Armor
Armor of the Hart +3
Few suits of armor in all the Realms are the equal of this full plate. All that remains of the origin of the Hart are folktales and legends. The most popular of these is that an impossible battle was once fought against an army of orcs surging through the Three Trees Pass. Arngor of the Oak led the armies of men and elves and it is said that he dueled with the orc commander till the sun set and the land was bathed in a bloody mist. Finally the orc fell but Arngor had sustained wounds too vast for any to save him. His blood soaked through the armor he wore, infusing it with his courage and nobility. Thus the Armor of the Hart became known to men.
STATISTICS:
Armor Class: -2
Weight: 45
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Asleyferund Elven Chain +5 (great for elven fighters and archers)
While in exile from Myth Drannor, Aslyferund learned the secret of fashioning powerful Elven armor by gilding and heavily enchanting normal Elven Chain. Alas, his refusal to divulge the secret lead to his murder by a rival smith.
STATISTICS:
While worn, user is completely immune to all normal weapons.
Armor Class: 0
Weight: 15
Requires: 5 Strength
Not Usable By:
Druid
Mage
Big Metal Unit (IMHO, should be renamed as “The Big Cheese Unit”
Found within a long forgotten pocket of our collected pantology, herein tales the lie of the Metal "Unit".
Gargantua was self-proclaimed lord of his immeasurable lower regions until his son, Pantagruel, questioned the accuracy of the ruler. With his shortcomings exposed, great Gargantua lay prostrate upon the ground while Pantagruel sought to cover his cuirass in case his now governing body lost its sway. He was warned that the people would cut him no slacks, but he never listened, and had burned his britches behind him. Undaunted, he fulfilled his animus with the robes of his father, as uncomfortable as that might sound, and shaped the Metal "Unit" with his own hands.
The rule of Pantagruel was a discommoding morass, his armor eventually suffering a breach in the breech that proved his undoing. As his basket left the pantry, so to speak, his regime fell to insurrection, and so complete was the sacking that not even his Metal "Unit" could be found. The component pieces, a pantaloon triumvirate, were lost in the annals of time.
You now bear the awesome responsibility of the Metal "Unit". Gussets of wind, seams like reality, pockets of resistance, the seat of power, and legs as flared as your temper. Polish it well; the onus is now on you.
Enikidu’s Full Plate +3 (Anti-Assasin Armor)
This armor was created for Enkidu, a famed warrior from Kara-Tur. While none dared challenge him in fair combat, Enkidu was often subject to cowardly sneak attacks from assassins, ninjas and Wu-Jen.
STATISTICS:
Immune to backstab while equipped
+5% Magic Resistance
Armor Class: -2
Weight: 45
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Plate of Balduran (my personal favourite)
This plate was worn by the famous hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.
STATISTICS:
Equipped Abilities:
+4 hit points
+1 Charisma bonus
Armor Class: -1
Weight: 50
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Robe of Vecna (if anything else, improves casting speed)
This robe doesn't even have close to the power that the two famous artifacts, the Hand and Eye of Vecna possess. Still, from simply being worn by the powerful lich, the robe absorbed enough magical energies to become a potent magic item.
STATISTICS:
Equipped Abilities:
AC: base set to 5
Improves casting speed by 4
+10% Magic Resistance
Weight: 3
Only usable by:
Mage (single, dual, & multi-class)
White Dragon Scale
Not surprisingly, this armor created from the scales of a young Ice Dragon provides the wearer with protection from cold and ice.
STATISTICS:
+50% Resistance to Cold
Cast Cone of Cold 3 times/day
Armor Class: -2
Weight: 15
Requires: 8 Strength
Not Usable By:
Mage
Arrows (… and Bows only. I am never a bolts/crossbow guy J )
Arrow +3
These enchanted missiles far surpass the craftsmanship of any arrow, magical or otherwise, you have ever seen.
STATISTICS:
Damage: 1D6
THACO: +3
Damage type: missile (piercing)
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage
Arrow of Biting
The Arrow of Biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and oft-times, death.
STATISTICS:
Damage: 1D6
Damage type: missile (piercing)
Poison: 30% of total maximum Hit Points within 20 seconds after contact unless save vs. death made.
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage
Arrows of Dispelling
The Arrow of Dispelling will remove the magical enchantments that its victim is surrounded by.
STATISTICS:
Special: Dispel Magic affecting target
Damage: 1D6
Damage type: missile (piercing)
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage
Arrows of Ice (good for trolls and fire giants)
The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core.
STATISTICS:
Damage: 1D6
Damage type: missile (piercing)
Special: 1D2 cold damage (no save)
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage
Arrows of Piercing (salamanders, anyone?)
The Arrow of Piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim.
STATISTICS:
Damage: 1D6
THACO: +4
Damage type: missile (piercing)
Special: +6 physical (piercing) damage (save vs. death for none)
Weight: 0
Launcher: Bow
Not usable by:
Cleric
Druid
Mage
Axe
Axe of the Unyielding +5 (the bestest there is. Get it upgraded in ToB. Cheese deluxe.)
Note: well-suited for powergamers; to a T, in fact. If you want a bit of challenge, or if you actually want to <role play> BG2/ToB… find something else!
Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now the most fearsome of weapons - a vorpal edged axe capable of severing an opponents head with a single blow.
STATISTICS
Equipped Abilities:
Improves AC by 1
User regenerates 3 hp/round
Increase user's constitution by +1
Combat Abilities:
10% chance of instantly killing an opponent by decapitation with each successful attack
THAC0: +5 bonus
Damage: 1D8 +5
Damage type: slashing
Weight: 5
Speed Factor: 2
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Azuredge Axe +3 (Use this for undead romps! Great speed factor to boot)
Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status, and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name.
STATISTICS
Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed
Damage: 1D6
Damage type (melee): slashing
Damage type (thrown): missile (piercing)
Special: Returns to user's hand once thrown
Weight: 2
Speed Factor: 1
Proficiency Type: Axe
Type: 1-handed
Requires: 4 Strength
Not Usable By:
Any Neutral or Evil Character
Druid
Cleric
Mage
Thief
K’Logarath +4 (2D6! Enough said)
The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact.
STATISTICS:
Combat Abilities:
Axe returns to the wielder's hand instantly after an attack is made
Target must save vs death or be knocked down and take 2D6 extra damage with each successful hit
THACO: +4 bonus
Damage: 1D6 + 4
Damage type (melee): slashing
Damage type (thrown): missile (piercing)
Special: Returns to user's hand once thrown
Weight: 1
Speed Factor: 0
Proficiency Type: Axe
Type: 1-handed
Requires: 4 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Belt
Belt of Inertial Barrier
Belt of Inertial Barrier
When worn, this belt creates a dense curtain of air around the wearer. This curtain, or barrier provides superior protection against breath attacks as well as magic. By the scorch marks on the worn leather, it is obvious that this belt has been worn at least once against a dragon.
