvious a lot of time and effort went into its creation
    and although not apparent at first, a slight blue glow can be seen emanating
    from the runes.
    
    STATISTICS:
    
    Damage:  1d6  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Crushing: +1d6 bludgeoning damage
    Weight:  0 lb.
    Launcher:  Bow
    
    
    00AROW96
    Hunting Arrows
    
    These arrows have been fitted with a specially designed arrowhead. This type of
    arrow is made in such a way that when an animal is struck, the arrow will slice
    and widen the wound with each additional movement. This usually causes massive
    bleeding making it easier for the hunter to track the wounded animal.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight:  0 lb.
    Launcher:  Bow
    
    
    00AROW97
    Target Arrows
    
    These are extremely well-made arrows. Crafted by the finest fletchers for the
    purpose of competing in tournaments. Arrows of this type are designed for 
    longer flight and increased accuracy. Unfortunately, they lack any kind of 
    ability to pentrate armor or thick hides.
    
    STATISTICS:
    
    Damage:  1d4
    Attack Bonus: +2
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Bow
    
    
    00AROW98
    Stunning Arrows +1
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Stunning: target is Stunned for 2 combat round (Fortitude save to resist)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00AROW99
    Sparking Arrows +1
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Shock: +1d6 electrical damage
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00CWARWB
    Arrow of Flame +1
    
    The arrow of fire is a magical arrow that will burst into flames as it is fired
    at an enemy.  The effect is similar to an arrow doused in oil and set to flame.
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:  1d6 fire damage
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    00CWARWE
    Arrows +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00CWARWF
    Arrow +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    00CWARWG
    Arrows +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Launcher:  Bow
    
    
    
    ===============================================================================
    Axes
    ===============================================================================
    
    
    00AX1H01
    Battleaxe
    
    The most common version of the battleaxe is a stout pole about four feet in
    length with a single-edged, trumpet-shaped blade mounted on one end.  
    Battleaxes are also called broad axes.
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00AX1H02
    Masterwork Battleaxe
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00AX1H03
    Battleaxe +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H04
    Battleaxe +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H05
    Throwing Axe
    
    The handaxe 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 on the bottom and the head may have a spike on the top.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Damage Type:  Melee (slashing)
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00AX1H06
    Returning Throwing Axe +2
    
    This throwing axe has not only been finely balanced for use as a missile weapon
    but has also been the subject of significant magical enhancement. As a result,
    it is both more damaging and more accurate than any non-magical weapon of a
    similar style.
    
    STATISTICS:
    
    Damage:  1d6  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type (melee):  Slashing
    Damage Type (thrown):  Missile (piercing)
    Special:
      Returning: Returns to user's hand once thrown
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H11
    Handaxe
    
    The handaxe is basically a smaller version of the battleaxe. With a smaller,
    lighter head and a shortened shaft, the handaxe can be wielded with deadly 
    speed and accuracy. Although it can be wielded as a primary weapon, its lighter 
    size makes it an ideal secondary or off-handed weapon.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Slashing
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00AX1H12
    Masterwork Handaxe
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00AX1H72
    Returning Acid Axe
    
    The handaxe 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 on the bottom and the head may have a spike on the top. Runes of power
    have been etched into the blade to further enhance it.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Damage Type: Melee (slashing)
    Enchantment:  +5
    Special:
      Returning: Returns to user
      Corrosion: 50% chance +1d6 acid damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of
    hitting creatures that require magical weapons to hit
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H73
    Throwing Axe of Disruption +1
    
    STATISTICS:
    
    Damage:  1d6 +1
    Attack Bonus: +1
    Damage Type:  Missile (piercing)
    Damage Type: Melee (slashing)
    Special:
      Returning: Returns to owner
      Disruption: 50% chance of disruption.  All undead and outsiders hit by weapon
    must make a Fortitude save or be destroyed
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H74
    Keen Throwing Axe
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Special:
      Keen: Increases chance of scoring a critical hit
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H75
    Mage Killer Throwing Axe
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Damage Type: Melee (slashing)
    Special:
      Returning: Returns to user
      Dispelling: 25% chance Dispel Magic on target (Will save to resist)
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H76
    Returning Throwing Axe
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type: Missile (piercing)
    Damage Type: Melee (slashing)
    Special:
      Returning: Returns to user
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H77
    Throwing Axe +1
    
    STATISTICS:
    
    Damage:  1d6  +1
    Attack bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Damage Type: Melee (slashing)
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H78
    Keen Axe +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Keen: Increases chance of scoring a critical hit
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H79
    Ice Axe +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Frost: 50% chance +1d6 cold damage
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H80
    Corrosive Axe +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Corrosion: 50% chance +1d6 acid damage
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H81
    Axe of Displacement
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
      Spell Power: Can cast the spell Blur 1/day
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H82
    Axe of Wounding
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H83
    Battleaxe of Decay +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage type:  Slashing
    Special:
      Venom: +8 points of poison damage per second for 6 seconds (Fortitude save 
       for none)
      Keen: Increases chance of scoring a critical hit
      Chaotic: +2d6 damage against lawful creatures
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H84
    Battleaxe of Celerity
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Enchantment:  +5
    Special:
      Speed: +3 attacks per combat round
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H85
    Winter Axe +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage
      Charisma: +1
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H86
    Battleaxe of Disruption +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Disruption: All undead and outsiders hit by weapon must make a Fortitude save
    or be destroyed
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H87
    Battleaxe of Fiery Defense +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage
      Deflection Bonus: +3
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H88
    Battleaxe of Precision +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Slashing: +1d6 slashing damage
      Keen: Increases chance of scoring a critical hit
      Strength: +2
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H89
    Throwing Axe of Shocking Burst
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Damage Type:  Melee (slashing)
    Enchantment:  +5
    Special:
      Returning: Returns to user's hand once thrown
      Shocking Burst:  +1d6 electrical damage and 10% chance of +1d10 extra
    electrical damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of
    hitting creatures that require magical weapons to hit
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H90
    Handaxe of Expertise +1
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H91
    Battleaxe +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H92
    Battleaxe +4
    
    STATISTICS:
    
    Damage:  1d8  +4
    Attack Bonus:  +4
    Enchantment:  +4
    DamageType:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H93
    Battleaxe +3
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H94
    Battleaxe of Focus
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Brilliant Energy: All attacks ignore targets Armor and Shield bonuses
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H95
    Battleaxe of Burning
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Flame:
        50% chance +1d6 fire damage
        30% chance +2d6 fire damage
        15% chance +3d6 fire damage
          5% chance +5d6 fire damage
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H96
    Masterwork Throwing Axe
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Damage Type: Missile (piercing)
    Damage Type: Melee (slashing)
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H97
    Battleaxe of the Defender +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Armor Bonus: +3 (Deflection)
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H98
    Mystical Throwing Axe
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Missile (piercing)
    Enchantment:  +5
    Special:
      Returning: Returns to user's hand once thrown
      Shocking Burst:  +1d6 electrical damage and 10% chance of +1d10 extra
       electrical damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1H99
    Battleaxe of Speed
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
     Speed: 1 extra attack per combat round
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1HAS
    Axe of the Souls
    
    The origins of this axe have long been forgotten because every previous owner
    eventually went insane. This axe has the ability to peer into the very recesses
    of ones mind as well as that of his enemies. Not only must the user defeat an
    enemy with brawn, but he must also match wits with the enemy at the same time.
    Whoever wins this test of wills is rewarded with the life energy of the other.
    Lose enough times and insanity will soon follow.
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
     Cursed: This item requires a Remove Curse spell to be unequipped
     Willpower: +1 bonus
     Vampiric: +1d4 hit points drained from target and temporarily added to wielder
      (Fortitude save for none)
     Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP,
      hit points hidden for the duration of the insanity
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1HBA
    Balance
    
    Most weapons are a balance of power and accuracy. The more powerful the weapon,
    the less accurate and harder it is to wield and vice versa.  This weapon allows
    the user to customize this balance with a mere thought.
    
    STATISTICS:
    
    Enchantment:  +3
    Special: Balance
     Damage:  1d8  +3
     Attack Bonus:  +3
    
    Special: Power
     Damage:  1d8 + 6
    
    Special: Accuracy
     Damage:  1d8
     Attack Bonus: +6
    
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1HCK
    Cloudkiss
    
    The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that 
    he spent his entire life studying various blacksmithing techniques in 
    preparation for creating this axe. Thirty days and thirty nights, Magmar
    secluded himself in his shop with only the steady ringing of his hammer and the 
    deafening roar of the furnace as company. On the thirtieth night Magmar 
    completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored 
    that although the utmost respect was offered by his fellow smiths during his 
    funeral, titters of laughter could be heard behind muffled, closely held 
    conversations. It seems that Magmar's final work was not the great work 
    everyone was expecting, in fact it was rather plain and hardly worthy of a
    Dwarven forged weapon let alone one forged by a master smith.
    
    For many years this long forgotten weapon hung upon the walls of Clan 
    Ironsmelt, until one fateful day a horde of goblins invaded. In the final 
    moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation 
    from its purchase and flung it at the approaching horde. To his surprise, 
    Cloudkiss transformed into a lightning bolt and surged thru the throngs of 
    goblins with deadly accuracy. As fast as he could throw the axe it would 
    return, leaving smoldering corpses wherever it traveled. By any rights this 
    should have been a tale of legend, but with any legend there has to be 
    survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along 
    with that unnamed dwarf.
    
    STATISTICS:
    
    Thrown:
    
    Damage:  1d6  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Electrical
    Special:
      Returning: Returns to user
      Lightning: Inflicts electrical damage to all objects in path of electrical
    bolt
    
    Melee:
    
    Damage:  1d6  +3
    Attack Bonus:  +3
    Damage Type: Slashing
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00HFAXCK
    Stormshifter
    
    STATISTICS:
    
    Thrown:
    
    Damage:  2d6
    Damage Type:  Electrical
    Enchantment:  +5
    Special:
      Returning: Returns to user
      Ball Lightning: Inflicts electrical damage to all objects within a 5' radius
    
    Melee:
    
    Damage:  1d6 +5
    Attack Bonus: +5
    Damage Type: Slashing
    Weight: 4 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1HSC
    Screamer
    
    The origin of this weapon is unknown, but it is believed to be the result of
    some sort of joke.  Screamer appears to be a normal throwing axe.  However, 
    once it is released from the hand it actually emits a high piercing "scream" as 
    it travels towards its target. Upon a successful hit, the target will take
    additional sonic damage.
    
    Screamer is not a subtle weapon and should never be considered for any kind of
    stealthy endeavors.  The one benefit of Screamer is that it confers immunity to
    silence spells upon its wielder.
    
    STATISTICS:
    
    Damage: 1d6   +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type (melee):  Slashing
    Damage Type (thrown):  Missile (piercing)
    Special:
      Slashing:  50% chance of +1d6 Slashing damage
      Spellward: Immunity to silence spells
      Returning: Returns to wielder
    Weight: 1 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00HFAXSC
    Screaming Axe
    
    STATISTICS:
    
    Damage: 1d6 + 5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type (melee):  Slashing
    Damage Type (thrown):  Missile (piercing)
    Special:
      Slashing: +3d6 Slashing damage
      Spellward: Immunity to silence spells
      Returning: Returns to weilder
    Weight: 1 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX1HSP
    00HFAXSP
    Spiritcaller
    
    Death's Ally was originally crafted as a gift for a dwarven general.  The
    weapon was given the ability to heal wounds and raise fallen soldiers on the
    field of battle.  Unfortunately the axe fell into the hands of the drow after
    an unsuccessful skirmish near the underdark.
    
    It is unknown what was done to warp the magic of the axe, but it is not the
    weapon it once was.  The axe can now be used to cause wounds three times per
    day, and summon spirits of the dead once per day.
    
    STATISTICS:
    
    Damage: 1d8   +2
    Attack Bonus:  +2
    Enchantment:  +2
    DamageType: Slashing
    Special:
      Spell Power: Can cast the spell Inflict Critical Wounds 3/day
      Spell Power: Can cast the spell Shadow Conjuration 1/day.
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00AX1HTA
    Training Axe
    
    Axes of this kind were often mass-produced for the sole purpose of training
    soldiers. They were often times so shoddily made that after a year of use they
    would have to be melted down and reforged. Tired of paying exorbitant prices to
    reforge these weapons every year, Count Va' Suyen decided to hire a wizard to
    cast minor enchantments on all his training weapons to make them more durable
    and suitable for training. This particular axe carries two such enchantments.
    The first hardens the axe so that any normal combat would not damage it. The
    second enchantment dulls the edge of the axe so that his men would not be hurt
    while training.
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00AX2H01
    Greataxe
    
    This mighty weapon consists of a haft several feet long, topped with a heavy
    blade.  The axe may be double-bitted, with blades on both sides of the haft, or
    it may only have a single blade.  It is an unwieldy weapon, but a skilled
    warrior can strike blows of tremendous strength with it.
    
    STATISTICS:
    
    Damage:  1d12
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    
    00AX2H85
    Holy Greataxe of Justice +5
    
    This mighty weapon consists of a four to five foot haft with a very heavy 
    blade. The axe may be double-bitted, with blades on both sides of the haft, or 
    it may only have a single blade.  It is an unwieldy weapon, but a skilled 
    warrior can strike blows of tremendous strength with it. Dwarven runes have 
    been etched into the giant blade to further enhance the axe.
    
    STATISTICS:
    
    Damage:  1d12 +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Spell Process: Target is under the effects of the spell Blindness (Fortitude
       save negates)
      Holy: +2d6 damage against evil creatures
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H86
    Greataxe of Ice +5
    
    STATISTICS:
    
    Damage:  1d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Frost Burst:  +2d6 cold damage and 10% chance of +2d10 extra cold damage
      Resistance: 5/- Cold Resistance
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H87
    Greataxe of Blurred Visions +5
    
    STATISTICS:
    
    Damage:  1d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Spell Process: While equipped, user is under the effects of the spell Blur
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H88
    Greataxe +5
    
    STATISTICS:
    
    Damage:  1d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H89
    Greataxe +4
    
    STATISTICS:
    
    Damage:  1d12 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H90
    Greataxe +3
    
    STATISTICS:
    
    Damage:  1d12 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight:  10 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H91
    Greataxe +2
    
    STATISTICS:
    
    Damage:  1d12 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Weight:  10 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H92
    Greataxe +1
    
    STATISTICS:
    
    Damage:  1d12 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H93
    Greataxe of Digestion +5
    
    STATISTICS:
    
    Damage:  1d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Corrosive Burst:  +2d6 acid damage and 10% chance of +2d10 extra acid damage
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H94
    Massive Greataxe of Flame +5
    
    STATISTICS:
    
    Damage:  2d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
       Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
    Weight:  30 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    Minimum Strength of 18 Required
    
    
    00AX2H95
    Greataxe of Might +5
    
    STATISTICS:
    
    Damage:  1d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
     Strength: +1
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H96
    Greataxe of Cleaving +5
    
    STATISTICS:
    
    Damage:  1d12 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Slashing: +2d6 slashing damage
    Weight:  10 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2H97
    Masterwork Greataxe
    
    STATISTICS:
    
    Damage:  1d12
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    
    00AX2H98
    Greataxe of Elemental Bursts
    
    STATISTICS:
    
    Damage:  1d12
    Damage Type:  Slashing
    Special:
      Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
      Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
      Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
       electrical damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    Minimum Strength of 18 required
    
    
    00AX2H99
    Greataxe of Vampiric Flame
    
    STATISTICS:
    
    Damage:  1d12
    Damage Type:  Slashing
    Enchantment:  +5
    Special:
      Flaming Burst:  +2d6 fire damage and 10% chance of +1d10 extra fire damage
      Vampiric: 1d4 hit points drained from target and temporarily added to wielder
       (Fortitude save for none)
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight:  20 lb
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    Minimum Strength of 18 Required
    
    
    00AX2HBB
    Backblighter
    
    Backblighter is a weapon of incredible manufacturing techniques.  The double
    bearded blade is crafted of the finest steel with a mithril edge.  The shaft is
    hollowed oak with a reinforced steel center.  Along the shaft are a series of
    glowing dwarven runes cast in gold.  The weapon is light, fast, and deadly.
    
    The weapon was also crafted with two special enchantments.  On a successful 
    hit, there is a chance that Backblighter will cast a fear and a slow spell upon 
    the target, causing them to turn their back and slowly flee.  This allows
    devastating attacks from an opponent's rear, thus the weapons name.
    
    Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep.
    
    STATISTICS:
    
    Damage: 1d10 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Slashing
    Special:
      Spell Process: 50% chance target succumbs to Fear (Will save)
      Spell Process: 50% chance target is Slowed (Will save)
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2HBD
    Big Death
    
    The gargantuan throwing axe known as Big Death is an orcish weapon through and
    through.  Carried to the final battle of the Hand of Seldarine by the hulking
    orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an
    ogre mercenary's two-handed battle-axe.  After a particular vicious raid on a
    dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead
    dwarven marshal.  It seems that an ogre mercenary had impaled himself upon the
    marshal's spear in a careless charge, but his last act had been to nearly 
    cleave his killer's head in twain and, in trying to wrench the axe free for a 
    second blow, shattering the haft before expiring in a bloody heap.
    
    Prying the huge, black cold-iron blade from the base of the dwarf's skull,
    Grubrun returned to his fortress at Nab-Nurog and had his shaman set to
    enchanting it.  Not having considered fixing the shaft and finding it too heavy
    and awkward to use in melee, Grubrun deigned to use the weapon as a throwing 
    axe and demanded that it be ensorcelled to return to his hands after being 
    hurled. The warlord found great delight in heaving the enormous weapon about, 
    roaring with glee as Big Death came careening back to him, gleaming and 
    gore-spattered, after lopping some poor enemy in two at the waist.
    
    Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he
    threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the
    flying weapon, darted forward, and ran her own blade through the empty-handed
    orc's belly.  Kaylessa was said to have then coolly ducked as Grubrun's own axe
    came whirling back at him and cleanly severed his head, rotten yellow tusks and
    all.
    
    Big Death is an especially large axe - almost ridiculously so - and is only
    identifiable as a throwing weapon because its short haft and the manner in 
    which it's weighted.  In fact, the axe is so massive that it cannot be thrown 
    with a single hand, requiring the wielder to grip it with both hands and hurl 
    it sidelong with the strength of their entire body.
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Damage Type: Melee (slashing)
    Special:
      Doom-Edged: 1d6 additional slashing damage
      Returning: returns to wielder's hand after being thrown
    Weight: 10 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00HFAXBD
    Big Black Flying-Death
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus : +3
    Enchantment:  +3
    Damage Type:  Missile (piercing)
    Damage Type: Melee (slashing)
    Special:
      Doom-Edged: 1d10 additional slashing damage
      Returning: returns to wielder's hand after being thrown
    Weight: 10 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00AX2HWT
    Widow-Through
    
    Black Donald was a grim man with a twisted sense of humor.  Though not quite
    malicious, he had little regard for human life.  When his adventuring band,
    Winnowing Drake Company, asked him to fell an opponent, he did so without
    question.  In addition to his wiry brawn and even temper, Donald was known for
    his fastidious care of his weapons and armor.  He kept his great axe keen and
    shining at all times.  When he waded into battle, crimson blood flew out in all
    directions from the gleaming blade.  Donald's halfling friend, Tim Rootfield,
    commented that the axe was so sharp that it would make widows out of half the
    wives in Faerun.  Black Donald smiled at the halfling and said that his blade
    was sharp enough to cut through the husband and back to village to get the wife
    on the follow-through.
    
    STATISTICS:
    
    Damage:  1d12 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Special:
      Keen: Increases chance of scoring a critical hit
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00HFAXWT
    Grim Widow-Through
    
    STATISTICS:
    
    Damage: 1d12 + 3
    Attack Bonus:  +3
    Enchantment:  +3
      Keen: Increases chance of scoring a critical hit
      Chaotic: +2d6 damage against lawful creatures
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    00CWAXEB
    Masterwork Battleaxe
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    00CWAXEC
    Battleaxe +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00HFAXAS
    Soul Stealer
    
    The origins of this axe have long been forgotten because every previous owner
    eventually went insane. This axe has the ability to peer into the very recesses
    of ones mind as well as that of his enemies. Not only must the user defeat an
    enemy with brawn, but he must also match wits with the enemy at the same time.
    Whoever wins this test of wills is rewarded with the life energy of the other.
    Lose enough times and insanity will soon follow.
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
     Cursed: This item requires a Remove Curse spell to be unequipped
     Willpower: +3 bonus
     Speed: +1 additional attack per combat round
     Vampiric: +1d4 hit points drained from target and temporarily added to wielder
      (Fortitude save for none)
     Insanity: 25% chance wielder and/or target will become berserk. +5 STR, +20HP,
    hit points hidden for the duration of the insanity
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00HFAXBA
    Scales of Balance
    
    Most weapons are a balance of power and accuracy. The more powerful the weapon,
    the less accurate and harder it is to wield and vice versa. This weapon allows
    the user to customize this balance with a mere thought.
    
    STATISTICS:
    
    Enchantment:  +5
    Special: Balance
     Damage:  1d8 + 5
     Attack Bonus:  +5
     Dispelling: 25% chance Dispel Magic on target (Will save)
    
    Special: Power
     Damage:  1d8 + 10
      Wounding: Inflicts 2 additional points of damage per round for 10 rounds
    (Fortitude negates)
    
    Special: Accuracy
     Damage:  1d8
     Attack Bonus: +10
     Keen: Increases chance of a critical hit
    
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    00HFAXBB
    Cowards Flight
    
    Cowards Flight is a weapon of incredible manufacturing techniques.  The double
    bearded blade is crafted of the finest steel with a mithril edge.  The shaft is
    hollowed oak with a reinforced steel center.  Along the shaft are a series of
    glowing dwarven runes cast in gold.  The weapon is light, fast, and deadly.
    
    The weapon was also crafted with two special enchantments.  On a successful 
    hit, there is a chance that Cowards Flight will cast a fear and a slow spell 
    upon the target, causing them to turn their back and slowly flee.  This allows
    devastating attacks from an opponent's rear, thus the weapons name.
    
    Cowards Flight was crafted by the dwarven smith Braegar of Dorn's Deep.
    
    STATISTICS:
    
    Damage: 1d10 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type: Slashing
    Special:
      Spell Process: 50% chance target succumbs to Fear
      Spell Process: 50% chance target is Slowed
      Keen: Increases chance of scoring a critical hit
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    11AX1HHO
    Haft Over Head
    
    There is little doubt that Dullcobble Tweed was the worst carpenter in the
    history of the profession, and an even worse weaponsmith, but his continual
    boasts of his great skill and insight eventually caused his fellows to challenge
    him to make a throwing axe worthy of his boastful claims.  Dullcobble, realizing
    he had to back his proud words, agreed heartily... but inside, he was struck
    with fear that he would fail the test.
    
    Dullcobble made several attempts to fashion a chopping axe, most of them ending
    up as cordwood next to his fireplace.  In the day before his challenge was to be
    called due, his only surviving weapon was a lop-sided axe whose haft was widely
    overbalanced. Realizing that displaying such a weapon would make him the
    laughing stock of the community, Dullcobble hired a wild mage to take his
    misshapen axe and turn it into a serviceable weapon.  The mage shrugged, took
    his payment, and promised the axe to Dullcobble on the dawn of the next day.
    When Dullcobble woke up in the morning, the misshapen axe lay on his doorstep,
    unchanged, and he had no choice but to take the axe to his challengers... and
    take his chances.
    
    When Dullcobble brought it into the town's meeting hall, the axe's appearance
    was greeted with derision and laughter.  Dullcobble, his face burning, became so
    angry he threw it at his tormenters - and watched as the haft traveled over the
    blade's head to smash into a pillar and shatter it, causing the roof to
    collapse.  Dullcobble, slack-jawed with surprise, was knocked unconscious by a
    falling timber, but the other challengers made it outside without injury.
    
    Dullcobble's blow to the head was a serious one, and it turned him into the
    village idiot - not much of a change from his previous lifestyle.  The axe
    itself was tossed upon a merchant cart headed north, and it was never seen
    again.  Whatever the enchantments the wild mage scrawled on the axe did, it
    causes the haft to be the first to strike an opponent, doing crushing damage
    instead of slashing damage.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Melee (bludgeoning)
    Damage Type:  Missile (bludgeoning)
    Special:
      Returning: Returns to wielder
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    11HFAXHO
    Dullcobble's Axe
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Melee (bludgeoning)
    Damage Type:  Missile (bludgeoning)
    Special:
      Returning: Returns to wielder
    Weight: 3 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    11AX1HKS
    Kegsplitter
    
    This worn-looking axe heralds from Shaengarne Ford, a small logging village to
    the southwest of Targos that borders the Shaengarne River.  Although a 
    fearsome-looking weapon, the axe looks like it was intended more for splitting 
    kegs and chopping wood than for use in actual combat, and it looks like it has 
    seen a healthy amount of use felling trees.
    
    Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for
    foodstuffs and supplies to last Shaengarne Ford through the season.  While the
    axe's great size and weight make it slower than a conventional hand-axe, minor
    wounding and ever-sharp enchantments have been carved into the haft of the axe,
    allowing it to split kegs and goblins with ease.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Damage Type:  Slashing
    Special:
      +2 Damage vs. Constructs
      Slays Kegs
    Weight: 9 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    11HFAXKS
    Kegsplitter of Shaengarne Ford
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Strength: +1
      Slays Constructs
      Slays Kegs
    Weight: 9 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    11AX2HEW
    The Executioner's Wife
    
    In the filthy port town of Luskan, executions are a daily occurrence and a
    welcome relief from the monotony of town life.  This greataxe was the only
    possession of the town executioner, who was reported to never let the blade
    leave his side, giving it the name of the "Executioner's Wife."  As the years
    passed, however, the town executioner eventually found a willing mistress in 
    one of the town's brothels who seemed untroubled by his profession, and he paid 
    her numerous visits over the following months.  When the town authorities came 
    to arrest the harlot (who was actually an accomplished thief) for thefts within 
    the city walls, they found the city executioner in her bed and the woman 
    nowhere to be found.  The executioner was implicated in her escape, and his own 
    axe was used to behead him in the town square.  The execution had a record 
    turnout, and many agreed that the "executioner's wife" had had her final say on 
    his adultery.
    
    Damage:  1d12 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    11HFAXEW
    Tale of the Executioner's Wife
    
    Damage:  1d12 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight:  20 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  Two-handed
    
    
    
    41AX1HAI
    Aurilian Ice Axe
    
    This appears to be a normal handaxe but is made completely from ice.  It bears
    the snowflake-in-lozenge symbol of Auril.
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  cold
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    51AX1HDF
    Duergar-Forged Axe
    
    Duergar master artisans forged this axe of dull gray steel.  Its balance is so
    perfect and its exceptionally sharp blade so well-wrought that magic was surely
    used in its making.
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Special:
      Keen: Increases chance of scoring a critical hit
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    51HFAXDF
    Duergar-Forged Doom Axe
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Special:
      Keen: Increases chance of scoring a critical hit
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    ZZH6AX
    The Giant Cleaver
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
      Sure Striking: Weapon is treated as +5 for the purposes of hitting creatures
       that require magical weapons to hit
      Bane: +2 Attack Bonus vs Giants and +2d6+2 damage vs Giants
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    ZZI6HFSC
    Mighty Scalecleaver
    
    This thin-bladed battleaxe holds a notched but wicked edge.  Thousands of years
    old, the weapon was crafted for use in battles against the throngs of yuan-ti
    that sought to dominate the world.  The styling of the blade is quite different
    from the axes found in dwarven halls and barbarian hands throughout the north.
    Throughout its long history, the weapon has killed hundreds of yuan-ti while in
    the possession of many brave warriors.  When the yuan-ti finally had a chance 
    to take the blade from their human adversaries, they seized the opportunity.
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Special:
      Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti
    Damage type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    ZZI6SC
    Scalecleaver
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Special:
      Bane: +2 Attack Bonus vs. Yuan-ti, +2d6+2 vs Yuan-ti
    Damage Type:  Slashing
    Weight: 7 lb.
    Required Feat:  Martial Weapon, Axe
    Type:  One-handed
    
    
    
    ===============================================================================
    Bags
    ===============================================================================
    
    
    
    There are a lot of different codes for bags.  For instance, both 00GBAG05 and
    00GBGA05 will produce the same bag.  (That is, if you use both codes, they'll
    open into the same bag)  However, both gem bags and potion bags still have 20
    different codes that produce entirely different bags.  Why they allow the "BAG"
    and "BGA" codes at the same time (when they're the same exact thing) is beyond
    me.
    
    
    00HBAG01 or 00HBGA01
    00HBGB01
    Bag of Holding
    
    00GBAG01 or 00GBGA01
    00GBAG02
    00GBAG03
    00GBAG04
    00GBAG05
    00GBAG06
    00GBAG07
    00GBAG08
    00GBAG09
    00GBAG10
    00GBGB01
    00GBGB02
    00GBGB03
    00GBGB04
    00GBGB05
    00GBGB06
    00GBGB07
    00GBGB08
    00GBGB09
    00GBGB10
    Gem Bag
    
    00HBAG02 or 00HBGA02
    00HBGB02
    Mercenary's Sack
    
    00PBAG01 or 00PBGA01
    00PBAG02
    00PBAG03
    00PBAG04
    00PBAG05
    00PBAG06
    00PBAG07
    00PBAG08
    00PBAG09
    00PBAG10
    00PBGB01
    00PBGB02
    00PBGB03
    00PBGB04
    00PBGB05
    00PBGB06
    00PBGB07
    00PBGB08
    00PBGB09
    00PBGB10
    Potion Bag
    
    
    
    ===============================================================================
    Belts
    ===============================================================================
    
    
    00BELT01
    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.
    
    
    
    00BELT02
    Golden Girdle
    
    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 Bonus:  +3 vs. slashing weapons
    Weight:  2 lb.
    
    
    00BELT03
    Girdle of Bluntness
    
    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 Bonus:  +4 vs. blunt weapons
    Weight:  2 lb.
    
    
    00BELT04
    Girdle of Piercing
    
    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 Bonus: +3 vs. piercing weapons
    Weight:  2 lb.
    
    
    00BELT05
    Girdle of Beatification
    
    Priests of Helm in Berdusk consecrated this belt and gave it to the warrior 
    Thom Wainwright, who had performed a number of great services for the church,
    including the destruction of the Unseeing Eye and the cult that followed him,
    the Blinded Acolytes.  Thom wore the girdle proudly until he fell into severe
    debt in his later years.  To his undying regret, he auctioned it off to a well-
    known priest of Mask.
    
    STATISTICS:
    
    Wearer is under the effects of a Bless spell while equipped
    Weight: 2 lb.
    
    
    00BELTAD
    Arcs of Disredain
    
    Disredain was an eccentric wizard who became enthralled with the manipulation 
    of electricity.  In addition to the wands he created, Disredain made a number 
    of experimental magic items during a fifteen-year period of frenzied research.
    This belt was one of the items he did not think highly of.  Consisting of 
    large, crescent-shaped slices of mottled copper sitting back to back, the belt 
    is quite thick and unique in appearance.  A cleric of Talos named Ylkath wore 
    the Arcs for three decades before he died of old age.  His companion, the 
    Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three 
    years before she was shot dead by pirates that survived one of her nautical 
    attacks. The pirates sold the belt to a fence.  Its history past that point is 
    unknown.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day
    Resistance: 1/- Electrical Resistance
    Weight: 3 lb.
    
    
    00HFBTAD
    Insulated Arcs of Disredain
    
    STATISTICS:
    
    Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day
    Spell Power: Can cast the spell  Lightning Bolt 1/Day
    Resistance: 2/- Electrical Resistance
    Weight: 3 lb.
    
    
    00BELTBG
    Black Goat Girdle
    
    Made by halflings, the Black Goat Girdle is sacred to all of their religious
    sects.  Legends say that the Black Goat appeared to a nameless halfling village
    that had been sacked by goblins during a terrible winter.  The tribe of 
    warriors slew most of the halfling men, burned the fields, and took all of the 
    town's livestock.  Broken but not hopeless, the villagers congregated for 
    prayer in the burned chapel at the center of town.  Out of the smoke drifting 
    over the edge of town, a black goat appeared with six kids, five black, one
    white.  Over the course of six days, the kids grew, gave birth to more kids, 
    and each previous generation died in the night.  The milk, meat, and hide 
    provided by the goats helped the halflings survive through their harsh winter.  
    After the six days of miracles had passed, the town tanner made a belt from the 
    hide of the mother goat that had appeared out of the smoke.  Halfling tales 
    often contain stories of halfling heroes wearing the Black Goat Girdle on their 
    adventures, though no one has yet determined exactly where the legend truly 
    originated.
    
    STATISTICS:
    
    Regeneration: Wearer heals 1 hit point every 3 rounds
    Weight: 3 lb.
    
    
    00HFBTBG
    Blessed Black Goat Girdle
    
    STATISTICS:
    
    Regeneration: Wearer heals 1 hit point every 3 rounds
    Saving Throw: +2 bonus
    Weight: 3 lb.
    
    
    00BELTDB
    Dragon's Belt
    
    A barbarian tribesman by the name of Edhan asked his shaman to enchant this 
    belt for him.  Edhan risked his life hunting for young white dragons in the 
    tundra north of Icewind Dale.  Though the risk was extreme, the foolhardy 
    barbarian was wealthy beyond what most tribesmen can dream of.  As he aged, 
    Edhan lost his edge.  The belt helped protect him in his later years.  
    Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair 
    of young whites. Barbarians from the Tribe of the Great Wyrm eventually 
    recovered the warrior's body, but chose not to inter his body.  They traded his 
    belt away with the rest of his equipment.
    
    The front of the belt features a broad white dragon's chest scale.  Leather
    lined with polar bear fur makes up the rest of the belt.
    
    STATISTICS:
    
    Saving Throw Bonus: +3 to Reflex saves
    Weight: 3 lb.
    
    
    00HFBTDB
    Warded Dragon's Belt
    
    STATISTICS:
    
    Saving Throw Bonus: +3 to Reflex saves
    Resistance: 6/- Cold Reistance
    Weight: 3 lb.
    
    
    00BELTLG
    Little Giant
    
    This belt of woven hair is a curious belt, and it is woven from a mix of red
    dwarven hair and verbeeg giant hair.  It was originally worn as a substitute by
    the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a
    hundred giants after several raids by greedy verbeeg wiped out much of his
    caravan trade from Upper Dorn's Deep.  Soon after his proclamation, the Little
    Giant went in search of verbeeg camps, fighting them one after the other, until
    he came across the Temple of the Forgotten God in the mountains bordering
    Kuldahar.  It was said that he was brought into the Temple, and rather than 
    risk more bloodshed, the priests agreed to reign in the verbeeg patrols from 
    around Dorn's Deep and made reparations for the stolen goods.  Somewhat 
    mollified, Burninghair left his woven belt in the hands of the Temple and swore 
    peace with the verbeeg provided they kept their end of the bargain.  When the 
    Temple was ransacked many years later, the strange belt was carried off by the 
    attackers and lost in the North.
    
    The Little Giant belt grants the wearer tremendous strength, most likely as a
    side effect of the giant hair woven into the belt and the great anger that ran
    deep in Burninghair's heart.  It is said that Burninghair's original belt that
    predated the Little Giant was much more powerful, but he lost it while pursuing
    a fleeing verbeeg across a river - apparently, the verbeeg was attempting to
    carry off one of the Burninghair's ponies.  Furious over the loss of his
    original belt, Burninghair simply added its loss to the list of crimes the
    verbeeg would pay for.
    
    STATISTICS:
    
    Special:
     Strength: +4
    Weight: 2 lb.
    
    
    
    00BELTSS
    Sash of Shadows
    
    When this sash is tied about the waist, it seems to blend into the folds of
    one's clothing so as to be almost invisible.  These sashes were initially worn
    by stalkers in the service of Kresselack the Black Wolf on the day he sent them
    out to search for a location for his final resting place... the sashes were
    woven to prevent his enemies (and mages in the service of his enemies) from
    learning of the movements of his stalkers.  Once the stalkers had found a tomb
    worthy of Kresselack, he gave them deaths worthy of their station and took 
    their sashes from them to line the walls of his tomb in the Vale of Shadows.
    
    These sashes were carried from his tomb by fortune seekers many years past, and
    they have since found their way to remote corners of the North.
    
    STATISTICS:
    
    Special:
     Constant Effect:  Non-detection while equipped.
    Weight: 1 lb.
    
    
    00HFBTSS
    Sash of Hidden Shadows
    
    STATISTICS:
    
    Special:
     Hide skill:  +3
     Constant Effect:  Non-detection while equipped.
     Constant Effect:  Freedom of Movement while equipped.
    Weight: 1 lb.
    
    
    
    00HFBTLG
    Dwarven Ogre
    
    A masterwork any tailor would be proud of, the Dwarven Ogre is a thick leather
    belt with a fringe of red dwarven hair and hill giant hair woven together to
    grant the wearer great strength.  Fashioned by the dwarven giant slayer, the
    Little Giant Hohn Burninghair, the buckle of this belt is actually the 
    petrified eye of a firbolg shaman that Hohn fought during his travels.  In 
    incorporating the eye into the belt, however, some of the essence of the shaman 
    was transferred along with it, including the northern flu it had when 
    Burninghair laid it low.  As a result, any creatures attempting to focus on the 
    wearer will find tears springing to their eyes, clouding their vision, and find 
    their heads begin to become stuffy and cold.  For some reason, this enchantment 
    seems to interfere with the perceptions of dead creatures and constructs as 
    well, but the reason for this is unknown.
    
    Hohn lost this belt when he was attempting to wade across a stream in pursuit 
    of a fleeing verbeeg giant who had made off with one of his ponies.  The belt 
    was washed downstream and eventually ended up in the hands of a simple trapper, 
    who traded the ugly thing to a wandering tinker.
    
    This belt grants the wearer tremendous strength and also blurs the vision of
    anyone looking at the wearer.  Due to the tears it causes in the eyes of anyone
    looking at it, any warrior wearing one of these items is often told to take it
    off by their companions.  When the belt wearer threatens to rip a tree out of
    the ground and club the requester for asking, however, the matter is usually
    dropped.
    
    STATISTICS:
    
    Special:
     Strength: +6 bonus
     Constant Effect:  Under the effects of the spell Blur while equipped.
    Weight: 2 lb.
    
    
    
    11BELTMK
    Mercykiller's Belt
    
    This belt is broad and thick, crafted from some otherworldly creature's hide 
    and bound with strips of burnished copper.  Gleaming eerily from the center of 
    the belt is a circular piece of polished green and cream malachite.  The emblem
    shows, in bas-relief, a fanged, winged serpent with its open mouth facing
    outward.  Small, thick copper loops run between the thick hide and the stone
    emblem to hold it in place.  Two thick steel buckles hold the belt together at
    the back of the wearer.
    
    Investigation reveals that this belt was made four hundred years ago for Factor
    Dom, a warden for the outer-planar Mercykillers faction.  Known throughout the
    planes for their vicious definition and application of justice, the 
    Mercykillers are strongest in planar cities like Sigil, the City of Doors.
    
    Dom was a warden of the Prison, Sigil's dumping ground for criminals.  He 
    became legendary within the organization after his involvement in the Great 
    Break. Members of the rebellious Free League engineered the only mass escape 
    from the Prison in its history.  Over one hundred prisoners managed to get out 
    of the Prison and escape the Lady's Ward, though hundreds more were turned back 
    to their cells or died in their escape.  Dom was stripped of his Factor rank in 
    the Mercykillers for failing to stop the revolt.  In addition, he spent five 
    years in the Prison himself.  When he was set free, he set out on a thirty-year 
    quest to bring every escaped criminal to justice.  By the time Dom had 
    captured, killed, or verified as dead eighty of the one hundred criminals, the 
    remaining twenty banded together to evade him.
    
    When Dom reached the age of sixty-seven, he had this belt made for him to
    augment his failing strength.  Three years later, he finally captured the last
    of the prisoners and brought them, kicking and screaming, all the way back to
    the cell from which they had escaped thirty years earlier.  Dom reported to the
    current warden, filled out the appropriate paperwork, and fell dead from
    exhaustion within the hour.
    
    STATISTICS:
    
    Strength: +2
    Weight: 3 lb.
    
    
    11BELTSB
    Sash of the Black Raven
    
    The Sash of the Black Raven is rumored to be a symbol of one of the disciples 
    of the Black Raven monastery, a sanctuary located deep within the heart of the
    Spine of the World Mountains.  According to legend, the Black Raven is a near
    mythical figure in Uthgardt legends, a punishing spirit from the underworld who
    emerged on the surface world many years ago to teach the barbarians humility 
    and break their arrogance.  Described as a dark-skinned man with burning eyes 
    and bloodied chains hanging from his wrists, the stories that circle the Black 
    Raven frequently tell of his epic struggles against slavers and injustice 
    throughout the North and the southern kingdoms.  Some historians speculate that 
    the Black Raven may have been a drow or half-drow, but others claim that he was 
    a minor or quasi-deity dedicated to ending slavery and oppression.
    
    This black sash is made of fine silk, perhaps spider silk, and it is worn 
    looped around the waist.  While worn, it helps the wearer focus in combat, 
    freeing his mind of all distractions and channeling his inner energies to 
    defeat his foes. When worn by any class other than a monk, it immediately 
    unknots itself and falls to the ground.
    
    
    STATISTICS:
    
    Special:
      +1 Attack Bonus to all attacks
      Immunity to Confusion and Feeblemind
    Weight: 0 lb.
    
    
    11HFBTSB
    Binding Sash of the Black Raven
    
    STATISTICS:
    
    Special:
      +2 Attack Bonus to all attacks
      Spellward:  Immunity to the spells Confusion, Feeblemind, Sleep, 
       Charm Person, and Cloak of Fear
    Weight: 0
    
    
    
    ===============================================================================
    Blunt Weapons (Maces, Morningstars, Hammers)
    ===============================================================================
    
    
    00CWBLUC
    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:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    
    00CWBLUE
    Masterwork 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:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00CWBLUF
    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:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CWBLUG
    Morningstar
    
    The morningstar is a wooden shaft topped with a metal head made up of a spiked
    iron sheath.  Morningstars 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 morningstar heads, regardless of design, is a long
    point for thrusting.
    
    
    00CWBLUH
    Masterwork Morningstar
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00CWBLUI
    Morningstar +1
    
    The morningstar is a wooden shaft topped with a metal head made up of a spiked
    iron sheath.  Morningstars have an overall length of about four feet.  This
    particular one is mounted with a golden head that has been magically enhanced 
    so as to improve performance and escape the malleability of gold.
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00CWDRI3
    Mace +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CWHAMB
    Masterwork Warhammer
    
    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 warhammer is another.  The horseman's warhammer is the descendent of 
    the Lucerne hammer.  It is made entirely of steel, with rondels protecting and
    strengthening the grip.  Rondels are small disks of metal, often shaped into
    decorative designs.  The shaft is about 18 inches long.
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00CWHAMC
    Warhammer +1
    
    Like others of its type, this warhammer is made entirely of steel, with a bone-
    crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a
    small number of magical properties, however, thus making it more effective in
    combat.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00CWHAME
    Flaming Hammer +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Flame: 50% chance of +1d6 fire damage
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM01
    Warhammer
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM02
    Masterwork Warhammer
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM03
    Warhammer +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM04
    Warhammer +2
    
    This hammer is a by product of a gnomish inventors practical joke. Apparently,
    an industrious little gnome was able to create a special alloy that was capable
    of retaining a sizeable electric charge. He cleverly wove metal strands of this
    alloy into his leather work gloves and greeted guests with hilariously shocking
    results. That is until he shook the hands of a passing dwarven weaponsmith.
    Rumors say, the shock was so intense that the poor fellows beard caught fire. 
    In exchange for his life, the gnomish inventor relinquished the secret to his
    special alloy to the dwarven weaponsmith, who now makes a comfortable living
    fashioning various weapons using the alloy.
    
    STATISTICS:
    
    Damage:  1d8 + 2  (+1d4 electrical)
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM05
    Warhammer
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM85
    Warhammer +5
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM86
    Warhammer +4
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM87
    Warhammer +3
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM88
    Hammer of Bludgeoning +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
       (Fortitude negates)
    Weight: 9 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM89
    Stunning Frost Hammer +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Crushing
    Special:
      Frost: 50% chance +1d6 cold damage
      Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
       to resist)
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM90
    Hammer of Dispelling +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Dispelling: 25% chance Dispel Magic on target (Will save to resist)
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM91
    Corrosive Hammer +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Corrosion: 50% chance +1d6 acid damage
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM92
    Biting Hammer
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Piercing: 50% chance +1d6 piercing damage
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM93
    Lawful Hammer
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Lawful: 33% chance of +2d6 damage against chaotic creatures
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM94
    Holy Hammer of Corrosive Burst +5
    
    STATISTICS:
    
    Damage:  1d8 +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Holy: +2d6 damage against evil creatures
      Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM95
    Hammer of Dispelling +5
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Dispelling: Target must make a Will save or come under the effects of Dispel
    Magic
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM96
    Warhammer of Might +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast spell Draw Upon Holy Might 2/day
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM97
    Resistant Hammer of Liquidity
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage
      Resistance: 2/- Magic Resistance
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM98
    Flaming Hammer +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Flame: 50% chance of +1d6 fire damage
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMM99
    Warhammer of Sparks
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Shock: 50% chance of +1d6 electrical damage
    Weight: 8 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMMPH
    Protean Hammer
    
    This hammer was created by an ingenious gnomish inventor and wizard named Airon
    Broune. Actually no one really knows if Airon is a gnome or not because no one
    has actually seen him. Apparently overnight he had taken over an abandoned shop
    at the edge of small town. One day the shop was vacant and then the next it was
    boarded up tight with signs in every language telling passersby to go away.
    Infuriated, the previous owner demanded he leave, but quickly relinquished his
    claim to the shop when a large sack of gold appeared at his feet. The very next
    day, mysterious notes began to appear all over town. They all contained the 
    same message and read as follows:
    
    **************************************
    
    Bring potatoes. Will pay in gold.
    
    -Airon Broun
    
    **************************************
    
    Intrigued, a few townspeople decided to take him up on his offer and delivered
    sacks of potatoes to the shop. They would shove the potatoes into a delivery
    chute located in the back of the shop and then soon after a small sack of gold
    would appear, usually five times the going rate of the potatoes. The better the
    quality of the potatoes the more gold would appear. News soon spread of this
    wonderful offer and it was not long until every potato in town was sold to the
    curious gnome. No matter how many potatoes one delivered, there always appeared
    a sack of gold for payment.
    
    Needless to say, every farm for miles around started growing potatoes. Each
    farmer would try to outdo the other by producing the biggest and tastiest
    potatoes. This continued on for years until finally, the quality of potatoes 
    was so good that instead of gold appearing, magic items of all sorts would 
    appear. Not realizing the magical nature of the items given, the farmers sold 
    them to passing merchants in disgust and stopped farming potatoes altogether. 
    This hammer is one such item. By inserting special enchanted plates into the 
    head of the hammer, the user is able to modify the abilities of the hammer. 
    This particular hammer comes with plates that will do extra acid, cold, or fire
    damage.
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special 1:
      Corrosive Burst: +1d6 acid damage and 10% chance of +1d10 extra acid damage
    Special 2:
      Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
    Special 3:
      Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HFHMPH
    Masher
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special 1:
      Impact: Critical hit on rolls two lower than normal
      Corrosive Burst: +1d6 acid damage and 10% chance of +2d10 extra acid damage
    Special 2:
      Impact: Increases chance of scoring a critical hit
      Flaming Burst: +1d6 fire damage and 10% chance of +2d10 extra fire damage
    Special 3:
      Impact: Critical hit on rolls two lower than normal
      Frost Burst: +1d6 cold damage and 10% chance of +2d10 extra cold damage
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMMSC
    Stormcaller
    
    This head of this heavy hammer is made from adamantine steel.  The haft is
    carved from solid oak and wrapped in thick cured leather.  A mithril spike is
    attached to the haft where it protrudes from the head.  When drawn, the weapon
    glows with a soft blue luminance.
    
    Stormcaller can call upon the elemental power of lightning.  Two times per day
    the user can cast a shocking grasp spell, and once per day call lightning down
    from the sky.  Stormcaller is another weapon crafted by the dwarven smith
    Braegar of Dorn's Deep.
    
    STATISTICS:
    
    Damage: 1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Bludgeoning
    Special:
      Spell Power: Can cast the spell Shocking grasp twice per day
      Spell Power: Can cast the spell  Lightning Bolt once per day
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HFHRSC
    Hammer of Lightning
    
    STATISTICS:
    
    Damage: 1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast the spell Gedlee's Electric Loop twice per day
      Spell Power: Can cast the spell Chain Lightning once per day
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT01
    Throwing Hammer
    
    Your typical throwing hammer consists of a thick, short handle fitted with a
    heavy metal head. When thrown these weapons can strike with tremendous force.
    Often times, enemies who try to block a thrown hammer with a shield will have
    their arms broken from the impact.
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    
    00HAMT02
    Masterwork Throwing Hammer
    
    STATISTICS:
    
    Damage:  1d4
    Attack Bonus: +1
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    
    00HAMT03
    Throwing Hammer +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT04
    Throwing Hammer +2
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT05
    Throwing Hammer +3
    
    STATISTICS:
    
    Damage:  1d4 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT06
    Throwing Hammer +4
    
    STATISTICS:
    
    Damage:  1d4 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT07
    Throwing Hammer +5
    
    STATISTICS:
    
    Damage:  1d4 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT08
    Returning Throwing Hammer
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Special:
     Returning: Returns to user
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT09
    Returning Throwing Hammer +2
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Special:
     Returning: Returns to user
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00HAMT10
    Throwing Hammer of Thunder +2
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (bludgeoning)
    Damage Type: Melee (bludgeoning)
    Special:
     Returning: Returns to user
     Shock: +1d6 electric damage
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    00MACEAR
    Azure Rod
    
    An azure rod is not a unique item, but certainly a rare one.  Each is fashioned
    from a durable silvery-white alloy and capped with a large, softly glowing
    sphere of lapis lazuli.  Intricate designs wind their way around the azure
    rod's shaft and head, but none serve to indicate who or what might have had a
    hand in their creation.
    
    An azure rod slowly draws in and collects the power of Goodness itself, using
    the energy to both harm evil creatures and invigorate the rod's bearer.  Oddly
    enough, though, the rod functions perfectly well in any hand, whether that of
    the holiest of priests or darkest of scoundrels.
    
    STATISTICS:
    
    Damage:  1d4  +2
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Sacred: +1d6 damage to evil creatures
      Invigoration: +5 Max Hit Points when equipped
    Weight: 5 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00HFMEAR
    Glowing Azure Rod
    
    STATISTICS:
    
    Damage:  1d4  +4
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Sacred: +2d6 damage to evil creatures
      Healing: 33% chance to cast Cure Light Wounds on bearer whenever he or she is
       struck
    Weight: 5 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACECF
    Clenched Fist
    
    This rusty iron scepter has been shaped to resemble a hand curled into a fist,
    and it has a slight miserly look about it.  It looks to be some ancient symbol
    of office, but from what court or temple, you cannot tell - it may have been
    hundreds of years ago in some forgotten province.  The scepter can easily be
    wielded as a mace, and an effective one as well.
    
    For some reason, when the wielder holds the mace in their left hand and puts
    their right hand, palm upwards, beneath the head of the mace, the iron hand
    uncurls and drops a gold piece into the owner's open palm.  This "gold blessing"
    can be done only once per day.
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:  Create one gold piece 1/day.
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00HFMECF
    Iron Hand of Ohanion
    
    ...
    
    For some reason, when the wielder holds the mace in their left hand and puts
    their right hand, palm upwards, beneath the head of the mace, the iron hand
    uncurls and drops a gem into the owner's open palm.  This "blessing" can be 
    done only once per day.
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:  Creates a gem 1/day.
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTRMG
    Morning Glory
    
    Morning Glory is a finely crafted weapon.  The head is constructed of mithril
    with blunted steel spikes of a golden color.  The haft is fashioned from highly
    polished oak with a reinforced steel center.  The pommel of the weapon is 
    capped with a seal depicting the rising sun.
    
    This was once the favored weapon of a priest of Lathander, the morning lord, 
    the god of renewal and rebirth.  It is renowned for its healing abilities.  The
    weapon can cure light wounds thrice per day or cure critical wounds once per
    day.
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast Cure Light Wounds thrice per day
      Spell Power: Can cast Cure Critical Wounds once per day
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00HFMRMG
    Lathander's Gift
    
    Lathander's Gift is a finely crafted weapon.  The head is constructed of 
    mithril with blunted steel spikes of a golden color.  The haft is fashioned 
    from highly polished oak with a reinforced steel center.  The pommel of the 
    weapon is capped with a seal depicting the rising sun.
    
    This was once the favored weapon of a priest of Lathander, the morning lord, 
    the god of renewal and rebirth.  It is renowned for its healing abilities.  The
    weapon can cure moderate wounds thrice per day or heal once per day.
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast Cure Moderate Wounds thrice per day
      Spell Power: Can cast Heal once per day
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTRMS
    Mountains of Selune
    
    The head of this morningstar is made of some curious metal that seems to bend
    and drink the light around it.  At night, it gives off a soft glow like the moon
    Selune, and it seems to guide the wielder's hand in combat, like a lodestone
    draws iron.  Its origins are a mystery, but its effectiveness in combat has been
    proven on countless fields of battle.
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Spellward: Wielder immune to Blindness
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00HFMRMS
    Mountains of Selune
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Spellward: Wielder immune to Blindness
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE01
    Mace
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00MACE02
    Masterwork Mace
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00MACE03
    Mace +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE89
    Mace of Bludgeoning +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE90
    Mace of Opposing Elements
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Flame: 50% chance +1d6 fire damage
      Frost: 50% chance of +1d6 cold damage
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE91
    Sure Strike Mace
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE92
    Mace of Stunning Frost Burst
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Stunning: Fortitude save or target is stunned for 1/2 combat round
      Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE93
    Mace of Evil Protection
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Spell Power: Casts Magic Circle Against Evil 2/day
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE94
    Mace of Holy Smite
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Infrequent Spell: 33% chance target is affected by spell Holy Smite
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Holy: +2d6 damage to evil creatures
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE95
    Flaming Burst Mace of Disruption
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
      Disruption: All undead and outsiders hit by weapon must make a Fortitude save
       or be destroyed
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE96
    Mace +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE97
    Mace +4
    
    STATISTICS:
    
    Damage:  1d8  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE98
    Mace +3
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MACE99
    Mace +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR01
    Morningstar
    
    STATISTICS:
    
    Damage: 1d8
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00MSTR02
    Masterwork Morningstar
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    00MSTR03
    Morningstar +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR84
    Lightning Star +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Shock: 50% chance +1d6 electric damage
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR85
    Morningstar of Poisoned Thorns
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR86
    Morningstar of Glory
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
      Impact: Increases chance of scoring a critical hit
      Crushing: +3d6 Bludgeoning damage
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR87
    Morningstar +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR88
    Morningstar +4
    
    STATISTICS:
    
    Damage:  1d8  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR89
    Morningstar +3
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR90
    Morningstar +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR91
    Stunning Star of Speed
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Speed: 2 additonal attack per combat round
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
      Stunning: 50% chance target is stunned for 1/2 round (Fortitude save to
       resist)
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR92
    Star of Quills +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Wounding: Causes 5 hit points of damage per round for 10 rounds. Multiple
       wounds are cumulative. (Fortitude negates)
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR93
    Morningstar of the Eternal +3
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Vampiric: 25% chance of 2d4 hit points drained from target and added to
       wielder (Fortitude save for none)
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR94
    Corrosive Star +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Corrosive: +1d6 acid damage
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR95
    Morningstar of Thorns +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Piercing: +1d6 piercing damage
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR96
    Flaming Star +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Flame: +1d6 fire damage
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR97
    Morningstar of Warding +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Deflection Bonus: +1
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR98
    Static Star +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Shock: +1d6 Electrical damage
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00MSTR99
    Holy Morningstar +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Holy: +2d6 damage to evil creatures
    Weight: 8 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    11CLUBMK
    Memories of Kuldahar
    
    This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, 
    a mighty oak far to the southeast of Targos.  The great oak is believed to be a
    gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering
    hundreds of feet into the sky and providing a great circle of warmth to all who
    live beneath its sheltering limbs.  For many, the tree represents a peaceful
    symbiosis between town and nature, and the tree is revered as a holy site by
    druids throughout Faerun.
    
    When the town of Kuldahar was laid siege by the great evil from the Spine of 
    the World Mountains in the Year of the Cold Soul, 1281 DR, the great tree of
    Kuldahar was buffeted by the great winds and howling storms blasting the 
    region, causing its circle of warmth to recede and snapping off several limbs 
    from the top of the tree.  These limbs were gathered up by the town's residents 
    after the town of Kuldahar was saved, and they were kept in many houses as a 
    symbol of the town's persistence in the face of adversity.  Some of these 
    pieces of the great tree have found their way throughout the Ten-Towns, and the 
    limbs still carry some of the warmth and enchantment of the great tree within 
    them, making them powerful weapons.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Resistance: 2/- Cold Resistance
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    11HFCBMK
    Branching Paths of Kuldahar
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Special:
      Resistance: 5/- Cold Resistance
      Resistance: 1/- Piercing Resistance
      Resistance: 2/- Bludgeoning Resistance
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    11HAMMCR
    Craftsman's Hammer
    
    This heavy-headed hammer looks like it was used for construction on the
    Palisade, and it's possible that none of the workers were aware of its 
    enchanted nature.  While this weapon is a little slower and heavier than a 
    warhammer, its swing is true and does more damage when it hits.  A single tap 
    from this hammer creates a clear, ringing note.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 9 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    11HFHRCR
    Slow and Steady
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Special:
      Strength: +3
    Weight: 9 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    50CLUBBT
    Belib's Everlasting Torch
    
    Belib the Wary was arguably the best-equipped adventurer the realms had ever
    known - or would have been, had he ever actually left his home on one.  Just 
    one item from his astounding list of enchanted dungeoneering equipment is his
    Everlasting Torch.  A magical lantern fashioned in the shape of an elaborate
    wooden torch, the item burns with a bright orange flame that cannot be
    extinguished - whether dunked in water, buried under several feet of rock, or
    smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply
    will not be put out.
    
    When Belib finally finished the last of his items, he crammed them all into a
    giant pack - enchanted to hold far more than Belib could normally carry 
    himself, of course - and heaved it onto his shoulders, prepared for the 
    adventure of a lifetime.  As Belib crossed the threshold of his dwelling he 
    tripped... and the tiny gnome was instantly crushed beneath his enormous 
    backpack.  The bag burst open, its contents scattering across the Waterdeep 
    street where Belib had lived and rapidly vanishing into the hands of various 
    good-for-nothing passersby.
    
    Belib's corpse was eventually taken to a temple and raised by a kind-hearted
    priestess, but by then the last of Belib's enchanted items... and most of the
    contents of his home... were long gone.  Grateful but understandably upset,
    Belib fashioned a number of unique magical items for the priestess before
    returning to his family and homeland, forever vanishing from the surface world.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Special:
      Flaming Burst:  +2d6 fire damage and 10% chance of +1d10 extra fire damage
    Weight:  5 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    50HFCLBT
    Belib's Amazing Everlasting Torch
    
    STATISTICS:
    
    Damage:  1d6  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Flame: 1d6 fire damage
      Ignition: 50% chance to cast Beltyn's Burning Blood on a struck target
    Weight:  5 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    51HAMMDA
    Hammer of Darkness
    
    Duergar master artisans forged this hammer of dull gray steel.  Its head is
    marked with a rune of terrible black power; even a single blow from the hammer
    has a chance to swathe an enemy's eyes in darkness and blind them.
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
     Spell Process:  50% chance to Blind target (Fortitude save negates)
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    51HFHRDA
    Hammer of Utter Darkness
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Spell Process: 66% chance to Blind target (Fortitude save negates)
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    51HAMMVA
    Valorfoe
    
    The Valorfoe is a frightful weapon, one forged to break an enemy's spirit as
    well as their armor and bones.  It is ancient, its artisan's name long-lost 
    even to the vast historical records of the gray dwarves.  Covered in runes of 
    cruel power, the Valorfoe bears a single inscription in the tongue of ancient 
    dwarves, now used only by the duergar:
    
    "'Tis Not Death That Is Worthy of Dread, But The Fear of Death"
    
    Every blow from the Valorfoe has the chance of striking terror into the 
    target's heart, causing them to flee madly from the hammer's wielder.
    
    STATISTICS:
    
    Damage:  1d10 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Strike Terror: 33% chance target flees in fear (save vs Will)
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    51HFHRVA
    The Dire-Hammer Valorfoe
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Strike Terror: Target will flee in fear (save vs Will)
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    
    63CLUBMP
    Monkey Paw of Discipline
    
    The neo-orog captain, Sprawg, is the current instructor of general battle
    tactics for the new Legion of the Chimera recruits.  As such, he needed a tool
    to keep his new recruits submissive and in line.  Thus, the Monkey Paw of
    Discipline was created.
    
    The Monkey Paw of Discipline looks exactly like the name describes.  It 
    consists mainly of a large, petrified monkey's arm severed at the shoulder.  At
    the shoulder joint, it looks like a one-handed grip was jammed into the bone 
    and magically fused. At the opposite end, the paw is open and is the main 
    dealer of pain.  Once someone is smacked with the paw, aside from the 
    considerable damage, there is a chance that the recipient of the discipline 
    will suffer from heightened fear and/or confusion.  Once these symptoms wear 
    off, it is not likely that the recipient of the paw's discipline will ever be a 
    problem in the future, especially while class is in session.
    
    STATISTICS:
    
    Damage:  1d6  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Speed:  One extra attack per round
      Spell Process: 15% chance of casting the spell Emotion: Fear on target per 
       hit
      Spell Process: 5% chance of casting the spell Confusion on target per hit.
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    63HFCBMP
    Monkey Paw of Extreme Prejudice
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Speed:  Two extra attacks per round
      Spell Process: 15% chance of casting the spell Emotion: Fear on target per 
       hit
      Spell Process: 5% chance of casting the spell Confusion on target per hit
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    63HAMMBI
    Brutal Impact
    
    As one of the perks of being the Tyrannar (high cleric) of the Xvimian faith
    within the Legion of the Chimera, Brutai Mar received the deadly warhammer,
    Brutal Impact.
    
    This hammer sports a finely etched shaft with images of Iyachtu Xvim fending 
    off legions of paladins.  Its exquisitely crafted mithral hammer is much larger 
    than most warhammers, yet seems no heavier.  Like many weapons made with the 
    unholy enchantments of Iyachtu Xvim, the metal of the hammer seems to absorb 
    light into its unending blackness.
    
    On the few occasions that the Tyrannar Brutai Mar has used his weapon on his
    foes, Brutai has felt increased strength and improved accuracy.  In addition,
    some of the crushing blows were accompanied by bursts of Xvimian acid - the 
    same acid that flows throw the waters within Severed Hand.
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Impact: Increases chance of scoring a critical hit
      Corrosive Burst:  33% chance +2d6 acid damage and 10% chance of +2d10 extra
       acid damage
      Strength: +2 bonus
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    63HFHRBI
    Xvim's Brutal Impact
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Impact: Increases chance of scoring a critical hit
      Corrosive Burst:  33% chance +2d6 acid damage and 10% chance of +2d10 extra
       acid damage
      Strength: +5 bonus
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    ZZG6CT
    Troll Killer
    
    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.  With minute traces of acid along its striking end, coupled with its
    unusually warm feel, one could surmise that this club would be especially
    effective against all trolls.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Enchantment:  +1
    Special:
      Bane: +2 Attack Bonus vs Trolls and +2d6+2 damage vs Trolls
      Flame: 25% chance +1d6 fire damage
      Corrosion: 25% chance +1d6 acid damage
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    ZZH6DH
    Dwarven Giant Slayer Hammer +5
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
     Bane: +2 Attack Bonus vs Giants and an additional 1d6+2 damage vs Giants
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Hammer
    Type:  One-handed
    
    
    ZZJ6HFMM
    Selune's Blessing
    
    Selune's Blessing appears to be a normal mace.  However, against spectral 
    undead the weapon is quite deadly and inflicts additional damage.
    
    Little is known of the origins of the mace, but it is believed to be the
    creation of a priestess of Selune, the goddess of the moon.  Selunites deny 
    this pointing out that worshipers of Selune are powerless against undead.  
    Therefore, no priestess of Selune could creature such an item.  Scholars argue 
    that this is exactly why the mace was made.  To grant the wielder a power over 
    creatures that is not normally given.  Of course, this argument fails to 
    explain how the mace could have been created.
    
    STATISTICS:
    
    Damage: 1d8  +5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead
    Weight: 10 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    ZZJ6MM
    Moon Maiden's Blessing
    
    STATISTICS:
    
    Damage: 1d8  +2
    Attack Bonus: +2
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Special:
      Bane: +2 Attack Bonus vs Undead, +2d6+2 damage vs Undead
    Weight: 10 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    ZZL6MA
    Mace of Goblin Slaying +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Bane: +2 Attack Bonus vs Goblins and +2d6+2 damage vs Goblins
    Weight: 12 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    
    ===============================================================================
    Bolts
    ===============================================================================
    
    
    00BOLT01
    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 lb.
    Launcher:  Crossbow
    
    
    
    00BOLT02
    Masterwork Bolt
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    
    00BOLT03
    Bolt +1
    
    Quarrels or bolts are the ammunition fired by crossbows regardless of the
    weapon's size.  However this bolt has been imbued with a small amount of 
    magical properties which enhances performance in flight, almost as if the bolt 
    was guided towards its target.
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT04
    Bolt +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT05
    Sparking Bolts +1
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Shock: +1d6 electrical damage
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT08
    Tranquil Bolt
    
    These crossbow bolts are easy for magic scholars to recognize because of their
    purpose and their colorful decoration.  The infamous Band of the Key was a 
    group of occultist fighters who dedicated themselves to taking evil magical 
    texts out of the hands of those who would use them to cause harm.  The Band 
    favored using crossbows over bows for their ability to remain cocked and ready 
    for long periods of time.  The leader of the Band, a thin, mustachioed man 
    named Heglyf, enlisted some Deneirian priests to craft these special bolts in 
    large quantities.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (Piercing)
    Special:
      Spell Process: Bolts cast Silence on target (Will save negates)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT93
    Stunning Bolts +1
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
     Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT94
    Frost Bolts +1
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
     Frost: +1d6 cold damage
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT95
    Flaming Bolts +1
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Flame: +1d6 fire damage
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT96
    Corrosive Bolts +1
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Corrosion: +1d6 acid damage
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT97
    Bolt +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT98
    Bolt +4
    
    STATISTICS:
    
    Damage:  1d8  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00BOLT99
    Bolt +3
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    00CWBLTA
    Bolt +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (piercing)
    Weight:  0 lb.
    Launcher:  Crossbow
    
    
    
    ===============================================================================
    Books
    ===============================================================================
    
    
    00BOOK07        History of Calimshan
    00BOOK08        History of Cormyr
    00BOOK09        History of Dambrath
    00BOOK10        History of Durpar and Var the Golden
    00BOOK11        History of Estagund
    00BOOK12        History of Gondegal the Lost King
    00BOOK13        History of Halruaa
    00BOOK14        History of Luiren
    00BOOK15        History of Sembia
    00BOOK16        History of Shadowdale
    00BOOK17        History of Shadowdale
    00BOOK18        History of Shadowdale
    00BOOK19        History of Shadowdale
    00BOOK20        History of Shadowdale
    00BOOK21        History of Shadowdale
    00BOOK22        History of Shadowdale
    00BOOK23        History of Shadowdale
    00BOOK24        History of Shadowdale
    00BOOK25        History of Shadowdale
    00BOOK26        History of Shadowdale
    00BOOK27        History of Shadowdale
    00BOOK28        History of Shadowdale
    00BOOK29        History of Tethyr
    00BOOK30        History of the Bell in the Depths
    00BOOK31        History of the Chosen of Mystra
    00BOOK32        History of the Dales and the Elven Court
    00BOOK33        History of the Dead Three
    00BOOK34        History of the Dragon Coast
    00BOOK35        History of the Drow
    00BOOK36        History of the Drow II
    00BOOK37        History of the Fateful Coin
    00BOOK38        History of the Last March of the Giants
    00BOOK39        History of the Moonsea
    00BOOK40        History of the North I
    00BOOK41        History of the North II
    00BOOK43        History of the North
    00BOOK44        History of the North
    00BOOK45        History of the North
    00BOOK46        History of the North
    00BOOK47        History of the North
    00BOOK48        History of the North
    00BOOK49        History of the North
    00BOOK50        History of the Red Ravens
    00BOOK51        History of the Sisters of Light and Darkness
    00BOOK52        History of the Unicorn Run
    00BOOK53        History of the Valley of the Gods
    00BOOK54        History of the Vast
    00BOOK55        History of the Western Heartlands
    00BOOK56        History of the Zhentarim
    00BOOK57        History of the Ulgarth
    00BOOK58        History of Amn
    00BOOK59        History of Waterdeep
    00BOOK60        History of Waterdeep
    00BOOK61        History of Waterdeep
    00BOOK62        History of Waterdeep
    00BOOK63        History of Waterdeep
    00BOOK64        History of Waterdeep
    
    
    00BOOK65
    History of the Nether Scrolls
    The writing in this text is completely indecipherable and resists any such
    attempts at comprehension through normal magic or any other means.
    
    
    00BOOK66
    Yago's Book of Curses
    The pages of this book are tattered and torn.  Various stains of unknown origin
    abound on each page, along with what appears to be some kind of writing or
    scribblings. The odd marks seem to be scribbled all over the pages rather
    haphazardly and even sometimes flowing right off the edge of the page as if the
    author didn't realize when to stop.  The odd markings seem to writhe and 
    contort in agony as if in defiance of being read.
    
    Weight: 2 lb.
    
    
    
    00BOOK67
    Animals Are Your Friend
    An excerpt...
    
    "One of the first steps towards living in harmony with animals is learning to
    respect our ever-changing relationship with animals.  Many people think of
    humans and demihumans as being superior to animals.  However, as I've already
    stated, the criteria for 'superiority' is very subjective.  For this reason, we
    must view our relationship with the animals of the wild on a personal and ever-
    changing basis.  Give the creatures the respect they deserve, but always
    remember that predators are predators, no matter how much you respect their
    territory."
    
    Weight:  2 lb.
    
    
    
    00BOOK68        Lore of the Bladesingers
    00BOOK69        Code of Training in the Seldarine's Hand
    
    
    
    00BOOK70
    Elameth's Compendium
    By Elameth
    
    This is a technical book containing sketches of various magical artifacts.  It
    details some of the plans and processes used by the elven enchanter, Elameth,
    and the dwarven smith, Karador during the time of cooperation between the two
    races.
    
    Weight:  2 lb.
    
    
    
    00BOOK71
    Ancient Lore on Corellon Larethian
    
    By Master E. L. Boyd
    
      ...as the lore goes, many great battles were fought between Corellon and
    Gruumsh.  As Corellon's blood flowed, it mingled with the tears Sehanine shed.
    And in this mixture of blood and tears, Corellon's children, the Seldarine were
    born.
      Corellon embodies the highest values of that which is elvenkind.  From the
    gentle aspects of art and poetry to the hasher aspects of war and magic, he is
    venerated by all the Fair Folk, except that of the drow.  Vigilant over his
    creations, it is told that Corellon will wander the elven lands, observing his
    people and defending what is theirs.
    
    Weight:  4 lb.
    
    
    
    00BOOK72        Engineering Manual
    00BOOK73        Fish on the Sea of Fallen Stars
    00BOOK74        The Folly of Fury
    00BOOK75        Hippogriff Riders of the Hand
    00BOOK76        Tending Ivy
    
    
    00BOOK77
    Ancient Lore on Labelas Enoreth
    
    By Master E. L. Boyd
    
      Labelas Enoreth is the elven god of longevity and time.  At the creation of
    the Fair Folk, Labelas blessed the elves with long lifespans and decreed that
    their appearances would not be marked by the passage of time.  The lifegiver
    cooperates with Sehanine in overseeing the lifespan of elves and their growth
    away from and beyond the mortal realms.  He measures the lives of the Fair Folk
    and decrees when they should be ended, allowing passage to Arvandor.  As Lord 
    of the Continuum, Labelas governs the orderly passage of time and guards 
    against those who would alter the path of history.  Labelas confers wisdom and 
    teachings on young and old alike, and although he is rarely invoked, the 
    Lifegiver is often praised.  The Lifegiver knows the future and past of every 
    elf, faerie, or sylvan creature.  Labelas is worshiped by sages, historians, 
    philosophers, librarians, and all those who measure the changes wrought by the 
    passing of years.
    
    Weight:  4 lb.
    
    
    
    00BOOK78        Ancient Lore on Sehanine Moonbow
    00BOOK79        Philosophy of Kara-Tur
    00BOOK80        Great Pottery of Lurien
    00BOOK81        "Rock Eaters", They are Not!
    00BOOK82        Ancient Lore on Shevarash
    00BOOK83        Ancient Lore on Solonor Thelandira
    00BOOK84        Secret Societies
    00BOOK85        Ecology of the Unicorn
    00BOOK86        On Non-Violence
    00BOOK87        Worship in the Hand of the Seldarine
    
    
    
    11BOOKDE
    Book of the Deserving
    
    This great book details the dogma of Tempus, the Lord of Battles.  Inscribed
    within are the tenets of the order:
    
    "Tempus does not win battles - Tempus helps the deserving win battles.  War is
    fair in that it oppresses all sides equally and that in any given battle, a
    mortal may be slain or become a great leader among his or her companions.  War
    should not be feared, but seen as a natural force, a human force, the storm 
    that civilization brings by its very existence."
    
