diff --git a/item_rev/languages/english/item_descriptions.tra b/item_rev/languages/english/item_descriptions.tra index ace2829..a9e6702 100644 --- a/item_rev/languages/english/item_descriptions.tra +++ b/item_rev/languages/english/item_descriptions.tra @@ -12,7 +12,7 @@ Equipped Abilities: Not Usable By: Wizard Slayer~ @1004 = ~Shield Amulet~ -@1005 = ~Made by the Harpell clan of wizards in Longsaddle, these simple but elegant amulets generate a large shield-sized invisible wall of force that stays with the wearer and protects him as if it were a normal shield. This special creation can be activated and deactivated at will, and so does not encumber nor does it interfere with arcane spellcasting. +@1005 = ~Made by the Harpell clan of wizards in Longsaddle, these simple but elegant amulets generate a large shield-sized invisible wall of force that stays with the wearer and protects him as if it were a normal shield. This special creation can be activated and deactivated at will, and so does not encumber nor interfere with arcane spellcasting. STATISTICS: @@ -118,6 +118,7 @@ Not Usable By: Wizard Slayer~ @1020 = ~Periapt of Life Protection~ @1021 = ~Natnea Chesh was one of the first priestesses of Kelemvor in the Moonshae Islands, and became known as "The Defender of the Dead", when she helped stop a necromancer from raising an army of undead. As a gift for her heroic deeds, Kelemvor gave her this amulet, along with the secret of making copies for other clerics dedicated to the destruction of powerful undead creatures. + A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: 'Against Death we must all fail, but with this gem we may still prevail!' STATISTICS: @@ -142,8 +143,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Spell Deflection +Special Abilities: + Spell Deflection (1x per day) Equipped Abilities: Saving Throws: +2 bonus @@ -157,8 +158,8 @@ Thus a group of barbarian shamans once congregated to find a way to better harne STATISTICS: -Special Abilities (once per day): - Improved Haste +Special Abilities: + Improved Haste (1x per day) Equipped Abilities: Dexterity: +1 bonus @@ -169,7 +170,7 @@ Equipped Abilities: Not Usable By: Monk Wizard Slayer~ -@1028 = ~Amulet of Seldarine~ +@1028 = ~Amulet of the Seldarine~ @1029 = ~A reward from the Elven Queen Ellesime for saving the Tree of Life, this holy talisman borders on the power of artifacts. STATISTICS: @@ -222,7 +223,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Acidic: inflicts 1D4 additional points of acid damage each round for 2 rounds + Acidic: inflicts 1D4 acid damage each round for 2 rounds THAC0: +2 Damage: 1D6 @@ -235,7 +236,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Envenomed: creatures struck by the weapon must save vs. poison or suffer 1 point of damage each second for 4 rounds + Envenomed: creatures struck by the weapon suffer 1 damage each second for 4 rounds (save vs. poison neg.) Damage: 1D6 Damage type: missile @@ -247,7 +248,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Explosion: 6d6 fire damage in a 30' radius on impact (save vs. breath half) + Explosion: 6D6 fire damage in a 30' radius on impact (save vs. breath half) Damage: 1D6 Damage type: missile @@ -259,7 +260,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Dispelling: removes all magical effects upon the target (save vs. spell neg.) + Dispelling: removes all magical effects from the target (save vs. spell neg.) THAC0: +1 Damage: 1D6 @@ -272,7 +273,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Flaming: creatures struck suffer 1D3 additional points of fire damage + Flaming: creatures struck suffer 1D3 fire damage THAC0: +1 Damage: 1D6 @@ -285,7 +286,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Icy: creatures struck suffer 1D3 additional points of cold damage + Icy: creatures struck suffer 1D3 cold damage THAC0: +1 Damage: 1D6 @@ -298,7 +299,7 @@ Launcher: Bow~ STATISTICS: Combat Abilities: - Piercing: target must save vs. death or suffer additional 2D6 piercing damage + Piercing: target suffers 2D6 piercing damage (save vs. death neg.) THAC0: +3 Damage: 1D6 @@ -410,7 +411,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Dispelling: removes all magical effects upon the target (save vs. spell neg.) + Dispelling: removes all magical effects from the target (save vs. spell neg.) THAC0: +1 bonus Damage: 1D8 @@ -431,13 +432,14 @@ Not Usable By: @1067 = ~The hand axe, or throwing axe, is also known as a hatchet. The axe's 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.~ @1068 = ~Hangard's Axe of Hurling Originally part of a set and named "Axe of the Coming Storm", this axe has seen battle countless times and it was the pride of the Thunderkind Corps until their dissolution in 1095 DR. + Unfortunately, any individual acts of heroism accomplished with these weapons have been forgotten, forever overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard's Axe is the only one of the lot individually remembered, losing its original name because of the dwarf habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made - Shocking: creatures struck suffer 1D4 additional points of electrical damage + Shocking: creatures struck suffer 1D4 electrical damage THAC0: +1 bonus Damage: 1D6 + 2 @@ -461,7 +463,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Screaming: 20% chance target must save vs. spell or flee in terror for 2 rounds + Screaming: 20% chance target flees in terror for 2 rounds (save vs. spell neg.) Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus @@ -488,8 +490,8 @@ Note: always considered to be of +3 enchantment when determining what it can hit STATISTICS: Combat Abilities: - Disruption: undead creatures must save vs. spell or be destroyed - Undead Bane: additional +2 bonus to THAC0 and +6 to damage against undead + Disruption: undead creatures are destroyed (save vs. spell neg.) + Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead Returning: returns to the wielder's hand instantly after an attack is made THAC0: +1 bonus @@ -514,7 +516,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Flaming: creatures struck suffer 1D4 additional points of fire damage + Flaming: creatures struck suffer 1D4 fire damage THAC0: +2 bonus Damage: 1D8 + 2 @@ -537,8 +539,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Icy: creatures struck suffer 1D4 additional points of cold damage - Chilling: 33% chance target must save vs. spell or be slowed for 3 rounds + Icy: creatures struck suffer 1D4 cold damage + Chilling: 33% chance target is slowed for 3 rounds (save vs. spell neg.) THAC0: +1 bonus Damage: 1D8 + 1 @@ -563,7 +565,7 @@ STATISTICS: Equipped Abilities: Maximum Hit Points: +10 bonus - Regeneration: wearer regenerates 1 hit point every round + Regeneration: 1 hp/round THAC0: +3 bonus Damage: 1D8 + 3 @@ -590,10 +592,10 @@ STATISTICS: Equipped Abilities: Maximum Hit Points: +10 bonus - Regeneration: wearer regenerates 1 hit point every round + Regeneration: 1 hp/round Combat Abilities: - Vorpal: 10% chance target must save vs. death at -2 penalty or die + Vorpal: 10% chance target dies (save vs. death at -2 penalty neg.) THAC0: +4 bonus Damage: 1D8 + 4 @@ -616,8 +618,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Slicing: target must save vs. death or suffer 2D6 points of slashing damage - Knockback: target must save vs. death or be knocked back unconscious for 1 round + Slicing: creatures struck suffer 2D6 slashing damage (save vs. death neg.) + Knockback: target is knocked back unconscious for 1 round (save vs. death neg.) Returning: returns to the wielder's hand instantly after an attack is made THAC0: +4 bonus @@ -695,7 +697,7 @@ Not Usable By: @1093 = ~Girdle of Beatification~ @1094 = ~Priests of the Red Knight in the Citadel of Strategic Militancy, just north of Baldur's Gate, consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the Order of the Red Falcons. 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 Tempus. -Note: multiple Bless effects are not cumulative. +Note: Bless effect is not cumulative with other similar magic. STATISTICS: @@ -734,8 +736,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Regeneration: 1hp/sec (1 turn) +Special Abilities: + Regeneration (1x per day): 1 hp/sec for 1 turn Equipped Abilities: Maximum Hit Points: +20 bonus @@ -751,7 +753,7 @@ STATISTICS: Equipped Abilities: Saving Throws: +3 bonus vs. breath Missile Damage Resistance: +20% bonus - Inertial Barrier: opponents within 10 feet suffer -1 penalty to weapon speed factor, damage and attack rolls + Inertial Barrier: opponents within 10' suffer a -1 penalty to THAC0, damage, and speed factor Weight: 1 Not Usable By: @@ -933,8 +935,8 @@ Note: always considered to be of +3 enchantment when determining what it can hit STATISTICS: Combat Abilities: - Entangling: 33% chance target must save vs. breath or be entangled for 2 rounds - Monster Bane: additional +2 bonus to THAC0 and +6 to damage against monsters + Entangling: 33% chance target is entangled for 2 rounds (save vs. breath neg.) + Monster Bane: additional +2 bonus to THAC0 and +6 bonus to damage against monsters THAC0: +1 Damage: 1D6 + 1 @@ -948,6 +950,7 @@ Usable By: Druid~ @1127 = ~Mace of Disruption +3~ @1128 = ~Possibly the singular most popular weapon amongst the ranks of Lathander's clerics, the mace of disruption is the bane of the undead. It is rumored that the last cleric carrying such a weapon in Thay was caught by Szazz Tam and flayed alive, before being turned into a zombie servant. + This heavy mace was created for a very specific purpose: to slay undead. Any undead creature hit by it not only feels the sting of the weapon, but also has a chance of being blasted from existence. There are legends that speak of a priest so holy that a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Note: always considered to be of +3 enchantment when determining what it can hit. @@ -955,8 +958,8 @@ Note: always considered to be of +3 enchantment when determining what it can hit STATISTICS: Combat Abilities: - Disruption: undead creatures must save vs. spell or be destroyed - Undead Bane: additional +2 bonus to THAC0 and +6 to damage against undead + Disruption: undead creatures are destroyed (save vs. spell neg.) + Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead THAC0: +1 bonus Damage: 1D6 + 2 @@ -997,9 +1000,9 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D3 additional cold damage, slow target for 3 rounds - Fire Head: 1D3 additional fire damage, -2 penalty to THAC0 for 3 rounds - Acid Head: 1D3 additional acid damage, -2 penalty to AC for 3 rounds + Cold Head: 1D3 cold damage, slow target for 3 rounds + Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds + Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -1043,7 +1046,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Unconsciousness: 33% chance target must save vs. spell or fall asleep for 2 rounds + Sleeping: 33% chance target will fall asleep for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 2D4 + 2 @@ -1065,7 +1068,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Venomous: creatures struck by the stinger must save vs. poison or suffer 1 point of damage each second for 2 rounds + Venomous: creatures struck by the weapon suffer 1 damage each second for 2 rounds (save vs. poison neg.) THAC0: +2 Damage: 2D4 + 2 @@ -1090,8 +1093,8 @@ STATISTICS: Combat Abilities: Bone Breaking: each hit reduces target's maximum hit points by 3 for 1 turn - Crushing Blow: 5% chance of dealing 20 additional points of crushing damage - Human Bane: additional +2 bonus to THAC0 and +6 to damage against humanoids + Crushing Blow: 5% chance of inflicting 20 crushing damage + Human Bane: additional +2 bonus to THAC0 and +6 bonus to damage against humanoids THAC0: +1 bonus Damage: 1D6 + 2 @@ -1134,7 +1137,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Enfeebling: target must save vs. spell or be slowed, and suffer -1 penalty to attack rolls and armor class for 1 round + Enfeebling: target is slowed and suffers a -1 penalty to THAC0 and AC for 1 round (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 3 @@ -1175,8 +1178,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Acidic: creatures struck suffer 1D4 additional points of acid damage - Acid Splash: 10% chance of inflicting 4D4 points of acid damage to target and opponents within 5 feet + Acidic: creatures struck suffer 1D4 acid damage + Acid Splash: 10% chance of inflicting 4D4 acid damage to target and opponents within 5' THAC0: +2 bonus Damage: 1D6 + 2 @@ -1191,13 +1194,13 @@ Not Usable By: @1150 = ~Bone Club +3~ @1151 = ~This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own. -Notes: always considered to be of +3 enchantment when determining what it can hit. +Note: always considered to be of +3 enchantment when determining what it can hit. STATISTICS: Combat Abilities: - Dooming: target must save vs. spell or suffer -1 penalty to attack rolls, damage rolls and saving throws for 4 rounds - Undead Bane: additional +2 bonus to THAC0 and +6 to damage against undead + Dooming: target suffers a -1 penalty to THAC0, damage, and saving throws for 4 rounds (save vs. spell neg.) + Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead THAC0: +1 bonus Damage: 1D6 + 1 @@ -1215,7 +1218,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Slivers: inflicts 2 points of piercing damage each round for 2 rounds + Slivers: inflicts 2 piercing damage each round for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 @@ -1229,6 +1232,7 @@ Not Usable By: Mage~ @1154 = ~Mace of Disruption +4~ @1155 = ~Possibly the singular most popular weapon amongst the ranks of Lathander's clerics, the mace of disruption is the bane of the undead. It is rumored that the last cleric carrying such a weapon in Thay was caught by Szazz Tam and flayed alive, before being turned into a zombie servant. + This heavy mace was created for a very specific purpose: to slay undead. Any undead creature hit by it not only feels the sting of the weapon, but also has a chance of being blasted from existence. There are legends that speak of a priest so holy that a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more potent undead. @@ -1241,8 +1245,8 @@ Equipped Abilities: Immunity to level drain effects Combat Abilities: - Disruption: undead creatures must save vs. spell or be destroyed - Undead Bane: additional +2 bonus to THAC0 and +6 to damage against undead + Disruption: undead creatures are destroyed (save vs. spell neg.) + Undead Bane: additional +2 bonus to THAC0 and +6 bonus to damage against undead THAC0: +2 bonus Damage: 1D6 + 3 @@ -1260,8 +1264,11 @@ Not Usable By: Beast Master~ @1156 = ~Club of Detonation +3~ @1157 = ~Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth. + Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon's weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion. + Unileth's champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth's champion promptly dropped his weapon and fled in terror. + Nysrogh reached out to claim the champion's discarded club as a symbol of his victory. But as the demon's clawed hand touched the surface of the club he was encircled by a spell of imprisonment, for which he was completely unprepared. Unileth's ploy had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club. The crude wooden club still burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath manages to escape in a fiery blast. @@ -1272,8 +1279,8 @@ Equipped Abilities: Immunity to normal weapons Combat Abilities: - Detonation: 5% chance of inflicting 6D6 points of fire damage to target and opponents within 15 feet - Flaming: creatures struck suffer 1D6 additional points of fire damage + Detonation: 5% chance of inflicting 6D6 fire damage to target and opponents within 15' radius + Flaming: creatures struck suffer 1D6 fire damage THAC0: +3 bonus Damage: 1D6 + 3 @@ -1287,24 +1294,27 @@ Not Usable By: Mage~ @1158 = ~Club of Detonation +4~ @1159 = ~Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth. + Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon's weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion. + Unileth's champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth's champion promptly dropped his weapon and fled in terror. + Nysrogh reached out to claim the champion's discarded club as a symbol of his victory. But as the demon's clawed hand touched the surface of the club he was encircled by a spell of imprisonment, for which he was completely unprepared. Unileth's ploy had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club. The enchantments from the Ring of Fire Resistance makes the demon spirit trapped within this weapon easier to control, though the wrath of the creature may occasionally still be released without warning. STATISTICS: -Special Abilities (once per day): - Protection from Magical Weapons +Special Abilities: + Protection from Magical Weapons (1x per day) Equipped Abilities: Immunity to normal weapons Fire Resistance: +40% bonus Combat Abilities: - Detonation: 10% chance of inflicting 6D6 points of fire damage to target and opponents within 15 feet - Flaming: creatures struck suffer 1D6 additional points of fire damage + Detonation: 10% chance of inflicting 6D6 fire damage to target and opponents within 15' radius + Flaming: creatures struck suffer 1D6 fire damage THAC0: +4 bonus Damage: 1D6 + 4 @@ -1318,13 +1328,14 @@ Not Usable By: Mage~ @1160 = ~Storm Star +3~ @1161 = ~This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms. + Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular arcs of lightning when wielded, a visible manifestation of the powerful electrical enchantments infused within the weapon's head. STATISTICS: Combat Abilities: - Shocking: creatures struck suffer 1D6 additional points of electrical damage - Chain Lightning: 15% chance arcs of lightning leap at all enemies inflicting 3D6 points of electrical damage + Shocking: creatures struck suffer 1D6 electrical damage + Chain Lightning: 15% chance lightning leaps at nearby enemies dealing 3D6 electrical damage THAC0: +3 bonus Damage: 1D6 + 4 @@ -1342,6 +1353,7 @@ Not Usable By: Beast Master~ @1162 = ~Storm Star +4~ @1163 = ~This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms. + Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular arcs of lightning when wielded, a visible manifestation of the powerful electrical enchantments infused within the weapon's head. Storm Star's already formidable abilities have been further enhanced by the addition of the otherworldly Starfall Ore. This strange material comes from the core of a meteorite, which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties. @@ -1349,9 +1361,9 @@ Storm Star's already formidable abilities have been further enhanced by the addi STATISTICS: Combat Abilities: - Shocking: creatures struck suffer 1D6 additional points of electrical damage - Chain Lightning: 15% chance arcs of lightning leap at all enemies inflicting 3D6 points of electrical damage - Call Lightning: 5% chance to call down a lightning storm upon the target; each round for 4 rounds one opponent is struck for 4D6 points of electrical damage + Shocking: creatures struck suffer 1D6 electrical damage + Chain Lightning: 15% chance lightning leaps at nearby enemies dealing 3D6 electrical damage + Call Lightning: 5% chance to call forth a lightning storm; each round for 4 rounds one opponent is struck for 4D6 electrical damage THAC0: +4 bonus Damage: 1D6 + 5 @@ -1375,11 +1387,11 @@ With the addition of the fifth and final head, the true potential of the Flail o STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D5 additional cold damage, slow target for 3 rounds - Fire Head: 1D5 additional fire damage, -2 penalty to THAC0 for 3 rounds - Acid Head: 1D5 additional acid damage, -2 penalty to AC for 3 rounds - Poison Head: 1D5 additional poison damage, further 1hp/sec for 2 rounds - Electric Head: 1D5 additional electrical damage, stuns for 1 round + Cold Head: 1D5 cold damage, slow target for 3 rounds + Fire Head: 1D5 fire damage, -2 penalty to THAC0 for 3 rounds + Acid Head: 1D5 acid damage, -2 penalty to AC for 3 rounds + Poison Head: 1D5 poison damage, 1 hp/second poison for 2 rounds + Electric Head: 1D5 electrical damage, stun for 1 round Note: targets can save vs. spell at a -4 penalty to avoid the secondary effects but will still suffer elemental damage. @@ -1405,10 +1417,10 @@ If the fifth head for the Flail of Ages could be found, it would make this aweso STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D4 additional cold damage, slow target for 3 rounds - Fire Head: 1D4 additional fire damage, -2 penalty to THAC0 for 3 rounds - Acid Head: 1D4 additional acid damage, -2 penalty to AC for 3 rounds - Poison Head: 1D4 additional poison damage, further 1hp/sec for 2 rounds + Cold Head: 1D4 cold damage, slow target for 3 rounds + Fire Head: 1D4 fire damage, -2 penalty to THAC0 for 3 rounds + Acid Head: 1D4 acid damage, -2 penalty to AC for 3 rounds + Poison Head: 1D4 poison damage, 1 hp/second poison for 2 rounds Note: targets can save vs. spell at a -2 penalty to avoid the secondary effects but will still suffer elemental damage. @@ -1433,10 +1445,10 @@ If the fifth head for the Flail of Ages could be found, it would make this aweso STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D4 additional cold damage, slow target for 3 rounds - Fire Head: 1D4 additional fire damage, -2 penalty to THAC0 for 3 rounds - Acid Head: 1D4 additional acid damage, -2 penalty to AC for 3 rounds - Electric Head: 1D4 additional electrical damage, stuns for 1 round + Cold Head: 1D4 cold damage, slow target for 3 rounds + Fire Head: 1D4 fire damage, -2 penalty to THAC0 for 3 rounds + Acid Head: 1D4 acid damage, -2 penalty to AC for 3 rounds + Electric Head: 1D4 electrical damage, stun for 1 round Note: targets can save vs. spell at a -2 penalty to avoid the secondary effects but will still suffer elemental damage. @@ -1535,7 +1547,7 @@ Equipped Abilities: Fire Resistance: +40% bonus Combat Abilities: - Bitter Cold: penetrating ice shards deals additional +1D4 cold damage and +1D4 piercing damage + Bitter Cold: penetrating ice shards deal 1D4 cold damage and 1D4 piercing damage THAC0: +4 bonus Damage: 2D4 +4 @@ -1577,7 +1589,7 @@ Launcher: Crossbow~ STATISTICS: Combat Abilities: - Shock: 4D4 electrical damage (save vs. breath for half) + Shock: 4D4 electrical damage (save vs. breath half) THAC0: +2 bonus Damage: 1D8 @@ -1590,7 +1602,7 @@ Launcher: Crossbow~ STATISTICS: Combat Abilities: - Envenomed: creatures struck by the weapon must save vs. poison or suffer 1 point of damage each second for 4 rounds + Envenomed: creatures struck by the weapon suffer 1 damage each second for 4 rounds (save vs. poison neg.) Damage: 1D8 Damage type: missile @@ -1675,7 +1687,7 @@ Untold years ago, the Fortress of the Starspire Peninsula was placed under the d STATISTICS: Equipped Abilities: - Electricity Resistance: +50% bonus + Electrical Resistance: +50% bonus Weight: 3 Usable By: @@ -1715,11 +1727,11 @@ Said to be sewn together from scraps of the planes themselves, these strange boo STATISTICS: -Special Abilities (once per day): - Etherealness: wearer becomes ethereal for 5 rounds. While in this state he is immune to normal and magical weapons, has 100% magic resistance and improved invisibility. He is also unable to attack or cast spell. +Special Abilities: + Etherealness (1x per day): the wearer is immune to normal and magical weapons, has 100% magic resistance, and improved invisibility, but is also unable to attack or cast spells for 5 rounds Equipped Abilities: - Dimensional Anchor: wearer is unaffected by Teleport Field, Maze, Imprisonment and similar effects + Dimensional Anchor: wearer is unaffected by Teleport Field, Maze, Imprisonment, and other similar effects Weight: 2 Usable By: @@ -1729,8 +1741,8 @@ Usable By: STATISTICS: -Special Abilities (twice per day): - Stoneskin (5 skins, 1 turn) +Special Abilities: + Stoneskin (2x per day): 5 skins, 1 turn Equipped Abilities: Immunity to backstab @@ -1773,6 +1785,7 @@ Proficiency Type: Long Bow Type: 2-handed Requires: 16 Strength Not Usable By: + Cleric Druid Mage Thief @@ -1880,12 +1893,12 @@ Not Usable By: Cavalier~ @1229 = ~Eagle Bow +2~ @1230 = ~Protector of the Dryads -In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared try to cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily . . . nay, VERY happily ever after! +In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared try to cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals, Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily — nay, VERY happily — ever after! STATISTICS: Combat Abilities: - Entangling: 50% chance target must save vs. breath or be entangled for 2 rounds + Entangling: 50% chance target is entangled for 1 round (save vs. breath neg.) THAC0: +2 bonus Weight: 2 @@ -1906,7 +1919,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Sundering: each hit reduces target's armor class by 1 for 2 rounds + Sundering: each hit reduces the target's AC by 1 for 2 rounds THAC0: +3 bonus Damage: +1 bonus @@ -1932,8 +1945,8 @@ Note: certain creatures (such as elementals, golems, and undead) do not have hea STATISTICS: Combat Abilities: - Seeking: additional +3 to attack rolls - Heartseeking: 10% chance target must save vs. death or die + Seeking: additional +3 bonus to THAC0 + Heartseeking: 10% chance target dies (save vs. death neg.) THAC0: +4 bonus Damage: +1 bonus @@ -1978,7 +1991,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Elvencraft: +4 bonus to armor class vs. melee attacks + Elvencraft: +4 bonus to AC (none vs. missile) THAC0: +4 bonus Weight: 3 @@ -2048,7 +2061,7 @@ Note: requires no ammunition, but normal arrows cannot be fired with this bow. P STATISTICS: Combat Abilities: - Phantom Arrow: 20% chance target must save vs. spell or flee in terror for 2 rounds + Phantom Arrow: 20% chance target flees in terror for 2 rounds (save vs. spell neg.) THAC0: +3 bonus Damage: 1D6 @@ -2133,7 +2146,7 @@ Note: requires no ammunition, but normal arrows cannot be fired with this bow. L STATISTICS: Combat Abilities: - Lightning Spear: inflicts additional 2D6 points of electrical damage (save vs. breath half) + Lightning Spear: creatures struck suffer 2D6 electrical damage (save vs. breath half) THAC0: +4 Damage: 1D8 @@ -2155,15 +2168,15 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Darkfire Shield: a shield of crackling violet flames grants the wielder +50% fire/cold resistance and inflicts 5 points of fire/cold damage to all who strike the wielder in melee +Special Abilities: + Darkfire Shield (1x per day): a shield of crackling violet flames grants the wielder +50% fire and cold resistance and inflicts fire and cold damage to all who strike the wielder in melee as per the Fire Shield spell Equipped Abilities: Fire Resistance: +10% bonus Cold Resistance: +10% bonus Combat Abilities: - Darkfire: inflicts additional 1D4 points of either fire or cold damage + Darkfire: creatures struck suffer 1D4 fire or 1D4 cold damage THAC0: +4 bonus Weight: 2 @@ -2185,15 +2198,15 @@ The magical bowstring of Gond makes even this strongly enchanted short bow more STATISTICS: -Special Abilities (once per day): - Darkfire Shield: a shield of crackling violet flames grants the wielder +50% fire/cold resistance and inflicts 5 points of fire/cold damage to all who strike the wielder in melee +Special Abilities: + Darkfire Shield (1x per day): a shield of crackling violet flames grants the wielder +50% fire and cold resistance and inflicts fire and cold damage to all who strike the wielder in melee as per the Fire Shield spell Equipped Abilities: Fire Resistance: +20% bonus Cold Resistance: +20% bonus Combat Abilities: - Darkfire: inflicts additional 1D4 points of fire and 1D4 points of cold damage + Darkfire: creatures struck suffer 1D4 fire and 1D4 cold damage THAC0: +5 bonus Weight: 2 @@ -2394,12 +2407,12 @@ Not Usable By: Wizard Slayer~ @1283 = ~Gauntlets of Parrying~ @1284 = ~Gauntlets of Swordplay -It was the infamous swashbuckler, Eisneid Clume who first requested magical assistance to help her parrying ability. She had been run through in seven duels before she had the gauntlets made. Once the gauntlets were in her possession, Eisneid won over thirty duels without a single scratch. Finally, word of her magical assets leaked out, and the level of swordplay in Hillsfar increased dramatically. +It was the infamous swashbuckler Eisneid Clume who first requested magical assistance to help her parrying ability. She had been run through in seven duels before she had the gauntlets made. Once the gauntlets were in her possession, Eisneid won over thirty duels without a single scratch. Finally, word of her magical assets leaked out, and the level of swordplay in Hillsfar increased dramatically. STATISTICS: Equipped Abilities: - Parry: +2 bonus to AC (none vs. missile) + Parrying: +2 bonus to AC (none vs. missile) Weight: 1 Not Usable By: @@ -2454,8 +2467,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Blinding Strike: doubles movement and attack rate for 3 rounds +Special Abilities: + Blinding Strike (1x per day): doubles movement and attack rate for 3 rounds Armor Class: 4 Weight: 1 @@ -2512,11 +2525,11 @@ These armored gloves are usually given to members of the Most Noble Order of the STATISTICS: -Special Abilities (once per day): - Lay On Hands +Special Abilities: + Lay on Hands (1x per day) Equipped Abilities: - Regeneration: wearer regenerates 1 hit point every 3 rounds + Regeneration: 1 hp/3 rounds Weight: 1 Usable By: @@ -2530,7 +2543,7 @@ STATISTICS: Equipped Abilities: THAC0: +1 bonus - Attack Speed: +2 bonus + Speed Factor: +2 bonus Attacks per Round: +1/2 bonus Weight: 1 @@ -2550,7 +2563,7 @@ Equipped Abilities: Weight: 1 Usable By: Cleric - Paladins~ + Paladin~ @1307 = ~Blessed Bracers~ @1308 = ~Durin d'Artham, one of the most devoted paladins of Lathander, lay on his deathbed after decades of service to his god, and decided that he had not done enough to serve his god. Summoning the most accomplished spellcasters available, he begged them to bind his soul into a mighty pair of bracers for centuries to come, granting his strength and skill to those devoted to their deity. The spell worked, and Durin still serves warriors of the purest heart. @@ -2558,9 +2571,9 @@ The willing sacrifice of a vast fortune in gold, combined with the holy venerati STATISTICS: -Special Abilities (once per day) - Resurrection - Righteous Magic +Special Abilities: + Resurrection (1x per day) + Righteous Magic (1x per day) Equipped Abilities: THAC0: +2 bonus @@ -2570,7 +2583,7 @@ Equipped Abilities: Weight: 1 Usable By: Cleric - Paladins~ + Paladin~ @1309 = ~Bard's Gloves~ @1310 = ~Maynard, a young genius of a bard (but with little wisdom to spare), found himself the victim of theft when the magic gloves that enhanced his memory were stolen. Instead of outwitting the rogues, Maynard simply recreated the gloves - over and over again. The finished product was stolen each time, and this eventually evolved into an odd working partnership, though never once did Maynard realize he was in business supplying his wondrous Bard's Gloves. @@ -2652,7 +2665,7 @@ Launcher: Sling~ STATISTICS: Combat Abilities: - Sunscorch: creatures struck suffer 2D4 additional points of fire damage + Sunscorch: creatures struck suffer 2D4 fire damage THAC0: +2 bonus Damage: 1D4 + 3 @@ -2675,7 +2688,7 @@ Launcher: Sling~ STATISTICS: Combat Abilities: - Crushing: creatures struck suffer 2D3 additional points of crushing damage + Smiting: creatures struck suffer 2D3 crushing damage THAC0: +3 bonus Damage: 1D4 + 4 @@ -2763,7 +2776,7 @@ Not Usable By: Monk~ @1337 = ~Splint Mail +1~ @1338 = ~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.