STATISTICS
Abilities:
+5 to saves vs. breath weapons
+25% Resistance to Missile Damage (Missile Attacks will do three quarters of full damage)
+50% Resistance to Magic Damage (Magic Attacks (Such as Magic Missile, Abi Dalzim's Horrid Wilting, etc.) will do half of full damage)
Girdle of Bluntness: 'Destroyer of the Hills'
Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands, lands that lacked a similar champion and did not fare as well.
STATISTICS:
Armor Class Bonus: +4 vs. blunt weapons
Weight: 2
Girdle of Fire Giant Strength
This belt is actually the woven hair from a fire giant's beard. When worn the belt greatly increases the wearer's strength.
STATISTICS
Strength: set to 22
Boots
Boots of Avoidance
Boots of Avoidance: 'Senses of the Cat'
The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students.
STATISTICS:
Armor Class bonus: +5 vs. missile weapons
Weight: 4
Boots of Speed: 'The Paws of the Cheetah'
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!"
STATISTICS
Equipped Ability: increases movement rate
Bow
Composite Long Bow +3
This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use.
STATISTICS:
THACO: +4 bonus
Damage: +1 bonus
Weight: 7
Speed Factor: 4
Proficiency Type: Long Bow
Type: 2-handed
Requires: 18 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Bard
Darkfire Bow +5 (cheesy bow, but damn! I like it! No archer should leave home w/o it)
The magical bowstring of Gond makes even this strongly enchanted short bow more accurate and powerful.
STATISTICS:
Equipped Abilities:
Once per day may cast Improved Haste
5% bonus to Fire and Cold resistance
THACO: +5
Weight: 1
Speed Factor: 1
Proficiency Type: Short Bow
Type: 2-handed
Requires: 3 Strength
Not Usable By:
Druid
Cleric
Mage
Mana Bow +4
Kestsa was given this longbow many years ago by the Cowled Wizards, as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy.
STATISTICS:
Equipped Abilities: +20% to resist magical damage
THACO: +4
Weight: 2
Speed Factor: 3
Proficiency Type: Longbow
Type: 2-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Short Bow of Gesen (best short bow out, IMO)
The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user.
STATISTICS:
THAC0: +4
Damage: 2 piercing, 1-8 electrical
Effects: Grants user 20% resistance to electrical damage
Weight: 2
Speed Factor: 4
Proficiency Type: Short Bow
Type: 2-handed
Requires: 3 Strength
Not Usable By:
Druid
Cleric
Mage
Tansheron's Short Bow +3 (Look ma! No ha… er, ammo!)
The thin, frayed string of this bow appears unusable, but when it is drawn a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story.
Note: avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows.
STATISTICS:
Equipped Ability: This powerful bow requires no ammunition
THACO: +3 bonus
Weight: 2
Speed Factor: 3
Proficiency Type: Short Bow
Type: 2-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Taralash + 5 (Super-uber!)
The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful.
STATISTICS:
Equipped Abilities: Increase Movement Rate by 2
THACO: +5
Weight: 1
Speed Factor: 2
Proficiency Type: Longbow
Type: 2-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Tuigan Short Bow +1 (my favourite, speed factor only 5 though)
The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerun but bound together by a common bloodline. The bows they make are especially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: any bow of Tuigan origin can be fired faster than is possible with a normal one.
STATISTICS:
Combat Abilities: 3 shots per round
THACO: +1 bonus
Damage: +1
Weight: 2
Speed Factor: 5
Proficiency Type: Short Bow
Type: 2-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Cloak
Cloak of Balduran: 'Cloak of Balduran' (Complete Balduran set, anyone??)
This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader.
STATISTICS:
Armor Class: +1 bonus
Saving Throws: +1 bonus
Magic Resistance: 25%
Weight: 3
Not usable by:
Cloak of Mirroring (Beholders! Beware!)
Though it feels much like normal cloth, this shimmering cloak has on occasion been described as "woven water". Its true enchantment becomes apparent when the wearer is attacked directly by magic, and all damage caused by spell effects is returned to the caster.
STATISTICS
Special Abilities: Reflects all spell damage back to the source. This includes offensive spells like magic missile, but not disabling (non-damage) spells such as hold person.
Cloak of Non-Detection: 'Whispers of Silence'
Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners.
STATISTICS:
Special: Non-detectable by magical means such as detect invisibility and scrying.
Weight: 3
Cloak of Protection +2: 'The Spirit's Shield'
This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak.
STATISTICS:
Armor Class: +2 bonus
Saving Throw: +2 bonus
Weight: 3
Not usable by:
Cloak of Reflection
Vorn Druidslayer crafted this cloak and used it with great success in his campaign to eliminate the druids from all the woods south of Baldur's Gate. His campaign ended abruptly when he encountered a flock of wyverns, who were attracted by the cloak's sheen. They killed Vorn and used the cloak to cover their nest, serving to protect their young during electrical storms.
STATISTICS
Special Abilities: Reflects all electrical damage back to the source
This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat.
STATISTICS:
Special: +5 Armor bonus vs. missile weapon
Special: +1 Armor bonus vs. all other weapons
Duration: 1 turn
Number of Charges: Unknown
Weight: 4
Not Usable by:
Improved Cloak of Protection + 2
The abilities conferred by this powerfully enchanted cloak attest to the fact that protection can take many forms - including hiding from view and running away.
STATISTICS:
Cast Improved Haste once/day
Cast Improved Invisibility once/day
Armor Class: +2 bonus
Saving Throw: +2 bonus
Weight: 3
Dagger
Boneblade +4
Dagger of Throwing +3 Firetooth
This throwing knife is imbued with magical fire, and was supposedly carved from an extracted red dragon tooth. Tavern tales suggest that the beast is still alive, her anger fueling the enchantment within the weapon. Though fanciful, the story is consistent, and it is said the dagger returns to the thrower "as though on wings."
STATISTICS:
Combat Abilities: dagger returns to the thrower
THACO: +3 bonus, 1D2 fire damage
Damage: 2D4 + 3
Damage type: missile (piercing)
Weight: 1
Speed Factor: 1
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable By:
Cleric
Dagger +4, Lifestealer (Sheer back stabbin’, life stealin’ thievery!
This dagger weighs heavily in your hand, and is warm to the touch. Merely having it on your person makes you feel uneasy for some reason. The gem mounted in the hilt seems to have an inner light of some sort, though how it can have such illuminations and still be so deathly black at its core, you do not know.
Damage: 1D4 +4
THACO: +4 bonus
Effect: 15% Chance of Level Drain
Damage type: piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable By:
Cleric
Dagger of the Star +5
With the Star Sapphires encrusting its hilt, this small blade is one of the most dangerous weapons in the Realms.
STATISTICS:
Combat Abilities:
15% chance of making the user go invisible for 60 seconds after each successful attack.