    This book gains power when the passages within are read aloud by a priest of
    Tempus, and it allows the priest to call upon his inner strength and use it in
    the name of war.
    
    STATISTICS:
    
    Spell Power: Casts the spell Bless once per day
    
    Weight: 1 lb.
    
    
    
    11BOOKEA        The Ten-Towns:  Easthaven
    11BOOKHK        History of Kuldahar
    11BOOKHW        Heart of Winter
    11BOOKLD        Legends of Icewind Dale
    
    
    
    11BOOKLE
    Book of Leaves
    
    The covers of this heavy book are made of bark, and the pages are made of
    pressed leaves.  It is not clear what is holding this book together, for you see
    no bindings and no glue along the spine.
    
    When this book is held in the hand of a druid and the druid is touching solid
    ground, a sheath of bark will sprout from the earth and cover the wielder,
    making his skin as tough as the skin of a great tree.
    
    STATISTICS:
    
    Spell Power: Casts the spell Barkskin
    Weight:  1 lb.
    
    
    11BOOKLO        The Ten-Towns:  Lonelywood
    11BOOKST        Severed Ties, Severed Hand
    11BOOKTG        Traveler's Guide to Icewind Dale
    
    
    11HFBKDE
    Tome of the Lord of Battles
    
    This great book details the dogma of Tempus, the Lord of Battles.  Inscribed
    within are the tenets of the order:
    
    "Tempus does not win battles - Tempus helps the deserving win battles.  War is
    fair in that it oppresses all sides equally and that in any given battle, a
    mortal may be slain or become a great leader among his or her companions.  War
    should not be feared, but seen as a natural force, a human force, the storm 
    that civilization brings by its very existence."
    
    This book gains power when the passages within are read aloud by a priest of
    Tempus, and it allows the priest to call upon his inner strength and use it in
    the name of war.
    
    STATISTICS:
    
    Spell Power: Casts the spell Champion's Strength once per day
    
    Weight: 1 lb.
    
    
    
    11HFBKHW
    Heart of Winter
    
    The Heart of Winter is often confused with the legendary Heartstone Gem, a
    powerful scrying artifact that serves as the heart of the great tree community
    of Kuldahar.  The Heart of Winter is not an object, but an expression 
    frequently used by the Uthgart tribes of the north to refer to a warrior or 
    creature that has rid itself of all except one driving focus - usually revenge 
    or hatred.  The expression is often used to describe the barbarian lord, 
    Wylfdene, who returned to lead the barbarian tribes in a campaign against the 
    Ten-Towns in the Year of the Cold Soul (1281 Dale Reckoning).  According to 
    legend, Wylfdene claimed to be the reincarnation of the shaman Jerrod, one of 
    the barbarians greatest heroes and the one who sacrificed himself in the final 
    battle against the archmage Arakon many hundreds of years ago.  Claiming that 
    his body had become home to Jerrod's spirit, Wylfdene rallied the tribes of the 
    North to war to retake the lands that he claimed had been seized by the 
    southerners of the Ten-Towns. Establishing a great war camp in Bremen's Run, a 
    narrow canyon under the shadow of Kelvin's Cairn, he fought several quick 
    battles against the dwarves and townsfolk of the region until a small band of 
    adventurers arrived in the town of Lonelywood to try to carve out a peace 
    between the Ten-Towns and the barbarians. Their efforts at diplomacy are said 
    to have failed, but they succeeded in defeating Wylfdene and saving the 
    Ten-Towns from destruction.  It is believed that these adventurers are the only 
    reason the Ten-Towns exist (and thrive) to this day.
    
    What happened to these brave adventurers is unknown.  The last known record of
    them is a sighting of them at the Whistling Gallows Inn in Lonelywood, where
    they spoke with a halfling traveler who claimed to know of a place where great
    riches could be found.  Shortly after this, the adventurers and the halfling
    vanished and were never heard from again.
    
    After reading the closing chapter of the book above, you notice that the top
    letter in each of the chapters weave together to form a peculiar summoning
    spell.  When a passage is recited from the book, it allows the reader to 
    inflict the curse of the Heart of Winter upon foes, blinding them with its
    power or even freezing them where they stand.
    
    STATISTICS
    
    Spell Power: Cast Otiluke's Freezing Sphere 3/Day
    Spell Power: Cast Power Word: Blindness 3/Day
    
    Weight: 1 lb.
    
    
    
    11HFBKLD
    Legends of Icewind Dale
    
    The greatest legends can stem from the humblest beginnings, and so it was with
    the band of adventurers that began their journey in the fishing community of
    Easthaven thirty years ago, 1281 Dale Reckoning.  Meeting in the Winter's 
    Cradle Tavern, this band of southerners had traveled north in search of 
    adventure, and they were the first to join Hrothgar's expedition to investigate 
    the rumor of troubles brewing in the great tree town of Kuldahar to the North, 
    where a mighty oak, towering hundreds of feet high, sheltered a small town 
    beneath its boughs with a life-giving warmth.
    
    The misfortunes plaguing Icewind Dale led to the ambush of Hrothgar's 
    expedition in the windswept Kuldahar Pass... and it left them the only 
    survivors.  Pressing on against goblinoid raiders that filled the Pass, the 
    small band finally reached Kuldahar, only to discover the great tree was being 
    threatened by an unknown evil deep within the mountains - if this evil was not 
    stopped, Kuldahar would be destroyed, and the North itself might soon share the 
    town's fate.
    
    The brave band of adventurers searched out this evil, their travels carrying
    them from the crypts of the Vale of Shadows through the numerous ruins of the
    North, including the decaying elven fortress of the Severed Hand and the lava-
    filled caverns of Dragon's Eye.  Much of their journey has been lost, but there
    is no doubt that their efforts led to the salvation of Kuldahar and the Ten-
    Towns and their deeds are still spoken of in Easthaven and Kuldahar to this
    day. Hrothgar himself has been laid to rest in a small glen near the town of
    Kuldahar, in memory of his selflessness in coming to the aid of his neighbor in
    a time when Easthaven itself was suffering troubles of its own.
    
    Among their other acts of heroism, the adventurers are credited with the
    discovery of the location of the tomb of Kresselack the Black Wolf, one of the
    most infamous of the Northern generals, the discovery of the Severed Hand, and
    numerous other monasteries and ruins believed lost to time and the snows of the
    North.
    
    After reading the closing chapter of the book above, you notice that the top
    letter in each of the chapters weave together to form a peculiar summoning
    spell.  When a passage is recited from the book, it summons the howling winds 
    of Icewind Dale to the reader's aid.
    
    STATISTICS:
    
    Spell Power: Cast Whirlwind 3 times/Day
    Spell Power: Cast Planar Binding: Air Elemental 3/Day
    
    Weight: 1 lb.
    
    
    
    11HFBKLE
    Book of Leaves
    
    The covers of this heavy book are made of bark, and the pages are made of
    pressed leaves.  It is not clear what is holding this book together, for you 
    see no bindings and no glue along the spine.
    
    When this book is held in the hand of a druid and the druid is touching solid
    ground, a sheath of bark will sprout from the earth and cover the wielder,
    making his skin as tough as the skin of a great tree.
    
    STATISTICS:
    
    Spell Power: Casts the spell Barkskin
    Spell Power: Casts the spell Shambler
    Weight: 1
    
    
    52BOOK89        Valas - The Black Raven
    
    
    52BOOKAD
    How To Be An Adventurer
    
    This ludicrously huge and heavy book - more a compilation of volumes in a
    single binding than anything else - claims to be an extensive manual on the
    "the fine art of adventuring."  Its many chapters include:
    
     - Henchmen: Loyal Companions or Seedy Pack-Mules?
     - Making Your Kit Work for *You*
     - 101 Uses for a 10' Pole
     - Catapults: Yes, That's as Far as it Shoots
     - Getting the Most Out of Your Party's Thief
     - Today's Tinderbox - It's Not Just for Lighting Torches
       Anymore
     - Dungeons to Tackle:
         - Stinky Pieter's Halls o' Poorly Guarded Gold
         - The Caves of Soundly Sleeping Monsters
         - Archmage "Loose-Bowels" Wozley the Milksop's
           Enchanted Item Warehouse
         - The Wooden Citadel of Darmos the Old and Crippled
         - Uncle Fralin's Tool Shed
         - ...and more!
     - Dungeons To Avoid Like the Crotch-Rot:
         - The Iron Fortress of Blodax, Devourer of Souls
         - Dominara the Erinyes' Nine-Layered Brothel of
           Violent Emasculation (No Slaking... or Slating... allowed)
         - The Crimson Hell-Pit of One Billion Miserable Deaths
         - Uncle Fralin's Bedroom
         - ...and more!
     - Your Lantern and You
     - Twelve Uses for Twelve Iron Spikes
     - 99 Uses for That Little Hammer That Comes With Twelve
       Iron Spikes
     - Face It, You're Actually "Neutral Evil"
     - The King's Lovely Daughter: Look But Don't Touch
     - Don't Put Your Hand in That Dark Hole
    
    ...and over eighty more information-packed chapters covering all aspects of
    adventuring, from hoarding to spell-casting and bold heroics to arse-saving
    cowardice.
    
    STATISTICS:
    
    Special:
      Gives the reader 10,000 Experience Points.
      Disappears after use.
    Weight: 8 lb.
    
    
    52HFBKAD
    How To Be An Adventurer (2nd Ed.)
    
    STATISTICS:
    
    Special:
      Gives the reader 20,000 Experience Points.
      Disappears after use.
    Weight: 8 lb.
    
    
    
    52BOOKDV
    Tome of Deeds Valorous
    
    The Tome of Deeds Valorous is filled with many tales of courage, from lyrical
    tales of noble gallantry to almost chilling accounts of desperate self-
    sacrifice.  The pages and very words themselves are soaked with magic, so that
    when read aloud they serve to inspire the speaker and nearby companions.  
    Thrice per day one may use the tome to dispel all fear and steel hearts against 
    further trepidation.
    
    STATISTICS:
    
    Special:
      Can cast the spell Remove Fear 3/day
    Weight: 2 lb.
    
    
    52HFBKDV
    Masterwork Tome of Deeds Valorous
    
    STATISTICS:
    
    Special:
      Can cast these spells simultaneously: Remove Fear, Emotion: Rage, and Armor of
    Faith 3/day
    Weight: 2 lb.
    
    
    52BOOKGE
    Tome of Glorious Exaltation
    
    The Tome of Glorious Exaltation is filled with words to inspire and invigorate,
    all hand-scribed with thrice-blessed golden ink upon sheets of the finest
    vellum.  One may read the tome's text aloud once per day, cleansing and
    protecting a single listener from the effects of fear, sleep, feeblemindedness,
    unconsciousness, intoxication, as well as berserk, confused, and hopeless 
    states of mind.
    
    STATISTICS:
    
    Special:
     Can cast the spell Exaltation 1/day.
    Weight: 2 lb.
    
    
    52HFBKGE
    Masterwork Tome of Glorious Exaltation
    
    STATISTICS:
    
    Special:
      So long as the book is held, the bearer is under the effects of the 
      Exaltation spell.
    Weight: 2 lb.
    
    
    52BOOKOG
    Mensel's Obscene Grimoire
    
    Mensel of Cormyr, at one time the Lord of Immersea, was that rare sort of
    nobleman, a fellow well known to be kind, generous, and humanitarian to a 
    fault. He was much loved by his family, servants, and those that lived upon his 
    lands. Well after the elderly Lord Mensel had passed away in his sleep, a 
    secret vault was found hidden beneath his study.  Within the vault Mensel's 
    heirs found a small hoard of treasure... and the Obscene Grimoire.
    
    Though the origins of the grimoire and the identity of anyone associated with 
    it - save the late Lord Mensel, of course - are still unknown, unwholesome 
    rumors sprang up like mushrooms and still abound after nearly a century.  The 
    worst of the scandalous claims involved a seer from Arabel, a pious young man 
    that seemed saddened to explain that Lord Mensel had the grimoire fashioned for 
    himself at great expense and then slew all those involved in its making - an 
    assertion that did no less than bring ruin to Mensel's name and family.
    
    The unsavory book was cast into a temple brazier but, to the astonishment of
    numerous witnesses, it vanished in a cloud of foul-smelling vapor rather than
    bursting into flames.  Since that day the Obscene Grimoire has appeared in many
    places, never found intentionally and always disappearing again within a few
    year's time.
    
    The thick, black, leather-bound book is filled with painstakingly detailed
    woodblock prints, each depicting a gruesome scene of violent perversion.  Even
    the briefest of glances through its disturbing pages is enough to assure the
    reader that no taboo is left unturned.  However, for those willing to carefully
    peruse the disquieting work, there are dark runes and ritual directions hidden
    amongst the illumination around each print.  Those so inclined are able to use
    the power of Mensel's Obscene Grimoire to summon a cacofiend, bound to the
    reader's service, one time before the book vanishes.
    
    STATISTICS:
    
    Special:
      Using the grimoire casts both Protection From Evil and Cacofiend.
      The Obscene Grimoire vanishes after a single use or when one attempts to
    destroy it.
    Weight: 2 lb.
    
    
    52HFBKOG
    Mensel's Vile Grimoire Pervertere
    
    STATISTICS:
    
    Special:
      Using the grimoire casts both Protection From Evil and Cacofiend.
      The Mensel's Vile Grimoire Pervertere vanishes when one attempts to destroy
    it.
    Weight: 2 lb.
    
    
    52BOOKSU
    Tome of the Supplicant
    
    The Tome of the Supplicant is a heavy volume whose intricately illuminated
    vellum pages contain numerous short prayers woven with words of power and
    calling.  One may read aloud from the tome once per day, bestowing favor upon
    the reader and his or her allies while cursing his or her enemies.
    
    STATISTICS:
    
    Special:
      Spell Power: Can cast the spell Prayer 1/day
    Weight:  2 lb.
    
    
    52HFBKSU
    Masterwork Tome of the Supplicant
    
    The Masterwork Tome of the Supplicantis a heavy volume whose intricately
    illuminated vellum pages contain numerous short prayers woven with words of
    power and calling.  One may read aloud from the tome once per day, bestowing
    favor upon the reader and his or her allies while calling down the righteous
    fury of the Plane of Brightness upon his or her enemies.
    
    STATISTICS:
    
    Special:
      Spell Power: Can simultaneously cast the spells Prayer and Holy Smite 1/day
    Weight: 2 lb.
    
    
    52BOOKSV
    Tome of Sacred Verse
    
    The Tome of Sacred Verse is a collection of hymns and lyrical prayers woven 
    with words of power and calling, penned in the blood of a willing planar.  
    Twice per day a reader may sing a passage aloud, the book's power making his or 
    her voice as fine and clear as radiant crystal.  For the duration of the hymn, 
    allies of the singer that hear the sound will be blessed with good fortune, 
    while the singer's enemies will be cursed.
    
    STATISTICS:
    
    Special:
     Spell Power: Can cast the spell Chant 2/day
    Weight: 2 lb.
    
    
    
    52HFBKSV
    Masterwork Tome of Sacred Verse
    
    The Masterwork Tome of Sacred Verse is a collection of hymns and lyrical 
    prayers woven with words of power and calling, penned in the blood of a willing 
    planar. Thrice per day a reader may sing a passage aloud, the book's power 
    making his or her voice as fine and clear as radiant crystal.  For the duration 
    of the hymn, allies of the singer that hear the sound will be blessed with good 
    fortune, while nearby enemies will find themselves dumbfounded and guilt-struck 
    for opposing such a glorious figure.
    
    STATISTICS:
    
    Special:
      Spell Power: Can simultaneously cast the spells Chant and Emotion: Despair
       2/day
    Weight: 2 lb.
    
    
    53BOOKIG
    A Treatise upon Flesh Golems
    
    This large, hand-written tome details the efforts of the wizard Imphraili - a
    specialist in the school of transmutation - to enhance what she refers to as 
    the "languid, wholly inefficient flesh golems of our day."
    
    Most of the book is filled with various alchemical formulae, surgical
    procedures, chemical treatments and the like to be given to the inanimate golem
    before it is awakened.  In the final chapter, however, she details the creation
    of the Sanguis Anima, a fluid necessary in the animation of such an enhanced
    golem.  Once the fluid is injected into the creature and the golem is blasted
    with electricity, it will awaken to serve its new masters.  There is a warning,
    however - the modified golem will not be able to stand the touch of direct
    sunlight.
    
    Using this tome and with the proper chemicals - the author mentions a variety 
    of giant fungi spores in addition to other more typical reagents - and access 
    to an alchemical laboratory, a skilled wizard or alchemist could probably 
    concoct the Sanguis Anima.
    
    Weight: 3 lb.
    
    
    
    53BOOKIS
    Imphraili's Transfusion Notes
    
    These are the notes of the wizard Imphraili, a specialist in the school of
    transmutation.  Their contents revolve largely around the theoretical
    application of the Sanguis Anima - an alchemical fluid she uses in the process
    of animating a flesh golem - as a means of physically invigorating or extending
    the lifespan of a living creature.
    
    Imphraili clearly states that the procedure would be insanely dangerous and 
    that only a dedicated practitioner of the art of transmutation could carry it 
    out; it requires the imbiber to magically alter the state of the Sanguis 
    Anima - normally deadly poison to any mortal humanoid - as it courses through 
    his or her blood.
    
    Using these notes and with the proper chemicals - the Sanguis Anima in
    particular - and access to an alchemical laboratory, a skilled transmuter with 
    a taste for danger could probably perform the procedure.
    
    Weight: 1 lb.
    
    
    
    53BOOKIV
    Progress Journal: Viciscamera
    
    This is the progress journal for a project called "Viciscamera."  Scribbled in
    painstakingly small, cryptic shorthand, it is for the most part entirely
    illegible.
    
    The most recent entries seem to revolve around the project's success, boasting
    that the Viciscamera is entirely functional and now requires only the slightest
    of biomagical alterations to perfect.  The writer seems particular proud of the
    Viciscamera project's natural and magical defenses... with its tough,
    ensorcelled hide and exhalation sacs of airborne corrosive gas, the thing seems
    nigh indestructible.
    
    Hastily scratched notes in a sidebar mention a possible weakness, however: one
    could possibly create an enchanted poison that would turn the Viciscamera's
    defenses upon itself, essentially forcing it to self-destruct.  In addition to
    the required range of somewhat typical alchemical reagents, the author mentions
    a variety of giant fungi spores and "a curious, silvery fluid similar in
    consistency to mercury."
    
    Using these notes and with the proper chemicals and access to an alchemical
    laboratory, a skilled wizard, alchemist, or maker of poisons could probably
    concoct a magical, specially-tailored conversion poison capable of destroying
    the Viciscamera project.
    
    Weight: 3 lb.
    
    
    
    53BOOKMJ
    Malavon's Journal
    
    Malavon's journal is largely illegible, the greater portion of it being written
    in a mix of ancient elven and a complex code he devised and perfected over a
    century and a half ago.  One of the more recent decipherable entries, however,
    is of some interest: Malavon wrote of the Z'hinda citadel, a drow stronghold
    that fell into the hands of the illithid - mind flayers.
    
    The citadel's gates are magically sealed, nigh impossible to open from without.
    The drow had intended to assault the citadel's guards, prompting them to open
    the gates to summon more thralls and thus expose the citadel interior.  
    However, with the arrival of so many driders in the area, the gate guards 
    withdrew into the citadel and have yet to return.
    
    Malavon is certain that if the number of driders can be reduced, the citadel
    guards will return to their position at Z'hinda's gates.  To this end, he
    planned to find and destroy whatever it is that is responsible for the driders'
    sudden increase in numbers.
    
    Weight:  1 lb.
    
    
    63BOOKGK
    Diary of Garuk Katah
    
    This is a small book filled with several hand written pages.  Most of the pages
    are incomprehensible since the author seems to have unusually poor penmanship.
    However, one passage does catch your attention.
    
    "...  I finally got that promotion that I've worked so hard for.  I'm now a 
    Ruin Lord and I've been placed among the guardians of the Globe of Essence, the 
    gift of Iyachtu Xvim.  Of course, I had to backstab Drothan to get the 
    promotion, but who cares?  Every now and then I stroll by the infirmary, wave 
    my new holy symbol under his nose, and watch him turn purple. Ha Ha Ha!  Life 
    is good..."
    
    Weight:  2 lb.
    
    
    
    63BOOKL1        The Last Alliance I: The Elves
    63BOOKL2        The Last Alliance II: The Dwarves
    63BOOKL3        The Last Alliance III: The Darkest Hour
    63BOOKL4        The Last Alliance IV: The Dwarf Alliance
    63BOOKL5        The Last Alliance V: Echoes of the Fall
    63BOOKL6        The Last Alliance VI: The Fall
    
    
    63BOOKOG
    Orrick the Grey's Spellbook
    
    This huge leather bound tome is the spellbook of Orrick the Grey.  Orrick is
    best known for his research into ancient elven magics known as mythals.
    
    Weight:  2 lb.
    
    
    
    63BOOKOM
    Orrick's Book of the Mythal
    
    This tome is actually a collection of notes by Orrick the Grey.  In it are all
    the known details of his extensive research into mythal magic.
    
    Weight:  2 lb.
    
    
    
    63BOOKTI
    Tome of Ilmater
    
    This dusty, but beautiful, heavy, red leather bound tome has all the tenets of
    the Ilmater faith.  In addition, the tome has all the faith's rituals, 
    including the Ilmater Sanctification Ritual.
    
    Weight:  2 lb.
    
    
    
    63BOOKZA
    Diary of Zaem Astyr
    
    This is a small book filled with several hand written pages.  Most of the pages
    have been defaced or torn from the book.  A single blood stained entry remains.
    
    "... creature has turned against me, for what reason I cannot fathom.  I know 
    it stalks me now and intends me ill will.  I must be on guard until I can hunt 
    the creature down and eliminate its threat.  Tomorrow I must..."
    
    Weight:  2 lb.
    
    
    
    ===============================================================================
    Boots
    ===============================================================================
    
    
    10CICAT1
    00BOOT01
    Boots of Speed
    
    These boots have been magically enhanced so that wearer is able to travel at
    twice the normal speed. They are much prized by those whose profession involves
    traveling long distances.
    
    STATISTICS:
    
    Special: Increased movement rate
    Weight: 2 lb.
    
    
    00BOOT02
    Boots of Stealth
    
    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:
    
    Hide skill:  +2
    Weight:  4 lb.
    
    
    00BOOT03
    Boots of the North
    
    These boots have been lovingly crafted out of the hides of some unknown beast.
    Little is known about the cobbler who created these boots, but his skill with
    leather is obvious. Upon putting on these boots, they seem to contort and twist
    until they perfectly match the foot of the wearer. These boots provide superior
    protection in cold weather and will keep one's feet warm and dry in the worst 
    of conditions.
    
    STATISTICS:
    
    Resistance: 6/- Cold Resistance
    Weight:  4 lb.
    
    
    00BOOT04
    Boots of Avoidance
    
    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 Bonus:  +5 vs. missile weapons
    Weight:  4 lb.
    
    
    00BOOT05
    Boots of Grounding
    
    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:
    
    Resistance: 6/- Electrical Resistance
    Weight:  4 lb.
    
    
    00BOOT09
    Witherbranch Boots
    
    The edges of these near-rotted leather boots still have dead vines and twigs
    draped from them.  These magical boots were fashioned and enchanted by several
    members of the Hosttower of the Arcane during their brief crusade against
    various nature worshippers in the Icewind Dale region and passed along to their
    agents scouting the region.  While the boots were known to cause any plant
    touching them to wither instantly, it also left a noticeable trail through the
    wilds of Icewind Dale... a trail that the druids followed in polar bear form 
    and devoured the agents one by one.  These boots are all that remain.
    
    These boots kill any vegetation they touch, and they cannot be worn by a ranger
    or druid.
    
    STATISTICS:
    
    Wearer is immune to the spell Entangle.
    Weight:  2 lb.
    
    
    00BOOT14
    Yeti Skin 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. These
    particular boots have been fashioned from the hide of a Yeti.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Weight:  4
    
    
    
    00BOOT15
    Winter Wolf 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. These
    particular boots have been fashioned from the hide of a  Winter Wolf.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Charisma: +1
    Weight:  4
    
    
    00BOOTCS
    Chimandrae's Slippers
    
    Crafted of fine red and black silk, soft cotton, and gold filigree, these
    exquisite slippers could be worth a large sum of money even without their
    enchantments.  The slippers were enchanted by the burglar and wizard Chimandrae
    of Black Veils.  Chimandrae was legendary throughout the ancient empires of the
    south.  Her powers of trickery, seduction, and acrobatics were praised and
    cursed with equal frequency.  She wore these slippers in her home in case
    unexpected visitors dropped in.  Chimandrae mysteriously disappeared in 742 DR,
    leaving most of her possessions behind in her large Untherian estate.
    
    STATISTICS:
    
    Ability Score Modifier: +5 to Dexterity
    Weight: 3 lb.
    
    
    00HFBTCS
    Chimandrae's Warded Slippers
    
    STATISTICS:
    
    Ability Score Modifier: +5 to Dexterity
    Spellward: Immunity to the spells: Web, Entangle and Command
    Resistance: +2 Spell Resistance
    Weight: 3 lb.
    
    
    00BOOTSB
    Shifter's Boots
    
    An unknown assassin who operated in the Moonsea, Thesk, and the Vast, used 
    these boots on many of his missions.  His magical footwear made him extremely
    difficult to capture.  Eventually, a league of merchants hired a pair of 
    brother wizards, Dashrim and Balkat of Dragon Falls, to stop the assassin 
    before he worked his way through their high council.  Dashrim and Balkat 
    ambushed the assassin and dispelled his enchantments.  When they finally killed 
    him, they pulled back the man's mask and found that his face had been horribly 
    disfigured in a fire.  Strangely, divination revealed nothing about the man's 
    history or clients.  The brothers kept the boots for a few years and eventually
    sold them. Because they did not know the name of the man they had killed, they 
    simply called the items "Shifter's Boots".
    
    STATISTICS:
    
    Spell Power: Can cast the spell Blink 1/Day
    Weight: 3 lb.
    
    
    
    00HFBTSB
    Shifter's Nimble Boots
    
    STATISTICS:
    
    Spell Power: Can cast the spell Blink 1/Day
    Constant Effect: User under the effects of the spell Freedom of Movement while
    equipped
    Weight: 3 lb.
    
    
    10BOOTTB
    Treadlightly Boots
    
    These well-crafted doeskin boots are not magical, but the soles have been 
    padded to reduce the amount of noise the user makes.
    
    STATISTICS:
    
    Move Silently skill: +1
    Weight: 2 lb.
    
    
    10HFBTTB
    Boots of Hushed Whispers
    
    STATISTICS:
    
    Move Silently skill: +5
    Weight: 2 lb.
    
    
    50BOOT14
    Wandering Hunter's Boots
    
    Boots like these are painstakingly crafted for the use of the Wandering
    Village's best young hunters.  The soft wolf's fur of the lining is enchanted 
    to silence a hunter's footfalls while stalking prey.
    
    STATISTICS:
    
    Hide skill: +3
    Weight:  4 lb.
    
    
    
    ===============================================================================
    Bows
    ===============================================================================
    
    
    00BOWC01
    Composite Longbow
    
    Composite bows are longbows or shortbows 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 longbow.
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +1
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWC02
    Masterwork Composite Longbow
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWC04
    Composite Longbow +1
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC92
    Composite Longbow of Spell Resistance
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +1
    Special:
      Resistance: 3/- Magic Resistance
    Weight: 9 lb.Feat
    Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC93
    Composite Longbow of the Defender
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +1
    Special:
      Deflection Bonus: +1
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC94
    Composite Longbow of Empowerment
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +1
    Special:
      Random +4 bonus to Strength, Constitution, Dexterity, Wisdom, Intelligence, 
       or Charisma when struck in melee combat. Effect lasts for 5 combat rounds. 
       User is immune to further bonuses until 1st bonus expires.
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC95
    Composite Longbow of Dodging
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +1
    Special:
      Resistance: 2/- Missile Resistance
      Dexterity: +1 bonus
    Weight: 9 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC96
    Composite Longbow +5
    
    STATISTICS:
    
    Damage:  +7 (missile)
    Attack Bonus:  +6
    Weight: 3
    Speed Factor: 6 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC97
    Composite Longbow +4
    
    STATISTICS:
    
    Damage:  +6 (missile)
    Attack Bonus:  +5
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC98
    Composite Longbow +3
    
    Damage:  +5 (missile)
    Attack Bonus:  +4
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWC99
    Composite Longbow +2
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +3
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWCAG
    Arc of Gold
    
    It can be argued that the Arc of Gold and its sister, the Mithral Arc, brought
    about the end of the dwarven-elvish alliance in the North many years past, and
    led to the destruction of the Severed Hand and the fall of Dorn's Deep.  Many
    tragedies have occurred around these two items, and many are the deaths they
    caused although no arrow was ever shot from them.
    
    At the height of the dwarven-elvish alliance in the North, a disagreement arose
    between the two races over the matter of trading enchanted weapons to the men 
    of the south, who were beginning to establish a foothold in the North.  The 
    dwarves were of the opinion that the many great works that had been built
    through the joint efforts of the dwarves and elves should be offered up to man 
    and the profits used to fill the coffers of both races.  This suggestion was 
    not well- received by the elves nor by their leader, the arch-mage Larrel, and 
    the matter was quickly dropped.
    
    However, when the Arc of Gold, one of the items fashioned jointly by dwarven 
    and elven weaponsmiths was found in the hands of an orcish war party not long 
    after the debate in the alliance councils, the elves accused the dwarves of 
    selling the weapons to the goblinoids out of greed.  The dwarves, insulted, 
    broke the shafts of their hammers in the middle of the council and broke talks 
    with the elves, returning to their halls in Dorn's Deep and never speaking to 
    them again. The two races, now divided, were soon swallowed by the Dark Horde 
    that was devouring the North beneath its banner.
    
    At the time of the fall of the Severed Hand, the Arc of Gold was mounted within
    the halls of Severed Hand as a reminder of the dwarven treachery and dwarven
    greed.  When the Severed Hand fell, the Arc of Gold silently watched as the
    goblinoids tore apart the elvish defenders and laid waste to tower after tower,
    until the elvish archmage Larrel, in a desperate measure, brought about the
    Mythal cataclysm that sealed the fate of the Severed Hand once and for all.
    
    When the Mythal was cast, the Arc of Gold vanished from the halls of the 
    Severed Hand and has not been seen since... until now.
    
    STATISTICS:
    
    Damage:  +6 (missile)
    Attack Bonus:  +6
    Weight: 9 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL01
    Longbow
    The longbow is similar to the shortbow, except that the staff is about as high
    as the archer is, usually 6 to 6.5 feet.  It has two advantages over the
    shortbow: better range and hence, it is much more accurate.
    
    STATISTICS:
    
    Attack Bonus:  +1
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWL02
    Masterwork Longbow
    
    STATISTICS:
    
    Attack Bonus:  +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWL03
    Longbow +1
    
    The longbow is similar to the shortbow, except that the staff is about as high
    as the archer is, usually 6 to 6.5 feet.  It has two advantages over the
    shortbow: better range and hence, it is much more accurate.  This one has been
    enhanced with magical properties, giving it an air of perfection.
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus: +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL88
    Longbow +5
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus: +6
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL89
    Longbow +4
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus: +5
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL90
    Longbow +3
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus: +4
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL91
    Longbow +2
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus: +3
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL95
    Spellward Longbow +2
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus: +3
    Special:
      Spellward: Immunity to the spell Sleep
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL96
    Longbow of Spell Resistance
    
    STATISTICS:
    
    Attack Bonus: +1
    Special:
      Resistance: 3/- Magic Resistance
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL97
    Longbow of the Shield
    
    STATISTICS:
    
    Attack Bonus: +1
    Special:
      Spell Power: Can cast spell Shield 1/day
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL98
    Longbow of Fire Resistance +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +2
    Special:
      Resistance: 1/- Fire Resistance
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWL99
    Longbow of Fortitude +5
    
    STATISTICS:
    
    Damage: +5 (missile)
    Attack Bonus: +6
    Special:
      Hit Point Bonus: +10 hit points
      Saves: +2 Save vs Fortitude
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWLSF
    Sophias Flight
    
    This longbow is the subject of legend among the squabbling citadels of the
    Sword Coast, a legend fiercely debated in drinking halls and taverns in and 
    along the storm-lashed coast.  According to the tale, the bow takes its name 
    from its pivotal role in the escape of a young woman named Sophia, a typical 
    maiden fair who was pledged to marry the son of Duke Hugh Gladegrin (the son is 
    described as hideously ugly and of foul temperament, of course).  Sophia, 
    however, believed she was destined to marry one of the Duke's archers, a 
    dashing young golden- haired fellow who roamed the surrounding lands felling 
    foul beasts with a single twang of his mighty bow.  As the tale goes, one of 
    the court wizards (a transmuter) took pity on the young woman's plight and cast 
    a spell that turned her into an arrow for an hour's time.  The transmuter 
    arranged for Sophia to be fired from the castle wall to a ship waiting off the 
    coast, where she could sail to freedom.
    
    The tale then breaks down from here, as numerous accounts claim that Sophia did
    not flee the coast safely, and that she transformed back into her normal body
    while she was halfway across the water, plunging into the icy ocean.  Another
    school claims that, while in arrow form, Sophia pierced the side of the ship,
    then choked to death when she resumed her normal form with her neck embedded in
    the ship's hull.  Still others claim that she was never even launched from the
    bow, and that she resumed her normal form while inside the archer's quiver, and
    she awoke, naked, wearing only the small band of leather about her body. When
    this last argument is made, the discussion generally deteriorates into a steady
    stream of sexual innuendos and the evening officially goes downhill.
    
    Whatever the tale, the bow has a range unmatched by many other bows in the
    realms, and the arrows launched from it strike far and true - unlike the story
    surrounding the bow.
    
    STATISTICS:
    
    Damage:  +1 (missiles)
    Attack Bonus:  +2
    Special: Half again the range of a normal bow.
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00HFBLSF
    Sophia's Arc
    
    STATISTICS:
    
    Damage:  +3 (missiles)
    Attack Bonus:  +4
    Special: Half again the range of a normal bow.
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWLSR
    Sun-Reacher
    
    The elves of Evereska are known for their isolationism as much as their skill
    and bravery in battle.  One of their most well known warriors in human lands 
    was the incredibly accurate archer Bariah Goldendown.  Though the elves will 
    neither confirm nor deny the legend, some human tales state that keen-eyed 
    Bariah never missed a target in battle.  His bow, crafted by his mother, was 
    never given a name that was known outside of the family.  The humans that 
    suffered under its power called it "Sun-Reacher," believing that Bariah's
    arrows could reach into the heavens themselves.  In a battle that many 
    Evereskans are bitter about to this day, Bariah's griffon mount was killed in 
    the sky by the spells of invisible wizards that ambushed an elven patrol.  
    Though only one mage escaped with his life, he did manage to take Sun-Reacher 
    with him.
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00HFBLSR
    Great Sun-Reacher
    
    STATISTICS:
    
    Damage: +4 (missiles)
    Attack Bonus: +4
    Spell Power: Can cast the spell Protection from Missiles 1/Day
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWP01
    Composite Shortbow
    
    Composite bows are made from laminated horn, wood, or bone and built with a
    recurve, meaning that the bow remains bow-shaped even when unstrung.
    
    STATISTICS:
    
    Damage: +1 (missile)
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWP02
    Composite Shortbow +1
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +1
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWP97
    Composite Shortbow of Insight +5
    
    STATISTICS:
    
    Damage: +6 (missile)
    Attack Bonus: +5
    Special:
      Alchemy: +10 bonus
      Knowledge (Arcana): +10 bonus
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWP98
    Composite Shortbow of Resistance
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Special:
      Resistance: 2/- Cold Resistance
      Resistance: 3/- Fire Resistance
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWP99
    Composite Shortbow of Endurance +2
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus: +2
    Special:
      Constitution: +4 bonus
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS01
    Shortbow
    
    Shortbows were the first to be developed, although they were not called such.
    This is more of a default term that refers to anything which is not a longbow.
    Shortbow staves are about 5 ' feet long on 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 longbow.
    
    STATISTICS:
    
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWS02
    Masterwork Shortbow
    
    STATISTICS:
    
    Attack Bonus: +1
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    00BOWS03
    Shortbow +1
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +1
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS86
    Shortbow of Spell Resistance +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS87
    Shortbow of Magic Resistance
    
    STATISTICS:
    
    Special:
     Resistance: 3/- Magic Resistance
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS88
    Shortbow of Displacement +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Special:
      Spell Power: Can cast the spell Blur 1/day
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS89
    Silenced Shortbow +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Special:
      Silenced: +2 to Move Silently skill
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS90
    Shortbow of Shadows
    
    STATISTICS:
    
    Special:
     Shadowed: +2 to Hide skill
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS91
    Shortbow of the Defender
    
    STATISTICS:
    
    Special:
      Deflection Bonus: +1
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS92
    Shortbow of Spell Resistance +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS93
    Shortbow of Dodging +4
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +4
    Special:
      Armor Bonus: +3 Armor vs Missiles
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS94
    Shortbow of Life +2
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Special:
      Hit Point Bonus: +10 hit points
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS95
    Shortbow of Health +1
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +1
    Special:
      Hit Point Bonus: +5 to maximum hit points
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS96
    Shortbow +5
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +5
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS97
    Shortbow +4
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +4
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS98
    Shortbow +3
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWS99
    Shortbow +2
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWSEH
    Eye of the Hunter
    
    This small barbarian bow is foreign to the lands of Icewind Dale, having been
    made by the distant warrior-priests of Vaasa.  Its history is not rich, having
    been used by the chief hunter of a small tribe for decades.  The bow later fell
    into the hands of invaders after the tribe was wiped out.  Its obvious
    "barbarian" look could be unappealing to stylish urban adventurers.  Made of 
    yew and wrapped with thin furs, the bow looks rugged and practical.  The grip 
    of the bow has a chipped and faded painting of a large eye on each side.
    
    STATISTICS:
    
    Damage: +2 (missile)
    Attack Bonus: +2
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00HFBSEH
    Swift Eye of the Hunter
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Special:
      Dexterity: +3
      Strength:  +1
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWSRS
    Rabbit Slayer
    
    The famed halfling hunter Herrian Smallhill was well known for his ability to
    fell large numbers of rabbits in a single day.  Though Herrian repeatedly was
    challenged to displays of "real" hunting skill, he always returned to his home
    near Corm Orp to provide rabbits for his community.  A noble elven hunter named
    Shidan Imraith challenged the halfling to a hunting contest in 1197 DR.  When
    Herrian emerged at the victor, the proud elf became so enraged that he ordered
    his men to kill the halfling.  Though Imraith's house was disgraced for the
    action and Shidan was brought to justice, Herrian's fine yew bow disappeared.
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00HFBSRS
    Furious Rabbit Slayer
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Chameleon Power: +2 to Hide skill
    Spell Power: Can cast the spell  Luck 1/Day
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00CWBOWB
    Masterwork Shortbow
    
    STATISTICS:
    
    Attack Bonus: +1
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00CWBOWC
    Shortbow +1
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +1
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00CWBOWE
    Masterwork Composite Longbow
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00CWBOWF
    Composite Longbow of the Hand
    
    Made during the golden age between the elves of the Seldarine's Hand and the
    dwarves of Dorn's Deep.
    
    STATISTICS:
    Damage: +2 (missile)
    Attack Bonus: +2
    Weight: 3
    Speed Factor: 7
    Proficiency Type: Bow
    Type: 2-Handed
    Minimum Strength of 15 required
    
    
    00CWBOWH
    Masterwork Longbow
    
    STATISTICS:
    
    Attack Bonus:  +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00CWBOWI
    Longbow +1
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus: +2
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00HFBCAG
    Mithril Arc
    
    It can be argued that the Mithral Arc and its brother, the Arc of Gold, brought
    about the end of the dwarven-elvish alliance in the North many years past, and
    led to the destruction of the Severed Hand and the fall of Dorn's Deep.  Many
    tragedies have occurred around these two items, and many are the deaths they
    caused although no arrow was ever shot from them.
    
    The Mithral Arc was developed at the height of the dwarven-elvish alliance, and
    it was one of the many joint items developed by the dwarves and elves of the
    Severed Hand before the destruction of the Severed Hand and the Fall of Dorn's
    Deep.  Its accuracy was unparalleled, and the dwarves presented it to the elves
    as a token of goodwill between the races. The string of the bow was said to 
    have been blessed by the elvish archmage Larrel himself, with a range that
    seemed to rival the horizon.  It was mounted in the halls of Severed Hand so 
    that all visitors could see it, and see the achievements the dwarves and elves 
    united could bring about.
    
    When its brother, the Arc of Gold, was discovered in the hands of a band of 
    orcs raiding in the forests north of Severed Hand, the elves became furious and
    accused the dwarves of selling the relics the two races had jointly crafted to
    their enemies.  The dwarves, enraged by the insult, seized the Mithral Arc and
    returned to Dorn's Deep, cutting off all contact with the elves.
    
    It is said that at the moment the alliance disbanded, the string of the Mithral
    Arc broke with a final twang, and the bow, useless, remained deep within Lower
    Dorn's Deep, silently watching as the dwarves were slowly driven deeper and
    deeper into the Deep by the encroaching goblinoid hordes that had begun to 
    swarm down from the North.  It was never seen and never taken by the Dark Horde 
    that marched through Dorn's Deep, and the Mithral Arc remained there for 
    countless years in the darkness with the dwarven dead piled around it, still
    clutching their weapons.
    
    How it came to be here is unknown, but the string of the Mithral Arc is 
    restored and the bow is eager to be used.  Perhaps there is hope for the fallen 
    elves and dwarves still... or at least the opportunity to reclaim their 
    once-proud homeland from the goblin hordes that threaten it.
    
    STATISTICS:
    
    Damage:  +7 (missile)
    Attack Bonus:  +7
    Weight: 9 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00BOWLFK
    Flamekiller
    
    Rangers in the service of Auril are rare, terrible forces in the north.
    Echolia was an Aurilite ranger who plagued foragers near the Ice Lakes for over
    two years.  A bane to nomads and merchants alike, Echolia's arrows felled many
    and drove off even more.  A number of druids came north from the High Moor to
    deal with her, but they found her exceptionally difficult to dislodge from the
    region.  The druids eventually killed the persistent ranger, but only at the
    cost of several druids' lives.  Her bow was recovered and given to a Mielikkan
    ranger who died a decade later in the Marsh of Chelimber.
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Resistance: 1/- Cold Resistance
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    00HFBLFK
    Triumphant Flamekiller
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Resistance: 3/- Cold Resistance
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Bow
    Type:  Two-handed
    
    
    
    ===============================================================================
    Bracers
    ===============================================================================
    
    
    00BRAC01
    Bracers
    
    Bracers are thick bands of metal or leather that are strapped, belted, or tied
    to a character's forearm. They are normally used for added support and
    protection of the forearms and wrist areas of the body.
    
    
    
    00BRAC02
    Bracers of Defense +2
    
    Normally bracers are used to add support and protection to forearm area of the
    body. However, these bracers have been magically altered so that the wearer
    receives armor like protection without the constraints of wearing armor.
    Bracers such as these are highly prized by wizards and sorcerers who must have
    complete freedom of movement to perform their magical arts.
    
    STATISTICS:
    
    Armor Bonus: +2
    Weight: 2 lb.
    
    
    00BRAC03
    Bracers of Defense +3
    
    STATISTICS:
    
    Armor Bonus: +3
    Weight: 2 lb.
    
    
    00BRAC04
    Bracers of Defense +4
    
    STATISTICS:
    
    Armor Bonus: +4
    Weight: 2 lb.
    
    
    00BRAC05
    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:
    
    Attack Bonus:  +2 (missile weapons only)
    Weight:  2 lb.
    
    
    00BRAC08
    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:
    
    Attack Bonus:  -10 penalty
    Dexterity:  -2 penalty
    Special:  Can only be removed by a 'remove curse' spell
    Weight:  2 lb.
    
    
    00BRAC09
    Gauntlets of Weapon Skill
    
    These magical gauntlets aid the wearer in the use of weapons. Even an 
    unfamiliar weapon may be used with some skill.
    
    STATISTICS:
    
    Attack Bonus:  +1
    Weight:  2 lb.
    
    
    00BRAC10
    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:
    
    Attack Bonus:  +1
    Damage:  +2 bonus
    Weight:  1 lb.
    
    
    00BRAC11
    Bracers of Icelandic Pearl
    
    It is said that these magnificent bracers were constructed in the Spine of the
    World Mountains, and not so long ago. On the coastline of the Sea of Moving
    Ice, there dwelled Prashnak, an abjurer -- and a stubborn one at that. 
    Apparently Prashnak was having a great deal of difficulty fending off a 
    relentless scourge of trolls, who no doubt were interested in nothing more than 
    his dug out, well stationed bower. Prashnak used storms of acid to keep the 
    trolls at bay. However the young mage was tiring of the constant attacks, and 
    the trolls were becoming bolder.
    
    After several months of studying the various effects of wilting magic, 
    elemental summoning, and magical methods of frosting, Prashnak was finally 
    ready to try his experiment. After summoning a water elemental, Prashnak 
    evaporated choice bodily components and then froze the hapless creature. This 
    lead to the creation of truly horrific sculptures of ice. The trolls, as simple 
    as they are, took extreme offense to these totems and reportedly fled the area. 
    The experiment a gleaming success, the exultant Prashnak continues his woeful 
    studies to this day. What manner of thief took hold of the bracers is unknown, 
    but they have been missing for several years.
    
    STATISTICS:
    
    Armor Bonus:  +4
    Dexterity:  -2
    Special:
      Can cast Lesser Planar Binding: Water Elemental 1/day
      Can cast Cone of Cold 1/day
      Can cast Horrid Wilting 1/day
    Weight:  3 lb.
    
    
    00BRAC12
    Elven Sewn Gloves
    
    These gloves have been made from the highest quality cloth and furs available 
    in the land.  Hand sewn by talented elven tailors, these gloves were very 
    common among the people of the Seldarine's Hand.  Outsiders have also found 
    them appealing as they provide ample warmth and protection from the harsh cold 
    of the North.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Weight: 2 lb.
    
    
    00BRAC17
    Yeti Skin Gloves
    
    These fur lined gloves have been stitched together using the skins of a Yeti.
    
    STATISTICS:
    
    Resistance:  1/- Cold Resistance
    Weight: 1 lb.
    
    
    00BRAC18
    Winter Wolf Gloves
    
    These fur lined gloves have been stitched together using the skins of a Winter
    Wolf.
    
    STATISTICS:
    
    Resistance: +1 Cold Resistance
    Charisma: +1
    Weight: 1 lb.
    
    
    00BRACBB
    Brazen Bands
    
    These Brazen Bands are enchanted to draw an enemy's blows to them and cancel
    their inertia, thereby providing protection equivalent to that of chain mail 
    but without the inconveniences that wearing such heavy armor normally entails.
    
    STATISTICS:
    
    Armor Bonus +5 (non-magical)
    Weight: 1 lb.
    
    
    00BRACHF
    Bands of Focus
    
    In the surviving teachings of the Kamjin-Doh of Kara-Tur, it is written that a
    true weapon master relies not on leather, chain, or plate, but on honing their
    skills so that they are never struck at all... and this means a weapon master
    must know their enemy's movements like the movements of their own hand.  But
    such mastery lies in staying focused upon your enemy even in the heat of
    battle... and these simple leather armbands are intended to do just that.
    
    Initially used to help in the training of students at the Kamjin-Doh, these
    Bands of Focus radiate a soft moonlight glow when the light of dusk falls upon
    them.  While worn, they exert a slight calming influence on the mind of the
    sword saint that wields them, heightening the warrior's perceptions and senses,
    and allowing them to read the movements of their opponents easier.  On the rare
    occasion when an enemy strikes a sword saint, these bands allow the wielder to
    shrug off pain (which in the teachings of Kamjin-Doh are called, 
    "distractions") and keep the pain where it belongs - on one's opponent.
    
    Many of these bands were scattered throughout Faerun in the wake of the
    destruction of the Kamjin-Doh at the hands of the Master of Razors.  It is
    rumored that the Master of Razors possessed a set of these bands as well, but
    their location remains a mystery.
    
    STATISTICS:
    
    Special
     Damage reduction 5/+1
    Weight: 1 lb.
    
    
    00HFBCHF
    Bands of the Master
    
    When the last kensai of Kamjin-Doh, the Master of Razors, was slain in the
    fields of western Kara-Tur, these simple leather bands were ripped from his
    arms... and his arms ripped from his shoulders... as punishment for his
    destruction of the Kamjin-Doh.  The identities of those who defeated him are 
    not known, but the rumors in Kara Tur were that his slayers were the spirits of
    three sword saints of Kamjin-Doh, returned from death to end the crimes of the
    renegade kensai.
    
    It was discovered that these once-simple bands of focus that the Master of
    Razors had worn as a student had become stained with blood and shame, and no
    longer shone with the same light as it once had.  As the Master lost focus, his
    bands of focus corroded, almost to rot away as they were wrapped upon his
    bleeding arms.  Nonetheless, these tattered bands still hold the power,
    strength, and viciousness of the Master of Razors... making the one who wields
    them far more deadly.
    
    If you wear these bands, never forget their purpose, never forget your focus,
    and never forget the reach of your enemy.  Keep these three things in your
    heart, and they will serve you well in battle.
    
    STATISTICS:
    
    Special:
     Damage reduction 15/+3
    Weight: 1 lb.
    
    
    00BRACLA
    The Lions of Arkamadis
    
    Between 910 and 946 DR, the lands east of the Spine of the World mountains were
    often plagued by the minions of the archmage Arkamadis.  Believed to have had
    contact with Arrakon, the would-be conqueror of Icewind Dale's barbarians,
    Arkamadis was only slightly less dedicated to dominating the native people that
    surrounded his tower, Whitestone Talon.
    
    Arkamadis wore a pair of bracers during most of his time in the north.
    Regardless of the disguises he used, he always kept the bracers as an
    identifying feature.  The bracers were made of thick, polished bronze.  Though
    not elaborate, the top of each bracer featured a lion rampant in relief, 
    roaring towards his hands.  Arkamadis lost his bracers when dwarves from 
    Citadel Adbar crushed his growing empire and demolished Whitestone Talon with 
    siege engines.
    
    STATISTICS:
    
    Deflection Bonus: +3
    Spell Power: Can cast the spell Bull's Strength 1/Day
    Weight: 1 lb.
    
    
    00HFBCLA
    Great Lions of Arkamadis
    
    STATISTICS:
    
    Deflection Bonus: +5
    Spell Power: Can cast the spell Bull's Strength 2/Day
    Weight: 1 lb.
    
    
    00BRACRB
    Rakavik's Bracers
    
    The invoker Rakavik Savell was a man of few words.  He kept company with thugs,
    brigands, murderers, and criminals of all sorts, men and women who valued 
    strong actions over a silver tongue.  Rakavik was a clever man, and devised 
    these bracers knowing that most people assume bracers are for protection.  When
    opponents thought Rakavik was out of spells, he never needed to pull out a wand
    or staff to make a quick offensive action.  He simply made a non-threatening
    gesture with his arms and activated these polished steel bracers.  Despite
    being over two hundred years old, the large sections of black enamel on the 
    bracers are still dark and shining.
    
    Rakavik died in 1012 DR when he and his fellows botched an attempted burglary 
    in Suzail.  The bracers have passed through many hands since that time.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Magic Missile 2/Day
    Spell Power: Can cast the spell Ice Dagger 1/Day
    Weight: 1 lb.
    
    
    00HFBCRB
    Rakavik's Imbued Bracers
    
    STATISTICS:
    
    Spell Power: Can cast the spell Magic Missile 1/Day
    Spell Power: Can cast the spell Mordenkainen's Force Missiles 1/Day
    Spell Power: Can cast the spell Lance of Disruption 1/Day
    Weight: 1 lb.
    
    
    00BRACTB
    Tamjan's Bracers
    
    The Neverwinter wizard Tamjan Baker could have been an excellent mage, or so 
    his teachers said.  Unfortunately, Tamjan was called upon repeatedly to assist 
    his father in the expansion of their family bakery.  To establish a reputation 
    among the cities of the north, Tamjan would magically preserve the freshness of 
    his father's baked goods as he whisked them away to important events from 
    Luskan to Silverymoon.  Tamjan hated assisting his father.  It made him the 
    butt of jokes in wizardly circles across the north.  Tamjan eventually decided 
    to hire a group of bandits to attack him and his father as they traveled to 
    Luskan.  The young mage believed that the attack would scare his father into 
    giving up his outlandish plan to establish bakeries across the north.  The
    bandits became overzealous in the execution of their role.  Weeks later, all 
    the Neverwinter scouts found were Tamjan's magical bracers lying in a puddle of 
    slush.
    
    The bracers are made of fine pinewood and leather with steel reinforcements.
    They feature very little ornamentation, the graceful curve of the steel being
    the notable exception.
    
    STATISTICS:
    
    Deflection Bonus: +1
    Weight: 1 lb.
    
    
    00HFBCTB
    Tamjan's Bolstered Bracers
    
    STATISTICS:
    
    Deflection Bonus: +5
    Weight: 1 lb.
    
    
    00BRACTC
    Thunder Clap
    
    When a high level monk hits someone, the victims often say it was like getting
    hit by a bolt of lightning.
    
    The bracers known as Thunder Clap are a prized possession of the monks that own
    them.  Being that monks rarely use weapons other than their own hands and feet,
    these bracers offer an edge in battle that is rarely seen in the Realms.  These
    bracers allow the skilled monk to increase the speed of their attacks.  The
    added speed dished out by these bracers have, on several occasions, evened the
    odds against would be bandits that try to outnumber their monk victims.
    
    STATISTICS:
    
    Special
     Speed:  One extra attack per round
    Weight: 1 lb.
    
    
    00HFBCBB
    Indomitable Bands
    
    These Indomitable Bands are enchanted to draw an enemy's blows to them and
    cancel their inertia, thereby providing protection equivalent to that of chain
    mail but without the inconveniences that wearing such heavy armor normally
    entails.
    
    STATISTICS:
    
    Armor Bonus +5 (non-magical, stacks with everything)
    Special:
     Damage reduction 10/+2
    Weight: 1 lb.
    
    
    ===============================================================================
    Bullets
    ===============================================================================
    
    
    00BULL01
    Bullet
    
    A bullet is simply a rounded, well-balanced stone.
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type: Missile (crushing)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL02
    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  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL03
    Bullet +2
    
    STATISTICS:
    
    Damage:  1d4  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (bludgeoning)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL04
    Force Bullet
    
    A popular weapon among priests, Force Bullets allow the user to restrain
    opponents without causing excessive harm.  They are particularly well liked by
    the churches of Helm, Eldath and Ilmater.
    
    STATISTICS:
    
    Damage:  1d4  +2
    Damage Type:  Missile (crushing)
    Enchantment:  +2
    Special:  Target must make a Reflex save or be affected by Otiluke's Resilient
    Sphere
    Weight:  0 lb.
    Launcher:  Sling
    
    
    00BULL86
    Returning Flame Bullet +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Returning: Returns to user
      Flame: 50% chance +1d6
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL87
    Bullets of Disruption +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Disruption: All undead and outsiders hit by weapon must make a Fortitude save
    or be destroyed
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL88
    Stun Bullets +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
       to resist)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL89
    Bullets of Corrosive Burst
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (bludgeoning)
    Special:
      Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL90
    Bullets of Wounding
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (bludgeoning)
    Special:
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL91
    Sure Strike Bullets
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (bludgeoning)
    Enchantment:  +5
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL92
    Stunning Bullets +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL93
    Sparking Bullets +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Shock: +1d6 electrical damage
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL94
    Frost Bullets +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Frost: +1d6 cold damage
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL95
    Flaming Bullets +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Flame: +1d6 fire damage
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL96
    Corrosive Bullets +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (bludgeoning)
    Special:
      Corrosion: +1d6 acid damage
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL97
    Bullet +5
    
    STATISTICS:
    
    Damage:  1d4  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Missile (bludgeoning)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL98
    Bullet +4
    
    STATISTICS:
    
    Damage:  1d4  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (bludgeoning)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    00BULL99
    Bullet +3
    
    STATISTICS:
    
    Damage:  1d4  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Missile (bludgeoning)
    Weight: 0 lb.
    Launcher:  Sling
    
    
    
    ===============================================================================
    Chain Armor
    ===============================================================================
    
    
    
    00ARMCH
    Armageddon Chain Mail of theTester
    
    Uber-Chain for critical path testing only! Do not use to test play balance. If 
    you do, you will be abducted by aliens and probed with cold instruments.
    
    
    00CHAN01
    Chainmail Armor
    
    Chain mail is made of interlocking metal rings.  It is always worn over a layer
    of padded fabric or soft leather to prevent chafing and lessen the impact of
    blows.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +5
    Max Dex Bonus:  +2
    Armor Check Penalty:  -5
    Arcane Spell Failure:  30%
    Weight: 40 lb.
    
    
    00CHAN02
    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. A faint blue glow can be seen emanating from the armor.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +6
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Weight: 35 lb.
    
    
    00CHAN03
    Chainmail +2
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +7
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Weight: 35 lb.
    
    
    00CHAN04
    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:
    
    Heavy Armor
    Armor Bonus: +6
    Max Dex Bonus:  +0
    Armor Check Penalty:  -7
    Arcane Spell Failure:  40%
    Weight: 45 lb.
    
    
    
    00CHAN05
    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
    particular suit of armor has been magically enchanted for increased durability
    and protection.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +7
    Max Dex Bonus:  +0
    Armor Check Penalty:  -7
    Arcane Spell Failure:  40%
    Weight: 45 lb.
    
    
    00CHAN06
    Baleful Mail
    
    This armor was crafted in 1221 DR by a duergar smith working for a vengeful
    priest of Bane named Alerri of West Waterdeep.  During Alerri's early days in
    the priesthood, he frequently provoked and attacked agents of Sune.
    Unfortunately for Alerri, Lady Firehair's followers employed charm magic to
    cease the Banite's antics.  Once he had been charmed, Alerri was commanded to
    perform all sorts of embarrassing actions in the streets of Waterdeep.  After
    many years, Alerri decided to honor his god of hate by creating a suit of armor
    that would protect him from charm magic.  He communed with the spiritual 
    minions of Bane to discover the materials and rituals necessary for the suit's 
    creation. Following his master's instructions, he murdered thirteen married 
    couples and had their wedding rings woven into the hem of the mail.  He then 
    killed thirteen elves and bathed in their blood, uttering prayers for thirteen 
    hours.  When he was finished, his armor protected him from the magic of the
    Sunites and filled him with irrepressible hate.  Alerri went on a crusade 
    against the agents of Sune, Llira, and Hanali Celanil for three years.  His 
    killing spree ended when elven archers and priests of Corellon Larethian laid a 
    trap for him on a road going north from Waterdeep.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +7
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Special:
      Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking,
       -2 Charisma while worn
    Weight: 40 lb.
    
    
    00CHAN07
    Elven Chainmail of the Hand +3
    
    During the Golden Age between the Elves of the Seldarine's Hand and the Dwarves
    of Dorn Deep, special version of the illustrious elven chainmail were made that
    added protection against the harsh weather conditions of the north.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +8
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Resistance Bonus: +10% Cold Resistance
    Weight: 15 lb.
    
    
    00CHAN08
    Mail of Life
    
    This armor was crafted from meteoric iron by dwarven and elven smiths during 
    the Time of Cooperation.  A high priest of Moradin and a high priest of Labelas
    Enoreth enchanted the armor with its powers.  Unfortunately, no elven or 
    dwarven warrior ever wore the chain mail.  When troubles arose between the Hand 
    of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, 
    refusing to use anything the elves had a hand in creating.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +8
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Special:
      +10 Hit Points
      Wearer Regenerates 1 hit point per turn
    Weight: 40 lb.
    
    
    00CHAN09
    Ogien's Scale
    
    The great barbarian hero Ogien wore this armor during his many legendary
    conquests.  Ogien was said to be a bear of a man, taller than his fellow
    barbarians and a good deal wider.  It is said by some of the barbarians that
    Ogien would wrestle with wolves for amusement, and it is known that he was
    haunted by a prophecy that he would die "under white paws."  When he was killed
    fighting polar bears on the tundra of Icewind Dale, his armor was buried with
    him.  Despite its power, it is not distinctive in its appearance.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +8
    Max Dex Bonus:  +3
    Armor Check Penalty:  -3
    Arcane Spell Failure:  25%
    Special: Wearer can incite Animal Rage 3/Day
    Weight: 25 lb.
    
    
    00CHANML
    Mercenary's Lot
    
    The mercenary's lot has been a difficult one in the lands of Icewind Dale, for
    there is little to occupy one's fighting skills in the far north... at least
    until recently.  This armor was worn by a mercenary company called the Silver
    Band who was driven from the north after a heated debate at the Ten-Towns
    council (a debate that barred further mercenary service from most of the Ten-
    Towns for a period not exceeding three seasons).   According to the debate, the
    mercenaries were not seen as effective combatants, and certainly not worth the
    gold they were paid for their meager weapon skills.
    
    In order to pay for their passage back south, the Silver Band was forced to 
    sell several suits of their armor in order to transport their mounts and siege
    engines, and the Band swore they would never return to the North, even if the
    region perished under an avalanche of goblins and other freakish monsters.
    Apparently, their ability to predict the future was not listed in their company
    annals.
    
    This armor is valued in the far north due to its ability to protect the wielder
    from the elements as well as being light enough to allow for greater freedom of
    movement.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +5
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Special:
     Light Weight: Armor weighs half as much as ordinary chainmail
     Resistance: 1/- Cold Resistance
     Resistance: 1/- Fire Resistance
    Weight: 20 lb.
    
    
    60CHANCD
    Chain of Drakkas
    
    Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder.  At a
    very young age, Drakkas was kidnapped by a Drow raiding party and brought up by
    the Drow to be a pit fighter.  At first he fought his fellow kidnap victims in
    the pits.  However, over time, his fellow abductees died from their wounds and
    poor treatment, thus leaving Drakkas alone to eventually fight monsters of the
    Drow's choosing.  Drakkas persevered, fueled by his ever-growing hatred for his
    captors, the hopes of one day escaping and then taking revenge on his
    kidnappers.
    
    One day Drakkas got his wish - he was able to escape by stealing his jail cell
    keys from his lazy night guard, and then stealthfully slipping out into the
    unforgiving Underdark.  He managed to steal a couple of scimitars on his way
    out, which he put to good use while circumventing the twisted corridors of the
    Underdark.  When he emerged on the surface, he immediately sought out his Moon
    Elf kin.
    
    Unfortunately, when he found his kin, they ostracized him due to his horrendous
    battle scars.  Embittered and outcast, he made it his mission in life to exact
    the most painful revenge possible on his kidnappers.  Drakkas diligently 
    trained in the dark magics, and continued his formidable weapons training as 
    well.  When he got to the point where he felt he was ready, he began to sell 
    his services as a mercenary to earn coin and buy better equipment.  One thing 
    in particular he eventually wanted was lightweight chain mail that would not 
    interfere with his spell casting.  Luck was with him the day he found a Dwarven 
    armorsmith who could accommodate Drakkas' needs.  It was not long after until 
    the armor was finished and Drakkas was ready for his mission of revenge.
    
    Drakkas disappeared from the people who knew him and utilized his mercenary
    services, and ventured into the depths of the Underdark, where he was never
    heard from again.  However, his special armor did somehow make it out of the
    Underdark.  No one knows how, but speculation has it that the return of 
    Drakkas' chain mail to the surface world was a subtle message from the Drow.  
    The message, of course, was left to the imagination of the interpreter.
    
    STATISTICS:
    
    No Armor Proficiency Required
    Armor Bonus: +7
    Max Dex Bonus:  None
    Armor Check Penalty:  -0
    Arcane Spell Failure:  0%
    Special:
     Spellcasting and Thieving abilities can be performed without penalties from
    wearing armor.
    Weight: 30 lb.
    
    
    60HFCNCD
    Chain of Drakkas' Fury
    
    STATISTICS:
    
    No Armor Proficiency Required
    Armor Bonus: +8
    Max Dex Bonus:  None
    Armor Check Penalty:  -0
    Arcane Spell Failure:  0%
    Special:
      Spellcasting and Thieving abilities can be performed without penalties from
    wearing armor.
      Attack Bonus: +3 bonus
      Speed: 1 additional attack per combat round
    Weight: 30 lb.
    
    
    
    ===============================================================================
    Cloaks
    ===============================================================================
    
    
    00CLCKFC
    Farmer's Cloak
    
    On the farms in the Dalelands west of the Moonsea, most of the men and women
    who work the fields lead simple, humble lives.  It is out of one such simple
    life that the legend of Behem Farmer of Mistledale emerged.  However, the
    circumstances surrounding his legend are far from typical.  While tending his
    farm near Sword Creek, bandit riders from the east rode forth and told him to
    surrender his land.  Behem was overcome with grief and could not answer them.
    The leader of the bandits told Behem that he had until dawn of the next morning
    to vacate the land.  The bandits then rode towards other farms and told them
    the same thing.  At dusk, as the farmers cleared out their homes and prepared
    to fall back to defensible ground, some of the families saw the silhouette of
    Behem standing in his field, leaning upon his hoe, his head hung low.
    
    In the evening, three farmers approached Behem's field and saw the farmer
    asleep in his field.  More shocking was the apparition of a woman, believed to
    be the spirit of Chauntea, wrapping Behem's loose cloak around him.  The
    farmers returned to their families and told everyone what they had witnessed.
    Bolstered by the belief that Chauntea had blessed Behem for staying on his
    farm, the farmers gathered up their families and marched back to their farms.
    Unfortunately, their bravery had returned a few moments too late.  Behem had
    just been killed by the bandits for refusing to leave.  Before the eyes of the
    farmers, thick vines erupted from the field the bandits stood upon.  The
    vegetation not only held the bandits firmly in place, but also thrashed and
    choked them into unconsciousness.  The farmers rushed forward and drove off the
    bandits who remained.  Though Behem's body disappeared with the vines, his
    bloodstained, tattered cloak remained behind.
    
    STATISTICS:
    
    Deflection Bonus: +3
    Weight: 3 lb.
    
    
    00HFCKFC
    Blessed Farmer's Cloak
    
    STATISTICS:
    
    Deflection Bonus: +3
    Spell Power: Can cast the spell Entangle 1/Day
    Spell Power: Can cast the spell Sunscorch 1/Day
    Spell Power: Can cast the spell Aid 1/Day
    Weight: 3 lb.
    
    
    00CLCKMB
    Cloak of Mystra
    
    Even though wizards can harbor powerful spells, their main weakness is the fact
    that they cannot wear any sort of armor without suffering severe limitations to
    their casting abilities.  Although with proper training wizards may overcome
    these restrictions, wizards will normally choose to enchant their robes or a
    ring to have deflective properties so as to remain unfettered by bulky armor.
    But if by chance a talented fighter, or a skilled bowman connected with their
    weapon, the wizard would not have the fortitude to last long.
    
    Clerics of Mystra, seeing this dilemma that fell upon the wizards of the land,
    made cloaks blessed by Mystra herself.  These cloaks granted the wizard special
    damage resistances where most, if not all, the damage that was dealt out from a
    weapon would be negated.  Needless to say that wizards who acquired the cloaks,
    which eventually were called Mystra's Blessing, felt even more powerful, if not
    invulnerable.
    
    STATISTICS:
    
    Special:
     Damage Reduction:  5/+1
    Weight: 1 lb.
    
    
    00HFCKMB
    Mystra's Embrace
    
    STATISTICS:
    
    Special:
     Damage Reduction:  10/+2
     Spell Power:  Can cast the spell Stoneskin once per day
    Weight: 1 lb.
    
    
    00CLCKNV
    Nature's Vengeance
    
    The avengers are members of a special sect within a druidic order.  They are
    devoted to fighting those who defile nature, and these cloaks were sometimes
    worn by members of their sect when embarking on their crusades against those
    who had inflicted grievous wounds upon the land.  It is reported that several
    of these cloaks were worn by druids who followed the trail of the Dark Horde
    many long years ago during their attack on the elven fortress of the Severed
    Hand.  The Horde had felled many trees and laid waste to vast sections of the
    North while building siege engines, and the avengers declared war on them,
    attempting to use turn the power of nature against its attackers.  Although the
    avengers were eventually slain by an orcish clan along the Spine of the World,
    their cloaks remain and occasionally resurface across the North.
    
    When worn by a druid, these cloaks have a chance of cursing any enemy who dares
    to commit violence upon the wearer.  It has stayed the hand of many a foe...
    only to have them die with an avenger's blade in their throat.
    
    STATISTICS:
    
    Special:
     Retribution: 10% chance of inflicting the spell Bane whenever the attacking
                  enemy successfully hits wearer of Nature's Vengeance.
    Weight: 2 lb.
    
    
    00HFCKNV
    Nature's Fury
    
    Everard rarely lost his temper, but nature itself did when it was struck by the
    Auril priests and the combined might of the evil that threatened Icewind Dale.
    It is said that a wind tore through Everard's home after the events twenty years
    past and hurled his cloak into the upper branches of the Kuldahar Oak, where it
    was lashed and beaten by the icy winds for days, and ultimately lifted up and
    carried upon the storms for nearly a month.  When it settled down, it was taken
    up by a wandering druid, who wore the cloak and used it to crush a sect of
    Aurilites in the ice shadowed delves of Slow Cedric's Gallop three years ago.
    Once his task was accomplished, the cloak was taken up by the wind again, and
    carried northward to be used against those that threaten the Balance once again.
    
    It is intended to avenge those who disrupt the Balance with violence, and to
    remind aggressors that one may not defeat nature, only anger it.
    
    STATISTICS:
    
    Special:
     Retribution: 20% chance of inflicting the spell Bane whenever the attacking
    enemy successfully hits wearer of Nature's Vengeance
     Retribution: 10% chance of inflicting the spell Call Lightning whenever the
    attacking enemy successfully hits wearer of Nature's Vengeance.
    Weight: 2 lb.
    
    
    00CLCKSB
    The Shroud of Bankao
    
    Believed to be the burial shroud of a mysterious eastern warlord, the Shroud of
    Bankao has been worn by some of the most notorious thugs and murderers on the
    Sword Coast.  Its coarse black fabric has grown coal gray over many years of
    use.  Its last known owner was Polger Carallo, an extortionist who operated in
    the worst parts of Waterdeep.  Polger made his living shaking down the
    residents of the poor districts of the city.  A priest of Bane told Polger that
    he owed the church a tribute for his success.  Polger refused the priest's
    offer and died at the end of the Banite's morningstar.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Ghoul Touch 1/Day
    Spellward: Immunity to the spells Skull Trap and Glyph of Warding
    Weight: 2 lb.
    
    
    00HFCKSB
    Death Shroud of Bankao
    
    STATISTICS:
    
    Constitution: +3 bonus
    Spell Power: Can cast the spell Ghoul Touch 1/Day
    Spell Power: Can cast the spell  Bull's Strength 1/Day
    Spellward: Immunity to the spells Skull Trap and Glyph of Warding
    Weight: 2 lb.
    
    
    00CIROBA
    Aurilite Ceremonial Robe
    
    This robe, worn by the priests and priestesses of Auril, is ice-white in color
    with blue piping, and cinched at the waist by a very wide silver belt.
    
    
    00CLCK01
    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 wizards and others who cannot wear bulkier or more restrictive
    types of armor.
    
    STATISTICS:
    
    Deflection Bonus:  +1
    Saving Throw:  +1 bonus
    Weight:  3 lb.
    
    
    00CLCK02
    Cloak of Protection +2
    
    STATISTICS:
    
    Deflection Bonus:  +2
    Saving Throw:  +2 bonus
    Weight:  3 lb.
    
    
    00CLCK03
    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 Bonus:  +4 vs. missile weapons
    Saving Throws (Fortitude and Reflex):  +2 bonus
    Weight:  3 lb.
    
    
    00CLCK04
    Cloak of Non-Detection
    
    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 see invisibility and scrying.
    Weight:  3 lb.
    
    
    00CLCK17
    Yeti Skin 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. This cloak appears to be constructed from the skins of a 
    Yeti.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Weight: 3 lb.
    
    
    00CLCK18
    Winter Wolf 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. This cloak appears to be constructed from the skins of a
    Winter Wolf.
    
    STATISTICS:
    
    Resistance: 1/- Cold Resistance
    Charisma: +1
    Weight: 3 lb.
    
    
    00CLCKBC
    Berywel's Cloak
    
    The notorious halfling rogue and prankster Berywel Elmroot wore this cloak
    during his most well known streak of burglaries in Western Heartlands.  After
    being incarcerated for twelve years in Berdusk, Berywel decided to do something
    to prevent the priests of Helm in that city from capturing him again.  His
    gnomish friend, Chester Spindle, created this muted green and brown cloak in
    exchange for a case of wine stolen from a temple of Ilmater.  Under its
    protection, Berywel slipped out of Berdusk at least ten times despite having
    priests of Helm in hot pursuit.  When Berywel retired in Baldur's Gate, he sold
    the cloak to a friend.
    
    STATISTICS:
    
    Spellward: Immunity to the spells Command and Bane
    Weight: 4 lb.
    
    
    00HFCKBC
    Berywel's Fantastic Cloak
    
    STATISTICS:
    
    Spellward: Immunity to the spells Command, Bane, Hold Person, Doom and Greater
    Command
    Weight: 4 lb.
    