~ -@1339 = ~Splint Mail is a variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. This suit of armor is enchanted, granting the wearer a bonus of +1 to their armor class. +@1339 = ~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. Extra protection is given by magical enchantments placed on this armor. STATISTICS: @@ -2800,7 +2813,7 @@ Not Usable By: Stalker Shapeshifter~ @1342 = ~Chain Mail +3~ -@1343 = ~This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It is comprised of a mithral alloy and offers protection from all but the most determined attackers. +@1343 = ~This perfectly crafted chain mail is the standard armor of deep dwarf elite fighters. It offers protection from all but the most determined attackers. STATISTICS: @@ -2864,22 +2877,22 @@ This multicolored armor is infused with the wizard's spell Prismatic Spray. Ever STATISTICS: -Special Abilities (once per day): - Prismatic Explosion: multicolored rays of light flash from the armor, all opponents within 20 feet are affected by one or more rays which have the following effects +Special Abilities: + Prismatic Explosion (1x per day): multicolored rays of light flash from the armor and all opponents within 20' are affected by one or more rays: -Red: 20 fire damage (save vs. breath half) -Orange: 40 acid damage (breath half) -Yellow: 80 electrical damage (breath half) -Green: Death (save vs. poison neg.) -Blue: Polymorph (save vs. polymorph neg.) -Indigo: Feeblemind (save vs. wands neg.) -Violet: Maze (save vs. spell neg.) + Red: 20 fire damage (save vs. breath half) + Orange: 40 acid damage (save vs. breath half) + Yellow: 80 electrical damage (save vs. breath half) + Green: Death (save vs. poison neg.) + Blue: Polymorph (save vs. polymorph neg.) + Indigo: Feeblemind (save vs. wands neg.) + Violet: Maze (save vs. spell neg.) Equipped Abilities: Fire Resistance: +15% bonus Acid Resistance: +15% bonus Electrical Resistance: +15% bonus - Protection from Spells: Color Spray, Chromatic Orb & Prismatic Spray + Protection from Spells: Color Spray, Chromatic Orb, and Prismatic Spray Armor Class: 1 Weight: 40 @@ -2900,7 +2913,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Blood Rage: 5% chance when struck the wearer enrages, gaining +2 bonus to attack and damage rolls for 5 rounds + Blood Rage: 5% chance when struck the wearer enrages, gaining a +2 bonus to THAC0 and damage for 5 rounds Tireless Rage: wearer doesn't become winded at the end of any rage state Armor Class: 0 @@ -2925,7 +2938,7 @@ Weight: 15 Requires: 5 Strength Usable By: Elf - Half elf + Half-elf Human~ @1354 = ~Elven Chain +1~ @1355 = ~The delicate yet sturdy craftsmanship of the Elven races allows them to design many beautiful yet utilitarian goods. Among these is Elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by thieves and fighter/mages with few restrictions.~ @@ -2938,7 +2951,7 @@ Weight: 15 Requires: 5 Strength Usable By: Elf - Half elf + Half-elf Human~ @1357 = ~Sylvan Chain +3~ @1358 = ~This light but strong mail is of Sylvan elf construction, and its elegance is only exceeded by its rarity. Normally granted only to especially brave elves, seldom is this armor found outside of a wood elf tribe, and rarer still on someone not of elven lineage. @@ -2953,7 +2966,7 @@ Weight: 15 Requires: 5 Strength Usable By: Elf - Half elf + Half-elf Human~ @1359 = ~Melodic Chain +2~ @1360 = ~The Bards of Melody were a small band of half-elf bardic warriors who entertained and defended scattered elven communities throughout Calimshan. Enchantments allowed only minstrels to wear their armor, the magical links sliding together to produce beautiful melodies as they danced or fought. Unfortunately the Bards of Melody were disbanded hundreds of years ago, and the secret of 'playing' the armor faded with them. @@ -2981,7 +2994,7 @@ Weight: 15 Requires: 5 Strength Usable By: Elf - Half elf + Half-elf Human~ @1363 = ~Ashen Scales +2~ @1364 = ~Instead of metal strips, this armor uses wyvern scales bound to a chain backing by means of a magical fire. The resulting armor is ash grey in color and more flexible than standard splint mail. A ranger, Usher Skacan, made this armor after slaying several wyverns that were killing all the deer and elk in his forest. @@ -3034,15 +3047,15 @@ Weight: 15 Requires: 5 Strength Usable By: Elf - Half elf + Half-elf Human~ @1369 = ~White Dragonscale Armor +5~ @1370 = ~White Dragon Armor is lightweight, strong, and highly resistant to cold. These suits are much sought after, but few smiths are willing to craft them. The necessary materials are rare and dangerous to acquire, and dragons have long memories where their kin are concerned. Most smiths would prefer not to even risk association with the trade in dragon hide. This splint mail of natural-source can be worn by more classes than other similarly protective armors. STATISTICS: -Special Abilities (3 times/day): - Cone of Freezing Cold: inflicts 10d4 + 10 points of cold damage and slows targets for 5 rounds, a successful save vs. breath at -4 halves the damage and negates slowness +Special Abilities: + Cone of Freezing Cold (3x per day): inflicts 10D4 + 10 cold damage and slows targets for 5 rounds (save vs. breath at -4 penalty halves damage, neg. slowness) Equipped Abilities: Cold Resistance: +50% bonus @@ -3077,7 +3090,7 @@ Not Usable By: @1372 = ~Cloak~ @1373 = ~Cloak of Protection +1~ @1374 = ~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.~ -@1375 = ~Amulets, cloaks and rings of this sort are infused with protective spells, and are among the most popular and numerous magic items on the market. The original design may have originated in the earliest of arcane guilds, but the current makers of these items are varied and widespread. Unfortunately multiple protective enchantments of these kind don't stack, and thus no other amulet, cloak, or ring of protection can be worn while wearing this cloak. +@1375 = ~Amulets, cloaks, and rings of this sort are infused with protective spells, and are among the most popular and numerous magic items on the market. The original design may have originated in the earliest of arcane guilds, but the current makers of these items are varied and widespread. Unfortunately multiple protective enchantments of these kind don't stack, and thus no other amulet, cloak, or ring of protection can be worn while wearing this cloak. STATISTICS: @@ -3103,12 +3116,13 @@ Not Usable By: Wizard Slayer~ @1378 = ~Cloak of Displacement~ @1379 = ~Interwoven with strands of sinew from a displacer beast's tentacles, the fabric of a Cloak of Displacement distorts and warps light waves, and once in combat it causes subtle shifts in the image of its wearer, by as much as six inches in any direction, making it much harder for enemies to score a proper hit on the wearer. + Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members. STATISTICS: Equipped Abilities: - Displacement: opponents suffer -2 penalty to attack rolls when fighting the wearer with melee weapons, -4 with ranged ones + Displacement: the wearer gains a +2 bonus to melee AC and a +4 bonus to missile AC Weight: 3 Not Usable By: @@ -3119,11 +3133,11 @@ A great amount of irony surrounds the creation of this magical cloak. Relair was STATISTICS: -Special Abilities (once per day): - Polymorph (Werewolf) +Special Abilities: + Polymorph Self, Werewolf (1x per day) Equipped Abilities: - Regeneration: wearer regenerates 1 hit point every 2 rounds + Regeneration: 1 hp/2 rounds Weight: 3 Not Usable By: @@ -3131,7 +3145,7 @@ Not Usable By: @1382 = ~Cloak of Balduran~ @1383 = ~Balduran, a legendary seafaring explorer, was the first native of Faerun to set foot on the lands known as Anchorome and made the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then he set sail of Anchorome again and has never been seen again. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. -This cloak was reputedly worn by Balduran, and like most of its equipment it holds powerful enchantments. +This cloak was reputedly worn by Balduran, and like most of his equipment, it holds powerful enchantments. STATISTICS: @@ -3143,7 +3157,7 @@ Equipped Abilities: Weight: 3 Not Usable By: Wizard Slayer~ -@1384 = ~Cloak of Non-Detection~ +@1384 = ~Cloak of Non-detection~ @1385 = ~Whispers of Silence Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success allowing the wearer to became non-detectable by magical means such as Detect Invisibility and True Sight. No record exists of previous owners. @@ -3160,8 +3174,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Blinding Beauty: opponents within 20 feet must save vs. spell or be blinded for 1 turn +Special Abilities: + Blinding Beauty (1x per day): opponents within 20' are blinded for 1 turn (save vs. spell neg.) Equipped Abilities: Charisma: +2 bonus @@ -3206,12 +3220,12 @@ Weight: 3 Usable By: Mage~ @1396 = ~Robe of Electric Resistance~ -@1397 = ~While seen with less frequency than some other Mage Robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. +@1397 = ~While seen with less frequency than some other mage robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. STATISTICS: Equipped Abilities: - Electricity Resistance: +40% bonus + Electrical Resistance: +40% bonus Weight: 3 Usable By: @@ -3242,7 +3256,7 @@ Weight: 4 Usable By: Mage~ @1402 = ~Adventurer's Robe~ -@1403 = ~Former Royal Magician Vangerdahast to King Azoun IV of Cormyr was once an accomplished adventurer of high fame. One reason he became popular in wizardly circles was his creation of the Adventurer's Robe. Mages have always struggled with the limitations placed on them by the ability to cast arcane magics. These robes give the mage an edge in surviving encounters with melee fighters by being able to absorb some damage from hits. +@1403 = ~Former Royal Magician Vangerdahast to King Azoun IV of Cormyr was once an accomplished adventurer of high fame. One reason he became popular in wizardly circles was his creation of the Adventurer's Robe. Mages have always struggled with the limitations placed on them by the ability to cast arcane magics. This robe gives the mage an edge in surviving encounters with melee fighters by helping to avoid some of the most devastating attacks. STATISTICS: @@ -3253,7 +3267,7 @@ Weight: 4 Usable By: Mage~ @1404 = ~Robe of the Weave~ -@1405 = ~Crafted by some of the finest mages and weavers of the Realms, these robes are made from the fibers of plants specially cultivated during the Time of Troubles, and the weave of the robes is woven counter to the magical Weave of Faerun. The resulting robes grant the wearer significant resistance to all spells, and are a favored defensive tool of powerful spellcasters, but beyond just mere magical protection, a robe such as this is a symbol of prestige. +@1405 = ~Crafted by some of the finest mages and weavers of the Realms, this robe is made from the fibers of plants specially cultivated during the Time of Troubles, and the weave of the robe is woven counter to the magical Weave of Faerun. The resulting robes grant the wearer significant resistance to all spells, and are a favored defensive tool of powerful spellcasters, but beyond just mere magical protection, a robe such as this is a symbol of prestige. STATISTICS: @@ -3292,7 +3306,7 @@ Usable By: @1410 = ~Cloak of the Shield~ @1411 = ~This cloak projects a shielding field of invisible force that protects the wearer from physical attacks just as though he were wearing armor. This sphere of energy is particularly effective against missile weapons which are slowed somewhat and often end up falling to the ground before reaching the target. The barrier also protects the wearer from the spell Magic Missile. -Note: multiple Shield effects are not cumulative. +Note: Shield effect is not cumulative with other similar magic. STATISTICS: @@ -3317,7 +3331,9 @@ Not Usable By: Wizard Slayer~ @1414 = ~Stormlord's Cloak~ @1415 = ~Balhoderie the Wrathful was a pirate captain in Nelanther in the mid-1300s DR. Though he was known for his great temper and brutality, he was rather sensitive when it came to physical discomfort from the elements. He was constantly commanding his underlings to add wood to his fires or open windows in his cabin. He was so annoyed by the inability of his crew to constantly maintain a perfect temperature around him that he hunted down a Stormlord of Talos and slew him for his cloak. + Though Balhoderie had some of his lady friends sew over the Talosian symbols on the cloak with bits of pirate flags, the brothers of the Stormlord never forgot Balhoderie's blasphemous plunder. By 1360, they had managed to install a youthful Stormlord on one of Balhoderie's three ships, the Sarketa. When the opportunity presented itself, the Stormlord roused the crew to mutiny. After Balhoderie had been overthrown, the Stormlord retrieves the cloak and installed himself as the new commander of the dead pirate's fleet. + The Black Cloud Madion terrorized the southern Sword Coast for the next five years before he died in a bloody battle with heavily armed merchant ships just outside the port of Baldur's Gate. STATISTICS: @@ -3336,7 +3352,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Vengeance: all who strike the wearer have a 20% chance to be struck back by a lightning and suffer 6d6 points of electrical damage + Vengeance: creatures who strike the wearer have a 20% chance to be struck by lightning for 6D6 electrical damage Weight: 3 Not Usable By: @@ -3347,7 +3363,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Reflected Image: 50% miss chance + Reflected Image: 50% evasion chance Weight: 3 Not Usable By: @@ -3357,9 +3373,9 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Polymorph Self (Rat) - Polymorph Self (Mustard Jelly) +Special Abilities: + Polymorph Self, Mustard Jelly (1x per day): 2 turns + Polymorph Self, Rat (1x per day): 2 turns Equipped Abilities: Charisma: -1 penalty @@ -3393,8 +3409,8 @@ Cespenar infused this cloak with even more powerful protective enchantments. STATISTICS: -Special Abilities (once per day): - Mantle +Special Abilities: + Mantle (1x per day) Equipped Abilities: Armor Class: +2 bonus @@ -3456,7 +3472,7 @@ Discovered relatively recently by adventurers in the south, the abilities of thi STATISTICS: Combat Abilities: - Armor Piercing: additional +3 bonus to attack rolls + Armor Piercing: additional +3 bonus to THAC0 THAC0: +2 bonus Damage: 1D6 + 2 @@ -3485,14 +3501,14 @@ Not Usable By: Cleric Beast Master~ @1437 = ~Silver Dagger~ -@1438 = ~Silver Throwing Dagger +2~ +@1438 = ~Werebane +2~ @1439 = ~Werebane Dynala Goldenhand, an elven ranger who wished to rid her homeland of its were-jackal problem, forged the dagger. She was killed by a tribe of orcs in the Greypeak Mountains as she tracked the were-jackal leader. STATISTICS: Combat Abilities: - Silver Blade: inflicts 4 additional points of damage against lycanthropes and vampires + Silver Blade: additional +4 bonus to damage against lycanthropes and vampires Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus @@ -3534,7 +3550,7 @@ STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made - Flaming: creatures struck suffer 1D4 additional points of fire damage + Flaming: creatures struck suffer 1D4 fire damage THAC0: +3 bonus Damage: 1D4 + 3 @@ -3555,7 +3571,7 @@ STATISTICS: Combat Abilities: Pixie Dust: 20% chance of making the user invisible for 4 rounds - Sleep: 20% chance target must save vs. spell or fall asleep for 2 rounds + Sleeping: 20% chance target will fall asleep for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D4 + 2 @@ -3570,13 +3586,14 @@ Not Usable By: Beast Master~ @1448 = ~Spider Fang +3~ @1449 = ~The creation of spider fangs is known to involve the ichor and web silk of driders or certain monstrous types of spiders, and a complicated brew of strange ingredients in which the blade must be submerged for several days. This specimen in particular was forged by an unfortunate duergar smith centuries earlier, the handle was carved from a tooth of a black dragon and the blade was tempered in the blood of its creator. + Blades such as this are often gifts to capable assassins in the service of Lolth, which typically use the weapon to seal a target in a cocoon of silk, stepping away from their thrashing foes to complete the murder with a poisoned dart or wrist-crossbow bolt. How it has made its way to you is anyone's guess. STATISTICS: Combat Abilities: - Acidic: creatures struck suffer 1D3 additional points of acid damage - Web: 33% chance target must save vs. breath or be held for 2 rounds + Acidic: creatures struck suffer 1D3 acid damage + Web: 33% chance target is held for 2 rounds (save vs. breath neg.) THAC0: +3 bonus Damage: 1D4 + 3 @@ -3611,7 +3628,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Envenomed: creatures struck by the weapon must save vs. poison or suffer 2 point of damage each second for 2 rounds + Envenomed: creatures struck by the weapon suffer 2 damage each second for 2 rounds (save vs. poison neg.) THAC0: +1 bonus Damage: 1D4 @@ -3630,8 +3647,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Wounding: target suffer 1 point of bleeding damage every round for 2 rounds - Paralyzing: 20% chance target must save vs. paralyze or be held for 2 rounds + Wounding: target suffers 1 bleeding damage every round for 2 rounds + Paralyzing: 20% chance target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +2 bonus Damage: 1D4 + 2 @@ -3669,8 +3686,8 @@ Usable By: STATISTICS: Combat Abilities: - Stardust: 20% chance of blinding every opponent within 5 feet for 4 rounds unless they successfully save vs. breath at -4 - Starmetal: deals additional 4 points of damage to extraplanar creatures + Stardust: 20% chance of blinding every opponent within 5' for 4 rounds (save vs. breath at -4 penalty neg.) + Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +4 bonus Damage: 1D4 + 4 @@ -3691,9 +3708,9 @@ With the Star Sapphires encrusting its hilt, this small blade is one of the most STATISTICS: Combat Abilities: - Stardust: 20% chance of blinding every opponent within 5 feet for 4 rounds unless they successfully save vs. breath at -4 - Starmetal: inflicts 4 additional points of damage against extraplanar creatures - Starbolt: 15% chance of dealing 4D4 additional points of magic damage + Stardust: 20% chance of blinding every opponent within 5' for 4 rounds (save vs. breath at -4 penalty neg.) + Starmetal: additional +4 bonus to damage against extraplanar creatures + Starbolt: 15% chance of dealing 4D4 magic damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +5 bonus @@ -3777,7 +3794,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Stunning: target must save vs. spells or be stunned for 1 round + Stunning: target is stunned for 1 round (save vs. spell neg.) THAC0: +1 bonus Damage: 1D3 + 1 @@ -3796,7 +3813,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Wounding: target suffer 1 point of bleeding damage every round for 5 rounds + Wounding: target suffers 1 bleeding damage every round for 5 rounds Damage: 1D3 Damage type: missile @@ -3814,7 +3831,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Venomous: target must save vs. poison or suffer 1 point of damage every 3 seconds until 40 points of are inflicted + Venomous: target suffers 1 damage every 3 seconds until 40 damage is inflicted (save vs. poison neg.) THAC0: +2 bonus Damage: 1D3 + 2 @@ -3834,7 +3851,7 @@ STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made - Flaming: creatures struck suffer 1D3 additional points of fire damage + Flaming: creatures struck suffer 1D3 fire damage THAC0: +3 bonus Damage: 1D3 + 3 @@ -3849,13 +3866,15 @@ Not Usable By: Cavalier~ @1479 = ~Drowcraft Flail +3~ @1480 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: - Drowcraft: +2 luck bonus to minimum damage and attack rolls + Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D6 + 4 @@ -3873,13 +3892,14 @@ Not Usable By: Monk Beast Master~ @1481 = ~Drowcraft Bolt of Sleep +1~ -@1482 = ~The dark elves are renowned for thier use of unconsciousness inducing poison. They carefully guard the secret of their venom, and it is difficult to find outside of drow realms and outposts. Bolts coated in this poison are aften used by drows when capturing slaves. +@1482 = ~The dark elves are renowned for their use of unconsciousness inducing poison. They carefully guard the secret of their venom, and it is difficult to find outside of drow realms and outposts. Bolts coated in this poison are aften used by drows when capturing slaves. + Drowcraft ammunition will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: - Sleep: target must save vs. spell or fall unconscious for 2 rounds + Sleeping: target falls asleep for 2 rounds (save vs. spell neg.) THAC0: +1 bonus Damage: 1D8 @@ -3892,7 +3912,7 @@ Launcher: Crossbow~ STATISTICS: Combat Abilities: - Stunning: target must save vs. spells or be stunned for 1 round + Stunning: target is stunned for 1 round (save vs. spell neg.) THAC0: +2 bonus Damage: 1D8 @@ -3911,7 +3931,9 @@ Weight: 0 Launcher: Crossbow~ @1487 = ~Drowcraft Spellchain +1~ @1488 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft armor is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft armor will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. This magical drow chain mail, much like their cousins' elven chain is so finely wrought that it can be worn under normal clothing without revealing its presence, and allows it to be worn with few restrictions. This powerful drow armor also increases the wearer's magic resistance, and casting speed factor. @@ -3919,7 +3941,7 @@ This magical drow chain mail, much like their cousins' elven chain is so finely STATISTICS: Equipped Abilities: - Drowcraft: increased armor class + Drowcraft: improved armor class Casting Speed: +1 bonus Magic Resistance: +5% bonus @@ -3934,7 +3956,9 @@ Not Usable By: Beast Master~ @1489 = ~Drowcraft Adamantine Chain +3~ @1490 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft armor is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft armor will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. This chain mail is dull black, almost purple, and does not reflect light unless carefully polished to do so. It has been crafted with a drow-made alloy of adamantine, steel, and other secret materials, crafted in the faerzress of the Underdark, making it highly resistant to physical blows. @@ -3942,7 +3966,7 @@ This chain mail is dull black, almost purple, and does not reflect light unless STATISTICS: Equipped Abilities: - Drowcraft: increased armor class + Drowcraft: improved armor class Physical Resistance: +5% bonus Armor Class: 0 @@ -3973,13 +3997,15 @@ Not Usable By: @1494 = ~Drowcraft Halberd +3~ @1495 = ~Consisting of a cleaver-like axe blade mounted on a staff averaging six feet in length, the halberd is the oldest and most often used polearm. 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 is best described as a cross between a spear and an axe.~ @1496 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: - Drowcraft: +2 luck bonus to minimum damage and attack rolls + Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D10 + 3 @@ -4000,7 +4026,9 @@ Not Usable By: @1498 = ~Drowcraft Adamantine Full Plate +3~ @1499 = ~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.~ @1500 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft armor is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft armor will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. This full plate is dull black, almost purple, and does not reflect light unless carefully polished to do so. It has been crafted with a drow-made alloy of adamantine, steel, and other secret materials, crafted in the faerzress of the Underdark, making it highly resistant to physical blows. @@ -4008,7 +4036,7 @@ This full plate is dull black, almost purple, and does not reflect light unless STATISTICS: Equipped Abilities: - Drowcraft: increased armor class + Drowcraft: improved armor class Physical Resistance: +5% bonus Armor Class: -4 @@ -4029,13 +4057,15 @@ Not Usable By: @1502 = ~Drowcraft Shield +3~ @1503 = ~A medium shield is carried in the same manner as a small shield. Unlike the small shield, however, its weight prevents the character from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings. A typical medieval shield resembles a triangle with one point facing downward.~ @1504 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft shield is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wearer exceptional protection. Drowcraft shields will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Equipped Abilities: - Drowcraft: increased armor class + Drowcraft: improved armor class Armor Class Bonus: 5 Weight: 15 @@ -4051,13 +4081,15 @@ Not Usable By: @1506 = ~Drowcraft Lance +3~ @1507 = ~Among mankind's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks that had been sharpened at one end. Upon mastering the use of metals, weaponsmiths forged spear heads from iron and steel, and began experimenting with different types of spear heads, thus leading to the development of certain types of polearms.~ @1508 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: - Drowcraft: +2 luck bonus to minimum damage and attack rolls + Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D6 + 3 @@ -4077,13 +4109,15 @@ Not Usable By: @1510 = ~Drowcraft Scimitar +3~ @1511 = ~The long, curved, single-edged blade is characteristic of both the sabre and the scimitar, even though their origins lie in different parts of Faerun. Whereas the sabre was intended mainly for horsemen due to its versatility, the scimitar has a heavier oriental influence. The "shamshir," as it was originally called, is larger, has a greater curve to it, and is tapered to an elongated, sharp point. Thus, it is slightly slower, but tends to be more effective and deadly in combat.~ @1512 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: - Drowcraft: +2 luck bonus to minimum damage and attack rolls + Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D8 + 3 @@ -4101,13 +4135,15 @@ Not Usable By: @1514 = ~Drowcraft Long Sword +3~ @1515 = ~These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.~ @1516 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: - Drowcraft: +2 luck bonus to minimum damage and attack rolls + Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +3 bonus Damage: 1D8 + 3 @@ -4126,14 +4162,16 @@ Not Usable By: @1518 = ~Drowcraft Light Crossbow of Speed +1~ @1519 = ~A crossbow is a bow mounted crosswise on a wooden or metal shaft called a tiller. The bow is usually made of ash or yew. The crossbow fires a type of projectile known as a quarrel or bolt. Light crossbows not only weigh less than their heavier counterparts, but they fire faster as well.