Star Bolt - each successful hit has a 5% chance of causing an extra 1D8 fire and 1D8 electrical damage.
THACO: +5 bonus
Damage: 1D4 + 5
Damage type: piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires: 3 Strength
Not Usable By:
Cleric
Flail (feel free to dual wield any of them below)
The Club of Detonation +5
The enchantments from the Ring of Fire resistance makes the demon spirit trapped within this weapon easier to control - though the wrath of the creature may occasionally still be released without warning.
STATISTICS:
Combat Abilities:
30% chance target will take an additional 15 points of fire damage with each successful attack
5% chance a fireball will automatically detonate with each successful attack
THAC0: +5 bonus
Damage: 1D6 + 5, +5 fire damage
Damage type: crushing
Weight: 1
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage
Defender of Easthaven +3
This flail was created a century ago to commerate the defeat of the demon Balhifet. It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated.
STATISTICS:
Equipped Abilities:
+1 AC bonus
+20% resistance to slashing, piercing, and blunt damage
THACO: +2 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 12
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief
Flail of Ages +5 (Whee! Cheese lovers rejoice!)
With the addition of the fifth and final head to this weapon created by the evil Rakshasa race the true potential of the Flail of Ages is finally realized.
STATISTICS:
Equipped Abilities:
Free Action
5% bonus to Magic Resistance
Combat Abilities:
33% chance each hit that target will be slowed (no saving throw)
THACO: +5 bonus
Damage: 1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison Damage, +2 Electrical Damage
Damage type: crushing
Weight: 8
Speed Factor: 2
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief
Gloves (I left out “Gauntlet of Extraordinary Specialisatin”.)
Blessed Bracers
The willing sacrifice of a vast fortune in gold, combined with the holy venerations of the sanctifying ceremony, have convinced the blessed powers to transform these already formidable gauntlets into gloves of awesome righteous power.
STATISTICS:
Cast Cure Critical Wounds once/day
Cast Resurrection once/day
+10 to maximum HP total while equipped
Weight: 1
Useable By:
Paladins
Gauntlets of Crushing
A foreigner from the east who went by the name of Floating Bear became well known through the Sword Coast. Unarmed and unarmored he bested many powerful warriors. One night, in the arms of a lady of the night he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland.
STATISTICS
THAC0: +4 bonus when attacking with fists
Damage: +4 bonus when attacking with fists
These rarest of gauntlets are highly sought after by duelists, warriors, and fighters of all kinds.
STATISTICS:
Adds one extra 1/2 attack/round
THACO: +1 bonus
Damage: +2 bonus
Weight: 1
Useable By:
Fighters
Paladins
Rangers
Gauntlets of Weapon Expertise: 'Legacy of the Masters'
Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom.
STATISTICS:
THACO: +1 bonus
Damage: +2 bonus
Weight: 1
Tzu-Zan’s Bracers
Although monks traditionally shun armor, these gauntlets of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat.
STATISTICS:
+15 to maximum Hit Point total
+1 Bonus to AC
Weight: 1
Useable By:
Monks
Wondrous Gloves
These gem-studded leather gloves are enchanted so as to augment the skills of any bard.
STATISTICS:
+1 THAC0
+1 Bonus to AC
Bonus 2nd, 3rd and 4th level spell
Weight: 1
Useable By:
Bards
Halberd
Halberd +4 Blackmist
This was the weapon of Dominique Harl, a sightless paladin who frequently traveled Faerun. When attacked, Dominique would unleash the black mist that is this halberd's namesake, potentially blinding all within ten feet. This often gave him the advantage, for he lived in darkness all his life, seeing only with the inner light of faith. Dominique eventually fell, his body found in a dark forest, slain by a creature of the night even more at home in the shadows than he.
STATISTICS:
Special Abilities:
Blindness:
Three times a day save vs. spells
Area: 10 foot radius
THACO: +4 bonus
Damage: 1D10 + 4
Damage type: piercing
Weight: 10
Speed Factor: 5
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Halberd +3: Dragon's Bane (Dragon killer)
This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerun." Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it. The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle. This weapon did not end up in the beast's hoard however, as the creature returned to its lair to recuperate and when it emerged the field of combat was well scavenged.
STATISTICS:
THAC0: +3 bonus
Damage: 1D10 +3, +6 vs. dragons
Damage type: piercing
Weight: 12
Speed Factor: 9
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Halberd +4 Dragon's Breath
Trying to profit from the strength of greater beings, many years ago the mage Ullion founded a dragon-worshipping cult under the moniker "Son of Drago." Attracting followers with promises of conquest, he sought to secure his authority by enchanting this symbolic weapon for his bodyguard, Jaramor Bold. When the Dragon's Breath strikes an opponent it releases the harsh flames of a red dragon, the poisonous vapor of the green dragon, the blue dragon's lightning bolt, a spray of a black dragon's acid, and the white dragon's penetrating cold. Unfortunately, Ullion was the first to feel its effects, slain by the ambitious Jaramor who sought to rule. There was no real power to be had without the mage, so the entire organization soon collapsed on itself.
STATISTICS:
Combat Abilities:
+ 1 point of cold damage
+ 1 point of fire damage
+ 1 point of electrical damage
+ 1 point of acid damage
+ 1 point of poison damage
THAC0: +4 bonus
Damage: 1D10
Damage type: piercing
Weight: 12
Speed Factor: 5
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Halberd +4: Wave
Forged in antiquity by a cult devoted to the goddess Umberlee, this weapon of vengeance was designed to aid the cult's champion in retrieving a holy artifact from the fire giants of the Storm Horn Mountains. That was a lot of hope to place in one champion, and unfortunately the Wave had been lost ever since.
STATISTICS:
Combat Abilities:
15% chance of draining victim of water (+15 damage)
Slays Fire Elementals, Efreet, Salamaders (no save)
THAC0: +4 bonus
Damage: 1D10+4
Damage type: piercing
Weight: 12
Speed Factor: 5
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Monk
Druid
Cleric
Mage
Thief
Combined with the Serpent Shaft, this dark halberd has the ability to slay an opponent with a single blow - unless they can survive the sudden loss of their head.
STATISTICS:
Cast Cloak of Fear three times/day
Combat Abilities:
3-18 bonus damage each hit unless target saves vs. poison
10% chance each hit of decapitating opponent (no save)
THAC0: +6 bonus
Damage: 1D10+6
Damage type: piercing
Weight: 10
Speed Factor: 3
Proficiency Type: Halberd
Type: 2-handed
Requires: 13 Strength
Not Usable By:
Monk
Druid
Cleric
Mage
Thief
Hammer
Crom Faeyr (guaranteed to turn SoA/ToB into a big yawn! Use with caution!)