    
    00CLCKWC
    Woodland Cloak
    
    The leaves that fall from the great oak of Kuldahar are surprisingly flexible,
    much like cloth, and when treated with special druidic magics, can be fashioned
    as cloaks.  When worn, the cloaks make no sound, and they provide the wearer
    with a minor chameleon effect, allowing them to blend into the natural
    surroundings and avoid the notice of those that would do the wearer harm.
    Furthermore, in times of danger, the wearer may wrap the cloak around his body,
    making his skin as hard as wood and helping to protect him against attack
    
    STATISTICS:
    
    Special:
     Hide skill: +1
     Spell Power:  Can cast the spell Barkskin once per day
    Weight: 1 lb.
    
    
    00HFCKWC
    Deep Woods Cloak
    
    This enchanted cloak is a powerful garment indeed, and was fashioned by the
    Archdruid of Kuldahar, Everard, many years ago.  It is fashioned from the
    molting bark of the great tree and has been specially enchanted so that it may
    be worn as a cloak.  When worn, this cloaks makes no sound, and provides the
    wearer with a greater chameleon effect, allowing them to blend into the natural
    surroundings and avoid the notice of those that would do the wearer harm.
    Furthermore, in times of danger, the wearer may wrap the cloak around his body,
    making his skin as hard as the Great Oak itself, making him almost immune to
    damage.
    
    STATISTICS:
    
    Special:
     Hide skill: +4
     Spell Power:  Can cast the spell Ironskin once per day
    Weight: 1 lb.
    
    
    50CLCK17
    Wandering Hunter's Cloak
    
    Cloaks like this one are painstakingly crafted for the use of the Wandering
    Village's best young hunters.  The soft wolf's fur is enchanted to mask a
    hunter's scent and help him or her to hide from prey in the shadows.
    
    STATISTICS:
    
    Hide skill: +2
    Weight:  3 lb.
    
    
    53CLCKHD
    House of Despana Piwafwi
    
    This fine cloak is made from spider silk with amazingly flexible adamantite
    filigree.  The arrow and hexagon glyph of House Despana is featured prominently
    on the back and the stitching near the hems follows the same arrow pattern.
    Three small holes, surrounded by almost-vanished bloodstains, sit squarely in
    the back of the cloak.  The cloak used to belong to Malfeem, ill-fated Weapons
    Master and short-lived Patron of House Despana.  Malfeem was the father of
    Malavon Despana, Master of Rilauven's Sorcere Academy of Magic.  Malfeem died 
    in an attack on a rival house fifty years ago.  Rumors within Rilauven state 
    that the daughters of House Despana engineered Malfeem's death because he had 
    gained too much influence over their Matron Mother.  The cloak has rested in 
    the House Despana treasury since he died.  Forty years ago, it was worn for a 
    single night by Matron Despana's new Patron, who fancied himself the finest 
    warrior in Rilauven.  The sentimentality of the Matron for Malfeem had not 
    faded, and the Patron was flayed to death on the spot.
    
    STATISTICS:
    
    Resistance: 2/- Fire Resistance
    Hide skill: +2
    Weight:  1 lb.
    
    
    
    ===============================================================================
    Clubs
    ===============================================================================
    
    
    00CLUB01
    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:  Bludgeoning
    Weight: 3lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB81
    Cold Flame Club +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Frost: 25% chance +1d6 cold damage
      Flame: 25% chance +1d6 fire damage
    Weight:  3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB82
    Stun Club +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save 
       to resist)
    Weight:  3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB83
    Sure Strike Shock Club
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Shock: 50% chance +1d6 electrical damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight:  3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB84
    Vampiric Club
    
    STATISTICS:
    
    Damage:  1d6
    Special:
      Vampiric: 50% chance 1d4 hit points drained from target and temporarily added
    to wielder (Fortitude save for none)
    Damage Type:  Bludgeoning
    Weight:  3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB85
    Club +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight:  3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB86
    Club of Freezing Flames +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Flame: +1d6 fire damage
      Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
      Frost: +1d6 Cold Damage
      Frost Burst:  +1d6 frost damage and 10% chance of +1d10 extra frost damage
    Weight:  3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB87
    Club of Destiny +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Spell Process: User is under the effect of the spell Luck while equipped
      Charisma: +1
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB88
    Club of Enlightenment +5
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Strength: +1
      Dexterity: +1
      Constitution: +1
      Intelligence: +1
      Wisdom: +1
      Charisma: +2
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB89
    Club of Punishing +5
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Lawful: +2d6 damage against chaotic creatures
      Charisma: +3
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB90
    Club of Dazing +5
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Stunning: Fortitude save or target is stunned for 1/2 combat round
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB91
    Walloping Club +5
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Impact:  Increases chance of scoring a critical hit
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB92
    Club of Disruption
    
    STATISTICS:
    
    Damage:  1d6  +3
    Attack Bonus:  +3
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Disruption: All undead and outsiders hit by weapon must make a Fortitude or 
       be destroyed
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB93
    Club +2
    
    STATISTICS:
    
    Damage:  1d6  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB94
    Masterwork Club
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB95
    Club of Immolation
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Flaming Burst: +3d6 fire damage and 10% chance of +2d10 extra fire damage
      Resistance: 5/- Magic Resistance
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB96
    Static Club +5
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
    electrical damage
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB97
    Club +5
    
    STATISTICS:
    
    Damage:  1d6  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB98
    Corrosive Club +2
    
    STATISTICS:
    
    Damage:  1d6  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Corrosion: +1d6 acid damage
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUB99
    Frost Club
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Special:
      Frost: 50% chance of +1d6 cold damage
    Weight: 3 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00CLUBHK
    Headknocker
    
    Headknocker was crafted by the ogress Shavauntea as a "gift" for her husband,
    Grothak the Stupid.  Her hope was that the club could be used to "knock sense
    into empty head."  Shavauntea was quite surprised to find that the weapon had
    the opposite effect when she brought it down upon her husband's unsuspecting
    head.  The club was thought to have been destroyed in the battle between the
    two lovers after Grothak regained his senses.  Obviously, this was not the
    case.
    
    STATISTICS:
    
    Damage: 1d6  +3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type: Bludgeoning
    Special:
      Crushing: 33% chance target takes +1d6 Crushing damage to the head
      Spell Process: 20% chance target becomes Confused
    Weight: 6 lb.
    Required Feat:  Simple Weapon, Mace
    Type:  One-handed
    
    
    00HFCBHK
    Club of Confusion
    
    The Club of Confusion was crafted by the ogress Shavauntea as a "gift" for her
    husband, Grothak the Stupid.  Her hope was that the club could be used to 
    "knock sense into empty head."  Shavauntea was quite surprised to find that the 
    weapon had the opposite effect when she brought it down upon her husband's
    unsuspecting head.  The club was thought to have been destroyed in the battle 
    between the two lovers after Grothak regained his senses.  Obviously, this was 
    not the case.
    
    STATISTICS:
    
    Damage: 1d6  +5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type: Bludgeoning
    Special:
      Crushing: 99% chance target takes +2d6 Bludgeoning damage to the head
      Spell Process: 50% chance target becomes Confused
      Impact: Increased chance of scoring  a critical hit on target
    Weight: 6 lb.
    Required Feat:  Martial Weapon, Flail (?)
    Type:  One-handed
    
    
    
    ===============================================================================
    Crossbows
    ===============================================================================
    
    
    00BWHX01
    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)
    Attack Bonus: +2
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX02
    Masterwork Heavy Crossbow
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus: +3
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX03
    Heavy Crossbow +1
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX04
    Heavy Crossbow of Accuracy
    
    'The Guide'
    A favored siege weapon of King Shastir Longeve, crossbows of this type were
    designed for the systematic removal of defensive forces thought safe behind the
    battlements of castles.  Scant few of these weapons survive to this day, mainly
    due to the eventual annihilation of the king's forces by a coalition of
    subjugated lands.
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +7
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX91
    Heavy Crossbow +5
    
    STATISTICS:
    
    Damage:  +7 (missile)
    Attack Bonus:  +7
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX92
    Heavy Crossbow +4
    
    STATISTICS:
    
    Damage:  +6 (missile)
    Attack Bonus:  +6
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX93
    Heavy Crossbow +3
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +5
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX94
    Heavy Crossbow +2
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +4
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX95
    Heavy Crossbow of Health +2
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +4
    Special:
      Hit Point Bonus: +5 to Max Hit Points
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX96
    Heavy Crossbow of Defense +1
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Special:
      Deflection Bonus: +1
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX97
    Spellward Heavy Crossbow
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Special:
      Spellward: Immunity to the spell Charm Person
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX98
    Heavy Crossbow of Speed +5
    
    STATISTICS:
    
    Damage:  +7 (missile)
    Attack Bonus:  +7
    Special:
      Speed: 1 additional attack per combat round
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHX99
    Heavy Crossbow of Accuracy +4
    
    STATISTICS:
    
    Damage:  +6 (missile)
    Attack Bonus:  +10
    Weight: 9 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHXGE
    Geloise
    
    A human adventurer from the Dalelands named Arioth Cooper used this heavy
    crossbow on many of his journeys.  Arioth had lived in a small community near
    the edge of Anauroch, the great desert.  When a mysterious force emerged from
    the sands to destroy the village, Arioth's wife was killed.  Through
    circumstance, Arioth became a wandering mercenary.  Over time, Arioth became a
    great hero and champion for the innocents of Cormyr and the Dalelands, though 
    he shied away from such praise.  His worn, heavy crossbow was named after his 
    dead wife, Geloise.  When Arioth died of old age, his wishes were that his 
    equipment be sold off at an auction in Essembra, Battledale, and the proceeds 
    given to the citizens of that village.
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Weight: 10 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFHXGE
    Beloved Geloise
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Freedom of Movement: Wielder is immune to effects that impede movement
    Weight: 10 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHXHF
    Hagnen's Folly
    
    This heavy crossbow was named, not by its dwarven designer, Hagnen Odestone, 
    but by his wife Miraenna, who was responsible for stringing the crossbow with 
    dragon gut and then checking its aim and speed of fire.  There was apparently 
    no love lost between the couple, and their arguments on everything from 
    maintaining the home to maintaining the accounts were legendary within the clan 
    halls.  Shortly after Hagnen was crushed to death in the great quake of 
    1275 DR, Hagnen's wife proceeded to lay her husband's name (and backlog of 
    uncompleted work) to rest by finishing the last of a series of enchanted 
    weapons that still lay in Hagnen's workshop, cursing each one with Hagnen's 
    name.  After finishing the last of his weapons, Miraenna apparently left the 
    dwarven clan home and traveled southwards, gladly ridding herself of the 
    Odestone name and creations.
    
    Among Hagnen's other creations is a light crossbow that also bears his name -
    it has been sighted within the North on many occasions.
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Weight: 10 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLXHF
    Hagnen's Foolishness
    
    Damage:  +1 (missile)
    Attack Bonus:  +3
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFLXHF
    Foolishness of Hagnen Odestone
    
    Damage:  +3 (missile)
    Attack Bonus:  +5
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFHXHF
    Folly of Hagnen Odestone
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attacl Bonus:  +5
    Weight: 10 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHXIA
    Iron Arbalest
    
    An assassin's greatest ally, besides his skill in his craft, is his weapon.  In
    fact, an assassin is best if his weapon of choice, such as a crossbow, is used
    at the longest possible range with deadly accuracy.  However, even the best of
    assassins need all the help they can get when it comes to long-range attacks.
    That is why the Iron Arbalest, and crossbows like it, are usually the best
    choice for would be assassins.  The Iron Arbalest has been enchanted to enhance
    the assassin's crossbow skill and actually improve their chance to hit their
    mark.  In skilled hands, the Iron Arbalest could drop a mark long before they
    could ever reach the assassin and exact revenge.
    
    STATISTICS:
    
    Damage:  +6 (missile)
    Attack Bonus: +6
    Weight: 14 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFHXIA
    Mithril Arbalest
    
    STATISTICS:
    
    Damage:  +7 (missile)
    Attack Bonus: +7
    Special:
     Hide: +3
    Weight: 14 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWHXMR
    Mailripper
    
    An arbalest of dwarven manufacture, Mailripper has been seen in use across
    Icewind Dale for at least a hundred years.  On the rare occasions that groups 
    of dwarves appear on the tundra, they are typically gathered for battle.   The
    leader of the Warcrest clan always kept a keen-eyed warrior armed with
    Mailripper by his side.  The warrior's instructions were simple: shoot the most
    heavily armored opponent you see approaching the king.
    
    When the Warcrest clan was wiped out in a woeful conflict with barbarians, some
    warriors from Bryn Shander used it for idle target practice before they died en
    route to Redwaters.
    
    STATISTICS:
    
    Damage: +2 (missile)
    Attack Bonus: +2
    Weight: 10 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFHXMR
    Shielded Mailripper
    
    STATISTICS:
    
    Damage: +4 (missile)
    Attack Bonus: +4
    Deflection Bonus: +2
    Weight: 10 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX01
    Light Crossbow
    
    STATISTICS:
    
    Attack Bonus: +2
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX02
    Masterwork Light Crossbow
    
    STATISTICS:
    
    Attack Bonus: +3
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX03
    Light Crossbow +1
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +3
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX04
    Light Crossbow of Speed +1
    
    'The Army Scythe'
    A short-lived outpost of humans in the Frozen Forest unearthed this weapon, and
    many others, from the ruins of an ancient settlement deep within that cold 
    land. Never knowing the names of their extinct benefactors, the colonists used 
    these "tools" to carve a large territory for themselves, though in the end it 
    was for naught.  Crushed by a superior number of Hobgoblins, these unfortunate 
    souls have joined the ancients in their anonymity.
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +3
    Special:  1 extra attack per round
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX91
    Light Crossbow of the Defender +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus:  +3
    Special:
      Deflection Bonus: +1
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX92
    Light Crossbow +5
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +7
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX93
    Light Crossbow +4
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +6
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX94
    Light Crossbow +3
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +5
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX95
    Light Crossbow +2
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +4
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX96
    Light Crossbow of Spell Resistance +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus:  +3
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX97
    Light Crossbow of Health
    
    STATISTICS:
    
    Attack Bonus:  +2
    Special:
      Hit Point Bonus: +5 to Max Hit Points
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX98
    Eagle Eye Light Crossbow +3
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus:  +8
    Special:
      Speed: 1 extra attack per combat round
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLX99
    Light Crossbow of Accuracy
    
    STATISTICS:
    
    Attack Bonus:  +4
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLXIM
    Iron Mary's Reply
    
    "Iron" Mary of Tantras was a woman of stunning beauty and deadly serious
    resolve.  Iron Mary was easily spotted among her dark-haired mercenary company.
    Not deigning to wear a helmet, she knew her long blonde hair was visible from
    across a battlefield.  Mary was often hired to track down groups of criminals 
    in lawless lands and put an end to their activities.  After five years,
    troublemakers throughout the Moonsea and Inner Sea knew that if Iron Mary was 
    on their heels, they had angered someone of considerable importance.  Instead 
    of putting up a proper fight, many outlaws would attempt to surrender.  Iron 
    Mary never accepted surrender, so her reply was always a crossbow bolt shot 
    into the forehead of the fool who dared to try talking his or her way out of 
    impending doom.
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFLXIM
    Iron Mary's Bold Reply
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Spellward: Immunity to the spells Ice Storm, Snilloc's Snowball Swarm,
    Agannazar's Scorcher
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00BWLXMB
    Makavail's Bane
    
    This weapon is not named for its user, but rather the person against whom it 
    was used.  Makavail was a scheming, lying, manipulative cheat who operated near 
    the city of Westgate on the Lake of Dragons.  Among the many enemies he made 
    was a soldier from Teziir named Ricarl of the Mark.  Ricarl wanted to get
    Makavail in trouble without letting his target know it was he who was 
    responsible.  When Makavail was exiting Westgate with chests full of stolen 
    goods, Ricarl shot the leg of one of the horses pulling Makavail's wagon.  The 
    horse bolted and overturned the wagon.  Guards rushed to the scene and 
    discovered what Makavail was up to.  He was thrown in prison and died only a 
    year later.  He never knew who had fired the fateful bolt that caused his
    downfall.
    
    STATISTICS:
    
    Damage: +2 (missile)
    Attack Bonus: +2
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    00HFLXMB
    Makavail's Swift Bane
    
    STATISTICS:
    
    Damage: +2 (missile)
    Attack Bonus: +2
    Speed:  +1 attack per combat round
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    51BWHXDB
    Doom Bolter
    
    The creation of the diabolical duergar master artisan Dragu Ironbreaker, the
    doom bolter is a complex and heavy device barely recognizable as some sort of
    crossbow.  Its bow is of a pliant metal alloy, the tiller is covered with an
    array of gears, levers, springs, and studs, and a cylindrical case of hard
    leather and a rotating steel shaft sit along the top of the weapon.  Despite
    this, the doom bolter is actually the more simple, easily produced variant of
    the overly intricate and expensive hell bolter, another of Dragu's
    inventions.
    
    The doom bolter fires twice as quickly as the typical heavy crossbow, spewing a
    hail of quarrels from the ammunition container affixed along the tiller.
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus: +3
    Special:
      Speed: 2 attacks per combat round
    Weight: 18 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    51BWHXHB
    Hell Bolter
    
    The creation of the diabolical duergar master artisan Dragu Ironbreaker, the
    hell bolter is a complex and heavy device barely recognizable as some sort of
    crossbow.  Its bow is of a pliant metal alloy, the tiller is covered with an
    array of gears, levers, springs, and studs, and a cylindrical case of hard
    leather and a rotating steel shaft sit along the top of the weapon.
    
    An attempt to create a missile weapon that would allow gray dwarf soldiers to
    slay many times their number from afar, the hell bolter is an overly complex 
    and terribly expensive device unsuitable for the equipping of an entire army.  
    It is, however, frightfully effective - the hell bolter fires three times as
    quickly as the typical heavy crossbow, spewing a storm of quarrels from the
    ammunition container affixed along the tiller.
    
    STATISTICS:
    
    Damage: +2 (missile)
    Attack Bonus: +3
    Special:
       Speed: 3 attacks per combat round
    Weight: 20 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    51HFHXDB
    Dragu's Doom Bolter
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus: +4
    Special:
      Speed: 3 attacks per combat round
    Weight: 18 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    51HFHXHB
    Dragu's Hell Bolter
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus: +4
    Special:
      Speed: 4 attacks per combat round
    Weight: 20 lb.
    Feat Requirement:  Simple Weapon, Crossbow
    Type:  Two-handed
    
    
    
    ===============================================================================
    Daggers
    ===============================================================================
    
    
    00CWDAGF
    Dagger +1
    
    The typical dagger has a pointed, usually double-edged blade, as opposed to a
    knife, which has a single edge and is a bit shorter than the dagger.
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    DamageTtype:  Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG01
    Dagger
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG02
    Masterwork Dagger
    
    STATISTICS:
    
    Damage:  1d4
    Attack Bonus: +1
    Damage Type:  Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG03
    Dagger +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    DamageTtype:  Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG04
    Dagger +2
    
    This is an extremely well crafted dagger. Special enchantments have been placed
    on it to keep the edge from dulling. A person could chip through stone with 
    this dagger and the edge would still remain razor sharp. There is a slight 
    warmth to the handle and when used, the dagger will adjust its weight and 
    balance to each individual user.
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG05
    Dagger +2, Longtooth
    
    Daggers of this type are very uncommon and are mostly used by specialists. They
    are easily identified as they are much longer than ordinary daggers.
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Weight: 2 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG06
    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: Missile (piercing)
    Damage Type: Melee (piercing)
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    
    00DAGG81
    Returning Fire Dagger +1
    
    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. Runes of power have been etched into the blade and glow ominously.
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus: +1
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Returning: Returns to user
      Flame: 50% chance +1d6 fire damage
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG82
    Stun Throwing Dagger +2
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to
    resist)
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG83
    Acid Tipped Throwing Dagger
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Corrosion: +1d6 acid damage
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG84
    Throwing Daggers +2
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG85
    Throwing Dagger +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG86
    Sure Strike Throwing Dagger
    
    STATISTICS:
    
    Damage:  1d4
    Enchantment:  +5
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG87
    Dagger +5
    
    STATISTICS:
    
    Damage:  1d4 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type: Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG88
    Dagger +4
    
    STATISTICS:
    
    Damage:  1d4 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type: Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG89
    Dagger +3
    
    STATISTICS:
    
    Damage:  1d4 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type: Piercing
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG90
    Viper's Fang +2
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG91
    Ice Pick +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Frost: 50% chance +1d6 cold damage
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG92
    Vampire's Fang +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Vampiric: 50% chance for 1d4 hit points drained from target and temporarily
    added to wielder (Fortitude save for none)
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG93
    Knife of Flame
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Piercing
    Special:
      Resistance: 1/- Magic Resistance
      Flame: 50% chance +1d6 fire damage
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG94
    Dagger of Resistance
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Piercing
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG95
    Dagger of Warding
    
    STATISTICS:
    
    Damage:  1d4
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Defending: +3 Deflection Bonus
      Keen: Increases chance of scoring a critical hit
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG96
    Cat's Paw Dagger +3
    
    STATISTICS:
    
    Damage:  1d4 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Shadowed: +8 to Hide skill
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG97
    Dagger of the Mind's Eye +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Spell Power: Can cast Blur 2/day
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG98
    Vampiric Dagger +1
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Vampiric: 1d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGG99
    Venomous Dagger
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Piercing
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGGFW
    Final Word
    
    Inscribed upon the blade of this dagger is the word "Enough!"  Judging by the
    skill of the craftsman and the enchantments on the blade, it may have its
    origins within some fierce school of debate in Cormyr or elsewhere, perhaps as 
    a way to signal the end of a debate, or to end an argument by other, bloodier,
    means.  When hurled, the dagger's accuracy and swift flight enchantments cause
    it to fly far and true into whatever target the wielder wishes. It doesn't look
    to have seen much use or combat, so it may have been intended as a purely
    ornamental weapon.
    
    STATISTICS:
    
    Damage: 1d4 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Spell Process:  10% chance of Silencing target
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00HFDGFW
    Dagger of Closing Arguments
    
    STATISTICS:
    
    Damage: 1d4 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Spell Process:  25% chance of Silencing target
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00DAGGPF
    Poisonfang
    
    Ysha Poisonfang was a minor but very successful assassin.  She preferred to
    strike at her targets from a distance and relied on poison to deal the fatal
    blow.  Ysha was an abused and twisted young woman who enjoyed the suffering of
    others.  She rarely used fast acting poisons and reveled in the screams of 
    agony as her victims slowly perished.  After a series of successful 
    assassinations she was given an enchanted dagger by her guild.  She promptly 
    named the blade Poisonfang and took the name for her surname as well.
    
    Poisonfang is a throwing dagger with several enchantments.  The weapons 
    accuracy has been enhanced, has a chance to inflict the victim with a virulent 
    poison, and then returns to its user.
    
    STATISTICS:
    
    Damage:  1d4 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Returning: Returns to user
      Venom: 50% chance of +2 points of poison damage every second for 6 seconds,
    Fortitude save for none
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00HFDGPF
    Ysha's Sting
    
    STATISTICS:
    
    Damage:  1d4 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Returning: Returns to user
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    52DAGGSH
    Sulo's Hook
    
    No one knows where this enchanted parrying dagger first came from, though it
    gained its fame in the service of the notorious corsair captain "Baron" Sulo of
    Luskan.  When Sulo and crew made to steal the Leberm family jewels from a small
    transport ship off the coast of Port Llast, they found themselves confronted by
    a group of experienced adventurers hired on as guards.  One in particular 
    fought like a devil, wielding a matched set of finely wrought dueling blades.  
    The unnamed adventurer slew many of Sulo's men and, coming to clash with the 
    corsair captain himself, severed Sulo's left hand.  "Baron" Sulo would have 
    died that day were it not for a stray ballista round from the Leberm ship - the
    enormous spear struck the unlucky swordsman squarely and carried him over the 
    side of Sulo's ship in a flash.  All that remained of him was his elaborate 
    parrying blade, left spinning on the deck as if he'd never been there.
    
    Sulo elected to graft the swordsman's parrying blade to the stump of his left
    wrist in the place of a common hook.  When Sulo was killed some nine years
    later, the blade was interned with him in a concealed tomb along with a
    substantial quantity of gems and coins.  Despite the "secret" nature of Sulo's
    final resting place, the site was quickly plundered and Sulo's Hook passed into
    hands of other men.
    
    STATISTICS:
    
    Damage:  1d4
    Attack Bonus: -2 penalty
    Damage Type:  Piercing
    Special:
     Deflection Bonus: +3
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    52HFDGSH
    "Baron" Sulo's Hook
    
    STATISTICS:
    
    Damage:  1d4 + 1
    Attack Bonus: -1 penalty
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Deflection Bonus: +3
      Saving Throw: +1 bonus
      Resistance: 5/- Magic Resistance
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    61DAGGWS
    Wyvern Stinger
    
    This sharp organ was once connected to a wyvern's poison gland.  It contains a
    small amount of unspent poison that could be safely extracted with the proper
    equipment.  It can also be wielded as a weapon.
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Piercing
    Special:
      Venom: 20% chance of +2 points of poison damage every second for 6 seconds,
    Fortitude for none
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    62DAGGXF
    Xvimian Fang
    
    As gratitude and a show of good faith towards Saablic Tan for joining with the
    Legion of the Chimera, Isair and Madae gave Saablic the Xvimian Fang dagger.
    
    Forged from the finest metals and enchanted with the darkest magics akin to
    Xvimian lore, the Xvimian Fang reflects no light from its blackened steel.  The
    blade is so black, in fact, that any details that usually stand out from a
    curved dagger blade are completely absent.  It is as if the blade actually
    absorbs light.
    
    Saablic Tan always keeps the Xvimian Fang close, not just because the dagger 
    has the awesome power to potentially turn individuals to stone when attacked,
    but because the dagger actually increases the wielder's intellect - truly a 
    powerful weapon befitting a powerful wizard.
    
    STATISTICS:
    
    Damage:  1d4 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Spell Process: 5% chance of casting the spell Flesh to Stone on target / hit
      Stat Bonus: +2 to Intelligence while equipped
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    62HFDGXF
    Xvimian Fang of Despair
    
    STATISTICS:
    
    Damage:  1d4 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Spell Process:  5% chance of casting the spell Flesh to Stone on target / hit
                   20% chance of casting the spell Emotion: Despair on target / hit
      Stat Bonus: +4 to Intelligence while equipped
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZJ5GT
    Grievance Tear
    
    This unusually heavy silver blade has been enchanted with the tear you obtained
    from the spirit in the Weeping Widow.  The tear apparently still holds some of
    her anger toward you and anguish over her banishment from the Inn and may be 
    the reason for the weapon's great weight.  The hells hath no fury like a spirit
    banished, it seems, but as long as it gets you a valuable magic weapon in the
    process, a little spectral fury is a small price to pay.
    
    STATISTICS:
    
    Damage:  1d4 + 1, +2 vs. Spectral Undead
    Attack Bonus:  +1, +2 vs Spectral Undead
    Enchantment:  +2
    Damage Type:  Piercing
    Special:  5% chance for an additional 1 point of magic damage when hitting the
    target, Cursed
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZJ5HF
    Veira's Grievance
    
    STATISTICS:
    
    Damage:  1d4 + 3, +4 vs. Spectral Undead
    Attack Bonus:  +3, +4 vs Spectral Undead
    Enchantment:  +4
    Damage Type:  Piercing
    Special:
      25% chance for an additional 10 points of magic damage when hitting the 
      target 
      Cursed
    Weight: 5 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZJ5HO
    Veira's Sorrow
    
    This ghostly silver blade has been enchanted with the tear you obtained from
    Veira in the Weeping Widow.  The tear apparently still has some of her sorrow
    and her relief within it, and these emotions have seeped into the blade.  When
    it strikes an opponent, it has a chance of transferring that anguish onto them.
    
    STATISTICS:
    
    Damage:  1d4 + 3, +4 vs. Spectral Undead
    Attack Bonus:  +3, +4 vs. Spectral Undead
    Enchantment:  +4
    DamageType:  Piercing
    Special:  25% chance for an additional 10 points of magic damage when target is
    hit
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZJ5ST
    Sorrow's Tear
    
    STATISTICS:
    
    Damage:  1d4 + 1, +2 vs. Spectral Undead
    Attack Bonus:  +1, +2 vs. Spectral Undead
    Enchantment:  +2
    DamageType:  Piercing
    Special:  5% chance for an additional 1 point of magic damage when target hit
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZL6GH
    Goblin Hunter
    
    This pearl-handled dagger was crafted by the enchantress Elytharra as 
    protection against the frequent goblin raids that plague Icewind Dale.  It 
    looks more like a fine, familiar hunting knife than a weapon of war, but its 
    keen edge bites deep into goblin hide.  Elytharra claims to have only used the 
    knife on a small number of occasions.
    
    STATISTICS:
    
    Damage:  1d4, +2 vs. Goblins
    Attack Bonus: +2 vs. Goblins
    Enchantment:  +2
    Damage Type:  Piercing
    Weight:  2 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    
    ===============================================================================
    Darts
    ===============================================================================
    
    
    00CWDRTA
    Dart +1
    
    The dart is a small, easily concealable missile weapon that is thrown rather
    than fired from a bow or other launcher. Lines of power have been carefully
    scribed into the shaft of the weapon.
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART01
    Dart
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART02
    Dart +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART03
    Dart of Stunning
    
    The dart of stunning looks like any other dart other then the fact that it 
    seems to pulse slightly when held in the hand.  The true effects can be seen 
    when one strikes an opponent and they fall to the ground stunned.
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Special:  Fortitude save or be stunned for 1 round
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART04
    Dart of Wounding
    
    This dart has many sharp barbs that are designed to rip and tear at any
    inflicted wounds.
    
    STATISTICS:
    
    Damage:  1D4
    Damage Type:  Missile (piercing)
    Special:
     Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART05
    Zilzanzer's Magnificent Dart
    
    The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon,
    was also the creator of a number of small magical missile weapons.
    "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues.  
    Unlike many of Zilzanzer's other creations, his darts actually performed as he 
    intended them to.  He created a great number of the darts before his untimely 
    demise.
    
    STATISTICS:
    
    Damage:  1D4 +2
    Damage Type:  Missile (piercing)
    Enchantment:  +1
    Special:
      Speed: +2 attacks per combat round
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART83
    Returning Stun Dart +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
     Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to
    resist)
      Returning: Returns to user
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART84
    Returning Poison Tipped Dart
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Special:
     Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
     Returning: Returns to user
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART85
    Flaming Dart +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
     Flame: 50% chance +1d6 fire damage
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART86
    Returning Frost Dart
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Special:
     Frost: 25% chance +1d6 cold damage
     Returning: Returns to user
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART87
    Shock Darts
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Special:
     Shock: 25% chance +1d6 electric damage
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART88
    Sure Strike Darts
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Enchantment:  +5
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART89
    Masterwork Dart
    
    STATISTICS:
    
    Damage:  1d4
    Attack Bonus: +1
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART90
    Dart +5
    
    STATISTICS:
    
    Damage:  1d4 +5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART91
    Dart +4
    
    STATISTICS:
    
    Damage:  1d4  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART92
    Dart +3
    
    STATISTICS:
    
    Damage:  1d4  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART93
    Dart +2
    
    STATISTICS:
    
    Damage:  1d4  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART94
    Glacial Darts +4
    
    STATISTICS:
    
    Damage:  1d4  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Missile (piercing)
    Special:
     Frost: +1d6 cold damage
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART95
    Glass Darts +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
     Slashing: +3d4 Slashing damage
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART96
    Darts of Infatuation +1
    
    STATISTICS:
    
    Damage:  1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
     Spell Process: Attempts to place target under the effects of a charm spell
    (Will save negates)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART97
    Darts of Flame +5
    
    STATISTICS:
    
    Damage:  1d4  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Missile (piercing)
    Special:
     Flame: +2d6 fire damage
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART98
    Keen Flaming Burst Darts
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Special:
     Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
     Keen: Increased chance of scoring a critical hit on target
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DART99
    Acid Tipped Darts
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Missile (piercing)
    Special:
     Corrosion: +1d6 acid damage
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DARTAT
    Adron's Theorems
    
    The sage Adron's passion for arguing was matched only by his love of driving 
    the final point home as forcefully as possible.  As a joke, several of his 
    students inscribed many of his theorems and oft-quoted passages on a string of 
    darts and presented it to the aged instructor on the day of his retirement.  
    This proved to be a gift of questionable wisdom, as Adron was quick to anger, 
    and he promptly began to fling the darts at his students - only to find that 
    the theorems had given the darts a sage-like accuracy when making their points.
    Fortunately for the students, they were as good at dodging darts as they were 
    in dodging their studies, so except for a few pairs of soiled robes, there was
    little damage done.
    
    Adron's darts were encased in a special case at the school, only to be stolen 
    as a university prank many years later.  Since then, the darts have been 
    sighted throughout the realms, carrying Adron's theorems and quotes wherever 
    they go.
    
    STATISTICS:
    
    Damage:  1d4  +2
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Missile (piercing)
    Special:
      Spell Process: 1% chance of target succumbing to the effects of Feeblemind
    when struck
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00HFDTAT
    Adron's Long-Winded Theorems
    
    STATISTICS:
    
    Damage:  1d4  +5
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Missile (piercing)
    Special:
      Spell Process: 10% chance of target succumbing to the effects of Feeblemind
    when struck
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DARTDD
    Delnar's Dart of Dispelling
    
    Delnar was a timid mage who never was one for adventure.  He spent most of his
    life in quiet study, living with his mother, trying to learn the art of 
    crafting magical items.  For his first attempt, Delnar decided to create a dart 
    that would be a mage's best friend.  The weapon would unerringly strike a 
    target, dispel any magical protection, and then return to its user.
    
    Unfortunately, just as he was placing the final enchantments on the item,
    Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll
    put an eye out with that."  Much to his dismay, his mother's words became a part
    of the enchantment.  The dart did seem to work as intended, but occasionally
    would strike the user blind upon its return.
    
    STATISTICS:
    
    Damage:  1d4  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Missile (piercing)
    Special:
      Dispelling: 50% chance Dispel Magic on target (Will save to resist)
      Spell Process: 10% chance of blindness on wielder (Fortitude save to resist)
      Returning: Returns to user
    Weight: 1 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00HFDTDD
    Delnar's Eye Gouger
    
    STATISTICS:
    
    Damage:  1d4  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Missile (piercing)
    Special:
      Dispelling: 90% chance Dispel Magic on target (Will save to resist)
      Spell Process: 5% chance of blindness on wielder (Fortitude save to resist)
      Returning: Returns to user
    Weight: 1 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00DARTPD
    Plague Darts
    
    Devised forty years ago by the ambitious Talonite necromancer-priestess Presio,
    these devices only started gaining popularity among the church of Talona in the
    past six or seven years.  Presio was well known in certain circles throughout
    the north, though her presence often went unnoticed by those who would dread 
    it. Around 1280, Presio became involved in a strange demonic plot in the Spine 
    of the World mountains.  Only a few of her fellows followed her on her journey.
    Though she and her allies were slain in the volcano of Dragon's Eye, the many
    recipes and formulae for her potions and magical weapons survived.
    
    STATISTICS:
    
    Damage: 1d4  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Special:  40% chance of Insect Plague upon striking a target
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    00HFDTPD
    Dire Plague Darts
    
    STATISTICS:
    
    Damage: 1d4  +3
    Attack Bonus:  +3
    Enchantment:  +3
     Casts Insect Plague upon striking a target
    Damage Type:  Missile (piercing)
    Weight: 0 lb.
    Required Feat:  Simple Weapons, Missile
    Type:  One-handed
    
    
    
    ===============================================================================
    Flails
    ===============================================================================
    
    
    00FLAL01
    Flail
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Weight: 5 lb
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL02
    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:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL03
    SkullFlail
    
    Skullflail, or "The Flail of Teeth" as it is more commonly known, was
    constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in 
    the northern wastes which became known as Hallowed Pass, Wychgar lost his three
    brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and
    during the night he wandered the battlefield looking for their bodies to take
    away for proper burial. He stumbled across them and was visited by the 
    brothers' spirits who were trapped between the land of the living and the land 
    of the dead. Unable to help them leave he had their souls stored in the flail 
    with the help of a shaman.
    
    The three heads of the flail are his brother's skulls, which are attached to 
    the shaft by silver chains. The three skull-heads grin maniacally at their new 
    life. When the flail is used in combat the three heads bite the target, tearing 
    and rendering flesh.
    
    STATISTICS:
    
    Damage:  1d8 +4, and +1d4 piercing from the biting skulls
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Special: 10% chance of an additional 1d6 piercing damage
    Weight:  4 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL85
    Poisoned Blood Flail +2
    
    STATISTICS:
    
    Damage:  1d8 +2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL86
    Flail of Shocking Cold +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Shock: 50% chance +1d6 electric damage
      Frost: 50% chance +1d6 cold damage
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL87
    Stun Flail +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save 
       to resist)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL88
    Flail of the Defender +1
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Deflection Bonus: +1
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL89
    Flail of Corrosive Spikes
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Corrosive: 50% chance +1d6 acid damage
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL90
    Vampiric Flail
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Special:
      Vampiric: 50% chance for 1d4 hit points drained from target and temporarily
    added to wielder (Fortitude save for none)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL91
    Flail +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL92
    Flail +4
    
    STATISTICS:
    
    Damage:  1d8  +4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL93
    Flail +3
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL94
    Flail +2
    
    STATISTICS:
    
    Damage:  1d8  +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL95
    Flail of Flame +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Special:
      Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL96
    Wounding Flail of the Elements +5
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Flame: +1d6 fire damage
      Frost: +1d6 cold damage
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL97
    Flail of the Elements
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Flame: +1d6 fire damage
      Frost: +1d6 cold damage
      Shock: +1d6 electric damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 5 lb
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL98
    Brilliant Flail of Wounding
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Bludgeoning
    Enchantment:  +5
    Special:
      Brilliant Energy: All attacks ignore targets Armor and Shield bonuses
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLAL99
    Masterwork Flail
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLALFV
    Flail of Veranon
    
    Veranon is a priest long forgotten by time.  Some say he was human, others 
    demi-human, and still others claim he was of demonic origin.  No one knows for 
    sure. The only surviving clue to his identity can be found in his flail.
    
    Veranon's Flail is a vile looking weapon.  The haft is crafted from jet black
    onyx with a pulsating red core.  Fiery runes writhe along the length of the
    haft, almost as if they have a mind of their own.  The haft is capped with a
    pommel stone, a blood red garnet.  The weapon sports two heads, each the visage
    of an unknown but demonic looking creature.  The eyes of the heads glow red and
    a sulpherous odor seems to emanate from the mouths.  The heads appear to be
    crafted from lumps of coal, and yet are as hard as steel.
    
    The weapon can only be wielded by those of evil alignment.  In the hands of 
    such an individual, Veranon's Flail has been known to immolate its intended 
    target. Otherwise it acts as any other flail.
    
    STATISTICS:
    
    Damage: 1d8  +3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
    (10% chance for each of the two heads)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00HFFLFV
    Demon's Breath Flail
    
    STATISTICS:
    
    Damage: 1d8   +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
    (10% chance for each of the two heads)
      Resistance:  10/- Fire Resistance
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00FLALSR
    The Shackles of Roa
    
    Lady Roa was a woman thrice betrayed.  First by her lord father, who married 
    her to Duke Sorim for political gain despite knowing that he would relentlessly
    torment young Roa.  Second by her abusive husband the duke, who planted
    assassins amongst her handmaidens... when Roa visited her dearest brother Remin
    - a powerful baron - the assassins murdered him as he slept and so his lands
    passed to the duke.  The third and final betrayal was at the hands of her 
    sister Rana, who longed to take the duke, his riches, and eventually the royal 
    crown for her own.  Rana entwined herself in a plot with Duke Sorim to slay the 
    king, discredit the true heir as his bastard child with Roa, and thereby steal 
    the throne.
    
    Roa, still less than sixteen summers old, was bound with a ball and chain and
    cast into the duke's infamous dungeons to await the completion of her husband
    and sister's terrible scheme.  She sobbed and moaned day and night, her voice
    echoing through the keep's halls.   The duke soon grew incensed at her constant
    wailing and sent one of his Ducal Guard to beat little Roa into silence.  When
    the man arrived at the cell, he struck her across the face, shoved her to the
    ground and made to kick at her belly - but quick as that, Roa sprung up and
    strangled the man with her chains.
    
    Moments later the willowy young girl burst into the duke's court and attacked
    him savagely.  His guards pelted her with bolts from their crossbows, but
    onwards she charged.  When she reached the Ducal Throne she tossed Sorim's
    champion aside like a broken doll, swinging the iron ball of her shackles with
    such strength that it stove in the shocked duke's thrice-enchanted breastplate
    of meteoric iron, driving shards of shattered ribs into his lungs and heart and
    killing him instantly.
    
    No one is clear as to how the tale ends - some say that Roa then expired on the
    spot, her chest and back bristling with bolts, while others describe how her
    sister Rana leapt up and killed her with a dagger... a few optimistic souls 
    even claim that Roa lived and spent the rest of her days in peaceful bliss.  
    Whatever the case, her shackles remain as a testament to her story.
    
    The chains of Roa's shackles have been looped and wound together in such a way
    that one can wield them as a flail.  Crudely etched into the soft iron of the
    ball are the words "In Righteousness Lies My Strength."
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      33% chance of  +2 Strength on wielder when struck (melee only / non
    cumulative)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00HFFLSR
    Chains of Righteous Strength
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      50% chance of  +4 Strength on wielder when struck (melee only / non
    cumulative)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00HFMRSS
    Skirling Svirfneblin Skull
    
    The Skirling Svirfneblin Skull, thought to be of deep gnome manufacture, is a
    flail of notably unusual design: a three-foot long wooden shaft topped with a
    stone head carved to resemble a skull and crowned with long, glimmering shards
    of impossibly hard crystal.
    
    When the enchanted crystals strike an object they vibrate and emit a keening
    wail - these unnatural harmonics can rend magical auras and dispel whatever
    sorcery surrounds the target.  The same ringing tone also has a chance of
    deafening the target and wielder both.
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Dispelling: 50% chance Dispel Magic on target (Will save)
      Wail: 66% chance to deafen struck target (Fortitude save)
            25% chance to deafen bearer when a target is struck (Fortitude save)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    00MSTRSS
    The Skirling Skull
    
    STATISTICS:
    
    Damage:  1d8  +1
    Attack Bonus:  +1
    Damage Type:  Bludgeoning
    Special:
      Dispelling: 25% chance Dispel Magic on target (Will save)
      Wail: 33% chance to deafen struck target (Fortitude save)
            33% chance to deafen bearer when a target is struck (Fortitude save)
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    11FLALBC
    Black Chimes
    
    This heavy flail is composed of an iron rod with three hollow metal tubes
    secured to it by thin black iron chains.  When held, the chimes ring together,
    as if stirred by the wind, and no amount of padding or wrapping seems to 
    silence the flail's chiming.  When swung in combat, the chimes clash like 
    thunder, having a chance of deafening anyone struck by it.
    
    This weapon is all that remains of Slow Cedric's Gallop, a small frontier
    settlement located in the Southern Pass of the Spine of the World Mountains.
    The settlement is believed to have been overrun by a tribe of orcs in the great
    winter of 1170 DR, and when the cold season passed, the settlement and the
    bodies of the townsfolk had been buried beneath great mountains of snow.  When
    the first travelers braved the Pass in the spring season, they found only the
    top of the settlement's great stone belltower peeking through the mountainous
    drifts.  This odd-looking flail was found lying upon the tower's bloodied stone
    floor, surrounded by the frost-dusted bodies of several dead orcs.
    
    According to tales, the Black Chimes were a symbol of office of the 
    settlement's Bell Warden, whose duty was two-fold - to ring the warning bell 
    when an enemy was sighted in the pass, and after the warning bell had been 
    rung, to defend the pass with his life.  It is believed the first Bell Warden 
    of Slow Cedric's Gallop was the original creator of the Black Chimes, an 
    enchanted flail that would ring to warn the town of danger at the same time as 
    he leapt into battle against his foes.
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Enchantment;  +1
    Damage Type:  Bludgeoning
    Special:
      For the purposes of hitting enchanted creatures this weapon is considered a 
       +1 weapon
      25% chance target is Deafened (Fortitude save negates)
      Penalty:  -1 to Move Silently skill
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    11HFFLBC
    Black Chimes of the Bell Warden
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      50% chance target is Deafened (Fortitude save negates)
      Spellward: Immunity to the spells, Power Word Silence and Silence
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    63CWPUS1
    Pustule's Flail
    
    Pustule the Sick is one-half of the duo that makes up the skilled torturers at
    Severed Hand.  He is a half-orc who is about as bright as a failing candle and
    unkempt as a homeless goblin living in an overused sewer.  Those that have met
    Pustule the Sick feel the unquenchable urge to immediately bathe because of his
    disturbingly filthy and disease covered state.  Even Pustule's weapon of choice,
    a large, grotesque flail, secretes filth and disease.
    
    Pustule's Flail does not have a clean spot anywhere.  Every square inch is
    covered with weeping sores and green tinted muck.  This probably explains why
    whenever Pustule the Sick uses his flail in battle, the disease that covers 
    both him and his weapon transfers to the victim of the flail's impact.  And, if 
    by some extraordinary reason the recipient of the flail's fury does not get
    diseased, then they will most surely get poisoned.  Never has a weapon so
    perfectly matched its wielder as Pustule's Flail.  It's almost as if Pustule 
    the Sick was born with it.
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Spell Process: 15% chance of casting the spell Contagion on target per hit
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Charisma:  -5 penalty
      Cursed: Can only be removed by a 'Remove Curse' spell
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    63CWPUS2
    Pustule's Flail of Boils
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on
    target per hit
      Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay
    on target per hit
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Charisma:  -5 penalty
      Cursed: Can only be removed by a 'Remove Curse' spell
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    63FLALPF
    Pustule's Flail
    
    STATISTICS:
    
    Damage:  1d8  +3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Spell Process: 15% chance of casting the spell Contagion on target per hit
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Charisma:  -5 penalty
      Cursed: Can only be removed by a 'Remove Curse' spell
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    63HFFLPF
    Pustule's Flail of Boils
    
    STATISTICS:
    
    Damage:  1d8  +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Spell Process: 15% chance of casting the 3rd level Priest spell Contagion on
    target per hit
      Spell Process: 5% chance of casting the 6th level Priest spell Dolorous Decay
    on target per hit
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Charisma:  -5 penalty
      Cursed: Can only be removed by a 'Remove Curse' spell
    Weight: 5 lb.
    Required Feat:  Martial Weapon, Flail
    Type:  One-handed
    
    
    
    ===============================================================================
    Gems
    ===============================================================================
    
    
    00GEM01  Fire Agate Gem
    00GEM02  Lynx Eye Gem
    00GEM03  Turquoise Gem
    00GEM04  Sunstone Gem
    00GEM05  Andar Gem
    00GEM06  Jasper Gem
    00GEM07  Tchazar Gem
    00GEM08  Skydrop Gem
    00GEM09  Iol Gem
    00GEM10  Zircon Gem
    00GEM11  Bloodstone Gem
    00GEM12  Moonstone Gem
    00GEM13  Ziose Gem
    00GEM14  Waterstar Gem
    00GEM15  Chrysoberyl Gem
    00GEM16  Shandon Gem
    00GEM17  Star Diopside Gem
    00GEM18  Horn Coral Gem
    00GEM19  Aquamarine Gem
    00GEM20  Garnet Gem
    00GEM21  Pearl
    00GEM22  Sphene Gem
    00GEM23  Black Opal
    00GEM24  Water Opal
    00GEM25  Moonbar Gem
    00GEM26  Diamond
    00GEM27  Emerald
    00GEM28  Star Sapphire
    00GEM29  King's Tears
    00GEM30  Rogue Stone
    
    
    
    ===============================================================================
    Halberds
    ===============================================================================
    
    
    00HALB01
    00CWHALB
    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
    Attack Bonus: +1
    Damage Type:  Piercing
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00CWHALC
    Halberd +1
    
    Like others of its type, this halberd consists of a cleaver-like axe blade
    mounted on a staff approximately six feet in length. It has also been bestowed
    with a small number of magical properties, however, thus making it more
    effective in combat. Its keen blade, for instance, will shear through your
    opponent's flesh to find the bone while its barbed tip will seek out gaps in
    their armor.
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00CWHALD
    Halberd of Corrosive Fire +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Corrosion: 25% chance +1d6 acid damage
      Flame: 25% chance of +1d6 fire damage
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB02
    Masterwork Halberd
    
    STATISTICS:
    
    Damage:  1d10
    Attack Bonus: +1
    Damage Type:  Piercing
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB03
    Halberd +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB04
    Halberd +2
    
    STATISTICS:
    
    Damage:  1d10 + 2
    Attack Bonus:  +2
    Enchantment:  +1
    Damage Type:  Piercing
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB89
    Halberd +3
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB88
    Halberd +4
    
    STATISTICS:
    
    Damage:  1d10 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB87
    Halberd +5
    
    STATISTICS:
    
    Damage:  1d10 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB91
    Keen Halberd of Expertise
    
    STATISTICS:
    
    Damage:  1d10
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Keen: Increases chance of scoring a critical hit
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB92
    Halberd of Corrosive Fire +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Corrosion: 25% chance +1d6 acid damage
      Flame: 25% chance of +1d6 fire damage
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB93
    Halberd of Willpower
    
    STATISTICS:
    
    Damage:  1d10
    Damage Type:  Piercing
    Special:
      Spellward: Immunity to the spell Charm
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB94
    Halberd of the North
    
    STATISTICS:
    
    Damage: 1d10
    Enchantment:  +5
    Damage Type: Piercing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Frost: +2d6 cold damage
      Frost Burst:  +1d6 cold damage and 10% chance of +1d10 extra cold damage
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB95
    Infernal Halberd of the Defender
    
    STATISTICS:
    
    Damage:  1d10
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Deflection Bonus: +1
      Flaming Burst:  +2d6 fire damage and 10% chance of +2d10 extra fire damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB96
    Massive Halberd of Hate +4
    
    STATISTICS:
    
    Damage:  2d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Special:
      Evil: +2d6 damage against good creatures
      Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude
    save for none)
    Weight: 28 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    Minimum Strength of 18 required
    
    
    00HALB97
    Halberd of Speed +5
    
    STATISTICS:
    
    Damage:  1d10 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Speed: 1 additional attack per combat round
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB98
    Halberd of Horror +4
    
    STATISTICS:
    
    Damage:  1d10 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Special:
      Spell Process: 50% chance target is affected by the spell Horror
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALB99
    Flaming Halberd +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Flame: 50% chance of +1D6 fire damage
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALBDC
    Dredging Claw
    
    This halberd has a core of iron within its shaft, and looks like it was 
    intended to hook onto the sides of enemy ships and lock them in place to allow 
    them to be boarded.  It is quite light and quick for a halberd, and the hook on 
    the end makes it easy to latch onto structures. It doesn't look like it's seen 
    much combat use, although it would be perfect for lancing goblins from a 
    distance.
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Weight: 10 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HFHBDC
    Hand of the Buccaneer
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Weight: 10 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HALBHL
    The Hammer of Lucerne
    
    This odd pole-arm appears to be a cross between a halberd and a warhammer,
    fitted with a four-pronged hammerhead and a long thrusting spike.
    
    Its creation was the result of a blunder made during the commission of an
    enchanted item for Lodur the Brave (alternately known as Lodur Iron-Bollocks,
    Lodur the Foolhardy, and Lodur the Dullard), a powerful but none-to-bright
    cleric.  Lodur had of heard rumors of a mighty long-hafted hammer, possibly
    wielded by a hero known as Lucerne, or perhaps that's where it was made, which
    may or may not have had to do with a land or king or deity called Swizaria, or
    Switzlund, or "something of that nature, I am most certain."
    
    "Oh," he had then added, "and pray thee bless it as well... thou dost know, 
    that one where it explodes undead and what-not, so that I might smite things 
    most explosively."
    
    Lodur's fierce demeanor, violent reputation, and sacks of gold begged quiet
    compliance, and so the dwarven arms-master simply nodded and sent the cleric on
    his way, promising the weapon in two months' time.  The arm-master consulted
    with his clan's lore-master and sure enough, there *was* word of such a weapon:
    it came from a trader in Sigil by way of an exceptionally well-traveled plane-
    walker.  The arms-master dutifully copied the weapon's function and form,
    working runes of power into its haft and head just as Lodur had asked for.
    
    When Lodur the Brave returned to the dwarven stronghold to pick up his new
    hammer, he found instead a spiked pole-arm whose use was forbidden by his
    religion.  The cleric ranted and gnashed his teeth and swore up and down the
    halls of the clan before stomping off in disgust, leaving his payment and the
    somewhat inappropriately named "Lucerne Hammer" behind.
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Disruption: all undead and outsiders struck must make a Fortitude save or be
    destroyed
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HFHBHL
    Holy Swizarnian Hammer of Lucerne
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Disruption: all undead and outsiders struck must make a Fortitude save or be
    destroyed
      Spell Process: 25% chance of casting a variant Holy Smite on target with each
    successful hit
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00HFSRIM
    Life's Blood Drinker
    
    Life's Blood Drinker is a beautiful weapon to behold.  The spear sports an
    eighteen inch head with a serrated blade fashioned from adamantine steel.  Upon
    each face of the blade are small openings that appear to lead within the haft 
    of the weapon.  The blade is also etched with glowing silver runes.  The haft 
    of the weapon measures six feet in length.  It is constructed of highly 
    polished oak reinforced with mithril bands along its length.  The haft is 
    hollow.
    
    Life's Blood Drinker is vicious in combat.  The spear is a wounding weapon 
    (make a Fortitude save or suffer bleeding damage each round) and vampiric (make 
    a Fortitude save or suffer 1d4 additional damage which is temporarily 
    transferred to the wielder).  The accuracy of the weapon has been enhanced as 
    well.
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
      Vampiric: 1d4+2 hit points drained from target and temporarily added to
    wielder (Fortitude save for none)
    Weight: 6 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    63HALBPB
    Pudu's Blight
    
    Captain Pudu, the Captain of the Guard of the Legion of the Chimera, is
    undoubtedly a master of overkill.  Typical of half-goblins, Pudu felt the need
    to wield the largest weapon physically possible for the vertically challenged
    half-breeds, the halberd.
    
    Naturally, not satisfied with any ordinary halberd, Pudu commissioned for
    particularly nasty weapon enchantments on his weapon of choice.  In line with
    the position Pudu held within the Legion of the Chimera, his new halberd, which
    he affectionately called Pudu's Blight, caused excessive fire damage on those
    who were unfortunate enough to be on the receiving end of the red glowing 
    blade. In addition, the halberd has been known to stun the opponent, rendering 
    the target unable to fend off Pudu's attack.  An opponent that cannot fight 
    back is indeed Pudu's favorite type of opponent - just don't tell that to Pudu.
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save to
    resist)
      Flaming Burst:  50% chance each hit does +2d6 fire damage and 10% chance of+
    2d10 extra fire damage
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    63HFHBPB
    Pudu's Fiery Blight
    
    STATISTICS:
    
    Damage:  1d10 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Stunning: 25% chance Save vs Fortitude or target is stunned for 1/2 combat
    round
      Flaming Burst:  +2d6 fire damage and 10% chance of +2d10 extra fire damage
      Spell Process: 5% chance of casting the spell Lower Resistance on target per
    hit
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    ZZM6UC
    Unholy Halberd of Chaos
    
    STATISTICS:
    
    Damage:  1d10
    Enchantment:  +2
    Damage Type:  Piercing
    Special:
      Unholy: +2d6 damage vs Good creatures
      Chaotic: +2d6 damage vs Lawful creatures
      Bane: +2 Attack Bonus vs Elves and +2d6+2 vs Elves
      Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude
    save for none)
    Weight: 14 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    
    ===============================================================================
    Helmets
    ===============================================================================
    
    
    00CIHELA
    00CIHELB
    00CIHELC
    00CIHELD
    00CIHELE
    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 Bonus:  None
    Weight: 2 lb.
    
    
    00HELM01
    00HELM02
    00HELM03
    00HELM04
    00HELM05
    00HELM06
    Helmet
    
    
    00HELM07
    Helmet 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 Bonus:  None
    Special:
      Wearer is immune to Charm Person, Charm Person or Animal and Dire Charm
    Weight: 4 lb.
    
    
    00HELM18
    Yeti Skin Hat
    This is a furry hat crafted from the skin of the Yeti.
    
    STATISTICS:
    
    Special:
      Resistance: 1/- Cold Resistance
    Weight: 1 lb.
    
    
    
    00HELM19
    Winter Wolf Hat
    This is furry hat crafted from the skin of the Winter Wolf.
    
    STATISTICS:
    
    Special:
      Resistance: 1/- Cold Resistance
     Charisma: +1
    Weight: 1 lb.
    
    
    
    00HELMBH
    The Black Hands of Shelgoth
    
    Shelgoth, a powerful lich "living" in the wake of Netheril's fall, was a terror
    to bands of Netherese refugees who wandered around the area near the area once
    known as Moander's Footstep.  His undead warriors and animals were dreadful to
    behold on their rocky perches.  It took the concerted effort of over a hundred
    invaders to defeat the lich.  Once the terror had been dispatched, some
    arcanists-turned-wizards decided to use the magic-laced skeletal hands in the
    construction of a helm.  Some historians mutter in the margins of their 
    writings that the wizards may have been attempting to construct an item similar 
    to the ill-fated Crown of Horns.  The helm's history post-creation is unknown.
    
    STATISTICS:
    
    Special:
      Constant Effect: User under the effects of the spell Death Ward
      Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day
    Weight: 1 lb.
    
    
    00HFHMBH
    Horrific Black Hands of Shelgoth
    
    STATISTICS:
    
    Special:
      Constant Effect: User under the effects of the spell Death Ward while equipped
      Spell Power: Can cast the spell Inflict Moderate Wounds 1/Day
      Spell Power: Can cast the spell Cloud of Pestilence 1/Day
    Weight: 1 lb.
    
    
    00HELMDS
    Dragon Sight
    
    A small dragon's head has been mounted to the top of this helm, giving the
    wearer a most fearsome countenance.  Within the eye sockets of the dragon's
    skull are two magical gems that glow ominously, making it appear to watch
    whoever beholds it.
    
    STATISTICS:
    
    Armor Bonus:  None
    Special:
      Can cast the Wizard spell See Invisibility 1/day
      Charisma: -1 penalty
    Weight:  2 lb.
    
    
    00HFHMDS
    Dragon's Gaze
    
    STATISTICS:
    
    Armor Bonus:  None
    Special:
      Can cast the spell Seven Eyes 1/day
      Charisma: -1 penalty
    Weight:  2 lb.
    
    
    00HELMSC
    School Cap
    
    Worn by wizards and scholars across Faerun, the distinctive small, round school
    caps come in a variety of colors.  The colors often correspond to scholastic
    colors or the color associated with a particular school of magic.  This
    particular cap was worn by the wizard Vedri of Silverymoon.  On a sightseeing
    tour of Icewind Dale, his skiff capsized on Maer Dualdon.  Fishermen later
    recovered his body.  They sold the cap as compensation for sending his body 
    back to his family.
    
    This particular cap is a faded shade of purple, representing the school of
    illusion.
    
    STATISTICS:
    
    Intelligence: +1
    Weight: 1 lb.
    
    
    00HFHMSC
    Intriguing School Cap
    
    STATISTICS:
    
    Intelligence: +3
    Knowledge (Arcana): +2
    Weight: 1 lb.
    
    
    00HELMSM
    Swing from the Masts
    
    Aeryl Goldenbeard was a particularly flamboyant pirate that sailed the seas off
    the coast of Amn.  He was the captain of the pirate warship, The Bouncing
    Rhonda; a twenty gun cutter that was considered one of the fastest vessels on
    the high seas.  Those unfortunate merchant ships that crossed paths with The
    Bouncing Rhonda were never able to outrun the cutter, were summarily boarded 
    and their merchandise stolen.
    
    Now, the fact that Captain Aeryl Goldenbeard and his hearty men of The Bouncing
    Rhonda successfully pirated ships was not so unusual.  No, the unusual part was
    that after the men of The Bouncing Rhonda successfully seized a merchant 
    vessel, Captain Aeryl Goldenbeard would come gallantly swinging, via rope, down 
    from the ship's mast and land elegantly upon the deck of the merchant ship.  At 
    almost the same time Captain Aeryl Goldenbeard's feet touched the merchant 
    ship's deck, the captured crew took an instant liking to the pirate captain.  
    In fact, it was not uncommon for a majority of the captured crews to beg for a 
    commission on The Bouncing Rhonda.  However, the instant the pirate captain and 
    his crew left the merchant ship (along with its cargo), the remaining merchant
    ship's crew immediately resumed their hatred for the pirate captain.
    
    No one knew why or how Captain Aeryl Goldenbeard managed to charm his victims 
    so well.  That is, not until one day, while the good pirate captain was making 
    one of his famous entrances via rope and mast, his colorful bandana flew off 
    his near balding head.  The second his foot touched the deck, all the former
    merchant crews that went along with the pirate ship instantly came to their
    senses and summarily beat the pirate captain to death.  It did not take long 
    for those around to realize that the pirate captain's bandana held magical
    properties that made him seem more charming.
    
    Unfortunately for the remaining pirate and merchant crew, the bandana flew into
    the sea.  However, rumors would pop up from time to time that a particularly
    dashing swashbuckler had the uncanny ability to charm his way out of trouble
    and liked to swing from mast ropes - and that he wore a very colorful bandana.
    
    STATISTICS:
    
    Armor Bonus: +1 (generic)
    Special:
     Charisma: +2 bonus
    Weight: 1 lb.
    
    
    00HFHMSM
    Crow's Nest
    
    STATISTICS:
    
    Armor Bonus: +3 (generic)
    Special:
     Charisma: +3 bonus
     Spell Power: Can cast the spell Charm Person twice per day
    Weight: 1 lb.
    
    
    51HELMWM
    Wyrm's Maw
    
    Kellem Longeyes was a noted ranger in the town of Bremen, trekking far and wide
    across the Savage North in pursuit of his prey.  Kellem hunted wyverns, drakes,
    and other wyrms of all sorts, especially those that made to attack the Ten-
    Towns or their outlying settlements.  The grizzled ranger took many trophies - 
    in time, little of his equipment was not adorned with one kind of wyrm or 
    another.
    
    Kellem's most prized trophy, though, was from Frostmaw, a great white wyrm 
    whose size and ferocity matched that of a true dragon's.  While in its death-
    throes, Frostmaw's jaws and icy breath took Kellem's left eye and ear - for 
    this, the grim ranger swore vengeance on all its cursed ilk.  Upon his return 
    to civilization, Kellem had Frostmaw's wide jaws fashioned into an elaborate 
    helm and imbued with the white wyrm's deadly breath.  This helm the ranger 
    christened "Wyrm's Maw."
    
    Alas, in time Kellem grew old as all men do, and one day set out on a dangerous
    hunt in the peaks of the Spine of the World never to return.  Until now, none 
    of his equipment has ever been found.
    
    Kellem's helm is made from thick hide, bone, and heavy gray-white scales.  It
    covers the face and head entirely.  Aside from cutting a dashing figure, the
    helm's bearer may bellow out a roaring blast of deadly cold once per day.
    
    STATISTICS:
    
    Armor Bonus:  None
    Special:
      White Wyrm's Breath: breathe a cone of frost for 6-24 point of cold damage
    1/day
    Weight: 3 lb.
    
    
    51HFHMWM
    Great White Wyrm's Maw
    
    STATISTICS:
    
    Deflection Bonus:  +1
    Special:
      Resistance: +5 Cold Resistance
      White Wyrm's Breath: breathe a cone of frost for 30-75 point of cold damage
    1/day
    Weight: 3 lb.
    
    
    
    ===============================================================================
    Instruments
    ===============================================================================
    
    
    00BARD01
    Bardic Horn of Valhalla
    
    This horn was created by the respected bard of a now-dead Reghed barbarian
    tribe.  The bard was called Beogin, and his songs are sung by many of the
    northern tribes.  He carried this horn with him when he observed many titanic
    battles.  The chief of his tribe gave him the instrument with instructions to
    blow it if he was ever in mortal danger.  Beogin, too proud to ever call on his
    tribesmen for help, was killed in battle, the horn hidden under his cloak.
    
    STATISTICS:
    
    Once a day, this horn will summon 2-4 berserkers who will attack the enemies of
    the user.
    
    Weight:  1 lb.
    
    
    00HFBD01
    Raging Winds
    
    STATISTICS:
    
    Once a day, this horn will summon 3-6 berserkers who will attack the enemies of
    the user.
    
    Weight:  1 lb.
    
    
    00BARD02
    The Cittern of War
    
    One of the only musical instruments actively approved of by the church of
    Tempus, the Cittern of War was constructed by a halfling instrument maker named
    Relias Blackseed.  Priests of Arvoreen the Defender blessed the cittern with 
    its impressive power.  Relias never intended to play his magnificent creation.
    He eventually sold the ruddy instrument to a bard named Gallow Deely.  Gallow
    was a lanky, slender man often found in the company of adventurers.  Though
    ill-suited for battle, Gallow was exceptionally gifted at putting tales of
    heroism to music.  With the aid of the cittern, he helped the Company of Frozen
    Trees defeat a young green dragon in 1013 DR.  His song, commemorating the
    occasion, was a rollicking tune called "The Fight of Green Thirteen."  It is
    played in central and western taverns to this day.
    
    STATISTICS:
    
    This cittern casts Emotion: Hope, centered on the user.
    
    Weight:  3 lb.
    
    
    00HFBD02
    Masterwork Cittern of War
    
    STATISTICS:
    
    This cittern casts Emotion: Hope and Chaos, centered on the user.
    
    Weight:  3 lb.
    
    
    00BARD03
    The Unstrung Harp
    
    The instrument of a beatified saint of the church of Ilmater, this harp once
    belonged to Sephica of Ordulin.  Sephica was a bard, but she did not worship 
    the lord of songs, Milil.  Instead, she devoted herself to performing ballads 
    to the suffering throngs of Ilmaterians everywhere.  She was traveling with a 
    group of Ilmaterian pilgrims when they were attacked by bandits.  The bandits 
    killed and severely injured many of the pilgrims, and they cut the strings of 
    Sephica's harp when she tried to soothe the injured travelers.  After the 
    bandits had left, Sephica prayed to Ilmater for help in a time of crisis.  When 
    she plucked at her harp strings with her eyes closed in prayer, music 
    miraculously poured forth and healed every person who heard it.  The next day, 
    the bandits arrived and killed Sephica for healing the pilgrims.  Though she 
    was killed, the pilgrims kept the memory of her miracle alive.  Their community 
    attempted to have her accepted as an Ilmaterian saint.  They succeeded in 
    1218 DR.
    
    STATISTICS:
    
    This harp can cast Heal 1/Day.  It can only be played by a bard of exceptional
    virtue, wisdom, and talent.
    
    Minimum Wisdom of 13 required
    Weight:  3 lb.
    
    
    00HFBD03
    Sephica's Prayer
    
    STATISTICS:
    
    This harp can cast Heal or Resurrection 1/Day.  It can only be played by a bard
    of exceptional virtue, wisdom, and talent.
    
    Minimum Wisdom of 13 required
    Weight: 3 lb.
    
    
    00BARD04
    Lyre of Progression
    
    The Lyre of Progression was created by the bard Sedini Paletto.  Sedini was a
    teacher of young aspiring bards during difficult times.  This instrument, held
    close at all times, helped Sedini fight off those who would attack him or his
    students.  When Sedini grew old, he passed it on to his best student, Galwen
    Alaman.  Galwen continued teaching for a few years before setting out into the
    wilderness on a life of adventure.  It is believed that he lost the lyre when 
    he accidentally dropped it in a marsh.
    
    STATISTICS:
    
    Strength:  +3
    Weight:  2 lb.
    
    
    00HFBD04
    Lyre of Inner Focus
    
    STATISTICS:
    
    Strength: +3
    Constitution:  +2
    
    Weight:  2 lb.
    
    
    00BARD05
    The Merry Shorthorn
    
    The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire.
    She took the small instrument everywhere.  Despite its rather meager powers,
    the Merry Shorthorn is among one of the most well traveled magic items in
    Faerun. It is believed that Prophia took it with her on a number of Elemental
    Planes, to Elysium and Baator, and from the Spine of the World to the distant
    reaches of Wa.  It entertained pashas in Calimshan, quelled the anger of holy
    slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars.
    The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in
    the great desert Anauroch.
    
    STATISTICS:
    
    When played, this instrument casts Bless, centered on the player.
    Can be used once per day.
    
    Weight:  1 lb.
    
    
    00HFBD05
    Prophia's Merry Shorthorn
    
    STATISTICS:
    
    When played, this instrument casts Prayer, centered on the player.
    Can be used once per day.
    
    Weight:  1 lb.
    
    
    00BARD06
    The Dire Old Lute of Pellon Kay
    
    Pellon Kay would never appear in history books for his musical talents.  If it
    wasn't for his famous lute, no one would have remembered him at all.  Born in
    Sembia and raised in a musical family, Pellon Kay never took his performances
    seriously.  Kay made dozens of enemies everywhere he went because of his acidic
    wit and appetite for confrontation.  Sages believe that Milil frowned upon
    Pellon's antics, but that Talos found Pellon's attitude to be quite amusing.
    The avatar of Talos watched Pellon start a fight with over twenty men in a bar
    one night.  As a gift for such destructive entertainment, Talos touched the
    lute that was laying next to Pellon's unconscious body.  After that night,
    Pellon discovered that he could make men go berserk just by playing his lute in
    their direction.  He took great delight in setting mercenaries and sailors
    against each other for several weeks.  Eventually, Pellon Kay was laid low by a
    grim-featured warrior with a crossbow who didn't let Pellon get close enough to
    employ his magical lute.  The unknown warrior threw the lute into the Sea of
    Fallen Stars.
    
    STATISTICS:
    
    Can cast the spell Dire Charm once per day
    
    Weight:  2 lb.
    
    
    00HFBD06
    Strings of Discord
    
    STATISTICS:
    
    Can cast the spell Dire Charm or Dominate Person once per day.
    
    Weight:  2 lb.
    
    
    00BARD07
    Owain's Lullabye
    
    Owain's Lullabye was created by a disturbed bard named Owain Piper.  Piper was
    a worshipper of Auril, born in the town of Silverymoon and raised to embrace
    the frigid environment of his homeland.  He traveled extensively in the
    Moonsea, where he met a mage named Pelham of the Moor.  Owain and Pelham became
    good friends and stayed in contact for over a decade.  Pelham eventually
    enchanted Owain's Lullabye for the bard in exchange for a small sum of money.
    Owain rarely used the instrument in battle, typically employing it when he
    found late-migrating geese lounging on a lake.  He would blow the horn in such
    a way that the geese heard it as the sound of their cousins heading south for
    the winter. As the geese would attempt to take flight, Owain's horn would
    freeze them in mid-stroke, where he would leave them to die.
    
    STATISTICS:
    
    When played, this instrument casts Cone of Cold
    
    Weight:  2 lb.
    
    
    00HFBD07
    Sweet Auril's Kiss
    
    STATISTICS:
    
    When played, this instrument casts Cone of Cold and Elemental Barrier
    simultaneously
    
    Weight:  2 lb.
    
    
    00BARD08
    Viol of the Hollow Men
    
    This instrument is also known as "Tallow's Violin," but that moniker is rarely
    spoken among musicians, as mentioning the name of Nikolai Tallow is considered
    bad luck.  Nikolai was born in The Vast, near High Haspur, the son of a
    chandler.  Because of the intermittent traffic through the region, Nikolai was
    introduced to many different cultures.  One of the travelers he met was an 
    elven musician named Relev Thinriver.  Relev introduced Nikolai to the violin 
    and taught him for several years as he wandered through the area.  Relev knew 
    that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, 
    and a passion for all things in the world.  Relev also recognized that Nikolai 
    was exceedingly proud and arrogant.  In spite of Nikolai's shortcomings, Relev
    taught him everything he knew.
    
    After Relev was killed by a band of orcs, Nikolai began to practice on his own
    throughout the Vast.  Despite his travels, he always returned to the isolate
    peaks of his mountain birthplace.  He became famed throughout the Vast, the
    southern Moonsea and Sembia for his incredible talent and passionate
    performances.  Eventually, news of the proud young virtuoso spread to the ears
    of a nearby thug from Calaunt named Tremble Ghon.  When Tremble and his gang
    traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and
    demanded a performance from Nikolai, who happened to be present and eating
    dinner with his father at the time.
    
    Nikolai refused to perform for Tremble and his men.  He called them stinking
    oafs and attempted to leave with dignity.  Tremble assaulted Nikolai's pride by
    claiming that Nikolai was afraid of performing because he'd be heckled out of
    the inn for his incompetence.  Nikolai shot back that his skill with the violin
    was so great that he could raise the dead from their graves.  Satisfied with a
    proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed 
    him in the heart.  When a number of other villagers attempted to intervene, 
    they were also killed by the bandits.
    