~ @1520 = ~Many parts of the Underdark of Faerun are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic. + The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items. + A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder exceptional accuracy. Drowcraft weapons will dissolve to dust if exposed to sunlight and shouldn't be removed from the Underdark. STATISTICS: Combat Abilities: Rapid Reload: +1 attack per round - Drowcraft: +2 luck bonus to minimum damage and attack rolls + Drowcraft: +2 luck bonus to THAC0 and minimum damage THAC0: +1 bonus Damage: +1 bonus @@ -4193,9 +4231,9 @@ Not Usable By: STATISTICS: Combat Abilities: - Slashing: creatures struck suffer 1D10 additional points of slashing damage - Staggering: target must save vs. breath or be staggered for 1 round, suffering -1/2 reduced attack rate and -4 penalty to casting speed - Unbalanced: -1/2 attack per round + Slashing: creatures struck are dealt an additional 1D10 slashing damage + Staggering: target loses half an attack per round and suffers a -4 penalty to casting speed for 1 round (save vs. breath neg.) + Unbalanced: -1/2 attack per round Damage: 1D10 + 2 THAC0: +2 bonus @@ -4220,8 +4258,8 @@ Note: always considered to be of +3 enchantment when determining what it can hit STATISTICS: Combat Abilities: - Cleaving: with each successful hit there's a 33% chance of gaining one extra attack in the next round - Dragon Bane: additional +2 bonus to THAC0 and +8 to damage against dragons + Cleaving: 33% chance with each successful hit to gain one extra attack in the next round + Dragon Bane: additional +2 bonus to THAC0 and +8 bonus to damage against dragons Keen: +10% chance to score critical hits THAC0: +1 bonus @@ -4245,7 +4283,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Dragon's Breath: inflicts additional 1D10 points of either acid, cold, electrical, fire or poison damage + Dragon's Breath: inflicts 1D10 additional acid, cold, electrical, fire, or poison damage THAC0: +3 bonus Damage: 1D10 + 3 @@ -4267,8 +4305,8 @@ Not Usable By: STATISTICS: -Special Abilities (three times per day): - Black Mist: blinds everyone within 10' radius +Special Abilities: + Black Mist (3x per day): blinds everyone in a 10' radius for 10 turns (save vs. spell neg.) Equipped Abilities: Blind-Fight: wielder fights without penalties even if unable to see and cannot be backstabbed @@ -4314,7 +4352,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Creeping Cold: inflicts 2 points of cold damage each round for 4 rounds + Creeping Cold: inflicts 2 cold damage each round for 4 rounds THAC0: +2 bonus Damage: 1D10 + 2 @@ -4341,8 +4379,8 @@ Equipped Abilities: Protection from Spell: Horrid Wilting Combat Abilities: - Smashing Wave: 15% chance target and opponents within 5 feet suffer 4d6 points of crushing damage and must save vs. breath or be knocked unconscious for 1 round - Fire Eating: efreeti, fire elementals, fire giants and fire salamanders struck by the Smashing Wave must save vs. death or be slayed + Smashing Wave: 15% chance target and opponents within 5' suffer 4D6 crushing damage and are knocked unconscious for 1 round (save vs. breath neg. unconsciousness) + Fire Eating: efreeti, fire elementals, fire giants, and fire salamanders struck by the Smashing Wave are slayed (save vs. death neg.) THAC0: +4 bonus Damage: 1D10 + 4 @@ -4364,11 +4402,11 @@ Not Usable By: STATISTICS: -Special Abilities (twice per day): - Cloak of Fear +Special Abilities: + Cloak of Fear (2x per day) Combat Abilities: - Dooming: target must save vs. spell or suffer -1 penalty to attack rolls, damage rolls and saving throws for 4 rounds + Dooming: target suffers a -1 penalty to THAC0, damage, and saving throws for 4 rounds (save vs. spell neg.) THAC0: +4 bonus Damage: 1D10 + 4 @@ -4393,12 +4431,12 @@ Combined with the Serpent Shaft, this dark halberd has the ability to slay an op STATISTICS: -Special Abilities (three times per day): - Cloak of Fear +Special Abilities: + Cloak of Fear (3x per day) Combat Abilities: - Dooming: target must save vs. spell or suffer -1 penalty to attack rolls, damage rolls and saving throws for 4 rounds - Viperous: 15% chance to inject a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made + Dooming: target suffers a -1 penalty to THAC0, damage, and saving throws for 4 rounds (save vs. spell neg.) + Viperous: 15% chance to inject a lethal poison dealing 10 damage every second for 2 rounds (save vs. poison at -4 penalty neg.) THAC0: +5 bonus Damage: 1D10 + 5 @@ -4480,7 +4518,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Resonating: 15% chance to unleash a crushing sonic wave, dealing 4d4 points of damage to opponents within 10 feet + Resonating: 15% chance to unleash a crushing sonic wave, dealing 4D4 damage to opponents within 10' THAC0: +2 bonus Damage: 1D4 + 3 @@ -4502,8 +4540,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Acidic: creatures struck suffer 1D4 additional points of acid damage - Corrosive: 50% chance to reduce target's armor class by 1 for 2 rounds + Acidic: creatures struck suffer 1D4 acid damage + Corrosive: 50% chance to reduce target's AC by 1 for 2 rounds THAC0: +1 bonus Damage: 1D4 + 2 @@ -4519,13 +4557,14 @@ Not Usable By: Thief Monk Beast Master~ -@1553 = ~Wrath of Tyr +2~ -@1554 = ~Tersyus - "Wrath of Tyr" - is the sibling to the more powerful hammers called Ulhaeron - "Mercy of Tyr" - and Bythialarus - "Wisdom of Tyr." All three hammers were forged together in commemoration of the ascension of the Valjevo dynasty in the kingdom of Phlan in the year 750 DR. Eventually, the three were recovered by the temple of Tyr in Waterdeep and given in turn to those warriors who ventured into the world to combat Tyr's enemies. +@1553 = ~Tersyus +2~ +@1554 = ~Tersyus, Wrath of Tyr +Tersyus is a sibling to the more powerful hammers called Ulhaeron, Mercy of Tyr, and Bythialarus, Wisdom of Tyr. All three hammers were forged together in commemoration of the ascension of the Valjevo dynasty in the kingdom of Phlan in the year 750 DR. Eventually, the three were recovered by the temple of Tyr in Waterdeep and given in turn to those warriors who ventured into the world to combat Tyr's enemies. STATISTICS: Combat Abilities: - Holy Smite: 20% chance against evil creatures to deal 5D4 points of magic damage, and to blind the target for 1 round unless a save vs. spell is made + Holy Smite: 20% chance to deliver 5D4 magic damage to evil creatures and blind them (save vs. spell neg. blindness) THAC0: +2 bonus Damage: 1D4 + 3 @@ -4542,12 +4581,12 @@ Not Usable By: Monk Beast Master~ @1555 = ~Dwarven Thrower +2~ -@1556 = ~This hammer -- not to be confused with the elven made Dwarf Thrower -- is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent, and the magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the damage that a thrown hammer would normally do. Against giants and ogres the hammer does even more damage, due to the special hatred that dwarves hold for these races. +@1556 = ~This hammer, not to be confused with the elven-made Dwarf Thrower, is only usable by dwarves. In the capable hands of a dwarven warrior, the hammer may be thrown at an opponent, and the magic in the hammer draws it back to the hand of its wielder. If it hits an opponent, it does double the damage that a thrown hammer would normally do. Against giants and ogres the hammer does even more damage, due to the special hatred that dwarves hold for these races. STATISTICS: Combat Abilities: - Racial Enemy: inflicts 4 additional points of damage against giants and ogres + Racial Enemy: additional +4 bonus to damage against giants and ogres Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus @@ -4560,14 +4599,14 @@ Proficiency Type: War Hammer Type: 1-handed Requires: 11 Strength Usable By: - Dwarves~ + Dwarf~ @1557 = ~Hammer of Thunderbolts +3~ @1558 = ~A dwarven smith, Silverblade, forged this hammer and two other items: a girdle of giant strength and gauntlets of ogre power. His intention was to gift them to his son, who was then a high officer in the dwarven armies, fighting the giant and ogre tribes of the area. Unfortunately Silverblade's son died just after the completion of the three items, and before they could be gifted to him. In his grief Silverblade himself donned the girdle and the gauntlets. Taking up the Hammer of Thunderbolts, he went to battle against the giant folk, and died valiantly. STATISTICS: Combat Abilities: - Shocking: creatures struck suffer 1D4 additional points of electrical damage + Shocking: creatures struck suffer 1D4 electrical damage THAC0: +3 bonus Damage: 1D4 + 4 @@ -4614,9 +4653,9 @@ Equipped Abilities: Unbalanced: -1/2 attack per round when used as a throwing weapon Combat Abilities: - Shocking: creatures struck suffer 1D4 additional points of electrical damage + Shocking: creatures struck suffer 1D4 electrical damage Returning: returns to the wielder's hand instantly after an attack is made - Thunderclap: when hurled, upon striking the target the hammer emits a great noise, like a clap of thunder, stunning opponents within 5 feet for 1 round (save vs. breath negates) + Thunderclap: when thrown, the target and opponents within 5' are stunned for 1 round (save vs. breath neg.) THAC0: +4 bonus Damage: 1D4 + 5 @@ -4642,8 +4681,8 @@ Equipped Abilities: Magic Resistance: +5% Combat Abilities: - Banishing: summoned creatures must save vs. spell or be dismissed - Starmetal: inflicts 4 additional points of damage against extraplanar creatures + Banishing: summoned creatures are dismissed (save vs. spell neg.) + Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +3 bonus Damage: 1D4 + 4 @@ -4666,17 +4705,17 @@ The Rune of Clangeddin, the dwarven god of battle and bravery, is now inscribed STATISTICS: -Special Abilities (once per day): - Champion's Strength (20th caster level) - Mass Cure (20th caster level) +Special Abilities: + Mass Cure (1x per day): as 20th-level caster + Champion's Strength (1x per day): as 20th-level caster Equipped Abilities: - Immunity to Fear + Immunity to fear Magic Resistance: +10% Combat Abilities: - Banishing: summoned creatures must save vs. spell or be dismissed - Starmetal: inflicts 4 additional points of damage against extraplanar creatures + Banishing: summoned creatures are dismissed (save vs. spell neg.) + Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +4 bonus Damage: 1D4 + 5 @@ -4729,19 +4768,19 @@ Not Usable By: @1572 = ~This class of open-faced 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 as well.~ @1573 = ~The evil form of the paladin, the blackguard, is opposite in every way. As the image of the paladin often takes the form of a knight in shining armor, so the blackguard wears the dark plate that blends with the night. Blackguard's helmets are fashioned to increase the intimidating presence of their wearer, and are blessed by evil gods. -Note: multiple Bless effects are not cumulative. +Note: Bless effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: Charisma: +1 bonus - Blessing: wearer is under the effects of a Bless spell, which raises morale by 1, and grants +1 bonus to attack and damage rolls + Blessing: wearer is under the effects of a Bless spell, which raises morale by 1 and grants a +1 bonus to THAC0 and damage Armor Class Bonus: 1 -Protects against critical hits +Protects Against Critical Hits Weight: 3 Not Usable By: - Good-aligned characters + Good Bard Mage Monk @@ -4756,13 +4795,13 @@ STATISTICS: Equipped Abilities: Charisma: +1 bonus - Blessing: wearer is under the effects of a Bless spell, which raises morale by 1, and grants +1 bonus to attack and damage rolls + Blessing: wearer is under the effects of a Bless spell, which raises morale by 1 and grants a +1 bonus to THAC0 and damage Armor Class Bonus: 1 Protects Against Critical Hits Weight: 3 Not Usable By: - Evil-aligned characters + Evil Mage Bard Thief @@ -4901,14 +4940,15 @@ Not Usable By: Kensai~ @1592 = ~Helm of Brilliance~ @1593 = ~This helm appears ordinary until its true nature is perceived. Made of brilliant silver and polished steel, the Helm of Brilliance is set with diamonds, rubies, fire opals, and opals, each of large size and enchanted. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels allow the wearer to cast a variety of powerful spells and can absorb significant amounts of fire damage. + The few such helms reported to still exist have been traced back to a great cleric of Lathander from Baldur's Gate named Ergelion. Ergelion equipped his companions with these helms to turn back a horde of undead swarming out of the Troll Hills to the north. Though the horde never reached Baldur's Gate, none of that band of adventurers was seen or heard from again. STATISTICS: -Special Abilities (once per day): - Fireball - False Dawn - Prismatic Spray +Special Abilities: + Fireball (1x per day) + Prismatic Spray (1x per day) + False Dawn (1x per day) Equipped Abilities: Fire Resistance: +40% bonus @@ -4927,8 +4967,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Gaze of Death: target must save vs. death or die +Special Abilities: + Gaze of Death (1x per day): target dies (save vs. death neg.) Equipped Abilities: Immunity to death effects @@ -4952,13 +4992,13 @@ Although the dark rites bind the trolls' regenerative properties into this, they STATISTICS: -Special Abilities (once per day): - Polymorph (Troll) +Special Abilities: + Polymorph Self, Troll (1x per day) Equipped Abilities: Acid Resistance: -10% penalty Fire Resistance: -10% penalty - Regeneration: wearer regenerates 1 hit point every round + Regeneration: 1 hp/round Armor Class Bonus: None Protects Against Critical Hits @@ -5106,8 +5146,8 @@ Usable By: STATISTICS: -Special Abilities (three times per day): - Improved Invisibility +Special Abilities: + Improved Invisibility (3x per day) Equipped Abilities: Non-detection @@ -5140,8 +5180,8 @@ With the addition of the horns, the Helm of the Rock is even more powerful. Gene STATISTICS: -Special Abilities (three times per day): - Gaze of Despair: target must save vs. spell or be paralyzed by fear for 2 rounds +Special Abilities: + Gaze of Despair (3x per day): target is paralyzed with fear for 2 rounds (save vs. spell neg.) Equipped Abilities: Elemental Resistance: +25% bonus @@ -5234,9 +5274,9 @@ STATISTICS: *CURSED* Equipped Abilities: - Missile Attraction: -10 penalty to armor class vs. missiles, creatures within 20' gain +4 bonus to armor class vs. missiles + Missile Attraction: -10 penalty to AC vs. missiles and creatures within 20' gain a +4 bonus to AC vs. missiles -Armor Class: 5 +Armor Class: 4 Weight: 20 Requires: 6 Strength Not Usable By: @@ -5261,12 +5301,13 @@ Not Usable By: Shapeshifter~ @1646 = ~Shadow Armor +3~ @1647 = ~The Shadow Thieves of Amn are known to have deep pockets, and while they may employ countless gutter thugs and petty crooks, their elite core members are equipped very well indeed. Items such as Shadow Armor have occasionally been recovered from events where their involvement was suspected, though guild leaders have never confirmed or denied ownership. + Shadow Armors are powerful suits created for use by the Shadowmasters of Amn, who are at the highest levels of the Shadow Thief hierarchy. The essence of night has been woven into this dark suit so that it feels and looks like normal armor but actually encloses the wearer in a mass of twisting shadows. The resulting almost insubstantial armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. STATISTICS: Equipped Abilities: - Shadow Armor: allows arcane spellcasting without penalties, and grants +10% bonus to hide in shadows + Shadow Armor: allows arcane spellcasting without penalties, and grants a +10% bonus to Hide in Shadows Armor Class: 4 Weight: 0 @@ -5338,7 +5379,7 @@ STATISTICS: Equipped Abilities: Charisma: -2 penalty Saving Throws: +2 bonus vs. paralyzation - Stench: living creatures within 10 feet must save vs. death or suffer -2 penalty to attack rolls and 20% spell failure + Stench: living creatures within 10' suffer a -2 penalty to THAC0 and 20% spell failure (save vs. death neg.) Armor Class: 4 Weight: 15 @@ -5356,7 +5397,7 @@ Note: Barkskin effect is not cumulative with other similar magic. STATISTICS: Equipped Abilities: - Barkskin: wielder's skin becames as tough as bark, increasing its Armor Class by 4 + Barkskin: additional +4 bonus to AC Armor Class: 5 Weight: 15 @@ -5403,12 +5444,13 @@ Not Usable By: Shapeshifter~ @1665 = ~Armor of the Viper +4~ @1666 = ~This armor's namesake is a serpent only in manner, referring to the Drow assassin Raroh. Poison was his trademark, and he had this suit enchanted consequently without revealing its properties to anyone. + Raroh taught everything he knew about the art of killing and the secrets to create the most lethal of poisons to Avlorm, the most promising novice assassin within his own guild. But when Avlorm's power eventually threatened his own, Raroh had to teach his pupil the last lesson of his life. Avlorm and a few trained assassins planned to kill their master within his own house, with the aid of the night and the best poison they could brew. Unfortunately for them Raroh was well aware of this, and thanks to this suit's immunity to venom, their poisoned darts and blades couldn't harm him. Subsequentely he easily dispatched all of them entwisting them in a poisonous cloud of ghastly, green vapors, and landing the killing blows with bare hands. STATISTICS: -Special Abilities (once per day): - Cloudkill +Special Abilities: + Cloudkill (1x per day) Equipped Abilities: Immunity to poison effects @@ -5471,7 +5513,7 @@ Armor Class: 4 Weight: 15 Requires: 3 Strength Usable By: - Evil Characters~ + Evil~ @1675 = ~Human Flesh~ @1676 = ~This is a tunic made from the badly sewn together human flesh that you took from the Tanner's house in the Bridge District. If completed it may make serviceable armor, albeit only the most evil of humans could wear such a vile item. @@ -5481,7 +5523,7 @@ Armor Class: 9 Weight: 5 Requires: 3 Strength Usable By: - Evil Characters~ + Evil~ @1677 = ~Trollhide Armor +4~ @1678 = ~Some might argue that trolls are the natural enemy of most rangers. Inherently violent and aggressive, trolls frequently attack with little or no provocation. They attack humans and small human settlements regularly, destroying everything in their path. Trolls are not only feared for their large, powerful limbs, but for their ability to rapidly regenerate most wounds inflicted on them. This magically enhanced suit of armor, made with the thick hide of trolls, grants the wearer the same regenerative properties. @@ -5490,7 +5532,7 @@ STATISTICS: Equipped Abilities: Acid Resistance: -15% penalty Fire Resistance: -15% penalty - Regeneration: wearer regenerates 1 hit point every 3 seconds + Regeneration: 1 hp/3 seconds Armor Class: 2 Weight: 25 @@ -5503,7 +5545,7 @@ Not Usable By: @1679 = ~Grandmaster's Armor +5~ @1680 = ~Created for the Grandmaster Assassin Vita Muerte, this suit not only provided protection but also enabled Vita to better pursue her fleeing victims... as the unfortunate wizard who fashioned this item for the ruthless killer soon learned. -Notes: Haste effect is not cumulative with other similar magic. +Note: Haste effect is not cumulative with other similar magic. STATISTICS: @@ -5522,7 +5564,8 @@ Not Usable By: Shapeshifter~ @1681 = ~Aegis Fang +3~ @1682 = ~Aegis-Fang is a mighty battlehammer forged by King Bruenor Battlehammer, and is considered his masterwork. Crafted for Wulfgar, the gods imbued it, making it unbreakable and able to return on command. -The hammer's head was forged of Mithral while the handle crafted with adamantite. Upon the hammer's head there are three dwarven symbols edged in diamond dust. On one side is a set of crossed axe's the symbol of Clangeddin the dwarven god of battle. On the other side is an anvil and hammer, the symbol of Moradin the soulforger. Carefully detailed and layed upon both sides is also the symbol of Dumathoin the keeper of secrets. + +The hammer's head was forged of mithral while the handle was crafted of adamantite. Upon the hammer's head there are three dwarven symbols edged in diamond dust. On one side is a set of crossed axes, the symbol of Clangeddin, the dwarven god of battle. On the other side is an anvil and hammer, the symbol of Moradin the Soulforger. Carefully detailed and layed upon both sides is the symbol of Dumathoin, the keeper of Secrets. This weapon was made specifically for Wulfgar by Bruenor Battlehammer, and the strongest of its enchantments only functions while in the young warrior's hands. Anyone else wields Aegis-Fang as a War Hammer +3. @@ -5543,14 +5586,13 @@ Not Usable By: Thief Beast Master~ @1683 = ~Mithral Full Plate +2~ -@1684 = ~Full Plate is the heaviest of all mundane armor, and despite its great weight, it offers unparalleled protection against attacks. Mobility is not very easy in this type of armor and as such dexterity while wearing full plates is highly restricted but they are to be worn by heavy infantry, and movement is not a priority. However, this magical specimen is made of mithral, a very rare, silvery, glistening metal that is lighter than iron but just as hard. As a result this full plate does not encumber more than a chain mail and is treated as a medium armor for purposes of movement and other limitations. - -This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship. +@1684 = ~This is the personal armor of Bruenor Battlehammer, and never a finer kit have you seen. It is truly a marvel of battlefield craftsmanship. STATISTICS: Armor Class: -1 Weight: 30 +Requires: 15 Strength Not Usable By: Bard Druid @@ -5587,8 +5629,8 @@ The light-coloured elven variety of this armor has no restrictions aside from we STATISTICS: Equipped Abilities: - Immunity to blindness - Saving Throws: +1 bonus + Magic Resistance: +10% bonus + Protects Against: Poison Armor Class: 2 Weight: 15 @@ -5614,7 +5656,7 @@ A second function of the book is to turn to a different page of the book. This a Be warned. Once you turn to the last page of the book, you are stuck with that spell. -The spell on this page is: Protection From Evil~ +The spell on this page is: Protection from Evil~ @1694 = ~This ancient tome creaks as you open it. Each page of the Book of Infinite Spells contains a spell described in layman's terms, easy enough for a thief, a cleric or even a fighter to understand and cast it. Each spell on a page can be cast once per day. A second function of the book is to turn to a different page of the book. This allows for the possibility of getting a better spell. However, once the page has been turned the previous spell is lost forever, unless it happens to appear again. @@ -5660,125 +5702,127 @@ The spell on this page is: Burning Hands~ @1701 = ~Bottle~ @1702 = ~Efreeti Bottle~ @1703 = ~This appears to be a small, empty bottle.~ -@1704 = ~When this bottle is rubbed, an Efreeti will appear. The Efreeti will attack any enemies of the user, staying for up to ten rounds. The summoner should be wary, though, as a mistreated Efreeti will turn on its master. +@1704 = ~When this bottle is rubbed, an Efreeti will appear. The Efreeti will attack any enemies of its summoner, remaining for up to one turn. The summoner should be wary, though, as a mistreated Efreeti will turn on its master. STATISTICS: -Special Abilities (once per day): - Summons Efreeti +Special Abilities: + Summons Efreeti (1x per day) Not Usable By: Wizard Slayer~ @1705 = ~Figurine~ @1706 = ~Golden Lion Figurine~ @1707 = ~This is a small animal figurine.~ -@1708 = ~This small figurine is a perfect replication of a lion. When the command word is spoken, the lion grows to normal proportions, becoming a living, breathing cat named Joolon. The lion obeys the summoner's commands. The lion remains for five minutes, or until slain, at which point it once again becomes a figurine. Joolon, being magically created, is immune to normal weapons. After five minutes, regardless of whether the lion lived or died, the figurine returns and it takes a day to recharge it. +@1708 = ~This small figurine is a perfect replication of a lion. When the command word is spoken, the lion grows to normal proportions, becoming a living, breathing cat named Joolon. Once summoned, the lion will obey their summoner's commands for five turns, or until slain. After this period, the figurine will return to its owner, and Joloon may be summoned again after 24 hours have passed. STATISTICS: -Special Abilities (once per day): - Summon Joolon (5 turns) +Special Abilities: + Summon Joolon (1x per day): 5 turns -Characteristics (8 Hit Dice) : -STR 19, DEX 14, CON 17, INT 9, WIS 11, CHA 8; AL Neutral -HP 107, AC 2, THAC0 7, Saving Throws 8/12/8/12/12 -2 Attacks per Round, 1d10+9 Piercing (Claws & Bite +2) +Joolon Characteristics (8 Hit Dice): + STR 19, DEX 14, CON 17, INT 9, WIS 11, CHA 8; AL Neutral + HP 107, AC 2, THAC0 7, Saving Throws 8/12/8/12/12 + 2 Attacks per Round, 1D10 + 9 Piercing (Claws & Bite +2) -Special Qualities: -Magic Resistance: 10% -Immune to normal weapons + Special Qualities: + Magic Resistance: 10% + Immune to normal weapons Not Usable By: Wizard Slayer~ @1709 = ~Black Spider Figurine~ @1710 = ~This black spider figurine fits in the palm of your hand. When the command word is spoken, the figurine comes to life as a semi-intelligent spider called Kitthix. + Kitthix can phase to a different location during combat, has a poisonous bite and can also use its Web Tangle ability, which sprays a stream of webbing at one target. -The spider will obey its master's commands for the duration of the spell or until slain. After five minutes, regardless of whether the spider lived or died, the figurine returns and it takes a day to recharge it. + +The spider will obey its master's commands for five turns or until slain, after which the figurine will return to its owner. Kitthix can fight once more after 24 hours have passed. STATISTICS: -Special Abilities (once per day): - Summon Kitthix (5 turns) +Special Abilities: + Summon Kitthix (1x per day): 5 turns -Characteristics (8 Hit Dice): -STR 17, DEX 17, CON 16, INT 9, WIS 11, CHA 6; AL Neutral -HP 82, AC 0, THAC0 12, Saving Throws 8/12/8/12/12 -5 Attacks per Round, 1d8+2 Piercing + Poison (Legs & Bite +1) +Kitthix Characteristics (8 Hit Dice): + STR 17, DEX 17, CON 16, INT 9, WIS 11, CHA 6; AL Neutral + HP 82, AC 0, THAC0 12, Saving Throws 8/12/8/12/12 + 5 Attacks per Round, 1D8 + 2 Piercing + Poison (Legs & Bite +1) -Special Attacks: - Venom: 20% chance target must save vs. poison at -3 or suffer 3hp/round for 5 rounds - Web Tangle (twice per day): target must save vs. breath or be held for 3 rounds + Special Attacks: + Venom: 20% chance target suffers 3 hp/round poison for 5 rounds (save vs. poison at -3 penalty neg.) + Web Tangle (2x per day): target is held for 3 rounds (save vs. breath at -2 penalty neg.) -Special Qualities: - Magic Resistance: 10% - Immune to charm, confusion, fear, poison & web effects + Special Qualities: + Magic Resistance: 10% + Immune to charm, confusion, fear, poison & web effects Not Usable By: Wizard Slayer~ @1711 = ~Horn~ @1712 = ~Horn of Blasting~ @1713 = ~This is a small horn. Horns are typically made of bone or metal and can produce a large variety of sounds.~ -@1714 = ~While many army engineers spent their time perfecting siege equipment, Julius Baggar delved into magical tomes for his engineering insights. Therein he found ancient scriptures that detailed how to make, control, and wield sound waves. The Horn of Blasting was his first and only attempt at applying the theoretical magical knowledge to the creation of a practical new technology. An apprentice blew through the horn while it was aimed in the direction of Julius, who had insisted on a 'useful experiment.' The resulting shockwave that emanated from the horn first stunned poor Julius, and then tore him apart. +@1714 = ~While many army engineers spent their time perfecting siege equipment, Julius Baggar delved into magical tomes for his engineering insights. Therein he found ancient scriptures that detailed how to make, control, and wield sound waves. The Horn of Blasting was his first and only attempt at applying the theoretical magical knowledge to the creation of a practical new technology. An apprentice blew through the horn while it was aimed in the direction of Julius, who had insisted on a 'useful experiment'. The resulting shockwave that emanated from the horn first stunned poor Julius, and then tore him apart. STATISTICS: -Special Abilities (once per day): - Sonic Blast: an area of 10 feet radius around the user is balsted with a tremendous sonic wave, dealing 4d4 points of damage to opponents within it, and stunning them for 1 round unless a save vs. breath is made +Special Abilities: + Sonic Blast (1x per day): an area of 10' radius around the user is blasted with a tremendous sonic wave, dealing 4D4 damage and stunning opponents within for 1 round (save vs. breath neg. stun) Not Usable By: Wizard Slayer~ @1715 = ~Long Sword +1~ @1716 = ~Silver Horn of Valhalla~ -@1717 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a fifth level warrior who will fight for the summoner for one hour. +@1717 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, the warriors must offer their abilities to any who blow one of these sacred horns. This horn will summon forth a fifth level warrior who will fight for the summoner for one hour. STATISTICS: -Special Abilities (once per day): - Summon Berserker (5 turns) +Special Abilities: + Summon Berserker (1x per day): 5 turns -Characteristics (5 Hit Dice) : -STR 18, DEX 16, CON 16, INT 9, WIS 10, CHA 9; AL Chaotic Good -HP 68, AC 3, THAC0 13, Saving Throws 11/13/12/13/14 -3/2 Attacks per Round, 1d8+5 Slashing (Long Sword +1) +Berserker Characteristics (5 Hit Dice): + STR 18, DEX 16, CON 16, INT 9, WIS 10, CHA 9; AL Chaotic Good + HP 68, AC 3, THAC0 13, Saving Throws 11/13/12/13/14 + 3/2 Attacks per Round, 1D8 + 5 Slashing (Long Sword +1) -Special Abilities: - Enrage (twice per day) + Special Abilities: + Enrage (2x per day) Not Usable By: Wizard Slayer~ @1718 = ~Bronze Horn of Valhalla~ -@1719 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a seventh level warrior who will fight for the summoner for one hour. +@1719 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, the warriors must offer their abilities to any who blow one of these sacred horns. This horn will summon forth a seventh level warrior who will fight for the summoner for one hour. STATISTICS: -Special Abilities (once per day): - Summon Berserker (5 turns) +Special Abilities: + Summon Berserker (1x per day): 5 turns -Characteristics (7 Hit Dice) : -STR 18/51, DEX 17, CON 17, INT 10, WIS 11, CHA 10; AL Chaotic Good -HP 97, AC 1, THAC0 8, Saving Throws 10/12/11/12/13 -3 Attacks per Round, 1d8+7 Slashing (Axes +2) +Berserker Characteristics (7 Hit Dice): + STR 18/51, DEX 17, CON 17, INT 10, WIS 11, CHA 10; AL Chaotic Good + HP 97, AC 1, THAC0 8, Saving Throws 10/12/11/12/13 + 3 Attacks per Round, 1D8 + 7 Slashing (Axes +2) -Special Abilities: - Enrage (twice per day) + Special Abilities: + Enrage (2x per day) Not Usable By: Wizard Slayer~ @1720 = ~Iron Horn of Valhalla~ -@1721 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, these warriors must offer their service to any who blow a horn of Valhalla. This horn will summon forth a ninth level warrior who will fight for the summoner for one hour. +@1721 = ~In the halls of Valhalla rest the most valiant of warriors. Their service to war during their lives has rewarded them with honored positions in Valhalla. As part of their service, the warriors must offer their abilities to any who blow one of these sacred horns. This horn will summon forth a ninth level warrior who will fight for the summoner for one hour. STATISTICS: -Special Abilities (once per day): - Summon Berserker (5 turns) +Special Abilities: + Summon Berserker (1x per day): 5 turns -Characteristics (9 Hit Dice) : -STR 18/00, DEX 18, CON 18, INT 11, WIS 12, CHA 11; AL Chaotic Good -HP 126, AC -1, THAC0 3, Saving Throws 8/10/9/9/11 -3 Attacks per Round, 2d6+14 Slashing (Two-Handed Sword +3) +Berserker Characteristics (9 Hit Dice): + STR 18/00, DEX 18, CON 18, INT 11, WIS 12, CHA 11; AL Chaotic Good + HP 126, AC -1, THAC0 3, Saving Throws 8/10/9/9/11 + 3 Attacks per Round, 2D6 + 14 Slashing (Two-Handed Sword +3) -Special Abilities: - Enrage (three times per day) + Special Abilities: + Enrage (3x per day) Not Usable By: Wizard Slayer~ @@ -5787,8 +5831,8 @@ Not Usable By: STATISTICS: -Special Abilities (three times per day): - Silence: everyone within 10 feet must save vs. breath or be silenced for one turn +Special Abilities: + Silence (3x per day): everyone within 10' is silenced for one turn (saved vs. breath neg.) Not Usable By: Wizard Slayer~ @@ -5797,34 +5841,36 @@ Not Usable By: @1726 = ~Harps are stringed instruments often used by bards. This small harp is ideal for the traveling warbler or tales and ballads.