This is the true name that the dwarven weaponsmith, Silverblade, gave to the weapon he intended to create for his son. Alas, his son died before the weapon was ever completed, but here it stands complete... forged from the combined magic of the original hammer with the Gauntlets of Ogre Power and a Girdle of Frost Giant Strength. Crom Faeyr gifts its users with all the powers of the original Hammer of Thunderbolts, in addition to enormous strength and the ability to kill golems, ettins and trolls in one blow.
STATISTICS:
Special Abilities:
grants 25 Strength
kills Stone Golems, Clay Golems, Ettins and Trolls
Thac0: +5 bonus
Damage: 2D4 + 3
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Not Usable By:
Druid
Mage
Thief
Dwarven Thrower, War Hammer +3,
This hammer -- not to be confused with the elven made Dwarf Thrower -- is only usable by dwarves. In the capable hands of a dwarven warrior the hammer may be thrown at an opponent. The magic in the hammer draws it back to the hand of its wielder. If it hits an opponent it does double the normal damage that a hammer would normally do. Against giants and ogres the hammer does an additional +8 damage, due to the special hatred that dwarves hold against these races.
STATISTICS:
Combat Abilities: Returns to thrower
THAC0: +3 bonus
Damage: 2D4 + 3, + 8 damage to giants and ogres
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Non-dwarves
Druid
Mage
Thief
RuneHammer +5 (the one for me)
The Rune of Clangeddin is now inscribed on the head of this hammer, granting even greater powers to any who wield the weapon.
STATISTICS:
Equipped Abilities: Negative Plane Protection
Immunity to Fear
Fire Giant Strength once/day
Mass Cure once/day
Combat Abilities:4-16 +10 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed
Thac0: +5 bonus
Damage: 2D4 + 5
Damage type: crushing
Weight: 2
Speed Factor: 0
Proficiency Type: Warhammer
Type: 1-handed
Requires: 16 Strength
Not Usable By:
Druid
Mage
Thief
War Hammer +1, +4 vs. Giant Humanoids:
The Knee-capper, or "The Capper", as it is affectionately known in dwarven circles, is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.
STATISTICS:
THACO: +1 bonus, +4 vs. giants
Damage: 1D4 + 2, +5 vs. giants
Damage type: crushing
Weight: 8
Speed Factor: 2
Proficiency Type: War Hammer
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
Helm (may be controversial; I left out a few notable ones, Vhailor’s eg)
Helm of Balduran
The fabled helm of Balduran, legendary founder of Baldur's Gate, has long been rumored to wield powerful protective magic. The exact nature of this magic, however, has not yet been determined.
STATISTICS:
Armor Class Bonus: 1
Hit Point Max: +5
Saving Throws: +1 bonus
THACO: +1 bonus
Special: Protects Against Critical Hits
Weight: 1
Not Usable By:
Mage
Bard
Thief
Pale Green Ioun Stone
On his deathbed, aged hero Rigar TrueBlood begged one last request of his mage companion Spectorial: that his skill and fortitude as a warrior live on. The reluctant friend consented and transferred these traits to an item, knowing the warrior's soul would then be lacking them. This pale green Ioun stone now holds these essences, and grants the owner TrueBlood's health and skill.
STATISTICS
Equipped Abilities:
+10 % bonus to hit points
+1 bonus to THAC0
Armor Class Bonus: None
Weight: 2
Wong Fei’s Ioun Stone
This Ioun Stone was said to be a gift given to the Shou-ling monk, Wong Fei Hung by the Kara Turan god of war, Chan Cheng. The god came down in the form of a dragon and fought Wong Fei for three days and three nights. Chan Cheng was so impressed by the monk's prowess that he bestowed the Ioun Stone upon him. The stone disappeared when Wong Fei died.
STATISTICS:
Armor Class: +1 Bonus
Equipped Abilities:
+15 to Max Hit Points
Wearer Regenerates 1 hit point every 6 seconds
Usable By:
Monk
Fighter
Kensai
Mace
Bone Club +2, +3 vs. Undead
This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own.
STATISTICS:
THAC0: +2, +3 vs. Undead
Damage: 1D6 + 2, +3 vs. Undead
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage
Club +2: Gnasher
Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests.
STATISTICS:
THAC0: +2 bonus
Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage
Jerrod's Mace
This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful demon known as Balhifet.
STATISTICS:
THACO: +2 bonus, +5 vs. demons
Damage: 1D6 + 3, +5 vs. demons
Damage type: crushing
Weight: 7
Speed Factor: 5
Proficiency Type: Mace
Type: 1-handed
Not Usable By:
Druid
Mage
Thief
Mace of Disruption +2
This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians.
Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead.
STATISTICS:
Combat Abilities:
2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed
Immunity to Level Drain
THACO: +2
Damage: 1D6 + 3
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
Storm Star +5
Infused with the other worldly Starfall Ore, the powers of this already formidable weapon are greatly enhanced.
STATISTICS:
Equipped Abilities:
+20% to electrical resistance
Combat Abilities:
5% chance of casting chain lightning on target with each successful attack
THACO: +5 bonus
Damage: 1D6 + 6, +1D6 electrical damage
Damage type: crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
The Root of the Problem
Club +1, +3 vs. unnatural creatures
This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were nature’s creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad’s tree, a final gift to nature’s cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item’s ironic name, though the humor is not appreciated among nature’s more devout followers.
STATISTICS:
THAC0: +1, +3 vs. unnatural creatures
Damage: 1D6 +1, +3 vs. unnatural creatures, +1 acid damage
Damage type: crushing and acid
Weight: 3
Speed Factor: 3
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage
Morning Star
Ice Star +4 (makes Fire giants redundant)
The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire.
STATISTICS:
+20% Fire Resistance
THACO: +4
Damage: 2D4 +4 +1-4 extra cold damage
Damage type: crushing
Weight: 8
Speed Factor: 4
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Mage
Thief
The Sleeper +2 (my fav)
Morningstar + 2: The Sleeper
This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune.
STATISTICS
Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper must save vs. poison with a +4 bonus or fall asleep for 18 seconds.
THACO: +2 bonus
Damage: 2D4 +2
Damage type: crushing
Weight: 9
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Mage
Thief
Necklace
Amulet of Power
This amulet bears the signature enchantments of Conster Damon, an archmage that fell in the Year of the Dracorage (1018DR). The crispness of its etchings may have faded with fire and time, but it still echoes his famous defiant cries: "Your magic denied!" "I will be heard!" "Defeat comes swiftly!" "Take nothing from me!" It has seen much use, and changed hands many times through blood and battle.
STATISTICS
While Equipped:
Magic Resistance: +5%
Vocalize
Decrease Spell Casting Speed by 1
Immunity to Level Drain
Not Usable By:
Thief
Fighter
Sensate Amulet (looks good on Aerie/ Vic J )
This amulet originates in the city of Sigil where is was forged the by the Society of Sensation. It was given out to the most loyal sensates, to protect them when they traveled the Planes looking for new experiences.