    Tremble defiantly stood over Nikolai's dead father and said, "Where's your big
    mouth now, fiddle player?"  Without a word, Nikolai pulled his violin and bow
    out from underneath his arms and began to play a melody that none of the
    residents of High Haspur had ever heard before, and no one in Faerun would ever
    hear again.  Nikolai played with unbridled passion and fervor.  Onlookers later
    remarked that he appeared to be a madman, thrashing about in ways that people
    didn't think were possible.  At the climax of his frenzied piece, Tremble and
    his gang watched in horror as the souls of the men and women they had just
    killed rose from their corpses and dove, shrieking, at their murderers.  The
    bandits died horrible deaths, chilled by the shadows of their victims.  Nikolai
    himself continued playing, dancing through the streets and back pastures of his
    alpine home until every man, woman, child, and beast ever buried in the region
    rose from its resting place and milled about until Nikolai and his music
    disappeared into a far off valley, shrouded in a mysterious fog that vanished 
    as quickly as it had appeared.
    
    Legends say that on misty nights, the ghost of Nikolai Tallow returns to his
    homeland, playing a phantom violin with a host of dancing dead trailing behind
    him in the moonlight.
    
    STATISTICS:
    
    Summons 1D4 Shadows to attack a target, once per day.
    
    Weight:  3 lb.
    
    
    00HFBD08
    Tallow's Violin
    
    STATISTICS:
    
    Casts the spell Soul Eater 1/day
    
    Weight:  3 lb.
    
    
    00BARDRS
    Retching Serpent
    
    The serpent is a wind instrument.  It usually is made of a long, conical wooden
    tube of over six feet in length that is coiled in much the same way as a snake;
    thus the name. Six holes along its length help the player alter the pitch in
    much the same way as a cornet.
    
    This particular instrument produces a low sonorous sound that can be felt to 
    the very bones of all those within range. In the hands of a skilled bard, this
    instrument can produce a Stinking Cloud and direct it at one's enemies.
    
    STATISTICS:
    
    Cast cast the spell Stinking Cloud 2/day
    
    Weight: 5 lb.
    
    
    00HFBDRS
    Serpent's Stomach
    
    STATISTICS:
    
    Cast cast the spell Acid Fog 2/day
    
    Weight: 5 lb.
    
    
    
    ===============================================================================
    Leather Armor
    ===============================================================================
    
    
    00HIDE01
    Shark Skin Armor
    
    Sharkskin armor is used almost exclusively by sahuagin.  It is the equivalent 
    of leather armor in protection.  However, it also adds a bonus of +10% fire and
    acid resistances.  The armor is not very supple and feels very constrictive 
    when used by non-aquatic creatures.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      +10% Fire Resistance
      +10% Acid Resistance
      -1 to Dexterity
    Weight: 20 lb.
    
    
    00HIDE02
    Shark Skin and Coral Armor
    
    Shark skin and coral armor is used almost exclusively by sahuagin.  It is
    constructed of shark skin with hard coral studs in strategic places.  It is the
    equivalent of studded leather armor in protection.  However, it also adds a
    bonus of +10% to fire and acid resistances.  The armor is not very supple and
    feels very constrictive when used by non-aquatic creatures.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +5
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Special:
      +10% Fire Resistance
      +10% Acid Resistance
      -2 to Dexterity
    Weight: 25 lb.
    
    
    00HIDE05
    Black Dragon Scale
    
    This armor was crafted by the dwarven smiths and priests of Clan Battlehammer
    when one of their own, Bruenhal, led a band of heroes in the defeat of a black
    dragon far to the south.  Some dwarves turn up their noses at the thought of
    wearing armor made from the remains of a dragon, but Bruenhal proudly wore the
    armor until the end of his days.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus:  +6
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Resistance Bonus:
      2/-  Acid Resistance
      +2 on Reflex saves
    Weight: 10 lb.
    
    
    00HIDE06
    Hide Armor
    
    Hide armor is made from multiple layers of leather armor.  Though stiff and 
    hard to move in, it is relatively simple to make and provides a good barrier 
    against cold weather.  It is most commonly seen on the warriors and huntsmen of 
    northern barbarian tribes.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +3
    Max Dex Bonus:  +4
    Armor Check Penalty:  -3
    Arcane Spell Failure:  20%
    Weight: 25 lb.
    
    
    00LEAT01
    Leather Armor
    
    Leather armor, despite the popular misconception, is not soft and supple like
    the leather used to make a ranger's boots or a druid's robe.  That kind of
    leather offers no better protection than common clothing.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Weight: 15 lb.
    
    
    00LEAT02
    Leather Armor +1
    
    Leather armor, despite the popular misconception, is not soft and supple like
    the leather used to make a ranger's boots or a druid's robe.  That kind of
    leather offers no better protection than common clothing.  Magical enchantments
    enhance the protective abilities of this leather armor.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +3
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Weight: 10 lb.
    
    
    00LEAT03
    Leather Armor +2
    
    At first glance this appears to be an ordinary suit of leather armor, a closer
    inspection reveals subtle clues of various arcane enhancements. The rivets
    holding the various pieces together shine brightly as if polished. The leather
    pieces are soft and supple to the touch, but instantly become rigid when struck
    with a heavy blow. And when worn, the creaking and stretching noises normally
    associated with such armors are mysteriously absent.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Weight: 10 lb.
    
    
    00LEAT04
    Studded Leather Armor
    
    Studded leather armor has little in common with normal leather armor.  While
    leather armor is a hardened shell, studded leather armor is soft and supple 
    with hundreds of metal rivets affixed.  The rivets are so close together that 
    they form a flexible coating of hard metal that turns aside slashing and 
    cutting attacks.  The soft leather backing is little more than a means of 
    securing the rivets in place.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +3
    Max Dex Bonus:  +5
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 20 lb.
    
    
    00LEAT05
    Studded Leather Armor +1
    
    Studded leather armor has little in common with normal leather armor.  While
    leather armor is a hardened shell, studded leather armor is soft and supple 
    with hundreds of metal rivets affixed.  The rivets are so close together that 
    they form a flexible coating of hard metal that turns aside slashing and 
    cutting attacks.  The soft leather backing is little more than a means of 
    securing the rivets in place. This suit of armor has been magically enhanced to 
    provide better durability and protection.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00LEAT06
    Studded Leather +2: Missile Attractor
    
    This odd-looking suit of studded leather cannot be removed once put on, except
    under intervention of a magic user.  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:
    
    Light Armor
    Armor Bonus: +5
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Armor Penalty: -10 vs. missile weapons
    Weight: 20 lb.
    
    
    00LEAT07
    Studded Leather Armor +2
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +5
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00LEAT08
    Mourner's Armor
    
    This unique suit of armor is of foreign design, created for a Kara-Turian
    samurai from the Baika Clan.   The armor, crafted from thin, stiff leather, is
    dyed black, but features the insignia of the plum blossom, the mon of the Baika
    Clan.  It was only worn into battle once, when Baika Himuro fought a hopeless
    battle against the enemy samurai that flooded into his ancestral estate.  It is
    believed that the enemy clan captured the armor and later traded it for siege
    equipment.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +6
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special: Once donned, this armor cannot be removed without a Remove Curse 
     spell. While it is equipped, the wearer is unaware of his or her current hit 
     points. However, the wearer does receive a number of bonuses as well.  He or 
     she is at +25 hit points and has a 15/- resistance to Missile weapons.  In 
     addition, the wearer receives -1 to all of their thieving skills while it is 
     equipped.
    Weight: 20 lb.
    
    
    00LEAT86
    Leather Armor of Providence
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Spellward: Immunity to the spell Circle of Death
    Weight: 10 lb.
    
    
    00LEAT87
    Studded Leather of Luck
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +3
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Saving Throw Bonus: +1 to all Saves
    Weight: 15 lb.
    
    
    00LEAT88
    Leather Armor of Fire Resistance
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Resistance: 2/- Fire Resistance
    Weight: 10 lb.
    
    
    00LEAT89
    Shadowed Studded Leather +1
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Shadowed: +2 to Hide skill
    Weight: 15 lb.
    
    
    00LEAT90
    Studded Leather of the Shield
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +3
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Spell Power: Can cast the spell Shield 2/day
    Weight: 15 lb.
    
    
    00LEAT91
    Studded Leather Armor of Fortitude
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +3
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Hit Point Bonus: +10 to Max Hit Points
    Weight: 15 lb.
    
    
    00LEAT92
    Studded Leather Armor of Horror
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +3
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Spellward: Immunity to the spell Horror
    Weight: 15 lb.
    
    
    00LEAT93
    Leather Armor of Luck
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Saving Throw Bonus: +1 to all Saves
    Weight: 10 lb.
    
    
    00LEAT94
    Leather Armor of Movement
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Spellward: Immunity to the spell Hold Person
    Weight: 10 lb.
    
    
    00LEAT95
    Leather Armor of Dexterity
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Dexterity: +1
    Weight: 10 lb.
    
    
    00LEAT96
    Leather Armor of Fortitude
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Hit Point Bonus: +5 to Max Hit Points
    Weight: 10 lb.
    
    
    00LEAT97
    Leather Armor of Lesser Spell Resistance
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Resistance: 2/- Magic Resistance
    Weight: 10 lb.
    
    
    00LEAT98
    Shadowed Leather Armor
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Shadowed: +2 to Hide skill
    Weight: 10 lb.
    
    
    00LEAT99
    Leather Armor
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Spellward: Immunity to the spell Charm
    Weight: 10 lb.
    
    
    10HFLTUB
    Uthgar's Blessing
    
    Crafted by the finest Barbarian armorer and proudly embroidered with Uthgar's
    large, beast totem spirit, the Blue Bear, this style of leather armor became 
    the mainstay of the Blue Bear tribal warriors.
    
    This particular Uthgardt armor was once worn by the Blue Bear tribe's fiercest
    warrior, Stogar Bearclaw.  It is said that once, during a very horrendous 
    battle with an enemy tribe, Stogar Bearclaw actually grew stronger in the 
    middle of combat.  With his newfound strength, he managed to literally blast 
    through his opponents without so much as getting a scratch on his body. When 
    all was said and done, two hundred men lay dead at Stogar's mighty feet.  
    Stogar looked at his accomplishment and burst out in praise of Uthgar and his 
    Blue Bear Spirit. Since then, Stogar always referred to his armor as Uthgar's 
    Great Blessing and wore it daily until the moment of his passing.
    
    It was Stogar's final wish that Uthgar's Great Blessing be passed on to another
    worthy warrior.  For generations the armor passed from warrior to warrior,
    granting extra strength to those who wore it.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Strength +3
      Hit Point Bonus: +15 to Max Hit Points
    Weight: 15 lb.
    
    
    10LEATUB
    Uthgar's Blessing
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +2
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  10%
    Special:
      Strength: +1
    Weight: 15 lb.
    
    
    50HIDEAH
    Abishai Hide Armor
    
    There is great mystery surrounding this leather armor. No one knows how or 
    where it came into existence.  What is known is that the leather was cut from 
    the hide of an abishai, although it is impossible to tell what color abishai 
    since the armor is colored a deep black.  In addition, it has an unusual, very
    light, vinegary smell.
    
    Those that have worn the Abishai Hide were bestowed with a slight
    invulnerability to non-magical weapons.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +3
    Max Dex Bonus:  +4
    Armor Check Penalty:  -2
    Arcane Spell Failure:  20%
    Special:
      Damage reduction 5/+1
    Weight: 15 lb.
    
    
    50HFHEAH
    Cornugan Hide Armor
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +4
    Max Dex Bonus:  +4
    Armor Check Penalty:  -2
    Arcane Spell Failure:  20%
    Special:
      Damage reduction 10/+2
    Regeneration: User Regenerates 1 hit point ever 10 combat rounds
    Weight: 15 lb.
    
    
    50HFLTMS
    Milton Sixtoes' Armor of Absolute Self
    
    Mental Oneness started out as very ordinary studded leather armor worn by an
    even more ordinary thief named Milton Sixtoes (so named since he had six toes 
    on his left foot).  Milton belonged to a local thieves guild in the mining city 
    of Mirabar, and thus was tasked with petty thievery of coin purses and the
    occasional gem.
    
    All was well enough by Milton's ordinary standards, until one day when a thief
    of notable magical prowess transferred to Milton's guild.  The guild master
    assigned this new thief to be Milton's partner in crime, aiding him in his
    petty, but profitable dirty deeds.  Little did Milton know that his new partner
    was not satisfied with petty thievery.  In fact, it was his partner's higher
    ambition that almost got Milton in trouble with the local authorities.  During
    thieving assignments with his new partner, Milton began to perform very risky
    acts of larceny, and not through his own will.  It was as if someone else had
    control of Milton's body and used him to carry out the acts.  Luckily for
    Milton, he was able to perform the higher risk activities, but he knew that one
    day his luck would run out.
    
    So, one day when Milton was feeling more proactive than usual, he took the day
    off from thieving and ventured to a Dwarven armorsmith who resided in one of 
    the upper Mirabar mining tunnels.  There, with his extra earnings from 
    unwillingly performing his more dangerous thieving, he commissioned the dwarf 
    to upgrade his studded leather and give it the power to ward off other's 
    charms.  The dwarf complied and ended up upgrading Milton's ordinary studded 
    leather into fine, extra tough studded leather that made the wearer immune to 
    just about every spell that affected the mind.
    
    Not long after Milton began wearing the armor, he discovered his new partner 
    was the one who cast the spell Charm Person on him and made him take all the 
    extra risks.  The last time his partner tried to charm Milton, he (Milton) 
    played along as if he were charmed, snuck up behind his partner, and slit his 
    throat with an ordinary, poisoned dagger.  From then on, Milton was very 
    pleased to go back to ordinary, petty thievery, though no more partners were 
    ever assigned to Milton Sixtoes.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +5
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Wearer under the effects of the spell Mind Blank
    Weight: 20 lb.
    
    
    50LEATMS
    Milton Sixtoes' Armor of Absolute Self
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Spellward: Immune to the spell Charm Person
    Weight: 20 lb.
    
    
    50HIDE06
    Wandering Hunter's Armor
    
    Armor like this is painstakingly crafted for the use of the Wandering Village's
    best young hunters.  It is lined with fur of the great white wolves of Fell
    Wood, and enchanted to resist winter's cold.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +4
    Armor Check Penalty:  -2
    Arcane Spell Failure:  10%
    Special:
      Resistance: 2/- Cold Resistance
    Weight: 30 lb.
    
    
    60HFLTIN
    Silent Interloper
    
    One of the greatest skills a scout can have is the ability to sneak about
    undetected.  For many years a scout will hone their craft in the arts of hiding
    in shadows and moving silently, just so they may attain one of the most 
    valuable resources in the realm - information.
    
    While a skilled scout may be able to slink undetected around a camp of regular
    soldiers and bandits with ease, the same cannot be said if the camp the scout 
    is observing is protected by detection magics.  It is because of this very 
    reason that the armor known as Silent Interloper was created.
    
    Many generations ago, skilled wood elf craftsman perfected a technique that was
    able to combine powerful non-detection magic into leather armor. Using this
    armor, wood elf scouts could infiltrate even the most well protected campsites
    without fear of being discovered by any magical means. Unfortunately, one of 
    the scouts grew careless and was captured as he was spying on a drow raiding 
    party. After days of torturing their prisoner, the drow were able to learn how 
    the scouts were able to infiltrate their camps and even the location of the 
    village at which these special armors were being made. Needless to say, every 
    man, woman and child in that village was ruthlessly slaughtered...except one. 
    This particular Silent Interloper armor managed to survive only because the
    individual who wore it was away from the wood elf community the day the drow
    attacked.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +6
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Wearer is under the effect of the 3rd level Mage spell Nondetection
      Shadowed: +4 to Move Silently skill
    Weight: 15 lb.
    
    
    60LEATIN
    Interloper
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Wearer is under the effect of the 3rd level Mage spell Nondetection.
    Weight: 15 lb.
    
    
    60HFLTZU
    Zuvembie's Impunity
    
    In order to overcome the overwhelming powers of a necromancer, Mizelle Krillor,
    a wild elf ranger who resided in the outlining wilderness of Kuldahar, along
    with the help of an unknown witch doctor, created the studded leather armor
    known as Zuvembie's Impunity.
    
    Cut from the enchanted flesh of a zombie, studded with silver and blessed by 
    the witch doctor, Mizelle donned the unusual armor and immediately felt 
    increased magical resistance.  Unfortunately, one of the side effects of 
    Mizelle's new armor was a zombie curse that made her very socially unappealing.
    However, she was so desperate to destroy the necromancer, she did not care.
    With the ability to resist the necromancer's death spells, she cut him down
    with the ferocity of a demon.  Soon afterwards, she went to a cleric of Sune 
    and had the cursed armor removed, never to be used again by the wild elf 
    ranger.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +6
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Cursed: Once donned, this armor cannot be removed without a Remove Curse
    spell.
      Charisma: -3
      Wearer under the effects of the spell Death Ward
      Freedom of Movement: The wearer is immune to everything, magical and
    otherwise, that affects mobility in any way, although can still be hasted.  Be
    aware, however, this will also protect the wearer from beneficial effects such
    as those received from the boots of speed.
    Weight: 20 lb.
    
    
    60LEATZU
    Zuvembie
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +6
    Max Dex Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Cursed: Once donned, this armor cannot be removed without a Remove Curse 
       spell
      Charisma: -2
      Wearer under the effects of the spell Death Ward
    Weight: 20 lb.
    
    
    62HFLTDB
    Nasty Bits
    
    It is often said that a person does not choose a profession, the profession
    chooses the person.  So was the case with Nasty Phil, the local corpse cleaner
    for the Ten Towns many years ago.  Nasty Phil, you see, was no undertaker - no,
    it was his responsibility, after a party of adventurers dispatched with a
    monster (or monsters) that was terrorizing a local community, to clean up the
    mess that was left over.
    
    The truly 'nasty' thing about Phil and the reason he got his nickname was that
    he relished his job.  He specially crafted this armor from the hides of
    different creatures so that he could delve even deeper into the more gruesome
    clean-up jobs.  In fact, it was not unusual for Nasty Phil to not clean himself
    after one of his jobs and prance around town covered in stinking, rotting 
    flesh. Bits and pieces of unidentified particles could be seen dangling off 
    Nasty Phil's leather, prompting the locals to name his leather armor, Nasty 
    Bits.
    
    Over time, his leather armor developed immunities to certain things just from
    absorbing the years of monster mess that was never washed off.  Even though
    Nasty Bits has been cleaned from time to time, it still has bits of 
    unidentified 'stuff' that seem to have fused itself to the armor, helping it to 
    retain its dirty name.
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +6
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Saving Throw Bonus: +4 to Fortitude saves
      Resistance: 1/- Acid Resistance
      Resistance: 1/- Cold Resistance
    Weight: 25 lb.
    
    
    62LEATDB
    Dirty Bits
    
    STATISTICS:
    
    Light Armor
    Armor Bonus: +4
    Max Dex Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Special:
      Saving Throw Bonus: +2 to Fortitude saves
      Resistance: 1/- Acid Resistance
    Weight: 25 lb.
    
    
    
    ===============================================================================
    Misc
    ===============================================================================
    
    
    Note:  There are some SPOILER type items in the MISC section.  Be warned.
    
    
    00GENKS
    Strange Object
    
    It appears to be some kind of basin of some sort. Strange metal ornaments are
    attached to the rim in what looks to be a spigot and some levers. Although this
    item appears to be of the highest quality, some fool has drilled a hole at the
    bottom making it quite useless.
    
    Weight: 10
    
    
    00GENMP
    Mossy Poultice
    
    The druids of the Moonshae Isles carried these small urns with them as they 
    walked with the war bands of the Moonshae.  The urns were reported to carry 
    moss that had grown on the field of battle, and when the poultice was applied 
    to the wounds of warriors and adventurers, it aided their recovery.
    
    STATISTICS:
    
    Special:
     Spell Power:  Can cast the spell Cure Critical Wounds once per day
    Weight: 2
    
    
    00HFGNMP
    Moldy Poultice
    
    The druids of the Moonshae Isles carried these small urns with them as they
    walked with the war bands of the Moonshae.  The urns were reported to carry moss
    that had grown on the field of battle, and when the poultice was applied to the
    wounds of warriors and adventurers, it aided their recovery.
    
    This urn looks like it has been left in a cold, dank place too long, for mold
    has grown across the exterior.  This mold, however, is an even more potent
    version of the poultice it once contained, and given additional enchantments
    under the light of Selune beneath the Moonshae Isles.  It is capable of not only
    healing wounds, but restoring the breath of life to a fallen warrior.
    
    STATISTICS:
    
    Special:
     Spell Power:  Can cast the spell Cure Critical Wounds once per day
     Spell Power:  Can cast the spell Resurrection once per day
    Weight: 2 lb.
    
    
    00GENOD
    Oagla'ta's Dead Cat Snack
    
    Half-orcs are well known for their strange dietary tastes, and Oagla'ta is no
    exception.  When Oagla'ta feels hunger pangs, or when she feels a bit on edge,
    she'll take out her trusty, pungent, slightly gnawed upon dead cat.  Horrified
    onlookers watch in dismay as Oagla'ta chews on the end of the dead cat, much 
    the same way a cow chews its cud.  What most people fail to notice, however, is 
    that the cat carcass never seems to deteriorate, even after long periods of
    chewing. However, it does seem to provide Oagla'ta with some healthful benefit, 
    as she usually seems very refreshed after gnawing on the dead cat snack.
    
    STATISTICS:
    
    Heals 3 Hit Points.
    Usable 3 times per day.
    Only usable by half-orcs
    Weight: 10
    
    
    00HFMC38
    Circlet of the Tribe of the Wolf
    
    This is a smallish, silver wolf's head charm of the sort sometimes fashioned by
    Rashemen shamans of the Tribe of the Wolf.  By gripping the charm tightly and
    howling towards the heavens, one may summon a fierce gray wolf to aid him or 
    her in battle.  Such charms are said to tarnish as their power wanes, and 
    eventually disintegrate into silvery powder when the last of their summoning 
    energy has been consumed.
    
    STATISTICS:
    
    Summon Werewolf  x 3
    Weight: 1 lb.
    
    
    00MISC38
    Howling Wolf Charm
    
    This is a smallish, silver wolf's head charm of the sort sometimes fashioned by
    Rashemen shamans of the Tribe of the Wolf.  By gripping the charm tightly and
    howling towards the heavens, one may summon a fierce gray wolf to aid him or 
    her in battle.  Such charms are said to tarnish as their power wanes, and 
    eventually disintegrate into silvery powder when the last of their summoning 
    energy has been consumed.
    
    STATISTICS:
    
    Summon Wolf  x 3
    Weight: 1 lb.
    
    
    00MISC01
    A Cage of Exotic Birds
    
    Inside this cage are several exotic birds that look like they could use a new
    home.
    
    Weight: 2 lb.
    
    
    00MISC02
    Dead Cat
    
    This appears to be a dead cat. It is extremely well preserved and looks as if
    it is sleeping.
    
    Weight: 10 lb.
    
    
    00MISC03
    Knucklehead Trout
    
    A knucklehead trout.  Found only in the lakes of Icewind Dale, the bones of
    these enormous fish yield precious scrimshaw that is used to make elegant
    carvings and sculptures.
    
    Weight: 1 lb.
    
    
    00MISC04
    Holy Symbol of Myrkul
    
    This holy symbol depicts a white human skull face-on against a black field. The
    skull appears to be carved ivory and it is set into a black onyx field.
    
    Weight: 0 lb.
    
    
    00MISC05
    Barrel of Holy Water
    
    This barrel contains water which has been blessed by the priests of the
    Seldarine's Hand.
    
    Weight: 25 lb.
    
    
    00MISC06
    Rotted Honey Leather
    
    This used to be a highly prized piece of honey leather.  Honey leather is a
    really light canvas used by the elves to protect against rain and dampness.
    Although it tears very easily, elves use it to make tents and to protect their
    camping gear.
    
    Weight: 5 lb.
    
    
    00MISC07
    Skull
    
    
    00MISC08
    Bottle of Wine
    
    The label on this wine bottle reads "Marsember Blush - Fine Vintage" and claims
    to be a fruity blend of spices and dew-flower fragrances. The vineyards of
    Marsember are well known for their firm grapes which draw their flavor from the
    fragrant salt air of the Sea of Fallen Stars.
    
    Weight: 1 lb.
    
    
    00MISC09
    Telescope
    
    While the physics behind a telescope have been well-known for some time, the
    glass-grinding skills required to actually construct one are still quite
    specialized. The lenses of this telescope are finely made, however, and its
    collapsible tubing has obviously been wrought by someone well-versed in the
    delicate art of jewel-setting and metalwork.
    
    Weight: 1 lb.
    
    
    00MISC10
    The Candle
    
    
    00MISC11
    Sack of Potatoes
    
    
    00MISC12
    Seeds
    
    These seeds come from some of the rarest of tropical plants that seem to be 
    able to grow in very unfavorable climates and conditions.
    
    Weight: 0 lb.
    
    
    00MISC13
    A Cage of Squirrels
    
    Within this cage are two cramped squirrels.
    
    Weight: 2 lb.
    
    
    00MISC14
    Holy Symbol of Helm
    
    This finely crafted holy symbol is sacred to the god Helm. The symbol depicts 
    an upright war gauntlet with a staring eye on the front. The gauntlet itself is
    crafted from the finest platinum, the white of the eye is carved from mother of
    pearl, and a blue sapphire has been used for the pupil.
    
    Weight: 0 lb.
    
    
    00MISC15
    Moth Ridden Thistledown
    
    This used to be a very fine quality, grayish material before the moths began to
    eat through it. Thistledown is a high prized material from which cloaks of
    elvenkind are fashioned. It is very light and does not snag easily on branches.
    Due to its high quality, the elves had very little trouble enchanting it.
    
    Weight: 5 lb.
    
    
    00MISC16
    Barrel of Pure Water
    
    This barrel contains some of the purest water in the land.  Melted from ice, it
    contains no impurities that would be found in normal sources of water.
    
    Weight: 25 lb.
    
    
    00MISC17
    Bottle of Wine
    
    This weather-beaten bottle of wine has an unrecognizable stamp on it, but it
    looks strong enough to keep the chill off your bones.  It looks like it might 
    be worth a gold or two to anyone looking to stock up their supply for the 
    winter.
    
    Weight: 1 lb.
    
    
    00MISC18
    Broken weapon
    
    This once fine weapon now lies in a jumbled heap of metal shards before you.
    
    Weight: 1 lb.
    
    
    00MISC19
    Broken Shield
    
    A mighty blow from some unknown weapon has shattered this shield into many
    pieces.
    
    Weight: 5 lb.
    
    
    00MISC20
    Broken Armor
    
    This suit of armor, once a prized possession, is no longer fit for even a
    skeleton. It has been pierced in several places and crushed in others. The
    wearer could not have survived the blows that caused such damage.
    
    Weight: 20 lb.
    
    
    00MISC21
    Broken Miscellaneous
    
    Whatever this once was, it is now mangled beyond recognition.
    
    Weight: 5 lb.
    
    
    00MISC22
    Ancient Armor
    
    This rusted set of armor must be centuries old.  From what you make of it, it
    must have once been a magnificent set of plate armor.
    
    Weight: 15 lb.
    
    
    00MISC23
    Rhino Beetle Shell
    
    This is a portion of the carapace of a dead rhino beetle.  Their natural body
    armor is known for its incredible resilience.
    
    Weight: 85 lb.
    
    
    00MISC24
    Umber Hulk Hide
    
    This umber hulk hide consists of chitin plates and tough skin of a dark brown
    hue.  Even off of the umber hulk's body, it looks thick and impenetrable.
    
    Weight: 25 lb.
    
    
    00MISC25
    Winter Wolf Pelt
    
    The pure white pelt of the winter wolf is soft and luxurious. It is often sewn
    into garments as diverse as the rugged vests of the northern Uthgardt 
    Barbarians and the delicate and fashionable winter stoles worn by noblewomen 
    throughout the Sword Coast region.
    
    Weight: 5 lb.
    
    
    00MISC26
    Yeti Pelt
    
    These thick pelts are valued for their incredible durability and warmth.  
    Locals from the Ten-Towns pay good money for the pelts, as few would be so bold 
    as to hunt the yeti in their homeland.  Some of the Reghedmen barbarians hunt 
    yeti as a rite of passage into manhood.
    
    Weight: 15 lb.
    
    
    00MISC27
    Child's Body
    Weight: 110 lb.
    
    
    00MISC28
    Spider Body
    
    These gigantic spiders are even more disgusting dead than alive. Their bulbous,
    crystalline eyes stare vacantly in your direction and, every now and then, one
    of their eight chitinous legs twitches spasmodically.
    
    Weight: 25 lb.
    
    
    00MISC29
    Female Body
    Weight: 130 lb.
    
    
    00MISC30
    Male Body
    Weight 185 lb.
    
    
    00MISC31
    Lamp Oil
    
    This container contains lamp oil, usually used for lanterns and such. This
    particular container has a rag soaked in oil attached to it so that it can be
    ignited and thrown at an opponent.
    
    STATISTICS:
    
    Damage: 2D8 Fire damage to a single opponent. (Reflex save for 1/2 damage)
    Weight: 0 lb.
    
    
    00MISC32
    Flaming Oil
    
    Inside of this glass pot is an expensive mixture of oil and other chemicals.
    When this mixture is set ablaze, it burns for several seconds at a very hot
    temperature.  Flaming oil is sometimes difficult to use because it takes a long
    time for the user to properly throw it.  Adventurers often carry oil with them
    to deal with trolls in the unfortunate event that they are encountered.
    
    STATISTICS:
    
    When thrown at a target, the glass pot breaks, spreading flaming oil over
    everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save 
    for 1/2 damage)
    Weight: 0 lb.
    
    
    00MISC37
    Xainlaphar's Flying Skull
    
    Xainlaphar, a mad Red Wizard of Thay, was known for turning the skulls of his
    slain enemies into weapons.  His most common weapon was known as the "Flying
    Skull."  In essence, the item is not much different from the spell Skull Trap,
    but it is meant to be used offensively instead of defensively.  Xainlaphar died
    in 913 DR, long before he had time to use even half of his enchanted skulls.
    They were claimed by his foes, a paladin and priest of Helm.  They intended to
    destroy the items, but at least forty were stolen by crafty thieves on the way
    back to Sembia.
    
    STATISTICS:
    
    When thrown at a target, the skulls streak forth and explode for 4d8 damage,
    harming everyone within 5'.  Victims can make a Reflex save to take half 
    damage.
    Weight: 1 lb.
    
    
    00MISC39
    Boring Beetle Shell
    
    This is the rigid outer shell of the Boring Beetle.
    
    Weight: 50 lb.
    
    
    
    00MISC40
    White Wyrm Egg
    
    This gigantic egg is from the nest of a great white wyrm.
    
    Weight: 10 lb.
    
    
    10GENCRW
    Wooden Crane Wheel
    
    This finely-carved wooden wheel looks like it'll get the Targos crane back in
    working condition.
    
    Weight: 3 lb.
    
    
    10GENDON
    Ship Prow
    
    This is the prow of a small fishing vessel, carved into the shape of a woman
    gazing out ahead of her.  It looks many years old, and the stinging, briny 
    smell of Maer Dualdon still clings to it.  Inscribed beneath the prow is the 
    name, "Veira's Gaze."
    
    Weight: 5 lb.
    
    
    10GENGBO
    Ghost-Touched Bottle
    
    This flask is made of a glass so translucent as to be almost invisible, almost
    ghostly.  The stopper of the flask looks as if it has melted into the glass
    itself, and a misty liquid drifts within.
    
    The liquid within this bottle is nothing but water, but it appears that the
    bottle itself is magical.  The bottle carries the "ghost-touched" enchantment,
    which allows pieces of the ethereal plane to be held within it.  What the
    container's original purpose was is unknown, but you have no idea what Cahl-
    Hyred (or you) would do with such a thing.
    
    Weight: 0 lb.
    
    
    10GENVBO
    Veira's Bottle
    
    This flask is made of a glass so translucent as to be almost invisible, almost
    ghostly.  Within the flask is one of Veira's ghostly tears, suspended in the
    center as if frozen there.
    
    Weight: 0 lb.
    
    
    10VELLUM
    Expended Teleportation Scroll
    
    This charred vellum scroll looks like it was once a teleportation scroll, but
    the spell has either been exhausted or was miscast when it was used.  The 
    scroll smells faintly of ash, brimstone, and an eye-watering variety of goblin 
    smells.
    
    Weight: 0 lb.
    
    
    11GENBV
    Expended Teleportation Scroll
    
    This brittle, ash-blanketed vellum scroll looks like it was once a 
    teleportation scroll, but the spell has either been exhausted or was miscast 
    when it was used. It smells faintly of brimstone and ash, and you suspect that 
    Phaen already cast whatever spell was on this scroll.
    
    Weight: 0 lb.
    
    
    11GENDEN
    Denham's Letters
    
    These letters are written on parchment similar to Garradun's with similar wax
    seals.  One is addressed to the commander of the Luskan relief forces and the
    other is addressed to Captain Mariner of the Neverwinter relief forces.  Denham
    told you that if Captain Mariner did not respect the false Garradun's wishes
    about passing the letter on to his beloved, he would be in for a "fiery
    surprise."
    
    Weight: 0 lb.
    
    
    11GENDIH
    Dreisbach's Iron Hoop
    
    This magical hoop looks like it belongs around a barrel, and chances are, it
    probably once was.  There are numerous tales (most of them false) about the
    hoop's origins, but the most common tale says that the hoop was born in the
    Elfsong Tavern in Baldur's Gate, and that it was the result of an angry wager
    between two men, one, a quiet wild mage by the name of Dreisbach, and the other,
    a passionate stevedore by the name of Geithman.  Geithman claimed that magic 
    was no substitute for raw strength and determination, and when Dreisbach begged 
    to differ, the bet was decided: whoever could load the most barrels into one of 
    the port warehouses from dawn to dusk would be declared the winner.
    
    According to the tale, Dreisbach fashioned the hoop in a single night, and when
    he arrived at the warehouse the next morning, he drew forth the hoop and spun
    it on the ground - with every spin, a barrel would suddenly appear in the
    warehouse.  Dreisbach spun the hoop for an hour, until hundreds of barrels were
    stacked up in the warehouse at a height several lengths of a man, so much so
    that Dreisbach could no longer be seen behind the walls of barrels.  Geithman
    could not compete with the summoned barrels, and he was about to concede the
    contest in disgust, when Dreisbach suddenly let out a cry, and there was a 
    clang as the iron hoop clattered to the ground.  When Geithman and the 
    onlookers navigated the maze of barrels to the space where Dreisbach had been 
    standing, there was no trace of the mage.  Only the hoop remained, lying 
    innocently on the floor.
    
    None of those gathered to watch the outcome of the bet dared to touch the hoop.
    While Dreisbach was declared the winner, every man gathered there that day
    conceded that Tymora had smiled upon Geithman instead.  The warehouse was
    quickly locked up, and the men quickly retreated to the Elfsong to talk of 
    other things.
    
    Where the barrels the hoop summons come from is unknown, but it is recommended
    that the user exercise caution in the summoning... or else the barrels will 
    have their vengeance.
    
    STATISTICS:
    
    Special: Summons a keg once per day.  The kegs frequently contain something of
    value.
    Weight:  3 lb.
    
    
    11HFGNDH
    Geithman's Iron-Ringed Wager
    
    STATISTICS:
    
    Special: Summons a keg once per day.  The kegs frequently contain something of
    value.
    Weight:  3 lb.
    
    
    11GENGLE
    Garradun's Letter
    
    This letter is written on weathered parchment and sealed with wax.  The 
    exterior contains the following text, written with a shaky hand: "From Garradun 
    Tanner, to my beloved Raina, care of Captain Mariner, Neverwinter"
    
    Weight: 0 lb.
    
    
    11GENGOL
    Garradun's Opened Letter
    
    This letter is written on parchment in a strong, brisk hand.  The text is brief
    and to the point, as follows:
    
    Targos: Three or fewer ships, perhaps a few dozen infantry and archers.  Two
    priests at the temple pavilion, with recruits drawn in from Luskan.  The
    goblin's seizure of the waterways seems to have closed off the passage of
    further reinforcements.  I have heard no mention of planned reinforcements from
    elsewhere into the city.  The diviner in Targos should be taken care of by our
    friends from Luskan.
    
    Bremen: The city should fall soon.  Targos is unable to move ships across the
    bay thanks to our scrag allies.  According to wounded soldiers from Bremen, 
    they will not be able to hold out.  You should be able to pull in forces from 
    the north without worrying about attacks from Bremen.
    
    Bryn Shander: With our forces in the field and the Shaengarne Ford held, the
    capital is unable to effectively provide the peripheral towns with supplies.
    The bugbears' use of hit and run tactics against caravans moving between the
    Ten-Towns has made it almost impossible for them to reinforce each other.
    Lonelywood has sent almost all of its able-bodied men south to Bryn Shander
    instead of sending them to Targos.  The same has happened in Easthaven.  Both
    towns should be ripe for taking should we choose to enlarge our grasp of the
    region.  Perhaps three to four hundred men wait in Bryn Shander along with a
    handful of volunteers from Clan Battlehammer.  Most of those are militia, with 
    a few experienced mercenaries among them.  We need not worry about Silverymoon 
    and the other communities to the east.  Only two volunteers have arrived, and 
    those are already out of the action.
    
    Weight: 0 lb.
    
    
    11GENVS
    Valin's Scroll
    
    Thank the gods your band numbers a Luskan cutpurse.  I see you doubt this note
    was intended for your band - do not.  I divined that you would sail in on the
    Wicked Wench and would make your way here to the Pavilion, and one of your
    number would search my pockets while I lay here.
    
    In a short while, I shall attempt to use the Sight to determine the location of
    the goblin fortress, and I am writing this note out of fear that obtaining a
    vision of such a place may tax my spirit greatly, preventing me from returning
    to the waking world.  I have not told the Lady Elytharra of my attempt at
    divination, for she would surely stop me... and if any others were to know my
    intentions, they might seek to poison me, for I fear there are traitors within
    the town that even now turn their eyes to my destruction.  For now, my safety -
    and Targos' safety - lies in silence.
    
    If you're reading this and I still breathe, then it's not too late to awaken me.
    Now that you have found this scroll, I need you to find a flask of braehg which
    you can purchase from a river trader named Guthewulfe in the Salty Dog Tavern.
    He should have brought some weapons and other supplies from Shaengarne, but
    among his inventory will be a flask of braehg which you may purchase.*  Bring it
    to me and place a single drop on my tongue, and within a few minutes, I should
    awaken from my stupor.
    
    Please make haste.  I will reward you for your efforts, of course, and even cast
    your fortunes should you desire it.  The reward and my castings will not be
    forthcoming until I regain consciousness, however.
    
    * (Something about "picking Guthewulfe's pockets as you did mine," looks like it
    was scrawled here, but it looks like Valin had second thoughts and scratched it
    out.)
    
    Weight: 0 lb.
    
    
    11KEYWW2
    Weeping Widow Key
    
    This small iron key unlocks the upstairs room in the Weeping Widow Inn.
    
    Weight: 0 lb.
    
    
    11SCRLPS
    Phaen's Vellum Scroll
    
    This heavy vellum scroll has been rolled up and tied with a thin rag.  It looks
    to be a spell scroll or protection scroll of some sort, but you've never seen
    anything like it before.  It looks like it is activated simply by pulling the
    rag loose and unrolling the scroll.
    
    STATISTICS:
    
    Weight: 1
    
    
    21GENWP
    Wood Planks
    
    This is a pile of wood planks. They may prove useful for something.
    
    Weight: 10 lb.
    
    
    22KEYHG1
    Highland Gate Key
    
    This is a plain iron key.  It unlocks the highland gate in Shaengarne Woods.
    
    Weight: 0 lb.
    
    
    30BSTONE
    Black Ward Stone
    
    This small stone disk looks to be fashioned of some sort of igneous rock.  Its
    smooth black surface contains a single etched glyph on each
    side.
    
    Weight: 1 lb.
    
    
    30GENTB
    Tamjan's Bracers Debris
    
    This pile of torn leather and crumpled metal is all that remains of Tamjan's
    bracers.  The battle must have been too much for them.
    
    Weight: 5 lb.
    
    
    30ISTONE
    Iron Ward Stone
    
    This small disk is made of poorly smelt iron and contains many imperfections.
    Its rough surface contains a single etched glyph on each side.
    
    Weight: 3 lb.
    
    
    30KEYDGU
    Door Guard's Key
    
    This fairly standard looking key was recovered from a hobgoblin.  He was
    stationed near the barred iron door at the entrance to the Goblin Warrens.
    
    Weight: 0 lb.
    
    
    30KEYWAR
    Warren Key
    
    This large key was recovered from the body of an Orc Shaman near the Horde
    Fortress.  Although roughly hewn, it appears to fit a very intricate lock.
    
    Weight: 0 lb.
    
    
    30SSTONE
    Silvered Ward Stone
    
    This small stone disk is made of a greenish sandstone.  Carved into its surface
    on each side is a glyph which has been inlaid with silver.
    
    Weight: 1 lb.
    
    
    30WSPIDQ
    Wooly Spider Queen Body
    
    The body of the Wooly Spider Queen.
    
    Weight: 25 lb.
    
    
    30WSPIDR
    Wooly Spider Body
    
    The body of a large wooly spider.
    
    Weight: 20 lb.
    
    
    30YQMES
    Message to Yquog
    
    This is a hand written note, in a jagged freehand script.  It does not look 
    like any writing style or language you have ever seen before.  However, the 
    longer you look at the writing, the more uneasy you begin to feel.
    
    
    31KEY01
    Key
    
    A small iron key.
    
    Weight: 0 lb.
    
    
    40BOOKOS
    Oswald's Spellbook
    
    This loosely bound tome appears to be one of the many spellbooks belonging to
    Oswald Fiddlebender.  It contains the enchantments and components necessary to
    cast his mending spell as follows:
    
    Components:
    
    Fresh spider silk (preferably extracted in the lab from a spider at the time of
    death)
    A bottle of thrym extract
    Belladonna paste (the belladonna plant *should* turn into paste when exposed to
    the thrym)
    A smidgen of iron ore (most normal weapons should do)
    One, no, make that TWO diamonds
    Some wood (but only if the ship is badly damaged)
    
    Assemble the components on the table in the airship, invoke the incantation,
    then wait a few days - results should be forthcoming.
    
    -Oswald (with invaluable assistance from Maralie).
    
    Weight:  1 lb.
    
    
    40GENBE
    Belladonna
    
    This poisonous plant of the nightshade family has purple bell-shaped flowers,
    glossy black berries, and root and leaves that yield atropine.  It is one of 
    the components of Oswald's Mending spell.
    
    Weight: 0 lb.
    
    
    40GENCY
    Captain Yurst's Note
    
    This rough and uneven message was written on a torn piece of cloth in what
    appears to be human blood:
    
    Comrade,
    
    Despite your valiant efforts, I still feel myself slipping away, but wanted to
    use my last breath to record my thoughts before they were lost forever - I fear
    some of my wounds are so severe they refuse to heal.
    
    As mentioned, the rangers and druids living here have littered these foothills
    with traps - I heard some of those murderous giants complaining about them, but
    I know not why.  The only other thing I've heard is that something called 
    Andorahas a magical barrier that's flawed in such a way as to allow safe 
    passage to any creature that can resist Auril's breath - some of my gear may 
    assist you in that regard.
    
    Lastly, if I could be so bold as to make one last request, it would be thus:
    
    AVENGE ME...
    
    Your friend eternally,
    
    Ca - Captain Y-
    
    Weight: 0 lb.
    
    
    40GENON
    Oswald's Goodbye Note
    
    This thin piece of wood that you rescued from a mound of dust and debris
    contains a message to you from Oswald that's been seared into its surface:
    
    Traveling companions,
    
    Regrettably, I could not remain until we declared our farewells and bid each
    other pleasant journeys.  Good Nathaniel was in a fretful hurry to warn the 
    Ten-Towns about the peril they face at the hands of the Legion of the Chimera, 
    so we took to the skies once able.  I did, however, have time to quickly whip 
    together a nice beverage - I hope you can make good use of it.
    
    Take care, my friends, and travel swifter than the wind!
    
    -Oswald.
    
    Weight: 0 lb.
    
    
    40GENPWC
    Periapt of Wound Closure
    
    This magical stone looks exactly the same as the others of this ilk.  The
    person possessing it need never fear open, bleeding wounds because the periapt 
    prevents them.  In addition, the periapt doubles the normal rate of healing, or 
    allows normal healing of wounds that would not do so normally.
    
    STATISTICS:
    
    Special:
     While equipped it will prevent ongoing blood loss from weapons that cause the
    Wounding effect.
     Increased regeneration rate while equipped
    Weight: 1
    
    
    40GENSS
    Fresh Spider Silk
    
    This filament appears to have been extracted from a fresh spider.  It is one of
    the components of Oswald's Mending spell.
    
    Weight: 0 lb.
    
    
    40GENWP
    Wood Pile
    
    This is a small pile of wood.  It is one of the components of Oswald's Mending
    spell.
    
    Weight: 5 lb.
    
    
    41AMULHS
    Aurilite Holy Symbol
    
    This medallion is made of pure ice and fashioned in the shape of Auril's emblem
    - a gray heraldic lozenge with a white border surrounding a white snowflake.
    
    STATISTICS:
    
    Weight: 1 lb.
    
    
    41BOOKLJ
    High Priestess Lysara's Journal
    
    This journal, bound in exotic, jewel-encrusted leather and written with fine 
    ink on parchment made from spider silk, reads as follows:
    
    Where to begin...?  It hath been a tough life, to be sure - even from birth.
    Being part of conjoined triplets, separated at the brink of death, has its 
    boons and banes - as does any aspect of life I suppose.  I can hear my sisters'
    thoughts and feel their pain, but never have I known what it means to be 
    alone - truly alone...
    
    Luskan was a gruff town - unforgiving, even if viewed in its best light.  'Tis
    certainly no place for three innocent, little women, but the bond we shared 
    kept us together and alive.  Our parents were never around - always chasing the
    latest job offer or most-favorable rumor just to make ends meet.  With 
    ruffians, bandits, and creatures of the night lurking in every shadowy corner, 
    there were no individuals we could respect... except one - Lysan...
    
    Lysan, a priestess of Auril and fellow Luskanite, shone like a celestial beacon
    across a sea of eternal darkness, and became our idol and inspiration with
    little effort.  Her goodwill and fortitude we adored - her adventurousness we
    admired.  What greatness the four of us would hath achieved - how noble our
    exploits would hath been in spreading our seeds of compassion throughout the
    winter land, only to watch them blossom into flowers of love come spring!  The
    goal was as clear as a crystal trapped within a drop of ice, until...
    
    Where was I when the news pierced our hearts like a javelin hurled from the 
    Nine Hells Itself...?  Lysan... poor, sweet Lysan was slaughtered, like a 
    diseased goblin, in Kresselack's Tomb by a band of villains in heroes' 
    clothing.  Why?! Because of her beliefs?!  Thirty years hath passed, yet the 
    pain lingers.  At that moment a new goal emerged - her path was now ours, and
    we immediately joined the church of Auril in town...
    
    Our ambition quickly dwarfed that small temple, so we headed east to join
    Auril's Breath in Glister.  Ironically that congregation proved too large for
    us, so we headed north to establish a church of our own, as well as retrace the
    steps of our martyr, Lysan.  Reinforcing our decision to travel north, we had
    also heard that the mysterious demon twins we knew of in Luskan were also in
    that area, so we undoubtedly had to see if those rumors were true...
    
    En route we stumbled upon an envoy from the Legion of the Chimera and were
    eventually led to Madae.  Despite our humanity, the four of us became instant,
    though reserved, friends, and 'twas soon obvious that her wants, needs, and
    desires complimented our own...
    
    The deal was simple - if we guarded the Western Pass against reinforcements to
    the Ten-Towns, they would destroy Kuldahar and give us its precious Heartstone
    Gem.  The pieces of our plan were falling into place - all we needed was the
    right time to seal them together...
    
    That time came during our Coming Storm festival when my sisters and I led our
    newly formed congregation of one hundred strong in a prayer so profound, Auril
    Herself blessed us with Her embrace.  The glacier was thus born.  All that
    remained was the temple's creation - *our* temple - which Nickademus, arch-
    architect, honored guest and former lover of Oria accomplished with impressive
    speed and skill...
    
    What an oddity - this temple of his.  Even *I* get lost from time to time.  The
    dais is an interesting concept, but why must I turn it left north, then right
    all the way around again just to unleash the abishai to do my bidding?  Still,
    no effort is too great in pleasing Great Auril by sacrificing prisoners to her
    to keep the glacier from melting...
    
    Time is short, so the painting - though it seems to possess a mind of its 
    own - is useful when I must quickly cleanse myself before speaking to the
    Frostmaiden...
    
    The prism is a dangerous device, but what Lady Sherincal wants she
    gets - still, it keeps prying eyes away from Mother Winter and our treasury, so 
    perchance I judge it too harshly...
    
    Oria's Game Room is a waste of time to me - I hath no time for meaningless
    combat and see no reason to enter the ethereal realm while confined to its
    limited boundary.  And *why* Nickademus would install a Mirror of Life Trapping
    eludes all logic and common sense...!
    
    Nickademus... I wish I could trust him - he does not walk our path.  For his
    sake, I hope he does not betray us again...
    
    Weight:  5 lb.
    
    
    41GENIN
    Note To Lord Brisbaine
    
    This carefully written note reads as follows:
    
    Lord Brisbaine:
    
    My assistant, Nathaniel, has not returned from the Western Pass.  From what
    we've observed the situation worsens by the hour there, and we fear he may've
    been captured.  Your task is to find him and escort him back to Kuldahar.  The
    best of luck to you and the hearty band of adventurers you call Talisman.
    
    In faith,
    
    -Iselore
    
    Weight:  0 lb.
    
    
    41GENML
    Note From The Master Of Locks
    
    This hastily written and partially concealed note, written by someone called
    The Master Of Locks, reads as follows:
    
    To whom it may concern,
    
    Beware of this temple!  She's filled with all manners of tricks, traps, and
    temptations that'll make your head spin one way and your neck another!  It's
    enough to drive a mad man sane!  In fact, one of these little niceties is a 
    dais High Priestess Lysara uses in that ritual of hers - not sure what that 
    ritual is, but I bet I'll soon find out!  Oh yes - the dais... so far I've 
    found that it can be rotated clockwise by pushing on its right side, and 
    rotated the opposite direction by pushing on its left.  Unfortunately I'll need 
    to sneak away a few more times to figure out what in Nine Hells that maddening 
    thing actually does!
    
    Weight:  0 lb.
    
    
    41GENOR
    Oria's Note
    
    It's difficult to tell but this badly burned note was carefully written on a
    piece of fine parchment.  It reads as follows:
    
    Thagro:
    
    Once you've read this message distribute it to your workers:
    
    The queen has been acting strangely as of late - I believe her mating season 
    may be approaching.  Ergo, from now on keep all males away from her until 
    further notice.  Have her guard the blockade if you'd like.
    
    Regarding the males, keep training them to dig through the ice.  We'll need to
    excavate larger areas while Nickademus regains his strength so he can build
    Legionnaire outposts.  Always remember to keep them well rested and well fed;
    otherwise they'll be useless to us, and may pose a serious threat.  Feel free 
    to train one of them to attack or follow you if you feel in need of protection.
    
    Furthermore, my DELICATE crystal golems are rather expensive and are NOT 
    sources of your amusement!  If I catch ANY of your frosttouches launching rocks 
    at them again you'll have to answer to me personally!
    
    One last thing - stay alert!  According to Sherincal, those Malarite bastards
    failed us at Shaengarne River, so opposition may strike at any moment.
    
    In Auril's name,
    
    Oria.
    
    Weight:  0 lb.
    
    
    41GENRP
    Rock Pile
    
    This pile of rocks is used in a deadfall trap to inflict severe crushing damage
    on the victims below.
    
    Weight: 10 lb.
    
    
    41GENZB
    Zack BoosenBurry's Note
    
    Someone with small fingers hastily wrote this note.  It reads as follows:
    
    Help - stuck - dark - can't get out!
    
    Z... a... c... k
    
    Weight:  0 lb.
    
    
    41HBAGNA
    Nathaniel's Bag Of Holding
    
    As with other magical bags, this one appears to be a common cloth sack of about
    2 feet by 4 feet in 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.
    
    This bag of holding has the word "Nathaniel" stitched into one side of it.
    
    STATISTICS:
    
    Weight: 35 lb.
    
    
    41HFRGRA
    Nathaniel's Ring of the Ram
    
    This ring has been slightly modified by Nathaniel from Kuldahar.  Its wearer 
    can use it to cast one of the following spells once per day:
    
    STATISTICS:
    
    Can cast the spell Confusion 1/day
    Can cast the spell Holy Power 1/day
    Can Cast the spell Shout 1/day
    Weight: 0 lb.
    
    
    41KEYCT
    High Priestess Cathin's Temple Key
    
    This elaborate key made of enchanted ice belongs to Aurilite High Priestess
    Cathin.
    
    Weight: 0 lb.
    
    
    41KEYLT
    High Priestess Lysara's Temple Key
    
    This elaborate key made of enchanted ice belongs to Aurilite High Priestess
    Lysara.
    
    Weight: 0 lb.
    
    
    41KEYOT
    High Priestess Oria's Temple Key
    
    This elaborate key made of enchanted ice belongs to Aurilite High Priestess
    Oria.
    
    Weight: 0 lb.
    
    
    41RINGRA
    Nathaniel's Ring of the Ram
    
    This ring has been slightly modified by Nathaniel from Kuldahar.  Its wearer 
    can use it to cast one of the following spells once per day:
    
    STATISTICS:
    
    Can cast the spell Knock 1/day
    Can cast the spell Bull's Strength 1/day
    Can Cast the spell Alicorn Lance 1/day
    Weight: 0 lb.
    
    
    41ROBEAC
    Aurilite Ceremonial Robe
    
    This robe, worn by the priests and priestesses of Auril, is ice-white in color
    with blue piping, and cinched at the waist by a very wide silver belt.
    
    
    50BOOK88
    Thvara's Journal
    
    This small book is the journal of Thvara Baelm, a cleric of Auril.  This must 
    be the most recent of several journals, as only a few pages in the beginning 
    are filled out.
    
    It recounts how Cathin, the priestess in charge of the clerics of the ice
    temple, sent Thvara to the Ice Lakes to gather whatever Auril-fearing 
    barbarians she could.  The barbarians were to serve as additional troops to man 
    the glacier wall as well as live sacrifices to Auril, should the priestesses 
    start running low on warm bodies.
    
    Weight:  2 lb.
    
    
    50GENAD
    Avarine Decanter
    
    The avarine decanter is the prison - or perhaps merely the home - of Bashshar 
    al Rachid, likely the wealthiest djinni in all of Toril.  His greed and 
    arrogance are legendary; adventurers have been known to receive aid from the 
    djinni... but always at a price.
    
    The decanter is crafted of blue, translucent glass as hard as hammered mithril;
    its lower half resembles the dour face of Bashshar al Rachid himself.
    
    Weight: 1 lb.
    
    
    50GENDH
    Drinking Horn
    
    This majestic drinking horn is sheathed in intricately carved gold and studded
    with blue-white semi-precious stones.
    
    Weight: 1 lb.
    
    
    50GENFRO
    Frostrose
    
    This rare herb appears as a single, fragile stem with a small bud that peeks
    above the snow.  When it blooms, the tiny flower is a brilliant scarlet.
    
    Weight: 0 lb.
    
    
    50GENFWR
    Fell Wood Remains
    
    These are the remains of the Fell Wood dead, released from their torment when
    you destroyed the will o-wisps that lured them all to their deaths.
    
    Weight: 5 lb.
    
    
    50GENID
    Avarine Decanter
    
    The avarine decanter is the prison - or perhaps merely the home - of Bashshar 
    al Rachid, likely the wealthiest djinni in all of Toril.  His greed and 
    arrogance are legendary; adventurers have been known to receive aid from the 
    djinni... but always at a price.
    
    The decanter is crafted of blue, translucent glass as hard as hammered mithril;
    its lower half resembles the dour face of Bashshar al Rachid himself.
    
    Weight: 1 lb.
    
    
    50MISC38
    Hemp Rope
    
    This is fifty feet of strong hemp rope.
    
    Weight: 10 lb.
    
    
    50POTN56
    Venla's Medicine
    
    This potent herbal remedy's most powerful ingredient is the extract of 
    frostrose that you found for Venla.  When wholly consumed, this potion restores 
    9 hit points to the person and removes all traces of poison or disease.
    
    STATISTICS:
    
    Removes poison and disease
    Weight: 1 lb.
    
    
    51KEYDU
    Duergar Key
    
    This heavy key appears to be forged of gray steel.
    
    Weight: 1 lb.
    
    
    51KEYRG
    Raven Gate Key
    
    This black iron key is emblazoned with the symbol of a stylized raven.
    
    Weight: 0 lb.
    
    
    51MISC39
    Mining Tools
    
    A set of mining tools - pick, shovel, and so on - that allows one to burrow
    through earth and stone.
    
    Weight: 10 lb.
    
    
    52GENDOL
    Dolon's Letters
    
    This is a set of letters to the Legion of the Chimera envoy Dolon Daemba, each
    marked with the Legion's seal.
    
    One of them refers to a plot to disrupt the monastery's activities by turning
    Aruma Blane, the standing archimandrite, against Ormis Dohor, the current
    archimandrite who is now away visiting the Legion of the Chimera capitol at the
    Severed Hand.  When Ormis refused to side with the Legion of the Chimera, Dolon
    was commanded to seduce and corrupt Aruma and then see to it that the monastery
    kept out of the Legion's affairs.
    
    Weight:  0 lb.
    
    
    52KEYDC
    Dolon's Chamber Key
    
    This black iron key is emblazoned with the symbol of a stylized raven.
    
    Weight: 0 lb.
    
    
    52KEYRT
    Raven Tomb Key
    
    This black iron key is emblazoned with the symbol of a stylized raven.
    
    Weight: 0
    
    
    52KEYST
    Storeroom Key
    
    This key opens the storeroom on the first level of the Black Raven Monastery.
    
    Weight: 0 lb.
    
    
    52RINGNO
    Nonin's Ring
    
    This gold ring is set with a small ruby.  The initials "NN" are carved on its
    inner surface.
    
    Weight: 0 lb.
    
    
    53MISCIG
    Sanguis Anima
    
    This vial holds a single dose of the magical Sanguis Anima - a fluid necessary
    in the animation of an enhanced flesh golem - that you made in Imphraili's
    alchemical laboratory.
    
    Weight: 1 lb.
    
    
    53MISCIM
    Vial of Silvery Fluid
    
    This vial holds strange substance with the appearance of liquid webbing and
    molten metal.  The viscous liquid does not give off any heat.
    
    Weight: 1 lb.
    
    
    53MISCIS
    Vial of Spores
    
    This vial holds a large number of mushroom spores, most likely gathered from 
    the giant fungi that grow in abundance throughout these caverns.
    
    Weight: 1 lb.
    
    
    53MISCIV
    Conversion Poison
    
    This vial holds the enchanted conversion poison that you concocted specifically
    to destroy the Viciscamera.
    
    Weight: 1 lb.
    
    
    60CLCKIR
    Initiates Robe
    
    This voluminous white robe is lined with green silk.  The hems bear silver
    snakes crawling along the edges of the fabric.  The folds of the robe and cowl
    are so large and bulky that they conceal almost every feature of the wearer.
    Even close visual inspection would be unlikely to penetrate the obfuscating
    properties of the garment.
    
    If one wished to use these robes as a disguise, it looks like they could...
    provided that all the wearer's companions were similarly cloaked.
    
    STATISTICS:
    
    Disguises wearer
    Weight:  3 lb.
    
    
    60GENVH
    Visions of Hierpherus
    
    Hiepherus Note:
    
    This scrap of parchment, burned around the edges and smelling faintly of
    bloodweed incense, seems to be a daily log of some sort:
    
    - - -
    
    The visions began when I pledged Bane's strength to Isair and Madae, and I now
    know Bane has placed a test before me - to test my devotion to his cause 
    against my service to the Legion of the Chimera.  Could it be he thinks I hold 
    Isair and Madae's words with more weight than his doctrines...? I MUST prove 
    him wrong. The visions show an ancient blade that has slain six... six 
    companions of vile hearts who were once in Bane's service in the distant past.  
    The six were known as the Lost Followers, and from what I can see in my 
    visions, they now lie in screaming prisons upon the Ethereal Plane.  If they 
    are to be set free, the blade MUST be recovered and destroyed... if I cannot 
    find it, then I fear I shall join them in their undead prisons.
    
    - - -
    
    I have come to the glen shown to me in the visions, but the accursed blade that
    murdered the Lost Followers eludes me! Something within Kuldahar is preventing
    my scrying efforts, and without the visions to guide me, I cannot hope to
    recover the consecration medallion and tear the blade from the graves within 
    the Glen... whichever damned one it is! Give me something to KILL as my 
    challenge, not this endless hunting and searching, and I will prove that I 
    serve Bane's will!
    
    - - -
    
    In a fit of rage, I have raised many dead in the Glen to do my will and used my
    powers to tear answers from them, but of the blade and the medallion's fate, 
    the dead know *nothing*... but speak much of the serpents that have passed 
    through the valley of late.  Could it be that somehow Cedra or one of her
    half-breed minions secured the medallion and even now hold it in one of their 
    chambers, unaware of its true purpose?!  If so, I may need to wrest it from 
    them by force... which would break my allegiance to the Chimera and destroy 
    everything that we have worked for.  Is it Bane's will that the Chimera's spine 
    be broken? But the potential of their strength... allied with Bane, of 
    course... would bring the North and the lands beyond to its knees! The elves, 
    dwarves, humans, all crushed, burned, their ashes scattered to the winds! But, 
    I must be mindful - the will of the Black Lord is not for me to question... or 
    to know.
    
    - - -
    
    It has been many days, and I have sent the dead into the Valley to slay 
    whatever humans they can find.  Yet... with every day that passes in the Glen, 
    I can feel the presence of the Lost Followers, clawing at the material plane, 
    waiting to be freed.  I fear that simply finding the blade will bring them 
    howling to this place... and they may be beyond all reason when they are 
    summoned.  If so, then I had best have Bane's protections about me, or else the 
    Six will level Kuldahar and the lands around in revenge for dying at the 
    blade's hands.  I may be forced to destroy them against my Lord's will.  Could 
    that be my challenge? Whatever the reason, I MUST find the blade, and find it 
    soon, before its powers are unearthed by one who stands against the Legion of 
    the Chimera... and Bane... and if the blade should find its way into the hands 
    of a holy warrior, then ALL is lost.
    
    Blood in the Black Lord's name,
    
    Hiepherus, D- *
    
    *You notice that where the title "Dreadmaster of Bane" would be next to
    Hiepherus' name, the parchment has been blackened to ash, as if it was held 
    over a candle... or exposed to the far-seeing eye of Bane's disfavor.
    
    Weight:  0 lb.
    
    
    60HEART1
    60HEART2
    60HEART3
    60HEART4
    60HEART5
    60HEART6
    60HEART7
    60HEART8
    Desiccated Heart
    
    This brownish-red lump of hard flesh appears to be a human heart.  Though the
    muscle is tight and dry, it does not appear to have decayed.  Magical or
    alchemical means may have been used to preserve the object.
    
    Weight: 0 lb.
    
    
    60KEY
    Key
    
    This crude looking key bears numberous scratch marks around its edges. It looks
    like it's intended for a jail or watchtower.
    
    Weight: 0 lb.
    
    
    60STELE1
    60STELE2
    60STELE3
    60STELE4
    60STELE5
    Religious Stele
    
    This stout pillar of stone is separated into short cylinders bearing religious
    writing.  The object appears to be ancient, commemorating the imprisonment of
    some powerful beast.  The beast itself is represented symbolically.  Perhaps 
    the makers of this object feared to inscribe the image of the creature they had
    subdued.
    
    Weight: 0 lb.
    
    
    61AMULLF
    Medallion of the Lost Followers
    
    Perhaps the yuan-ti did not know what they held in depths of Dragon's Eye, but
    simply holding this item reveals its long history to you, and its saga is a 
    long and bloody one indeed.   One only needs to hold the medallion close to 
    them, close their eyes and concentrate upon it, and the chronicle of the 
    medallion scrolls through your mind.
    
    This notched stone was once set into the pommel of the ancient blade Cera 
    Sumat, a Holy Avenger wielded by old Duke Kholsa Ehld as he walked upon the 
    path of the Lost Followers, challenging them to answer for their crimes in the 
    Barbed Kingdom.  Inscribed upon the stone is the chronicle of his search for 
    the six Lost Followers, and the circumstances surrounding their deaths.  The 
    medallion tells of the six:
    
    Ehld met Inhein-Who-Was-Taken as she slept beneath the earth on the Battle of
    Bones and asked her to follow him to the Barbed Kingdom to be judged.  Her
    laughter was a storm of bladed whispers, and she cursed the old man, hurling
    spells of death and flame upon him... she surrounded herself with mighty magics
    and swirling blades, daring the old man to come close, but he simply bowed his
    head and took shelter within the spiritual shield of his holy blade.  In fury,
    she risked much and began to raise the dead from the Battle of Bones to destroy
    the Duke, but the shield around him prevented them from getting close.  The
    undead, furious at their summoner for putting them to an impossible task, 
    turned upon their mistress and tore her apart.  Ehld took what was left in a 
    small metal cask and took it to the highest hill at daybreak, and let the sun 
    shine down upon Inhein's remains until they were dust.
    
    Broken Khree, one of the only monks to fight the Black Raven in combat and
    survive with only his legs shattered and his jaw splintered, was the next of 
    the six, and he was not hard to find.  He had gathered together a band of 
    slaves captured from a number of small farming hamlets and had them build a
    temple in Bane's name.  Khree was a master of unarmed combat, with eyes and 
    reflexes so quick that he could dodge most missiles and spells before they 
    stood a chance of touching him - and he had sent many archers and mages to 
    their graves.  In hand to hand combat, he was a terror, for his bones and body 
    were one with the elements, ignoring fire, cold, lightning, and weather's other 
    displeasures, and while his skin could be stabbed or cut, his bones had the 
    strength of the earth about them, preventing them from being broken or crushed 
    by all but the most powerful of attacks.  Ehld knew this, and when he found the 
    bloody monk, the two traded no words, but attacked each other immediately.  It 
    was all Ehld could do to dodge Khree's attacks, but in a dangerous stratagem, 
    Ehld tricked Khree into collapsing the newly-erected temple of Bane around 
    them, causing Khree's arms to become pinned by the falling masonry.  The monk 
    died as the falling crossbeams of the temple pierced his chest, and in the last 
    minute of his life, he spat his defiance against Ehld and told him he would 
    fight his way back from death to destroy him.
    
    Kaervas Death's Head was the lord of an empire deep within the earth, and he 
    sat upon his lava-red throne of rock and lava, his skin so thick with calluses 
    and black enchantments that no mortal weapon could pierce or cut it.  Ehld 
    traveled many leagues beneath the surface of Faerun and demanded an audience 
    with the black rock king.  Kaervas, amused by the old human's challenge, agreed 
    to fight him, but found Ehld's strength and holy avenger an equal match for his 
    strength and skill.  Finding it almost impossible to strike a mortal blow 
    against Kaervas with even his holy avenger, Ehld parried one of Kaervas' 
    strikes and turned the momentum of Kaervas' own axe back on its owner, causing 
    the blunt end of his mighty axe to sink into the dwarf's skull, splintering the 
    bone beneath the skin into fragments.  The Duergar allowed the human who had 
    slain their king to leave unmolested, and they sealed Kaervas' body in the 
    throne room where he died.
    
    Atalaclys the Lost traveled upon the great sands of Anarouch, hoping to unearth
    some of the ancient magics buried within the desert to stave off the rotting
    disease which had claimed him.  Ehld tracked him down through the shifting
    desert, meeting him in the sandy square of a dead town.  With no living 
    creature as their witness, the two of them fought for days, spell against blade 
    for days, until at the height of the fourth day, Atalaclys's rotting throat 
    cracked in the desert heat.  Unable to utter a spell to carry him away, Ehld
    left him in the desert, where his corpse lay, fed upon the flies and beetles of 
    Anarouch.
    
    Jaiger of the Fanged Season had once been one of four Uthgart brothers whose
    father had blessed each of them with a binding of the elements.  Jaiger had 
    been bound to the Elemental Plane of Air, and such was his power that he could
    harness the wind to pull his bowstring - and cause the missiles and spells of
    his enemies to go astray.  Jaiger was serving as a mercenary in one of the many
    southern kingdoms, his bow firing out a stream of arrows so fast and sure that
    he was said to bring a Rain of Death wherever he traveled.  Ehld found the
    toothless barbarian within the brothels of a southern port, half-drunk and
    belligerent.  When confronted, Jaiger was too deep in his cups to realize who
    Ehld was, and once it suddenly sunk in the old man had come to capture him,
    Jaiger tried to fight back with his bow - only to find it much more difficult 
    to fire with his opponent standing almost on top of him than it was when the
    opponent was a horizon's distance away.  Although Jaiger sunk many arrows into
    his opponent, Ehld was able to best him with a whirling strike that severed
    Jaiger's bow... and the barbarian's throat.
    
    Veddion Kairne, the Hunched Lord, was the last and most difficult of Ehld's
    challenges.  Kairne was said to be the spawn of a storm giant and a demon,
    combining the great strength of his father with the cunning and 
    bloodthirstiness of his mother.  No fork of lightning could touch him, no fire 
    could burn him, and it was said that he bathed in acid and frost as if it were 
    water.  The two bloods coursing through him had given him a tremendous 
    resistance to magic, but it prevented him from using magic himself, forcing him 
    to walk the face of Faerun whenever he wished to travel the land.  Instead of 
    awaiting his death, however, he sought out Ehld as he was traveling upon the 
    Spine of the World Mountains and tasked the old paladin with proving him guilty 
    of the slaughter in the Barbed Kingdom.  The two of them dueled with words for 
    many hours atop the Spine of the World Mountains until Ehld finally tricked 
    Kairne into admitting his guilt... and the Hunched Lord laughed and their 
    battle begin.  Hurling jagged boulders at the elderly warrior, Kairne buried 
    Ehld under an ever-growing mountain of rubble, then lifted up his hammer to 
    drive the tombstone into the makeshift cairn around the old warrior... only to 
    have the cairn collapse beneath him, causing an avalanche and crushing him 
    beneath its great weight. Ehld, who had been crouching within the cairn and
    using his sword as a brace against the precarious balance of rocks, had slipped 
    free and let weight and gravity take their course.  With Kairne, the last of 
    the six had been silenced, and Ehld returned home to his Queen.
    
    When he arrived in the court of the Barbed Kingdom, Ehld detached the medallion
    from the pommel of his Holy Avenger and gave it to his Queen to wear as a
    reminder of the many evils of the world... but if one's heart is true and one's
    path is righteous, one may triumph against any number of evils.
    
    If this medallion could somehow be brought to the resting place of Ehld's Holy
    Avenger, the blade will rise from the ground, ready to be taken up against the
    forces of evil once again.
    
    Weight: 0 lb.
    
    
    61GENDN
    D'hey-jazerrion's Notes
    
    This long scroll of parchment contains the alchemical notes of D'hey-jazerrion.
    The notes are quite extensive, but there are four items of interest:
    
    - D'hey-jazerrion seems to have had some recent trouble restoring the lever in
    the southern section of the ziggurat chamber, which is vital to all the
    alchemical operations below.  There is some indication that he intends to 
    return soon to fix it, and it looks like he is the only one who can.  There 
    haven't been any notes made in the past few days, so he may be due back soon... 
    it looks like all one can do is wait for him to return to fix the lever.
    
    - D'hey-jazerrion has numerous notes on the creation of "wyvern poison," and 
    the process appears simple enough for even an unskilled alchemist to perform.  
    Take a wyvern's stinger, lay it upon the westernmost bench in the lab, then 
    proceed to the lever (mentioned above) south of the ziggurat in the chamber 
    north of the lab.  From there, simply pulling the lever will cause the 
    stinger's venom to be distilled into the various beakers in the lab.  After 
    half a minute, the procedure will finish and the alchemist can unlock the 
    distiller with the lever - if the lever is not unlocked, green lights
    (signifying the distillation procedure is still active) will flash around the 
    tables, and the labs cannot be accessed.  When the process is complete, every 
    stinger placed upon the bench should be distilled into a bottle of wyvern 
    poison.  D'hey-jazerrion appears to perform this process frequently... but 
    there is no mention of why he does this.
    
    - The notes also contain a great deal of D'hey-jazerrion's schedule.
    Apparently, he is not always within the lab, and he prefers to let some of his
    mixtures sit for several days to ensure their purity, whether they need it or
    not.
    
    - Most interesting is the steps required to create the yuan-ti histachii, or
    "brood guards."  The majority of the steps detail the creation of a histachii
    brew that transforms a humanoid into the creature.  With these notes, a skilled
    alchemist could perform the procedure in the lab where they were found.  The
    alchemist would have to execute the operation themselves to ensure the reagents
    are pure, but the procedure is quite simple.  Mandrake root must be placed on a
    prepared distilling table (which, according to the notes, seems to be the
    easternmost table in the center of the lab - it should already have a number of
    histachii potions on it).  Once that has been done, the alchemist must pull the
    lever (mentioned above) in the southern part of the ziggurat chamber that lies
    north of the lab to activate the distiller.  After half a minute, the procedure
    will finish and the alchemist can unlock the distiller with the lever.  The
    histachii brew can then be removed from the table.
    
    Because only a portion of the mandrake is used, a single sample can create many
    fully potent brews.
    