~ @1727 = ~Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous harp, 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 instrument 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 harp. 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 instrument. - STATISTICS: -Special Abilities (three times per day): - Confusion: opponents within 10 feet must save vs. spell or be confused for 5 rounds +Special Abilities: + Confusion (3x per day): opponents within 10' are confused for 5 rounds (save vs. spell neg.) Usable By: Bard~ @1728 = ~Azlaer's Harp~ @1729 = ~In the twisted court of Azlaer a bizarre ritual was enacted every night of the full moon. Within Azlaer's massive palace lay an courtyard open to the sky above. This courtyard housed a large pool full of man eating sharks. For amusement Azlaer would invite well known citizens from nearby towns to his estate for an evening of dining and entertainment. + This entertainment consisted of Azlaer playing this harp, the effects of which removed any fear from his guests. Randomly Azlaer would single out a guest and have him or her walk into the shark filled pool. When in a particularly sadistic mood Azlaer would first toss in blood, inciting the sharks into a frenzy that ended with the death of the helpless guest. -Devotees of Helm finally lashed out against Azlaer and his cruel practices, destroying the estate, slaying Azlaer and appropriating the harp for more beneficial uses. + +Devotees of Helm finally lashed out against Azlaer and his cruel practices, destroying the estate, slaying Azlaer, and appropriating the harp for more beneficial uses. STATISTICS: -Special Abilities (three times per day): - Remove Fear +Special Abilities: + Resist Fear (3x per day) Usable By: Bard~ @1730 = ~Methild's Harp~ -@1731 = ~In a valley far from most civilized lands there once was a tiny kingdom called Chilldion. One winter evening a trio of evil witches overtook the valley and imprisoned the royal family by casting spells of holding upon them. The witches planned to eat the family one by one. Later that evening, the witches were exhausted after a hard day of slaying innocents and desecrating the palace, so they called for the court bard to play them a song. Methild the bard was loyal to his king and the king's family and so he used the special powers of his magic harp. -As he played he focussed his attention first on the king. As the song played on, the spell of holding upon the king dissipated, and the noble liege slowly crept away. One by one Methild freed his patrons, being careful to keep the witches attention drawn his way. Finally, once all the family was free, the bard could play no longer and the witches saw his treachery. Poor Methild, unlike his lieges, did not escape and was served on the supper table in their place. +@1731 = ~In a valley far from most civilized lands there once was a tiny kingdom called Chilldion. One winter evening, a trio of evil witches overtook the valley and imprisoned the royal family by casting spells of holding upon them. The witches planned to eat the family one by one. After a hard day of slaying innocents and desecrating the palace, the witches were exhausted, so they called for the court bard to play them a song. Methild the bard was loyal to his king and the king's family and so he used the special powers of this magic harp. + +As he played, he focused his attention first on the king. As the song played on, the spell of holding upon the king dissipated, and the noble liege slowly crept away. One by one, Methild freed his patrons, being careful to keep the witches' attention drawn his way. Finally, once all the captives were free, the bard could play no longer and the witches saw his treachery. Poor Methild did not escape and was served on the supper table in place of the royals. STATISTICS: -Special Abilities (three times per day): - Remove Paralysis +Special Abilities: + Remove Paralysis (3x per day) Usable By: Bard~ @@ -5833,8 +5879,8 @@ Usable By: STATISTICS: -Special Abilities (three times per day): - Identify +Special Abilities: + Identify (3x per day) Usable By: All~ @@ -5845,7 +5891,7 @@ Usable By: STATISTICS: Equipped Abilities: - Non-Detection + Non-detection Electrical Resistance: +100% bonus Protection from Spell: Magic Missile Saving Throws: +5 bonus vs. spells @@ -5860,7 +5906,7 @@ Usable By: STATISTICS: Combat Abilities: - Envenomed: creatures struck by the weapon must save vs. poison or suffer 1 point of damage each second for 3 rounds + Envenomed: creatures struck by the weapon suffer 1 damage each second for 3 rounds (save vs. poison neg.) THAC0: +2 bonus Damage: 1D4 + 2 @@ -5881,7 +5927,7 @@ Equipped Abilities: Immunity to charm and fear effects Combat Abilities: - Souldrinking: 15% chance to drain one level from the target, raising wielder's maximum hit points by 5, increasing his strength by 1, and hasting him for 1 turn + Souldrinking: 15% chance to drain one level from the target, raising the wielder's maximum hit points by 5, increasing their strength by 1, and hasting them for 1 turn THAC0: +3 bonus Damage: 1D8 + 3 @@ -5902,8 +5948,8 @@ Not Usable By: STATISTICS: Combat Abilities: -Keen: +5% chance to score critical hits -Diseasing: target must save vs. poison or suffer 2 point of damage each round and be slowed for 4 rounds + Keen: +5% chance to score critical hits + Diseasing: target suffers 2 damage each round and is slowed for 4 rounds (save vs. poison neg.) THAC0: +1 bonus Damage: 1D4 + 1 @@ -5920,33 +5966,43 @@ Not Usable By: @1746 = ~Quiver of Plenty +1~ @1747 = ~Usually made of leather, a quiver can hold anywhere from 20 to 40 arrows or crossbow bolts.~ @1748 = ~One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter. + But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention. + If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over, a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved. + Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin's subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle, forcing him to be their lord once more. To insure he never escaped to the woods again Orin's precious quiver was forever hidden away, and mere mention of it became an offense punishable by death. STATISTICS: Equipped Abilities: - Unlimited +1 arrows + Plentiness: endless +1 arrows +THAC0: +1 bonus +Damage: 1D6 +Damage type: missile Weight: 2 -Usable By: - All~ +Launcher: Bow~ @1749 = ~Case of Plenty +1~ @1750 = ~The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well-documented shortage of competent fletchers during the Time of Troubles. STATISTICS: Equipped Abilities: - Unlimited +1 bolts + Plentiness: endless +1 bolts +THAC0: +1 bonus +Damage: 1D8 +Damage type: missile Weight: 2 -Usable By: - All~ +Launcher: Crossbow~ @1751 = ~Quiver of Plenty +3~ @1752 = ~One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter. + But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention. + If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over, a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved. + Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin's subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle, forcing him to be their lord once more. To insure he never escaped to the woods again Orin's precious quiver was forever hidden away, and mere mention of it became an offense punishable by death. The money and resources you invested in the Quiver of Plenty have resulted in an item of even greater magical properties. @@ -5954,11 +6010,13 @@ The money and resources you invested in the Quiver of Plenty have resulted in an STATISTICS: Equipped Abilities: - Unlimited +3 arrows + Plentiness: endless +3 arrows +THAC0: +3 bonus +Damage: 1D6 +Damage type: missile Weight: 2 -Usable By: - All~ +Launcher: Bow~ @1753 = ~Case of Plenty +3~ @1754 = ~The history of this magical case has been long forgotten, though it likely had something to do with the inexplicable but well-documented shortage of competent fletchers during the Time of Troubles. @@ -5967,11 +6025,13 @@ The money and resources you invested in the Case of Plenty have resulted in an i STATISTICS: Equipped Abilities: - Unlimited +3 bolts + Plentiness: endless +3 bolts +THAC0: +3 bonus +Damage: 1D8 +Damage type: missile Weight: 2 -Usable By: - All~ +Launcher: Crossbow~ @1755 = ~Bag~ @1756 = ~Bag of Plenty +1~ @1757 = ~A simple cloth bag may be used for holding any number of items.~ @@ -5980,11 +6040,13 @@ Usable By: STATISTICS: Equipped Abilities: - Unlimited +1 bullets + Plentiness: endless +1 bullets +THAC0: +1 bonus +Damage: 1D4 + 2 +Damage type: missile Weight: 2 -Usable By: - All~ +Launcher: Sling~ @999 = ~Bag of Plenty +3~ @1759 = ~Although this soft cloth pouch seems empty right now, there is still a powerful aura of magic surrounding it. @@ -5993,11 +6055,13 @@ The money and resources you invested in the Bag of Plenty have resulted in an it STATISTICS: Equipped Abilities: - Unlimited +3 bullets + Plentiness: endless +3 bullets +THAC0: +3 bonus +Damage: 1D4 + 4 +Damage type: missile Weight: 2 -Usable By: - All~ +Launcher: Sling~ @1760 = ~Two-Handed Sword~ @1761 = ~Unholy Reaver +5~ @1762 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.~ @@ -6009,8 +6073,8 @@ Equipped Abilities: Magic Resistance: +25% bonus Combat Abilities: - Dispelling: removes all magical effects upon the target (save vs. spell neg.) - Unholy: deals 6 additional points of damage against all of good alignment + Dispelling: removes all magical effects from the target (save vs. spell neg.) + Unholy: additional +6 bonus to damage against good creatures THAC0: +5 bonus Damage: 1D10 + 5 @@ -6019,6 +6083,7 @@ Weight: 8 Speed Factor: 5 Proficiency Type: Two-Handed Sword Type: 2-handed +Requires: 14 Strength Usable By: Anti-paladin~ @1764 = ~Protection Scroll~ @@ -6080,7 +6145,7 @@ Usable By: This strange armor is made of a foreign material, very supple but strong to the touch. Designed by and for Jan Jansen, only he may wear it. The armor does not give any bonuses to the base armor class, but it does grant a resistance to all physical damage and an additional protection against missile weapons. Jan may also cast spells while wearing this armor. In addition, the armor is stylish. -Note: Dryclean only +Note: dry clean only. STATISTICS: @@ -6097,7 +6162,7 @@ Usable By: STATISTICS: Equipped Abilities: - Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way + Free Action: the wearer is immune to everything, magical and otherwise, that limits mobility in any way THAC0: +2 bonus Damage: +2 bonus @@ -6105,6 +6170,7 @@ Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed +Requires: 6 Strength Usable By: Halfling~ @1786 = ~Imoen's Belt~ @@ -6120,7 +6186,8 @@ Usable By: STATISTICS: Equipped Abilities: - Non-Detection + Non-detection + Immunity to charm effects Armor Class: 2 Weight: 20 @@ -6133,7 +6200,7 @@ STATISTICS: Equipped Abilities: Elemental Resistance: +10% bonus - Regeneration: wearer regenerates 1 hit point every 2 rounds + Regeneration: 1 hp/2 rounds Protection from Spells: Summon Insects, Insect Plague, and Creeping Doom Weight: 3 @@ -6146,8 +6213,8 @@ Another one of Jan Jansen's inventions, these glasses allow Jan to detect invisi STATISTICS: -Special Abilities (once per day): - Detect Invisibility +Special Abilities: + Detect Invisibility (1x per day) Equipped Abilities: Find Traps: +25% bonus @@ -6178,7 +6245,7 @@ Usable By: STATISTICS: Equipped Abilities: - Casting speed: +1 bonus + Casting Speed: +1 bonus Elemental Resistance: +10% bonus THAC0: +2 bonus @@ -6197,7 +6264,7 @@ STATISTICS: Equipped Abilities: Magic Damage Resistance: +40% bonus - Retribution: all who strike the wearer in melee suffer 5 points of magic damage + Retribution: all who strike the wearer in melee suffer 5 magic damage Armor Class: -1 Weight: 60 @@ -6206,7 +6273,7 @@ Usable By: @1800 = ~Ring~ @1801 = ~De'Arnise Signet Ring~ @1802 = ~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.~ -@1803 = ~This ring was given to Nalia by her father upon her ascension to adulthood. Bonded to her blood as it is, the ring may not be removed from Nalia, nor its powers used by anyone else. +@1803 = ~This ring was given to Nalia by her father upon her ascension to adulthood. Bonded to her blood as it is, the ring's powers may not be used by anyone else. STATISTICS: @@ -6220,8 +6287,8 @@ Usable By: STATISTICS: -Special Abilities (three times per day): - Protection from Missiles: wearer is immune to hurled and projected missiles for 5 turns +Special Abilities: + Protection from Missiles (3x per day): 5 turns Equipped Abilities: Fire Resistance: +30% bonus @@ -6237,7 +6304,7 @@ Usable By: STATISTICS: Combat Abilities: - Enfeebling: target must save vs. spell or be slowed, and suffer -1 penalty to attack rolls and armor class for 1 round + Enfeebling: target is slowed and suffers a -1 penalty to THAC0 and AC for 1 round (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 2 @@ -6255,7 +6322,7 @@ Usable By: STATISTICS: Combat Abilities: - Toxin: creatures struck must save vs. poison or suffer 2 points of nonlethal damage every 2 seconds for 2 rounds + Toxin: target suffers 2 nonlethal damage every 2 seconds for 2 rounds (save vs. poison neg.) THAC0: +2 bonus Damage: 1D10 + 2 @@ -6274,7 +6341,7 @@ STATISTICS: Combat Abilities: Heretic's Doom: silence target for 2 rounds (save vs. spell neg.) - Holy: deals 3 additional points of damage against all of evil alignment + Holy: additional +3 bonus to damage against evil creatures THAC0: +2 bonus Damage: 1D10 + 2 @@ -6294,7 +6361,7 @@ Equipped Abilities: Saving Throws: +3 bonus vs. spell Combat Abilities: - Spell Disruption: each hit causes +10% cumulative chance of spell failure (1 turn) + Spell Disruption: each hit causes a cumulative 10% chance of spell failure for 1 turn Damage: 1D10 + 2 Damage type: slashing @@ -6311,7 +6378,7 @@ STATISTICS: Combat Abilities: Entropy: each hit reduces target's saves vs. spell by 1 for 4 rounds - Envenomed: creatures struck suffer 1D6 points of additional poison damage + Envenomed: creatures struck suffer 1D6 poison damage THAC0: +2 bonus Damage: 1D6 + 2 @@ -6328,8 +6395,8 @@ Usable By: STATISTICS: Combat Abilities: - Wounding: target suffer 2 points of bleeding damage every round for 2 rounds - Chaos: 20% chance target must save vs. spell or be confused for 2 rounds + Wounding: target suffers 2 bleeding damage every round for 2 rounds + Chaos: 20% chance target is confused for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 2 @@ -6342,18 +6409,19 @@ Usable By: Tieflings~ @1820 = ~Leather Armor~ @1821 = ~Shar's Blessing~ -@1822 = ~Viconia is probably one of the most promising clerics devoted to Shar. As a sign of her favor, the goddess herself imbued this unenchanted armor with powers usually restricted to high-ranking clerics amongst the Nightcloaks of Shar. While few others would be able to don this armor, it's unlikely that Viconia would ever allow someone to try. +@1822 = ~Viconia is one of the most promising clerics devoted to Shar. As a sign of her favor, the goddess herself imbued this armor with powers usually restricted to high-ranking clerics amongst the Nightcloaks of Shar. While few others would be able to don this armor, it's unlikely that Viconia would ever allow someone to try. STATISTICS: -Armor Class: 2 -Granted abilities while equipped: +Special Abilities: + Voice of Ineffable Evil (1x per day): dominate monster (save vs. spell at -4 penalty neg.) + Minions of Shar (1x per day): summon 1 to 4 shadow creatures + +Equipped Abilities: Eyes of Shar: immunity to blindness Mind of Shar: +2 to all saving throws - Minion of Shar: summon shadows - (up to four shadows once a day) - Voice of ineffable evil: dominate monster - (save vs. spell at -4 to avoid) + +Armor Class: 2 Weight: 5 Usable By: Viconia~ @@ -6363,7 +6431,7 @@ Usable By: STATISTICS: Combat Abilities: - Blinding: 20% chance target must save vs. breath or be blinded for 3 rounds + Blinding: 20% chance target is blinded for 3 rounds (save vs. breath neg.) THAC0: +2 bonus Damage: +2 bonus @@ -6493,7 +6561,7 @@ Not Usable By: Beast Master Kensai Monk~ -@1837 = ~Full Plate is the heaviest of all mundane armor, and despite its great weight, it offers unparalleled protection against attacks. Mobility is not very easy in this type of armor and as such dexterity while wearing full plates is highly restricted but they are to be worn by heavy infantry, and movement is not a priority. However, this magical specimen is made of mithral, a very rare, silvery, glistening metal that is lighter than iron but just as hard. As a result this full plate does not encumber more than a chain mail and is treated as a medium armor for purposes of movement and other limitations. +@1837 = ~Full plate is the heaviest of all mundane armor, and despite its great weight, it offers unparalleled protection against attacks. Mobility is not very easy in this type of armor and as such dexterity while wearing full plates is highly restricted but they are to be worn by heavy infantry, and movement is not a priority. However, this magical specimen is made of mithral, a very rare, silvery, glistening metal that is lighter than iron but just as hard. As a result this full plate does not encumber more than a chain mail and is treated as a medium armor for purposes of movement and other limitations. STATISTICS: @@ -6550,15 +6618,15 @@ Not Usable By: Beast Master Kensai Monk~ -@1842 = ~Doomplate +3~ -@1843 = ~Named by Adarius Shin, the Doomplate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity. +@1842 = ~Doom Plate +3~ +@1843 = ~Named by Adarius Shin, the Doom Plate is deserving of its foreboding title. He had hoped to strike fear in his enemies, but Adarius set a grim precedent when he mysteriously died soon after donning the suit, just as every adventurer who has worn it since has done. It might be said, however, that most adventurers die in their armor and are not known for their longevity. Note: Aura of Despair effect is not cumulative with a Doom spell or similar magic. STATISTICS: Equipped Abilities: - Aura of Despair: opponents within 10 feet suffer -2 penalty to attack rolls, damage rolls and saving throws + Aura of Despair: opponents within 10' suffer a -2 penalty to saving throws, THAC0, and damage Luck: -1 penalty (-5% for skills) Armor Class: 0 @@ -6600,7 +6668,7 @@ Not Usable By: Kensai Monk~ @1846 = ~Pride of the Order +2~ -@1847 = ~Bastion of Law, as it is called by those who do not belong to the Order, was originally created to be used by the most respected members of the Order of the Radian Heart. The suit gained its name in a glorious though bloody battle when few knights, all wearing armor of this type, stood against a seemingly unbeatable army of Orcs. Even when defeat was certain and all others allied troops ran amok in chaos the small group of deadpan knights continued to follow their commander's orders and fought until the sun set. Most of them died but their devotion to duty allowed the flying troops to reorganize themselves and when reinforcements finally arrived the Orc's army was crushed. +@1847 = ~Bastion of Law, as it is called by those who do not belong to the Order, was originally created to be used by the most respected members of the Order of the Radiant Heart. The suit gained its name in a glorious though bloody battle when several knights, all wearing armor of this type, stood against a seemingly unbeatable army of orcs. Even when defeat was certain and other allied troops were running amok in chaos, the small group of deadpan knights continued to follow their commander's orders and fought until the sun set. While most perished, their devotion to duty allowed the flying troops to reorganize themselves and when reinforcements finally arrived, the orc army was crushed. STATISTICS: @@ -6612,22 +6680,23 @@ Armor Class: -1 Weight: 60 Requires: 15 Strength Usable By: - Lawful Good characters~ + Lawful Good~ @1848 = ~Casiel's Soul +3~ @1849 = ~These plates of blackened steel are fashioned with a slaver's cruelty to fit only those who seek the foul things of the world. This armor was known to be worn by Lord Casiel the Vile in his campaign against the Purple Dragon Knights of Cormyr. Upon Lord Casiel's death the armor was said to be destroyed, though it is also rumored that the vicious blackguard has joined the undead and still serves his unknown master. + The armor surrounds the wearer with crackling black energy from the negative plane that damages any living creature who strikes it, and makes its owner unaffected by spells and effects that deals with necromantic arts...which can be a blessing or a curse. STATISTICS: Equipped Abilities: - Death Armor: all living creatures who strike the wearer in melee suffer 1d4+2 points of cold damage + Death Armor: living creatures who strike the wearer in melee suffer 1D4 + 2 cold damage Spell Immunity: Necromancy Armor Class: -2 Weight: 60 Requires: 15 Strength Usable By: - Evil-aligned characters~ + Evil~ @1850 = ~Armor of the Hart +3~ @1851 = ~Few suits of armor in all the Realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men. @@ -6635,7 +6704,7 @@ STATISTICS: Equipped Abilities: Immunity to fear effects - Heroic Inspiration: when the wearer drops below 50% hit points, he gains +2 bonus to hit, damage, and saving throws + Heroic Inspiration: when the wearer drops below 50% hit points, they gain a +2 bonus to saving throws, THAC0, and damage Armor Class: -2 Weight: 60 @@ -6715,7 +6784,7 @@ Not Usable By: Avenger Kensai Monk~ -@1858 = ~Enkidu's Full Plate +4~ +@1858 = ~Enkidu's Plate +4~ @1859 = ~The first example of this item was created for Enkidu, a famed warrior of Kara-Tur. None dared challenge him in fair combat, but he was often subject to sneak attacks from assassins, ninjas, and wu-jen. His armor was designed to prevent such cowardly action from succeeding, protecting the wearer as well as the honor of the attacker who would otherwise shame himself. Copies have been made, though they vary in power when compared to the original. STATISTICS: @@ -6746,7 +6815,7 @@ Shuruppak's mithral plate mail is surprisingly light and allows the wearer an un STATISTICS: Equipped Abilities: - Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way + Free Action: the wearer is immune to everything, magical and otherwise, that limits mobility in any way Armor Class: -2 Weight: 30 @@ -6809,8 +6878,8 @@ Though there are numerous examples of such rings, this one may have come from a STATISTICS: -Special Abilities (three times per day): - Invisibility +Special Abilities: + Invisibility (3x per day) Not Usable By: Wizard Slayer~ @@ -6839,7 +6908,7 @@ Not Usable By: Wizard Slayer~ @1873 = ~Ring of Wizardry~ @1874 = ~Everlasting Memory -Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items. +Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end, it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items. STATISTICS: @@ -6855,7 +6924,7 @@ This ring was given to the reef scavenger and hunter known only as Edventar by a STATISTICS: Equipped Abilities: - Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way + Free Action: the wearer is immune to everything, magical and otherwise, that limits mobility in any way Not Usable By: Wizard Slayer~ @@ -6865,8 +6934,8 @@ Crafted by Drow mages of the Underdark, this weapon was used in an arranged batt STATISTICS: -Special Abilities (once per day): - Energy Blast: inflicts 2D6 points of magic damage to one target +Special Abilities: + Energy Blast (1x per day): inflicts 2D6 magic damage to one target Equipped Abilities: Magic Damage Resistance: +20% bonus @@ -6880,7 +6949,7 @@ STATISTICS: Equipped Abilities: Infravision - Hide In Shadows: +40% bonus + Hide in Shadows: +40% bonus Not Usable By: Wizard Slayer~ @@ -6901,8 +6970,8 @@ Usable By: STATISTICS: -Special Abilities (once per day): - Limited Wish +Special Abilities: + Limited Wish (1x per day) Not Usable By: Wizard Slayer~ @@ -6911,9 +6980,9 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Conjure Lesser Fire Elemental - Fire Shield (Red) +Special Abilities: + Conjure Lesser Fire Elemental (1x per day) + Fire Shield, Red (1x per day) Equipped Abilities: Fire Resistance: +50% bonus @@ -6925,12 +6994,12 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Conjure Lesser Air Elemental - Gaseous Form +Special Abilities: + Conjure Lesser Air Elemental (1x per day) + Gaseous Form (1x per day) Equipped Abilities: - Protection from Spell: Stinking Cloud, Cloudkill, Acid Fog, Incendiary Cloud + Protection from Spells: Stinking Cloud, Cloudkill, Acid Fog, and Incendiary Cloud Not Usable By: Wizard Slayer~ @@ -6939,9 +7008,9 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Conjure Lesser Earth Elemental - Stoneskin (5 skins, 1 turn) +Special Abilities: + Conjure Lesser Earth Elemental (1x per day) + Stoneskin (1x per day): 5 skins, 1 turn Equipped Abilities: Armor Class: +2 bonus @@ -6953,8 +7022,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Charm Person +Special Abilities: + Charm Person (1x per day) Equipped Abilities: Charisma: +1 bonus @@ -6968,7 +7037,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Regeneration: wearer regenerates 1 hit point every round + Regeneration: 1 hp/round Not Usable By: Wizard Slayer~ @@ -6977,11 +7046,11 @@ Not Usable By: STATISTICS: -Special Abilities (Once per day): - Battering Ram: target is knocked back 20 feet suffering 5d6 points of crushing damage, and he must save vs. death or be unconscious for 1 round +Special Abilities: + Battering Ram (1x per day): target is pushed back 20', suffers 5D6 crushing damage, and is knocked unconscious for 1 round (save vs. death neg. unconsciousness) Combat Abilities (monks only): - Knockdown: 33% chance on each melee hit target must save vs. death or be knocked down unconscious for 1 round + Knockdown: 33% chance that each melee hit will knock the target unconscious for 1 round (save vs. death neg.) Not Usable By: Wizard Slayer~ @@ -6990,8 +7059,8 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Spell Turning +Special Abilities: + Spell Turning (1x per day) Equipped Abilities: Magic Resistance: +10% bonus @@ -7016,7 +7085,7 @@ STATISTICS: Equipped Abilities: Immunity to backstab - Trap detection: +20% bonus + Find Traps: +20% bonus Saving Throws: +2 bonus vs. breath Usable By: @@ -7028,14 +7097,14 @@ Usable By: STATISTICS: Special Abilities: - Finger of Death (once per day) - Vampiric Touch (three times per day) + Finger of Death (1x per day) + Vampiric Touch (3x per day) Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus Immunity to disease & poison effects - Regeneration: wearer regenerates 1 hit point every round + Regeneration: 1 hp/round Not Usable By: Paladin @@ -7070,11 +7139,11 @@ A ruthless assassin of Tethyr known only as the Specter used this ring to great STATISTICS: -Special Abilities (once per day): - Improved Invisibility +Special Abilities: + Improved Invisibility (1x per day) Equipped Abilities: - Wraith Form: the wearer cannot be harmed by non-magical weapons or attacks, is immune to spells that don't affect incorporeal creatures, and gains +50% to move silently + Wraith Form: the wearer cannot be harmed by non-magical weapons or attacks, is immune to spells that don't affect incorporeal creatures, and gains a +50% bonus to Move Silently Usable By: Thief~ @@ -7088,7 +7157,7 @@ Equipped Abilities: Memorize one extra spell of each level from 5th to 7th Usable By: - Druids~ + Druid~ @1913 = ~Larloch's Soul Stealer~ @1914 = ~Larloch, the infamous necromancer turned lich, had an insatiable need for new souls for his research. The means he used to tear them from their living bodies and capture them are as myriad as they are terrifying. The uninitiated dabble with Larloch's artifacts at their own peril. @@ -7098,7 +7167,7 @@ Equipped Abilities: Maximum Hit Points: +10 bonus Combat Abilities: - Soul Stealing: wearer's melee hits drain 1D4 hit points from the target and transfers it to the wielder + Soul Stealing: melee hits drain 1D4 hit points from the target and transfer them to the wielder Not Usable By: Wizard Slayer~ @@ -7115,8 +7184,8 @@ Weight: 3 STATISTICS: Combat Abilities: - Shattering: golems must save vs. polymorph or be destroyed - Golem Bane: additional +2 bonus to THAC0 and +6 to damage against golems + Shattering: golems are destroyed (save vs. polymorph neg.) + Golem Bane: additional +2 bonus to THAC0 and +6 bonus to damage against golems THAC0: +2 bonus Damage: 1D6 + 2 @@ -7196,7 +7265,7 @@ Equipped Abilities: Saving Throws: +3 vs. breath Combat Abilities: - Dragon Bane: additional +2 bonus to THAC0 and +6 to damage against dragons + Dragon Bane: additional +2 bonus to THAC0 and +6 bonus to damage against dragons THAC0: +1 bonus Damage: +1 bonus @@ -7210,12 +7279,13 @@ Not Usable By: Cavalier~ @1931 = ~Sling of Arvoreen +2~ @1932 = ~This sling is blessed by the halfling god Arvoreen. The weapon was gifted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, in which an invading army of Yuan-ti were slain by Lettleworp's forces, saving his halfling village. Thought at first to be a unique item, there have actually been a number of these items found. In fact, much like the tales of Littleman, it would seem that nearly every halfling village has a similar story about the acquisition of such an item. What this means regarding their true origins is unknown. + The sling has the ability to rend the senses of the wielder's enemies with a wall of sound said to be the voice of the god himself. STATISTICS: Combat Abilities: - Sonic Blast: 15% chance to blast an area of 10 feet radius with a tremendous sonic wave, dealing 4d4 points of damage to opponents within it, and stunning them for 1 round unless a save vs. spell is made + Sonic Blast: 15% chance that the target and all opponents within a 10' radius will be blasted by a tremendous sonic wave that deals 4D4 damage and stuns (save vs. spell neg. stun) THAC0: +2 bonus Damage: +2 bonus @@ -7229,6 +7299,7 @@ Not Usable By: Cavalier~ @1933 = ~Sling of Force +2~ @1934 = ~The gnomes who invented this device based its design on one they supposedly saw a fire giant use, reportedly "big enough to throw a donkey 300 paces." Questioning the accuracy of this account brings the predictable retort that "you'll be sorry when a giant puts YOUR ass in a sling." + Unlike most other slings, the Sling of Force is capable of throwing stones and allowing a strength bonus to be applied to the damage it inflicts. Although the sling is magical, giving it a bonus to hit and to damage, it is also capable of inflicting strength damage due to its design, and not due to enchantment. STATISTICS: @@ -7248,6 +7319,7 @@ Not Usable By: Cavalier~ @1935 = ~Erinne Sling +3~ @1936 = ~The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. + This legendary sling has no need for ammunition, as it automatically launches bullets of magical energy. Note: requires no ammunition, but normal bullets cannot be fired with this sling. Energy Bullets are considered to be of +3 enchantment when determining what they can hit. @@ -7255,7 +7327,7 @@ Note: requires no ammunition, but normal bullets cannot be fired with this sling STATISTICS: Combat Abilities: - Energy Bullet: deals 1D4 additional points of magic damage + Energy Bullet: deals 1D4 magic damage THAC0: +3 bonus Damage: 1D4 + 4 @@ -7270,15 +7342,15 @@ Not Usable By: @1937 = ~Erinne Sling +4~ @1938 = ~The gnomish village of Erinne was long protected by a single guardian, armed only with a magical sling created by the sorceress for which the town was named. When the village was overrun by orcs, the sling disappeared. This outstanding sling is capable of infusing any projectile fired by it with magical energy, though how it does it remains a mystery. -The modifications to the Erinne sling have made significant improvements to its already impressive enchantments. The magical bullets fired from it can now burst upon impact releasing a massive energy blast so forceful that it can potentially disintegrate the target hit. +The modifications to the Erinne sling have made significant improvements to its already impressive enchantments. The magical bullets fired from it can now burst upon impact, releasing a massive energy blast so forceful that it can potentially disintegrate opponents. Note: requires no ammunition, but normal bullets cannot be fired with this sling. Energy Bullets are considered to be of +4 enchantment when determining what they can hit. STATISTICS: Combat Abilities: - Energy Bullet: deals 1D4 additional points of magic damage - Energy Burst: 10% chance target must save vs. spell at -4 penalty or take 100 points of magic damage + Energy Bullet: deals 1D4 magic damage + Energy Burst: 10% chance target takes 100 magic damage (save vs. spell at -4 penalty neg.) THAC0: +4 bonus Damage: 1D4 + 5 @@ -7392,7 +7464,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Shield Others: allies within 6 feet gain +2 bonus to armor class + Shield Others: allies within 6' gain a +2 bonus to AC Armor Class Bonus: 3 Special: +1 vs. Missile Weapons @@ -7472,7 +7544,7 @@ Not Usable By: STATISTICS: Equipped Abilities: - Force Absorbing: wielder gets +2 bonus to saves vs. breath and is immune to everything, magical and otherwise, that pushes him away + Force Absorbing: wielder gets +2 bonus to saves vs. breath and is immune to everything, magical and otherwise, that pushes them away Fire Resistance: +30% bonus Armor Class Bonus: 3 @@ -7485,9 +7557,9 @@ Not Usable By: Monk Kensai~ @1966 = ~Shield of Balduran +2~ -@1967 = ~Balduran, a legendary seafaring explorer, was the first native of Faerun to set foot on the lands known as Anchorome and made the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then he set sail of Anchorome again and has never been seen again. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. +@1967 = ~Balduran, a legendary seafaring explorer, was the first native of Faerun to set foot on the lands known as Anchorome and made the trek up to Sossal. He returned full of tales and vast wealth, and put forth a large sum of money to protect his sparsely-settled home harbor town. Then, he set sail of Anchorome again and has never been seen again. His money was well spent on the wall though, and that small town soon grew into the city of Baldur's Gate. -This shield was reputedly worn by Balduran, and like most of his equipment it holds powerful enchantments. +This shield was reputedly worn by Balduran. Like most of his equipment, it holds powerful enchantments. STATISTICS: @@ -7578,12 +7650,13 @@ Not Usable By: @1976 = ~Saving Grace +3~ @1977 = ~Shield of Dawn Shields like this are first mentioned in ancient liturgies of Amaunator, in which the god's champions bear radiant shields against an infestation of undead. The shields made their first appearance in modern times in dramatic fashion, appearing miraculously at the altars of several of the deity's temples in the Year of Smoldering Spells, 1020 DR. Since that time a number have been lost in battle, and not a few were stolen by foul creatures to prevent their use. + Once a holy artifact used by the elite sect of clerics and holy warriors called Sunmasters, part of the enchantments fled with their god's demise, but it still remain a powerful tool for any adventurer. STATISTICS: Equipped Abilities: - Searing Light: all who attack the wearer in melee must save vs. spell or be blinded for 1 round, undead creatures also suffer 2d6 points of damage + Searing Light: all melee attackers are blinded for 1 round and, if undead, also suffer 2D6 damage (save vs. spell neg. blindness) Armor Class Bonus: 4 Special: No Missile Weapon Protection @@ -7645,9 +7718,13 @@ Not Usable By: Kensai~ @1984 = ~Darksteel Shield +4~ @1985 = ~The dwarven clan of Clangeddin were famous for their work in darksteel, a material not to be found anywhere but within the Clangeddin clan homes within the Marching Mountains. In their efforts to find more and more darksteel, the Clangeddin delved ever deeper into the bowels of the earth. + It was on one such expedition that the seven sons of Argeld Heavyhand, the Clangeddin leader, were lost. The only survivor from the ill-fated expedition was Glimred Heavyhand, youngest son of Argeld. The lad returned with tales of drow and illithid and other darker, nameless horrors the like of which had never before been seen. + Desperate as he was to avenge his sons, Argeld could not send more of his people down into the depths of the mountain to face such horrors. Glimred himself, however, could not be dissuaded. To aid Glimred in his quest for vengeance, the dwarven smiths set about constructing the Darksteel Shield, a heavily enchanted shield that provides more protection than most suits of armor. + But Glimred was impatient, his lust for vengeance could not be deferred, and he disappeared into the bowels of the Marching Mountains before the work was completed, never to be seen again. The disappearance and presumed death of his sole surviving son proved too much for Argeld, who died from the grief of a broken heart. + With their leader dead and their hero Glimred gone, the dwarves knew it was only a matter of time before their clan was overrun by their Underdark enemies. Before dispersing across the face of Faerun, the clan sold the shield to the highest bidder - though the dwarven smiths to this day have refused to divulge the mysterious buyer's identity. STATISTICS: @@ -7730,7 +7807,7 @@ STATISTICS: Combat Abilities: Keen: +10% chance to score critical hits - Vicious: inflicts additional 2D6 points of damage to the target and 1D6 points of damage to the wielder + Vicious: inflicts 2D6 piercing damage to the target and 1D6 piercing damage to the wielder THAC0: +3 bonus Damage: 1D6 + 3 @@ -7809,12 +7886,13 @@ Not Usable By: Beast Master~ @1999 = ~Impaler +3~ @2000 = ~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. The spear subsequently disappeared in the river's currents, and was supposedly dragged into the open sea. + The Impaler has a palpable aura of magic that hints at the nature of the weapon and why it has been the bane of several powerful orc chieftains in the past. As one would guess, when a victim is struck, they are very nearly impaled as the massive enchantment does its dirty work. STATISTICS: Combat Abilities: - Impaling: creatures struck suffer 1D10 additional points of piercing damage + Impaling: creatures struck suffer 1D10 piercing damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +3 bonus @@ -7839,7 +7917,7 @@ STATISTICS: Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made - Shocking: creatures struck suffer 1D6 additional points of electrical damage + Shocking: creatures struck suffer 1D6 electrical damage THAC0: +2 bonus Damage: 1D6 + 2 @@ -7858,13 +7936,14 @@ Not Usable By: Beast Master~ @2003 = ~Spear of Withering +3~ @2004 = ~The Year of the Awakening, 1001 DR, saw the re-emergence of many ancient evils as treasure-hungry explorers unearthed ruins in several locations. One such breach freed Sek'co Tul, a lich imprisoned beneath the Forest of Mir. He left for some unknown hold, but his opened tomb quickly tainted trees in the area. Druids cleansed the area with fire, but some of the wood was taken by a local mage and made into this spear. + Carved from the heart of a rotten Treant, this spear reeks of death. When held in your hands it groans a little, as if reluctant to allow a living thing to touch it. In battle, the Spear of Withering spits a foul poison into its target upon each successful hit. STATISTICS: Combat Abilities: - Contagious: 15% chance target must save vs. death at -4 penalty or be afflicted by a disease, suffering 1 point of damage per second and being slowed for 1 turn - Envenomed: creatures struck suffer 1D6 points of additional poison damage + Contagious: 15% chance target is afflicted by a disease, suffering 1 damage per second and slowness for 1 turn (save vs. death at -4 penalty neg.) + Envenomed: creatures struck suffer 1D6 poison damage THAC0: +3 bonus Damage: 1D6 + 3 @@ -7883,8 +7962,11 @@ Not Usable By: Beast Master~ @2005 = ~Ixil's Nail +4~ @2006 = ~Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma. + Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles. + Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear, seeming to delight in the writhing agony of his enemy. + The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order. Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the symbol of his power, was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands. For many generations this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear. However, even incomplete, this artifact is still a weapon of great power. @@ -7892,7 +7974,7 @@ Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the sym STATISTICS: Equipped Abilities: - Free Action: the wielder is immune to everything, magical and otherwise, that limits his mobility in any way + Free Action: the wielder is immune to everything, magical and otherwise, that limits mobility in any way THAC0: +4 bonus Damage: 1D6 + 4 @@ -7910,8 +7992,11 @@ Not Usable By: Beast Master~ @2007 = ~Ixil's Spike +5~ @2008 = ~Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma. + Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles. + Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear, seeming to delight in the writhing agony of his enemy. + The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order. Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the symbol of his power, was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands. With shaft and tip reunited, Ixil's Spike can now display its true potential. @@ -7919,10 +8004,10 @@ Though Ixil's body was never found, Ixil's Spike, his fearsome spear and the sym STATISTICS: Equipped Abilities: - Free Action: the wielder is immune to everything, magical and otherwise, that limits his mobility in any way + Free Action: the wielder is immune to everything, magical and otherwise, that limits mobility in any way Combat Abilities: - Pin: opponent must save vs. death or be pinned for 2 rounds, taking an additional 1D4 + 5 damage each round + Pin: target is pinned for 2 rounds, taking 1D4 + 5 damage each round (save vs. death neg.) THAC0: +5 bonus Damage: 1D6 + 5 @@ -7974,7 +8059,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Striking: creatures struck suffer 6 additional points of crushing damage + Striking: creatures struck suffer 6 crushing damage THAC0: +3 bonus Damage: 1D6 + 3 @@ -8000,7 +8085,7 @@ Proficiency Type: Quarterstaff Type: 1-handed Requires: 5 Strength Not Usable By: - Monks~ + Monk~ @2018 = ~Staff Spear +2~ @2019 = ~When examined, this quarterstaff has an aura of alteration, and a long sharp spearhead extends from its upper end on command. Likely made by a wizard or priest hoping to increase their melee abilities, it can be used by anyone capable of handling a staff. @@ -8022,10 +8107,10 @@ Not Usable By: STATISTICS: Equipped Abilities: - Parry: +2 bonus to AC (none vs. missile) + Parrying: +2 bonus to AC (none vs. missile) Combat Abilities: - Impact: +10% chance to score critical hits + Impactful: +10% chance to score critical hits THAC0: +2 bonus Damage: 1D6 + 2 @@ -8039,19 +8124,21 @@ Not Usable By: Monk~ @2022 = ~Staff of Command +3~ @2023 = ~This item is of the kind used by nefarious people seeking to sway others to follow their ways. Enchanters are often found wielding staves such as this, but this unique specimen belonged to Morinth the Bewitcher. + This staff allows the wielder to dominate another creature's mind, or destroy it with a strike, but the staff's ability to enhance the potency of all enchantments cast by its wielder is what mindbenders seek the most. + Possessing the power to manipulate other's minds doesn't ensure immunity to the same treatment, as Morinth's death proved when she was ambushed and abducted by a group of mind flayers equally interested in her brain and her staff. STATISTICS: -Special Abilities (once per day): - Domination: target must save vs. spell at -4 penalty or be dominated for 1 turn +Special Abilities: + Domination (1x per day): target is dominated for 1 turn (save vs. spell at -4 penalty neg.) Equipped Abilities: - Aura of Command: opponents within 30 feet suffer -2 penalty to saves vs. spell + Aura of Command: opponents within 30' suffer a -2 penalty to saves vs. spell Combat Abilities: - Mindbreaking: 15% chance target must save vs. spell at -4 or be feebleminded + Mindbreaking: 15% chance target is permanently feebleminded (save vs. spell at -4 penalty neg.) THAC0: +3 bonus Damage: 1D6 + 3 @@ -8068,11 +8155,11 @@ Usable By: STATISTICS: -Special Abilities (once per day): - Healing Surge: restores 20 hit points to all allies +Special Abilities: + Healing Surge (1x per day): restores 20 hit points to all allies Equipped Abilities: - Healing Aura: wielder and allies within 20 feet restore 1 hit point every 3 rounds + Healing Aura: wielder and allies within 20' heal 1 hit point every 3 rounds THAC0: +1 bonus Damage: 1D6 + 1 @@ -8089,15 +8176,15 @@ Usable By: STATISTICS: -Special Abilities (once per day): - Remove Magic: dispels all magical effects upon enemies in a 30 feet radius - Spell Trap: absorbs up to 30 levels of spell, making the caster recall previously cast spells +Special Abilities: + Remove Magic (1x per day): dispels all magical effects from all enemies in a 30' radius + Spell Trap (1x per day): absorbs up to 30 levels of spell, allowing the caster to recall previously cast spells Equipped Abilities: Magic Resistance: +20% bonus Combat Abilities: - Dispelling: removes all magical effects upon the target (save vs. spell neg.) + Dispelling: removes all magical effects from the target (save vs. spell neg.) THAC0: +5 bonus Damage: 1D6 +5 @@ -8114,9 +8201,9 @@ Usable By STATISTICS: -Special Abilities (once per day): - Hold Monster: target and opponents within 5 feet must save vs. spell at -4 or be held for 1 turn - Globe of Invulnerability: wielder is immune to spells of 4th level or lower for 2 turns +Special Abilities: + Hold Monster (1x per day): target and opponents within 5' are held for 1 turn (save vs. spell at -4 penalty neg.) + Globe of Invulnerability (1x per day): wielder is immune to spells of 4th level or lower for 2 turns Equipped Abilities: Armor Class: +2 bonus @@ -8137,13 +8224,13 @@ Usable By STATISTICS: -Special Abilities (once per day): - Lightning Stroke: 10D6 (save vs. staff half) and stun for 1 round (save vs. staff neg.) - Thunder & Lightning: each lightning bolt deals 6D6 electrical damage (save vs. staff half) and deafens for 3 rounds (no save) +Special Abilities: + Lightning Shock (1x per day): the target creature suffers 10D6 electrical damage (save vs. staff half) and is stunned for 1 round (save vs. staff neg.) + Thunder & Lightning (1x per day): a lightning bolt strikes an enemy once per round for 3 rounds, dealing 6D6 electrical damage (save vs. staff half) and deafening for 3 rounds Combat Abilities: - Shocking: creatures struck suffer 1D6 additional points of electrical damage - Thunderclap: 20% chance target and opponents within 5 feet must save vs. breath or be stunned for 1 round + Shocking: creatures struck suffer 1D6 electrical damage + Thunderclap: 20% chance target and opponents within 5' are stunned for 1 round (save vs. breath neg.) THAC0: +2 bonus Damage: 1D6 +2 @@ -8158,15 +8245,17 @@ Usable By: @2032 = ~Staff of the Woodlands +4~ @2033 = ~Known only as the "Wild Man of the Wood," the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, and his wounds closing as soon as they were inflicted. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of a quick victory, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all. +Note: Barkskin effect is not cumulative with other similar magic. + STATISTICS: -Special Abilities (once per day): - Barkskin: wielder's skin becames as tough as bark, increasing armor class by 4 - Summon Shambling Mound +Special Abilities: + Barkskin (1x per day): +4 bonus to AC + Summon Shambling Mound (1x per day) Equipped Abilities: - Animal Empaty: animals within 30 feet must save vs. spell at -4 or be charmed - Regeneration: wearer regenerates 1 hit point every round + Animal Empathy: animals within 30' are charmed (save vs. spell at -4 penalty neg.) + Regeneration: 1 hp/round THAC0: +4 bonus Damage: 1D6 +4 @@ -8177,18 +8266,18 @@ Proficiency Type: Quarterstaff Type: 2-handed Requires: 5 Strength Usable By - Druids~ + Druid~ @2034 = ~Staff of Air +2~ @2035 = ~Legend states that a planeswalker brought this staff from his home plane, although other tales claim it was forged by an ancient druidic sect, or was the weapon of a powerful elementalist. In truth, several such staves exist. They are tied to different elemental planes, and each has had many stories from any number of owners. Perhaps that is their true power: they compel people to craft heroes of their own. STATISTICS: -Special Abilities (once per day): - Gust of Wind: opponents within 10 feet must save vs. breath at -2 penalty or be knocked back unconscious for 1 round, gaseous clouds are dispersed +Special Abilities: + Gust of Wind (1x per day): gaseous clouds are dispersed and opponents within 10' are knocked back unconscious for 1 round (save vs. breath at -2 penalty neg.) Combat Abilities: Speed: +1 attack per round - Whirlwind Strike: 20% chance of dealing 1d6 + 2 points of crushing damage to opponents within 5 feet + Whirlwind Strike: 20% chance of dealing 1D6 + 2 crushing damage to opponents within 5' THAC0: +2 bonus Damage: 1D6 + 2 @@ -8205,12 +8294,12 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Earth Grasp: opponents within 30 feet from the caster must save vs. breath or be entangled for 2 rounds +Special Abilities: + Earth Grasp (1x per day): opponents within 30' of the caster are entangled for 2 rounds (save vs. breath neg.) Combat Abilities: - Earthshaking: 10% chance target and opponents within 5 feet must save vs. breath or fall to the ground for 1 round - Stonehold: 50% chance target must save vs. petrification or be held for 2 rounds + Earthshaking: 10% chance target and opponents within 5' fall to the ground for 1 round (save vs. breath neg.) + Stonehold: 50% chance target is held for 2 rounds (save vs. petrification neg.) THAC0: +2 bonus Damage: 1D6 + 2 @@ -8227,12 +8316,12 @@ Not Usable By: STATISTICS: -Special Abilities (once per day): - Fireball: 10D6 (save vs. breath at -2 half) +Special Abilities: + Fireball (1x per day): 10D6 fire damage in 30' radius (save vs. breath at -2 half) Combat Abilities: - Burst of Flames: 15% chance of inflicting 4D6 points of fire damage to target and opponents within 5 feet - Incendiary: inflicts 2 points of fire damage each round for 2 rounds + Burst of Flames: 15% chance of inflicting 4D6 fire damage to target and opponents within 5' + Incendiary: inflicts 2 fire damage each round for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 @@ -8270,8 +8359,8 @@ Equipped Abilities: Protection from Undead: +2 bonus to AC and saving throws vs. undead creatures Combat Abilities: - Halt Undead: undead creatures must save vs. spell or be held for 2 rounds - Undead Bane: additional +2 bonus to THAC0 and +8 to damage against undead + Halt Undead: undead creatures are held for 2 rounds (save vs. spell neg.) + Undead Bane: additional +2 bonus to THAC0 and +8 bonus to damage against undead THAC0: +1 bonus Damage: 1D6 + 1 @@ -8288,14 +8377,14 @@ Usable By: STATISTICS: -Special Abilities (once per day): - Greater Malison +Special Abilities: + Greater Malison (1x per day) Equipped Abilities: Hexproof: wielder is immune to hostile hexes and curses such as Doom, Malison, Symbols, Polymorph or similar effects Combat Abilities: - Horrifying: target must save vs. spell or flee in terror for 2 rounds + Horrifying: target flees in terror for 2 rounds (save vs. spell neg.) THAC0: +3 bonus Damage: 1D6 + 3 @@ -8315,7 +8404,7 @@ Usable By: STATISTICS: Combat Abilities: - Striking: creatures struck suffer 6 additional points of crushing damage + Striking: creatures struck suffer 6 additional crushing damage THAC0: +4 bonus Damage: 1D6 + 4 @@ -8335,8 +8424,8 @@ Combining this staff with the Ring of the Ram's magic augmented its already note STATISTICS: Combat Abilities: - Battering Ram: target must save vs. death or be knocked back unconscious for 1 round and suffer 2d6 additional points of damage - Striking: creatures struck suffer 6 additional points of crushing damage + Battering Ram: target is knocked back unconscious for 1 round and suffers 2D6 damage (save vs. death neg.) + Striking: creatures struck suffer 6 additional crushing damage THAC0: +5 bonus Damage: 1D6 + 5 @@ -8354,8 +8443,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Venomous: creatures struck suffer 1D6 points of additional poison damage - Viperous: 15% chance to inject a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made + Venomous: creatures struck suffer 1D6 poison damage + Viperous: 15% chance to inject a lethal poison which inflicts 10 damage every second for 2 rounds (save vs. poison at -4 penalty neg.) THAC0: +3 bonus Damage: 1D6 + 3 @@ -8431,10 +8520,10 @@ Equipped Abilities: Immunity to confusion effects Combat Abilities: - Axiomatic: inflicts additional damage depending on target's alignment - +0 vs. lawful - +2 vs. neutral - +4 vs. chaotic + Axiomatic: inflicts additional damage depending on target's alignment: + +0 vs. Lawful + +2 vs. Neutral + +4 vs. Chaotic THAC0: +2 bonus Damage: 2D4 + 2 @@ -8445,7 +8534,7 @@ Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: - Chaotic-aligned characters + Chaotic Cleric Beast Master~ @2061 = ~These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. @@ -8488,7 +8577,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Icy: creatures struck suffer 1D4 additional points of cold damage + Icy: creatures struck suffer 1D4 cold damage THAC0: +2 bonus Damage: 1D8 + 2 @@ -8560,12 +8649,13 @@ Not Usable By: @2073 = ~Short Sword of Backstabbing +3~ @2074 = ~The Shadow's Blade A rogue's dream, these weapons were commissioned by the Shadow Thieves to bolster their fledgling guild chapter in Baldur's Gate. Seen as a threat to local interests, they now face stiff resistance from the existing thieves' guild and law enforcement for the city, the Flaming Fist. Deaths have occurred, so a few of these items are beginning to surface on the black market. + 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: -Combat Abilities (thieves only): - Backstabbing: increases backstab multiplier by 1 +Combat Abilities: + Backstabbing (thieves only): +1 bonus to backstab multiplier THAC0: +3 bonus Damage: 1D6 + 3 @@ -8582,7 +8672,7 @@ Not Usable By: Beast Master~ @2075 = ~Icingdeath +3~ @2076 = ~Frostbrand: 'Icingdeath' -It is one of Drizzt's personal weapons, specifically the one he usually holds in his right hand. Drizzt found Icingdeath in the treasure pile of Ingeloakastimizilian the white wyrm and this is where the weapon gets its name. The hilt of the scimitar is of black adamantite and the blade is made of silver with a diamond edge. The weapon absorbs fire and heat, protecting its wielder against fire, and this magical blade saved Drizzt's life every time he faced the demon Errtu. +This is one of Drizzt's personal weapons. Drizzt found Icingdeath in the treasure pile of Ingeloakastimizilian the white wyrm, which is where the weapon gets its name. The hilt of the scimitar is of black adamantite and the blade is made of silver with a diamond edge. The weapon absorbs fire and heat, protecting its wielder against fire. This magical blade saved Drizzt's life countless times when facing the demon Errtu. STATISTICS: @@ -8590,7 +8680,7 @@ Equipped Abilities: Fire Resistance: +50% bonus Combat Abilities: - Icy: deals 1D6 additional points of cold damage + Icy: creatures struck suffer 1D6 cold damage THAC0: +3 bonus Damage: 1D8 + 3 @@ -8605,7 +8695,7 @@ Not Usable By: Mage~ @2077 = ~Twinkle +3~ @2078 = ~Defensive Scimitar: 'Twinkle' -Twinkle is Icingdeath's companion scimitar, held in his left hand (and worn on his right hip). This defensive scimitar, forged by the Elves of old, was gifted to him by Malchor Harpell when the Companions of the Hall were chasing Artemis Entreri after he had kidnapped Regis. Twinkle has a star-cut sapphire on its pommel and when it detects danger nearby it softly glows blue. +Twinkle is Icingdeath's companion scimitar, and Drizzt normally wields it in his left hand (and wears on his right hip). This defensive scimitar, forged by the elves of old, was gifted to him by Malchor Harpell when the Companions of the Hall were rescuing the halfling Regis from the grasp of Artemis Entreri. Twinkle has a star-cut sapphire on its pommel and its blade glows a soft blue when it detects danger. STATISTICS: @@ -8660,7 +8750,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Cleaving: with each successful hit there's a 20% chance of gaining one extra attack in the next round + Cleaving: 20% chance with each successful hit to gain one extra attack in the next round THAC0: +2 bonus