STATISTICS
While Equipped:
+5 bonus to hit points
+2 bonus to charisma
Permanent protection from evil
Usable By:
Cleric
Ring
Ring of Gaxx
This ring is relatively unadorned, but the vile magic within radiates intense evil. Indeed, its creator, Kangaxx, was no less evil himself, even before millennia of undeath honed his power. It is said that a cadre of Netheril mages fought and imprisoned the demilich once, but being unable to truly destroy him they became liches themselves to stand guard over his remains. The construction of the ring may have led to their enmity, as each of the gem's nine facets was supposedly empowered by sacrifice and death.
STATISTICS
Armor Class: +2 Bonus
Saving Throws: +2 Bonus
Magic Resistance: +10% Bonus
Special Abilities: Immunity to Disease and Poison
Equipped Abilities: Wearer regenerates 1 hit point every 3 seconds
Special Use: Invisibility, once per day
Improved Haste, three time per day
Ring of Protection +3
The Warder's Signet
Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the God's stalwart service during the Time of Troubles. Helm in turn passed the gift on to his mortal followers.
STATISTICS:
Armor Class: +3 bonus
Saving Throws: +3 bonus
Scrolls (caution: highly subjective. Low level spells left out)
Bigby's Crushing Hand (Evocation)
Level: 9
Range: Visual range of caster
Duration: 3 Rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2D10 damage. The victim can save at -4 vs. paralyzation to avoid being pinned. If they fail, the hand does 3D10 damage the next round. The victim can again save vs. paralyzation at -2. If they fail to save, the hand does a final 4D10 damage and disappears.
Black Blade of Disaster (Evocation)
Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell enables the caster to create a black, blade-shaped planar rift, about three feet long. It jumps into the casters hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of grand mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time this hits a target, the victim must make a save vs. death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 hit points.
Chain Contingency (Evocation) (Wow! 3 horrid wiltings?)
Level: 9
Range: 0
Duration: Special
Casting Time: 1 turn
Area of Effect: The Caster
Saving Throw: None
Chain contingency channels some of the magical energy of the mage and releases it only under certain circumstances. Basically, the mage chooses three spells, which will be released under certain conditions such as being hit by an enemy. When this condition occurs all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency.
Fireshield (Red) (Evocation, Alteration)
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.
Hold Undead (Necromancy)
Level: 3
Range: Visual range of caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: special
Saving Throw: Neg.
This spell holds 1d4 undead creatures rigidly immobile and in place for twelve or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 5 feet of the target are also affected. Those who succeed on their saving throws are totally unaffected by the spell.
Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds.
Incendiary Cloud (Evocation)
Level: 8
Range: Visual Sight of Caster
Duration: 1 turn
Casting Time: 8
Area of Effect: 30' radius cloud
Saving Throw: 1/2
This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately, or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect with a save vs. spells for half.
Invisible Stalker
(Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 9 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell summons an invisible stalker from the elemental plane of Air. This 8 hit dice monster obeys and serves the spellcaster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the casters control for 9 hours or until it is killed -- at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.
Maze (conjuration,summoning)
Level: 8
Range: Touch
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its intelligence.
Intelligence of Target -- Time trapped in maze
under 3 -- 2d4 turns
3 to 5 -- 1d4 turns
6 to 8 -- 5d4 rounds
9 to 11 -- 4d4 rounds
12 to 14 -- 3d4 rounds
15 to 17 -- 2d4 rounds
18 and up -- 1d4 rounds
Note that if the 9th level spell freedom is cast in the area where a creature is mazed, it will effectively bring him back to this plane ending the spell prematurely. Otherwise it will last for the duration of the spell. Note a mazed creature is not freed through dispel magic.
Mordenkainen's Sword (Evocation)
Level: 7
Range: 0
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Upon casting this spell, the wizard brings into being a shimmering, swordlike plane of force that leaps into the wizards hands. The sword acts as a +4 weapon in all respects, as well it inflicts 5-20 damage when a successful attack is made in combat. Once the spell is cast the sword will float in the air completely under the control of the caster. Note that this does not prevent the caster from doing any other actions during the spell duration.
Pierce Magic (Abjuration)
Level: 6
Range: Visual sight of caster
Duration: Special
Casting Time: 6
Area of Effect: Target Creature
Saving Throw: Special
When this spell is cast upon a target creature there will be two major effects. The first is that the creatures magic resistance will be lowered by 1% per level of the caster. The second is that it will cancel one spell protection of 8th level or lower on the creature. For example if this spell was cast by a 15th level wizard the target creature would lose 15% magic resistance from his current total reducing it to 0 if less than that remains, as well as cancelling one 8th level or lower spell protection. The list of spells that this includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, and Globe Of Invulnerability. Magic resistance does not effect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster.
Pierce Shield (Abjuration)
Level: 8
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: None
When this spell is cast it launches a massive attack on an enemy wizard's spell defenses. The target's magic resistance will be lowered by 10% + 1% per level of the caster. Next pierce shield will cancel one spell protection of any level. For example if this spell was cast by a 15th level wizard the target creature would lose 25% magic resistance from his current total reducing it to 0 if less than that remains as well as cancelling one spell protection if the mage currently has one. The list of spells that this includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic resistance does not effect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.
Polymorph Other (Alteration)
Level: 4
Range: Visual sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However most physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a save vs. petrification/polymorph is made successfully. The transformation is instant and permanent until a dispel magic is cast successfully upon the affected creature. All clothes and equipment that the target was wearing will mold into the new form.
Power Word, Blind (conjuration/summoning)
Level: 8
Range: Visual sight of caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 10 foot radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims such as a penalty to hit and to AC. As well the visibility range of the afflicted character is decreased.
Power Word, Kill (conjuration,summoning) (Specially crafted with the solo gamers in mind. Killjoy would be more appropriate. Should be banned! Oh well, thanks, Bioware)
Level: 9
Range: Visual sight of caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The power word slays a creature with up to 60 hit points. Even if the creature's maximum hit points are higher than 60, the current hit points are used for this determination. There is no saving throw. This spell has no effect if the target has more than 60 hit points.
Power Word, Silence (conjuration/summoning)
Level: 6
Range: 30 yards
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
In using this spell the wizard points at an individual and utters the power word. For the next seven rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only counter to this spell is a dispel magic and vocalize. There is no saving throw.
Protection From Evil 10' Radius (good for solo magic users)
(Abjuration)
Level: 4
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10' radius
Saving Throw: None
When this spell is cast, all creatures within a 10' radius are affected individually by 'protection from evil'. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.
A Protection from Undead scroll invokes a 3' radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, etc. It does not offer any protection from magical attacks, however, and will wear off with the passage of 10 turns.
STATISTICS:
Special: Immune to all undead
Range: 30 ft
Area: 1 creature
Duration: 10 turns
Not usable by:
Simulacrum (Illusion/Phantasm)
Level: 8
Range: 0
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A duplicate of the caster is created when this spell is cast. The duplicate is almost identical to the caster, making the duplicate a very powerful ally. The simulacrum is created at 60% of the level at which the caster is currently on. It has all the spells and abilities that the caster would have at that level. It also has 60% of the hit points of the caster. The simulacrum is fully under the control of the caster.