    NOTE: While distilling the wyvern poison can be done with no training, only a
    character possessing these notes and above a 15 Alchemy skill can successfully
    distill the histachii brew; otherwise the player must enlist the services of
    someone skilled with the procedure to distill the brew... either by 
    intimidating or tricking them.  It also looks like the lever in the ziggurat 
    chamber to the north must wait for D'hey-jazzerion to return to fix it before 
    any of the alchemical processes can take place.
    
    Weight:  0 lb.
    
    
    61GENMM
    Modified Mandrake Root
    
    This herb is a member of the nightshade family and has ovate leaves, yellowish
    or purple flowers, and a large forked root traditionally credited with human
    attributes.
    
    Nheero Fhutma has carefully grown and cultivated this plant in such a way as to
    render its natural toxicity almost nonexistent.  If eaten the consumer will
    receive the following effects for one turn, after which their body will succumb
    to intense weakness and fatigue until rested. Each cutting of the root may only
    be used once in this manner.
    
    STATISTICS:
    
    User becomes intoxicated
    Resistance: 1/- Slashing Resistance
    Resistance: 1/- Bludgeoning Resistance
    Resistance: 1/- Piercing Resistance
    Resistance: 1/- Missile Resistance
    Resistance: 1/- Poison Resistance
    Weight: 0 lb.
    
    
    61GENMR
    Mandrake Root
    
    This herb is a member of the nightshade family and has ovate leaves, yellowish
    or purple flowers, and a large forked root traditionally credited with human
    attributes.
    
    If eaten and a Fortitude save is failed, the victim will lapse into a coma for
    one turn.  If the saving throw is successful, the consumer will receive the
    following effects for one turn, after which their body will succumb to intense
    weakness and fatigue until rested. Each cutting of the root may only be used
    once in this manner.
    
    STATISTICS:
    
    User becomes intoxicated
    Resistance: 1/- Slashing Resistance
    Resistance: 1/- Bludgeoning Resistance
    Resistance: 1/- Piercing Resistance
    Resistance: 1/- Missile Resistance
    Resistance: 1/- Poison Resistance
    Weight: 0 lb.
    
    
    61GENWP
    Wyvern Poison
    
    This bottle contains the unspent poison that has been extracted from a wyvern's
    stinger.  With the proper equipment, this contagion could be used to anoint a
    dagger or longsword, or in the construction of an antidote or potion of delay
    poison.
    
    Weight: 1 lb.
    
    
    61HFDGWS
    Wyvern Stinger
    
    This sharp organ was once connected to a wyvern's poison gland.  It contains a
    small amount of unspent poison that could be safely extracted with the proper
    equipment.  It can also be wielded as a weapon.
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type:  Piercing
    Special:
      Venom: 99% chance of +8 points of poison damage every second for 6 seconds,
    Fortitude save for none
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    61HFGNMM
    Modified Mandrake Root
    
    This herb is a member of the nightshade family and has ovate leaves, yellowish
    or purple flowers, and a large forked root traditionally credited with human
    attributes.
    
    Nheero Fhutma has carefully grown and cultivated this plant in such a way as to
    render its natural toxicity almost nonexistent.  If eaten the consumer will
    receive the following effects for one turn, after which their body will succumb
    to intense weakness and fatigue until rested. Each cutting of the root may only
    be used once in this manner.
    
    STATISTICS:
    
    User becomes intoxicated
    Resistance: 2/- Slashing Resistance
    Resistance: 2/- Bludgeoning Resistance
    Resistance: 2/- Piercing Resistance
    Resistance: 2/- Missile Resistance
    Resistance: 2/- Poison Resistance
    Resistance: 2/- Acid Resistance
    Resistance: 2/- Fire Resistance
    Resistance: 2/- Electrical Resistance
    Resistance: 2/- Magic Resistance
    Weight: 0 lb.
    
    
    61HFGNMR
    Mandrake Root
    
    This herb is a member of the nightshade family and has ovate leaves, yellowish
    or purple flowers, and a large forked root traditionally credited with human
    attributes.
    
    If eaten and a Fortitude save is failed, the victim will lapse into a coma and
    die in one turn.  If the saving throw is successful, the consumer will receive
    the following effects for one turn, after which their body will succumb to
    intense weakness and fatigue until rested.  Each cutting of the root may only 
    be used once in this manner.
    
    STATISTICS:
    
    User becomes intoxicated
    Resistance: 2/- Slashing Resistance
    Resistance: 2/- Bludgeoning Resistance
    Resistance: 2/- Piercing Resistance
    Resistance: 2/- Missile Resistance
    Resistance: 2/- Poison Resistance
    Resistance: 2/- Acid Resistance
    Resistance: 2/- Fire Resistance
    Resistance: 2/- Electrical Resistance
    Resistance: 2/- Magic Resistance
    Weight: 0 lb.
    
    
    62GENHW
    Vial of Elven Holy Water
    
    An elaborately decorated vial of elven holy water.
    
    Weight: 0 lb.
    
    
    62KEYBC
    Orc Encampment Bone Key
    
    A simple bone key.
    
    Weight: 0 lb.
    
    
    63AMULIS
    Ilmater Holy Symbol
    
    This amulet has a dull, unimpressive chain attached to a fist-sized steel
    pendant.  On the pendant is the engraving of two hands bound together by a red
    cord - the only actual color on the amulet.
    
    Weight: 1 lb.
    
    
    63AMULIX
    Iyachtu Xvim Holy Symbol
    
    This amulet has a barbed, black metal chain attached to a fist-sized, hand-
    shaped, obsidian pendant.  Two green, glowing, hateful looking eyes contrast 
    the endless blackness of the pendant's face.
    
    Weight: 1 lb.
    
    
    63GENAP
    Altered Severed Hand Plans
    
    These are detailed construction plans for renovations to the first floor of the
    Severed Hand.  They have been magically altered by Kav Lathram to remove one of
    the bedroom suites.
    
    Weight:  0 lb.
    
    
    63GENBA
    Bonding Agent
    
    This small vial contains a clear viscous liquid.  A bonding agent is used to
    force reagents that normally would not mix to bond and form a potion or a
    poison.
    
    Weight: 1 lb.
    
    
    63GENBF
    Bonds of the Faithful
    
    These red straps, or bonds, are generally worn by Ilmater clerics around their
    wrists as a symbol of their devotion.
    
    Weight: 0 lb.
    
    
    63GENCF
    Bundle of *Create Food* Scrolls
    
    A bundle of what looks like a dozen *Create Food* magical scrolls.
    
    Weight: 2 lb.
    
    
    63GENCL
    Holy Water of Corellon Larethian
    
    This is a vial of water blessed by Corellon Larethian, ruler of the elven
    pantheon.
    
    Weight: 1 lb.
    
    
    63GENDB
    Demon's Blood
    
    This small vial contains demon's blood.  Such reagents are often used in the
    creation of unusual potions or poisons.
    
    Weight: 1 lb.
    
    
    63GENDP
    Severed Hand Delegate Pass
    
    This diplomatic pass is normally given to those who are invited to Severed Hand
    and would like safe, unquestioned access to most of the areas in the facility -
    except those areas that are strictly forbidden to visitors not affiliated to 
    the Legion of the Chimera.
    
    Weight: 0 lb.
    
    
    63GENHP
    Severed Hand Plans
    
    These are detailed construction plans for renovations to the first floor of the
    Severed Hand.
    
    Weight: 0 lb.
    
    
    63GENLB
    Larrel's Bones
    
    These are the remains of Larrel, elven mage of the Hand of the Seldarine (now
    known as the Severed Hand).
    
    Larrel was given the duty of protecting the Hand from an invading orcish horde.
    In the final moments of battle, as enemy forces began to overrun the fortress,
    all appeared lost.  Out of desperation, Larrel attempted to cast a mythal of
    protection.  Unfortunately, the spell failed with catastrophic results.  Enemy
    and defender alike were warped into undead, Larrel himself transforming into a
    baelnorn.
    
    Eventually Larrel and his brethren were laid to rest.  Larrel was forgiven his
    transgression by Labelas Enoreth, elven god of longevity and time, and at last
    received peace.  As his spirit left to travel to Arvandor, his physical form
    crumbled to dust and bone.
    
    Weight: 10 lb.
    
    
    63GENLP
    Lethal Virulent Poison
    
    This small vial contains a sickly green liquid.  It smells horrid and is quite
    deadly.  The poison must be ingested to be effective.
    
    Weight: 1 lb.
    
    
    63GENMA
    Monk's Antidote
    
    This small, glass bottle contains the antidote to transform the imprisoned 
    monk, Ormis Dohor, back into his natural form.
    
    Weight: 1
    
    
    63GENMC
    Potion of Mental Clarity
    
    This small vial contains a clear viscous liquid.
    
    Weight: 1 lb.
    
    
    63GENNG
    Note to Guards
    
    This is a hand written note, in a flowing freehand script.  It reads as 
    follows:
    
    "Zigma,
    
    You worthless worm, read well what I have written here.  I've been approached 
    by her ladyship and told of a group of adventurers on their way to the Hand.
    They're not to be allowed entry under any circumstances.  Understand?  No one
    gets in under any circumstances!
    
    Furthermore, you're to call a meeting of all the lieutenants.  Be sure to give
    them the description of the adventurers, and put the fortress on alert.  Oh, 
    and while you're at it, call out all additional guards, including the reserves.
    Fifty soldiers should be able to handle a group of wannabe heroes.
    
    You screw this up, worm, and it's your arse, not mine.  I'll personally hand 
    you to her ladyship on a platter.  You got that?
    
    Pudu
    Captain of the Guard
    
    Weight:  0 lb.
    
    
    63GENSP
    Virulent Sleeping Poison
    
    This small vial contains a milky white liquid.  Anyone ingesting this poison
    will sleep the sleep of the dead.  However, the victim should eventually awaken
    with little or no ill effects.
    
    Weight: 1 lb.
    
    
    63GENTB
    Tainted Demon's Blood
    
    This small vial contains impure demon's blood.  Such reagents are often used in
    the creation of unusual potions or poisons.
    
    Weight: 1 lb.
    
    
    63GENTS
    Tears of Suffering
    
    These are the tears from one of the Severed Hand slaves.
    
    Weight: 0 lb.
    
    
    63GENVA
    Virulent Agent
    
    This small vial contains a reagent often used in the creation of fast acting
    poisons.
    
    Weight: 1 lb.
    
    
    63KEYCP
    Captain Pudu's Key
    
    This copper plated key belongs to the Captain of the Guard, Captain Pudu, and 
    is the only key that opens the gate that allows access to the landing pad on 
    top of the War Tower.
    
    Weight: 0 lb.
    
    
    63KEYWT
    War Tower Prison Key
    
    This common steel key belongs to the large orog captain and is used to open the
    jail cells in the War Tower.
    
    Weight: 0 lb.
    
    
    63RINGRS
    Ring of Nourishment
    
    This ring continually provides its wearer with life-sustaining nourishment. 
    This alleviates the need for the wearer to eat or drink to remain healthy.
    
    Weight:  0 lb.
    
    
    67GENSN
    Stubnok's Note
    
    This is a hand written note, in a flowing freehand script.  It reads as 
    follows:
    
    "Stubnok,
    
    I know your tiny brain has trouble with the written word, so I'll keep this
    brief.  I am entertaining a lady friend of mine on the top floor of the Officer
    Tower.  I am not to be disturbed, unless it is an emergency.  If I deem it not
    an emergency, I'll see to it that you are flensed, and your useless remains
    given to the lemurs.
    
    Pudu
    Captain of the Guard
    
    p.s.  And I will never let you have the key to the gate that leads to the War
    Tower aerie.  You are too stupid, and I hate you.
    
    Weight:  0 lb.
    
    
    FSEEDS
    Fire Seeds
    
    Created through the Fire Seeds spell, these innocuous seeds are imbued with
    explosive fiery magic.
    
    STATISTICS:
    
    When thrown, all creatures within 5 feet of the point of impact take 5d8 points
    of damage, with a saving throw for half damage.
    
    
    GBERRY
    GOODBER
    Goodberry
    
    Created by the Goodberry spell, these simple looking blueberries will heal five
    points of damage for each bunch of berries eaten.
    
    
    MISC07
    Gold
    
    Gold is the standard of currency, commonly called Golden Lions throughout the
    Realms, though only the Cormyan coins carry the figure of the lion on the coin
    (Sembian gold coin designs vary from year to year but always retain a five-
    sided shape).  The most common in the southern regions are the Amnite danter, 
    though there are a number of other golder coins from Tethyr and Thay, as well 
    as a number of private mints (including some adventuring parties).
    
    
    SUPASTAF
    Acorns
    
    
    
    ===============================================================================
    Plate Armor
    ===============================================================================
    
    
    00HFCNML
    Mercenary's End
    
    This armor was worn by the commander of a mercenary company called the Silver
    Band who was driven from the Ten-Towns after a fierce debate on the merits of
    their weapon skills (and the amount of gold that would change hands in order to
    see these weapon skills in combat).  The commander apparently was killed in a
    drunken brawl by a warrior with a bizarre title before the rest of his band 
    fled south, and this armor was taken by the local authorities in Bryn Shander.  
    It was since released and has passed through the hands of several merchants in 
    the far north.
    
    This armor is valued in the far north due to its ability to protect the wielder
    from the elements as well as being light enough to allow for greater freedom of
    movement.  Furthermore, the wearer of this armor never tires or becomes
    exhausted, and he can dispel exhaustion from his entire party once per day.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +7
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Special:
     Resistance: 2/- Cold Resistance
     Resistance: 2/- Fire Resistance
     Dispel Party Fatigue once per day
     Light Weight: Armor weighs 1/4th its normal weight
    Weight: 10 lb.
    
    
    00HIDE03
    Coral Plate Armor
    
    Coral plate armor is used almost exclusively by sahuagin.  It is constructed of
    shark skin with hard coral plates at the shoulders, chest, and wrist.  It is 
    the equivalent of splint mail armor in protection.  However, it also adds a
    bonus of +15% to acid and fire resistances  The armor is heavy, not very 
    supple, and feels very constrictive when used by non-aquatic creatures.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +7
    Max Dex Bonus:  +0
    Armor Check Penalty:  -7
    Arcane Spell Failure:  40%
    Special:
      +15% Fire Resistance
      +15% Acid Resistance
      -2 to Dexterity
    Weight: 50 lb.
    
    
    00HIDE04
    Umber Hulk Plate
    
    The hard plates that protect umber hulks are reasonably easy to craft into
    humanoid armor.  This dark suit of armor was fashioned into plate mail by
    duergar smiths.  The dark dwarves, skilled in handling umber hulk exoskeletons,
    cured and reinforced the armor.
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +1
    Armor Check Penalty:  -6
    Arcane Spell Failure:  35%
    Special:  +1 vs. Slashing Weapons
    Weight: 40 lb.
    
    
    00PLAT01
    Half-plate Armor
    
    This armor is a combination of chainmail with metal plates covering vital 
    areas. Buckles and straps hold the whole suit together and distribute the 
    weight, but the armor still hangs more loosely than full plate.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +7
    Max Dex Bonus:  +0
    Armor Check Penalty:  -7
    Arcane Spell Failure:  40%
    Weight: 50 lb.
    
    
    00PLAT02
    Plate Mail +1
    
    This armor is a combination of chainmail with metal plates covering vital 
    areas. Buckles and straps hold the whole suit together and distribute the 
    weight, but the armor still hangs more loosely than full plate.  In addition, 
    this suit of half-plate mail is enchanted and gives additional bonuses to the 
    wearer's armor class.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus:  +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Weight: 40 lb.
    
    
    00PLAT03
    Mithral Field Plate Armor +2
    
    Field plate is actually a more commonly used form of full plate armor. It
    consists of shaped and fitted metal plates riveted and interlocked to cover the
    entire body. This suit is made of mithral and has been magically enhanced for
    added protection and durability.
    
    STATISTICS:
    
    Medium Armor
    Armor Bonus: +10
    Max Dex Bonus:  +2
    Armor Check Penalty:  -4
    Arcane Spell Failure:  30%
    Weight: 25 lb.
    
    
    00PLAT04
    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:
    
    Heavy Armor
    Armor Bonus: +9
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Weight: 45 lb.
    
    
    00PLAT10
    1/4 Weight Half-plate Mail
    
    This half-plate armor is fashioned from strips of cured Boring Beetle Shell. It
    is extremely lightweight.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +6
    Max Dex Bonus:  +0
    Armor Check Penalty:  -7
    Arcane Spell Failure:  40%
    Weight: 12 lb.
    
    
    00PLAT11
    1/4 Weight Field Plate
    
    Field plate is actually a more commonly used form of full plate armor. It
    consists of shaped and fitted metal plates riveted and interlocked to cover the
    entire body. This particular set of armor has been carefully fashioned from
    cured Boring Beetle Shell.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +7
    Max Dex Bonus:  +1
    Armor Check Penalty:  -6
    Arcane Spell Failure:  35%
    Weight: 17 lb.
    
    
    00PLAT12
    1/4 Weight 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. This suit of armor appears to be fashioned from
    the shell of the Boring Beetle.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +1
    Armor Check Penalty:  -6
    Arcane Spell Failure:  35%
    Weight: 17 lb.
    
    
    51HFPT10
    Duergar-Forged Armor of Warding
    
    Duergar master artisans forged this armor of dull gray steel.  Runes cunningly
    worked into its surface reflect spells as well as blows, and the armor weighs
    only half as much as a typical suit of plate mail.
    
    STATISTICS:
    
    Heavy Armor
    Armor  Bonus: +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Resistance: 5/- Magic Resistance
      Light Weight
    Weight: 20 lb.
    
    
    51PLAT10
    Armor of Warding
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +7
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Resistance: 2/- Magic Resistance
      Light Weight
    Weight: 20 lb.
    
    
    60CHANGR
    Glacial Resilience
    
    Kyndor Icehammer was a mighty Dwarven warrior who loved the cold of the Dales.
    Not only did Kyndor call Icewind Dale his home, but he also had a special
    connection to the Dales - it was a part of him - not just a part of his body,
    but of his very soul.
    
    Kyndor was also a remarkable armor and weaponsmith.  Everything he forged had
    some kind of connection to Icewind Dale.  In fact, his very armor, forged by
    his own hands, seemed to have its own life, and that life was very protective 
    of Kyndor.  Often times, during battle, his armor seemed to harness the 
    elements of the Dales and retaliate against Kyndor's attackers.
    
    Over time, Kyndor's armor attained the nickname of Glacial Resislience, due to
    the fact that all who wore the armor seemed as impenetrable as a glacier and
    just as deadly cold.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +6
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Retribution: 15% chance attacker suffers 1D6 cold damage per successful hit 
       on wearer of Glacial Resilience (melee only)
    Weight: 40 lb.
    
    
    60HFCNGR
    Glacial Storm
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Retribution: 20% chance attacker suffers 2D6 cold damage per successful hit 
       on wearer of Glacial Storm (melee only)
      Resistance:  2/- Cold Resistance
    Weight: 40 lb.
    
    
    60CHANSA
    Sanctity
    
    Maya Selvinis was a solitary half-elf ranger who lived on the outskirts of
    Neverwinter.  Feeling different and un-whole due to her breeding, she rarely 
    had any interaction with other people except when she was summoned to aid in a
    crisis.  Although she did not care for the company of others, she was more than
    eager to aid those in peril.  However, after helping others, she would quickly
    return to her solitary ways, despite the general tolerance exhibited by the
    locals in Neverwinter.
    
    One special event that called for her ranger skills came and changed her life
    forever.  An elderly female cleric of Eilistraee came to Maya and asked her aid
    in tracking down and destroying a demon that was tormenting her flock.  Maya
    eagerly accepted the quest, put on her splint mail armor, secured her sword, 
    and followed the cleric through the woods.  After a day's travel, the cleric 
    stopped at a small clearing between four towering trees.  In the middle of the 
    clearing was a small pond of water no wider than a yard.  The cleric turned to 
    Maya and said that the demon could be seen in the pond.  Doubting, Maya 
    approached the pond and peered in.  The only thing Maya saw was her own 
    reflection, and she stated that fact rather tersely to the cleric.  The cleric 
    smirked a bit and replied by saying that the demon was her reflection.  In 
    fact, the cleric pointed out that the demon was responsible for Maya's solitude 
    and self-pity, and that the only one who was concerned about Maya's mixed 
    breeding was Maya.
    
    Maya scoffed at the cleric, told her that she did not know what she was talking
    about, turned and started to head back in the direction they came.  The cleric
    shouted back, which startled Maya, and declared that she understood more than
    Maya could ever know.  It was at that point that the elderly cleric revealed
    herself to be Maya's mother.  Maya again scoffed, stating that her mother died
    long ago.  The cleric bowed her head and replied that yes, she did die, but 
    that she was granted the grace of Eilistaee to seek out Maya and aid her - aid 
    her in destroying the demon of self-pity and solitude.  The cleric then went on 
    to say that Maya would never find sanctuary by alienating herself from the 
    company of others, but that sanctuary comes from within.  Once Maya could 
    accept who she was, what she was, and the fact that there were many out in the 
    world like her and who were willing to embrace her, then sanctuary would follow 
    her, always. Then, in a brief flash of light, the cleric was gone, leaving Maya 
    to stew with the wisdom of the old cleric - her mother.
    
    Maya thought on what her mother said, and soon tried to implement her mother's
    wisdom.  After a few months, Maya found her inner sanctuary, and became more
    powerful because of it.  In fact, that power was also absorbed by her splint
    mail armor.  All those who donned Maya's splint mail felt a peace flow through
    their being.  People found their own personal sanctuary within that armor,
    which soon became known as Sanctity.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +7
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Spell Power:  Can cast the spell Sanctuary once per day.
    Weight: 40 lb.
    
    
    60HFCNSA
    Sanctity of Being
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Spell Power:  Can cast the spell Sanctuary twice per day.
      Spellward:  Immunity to Cloak of Fear, Horror and Charm Person spells
    Weight: 40 lb.
    
    
    60CHANTM
    Armor of Tuqak Mauler
    
    A talented, gnome smith, who went by the name of Boopie Silvermallet, made this
    armor to the exacting specifications of a half-orc barbarian named Tuqak 
    Mauler. Forged from the finest metals and enchanted with Boopie's secret recipe 
    magics, Tuqak's new armor looked more like a museum showpiece rather than
    practical combat armor.  The steel strips shone with a silver brilliance and 
    each rivet sparkled like fresh cut diamonds.  When Tuqak put the armor on, he 
    immediately felt more vigorous and alive.  Unfortunately for Tuqak, this new 
    armor also made him overconfident, which summarily caused his demise in a later 
    battle.
    
    So, wearer be warned - even though you feel like you can take on the world 
    while wearing Tuqak's armor, you will still have to rely on combat skill to 
    carry you through... alive.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Hit Point Bonus:  +5 to Max Hit Points
    Weight: 40 lb.
    
    
    60HFCNTM
    Armor of Tuqak Mauler the Fierce
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +10
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Hit Point Bonus:  +15 to Max Hit Points
      Wearer is under the effects of the spell Death Ward
    Weight: 40 lb.
    
    
    60PLATAA
    Aasimar's Aura
    
    Aasimars are direct offspring from a union between mortal and celestial minion.
    While normally carrying innate powers, it is not unusual for an Aasimar to don
    blessed armor.  Such is the case for this unique armor known as Aasimar's Aura.
    The armor shimmers with a silvery glow and is adorned with exquisite blue
    etchings across the breast.  One look at the armor and it is simple to see that
    it possesses powerful protections.
    
    Long ago, the Blood War between the Baazetu and the Tanar'ri spilled over to the
    material plane.  Luckily for most of the world, the battle was far away from any
    major towns or cities.  However, this was still no comfort for the Celestial
    beings that watched over the material plane.  So, it was quickly decided to
    amass as many Celestial and Aasimar beings as possible and drive the Blood War
    back into its own abyssal planes.  However, because of the great numbers of
    Tanar'ri and Baazetu, the Celestial beings permanently blessed all the Aasimars'
    armor with Protection from Evil.  This spell allowed the Aasimars to get in
    close to the evil creatures without getting attacked.  Once all the Aasimars
    were in position, the Celestials gave the order to attack, which completely
    surprised the hordes of Baazetu and Tanar'ri.  The ensuing battle raged for
    days, with high casualties on both sides, but eventually the evil hordes were
    pushed back into their abyssal planes.
    
    As a result of the high Aasimar casualties, it was not uncommon for looters to
    take the armor off the dead.  So, from time to time, a set of Aasimar's Aura
    will pop up in a shop, or on an adventurer who could afford the high purchase
    price.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
      Wearer is under the effect of the spell Protection from Evil
    Weight: 50 lb.
    
    
    60HFPTAA
    Celestial Aura
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +10
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
      Wearer is under the effect of the 1st level Mage spell Protection from Evil
      Resistance: 20/- Fire Resistance
      Saving Throw Bonus: +5 to Fortitude saves
    Weight: 50 lb.
    
    
    60PLATAG
    Air Genesi Armor
    
    There is no debating that Air Genesi make talented fighters, as
    do most all Genesi.  So, it is not surprising that the armor Air Genesi have
    made carry some of the same innate magical protections as their own bodies.
    
    Air Genesi full plate not only gives the excellent protection of normal full
    plate, but also gives its wearer the added protection of fending off most air
    spells and effects.
    
    A fighter wearing Air Genesi armor is easy to spot since the armor glows a 
    light blue and is decorated with hundreds of finely etched swirls covering 
    every inch of the finely crafted full plate.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
      Saving Throw Bonus:  +1 to Reflex saves
    Weight: 50 lb.
    
    
    60HFPTAG
    Air Genesi Gail Armor
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +11
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
      Spellward: Immunity to Stinking Cloud, Cloudkill, Acid Fog, Suffocate, Cloud
    of Pestilence and Whirlwind
      Dexterity:  +2
    Weight: 70 lb.
    
    
    60PLATDC
    Diamond Cut
    
    Plate and full plate are arguably the toughest armor in any realm.  However, no
    one can deny that full plate is susceptible to crushing damage.  In fact, most
    bludgeoning weapons were created with the intention of blowing through full
    plate armor.
    
    With this thought in mind, the armor known as Diamond Cut was forged.  No one 
    is exactly sure how Diamond Cut came into existence, but what is known is that 
    the renowned Mirabar armorsmith, Cutter Boomstock, one day unveiled the armor 
    to a well-to-do knight who traveled all the way from Amn.  Diamond Cut 
    glistened in the firelight like a thousand diamonds, almost blinding was the 
    intensity of the sheen.  And, in a remarkable demonstration, Cutter Boomstock 
    lifted his anvil high in the air and struck the armor.  To everyone's 
    amazement, the strike left no mark on the sparkling armor.
    
    The knight happily took the armor and left Mirabar forever, never to be seen
    again.  However, his armor, Diamond Cut, has been seen from time to time,
    leading people to speculate that the elaborate knight met an untimely death.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
      Resistance: 1/- Bludgeoning
    Weight: 50 lb.
    
    
    60HFPTDC
    Diamond Cutter
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +10
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
      Resistance: 1/- resistance to bludgeoning/slashing/piercing damage.
      Constitution: +2
    Weight: 50 lb.
    
    
    60PLATKC
    Armor of the Clerics of Myrkul
    
    Clerics of Myrkul center their whole existence on endeavors that aid the dead
    and dying.  They make it their responsibility to organize funerals, burials,
    settling the dead's unfinished affairs and enacting wills.
    
    Common to these clerics are their amazing plate mail armor that grants them
    several advantages over necromantic spells such as Paralyze and Death Magic.
    Clerics of Myrkul may make it their practice to aid in the affairs of the dead,
    but they have no desire to prematurely die themselves.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Saving Throw Bonus:  +1 to Fortitude saves
    Weight: 50 lb.
    
    
    60HFPTKC
    Blessed Armor of the Clerics of Myrkul
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +10
    Max Dex Bonus:  +1
    Armor Check Penalty:  -5
    Arcane Spell Failure:  35%
    Special:
    Saving Throw Bonus:  +1 to Fortitude saves
    Spell Power:  Can cast 5th level Priest Spell Raise Dead once per day.
    Weight: 50 lb.
    
    
    60PLATOF
    Owl's Feather
    
    Usually plate mail is reserved for those strong enough to wear it.  It did not
    matter that there were many fine warriors in the land who could benefit from 
    the extra protection that plate mail could lend them.  Those unfortunate enough 
    to be of the slender side were reserved to use nothing heavier than chain mail.
    That is until a resourceful young armorsmith happened on an owl's feather
    enchantment that helped her to create plate mail that weighed half as much as
    regular plate mail.  Needless to say, that particular armorsmith became very
    popular with the slender warriors of the region.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +7
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Lightweight: Armor is half normal weight of half-plate mail.
    Weight: 25 lb.
    
    
    60HFPTOF
    Hawk's Feather
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +9
    Max Dex Bonus:  +1
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Lightweight: Armor is half normal weight of half-plate mail
      Strength: +4
    Weight: 25 lb.
    
    
    60PLATPF
    Plate of the Pit Fiend
    
    No one is certain where the Plate of the Pit Fiend came from, or how it was
    created.  Its spiky red scaled plates radiate a fiery red glow at all times,
    convincing those who look upon it that the plate mail is certainly 
    otherworldly.
    
    Those that equip the Plate of the Pit Fiend find that the plate has a deadly
    natural defense when struck too many times.  If an enemy is too successful with
    their strikes against the wearer of the Plate of the Pit Fiend, the plate will
    emit an explosive burst of flame in all directions around itself.  This flame
    mortally wounds everyone caught within its wake, except for the wearer of the
    unusual plate mail.
    
    It is rumored that the Plate of the Pit Fiend is actually the hide of a Pit
    Fiend, killed and skinned by someone, or something, more powerful than a 
    Greater Baatezu.  If this rumor is true, pray to the gods that the creature 
    capable of killing and skinning a Pit Fiend never comes to the material plane.
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +8
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Retribution: 10% chance of casting the spell Sunfire whenever the attacking
    enemy successfully hits wearer of Plate of the Pit Fiend (melee only)
    Weight: 50 lb.
    
    
    60HFPTPF
    Plate of the Balor
    
    STATISTICS:
    
    Heavy Armor
    Armor Bonus: +9
    Max Dex Bonus:  +0
    Armor Check Penalty:  -6
    Arcane Spell Failure:  40%
    Special:
      Retribution: 10% chance of casting the spell Sunfire whenever the attacking
    enemy successfully hits wearer of Plate of the Balor.
      Retribution: 10% chance of casting the spell Cloak of Fear whenever the
    attacking enemy successfully hits wearer of Plate of the Balor.
      Spellward: Immunity to Cloak of Fear, Horror, Charm Person, Dire Charm, and
    Confusion
    Weight: 50 lb.
    
    
    
    ===============================================================================
    Potions
    ===============================================================================
    
    
    00CIKEG1
    Potion of Firebreath
    
    By drinking the potion of firebreath, it magically transforms the throat so 
    that it is capable of a giant breath of fire spewing forth in an arc.  The
    effect does 3D6 damage to the target with a Reflex save for half.
    
    Note:  This potion must be used from the quick item slot for proper effect.
    Failure to follow these instructions will result in severe indigestion.
    
    STATISTICS:
    
    3D6 fire damage (Reflex save for 1/2 damage)
    Weight: 1 lb.
    
    
    00CIKEG2
    Flaming Oil
    
    Once exposed to air, this oil will immediately burst into flame, inflicting 5D6
    points of damage (Reflex save 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.
    
    STATISTICS:
    
    5D6 fire damage (Reflex save for 1/2 damage)
    Area of Effect: 20-foot radius
    Range: 40'
    Weight:  1 lb.
    
    
    00CIKEG3
    Flaming Oil
    
    Inside of this glass pot is an expensive mixture of oil and other chemicals.
    When this mixture is set ablaze, it burns for several seconds at a very hot
    temperature.  Flaming oil is sometimes difficult to use because it takes a long
    time for the user to properly throw it.  Adventurers often carry oil with them
    to deal with trolls in the unfortunate event that they are encountered.
    
    STATISTICS:
    
    When thrown at a target, the glass pot breaks, spreading flaming oil over
    everything within a 5' radius, doing 2-16 points of fire damage.(Reflex save 
    for 1/2 damage)
    Weight: 0 lb.
    
    
    00GENIR
    Iron Rations
    
    Unlike normal rations, iron rations contain dried foodstuffs that can be stored
    for extended periods of time without spoiling. Combined with a ten-foot pole 
    and fifty feet of rope, they round out an old school adventurer's backpack 
    nicely.
    
    STATISTICS:
    
    Heals 3 Hit Points.
    Weight: 1
    
    
    00HFPN55
    Bottle of Braehg
    
    Braehg is a vile concoction of wild boar's blood mixed with milk and a
    smattering of rare herbs.  Quaffing an entire flask of the stuff at once gives
    the brave imbiber a burst of physical power... but is nearly certain to sicken
    them as well.
    
    STATISTICS:
    
    Slow poison when imbibed
    Strength: +4
    Duration: 3 hours
    Weight: 1 lb.
    
    
    00POTN01
    Mummy's Tea
    
    Priests of Horus-Re in far off Mulhorand were the first to create this life-
    saving potion.  A foul smelling brew, it is made by boiling used mummy 
    wrappings along with naturally desiccated animal remains.  The resulting tea 
    can then be consumed to neutralize the effects of disease.
    
    STATISTICS:
    
    Cures Disease
    Weight: 1 lb.
    
    
    00POTN02
    Philter of Purification
    
    This elven concoction will purify the drinker of any diseases spreading through
    his body.
    
    STATISTICS:
    
    Removes Disease
    Weight: 1 lb.
    
    
    00POTN03
    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.
    
    STATISTICS:
    
    Heals 10 points of damage
    Weight: 1 lb.
    
    
    00POTN04
    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.
    
    STATISTICS:
    
    Heals 9 points of damage
    Weight: 1 lb.
    
    
    00POTN05
    Potion of Extra Healing
    
    When wholly consumed, this potion restores 18 hit points to the person.  The
    effect is instantaneous and the potion is destroyed in the process.
    
    STATISTICS:
    
    Heals 18 points of damage
    Weight: 1 lb.
    
    
    00POTN06
    Elven Healing Wine
    
    This bottle of elven wine also has the properties of a healing potion.  During
    one of the elven festivals, the priests of the Seldarine's Hand imbibed too much
    that day and accidentally added a barrel of elven wine to a mixture that was
    intended for healing potions.
    
    STATISTICS:
    
    Heals 2D8 hit points
    Weight: 1 lb.
    
    
    00POTN07
    Spirit Essence
    
    This valuable potion is made by capturing and distilling the spirits of trolls.
    Normally only attempted by powerful necromancers and enchanters, the process
    results in a powerful healing potion able to instantly regenerate even severe
    wounds.
    
    STATISTICS:
    
    Heals 25 hit points
    Weight: 1 lb.
    
    
    00POTN10
    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.
    
    STATISTICS:
    
    Cures poison
    Weight: 1 lb.
    
    
    00POTN11
    Antidote (tainted)
    
    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.
    
    STATISTICS:
    
    Cures poison
    Weight: 1 lb.
    
    
    00POTN19
    Potion of Freedom
    
    This potion acts like the spell Freedom of Movement when consumed.  The drinker
    becomes completely immune to any effects that hinder action or movement whether
    it is magical in origin or not.  The duration of the potion is 10 turns.
    
    STATISTICS:
    
    Imbiber under the effects of the spell Freedom of Movement
    Weight: 1 lb.
    
    
    00POTN20
    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 lasts
    approximately 20 turns.
    
    STATISTICS:
    
    Strength: +1
    Weight: 1 lb.
    
    
    00POTN21
    Potion of Hill Giant Strength
    
    When a giant strength potion is consumed, the individual gains great strength
    and attack bonuses and damage while using any hand-held or thrown weapon.  The
    effect lasts for 10 turns.
    
    STATISTICS:
    
    Strength: +2
    Weight: 1 lb.
    
    
    00POTN22
    Potion of Stone Giant Strength
    
    STATISTICS:
    
    Strength:  +3
    Weight: 1 lb.
    
    
    00POTN23
    Potion of Frost Giant Strength
    
    STATISTICS:
    
    Strength:  +4
    Weight: 1 lb.
    
    
    00POTN24
    Potion of Fire Giant Strength
    
    STATISTICS:
    
    Strength:  +5
    Weight: 1 lb.
    
    
    00POTN25
    Potion of Cloud Giant Strength
    
    STATISTICS:
    
    Strength:  +6
    Weight: 1 lb.
    
    
    00POTN26
    Potion of Storm Giant Strength
    
    STATISTICS:
    
    Strength: +7
    Weight: 1 lb.
    
    
    00POTN29
    Potion of Agility
    
    This potion will raise the dexterity of the imbiber, effecting armor class and
    missile attack adjustment for the duration of the effect, in this case 15 
    turns.
    
    STATISTICS:
    
    Dexterity: +1
    Weight: 1 lb.
    
    
    00POTN33
    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
    Attack Bonus:  +2
    Duration:  10 turns
    Weight:  1 lb.
    
    
    00POTN34
    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.
    
    STATISTICS:
    
    Imbiber is under the effects of the spell Invisibility
    Weight: 1 lb.
    
    
    00POTN36
    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 +10 electrical resistance 
    for the duration of the effect, which in this case is 10 turns.
    
    STATISTICS:
    
    Armor Class:  +10 bonus vs. crushing attacks
    Resistance:  2/- Electrical Resistance
    Duration:  10 turns
    Weight: 1 lb.
    
    
    00POTN45
    Potion of Invulnerability (tainted)
    
    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. A strange odor can be smelled from the sealed bottle.
    
    STATISTICS:
    
    Armor Bonus +10
    Saving Throws:  +5 bonus
    Weight: 1 lb.
    
    
    00POTN47
    Potion of Master Thievery
    
    This potion temporarily transforms the drinker into a master thief,
    significantly increasing the character's skill with picking locks and picking
    pockets.  The effect will last for 3 hours.
    
    STATISTICS:
    
    Open Lock skill:  +8
    Pick Pocket skill:  +8
    Duration:  3 hours
    Weight: 1 lb.
    
    
    00POTN50
    Thrym Extract
    
    This thick liquid is harvested and distilled from the glands of dead polar
    worms.  It is the substance that helps keep the huge creatures warm in the
    desolate north.  Drinking the liquid straight from the creature's body is 
    almost always fatal, so alchemists attempt to distill the substance until it is
    relatively safe to consume.  Even in its current state, however, it can still
    be deadly.
    
    STATISTICS:
    
    User takes 8d6 fire damage (Fortitude -4 negates) in addition user gains 20/-
    cold resistance for 4 rounds.
    Weight: 1 lb.
    
    
    00POTN52
    Oil of Fiery Burning
    
    Once exposed to air, this oil will immediately burst into flame, inflicting 5D6
    points of damage (Reflex save 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.
    
    STATISTICS:
    
    5D6 fire damage (Reflex save for 1/2 damage)
    Area of Effect: 20-foot radius
    Range: 40'
    Weight:  1 lb.
    
    
    00POTN53
    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  (Reflex save for half)
    Area:  20 ft radius
    Weight: 1 lb.
    
    
    00POTN54
    Potion of Firebreath
    
    By drinking the potion of firebreath, it magically transforms the throat so 
    that it is capable of a giant breath of fire spewing forth in an arc.  The 
    effect does 3D6 damage to the target with a Reflex save for half.
    
    Note:  This potion must be used from the quick item slot for proper effect.
    Failure to follow these instructions will result in severe indigestion.
    
    STATISTICS:
    
    3D6 fire damage (Reflex save for 1/2 damage)
    Weight: 1 lb.
    
    
    00POTN55
    Flask of Braehg
    
    Braehg is a vile concoction of wild boar's blood mixed with milk and a
    smattering of rare herbs.  Quaffing an entire flask of the stuff at once gives
    the brave imbiber a burst of physical power... but is nearly certain to sicken
    them as well.
    
    STATISTICS:
    
    Slow poison when imbibed
    Strength: +2
    Duration: 3 hours
    Weight: 1 lb.
    
    
    00POTN66
    Greater Restoration Potion
    
    Potions are typically found in ceramic, crystal, glass, or metal flasks or
    vials.  Flasks or other containers generally contain enough fluid to provide one
    person with one complete dose to achieve the effects of the potion.
    
    STATISTICS:
    
    User under the effects of the spell Greater Restoration
    Weight: 1 lb.
    
    
    00POTN67
    Lesser Restoration Potion
    
    STATISTICS:
    
    User under the effects of the spell Lesser Restoration
    Weight: 1 lb.
    
    
    00POTN68
    Potion of Remove Curse
    
    STATISTICS:
    
    User under the effects of the spell Remove Curse
    Weight: 1 lb.
    
    
    00POTN69
    Delay Poison Potion
    
    STATISTICS:
    
    User under the effects of the spell Delay Poison
    Weight: 1 lb.
    
    
    00POTN70
    Bark Skin Potion
    
    STATISTICS:
    
    User under the effects of the spell Bark Skin
    Weight: 1 lb.
    
    
    00POTN71
    Holy Might Potion
    
    STATISTICS:
    
    User under the effects of the spell Draw Upon Holy Might
    Weight: 1 lb.
    
    
    00POTN72
    Potion of Minor Elemental Barrier
    
    STATISTICS:
    
    User under the effects of the spell Minor Elemental Barrier
    Weight: 1 lb.
    
    
    00POTN73
    Potion of Aid
    
    STATISTICS:
    
    User under the effects of the spell Aid
    Weight: 1 lb.
    
    
    00POTN74
    Sanctuary Potion
    
    STATISTICS:
    
    User under the effects of the spell Sanctuary
    Weight: 1 lb.
    
    
    00POTN75
    Armor of Faith Potion
    
    STATISTICS:
    
    User under the effects of the spell Armor of Faith
    Weight: 1 lb.
    
    
    00POTN76
    Potion of Magic Dispelling
    
    STATISTICS:
    
    User under the effects of the spell Dispel Magic
    Weight: 1 lb.
    
    
    00POTN77
    Potion of Ghost Armor
    
    STATISTICS:
    
    User under the effects of the spell Ghost Armor
    Weight: 1 lb.
    
    
    00POTN78
    Vampiric Touch Potion
    
    STATISTICS:
    
    User under the effects of the spell Vampiric Touch
    Weight: 1 lb.
    
    
    00POTN79
    Potion of Luck
    
    STATISTICS:
    
    User under the effects of the spell Luck
    Weight: 1 lb.
    
    
    00POTN80
    Ghoul Touch Potion
    
    STATISTICS:
    
    User under the effects of the spell Ghoul Touch
    Weight: 1 lb.
    
    
    00POTN81
    See Invisibility Potion
    
    STATISTICS:
    
    User under the effects of the spell See Invisibility
    Weight: 1 lb.
    
    
    00POTN82
    Cat's Grace Potion
    
    STATISTICS:
    
    User under the effects of the spell Cat's Grace
    Weight: 1 lb.
    
    
    00POTN83
    Protection from Petrification Potion
    
    STATISTICS:
    
    User under the effects of the spell Protection from Petrification
    Weight: 1 lb.
    
    
    00POTN84
    Minor Mirror Image Potion
    
    STATISTICS:
    
    User under the effects of the spell Minor Mirror Image
    Weight: 1 lb.
    
    
    00POTN85
    Potion of Shocking Grasp
    
    STATISTICS:
    
    User under the effects of the spell Shocking Grasp
    Weight: 1 lb.
    
    
    00POTN86
    Potion of Shield
    
    STATISTICS:
    
    User under the effects of the spell Shield
    Weight: 1 lb.
    
    
    00POTN87
    Potion of Evil Protection
    
    STATISTICS:
    
    User under the effects of the spell Protection from Evil
    Weight: 1 lb.
    
    
    00POTN88
    Vocalize Potion
    
    STATISTICS:
    
    User under the effects of the spell Vocalize
    Weight: 1 lb.
    
    
    00POTN89
    Potion of Holy Transference
    
    STATISTICS:
    
    Permanent +2 Wisdom
    Permanent -1 Dexterity
    Weight:  1 lb.
    
    
    00POTN90
    Potion of Aura Enhancement
    
    STATISTICS:
    
    Permanent +1 Intelligence
    Permanent 1/- Magic Resistance
    Weight:  1 lb.
    
    
    00POTN91
    Potion of Life Transference
    
    STATISTICS:
    
    Permanent +1 Strength
    Permanent -1 Constitution
    Weight:  1 lb.
    
    
    00POTN92
    Potion of Arcane Absorption
    
    STATISTICS:
    
    Permanent 2/- Magic Resistance
    Weight:  1 lb.
    
    
    00POTN93
    Potion of Strength Transference
    
    STATISTICS:
    
    Permanent +1 Dexterity
    Permanent -1 Strength
    Weight:  1 lb.
    
    
    00POTN94
    Potion of Constitution
    
    STATISTICS:
    
    Permanent +1 Constitution
    Weight:  1 lb.
    
    
    00POTN95
    Potion of Magical Resistance
    
    STATISTICS:
    
    Permanent 1/- Magic Resistance
    Weight:  1 lb.
    
    
    00POTN96
    Potion of Greater Resistance
    
    STATISTICS:
    
    Permanent 1/- Slashing Resistance
    Permanent 1/- Piercing Resistance
    Weight:  1 lb.
    
    
    00POTN97
    Potion of Resistance
    
    STATISTICS:
    
    Permanent 1/- Bludgeoning Resistance
    Weight:  1 lb.
    
    
    00POTN98
    Potion of Action Transference
    
    STATISTICS:
    
    Permanent +1 Charisma
    Permanent -1 Dexterity
    Weight:  1 lb.
    
    
    00POTN99
    Potion of Clear Purpose
    
    Very few of these potions were ever manufactured, and the methods by which they
    were has been lost.  Created during the times of Netheril for the upper 
    echelons of the churches, these potions would strip one of fortitude for an 
    increase in priestly abilities.
    
    STATISTICS:
    
    Constitution: -2
    Wisdom: +1
    Duration:  Permanent
    Weight:  1 lb.
    
    
    61POTNHB
    Histachii Brew
    
    This liquid, specially prepared by one of the yuan-ti priestesses, is the
    concoction of yuan-ti venom and various herbs and roots, including mandrake
    root.
    
    STATISTICS:
    
    Humans who drink this potion will have to roll a save vs. fortitude with a -4
    penalty.  A successful save vs. fortitude roll causes the imbiber to become
    violently ill. Death will soon follow if the poison is not removed via a
    Neutralize Poison spell or an antidote of some kind. Failure to make a 
    Fortitude save will result in the user being transformed into a yuan-ti
    histachii.  Only thru the use of such powerful spells as Dispel Magic and the 
    like can this transformation be reversed. This process is very traumatic and 
    incurs a permanent loss of 1 intelligence point.
    
    Nonhumans who drink this brew must also make a Fortitude save with -4 penalty. 
    A successful roll will cause the user to fall unconcious and become deathly ill
    for 1 turn. Those who fail their saving throw will succumb to the many toxins
    contained in the potion and fall over dead.
    
    Weight: 1 lb.
    
    
    61POTNSB
    Sabotaged Histachii Brew
    
    This liquid, specially prepared by one of the yuan-ti priestesses, is the
    concoction of yuan-ti venom and various herbs and roots, including the modified
    mandrake root that you planted.
    
    STATISTICS:
    
    This enchanted broth transforms anyone who ingests it into a special yuan-ti
    histachii for a period of four hours.  While transformed, the imbiber maintains
    mental clarity and control over their facilities, but is otherwise
    indistinguishable from regular histachii.
    
    Weight: 1 lb.
    
    
    61POTNUB
    Unenchanted Histachii Brew
    
    This liquid, specially prepared by one of the yuan-ti priestesses, is the
    concoction of yuan-ti venom and various herbs and roots, including mandrake
    root.  It has lost its enchantment and potency.
    
    STATISTICS:
    
    This broth makes those who consume it ill for 3 rounds if a Fortitude saving
    throw is failed, but otherwise has no effect.
    
    Weight: 1 lb.
    
    
    
    ===============================================================================
    Quarterstaffs
    ===============================================================================
    
    
    00STAF01
    Quarterstaff
    
    The simplest and humblest of staff weapons, the quarterstaff is a length of 
    wood ranging six to nine feet in length.  Masterwork quarterstaffs 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:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF02
    00CWSTAB
    Quarterstaff +1
    
    The simplest and humblest of staff weapons, the quarterstaff is a length of 
    wood ranging six to nine feet in length.  Masterwork quarterstaffs 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
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAFDD
    Delnar's Delight
    
    Delnar was a timid mage who never was one for adventure.  He spent most of his
    life in quiet study, living with his mother, trying to learn the art of crafting
    magical items.  Unfortunately, his mother had a habit of interrupting him at
    crucial points during the enchantment process, often with disastrous results.
    Delnar's Delight is so named because of the lack of interruptions during its
    construction (and may well be the only item made by Delnar that functions as
    intended).
    
    This magical quarterstaff allows the user to cast Protection from Normal
    Missiles twice per day.  The weapon is also enchanted for accuracy and enhanced
    damage.
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast  Protection from Normal Missiles twice per day
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00HFSFDD
    Delnar's Lightning Stave
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast the spell Ball Lightning twice per day
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF03
    Staff of Nature's Wrath
    
    A particularly militant group of Silvanite druids created this iron-shod staff
    to mete out nature's punishment on those who defile forests and show disrespect
    towards druidic orders.  Silvanites typically used the staff on priests of 
    Malar and the other Gods of Fury.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
     Spell Power: Can cast Entangle or Flame Strike
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF05
    Staff of the Hanged Men's Glee
    
    This grim staff, of a most despicable repute, was originally carved from the
    wood of Dead Man's Tree: an ancient black willow that stood on the outskirts of
    a forgotten hamlet of the Moonshae's, from which criminals were hung. All 
    manner of bandits, murderers, rapists, and other worthies were left dangling
    from its knotty limbs; and all to the delight of the grave-digger Mordigan. For 
    Mordigan, a secret practitioner of the necromantic arts, saw ample opportunity 
    in which to ply his trade. Interring the remains of the evil men within close 
    proximity of the tree, Mordigan called upon the dark powers of the negative 
    material to perform a baleful act upon the black willow. It was given a sort of 
    semi- sentience, and the ability to feed upon the remains of those who had so 
    recently swung from its branches. Black roots descended into rotting flesh; and 
    alarmingly enough, the tortured visages of the slain began to appear in the
    twisted knots of the black willow's bole before its burning. But, to the
    surprise of the villagers, the potently ensorcelled staff carved by the hands 
    of the evil Mordigan did indeed prove to be their undoing. And thus did the 
    hanged men of Dead Man's Tree have their revenge.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type: Bludgeoning
    Special:  Casts the spell Animate Dead 3/day
    Charisma:  -2
    Weight: 2 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF80
    Bruiser Staff
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
       (Fortitude negates)
      Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save
       to resist)
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF81
    Staff of Invisibility +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast wizard spell Invisibility 1/day
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF82
    Staff of the Elements +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Flame: 25% chance +1d6 fire damage
      Frost: 25% chance +1d6 cold damage
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF83
    Staff of the Defender +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Deflection Bonus: +1
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF84
    Dispelling Staff
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Special:
      Dispelling: 25% chance Dispel Magic on target (Will save to resist)
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF85
    Spellward Staff
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Special:
      Spellward: Immunity to the spell Sleep
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF86
    Phantom Staff + 5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Phantom: Projects a ghostly image of the weapon that can strike an opponent
       from a distance of up to 15 feet.
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF87
    Staff of the Defender +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Deflection Bonus +3
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF88
    Incendiary Staff +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Special:
      Flame: +1d6 fire damage
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF89
    Staff of Fireballs +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast Fireball 2/day
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF90
    Staff of Greater Spell Resistance +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Special:
      Resistance: 3/- Magic Resistance
      Venom: +2 points of poison damage every second for 6 seconds (Fortitude save
    for none)
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF91
    Resilient Quarterstaff +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      Hit Point Bonus: +15 to max hit points
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF92
    Staff of Invisibility
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Special:
      Spell Power: Can cast Invisibility 2/day
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF93
    Mage Staff +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Intelligence: +1
      Resistance: 1/- Magic Resistance
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF94
    Staff of Corrosion
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Bludgeoning
    Special:
      Corrosion: 50% chance of +1d6 acid damage
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF95
    Masterwork Quarterstaff
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus: +1
    Damage Type:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF96
    Quarterstaff +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF97
    Quarterstaff +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF98
    Quarterstaff +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    00STAF99
    Quarterstaff +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Bludgeoning
    Weight: 4 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    11STAFPI
    Phaen's Ironshod Staff
    
    Phaen's oaken staff is capped with two iron bands of iron at the top and bottom,
    the bottom band carved to resemble the hoof of a horse or satyr, while the top
    band has been carved into a snarling bear with a spiked collar.  The staff
    carries a minor enchantment that allows the user to strike more accurately and
    allows the staff to harm creatures immune to normal weapons.
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      Considered a +1 weapon for purposes of hitting creatures
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    11HFSFPI
    Iron-Banded Staff
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +5
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
     Intelligence:  +3
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    12STAFWS
    Whispering Staff
    
    This ironwood staff was once held by the goblin sorcerer Caballus, and it still
    bears the stink of his touch.  Trails of runes encircle the staff like snakes,
    and aside from a single minor rune of accuracy and another of wounding, the rest
    appear to be nonsense syllables and bunk.  The staff is surprisingly light and
    well-balanced for its size, and it can be held easily in one hand.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Bludgeoning
    Special:
      +1 to Move Silently skill
      1% chance target is Silenced when struck
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  One-handed
    
    
    12HFSFWS
    Caballus' Whispering Staff
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Bludgeoning
    Special:
      +5 to Move Silently skill
      Target is silenced upon successful hit  (Will save negates)
      Spell Power: Can cast the spell Invisibility Sphere 1/day
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  One-handed
    
    
    51HFSFRH
    Ryomaru's Harmless Tanuki Staff
    
    Ryomaru was one of the greatest spies and assassins of the Kumo clan of 
    Kozakura in Kara-Tur, and his Harmless Staff is anything but.  Most of its 
    hollowed length consists of a series of compartments holding poisonous powders, 
    spring-loaded darts, weighted chains, jutting spikes, entangling hooks, and 
    various other concealed weapons.  When used in combat there is always a chance 
    that one or more of the staff's nasty little "tricks" will be sprung upon an 
    unwary opponent.  However, great care must be taken in its use - the weapon can 
    easily harm the casual wielder.
    
    Ryomaru himself carried the staff on only three missions, eventually leaving it
    in the care of the Hojori Temple - a Kumo clan front - and moving on to even
    more cunning and dangerous weapons.  When the renowned thief "Chicken" Wu Wei -
    so named for the falcon tattoo on his chest - burglarized the temple, the Kumo
    were quick to uncover his involvement and track him back to his homeland in
    Shou Lung.  Wu Wei was forced to flee across the sea to escape their wrath, 
    prompting the dispatch of three more bands of Kumo assassins: one to cross the 
    Eastern Ocean to find Wu Wei, a second to slay the original group that had 
    failed to catch him in Shou Lung, and a third to torture and then execute Wu 
    Wei's every living relative.
    
    "Chicken" Wu Wei retired comfortably on the coast of the Western Heartlands,
    running a small tobacco shop and only occasionally thinking of his father in
    Shou Lung, a gambling drunkard who'd beaten Wu Wei's mother and only sister to
    death when he was a child.  When the Kumo assassins at last caught up with Wu
    Wei, there was naught but a tombstone - the Daring Chicken had sold every last
    bit of stolen Kumo treasure and died a happy old man.
    
    STATISTICS:
    
    Damage: 1d6 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type: Bludgeoning
    Special:
    Three-Jade Mist:
         20% chance of poisoning struck target (Fortitude save)
           1% chance of poisoning wielder (Fortitude save)
    Flying Eight Darts:
         10% chance of inflicting 1d4 Piercing damage
    Iron Octopus:
         10% chance of inflicting 1d8 Bludgeoning damage
            1% chance of inflicting 1d6 Bludgeoning damage on wielder
    Sage Closes Fan:
         15% chance of inflicting 1d6 Piercing damage
            1% chance of inflicting 1d4 Piercing damage on wielder
    Bothersome Child:
         10% chance of stunning struck target (Fortitude save)
    Double Happiness:
         10% chance of inflicting 1d6 Bludgeoning Damage
    Spitting Crone:
         10% chance of inflicting 1d4 Acid damage
           1% chance of inflicting 1d4 Acid damage on wielder
    Four Demon Hell Murder:
         10% chance of casting Slay Living on struck target
    Morning Fog:
         5% chance of +1 Armor Bonus (self, 2 combat rounds)
         10% to Blind struck target (Fortitude save)
           1% chance to Blind wielder (Fortitude save)
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    51STAFRH
    Ryomaru's Harmless Staff
    
    STATISTICS:
    
    Damage: 1d6
    Damage Type: Bludgeoning
    Special:
     Three-Jade Mist:
         15% chance of poisoning struck target (Fortitude save)
           1% chance of poisoning wielder (Fortitude save)
     Flying Eight Darts:
          5% chance of inflicting 1d4 Piercing damage
     Iron Octopus:
          5% chance of inflicting 1d8 Bludgeoning damage
          1% chance of inflicting 1d6 Bludgeoning damage on wielder
     Sage Closes Fan:
         10% chance of inflicting 1d6 Piercing damage
           1% chance of inflicting 1d4 Piercing damage on wielder
     Bothersome Child:
           5% chance of stunning struck target (Fortitude save)
     Double Happiness:
         10% chance of inflicting 1d6 Bludgeoning Damage
     Spitting Crone:
            5% chance of inflicting 1d4 Acid damage
            1% chance of inflicting 1d4 Acid damage on wielder
     Four Demon Hell Murder:
            1% chance of casting Slay Living on struck target
    Weight: 6 lb.
    Feat Requirement:  Simple Weapon, Quarterstaff
    Type:  Two-handed
    
    
    
    ===============================================================================
    Rings
    ===============================================================================
    
    
    00RINGAR
    Aramite Ring
    
    These silver and ebony rings were worn by followers of a charismatic wizard
    named Aramite of the Northern Wind.  Hundreds of years ago, Aramite started a
    cult that revered the rulers of ancient Netheril.  Seeking to recreate Netherese
    culture, Aramite and his followers attempted to overtake and excavate a large
    number of ruins across Faerun.  Aramite successfully recovered many ancient
    Netherese writings and artifacts that were thought to be long lost.  Rumors
    state that the Netherese lich king, Larloch, eventually put an end to Aramite
    and his entire cult.  These rings are among the only items that remain from
    their organization.
    
    STATISTICS:
    
    Deflection Bonus: +1
    Weight: 1 lb.
    
    
    00HFRGAR
    Aramite Cult Leader Ring
    
    STATISTICS:
    
    Deflection Bonus: +3
    Resistance: 2/- Magic Resistance
    Weight: 1 lb.
    
    
    00RINGCR
    Cold Reflection
    
    Few have heard of the (literally) short-lived underground movement against the
    Hosttower of the Arcane called the Circle of Ice - nor the rings that came to
    mark the members of the organization, both in life and in death.
    
    The Circle of Ice was sponsored by a merchant from Waterdeep whose name has 
    been burned from recorded history by the Hosttower.  Apparently, after being 
    forced to debase himself before the Hosttower during a trading agreement in 
    Luskan (and being forced to surrender much of his cargo), the merchant became 
    obsessed with wiping the Hosttower from the face of Faerun.  Commissioning 
    wizards in Waterdeep to fashion a score of rings for him, he set about using 
    the last of his remaining wealth to hire a band of wizard slayers to bring 
    about the downfall of the Hosttower.  These twenty wizard slayers made 
    arrangements to travel north on their own and rendezvous with the merchant in 
    Luskan.
    
    Ironically enough, the merchant never wore one of these rings, which was key in
    exposing and defeating the movement.  As soon as he returned to Luskan, his 
    mind picked apart by telepaths and his movements scried, and each wizard slayer 
    and accomplice were noted, identified, and ultimately led into deathtraps where
    their rings proved no match against the summoned monsters and arrows of slaying
    wielded by the ambush parties.  It is rumored that only one wizard slayer,
    Martek, escaped the Hosttower, and to this day, he has never been found, which
    has been a constant source of irritation to the mages.
    
    In any event, the Circle of Ice died a quick, silent death in Luskan, but the
    merchant lived on as a toy of the Hosttower, serving them until death, at which
    point, his corpse was stored in their laboratories.  It is most likely his
    preserved body will end up as the left arm of a flesh golem named Bok many
    years from now.
    
    These small bands of Cold Reflection appear to be made of crystallized ice,
    very cold to the touch, and they cannot be seen by a wizard unless the wizard
    knows they are there.
    
    If your band contains one that fancies him or herself a wizard slayer, perhaps
    these rings may be used for the purpose they were intended... but without the
    shortsightedness of foolish merchants handicapping your efforts.
    
    STATISTICS:
    
    Special:
     Resistance: 4/- Magic Resistance
    Weight: 0 lb.
    
    
    00HFRGCR
    Cold Steel Reflection
    
    During the formation of the Circle of Ice resistance movement against the
    wizards of the Hosttower of the Arcane, many special rings were forged for the
    wizard slayers of the organization to help them fend off the magical powers of
    their opponents.
    
    The organization and the forging of the rings was sponsored by a merchant from
    Waterdeep whose name has been burned from the annals of history by the
    Hosttower.  Apparently, after being forced to debase himself before the
    Hosttower during a trading agreement in Luskan (and being forced to surrender
    much of his cargo), the merchant became obsessed with wiping the Hosttower from
    the face of Faerun.  Commissioning wizards in Waterdeep to fashion a score of
    rings for him, he set about using the last of his remaining wealth to hire a
    band of wizard slayers to bring about the downfall of the Hosttower.  These
    twenty wizard slayers made arrangements to travel north on their own and
    rendezvous with the merchant in Luskan.
    
    There was one wizard slayer named Martek, however, who ignored the rings
    offered by the merchant, and knowing the danger and guile of the Hosttower, 
    instead commissioned a special ring from a dwarven ally that would provide him
    additional wards against spells and charms.  Once the other members of the
    Circle of Ice began to be murdered in Luskan after the Hosttower learned their
    identities, Martek used the power of his enhanced ring to shield himself from
    the scrying of the Hosttower wizards and escape southwards.  He eventually
    returned the ring to his dwarven ally, who sold it to a merchant making his way
    for Bryn Shander.
    
    This Cold Steel Reflection ring differs from the other Circle of Ice rings in
    that it seems to have a ring of steel beneath the icy exterior of the ring -
    much like Martek himself.
    
    STATISTICS:
    
    Special:
      Resistance: 5/-  Magic Resistance
      Spell Power:  Can cast the 6th level Wizard Spell Globe of Invulnerability
    once per day
    Weight: 0 lb.
    
    
    00RINGHR
    Harshom's Ring of Freedom
    
    This ring was fashioned from a piece of smooth, dark-stained oak.  Twin rings of
    gold line the outer edges of the wooden torus.  In all other respects, the ring
    appears to be well kept but mundane.  It previously belonged to the self-titled
    Beastlord Harshom, a member of Luskan's Hosttower of the Arcane.
    
    STATISTICS:
    
    User is under the effects of the spell Freedom of Movement while equipped.
    Weight: 1 lb.
    
    
    00HFRGHR
    Harshom's Arcane Ring
    
    STATISTICS:
    
    Immunity to the effects of Silence
    User is under the effects of the spell Freedom of Movement while equipped
    Weight: 1 lb.
    
    
    00RINGTB
    Tyrannar's Band
    
    Previously worn by the half-drow Tyrannar Brutai Mar, this thick steel ring is
    pockmarked and scratched in many places.  Other than its brutalized appearance,
    it has no distinctive features.
    
    STATISTICS:
    
    Wisdom:  +2 bonus
    Charisma:  +2 bonus
    Weight: 1 lb.
    
    
    00HFRGTB
    High Tyrannar's Band
    
    STATISTICS:
    
    Wisdom:  +4 bonus
    Charisma:  +4 bonus
    Weight: 1 lb.
    
    
    00RING01        Silver Ring
    00RING02        Ring
    00RING03        Greenstone ring
    00RING04        Gold Ring
    00RING05        Onyx Ring
    00RING06        Jade Ring
    00RING07        Bloodstone Ring
    00RING08        Angel Skin Ring
    00RING09        Flamedance Ring
    00RING10        Fire Opal Ring
    00RING11        Ruby Ring
    
    
    00RING15
    Ring of Fire Resistance
    
    This magical ring grants the wearer partial immunity to damage by fire.
    
    STATISTICS:
    
    Resistance:  3/- Fire Resistance
    Weight: 0 lb.
    
    
    00RING16
    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 target makes a Will save 1/day
    Range:  40 ft
    Area:  1 animal
    Duration:  10 turns
    Weight: 0 lb.
    
    
    00RING17
    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%
    Spells:  75% casting failure
    Special:  can only be removed by a 'remove curse' spell
    Weight: 0 lb.
    
    
    00RING18
    Ring of Invisibility
    
    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:
    
    Can cast the spell Invisibility 1/day
    Weight: 0 lb.
    
    
    00RING19
    Ring of Protection +1
    
    This magical ring provides the wearer with additional protection.
    
    STATISTICS:
    
    Deflection Bonus :  +1
    Weight: 0 lb.
    
    
    00RING20
    Ring of Protection +2
    
    STATISTICS:
    
    Deflection Bonus:  +2
    Weight: 0 lb.
    
    
    00RING21
    Wizards Ring
    
    Created by magic long forgotten, rings such as these are much sought after by
    those who dabble in the arcane arts.  The creators of this ring have instilled
    wards into this ring so that only those who practice the arts may use it.
    
    STATISTICS:
    
    Intelligence:  +1
    Weight: 0 lb.
    
    
    00RING22
    Ring of Freedom of Movement
    
    This ring is one of seven and was given by Lord Sennel to those entrusted to
    guarding his treasury.  These rings allowed the wearer to pass through the
    paralysis field protecting the vault.  Unfortunately, the lure of riches proved
    too much for the guards and they made off with contents of the treasury.
    
    STATISTICS:
    
    Special:  The wearer is immune to everything, magical and otherwise, that
    effects mobility in any way, although you can still be hasted.
    Weight: 0 lb.
    
    
    00RING23
    Ring of Energy
    
    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:
    
    Usage: May be used once per day
    Damage:  2d6 (no save)
    Range:  120 ft
    Area: 1 creature
    Weight: 0 lb.
    
    
    00RING25
    Every God Ring
    
    Rings such as these are one of the most well kept secrets among the pious.  For
    in order for these rings to be created they must be blessed by all the known
    gods.  This can cause problems, especially for those faiths that conflict with
    each other.  It's not surprising that those who choose to don the ring refuse 
    to reveal its origins for fear of being persecuted by their own brethren.
    
    STATISTICS:
    
    Wisdom:  +5
    Weight: 0 lb.
    
    
    00RING67
    Ring of Magic Missiles
    
    A ring is a small band of precious metal that is used as jewelry.  Some rare
    rings have had enchantments placed upon them that confer various magical
    abilities.  These rings are highly sought after, especially by those of the
    adventuring profession. For no apparent reason, this ring feels warm to the
    touch.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Magic Missile 3/day
    Weight: 0 lb.
    
    
    00RING68
    Bard's 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. This particular ring looks very whimsical and seems to
    hum slightly.
    
    STATISTICS:
    
    Dexterity: +1
    Knowledge (Arcana): +2
    Weight: 0 lb.
    
    
    00RING69
    Ring of Charm
    
    STATISTICS:
    
    Charisma: +2
    Spell Power: Can cast the spell Charm Person 1/day
    Weight: 0 lb.
    
    
    00RING70
    Petrification Protection Ring
    
    STATISTICS:
    
    Spell Power: Can cast the spell Protection from Petrification 3/day
    Weight: 0 lb.
    
    
    00RING71
    Ring of Hearty Strength
    
    Some rings look to be of very rugged construction, befitting those who are 
    stout of body.  These rare rings have had enchantments placed upon them that 
    confer various magical abilities.  These rings are highly sought after, 
    especially by those of the warrior profession.
    
    STATISTICS:
    
    Constitution: +1
    Strength: +1
    Weight: 0 lb.
    
    
    00RING72
    Holy Might Ring
    
    A ring is a small band of precious metal that is used as jewelry.  Some rare
    rings have had holy enchantments placed upon them that confer various blessed
    abilities.  These rings are highly sought after, especially by those of the
    adventuring profession. This ring conveys a feeling of strength.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Draw Upon Holy Might 2/day
    Weight: 0 lb.
    
    
    00RING73
    Shield Ring
    
    A ring is a small band of precious metal that is used as jewelry.  Some rare
    rings have had protection enchantments placed upon them that shield its wearer
    from the hardships of battle.  These rings are highly sought after, especially
    by those adventurers who need extra protection.  This rings seems to emit an
    aura of security.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Shield 2/day
    Weight: 0 lb.
    
    
    00RING74
    Protection from Evil Ring
    
    STATISTICS:
    
    Spell Power: Can cast the spell Protection from Evil 2/day
    Weight: 0 lb.
    
    
    00RING75
    Chameleon Ring of Dexterity
    
    A ring is a small band of precious metal that is used as jewelry.  This sleek
    ring is made from an unknown, black ore, and, quite remarkably, is difficult to
    focus one's eyes upon.  It is said that some rare rings have had dark
    enchantments placed upon them that confer various speed and stealth abilities.
    These rings are highly sought after, especially by those of the thieving
    profession.
    
    STATISTICS:
    
    Shadowed: +1 to Hide skill
    Dexterity: +1
    Weight: 0 lb.
    
    
    00RING76
    Charm Immunity Ring
    
    STATISTICS:
    
    Spellward: Immune to the spell Charm
    Weight: 0 lb.
    
    
    00RING77
    Sleep Immunity Ring
    
    A ring is a small band of precious metal that is used as jewelry.  Some rare
    rings have had magical mental enchantments placed upon them that confer various
    magical immunities.  These rings are highly sought after, especially by those
    of the adventuring profession.  This particular ring conveys a sense of
    alertness.
    
    STATISTICS:
    
    Spellward: Immune to the spell Sleep
    Weight: 0 lb.
    
    
    00RING78
    Ring of Mage Armor
    
    A ring is a small band of precious metal that is used as jewelry.  Some rare
    rings have had enchantments placed upon them that allow its wearer to cast
    certain spells.  These rings are highly sought after, especially by those of 
    the adventuring profession. This ring seems to be forged with the same
    technique and strength one would find in full plate mail.  In fact, it even 
    feels a bit heavier than a ring of its size should.
    
    STATISTICS:
    
    Spell Power: Can cast the spell Mage Armor 1/day
    Weight: 0 lb.
    
    
    00RING79
    Bane Immunity Ring
    
    STATISTICS:
    
    Spellward: Immunity to the spell Bane
    Weight: 0 lb.
    
    
    00RING80
    Ring of the Wise
    
    STATISTICS:
    
    Wisdom: +1
    Weight: 0 lb.
    
    
    00RING81
    Tymora's Loop
    
    This ring has received the blessings of Tymora and will bring good luck to 
    those who wear it.
    
    STATISTICS:
    
    Luck:  +3
    Weight: 0 lb.
    
    
    00RING82
    Ring of Spell Resistance
    
    STATISTICS:
    
    Spell Resistance: 2/- Magic Resistance
    Weight: 0 lb.
    
    
    00RING83
    Ring of Knowledge
    
    STATISTICS:
    
    Knowledge (Arcana): +1
    Alchemy: +1
    Weight: 0 lb.
    
    
    00RING84
    Ring of Knowing
    
    STATISTICS:
    
    Knowledge (Arcana): +1
    Weight: 0 lb.
    
    
    00RING85
    Ring of Lesser Resistance
    
    STATISTICS:
    
    Spell Resistance: 1/- Magic Resistance
    Weight: 0 lb.
    
    
    00RING86
    Ring of Beauty
    
    This ring has received the blessings of Sune, the goddess of beauty, love, and
    passion.
    
    STATISTICS:
    
    Charisma:  +1
    Weight: 0 lb.
    
    
    00RING87
    Lesser Chameleon Ring
    
    STATISTICS:
    
    Shadowed: +1 to Hide skill
    Weight: 0 lb.
    
    
    00RING88
    Winter Ring
    
    This ring appears to be made from ice and yet it does not melt.  A slight inner
    glow beneath the surface betrays the magical nature of this ring.
    
    STATISTICS:
    
    Resistance:  7/- Cold Resistance
    Weight: 0 lb.
    
    
    00RING89
    Ring of Greater Regeneration
    
    STATISTICS:
    
    Regeneration: User Regenerates 1 hit point ever 3 combat rounds
    Weight: 0 lb.
    
    
    00RING90
    Ring of Shock Resistance
    
    STATISTICS:
    
    Resistance: 3/- Electrical Resistance
    Weight: 0 lb.
    
    
    00RING91
    Ring of Protection +3
    
    STATISTICS:
    
    Deflection Bonus: +3
    Weight: 0 lb.
    
    
    00RING92
    Ring of Information
    
    STATISTICS:
    
    Knowledge (Arcana): +2
    Alchemy: +2
    Weight: 0 lb.
    
    
    00RING93
    Ring of Greater Spell Resistance
    
    STATISTICS:
    
    Spell Resistance: 3/- Magic Resistance
    Weight: 0 lb.
    
    
    00RING94
    Ring of Frost Resistance
    
    STATISTICS:
    
    Resistance: 3/- Cold Resistance
    Weight: 0 lb.
    
    
    00RING95
    Ring of Acid Resistance
    
    STATISTICS:
    
    Resistance: 3/- Acid Resistance
    Weight: 0 lb.
    
    
    00RING96
    Greater Chameleon ring
    
    STATISTICS:
    
    Hide skill: +3
    Weight: 0 lb.
    