Damage: 1D8 + 2 @@ -8682,8 +8772,8 @@ Note: always considered to be of +3 enchantment when determining what it can hit STATISTICS: Combat Abilities: - Flame Tongue: +2 bonus to THAC0 and damage against regenerating creatures, cold creatures & undead - Flaming: creatures struck suffer 1D6 additional points of fire damage + Flame Tongue: additional +2 bonus to THAC0 and damage against regenerating creatures, cold creatures & undead + Flaming: creatures struck suffer 1D6 fire damage THAC0: +1 bonus Damage: 1D8 + 1 @@ -8723,12 +8813,13 @@ Not Usable By: @2088 = ~Ilbratha +1~ @2089 = ~Mistress of Battle This ancient bronze sword is set with six matching bloodstones, and gains its name from its illusionary powers, which are very useful in combat. + Ilbratha was created by unknown hands at the behest of Azoun the First, long dead king of Cormyr. He bore it once into battle, at Ithmong in his war with Tethyr, and then lost it in a storm that wrecked his ship on the rocks of The Neck. All trace of it was lost until, 200 winters later, the sage Thallastam of Procampur was offered the blade for 1,500 gold pieces by a peddler from a nearby town who seemed ignorant of its true nature. Thallastam brought the blade to Elminster in Shadowdale, the only loremaster with an interest in swords whom he trusted. Elminster identified the blade from the writings of Azoun I (the old king's great-grandson had just come to the throne), and Thallastam bore it back toward Procampur by way of Tilver's Gap and Essembra. But he was never seen again, and did not reach Procampur. His ruined diary, staff, and a skeleton were found some years later when the Pool of Yeven in Battledale was dragged, but the sword was never found. STATISTICS: -Special Abilities (once per day): - Mirror Image (1 turn) +Special Abilities: + Mirror Image (1x per day): 4 images protect the wielder for up to 1 turn Equipped Abilities: Translucent: +2 bonus to AC @@ -8747,8 +8838,9 @@ Not Usable By: Mage Beast Master~ @2090 = ~Arbane's Sword +2~ -@2091 = ~Arbane's Sword of Agility +@2091 = ~Sword of Agility The first of these swords were created by the elf wizard, Lord Arbane of Myth Drannor many centuries ago. His first was stolen, so he made a second with the aid of an apprentice, who sold the secret to two other wizard-swordsmiths. The form of manufacture is thought to be forgotten now -Elminster has heard of no one making one in the last 500 years- but there are over a dozen in existence. Some have even been created with sentience and further powers. + One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar, and spent his life seeking revenge. Despite his focussed hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man. STATISTICS: @@ -8757,7 +8849,7 @@ Equipped Abilities: Immunity to entangle, grease, slow & web Combat Abilities: - Hastening: 10% chance to gain +1/2 attack per round, and +2 bonus to movement rate for 2 rounds + Hastening: 10% chance to gain +1/2 attack per round, and a +2 bonus to movement rate for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 @@ -8778,8 +8870,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Cutthroating: target must save vs. death or be silenced for 3 rounds while suffering 1 point of bleeding damage every 3 seconds - Slashing: creatures struck suffer 1D6 additional points of slashing damage + Cutthroat: target is silenced for 3 rounds and suffers 1 bleeding damage every 3 seconds (save vs. death neg.) + Slashing: creatures struck suffer 1D6 slashing damage THAC0: +3 bonus Damage: 1D6 + 3 @@ -8838,12 +8930,12 @@ Note: always considered to be of +4 enchantment when determining what it can hit STATISTICS: -Special Abilities (once per day): - Sunray (15th caster level) +Special Abilities: + Sunray (1x per day): as 15th-level caster Combat Abilities: Righteous: additional +2 bonus to THAC0 and damage against evil creatures - Sunblade: inflicts 6 additional points of damage against undead creatures + Sunblade: additional +6 bonus to damage against undead creatures THAC0: +2 bonus Damage: 1D8 + 2 @@ -8860,6 +8952,7 @@ Not Usable By: Beast Master~ @2099 = ~Dragonslayer +3~ @2100 = ~Everyone knows the story: a blade, a dragon, a titanic struggle, and a virtuous knight saving hundreds if not thousands of lives. Everyone knows a version of this tale, but could one sword have traveled the world so completely? Perhaps there have been many, perhaps only a few, but it is likely that weapons such as this have become so "well known" in legend that their true histories are forgotten. + Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more draw their ire? Yet, at a time lost in Faerun's past, there was a need, and this sword was forged in answer. Note: always considered to be of +3 enchantment when determining what it can hit. @@ -8870,8 +8963,8 @@ Equipped Abilities: Immunity to fear effects Combat Abilities: - Dragon Bane: additional +2 bonus to THAC0 and +6 to damage against dragons - Slicing Blow: 15% chance of dealing 20 additional points of slashing damage + Dragon Bane: additional +2 bonus to THAC0 and +6 bonus to damage against dragons + Slicing Blow: 15% chance of inflicting 20 slashing damage THAC0: +1 bonus Damage: 1D8 + 1 @@ -8892,8 +8985,8 @@ Beroalf was a barbarian who traveled from the cold north in search of adventure. STATISTICS: -Special Abilities (once per day): - Dancing: the sword can attack on its own for 10 rounds +Special Abilities: + Dancing Blade (1x per day): the sword can attack on its own for 1 turn THAC0: +2 bonus Damage: 1D8 + 2 @@ -8917,7 +9010,7 @@ Equipped Abilities: Immunity to poison effects Combat Abilities: - Luminous: target must save vs. spell or be outlined by a pale glowing light for 4 rounds, suffering -2 penalty to AC and being unable to hide + Luminous: target is outlined by a pale glowing light for 4 rounds, suffering a -2 penalty to AC and being unable to hide (save vs. spell neg.) THAC0: +1 bonus Damage: 2D4 + 1 @@ -8936,6 +9029,7 @@ Not Usable By: Beast Master~ @2105 = ~Adjatha the Drinker +2~ @2106 = ~The Drinker is first known to have existed more than 400 years ago, in the reign of Kurskos Ironhand; it was the sword of that monarch's herald and chief counselor, Amrok of the Dwarves. Kurskos slew Amrok in a night of revelry after a Shieldmeet, and took Adjatha the Drinker (and the enminity of the dwarves) as his own. Amrok was of almost human stature, and it has often been said Adjatha is of human and not dwarven manufacture, for it is of the full size and heft for a strong long-armed human swordsman. + The blade was stolen from the palace vaults in the sack of Aumreayum on the death of Kurskos, and since then The Drinker has changed hands often over the years, usually remaining with any one owner for only a short time. Elminster saw Adjatha 40 winters ago at the court of Nesker of Mulmaster, when the sorcerer-king was studying it to increase his own arts. It disappeared before Nesker's death and came to light briefly in reports of fighting in the Shaar, apparently being wielded by one of the nomad chieftains. The sword was stolen from him, and despite sending agents far afield, he was unable to recover it. Its whereabouts were unknown...but some suggested that the blade could have left the Prime Material Plane. STATISTICS: @@ -8945,7 +9039,7 @@ Equipped Abilities: Saving Throws: +2 bonus vs. spell Combat Abilities: - Spell Drinker: arcane casters hit by The Drinker must save vs. spell or lose one memorized spell, raising wielder's maximum hit points by 2 for 1 hour + Spell Drinker: arcane casters struck lose one memorized spell, raising wielder's maximum hit points by 2 for 1 hour (save vs. spell neg.) THAC0: +2 bonus Damage: 1D8 + 2 @@ -8961,17 +9055,18 @@ Not Usable By: Mage Beast Master~ @2107 = ~Namarra +2~ -@2108 = ~The Sword that Never Sleeps +@2108 = ~The Sword That Never Sleeps On one side of the blade is etched in Common "Namarra", and on the other face "Never Sleep". Namarra appears in many legends and tall tales, but the designation the "Neversleep Sword" appears to be derived only from the inscription on the blade and does not refer to any specific property of the sword. Its origin is unknown; Namarra appears to have existed for long as tales have survived, wielded by such mythic heroes as Eth and Brensyl the Tall. Even the most critical of sages (Kurmur the Skeptic, First Speaker of Evernoster) cannot determine Namarra's probable time of origin or find any references in the tales of a word to a time "before Namarra was forged". + This ancient blade is thought to have been present at some of the most influential conflicts in Faerun's history. Sightings have been noted as far north as Thay and as far south as the jungles of Chult, though documentation is oddly lacking regarding the details. This is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages, but also preventing any discussion that might have followed. STATISTICS: Equipped Abilities: - Wall of Silence: wielder is immune to sound-based spells or attacks such as Command, (Un)Holy Word, Power Word, Wail of the Banshee and similar effects + Wall of Silence: wielder is immune to sound-based spells and attacks such as Command, Holy Word, Unholy Word, Power Word, Wail of the Banshee, and other similar effects Combat Abilities: - Silencing: target and opponents within 15 feet must save vs. spell or be silenced for 2 rounds + Silencing: opponents within 15' are silenced for 2 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D8 + 2 @@ -8993,7 +9088,7 @@ Taragarth is believed to have been forged by Elfgar of Silverymoon in the early STATISTICS: Combat Abilities: - Acidic: creatures struck suffer 1D4 additional points of acid damage + Acidic: creatures struck suffer 1D4 acid damage THAC0: +2 bonus Damage: 2D4 + 2 @@ -9010,13 +9105,13 @@ Not usable by: Thief Monk Beast Master~ -@2111 = ~Jhor The Bleeder +2~ +@2111 = ~Jhor the Bleeder +2~ @2112 = ~This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at court throughout Faerun. Skilled in "persuasion," he would use this sword to perform the "Death Of A Thousand Cuts," an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and his victims would slowly bleed to death. The sword was stolen, and its whereabouts have been a mystery until now. STATISTICS: Combat Abilities: - Wounding: target suffer 1 point of bleeding damage every round for 1 turn + Wounding: target suffers 1 bleeding damage every round for 1 turn THAC0: +2 bonus Damage: 2D4 + 2 @@ -9039,7 +9134,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Burning Wounds: target must save vs. death or suffer -2 penalty to attack rolls and 1 point of fire damage each round for 3 rounds + Burning Wounds: target suffers a -2 penalty to THAC0 and 1 fire damage each round for 3 rounds (save vs. death neg.) THAC0: +3 bonus Damage: 2D4 + 3 @@ -9065,7 +9160,7 @@ Equipped Abilities: Charisma: +1 bonus Combat Abilities: - Singing Sword: allies within 20 feet gain +1 bonus to attack and damage rolls, and +1 bonus to saves vs. spell + Singing Sword: allies within 20' gain a +1 bonus to THAC0, damage, and saves vs. spell THAC0: +1 bonus Damage: 1D8 + 1 @@ -9159,7 +9254,9 @@ Not Usable By: STATISTICS: Equipped Abilities: - Parrying: +1 bonus (none vs. missile) + Parrying: +1 bonus to AC (none vs. missile) + +Combat Abilities: Keen: +5% chance to score critical hits THAC0: +2 bonus @@ -9250,19 +9347,22 @@ Not Usable By: Beast Master~ @2137 = ~Celestial Fury +3~ @2138 = ~Many years ago, fierce tempests and fires ignited by lightning ravished the province administered by daimyo Hoshi Katahiroi. The daimyo's advisers, all respected shukenjas, soon divined that Nature was not to blame, but a powerful dragon of an unknown order. Some of the wise men suggested that the creature was an abomination; others believed that it was born of Primal Chaos before Kara-Tur was formed. All the advisers agreed to name it Celestial Fury. + Yet daimyo Hoshi did not want to categorize the scourge of his province; he wanted to destroy it. He commissioned the famed Chigatta (a reclusive artisan, master of mystic arts), to construct a weapon that might sunder the dragon's spirit as well as cleave its scaled body. Chigatta's labors resulted in the finest katana imaginable, dubbed Celestial Fury after the beast it was fashioned to destroy, and enchanted with the power of flight. + With this weapon, Hoshi sought his province's bane among the storm clouds. Shouts and roars resounded through the heavens for days, and forked fire lit up the nights. At long last, Hoshi destroyed the dragon's body and trapped its spirit within his sword, merging the two Celestial Furies and impressing order over chaos. To finalize his victory, Hoshi had Chigatta fashion a scabbard from the dragon's hide and embed its magic pearl in the hilt. + Yet the dragon had its revenge. Hoshi was skilled in battle but weak of will. Celestial Fury's spirit took control of Hoshi, forcing him to slay Chigatta and then slay himself. The katana subsequently disappeared (most likely, Hoshi's grieving family discarded the traitorous weapon) and has perhaps changed many hands in the years since. STATISTICS: Special Abilities: - Batto (at will): when Celestial Fury is drawn, thunder and lightning explode from the scabbard, blinding (3 rounds) and deafening (6 rounds) opponents within 10 feet; those who successfully save vs. wand cannot be affected by this ability for the duration of the encounter - Lightning Bolt (once per day): an arc of lightning leaps at one target inflicting 10D6 points of damage (save vs. breath half) + Batto (at will): when Celestial Fury is drawn, thunder and lightning explode from the scabbard, blinding (3 rounds) and deafening (6 rounds) opponents within 10'; those who successfully save vs. wand cannot be affected by this ability for the duration of the encounter + Lightning Bolt (1x per day): an arc of lightning leaps at one target inflicting 10D6 electrical damage (save vs. breath half) Combat Abilities: Booming Thunder: every successful strike causes a boom that stuns opponents for 1 round (save vs. spell neg.) - Shocking Blow: 5% chance of dealing 20 additional points of electrical damage + Shocking Blow: 5% chance of inflicting 20 electrical damage THAC0: +3 bonus Damage: 1D10 + 3 @@ -9279,14 +9379,17 @@ Not Usable By: Beast Master~ @2139 = ~Water's Edge +3~ @2140 = ~Due to their religious responsibilities, minions of Umberlee, are supposed to avoid personal entanglements with those who work the sea. Of course, even among those who follow dark gods, the pursuit of pleasure and emotional gratification often cause them to stray from their commandments. One priestess who strayed in such a fashion was Kalana Fisher. In 1357, she began a romance with the pirate captain Balhoderie. Though both were extremely flawed people with outrageous personalities and a complete lack of faithfulness, they had a strange mutual affection for each other. But while Balhoderie's great flaw was his mean temper, Kalana's was in holding grudges. + In 1366, Kalana tracked down the murderer of Balhoderie, a Talosian pirate captain named Madion. She planted information in Madion's spy network and anonymously offered him a tantalizing prize: three high-value merchant ships leaving the port of Baldur's Gate with few defenses. Low on money, Madion took the bait. He was slaughtered by the numerous guards that poured from the ships' holds. + As it had turned out, the merchant captain was a superstitious sort and had gone to the temple of Umberlee in Baldur's Gate for a divination. Without hesitation, the priestess Kalana had foretold a horrible attack outside the port. Not only did Kalana get her revenge, but the captain became a lifelong donator to the church of the Bitch Queen. + Nobody knows if Water's Edge, the blade Kalane had crafted for Balhoderie, was somehow retreived by the priestess herself or got lost in the ocean. STATISTICS: Combat Abilities: - Sharpness: target must save vs. death or suffer -1 penalty to strength and dexterity for 5 rounds + Sharpness: target suffers a -1 penalty to strength and dexterity for 5 rounds (save vs. death neg.) THAC0: +3 bonus Damage: 1D8 + 3 @@ -9307,8 +9410,8 @@ If rumors of Calimshite ancestry are true, then this type of scimitar is likely STATISTICS: Combat Abilities: - Flaming: creatures struck suffer 1D6 additional points of fire damage - Fiery Blow: 10% chance of dealing 20 additional points of fire damage + Flaming: creatures struck suffer 1D6 fire damage + Fiery Blow: 10% chance of inflicting 20 fire damage THAC0: +1 bonus Damage: 1D8 + 1 @@ -9333,11 +9436,11 @@ Equipped Abilities: Immunity to charm & confusion effects Combat Abilities: - Equalizer: inflicts additional damage depending on target's alignment - +0 vs. true neutral - +2 vs. lawful/chaotic neutral - +4 vs. neutral good/evil - +6 vs. other alignments + Equalizer: inflicts additional damage depending on target's alignment: + +0 vs. True Neutral + +2 vs. Lawful/Chaotic Neutral + +4 vs. Neutral Good/Evil + +6 vs. Lawful/Chaotic Good/Evil THAC0: +4 bonus Damage: 1D8 + 4 @@ -9348,8 +9451,10 @@ Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: - Lawful good/evil characters - Chaotic good/evil characters~ + Lawful Good + Chaotic Good + Lawful Evil + Chaotic Evil~ @2145 = ~Katana +2~ @2146 = ~It is no simple deed to enchant a katana. Unlike conventional weapons, the katana is already a near-perfect fighting sword. Improving it further usually requires a sacrifice; perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into his sword. The wielder of an enchanted katana such as this one must respect the customs of Kara-Tur and of the samurai who once carried the blade into battle. Not doing so could drastically change one's luck for the worse. @@ -9371,15 +9476,19 @@ Not Usable By: @2147 = ~Short Sword of Mask +4~ @2148 = ~Godsbane Legacy This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. + Godsbane was the sword form assumed by Mask during the Time of Troubles. He would eventually come to be wielded by the then-mortal Cyric, who acquired the sword by murdering a halfling named Sneakabout, who in turn killed the former wielder of the sword. + Cyric named the sword "Godsbane" because while he was a mortal, he used it to slay Bhaal (then Lord of Murder), and after becoming a deity, he used it to kill Leira, Lady of Deception. + The soon-to-become Prince of Lies also used it to kill Kelemvor Lyonsbane while atop Blackstaff Tower, but to spite Cyric for trying to break his will while he was a mortal, Mask as Godsbane hid Kelemvor's soul from him. During a revolt in the City of Strife that marked the end of Cyric's reign as Lord of the Dead, Cyric learned of this and snapped the blade in two. This revealed the sword to be an aspect of Mask, the god of thievery and intrigue. By doing this, Cyric greatly weakened Mask and gained the portfolio of intrigue, along with shadowy characteristics. For this, Mask hates Cyric, and he continuously plots ways to recover his lost portfolio. + Whether this blade is one of the original sword's reproductions, or another of Mask's attempts to seek his revenge is beyond anyone's knowledge. STATISTICS: Combat Abilities: - Stealthblade: 20% chance of making the user improved invisible for 5 rounds + Stealthblade: 20% chance per attack that the wielder gains improved invisibility for 5 rounds THAC0: +4 bonus Damage: 1D6 + 4 @@ -9397,9 +9506,13 @@ Not Usable By: @2149 = ~Short Sword of Mask +5~ @2150 = ~Godsbane Legacy This blade is highly prized by those who serve the Shadowlord, as well as any who engage in shadowy business. + Godsbane was the sword form assumed by Mask during the Time of Troubles. He would eventually come to be wielded by the then-mortal Cyric, who acquired the sword by murdering a halfling named Sneakabout, who in turn killed the former wielder of the sword. + Cyric named the sword "Godsbane" because while he was a mortal, he used it to slay Bhaal (then Lord of Murder), and after becoming a deity, he used it to kill Leira, Lady of Deception. + The soon-to-become Prince of Lies also used it to kill Kelemvor Lyonsbane while atop Blackstaff Tower, but to spite Cyric for trying to break his will while he was a mortal, Mask as Godsbane hid Kelemvor's soul from him. During a revolt in the City of Strife that marked the end of Cyric's reign as Lord of the Dead, Cyric learned of this and snapped the blade in two. This revealed the sword to be an aspect of Mask, the god of thievery and intrigue. By doing this, Cyric greatly weakened Mask and gained the portfolio of intrigue, along with shadowy characteristics. For this, Mask hates Cyric, and he continuously plots ways to recover his lost portfolio. + Whether this blade is one of the original sword's reproductions, or another of Mask's attempts to seek his revenge is beyond anyone's knowledge. Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is now an unmatched tool of assassins and thieves. @@ -9407,9 +9520,9 @@ Combined with the Heart of the Damned into a single lethal weapon, this deadly b STATISTICS: Combat Abilities: - Envenomed: creatures struck suffer 1D6 points of additional poison damage - Paralyzing: 50% chance target must save vs. paralyze or be held for 2 rounds - Stealthblade: 20% chance of making the user improved invisible for 5 rounds + Envenomed: creatures struck suffer 1D6 poison damage + Paralyzing: 50% chance target is held for 2 rounds (save vs. paralyzation neg.) + Stealthblade: 20% chance per attack that the wielder gains improved invisibility for 5 rounds THAC0: +5 bonus Damage: 1D6 + 5 @@ -9430,8 +9543,8 @@ Not Usable By: STATISTICS: Combat Abilities: - Flaming: creatures struck suffer 1D6 additional points of fire damage - Incendiary: inflicts 2 points of fire damage each round for 2 rounds + Flaming: creatures struck suffer 1D6 fire damage + Incendiary: inflicts 2 fire damage each round for 2 rounds THAC0: +4 bonus Damage: 1D8 + 4 @@ -9454,9 +9567,9 @@ The true power of this burning sword has been unleashed by the Liquid Mercury. STATISTICS: Combat Abilities: - Flame Whip: target must save vs. breath or be entangled in flames for 2 rounds - Flaming: creatures struck suffer 1D6 additional points of fire damage - Incendiary: inflicts 2 points of fire damage each round for 2 rounds + Flame Whip: target is entangled in flames for 2 rounds (save vs. breath neg.) + Flaming: creatures struck suffer 1D6 fire damage + Incendiary: inflicts 2 fire damage each round for 2 rounds THAC0: +5 bonus Damage: 1D8 + 5 @@ -9473,7 +9586,9 @@ Not usable by: Beast Master~ @2155 = ~Foebane +4~ @2156 = ~The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane's dark history is one of murder and death. + Demron's own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage's untimely death, though the thief did not survive the encounter, either. In the aftermath of Demron's murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities. + Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis. Legend holds that Foebane's considerable powers are further augmented when the sword is reunited with the enchanted holy Scabbard of Fflar, its original owner. @@ -9487,7 +9602,7 @@ Equipped Abilities: Combat Abilities: Foe Bane: additional +2 bonus to THAC0 and damage against undead, shapeshifters, and all extra-planar beings - Vampiric: drains 1D4 hit points from the target and transfers it to the wielder + Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +2 bonus Damage: 2D4 + 2 @@ -9506,7 +9621,9 @@ Not Usable By: Beast Master~ @2157 = ~Foebane +5~ @2158 = ~The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane's dark history is one of murder and death. + Demron's own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage's untimely death, though the thief did not survive the encounter, either. In the aftermath of Demron's murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities. + Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis. Reunited with Fflar's Holy Scabbard, Foebane is an even greater weapon than the legends claimed. @@ -9519,9 +9636,9 @@ Equipped Abilities: Saving Throws: +2 bonus Combat Abilities: - Holy: deals 6 additional points of damage against all of evil alignment + Holy: additional +6 bonus to damage against evil creatures Foe Bane: additional +2 bonus to THAC0 and damage against undead, shapeshifters, and all extra-planar beings - Vampiric: drains 1D4 hit points from the target and transfers it to the wielder + Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +3 bonus Damage: 2D4 + 3 @@ -9547,14 +9664,14 @@ Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: - Holy: deals 3 additional points of damage against all of evil alignment - Cleansing: 15% chance evil creatures struck by this weapon must save vs. spell at -4 or suffer various effects depending on their level + Holy: additional +3 bonus to damage against evil creatures + Cleansing: 15% chance evil creatures struck suffer various effects dependent on their level (save vs. spell at -4 penalty neg.): -Target's Hit Dice - Effects of Cleansing -15 or more - Deafened -<15 - Blinded, and deafened -<10 - Paralyzed, blinded, and deafened -<5 - Killed + Target's Hit Dice - Effects of Cleansing + 15 or more - Deafened + 10 to 14 - Blinded and Deafened + 5 to 9 - Paralyzed, Blinded, and Deafened + 1 to 4 - Killed THAC0: +3 bonus Damage: 2D4 + 3 @@ -9565,7 +9682,7 @@ Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Usable By: - Paladins~ + Paladin~ @2161 = ~Purifier +4~ @2162 = ~This single-handed weapon is infused with the very essence of virtue, and is rumored to be the sanctified blade of the famous paladin Sir Wediyer. The weapon was lost when Sir Wediyer pursued a fleeing pit fiend through a planar rift. Neither the fiend nor Sir Wediyer ever returned. @@ -9574,21 +9691,21 @@ With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single STATISTICS: Special Abilities: - Draw Upon Holy Might (twice per day) - Greater Restoration (once per day) + Draw Upon Holy Might (2x per day) + Greater Restoration (1x per day) Equipped Abilities: Magic Resistance: +15% bonus Combat Abilities: - Holy: deals 6 additional points of damage against all of evil alignment - Cleansing: 15% chance evil creatures struck by this weapon must save vs. spell at -4 or suffer various effects depending on their level + Holy: additional +6 bonus to damage against evil creatures + Cleansing: 15% chance evil creatures struck suffer various effects dependent on their level (save vs. spell at -4 penalty neg.): -Target's Hit Dice - Effects of Cleansing -20 or more - Deafened -<20 - Blinded, and deafened -<15 - Paralyzed, blinded, and deafened -<10 - Killed + Target's Hit Dice - Effects of Cleansing + 20 or more - Deafened + 15 to 19 - Blinded and Deafened + 10 to 14 - Paralyzed, Blinded, and Deafened + 1 to 9 - Killed THAC0: +4 bonus Damage: 2D4 + 4 @@ -9599,14 +9716,14 @@ Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Usable By: - Paladins~ + Paladin~ @2163 = ~Yamato +3~ @2164 = ~The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender." STATISTICS: Equipped Abilities: - Counterattack: all who strike the wearer in melee suffer 1d8+3 points of slashing damage + Counterattack: creatures who strike the wielder in melee suffer 1D8 + 3 slashing damage THAC0: +3 bonus Damage: 1D8 + 3 @@ -9627,11 +9744,11 @@ Not usable by: STATISTICS: Equipped Abilities: - Movement Rate: +1 bonus + Movement Rate: +1 bonus Combat Abilities: - Shocking Blow: 5% chance of dealing 20 additional points of electrical damage - Shocking: creatures struck suffer 1D6 additional points of electrical damage + Shocking: creatures struck suffer 1D6 electrical damage + Shocking Blow: 5% chance of inflicting 20 electrical damage THAC0: +3 bonus Damage: 1D8 + 3 @@ -9648,16 +9765,17 @@ Not usable by: Beast Master~ @2166 = ~Spectral Brand +3~ @2167 = ~When examined in direct sunlight, this mysterious scimitar becomes transparent and faint, almost disappearing from sight. As the lighting grows dimmer, however, the sword seems almost to gain substance from the darkness until it glows with a gray light in total darkness. + Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight at the side of the one who defeated them. Though this legendary power seems somehow sealed, Spectral Brand is still able to create an illusionary copy of itself capable of fighting alongside the wielder, and the chilling touch of its blade attacks directly the life force of any living creature. STATISTICS: -Special Abilities (once per day): - Spectral Blade: this dancing sword fights on behalf of the one who wields Spectral Brand for 1 turn. The illusionary sword acts as a +3 weapon, has THAC0 3 and attacks once each round inflicting 1d8+3 magic damage. It has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, and is immune to mind affecting spells +Special Abilities: + Spectral Blade (1x per day): the sword can attack on its own for 1 turn; the spectral sword acts as a +3 weapon, has THAC0 3 and attacks once each round inflicting 1D8 + 3 magic damage; it has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, and is immune to mind-affecting spells Combat Abilities: - Ghost Blade: the ghostly blade bypasses most armors, granting additional +3 bonus on attack rolls - Chill Touch: creatures struck suffer 1D3 additional points of cold damage and must save vs. death or lose 1 point of strength + Ghost Blade: this ghostly blade bypasses armors, granting an additional +3 bonus to THAC0 + Chill Touch: creatures struck suffer 1D3 cold damage and lose 1 strength (save vs. death neg. strength loss) THAC0: +3 bonus Damage: 1D8 + 3 @@ -9673,22 +9791,24 @@ Not Usable By: Beast Master~ @2168 = ~Spectral Brand +4~ @2169 = ~When examined in direct sunlight, this mysterious scimitar becomes transparent and faint, almost disappearing from sight. As the lighting grows dimmer, however, the sword seems almost to gain substance from the darkness until it glows with a gray light in total darkness. + Legend has it that the souls of those who fall beneath this dark blade are forever enslaved, and can be summoned to fight at the side of the one who defeated them. Though this legendary power seems somehow sealed, Spectral Brand is still able to create an illusionary copy of itself capable of fighting alongside the wielder, and the chilling touch of its blade attacks directly the life force of any living creature. Drawing upon the necromancy of the Skull of the Lich the seal has been broken, and Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the Realms. STATISTICS: -Special Abilities (once per day): - Dark Swarm: releases enslaved souls in the form of shadows, summoning one creature every round for 1 turn - Spectral Blade: this dancing sword fights on behalf of the one who wields Spectral Brand for 1 turn. The sword acts as a +4 weapon, has THAC0 2 and attacks once each round inflicting 1d8+4 magic damage. It has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, and is immune to mind affecting spells +Special Abilities: + Dark Swarm (1x per day): releases enslaved souls in the form of shadows, summoning one creature every round for 1 turn + Spectral Blade (1x per day): the sword can attack on its own for 1 turn; the spectral sword acts as a +4 weapon, has THAC0 2 and attacks once each round inflicting 1D8 + 4 magic damage; it has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, and is immune to mind-affecting spells + Equipped Abilities: Negative Plane Protection Combat Abilities: - Ghost Blade: the ghostly blade bypasses most armors, granting additional +3 bonus on attack rolls - Chill Touch: creatures struck suffer 1D4 additional points of cold damage and must save vs. death or lose 1 point of strength + Ghost Blade: this ghostly blade bypasses armors, granting an additional +3 bonus to THAC0 + Chill Touch: creatures struck suffer 1D4 cold damage and lose 1 strength (save vs. death neg. strength loss) THAC0: +4 bonus Damage: 1D8 + 4 @@ -9704,18 +9824,19 @@ Not Usable By: Beast Master~ @2170 = ~Hindo's Doom +3~ @2171 = ~Hindo was a ronin of great renown, a staunch defender of his people against the evil overlords who killed his master and ravaged his homelands. + "...in the night there came the rain of fire, which crashed as though an avalanche of stone. There were craters in the square, and inside were the stars, from which we forged our vengeance and took back the land of our fathers." The writings of Kaa Mihnd, explaining how a poor fishing village could possess the weapon to challenge their wealthy overlord. The account has never been verified, though this blade is the supposed outcome, as well as Hindo's deeds which have passed into legend. STATISTICS: -Special Abilities (once per day): - Lesser Restoration +Special Abilities: + Lesser Restoration (1x per day) Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: - Tenchu: 10% chance of casting Holy Smite upon the target (5th caster level) + Tenchu: 10% chance of casting Holy Smite upon the target as 5th-level caster THAC0: +3 bonus Damage: 1D10 + 3 @@ -9732,21 +9853,22 @@ Not usable by: Beast Master~ @2172 = ~Hindo's Doom +4~ @2173 = ~Hindo was a ronin of great renown, a staunch defender of his people against the evil overlords who killed his master and ravaged his homelands. + "...in the night there came the rain of fire, which crashed as though an avalanche of stone. There were craters in the square, and inside were the stars, from which we forged our vengeance and took back the land of our fathers." The writings of Kaa Mihnd, explaining how a poor fishing village could possess the weapon to challenge their wealthy overlord. The account has never been verified, though this blade is the supposed outcome, as well as Hindo's deeds which have passed into legend. Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of Samurai. STATISTICS: -Special Abilities (once per day): - Greater Restoration +Special Abilities: + Greater Restoration (1x per day) Equipped Abilities: Immunity to death effects Magic Resistance: +15% bonus Combat Abilities: - Tenchu: 15% chance of casting Holy Smite upon the target (5th caster level) + Tenchu: 15% chance of casting Holy Smite upon the target as 5th-level caster THAC0: +4 bonus Damage: 1D10 + 4 @@ -9858,11 +9980,11 @@ Not Usable By: STATISTICS: Equipped Abilities: - Answerer: whenever struck by an opponent the wielder gains an additional attack the following round + Answerer: when struck by an opponent, the wielder gains one extra attack in the next round Combat Abilities: Pierce Magic: each hit reduces target's magic resistance by 5% for 4 rounds - Sundering: each hit reduces target's armor class by 1 for 2 rounds + Sundering: each hit reduces the target's AC by 1 for 2 rounds THAC0: +4 bonus Damage: 1D8 + 4 @@ -9923,7 +10045,7 @@ STATISTICS: *CURSED* Equipped Abilities: - Berserking: the wielder goes berserk and totally out of control whenever a fight takes place + Berserking: the wielder goes berserk and totally out of control while in combat Combat Abilities: Speed: +1 attack per round @@ -9975,12 +10097,12 @@ Note: always considered to be of +3 enchantment when determining what it can hit STATISTICS: Equipped Abilities: - Hellfire: 5% chance on each hit wielder must save vs. spell or suffer 20 points of fire damage + Hellfire: 5% chance on each hit wielder suffers 20 fire damage (save vs. spell neg.) Combat Abilities: - Banishing: summoned creatures must save vs. spell or be dismissed - Demon Bane: additional +2 bonus to THAC0 and +8 to damage against demons - Starmetal: inflicts 4 additional points of damage against extraplanar creatures + Banishing: summoned creatures are dismissed (save vs. spell neg.) + Demon Bane: additional +2 bonus to THAC0 and +8 bonus to damage against demons + Starmetal: additional +4 bonus to damage against extraplanar creatures THAC0: +1 bonus Damage: 1D10 + 1 @@ -10003,7 +10125,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Enervating: living creatures struck suffer 1D6 additional points of damage and must save vs. death or lose 1 level + Enervating: living creatures struck suffer 1D6 magic damage and lose 1 level (save vs. death neg. level loss) THAC0: +4 bonus Damage: 1D10 + 4 @@ -10014,14 +10136,14 @@ Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Not Usable By: - Good-aligned characters~ + Good~ @2197 = ~Warblade +3~ -@2198 = ~This massive two-handed sword is an enchanted version of the barbaric swords of the Northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. This huge 52'' long blade needs much effort to be properly handled, thus only the strongest warriors can hope to wield such a powerful tool of destruction. +@2198 = ~This massive two-handed sword is an enchanted version of the barbaric swords of the northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible. The huge 52" long blade requires great effort to handle properly, thus only the strongest warriors can hope to wield such a powerful tool of destruction. STATISTICS: Combat Abilities: - Bluntness: +2D3 crushing damage + Bluntness: creatures struck suffer 2D3 crushing damage Oversized: less accurate but more damaging than a normal-sized two-handed sword THAC0: +1 bonus @@ -10045,15 +10167,15 @@ Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever for STATISTICS: -Special Abilities (once per day): - Dispel Magic: dispels all magical effects upon any creature in a 30 feet radius +Special Abilities: + Dispel Magic (1x per day): dispels all magical effects from all creatures in a 30' radius Equipped Abilities: Magic Resistance: +20% bonus Combat Abilities: - Dispelling: removes all magical effects upon the target (save vs. spell neg.) - Holy: deals 3 additional points of damage against all of evil alignment + Dispelling: removes all magical effects from the target (save vs. spell neg.) + Holy: additional +3 bonus to damage against evil creatures THAC0: +4 bonus Damage: 1D10 + 4 @@ -10064,7 +10186,7 @@ Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Usable By: - Paladins~ + Paladin~ @2201 = ~Two-Handed Sword +2~ @2202 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons, and in an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This particular sword is even more capable of such functions, serving as a fearful reminder of what comes of the union between weaponsmithing and sorcery. @@ -10091,8 +10213,8 @@ Not Usable By: STATISTICS: Combat Abilities - Icy: creatures struck suffer 1D6 additional points of cold damage - Freezing: 50% chance target must save vs. polymorph or be held for 1 round + Icy: creatures struck suffer 1D6 cold damage + Freezing: 50% chance target is held for 1 round (save vs. polymorph neg.) THAC0: +2 bonus Damage: 1D10 + 2 @@ -10111,7 +10233,9 @@ Not Usable By: Beast Master~ @2205 = ~Lilarcor +3~ @2206 = ~Lawrence Lilarcor was well known, not for being brave, but as an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious Treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "Treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a Treant was in the first, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance". + It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. + As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt", "Oh yeah! Got 'im good", and "Beware my bite for it might... might... might really hurt or something" is a constant barrage on a warrior's psyche. STATISTICS: @@ -10141,7 +10265,7 @@ STATISTICS: Combat Abilities: Keen: +10% chance to score critical hits - Vorpal: 15% chance target must save vs. death at -2 penalty or die + Vorpal: 15% chance target dies (save vs. death at -2 penalty neg.) THAC0: +4 bonus Damage: 1D10 + 4 @@ -10165,7 +10289,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Vampiric: drains 1D4 hit points from the target and transfers it to the wielder + Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +2 bonus Damage: 1D10 + 2 @@ -10192,8 +10316,8 @@ Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: - Sharpness: target must save vs. death or suffer -1 penalty to strength and dexterity for 5 rounds - Envenomed: 20% chance of dealing 2D12 additional points of poison damage + Sharpness: target suffers a -1 penalty to strength and dexterity for 5 rounds (save vs. death neg.) + Envenomed: 20% chance of dealing 2D12 poison damage THAC0: +4 bonus Damage: 1D10 + 4 @@ -10221,9 +10345,9 @@ Equipped Abilities: Magic Resistance: +15% bonus Combat Abilities: - Wounding: target suffer 1 point of bleeding damage every round for 5 rounds - Sharpness: target must save vs. death or suffer -1 penalty to strength and dexterity for 5 rounds - Envenomed: 20% chance of dealing 2D12 additional points of poison damage + Wounding: target suffers 1 bleeding damage every round for 5 rounds + Sharpness: target suffers a -1 penalty to strength and dexterity for 5 rounds (save vs. death neg.) + Envenomed: 20% chance of dealing 2D12 poison damage THAC0: +5 bonus Damage: 1D10 + 5 @@ -10248,15 +10372,15 @@ Even a Holy Relic as powerful as Carsomyr is made even greater when combined wit STATISTICS: -Special Abilities (once per day): - Dispel Magic: dispels all magical effects upon any creature in a 30 feet radius +Special Abilities: + Dispel Magic (1x per day): dispels all magical effects from all creatures in a 30' radius Equipped Abilities: Magic Resistance: +25% bonus Combat Abilities: - Dispelling: removes all magical effects upon the target (save vs. spell neg.) - Holy: deals 6 additional points of damage against all of evil alignment + Dispelling: removes all magical effects from the target (save vs. spell neg.) + Holy: additional +6 bonus to damage against evil creatures THAC0: +5 bonus Damage: 1D10 + 5 @@ -10267,7 +10391,7 @@ Proficiency Type: Two-Handed Sword Type: 2-handed Requires: 16 Strength Usable By: - Paladins~ + Paladin~ @2217 = ~Two-Handed Sword +3~ @2218 = ~The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons, and in an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This particular sword is even more capable of such functions, serving as a fearful reminder of what comes of the union between weaponsmithing and sorcery. @@ -10290,6 +10414,7 @@ Not Usable By: Beast Master~ @2219 = ~Psion's Blade +3~ @2220 = ~Some believe this massive blade to be of Drow origin, though others dispute this claim. However, all agree this great sword was fashioned with a single purpose... to rid the world of the Illithid. A threat Mind Flayers don't take kindly. + The illithid brain known as Kwukgixrin sent its followers to scouring the underdark for this blade that it discovered when it absorbed the mind of a powerful human warrior. After countless fights the warrior had hidden the sword when he realized that he was too wounded to survive another attack from the illithid thralls. Before the illithid thralls could find the sword, the warrior's twin brother discovered it. The twin was in strong health and he made short work of the thralls and many illithids before leaving the Underdark. STATISTICS: @@ -10298,7 +10423,7 @@ Equipped Abilities: Mind Barrier: +2 bonus to AC and saving throws vs. psionics Combat Abilities: - Mindbreaking: 15% chance target must save vs. spell at -4 or be feebleminded + Mindbreaking: 15% chance target is permanently feebleminded (save vs. spell at -4 penalty neg.) THAC0: +3 bonus Damage: 1D10 + 3 @@ -10323,29 +10448,31 @@ STATISTICS Equipped Abilities: Charisma: +1 bonus Maximum Hit Points: +5 bonus - Permanent protection from evil + Protection from Evil: +2 bonus to AC and saving throws vs. evil creatures Usable By: Cleric~ @2223 = ~Dak'kon's Zerth Blade +2~ @2224 = ~This sword was the weapon of choice of the famous githzerai Dak'kon who was killed by a powerful entity while working for a creature known as the Nameless One. Perhaps the strange circumstances of his death preserved this blade, as it would otherwise have lost its form when his will no longer shaped it. + On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter. + A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance and through mental discipline alone, the wielder must maintain the integrity of the blade. He can shape it slightly depending on his skill, adjusting its length, sharpness of the edge and to a lesser extent, its magical properties. Presumably more powerful and experienced minds may be able to manipulate the blade in new ways. STATISTICS: Equipped Abilities: - Armor Class: +1 bonus + Armor Class: +1 bonus Combat Abilities: - Spell Stealer: arcane casters hit by this weapon must save vs. spell or lose one memorized spell, while the wielder gets back into memory a spell that has been previously cast + Spell Stealer: arcane casters struck lose one memorized spell, allowing the wielder to re-memorize a spell that has previously been cast (save vs. spell neg.) THAC0: +2 bonus Damage: 1D10 + 2 Damage type: slashing Weight: 5 Speed Factor: 3 -Proficiency Type: Katana/Wakizashi +Proficiency Type: Katana Type: 1-handed Requires: 6 Strength Usable by: @@ -10355,15 +10482,16 @@ Usable by: Mage/Thief~ @2225 = ~Shadow Veil~ @2226 = ~Made of blackened silver and dark blue steel, this helm is rumored to slowly corrupt its wearer to bend to Shar's whim, so that ultimately the Dark Goddess gains a powerful follower by greatly warding the victim in what her clerics often refer to as the subject's "infancy." + The helm is capable of absorbing significant amounts of cold damage, and with a command word, it can create a shadow clone of the wearer to fight alongside him. Those who possess it inevitably become creatures of the night themselves, operating as easily in the dark as they would during the day - and under the watchful eye of Shar. STATISTICS: -Special Abilities (once per day): - Simulacrum +Special Abilities: + Simulacrum (1x per day) Equipped Abilities: - Darkvision + Infravision Cold Resistance: +40% bonus Armor Class Bonus: 1 @@ -10417,6 +10545,7 @@ Usable By: @2231 = ~Robe of Larloch~ @2232 = ~Since the age of Netheril, mages have learned to bestow a wide variety of magical properties upon the everyday objects that surround them. A favorite item of such enchantment is the common robe. It is lightweight, affordable, and holds its enchantment well, thereby making it ideal equipment for a mage.~ @2233 = ~This cast-off robe of the archlich Larloch absorbed significant amounts of the Netherese arcanist's power in its few decades on his body. Though incredibly potent for most mortal practitioners of the Art, the robe was not valuable enough for Larloch to keep. + Larloch "lives" in the ancient Warlock's Crypt on the Sword Coast in a necropolis populated by hordes of undead and a small army of Larloch's lich students. Presumably, he has forgotten entirely about this dusty robe, but one can never be too certain, nor too safe, when it comes to wearing Netherese artifacts... STATISTICS: @@ -10424,7 +10553,7 @@ STATISTICS: Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus - Casting speed: +2 bonus + Casting Speed: +2 bonus Magic Resistance: +10% bonus Weight: 4 @@ -10455,6 +10584,7 @@ Usable By: Swashbuckler~ @2237 = ~Mirror Shield +3~ @2238 = ~Angwile the Artificer was widely known among the svirfneblin as the foremost authority on beholders. While he was often derided during his lifetime as foolhardy and reckless, his studies of captive beholders led to the creation of many artifacts that are to this day highly sought after by deep gnomes and other denizens of the Underdark. + Among Angwile's most well-known creation there's the Mirror Shield. This shield looks and works like a normal shield, but instead of a coat-of-arms, the front is mirror-reflective, and the inside is crystal clear. The wearer can cover behind the shield and look through its clear surface, while beholder's rays are deflected away, and gaze attacks are nullified as opponents see their own reflected image. STATISTICS: @@ -10475,7 +10605,9 @@ Not Usable By: @2239 = ~Wand~ @2240 = ~Wand of Fear~ @2241 = ~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 generally store one or more magical effects powered by charges, each use costing one or more charges (depending in the item). When a wand runs out of charges, it is consumed and destroyed.~ -@2242 = ~A Wand of Fear strikes terror into the heart of the target and any creature within 20 foot radius. Opponents within the area must save vs. wand at -1 penalty or flee in terror for 5 rounds. 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. +@2242 = ~A Wand of Fear strikes terror into the heart of the target and any creature within 20 foot radius. Opponents within the area must save vs. wand at -1 penalty or flee in terror for 5 rounds. 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: @@ -10487,7 +10619,9 @@ Usable By: Bard Mage~ @2243 = ~Wand of Magic Missiles~ -@2244 = ~When activated, this wand will eject three missiles of magical energy that dart forth and unerringly strike its target, which must be visible to be hit. Each missile will inflict 1D4 + 1 points of magic damage. Almost anyone of moderate intelligence can learn how to use this wand. +@2244 = ~When activated, this wand will eject three missiles of magical energy that dart forth and unerringly strike its target, which must be visible to be hit. Each missile will inflict 1D4 + 1 magic damage. Almost anyone of moderate intelligence can learn how to use this wand. + +Like all wands, the Wand of Magic Missiles can only be used a limited number of times before it is destroyed. STATISTICS: @@ -10498,7 +10632,9 @@ Requires: 10 Intelligence Not Usable By: Wizard Slayer~ @2245 = ~Wand of Paralyzation~ -@2246 = ~When used, this wand shoots forth a thin ray of bluish color to a maximum range of 60 feet. When a creature is touched by the ray, it must save vs. wands at a -4 penalty in order to avoid being stunned for 10 rounds. As with other wands, the Wand of Paralyzation has a limited number of uses. Once these have been expended, it shatters. +@2246 = ~When used, this wand shoots forth a thin ray of bluish color to a maximum range of 60 feet. When a creature is touched by the ray, it must save vs. wands at a -4 penalty in order to avoid being stunned for 10 rounds. + +The Wand of Paralyzation has a limited number of uses. Once these have been expended, it shatters. STATISTICS: @@ -10510,9 +10646,11 @@ Usable By: Bard Mage~ @2247 = ~Wand of Fire~ -@2248 = ~When used, this wand will cough forth a huge, burning ball of fire that streaks out to the desired range (a maximum of 90 feet) and bursts in a fiery, violent blast of 30ft radius. Creatures within the area take 6d6 points of fire damage, those who successfully save vs. wands at -2 penalty take only half damage. -The second ability of the wand is akin to the wizard spell 'Agannazar's Scorcher' in that a column of flame will streak towards a victim, inflicting 5d6 points of fire damage to everyone in his path. The victim(s) may make a save vs. wands at -1 in order to reduce the damage dealt by half. -Like all wands, the Wand of Fire can only be used a limited number of times. Once these have been expended, it dissolves into a pile of ash. +@2248 = ~When used, this wand will cough forth a huge, burning ball of fire that streaks out to the desired range (a maximum of 90 feet) and bursts in a fiery, violent blast of 30ft radius. Creatures within the area take 6D6 fire damage, unless they successfully save vs. wand at a -2 penalty to take only half damage. + +The second ability of the wand is akin to the wizard spell 'Agannazar's Scorcher' in that a column of flame will streak towards a victim, inflicting 5D6 fire damage to everyone in the line of fire. The victims may make a saving throw vs. wands at -1 in order to reduce the damage dealt by half. + +The Wand of Fire can only be used a limited number of times. Once these have been expended, it dissolves into a pile of ash. STATISTICS: @@ -10525,7 +10663,9 @@ Usable By: Bard Mage~ @2249 = ~Wand of Frost~ -@2250 = ~A Wand of Frost acts in a similar fashion to the Cone of Cold spell. Crystallized particles of snow and ice fan out from the wand's tip, defining an area wherein the temperature drops to -100 degrees F. When used, white crystalline motes spray forth from the wand in a column towards the victim, striking him or her square in the chest with numbing force. The temperature inside the column is deadly, and causes 6d6 points of cold damage, and slows the target for 5 rounds. A successful save vs. wands at -3 penalty reduces the damage by half. Like all wands, the Wand of Frost can only be used a limited number of times before it melts into a harmless pool of water. +@2250 = ~A Wand of Frost acts in a similar fashion to the Cone of Cold spell. Crystallized particles of snow and ice fan out from the wand's tip, defining an area wherein the temperature drops to -100 degrees F. When used, white crystalline motes spray forth from the wand in a column towards the victim, striking him or her square in the chest with numbing force. The temperature inside the column is deadly, and causes 6D6 cold damage, and slows the target for 5 rounds. A successful save vs. wands at a -3 penalty reduces the damage by half. + +The Wand of Frost can only be used a limited number of times before it melts into a harmless pool of water. STATISTICS: @@ -10537,19 +10677,23 @@ Usable By: Bard Mage~ @2251 = ~Wand of Lightning~ -@2252 = ~A Wand of Lightning causes bolts of electrical energy to be discharged from its tip to strike at specified opponents. The possessor of the wand can discharge three bolts of lightning, and may target up to three different enemies. Each bolt does 3D6 points of electrical damage, with a save vs. wand at -3 penalty for half damage. Like all wands, the Wand of Lightning has a limited number of uses. Once these have been expended, the wand is reduced to little more than a chunk of scarred and twisted metal. +@2252 = ~A Wand of Lightning causes bolts of electrical energy to be discharged from its tip to strike at specified opponents. The possessor of the wand can discharge three bolts of lightning, and may target up to three different enemies. Each bolt does 3D6 electrical damage, with a save vs. wand at a -3 penalty for half damage. + +The Wand of Lightning has a limited number of uses. Once these have been expended, the wand is reduced to little more than a chunk of scarred and twisted metal. STATISTICS: Special Abilities (consumes charges): - Three Lightning bolts + Lightning Bolt Requires: 13 Intelligence Usable By: Bard Mage~ @2253 = ~Wand of Sleep~ -@2254 = ~When used, this wand emits a gold beam of energy at its targets up to a maximum range of 90 feet, affecting a 30 foot cube. If the target creatures fail their save vs. wands, they will fall into a deep, comatose sleep for 1 turn. Creatures with more than 10 Hit Dice/Levels are unaffected. Almost anyone of moderate intelligence can learn how to use this wand. As with other wands, the Wand of Sleep dissolves after a limited number of uses. +@2254 = ~When used, this wand emits a gold beam of energy at its targets up to a maximum range of 90 feet, affecting a 30 foot cube. If the target creatures fail their save vs. wands, they will fall into a deep, comatose sleep for 1 turn. Creatures with more than 10 Hit Dice/Levels are unaffected. Almost anyone of moderate intelligence can learn how to use this wand. + +As with other wands, the Wand of Sleep dissolves after a limited number of uses. STATISTICS: @@ -10562,10 +10706,12 @@ Not Usable By: @2255 = ~Wand of Polymorphing~ @2256 = ~When used, this wand emits a thin, green beam that darts forth to a nearby target. Any creature touched by this beam must make a save vs. wands at -3 penalty or be polymorphed into a squirrel. +Like all wands, the Wand of Polymorphing can only be used a limited number of times before it is destroyed. + STATISTICS: Special Abilities (consumes charges): - Polymorph + Polymorph Other Requires: 13 Intelligence Usable By: @@ -10573,7 +10719,9 @@ Usable By: Druid Mage~ @2257 = ~Wand of Monster Summoning~ -@2258 = ~A Wand of Monster Summoning teleports an array of monsters to the wielder's side, placing them under his or her complete control. As the controller wearies from this exertion, the monsters slowly disappear. This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires, or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. As with other wands, the Wand of Monster Summoning can only be used a limited number of times before crumbling into a pile of dust. +@2258 = ~A Wand of Monster Summoning teleports an array of monsters to the wielder's side, placing them under his or her complete control. As the controller wearies from this exertion, the monsters slowly disappear. This wand will summon 12 HD of monsters, which appear within the area of effect and attack the user's enemies. They remain until the spell duration expires, or the monsters are slain. These creatures vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. + +The Wand of Monster Summoning can only be used a limited number of times before crumbling into a pile of dust. STATISTICS: @@ -10585,7 +10733,9 @@ Usable By: Bard Mage~ @2259 = ~Wand of the Heavens~ -@2260 = ~When used, this wand will cause a pillar of flame to shoot from the sky and strike the target of the invoker. The flames will do 9d6 points of fire damage to the target unless the target makes a save vs. wands at -3 penalty, in which case it will take half damage. The wand has a limited amount of charges, and will be destroyed when they are all used. +@2260 = ~When used, this wand will cause a pillar of flame to shoot from the sky and strike the target of the invoker. The flames will deal 9D6 fire damage to the target unless the target makes a save vs. wands at a -3 penalty, in which case the target will take half damage. + +The wand has a limited amount of charges, and will be destroyed when they are all used. STATISTICS: @@ -10610,6 +10760,8 @@ Not Usable By: @2263 = ~Wand of Cloudkill~ @2264 = ~This wand emits a vapor bubble that travels towards the target exploding into a deadly cloud of noxious gas that expands to fill an area roughly 20 feet in radius. The cloud will instantly kill any creature with 4 HD or less with no saving throw. Any creature within 5 to 6 HD must make a saving throw vs wands at -4 penalty or be slain. Creatures with greater than 6 HD simply take 1-10 poison damage for every round that they remain within the cloud. The cloud will dissipate after approximately 1 turn. +Like all wands, the Wand of Cloudkill can only be used a limited number of times before it is destroyed. + STATISTICS: Special Abilities (consumes charges): @@ -10622,6 +10774,8 @@ Usable By: @2265 = ~Wand of Spell Striking~ @2266 = ~Ironically, these wands are both prized and hated by wizards. They can tear down an enemy mage's defenses, but of course every mage knows the wands can also be turned against themselves. +Like all wands, the Wand of Spell Striking can only be used a limited number of times before it is destroyed. + STATISTICS: Special Abilities (consume charges): @@ -10635,10 +10789,12 @@ Usable By: @2267 = ~Wand of Cursing~ @2268 = ~This wand instantly afflicts targets with blindness and deafness, and renders them mute for 1 turn unless a successful save vs. wands at -2 penalty is made. But perhaps the most dangerous aspect of this terrible device is that almost anyone can use it. +Like all wands, the Wand of Cursing can only be used a limited number of times before it is destroyed. + STATISTICS: Special