Spell Trap (Abjuration)
Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap -- making the caster recall a previously cast spell. For example, a wizard shields himself with spell trap and is then hit by a Flame Arrow (3rd level spell). He gets three spell levels back -- he will regain one spell, up to 3rd level in power.
The spell trap protects against 30 levels of protection (i.e., ten flame arrows or five finger's of death). The spell trap can absorb any level of spell, from one to nine.
Spell Trigger (Invocation/Evocation)
Level: 8
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows a mage to store spells in a magical ability (accessed via the special ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A mage can only possess one spell trigger at a time, and the trigger may not be given to other players. Once the spell trigger is used the icon will disappear from the special ability.
Spell Turning (Abjuration)
Level: 7
Range: 0
Duration: 3 rounds/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
This powerful abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This effects a total of 12 spell levels, for example 4 3rd-level, or 1 6th and 1 7th-level, etc.. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. Something to note is that as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from dispel magic. However it will not be affected by dispel magic either.
Spellstrike (Abjuration, Alteration)
Level: 9
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Target Creature
Saving Throw: None
When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, Spell Invulnerability, and Spell Trap. The target's magic resistance, if any, does not affect this spell.
Summon Hakeashar (Conjuration/Summoning)
Level: 7
Range: 40 yards
Duration: 8 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell is similar to the 6th level wizard spell, Summon Nishruu. The Hakeashar is a more powerful version of the Nishruu, having more hit points, better attacks, and immunity to normal weapons.
By casting the summon hakeashar spell the wizard calls into being a magical being of considerable power, the Hakeashar. At first glance this appears to be some sort of mist but upon closer examination this boiling churning grey mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, this creature feeds on the energies surrounding and used by wizards (and other spellcasters). Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all. However, it can be hurt by physical attacks. Each time the creature touches a target wizard and wraps its tendrils around him there are two major effects. First, all magical items with charges that the target possesses will be drained by one charge, destroying them if only one remains. The second is it causes the wizard to lose one memorized spell. This is chosen at random, however it will consume the highest level possible. The hakeashar is completely immune to magic, and not only that, but magic will actually heal this creature. The creature will remain under the wizards control until reduced to 0 hit points, or the spell duration expires.
Tenser's Transformation (Alteration)
Level: 6
Range: 0
Duration: 1 round/ level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
Tenser's transformation is a sight guaranteed to astound any creature not aware of its power. For when the wizard casts the spell, he undergoes a startling transformation. The size and strength of the wizard increase to heroic preportions, so he becomes a formidable fighting machine. The spell causes the caster to become a berserk fighter.
The wizard's hit points double, and all damage he sustains comes first from the magical points gained. The armor class of the wizard is 4 better than he possessed prior casting the spell, up to a maximum armor class of -10.
All attacks are as a fighter of the same level as the wizard (i.e. the wizard uses the combat values normally reserved for fighters). As well, each attack is made at +2, and each successful hit in combat inflicts an additional 2 points of damage. The effect lasts for the duration or until dispelled. NOTE: This spell does not give the caster any extra attacks.
Time Stop (Alteration)
Level: 9
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Inside the sphere, the caster is free to act for three rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. When the spell duration ceases, the wizard is again operating in normal time. Note that all spells cast during the timestop will take effect immediately after time returns to normal.
Wail of the Banshee (Necromancy)
Level: 9
Range: 0
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30-ft. radius
Saving Throw: Neg.
At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a saving throw vs. death magic die instantly. The caster and companions are immune to the effects of the wail.
Shield
Shield of Balduran +3 (sentimentalists and purists, get the complete combo!)
This shield was worn by the hero Balduran. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.
STATISTICS:
Equipped Abilities:
Reflects beholder rays
-1 Penalty to Strength
Armor Class Bonus: 4
Weight: 5
Requires: 12 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Shield of Harmony +2
Audn of the Field, Knight-Champion for the wizard Kekkim, carried this shield for most of his life. It protects the bearer from most forms of mind control, a benefit for a wizard who needed warrior allies to stay faithfully at his side. Both Kekkim and Audn have long since returned to the earth, leaving the shield to whomever might recover it from Kekkim's tower.
STATISTICS:
Abilities: Immunity to charm, confusion, domination, and hold person
Armor Class Bonus: 3
Weight: 2
Requires: 4 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Short Sword
Arbane's Sword of Agility +2
One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar, and spent his life seeking revenge. Despite his focussed hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man.
STATISTICS:
Equipped Abilities: Wearer is immune to hold person
Special Abilities: Once per day can haste the character for 12 seconds
THACO: +2 bonus
Damage: 1D6 +2
Damage type: piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Short Sword
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Druid
Cleric
Mage
Cutthroat +4
This weapon has a bloody history, having been used to exercise its namesake many times. Popular among the assassin trade for its size and enchantment, it has been in the possession of many of the Realms' more dangerous citizens, though seldom remaining in one place any length of time.
STATISTICS:
THACO: +4 bonus
Damage: 1D6 +4
Damage type: piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Short Sword
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Druid
Cleric
Mage
Short Sword of Mask +5
Combined with the Heart of the Damned into a single lethal weapon, this deadly blade is the preferred tool of assassins and thieves.
STATISTICS:
Combat Abilities:
15% chance to drain 1 level from opponent with every hit
15% chance with every hit that opponent is entangled for 24 seconds, no save
THACO: +5 bonus
Damage: 1D6 +5
Damage type piercing
Weight: 2
Speed Factor: 0
Proficiency Type: Short Sword
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Druid
Cleric
Mage
Yamato +4
The name of the mighty Wu Jen who fashioned this "companion sword" is long forgotten. However, the name Yamato, loosely translated, means "Guardian" or "Defender".
STATISTICS
Special Abilities:
Grants a +1 bonus to AC when equipped
THAC0: +4 bonus
Damage: 1D8 +4
Damage type: piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Druid
Cleric
Mage
Sling (just one)
Sling of Everard
The sling of Everard was a holy weapon created by the god Tempus and given to Everard to help him defeat the enemies of Icewind Dale.
STATISTICS:
Equipped Ability: does not require bullets
THACO: +5 bonus
Damage: +2 (missile damage)
Weight: 0
Speed Factor: 0
Proficiency Type: Sling
Type: 1-handed
Requires: 3 Strength
Spear
Ixil’s Spike +6
With shaft and tip reunited, Ixil's Spike is a fearsome weapon. During the battle the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear.
STATISTICS:
Equipped Abilities: Permanent Free Action
Combat Abilities: With each successful hit, the opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round.