    
    00RING97
    Ring of Regeneration
    
    STATISTICS:
    
    Regeneration: Regain 1 hit point every 10 combat rounds
    Weight: 0 lb.
    
    
    00RING98
    Chameleon Ring
    
    STATISTICS:
    
    Hide skill: +2
    Weight: 0 lb.
    
    
    00RING99
    Ring of the Warrior
    
    STATISTICS:
    
    Attack Bonus: +1
    Weight: 0 lb.
    
    
    
    ===============================================================================
    Robes
    ===============================================================================
    
    
    00ROBEMR
    Master's Robe
    
    Several of these robes were created for the short-lived Michell Academy near
    Berdusk.  The masters of the school wore distinctive robes that enhanced their
    spellcasting ability.  Unfortuntely, Michell and his staff were too arrogant 
    and confrontational for a nearby Loviatan temple.  The mistresses of the temple
    organized an attack on the school that lasted only an hour.  Despite the 
    brevity of the battle, some historians claim that the torture inflicted upon 
    the wizards lasted for weeks.  This particular robe was worn by Jamal Briars, a 
    professor of alchemy.  The Loviatans decided to make a pun of his name; they 
    had air elementals drag the man through thorny briars until he bled to death.
    
    STATISTICS:
    
    Intelligence:  +2
    Charisma:  +3
    Weight:  3 lb.
    
    
    00HFRBMR
    High Master's Robe
    
    STATISTICS:
    
    Intelligence:  +3
    Charisma:  +3
    Alchemy:  +6
    Knowledge (Arcana):  +6
    Weight:  3 lb.
    
    
    00ROBERA
    Robe of Absorption
    
    The adventuring sorceress Fain of Five Towers often found herself engaged in
    melee combat with well-equipped warriors of high skill.  She discovered that no
    matter what protective magic she used, the warriors would eventually penetrate
    the armor she crafted for herself.  Fain decided to craft a robe that would
    lessen the damage done to her instead of relying on the traditional method of
    preventing blows from landing.  Fain's robe is ragged and patched in many
    places, having served her well for over twenty years.  Fain and her comrades
    eventually retired.  She sold her robe to a more foolhardy wizard who died five
    years later in the Battle of the Bones.
    
    STATISTICS:
    
    Damage Resistance: 1/- Slashing, Piercing, Bludgeoning
    Weight:  3 lb.
    
    
    00HFRBRA
    Imbued Robe of Absorption
    
    STATISTICS:
    
    Damage Resistance: 1/- Slashing, Piercing, Bludgeoning
    Spell Power: Can cast the spell Stoneskin 1/Day
    Weight:  3 lb.
    
    
    00ROBE01
    Wizard 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:
    
    Resistance:  4/- Cold Resistance
    Weight:  3 lb.
    
    
    00ROBE02
    Knave's Robe
    
    A favorite among thief-wizards, the Knave's Robe has been enchanted to shield
    its wearer from the blades and poisons of any darkened alley.
    
    STATISTICS:
    
    Armor Bonus:  +1 vs. Slashing
    Saving Throw Bonus: +1 on Fortitude saves
    Weight:  4 lb.
    
    
    00ROBE03
    Traveler's Robe
    
    This Traveler's Robe has been perfected for use by any rambling, itinerant
    wizard that travels from town to town. Its enchantments provide protection from
    the bandit's arrow and from the jealous thief-wizard that lies in ambush with
    his Stinking Cloud.
    
    STATISTICS:
    
    Armor Bonus: +1 vs. missile
    Saving Throw Bonus:  +1 on Fortitude saves
    Weight:  4 lb.
    
    
    00ROBE04
    Adventurer's Robe
    
    This robe has been specially enchanted to meet the eclectic needs of the
    adventuring wizard. 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 wizards.
    
    STATISTICS:
    
    Armor Bonus:  +1 vs. Bludgeoning
    Saving Throw Bonus:  +1 on Fortitude saves
    Weight:  4 lb.
    
    
    00ROBE05
    Robe of the Good Archmagi
    
    This powerful Wizard 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 those of good
    alignment.
    
    STATISTICS:
    
    Deflection Bonus:  +5
    Resistance:  1/- Magic Resistance
    Saving Throw:  +1 bonus
    Weight:  6 lb.
    
    
    00ROBE06
    Robe of the Neutral Archmagi
    
    This powerful Wizard 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 those of neutral
    alignment.
    
    STATISTICS:
    
    Deflection Bonus: +5
    Resistance:  1/- Magic Resistance
    Saving Throw:  +1 bonus
    Weight:  6 lb.
    
    
    00ROBE07
    Robe of the Evil Archmagi
    
    This powerful Wizard 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 those of evil
    alignment.
    
    STATISTICS:
    
    Deflection Bonus:  +5
    Spell Resistance:  1/- Magic Resistance
    Saving Throw:  +1 bonus
    Weight:  6 lb.
    
    
    00ROBE15
    Wizard Robe of Fire Resistance
    
    Due to the extremely volatile nature of most magics, Wizard Robes of Fire
    Resistance are not uncommon among young acolytes and their wizardly tutors.
    
    STATISTICS:
    
    Resistance:  4/- Fire Resistance
    Weight:  3 lb.
    
    
    00ROBE16
    Wizard Robe of Electrical Resistance
    
    While seen with less frequency than some other Wizard 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.
    
    STATISTICS:
    
    Resistance:  4/- Electrical Resistance
    Weight:  3 lb.
    
    
    00ROBE99
    Robe of Enfusing
    
    STATISTICS:
    
    Deflection Bonus: +2
    Resistance : 1/- Magical Resistance
    Knowledge (Arcana): +5 bonus
    Intelligence:  +1
    Weight:  4 lb.
    
    
    11ROBEPR
    Phaen's Robe of Rags
    
    Phaen's robe is made of hundreds of ragged strips of cloth, and it looks more
    like something one would find on a beggar on the streets of Luskan than on a
    wizard.  Despite its mangy appearance, however, a closer examination reveals
    that some magic has been woven into the cloth itself, so subtle it would be
    difficult for even an accomplished mage to detect the enchantments.  The
    interior of the robe of rags appears to be lined with the pelt of a great bear,
    but despite its bulk, it's surprisingly light and warm, and it seems ideally
    suited to the Targos climate.
    
    STATISTICS:
    
    Deflection Bonus: +2
    Resistance: 3/- Cold Resistance
    Weight:  3 lb.
    
    
    11HFRBPR
    Phaen's Tattered Robes
    
    STATISTICS:
    
    Deflection Bonus: +4
    Resistance: 5/- Cold Resistance
    Resistance: 1/- Piercing Resistance
    Resistance: 1/- Bludgeoning Resistance
    Weight:  3 lb.
    
    
    
    ===============================================================================
    Scrolls (non-spell)
    ===============================================================================
    
    
    00SCRL01
    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:
    
    Resistance:  3/- Acid Resistance
    Range:  30 ft
    Area:  1 creature
    Duration:  12 hours
    
    
    00SCRL02
    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:
    
    Resistance:  3/- Cold Resistance
    Range:  30 ft
    Area:  1 creature
    Duration:  12 hours
    
    
    00SCRL03
    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:
    
    Resistance:  3/- Electrical Resistance
    Range:  30 ft
    Area:  1 creature
    Duration:  12 hours
    
    
    00SCRL04
    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:
    
    Resistance:  3/- Fire Resistance
    Range:  30 ft
    Area:  1 creature
    Duration:  12 hours
    
    
    00SCRL05
    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 function 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
    
    
    00SCRL06
    Protection from Poison
    
    A Protection from Poison scroll offers protection to the target from all forms
    of poison, be they of a natural or magical nature. The effect is not permanent,
    however, and will wear off after 6 hours.
    
    STATISTICS:
    
    Poison:  Will not effect the target
    Special:  Removes poison already in the targets system
    Range:  30 ft
    Area:  1 creature
    Duration:  6 hours
    
    
    00SCRL08
    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
    
    
    00SCRL09
    Stone to Flesh Scroll
    
    This scroll will remove the effects of petrification from anyone who has been
    afflicted by such an unfortunate condition. Simply return to the area where the
    victim has been turned to stone, read the scroll and target the portrait of the
    afflicted person.
    
    STATISTICS:
    
    Removes effects of petrification
    
    
    00SCRL10
    Stone to Flesh Scroll
    
    STATISTICS:
    
    Removes effects of petrification
    
    
    00SCRL11        Cursed Scroll of Weakness
    00SCRL12        Cursed Scroll of Clumsiness
    00SCRL13        Cursed Scroll of Foolishness
    00SCRL14        Cursed Scroll of Ugliness
    00SCRL15        Cursed Scroll of Petrification
    00SCRL16        Cursed Scroll of Ailment
    00SCRL17        Cursed Scroll of Stupidity
    
    
    
    ===============================================================================
    Shields
    ===============================================================================
    
    
    12HFSdTS
    Mooncalf's Shield
    
    This shield bears the symbol of a half-moon on its face, and it is surprisingly
    light and easy to hold.  It is obvious a great deal of care went into its
    construction, and it looks like it has never seen battle.
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Constant Effect:  User under the effect of the spell Protection from Arrows
                        while equipped
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 10 lb.
    
    
    12ShldTS
    Tabard's Shield
    
    This shield bears the symbol of a half-moon on its face, and it is surprisingly
    light and easy to hold.  It is obvious a great deal of care went into its
    construction, and it looks like it has never seen battle.
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -2
    Arcane Spell Failure:  15%
    Weight: 10 lb.
    
    
    00SHLDBU
    Black Urchin
    
    Black Urchin is a shield of duergar manufacture, styled after the infamous
    blackblood urchins of the Underdark seas: it is of rusty black iron, its face
    studded with scores of corroded metal spines.
    
    Each time the shield's bearer is struck in combat, there is a chance that his or
    her foe - no matter how far away - will be "pricked" by the Black Urchin and
    infected with its vile toxins.
    
    STATISTICS:
    
    Shield Bonus: +1
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Retribution: 25% chance attacker will succumb to the effects of the spell
    Poison (Melee Only)
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 6 lb.
    
    
    00HFSDBU
    Spiny Black Urchin
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Retribution: 50% chance attacker will succumb to the effects of the spell
    Poison  when struck (Melee Only)
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLDFF
    Footman's Folly
    
    This small, smooth metal shield has been worn by warriors of the north for
    decades.  For generations, it was given as a badge of honor to particularly
    valiant soldiers from Neverwinter.  Unfortunately, the shield has an unlucky
    history.  Many of its owners believed that the minor magical powers of the
    shield would protect them against overwhelming odds.  The shield failed to live
    up to proud soldiers' expectations and, by legend, arrived with its current
    name.
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 6 lb.
    
    
    00HFSDFF
    Footman's Incredibly Ridiculous Folly
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Dexterity: +2
      Resistance: 2/- Magic Resistance
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLDFV
    Flank of the Virgin
    
    It is rare that the residents of the Ten-Towns willingly interfere in the
    affairs of the native barbarians.  Occasionally, the townsmen cannot help but
    come across a landmark or religious site that the barbarians erected.  Twenty
    years ago, Sammel Colger of Bremen was fishing near the Sea of Moving Ice when
    he discovered the remnants of a small barbarian ship.  He was drawn to a
    particular piece of the hull that had a colorful painting on the side.  As he
    pulled the wood from the water, a polar bear leapt up from the depths and struck
    at the young man's head.  Instinctively, he pulled the wood towards his face.
    The bear's huge talons were deflected.  Amazingly, the creature slipped and fell
    back into the cold water.  Not hesitating to see what the bear would do, Sammel
    rushed back to his small ship and returned to Bremen.  A priest of Tempus later
    told the young man that the painting was of a sacrificial virgin.  He believed
    that the small boat must have drifted all the way from Maer Dualdon to the Sea
    of Moving Ice, where it was smashed to pieces.  Sammel had the wood fashioned
    into a shield, which he took with him on his far-reaching fishing trips until
    the end of his days.
    
    STATISTICS:
    
    Shield Bonus: +2
    Dexterity: +1 bonus
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00HFSDFV
    Blessed Flank of the Virgin
    
    STATISTICS:
    
    Shield Bonus: +4
    Dexterity: +3 bonus
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLDMM
    Myo-Myo's Gong
    
    Myo-Myo was a famous ghost hunter from T'u Lung in Kara Tur, and made her 
    living by slaying or banishing all manner of demons and foul spirits.  
    Myo-Myo's so- called gong is but one of her many pieces of fantastic equipment, 
    a round black shield ringed with geometric patterns and infused with sacred 
    power by the seven stone monks of Seven Stone Monk Temple.  Once per day the 
    shield's bearer may strike his or her weapon against Myo-Myo's gong, the
    resulting "CLASH!" sending out a wave of spiritual energy that rends at the 
    forms of any evil creatures.
    
    STATISTICS:
    
    Shield Bonus: +2
    Special:
      Spell Power: Can cast the spell Holy Smite 1/day
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00HFSDMM
    Myo-Myo's Holy Gong
    
    STATISTICS:
    
    Shield Bonus: +3
    Special:
      Spell Power: Can cast the spell Holy Smite 1/day
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLDRF
    Red Fang's Tomb
    
    This red iron tower shield reaches nearly from the chin to the toe of the user.
    It is heavy even for a shield of its size, much of the weight coming from a
    large sculpted dragon's head set into its face - the head, wrought in the same
    red metal as the rest of the shield, protrudes almost like a gargoyle from a
    castle wall.
    
    The head is the likeness of Red Fang, one-time mount of a tyrannical warrior-
    king from a land long ago forgotten.  When Red Fang was slain in battle, the
    warrior-king had the beast's soul bound to this shield so that the faithful
    dragon could still accompany him into battle.  Once per day Red Fang's iron 
    head can breathe a gout of searing flame at the shield-bearer's command.
    
    The warrior-king was eventually slain himself by a trio of brave heroes.  
    Though his shield has been sighted numerous times throughout the realms, his 
    great horned helm and mighty golden axe have yet to be rediscovered.
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Spell Power: Can cast the spell Agannazar's Scorcher 1/day
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 30 lb.
    
    
    00HFSDRF
    The Death Adder's Dragon-Shield
    
    STATISTICS:
    
    Shield Bonus: +5
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Spell Power: Can cast the spell  Agannazar's Scorcher 1/day
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 30 lb.
    
    
    00SHLD01
    00SHLD02
    00SHLD03
    Buckler
    
    A buckler, also known as a target shield, is a small round shield of wood or
    metal that fastens to the forearm.  Because of its size it is light and can be
    worn with very little restriction to movement.
    
    STATISTICS:
    
    Shield Bonus:  +1
    Armor Check Penalty:  -1
    Arcane Spell Failure:  5%
    Weight:  5 lb.
    
    
    00SHLD04
    00SHLD05
    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 large shield allows for greater
    maneuverability without sacrificing too much in the way of protection.
    
    STATISTICS:
    
    Shield Bonus: +1
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -1
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLD07
    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 large shield allows for greater
    maneuverability without sacrificing too much in the way of protection. This
    shield has runes scribed onto it that glow eerily in dim light.
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -1
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLD08
    00SHLD09
    00SHLD10
    Large Shield
    
    A large shield is carried in the same manner as a small shield.  Its weight
    prevents the character from using his shield hand for anything other than
    carrying the large shield.  Large 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:
    
    Shield Bonus: +2
    Armor Check Penalty:  -2
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLD11
    Large Shield +1
    
    A large 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 large shield.  Large 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 shield has runes
    scribed onto it that glow eerily in dim light.
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Check Penalty:  -2
    Arcane Spell Failure:  15%
    Weight: 15
    
    
    00SHLD12
    00SHLD13
    00SHLD14
    00SHLD15
    Tower Shield
    
    This massive shield is nearly as tall as the wielder. Basically, it is a
    portable wall meant to provide cover. It can provide up to total cover,
    depending on how far you come out from behind it. A tower shield, however, does
    not provide cover against targeted spells; a spellcaster can cast a spell on
    you by targeting the shield you are holding.
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -10
    Arcane Spell Failure:  50%
    Weight: 25 lb.
    
    
    00SHLD16
    Tower Shield +1
    
    This massive shield is nearly as tall as the wielder. Basically, it is a
    portable wall meant to provide cover. It can provide up to total cover,
    depending on how far you come out from behind it. A tower shield, however, does
    not provide cover against targeted spells; a spellcaster can cast a spell on 
    you by targeting the shield you are holding. This shield has runes scribed onto 
    it that glow eerily in dim light.
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 25 lb.
    
    
    00SHLD17
    Tower Shield +1, +4 vs. Missiles
    
    Tower shield +1, +4 vs. missiles: This tower shield has been enchanted to
    protect the wearer against missiles of all types.
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +4 vs. missile weapons
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 20 lb.
    
    
    00SHLD85
    Tower Shield of Spell Resistance +1
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Resistance: 2/- Magic resistance
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 25 lb.
    
    
    00SHLD86
    Tower Shield of Charm Protection +1
    
    STATISTICS:
    
    Shield Bonus: +3
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Spellward: Immunity to the spell Charm Person and Charm Person or Animal
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 25 lb.
    
    
    00SHLD87
    Tower Shield of Spell Resistance
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Resistance: 1/- Magic resistance
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 25 lb.
    
    
    00SHLD88
    Large Shield of Luck +1
    
    STATISTICS:
    
    Shield Bonus: +3
    Special:
      Saving Throw Bonus: +1 to all Saves
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLD89
    Large Shield of Luck
    
    STATISTICS:
    
    Shield Bonus: +2
    Special:
      Saving Throw Bonus: +1 to all Saves
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLD90
    Barbarian Shield
    
    STATISTICS:
    
    Shield Bonus: +2
    Special:
      Constitution: +1
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLD91
    Small Shield of Invisibility +1
    
    STATISTICS:
    
    Shield Bonus: +2
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Spell Power: Can cast the spell Invisibility 1/day
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLD92
    Small Shield of Increased Fortitude
    
    STATISTICS:
    
    Shield Bonus: +1
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Hit Point Bonus: +10 to Max Hit Points
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLD93
    Small Shield of Fortitude
    
    STATISTICS:
    
    Shield Bonus: +1
    Armor Bonus:  +1 vs. missile weapons
    Special:
      Hit Point Bonus: +5 to Max Hit Points
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight: 6 lb.
    
    
    00SHLD94
    Buckler of Denial
    
    A buckler, also known as a target shield, is a small round 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 particular buckler is
    slightly warm to the touch.
    
    STATISTICS:
    
    Shield Bonus:  +1
    Special:
      Spellward: Immunity to the spell Circle of Death
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  5 lb.
    
    
    00SHLD95
    Sanctuary Buckler +1
    
    STATISTICS:
    
    Shield Bonus:  +2
    Special:
      Spell Power: Can cast the spell Sanctuary 1/day
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  5 lb.
    
    
    00SHLD96
    Buckler of Dexterity
    
    STATISTICS:
    
    Shield Bonus:  +1
    Special:
      Dexterity: +1
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  5 lb.
    
    
    00SHLD97
    Tower Shield +2
    
    STATISTICS:
    
    Shield Bonus: +4
    Armor Bonus:  +1 vs. missile weapons
    Armor Check Penalty:  -9
    Arcane Spell Failure:  50%
    Weight: 25 lb.
    
    
    00SHLD98
    Large Shield +2
    
    STATISTICS:
    
    Shield Bonus: +4
    Armor Check Penalty:  -1
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    00SHLD99
    Buckler +1
    
    STATISTICS:
    
    Shield Bonus:  +2
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  5 lb.
    
    
    12SHLDCT
    Cliffs of Targos
    
    This weather-worn wooden buckler looks like it was once part of a much larger
    shield, but repeated blows with an axe or sword has chopped away the edges,
    leaving only a light-weight buckler in its place.  Upon the surface of the
    shield is a faded symbol of the Targos Guard, depicting the great cliffs rising
    over the waters of Maer Dualdon.  Due to its natural origins, this buckler may
    be used by druids.
    
    Shield Bonus:  +2
    Armor Check Penalty:  -1
    Arcane Spell Failure:  5%
    Weight: 3 lb.
    
    
    12HFSDCT
    Cliffs over Maer Dualdon
    
    Shield Bonus:  +4
    Armor Check Penalty:  -1
    Arcane Spell Failure:  5%
    Weight: 3 lb.
    
    
    12SHLDKD
    Knucklehead
    
    This amazing ivory-white buckler has been carved from the head of a giant
    knucklehead trout.  It is sturdy as bone, and light as well, and it makes an
    effective shield.  The craftsmanship of the buckler is truly extraordinary, and
    the worker's symbol inscribed at the bottom spells out the name, "Apsel."  Due
    to its natural origins, this buckler may be used by druids.
    
    The temptation to go 'knuck, knuck, knuck' while wearing this shield is
    extremely high.
    
    STATISTICS:
    
    Shield Bonus:  +3
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight:  2 lb.
    
    
    12HFSDKD
    Apsel's Rolly-Polly Knuckledheaded Shield
    
    STATISTICS:
    
    Shield Bonus:  +5
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  2 lb.
    
    
    12SHLDSG
    Sad Giant's Cap
    
    This bent-looking buckler was fashioned as a replacement kneecap for a deaf-mute
    stone giant named Gohji who lived in the Sunset Mountains many decades ago.
    Gohji was a peaceful sort, avoiding trouble when he could and only occasionally
    straying from his cave to gather new stones to shore up his home and forage for
    food.  It was during one of his foraging expeditions that he surprised a group
    of dwarven miners of the Brueghor Clan who were new to the region.  Before Gohji
    could raise his hands to show he meant them no harm, an enchanted warhammer
    shattered his knee, causing him to plummet to the ground.  When the dwarves
    advanced to finish him off, they were brought up short by the giant's tears and
    they found they could not bear to kill their now-helpless foe.  They brought a
    healer to mend his wounds, and then took Gohji (now dubbed the "Sad Giant") back
    to his cave.  Over the next several weeks, the dwarves brought him food and
    forged a magical cap for his knee to help him walk again - they called it the
    "Sad Giant's Cap," and the friendship between the Brueghor Clan and Gohji was
    mortared in history.
    
    Gohji and many of the Brueghor Clan were eventually slain during an invasion of
    gnolls and ogres into the Sunset Mountains, and the Sad Giant's Cap was pried
    from his bloody body by the gnolls of the Burning Eye Clan.  The cap has
    resurfaced in the North in the hands of a merchant from Bremen, kept as a
    novelty, and then was lost again when goblinoids sacked Bremen and advanced
    south to Targos.
    
    STATISTICS:
    
    Shield Bonus:  +4
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  3 lb.
    
    
    12HFSDSG
    Sad Gohji's Cap
    
    STATISTICS:
    
    Shield Bonus:  +6
    Armor Check Penalty:  -0
    Arcane Spell Failure:  5%
    Weight:  3 lb.
    
    
    51HFSDFO
    Shield of Duergar Fortitude
    
    Duergar master artisans forged this shield of dull gray steel.  Invigorating
    energy pulses through the shield and into the wielder, steeling him or her for
    battle.
    
    STATISTICS:
    
    Shield Bonus: +3
    Special: +15 Hit Points
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    51SHLDFO
    Shield of Fortitude
    
    STATISTICS:
    
    Shield Bonus: +2
    Special: +10 Hit Points
    Armor Check Penalty:  -0
    Arcane Spell Failure:  15%
    Weight: 15 lb.
    
    
    
    ===============================================================================
    Slings
    ===============================================================================
    
    
    00SLNGCT
    Cat-tail
    
    This small leather sling has the embossed image of a cat on its back.  It was
    crafted for a small, wily thief from Waterdeep named Pesker the Cat.  The spry,
    energetic man kept the sling tucked into the back of his breeches wherever he
    went.  To onlookers, it often appeared to be a small tail dancing behind him as
    he skipped along.  When Pesker heard the image described to him, he decided to
    have the cat embossed on the sling's leather.  Pesker had to flee enemies in
    Waterdeep in 1211 DR.  He left most of his belongings behind, including this
    sling.
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Dexterity: +1 bonus
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00HFSGCT
    Nimble Cat-tail
    
    STATISTICS:
    
    Damage: +3 (missile)
    Attack Bonus: +3
    Dexterity: +3 bonus
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNGSS
    Sparrow
    
    This leather sling has dyed patterns on its surface that resemble the feathers
    of a sparrow.  It was owned and used by a priestess of Lathander named Galaida.
    She wandered the Western Heartlands of Faerun tending to the sick and troubled
    people that lived in those vast expanses of farmland.  Though not a pacifist,
    Galaida disliked battle and sought to avoid it whenever possible.  Her light
    mace and sling were her only two weapons against the bandits, ogres, and
    villains that occasionally reared their heads in the small villages she 
    visited. Despite all of her goodwill and peaceful intentions, a band of 
    adventurers eventually set an ambush for her in a barn.  She was killed quickly 
    and the adventurers escaped into the wilderness.
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00HFSGSS
    Sun-kissed Sparrow
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +5
    Special:
     Spell Power: Can cast the spell Cure Moderate Wounds 1/Day
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG01
    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 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG02
    Sling +1
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +1
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG88
    Sling of Greater Resistance +5
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +5
    Special:
      Resistance: 3/- Magic Resistance
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    000SLNG8
    Sling of Resistance +1
    
    STATISTICS:
    
    Damage:  +1 (missile damage)
    Attack Bonus:  +1
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG90
    Sling of Pain +5
    
    STATISTICS:
    
    Damage: +9 (missile)
    Attack Bonus: +5
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG91
    Sling of Accuracy +5
    
    STATISTICS:
    
    Damage: +5 (missile)
    Attack Bonus: +7
    Special:
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG92
    Sling of Dexterity +3
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Special:
      Dexterity: +1
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG93
    Sling of the Defender +1
    
    STATISTICS:
    
    Damage: +1 (missile)
    Attack Bonus: +1
    Special:
      Defending: +2 Deflection Bonus
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG94
    Sling of Spell Resistance
    
    STATISTICS:
    
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG95
    Masterwork Sling
    
    STATISTICS:
    
    Attack Bonus: +1
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG96
    Sling +5
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +5
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG97
    Sling +4
    
    STATISTICS:
    
    Damage:  +4 (missile)
    Attack Bonus:  +4
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG98
    Sling +3
    
    STATISTICS:
    
    Damage:  +3 (missile)
    Attack Bonus:  +3
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    00SLNG99
    Sling +2
    
    STATISTICS:
    
    Damage:  +2 (missile)
    Attack Bonus:  +2
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    11HFSGLH
    Rol-Sayid's Left Hand of Darkness
    
    To the northeast of the great tree-town of Kuldahar lies the Vale of Shadows, a
    valley of crypts and tombs where Kresselack the Black Wolf is said to be 
    buried. Almost thirty years past, a band of adventurers entered the Vale of 
    Shadows and returned with many relics and treasures taken from the tombs there.
    Rol-Sayid's Left Hand of Darkness is one such item, though its true purpose was
    not realized when it was discovered.  Considered nothing more than the cast-off
    bandage of a mummy, it had been used to wrap a gold necklace lying in one of
    the sarcophagi in the tombs.
    
    The necklace's wrapping was discarded as soon as the band of adventurers
    returned to Kuldahar, and as they cast it away, the adventurers joked that it
    could serve some little boy as a sling if need be.  One of the children of
    Kuldahar was quick to pick up on this comment, and he kept the sling both for
    hunting and as a good luck charm for several years.  It is not known if he knew
    if the wrapping was magical or not, and he attributed the accuracy of the 
    stones cast from it as his own natural ability rather than that of the sling.
    
    In truth, Rol-Sayid's Left Hand of Darkness is one of the wrappings from the
    left hand of one of Kresselack's lieutenants, who had been resurrected as a
    mummy within the tomb of his lord and served as a guardian against trespassers.
    When a stone is placed within the wrapping and spun with great force, the stone
    will fly straight and true at an enemy.  Furthermore, as long as the wrapping 
    is held in the hand, the wielder is immune to diseases, both magical and 
    mundane.
    
    STATISTICS:
    
    Damage:  +5 (missile)
    Attack Bonus:  +5
    Special:
      Wielder is immune to Disease when equipped
      Spell Power: Can cast the spell Remove Disease 6/day
      Spell Power: Can cast the spell Symbol of Hopelessness 1/day
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    11SLNGLH
    The Left Hand of Darkness
    
    STATISTICS:
    
    Damage:  +1 (missile)
    Attack Bonus:  +1
    Special: Wielder is immune to Disease when equipped
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Missile
    Type:  One-handed
    
    
    
    ===============================================================================
    Spears
    ===============================================================================
    
    
    00CWSPEB
    Spear +1
    
    One of man's earliest weapons, dating back to the most primitive of times, the
    first spears were simply wooden poles or sticks sharpened at one end.  When man
    mastered metals, spearheads were made from iron and steel.  Having reached this
    end, weaponers began experimenting with different types of spear heads, thus
    leading to the development of certain polearm types.  This spear is slightly
    different though, as it has been imbued with certain magical properties.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER01
    Spear
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER02
    Spear +1
    
    One of man's earliest weapons, dating back to the most primitive of times, the
    first spears were simply wooden poles or sticks sharpened at one end.  When man
    mastered metals, spearheads were made from iron and steel.  Having reached this
    end, weaponers began experimenting with different types of spear heads, thus
    leading to the development of certain polearm types.  This spear is slightly
    different though, as it has been imbued with certain magical properties.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER08
    Spear of Sorrows
    
    Pergad the Red-Handed was a famous barbarian warrior near Silverymoon in the
    11th century, Dale Reckoning.  His tribe's battles against hordes of orcs,
    goblins, and hill giants are legendary throughout the north.  Unfortunately for
    Pergad, the other tribes of the region decided to move south or settle in the
    cities of the north rather than fight against the seemingly endless waves of
    foes.  Pergad's tribe, the Tribe of Dead Trees, was the last to make a stand.
    Though Pergad emerged victorious in a series of difficult battles, his tribe
    dwindled as quickly as the horde grew.  At the Battle of Surbrin Shallows in
    1014 DR, Pergad's tribe finally came to its end under cruel ogre clubs and
    giant-hurled rocks.  Legend states that when Pergad finally realized that his
    tribe was doomed, he drove his trusted spear into the Surbrin riverbed, cursing
    all the goblins who crossed over the water that his people once thrived on.
    Orcish shamans claim that the spot where his spear penetrated the rock bled for
    days.  A year later, two tribes of goblins were wiped out by a plague that
    spread among them after they settled in the Surbrin river valley.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Weight:  2 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER89
    Spear of Stunning +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Special:
      Stunning: Fortitude save or target is stunned for 1/2 combat round
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER90
    Spear of Perpetual Bleeding +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER91
    Lightning Spear
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Piercing
    Special:
      Shock: 50% chance +1d6 electric damage
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER92
    Fiery Spear +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Special:
      Penetration: Increases chance of scoring a critical hit
      Flame: +2d6 fire damage
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER93
    Ice Spear +4
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Special:
      Spell Power: Can cast Icelance 1/day
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER94
    Spear of Wounding
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Piercing
    Special:
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER95
    Masterwork 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. This particular spear is of
    exceptional quality and was obviously made by a master weaponsmith.
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER96
    Spear +5
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER97
    Spear +4
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER98
    Spear +3
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPER99
    Spear +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    00SPERIM
    Impaler
    
    Impaler is a beautiful weapon to behold.  The spear sports an eighteen inch 
    head with a serrated blade fashioned from adamantine steel.  Upon each face of 
    the blade are small openings that appear to lead within the haft of the weapon.
    The blade is also etched with glowing silver runes.  The haft of the weapon
    measures six feet in length.  It is constructed of highly polished oak
    reinforced with mithril bands along its length.  The haft is hollow.
    
    Impaler is  vicious in combat.  The spear is a wounding weapon (make a
    Fortitude save or suffer bleeding damage each round) and vampiric (make a
    Fortitude save or suffer 1d4 additional damage which is temporarily
    transferred to the wielder).  The accuracy of the weapon has been enhanced as
    well.
    
    STATISTICS:
    
    Damage:  1d8 +2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Special:
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
      Vampiric: 1d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight: 6 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    11HFSRNP
    Twelve Paces
    
    This long spear is made of a thick shaft of oak, and it looks like it has been
    used extensively in hunting arctic boars.  It bears numerous sigils and runes
    along its haft to help it strike straight and true, and when held in a life or
    death situation, the spear can lash out at an opponent up to five lengths from
    the wielder, taking the victim down before they can even enter close combat.
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Special:
      Reach of 5 lengths, rather than 2
      Spell Power: Can cast Lance of Disruption 3/day
      Spell Power: Can cast Lower Resistance 3/day
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    11SPERNP
    Nine Paces
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus:  +1
    Damage Type:  Piercing
    Special:
      Reach of 3 lengths, rather than 2.
      For the purposes of hitting enchanted creatures this weapon is considered +1
    weapon
    Weight: 7 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    50HFSRKS
    Kyosti's Hunting Spear
    
    Kyosti spent many moons working with the artisans of the Wandering Village in
    the creation of this enchanted hunter's spear.  Like the man himself, though 
    the weapon is bereft of extravagant ornamentation it always flies straight and 
    true. Some say that the weapon actually seeks the heart of its target...
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Special: +1d8 piercing damage and 33% chance of inflicting +1d10 extra piercing
    damage
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    50SPERKS
    Kyosti's Spear
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Piercing
    Special: +1d6 piercing damage and 10% chance of +1d10 extra piercing damage
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Polearm
    Type:  Two-handed
    
    
    
    ===============================================================================
    Swords
    ===============================================================================
    
    
    00ARMBL2
    Armageddon Blade 2002
    
    The Armageddon Blade 2002 is the new and improved version of the Armageddon
    Blade of the Critical Path Tester. This sword basically does the same stuff as
    the other one - only in the 3E rule-set.
    
    *Not to be used to test play balancing. Failure to comply will result in an
    alien abduction and intensive probing by cold instruments.
    
    
    00CWDRI2
    Longsword +1
    
    These swords are usually referred to as doubled-edged swords, war swords, or
    military swords.  In many cases, the longsword has a single-edged blade. There
    is no single version of the longsword; 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 longswords 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 longswords have a double-edged blade and a
    sharp point at the tip.  Despite the tip, the longsword is designed for
    slashing, not thrusting.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00CWSKX1
    Greatsword of the Soulless +5
    
    The Slayer Knights of Xvim are considered one of the deadliest warriors in any
    kingdom.  One of the things that makes them so deadly, besides being demon kin,
    is their skill with their specially forged greatswords; the Greatsword of the
    Soulless.  Being the common weapon of knights, the primary function of
    greatswords is cleaving mounted knights and breaking up pike formations.
    However, in the efficient hands of a Slayer Knight of Xvim, this particular
    greatsword will cleave through the bodies of their targets, and literally suck
    out the target's lifeblood.  The Greatsword of the Soulless is the primary
    weapon of the Slayer Knights of Xvim.
    
    STATISTICS:
    
    Damage:  2d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Vampiric: 2d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00CWSWDB
    Masterwork Longsword
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00CWSWDC
    Longsword +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00CWSWDE
    Masterwork 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 greatsword and the longsword. 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:  1d10
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00CWSWDF
    Bastard Sword +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00CWSWDH
    Masterwork 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
    Attack Bonus: +1
    Damage Type:  Piercing
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00CWSWDI
    Short Sword +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00CWSWDK
    Masterwork Greatsword
    
    STATISTICS:
    
    Damage:  2d6
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00CWSWDL
    Greatsword +1
    
    The greatsword is a derivative of the longsword.  Weaponsmiths have always
    looked for ways to improve existing weapons.  In an effort to improve the
    longsword, 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 greatswords is cleaving mounted knights and breaking up pike
    formations.  This one is particularly good at its job as it has been enchanted
    with a few magical properties.
    
    STATISTICS:
    
    Damage:  2d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00CWWIT2
    Wight's Blade
    
    Barrow wights are distinguished from other, lesser wights in numerous ways.
    Perhaps most important to the typical adventurer is that the barrow wight
    generally prefers to wield whatever weapon it carried in life rather than using
    its life-draining touch in battle.
    
    However, in rare instances the seething hatred and unnatural power of a barrow
    wight somehow seeps into the weapon it carries.  Such items can be especially
    dangerous as the wight's curse is added to whatever enchantments the weapon may
    already possess.  This is one such blade.
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Spell Process: 66% chance of casting Bane on target
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDBBS
    Bastard's Son
    
    The great warlord of the North, Kresselack the Black Wolf, is said to have 
    sired many children during his long reign, and so it came that one of these, a 
    sickly young man by the name of Thomas, sought out his father after his mother 
    died and bequeathed an ugly sword of iron to Thomas in her legacy.  Upon the 
    blade was inscribed "Know thy family," and Thomas took the motto to heart.  
    Bolstered by the sword and his mother's loss, he became determined to find
    Kresselack - whether out of a need for a new family to belong to or to take 
    revenge on Kresselack for abandoning his mother, it is not known.
    
    When he found the Black Wolf, Kresselack spurned the young man, claiming that
    the sickly and weak-looking Thomas shared no blood with him, then ordered him
    beaten and left beneath the shadow of Kelvin's Cairn to die.  After two days in
    the freezing cold, Thomas was rescued by a tribe of Uthgart barbarians fleeing
    Kresselack's army.  Nursing the man back to health, the barbarians adopted
    Thomas into their tribe and he eventually became one of their greatest hunters.
    When he passed away from winter chill many years later, he left his sword to 
    his youngest son to help him find his way in the world.
    
    STATISTICS:
    
    Damage:  1d10 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00HFSBBS
    Know Thy Family
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDBRC
    Rage of Chaos
    
    This weapon is a sight to behold.  The blade is crafted of red-gold with a
    silver edge.  The guard is finely polished platinum, and the wire wound hilt is
    crafted of black adamantine.  When drawn, the blade radiates a rainbow of
    colors.
    
    This weapon has been considered both a curse and a blessing by those who wield
    it.  Against lawful creatures it does devastating damage and attacks are made
    with an uncanny accuracy.  Rage of Chaos has been known to turn the tide in 
    many a battle.  Unfortunately, the wielder loses control of his or her 
    faculties and flies into a berserk rage upon drawing the weapon.  The blade is 
    also believed to be cursed.  Once held, it cannot be relinquished.
    
    The history of Rage of Chaos is unknown.  The weapon has appeared throughout 
    the realms in various battles over the centuries only to be lost once again.
    
    STATISTICS:
    
    Damage: 1d10 + 3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type: Slashing
    Special:
      Cursed: Once equipped can only be removed by a Remove Curse spell
      Berserk: During battle, user may become berserk
      Chaotic: +2d6 damage to lawful creatures
    Weight: 8 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  Two-handed
    
    
    00HFSBRC
    Order's Nemesis
    
    STATISTICS:
    
    Damage: 1d10 + 5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type: Slashing
    Special:
      Cursed: Once equipped, can only be removed by a Remove Curse spell
      Berserk: During battle, user may become berserk
      Chaotic: +2d6 damage to lawful creatures
      Spellward: Immunity to the spells, Sleep, Power Word: Sleep, Hold Person,
       Cloak of Fear and Dire Charm
    Weight: 8 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  Two-handed
    
    
    00SWDBWR
    Wroth
    
    "It was during Borab the Reaver's sacking of the Blue Citadel that Alemis
    Peacemaker - youngest son of Earl Marimor Peacemaker, lord of the Blue
    Citadel - stole into the locked vault his father had thought so well-hidden.  
    There, alone in the cavernous chamber, were Wroth, Hateful, and Furious - the 
    dread sword, axe, and armor of Hurom, ancient ancestor of Alemis, once known as 
    the Bloody Juggernaut before he broke his cursed iron's spell and took the 
    Peacemaker name."
    
    "Alemis, a mere boy, donned the fell armor and took Wroth and Hateful in hand.
    Alone he cut his way through Borab's motley horde of humanoid raiders until he
    faced the towering half-giant himself, hacking him down and scattering his army
    to the wind.  His family - father, mother, brothers and sisters alike - had all
    died by then, but Alemis no longer cared.  He stalked the realms, eyes ablaze
    with madness, slaying monsters and brigands wherever he found them.  But as the
    years passed and Alemis found no more of such wheat to thresh, he took to
    turning his thirsting blades on all who crossed his path... and so, once more,
    the Bloody Juggernaut had returned."
    
      -- from "Master Pelib's Bedtime Tales"
    
    This heavy, unadorned bastard sword of dull gray steel is a cursed thing, only
    showing its true form when the wielder is wounded in battle.  It is then that
    the hilt sprouts crimson tendrils that bury themselves in the wielder's 
    forearm; drinking his or her blood, the demon-sword opens the three glaring 
    eyes along its twisting, dripping blade and drives the wielder mad with lust 
    for bloodshed.
    
    Should a warrior carry Wroth along with its brothers Hateful and Furious, his 
    or her soul would be lost to the hell-forged arms and armor.  To wield even 
    Wroth alone might be construed as insanity... but there will always be those 
    for whom it may be just the weapon they're looking for.
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Cursed: Can only be unequipped with a Remove Curse spell
      Wrathful Blood: 25% of casting Blood Rage on the wielder each time he or she
    is wounded (melee only)
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00HFSBWR
    Bloody Wroth
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus: +3 bonus
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Cursed: Can only be unequipped with a Remove Curse spell
      Wrathful Blood: 66% of casting Blood Rage on the wielder each time he or she
       is wounded
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDCCS
    Caernach's Sickle
    
    The arch-druid Caernach was known to carry a good many enchanted items, most of
    which he crafted with his own hands.  Most famous were his boots, "Breath-of-
    Life," which left flowers and tiny saplings sprouting from the earth where
    Caernach strode.  Still, the arch-druid's "lesser possessions" were nothing to
    scoff at - take, for instance, his silver sickle, fashioned to gather sacred
    mistletoe and the heads of enemies alike.  This unusual weapon is actually a
    cross between a sickle and a proper sword, resembling a scimitar more than
    anything else.  Both the oaken haft and silver blade are engraved with
    decorative swirls and patterns.  Once per day the sickle may be used to scratch
    a small circle into the earth; digging in the spot so marked will reveal a
    handful of healing berries just beneath the soil's surface.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Spell Power: Can cast the spell Goodberry 1/day
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00HFSCCS
    Caernach's Silver Sickle
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Spell Power: Can cast the spell Goodberry 1/day
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDTCL
    Cleaver
    
    Cleaver is not a fancy weapon.  It was crafted with a single purpose in mind:
    the felling of ones enemies.  The four foot blade is crafted of plain steel.
    The hilt and guard are unadorned and purely functional.  Overall, Cleaver
    appears cheap and inconsequential.
    
    The true beauty of Cleaver is discovered in battle.  Despite its large size,
    the weapon is surprisingly light and easy to wield.  The enchanted blade
    bypasses all armor and strikes directly at the life force of its target.
    Unfortunately, it is incapable of affecting any creature without said life
    force.  Therefore, undead and constructs are immune.
    
    Cleaver was originally crafted for Dwelnar the Pious, a warrior who aspired to
    become a paladin.  He demanded that the blade be plain and unobtrusive,
    reflecting his own humility.  Only in battle would the weapon show its worth.
    Unfortunately his enemies soon learned the nature of the blade and unleashed a
    horde of undead against him.  Dwelnar quickly fell in battle and the sword was
    lost.
    
    STATISTICS:
    
    Damage: 2d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type: slashing
    Special:
      Brilliant Energy: All attacks ignore targets shield and armor bonuses
    Weight: 10 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00HFSTCL
    00HFSDTC
    Dwelnar's Folly
    
    STATISTICS:
    
    Damage: 2d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type: slashing
    Special:
      Brilliant Energy: All attacks ignore target's shield and armor bonuses
    Weight: 10 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDLDB
    Death's Bane
    
    Delnar was a timid mage who never was one for adventure.  He spent most of his
    life in quiet study, living with his mother, trying to learn the art of
    crafting magical items.  Unfortunately, his mother had a habit of interrupting
    him at crucial points during the enchantment process, often with disastrous
    results. Death's Bane is another botched attempt by Delnar to construct
    something of use.
    
    This weapon is truly an enigma.  When used in battle it does little to no
    damage, instead healing the intended target.  However, the healing is miniscule
    at best and hardly worth the effort required to swing the blade.  In any case,
    it has been given the name 'Death's Bane' because of its inability to slay a
    target.
    
    What purpose Delnar originally intended this weapon to serve is unknown.  There
    are some who argue that it functions as intended, while others laugh at the
    absurdity of this.
    
    STATISTICS:
    
    Damage:  None
    Attack Bonus:  -4
    Damage Type:  None
    Special:  Heals 1d4 points of damage per hit
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00HFSLDB
    Delnar's Healing Blade
    
    STATISTICS:
    
    Damage:  None
    Attack Bonus:  +1
    Enchantment:  +5
    Damage Type:  None
    Special:  Heals 2d4 points of damage per hit
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDLDY
    Dykhast Longsword
    
    Ancient dwarven legends tell of a time when the noblest of metals was not
    dwarven steel, nor meteoric iron, nor mithril, but dykhast - an alloy so strong
    that a blade's edge would never dull with toil or battle, and with a surface so
    perfect and gleaming that its shimmering surface could be seen a dragon's 
    flight away.  The oldest of dwarves speak of dykhast blades with tears of fond
    remembrance in their eyes, and callously spit at the mention of the "sundry 
    weak and piddling'" metals that today's arms and armor are fashioned from.
    
    There are rumors, though, of an ancient and secret temple called Chogoh 
    Kyn - it is there, the tales say, that blades of dykhast are still made in the 
    fashion of days long past.  The price may be high, but for the true 
    connoisseur, there is no matching the glory, the perfection, the utter joy... 
    of dykhast.
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Blade of Gleaming Dykhast: 1% chance to blind target (Fortitude save negates)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00HFSLDY
    Sword of Gleaming Dykhast
    
    STATISTICS:
    
    Damage:  1d8 + 6
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Blade of Gleaming Dykhast: 5% chance to blind target (Fortitude save negates)
    Weight: 6 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDSLS
    Lolth's Sting
    
    Blades such as this are often gifts to capable assassins in the service of
    Lolth.  The entire weapon is as black as pitch and reflects no light; its grip
    is textured with a delicate web pattern while hundreds of tiny spiders are
    engraved along the two-foot blade.  The short sword's dark magic not only
    protects the wielder from the effects of magical webs, but can entangle a
    target with webs of its own as well.
    
    An assassin typically uses the weapon to seal a target in a cocoon of silk,
    stepping away from their thrashing foe to complete the murder with a poisoned
    dart or wrist-crossbow bolt.  Such weapons have also helped many a would-be
    assassin flee from something that they've backstabbed but failed to kill with a
    single blow.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Lolth's Blessing: Immunity to Web spells
      Lolth's Curse: 33% chance to Web target
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00HFSSLS
    Lolth's Cruel Sting
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Lolth's Blessing: Immunity to Web spells
      Lolth's Curse: 33% chance to Poison and Web target
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDSSK
    Silentkiller
    
    The story of Silentkiller is a common tale that may, or may not, be true.  The
    story tells of two brothers who vied for the attention, and throne, of their
    ailing father.  When the elder brother was named king by his dying sire, the
    younger was furious and vowed to take the throne as his own.  To this end he
    commissioned the making of Silentkiller to aid him in his brother's murder.
    
    Many such tales exist throughout the realms and history.  Who is to say if they
    are fact or fiction?  In any case, Silentkiller is indeed a weapon of
    assassination.  The blade grants its wielder the ability to blend into the
    shadows and move as quiet as a cat stalking its prey.
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type: Piercing
    Special:
      Move Silently: +2
      Hide: +2
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00HFSSSK
    Assassin's Blade
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type: Piercing
    Special:
      Move Silently: +4
      Hide: +4
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDSTD
    Thy-Dunag Blade
    
    "Thy-Dunag" is an expression used in the distant realms of Kara-Tur to signify
    "more respect than is due," and this expression has been inscribed upon the 
    hilt of this sword so that it may be seen even while the blade is sheathed.  
    This blade was reputedly given to a local warlord who sought to challenge the
    shogun, but the shogun was so contemptuous of the warlord's pretensions of 
    being a threat that he invited him to his court and gave him the blade to both 
    insult the man and as a warning for him to know his place.
    
    When drawn, this short, silvered blade has a broad base that tapers to a sharp
    point, but despite its apparent lightness, it is actually quite heavy.  It
    always looks like it is standing at attention and it has a curious way of
    drawing the eye in combat, unbalancing and distracting any opponents it meets 
    in combat.
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +2
    Enchantment:  +1
    Damage Type:  Piercing
    Weight:  5 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00HFSSTD
    Shame of Thy-Dunag
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +5
    Enchantment:  +3
    Damage Type:  Piercing
    Weight:  5 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDB01
    Bastard Sword
    
    STATISTICS:
    
    Damage:  1d10
    Damage Type:  Slashing
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB02
    Masterwork Bastard Sword
    
    STATISTICS:
    
    Damage:  1d10
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB03
    Bastard Sword +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB86
    Bastard Sword +5
    
    STATISTICS:
    
    Damage:  1d10 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB87
    Bastard Sword +4
    
    STATISTICS:
    
    Damage:  1d10 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB88
    Bastard Sword +3
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB89
    Bastard Sword +2
    
    STATISTICS:
    
    Damage:  1d10 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB91
    Icy Bastard Sword +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Frost: +1d6 Cold damage
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB92
    Static Bastard Sword
    
    STATISTICS:
    
    Damage:  1d10
    Damage Type:  Slashing
    Special:
      Shock: 50% chance +1d6 electrical damage
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB93
    Bastard Sword of Heroism
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus: +3
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Keen: Increases chance of scoring a critical hit
      Slashing: +3d6 Slashing damage
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB94
    Miasmic Bastard Sword
    
    STATISTICS:
    
    Damage:  1d10
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Corrosive Burst:  +1d6 acid damage and 10% chance of +1d10 extra acid damage
      Venom: +2 points of poison damage every second for 6 seconds (Fortitude save
       for none)
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
      Stunning: 25% chance target is stunned for 1/2 combat round (Fortitude save
       for none)
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB95
    Bastard Sword of Wrath
    
    STATISTICS:
    
    Damage:  1d10
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Flaming Burst:  +2d6 fire damage and 10% chance of +2d10 extra fire damage
      Strength: +2
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB96
    Bastard Sword +3: Cold Fire
    
    STATISTICS:
    
    Damage:  1d10 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Frost: +1d6 Cold damage
      Flame: +1d6 Fire damage
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB97
    Bastard Sword +2: Black Adder
    
    STATISTICS:
    
    Damage:  1d10 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
      Keen: Increases chance of scoring a critical hit
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB98
    Bastard Sword of Frost +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Frost: +1d6 Cold damage
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDB99
    Fang
    
    This uniquely made Bastard Sword is imbued with an ever present supply of 
    acidic venom.  While not poisonous, the venom will burn upon contact if it 
    contacts directly with flesh.
    
    STATISTICS:
    
    Damage:  1d10
    Damage Type:  Slashing
    Special:
      Corrosiion: 25% chance +1d3 acid damage
    Weight: 10 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    00SWDC01
    Scimitar
    
    The scimitar is closely related to the sabre, a single edged curved sword with
    protective hilt. The blade has a greater curve to it and is tapered to an
    elongated, sharp point. The origins of the scimitar are largely unknown however
    they have been very popular in the southern region of the Forgotten Realms.
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC87
    Scimitar of Acid +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Corrosion: 50% chance +1d6 acid damage
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC88
    Scimitar of the Defender +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Deflection Bonus: +1
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC89
    Scimitar of Entanglement
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Slashing
    Special:
      Spell Power: Can cast the spell Entangle 1/day
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC90
    Scimitar: Blood Trails
    
    STATISTICS:
    
    Damage:  1d6
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Wounding: Inflicts 5 additional points of damage per round for 10 rounds
       (Fortitude negates)
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Slashing: +1d6 slashing damage
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC91
    Scimitar of Defense +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Deflection Bonus: +3
      Shock: +2d6 electrical damage
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC92
    Scimitar of Hell's Fire
    
    STATISTICS:
    
    Damage:  1d6
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Flame: +3d6 fire damage
      Resistance: 1/- Magic Resistance
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC93
    Scimitar+4: Ichor
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus: +4
    Enchantment:  +4
    Damage Type:  Slashing
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC94
    Masterwork Scimitar
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC95
    Scimitar +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC96
    Scimitar +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus: +4
    Enchantment:  +4
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC97
    Scimitar +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC98
    Scimitar +2
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDC99
    Scimitar +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL01
    Longsword
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL02
    Masterwork Longsword
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL03
    Longsword +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL04
    Longsword +2
    
    STATISTICS:
    
    Damage: 1d8 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special: +1 cold damage
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL07
    The Sword of Myrloch Vale
    
    It is believed that fae creatures helped create this beautiful sword, and
    legends say that it was forged in the cool depths of Myrloch, the large lake at
    the center of Gwynneth in the Moonshaes.  The weapon has an unearthly look to
    it, and it is believed to be quite old.  The only individual known to have
    carried the weapon was a half-elven bard named Daen Winterbrush.  It is said by
    some that after he found the sword, quite by accident, that he was blessed with
    exceptional creativity and powerful sensitivity to the world around him.  He
    traveled for forty years and is known for some of the most unique, haunting
    melodies in Faerun.  It is believed that Daen eventually became too melancholy
    at the sights of misery and oppression that he encountered in his travels, and
    that the fae smiths of the Moonshae Isles welcomed him into the breast of
    Myrloch.
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special
      Knowledge (Arcana): +20 bonus
    Weight:  4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL09
    Moonblade of Selune
    
    The blade of this sword is constructed of a pale white material.  It is 
    slightly translucent and appears to glow in dim light.  The edge of the blade
    appears dull and unable to cut even the softest of materials.  When used in
    combat, however, a moonblade is a formidable weapon.A moonblade bypasses armor 
    and strikes at a target directly.  The weapon drains life force and leaves no
    visible wounds, unless the creature is undead.  Undead suffer terrible wounds
    from a moonblade.  Their substance actually seems to boil away, and they suffer
    double damage.
    
    Moonblade's of Selune are the favored weapons of the priestesses of Selune.
    They are usually granted only to priestesses who serve the church beyond the
    call of duty.  This weapon was given to Emma Moonblade for her unswerving
    dedication to the church.
    
    Due to the nature of the blade, this blade cannot be used as a sneak attack
    weapon.
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus: +2
    Enchantment:  +4
    Damage Type:  Magic (does not allow Strength damage)
    Special: Double damage to undead
    Weight: 2 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL80
    Stunning Longsword +2
    
    STATISTICS:
    
    Damage:  1D8 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to
    resist)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL81
    Corrosive Frost Longsword +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Frost: 25% chance +1d6 cold damage
      Corrosion: 25% chance +1d6 acid damage
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL82
    Longsword of Wounding +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Damage Type:  Slashing
    Special:
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL83
    Longsword of Electric Fire +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Flame: 25% chance +1d6 fire damage
      Shock: 25% chance +1d6 electric damage
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL84
    Spellward Longsword
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
      Spellward: Immune to the effects of Charm Person
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL85
    Venomous Longsword
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
    for none
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL86
    Longsword +5
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL87
    Longsword +4
    
    STATISTICS:
    
    Damage:  1D8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL88
    Longsword +3
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL89
    Bhaal's Fire
    
    STATISTICS:
    
    Damage:  1d8 + 3 (+2d4 fire)
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special: 15% chance target is Stunned
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL90
    Flaming Sword of the Defender +5
    
    STATISTICS:
    
    Damage:  1d8 +5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Defending: +3 Deflection Bonus
      Flame: +1d6 fire damage
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL91
    Stunning Longsword of Corrosion +3
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Corrosion: 50% chance of +2d6 acid damage
      Stunning: Fortitude save or target is stunned for 1/2 combat round
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL92
    Longsword of Acidic Fury
    
    STATISTICS:
    
    Damage:  1d8
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage
      Venom: +2 points of poison damage every second for 6 seconds, Fortitude save
       for none
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose
       of hitting creatures that require magical weapons to hit
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL93
    Longsword of Frost +5
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Frost: +1d6 cold damage
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL94
    Vampiric Longsword +4
    
    STATISTICS:
    
    Damage:  1d8 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Slashing
    Special:
      Vampiric: 1d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL95
    Longsword of Speed +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Damage Type:  Slashing
    Special:
      Speed: 1 additional attack per combat round
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL96
    Longsword +1: Bloodletting
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Vampiric: 1d4 hit points drained from target and added to wielder (Fortitude
    save for none)
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL97
    Lightning Longsword +2
    
    STATISTICS:
    
    Damage:  1d8 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Shock: 50% chance of +1d6 electrical damage
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL98
    Longsword of Resistance +1
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Resistance: 1/- Magic Resistance
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDL99
    Vampiric Long Sword
    
    STATISTICS:
    
    Damage:  1d8
    Damage Type:  Slashing
    Special:
      Vampiric: 1d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    00SWDS01
    Short Sword
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Piercing
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS02
    Masterwork Short Sword
    
    STATISTICS:
    
    Damage:  1d6
    Attack Bonus: +1
    Damage Type:  Piercing
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS03
    Short Sword +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS04
    Short Sword +2
    
    'The Whistling Sword'
    Amidst the plains of the Eastern Shaar there lived a small human blacksmith,
    whose nearly dwarven height did not do his soul justice.  Though a skilled
    weaponsmith, his true gift was his ability to whistle a heartfelt song that
    could cause a grown man to cry like a newborn.  Only a reclusive mage shared 
    and enjoyed time with the diminutive man, however, as others could only see his
    small size as a source of amusement.  Deaf to the smith's song because of their
    own prejudices, their ridicule slowly grew into cruel torment which eventually
    persuaded the light-hearted man to leave his home forever.  Before he left he
    forged this weapon as a gift for his one friend, who also enchanted it during
    the making.  Thus the blade sweetly whistles to its wielder when unsheathed.  
    It was not long after that the mage also deserted the small town in disgust, 
    taking the sword with him on his journeys.
    
    STATISTICS:
    
    Damage:  1d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Piercing
    Weight: 2 lb
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS05
    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:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS85
    Reflective Short Sword +1
    
    STATISTICS:
    
    Damage:  1d6+1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Spell Power: Can cast the spell, Minor Mirror Image 1/day
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS86
    Wounding Sword of Shadows +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Shadowed: +2 to Hide skill
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS87
    Short Sword of Sanctuary +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Piercing
    Special:
      Spell Power: Can cast the spell Sanctuary 1/day
      Stunning: 25% chance target is stunned for 1/2 round (Fortitude save to
    resist)
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS88
    Short Sword +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS89
    Short Sword +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS90
    Short Sword +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS91
    Sure Striking Short Sword +1
    
    STATISTICS:
    
    Damage:  1d6 + 1
    Attack Bonus: +1
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS92
    Frostblade
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Piercing
    Special:
      Frost: 50% chance +1d6 cold damage
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS93
    Vampiric Short Sword
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Piercing
    Special:
      Vampiric: 1d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS94
    Charged Short Sword of Wounding +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Shocking Burst:  +2d6 electric damage and 10% chance of +2d10 extra electric
    damage
      Wounding: Inflicts 1 additional point of damage per round for 10 rounds
    (Fortitude negates)
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS95
    Brilliant Short Sword +5
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Piercing
    Special:
      Brilliant Energy: All attacks ignore targets shield and armor bonuses
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS96
    Short Sword of Flurry +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Speed: 1 additional attack per combat round
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS97
    Bleeding Short Sword +4
    
    STATISTICS:
    
    Damage:  1d6 + 4
    Attack Bonus:  +4
    Enchantment:  +4
    Damage Type:  Piercing
    Special:
      Wounding: Inflicts 2 additional points of damage per round for 10 rounds
    (Fortitude negates)
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS98
    Short Sword of Stealth +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Shadowed: +4 to Hide skill
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDS99
    Short Sword of Shadows
    
    STATISTICS:
    
    Damage:  1d6
    Damage Type:  Piercing
    Special:
      Shadowed: +2 to Hide skill
    Weight:  3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    00SWDT01
    Greatsword
    
    The greatsword is a derivative of the longsword.  Weaponsmiths have always
    looked for ways to improve existing weapons.  In an effort to improve the
    longsword, 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 greatswords is cleaving mounted knights and breaking up pike
    formations.
    
    STATISTICS:
    
    Damage: 2d6
    Damage Type: Slashing
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT02
    Masterwork Greatsword
    
    STATISTICS:
    
    Damage:  2d6
    Attack Bonus: +1
    Damage Type:  Slashing
    Weight: 15 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT03
    Greatsword +1
    
    The greatsword is a derivative of the longsword.  Weaponsmiths have always
    looked for ways to improve existing weapons.  In an effort to improve the
    longsword, 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 greatswords is cleaving mounted knights and breaking up pike
    formations.  This one is particularly good at its job as it has been enchanted
    with a few magical properties.
    
    STATISTICS:
    
    Damage:  2d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT86
    Greatsword +5
    
    STATISTICS:
    
    Damage:  2d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT87
    Greatsword +4
    
    STATISTICS:
    
    Damage:  2d6 + 4
    Attack Bonus:  +4
    Enchanment:  +4
    Damage Type:  Slashing
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT88
    Greatsword +3
    
    STATISTICS:
    
    Damage:  2d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT89
    Greatsword +2
    
    STATISTICS:
    
    Damage:  2d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT90
    Blessed Greatsword +2
    
    STATISTICS:
    
    Damage:  2d6 + 2
    Attack Bonus: +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Spell Power: Can cast the spell Bless 1/day
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT91
    Greatsword of Flame +1
    
    STATISTICS:
    
    Damage:  2d6 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Flame: 50% chance +1d6 fire damage
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT92
    Sure Strike Greatsword
    
    STATISTICS:
    
    Damage:  2d6
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT93
    Greatsword of the Soulless +5
    
    The Slayer Knights of Xvim are considered one of the deadliest warriors in any
    kingdom.  One of the things that makes them so deadly, besides being demon kin,
    is their skill with their specially forged greatswords; the Greatsword of the
    Soulless.  Being the common weapon of knights, the primary function of
    greatswords is cleaving mounted knights and breaking up pike formations.
    However, in the efficient hands of a Slayer Knight of Xvim, this particular
    greatsword will cleave through the bodies of their targets, and literally suck
    out the target's lifeblood.  The Greatsword of the Soulless is the primary
    weapon of the Slayer Knights of Xvim.
    
    STATISTICS:
    
    Damage:  2d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Vampiric: 2d4 hit points drained from target and temporarily added to wielder
    (Fortitude save for none)
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT94
    Greatsword of Rage +5
    
    STATISTICS:
    
    Damage:  2d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Slashing: +1d6 Slashing damage
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT95
    Greatsword of Righteousness +2
    
    STATISTICS:
    
    Damage:  2d6 + 2
    Attack Bonus:  +2
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Holy: +2d6 damage to evil creatures
      Lawful: +2d6 damage to chaotic creatures
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    Minimum Strength of 18 Required
    
    
    00SWDT96
    Greatsword of Virtue
    
    STATISTICS:
    
    Damage:  2d6
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Lawful: +2d6 damage to chaotic creatures
      Holy: +2d6 damage to evil creatures
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
      Flame: +1d6 fire damage
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT97
    Greatsword: Frost Defender
    
    STATISTICS:
    
    Damage:  2d6
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Deflection Bonus: +3
      Frost: +2d6 cold damage
      Sure Striking: Weapon is treated as having a +5 enchantment for the purpose 
       of hitting creatures that require magical weapons to hit
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    Minimum Strength of 16 Required
    
    
    00SWDT98
    Greatsword of Flame +3
    
    STATISTICS:
    
    Damage:  2d6 + 3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Flame: +1d6 fire damage
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    00SWDT99
    Greatsword of the Defender
    
    STATISTICS:
    
    Damage:  2d6
    Damage Type:  Slashing
    Special:
      Deflection Bonus: +1
    Weight: 12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    Minimum Strength of 18 Required
    
    
    11HFDGGH
    Goblin Slayer
    
    This pearl-handled dagger was crafted by the enchantress Elytharra as 
    protection against the frequent goblin raids that plague Icewind Dale.  It 
    looks more like a fine, familiar hunting knife than a weapon of war, but its 
    keen edge bites deep into goblin hide.  Elytharra claims to have only used the 
    knife only on a small number of occasions.
    
    STATISTICS:
    
    Damage:  1d4 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Piercing
    Special:
      Slays goblins instantly
    Weight:  2 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    11SWDLHE
    Heart of <CHARNAME>
    
    You have no idea where this dwarven-forged blade came from, but clearly etched
    on its blade is "<CHARNAME>."  You're sure you've never seen it before, yet it
    feels strangely familiar when you hold it in your hand.  The blade looks 
    several generations old and bears numerous nicks and scratches, and radiates a 
    faint chill.  You have no idea how it came to bear your name.
    
    STATISTICS:
    
    Damage:  1d8
    Attack Bonus: +1
    Damage Type:  Slashing
    Special:
      Resistance: 1/- Cold Resistance
    Weight: 3 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    11HFSLHE
    Golden Heart of <CHARNAME>
    
    You have no idea where this dwarven-forged blade came from, but clearly etched
    on its blade is <CHARNAME>.  You're sure you've never seen it before, yet it
    feels strangely familiar when you hold it in your hand.  The blade looks 
    several generations old and bears numerous nicks and scratches, and radiates a 
    faint chill.
    
    This sword was left behind by a previous party when they retook the Severed 
    Hand from the forces of the Chimera, and it has been empowered with all of 
    their wealth and experiences.  It was intended for you to aid you in 
    slaughtering your way through the legions.
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus: + 5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Strength: +2
      Dexterity: +2
      Hit Point Bonus: +25 Maximum Hit Points
      Constant Effect: Freedom of Movement while equipped
      Constant Effect: Haste while equipped
    Weight: 1 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    11HFSTWS
    Saga of Wandering Sky
    
    The saga of Wandering Sky is a tale of hearth and home told by many skalds of
    the North.  The tale exemplifies the persistence and strength of the barbarian
    spirit.
    
    When the legions of Arakon the Arch-Mage swept across Icewind Dale, the Tribe 
    of the Bear was among the first of the tribes to meet his assault.  Overwhelmed 
    by the superior forces, the barbarians fought bravely, but they were no match 
    for Arakon's forces.  One of the tribe's eldest hunters and warriors, Hreidgar, 
    was knocked unconscious during the battle, and he awoke to the sky tearing at 
    his face and the remains of his fellows around him.  Of his wife and children, 
    there was no trace, and without a word, Hreidgar took up his great sword and 
    followed the path of Arakon's army, determined to reclaim them and avenge the 
    fallen.
    
    Hreidgar was among the first to pledge his blade to the barbarian shaman Jerrod
    when he united the tribes against Arakon, and he served tirelessly in the great
    battles ahead, even on the darkest day when Arakon unleashed armies of the 
    hells against Jerrod and the tribes.  In every battle, Hreidgar and his 
    greatsword were as one, howling like the wind as he drove his enemies back... 
    and to their deaths.  But when Arakon was at last defeated, no trace of 
    Hreidgar's wife and child were to be found.
    
    Hreidgar continued his search, and his journey of many years is said to have
    taken him across the great cliffs of the Reghed Glacier during the Season of
    Raining Spears, upon the Sea of Moving Ice where he sailed with the Tribe of 
    the Great Whale and fought slavers from the south, and then to his final
    destination, the small town of Enholm's Point, where he stood with the handful
    of the town's defenders against the army of Kresselack the Black Wolf.  It is
    said Hreidgar fought so fiercely that Kresselack conceded the field in honor of
    the warrior - but not before striking the fatal blow that would end the
    warrior's life.
    
    Bleeding from numerous wounds, Hreidgar is said to have wandered north from
    Enholm's Point, traveling for many miles before collapsing to his knees.  With
    the last of his strength, the old warrior plunged his blade into the ice and
    said he had finally found what he had been seeking.  "Let the sky wander," he
    proclaimed, "for my travels are done."
    
    When the townsfolk of Enholm's Point returned the next day to carry his body
    away, they found Hreidgar, but his blade had vanished.  It is said that the
    blade now wanders as the sky wanders, finding its way to others with long
    journeys before them... and guiding them to their final destination, whatever 
    it may be.
    
    STATISTICS:
    
    Damage: 2d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Target is under the effects of the spell Doom upon successful hit
      Spellward: Wielder is immune to the spell Slay Living, Harm, and Finger of
    Death
    Weight:  12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    11SWDTWS
    Wandering Sky
    
    STATISTICS:
    
    Damage: 2d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Spell Power: Can cast Doom once
    Weight:  12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    50DAGGLT
    Lamia's Tongue
    
    This wicked-looking throwing knife is part of a set of items once belonging to
    Suhailah el Khaba - the Black Lamia - an infamous sell-sword from Calimport.
    The unverified rumors regarding her final fate are many, running the gamut from
    "imprisoned beneath the earth by a vengeful wizard whose niece she'd murdered"
    to "fell in love with a nobleman from Thay and went into hiding."  What is 
    known for certain is that the murderous woman is long gone and her belongings 
    have been found scattered here and there throughout the realms ever since.
    
    Forged of dull black steel, the blade is engraved in the fashion of a barbed
    tongue while the handle is textured with minute scales.  Because the enchanted
    dagger whips back to the thrower's hand once it has struck a solid object, its
    barbs can do horrendous damage to a target.  Many a bravo were felled by the
    Lamia's Tongue before coming within ten paces of her, their last breaths
    escaping through a burbling, crimson hole in their throats.
    
    STATISTICS:
    
    Damage:  1d4
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Barbed: +1d6 additional slashing damage
      Returning: Returns to wielder
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    50HFDGLT
    The Black Lamia's Tongue
    
    STATISTICS:
    
    Damage:  1d4+2
    Attack Bonus: +2
    Damage Type: Missile (piercing)
    Damage Type: Melee (piercing)
    Special:
      Barbed: 1d6 additional slashing damage
      Wounding: Inflicts 1 additional point of damge per round for 10 rounds
    (Fortitude negates)
      Returning: Returns to wielder
    Weight: 0 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    50HFSLWB
    Barrow Wight's Blade
    
    STATISTICS:
    
    Damage:  1d8 + 3
    Attack Bonus: +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Spell Process:  Target under the effects of the spell Bane upon successful 
       hit (Will negates)
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    50SWDLWB
    Wight's Blade
    
    STATISTICS:
    
    Damage:  1d8 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Spell Process: 66% chance of casting Bane on target
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    60HFSLHA
    Light of Cera Sumat
    
    The holy avenger is the paladin's ultimate weapon against the forces of evil.
    There are few creatures on the Lower Planes that would not hesitate to confront
    a holy warrior wielding such a weapon... and this one, perhaps more so than
    others.  Once, it was nothing more than a simple iron sword, but through the
    courage and faith of one man, it became something more.
    
    The blade of this holy avenger glows with a soft golden light.  Inscribed upon
    the hilt in flowing gold letters is "Cera Sumat," which translates into "Six,
    now Silenced."  Cera Sumat earned its name through the labors of elderly duke
    Kholsa Ehld, a man cresting nearly eighty years of age, who vowed to complete a
    task that the greatest warriors of three kingdoms feared to do... all because 
    of the weeping of a child.
    
    The times in which Old Duke Ehld lived were ones of great upheaval, and the
    servitors of Bane were strong, crushing all that stood in their way.  Entire
    kingdoms feared their wrath, and to speak out against them meant death, so many
    remained silent and turned their eyes from the evils of Bane and his servants.
    
    During these dark times, the most terrible of Bane's minions were six who 
    called themselves the Lost Followers.  Their souls were storms of avarice and 
    hate, and mighty were the powers at their command.  They reveled in strife and 
    tyranny... and for all the blood they shed, it was never enough.
    
    Together, the Lost Followers brought about the downfall of the Silver Court,
    slaying its king upon his throne and renaming his once-beautiful nation the
    Barbed Kingdom.  After animating his decapitated corpse and having it march
    through the streets slaying anyone it could find, they brought a rain of fire
    down upon the city and the lands around, leaving it a barren wasteland.  It is
    said that they dined in the capital's great hall that night as the land burned,
    and they raised their wine glasses as the screams of the dying reached their
    peak.
    
    There was only one survivor.  In their last act of malice, the Lost Followers
    left the king's only daughter, barely five years old, alive to reign as "Queen"
    over the burned kingdom.  They called her the Weeping Queen and cast wards 
    about her so that she might never leave the empty capital, and then left her to
    starve.  Their appetite momentarily slaked, the Lost Followers parted ways and
    went upon their separate roads of damnation, sowing strife in the Bane's Name.
    
    Old Duke Ehld was the first one to cross the wards of the Barbed Kingdom and
    seek out the Weeping Queen upon her father's throne.  When he found the small
    girl, he approached, kneeled before her, and told her he had come to pledge his
    life in her service.  In stiff, formal words, he said he had brought food and
    water and apologized for his lateness, but his bones were old and it had taken
    him some time to reach this place.  The near-starving child stared at him as he
    pledged his worn blade and his honor to seeing that the ones who had done this
    terrible crime answered for their actions, if his Queen wished it.  After a
    long, stunned silence, the Weeping Queen found the words to thank him.
    
    From the moment Ehld left the throne room in search of the Lost Followers, the
    weeping of the queen ended, and she never wept again.
    
    Over six years, Ehld traveled the lands of Faerun and across the planes
    themselves, seeking the Six, and asking them to answer for their crimes.  Each
    scoffed at the old man and his worn-looking blade, only to find him a dangerous
    opponent... and in the end, the victor.  He recorded the events of their death
    upon a stone set into the pommel of his blade, and there was even regret in his
    writings that he had not been able to enlighten the Lost Followers to turn from
    their path before it came to its end.
    