Abilities (consume charges): - Blindness, Deafness and Silence + Blindness, Deafness, and Silence Requires: 12 Intelligence Usable By: @@ -10690,7 +10846,8 @@ A favored siege weapon of King Shastir Longeve, crossbows of this type were desi STATISTICS: Combat Abilities: - Accuracy: additional +3 to attack rolls, and +10% chance to score critical hits + Accuracy: additional +3 bonus to THAC0 + Marksmanship: +10% chance to score critical hits THAC0: +1 bonus Damage: +3 bonus @@ -10791,11 +10948,12 @@ Not Usable By: STATISTICS: Combat Abilities: - Knockback: target must save vs. death or be knocked back unconscious for 1 round + Titanic: additional +3 bonus to damage + Knockback: target is knocked back unconscious for 1 round (save vs. death neg.) Slow Reload: -1/2 attack per round THAC0: +3 bonus -Damage: +8 bonus +Damage: +5 bonus Weight: 8 Speed Factor: 7 Proficiency Type: Crossbow @@ -10838,7 +10996,7 @@ Equipped Abilities: Move Silently: +20% bonus Combat Abilities: - Sharpshoot: 25% chance the user remains invisible for 1 round after an attack, also gaining +4 bonus to the next attack roll + Sharpshoot: 25% chance per attack that the wielder becomes invisible for 1 round THAC0: +2 bonus Damage: +2 bonus @@ -10861,7 +11019,7 @@ STATISTICS: Combat Abilities: Affliction: wielder's strength is reduced to 90% for 4 rounds - Disease: creatures struck by bolts fired from this weapon suffer 2 point of damage each round for 4 rounds + Diseasing: target suffers 2 damage each round for 4 rounds THAC0: +4 bonus Damage: +6 bonus @@ -10884,7 +11042,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Flaming: creatures struck suffer 1D4 additional points of fire damage + Flaming: creatures struck suffer 1D4 fire damage THAC0: +2 bonus Damage: +4 bonus @@ -10911,7 +11069,7 @@ Note: requires no ammunition, but normal bolts cannot be fired with this crossbo STATISTICS: Combat Abilities: - Fire Bolts: inflict additional 2D4 points of fire damage (save vs. breath half) + Fire Bolts: creatures struck suffer 2D4 fire damage (save vs. breath half) THAC0: +4 bonus Damage: 1D8 + 4 @@ -10937,7 +11095,7 @@ Note: requires no ammunition, but normal bolts cannot be fired with this crossbo STATISTICS: Combat Abilities: - Fire Bolts: bolts explode upon contact inflicting 2D6 points of fire damage to opponents within 5 feet (save vs. breath half) + Fire Bolts: target and opponents within 5' suffer 2D6 fire damage (save vs. breath half) THAC0: +5 bonus Damage: 1D8 + 5 @@ -11002,8 +11160,8 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D3 additional cold damage, slow target for 3 rounds - Fire Head: 1D3 additional fire damage, -2 penalty to THAC0 for 3 rounds + Cold Head: 1D3 cold damage, slow target for 3 rounds + Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -11026,8 +11184,8 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D3 additional cold damage, slow target for 3 rounds - Acid Head: 1D3 additional acid damage, -2 penalty to AC for 3 rounds + Cold Head: 1D3 cold damage, slow target for 3 rounds + Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -11050,8 +11208,8 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Fire Head: 1D3 additional fire damage, -2 penalty to THAC0 for 3 rounds - Acid Head: 1D3 additional acid damage, -2 penalty to AC for 3 rounds + Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds + Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -11075,7 +11233,7 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Cold Head: 1D3 additional cold damage, slow target for 3 rounds + Cold Head: 1D3 cold damage, slow target for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -11098,7 +11256,7 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Fire Head: 1D3 additional fire damage, -2 penalty to THAC0 for 3 rounds + Fire Head: 1D3 fire damage, -2 penalty to THAC0 for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -11121,7 +11279,7 @@ Not Usable By: STATISTICS: Combat Abilities (20% chance each): - Acid Head: 1D3 additional acid damage, -2 penalty to AC for 3 rounds + Acid Head: 1D3 acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. @@ -11149,7 +11307,7 @@ STATISTICS: Equipped Abilities: Immunity to confusion and feeblemindness - Regeneration: wearer regenerates 1 hit point every round + Regeneration: 1 hp/round Armor Class Bonus: 1 Protects Against Critical Hits @@ -11177,8 +11335,8 @@ Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: - Druid Cleric + Druid Mage Thief Monk @@ -11197,7 +11355,7 @@ Equipped Abilities: Maximum Hit Points: +10 bonus Combat Abilities: - Cleaving: with each successful hit there's a 20% chance of gaining one extra attack in the next round + Cleaving: 20% chance with each successful hit to gain one extra attack in the next round THAC0: +2 bonus Damage: 1D6 + 3 @@ -11220,7 +11378,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Domineering: 50% chance target must save vs. spell or suffer -2 penalty to attack rolls and armor class for 5 rounds + Domineering: 50% chance target suffers a -2 penalty to AC and THAC0 for 5 rounds (save vs. spell neg.) THAC0: +2 bonus Damage: 1D6 + 3 @@ -11248,7 +11406,7 @@ Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: - Silver Blade: inflicts 4 additional points of damage against lycanthropes and vampires + Silver Blade: additional +4 bonus to damage against lycanthropes and vampires THAC0: +2 bonus Damage: 2D4 + 2 @@ -11259,8 +11417,8 @@ Proficiency Type: Bastard Sword Type: 1-handed Requires: 11 Strength Not Usable By: - Druid Cleric + Druid Mage Thief Monk @@ -11288,7 +11446,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Slaying: target must save vs. death or die + Slaying: target dies (save vs. death neg.) THAC0: +1 bonus Damage: 1D6 @@ -11313,8 +11471,8 @@ Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: - Druid Cleric + Druid Mage Thief Monk @@ -11325,7 +11483,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Polymorphing: target must save vs. polymorph or be turned into a squirrel + Polymorphing: target turns into a squirrel (save vs. polymorph neg.) THAC0: +1 bonus Damage: 1D8 @@ -11338,7 +11496,7 @@ Launcher: Crossbow~ STATISTICS Combat Abilities: - Stunning: target must save vs. spell or be stunned for 2 rounds + Stunning: target is stunned for 2 rounds (save vs. spell neg.) THAC0: +1 bonus Damage: 1D2 + 1 @@ -11346,12 +11504,12 @@ Damage type: missile Weight: 0 Launcher: Crossbow~ @2331 = ~Blessed Bolt +3~ -@2332 = ~This is a crossbow bolt that has been permanently enchanted with a powerful bless. The enchantment will remain until it is fired out of a crossbow, at which time the magic will fade. +@2332 = ~This is a crossbow bolt that has been permanently enchanted with a powerful blessing. The enchantment will remain until it is fired out of a crossbow, at which time the magic will fade. STATISTICS: Combat Abilities: - Blessed: additional +2 bonus to attack and damage rolls against evil extra-planar beings and undead creatures + Blessed: additional +2 bonus to THAC0 and damage against evil extra-planar beings and undead creatures THAC0: +3 bonus Damage: 1D8 @@ -11360,8 +11518,10 @@ Weight: 0 Launcher: Crossbow~ @2333 = ~Spider's Boots of Stealth~ @2334 = ~Spider's Legs -'Spider' was the nickname of an infamous half-elf thief who frequented the city of Athkatla. No one knew his real name, origin, or anything else about him, which was precisely the way the thief wanted it. Spider was a loner, never forming close relationships with the other Shadow Thief guild members. +Spider was the nickname of an infamous half-elf thief who frequented the city of Athkatla. No one knew his real name, origin, or anything else about him, which was precisely the way the thief wanted it. Spider was a loner, never forming close relationships with the other Shadow Thief guild members. + There could be no doubt that he was one of the finest and most successful burglars in living memory, and his loyalty to the guild was never in question. Still, many in the guild considered him a malevolent menace. He was openly, undeniably evil. That fact, and his appearance and dress, led to rumors that he worshipped Lolth, the Spider Queen. + Spider was obsessed with his alias and nickname, and very flamboyant when on a caper. His face was tattooed with a web pattern, and much of his clothing was embroidered with similar motifs. His boots and cloak were known to be enchanted, and speculation was rife as to whether the items he supposedly found in his travels had subsequently shaped his personality and tastes. It was known that he had at least three additional pairs of the enchanted boots made so that one pair would always be clean. STATISTICS: @@ -11377,14 +11537,12 @@ Usable By: Ranger Monk~ @2335 = ~Boots of Lightning Speed~ -@2336 = ~Boots of Lightning Speed -These modified boots of speed were originally intended to boost the wearer's speed rating even more so than would normal boots of speed. When used, the wearer's movement rate increases as if under the effect of normal boots of speed combined with a haste spell. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nick-name is 'Heel of the Coward,' for that summarizes their most obvious use: running away. +@2336 = ~These modified boots of speed were originally intended to boost the wearer's speed rating even more so than would normal boots of speed. When used, the wearer's movement rate increases as if under the effect of normal boots of speed combined with a haste spell. Unfortunately, the wearer cannot attack, and the strain of rushing around so fast quickly tires even the most stalwart of heroes. Their nick-name is 'Heel of the Coward,' for that summarizes their most obvious use: running away. STATISTICS: Equipped Abilities: - Double-strength haste spell - Unable to attack or cast spells + Blinding Speed: wearer moves at triple move speed, but is unable to attack or cast spells Weight: 2 Usable By: @@ -11416,7 +11574,7 @@ STATISTICS: Equipped Abilities: THAC0: -4 penalty Attacks per Round: +1 bonus - Exhausting: each hit has 5% chance to let the wearer fatigued for 5 rounds + Exhausting: each hit has 5% chance to make the wearer fatigued for 5 rounds Weight: 1 Not Usable by: @@ -11439,14 +11597,14 @@ Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: - Druid Cleric + Druid Mage Thief Monk Beast Master~ @2343 = ~Taulmaril +3~ -@2344 = ~A gift from Lady Anariel to Clan Battlehammer, this beautifully crafted force elven bow is made of polished wood. Arrows fired from this bow emit a powerful jolt of magical force which deals additional force damage on a successful hit. If the arrow strikes a target protected by a force effect, such as a Shield spell, it dispels the force effect in addition to damaging the target. Cattie-brie's Quiver of Anariel grants to Taulmaril an infinite amount of highly enchanted ammos. +@2344 = ~A gift from Lady Anariel to Clan Battlehammer, this beautifully crafted force elven bow is made of polished wood. Arrows fired from this bow emit a powerful jolt of magical force which deals additional force damage on a successful hit. If the arrow strikes a target protected by a force effect, such as a Shield spell, it dispels the force effect in addition to damaging the target. Cattie-brie's Quiver of Anariel grants to Taulmaril an infinite amount of highly enchanted ammo. Note: requires no ammunition, but normal arrows cannot be fired with this bow. Quiver of Anariel's arrows are considered to be of +3 enchantment when determining what they can hit @@ -11456,18 +11614,18 @@ Equipped Abilities: Elvencraft: +4 bonus to AC (none vs. missile) Combat Abilities: - Infuse Energy: deals 1D6 additional points of magic damage - Pierce Force Shield: dispels Mage Armor, Shield and Armor of Faith spells on hit + Infuse Energy: creatures struck suffer 1D6 magic damage + Pierce Force Shield: dispels Mage Armor, Shield and Armor of Faith on hit THAC0: +4 bonus -Damage: 1d6 +Damage: 1D6 Weight: 3 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: -Cleric + Cleric Druid Mage Thief @@ -11475,7 +11633,7 @@ Cleric Kensai Cavalier~ @2345 = ~Robe of Acid Resistance~ -@2346 = ~Though seen with less frequency than most other Mage Robes, those of Acid Resistance can still be quite useful. Protective garments such as this one are usually made by a wizard to protect a clumsy assistant or by an alchemist working on the strangest of potions. As with others of its type, however, its use is restricted to students of the arcane. +@2346 = ~Though seen with less frequency than most other mage robes, those of Acid Resistance can still be quite useful. Protective garments such as this one are usually made by a wizard to protect a clumsy assistant or by an alchemist working on the strangest of potions. As with others of its type, however, its use is restricted to students of the arcane. STATISTICS: @@ -11553,7 +11711,7 @@ This emerald-studded dagger is Entreri's signature weapon, and is the most recog STATISTICS: Combat Abilities: - Vampiric: drains 1D4 hit points from the target and transfers it to the wielder + Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +4 bonus Damage: 1D4 + 4 @@ -11573,13 +11731,13 @@ STATISTICS: Equipped Abilities: Immunity to poison effects - Maximum Hit Points: +10 + Maximum Hit Points: +10 bonus Armor Class Bonus: 1 Protects Against Critical Hits Weight: 1 Not Usable By: - Good-aligned characters~ + Good~ @2359 = ~Paralytic Bolt +1~ @2360 = ~Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. Bolts coated in this poison are aften used by sahaugins. @@ -11587,7 +11745,7 @@ Bolts coated in this poison are aften used by sahaugins. STATISTICS: Combat Abilities: - Paralyzing: target must save vs. paralyze or be held for 2 rounds + Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +1 bonus Damage: 1D8 @@ -11600,7 +11758,7 @@ Launcher: Crossbow~ STATISTICS: Combat Abilities: - Paralyzing: target must save vs. paralyze or be held for 2 rounds + Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +1 bonus Damage: 1D8 @@ -11613,7 +11771,7 @@ Launcher: Crossbow~ STATISTICS: Combat Abilities: - Paralyzing: target must save vs. paralyze or be held for 2 rounds + Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +2 bonus Damage: 1D8 @@ -11626,7 +11784,7 @@ Launcher: Crossbow~ STATISTICS: Combat Abilities: - Paralyzing: target must save vs. paralyze or be held for 2 rounds + Paralyzing: target is held for 2 rounds (save vs. paralyzation neg.) THAC0: +3 bonus Damage: 1D8 @@ -11651,7 +11809,7 @@ Not Usable By: @2370 = ~Full Plate Mail +3~ @2371 = ~Ring of Clumsiness~ @2372 = ~The Jester's Folly -The most notorious owner of this ring made a substantial living exploiting its 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 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. +The most notorious owner of this ring made a substantial living exploiting its 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 only once the stooge had promised no reprisals for the treatment he had received, although 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: @@ -11667,7 +11825,7 @@ Not Usable By: Wizard Slayer~ @2373 = ~Ring of Folly~ @2374 = ~Discipliner -Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled, and most egotistical, students. Through their blind arrogance they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher. +Oft the bane of the careless mage, this ring was actually used to promote humility. Hergat Norin, a grand wizard of Narfell, would give the Discipliner to his most skilled, and most egotistical, students. Through their blind arrogance, they would mistake the ring as a reward for their "obvious brilliance," and not the punishment of a disapproving teacher. STATISTICS: @@ -11675,7 +11833,7 @@ STATISTICS: Equipped Abilities: Casting Speed: +1 bonus - Wild Magic: any spell cast by the wearer is affected by a wild surge + Wild Magic: all spells cast by the wearer are affected by wild surges Weight: 1 Not Usable By: @@ -11692,7 +11850,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Seeking: additional +6 to attack rolls + Seeking: additional +6 bonus to THAC0 THAC0: +1 bonus Damage: +1 bonus @@ -11712,10 +11870,10 @@ STATISTICS: *CURSED* Equipped Abilities: - Bloodsucking: any living wielder loses 1 hit point every 3 rounds + Bloodsucking: living wielders lose 1 hit point every 3 rounds Combat Abilities: - Vampiric: drains one to four hit points from the target and transfers it to the wielder + Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +3 bonus Damage: 1D8 + 3 @@ -11726,8 +11884,8 @@ Proficiency Type: Long Sword Type: 1-handed Requires: 6 Strength Not Usable By: - Druid Cleric + Druid Mage Beast Master~ @2381 = ~Malakar's Companion +2~ @@ -11736,20 +11894,22 @@ Not Usable By: STATISTICS: Equipped Abilities: - Parrying: +1 bonus (none vs. missile) + Parrying: +1 bonus to AC (none vs. missile) + +Combat Abilities: Keen: +5% chance to score critical hits THAC0: +2 bonus -Damage: 1D8 + 2 -Damage type: piercing -Weight: 2 +Damage: 1D8 + 2 +Damage type: piercing +Weight: 2 Speed Factor: 1 Proficiency Type: Scimitar/Wakizashi/Ninja-To -Type: 1-handed +Type: 1-handed Requires: 5 Strength, 17 Dexterity Not Usable By: - Druid Cleric + Druid Mage Beast Master~ @@ -11763,7 +11923,7 @@ Not Usable By: STATISTICS: Combat Abilities: - Bloodlust: each successful hit grants the wielder a +1 cumulative bonus to melee damage for 2 rounds + Bloodlust: each hit grants the wielder a cumulative +1 bonus to melee damage for 2 rounds THAC0: +2 bonus Damage: 1D8 + 2 @@ -11790,21 +11950,21 @@ Usable By: STATISTICS: -Special Abilities (twice per day): - Spell Absorption +Special Abilities: + Spell Absorption (2x per day) Usable By: Bard Mage~ @2389 = ~Rod of Lordly Might~ -@2390 = ~Also called The Wrath of Three Kings, though not associated with any named king in particular, this rod was likely made in 1090DR. It saw use during The Battle of the Bones, but for which side is uncertain as it was found amongst the dead after a larger skirmish. +@2390 = ~Also called the Wrath of Three Kings, though not associated with any named king in particular, this rod was likely made in 1090DR. It saw use during the Battle of the Bones, but for which side is uncertain as it was found amongst the dead after a larger skirmish. STATISTICS: -Special Abilities (once per day): - Paralyze: a target within 30 feet must save vs. rod at -2 penalty or be paralyzed for 5 rounds - Fear: opponents within 20 feet must save vs. rod or flee in terror - Life Drain: drains 10 hit points from a target and transfers it to the wielder +Special Abilities: + Paralyze (1x per day): a target within 30' is paralyzed for 5 rounds (save vs. rod at -2 penalty neg.) + Fear (1x per day): opponents within 20' flee in terror (save vs. rod neg.) + Life Drain (1x per day): 10 hit points are drained from the target and transferred to the wielder Weight: 2 Not Usable By: @@ -11814,13 +11974,13 @@ Not Usable By: STATISTICS: -Special Abilities (twice per day): - Raise Dead +Special Abilities: + Raise Dead (2x per day) Requires: 11 Wisdom Not Usable By: Wizard Slayer~ -@2393 = ~Rod of Terror~ +@2393 = ~Rod of Terror +3~ @2394 = ~These twisted rods emanate an aura of evil even while inactive, and fill all who gaze upon them with unease. They are capable of projecting a wave of unspeakable horror upon a single foe, filling even the hardiest soul with acute dread, and were certainly created for nefarious use. STATISTICS: @@ -11829,15 +11989,15 @@ Equipped Abilities: Charisma: -2 penalty Combat Abilities: - Fearsome: 33% chance target must save vs. spell or flee in terror for 2 rounds + Fearsome: 33% chance target flees in terror for 2 rounds (save vs. spell neg.) Thac0: +3 bonus -Damage: 1D6 + 3 +Damage: 1D6 + 3 Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Club -Type: 1-handed +Type: 1-handed Not Usable By: Mage~ @2395 = ~Rod of Reversal~ @@ -11845,14 +12005,14 @@ Not Usable By: STATISTICS: -Special Abilities (twice per day): - Reverse Magic: removes all magical effects upon the target unless a save vs. rod at -4 penalty is made +Special Abilities: + Reverse Magic (2x per day): removes all magical effects from the target (save vs. rod at -4 penalty neg.) Weight: 2 Not Usable By: Wizard Slayer~ @2397 = ~Wand of the Apprenti~ -@2398 = ~This wand was created for you by your apprentices, and will randomly cast a variety of three spells, each from a separate elemental source. It apparently has 50 charges. +@2398 = ~This wand was created for you by your apprentices, and will randomly cast a variety of three spells, each from a separate elemental source. It apparently has 50 charges. Requires: 9 Intelligence Usable By: @@ -11862,20 +12022,25 @@ Usable By: /*-------new strings for V4-------*/ @2400 = ~Girdle of Gender~ -@2401 = ~The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover +@2401 = ~The cursed girdle of gender, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover. + +*CURSED* + +Equipped Abilities: + Gender Swap Weight: 2 Not Usable By: Wizard Slayer.~ @2402 = ~Moonblade +3~ -@2403 = ~This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A Moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade, anyone else who tries will find themselves unable to lift the sword. +@2403 = ~This potent weapon was created by the smiths of ancient Myth Drannor. Moonblades are used in the long process of selecting a ruler for the isle of Evermeet. A Moonblade chooses its owner, and in the case of this sword it has chosen the elf, Xan. Only Xan can use this blade, anyone else who tries will find themselves unable to lift the sword. STATISTICS: Equipped Abilities: Xan wields the moonblade as if it was a long sword but he suffers no penalty for non-proficiency Armor Class: +1 bonus - Fire Resistance: +40% bonus + Fire Resistance: +50% bonus THAC0: +3 bonus Damage: 1D8 + 3 @@ -11896,62 +12061,65 @@ Equipped Abilities: Vocalize Combat Abilities: - Any bard hit must make saving throw vs. spells with a -4 penalty or die + Song Slayer: bards that are struck die instantly (save vs. death at -4 penalty neg.) THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing -Weight: 3 +Weight: 4 Speed Factor: 4 -Proficiency Type: Scimitar -Type: 1-handed +Proficiency Type: Scimitar/Wakizashi/Ninja-To +Type: 1-handed Requires: 10 Strength Not Usable By: Cleric - Mage~ -@2406 = ~The Claw~ + Mage + Beast Master~ +@2406 = ~Claw~ @2407 = ~The Claw of Kazgoroth~ @2408 = ~This appears to be the claw of some great beast, perhaps a dragon of sorts.~ @2409 = ~The origins of Kazgoroth lurk in the past, nearly as distant as those of the goddess Earthmother herself. In the pantheon of the Realms, the Beast is manifested as an aspect of Bhaal that takes the form of anything it wants to and drinks human blood, as well as feasts on human flesh. On the Moonshaes, however, this aspect has a specific purpose: the disruption of the Balance. -Little is known about this item, other than that the claw itself was taken from the corpse of the great beast. It has multiple enchantments that all become activated when the claw is worn as a ring, but it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons. + +Little is known about this item, other than that the claw itself was taken from the corpse of the great beast. It has multiple enchantments that all become activated when it is worn, but it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons. STATISTICS: *CURSED* Equipped Abilities: - Armor Class: +1 bonus, additional +4 bonus vs. missiles - Saving Throws: +3 bonus vs. breath, polymorph, wands and spells; -3 penalty vs. death + Armor Class: +1 bonus, +4 bonus vs. missiles + Saving Throws: +3 bonus vs. breath, polymorph, wands, and spells; -3 penalty vs. death Constitution: -2 penalty Weight: 2 -Not Usable By +Not Usable By: Paladin Wizard Slayer~ @2410 = ~The Horn~ @2411 = ~The Horn of Kazgoroth~ @2412 = ~This seems to be the horn of some monster. It is blackened and twisted.~ -@2413 = ~This horn is thought to be made from one of the tusks of the great beast Kazgoroth. Who imbued it with enchantments is unknown, but it is a very potent item. When blown upon, no sound issues from the horn. Instead the user of the horn is incased in a globe of power for a short duration. The bubble gives the user partial magic resistance and a saving throw bonus, as well as partially deflecting incoming missile attacks. The effect only lasts 18 seconds, and the horn draws from the life force of the user everytime it is used. +@2413 = ~This horn is thought to be made from one of the tusks of the great beast Kazgoroth. Who imbued it with enchantments is unknown, but it is a very potent item. When blown upon, no sound issues from the horn. Instead, the user of the horn is incased in a globe of power for a short duration. The bubble gives the user partial magic resistance and a bonus to saving throws, as well as partially deflecting incoming missile attacks. The effect only lasts 18 seconds, however, and the horn draws from the life force of the user every time it is used. STATISTICS: -Special Abilities (once per day): - Globe of Power: grants the user immunity to first and second level spells, +2 bonus to all saves, +4 bonus to armor class vs. missiles +Special Abilities: + Globe of Power (1x per day): grants the user immunity to 1st and 2nd level spells, a +2 bonus to saving throws, and a +4 bonus to AC vs. missiles Weight: 1 -Not Usable By: +Not Usable By: Cleric Druid Thief~ @2414 = ~Handmaiden's Mace +3~ @2415 = ~This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. + The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like...namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat Abilities: - Envenomed: creatures struck by the weapon must save vs. poison or suffer 1 point of damage each second for 3 rounds - Web: 33% chance target must save vs. breath or be held for 2 rounds + Envenomed: creatures struck by the weapon suffer 1 damage each second for 3 rounds (save vs. poison neg.) + Web: 33% chance target is held for 2 rounds (save vs. breath neg.) THAC0: +3 bonus Damage: 1D6 + 4 @@ -11964,7 +12132,7 @@ Requires: 9 Strength Usable By: Drow Cleric~ @2416 = ~Sword of Chaos +4~ -@2417 = ~The blade of Sarevok, brother of , used in the battle they fought in faraway Baldur's Gate. prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. Now Sarevok has joined with 's cause and his blade has been restored to him. Sarevok describes the weapon as a Deathbringer blade and has restored some of the weapon's old power. Without his Bhaalspawn essence to channel through the sword, however, it cannot achieve the power it once had. Still, however, it is a formidable weapon...and one that Sarevok warns would become increasingly difficult to wield in the hands of one who was not a Deathbringer, if they could use it at all. +@2417 = ~The blade of Sarevok, brother of , used in the battle they fought in faraway Baldur's Gate. prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. Now Sarevok has joined with 's cause and his blade has been restored to him. Sarevok describes the weapon as a Deathbringer blade and has restored some of the weapon's old power. Without his Bhaalspawn essence to channel through the sword, however, it cannot achieve the power it once had. Still, however, it is a formidable weapon...and one that Sarevok warns would become increasingly difficult to wield in the hands of one who was not a Deathbringer, if they could use it at all. STATISTICS: @@ -11972,7 +12140,7 @@ Equipped Abilities: Saving Throws: +2 bonus Combat Abilities: - Vampiric: drains one to four hit points from the target and transfers it to the wielder + Vampiric: each hit drains 1D4 hit points from the target and transfers them to the wielder THAC0: +4 bonus Damage: 1D10 + 4 @@ -11985,8 +12153,7 @@ Requires: 18 Strength Usable By: Sarevok~ @2418 = ~Ring of Opportunity~ -@2419 = ~Ring of Opportunity -This ring was given to by Koveras in Candlekeep. Its polished black surface is cold to the touch and engraved with powerful incantations. The ring's design and crafting material suggest western workmanship. On the inside you see what appears to be a thick figure eight with a slash mark through it. +@2419 = ~This ring was given to by Koveras in Candlekeep. Its polished black surface is cold to the touch and engraved with powerful incantations. The ring's design and crafting material suggest western workmanship. On the inside, you see what appears to be a thick figure eight with a slash mark through it. STATISTICS: @@ -12093,4 +12260,3 @@ Not Usable By: @4083 = ~Life Drain~ @4084 = ~Raise Dead~ @4085 = ~Reverse Magic~ - diff --git a/item_rev/readme-item_rev.html b/item_rev/readme-item_rev.html index c50a336..55a1d96 100644 --- a/item_rev/readme-item_rev.html +++ b/item_rev/readme-item_rev.html @@ -1093,6 +1093,7 @@

Shout Outs

Mike: I'd like to give a big thanks to the authors of the many tools we've used and to all the people who have contributed to the mod in one way or another. The mod community as a whole deserves special credit. The overwhelming majority of people who have an interest in the creation and playing of IE mods are extremely supportive of one another, and knowing that your work will provide enjoyment to others is a great motivator. I'd also like to thank those individuals at G3 who set me along the path to modding in the first place and the G3 community for hosting this here. The BG2 Tweak Pack was a major inspiration and help while coding this mod, and some code has been directly pillaged from it. Finally, I want to thank Ardanis for picking up my slack while I was on modding hiatus.

Contributors
Ascension64 (ToBEx) +
Bartimaeus (Description fixes)
Erephine (1PP)
Isaya (French translation)
K4thos (EET compatibility code)