THAC0: + 6 bonus
Damage: 1D6 + 6
Damage type: piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Spear +3, Impaler
The Impaler has a palpable aura of magic that hints at the vicious nature of the weapon and why it has been a favorite of several powerful orc chieftains in the past. When a victim is struck they are, as one would guess, very nearly impaled, run through as the massive enchantment does its dirty work.
STATISTICS
THAC0: +3 bonus
Damage: 1D6 +3, +10 piercing damage
Damage type: piercing
Weight: 3
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Spear of Withering +4
Carved from the heart of a rotten Treant, this spear smells of death. When held in your hands it groans a little as if reluctant to allow a living thing to touch it. In battle the Spear of Withering spits a foul poison into its target upon each succesful hit.
STATISTICS:
THAC0: + 4 bonus
Damage: 1D6 + 4, + 4 poison damage
Damage type: piercing
Weight: 5
Speed Factor: 6
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Staff
Rod of Smiting
This long, thin rod can be wielded as a staff. This rod has been designed to destroy golems. Any golem struck by the rod must make a saving throw or be destroyed. In the hands of any other than a cleric or mage the rod becomes unusable.
STATISTICS
Combat Abilities: If a golem is struck by the rod, the golem must make a saving throw vs. death or be destroyed.
Thac0: +3 bonus
Damage: 1D8 + 3, +10 vs. Golems
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Usable By:
Mage
Cleric
Staff of Power
A mage's staff is far more than just a gilded walking stick, most being enchanted to an impressive degree. This one is no exception, and whoever the previous owner was, they were powerful indeed. It enables a mage to better escape hostile magic and avoid physical blows, and can erect a Globe of Invulnerability (one charge). Offensively it can be used in melee very well, and cast a Lightning Bolt (one charge).
STATISTICS
Saving Throws: +2 bonus
Armor Class: +2 bonus
Abilities (one charge):
Globe of Invulnerability
Duration: 1 round/level
Range: User
Area: 5-foot-radius sphere
Grants immunity to 1st to 4th level spells.
Lightning Bolt of Paralyzation
Damage: 10d6
Range: 140 yards
Saving throw: for half damage
Also stuns (no save) the target for 5 rounds
THAC0: +2 bonus
Damage: 1D6 +2
Damage type: crushing
Weight: 3
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By
Mages
Staff of the Magi (“Quintessential” is an apt description!)
This type of staff is thoroughly linked of the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study. This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil. It can also cast a Spell Trap, launch a Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage item.
STATISTICS
Armor Class: +2 bonus
Saving Throws: +2 bonus
Equipped Abilities:
Invisibility
Immunity to Charm
Protection From Evil
Fireball-Lightning
Damage: combined lightning and fireball damage
Range: 150 feet
Use: Three times a day
Abilities: Trap Spell
Duration: 8 hours or until 30 spell levels have been trapped
Use: Once a day
Combat Ability (each hit): Dispel Magic
THAC0: +1 bonus (strikes as a +5 weapon)
Damage: 1D6 +1
Damage type: crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type: 2-handed
Requires: 5 Strength
Usable By
Mages
Staff of the Ram +6
Roranach's Horn augments the Staff of the Ram's already noteworthy abilities, creating a weapon few opponents are able to stand against.
STATISTICS:
Combat Abilites:
15% Chance opponent is knocked back and stunned.
Large creatures such as a dragons or giants will not be knocked back or stunned.
THACO: +6 bonus
Damage: 1D6 + 12 crushing, +1D4 piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength
Staff of the Woodlands
Known only as the "Wild Man of the Wood", the man that carried this staff was a legendary figure near Trademeet until the day he died and returned to the soil. Those who saw him remember his dark, bark-like skin, a feature that would fade if the staff were set aside. He would harass irresponsible loggers and poachers, and old-timers tell of mercenaries chasing him with a dozen hunting dogs or more. The animals seemed ready to rip the poor druid to pieces, but he quickly turned them on their former masters. Rushing forward in hopes of ending his influence, the men-at-arms saw the final power of the staff, and as the vegetation trembled with the "Wild Man's" magical calling, there formed a green, rotting mix of life and death that shambled overtop of the terrified soldiers, killing them all.
STATISTICS
AC: +3 bonus
Equipped Abilities: Barkskin (AC 3)
Use Abilities (cost 1 charge)
Summon Shambling Mound
Enhanced Charm Animal
Duration: 5 minutes
Saving throw: save vs. spells with a -4 penalty
THAC0: +4 bonus
Damage: 1D6 +4
Damage type: crushing
Weight: 2
Speed Factor: 1
Type: 2-handed
Requires: 5 Strength
Usable By
Druids
Long Sword
Adjatha the Drinker, Long Sword +2 (my fav)
This blade belonged to Dabbar, a long dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed.
STATISTICS:
Equipped Abilities: Wielder immune to charm and domination spells
Special Abilities: Each hit heals the wielder of 1 hit-point damage
THACO: +2 bonus
Damage: 1D8 +2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Arguvadal +5
The true power of Frithior's blazing sword has been unleashed by the Liquid Mercury.
STATISTICS:
Special Abilities:
Increase strength to 22 when equipped.
User is immune to level drain when equipped.
THAC0: +5 bonus
Damage: 1D8 +5, 1d4+1 fire damage
Damage type: slashing
Weight: 2
Speed Factor: 0
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Blackrazor, Long Sword +3 (I banned myself from using this!)
This sword radiates evil like a sour odor, and the owner never knows if he wields the weapon, or if it wields him. In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents.
STATISTICS:
Equipped Ability :
Regeneration: 1 hp every 5 seconds
Immunity to Charm and Fear
With every hit it has a 15% chance of draining 4 levels, healing the wielder by 20 hit points, and hasting him for 20 seconds as well as increasing his strength by 3 points for 20 seconds.
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Carsomyr +6 (Paladin lovers oughtta love this sword)
Even a Holy Relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr.
STATISTICS
Equipped Abilities:
50% Magic Resistance
Dispel magic 3 times per day
Combat Abilities:
+6 damage to chaotic evil opponents in addition to other bonuses.
Dispels magic whenever the sword strikes an opponent
THAC0: +6 bonus
Damage: 1D12 +6
Damage type: slashing
Weight: 6
Speed Factor: 4
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength
Usable By:
Paladins
Celestial Fury (What can I say?)
Katana +3
To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect fighting sword. To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana. The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle. Not doing so could drastically change one's luck for the worse.
STATISTICS:
Equipped Abilities:
Lightning Strike: Once per day
Blindness: Once per day
Combat Abilities:
Booming Thunder whenever the sword strikes an opponent
(Stun, Save vs. Spell)
Shocking Blow chance when sword strikes an opponent
(5% chance of 20 additional electrical damage)
THAC0: +3 bonus
Damage: 1D10 +3
Damage type: slashing
Weight: 3
Speed Factor: 1
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Dak'kon's Zerth Blade +2 (not very special at high, ToB levels)
This sword was the weapon of choice of the famous githzerai Dak'kon. Dak'kon was killed by a powerful entity while working for a creature known as the 'Nameless One'.