    When the last of the Six had answered for their crimes upon the edge of the
    Cera Sumat blade, Ehld returned to the Weeping Queen and laid the blade at her 
    feet. Where once it had been a tarnished blade, it shone as brightly as the 
    sun, and the stone in the pommel was covered with the writing of his journeys.  
    He detached the stone, and set into a chain, and he gave the Weeping Queen.  
    Ehld told her to keep the chain to wear as a reminder of the many evils of the 
    world and that they are never far from one's heart... but if one's heart is 
    true and one's path is righteous, one may triumph against any number of evils.
    
    Duke Ehld outlived his queen, living to the age of 107, at which point Ehld 
    took his Cera Sumat and left the Barbed Kingdom... and is said to have traveled
    north.  In time, the Barbed Kingdom rose to its former glory and its name was
    changed, and with it, the fate of Cera Sumat and the Medallion of the Lost
    Followers was forgotten... until your arrival in Kuldahar and the medallion and
    the Holy Avenger were united once again to meet the Lost Followers in battle 
    one final time.
    
    But the story of Ehld and Cera Sumat was a story of another time, and of the
    adventures of another hero.  This is now your time, and your epic.  If your 
    band counts a paladin among its number, then this ancient blade is yours to 
    wield against the forces of evil...
    
    And perhaps, if your heart is true, save a land from destruction once again.
    
    STATISTICS:
    
    Damage:  1d8 + 10
    Attack Bonus: +10
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
     Holy: +2d6 against evil creatures.
     Resistance: +30 Spell Resistance
     Spell Power: Can cast the spell Dispel Magic, No Limit per Day
    Weight:  5 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    60SWDLHA
    "Cera Sumat," Holy Avenger
    
    STATISTICS:
    
    Damage:  1d8 + 5
    Attack Bonus: +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
     Holy: +2d6 against evil creatures.
     Resistance: +15 Spell Resistance
     Spell Power: Can cast the spell Dispel Magic, No Limit per Day
    Weight:  5 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    63HFSCSS
    Scimitar of the Soulless +5
    
    In honor of Iyachtu Xvim, Madae had one of her most skilled weapon smiths 
    create a replica of Iyachtu Xvim's scimitar, the Scimitar of Souls, and called 
    it the Scimitar of the Soulless.  When it was complete, she had it put into the 
    hands of Iyachtu Xvim's statue, in the hopes that if one day Iyachtu Xvim 
    materialized as one of his avatars, he would use the weapon she had made for 
    him in battle.
    
    The mainstay weapon of Iyachtu Xvim, the Scimitar of Souls has the power to
    literally suck the life out from its victims, as does this replica.  Its large,
    black polished blade is serrated on the back side of its curve, wraps around 
    the lethal tip, and etches its jagged way one quarter the blade's length down 
    the sharpened side.
    
    The brutal looks and size of the finely forged Scimitar of the Soulless
    compliments Iyachtu Xvim's foreboding presence and intimidating scowl.  In the
    hands of Iyachtu Xvim's avatar, even this copy of the original sword would 
    yield the dark god an immense advantage in battle - let alone if a mortal were 
    to wield it.
    
    STATISTICS:
    
    Damage:  1d6 + 5
    Attack Bonus:  +5
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      Dispelling: Dispel Magic on target (Will save)
      Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points
    (Fortitude save -4) on target
      Corrosive: 25% chance +2d6 acid damage per hit
    Weight: 5 lb
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    63SWDCSS
    Scimitar of Souls +3
    
    STATISTICS:
    
    Damage:  1d6 + 3
    Attack Bonus:  +3
    Enchantment:  +3
    Damage Type:  Slashing
    Special:
      Dispelling: Dispel Magic on target (Will save)
      Energy Drain: -2 to Attack Bonus / -2 to damage, -10 to max hit points
    (Fortitude -2 to save)
    Weight: 5 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    ZZ35LS
    Letto's Scar
    
    This enchanted short sword has been carved from a single piece of shale, its
    surface smeared with venom drawn from the tongue of a desert serpent.  The
    venom never dries, giving the sword an unhealthy sheen.
    
    This short sword is an evil weapon, said to have caused many lingering deaths
    over the years.  Its name comes from its last known owner, an infamous
    buccaneer named Letto who preyed on ships traveling upon the Sea of Moving Ice.
    It is said that he was caught by the Tribe of the Great Whale in the shadow of
    Hehnhold's Iceberg, where his ship was hacked apart by the barbarians' great
    axes and the crew set aflame with burning pitch.  When the battle was over, 
    only driftwood remained.  One of the pieces of his ship's hull found its way 
    south and the wood was used in the construction of one of the rooms in the 
    upper story of the Weeping Widow Inn.  The short sword has been buried within 
    the timber for almost thirty or more years, waiting for someone to find it 
    again and use it in Letto's name.
    
    STATISTICS:
    
    Damage:  1d6 + 1, +2 vs. Good Creatures
    Attack Bonus:  +1, +2 vs. Good Creatures
    Enchantment:  +1
    Damage Type:  slashing
    Special:  10% Chance of Poisoning Target, -1 Penalty to Fortitude save When 
              Held
    Weight: 3 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZ36LS
    Letto's End
    
    STATISTICS:
    
    Damage:  1d6 + 3, +5 vs. Good Creatures
    Attack Bonus:  +3, +5 vs. Good Creatures
    Enchantment:  +5
    Damage Type:  Slashing
    Special:
      25% Chance of Poisoning Target
      Immune to Poison while equipped
    Weight: 1 lb.
    Feat Requirement:  Simple Weapon, Small Blade
    Type:  One-handed
    
    
    ZZJ6BS
    Bastard Sword of the Undead Slayer +1
    
    STATISTICS:
    
    Damage:  1d10 + 1
    Attack Bonus: +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special:
      Bane: +2 Attack Bonus and +2d6+2 vs Undead
    Weight:  9 lb.
    Feat Requirement:  Exotic Weapon, Bastard Sword
    Type:  One-handed
    
    
    ZZJ6US
    Greatsword: Undead Slayer +2
    
    STATISTICS:
    
    Damage:  2d6 + 2
    Attack Bonus: +2
    Enchantment:  +4
    Damage Type:  Slashing
    Special:
      Bane: +2 Attack Bonus and +2d6+2 damage vs Undead
      Flaming Burst:  +1d6 fire damage and 10% chance of +1d10 extra fire damage
    Weight: 12 lb
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    ZZR6HFWB
    Thunder's Shock
    
    This massive sword, fashioned to be wielded by a person of great strength, is 
    as elegant as it is repulsive.  Though coated in metal, its blade has been
    reinforced with human bones.  Its hilt, and accompanying scabbard, have been
    stylishly made from tanned human flesh and skin.
    
    Little is known about the origins of this weapon, but it is rumored to have 
    been passed down from generation to generation by human Mulhorandi woman.  
    According to legend, whenever these women gave birth to a girl while being 
    forced into slavery, they would, on the night of the first full moon, pray to 
    the ancient pharaoh Tyrish for guidance.  Hearing their prayers, Tyrish would 
    send "floating down from the heavens" this sword, and the woman would use it to 
    severely disfigure their children.  Once the deed was done, the sword would 
    float away as gracefully as it had arrived.  These children, now deemed 
    undesirable by their slavers, would be sold for a quick profit, thus sparing 
    them the horrors of slavery.
    
    STATISTICS:
    
    Damage:  2d6 + 1
    Attack Bonus:  +1
    Enchantment:  +3
    Damage Type:  Slashing
    Special
      Bane: +3 Attack Bonus vs Humans and +2d6+3 vs Humans
      Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra
    electrical damage
    Weight:  12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    ZZR6WB
    Winged Blight
    
    This massive sword, presumably fashioned to be wielded by a person of great
    strength, is as elegant as it is repulsive.  Though coated in metal, its blade
    has been reinforced with human bones.  Furthermore its hilt, and accompanying
    scabbard, have been stylishly made from tanned human flesh and skin.
    
    Little is known about the origins of this sword, but Mulhorandi aristocrats 
    have passed its rumor from generation to generation.  According to legend, 
    whenever a human Mulhorandi woman gave birth to a girl after having been forced 
    into slavery, she would, on the night of the first full moon, pray to the 
    ancient pharaoh Tyrish for guidance.  Hearing her prayers, Tyrish would send 
    "floating down from the heavens" this weapon, originally no larger than a 
    stiletto, and the woman would use it to severely disfigure her child.  Once the 
    deed was done, the weapon would enlarge slightly before floating away as 
    gracefully as it had arrived.  These "marked" children, now deemed undesirable 
    by their male overseers, would be allowed to purchase their freedom, thus 
    sparing them the horrors of slavery.  The scars inflicted upon these 
    children - those physical in nature at least - would eventually heal over time.
    
    STATISTICS:
    
    Damage:  2d6 + 1
    Attack Bonus:  +1
    Enchantment:  +1
    Damage Type:  Slashing
    Special
      Bane: +3 Attack Bonus vs Humans and +2d6+3 Damage Bonus vs Humans
    Weight:  12 lb.
    Feat Requirement:  Martial Weapon, Great Sword
    Type:  Two-handed
    
    
    ZZZ6BS
    Bane Scimitar of Flame
    
    STATISTICS:
    
    Damage:  1d6
    Enchantment:  +2
    Damage Type:  Slashing
    Special:
      Bane: +2 Attack Bonus vs Skeletal Undead and +2d6+2 vs Skeletal Undead
      Flame: 50% chance of +1d6 fire damage
    Weight: 4 lb.
    Feat Requirement:  Martial Weapon, Large Sword
    Type:  One-handed
    
    
    
    ===============================================================================
    Wands
    ===============================================================================
    
    
    00WAND01
    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 make a Will save
    Range:  100 ft
    Area:  10 ft radius
    Duration:  15 rounds
    Weight: 1 lb.
    
    
    00WAND02
    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
    Weight: 1 lb.
    
    
    00WAND03
    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 make a Fortitude save 
    in order to avoid being stunned for 10 rounds.
    
    STATISTICS:
    
    Effect:  Target stunned unless a Fortitude save with a -4 penalty is made
    Range:  100 ft
    Area:  1 creature
    Duration:  10 rounds
    Weight: 1 lb.
    
    
    00WAND04
    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) must make a Reflex save  to take 
    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 Reflex save for half.
    
    STATISTICS:
    
    Ability 1:
    Effect:  shoots out a Fireball
    Damage:  6D6 (Reflex save for half)
    Range:  90 ft
    Area 30 ft radius
    
    Ability 2:
    Effect:  Agannazar's scorcher
    Damage:  6D6 +6 (Reflex for half)
    Range:  90 ft
    Area:  1 creature
    Weight: 1 lb.
    
    
    00WAND05
    Wand of Lightning
    
    The possessor of the wand can discharge a bolt of lightning.  As it passes
    through a creature, it does 6d6 points of damage (treating 1s rolled as 2s),
    with a Reflex for half damage.  When the lightning bolt intersects with a wall
    it will fizzle out.
    
    STATISTICS:
    
    Effect:  Lightning bolt
    Damage:  6D6 (Reflex save for half)
    Range:  100ft
    Area:  Path of bolt
    Weight: 1 lb.
    
    
    00WAND06
    Wand of Sleep
    
    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.
    
    STATISTICS:
    
    Can cast the spell Sleep
    Weight: 1 lb.
    
    
    00WAND07
    Wand of Summon Monster
    
    STATISTICS:
    
    Can cast the spell Summon Monster II
    Weight: 1 lb.
    
    
    00WAND08
    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 9D6 damage to the target, unless the
    target makes a Reflex save 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:  9d6 (Reflex save for half)
    Range:  120 ft
    Area:  10 ft radius
    Weight: 1 lb.
    
    
    00WAND13
    Wand of Trap Detection
    
    This wand was once in the possession of the half-elven rogue mage Illep the
    Watchful.  Illep, a native of Myth Drannor, used the slender ebon wand to 
    locate the snares and springblades he often encountered during numerous 
    burglaries. Illep was well liked by most people, but a human warrior named 
    Brammel took offense to Illep's foppish manner in a tavern one night.  Despite 
    Illep's skill with daggers, the lithe rogue could do little to recover from the 
    axe wound to the upper chest and neck that Brammel dealt him.  Brammel was 
    arrested by town guards and the wand was to be returned to Illep's family in 
    Myth Drannor.  The small caravan transporting the wand was sacked by human 
    bandits and disappeared from history.
    
    STATISTICS:
    
    This wand can be used to cast Find Traps for the wielder.
    Duration:  10 rounds
    Weight: 1 lb.
    
    
    00WAND14
    Wand of Grease
    
    Elytharra of Neverwinter created this wand to slow and frustrate attackers on
    those rare occasions when she was called upon to do battle.  The wand is a fat
    piece of knotted driftwood that appears conspicuously mundane.
    
    STATISTICS;
    
    Special:  Can cast Grease
    Weight: 1 lb.
    
    
    00WAND15        Wand of Stinking Cloud
    00WAND16        Wand of Horror
    00WAND18        Wand of Animate Dead
    00WAND19        Spider Spawn Wand
    00WAND20        Wand of Chill Touch
    00WAND21        Wand of Burning Hands
    00WAND22        Wand of Mage Armor
    00WAND23        Chromatic Orb Wand
    00WAND24        Color Spray Wand
    00WAND25        Wand of the Spider's Web
    00WAND26        Cat's Grace Wand
    00WAND27        Wand of Blur
    00WAND28        Wand of Melf's Acid Arrow
    00WAND29        Wand of Enfeeblement
    00WAND30        Wand of Entanglement
    00WAND31        Wand of Evil Protection
    00WAND32        Sunscorch Wand
    00WAND33        Bane Wand
    00WAND34        Sanctuary Wand
    00WAND35        Wand of Holy Might
    00WAND36        Hold Person Wand
    00WAND37        Wand of Silence
    00WAND38        Wand of Aid
    00WAND39        Wand of Charm Person or Animal
    
    
    00WAND40
    Wand of Dismissal
    
    When this potent wand is pointed at a summoned creature and the command word
    uttered, the creature must make a Will save to avoid being prematurely 
    dismissed and sent back to its home plane.
    
    STATISTICS:
    
    Can cast the spell Dismissal
    Weight: 1 lb.
    
    
    00WAND41
    Wand of Alicorn Lance
    
    This wand is carved to look similar to a unicorn's horn.  Close inspection
    reveals that it has actually been made from dense elm wood.  The wand smells
    faintly of rain-drenched soil.  When used, the wand duplicates the effects of
    the priest spell Alicorn Lance.
    
    STATISTICS:
    
    Can cast the spell Alicorn Lance
    Weight: 1 lb.
    
    
    00WAND42
    Wand of Cure Moderate Wounds
    
    This strangely shaped ivory and gold wand is covered with symbols of Lathander,
    the god of renewal.  The wand becomes blade-like towards the end.  A single
    peacock feather is held within an oval space near the flat tip.  When used, the
    wand duplicates the effects of the priest spell Cure Moderate Wounds.
    
    STATISTICS:
    
    Can cast Cure Moderate Wounds
    Weight: 1 lb.
    
    
    00WAND43
    Wand of Spell Shield
    
    Looking like an archetypal wand, this slender black ebony rod is tipped with a
    gold star similar to the stars found in the holy symbol of Mystra, goddess of
    magic.  When used, the wand duplicates the effects of the priest spell Spell
    Shield.
    
    STATISTICS:
    
    Can cast the spell Spell Shield
    Weight: 1 lb.
    
    
    00WAND44
    Wand of Remove Paralysis
    
    This wand is striking, being crafted from solid silver.  At each end, a small
    glass globe rests within a four-armed silver prong.  When used, the wand
    duplicates the effects of the priest spell Remove Paralysis.
    
    STATISTICS:
    
    Can cast the spell Remove Paralysis
    Weight: 1 lb.
    
    
    00WAND45
    Wand of Bull's Strength
    
    This wand looks very little like traditional wands.  In fact, it appears to be
    crafted from a material similar to muscle.  The strands of muscle spread out
    from their wooden handle like a macabre cat-o-nine tails.  When the handle is
    gripped and the command word is spoken, the strands of muscle lash out and wrap
    around the hand of the user, enveloping it.  Within the next few moments, the
    user can invoke the effects of the wizard spell Strength.
    
    STATISTICS:
    
    Can cast the spell: Bull's Strength
    Weight: 1 lb.
    
    
    
    ===============================================================================
    Spell Scrolls
    ===============================================================================
    
    
    
    SPPR103Z
    Cure Light Wounds  (Conjuration) 
    Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 2
    Range: Touch 
    Duration: Instantaneous  
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    When casting this spell and laying his hand upon a living creature, the caster 
    heals 1d8 points of damage +1 per caster level  (up to +5).
    
    
    SPPR105Z
    Entangle (Transmutation) 
    Level: Drd 1, Rgr 1
    Range: Sight of Caster
    Duration: 10 rounds 
    Casting Time: 4 
    Area of Effect: 20-foot radius
    Saving Throw: Reflex partial
    
    When an Entangle spell is cast, it must be cast outside, otherwise it will not 
    work and the spell is wasted.  It causes vines to sprout forth from the ground 
    to wrap, twist, and entwine any creatures in the area of effect, preventing 
    movement.  Creatures must make a Reflex save every round in order to move 
    through the entangled area.  Entangled creatures can still perform normal 
    actions but cannot move and suffer a -2 penalty to attack rolls and a -4 
    penalty to dexterity.  All creatures within the area of effect who make their 
    Reflex save move at half rate.
    
    
    SPPR108Z
    Remove Fear (Abjuration) 
    Level: Clr 1
    Range: Close
    Duration: 10 minutes
    Casting Time: 1 
    Area of Effect: 30-foot radius
    Saving Throw: None
    
    This spell instills courage within allies in the area of effect, yielding 
    increased morale.  Demoralized troops will once again regain their courage and 
    return to battle.  If the subject is suffering from a fear effect when 
    receiving the spell, those effects will be removed.  In addition, any person 
    under the effects of Remove Fear will be immune to spells that cause fear for 
    the duration of the spell.
    
    
    SPPR112Z
    Inflict Light Wounds (Necromancy) 
    Level: Clr 1
    Range: Touch
    Duration: Special
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: Will half
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack deals 1d8 + 1 
    point of magic damage per caster level (maximum of 1d8 +5).  This spell has no 
    affect on undead or constructs.
    
    
    SPPR113Z
    Sunscorch (Evocation)
    Level: Drd 1, Rgr 1, Lathander 1, Selune 1
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: Reflex half
    
    Upon completion of this spell, a brilliant ray of scorching heat fires down 
    from the sky and burns the target creature for 1d6 + 1 fire damage per level of 
    the caster (to a maximum of 1d6 + 15).  Undead creatures and monsters 
    vulnerable to bright light take 1d6 + 2 fire damage per level of the caster (to 
    a maximum of 1d6 + 30).  Victims must make a successful Fortitude save or be 
    blinded for 3 rounds.  Drow and gray dwarves are blinded from the spell for 3 
    rounds (no save).
    
    
    SPPR114Z
    Doom (Enchantment) 
    Level: Clr 1, Talos 1
    Range: Sight of Caster
    Duration: 1 minute / level
    Casting Time: 1 round 
    Area of Effect: 1 creature
    Saving Throw: Will negates 
    
    This spell causes a feeling of doom to overwhelm the target.  For the duration 
    of the spell the target receives a -2 penalty to attack bonus and saving 
    throws.
    
    
    SPPR115Z
    Armor of Faith (Abjuration) 
    Level: Clr 1, Helm 1
    Range: Caster
    Duration: 3 rounds + 1 round/level 
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None
    
    The armor of faith is a force of energy that absorbs a portion of the damage 
    intended for the caster.  The caster gains a damage reduction of +1/-  to all 
    forms of damage for the duration of the spell.
    
    
    SPPR116Z
    Faerie Fire (Evocation)
    Level: Drd 1, Lathander 1, Selune 1
    Range: Sight of Caster
    Duration: 1 minute / level
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell outlines a creature with a pale glow, making its position and 
    movements easily visible - this has the effect of an armor bonus penalty of 2.
    
    
    SPPR117Z
    Frost Fingers (Transmutation) 
    Level: Drd 1
    Range: Caster
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: 5-foot long, 120 degree arc
    Saving Throw: Reflex half
    
    Upon completion of this spell, chilling frost emanates from the caster's hands 
    in the shape of a wedge in front of her.  Any creature caught in the area of 
    effect suffers 1d3 + 1 cold damage per caster level, to a maximum of 1d3 + 10 
    cold damage.  In addition, the creature is slowed for 2 rounds.  A successful 
    Reflex save halves the damage and negates the slow effect.
    
    
    SPPR201Z
    Aid (Enchantment)
    Level: Clr 2, Ilmater 2
    Range: Touch 
    Duration: 10 rounds/level
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    The recipient of this spell gains +1 attack bonus, +1 to saving throws, and 8 
    temporary hit points for the duration of the spell.  These bonus hit points can 
    exceed a character's maximum hit points.
    
    
    SPPR203Z
    Chant (Conjuration) 
    Level: Clr 2, Tempus 2
    Range: Caster
    Duration: 10 rounds
    Casting Time: 1 round 
    Area of Effect: 30-foot radius 
    Saving Throw: None 
    
    By means of the Chant spell, the cleric brings special favor upon himself and 
    his party, and causes harm to his enemies.  When the Chant spell is completed, 
    all the cleric's allies in the area of effect gain +1 to attack, damage, and 
    saving throws, while the cleric's enemies suffer a -1 penalty to their attacks, 
    damage and saves.  Multiple Chants are not cumulative.  This spell requires a 
    moderate amount of concentration by the caster, so the cleric cannot cast any 
    spells for the Chant's duration, and his movement is slowed by half.
    
    
    SPPR205Z
    Find Traps (Divination) 
    Level: Clr 2, Oghma 3
    Range: Sight of Caster
    Duration: 10 rounds 
    Casting Time: 5 
    Area of Effect: Caster
    Saving Throw: None 
    
    This spell imbues the caster with a heightened awareness for danger around him 
    or her.  For the duration, he or she gains a +4 bonus to his or her Search 
    skill.
    
    
    SPPR210Z
    Minor Elemental Barrier (Abjuration) 
    Level: Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2, Ilmater 1
    Range: Touch 
    Duration: 1 round/level 
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell toughens the target creature's body to withstand fire and cold, 
    granting a 4/- fire and cold resistance bonus for the duration of the spell.
    
    
    SPPR211Z
    Silence (Illusion) 
    Level: Brd 2, Clr 2, Bane 2
    Range: Sight of Caster
    Duration: 2 rounds/level 
    Casting Time: Instant
    Area of Effect: 15-ft.-radius
    Saving Throw: Will negates
    
    Upon casting this spell, silence prevails in the affected area.  If cast upon 
    an unwilling creature, the creature can make a Will save to negate the spell's
    effects.
    
    
    SPPR212Z
    Delay Poison (Conjuration) 
    Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
    Range: Touch 
    Duration: Instantaneous
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: None 
    
    This spell will drastically slow the effects of poisons in a poisoned creature, 
    increasing its chances of survival so there is time to find curative magic at a 
    temple or from some other healers.  This spell will also sober up a character 
    that has drunken himself into a stupor.
    
    
    SPPR214Z
    Cure Moderate Wounds (Conjuration)
    Level: Brd 2, Clr 2, Drd 3, Pal 3, Rng 3
    Range: Touch 
    Duration: Instantaneous 
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: None
    
    When casting this spell and laying his hand upon a creature, the cleric heals 
    2d8 + 1 point/level of damage (maximum 2d8 + 10) to the creature's body.
    
    
    SPPR216Z
    Alicorn Lance (Evocation)
    Level: Drd 2, Rgr 2, Ilmater 2, Selune 2
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Reflex half
    
    This spell creates a silver-hued, partially ethereal lance shaped in the form 
    of an alicorn (a unicorn horn).  The spellcaster chooses a target and the 
    alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing
    damage, with a saving throw for half damage.  Although the alicorn lance 
    dissipates after it strikes, it leaves a silvery radiance around the target 
    that makes it easier to see and hit, giving it a -2 armor bonus for 3 rounds.
    
    
    SPPR217Z
    Beast Claw (Transmutation)
    Level: Drd 2, Rgr 2
    Range: Caster
    Duration: 10 rounds
    Casting Time: 5
    Area of Effect: Caster
    Saving Throw: None
    
    This spell transforms the caster's arms into the claws of a mighty beast, 
    giving the caster a +4 bonus to strength and the ability to rake an opponent 
    for 2d4 (+ strength bonus) points of slashing damage.  The caster can attack 
    twice per round with the beast claws.
    
    
    SPPR218Z
    Inflict Moderate Wounds (Necromancy) 
    Level: Clr 2
    Range: Touch 
    Duration: Special
    Casting Time: 5 
    Area of Effect: 1 creature
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack deals 2d8 + 1 
    point per caster level of magic damage (maximum of 2d8 +10).  This spell has no 
    effect on undead or constructs.
    
    
    SPPR219Z
    Spell Shield (Abjuration) 
    Level: Clr 2, Helm 2
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants a +3 bonus to Will saves for the duration of the spell.
    
    
    SPPR221Z
    Rainstorm (Evocation)
    Level: Drd 2, Rgr 3
    Range: Sight of Caster
    Duration: 2 rounds
    Casting Time: 6
    Area of Effect: 30-foot radius
    Saving Throw: Reflex half
    
    This spell, which may only be cast outdoors, brings forth a magical rain that 
    saturates the area of effect.  All cold and fire-using/dwelling creatures take 
    2d3 points of magic damage per round.  In addition, all creatures in the area 
    of effect have a 50% chance per round of being struck by bolts of lightning 
    that deal 2d6 electricity damage, with a Reflex save for half damage.  Flame 
    Blade spells, Shroud of Flame, and salamander auras are also extinguished.
    
    
    SPPR222Z
    Tortoise Shell (Abjuration) 
    Level: Drd 3
    Range: Close
    Duration: 10 rounds
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None 
    
    Upon completion of this spell, a large hemispherical shell resembling that of a 
    tortoise encases the target creature, shielding it from the outside world.  The
    creature encased can take no action but in turn is impervious to all effects.  
    The tortoise shell has 100 hit points.
    
    
    SPPR304Z
    Glyph of Warding (Abjuration) 
    Level: Clr 3, Helm 3
    Range: Sight of Caster
    Duration: Special
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: Reflex negates
    
    A Glyph of Warding is a powerful inscription, magically drawn to prevent 
    unauthorized or hostile creatures from passing, entering, or opening.  It can 
    be used to guard a small bridge, to ward an entry, or as a trap on a chest or 
    box. Any creature violating the warded area sets off the glyph.  A successful 
    Reflex save enables the creature to escape the effects, but if the save is 
    failed, the glyph deals 1-4 points of electrical damage/level of the caster to 
    the victim.
    
    
    SPPR306Z
    Protection from Fire (Abjuration)
    Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3, Selune 3
    Range: Touch 
    Duration: 3 rounds/level
    Casting Time: 6 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants a damage resistance of 7/- against fire if the caster targets 
    herself, or a 5/- fire damage resistance for anyone else.  The effects lasts 
    for the duration of the spell.
    
    
    SPPR308Z
    Remove Paralysis (Conjuration) 
    Level: Clr 2, Pal 2
    Range: Close
    Duration: Permanent 
    Casting Time: 6 
    Area of Effect: 25' Radius
    Saving Throw: None 
    
    The caster can free creatures from the effects of any paralyzation or related 
    magic (such as a ghoul touch, or a Hold Person spell). The spell does not 
    restore ability scores reduced by penalties, damage, or loss.
    
    
    SPPR313Z
    Prayer (Conjuration)
    Level: Clr 3, Pal 3, Tempus 3
    Range: Caster
    Duration: 1 round/level 
    Casting Time: 6
    Area of Effect: 60-foot radius
    Saving Throw: None
    
    Prayer bestows favor on the caster and his allies, and curses their enemies. 
    All attacks, damage, and saving throws by friendly characters gain +1, while 
    enemy attacks, damage rolls and saves are all penalized by 1. Any creatures 
    caught in the area of effect when the spell is cast will continue to be 
    affected by the spell when they leave the area, so if the fighters want to 
    chase down that fleeing goblin, the effects of the Prayer will last for the 
    duration of the spell.
    
    
    SPPR314Z
    Remove Disease (Abjuration)
    Level: Brd 3, Clr 3, Drd 3, Rgr 3
    Range: Touch
    Duration: Instantaneous
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: None
    
    When this spell is placed on a diseased individual, it immediately cures them 
    and restores 5 lost hit points.
    
    
    SPPR316Z
    Exaltation (Abjuration)
    Level: Clr 3, Helm 3
    Range: Touch
    Duration: 10 rounds
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell enables a cleric to aid and protect any one being other than the 
    cleric.  By touch, the caster removes the effects of fear, sleep, 
    feeblemindedness, unconsciousness, intoxication, as well as berserk, confused, 
    and hopeless states of mind.  In addition, the recipient is protected against 
    spells and other attacks that cause these effects for the duration of the 
    spell.
    
    
    SPPR318Z
    Moonblade (Evocation)
    Level: Drd 3, Selune 3
    Range: Caster
    Duration: 20 rounds
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: None
    
    This spell summons forth a silent, weightless sword-like construct made of 
    moonlight that extends 4 feet from the caster's hand.  The moonblade is 
    considered a +4 weapon for determining what creatures it can damage, though the 
    bonus does not apply to attack bonus.  In addition, due to the insubstantial
    nature of the moonblade, melee bonuses from strength do not apply.
    
    The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points 
    of damage, and an additional 1d12 points to undead, who are particularly 
    susceptible.  A successful strike also temporarily scrambles magic, causing any 
    spells the target casts in the next round to fail.
    
    
    SPPR319Z
    Circle of Bones (Necromancy)
    Level: Clr 3
    Range: Caster
    Duration: 3 rounds
    Casting Time: 3
    Area of Effect: 3-foot radius
    Saving Throw: None
    
    This spell conjures forth a barrier of floating bones that spin rapidly around 
    the caster.  Anyone entering their path takes 1d6 bludgeoning damage and 1d6 
    slashing damage per round.  The caster cannot move for the duration of the 
    spell.
    
    
    SPPR320Z
    Spike Growth (Transmutation)
    Level: Drd 3
    Range: Sight of Caster 
    Duration: 20 rounds
    Casting Time: 6
    Area of Effect: 20-foot radius
    Saving Throw: Reflex partial
    
    This spell transforms the surrounding terrain into spiky plants.  Any creature 
    entering the area takes 1d4 points of piercing damage and must make a Reflex 
    save or suffer injuries to the feet that slow the character's speed by one-
    third.
    
    
    SPPR322Z
    Mold Touch (Transmutation)
    Level: Drd 3
    Range: Touch
    Duration: Special
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Fortitude half
    
    This spell infects the target creature with a rapidly-spreading brown mold.  
    The infected creature receives a Fortitude save - if the saving throw is 
    failed, the infection is severe and the creature takes damage as follows:
    
    1st round: 4d6 damage
    2nd round: 3d6 damage
    3rd round: 2d6 damage
    4th round: 1d6 damage
    
    If the saving throw is successful, the damage is reduced:
    
    1st round: 2d6 damage
    2nd round: 1d6 damage
    
    Each round after the first, the nearest creature within ten feet of the victim 
    must make a Fortitude save or be infected by the mold at full strength.  This 
    process continues until the mold fails to infect a suitable host in time.  
    Creatures already under the effects of the mold cannot contract it again.  The 
    brown mold quickly dies once the spell expires.
    
    
    SPPR323Z
    Storm Shell (Abjuration)
    Level: Drd 3, Rgr 3, Talos 3
    Range: Caster
    Duration: 10 rounds
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: None
    
    This spell surrounds the caster with a dark sphere of disruptive energy that 
    moves with him.  The storm shell grants a 15/- resistance bonus to fire, cold, 
    and electricity.
    
    
    SPPR324Z
    Holy Smite (Necromancy) [Good]
    Level: Ilmater 4, Lathander 4
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 20-foot radius
    Saving Throw: Reflex half
    
    This spell calls upon energy from the Plane of Brilliance and opens a channel 
    between it and the targets.  Any evil creatures within the area of effect take 
    1d8 damage for every 2 levels of the caster with a Reflex save for half 
    (maximum 5d8 damage).  In addition, if victims fail their Reflex save, they are 
    blinded for 1 round.
    
    
    SPPR325Z
    Unholy Blight (Evocation) [Evil]
    Level: Clr 4, Mask 5
    Range: Medium
    Duration: Instantaneous
    Casting Time: 3 
    Area of Effect: 20-foot radius
    Saving Throw: Fortitude partial
    
    This spell calls upon unholy power to smite your enemies.  Any creatures of 
    good alignment within the area of effect take 1d8 damage (maximum 5d8) per two 
    caster levels and nauseates them for 1d4 rounds, which gives them a -2 to their 
    attack bonus, AC, and saving throws.  A successful Fortitude save reduces
    damage to half and negates the nauseating effect.  Neutral creatures take half 
    damage and are not sickened.
    
    
    SPPR326Z
    Negative Energy Protection (Abjuration) 
    Level: Clr 3, Lathander 3
    Range: Touch
    Duration: 1 round/level
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell employs positive energy to ward off the effects of negative energy 
    from attacks such as those employed by wights, spectres and vampires.  The 
    target creature is immune to energy drain for the duration of the spell.
    
    
    SPPR401Z
    Cure Serious Wounds (Conjuration) 
    Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Ilmater 3
    Range: Touch 
    Duration: Instantaneous
    Casting Time: 7 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    When casting this spell and laying his hand upon a creature, the cleric heals 
    3d8  points of damge + 1 point per caster level (up to +15) to the creature's 
    body.
    
    
    SPPR403Z
    Freedom of Movement (Abjuration) 
    Level: Clr 4, Drd 4, Pal 4, Rgr 4
    Range: Touch 
    Duration: 10 rounds / level
    Casting Time: 7
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell gives the affected creature an immunity to magic that impedes 
    movement (such as Grease, Web or Slow spells) and negates the effects of 
    paralysis and hold spells.
    
    
    SPPR404Z
    Neutralize Poison (Conjuration) 
    Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
    Range: Touch 
    Duration: Instantaneous
    Casting Time: 1 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    When this spell is placed upon a poisoned individual, it immediately 
    neutralizes any poison.
    
    
    SPPR407Z
    Protection from Lightning (Abjuration) 
    Level: Clr 4, Drd 4, Rgr 3, Sor/Wiz 4
    Range: Touch 
    Duration: 5 rounds/level
    Casting Time: 7 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants a 6/- electricity resistance bonus to the target creature 
    that lasts for the duration of the spell.
    
    
    SPPR408Z
    Mage Circle Against Evil (Abjuration) [Good]
    Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 3, Ilmater 3
    Range: Touch
    Duration: 10 rounds / level
    Casting Time: 7
    Area of Effect: 10-foot radius
    Saving Throw: None
    
    When this spell is cast, all creatures within a 10' radius are affected
    individually by Protection from Evil, giving them +2 to deflection bonus to AC,
    +2 to Saving Throws and immunity to all control based spells against attack 
    from evil creatures.
    
    
    SPPR415Z
    Blood Rage (Transmutation)
    Level: Sor/Wiz 4, Tempus 4
    Range: Sight of Caster
    Duration: 20 rounds
    Casting Time: 7
    Area of Effect: 1 allied creature
    Saving Throw: None
    
    This spell works only on player characters or allied creatures.  When cast, the 
    target of this spell goes berserk, attacking the nearest creature until that 
    creature is dead, then moving to the next target.  While under Blood Rage, the 
    target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, 
    symbol spells, and related effects.  In addition, the target gains +6 strength,
    +2 constitution, and a bonus to his/her movement rate.  The spell has several 
    disadvantages, however.  The hit points of the target are masked for the 
    duration of the spell, and the target cannot benefit from any effect that heals 
    hit points.  At the end of the spell's duration, the target becomes fatigued 
    and their Strength drops to 3 for 2 turns.  Blood Rage cannot affect creatures 
    of lawful alignment.
    
    
    SPPR416Z
    Inflict Serious Wounds (Necromancy)
    Level: Clr 3
    Range: Touch 
    Duration: Special
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: Will half
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack deals 3d8 + 1 
    point per caster level of magic damage (maximum 3d8 + 15).  This spell has no 
    affect on undead or constructs.
    
    
    SPPR417Z
    Cloud of Pestilence (Transmutation) [Evil]
    Level: Clr 4
    Range: Sight of Caster
    Duration: 4 rounds
    Casting Time: 7
    Area of Effect: 20-foot radius
    Saving Throw: Fortitude negates
    
    This spell transforms the air in a 20-foot radius into sickening, grayish 
    mists. The caster and non-living creatures are immune to the effects of the 
    cloud. Every round of exposure to the disease-ridden air causes the loss of 3 
    points of strength and dexterity, 3 points of damage, and blindness. Creatures 
    within the afflicted area must make a Fortitude save every round to avoid the
    debilitating effects of the cloud. The effects will last 1 turn.  Cloud of
    Pestilence can only be cast by evil characters.
    
    
    SPPR418Z
    Poison (Necromancy)
    Level: Clr 4, Drd 3
    Range: Touch
    Duration: 20 seconds
    Casting Time: 7
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    This spell grants the caster the ability to touch a creature and instantly 
    poison them.  The poison deals 20 points of damage over 20 seconds, then 
    dissipates from the target's body.  A successful Fortitude save negates any 
    effect.
    
    
    SPPR420Z
    Star Metal Cudgel (Conjuration)
    Level: Drd 4, Rgr 4
    Range: Caster
    Duration: 30 rounds
    Casting Time: 7
    Area of Effect: Caster
    Saving Throw: None
    
    This spell creates a meteoric iron magical club (1d6) that has +2 attack bonus 
    and damage, and is treated as a +4 weapon for purposes of what it can hit.  
    Proficiency, strength, and specialization bonuses and penalties apply.  It does 
    an additional 2d6 points of bludgeoning damage against undead and constructs.
    
    
    SPPR421Z
    Smashing Wave (Evocation)
    Level: Drd 5, Rgr 5
    Range: 40 feet
    Duration: Instantaneous
    Casting Time: 1 round
    Area of Effect: 5-foot wide wave
    Saving Throw: Reflex half
    
    This spell summons a wave of water that moves in the direction willed by the 
    caster, striking all in its path with massive force.  The wave deals 1d8 
    crushing damage per caster level (maximum 15d8), and in addition, there is a 
    25% chance a creature struck is stunned for 2 rounds, and a 5% chance the 
    creature is knocked unconscious.  If the creature struck makes a successful 
    Reflex save, the damage is reduced by half and the creature avoids being 
    stunned or knocked unconscious.
    
    
    SPPR422Z
    Thorn Spray (Transmutation)
    Level: Drd 4
    Range: Special
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 30-foot long, 25-foot wide cone
    Saving Throw: Reflex half
    
    By means of this spell, the caster can cause a spray of barbs, spikes, thorns, 
    and spines to spring forth from his hand.  The thorn spray inflicts 6d10 
    piercing damage to all creatures within the area of effect with a Reflex save 
    for half damage.
    
    
    SPPR423Z
    Wall of Moonlight (Evocation)
    Level: Drd 4, Selune 5
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 7
    Area of Effect: 20-foot long, 5-foot wide wall
    Saving Throw: None
    
    This spell invokes a shimmering tapestry of blue-white force.  This wall is 
    intangible, requiring no physical anchor, and can easily be passed through.  
    Evil creatures passing through the wall take 2d10 magic damage.  Undead 
    creatures passing through the wall take 5d10 magic damage.  A creature that has 
    passed through the wall can only take damage from it once.  Only one Wall of 
    Moonlight may be in effect at any time.
    
    
    SPPR424Z
    Death Ward (Necromancy) 
    Level: Clr 4, Drd 5, Pal 4, Helm 4
    Range: Touch
    Duration: 10 minutes / level
    Casting Time: 1 round 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell protects the target from all forms of death magic for the duration 
    of the spell.  This includes but is not limited to Power Word Kill, Death Spell 
    and Finger of Death.
    
    
    SPPR425Z
    Holy Power (Evocation) 
    Level: Clr 4, Pal 4, Ilmater 5
    Range: None
    Duration: 1 round/level
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: None
    
    Through this spell, the caster channels the power of his god throughout his 
    entire being, amplifying the damage done by his attacks.  The caster gains a +4 
    damage bonus for the duration of the spell.
    
    
    SPPR426Z
    Restoration (Conjuration)
    Level: Clr 4
    Range: Touch
    Duration: Instantaneous
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell restores levels lost due to energy drain and dispels any effects
    that reduce ability scores, including but not limited to feeblemind, contagion, 
    and enfeeblement.
    
    
    SPPR427Z
    Wall of Fire (Evocation) 
    Level: Drd 5, Sor/Wiz 4
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 4
    Area of Effect: 20-foot long, 5-foot wide wall
    Saving Throw: None 
    
    This spell brings into existence an immobile, blazing curtain of shimmering 
    fire.  Any creature passing through the wall takes 2d6 + 1 fire damage per 
    caster level to a maximum of 2d6 + 20 fire damage.  Only one wall of fire may 
    be active at any one time.
    
    
    SPPR428Z
    Ice Blade (Evocation) 
    Level: Clr 4, Drd 3
    Range: Caster
    Duration: 4 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: Caster
    Saving Throw: Reflex 
    
    This spell creates a segment of deep chilling cold that springs forth from the 
    casters hand, taking the shape of a scimitar and wielded as one.  Attacks with 
    the Ice Blade are melee touch attacks.  The blade deals 1d8 + 6 cold damage and 
    the victim must make a Reflex save or be slowed for 2 rounds.  The Ice Blade 
    does not gain the caster's strength bonus to damage because it is immaterial.
    
    
    SPPR502Z
    Cure Critical Wounds (Conjuration)
    Level: Brd 4, Clr 4, Drd 5
    Range: Touch 
    Duration: Instantaneous 
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None
    
    When casting this spell and laying his hand upon a creature, the cleric heals 
    4d8 points of damage +1 point per caster level (up to +20) to the creature's 
    body. 
    
    
    SPPR503Z
    Flame Strike (Evocation) 
    Level: Clr 5, Drd 4, Rgr 4, Lathander 5
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 8 
    Area of Effect: 10-foot radius
    Saving Throw: Reflex half
    
    When the caster evokes Flame Strike, a vertical column of fire blasts downward 
    into the area of effect.  All creatures caught in the area of effect take 1d6 
    fire damage per caster level (maximum 15d6), with a Reflex save for half 
    damage.
    
    
    SPPR504Z
    Raise Dead (Necromancy) 
    Level: Clr 5, Lathander 5
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 1 round 
    Area of Effect: 1 creature
    Saving Throw: None
    
    The person has but 1 hit point when raised and must regain the rest by natural 
    healing or curative magic.  Raise Dead will not work on someone killed by a 
    Death Spell, Finger of Death, Destruction, or Disintegrate.
    
    Note that when this spell is inscribed on a scroll, its power is diminished.  A 
    scroll of Raise Dead may not work unless invoked at the place where the target 
    died.
    
    
    SPPR507Z
    Champion's Strength (Transmutation) 
    Level: Clr 5, Pal 5, Tempus 5
    Range: Sight of Caster
    Duration: 10 minutes/level
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None
    
    When this spell is cast, the caster effectively draws on the strength of his 
    god and lends it to the target creature, in effect creating a champion.  The 
    target gains a 4+1d4 strength bonus for the duration of the spell.  The effect 
    lasts for 10 minutes/level of the caster or until dispelled.
    
    
    SPPR510Z
    Insect Plague (Conjuration)
    Level: Clr 5, Drd 5, Rgr 5
    Range: Sight of Caster
    Duration: 2 rounds / level
    Casting Time: 1 round
    Area of Effect: 25-foot radius
    Saving Throw: None
    
    This spell summons a swarm of creeping, hopping, and flying insects. All 
    creatures within the swarm suffer 1 hit point of damage every round, spell-
    casting is impossible, and any creatures of 2 Hit Dice or less will immediately 
    attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or 
    less must make a Will save to remain with the swarm.  Undead and constructs are 
    unaffected by insect plague.
    
    
    SPPR512Z
    Spike Stones (Transmutation)
    Level: Drd 4
    Range: Sight of Caster 
    Duration: 12 rounds
    Casting Time: 6
    Area of Effect: 15-foot radius
    Saving Throw: Reflex half
    
    This spell warps the surrounding rock, reshaping the terrain into spiked 
    projections that blend into the background. Any creature entering the area 
    takes 1d8 hit points of piercing damage per round and must make a Reflex save 
    or have its movement rate reduced by half.
    
    
    SPPR513Z
    Inflict Critical Wounds (Necromancy) 
    Level: Clr 4
    Range: Touch 
    Duration: Special
    Casting Time: 8 
    Area of Effect: 1 creature
    Saving Throw: Will half
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack deals 4d8 + 1 
    point per level of the caster of magic damage (maximum of 4d8 +20).  This spell 
    has no affect on undead or constructs.
    
    
    SPPR514Z
    Shield of Lathander (Conjuration) [Good]
    Level: Clr 5, Lathander 4
    Range: Touch
    Duration: 2 rounds
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell grants the target a 3/- damage resistance bonus to bludgeoning, 
    slashing, piercing, fire, cold, acid, and electricity damage for the duration 
    of the spell.
    
    
    SPPR515Z
    Slay Living (Necromancy) 
    Level: Clr 5, Talos 5
    Range: Touch 
    Duration: Instantaneous
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Fortitude partial
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack will instantly 
    slay a living creature unless a Fortitude save is made, in which case the 
    creature takes 3d6 + 1/level points of magic damage instead.  This spell has no 
    affect on undead or constructs.
    
    
    SPPR516Z
    Undead Ward (Necromancy)
    Level: Clr 5, Pal 5, Selune 5
    Range: Caster
    Duration: 10 rounds
    Casting Time: 7
    Area of Effect: 20-foot radius
    Saving Throw: None
    
    This spell amplifies the influence the caster has over undead, though it is
    tied to the area surrounding the caster where cast and does not move.  Any
    undead creature entering the area of effect is affected as if turned by the
    caster that invoked this spell.  If the turning fails, the undead creature is
    immune to further turning attempts by the spell unless it leaves and reenters
    the area of effect.
    
    
    SPPR517Z
    Animal Rage (Enchantment)
    Level:  Drd 4, Rgr 5
    Range: Touch
    Duration: 15 rounds
    Casting Time: 8
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell imbues the target creature with animal ferocity. The target creature
    gains +4 strength, +4 constitution, +20% movement, and +2 to all saving throws.
    The target loses the ability to cast spells while Animal Rage is in effect. He
    or she can be controlled normally unless enemies are within sight, at which 
    time the target immediately attacks in melee, using whatever is in hand.  There 
    is a 5% chance per round that the target will go berserk, attacking friend and 
    foe alike.
    
    
    SPPR518Z
    Greater Command (Enchantment)
    Level: Clr 5, Helm 5, Bane 5, Oghma 5
    Range: Sight of Caster 
    Duration: 1 round/level
    Casting Time: 1
    Area of Effect: 20-foot radius
    Saving Throw: Will negates
    
    Similar to the first level spell 'Command', this spell enables the cleric to 
    command all enemy creatures within the area of effect to "die" (sleep).  They
    are allowed a Will save to negate the effects.  Sleeping creatures that take 
    damage will be awakened from their catatonic state and return to normal.
    
    
    SPPR519Z
    Spell Resistance (Transmutation) 
    Level: Clr 5, Pal 5
    Range: Touch
    Duration: 1 minute / level
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants the recipient a spell resistance of 12 + 1 per level of the 
    caster.  This effect will last for the duration of the spell or, ironically 
    enough, until dispelled.  This spell will replace whatever spell resistance 
    that the creature already has, so it is possible that the recipient could have 
    his spell resistance lowered by the spell. This spell may be cast only on party
    members and allies of the caster.
    
    
    SPPR520Z
    Iron Skins (Transmutation) 
    Level: Clr 5, Rgr 5
    Range: Caster
    Duration: 8 hours
    Casting Time: 1 round
    Area of Effect: Caster
    Saving Throw: None 
    
    This spell provides the caster with a damage reduction of 10/- to bludgeoning, 
    piercing, and slashing damage.  This resistance bonus only applies to a number 
    of attacks equal to 1 attack for every 2 levels of the caster up to a maximum 
    of 8, after which the spell will dissipate.  This spell is not cumulative with
    itself or similar magicks (such as the 4th level wizard spell Stoneskin).
    
    
    SPPR521Z
    Healing Circle (Conjuration) 
    Level: Brd 5, Clr 5, Drd 6
    Range: Caster
    Duration: Instantaneous
    Casting Time: 5 
    Area of Effect: 30-foot radius
    Saving Throw: None 
    
    This spell heals all friendly creatures within the area of effect by 1d8 + 1 
    point/level (maximum of 1d8 + 20).
    
    
    SPPR524Z
    Snakebite (Transmutation)
    Level: Drd 3, Rgr 4
    Range: Caster
    Duration: 1 round/level
    Casting Time: 5
    Area of Effect: Caster
    Saving Throw: Fortitude negates
    
    This spell transforms the caster's hands and arms into snakes which can be 
    employed in combat, attacking twice per round.  Each attack deals 1d3 piercing 
    damage and the target must make a Fortitude save or be poisoned - the poison 
    paralyzes and deals 6 poison damage per round over the next 4 rounds.
    
    
    SPPR606Z
    Fire Seeds (Conjuration) 
    Level: Drd 6
    Range: Caster
    Duration: 10 rounds
    Casting Time: 1 round 
    Area of Effect: Special
    Saving Throw: Reflex half
    
    This spell creates one explosive seed in the caster's inventory for every five 
    levels (2 at 10th level, 3 at 15th level, etc...).  When hurled, the seeds 
    explode, doing 5d8 points of damage to everything within a five-foot radius.  
    Creatures have a Reflex save for half damage.
    
    
    SPPR607Z
    Heal (Conjuration)
    Level: Clr 6, Drd 7, Lathander 6
    Range: Touch
    Duration: Instantaneous
    Casting Time: Instant
    Area of Effect: 1 creature
    Saving Throw: None
    
    Heal wipes away disease and injury from a target creature.  It cures blindness, 
    diseases, feeblemind and restores the target to maximum hit points if they have 
    been injured.  There is no effect when used on the Undead.
    
    
    SPPR608Z
    Sol's Searing Orb (Evocation)
    Level: Clr 6, Drd 6, Rgr 6
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Fortitude half
    
    Upon completion of this spell the caster hurls a brilliant, blazing sphere at a 
    target creature.  When it hits it explodes in a flash of light, blinding the
    target creature and dealing 6d12 points of fire damage.  A successful Fortitude 
    save avoids the blindness and halves the damage.  Drow and gray dwarves must 
    make their Fortitude against blindness at a -4 penalty.  Undead creatures are 
    particularly vulnerable to this spell and take double damage.
    
    
    SPPR610Z
    Circle of Blades (Evocation)
    Level: Clr 6, Pal 6, Helm 6, Tempus 6
    Range: Caster
    Duration: 2 rounds
    Casting Time: 9
    Area of Effect: 3-foot radius
    Saving Throw: Reflex half
    
    This spell conjures forth a wall of circling, razor-sharp blades that whirl and 
    flash around the caster, creating an immobile barrier.  Any creature attempting 
    to pass through the blade barrier suffers 8d8 points of damage, with a 
    successful Reflex save for half damage.  The caster is immobile for the 
    duration of the spell.
    
    
    SPPR611Z
    Harm (Necromancy) 
    Level: Clr 6, Drd 7, Ilmater 6
    Range: Touch
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack deals magic damage 
    equal to all but 1d4 of the target's current hit points. This spell has no
    affect on undead or constructs.
    
    
    SPPR612Z
    Spiritual Wrath (Evocation)
    Level: Drd 6, Pal 6, Helm 7, Tempus 6
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 2
    Area of Effect: Special
    Saving Throw: Reflex half
    
    Upon completion of this spell, the caster becomes a focus of spiritual energy, 
    which then shoots out from the caster in four directions, like lightning bolts.
    The caster specifies the direction of one of the bolts and the other bolts
    shoot opposite and perpendicular to that direction, completing a cross-shaped
    pattern. All creatures in the bolts' path take 4d10 + 2 points of magic damage,
    Reflex save for half.  Creatures of the same moral alignment (good, neutral,
    evil) as the caster are unaffected by the spell.
    
    
    SPPR613Z
    Whirlwind (Evocation)
    Level: Drd 8, Talos 6
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: Reflex partial
    
    This spell creates a small whirlwind near the caster, which the caster can 
    direct to a location within his sight. Once the whirlwind reaches its 
    destination, the caster will lose control and the whirlwind will fly around 
    randomly, harming friend and foe alike. The caster is immune to his/her own 
    spell, and elementals and other huge creatures are also unaffected. If a 
    creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 
    2d8 slashing damage, and must make a successful reflex save or be stunned for 2
    rounds. Creatures with 2 hit dice or less are automatically killed by this 
    spell. A maximum of 8 targets may be affected, after which the whirlwind will 
    dissipate.
    
    
    SPPR615Z
    Conjure Animals (Conjuration) 
    Level: Drd 5, Rgr 6
    Range: Sight of Caster
    Duration: 40 rounds
    Casting Time: 9
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons forth a massive mountain bear that will obey commands from
    the caster for the duration of the spell.
    
    
    SPPR616Z
    Dolorous Decay (Necromancy) 
    Level: Clr 6
    Range: Sight of Caster 
    Duration: 10 rounds
    Casting Time: 9
    Area of Effect: 1 creature 
    Saving Throw: Fortitude negates
    
    Dolorous decay is a rotting and withering of the body that spreads quickly and 
    painfully throughout the afflicted creature.  Afflicted creatures take 1 point 
    of damage per second (up to a maximum of 60 points of damage) and are slowed 
    for the duration of the spell.  The target creature can resist the disease with 
    a successful Fortitude save at a -2 penalty.
    
    
    SPPR704Z
    Creeping Doom (Conjuration)
    Level: Drd 7
    Range: Sight of Caster
    Duration: 1 minute / level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    Creeping Doom summons a horde of insects composed of various small beetles, 
    spiders and other creatures.  The swarm is capable of dealing devastating 
    damage in a short period of time but is in turn fragile and easily killed.
    
    
    SPPR705Z
    Fire Storm (Evocation)
    Level: Clr 8, Drd 7, Lathander 6, Talos 8
    Range: Sight of Caster
    Duration: 1 round
    Casting Time: 1 round
    Area of Effect: 20-foot radius
    Saving Throw: Reflex half
    
    This spell causes the area of effect to be covered in roaring flames - all 
    creatures caught in the area of effect take 1d6 fire damage (max 20d6) per
    level of the caster. A successful Reflex save halves the damage.  This spell 
    blinds drow and gray dwarves if a Fortitude save is failed.
    
    
    SPPR707Z
    Sunbeam (Evocation)
    Level: Drd 7, Lathander 7
    Range: Sight of Caster 
    Duration: 4 rounds
    Casting Time: 4
    Area of Effect: 15-foot radius
    Saving Throw: Reflex negates and half
    
    This spell allows the caster to evoke dazzling beams of intensely hot light.  
    All creatures in the beam are blinded and take 3d6 points of damage.  A 
    successful Reflex save negates the blindness and reduces the damage by half.  
    Undead creatures, fungi, mold, oozes, slimes and other fungoid creatures caught 
    in the ray suffer 1d6 points of damage per caster level (maximum 20d6).
    
    
    SPPR712Z
    Resurrection (Conjuration)
    Level: Clr 7, Lathander 8
    Range: Touch 
    Duration: Instantaneous 
    Casting Time: 10 rounds
    Area of Effect: 1 creature
    Saving Throw: None
    
    As Raise Dead, except you are able to restore life and complete strength to a
    deceased character.  The deceased character must be in the party for the spell 
    to work.  Upon completion of the spell, the creature is immediately restored to 
    full hit points, vigor and health.  The ordeal however causes the character to 
    lose one level during the process.
    
    Note that when this spell is inscribed on a scroll, its power and range is 
    diminished.  A scroll of Resurrection only works when invoked at the place 
    where the target died; if the caster leaves the area and attempts to resurrect 
    his companion, the scroll will not work.
    
    
    SPPR714Z
    Symbol of Pain (All)
    Level: Clr 8, Sor/Wiz 8, Ilmater 8
    Range: Sight of Caster
    Duration: 10 minutes / level
    Casting Time: 3
    Area of Effect: 30-foot radius
    Saving Throw: Fortitude negates
    
    This spell conjures forth a magical glyph imbued with magical power that 
    channels its effects through any enemy creatures capable of seeing it.  
    Creatures affected will suffer wracking pains throughout their body, reducing 
    their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill 
    checks and ability checks (Fortitude negates).
    
    
    SPPR715Z
    Symbol of Hopelessness (All)
    Level: Clr 8, Sor/Wiz 8, Oghma 7
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 3
    Area of Effect: 30-foot radius
    Saving Throw: Will negates
    
    This spell conjures forth a glyph imbued with magical power that channels its
    effects through any enemy creatures capable of seeing it.  Creatures affected 
    will be overwhelmed by dejection and remain motionless or will lose all hope of 
    winning in combat and flee.  A successful Will save will resist the effects.
    
    
    SPPR717Z
    Destruction (Necromancy)
    Level: Clr 7, Talos 7
    Range: Close
    Duration: Special
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: Fortitude partial
    
    This spell imbues the caster's hands with destructive negative energy that will 
    release when a successful touch attack is made.  This attack will instantly
    destroy a target, blasting it into small chunks.  A Fortitude saving throw is 
    allowed and if successful the target takes 10d6 magic damage instead of being 
    destroyed.  This spell has no affect on undead or constructs.  Note that a 
    character struck with a Destruction spell cannot be raised from the dead with a 
    Raise Dead or Resurrection spell.
    
    
    SPPR718Z
    Greater Shield of Lathander (Conjuration) [Good]
    Level: Clr 7
    Range: Touch
    Duration: 3 rounds
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell grants a target spell resistance of +40 and a damage reduction of 
    30/- to all forms of damage for the duration of the spell.
    
    
    SPPR719Z
    Tremor (Transmutation)
    Level: Clr 8, Drd 9, Talos 7
    Range: Caster
    Duration: Instantaneous
    Casting Time: 1 round
    Area of Effect: Sight of Caster
    Saving Throw: Reflex negates
    
    This spell causes a local tremor to rip through the ground.  Enemies within 
    sight of the caster suffer 4d10+2 points of bludgeoning damage and must make a 
    Reflex save or be knocked unconscious for 3 rounds.
    
    
    SPPR720Z
    Mist of Eldath (Evocation) [Good]
    Level: Drd 7
    Range: Sight of Caster
    Duration: 1 round
    Casting Time: 1 round
    Area of Effect: 10-foot radius
    Saving Throw: None
    
    This spell blankets the area of effect with a green mist - any creature within 
    the mist will be cured of disease, poison, and healed of 25 points of damage.
    
    
    SPPR721Z
    Holy Word (Conjuration) [Good]
    Level: Clr 7, Ilmater 7
    Range: Caster
    Duration: Special
    Casting Time: 1
    Area of Effect: 30-foot radius
    Saving Throw: None
    
    When uttered, this spell turns the cleric into a bridge between his god and the 
    Material Plane, allowing him to funnel magical energy to smite all creatures of
    non-good alignment in the area of effect.  The effects differ according to the 
    target's level:
    
      Less than 4 - Death  
      4 to 7 - Stunned for 10 rounds  
      8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round.  
      12 and up - Stunned for 1 round.
    
    There is no saving throw, and the effects last for the duration of the spell or 
    until dispelled.  This spell may only be cast by good characters.
    
    
    SPPR722Z
    Blasphemy (Conjuration) [Evil]
    Level: Clr 7, Mask 8
    Range: Caster
    Duration: Instantaneous
    Casting Time: 1
    Area of Effect: 30-foot radius
    Saving Throw: None
    When uttered, this spell turns the cleric into a bridge between his god and the 
    Prime Material Plane, allowing him to funnel magical energy to smite all 
    creatures of non-evil alignment in the area of effect.  The effects differ 
    according to the target's level:
    
      Less than 4 - Death
      4 to 7 - Stunned for 10 rounds
      8 to 11 - Loses 7 Str for 5 rounds and stunned for 1 round.
      12 and up - Stunned for 1 round.
    
    There is no saving throw, and the effects last for the duration of the spell or 
    until dispelled.  This spell may only be cast by evil characters.
    
    
    SPPR725Z
    Greater Restoration (Necromancy)
    Level: Clr 7, Lathander 7
    Range: Touch
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell will cure a creature of all of the following ailments: energy drain, 
    feeblemind, any form of insanity such as confusion or berserk states of mind, 
    charm, domination, hopelessness, despair, panic, and artificially induced 
    sleep.
    
    
    SPPR726Z
    Symbol of Death (All)
    Level: Clr 8, Sor/Wiz 8, Oghma 8
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 30-foot radius 
    Saving Throw: Fortitude negates
    
    This spell conjures forth a magical glyph imbued with magical power that 
    channels its effects through anyone capable of seeing it.  Creatures must make 
    a Fortitude save or die.  One or more creatures within the radius, whose 
    combined total hit points do not exceed 150, are susceptible to the symbol's 
    effects.
    
    
    SPPR727Z
    Symbol of Fear (All) 
    Level: Clr 8, Sor/Wiz 8, Oghma 6
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 3
    Area of Effect: 30-foot radius 
    Saving Throw: Will negates
    
    This spell conjures forth a magical glyph imbued with magical power that 
    channels its effects through anyone capable of seeing it.  Creatures are
    allowed a Will save to resist this spell.  If failed, creatures will be 
    affected by a powerful version of the Fear spell.
    
    
    SPPR728Z
    Symbol of Stunning (All) 
    Level: Clr 8, Sor/Wiz 8
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 3
    Area of Effect: 30-foot radius 
    Saving Throw: Fortitude negates
    
    This spell conjures forth a magical glyph imbued with magical power that 
    channels its effects through anyone capable of seeing it.  One or more 
    creatures with the radius whose total hit points do not exceed 250 become 
    stunned (Fortitude negates).  A stunned creature can't act and loses any 
    Dexterity bonuses to AC.  Attackers gain +2 bonuses to attack it.
    
    
    SPPR729Z
    Aura of Vitality (Transmutation)
    Level: Drd 7, Lathander 8
    Range: Caster
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: 5-foot radius
    Saving Throw: None 
    
    Upon casting this spell, the caster exudes magical energy that imbues all 
    allies in the area of effect with healthy vigor.  This allows them to perform
    tremendous physical feats well beyond their normal capabilities.  All allies in
    the area of effect gain a +4 bonus to strength, dexterity and constitution for
    the duration of the spell.
    
    
    SPWI101Z
    Grease (Conjuration) 
    Level: Brd 1, Sor/Wiz 1
    Range: Sight of Caster 
    Duration: 1 round / level
    Casting Time: 1 
    Area of Effect: 5-foot radius 
    Saving Throw: Reflex half 
    
    A Grease spell covers the ground with a slippery layer of a fatty, greasy 
    nature. Any creature entering the area or caught in it when the spell is cast 
    must make a Reflex save every round or have their movement rate slowed to a 
    crawl as long as they are in the area of effect. Those who successfully save 
    still move at half their normal speed while in the area covered by grease.
    
    
    SPWI102Z
    Mage Armor (Conjuration) 
    Level: Brd 1, Sor/Wiz 1
    Range: Touch
    Duration: 1 hour / level
    Casting Time: 1 round 
    Area of Effect: Creature touched
    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 (Armor Bonus: 4). It is cumulative with 
    Dexterity and with a 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.
    
    
    SPWI103Z
    Burning Hands (Transmutation) 
    Level: Sor/Wiz 1
    Range: Caster
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: Burst of flames 10ft. long, centered on caster's hands
    Saving Throw: Reflex half
    
    When the wizard casts this spell, a jet of searing flame shoots from his 
    fingertips. The flame jets are five feet in length and spread out in a 
    horizontal arc of about 120 degrees in front of the wizard. Any creature in the 
    area of effect suffers 1d4 points of damage per caster level (maximum of 5d4).  
    A successful Reflex save halves the damage.
    
    
    SPWI104Z
    Charm Person (Enchantment) 
    Level: Brd 1, Sor/Wiz 1, Oghma 2
    Range: Sight of Caster
    Duration: 3 rounds + 1 / level
    Casting Time: 1 
    Area of Effect: Humanoid of Medium-size or smaller
    Saving Throw: Will negates 
    
    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 Will save 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.
    
    
    SPWI105Z
    Color Spray (Illusion)
    Level: Brd 1, Sor/Wiz 1
    Range: Caster
    Duration: Instantaneous
    Casting Time: 1
    Area of Effect: 5' x 20' x 20' wedge 
    Saving Throw: Will negates 
    
    This spell creates a vivid, fan-shaped spray of clashing colors to spring forth 
    from the caster's hand. The spell affects each creature caught in the area of 
    effect according to its hit dice:
    
    Up to 2: Unconscious for 5 rounds
    3 or 4: Blinded for 3 rounds
    5 or more: Stunned for 1 round
    
    Blind creatures are not affected by color spray.
    
    
    SPWI107Z
    Eagle's Splendor (Transmutation) 
    Level: Brd 2, Sor/Wiz 2, Oghma 1
    Range: Caster
    Duration: 10 rounds / level
    Casting Time: 1 
    Target: Creature touched
    Saving Throw: None 
    
    The transmutated creature becomes more poised, articulate, and personally 
    forceful.  The spell grants an enhancement bonus to Charisma of 1d4+1 points, 
    adding the usual benefits of Charisma-based skills and abilities. 
    
    
    SPWI108Z
    Protection From Petrification (Abjuration)
    Level: Sor/Wiz 1
    Range: Touch
    Duration: 3 rounds/level
    Casting Time: 1
    Area of Effect: Target
    Saving Throw: None
    
    This spell grants the recipient immunity to all petrification attacks.  This 
    includes basilisk and medusa gaze, etc.
    
    
    SPWI110Z
    Identify (Divination) 
    Level: Brd 1, Sor/Wiz 1, Oghma 1
    Range: Touch
    Duration: Instantaneous
    Casting Time: Special 
    Area of Effect: 1 item
    Saving Throw: None 
    
    When this spell is memorized, the caster may identify the magical properties of 
    one item in the caster's inventory.  Go to the history page of an unidentified 
    item and press the identify button to use the spell.  The chance of identifying 
    the item is 100%.  The spell identifies the item's name, what it does, and if 
    it is cursed.
    
    
    SPWI112Z
    Magic Missile (Evocation) 
    Level: Sor/Wiz 1
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    Use of the Magic Missile spell, one of the most popular first level spells,
    creates up to five missiles of magical energy that dart forth from the wizard's
    fingertip and unerringly strike their target, which must be a creature of some
    sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels
    of experience, the wizard gains an additional missile - he has two at 3rd 
    level, three at 5th level, four at 7th level, etc., up to a maximum of five 
    missiles at 9th level.
    
    
    SPWI113Z
    Protection From Evil (Abjuration) 
    Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, Ilmater 1, Helm 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 an attack bonus 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.
    
    
    SPWI114Z
    Shield (Abjuration)
    Level: Sor/Wiz 1
    Range: Caster
    Duration: 5 rounds/level
    Casting Time: 1 
    Area of Effect: Caster
    Saving Throw: None
    
    Shield creates an invisible, mobile disk of force that hovers in front of the 
    caster.  It negates Magic Missile attacks directed at the caster.  The disk 
    also intercepts attacks, providing a +7 armor bonus.
    
    
    SPWI115Z
    Shocking Grasp (Transmutation) 
    Level: Sor/Wiz 1, Talos 1
    Range: Touch
    Duration: Special
    Casting Time: 1 
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell imbues the caster's hands with a powerful electrical charge that 
    will release when a successful touch attack is made.  The attack deals 1d8 
    points of electrical damage +1 point per caster level.
    
    The electrical charge is sufficient for one successful attack, and once an
    opponent has been touched, the spell's energy is used up.
    
    
    SPWI116Z
    Sleep (Enchantment)
    Level: Brd 1, Rgr 2, Sor/Wiz 1, Mask 1
    Range: Sight of Caster
    Duration: 5 rounds/level 
    Casting Time: 1
    Area of Effect: 15-foot radius
    Saving Throw: None
    
    A Sleep spell causes a comatose slumber to come upon creatures in the area of 
    effect.  A maximum of 2d4 hit dice of living creatures are affected, though 
    creatures with 5 or more hit dice are immune.  Sleeping creatures are helpless, 
    but will awaken upon taking damage.
    
    
    SPWI117Z
    Chill Touch (Necromancy) 
    Level: Sor/Wiz 1
    Range: Touch
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 
    Area of Effect: Caster
    Saving Throw: Fortitude negates
    
    When the caster completes this spell, a blue glow encompasses his hand. This 
    energy attacks the life force of any creature upon which the wizard makes a 
    successful melee attack. The touched creature must make a Fortitude save or 
    suffer 1-4 points of cold damage and receive a -1 attack bonus modifier for one 
    hour after being struck. If the creature is an undead creature, they are 
    affected by panic (Will negates) for 10 rounds . Undead suffer no damage or 
    attack bonus penalty from Chill Touch. 
    
    
    SPWI118Z
    Chromatic Orb (Evocation) 
    Level: Brd 1, Sor/Wiz 1
    Range: Sight of Caster
    Duration: Special
    Casting Time: 1 
    Area of Effect: 1 creature
    Saving Throw: Reflex negates
    
    This spell creates a 4-inch-diameter sphere that can be hurled unerringly to 
    its target. The orb's effect depends on the level of the wizard: a 1st-level 
    sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level 
    sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level 
    sphere deals 1-8 damage and burns the victim for 1-3 fire damage. A 4th-level 
    sphere deals 1-10 damage and blinds the target for four rounds. A 5th to 6th-
    level sphere deals 1-12 damage and stuns the target for three rounds. The 7th 
    to 9th-level sphere deals 2-16 damage and paralyzes the victim for 13 rounds.
    
    
    SPWI119Z
    Larloch's Minor Drain (Necromancy)
    Level: Sor/Wiz 1
    Range: Sight of Caster
    Duration: 1 hour
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    With this spell, the wizard drains the life force from a target and adds it to
    his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit
    points.  The extra hit points will disappear in an hour.
    
    
    SPWI120Z
    Minor Mirror Image (Illusion) 
    Level: Brd 1, Sor/Wiz 1, Mask 1
    Range: Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    Upon casting this spell, the caster creates 1 image of himself that will travel 
    along beside him.  The image will perform all of the actions that the caster 
    does so that if any enemies are trying to attack the caster they will not know 
    which one is real.  The image will disappear with a successful Dispel Magic, 
    when attacked or when the spell duration runs out.
    
    
    SPWI122Z
    Ice Dagger (Evocation) 
    Level: Sor/Wiz 1
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    Upon completion of this spell, the caster hurls a magical shard of ice imbued 
    with deep freezing cold, dealing 1d4 cold damage to the target creature per 
    caster level (5d4 maximum) and 1 cold damage to every creature in a 5-foot 
    radius.
    
    
    SPWI124Z
    Summon Monster I (Conjuration) 
    Level: Brd 1, Clr 1, Sor/Wiz 1
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.
    
    
    SPWI201Z
    Blur (Illusion)  
    Level: Brd 2, Sor/Wiz 2, Mask 2
    Range: Caster
    Duration: 1 minute / level 
    Casting Time: 2
    Area of Effect: Caster
    Saving Throw: None
    
    Blur causes the wizard's body to become blurred, shifting and wavering. This 
    distortion gives the caster's attackers a 20% miss chance when trying to hit 
    him.
    
    
    SPWI203Z
    See Invisibility (Divination) 
    Level: Brd 2, Sor/Wiz 2, Oghma 2
    Range: Sight of Caster
    Duration: Instant
    Casting Time: 2 
    Area of Effect: Sight of Caster
    Saving Throw: None 
    
    When the wizard casts a See Invisibility spell, he dispels any invisibility and 
    reveals any hidden characters in the area of effect (i.e., thieves using
    stealth). Note: if an invisible creature enters the area of effect after the
    spell has already been cast, the creature will remain invisible.
    
    
    SPWI205Z
    Horror (Necromancy)
    Level: Brd 2, Sor/Wiz 2, Bane 2
    Range: Sight of Caster
    Duration: 4 rounds
    Casting Time: 2
    Area of Effect: 15-foot radius
    Saving Throw: Will negates
    
    All enemies within the area of effect must make a Will save (at a +3 bonus) or
    flee in terror. Certain creatures, such as undead, are immune to this spell.
    
    
    SPWI206Z
    Invisibility (Illusion)
    Level: Brd 2, Sor/Wiz 2
    Range: Touch
    Duration: 10 minutes / level
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell turns a creature invisible and makes it undetectable by normal 
    vision or darkvision. The spell remains in effect until the duration has 
    expired, it is magically broken or dispelled, or until the recipient talks to 
    or attacks any creature. Thus the invisible being can open doors, eat, climb
    stairs, etc., but if he attacks or casts a spell, he immediately becomes
    visible (although the invisibility enables him to attack first).
    
    
    SPWI207Z
    Knock (Transmutation)
    Level: Sor/Wiz 2
    Range: Sight of Caster
    Duration: Special 
    Casting Time: 1 
    Area of Effect: Locked door or chest 
    Saving Throw: None
    
    The Knock spell opens locked, held or arcane locked doors.  It opens secret 
    doors, as well as locked boxes or chests.  It does not raise barred gates or 
    similar impediments.
    
    
    SPWI209Z
    Luck (Enchantment) 
    Level: Brd 2, Sor/Wiz 2
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 2 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    The recipient of this spell gains a +1 bonus to luck for the duration of the 
    spell.  Luck weights die rolls in a character's favor - with a +1 bonus to 
    luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1 becomes 
    2, a roll of 4 becomes 5, and a roll of 8 stays at 8.  Most importantly luck
    influences damage dice rolls, attack bonuses, saving throws, and skill checks, 
    but luck also works in more subtle ways.  This spell is not cumulative with 
    repeat castings.
    
    
    SPWI211Z
    Melf's Acid Arrow (Conjuration) 
    Level: Sor/Wiz 2
    Range: Sight of Caster
    Duration: Special 
    Casting Time: 2 
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell creates a magical arrow that speeds to its target. The arrow has no 
    attack or damage bonus, but it inflicts 2-8 points of acid damage.  There is no 
    splash damage.  For every three levels the caster has achieved, the acid lasts 
    another 1 round, inflicting another 2-8 points of damage. So at 3rd-5th level, 
    the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, etc.
    
    
    SPWI212Z
    Mirror Image (Illusion) 
    Level: Brd 2, Sor/Wiz 2, Mask 3
    Range: Caster
    Duration: 3 rounds/level
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None
    
    When a Mirror Image spell is invoked, the spellcaster causes two to eight 
    duplicates of himself to come into being around him. These images do exactly 
    what the wizard does. Since the spell causes a blurring and slight distortion 
    when it is cast, it is impossible for opponents to be certain which ones are 
    the illusions and which is the actual wizard. When an image is struck by a 
    melee or missile attack, magical or otherwise, it disappears, but any other 
    existing images remain intact until struck. The images shift from round to 
    round so that an enemy must first hit every image before being able to hit the 
    wizard.
    
    
    SPWI213Z
    Stinking Cloud (Conjuration)
    Level Sor/Wiz 3
    Range: Medium
    Duration: 1 round/level
    Casting Time: 2 
    Area of Effect: 30-foot radius
    Saving Throw: Fortitude negates
    
    Stinking Cloud creates a billowing mass of noxious vapors up to 30 feet away 
    from the wizard.  Any living creature caught within the cloud must roll a 
    successful Fortitude save or become nauseated, making them unable to attack, 
    cast spells, concentrate on spells, and so on.  These effects last for as long 
    as the character remains in the cloud.
    
    
    SPWI214Z
    Bull's Strength (Transmutation) 
    Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2
    Range: Touch 
    Duration: 1 hour/level
    Casting Time: 1 round
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants the target creature a 1d4 + 1 strength bonus for the duration 
    of the spell.
    
    
    SPWI215Z
    Web (Conjuration) 
    Level: Sor/Wiz 2
    Range: Sight of Caster
    Duration: 15 rounds
    Casting Time: 2 
    Area of Effect: 15-foot radius
    Saving Throw: Reflex negates
    
    Web creates a many-layered mass of strong, sticky strands, similar to spider
    webs, but much larger and tougher.  Creatures within the area of effect who 
    fail a Reflex save suffer a -2 penalty to attack rolls, -4 penalty to 
    Dexterity, and can't move.  An entangled character who attempts to cast a spell 
    must make a Concentration check or lose the spell.
    
    
    SPWI217Z
    Agannazar's Scorcher (Evocation) 
    Level: Sor/Wiz 2, Lathander 3
    Range: Sight of Caster
    Duration:  1 round
    Casting Time: 2
    Area of Effect: 2-foot by 60-foot jet. 
    Saving Throw: Reflex Half
    
    Upon completion of this spell, a jet of flame shoots from the caster's 
    fingertips toward the target creature.  The stream of fire is continuous and 
    deals 3d6 fire damage to the target twice over the course of a round with no 
    saving throw for a total of 6d6 fire damage.  In addition, anyone that is 
    caught in the flame's path takes 2d8 fire damage with a Reflex save for half 
    damage. The caster must concentrate to maintain the flame and is thus immobile 
    for the duration of the spell.
    
    
    SPWI218Z
    Ghoul Touch (Necromancy) 
    Level: Sor/Wiz 2
    Range: Touch
    Duration: Special
    Casting Time: 2
    Area of Effect: Living humanoid
    Saving Throw: Fortitude negates 
    
    This spell brings the power of the ghoul to the caster's hands - when a 
    successful touch attack is made, the victim must make a successful Fortitude 
    save or be paralyzed and be covered with an awful carrion stench for 5 rounds.  
    All creatures within a 10-foot radius of the victim, with the exception of the
    caster, suffer extreme nausea and are at a penalty of 2 for attack bonuses, 
    damage, and saving throws.  This penalty can be resisted with a successful 
    Fortitude save every round a creature remains within 10 feet of the victim.  
    Non-living creatures are unaffected by this spell.
    
    
    SPWI219Z
    Vocalize (Transmutation) 
    Level: Brd 2, Sor/Wiz 2
    Range: Touch 
    Duration: 10 rounds
    Casting Time: 2 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    The recipient of this spell can cast spells with a verbal component without 
    having to make any noise, so long as the casting takes place entirely within 
    the duration of the Vocalize spell. This spell has no effect on other noises or
    speech - it simply removes a spell's verbal component. This spell is a great 
    counter for Silence.
    
    
    SPWI220Z
    Snilloc's Snowball Swarm (Evocation)
    Level: Sor/Wiz 2
    Range: Sight of caster 
    Duration: Instantaneous
    Casting Time: 2
    Area of Effect: 10-foot radius burst
    Saving Throw: Reflex half
    
    This spell causes a flurry of snowballs to erupt from a point within range. The 
    swarm of snowballs deals 2d6 points of cold damage.  For every two caster 
    levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 
    5d6 at 9th level or higher.  Fire-based creatures suffer double damage if they 
    fail their save.
    
    
    SPWI221Z
    Decastave (Evocation)
    Level: Sor/Wiz 2
    Range: Caster 
    Duration: 1 round/level 
    Casting Time: 2
    Area of Effect: Caster
    Saving Throw: None
    
    This spell creates a staff of force in the caster's hand which can be wielded 
    as a weapon - weapon proficiency bonuses or penalties apply.  The Decastave 
    deals 1d8 bludgeoning damage per hit, and can hit creatures immune to normal 
    weapons. The staff also drains an additional 1d2 hit points per strike that is
    transferred over to the wielder's own hit points.  These extra hit points can
    take the wielder over his maximum hit points, but any hit points gained in such
    a manner are temporary and will dissipate in a turn.
    
    
    SPWI222Z
    Blindness (Transmutation)
    Level: Brd 2, Clr 3, Sor/Wiz 2, Mask 2
    Range: Sight of Caster
    Duration: 8 hours
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    This spell blinds one creature.  Blind creatures are at a significant
    disadvantage in combat, with a -2 penalty to AC, no AC bonus from dexterity,
    and attacks by the blind creature are 50% likely to outright miss (all 
    opponents have full concealment).
    
    
    SPWI223Z
    Cat's Grace (Transmutation) 
    Level: Brd 2, Sor/Wiz 2
    Range: Touch 
    Duration: 1 hour/level
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants the target creature a 1d4 + 1 dexterity bonus for the 
    duration of the spell.
    
    
    SPWI224Z
    Deafness (Transmutation)
    Level: Brd 2, Sor/Wiz 2
    Range: Sight of Caster
    Duration: 1 day
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    This spell will make the target totally deaf.  Deafened spellcasters are 20%
    more likely to miscast any spell.  This deafness can be done away with by a
    dispel magic spell and similar effects.
    
    
    SPWI225Z
    Power Word Sleep (Conjuration) 
    Level: Brd 2, Sor/Wiz 2
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: Will negates
    
    When a wizard calls upon a Power Word Sleep spell, he forces a comatose slumber 
    upon a creature who must resist with a Will save or fall asleep.  The creature 
    will wake up if injured.
    
    
    SPWI226Z
    Ray of Enfeeblement (Necromancy)
    Level: Sor/Wiz 2
    Range: Sight of Caster
    Duration: 1 minute / level
    Casting Time: 2
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its
    strength and therefore the attacks that rely upon it.  The victim's strength is
    reduced by 15 for the duration of the spell, unless a Fortitude save is made.
    Any associated penalties with having a reduced strength apply.  The effects of
    this spell are not cumulative with repeat castings.
    
    
    SPWI227Z
    Gedlee's Electric Loop (Evocation)
    Level: Sor/Wiz 2, Talos 2
    Range: Close
    Duration: Instantaneous
    Casting Time: 2
    Area of Effect: 5-foot radius
    Saving Throw: Reflex half
    
    Upon completion of this spell a ring of electricity erupts from the caster, 
    dealing 1d6 electricity damage per every two caster levels (maximum 5d6 
    electricity damage) to every creature within the area of effect.  In addition, 
    creatures struck by the ring are stunned for 1 round.  A successful Reflex save 
    halves the damage and negates the stunning effect.
    
    
    SPWI228Z
    Death Armor (Necromancy) 
    Level: Sor/Wiz 2, Talos 2
    Range: Caster
    Duration: 1 round/level
    Casting Time: 2
    Area of Effect: Caster
    Saving Throw: None
    
    This spell surrounds the caster with crackling black energy from the negative 
    energy plane.  The Death Armor will damage anyone who strikes the caster in 
    melee, dealing 1d4 + 1 per 2 caster levels (maximum of 1d4 + 5) magic damage.  
    Other non-living creatures such as constructs and golems are unaffected.
    
    
    SPWI230Z
    Summon Monster II (Conjuration) 
    Level: Brd 2, Clr 2, Sor/Wiz 2
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI302Z
    Dispel Magic (Abjuration) 
    Level: Brd 3, Clr 3, Drd 4, Pal 3, Sor/Wiz 3, Oghma 3
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 3 
    Area of Effect: 15-foot radius
    Saving Throw: Will negates
    
    A Dispel Magic spell removes magical effects upon anyone within the area of 
    effect. This includes the effects of spells, potions and magical items. It does 
    not, however, affect magical items themselves.  Enemy creatures are allowed a
    Will save to resist, friendly creatures are automatically affected.
    
    
    SPWI303Z
    Flame Arrow (Conjuration) 
    Level: Sor/Wiz 3
    Range: Sight of Caster
    Duration: Instant
    Casting Time: 3 
    Area of Effect: 1 Creature
    Saving Throw: Reflex half 
    
    This spell enables the caster to hurl fiery arrows at his enemies. Each bolt 
    inflicts 4-24 points of fire damage. Only half of the fire damage is inflicted 
    if the creature rolls a successful Reflex save. The caster can fire one bolt 
    for every four experience levels (two bolts at 8th level, three at 12th level,
    etc.).
    
    
    SPWI304Z
    Fireball (Evocation)
    Level: Sor/Wiz 3
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 20-foot radius
    Saving Throw: Reflex half
    
    Upon completion of this spell the caster hurls a fireball at the target,
    exploding upon impact and dealing 1d6 fire damage per caster level (maximum 
    10d6 fire damage) to all creatures in the area of effect.  A successful Reflex 
    save halves the damage.
    
    
    SPWI305Z
    Haste (Transmutation)
    Level: Brd 3, Sor/Wiz 3
    Range: Sight of Caster
    Duration: 1 round/level 
    Casting Time: 3 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    A creature affected by Haste gains an extra attack every round, a +4 armor 
    bonus, and moves at double its base movement rate.  Haste dispels and counters 
    slow and is not cumulative with itself or with other similar magic.
    
    
    SPWI306Z
    Hold Person (Enchantment) 
    Level: Brd 2, Clr 2, Sor/Wiz 3, Helm 2
    Range: Sight of Caster
    Duration: 1 round/level 
    Casting Time: 3 
    Area of Effect: Special
    Saving Throw: Will negates 
    
    This spell holds 1-4 humans, demihumans, or humanoid creatures immobile for 
    five rounds or longer. The Hold Person spell affects any bipedal human, 
    demihuman, or humanoid of man size or smaller, including dwarves, elves, 
    gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, 
    lizard men, orcs, troglodytes, and others. Thus, a 10th-level fighter could be 
    held, while an ogre could not. The effect selects the enemies closest to the 
    target and holds them. Enemies making their Will saves are totally unaffected 
    by the spell. Undead creatures cannot be held. Held creatures cannot move or 
    speak, but they remain aware of events around them and can use abilities not 
    requiring motion or speech. Being held does not prevent the worsening of the 
    subject's condition due to wounds, disease, or poison.  A successful Will save 
    negates any effect.
    
    
    SPWI308Z
    Lightning Bolt (Evocation) 
    Level: Sor/Wiz 3, Talos 3
    Range: Line of Sight
    Duration: Instantaneous 
    Casting Time: 3 
    Area of Effect: Special 
    Saving Throw: Reflex half
    
    Upon casting this spell, the wizard releases a powerful stroke of electrical 
    energy that inflicts 1-6 points of damage per level of the spellcaster to each 
    creature within its area of effect (maximum damage of 10-60). A successful 
    Reflex save reduces this damage to half (round fractions down). When the 
    lightning bolt intersects with a wall it will fizzle out.
    
    
    SPWI309Z
    Summon Monster III (Conjuration) 
    Level: Brd 3, Clr 3, Sor/Wiz 3
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI310Z
    Non-Detection (Abjuration) 
    Level: Rgr 4, Sor/Wiz 3
    Range: Touch 
    Duration: 1 hour / level
    Casting Time: 3 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    By casting this spell, the wizard makes the creature touched undetectable by
    divination spells that reveal a hidden or invisible creature (such as See 
    Invisibility and Invisibility Purge).
    
    
    SPWI311Z
    Protection From Arrows (Abjuration) 
    Level: Sor/Wiz 2
    Range: Touch 
    Duration: 10 minutes / level
    Casting Time: 3 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell grants the target a damage reduction of 10/+1 against missiles for 
    the duration of the spell.  The damage reduction increases with the level of 
    the caster to 10/+2 at 5th level, 10/+3 at 10th, 10/+4 at 15th, and 10/+5 at 
    20th.
    
    
    SPWI312Z
    Slow (Transmutation) 
    Level: Brd 3, Sor/Wiz 3
    Range: Sight of Caster
    Duration: 1 round/level
    Casting Time: 3
    Area of Effect:  20-foot radius
    Saving Throw: Will negates
    
    A creature affected by Slow loses an attack every round (but will not drop 
    below 1 attack per round), is at -2 attack rolls, -2 to AC, -2 to damage rolls, 
    -2 to reflex saves, and moves at half its base movement rate.  Slow dispels and
    counters Haste and is not cumulative with itself or with other similar magic.
    
    
    SPWI313Z
    Skull Trap (Necromancy)
    Level: Sor/Wiz 3
    Range: Sight of Caster 
    Duration:  Special
    Casting Time: 3 
    Area of Effect: Special
    Saving Throw: Reflex half
    
    Upon casting this spell, a skull is thrown by the caster at the target area. 
    The skull floats in the area until a creature comes within 5 feet of it. When 
    this happens, the skull is triggered and explodes, damaging everyone within a 
    10-foot radius. The damage inflicted is equal to 1-6 hit points per level of 
    the caster. When casting this spell, it is wise to set it far away from the 
    party, lest they set it off accidentally.  Leaving the area the Skull Trap is 
    in will make it disappear harmlessly.  A successful Reflex save will do half 
    damage.
    
    
    SPWI314Z
    Vampiric Touch (Necromancy) 
    Level: Sor/Wiz 3
    Range: Touch
    Duration: Special
    Casting Time: 3 
    Area of Effect: Living creature touched
    Saving Throw: None 
    
    This spell imbues the caster's hands with the ability to drain life.  When a 
    successful melee touch attack is made, the victim loses 1d6 hit points for 
    every two caster levels (maximum 10d6). These hit points are added to the 
    caster, with any hit points over the caster's normal maximum total treated as 
    temporary bonus hit points. The temporary hit points disappear after 1 hour.
    
    
    SPWI316Z
    Dire Charm (Enchantment) 
    Level: Brd 2, Sor/Wiz 3, Bane 3
    Range: Sight of Caster
    Duration: 20 rounds
    Casting Time: 3 
    Area of Effect: 1 Humanoid Medium-sized or smaller
    Saving Throw: Will negates 
    
    This spell is similar to the Charm Person spell. However, the affected creature 
    goes into a berserk state, wanting no one to harm his master (the spell 
    caster). Thus, the creature will fight enemies of the caster, even former 
    allies. The spell is limited in the same manner as Charm Person Spell. The 
    spell can affect any humanoid medium-sized or smaller. Thus, a 10th-level 
    fighter could be charmed, but an ogre could not.  A successful Will save will 
    negate any effect.
    
    
    SPWI317Z
    Ghost Armor (Conjuration)
    Level: Brd 3, Sor/Wiz 3, Selune 4
    Range: Touch
    Duration: 5 rounds/level
    Casting Time: 1 
    Area of Effect: 1 creature 
    Saving Throw: None 
    
    This spell creates a magical field of force with the strength of chainmail 
    armor (deflection bonus +5). It is cumulative with Dexterity effects, armor 
    bonuses and shield bonuses. The Ghost Armor spell does not hinder movement, 
    adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until
    dispelled or until the duration runs out.
    
    
    SPWI318Z
    Icelance (Evocation)
    Level: Sor/Wiz 3
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 3
    Area of Effect: 1 creature
    Saving Throw: Fortitude half
    
    This spell fires a magical lance of ice at a target of the caster's choosing.  
    It automatically hits, inflicting 5-30 points of damage and forcing the target 
    to make a Fortitude save or be stunned for 1-4 rounds. 
    
    
    SPWI319Z
    Lance of Disruption (Evocation)
    Level: Sor/Wiz 3
    Range: 60 feet
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: Special
    Saving Throw: Reflex half
    
    This spell creates a lance of force, extending from the caster to a specified 
    point 60 feet in the distance.  Any creatures in the lance's path take 5d4 
    points of crushing damage, +2 points of damage per level of the caster (maximum 
    of +30).  Victims can Reflex save for half damage.
    
    
    SPWI320Z
    Halt Undead (Necromancy) 
    Level: Clr 3
    Range: Sight of Caster
    Duration: 2 rounds/level 
    Casting Time: 3 
    Area of Effect: 20-foot radius 
    Saving Throw: Will negates 
    
    This spell halts 1d4 undead creatures in the area of effect if they fail a Will 
    save.
    
    
    SPWI321Z
    Invisibility Sphere (Illusion) 
    Level: Brd 3, Sor/Wiz 3, Mask 3
    Range: Caster
    Duration: 10 minutes / level
    Casting Time: 1 round
    Area of Effect: 10-foot 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 darkvision.  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 wizard or recipient cancels it, until the recipient 
    attacks any creature, or until the duration has expired. Thus the invisible 
    being can open doors, talk, eat, climb stairs, etc., but if he attacks, he 
    immediately becomes visible, although the invisibility enables him to attack 
    first.
    
    
    SPWI322Z
    Melf's Minute Meteors (Evocation) 
    Level: Sor/Wiz 3
    Range: Caster
    Duration: 8 hours 
    Casting Time: 3
    Area of Effect: Caster
    Saving Throw: Reflex half
    
    This spell enables the wizard to cast one small meteor for each level of the 
    caster. Each meteor bursts into a 1-foot-diameter sphere upon impact and 
    inflicts 1d4+3 points of damage and +3 points of fire damage to the creature 
    struck. The meteors are treated as missiles hurled by the wizard with a +5 
    bonus to attack rolls and no penalty for range. The wizard may discharge up to 
    five missiles per round.
    
    
    SPWI323Z
    Blink (Transmutation)
    Level: Brd 3, Sor/Wiz 3
    Range: Caster
    Duration: 1 round/level
    Casting Time: 3
    Area of Effect: Caster
    Saving Throw: None
    
    Through this spell, the caster is able to enter a state where she is constantly 
    phasing between the material and ethereal planes.  While in this state attacks 
    against the caster are 50% likely to outright fail, but the caster's attacks 
    also suffer and are 20% likely to fail.  In addition, spellcasting is 20% 
    likely to fail when under the effects of this spell.
    
    
    SPWI401Z
    Confusion (Enchantment/Charm) 
    Level: Brd 3, Sor/Wiz 4
    Range: Sight of Caster 
    Duration: 1 round/level 
    Casting Time: 4
    Area of Effect: 30-foot radius
    Saving Throw: Will negates
    
    This spell causes confusion in one or more creatures within the area of effect, 
    creating indecision and the inability to take effective action. All creatures 
    within the area of effect are allowed a saving throw vs. spell with a -2 
    penalty to resist the spell effects.  Confused creatures either go berserk, 
    stand confused, or wander about for the duration of the spell.
    
    
    SPWI404Z
    Ice Storm (Evocation)
    Level: Drd 5, Sor/Wiz 4
    Range: Sight of caster
    Duration: Special
    Casting Time: 4
    Area of Effect: 20-foot radius
    Saving Throw: None
    
    When this spell is cast, shards of ice smash down on all targets in the area of
    effect, doing 3-30 points of cold damage.
    
    
    SPWI405Z
    Improved Invisibility (Illusion) 
    Level: Brd 4, Sor/Wiz 4, Mask 4
    Range: Touch 
    Duration: 1 minute / level
    Casting Time: 4 
    Area of Effect: 1 creature
    Saving Throw: None 
    
    This spell is similar to the Invisibility spell, but the recipient is able to 
    attack, either with missile, melee weapons or spells, and remain unseen. 
    However, telltale traces, a shimmering, allow an observant opponent to attack 
    the invisible spell recipient. These traces are only noticeable when 
    specifically looked for (after the invisible character has made his presence 
    known).
    
    
    SPWI406Z
    Minor Globe of Invulnerability (Abjuration) 
    Level: Sor/Wiz 4
    Range: Caster
    Duration: 1 round/level 
    Casting Time: 4 
    Area of Effect: Caster
    Saving Throw: None 
    
    This spell creates an immobile, faintly shimmering magical sphere around the 
    caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from affecting
    the caster. This includes innate abilities and effects from devices. However, 
    any type of spell can be cast out of the magical sphere with no penalty. The 
    globe can be brought down by a successful Dispel Magic spell.
    
    
    SPWI407Z
    Summon Monster IV (Conjuration) 
    Level: Brd 4, Clr 4, Sor/Wiz 4
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6 
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI408Z
    Stoneskin (Abjuration)
    Level: Sor/Wiz 4, Ilmater 6
    Range: Touch
    Duration: 10 minutes/level
    Casting Time: 1
    Area of Effect: Creature touched
    Saving Throw: None
    
    The warded creature gains resistance to blows, cuts, stabs, and slashes.  The 
    subject gains damage reduction 10/+5.  (It ignores the first 10 points of 
    damage, though a weapon with a +5 enhancement bonus or any magical attack 
    bypasses the reduction.)  Once the spell has prevented a total of 10 points of 
    damage per caster level (maximum 150 points), it is discharged.
    
    
    SPWI410Z
    Remove Curse (Abjuration)
    Level: Brd 3, Clr 3, Sor/Wiz 4
    Range: Touch 
    Duration: Permanent 
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: None
    
    Upon casting this spell, the caster is usually able to remove a curse on an 
    object, on a person, or in the form of some undesired sending or evil presence. 
    Note that the Remove Curse does not remove the curse from a cursed shield, 
    weapon, or suit of armor, although the spell typically enables the person 
    afflicted with the cursed item to get rid of it. Certain special curses may not 
    be countered by this spell, or may be countered only by a caster of a certain 
    level or more.
    
    
    SPWI411Z
    Emotion: Despair (Enchantment)
    Level: Brd 3, Sor/Wiz 4, Bane 4, Mask 4
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 4
    Area of Effect: Living creatures in 15' radius
    Saving Throw: Will negates
    
    This spell creates the emotion of despair within the area of effect. All
    creatures affected by the spell gain a -2 on their saving throws, attack 
    bonuses, and damage rolls.
    
    
    SPWI412Z
    Malison (Enchantment) 
    Level: Sor/Wiz 4, Oghma 4
    Range: Sight of Caster
    Duration: 2 rounds/level 
    Casting Time: 4 
    Area of Effect: 30-foot radius
    Saving Throw: None
    
    This spell causes all enemy targets in the area of effect to suffer a -2 on all 
    their saving throws as long as the spell is in effect.
    
    
    SPWI413Z
    Otiluke's Resilient Sphere (Evocation) 
    Level: Sor/Wiz 4
    Range: Sight of Caster
    Duration: 1 round / level
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Reflex negates
    
    When this spell is cast, the result is a globe of shimmering force that 
    encloses the subject creature (if it fails to make a successful Reflex save). 
    The resilient sphere will contain its subject for the duration of the spell. 
    The sphere is completely immune to all damage; the only method of removing the
    sphere is by the use of a Dispel Magic spell. Hence the creature caught inside 
    the globe is completely safe from all attacks, but at the same time is 
    completely unable to affect the outside world.
    
    
    SPWI414Z
    Spirit Armor (Necromancy)
    Level: Brd 4, Sor/Wiz 4
    Range: Touch
    Duration: 5 rounds/level
    Casting Time: 3 
    Area of Effect: 1 creature 
    Saving Throw: None
    
    This spell creates a corporeal barrier around the target's body by tapping into 
    the target's life force. The armor itself is weightless, and does not hinder 
    movement or spell casting. In addition, the Spirit Armor will not work 
    cumulatively with any other armor, however, dexterity, deflection, and shield
    bonuses still apply.  While in effect, the armor bonus is +6, as if he were 
    wearing splint mail.  Also, due to the magical nature of the spell, the 
    recipient will receive a +3 bonus to Fortitude saves. There is a danger to 
    using the target's life force to power the spell, as when the spell expires, 
    the external portion of the spirit is temporarily lost and 2d4 points of damage 
    is incurred.
    
    
    SPWI417Z
    Beltyn's Burning Blood (Necromancy)
    Level: Sor/Wiz 4
    Range: Sight of Caster
    Duration: 1 round/2 levels
    Casting Time: 4
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    This spell turns a target's blood to flame, doing 3-12 hit points of damage 
    every round and driving the victim berserk with pain. The target gets to make a 
    Fortitude save every round; if successful, the damage and berserk state are 
    negated.  This spell does not work against creatures that do not have blood, 
    such as the undead, elementals, and plants. If the creature is resistant to 
    fire, this resistance will lower or nullify the damage from this spell.
    
    
    SPWI418Z
    Shadow Conjuration (Illusion)
    Level: Brd 5, Sor/Wiz 4, Mask 5
    Range: Sight of Caster 
    Duration: 1 round/level
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: None
    
    This spell shapes material from the Demiplane of Shadow into an illusionary 
    monster under control of the caster.  More powerful shadow creatures are 
    summoned at higher caster levels.
    
    
    SPWI419Z
    Emotion: Rage (Enchantment)
    Level: Brd 3, Sor/Wiz 4, Selune 4
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 4
    Area of Effect: 10-foot radius
    Saving Throw: None
    
    This spell creates the emotion of rage within the area of effect. All creatures 
    affected by the spell gain +2 to Strength and Constitution, a +1 bonus to Will 
    Saves, and a -1 penalty to AC. This spell does not stack with barbarian rage.
    
    
    SPWI420Z
    Emotion: Fear (Enchantment)
    Level: Brd 3, Sor/Wiz 4
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 4
    Area of Effect: Living creatures in 15' radius
    Saving Throw: Will negates
    
    This spell creates the emotion of fear within the area of effect. All creatures
    affected by the spell flee for 5 rounds. 
    
    
    SPWI421Z
    Emotion: Hope (Enchantment)
    Level: Brd 3, Sor/Wiz 4, Ilmater 4, Selune 4
    Range: Sight of Caster
    Duration: 50 rounds
    Casting Time: 4
    Area of Effect: Living creatures in 15' radius
    Saving Throw: None
    
    This spell creates the emotion of hope within the area of effect. All creatures 
    affected by the spell gain a +2 on their saving throws, attack bonuses, and 
    damage rolls. 
    
    
    SPWI422Z
    Mordenkainen's Force Missiles (Evocation)
    Level: Sor/Wiz 4
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: Special
    
    This spell creates a brilliant globe of magical energy that streaks forth from 
    the caster's hand to unerringly strike its target, much like a Magic Missile 
    spell.  The wizard creates one missile at 7th level, and an additional missile 
    at every third level after 7th - in other words, two missiles at 10th level, 
    three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th 
    level.  Each missile inflicts 2d4 points of damage to the target and then 
    bursts in a 5-foot radius concussive blast that inflicts 1 point of damage per 
    level of the caster - for example, a 12th-level wizard could conjure two force 
    missiles, each of which strikes for 2d4+12 points of damage.  Creatures taking 
    damage may attempt a Reflex save to negate the concussion damage, but those 
    struck directly by a force missile receive no saves and will receive full 
    damage.  The 1st level wizard spell Shield will absorb the force missiles 
    harmlessly, including the concussion damage.
    
    
    SPWI423Z
    Shout (Evocation)
    Level: Brd 4, Sor/Wiz 4, Oghma 4
    Range: Close (30 ft. long, 10 ft. diameter)
    Duration: Instantaneous 
    Casting Time: 1 
    Area: Cone
    Saving Throw: Fortitude partial (see text)
    
    The caster emits an ear-splitting yell that deafens and damages creatures in 
    its path.  Any creature within the area of effect is deafened for 2d6 rounds 
    and takes 2d6 points of damage.  A successful save negates the deafness and 
    reduces the damage by half.
    
    
    SPWI424Z
    Vitriolic Sphere (Conjuration)
    Level: Sor/Wiz 4
    Range: Sight of Caster
    Duration: Special
    Casting Time: 4
    Area of Effect: Special
    Saving Throw: Reflex half
    
    This spell conjures a sphere of glowing emerald acid that the caster can direct 
    to strike any target within range.  When it reaches its target, the sphere 
    explodes and drenches the victim in potent acid.  The victim suffers 1d4 points 
    of acid damage per caster level, to a maximum of 12d4 points of damage (Reflex 
    half).  After the initial damage, the victim must make a Reflex save every 
    round which will reduce the damage for that round by half and also stop any 
    further acid damage.  If unsuccessful, the victim continues to suffer acid 
    damage in the following rounds, sustaining two less dice of damage each round.  
    For example, an 8th-level wizard inflicts 8d4 damage with this spell on the 
    first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth 
    round, and the spell ends on the fifth round.  Each round the victim is 
    entitled to a Reflex save to avoid further damage in any remaining rounds.  The 
    vitriolic sphere also splashes acid in a 5-foot radius around the primary 
    target.  Any creatures within the splash radius must make a Reflex save or 
    suffer a splash hit that inflicts 1d4 points of damage per every five levels of 
    the caster.  Splash hits do not cause continuing damage.
    
    
    SPWI425Z
    Contagion (Necromancy)
    Level: Clr 3, Drd 3, Sor/Wiz 4
    Range: Sight of Caster 
    Duration: Permanent
    Casting Time: 4
    Area of Effect: 1 creature 
    Saving Throw: Fortitude negates 
    
    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 creature is also slowed.  These
    effects persist until the character receives a remove disease spell.  A 
    Fortitude save will negate the effects. 
    
    
    SPWI426Z
    Fire Shield (Blue) (Evocation)
    Level: Sor/Wiz 4
    Range: Caster
    Duration: 1 round/level
    Casting Time: 4 
    Area of Effect: Caster
    Saving Throw: None
    
    The Blue Fireshield protects the user from fire damage by surrounding the 
    caster with a shield of ice flames, which reduce all fire damage taken by 50%.
    Opponents striking the caster with melee attacks also suffer 1d6 + 1 point per 
    level cold damage per hit.
    
    
    SPWI427Z
    Fire Shield (Red) (Evocation)
    Level: Sor/Wiz 4, Lathander 4
    Range: Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 4 
    Area of Effect: Caster
    Saving Throw: None 
    
    The Red Fire Shield protects the user from cold damage by surrounding the 
    caster with a shield of burning flames, which reduce all cold damage taken by 
    50%. Opponents striking the caster with melee attacks suffer 1d6 + 1 point per 
    level fire damage per hit.
    
    
    SPWI428Z
    Spider Spawn (Conjuration) 
    Level: Sor/Wiz 4
    Range: Sight of Caster
    Duration: 5 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell conjures a large spider which is brought under the caster's 
    telepathic control.  The type of spider that appears depends upon the level of 
    the caster:
    
    7th : Giant spider
    9th : Phase spider
    12th+ : Sword spider
    
    
    SPWI501Z
    Animate Dead (Necromancy) 
    Level: Clr 3, Sor/Wiz 5, Tempus 3
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell brings forth a long-dead skeleton or zombie from deep within the 
    earth and reanimates it to serve the caster.  The higher the level of the
    caster, the more powerful the skeleton or zombie summoned by this spell.
    
    WARNING: At higher levels, the Zombie Lords and Festering Drowned Dead summoned 
    by this spell have powerful supernatural auras.  The effects of their auras may 
    harm your own party members if they fall within the area of affect.
    
    
    SPWI503Z
    Cloudkill (Conjuration) 
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 5 
    Area of Effect: 15-foot radius
    Saving Throw: Fortitude negates 
    
    This spell generates a billowing cloud of ghastly yellowish green vapors that 
    is so toxic as to slay any creature with fewer than 4 Hit Dice, cause creatures
    with 4  to 6 Hit Dice to roll a Fortitude save or be slain. Holding one's 
    breath has no effect on the lethality of the spell. All creatures with 4 Hit 
    Dice or above must leave the cloud immediately or suffer 1d10 points of poison 
    damage each round while in the area of effect with no save.
    
    
    SPWI504Z
    Cone of Cold (Evocation) 
    Level: Sor/Wiz 5
    Range: Caster
    Duration: Instantaneous 
    Casting Time: 5 
    Area of Effect: Cone
    Saving Throw: Reflex half
    
    This spell releases a cone-shaped blast of extreme cold from the caster, doing 
    1d6 hit points of cold damage per level of the caster (15d6 maximum).
    
    
    SPWI505Z
    Summon Monster V (Conjuration) 
    Level: Brd 5, Clr 5, Sor/Wiz 5
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI507Z
    Dominate Person (Enchantment) 
    Level: Brd 4, Sor/Wiz 5, Bane 5
    Range: Sight of Caster
    Duration: 1 minutes / level
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: Will negates 
    
    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.  The target gets a Will save at -2 in 
    order to avoid the effect.
    
    
    SPWI508Z
    Hold Monster (Enchantment) 
    Level: Brd 4, Sor/Wiz 5
    Range: Sight of Caster
    Duration: 1 round/level 
    Casting Time: 5 
    Area of Effect: 1 creature
    Saving Throw: Will negates
    
    This spell freezes the target in place, unable to take any action or defend 
    itself in any way.  Undead creatures are unaffected by this spell.
    
    
    SPWI509Z
    Chaos (Enchantment) 
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 1 round/level
    Casting Time: 5 
    Area of Effect: 20-foot radius
    Saving Throw: Will negates
    
    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 Will save at -4.  The spell lasts 
    for the duration or until a successful dispel magic is cast.
    
    
    SPWI510Z
    Feeblemind (Enchantment) 
    Level: Sor/Wiz 5, Ilmater 5, Bane 6
    Range: Sight of Caster
    Duration: 20 rounds
    Casting Time: 5 
    Area of Effect: 1 creature 
    Saving Throw: Will negates
    
    This spell turns a target into a gibbering idiot for the duration of the spell.
    The victim is allowed a Will save at -2 to resist being stupefied. Feebleminded
    individuals cannot cast spells.
    
    
    SPWI511Z
    Shroud of Flame (Evocation)
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 5 rounds
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Reflex negates
    
    This spell causes a creature to burst into flames if it fails a Reflex save. 
    The creature will burn for 3d6 points of damage every round, and gouts of flame
    erupt from the burning target, causing any creatures within ten feet of the
    target to take 1d6 points of damage from the flames.  Anyone hit by the 
    victim's flames must also make a Reflex save to avoid contracting the shroud 
    themselves.
    
    
    SPWI512Z
    Greater Shadow Conjuration (Illusion)
    Level: Brd 6, Sor/Wiz 5, Mask 6
    Range: Sight of Caster 
    Duration: 1 round/level
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: None
    
    This spell shapes material from the Demiplane of Shadow into an illusionary 
    monster under control of the caster.  More powerful shadow creatures are 
    summoned at higher caster levels.
    
    
    SPWI513Z
    Summon Shadow (Necromancy)
    Level: Brd 5, Sor/Wiz 5
    Range: Sight of Caster
    Duration: 1 round + 1 round/level
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: None
    
    This spell summons a creature of living darkness, a Shadow, which will obey the
    will of the caster for the duration of the spell.  The higher the caster level,
    the more powerful the Shadow summoned.
    
    
    SPWI514Z
    Lesser Planar Binding: Fire Elemental (Conjuration) 
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons an 8 hit dice fire elemental to serve the caster for the 
    duration of the spell.  The elemental is initially hostile to the caster.  Any 
    creature not under the effects of Protection from Evil will be subject to the 
    elemental's attacks.
    
    
    SPWI515Z
    Lesser Planar Binding: Earth Elemental (Conjuration) 
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons an 8 hit dice earth elemental to serve the caster for the 
    duration of the spell.  The elemental is initially hostile to the caster.  Any
    creature not under the effects of Protection from Evil will be subject to the 
    elemental's attacks.
    
    
    SPWI516Z
    Lesser Planar Binding: Water Elemental (Conjuration) 
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None
    
    This spell summons an 8 hit dice water elemental to serve the caster for the 
    duration of the spell.  The elemental is initially hostile to the caster.  Any 
    creature not under the effects of Protection from Evil will be subject to the 
    elemental's attacks.
    
    
    SPWI518Z
    Lower Resistance (Transmutation) 
    Level: Pal 5, Sor/Wiz 5
    Range: Sight of Caster 
    Duration: 20 rounds
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: None
    
    Using this spell, a wizard may attempt to reduce the spell resistance of a 
    target creature.  The spell resistance of the victim works against the Lower 
    Resistance spell itself, but at only half its normal value.  There is no saving 
    throw.  If the victim does not resist the effects of this spell, his spell 
    resistance is reduced by 1 for every two levels of the caster.
    
    
    SPWI519Z
    Sunfire (Evocation)
    Level: Sor/Wiz 5
    Range: Caster
    Duration: Instantaneous
    Casting Time: 3
    Area of Effect: 30-foot radius
    Saving Throw: Reflex half
    
    A sunfire is an explosive burst of flame similar to a fireball, but centered on 
    the caster.  All creatures in the area of effect except for the caster are 
    burned for 1d6 fire damage per caster level (to a maximum of 15d6 fire damage).
    A successful Reflex save halves the damage.  This spell blinds drow and gray
    dwarves if a Fortitude save is failed.
    
    
    SPWI520Z
    Lesser Planar Binding: Air Elemental (Conjuration)
    Level: Sor/Wiz 5
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell summons an 8 hit dice air elemental to serve the caster for the
    duration of the spell.  The elemental is initially hostile to the caster.  Any
    creature not under the effects of Protection from Evil will be subject to the
    elemental's attacks.
    
    
    SPWI521Z
    Phantom Blade (Evocation)
    Level: Brd 5, Sor/Wiz 5, Mask 6
    Range: Caster
    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.  It has cutting edges that inflict damage just as do those of 
    a real sword.  The caster wields the phantom blade as if proficient with this
    weapon.
    
    The phantom blade acts as a +3 magical longsword in terms of attack and damage
    bonuses as well as the type of creatures it can hit.  Due to its etheric nature
    it deals an extra +10 magic damage against undead.  This sword can only be used 
    by the caster and remains in her hand for the duration or until dispelled.
    
    
    SPWI522Z
    Protection from Acid (Abjuration) 
    Level: Sor/Wiz 5
    Range: Touch 
    Duration: 10 rounds / level
    Casting Time: 6
    Area of Effect: 1 creature 
    Saving Throw: None 
    
    This spell grants a damage resistance of 10/- against acid damage for the
    duration of the spell.
    
    
    SPWI523Z
    Protection from Electricity (Abjuration) 
    Level: Sor/Wiz 5, Talos 4
    Range: Touch 
    Duration: 10 rounds / level
    Casting Time: 6
    Area of Effect: 1 creature 
    Saving Throw: None 
    
    This spell grants a damage resistance of 10/-  against electrical damage for 
    the duration of the spell.
    
    
    SPWI524Z
    Dismissal (Abjuration) 
    Level: Brd 4, Clr 4, Sor/Wiz 5, Helm 5
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 1
    Area of Effect: 1 creature 
    Saving Throw: Will negates
    
    Upon completion of this spell the target summoned creature must make a Will 
    save or be returned to the place it came from. The creatures Hit Dice is added 
    to his Will save, while the caster's level is subtracted from it.  This spell 
    has no effect on creatures that are not summoned.
    
    
    SPWI525Z
    Ball Lightning (Evocation)
    Level: Sor/Wiz 5, Talos 5
    Range: Caster 
    Duration: 1 round/level
    Casting Time: 5
    Area of Effect: Caster
    Saving Throw: None
    
    Through this spell, the caster creates tiny balls of electricity that can be 
    hurled in combat.  The caster can hurl 5 per round - upon a successful ranged 
    touch attack (e.g. an attack that ignores armor bonuses) the ball will burst 
    and deal 2d6 electricity damage to all creatures in a 5-foot radius.  If the 
    caster fails her attack bonus, the ball will dissipate harmlessly.  This spell 
    creates 1 ball per two caster levels up to a maximum of 8.
    
    
    SPWI526Z
    Lutzaen's Frequent Jaunt (Transmutation) 
    Level: Sor/Wiz 5
    Range: Caster
    Duration: 1 round / level
    Casting Time: Instant
    Area of Effect: Caster
    Saving Throw: None 
    
    Similar to Dimension Door, this spell allows the caster to instantaneously jump 
    to another location within visual sight.  In addition, the caster gains the 
    special ability to jump a number of additional times, once for every 3 caster 
    levels.
    
    
    SPWI601Z
    Antimagic Field (Abjuration)
    Level: Clr 8, Sor/Wiz 6, Selune 6
    Range: Caster 
    Duration: 10 rounds/level
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None
    
    This spell surrounds the caster with an invisible barrier that moves with him. 
    This barrier makes the wizard immune to any magical attacks, but it prevents 
    the wizard from casting spells out of the field.
    
    
    SPWI603Z
    Chain Lightning (Evocation)
    Level: Sor/Wiz 6, Talos 6
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 5
    Area of Effect: Special
    Saving Throw: Reflex half
    
    This spell releases a burst of electrical energy at a target; unlike the 
    Lightning Bolt spell, however, once the bolt strikes the initial target, the 
    electricity then jumps to the next nearest enemy doing significant, but less 
    damage. The bolt initially inflicts 1-6 hit points of electrical damage/level 
    of the caster, to a maximum of 20d6 points of damage. The bolt will jump to a
    number of other monsters equal to the caster's level inflicting half as much
    possible damage.  A 19th level caster will hit the initial target for 19d6 
    worth of damage, while all subsequent targets will take 9d6 points of damage.
    
    
    SPWI605Z
    Acid Fog (Conjuration)
    Level: Sor/Wiz 6
    Range: Sight of Caster 
    Duration: 10 rounds
    Casting Time: 6
    Area of Effect: 15-foot radius
    Saving Throw: none
    
    This spell brings forth a billowing cloud of acidic fog.  The thick fog limits 
    movement to 50% of a creature's current movement rate.  In addition, all 
    creatures caught within the fog take 2D6 points of acid damage per round.
    
    
    SPWI606Z
    Circle of Death (Necromancy)
    Level: Sor/Wiz 6
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 6
    Area of Effect: 30-foot radius
    Saving Throw: Fortitude negates
    
    This spell snuffs out the lives of creatures in the area of effect killing them 
    instantly (Fortitude negates). The number of creatures affected is equal to 1d4 
    Hit Dice per caster level.  However, creatures over 9 Hit Dice are not affected 
    by the spell.
    
    
    SPWI607Z
    Disintegrate (Transmutation)
    Level: Sor/Wiz 6
    Range: Sight of Caster
    Duration: Instantaneous 
    Casting Time: 6
    Area of Effect: 1 Creature
    Saving Throw: Fortitude partial
    
    The spell makes a creature... vanish. When cast, a ball of green energy shoots 
    forth from the caster to the target, who will be disintegrated unless they make
    a Fortitude save. This spell works on undead creatures. Even on a successful 
    save the creature will still take 5d6 points of damage.
    
    
    SPWI608Z
    Globe of Invulnerability (Abjuration) 
    Level: Sor/Wiz 6, Helm 6
    Range: Caster
    Duration: 1 round/level 
    Casting Time: 1 round
    Area of Effect: Caster
    Saving Throw: None 
    
    This spell is similar to the 4th level wizard spell, Minor Globe of 
    Invulnerability, except that it protects the caster from 4th level spells as 
    well.
    
    
    SPWI609Z
    Summon Invisible Stalker (Conjuration)
    Level: Brd 6, Sor/Wiz 6
    Range: Sight of Caster
    Duration: 2 hours
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell summons an invisible stalker, a creature native to the Elemental 
    Plane of Air. This creature will obey the orders of the caster and remain until 
    the spell duration expires or it is slain.
    
    
    SPWI610Z
    Lich Touch (Necromancy)
    Level: Sor/Wiz 6
    Range: Touch 
    Duration: 1 round/level
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: Fortitude half
    
    This spell confers the powers of a lich's touch and a lich's immunities upon 
    the caster. The wizard gains immunity to paralysis and fear while the spell is 
    in effect, and his hands are imbued with a chilling force of negative energy.
    Successful touch attacks deal 1d10 cold damage and victims must make a 
    Fortitude save or be paralyzed for 1 turn.  The touch attack is not effective 
    against undead.
    
    
    SPWI611Z
    Summon Monster VI (Conjuration) 
    Level: Brd 6, Clr 6, Sor/Wiz 6
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI612Z
    Otiluke's Freezing Sphere (Evocation)
    Level: Sor/Wiz 6
    Range: Sight of Caster 
    Duration: Instantaneous
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Reflex negates
    
    This spell fires an orb of cold at a creature that inflicts 1d6 points of cold 
    damage/level of the caster (maximum of 20d6). If the target makes its saving
    throw, however, they have dodged the orb and avoided all damage.
    
    
    SPWI613Z
    Shades (Illusion)
    Level: Brd 6, Sor/Wiz 6, Mask 7
    Range: Sight of Caster 
    Duration: 1 round/level 
    Casting Time: 6
    Area of Effect: Special
    Saving Throw: None
    
    This spell shapes material from the Demiplane of Shadow into an illusionary 
    monster under control of the caster.  This shadowy creature has only 60% of the 
    hit points of its real-world counterpart, although its attacks do full damage.  
    More powerful shadow creatures are summoned at higher caster levels.
    
    
    SPWI614Z
    Stone to Flesh (Transmutation) 
    Level: Sor/Wiz 6
    Range: Medium
    Duration: Permanent
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell turns a petrified creature back to normal.  If one of your 
    companions has been victimized by a basilisk or a medusa, this spell will 
    restore them to normal health.  The creature must succeed at a Fortitude save 
    to survive the process however.
    
    
    SPWI615Z
    Flesh to Stone (Transmutation) 
    Level: Sor/Wiz 6
    Range: Sight of Caster
    Duration: Permanent
    Casting Time: 6
    Area of Effect: 1 creature
    Saving Throw: Fortitude negates
    
    This spell turns a creature to stone.  They are allowed a Fortitude save to 
    avoid the effect.  The effects of this spell may be reversed with the 6th level 
    wizard spell, Stone to Flesh.
    
    
    SPWI616Z
    Tenser's Transformation (Transmutation)
    Level: Sor/Wiz 6
    Range: Caster 
    Duration: 1 round/level 
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: None
    
    The caster becomes a virtual fighting machine -- stronger, tougher, faster, and 
    more skilled in combat.  The caster's mindset changes so that he relishes 
    combat and can't cast spells.  The caster gains 1d6 temporary hit points per 
    caster level, a +4 natural armor bonus to AC, +2d4 Strength, +2d4 Dexterity, +1 
    base attack bonus per two caster levels (which may give you an extra attack) 
    and a +5 bonus to Fortitude saves.  The caster attacks opponents with melee or 
    ranged weapons, even resorting to unarmed attacks if that's all he can do.
    
    
    SPWI617Z
    Power Word: Silence (Conjuration)
    Level: Brd 5, Sor/Wiz 6, Oghma 5, Bane 6
    Range: Sight of Caster
    Duration: 2 rounds
    Casting Time: 1
    Area of Effect: 1 Creature
    Saving Throw: None
    
    This spell allows the caster to utter one of the words of power. When spoken, 
    Power Word: Silence can be invoked against any creature in range, preventing 
    them from making a sound.  No saving throw is allowed.
    
    
    SPWI618Z
    Darts of Bone (Necromancy)
    Level: Sor/Wiz 6
    Range: Caster
    Duration: 5 rounds
    Casting Time: 5
    Area of Effect: Caster
    Saving Throw: Fortitude negates
    
    This spell creates nine darts that can be used by the caster and cannot be 
    unequipped so long as the spell is in effect.  The darts are +3, do 1d4 damage, 
    and a creature struck by a dart must make a Fortitude save or take another 2d6 
    damage and have its strength reduced by 1d4+1 for 5 rounds.  The caster's 
    weapon proficiency with darts (or lack thereof) has no effect on the darts' 
    chances to hit a target.
    
    
    SPWI619Z
    Soul Eater (Necromancy)
    Level: Sor/Wiz 6, Mask 7
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 5
    Area of Effect: 10-foot radius
    Saving Throw: Fortitude negates
    
    This spell deals 3d8 damage to all living creatures within a 10-foot radius.  
    Any creatures that die as a result of this damage are obliterated and their 
    essence is transformed into a 3 hit dice skeleton under control of the caster.  
    Also, for each creature that dies in this manner the caster receives a +1 bonus 
    to strength, dexterity, and constitution for 1 turn. Soul Eater has no effect
    on undead, constructs, and elemental creatures.
    
    
    SPWI620Z
    Trollish Fortitude (Necromancy)
    Level: Sor/Wiz 6
    Range: Caster
    Duration: 20 rounds
    Casting Time: 6
    Area of Effect: Caster
    Saving Throw: None
    
    This spell imbues the caster with the resilience of a troll, allowing the 
    caster to regenerate 5 hit points per round up to his/her maximum hit points.
    
    
    SPWI621Z
    Carrion Summons (Conjuration)
    Level: Sor/Wiz 6
    Range: Sight of Caster
    Duration: 7 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell conjures forth a mutated carrion crawler of enormous size that is
    under the caster's control.  There is a 35% chance this spell will summon two
    carrion crawlers instead of just one.
    
    
    SPWI622Z
    Planar Binding: Air Elemental (Conjuration)
    Level: Sor/Wiz 6, Selune 7
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell allows the caster to summon a 16 Hit Dice elemental from the 
    Elemental Plane of Air.  The elemental is initially hostile to the caster.  Any 
    creature not under the effects of Protection from Evil will be subject to the 
    elemental's attacks.
    
    
    SPWI623Z
    Improved Haste (Transmutation)
    Level: Brd 6, Sor/Wiz 6
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level 
    Casting Time: 3 
    Area of Effect: 20-foot radius
    Saving Throw: None 
    
    For all allies in the area of effect, Improved Haste doubles their base 
    movement and attack rate for the duration of the spell (spellcasting and spell 
    effects are not sped up).  Improved Haste is not cumulative with itself or with 
    other similar magic and will negate and cancel out the effects of a Slow spell.
    
    
    SPWI626Z
    Wyvern Call (Conjuration)
    Level: Sor/Wiz 6
    Range: Sight of Caster
    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.  The wyvern will remain under the wizard's control and 
    will live and die at his command until the spell duration expires.
    
    
    SPWI627Z
    Planar Binding: Fire Elemental (Conjuration)
    Level: Sor/Wiz 6
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell allows the caster to summon a 16 Hit Dice elemental from the 
    Elemental Plane of Fire.  The elemental is initially hostile to the caster.  
    Any creature not under the effects of Protection from Evil will be subject to 
    the elemental's attacks.
    
    
    SPWI628Z
    Planar Binding: Earth Elemental (Conjuration)
    Level: Sor/Wiz 6
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell allows the caster to summon a 16 Hit Dice elemental from the 
    Elemental Plane of Earth.  The elemental is initially hostile to the caster.  
    Any creature not under the effects of Protection from Evil will be subject to 
    the elemental's attacks.
    
    
    SPWI629Z
    Planar Binding: Water Elemental (Conjuration)
    Level: Sor/Wiz 6, Selune 7
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 1 round
    Area of Effect: Special
    Saving Throw: None
    
    This spell allows the caster to summon a 16 Hit Dice elemental from the 
    Elemental Plane of Water.  The elemental is initially hostile to the caster.  
    Any creature not under the effects of Protection from Evil will be subject to 
    the elemental's attacks.
    
    
    SPWI702Z
    FFinger of Deat (Necromancy)
    Level: Drd 8, Sor/Wiz 7
    Range: Sight of Caster 
    Duration: Permanent 
    Casting Time: 5
    Area of Effect: 1 creature
    Saving Throw: Fortitude partial
    
    The caster utters the finger of death incantation, points his index finger at 
    the creature to be slain, and unless the victim makes a Fortitude save, the 
    victim dies instantly.  Even if the save is successful, however, the brush with 
    death still inflicts 3d6 + 1 point/level of damage.  Characters slain by a 
    Finger of Death cannot be resurrected - they are gone forever.
    
    
    SPWI703Z
    Summon Monster VII (Conjuration) 
    Level: Clr 7, Sor/Wiz 7, Tempus 7
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI704Z
    Mordenkainen's Sword (Evocation)
    Level: Sor/Wiz 7
    Range: Sight of Caster
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: Special
    Saving Throw: None
    
    This spell summons a shimmering sword of force that can be mentally wielded by
    the caster. Despite the fact it is held in the hand, it can hit creatures
    anywhere within the sight of the caster. The sword has a bonus to attack equal
    to the caster's level plus 4 and damages its target for 4d6+3 points of damage.
    It is a considered a +3 weapon, so it can damage creatures normally that are
    resistant to damage from lesser magical items.
    
    
    SPWI705Z
    Power Word: Stun (Conjuration)
    Level: Sor/Wiz 7, Oghma 6, Tempus 8
    Range: Sight of Caster
    Duration: Special 
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    Similar to Power Word: Silence and Power Word: Kill, Power Word: Stun is 
    another of the words of power. Creatures with less than 50 hit points are 
    stunned for 4-16 rounds, those with 51 to 100 hit points are stunned for 2-8 
    rounds, those with 101 to 150 hit points are stunned for 1-4 rounds, and those 
    with more than 151 hit points are unaffected. The spell checks the creature's 
    current hit points, not their maximum, so even the toughest creatures can be 
    affected by this spell if they are wounded.
    
    
    SPWI706Z
    Prismatic Spray (Evocation)
    Level: Brd 7, Sor/Wiz 7, Selune 9
    Range: Caster 
    Duration: Instantaneous
    Casting Time: 7
    Area of Effect: 70 x 15-foot spray
    Saving Throw: Special
    
    This spell causes shimmering rays of light to flash from the wizard's hand, in 
    a cone 70 feet long and 15 wide at its end. Any creature touched by the rays 
    may be inflicted with a random effect depending on the color (see below), but 
    any creature with 8 hit dice or less is blinded for 2-8 rounds, regardless of 
    any additional effect. The colors of the prismatic spray do the following: red
    (inflicts 20 hit points of fire damage, Reflex for half), orange (40 hit points
    of acid damage, Reflex save for half), yellow (80 hit points of electrical
    damage, Reflex for half), green (Fortitude save or die - survivors still take 
    20 hit points of poison damage), blue (Fortitude or turn to stone), indigo 
    (Will save or go insane), or violet (Will save or be warped to another plane 
    and back again instantaneously with the lasting effects of having 5 levels 
    drained). There is also an equal chance that any creature within the area of 
    the spell will be hit by two of the beams.
    
    
    SPWI707Z
    Malavon's Rage (Evocation)
    Level: Sor/Wiz 7
    Range: Caster
    Duration: Instantaneous
    Casting Time: 1
    Area of Effect: 15-foot radius
    Saving Throw: Reflex half
    
    Malavon's Rage was created by the dark elf sorcerer Malavon.  It shoots darts 
    of pure energy out from the caster's body in all directions, harming friend and 
    foe alike.  The small wedges of magic do 20-80 points of piercing damage to
    everything caught in their path.  This spell is especially useful when a mage 
    is surrounded by enemies.  A successful Reflex save will reduce the damage done 
    by the spell by 50%.
    
    
    SPWI708Z
    Acid Storm (Evocation)
    Level: Sor/Wiz 6, Talos 8
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 7
    Area of Effect: 20-foot radius
    Saving Throw: Reflex half
    
    You cause acid to rain downward.  The acid deals 1d6 points of acid damage per 
    caster level (maximum 15d6).
    
    
    SPWI709Z
    Mass Invisibility (Illusion)
    Level: Brd 7, Sor/Wiz 7, Mask 8
    Range: Sight of Caster 
    Duration: 10 minutes / level
    Casting Time: 7
    Area of Effect: 30-foot radius
    Saving Throw: None
    
    Mass Invisibility hides all allied creatures within its area of effect as per 
    the Invisibility spell.
    
    
    SPWI710Z
    Seven Eyes (Abjuration)
    Level: Sor/Wiz 7, Helm 8
    Range: Caster
    Duration: 20 rounds
    Casting Time: 7
    Area of Effect: Caster
    Saving Throw: None
    
    This spell conjures forth seven magical orbs that float in a ring above the 
    caster's head.  Each eye has a defensive and offensive ability, though once 
    either one is used the eye will lose its power.  Any subsequent castings of 
    Seven Eyes will fail if cast before the expiration time, whether or not any 
    eyes remain.  The powers of each eye are described below.
    
    Eye of the Mind - This orb protects the caster against mental attacks, such as
    charm, emotion, and fear.  The eye may be expended as the 1st level wizard 
    spell Charm Person.
    
    Eye of the Sword - This eye deflects the first physical damaging attack that 
    strikes the caster.  The eye may be expended as the 1st level wizard spell 
    Magic Missile (5 missiles).
    
    Eye of the Mage - This eye absorbs one manifestation of fire, electrical, cold,
    or acid damage.  The eye can also be expended as the 3rd level wizard spell
    Lightning Bolt (4d8 damage).
    
    Eye of Venom - This eye halts any one attack or effect that could poison the
    caster.  The eye can also be used to poison one creature, dealing 30 points of
    damage over a period of 30 seconds.
    
    Eye of the Spirit - This eye blocks one instant-death magic attack (Death 
    Spell, Finger of Death, Power Word Kill, Slay Living, Destruction).  The wizard 
    may instead choose to expend the eye's power similar to a Ray of Enfeeblement,
    dropping a target's strength by -10, reducing its chance to hit, and the damage
    it deals.
    
    Eye of Fortitude - This eye blocks one stunning, deafness, blindness, or 
    silence effect.  It may alternatively be expended as the 4th level wizard 
    spell, Shout.
    
    Eye of Stone - This eye shields the caster from a single petrification attack.  
    It can also be used as the spell, Hold Person.
    
    Any subsequent castings of Seven Eyes will fail if cast before the original 
    spell expires, whether or not any eyes remain.
    
    
    SPWI711Z
    Suffocate (Transmutation)
    Level: Sor/Wiz 7, Bane 7
    Range: Sight of Caster
    Duration: 4 rounds
    Casting Time: 7
    Area of Effect: 10-foot radius
    Saving Throw: Fortitude half
    
    This spell draws the breath out of all creatures within the area of effect. 
    Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 
    to armor bonus, -4 attack bonus, -6 to dexterity, half movement rate, and take 
    4d8 points of damage per round. A successful Fortitude save negates all effects 
    but 2d8 points of damage for one round. The effects begin to fade when the 
    creature moves out of the area of effect, although it may take a round for a 
    character to catch their second wind.
    
    
    SPWI712Z
    Elemental Barrier (Abjuration) 
    Level: Clr 7, Drd 7, Sor/Wiz 7
    Range: Touch 
    Duration: 1 round/level
    Casting Time: 7
    Area 'of Effect: 1 creature
    Saving Throw: None 
    
    This spell confers damage resistance of 15/- to acid, fire, cold and electrical 
    damage.  This effect lasts for the duration of the spell or until dispelled.
    
    
    SPWI713Z
    Cacofiend (Conjuration) 
    Level: Sor/Wiz 7
    Range: Sight of Caster
    Duration: 15 rounds
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    When this spell is cast, it will create a demon that will go on a rampage 
    attacking and killing everything in sight.  Anyone protected from evil will not 
    be targeted by the demon.  This is a dangerous spell to invoke, saved best for 
    desperate times.
    
    
    SPWI714Z
    Delayed Blast Fireball (Evocation) 
    Level: Sor/Wiz 7
    Range: Sight of Caster
    Duration: Special
    Casting Time: 7
    Area of Effect: 30-foot radius
    Saving Throw: Reflex half
    
    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 1d8 points of damage per caster level. (Reflex 
    save for half damage).
    
    
    SPWI715Z
    Summon Efreeti (Conjuration) 
    Level: Brd 7, Sor/Wiz 7
    Range: Sight of Caster
    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 plane.  The efreeti will serve for the duration indicated above, 
    attacking the enemies of the caster.  The caster is warned to be careful of 
    this spell, for a mistreated efreeti will turn on its master at the first 
    available opportunity.  The efreeti does not provide wishes to the caster.
    
    
    SPWI716Z
    Summon Djinni (Conjuration) 
    Level: Brd 7, Sor/Wiz 7
    Range: Sight of Caster
    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 plane.  The djinni will serve for the duration indicated above, 
    attacking the enemies of the caster.  Casters are warned to be careful of this 
    spell for a mistreated djinni will turn on his master at the first available 
    opportunity. The summoned djinni does not offer wishes to the caster.
    
    
    SPWI717Z
    Control Undead (Necromancy) 
    Level: Sor/Wiz 7
    Range: Sight of Caster
    Duration: 1 minute / level
    Casting Time: 7
    Area of Effect: 30-foot radius
    Saving Throw: Will negates
    
    The control undead spell allows the caster to take control of 1-4 undead 
    creatures within the area of effect.  A Will save 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.
    
    
    SPWI718Z
    Banishment (Abjuration) 
    Level: Clr 6, Sor/Wiz 7, Helm 9
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 1
    Area of Effect: 15-foot radius
    Saving Throw: Will negates
    
    Upon completion of this spell, all summoned creatures in the area of effect 
    must make a Will save or be returned to the place they came from.  This spell 
    has no effect on creatures that are not summoned.
    
    
    SPWI719Z
    Vipergout (Conjuration) 
    Level: Sor/Wiz 7
    Range: Caster
    Duration: 1 round/level
    Casting Time: 7
    Area of Effect: Caster
    Saving Throw: None 
    
    This spell summons vipers which leap forth from the caster's mouth to attack 
    her enemies.  Starting on the round the spell is completed, the caster spits 
    forth one viper each round for the duration of the spell.  Spat vipers land at 
    the caster's feet and stay for 3 rounds.  Until the caster has brought forth 
    all the snakes summoned by this spell, she cannot cast spells.
    
    
    SPWI802Z
    Fiery Cloud (Conjuration)
    Level: Sor/Wiz 8
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 2
    Area of Effect: 10-foot radius
    Saving Throw: Reflex half
    
    This spell brings forth a thin, smoky cloud that fills the area of effect and
    initially appears harmless.  However, one round later it sparks and flames,
    dealing 6d6 points of fire damage to anyone caught in the area of effect.  The
    cloud will continue to flare at regular one round intervals for the duration of
    the spell.
    
    
    SPWI803Z
    Summon Monster VIII (Conjuration) 
    Level: Clr 8, Sor/Wiz 8
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level
    Casting Time: 6
    Area of Effect: Special 
    Saving Throw: None 
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI804Z
    Mind Blank (Abjuration)
    Level: Sor/Wiz 8
    Range: 10 ft.
    Duration: 1 Day 
    Casting Time: 1
    Area of Effect: One Creature
    Saving Throw: None
    
    In the interests of one's self-control and privacy, Mind Blank shields a 
    creature's mind from almost any mental effect - Charm, Command, Dominate 
    Person, Fear, Feeblemind, and any scrying by crystal balls or other divination 
    methods.
    
    
    SPWI805Z
    Horrid Wilting (Necromancy) 
    Level: Sor/Wiz 8, Ilmater 9, Talos 9
    Range: Sight of Caster
    Duration: Instantaneous
    Casting Time: 8
    Area of Effect: 30-foot radius
    Saving Throw: Fortitude half
    
    This spell evaporates moisture from the bodies of every living creature within 
    the area of effect, inflicting 1d8 points of damage per caster level (Maximum 
    25d8).  Affected creatures are allowed a Fortitude save for half damage.  Water 
    based creatures are especially vulnerable to this spell and receive a -2 
    penalty to their saving throws.
    
    
    SPWI806Z
    Great Shout (Evocation)
    Level: Brd 6, Sor/Wiz 8, Oghma 7
    Range: Caster
    Duration: Instantaneous 
    Casting Time: 1 
    Area of Effect: 30-feet long, 10-foot diameter
    Saving Throw: Fortitude half
    
    Upon uttering the Great Shout, the caster releases a stunning force from his 
    mouth in a 30-foot long, 10-foot diameter cone.  Creatures within the area of 
    effect must make a Fortitude save.  Those who fail the save are stunned for 2 
    rounds, deafened for 4 rounds, and suffer 2d6 points of damage.  Those who make 
    the save are stunned for 1 round, deafened for 2 rounds, and suffer no damage.
    
    
    SPWI807Z
    Iron Body (Transmutation)
    Level: Sor/Wiz 8, Helm 8
    Range: Caster
    Duration: 10 rounds/level
    Casting Time: 8
    Area of Effect: Caster
    Saving Throw: None
    
    This spell transforms the caster's body into living iron, granting him several 
    powerful resistances and abilities.  While the spell is in effect, the caster 
    has a 50/+3 damage reduction, takes half damage from fire and acid and is 
    immune to electricity.  Spells that affect respiration or the physiology of the 
    caster are ignored completely, such as poison, blindness, deafness, and disease 
    to name a few.  In addition, the caster gains a +6 strength bonus, a -6 
    dexterity penalty, and the caster can attack with iron fists for 1d6 crushing 
    damage + strength bonuses.  Unfortunately, the caster's movement becomes slow 
    and awkward under the weight of his new body, setting his movement rate to half 
    its normal rate, and he receives an 80% chance to fail at casting spells.
    
    
    SPWI808Z
    Power Word, Blind (Conjuration) 
    Level: Brd 8, Sor/Wiz 8, Tempus 7, Bane 8 
    Range: Sight of Caster
    Duration: Special
    Casting Time: 1 
    Area of Effect: 10-foot radius
    Saving Throw: None
    
    This spell blinds enemy creatures within the area of effect.  The duration of 
    the blindness depends on the Hit Dice of the creature.  Creatures of 9 or less 
    Hit Dice are blinded permanently, those greater than 9 HD but less than 20 are 
    blinded for 1d4 +1 minutes, while those having 20 or greater Hit Dice are 
    blinded for 1d4+1 rounds.
    
    
    SPWI809Z
    Summon Fiend (Conjuration) 
    Level: Sor/Wiz 8
    Range: Sight of Caster
    Duration: 15 rounds
    Casting Time: 1 round
    Area of Effect: Special 
    Saving Throw: None 
    
    More powerful than the 7th level variant, casting this 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.
    
    
    SPWI810Z
    Flaying (Necromancy) 
    Level: Sor/Wiz 8, Bane 8
    Range: Sight of Caster
    Duration: 10 rounds
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Fortitude half
    
    This horrid spell strips the flesh from a target.  The target creature takes 
    1d4 slashing damage per caster level.  In addition, the creature is afflicted 
    with a magically induced bleeding wound that deals 1 damage for every 5 caster 
    levels per round for the duration of the spell.  A successful Fortitude save 
    will halve the initial damage and negate the bleeding wound.
    
    
    SPWI902Z
    Summon Monster IX (Conjuration)
    Level: Clr 9, Sor/Wiz 9
    Range: Sight of Caster
    Duration: 3 rounds + 1 round/level 
    Casting Time: 6
    Area of Effect: Special
    Saving Throw: None
    
    This spell summons a monster who will aid the caster for the duration of the 
    spell.  The type of creature that comes is random.  The creature summoned is 
    more powerful than creatures summoned by lesser versions of this spell.
    
    
    SPWI903Z
    Power Word: Kill (Conjuration)
    Level: Sor/Wiz 9, Oghma 8, Tempus 9
    Range: Sight of Caster
    Duration: Permanent 
    Casting Time: 1
    Area of Effect: 10-foot radius
    Saving Throw: None
    
    Similar to Power Word: Silence and Power Word: Stun, Power Word: Kill is 
    perhaps the deadliest word of power. It kills one creature with up to 100 hit 
    points, or multiple creatures with 20 or fewer hit points, up to a maximum of 
    200 hit points. The hit point checks are done against the creature's current 
    hit points, not their maximum, so it will affect extremely tough creatures that 
    have been wounded.
    
    
    SPWI905Z
    Gate (Conjuration) 
    Level: Clr 9, Sor/Wiz 9, Bane 7
    Range: 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 his 
    foes and himself if he's not careful.  Any creature not under the effects of 
    Protection from Evil will be subject to the demon's attacks.  If the caster 
    fails to protect himself in this manner, the demon will tear the caster and his 
    companions apart, piece by piece and then feast on the remains.
    
    
    SPWI906Z
    Wail of the Banshee (Necromancy) 
    Level: Brd 8, Sor/Wiz 9, Oghma 9, Talos 9
    Range: Caster
    Duration: Instantaneous
    Casting Time: 9
    Area of Effect: 30-foot radius
    Saving Throw: Fortitude negates
    
    The caster emits a terrible scream that kills creatures who hear it (except for 
    the caster).  The spell affects up to one creature per caster level.
    
    
    SPWI907Z
    Black Blade of Disaster (Conjuration) 
    Level: Sor/Wiz 9, Mask 9
    Range: Caster
    Duration: 1 round/level
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: Fortitude negates
    
    This spell enables the caster to create a black, blade-shaped, planar rift, 
    about three feet long.  It jumps into the caster's 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 and gains a +10 attack bonus.  The sword acts 
    as a +5 weapon and deals 2d12 damage per strike and the victim must make a
    Fortitude save at +4 or be disintegrated.
    
    
    SPWI908Z
    Meteor Swarm (Evocation) 
    Level: Sor/Wiz 9, Lathander 9
    Range: Sight of Caster
    Duration: 1 round
    Casting Time: 9
    Area of Effect: 30-foot radius
    Saving Throw: Reflex half
    
    Upon completion of this spell, meteors bombard the area of effect, dealing 
    devastating damage to friend or foe.  All creatures in the area effect take 
    24d6 fire damage with a Reflex save for half damage.  The caster is well 
    advised to be careful in his use of this spell.
    
    
    SPWI909Z
    Aegis (Abjuration)
    Level: Sor/Wiz 9, Helm 9
    Range: Caster 
    Duration: 10 rounds
    Casting Time: 1
    Area of Effect: Caster
    Saving Throw: None 
    
    This spell grants the caster a 15/- bonus to acid, cold, fire, and electricity 
    resistance, a +5 deflection bonus, +3 spell resistance, +2 to all saves, and 
    the effects of Stoneskin, Minor Globe of Invulnerability, and Freedom of 
    Movement for the duration of the spell.
    
    
    SPWI910Z
    Executioner's Eyes (Divination) 
    Level: Sor/Wiz 9, Oghma 9, Mask 9
    Range: Caster
    Duration: 10 rounds
    Casting Time: 1
    Area of Effect: 15-foot radius
    Saving Throw: None
    
    This spell enhances the vision of allies, allowing them to see the hidden 
    weaknesses of all creatures.  The divination grants a +4 attack bonus and a +4 
    bonus to critical hits (if you critical hit on a natural roll of 20, you now
    critically hit on any roll from 16-20) to all allies within the area of effect 
    for the duration of the spell.
    
    
    SPWI911Z
    Mass Dominate (Enchantment)
    Level: Brd 8, Sor/Wiz 9, Bane 9
    Range: Sight of Caster
    Duration: 1 round/level
    Casting Time: 9
    Area of Effect: 20-foot radius
    Saving Throw: Will negates
    
    This spell forces all creatures not allied with the caster in the area of
    effect to Will save or be dominated as if affected by the 5th level spell
    Dominate Person.  Undead are unaffected by this spell.
    
    
    
    
    ===============================================================================
                         < < < < < Final Words.... > > > > >
    ===============================================================================
    
    
    This FAQ was written entirely using the GWD Text Editor:  (shareware)
      http://www.gwdsoft.com/
    
    Spiffy Links:
    
      Planet Baldur's Gate   -- http://www.planetbaldursgate.com/
      TeamBG                 -- http://www.teambg.com/
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      Baldurdash             -- http://members.home.net/mrkevvy/
      Fantasy Name Generator -- http://spitfire.ausys.se/johan/names/default.htm
    
    
    
    _________________________
    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  September 16, 2002  885k
    
      Version 1.5  September 27, 2002  831k
    
        Fixed the format a bit.  Deleted more redundant item descriptions, and
        sorted items to be closer to similar items.  Added the "Bags" in their
        very own section.
    
      Version 2.0  September 28, 2002  764k
    
        Finished reducing the size of the List.
    
      Version 2.01  January 17, 2005  765k
    
        Changed my email address and updated the format slightly.
    
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This Document is Copyright 2002-2005 by Dan Simpson
    Icewind Dale II is Copyright 2002 by 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.