STATISTICS:
Equipped Abilities:
+1 AC bonus
able to memorize one extra 1st, 2nd, 3rd, and 4th level mage spell
THAC0: +2 bonus
Damage: 1D10 +2
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Sunblade: Daystar (the only weapon for my solo monk)
Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, Paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving.
STATISTICS:
Special Abilities (once per day):
Sunray
Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
Undead: an additional 1d6 points of damage per level of caster (save vs. spells or be destroyed)
Range: 20 ft
Area: 20 ft radius
THACO: +2 bonus, +4 vs. evil creatures
Damage: 1D8 +2, +4 vs. evil creatures, does double damage against undead
Damage type: slashing
Weight: 2
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Long sword +2: Dragonslayer (Peridan)
Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerun's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the Realms.
STATISTICS:
Equipped Abilities:
Immunity to Fear
Regenerate 1 hit point every 10 rounds
Special Abilities (once per day):
Detect Invisible
THACO: +2 bonus
Damage: 1D8 +2, double damage against dragons
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Foebane +5 (Cool)
Reunited with Fflar's Scabbard, Foebane is an even greater weapon than the legends claimed.
STATISTICS:
Special Abilities: +1 bonus to all saving throws when equipped
Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save)
THACO: +5 bonus
Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.)
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Gram the Sword of Grief +5
This is one of the many weapons of the great hero Siegfried. The blade is particularly sharp and well balanced, and in a certain light one can see the faint image of a serpent within the hilt.
STATISTICS
Combat Abilities: 10% Chance of 2d12 poison damage
THAC0: +5 bonus
Damage: 1D10 +5
Damage type: slashing
Weight: 9
Speed Factor: 5
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Hindoo’s Doom
Reunited with the hand of its original owner, Hindo's Doom is a katana worthy of the greatest of Samurai.
STATISTICS
Special Abilities:
Cast Greater Restoration once/day
10% Magic Resistance when equipped
Immunity to all forms of death magic when equipped
THAC0: +4 bonus
Damage: 1D10 +4
Damage type: slashing
Weight: 2
Speed Factor: 0
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Psion’s Blade +5
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. Those who wield the Psion's Blade are immune to the Mind Flayer's psionic attacks. The bewildering gaze of Umber Hulks, often found serving the Illithid, are similarly rendered harmless.
STATISTICS:
Grants immunity to confusion and all Psionic attacks when wielded.
Damage: 1D10 +5
THAC0: +5 bonus
Damage type: slashing
Weight: 9
Speed Factor: 5
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Purifier +5
With the Eye of Tyr set into its pommel, Purifier is perhaps the greatest single instrument of holy justice on the face of Faerun.
STATISTICS
Equipped Abilities:
30% Magic Resistance
Cast Dispel Magic twice per day
Cast Mass Cure once per day
Combat Abilities:
Additional +5 damage versus chaotic evil opponents
THACO: +5 bonus
Damage: 2D4 + 5
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Usable By:
Paladins
Scarlet Ninja-To +3
Ninja-To of the Scarlet Brotherhood
When a member of the Scarlet Brotherhood kills one of that organization's 'great enemies', they are often rewarded with this sword. How this sword made its way from the world of Greyhawk (where the Brotherhood is based) to Faerun is a mystery. When unsheathed the ninja-to will glow blood red.
STATISTICS
Equipped Ability: one extra attack per round
Combat Ability: Poison damage of 6 hit-points per round, for two rounds, if target fails a saving throw versus poison
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 2
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed
Requires: 6 Strength
Usable By:
Monks
Scimitar +5, Defender (cheaters with 2 of this equipped will surely rot in hell J )
This is the magical scimitar +5 Defender that bears the name "Twinkle." It is one of the personal weapons of Drizzt. Due to its magical nature, only those pure of heart can use it.
STATISTICS:
Damage: 1D8 + 3
THACO: +3 bonus
Special: +2 Armor Class bonus
Damage type: Slashing
Weight: 4
Proficiency type: Scimitar
Speed Factor: 2
Type: 1-handed
Requires: 8 Strength
Not usable by:
Evil or Neutral Alignment
Mage
Cleric
Spectral Brand +5
Drawing on the necromancy of the Skull of the Lich, Spectral Brand is now an instrument of unholy death that should never have been unleashed upon the Realms.
STATISTICS:
Special Abilities:
Negative Plane Protection while equipped.
Summon spectral blade once/day. This dancing sword fights on behalf of the one who wields Spectral Brand for 4 rounds, attacking once per round and doing 1D8+3 damage with each hit.
Combat Abilities:
Armor Piercing Strike once/day. Raises the THAC0 bonus to +10 for 3 rounds.
Damage: 1D8 +5, +1D6 cold damage
THAC0: +5
Damage type: slashing
Weight: 2
Speed Factor: 1
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type: 1-handed
Requires: 8 Strength
Not Usable By:
Cleric
Mage
Sword of Balduran (not that great; +2 sword)
The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.
STATISTICS:
Equipped Abilities:
+10% to lore
+10% Magic Resistance
Damage: 1D8 +2
THACO: +2 bonus
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Druid
Cleric
Mage
Sword of Chaos +2 (Oh Sarevok? Where are you?)
Sarevok's Sword of Chaos
The blade of Sarevok, brother of <CHARNAME>, used in the battle they fought in faraway Baldur's Gate. <CHARNAME> prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. The sword itself defies identification, likely forged specifically for Sarevok to best focus the infernal energy he hoped to control. Much of its power died with him.
STATISTICS:
Abilities: each hit drains one hit point from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum.
Damage: 1D10 +2
THAC0: +2 bonus
Damage type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Monk
The Answerer +4 (I found it reeeeeeeeaaaaaaallllllyyyyyy ssslllllloooooooooowwwww)
The last swing of a battle is more important than the first. Such is the philosophy embodied in this powerful weapon. Although the strange design of The Answerer makes it difficult to take the initiative in combat, with each hit it makes an opponent more vulnerable to subsequent attacks.
STATISTICS:
Each hit lowers opponents' Magic Resistance by 15%
Each hit applies a penalty of -2 to opponents' AC
THACO: +4 bonus
Damage: 1D8 +4
Damage type: slashing
Weight: 2
Speed Factor: 9
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Long Sword: The Equalizer
Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality", it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer.
STATISTICS:
Always considered +3 when determining what it can hit.
THACO & Damage:
vs True Neutral: +0 to hit, +0 damage
vs Chaotic Neutral, Lawful Neutral +1 to hit, +2 damage
vs Neutral Good, Neutral Evil: +2 to hit, +4 damage
vs other alignments: +3 to hit, +6 damage
Damage type: slashing
Equipped Abilities:
Immune to Charm and Confusion
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage